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Kajō-gaki no uran! [Recruiting for Prologue]

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Tags: Mecha, Action, Slice of Life, Adventure, Academy 

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Godly P i s t o l
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PostPosted: Sat May 16, 2015 7:36 pm


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Guild Name: Kajō-gaki no uran! [Rain Storm of Bullets]
Genre: Action, Adventure, Drama, Mecha, Military, Mystery, Sci-Fi, Slice of Life, Space, Academy
Current Date: March 7153
Main Setting: Genosha
Overview: Genosha was once a world filled with colors, joy, and peace balanced equally by the presence of Magic and Technology. For thousands of years, the world was perfect. War, Disease, and negativity seemed to be non-existent. The creatures, races, and spirits of Genosha were in perfect harmony, united in arms despite their differences. However, there was one individual who was alienated due to their form of Magic, The Dark Magic. While the world was unaware of this form of Magic, the individual would begin to corrupt the world, shrouding it in Dark Clouds, tainting the souls of the innocent. Soon the world would be engulfed in chaos, famine, disease, war, and other forms of evil. With no knowledge of how to fight the Dark Magic, the last of the uncorrupted were forced into small towns, cities, and other locations protected by magic, called Safe Zones. Despite the protection the Safe Zones provided, all knew it was only a matter of time before they were discovered and destroyed, until the world was completely Darkened.

During the final days, all hope seemed lost. Majority of the old world was no longer the world that the Genoshians knew, forcing a new era of time called DW [Dark World]. The Safe Zones that were once protected by Magic began to crumble, forcing the last of the survivors to migrate to safer regions. The only known region left was Iron Fist City, a large piece of land that was guarded by Ancient Magic, the first and most pure form of Magic. Within months, the city held at least half a million survivors. The Guardian of the City, known as _____ who has been using his life force to sustain the land informed the new comers that he wouldn't be able to protect them forever, and that they would eventually need to take back their world, no matter the cost.

After a few weeks of planning, the survivors decided they would open an Academy in order to teach all about their powers and those without to help benefit the fighters on the front line. It was now or never, either fall to the darkness or fight back in hopes of winning and retaking their world.

Will you help the survivors of Genosha reclaim their world or will you join the Dark Side and crush humanity? The choice is yours!!

Welcome to Kajō-gaki no uran!!!!!






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PostPosted: Sat May 16, 2015 7:37 pm


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Genosha is a very vast world, containing at least 700 Nations and thousands of Races. The world is often shrouded in war due to this dense population though it always maintains it's great health.



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Godly P i s t o l
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Godly P i s t o l
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PostPosted: Sat May 16, 2015 7:42 pm


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Iron Fist City

Iron Fist City is the home of all civilized species that are not safe in the outside world. Due to the extreme diversity, the city's technology is incredible from it's Defense to inventory. The city has stood strong for 7000+ years despite not having technology in the first 2000 years.



PostPosted: Sat May 16, 2015 7:45 pm


Fight Guide:



• Health - Health - Health is the life-line of your Character. As long as it's full, then you're character is alive and conscious. The Base health for starting characters is 800, but once it reaches 0, battling is a no-no. Battling once is 0 will only make their condition worse. Character's will die once their health reaches negative half of their base [ For example: Base is 1800, Death is -900]. Eating, resting, sleeping, being healed, and defeating another character will help regain your health. However, overexerting your character while within the healing process will ultimately cause your health to decrease back to it's low state.

Eating: Recover 20%
Resting: Recover 30%
Sleeping: Recover 45%
Defeating Character: 70%


• Armor - Armor - Armor is the classical way of keeping your base health safe while protecting you at the same time. Think of it as an extra layer of health until it completely depletes. Once it's depleted, it will break, and your base health will then be in danger of lowering. Certain armors can't protect you against Non-physical Attacks.

• Energy - This helps your character use different techniques and abilities they have. For each attack, a certain amount of energy must be used, and the more put in, the more damage there is. Techniques, however, have a minimum amount of energy that could be used. The Base Energy for starting characters is 800, to match the Base Health. It can be regained just like Health.

