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Noble Negative J3T Captain
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Posted: Fri Feb 23, 2018 10:07 pm
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ P A R T S ____ W A R ► No you can't go at each other's throats without a proper battle system. ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ The Parts War system originally began as a website were Storm Riders traded rare and valuable parts with one another. Over time it developed into the competitive system monitored by the Storm Rider Network to track the progress of individuals and groups alike - The creator of the current Parts War system remains unknown. A Parts War is a battle between Storm Riders to gain Air Trek parts, emblems, territory or in some cases even Regalia. Collections of Storm Riders in groups called “teams” also compete in these battles to advance in both rank and prestige. Once a team has reached the pinnacle of the Storm Rider rankings they are eligible to take on what lurks in the mysterious Trophaeum Tower. Should their venture into the Tower be successful, that team will be permanently inscribed into the company of legends. Virtually preserved forever in their prime, it is the highest honor a team can attain.
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Posted: Fri Feb 23, 2018 10:08 pm
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ R U L E S ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
Just like in any competitive system, there must be rules and regulations to keep things efficiently balanced. A single rider can represent a collective group; if one member wagers an emblem the Team members themselves will suffer the repercussions. All teams and individual riders will be held to the following standards and regulations insuring the Parts War process is as smooth as possible:
_____Initiating the Parts War __________ ○ There are three different ways for a team or solo rider to initiate a Parts War between parties: • A sticker is placed over the sticker of an opposing team on their turf (in RP). The teams has 3 days to reply or they forfeit the turf. • You are approached directly in character with a verbal challenge. • Logging onto the Storm Rider Network (SRN Forum) and calling out a team or rider. ___Note: In Parts War, the challenging team is at a disadvantage since they have to fight on the enemy's home turf. The opposing team has full knowledge of the battle arena and is the only one who can set the rules and the game.
_____Increasing Team Rank __________ ○ Increasing Team Rank • A Team may increase their rank by winning three consecutive battles • By beating a team at least one rank higher then their team.
__________ ○ Decreasing Team Rank • Teams must whom lose three consecutive Parts Wars will rank down in class if they're higher than F-Class. All battles must be reported to the Parts War Forums, for them to count as a victory for the Team/Rider to Rank up. Also Video Recording or taking pictures of your Parts War is highly recommended so that new Members and Teams can see how the Parts War works.
_____Team Disbandment __________ ○ There are three choices when a team is disbanded. • The team can reform with a new emblem design. • The team members may also choose to join the another team. • Individuals can just become a solo rider.
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Noble Negative J3T Captain
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Noble Negative J3T Captain
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Posted: Fri Feb 23, 2018 10:09 pm
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ C L A S S E S ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
There are six classes in the Parts War, ranking from F to A, with a different competition for each rank. These competitions are Dash, Hurdle, Cube, Air, Disk and Balloon. A team can advance in rank by winning three times in a row against opponents of their own class, or winning once against an opponent of higher class. Some teams are noted to specialize in certain classes or on certain battlefields. For example, Behemoth and Jiggy specialize in D-Class Cube matches, and Sleeping Forest (Ringo in particular) is significantly more powerful inside the shaft of the Trophaeum.
_____F-Class: "Dash" & "Run" __________ ○ The most basic and simple Parts War there is. Dash is nothing more than a simple race to a designated finish line; the person to get there first wins the battle. Dash matches are carried out in a series of one-on-one races, meaning even two single opposing Storm Riders can engage in a functional Dash match. At higher ranks, dash becomes better known as "Run". The concept is the same, but the riders expect races be more difficult and expect races of one part of the city to the other mixed with intense combat. instead of dashes which usually are in clear straight or set paths and little combat. • For this series of one-on-one races, each team will cycle through an even number of combatants (if one team has five and the other team has three then only three races will take place). • For each race, the two involved will make a total of 3 posts each and then the race will be concluded. • The posting order in each match is decided by the character with the highest Speed stat.
Judgement For Dash, whichever team has the most Speed is the most likely to win but is not guaranteed. The rules of role playing still apply however. If the moderators come to the conclusion one team out role played the other then that team is going to win the decision. Upon conclusion the designated moderators will read through the race and judge the winner by vote. Whichever team takes the most wins claims the victory for the event.
