Kaden's Call to Arms and Adventure
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
Kaden's Call to Arms and Adventure
Name: Kaden Virias
Age: 23
Sex: Male
Bio: A capable fighter and inheritor of the magic of the Virias family; who were once known as feared warriors but are now mostly forgotten. Since he was young he has been trained in combat and in magic, and now that he is old enough he has been sent off to conquer the World Fighter's League and reclaim the honor of the Virias family.
Stats
HP: 35/35
MP: 35/35
Body: 14
Mind: 7
Reflex: 12
Will Power: 14
Presence: 3
Background Traits
-----------------
Lineage: Virias Clan (10AP)
Anyone with a good grasp of history or something might know his family, but even then it probably wouldn't be a good thing. He brought several weapons from his family with him to Crossroads.
Combat abilities
------------------
Ambidextrous (10AP) - Fighting Style
Can battle with a weapon in either hand or both at once with little problems.
Unarmed (10AP) - Fighting Style
Some skill in attacking and defending without a weapon. Can help somewhat when one or both hands are free.
Sidestep (10AP) - Manuever.
A quick movement to the side. Used to better position himself in battle and get around to an enemy's side or back to deliver a harder to avoid attack. Can be used whenever making an attack or defense.
Rush (10AP) - Manuever
A sudden charge and attack to an opponent. Has a better than average chance of breaking someone's defense and if they're unable to defend it at all they will take even more damage. Kaden's defenses are weaker after this is used, so if its successfully defended against he'll be in trouble. Can make him trip and fall if used with Sidestep; as a lot of things generally do when attempting sharp turns at max speed.
Adventuring Skills
------------------
None
Magic Powers
------------
Surge Rune (20AP) -3MP
Activation: Instant. Once per round.
Duration: 1 round + 1 round per 10AP, up to # of Rounds = WP. When the rune is activated, activating it again will renew the duration and the bonus will accumulate.
Effect: Surge Rune raises Body and Reflexes by 2 + 1/10AP. Max benefit per activation from this ability = WP.
Backlash: The rune has a backlash depending on how often its used in a short period of time. When re-activated during the duration of the Rune, or when activated less than one minute after the duration wears off, Kaden suffers a backlash.
The backlash is a -2 penalty to Body and Mind, that lasts for one minute. Every cumulative or successive activation increases the penalty by 2 and raises the duration of the backlash by one minute. The backlash begins causing Kaden pain when successively activated more than twice in a row. Kaden takes HP damage equal to the backlash penalty when the Rune's duration ends.
Kaden becomes paralyzed or catatonic for 2-8 hours if the backlash reduces his Body or Mind score to 0, or if the damage taken from the backlash reduces his HP to 0.
Guardian Rune (20AP) -10MP
If Kaden does not have 10MP to activate the rune, than it drains a small amount from his total lifespan. The rune will fail to activate if Kaden doesn't have at least 1MP.
Guardian Rune has two uses. A slow regeneration, and instant recovery
Slow Regeneration
Activation: Requires a concentrated action. You can still defend or move while casting, but cannot do anything else.
Duration: Guardian Rune's regeneration is active until Kaden is fully healed one time.
Effect: Once activated, Kaden recovers 1/10AP in HP each round, up to a max of WP per round. Attacks that stun or rely on the feeling of pain have no side-effects to Kaden while the rune's regeneration is active, but still deal damage normally.
If you're knocked unconcious while the rune is activated, the rune will still heal you to full HP, but you will not wake up until fully healed, and some time passes (generally a few hours).
Instant Recovery
Activation: Automatic when an attack reduces HP to 0.
Effect: Instead of being killed or knocked unconcious, Kaden is left with apparent wounds, but is still capable of fighting. He retains HP equal to his WP or the number of HP he had before taking the hit, whichever is less.
