~RaikouRider243~
Lightning Swordsman
Pokémon Origins: The Great War (SIGNUPS)
***SIGNUPS ARE ONCE AGAIN CLOSED.***
Pokémon Origins: The Great War
Rated PG-13 for language, violence, and blood.
This RPG is directly based on a fanfic of mine. To get the basic idea, check out at least the prologue.
http://www.serebiiforums.com/showthread.php?t=50665
CURRENT PLAYERS LIST:
~RaikouRider243~
FlamingRuby
SceptileLives
Polyphonica Trance
Milo-
Karoshi
Pikachuism
Deathspecter
ManillaGorilla
Rune Razi
~*SeijisSeviper*~
POSITIONS RESERVED:
Ohtachi
POSITIONS LEFT: ZERO
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Prologue
At the beginning of the human age, Pokémon were left alone, deemed highly intelligent beings to fear and respect. If you met one during your travels, you did your best to stay away from it and hope it ignored you. If a particularly vicious Pokémon spotted you and decided it was lunchtime, it would take an act of God for you to make it out alive. Attacks by wild Pokémon made forest roads extremely dangerous to travel; so dangerous, in fact, that many people hired guards to protect them during their travels.
Far into the future, the situation is reversed; instead of the Pokémon controlling humans, the humans controlled the Pokémon. The invention of the Poké Ball made it possible for even a young child to tame the most vicious of Pokémon. Humans restructured their lives around Pokémon, using them to help with tedious or laborious jobs, pitting them against each other for sport, riding on their backs as an alternative to driving an automobile, or simply keeping them around as household pets. But the past and the future are about to collide...
The royal families of Inabu and Shinse, the two largest cities in the ancient Johto region, simultaneously received word about the incident north of Seles. Easily deducing that all Pokémon had hidden abilities of some sort, it became a race to see who could exploit the knowledge first. Kanya, the queen of Shinse, was against the idea of researching the battle capabilities of Pokémon; a believer in the stories of yore, she claimed that Pokémon were noble creatures. It was a mistake, she claimed, for humans to even bring them in as pets or companions. The bickering continued in the royal courts for weeks.
Emperor Doel of Inabu, on the other hand, was quite pleased with the way testing was conducted. About one-fourth of the Pokémon that entered the research laboratory died in the process, most of them killed directly by the very people conducting the experiments. Others died in fights to the death. One day, a strong energy attack from their most powerful subject misfired outside the battle arena, taking an entire neighborhood with it. The only remnant of that part of town was a news bulletin pinned to the only remaining side of an inn. The headline read: "Shinse courts still indecisive; chance of war more likely."
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The roleplay will incorporate portions of the modern d20 system featured in Dungeons and Dragons, explained below. ANY EXCEPTIONS TO THE CHART MUST BE APPROVED BY A DM.
CHARACTER CREATION
After creating the basic elements of your character (backstory, appearence, traits, etc.), you choose from eight character classes. You are allowed to have up to two sub-classes, but there is a 25% experience penalty for each sub-class you take. In other words, for each sub-class you take, you will receive 25% less experience.
HERO - Base Tree: Offense
Weapons: Daggers, Swords, Axes, Spears
The Hero is a typical offensive character, such as the Fighters and Soldiers of a typical console RPG: physically strong and resilient but weaker against magical elements. The Hero isn't a particularly speedy character but isn't a slow one either. This is a balanced class that newbies can play with relative ease. After upgrading to a Lord, a world of specialized weapons opens up to the player. Furthermore, he can now cast low-level defensive spells.
MAGE - Base Tree: Mana
Weapons: Daggers, Swords, Spears, Staves, Rods
The Mage is the most balanced class in the game--in fact, many people claim it to be too balanced. The Mage can do anything but can't do anything particularly well. Even after upgrading to a Sorcerer, the character can't cast any spells over level 7. The upside to this is being all-purpose: the Mage can wield most light to mid-weight weapons as well as cast spells of all elements and all purposes. Mages can use their spells to attack foes or heal their allies, though they can't do it nearly as well as a Cleric or Wizard can.
CLERIC - Base Tree: Defense
Weapons: Staves, Rods, Bows
The Cleric is the medic of the group for the most part; he typically hangs in the back of the group, tending to the wounded. As passive as this class is, it is necessary for the survival of the group. The Cleric becomes more active after upgrading to an Angel. Though Angels cannot fly, a plethora of attack spells become open, many of them being quite powerful.
WIZARD - Base Tree: Mana
Weapons: Staves, Rods, Daggers
The Wizard is just the opposite of the Hero: he attacks almost exclusively with magic and can defend against magic well. The downside is a good physical attack can cause him to drop, even at full HP. After upgrading to a Warlock, the character can equip any magical weapon (even a magical sword!) and cast the most destructive magic in the game.
NINJA - Base Tree: Speed
Weapons: Daggers, Swords
The Ninja is all about attacking quickly; they are the best characters for close combat. Ninja are known for their high speed and dexterity. The trade off is a poor defense against both physical and magical attacks. When the Ninja reaches certain levels, he can invoke Ninjutsu, copying attacks he's seen, much like a Blue Mage would. The upgrade to Assassin doesn't grant any new abilities, but it does significantly enhance his existing ones.
MONK - Base Tree: Offense
Weapons: All
Monks don't need weapons; they let their fists do the talking for them. In close combat, they are deadly. Monks are also the most difficult characters to take down in a battle simply because they are so tough, boasting the highest HP of any starting class. Their supreme dexterity lets them wield just about any weapon with ease, but often times the weapon of choice for a Monk is his or her own hands. After upgrading to Master, they can perform almost inhuman feats.
ARCHER - Base Tree: Defense
Weapons: Bows, Whips
Archers fight like forest folk; they use the terrain to their advantage. Typically taking the high ground or hiding behind foliage, they typically shoot arrows at enemies. Some Archers wield whips and fight in the open, but at a distance from the enemy. Their high Dexterity gives them excellent accuracy in battle. After upgrading to a Hunter, Dexterity shoots through the roof, enabling them to wield even heavy weapons with ease. They can even use certain forms of magic.
SAMURAI - Base Tree: Speed
Weapons: Daggers, Swords, Spears
Samurai are very similar to Heroes in that they are balanced. Samurai tend to have higher starting stats than Heroes, particularly higher Strength, but this comes at the expense of a very limited equipment and ability selection. Their devotion in training gives them a high Spirit, meaning they can wield certain forms of magic well. After upgrading to Blademaster, the class can cast many, many defensive spells.
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STATS
Don't worry, I am taking care of all of the technical data. This is here to explain to players the function of each statistic.
HIT POINTS (HP)
This is the measure of your character's overall condition. If a character reaches zero HP, that character is unable to combat...sort of like he or she is unconscious, but not dead. HOWEVER, a character's HP can be reduced below zero. When your character's HP is reduced below zero, there is a chance that your character will die. The farther below zero the character's HP goes, the more likely the character will die. DEAD CHARACTERS CANNOT BE REVIVED EXCEPT BY A DM, AND WILL ONLY BE DONE FOR A VERY GOOD REASON. This should give you plenty of reason to be careful.
STRENGTH (STR)
This is a measure of your character's physical power. The higher a character's STR, the more damage he or she will inflict in combat by using a normal attack, such as a sword or fist.
DEFENSE (DEF)
This is a measure of your character's physical toughness. The higher a character's DEF, the less damage he or she will receive from physical attacks in combat (swords, fists, etc.)
INTELLIGENCE (INT)
This is a measure of your character's magical power. The higher a character's INT, the more damage he or she will inflict by utilizing offensive magic.
SPIRIT (SPR)
This is a measure of your character's magical defense. The higher a character's SPR, the less damage he or she will receive from magical attacks, and the more effective defensive and recovery spells will be.
DEXTERITY (DEX)
This is a measure of your character's ability to wield a weapon. The higher a character's DEX, the more likely he or she will be able to wield a heavy weapon effectively, and the less likely the foe will evade the attack.
SPEED (SPD)
This is a measure of your character's overall speed and agility. The higher a character's SPD, the more likely the character will receive initiative in battle, dodge attacks, and be able to escape from battle if necessary.
MAGIC
Instead of Magic Points (MP), magical reserves are repersented by a series of ten numbers, indicating the number of spells of each level that may be cast. From left to right, the numbers indicate level one through level ten spells.
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AILMENTS
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POISON
A poisoned character steadily loses HP outside of battle, and loses HP after performing an action in battle.
STUN
A stunned character is unable to act in battle temporarily.
