This is the rules/registration thread for the Battle System RP that will be taking place, soon. The ideas presented here are only based on speculation and what we know right now, so don’t get mad at me for anything.
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Roleplay Rules –
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1 – All players must register in this thread before beginning.
2 – When you make moves, you must make it as basic as possible, such as “He used his Flame Ring on the Fluff.” Don’t feel too confined by this, though, as you may still describe things you do with other characters. However, if making actions with anything other than fellow characters, you must use basic descriptions and let the GM take it from there. (If someone who’s played alx’s Maze before would like to demonstrate how a movement is typically done, that’d be appreciated).
3 – The Game Master will determine whether hits connect, what damage is done, and the like.
4 – Off-topic must be within dual parentheses ((like so)); dual brackets [[blah]] works, as well.
5 – Only prose shall be accepted in the RP.
6 – Be as literate as possible.
7 – No font size other than normal, no font color other than black, and no alignment other than left.
8 – No post add-ons.
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Mechanics –
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Combat –
There are two forms of combat: physical and magical. Magical combat is done by rings (described in the section below), while physical is done by attacking the enemy with your weapon. While the Gaia Battle System doesn’t utilize weapons, this roleplay will allow them, only because it makes more sense (and because this RP is merely speculative in nature). However, any special effects a weapon might have (due to its nature, such as a Flame Sword) are negated, in order to make for a more fun, fairer roleplaying experience.
Rings –
Rings are the main form of customizable combat, and I’m pretty sure all of you know how they’re used.
- Each player is allowed to wear eight rings at a time, four on each hand.
- All rings not in use stay in a player’s inventory, which they may access in a town or moonfield.
- Any new rings picked up or purchased automatically go to a player’s inventory, unless an open spot on their hands exists.
- Rings may only be switched out or exchanged with other players’ rings at towns or moonfields.
- Multiples of one ring provide bonuses when equipped together.
- Rings gain Rage XP when used, and level up when enough experience has been gained.
- Rings have four Rage Ranks, starting at Rage Rank 1.
- Rings are assigned one of seven elements: Fire (FIR), Water (WAT), Earth (ERT), Wind (WND), Light (LIT), Dark (DRK), and Neutral (NEU).
- On some occasions, rings of the same elements (or even different elements) may give bonuses.
There are two types of rings: activation (ACT) and passive (PAS).
- Activation Rings consume MP and must be used manually.
- Passive Rings are always active when equipped.
Starter Rings –
Each player may pick four rings to start with from the following list. More than one person may pick the same ring. You may pick multiples of the same ring, if you would like. The format is as such:
Ring Name, Rage Rank (Type / Element) – Effect. (Cost). Rage XP.
- Flame Ring, RR1 (ACT / FIR) – Sends a stream of fire hurdling straight at the enemy, wreathing them in flames! Low mild burn chance. (Costs 3 MP). Next Level: 0/26 Uses.
- Fireball Ring, RR1 (ACT / FIR) – Sends a small ball of fire hurdling in an arc at the enemy. Low mild burn chance. (Costs 7 MP). Next Level: 0/30 Uses.
- Fire Lance Ring, RR1 (ACT / FIR) – Summons a lance wreathed in flames to stab monsters. Low mild burn chance. Pierces armor. (Costs 6 MP). Next Level: 0/33 Uses.
- Will of Fire Ring (PAS / FIR) – Invokes the flaming passion inside your soul, preventing mild burn status and increasing your Attack stat (+2).
- Aqua Ring, RR1 (ACT / WAT) – Shoots a ball of pristine water at the foe, knocking them back with force. (Costs 3 MP). Next Level: 0/23 Uses.
- Jet Ring, RR1 (ACT / WAT) – Creates jets of water that bash monsters with high pressure. (Costs 4 MP). Next Level: 0/20 Uses.
- Hydration Ring (PAS / WAT) – Blesses you with Heaven’s gift, gradually healing you while it rains.
- Snow Ring, RR1 (ACT / WAT) – Freezes and chills everything around you, creating a flurry of snowy powder to assail enemies! Low mild freeze chance. (Costs 6 MP). Next Level: 0/21 Uses.
