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| | #1 |
| Guest | This rpg is a battleclub. The guardians are a group that help defend civilians in war torn areas, also helping out whichever side they believe will end wars quicker. Strong and elite, and taking whichever side is strongest, they are often hated. Anyway, this battleclub is class based, unlike my last few battleclubs. Both age and sex will have an effect on stats. On skills, there are four major types of skills. Abilities, reactions, support and overdrives. Abilities are attacks, spells, and other things you can do in battle. Reactions are special abilities that are triggered by enemy attack. Support help your character in some way. Overdrives are special attacks that you can use once in critical condition. (1/5 or lower hp) In this rpg, the only thing you earn from battle is experience (well not counting treasure) You can use exp to levelup or to gain skills. 100XP is a levelup. You earn a decent stat increase, depending on your class. Your character is customizable with abilities. You don't have to use abilities from your class. You can "equip" skillsets, reactions, overdrives and supports. You can advance to other classes by XP. Every level you make in a class counts as a level for that class. You need certain levels in certain classes to make it to other classes. You can ask about that in the library in the club. You can only have one Reaction, Support or Overdrive. You can use all abilities you know. tell me before a battle which you want. Name Age: Sex: Class: Choose from the list below. Stats: Put 1-5 for each. You get 21 points to split. (that's not going to be the actual value) HP: MP: Attack: Defense: M. Attack: M. Defense: Speed: Skills: You get one ability (not reaction, support or overdrive) for free. It must be worth less than 100XP. You also get 100XP to spend on whatever. Does not have to be from your class. You can use it to level if you wish. ------ Squire HP: 3 MP: 3 Attack: 3 Defense: 3 M. Attack: 3 M. Defense: 3 Speed: 3 Abilities: Throw stone 20XP (a distance attack. Does low damage, and doesn't trigger physical reactions unless with a ranged weapon or magic) Tackle: 40XP (automatic hit for low damage. Doesn't trigger any reactions. Can interrupt charging) Accumalate: 100XP (draws power to raise attack) Bandage: 40XP (heal's a low amount of hp) Reactions Counter tackle: 80XP (counters with the tackle ability. It's not required to use this. Dodge: 10XP (doubles your evade when attacked. Support Gained XP up 200XP (gain XP at twice the normal rate) Overdrive: Critical strike 400XP (when at less than 1/5 hp, your physical attack damage is doubled) ----------- Archer HP: 4 MP: 3 Attack: 3 Defense: 3 M. Attack: 2 M. Defense: 2 Speed: 4 Skills: Charge: 50XP (Charge for an indefinte amount of time. Decide to keep charging or fire. Damage increase is based on speed and m. attack) Trick shot: 60XP (decreased accuracy at greater damage. You can choose easy, medium or hard when you use this) Aim: 60XP (aim for better accuracy. lowers damage) Arm shot: 100XP (shot makes target unable to do anything for a temporary time) Leg shot: 60XP (shot makes target unable to avoid attacks for a temporary time) Reactions Shoot back: 90X (counter longdistance attacks with a bowshot) Arrow guard: 75XP (better evade against arrows) Support Concentrate: 200XP (physical attacks always hit. Also ignores interruptions) Multishot: 200XP (you always get an extra attack) Overdrive: Extra shot: 400XP (if criticalled always attack once more than normal with physical attacks) --- Apprentice HP: 3 MP: 4 Attack: 1 Defense: 2 M. Attack: 4 M. Defense: 4 Speed: 3 Abilities Fire A: 50XP (a simple fire spell) 10mp Ice A: 50XP (a simple ice spell) 10mp Lightning A: 50XP (a simple lightning spell) 10mp Poison A: 50XP (poisons enemy) 12mp Magic missile A: 50XP (creates one magic missile which can be fired at for low damage) 6mp Stun A: 80XP (gives a chance to stun) 12mp Reaction