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[INFO] New Combat System & Power Information

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That One Halfling
Crew

Territorial Wolf

PostPosted: Sun Dec 04, 2016 9:12 am


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Combat System
Welcome to the Combat System & Power Information thread!
Have any questions, comments, or concerns? Ask away here!
*As of Release of this thread, any and all topics relating to combat or powers will be updated over time. Only one person is working on this so please be patient!*


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[Table of Conents]
The letters in the brackets are to help searching!

Introduction// Table of Contents
Combat Introduction [CMBT]//Basic Rules [RLS]// Meta Stats [MSTS]
xxxxx*Health Points [HP]// Stamina [STMN]// Base Movement [BMOV]
Rolling [RLL]// Basic Rolls [BRLL]
xxxxx*Base Physical Attacks [BPATK]// Base Defending [BDEF]// Grappling [GRPL]// Contesting Rolls [CNTS]
Powers [PWRS]// Active Powers [APWR]// (Active) Power Ranges [APWRR]// (Active) Power Ranges [APWRB] // (Active) Power Duration [APWRD]
xxxxx*Passive Powers [PAPWR]// (Passive) Power Ranges [PPWRR]// (Passive) Power Bonuses [PPWRB]// (Passive) Power Duration [PPWRD]// Power Samples [PWRSM]
Racial Powers [RCPWR]
Elemental List [ELMNT]// Resistances [RSIST]// Weaknesses [WKNS]
Setting up Combat [SUCOM]
Stage Abilities/Powers, Resistances, and Weakness [SAPRW]
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PostPosted: Sun Dec 04, 2016 10:29 am


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Combat Introduction
[CMBT]
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Combat can come in a variety of ways; a full blown battle in a field with people getting downed left and right, a sparring match between friends, even just an occasional roll for power usage in a thread where it's more or less just Roleplay.
This is where these rules come in.

Basic Rules
[RLS]
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xxxx1. You must roll dice for power usage, unless otherwise stated and agreed upon by other parties. Passive powers do not require a roll.
xxxx2. Dice Rolls must happen in THIS thread.
xxxx3. You must have Mutual & Mod Approval from all involved to Kill another Character. This is to prevent people from going on mass killing sprees because they can.
xxxx4. You can only Attack Once, Defend Once, and go up to your allotted Movement per Round. To reiterate; One Attack, Defense, and Movement per round.
xxxx5. You must show the math for your Attack and Defense in your post below the flavor text of what you are doing.
xxxx6. If you are in an all-out brawl, please state in your information section who is being attacked and what you are defending against.
xxxx7. Combat Rounds last 6 Seconds Each.
xxxx8. More Rules to be Added if Necessary. [Last Updated: 12/8/16]

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Meta Stats
[MSTS]
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Each Meta has their own set of Stats depending on their stage, though it can happen where a power increases the Stats below to a certain degree. These increase of Stats depending on powers will be detailed in the post about powers. Below are the powers in order of where they will show up on the Combat Sheet.

Health Points
[HP]
Health is the First-Most important stat to anyone in combat; it tells you how much longer your Meta can go before collapsing from pain, damage, and other ailments that can happen to them through a battle. Health is what determines how much longer your Meta can continue going before they pass out or lose consciousness and need healing. Hitting 0 HP does not mean that your character is dead - unless stated by you and those who agree to doing so - it just means they are in need of Medical Help. HP can be regained via powers.
Each Stage has it's own Health amount, aside from Toddler.

Child: 50
Teen: 75
Adult: 100
Elder: 150
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Stamina
[STMN]
Stamina is the resource that everyone uses as they use Active powers,each power using the amount of Stamina as it's level number. A level 1 uses 1 Stamina while a level 6 uses 6 Stamina. The older the Meta gets, the more Stamina they will have.

Toddler: 8
Child: 24
Teen: 40
Adult: 56
Elder: 80


Stamina use Per level
Level 1. 1 Stamina
Level 2. 2 Stamina
Level 3. 3 Stamina
Level 4. 4 Stamina
Level 5. 5 Stamina
Level 6. 6 Stamina
Level 7. 7 Stamina
Level 8. 8 Stamina
Level 9. 9 Stamina
Level 10. 10 Stamina

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Base Movement
[BMOV]
Movement is how far your Meta can Walk or Run within the span of about 6 seconds, which in most combat systems is roughly the time of a round. For Walking, the speed below is the base speed, while for Running the speed is doubled. Running takes up your other actions as well, as you're forgoing your action to full-on run.
Powers can increase the Movement Range, or increase how much your run speed is multiplied by.

