Legends Battleclub
Posted: Sun Aug 22, 2004 8:41 pm
Legends Battleclub
Im killing curse off for a few reasons (too slow, lack of ideas to keep it going, etc. If you were surprised... well don't be I had two rpgs running at once.). Adventure is staying because its still easy to update.
There's no real story in this. It's a battleclub. You and others are fighting to become living legends and to become the best.
To join
Name:
Age:
Sex:
The only stats are HP and EP. EP is bascially MP, except attacking and using magical items that have CP, requires it. When you get to 0EP, you are too exhausted to fight, and you lose the battle. You can split 700 between the two.
Weapon: Choose your weapon type. You will get the basic version of that weapon. can be anything, doesn't have to be a conventional weapon if you don't want it to.
Abilities: Make up as many abilities as you wish, can be anything. Order them as you wish to receive them, of if in categories, put a number in parenthesses after the name to order them. You will only start off with a few. I decide all stats.
Signature Move: This is slightly different from abilities. It's a powerful move, unique to your character. This is the one move you get to decide everything about it. Describe the move then put its stats in the following format. These moves are more powerful than abilities, and can be improved later while Abilities cannot.
You get 10 points to split.
Damage: How much damage it does. The more points the more damage.
Extras: Any extra affects it has besides damage. Describe them. Each point can either add another effect or increase the power of an effect on it.
Cost: The more points you put here the more you reduce the cost.
Equipment: You get 1000gp to spend as you please. You can choose to save it if you wish, since there will be some equipment available in the shops that aren't available now.
Armor: Limited to one body armor, one shield and one head armor.
Padded Clothing (Increases HP by 20) 100gp
Leather Armor (Increases HP + 50) 250gp
Robes (Lowers magical damage by 15) 75gp
Buckler (Actively defending Reduces the chance of getting hit by 50%. 10% otherwise) 50gp
Mirror Buckler (Actively defending reflects magic 50% of the time. 5% otherwise) 100gp
Hat (Lowers damage by 10.) 50gp
--Accessories--
You may equip one of each type of accessory.
-Leather Gloves (Increases physical damage by 30) 60gp
-Quick Boots (Gains first turn in battle. Also gains 20% evasion) 250gp.
-Speed Bracers (Attack twice per round, at reduced damage on second strike) 250gp
-(HP/EP) Regeneration Bracelet (Recover 1/10 of your max HP or EP per turn. Choose on buying) 300gp
-Phoenix Amulet (Works once per fight. 50% chance of breaking on use. When you get to either 0hp or ep (lose) you recover 25% of your max on both) 500gp
-Lucky Charm (gives you incredibly good luck) 400gp
--Magical Items--
Magical items are special equipment used to help you in a fight. Magical items have their own endurance, called charge points. All magic items with CP cost 1EP to activate as well.
-Fire Rod: (CP: 100. Flame (10CP) Burns one opponent for 100 damage. Explosion (25CP) An explosion hits all enemies for 100 damage) 250gp
-Magic Glasses (CP: 20. Foresight: Shows you what an enemy is going to do, as a free action. 1CP. Perfect Vision: Guarentees you to hit. Counts as a free action. 10CP) 80gp
-Blast Wand: (CP: 500. Beam: Releases a concentrated beam of energy on one opponent. Deals CP used x 4. Blaster: Releases a big explosion of energy on all opponents. Deals CP used x 2 damage to all enemies) 600gp
-Healing Wand (CP: 300. Heal: Heals CP spent x3 HP. Recover: Recovers from all status effects. 25CP. Life: Recovers an ally from death. 100CP) 400gp
-Guardia Staff (CP: 500. Barrier: Makes a barrier that lowers damage by half and has 300hp. 100CP. Quick Barrier: Lowers damage from an attack by CP spent. Imprison: Makes a barrier around the enemy. They can't attack you until break free. Barrier has CP spent x 2HP.) 600gp
--Gems--
Gems are attached to weapons in order to enhance your fighting ability. Each weapon can only hold so many. Most first level weapons can only hold one gem.
-Quick Gem A (Gain first strike in battle. Nulled if using a magic attack.) 100gp
-Vampire Gem A (Regain EP every time you attack, equal to 1/5 the damage you deal) 250gp
-Elemental Gem A (Gives the weapon 25% extra elemental damage of your choice. Must be -chosen when you buy a gem) 150gp
-Sharp Gem A (Causes bleeding. Dealing 10% of damage for the next 3 rounds) 100gp
-Stun Gem A (Stuns an enemy for one round, 10% of the time) 200gp
Items
Small Meal: Recovers 200HP. 50gp
Small Drink: Recovers 100EP. 50gp
Small Charger: Recovers 25CP for a magical item. 50gp
Small bomb: Deals 150dmg to all enemies. Cannot miss. 100gp.
