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BEYOND BEYOND: What you need to know

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Ashdown Crier
Captain

Daring Seeker

PostPosted: Tue Sep 20, 2016 2:12 am
Having reviewed the speed with which players are reaching Beyond1 (the first beyond stage) and evaluated it for effectiveness, we are now prepared to offer the template of requirements for growing BEYOND BEYOND!!!

That's right, these are the opportunities to do something really crazy without having to work within the confines of a defined class. Part of the delight and power of a straight-up Visitor is that you get to shape your own story class, but we also have to concern ourselves with power balance issues.

As before, this stage doesn't confer any native stat bonuses. You're not necessarily better than other characters or more attuned to the otherworld than a lower-stage character; you're just more naturalized to it, and better able to survive there. Nor do you have power or control over other players. All your character has on them is experience.

THAT SAID, growth beyond Beyond grants you a new piece of art and one of the following benefits:
  • A new power that your character can use in Ashdown. Exactly what it says on the tin, this power has no appearance changes or benefits. It should have one effect or build upon a power your character already has. Remember, you can already do basically anything in other ashdown! You don't need a power for that.
  • A grimoire. Some form of recording device which keeps track of spells/potions/rituals what-have-you, this provides you greater utility within other ashdown, but has next to no benefits outside of it. You can only claim this once per character.
  • An appearance change that is effective within both Ashdowns. Want wings? You want an appearance change. Want horns? Appearance change. Want to glow? Appearance change. You have no powers that don't directly, logically follow from the appearance change: characters with decently-sized wings can fly, characters that glow can turn it off and on, etc.
  • A othercreature familiar. This is not a warg, this is a creature that cannot speak to you and has exactly one power, whether that's "completely hypoallergenic despite fur everywhere" or "can sprout flowers". Your pet can have an appearance difference OR it can have one minor, dreamer-like power. You can only claim this once across your three visitors.
There are exceptions to the rule for the three more specialized classes. Each of them has their own post below, so if you're a were, warg, or noble, please scroll down.

Now, you're probably wondering, but Shibe, what do I have to do to get one of these? That question is slightly complicated, but bear with me.

Past your first Beyond stage, every stage after it requires one more event than the one before it. So your first beyond stage requires two completed events to obtain, the second requires three completed events, the third requires four completed events, and so on and so forth. You also add five RPs to the total points count: so if you need 15 RP credits to go from Riser to Beyond1, then you need 20 RP credits to go from Beyond1 to Beyond2.

Requirements: Beyond2
  • THREE completed events where you have put forth a decent effort to participate AND written 500 words, AND
  • TWENTY (20) completed roleplays (where you wrote at least 500 words) OR pieces of art (colored with full background)

Requirements: Beyond3
  • FOUR completed events where you have put forth an effort to participate AND written 500 words, AND
  • TWENTY-FIVE (25) completed roleplays where you wrote at least 500 words OR pieces of colored art with a full background.


And so on and so forth. smile  
PostPosted: Tue Sep 20, 2016 2:23 am
BEYOND2+: WERE

Unlike visitors, weres do gain experience and authority over other weres as they rank up. In addition, as they attune further to their wild side, they will gain more power within the otherworld as well. Thing of werebeings as the supernatural National Guard, and you'll be pretty damn close to what they once were.

That said, requirements for weres are the same as requirements for regular visitors, except that at least one RP per stage must be a full moon RP if you want to unlock the ~special were power for that stage. Should you become a were as a Riser, you will not acquire the ~special were power for Riser until you reach Beyond1 (and still must fulfill the requirements above) and, likewise, will not get Beyond1 ~special were power until Beyond2 (providing that requirements are met).

Riser Were Power:
    Upon growth to Riser, a werebeing will find that creatures of its same general group recognize them as one of their own. A wolf will get friendly reactions from most canids, a bat may find kinship with birds. They can't communicate with the creatures (without obtaining a power specifically allowing them to do so) but they will obey basic instructions. This power does not apply to otherbeings.

Beyond1 Were Power:
    Upon growth to Beyond1, a werebeing will find that they have the sensory advantages (and disadvantages) of their particular were-side at all times, no matter how far out the full moon is or which side of the divide between worlds they are on. A bat may be able to echolocate, but their vision might also suffer. A fox will have a keener sense of smell than a deer. Generally speaking, the benefits of this power will far outweigh the risks.


Growth requirements are the same across all classes! Scroll up to check them out.  

Ashdown Crier
Captain

Daring Seeker


Ashdown Crier
Captain

Daring Seeker

PostPosted: Tue Sep 20, 2016 2:33 am
BEYOND2+: WARG

Wargs are the Project Insight of the otherworld. Once upon a time, they were assigned with watching the many disparate groups of the world to make sure no one ******** off to war. Their close relationship with an animal often gave them a longer view of the world as well, often granting them amazing power due to their incredible patience. They once worked in tandem with the weres to ensure that the danger to the uninitiated was minimized.

That said, requirements for wargs are the same as requirements for regular visitors, except that at least one RP per stage must have your character warging as a focal point if you want to unlock the ~special warg power for that stage. Should you become a warg as a Riser, you will not acquire the ~special warg power for Riser until you reach Beyond1 (and still must fulfill the requirements above) and, likewise, will not get Beyond1 ~special warg power until Beyond2 (providing that requirements are met).

Riser Warg Power:
    Upon growth to Riser, a warg will find that they now can communicate with their familiar. Though their familiar is not a scintillating conversationalist, it's now possible to be much more exact about information and to better use your familiar as a scout.

Beyond1 Warg Power:
    Upon growth to Beyond1, a warg will find that they have a mental awareness of their familiar of up to five miles and even across the divide between words. They can sense whether their familiar is alive and well, asleep, or injured; they can also draw energy from their familiar. It still takes concentration on their familiar to properly warg, but this in addition to their ability to communicate makes it completely possible for a warg to use their familiar as a damn good spy.


Growth requirements are the same across all classes! Scroll up to check them out.  
PostPosted: Tue Sep 20, 2016 2:42 am
BEYOND2+: NOBLES

Nobles are the Spidermen of Ashdown. They are given great power, but also great responsibility is demanded of them. Acting against the interests of those in their care is something that was once punishable by death--but since the fall of the wargs and the moonwalkers, they have been greatly lacking in consequences. Whether that changes is yet to be seen...

UNLIKE the other two special classes, Riser and Beyond1 Nobles don't get special powers.  

Ashdown Crier
Captain

Daring Seeker

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