Toddler: 5ft [Running: 10]
Child: 15ft [Running: 30]
Teen: 20ft [Running: 40]
Adult: 30ft [Running: 60]
Elder: 40ft [Running: 80]
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That One Halfling
Crew

Territorial Wolf

That One Halfling rolled 6-sided dice: Total: 0 (-0)

That One Halfling
Crew

Territorial Wolf

PostPosted: Sun Dec 04, 2016 2:17 pm


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Rolling
[RLL]
Rolling is how combat is determined here on Gaia, like many other methods of table-top games, but instead of anything fancy, we use a basic six-sided die [d6].
Here's how to roll here on gaia!
Below each new post, you have the option for post actions. You want to click that and select Roll Dice.
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On the left side of the new box that appears, you'll find a drop-down menu that has a variety of dice to choose from. Click the 6 sided one.
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After that, you're going to want to click the text-box on the right side (Currently boxed in red) and input the number of dice you need to roll [1-10 for us]
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When you post, it will show you a list of numbers and a total. The total is what you're going to need for basic combat situations. The number you'd be taking, in this sample image, would be the 26 before the brackets (the bracketed numbers are showing you the range you can get between the lowest number and the highest number of the dice).
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Basic Rolls
[BRLL]
Each Meta has basic rolls they can make even when they don't use a power. These rolls don't require any stamina to use for them as it's a basic attack and nothing extravagant. Passive powers can still be added to these basic rolls, and these statistics can come in handy for other instances aside from just attacking or defending.
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Base Physical Attacks
[BPATK]
All Metas, no matter the item, have a Physical (Bludgeoning) attack. This roll is for when someone wants to punch or kick someone, as weapons have their own dice and rolls (Please see Weapons topic for that.). This roll also comes into play for trying to open something without a power if you want to make it a little more luck based and a lot less general Roleplay. It can be pretty funny to roll for opening a jar of pickles and rolling a 1.
These Rolls are the Basic Physical Attacks for all Metas, Passive Powers can be added to increase the Damage if your item allows it, not increasing the dice amount.

Child: 1d6
Teen: 2d6
Adult: 3d6
Elder: 4d6
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Base Defending
[BDEF]

Metas, No matter the item, have a way to block incoming attacks no matter if it's a Basic Physical Attack or a Power. You can hide behind something, block it with your arms, or try to dodge out of the way if you have no Active Powers that help you defend. Like the Basic Physical Attack, you can have Passive Powers that can increase the total Defense Roll.
These Rolls are for Basic Defense and Passive Powers can increase the overall Roll, but not the number of dice added.

Child: 1d6
Teen: 2d6
Adult: 3d6
Elder: 4d6
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Grappling
[GRPL]
Grappling is a situational roll that comes into play if you want to make it so someone can't use their arms, though if you win, you can attempt to suplex, throw, or drag them. To Grapple, you must roll either your Basic Physical Attack (Plus any bonuses) or your Highest Physical Power (Plus any bonuses) vs. the Opponents Basic Physical Attack (Plus any bonuses) or their Highest Physical Power (Plus Any Bonuses).
The way Grappling works is as follows.


xxxEx. 1: No Physical Powers, Grapple Success.
Person A tries to Grapple Person B, they each have no Physical Powers, so they each have their Basic Physical Attack roll with no bonuses.
Person A rolls higher and Successfully Grapples Person B.

xxxEx. 2: No Physical Powers, No Success.
Person A tries to Grapple Person B, they each have no Physical Powers, so they each have their Basic Physical Attack roll with no bonuses.
Person B rolls higher and breaks out of the Grapple.

xxxEx. 3: 1 Physical Power, Grapple Success.
Person A tries to Grapple Person B, Person B has a Physical Power at Level 6, but Person A has only their Basic Physical Attack.
Person A manages to roll higher and Successfully Grapples Person B.

xxxEx. 4: 1 Physical Power, No Success.
Person A tries to Grapple Person B, Person B has a Physical Power at Level 6, but Person A has only their Basic Physical Attack.
Person B rolls higher and breaks out of the Grapple.
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Contesting Rolls
[CNTS]
Contesting Rolls is for when a Power can be countered in a way that isn't defense. These often come in the shape of Mental or Psychic Powers (or Siren Song) that can control people, or even contesting grabbing something. These sorts of rolls are important to know, and to notice that they can be contested. Contesting is a form of Defending (This means it takes up your Defense Slot when Contesting!) against a power such as a Mental Control, Psychic, Emotional Control, Siren Song, Sealing, and Charisma Based Powers and a variety of others. Contesting these powers are seen as a sign of mental fortitude, and a Mental Resistance can help battle against these as well as contesting the roll.
Each Stage, aside from Toddler, has it's own roll it can roll against a contested power if they don't have a Mental/Psychic/Charisma/Sealing Power to Counter/Contest instead.