- Arkridge Ring, RR1 (ACT / WAT) – Summons the sword of a frost titan to chop monsters in half with icy might! Low mild freeze chance. Pierces armor. (Costs 8 MP). Next Level: 0/34 Uses.
- Gaia Ring, RR1 (ACT / ERT) – Raises the ground in an upheaval, blasting enemies with the might of the Earth! (Costs 4 MP). Next Level: 0/20 Uses.
- Cover Ring, RR1 (ACT / ERT) – Shields the target by raising the ground and using it as a natural barrier. (Costs 5 MP). Next Level: 0/18 Uses.
- Granite Edge Ring, RR1 (ACT / ERT) – Summons an arcing blade that rips the land asunder. Pierces armor. (Costs 7 MP). Next Level: 0/35 Uses.
- Nature Ring (PAS / ERT) – Empowers you with the sturdiness of the forest to prevent mild poison status and knockback.
- Gale Ring, RR1 (ACT / WND) – Brews a fierce, razor-like wind to rip your enemies apart. (Costs 3 MP). Next Level: 0/26 Uses.
- Levitation Ring (PAS / WND) – Calls forth the Spirit of Wind to give you immunity to Earth attacks.
- Arctic Breeze Ring (PAS / WND/WAT) – The North Wind is at your side! Increases the damage of all Wind- and Water-based rings within range (+20%).
- Wind Scythe Ring, RR1 (ACT / WND) – Summons the power of the wind, battering enemies with razor-sharp sickles. (Costs 8 MP). Next Level: 0/32 Uses.
- Lightning Ring, RR1 (ACT / WND) – Sends out a mighty bolt of electricity, zapping and impaling foes with hot energy. Low mild paralysis chance. (Costs 10 MP). Next Level: 0/19 Uses.
- Judgment Ring, RR1 (ACT / LIT) – Manipulates light like a hammer of gods, blasting your foes with pure light. Low mild blind chance. (Costs 5 MP). Next Level: Unknown.
- Angel Ring (PAS / LIT) – Bathes you in the light of Heaven, slowly regenerating your health.
- Holy Fire Ring, RR1 (ACT / LIT/FIR) – Burns your enemy with searing light. Low mild burn chance. Low mild blind chance. (Costs 7 MP). Next Level: 0/25 Uses.
- Blessed Shield Ring, RR1 (ACT / LIT) – Surrounds the target in spikes made of light, shielding them from enemies. (Costs 6 MP). Next Level: 0/24 Uses.
- Shadow Ring, RR1 (ACT / DRK) – Collects the darkness and shade together, concentrating it into a powerful, spreading blast of dark energy. (Costs 4 MP). Next Level: 0/22 Uses.
- Dark Strangle Ring, RR1 (ACT / DRK) – Uses the shade against your opponent, hurting them gradually with the power of the underworld. Low bind chance. (Costs 6 MP). Next Level: 0/16 Uses.
- Phantom Ring (PAS / DRK/WND) – Parts of your body randomly disappear when in danger, raising your Agility (+2).
- Terror Ring (PAS / DRK) – Terrify creatures that dare oppose you! Has a chance of sending weak enemies that attack you running.
- Gravity Ring, RR1 (ACT / DRK/ERT) – Sends baddies crashing to the Earth at blinding speed, grounding them effectively and making them easier to hit. What goes up…(Costs 9 MP). Next Level: 0/15 Uses.
- Heal Ring, RR1 (ACT / NEU) – Restores a minimal amount of the target’s HP. (Costs 8 MP). Next Level: 0/30 Uses.
- Revitalize Ring, RR1 (ACT / NEU) – Restores a minimal amount of HP to all allies within range of the ring. (Costs 20 MP). Next Level: 0/25 Uses.
- Restore Ring, RR1 (ACT / NEU) – Eliminates any mild negative status condition the target has. Perfect success rate! (Costs 18 MP). Next Level: 0/30 Uses.
- Feeling Ring, RR1 (ACT / NEU) – Cures the target of mild paralysis. Low success rate. (Costs 5 MP). Next Level: 0/15 Uses.
