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Pokémon Origins: The Great War (SIGNUPS)

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~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

---

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
Instant Messenging Contact: (AIM)RaikouRider243, (YIM and MSN)josher_1212@sbcglobal.net
 
Last edited:

FlamingRuby

The magic of Pokemon
Character Name: Maya Nijiiro

Age: 18

Gender: female

Main Hand: (Right or Left Handed) Right

Main Class: Wizard

Sub-Class 1 (if any): N/A

Sub-Class 2 (if any): N/A

Starting Equipment: (Right hand, left hand, body equipment, and/or accessory, this is subject to approval by a DM) Staff of Spirits (right hand), Magical Tunic (body), Wizard's Hat (head), Soft Leggings (legs), Magical Boots (feet), Lita's Flute (accessory),

Alliance: Shinse (good)

Appearence: Maya has medium length deep brown hair (which people often think is black), and sparkling green eyes. Her body has some curves, but she also has some muscle. She usually wears a blue Magical Tunic (and the Cape of Elements, if she is asked to appear before the queen), Soft Leggings, and her favorite pair of Magical Boots.

Personality: To most people, Maya is a very friendly and laid back person that loves to explore and hunt for the spirits of the elements, oftentimes with her Pokemon companion, Lita. She is also very strong-willed, and will fight for her beliefs if she has to. (as she had to do to keep Lita) Being a maker of magical instruments, she has always loved making music, whether it be charming elemental spirits or singing for the queen.

She is very strategic in most situations, and knows when to plan ahead or make a backup plan...but some of her ideas come across as strange to some people, so she will argue her point to get such people to understand where she's coming from.

Abilities: Spot, Detect, Concentrate, Dex Up x5 (10 AP left)

Backstory: Maya's family is part of an influential line of wizards, mages, and others trained in the magical arts, and her parents were no exception. Her father loved to travel, so he often took Maya with him when he traveled around Shinse to sell his wares in the various towns and cities. But when he was not on the road, he taught Maya all he knew of charming spirits, capturing them in cards, and forging magical instruments from the coins they left.

Her mother was equally supportive of her growing magical skills, so she had Maya enrolled in the town wizard's academy. There Maya made plenty of new friends, and honed her spellcasting, spirit charming, and battle skills. It was at the academy that she made her first magical instrument, a drum. Her teachers were impressed with her skill, and her work began to attract very influential buyers, including Queen Kanya herself.

When she was not in the classroom, the potion lab, or forge, Maya was out on the plains and in the forests surrounding the academy, exploring the world around her...yet on these walks, she was fascinated by all the Pokemon romping around her--why did all the town elders say Pokemon were not to be kept as pets, on pain of the the death of the Pokemon if it was discovered? True, she understood that they had powers far stronger than her own, and some of them, like the behemoth Tyranitar and the mighty Dragonite, were very dangerous--but what was so bad about the Pidgeys, Rattatas, Pikachus, Bulbasaurs, Treeckos, Squirtles, and Torchics she saw on a daily basis? There had to be a way for a human and a Pokemon to bond, she thought.

Upon doing some research in the academy library, Maya discovered that a Pokemon could bond with a human if the human cared for it--nothing like the torture the evil Emperor Doel was doing over in the neighboring kingdom of Inabu.

Time passed, and the threat of Inabu kept growing, and rumors started to fly that Inabu was amassing a large army in preparation to invade other lands. Maya grew very worried about this, and took it upon herself to find a Pokemon to protect her--something very unheard of in most kingdoms.

She didn't have to look very far...as she was exploring the forest one afternoon, she heard barks and squeaks for help--closer examination led her to find a Pikachu cornered by a pack of Poochyena in a clearing, and it looked like the Pikachu was about to become the Poochyena's next meal.

Maya took pity on the tiny electric mouse and used one of her cards of Hikari, the light spirit, to drive the Poochyena away. The Pikachu, awed by its rescuer, decided to come close to her...but Maya saw that it was badly wounded, as it was limping to her and leaving a slightly bloody trail as it walked from a bleeding wound on its side.

She rushed the Pikachu to a cleric, and after some arguing, convinced him to heal the Pokemon. The cleric reluctantly agreed, on condition Maya release it when it was healed. But when Maya went to release the Pikachu, it kept returning to her, despite her repeated attempts to convince it to return to the forest.

