Slayers Battleclub
Posted: Tue Jul 08, 2008 5:09 am
Yo, RP forum. Its been a few months since I last visited, and even though there's not really much activity, I felt a bit nostalgic and decided to post a new topic. So here you go, if anyone's interested.
The Slayers Battleclub is a world-wide organization dedicated to protecting people from the monsters and demons that have secretly started a war against humanity. The Slayers protect people while keeping them as unaware of the monster threat as possible. As a Slayer, you have access to their top of the line training facilities and equipment, and can take missions for cash.
Sign up
-------
Name:
Age:
Sex:
Bio: Optional
Class: Class determines your base stats. After you pick your class, you have 50 points to add to HP/MP and 50 points to add to the other stats.
There are 4 classes to start with. As you gain abilities and master classes, you open up new classes and new options. Skills are rated from 0 to 5 stars. Each skill requires a different amount of XP to raise a star. 5 stars is considered Mastering a skill.
Soldier: A soldier trained in hand to hand combat, the soldier possess solid physical offense and defense, but little magical ability.
Stats
-----
HP: 60
MP: 15
Att: 35
Def: 15
M. Att: 0
M. Def: 10
Speed: 20
Skills- You have 100XP to buy skills with
Sword Skill (25XP) All swords give you +10 Attack
Spear Skill (25XP) All spears give you +10 Attack
Axe Skill (25XP) All Axes give you +10 Attack.
Light Armor Training (25XP) Light armor gives you +5 defense.
Medium Armor Training (25XP) Medium armor gives you +5 defense and has no slow down.
Heavy Armor Training(25XP) Heavy Armor gives you +5 defense and is treated as medium armor for slow down.
Parry [Defense] (50XP) Negates 1/5 physical damage lowers target's defense by 10 points for next attack.
Block [Defense] (50XP) Negates 1/5 physical damage. Increased chance of evading ranged attacks. (requires a shield)
Evade [Defense] (50XP) Avoids attack and allows you to move 1 step closer or away. (cannot be used in heavy armor if not proficient)
Counter [Reaction] (200XP) Counter-attack opponent if he physically attacks you.
Critical Strike (100XP) Critical strikes occur more frequently.
First Overdrive is learned when you achieve 3 stars with one weapons proficiency plus 3 stars with one Defense skill.
Apprentice: An apprentice in the art of magic, apprentices have some low level spells for battling monsters.
Stats
-----
HP: 40
MP: 35
Att: 0
Def: 5
M. Att: 35
M. Def: 20
Speed: 15
Skills:
-------
Staff Skill (25XP) Staves give you +10 M. Att.
Rod Skill(25XP) Rods give you +10 M. Att.
Wand Skill (25XP) Wands give you +10 M. Att.
Robe Training(25XP) Robes give +5 M. Def.
Cloak Training (25XP) Cloaks give +5% evasion
Force ball (50XP) Magical ball of energy strikes opponent for M. Att + 15 damage.
Simple Illusion (50XP) Creates a visual illusion of your choice. Costs 5MP to cast, 1MP per minute maintained.
Mind Tap (100XP) Read opponent's mind and give mental suggestions. 5MP to read, 5MP per command. 1MP per minute maintained.
Barrier[Defense] (50XP) Barrier absorbs next attack. Costs 7MP.
Fire Magic (50XP) Control the element of fire. Create, control and destroy fire, add the fire element to your spells. 6MP. 2 MP per minute maintained.
Water Magic (50XP) Control the element of water/ice. Create, control and destroy water, add the water/ice element to your spells. 6MP 2MP per minute maintained
Earth Magic (50XP) Control the element of earth. Create, control and destroy earth, add the earth element to your spells. 6MP. 2MP per minute maintained.
Air Magic (50XP) Control the element of Air/lightning. Create, control and destroy air, add Air/lightning element to your spells. 6MP. 2MP per minute maintained.
First overdrive is learned with 3 stars in one Weapon Skill and one Elemental Magic Skill
Rogue- Rogues are cunning individual who survive by their wits.
Stats
-----
HP: 55
MP: 20
Att: 20
Def: 10
M. Att: 0
M. Def: 5
Speed: 30
Skills:
-------
Blade Skill (25XP) Knives, daggers and short blades give you +10 Att.
Bow Skill (25XP) Bows and crossbows give you +10 Att.