Eating: Recover 20%
Resting: Recover 30%
Sleeping: Recover 45%
Defeating Character: 70%


• Dodge - Dodging is a gift, but a limited one. In every battle, you are only allowed 2 free dodges. However, after using these 2 free dodges, you have to pay half the amount of energy used in the oncoming technique in order to dodge it. For example, if the user of the technique uses 100 Energy Points, you must pay 50 in order to dodge the attack. This goes for every technique used in the battle after using 2 free dodges. However, this does not work for Finishers.

The only way to dodge a Finisher is by sacrificing the same amount of energy used for it. Or by rolling [20] 100-sided. If you score 20-1100, you get hit. If you score 1101-2000, the finisher misses.


• Block - Blocking is much different from dodging. When you block, you take half the damage put in. To take less damage, add in a bit of energy into your block to counter the damage. You have to remember, however, that the amount of energy put in is the same number of damage that will be taken from the halved damage. Make sure to be wise about what you block, and how much energy you put into a block as well. With each block, you will take more damage.

• Counter - This is pretty self-explanatory. Counters are done when in battle and can be used right after an attack is made where an opening is obvious. This can lead to auto-hitting, but do not abuse the auto-hit safe-zone we have given you for countering. One auto-hit for every counter made, but don't abuse countering either. The other person must be able to take the attack fairly as well. If it isn't taken fairly, when it was obvious that an opening was made for you, then a penalty could be given to them. However, if you counter abusively, then you will get a penalty. With enough penalties, you will be pulled out from the battle and the other person will be named the victor by default.

• Perk Pool - This is a unique skill that is exclusive to just that character. Every character starts off with one. Once you get stronger, you will earn more perks. Everything 3 wins made in battle will earn you another perk. Do not go taking perks that are all extremely strong. Take ones that are related to your character's fighting style. Appealing for perks you feel we've missed is also allowed. Custom perks must be talked to with the Captain of the guild.

• Penalty - Penalties are given by the Captain [if no other mods are present], or 2 or more other mods that feel you have broken a rule or more or overstepped your limitations. Penalties can be given at any time, especially during battles, no matter if they are spotted later than they were presented. Penalties can be a range of different loses, such as losing health points, spiritual energy, or privileges. When you get a penalty, the victim in the matter will gain something in return, like health or energy, or anything else that would be deemed fair. We can not give Penalties just because, however, so when a penalty is established, other mods will view it in order to see if it is fair and legit. If you feel as if the penalty given is overdoing it, you can appeal for a Penalty Rejection. Don't abuse this option, for all penalties can't be made for no reason. This rule is only made to show fairness within the guild and fights within the RP.

• Auto-hitting - Auto-hitting - This is the biggest penalty that could be available. Mentioned before, you should never auto-hit someone unless their is a good reason for auto-hitting, like if they are unaware that they are being attacked first. Depending on the move, however, they can block, so don't randomly auto-hit someone when they aren't paying attention. The only times auto-hitting will be allowed is when using counters, the opponent is unconscious, they are trapped with little space to move, or when they are unable to dodge due to previous battle damage. These are your Auto-hit safe zones.


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• Hand-to-Hand Combat - Hand-to-Hand Combat - Hand-to-hand combat is self explanatory. You attack without any weapons in hand. Energy is used for physical attacks, and the minimum amount you can use for a physical attack is 5 Energy points. Despite this, you can add on as much energy as you would like, making the physical attacks stronger depending on how much you use. Using this also means that Combos can be involved, which means added punches and kicks into the attack. For example:

If you were to attack with a Punch, which is equal to [5 EP], then that would be equal to 5 HP Damage. If you were to use a combo, then it would be something like a Punch with [9 EP] + two kick with [8 EP & 7 EP] would = 24 HP Damage. This goes for any other number of combos you can think of.