Finally, Maya went to petition the Queen to let her keep the Pikachu. The Queen was amazed at Maya's story--she had never heard of a Pokemon bonding with a human, except in tales of old...so she decreed that Maya could care for the Pikachu, much to the court's and elder's shock. All Maya had to do was name the Pikachu, and the Queen's scribes would inscribe the name on the scroll of named Pokemon, making it the first such Pokemon in 100 years

The choice of a name was easy--Maya named her new friend Lita, which was a common misspelling of the Mew word leda, which meant "thunder".

Three years have passed since then. Maya has graduated from the academy, and now runs her own magic shop in her hometown--but little does she know, she and Lita are about to embark on the adventure of a lifetime.

Instant Messenging Contact: YIM (icysapphire64)

Code:
Maya: Level 1 Wizard
Element: Ice
HP: 12/12
    Body  Weapon  Total
STR:  3      0       3
DEF:  3      1       4
INT: 14      3      17
SPR:  4      3       6
DEX:  6      0       6
SPD:  2      0       2
STR: 3
DEF: 3
INT: 14
SPR: 4
DEX: 1
SPD: 2
MAGIC: 7/3/0/0/0/
       0/0/0/0/0
Equipment: Staff of Spirits - SPR +1
           ---
           Wizard's Hat - INT +2
           Magical Tunic - DEF +1, SPR +1, INT +1
           Lita's Flute - SPR +1

Abilities: Spot (2)
           Detect (4)
           Concentrate (14)
AP: 10/30
 
Last edited:

SceptileLives

Beginning Trainer
David

Character Name: David

Age: 19

Gender: Male

Main Hand: Left

Main Class: Wizard

Starting Equipment: Staff of Guardius(both hands), Obsidian Guard(armor), Impenetrable Helmet(headgear)

Alliance: (Shinse or Inabu): Inabu

Appearence: (What your character looks like): When not wearing his combat gear, David wears bland clothing. His most noticeable feature is his light-blue eyes. He has brown hair and is an average height, possibly a little short. His pitch-black armor is also very noticeable in battle.

Personality: (How your character acts): David is a volatile individual. He only has one good friend because most people cannot stand some of his personality quirks. He believes in his morals about Pokemon strongly. Anyone who questions his beliefs will gain his enmity. He is very intelligent but doesn’t use his intelligence wisely.

Abilities: (The abilities you selected): Add Level 1 Spell(-1), Add Level 1 Spell(-1), Add Level 4 Spell(-5), Add Level 9 Spell(-12), Mental Break(-7), Concentrate(-14)

Backstory: (Your character's past): David has gone on many adventures and great conflicts in his past. He contained wars and defeated evil villains that threatened to tear apart the world of Pokemon as it was known. Through an unusual concatenation of circumstances, the high-tech David from the future was sent backwards in time to the beginning of Pokemon as they know it. Unfortunately, the person who sent him back in time was his evil master, the mutant Pokemon Deoxys. David is a top mercenary and is completely under his control. He seeks to tear apart the timeline and destroy reality so that Deoxys will be supreme in the future.

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. AIM: Sceptilesolar.
 

SceptileLives

Beginning Trainer
David's backstory is very complicated and covers several previous RPs, none of which have any bearing at all on this one. FYI.
 

Deathspector

<-- Blastoise O.o
I'd really like to join, but I don't know what the equipment is. It's easy enough to see from Raikou Rider's , but the others', I'm a bit confiused, if you could clarify that, than I will post my sign-up.

DS
 

~RaikouRider243~

Lightning Swordsman
YOu basically create names for your equipment and I approve them. Can't sound too strong though, remember, it's STARTING equipment. Equipment for right-hand, left-hand, body, head, and one accessory will count toward the RPG. Anything else will not count toward statistics but are still allowed.
 
Last edited:

Deathspector

<-- Blastoise O.o
Cool, then I'd like to reserve a spot if I could.