Light Armor Training (25XP) Light armor gives +5 Def.
Cloak Skill (25XP) Cloaks give you +5% evasion
Evade [Defense] (50XP) Avoids attack and allows you to move 1 step closer or away. (cannot be used in heavy armor if untrained)
Quick Step [Defense] (100xP) Avoids attack and gain sneak attack next attack.
Sneak Attack (50XP) Add speed to attack if opponent is unaware, distracted or his guard is open.
Aim (200XP) Every AP spent aiming increases chance of critical strike with a bow.
Point Blank Shot (50XP) Gain +10 Att, and no defense penalty in close quarters/melee range with a bow.
Stealth (50XP) Stealth is improved dramatically.
First overdrive is learned with three stars in one weapon skill, three stars in stealth or sneak attack.
Initiate- Initiates are apprentices in the Mystics Church. They are training to become great healers, wise-men and holy-warriors.
Stats
-----
HP: 50
MP: 25
Att: 20
Def: 10
M. Att: 20
M. Def: 15
Speed: 10
Skills:
-------
Clubs Skill (25XP) Maces, Flails and clubs give you +10 Att.
Sword Skill (25XP) Swords give you +10 Att.
Robe Training(25XP) Robes give +5 M. Def.
Light Armor Training (25XP) Light armor gives you +5 defense.
Medium Armor Training (25XP) Medium armor gives you +5 defense and has no slow down.
Heavy Armor Training(25XP) Heavy Armor gives you +5 defense and is treated as medium armor for slow down.
Sutra (200XP) Opponents cannot attack you, and you cannot attack opponents if you maintain the spell. Dismisses summoned creatures, destroys undead monsters and banishes spirits. Seals magical abilities. 10MP +2MP per minute maintained.
Prayer (50XP) Heals M. Def + 15 HP. 8MP
Smite (100XP) Adds M. Att to Attack for three rounds. Deals double damage against undead monsters, and allows you to attack incorpreal spirits.
First overdrive is learned when you have three stars in a Weapon Skill and three stars in Prayer.
Equipment- You start off with 500gp worth of equipment.
---------
Weapons
-------
Sm. Knife (10gp) Att + 5. Crit: 5% (Close/Short)
Short Sword (50gp) Att + 15. Crit: 5% (Close/Melee)
Short Spear (70gp) Att + 10. Crit: 5% (Close/Melee/Short)
Spear (100gp) Att + 15. Crit: 5% (Melee/Short)
Hand Axe (50gp) Att + 20. Crit: 5% (Melee/Short)
Quarterstaff (40gp) Att +5/M. Att +5. (Melee)
Wood Rod (50gp) M. Att +10. (Melee)
Training Wand (75gp) Spell MP cost: -2 (-1MP/minute)
Club (35gp) Att + 10. Crit: 5%)
Short Bow (75gp) (Short/Medium/Long)
-Arrows (5gp/20 Arrows) Att + 15. Crit: 5%
Armor
-----
Lt. Cloak (30gp) Evasion: 10% [Cloak]
Lt. Robes (50gp) M. Def + 10 [Robes]
Padded Armor (50gp) Def +10 [Light Armor]
Chain Mail (150gp) Def +20. Speed -5 [Medium Armor]
Breast Plate (300gp) Def +30. Speed -15 [Heavy Armor]
Buckler (50gp) Def +5. 10% evasion against ranged attacks. [Shield]
Accessories
-----------
Padded Bracers (50gp) +10 Att (Arm)
Padded Gloves (50gp) +10 Def (Arm)
Sapphire Amulet (50gp) +10 M. Att (Neck)
Sapphire Pendant (50gp) +10 M. Def (Neck)
Padded Boots (50gp) +10 Speed (Feet)
Holy Symbol (200gp) Initates cast Prayer and Smite at +1 star, and at -3MP. (Neck)
Fire Ring (200gp) Magic-users cast Fire-magic at +1 star, and at -3MP. (Ring)
Water Ring (200gp) Magic-users cast Water-magic at +1 star, and at -3MP. (Ring)
Air Ring (200gp) Magic-users cast Air-magic at +1 star, and at -3MP. (Ring)
Earth Ring (200gp) Magic-users cast Earth-magic at +1 star, and at -3MP. (Ring)
Health Ring (100gp) +10HP. (Ring)
Mana Ring (100gp) +10MP (Ring)
Belt (25gp): Hold 4 pouches. (Belt)
Cap Helmet (60gp) Crit Chance: -3%
Supplies
--------
Backpack (30gp): 12 Item slots. Requires 1 action to retrieve an item in the backpack.
