Duelists Battleclub: SK's topic
Posted: Mon Feb 16, 2009 6:55 am
Royce Ashley
Age: 17
Sex: Male
Bio: filled in later
XP: 0
Fighter Stats
Gym: Blademaster's
League: Local Amateur (general division)
Rank: Unranked.
Titles: No titles
Fight Record:
Wins: 0
Losses: 0
Draws: 0
Combat Ability
HP: 30
MP: 10
AP: 20
Combat Stats
Accuracy: 14
Attack Speed: 12
Magic Ability: 9
Move Speed: 13
Power: 10
Reflex: 14
Abilities
======
Long Sword Mastery Lv 1: All attacks and defenses made with a long sword are at +2.
Bolt Lv 1: Deals 1/2 MA + AP spent. Requires at least 2MP to use. Automatically hits a standing target. Aiming at a fast moving target, or the target being near objects that attract lightning reduce the chance of it hitting.
Pierce Lv 1: Pierce has both an active and a passive use.
Active: Royce may make a pierce attack to ignore some armor defense, if your attack does not ignore armor.
Using this requires a minimum of 4AP, and reduces Armor Defense by 4. Every additional 2AP reduces Armor Defense by 1.
Passive: Pierce gives a passive chance to ignore armor defense entirely when attacking. (5% chance for heavy, 10% for medium, 20% for light).
Parry Lv 1: Improves reflex 1 point per 5AP spent when parrying with your weapon. This is in addition defensive boost you get for spending AP, when reacting to your opponent.
Equipment:
=============
Twin Long Swords: Stat bonuses and penalties for the manuevers apply the round of the exchange only. When you attack or defend, choose your manuever and how much AP you spend on it. Since you're dual wielding, you can spend 4AP to choose a two weapon manuevers in an exchange. This AP cost does not improve or pay for the effects of a manuever or ability. So, if you decided to swing and parry, it'd cost 4AP to do that, and you'd still have to assign AP to both the Parry and the Swing. If you don't say point costs, its assumed to split half and half. Remember, AP only refreshes on odd exchanges.
Long Sword Manuevers
Thrust: Acc +4, Pwr +2, ASpd +2, Ref -4, Reach: Melee +2 (Straight)
Swing: Pwr +4. Reach: Melee +2 (Wide)
Parry: Ref +4. Attack Speed +2.
Block: Enemy Pwr -4.
Padded Leather (good condition)
Defense: 2
Reflex -1
Move speed -1
---------
The first step is to join a gym. The gym's trainers can teach you new abilities, improve your old ones, and can enter you in official matches to try and get you ranked or to fight in title matches if you get a good record. Gyms cost a monthly fee and charge for the use of their trainers (in addition to the XP cost for improving your stats and abilities).
You can join one of the following gyms, based on your abilities.
Blademaster's Gym: The trainers at the Blade Master's gym focus on speed, reflex and the use of all kinds of sword play. It costs 100gp per month plus trainer fees, but the first month is free.
Spellblade's Gym: The trainers are skilled at combining magic and sword play into a fearsome style. It costs 200gp per month plus trainer's fees, but the first month is free.
Stormbinder's Gym: The trainers are extremely skilled at lightning, water and air magic. They have a trainer for non magic training on hand, but he's an average trainer. The storm binder's gym only charges 25gp per month, but the use of their trainers is more expensive than normal.
Warrior's Gym: The trainers are skilled at training warriors in the basics (improving stats), and developing their combat abilities, but do not have any spell casting trainers. It costs 50gp per month plus trainer's fees, but the first month is free.
Go Independant: Do not join a gym. XP costs and training time are doubled, and it takes 4x as long to learn a new ability. However it does not cost GP to train abilities, and you do not have to pay a gym fees.
---------
Training abilities and stats costs XP (and GP if learned at a gym). It also takes time. Gyms schedule you for 0-4 fights per month, at your choice. Your gym will take its monthly and training fees out of your winnings if you can't pay up front. The less fights you have, the more time for training you have, but the less money you can make. If you wish, you can get a part time job, but that eats up training time.
LeagueThe league you are in affects the amount of money you win per fight. There are 5 leagues at both the Professional and Amateur level, Local, Districts, Nationals, Regionals, and World. You start in the Amateur Local League. You can choose to take the test at any time for the Professional leagues. The professional leagues are more difficult, but the prizes are higher.
All leagues have a number of divisions for specialists. The general division holds fighters of all kinds. Each division has 5 seeded fighters and a division champion. Division champions have to defend their title like league champions do. I'm not going to list divisions, if you wish to enter a division based on your abilities and weapons/armor you can ask about it or suggest one.
Rank: Each league has a champion, and a ranking list. The top 10 are seeded, and can only change positions by the results of a match. Challenging a seeded fighter puts his place in the top 10 on the line. The champion must defend his title twice per year against the 1st seed fighter. All non seeded fighters are ranked according to their records.
Titles: Winning tournaments, festival or carnival events, winning a league or division championship all earn you titles, which increase the amount you win per fight.
Fight Record: The amount of wins, losses and draws you have. Fights have a time limit (Local Amateur is 2 rounds of 5 exchanges). If a fighter is reduced to 0HP, the fight is a win by KO. If the match ends without a KO, the winner is decided by points. The winner of an exchange gets 1 point, the loser gets 0. If there is no winner of an exchange, both get 0 points. You can only use items other than your equipment in between rounds, not during an exchange.