Child: 1d6
Teen: 2d6
Adult: 3d6
Elder: 4d6
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PostPosted: Sun Dec 04, 2016 4:00 pm


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Powers
[PWRS]
Powers & Abilities, the bread and butter to what makes Metas unique! These powers range from Active, Passive, Non-Combat, Defensive, and Offensive. This isn't even including the variety of Elements that they are thanks to the items that each Meta gets at their creation. Each power has a variety of different variables that make it up. The powers range from Level 1 at the lowest to Level 10 at the highest. A rough sample of what powers can do by level can be seen below.


Power Sample
Level 1. Equivalent to small instrument/tool
Level 2. Advanced of above
Level 3. Equivalent to common, natural occurrence
Level 4. Advanced stage of above
Level 5. Equivalent to weapon
Level 6. Advanced of above
Level 7. Equivalent to unnatural weapon or super heroic power
Level 8. Advanced of above
Level 9. Equivalent to natural disaster
Level 10. Equivalent to mythical force, God-like power


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Active Powers
[APWR]
Controlling Elements, Close Combat, Healing, Summoning Weapons; All of these and more are Active Powers. These are the powers you will roll for.
The Rolls for the active power are the powers Level of d6.
These powers will also have limitations on them, from ranges, flat additional bonuses, and duration.

Power Rolls
Level 1. 1d6
Level 2. 2d6
Level 3. 3d6
Level 4. 4d6
Level 5. 5d6
Level 6. 6d6
Level 7. 7d6
Level 8. 8d6
Level 9. 9d6
Level 10. 10d6



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Power Ranges
[APWRR]
Ranges are the distance of a power, how far it can go, how close you need to be to use the power or for it to have an effect on someone else. The ranges go up by level and have variations on what they are.
The list below gives the ranges.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.


Ranges: Radius
A Radius around your Meta where Damage or an Effect can happen. Ex. Fire Blast.
Level 1. 5ft
Level 2. 10ft
Level 3. 15ft
Level 4. 20ft
Level 5. 30ft
Level 6. 35ft
Level 7. 40ft
Level 8. 50ft
Level 9. 60ft
Level 10. 70ft

Ranges: Line of Sight
A range within 'sight' that your Meta can attack up to. Ex. Fireball.
Level 1. 15ft
Level 2. 30ft
Level 3. 45ft
Level 4. 60ft
Level 5. 90ft
Level 6. 130ft
Level 7. 180ft
Level 8. 230ft
Level 9. 300ft
Level 10. 400ft

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Power Bonuses
[APWRB]
Powers can give additional bonuses - Active powers usually coming in the line of Flat Numbers, but on a rare occasion able to increase/buff another power. If you are adding additional dice to someone, aka Buffing them, the limitation is no higher than an additional 6d6 (this goes for adding additional dice to your own non-combat power). The list is seen below.

Buff Limitations: Maximum of 2 Self-Only, Non-Conditional Buffs per Attack, Defend, and Movement; 1 Buff provided from another persons Meta (not your own). This includes Racial Powers.

Buffing another Active Combat power can only be done to another Meta.
You cannot buff your own characters Active Combat Power dice roll.
You cannot increase your own characters Active Combat Power dice pool.


You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.

Flat Bonuses
Additional Bonuses that can be added to Powers with Dice Rolls or Defenses.
Level 1. +1
Level 2. +2
Level 3. +2
Level 4. +3
Level 5. +3
Level 6. +4
Level 7. +4
Level 8. +5
Level 9. +5
Level 10. +6

Bonus Dice
Bonus dice for powers for Buffing/Adding Dice to others powers.
Level 1. +1d6
Level 2. +2d6
Level 3. +2d6
Level 4. +3d6
Level 5. +3d6
Level 6. +4d6
Level 7. +4d6
Level 8. +5d6
Level 9. +5d6
Level 10. +6d6

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Power Duration
[APWRD]
Active powers can have a limit to how long they can either stay active or stay as an active damage over time [a DoT]. If your power is going to be a Damage over Time based power or you want the option for that, you can either do the damage you have rolled, or go for 3/4ths, 1/2, or 1/4th of the damage of the initial roll depending on what you're going for. This is power to power and is a variable that depends on the meta and power kit.
Below are the maximum ranges for Active Powers.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.

