Post by Chevy on Dec 23, 2018 7:47:42 GMT
Introduction
Age of Gezo (AoG) is a 2D roleplaying game hosted on the Byond platform, featuring a world and history that is player-driven with elements from anime such as Naruto, Bleach, One Piece, etc. The player creates a character and assumes the identity of their character, interacting with other players in the elaborate sandbox roleplaying environment to achieve whichever goals they aspire. Whether the player seeks to achieve superiority as a combatant, to lead a nation as its ruler, or take on the productive arts, the only bounds are the player’s creativity.
The following guide has been made to help newcomers, and regular players alike, come to a better understanding of AOG’s full features and gameplay elements.
The following guide has been made to help newcomers, and regular players alike, come to a better understanding of AOG’s full features and gameplay elements.
Character Creation
- Entering the Game
Upon creating a character, players are prompted with personal customization and the choice to be born within a specific region. Birthplaces will differ by the setting of the wipe and may affect the available starting progression options for your character, either by cultural professions or innate racial traits. This will be further explained later on.
When the character has spawned into the world, the first thing the player should do is search under the “Combat” tab at the top right corner of the screen for the verb “Stat Set”. Stat Set will then immediately determine the character’s starting statistics, taking into account variables such as traits, genetics, and perks in the character’s inventory. Whenever alterations are made to your character, such as receiving a new perk or status effect, you should always hit stat set to update your stats. - Traits, Genetics, & Skill Rank
Traits are a small portion of the character creation that is randomly rolled for every player. Each trait has its own particular effect and boon, some might carry repercussions for their presence in the player’s inventory. While these Traits mostly provide a slight advantageous edge for the players that rolls them, they are still not as pivotal as Perks or other such things that may assist a player far more directly.
These Traits, if rolled, are encouraged to be reflected even just the slightest on the character’s personality. In such a fashion, not only will they provide actual assistance, but Traits will also serve as a way of coloring your character building a bit further. Your Trait can be found under the primary tab in the game, where all the statistics of your character are detailed.
While they do not affect a character’s personality, Genetics function similar to traits. They provide a character with ‘additional’ growth in particular statistics. Both Genes and Traits are limited in Age of Gezo, bestowing interesting combinations of both.
‘Stat Set’ is needed to discover which Genes you’ve rolled.
Lastly, Skill Rank defines a character’s experience, often considered to be the ‘power level’ of an individual. While this isn’t always true, Skill Ranks do further enable progression in Age of Gezo. Depending on your Grade level, you may purchase, and upgrade, Perks and Jutsu (as Skill Rank is required for such).
Higher Skill Rank is obtained through the mastery of Jutsu or participating in missions, as both provide the player with significant amount of experience (EXP). Starters can provide players with special training, granting them a minimal amount of experience to grade up. In addition, Events ways to acquire experience, adding more options to players, furthering progression! - Statistics
Statistics are vital in the roleplay present in Age of Gezo. Feats occasionally require Stats to perform, and each of them correspond to a particular aspect of a person’s performance. Most of the time, Stats are used in combat to ensure a smoother and faster flow behind it. However, Stats aren’t to be considered absolute, as particular strategies or preparations can diminish their uses. Stats are calculated based on the Perks a person gets and their Skill Rank. Upon getting a Perk, a person is usually advised to click Combat then Stat Set to update their statistics. Other values can also affect a person’s Stats such as Buffs or Temporary Boosts through particular items. Adversely, debuffs and injuries can diminish a person’s statistical values.- Physical Stats
- Strength: The Strength stat is what it says; it is the measure of a person’s physical might, permitting them to lift heavier objects or strike with greater force. A person’s Weight Capacity is their Strength x 20kg.
- Reflex: The Reflex stat is the particular capability of a person to react to another individual’s actions, mainly attack in combat. This stat involves a person’s agility, thereby equating to a person’s prowess in movement within their current space.
- Attack Speed: The Attack Speed is a person’s capacity denoting how fast they can strike within close quarters. This stat is often pitted against another character’s Reflex in combat to denote how well they can dodge an attack.
- Speed: The Speed stat is the ability to accelerate and move within the acceleration. It also denotes a person’s maximum Tiles Moved per turn. The Maximum Tiles a character can move is equal to their Speed Stat.