SILENCE
A silenced character cannot communicate verbally and cannot cast any spells.
BLINDNESS
A blind character cannot see and therefore his or her normal attack accuracy is reduced by 75%.
FEAR
A frightened character's STR, DEF, INT, and SPR are all cut in half.
OVERHEAT
A character afflicted with heat stroke will faint after performing an action in battle.
FREEZE
A frozen character is unable to act in battle until thawed.
MIND BLOW
A character whose mind has been blown will perform random actions on random targets in battle, including targeting his or her own allies.
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ABILITIES
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To further customize your character, you may purchase abilities for him or her. Each ability costs the character a varying amount of AP, depending on how powerful the ability is.
All characters begin at level 1 and with 40 Ability Points. More Ability Points are gained when completing quests, or by leveling up. All characters must take at least three abilities from their Base Tree before taking abilities from any other tree. "Stat-Up" abilities only count once for purposes of fulfilling a quota.
IMPORTANT NOTE: ONCE AP IS SPENT ON "STAT-UP" ABILITIES, IT CANNOT BE REDISTRIBUTED. ONCE AP IS SPENT ON "STAT-UP" ABILITIES, THE ACTION CANNOT BE UNDONE.
Offense Tree
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STRENGTH UP - All classes
Permanently raises Strength by 1. Can be taken multiple times.
AP: 2
DUAL WIELDING - Hero, Ninja, Samurai
Holds a weapon in each hand. Weapon held in off hand deals 50% of normal damage (unless Ambidexterity is also purchased.)
AP: 5
MELEE MASTER - All classes
Raises Attack by 5 when unarmed.
AP: 6
WEAPON MASTERY - All classes
Equip a weapon type not supported by your class(es).
AP: 4
ARMOR BREAK - Hero, Monk, Samurai
Ignores 50% of Defense value when physically attacking.
AP: 7
CRITICAL PLUS - Hero, Monk, Ninja, Archer, Samurai
Raises critical hit ratio by five percent. Can be taken multiple times.
AP: 6
FIGHTING SPIRIT - Hero, Monk, Ninja, Archer, Samurai
Raises physical damage by 50%.
AP: 14
TRUE SHOT - Archer
Raises hit ratio 50%.
AP: 7
ADD STATUS - All classes
Adds status effects to spells and attacks if the spell or attack would inflict it.
AP: 5
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Defense Tree
HP UP - All classes
Permanently raises HP by 1. Can be taken multiple times.
AP: 1
DEFENSE UP - All classes
Permanently raises Defense by 1. Can be taken multiple times.
AP: 2
ELEMENTAL DEFENSE (PARTIAL) - All classes
Receives half damage from a particular element (Earth, Fire, Water, Ice, Wind, Lightning, Plant, Darkness, Light). Can be taken multiple times but must be for a different element each time.
AP: 4
ELEMENTAL DEFENSE (COMPLETE) - All classes
Do not receive damage from a particular element (Earth, Fire, Water, Ice, Wind, Lightning, Plant, Darkness, Light). Can be taken multiple times but must be for a different element each time.
AP: 8
ELEMENTAL DEFENSE (ABSORPTION) - All classes
Recover 50% of damage that would be dealt from a particular element (Earth, Fire, Water, Ice, Wind, Lightning, Plant, Darkness, Light). Can be taken multiple times but must be for a different element each time.
AP: 12
PHYSICAL DEFENSE - All classes
Receive half damage from physical attacks.
AP: 12
ANTIBODY - All classes
Avoids the abnormal status poison.
AP: 4
ROCK SOLID - All classes
Avoids the abnormal status stun.
AP: 4
LOUDMOUTH - All classes
Avoids the abnormal status silencing.
AP: 6
BRIGHT EYES - All classes
Avoids the abnormal status blindness.
AP: 4
BRAVERY - All classes
Avoids the abnormal status fear.
AP: 5
BODY TEMP - All classes
Avoids the abnormal statuses overheat and freeze.
AP: 6
CLEAR HEADED - All classes
Avoids the abnormal status mind blow.
AP: 6
EXPERIENCE BOOST - All classes
Earn 50% more experience.
AP: 12
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Mana Tree
INTEL. UP - All classes
Permanently raises Intelligence by 1. Can be taken multiple times.
AP: 2
SPIRIT UP - All classes
Permanently raises Spirit by 1. Can be taken multiple times.
AP: 2
SUPERNATURAL INTUITION - Mage, Cleric, Ninja, Archer
Sometimes you just have a feeling that someone is lying to you, or that danger is present, like a sixth sense.
AP: 4
ADD LEVEL 1 SPELL - All classes
Raises max level 1 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 1
ADD LEVEL 2 SPELL - All classes
Raises max level 2 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 2
ADD LEVEL 3 SPELL - All classes
Raises max level 3 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 3
ADD LEVEL 4 SPELL - All classes
Raises max level 4 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 5
ADD LEVEL 5 SPELL - All classes
Raises max level 5 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 6
ADD LEVEL 6 SPELL - All classes
Raises max level 6 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 8
ADD LEVEL 7 SPELL - All classes
Raises max level 7 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 9
ADD LEVEL 8 SPELL - All classes
Raises max level 8 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 10
ADD LEVEL 9 SPELL - All classes
Raises max level 9 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 12
ADD LEVEL 10 SPELL - All classes
Raises max level 10 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 15
SPOT - All classes
Has a watchful eye for unusual objects.
AP: 2
DETECT - Ninja, Cleric, Wizard
Can detect magical traps with great success.
AP: 4
MENTAL BREAK - Archer, Mage, Cleric, Wizard
Ignores 50% of Defense against magic.
AP: 7
INNER FOCUS - Mage, Cleric, Wizard
Can re-roll DC check once per spell. (If you aren't happy with your roll when you cast a spell, you can re-roll the die once.)
AP: 20
CONCENTRATE - Mage, Cleric, Wizard
Raises magical damage by 50%.
AP: 14
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Speed Tree
SPEED UP - All classes
Permanently raises Speed by 1. Can be taken multiple times.
AP: 2
DEXTER. UP - All classes
Permanently raises Dexterity by 1. Can be taken multiple times.
AP: 2
FAST HERO - Hero
40% additional chance of dodging projectile attacks.
AP: 15
ESCAPE ARTIST - Hero, Ninja, Archer
More easily escapes from tight spaces, jails, etc. Raises Speed by 2.
AP: 6
LIGHTNING REFLEXES - All classes
Can react with superhuman quickness.
AP: 4
AMBIDEXTERITY - All classes
Can use both hands with equal skill.
AP: 3
SLEIGHT OF HAND - Hero, Monk, Ninja, Archer, Samurai
Can hide small objects, including weapons, easily.
AP: 5
ALERT - Hero, Monk, Ninja, Archer, Samurai
Makes it difficult for foes to ambush.
AP: 5
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ALL SPELLS
These are the spells that are available for characters to cast. No single character class can learn every spell in the game. Each spell has the following fields:
Name: This is what the spell is called.
Element: This is the element the spell is of.
Level: This is the level of the spell, from one to ten.
Base Damage: This is how much damage the spell will deal, before factoring in stat boosts and damage reduction.
Botch Chance: This is the chance that the spell will backfire. The higher your INT or SPR, depending on the spell, the less chance the spell will misfire.
Range: This is how far away your target can be for the spell to reach it.
Attack Radius: This is how far other things can be from the main target to be affected by the spell.
Description of Spell: This is what the spell does/looks like.
1) Fireball
Element: Fire
Level: 1
Base Damage: 3
Botch Chance: (10-INT)*5%
Range: Medium
Attack Radius: Immediate
Shoots three small fireballs forward.
2) Zap
Element: Lightning
Level: 1
Base Damage: 3
Botch Chance: (10-INT)*5%
Range: Medium
Attack Radius: Immediate
Shocks the target with a small electric current.
3) Darkblast
Element: Darkness
Level: 1
Base Damage: 4
Botch Chance: (12-INT)*5%
Range: Medium
Attack Radius: Immediate
Surrounds the enemy with a dark fog.
4) Frost
Element: Ice
Level: 1
Base Damage: 3
Botch Chance: (10-INT)*5%
Range: Medium
Attack Radius: Very Small
Creates a frost patch around the target.
5) Flash
Element: Light
Level: 1
Base Damage: 1
Botch Chance: (10-INT)*5%
Range: Long
Attack Radius: Immediate
Blinds the foe with a bright flash. More effective from close range.
6) Heal
Element: Light
Level: 1
Base Damage: 5
Botch Chance: (10-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Recovers some HP.