Power Duration
Level 1. 1 Round [Limited Use: 3 Rounds]
Level 2. 2 Rounds [Limited Use: 4 Rounds]
Level 3. 2 Rounds [Limited Use: 5 Rounds]
Level 4. 3 Rounds [Limited Use: 6 Rounds]
Level 5. 3 Rounds [Limited Use: 7 Rounds]
Level 6. 4 Rounds [Limited Use: 8 Rounds]
Level 7. 4 Rounds [Limited Use: 9 Rounds]
Level 8. 5 Rounds [Limited Use: 10 Rounds]
Level 9. 5 Rounds [Limited Use: 11 Rounds]
Level 10. 6 Rounds [Limited Use: 12 Rounds]

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Passive Powers
[PAPWR]
Increased Agility, Bones like Steel, Adamantine Frame, Enhanced Senses, Featherfoot, Reality Perception and more are Passive powers. Abilities that give bonuses for things that just are always there, always on, always going. These powers may require rolls depending on what the power is - sometimes [ex. Reality Perception, Enhanced Senses] it’s to see if you hit the required number to see something, more so if it’s masked by another power [in a way, you’re contesting this power when you use a power like this and use it to roll.]. Many passive powers do not require rolls, but, like Active Powers, have a dice pool as seen below.
These powers, like Active Powers, can and usually will also have limitations on them, from ranges, flat additional bonuses, and duration.

Power Rolls
Level 1. 1d6
Level 2. 2d6
Level 3. 3d6
Level 4. 4d6
Level 5. 5d6
Level 6. 6d6
Level 7. 7d6
Level 8. 8d6
Level 9. 9d6
Level 10. 10d6




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Power Ranges
[PPWRR]
Ranges are the distance of a power, how far it can go, how close you need to be to use the power or for it to have an effect on someone else. The ranges go up by level and have variations on what they are.
The list below gives the ranges.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.



Ranges: Radius
A Radius around your Meta where an Effect or a sense can extend to.
Level 1. 2ft
Level 2. 5ft
Level 3. 10ft
Level 4. 15ft
Level 5. 20ft
Level 6. 25ft
Level 7. 30ft
Level 8. 40ft
Level 9. 50ft
Level 10. 60ft

Ranges: Line of Sight
A range within 'sight' that your Meta can pinpoint or sense up to; Ex. Telescopic Vision.
Level 1. 10ft
Level 2. 20ft
Level 3. 35ft
Level 4. 50ft
Level 5. 70ft
Level 6. 100ft
Level 7. 150ft
Level 8. 200ft
Level 9. 280ft
Level 10. 340ft

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Power Bonuses
[PPWRB]
Powers can give additional bonuses - Passive powers can come in two methods of bonuses.
These flat Bonuses add up with the Flat Bonuses of the Active Powers and combined they cannot reach over a total Bonus of +24 for one Attack or Defense.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.

Flat Bonuses
Additional Bonuses that can be added to Powers with Dice Rolls or Defenses.
Level 1. +3
Level 2. +4
Level 3. +5
Level 4. +6
Level 5. +7
Level 6. +8
Level 7. +9
Level 8. +10
Level 9. +11
Level 10. +12

Bonus Dice
Bonus dice for powers for Buffing your own Non-Combat Power.
Level 1. +1d6
Level 2. +2d6
Level 3. +2d6
Level 4. +3d6
Level 5. +3d6
Level 6. +4d6
Level 7. +4d6
Level 8. +5d6
Level 9. +5d6
Level 10. +6d6

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Power Duration
[PPWRD]
Passive Powers, much like the Active Powers, can have a duration limit on how long they can remain up, remain active if you’d like to add a limitation factor to your power depending on the strength of what you’re doing and if it has a pre-set designation for how many times a day you can use the power.
You must use the numbers below or get approval by That One Halfling to accept variations of the numbers.