DS
 

Sk@rmory288

Put User Title Here
I was going to join this Rp,but I was confused on what the "D&D Server" Was? What does it do exactly and how I use it. I'll sign up later after that. :)

-The Skarm
 

Sonozaki Maya

realized seraph
Character Name: Cirrous Denka
Age: 19
Gender: Male
Main Hand: Right Handed
Main Class: Samurai [no sub-class]

Starting Equipment:
1. RHand: Bokutou (Wooden Sword)
2. LHand: Nothing
3. Head: Nothing
4. Body: Leather Tunic
(Aux. Footwear: Leather Boots)
(Aux. Arms: Leather Gloves)
5. Accessory: Mokou Locket (Keepsake/Memento accessory)

Alliance: Shinse

Appearance: Cirrous has a relatively strange build to him. His body is slightly lithe, but there is some muscle and bulk to it. His complexion is pale and has jet-black hair that touches just the bottom of his neck. He has blank grey eyes that encompass an enigma of mystery. It tends to baffle onlookers. He wears a very simple attire that consists of a plain, but clean leather tunic along with a pair of leather boots and a pair of long leather gloves. His only form of material object is a locket he keeps for sentimental moments. Overall he looks fairly ordinary if it weren't for his body shape.

Personality: Cirrous has a strong sense of justice and this sometimes clouds his more emotional and spiritual judgments, and as such this can disrupt his train of thought and can cause him to make foolish decisions. His also unusually strong belief in fate has led him to believe that almost everything happens for a reason. Other than that, his social aspects to his personality include some tinges of kindness for others, and a strong will for chivalry and other heroic aspects. However, in battle, his fruition is quite clear, he is quite rational in what he does and won't hesitate to try new ideas.

Abilities (40 initial):

SPEED TREE (BASE):
- Ambidexterity (3)
- Sleight of Hand (5)
- Lightning Reflexes (4)
- Dexter. Up (2)
--> Total: 14

MANA TREE (AUX.):
- Add Level 1 Spell (1)
- Add Level 3 Spell (3)
- Add Level 5 Spell (5)
--> Total: 8

DEFENSIVE TREE (AUX.):
- Experience Boost (12)
--> Total: 12

OFFENSE TREE (AUX.):
- Dual Wielding (5)
--> Total: 5

GRAND TOTAL: 39/40
Ability Combos:
Ambidexterity + Dual Wielding (200% output damage [100% + 100%])

Backstory:-
Cirrous' family was a heavy believer in the principles of Queen Kanya. That, however, made Cirrous slightly outcasted from the rest of his family. He was against the testing for battle abilities, but Cirrous believed strongly that being able to spend time with Pokemon and bonding with them would allow them to unlock the ability within. Cirrous spend immense amounts of time preaching to the rest of his family about his beliefs but they would simply just shun him away. He also possessed a natural aptitude to the ways of the sword, much like his father, who was a veteran in the nation's military. He also had to balance this with his final trial of studies. It became quite tedious for Cirrous to be balancing three different important things in his life. So he decided to lag his preaching for another time. That was when he learned about the truth of Inabu. The testing that was totally unnecessary was killing countless amounts of Pokemon. At first, Cirrous just knew that Inabu was practicing Pokemon testing in order to unlock their secret abilities. But it was unnecessary. Several years later when Cirrous had finished his schooling and graduated, he began to preach even more now that he had less things to worry about. He is also currently self-training himself on the way of the blade. And an incident that involved a rabid Pokemon fuelled his desire to find a way to befriend and unlock the power within a Pokemon without needless killing. One of his classmates whom he knew only as "Mokou" was a good friend of his, and Mokou and Cirrous were out on the prairies nearby Mokou's residence, when the both of them saw a rabid Pokemon that burst in through the grass. It caught Mokou, and mauled her. Despite Cirrous' attempts to subdue it, the Pokemon ran away once it had finished. Mokou, with her last breath, told Cirrous to keep her locket and to find a way to unlock the secrets of the Pokemon. For the both of them had studied this in their schooling days.

