TS - SK's Topic

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TS - SK's Topic

#1

Post by KirbyBoy2000 » Mon Jun 08, 2009 6:17 pm

Zio Walsh
Age: 26
Gender: Male
Bio: Zio is a loner, with no attachments. He dabbles in magic with the coming of times, but he always keeps a strong grip on his gun. He's that one guy you see slumped over in the back of a bar, who looks "cool". He's a generally "nice" guy, but he loves tricks, always preforming stunts like "Make the gold sack disappear", hence he has turned people against him whether he was just joking around or went too far. In fact, he's made a lot of enemies ... Too many. Constantly looking over his shoulder, he can't trust anyone. He's a nimble fighter when the need comes, but is usually very slack, because even though there's always the concern of danger around, he has confidence in his combat skills.

Spiritual Arm
Name: IV - The Emperor
Appearance: A revolver

Stats
HP: 350
SP: 150
Strength: 20
Defense: 45 (75)
Spirit: 65
Resistance: 20
Agility: 50 (60)

S.Arm
Stats: Spirit +35, Agility +15.

Abilities
IX - The Hermit (Passive) - Senses motives and actions beforehand. Gains 10% evasion against opponent's attacks in battle.
XII - The Hanged Man (Active) - Fires a magical bullet for (Spirit +10) - Opponent's Resistance damage. Cannot be dodged by normal means. 30SP
XXI - The World (Active) - Pay 20%, 40%, 60%, 80%, or 100% of your max SP. Freezes target in time for 2, 3, 4, 5, 6 turns respectively. The person frozen still performs actions and can be targetted normally. However, they will not be affected by or perform any of those actions until time unfreezes. Any actions performed on that player activate immediately when The World ends. On that player's next turn after the world ends all of their actions are performed at once.

Equipment:Caster 1, Studded Leather, Soft Bracer, Soft Boots.
Items : Tonic
Gold: 30g

------------------------------------------------------------

You recently arrived at the True Star Battleclub and were welcomed as a member. Right now, you can currently go to any of the following places within their main building:
- Job Office : Gives out jobs to members in exchange for pay or other bonuses.
- Shop : A large shop located in the main building. Sells equipment and items.
- Lounge : A lounge for the members. May be possible to find opponents / quests in here.
- Training Grounds : The fields outside of the headquarters that the members of True Star use for training against creatures and other members.
- Arena : A battlefield within the main building. Official Fights and special challenges are held within here.
- Leave : Leave the grounds and go wandering.

(If you want anything changed as far as abilities go just ask. I did take a lot of liberties with some of them, so if you want anything different then ask.)

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#2

Post by SephirothKirby » Mon Jun 08, 2009 6:53 pm

(I love The World! Reflects it perfectly. Although I accidentally put XXII, instead of XXI, if you wouldn't mind correcting that for me.)

(Also, will Strength be applied for shooting a gun? 'Cause that doesn't make sense, but there was no stat similar to Dexterity. Unless they count as magical, then I'd prefer to increase his Spirit).

Suppose I should Shop first, I'm not equipped with anything.

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#3

Post by KirbyBoy2000 » Mon Jun 08, 2009 8:04 pm

*Quickly makes up a gun* Okay, since the alternative is for them to be physical and disregard stats completely, I'll be having them be magic and based off of spirit. Its kind of easier that way anyway. If you want to change your stats any to use them feel free.

And If you're wondering because your Spiritual Arm is a gun, then it doesn't matter in that regard. Any attacks you do are based off of whatever weapon you had equipped beforehand, so if you had a sword or something any attacks you do would be based off of your strength, even if you are technically attacking with a gun. <_<


SHOP (aka: Why I shouldn't run these things... If you want anything different then ask and I'll come up with something. Otherwise I'll be refraining from making one or two of literally every weapon ever made. )

Weapons
Short Sword - A simple short sword. +10 Attack. 30g
Iron Sword - An iron sword. +20 Attack. 60g
Short Spear - A short spear. +12 Attack. Can be thrown. 40g
Iron Spear - An iron spear. +22 Attack. Can be thrown. 80g
Hand Axe - A small hand axe. +15 Attack. Can be thrown. 50g
Iron Axe - An iron axe. +25 Attack. Accuracy -10%. 100g
Knife - A small knife. +5 Attack. Can be thrown. Accuracy +10%. 20g
Iron Dagger - An iron dagger. +10 Attack. Can be thrown. Accuracy +10%. 40g

