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Epsilon [Open/Accepting (REBOOT)]

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In a land filled with monsters and kings, power is shifting. Can we fight back against the evil both bring? 

Tags: Dragons, Supernatural, Fantasy, Adventure, royalty 

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river rocker
Captain

Profitable Bloodsucker

7,900 Points
  • Alchemy Level 1 100
  • Grunny Grabber 50
  • Survivor 150
PostPosted: Mon Aug 29, 2016 6:06 pm


Below you will find the Systems, One of each post.
Systems include: Slavery, Money,War, Shops, Guilds, Death/Injury, and Stats.  
PostPosted: Mon Aug 29, 2016 6:30 pm


Money :


Epsilon's currency is called an Epsilon Coin, abbreviated as EC

All your characters funds are located in the Epsilon Royal Bank

You may buy from the items on that list in the Epsilon Royal Bank.

Once shops start appearing you may buy from third party shops as well.

Note: As of Ethe's separation from the Empire, they have begun work on a mint and bank of their own, which will go into effect with the new 5-year timeskip.

river rocker
Captain

Profitable Bloodsucker

7,900 Points
  • Alchemy Level 1 100
  • Grunny Grabber 50
  • Survivor 150

river rocker
Captain

Profitable Bloodsucker

7,900 Points
  • Alchemy Level 1 100
  • Grunny Grabber 50
  • Survivor 150
PostPosted: Mon Aug 29, 2016 6:43 pm


Shops and Guilds

Characters can Create Shops and Guilds. Shops are character run threads where find a picture to represent your shop, make up a menu of items that you sell, and hire other characters to help you manage your shop. You get an income of 100EC each month plus whatever money you get from shop sales.

Guilds are roughly the same except they have no income value, however it can be used as a way to bring multiple businesses under one roof, or it can be a way to sneak something around the law. Guilds can be used to train yourself if its a knights guild or a blacksmithing guild or even a musical guild, you can travel faster and get special permits for things you cant normally do if you are on your own or if you're opening just a shop.

How you open a guild or shop is very simple, fill out the below forum and send it to one of the guild crew. Once you do it will be reviewed and you will get a PM back when the review process is finished:


Username:
Character Name:
Guild or Shop:
Shop/Guild Name:
Purpose of Shop/Guild:
Kingdom of Residence: (The Kingdom your Shop or guild will be located)
Employees: (Keep empty)
PostPosted: Mon Aug 29, 2016 6:45 pm


Slavery


On Epsilon the Slave Trade is rampant, but where it once use to run out in the open without fear of retribution, recent years have seen the trade go underground.

If you choose a slave character they will not be aloud to just "escape" randomly, if they escape you must have a plan, a way out, and a place to go. Trying to escape randomly (and succeeding) means I will have a bolt of lightning come down and kill your character. thank you very much.

When it comes to Slavery, everyone has a collar on. Your home is the Cirque cells, and you are part of the Cirque de Lune cover.

As a slave you are free to roam about the city of Lionis however a "creepy clown" NPC is following you around at all times. They are one of the head honcho's lacky's and they keep an eye on you at all times to make sure you don't escape. If you try to hide with your family it is possible your family might end up enslaved as well as you...if you try to run you are caught and brought back to face punishment.

1. When a RPer decided to create a slave character, and when its finished the head of the slave trade (you may know them, you may not) will set a price that will be added to your characters profile.

2. When another Player character comes around and wants to buy your character they will have to pay what it says on your characters profile

3. When they do their name will be added under the "owner" section of your profile and your character may then leave the Cirque de Lune and Cirque cells, having their new home be wherever the owner decides.

4. You do not get to negotiate with whom your character ends up being stuck with.

5. When a player character buys a slave they have to pay a slave tax of $25ec, if you can not afford it the slave gets returned to the cirque de lune, unless they escape from you.

6. An owner buying a slave simply to just free them will result in one of a few things happening. Either they experience an accident and die and the slave is brought back to the cirque, an accident happens and they both becomes slaves, or an accident happens and they both die.

river rocker
Captain

Profitable Bloodsucker

7,900 Points
  • Alchemy Level 1 100
  • Grunny Grabber 50
  • Survivor 150

river rocker
Captain

Profitable Bloodsucker

7,900 Points
  • Alchemy Level 1 100
  • Grunny Grabber 50
  • Survivor 150
PostPosted: Mon Aug 29, 2016 6:46 pm


Death/Injury System


Very simple system.