- Extract Ring, RR1 (ACT / NEU/ERT) – Cures the target of mild poison. Low success rate. (Costs 8 MP). Next Level: 0/15 Uses.
- Rage Ring, RR1 (ACT / NEU) – Increases the target’s Attack for a short period of time (+3). (Costs 7 MP). Next Level: 0/15 Uses.
- Perception Ring, RR1 (ACT / NEU) – Increases the target’s Dexterity for a short period (+3). (Costs 9 MP). Next Level: 0/15 Uses.
Stats –
The following stats are only increased as you level up:
- HP (Health (not Hit) Points): Determines how long you can go before getting raped reamed killed by a monster.
- MP (Mana Points): Determines how many times you may use spells from rings. Regenerates slowly on its own.
The following stats are only increased with stat points:
- Attack: Determines how much damage you do with physical-based attacks.
- Defense: Determines how much damage you can prevent.
- Agility: Determines how quick you can attack and evade.
- Dexterity: Determines how efficiently you may block and hit (accuracy).
- Intellect: Determines the strength/duration/effectiveness of your spells.
- Luck: Determines a multitude of effects, such as loot drop rate, critical hits, and survival of fatal blows.
All players start out with 5 points in each of the above six stats (HP and MP are determined by level and upgrades to them), as well as 5 spare points to distribute among their stats as they wish. With each new level, 5 more points become available for use. Stat points need not be used immediately, but they cannot be given to other players. To clarify…
Starting Stats –
- HP: 100 (each new level adds 10; upgrades add various amounts).
- MP: 30 (each new level adds 5; upgrades add various amounts).
- Attack: 5.
- Defense: 5 (each new point spent in this stat increases HP by 1).
- Agility: 5.
- Dexterity: 5.
- Intellect: 5 (each new point spent in this stat increases MP by 1).
- Luck: 5.
To start, you may distribute 5 points among the Attack, Defense, Agility, Dexterity, Intellect, and Luck stats.
Gaining Experience –
Experience is gained when you kill monsters, and after an enemy is defeated, you’ll be shown how much experience it was worth. After a certain amount of experience, you level up. Simple, right? Yes. When you level up, the Game Master will inform you, giving you your current level and the amount of free stat points you have remaining. Each level takes a certain amount of experience.
Inventory –
Things that are displayed for each character:
- Current HP/MP levels.
- Current stats and stat points unused.
- Any status conditions still left.
- Current experience.
- Experience needed for the next level.
- Amount of gold.
- Quantities of other loot.
- Rings in use, their abilities, and their Rage Ranks.
- Rings in storage, their abilities, and their Rage Ranks.
- Rage XP for each ring.
- Current Ring-Fu.
The Game Master will update each player’s inventory frequently (usually whenever any change is made), so do not worry. (If he has forgotten something, however, feel free to inform him, via PM or the roleplay thread).
Shops –
Shops and vendors are mainly located in towns, which you shall come across rather frequently on your journey; some, however, are randomly scattered around in either convenient or hard-to-find locations. Each offers options to sell you rings/HP and MP upgrades, upgrade ones you have if you possess the right loot to do so, and even exchange rings and loot for other rings.
Loot –
When enemies are defeated, they may drop one or several items, which can then be traded in at shops for rings and upgrades. Or, if you prefer, these items can be combined with others and used to upgrade your rings in power, rank, or even change them completely.
- Gold: Used to buy some equipment with.
- Gems: Can be embedded and imbued into rings to enhance them, or can be traded in when possible for equipment.
- Monster Parts: Can be crafted into rings/upgrades, sold for gold, or traded in (in certain amounts) for other equipment.
- Rings: If lucky enough, you may find yourself getting a new ring from enemies, though not all will drop them.
Status Conditions –
Sometimes, enemy attacks may cause status conditions to arise on your character; if such a thing happens, using a healing ring that cures conditions may fix it, depending upon the Intellect of whoever uses it (that’s not to say if someone’s Int. is too low, it’ll never cure the status effect). Status conditions, however, also apply to your enemies, who may receive negative conditions if you’re lucky enough (Luck can be used to help cause effects).
- Burn: Gradually lose health.
