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A New Generation of wizards have rose up and joined to face off the forces of evil. However that evil might be some of their own kind 

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FTCC Magic, Stats & Fight Guide

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Eighth Diviner
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PostPosted: Sat Feb 29, 2020 3:41 pm


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F T C C - M A G I C - / - S T A T - & - F I G H T - G U I D E

          All kinds of Magic are used in Earth Land and formerly in Edolas, and they can be used for many purposes such as offense, defense, supporting, and healing. Magic is used by exerting their Magic Power as a wide variety of spells or by focusing it into an external source. However, some items and weapons such as Edolas Items use Lacrima to power them. In order to learn Magic you must train your intellect and spirit. However, it should be noted that the stronger the Magic, the more it tends on selecting its wielder; if the Mage's mind is frail, the Magic will take over and destroy them.

          Magic is the physical embodiment of the spirit. When the physical spirit of an organism connects with the spiritual flow of nature, the spirit forms of Magic as a product of the connection. only 10% of the world's population is able to use Magic, which is noted to keep a balance between ordinary people and those with Magic. It takes an enormous amount of concentration and mental ability to use Magic.

          There are two main classifications of Magic: Caster Magic and Holder Magic. Within these two there are many sub categories such as Edolas Items, Lost Magic, and Magic Items.

          [ Caster Magic ] Magic that is expelled from the body as opposed to Magic done through the use of a weapon or outside source.

          [ Holder Magic ] Magic that requires a Mage to use an external source to produce the Magic. It usually requires the use of Magic Power, though there are some exceptions such as Edolas Items that are powered by Lacrima


_All_About_Magic
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          XXX。。。MAGIC POOL

          Each mage will start out with a base magic scale for your character based on your starting rank... This base becomes your character's overall magic reserves compared to others. Add them up with bonuses and train hard so your character can become much stronger and not run out of magic in battle! Your Magic Pool also represent your stamina pool.


          【Pools By Rank/Class】

          xxxxx [ Guild Master ] 200 MP
          xxxxx [ S Class ] 170 MP
          xxxxx [ A Class ] 140 MP
          xxxxx [ B Class ] 110 MP
          xxxxx [ C Class ] 80 MP


          【Regain Magic】

          xxxxx [ Staying Put ] Regaining Magic for your pool is pretty simple. 1 post recoverer 10 magic than doubles every time but the user must be stationary in order to regenerate lost magic
          xxxxx [ Sleeping ] Because its your physical body that needs to be recharged, another method is to gain the proper amount of sleep. Sleeping is the best way to recover ki. Recovers pretty quickly, recovering 30 MP every paragraph asleep.
          xxxxx [ Eating ] Probably the most fun way to recovering magic. But like how regular beings, eating the right foods and consuming the proper fluids will recover magic. Each paragraph of proper food and fluids will recover 15 points in stamina.


          【Magic Pool Bonuses】

                XXX。。。BP BONUSES : PRE-RP
                XXXDragon/Devil/God SlayersXXX

                +50 MP


                XXXNon-Slayer Lost MagicXXX

                +25 MP


                XXXTen Wizard SaintsXXX

                10th Wizard: +40 MP

                9th Wizard: +50 MP

                8th Wizard: +60 MP

                7th Wizard: +70 MP

                6th Wizard: +80 MP

                5th Wizard: +90 MP

                4th - 1st Wizard: +100 MP [CURRENTLY CLOSED]


                XXXFive Aima of FioreXXX

                +100 MP


                XXXDark MageXXX

                +30 MP


                XXXCaster-Only MageXXX

                +30 MP


                XXXHolder-Only MageXXX

                +30 MP


                XXXCaster & Holder MageXXX

                +60 MP


                XXXGuild AceXXX

                +45 MP


                XXXTraveler/IndependentXXX

                C-Class: +10 MP

                B-Class: +15 MP

                A-Class: +25 MP

                S-Class: +30 MP


                XXXCelestial Mage (With ownership of at least 3 Golden Keys)XXX

                +50 MP



                XXX。。。BP BONUSES : DURING-RP
                XXXAny Stat Reach a Numeral of 10XXX

