Supervising
Rate my progress; what do you think so far?
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Supervising
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- Posted: Thu, 28 Jul 2005 12:02:49 +0000
Supervising
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- Posted: Thu, 28 Jul 2005 12:03:53 +0000
Sysnopsis
The first day of class was average. The newly arrived Yuuka tried her best to stay out of the way as other visitors wandered about the dojo grounds minding what business they were after, Neko and Simura fought like cats and... well, cats, and Kyoki and the Vagabond kept order as best they could.
During the evening class, Neko was sent to aid Kyoki with the immanent birth of Yuuka's daughter, Aiko, while the other students participated in the regular class.
pg 23
The first day of class was average. The newly arrived Yuuka tried her best to stay out of the way as other visitors wandered about the dojo grounds minding what business they were after, Neko and Simura fought like cats and... well, cats, and Kyoki and the Vagabond kept order as best they could.
During the evening class, Neko was sent to aid Kyoki with the immanent birth of Yuuka's daughter, Aiko, while the other students participated in the regular class.
pg 23
Supervising
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- Posted: Thu, 28 Jul 2005 12:04:44 +0000
- Post 04 - New Students
When new students arrive they must speak with the instructors and request to join the dojo. After expressing their intentions, the instructors will decide if the student will be accepted. Should they join, the student will begin with no ranks in any skills, just like every other student -- that way all remains fair.
Becoming a Student
To apply to be a student, simply ask. Role-play yourself into the dojo and, in game, ask to become a student. After that, if you are accepted, all we'll need from you is a background. Remember: you are not super powerful yet; in fact, you have no powers at all, so don't put anything like that in your history or you will be denied. This is a school for roleplaying, telling a story, so just make a good story and everything will work out better.
Experience points
New students start out with 5 experience points so they can start training right away and when you graduate a skill you will gain 5 additional points. As you play you will be rewarded with addition points as the GM and ST see fit; this all depends on your RP skill and behaviour.
Experience points may be spent on training skills and buying special items. Most items cost only gold, but more advanced weapons or spells require experience to purchase as as gold.
Experience points may be spent on training skills and buying special items. Most items cost only gold, but more advanced weapons or spells require experience to purchase as as gold.
Hits and Casts
New students begin with 5 hits and 10 casts per day.
Each time your character is hit in combat, keep track of it. Once you have taken your allotted hits, your character is down for the count; remember, the GM and the ST have the final say on when a hit counts, so play fair and know your character's limits.
Casts are used for magic and special abilities. Spells and certain powerful physical attacks require the use of casts. Obviously once you are out of casts you can no longer use those techniques; however, there are methods for regaining your casts, just as there are ways to regain hits.
Each time your character is hit in combat, keep track of it. Once you have taken your allotted hits, your character is down for the count; remember, the GM and the ST have the final say on when a hit counts, so play fair and know your character's limits.
Casts are used for magic and special abilities. Spells and certain powerful physical attacks require the use of casts. Obviously once you are out of casts you can no longer use those techniques; however, there are methods for regaining your casts, just as there are ways to regain hits.
Fatigue
Students, just like everyone else, get tired. As you fight, you will get tired; as you cast spells, you will get tired; as you defend yourself, you will get tired. Remember this and act accordingly. If you have been fighting non stop for fifteen minutes, you will be tired and you might make a few mistakes; your attacks won't be as fierce, your spells will be harder to cast, so on and so forth.
Also, other things effect fatigue. If you skipped a meal, or you stayed up all night, you won't function as well. If you are carrying a lot of heavy equipment or weights, you will grow tired, faster. The GM or ST may remind you that you are fatigued, do not argue with them; if you have a legitimate point, bring it up, but don't argue.
Also, other things effect fatigue. If you skipped a meal, or you stayed up all night, you won't function as well. If you are carrying a lot of heavy equipment or weights, you will grow tired, faster. The GM or ST may remind you that you are fatigued, do not argue with them; if you have a legitimate point, bring it up, but don't argue.
Kyoki Marie
I would like to note to all our students that while Juubate-san might grade you only on your behaviour during battles or situations neccessitating action, I watch at all times for appropriate behaviour. In character, this means good manners, politeness to ladies (or gentlemen), and good moral standards- being honorable and polite. You'll learn in character what these things mean.
