Welcome to Gaia! ::

Shattered Past: Rise of the Lost

Back to Guilds

A Story of Personal Conquest and Rediscovery 

Tags: Fantasy, Science Fiction, Magic, Stats, Literate 

Reply Fundamentals :: Guild Systems & Lore ||→ {1}
⇨ [1] Guild Systems & Battle Regulations

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 5:36 am
Rules, Ranks, and Battle Information

__________Overview ||
tab Below you'll find a comprehensive list of rules ranging from the overall laws of roleplaying, the rules and definition of Ranks and how they work, as well as the rules that govern battle for both PvE and PvP within the guild. If at any time something doesn't make sense or leaves room for interpretation please contact the Guild Captain, [Lanfaer], for clarification or the Co-Captain, [Royal Taorito].


____________Table of Contents ||
tab General Rules and Regulations
tab Experience Ranks
tab Sub-Areas
tab Battle Regulations
tab Battle Regulations (Continued)
tab Aggro System
tab Mana / Stamina Regeneration
tab How Money Works
tab Casting Methods
 
PostPosted: Mon May 06, 2019 8:32 am
_____________________The Laws of Role Play

• All Gaian Terms of Service should be acknowledged, although some rules are flexible due to the nature of the guild. To that extent, this is a PG-13 guild, so while swearing, reasonable gore and some suggestive situations are acceptable, be mindful of them and the limitations of others.

NO God-Moding, which means a multitude of God-like abilities for your character that make them impossible to kill or hit. While it is possible to achieve great power, no one is impossible to defeat. It also covers the realm of NO auto-knowing. If your character learns of something they have no business knowing in character, then you are breaking our rules. If in doubt always contact the Moderation Team that governs the subject in question, i.e. Battle Moderation if in a battle or Event Coordination if dealing with Story information.

• There will be NO Excessive Auto Hitting, which is an attack that allows you an unfair advantage, for example:
    - "My kick shatters your arm and you are unable to use your powers."
    - "I land my perfect attack and then flip back to make sure I do not get hit by a rebound attack from you."
There must be a give and take with this area of Roleplaying. All characters have a chance to react to anything thrown their way, as well as pay to avoid being hit. The only real exception to this is with permission from the opposing party. The Battle Mods will be around to monitor fights and will decide if a situation warrants a lack of maneuverability, and as such, be unavoidable.

• You may NOT control another person's character or move them unless first asked. Usually, it is acceptable to take a character's hand and drag them down the grassy hillside. Or take a character into your character's arms. However, an example of what you cannot do:
    - "I take your character by the neck and tie you to a chair so you can no longer do anything."

Just like with auto-hitting, all characters have a chance to react to anything happening to them and reverse the action if they desire.

• In that same regard, you may NOT kill off anyone's characters aside from your own, barring very specific and special circumstances, without permission from the character's owner. While permission from the controller of the victim to be killed is not necessarily required, automatically assuming their death is a crime falling under "God-moding". This is a tricky area because often times a character who is mortally wounded should be seen as dead, in which case let a DM help. If you do not wish for your character to die, an NPC or another situation might present itself to the character to save them, but this is not a guarantee. In short, the guild welcomes character death, with multiple ways of coming back from it. Death is not the end of a character. As such, death is to be expected, and will most often be accepted by the DM.

Do not story manipulate. Such as, you are fighting a giant war and all of a sudden you decided your character is royalty and gets kidnapped. Such intervention and manipulation without discussion with the Event Coordination team are forbidden. If you would wish to have a greater part to play in anyone's particular story please contact the Event Coordination team for prior authorization.

Literacy is a must. Correct spelling and grammar, that includes even the mods. One-liners should be a federal offense, so from now on, they are in this guild. A minimum of five [5] sentences must be written per roleplay post.
→ Exit posts may be lazy posts, but do try to involve a bit more and don't do it too often.

• Your character is only allowed to be in one place at a time, unless otherwise specified or given permission. The exception to this is posting in the Shattered Past forum, where both the past and the future may be roleplayed in without directly impacting the story as it is.

• Characters belonging to the same person may interact and work together on a fair, and realistic, basis. As such the character shouldn't act different than normal. During the interaction, a Moderator from the Approval Committee must confirm the interaction was valid and unbiased.



Rules for OOC Chatting and Guild Etiquette

• All laws as written above and below also hold to the same in the Guild's Official Discord Chat, currently named [Shinobi Fam].

• There will be arguing within the guild as we are all members of the human race. That said there should always be a courtesy, and pushing someone in a way that is either common sense or known to cause someone discomfort there will be consequences. The rule if that we are family first, and so forgiveness is always available, but push too far and you'll be punished.

• If there is a question left open in the guild's universe, ask a Mod about it... Don't make your own conclusions about certain facts. Likely the information either exists somewhere or was an accidental overlook that should be addressed and fixed.

• Please do not flame any of our forums or troll another member in a harsh way. That is not nice and just plain rude.

Vulgar language is not considered an offense because Gaia has a filter for language. If you don't want to hear it, turn on your filter. However, if language gets out of control such as describing a person out of hatred, we will step in and begin to eradicate...

• Please leave OOC conversation to the OOC, unless it pertains to mistakes made in the posting thread that need to be addressed. But again, please limit OOC talk in the roleplaying threads.

• You are to respect everyone in the guild at all times. Being outright rude to another person not pertaining to role-playing will be considered an offense and is taken with high regard. If you are having issues with someone, please report to a moderator if you feel you are being harassed. We take your issues seriously here. This guild accepts people of all races, nationalities, religions, genders, and sexual orientations, and that is to be respected without question.

• Please be active. If you cannot be active for a length of time, post in hiatus. Keep people up to date on what's going on with your posting. We are understanding. However, while roleplay can go at whatever pace the people involved want, they are not required to wait more than three [3] days before skipping someone for not posting. This length of time is shortened to two [2] days during missions and events.