                ❖ +150 MP


                XXXCelestial Mage's Access To New KeysXXX

                ❖ Gold Key: +75 MP

                ❖ Silver Key: +50 MP

                ❖ Bronze Key: +25 MP


                XXXMastering Lost MagicXXX

                ❖ +45 MP



                XXX。。。BP BONUSES : UNIVERSAL
                XXXSecond Origin ReleasedXXX

                ❖ MP is increased by (x1.5) (Only refers to those who decide to use it as a Power-Up & round to nearest whole number)


                XXXGuild Recruitment BonusXXX

                ❖ +20 Free Stats


                XXXUser's Birthday BonusXXX

                ❖ +50 MP & +10 Free Stats



          XXX。。。MAGIC AMOUNTS

          As a mage with the desire to become stronger, it becomes practically natural to want to not only hone your already known skills but to also want and more powerful ones to assist you in battle. With that said, based on your current rank, you'd be given a certain amoung of magics starting out along with a technique cap to help you surpass your own limitations and boundaries.

          Below is the actual magic ranking cap where based on your ranking, you get that number of magics starting out. Within guilds and the entire Magic world to maintain the balance among its members, each mage follows under a set ranks within the guilds


          【Mage Rankings】

          xxxxx[ Guild Master ] A term that refers to a Mage who heads a guild, effectively acting as the guild's leader and highest authority. As the rulers of their respective guilds, they have virtually complete authority over their subordinates, and, thus, can dictate their actions. Guild Masters are also tasked with smoothing relationships between guilds in every province, something achieved through the various provincial leagues of Guild Masters, gathering from time to time in regular meetings, where Masters report about their guilds. Above Guild Masters, within the Magical hierarchy, are members of the Magic Council, who supervises all guilds.
          xxxxxxxx Guild Masters start up to 6 magics total

          xxxxx [ S Class ] S-Rank Mages (S級魔導士 Esu-kyū Madōshi)are elite members of a guild, and usually number among the most powerful individuals in the guild itself. Only officially recognized S-rank Mages are able to undertake difficult S-rank Jobs; lower-ranked Mages may only accept an S-rank mission if an officially recognized S-rank Mage is also participating alongside them. These missions are said to be so dangerous that even the smallest mistake can lead to the Mage's death. However, in return, the pay is very good, easily going into millions of Jewels.

          The S-Class rank from one guild does not necessarily transfer over when a Mage joins a new guild, so S-Class Mages who change their guilds might not retain their past rank, partly due to S-Class levels varying from guild to guild, and some guilds not having any official distinction between stronger and weaker members. ( However, Mages who have achieved the S-Class before joining their current guild are considered prime candidates to regain the lost rank in the new guild )
          xxxxxxxx S-Class mages, are very powerful and their knoweldge grants them the ability to start up to 5 magics total

          xxxxxxxx Guild Ace's still fall under the S ranking, however they are known to be the strongest mage before the Master. Being an Ace also represents as a stepping stone of being the successor to the current Master

          xxxxx [ A Class ] One The most powerful mages in a guild under S-Class and Guild Masters. They are very advanced in skill and knowledge.
          xxxxxxxx Their experience and power in Magic enables them to receive higher paying jobs and can be able to access another magic. Start up to 3 magics in total.

          xxxxx [ B Class ] Powerful and adept mages in a guild.
          xxxxxxxx They are quite experienced in their abilities and work for large amounts of money. B-Classed Mage's have access to start up to 2 magics

          xxxxx [ C Class ] Regular Mages in a guild. They are very adept but not quite advanced in their abilities and word for the lower ends of money.
          xxxxxxxx These Mage's only get 1 total magic to start with.