What that means out of character is I don't want to see you swearing at someone, flaming someone, using "chatspeak" or "l33t" during RP, having perpetually bad spelling and grammar (that's what spellcheck is for), getting into long out of character fights, or being rude. Your actions reflect on our reputation, and should you do anything to damage that reputation, you'll be disciplined. If you repeat your action, you'll be expelled. So if I see someone who's breaking the ToS, being rude, flaming, trolling, or doing anything else that would give us a bad name, I'm making note of it. And all my notes are given directly to Juubate-san.
Behave yourselves. Your EXP will reflect my notes as well. If you misbehave too much, it will keep you from graduating. If you misbehave repeatedly after warnings, you will be expelled.
What that means out of character is I don't want to see you swearing at someone, flaming someone, using "chatspeak" or "l33t" during RP, having perpetually bad spelling and grammar (that's what spellcheck is for), getting into long out of character fights, or being rude. Your actions reflect on our reputation, and should you do anything to damage that reputation, you'll be disciplined. If you repeat your action, you'll be expelled. So if I see someone who's breaking the ToS, being rude, flaming, trolling, or doing anything else that would give us a bad name, I'm making note of it. And all my notes are given directly to Juubate-san.
Behave yourselves. Your EXP will reflect my notes as well. If you misbehave too much, it will keep you from graduating. If you misbehave repeatedly after warnings, you will be expelled.
- Signatures and Advertisements
It is not necessary for every student to put a big banner in their signature, but ir is required of all students to list themselves in their signatures as students of the dojo.
Every student here represents the dojo wherever they go; be it average chat or literate RP. If a student is repeatedly breaking rules or otherwise misbehaving, I'd like the owners of whatever thread they were in to contact me and let me know.
Therefore, I require -every- student of my dojo to display their student name followed by the school name and "How's My RP?" as a hyperlink. Also, students may display their total number of experience points they've earned, but this is optional.
Every student here represents the dojo wherever they go; be it average chat or literate RP. If a student is repeatedly breaking rules or otherwise misbehaving, I'd like the owners of whatever thread they were in to contact me and let me know.
Therefore, I require -every- student of my dojo to display their student name followed by the school name and "How's My RP?" as a hyperlink. Also, students may display their total number of experience points they've earned, but this is optional.
I am a Man's End Student
NAME | XP | [url=http://tinyurl.com/75w8m]How's My RP?[/url]
NAME | XP | [url=http://tinyurl.com/75w8m]How's My RP?[/url]
Example
I am a Man's End student
Jane Doh || How's My RP?
I am a Man's End student
Billy Everyteen | 52 | How's My RP?
Jane Doh || How's My RP?
I am a Man's End student
Billy Everyteen | 52 | How's My RP?
Supervising
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- Posted: Thu, 28 Jul 2005 12:05:36 +0000
Post 05 - Skills
Skills are listed below as follow the the following posts: Hand-to-Hand, Melee Combat, Ranged Combat, Indirect Combat, Shields, Field Medic, Leadership, and Body & Mind.
Skill Classes
All skills have two classes, P Class (phisical) and M Class (magical), as well as there are 3 levels to each skill: Standard, Challenging, and Legendary. Students choose one skill to train at a time and specify a class. Once the selection is made, the student will train and upon graduation will receive a rank up under that specific item only. It is up to the intructors alone to decide when a student graduates and may use their new skills.
Physical skills are self-explanatory, but magical skills must be aligned to one of the five elements, light, shadow, or non-elemental. This only defines what type or damage the spell will do, and what special effects they will have.
Elements
The five elements are water, fire, wood, air, and earth. Each element is strong against one other element, but weak against another. Water is strong against fire, that is strong againt wood, that is strong against air, that is strong against earth, that is strong against water. Light and shadow are oppostites, they are strong against each other. Finally, non-elemental magic isn't particularly strong against anything, but at the same time it's not weak against anything.
Each weapon and spell has it's own uniqueness. Some weapons require one hand, some require two. Ranged weapons have a limited number of ammunition as well as different firing rates and ranges. Low level spells, such as the ones listed here, do not require one cast to use.
Increasing Skills
As you level your offencive skills, they become more deadly and they deal more damage. For each level you gain beyond standard in a specific spell or weapon, incease the damage per hit by one. Likewise, as you level defencive skills, they become more potent and increase in their own effectiveness.
Each skill costs a certain number of experience points to train. Training a standard rank costs 4 points, training a challenging rank costs 8 points, and training a legendary rank costs 16 points; training NPCs for leadership costs half the number of points per level.
