Gate of Truth
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Gate of Truth

A Fullmetal Alchemist role play game.
 
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PostSubject: System Topic   System Topic Icon_minitimeThu Aug 14, 2008 2:49 pm

This is the one and only topic where new systems will be updated. Please check this topic regularly so that you will be updated on everything new that awaits you in the game.


Last edited by Admin on Sat Aug 16, 2008 2:37 pm; edited 1 time in total
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PostSubject: Re: System Topic   System Topic Icon_minitimeThu Aug 14, 2008 3:12 pm

Experience System


Going on missions or assignments or training yourself earns you experience in many different ways. In Gate of Truth things are just like that. Whether you accomplish your task or not, whether you gain your needed skill or not, you learn how things go and earn experience.

Gaining enough experience raises you a new level of your personal abilities. Once you raise that new level you are allowed to separate 2 new points between your Character Stats (I; S; MP; W).

Example:
Ion the beginning you have 0 Exp and you need 10 to reach 2nd lvl. When you reach those 10 exp you raise a lvl and get 2 points for your Character Stats. Then you start at 0 exp again and you have to reach 15 exp to get to lvl 3.

Here is the experience needed for any new level:

2 – 10
3 – 15
4 – 20
5 – 25
6 – 30
7 – 35
8 – 40
9 – 45
10 – 50
11 – 60
12 – 70
13 – 80
14 – 90
15 – 100
16 – 110
17 – 120
18 – 130
19 – 140
20 - 150
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PostSubject: Re: System Topic   System Topic Icon_minitimeThu Aug 14, 2008 3:18 pm

Grade Sysytem

In every Character Sheet there is a section for the Skill Level of the character. There are three statistics there which are calculated in grades. Those are the statistics of your skills and they can only be increased during the time you spend at the Academy. In the beginning they are all at 0 Grade, so you have to work hard to advance further on.

When studying Basic, Standard or Expert Skill Level you need to raise all the stats to a certain grade.

Mylitary Stats


In the Military Sheets there are the following three stats:

- Physical Skills;
- Interrogation Skills;
- Documentation.

The grade of Physical Skills is raised by different sport activities and most important – shooting.
The Interrogation Skills’ grade is increased by strengthening your Will so you can press it upon other people and their opinions.
The Documentation grade is raised by reading and filling in different kinds of
documents that may come in handy for you in the future.


For mastering Basic Military Skills you need to reach the following grades:

Physical Skills: 10 Grade
Interrogation Skills: 7 Grade
Documentation: 5 Grade

For mastering Standard Military Skills you need to reach the following grades:

Physical Skills: 15 Grade
Interrogation Skills: 17 Grade
Documentation: 12 Grade

For mastering Expert Military Skills you need to reach the following grades:

Physical Skills: 22 Grade
Interrogation Skills: 22 Grade
Documentation: 22 Grade

Alchemy Stats

In the Alchemy Sheets there are the following three stats:

- Circle Skills;
- Alchemy Understanding;
- Transmutation.

You increase the grade of your Circle Skills by practicing your drawing and knowledge of the
circles.

The Alchemy Understanding is the main thing for one transmutation and its grade can be raised by reading more about its nature and origins.
To improve the grade of your Transmutation all you have to do is more practical training.

For mastering Basic Alchemy Skills you need to reach the following grades:


Circle Skills: 10 Grade
Alchemy Understanding: 7 Grade
Transmutation: 5 Grade

For mastering Standard Alchemy Skills you need to reach the following grades:

Circle Skills: 15 Grade
Alchemy Understanding: 17 Grade
Transmutation: 12 Grade

For mastering Expert Alchemy Skills you need to reach the following grades:


Circle Skills: 22 Grade
Alchemy Understanding: 22 Grade
Transmutation: 22 Grade


Last edited by Admin on Sat Aug 16, 2008 2:38 pm; edited 1 time in total
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PostSubject: Re: System Topic   System Topic Icon_minitimeThu Aug 14, 2008 4:06 pm

Military Ranks

When a certain Military Soldier ends the Academy or an Alchemist becomes a State Alchemist, they find their way up the ranks. The road is hard and difficult but with the right determination and dedication it can be overcome.

All Military Characters begin their climbing of the ladder of ranks at Second Lieutenant. On the other hand, State Alchemists start at Major.


Here is some information on the ranks:

- Second Lieutenant;
- First Lieutenant;
- Captain;
- Major;
- Lieutenant Colonel;
- Colonel;
- Brigadier General;
- Lieutenant General;
- General.

Raising trough the ranks is fulfilled by increasing your levels. To rise to First Lieutenant you need to go 5 lvls up. To become Captain you must obtain another 5 lvls and the same goes for becoming Major, too. Then, both Soldiers and Alchemist raise a rank by obtaining 10 lvls. When you become Colonel the requirements rise to 15 lvls and it goes the same way up to General. There will be no new Fuhrer since Bradley already has that job covered.

