If not totally obvious... FBC died... due to me mostly. Oh well, whatever. Heres a new one to help the forum out.
In this you control a small force of people to pursue any goals of yours. Do anything in here basicly; Try to take over a country or something, Act as mercenaries, be thieves... yeah, I hope I proved my point on what you can do.
Sign Up-
Name: ...
Age: ...
Gender: M/F
Bio/History: Not needed technicly... But it would REALLY help me have some sort of an idea what you want to accomplish in this or give some sort of quest type thing for you.
Stats
Out of 400- HP/MP
Out of 250- Attack, Defense, Mind, Resistance, Agility.
Out of 10- Charima(How well people like you), Money(How much gold you start with), Skill.
You start with 3 skills, +1 for every 2 points put in Skill.
You start with 1000gp, +200gp for every point put in Money.
Units- Not much of a commander without any people to command. *All units come with some of their own equipment, so you won't have to spend money on equipment for all of them."
Trainee- 75gp. "Training to be better fighters. Very inexperienced, but will get better later on."
Apprentice- 100gp. "Mages in training. Have a small variety of spells, but they aren't always successful."
Archer- 125gp. "Fighters trained in ranged fighting. Really accurate, but can't fight in melee that well."
Soldier- 150gp. "Trained in physical fighting mostly. They can use most weapons."
Magician- 200gp. "Spellcasters trained in attack based magic and status spells."
Cleric- 200gp. "Spellcasters trained in healing and support magic mostly."
Druid- 250gp. "Spellcasters specialized in summoning. Can do almost anything."
Knight- 600gp. "Highly trained soldiers who can fight well with most weapons and can wear heavy armor."
Sniper- 500gp. "Archers who are incredibly accurate with ranged weaponry."
Sorcerer- 600gp. "Magicians well trained in magical attacks. Moderate skill in other spells though."
Shaman- 600gp. "Magicians well trained in healing and supportive spells. Has skill in other spells too."
Summoner- 700gp. "Magicians that summon creatures and spirits to fight for them."
Rider- 900gp. "Well trained in riding horses and fighting on them. Mediocre on foot."
Assassin- 1500gp. "Overpriced fighters that are experts at stealth and quick kills."
Scholar- 100gp. " Can't fight well at all. But very intelligent and able to create strategies."
Thief- 150gp. "Swift and Skilled at various things, such as picking locks. Fairly poor in combat though."
Bard- 300gp. "Can't fight well at all. Knows many songs that support troops.
Diviner- 500gp. "Mages whose spells allow them to see things others cannot see."
Time Mage- 800gp. "Mages who manipulate time with their spells."
Items
Lt Potion- Heals 75HP. 10gp.
Potion- Heals 150HP. 25gp.
Lt. Ether- Heals 75MP. 15gp.
Ether- Heals 150MP. 30gp.
Herbs- Cures physical status effects. 30gp.
Mini Bomb- Deals 100 damage. 40gp.
Bait- Calls and distracts monsters. 5gp.
Torch- Helps for seeing in the dark. 10gp.
Net- Traps target and prevents movement. Ineffective on large targets. 10gp.
Lock Picks- Used to open locks without keys. Works best with thieves. 20gp.
Rope- Its rope! Yeah... 5gp.
Smokebomb- Good for escaping. 10gp.
Flight Arrows- Boosts bow range. 10gp for 30.
Sheaf Arrows- Boosts bow damage, but drops range. 10gp for 20.
Equipment
Dagger- Atk +5. Can be thrown. 10gp.
Short Sword- Atk +10. 15gp.
Iron Sword- Atk +20. 30gp.
Hatchet- Atk +15, Accuracy -5%. 15gp.
Iron Axe- Atk +30, Accuracy -10%. 30gp.
Short Spear- Atk +12. 16gp.
Iron Spear- Atk +25. 32gp.
Sling- Atk +5, Ranged. 15gp.
Short Bow- Atk +10, Ranged. 30gp.
Apprentice Book- Mind +10. 20gp.
Intermediate Book- Mind +20. 40gp.