- Freeze: Unable to move. Can be defrosted with Fire-based rings.
- Poison: Gradually lose minimal health when moving.
- Paralysis: Reduces Agility and Dexterity; temporary.
- Curse: Reduces Attack and Defense, and slowly drains MP; temporary.
- Blind: Reduces Dexterity, but increases Luck; temporary.
- Bind: Unable to move, attack, or cast spells; temporary.
- Sleep: Unable to move, attack, or cast spells; temporary; being hit negates this.
- Silence: Unable to cast spells; temporary.
- Stun: Unable to move, attack, or cast spells; temporary; staying still negates this.
- More to come.
Of course, some rings may actually increase your stats with a positive status condition, or even make you immune to negative conditions. Negative status conditions that only lower stats also exist, so be careful!
- Blood Ties: Increases HP.
- Harvest: Increases MP.
- Rage: Increases Attack.
- Iron Will: Increases Defense.
- Quicken: Increases Agility.
- Perception: Increases Dexterity.
- Knowledge: Increases Intellect.
- Jackpot: Increases Luck.
- Immunity: Prevents status conditions from lowering your stats.
- More to come.
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Registration -
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[b]Username[/b]:
[b]Official In-Game Title (example: Chaos of Blood)[/b]:
[b]Rings (choose four)[/b]:
[b]Stats (distribute five points among these)[/b]:
Attack: 5
Defense: 5
Agility: 5
Dexterity: 5
Intellect: 5
Luck: 5
[b]Are You Ready For This?[/b]:
[b]Official In-Game Title (example: Chaos of Blood)[/b]:
[b]Rings (choose four)[/b]:
[b]Stats (distribute five points among these)[/b]:
Attack: 5
Defense: 5
Agility: 5
Dexterity: 5
Intellect: 5
Luck: 5
[b]Are You Ready For This?[/b]:
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Ring List –
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Ring Name, Rage Rank (Type / Element) – Effect. (Cost). Rage XP.
- Flame Ring, RR1 (ACT / FIR) – Sends a stream of fire hurdling straight at the enemy, wreathing them in flames! Low mild burn chance. (Costs 3 MP). Next Level: 0/26 Uses.
- Fireball Ring, RR1 (ACT / FIR) – Sends a small ball of fire hurdling in an arc at the enemy. Low mild burn chance. (Costs 7 MP). Next Level: 0/30 Uses.
- Fire Lance Ring, RR1 (ACT / FIR) – Summons a lance wreathed in flames to stab monsters. Low mild burn chance. Pierces armor. (Costs 6 MP). Next Level: 0/33 Uses.
- Will of Fire Ring (PAS / FIR) – Invokes the flaming passion inside your soul, preventing mild burn status and increasing your Attack stat (+2).
- Aqua Ring, RR1 (ACT / WAT) – Shoots a ball of pristine water at the foe, knocking them back with force. (Costs 3 MP). Next Level: 0/23 Uses.
- Jet Ring, RR1 (ACT / WAT) – Creates jets of water that bash monsters with high pressure. (Costs 4 MP). Next Level: 0/20 Uses.
- Hydration Ring (PAS / WAT) – Blesses you with Heaven’s gift, gradually healing you while it rains.
- Snow Ring, RR1 (ACT / WAT) – Freezes and chills everything around you, creating a flurry of snowy powder to assail enemies! Low mild freeze chance. (Costs 6 MP). Next Level: 0/21 Uses.
- Arkridge Ring, RR1 (ACT / WAT) – Summons the sword of a frost titan to chop monsters in half with icy might! Low mild freeze chance. Pierces armor. (Costs 8 MP). Next Level: 0/34 Uses.
- Gaia Ring, RR1 (ACT / ERT) – Raises the ground in an upheaval, blasting enemies with the might of the Earth! (Costs 4 MP). Next Level: 0/20 Uses.
- Cover Ring, RR1 (ACT / ERT) – Shields the target by raising the ground and using it as a natural barrier. (Costs 5 MP). Next Level: 0/18 Uses.
- Granite Edge Ring, RR1 (ACT / ERT) – Summons an arcing blade that rips the land asunder. Pierces armor. (Costs 7 MP). Next Level: 0/35 Uses.
