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With Storm Riding at its most popular height, A civil war is brewing to combat its Gentrification. 

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-X Duo Yiro X-

Devoted Businessman

PostPosted: Mon Sep 12, 2016 6:05 pm
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G U I L D ____ S Y S T E M
Here's the basic of the basics. Memorize this if need be.
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_______ ○ There are eight known ranks in the Storm Rider world rising from F-class to SS-class. F-class riders are the bottom of the barrel, individuals who just discovered this world and started riding, as such they have a lot to learn while SS-class riders are the cream of the crop, Storm Riders of great skill and power, professionals of the scene. However, there are a handful of individuals that stand above even the S-class riders. They are known as Kings and Queens who are seen as notorious Riders, legends who stand at the very top of their Road whom have obtained the fabled Regalia, special parts that are placed into the Air Treks which is considered their crown of sorts. This is a symbol showing that they've master their road and all of its mechanics, being given a boost in power by this Regalia and the ability to utilize a top-tier, nearly unbeatable trick exclusive to them known as an Infinity Atmosphere. In order to be crowned King or Queen they only need the regalia for their road, for more information on Regalia and the bonuses they give please see the Regalia List. Here is how the ranks breakdown.

---• SS-Class:900 - 1200
---• S-Class: 600 - 900
---• A-Class: 300 - 599
---• B-Class: 220 - 299
---• C-Class: 170 - 219

_______ ○ The maximum amount of BASE SP a rider can have is 1200, this excludes tune-ups and other bonuses that one can get from tricks. However, there is a limit on how much you can get from bonuses. For tricks you may not exceed a bonus over +40 stats. This also includes passive tricks which usually don't give stat increases anyway. Subtracting stats or negative buffers do not subtract from the +40 stat gain. Meaning if you have a trick that gives -5 to Strength and +15 to Acceleration, you've still used 15/40 points of your buff limit. Tune-Ups (TU) increases the effectiveness of one's Air Treks and often provide stat boosts. However, these stats don't count towards the rider's base stats. TU's cannot exceed +80 points . A regalia nullifies all boosts from Tune Ups and Tricks when activated.



Stats & Money
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_______ ○ The United State's dollar is the main source of money in Wings of Freedom. Obtaining the almighty dollar is pretty simple. 1 US dollar for every 2 words.. It's really that simple. If you write 8,000 words you get $4000 in your next update. If you have any questions, just asked.

_______ ○ In this guild stats determine how powerful you are, how swiftly you can move, how much you can endure, and even how high you jump. You can raise your stats and overall R.E.A.D by gaining Stat Points (SP). In order to gain Stat Points you must participate in Parts Wars. Depending on both the Rider's rank and the Parts War determine how many stats they get for that particular battle. When adding money, stats, or equipment you must fill out an update form located here in the Update Thread and await a moderator's approval. Everyone is entitled to a single Stat Switch in which they are allowed to rearrange their stats if they are unsatisfied with their current build. Stat Switches are non-transferable between members and players only get one Stat Switch per character. They can stat switch between two of their own characters but a Stat Switch will be used for both characters involved. The user must be certain that they wish to use a Stat Switch because this is a permanent change. The different stats and what they do are as follows:

• Acceleration: This stat determines the ability to reach maximum acceleration and how long it would take, Agility, and overall speed. Air Treks have a maximum speed of 80mph which can't be surpassed (except with a few exceptions). Acceleration simply determines how quickly one can reach their top speed in comparison to other riders and agility is . Some may prioritize reaching top speed more than others as it is a very crucial stat in race-type Parts Wars.

•Battle Strength: Determines your damage output in regards to one's tricks. The strength of a fang, the strength of an impact wind, the strength of a cyclops hammer. If it is damaged based, it strength is determined here. Do note, not all techniques will have BS. For example, metronome, get together, and wings would not be affected by BS stat as they are passive, non attack, and non damage.

• Stamina: Stamina determines how much someone's body and mind can endure before becoming exhausted or passing out. It also measures how many tricks one can perform before tiring themselves out. The more tricks they use the more stamina they use, the more stamina they use the faster they get exhausted.

• Jump: Jump determines not only how high one can attain lift but also skilled they are at aerial maneuvers. Lift isn't simply jumping but how well they can naturally move against, and sometimes defy, gravity. The more jump one has the easier it is to clear obstacles, the more acrobatic and agile they are when airborne, and even how long one can stay airborne.

