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| Guest | Ultimate Power has been reborn! I’ve changed it a bit to make it better. Also, keep in mind that in order to play you have to resign up. You can’t copy and paste either, as the character process has been twinked. Sub-classes are not going to be included for several reasons. The world is in a flurry of battles and espionage. Archaeologists and mages have found ancient sites with incredible powers locked inside, and now they have figured out how to break ancient seals guarding these powers. Great nations exploit these wondrous findings, and use them for their own purposes. However, there are rumors…Rumors of other sites containing unspeakable powers, and great beings that guard these ancient places. Hungry for power: every major nation, republic, and league on the planet are looking for the fabled sites, and secure the other ones through whatever means (be it force or espionage). You are out to help your mother-country gain ultimate power. Create one or two characters. Name: Age: (Doesn’t matter) Gender: Description: (Brief description that isn’t just 1 sentence) Class: Race: Nationality: Bio: (I tend myself to write 3 sentences bios, but I want an informative bio so I can have a background. No bio, no character(s)) Stats: (I calculate hp and mp, but you put the other stats in. Race gives you base stats and then modify them according to the penalties in class and nationality) Abilities: (look below) Move list: (look 1000 pages down) Strength: (Affects how much damage you do, hit points, and chances of success on strength requiring task i.e. Trying to move a small boulder blocking your path.) Toughness: (Affects how much damage you take, and hit points) Intelligence: (Affects how much damage magical moves do, mp, magic attack power, and chances of success requiring thinking or magical skills i.e. See how an extremely simple booby trap works) Will Power: (Affects how much damage you take from magical moves, mp, magic defense, and chances of success against temptations) Dexterity: (Affects accuracy, parrying speed, attack speed, and quick hand motions i.e. Grab a nearby rope as the ground you're standing on disappears) Agility: (Affects dodge rate, attack speed, and running i.e. Run away from a trap about to go off) RACES Races Human Str: 20 Tou: 20 Intel: 20 Will: 20 Dex: 20 Agl: 20 Elf Str: 15 Tou: 10 Int: 25 Will: 15 Dex: 25 Agl: 30 Dwarf Str: 30 Tou: 35 Intel: 10 Will: 20 Dex: 15 Agl: 10 Hawkman Str: 25 Tou: 15 Int: 20 Will: 20 Dex: 15 Agl: 25 Note: Hawkmen can fly, but can never use horses. Also, Hawkmen can't be pickpockets. CLASSES Warrior: Melee combatant who can take some serious damage and dish out heavy damage at the same time. Str: +10 Tou: +5 Intel: -5 Agl: -5 Archer: Medium distance combatant who will change into a more precise fighter Tou: -5 Dex: + 5 Agl: +5 Apprentice: Basic spell caster who can change classes to a variety of mages Str: -5 Tou: -5 Intel: +10 Will: +5 Healer: Defensive and healing spell caster who will eventually class change into a sacred warrior or an incredible healer Tou: -5 Int: +5 Will: +10 Agl: -5 Thief: Street fighter who has a variety of criminal paths available... Tou: -5 Dex: +5 Agl: +5 Nationalities Halien: Believe that the sites of power were placed by a divine entity to allow its followers to spread its word. Are very stubborn on religious beliefs, and are enemies of the Sadols. Intel: -5 Will: +10 Ragnam: A semi democratic empire. Reasons that if everybody is focusing on the ultimate power sites they should take all the existing sites to cut off all their power before they find the ultimate power. Tou: +5 Intel: +5 Agl: -5 Devoliar: Ruthless league of powerful city-states. Values sheer intelligence over everything else, and uses its many super-geniuses to pull off incredible feats of calculation allowing it to minimize losses and increase gains. Str: -5 Intel: +15 Dex: -5 Sadol: Rival of the Haliens. They were allies with the Haliens, but its followers (this nation is a collection of religious believers) were at one time persecuted mercilessly. From that point on they focused all their strength on making the Haliens miserable. Believe that the sites of power are there for them to destroy the Haliens. Str: +5 Will: -5 Dex: +5 Havnor: A huge influential nation that has through time waned in power. They hope that if they find the ultimate power sites before anyone that their previous glory could be restored. Str: +5 Intel: +5 Ag: -5 Gont: Home of many famed heroes the Gontish forces are few, but powerful. They reason that since they have such few numbers that they should try to take the existing sites instead of searching for the ultimate ones. Indeed, there are legends suggesting that the owner of all the minor sites can null the ultimate site’s power. Str: -5 Intel: + 5 Will: +5 Dex: -5 Agl: +5 Bellar Soln: A society known for it's incredible war machine. Can mobilize and destroy quickly. However, the art of war is the only thing