Reporting and Banning

We take your honor very seriously in this Guild. We in no way condone disrespect pertaining to religion, race, gender, sexual orientation, or any other formality of that nature. If you are being attacked by another user without provocation, then please fill out the forms within the Court. As Guild Moderators it is our responsibility to ensure that you are safe and protected whilst inside of our walls. Do not feel threatened, your identity shall be protected and the problem will be resolved in a professional and swift manner. Your happiness is our priority. Pending the actual defense, we will not be banning left and right because someone called you a poo head. However, vulgar language and blatant disrespect towards another member not pertaining to in-character writing will be cause for immediate expulsion and your eminent banishment.


Moderators

We follow the "speak softly, but hold a big stick," theory of leadership. We believe in keeping order in our Guild, but we are in no way bullies and/or Nazis. Compliance and respect for the Guild's Moderators and Owners is an absolute must. Failure to adhere has dire consequences, but we believe everybody changes with a chance....

• Guild Owner & Captain: Lanfaer
Crew:

• Vice-Captain of Approval: Royal Taorito
Crew:

• Vice-Captain of Battle Moderation // Event Coordination: Ningishzida
Crew: Jintetsu-kun

• Vice-Captain of Forum Upkeep: [Unassigned]
Crew:


Important Character Information:

• It is not fair to have all-powerful characters. Thus, we are limiting the characters so that for the moment:

    → Every member is allowed one [1] character per open Land forum, not including the Land of the Dead. However, if a person proves to be able to actively post as two characters, they may get permission from a moderator to have an additional
    → No character is allowed to start above D-Rank. Characters may, however, start at E-rank. Rules for both can be found in Stats and Archetypes.



Thread Creation Rules

Some roleplay location threads have a bunch of information in them, some don't. If a thread needs to be created, or you would like a thread to be made, please see the Forum Upkeep Moderation Crew, who will determine if it is necessary and, if found to be so, will create it themselves.


Edits done By Arrow35 on 11-5-2017
Updated Names and roles of mods per 11/4/2017 Meeting Minutes, Left I Tortured Sleep I, Tenshuyami, and Aegon VI Targaryan off as they are either not active crew (due to hiatus or other reasons) or have not been assigned roles.
1/1/20 - Royal Taorito - Updated all rules.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 8:32 am
_________________________Experience Ranks

These are the standard ranks that the guild allows, you must proceed in the order given: With no exceptions.


E - Rank:
This is where everyone begins unless otherwise specified. You do not have any classes and are unable to gain them until you increase your Experience Rank. You are effectively a basic Civilian with only what your stats, race, and Evos give you. You will begin play with one [1] Ability of up to C - rank.

D - Rank:
D - Rank Characters have gained enough experience to decide which path their development will take. They are beginners, level one's, etc.
→ Experience needed to advance to D - Rank: [500 exp.]
→ May begin creating custom abilities.
→ Gains the ability to select their first class.


C - Rank:
The C - Rank Characters have gained enough experience to decide the next step in their progression. They are seen as journeymen, level five's, with training to begin controlling their destiny.
→ Experience needed to advance to C - Rank: [5,000 exp].
→ Gains the ability to select a second class, whether a different one or to pick the same one again.


B - Rank:
The B- Ranked Characters are those seen as masters of their trade. They are the instructors, the teachers, those in authority and the power to make decisions without being the best of the best.
→ Experience needed to advance to B - Rank: [12,500 exp].
→ At B - rank the character gains the ability to select any Prestige Class that begins at B - rank. This is an option, not required.


A - Rank:
A - Ranked Characters are often leaders, specialists in their field with power, wealth, or knowledge to stand against larger forces with ease. Considered the apex of what most try to accomplish they are the equivalent to a level fifteen in-game terms on a scale of one to twenty.
→ Experience needed to advance to A - Rank: [30,000 exp].
→ Gains the ability to learn S+ - ranked Abilities, if taught by third party. Cannot create them at this rank.
→ Gains the ability to select a third class if a Prestige Class was not selected at B - rank, or to select a Prestige Class instead.


S - Rank:
S - Ranked Characters are the most powerful in the world, seen as absolute pinnacles of their craft, able to face down armies by themselves or perform feats others would see as legendary. Those who reach this rank are often seen as legends, not to be trifled with.
→ Experience needed to advance to S - Rank: [75,000 exp].
→ This is the rank a character must be to gain access to S+ - ranked ability creation. Custom Slots may be used to create S+ - ranked abilities at a cost of three [3] slots to [1] S+ - ranked slot.



Royal Taorito

11/05/17 Arrow35 - I went through and changed things to list Ranks as letters (with the previous title in parentheses after it (Ie D - Rank (Previously Genin))), rather than the associated titles they were previously known as, changed some phrasing in the descriptions to make it meet our current systems better, Added E - Rank, and removed Kage from the list. I have the original post saved to my laptop if it is needed.
12/23/17 Aegon Targaryan VI - Edited formatting; increased font size from 9 to 11, fixed spacing, added missing periods on sentences.
03/01/18 Royal Taorito - Changed requirement to reach D rank to 500 exp.
04/28/19 Royal Taorito - Added 'tertiary class' to A-rank. Updated exp requirements to rank up.
 
