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Posted: Sun May 06, 2007 5:38 am
This is where RP announcements will now go.
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Posted: Sun May 06, 2007 5:39 am
Speaking OOC
To speak out of character, unless your entire message holds true to it clearly, highlight your text with double parenthesis. ((I need to pee)). GM's can speak back in brackets [], and indicate characters by double parenthesis.
Actions
The world here is strange. It's almost...operant based...I've seen things appear almost out of thin air, conceived by the people who live here. Is this a trick of the mind or a real..."talent"? Although, I do notice that there seems to be some limits...here are a few rules I've comprised.
Don't assume. Unless it is rejected by the world, in which case you must delete the post and re-try, you can do things and create small scenarios and details that would be fairly normal for your character to experience.
Be descriptive. The more you give to the world, the more it seems to give back. You have a higher chance for experiences with 100 words than 13 words.
Be yourself. We're all messed up here...internal dialogue and personal conflict, as well as characteristic actions are definitely legal here.
Hmmmmm...
Rolling
When rolling a die, take into account these 6 terms:
Core number The world will naturally pick a core number among your di(c)e's boundaries. This number becomes the number 1...a new number. This ensures full fairness in rolling, since all other numbers are now relative to this mark. The only time this hasn't been the case is during Remission.
Critical Failure Rolling the core number. Basically, critical failure means you're ********. The only thing you have on your side is what's called a "Ringer Post". A ringer post will consume a lot of energy, so only do it when necessary...I'll explain Below.
Ringer Post
If you critical fail, you're gonna have to get creative and loooong. What do I mean? Welll, this one time, an injection critical failed and a patient bled rediculously...but a ringer post by the doctor showed several extensive procedures that ultimately led to finding a quick platelet match and transfusion. Furthermore, we did gain the knowledge about the patient's hemophilia. But as for the doctor, he fell prey to the perils of Ringer Posts...the Post Punishment. Since you critical failed, something has to happen. The doctor here was burnt out by the procedure, and couldn't operate for 2 days. Not a huge deal, but still, be wary. While ringer posts could save your life, they could also fail horribly or punish you to the tune of wiping you of your chances to progress. Also, because of this, know that mistakes happen and you shouldn't try to overturn every little crit failure that comes your way. It's a double edged sword, but when swung right, can be your toughest weapon.
Middle Failure
This is a remedial failure. Not nearly as bad as critical...but still not so fun. You'll find these in the lower half of numbers.
Middle Success
Remedial Success...pretty good, but not the best possible outcome. It's in the upper half of numbers.
Critical Success
You lucky b*****d! You want this one...obviously, it's an intense success, with best possible results. Rolling the number 1 under the core will get you this outcome, and two in a row grant you a temporary increase of your picking (from a given list). Critical successes are, as far as we're concerned, God.
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Posted: Sun May 06, 2007 6:06 am
Melee Combat Melee fighting is the most basic form of combat. It however, can be the most useful and hardest to truly master. It involves use of hands, feet, blunt objects, swords, and daggers, among other "non-traditional" weapons to attack an enemy at close range. Melee is the primary form of combat for those who favor agility and/or strength over other attributes. It can be useful; melee weapons do not "run out of ammo", and though they can eventually break, are very sturdy, with multiple uses. They are especially useful in stealth kills, and come in a variety of forms. Some examples of melee weapons include:
Short Swords Long Swords Maces Rods Spears
Job Classes that would favor Melee attacking:
Swordsman Thief Berserker Analyst Monk
Melee damage relies on the attacker's strength and the attack power of their weapon. It also is hindered by the vitality and armor-based defense of their victim, since they have to strike through clothing or armor to get to the actual person they're fighting.
The formula for melee damage is simple:
2.6[ATK + STR] - 2[VIT + DEF]
So, for instance, someone with 11 STR attacking with a Short Sword (25) someone with 12 VIT and 2 DEF would do:
2.6[36] - 2[14] = 65.6, or 66 DMG. This is a decent attack coming from any level 10-13 basic Swordsman.
And that's melee. Ranged damage will be posted around 5:00PM, EST.
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Posted: Sun May 06, 2007 3:04 pm
Ranged Combat
Perched in a tree, soiled with sweat and sap, the dilligent archer stalks his foe. Aha! Sighted at last! This would be a day to live an infamy! Screeching like a banshee, he leaps out of the tree, knives brandished, and lands right...on the target's broadsword. Should have used a bow....