Staff- Atk +5, Mind +5. 15gp.
---
Buckler- Def +5, Gives +10% Evade when on defensive. 15gp.
Leather Armor- Def +10. 20gp.
Studded Leather- Def +20. 40gp.
Robes- Res +10. 20gp.
Cloak- Def +5, Evade +5%. 15gp.
Black Cloak- Def +5, Evade +5%, +10% at night. 25gp.
Hat- Def +5. 10gp.
Soft Gloves- Atk +10. 30gp.
Soft Bracers- Def +10. 30gp.
Wood Amulet- Mind +10. 30gp.
Wood Pendant- Res +10. 30gp.
Leather Boots- Spd +10. 30gp.
Soft Boots- Makes less noise when moving. 20gp.
[ September 17, 2005, 02:22 PM: Message edited by: KirbyBoy2000 ]
Commander
- Prince Toad
- Member
- Posts: 11642
- Joined: Fri Aug 17, 2001 1:00 am
- Location: Rookery
- Contact:
Name: Rensai Collow
Age: 23
Gender: Male
Bio: Rensai, a brash and impetuous youth all his life, wishes to become the leader of a famed mercenary band. His vigor and undauntable spirit make him likable, and he has become quite a fighter; however, his life savings do not amount to much. Despite his martial tendencies, he is also fairly intelligent. Though he does not use magic or ranged weapons himself, preferring the spear, he sees their value, as well as that of trained strategists and specialists.
Stats:
HP: 300
MP: 100
Attack: 70
Defense: 60
Mind: 30
Resistance: 30
Agility: 60
Charisma: 5
Money: 1
Skill: 4
Skills:
Rally-- All nearby units gain some temporary hit points and a bonus to Attack and Mind for three turns.
Raging Impale-- Deals a lot of extra damage to one unit. If Raging Impale kills that unit and there is another unit behind the first one, the second unit takes heavy damage as well.
Brace-- defensive stance. If a unit moves and attacks Rensai from the front while he is in Brace, the unit takes heavy damage and the attack may be blocked. If that unit is a horseman, the damage is doubled. Rensai cannot move or attack while in Brace.
Last Stand-- Rensai has moderate gains in every stat, including HP and MP. These last for five turns, decreasing every turn. At the end of Last Stand, Rensai's stats are lower than normal. They return to normal after five turns. Last Stand may not be used until Rensai's stats return to normal.
Arcane Riposte-- Gives a chance to block any damage for one turn, including magical and ranged. If damage is blocked, half of it is dealt to the attacker, even if it was a ranged or magical attack.
Units:
Barris, M: Scholar
Real, M: Thief
Viala, F: Cleric
Karr, M: Trainee
Cherry, F: Apprentice
Coyote, F: Soldier
Lirus, M: Archer
Equipment:
Iron Spear (Rensai)
Soft Gloves (Rensai)
Cloak (Rensai)
Hat (Rensai)
Buckler (Rensai)
Studded Leather (Rensai)
Flight Arrows x30 (Lirus)
Sheaf Arrows x20 (Lirus)
Rope x2 (Rensai, Real)
Net (Real)
Torch x3 (Rensai, Real, Coyote)
Lt. Potion x4 (Rensai, Viala, Karr, Coyote)
Lt. Ether x3 (Rensai, Viala, Cherry)
Herbs x2 (Karr, Coyote)
Gold: 3
[ September 16, 2005, 06:56 PM: Message edited by: Prince Toad ]
Age: 23
Gender: Male
Bio: Rensai, a brash and impetuous youth all his life, wishes to become the leader of a famed mercenary band. His vigor and undauntable spirit make him likable, and he has become quite a fighter; however, his life savings do not amount to much. Despite his martial tendencies, he is also fairly intelligent. Though he does not use magic or ranged weapons himself, preferring the spear, he sees their value, as well as that of trained strategists and specialists.
Stats:
HP: 300
MP: 100
Attack: 70
Defense: 60
Mind: 30
Resistance: 30
Agility: 60
Charisma: 5
Money: 1
Skill: 4
Skills:
Rally-- All nearby units gain some temporary hit points and a bonus to Attack and Mind for three turns.