          【Spell Amounts】

          With having access to magic, you also get to have access to various spells within that magic. Nothing really else to add to that but the cap based on your ranking as well. Keep in mind this is starting out for character. As you hone your skills, you may access to more spells.

          xxxxx[ Guild Master ] Up to 35 spells
          xxxxx[ S Class ] Up to 28 spells
          xxxxx[ A Class ] Up to 21 spells
          xxxxx[ B Class ] Up to 14 spells
          xxxxx[ C Class ] Up to 7 spells




_All_About_Stats
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          XXX。。。OVERVIEW

          Each rank will start out with a base scale in stat points for your character that in time will grow as your character becomes more powerful. Think of your stats like an RPG game. The stats listed in FTCC primarily represent your character's physical prowess excluding Magic Prowess and Will Power compared to others. Adjust your stats to how you want your character to battle.


          【F.T.C.C. Stats】

          xxxxx[ Strength ] The amount of physical damage your RPC can do towards an opponent generally comes in terms of hand to hand combat. Your strength stat reflects your character in physical strikes, grapples and other overall physical offensive capabilities. This stat plays a role in fighting mechanics.

          xxxxx[ Toughness ] The type of stat that refers to your character's physical defensive capabilities. How durable your character is in a physical standpoint. This stat plays a role in your HP, MP and fighting mechanics.

          xxxxx[ Speed ] How fast your character moves. This stat revolves around your character's MOTION speed, how fast your character can get from A to B. This stat plays a role in fighting mechanics.

          xxxxx[ Reflexes ] This is how fast you can react to hand to hand combat if you can dodge kicks, punches and/or magic spells. This stat is can be known as reaction speed. This stat plays a role in fighting mechanics.

          xxxxx[ Magic Prowess ] Your magic prowess determines both your overall magic power and the precision, accuracy and prowess in using your Magic Power. Having immense magic power is great, but if you don't possess the skill to properly put that power to its full potential, what good are you?

          [ Special Note ] Your character's MP can raise higher dependent on how many stats your character possesses in the area of Magic Prowess and Toughness. The sum of both your character's Magic Prowess and Toughness stat, then multiplied by 10 will be added to your MP base which will result in your character's total MP. The higher those stats are, the more your MP will grow.


          xxxxx[ Will Power ] The ability to control yourself : strong determination that allows you to do something difficult. This is an important stat that allows you to rejuvenate your HP by this stat (x10) once per serious battle. This is also limited to being in the Near-Death state.


          【Stats Perk Rank】

          xxxxx[ Guild Master ] The master, the sage, the seer, well versed in nearly everything you have no troubles in most thing though there's something you just haven't mastered yet one skill you haven't brushed up on but you make up for it in all other areas, that one weakness is overshadowed by strengths...
          xxxxxxxx May Start with 80 Stats

          xxxxx[ Ace ] The most powerful S-Rank you are nearly on par with a master, generally you are as strong as one though there one weakness that guild master has over you which puts you at a disadvantage against them. You haven't mastered everything you're on your way there.
          xxxxxxxx May Start with 70 Stats

          xxxxx [ S Class ] Mastery in lots of things your a well rounded individual very few things are hard for you and generally can have a lot more skill than most. You prize yourself in the knowledge of what you have and are super good at what you do. Generally one-two things stump you as your not good at them.
          xxxxxxxx May Start with 60 Stats

          xxxxx [ A Class ] A few things you master, having less things your terrible at though you're mid range you still have less experience in most things by definitely more rounded out.
          xxxxxxxx May Start with 45 Stats

          xxxxx [ B Class ] This level entails you are quite proficient in your certain skill(s). You've have tons of experience and are capable of utilizing your skill(s) to a high level. You have more skills in a wider variety in certain areas though still not the best you are good at some things but equally as bad in others
          xxxxxxxx May Start with 35 Stats

          xxxxx [ C Class ] As a regular Mage, you are pretty much adept on your certain skills. Depending on how you range on the scale, you can have from none to very little experience and/or knowledge, you have generally one major thing your good at the rest are very low.
          xxxxxxxx May Start with 25 Stats




_All_About_Health
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          Health, as it sounds determines how long your character can last overall. Obviously, if you possess low health then its likely you will die sooner rather than later. Keep in mind there are ways to raise one's HP Pool but same rules apply.

