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Battle League

Posted: Mon Dec 27, 2004 9:18 pm
by [sage]
This is just a battleclub to help get the forum boosted a bit. There's a story mode of you going through the ranks of the league as well as all the normal stuff.

To join

Name:
Age:
Sex:

Stats: Split 1200 between HP and MP
Split 1000 between Att, def, M. Att, M. Def and spd.

You can have as many abilities as you wish (can be anything). Put them into groups going from level 1-10. (or lower if you can't think of that many abilities) You may have a max of 3 level 1 spells, everything else is up to you. You may have up to one overdrive per ability level.

Weapon: Pick a melee and a ranged weapon. No modern/futuristic weaponry.

Rune: Many warriors get runed etched on them. Runes are a spell engraved on their body that they can cast at will for no cost. However most runes are weak, and the ones that aren't typically cost a LOT of money to have engraved. You can have one if you wish. I choose all numbers, just give a general idea of what it does.

You don't have to do the following if you don't want to.

Advantage: Pick any advantage you want. Could be something like deals more damage with swords, spells, strong against an element, regeneration, anything. If you take an advantage you MUST take a disadvantage

Disadvantage: Opposite of advantage, disadvantage must be about equal to the advantage.

[ December 27, 2004, 11:01 PM: Message edited by: Marth ]

Posted: Tue Dec 28, 2004 1:39 am
by Labriel
Name:Yaminah Leth Amunet
Age:250(vampire/witch)
Sex:f

Stats: 600
Split 150
You can have as many abilities as you wish (can be anything). Put them into groups going from level 1-10. (or lower if you can't think of that many abilities) You may have a max of 3 level 1 spells, everything else is up to you. You may have up to one overdrive per ability level.
******Don't understand.... But her abilities are magics(dark if needed, and white magic) and her strength..*****

Weapons: Sword. Pen. Her own magic is a weapon.

Rune: Many warriors get runed etched on them. Runes are a spell engraved on their body that they can cast at will for no cost. However most runes are weak, and the ones that aren't typically cost a LOT of money to have engraved. You can have one if you wish. I choose all numbers, just give a general idea of what it does.
****Sorry but she already has rune on her arm.. A witch(warlock) can make up her own runes, their meanings and pronounciations, making them more powerful than normal runes. She engraved them herself.. on her right arm.. It says something which i will not reveal because only she can understand her runes.***

You don't have to do the following if you don't want to.
**I won't***
"So Am I in?"

Posted: Tue Dec 28, 2004 1:56 am
by [sage]
Not until you fix your character some.

You have to split 1200 between hp and mp (i assume you know what those are?) and 1000 between attack (physical damage) defense (subtracts from enemy attack) magic attack (base damage with spells) magic defense (subtracts from enemy magic attacks) and speed (determines who gets the first move in combat)

Abilities are any sort of ability you wish (so if you're character uses magic, make up some spells) you get 3 to start (1st level abilities) and then you can have as many abilities you wish, split up into levels 2-10 however you want to split them. The levels basically just determine when you learn how to use them and how powerful they are.

And no, you have one rune and its not that strong (it's my game)

