Adventurers Guild
Posted: Fri Mar 11, 2005 8:24 pm
In a huge world, mostly uncivilized, adventurers are fairly common. They band together, train, help each other out, explore and such. You are a member of the guild, and can do as you please.
This is a battleclub, but it has a fair amount of options.
To join
Name:
Age:
Sex:
split 400 between.
HP:
MP:
Stats: Split 250 between
Att:
Def:
MAt:
MDf:
Spd:
You get 5 total spells or skills, or any mix of the two.
Spells- Magical abilities. They can be anything. Rate the spell as level 1-3. This determines its strength and cost, but you still know all spells you pick. Spells cost mp.
Skills: Physical abilities based around weapons or unarmed combat. They raise one or more aspects of an attack at the cost of an equal amount. (Accuracy, Damage, Speed, Def, reach/range, Post-Def) and can also disarm, destroy equipment, stun, k.o, do critical, or cause bleeding. Skills are free to use.
Overdrive: Overdrives work like any other battleclub. One overdrive, more overdrive levels later.
[ March 11, 2005, 09:00 PM: Message edited by: Marth ]
This is a battleclub, but it has a fair amount of options.
To join
Name:
Age:
Sex:
split 400 between.
HP:
MP:
Stats: Split 250 between
Att:
Def:
MAt:
MDf:
Spd:
You get 5 total spells or skills, or any mix of the two.
Spells- Magical abilities. They can be anything. Rate the spell as level 1-3. This determines its strength and cost, but you still know all spells you pick. Spells cost mp.
Skills: Physical abilities based around weapons or unarmed combat. They raise one or more aspects of an attack at the cost of an equal amount. (Accuracy, Damage, Speed, Def, reach/range, Post-Def) and can also disarm, destroy equipment, stun, k.o, do critical, or cause bleeding. Skills are free to use.
Overdrive: Overdrives work like any other battleclub. One overdrive, more overdrive levels later.
[ March 11, 2005, 09:00 PM: Message edited by: Marth ]