7) Flare
Element: Fire
Level: 2
Base Damage: 5
Botch Chance: (13-INT)*5%
Range: Medium
Attack Radius: Very Small
Fire bursts from the fingers to attack a foe and foes immediately surrounding it.
8) Stone Rain
Element: Earth
Level: 2
Base Damage: 3
Botch Chance: (13-INT)*5%
Range: Far
Attack Radius: Large
An avalanche of small to medium-sized rocks fall from the sky.
9) Shock
Element: Lightning
Level: 2
Base Damage: 6
Botch Chance: (13-INT)*5%
Range: Short
Attack Radius: Immediate
Lightning bursts from the fingers to zap a target.
10) Stun
Element: Earth
Level: 2
Base Damage: 2
Botch Chance: (13-INT)*5%
Range: Medium
Attack Radius: Immediate
A boulder flies out of the ground, stunning the target.
11) Brain Freeze
Element: Darkness
Level: 2
Base Damage: 0
Botch Chance: (13-INT)*5%
Range: Immediate
Attack Radius: Short
A psychic wave is emitted from the caster, silencing all targets within range.
12) Temper
Element: Fire
Level: 2
Base Damage: 0
Botch Chance: (13-SPR)*5%
Range: Short
Attack Radius: Immediate
Raises target's Attack slightly for the duration of combat.
13) Fog
Element: Wind
Level: 2
Base Damage: 0
Botch Chance: (13-SPR)*5%
Range: Short
Attack Radius: Immediate
Raises target's Defense slightly for the duration of combat.
14) Firebolt
Element: Fire/Lightning
Level: 3
Base Damage: 10
Botch Chance: (20-INT)*5%
Range: Medium
Attack Radius: Immediate
Two lightning bolts crash down, sparking a short electrical fire.
15) Rock Slide
Element: Earth
Level: 3
Base Damage: 7
Botch Chance: (20-INT)*5%
Range: Far
Attack Radius: Medium
Boulders are raised from the ground and slide along the terrain.
16) Lightning Bolt
Element: Lightning
Level: 3
Base Damage: 11
Botch Chance: (20-INT)*5%
Range: Medium
Attack Radius: Immediate
A strong bolt of lightning strikes the target.
17) Drain Life
Element: Darkness
Level: 3
Base Damage: 5
Botch Chance: (23-INT)*5%
Range: Short
Attack Radius: Immediate
Steals some of target's HP.
18) Nausea
Element: Darkness
Level: 3
Base Damage: 6
Botch Chance: (24-INT)*5%
Range: Far
Attack Radius: Medium
Makes target feel sick.
19) Extinguish
Element: Water
Level: 3
Base Damage: 9
Botch Chance: (20-INT)*5%
Range: Short
Attack Radius: Short
A water blast erupts from the character's weapon.
20) Death Ward
Element: Light
Level: 3
Base Damage: 0
Botch Chance: (24-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Sparks life into an unconscious target, but only recovers HP by 1.
21) Life Stream
Element: Plant
Level: 3
Base Damage: 10
Botch Chance: (18-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Recovers some HP.
22) Icefall
Element: Ice
Level: 4
Base Damage: 13
Botch Chance: (25-INT)*5%
Range: Medium
Attack Radius: Medium
Giant icicles drop from the sky, skewering the enemy.
23) Blaze
Element: Fire
Level: 4
Base Damage: 15
Botch Chance: (25-INT)*5%
Range: Long
Attack Radius: Immediate
A wave of flames bursts from the hands.
24) Thunderbolt
Element: Lightning
Level: 4
Base Damage: 15
Botch Chance: (25-INT)*5%
Range: Medium
Attack Radius: Immediate
An intense lightning bolt tears through the target.
25) Caustic Rain
Element: Darkness
Level: 4
Base Damage: 9
Botch Chance: (30-INT)*5%
Range: Medium
Attack Radius: Large
An acidic rain tears away at the enemy.
26) Gale Force
Element: Wind
Level: 4
Base Damage: 11
Botch Chance: (25-INT)*5%
Range: Long
Attack Radius: Wide and Medium
A savage wind gust howls across the battlefield.
27) Ray
Element: Light
Level: 4
Base Damage: 17
Botch Chance: (27-SPR)*5%
Range: Very Far
Attack Radius: Immediate
An intense light beam from the tip of the weapon is fired toward a target.
28) Battlegrowth
Element: Plant
Level: 4
Base Damage: 14
Botch Chance: (25-SPR)*5%
Range: Medium
Attack Radius: Small
A grove of roses pops out of the ground, poking thorns into the target.
29) Char
Element: Fire
Level: 5
Base Damage: 25
Botch Chance: (34-INT)*5%
Range: Short
Attack Radius: Immediate
Roasts a target black with flame. Damages the caster by 2d10.
30) Landslide
Element: Earth
Level: 5
Base Damage: 14
Botch Chance: (33-INT)*5%
Range: Very Far
Attack Radius: Large
The ground around the target gives way, half-burying any caught in the sliding terrain.
31) Lightning Blast
Element: Lightning
Level: 5
Base Damage: 21
Botch Chance: (35-INT)*5%
Range: Medium
Attack Radius: Immediate
Four lightning bolts converge on the target, delivering a massive jolt of electricity.
32) Mind Warp
Element: Darkness
Level: 5
Base Damage: 9
Botch Chance: (32-INT)*5%
Range: Short
Attack Radius: Immediate
A black fog briefly envelops the target, levitates it, then disappears, causing the target to fall to the ground and blow its mind.
33) Terror
Element: Darkness
Level: 5
Base Damage: 14
Botch Chance: (40-INT)*5%
Range: Far
Attack Radius: Very Small
Ghosts rise around a target and attack it, inducing fear.
34) Crystal Spray
Element: Ice
Level: 5
Base Damage: 22
Botch Chance: (34-INT)*5%
Range: Short
Attack Radius: Wide and Small
A barrage of ice crystals are launched forward, spreading wide.
35) Dispel Magic
Element: Plant
Level: 5
Base Damage: 0
Botch Chance: (28-SPR)*5%
Range: Short
Attack Radius: Immediate
Removes all magical effects from target.
36) Holy Light
Element: Light
Level: 5
Base Damage: 20
Botch Chance: (31-SPR)*5%
Range: Far
Attack Radius: Small
Shines a holy beam from heaven at the target.
37) Nourish
Element: Plant
Level: 5
Base Damage: 30
Botch Chance: (29-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Restores HP.
38) Torrent of Stone
Element: Earth/Wind
Level: 6
Base Damage: 30
Botch Chance: (40-INT)*5%
Range: Medium
Attack Radius: Small
A twister lifts the target into the air, where it is battered by large stones.
39) Cone of Flame
Element: Fire
Level: 6
Base Damage: 33
Botch Chance: (41-INT)*5%
Range: Medium
Attack Radius: Medium
A flame erupts up from the ground in the shape of a cone. Ineffective against aerial targets.
40) Icequake
Element: Earth/Ice
Level: 6
Base Damage: 30
Botch Chance: (40-INT)*5%
Range: Far
Attack Radius: Wide and Immediate
A fissure breaks the ground, revealing a chilly landscape underneath.
41) Acid Stream
Element: Darkness/Water
Level: 6
Base Damage: 32
Botch Chance: (46-INT)*5%
Range: Medium
Attack Radius: Immediate
Shoots a large burst of highly acidic water at the target.
42) Last Gasp
Element: Darkness
Level: 6
Base Damage: 28
Botch Chance: (44-INT)*5%
Range: Very Short
Attack Radius: Immediate
Deprives the immediate air of oxygen. Eight percent chance of instant death.
43) Tidal Surge
Element: Water
Level: 6
Base Damage: 26
Botch Chance: (40-INT)*5%
Range: Far
Attack Radius: Wide and Medium
Generates a 12-foot water wave and crashes it down on the target.
44) Cleanse
Element: Plant
Level: 6
Base Damage: 0
Botch Chance: (35-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Cures all bad status ailments.
45) Force Field
Element: Light
Level: 6
Base Damage: 0
Botch Chance: (37-SPR)*5%
Range: Medium
Attack Radius: Immediate
Protects target from next attack.
46) Choking Vines
Element: Plant
Level: 6
Base Damage: 30
Botch Chance: (40-SPR)*5%
Range: Far
Attack Radius: Immediate
Thick vines rise from the ground and constrict the target. Twelve percent chance of stun.
47) Breath of Life
Element: Plant
Level: 6
Base Damage: 20
Botch Chance: (38-SPR)*5%
Range: Medium
Attack Radius: Medium
Restores HP to all. HP recovery decreases with distance.
