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Reply The Surreal Guardians: An RPG
The Surreal Guardian Instruction Manual(Required Read)

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Hellfire Champion
Crew

PostPosted: Mon Sep 21, 2009 12:50 pm
The Surreal Guardians




Table of Contents:

-Overview
-Creating your team
-Customizing your team
-How to battle
-Missions





Overview

This is a Surreal Guardians RPG, a massive, incredibly deep RPG system that takes personalization to a whole new level.

What do you mean by that? Well, my friends, THIS is what I mean:

This is a traditional RPG, with weapons, magic, and fighting. But what makes this game so deep is HOW you obtain these weapons and such.

You see, your activity in this Guild, the Surreal Sanctuary, will have a direct impact on your characters! By participating in RPs, contests, or assisting others in their own dilemnas, you gain items and equipment for you to use in this game! You chose your class of characters, roll their stats, and then lets the customization begin!



But in order to do that, you need a team. So here we go:



Creating your team:

You, as an individual player, can create a team of three characters. That is your Party. Your choice of classes for your characters is entirely up to you! Do you want a bunch of swordfighters, gunner, magicians, or a combination? IT'S YOUR CHOICE!



Okay, to create your character, you must look through the information here and decide what you want to be. In the end, you will have a profile skeleton that looks like this:

Quote:

Gaia name: (If I have to explain this... just leave.)
Character name: (Read above)
Age: (Be reasonable. Don't have 3 years old. But don't make your age 899302 or something like that.)
Gender: (Either male or female. Obviously)
Class: (Read below)
Affinity: (Explained below)
Appearence: (Text or pictures. Pictures perferred, but text is more than welcomed)
Bio: (Make this good! An RP is as good as it characters. About a paragraph. Be descriptive, but don't write a novel.
Theme song: (Entirely optional, but it's good to have one!)


The above is your profile skeleton. That is information about your character. Then, you will be given 10 stat points to allocate them to your stats(mentioned below) to your characters, customizing them more than the stats already given to them. Then PM me your stats with New Guardians (<-- Highlight, so I know you read this) and I'll fill in your equipment slots. So in the end, you should submit a profile that looks like this:

Quote:
Gaia name:
Character name:
Age:
Gender:
Class:
Appearence:
Bio:
Theme song:

Level: (You will start off at level 0)
Strength/Magic:
Mana/Stamina:
Defense:
Health:
Speed:

Skills:
((You will have none so don't fill this out))

Weapon:
Offhand Item:
Armor:
Shield:
Item 1:
Item 2:
Item 3:



And that's it.

How to create a character

First up, you have to choose a class. Each class has unique stats. Here is a brief explanation of stats:

Strength/Magic: the amount of physical power a unit has. High strength means they can use heavier weapons, and it adds to the overall attack power of a unit. If you choose a class that handles magic, then replace Strength with Magic. Function wise, they are the same.

Mana/Stamina: All spells and skills will require MP or Mana/Stamina Points to use. And if you pour more Skill points into spells/Skills, not only will the spells power increase, but the Mana requirement will increase. As with Health, 1 point to Mana stat equals 10 Mana Points in battle.

Defense: The sturdiness of a unit. The higher the defense, the less damage it will take.

Health: The maximum health of a unit. 1 point is 10 HP.


Speed: This is how quick a character is. If a party's speed is greater than the enemy party's, the the first party can attack first. This also comes into play when the unit could dodge an attack, strike a second time, or other bonuses.

-Now, the time to pick a class begins. Look below to view a list of all Clases and what they are.



-Once you pick a class, with its starting set of stats, you are allowed 10 free stat points to allocate how you see fit.

-Next step is to give your character an elemental affinity. This will affect your magic power, resistance, and other such things. Try to match your characters personality wit han element. For example, and strong willed person will have a Fire affinity, while a person dedicated to serving others would have a light Affiinity.

-Finally, you name your character. It can be any name you want. Just name them.


CUSTOMIZING YOUR CHARACTERS:

Okay, When you make a profile, you must first choose a class. Each class has its own advantages and disadvantages. Stat bonuses and penalties. You will be given 10 free stat points to upgrade your stats as you see fit, giving you options to customize your character even before you start fighting(Cool, huh?) Once you create your profile, then you send it in to me or a Judge.