- Nature Ring (PAS / ERT) – Empowers you with the sturdiness of the forest to prevent mild poison status and knockback.
- Gale Ring, RR1 (ACT / WND) – Brews a fierce, razor-like wind to rip your enemies apart. (Costs 3 MP). Next Level: 0/26 Uses.
- Levitation Ring (PAS / WND) – Calls forth the Spirit of Wind to give you immunity to Earth attacks.
- Arctic Breeze Ring (PAS / WND/WAT) – The North Wind is at your side! Increases the damage of all Wind- and Water-based rings within range (+20%).
- Wind Scythe Ring, RR1 (ACT / WND) – Summons the power of the wind, battering enemies with razor-sharp sickles. (Costs 8 MP). Next Level: 0/32 Uses.
- Lightning Ring, RR1 (ACT / WND) – Sends out a mighty bolt of electricity, zapping and impaling foes with hot energy. Low mild paralysis chance. (Costs 10 MP). Next Level: 0/19 Uses.
- Judgment Ring, RR1 (ACT / LIT) – Manipulates light like a hammer of gods, blasting your foes with pure light. Low mild blind chance. (Costs 5 MP). Next Level: Unknown.
- Angel Ring (PAS / LIT) – Bathes you in the light of Heaven, slowly regenerating your health.
- Holy Fire Ring, RR1 (ACT / LIT/FIR) – Burns your enemy with searing light. Low mild burn chance. Low mild blind chance. (Costs 7 MP). Next Level: 0/25 Uses.
- Blessed Shield Ring, RR1 (ACT / LIT) – Surrounds the target in spikes made of light, shielding them from enemies. (Costs 6 MP). Next Level: 0/24 Uses.
- Shadow Ring, RR1 (ACT / DRK) – Collects the darkness and shade together, concentrating it into a powerful, spreading blast of dark energy. (Costs 4 MP). Next Level: 0/22 Uses.
- Dark Strangle Ring, RR1 (ACT / DRK) – Uses the shade against your opponent, hurting them gradually with the power of the underworld. Low bind chance. (Costs 6 MP). Next Level: 0/16 Uses.
- Phantom Ring (PAS / DRK/WND) – Parts of your body randomly disappear when in danger, raising your Agility (+2).
- Terror Ring (PAS / DRK) – Terrify creatures that dare oppose you! Has a chance of sending weak enemies that attack you running.
- Gravity Ring, RR1 (ACT / DRK/ERT) – Sends baddies crashing to the Earth at blinding speed, grounding them effectively and making them easier to hit. What goes up…(Costs 9 MP). Next Level: 0/15 Uses.
- Heal Ring, RR1 (ACT / NEU) – Restores a minimal amount of the target’s HP. (Costs 8 MP). Next Level: 0/30 Uses.
- Revitalize Ring, RR1 (ACT / NEU) – Restores a minimal amount of HP to all allies within range of the ring. (Costs 20 MP). Next Level: 0/25 Uses.
- Restore Ring, RR1 (ACT / NEU) – Eliminates any mild negative status condition the target has. Perfect success rate! (Costs 18 MP). Next Level: 0/30 Uses.
- Feeling Ring, RR1 (ACT / NEU) – Cures the target of mild paralysis. Low success rate. (Costs 5 MP). Next Level: 0/15 Uses.
- Extract Ring, RR1 (ACT / NEU/ERT) – Cures the target of mild poison. Low success rate. (Costs 8 MP). Next Level: 0/15 Uses.
- Rage Ring, RR1 (ACT / NEU) – Increases the target’s Attack for a short period of time (+3). (Costs 7 MP). Next Level: 0/15 Uses.
- Perception Ring, RR1 (ACT / NEU) – Increases the target’s Dexterity for a short period (+3). (Costs 9 MP). Next Level: 0/15 Uses.
- Ragnarok Ring (ACT/PAS / LIT/DRK/FIR) – Call forth the might of the Twilight Dragon, Ragnarok, and rain holy vengeance down on your enemies! (Costs 150 MP). Regenerates your HP and MP at an increased rate every other turn while equipped.
More coming soon...