they know of and they're generally considered little more than savages. Str: +15 Tou: +5 Intel: -10 Will: -5 Abilities Everyone loves making there own unique character right? There are things called skills, which affect battle and out of battle situations. Each class starts out with one, but in addition you get one extra. Also, each class has specialized skills that can be acquired later in the game. Warrior: Battle Cry (alerts allies of enemy presence, increases party attack stats) Archer: Projectile-A (Allows you to use any type of projectile involved with arrows making a longbow man capable of using a cross bow he finds on the ground) Apprentice: Meditate (Recovers some mp and increases casters spell effects by 50% in battle) Healer: Herb (Knows about basic herbs and how to use them to heal oneself) Pickpocket: Crime-1 (Pick-pocketing, lying persuasively, disappear in crowd) Choose one of these skills in addition to your free class related one. Act-1: (You can act a bit, and seem a little different than you really are. This leads up to skills, which will allow you to pretend to be someone else) Battle Cry: (alerts allies of enemy presence, increases party attack stats) Blush (female only): (Makes chance of male attacking 80% (otherwise they'll just defend) and will lead up to other abilities) Charge: (Charge right into the foe doing heavy damage. Can only be done on your opponent during the first turn. Also, expect to take some damage too.) Crime-1 (First package of criminal skills. Pick-pocketing, lying persuasively, disappear in crowd) Familiar-1: (Allows one to know basic things about animals, and allows weak familiars to aid you) Herb: (Knows about basic herbs and how to use them to heal oneself) Riding: (Allows character to ride horses which increase stats in battle (mounted attack> over regular charge) Lucky: (Adds numbers on die rolls randomly, and allows one to gamble) Meditate: (Recovers some mp and increases casters spell effects by 50% in battle) Nobility: (Allows one to know the elaborate procedures of talking to nobility (creates good impression on nobility)) Projectile-A (Allows you to use any type of projectile involved with arrow) Projectile-B (Allows you to throw throwing projectiles and slings) Street-Wise: (Allows one to talk to street urchins with their slang, find black-markets, and other things related to the unlawful side of life) Move Lists Create 5 (7 if apprentice) moves whether they are combat or non-combat skills. These will cost mp, and should not have specific numbers. I WILL decide how much damage they do and such. Unless you're a healer your move may not heal more than 10 hp. Ex. Piercing Stance: My warrior Darwin gets prepared to go through armor for the next turn and do more damage Sacred Swipe: Darwin attacks with a holy elemental enhancement and heals himself a little. Those would be converted to…. Piercing Stance (15mp): Next turn, when Darwin attacks the enemy's strongest armor defense will be ignored. Sacred Swipe (5mp): Does +10 damage to demonic enemies and +3 to everyone else. Also heals Darwin by 3 hp Ask me if you have any questions, as this might be a little messed up from repeated editing. You can create more special moves later in the games, or buy generic moves so don't worry about the lowered amount of moves (only 1 less move, but you never know) [ June 19, 2003, 05:16 PM: Message edited by: Lord Umbra: Obscure Member #9999 ] |
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| Newbie Join Date: Mar 2003 Location: Japan Posts: 1 Thanks: 0 Thanked 0 Times in 0 Posts | NOOOOO!!! I CAN'T USE COPY AN PASTE!!! Wait, I was never in this. I will most likely join, because you look as if you are good with stories and such, and the plot looks good. |
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| Guest | Also, for my sanity I'm not allowing making more than 2 characters. I'll be glad to make some to accompany you, but I really don't want to have to do it right at the start. Remember my policy on two characters from different nation still stands. You may do it, but the second character HAS to defect first. |
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| | #5 |
| Guest | Name:Saiku Age:23 Gender:m Description: Saiku is a tall person, clad in a black trenchcaot. He has long black hair and prefers to use stratagy not brute force. Class:Apprentice Race:Elf Nationality:Sadol Bio: Saiku was abandoned as a child and raised by a group of bandits, he has learned to show no mercy and trus no one. At the age of 15 he ran away from the bandits to lead his own life. He discovered he had the ability to cast magic spells and used this to his advantage. Stats: Str: 15 Tou: 5 Int: 35 Will: 15 Dex: 30 Agl: 30 Abilities: Meditate (Recovers some mp and increases casters spell effects by 50% in battle) Crime-1 (First package of criminal skills. Pick-pocketing, lying persuasively, disappear in crowd) Move list: ill come up with some later. |
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