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Roleplay Guild based off of Avatar the Last Airbender 

Tags: Roleplay, Martial Arts, Avatar, Airbender, ATLA 

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Guild Rules and Systems

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Dii of Babylon

Divine Associate

PostPosted: Thu Apr 15, 2010 2:46 pm
Following the Rules

it's easy.

Alright, so to make sure all the rules are followed accurately I'll be using the three strikes system, like many other guilds do.

User ImageFirst Strike!
-You'll get off with a warning. Sokka will be angry at you, as well. If the issue pertains to a roleplay, the captain or a VC will make a ruling. If a VC or the Captain is a part of the issue, they cannot make the ruling. Certain rules will allow you to receive an extra warning or two.

Second Strike!
-The Spirits eat your character, forcing you to start again.

Third Strike!
-You are banned from the guild outright. However, you may be given a chance to redeem yourself and be accepted back into the guild, where you will then be put on to probation.
 
PostPosted: Thu Apr 15, 2010 9:46 pm
General Rules


1. Follow Gaia's rules and ToS
2. We reserve the right to remove posts we find offensive. As well as make rulings over issues not covered within the rules.
3. Have patience with your fellow role-players. Don't get upset when someone has not posted. Give them a reasonable amount of time to post a reply.
4. The Crew is here for a reason: to keep balance. Listen to what they say, don't be unnecessarily rude, and don't be afraid to ask for help.
5. We will not tolerate posts overtly sexual in nature, or posts containing illegal subject matters. No cybering EVER. Period.
6. Please do not spam the threads with unnecessary posts, threads, or advertisements.
7.You may not post an RP forum without permission from crew.
8. You may not make a sticky or announcement thread in the main forum without permission from crew
9. Anything given to the guild becomes property of the guild and it's owner. submit at your own digression.

10. All of the rules are subject to additions and amendments.

 

Dii of Babylon

Divine Associate


Dii of Babylon

Divine Associate

PostPosted: Thu Apr 15, 2010 9:55 pm
Roleplaying and Character Rules


1. You may not, under any circumstance, be related to a canon character! Exceptions will be made for Fire Nation Royalty, who may be grandchildren but not direct descendants.
2. This isn't really a rule, but you don't have to be a bender. Swordsman and other nonbenders are just as much a part of the Avatar world as the benders.
3. Unless you are the Avatar, you may only have one [1] element.
4. Benders may not know martial arts, but may have one [1] weapon style.
5. Though it will be uncommon, rare even, not only the Avatar has access to the Spirit World. Consequentially, only the Avatar and his Spirit Guide may enter the Spirit World via meditation.
6. You may have one [1] small animal as a pet. This includes anything that is travel sized, such as lemurs and parrots.
7. Traveling mounts may only be applied for in the proper forums and may not be obtained any other way [at least not without permission].
8. everyone can start as a Novice with one fully mastered style. The Avatar will start as a Trainee with one style at stage three.

Then, we will have a bending Master of each element to teach others to properly master specialized forms of bending or lead them on the proper path. These Masters may have one fully mastered regular style and one fully mastered specialized style.

9. You may have 2 RPC characters, as long as both are active and do not interact.
10. If a technique combination is judged by the mods to be too ridiculously powerful, it can be nerfed mid-combat, and you will be asked to redo your post. So please, with this in mind, do not try and sneak OP things through the approval.
 
PostPosted: Thu Apr 15, 2010 10:33 pm
Traveling Rules


Traveling is quite simple. In order to enter a village or main area, you must make at least one [1] post at the gates of said city. The same applies when leaving. While traveling continents, you must take either a ferry or traveling mount, if you have one. To move from one unconnected nation to the other, you must make a certain number of posts on your ferry or mount in the [Ocean/Sky] thread. Take this time to talk among your group or admire the scenery. Some events may even take place in the sky or ocean, so keep an eye out. Certain mounts give certain traveling bonuses if you wish to make the traveling go by faster.

Ferry: Five [5] posts in the [Ocean/Sky] thread.
Swimming Mount: Three [3] Posts in the [Ocean/Sky] thread.
Flying Mount: Two [2] post in the [Ocean/Sky] thread.
 

Dii of Babylon

Divine Associate


Dii of Babylon

Divine Associate

PostPosted: Mon Apr 26, 2010 6:42 pm
Training Rules


Unlike in your average guild, we have a two-forked training system that encourages dynamic RP and contribution to the guild's storyline. You may train solo via word count, or you may train by means of partaking in events; either way you will progress aptly as long as you put forward the dedication necessary.

Bending Arts
An 'art' is a style of fighting within one of the 4 bending elements and is learned in 4 stages, Trainee, Novice, Adept, and Master. Each stage takes a certain number of posts to reach, which will include things such as meditation, exercises, and any other training your master will put you through. After you have reached the stage, you may begin learning the basic moves of the stage, which may be used in any combination you see fit. You may learn as many arts, as long as they are within your element, as you wish.

In short, training goes like this
Unlock Stage -----> Learn Skills -----> Use Skills

Now I bet you're wondering just how many posts each stage takes? Well I'm just about to tell you. You automatically learn the skills of the stage when you unlock the stage.

Word Count Training
Stage 1 Unlock - 800 Words

Stage 2 Unlock - 1600 Words

Stage 3 Unlock - 2400 Words

Stage 4 Unlock - 3200 Words

Natural Progression
The second fork of our training system. You may entirely avoid training if you train via natural progression, I.E., taking part of events. Often you should balance the two for optimal character progression. Natural Progression involves posting in this thread: Advancement

Training in this way can be much less of a burden than otherwise. Major events and arcs can throw characters from pure novices in a style to masters.