Okay. So you make your party, send the profiles, okay. You're in. Now, how do you get stronger? There are two ways to do this:


The first one is, well, Battle. That's all really. You participate in a battle, and depending on the outcome, you will get experience points. Accumulate enough, and you level up. You can level up to Level 9. Every level up you get nets you 4 stat points and 2 skill points. Stat points are used to increase your stats(Duh!) while skills points can be assigned to certain skills once you reach the level threshold. Skills will allow you to use multiple weapons, casts powerful spells, and even ride a mount into battle. Once you hit a ceartin level, you can rank up and change classes. Class evolutions will increase your power tenfold, and will allow you to do much more damage to an enemy.When you are strong, you can be placed in powerful positions and join armies with much strength. Use your skills and battle prowess to wipe the floor with your opponents.

To gain access to really powerful weapons and armor, you will need to participate around the Guild to obtain awards. Did your RP win Honorable mention? Did you make a very usefull suggestion? Did you win a contest? Did you write a really compelling story? All of these will harbor great fortune, whether it's in-game currency, a piece of equipment related to that contest, story, etc. All of these weapons and equipment are special in some way, whether it's major stat boosts, Artifact Arts(Powerful attacks) Access to unique skill trees, or, in some cases, CLASS CHANGES!


As you accumilate all these items, you will eventually run out of room. Fortunatly, you have a Safety Deposit Box that you can store all your unwanted items. When you go into battle, you can select equipment from your SDB to put on your characters. When you post your profiles to challenge, you will fill out the equipment slots with items in your safety deposit box.

CLASS CHANGE:

When you achieve level 6, you will automatically undergo a Class Change. When you have a Class Change, you're Character rises to a higher Class of your choosing! As you advance farther down the tree, choosing your path, your character becomes more and more specialized in certin areas, and becomes rediculously powerful! Some classes contain a special Perk that is automatically added to your character!

Here is a list of Available Perks:

-Animal lover: Your always will have a mount in battle! Also, you have access to more powerful mounts that you couldn't have before!

-Twin weapons: rising fighters will love this! Your Offhand item slot will transform into another weapon slot! Allowing you to wield two one handed weapons at once! And that will dramatically increase your weapon attack power!

-Doublehand: You lose your offhand item slot, but all one handed weapons will now be held in two hands! This will double the attack power of your weapons!

-Massive strength: All two handed weapons(Except bows and guns) will now be held in one hand, allowing the use of an offhand items!

-Mana Master: For Mages, All spells wil cost less MP to use!

See below for a list of classes, and all the trees that come with each discipline


EQUIPMENT: (This is the space on your profile where you have all your equipment on. To edit this, edit your post on the profile page.)

Weapon:
Offhand item:
Armor:
Item 1:
Item 2:
Item 3:

Offhand items include shields, arrows, and other such things. The item label will have offhand item if it is one.
Regular items are things out would use during combat. Such as: Potions, spell runes, stat boosting items, and more.

ELEMENTAL AFFINITY:

This is an elemental starsign that you are affiliated with. You can chose between earth, fire, wind, water, light, or dark. Chose an affinity that matches your character's personality.

Earth means you are a simple person with a simple motive.

Fire would mean you are strong willed.

Wind means you are a free spirit, not letting anything drag you down.

Water means you are a serene person, full of grace and dignity.

Light means you are full of love and compassion for others, no matter if they love you or hate you.

Dark means you have unbridled hatred for all of mankind, and refuse to care for another.

WEAPON DESCRIPTIONS: Weapons are divided into four catagories: Close range, long range, magic, and other.

CLOSE RANGE WEAPONS:

SWORDS: These weapons are the most common types of melee weapons. They are also the most diverse of them all. Swords are a great way to start off for any fighter, and they have the most diverse types to them.

-Swords: This is the most basic weapon. Swords are one handed weapons, so you can use a shield or offhand item with them. They are avarage for all ratings, making them a good weapon for beginners. They will never lack in any stat, but won't excell at one either. Good for versitility, although more specialized fighters might look elsewhere for a long term item.

-Greatswords: They have more attack force than others of its type, but as a downside, they are very heavy, requiring a high strength to wield them. Greatswords are carried in two hands, making the use of an offhand item impossible. They also have no weapon skills for them.

-Rapiers: These weapons are made for thrusting. They arn't too good for anything else. And since the swords have a thin size, they have little attack power. But what makes them shine is that they have more weapon specific skills than any other weapon. One handed.


-Longswords: They have good power and speed, but the drawback is that only mounted units can wield these. These weapons are one handed.

-Knightswords: These swords are special. They actually raise defence, as well as attack. The first choice for a Paladin/Valkyrie


-AXES: *Note:Most axes are two handed weapons. They relinquish weapon skills in exchange for raw attack power.

Axes posses much more strength than most swords, but they suffer from incredible weight.

-Axes: The most basic of axes. They generally have the same stats as a Greatsword.

-Great axe: Possesses devastating strength, but due to the incredible weight, they limit consecutive attacks and have a low hit rate.