PostPosted: Mon May 06, 2019 8:37 am
Entering Cities, Towns, and Villages || Subareas

___________Explanation ||
tab The world of Shattered Past is enormous, encompassing the entirety of one planet and many worlds beyond. In point of fact with how Gaia Online structures Guilds it becomes all but impossible to create a functioning structure with the current system of Forum ► Subforum ► Threads, even with the addition of Stickies and Announcements. As such we have begun using a new method, using the main forums as points on a map with the parts of the location breaking down into threads placed in another location. These are called Sub-Areas.
tab In explanation, the entrance to cities, towns, and villages will be found within the main forums which indicate Regions of a country. When interacting with these Entrance threads you would specifically be at the entrance or exit, and at all times the first post of that thread should be read as it will include not only important descriptions but links. These links will take you to threads found in our Sub-Area forum that make up the smaller sections of each city. Each of those threads will also have their own links to other areas in the township.
tab While we acknowledge this is not the best situation, it is currently what we use to try and overcome the limitations presented to us by Gaia Online at this time.



Edit by Arrow35 on 11/5/2017
Edited references to Jounin as a Rank to read B-rank
Edit by Aegon Targaryan VI 12/23/17
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 8:38 am
Battle Regulations and Laws
The Nature of War


_____________I m p o r t a n t tab N o t e s ||
tab There are a couple of notes that should be considered when reading the below rules. Combat rules exist as a guideline and bar by which we hold all members accountable except in certain situations. They are system heavy, they require math, and overall can hamper the flow of combat to the player not used to them. As such, below you'll find some important notes that might help you with your time in combat:
        Rules May Be Ignored...Sometimes → The below, as stated above, are rules that are quite system heavy. They regulate through math, through specific numbers of Actions, and just how much can be "assumed" in each post. What's important to note is that these rules can be ignored, but only if in writing all parties involved decide to forgo these rules. Now while we hope you'll all discuss what is being ignored and how to handle it, it is not the prerogative of a member of the Battle Moderation Crew to know the rules you have chosen to ignore, change, or setup. As such, if the rules have been agreed to be ignored and a member of Moderation is called forth all parties involved will immediately gain strikes if the discussion becomes an argument. So think carefully about who you will be roleplaying with, and decide if its worth the risk to ignore.
        Limits Matter → While the note above mentions that ignoring can take place in combat is important to note that this is specific to interactions between characters. Guild laws, such as rank limitations, descriptions, and class // Evo requirements aren't involved in this. If these rules are ignored it shall be punished as Metaplaying.
_____________ A c t i o n s||
tab Actions in Shattered Past represent the physical limitation of a character to spend Stamina, Mana, or other Energy Source to either attack, defend, or supplement other abilities. Very little can grant an extra Activation without dire consequences after, and thus, the rule is that as a base only three [3] Actions are bestowed per post while within a round of combat. These Actions, unless otherwise specified, may be used to utilize an Offensive, Defensive, or Suppletory ability, talent, or something of equal value within one [1] post. The number of Actions is reset to the base at the beginning of each post. While anything that requires an Energy Source to be expended to fuel an action counts as an Activation, so, too, would anything that works as a Trigger for an effect. This can include flipping switches, pushing a log or stone down a hill, or eating a strangely glowing and shaped fruit you found in a box of individually separated bottles!

_____________ R a n k s ||
tab Ranks within Shattered Past are often used to delineate strength or level of effect for varying systems and rules. These Ranks are represented by a latter, which are expressed below and arranged in sequence of least to greatest:
        • E - rank ► D - rank ► C - rank ► B - rank ► A - Rank ► S - rank ► S+ - Rank

tab Another rank exists that will be seen at time: X - ranks. These are variable ranked, and become the rank that is paid during activation
tab This is important to note for several reasons, as again they represent the scale by which effectiveness, and size, increase. Below is an example of just what sort of effect can be expected from one of these ranks, utilizing real-world events:
        ► E - rank → Full Strength of the average human swinging a fist untrained, tough skin in defense, a candle to a flame
        ► D - rank → Strikes made by a someone with training, leather material for defense, a well-tended fire pit or gust of wind
        ► C - rank → A hand grenade in effect, metal studded leather in defense, a mist shrouded thicket of trees
        ► B - rank → Mortar launchers are supreme, metal armor with a nice ring, a fire hose at full tilt
        ► A - Rank → A cruise Missile guided by fate, full tactical steel plate, an illusion that alters the terrain in which you stand
        ► S - rank → A bunker buster built for destruction, armor built to absorb impacts that can level buildings, and regrowing an entire forest in one go
        ► S+ - Rank → Half of Las Angelas would still be here, Mobile Bunker Armor, Bringing your Local Moon down for a visit

tab Ranks interact in a form of hierarchy, with each rank counting for a certain amount of Energy that is compared to the energy within another ability, and the higher of the two, by laws of math, being greater. This Interaction can be further explained by the following rules, and will be followed during a time where two or more abilities collide to determine the overall resolution:
        • When two abilities interact the ability with the higher Rank supersedes, though secondary effects may raise or decrease the ranks of the abilities themselves. Only compare after all effects are counted.
        • If two abilities interact and after adjustment are at the same rank both abilities are canceled out, negating one another.
        • A single ability may be countered by multiple others if stacked. In such cases the single ability's total energy cost strikes each ability individually, the defensive abilities subtracting their costs from the total energy of the single ability. If the sum total is zero [0], the multiple abilities successfully negate the single. If any energy remains that remaining energy is dealt its equivalent rank in effect. The inverse is also true in that multiple attacks in one [1] post may be used to attack one [1] defense.


_____________C o s t s tab a n d tab L i m i t s ||
tab It is important to note that Mana, and Stamina, are exertions of energy attached to the spirit and body to elicit effects, from the mystical effects of Arcanist and Illusionist abilities to the high speed and fantastical features of the body that comes from Weapon and Physical abilities. This means for every ability, named or not, the body must expend a portion of that energy from themselves to accomplish the task. Depending on the strength of the abilities the exertion, and the cost to the body's spirit or form, rises and falls, with the very highest and strongest of abilities potentially killing those who have not conditioned their bodies to withstand the cost. In Shattered Past we recognize this fundamental rule of energy conservation and expenditure by having each and every ability bear a particular cost, with one's Experience Rank recognized as the level of training one has to utilize these energies without ill effects. Below you will find the cost of each ability rank, as well as the list of each Experience Rank and the effects of utilizing abilities above that rank.