When you create a character and it is accepted, it will be assigned a random number between 1 and 200.

When disasters hit like earthquakes, volcanic eruptions, tornados, plagues, and wars several numbers will be randomly selected.

If your characters number is hit then your character is selected (Kind of like Jury Duty)

If your characters number is hit you will be quoted.

A second number will be generated by a different crew member.

The closer the numbers are together the more serious the injury.


KEEP IN MIND
your character wont be killed off unless you are inactive, or we have spoken about it first.

Example A:
Jane Doe's Number is 53
A Volcano explodes in Ethe
Crew generates number 53
Second crew member generates number 52, 53, or 54
Jane Doe is now dead.


Example B:
John Doe's Number is 27
A Volcano explodes in Ethe
Crew generates number 27
Second crew member generates number 20
John Doe has been hit by falling debris while flying away and is knocked to the ground, injuries aren't life threatening, however his wings are bleeding, He needs to see a Doctor/Healer


Because of this system I suggest having at least two characters

Enjoy
PostPosted: Fri Sep 02, 2016 8:58 pm


Perks System


Stat Age Rules


Ages of 15-17 can choose 3 Perks
Ages of 18-35 can choose 5 Perks
Ages of 35-70 can choose 7 Perks
Ages of 70-100 can choose 10 Perks

for each RP year you can choose one more perk to add. Think of it as your character learning thoughout their lives. Keep in mind that these are free. There are still things your character will have to use stat points to buy.


Music/Artistic Perks:
You are gifted in one of the following per perk:
Piano
Violin
Cello
Lyre
Flute
Singing
Painting
Drawing
Basket Weaving
Sculpting
Ceramics


Athletic Perks:

You are physically gifted in the following per perk:

Acrobatics
Horseback riding
Animal Taming
Dancing



Intellectual Perks

You are intellectually gifted in the following per perk:

Reading and Writing package deal (if you dont have this your character can't read or write)
Language Perks: All Language perks give people who can understand the language of choice more speaking opportunities with NPC's and those that do not speak their language, however everyone should know the common tongue.
Multilingual 1 (One language besides common)
Multilingual 2 (Two languages besides common)
Multilingual 3 (Three languages besides common)
Multilingual 4 (Four languages besides common)
Legal Proceedings (Less chance of getting thrown in prison for doing something illegal)
Banking (Receive extra coin per year change depending on roll)
Swindling (50% of Store goods, but also 50% chance of getting caught if dice roll lands on 1 or 4 or 6 on six sided dice)
Thrifty (25% of Store goods)
Historian (Learn more history that your character doesnt know, has a slower payoff)


Important Note:
All characters made prior to the August 2018 reboot have the choice of keeping all traits, both given and gifted, or choosing new traits as according to your age set above.

river rocker
Captain

Profitable Bloodsucker

7,900 Points
  • Alchemy Level 1 100
  • Grunny Grabber 50
  • Survivor 150


Resident Historian


Timid Prophet

7,575 Points
  • Trash Can Supporter 50
  • Demonic Associate 100
  • Bunny Spotter 50
PostPosted: Sun Aug 19, 2018 12:56 am


Small Explanation on Magic





Magic comes from the land.


Having a direct connection to the land would give people raw unfiltered power. This has happened twice before and has made one person go insane and the other take out half an army when their emotions when out of control. On occasion people will be born without magic being filtered but they don’t tend to live that long


So the magic is filtered through blue stones called blue Whispers. Who whispers are pure magic, they are souls, remnant of past lives, and they helped the land remain floating but spreading the magic out across the land.


As people are born magic is gifted to them through the land and filtered through the whispers, however the more people born the less magic there is to go around and each generation will have less and less magic in their blood.


The more population the weaker the magic though each generation

The less magic in the land the less the land can remain floating.
PostPosted: Fri Aug 24, 2018 10:14 pm




Stats: Some Background

Strength:

Pretty self-explanatory. It's how strong your character is. Warriors pride themselves on this, as the bulk of combat skills are within this category.

