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Order of the Magus: KB's Topic

Posted: Sat Oct 03, 2009 5:03 am
by [sage]
Kairav Raduin
17
Male
Description - 5'9, Blue-violet eyes,Short black hair. Normally wears fine clothes and carries himself confidently, if not acting somewhat arrogant towards others.
Backstory - Kairav was born to a well off family of magus and trained in the art of magic since he was young. A few years ago however his family's secret was found out and his family was run out of their town by the frightened townspeople. The Order of the Magus came to their aid, and at that time Kairav decided to become a member to help out those in need.

Level: 1
XP: 0/100
Rank: Recruit
Influence: 0/100
AP: 0

HP: 140/140
MP: 60/60

Attack: 30 (50)
Defense: 10 (60)
Power: 50
Resistance: 30
Accuracy: 40
Speed: 40 (70)

Crit: 10%
Counter: 15%

Abilities
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Aqua Jet (Level 2) AP: 30/50
Cost: 10MP.

Fires a powerful jet of water, soaking enemies and knocking them over.

Damage: Power + 40 - Resistance. Water Element.
Range: Superior Far
Close Range: Power +40. 10% chance of knock down per 5 damage up to 50% at 25 damage.
Melee: Power +30. 10% chance of knock down per 10 damage up to 50% at 50 damage.
Mid: Power +20. 5% chance of knock down per 10 damage up to 25% at 50 damage.
Far: Power +10
Superior Far Range.

Successful hit soaks enemy, giving a -10 penalty to speed for 3 rounds and makes them vulnerable to ice magic.
Whip can be spun with a move action and 1MP to add +20 to Attack for 1 attack. Doing this causes the enemy to be soaked for 5 rounds instead of 3.

Water Prison (Level 1) AP: 30/50
MP: 20MP.

Creates a Watery Barrier around someone, trapping them inside. The Barrier lasts until destroyed.

Water Prison: 50HP (HP = Power) 5MP adds 10HP up to a max of 40MP for 90HP. 2MP will also restore 10HP to the barrier after it cast, up to 50HP for 10MP. .Once broken the prison must be cast again.
Damage: 20% of Power per round.
Enemy cannot make move actions.
Enemy Accuracy -20. Physical Damage only deals half damage to Barrier (but full damage to its target). Water damage heals it. Other elements affect it normally.
Enemy is soaked while trapped and for 3 rounds after. Soaked enemies are at -10 Speed and are vulnerable to ice attacks.

Arctic Gale (Level 2) 20/40AP.
Cost: 5MP
Range: Far.
Damage: (Power +20) - Resistance. 5MP to Increase Power by 10 up to Power +50 for 20MP. Ice Element.
Stun: 10% chance to stun. 50% chance to stun soaked enemies.

Draw WaterLevel 2: AP: 20/40
Cost: Free. Requires a nearby water source.
Range: Far Range.
Reduces the cost of next water spell by 10MP. Pulls soaked enemies towards Caster by 1 range distance. Enemies are no longer soaked. Targets within line of sight of the water source and Caster become soaked.

True Sight (Level 1) AP: 20/50.
Cost: 10MP to activate for one minute (10 rounds).

Resistance +50 vs Illusions.
Accuracy +20
Detects the direction and approximate distance of an object you are trying to locate.

Equipment / Items
----------------

Weapon: Iron Short Sword (Attack +20. Speed +10. Defense +10). Crit 10%. Counter +10%. Light Weapon. May be used in offhand in place of shield.
Offhand: Buckler (Defense +10) +5% chance of counter attack.
Armor: Chainmail (30) Defense +30.
Boots: Leather Boots (31) Speed +20.
Backpack: ES: 13/100
-Traveller's Spellbook. Spells: 4/10 (Aqua Whip, Water Prison, Arctic Gale, True Sight)
-Tonic
-Ether
-3 Torches
-12 Days Rations.
-Flint & Steel
-11GP 5SP.

Forgot about Flint & steel for items. You might want it to make flames quickly to light your torches. Costs 5SP. I added it to your equipment and subtracted the gold if thats alright. And I'm assuming you want all your spells inscribed into your spellbook right? Its free right now (or if you have a rune-etcher), but getting them inscribed later on costs money or requires a rune-etcher.
------------------------
You've settled into the HQ in the Kento province. Your father was able to get you into the order without a problem, and even got you your own private dorm room.

As a Recruit, these are the options open to you.