_____E-Class: "Hurdle" __________ ○ A step up from the basic Dash match first discovered by fledgling Storm Riders. Hurdle incorporates the same concepts present in F-Class Dash matches, meaning one simply has to reach the finish line to win. However, to make things more difficult and to emphasize the skill gained by participating in frequent Parts Wars, large obstacles such as buildings or wide gaps have been added to demand more skilled and efficient Air Trek usage. Storm Riders do not have to go over the obstacles in their way, they are able to go through, around, or over obstacles so long as the finish line is reached. Like Dash this particular Parts War can be performed by two single opposing Storm Riders. • The opposing riders may perform tricks in order to cause another to fail a hurdle. If that occurs the match ends immediately assuming a counter cannot be performed. • Each Hurdle shall take one post. Be creative with going over them, or else it will count as a failed hurdle effectively ending the match. • The posting order in each match is decided by the character with the highest Jump stat.
Judgement For Hurdles, the team which has the most Jump is most likely to win. The rules of role playing still apply however. Each hurdle (a total of 3 hurdles per battle) will be judged as and considered a match of skill and wits. The characters involved will continue the match until one of the two riders makes it over all three hurdles. The first participant to clear all three will win the match. The team with the most match wins underneath their belt wins the event.
_____D-Class: "Cube" __________ ○ One of the most common and popular ways to challenge an opposing party to a competition is, Cube. The focus in the majority of Cube matches is one-on-one combat within an enclosed space. Generally two riders enter a designated area and commence to attack each other until one rider remains standing as the victor. It remains the most physically oriented of all the events. It should be noted that some battlefields may allow for larger scales of combat, teams and solo riders are not limited to location. As such the area may be decided up to the discretion of the challenged. • Each participant has a maximum of 10 posts to ascertain a victory for themselves and then match is finished. • In this Parts War it does not matter who starts the post order as each character is guaranteed a maximum of 10 posts towards his or herself (unless they are beaten before the maximum amount is reached).
Judgement For Cube, all of the team members are split up evenly into groups of single one-on-one fights. The post cap has been set in place to ensure Cube matches are not endless. When the fight comes to a close, the designated moderators will check the posts to render a decision based on who deemed to be competent (remembering to take stats into consideration when reading) and announce that person as the winner the match. If a character is defeated and admits such in character, then the moderators will not need to deliberate on a verdict for that particular match. The team with the highest number of wins out of all the fights that take place gets the victory for the event. It may help the participants if they put a number in the bottom of their posts to keep track of what post they are on in the fight, that way they are not taken off guard by the sudden ceasing of the fight. Note: In professional and school cube matches, due to the safety of the riders (and to not get sued), a referee may intervene and call a stop to a match if he deems it necessary. For example: If a rider is heavily damaged and needs immediate medical condition but refuses to admit defeat and keeps on trying to fight, the referee will step in and put a stop to the match, forcing the rider to admit defeat.
_____C-Class: "Air" __________ ○ Air consists of ten platforms, each with a specific number. After a certain amount of time set at the start of the battle, these platforms are successively knocked down in random order. This means that riders must effectively fight against the opposition in order to both gain and simultaneously maintain solid footing. The last team or individual standing wins the match, much like in Cube. The arenas for Air battles can vary so long as the standard falling platforms are present; fabled cases have even involved flying jet planes so they say. • Every time you jump from one platform to another platform it takes away a tax of 1 Stamina. You may attempt to jump from a falling platform or move between multiple platforms in the same post (you must still pay the stamina tax per platform). Just as others may attempt to push you off a standing platform. • There is a minimum requirement of at least 5 Jump to make it from one platform to another (any less and the participant will fall unless saved by an outside force, no exceptions). • Each platform will remain standing for 2 post cycles, meaning all participants have posted twice, before a random number between 1 and 9 is generated to determine which platform will fall (this will be performed by a moderator). Because of this, it is imperative to always list which platform a member is on during the Battle somewhere in the posting format. • If a number is repeated by the RNG, the moderator which choose the closest number under it. If that number is gone, the moderator will chose the closest number above it (For example, if 5 has been generated then the next to fall is 4 or 6 -- if 4 has already fallen. If platforms 4 and 6 have both fallen, then it is 3 or 7.); repeating this process until a platform deemed eligible falls. • At the end of the match, the team with a member standing is the winner. If there is an issue over a victor, the designated moderators will step in and commence a judgment. • The team or individual with the highest combined Jump stat dictates the posting order.
