The Nine Kingdoms Battle Club

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The Nine Kingdoms Battle Club

#1

Post by [sage] » Wed Dec 17, 2008 1:14 am

The World's Strongest Battle League

Weapon and Magical duels are the main source of enertainment in the Nine Kingdoms of Etheria. The World's Strongest Battle League is the largest organization for fighting sports in the kingdoms, with thousands of fighters and wizards fighting for fame and fortune and the coveted title of World's Strongest.

This battleclub is about training and becoming a world champion in the WSBL.

Character Creation
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Name:
Age:
Sex:

Bio (optional)

Stats:
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You have 500 points to split between abilities.

HP: Your ability to take damage.
MP: Magic Points are used to cast spells.
AP: Used for combat abilities and building up to a critical strike.

Attack: Attack power and accuracy
Defense: Your ability to reduce damage and defend against attacks
Magic Power: Your magical ability.
Magic Defense: Your resistance to enemy spells.
Speed: Your speed in combat and ability to react.

Abilities
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You have 500XP to create your abilities with. The more AP you put into them, the more effective they are, and the less AP or MP it takes to use them. Abilities fall under several types.


Magic: Magic takes MP to cast and works from your Magical stats rather than attack or defense.
Combat: Combat abilities set up combinations and build up to a critical strike. See the combat Rules. New Combat Abilities always have a drawback. This drawback can be overcome later by training.
Skills: Skills are passive abilities that provide special bonuses, such as being skilled in a weapon, attacking first, making critical attacks or at dodging. Skills can affect stats in certain situations, but cannot provide general bonuses to stats in all situations.
Reactions: Set actions as reactions to things your opponents do. Dodging and parrying are the main methods of non magical defense.

Combat Rules
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Winning: There are two ways to win a fight. By reducing your opponent's HP to 0 or by scoring a critical strike (some matches have a two or three strike rule)

Trading Blows: Fighters trade blows until one fighter gains an advantage (called winning Initative). Each fighter gets to make an action and decide how he'll defend against the opponent's attack. You don't have to decide on a defense if you have reaction abilities.

Once characters decide their actions, the results of the exchange will be posted. If one fighter has the advantage, he'll take little or no HP or AP loss. If its close, than both fighters may lose a small or large amount of HP and AP. The results can vary wildly.

Attacking:
Each weapon has a couple of basic attacks. When you attack with your weapon, you decide which attack to use, or you can substitue one of your combat abilities instead.

Defending: There are two methods of melee defense.
Parrying increases your defense based on your weapon and skill in parry. It also has a chance of creating a hole in your opponent's defense, making them more vulnerable to attacks.

Dodging reduces the accuracy and damage of an attack. It also has a chance of putting yourself in a position to win Initative.

Winning Initative:
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There are several methods of winning Initative. The most common ones are using a combat ability that wins Initative if its successful, gaining an advantage in reach, or by having AP left when your opponent runs out.

When you win Initative, you get the opportunity to make several attacks. You can use all of your remaining AP left to decide on as many attacks or combat abilities as you wish to use. Your final attack in the round has a chance of being a critical strike, with each prior attack building up to it. If the strike is successful, then you win the fight (unless its a 2 or 3 crit match).

When one fighter wins Initative, his opponent cannot directly make any attacks. He can however choose abilities that offer a chance for counter attack. If he can conserve some AP by the time the opponent's AP runs out, than he gains the Initative.

AP refreshes for everyone if the fight continues after one player makes a critical strike. If the opponent gained Initative imediately after, than AP refreshes after his Initative ends.

Using Magic in combat
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Casting spells requires concentration. There are two methods of of spell casting. By building up energy and releasing the spell, or by quick casting.

Quick Casting can be done in one round, or as a reaction. Quick casting inside your opponent's combat range leaves you open to attack, unless its done as a reaction.

Building up energy is similiar to building up to a critical once you've won initative, but it can be done while trading blows or when you've won Initative. Basically you spend a small amount of energy every round. Once you have enough energy built up to cast a spell you can release it any time. However, the more energy you build up. You don't have to specify what spell you're building up to.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.

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#2

Post by [sage] » Thu Dec 25, 2008 9:54 pm

This topic is back up if anyone wants to join.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.

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#3

Post by SephirothKirby » Thu Dec 25, 2008 11:17 pm

But ... But ... ZIO NEEDS ATTENTION D:

What happened to the original topic anyway? It exploded.

To be honest, this doesn't seem as interesting. I may do it, not sure.

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#4

Post by [sage] » Thu Dec 25, 2008 11:24 pm

I'm still doing AR, I just felt like running a battleclub too. I'll update a little later tonight.

I'm not sure what happened. For some reason I had to post it like fifteen times before I got one that actually worked. Oddly changing its name to something completely different made it work.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.

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