Instant Messenger Contact:
MSN - loveshotdx [at] hotmail [dot] com

EDIT: [state generated in Code]

Code:
STATE

Cirrous Denka: Level 1 Samurai
Element: Fire
HP: 21/21
Experience: 0
Next Level: 20
    Body  Weapon  Total
STR: 10      1      11
DEF:  6      1       7
INT:  5      0       5
SPR: 10      3      12
DEX:  7      0       7
SPD:  6      0       6
MAGIC: 1/0/1/0/1/
       0/0/0/0/0
L 1  1/ 1    Heal          Fireball              Zap                Flash
L 2  0/ 0    
L 3  1/ 1    Life Stream
L 4  0/ 0    
L 5  1/ 1    Char
Equipment: Bokutou - STR +1
           ---
           ---
           Leather Tunic - DEF +1
           Mokou Locket - SPR +2

Abilities: Ambidexterity (3)
           Sleight of Hand (5)
           Lightning Reflexes (4)
           Dual Wielding (5)
           Experience Boost (12)
AP: 1/29
==============
 
Last edited:

Milo-

Useless Info Guru
Character Name: Hasakura Kenji
Age: 31
Gender: Male
Main Hand: Left Handed
Main Class: Samurai
Sub-Class 1 :None
Sub-Class 2 :None
Starting Equipment: Left Hand: Bamboo Sword, Body equipment:Old Samurai Clothes , Accesory: None
Alliance: Shinse

Appearence: Height: 1.85 cm, Weight: 87Kg has a semi long black hair, he likes to keep it at the same lenght as his passed father's used to(about 50 cm), has dark brown eyes that express seriousness, he also wears his father's old red samurai clothes and they are no longer suitable for fighting, he uses black sandals. He has an above average warrior body.

Personality: He is not that friendly, in fact, he is a serious man, and is somewhat strict with himself because he lives with his own rules. However, he likes to laugh at any possible moment but he is not the kind of guy that would make a joke. He doesnt likes crows and has a Great respect for the nature. He tries to live the way his long departed father wanted him to live. He is Very sharp and intuitive. He is a good friend and a Good hearted man once he gives you a chance.

Abilities:
SLEIGHT OF HAND (5)
ALERT(5)
AMBIDEXTERITY(3)
SPEED UP x2(4)
LIGHTNING REFLEXES(4)
DEXTER. UP(2)

STRENGTH UP
DUAL WIELDING (5)

SPOT(2)

ELEMENTAL DEFENSE(COMPLETE) -Lightning (8)

AP used:38/40

Backstory: Since he was 6 years old, his father, a veteran samurai, trained him to become a great warrior. But Kenji never had to fight in a real combat. One day, when Kenji was 15, His father died of illness at the age of 49. Since that time, Kenji bacame a serious guy, wanting to become like his father, he passed many years training by himself, and he learned how to live in the nature and started appreciating it, When he head about what was hapenning Between Shinse and inabu, he wanted to help Shinse in a probable upcoming war, to prove himself beign capable of following his father steps, and to protect nature...


Instant Messenging Contact (AIM, YIM, or MSN): MSN: ero-sennin_narutard[-*at*-]hotmail[-*dot*-]com

I did not understand the stats part, DM help me here please
 

Karoshi

Kao for Short
Character Name: Karoshi

Age: 20
Gender: Male
Main Hand:Right Handed
Main Class: Wizard
[No Sub-Class]
Starting Equipment: Staff [both hands], Head ban, Mage Clothes, Magical cloak.
Alliance: Shinse
Appearence: 6ft 3, Has Kinda high green hair some of the hair hanging over his head ban. Dark brown eyes, He wears his Magical cloak over his mage clothes. There is a dark green line running down his cloak. He has a average build and is offen mistaken for a warrior.

Personality: Karoshi is a very friendly guy and will most offen try to hook up with girls :p. Karoshi likes to explore any thing, because he likes to explore alot he can camoflauge him self into all most any thing witch comes in handy alot for him. He calls him self the "King of Stealth" witch he is kinda. He is allways up for a chalange and will offer to do all most any thing. He will fight or argue for any thing he blevies in. Witch makes his a good guy in the end.