Judgement Air is simple enough. The battle starts out with maximum of 10 raised platforms. The stamina exertion cost is a necessary evil, the whole point of this particular event is emphasis on constant movement between the falling platforms - an action that can be quite taxing on the rider. Quick decisive judgment is needed in this match, not only is the element of suspense looming as you question which platform may fall there is a strong sense of danger as you vie for ground against another combatant. Those with too little stamina and too little jump will find this event difficult and are subject to falling easily.
_____B-Class: "Disk" __________ ○ The Air Trek version of ultimate Frisbee. The player with the disk is the handler. The handler can not move and must advance the disk by passing it to his teammates. The handler can not be attacked directly . Once the disk is in the air, anyone has claim to it and can attack. Attacks against the handler is not allowed. However, if a trick affects the terrain (like quake) then its allowable. The handler is usually covered by a defender. The defender must be a foot away at least when defending against the throw of the disk. The defender can not attack the handler directly with the trick but the defender can set up a trick to attack the disk when it is thrown or to change its projectary. Once the disk hits the ground, its the end of the possession and the opposing team takes possession at the spot of the disk. Alternating possession of the disk after each individual score which works as follows: • The team with possession of the disk has two turns (two full rotations through the post cycle) to score a point in the opposing team's goal. •All Disk battles take place on Half Mile length spaces for C class and below. After C class, all Disk battles take place on Mile long field. • If the team in current possession of the disk cannot score the opposing team takes possession of the disk.When the match start and after each score, teams will start out from their own goal . • This cycle repeats until one of the teams reaches a total of 3 points, after which the match has concluded and the team with the most points is determined the victor. If no team has scored a point after 3 full rotations. Sudden death is engaged and team with the • The team with the highest combined Speed stat receives possession of the disk first (the entire possessing team will then proceed to post completely before the defending team does, this counts as one post cycle). • Minimum participant requirement of 4 (2 v 2) •No one can attack the player with the disk directly. •Once a player catches the disk, he must stop in place and pass it to the next player. If the player catches the disk in the air, once his feet reaches the ground, he must stop then pass the disk. If a player catches the disk in the air, he has yet to pertain possession in regards to the parts war, so he can be attacked directly while holding the disk in the air. • If a charlie Horse occurs (ultimate version of a safety) this results in an automatic win. ~Disk has a time limit of 1 week (7 days) to finish. If by some action, no team has scored within the time limit it counts as a draw.
•while players who don't have the disk can attack each other freely to get open for pass or to cover the person from being able to receive the pass. However, if a person ends up being knocked out from these attacks, a substitute can be subbed in until the knocked out player is able to participate again.
Judgement Disk is fairly easy to explain. This is probably one of the few Parts Wars where stats are more along the path of guidelines than actual limitations and skill is key component in winning. In this Parts War you must abide by the two defining rules stated above. In each post those involved will have to be creative and skillful when describing both passes and defenses towards the goal. A match of this style is decided in an almost free-form sort of manner because there are no strict guidelines.
_____A-Class: "Balloon" __________ ○ The highest ranked, and hardest, battle system utilizing the 6 layers between A and F. Whichever opposing team takes possession of the balloon wins. The rules may look simple, but the difficulty is extremely high. Balloon is a team game usually carried out in 5-to-5 teams (although 6-to-6 has also been seen), where each team is separated into positions: * Panther - chases the balloon, and is the only member of the team who is allowed to touch it. If any other rider touches the balloon, the team will be disqualified. * Decoy - lures enemies away, pretending to be the Panther. * Ultimate - battles the other team. * Middle - assists the 3 people in front. * Keeper - stops the enemies' attacks. • Before this type of event even commences both parties must send a PM to one of the designated moderators listing the character and role player serving as the team's Panther, the match location, and the starting date (no exceptions). • Balloon has a time limit of one week (7 days from the start) unless an extension has been asked for. • The team with the highest combined READ is who will start the match (the entire team will then proceed to post completely before the opposing team does). • Minimum participant requirement of 6 (3 v 3).
