Prize Fighter's Battleclub

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Prize Fighter's Battleclub

#1

Post by [sage] » Thu Nov 30, 2006 5:22 am

Internet ****ed up again, but its back. It's been over a month and Rogue Arcana was moving to slowly anyway. This should be a fun little game.

Welcome to the Prize Fighter's Battleclub. A club where warriors of different styles can come and test out their skills against each other and compete for prizes.

Name:
Age:
Sex:

Bio/Description: The usual stuff about physical appearance, who they are, where they came from, etc.

Stats: Stats start at a default, and you have 20 points to add.
Health (Default= Endurance + Strength): Amount of damage you can take to non vital areas before losing. Hits to vital areas end fights.
Mana (Spirit + Discipline): How long you can use on your own energy to cast spells. It is possible to draw energy from outside sources or items. Using mana sometimes also uses energy.
Energy (Endurance + Discipline): Number of rounds you can endure strenous actions or fighting with wounds. Energy recovers over rounds with light actions or pause in action.

Stats go from 1-20, default is 10. You have 20 points to spend.

It costs 1 point to raise a stat by 1, but it's free if you accept a -1 to another stat (cannot be raised once you do, except at leveling up). Stats can only go to 15, unless you spend 1 point to break that limit for a stat.

-Strength: Ability to inflict damage, your fitness, carry heavy equipment or armor.
-Agility: Ability to move quickly and gracefully, reflex, speed and coordination.
-Endurance: How long you can continue fighting and how much punishment you can endure.
-Spirit: Ability to control mana and use spells.
-Discipline: Ability to focus, remain calm and collected, as well as your mental will power.
-Perception: Ability to perceive feints, watch multiple opponents, keep track of surroundings and judge distance between opponents.

Fighting Style: Every prize fighter must join one of the dojos that belong to the club and learn their fighting style. Create the style as such.

Name:

Description: The gist of what makes the fighting style unique. Do you rely on fierce and quick attacks to keep your opponent off balance until he makes a mistake, do you watch the opponent and wait for the right time to strike, do you rely on disarming your opponent and forcing them to surrender, do you fight with one weapon while parrying with a second. Etc, feel free to be creative.

Primary Hand: Decide which weapon, if any the style uses. Unarmed is a valid option, but unarmed style are at a major disadvantage against armed styles.
Off Hand: A shield, a second weapon or unarmed.
Backup Weapons: Ranged or throwing weapons are often used, but may be disallowed in some fights or tournaments.
Armor: Whether its unarmed, uses light armor, medium armor or heavy armor.

Stances: Stances can be used to alter stats or give bonuses to specific manuevers. You can start with three. Also describe how you stand with the stance.

Manuevers: You are allowed ten manuevers to start with. You may split them in any way between attack and defense manuevers. You are allowed up to six basic manuevers and four intermediate manuevers. Manuevers consist of a name, a description, and 1-2 of the following properties for basic, 3-4 for intermediate. Alternatively, attacks can be wild and with no manuever.

Offensive Properties

-Deceptive: Manuevers that deceive are used to hide the real attack. Success causes the enemy to waste his defense on your fake attack.
-Rush: A rush Manuever forces the enemy backwards.
-All-out: All out sacrifices defense in exchange for a vital hit on success.
-Brutal: Brutal is a powerful attack that forces the opponent off balance or out of his stance and can create holes in defense.
-Weave: A weave attack is one that attempts to bypass the enemy's defense by moving unpredictably before or while attacking.
-On Guard: Even while attacking with this manuever, you don't let your guard down and the enemy cannot counter attack.
-At Bay: Attacks the opponent while keeping him from moving in past your superior reach.
-Flurry: By attacking rapidly, opponent is forced to keep defending and is unable to attack.
-Shift: Ends with a stance change. Normally you can only change stances at the beginning of a turn or at a pause.
-Charge: Provides extra power with forward movement. Ranges from a step to full blown charge.

Defensive Properties
-Total Defense: Sacrifice offense to gain near absolute defense to one opponent.
-Evasion: Avoids enemy attack and moves out of reach.
-Move in: A move in bypasses an enemy's reach to get in close range.
-Counter-Attack: Defend against an attack and steal the initative by taking an attack immediately after defending.
-Interrupt: An additional counter-attack property. The counter-attack can break flow attacks, feints and can disrupt spell casting.
-At Bay: Keeps the opponent out of reach by threatening with superior reach.
-Deflect: A parry or shield block manuever that creates a solid opening for counter attack with a bonus to accuracy, speed or damage.
-Dance: A dancing manuever is a dodge that narrowly avoids the attack, increasing the enemy's possibility of making a mistake such as overreaching, losing balance, becoming furious, or creating an opening for counter-attace. Multiple dances in succession are cumulative.
-Side step: Avoids straight forward attacks entirely.
-Brace: Defeat attacks that control movement.
-Vigilant: A vigilant defense is carefully watching the opponent. Feints are harder, and openings are easier to spot.