• Reaction: Reaction is a sub stat that determines the person's ability to react naturally to a situation such as incoming attacks and tricks. A high reaction can be the difference between dodging a cage of fangs and being completely butchered by it Reaction stat is (ACC/Stamina )/2/ This means a Stamina of 50 and ACC of 50 would make a Reaction of 50. Each time you use a trick and drain your stamina, your reaction will naturally decrease as well.


• Air Time: Air Time is a sub-stat that measures how many seconds someone stays airborne at their peak after their initial jump before they start to descend (think hangtime). One cannot place points into this stat. Instead, it is determine by the formula of Strength+Jump/2. Meaning if someone has 40 Strength and 40 Jump they can hang at the peak of their jump for 40 Seconds (40+40/2=40) before descending.

• Air Reaction: Air Reaction is a sub stat that deals with a person who is reacting to attacks and tricks in the air. Unlike regular reaction, Air reaction relies on a person's Jump and a person's Stamina. High Air reaction makes for ability to dodge large attacks, dodge multiple attacks, and glide through the air with a graceful dodge. This doesn't mean that everything is dodgable, but for most things, it'll be light work. Well, until your stamina is drained. The equation for air reaction is jump+stamina/2 .This means jump of 40 + stamina of 50/2 would make air reaction of 45. Each time you use a trick and drain your stamina, your air reaction will naturally decrease as well.


Rank overview and Obtaining Stats
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_______ ○ When battling, the winning amount and losing amount of SP depends on the ranks of the battle. If it the same rank, the SP amount is the Base amount. Base is 20 sp for win, 10 sp for a lost. When facing a rider that's above or below your rank, the difference will determine how much sp you receive off the ladder. For example. 2 C ranks battling. the winner gets 20, the loser gets 10 base wise. If a C rank battles a B rank, the B rank is 1 rank above them. So that causes the base winnings and base losing to shift up. In that case, base winning against a b rank is 30 stat points and base losing against a B rank is 20 stat points. losing against a B rank = winning against a C rank to compensate for added danger and handicap to the battle. While true, a rider could challenge an SS rank and get 50 points for losing an obvious battle. HOWEVER, would a SS rank really accept that battle? and secondly, going against a SS rank is suicide. Not only could it be heavily one sided, the disadvantage could cause the c rank rider's career to be ended by ss rank if he chooses to. Getting hit by an SS rider's fangs is way different than getting hit by a C rank. add in the new stamina updates.. Pretty much career suicide.


SP Gains:
60 SP [4 rank above]
50 SP [3 rank above]
40 SP [2 rank above]
30 SP [1 rank above]
20 SP [Base Win]
10 SP [Base Lost]








Turf
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_______ ○To own territory you must have an official team. Only after a team has been certified and made official can you start laying claim to territory. In order to claim Turf you must go to a thread that has [Turf] listed in its title. Then, you proceed to make a single post of no less than 500 words placing your team's emblem anywhere on that turf in order to claim it. You can check the first post of the first page of that thread to see if that Turf has been claimed or not by another team. Only one team can own a piece of Turf. If another team's emblem if on a Turf that you want to claim then you slap your emblem over theirs, officially challenging them to a Parts War of their choosing in order to battle for that turf. However, you, the opposing party, must wager something as well. If you own no turf then you must wager your Team Emblem. If you challenge a team they then have 72 Hours in Real Life to respond to your challenge. If they don't do so then after the time if over the territory is then yours. When claiming Turf via battle or a simple post, please update for it in the Territory Claim thread. For the benefits of owning territory please look at the Team System.