48) Wildfire
Element: Plant/Fire
Level: 7
Base Damage: 41
Botch Chance: 2(43-INT)*5%
Range: Far
Attack Radius: Large
An intense sunlight sets the land ablaze.
49) Avalanche
Element: Ice
Level: 7
Base Damage: 45
Botch Chance: 2(46-INT)*5%
Range: Medium
Attack Radius: Large
Large snow boulders rain over the area.
50) Fissure
Element: Earth
Level: 7
Base Damage: 43
Botch Chance: 2(45-INT)*5%
Range: Far
Attack Radius: Wide and Immediate
The ground cracks open, swallowing the target. Eight percent chance of instant death.
51) Perish
Element: Darkness
Level: 7
Base Damage: 0
Botch Chance: 2(50-INT)*5%
Range: Short
Attack Radius: Immediate
Instant death attack with 50% accuracy.
52) Hurricane
Element: Wind/Water
Level: 7
Base Damage: 45
Botch Chance: 2(47-INT)*5%
Range: Very Far
Attack Radius: Wide and Large
A heavy wind blows a large wave of water onto the targets.
53) Chastise
Element: Light
Level: 7
Base Damage: 47
Botch Chance: 2(44-SPR)*5%
Range: Short
Attack Radius: Immediate
A concentrated, light blue beam singes the target.
54) Naturalize
Element: Plant
Level: 7
Base Damage: 0
Botch Chance: 2(48-SPR)*5%
Range: Far
Attack Radius: Medium
Removes all magical effects from everyone in range.
55) Reflect Magic
Element: Light
Level: 7
Base Damage: 0
Botch Chance: 2(42-SPR)*5%
Range: Short
Attack Radius: Immediate
Reflects next magic attack back at caster.
56) Overblaze
Element: Fire
Level: 8
Base Damage: 60
Botch Chance: 2(55-INT)*5%
Range: Far
Attack Radius: Large
A concentrated ball of pyromana drops from the sky, creating a large explosion.
57) Searing Wind
Element: Fire/Wind
Level: 8
Base Damage: 55
Botch Chance: 2(52-INT)*5%
Range: Very Far
Attack Radius: Immediate
Sharp wind blades travel across the battlefield, burning the skin on contact.
58) Hellfire
Element: Fire/Darkness
Level: 8
Base Damage: 70
Botch Chance: 2(61-INT)*5%
Range: Far
Attack Radius: Very Large
Black flames engulf the target. Damages the caster by 4d12.
59) Tidal Wave
Element: Earth/Water
Level: 8
Base Damage: 60
Botch Chance: 2(57-INT)*5%
Range: Far
Attack Radius: Wide, Medium
A large earthquake causes a massive wave to crash onto the target.
60) Hailstorm
Element: Ice/Wind
Level: 8
Base Damage: 60
Botch Chance: 2(57-INT)*5%
Range: Far
Attack Radius: Very Large
Hailstones the size of baseballs rain down over the target.
61) Rending Vines
Element: Plant
Level: 8
Base Damage: 66
Botch Chance: 2(54-SPR)*5%
Range: Medium
Attack Radius: Immediate
Long, thorned vines pop up around the target, tearing its skin off.
62) Revitalize
Element: Light
Level: 8
Base Damage: 60
Botch Chance: 2(50-SPR)*5%
Range: Very Far
Attack Radius: All Allies
Recovers a large amount of HP for all.
63) Eternal Flame
Element: Fire
Level: 9
Base Damage: 90
Botch Chance: 3(68-INT)*5%
Range: Infinite
Attack Radius: Immediate
Several explosions collect into a giant fiery dome, then the dome shatters, releasing a massive amount of heat.
64) Slay
Element: Darkness
Level: 9
Base Damage: 0
Botch Chance: 3(75-INT)*5%
Range: Medium
Attack Radius: Immediate
Instant death attack with 100% accuracy.
65) Winter Blast
Element: Ice/Lightning
Level: 9
Base Damage: 100
Botch Chance: 3(66-INT)*5%
Range: Far
Attack Radius: Small
Lightning bolts, accompanied by a blizzard, strike the target.
66) Savage Twister
Element: Wind/Lightning
Level: 9
Base Damage: 100
Botch Chance: 3(67-INT)*5%
Range: Very Far
Attack Radius: Small
An electrified tornado ravages the target.
67) Resurrection
Element: Plant/Light
Level: 9
Base Damage: 0
Botch Chance: 3(65-SPR)*5%
Range: Infinite
Attack Radius: Immediate
Revives a fallen ally with full HP.
68) Brightflame
Element: Fire/Light
Level: 9
Base Damage: 110
Botch Chance: 3(70-SPR)*5%
Range: Far
Attack Radius: Medium
Flames from heaven rain down on the battlefield. Part of the damage dealt is absorbed as HP by the caster.
69) Obliterate
Element: Non-Elemental
Level: 10
Base Damage: 200
Botch Chance: 4(99-INT)*5%
Range: Very Far
Attack Radius: Very Large
A large dome of pure mana erupts in all directions, decimating everything in its path.
70) Divine Judgment
Element: Light
Level: 10
Base Damage: 200
Botch Chance: 4(99-SPR)*5%
Range: Very Far
Attack Radius: Very Large
Invokes the wrath of God upon the target.
71) Gaia's Might
Element: Earth/Plant
Level: 10
Base Damage: 150
Botch Chance: 4(99-SPR)*5%
Range: Far
Attack Radius: Large
Unleashes a massive earthquake accompanied by hundreds of thorned vines that whip the target. Damage is absorbed as HP and is distributed to the party evenly.
SIGNUP SHEET
Character Name:
Age:
Gender:
Main Hand: (Right or Left Handed)
Main Class:
Sub-Class 1 (if any):
Sub-Class 2 (if any):
Starting Equipment: (Right hand, left hand, body equipment, and/or accessory, this is subject to approval by a DM)
Alliance: (Shinse or Inabu)
Appearence: (What your character looks like)
Personality: (How your character acts)
Abilities: (The abilities you selected)
Backstory: (Your character's past)
Instant Messenging Contact (AIM, YIM, or MSN): Required. Any combat scenes will require an Instant Messenger because a DM must be present to make rolls to determine the outcome of a battle. Also scenes with interaction between several characters should be worked out on an instant messenging system to make sure everyone agrees with how the scene turned out. I MIGHT be able to make an exception but you must have access to at least an online chat room.
Character Name: Josh
Age: 20
Gender: Male
Main Hand: Right Handed
Main Class: Hero
Starting Equipment: Short Sword, ---, ---, ---
Alliance: Shinse
Appearence: Josh is six feet tall, with short, brown hair. He typically wears the color yellow; he even painted his own sword sheath yellow.
Personality: Josh is skilled with the blade. True to his competitive nature, he will go all out on even the weakest of foes, but he exudes a sense of humility after victory: he will not brag to excess. Though he is very sociable, his mouth gets him in trouble more often than not when he opens it. Learning about that made him quite indecisive at critical stages, and can even induce paranoia in himself when under enough pressure. Nevertheless, he is a kind and good-hearted person overall.
Abilities: Add Status (5)
Weapon Mastery - Whip (4)
Critical Plus (6)
Fast Hero (15)
Elemental Defense (Partial) - Lightning (4)
Bright Eyes (4)
Remaining AP: 4/38
Backstory: Josh had lived his entire in the upper-middle class district of the Inaban kingdom, and had admired the way Emperor Doel brought up the previously-ravaged area in fifteen years. He suffered greatly from poverty as a child, but when the city was renovated over the course of those fifteen years, his family grew moderately wealthy. Over time, though, he came to dislike Doel. When Josh turned nineteen, the royal family asked his father to join the Pokémon research laboratories in the castle in return for a great deal of money. He accepted. Exactly one year later, his father had to take the Electrike he brought into the family early the year before. That was the last straw for Josh, so he took his father's blade, painted it yellow for good measure, and fled for Shinse. He made it to the city with a number of serious wounds, but survived. With his twenty-first birthday fast approaching, Josh is seriously considering fighting against Inabu as an ally of Shinse but independent from the kingdom's military.
EDIT: I generated my stats.
Instant Messenging Contact: (AIM)RaikouRider243, (YIM and MSN)josher_1212@sbcglobal.net
***SIGNUPS ARE ONCE AGAIN CLOSED.***
Pokémon Origins: The Great War
Rated PG-13 for language, violence, and blood.