Power Duration
Level 1. 1 Round or 3 Rounds
Level 2. 2 Rounds or 4 Rounds
Level 3. 2 Rounds or 5 Rounds
Level 4. 3 Rounds or 6 Rounds
Level 5. 3 Rounds or 7 Rounds
Level 6. 4 Rounds or 8 Rounds
Level 7. 4 Rounds or 9 Rounds
Level 8. 5 Rounds or 10 Rounds
Level 9. 5 Rounds or 11 Rounds
Level 10. 6 Rounds or 12 Rounds

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Power Samples
[PWRSM]
Below are some Sample Powers of what one can do with powers, as you can see, powers are set up to be as simplistic as possible without limiting your own creativity when actually typing out what the power is attempting todo [aside from it's own level limitations], making it so you can play more with what your Meta is doing.


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That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Tue Dec 06, 2016 7:30 pm


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Racial Powers
[RCPWR]
Racial Powers are powers that a Meta gets for being of the race it is, each Race gets at least one power and the full list can be found Here. Below is a modified list categorizing the powers into specific categories depending on what you need to know about them.
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Racial Powers - No Rolls
These powers don't require any rolling except for the select few that can possibly be contested via the use of other powers that a Meta can have. In the case of needing to Roll for a power, please see the next category.


Racials that require No Rolls
* = Can be Contested or has Specifics listed in Meta Races Info
Light/Dark Artifacts, Levitation*, Wonderland Syndrome, Land Form, Paralysis*, Secondary Form, Tough Skin, Unbroken Favor, Call of the Wild*, Wereform, Magical Preference, Forestmeld*, Translucent Form*, Nature Form, Elemental, Good Fortune, Fox/Cat Form, Shapeshfiting, Telepathy*, Berserker, Regeneration

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Racial Powers - Rolls
A small selection of Racial Powers require rolls, and the rules for these rolls are simple. The rule is you roll your Max Power Level for your Current Stage for the power. Child being 3, Teen 5, and so on. The powers that need rolls like these can be seen below; some of these are for contesting the power, others for healing, and some for the actual power of the racial.


Racials that require Rolls
Siren's Song, Blood Favor, Soul Manipulation, Dreamweave, Mind's Eye, Natural Cure, Temptation, Natural Charisma

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Racial Powers - Specifics
There's an even smaller list of powers that require absolute specifics for their range, power, and the like. Below are the powers in specific.


Valkyr - Divine Gift
Grants Additional Base Defense and a Light Weapon.
Level 1. +3 to Defense, 1d6 Damage Light Weapon
Level 2. +4 to Defense, 2d6 Damage Light Weapon
Level 3. +5 to Defense, 3d6 Damage Light Weapon
Level 4. +6 to Defense, 4d6 Damage Light Weapon
Level 5. +7 to Defense, 5d6 Damage Light Weapon
Level 6. +8 to Defense, 6d6 Damage Light Weapon
Level 7. +9 to Defense, 7d6 Damage Light Weapon
Level 8. +10 to Defense, 8d6 Damage Light Weapon
Level 9. +11 to Defense, 9d6 Damage Light Weapon
Level 10. +12 to Defense, 10d6 Damage Light Weapon


Werewolf/Vampire - Superior/Super Strength
Naturally stronger than average Metas.
Level 1. +3 to Physical Attacks
Level 2. +4 to Physical Attacks
Level 3. +5 to Physical Attacks
Level 4. +6 to Physical Attacks
Level 5. +7 to Physical Attacks
Level 6. +8 to Physical Attacks
Level 7. +9 to Physical Attacks
Level 8. +10 to Physical Attacks
Level 9. +11 to Physical Attacks
Level 10. +12 to Physical Attacks


Slaugh - Shadowmeld
Can become one with the shadows in the area and move among them to different locations.
Level 1. Range: 60ft
Level 2. Range: 80ft
Level 3. Range: 100ft
Level 4. Range: 150ft
Level 5. Range: 300ft
Level 6. Range: 600ft
Level 7. Range: 1200ft
Level 8. Range: 2400ft
Level 9. Range: 4800ft
Level 10. Range: 9600ft


Shadow - Intimidate
Shadows have a natural intimidating aura about them. Other Metas are far less likely to pick a fight with them.
Level 1. Maximum Range: 5ft
Level 2. Maximum Range: 10ft
Level 3. Maximum Range: 15ft
Level 4. Maximum Range: 20ft
Level 5. Maximum Range: 25ft
Level 6. Maximum Range: 30ft
Level 7. Maximum Range: 40ft
Level 8. Maximum Range: 50ft
Level 9. Maximum Range: 60ft
Level 10. Maximum Range: 70ft