Judgement Balloon, is a free battle. As you may recall, each team member has a certain position that they must fulfill (shown in the description above), how well each member plays their position and the overall cooperation of the team as a whole will be factored into the judging process should a clear winner not be determined. Once the time limit has expired the designated moderators will deliberate upon a decision and announce the victor. Balloon is the highest class of Parts War, and as such is considered to be performed by only the most experienced and prestigious of teams caliber. With this comes a slight leniency, so long as each member keeps themselves in check there are no particular rules or guidelines to judge by. The group that maintains control over the hectic setting and establishes the best role playing will be favored as the victor.
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Posted: Fri Feb 23, 2018 10:10 pm
VOID
▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀▀ P ROFESSIONALS __V.S__ S TORM RIDERS ► To riders of the storm like the past or Embrace the professional sport life? Why not both? ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ ▬▬▬▬▬▬ ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ In Air Gear: Wings of freedom, there are two ways of riding. There is professional riding and storm riding. Professional riding is the use of official practices and rules when having parts wars. Storm Riding, however follows the old style and lore of the air treks, using the nature and the elements around in the world as one's course. A rider doesn't have to stick to one specific style and can ride in both professional by day and storm rider by night. The way in which one rides affects the bonuses they receive, and can affect karma level and how the world reacts to your RPC.
Professional riding
Professional riders tend to participate in parts wars inside of thunder domes. Thunder domes are modified stadiums made to host storm riding events in which riders can use their full potential and ability without having to worry about endangering others and damage to public property.These events get televised for the world to see and the revenue made from the constant stream of part war views helps fund benefits for riders. While the safest and best way of having parts wars, riders that are true to the old lore tend to dislike riding in this type of fashion, feeling that it has taken away the freedom and wild nature that storm riding use to be. While some riders of the old lore battle professionally, those who heavily participate in this style usually go by other names in order to keep their popularity in the streets in tact. Professional Riding benefits are as follows:
~Free trek repairs after battles: After each battle in a thunderdome, participants are able to get their air treks repaired for free. If the participants have their own tuner, the tuner can repair the air treks for the participants while not having to pay for the cost of parts as the parts will be provided.
~Good Karma: Battles taken place within this style always result in good karma unless a rpcs actions dictates otherwise. (I.E. attack an already downed opponent)
~Money: Riding professionally adds extra income. When riding professionally, one is paid for their participation and is compensated as their image and battle will be televised for the world to see. All roleplay words that are cashed in from parts wars participated in thunderdomes receive a bonus the winner would receive 2x the amount of words and the loser. 1.5x amount of wordss
Storm Riding Storm Riding style doesn’t care about the surroundings or the dangers that of riding in public. They believe in the freedom and being close to the sky without being encaged in a dome. While true to the old style and filled with the thrill, danger and excitement of the sport as it was introduced in Japan. riding in this way doesn't always but tend to gain bad karma and for heavy fines as the NYPD aren’t too kind to storm riders when it comes to tickets, leaving riders of this style always low on cash. For low level parts wars,public tends to turn a blind eye, seeing it the same as skateboarding in a prohibited area. HOWEVER, the more upper level parts wars, do to its tendency to destroy public property and possibility to harm bystanders are cracked down heavily. However, you are a storm rider, you stick by the code and ride knowing this risk. Some professionals still partake in the style of the storm rider, but they tend to wear disguises in order to keep their sponsors. The bonuses for Storm Riding is as follows
~Street cred: Those who live the storm riding path, or participate in the style of the storm rider on a regular basis receives recognition and grace from storm riders alike and storm riding gangs. While passive, this bonus allows for a following in which when traveling through areas, MOST gangs and teams will not attack you and will even protect your turf for you if high enough. Though there are always exceptions.
~Natural Habitat: Riding this style has brought many different situations and countless variables in conditions in which no dome can replicate perfectly. Adapting and experiencing these conditions has given storm riders ungainable knowledge and experience that those who stay on the professional path can never hope to achieve. When battling in a professional setting, the rider gains a bonus of 10 extra Read for the duration of the parts war.
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Noble Negative J3T Captain
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