Mission- Take a mission for cash and to increase your influence and rank in the Order.
Dueling League- Fight 1vs1 battles against other members for titles and rewards.
Travel- Explore the world freely and travel to new areas in search of adventure.
Library: Research any topic that might interest you.
Trainer- Employ a trainer to help you improve and learn new skills. Requires GP and accumulated AP (earned through combat and completing missions or adventures).
Dorm: Rest to recover HP and MP, and store extra equipment and items.

Posted: Sat Oct 03, 2009 1:45 pm
by KirbyBoy2000
Sorry for asking this; but could I change my spells? I ended up thinking about it last night and kind of want my spells a bit different; but this was already posted before I could edit. <_<


Aqua Whip - Replace with Aqua Jet.

Aqua Jet - 30AP - A launches a high-powered stream of water at a target. Has superior far range; however the damage is highest in close range and incredibly weak the further it goes. Can knock down people within close to medium range; soaks people regardless of range.

Water Prison - Reduce its AP to 10 since it'll be level 1 regardless I guess. I sort of wonder if I should just get rid of it, since personally it seems like something that isn't worth using (the 50HP especially, since it makes me think the thing will just break in a single hit half the time).

Draw Water- 20AP - Draws in water from an outside source. Reduces the cost of the next water spell cast. If used on someone soaked will pull them towards Kairav and they'll no longer be soaked.

Arctic Gale - Range isn't specified, but I kind of want it to be able to go to at least far range.


...Again, sorry for asking so much. Either way, I'll take a fight at the Dueling League.

Posted: Sat Oct 03, 2009 3:57 pm
by [sage]
I intended Water Prison to be sort of gimped at start and get much stronger. Spells are edited. I'll buff it a bit though, since I i thought I made it stronger than it actually is for that cost. And to let you know, I intend arctic gale to level up into an ability that can actually create a blizzard if you want it to. Spells will scale into very powerful effects with real effects outside of hurting your enemy in this game.

Dueling League
---------------
The Current Kento Province league champion is Delkat. To challenge him and win his title you need to be Ranked at least 10th place. The lowest Rank is 20th place. To beat him you either need to challenge him or get a better record than he has (4 wins, no losses) As an unranked fighter, the prize for each fight is 10gp. You get 10 AP per win, with the possibility of getting extra bonus AP.

Your first opponent
Tara
Female, 19years old

HP: 110
MP: 90

Tara Casts Lightning Aura. The air around her body crackles with electricity and small cracks of thunder.

HP: 110/110.
MP: 60/90

Posted: Sat Oct 03, 2009 5:00 pm
by KirbyBoy2000
Thanks for changing adding / changing the spells. Water Prison too, though personally you didn't need to change it that much. On Aqua Jet, does it have a set +40 in addition to the damage depending on the range, or is it just the bonuses based on range?


I'll move to melee range and cast Aqua Jet on her.

Posted: Sun Oct 04, 2009 4:41 am
by [sage]
Kairav moves to Melee Range.
Kairav casts Aqua Jet.
Tara defends! Tara counters with Bolt Arc. Both spell's damage are cut in half.
Aqua Jet deals 25 damage. No Knockdown. Tara is soaked.
Bolt Arc draws power from Lighting Aura. Bolt Arc deals 45 damage.

Your turn.

Kairav
HP: 95/140
MP: 50/60

Tara
HP: 85/110
MP: 50/90

Posted: Mon Oct 05, 2009 7:25 pm
by KirbyBoy2000
Move even closer and use Aqua Jet again.

Posted: Tue Oct 06, 2009 5:03 am
by [sage]
She should have 40MP, not 50. I forgot to subtract from her drawing power from her lightning aura.

Kairav moves into close range.
Kairav takes 8 damage from Lightning Aura.
Kairav casts Aqua Jet.
Aqua Jet deals 50 damage. Tara is knocked down!
Tara scrambles to her feet.
Tara casts Bolt Arc.
Bolt Arc deals 60 damage.

Kairav
HP: 28/140
MP: 40/60
Critical!

Tara
HP: 35/110
MP: 30/90
Critical!

Posted: Tue Oct 06, 2009 8:35 am
by KirbyBoy2000
20 MP into Arctic Gale. Unless I can't at this range, in which case [strike]I planned out this fight horribly[/strike] I'll use Aqua Jet again.

Posted: Tue Oct 06, 2009 6:02 pm
by [sage]
Kairav takes 8 damage from Lightning Aura.
Kairav casts Arctic Gale.
Tara defends! Tara counters with Bolt Arc. Both spell's damage is cut in half.
Arctic Gale deals 35 damage.
Tara is defeated!

You gain 30XP
You gain 30AP.
You receive 10gp for winning the battle.

Posted: Thu Oct 08, 2009 10:15 pm
by KirbyBoy2000
I'll heal up and take a mission.