In a world that was constantly plagued by crime and monsters, a group called Avatar defended it. Avatar consisted of people trained since a young age to utilize a variety of magics and fighting styles, and now, in a world that is changing, and leaning more towards technology than magic, they are now hated by society and are now being forced to fight against the ones they protected.
To join
Name:
Code Name: Avatar members use codenames for secrecy.
Age:
Sex:
Stats: Split 500 between HP/MP
Health (HP) Determines how much damage you can take.
Mana (MP) Determines how much energy you have to cast spells.
Split 500 between these stats.
Strength (Str) Determines the force behind your hits.
Stamina (Sta) Determines your ability to resist physical damage.
Accuracy (Acc) Determines how often and how well you hit.
Agility (Agi) Determines movement, and balance.
Speed (Spd) Determines when and how fast you act.
Reflexes (Ref) Determines how quickly and how well you react.
Intelligence (Int) Determines how quick you learn and how well you can retain and apply information.
Awareness (Awa) Determines how aware of your surroundings you are.
Power (Pwr) Determines how effective your spells are.
Resistance (Res) Determines how well you resist opposing magic.
Favored Weapon: Pick any kind of weapon, unarmed combat. Guns are limited to pistols, shotguns and rifles
2nd Weapon: Ditto.
Spells: You start off with 1 Spell +1 per 25 Int.
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Combat: Combat works similarly to Arena Champion. You get 3 actions per turn. There are Actions, Reactions and Movements. Reactions are when you use an action in reaction to an enemy action. (Defending is a reaction) If the opponent is faster, you can still declare a reaction. How far you can move is based off your Agility. You can use any combination of Actions, reactions or movements you want.
You can do basically anything you want as an action, although it can't take more than a few seconds.
[ June 08, 2005, 07:35 PM: Message edited by: Marth ]
Avatar
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
Name: Pillan Cattori
Code Name:Stormbringer.
Age: 19
Sex: Male
Stats: Split 500 between HP/MP
Health-180
Mana-320
Split 500 between these stats.
Strength-0
Stamina-70
Accuracy-0
Agility- 40
Speed- 40
Reflexes- 30
Intelligence- 125
Awareness- 25
Power-100
Resistance- 70
Favored Weapon: Pistol
2nd Weapon: Darts
Spells: Hope you don't mind the summons having multiple spells.
Summon- Rain: Summons a spirit with powers of water. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting). Costs XMP per turn to support summon.
-Douse- Deals low water damage to target. (High chance of occuring)
-Healing Rain- Heals some HP and status effects to allies.(Medium chance of occuring)
*Acid Rain- Deals medium water damage to all and poisons.(Very low chance of occuring.)
Summon- Wind: Summons a spirit with powers of wind. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting). Costs XMP per turn to support summon.
-Gust- Deals low wind damage to target, target's ranged attacks lose accuracy next turn. (High chance of occuring)
-Wind Wall- Reduces ranged weapon accuracy for all opponents for next few turns; weakening each turn. (Medium chance of occuring)
*Heavy Gale- Deals heavy wind damage to a small area and pushes targets away into range.(Very low chance of occuring.)
Summon- Snow: Summons a spirit with powers of ice. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting) Costs XMP per turn to support summon.
-Frost-May decrease opponents speed and attack. If opponent was hit with water spell it also has a chance to freeze. (high chance of occuring)
-Chill Out- Opponent may not cast spells next turn. May fail depending on opponents power compared to Pillan's. (Medium chance of occuring)
*Deep Freeze- Deals some ice damage and has a good chance to freeze target. Instantly freezes target for a few turns if they were hit by a water spell.(Very low chance of occuring)
Summon- Thunder: Summons a spirit with powers of thunder. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting) Costs XMP per turn to support summon.
-Thunder Guard- Decreases damage from opponents attack, if attacked in melee may stun attacker(low %) (high chance of occuring)
-Lock-On: Greatly reduces failure of an attack on selected target for next few turns. (Medium chance of occuring)
*Thunder Break- Deals low damage to all enemies but stuns them all. (Very low chance of occuring)
Summon- Lightning: Summons a spirit with powers of lightning. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting) Costs XMP per turn to support summon.
-Spark- Deals lightning damage. Damage increased if opponent hit by water spell. (high chance of occuring)
-Chain Lightning- Deals lightning damage, hits several times, randomly targetting after each hit, all attacks deal 1/2 damage of last attack.(Medium chance of occuring)
*Lightning Sword- Deals Very high lightning damage to one target and medium damage to all other enemies.(Very low chance of occuring)
Spirit Link: Free Action. When Summons are going to cast a spell this may be used to choose the spell of that summon. Moves with * have a chance of failing if used with spirit link, and may only work with spirit link once in a fight.
[ June 09, 2005, 12:00 AM: Message edited by: KirbyBoy2000 ]
Code Name:Stormbringer.
Age: 19
Sex: Male
Stats: Split 500 between HP/MP
Health-180
Mana-320
Split 500 between these stats.