- Durability: The Durability stat is the measure of a person’s capability of enduring and withstanding blows with their physical body.
- Essence Stats
- Control: The Control stat is the capacity of a person to manipulate their inner energies; their Essence (or Chakra in particular parlance). It denotes a person’s skill in molding it, using it for their purposes and overall prowess in maintaining its presence. Should this Stat fall beneath zero, the person loses their capability of using Essence.
- Spiritual Defense: The Spiritual Defense stat is the opposite of durability. It is the capability of a person to protect their spiritual body by passively exerting their Essence against attacks.
- Mental Resistance: The Mental Resistance stat indicates a person’s ability to defend against Genjutsu, and other psychological incursions.
- Intelligence: The Intelligence stat is the person’s intellect quantified through numerical values. It is mainly used for Fuuinjutsu, such as how complex one’s seals are or their overall strength. Additionally, falling into the negatives throws a person into a rampage.
- Skill Stats
- CQC: The CQC stat is the quantified form of a person’s proficiency in Close Quarter Combats. While other aspects define other parts of the battle, the CQC stat is what permits a person to outskill their enemy with pure proficiency rather than raw might. It is mainly used for Parrying.
- Spirit: The Spirit stat is the Control stat’s partner. If Control is the measure of the skill a person manipulates their Essence with, their Spirit is the measure of the impact that their Essence holds. It is the main damaging factor of their Essence.
- Mental: The Mental stat denotes the person’s capability in utilizing Genjutsu to affect their foes.
- CQC: The CQC stat is the quantified form of a person’s proficiency in Close Quarter Combats. While other aspects define other parts of the battle, the CQC stat is what permits a person to outskill their enemy with pure proficiency rather than raw might. It is mainly used for Parrying.
- Physical Stats
Professions
Professions in Age of Gezo are what define the character’s focus in their training or path. Simply put, professions are the character’s chosen specializations, derived depending from the Perks that they have as well as the tiers of the aforementioned Perks. A character can only have a single given Profession until they reach C in Skill Rank, upon which they are deemed to have enough general experience to dabble into their Secondary Profession. Certain traits alter this requirement such as the Hardworker trait, providing the player with an additional Profession Slot at B.
Another Profession slot opens up at A, functioning as the final slot for most characters as a sign of their immense experience in the field. However, those who fully reach the coveted S- Rank as a shinobi, they no longer have any limit to their Profession Slots.
Professions do not simply decide what Perks a person can get and what they cannot get, as upon being locked into a Profession, a myriad more of possibilities are opened up to the character. For instance, with the Profession lock comes their ability to not only learn B-rank (or higher) jutsu from their chosen Profession tree, but it simultaneously permits the creation thereof through Custom Jutsu. As most Perks that lock people into a Profession are Tier 3s (if not achieved through the quantitative process of having two or more Perks pertaining to the profession), these Perks tend to come with their own unique effects from the Tier 3 Stage.
It is highly advised that players pick Professions that reflect their character’s goals and specializations, thereby giving way to a healthier character building and development. Profession Locks and what Perks pertain to which Professions are accessible in the Commands tab then Rules verb to open the Rules page, which in turn contains the list of Profession Locks.
Another Profession slot opens up at A, functioning as the final slot for most characters as a sign of their immense experience in the field. However, those who fully reach the coveted S- Rank as a shinobi, they no longer have any limit to their Profession Slots.
Professions do not simply decide what Perks a person can get and what they cannot get, as upon being locked into a Profession, a myriad more of possibilities are opened up to the character. For instance, with the Profession lock comes their ability to not only learn B-rank (or higher) jutsu from their chosen Profession tree, but it simultaneously permits the creation thereof through Custom Jutsu. As most Perks that lock people into a Profession are Tier 3s (if not achieved through the quantitative process of having two or more Perks pertaining to the profession), these Perks tend to come with their own unique effects from the Tier 3 Stage.
It is highly advised that players pick Professions that reflect their character’s goals and specializations, thereby giving way to a healthier character building and development. Profession Locks and what Perks pertain to which Professions are accessible in the Commands tab then Rules verb to open the Rules page, which in turn contains the list of Profession Locks.