Abilities (40 initial):
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
LIGHTNING REFLEXES - All classes
Can react with superhuman quickness.
AP: 4
AMBIDEXTERITY - All classes
Can use both hands with equal skill.
AP: 3
Total = 11
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 (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
ANTIBODY - All classes
Avoids the abnormal status poison.
AP: 4
Total = 13
Offense Tree
------------
STRENGTH UP - All classes
Permanently raises Strength by 1. Can be taken multiple times.
AP: 2
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
Total = 12
Max Total = 36 (36/40)

Backstory: Karoshi was not rasied like normal kids. He was stole at birth and taken away. Was taken at 2 so he dose not know his family. He thinks he dose not have a family. He was keeped in a little house in the middle of the forest with a person who he knows at "Grandfather" He finds out that he was stolen at birth so he ran to hide... and kinda got lost.

Instant Messenging Contact (MSN): Legend_of_cheese@hotmail.com
(I can get Aim or Yim if it helps)

If I missed any thing please tell me :D

Edit :

Karoshi: Level 1 Wizard
Element: Waer
HP: 25/25
Body Weapon Total
STR: 5 0 5
DEF: 3 1 4
INT: 13 3 16
SPR: 5 3 7
DEX: 6 0 6
SPD: 3 0 3
MAGIC: 0/0/0/0/0/
0/0/0/0/0
I don't get the magic bit...
 
Last edited:

~RaikouRider243~

Lightning Swordsman
Guys, I'm the DM...I generate all stats for you.

Polyphonica, your character is approved. All you need to do is choose four level 1 spells, a level 3 spell, and a level 5 spell to fill your spell slots, and you're good to go!
Code:
Cirrous Denka: Level 1 Samurai
Element: Fire
HP: 21/21
Experience: 0
Next Level: 20
    Body  Weapon  Total
STR: 10      1      11
DEF:  6      1       7
INT:  5      0       5
SPR: 10      3      12
DEX:  7      0       7
SPD:  6      0       6
MAGIC: 1/0/1/0/1/
       0/0/0/0/0
L 1  1/ 1    ---            ---              ---                ---
L 2  0/ 0    
L 3  1/ 1    ---
L 4  0/ 0    
L 5  1/ 1    ---   
Equipment: Bokutou - STR +1
           ---
           ---
           Leather Tunic - DEF +1
           Mokou Locket - SPR +2

Abilities: Ambidexterity (3)
           Sleight of Hand (5)
           Lightning Reflexes (4)
           Dual Wielding (5)
           Experience Boost (12)
AP: 1/29
==============

Milo, your character is approved once you choose an element for him.
Code:
Hasakura Kenji: Level 1 Samurai
Element:
HP: 23/23
Experience: 0
Next Level: 20
    Body  Weapon  Total
STR: 11      1      12
DEF:  8      2      10
INT:  3      0       3
SPR:  8      0       8
DEX:  8      0       8
SPD: 11      0      11
MAGIC: 0/0/0/0/0/
       0/0/0/0/0
Equipment: Bamboo Sword - STR +1, DEX +1
           ---
           ---
           Old Samurai Clothes - DEF +2
           ---
Abilities: Ambidexterity (3)
           Sleight of Hand (5)
           Alert (5)
           Lightning Reflexes (4)
           Dual Wielding (5)
           Elemental Defense (Complete) - Lightning (8)
           Spot (2)
AP: 2/32
===============

Karoshi, your total AP spent adds up to 38, not 36, just so you're aware. For Elemental Defense, you need to specify an element, and for Weapon Mastery, you need to specify a type of weapon other than Dagger or Staff. Once you fix that, you're approved as well.
 

Milo-

Useless Info Guru
Ok hum i want to be of the lightning element :)
 

Karoshi

Kao for Short
ELEMENTAL DEFENSE (COMPLETE) - All classes
Do not receive damage from a particular element (Darkness). Can be taken multiple times but must be for a different element each time.

So where are teh weapons ???
 

Deathspector

<-- Blastoise O.o
Name: Eliadon

Age: 18

Gender: Male

Main-Hand: Left

Main Class: Archer

Sub Class One: N/A

Sub Class Two: N/A

Starting Equipment: Teak Bow; Swan Tailfeather Arrows; Cotton Tunic; Leather Boots; Amulet of Light

Alliance: Inabu

Appearance: Eliadon is lightweight, and quick on his feet. You'd be hard caught to catch him, especially in a natural surrounding, like a forest, or mountain, where his speed, and quick-footedness comes in handy, as well as his ability to climb almost anywhere. His hair is a dark sheen, and comes down to his shoulders. His eyes are black in colour, and his skin pale. His fingers are rather long, and double jointed, making him an almost perfect archer already. Though his body may seem slight, beneath that, he has muscles, and although they are not very prominent, you would do well not to get on his bad side. Someone did once, and it was not pretty.

Personality: Eliadon is a loner, preferring to sit somewhere high in a tree, and watch people converse, than to actually get involved in the conversation. He enjoys his own company, and will do just fine without someone there to keep him company. Despite this, when the need is desperate, he is not beyond looking for assistence within another person close by. However, he is often able to cope with things himself. Eliadon has a very complicated mind, and despite his vigorous training about good and bad, to him those are just words, to him, the world is split into what he thinks is right and wrong, wich might be completely different from the next man. He has a strong sense of direction, and tracking, and the chances of him getting lost are slim, although it has been known to happen.

Abilities:

Weapon Mastery Staff (4)
True Shot (7)
Defense Up (2)
Elemental Defense Complete Darkness (8)
Bright Eyes (4)
Add Level 3 Spell (6)
Lightning Reflexes (4)
Alert (5)

Total: 40

Backsory: Eiadon's past is indeed a sad one. His life was lived as a peasant. His father was a member of the royal guard in the Inabuan Army, which made his family not-so-poor-peasants, but they were pesants all the same. His mother had died in two ours after Eliadon was born, because she was in much pain, and could not support her own body after Eliadon's first feed. His brother was sent off to work on a farm in the city north of the village Eliadon lived in, and since his father was out the whole day, Eliadon was left to fend for himself, and he soon got involved in fights on the streets. After only a month, he was fearded amongst the other peasants' children, because he was so fast, and able to hide in many places that fighting him was a lost cause. People began to respect him. Soon, Eliadon was take up to the palace, and began his training as an archer. As much as he enjoyed his training, he missed his old friends, and as soon as he reached manhood (sixteen) his father told him to go, and make a living. But when he went to see his old friends, they detested him, because at the time that he was training in the palace, a large famine had been going on, and the peasants did not get much food, while he, at the palace, got plenty of food. After that, he left, and began to wander, being an archer-for-hire.

Instant Messengers:
YIM: monkeydude_141@yahoo.com
MSN: monkeydude_141@hotmail.com

And I have no idea how I tell you what element I want my character to be. If you choose the element, then ignore this, but if you don't, then I'd like to be Light.
 
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Felix Feral Fezirix

Densetsu no Pikachu!
Hum. Filling in a "stock" character. ANd of course I want my Felix. Felix foreva.

Character Name: Xoneharia (If I fill in the surname DM's gonna jump me and do horrible things to me. -shudder-)
Age: 16
Gender: Female
Main Hand: Left
Main Class: Ninja
Starting Equipment: Dagger, Dagger, Ninja garb, ---
Alliance: Inabu

Appearence: Xoneharia has shoulder-length blonde hair and piercing blue eyes, although usually most people see only her fringe and eyes, due to her being in ninja garb. When alone or relaxing, she has her hood down and a green headband tied around her head for some odd reason even she can't remember.

She is also exceptionally short for her age, and thus does not appreciate people using degradatory terms on her involving height.

Personality: Xoneharia is usually very childish, and also seems to know very little, asking many questions about the world and bugging people. In battle however, she totally changes, becoming deadly serious to the point where people start dying.

Abilities:

Dual Wielding (5)
Ambidexterity (3)
Alert (5)
Escape Artist (6)
Detect (4)
Supernatural Intuition (4)
Critical Plus (6)
Dexterity Up (2)

Total AP used: 35/40

Backstory:

Xoneharia was forced into training to be a ninja from the tender age of four, and she learnt the ways diligently, being innocent and unable to decide for herself a better course. Over time, her master saw that she was progressing at a much faster rate than the rest, had no choice but to teach her more and more, and eventually she had learnt all that her master was willing to impart, and graduated at the age of 15.

The price she had to pay for all that exclusive knowledge was deprivation of an ordinary childhood. The time any ordinary child would have spent learning about the world around her and growing and maturing had been used to train and train harder. It was only when she went out into the world that she realised how much she had lost to gain so little, and even then her still innocent mind could not fathom the great loss she had gone through.

She began to try and learn about the world around her, and at the same time, many people began to hire her to do jobs that were simple and managed to supplement her parents' income.

Somehow, she managed to obtain a Pokeball and accidentally caught a Pikachu while out on a job. Her parents had released it for her, she being confused about the device, but the Pikachu refused to leave, chewing the wires in the house, causing regular blackouts by cutting circuits or overloading them, tunneling into the water system and charging the water with electricity, and regularly stealing food at meal times, preferring meat and apples, which happened to be Xoneharia's favourite foods, resulting in much anger on her part.

Finally, she had the last straw, and attempted to violently evict the annoying rodent out of sheer temper, but he stole her dagger and fought back. It took half an hour for Xoneharia to disarm him and beat him around with a stick, injuring him to the point that he was crawling off the property.

For some strange reason, soon after she developed a desire to get the Pikachu as some kind of pet, and left an apple for it. The Pikachu did see through it though, and the next day the traps were found to be tripped with stones and the apple gone. A chewing sound was heard afterwards in the house, and the Pikachu was extracted from the wirings, beaten like a solstice turkey, and trained to be like his owner. Some things didn't change. Like the Pikachu's innate stubborness, his horrible attitude and his refusal to wield the dagger like one, instead using it as a sword. And somehow obtaining two for dual "swords". He managed to influence his "name" to be Felix by refusing to answer to anything except that. Although there seem to be more and more exceptions by the minute.

Recently Xoneharia was hired by the Inabu to guard the laboratory, which she agreed to, and was asked to loan her Pokemon, which she refused. The Inabu apparently thought better of threatening her to hand it over or lose the job, which she would have happily done, and just left her with her Pokemon.

Instant Messenging Contact (AIM, YIM, or MSN): thunderfool3@yahoo.com.sg(MSN) I don't have AIM or YIM.

(;025; Curse you creator, for creating a strange Pikachu like I used ta beh.

Look, what's wrong with a signboard-wielding, highly vulgar Pikachu with swords? A lot, but for comedic value, nothing. And it does contrast highly with the owner thing.

;025; Whatever.

Note: If it were possible, I would like to be neutral.

And sue me if you want to for stock character.

Oh yeah, and

Element: Darkness)

Xoneharia: Level 1 Ninja
Element: Darkness
HP: 18/18
Experience: 0
Next Level: 20
Body Weapon Total
STR: 13 4 17
DEF: 2 1 3
INT: 6 0 6
SPR: 2 0 2
DEX: 9 0 9
SPD: 14 1 15
MAGIC: 0/0/0/0/0/
0/0/0/0/0
Equipment: Dagger - STR +2
Dagger - STR +2
---
Ninja Garb - DEF +1, SPD +1
---
Abilities: Dual Wielding (5)
Ambidexterity (3)
Alert (5)
Escape Artist (6)
Detect (4)
Supernatural Intuition (4)
Critical Plus (6)
AP: 5/38
 
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~RaikouRider243~

Lightning Swordsman
For Weapon Mastery, you can either choose one of the default weapons (Sword, Dagger, Spear, Rod, Bow, Staff, Axe, Whip) or suggest a new type of weapon not listed.

Your characters are approved otherwise.
Code:
==============
Eliadon: Level 1 Archer
Element: Light
HP: 16/16
Experience: 0
Next Level: 20
    Body  Weapon  Total
STR:  8      1       9
DEF:  9      1      10
INT:  3      0       3
SPR:  4      0       4
DEX: 11      2      13
SPD: 13      1      14
MAGIC: 0/0/2/0/0/
       0/0/0/0/0
L 1  0/ 0    
L 2  0/ 0    
L 3  2/ 2    ---
Equipment: Teak Bow - DEX +2
           Swan Tailfeather Arrows (50) - STR +1
           ---
           Cotton Tunic - DEF +1, SPD +1
           Aumlet of Light - Cuts Light attacks in half
Abilities: Weapon Mastery - ??? (4)
           True Shot (7)
           Elemental Defense (Complete) - Darkness
           Bright Eyes (4)
           Lightning Reflexes (4)
           Alert (5)
AP: 0/32
=============
Code:
=============
Xoneharia: Level 1 Ninja
Element: Darkness
HP: 18/18
Experience: 0
Next Level: 20
    Body  Weapon  Total
STR: 13      4      17
DEF:  2      1       3
INT:  6      0       6
SPR:  2      0       2
DEX:  9      0       9
SPD: 14      1      15
MAGIC: 0/0/0/0/0/
       0/0/0/0/0
Equipment: Dagger - STR +2
           Dagger - STR +2
           ---
           Ninja Garb - DEF +1, SPD +1
           ---
Abilities: Dual Wielding (5)
           Ambidexterity (3)
           Alert (5)
           Escape Artist (6)
           Detect (4)
           Supernatural Intuition (4)
           Critical Plus (6)
AP: 5/38
==============

Once I post the session I did with FlamingRuby's character, feel free to start posting. HOWEVER. Any fighting scenes must be conducted with me observing. I must roll all the dice and so forth.

IMPORTANT NOTE TO SPELL CASTING CHARACTERS: I am enforcing a hard limit of four spells per level. All characters who can cast level 1 magic must pick up to four spells of that level. Clerics can only cast spells that are based off Spirit. Such spells will have SPR in the Botch Chance value. Wizards can only cast spells based off Intelligence. Such spells will have INT in the Botch Chance value. Any other characters can cast any spell they want, but only if they spent the AP on extra spell charges (Add Spell abilities.) For magic levels higher than level 1, you can pick a number of spells in tandem with the number of charges your character has: 1 charge = 1 spell, 3 charges = 2 spells, 6 charges = 3 spells, 10 charges = 4 spells. These choices can be changed any time the character is in a town, or otherwise resting to recover energy.
 
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Karoshi

Kao for Short
Character Name: Karoshi

Age: 20
Gender: Male
Main Hand:Right Handed
Main Class: Wizard
[No Sub-Class]
Starting Equipment: Wooden Staff [both hands], Head ban, Mage Clothes, Magical cloak.
Alliance: Shinse
Appearence: 6ft 3, Has Kinda high green hair some of the hair hanging over his head ban. Dark brown eyes, He wears his Magical cloak over his mage clothes. There is a dark green line running down his cloak. He has a average build and is offen mistaken for a warrior.

Personality: Karoshi is a very friendly guy and will most offen try to hook up with girls . Karoshi likes to explore any thing, because he likes to explore alot he can camoflauge him self into all most any thing witch comes in handy alot for him. He calls him self the "King of Stealth" witch he is kinda. He is allways up for a chalange and will offer to do all most any thing. He will fight or argue for any thing he blevies in. Witch makes his a good guy in the end.

Abilities (40 initial):
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
LIGHTNING REFLEXES - All classes
Can react with superhuman quickness.
AP: 4
AMBIDEXTERITY - All classes
Can use both hands with equal skill.
AP: 3
Total = 11
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 (COMPLETE) - All classes
Do not receive damage from a particular element (Darkness). Can be taken multiple times but must be for a different element each time.
AP: 8
ANTIBODY - All classes
Avoids the abnormal status poison.
AP: 4
Total = 13
Offense Tree
------------
STRENGTH UP - All classes
Permanently raises Strength by 1. Can be taken multiple times.
AP: 2
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. ( Dark sword )
AP: 4
Total = 12
Max Total = 38 (38/40)

Backstory: Karoshi was not rasied like normal kids. He was stole at birth and taken away. Was taken at 2 so he dose not know his family. He thinks he dose not have a family. He was keeped in a little house in the middle of the forest with a person who he knows at "Grandfather" He finds out that he was stolen at birth so he ran to hide... and kinda got lost.

Instant Messenging Contact (MSN): Legend_of_cheese@hotmail.com
(I can get Aim or Yim if it helps)


I reposted my info sheet if it helps ... because I was missing alot
 

Karoshi

Kao for Short
1) Fireball
Element: Fire
Level: 1
Base Damage: 3
Botch Chance: (10-INT)*5%
Range: Medium
Attack Radius: Immediate
Shoots three small fireballs forward

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.

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.

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.


there my magic spells...
 
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