Strength-0
Stamina-70
Accuracy-0
Agility- 40
Speed- 40
Reflexes- 30
Intelligence- 125
Awareness- 25
Power-100
Resistance- 70
Favored Weapon: Pistol
2nd Weapon: Darts
Spells: Hope you don't mind the summons having multiple spells.
Summon- Rain: Summons a spirit with powers of water. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting). Costs XMP per turn to support summon.
-Douse- Deals low water damage to target. (High chance of occuring)
-Healing Rain- Heals some HP and status effects to allies.(Medium chance of occuring)
*Acid Rain- Deals medium water damage to all and poisons.(Very low chance of occuring.)
Summon- Wind: Summons a spirit with powers of wind. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting). Costs XMP per turn to support summon.
-Gust- Deals low wind damage to target, target's ranged attacks lose accuracy next turn. (High chance of occuring)
-Wind Wall- Reduces ranged weapon accuracy for all opponents for next few turns; weakening each turn. (Medium chance of occuring)
*Heavy Gale- Deals heavy wind damage to a small area and pushes targets away into range.(Very low chance of occuring.)
Summon- Snow: Summons a spirit with powers of ice. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting) Costs XMP per turn to support summon.
-Frost-May decrease opponents speed and attack. If opponent was hit with water spell it also has a chance to freeze. (high chance of occuring)
-Chill Out- Opponent may not cast spells next turn. May fail depending on opponents power compared to Pillan's. (Medium chance of occuring)
*Deep Freeze- Deals some ice damage and has a good chance to freeze target. Instantly freezes target for a few turns if they were hit by a water spell.(Very low chance of occuring)
Summon- Thunder: Summons a spirit with powers of thunder. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting) Costs XMP per turn to support summon.
-Thunder Guard- Decreases damage from opponents attack, if attacked in melee may stun attacker(low %) (high chance of occuring)
-Lock-On: Greatly reduces failure of an attack on selected target for next few turns. (Medium chance of occuring)
*Thunder Break- Deals low damage to all enemies but stuns them all. (Very low chance of occuring)
Summon- Lightning: Summons a spirit with powers of lightning. Randomly casts a spell during Pillan's turn(Uses Pillan's Power for spell casting) Costs XMP per turn to support summon.
-Spark- Deals lightning damage. Damage increased if opponent hit by water spell. (high chance of occuring)
-Chain Lightning- Deals lightning damage, hits several times, randomly targetting after each hit, all attacks deal 1/2 damage of last attack.(Medium chance of occuring)
*Lightning Sword- Deals Very high lightning damage to one target and medium damage to all other enemies.(Very low chance of occuring)
Spirit Link: Free Action. When Summons are going to cast a spell this may be used to choose the spell of that summon. Moves with * have a chance of failing if used with spirit link, and may only work with spirit link once in a fight.
[ June 09, 2005, 12:00 AM: Message edited by: KirbyBoy2000 ]
-
- Member
- Posts: 1225
- Joined: Sat Aug 02, 2003 1:00 am
- Location: Rats th01
Name: Than Roken.
Code Name: Davy Crocket (( Don't ask. ))
Age: 19.
Sex: Male.
Stats: Split 500 between HP/MP
Health 400
Mana 100
Split 500 between these stats.
Strength (Str) 150
Stamina (Sta) 100
Accuracy (Acc) 100.
Agility (Agi) 100
Speed (Spd) 0
Reflexes (Ref) 0.
Intelligence (Int) 50.
Awareness (Awa) 0.
Power (Pwr) 0.
Resistance (Res) 0.
Favored Weapon: Pistol.
2nd Weapon: Broadsword.
Spells: Firebat- Shoots a blast of fire in a straight line in front of Than. Has a low chance of burning foe. Uses 50 MP to use.
Fake Death- Than fakes death, has an average change of fooling enemy. If enemy isn't fooled, Than loses a quarter of his health. Uses 50 MP.
Duplicate- Creates two doubles of Than, the dupes can't attack. Has an average chance of fooling enemy. If the enemy attacks a dupe, all dupes get destroyed. Requires 70 MP.
Code Name: Davy Crocket (( Don't ask. ))
Age: 19.
Sex: Male.
Stats: Split 500 between HP/MP
Health 400
Mana 100
Split 500 between these stats.
Strength (Str) 150
Stamina (Sta) 100
Accuracy (Acc) 100.
Agility (Agi) 100
Speed (Spd) 0
Reflexes (Ref) 0.
Intelligence (Int) 50.
Awareness (Awa) 0.
Power (Pwr) 0.
Resistance (Res) 0.
Favored Weapon: Pistol.
2nd Weapon: Broadsword.
Spells: Firebat- Shoots a blast of fire in a straight line in front of Than. Has a low chance of burning foe. Uses 50 MP to use.
Fake Death- Than fakes death, has an average change of fooling enemy. If enemy isn't fooled, Than loses a quarter of his health. Uses 50 MP.
Duplicate- Creates two doubles of Than, the dupes can't attack. Has an average chance of fooling enemy. If the enemy attacks a dupe, all dupes get destroyed. Requires 70 MP.