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The world is full of darkness and light. Each trying to take the other over. How can you stop the conflict? Join Genesis! 

Tags: Light, Dark, Elemental, Genesis, Roleplay 

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Point System and Rules

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Awesome Sensei
Captain

PostPosted: Mon Sep 07, 2009 12:22 am
Rules


~ Always Use literate Roleplaying. Small posting is okay, yet do not post a single line post or a two line post. Those are bad roleplaying and will not get you any points at all. So try and see if you can muster about a paragraph on average and you should be fine. Though more is allways apreiciated.

~ Godmodding, Autohitting, and puppetering are all bad. If you do those repeatedly you will be warned. Godmodding is when you cannot get hit or, let yourself be hit. Autohitting is when you automatically hit someone, and puppetering is when control someone elses movements. So basically you cant move other peoples charecters and you will eventually have to take damage in battle, just be reasonable with it.

~ Racial slurs, innapropriate behavior and other actions in order to offend and cause fights is wrong. Anyone who does this can message me personally and the problem will be solved. You will be warned or banned depending on the severity. And if it continues after a warning has been issued then we will not hesitate to ban.

~ Keep it PG-13. A romance is perfectly fine, yet no cybering. Violence is fine, as well as cussing, yet do not over do either. Detailed writing is different then excessive violence, although nothing vulgar.


Rules for points


~ Points are NOT transferable, under any cirrcumstance.

~ Anyone caught adding points to there weapon without permission WILL BE BANNED.

~ You can transfer weapons with people. You are allowed to trade weapons whenever you want, you can even give them. Just remember the fact you cant trade points on the weapon. A weapon trade trades the weapon with ALL points attached to them. You cannot take away points before trading.

~You can't give away UNUSED points. They can't be traded or given as presents so use your points.

~If you are done with your weapon, you can sell it back to a crew member. Just send a PM to Origin blood, and ask how many points you can get for it, although you will not get as much as you have put into it.

~ Points are given like crazy, if you feel you are not getting enough, you can petition for more!


Rules on Elements



~Each element maxes out at 100 unless it is custom.

~ Custom Elements can be created, although they are a complex thing. They have a further change of elements, and therefore are not pure. They are not the originals and can only reach a certain potential. The max amount of points for a custom element is 50 points.

~ Elements can be learned multiple at a time although but the less points in one element, the less powerful it will be.

~ you can have as many elements as you want at any point of time.

~custom elements are required to be a minimum of 15 points.

~custom elements need to be aproved before they are used


Point System


This is an original system made by the Elemental Genesis owners. This guild uses a point system, which means it will keep all profiles actively updated and powered up. When you begin you will not have much strength, or much magical power when you begin. Everyone has twenty five points to begin with. You may use those points with anything at all. These points are used to upgrade your stats, which can be used for weapons, abilities, or elements. Depending on what you do with your stats, your character can be well rounded out, or an almighty fire user. Anything that uses points can get stronger. If you use a point on a weapon, that weapon can gain an ability or strength. With more points that ability will need to be updated (and reapproved by a crew member) and made much stronger depending on points. As more are placed there, your weapon will be more and more usefull. This goes the same with an ability. You may write one out and use points to make it more powerful. You can only put a maximum of 100 points onto any weapon ability and 100 for any element, then you have mastered it.  
PostPosted: Mon Sep 07, 2009 12:28 am
Weapons


Creating a weapon is easy. First you must put at least a single point onto the weapon, so that it can come into existance, then after you have placed five points on the weapon it can have an ability. Your ability grows in power depending on how many points you have on it, yet the lower amount of points the weaker, and insignificant they are. Higher amount of points can result in extremely powerful weapons, so it is always a good investment to stick a few random points onto your weapons. A weapon is not always the best idea if more points are placed into the elements for spells. All weapons need to be approved by crew members, when made, and when updated with multiple points.  

Awesome Sensei
Captain


Awesome Sensei
Captain

PostPosted: Mon Sep 07, 2009 12:47 am
The Elements


The elements are the strongest tool for many. It is a chance to display power to your enemies. The elements are seperated into many different catagories. The catagories are as followed.

Fire: Heat and fire. the scorching hot flames of hell are released through this element, it is probably one of the most dangerous and powerful, yet it is known to cause unneeded destruction.