Offensive and Defensive Properties
-Hold: A hold manuever forces a deadlock by keeping the enemy still in some manner (sword clashes, grappling, etc)
-Quick: A quick attack is fast and leaves little time for defense. Quick attacks flow especially well.
-Flow: Manuevers that flow make the next attack easier, and provide a bonus to your accuracy, speed or power on that attack. They are essentially moves used to set up a good attack. A successful flow doesn't nessecarily cause damage, but it does allow you to attack again without the opponent getting an attack.
-Disarm: A successful disarm removes the weapon from the enemy's hand.
-Sunder: A sunder destroys a piece of equipment.
-Trip: Attack causes opponent to lose balance.
---
Magic: Prize fighters are often talented casters as well as warriors. Choose one source, and up to four spells.

Source: Besides yourself, energy can be drawn from outside sources. The elements, people, substances such as metals, wood, glass, etc, specific environmental conditions or basically anything you want. At the present you only know how to draw energy from one source besides yourself.

Spells: Spells each have a name, an effect, a casting method and you have 10 points to split between the following. Each category can be from 0-5.

Power: How effective the spell will be and how hard it is to resist.
Range: How far the spell will reach. 0 means self, 1 means touch, 5 can cover any battlefield in a prize fight.
Duration: How long the spell will last. 0 means its over and done, or it can be maintained by spending a smaller amount of mana each round. 1 and up is a larger number of rounds, extending into minutes, hours, days, weeks, etc.
Area: How much area the spell covers. 0 is yourself, 1 is 1 target, beyond that is more targets or a wider area.

Some spells will be hard to cast in a fight, depending on the power level and chosen casting method.

-------
Fights will begin with a face off. You can choose to act, react, cast a spell, use an item, taunt or study, and can move freely and choose a stance. If opponents both attack, it may result in no defense allowed.

Acting allows you to choose an offensive manuever, reacting means you choose a defensive manuever, taunting means you try and force the opponent into attacking wildly, studying means you watch the opponent looking for clues about their fighting styles. Depending on your perception, I might give you hints about them.

Some manuevers will cause offense and defense roles to stay the same for several rounds. In addition, you can try alternating combos of manuevers in a single post and prepare a defense if it fails. Sometimes part or all of it will work, sometimes it won't. Explore and try interesting moves.

Manuevers don't have to be 100% realistic, nor do stances. I'm not an expert on fighting.

Character Progression: Winning fights earns titles which allows for high ranks better prizes and advancement in learning new spells and manuevers from your school.

-----
Once your character is created, I'll post a stat topic and a lobby topic. I'll mostly be posting at night, and the internet's back, so don't worry about me not posting.
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.

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[sage]
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Joined: Wed Dec 20, 2000 2:00 am
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#2

Post by [sage] » Thu Nov 30, 2006 5:22 am

Internet ****ed up again, but its back. It's been over a month and Rogue Arcana was moving to slowly anyway. This should be a fun little game.

Welcome to the Prize Fighter's Battleclub. A club where warriors of different styles can come and test out their skills against each other and compete for prizes.

Name:
Age:
Sex:

Bio/Description: The usual stuff about physical appearance, who they are, where they came from, etc.

Stats: Stats start at a default, and you have 20 points to add.
Health (Default= Endurance + Strength): Amount of damage you can take to non vital areas before losing. Hits to vital areas end fights.
Mana (Spirit + Discipline): How long you can use on your own energy to cast spells. It is possible to draw energy from outside sources or items. Using mana sometimes also uses energy.
Energy (Endurance + Discipline): Number of rounds you can endure strenous actions or fighting with wounds. Energy recovers over rounds with light actions or pause in action.

Stats go from 1-20, default is 10. You have 20 points to spend.

It costs 1 point to raise a stat by 1, but it's free if you accept a -1 to another stat (cannot be raised once you do, except at leveling up). Stats can only go to 15, unless you spend 1 point to break that limit for a stat.

-Strength: Ability to inflict damage, your fitness, carry heavy equipment or armor.
-Agility: Ability to move quickly and gracefully, reflex, speed and coordination.
-Endurance: How long you can continue fighting and how much punishment you can endure.
-Spirit: Ability to control mana and use spells.
-Discipline: Ability to focus, remain calm and collected, as well as your mental will power.
-Perception: Ability to perceive feints, watch multiple opponents, keep track of surroundings and judge distance between opponents.

Fighting Style: Every prize fighter must join one of the dojos that belong to the club and learn their fighting style. Create the style as such.

Name:

Description: The gist of what makes the fighting style unique. Do you rely on fierce and quick attacks to keep your opponent off balance until he makes a mistake, do you watch the opponent and wait for the right time to strike, do you rely on disarming your opponent and forcing them to surrender, do you fight with one weapon while parrying with a second. Etc, feel free to be creative.

Primary Hand: Decide which weapon, if any the style uses. Unarmed is a valid option, but unarmed style are at a major disadvantage against armed styles.
Off Hand: A shield, a second weapon or unarmed.
Backup Weapons: Ranged or throwing weapons are often used, but may be disallowed in some fights or tournaments.
Armor: Whether its unarmed, uses light armor, medium armor or heavy armor.

Stances: Stances can be used to alter stats or give bonuses to specific manuevers. You can start with three. Also describe how you stand with the stance.

Manuevers: You are allowed ten manuevers to start with. You may split them in any way between attack and defense manuevers. You are allowed up to six basic manuevers and four intermediate manuevers. Manuevers consist of a name, a description, and 1-2 of the following properties for basic, 3-4 for intermediate. Alternatively, attacks can be wild and with no manuever.

Offensive Properties

-Deceptive: Manuevers that deceive are used to hide the real attack. Success causes the enemy to waste his defense on your fake attack.
-Rush: A rush Manuever forces the enemy backwards.
-All-out: All out sacrifices defense in exchange for a vital hit on success.
-Brutal: Brutal is a powerful attack that forces the opponent off balance or out of his stance and can create holes in defense.
-Weave: A weave attack is one that attempts to bypass the enemy's defense by moving unpredictably before or while attacking.
-On Guard: Even while attacking with this manuever, you don't let your guard down and the enemy cannot counter attack.
-At Bay: Attacks the opponent while keeping him from moving in past your superior reach.
-Flurry: By attacking rapidly, opponent is forced to keep defending and is unable to attack.
-Shift: Ends with a stance change. Normally you can only change stances at the beginning of a turn or at a pause.
-Charge: Provides extra power with forward movement. Ranges from a step to full blown charge.


Defensive Properties
--
Defense comes in four types, three of which can be used as manuevers.

Dodge: Movement to avoid an attack
Parry: Using a weapon to block the attack.
Block: Using a shield.
Defense: Damage reduced by armor.


-Total Defense: Sacrifice offense to gain near absolute defense to one opponent.
-Evasion: Avoids enemy attack and moves out of reach.
-Move in: A move in bypasses an enemy's reach to get in close range.
-Counter-Attack: Defend against an attack and steal the initative by taking an attack immediately after defending.
-Interrupt: An additional counter-attack property. The counter-attack can break flow attacks, feints and can disrupt spell casting.
-At Bay: Keeps the opponent out of reach by threatening with superior reach.
-Deflect: A parry or shield block manuever that creates a solid opening for counter attack with a bonus to accuracy, speed or damage.
-Dance: A dancing manuever is a dodge that narrowly avoids the attack, increasing the enemy's possibility of making a mistake such as overreaching, losing balance, becoming furious, or creating an opening for counter-attace. Multiple dances in succession are cumulative.
-Side step: Avoids straight forward attacks entirely.
-Brace: Defeat attacks that control movement.
-Vigilant: A vigilant defense is carefully watching the opponent. Feints are harder, and openings are easier to spot.

Offensive and Defensive Properties
-Hold: A hold manuever forces a deadlock by keeping the enemy still in some manner (sword clashes, grappling, etc)
-Quick: A quick attack is fast and leaves little time for defense. Quick attacks flow especially well.
-Flow: Manuevers that flow make the next attack easier, and provide a bonus to your accuracy, speed or power on that attack. They are essentially moves used to set up a good attack. A successful flow doesn't nessecarily cause damage, but it does allow you to attack again without the opponent getting an attack.
-Disarm: A successful disarm removes the weapon from the enemy's hand.
-Sunder: A sunder destroys a piece of equipment.
-Trip: Attack causes opponent to lose balance.
---
Magic: Prize fighters are often talented casters as well as warriors. Choose one source, and up to four spells.

Source: Besides yourself, energy can be drawn from outside sources. The elements, people, substances such as metals, wood, glass, etc, specific environmental conditions or basically anything you want. At the present you only know how to draw energy from one source besides yourself.

Spells: Spells each have a name, an effect, a casting method and you have 10 points to split between the following. Each category can be from 0-5.