-Poleaxe: These weapons have increased power when riding on horseback. They have good power and speed, but the drawback is that only mounted units can wield these.

-Throwing axes: These axes are special. Their light weight allows them to be wielded in only one hand. These axes can be used for throwing, allowing the fighter to attack from the back sideline and without fear of most defensive skills. The downside is their poor attack rating.


-LANCES: Lances are good in the fact that all types of lances are used for any kind of fighter. Think of Lance weapons as a less extreme axe.


Lances: Basic thrusting lance. has good, balanced stats. Two handed

Great Lances: Possesses devastating strength, but due to the incredible weight, they limit consecutive attacks and have a low hit rate. Two handed.

Spears: These weapons have increased power when riding on horseback. They have good power and speed, but the drawback is that only mounted units can wield these. These weapons are one handed.

Javelin: These spears are special. Their light weight allows them to be wielded in only one hand. These lances can be used for throwing, allowing the fighter to attack from the back sideline and without fear of most defensive skills. The downside is their poor attack rating.

-KNIVES: Only thieves and ninjas would use Knives. Knives can be equipped in both a weapon slot AND an offhand item slot. But you can't equip a knife in an offhand item slot alone, or with any other weapon.(Ex: You can't have a sword as a weapon and a knife as an offhand.)


-Jackknife: These weapons lack in strength, but make up in its speed.

-Dagger: These weapons have increased damage, but the drawback is that they are slow.

Throwing knife. You can use these weapons to throw at enemies from a distance. Throwing knives come in packs, so you can carry these as an offhand item.

Long range


-BOWS: *Note* All bows are one handed. Arrows are kept in Offhand Items. Guns follow this same logic

-Bow: Most common kind of bows. These are neither strong nor weak. They fire using arrows in the Offhand item slot, and there is no need to reload. Good for beginners.

-Heavy bow: These require more strength to pull, but they cause more damage. Like Bows, arrows are in the Offhand item slot and require no turn to reload.

-Long bow: These bows are good for horseback. Only mounted units can carry these. The same rules apply for bows here too.


GUNS*Note:

1) Ammunition for both types of guns will be carried in your offhand item slot. To reload a gun, you must use one turn to reload, specifying the type of bullets your are using to reload.
2)Powerful weapons require a basic strength, but as you don't need to be strong to shoot a gun, the strength stat does not play into gun damage. Combine gun damage with ammo damage for total offensive damage.


-Pistol: these guns can be carried in one hand. Their stronger than shotguns, but they typically attack only one enemy.

-Shotguns: These guns are carried in two hands. Effecting multiple targets at once, the characters position is crucial to using shotguns effectivly.

-Rifles: Rifles attack both a unit and the unit behind them always. Need two hands for this weapon.

MAGIC

All mages, or anybody who deals in magic has an MP stat.

-Staves: These weapons can be carried in two hands. Staves usually have a special effect attached to them, allowing mages to be more diverse in their elemental attacks. However, most staves are for Priests/Clerics. Staves don't require a turn to cast a spell, although the effects are weaker than comparable Tomes.

-Tomes: Books. A turn is required to cast spells while a Tome is equipped, but the effects are more powerful than with a staff. Tomes are carried in one hand.

THROWING WEAPONS:

-Knife: Throwing knives. Nothing reall special about them.

-Boomerang: Boomerangs attack all units on the front row. Unfortunatly, the damage done is relatively weak. Still, there's no fear of deflections, is there?

-Bombs- Useful, and very powerful throwing weapons. They attack an entire party(If there are multiple parties in a battle, then you must specify which party) and it does good damage to them! Downside is, you can't carry many bombs with you.  
PostPosted: Mon Sep 21, 2009 1:15 pm
HOW TO BATTLE:




-COMBAT BASICS


-OVERVIEW:

This is a turn based battle system. The fighting parties will take turns battling each other. Once the party attacks, their turn ends. Then the second party takes its turn. This will continue until the battle is over. The battle ends once one party is defeated or they surrender.

Getting started:

There are a few ways to get a battle started:

Open ended: this means that you just announce that you want to fight, and someone will accept your challenge. To request for a fight for a party battle, just post the stats of everyone in your party. You may put in your request that you'll allow for a second party to join you, but there are a few conditions to be met:
1: There has to be someone who accepts your challenge.
2: There must be asecond party to join your opponents. Meaning that there are no odd numbers in the party. Two parties cannot fight one party.

Then, once the parties are set, a Judge will be assigned to your battle, and he or she will dictate a battlefield.

Calling someone out: You call on a user, and your parties will fight one on one. No one else may enter.


Dueling: This is just one character fighting one character. Good for determining true strength. Only one character from a party can fight.