Destructive Surge (10AP)
-----------------
Destructive surge creates an enchantment on any weapon or any part of Kaden's body. It can be pre-cast or quick-cast. Pre-casting takes one minute to do, and requires heavy concentration. It allows him to infuse MP into the item, up to the power's AP rating. Quick-casting can be done the moment that you make the attack, but only infuses 1/2 the MP spent into the item. You can still infuse up to the AP into the item, it just takes twice as much MP to do when quick-casting.
Damage: WP + MP spent (or 1/2MP if quick-cast).
Triggering the Destructive Surge breaks the item (its not repairable) or body-part (dealing 1/4 of the surge's damage to Kaden directly, and making that body-part useless until healed). Once the enchantment is triggered, it releases a wave that moves a number of yards equal to the MP infused. The wave has roughly size and shape based on the motion used when triggering it, but it rapidly expands outwards and away once triggered until it diffuses.
Effectives of multiple enchantments placed on the same item are cumulative. Since the item breaks when triggered, all enchantments are unleashed at the same time. The base damage of a surge is equal to the number of WP + MP infused (or 1/2MP if quick-cast).
Equipment
-------------------
Longsword: Flexible balanced weapon, good for offense and defense.
Spear: Good reach, gets first attack when keeping opponent out of reach, but poor defense in close combat.
Crossbow (20/20 Bolts). Bolts have heavy impact with direct hits, often penetrating straight through armor or stu
Chainmail: Provides solid protection against slashing and stabbing attacks to the Body, arms and legs.
Buckler: Good for parrying melee hits, but doesn't provide good protection against ranged weaponry. Also works well as a punching weapon in a jam.
Coin-Pouch: 60gp
-Medium Flask (Potion) 2 drinks.
Pouches: (5/ 8)
-Medium Flask (Ether) 2 drinks.
-Small Flask (Antidote) 1 drink
-Sparker
-2oz Powder Bag (Smoke Powder): 2oz
----------------------
You've arrived at the river port in Crossroads. The river is wide enough for several lanes of trade ships and gondolas. It travels in and through the city, with channels dug out to provide river-ways to different sections of the city. You can see various gondolas being sold or rented to people nearby. The river port is bustling with people getting onto and off different ferries and gondolas. You can pick out a number of warriors and probable adventurers, among the crowd of merchants, tradesmen and tourists.
There's also some vendors with stalls set up selling various merchandise.
You can see the Arena from where you're standing. Its a large stadium, about three stories tall.
Want to head there now, or explore the city a bit?
Age: 23
Sex: Male
Bio: A capable fighter and inheritor of the magic of the Virias family; who were once known as feared warriors but are now mostly forgotten. Since he was young he has been trained in combat and in magic, and now that he is old enough he has been sent off to conquer the World Fighter's League and reclaim the honor of the Virias family.
Stats
HP: 35/35
MP: 35/35
Body: 14
Mind: 7
Reflex: 12
Will Power: 14
Presence: 3
Background Traits
-----------------
Lineage: Virias Clan (10AP)
Anyone with a good grasp of history or something might know his family, but even then it probably wouldn't be a good thing. He brought several weapons from his family with him to Crossroads.
Combat abilities
------------------
Ambidextrous (10AP) - Fighting Style
Can battle with a weapon in either hand or both at once with little problems.
Unarmed (10AP) - Fighting Style
Some skill in attacking and defending without a weapon. Can help somewhat when one or both hands are free.
Sidestep (10AP) - Manuever.
A quick movement to the side. Used to better position himself in battle and get around to an enemy's side or back to deliver a harder to avoid attack. Can be used whenever making an attack or defense.
Rush (10AP) - Manuever
A sudden charge and attack to an opponent. Has a better than average chance of breaking someone's defense and if they're unable to defend it at all they will take even more damage. Kaden's defenses are weaker after this is used, so if its successfully defended against he'll be in trouble. Can make him trip and fall if used with Sidestep; as a lot of things generally do when attempting sharp turns at max speed.
