Order of the Magus
Posted: Thu Oct 01, 2009 1:33 am
Order of the Magus
For centuries the relations between Magic users (Magus) and normal people have been strained. Normal people often fear and mistrust those with supernatural powers and have persecuted magus in the past. The Magus however are not entirely innocent. Many of them believe they were born to rule over normal people and there have been nations conquered in the past by Rogue Magus. The Order of the Magus exists to protect the interests of Magus around the world, as well as keeping a check against would be conquerers.
This is basically a mission based battleclub.
Signups
Name:
Age:
Sex:
Description:
Backstory:
Stats
You have 200 points to split.
HP: You lose the fight when reduced to 0HP.
MP: Used to power magical abilities.
You have 200 points to split.
Attack: Deal more damage with your attacks
Defense: Reduces damage taken.
Power: Increased the effects of spells you cast.
Resistance: Reduces the effects of spells targetting you.
Accuracy: More accurate attacks and higher chance of critical hit.
Speed: Take action Faster, move faster and makes enemy attacks less accurate.
You have 100 ability points. An ability with less than 10AP is considered level 0. Once an ability gets to 10, its level 1 and may be used effectively in combat. How much AP an ability needs to be improved to level 2 and up depends on the ability. Abilities that have a specialized effect will level up faster than general abilities. You can have anywhere from 2-10 abilities and may split your AP however you wish among those abilities.
Equipment: You have 100gp. 1gp = 10sp. Magic Gear is a highly personal thing among Magus. Except for minor trinkets, Powerful Magic is very rarely sold as a commodity, even to other Members of the Order. Its either created for personal use to complement one's own abilities or given as a gift to someone important to the Magus.
Weapons
Iron Dagger (5SP): Attack +10. Speed +20. Defense -10. Light Weapon. May be used in offhand in place of shield. Close Range (Acc +50, Attack +20 Speed +30, Crit 20% Counter +10%). Mid Range (Throw for Att +30, Acc -10)
Iron Short Sword (5GP): Attack +20. Speed +10. Defense +10. Crit 10%. Counter: +10% Light Weapon. May be used in offhand in place of shield.
Iron Long Sword (10gp): Attack +40. Defense +20. Crit 10%. Counter +5%
Iron Great Sword (20gp): Attack +80. Accuracy - 10. Crit 15% Two Handed.
Iron Tipped Spear (1gp): Attack +30, Accuracy +10. Melee to Mid Range. Two Handed
-Mid Range: Attack +50. Enemy can't counter or attack unless he has Mid Range weapon.
-Close Range: Attack -10. Defense -10. unless used as a Quarterstaff. Crit: 0%
Club (5SP): Attack +30. Stun: 2% per 10 damage. Autostun on crit. (max 10%)
Iron Mace (15gp): Attack +60. Stun 5% per 10 damage. Autostun on crit.(max: 25%)
Apprentice's Staff (5gp): Attack +10. Power +30. 10MP to cast Magic Bolt. Magic Attack +50. Two rounds to recharge.
Quarterstaff (1SP): Attack +10. Defense +10. Speed +10. Counter +5%. Two Handed
Short Bow (20gp): Attack + 20. Accuracy +30 Long Range. Two Handed
Long Bow (20gp): Attack +40. Accuracy +10. Long Range. Two Handed
Flight Arrows (1SP/4): Superior Long Range. Attack +10. Accuracy +10. Ammo
Ironhead Arrows (1SP/4): Long Range. Attack +40. Accuracy -10. 1SP. Ammo
Blowgun (5SP): Accuracy +20. Mid Range. Light Weapon. Comes with Ammo pouch. Holds up to 10 darts.
Sleep Dart (1SP): Puts enemy to sleep for 10 rounds. Base 50% chance if it hits, +5% per 5 damage up to 100% at 50 damage. Heavy Armor decreases chance to 10% + 2% per 5 damage up to 30% at 50 damage. Ammo.
Poison Dart (1SP): Deals 10 damage per round for 10 rounds. Ammo.
Armor
Leather Armor (5gp): Defense +10
Chainmail (20gp): Defense +30.