Health:

Again, a little obvious, but these are all staples at this point. Depending on what tier and value of this stat, your character may be able to take more or less of a beating than others. New perks will be added to the category as well.

Stamina:

Like health, stamina is applicable to one's longevity in battle. Those with higher stamina can miss more health proportionally and land hits reliably, move with full speed, etc. as opposed to their lower stamina counterparts. This as means they don't feel fatigue as quickly. Quick example: a great sword user fighting with high stamina will wield their weapon better than one without, even though both have the same strength stat. Another: the same two warriors are locked in combat. Both have deep lacerations to the shoulder, hindering their swings. The one with higher stamina Wil muscle through and win the day.

Speed:

Carrying on the pattern, this stat simply tells which of two characters is faster than the other. Those with a higher speed stat will generally outpace and outmaneuver an opponent over the course of a fight, assuming both have comparable stamina, but those in a speed tier above their opponent will always have the first move. This doesn't mean they cannot be touched, but when dictating the order of battle, speed tier (not necessarily a difference in a few points) is the absolute authority. It's simpler this way. Also, it is important to note that some of the usefulness of the speed stat is cut down by its reliance on other stats--most notably strength and stamina. One would be fettered by a heavy weapon despite a high speed stat if they couldn't lift it; fancy footwork gets you nowhere when you can't go the whole twelve rounds. Players know these things, and often compensate by fitting faster characters with light gear. However, at least stamina will be factored into a fast fighter's performance...

Syndesi:

From the Greek for "connection," this is what will substitute for the classic "mana" in this setting. It is the amount, force, resistance, etc. regarding magic. One distinction I will make quickly is that intelligence (while no longer in the system) and magical affinity are not directly related, but some credence will be given to claims of intelligence (within reason--barring "convenient" magical abilities for gathering information) made by characters with high syndesi, regardless of magical feats. Those from highly populated areas cannot have a high syndesi stat and be very young, by virtue of how the magic of this universe works.


How to Allocate:

Every character will start off with a set amount of points to spend on whatever they wish. This number will be determined by the age of the character at creation. Like so...

0-12yrs: 65pts
13-20yrs: 80pts
21-35yrs: 120pts
36-50yrs: 100pts
51-65yrs: 80pts
66-80yrs: 65pts
80+: 60pts

BUT! Before you go ahead and load all your points into the abovementioned stats, you may want to wait and consider the following...

Perks and Abilities!

Here you may spend points to gain helpful little things for your character. Each will be categorized for convenience and fairness for each stat. Each of these abilities has the same amount of tiers, being five, as its corresponding stat, meaning that one has to have attained the tier they want the skill to be in that stat already. To clarify, if I have spent the points to obtain the highest tier in strength, I will, if I spend as much on other stats as someone with a lower strength tier, have significantly less points to spend on these abilities. All abilities here will use the same points as those you allocate from. It should look like this...

100pts

minus...

25 str
25 HP
20 sp
10 sta
5 syn

leaves us with 15 points to buy skills with. So, if I want the highest tier swordsmanship, I should spend something like...

50 str
10 hp
10 sp
10 sta
5 syn

and 10pts for the swordsmanship skill. Choose wisely and don't be afraid to ask questions---answering those would be better than correcting profiles.


Strength:

Swordplay 10pts
Heavy Weapons (for two-handed weapons, mostly--axes, greatswords, etc.) 10pts
Archery 10pts
Fisticuffs 10pts
All or Nothing: Betting all one's strength on one attack gains the user great power, but also a great risk for failure... 15pts
Agro-power: A rush of adrenaline ups each of the user's stats by a set amount for a set amount of turns. 15pts

Health:

Regroup: the user focuses and can restore a portion of their stamina to keep on truckin'. 10pts
One More!: when threatened with defeat, the fighter is able to restore some of their HP if they land one final, desperate attack. If it fails, the gig is up. 10pts
Medic: Various medical expertises are theirs who have dedicated themselves to studying the health of themselves and others. 10pts
Empathy: Choose a number of characters (NPCs or RPCs) to form an empathetic bond with. The range and strength of these bonds will be dictated by level. 15pts
Recovery: As long the injury isn't too severe, the user will gradually restore health. Stamina is a factor. 20pts

