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Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue May 29, 2018 9:34 pm


Contents


This is for information. The first part teaches the main points to running a battle between characters. These are definitions and questions that have popped up during the course of rping.

First post: Definitions and Values:

-Active Powers
-Basic Attack/Defense
-Buffs
-Contesting Rolls
-Duration of powers
-Fleeing
-None Combat
-Max Size
-Power Levels
-Range/Distance
-Resistance
-Weakness

Second Post:
In-character Scenarios and Questions.

-Powers: Command, Creation, Damage Over Time(DoT), Duration, Extra Movement Skill, Healing , Inherted, Nullifying Powers, Poison, Raising Dice, Reflect, Summons, Super Speed, Super Strength, Telepathy, Time.
-Devices: Collars:Threshold, Tranquilizers/Dart Guns
-Enchanted Items(tradable): Creation, Ownership
-Items(metas): Symbolism
-Hacking and Security: Thresholds
-Races: Divine
-Research Centers
-Weaponry: Dual weapons, Normal guns
-Miscellaneous: City sizes and populations.
-Credits

Updated: 12/18/2018
PostPosted: Tue May 29, 2018 9:35 pm


Definitions


Active Powers

There can only be two active abilities at a time. If a third is activated, one of the first two needs to be deactivated. This includes weapons and armor.

Quote:
Ex:
Saia summons her weapon and attacks, she then summoned her armor for defense. During the next round she can't use a new skill until she takes down her weapon or her armor.(can be done in the same post as using the new skill)


Basic Attack/Defense

Attacks that use no powers (other than passive buffs) and can't be used as a attack if a power based attack has been used in the same post, same for defense. Basic attacks takes no stamina to use.

Child: 2d6
Teen: 3d6
Adult: 5d6
Elder: 6d6




Buff:

Buffs are a static value, they are added to specific defense/attack/etc powers when defending/attacking/etc. If the character has any buffs they are listed in the character's profile.

Buffs:
Static value:
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

-Characters can only have two buff abilities as part of their profile.
-Buffs can not be subpowers.
-Buffs can not have subpowers.
-No supporting buffs (buff values that can be transferred to another character or item)


Contesting Rolls:



Contesting happens when two characters roll to see who gains the upper hand, usually these are part of defense. These rolls can be buffed by abilities or be part of abilities. Powers are used to contest the roll but if there is no power that fits then basic rolls are used.


Contesting rolls: Mental Control, Psychic, Emotional Control(Mental), Siren Song(Command), Sealing(Neutralizing), Charisma(Command), and Grappling (Physical) and a variety of others.

It is very similiar to defending only these rolls let you see if the effect happens or not.

Basic defense roll is used to contested power if the character does not have a Mental/Psychic/Charisma/Sealing/ etc power to Counter/Contest the attacking power with

Quote:

Ex 1: Two people grappling can roll to see who gains the upper hand.

Ex 2: Competing roll to see if someone sneaking is heard by npcs
etc.

Ex 3: One character using command, the second character can roll to see if they can ignore it, assuming they get a higher roll.



Non-combat rolls:
The dice used depends on situation and powers, but a general competing roll without adding powers into the mix can use 1d20

Quote:

Ex: A roll of 1 could be the pickle jar slipping and hitting them in the face and breaking their nose. A roll of 20 could be opening the jar effortlessly with two fingers while dancing.




Duration of Powers(DoT):

For how many rounds a power can last. Dots(Damage over time), Poison, Commands, Sleep, etc.

Power Duration:

Level 1. 1 Round
Level 2. 2 Rounds
Level 3. 2 Rounds
Level 4. 3 Rounds
Level 5. 3 Rounds
Level 6. 4 Rounds
Level 7. 4 Rounds
Level 8. 5 Rounds
Level 9. 5 Rounds
Level 10. 6 Rounds



Fleeing:



-Fleeing takes three round, the character can not attack or be hit by an attack to successfully flee.

-Any skill that take a character past 400 feet in one jump will automatically put them out of combat range.


HP:



Child: 50 Hp
Teen: 75 Hp
Adult:100 Hp
Elder:150 Hp


Max Size:


Maximum size depending on description of a power from personal size to object. Creation of objects that change during battle uses the (Creation(power) ) chart.