Adventuring Skills
------------------
None
Magic Powers
------------
Surge Rune (20AP) -3MP
Activation: Instant. Once per round.
Duration: 1 round + 1 round per 10AP, up to # of Rounds = WP. When the rune is activated, activating it again will renew the duration and the bonus will accumulate.
Effect: Surge Rune raises Body and Reflexes by 2 + 1/10AP. Max benefit per activation from this ability = WP.
Backlash: The rune has a backlash depending on how often its used in a short period of time. When re-activated during the duration of the Rune, or when activated less than one minute after the duration wears off, Kaden suffers a backlash.
The backlash is a -2 penalty to Body and Mind, that lasts for one minute. Every cumulative or successive activation increases the penalty by 2 and raises the duration of the backlash by one minute. The backlash begins causing Kaden pain when successively activated more than twice in a row. Kaden takes HP damage equal to the backlash penalty when the Rune's duration ends.
Kaden becomes paralyzed or catatonic for 2-8 hours if the backlash reduces his Body or Mind score to 0, or if the damage taken from the backlash reduces his HP to 0.
Guardian Rune (20AP) -10MP
If Kaden does not have 10MP to activate the rune, than it drains a small amount from his total lifespan. The rune will fail to activate if Kaden doesn't have at least 1MP.
Guardian Rune has two uses. A slow regeneration, and instant recovery
Slow Regeneration
Activation: Requires a concentrated action. You can still defend or move while casting, but cannot do anything else.
Duration: Guardian Rune's regeneration is active until Kaden is fully healed one time.
Effect: Once activated, Kaden recovers 1/10AP in HP each round, up to a max of WP per round. Attacks that stun or rely on the feeling of pain have no side-effects to Kaden while the rune's regeneration is active, but still deal damage normally.
If you're knocked unconcious while the rune is activated, the rune will still heal you to full HP, but you will not wake up until fully healed, and some time passes (generally a few hours).
Instant Recovery
Activation: Automatic when an attack reduces HP to 0.
Effect: Instead of being killed or knocked unconcious, Kaden is left with apparent wounds, but is still capable of fighting. He retains HP equal to his WP or the number of HP he had before taking the hit, whichever is less.
Destructive Surge (10AP)
-----------------
Destructive surge creates an enchantment on any weapon or any part of Kaden's body. It can be pre-cast or quick-cast. Pre-casting takes one minute to do, and requires heavy concentration. It allows him to infuse MP into the item, up to the power's AP rating. Quick-casting can be done the moment that you make the attack, but only infuses 1/2 the MP spent into the item. You can still infuse up to the AP into the item, it just takes twice as much MP to do when quick-casting.
Damage: WP + MP spent (or 1/2MP if quick-cast).
Triggering the Destructive Surge breaks the item (its not repairable) or body-part (dealing 1/4 of the surge's damage to Kaden directly, and making that body-part useless until healed). Once the enchantment is triggered, it releases a wave that moves a number of yards equal to the MP infused. The wave has roughly size and shape based on the motion used when triggering it, but it rapidly expands outwards and away once triggered until it diffuses.
Effectives of multiple enchantments placed on the same item are cumulative. Since the item breaks when triggered, all enchantments are unleashed at the same time. The base damage of a surge is equal to the number of WP + MP infused (or 1/2MP if quick-cast).
Equipment
-------------------
Longsword: Flexible balanced weapon, good for offense and defense.
Spear: Good reach, gets first attack when keeping opponent out of reach, but poor defense in close combat.
Crossbow (20/20 Bolts). Bolts have heavy impact with direct hits, often penetrating straight through armor or stu
Chainmail: Provides solid protection against slashing and stabbing attacks to the Body, arms and legs.
Buckler: Good for parrying melee hits, but doesn't provide good protection against ranged weaponry. Also works well as a punching weapon in a jam.
Coin-Pouch: 60gp
-Medium Flask (Potion) 2 drinks.