Boomerang - A boomerang. Hits twice at -50% accuracy. +5 Attack. Ranged. 50g
Sling - A simple sling. Used to attack with rocks and other objects. Ranged. 30g
Bow - A wooden bow. Used to attack with arrows. Ranged. 30g
Wooden Arrows - Wooden arrows. +10 Attack with a Bow. 10g for 10.
Iron Arrows - Iron-tipped Arrows. +15 Attack with a Bow. 10g for 5.
Rocks - ...yep. +5 Attack with a sling. 0g

[The following weapons deal damage based off of Spirit instead of Strength]
Wooden Staff - A wooden staff. +10 Magic. 35g
Wooden Rod - A wooden rod. +15 Magic. 60g
Charge Rod - A magic rod. Every turn the holder of this weapon does not attack, this weapon gains a charge. When using a normal attack, gains +10 Magic for each charge on this weapon, then removes all charges built up. 65g
Heal Staff - A staff that heals others. +20 Magic. Any attacks with this weapon restore HP instead of doing damage. 75g
Spirit Breaker - An odd dagger used in magic. +50 Magic when using a normal attack. Cannot inflict HP damage with this attack. 60g
Caster 1 - A magic gun that can fire specialized bullets as well as bursts of spirit. Holds 1 bullet, takes 1 turn to reload. When not firing a bullet, damage dealt is halved. 60g
M. Revolver - A gun designed to fire magic bullets. Can hold and fire 6 bullets before reloading, but can only attack if it is loaded. Takes 1 turn to reload. 70g
Spark Bullet - A bullet holding a lightning spell. When attacking gains +50 Magic. 10g each.


Equipment
Leather Armor - Leather armor.Reduces Physical damage by 10. 30g
Studded Leather - Stronger leather armor. Reduces Physical damage by 20. 60g
Chainmail - An iron chain mail. Reduces Physical Damage by 40. 120g
Robe - A simple robe.Reduces Magic damage by 10. 30g
Apprentice Robe - Robes for training magicians. Reduces Magic damage by 20. 60g
Magicians Robe - Robes for magic users. Reduces Magic damage by 40. 120g
Cap - A hat. Reduces all damage by 10. 70g
Buckler - A small round shield. Blocks 30 damage once per fight. 10g
Wooden Shield - A larger shield made of wood. Blocks 60 damage once per fight. Fire destroys it. 20g

Accessories
Soft Gloves - Strength +10. 50g
Soft Bracer - Defense +10. 50g
Soft Boots - Agility +10. 50g
Wood Amulet - Spirit +10. 50g
Wood Pendant - Resistance +10. 50g
Spirit Bracer - A magical bracelet. Once per fight, when your SP would drop to 0 from an attack, it instead drops to 1. 100g

Items
Lt. Tonic - Heals 100HP. 25g
Tonic - Heals 200HP. 50g
Magic Gem - Heals 100SP. Can be used as an Attack (Acts as a +10 Magic weapon attack). 25g.
Soul Fragment - Heals 300SP. If SP is at 0, instead revives Arm with 50SP. 75g
Phoenix Feather - Automatically heals HP to full when defeated. 250g

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#4

Post by SephirothKirby » Mon Jun 08, 2009 9:23 pm

Studded Leather (240)
Soft Bracer (190)
Soft Boots (140)

Maybe a gun that can be fired more than once every other turn? :/ Even if I have to buy ammo.

And if Guns = Spirit, then swap Strength and Spirit.

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#5

Post by KirbyBoy2000 » Tue Jun 09, 2009 8:27 am

Technically the one I made earlier can be fired as many times in a row as you want... its just really weak when you're not firing a bullet with it (And my using the wrong words and stuff didn't help any <_< ). The 1 turn is for reloading, and you'll be seeing it on just about everything far as guns go. If you still don't like it though I included one with 6 shots, but its more costly and if you run out of bullets you can't really do anything with it.