Skills are listed below as follow the the following posts: Hand-to-Hand, Melee Combat, Ranged Combat, Indirect Combat, Shields, Field Medic, Leadership, and Body & Mind.
Skill Classes
All skills have two classes, P Class (phisical) and M Class (magical), as well as there are 3 levels to each skill: Standard, Challenging, and Legendary. Students choose one skill to train at a time and specify a class. Once the selection is made, the student will train and upon graduation will receive a rank up under that specific item only. It is up to the intructors alone to decide when a student graduates and may use their new skills.
Physical skills are self-explanatory, but magical skills must be aligned to one of the five elements, light, shadow, or non-elemental. This only defines what type or damage the spell will do, and what special effects they will have.
Elements
The five elements are water, fire, wood, air, and earth. Each element is strong against one other element, but weak against another. Water is strong against fire, that is strong againt wood, that is strong against air, that is strong against earth, that is strong against water. Light and shadow are oppostites, they are strong against each other. Finally, non-elemental magic isn't particularly strong against anything, but at the same time it's not weak against anything.
Elements
- Each element has special attributes when used in spells:
Water can encumber your opponent and armor and making it harder to fight.
Fire can ignite your opponent and deal more damage over time.
Wood can make it very difficult for your opponent to fight by binding their legs and arms.
Air can push your opponent away from you.
Earth has the chance to deal extra hits in one mighty blow.
Light has the chance to blind your opponent.
Shadow has the change to blind your oponent.
Each weapon and spell has it's own uniqueness. Some weapons require one hand, some require two. Ranged weapons have a limited number of ammunition as well as different firing rates and ranges. Low level spells, such as the ones listed here, do not require one cast to use.
Increasing Skills
As you level your offencive skills, they become more deadly and they deal more damage. For each level you gain beyond standard in a specific spell or weapon, incease the damage per hit by one. Likewise, as you level defencive skills, they become more potent and increase in their own effectiveness.
Each skill costs a certain number of experience points to train. Training a standard rank costs 4 points, training a challenging rank costs 8 points, and training a legendary rank costs 16 points; training NPCs for leadership costs half the number of points per level.
Supervising
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- Posted: Thu, 28 Jul 2005 12:06:21 +0000
- Post 06 - Hand-to-Hand
Hand to hand combat is the practive of fighting without a weapon or with fighting aids. Be it the martial arts, or bar-room brawling, hand-to-hand attacks are any attacks made with nothing more than your body. Unarmed attacks deal stunning damage rather than regular hits.
- Standard: A local note at best
Punch through a stack of boards or a solid door
Challenging: You may receive a few challenges
Punch through a stack of brick or a reinforced door
Legendary: People seek you out to challenge your skills
Punch through an solid steel bar or an iron gate
Physical
- Unarmed Attacks - include punches, kicks, grabs, holds, clenches, throws, and anything else you can think to do with your unaided limbs.
Magical
- Touch - a close attack that requires the caster to touch the opponent; upon contact, the spell is cast. This attack is more focused than the Blast spell and does 2 hits on contact, plus its elemental effect.
Stun - an attack that will stun the opponent and stop them from attacking for a few moments. This requires the caster to touch the opponent.
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- Posted: Thu, 28 Jul 2005 12:08:13 +0000
- Post 07 - Melee Combat
Melee combat is the use of melee weaponry.
- Standard: You are a local note at best
Hold your ground against a single opponent
Challenging: Whispers of you name escape the school
Hold your ground against multiple opponents
Legendary: People revear and respect you name... or fear it
Hold your ground against a small army
Physical
- Bladed Weapons - These are weapons designed to cut. They can be chopping, slashing, stabbing, or just fencing. They are of all shapes and sizes and no two students will produce the same weapon.
Impact Weapons - These are weapons designed to around intence force. They are for the most part, bashing weapons such as hammers and clubs, but some are simply long of heavy, such as pole arms and the great axe.
Spears - These are, as the name suggests, spears. These weapons are designed as blades attached to staves and they have the ability to slash or stab opponents that are farther away than most other weapons.
Magical
- Magic Weapons
The Magic Weapon is a manifestation of the student's self. It takes the shape of whatever weapon the student is most suited for. This weapon doesn't change, it may change size or shape slightly as the student grows, but it will always be the same weapon.
The Magic Weapon uses 2 casts to sumon. A student using the magic weapon cannot be disarmed and the weapon cannot be sundered, but once the user is out of casts, the weapon will vanish.
Spells
Blast - a close range attack summoned by the student's will and released through the hand. It has a very short range, but it does not require body-to-body contact.
Wave - a close range attack that deals damage to everyone around the caster. This is a good spell to use should you become surrounded.
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- Posted: Thu, 28 Jul 2005 12:10:31 +0000
- Post 08 - Ranged Combat
Ranged combat is the use of ranged weaponry. Each ranged weapon has a specified medium range noted. That is the distance the weapon can hit with some difficulty and skill. Long range is considered to be twice the medium range listed.
- Standard: You've won a few trophies
Hit a bull's eye at medium range
Challenging: Your name is known in the local circuits
Hit a bull's eye at medium range with inferior equipment
Legendary: Snipers fear your name
Hit a bull's eye at long range with inferior equipment in low visibility.
Physical
- Bows - are designed to shoot missiles long distances. There are not only different types of bows, but there are also different types of arrows to use with them.
Thrown - any weapon designed to be thrown at your enemy rather than truck with. Thows weapons are specially ballanced to fly and thus regular melee weapons are unsuited for such.
Magical
- Beam - a long range version of blast. It is cast in the same manner and delivered through the hand, however it can be used from close up to 50 yards away.
Snipe - a very long range attack. This attack cannot be used on any opponent within 50 yards, but it can still do damage up to 200 yards away on a single oponnent. This attack has the chance to deal extra damage with a successful hit.
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- Posted: Thu, 28 Jul 2005 12:11:29 +0000
- Post 09 - Indirect Combat
Indirect combat is mostly a magic-based skill. It represents the use of enhancing or hindering someones performance, friend or foe respectively.
- Standard: Your head will be a personal trophy
You come through for your allies in a time of need
Challenging: Your head will have a price on it
You are good at giving your allies the upper hand
Legendary: Your head will be actively sought by many hunter
With you there, the enemy might as well surrender
Physical
- Boosts - a very effective measure to gain the upper hand. Boosts affect the same stats that poisons do, however, they enchance them rather than hinder them.
Boosts
Boosts are traditionally administered through elixers or shots.
Strength - This poison boosts a person's strength and causes them to be a lot more effective in battle. When under this poison's influence, the student deals two more damage per hit.
Dexterity - This poison boosts a person's reflexes and makes them fast. While under the influence of this poison the student can react or move as faster than s/he normally would.
Stamina - This poison enhances a person's ability to soak damage, it makes them solid and less suseptible to injury. While under the influence of this poison, a student can take one regular hit as stunning, or negate one stunning damage with each hit.
Perception - This poison effects a person's sences and makes them quick to think. While under the influence of this poison, a student will be more likely to spot incoming attacks and much more likely to hit his or her target.
Inteligence - This poison enhances a person's mind, it will allow them to think and see more clearly. Whle under the influence of this poison, a student should be quicker to decide on action and quicker to see strategy; a side effect of this poison increases the students number of casts by 4.
Strength - This poison boosts a person's strength and causes them to be a lot more effective in battle. When under this poison's influence, the student deals two more damage per hit.
Dexterity - This poison boosts a person's reflexes and makes them fast. While under the influence of this poison the student can react or move as faster than s/he normally would.
Stamina - This poison enhances a person's ability to soak damage, it makes them solid and less suseptible to injury. While under the influence of this poison, a student can take one regular hit as stunning, or negate one stunning damage with each hit.
Perception - This poison effects a person's sences and makes them quick to think. While under the influence of this poison, a student will be more likely to spot incoming attacks and much more likely to hit his or her target.
Inteligence - This poison enhances a person's mind, it will allow them to think and see more clearly. Whle under the influence of this poison, a student should be quicker to decide on action and quicker to see strategy; a side effect of this poison increases the students number of casts by 4.
Poisons - another very effective measure to gain the upper hand. Poison can be applied to darks, shuriken, swords, or any other bladed or piercing weapons and there are many different poisons that each have a different effect.
Poisons
Poisons are traditionally applied to weapons and delivered to your enemy through wounds to maximise damage.
Strength - This poison saps a person's strength and causes them to be a lot less effective in battle. When under this poison's influence, the student deals two less damage per hit.
Dexterity - This poison hinders a person's reflexes and makes them slow. While under the influence of this poison the student cannot react or move as fast as s/he should.
Stamina - This poison weakens a person's ability to soak damage, it makes them tired and suseptible to injury. While under the influence of this poison, a student takes an extra stunning damage with each hit.
Perception - This poison effects a person's sences and makes them clumbsy. While under the influence of this poison, a student will be less likely to spot incoming attacks and much less likely to hit his or her target.
Inteligence - This poison destroys a person's mind, it may make them hallucinate or simply entrance them. Whle under the influence of this poison, a student cannot think straight, they might attack friends or just the air; a side effect of this poison reduces the students number of casts by 4.
Strength - This poison saps a person's strength and causes them to be a lot less effective in battle. When under this poison's influence, the student deals two less damage per hit.
Dexterity - This poison hinders a person's reflexes and makes them slow. While under the influence of this poison the student cannot react or move as fast as s/he should.
Stamina - This poison weakens a person's ability to soak damage, it makes them tired and suseptible to injury. While under the influence of this poison, a student takes an extra stunning damage with each hit.
Perception - This poison effects a person's sences and makes them clumbsy. While under the influence of this poison, a student will be less likely to spot incoming attacks and much less likely to hit his or her target.
Inteligence - This poison destroys a person's mind, it may make them hallucinate or simply entrance them. Whle under the influence of this poison, a student cannot think straight, they might attack friends or just the air; a side effect of this poison reduces the students number of casts by 4.
Magical
- Buffs and Nerfs - work exactly like Boosts and Poisons, except they are magical. Buffs can be applied by touching the subject, and Nerfs can be temporarily enchanted onto a weapon to acheive the same effects.
Construct - a small creature created of magic. The construct can move about on it's own, acting under the caster's will and can attack or aid others depending on what the caster indended for it. Most constructs require material components to cast. For example, a contruct of earth would require earth to create, a construct of fire would require flame, and so on.
Construct requires two casts to create and the spell can be taken more than once. A level one construct has a number of hits equal to about one half the student's max casts (rounded down) and will deal no more than two stunning hits at once, a level two has hits about equal to student's max casts and can deal up to two hits in one blow, and a level three has about 2 times the student's max casts and can will deal at least two hits per successful attack.
Snare - this spell causes a tangle of roots to burst from the ground and ensnare the opponent, trapping him. The roots have no special properties and they can be cut, broken, or burned away. However, this spell can be taken more than once, and each successive purchace increases the durability of your bonds.
A level one snare is about as strong as naturally occuring roots, a level two snare is about as strong as thick rope, and a level three snare spell has the durability of steel.
Supervising
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- Posted: Thu, 28 Jul 2005 12:12:56 +0000
- Post 10 - Shields
The shield skill trains students to use a shield to better protect themselves in battle.
- Standard: Your shield annoys other students
Your shield proves useful in a time of need.
Challenging: Your defence is known by more than other students
You're fairly adept at keeping your guard up.
Legendary: Your impenetrable defence is well known
With your shield in hand, not a scratch will find your body
Physical
- Buckler - a small shield, between one and two feet across, that is tied to the user's arm and used to parry incoming blows. It makes it a little harder to fight and it does not work well against ranged attacks.
Target Shield - a large shield, able to effectivelt block ranged attacks. Target shields are usually round or rectangular with rounded corners and are often decorated with logos or banners that are important to the user. It is a little harder to fight with this shield, but it makes it more difficult to hit you even in melee.
Tower Shield - twice as tall as the target shield and at least as wide, a tower shield offers excellent protection against ranged attacks and very good in melee. It is, however, the most difficult shield to fight with.
Magical
- Damage Shield - a personal shield the caster generates to defend from attacks. Each element has different effects:
Elements
- Water - The water shiled protects well against ranged attacks, but not melee attacks.
Fire - This shield doesn't protect you from damage, but should your opponent attack you in melee, they will suffer damage on a successful hit.
Wood - The wood shiled protect well against melee attacks, but not against ranged attacks.
Air - The air shield offers no defence against melee, but any ranged attack that hits it will be reversed and sent back to the attacker it came from.
Earth - The earth shield is the ultimate in defence, it protects against melee and ranged attack, but with this shield up, the caster cannot move.
Light - The light sheild maked it hard for your enemies to see you and it protects very well against shadow magics.
Shadow - The shadow sheild maked it hard for your enemies to see you and it protects very well against light magics.
Non-Elemental - The non-elemental shield offers some protection against physical attacks of both melee and ranged types.
Bubble - non-elemental in nature (it cannot be aligned), the bubble can stop all incoming attacks as it surrounds the caster in an impenetrable sphere. However, while this shield is up, the caster can not attack, not even move.
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- Posted: Thu, 28 Jul 2005 12:13:48 +0000
- Post 11- Medical
Field medics are trained to help their allies atay alive by keeping their wounds under control; be it with magic or modern medicine.
- Standard: You are an expert in first aid
Your allies rely on you in times of need
Challenging: Locals seek our your healing skills
You keep your freinds fighting even through tough battles
Legendary: People travel great distances to find you
You could keep both sides alive if you felt like it.
Physical
- First Aid - a knowledge of the basic medical field from small diagnosis to simple prognosis; a student with medicine will be able to treat common illnesses and injuries from the flu to setting broken bones, and CPR.
Pharmasy - this gives the knowledge and skill needed to create the elixers and potions that combat disease or infection. This is more than simple treatment, a pharmasist must know exactly how much of what drug or herb to use and when. A pharmasist can very well bring someone back from the brink of death, but a careless one can kill even the fittest and strongest of men.
Magical
- Diagnosis - through this spell a student can accurately diagnose an illness. Be it due to disease or injury, the spell will reveal whatever is abnormal within the patient. Note: each successive purchase of this spell will return a more accurate and in-depth diagnosis.
Life Lending Method - rather than using physical medical means, this method of healing lets a student give of their life to save another. Every one cast of this spell can restore one hit to one subject, but the student using it must take that hit onto his or her body in return.
Notes: This spell requires physical contact and concentration over at least one full turn. Overuse of spells like this can, and very well may kill you, so always use with cation.
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- Posted: Thu, 28 Jul 2005 12:14:54 +0000
- Post 12 - Leadership
Leadership is the ability to shoulder responsibility and command allies during battle situations. Leadership is a special skill that does not use classes. With leadership, not only do you need to train your own skills, but you need to train your NPCs. The better you train them the better they will work together and the more loyal they will be. Each time you take a Standard skill in Leadership you gain 5 additional NPCs to train up.
- Standard: Your men are known to local bullies
You have few problems with loyalty
Challenging: Your team has a name and people know your turf
Your team is fairly loyal
Legendary: You have a small personal army
Your soldiers are loyal to the end
As you gain more men and trian them, your Leadership skill will increase accordingly.
- Standard: 5 or more NPCs
Other students know you as a leader
Challenging: 20 or more NPCs
Locals know your name and your men hold a reputation
Legendary: 50 or more NPCs
You are a figure of command, your name is well known
Supervising
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- Posted: Thu, 28 Jul 2005 12:15:39 +0000
- Post 13 - Attributes
Beyond ordinary skills, you may choose to simply train your body and mind. Doing this will increase your basic attributes; you can move faster, deal more damage, or even take more hits. More so, you can train unique abilities, such as ambidexteriry to use two weapons at once. The students select which attribute to increase (one at a time only) and this skill is trained alone. Attributes cost twice as much experience to train each level; standard costs 8 points, challenging costs 16 points, and legendary costs 32 points.
Strength
- Standard: (+1 damage)
Doughty laborer
Challenging: (+3 damage)
Villige strongman
Legendary: (+5 damage)
Bards sing of your might
Dexterity
- Standard:
You are a little faster than a lot other student
Challenging:
You are noticably faster than most
Legendary:
Few that can match your incredible speed
Stamina
- Standard: (+2 hits)
You can perform hard labor without tiring
Challenging: (+5 hits)
You can fight from dawn till dusk
Legendary: (+10 hits)
You can shrug off a stron man's punch
Perception
- Standard:
You pick up on subtle subtext in books and conversation
Challenging:
Your keen eye can pick out even the most minute of flaws
Legendary:
Sherlock Holmes was an ameture compared to you
Intelligence
- Standard: (+5 spells)
Your friends describe you as bright
Challenging: (+10 spells)
You are downright brilliant
Legendary: (+15 spells)
You are a genius
Stealth
- Standard:
Run silently accross a wooden floor;
Sneak up on an alert guard.
Challenging:
Run silently accross a wooden floor covered in egg shells;
Sneak up on an alert dog.
Legendary:
Run silently accross a wooden floor covered in small bells;
Sneak up on an alert guardian demon.
Ambidexterity
- Ambidexterity allows you to use both your hands efficiently. You can buy this skill only once, but you must train each weapon on your off-hand in order to use it. However, once you buy it, you can train any weapon wihout buying it again.
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- Posted: Thu, 28 Jul 2005 12:16:27 +0000
Post 14 - Zan's Shoppe
- Brawling Aids
- Cestus - 200 gp, 2 xp
An arrangement of leather straps that fit around the hand like a fingerless glove. These straps are covered in brass or iron studs and serve to enhance the wearer's punches. Using cestus, the student's hits deal regular damage rather than stunning damage.
Khatar - 200 gp, 2 xp
Also known as the punching dagger, is a single-bladed knife that attaches to the character's hand with a glove-and-strap assembly similar to a cestus. With this weapon, the student's hits deal normal damage rather than stunning damage.
Fighting Gauntlets - 300 gp, 2 xp
Either articulated metal gloves or full-handed leather gloved covered in overlapping metal plates. With this weapon, the attacker's hits deal regular damage rather than stunning damage. Also, with this weapon, the student may parry regular attacks without sustaining damage himself.
Tiger Claws - 300 gp, 2 xp
A glove or gauntlet with three or four curved talons extending from the back. With this weapon, the student's hits deal regular damage rather than stunning damage. Also, the student may parry regular attacks without hurting himself.
Melee Weapons
- Bladed Weapons
Chopping Sword - 300 gp, 2 xp
This weapon is a sword with a chopping blade about three-feet long. Some versions have a square or angled tip, while others sport a curve with a wicked back clip. Unlike the slashing sword, chopping swords are not designed for fencing and agility, but for delivering solid blows that hack through armor and bone.
Great Sword - 400 gp, 2 xp
A great sword is a two-handed weapon used for hacking blows. These massive swords can be either single or double edged. Though these weapons are slow and unsuited for fending, a strong blow from a great sword can cut a man in half. This weapon has the chance to deal extra damage on a successful attack.
Knife - 300 gp, 2 xp
A knife is a weapon with a chopping and stabbing blade about a foot long. They are carried not just for personal defence, but for utility as well; knives are used as tableware and to sut and pry, as well as combat.
Short Sword - 200 gp, 2 xp
Short Swords are chopping weapons with blades about two-feet long. Some are single-edged, while others hafe cutting edges on both sides. They are typically carried as weapons by soldiers and as tools by barbarians. Soldiers use short swords because they make excellent formation-fighting weapons -- longer weapons are difficult to manage in close quarters. Barbarians use them as tools because they're small enough for skinning, butchering, and brush-clearing but large enough to fight with in a pinch. Short swords are also favored as backup weapons by spearment and archers.
Slashing Sword - 300 gp, 2 xp
A slashing sword has a long, single-edged blade about three-feet long. These swords are quick and used primarily for arcing cuts, The slashing sword is favored by calvalry; its shape and length make it suited for use from horseback.
Straight Sword - 300 gp, 2 xp
A straight sword has a double-edged blade about three-feet long, usually with a narrow blade or one that tapers slightly toward the tip. The tip is either pointed or chisel-shaped. Straight swords are well-balanced, accurate weapons, capable of deadly thrusts as well as chopping attacks.
Impact Weapons
Axe - 300 gp, 2 xp
A broad-bladed weapon balanced for use in one hand, an axe is not too different from a chopping sword. Easy to manufacture and of great utility as a tool as well as a weapon, the axe is a popular armament.
Club/Staff - 300 gp, 2 xp
At its most basic, a club is little more than a bilet of wood and a staff is a slightly longer version of the same weapon. A more refined model of either might have a few metal bands added to increase its heft and leather wrapped around the handle. Clubs are popular among barbarians, peasants in revolt and outlaws of a poorer sort, while travelers of various sorts favor staves.
Great Axe - 400 gp, 2 xp
A narrow-bladded axe designed for use in both hands, the great axe is a fearsome weapon. These long-shafted weapons are typically used for striking downward blows. This weapon has the chance to deal extra damage on a successful attack.
Hammer - 300 gp, 2 xp
Hammers are better balanced and lighter than maces, making them faster and more accurate. A smaller head concentrates the force of the hammer's blows and helps make up a sharp point opposite the head, for use against heavily armored opponents.
Mace - 300 gp, 2 xp
A mace is nothing more than a heavy weight on the end of a handle. Slow, but powerful, the mace delivers crushing, stunning blows to targets. Some maces have their wight attached to a short chain to allow the weilder to deliver a more forceful blow.
Poleaxe - 400 gp, 2 xp
Similar to the great axe, but equiped with a longer shaft and a heavier blade, the pole axe is a slow but devistating weapon. While less effective than the great sword, the poleaxe is considerably cheaper and requires less strength than that mighty weapon. As a result, the poleaxe is a popular armament for heavy infantry.
Sledge - 400 gp, 2 xp
A two-handed mace or hammer, the sledge is slow and unwieldy, but strikes with awesome power. This weapon has the chance to deal extra damage on a successful attack.
Spears
Lance - 400 gp, 2 xp
A difficult weapon to use, the lance is a strong-shafted spear designed to be used from horseback. Lances are typically not used against other calvalry, but to ride down individuals on the ground, On a battlefield, this menas they usually come into play after an infantry formation breaks and routs. This weapon has the chance to deal extra damage on a successful attack.
Short Spear - 300 gp, 2 xp
A short-shafted weapon used primarily for stabbing, the short spear often has a long head so that it can be used for shashing and chopping in a pinch. Short spears are versitile weapons and much-favored by warrior cultures and elite troops as a result.
Spear - 300 gp, 2 xp
One of the most versitile and simple weapons ever produced, the spear is a foot-long head attached to the end of a fite to six-foot pole. The head of the spear typically has extensions built into the sides to prevent it from going too deep into a target. Spears are inexpensive and effective and, as a result, are one of the most common armaments of sodiers everywhere.
Ranged Weapons
- Composite Bow - 100 gp, 1 xp
Composite bows are made of layers of different woods, often reinforced with layers of horn. The only weakness of a composite bow, other than its expense, is the fact that it is held together with glue. If it gets wet, the glue weakens and the bow can come to pieces when pulled. As a result, most composite bows are bound in waterprof leather covers. (Medium Range: 250 yards)
Long Bow - 100 gp, 1 xp
Longer than a self bow, the long bow is harder to pull and offers considerably more power. This weapon has the chance to deal extra damage on a successful hit. (Medium Range: 200 yards)
Self Bow - 100 gp, 1 xp
A sout lendth of springy wood about three feet long. The self bow is bent along the wood's natural shape. Of simple construction, the self bow is not very powerful. (Medium Range: 150 yards)
Arrows
- Broadhead - 200 gp, 1 xp
Broadhead arrows have broad triagle or leaf-shaped heads, The arrowhead is wide, to increase the ammount of tissue damage done on a successful hit, but still tapers to allow the arrow to penetrate armor.
Fowling - 200 gp, 1 xp
Fowling arrows do not have a point. Instead, they have a round wooden bulb at the tip. They're normally used to hunt birds, which would be ruined by a direct hit from a normal arrow. However, they can also be used to stun targets without killing them. These arrows deal stunning damage instead of normal hits.
Frog Crotch - 200 gp, 1 xp
Frog critch arrows have a Y-shaped head, with the arms of the Y facing forward, sharpened on the inside. These arrows do hideous damage to tissue but perform terribly against armor. These arrows have the chance to deal extra damage against unarmored opponents.
Target - 200 gp, 1 xp
Target arrows have no blades on their heads -- simply hardened, sharpened steel tips. These arrows have the chance to ignore armor bonuses against armored opponents.
Chakram - 300 gp, 2 xp
A small disk or ring of steel with sharpened out edges. The chakram's shape allows it to fly farther than most throws weapons, but the fact that ir doesn't tumble in flight deprives it of mush striking power. (Medium Range: 20 yards)
Hatchet - 300 gp, 2 xp
A small one-handed axe balanced for throwing. Hatchets have very short ranges, but their weight and tumbling motion makes the deadly weapons. This weapon has the chance to deal extra damage on a successful attack. (Medium Range: 10 yards)
Javelin - 300 gp, 2 xp
The most powerful of the thrown weapons, the javelin is a small, light spear often carried in small bundles. It is superior to the hatched as a melee weapon, and it has better range than the chakram. However, this comes at a price -- unlike all the other thrown weapons, javelins are large, bulky, and difficult to conceal. (Medium Range: 30 yards)
Throwing Knife - 300 gp, 2 xp
the middle ground of thrown weapons, with more numch than the chakram and more range and concealability than the hatchet. Throwing knives are ballanced for throwing, not melee combat; therefore they are not as good as regular knives in that aspect. (Medium Range: 15 yards)
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- Posted: Thu, 28 Jul 2005 12:18:51 +0000
- Post 15 - How's My RP?
Reporting Students
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