Training Reductions
Naturally, a master would be able to grasp lower levels of training faster, and to reflect that, you get training reductions for every rank above the stage you are. For every rank above a Stage you are, you get a 200 word deduction - so a master can learn stage one of another style of their element with only 200 words.

Self-Teaching
You may begin self teaching at Novice rank, but without a proper teacher, your training posts will be +300 words to unlock a stage. You also may not rank yourselves up. You will still need to take the proficiency exams. The self-teaching post increases go away when you reach Adept.

The Avatar may self teach their native element at trainee, but no other elements.

Student Bonuses
While learning under the guidance of someone higher level than you, you receive a bonus of -x words where x is the number of ranks between you and the students. for example, if a trainee is learning under a master, they receive a -300 word reduction to all training, 200 if a novice is under a master, etc.

Avatar Training

As the Avatar, some elements will come faster and some will come a LOT slower to you. The Avatar's natural element comes faster and the one most, while opposite them is the most difficult. The Avatar's natural element takes 1/2 the number of posts, while their opposite element takes x2 posts. The Avatar's opposite element is usually the one two cycles after theirs - so Air > Earth, Water > Fire.

The Avatar State
The Avatar state is the peak of the Avatar's abilities. In an instant, all the experience of the Avatar's past lives floods them, granting them unimaginable power. In order to master the Avatar State, the avatar must open their 7 chakras, otherwise it may only be activated during intense, emotional turmoil. Unlocking the Avatar state is an intense period for the Avatar, and a very risky one. Once training has begun, it cannot stop until the final chakra has been unlocked. If the avatar leaves in the middle of training, the Avatar state is locked and they are unable to enter the Avatar state at all.

Training the Avatar State works in 7 stages, one for each chakra that needs opening. Each stage takes 700 words and requires a Guru [Crew representative]. After this long and strenuous training is finished, you will be able to enter the Avatar State at will, making you almost unstoppable.

Special Note: You must have mastered at least 1 Art from each of the elements before you may start learning the Avatar State.  
PostPosted: Mon Apr 16, 2012 4:33 pm
Ranks and Chi


Ranks
As one progresses though the Arts, they will gain ranks along with their new found powers. Obtaining these ranks isn't so easy though. In order to gain rank, you must train hard and take tests that will be issued by your instructor [or crew if needed]. Below are the ranks and requirements to meet each rank.

Trainee: Everyone starts out as a trainee unless otherwise noted.
Novice: You have completed Stage 1 of your first art and have passed your aptitude test.
Adept: You have completed Stage 2 of your first art, Stage 1 of a second, and have passed your aptitude test..
Master: You have mastered your first art, Stage 3 of your second, and have passed your final aptitude test.

Chi
Chi is the body's spiritual energy which allows a person to perform bending styles and attacks. As a person trains and becomes more powerful, their natural chi reserves grow in size.

Chi Levels
Chi Levels are affected by your character's rank. As you grow in experience, you learn more control over your Chi and are able to use more of it. Below is a table of Chi amounts by rank.

Trainee: 350
Novice: 500
Adept: 750
Master: 1000

-Take note: You also gain 100 Chi for every time you master an art.

Chi Costs
As was mentioned before, each skill or spell drains a certain amount of your character's Chi. Below are the amounts that performing certain skills or spells costs.

Trainee Chi Drain: 10
Novice Chi Drain: 25
Adept Chi Drain: 50
Master Chi Drain: 75

Essence Regeneration
After a battle, you do not regenerate you Chi automatically, and are thus still vulnerable to attack. Every 3 posts outside of combat, you'll regenerate 100 Chi.  

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PostPosted: Tue Apr 17, 2012 3:10 pm
Bending Rules


One Simple Rule
Combat with bending is pretty simple. You may use as many skills in a post as you wish. But be warned. If a person attacks or dodges before the following attacks hit, you do not get the amount of Chi used back.

Free Style Bending
The true mark of a great bender is on the spot thinking and creativity, something that you can't quite capture with limited skill sets. As such, for ten [10] Chi more than the required amount, you may make one [1] free skill per post. This can be something as simple as lifting a floor tile to something as complex as bringing down a massive pillar. The power of and complexity of these skills is not to exceed Adept rank however.

Special note: I'm taking a big risk with this and am trusting everyone to not mess this up. Do not make me regret this liberty or it's gone forever.

Bending Counters
Let's say a waterbender faces another waterbender. Naturally, the two would use each other's attacks against each other. For this, I am allowing one [1] counter per post for ten [10] Chi more than the initial skill cost to turn an attack that is the same element as your own back against its user. In addition, the counter may only be used on a skill that is lower than your rank, making Master rank skills unable to be countered.

Pro Bending
Pro Bending is the latest craze to sweep over the world. Teams ranging from one [1] to three [3] may compete against each other to show off their bending prowess.

Rules:
1. Teams may have up to three [3] people.
2. Teams may only have one [1] of each type of Bender.
3. The Avatar may compete so long as they only use one [1] element.
4. Players must follow a posting order.
5. You get one [1] attack and one Block OR Counter per move.
6. You may block for your fellow players, but may only counter moves used on you.
7. When you're hit with an attack, you are pushed back one [1] Zone.
8. If the attack was the opposite of your element, you get knocked back two [2] zones.

Weakness Chart: Water > Fire > Air > Earth > Water

9. Once the opposing team has been knocked out of the ring, your team wins.
 
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[Info] Information Forum - Bending Styles and Systems

 
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