Costs
E - ranked → Five [5] Mana // Stamina
D - ranked → Ten [10] Mana // Stamina
C - ranked → Twenty [20] Mana // Stamina
B - ranked → Forty [40] Mana // Stamina
A - ranked → Eighty [80] Mana // Stamina
S - ranked → One Hundred and Eighty [180] Mana // Stamina
S+ - ranked → Three Hundred and Sixty [360] Mana // Stamina

Use Limitations
E - ranked → Able to use up to C - ranked abilities without retribution.
D - ranked → Able to use up to B - ranked abilities without retribution.
C - ranked → Able to use up to A - ranked abilities without retribution.
B - ranked → Able to use up to S - ranked abilities without retribution.
A - ranked → Able to use up to two [2] S+ abilities without retribution.
S - ranked → Able to use up to three [3] S+ abilities without retribution.
S+ - ranked → Able to use up to six [6] S+ abilities without retribution.

Retribution

• As stated previously, the use of mana or stamina beyond the limitations of your Experience Rank, or training, can have consequences, which shall be referred to as "retributions". Note that the word "rank" was not mentioned in referring to the use of mana and stamina. This is because any expenditure of energy over the written cost of the ranks above counts as an expenditure of energy that triggers the Retribution. While this will not count the Strength or Speed of a ability, what triggers a Retribution is the Cost rank. Below you will find the rules of Retribution, the effects triggered by the use of abilities beyond the limitations of your body.
tab ► One [1] rank of use beyond the limitations of the Experience Rank grants one of the following effects, written below:
          [1.] Within the next three [3] posts the character is stricken with a random Physical Hazard of up to D to C - ranked effect.
          [2.] Immediately be stricken by a D to C - ranked mental Affliction.
          [3.] Immediately lose thirty [30] Mana or Stamina, whichever is used to fuel the original ability. In the case of an ability that takes both split the total between them equally.
          [4.] Immediately be stricken by a Mana born Hazard of up to D to C - rank.
          [5.] Attract the attention of a minor Fade or Sprite. Speak with a member of the NPC Control moderation team.

tab ► Two [2] ranks of use beyond the limitations of the Experience Rank grants one of the following effects, written below:
          [1.] Immediately be stricken by a B to A - ranked Mental Affliction.
          [2.] Within the next two [2] posts the character is stricken with a random Physical Hazard of up to B to A - ranked effect.
          [3.] Immediately lose thirty [30] Mana or Stamina, whichever is used to fuel the original ability. In the case of an ability that takes both split the total between them equally. Furthermore, the character will lose the ability to use the utilized energy source for 5 [5] posts per Cost Rank of the ability used. This is considered a Mana or Physical Hazard effect that cannot be treated by normal means, nor effected in any way by Personal Attributes.
          [4.] Attract the attention of a major Sprite or Fade. Contact a member of In Character Event Coordination.
          [5.] Gain twenty [20] Corruption of either Physical or Magical variety, the former being caused by Stamina usage and the latter by Mana usage. In the case of both being used, Corruption gained is Mental.

tab ► Three [3] ranks of use beyond the limitations of the Experience Rank grants Death upon the character. See a member of In Character Event Coordination.



_____________S p i r i t u a l [v.s.] S i m p l e [v.s.] C o m p l e x ||
tab In Shattered Past most abilities fall into one of three categories, based on the type of energy invested into their usage. [Magical] abilities are abilities that utilize Mana as its fuel, whereas [Simple] abilities are those fueled by Stamina. In the middle between thee two are [Complex] abilities, which are fueled half by Stamina, and half by Mana. Each ability is defined by this energy, with each interacting with one another in different ways. Imagine if you will that Mana and Stamina are two halves of a circle, unable to interact due to the line between them. However, the line between them, which interacts with both sides, are Complex abilities. The rules that govern these energy and ability types are written below. Please keep in mind that the below rules only govern the interaction between abilities specifically, and cannot be used to define the interaction between Mana and physical matter.
      tab Magical Abilities → Defined as abilities that utilize Mana as their one and only power source, this includes all Illusionist, Arcanist of a purely energy type, and any form of ability that is purely fueled with Mana. Magical abilities do not interact with Simple abilities, whether defensive or aggressive. In the case of an ability being Complex, the Magical half of the ability is removed, thus reducing the Complex ability's rank by one [1]. However, the Stamina portion of the ability continues on, and is not impeded by the Magical ability any further unless otherwise stated by the ability. Of the five basic elements, Fire, Wind, and Lightning are considered Magical in nature.
      tab Simple Abilities → Defined as abilities that utilize Stamina as their one and only power source, this includes all forces that utilize the natural body such as Physical and Weapon abilities. It is the mirrored opposite of Magical abilities. No Arcanist or Illusionist element is directly associated with Simple abilities.
      tab Complex Abilities → Defined as any ability with both a Simple and Magical component, Complex abilities have their cost paid half in Mana and half in Stamina. Unlike the previous two, Complex abilities interact with both types of energy in a particular fashion. When interacting with one of the energy types above, the Complex ability loses that portion of its energy, whether through victory or failure. That leaves the last half to continue on but at one [1] rank lower than previously since half its energy cost was removed. As such, Complex abilities often require two abilities to impact it completely, or one Complex ability to combat it. Of the primary elements, Earth and Water are considered Complex in nature, though their cost is paid wholly in Mana one half will always count as Stamina.

