Dimension Hunters
Posted: Thu Jan 26, 2006 9:18 pm
This is a battleclub. And thats a way of basically saying there isn't much of a plot to this. Basically, you're in a club that is linked to various other world through portals.
Sign Up
Name: . . .
Age: . . .
Gender: . . .
Bio - Optional. Could help, though probably not.
Stats
Out of 900
HP - Health Points - if it drops to 0 you are defeated.
MP - Magic Points - used in magical abilities.
EP - Energy Points - used in physical attacks and skills.
Out of 500
Atk- Attack. The main factor in physical attacks.
Def- Defense. Reduces damage from physical attacks.
Int - Intelligence. Main factor in spell effectiveness.
Res - Resistance. Reduces effect from opponents magic spells. Helps in some spells.
Agl - Agility. Determines battle order and is used in some skills.
Abilities - You have 10 points for any of the following types of abilities..
Passive - An ability that is always active. Usually a minor effect. 3 points per passive skill.
Free - An ability that can be activated even outside of your turn, or during your turn with an additional movement. 3 points per free skill.
Drive - An ability with minimal to no cost. Effectiveness depends on Drive Guage(Increases as damage is received). 2 points per drive skill.
Spell - A magical ability. Uses MP to perform, can use almost any effect. 1 point per spell.
Skill - A physical ability. Uses EP to perform, limited compared to most abilties. 1 point per skill.
Battle Notes: The battles are done in a style like the Arena, meaning that battles are done on special fields(Though don't expect much, or even like, a graphic aide for it). During each turn you're given 2 options to do any of the following options during each of your turns-
- Attack - Attack an enemy, uses some EP.(Base EP usage is 1, increases by points listed in weapons)
- Ability - Use one of your abilities.
- Item - Use an item or switch equipment.
- Defend - Reduces damage taken by half
- Move - Move 3 spaces on the field.
- Run - Moves 5 spaces on the field, also reduces enemies accuracy on attacks against you by 10%. Uses 10EP.
- Aim - Negates ranged penalty. Effect is negated once a movement is performed.
Sign Up
Name: . . .
Age: . . .
Gender: . . .
Bio - Optional. Could help, though probably not.
Stats
Out of 900
HP - Health Points - if it drops to 0 you are defeated.
MP - Magic Points - used in magical abilities.
EP - Energy Points - used in physical attacks and skills.
Out of 500
Atk- Attack. The main factor in physical attacks.
Def- Defense. Reduces damage from physical attacks.
Int - Intelligence. Main factor in spell effectiveness.
Res - Resistance. Reduces effect from opponents magic spells. Helps in some spells.
Agl - Agility. Determines battle order and is used in some skills.
Abilities - You have 10 points for any of the following types of abilities..
Passive - An ability that is always active. Usually a minor effect. 3 points per passive skill.
Free - An ability that can be activated even outside of your turn, or during your turn with an additional movement. 3 points per free skill.
Drive - An ability with minimal to no cost. Effectiveness depends on Drive Guage(Increases as damage is received). 2 points per drive skill.
Spell - A magical ability. Uses MP to perform, can use almost any effect. 1 point per spell.
Skill - A physical ability. Uses EP to perform, limited compared to most abilties. 1 point per skill.
Battle Notes: The battles are done in a style like the Arena, meaning that battles are done on special fields(Though don't expect much, or even like, a graphic aide for it). During each turn you're given 2 options to do any of the following options during each of your turns-
- Attack - Attack an enemy, uses some EP.(Base EP usage is 1, increases by points listed in weapons)
- Ability - Use one of your abilities.
- Item - Use an item or switch equipment.
- Defend - Reduces damage taken by half
- Move - Move 3 spaces on the field.
- Run - Moves 5 spaces on the field, also reduces enemies accuracy on attacks against you by 10%. Uses 10EP.
- Aim - Negates ranged penalty. Effect is negated once a movement is performed.