Parts Wars
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_______ ○ When engaged in a Parts War both parties must agreed to the term and conditions of the battle. Bets may also be places whether its for emblems, money, parts, turf, or even team members so as long as all parties agree. Not all battles require Air Treks, however, due note that if you choose not to battle with Air Treks your Acceleration and Jump are cut in half. You have no access to Regalia or Tune Up boosts, and you are unable to perform most Tricks.  
PostPosted: Mon Sep 12, 2016 6:09 pm
General Battles
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_______ ○ As an fighting-oriented Guild, battles are commonplace here and one should at least partake in a few battles during their stay. There are different styles of combat based on the individual. Some are more tactical and perceptive, others are more action-oriented, headstrong, and aggressive, and some are passive and evasive. It's all a matter of finding your style as a writer and utilizing the Stat Points you gain to build your character around that, making them the perfect character for your style. Of course, we must keep in mind that there are still limitations on what you can and cannot do. Performing tricks not only creates a stress on the Rider's body but on the Rider's Air Treks, their tools of war, as well. Naturally, nothing in this world lasts forever, Air Treks are not unbreakable weapons that grant you immeasurable power. Things like terrain settings, weather conditions, experience, and other unknown conditions can effect one's Air Treks either positively or negatively. Prolonged battling not only lowers your stamina but also takes a toll on your Air Treks which slowly lowers your combat effectiveness. If you battle for too long are use too many powerful Tricks you can even break your Air Treks. The accumulated strain on one's Air Treks is call the "Damage Level". This level rises the longer a battle is dragged on or the more tricks are used. There are three damage levels that Air Treks have which is represented by a tri-color scheme of Green, Yellow, and Red and hold a numerical value of anything ranging between (0-100%) to show the Wear percentage of the Air Treks. The higher the Wear percentage the higher the Damage Level.

_______ ○ Air Treks have this Wear system because a rider's tricks can easily go above and beyond the capabilities of a normal pair of Air Treks. The frequent use of advanced or complex tricks can overheat and break one's Air Treks, rendering them useless and the rider defenseless. To prevent such hazardous use of tricks no rider is permitted to use more than FOUR [4] tricks per post. This means that you are given four Trick Slots to use every post, however, there are certain circumstances such as Passive Tricks or Methods, that constantly take up a single trick slot, further limiting your usage in exchange for a constant increase in run effectiveness. If a rider, at any given point, goes over the four trick limit it will take a toll on their Air Treks, instantly adding 10% Wear to them and overheating them for ONE [1] post. This means that you will be unable to perform tricks while you're waiting for your air treks to cool off. Trick Wear does NOT recover over time. If you end one battle with 47% Wear and go into another battle, it doesn't matter when, you will still be at 47% Wear unless you have your Air Treks properly repaired. Performing tricks are necessary in battle but it's also wise to observe the condition of both yourself and your air treks. This will allow you to better prepare, strategize, and micro-manage you air treks so you can perform at optimal efficiency and outwit your opponent. Please note that not every maneuver you perform is considered a Trick. However, anything dealing with the mechanics of your Road or that has any type of effect is considered to be a trick and must be made as such. Remember, being a skilled rider doesn't just mean honing your talents and abilities, but also understanding and accepting both your body limitations and the limitations of your air treks.



Stamina System
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_______ ○ Legends, Gods, Kings, Queens, despite how one might see another character never forget that they are still human. As humans we naturally grow tired the more strain we put on our bodies. Constant battle and performing tricks takes a toll on us and drains us of our stamina, becoming exhausted. Because of this each usage of a trick will drain us of a certain amount of stamina (see chart below) varying on the trick's rank. Obviously the higher the rank of the tricks means the more stamina it costs. One important thing to note is that there are exceptions that do apply to tricks that last for consecutive posts. These tricks are known as "passive" tricks. Passive tricks are performed naturally, subconsciously, by the rider meaning that after the initial cost they remain active for the duration of the battle or for how ever long they will it. Often times it won't cost any additional stamina per post to keep it active (there are exceptions based on what the trick can do) but will always take up a trick slot, meaning that the Rider is only allotted three trick slots to use every post instead of four. Here is the Stamina chart breakdown:


F-Class Tricks: Cost one Stamina point to perform.
E-Class Tricks: Cost one Stamina point to perform.
D-Class Tricks: Cost two Stamina points to perform.
C-Class Tricks: Cost three Stamina points to perform.
B-Class Tricks: Cost four Stamina points to perform.
A-Class Tricks: Cost five Stamina points to perform.
S-Class Tricks: Cost ten Stamina points to perform.
SS-Class Tricks: Cost fifteen Stamina points to perform
King / Legend Class & Infinity Atmosphere Tricks: Cost twenty Stamina points to perform.

Note
When choosing to not use a trick or when you have no active tricks you recover three points in Stamina per post during battle and five full post to recover back to full stamina.


Damage & Wear
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Green [0 - 49%]
Your Air Treks are perfectly fine. The rider is able to perform at peak performance without a hitch. They are working at optimal efficiency and you can battle at full power. All riders start off here.