_____________S t a t s ||
tab What are Stats?
tab Short for Statistics, Stats in Shattered Past serve as a means of expressing where a character's strengths and weaknesses lie. While they do with enough points minorly impact the character's interactions with the world, such as through abilities or physical requirements from obstacles, Stats truly play a role more suited to that of a guide than any statistical advantage. As mentioned before minor benefits can be reached from attaining higher numbers, but in the long run, such ventures would be better suited to other directions. That said, in one form of scenario the statistics are directly referenced, and that is when a situation requires one or more contestants to interact on the same level in every way.
tab For example imagine a contest of the Samurai utilizing the art of drawing the blade and striking. In such a scenario it is the speed of each contestant that determines the winner, for they who draw first strikes first. In this example, each contestant has chosen to utilize A - ranked Stamina in their action, and for the sake of the example, this rank also includes all modifiers that may or may not impact the rank of the action. Both at A - rank, the two count as one, and strike at the same time.
tab Who wins?
tab In the above scenario, each contestant is equal in all fashion, except that one has a four [4] Agility, while one has a five [5]. In this scenario, as both are on otherwise equal ground, and both parties have deemed the contest must be decided in some fashion, we turn to the physical statistics. They who have the higher Agility, in this case, the second contestant, actually strikes first. There are a variety of outcomes this can end in, but in this particular scenario it means that the second contestant drew and swung faster, and as such, they were the first to draw blood. Whether or not this would stop the coming ability would be up to roleplay discretion, but statically speaking, the second contestant would draw blood first.
tab Outside of this scenario Statistics are only referenced directly with requirements for actions to be completed. One example would be lifting a metal gate, which may require a twelve [12] Power to complete successfully. Such things are not altogether common, but in these cases, it has little to do with the contest but rather a sign of limitation. Statistics are used to show where each character has their strength and weakness, and while Stats can be rather vague in terms of limitations, Shattered Past utilizes a "fair use" method of roleplaying. Be fair, and if in doubt, ask a member of Battle Moderation.

Quote:
05.10.19 Somnus Aeternam: Corrected for content, changed Chakra to Mana, Shinobi Strike to Shattered Past, Jutsu to Ability, etc
 
PostPosted: Mon May 06, 2019 8:39 am
Battle Regulations and Laws [Continued]
The Nature of War


_____________A r m o r ||
tab Armor Defense is the measure of one's ability to absorb incoming damage, whether through natural armor or through worn armor, and is listed as ranked E through S. Natural armor is defined by tough, thick skin or a natural repelling force, while worn Armor is defined as things such as plate mail, leather, or chainmail. As written above, all Defenses have a listed rank that details just how much damage is absorbed, such as D - rank or B - rank, which is compared to the Damage Rank of an incoming attack. In the case of an attack or effect being lower in rank than the listed Armor Defense the effect is negated entirely, while if the effect is higher the effect is reduce a number of points equal to the cost of the defense's rank. The math will be displayed as an example below under Scale and Durability.
tab In all cases with Armor Durability is a concern. As will be listed under the Durability heading, all armor utilizes the Scale system, whether Natural or Otherwise. Only something that has obtained the Unbreakable ability are immune to this law.

_____________D u r a b i l i t y ||
tab Durability is the measure of how punishment a weapon, armor, or item may take before it ceases functioning correctly. While weapons and items have solid numbers which show that after that many uses the weapon breaks, instead Armor and Shields have a Scale, which means that after the listed number of hits the Defense Rank of the armor will drop by one [1] step. The Durability, and Scale, are written beside each armor. Armors that have yet to go below E - rank Defense may still be repaired, but once the Durability of any item drops to zero [0] it is destroyed and cannot be used without repair.
tab Durability is reduced by effects that target or affect the object. A weapon doesn't lose durability by virtue of just being swung or striking opponents, but if a Defense additionally rusts whatever hits it the weapon would break down over time. With Defenses, successful contact of an attack or effect against that shield reduces its Durability along the Scale it posses. The damage an ability does to durability is written below. Please keep in mind these are just the base damages, as individual techniques and effects can increase or decrease these numbers:
        • E to D → One [1] Durability Damage
        • C to B → Two [2] Durability Damage
        • A → Three [3] Durability Damage
        • S → Four [4] Durability Damage
        • S+ → Six [6] Durability Damage
tab The math is thus. Character A utilizes a technique of S - rank upon Character B. Character B has a B - ranked Armor, with a Scale of three [3]. The attack hits. Immediately reduce the Durability of the armor by four [4] due to the technique being S - rank. This would result in the armor's defense becoming C - rank, with a remainder Scale of two [2]. However, the armor still absorbed damage at its previous rank, meaning that the armor reduced the technique's damage rank by B - rank. Since B - rank is [40] points, the S - ranked technique, costing [160] points, has it's total reduced to [120], meaning the remainder damage would be an A + B rank of damage.
tab Opposite Scale is Durability for weapons. Weapons and objects have, instead of ranks, Tiers of craftsmanship, ranging from zero [0] to five [5], with zero [0] roughly equaling E - rank, while five [5] roughly equals S - rank. Weapons have a set durability range based on this Tier, which can be found in our Crafting Guide. Weapons have a running total, and do not deal less damage as the number decreases. However, once the Durability reaches zero the weapon can no longer be used as a weapon as it once was, as the weapon is now considered "broken". If the item in this broken form is used as a weapon regardless it can only be used as an Improvised Weapon with a Durability of five [5]. If this Broken Weapon is damaged beyond this five [5] the weapon is utterly destroyed, with all of its components unable to be used to repair it to working order. All enchantments are permanently destroyed with it.