Raging Impale-- Deals a lot of extra damage to one unit. If Raging Impale kills that unit and there is another unit behind the first one, the second unit takes heavy damage as well.
Brace-- defensive stance. If a unit moves and attacks Rensai from the front while he is in Brace, the unit takes heavy damage and the attack may be blocked. If that unit is a horseman, the damage is doubled. Rensai cannot move or attack while in Brace.
Last Stand-- Rensai has moderate gains in every stat, including HP and MP. These last for five turns, decreasing every turn. At the end of Last Stand, Rensai's stats are lower than normal. They return to normal after five turns. Last Stand may not be used until Rensai's stats return to normal.
Arcane Riposte-- Gives a chance to block any damage for one turn, including magical and ranged. If damage is blocked, half of it is dealt to the attacker, even if it was a ranged or magical attack.
Units:
Barris, M: Scholar
Real, M: Thief
Viala, F: Cleric
Karr, M: Trainee
Cherry, F: Apprentice
Coyote, F: Soldier
Lirus, M: Archer
Equipment:
Iron Spear (Rensai)
Soft Gloves (Rensai)
Cloak (Rensai)
Hat (Rensai)
Buckler (Rensai)
Studded Leather (Rensai)
Flight Arrows x30 (Lirus)
Sheaf Arrows x20 (Lirus)
Rope x2 (Rensai, Real)
Net (Real)
Torch x3 (Rensai, Real, Coyote)
Lt. Potion x4 (Rensai, Viala, Karr, Coyote)
Lt. Ether x3 (Rensai, Viala, Cherry)
Herbs x2 (Karr, Coyote)
Gold: 3
[ September 16, 2005, 06:56 PM: Message edited by: Prince Toad ]
Prince Toad, the shroom-o-doom
^Proud member of the Circum-flex Revolution!
^Proud member of the Circum-flex Revolution!
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
Name: Winsel
Age: 22
Gender: Male
Bio/History: Winsel and his group are a band of adventurers. They seek fame, fortune, excitement, and a good battle. Of course, their quest for tales and high adventure make them very open to mercenary work. However, they do work on their own ocasionally, typically on dangerous and foolhardy treasurehunts. Through sheer luck Winsel has become leader of this group, and his charisma allows him to get out of situations that he can't fight out of.
HP: 300
MP: 100
Atack: 55
Defense: 60
Mind: 25
Resistance: 50
Agility: 60
Charisma: 9
Money: 1
Ignorance: Creates a moderate barrier that takes damage for any member of the party. Bonus against magic.
Swashbuckler: Party's evade stats are raised significantly.
Adventurer's Spirit: Boosts attack and mind moderately.
Apprentice (Raen, Male)
Archer (Gren, Male)
Soldier (Darnel, Male)
Soldier (Jalas, Male)
Soldier (Heret, Female)
Magician (Jila, Female)
Cleric (Hala, Female)
Scholar (Teal, Female)
Sling: Gren
4 Potions
2 Smoke Bombs
2 Ethers
1 Tourch
1 Net
Age: 22
Gender: Male
Bio/History: Winsel and his group are a band of adventurers. They seek fame, fortune, excitement, and a good battle. Of course, their quest for tales and high adventure make them very open to mercenary work. However, they do work on their own ocasionally, typically on dangerous and foolhardy treasurehunts. Through sheer luck Winsel has become leader of this group, and his charisma allows him to get out of situations that he can't fight out of.
HP: 300
MP: 100
Atack: 55
Defense: 60
Mind: 25
Resistance: 50
Agility: 60
Charisma: 9
Money: 1
Ignorance: Creates a moderate barrier that takes damage for any member of the party. Bonus against magic.
Swashbuckler: Party's evade stats are raised significantly.
Adventurer's Spirit: Boosts attack and mind moderately.
