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Gladiator Registration
Topic Started: Mar 24 2007, 12:08 AM (858 Views)
dark_vagabond
Member Avatar
vagabondo scuro!
Denim

"Ahh, another tender little youngin', lookin' fer an early death! Alrigh' Worm, if yer really wantin' to be a pitdog, then put yer name, age and class on the parchment and get yer ass over to the trainin' area."

Training Hall
^
^
^

------------------------------

Choose a job class, then create a thread in the Gladiator's Hall and add your stats as follows:

Name:

Hp:
Mp:

Weapon:
Base atk:
Acc:
Evd:

Armor:
Def:
Res:
Evd:

Attack:
Acc:
Evd:

Strength:
Magic Power:
Dexterity:

Defense:
Resistance:

------------------------------

Everyone starts out with 300 points to distribute between Hp and Mp, and 500 gold.



Job Classes:

------------------------------
WARRIOR

Requirements:
None

Starting stats:
10 Str, 5 Dex, 10 Def

Perk: +10% attack power when using longswords or broadswords.

Skills:
1: Power Break: Target's attack is reduced by 25. 80 acc. 50 Mp cost.
2: Mind Break: Target's accuracy is reduced by 10. 75 acc. 50 Mp cost.
3: Magic Break: Target's Mp is reduced by 75. 80 acc. 20 Mp cost.
4: Speed Break: Target's evade is reduced by 10. 100 Mp cost.
------------------------------
FIGHTER

Requirements:
None

Starting stats:
15 Str, 5 Dex, 5 Def

Perk: +10% attack power when equipped with gauntlets.

Fighter Skills:
1: Iron Fist: Increases user's attack by their level x 15. 3 turns. 50 Mp.
2: Grounder: A normal attack that does earth damage. Can reduce the target's dexterity by 5 (a GM flips a coin). 50 Mp.
3: Air Fist: A normal attack that does wind damage. If used in response to a magic attack, that
attack does 25% less damage. 50 Mp.
4: Beatdown: An attack that does double damage, but with half accuracy (rounded up). 100 Hp cost.
------------------------------
DARK FIGHTER

Requirements:
None

Starting stats:
10 Str, 10 Mag, 5 Dex

Perk: Can learn up to three Lv. 1 Black Magics.

Dark Fighter Skills:
1: Blackflame: User's next attack is dark element. 70 Mp.
2: Fury: Strength +10.
3: Blood Sacrifice: Sacrifice an amount of Hp (100 or lower) in order to increase attack by half of that amount.
4: Death Gaze: Frightens target into fleeing or paralyzation (depends).
------------------------------
FENCER

Requirements:
None

Starting stats:
15 Dex, 10 Def

Perk: +10% attack power when using katanas and rapiers.

Fencer Skills:
1: Piercethrough: A normal attack that ignores the opponent's defense. 50 Mp cost.
2: Accuratestab: A normal attack with 140 accuracy. 50 Mp cost.
3: Mp Strike: A normal attack that does Mp damage.
4: Reflex: Evade +10 (sup).
------------------------------
RANGER

Requirements:
None

Starting stats:
5 Str, 5 Mag, 5 Dex, 5 Def, 5 Res

Perk: +10% attack power when using bows.

Ranger Skills:
1: Hawk Eyes: Accuracy +15. (sup)
2: Aim/Legs: Target's evade -10. 90 Accuracy.
3: Aim/Arms: Target's attack -50. 90 accuracy.
4: Survival: Heals 150 Hp.
------------------------------
MAGE

Requirements:
None

Starting stats:
15 Mag, 10 Res

Perk: Can learn up to three extra Lv. 1 magics (any type).

Magic:
1: Fire: 60 fire damage to the target. 30 Mp cost.
2: Cure: Cure: Restores target's Hp by 20%. 20% Max Mp cost.
3: Blind: Target's accuracy is reduced by 10. 50 Mp cost.
4: Mana Syphon: Drains 100 Mp from the target.
------------------------------
WHITE MAGE

Requirements:
None

Starting stats:
10 Mag, 15 Res

Perk: Can learn ALL Lv. 1 White Magics.

White Magic:
1: Cure: Restores target's Hp by 20%. 20% Max Mp cost.
2: Cleanse: Removes Lv. 1 poison from target. 50 Mp cost.
3: Protect: +75 defense. Lasts 3 turns. 100 Mp cost.
4: Shell: +75 resistance. Lasts 3 turns. 100 Mp cost.
------------------------------
BLACK MAGE

Requirements:
None

Starting stats:
5 Dex, 20 Mag

Perk: Can learn ALL Lv. 1 Black magics.

Black Magic:
1: Fire: 60 fire damage to the target. 30 Mp cost.
2: Blizzard: 120 ice damage to the target. 60 Mp cost.
3: Bio: 100 damage to target. Target is now poisoned (-2% Hp per post). 150 Mp cost.
4: Thunder: 250 thunder damage to the target. 125 mp cost.
------------------------------
ILLUSIONIST

Requirements:
None

Starting stats:
5 Dex, 10 Mag, 10 Res

Perk: Can learn ALL Lv. 1 Illusion magics.