Building
Building, being the most crucial and enjoyable part of Age of Gezo, dictates your character’s growth. While it is entirely optional how a player decides to build their character (Perks and Jutsu), you’re encouraged to allow IC development determine how they’re to be. A player may have a ‘goal’ set for their character, but it’s safe to say that things never go as planned!
Initially, a build begins with the purchase of a core perk and specialization of choice (Profession). Acting as stepping stones, core perks allow the purchase of other higher, and more valuable perks. This does not lessen their value, having upgraded cores can benefit the character in certain scenarios. From there, it’s all the player’s choice.
Take an arm-wrestle, as an example. The victor is dependent on who has the higher Strength perk, or Strength stat.
The selection of perks the game offers is found under Commands tab then Perks verb, It opens the Perks page, an alphabetical list of perks that informs the player of their descriptions and costs (both in RPP and RPs).
As for building guidelines, professions are the only one. Through profession locking, players are limited to purchase perks that supplement their specialization, or upgrade it. By denying branching at the early stages of building, strong foundations are formed within characters, easing progression. If you’re curious as to how starter builds for certain professions look, here are a few potential examples:
Disclaimer: In this upcoming wipe, every presentable perk has been reworked, thus
making so that even experienced players are essentially new to the current building
environment.
Initially, a build begins with the purchase of a core perk and specialization of choice (Profession). Acting as stepping stones, core perks allow the purchase of other higher, and more valuable perks. This does not lessen their value, having upgraded cores can benefit the character in certain scenarios. From there, it’s all the player’s choice.
Take an arm-wrestle, as an example. The victor is dependent on who has the higher Strength perk, or Strength stat.
The selection of perks the game offers is found under Commands tab then Perks verb, It opens the Perks page, an alphabetical list of perks that informs the player of their descriptions and costs (both in RPP and RPs).
As for building guidelines, professions are the only one. Through profession locking, players are limited to purchase perks that supplement their specialization, or upgrade it. By denying branching at the early stages of building, strong foundations are formed within characters, easing progression. If you’re curious as to how starter builds for certain professions look, here are a few potential examples:
- Taijutsu Specialist: A Taijutsu Specialist is dependant on their Fighting Style perk of choice, each boosting a different Physical Statistic; but in all increasing their CQC stat drastically.
Exemplary Build: T3 Taijutsu Perk, T2 Attack Speed, T2 Strength, T2 Reflex, T1 Sight. - Kenjutsu Specialist: A Kenjutsu Specialist relies on their weapon, benefitting more on increasing their Reflex and Attack Speed over any other stat. However, this does not make them less incompetent in CQC, lest they do not hold a weapon.
Exemplary Build: T3 Attack Speed, T3 Reflex, T2 Weapon Perk, T1 Hearing, T1 Sight. - Elementalist: This profession centers around the Control stat, succeeding in the usage of Ninjutsu. Typically, they’re not much of a physical fighter.
Exemplary Build: T3 Control, T3 Elemental Perk (Fire, Water, Earth, or Wind).
Disclaimer: In this upcoming wipe, every presentable perk has been reworked, thus
making so that even experienced players are essentially new to the current building
environment.
Combat
Combat is part and parcel of what makes Age of Gezo as it functions quite simply yet simultaneously complex enough to provide the room for strategic ventures. The flow of Combat in Age of Gezo functions in a Round System. At the commencement of Combat, players are mainly advised to head to Commands and click Fight. This verb will make it so that Stamina is automatically subtracted from your present Stamina pool, emulating the taxing effect fighting has on the person’s body.
Following that, players will begin with the actual battle itself, with the one having a higher Speed Stat moving first. Though with proper agreement, this flow can change. During the player’s turn, they can Move and Attack. Movement Speed is equal to the person’s Speed Stat in Tiles, meaning that if a person has 5 Speed, they can move 5 Tiles per turn. Attacking functions quite simply, in which a person performs an attack either through a technique or simply a basic attack.
Calculations will take hold of this venture with most of the situations and actions having assigned calculations to them. These calculations can be read on the Rules page of the game itself, accessible through Commands then Rules
Following that, players will begin with the actual battle itself, with the one having a higher Speed Stat moving first. Though with proper agreement, this flow can change. During the player’s turn, they can Move and Attack. Movement Speed is equal to the person’s Speed Stat in Tiles, meaning that if a person has 5 Speed, they can move 5 Tiles per turn. Attacking functions quite simply, in which a person performs an attack either through a technique or simply a basic attack.