Water: the cold of the world. The deap blue sea at your fingertips. The healing power and the sharp power of the sea. This can be used with this element, no real drawbacks and works well in all situations.

Wind: the tornado's of heaven come down in a flurry of speed. This is one of the fastest elements being able to attack multiple times, cutting through other objects with ease and the swift power of the wind is obvious with gigantic tornado's and whirlwinds.

Lightning: Blast away your enemies with a well rounded element. Perfect for battle. Stop your enemies with single lightning bolts that are almost invincible, and send forward shockwaves from the ground. Sound can also be intertwined with this element.

Earth: The defensive power of mother nature at last. Stop the other elements with gigantic walls of earth, or throw mountains to your enemies. Blast away foes with rocks the size of there entire body, and make gigantic sand storms to blind those around you.

Dark and Light: although two seperate elements, they must be described as one. You may only choose to use either light or dark in your elements, using both is against the rules. Some acceptions can be made, yet before you concider asking, you must have the element of choice up to 100 points.

These are the elements, combine more then one for different effects like ice and magma. You can only use the basics with one element, but the more you have the more things you can do with them, so experiment with your points and you will have a fool proof magic user.
 
PostPosted: Mon Sep 07, 2009 12:51 am
Abilities


Make your character who it really is with abilites. You can create your own skill and add it to your character, and depending on how powerful you make the skill, we will determine how many points it will need, or how many you should add to it to make it a good power. This is always recommended for complete useage of your points, a very good idea is to make multiple abilities with small amounts of points so that your character can be good at everything. Points are not just given out (for the most part) so be sure to decide carefully on your point useage.  

Awesome Sensei
Captain


Hoarfrost Dirge
Crew

Dangerous Raider

PostPosted: Mon Sep 14, 2009 9:53 pm
Elemental Fusion Chart


To make our lives easier here is how the usage of one or more element can produce various effects. And yes you may fuse however you like, these are just our guidelines so you can see how we judge a valid way of fusing. So if you think you can mix fire and water in someway then do so if you want to. Just please be detailed on how it works so we can all understand how the fusion works and judge it valid if it so be that way.

*Smoke= Fire+ Air (Also this could work to power up fire magic since fire uses oxygen to have combustion in nature)

*Ice= Water+Air (Also this combination could be used to make snow, mist, hail, or fog.)

*Magma= Fire+Earth

*Plant Life= Water+Air+Earth
(This is because plants use water soil and air to grow so manipulation requires that all three be in use.)

*Weather Patterns= Air+Lightning+Water
(And note that even if you have high levels of all three of the elements needed, you can not make a mega storm of like six hurricanes. So if you use this then please be reasonable or we will come down on you for godmodding.)  
PostPosted: Wed Nov 18, 2009 5:14 pm
Beginning points

when you first start out in Elemental Genesis you get 25 points total to put in your weapons and powers. If you are promoted to crew you get 50 points total.  

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Crew


Awesome Sensei
Captain

PostPosted: Tue Nov 24, 2009 4:39 pm
The Value of Points


Points are very important, and because some are confused by the strength of points, they are more elaborated here. The more points something has the stronger it is. This chart shows the power of elements with there amount of points. Because weapons and Abilities are different, go by the basic meaning that the more points the more power, but with elements, there is a set path of what you can do with them for the first bit of them. The chart goes as so.

5: the basic control of the element is acheived. One can move it around in basic movements

10: the element can be used as an attack. Launching forward basically in small amounts

20: beginning to the mastery of this ability, one can do more abstract attacks, and can create more of the element out of thin air.

30: Working harder on gaining strength, this basic use of the element is better, one can now do elaborate manuveurs with the element, and can place the element over something, using it for enchantments.

40: Knoledge of the element is more severe, other elements of weaker power can be resisted more easily, because of this knoledge. The Element can now be combined with other elements completely, making a perfect match with any element.

50: half way done, the element is no longer defient, not resisting and its powers are given to you. You can use it sparingly without an extreme strain.

60: Everything can be done at this point, to an almost incredible degree.

70: Your power with the element is much stronger, it is increasing with each point.

80: Your power can destroy almost anything, you are almost a master of it.

90: You can use your element in any way you can imagine, there is not a thing holding back this strength.

100: The element can be placed onto your character and can stay there. As a master of the element your element can overpower almost anything.
 
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