If both fighters are reduced to 0HP in the same exchange, or if the point totals are equal at the end of a match, than the fight is a draw.
Age: 17
Sex: Male
Bio: filled in later
XP: 0
Fighter Stats
Gym: Blademaster's
League: Local Amateur (general division)
Rank: Unranked.
Titles: No titles
Fight Record:
Wins: 0
Losses: 0
Draws: 0
Combat Ability
HP: 30
MP: 10
AP: 20
Combat Stats
Accuracy: 14
Attack Speed: 12
Magic Ability: 9
Move Speed: 13
Power: 10
Reflex: 14
Abilities
======
Long Sword Mastery Lv 1: All attacks and defenses made with a long sword are at +2.
Bolt Lv 1: Deals 1/2 MA + AP spent. Requires at least 2MP to use. Automatically hits a standing target. Aiming at a fast moving target, or the target being near objects that attract lightning reduce the chance of it hitting.
Pierce Lv 1: Pierce has both an active and a passive use.
Active: Royce may make a pierce attack to ignore some armor defense, if your attack does not ignore armor.
Using this requires a minimum of 4AP, and reduces Armor Defense by 4. Every additional 2AP reduces Armor Defense by 1.
Passive: Pierce gives a passive chance to ignore armor defense entirely when attacking. (5% chance for heavy, 10% for medium, 20% for light).
Parry Lv 1: Improves reflex 1 point per 5AP spent when parrying with your weapon. This is in addition defensive boost you get for spending AP, when reacting to your opponent.
Equipment:
=============
Twin Long Swords: Stat bonuses and penalties for the manuevers apply the round of the exchange only. When you attack or defend, choose your manuever and how much AP you spend on it. Since you're dual wielding, you can spend 4AP to choose a two weapon manuevers in an exchange. This AP cost does not improve or pay for the effects of a manuever or ability. So, if you decided to swing and parry, it'd cost 4AP to do that, and you'd still have to assign AP to both the Parry and the Swing. If you don't say point costs, its assumed to split half and half. Remember, AP only refreshes on odd exchanges.
Long Sword Manuevers
Thrust: Acc +4, Pwr +2, ASpd +2, Ref -4, Reach: Melee +2 (Straight)
Swing: Pwr +4. Reach: Melee +2 (Wide)
Parry: Ref +4. Attack Speed +2.
Block: Enemy Pwr -4.
Padded Leather (good condition)
Defense: 2
Reflex -1
Move speed -1
---------
The first step is to join a gym. The gym's trainers can teach you new abilities, improve your old ones, and can enter you in official matches to try and get you ranked or to fight in title matches if you get a good record. Gyms cost a monthly fee and charge for the use of their trainers (in addition to the XP cost for improving your stats and abilities).
You can join one of the following gyms, based on your abilities.
Blademaster's Gym: The trainers at the Blade Master's gym focus on speed, reflex and the use of all kinds of sword play. It costs 100gp per month plus trainer fees, but the first month is free.
Spellblade's Gym: The trainers are skilled at combining magic and sword play into a fearsome style. It costs 200gp per month plus trainer's fees, but the first month is free.
Stormbinder's Gym: The trainers are extremely skilled at lightning, water and air magic. They have a trainer for non magic training on hand, but he's an average trainer. The storm binder's gym only charges 25gp per month, but the use of their trainers is more expensive than normal.
Warrior's Gym: The trainers are skilled at training warriors in the basics (improving stats), and developing their combat abilities, but do not have any spell casting trainers. It costs 50gp per month plus trainer's fees, but the first month is free.
Go Independant: Do not join a gym. XP costs and training time are doubled, and it takes 4x as long to learn a new ability. However it does not cost GP to train abilities, and you do not have to pay a gym fees.
---------
Training abilities and stats costs XP (and GP if learned at a gym). It also takes time. Gyms schedule you for 0-4 fights per month, at your choice. Your gym will take its monthly and training fees out of your winnings if you can't pay up front. The less fights you have, the more time for training you have, but the less money you can make. If you wish, you can get a part time job, but that eats up training time.
LeagueThe league you are in affects the amount of money you win per fight. There are 5 leagues at both the Professional and Amateur level, Local, Districts, Nationals, Regionals, and World. You start in the Amateur Local League. You can choose to take the test at any time for the Professional leagues. The professional leagues are more difficult, but the prizes are higher.
All leagues have a number of divisions for specialists. The general division holds fighters of all kinds. Each division has 5 seeded fighters and a division champion. Division champions have to defend their title like league champions do. I'm not going to list divisions, if you wish to enter a division based on your abilities and weapons/armor you can ask about it or suggest one.
Rank: Each league has a champion, and a ranking list. The top 10 are seeded, and can only change positions by the results of a match. Challenging a seeded fighter puts his place in the top 10 on the line. The champion must defend his title twice per year against the 1st seed fighter. All non seeded fighters are ranked according to their records.
Titles: Winning tournaments, festival or carnival events, winning a league or division championship all earn you titles, which increase the amount you win per fight.
Fight Record: The amount of wins, losses and draws you have. Fights have a time limit (Local Amateur is 2 rounds of 5 exchanges). If a fighter is reduced to 0HP, the fight is a win by KO. If the match ends without a KO, the winner is decided by points. The winner of an exchange gets 1 point, the loser gets 0. If there is no winner of an exchange, both get 0 points. You can only use items other than your equipment in between rounds, not during an exchange.
If both fighters are reduced to 0HP in the same exchange, or if the point totals are equal at the end of a match, than the fight is a draw.