Calculations will take hold of this venture with most of the situations and actions having assigned calculations to them. These calculations can be read on the Rules page of the game itself, accessible through Commands then Rules
Techniques
A huge part of combat rests in the usage of Techniques, skills and maneuvers that have been learned by the character that will assist them in performing tasks that might otherwise be considered superhuman or particularly proficient. Both outside and inside of battle, techniques permit the player to perform tasks normally out of their reach, though these also have a major effect in battle.
Most techniques have separate calculations attached to them, or bonus effects that make them highly advantageous to use in combat, therefore marking them as trump cards often advised to be used at the proper opportunity in combat. Outside of it, these techniques function as supplementary to the character’s actions. A particular technique might help obfuscate the character’s presence while moving about, or another might simply help them be at two places at the same time. Needless to say, the usage of Techniques are vast and assists with roleplaying, whether in battle or otherwise. However, their use comes with a price.
Techniques in Age of Gezo have respective drains attached to them during their usage, with the drain reflecting the pool the technique derives from as well as the mastery of the user. Particular Perks may also affect the drains of certain techniques, lowering them and mitigating the strain on the user. When using techniques in combat, it is considered to be the action taken during the turn, the Attack that they’ve made, mechanically speaking.
A person may only use one -Essence- technique and one -Stamina- technique per turn. The activation of Buffs is considered to be a technique usage in that same vein, with a particular exclusion being the activation of one’s Eight Gates or the inclusion of other similar techniques that mitigate this clause.
The presence of the Transitionist Perk permits a person to use two techniques successively, letting an individual use two Stamina-draining techniques or two Essence-draining techniques per turn in quick succession. Additionally, with Dual Caster Perk, a person can use two Essence-draining techniques at the same time. The Dual Caster Perk only affects Spiritual techniques and not physical techniques, however.
Techniques can be bought through Jutsu RPP, purchased through the Spend RPP Verb or Custom Jutsu application. Alternatively, techniques can be taught by other people, which would then mitigate the RPP cost and simply necessitate RPs from the student learning the new technique. Another thing to note is that Techniques require to be mastered by the player manually, before being taught.
Note: Techniques are no longer upgraded through the use of ‘Training’ verb, but via Jutsu RPP(JRRP). You can no longer manually train your jutsu without a proper cost.
Progression
Progression in Age of Gezo is simply based on a person’s activity and proactivity. Each time a player posts a roleplay, the roleplay is automatically logged by the system. Every week on Fridays, a person receives a Log Check from one of the checkers, whereupon they read through the logged activity of the player to discern the amount of RPP (Roleplay Points) that they receive for their activity. These points vary from person-to-person, with the quantity of the received points reflecting their activity, both in quantity and quality of their posts. In this form, a person that sparks RP a lot and starts scenarios will gain a high amount of RPP. Log Checks are mainly given during Fridays, stretching out to Saturdays and Sundays occasionally if needed.
Depending on the person’s activity, they will be ranked accordingly and given RPP values to match that:
Level 1 - Little-to-no activity shown in the roleplay log. This includes some degree of roleplay, as well as minor developments. This is generally the default level given to people if they were inactive during the week.
Level 2 - Given when the roleplayer has a moderate degree of activity. They roleplayed a fair amount of times and impacted other characters in some fashion. Usually, those who receive this level present a decent amount of proactivity, sparking roleplay with others and developing their own character.
Level 3 - This level reflects a player’s considerable activity. They are a positive contributor, adding to their development and to others’ development at the same time. They are both proactivity and talented, spending a great amount of time on the game to flesh out not only their own roleplay, but also the others around them.
Level 4 - A level reserved for those very active. Those who are considered to be at this level for the week have impacted the roleplay around them by a great degree. Their proactivity is not only considered to be excellent but also influential to the people around them. They are mainly interactive and roleplays a great amount with the players around them as well, leading to recognition for their character development and openness.