Posted: Tue Dec 28, 2004 3:46 am
by KirbyBoy2000
Dyami Palaton
18
Male

Stats:
HP:700
MP:500
Att:250
Def:150
M. Att:200
M. Def:100
Spd:300

Abilities
(lvl 1) Dash Attack A- Deals some extra physical damage based on speed.
(lvl 1) Breeze- Heals some HP with wind
(lvl 1) Jump- Jumps into the air this turn, dodging melee and most earth based attacks. Next physical attack deals extra damage.
Overdrive 1- Wind Walk- Boosts speed and evasion for several turns, All attacks gain some damage based on speed during this time.
(lvl 2) Dash Attack B-Stronger version of Dash Attack A.
(lvl 2) Wind Wall- Makes most ranged attacks innaccurate, and has a minor effect on melee attacks.
Overdrive 2- Volt Axe- Deals thunder based damage along with physical damage. Has a good chance to stun and disarm.
(lvl 3) Dash Attack C- Strongest Version of Dash Attack.
(lvl 3) Eagle Crest- Boosts speed a lot, and attack slightly.
Overdrive 3- Feather Dance- Greatly increases speed and attacks. Gains extra attacks based on how much faster Dyami is than opponent for next few turns.
(lvl 4) Thunder Crash- A lightning type spell. May disarm and/or temporarily stun opponent.
(lvl 4) Isaura's Gift- Heals some HP for several turns.
Overdrive 4- Ancient Feather- Greatly Raises physical defense, and makes magical damage heal Dyami for several turns.
(lvl 5) Feather Step- Can use ability Jump as a free action for next few turns.
(lvl 5) Drop Axe- Deals heavy physical damage, yet can only be done in air.
Overdrive 5- Eagle Force- Greatly boosts speed; gives a Dash attack effect and gives a heavy wind resistance for rest of fight.
(lvl 6) Cyclone- Deals some wind damage for a few turns, and drops opponents accuracy.
Overdrive 6- Phoenix Force- Deals heavy fire damage. Also gains a revival effect and heavy resistance to fire for rest of fight.
(lvl 7) Gndless Breeze- Regains some health each turn untill fight ends or untill spell is negated.
Overdrive 7- Thunderbird Force- Magic Attack is doubled and Lightning Resistance is greatly raised for rest of fight. After effects are activated unleashes a lightning based attack.
(lvl 8) Heavy Axe- Deals heavy physical damage. If done in air stuns opponent.
Overdrive 8- Halcyon Force- Heals all HP and MP. Gains heavy water resistance for rest of fight, as well as a barrier that blocks out some damage each turn.
(lvl 9) Spark Orb- Deals lightning damage and stuns opponent. Cannot be used the turn after cast.
Overdrive 9- Fierce Tornado- Lasts for a few turns. Hits opponent several times for heavy wind damage and may stun them.
(lvl 10) Eagle Talon- Deals damage equal to speed.
Overdrive 10- Ancient Wind- Opponent cannot cast spells for rest of fight, and takes some damage each turn. Dyami heals HP each turn for the rest of the fight as well.

Weapon: Axe and darts.
Rune: Wind Step- Raises evasion some this turn.

Advantage: Speed Constantly Rises during battle.
Disadvantage: Takes extra damage from cold/ice based attacks.

[ December 28, 2004, 10:09 PM: Message edited by: KirbyBoy2000 ]

Posted: Tue Dec 28, 2004 7:12 pm
by Kirin Damascus
Name: Kirin Damascus
Age: 18
Sex: Male

HP: 700
MP: 500
Att: 250
Def: 175
M. Att: 225
M. Def: 200
Spd: 150

Level 1:
Elemental Charge- infuses weapon with element from any known spell level (Level 1 has earth, Level 2 has fire, etc) to cause extra damage
Healing Rain- low level healing
Hell Ivy- earth damage and can cause poison
Overdrive 1- Magi Spirit: increases all of Kirin’s stats by a moderate amount and heals some HP

Level 2:
Shield Break- moderate chance of breaking an opponent’s shield
Parry- increases speed and evasion a little
Pyro Gaze- fire damage and can lower opponent’s strength or defense
Overdrive 2- Gaia Barrier: summons a wall to defend against physical attacks until the battle ends or it loses all HP (spells and physical skills are not affected)

Level 3:
Helmet Break- moderate chance of breaking an opponent’s helmet
Skewer- good physical damage and a chance to greatly lower defense
Healing Gale- moderate healing
Winter Chill- ice damage and can freeze (while frozen, a fire spell would be strengthened, but end the condition)
Overdrive 3- Crescent Slash: strong physical damage and can inflict a random status effect

Level 4:
Accessory Break- moderate chance of breaking an opponent’s accessory
Aggression- increases strength and speed by a moderate amount
Body Render- physical attack that drains HP from the opponent
Heavenly Bolt- lightning damage and can stun the enemy for a few turns
Overdrive 4- Guardian Light: increases defense and magic defense by a lot, and gives HP regeneration for a few turns

Level 5:
Armor Break- moderate chance of breaking an opponent’s armor
Mirage Assault- attacks physically several times, each attack doing slightly less than a regular physical attack
Mind Boost- increases magic attack and magic defense a moderate amount
Counter- for a few turns, there is a chance to attack automatically after being hit by a physical attack
Raging Gust- wind damage and can silence the enemy for a few turns
Overdrive 5- Leviathan: strong water damage for each of several turns (including turn that it is used) and increases resistance to water/ice spells

Level 6:
Weapon Break- moderate chance of breaking an opponent’s weapon
Mystic Strike- good physical damage and a chance to cause a random status effect
Healing Flora- heals a lot of HP and cures status effects
Mind Render- physical attack that drains MP from the opponent
Hydro Blast- water damage and a chance to confuse the enemy for a few turns
Overdrive 6- Pyromaniac: strong fire damage that lasts for a few turns and increases strength