Yellow [50 - 79%]
This is the mid-range damage level that your air treks have taken, the halfway point if you will. While it doesn't diminish the Rider's abilities it serves as a beacon that your Air Treks are nearing the danger zone and you are nearing your limit. The Air Treks' response toward your commands will become slightly delayed and can weigh the rider down, making their movements a little sluggish. The physical wear and tear of your treks will begin to show but luckily, you are a talented enough rider that, when out of battle, you are able to repair your own Air Treks from Yellow back to Green.


Red [80 - 100%]
You have now entered the danger zone. The wear and tear on your Air Treks have now hit a critical point and have entered into a state of emergency. Movements will become very sluggish to the point where the rider will actually be slowed down. While trick usage won't necessarily be effective, you will be further limited. Between 80 - 99% the rider's Acceleration and Jump are reduced by one-third [33%] of their base [rounded up in case of decimals] and they are limited to THREE [3] tricks slots instead of four. At 100% the rider's treks will overheat, break apart, and cease to function, cutting the rider's Acceleration and Jump by one half [50%] and preventing the usage of any tricks. At this point you are unable to battle and only a Tuner can repair your Air Treks before you're able to battle again. Any destroyed or lost Air Treks cost a 1,000 USD at any Tuner or NPC shop in addition to the Tuner's regular charges


_______Exceptions:
Regalia - There are a couple of special exceptions to the Wear System when it comes to reaching and going over 100% Wear. The first exception are for Kings and Queens that have a LINK TUNED Regalia. Not only does the regalia allow for more power at less cost, but temporarily recovers 50% Wear capacity for as long as the Regalia is active. Once deactivated the Air Treks original Wear will return. Any unlinked Regalia that are installed are not granted this Wear bonus. Furthermore, they are only granted half of the Stat Boost that a Regalia gives the rider and only allow the rider one use of their [Infinity Atmosphere] trick before deactivating. Repair is required before being able to activate again.
High Level Custom Air Treks and Tech - The second exception to the 100% Wear rule are individuals that have customized A-T or gear crafted by a Tuner that is A-Rank or higher. They are more refined and well-built than other A-Ts and thus are able to withstand more punishment than regular A-Ts. A-Rank A-Ts or gear can withstand an extra 15% Wear before falling apart. S-Class can withstand and extra 25% before falling apart.


_______ ○ A special note is that anything made by the Pledge King or Queen is considered at the highest echelon of Air Treks and have a fail-safe within them that will render the tricks inaccessible when reaching their maximum wear and shutoff as opposed to breaking like other Air Treks.


_______ ○ Just how tricks can take a toll on one's physical body and drain them of their stamina, they also wear down the Air Treks and can render them ineffective and tricks inaccessible if they used to heavily. The more complex the trick the more wear it takes on the A-Ts, same thing goes for how frequently tricks are used. Of course, each trick is ranked different and as such deal different amounts of wear and tear on mechanisms in the rider's A-Ts:

F-Class Tricks: Increase Air Trek Wear by 1%
E-Class Tricks: Increase Air Trek Wear by 2%
D-Class Tricks: Increase Air Trek Wear by 3%
C-Class Tricks: Increase Air Trek Wear by 5%
B-Class Tricks: Increase Air Trek Wear by 8%
A-Class Tricks: Increase Air Trek Wear by 10%
S-Class Tricks: Increase Air Trek Wear by 20%
SS-Class Tricks: Increase Air Trek Wear by35%
King Class & Infinity Atmosphere Tricks: Increase Air Trek Wear by 50%



_______Battle Costs
Your Damage Levels do not go down after each battle, because of this you need to get your Air Treks repaired by a Tuner if you lack the skill to repair them yourself. You can only repair Air Treks from Yellow level back down to Green. For Repairs and prices see the Tuner Guidebook. After a battle it takes 3 posts for your stamina to refill back to base level. However if you are in a team battle and you fight back to back, the stamina of the character does not reset. If you end one battle with 50 stamina, you begin the next battle at that 50 stamina and after that, if you end with 20 stamina, the next battle the rpc starts at 20 stamina. At the end of a battle please notify a Battle Mod so that they may assess the damage and Wear, if a dispute occurs, of your A-Ts and provide a proper judgement. You must provide proof of your Repairs before entering another battle, if you got them repaired. Otherwise there will be consequences and repercussions.


_______Battle Mods
All moderators are considered battle mods. Feel free to private message them if you feel someone is breaking rules or if your battle is concluded without a clear winner.  

-X Duo Yiro X-

Devoted Businessman

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