Rising in ranks means rising in authority over the lower ranks and gaining new privileges, e.g. an order given by the First Lieutenant can be nullified by the Captain and/or his higher-ups. After you reach the rank of Colonel you are allowed to assemble your own unit which is still under the command of the higher-ups.

Yet no matter how far up you go, you must always obey the Fuhrer and his orders.

Important:
While in the Military you go on a lot of missions and the higher your rank is, the more important they are. If you fail to successfully complete an important mission you receive a notice containing a warning. If you fail your next mission again, your rank drops one level down.
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PostSubject: Re: System Topic   System Topic Icon_minitimeFri Aug 15, 2008 3:59 pm

Task System

When a person is in the Academy, be it Military or Alchemist, they go to classes and train to improve their skills, but they can have the same result if they go on assignments. Also, during that time the students need money as well – that is why different jobs will be given to them to raise them. This is where The Task Hall steps in.

There are two types of tasks you can get there – assignments and jobs.

The assignments are like specially selected exercises which will help you to rise to the needed Grade of your skills and gain experience in the mean time. Jobs don’t give you experience, but accomplishing them will give you money to buy whatever you need and a rise of your Character Stats.

Different jobs may require some statistics from the one who takes them. Those missions will be harder and, of course, better paid as well. For example there might be a job for cleaning a high place where you will have to have a certain amount of Flexibility to reach and not fall from.

Tasks will be taken by two different boards – the Assignment Board and the Job Board. When you wish to get one, you write in the topic which one you choose and wait for a Narrator to create a topic for the task. That topic will be created in The Task Hall.

The Task Boards will have a constant amount of Sheets on it – the Job board will have 10 Job Sheets and the Assignment Board – 12 Assignments. When a Job/Assignment Sheet is taken from a Student, its number is scratched like this. New Jobs and Assignments will only be put up after all Sheets are taken.

Here is an example of what an Assignment Sheet looks like:


Assignment Sheet №1 - This is the number of the sheet which should be mentioned in the post so that the person gets the right assignment.
Skill of the Assignment: Circle SkillThis shows the grade of which skill will be increased if the assignment is successfully completed.
Assignment Task: Redraw 20 flawless Alchemic Circles.This is the task you need to complete to finish the assignment.
Requirements: Circle Skill 1 GradeThese are the requirements for the assignment. You can never get an assignment for a skill that is at 0 Grade. Other requirements will be listed after the first one.

Here is an example of what a Job Sheet looks like:

Job Sheet №1 - This is the number of the sheet which should be mentioned in the post so that the person gets the right job.
Payment: 10 cenzThis is the payment you will receive if the job is successfully done.
Job Task: Sweep the floor of the Academy halls. - This is the task you need to complete to finish the job.
Requirements: None - These are the requirements for the job.
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PostSubject: Re: System Topic   System Topic Icon_minitimeSun Aug 17, 2008 6:44 am

Gambling System

Since there might be people who want to win more money without going on jobs, now there is such an opportunity, thanks to the extras of this forum. Throughout the RP fields there will be such places where you can gamble. To do that you must first buy chips with your money which are sold there. You can later bet those chips on simple dice games. There will be only a small number of games available and I will post the rules here. This is so that misunderstandings about the winner/looser of the game won’t appear.

To roll the dice all you need to do is check the ‘Dice Roll’ field under your post before you send it. You can use as many dice as there are required on the game and then choose ‘Gambling Dice’ from the falling menu. The roll is completely random and will be displayed in a post from the Admin account after your own.

You can gamble with other existing characters or with that are played by the Narrator.

If none of the players win the bets are won by the dealer who will be a character played by the Narrator, or in other words even if neither win, you still loose your chips.

So, here are the games that will be played:

Even-Odd

The game uses two dice, which are shaken in a cup by a dealer. The cup is then overturned onto the table. Players then place their bets on whether the sum total of numbers showing on the two dice will be even or odd. The dealer then removes the cup, displaying the dice. The winners collect their money.

This game can only be played by two players.

Chuck-a-luck

Chuck-a-luck is played with three standard dice that are kept in a device shaped somewhat like an hourglass that resembles a wire-frame bird cage and that pivots about its centre. The dealer rotates the cage end over end, with the dice landing on the bottom.

Bets are placed based on possible combinations that can appear on the three dice.

Here are the possible combinations on which you can bet:

*Single Dice Bet - A specific number will appear
*Any Triple - Any of the triples (all three dice show the same number) will appear
*Big - The total score will be 11 or higher
*Small - The total score will be 10 or lower
*Field - The total score will be outside the range of 8 to 12

Under Over

Under Over is a simple game played with two dice. Each player decides to bet on one of the three opportunities and whoever wins takes all of the bets. The dice are rolled in a cup by a dealer. The game can be played by to or three people. Here are the options a player can choose from:

*Under 7
*Over 7
*7
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PostSubject: Re: System Topic   System Topic Icon_minitimeSun Aug 17, 2008 4:26 pm

Alchemy Specialization

Equivalent Exchange – the main law of Alchemy – you cannot obtain something without loosing a thing with equal value.