-DETAILS!

When choosing your Party, you have to place your party in your own character slots in your party:

*Slot* *Slot*
*Slot* *Slot*
*Slot* *Slot*

The Slots on the right are the front row characters, and the slots on the left are back row. Here is my part example:

Amy Isaac
--------Davis

As you can see, Amy is placed behind Isaac, and Sean Davis is also in the front row, without anyone behind him. You can also place a character in the back row, with no one in the front. You can have all three party members on the front row, or in the back row! That's fine!

When you post/accept a challenge, not only are you required to post your character stats, you have to post your party placement.

PARTY PLACEMENTS ARE NOT ABSOLUTE! You can rearrange your party as many times as you like for every battle. But once a battle begins, YOU CANNOT CHANGE YOUR CHARACTER POSITIONS!


The Battle Screen

When a battle begins, The Judge who moderates the battle will post a post displaying the names, health, and Positions of every fighter. Here is an example using my party and a few monsters:



TEAM 1:

[L]Amy (120/50) [W]Isaac: (120/50)

---------------------[F] Davis: (200/200)*

____________________________________

TEAM 2:

[D]Wolf1 (50/50)

[D]Wolf2 (50/50) [D]Alpha Wolf(100/100)

[D]Wolf3(50/50)


*Since the forums won't allow blank space to determine if a character is in the front row, a series of dashes will be there to move a character to the front row if no one is behind him.


As you can see, Isaac and Davis are in the front row, while Amy is in the back. As a rule, you cannot attack fighters in the back unless you defeat the one in front first, unless you have special skills that allow you to do this. Therefore, Amy cannot be attacked by direct attacks unless Isaac is defeated, and Wolf2 cannot be attacked unless the Alpha Wolf is defeated. Magic and bow attacks, however, CAN hit people in the back row.

However, being in back does have disadvantages. Wolf2 cannot attack at all since it has someone in front of him. Wolf1 and 3 CAN attack, but since they're in the back row, their attack stat is penalized.

Long Range Fighers, Mages, and Priests/Clerics are immune to this penalty,


The letter in Brackets represent the elemental Affinity. If a unit suffers a status ailment, then their name will change color.


- The Judge(Neutral people who moderate the battle, who are usually Moderators of this guild) will announce the beginning of the battle. The character party with the highest speed will begin. In the event of the same speech, a dice will be rolled as a post action. The turn will then begin. All the soliders of the party will attack once. They attack by posting the following: "*Name of Solider* attacks *Name of unfortunate enemy* With *Name of Weapon or Skill.*"

For example: *Isaac attacks Wolf1 with Iron Sword*

Once that happens, a Judge will roll two dice as a post action, an attack die and a defence die.

-For Offence: The number on the attack die will be added to the units overall strength, and that will be added to the weapon damage. The total number will become the attack strength of the attacker.

-For Defence: The number on the defence die will be added to the number of the defending units Defence rating. That will be added to the defence of the units armor. That will be the total defence of the unit.

Subtract the total difference from the total attack damage, and that is the total damage to the unit.

Okay. Heres an example using my previous Characters.

Post: *Isaac attacks Wolf1 with Iron Sword*


Judge(First, a judge has to post rolling the dice. Then, he will go back and edit the post with the numbers.):

Isaac Dice attack: 8
Isaac Base attack: 15
Isaac Weapon damage: 9
ISAAC TOTAL: 32

Wolf1 Dice Defence: 2
Wolf1 Base Defense: 10
Wolf1 Armor Defence: 12
WOLF1 TOTAL: 24

Isaac>Wolf1

WOLF1 TAKES 8 DAMAGE!

Keep in mind that this is onlly for ONE CHARACTER! All characters on the offensive team will use the same attack number, and all characters taking damage will share the same defence die.

This is for attackers. And this is just a basic attack. At the end of that round, the Judge will add on the party positions and their new conditions at the end of his/her combat post.

-SPECIAL CASES:

-DEFLECTION:

Sometimes, the total defence of a unit will be higher than the total attack. When that happens, a Deflection will occur. In a deflection, the total damage that the defender reflected will be rebounded back onto the attacker. This, however, will not work if a long range fighter attacks, and the enemies defence is higher than the attack. There is no deflection damage.

Here's an example using a random warrior names Stephen:

Isaac Dice attack: 1
Isaac Base attack: 15
Isaac Weapon damage: 9
ISAAC TOTAL: 25

Stephen Dice Defence: 6
Stephen Base Defense: 10
Stephen Armor Defence: 12
STEPHEN TOTAL: 28

DEFLECTION!!!

Jake
JAKE TAKES 3 DEFLECTION DAMAGE!