          [ Special Note ] If a character's HP reverts to 0 exactly by a spell or reach 0 and/or passes 0 by hand-to-hand combat, then that character will be knocked out of the fight until that character can regain Health. However, If a character's HP reverts pass 0 by calculations via a spell, that character will without a doubt die in battle. If a character dies, they will be recorded in the Dead RPC Thread and the official profile will be sent to the Profile's Trash Bin

          [ Special Note ] If a character's HP Pool reaches up to 25% of their overall total pool, then that character would be in their 'Near-Death State'

          XXX。。。RECOVERY
          In order to recover health that has been lost, you may follow some of these simple examples in doing so.

          [ Sleeping ] Because its your physical body that needs to be recharged, another method is to gain the proper amount of sleep. Sleeping is the best way to recover stamina as your body rests your health pool is the main focus and recovers much quicker doubling that like meditation recovering 30 health points every paragraph asleep.

          [ Eating ] Probably the most fun way to recovering health like it would be for magic. But like how regular beings, eating the right foods and consuming the proper fluids will recover stamina. Each paragraph of proper food and fluids will recover 20 points in health.

          [ Special Items ] It is possible for a character to take and/or inject special items or tools that may result in the character to regain health even in battle. However, these items must be created and approved in the Creation Station - Custom Tools / Equipment


          XXX。。。BASE HEALTH POOL BY RANK
          In order to keep track of how much health you have left in combat, you have to have your own reservoir of health. Every character starts with the same amount but is increased based on what rank they are, will start out with a base set of HP.

          [ Special Note ] Your character's HP can raise higher dependent on how many stats your character possesses in the area of Toughness. These will be your HP bonuses. Following the same flow as the Magic Pool, the sum of both your character's Toughness stat, then multiplied by 10 will be added to your HP base which will result in your character's total HP. The higher those stats are, the more your HP will grow.

          [ Special Note ] As stated prior, every character starts with the Health Pool (HP) Below based upon one's rank will increase their overall base HP before stats are applied.


          xxx [ Guild Master ] +2,000 Health Pool (HP)
          xxx [ Ace ] + 1,000 Health Pool (HP)
          xxx [ S Class ] + 750 Health Pool (HP)
          xxx [ A Class ] + 500 Health Pool (HP)
          xxx [ B Class ] + 250 Health Pool (HP)
          xxx [ C Class ] + 100 Health Pool (HP)
PostPosted: Sat Feb 29, 2020 3:43 pm


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FT : CC - F I G H T I N G - G U I D E

          This guide will covers fights utilizing techniques and fights in regards to hand-to-hand combat. This guide is universal for all ranks and mages.



          Fighting Hand-To-Hand
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          When characters get into a fight with each other, the fight will play out dependent on each character's stats.

          XXX。。。ATTACKING CONFIGURATIONS
          As stated with the prior knowledge, these close-combat fights will be reflected off of the character's stats. Because it is primarily hand-to-hand combat, the amount in your Strength stat is how much damage you deal. If you get struck by an attack, it will be reflected off of your character's Health Pool.

          If your character is in a transformed or powered up state that increases one's stats (e.g. Dragon Force) the amount of damage you deal is equated to the heightened stats.