This RPG is directly based on a fanfic of mine. To get the basic idea, check out at least the prologue.
http://www.serebiiforums.com/showthread.php?t=50665
CURRENT PLAYERS LIST:
~RaikouRider243~
FlamingRuby
SceptileLives
Polyphonica Trance
Milo-
Karoshi
Pikachuism
Deathspecter
ManillaGorilla
Rune Razi
~*SeijisSeviper*~
POSITIONS RESERVED:
Ohtachi
POSITIONS LEFT: ZERO
---
Prologue
At the beginning of the human age, Pokémon were left alone, deemed highly intelligent beings to fear and respect. If you met one during your travels, you did your best to stay away from it and hope it ignored you. If a particularly vicious Pokémon spotted you and decided it was lunchtime, it would take an act of God for you to make it out alive. Attacks by wild Pokémon made forest roads extremely dangerous to travel; so dangerous, in fact, that many people hired guards to protect them during their travels.
Far into the future, the situation is reversed; instead of the Pokémon controlling humans, the humans controlled the Pokémon. The invention of the Poké Ball made it possible for even a young child to tame the most vicious of Pokémon. Humans restructured their lives around Pokémon, using them to help with tedious or laborious jobs, pitting them against each other for sport, riding on their backs as an alternative to driving an automobile, or simply keeping them around as household pets. But the past and the future are about to collide...
The royal families of Inabu and Shinse, the two largest cities in the ancient Johto region, simultaneously received word about the incident north of Seles. Easily deducing that all Pokémon had hidden abilities of some sort, it became a race to see who could exploit the knowledge first. Kanya, the queen of Shinse, was against the idea of researching the battle capabilities of Pokémon; a believer in the stories of yore, she claimed that Pokémon were noble creatures. It was a mistake, she claimed, for humans to even bring them in as pets or companions. The bickering continued in the royal courts for weeks.
Emperor Doel of Inabu, on the other hand, was quite pleased with the way testing was conducted. About one-fourth of the Pokémon that entered the research laboratory died in the process, most of them killed directly by the very people conducting the experiments. Others died in fights to the death. One day, a strong energy attack from their most powerful subject misfired outside the battle arena, taking an entire neighborhood with it. The only remnant of that part of town was a news bulletin pinned to the only remaining side of an inn. The headline read: "Shinse courts still indecisive; chance of war more likely."
---
The roleplay will incorporate portions of the modern d20 system featured in Dungeons and Dragons, explained below. ANY EXCEPTIONS TO THE CHART MUST BE APPROVED BY A DM.
CHARACTER CREATION
After creating the basic elements of your character (backstory, appearence, traits, etc.), you choose from eight character classes. You are allowed to have up to two sub-classes, but there is a 25% experience penalty for each sub-class you take. In other words, for each sub-class you take, you will receive 25% less experience.
HERO - Base Tree: Offense
Weapons: Daggers, Swords, Axes, Spears
The Hero is a typical offensive character, such as the Fighters and Soldiers of a typical console RPG: physically strong and resilient but weaker against magical elements. The Hero isn't a particularly speedy character but isn't a slow one either. This is a balanced class that newbies can play with relative ease. After upgrading to a Lord, a world of specialized weapons opens up to the player. Furthermore, he can now cast low-level defensive spells.
MAGE - Base Tree: Mana
Weapons: Daggers, Swords, Spears, Staves, Rods
The Mage is the most balanced class in the game--in fact, many people claim it to be too balanced. The Mage can do anything but can't do anything particularly well. Even after upgrading to a Sorcerer, the character can't cast any spells over level 7. The upside to this is being all-purpose: the Mage can wield most light to mid-weight weapons as well as cast spells of all elements and all purposes. Mages can use their spells to attack foes or heal their allies, though they can't do it nearly as well as a Cleric or Wizard can.
CLERIC - Base Tree: Defense
Weapons: Staves, Rods, Bows
The Cleric is the medic of the group for the most part; he typically hangs in the back of the group, tending to the wounded. As passive as this class is, it is necessary for the survival of the group. The Cleric becomes more active after upgrading to an Angel. Though Angels cannot fly, a plethora of attack spells become open, many of them being quite powerful.
WIZARD - Base Tree: Mana
Weapons: Staves, Rods, Daggers
The Wizard is just the opposite of the Hero: he attacks almost exclusively with magic and can defend against magic well. The downside is a good physical attack can cause him to drop, even at full HP. After upgrading to a Warlock, the character can equip any magical weapon (even a magical sword!) and cast the most destructive magic in the game.
NINJA - Base Tree: Speed
Weapons: Daggers, Swords
The Ninja is all about attacking quickly; they are the best characters for close combat. Ninja are known for their high speed and dexterity. The trade off is a poor defense against both physical and magical attacks. When the Ninja reaches certain levels, he can invoke Ninjutsu, copying attacks he's seen, much like a Blue Mage would. The upgrade to Assassin doesn't grant any new abilities, but it does significantly enhance his existing ones.
MONK - Base Tree: Offense
Weapons: All
Monks don't need weapons; they let their fists do the talking for them. In close combat, they are deadly. Monks are also the most difficult characters to take down in a battle simply because they are so tough, boasting the highest HP of any starting class. Their supreme dexterity lets them wield just about any weapon with ease, but often times the weapon of choice for a Monk is his or her own hands. After upgrading to Master, they can perform almost inhuman feats.
ARCHER - Base Tree: Defense
Weapons: Bows, Whips
Archers fight like forest folk; they use the terrain to their advantage. Typically taking the high ground or hiding behind foliage, they typically shoot arrows at enemies. Some Archers wield whips and fight in the open, but at a distance from the enemy. Their high Dexterity gives them excellent accuracy in battle. After upgrading to a Hunter, Dexterity shoots through the roof, enabling them to wield even heavy weapons with ease. They can even use certain forms of magic.
SAMURAI - Base Tree: Speed
Weapons: Daggers, Swords, Spears
Samurai are very similar to Heroes in that they are balanced. Samurai tend to have higher starting stats than Heroes, particularly higher Strength, but this comes at the expense of a very limited equipment and ability selection. Their devotion in training gives them a high Spirit, meaning they can wield certain forms of magic well. After upgrading to Blademaster, the class can cast many, many defensive spells.
-------------------------
STATS
Don't worry, I am taking care of all of the technical data. This is here to explain to players the function of each statistic.
HIT POINTS (HP)
This is the measure of your character's overall condition. If a character reaches zero HP, that character is unable to combat...sort of like he or she is unconscious, but not dead. HOWEVER, a character's HP can be reduced below zero. When your character's HP is reduced below zero, there is a chance that your character will die. The farther below zero the character's HP goes, the more likely the character will die. DEAD CHARACTERS CANNOT BE REVIVED EXCEPT BY A DM, AND WILL ONLY BE DONE FOR A VERY GOOD REASON. This should give you plenty of reason to be careful.
STRENGTH (STR)
This is a measure of your character's physical power. The higher a character's STR, the more damage he or she will inflict in combat by using a normal attack, such as a sword or fist.
DEFENSE (DEF)
This is a measure of your character's physical toughness. The higher a character's DEF, the less damage he or she will receive from physical attacks in combat (swords, fists, etc.)
INTELLIGENCE (INT)
This is a measure of your character's magical power. The higher a character's INT, the more damage he or she will inflict by utilizing offensive magic.
SPIRIT (SPR)
This is a measure of your character's magical defense. The higher a character's SPR, the less damage he or she will receive from magical attacks, and the more effective defensive and recovery spells will be.
DEXTERITY (DEX)
This is a measure of your character's ability to wield a weapon. The higher a character's DEX, the more likely he or she will be able to wield a heavy weapon effectively, and the less likely the foe will evade the attack.
SPEED (SPD)
This is a measure of your character's overall speed and agility. The higher a character's SPD, the more likely the character will receive initiative in battle, dodge attacks, and be able to escape from battle if necessary.
MAGIC
Instead of Magic Points (MP), magical reserves are repersented by a series of ten numbers, indicating the number of spells of each level that may be cast. From left to right, the numbers indicate level one through level ten spells.
-------------------------------
AILMENTS
-------------------------------
POISON
A poisoned character steadily loses HP outside of battle, and loses HP after performing an action in battle.
STUN
A stunned character is unable to act in battle temporarily.
SILENCE
A silenced character cannot communicate verbally and cannot cast any spells.
BLINDNESS
A blind character cannot see and therefore his or her normal attack accuracy is reduced by 75%.
FEAR
A frightened character's STR, DEF, INT, and SPR are all cut in half.