Pouches: (5/ 8)
-Medium Flask (Ether) 2 drinks.
-Small Flask (Antidote) 1 drink
-Sparker
-2oz Powder Bag (Smoke Powder): 2oz
----------------------
You've arrived at the river port in Crossroads. The river is wide enough for several lanes of trade ships and gondolas. It travels in and through the city, with channels dug out to provide river-ways to different sections of the city. You can see various gondolas being sold or rented to people nearby. The river port is bustling with people getting onto and off different ferries and gondolas. You can pick out a number of warriors and probable adventurers, among the crowd of merchants, tradesmen and tourists.
There's also some vendors with stalls set up selling various merchandise.
You can see the Arena from where you're standing. Its a large stadium, about three stories tall.
Want to head there now, or explore the city a bit?
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
All in all, Crossroads is a massive city, and appears to sprawl outwards from this point.
The river, behind you is situated with a fair number of docks on both sides of the river. There's a bridge to the other side a few dozen yards upstream from you. The ground immediately next to the docks on both sides of the river has no buildings erected, but a lot of the space is used up by stalls on this side, and fenced warehouses on the otherside. Nasty barbed and spiked fences, with heavy gates and locks.
Most of the nearby stalls are basically displays, hawking different kinds of merchandise. Weapons, jewlrey and trinkets (generally cheap and near worthless stuff, like you'd find at at any tourist trap), tools, food and drink (for both foodstores and resturants). Most of them have a sign with the name of a store, above a posted map to get to the actual store. You can see that they're basically letting people new to the town know what buisnesses to check out for their needs.
Being trained in combat, you eye the weapons display. Most of them are of solid to excellent craftsmanship. One stall has an actual revolver on display. While you've seen them before, you've never actually had a chance to fire one in a fight.
Past the stalls on this side, and the warehouses on the other side, you can see buildings. You don't see many houses on this side, it appears to be shops and places to get something to eat or drink, or inns.
You can see four of the channels I mentioned going off into different directions into the city, two on each side of the river, one upstream and one downstream from you.
There's a number of different roads leading into the city proper, one for each of the eight points of the compass. You're on the west side of the river. You'll hit the arena if you head due west from here.
One last thing you notice, is that there are absolutely no city guards anywhere in sight. Nearly every last person you see is visibly armed, with a blade, axe or clubbing weapon of some sort. The only people with not visibly armed, appear to be new in town. Not everybody looks like they'd be competent fighters in the WFL, but pissing off the crowd would be a colossally stupid idea, with this many armed people around. Aside from the occassional unarmed person, almost nobody is looking uncomfortable with the massive amount of deadly weapons beined held here.
The river, behind you is situated with a fair number of docks on both sides of the river. There's a bridge to the other side a few dozen yards upstream from you. The ground immediately next to the docks on both sides of the river has no buildings erected, but a lot of the space is used up by stalls on this side, and fenced warehouses on the otherside. Nasty barbed and spiked fences, with heavy gates and locks.
Most of the nearby stalls are basically displays, hawking different kinds of merchandise. Weapons, jewlrey and trinkets (generally cheap and near worthless stuff, like you'd find at at any tourist trap), tools, food and drink (for both foodstores and resturants). Most of them have a sign with the name of a store, above a posted map to get to the actual store. You can see that they're basically letting people new to the town know what buisnesses to check out for their needs.
Being trained in combat, you eye the weapons display. Most of them are of solid to excellent craftsmanship. One stall has an actual revolver on display. While you've seen them before, you've never actually had a chance to fire one in a fight.
Past the stalls on this side, and the warehouses on the other side, you can see buildings. You don't see many houses on this side, it appears to be shops and places to get something to eat or drink, or inns.
You can see four of the channels I mentioned going off into different directions into the city, two on each side of the river, one upstream and one downstream from you.
There's a number of different roads leading into the city proper, one for each of the eight points of the compass. You're on the west side of the river. You'll hit the arena if you head due west from here.
One last thing you notice, is that there are absolutely no city guards anywhere in sight. Nearly every last person you see is visibly armed, with a blade, axe or clubbing weapon of some sort. The only people with not visibly armed, appear to be new in town. Not everybody looks like they'd be competent fighters in the WFL, but pissing off the crowd would be a colossally stupid idea, with this many armed people around. Aside from the occassional unarmed person, almost nobody is looking uncomfortable with the massive amount of deadly weapons beined held here.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
After a while of exploring the shops, you find an alchemy shop. They also sell flasks to store potions, and bags for powder. You can carry 1 flask on your person without a pouch, or storing them in backpacks. Pouches are 20sp if you want to buy one.
(100sp = 1gp)
Flasks: You can mix liquids in medium flasks, but it'll have unpredictable results.
Small Flask: Holds 1 drink. 5sp
Medium Flask: Holds 2 drinks. 10sp
Large Flask: Holds 4 drinks. 20sp
Potion: Potions restore 25% of HP per drink. 5gp per drink.
Ethers: Ethers restore 25% of MP per drink. 10gp per drink.
Antidote: Antidotes heal the effects of any poisons. 5gp per drink.
Invisibility tonic: Makes your physical form invisible to non-magical sight for 1 minute. 20gp per drink.
Fade tonic: Makes your physical form invisible to magical detection. 20gp per drink.
[Stat] Boost Tonic: When you buy a [stat] boost tonic, pick one of the 5 stats.
improves that stat by 10 points for 1 minute. The stat must be determined when you buy the tonic. 10gp per drink.
---------------
Powder bags: powder bags safely store powder items. Buying empty powder bags costs 5sp per oz. This store sells them in up to 10oz bags.
Powders: Most Powders are illegal to use in cities and arena fights. However, there's no laws preventing them from being sold in crossroads and many other towns. Most Powders are sold by the oz. The more ounces you buy, the more potent the effect. You can't mix and match different powders in the same bags.
All powders are lit with a fuse. The standard fuse is 4 seconds, but you can increase the fuse time for 5sp per second. Decreasing the fuse time is simply a matter of cutting the fuse.
Sparker: 25sp. Used to spark flames and light fuses.
Blasting Powder: 20gp per oz.
Blasting Powder triggers an explosion with a 5ft radius per oz.
Dmg: 1-10 damage per oz. + sharapnel damage, if any. Double damage if the direct target of the explosion.
Successful defense roll or ducking behind cover halves damage.
Smoke Powder: 2gp per oz.
Smoke powder releases a cloud of smoke that makes it difficult to see. Many arena fights will make an exception for smoke powder.
Sleep Powder: 10gp oz.
Releases a smoke into the area which renders anyone who breaths it in unconcious.
Mana Powder: 25gp per oz.
Releases a smoke into the area, which makes all magic used twice as potent. Mana Powder is also sometimes an exception to the no powder rule in arena fights.
(100sp = 1gp)
Flasks: You can mix liquids in medium flasks, but it'll have unpredictable results.
Small Flask: Holds 1 drink. 5sp
Medium Flask: Holds 2 drinks. 10sp
Large Flask: Holds 4 drinks. 20sp
Potion: Potions restore 25% of HP per drink. 5gp per drink.
Ethers: Ethers restore 25% of MP per drink. 10gp per drink.
Antidote: Antidotes heal the effects of any poisons. 5gp per drink.
Invisibility tonic: Makes your physical form invisible to non-magical sight for 1 minute. 20gp per drink.
Fade tonic: Makes your physical form invisible to magical detection. 20gp per drink.
[Stat] Boost Tonic: When you buy a [stat] boost tonic, pick one of the 5 stats.
improves that stat by 10 points for 1 minute. The stat must be determined when you buy the tonic. 10gp per drink.
---------------
Powder bags: powder bags safely store powder items. Buying empty powder bags costs 5sp per oz. This store sells them in up to 10oz bags.
Powders: Most Powders are illegal to use in cities and arena fights. However, there's no laws preventing them from being sold in crossroads and many other towns. Most Powders are sold by the oz. The more ounces you buy, the more potent the effect. You can't mix and match different powders in the same bags.
All powders are lit with a fuse. The standard fuse is 4 seconds, but you can increase the fuse time for 5sp per second. Decreasing the fuse time is simply a matter of cutting the fuse.
Sparker: 25sp. Used to spark flames and light fuses.
Blasting Powder: 20gp per oz.
Blasting Powder triggers an explosion with a 5ft radius per oz.
Dmg: 1-10 damage per oz. + sharapnel damage, if any. Double damage if the direct target of the explosion.
Successful defense roll or ducking behind cover halves damage.
Smoke Powder: 2gp per oz.
Smoke powder releases a cloud of smoke that makes it difficult to see. Many arena fights will make an exception for smoke powder.
Sleep Powder: 10gp oz.
Releases a smoke into the area which renders anyone who breaths it in unconcious.
Mana Powder: 25gp per oz.
Releases a smoke into the area, which makes all magic used twice as potent. Mana Powder is also sometimes an exception to the no powder rule in arena fights.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
Pouches give 4 slots apiece. Bigger flasks take up more room in the pouch, but you can carry 2oz of any kind of powder bag per slot in the pouches and keep other small items in the pouches as well. You can also look around for bigger pouches if you want to later.
You head to the arena. As you approach, you find a helpful sign showing you to different areas of the arena. The sign gives you a little bit of extra info on each area.
Arena Seating: For spectators to battles. Bookies are available if you wish to gamble.
League Registration: Register for any available League Competitions.
Battle Hall: Fight another opponent in front of a crowd. The arena pays a fee to each fighter based on their rank.
Training Hall: The training hall is available to any fighters who wish to work out or develop their skills.
Commons: Basically a social area, with some resturants and a bar. Meet other fighters, and socialize.
Dorms: You can get a room here for free if you're registered in a league. Rest and recover HP/MP, store extra equipment, etc.
Infirmary: Healers will heal you for free in between fights. Check your league's rules on infirmary visits.
You head to the arena. As you approach, you find a helpful sign showing you to different areas of the arena. The sign gives you a little bit of extra info on each area.
Arena Seating: For spectators to battles. Bookies are available if you wish to gamble.
League Registration: Register for any available League Competitions.
Battle Hall: Fight another opponent in front of a crowd. The arena pays a fee to each fighter based on their rank.
Training Hall: The training hall is available to any fighters who wish to work out or develop their skills.
Commons: Basically a social area, with some resturants and a bar. Meet other fighters, and socialize.
Dorms: You can get a room here for free if you're registered in a league. Rest and recover HP/MP, store extra equipment, etc.
Infirmary: Healers will heal you for free in between fights. Check your league's rules on infirmary visits.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
Alright, you can register for any of the following leagues.
It costs 10gp to register. Leagues take place over the course of a season. You face off against the designated ranked fighters in different Arenas. These are qualifying matches for the end of season tournament. Since you're an unranked, you only qualify for local leagues, which involve no travelling to different arenas.
Different leagues have different rules for competitions.
The leagues you can register for are
Crossroads Duel: 1vs1 competitions. Everything goes. Requires the defeat of 5 of the 8 ranked fighters to qualify for the tournament.
Crossroads Doubles: 2vs2 competitions. Everything goes. Requires a partner to register. Requires the defeat of 5 of the 8 ranked pairs to qualify.
Crossroads melee: Test your skills among melee fighters. Combat skills are allowed, but no magic. Items allowed are limited to what you can carry in pouches, and your melee weapons. All powder weapons are barred. Requires the defeat of 5 of the 8 ranked fighters to qualify.