There are three steps that must be followed for a transmutation to be complete:

Understanding – the Alchemist has to find out what substances the object is composed of.
Decomposition – the Alchemist must use the Alchemic energy to break trough the bonds that hold the atoms together.
Reconstruction – the Alchemist must put those atoms back together in a different way to reach the desired outcome of the transmutation.

The strongest weapon of the Alchemists, as powerful as it maybe in its full glory, has its boundaries inside the human mind – there is no possible way for a person to learn and understand everything within the one life he/she’s been given. That’s why different Alchemists specialize in different types of Alchemy.

First, there are the basics. To put the pieces of a broken vase back together, to lift the ground a little, to make origami out of a piece of paper – these and similar examples represent the easiest to understand and do transmutations that can be found. By studying them and exercising with them the students can easily grasp the foundations of Alchemy and that is why they are all they learn while going trough their first Skill Level.

But when they enter the Standard Skill Level they start studying harder things and thus must choose a direction in which to go. There are multiple possibilities for the Alchemists and here are those which are seen in the anime/manga:

Earth Alchemy – This specialization concentrates on studying the different substances that can be found in the earth and rearranging them to your own desires.
Example of a character who uses such Alchemy: Alex Lious Armstrong

Water Alchemy – This specialization concentrates on everything a person can do with the simple H2O molecule.
Example of a character who uses such Alchemy: Clara (aka Psiren)

Air Alchemy - This specialization concentrates on examining the gasses floating around us in the air. It would prove to be one of the hardest to learn because of the difficulty of controlling atoms that move so far from each other.
Example of a character who uses such Alchemy: Lyra

Fire Alchemy - This specialization concentrates on affecting the air around a flam so that you may change its form and direction.
Example of a character who uses such Alchemy: Roy Mustang

Biological Alchemy
– this difficult and complex type of Alchemy concentrates on studying the substances creating the bodies of living creatures and by various experiments creating hybrids called chimeras.
Example of a character who uses such Alchemy: Shou Tucker

Plant Alchemy
– It may be considered as a part of the Biological Alchemy, but it concentrates on plants rather than animals and human beings. Studying this Alchemy would allow an Alchemist to control the growth of different plants as well as control their actions.
Example of a character who uses such Alchemy: Russell and Fletcher Tringum

Basic Alchemy
– This specialization allows an Alchemist to strengthen his/her knowledge on the basic transmutations and concentrate in them. Those who chose this will learn small parts of other types of Alchemy which would help them in their desire to perfect their beginner skills.
Example of a character who uses such Alchemy: Edward and Alphonse Elric

These specializations are the main ones that were taken from the anime and manga, but this game doesn’t go only by them. There are many original things in here and imagination is allowed in this part of it as well. If a person wants to specialize in a different kind of Alchemy that she/he sees fit, that person should write to the Admin and propose his specialization of choice and if the Admin approves of it he/she may study it. No power play will be tolerated, be reasonable!
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PostSubject: Re: System Topic   System Topic Icon_minitimeMon Aug 18, 2008 2:19 am

Military Specialization

Even in the Military you can’t study everything – mastering the use of one weapon is hard enough on its own. This is why after you finish your Basic training, where you learn to shoot only with an automatic pistol, you have to choose a weapon in which you’d wish to specialize.

During your stay at the Academy the Military will provide you with the needed weapon and ammunitions, but after hat you’d have to buy them yourself.

Here’s some information on the weapons you can choose from. And even though everyone will kow how to use an automatic pistol, you can choose to specialize in that, as well.

An automatic pistol – needs reloading after 7 + 1 shots. Easy to transport; doesn’t do much damage; is loaded with a charger, not one bullet at a time; isn’t that heavy; its mechanism may malfunction at some point of over-usage, etc.; effective range: 250m.

A rifle – needs reloading aster two shots. Easy to transport; does a lot of damage; doesn’t weigh too much; effective range: 300m.

A revolver – needs reloading after five shots. Easy to transport; doesn’t do much damage; can be frequently and effortlessly be used; is easily reloaded; is very light; effective range: 200m.

A bazooka - needs reloading after one shot. Hard to transport; does considerable amount of damage; weighs a lot and slows down the speed; preferably used at long range, from a safe place; effective range: 600m.

A sniper rifle - needs reloading after one shot. Hard to transport; very accurate, kills on the spot if used properly; weighs a lot, but doesn’t slow too much; preferably used at long range from a safe place; effective range: 800m.

A machine gun – needs reloading after a box of ammunition has been used up (can’t be counted since it shoots too fast, but it’s around three-hundred bullets). Hard to transport since it has a stand; shoots rapidly; if held properly can be accurate; is very hard to control properly; preferably used at long range from a safe place; effective range: 1000m.
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