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#6

Post by SephirothKirby » Tue Jun 09, 2009 1:20 pm

So, let me just straighten this out.

The Caster 1 doesn't require ammo, but can only hold 1 bullet at any given time, and I have to wait a turn to recharge. However, I can shoot a figurative bullet manifested from Spirit without having to reload that, but it only deals 1/2 damage? Does it cost me SP?

If the above is correct, then I don't know what I was thinking, I will take it. Equip it all, and go to the Job Office.

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#7

Post by KirbyBoy2000 » Tue Jun 09, 2009 6:29 pm

Yeah, its just pretty weak when not firing an actual bullet, but it can always do damage. And no, it doesn't cost SP. Most of the magic stuff is basically an alternative for the people with high spirit to actually battle when their Spiritual Arm isn't summoned / is broken. As for the gun itself... I'm kind of thinking of dropping the half damage thing, since as it is the other magic weapons do more for less. That kind of defeats the purpose of needing bullets with the thing though, since it probably isn't worth the time to reload when all it would do is add a bit of damage. <_<


You walk into the job shop. Several other people are standing around and there is a woman sitting behind a desk. Right next to her is a board with a list of jobs posted on it. You spot the following jobs on it:
1 - Bodyguard - "I'll be traveling soon, past some dangerous territory. I'd like a bodyguard to protect me and my wares from attack during the trip. Pay: 200g, with bonus if the journey goes without problems."
2 - Robbed - "My store was robbed recently and no one else has been able to help. Find the thieves that stole it and return it to me. Pay: 200g"
3 - Missing - "A friend of mine went missing a few days ago and I haven't been able to find him yet. I want some help in the search. Pay: 200g"
4 - Extermination - "Some annoying pests have decided to make a home in my field and are destroying my crops. Get rid of them. Pay: 60g each."
5 - Monster Defense - "The monsters around our town have been acting up lately and even attacking at times. We want help to protect our people for a couple of days and to drive the monsters away if possible. Pay: 50g per day, with bonuses."
6 - Wanted - "Doran the Fang. Wanted for assault and robbery. Last seen in the village of Tolm. Pay: 400g."

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#8

Post by SephirothKirby » Tue Jun 09, 2009 9:26 pm

I'll take a Tonic, and the Caster 1.

Let's go to Training Grounds, I need to level up.

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#9

Post by KirbyBoy2000 » Wed Jun 10, 2009 8:25 am

You head out to the Training Grounds. There are several people and a few creatures in the field, most of which are in battle. Of the ones that aren't in a fight, there are two women, one in robes and the other carrying a sword; two men, one with an axe and the other with a staff, and lastly a creature that looks like a strange type of fox.

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#10

Post by SephirothKirby » Wed Jun 10, 2009 8:56 pm

[strike]hit on girls[/strike]

Request to battle with the girl with the sword.

(Also, afterthought: Can I switch my Arm's stat boosts to +35 Spirit, +15 Agility?)

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#11

Post by KirbyBoy2000 » Wed Jun 10, 2009 10:30 pm

Sure.

You walk up to the woman wielding a sword, asking her to fight. She agrees and then summons her Spiritual Arm, covering her sword in a blue glow.

At the start of each fight / each turn you can summon or unsummon your Spiritual Arm. Summon gives stats and abilities; unsummoned keeps it from being attacked and lets it heal SP. I'm going to assume you want it summoned from the start, if only because there's no real reason for it to be unsummoned for you right now.

You're faster than her, so you go first.

Zio - HP: 350/350
Emperor - SP: 150/150
Tina - HP: 350/350
L. Saber - SP: 150/150

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#12

Post by SephirothKirby » Thu Jun 11, 2009 2:20 pm

(Few questions real quick.

Is damage calculated as Spirit - Resistance? Spirit - 1/2 Resistance? Or do you not want me to know.

Am I fully healed after each battle, assuming I am given infinite time to rest?)

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#13

Post by KirbyBoy2000 » Thu Jun 11, 2009 3:27 pm

Damage is just Strength - Defense or Spirit - Resistance for the most part. Some abilities or weapons might be different, but usually not.

And yeah, basically as long as you're at the actual battleclub (not on a mission outside of it or whatever) you'll be healed after each battle.

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