Crossroads Fire-fight: Test your skill among ranged fighters. Combat skills are allowed, but no attack magic or melee weapons. Spells to control environment, provide cover or similiar spells are permitted. Smoke powder is permissible. Requires the defeat of 5 of the 8 ranked fighters to qualify.
Crossroads Arcane Brawl: A duel for magic-users. No weapons or armor allowed. Items are limited to potions, ethers and tonics, and mana powder. Requires the defeat of 4 of 6 ranked fighters to qualify.
It costs 10gp to register. Leagues take place over the course of a season. You face off against the designated ranked fighters in different Arenas. These are qualifying matches for the end of season tournament. Since you're an unranked, you only qualify for local leagues, which involve no travelling to different arenas.
Different leagues have different rules for competitions.
The leagues you can register for are
Crossroads Duel: 1vs1 competitions. Everything goes. Requires the defeat of 5 of the 8 ranked fighters to qualify for the tournament.
Crossroads Doubles: 2vs2 competitions. Everything goes. Requires a partner to register. Requires the defeat of 5 of the 8 ranked pairs to qualify.
Crossroads melee: Test your skills among melee fighters. Combat skills are allowed, but no magic. Items allowed are limited to what you can carry in pouches, and your melee weapons. All powder weapons are barred. Requires the defeat of 5 of the 8 ranked fighters to qualify.
Crossroads Fire-fight: Test your skill among ranged fighters. Combat skills are allowed, but no attack magic or melee weapons. Spells to control environment, provide cover or similiar spells are permitted. Smoke powder is permissible. Requires the defeat of 5 of the 8 ranked fighters to qualify.
Crossroads Arcane Brawl: A duel for magic-users. No weapons or armor allowed. Items are limited to potions, ethers and tonics, and mana powder. Requires the defeat of 4 of 6 ranked fighters to qualify.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
- KirbyBoy2000
- Member
- Posts: 6090
- Joined: Wed Jul 05, 2000 1:00 am
- [sage]
- Member
- Posts: 18311
- Joined: Wed Dec 20, 2000 2:00 am
- Location: Florida
- Contact:
Sorry for the late post. Been working most of the weekend and I've been sick.
The clerk hands you a pamphlet with some info on it.
You have two months to qualify. You must beat 5 of the 8 fighters to qualify for the league tournament. You can challenge each of the 8 fighters once. You'll be disqualified if you lose to 4 of the fighters. You qualify as soon as you win against 5, but you can still face and win against all 8 if you wish to try for a higher seeding in the final tournament (plus you'll still get AP from each match).
These are the 8 fighters you need to face. There's a picture of each one. Some of them seem straight forward, but there's some unusual characters among this group. There's a disclaimer over the pictures, saying that these are how they usually appear.
Kallus Burdgin: Specializes in dual revolvers and water shaping magic.
24/M
Picture: Wild red hair, scarred face, wearing pants, but no shirt. Well-muscled, but on the short side, and carrying twin revolvers.
Cedrick Von: Specializes in grappling and martial arts. Uses magic to improve his physical capabilities and to utilize fire and earth magic into his martial arts.
Picture: Tall and brawny, short black hair with a bowel cut, neat appearance, wearing simple clothing similiar to what you might see on a monk.
31/M
Bridget Trapiez: Specializes in fencing and is extremely fast and agile.
19/F
Picture: Tall for a woman, but slender. Her hair is blonde and long, but tied into a pony tail. Wearing a suit of fencing armor, and making a lunge with a rapier.
Marko Rostill: Specializes in summoning and illusion magic.
??/M
Picture: He appears to be a short stunted old man with gray hair, except the face on his picture is blank. There's a disclaimer that he often actually appears this way.
Lady Nona: Specializes in whips, knives, poisons and charms.
17/F
Picture: A short petite woman who is holding a whip, wearing a masquerade ball mask and a fancy dress. She's making a curtsey in the picture.