OVERHEAT
A character afflicted with heat stroke will faint after performing an action in battle.
FREEZE
A frozen character is unable to act in battle until thawed.
MIND BLOW
A character whose mind has been blown will perform random actions on random targets in battle, including targeting his or her own allies.
-------------------------------
ABILITIES
-------------------------------
To further customize your character, you may purchase abilities for him or her. Each ability costs the character a varying amount of AP, depending on how powerful the ability is.
All characters begin at level 1 and with 40 Ability Points. More Ability Points are gained when completing quests, or by leveling up. All characters must take at least three abilities from their Base Tree before taking abilities from any other tree. "Stat-Up" abilities only count once for purposes of fulfilling a quota.
IMPORTANT NOTE: ONCE AP IS SPENT ON "STAT-UP" ABILITIES, IT CANNOT BE REDISTRIBUTED. ONCE AP IS SPENT ON "STAT-UP" ABILITIES, THE ACTION CANNOT BE UNDONE.
Offense Tree
------------
STRENGTH UP - All classes
Permanently raises Strength by 1. Can be taken multiple times.
AP: 2
DUAL WIELDING - Hero, Ninja, Samurai
Holds a weapon in each hand. Weapon held in off hand deals 50% of normal damage (unless Ambidexterity is also purchased.)
AP: 5
MELEE MASTER - All classes
Raises Attack by 5 when unarmed.
AP: 6
WEAPON MASTERY - All classes
Equip a weapon type not supported by your class(es).
AP: 4
ARMOR BREAK - Hero, Monk, Samurai
Ignores 50% of Defense value when physically attacking.
AP: 7
CRITICAL PLUS - Hero, Monk, Ninja, Archer, Samurai
Raises critical hit ratio by five percent. Can be taken multiple times.
AP: 6
FIGHTING SPIRIT - Hero, Monk, Ninja, Archer, Samurai
Raises physical damage by 50%.
AP: 14
TRUE SHOT - Archer
Raises hit ratio 50%.
AP: 7
ADD STATUS - All classes
Adds status effects to spells and attacks if the spell or attack would inflict it.
AP: 5
--------------
Defense Tree
HP UP - All classes
Permanently raises HP by 1. Can be taken multiple times.
AP: 1
DEFENSE UP - All classes
Permanently raises Defense by 1. Can be taken multiple times.
AP: 2
ELEMENTAL DEFENSE (PARTIAL) - All classes
Receives half damage from a particular element (Earth, Fire, Water, Ice, Wind, Lightning, Plant, Darkness, Light). Can be taken multiple times but must be for a different element each time.
AP: 4
ELEMENTAL DEFENSE (COMPLETE) - All classes
Do not receive damage from a particular element (Earth, Fire, Water, Ice, Wind, Lightning, Plant, Darkness, Light). Can be taken multiple times but must be for a different element each time.
AP: 8
ELEMENTAL DEFENSE (ABSORPTION) - All classes
Recover 50% of damage that would be dealt from a particular element (Earth, Fire, Water, Ice, Wind, Lightning, Plant, Darkness, Light). Can be taken multiple times but must be for a different element each time.
AP: 12
PHYSICAL DEFENSE - All classes
Receive half damage from physical attacks.
AP: 12
ANTIBODY - All classes
Avoids the abnormal status poison.
AP: 4
ROCK SOLID - All classes
Avoids the abnormal status stun.
AP: 4
LOUDMOUTH - All classes
Avoids the abnormal status silencing.
AP: 6
BRIGHT EYES - All classes
Avoids the abnormal status blindness.
AP: 4
BRAVERY - All classes
Avoids the abnormal status fear.
AP: 5
BODY TEMP - All classes
Avoids the abnormal statuses overheat and freeze.
AP: 6
CLEAR HEADED - All classes
Avoids the abnormal status mind blow.
AP: 6
EXPERIENCE BOOST - All classes
Earn 50% more experience.
AP: 12
--------------
Mana Tree
INTEL. UP - All classes
Permanently raises Intelligence by 1. Can be taken multiple times.
AP: 2
SPIRIT UP - All classes
Permanently raises Spirit by 1. Can be taken multiple times.
AP: 2
SUPERNATURAL INTUITION - Mage, Cleric, Ninja, Archer
Sometimes you just have a feeling that someone is lying to you, or that danger is present, like a sixth sense.
AP: 4
ADD LEVEL 1 SPELL - All classes
Raises max level 1 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 1
ADD LEVEL 2 SPELL - All classes
Raises max level 2 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 2
ADD LEVEL 3 SPELL - All classes
Raises max level 3 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 3
ADD LEVEL 4 SPELL - All classes
Raises max level 4 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 5
ADD LEVEL 5 SPELL - All classes
Raises max level 5 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 6
ADD LEVEL 6 SPELL - All classes
Raises max level 6 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 8
ADD LEVEL 7 SPELL - All classes
Raises max level 7 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 9
ADD LEVEL 8 SPELL - All classes
Raises max level 8 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 10
ADD LEVEL 9 SPELL - All classes
Raises max level 9 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 12
ADD LEVEL 10 SPELL - All classes
Raises max level 10 spell limit per day by 1. Can be taken multiple times. Cannot be undone.
AP: 15
SPOT - All classes
Has a watchful eye for unusual objects.
AP: 2
DETECT - Ninja, Cleric, Wizard
Can detect magical traps with great success.
AP: 4
MENTAL BREAK - Archer, Mage, Cleric, Wizard
Ignores 50% of Defense against magic.
AP: 7
INNER FOCUS - Mage, Cleric, Wizard
Can re-roll DC check once per spell. (If you aren't happy with your roll when you cast a spell, you can re-roll the die once.)
AP: 20
CONCENTRATE - Mage, Cleric, Wizard
Raises magical damage by 50%.
AP: 14
--------------
Speed Tree
SPEED UP - All classes
Permanently raises Speed by 1. Can be taken multiple times.
AP: 2
DEXTER. UP - All classes
Permanently raises Dexterity by 1. Can be taken multiple times.
AP: 2
FAST HERO - Hero
40% additional chance of dodging projectile attacks.
AP: 15
ESCAPE ARTIST - Hero, Ninja, Archer
More easily escapes from tight spaces, jails, etc. Raises Speed by 2.
AP: 6
LIGHTNING REFLEXES - All classes
Can react with superhuman quickness.
AP: 4
AMBIDEXTERITY - All classes
Can use both hands with equal skill.
AP: 3
SLEIGHT OF HAND - Hero, Monk, Ninja, Archer, Samurai
Can hide small objects, including weapons, easily.
AP: 5
ALERT - Hero, Monk, Ninja, Archer, Samurai
Makes it difficult for foes to ambush.
AP: 5
------------------
ALL SPELLS
These are the spells that are available for characters to cast. No single character class can learn every spell in the game. Each spell has the following fields:
Name: This is what the spell is called.
Element: This is the element the spell is of.
Level: This is the level of the spell, from one to ten.
Base Damage: This is how much damage the spell will deal, before factoring in stat boosts and damage reduction.
Botch Chance: This is the chance that the spell will backfire. The higher your INT or SPR, depending on the spell, the less chance the spell will misfire.
Range: This is how far away your target can be for the spell to reach it.
Attack Radius: This is how far other things can be from the main target to be affected by the spell.
Description of Spell: This is what the spell does/looks like.
1) Fireball
Element: Fire
Level: 1
Base Damage: 3
Botch Chance: (10-INT)*5%
Range: Medium
Attack Radius: Immediate
Shoots three small fireballs forward.
2) Zap
Element: Lightning
Level: 1
Base Damage: 3
Botch Chance: (10-INT)*5%
Range: Medium
Attack Radius: Immediate
Shocks the target with a small electric current.
3) Darkblast
Element: Darkness
Level: 1
Base Damage: 4
Botch Chance: (12-INT)*5%
Range: Medium
Attack Radius: Immediate
Surrounds the enemy with a dark fog.
4) Frost
Element: Ice
Level: 1
Base Damage: 3
Botch Chance: (10-INT)*5%
Range: Medium
Attack Radius: Very Small
Creates a frost patch around the target.
5) Flash
Element: Light
Level: 1
Base Damage: 1
Botch Chance: (10-INT)*5%
Range: Long
Attack Radius: Immediate
Blinds the foe with a bright flash. More effective from close range.
6) Heal
Element: Light
Level: 1
Base Damage: 5
Botch Chance: (10-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Recovers some HP.