Level 7:
Barrier Pierce- destroys an enemy’s barrier or, if no barrier, strong physical damage
Soul Render- physical attack that drains HP and MP
Flare Sword- very powerful non-elemental attack that uses both physical and magical strength
Endless Void- dark damage and a chance to lower one of the opponent’s stats
Overdrive 7- Prophecy’s Fulfillment: all stats increased drastically, moderate HP and MP restoration, and MP costs are reduced by half

Level 8:
Hamedo- good chance of physically attacking before and enemy physically attacks, and a slight chance of negating the enemy’s attack
Healing Ray- strongest healing spell
Judgment Strike- powerful physical attack with a chance to lower a random stat drastically
Purging Light- holy damage and a chance to lower all opponent’s stats
Overdrive 8- Magi Blade: Ultimate multi-elemental damage with all HP and MP restored and one of the following effects:
Earth- opponent goes last for rest of battle
Fire- opponent’s attack and magic attack drastically decreases
Ice- opponent is frozen for a few turns
Lightning- opponent is stunned until attacked
Wind- opponent cannot use spells/skills
Water- opponent’s MP is damaged as well
Dark- opponent is asleep and poisoned
Light- opponent is blinded

Weapon: Sword and Bow

Rune: Sorceror- increases damage/HP healed of spells slightly

Posted: Wed Dec 29, 2004 1:37 am
by Labriel
OOC: little messed up about the rune thing. I don't really want to change my character but just for "your game" I'll switch it up a bit. One letter. There happy? Um here :
HP:700
MP:500
Att:250
Def:180
M. Att:210
M. Def:200
Spd:350
spell thingys:
Level 2
1-Transfiguration(Not so good at it.. depends on what she transforms into)
Level 3
1-Transportation(Can't transport more than 5 people)
Level 5
1-Control of the mind(Can control her oponent's mind depening on his/her mind power)
Level 7
1-Time (She can make time pass by quickly or slowly, to create confusion with her oponent
Level 8
3-Magic with just a pen (easy:she takes out a pen and writes some runes and other spells, quickly, creating the spell on her oponent)
Level 9
1-Invisibility
Black shadows Heal(Can heal anyone, anything. Animals, people. The black shadow is the shadow that is created around her when she is healing. She can do this in less than 3 min. 4 maximum.
Level 10
1-Music(She sings and whatever she wants to happen, it happens. Example tornado or something. As for taking overthe world.... well she was in the dark magics, she tried... but didn't succeed because she almost nearly died...
Oh and about the rune. :
The letter is P(pronounciation :P erthro) The letter stands for poetry because my character writes a lot..

[ December 29, 2004, 12:10 AM: Message edited by: Tueurdevampire ]

