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A general roleplay guild with emphasis on improving RPers. 

Tags: Roleplaying, Tutoring, School, School of Dedicated Role Players, RPing 

Reply 06 General Archives (non-RP inactive threads)
Floor 10 Bulletin Board

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folchinator

PostPosted: Sun Jul 01, 2007 5:58 am


Attention all prospective members of the Steimlich Party! Your master, Jona, has a few words of caution about your next few days!


~When you enter FATE, please feel free to ask the computerized assistant, JanX, about absolutely anything. She is very knowledgable, and will help you greatly with any quandary you might need to overcome. Furthermore, you SHOULD ask her about the details of your Job Class. Jobs basically hone your abilities to help you become specific types of fighters. Though you are extraordinary as you are currently, this little boost will go a long way. Here is a list of Jobs availiable to you. Remember: once you pick, it'll stick. (Nice rhyme, huh? Yeah? OK.)

Elemental
Geomancer
Black Wizard
White Wizard
Analyst
Chemist
Philosopher
Knight
Lancer
Ninja
Samurai
Monk
Acrobat
Morpher
Sorcerer
Shadowmancer
Necromancer
Sniper
Agent
Berserker
Bard
Psychotic
Summoner
Tempest/Dark Knight
Technician
Hunter
Paladin/Holy Knight
Manipulator
Guardian
Demonae
Angelus

Quite a lot, huh? Alright. Once you pick your job, you will be sent out into a real-world scenario, consisting of 10 floors. Though I cannot provide maps for you, as that would be cheating, I can tell you that there is a basic "line" or shape to the way your maps will sequentially play out. This form is consistant throughout the different scenarios. I'll list this shaping below.
 
PostPosted: Sun Jul 01, 2007 6:09 am


Floor Mapping

There are 10 "floors" in each FATE scenario. They will play out in a certain line of difficulty. Here's how each will go:

Floor 1
Though not long, this map is filled with encounters, as well as a "hidden" boss.

Floor 2
This is a very small room, where you may purchase items from a computerized vendor, the only one in your scenario.

Floor 3
This is a pretty easy floor, with random encounters along the way. You'll find some cool treasures here, too.

Floor 4
This is a Save Floor.*

Floor 5
Get ready! This floor contains a nasty mid-dungeon boss.

Floor 6
Another easy floor.

Floor 7
Though short, this map is filled with random encounters. Get your swords and shields at the ready!

Floor 8
This is an instructional room, to complete your training for the Steimlich Party. Long Live Chaos! will be played, for your viewing pleasure.

Floor 9
Another save room.

Floor 10
Hope you're ready for this boss. It's the hardest you'll ever face in FATE. So get ready.



*Save Rooms...

Because we cannot set up expensive cloning machines across the globe, we've devised another way to create a fallback system for our members. It's called MagiSave. You'll see it when you get there, but basically, we use the encaptured powers of one of our...deceased members to create a small "snapshot of time" to take with you. When you die, the snapshot will dissolve into you and reverse time for you and only you, bringing you back to the very moment when you picked up the MagiSave. It's complicated, but you'll get it when you see it in action.

In addition to saving, you may heal at any save location, by sleeping for a few hours. The rest you give your body will be piggybacked on and increased twofold by the newly activated blood in your body. Trust me. You'll repair a lot quicker than you think.
 

folchinator


folchinator

PostPosted: Sun Jul 01, 2007 6:12 am


A Key to Fighting

[V,S,E,T1]

See that bracket? That has a special meaning. It's a fight order. V stands for Vixen, S for Skip, E for Emerald, and T1 for Tortoise 1. The fight will cycle in that order.

...this is usually determined by AGI.

When you fight, try every skill you can figure out. If you can't derive how to use a skill, try shouting out its name. Perhaps the incantation will work to your advantage. Just make sure you've mastered all of your abilities before you exit FATE.
 
PostPosted: Sun Jul 01, 2007 7:31 am


Morality-Based Growth

Based on your choices throughout the game, you will earn "Morality" Points. These will effect the skill sets you learn, as well as what type of people are drawn to you. Be sure you know what you're doing out there! Out of 100 each way, here are the current Morality Standings:

Brian - 25 White
Spaz - 9 Neutral towards White
Amanda - 22 White
Tau - 0 Neutral
Azreal - 49 Black
Vixen - 10 Black
Alice - 55 Black
Sylph - 5 Neutral towards Black
Bozley - 19 Black
Ezriel - 11 White
Kali - 24 White
Emerald - 39 White
Skip - 22 White
Sasha - 10 Black
 

folchinator


folchinator

PostPosted: Sat Aug 04, 2007 8:19 am


Here is a little briefing about the Job status...