Stamina:

Warm Up: The longer a fight lasts, the higher strength and speed will be raised, to an extent. 10pts
Second Wind: Toward the end of a fight, the user may use one attack at full speed and strength again. 10pts
Studious: While intel. is not a stat, those devoted to learning will reap their rewards. Those with this ability are cultured, better speakers, and will more likely be looked upon favorably by those in high status. 10pts
Poison: After determination has tested one's body with a slue of trial toxins, one gains the ability to craft poisons. 10pts
Potionmaking: By a similar process, one also can learn to make many of the other potions seen and used in the land. 15pts

Speed:

Thief: Ready to test your speed on that B & E? Use your speed stat to tell how you might get away with the goods. Steal from safes to pockets. 10pts
Illusionist: With quick hands and fast speech, even the most observant can be fooled into seeing (or not seeing) something wrong. 15pts
Mind Reader: With quick eyes, the user can gauge the microexpressions in a person to get an idea of what they might be thinking. Always ask permission. 20pts
Escape Artist: Wily speed helps the user out of a tight spot. 20pts
Weapon's Down: The quick combatant, seeing the pattern of battle, is able to strip the enemy of their weapon by knocking it away, damaging a hand, etc. 15pts
Afterburners: The user is able to fly with impressive speeds. 10pts


Syndesi:

Repel: The user can erect a field of sorts that may bounce back a magical attack. 10pts
Absorb: Turn some of the damage into Syndesi.
Analyse: The user is able to identify the makeup of certain magics upon first sight, aiding their decision to battle. 10pts
Cascade: If there are magic users of the same type in the area, all of their magic power will increase by a degree. 20pts
Group Shield: The user may erect a barrier to cover a varying range, nullifying a variety of attacks. 15pts


Magic at Work:

Now, by this point you might be asking "cool... but how does magic work?" --and that's fair. Things will be pretty straightforward (hopefully) when I explain that there are different types of magics in the world. The rest is simply based on one's Syndesi stat. The types of magic are as follows and are attached to race without exception (with one allowance for hybrids, in which case the character in question will have more than one types of magic, all pros and cons of said types, and be saddled with an immense learning curve to cure gm-ing). The system is designed to have some overlap regarding abilities over the different types of magics. So, please don't worry about "Elemental" type being the only way to use, say, water manipulation. The key is how a magic is used more than what is being done with it.


Divine:

Being the pure, original magic, it is not allotted to any race but humans, Angels, and Curebroken. It is attained through the worship of deities and can grant the user any ability depending on the situation on a strict case by case basis. If you want to specify a trend in the character to use a certain ability from the gods more often than others, you may explain this in your profile, but it is not needed. Your character's abilities will likely be slow and weak unless the gods grant them some kind of upgrade or some kind of cult is formed around your character. Please be creative and discerning in your decisions if you choose to climb the ranks in this type of magic. Those with this type of magic will be severely damaged by all other types of magic, but will inflict heavy damage on all other types--this is unavoidable.


Mentalist:

This magic type is attached to the light phoenix. It deals with the more abstract, often metaphysical, magical feats and abilities. These are illusions, telekinesis, etc. Many see this as a more "utility" version of Divine magic, being that it sports a versatile repertoire without the need for intercession. However, the variety of abilities in any one person will be very limited. This magic is strong against Technical and Divine Magics, but weak to Divine and Anima magic.

Some examples:

Psychic Constructs:
The user can create an object, person, or creature from their mental (Syndesi) energy and control it briefly. The creation can be set with a goal, deliver information, etc.

Invisibility:
Using their psychic powers, a character may disappear from a group or person for a short time.


Anima:

This magic is used by the light dragons. It is rooted in animism, meaning perceiving, worshipping, communicating with, etc. spirits found in nearly anything to bring about some kind of efficacy--in this case obviously some kind of magical ability. For the sake of simplicity, those who use this will need to communicate with some kind of spirit relating to their ability (ex.: a fire user will have some tie to a fire sprite--or something--that will allow them to have some mastery of fire. Perhaps they'd seek fire to speak with it...). This spirit may be attacked and killed, placing a sense of urgency on care for members of this type. This type is strong against Divine and Mentalist and weak to Divine and Elemental.