Illusion Magic:
1: Blind: Target's accuracy is reduced by 10. 50 Mp cost.
2: Slow: Target's dexterity and evade are reduced by 10. 3 turns. 100 Mp cost.
3: Calm: Target is calmed for 2 turns and cannot attack. 100 Mp cost.
4: Silence: Target cannot cast magic for 3 turns. 100 Mp cost.
------------------------------
SUMMONER

Requirements:
None

Starting stats:
10 Dex, 15 Res

Perk: Can buy up to three Lv. 1 magics (any type).

Summoning Magic:
1: Summoning: Attack: Summon a monster, who attacks the target, then disappears. Mp cost = monster's level x 5.
2: Summoning: Skill: Summon a monster, who uses one skill, then dissappears. Mp cost = monster's level x 10.
3: Summoning: Monster: Summon a monster for 3 turns. Mp cost = monster's level x 15.
4: Master Summoning: Summons a monster for the rest of the fight. Mp cost = creature's level x 25.
------------------------------
THIEF

Requirements:
None

Starting stats:
15 Dex, 10 Def

Perk: +10% attack power when using knives.

Thief Skills:
1: Loose Hands: +15 accuracy. (sup)
2: Steal Gold: Steals gold from the target equal to the user's level x 20.
3: Snatch Item: Arrows and thrown items are caught and pocketed (sup).
4: Epic Tumble: +10 evade.
------------------------------
SCOUT

Requirements:
None

Starting stats:
5 Str, 5 Mag, 10 Dex, 5 Def

Perk: Can make potions and poisons using ingredients and alchemy tools.

Scout Skills:
1: Sneak Attack: Your first attack does 50% more damage. Your dexterity and evade must be higher than the targets.
2: Heal: Removes Lv. 1 status effects from self. 100 Mp cost.
3: Auto Potion: Automatically use a potion when Hp is below 20% (does not take take up a turn) (auto).
4: Adrenaline Rush: +20 speed, lasts 3 turns. 250 Mp cost. (once per battle)
------------------------------
HUNTER

Requirements:
None

Starting stats:
15 Dex, 10 Def

Perk: Can call a captured monster into battle to fight alongside you. Mp cost = monster's level x 20.

Hunter Skills:
1: Capture: Capture target monster (monster's Hp must be below 5%). 90 accuracy.
2: Precision Attack: An attack that has 150 accuracy, but is reduced in power by 30%. Leaves the target with at least 1 Hp.
3: Poach: A normal attack that adds extra loot when used to finish off a monster (monster's Hp must be below 5%). 90 accuracy.
4: Quick Hands: Adding poison to your weapon does not take a turn (sup).
------------------------------
NINJA

Requirements:
None

Starting stats:
5 Mag, 15 Dex, 5 Def

Perk: Can learn ALL Lv. 1 Ninja Techniques.

Ninja Skills:
1: Throw: Throw a weapon at the opponent.
2: Concentrate: Next turn, accuracy = 140.
3: Reflex: +10 evade (sup).
4: Counter: Take opponent's next attack head on, with no defense or evade, then deal double damage in return. 150 Mp cost.
------------------------------
DRUID

Requirements:
None

Starting stats:
10 Str, 10 Mag, 5 Def

Perk:
Can make potions and poisons using ingredients and alchemy tools.

Druid Magic:
1: Soothing Voice: Calms one monster for 2 turns, preventing them from attacking. 50 Mp cost.
2: Nature's Fury: Casts Lv. 1 Geomancy on target. 100 Mp cost.
3: Cure: Restores target's Hp by 20%. 20% Max Mp cost.
4: Earth Release: 300 earth damage to all opponents. 250 Mp cost. (Can only be used once)
------------------------------
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Yotsuya
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Member
a young man walks through the marble doors. he stands, in an akward fashion due to his being uncomfortable at the curt nature of the man who sits before him. even sitting he must be taller than poor jakkin. slowly he walks forward, not even aware at the way his hands have wandered to play with the buttons on his shirt.
"I was told I had to register myself before stepping into the arena, or the city for that matter?"
without receiving a response from the man he continues
"I haven't really got a job you see I sort of....pick things up if you catch my drift." this he says with a slight jerk with his head, pointing in the direction of the plaque with the jobs O-Z on them.
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Matar
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Quote:
 
1: Sneak Attack: Your first attack does 50% more damage. Your dexterity and evade must be higher than the targets.



Quote:
 
4: Counter: Take opponent's next attack head on, with no defense or evade, then deal double damage in return. 150 Mp cost.


I can see a problem with these. Define that they are effected by only "Phisical attacks". I am rather sure that's what you mean, but you might get some propblems from people if you don't.

Hell, I may be wrong though.
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