Ranged combat is great for sniping, stalking, crossing gaps, or avoiding powerful melee fighters, among other things. Ususally set as "Secondary" weapons, ranged combat is good for "threading the needle", but not always getting the job done. It can go where no melee weapon can, however, and can sometimes be the only way to catch fleeing enemies or take down bandits in the cover of night. Some examples of melee weapons include:
Bows Handguns Rifles Shotguns
Job classes that would favor Ranged combat:
Archer Agent Rogue Chemist
Ranged damage relies on the attacker's dexterity and the combined attack power of their weapon and ammo. It is hindered by the vitality, and in some cases, armor-based defense of their victim.
The formula for Bow damage is a little more complex.
2[DEX + (1.89(Ammo ATK) + (Bow ATK))] - 2[VIT + DEF]
So, for instance, someone with 11 DEX attacking with a wooden bow (27) and iron arrows (2) someone with 12 VIT and 2 DEF would do:
2[11+30.78] - 2[14] = 55.86 or 56 damage. This is lower than sword damage, but take into account the range factor here. Also, archer classes have skills which increase bow damage and accuracy.
Accuracy varies, so damage done will be around +/- 10% the "core" damage.
The formula for gun damage nulls any defense, but leaves vitality.
2[DEX + (1.8(Ammo ATK) + (Gun ATK))] - 2[VIT]
So, someone with 11 DEX shooting a handgun (20) with 9mm bullets (3) at someone with 12 VIT and 2 DEF would do:
2[11+ 25.4] - 2[12] = 48.48 or 48 damage. Keep in mind, however, that guns can fire at a much quicker rate, have longer ranges, and/or spray, depending on the make and model.
This has a 9.5% variance.
A recap:
Bow Dmg = 2[DEX + 1.89(Ammo ATK) + (Bow ATK))] - 2[VIT + DEF], +/- 10% Boundary
Gun Dmg = 2[DEX + (1.8(Ammo ATK) + (Gun ATK))] - 2[VIT], +/- 7.5% Boundary
So, for Magic Overview, tune in tomorrow.
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Posted: Mon May 07, 2007 8:30 pm
Since I have to teach y'all about the magic system here before we talk about the damage components, here goes.
Magic Overview
Magic. Mages use magic. That's all, right? No. Everyone with at least a little bit of Lonarian blood (and some others) have the potential to use their own bit of magical skills. Magic is defined, in Mental, as a genetic super-anomaly that allows the caster to alter its surroundings and self in ways unattainable by human means. Why does this occur? No one really knows...yet. Some point to the fact that Lonarians are descendents of real "demons", but that still doesn't explain magic's existence. Why was it created? How? It still remains a mystery.
Types of magic you'll see can come in four categories: Elemental, Interpersonal, Intrapersonal, and Moral.
Elemental magic pertains to control of one or more physical elements of the universe to one's advantage. Pre-existing examples include:
Time (Brian) Fire (Sasha)
Interpersonal magic is a very generic category. It refers, mainly, to those who have magical aptitude in multiple facets of magic, i.e. Black Mages or White Mages. Pre-existing examples include:
White (Eva) Black (Vixen) Mind (Gena)
Interpersonal magic refers to the ability to alter one's self to rise up when faced with adversity. Preexisting examples include:
Beast (Spaz) Form-Shift (Skip)
Finally, Moral magic is something few will experience in Block 1 and all will experience in Block 2. That is, magic leaning on a tilt towards either the malicious or pious end of your magic's specific spectrum. For most, Morality is simply an add-on to magic descriptions. Preexisting examples include:
Demonic (Alice) Non-elemental (Ellisent)
Casting magic can work in two ways. There's traditional "casting", effective in quick spell-firing and combat, and then there's "intuition", which covers the use of magic in practical applications and taps into the endless possibilities of the magicka essence, the basis of all magic control.
In casting, you may, for easy or well-mastered spells, simply think the spell in an OOC format <>, and direct it at your opponent. Since the hands are considered man's greatest tool, the body instantly will channel magic through your hand, usually the left, since it is most connected with your heart, and therefore, soul. Plus, fire coming out of one's foot wouldn't be too effective...
For certain spells (indicated by a GM), some incantation may be necessary, as well as a decent length of charge time. Someone can have learned a skill, but that doesn't mean they're truly proficient at it... The rule for incantation: Make it up, but make it consistent. Now that we know time magic to all start with "Torum", it has to stay that way. I don't care what formula you come up with, but we then all have to follow it, so be careful.
Intuition casting is more difficult, but much more fun. Using elements, time, morality, and personal magicks, you can alter pretty much everything to your advantage. Pretty much. Make sure you don't take on a task your magic level can't support, however. It will fail. Take care in using intuition, as there are no formulas for it.