_____________ D o d g i n g tab & tab A v o i d i n g ||
tab Now for the long awaited question on how to dodge those blows that keep raining down on you! Or dodge the boulder falling from on high, or the elf that turned into a bear that can fling fiery poops at you from a distance, etc. First, let's define Dodging and Avoiding. While our Armor System encompasses taking a strike and absorbing the impact, and the consequences that come with it, the Dodging system is dedicated to the utilization of movement of a variety of forms to avoid incoming attacks, lessening the damage or negating it entirely by simply not being where the center of damage would be. Much like Armor, natural or otherwise, avoiding an attack or effect requires paying a cost towards the rank of the attack or effect, thereby negating it if equal or greater, or negating it partially by avoiding some of the worst damage. Now, how to do this, right?
tab First thing to note is that all characters receive two [2] techniques, one called Avoidance, and the other called Fast Travel [FT]. These do not take up any form of technique slot but are considered on par with Proficiencies. What does this mean for you? Well, here's the deal. With Avoidance, the character pays Stamina to avoid an effect, though as they are Proficiencies this means they are always considered one [1] rank lower in effect than a Named Technique. Thus, a D - ranked Avoidance would count as E - ranked in effect towards a Named Technique. When determining cost of Avoidance, compare to the incoming effects Speed rank, as you are dodging how fast the effect is coming, not the damage itself. In the case of FT the character pays Mana, following the same rules above.
tab So here's the math in an example. Character A utilizes a B - ranked Talent upon Character B. For this argument the technique has a B - ranked Speed. Character B, being an Arcanist in this case, decides it would be more prudent to utilize FT to dodge this incoming effect. In order to beat this technique, Character B activates FT, using their Mana to burst move out of the way. Due to low Mana levels at the time, Character B utilizes a C - ranked effect. As FT is a Proficiency and the incoming attack is a Named Technique, Character B pays the cost of a C - ranked technique, but the strength is considered D - ranked. Thus, Character B lessens the incoming B - ranked technique by D - ranked amount, making the [40] Cost minus D - rank cost, being ten [10], the resulting technique thus does damage equal to thirty [30] Mana, meaning a C + D - ranked technique's worth of damage. In order to have avoided or negated the damage entirely, Character B would have needed to utilize an A - ranked FT.

_____________Increasing an Decreasing Ability Ranks||
tab As mentioned previously every spell and talent bears three rank types to consider: Speed rank, Strength rank, and Cost rank. While Status numbers do not affect these in any way Personal Attributes, Class Disciplines, Racial Passives, and a variety of other sources can influence just what these numbers end up as. An example of this is the Entite race, which provides a one [1] rank increase to the Strength of any spell under their respective elemental focus.
tab Within Shattered Past there is a limit to just how many of these bonuses may be in effect at one time on one [1] ability. When calculating bonuses no one force may have more than three [3] positive ranks in bonus upon this. A Fire spell cannot, for example, have its cost reduced by more than three [3] ranks, nor can the equivalent be used to increase it further, such as reducing the cost by three [3] ranks but also increasing the Strength of the spell by three [3]. In this example that would be the equivalent of six [6] positive modifiers.
tab Furthermore, at any one time there may only be two [2] Passive and one [1] Active benefits on any one [1] ability. While three [3] Active benefits may be used if there are no Passive ones, the total of Passives cannot surpass two [2].
tab The only exception to this rule would be Story Elements, which must be explicitly provided and approved by the Vice-Captain of Approval.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 8:39 am
____________Aggravation (Aggro) System ||


Overview
tab One does not have to look far in today's society to understand the meaning and functions of an Aggro system. In video games, books, and even real life the idea of performing acts that elicit a reaction of an intended target to pull their attention away from one source towards them. The reasons are many, varied from person to person, but those that need it most are colloquially called Tanks. Striding into combat and dragging focus away from the more squishy allies and soaking damage is often the difference between life and death in a part, and so the Aggro system was born. Below you will find the rules for how to best use aggro, and while these are more focused on NPC use and encounters with monsters this can affect even RPCs, albeit differently.

Rules
      • The Aggro system is used primarily with NPCs while within the Base Range. RPCs may slide between numbers as they desire, though Personal Attributes and Passive Benefits might help influence them. Anything that affects the Base Range for an RPC is not compelled and can be ignored if good enough reason is given.
      • All Aggro runs off of a sliding scale of positive twenty [+20] to negative twenty [-20], with the higher numbers representing a positive reaction and the lower representing the negative.
      • By default, the Base Range of positive ten [+10] to negative ten [-10] represent the normal range of emotional response towards a target. In effect, this represents a character or NPC's non-compelled view of a target. This can be fluid, often changing based on Predispositions, and can easily include the desire to kill, but the lack of willingness to allow wreckless sacrifice in exchange for a positive or negative consequence.
      • The external ranges, from the positive/negative eleven [11] to twenty [20], are seen as the Compulsion Range. These will force a target to feel a specific way, and a willingness to sacrifice to achieve the purpose of the compulsion. Charm spells, enchantments, or compulsion of hatred all fall in this range, and there is no way to reach these numbers without the use of spells or talents to force someone beyond the base range.
      • The base for any NPC reaction is zero [0], indicating a neutral reaction, neither for or against. All NPCs, and RPCs if they so choose, may have up to three [3] Predispositions that can increase or decrease the Base Range by five [5] points each. These can include characteristics or actions someone might have or have done that cause the NPC to have a reaction from the getgo. An NPC might have a large variety of Predispositions, but only three [3] may ever be active at one time.
      • Spells and Talents can create a variety of effects that affect these ranges. Some may set a Benchmark that a reaction cannot go above or below. An example would be to cast a small Charm enchantment that makes it where no matter what one does the target will never go below a positive five [5] in reaction while under the effect of that spell. Techniques may also enforce or negate a Predisposition that affects the ranges of the Base Range.