Breastplate (40gp): Defense +60. Heavy Armor. Speed -10.
Apprentice Robes (10gp): Resistance + 20
Buckler (5gp): Defense +10. +5% chance of counter attack.
Iron Cap (5gp): Defense +10. Crit -2%.
Leather Boots (1gp): Speed +20.
Items + Equipment (The abbreviation ES is an indication of how much equipment space an item takes. Spelled out means it holds that much equipment space.
Tonic (10gp) Heals 50HP. ES1
Ether (20gp) Heals 50MP. ES1
Antidote (5gp) Heals poison. ES1
Steroids (25gp) Attack and Defense are increased by 25 for 3 rounds. ES1
Smokebomb (5gp): Creates a smokecloud that obscures visibility to Close Range. Mid Range. Accuracy for all in cloud is cut by 75% ES2
Belt (4sp): 4 Pouch/sheath slots.
Small Pouch (1SP): Equipment Space: 4
Quiver (2SP. First is free with purchase of Bow): Carries 20 arrows. Max: 1 w/backpack or two w/o backpack.
Backpack (5SP): Equipment Space: 100
Rations (1SP/day) Allows you to survive in areas without a food source for one day. ES5
Torch (1SP): Grants 60ft of Light for 6 hours. ES5
Flint & Steel (5SP) Strike a spark to start fires. ES5.
Trinkets
Scroll (5SP) A single spell can be inscribed to cast once for no MP cost. ES2
Traveller's Spellbook (25gp) Contains enough pages to inscribe 10 spells. Spells cast directly from a spellbook cost half MP, but have a 10% chance of burning the page. Specially trained Magus can restore the pages for 1gp. ES10
Light Crystal (10gp): 1MP to Illuminate 60ft for one hour. ES2
Life-Sensing Crystal (20gp): 1MP turns it on for one hour. Lights up when it senses living beings approaching within 100ft. It ignores any lifesigns it detects within that radius when activated, unless they leave and come back. ES2
Anti-Magic Crystal (50gp): Sets an antimagic field within 10ft of the user. No magic can be cast at or in that radius. Costs 1MP to power the anti-magic field for 10 minutes. ES2
Rune-Etcher (10gp): Can create magical runes on any surface, inscribing the effects of any spell you know on any surface. ES2
Some quick notes on Combat
1. Movement and Range
You get one action and one move per round. Movement allows you to change the distance between you and your opponent.
There are 5 range distances.
Range: Close Range < Melee < Mid Range < Far Range < Superior Far Range.
Close Range is grappling, unarmed or fighting with small weapons like knives or daggers.
Melee Range is any decent sized melee weapon.
Mid Range is any thrown weapon or weapon with superior reach, such as spears.
Long Range is any distance weapon such as a bow or projectile spells.
Superior Long Range is reserved for ranged attacks that specialize in distance, such as flight arrows.
You can run to increase your Speed x4. However, you cannot attack without a special ability, and your defense is halved if you are hit.
You can double your Speed and make an attack at half accuracy.
You can move normal Speed and still make an attack at no penalty.
Changing Range Distances: All fights as part of the training and dueling leagues related to the Order start at mid range. Mission fights can start at any range.
It takes a Speed Advantage of 50 points to gain a lead on your enemy (running away or catching up on range. Meaning if you normally have a Speed Advantage of 25, it takes 2 rounds to gain a lead or catch up to an opponent moving away.
2. Defense
When you're attacked, you can choose to defend. This doubles your defense (although if you have equipment that gives a defense penalty the penalty is doubled) and gives you a chance to counter (chance depends on your Speed and if your weapon is good at countering). If you have any defensive abilities, you can opt to use those to counter other skills or use magic to try and counter your enemy's actions.
3. Crits have a base chance of 5%. The higher your accuracy, the better chance of a crit occuring.
4. Stunts: You can try various tricks such as disarming, tripping or other dirty or skilled fighting as well. Just declare what you're trying to do, and if you hit and deal any damage, you succeed. Abilities related to a stunt provide a better chance of success and make it harder to recover from it.
For centuries the relations between Magic users (Magus) and normal people have been strained. Normal people often fear and mistrust those with supernatural powers and have persecuted magus in the past. The Magus however are not entirely innocent. Many of them believe they were born to rule over normal people and there have been nations conquered in the past by Rogue Magus. The Order of the Magus exists to protect the interests of Magus around the world, as well as keeping a check against would be conquerers.
This is basically a mission based battleclub.
Signups
Name:
Age:
Sex:
Description:
Backstory:
Stats
You have 200 points to split.
HP: You lose the fight when reduced to 0HP.
MP: Used to power magical abilities.
You have 200 points to split.
Attack: Deal more damage with your attacks
Defense: Reduces damage taken.
Power: Increased the effects of spells you cast.
Resistance: Reduces the effects of spells targetting you.
Accuracy: More accurate attacks and higher chance of critical hit.
Speed: Take action Faster, move faster and makes enemy attacks less accurate.
You have 100 ability points. An ability with less than 10AP is considered level 0. Once an ability gets to 10, its level 1 and may be used effectively in combat. How much AP an ability needs to be improved to level 2 and up depends on the ability. Abilities that have a specialized effect will level up faster than general abilities. You can have anywhere from 2-10 abilities and may split your AP however you wish among those abilities.
Equipment: You have 100gp. 1gp = 10sp. Magic Gear is a highly personal thing among Magus. Except for minor trinkets, Powerful Magic is very rarely sold as a commodity, even to other Members of the Order. Its either created for personal use to complement one's own abilities or given as a gift to someone important to the Magus.
Weapons
Iron Dagger (5SP): Attack +10. Speed +20. Defense -10. Light Weapon. May be used in offhand in place of shield. Close Range (Acc +50, Attack +20 Speed +30, Crit 20% Counter +10%). Mid Range (Throw for Att +30, Acc -10)
Iron Short Sword (5GP): Attack +20. Speed +10. Defense +10. Crit 10%. Counter: +10% Light Weapon. May be used in offhand in place of shield.
Iron Long Sword (10gp): Attack +40. Defense +20. Crit 10%. Counter +5%
Iron Great Sword (20gp): Attack +80. Accuracy - 10. Crit 15% Two Handed.
Iron Tipped Spear (1gp): Attack +30, Accuracy +10. Melee to Mid Range. Two Handed
-Mid Range: Attack +50. Enemy can't counter or attack unless he has Mid Range weapon.
-Close Range: Attack -10. Defense -10. unless used as a Quarterstaff. Crit: 0%
Club (5SP): Attack +30. Stun: 2% per 10 damage. Autostun on crit. (max 10%)
Iron Mace (15gp): Attack +60. Stun 5% per 10 damage. Autostun on crit.(max: 25%)
Apprentice's Staff (5gp): Attack +10. Power +30. 10MP to cast Magic Bolt. Magic Attack +50. Two rounds to recharge.
Quarterstaff (1SP): Attack +10. Defense +10. Speed +10. Counter +5%. Two Handed
Short Bow (20gp): Attack + 20. Accuracy +30 Long Range. Two Handed
Long Bow (20gp): Attack +40. Accuracy +10. Long Range. Two Handed
Flight Arrows (1SP/4): Superior Long Range. Attack +10. Accuracy +10. Ammo
Ironhead Arrows (1SP/4): Long Range. Attack +40. Accuracy -10. 1SP. Ammo
Blowgun (5SP): Accuracy +20. Mid Range. Light Weapon. Comes with Ammo pouch. Holds up to 10 darts.
Sleep Dart (1SP): Puts enemy to sleep for 10 rounds. Base 50% chance if it hits, +5% per 5 damage up to 100% at 50 damage. Heavy Armor decreases chance to 10% + 2% per 5 damage up to 30% at 50 damage. Ammo.
Poison Dart (1SP): Deals 10 damage per round for 10 rounds. Ammo.
Armor
Leather Armor (5gp): Defense +10
Chainmail (20gp): Defense +30.