There are two types of RPP: RPP for Perks (more on Perks further down), and RPP for Jutsu. When receiving a Log Check (abbreviated as LC from hereon), a person automatically receives RPP for their Jutsu alongside their Perk RPP. Jutsu RPP can then be spent normally, permitting a person to purchase Jutsu either for their clan or simple jutsu that can be accessed. This RPP can also be used to create Custom Jutsu, unique techniques made by the player in question. Custom Jutsu are submitted through applications, looked over by the Custom Admins and given judgement whether or not they need further adjustments or Perk requirements.
As for Perk RPP, a player can spend it to either upgrade a scaling Perk or to purchase an entirely new Perk. Core Perks are purchased simply through the Spend RPP verb without any further requirements or elaboration. Will Perks or Profession Perks require to be RPed towards with the quantity depending on the perk. The RPs considered to be valid are mainly the ones pertaining to the perk, for example, to gain the Boxer Perk, you will need to actually RP training your punches to reflect the growth towards it. Most perks that require RPs to gain function on a 1 paragraph = 1 RP. So for instance, if a Perk needs 15 RPs to purchase, you will need to type 15 paragraphs of training in the vein of that Perk to purchase it.
Depending on the person’s activity, they will be ranked accordingly and given RPP values to match that:
Level 1 - Little-to-no activity shown in the roleplay log. This includes some degree of roleplay, as well as minor developments. This is generally the default level given to people if they were inactive during the week.
Level 2 - Given when the roleplayer has a moderate degree of activity. They roleplayed a fair amount of times and impacted other characters in some fashion. Usually, those who receive this level present a decent amount of proactivity, sparking roleplay with others and developing their own character.
Level 3 - This level reflects a player’s considerable activity. They are a positive contributor, adding to their development and to others’ development at the same time. They are both proactivity and talented, spending a great amount of time on the game to flesh out not only their own roleplay, but also the others around them.
Level 4 - A level reserved for those very active. Those who are considered to be at this level for the week have impacted the roleplay around them by a great degree. Their proactivity is not only considered to be excellent but also influential to the people around them. They are mainly interactive and roleplays a great amount with the players around them as well, leading to recognition for their character development and openness.
There are two types of RPP: RPP for Perks (more on Perks further down), and RPP for Jutsu. When receiving a Log Check (abbreviated as LC from hereon), a person automatically receives RPP for their Jutsu alongside their Perk RPP. Jutsu RPP can then be spent normally, permitting a person to purchase Jutsu either for their clan or simple jutsu that can be accessed. This RPP can also be used to create Custom Jutsu, unique techniques made by the player in question. Custom Jutsu are submitted through applications, looked over by the Custom Admins and given judgement whether or not they need further adjustments or Perk requirements.
As for Perk RPP, a player can spend it to either upgrade a scaling Perk or to purchase an entirely new Perk. Core Perks are purchased simply through the Spend RPP verb without any further requirements or elaboration. Will Perks or Profession Perks require to be RPed towards with the quantity depending on the perk. The RPs considered to be valid are mainly the ones pertaining to the perk, for example, to gain the Boxer Perk, you will need to actually RP training your punches to reflect the growth towards it. Most perks that require RPs to gain function on a 1 paragraph = 1 RP. So for instance, if a Perk needs 15 RPs to purchase, you will need to type 15 paragraphs of training in the vein of that Perk to purchase it.
Administrators
Administrators are the backbone to any game, ensuring the game’s success by enforcing rules and balancing variables. Age of Gezo’s administrative team consists of -ten- experienced players, each taking on important role(s) to establish prosperity. As newcomers, it’s important that you know these admins, what you should expect from them, and them from you. Players -should never- work in tandem with Administrators outside of character (OOCly), given their comprehension of the game’s elements. Administrators must always remain -unbiased- to all, judging based on the situation at hand and not emotions, fairly giving each player an equal chance. Respect is unspoken for, it is expected from both parties.
ZenoKuthric- Creator of Age of Gezo / Head Administrator
Zakku - Head Minister (Head Administrator in Zeno’s absence)
Maruka- Head Minister / Ranker
Chevy- Server Management / Customs Clan Approver
Felix Wind - General Administrator / Clans Approver
Bailey - Server Management (UK) / Clans Approver
HomoKuthric - Event Administrator / Enforcer
Omnikage - Customs Clan/Jutsu Approver
DaisukeT - Event Administrator / Enforcer / Lore Updater
DwnTwn - Event Administrator / Enforcer