Mirror image: 110XP (when attacked, gives a chance, based on m. defense, to create a mirror image. Max of 4 images can be made. The attacker must then choose a number to attack. Any hit on the image dispels it) Support Focus: 100XP (magic damage accumulates 25% every round when not using a spell. This starts over once a spell hits. Max of 100% focus.) Overdrive Complete Focus: 500XP (when in critical, you always have complete focus (damage is doubled with magic) ----- Cleric HP: 4 MP: 3 Attack: 3 Defense: 3 M. Attack: 2 M. Defense: 3 Speed: 3 Abilities Heal A: 55XP (heals a low amount of hp) 10mp Heal B: 110XP (heals a fair amount of hp) 20mp Regen: 50XP (heals a small amount of hp for several rounds) 12mp Esuna: 80XP (heals all level A or B status effects) 15mp Barrier: 120XP (half damage for three rounds) 18mp Prayer: 200XP (doubles spell effects for three rounds) 20mp holy A: 50XP (a weak level holy spell) 10mp Reaction: Barrier: 180XP (When you take damage, there's a chance you activate a barrier which halves damage for three rounds) Support: Chant: 350XP (once you have a spell going, you can keep chanting it after the first round. You only have to pay 1/2 the cost per round, and you can do other non spell stuff. Chants can be interrupted and status spells can only be chanted until they work) Overdrive: Miracle: 400XP (all status effects are healed, barrier and prayer are activated (regardless of spell knowledge) ------ Pickpocket HP: 3 MP: 3 Attack: 3 Defense: 3 M. Attack: 2 M. Defense: 2 Speed: 5 Skills Pick pockets: 25XP (steals some gold. chance increases if leveling as a thief based class) Steal item: 40XP (steals one item from opponent) Backstab: 80XP (While hidden, you can deal double damage) Mug: 110XP (An attack while using pick pockets or steal item) Threaten: 100XP (threaten an enemy into not attacking. If successful, steal abilities are more likely to work Reaction Quick slip: 80XP (when attacked, you can steal either gold or a random item) Support Sneak: 120XP (if you don't do any attack you can kind of sneak away from your enemy. This doubles evade/dodge. Next attack has a much higher chance of hitting. Overdrive: Escape: 200XP (if criticalled you have the choice to run away any time. Depending on speed, if you succeed, you escape the battle. If you fail, it activates sneak, regardless of whether thats equipped. |
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| | #2 |
| Join Date: Jul 2000 Location: NY,USA Gender: Posts: 5,025 Thanks: 1 Thanked 26 Times in 24 Posts | Name:Amanda S. Age: 17 Sex: Female Class: Apprentice. Stats: Put 1-5 for each. You get 21 points to split. (that's not going to be the actual value) HP:3 MP:4 Attack:1 Defense:2 M. Attack:4 M. Defense:4 Speed:3 Skills Lightning A.(The free skill.) Focus. |
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| | #7 |
| Member Join Date: May 1999 Location: Southern California Posts: 2,216 Thanks: 0 Thanked 0 Times in 0 Posts | Name: Six-D-Nine (He's really named Dilandu) Age: 69 *laughs* (He's really 19) Sex: Male Class: SQUIRE! Stats: Put 1-5 for each. You get 21 points to split. (that's not going to be the actual value) HP: 8 MP: 4 Attack: 8 Defense: 8 M. Attack: 3 M. Defense: 8 Speed: 3 Skills: If I can get Accumulate (100XP) then I will, otherwise I'll get Bandage (40XP) As for my other 100XP, I'll take a level up. [img]graemlins/rotfl.gif[/img] [ August 23, 2003, 02:06 AM: Message edited by: Yasashi Yoake ] |
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| | #8 |
| Guest | Name: Lance Goldwin Age: 15 Sex: Male Class: Archer Stats: HP: 7 (+3) MP: 6 (+3) Attack: 6 (+3) Defense: 6 (+3) M. Attack: 5 (+3) M. Defense: 5 (+3) Speed: 7 (+3) (+#) means I added # to the original stats of the class Skills: If I can get Arm Aim for free, I will get it, otherwise I'll get Leg Shot. For the 100 XP, I'll get Bandage. Also, if I get Leg Shot, I'll buy Trick Shot along with Bandage. |
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