Pouch (10gp): 2 Item slots. Can retrieve items easily
Sm. Quiver: Hold up to 20 arrows.
Weak Medicine (50gp) Heals 30HP. (Small)
Weak Tonic (50gp) Heals 30MP. (Small)
Rations (5gp): Provides food for 1 day of travel. (Small)
Antidote (50gp) Heals poisons. (Small)
Rope (25gp/50ft) (Medium)
Grappling Hook (10gp) (small)
Lantern (25gp) (medium)
Oil (10gp): Provides 6 hours of light for lantern. (small)
Flask (1gp) (small)
Waterskin (4gp) Holds water for 2 days of travel (small)
----------
Game Notes
The XP cost given for skills is per star.
All skill descriptions are for the first star achieved. Gaining new stars unlock new effects for the skills.
You get two actions per round. You can spend them to attack or move. You can also declare a defense skill instead of an attack. Reactions (the only one available so far is the Soldier's counter)
Some weapons are reach or ranged weapons, in which case if you aren't close enough, you can't attack a person who has a reach or ranged weapon.
Distance is measured as
-Close quarters,
-Melee,
-short range,
-medium range,
-long range.
Close quarters is for grappling and knives. Melee is for swords, axes, clubs, etc. Reach weapons are at a slight disadvantage in melee, and a huge disadvantage in close quarters. Ranged weapons are at a massive disadvantage in close quarters or melee range. Melee weapons cannot be used in short range, unless they are reach weapons, or can be thrown. Medium range is for slung projectiles, while long range is for bows, crossbows and guns (they'll be introduced later on)
Inventory space
---------------
An item slot can hold 1 medium item or 2 small items. A large item takes up 2 item slots. You can equip the following.
1 item in each hand (1 two handed weapon, 1 weapon and 1 shield, or two weapons.
1 Arm Accessory
1 Neck Accessory
1 Head Accessory
1 Armor set
2 rings
1 foot accessory
1 belt accessory
1 backpack
2 pouches
The Slayers Battleclub is a world-wide organization dedicated to protecting people from the monsters and demons that have secretly started a war against humanity. The Slayers protect people while keeping them as unaware of the monster threat as possible. As a Slayer, you have access to their top of the line training facilities and equipment, and can take missions for cash.
Sign up
-------
Name:
Age:
Sex:
Bio: Optional
Class: Class determines your base stats. After you pick your class, you have 50 points to add to HP/MP and 50 points to add to the other stats.
There are 4 classes to start with. As you gain abilities and master classes, you open up new classes and new options. Skills are rated from 0 to 5 stars. Each skill requires a different amount of XP to raise a star. 5 stars is considered Mastering a skill.
Soldier: A soldier trained in hand to hand combat, the soldier possess solid physical offense and defense, but little magical ability.
Stats
-----
HP: 60
MP: 15
Att: 35
Def: 15
M. Att: 0
M. Def: 10
Speed: 20
Skills- You have 100XP to buy skills with
Sword Skill (25XP) All swords give you +10 Attack
Spear Skill (25XP) All spears give you +10 Attack
Axe Skill (25XP) All Axes give you +10 Attack.
Light Armor Training (25XP) Light armor gives you +5 defense.
Medium Armor Training (25XP) Medium armor gives you +5 defense and has no slow down.
Heavy Armor Training(25XP) Heavy Armor gives you +5 defense and is treated as medium armor for slow down.
Parry [Defense] (50XP) Negates 1/5 physical damage lowers target's defense by 10 points for next attack.
Block [Defense] (50XP) Negates 1/5 physical damage. Increased chance of evading ranged attacks. (requires a shield)
Evade [Defense] (50XP) Avoids attack and allows you to move 1 step closer or away. (cannot be used in heavy armor if not proficient)
Counter [Reaction] (200XP) Counter-attack opponent if he physically attacks you.
Critical Strike (100XP) Critical strikes occur more frequently.
First Overdrive is learned when you achieve 3 stars with one weapons proficiency plus 3 stars with one Defense skill.