Posted: Thu Dec 30, 2004 3:40 am
by Prince Toad
Name: Destaro Silicas
Age: 22
Sex: Male
HP: 900
MP: 300
Att: 400
Def: 100
M. Att: 50
M. Def: 50
Spd: 400
Weapon: Saber (or just Dueling Sword or Fencing Sword if you want a type-- rapiers, epees, stilettos, whatever) and Sling
Rune: Illusion-- combined with a physical attack of any kind, creates an illusory second arm and sword that make attacks harder to dodge or block
Advantage: Showman-- whenever an enemy raises a stat, Destaro also gets a boost in that same stat
Disadvantage: Weak Heart-- Destaro has lower stats when facing women
Abilities:
L1:
Fighter Stance A: Raises Attack and Defense.
Cross Cut: Hits twice.
Rush A: Always hits, but deals a small amount of damage.
Overdrive 1: D-S-- Hits seven times.
L2:
Rogue Stance: Raises Speed and Attack.
First Whirlwind: Hits all enemies for a small amount of damage.
Laughter A: Heals a small amount of HP.
Overdrive 2: Trick Lunge-- Leaves an illusory copy of Destaro in front of the enemy, but teleports the real one behind. He then attacks. It always hits and deals a lot of damage.
L3:
Fencer Stance: Raises accuracy and evade.
Triple Thrust: Hits three times.
Mirror Parry A: Blocks and reflects back at the caster a small percentage of a spell.
Overdrive 3: Battle Melody-- plays a kind of heroic background music. Raises all stats of all combatants. Stacks with Showman.
L4:
Daze Stance: Raises M. Defense and Speed.
Rush B: Always hits. Deals a little less than normal damage.
Second Whirlwind: Hits all enemies for a medium amount of damage.
Overdrive 4: Dashing Flurry-- Hits one enemy 10-20 times.
L5:
Fighter Stance B: Raises Attack and Defense more than Fighter Stance A. Also raises max HP a little.
Evasion A: Automatic. Grants a small chance to dodge physical or magic attacks.
For Sore Eyes: Heals HP if a woman is nearby-- includes enemies, allies, and non-combatants. The more attractive the woman, the more HP is healed.
Overdrive 5: Laughing Barrage-- Attacks one opponent several times. Raises Destaro's Speed and heals him. Lowers enemy's Speed.
L6:
Duelist Stance: Raises Defense and Speed.
Laughter B: Heals for a medium amount of damage. Also cures poison.
Smoking Sword: Deals fire and water damage.
Overdrive 6: Full Sprint Impale-- Chance to instakill. If he misses, any evasion bonuses he may have had are negated until his next turn, included Evasion A. No matter what happens, it cuts through and destroys all magical defenses and evasive abilities.
L7:
Pirate Stance: Raises Attack and M. Attack.
Rush C: Always hits. Deals normal damage.
Star Slash: Hits five times.
Overdrive 7: Glowing Trinity-- Attacks three times. After each attack, all stats are raised and a little HP and MP is healed.
L8:
Captain Stance: Raises M. Attack and Speed.
Mirror Parry B: Blocks and reflects back at the caster a medium percentage of a spell.
Evasion B: Automatic. Grants a medium chance to dodge physical or magic attacks.
Overdrive 8: Flawless Charm-- Chance to persuade any female opponent to join Destaro's side. Deals high damage to all male opponents, or females who are not convinced.
L9:
Swashbuckler Stance: Raises all stats.
Laughter C: Heals a large amount of damage, and cures all status effects.
Storming Sword: Deals air and lightning damage.
Overdrive 9: Brief Respite-- Destaro gets five straight turns. However, he may only attack on the last turn. Of course, he may skip one or more in order to reach the last turn.
L10:
Hero Stance: Greatly raises all stats.
Mirror Parry C: Blocks and reflects back at the caster a large percentage of a spell.
Evasion C: Automatic. Grants a large chance to dodge physical or magic attacks.
Overdrive 10: Dazzling Finale-- Heals all combatants completely, and cures all status effects. Massively raises the stats of all combatants (stacks with Showman). Destaro hits all enemies 50-100 times. Every time he hits, his Speed is raised by 1-3 (determine at the beginning, that number goes for all hits for the duration of the attack). If an enemy is killed, further improves all remaining combatants stats (stacks with Showman), but in Destaro's case also raises max HP and MP. If all enemies are defeated using this move, gains extra EXP and gold at the end of the battle.

[ December 30, 2004, 02:08 AM: Message edited by: Prince Toad ]

Posted: Mon Jan 03, 2005 7:07 pm
by Wahsapa
Name: Bar'dugn "The Insane"
Age: 42
Sex: Male!

Stats: Split 1200 between HP and MP
HP: 1200
MP: 0!

Att: 1000
Def: 0!
M. Att: 0!
M. Def: 0!
Spd: 0!

Overdrive 1: "Flurry of the Tiger" - Attacks a single 5-10 times.
Overdrive 2: "Mark of the Wild" - Switches any chosen number of enemies HP with their MP and then deals a regular attack to each of them.
Overdrive 3: "Expose Armor" - An attack that also removes all of a target's armor for some number of turns.
Overdrive 4: "No More Jokes" - A deadly strike that deals massive physical damage to an enemy. It also has a small chance to instantly kill the target.
Overdrive 5: "Might of the Bear" - Gives Bar'dugn a HUGE boost to max HP (I'm thinking like...+300% but that's just me) and fully heals him.
Overdrive 6: "Dragon's Rage" - Temporarily dumps all of Bar'dugns stat points into Attack, except 1HP. He then delivers a massive attack that hits all enemies. It has a large bonus to accuracy and a huge chance to critical.

Weapon: 2-Handed Polearms (Melee)/ Heavy Crossbow(Ranged)

Rune of Drain Soul: When attacking, I steal a % (minor) of MP from the enemy and convert it pure HP for myself. Once the enemy is out of MP, it starts to drain their HP.

Advantage: My overdrive charges faster.
Disadvantage: Since I focus on anger and I don't care about getting hit, I take slightly more damage.

[ January 03, 2005, 07:31 PM: Message edited by: Wahsapa ]