-SKILLS:

Most of the time, you will be using skills. Here is an example of a Trigger Skill(Skills you must manually activate during battle):

Post: *Jake attacks Stephen using the skill "Reinforced Blow*


The skill "Reinforced Blow" adds 10 bonus damage. The judges confirm that, and adds it to the battle post. Like so:


*Skill*
Jake Dice attack: 1
Jake Base attack: 15
Jake Weapon damage: 9
Jake Bonus Damage: 10
JAKE TOTAL: 35

Stephen Dice Defence: 6
Stephen Base Defense: 10
Stephen Armor Defence: 12
STEPHEN TOTAL: 28



Jake>Stephen

STEPHEN TAKES 7 DAMAGE!


-Sometimes, the defender will have a defence skill. If the enemy uses a defence skill, and is attacked, that skill will take effect.:


Defender Post: *Stephen uses skill "Defenders shield'*

Post: *Jake attacks Stephen using the skill "Reinforced Blow*



"Defenders shield" Adds 10 as Bonus defence.

Judge:

*Skill*
Jake Dice attack: 1
Jake Base attack: 15
Jake Weapon damage: 9
Jake Bonus Damage: 10
JAKE TOTAL: 35

*Skill*
Stephen Dice Defence: 6
Stephen Base Defense: 10
Stephen Armor Defence: 12
Stephen Bonus Defence: 10
STEPHEN TOTAL: 38

DEFLECTION!!!

Jake
JAKES TAKES 3 DEFLECTION DAMAGE!






Other Actions you will take:

You can take many other actions other than attacking and using skills/magic. Here are the other things you can do:


Nothing: Sometimes, if the situation calls for it, you may have your character stop and not take action. This action, combined with a few weapons skills, can make this a tactful choice.

ReloadFor guns, once the clip runs out, you must take a turn to reload your weapon using the ammunition in your offhand item slot. If you choose to reload before the clip you currently have is empty, you will lose the ammunition you had, so be warned.

Rune:Runes are powerful artifacts that allow you to perform powerful Rune Arts. A Rune Art is like a Skill, only a Rune Art is not anything you can learn.

Mystic Drive Mystic Drives are ultra powerful attacks that make use of the Rune Essence of the battlefield. This is explained later.

Item:This is a command that you can use to take a turn to use an item in your inventory. Items can either restore health, cure status, or buff you.

Swap Weapon: If you have a second weapon in your SDB, you can take a turn and post, "*Character* swaps*Weapong trading in* with *Weapon drawing*. You can't attack on the same turn, but if you see an enemy with a weakness to a weapon you have, you can draw it out.

Surrender: This effectivly ends your character participation in the battle. Notice I said the word CHARACTER! If one character in your party surrenders, and you have others that are still alive, then they can continue to fight. However, the surrendering character cannot gain any experience if the battle is won after they surrender. If all characters in a party surrenders, then it is the same as you losing.





Let me take you through a round of fighting, so this will all make sense. I'll use the same parties as before:

TEAM1:

[L]Amy(120/120) [W]Isaac(120/120)
---------------------[F]Davis(210/210)

__________________________

TEAM 2:

[D]Wolf1(50/50)
[D]Wolf2(50/50) [D]Alpha Wolf(100/100)
[D]Wolf3(50/50)



For my turn, I'll post my offensive actions:

Hellfire Champions post:

Isaac attack's Wolf1 with Iron Sword
Amy uses the Skill, "Ward," on Isaac
Davis attacks Alpha Wolf with Command Pistol(6)


(Tutorial*)After that, the Judge will post as such:
First, he'll post with two dice rolls as a post action. The numbers are(/Tutorial):

2,1 (Tutorial*)First number is offence, and second number is Defence(/Tutorial)

Isaac Dice attack: 2
Isaac Base attack: 10
Isaac Weapon attack: 5
Total: 17

Wolf1 Dice Def: 1
Wolf1 Base Def: 4
(Monsters have no armor, so no armor stat is included in this attack)
Total: 5

Isaac>Wolf1
WOLF1 TAKES 12 DAMAGE! (The difference between Isaac's total attack and Wolf1's total defence)

(Tutorial)For skills, it's much easier...(/Tutorial)

Amy uses Ward on Isaac. Isaac's Def has raised by 10


(Tutorial)Now, Sean Davis has an artifact weapon. And when he attacks with that weapon, he chose a number, 6, which was in parenthesis after the name of the weapon. If the chosen number matches the attack die number, then the Artifact Art will automatically be used. Unfortunatly, the numbers did no match, so Davis attacks normally.(/Tutorial)

Davis Dice Atk: 2
Davis Weapon Atk: 30
Davis Ammo Atk: 7
Total: 39

Alpha Wolf Dice Def: 1
Alpha Wolf Base Def: 20
Total: 21

Davis>Alpha Wolf

ALPHA WOLF TAKES 18 DAMAGE!

