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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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Gang System

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Noble Negative J3T
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PostPosted: Mon Mar 18, 2019 7:11 pm
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PostPosted: Mon Mar 18, 2019 7:12 pm
FIGHTING GANGS


When Fighting gangs, there is a base number of people each gang has. That number is able to be found in the Gang Thread that hosts all the gangs around Japan. If they are striked through, then that means that gang is disbanded. When fighting a gang there are two types of events. Random pop up events where group of the gang attacks or is attacked and turf wars. In a turf war, you are fighting the gang at full strength in order to gain their turf. See, not all gangs use air treks to participate in parts wars. Some gangs, you have to put justice into your own hands. The number listed on the gangs is just an estimate of how many one expects them to have but generally gangs have twice the number than expected. The higher the ranking of the gang more members they have. Some gangs may require storm rider teams to work together for the greater good as a gang going unchecked could put their livelihood in danger. The example are as follows: This gang has 100 members.

Pop up event: 50+ random number generator 1-100 =Number enemies

Turf War: 100 x 2 = 200 Enemies

When fighting gangs, the number of people that you effect depends on the ranking of a person and whether they use tricks or not. The ranking of a person will determine the amount that they can take out while the tricks that a person uses will determine a modifier to that amount. At lower ranks it'll take some help to take out gangs but at higher ranks, you can be a one man army for most gangs. Due note, some gangs have special ability that make them tougher than others.

Amount of Base enemies one can take out: You must generate a random number between 1 and the number below that coincides with your rank. Example a B rank rider would generate between 1-15.

D Rank: 5
C Rank: 10
B Rank: 15
A Rank: 20
S Rank: 25
SS/ King Rank: 30

Modifiers: Modifiers add onto your amount that you take out depending upon the rank of the trick one uses. This can be from deconstruction which would destroy treks to Fangs to whips. The modifier acts off of each trick you use within reason. Meaning if use 2 C and 1 A and you take out a base roll of 10 enemies then your total be 30 (2 x 10 + 5 + 5).

F-D Rank Tricks: + 3
C Rank Tricks+ 5
B RANK Tricks:+ 10
A Rank Tricks: x 2
S Rank Tricks: X 3
SS/IA Tricks: X 5


Gang Leaders: All gangs have leaders. The leaders always show up for a turf fight, but in regards to a pop up event it depends upon a dice roll once all the gang members are defeated. From a roll of 20 if its a multiple of 5 than they show up. If not, then they won't. This means the dice must land on 5,10,15,20 for them to appear. This is because leaders rarely venture off with their lackeys.
 

Noble Negative J3T
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Noble Negative J3T
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PostPosted: Mon Mar 18, 2019 7:15 pm
Recruiting/ Assembling Gangs


Overview: When it comes to gangs, each gang has something specific that they want or fight for. Some it's for power. Others it for territory. Depending on what they want will depend on how much they ******** with ya. You see, all gangs don't have to be destroyed and beaten up. If you feel you can trust them, some gangs can be recruited for the cause of your team as long as the goals align. While rare, it is possible. You can also take members of gangs and place them into your own team as a subteam .While they won't participate in any type of races or anything, they can be use to show the power that you possess as well as help gain you some bonuses as well and protect your turf.

Assembling Gangs: Not all Gangs are storm riders but all storm riders are gangs! The moment one walks down this path, is the moment that all bets are off between your team and the ATP. Once you become a storm riding team, you will naturally make noise and naturally start to accrue a crowd but nothing special. They cheer for you, but they don't do anything major in your name. That is unless you tell them two. Once you become a team and gain some territory, you are left with a choice. You either stay a team and keep your followers in line or you become a gang. If you choose to become a gang, then there is no coming back. Being a gang doesn't automatically get you on the ATP radar but once s**t hits the fan and you start entering into gang activity. Like sending your gang to rival territory or getting into gang fights. You get the picture. You start off with 50 members once you become a gang and gain 25 members with each rank you climb as a team. You also have the ability to gain members from opposing gangs after you defeat them. The amount you gain depends upon a RNG after you take out a gang and their gang leader.

ATP Gang Arrests:
Same as a team, the ATP once they defeat a gang and put them behind bars, they are able to flip members of that gang for their own good. This is to either set out spies for them in the field, or to have them as boots on the ground men when invaded and going after a team. More gang members they flip to atp, the easier they are able to go after teams. Some teams ATP may not be able go after due to their high number of gang members in which may take some multiple attempts in order to get them. This be determine by an RNG as well but at a larger scale than that of a gang. Gang members are easier to flip to a new gang than to join police.  
PostPosted: Mon Mar 18, 2019 7:18 pm
Risks/ Rewards

Overview: Taking on a gang is no joke. In fact, it is an accomplishment in itself. You may not know whether you doing a good thing or a bad thing, but it's one less filth on the streets. As you see the rewards are amazing, but they come at a toll. Here are the rewards.

Fail against gang: 10 SP points

Pop up Events: Worth 20 SP Base (If Leader pops up gain SP depending upon if win/lose against the Leader just like you would a parts war).
Ex: Win against A rank leader = 20+ A rank Win amount SP.

Turf Wars: Worth 50 SP + SP from Win/Lose against the leader.
Ex: Win against A rank leader = 50+ A rank Win amount SP.

ATP Arrests: SP gain equal to amount of Members arrested/ 10. Arrested 100 members then total SP gain be 10. If arrest the leader it is equal to that of defeating that leader in a parts war. So if you C rank and defeat a C rank leader than it's 20 SP for the arrest. If you have parts war with them and beat them up and arrest them then that's 2 sets of 20 SP. 1 for the win and 1 for the arrest.

Gang Fights: Being involved in gang fight, we understand that sometimes it's not your intentions and you aren't the bad guy. If you report it or we see that you were attacked then you will not be charged after questioning down at the station. However, if you are a gang that participated in gang fight over turf dispute, money dispute, basically over anything then you are just as guilty and are liable for arrest to. Pick your poison. Maybe it's best to leave an anonymous tip to police after you beat up a gang or maybe it worth staying there like a good Samaritan.
 

Noble Negative J3T
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