While in Subania, you may learn ANY CLASS immediately, through Magicitic injection stolen from Gainsborough's old plans.

When dealing with humans, you may learn PHSYICAL jobs, like the Knight (from nobles) or Hunter (from middle-class townsmen) classes.

When dealing with Lonarians or surviving Magicitics (there are a few), you may learn MAGIC jobs, such as Black Wizard or White Wizard.

It is usually best to learn skills that either DEFINITELY mirror your own, for intensity boosts, or ones that take the opposite route, covering up your weaknesses and making you more versatile. No grey matters, please.

When you reach level 50, you may UPGRADE your class to one of several second levels.

This depends on your Morality.

You may hold ONE class at a time. Once you change, your skills from your previous class are erased from your mind.
 
PostPosted: Sun Aug 05, 2007 10:16 pm


ABOUT SHOPPING

You may enter a shop at any time while in a town. There are many different kinds, but this village only has a General Store and an Armory.

At the General Store, you may buy items. Simple.

The armory contains weapons and armor, but these can be expensive. Watch for bargains and/or rare items!

Simply say <> to enter, and then we can begin to purchase.


ABOUT BARS/TAVERNS

The place you're in right now is a TAVERN. Taverns and bars have many opportunities for gold, XP, and item boosting, and some can even help push the story in a new direction.

These are called "quests".

Simply say, <> to begin that prompt.


ABOUT FACTIONS

There are many "factions", or groups/unions, across the land, all with different pros, cons, enemies, allies and goals. You may join up to TWO factions, so choose wisely. Some only have their HQ's in one or two towns. You will learn more about factions when you actually begin to join some.

To enter a faction HQ, simply say <> while near one. You may ask a bartender what factions are in your current location.  

folchinator


folchinator

PostPosted: Tue Aug 07, 2007 9:14 pm


Observation: A note

In the heat of battle, one may always look around at their surroundings. No one has done this before Risk. It doesn't really matter, because this is one of the only times it's necessary.


Now, when you <>, simply enter that command and roll a D10. I will describe what is there. Usually, it will just be description of area for your improvisation needs, but with BOSSES, roll a D20. things may be different. You could turn a regular boss into an event boss in one turn.

Now, since looking OVER and OVER again at something just couldn't wield different results usually, I'm going to allow only TWO obsverve rolls for the same area or focus.
 
PostPosted: Wed Aug 08, 2007 9:53 pm


Dodge/Counter

A new development in battle...


Every "So often", a number determined by your AGI and the enemy's DEX, you will have a chance to dodge.

Dodging is determined by a D10 roll.


If you dodge, you now have the opportunity to COUNTERATTACK, for 175% damage!

Another D10.


If you rolled a perfect 10 on your dodge, you also have the opportunity to COUNTERMAGIC, free of cost. This is a D20 roll.


Yep.
 

folchinator


folchinator

PostPosted: Fri Aug 10, 2007 8:36 pm


...I've decided to save any HISTORY for those who actually stumble along some in the game. I'm just not the kind, after careful internal debate, to put EVERYTHING out on the table. I'm not.
PostPosted: Tue Aug 14, 2007 8:09 pm


Sniping/Surprise Attacks

If you attack before <> is called, the blow will be declared either a "Surprise" or "Snipe" attack.

In this case, do a RANDOM NUMBER from 1-25. The number will then be added as a percentage to your attack. (at 100% normally)


Let's say you snipe and pick a 10. You'd normally do 110% damage. Get it? Good.
 

folchinator


folchinator

PostPosted: Thu Aug 16, 2007 7:29 am


Save files can be created two ways:

Cloning machines. These camera-like devices can be found all over Subania, New York, Rozen, or wherever technology is abundant. Snapping a "Mental image" of all of your memories and brain functioning while taking small skin samples from your hand, the device can create a perfect, reinstated "you" instantaneously. It notices your death when the electrical signals it picks up and tracks (much like a bloodhound) suddenly disappear.

Memogems. Forged by both Magicitics and Lonarians, white, time, space and mind mages OR Espers can create these powerful crystals. Made of pure mental energy, these "black hole gems" CRAVE memories, and when a willing user latches on, they fill themselves with that person (or group)'s complete mental log. The gem is to be carried by the user, and once they die, it will shatter, "understanding" the need to restore you back to the EXACT time and place of the memory storage. Some crystals will "Auto-revive" you, using a constant memory feed to restore you to the last 5 minutes before death.
 
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06 General Archives (non-RP inactive threads)

 
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