Apprentice: An apprentice in the art of magic, apprentices have some low level spells for battling monsters.
Stats
-----
HP: 40
MP: 35
Att: 0
Def: 5
M. Att: 35
M. Def: 20
Speed: 15
Skills:
-------
Staff Skill (25XP) Staves give you +10 M. Att.
Rod Skill(25XP) Rods give you +10 M. Att.
Wand Skill (25XP) Wands give you +10 M. Att.
Robe Training(25XP) Robes give +5 M. Def.
Cloak Training (25XP) Cloaks give +5% evasion
Force ball (50XP) Magical ball of energy strikes opponent for M. Att + 15 damage.
Simple Illusion (50XP) Creates a visual illusion of your choice. Costs 5MP to cast, 1MP per minute maintained.
Mind Tap (100XP) Read opponent's mind and give mental suggestions. 5MP to read, 5MP per command. 1MP per minute maintained.
Barrier[Defense] (50XP) Barrier absorbs next attack. Costs 7MP.
Fire Magic (50XP) Control the element of fire. Create, control and destroy fire, add the fire element to your spells. 6MP. 2 MP per minute maintained.
Water Magic (50XP) Control the element of water/ice. Create, control and destroy water, add the water/ice element to your spells. 6MP 2MP per minute maintained
Earth Magic (50XP) Control the element of earth. Create, control and destroy earth, add the earth element to your spells. 6MP. 2MP per minute maintained.
Air Magic (50XP) Control the element of Air/lightning. Create, control and destroy air, add Air/lightning element to your spells. 6MP. 2MP per minute maintained.
First overdrive is learned with 3 stars in one Weapon Skill and one Elemental Magic Skill
Rogue- Rogues are cunning individual who survive by their wits.
Stats
-----
HP: 55
MP: 20
Att: 20
Def: 10
M. Att: 0
M. Def: 5
Speed: 30
Skills:
-------
Blade Skill (25XP) Knives, daggers and short blades give you +10 Att.
Bow Skill (25XP) Bows and crossbows give you +10 Att.
Light Armor Training (25XP) Light armor gives +5 Def.
Cloak Skill (25XP) Cloaks give you +5% evasion
Evade [Defense] (50XP) Avoids attack and allows you to move 1 step closer or away. (cannot be used in heavy armor if untrained)
Quick Step [Defense] (100xP) Avoids attack and gain sneak attack next attack.
Sneak Attack (50XP) Add speed to attack if opponent is unaware, distracted or his guard is open.
Aim (200XP) Every AP spent aiming increases chance of critical strike with a bow.
Point Blank Shot (50XP) Gain +10 Att, and no defense penalty in close quarters/melee range with a bow.
Stealth (50XP) Stealth is improved dramatically.
First overdrive is learned with three stars in one weapon skill, three stars in stealth or sneak attack.
Initiate- Initiates are apprentices in the Mystics Church. They are training to become great healers, wise-men and holy-warriors.
Stats
-----
HP: 50
MP: 25
Att: 20
Def: 10
M. Att: 20
M. Def: 15
Speed: 10
Skills:
-------
Clubs Skill (25XP) Maces, Flails and clubs give you +10 Att.
Sword Skill (25XP) Swords give you +10 Att.
Robe Training(25XP) Robes give +5 M. Def.
Light Armor Training (25XP) Light armor gives you +5 defense.
Medium Armor Training (25XP) Medium armor gives you +5 defense and has no slow down.
Heavy Armor Training(25XP) Heavy Armor gives you +5 defense and is treated as medium armor for slow down.
Sutra (200XP) Opponents cannot attack you, and you cannot attack opponents if you maintain the spell. Dismisses summoned creatures, destroys undead monsters and banishes spirits. Seals magical abilities. 10MP +2MP per minute maintained.
Prayer (50XP) Heals M. Def + 15 HP. 8MP
Smite (100XP) Adds M. Att to Attack for three rounds. Deals double damage against undead monsters, and allows you to attack incorpreal spirits.
First overdrive is learned when you have three stars in a Weapon Skill and three stars in Prayer.
Equipment- You start off with 500gp worth of equipment.