Apprentice (Raen, Male)
Archer (Gren, Male)
Soldier (Darnel, Male)
Soldier (Jalas, Male)
Soldier (Heret, Female)
Magician (Jila, Female)
Cleric (Hala, Female)
Scholar (Teal, Female)
Sling: Gren
4 Potions
2 Smoke Bombs
2 Ethers
1 Tourch
1 Net
\"Be kind to your neighbor. He knows where you live.\"
- Anon.
- Anon.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
-
- Member
- Posts: 1687
- Joined: Fri Jun 14, 2002 1:00 am
- Location: Tangiers
- Contact:
-
- Member
- Posts: 1515
- Joined: Sun Sep 16, 2001 1:00 am
Name: Kirin Damascus
Age: 18
Gender: Male
Bio/History: Kirin was raised by a stepfathers whose morals and sense of justice was passed down to him. He left his home hoping to help people in need with his swordsmanship. He met others who share the same values as Kirin, and he found himself to be the commander of a small squad, often hired as guards for small towns and villages. He is virtuous to a fault, making him likable, though not the richest guy around.
HP: 300
MP: 100
Attack: 60
Defense: 45
Mind: 50
Resistance: 45
Agility: 50
Charisma: 6
Money: 2
Skill: 2
Skills:
Disarm- a moderate chance of disarming an enemy for a few turns, and a small chance of breaking the weapon
Guardian Shield- increases defense and resistance moderately for three turns
Aura- allows one party member to be healed a little every turn for five turns, and while the spell is in effect, anyone uses a melee attack on the unit gets damaged
Wrathful Sword- does significant physical damage to one enemy and reduces attack and defense a little
Units:
Quale (Apprentice, Male)
Solaris (Thief, Male)
Eva (Trainee, Female)
William (Soldier, Male)
Lance (Archer, Male)
Elana (Cleric, Female)
Arlene (Magician, Female)
Lythin (Scholar, Male)
Items:
5 Lt Potions (Kirin, Lance, Eva, Arlene, Lythin)
4 Lt Ethers (Kirin, Quale, Arlene, Elana)
30 Flight Arrows (Lance)
20 Sheaf Arrows (Lance)
2 Torches (Kirin, Solaris)
1 Net (Solaris)
1 Iron Sword (Kirin)
1 Buckler (Kirin)
1 Leather Armor (Kirin)
1 Hat (Kirin)
1 Leather Boots (Kirin)
Gold: 35
Age: 18
Gender: Male
Bio/History: Kirin was raised by a stepfathers whose morals and sense of justice was passed down to him. He left his home hoping to help people in need with his swordsmanship. He met others who share the same values as Kirin, and he found himself to be the commander of a small squad, often hired as guards for small towns and villages. He is virtuous to a fault, making him likable, though not the richest guy around.
HP: 300
MP: 100
Attack: 60
Defense: 45
Mind: 50
Resistance: 45
Agility: 50
Charisma: 6
Money: 2
Skill: 2
Skills:
Disarm- a moderate chance of disarming an enemy for a few turns, and a small chance of breaking the weapon
Guardian Shield- increases defense and resistance moderately for three turns
Aura- allows one party member to be healed a little every turn for five turns, and while the spell is in effect, anyone uses a melee attack on the unit gets damaged
Wrathful Sword- does significant physical damage to one enemy and reduces attack and defense a little
Units:
Quale (Apprentice, Male)
Solaris (Thief, Male)
Eva (Trainee, Female)
William (Soldier, Male)
Lance (Archer, Male)
Elana (Cleric, Female)
Arlene (Magician, Female)
Lythin (Scholar, Male)
Items:
5 Lt Potions (Kirin, Lance, Eva, Arlene, Lythin)
4 Lt Ethers (Kirin, Quale, Arlene, Elana)
30 Flight Arrows (Lance)
20 Sheaf Arrows (Lance)
2 Torches (Kirin, Solaris)
1 Net (Solaris)
1 Iron Sword (Kirin)
1 Buckler (Kirin)
1 Leather Armor (Kirin)
1 Hat (Kirin)
1 Leather Boots (Kirin)
Gold: 35