Some examples:

Animal Telepathy:
The user is able to speak with various animals telepathically.

Ancestor Awareness:
The user is able to sense and communicate with spirits of the departed across the map, provided they are near.

Soul Share:
The user shares a bit of their soul with the spirit of a certain object or thing, allowing them to tap into its power or briefly animate a lifeless object.


Elemental:

This magic is used by dark phoenix. Not quite animism, it is a connection and knowledge of the elements that make up the world--fire, water, earth, wind, ether, etc.--that make this magic work for its users. Members of this type see rapid growth, but less versatility. This type is strong against Divine and Technical magic and weak to Divine and Anima magic.

Some examples:

Fire Manipulation:
The user is able to control or create and control fire to varying degrees.

Ether Manipulation:
The user is able to harness the power of ether for various purposes, including flight, creating gusts, opening portals, etc.



Technical:

This magic is used by dark dragons. It deals with connection to man-made things, allowing for weapons enchantment, resisting weapon damage, and at the upper end constructing seemingly from nothing. This type requires low Syndesi to use, generally, and sees rapid growth despite its restriction to man-made things. It is strong against Divine and Mentalist magic and weak to Divine and Elemental magic.

Some examples:

Weapons Augmentation:
The user can sharpen a blade or otherwise cause a weapon to cause more damage using Syndesi.

Weapons Enchantment:
The user is able to imbue their weapon with a special ability before battle begins.

Cotton Shorts Kid

High-functioning Gekko


Cotton Shorts Kid

High-functioning Gekko

PostPosted: Tue Sep 04, 2018 2:27 pm




Tier Info


One last thing to note--and this is a doozie--is exactly what the tiers are. It may seem a bit intuitive, even obvious, but the aim is not to have many misunderstandings. There are five tiers, and the system is designed that those in lower tiers cannot challenge those above them. It should also be said that each of these tiers is present in each stat. The skill available for purchase will fall into a tier according to the player's stat. If a character has tier-4 strength, any skills under the strength category will be at the forth tier. This is a one-to-one relationship between the stat/tier of a character and the potency of their skills. Also, please note that the numerical values will still be in effect within a tier, meaning that of two characters in the Average speed tier, the one with a higher numerical value will still be faster.

Bottom

This is the lowest of the low. People with skills in this tier are often considered not to have any skill at all. Those with Bottom HP are often considered anemic; Bottom strength as useless; Bottom speed as fat or crippled... and so forth. Skills in this tier are functional at best and a gamble most often.



Novice

Those just learning are in the novice category. They have a grasp of what they are doing, and fail much less often than those in the bottom tier. However, what is gained in accuracy is not mirrored in power. These skills are reliable, unfortunately they are reliably weak. Most regular people fall into this or the next tier up, labelling it the 'functional' tier.



Average

The name explains a lot of this tier. It is where a large number of people find most of their traits. With a healthy lifestyle, and not a training regiment, a character is likely to end up here. The skills in this tier are accurate and actually have something of a punch. They seem to be worth the investment.



Advanced

Those who dedicate time to training or are otherwise gifted find their attributes in this tier, certainly worthy of the name. These are model soldiers, athletes, young laborers, etc. --gov't mages and transporters too. Skills in this tier have crossed over from decently powerful to a trusty tool in battle and in all other areas of life. Those who fight in wars will likely have some of these skills, as will mages looking to make a name for themselves. The time spent training will be reflected in the proficiency of these skills, impressing and intimidating many.



Legend

At the pinnacle of achievement rests the few who have devoted themselves tirelessly to developing a skill or attribute. They are what legends are made from, and their only challenge is those of equal standing. Those in this tier can perform immense feats of strength, take on waves of foes at once, spellbinding shows of magic, travel great distances without tiring, etc. Basically, membership of this tier grants a little artistic license with one's character's feats. Please do not abuse this.



Ranges:

Bottom: 1-10
Novice: 11-20
Average: 21-35
Advanced: 36-50
Legend: 50+
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