• Techniques - As stated before, Techniques require energy. They do not have a limit to how much energy can be used in one attack, however. These techniques vary between characters, so the power of them and the number of EP used for one will differ. Each technique, will cause a certain amount of damage, but will have a limit to how much they can be used and how large they are. Techniques that can trap opponents must have a limit to them too. For example:

If one technique is a Dark Energy ball, the least it will go out to is at least 50 meters or something. If it costs [50 EP] to use, then it will cause the same amount of Health Damage. If it's a trap, called Water Trap or something similar, then it will trap an opponent for at least 1 post. It can exceed up to 3 posts. Techniques can have any desired effects, though they must be reasonable.


• Gadgets - Items that can be used in battle are like techniques and each gadget needs to be loaded with a certain amount of Energy points. It has the same law as everything else, depending on the amount of of EP used, it equals to the amount of Damage given. Some Gadgets, however, have additional uses, which means that each can have an extended battle damage for a number of posts or can trap an opponent for a certain number of posts. For Example:

A grenade with [35 EP] will cause 35 HP Damage. A fire grenade, which in most video games have a longer damage period, will be, let's say [40 EP] which will cause 40 HP Damage, but can cause, let's say, 5 additional HP Damage for 3 additional posts max. Something like a Bear Trap will need [70 EP] and cause 70 HP Damage, but can trap an opponent for 1 post max.


• Melee Weapons - Like Hand-to-hand Combat, but with weapons, you can add energy to each strike and technique and each one will cause equal amount of HP Damage depending on how much EP is put into it. For example:

One slash could be [30 EP], and cause 30 HP Damage, and so on and so forth for other strikes and techniques.


• Projectile Weapons - This works a bit differently then the others before it. Depending on what is used, a certain amount of bullets are used for each post or so. Depending on the total EP put into it, each bullet is given the divided result for each bullet. For example:

If a Shotgun fires 3 shot for [60 EP], then each bullet will cause 20 HP Damage. Another type of gun, like a Semi-Automatic Sniper Rifle fires 2 shots for [120 EP], then each bullet will cause 60 HP Damage.


======================================================================================================================

• Offense - Techniques, Weapons and Gadgets of this category are used to destroy obstacles, and objects, and to cause damage to others.

• Defense - Techniques and Gadgets that protect, cancel, and negate incoming damage and to keep you safe as long as they are used.

• Trap - Techniques, Weapons and Gadgets of this category are used to immobilize and or trap opponents, objects, and others things.

• Buff - Techniques and Gadgets of this category are used to boost the performance of an ally, weapon, power or the user itself.

• Finisher - This is usually a Technique or Weapon that have the minimum Energy Amount of 300. These things are usually to finish off an opponent completely or to be used when at the bring of defeat or death.

======================================================================================================================







Godly P i s t o l
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Godly P i s t o l
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PostPosted: Mon May 25, 2015 9:53 am



Perk Pool:

• Enhanced Accuracy - Negates opponents Free Dodges.

• Enhanced Agility - 2 Free Dodges

• Enhanced Athleticism - Extra 5-Hit Combos

• Enhanced Awareness - Ability to detect minor details, false information, problems, danger, and opponents.

• Enhanced Combat - 2x Damage for Physical Attacks, Extra 10-Hit Combo, 1/2 Damage taken from physical attacks

• Enhance Endurance - When health hits 1/4th mark, character regains 1/4th health

• Enhanced Flexibility - User is able to bend and twist their body far beyond the normal limits of physiology, although still only from the joints. Their joints, muscles, tendons and physiology in general is modified to allow the user to perform near-boneless looking contortions without stress or damage and stay in any position they choose as long they need without effort or strain.

• Enhanced Reflexes - 2 Free Dodges

• Enhanced Speed - 3 Free Dodges

• Enhanced Stamina - Character can convert Energy into Health, or Health into Energy.

• Enhanced Strength - 2x Damage Physical Attacks

• Contaminant Immunity - The user is immune to some, if not all, known poisons, toxins, venom, viruses, bacteria, radiation, etc. Senses cannot be altered.

• Enhanced Flexibility - User is able to bend and twist their body far beyond the normal limits of physiology, although still only from the joints. Their joints, muscles, tendons and physiology in general is modified to allow the user to perform near-boneless looking contortions without stress or damage and stay in any position they choose as long they need without effort or strain.




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