Magicka Potency is the numeric value by which your Magicka Essence is flowing through your body. Known as "Blue Cells" not for their color, but for their link to the "blue blood" of the Rozen royalty, MP will decrease in the body after magic use just as glucose burns over time.
And, just because I feel like it, here is the list of every type of magic that is either inherent or learn-possible in Block 1:
Fire Ice Thunder Air/Wyvra Form-shift Beast Demon Werewolf Black Blue Red White Time Space Reality Angel Geomancy Water Summons Analysis Non-element Mind Light/Darkness Emotive Enchanting Earth Metallurgy
Stay tuned for magic damage, tomorrow.
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Posted: Wed May 09, 2007 5:49 pm
Magic Damage
Magic. The basis for all attacks and conventional use of "gifted" races, and a staple of the Royal Family, magic can easily leave a lasting impression on anyone it touches. Taking all shapes, sizes, and forms, it can be your greatest ally and your most haunting of demons. But one thing remains constant: the ancient wealth of knowledge contained in the fabric of magical use is as endless as the depths of our great oceans.
Another factor of magic damage is the strength of the skill. For pure magic users, another percentage is tacked on to the actualization number, based on the level of the spell cast. As for "piggybackers" like mimics and blue mages, this percentage is lower.
A skill's level goes as follows...
Spell 1 - 1 multiplier. Spell 2 - 1.4 multiplier. Spell 3 - 1.9 multiplier.
The next multiplier is the INT multiplier. Everything gets mutliplied by .1 INT. Yay.
Okay. Now that that is determined, we must consider another factor: Elemental weakness. Based on your chapter 1-3 actions, you will all be assigned a core element, which will have resistances and weaknesses to other magics based off of it. Damage in this regard will have 1 of 5 characteristics:
Null (O damage will be done) Absorb (50% of damage heals, none damages) Halved (50% of damage comes through) Weak (150% comes through) Blank (100% comes through)
Good. Now, we have the basis for an equation. The equation for magic damage is as follows:
[(Elemental)(Multiplier)(4 INT)] - [(2 INT)]
Bank on an 11% hit boundary.
Now, let's say we have two "equal" fighters, both with 11 INT. If a neutral spell is cast (no elemental bearing), the damage will be as follows:
[(1)(1)(44)] - [(22)] = 22 Damage done.
As for magical weapons, items, etc., those will add bonuses MATK or MDEF, and aren't calculated in the above equation. Okay!
Stay tuned for Weapons, tomorrow.
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Posted: Sun May 13, 2007 12:54 am
Melee Weapons
There are two main types of melee weapons: physical and magical. A physical melee device focuses on either agility or strength to draw its power, such as a knife or a severed leg. Magical weapons, however, draw and add to intelligence to increase magical potency and do some interesting types of damage.
Physical Weapons
Knife/Dagger - 10 ATK, $30 Dirk - 14 ATK, +1 AGI, $70 Cutter - 25 ATK, +5% Counter, $300 Bloodletter - 34 ATK, +5% Counter, +1 AGI, $500 Iron Short Sword - 20 ATK, $100 Sword - 25 ATK, $150 Broadsword - 31 ATK, $270 Longsword - 36 ATK, $450 Rapier - 34 ATK, +1 AGI, $430 Silver Sword - 45 ATK, $500 Gold Sword - 54 ATK, +2 MDEF, $750 Gauntlet (Single) - 15 ATK, +2 AGI, +|Climb|, $400 Kaiser (Single) - 20 ATK, +2 AGI, +|Climb|, $500
Magical Weapons Mace - 17 ATK, +1 INT, +10% Healing, $195 Scepter - 19 ATK, +4 INT, $230 Staff - 22 ATK, +3 INT, +5% Healing, $280 Rod - 16 ATK, +4 INT, +8% Destructive, $350 Fire Rod - 18 ATK, +6 INT, Fire Property, $450 Ice Rod - 18 ATK, +6 INT, Fire Property, $450 Bolt Rod - 18 ATK, +6 INT, Bolt Property, $450
...Stay tuned tomorrow for ranged weapons.
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Posted: Sun May 13, 2007 10:24 am
Ranged Weapons
Ranged weapons also come in two distinct categories. These are: firearm and archery. Firearm weapons deal with combustion-based propulsion of ammunition, usually through a hollow metal chamber to provide greater accuracy and speed. AKA, guns. Archery weapons are bows and crossbows, among other interesting contraptions, and may take longer to fire, but are more deadly as conditions change...