Drago: Specializes in hand to hand combat with a variety of massive weapons.
24/M
Picture: A warrior covered head to toe in platemail, with a massive greatsword in his hands, and a longspear strapped to his back.
Lei-len Yuko: Specializes in Archery and neutralizing opponent's magic.
28/M
Picture: A foreigner with black hair tied in a top knot, wearing leather armor and bracers over a simple cotton robe.
Guy Tremor, Son of Duke Tremor: Specializes in earth shaping and defensive magic.
19/M
Picture: An overly dressed noble's son, flexing dramatically, with an over the top spiky haircut, and way too much jewlrey.
The clerk informs you that Kallus has an league fight scheduled in about an hour if you want to go watch it. You can still do that training fight first if you wish though. To challenge the fighters, you need to meet them first and officially challenge them. The fighters generally stay around the arena grounds. They face challenges constantly, teach classes in the training hall and often fight in the battlehall as well. They generally aren't very hard to find.
The clerk hands you a pamphlet with some info on it.
You have two months to qualify. You must beat 5 of the 8 fighters to qualify for the league tournament. You can challenge each of the 8 fighters once. You'll be disqualified if you lose to 4 of the fighters. You qualify as soon as you win against 5, but you can still face and win against all 8 if you wish to try for a higher seeding in the final tournament (plus you'll still get AP from each match).
These are the 8 fighters you need to face. There's a picture of each one. Some of them seem straight forward, but there's some unusual characters among this group. There's a disclaimer over the pictures, saying that these are how they usually appear.
Kallus Burdgin: Specializes in dual revolvers and water shaping magic.
24/M
Picture: Wild red hair, scarred face, wearing pants, but no shirt. Well-muscled, but on the short side, and carrying twin revolvers.
Cedrick Von: Specializes in grappling and martial arts. Uses magic to improve his physical capabilities and to utilize fire and earth magic into his martial arts.
Picture: Tall and brawny, short black hair with a bowel cut, neat appearance, wearing simple clothing similiar to what you might see on a monk.
31/M
Bridget Trapiez: Specializes in fencing and is extremely fast and agile.
19/F
Picture: Tall for a woman, but slender. Her hair is blonde and long, but tied into a pony tail. Wearing a suit of fencing armor, and making a lunge with a rapier.
Marko Rostill: Specializes in summoning and illusion magic.
??/M
Picture: He appears to be a short stunted old man with gray hair, except the face on his picture is blank. There's a disclaimer that he often actually appears this way.
Lady Nona: Specializes in whips, knives, poisons and charms.
17/F
Picture: A short petite woman who is holding a whip, wearing a masquerade ball mask and a fancy dress. She's making a curtsey in the picture.
Drago: Specializes in hand to hand combat with a variety of massive weapons.
24/M
Picture: A warrior covered head to toe in platemail, with a massive greatsword in his hands, and a longspear strapped to his back.
Lei-len Yuko: Specializes in Archery and neutralizing opponent's magic.
28/M
Picture: A foreigner with black hair tied in a top knot, wearing leather armor and bracers over a simple cotton robe.
Guy Tremor, Son of Duke Tremor: Specializes in earth shaping and defensive magic.
19/M
Picture: An overly dressed noble's son, flexing dramatically, with an over the top spiky haircut, and way too much jewlrey.
The clerk informs you that Kallus has an league fight scheduled in about an hour if you want to go watch it. You can still do that training fight first if you wish though. To challenge the fighters, you need to meet them first and officially challenge them. The fighters generally stay around the arena grounds. They face challenges constantly, teach classes in the training hall and often fight in the battlehall as well. They generally aren't very hard to find.
Total slaughter, total slaughter. I won\'t leave a single man alive. La de da de die, genocide. La de da de dud, an ocean of blood. Let\'s begin the killing time.
- KirbyBoy2000
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