Breastplate (40gp): Defense +60. Heavy Armor. Speed -10.
Apprentice Robes (10gp): Resistance + 20
Buckler (5gp): Defense +10. +5% chance of counter attack.
Iron Cap (5gp): Defense +10. Crit -2%.
Leather Boots (1gp): Speed +20.
Items + Equipment (The abbreviation ES is an indication of how much equipment space an item takes. Spelled out means it holds that much equipment space.
Tonic (10gp) Heals 50HP. ES1
Ether (20gp) Heals 50MP. ES1
Antidote (5gp) Heals poison. ES1
Steroids (25gp) Attack and Defense are increased by 25 for 3 rounds. ES1
Smokebomb (5gp): Creates a smokecloud that obscures visibility to Close Range. Mid Range. Accuracy for all in cloud is cut by 75% ES2
Belt (4sp): 4 Pouch/sheath slots.
Small Pouch (1SP): Equipment Space: 4
Quiver (2SP. First is free with purchase of Bow): Carries 20 arrows. Max: 1 w/backpack or two w/o backpack.
Backpack (5SP): Equipment Space: 100
Rations (1SP/day) Allows you to survive in areas without a food source for one day. ES5
Torch (1SP): Grants 60ft of Light for 6 hours. ES5
Flint & Steel (5SP) Strike a spark to start fires. ES5.
Trinkets
Scroll (5SP) A single spell can be inscribed to cast once for no MP cost. ES2
Traveller's Spellbook (25gp) Contains enough pages to inscribe 10 spells. Spells cast directly from a spellbook cost half MP, but have a 10% chance of burning the page. Specially trained Magus can restore the pages for 1gp. ES10
Light Crystal (10gp): 1MP to Illuminate 60ft for one hour. ES2
Life-Sensing Crystal (20gp): 1MP turns it on for one hour. Lights up when it senses living beings approaching within 100ft. It ignores any lifesigns it detects within that radius when activated, unless they leave and come back. ES2
Anti-Magic Crystal (50gp): Sets an antimagic field within 10ft of the user. No magic can be cast at or in that radius. Costs 1MP to power the anti-magic field for 10 minutes. ES2
Rune-Etcher (10gp): Can create magical runes on any surface, inscribing the effects of any spell you know on any surface. ES2
Some quick notes on Combat
1. Movement and Range
You get one action and one move per round. Movement allows you to change the distance between you and your opponent.
There are 5 range distances.
Range: Close Range < Melee < Mid Range < Far Range < Superior Far Range.
Close Range is grappling, unarmed or fighting with small weapons like knives or daggers.
Melee Range is any decent sized melee weapon.
Mid Range is any thrown weapon or weapon with superior reach, such as spears.
Long Range is any distance weapon such as a bow or projectile spells.
Superior Long Range is reserved for ranged attacks that specialize in distance, such as flight arrows.
You can run to increase your Speed x4. However, you cannot attack without a special ability, and your defense is halved if you are hit.
You can double your Speed and make an attack at half accuracy.
You can move normal Speed and still make an attack at no penalty.
Changing Range Distances: All fights as part of the training and dueling leagues related to the Order start at mid range. Mission fights can start at any range.
It takes a Speed Advantage of 50 points to gain a lead on your enemy (running away or catching up on range. Meaning if you normally have a Speed Advantage of 25, it takes 2 rounds to gain a lead or catch up to an opponent moving away.
2. Defense
When you're attacked, you can choose to defend. This doubles your defense (although if you have equipment that gives a defense penalty the penalty is doubled) and gives you a chance to counter (chance depends on your Speed and if your weapon is good at countering). If you have any defensive abilities, you can opt to use those to counter other skills or use magic to try and counter your enemy's actions.
3. Crits have a base chance of 5%. The higher your accuracy, the better chance of a crit occuring.
4. Stunts: You can try various tricks such as disarming, tripping or other dirty or skilled fighting as well. Just declare what you're trying to do, and if you hit and deal any damage, you succeed. Abilities related to a stunt provide a better chance of success and make it harder to recover from it.