          Faulty Attacks
          If the attacking character goes toe-to-toe with another character who's Toughness stat is higher than the attacker, then obviously the attacker's hits will not be as effective as one would think. To reflect this, if the attacker's Strength stat is lesser than the the defender's Toughness Stat, then the amount of damage the attacker will deal is HALVED. This rule only goes into effect if the Defender's Toughness stat is at least twice the amount of the Attacker's Strength stat.
          [ Example ] Attacker's Strength stat = 24 // Defender's Toughness stat = 40 // Faulty Attack is halved

          Defender takes a faulty strike from the attacker. Half of 24 is 12 // Defender's Health pool decreases by 12 points instead of 24


          Fighting With Spells
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          In our guild, spells are separated by its own ranking. Based upon the ranking of the spell, is how much a mage will lose in their magic pool. Each spell is separated by either if that particular spell is C, B, A and S. The rank of that Spell determines how much Magic points will be used from your Magic Pool. Below shows the automatic costs when utilizing a technique against someone.

          XXX。。。MAGIC SPELL COSTS
          xxxxx [ S Rank ] 50
          xxxxx [ A Rank ] 30
          xxxxx [ B Rank ] 20
          xxxxx [ C Rank ] 10

          [ Special Note - Transformations ] These are default costs set to a character's base form/state. If a character per-say undergoes a transformation, the costs will remain the same however the amount of damage dealt would be increased based on what the transformations state it to be. If a technique were to be charged before executing against your opponent, your cost will increase by an extra 10 points to the specific pool

          [ Special Note - Power Ups ] If a character per-say undergoes a power-up, the same rules will apply


          XXX。。。GETTING HIT BY A SPELL
          If you manage to get hit by a spell whether its full on or by a bit of it or even used your own technique to reduce damage, you lose a certain amount of HP based on the cost of the technique itself.

          Full-On Hit
          If hit completely, you lose the EXACT amount paid by the user who casts the spell that hit you in addition to the amount of the user's Offensive(Magic Prowess) Stat. (Lost HP)

          Got Hit But Not Full-On
          If you manage to get grazed, hit by some of it, you lose HALF the amount paid by the user who casts the spell that hit you in addition to the amount of the user's Offensive (Magic Prowess) Stat.. (Lose HP)

          Got Hit But Blocked
          If you manage to get hit by a technique but you put up a physical guard and blocked it, the amount of HP lost is the total amount of the difference between the casters combined spell cost and Magic Prowess Stat with your Defense Stat. (Lose HP)

          Damage Reduction
          If applying a technique to reduce the damage of being hit, you lose the amount that your technique states you to lose. For example, if you cast a spell that shields you of an opposing technique that reduces the amount taken by a fraction or percentage, it could be half, third, fourth, whatever it says to take, you'll take the amount paid by the user who casts the spell that hit you. The majority of these techniques may revolve from Custom Spell so if you need to know more, seek the Creation Station where those spells got approved or seek the owner of that technique and figure out how much needs to be taken. (Lose HP)



          Mage Ranking's Influence w/ Spells
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          Individual mage rankings showcase one's prowess among magic. In terms of fighting against other wizards, from a conceptual and basic standpoint, this process would help reflect that. Based on the ranking difference between the fighting participants. The one with the higher rank will deal more damage than the lower rank.

          How this works is the damage output will increase by the given amount depending on how big the difference is between mage rankings. If a C-Class mage went to battle against an A-Class mage, then the damage the C-Class gets if being hit will be increased. The same rules apply if the A-Class was B or S-Class and if the C-Class was B or A-Class.

          [ Special Note ] This is only applied to Magic Spells. Stats are not included since characters can choose to not put the effort into increasing prowess to their physical capabilities

          xxx [ 5 Ranks Difference ] Damage is Increased By 50
          xxx [ 4 Ranks Difference ] Damage is Increased By 40
          xxx [ 3 Ranks Difference ] Damage is Increased By 30
          xxx [ 2 Ranks Difference ] Damage is Increased By 20
          xxx [ 1 Rank Difference ] Damage is Increased By 10



          Dodging Mechanics
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          Dodging may, in theory, sound extremely simple however in terms of configuring with numbers, it can be a bit tricky! Luckily, we've decided to take a crack at it AND make it as simple as possible.

          When it comes to dodging, it has been broken down between your opponent(s) total in Attack and your total in Reflexes you want to follow this formula;

          [ Formula ] Opponents Total Attack Damage vs Your Total [Speed] & [Reflexes].

          Simple right?! Maybe a bit too simple, a lot of the times this may not be the case and you probably have allocated your character to where it is designed either starting out or late in the game to be a tanker or an attacking focused but who can dodge every now and then. Don't worry we took you guys into consideration as well. For these type of instances, you will be undergoing the Dice Roll Action

          XXXXXHow To DIce Roll ::
          .../1... Select "Post Action" in your reply.

          .../2... Select "Roll Dice" & "10-sided Die"

          .../3... Type in "2" in the box where asked for "Number of Dice."

          .../4... Add both numbers give to your Defense total ( Speed & Reflexes Stat points ) [EX: Yout total defense is 16 and you rolled 6 and 4. Your new total becomes 26!]

          .../5... If your total number is greater than your opponent, you win and have successfully dodged the attack! // If your number is lower than your opponent, you lose the struggle and you take full damage equal to your opponent's total attack.// If both fighters have the same number, it is a tie! Narratively you have guarded most but still, have to take damage. So the difference in between both total numbers will come out of your HP!




          Fighting Phases
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          When your character engages in a fight with another, every participant must undergo three total phases. This is set up to prevent characters from providing more than one action at a time to the point it becomes god-mod.

          .../1... Attacking Phase
          .../2... Defending Phase
          .../3... Passive Phase

          XXX。。。ATTACKING PHASE
          The attacking phase is where your character's offense is posted. Anything that involves initiating damage of any kind to your opponent whether it be in hand-to-hand, weapons, spells, etc... Every character is permitted 1 kind of attacking action.

          There are times where a character may perform more than 1 attacking action causing a CHAIN. If this would be the case, the attacking character may be allowed to have more perform a chain as long as the defending character may cancel the chain with either blocking, guarding or any form of defending the first action. You may also have a private conversation with the other member if you plan on having the fight go in a particular manner.

          XXX。。。DEFENDING PHASE
          The defending phase allows your character to attempt any form of defenses. Guarding, Defensive spells, dodging, etc... Normally, with 1 attacking option, you are given 1 defending option. Unless spoken with the other participant may defending more than once apply.

          XXX。。。PASSIVE PHASE
          The passive phase is your setup phase. When your character is not defending or attacking, they will automatically be in this phase. Here your character is free to do whatever within the fight that doesn't allow god-modding to occur. Examples of this phase are setups, action planning, noticing outside sources, extra reactions to other actions, etc... Normally you are allowed 1 option, however as long as it narratively makes sense and it is fair to the other participant(s) you may provide more than one action in this phase.



          XXX。。。FIGHT RULINGS
          These rulings are for all fights in this guild.

          [ 1 ] You can initiate an actual fight with someone who's Power Scaling is below yours. Killing a character who's Power Scaling is below yours is forbidden (This is only disregarded for the sake of a storyline which will be allowed by the Guild Captain (Eighth Diviner).)
          [ 2 ] Fights and Spars must be cordial amongst all members participating. Meaning the results of the fight has to be known and agreed on those who are in agreement, this prevents way of godmod or unfair play
          [ 3 ] Godmodding is excruciatingly prohibited and will be held accountable up to guild removal if action has happened.
          [ 4 ] Respect all the members participating in fights
          [ 5 ] When fighting, please list out your action phases in some OOC section for the viewers and other fighting participants. It may be clear as you wrote it in RP but it becomes much faster progress with number configuration through an OOC list.
          [ 6 ] Fighting phases will NOT ALWAYS be in order and skipping phases are allowed if desired.
          [ 7 ] Have Fun!

Eighth Diviner
Captain

Clean Tycoon

4,975 Points
  • Tycoon 200
  • Wall Street 200
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