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This is Halloween Crossroads 

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Reply { Rebellion } -- WEEK 1 HUMAN WORLD (New jobs closed)
⦿ { THE HUMAN WORLD } SETTING INFO THREAD

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Zoobey
Artist

Magical Incubator

PostPosted: Sun Jun 04, 2017 5:52 pm


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gaia_crown [ What is the Human World? ]

- Basically, any horseman can take a portal (found on the base floor the tower) to the Human World. Here, they can be deposited to ANY LOCATION IMAGINABLE

- But HANG ON. You can't visit the Human World without clothing. Otherwise, your character can't even be seen, which is great for being spoopy but doesn't accomplish much else. That means you need to have MINIMUM ONE SHIRT ONE PANTS to visit the human world! (With the exception of jobs, which provide you a uniform while you are working there!)

- You can only wear in the Human World the items you got from the clothing shop! In The Dusk, you can wear anything

- You can create prps/orps of practically anywhere in the Human World (consider visiting these places "Human studying" for your horseman) but they cannot attack/interfere unless they're at a Hunter Base (see below for info!)

Eg: Your horseman and a buddy visit Disneyland but are bad at understanding rides

Eg2: Horseman and buddy go to a nice human beach to observe the scantily clad humans.

- Of course, you can also visit the job orps which also exist in the Human World!

PostPosted: Sun Jun 04, 2017 5:53 pm


Hunter Bases

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About

gaia_crown What is a hunter base?

Hunters themselves are humans who have bonded with a weapon, these weapons are crafted from the creatures of Halloween. Part of an organisation known as Deus Ex Machina, bases staffed by these guys tend to spring up around areas of high fear concentration or Horseman activity. Responsible for the original fall of the clans they are a nuisance which need to be dealt with regularly and without mercy.

A base typically consists of several main areas which are required for the comfort and well-being of their inhabitants. Most will have some buildings or tents devoted to space for sleep, space for eating, space for treatment of injuries and some additional space for communications with their main headquarters.

All bases worth their salt have some sort of protective runic barrier in place and it is this which is the first thing a prospective assailant will come up against. Do not underestimate the numbers at any given base as it is often very easy for hunters to call for backup.

gaia_crown How to Hunter Base!

- Create a PRP and/or ORP (or even solo!) thread and explore any of the locations listed below. Feel free to mechanics below as you wish too!

- Upon defeating any Hunter mob, your character gets a Hunter Coat. Redeem it HERE and link the URL as proof!


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Each base has a shield which must be defeated before the mob can be spawned. The number of mobs is up to you, it can be one per person or one per thread.


gaia_crown Defence Base
Location - Antarctica

Description - Positioned on the cusp of titan territory, the Antarctic base is a fortified and sprawling hub of hunter activity. The hunters here have been here for a long time and are prepared to endure whatever is thrown at them. Even beating them back here is no guarantee that several weeks down the line they won't be back again.

Breaking the shield brings out moon hunters to defend.

Shield HP - 20 per person
Mob to spawn - Moon Hunter (if more than 3 people, Specialised Hunter)


gaia_crown Attack Base -
Location - Sahara
Description - On the edge of the sprawling sahara the hunter base here isn't well defended as it has to be able to up and move at any given time. They know the horsemen have the upper hand here and will fight like tigers to get away.

Shield HP - 10 per person
Mob to spawn - Sun Hunter (if more than 3 people, Specialist Hunter)


gaia_crown Speed Base
Location - Las Vegas
Description - In the heart of bustling night time Las Vegas, there is a hunter base inside an old apartment block which looks unassuming from the outside but is heavily fortified with shielding.

If the shield can't be broken quickly, you must retreat before the police are called and arrive.

Shield HP - 10 per person ( The shield must be brought down within three rolls per person or retreat is mandatory )
Mob to Spawn - Mist Hunter (if more than 3 people, Specialised Hunter)


gaia_crown Novelty Base
Location - Transylvania
Description - In the home of vampires and various other legends the hunters have a base which is variably manned. Some days it is more vulnerable than others as hunters are sent off on expeditions into the dark forest.

It's anyone's guess who will be there today.

Shield HP - 1d20 per person
Mob to spawn - roll 1d6
1-2 - Moon Hunter
3-4 - Sun Hunter
5-6 - Specialised Hunter
if more than 3 people, Specialised Hunter


Mobs

Moon Hunter

HP: 70/70
AUTO DMG: 6

Sun Hunter

HP: 60/60
AUTO DMG: 8 (hits defenders also)

Mist Hunter

HP: 40/40
AUTO DMG: 7

Specialised Hunter


HP: 120/120
AUTO DMG: 10 (hits defenders also)



Zoobey
Artist

Magical Incubator


Marushii
Vice Captain

Enduring Loiterer

12,925 Points
  • Magical Girl 50
  • Angelic Alliance 100
  • Brandisher 100
PostPosted: Tue Jun 06, 2017 8:20 pm


Quick'n'Dirty Battle/Fear/Horseman Stats Reference

All horsemen can use special abilities known as Fear Attacks, or "Fears" for short. Fears allow your character to do special attacks, special defensive moves, or recover HP in battle threads. You can read more about Fears in the Fear guide here.

Fears are broken up by type and tier. "Tier" represents the level of that particular ability. It may be ideal to copy-paste the Fear mechanics into your journal for easy reference.

gaia_crown Y1 Horseman Stats:
Applies to: Disposable characters, quest characters, Y1 students, Y1 hunters
HP: 40/40
Atk Dice: 2d8 -6
Defend Dice: 1d6
Fears: One T1, two T2 abilities

gaia_crown Y2 Horseman Stats:
Applies to: Any Y2+ existing character (including Y3s)
HP: 50/50
Atk Dice: 2d10 -6
Defend Dice: 1d8
Fears: One T1, three T2, one T3 abilities

gaia_crown Heir Horseman Stats:
Applies to: Anyone who has obtained Rank 20 in Group A Arcana
HP: 60/60
Atk dice: 2s12-6
Defend Dice: 1d10
Fears: One T1, three T2, one T3 abilities
Bonus: Can turn into a monstrous Fear-induced 50ft horseman form in the human world. Dice do not change but it looks pretty dang sweet.
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{ Rebellion } -- WEEK 1 HUMAN WORLD (New jobs closed)

 
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