Poltergeist; Nekomata - Possession
Poltergeists can take control of other Metas that are weak, or willing participants.
Level 1. 1d6 vs. 1d6 - 1/4th Missing HP, Duration: 3 Rounds
Level 2. 1d6 vs. 1d6 - 1/4th Missing HP, Duration: 4 Rounds
Level 3. 3d6 vs. 3d6 - 1/4th Missing HP, Duration: 5 Rounds
Level 4. 3d6 vs. 3d6 - 1/4th Missing HP, Duration: 6 Rounds
Level 5. 5d6 vs. 5d6 - 1/4th Missing HP, Duration: 7 Rounds
Level 6. 5d6 vs. 5d6 - 1/4th Missing HP, Duration: 8 Rounds
Level 7. 7d6 vs. 7d6 - 1/4th Missing HP, Duration: 9 Rounds
Level 8. 7d6 vs. 7d6 - 1/4th Missing HP, Duration: 10 Rounds
Level 9. 7d6 vs. 7d6 - 1/4th Missing HP, Duration: 11 Rounds
Level 10. 10d6 vs. 10d6 - 1/4th Missing HP, Duration: 12 Rounds


Banshee - Shriek
Banshees are capable of disorienting, and possibly even bursting the eardrums of their targets with their screams.
Level 1. 1d6 Damage, Disorientation Duration: 1 Round
Level 2. 1d6 Damage, Disorientation Duration: 2 Round
Level 3. 3d6 Damage, Disorientation Duration: 2 Round
Level 4. 3d6 Damage, Disorientation Duration: 3 Round
Level 5. 5d6 Damage, Disorientation Duration: 3 Round
Level 6. 5d6 Damage, Disorientation Duration: 4 Round
Level 7. 7d6 Damage, Disorientation Duration: 4 Round
Level 8. 7d6 Damage, Disorientation Duration: 5 Round
Level 9. 7d6 Damage, Disorientation Duration: 5 Round
Level 10. 10d6 Damage, Disorientation Duration: 6 Round


Banshee - Menacing Presence
Banshees are not exactly known for their sanity. Being near one can cause paranoia, uncertainty, and even fear.
Level 1. Maximum Range: 5ft
Level 2. Maximum Range: 10ft
Level 3. Maximum Range: 15ft
Level 4. Maximum Range: 20ft
Level 5. Maximum Range: 25ft
Level 6. Maximum Range: 30ft
Level 7. Maximum Range: 40ft
Level 8. Maximum Range: 50ft
Level 9. Maximum Range: 60ft
Level 10. Maximum Range: 70ft


Vampire - Speed
Allows the Meta to move faster than the average Meta.
Level 1. + 5ft Movement Speed
Level 2. + 10ft Movement Speed
Level 3. + 15ft Movement Speed
Level 4. + 20ft Movement Speed
Level 5. + 25ft Movement Speed
Level 6. + 30ft Movement Speed
Level 7. + 35ft Movement Speed
Level 8. + 40ft Movement Speed
Level 9. + 60ft Movement Speed
Level 10. + 80ft Movement Speed


Paralysis
Can paralyze others as long as they keep skin-to-skin contact. In Adult stage, they only need to keep locked gazes with the target.
Level 1. Duration: 3 Rounds
Level 2. Duration: 4 Rounds
Level 3. Duration: 5 Rounds
Level 4. Duration: 6 Rounds
Level 5. Duration: 7 Rounds
Level 6. Duration: 8 Rounds
Level 7. Duration: 9 Rounds
Level 8. Duration: 10 Rounds
Level 9. Duration: 11 Rounds
Level 10. Duration: 12 Rounds


Ghost; Shadow; Poltergeist; Banshee; Nekomata; Pixie - Phasing
Ghost Metas are able to allow objects, people, and other things to pass through them. Younger ones have a hard time controlling this ability.
Level 1. Duration: 3 Rounds
Level 2. Duration: 4 Rounds
Level 3. Duration: 5 Rounds
Level 4. Duration: 6 Rounds
Level 5. Duration: 7 Rounds
Level 6. Duration: 8 Rounds
Level 7. Duration: 9 Rounds
Level 8. Duration: 10 Rounds
Level 9. Duration: 11 Rounds
Level 10. Duration: 12 Rounds


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PostPosted: Wed Dec 07, 2016 6:59 pm


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Elemental List
[ELMNT]
Powers, like Metas, come in many shapes, forms and types. These are known as Elements! Some powers don't have them and some end up making elements of their own in a way when something just doesn't quite fit in line with one or another [see Technology element]. If no element applies, then a simple N/A can be put into place. The list below will be constantly evolving as more and more elements end up cropping up if some have been missed or if something ends up showing up that we didn't think of!