---------
Weapons
-------
Sm. Knife (10gp) Att + 5. Crit: 5% (Close/Short)
Short Sword (50gp) Att + 15. Crit: 5% (Close/Melee)
Short Spear (70gp) Att + 10. Crit: 5% (Close/Melee/Short)
Spear (100gp) Att + 15. Crit: 5% (Melee/Short)
Hand Axe (50gp) Att + 20. Crit: 5% (Melee/Short)
Quarterstaff (40gp) Att +5/M. Att +5. (Melee)
Wood Rod (50gp) M. Att +10. (Melee)
Training Wand (75gp) Spell MP cost: -2 (-1MP/minute)
Club (35gp) Att + 10. Crit: 5%)
Short Bow (75gp) (Short/Medium/Long)
-Arrows (5gp/20 Arrows) Att + 15. Crit: 5%
Armor
-----
Lt. Cloak (30gp) Evasion: 10% [Cloak]
Lt. Robes (50gp) M. Def + 10 [Robes]
Padded Armor (50gp) Def +10 [Light Armor]
Chain Mail (150gp) Def +20. Speed -5 [Medium Armor]
Breast Plate (300gp) Def +30. Speed -15 [Heavy Armor]
Buckler (50gp) Def +5. 10% evasion against ranged attacks. [Shield]
Accessories
-----------
Padded Bracers (50gp) +10 Att (Arm)
Padded Gloves (50gp) +10 Def (Arm)
Sapphire Amulet (50gp) +10 M. Att (Neck)
Sapphire Pendant (50gp) +10 M. Def (Neck)
Padded Boots (50gp) +10 Speed (Feet)
Holy Symbol (200gp) Initates cast Prayer and Smite at +1 star, and at -3MP. (Neck)
Fire Ring (200gp) Magic-users cast Fire-magic at +1 star, and at -3MP. (Ring)
Water Ring (200gp) Magic-users cast Water-magic at +1 star, and at -3MP. (Ring)
Air Ring (200gp) Magic-users cast Air-magic at +1 star, and at -3MP. (Ring)
Earth Ring (200gp) Magic-users cast Earth-magic at +1 star, and at -3MP. (Ring)
Health Ring (100gp) +10HP. (Ring)
Mana Ring (100gp) +10MP (Ring)
Belt (25gp): Hold 4 pouches. (Belt)
Cap Helmet (60gp) Crit Chance: -3%
Supplies
--------
Backpack (30gp): 12 Item slots. Requires 1 action to retrieve an item in the backpack.
Pouch (10gp): 2 Item slots. Can retrieve items easily
Sm. Quiver: Hold up to 20 arrows.
Weak Medicine (50gp) Heals 30HP. (Small)
Weak Tonic (50gp) Heals 30MP. (Small)
Rations (5gp): Provides food for 1 day of travel. (Small)
Antidote (50gp) Heals poisons. (Small)
Rope (25gp/50ft) (Medium)
Grappling Hook (10gp) (small)
Lantern (25gp) (medium)
Oil (10gp): Provides 6 hours of light for lantern. (small)
Flask (1gp) (small)
Waterskin (4gp) Holds water for 2 days of travel (small)
----------
Game Notes
The XP cost given for skills is per star.
All skill descriptions are for the first star achieved. Gaining new stars unlock new effects for the skills.
You get two actions per round. You can spend them to attack or move. You can also declare a defense skill instead of an attack. Reactions (the only one available so far is the Soldier's counter)
Some weapons are reach or ranged weapons, in which case if you aren't close enough, you can't attack a person who has a reach or ranged weapon.
Distance is measured as
-Close quarters,
-Melee,
-short range,
-medium range,
-long range.
Close quarters is for grappling and knives. Melee is for swords, axes, clubs, etc. Reach weapons are at a slight disadvantage in melee, and a huge disadvantage in close quarters. Ranged weapons are at a massive disadvantage in close quarters or melee range. Melee weapons cannot be used in short range, unless they are reach weapons, or can be thrown. Medium range is for slung projectiles, while long range is for bows, crossbows and guns (they'll be introduced later on)
Inventory space
---------------
An item slot can hold 1 medium item or 2 small items. A large item takes up 2 item slots. You can equip the following.
1 item in each hand (1 two handed weapon, 1 weapon and 1 shield, or two weapons.
1 Arm Accessory
1 Neck Accessory
1 Head Accessory
1 Armor set
2 rings
1 foot accessory
1 belt accessory
1 backpack
2 pouches