Small Whetstone: Improves weapon damage by 50 for one battle. 10gp
Invisibility Potion: Makes you invisibile until you attack. 99% evasion. Gives 100% chance to hit, and double damage. 100gp
[ August 22, 2004, 10:42 PM: Message edited by: Marth ]
Im killing curse off for a few reasons (too slow, lack of ideas to keep it going, etc. If you were surprised... well don't be I had two rpgs running at once.). Adventure is staying because its still easy to update.
There's no real story in this. It's a battleclub. You and others are fighting to become living legends and to become the best.
To join
Name:
Age:
Sex:
The only stats are HP and EP. EP is bascially MP, except attacking and using magical items that have CP, requires it. When you get to 0EP, you are too exhausted to fight, and you lose the battle. You can split 700 between the two.
Weapon: Choose your weapon type. You will get the basic version of that weapon. can be anything, doesn't have to be a conventional weapon if you don't want it to.
Abilities: Make up as many abilities as you wish, can be anything. Order them as you wish to receive them, of if in categories, put a number in parenthesses after the name to order them. You will only start off with a few. I decide all stats.
Signature Move: This is slightly different from abilities. It's a powerful move, unique to your character. This is the one move you get to decide everything about it. Describe the move then put its stats in the following format. These moves are more powerful than abilities, and can be improved later while Abilities cannot.
You get 10 points to split.
Damage: How much damage it does. The more points the more damage.
Extras: Any extra affects it has besides damage. Describe them. Each point can either add another effect or increase the power of an effect on it.
Cost: The more points you put here the more you reduce the cost.
Equipment: You get 1000gp to spend as you please. You can choose to save it if you wish, since there will be some equipment available in the shops that aren't available now.
Armor: Limited to one body armor, one shield and one head armor.
Padded Clothing (Increases HP by 20) 100gp
Leather Armor (Increases HP + 50) 250gp
Robes (Lowers magical damage by 15) 75gp
Buckler (Actively defending Reduces the chance of getting hit by 50%. 10% otherwise) 50gp
Mirror Buckler (Actively defending reflects magic 50% of the time. 5% otherwise) 100gp
Hat (Lowers damage by 10.) 50gp
--Accessories--
You may equip one of each type of accessory.
-Leather Gloves (Increases physical damage by 30) 60gp
-Quick Boots (Gains first turn in battle. Also gains 20% evasion) 250gp.
-Speed Bracers (Attack twice per round, at reduced damage on second strike) 250gp
-(HP/EP) Regeneration Bracelet (Recover 1/10 of your max HP or EP per turn. Choose on buying) 300gp
-Phoenix Amulet (Works once per fight. 50% chance of breaking on use. When you get to either 0hp or ep (lose) you recover 25% of your max on both) 500gp
-Lucky Charm (gives you incredibly good luck) 400gp
--Magical Items--
Magical items are special equipment used to help you in a fight. Magical items have their own endurance, called charge points. All magic items with CP cost 1EP to activate as well.
-Fire Rod: (CP: 100. Flame (10CP) Burns one opponent for 100 damage. Explosion (25CP) An explosion hits all enemies for 100 damage) 250gp
-Magic Glasses (CP: 20. Foresight: Shows you what an enemy is going to do, as a free action. 1CP. Perfect Vision: Guarentees you to hit. Counts as a free action. 10CP) 80gp
-Blast Wand: (CP: 500. Beam: Releases a concentrated beam of energy on one opponent. Deals CP used x 4. Blaster: Releases a big explosion of energy on all opponents. Deals CP used x 2 damage to all enemies) 600gp
-Healing Wand (CP: 300. Heal: Heals CP spent x3 HP. Recover: Recovers from all status effects. 25CP. Life: Recovers an ally from death. 100CP) 400gp
-Guardia Staff (CP: 500. Barrier: Makes a barrier that lowers damage by half and has 300hp. 100CP. Quick Barrier: Lowers damage from an attack by CP spent. Imprison: Makes a barrier around the enemy. They can't attack you until break free. Barrier has CP spent x 2HP.) 600gp
--Gems--
Gems are attached to weapons in order to enhance your fighting ability. Each weapon can only hold so many. Most first level weapons can only hold one gem.
-Quick Gem A (Gain first strike in battle. Nulled if using a magic attack.) 100gp
-Vampire Gem A (Regain EP every time you attack, equal to 1/5 the damage you deal) 250gp
-Elemental Gem A (Gives the weapon 25% extra elemental damage of your choice. Must be -chosen when you buy a gem) 150gp
-Sharp Gem A (Causes bleeding. Dealing 10% of damage for the next 3 rounds) 100gp
-Stun Gem A (Stuns an enemy for one round, 10% of the time) 200gp
Items
Small Meal: Recovers 200HP. 50gp
Small Drink: Recovers 100EP. 50gp
Small Charger: Recovers 25CP for a magical item. 50gp
Small bomb: Deals 150dmg to all enemies. Cannot miss. 100gp.
Small Whetstone: Improves weapon damage by 50 for one battle. 10gp
Invisibility Potion: Makes you invisibile until you attack. 99% evasion. Gives 100% chance to hit, and double damage. 100gp
[ August 22, 2004, 10:42 PM: Message edited by: Marth ]