(Tutorial)This continues for all the actions in the attacking phase. At the very end of this post, then the final stats will be posted as so...(/tutorial)

TEAM1:

[L]Amy(120/120) [Def+10]Isaac(120/120)
--------------------[F]Davis(210/210)


TEAM2:

[D]Wolf1(38/50)
[D]Wolf2(50/50) [D]Alpha Wolf(82/100)
[D]Wolf3(50/50)


(Tutorial)This concludes my party's turn. Then, the Judge of this fight will take control of the monsters and post actions for them(Judges, skills and stats will be found in the Encyclopedia, under the NPC/Enemies/Bosses section)

This process repeats until one side is completly wiped out or surrenders. After the battle is won, the winning party recieves Experience and whatever reward for finishing a mission is. Stats are reset to normal and all health retored to maximum after the fight, so no need to worry about that.(/Tutorial)  

Hellfire Champion
Crew


Hellfire Champion
Crew

PostPosted: Mon Sep 21, 2009 1:23 pm
Explanation of Runes, Rune Arts, and Mystic Drives


Runestones

Runestones are specials items that you can use for many purposes. You can equip them to increase their stats, or you can break them and unleash a certain power. Once you've accumulated enough Aura on the Battlefield, you can unleash Mystic Drives to devastate your opponent.

While it is just a sphere, however, you will hold it in your equipment slots. You can only have 3 Runestones's at once. If you want more, you'll have to either sell the ones you have or use them. Equipped Runestones will increase stats that are unique to each sphere. Some spheres iwll increase your max health, while others boost elemental resistance.

Rune Arts

You use a Rune, you'll have to break the Runestone itself, meaning that each Runestone has a one time use, and once it's used, it's gone for good. There are many duplicate Aura Spheres, however, so there are no unique ones. Some are rarer than other's however...

Rune Arts can have a random effect, from damaging your enemies to Healing you or your friends, or even boosting weapon strength for the whole battle!
Once an Rune Artis used, the energy from that sphere collects into the atmosphere, and ANYONE can use that energy for an Mystic Drive.

Mystic Drives

When enough Aura is collected on the battlefiend, any character who has learned an Mystic Drive can unleash it then. You can learn Mystic Drive attacks by completing quests with rewards to teach you Mystic Drives. These attacks are INCREDIBLY powerful, but oftentimes require a lot of Aura to use. Each Aura has it's own element, so for Mystic Drives, you can use a certain amount of Aura on the battlefield from many different elemtents.

Confused yet? Perhaps a run through would be more helpful...


Isaac has a Stalagmite Runestone equipped. While it's equipped, Isaac's Defense stat increases by 10. But if Isaac uses the Rune Art equipped with that Sphere, the sphere breaks, and Isaac loses that bonus.

So Isaac uses the Aura Art Stalagmite. All enemies take 30 earth damage.

The Runestone Stalagmite has 15 points of Earth Aura in it, and when the Art was used, those 15 points are released into the battlefield, where ANYONE can use that Aura to use Overdrive attacks.

So Isaac has learned Gaia's Fury, an Earth Mystic Drive that consumes 15 earth Aura. Since there is 15 Earth Aura on the field, Isaac can use that Overdrive the next turn.

HOWEVER!! If the one Isaac is fighting also knows that Mystic Drive, he can turn the tables of the battle and use that Mystic Drive before Isaac can!

Runestones add a great depth of strategy to fighting, and proper planning will ensure victory on the battlefield!  
PostPosted: Mon Sep 21, 2009 1:27 pm
EXPLANATION OF ELEMENTS:

Each Element has a strength and a weakness. The cycle of elements will be placed here:


Wind-->Earth--> Water-->Fire--> Wind

Light--> Darkness


Affinity affects: When you chose your elemental affinity, you add in a little bonus to your weapons or armor that have the same element. Likewise, it will subtract stats from opposing elements..

Attack effects: elements attacking an element with a bonus adds 1.5 to the damage. Attacks elements with a penalty will decreased it by half.


ELEMENTS ON THE BATTLEFIELD:

Elements assosiated with a battlefield will add in to a weapons affinity depending on the Major and Minor Elements. Any spell cast will add onto one of three Minor Elements. The Major Element will never change, but each spell cast will add onto a Minor Element. Securing Minor Elements early in the battlefield will give you an advantage in the battle!  