Firearm Weapons
Class 1 Handgun(any) - 10 ATK, 20-shot, $170 Class 2 Handgun/Sidearm(any) - 14 ATK, 20-shot, $250 Class 3 Handgun/Revolver(any) - 22 ATK, 6-shot, +1 DEX, $440 Light Rifle - 14 ATK, 1-shot, +3 DEX, +5% Accuracy, $250 Scout Rifle - 20 ATK, 2-shot, +3 DEX, +5% Accuracy, $500 C-Grade Semi-Rifle(any) - 12 ATK, 32-shot, $350 B-Grade Semi-Rifle(any) - 15 ATK, 32-shot, $420 A-Grade Semi-Rifle(any) - 20 ATK, 32-shot, Optional Silencer, $600 Pump Shotgun(any) - 16 ATK, 8-shot, $370 Auto Shotgun(any) - 16 ATK, 16-shot, $520
Firearm Ammunition
9mm Bullet Magazine - 3 ATK, 20-count, $20 Hollow-Point Bullet Magazine - 4 ATK, 20-count, $40 45mm Bullet Clip - 7 ATK, 6-count, $60 Musket Balls - 3 ATK, 10-count, $40 22 High-Velocity Shot - 5 ATK, 10-count, $80 Armor-Piercing Shot - 7 ATK, 8-count, $100 Carbine Rounds - 4 ATK, 32-count, $65 Shotgun Shell - 5 ATK, spray damage, 16-count, $100
Archery Weapons
Wooden Bow - 10 ATK, $70 Iron Bow - 13 ATK, $140 Compound Bow - 15 ATK, +1 DEX, $220 Hunting Bow - 19 ATK, +5% Creature Dmg, $310 Scout Bow - 21 ATK, +2 DEX, $400 Sniper Bow - 21 ATK, +10% Accuracy, $400 Crossbow - 16 ATK, $260 Expert Crossbow - 18 ATK, $340 Auto-Crossbow - 17 ATK, $500
Archery Ammunition
Iron Arrow - 2 ATK, 24-count, $25 Steel Arrow - 3 ATK, 24-count, $35 Silver Arrow - 3 ATK, 24-count, Holy Property, $40 Fire Arrow - 3 ATK, 24-count, Fire Property, $40 Ice Arrow - 3 ATK, 24-count, Ice Property, $40 Bolt Arrow - 3 ATK, 24-count, Bolt Property, $40 Poison Arrow - 3 ATK, 24-count, Poison Effect, $40 Grappling Arrow - 0 ATK, 5-count, Grapple Effect, $80
Phew. That was a lot to put down. Stay tuned for armor, tomorrow!
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Posted: Sun May 13, 2007 5:37 pm
Quick Post: Bonus Games
Throughout the game, user Ajcookie187 will regulate all Bonus Games, among other things, to keep the action flowing and interesting. This is why I, personally, have stopped most bonus material output. She will be using ones from the "old" list...
Remission - Roll a non-core D-6; winner gets bonus and/or info. Scramble - Unscramble a tricky/in-game word; winner gets XP. Roulette - Pick a Gaian text color and PM it. Matches get choice of bonus. Lady Luck - Pick a number between 1 and 5. This number equals a specific letter, and I wiki random articles until someone's letter is the first letter of an article. Winner gets luck bonus.
She will also be creating her own, so look out for those, too. Contests will also be run by her. Look for things similar to the Tek-Tek and Journey Begins contests. So, just letting you all know! This thread is where new bonus material will go, too. Look for her posts.
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Posted: Fri May 18, 2007 6:40 pm
The Birthday Game
This one involves no skill, just luck and a birthdate. First, you will all have to submit your birthdays to me via PM. I will be generating a random number between 1 and 12, and those of you whose birthday falls into the numbered month will advance to the 2nd drawing. Then, we will take those born in the numbered month and generate a random number between 1 and the last day of the month. The person's birthday that falls closest to the chosen date will win in-game cash in a humorous birthday fashion. So remember, PM me your birthdays!
The Jigsaw Competition
This one does involve skill. I will announce, in day and Gaian time, the date of the competition, at which either myself or Folchinator will create a room for the competition, as decided at the onset of the announcement. When 10 minutes after the deadline pass, the competition will begin. This competition is a puzzle of your choice, all on the medium level. Easy enough? First one to finish wins, and the prize will be an item-based one. Yay! pirate
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Posted: Sat May 19, 2007 4:15 pm
Armor
The best offense is a good defense, right? Well, if you know what kind of armors to look for out there, you may begin to stand a fighting chance in the real world. Here's a look at the Block 1 armors you can purchase.