      Notes
      • Personal Attributes may be used to give a negative or positive disposition to NPCs and RPCs. These only affect the Base Range and cannot act as Compelled Ranges.
      • Spells, Talents, Afflictions, and Poisons can all push people into the Compelled Range.
      • If at any time someone uses this system to intentionally cause unwarranted distress to another there can and will be punishment.
 
PostPosted: Mon May 06, 2019 8:40 am
Regeneration of Mana and Stamina
Meditate and Relax


_____________O v e r v i e w ||
tab Spending Mana and Stamina for fighting, for activations, for survival and a great deal many more reasons can take its toll upon a character's energy reserves. Through salves, spells, disciplines, and other special effects Energy can be restored, but are these really the only way? The answer is a resounding "no"! Regeneration can take place in a variety of ways, and depending on which method you utilize the quantity of Energy regenerated changes. Below you will see these broken down, but keep in mind that while these are standard rates a great deal can be done to increase and decrease these numbers, from Personal Attributes to Path Abilities. When looking at the numbers, please note that this amount of Energy returned occurs once [1x] per Post at the beginning of the Post, and how much Mana and/or Stamina is regenerated is split between the Energy total as desired at every post.


_____________R e g e n e r a t i o nL i m i t s ||
tab tab • During Battle / Activation(s) Used → [0] Energy Returned
tab tab • During Battle / No Activation(s) Used → [20] Energy Returned. tab tab • During Battle / Meditation w/ No Activation(s) Used → [40] Energy Returned
tab tab • Outside of Battle / Activation(s) Used → [20] Energy Returned
tab tab • Outside of Battle / No Activation(s) Used → [40] Energy Returned.
tab tab • Outside of Battle / Meditation w/ No Activation(s) Used → [60] Energy Returned
tab tab • Outside of Battle / Relaxing → [80] Energy Returned
tab tab • Short Nap [30 mins - 2 hrs] → [160] or [1/4] Total Energy Returned
tab tab • Four Hours Rest → [320] or [1/2] Total Energy Returned
tab tab • Full 8 Hours of Sleep → All Energy Returned
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 8:41 am
--  
PostPosted: Mon May 06, 2019 8:42 am
Casting Methods
Seize Control of Your Power


_____________O v e r v i e w ||
tab When casting spells or utilizing Magical abilities a medium must be used to channel Mana into its shape. These mediums are known as Casting Methods, and each has its own strengths and weaknesses. While every character who joins the Shattered Past begins play with one, only a handful are called "Starter Methods", which are what E - ranked Characters select upon creation. These Starter Methods can then be used to cast any spell the character knows. From there, the characters may select any method their Path gains access to upon selecting that Path, though they only gain access to one per Path they gain access to. Once selected, that Path's Casting Method can only be used to cast that Path's spells.
tab i.e. at E - rank a character selects Talismans. From that day forward, any spell they gain access to can be cast with Talismans. Upon reaching D - rank, the character selects the Path of the Arcanist, which grants them the choice of Hand Seals, Magic Circles, or Chants. Selecting Magic Circles, the character can now cast Arcanist spells using Talismans or Magic Circles. Upon reaching C - rank, the character selects the Path of the Illusionist, and select Hand Seals for Illusionist. This means that they can cast Illusionist Spells with Hand Seals or Talismans, but they cannot cast Illusions with Magic Circles, as it it's not an Arcanist spell.
tab For the full list of Starter Methods and all available Casting Methods please see below. While these are the generic methods available within the guild custom methods are available at a rate of one [1] per Personal Attribute or Custom Discipline, pending approval by a member of the Approval Committee.


_____________S t a r t e r M e t h o d s ||
      tab Vocal and Somatic, a.k.a. Chant → Your mind is filled with arcane words and hand gestures that make your mind spin with power. Your mana swells within you, and with these words and gestures you shape the mana into a new form: magic. While you may use words or gestures singly on any spell up to C - rank, anyone higher will require both to cast, though with some training [after thirty [30] successful castings of a single spell] the spell may be cast with one [1] without the other by reducing the Strength or Speed rank by one [1]. Casting this way allows the inclusion of Augment-type spells onto the chanted spell without an additional cost in activations.
      tab Hand Seals → An ancient, outdated methodology of casting, Hand Seals are the hallmark of a former Shinobi, one of those that helped decimate the world. Utilizing combinations of hand seals based upon the Zodiac of Monkey, Dragon, Rat, Bird, Snake, Ox, Dog, Horse, Tiger, Boar, Ram, and Hare, with the number of seals required going up with more powerful spells, the mana is shaped by these specific seals as it exits the body for a variety of effects. Hand Seals traditionally require the use of both hands, though with some training [after thirty [30] successful castings of a single spell] the spell may be cast with one [1] hand by reducing the Strength or Speed rank by one [1]. Hand seals are esoteric, making it difficult to identify exactly what sort of spell is being cast. If a Counterspell is used against the user it costs one [1] rank higher to counter.
      tab Magic Circles → While most definitely a flashy method of casting, drawing magic circles has its benefits. When harnessing the mana within the practitioner uses a part of their anatomy to trace lines of their own mana into the air or onto a surface a pattern that gives shape and rule to the mana flow in order for it to be cast. Completion of the circle causes it to be cast immediately. The length of time it takes to draw is no more than that of any other casting method, but the drawing can be interrupted just as one might break a line of salt or smear a line of ink. If, however, the magic circle is carved in some manner, or permanently placed in some manner, upon a structure it may be later activated by simply interacting with and paying the cost of the spell, though this will always count as an Action. When done so, the circle lights with the color of one's mana, often displaying some characteristics of their Mana Manifestation. In all cases these circles exist as long as the duration of the spell, meaning if a spell lasts four [4] posts so, too, does the circle, and if it is disturbed by sufficient movement or action the spell will immediately fail.
      tab Talismans → Not as well used as the previous entries, Talismans represent a unique artifact level approach to casting spells. If this is selected at character creation the character begins with a small deck of talisman cards, ranging from as smell as a simple deck of playing cards to tablets the size of tomes, with a total of twenty [20] cards to begin with. Each time a spell is learned the practitioner may press a digit to their Talisman and inject their Mana, and the memory of the spells effects, rules, and regulations into the depths of this artifact, imbuing it with the power of their knowledge and allowing them to be a focus for one's spell casting. To use the Talisman, the practitioner must either reveal the card for the realms to see in some fashion, revealing its face for it to take effect, or throw it and activate it at a different location with a limited range of fifteen [15] meters, where it will trigger. Once cast the Talisman disintegrates, though at the beginning of the practitioners next post the card reconstitutes into the deck, available for use. Whenever touching the deck the desired Talisman always appears to be at the top. Please note, the Talisman may only have one spell [1] at a time on it, but may be imbued with any Personal Attributes, Disciplines, or Augmentative knowledge/spells that would normally affect it already in place. Additionally, the Talismans may have the cost of the Mana placed within the Talismans, and as such when they are "used" for the first time they will be cast without the need for more mana. Unfortunately, once they are reconstituted their mana is spent, requiring preparation again. Preparation/Recoding of a Talisman take one [1] Action per Talisman. The number of Talismans available increase by five [5] at D - rank, B - rank, and S - rank for a total of twenty five [25] Talismans at S - rank.