Hellfire Champion
Crew


Hellfire Champion
Crew

PostPosted: Mon Sep 21, 2009 1:29 pm
EXPLANATION OF MISSIONS


Okay. In this post, you'll understand how missions will work. There are two types of missions:

1: Story Missions.
2: Extra Missions.



1: STORY MISSIONS

These are missions that are vital to the progress of the story. Participate in the battle, win, and the story progresses.

Lose... and the story will take a different, less fortunate arc.

There are three parts to a Story Mission. 1: Story/RPing sequence. 2: Battle, 3: Story/ RPing aftermath.

This is an oppertunity to flex your RPing muscles and talk with the characters participating in this story mission. Once events are completed, a battle begins. Win, and the story can progress through an RP sequence. Lose, and you will have to RP accordingly.


2: EXTRA MISSIONS.

There will be no RP sequence, but a text setting up the sequence. Then the battle begins, and after that, a closing paragraph.  
PostPosted: Wed Oct 21, 2009 7:44 pm
CHARACTER CLASSES


This is a list of all Disciplines and the classes that go along with it.


Hand to Hand Combat Discipline

The Hand-to-Hand Combat Discipline Class Tree*Picture coming soon*

Class descriptions:

Beginning Class:

Remember, when you chose a class, you can only add stat points to your stats. YOU CANNOT TAKE AWAY STATS THAT ARE ALREADY PLACED!

-Journeyman:
BEGINNING STATS:
Strength: 5
Stamina:5
Defense: 5
Health: 10
Speed: 3

DESCRIPTION: These characters need no explaination. They fight. That's all. They learn skills that allow them to use more powerful attacks. As such, their magic rating tends to suffer.

EQUIPS: Swords, axes, spears, and rapiers, up to level 3 Armor, and shields.

SPECIAL ANDVANTAGES: Choose this class, and it comes with the skills: "Reinforced Blow", and: "Defenders Shield" automatically. However, they come with no skill points to start with.

CHOOSE IT IF: You like to go face to face with an enemy, but don't mind not being able to use magic very well.

Can evolve into any 2nd level class


2nd Level Classs

-Lord:


DESCRIPTION:

EQUIPS:

SPECIAL ANDVANTAGES:

CHOOSE IT IF:
__________________________________

-Warrior:


DESCRIPTION:

EQUIPS:

SPECIAL ANDVANTAGES:

CHOOSE IT IF:

__________________________________

-Paladin/Valkyrie:


DESCRIPTION:

EQUIPS:

SPECIAL ANDVANTAGES:

CHOOSE IT IF:



3rd Tier Classes





Indirect Combat Discipline

The Indirect Combat Class Tree*Picture coming soon*

Class descriptions:

Beginning Class:

Trainee:

BEGINNING STATS:
Strength: 4
Stamina: 7
Defense: 0
Health: 8
Speed: 7

DESCRIPTION:

EQUIPS: Bows, Guns, and throwing weapons. Level 2 Armor

SPECIAL ATTRIBUTES: They have no fear of counterattack, but can't counter themselves. In addition, deflections are voided against them. When put behind a unit, they can fire arrows over the front and attack the people behind the enemy, meaning they can strike the vulnerable enemy. If you have gun, however, you cannot do that. Long range Fighter start out with more stamina than Fighters, although they have poorer defense.


PICK IF: You like indirect attacks.

The Arcane Discipline

The Arcane Class Tree*Picture coming soon*

Class descriptions:

Beginning Class:

-SOL/LUNA PUPIL


STATS:
Magic: 4
Mana: 7
Defense: 0
Health: 7
Speed: 5


DESCRIPTION: Sol and Luna magic are two sides of the same coin. Sol magic deals with Earth, Fire, and Light spell. Sol magic is much stronger than Luna magic, but they mostly attack a single unit. Luna Magic is weaker, but you can attack a wider radius. If you select a mage, you must choose from either Sol or Luna magic.


EQUIPS: Spell Books, staves. Level 1 Armor.

CHOOSE IT IF: You like the idea of using the elements to do you bidding.


SPECIAL ADVANTAGES: They get a few extra Skill Points every time they level up. They can also fight well from the front or back line.


The Healing Discipline

The Healing Class Tree*Picture coming soon*

Class descriptions:

Beginning Class:


-DISCIPLE

*Note: For magic users, the strength stat has been replaced with Magic, and Stamina is replaced with Mana. But the function is the same: higher magic means more spell damage.


BEGINNING STATS:
Magic: 4
Mana: 7
Defense:0
Health: 8
Speed: 0



DESCRIPTION: This class is suitable for medic's only. They use the light of heaven to restore wounds and other injuries. Just starting out, they can only use minor healing magic, but when they level up and learn skills to not only heal, bus buff your characters, then they can become very helpful. The only difference between priest and Cleric is gender. Males are Priests, and females are Clerics.


