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Air Gear: Kings of Kanto [U/C]

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

Tags: Air Gear, Roleplay, Semi-literate, Slice of Life, Fandom 

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Noble Negative J3T
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PostPosted: Fri Feb 23, 2018 8:42 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. These riders are basically Kings without Regalia. However, there are a handful of individuals that stand above even the SS-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
--• D-Class: 100 - 169

_______ ○ 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 + 60 stats. This also includes passive tricks which usually don't give stat increases anyway. Subtracting stats or negative buffers do not subtract from the +60 stat gain. Meaning if you have a trick that gives -5 to Strength and +15 to Acceleration, you've still used 15/60 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
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_______ ○ 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.

• 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.



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. When facing multiple riders, depending on the parts war depends on your gains. In a cube, there is no second place, just 1st loser so only the winner would claim 20 SP x the number of people involved. As for the losers, they will gain 10 Sp x number of people involved. (Assuming they are the same rank). If different ranks, it is different. For example, B rank and 2 C ranks, the B rank gets 10 SP x


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]
10 SP [Base Win vs Lower Ranks]
5 SP [Base loss vs Lower Ranks]








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 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: Fri Feb 23, 2018 8:44 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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_______ ○ The Wear system is based upon the Durability of one's treks. The durability of one's treks is how many battles they are able to go through before needing repair. Battles is defined not just to parts wars, but any type of situation in which one gets into a conflict which causes one to use treks and tricks. This can be from attacking someone on the street, defending yourself from an attack, raid on air trek base, gang attacks, etc. As you participate in these, your treks durability will increase. Durability also decreases based on special situations like using un-linked regalia. Once your treks reach 0 battles, you have 5 posts of usage before the treks break. As your durability on your treks decrease, you will start to notice the damage to them.

Green [Max-Half Battles Left]
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 [Half Battles - 1 Battle Left]
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 starting to become wore down and you are getting closer to your limit. The physical wear and tear of your treks will begin to show. Your tricks may be slightly delayed, but it not truly noticeable unless at high ranking fights where slight delays can be fatal.


Red [0 Battles Left]
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. 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 [2] tricks slots instead of four. Getting into a fight is a bad idea with 0. General use of your treks even puts them in danger. Once you reach 0 Battles left, you have 5 posts of usage before they break. This can occur in battle. For example, if you use an unlinked IA and only had 2 battles left, it will put your treks at 0 and begin the 5 post countdown. This doesn't occur at 3 battles left as the usage will still leave 1 battle left. After the battle ends that you used your IA, then it will tick to 0 and begin the 5 post countdown.


_______Exceptions:
Regalia - There are a couple of special exceptions to the Wear System when it comes to reaching and going under 0 battles. 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 the treks run as good as new for as long as the Regalia is active. This means if have no battles left and you engage in a fight, you are able to do so if you activate the regalia. However, once deactivated the Air Treks original Wear will return in which if you had no battles left on your treks, they treks will break. Any unlinked Regalia that are installed are not granted this 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. Using Infinity Atmosphere without it link tuned subtracts 2 from your treks wear. Meaning 1 use of air trek with unlinked Regalia subtracts 3. Repair is required before being able to activate again.


_______ ○ 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. So using it at 0 battles and reaching post limit will cause treks to inaccessible until fixed by tuner.


_______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.
 

Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50

Noble Negative J3T
Captain

9,775 Points
  • Member 100
  • Gaian 50
PostPosted: Mon Dec 17, 2018 7:34 pm
Ability points and AP Grants
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_______

_______ ○ Ability points are the currency you gain alongside SP. Ability points are obtainable without having to do battle or tuning. Even if you just roleplay slice of life you will be rewarded Ability points and continue to passively grow. Ability points are earned through numerous ways including battles, training, basic roleplaying, driving plot and story, being active, and much more. There will be monthly Ability grants that gives you a set amount of ability points per month. These ability points will be used for many different functions of the guild. All tricks are learned automatically. They do not have to be roleplayed out to learn. To get a trick, you just trade in an ability point. The road tricks are automatically given, but the custom tricks will cost ability points. Ability points will also be used to trade in for your sub road. You don’t have to have a sub road so if you rather not get one, then can be used for more tricks. These points will also be used to be able to create custom treks. Each rank will have a set amount of points to trade. For Example, a A rank pair of treks lets say are 8 points. Add in A rank part. That’s 4 points. Total points for that exchange be 12 points to get your parts. If your treks are destroyed and you have no points, all basic pairs of treks are free. Tuners will receive these Ability points and can increase prices to take more ability points than necessary. A 5 ability point build can be sold for 10 ability points. That’s 5 ability points for the Tuner to use for themselves. That means they can use it for tricks, for treks of their own. Or to save up to purchase their subroad.
 
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