_____________A d d i t i o n a l M e t h o d s ||
      tab Performance → The ability to perform to cast your spell, such as singing, dancing, drumming, etc. Performance has the benefit of masking your casting, making detection of the spell's triggering difficult at best, but by its nature Magic wishes to flow with the performance. As such, while performing to cast spells, increase the Base Duration of the spell by two [2] Posts. When selecting Performance, please also select one [1] Performance Type that is hard locked here. For each Path that is picked that has it, and for each discipline or Personal Attribute generated for this, you may select one [1] more Performance Type.
      tab Object Medium → Casting spells through the utilization of items or objects, such as gloves, rods, potions, etc. Use of the object as a focus consumes the object, but consuming the object empowers the spell cast, increasing the Strength Rank of the spell cast by one [1], or reducing the Upkeep Cost by half [1/2].
      tab Weapon Medium → Utilizing weapons as part of the casting of spells is difficult at best, disastrous at worst, but allows for a unique ability that otherwise wouldn't be possible. If utilizing a Weapon Medium, the character may pay up to half of the spell's cost utilizing Stamina without changing the type of the spell. Please select one [1] weapon upon taking this casting method. Each time a Path is selected and this method is selected for it, or for each Discipline or PA that increases it, select one [1] more Weapon that this can be performed with.
      tab Prayer → An invocation to one's god, supplication to a spirit to be of aid, a Prayer is the call to another being or power to utilize you as a conduit for their power for your spell to cast. Utilizing a prayer isn't difficult, but manifesting power with it is. When selecting this Method create a custom visual or audial effect that triggers when your spell activates. Any target who interacts with this effect has their number on the Aggro chart drift either up or down two [2] points per spell cast. This does not move beyond the non-ability limit for adjustments. The positive or negative modifier cannot be controlled as it depends on the reaction of the individual to it. For PCs, this counts as Forced.
      tab Runes/Glyphs → Utilizing a finger, an object, or other medium, the character uses their mana to leave trails of energy in the color/manifestation of their Mana to draw glyphs on objects, in the air, or on solid surfaces that form the definition of their spells. Spelling out phrases, words, or just writing out the mathematical limitations of your intended result, upon completion the glyphs/runes burn with brighter energy and the effect triggers. Due to their nature, Rune/Glyphs favor Enchantment type Illusions and Spells, increasing their Base Duration by one [1] and decreasing the Upkeep cost by half. Runes/Glyphs can also be etched/burned into a surface, and if so it can be triggered at any time with a touch of one's Mana to activate. This allows the user to trigger one [1] such "burned' Glyph/Rune with a Free Activation once [1x] per Post.
      tab Martial Movements → Casting spells can sometimes be as easy as moving, and martial artists know this best of all. Through the flow of mana and stamina through one's body while they move through martial arts one can generate magical effects. When using an ability from a Style the character may activate an Ability or Enchantment that augments their other abilities without the need of an Activation once [1x] per Post.
      tab Ritual → A rare, powerful, but time consuming method of casting, the Ritual method allows the user to change their spells to become long, drawn out, complicated ordeals that have greater effects. A Spell cast through Ritual allows the user to use an additional Activation to cast the spell, taking more time to do so, but allows the user to increase the Strength and Speed ranks of the spell by one half [1/2]. A total of four [4] Activations can be spent this way, totaling an increase of two [2] Ranks of Increase for Strength and Speed. However, if the ritual or concentration is broken during the casting process the spell's full cost is spent but the effect fizzles out or, in some cases, can even trigger a misfire of effect. See Event Coordination if a Misfire effect is desired.
      tab Primal → Beastmasters are often as savage or as bestial as their animal companions, so much so that they begin to frequently act as animalistic as their pack. Casting, then, becomes a more primal act, allowing the user to cast spells by beating their chest, howling, clawing and snarling, and generally acting like an animal. Doing so calls upon the natural forces of the world, allowing the user to increase all Benefits their spells grants to by one [1] step, though the Base Duration is decreased by one [1] Post as a result.
 

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 8:43 am
--  
PostPosted: Mon May 06, 2019 8:44 am
--  

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500

Royal Taorito
Vice Captain

Wrathful Cat

12,925 Points
  • Cool Cat 500
  • Conventioneer 300
  • Partygoer 500
PostPosted: Mon May 06, 2019 8:44 am
--  
Reply
Fundamentals :: Guild Systems & Lore ||→ {1}

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum