Spirit Callers

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KirbyBoy2000
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Spirit Callers

#1

Post by KirbyBoy2000 » Sun May 07, 2006 10:11 pm

Plot - Some of those born in the world have a strong connection with the spiritual realm, and many of them able to bring spirits into this world with their power; these people are known as Spirit Callers. Their abilities went unnoticed, and some even persecuted them for their abilities. Though that would soon change, the world was shrouded in shadows and monsters inhabitted the world. The Spirit Callers fought of the monsters using their powers, and the world was saved. After that the Callers were revered, and an organization was designed to train those with the abilities of the Spirit Callers in the past so any other threats could be stopped by them.

Name: . . .
Age: . . .
Gender: Male or Female
Description / Bio - Optional for the most part. Your appearance / Past

Vital Stats - Out of 500
Health - How much damage you are able to take in a fight.
Mana - Your magical energy, required to link to your Spirit Creature.

Body Stats - Out of 200
Strength - Determines physical damage.
Constitution - Reduces damage recieved by a physical attack.
Dexterity - Determines battle order, and determines critical hit ((Dexterity - Opnt. Dexterity) /4) = Critical Hit Chance.
Reflex - Your ability to quickly react to a situation. Determines accuracy and evasion. ((Your Reflex - Opnt. Reflex) /2) = Accuracy/Evasion Boost.

Mind Stats - Out of 300
Intelligence - Determines magical damage.
Resistance - Reduces damage recieved by magic.
Spirit - Boosts power of Spirit Creatures in their abilities.
Control - How well your Spirit Creatures act.

Abilities (You have up to 3 abilities and a summon)
Skills - Physical abilities that can be performed at anytime, effects of them are limited. Generally weakens a certain body stat to enhance another during an attack.
Spells - Magical abilities that can have almost any effect. Spells use Mana and some are strengthened when your Spirit Creature is out.
Summon - Calls out your Spirit Creature to assist in battle. While out it constantly drains your Mana untill you run out or recall your summon.

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Spirit Creature - Spirit Creatures are called out to fight through magic. While they are out they will fight or defend you every turn, though they also use up some of your Mana each turn. Spirit Creatures act on the same turn as you and act on their own.

Name : . . .
Description - What your spirit creature looks like.

Stats (Out of 400)
Strength
Constitution
Magic
Resistance

Abilities - Same as humans mostly; Spirit Creatures can also have passive magical abilities that are always in effect, but cannot summon. Upto 6 abilities can be made.

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Just as a note, I'm still continuing Revival of Darkness... If anyone still cares to continue in it that is. I just think its moving too slow, so I'm putting this so I have something to do. This will follow a more simple battle style for the most part, and will have a bunch of generic battleclub things in it mostly, maybe a story mode or something if I'm feeling creative.

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[sage]
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#2

Post by [sage] » Wed May 10, 2006 1:22 am

Name: Lando
Age: 19
Gender: Male
Description: A tall muscular warrior dressed in a cape and simple clothing.
Vital Stats - Out of 500
Health - 300
Mana - 200

Body Stats - Out of 200
Strength - 60
Constitution - 20
Dexterity - 60
Reflex - 60

Mind Stats - Out of 300
Intelligence - 100
Resistance - 50
Spirit - 80
Control - 70

Abilities (You have up to 3 abilities and a summon)
Aeroblade: Summons any weapon (usually a sword, but it could be a spear, bow or anything else) for one battle. It does both magical and physical damage (Int and Str apply)

Cutting Winds: Creates a gust of wind, which blows inanimate objects backwards at high speeds, as well as doing damage to enemies just from the winds. (So it's possible to be hit by blown objects and by the winds themselves).

Summon - Calls out your Spirit Creature to assist in battle. While out it constantly drains your Mana untill you run out or recall your summon.

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Spirit Creature - Spirit Creatures are called out to fight through magic. While they are out they will fight or defend you every turn, though they also use up some of your Mana each turn. Spirit Creatures act on the same turn as you and act on their own.

Name: Wind Guardian
Description - What your spirit creature looks like.

Stats (Out of 400)
Strength: 50
Constitution: 50
Magic: 150
Resistance: 50

Abilities -
Aeroblade: Summons any weapon (usually a sword, but it could be a spear, bow or anything else) for one battle. It does both magical and physical damage (Magic and Str apply) Wind Guardian always spends its first turn summoning Aeroblade.

Wings of War (passive): Creates magical wings which allow him to fly, hover, slow a fall, take flight to avoid melee attacks, or he can dive bomb foes for extra damage.

Gale Blast: Unleashes a cold blast of air within a radius around Wind Guardian. Has a small chance of freezing objects or people solid.

Vortex Slash: Summons a whirling vortex of energy to the tip of its Aeroblade. It makes a slash with it, and the vortex shoots forward and hits whatever is in the way. Deals heavy damage and sends things flying.

Wind Shield (passive) Can spend a bit of its mana as a free action to have the air around it change the trajectory of projectiles or even melee weapons, making it less likely its going to be hit. It can also push or shield against magical projectiles, but its useless against area of effect spells. Wind Shield can also be used to boost the speed of flight temporarily. Wind shield extends to adjacent allies, but is only half as effective for them.

Hurricane: Transforms the entire battlefield to hurricane conditions. Heavy rains impede movement and vision, winds tear buildings down, fling objects everywhere and turns everything to chaos.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.

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