List of Elements, Last Updated 12/7/16
Air, Earth, Fire, Water, Darkness, Light, Electricity/Lightning, Ice/Cold, Weather, Aether, Cosmic/Space, Gravity, Technology, Blood, Poison/Venom, Disease/Bacteria, Chaos, Order, Emotional, Psychic/Mental, Physical (Bludgeoning), Physical (Slashing), Physical (Piercing), Time*

*This Element is extremely Rare and cannot have an entire Meta dedicated to it. Time is a very finicky thing to deal with in our system. To have a Time based power requires approval from That One Halfling, Broken_Illumination, and Midnightspirit

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Resistances
[RSIST]
Resistances, like your Base Defense, are a flat number that go up by stage and must be Resistances of the elements listed above. There is a hard limit to how many each Meta gets; Toddlers get 1, Children 1, Teens 2, Adults 3, and Elders 4.
The only resistance(s) that grant you Conditional Immunity are Disease/Bacteria as you become Immune to Physical Diseases. If someone has a Power that actively deals "Disease Damage", you must still take damage, but use the Resistance Level of your current stage.
Below is the list of Resistances that can be added to your Base Defense against the Elements you are Resistant to.

Toddler: 4
Child: 7
Teen: 11
Adult: 14
Elder: 17
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Weaknesses
[WKNS]
Weaknesses, unlike resistances, are flat numbers you subtract from your Base Defense and, if there's any left over after the Base Defense is used up, you take that as additional damage. These numbers go up by how severe you want the Weakness to be, and do not have to be from the elemental list but it is highly suggested. If you want to have a character to take specific negatives to specific rolls you can! Just be careful on what you want to label as a Weakness and what should be labeled as a Character Flaw.
There is currently no maximum limit to how many weaknesses you should have, but the fewer you have the more devastating they should be to your Meta.
Below is the list of the Weakness Ranges (and words to use) and the corresponding numbers.


Weakness Range

Minor: 6
Light: 12
Moderate: 18
Serious: 24
Critical: 30, 36, 42, 48, etc...

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That One Halfling
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Territorial Wolf


That One Halfling
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Territorial Wolf

PostPosted: Wed Dec 07, 2016 7:21 pm


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Setting up Combat
[SUCOM]
Setting up Combat is fairly simple; have a situation where a fight will happen in the Tretera Forums and either when Combat Starts or editing it into your first post in that thread the form below for any and all of your Metas who are participating in the fight. Each person who is participating in the fight/combat must do this to make it fair.
This is to make sure people are using powers that they actually have, as to prevent power plays.
If any instance pops up where you think someone is going against the rules or abusing powers, please contact That One Halfling.

The code below must be put into the first post where any combat happens.


[b]Name:[/b]
[b]Stage:[/b]
[b]HP:[/b]
[b]Stamina:[/b]
[b]Base Defense:[/b]
[b]Resistances;[/b]
*Resistance Name: Total Number (Resistance Amount, and any bonuses)

[b]Weaknesses:[/b]
*Weakness Name: Weakness Number

[b]Powers:[/b]
[u]Power Name:[/u] Quick Description.

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Samples

[
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PostPosted: Sat Dec 10, 2016 8:33 pm


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Stage Abilities/Powers, Resistances, and Weakness
[SAPRW]

Toddler
3 abilities no higher than level 1// 1 resistance Maximum// 1 Weakness Minimum

Child
4 abilities no higher than level 3// 1 resistance Maximum// 1 Weakness Minimum

Teen
5 abilities no higher than level 5// 2 resistances Maximum// 2 Weakness Minimum [One must be Serious (24) or higher]

Adult
7 abilities no higher than level 7// 3 resistances Maximum// 3 Weakness Minimum [One must be Critical (30) or higher]

Elder
9 abilities no higher than level 10// 4 resistances Maximum// 4 Weakness Minimum [One must be Critical (30) or higher]

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How to Write Out Abilities
The best way to write out abilities is to have all of your numbers in a spoiler pre-planned out, and any limitations or specifications above. All powers and power kits must be verified by That One Halfling in this thread [thread of verifying updated powers will be linked here]
Below is a code you can use in journals for powers, as well as a sample below of what it can/should look like.