Power: How effective the spell will be and how hard it is to resist.
Range: How far the spell will reach. 0 means self, 1 means touch, 5 can cover any battlefield in a prize fight.
Duration: How long the spell will last. 0 means its over and done, or it can be maintained by spending a smaller amount of mana each round. 1 and up is a larger number of rounds, extending into minutes, hours, days, weeks, etc.
Area: How much area the spell covers. 0 is yourself, 1 is 1 target, beyond that is more targets or a wider area.

Some spells will be hard to cast in a fight, depending on the power level and chosen casting method.

-------
Fights will begin with a face off. You can choose to act, react, cast a spell, use an item, taunt or study, and can move freely and choose a stance. If opponents both attack, it may result in no defense allowed.

Acting allows you to choose an offensive manuever and where you want to attack.

Reacting means you choose a defensive manuever/

taunting means you try and force the opponent into attacking wildly, studying means you watch the opponent looking for clues about their fighting styles. Depending on your perception, I might give you hints about them.

Some manuevers will cause offense and defense roles to stay the same for several rounds. In addition, you can try alternating combos of manuevers in a single post and prepare a defense if it fails. Sometimes part or all of it will work, sometimes it won't. Explore and try interesting moves.

Manuevers don't have to be 100% realistic, nor do stances. I'm not an expert on fighting.

Character Progression: Winning fights earns titles which allows for high ranks better prizes and advancement in learning new spells and manuevers from your school.

-----
Once your character is created, I'll post a stat topic and a lobby topic. I'll mostly be posting at night, and the internet's back, so don't worry about me not posting.
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.

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Posts: 6090
Joined: Wed Jul 05, 2000 1:00 am

#3

Post by KirbyBoy2000 » Thu Nov 30, 2006 9:18 pm

Looks interesting, though sort of complicated. Oh, and sorry for being lazy, but after losing my original post, I'm just going through on some of the basics right now. I'll edit in details and stuff later.

Name: Mirodel Faeros
Age:17
Sex:Male

Bio/Description: ...

Stats:
Health: 32
Mana: 28
Energy: 40

-Strength: 13
-Agility: 15
-Endurance: 15
-Spirit: 11
-Discipline: 13
-Perception: 13

Fighting Style:
Name: Spiral Earth
Description: A style that is done completely unarmed and without armor. Uses strong stances and attacks that disrupt opponent while tiring them out.

Stances:
Stone Mountain - Boosts Defense, Drops attack and evasion. Braces self when on defense. During stance legs are spread slightly to give balance.
Stepping Gale - Boosts Evasion, Drops attack and defense. Attacks are a bit faster. During stance he is constantly moving around on his feet.
Forest Hunter - Boosts Attack, drops defense and evasion. May trip up opponent within melee, both during an attack or defensive manuever. During stance is crouched over slightly.

Manuevers:
Terra Guard - Blocks an attack and then strikes back at opponent. (Counter, Interupt, Brace, Trip)
Tempest - Rushes around enemies defenses and quickly begins to take down target.(Quick, Disarm, Trip, Weave)
Avalanche - A fierce strike that is purely based on offense. (Brutal, All-Out, Flurry, Charge)
Dancing Gale - A dancing manuever, where he passes past opponent and (Evasion, Dance, Flow, Interrupt)
Eagle Eye - Watches one target and evades attacks from them. Keeps watch for a short time after as well(Vigilant, Evasion)
Entangling Vines - Moves in and grapples enemy into a hold, disarming them at the same time. (Hold, Disarm)
Cyclone Step - Dodges to the side, easily linked to. (Evasion, Flow)
Mirage - Quickly moves beside opponent and follows up with another move. (Flow, Quick)
Boulder - Moves toward target while defending slightly, afterwords goes into a stance (On Guard, Shift)
Striking Fang - Rushes towards opponent with a fierce attack. (Quick, Brutal)

Magic
Source - Nature (Or plant life if too generic)

Stone Claws - Forms a layer of rock claws over hands. Boosts attack, and on defense can actually parry attacks. Power:5 Duration:5. Range/Area - 0
Gale - A strong gust of wind. Low damage, but picks up objects and pushes anything in its range away fairly far away in a line. Power:4. Duration: 0. Range:3. Area:3
Thorns - Fires out multiple thorns at a range covering a small area. Thorns remain on field for some times, dealing damage to opponents (Even more so if opponent has low perception). Power: 2. Duration:3. Range: 2. Area: 3.
Sky Seal - An attack that continually drains Energy from the target. Power:4. Duration:4. Range:1. Area:1.

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#4

Post by [sage] » Fri Dec 01, 2006 3:26 am

Btw, you forgot to add the 20 points into HP, MP and EP, you just used the defaults.
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.

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