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Adventurers Guild

Posted: Fri Mar 11, 2005 8:24 pm
by [sage]
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 ]

Posted: Sat Mar 12, 2005 12:27 am
by KirbyBoy2000
Satu Aislin
18
Male

HP:180
MP:220
Att:0
Def:80
MAt:20
MDf:80
Spd:70

Spells
Status Cloud(lvl 2)- Creates a small cloud that may inflict multiple status effects.
Release(lvl 2)- Cures target of status effects and deals damage for each status removed.
Venom(lvl 2)- Poisons one target, gaining a bit of extra damage each turn.
Time Seal(lvl 2)- Opponent cannot act on their next turn.
Angel's Gift(lvl 3)- Heals HP and creates a regeneration effect.

Overdrive- Virus- Target's Attack, Defense, M. Attack, M. Defense and Speed drop by 10% each turn as long as inflicted with this. Target loses HP equal to half of stats lost each turn.