7) Flare
Element: Fire
Level: 2
Base Damage: 5
Botch Chance: (13-INT)*5%
Range: Medium
Attack Radius: Very Small
Fire bursts from the fingers to attack a foe and foes immediately surrounding it.
8) Stone Rain
Element: Earth
Level: 2
Base Damage: 3
Botch Chance: (13-INT)*5%
Range: Far
Attack Radius: Large
An avalanche of small to medium-sized rocks fall from the sky.
9) Shock
Element: Lightning
Level: 2
Base Damage: 6
Botch Chance: (13-INT)*5%
Range: Short
Attack Radius: Immediate
Lightning bursts from the fingers to zap a target.
10) Stun
Element: Earth
Level: 2
Base Damage: 2
Botch Chance: (13-INT)*5%
Range: Medium
Attack Radius: Immediate
A boulder flies out of the ground, stunning the target.
11) Brain Freeze
Element: Darkness
Level: 2
Base Damage: 0
Botch Chance: (13-INT)*5%
Range: Immediate
Attack Radius: Short
A psychic wave is emitted from the caster, silencing all targets within range.
12) Temper
Element: Fire
Level: 2
Base Damage: 0
Botch Chance: (13-SPR)*5%
Range: Short
Attack Radius: Immediate
Raises target's Attack slightly for the duration of combat.
13) Fog
Element: Wind
Level: 2
Base Damage: 0
Botch Chance: (13-SPR)*5%
Range: Short
Attack Radius: Immediate
Raises target's Defense slightly for the duration of combat.
14) Firebolt
Element: Fire/Lightning
Level: 3
Base Damage: 10
Botch Chance: (20-INT)*5%
Range: Medium
Attack Radius: Immediate
Two lightning bolts crash down, sparking a short electrical fire.
15) Rock Slide
Element: Earth
Level: 3
Base Damage: 7
Botch Chance: (20-INT)*5%
Range: Far
Attack Radius: Medium
Boulders are raised from the ground and slide along the terrain.
16) Lightning Bolt
Element: Lightning
Level: 3
Base Damage: 11
Botch Chance: (20-INT)*5%
Range: Medium
Attack Radius: Immediate
A strong bolt of lightning strikes the target.
17) Drain Life
Element: Darkness
Level: 3
Base Damage: 5
Botch Chance: (23-INT)*5%
Range: Short
Attack Radius: Immediate
Steals some of target's HP.
18) Nausea
Element: Darkness
Level: 3
Base Damage: 6
Botch Chance: (24-INT)*5%
Range: Far
Attack Radius: Medium
Makes target feel sick.
19) Extinguish
Element: Water
Level: 3
Base Damage: 9
Botch Chance: (20-INT)*5%
Range: Short
Attack Radius: Short
A water blast erupts from the character's weapon.
20) Death Ward
Element: Light
Level: 3
Base Damage: 0
Botch Chance: (24-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Sparks life into an unconscious target, but only recovers HP by 1.
21) Life Stream
Element: Plant
Level: 3
Base Damage: 10
Botch Chance: (18-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Recovers some HP.
22) Icefall
Element: Ice
Level: 4
Base Damage: 13
Botch Chance: (25-INT)*5%
Range: Medium
Attack Radius: Medium
Giant icicles drop from the sky, skewering the enemy.
23) Blaze
Element: Fire
Level: 4
Base Damage: 15
Botch Chance: (25-INT)*5%
Range: Long
Attack Radius: Immediate
A wave of flames bursts from the hands.
24) Thunderbolt
Element: Lightning
Level: 4
Base Damage: 15
Botch Chance: (25-INT)*5%
Range: Medium
Attack Radius: Immediate
An intense lightning bolt tears through the target.
25) Caustic Rain
Element: Darkness
Level: 4
Base Damage: 9
Botch Chance: (30-INT)*5%
Range: Medium
Attack Radius: Large
An acidic rain tears away at the enemy.
26) Gale Force
Element: Wind
Level: 4
Base Damage: 11
Botch Chance: (25-INT)*5%
Range: Long
Attack Radius: Wide and Medium
A savage wind gust howls across the battlefield.
27) Ray
Element: Light
Level: 4
Base Damage: 17
Botch Chance: (27-SPR)*5%
Range: Very Far
Attack Radius: Immediate
An intense light beam from the tip of the weapon is fired toward a target.
28) Battlegrowth
Element: Plant
Level: 4
Base Damage: 14
Botch Chance: (25-SPR)*5%
Range: Medium
Attack Radius: Small
A grove of roses pops out of the ground, poking thorns into the target.
29) Char
Element: Fire
Level: 5
Base Damage: 25
Botch Chance: (34-INT)*5%
Range: Short
Attack Radius: Immediate
Roasts a target black with flame. Damages the caster by 2d10.
30) Landslide
Element: Earth
Level: 5
Base Damage: 14
Botch Chance: (33-INT)*5%
Range: Very Far
Attack Radius: Large
The ground around the target gives way, half-burying any caught in the sliding terrain.
31) Lightning Blast
Element: Lightning
Level: 5
Base Damage: 21
Botch Chance: (35-INT)*5%
Range: Medium
Attack Radius: Immediate
Four lightning bolts converge on the target, delivering a massive jolt of electricity.
32) Mind Warp
Element: Darkness
Level: 5
Base Damage: 9
Botch Chance: (32-INT)*5%
Range: Short
Attack Radius: Immediate
A black fog briefly envelops the target, levitates it, then disappears, causing the target to fall to the ground and blow its mind.
33) Terror
Element: Darkness
Level: 5
Base Damage: 14
Botch Chance: (40-INT)*5%
Range: Far
Attack Radius: Very Small
Ghosts rise around a target and attack it, inducing fear.
34) Crystal Spray
Element: Ice
Level: 5
Base Damage: 22
Botch Chance: (34-INT)*5%
Range: Short
Attack Radius: Wide and Small
A barrage of ice crystals are launched forward, spreading wide.
35) Dispel Magic
Element: Plant
Level: 5
Base Damage: 0
Botch Chance: (28-SPR)*5%
Range: Short
Attack Radius: Immediate
Removes all magical effects from target.
36) Holy Light
Element: Light
Level: 5
Base Damage: 20
Botch Chance: (31-SPR)*5%
Range: Far
Attack Radius: Small
Shines a holy beam from heaven at the target.
37) Nourish
Element: Plant
Level: 5
Base Damage: 30
Botch Chance: (29-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Restores HP.
38) Torrent of Stone
Element: Earth/Wind
Level: 6
Base Damage: 30
Botch Chance: (40-INT)*5%
Range: Medium
Attack Radius: Small
A twister lifts the target into the air, where it is battered by large stones.
39) Cone of Flame
Element: Fire
Level: 6
Base Damage: 33
Botch Chance: (41-INT)*5%
Range: Medium
Attack Radius: Medium
A flame erupts up from the ground in the shape of a cone. Ineffective against aerial targets.
40) Icequake
Element: Earth/Ice
Level: 6
Base Damage: 30
Botch Chance: (40-INT)*5%
Range: Far
Attack Radius: Wide and Immediate
A fissure breaks the ground, revealing a chilly landscape underneath.
41) Acid Stream
Element: Darkness/Water
Level: 6
Base Damage: 32
Botch Chance: (46-INT)*5%
Range: Medium
Attack Radius: Immediate
Shoots a large burst of highly acidic water at the target.
42) Last Gasp
Element: Darkness
Level: 6
Base Damage: 28
Botch Chance: (44-INT)*5%
Range: Very Short
Attack Radius: Immediate
Deprives the immediate air of oxygen. Eight percent chance of instant death.
43) Tidal Surge
Element: Water
Level: 6
Base Damage: 26
Botch Chance: (40-INT)*5%
Range: Far
Attack Radius: Wide and Medium
Generates a 12-foot water wave and crashes it down on the target.
44) Cleanse
Element: Plant
Level: 6
Base Damage: 0
Botch Chance: (35-SPR)*5%
Range: Immediate
Attack Radius: Immediate
Cures all bad status ailments.
45) Force Field
Element: Light
Level: 6
Base Damage: 0
Botch Chance: (37-SPR)*5%
Range: Medium
Attack Radius: Immediate
Protects target from next attack.
46) Choking Vines
Element: Plant
Level: 6
Base Damage: 30
Botch Chance: (40-SPR)*5%
Range: Far
Attack Radius: Immediate
Thick vines rise from the ground and constrict the target. Twelve percent chance of stun.
47) Breath of Life
Element: Plant
Level: 6
Base Damage: 20
Botch Chance: (38-SPR)*5%
Range: Medium
Attack Radius: Medium
Restores HP to all. HP recovery decreases with distance.