Shields
Guard - 1 DEF, $65 Buckler - 2 DEF, $99 Shield - 3 DEF, $150 Crest Shield - 5 DEF, $210 Mirror Shield - 5 DEF, +10% Reflect, $300 Gold Shield - 7 DEF, $370
A note about armor: any item that falls under a certain material fits the category listed below. Therefore, a blue shirt is the same as a green one. Same material, same DEF. Any special item will have a note with its specifc enhancement or deviation from the norms below.
Tops
Cotton/Cloth - 1 DEF, $35 Work/Heavy - 2 DEF, $55 Robe - 3 DEF, $70 Chain - 4 DEF, $100 Mythril - 5 DEF, $160 Steel - 7 DEF, -1 AGI, $300 Adamantium - 8, $435 Kung-Fu - 5 DEF, +2 VIT, +1 ATK, $400 Magic Robe/Garment - 4 DEF, +3 INT, $400
Headgear
Cap/Bandana - 1 DEF, $50 Leather Cap - 2 DEF, $90 Chain Helm - 3 DEF, $140 Steel Helm - 4 DEF, $200 Adamantium Helm - 5 DEF, -1 AGI, $300 Mage's Hat - 3 DEF, +2 INT, $250 Gemmed Sallet - 4 DEF, +1 INT, +1 VIT, $360
Legwear
Cloth/Cotton - 1 DEF, $30 Heavy - 2 DEF, $80 Chain - 3 DEF, $150 Steel - 4 DEF, $220 Adamantium - 5 DEF, $310 Kung-Fu - 2 DEF, +1 AGI, +1 VIT, $250
Accessory
Accessories have cool effects and can really help you out, but you can only equip one at a time.
Bangle - +1 DEF, $100 Auto EPI-Pen - Poison Resist, $160 Cleats - +2 AGI, $200 Power Belt - +1 VIT, +1 ATK, $240 Goggles - Add <>; |Night-Vision|, $1000 Fire/Ice/Bolt Pendant - Absorb up to 250 Elemental Damage, breaks when overfilled but can be emptied as Elemental Damage onto another lifeform. $7000!
Stay tuned for Enounter, or basic, Combat
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Posted: Sun May 20, 2007 10:12 am
Encounter Combat
We're definitely not alone, that's for sure. With the strange increase of monsters and opposing forces across the land, travellers are constantly forced to fight battles along their way. These fights are called "Encounters", or minor battles. Here are a few tips to help the wary traveller.
Fighting
Enemies have a set amount of skills, HP, MP, personality, item chances, and more. With a completed bestiary of over 100 random encounter enemies, this could cause a little trouble. You have a few options availiable to you as you go. They are:
Attack Magic/Skill Flee Swap Item Improvise Observe
Attacking
There are two ways to attack: open-ended and quicktime. Open-ended attacks involve describing your action in a post, such as:
"Taryn swung the sword in a massive downward arc, hoping to cut off the knobbly legs of her foes."
These usually have a purpose in mind and can take a while. Success is subjectively based in these, meaning if it makes sense, I'll allow it or roll my own die.
Quicktime attacking will become more common as battles become frequent and it starts getting monotonous to make a big deal of a stupid random encounter. Just say <> and I'll roll for your success. It's a quick, general way to do damage and cycle quickly through a battle.
Magic/Skill
Easy. Same deal. Magic and skills can be open-ended or completely shortened. They cost MP sometimes, so don't forget to make a note of it. Trying to scam me with numbers will not work. Even if you forgot, I'll consider it the former.
Flee
You may try to escape an encounter. You must explain your route and drive to me in a post, and I'll roll for your success depending. Fleeing really helps in a pinch, so don't forget to use it!
Swap
If you're unsure of what to do in a fight, or have a plan involving other party members, be sure to say: <>. They have to agree to your request, so make sure they're at least on before you do this. No sense in waiting a year.
Item
Simply describe the action briefly and use the item on someone by saying <>
Improvise
Sometimes, you'll find it necessary to shoot out lights, throw a chair, or do a jig. Improvisation will come into play here. Just put down your post with whatever unique action you plan to take, and roll a D20 for your success. USE THIS A LOT.
Observe
This D10 skill lets you view your surroundings better and comb for anything of use. A handy little skill, this will enable stronger use of things like IMPROVISE.
Battle Order
Advanced players (those who have chosen a job class) will know the order for every battle. I'll post it as soon as the fight begins. Otherwise, it'll be a lot of stepping on toes and free-for-all fighting. Sorrry.
Stay tuned for Boss Battles!
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