EQUIPS: Staves and Tomes, Level 1 Armor

SPECIAL ADVANTAGES: Comes with the Skills: "Heal" and "Ward" Automatically. But no skill points to start with.

CHOOSE IT IF:You don't want to fight, but desire to help the party in healing.

The Theivery Discipline

The Theivery Class Tree*Picture coming soon*



If you are a fighter, then you can choose between:



Lord: A balanced expert class. Lords have skills that affact both the attack and defence of yourself.

Effects of changing to Lord Class:

All stats +20


Can equip level 4 Armor

Warrior:Woe to those who get in the way of an angry Warrior. Warriors trade defence and speed for pure power.


Effects of changing to Warrior Class

Strength and HP +30
Defence and Speed: -30
Cannot ride mounts.
Only equip up to Level 2 Armor
Lose every skill related to defence(Defender's shield, First Aid, etc)


Paladin/ValkyrieDedicated to protecting your fellow man, Paladin's/Valyrie's take up a small amount of Priest/Cleric magic, and also forsakes some attack to more defence. The difference between Paladin and Valkyrie is gender. Males are Paladin's, and females are Valkyries.

Effects of Changing to Paladin/Valkyrie Class:

Strength -10
Defence and HP +30
Mana: +15
Adds Magic and stat equal to 3/4 of Strength Stat(Before the 10 point reduction!)
Equip Level 5 Armor.


Sol/Luna Knight

Evolve into a Sol/Luna Knight, and you can pick from either Sol or Luna magic. Effect-wise, it's the same as a Paladin/Valkyrie, just adding your choice of Sol/Luna magic.

Strength -10
Defence and HP +30
Mana: +15
Adds Magic and stat equal to 3/4 of Strength Stat(Before the 10 point reduction!)
Equip Level 4 Armor.



If you are a long range fighter, you can choose between

Solider: Soliders can continue to use both bows and guns.

Effects of changing to Solider Class:

Strength +20
Equip Level 3 Armor.

Sniper: Snipers cannot use bows anymore, but you have access to powerful firearms

Effects of changing to Sniper Class:

All Gun damage: +20
Speed+20
Cannot equip Bows
Cannot ride mounts

Deadeye: Bows are a powerful weapon for the Deadeye. The opposite of Sniper in every way.

Effects of changing to Deadeye class:

Strength +15
Speed +30
Cannot Equip Guns.



If you are a Priest/Cleric, you can choose to become:

Bishop/Mother: Dedicated healers, no other class can access the divine powers that a Bishop/Mother can access.

Effects of choosing to become a Bishop/Mother:

Magic: +50



Sol/Luna mage: A Priest/Cleric can choose, if they are sick of only healing and buffing, to take on either Sol or Luna Magic. Downside, they gain only a small stat bonus.

Choosing to become a Sol/Luna mage gives you:

Magic: +10



Paladin/Valkyrie: If you choose to take up a sword, you can by switching to the Paladin/Valkyrie Class. Stat wise, they are opposites of the fighter who chooses the Paladin/Valkyrie Class. They gain a new stat to add points to, and they can access the Paladin/Valkyrie skill tree. The difference between Paladin and Valkyrie is Gender. Males are Paladin's, and females are Valkyries.

Effects of becoming a Paladin/Valkyrie:

Add the Strength stat equal to 3/4 of magic stat.
Can equip Swords, Shields, and Knightswords.
Can equip Level 2 Armor


If you are a Sol/Luna Mage, you can evolve into:

Sol/Luna Sage: You cannot switch from Sol or Luna, but you gain a skill tree that concentrates on more powerful spells within your side. Not only will you require lots of MP for these skills, but you can actually draw upon the Aura of the battlefield for more concentrated spells!

Magic+50
Tomes No longer require a turn to activate


Archsage: Master of both Elements, you will take on the branch you did not choose, and can put stat points to both your Sol, and Luna mage trees, as well as some unique Archsage magic!

Effects of choosing Archsage:

Magic+40
Access either Sol or Luna Mage skill tree, whichever one you didn't choose, as well as the Archsage tree.



Sol/Luna Knight

Evolve into a Sol/Luna Knight, and you can pick from either Sol or Luna magic. Effect-wise, it's the same as a Paladin/Valkyrie, just adding your choice of Sol/Luna magic.

Magic: 15
Defence and HP +30
Adds Strength stat equal to 3/4 of Magic Stat(Before the 10 point reduction!)
Equip Level 4 Armor.  

Hellfire Champion
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The Surreal Guardians: An RPG

 
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