48) Wildfire
Element: Plant/Fire
Level: 7
Base Damage: 41
Botch Chance: 2(43-INT)*5%
Range: Far
Attack Radius: Large
An intense sunlight sets the land ablaze.
49) Avalanche
Element: Ice
Level: 7
Base Damage: 45
Botch Chance: 2(46-INT)*5%
Range: Medium
Attack Radius: Large
Large snow boulders rain over the area.
50) Fissure
Element: Earth
Level: 7
Base Damage: 43
Botch Chance: 2(45-INT)*5%
Range: Far
Attack Radius: Wide and Immediate
The ground cracks open, swallowing the target. Eight percent chance of instant death.
51) Perish
Element: Darkness
Level: 7
Base Damage: 0
Botch Chance: 2(50-INT)*5%
Range: Short
Attack Radius: Immediate
Instant death attack with 50% accuracy.
52) Hurricane
Element: Wind/Water
Level: 7
Base Damage: 45
Botch Chance: 2(47-INT)*5%
Range: Very Far
Attack Radius: Wide and Large
A heavy wind blows a large wave of water onto the targets.
53) Chastise
Element: Light
Level: 7
Base Damage: 47
Botch Chance: 2(44-SPR)*5%
Range: Short
Attack Radius: Immediate
A concentrated, light blue beam singes the target.
54) Naturalize
Element: Plant
Level: 7
Base Damage: 0
Botch Chance: 2(48-SPR)*5%
Range: Far
Attack Radius: Medium
Removes all magical effects from everyone in range.
55) Reflect Magic
Element: Light
Level: 7
Base Damage: 0
Botch Chance: 2(42-SPR)*5%
Range: Short
Attack Radius: Immediate
Reflects next magic attack back at caster.
56) Overblaze
Element: Fire
Level: 8
Base Damage: 60
Botch Chance: 2(55-INT)*5%
Range: Far
Attack Radius: Large
A concentrated ball of pyromana drops from the sky, creating a large explosion.
57) Searing Wind
Element: Fire/Wind
Level: 8
Base Damage: 55
Botch Chance: 2(52-INT)*5%
Range: Very Far
Attack Radius: Immediate
Sharp wind blades travel across the battlefield, burning the skin on contact.
58) Hellfire
Element: Fire/Darkness
Level: 8
Base Damage: 70
Botch Chance: 2(61-INT)*5%
Range: Far
Attack Radius: Very Large
Black flames engulf the target. Damages the caster by 4d12.
59) Tidal Wave
Element: Earth/Water
Level: 8
Base Damage: 60
Botch Chance: 2(57-INT)*5%
Range: Far
Attack Radius: Wide, Medium
A large earthquake causes a massive wave to crash onto the target.
60) Hailstorm
Element: Ice/Wind
Level: 8
Base Damage: 60
Botch Chance: 2(57-INT)*5%
Range: Far
Attack Radius: Very Large
Hailstones the size of baseballs rain down over the target.
61) Rending Vines
Element: Plant
Level: 8
Base Damage: 66
Botch Chance: 2(54-SPR)*5%
Range: Medium
Attack Radius: Immediate
Long, thorned vines pop up around the target, tearing its skin off.
62) Revitalize
Element: Light
Level: 8
Base Damage: 60
Botch Chance: 2(50-SPR)*5%
Range: Very Far
Attack Radius: All Allies
Recovers a large amount of HP for all.
63) Eternal Flame
Element: Fire
Level: 9
Base Damage: 90
Botch Chance: 3(68-INT)*5%
Range: Infinite
Attack Radius: Immediate
Several explosions collect into a giant fiery dome, then the dome shatters, releasing a massive amount of heat.
64) Slay
Element: Darkness
Level: 9
Base Damage: 0
Botch Chance: 3(75-INT)*5%
Range: Medium
Attack Radius: Immediate
Instant death attack with 100% accuracy.
65) Winter Blast
Element: Ice/Lightning
Level: 9
Base Damage: 100
Botch Chance: 3(66-INT)*5%
Range: Far
Attack Radius: Small
Lightning bolts, accompanied by a blizzard, strike the target.
66) Savage Twister
Element: Wind/Lightning
Level: 9
Base Damage: 100
Botch Chance: 3(67-INT)*5%
Range: Very Far
Attack Radius: Small
An electrified tornado ravages the target.
67) Resurrection
Element: Plant/Light
Level: 9
Base Damage: 0
Botch Chance: 3(65-SPR)*5%
Range: Infinite
Attack Radius: Immediate
Revives a fallen ally with full HP.
68) Brightflame
Element: Fire/Light
Level: 9
Base Damage: 110
Botch Chance: 3(70-SPR)*5%
Range: Far
Attack Radius: Medium
Flames from heaven rain down on the battlefield. Part of the damage dealt is absorbed as HP by the caster.
69) Obliterate
Element: Non-Elemental
Level: 10
Base Damage: 200
Botch Chance: 4(99-INT)*5%
Range: Very Far
Attack Radius: Very Large
A large dome of pure mana erupts in all directions, decimating everything in its path.
70) Divine Judgment
Element: Light
Level: 10
Base Damage: 200
Botch Chance: 4(99-SPR)*5%
Range: Very Far
Attack Radius: Very Large
Invokes the wrath of God upon the target.
71) Gaia's Might
Element: Earth/Plant
Level: 10
Base Damage: 150
Botch Chance: 4(99-SPR)*5%
Range: Far
Attack Radius: Large
Unleashes a massive earthquake accompanied by hundreds of thorned vines that whip the target. Damage is absorbed as HP and is distributed to the party evenly.
SIGNUP SHEET
Character Name:
Age:
Gender:
Main Hand: (Right or Left Handed)
Main Class:
Sub-Class 1 (if any):
Sub-Class 2 (if any):
Starting Equipment: (Right hand, left hand, body equipment, and/or accessory, this is subject to approval by a DM)
Alliance: (Shinse or Inabu)
Appearence: (What your character looks like)
Personality: (How your character acts)
Abilities: (The abilities you selected)
Backstory: (Your character's past)
Instant Messenging Contact (AIM, YIM, or MSN): Required. Any combat scenes will require an Instant Messenger because a DM must be present to make rolls to determine the outcome of a battle. Also scenes with interaction between several characters should be worked out on an instant messenging system to make sure everyone agrees with how the scene turned out. I MIGHT be able to make an exception but you must have access to at least an online chat room.
Character Name: Josh
Age: 20
Gender: Male
Main Hand: Right Handed
Main Class: Hero
Starting Equipment: Short Sword, ---, ---, ---
Alliance: Shinse
Appearence: Josh is six feet tall, with short, brown hair. He typically wears the color yellow; he even painted his own sword sheath yellow.
Personality: Josh is skilled with the blade. True to his competitive nature, he will go all out on even the weakest of foes, but he exudes a sense of humility after victory: he will not brag to excess. Though he is very sociable, his mouth gets him in trouble more often than not when he opens it. Learning about that made him quite indecisive at critical stages, and can even induce paranoia in himself when under enough pressure. Nevertheless, he is a kind and good-hearted person overall.
Abilities: Add Status (5)
Weapon Mastery - Whip (4)
Critical Plus (6)
Fast Hero (15)
Elemental Defense (Partial) - Lightning (4)
Bright Eyes (4)
Remaining AP: 4/38
Backstory: Josh had lived his entire in the upper-middle class district of the Inaban kingdom, and had admired the way Emperor Doel brought up the previously-ravaged area in fifteen years. He suffered greatly from poverty as a child, but when the city was renovated over the course of those fifteen years, his family grew moderately wealthy. Over time, though, he came to dislike Doel. When Josh turned nineteen, the royal family asked his father to join the Pokémon research laboratories in the castle in return for a great deal of money. He accepted. Exactly one year later, his father had to take the Electrike he brought into the family early the year before. That was the last straw for Josh, so he took his father's blade, painted it yellow for good measure, and fled for Shinse. He made it to the city with a number of serious wounds, but survived. With his twenty-first birthday fast approaching, Josh is seriously considering fighting against Inabu as an ally of Shinse but independent from the kingdom's military.
EDIT: I generated my stats.
Code:
Josh: Level 1 Hero
Element: Lightning
HP: 25/25
Body Weapon Total
STR: 8 1 9
DEF: 9 0 9
INT: 3 0 3
SPR: 5 0 5
DEX: 5 0 5
SPD: 9 0 9
MAGIC: 0/0/0/0/0/
0/0/0/0/0
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