Type I: Being able to lift small cars or large animals with ease (Level 1-5)
Type II: Being able to lift up from normal cars to trucks.(level 6-7)
Type III: Being able to lift structures the size of a large airplane.(level 8+)
Type IV: Being able to lift structures the size of a cruise liner .(level 10+)

Movement distance
(by the end of the round)

Toddler: 5ft [Running: 10ft] [Flying: First round: 10ft, Second round: 15ft, Third round: 20ft ]
Child: 15ft [Running: 30ft] [Flying: First round: 30ft Second round: 35ft Third round: 60ft]
Teen: 20ft [Running: 40ft] [Flying: First round: 40ft Second round: 45ft Third round: 80ft]
Adult: 30ft [Running: 60ft] [Flying: First round: 60ft Second round:65ft Third round: 120ft]
Elder: 40ft [Running: 80ft] [Flying: First round: 80ft Second round: 85ft Third round: 160ft ]


Non-Combat:



-Subpowers can be used as the first skill in a battle, for each person, since it is still considered non-combat. Powers still take stamina

-Subpowers can not be used again for the duration of the battle, even if a character hides.


Power Levels:


The dice used for each level

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


Range/Distance


Range(area of effect) of attacks/defensive powers

Range(AoE):
A Radius around your Meta where Damage or an Effect can happen. Ex. Fire Blast.

(Level and Visual Comparison)
Level 1. 5ft (half way up the wall of a one story home)
Level 2. 10ft
Level 3. 15ft
Level 4. 20ft(2 story building on its side)
Level 5. 30ft
Level 6. 35ft
Level 7. 40ft( 4 story building on its side)
Level 8. 50ft
Level 9. 60ft
(Normal range) Level 10. 70ft (6 story building on its side)
-----------
(Max range) Level 10. 465.4 sq miles (size of a city). Requires permission from Broken_illumination if used inside a city or building.

Range: Line of Sight
A range within 'sight' that your Meta can attack up to. Ex. Fireball. This is during combat when most of the time it is a quick look.
( Visual Comparison)
Level 1. 15ft
Level 2. 30ft
Level 3. 45ft
Level 4. 60ft
Level 5. 90ft (8 story building)
Level 6. 130ft
Level 7. 180ft (17 story building )
Level 8. 230ft
Level 9. 300ft
Level 10. 400ft ( 36 story building, 1 city block away)
-----------------


Resistance:

Resistance is a static value, it is added to your defense value when defending against incoming attacks to which they are listed as resistant in their profile.

Resistance Values:
Toddler: 4
Child: 7
Teen: 11
Adult: 14
Elder: 17

Stamina:


Toddler: 16 Stamina
Child: 48 Stamina
Teen: 80 Stamina
Adult: 112 Stamina
Elder: 160 Stamina


Weakness:

Weakness are usually decided while in character creation but they can changed and added to as the character develops. This is a general values for weakness and how much is subtracted from defense if it applies.

Minor: 6
Light: 12
Moderate: 18
Serious: 24
Critical: 30+

Midnightspirit
Vice Captain

Computerized Lightbringer


Midnightspirit
Vice Captain

Computerized Lightbringer

PostPosted: Tue May 29, 2018 9:36 pm


In-Game Scenario Questions :




Powers:


Artifacts:

Artifacts are items created by some metas. They are able to change shape and are usually used to boost powers. They are one time use, so should a sword shape artifact be used they would allow one swing before fading away.

An artifact can only be used once every twenty four hours.

There can only be a max of two artifacts used.



Command Abilities:


-How to end a command if it is successfully cast.

1. Command complete(can have some leeway on interpretation)
2. Six rounds (Max rounds for any non-plot command)
3. The caster releases the command.





Creation Abilities:
Abilities that can create multi-shape objects during battle. Outside of battle can use max size chart.

level 1 - item creation no greater then 1 ft in any dimension
level 2 - item creation no greater then 3 ft in any dimension (Mailbox )
level 3 - item creation no greater then 5 ft in any dimension
level 4 - item creation no greater then 7 ft in any dimension
level 5 - item creation no greater then 9 ft in any dimension(size of a refrigerator plus 3 more feet)
level 6 - item creation no greater then 11 ft in any dimension
level 7 - item creation no greater then 13 ft in any dimension (Size of a Beetle(Volkswagen(car)) )
level 8 - item creation no greater then 15 ft in any dimension
level 9 - item creation no greater then 17 ft in any dimension
level 10 - item creation no greater then 19 ft in any dimension (size of an adult giraffe)

Damage Over Time(Dot):

This is for abilities that work over a set number of rounds to do damage. Poison, healing, sleep etc.

Damage Rolls(if the ability does damage):
Toddler: 0
Child: 1d6
Teen:1d6
Adult:2d6
Elder: 3d6

Duration:
Toddler: 1 round
Child: 2 rounds
Teen: 3 rounds
Adult: 4 rounds
Elder: 6 rounds



Extra Movement Skills:

Skills that gives an extra movement like a second attack, defense or move are restricted. For the most part this is to keep things fair. Any questions should be sent to broken_illumination.


Power Duration(armor, weapons, etc):
Some powers use stamina to manifest an item/being with no set time limit for them to disappear. (Example: summoned sword, armor, etc)

Powers always take stamina to maintain, these powers can take less than a point of upkeep a day so the stamina cost is considered negligible most of the time.

However, if a power-blocking ability/device is placed on the character then powers such as armor, weapons, manifestations, etc are neutralized. Unless the character can over-power the ability/device(collars,etc) with a contest roll.



Healing:

There are multiple way to heal but there are at least two different type of healing that needs to be mentioned during power creation. If the healing type is something different then this might not apply.

Physical Healing: healing that heals physical damage and is the default when a healing skill is mentioned.

Cleansing: Healing that cure illnesses, neutralizes poisons, tranqs, etc.



Inherited Powers:

Some powers can be inherited from the items of parents or even grandparents. Modifications might apply to fit the new child instead of being a copy of the original.


Nullifying Powers:

Max of two powers can be actively nullified per battle by one person.

Duration:
Toddler: 1 round
Child: 2 rounds
Teen: 3 rounds
Adult: 4 rounds
Elder: 6 rounds


Poison:Look at Damage Over Time(DoT) for skill creation

Poison has a unique effect of continuing damage after the length of the DoT is done and even after the battle itself. After a battle the character has an hour to get help before falling unconscious.

Damage:
(By the stage of the one doing the poisoning)
Toddler:1 hp per round (after the DoT attack is done)
Child: 2 hp per round (After the DoT attack is done)
Adult: 3 hp per round (After the DoT attack is done)
Elder: 5 hp per round (After the DoT attack is done)

Damage continues unless healed by a character with a neutralization/cleansing skill (look at healing), goes to the hospital, takes an antidote/potion, or any other unique way. Poison damage can not stack(can not activate two poison abilities on the same person while they are poisoned).

Any character that hits 0 hp is considered unconscious but alive until help is given(or in worst case: miraculous survives) unless the character's player deems other wise.



Raising Dice/Level

Raising the dice used to roll is in reality raising the level, so we will be viewing it as raising the level of an ability.

Abilities that raise the level can not stack unless they are part of racial or have a heavy downside/limit. Max of two levels.



Reflect

Some skills able able to reflect damage but at a cost.

The damage received is divided by 2 (round up for decimals). Half that damage is taken by the character or barrier while the rest is reflected back at the attacker.

This takes up the attack round for the one who used reflect.

Reflect does not grow stronger with level.

Ex:
Fred casts a barrier with reflect
Olivia attacks with fire for 40 damage.
Fred’s barrier loses 20 hp and 20 damage is reflected back at Olivia as damage.


Stamina Regain:

Stamina regain is limited to three times per battle.

Stamina Regain:
Toddler: 1 Total(after three uses): 3
Child: 3 Total(after three uses): 9
Teen: 5 Tota(after three uses)l: 15
Adult: 7 Total(after three uses): 21
Elder:10 Total(after three uses): 30



Summons:
Sentient creations: Illusions that act on their own or imitate the summoner, powers controlled or hijacked by the subconscious, or actual creatures from other places with a mind of their own(npc), etc. These beings are considered a second entity and therefore have their own hp and movement set separate from the player.

Only one summon at a time.

Summons: General guide for Hp and dice(during combat).

Toddler: 10hp : 1d6 for damage
Child: 20hp : 2d6 for damage
Teen: 30hp : 3d6 for damage
Adult: 40hp :4d6 for damage
Elder: 50hp : 5d6 for damage



Super Speed:Faster than the average meta (It is considered a buff and part of power creation)

Speed is added to the walking/running value. The addition has already been done below at a run.

Level 1. + 5ft Movement Speed (10 feet total)
Level 2. + 10ft Movement Speed (20 feet total)
Level 3. + 15ft Movement Speed (30 feet total)
Level 4. + 20ft Movement Speed (40 feet total)
Level 5. + 25ft Movement Speed (50 feet total)
Level 6. + 30ft Movement Speed (60 feet total)
Level 7. + 35ft Movement Speed (70 feet total)
Level 8. + 40ft Movement Speed (80 feet total)
Level 9. + 60ft Movement Speed (120 feet total)
Level 10. + 80ft Movement Speed (160 feet total) (little bit less than half a block)

Moving more than 400 feet(1 city block) from the main battle, automatically takes the character out of battle.



Super Strength: Stronger than the average meta (It is considered a buff and part of power creation)

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

Type I: Being able to lift small cars or large animals with ease (Level 1-5)
Type II: Being able to lift up from normal cars to trucks.(level 6-7)
Type III: Being able to lift structures the size of a large airplane.(level 8+)
Type IV: Being able to lift structures the size of a cruise liner .(level 10+)


Telepathy:
Passive telepathic thought passes naturally even with someone with mind resistance. Those with mind resistance or strong wills would have to concentrate to actively avoid hearing passively sent thoughts.

Time:
Restricted/limited power. Talk to Broken_Illumination if you wish to work out rules. Can not go into the past or future.

Devices:


Collars:
Collars are made and used by research centers, bounty hunters, military, police, and some criminal elements. They are able to prevent the use of powers but they can be overpowered.

Threshold: 34

Characters wanting to overpower their collar need to roll on or over 34 with the ability they want to use. If they reach 34 then that skill's full power is unleashed. They will have to re-roll and hit or pass 34 the next round again if they want to use the skill again. Each attempt takes stamina.



Enchanted Items(Tradable):


Creation:
Tradable enchanted items can be created by metas but they are a pale shadow compared to the now forgotten creation of Relics that were used by True Races.

-They are limited to two enchanted item slots.
-Support buffs(buffs put in other characters or items ex: +12 ) can not be used as an enchantment.
-Only elemental enchantments,
-After the creation of an enchanted item there is a 24 hour use period before it is disenchanted automatically.
-Disenchanted tradable items can not be re-enchanted
.
-It takes 7 in-characters days to create one weapon that lasts a maximum of 24 hours.
-The slot is on cool down for 7 in character days before another item can be completed and gifted.

-Enchanted Items can not be disenchanted by meta powers.
-Enchanted Items do not use stamina but require limits like any other power.
-Enchanted Items can use stamina to raise the level of a weapon to their stage.
Ex:: an enchanted sword uses 5d6 to attack without stamina, An adult can use stamina to use it at 7d6. Separate from enchantment,

Ownership:
-One per character
- An enchanted item once received lasts only 24 hours.
-Enchantments are like an extra power and have limits
-Enchantments do not use stamina
-Enchanted items can use stamina to raise the level of a weapon to their stage.
Ex:: an enchanted sword uses 5d6 to attack without stamina, An adult can use stamina to use it at 7d6. (7 stamina points )
-Enchanted items can not be disenchanted by meta powers.

In short:
Can make two weapons/items that last 24 hours after creation, takes 7 IC days before they can be used again. The enchantment on them can be any type of element. Does not require stamina, can use stamina to raise weapon damage to stage of meta. Can not be disenchanted by other metas.

If we find anyone abusing this, we will consider removing or limiting it more.


Hacking and Security



Hacking:

*Dice change for basic

This is one of the few places where basic rolls can be higher since a human and a meta hacker are on equal footing. A meta might be able to do it faster than a human but they are near equal.

If this is an ability that a human/true race has then it has to be describe in their profile prior to turning it in. If learned during the course of the rp, max is 7d6(ways to grow are still being figured out) . If learned prior, needs to receive an okay from broken_illumination to use 8-10d6.

Thresholds:
Low security: 19
Medium security: 28 Cell phone centers.
High security: 34. Military, Haven, Police, Government, SIU

-Six attempts per day, attempting more than this auto alerts the system being hacked.

- Places where computer-based metas are connected might allow only 3 attempts before auto alert.

Security: Security differ from place to place, these are of note.

Quote:
SIU:
Military grade shielding against EMP around important electronics and defenses. Threshold: 40
Security Personal: Low-Medium
High Security against hacking: Threshold: 34

Military bases:
Military grade shielding against EMP around electronics and defenses. Threshold: 40
Security Personal: High
High Security against hacking: Threshold: 34

Governments:
Security Personal: High
Security against hacking: Threshold: 34

Renegades:
High Security against hacking: Threshold 34
Security Personal: Renegades..depends on location
High Security against tracing/phone: Threshold 34

Mafia:

Haven Research Centers:
High Security against hacking: Threshold 34
Security Personal: High

Teldnet Research Centers
Military grade shielding against EMP around electronics and defenses. Threshold: 40
Security Personal: High
High Security against hacking: Threshold: 34

???
Security personal: High
High Security against Hacking: Threshold: 34



Items(Metas)


Items are what changes the power set of a meta, if they have no item they will try to fine one..anything.

Symbolism: Powers can be gain not just from the item itself, but also from legends surrounding what it might portray and its past.

Places:


Limbo: The place where spirits with unfinished business inhabit the world along side the living. When living characters see spirits they are usually seeing into limbo.

Umbra: The land of the dead, this place is an extension of limbo but it is not the final resting place of the spirits. It is a side dimension where meeting another spirit is a matter of chance and the world extends nearly endlessly. Time is malleable in this place, usually on the whim of the goddess Gaia and a few other beings.

A century could pass here while only a second had passed on Tretera. However, to keep things simple, time in Umbra and Treterra pass at the same time unless for plot purposes.

The goddess Gaia lives and controls this place, a few other beings can do the same.

Spirit that posses and get stuck in a toddler/child meta become mane/malice.

Afterlife: The place spirits go when nothing holds them back, there is no return from here.


Races:



Divine:
This is the magi or true race version of meta elder. Their max power limit is lvl 8 and they are very rare. They are considered within the range of Shakespeare, Eisenstein, Madam Curie, etc and are extremely gifted within their topic of expertise.Mundane skills can be divine if magic is somehow involved. To apply a non-npc/meta character for Divine, pm Broken_illumination.

Current Divines: (Non-npc): Kae Broken.



Research Center: Experiments:


Item Exchange: Haven has found a way to separate an item from a meta and giving them a new one, in doing so they suffer extreme soul damage every time. (PM Broken_illumination if you want your character to do this )

Invasive Spirit Removal: Kae has found a way to separate a mane/malice from a host but there is a chance the host might die.(PM Broken_illumination if you want your character to do this )

Gender Exchange(temporary/permanent): Kae has found a way to change the sex of a meta to another. Potion is poisonous for a human or true race. (PM Broken_illumination if you want your character to do this )




Tranquilizers/Dart Guns:


Tranquilizer darts and similar use a 5d6 roll to fire. Any defense that uses bare(or normally clothed) arms or hands is considered a hit.

If a dart wins a defense roll, then a 1d6 roll is done to know how many rounds they stay awake before falling unconscious.



Weaponry:


In the world of Treterra, modern guns are rare and usually found within the military, police or some criminal organization. Very old style guns and weapons can still be found in sites of battle or pass down as heirlooms. Swords, bows, lances, and martial arts are common place. With the recent end of the great war many true races and humans teach the use of them.

-Dual weapons:(two swords, two guns etc): Considered just one attack, no double rolls. Damage can be split appropriately.

-Normal guns(including rapid fire): 5d6




Miscellaneous



Cities
City Block: 410 feet square
City population: 250,000-500,000 people
City: 465.4 sq miles
Metro City: 36 million people (Criel), Norcrest, Belosh )
Metro: 5,240 sq miles.



Credits:
Broken_illumination for the game and limits
Nepsah for the power creation layout
Midnightspirit for detailing, rearranging, simplifying and adding scenarios.
That_One_Halfling for values, dice used, and first setup
PostPosted: Tue Jul 17, 2018 5:25 pm


Changelog


7/23/18:
-Added how many active powers can be up at once to definitions so it can be seen
-Clarified that subpowers can be used at the start of every person’s attack.
-Copied movement,hp,stamina values to definitions
-Added Subpowers: Passive traits
-Added 8 hours between subpower use in combat
-Added 3 hours after a battle to regain full stamina.
-Added how many can be shielded by barriers
-Clarified that subpowers can be added at a later date, pass through checks.
-Clarified how many summons can be summon at one time.
-Clarified dreamweaving
-Added limits of tradable enchanted/Buffed Weapon to Weapon definition.
-Added Umbra/Limbo/Afterlife
- to add: species size chart, clarification on support buffs

7/28/18:
-Support buffs:Not currently allowed
-Enchanted Items (tradable) Added
- Reflect Added
-Skills that allow extra movements: Not currently allowed.
-Added information on Inherted Powers.
-To add: species size chart.

12/6/18
-Power Levels(added)

12/18/18
-Creation skill(power) added/clarified
-Max size added

Midnightspirit
Vice Captain

Computerized Lightbringer

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