[size=14] [b]Name[/b][/color][/size]//Lv. #//Active or Passive
[color=white]++[/color] [b]Element [/b][/color]// Power Source (Item, Genetics, Item (Mutation), Racial.)// Defense/Offense/Non-Combat
[color=white]++[/color] Description of the Power, gives basic insight of what it does[/color]
[color=white]++[/color] [i](Passive)[/i] If there are any (these are passives that can be RP only or have specific passives or additional insight to the power.[/color]
[color=white]++[/color] [b](Limitation)[/b] If there are any (Limitations on when it can be used, specific limitations also can happen where you can use a specific variation of the power a number of times a day.).[/color]
[spoiler] [b]01.[/b] Dice Roll, Bonuses, Ranges, Duration, etc.
[b]02.[/b]
[b]03.[/b]
[b]04.[/b]
[b]05.[/b]
[b]06.[/b]
[b]07.[/b]
[b]08.[/b]
[b]09.[/b]
[b]10.[/b] [/spoiler]


Samples
Wolfsbane//Lv. 5//Active/Passive
++Physical (Piercing)/Venom //Item (Mutation)
++In some accounts it was said that Cerberus had a poisonous bite. The poison that drips onto the ground sprung up as a plant that is known as a wolfsbane.
++(Passive) Her mouths harbors the poison known as Wolfsbane (Aconitum). Amount of Wolfsbane is current power level /5 mL (currently 1mL).
01. 1d6 Damage; +1 Venom damage.
02. 2d6 Damage; +2 Venom damage.
03. 3d6 Damage; +2 Venom damage.
04. 4d6 Damage; +3 Venom damage.
05. 5d6 Damage; +3 Venom damage.
06. 6d6 Damage; +4 Venom damage.
07. 7d6 Damage; +4 Venom damage.
08. 8d6 Damage; +5 Venom damage.
09. 9d6 Damage; +5 Venom damage.
10. 10d6 Damage; +6 Venom damage.

Featherfoot//Lv. 7//Passive
++N/A //Item
++Able to react to danger even if caught unaware or by an invisible attacker.
++(Limitations) Cannot be used if he is immobilized/Crowd Controlled in any form.
01. 1d6 Defense Roll.
02. 2d6 Defense Roll.
03. 3d6 Defense Roll.
04. 4d6 Defense Roll.
05. 5d6 Defense Roll.
06. 6d6 Defense Roll.
07. 7d6 Defense Roll.
08. 8d6 Defense Roll.
09. 9d6 Defense Roll.
10. 10d6 Defense Roll.


Shadow Manipulation//Lv. 7//Active
++Shadows/Darkness //Item
++Keeping close to the shadows, even his own, Zephyr can use them to his advantage.
++(Specific Limitations) Shadow Warp - 7/Day within current level’s range or use all uses at once to a specified spot.
++(Specific Limitations) Disguise Self - 2/Day can use shadows to alter his appearance to be disguised for another person for up to an hour.
++(Specific Limitations) Shadow's Embrace - 2/Day, while out of combat and in contact with a shadow, Zephyr can heal half the current level rounded down.
01. 1d6 Damage; Range: 15ft, Radius: 1ft; Duration: 1 Round.
02. 2d6 Damage; Range: 30ft, Radius: 5ft; Duration: 2 Rounds.
03. 3d6 Damage; Range: 45ft, Radius: 10ft; Duration: 3 Rounds.
04. 4d6 Damage; Range: 60ft, Radius: 15ft; Duration: 3 Rounds.
05. 5d6 Damage; Range: 90ft, Radius: 20ft; Duration: 4 Rounds.
06. 6d6 Damage; Range: 130ft, Radius: 25ft; Duration: 4 Rounds.
07. 7d6 Damage; Range: 180ft, Radius: 30ft; Duration: 4 Rounds.
08. 8d6 Damage; Range: 230ft, Radius: 35ft; Duration: 5 Round.
09. 9d6 Damage; Range: 300ft, Radius: 40ft; Duration: 5 Rounds.
10. 10d6 Damage; Range: 360ft, Radius: 45ft; Duration: 6 Rounds.

That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Sat Dec 10, 2016 8:34 pm


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[RESERVED]


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PostPosted: Sat Dec 10, 2016 8:34 pm


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[RESERVED]


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That One Halfling
Crew

Territorial Wolf


That One Halfling
Crew

Territorial Wolf

PostPosted: Mon Dec 12, 2016 3:35 pm


Changelog
3/28/2017
Phrasing/Wording, Removed Daily Limit option/requirement; Added list of Powers, Resistances & Weaknesses for Stages; Removed Base Defense, added limits to self-buffs, Resistances; Fixed wording on Running
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