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Hp is determined by rolling 6d6.
Average is between 20 and 30.
(just an example, you may add hp accordingly.)
weapons are only things that you own in gaia. (see weapon stats)
Armor is only armor that you own in gaia. (see armor stats)
Duel wielding is allowed. (but only one weapon attack at a time, unless stated otherwise.)
cluttered armor is not allowed. (maximum of ten armor pieces allowed)
Ac's base is ten, you may add on to it accordingly.
Rolling a 20 on the initial attack roll will constitute a hit regardless of the ac.
Rolling a 1 constitutes a miss, on the initial attack regardless of strength.
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Weapon stats:
Ancient Katana 2d6+2 (+3 to attack)
G-Blade 1d8 +3 (+3 to attack)
Dark halo (Dark claws) 1d12 (+1 to attack)
Flame sword 1d6 + 1d4 (Elemental damage) (+3 to attack)
Sword of Aegis 1d10+2 (+1 to attack)
Pimp cane 1d8 (+1 to attack)
Demonic pitch fork 2d8 (+4 to attack)
Angelic staff 3d4 (+4 to attack)
Demona arm 2d6, (+2 to atk)
Whips 1d4+2 (elemental damage) two attacks per turn (duel wielded)
Chain of command 1d3, 20% chance to entangle weapon.
Baseball bat 2d4 (+3 to atk)
Trowel 1d4+2
Hammer 1d6 (+2to atk)
Nightmare claws 1d4+random number0-3 (Nightmare damage.) (+1 to attack)
Nightmare parasol 2d4 +random number 0-4 (Nightmare damage)
Bottle 1d4+1
Mug 1d4+1
Picket sign 1d6
Magician's Wand 1d6 (Range= 3) (+1 to attack)
Fairy Wand 1d8 (Range=4) (+1 to attack)
Wizard's Wand 1d10 (Range=6) (+2 to attack)
Joker Wand 1d12 (Range=8 ) (+3 to attack)
Royal Scepter 2d6 (Range=10) (+4 to attack)
Sun staff 2d4+2 (Range=5) (+2 to attack)
Demon bow Close combat 1d6, ranged combat 2d4 (Range=12) (+3 to attack)
Angelbow no close combat, 1d4 healing, ranged combat 2d4 (Range=12) (+3 to attack)
Ancient Katana 2d6+2 (+3 to attack)
G-Blade 1d8 +3 (+3 to attack)
Dark halo (Dark claws) 1d12 (+1 to attack)
Flame sword 1d6 + 1d4 (Elemental damage) (+3 to attack)
Sword of Aegis 1d10+2 (+1 to attack)
Pimp cane 1d8 (+1 to attack)
Demonic pitch fork 2d8 (+4 to attack)
Angelic staff 3d4 (+4 to attack)
Demona arm 2d6, (+2 to atk)
Whips 1d4+2 (elemental damage) two attacks per turn (duel wielded)
Chain of command 1d3, 20% chance to entangle weapon.
Baseball bat 2d4 (+3 to atk)
Trowel 1d4+2
Hammer 1d6 (+2to atk)
Nightmare claws 1d4+random number0-3 (Nightmare damage.) (+1 to attack)
Nightmare parasol 2d4 +random number 0-4 (Nightmare damage)
Bottle 1d4+1
Mug 1d4+1
Picket sign 1d6
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Wand & scepter rules: Number of posts/500= number of times it may be used
Magician's Wand 1d6 (Range= 3) (+1 to attack)
Fairy Wand 1d8 (Range=4) (+1 to attack)
Wizard's Wand 1d10 (Range=6) (+2 to attack)
Joker Wand 1d12 (Range=8 ) (+3 to attack)
Royal Scepter 2d6 (Range=10) (+4 to attack)
Sun staff 2d4+2 (Range=5) (+2 to attack)
Demon bow Close combat 1d6, ranged combat 2d4 (Range=12) (+3 to attack)
Angelbow no close combat, 1d4 healing, ranged combat 2d4 (Range=12) (+3 to attack)
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Claws and The such:
Cat claws 1d6 X 2 attacks (+1 to attack)
Were claws 2d4 X 2 attacks (+1 to attack)
Were bite(Were mask) 2d4+1 -1ac for that turn (very close range combat)
Antlers 1d4 (+6 to attack)
Horns of the demon 2d6 (+2 to attack)
Bull horns 1d4 (+3 to attack)
Raptor horns 1d4 +1d4 (Elemental damage.) (+2 to attack)
Hooves 1d6
Gauntlet 1d4+elemental damage 1d4 (Basically a 2d4)
Reindeer slippers Horned kick 1d4+1
Cat scratch boots cat scratch! 1d6
Cat claws 1d6 X 2 attacks (+1 to attack)
Were claws 2d4 X 2 attacks (+1 to attack)
Were bite(Were mask) 2d4+1 -1ac for that turn (very close range combat)
Antlers 1d4 (+6 to attack)
Horns of the demon 2d6 (+2 to attack)
Bull horns 1d4 (+3 to attack)
Raptor horns 1d4 +1d4 (Elemental damage.) (+2 to attack)
Hooves 1d6
Gauntlet 1d4+elemental damage 1d4 (Basically a 2d4)
Reindeer slippers Horned kick 1d4+1
Cat scratch boots cat scratch! 1d6
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Physical attacks:
Punch 1d4
Kick random number 1-5 (steal toed boot +2 to atk)
Punch 1d4
Kick random number 1-5 (steal toed boot +2 to atk)
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Armor stats:
Mythrill Armor + 1 ac a piece
Damascus Armor +1 ac a piece
Chest plate of aracknid +1ac
Bone armor/helm+2ac
Musketeer top +2ac
Ninja head band +2ac
Kitsune mask +2ac
Any other helmet +1 ac
Robo ruro on body +1ac (Warning indicator) 20% dodge
Lunar crowl +2ac
Nightmare parasol +1ac
hard shell pack +1 ac
Jackets +10% to dodge
Mythrill Armor + 1 ac a piece
Damascus Armor +1 ac a piece
Chest plate of aracknid +1ac
Bone armor/helm+2ac
Musketeer top +2ac
Ninja head band +2ac
Kitsune mask +2ac
Any other helmet +1 ac
Robo ruro on body +1ac (Warning indicator) 20% dodge
Lunar crowl +2ac
Nightmare parasol +1ac
hard shell pack +1 ac
Jackets +10% to dodge
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The android/zombie/ghost bonus:
Androids get a +1 to ac
Zombies lv3 get a +2 to hp
Zombie lv4Get a +3 to hp
Zombie lv 5 Get a +4 to hp and +1 to ac
Ghost bonus +5 to ac, damage 1d4
Androids get a +1 to ac
Zombies lv3 get a +2 to hp
Zombie lv4Get a +3 to hp
Zombie lv 5 Get a +4 to hp and +1 to ac
Ghost bonus +5 to ac, damage 1d4
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Accessory bonuses:
Dark halo each adds +1 point of damage to weapons.
Phoenix circlet 2d4+2 (Elemental damage distance shot. 1d6= number of times it may be used.)
Lunar cloak Hide in shadows (20% chance of a dodge.)
Solar cloak Blind -2 to opponents atk
Fairy wings Flight +2 ac, -1atk
Butterfly mandala Flight +1 ac, -1atk
Nightmare scarf, nightmare headband, nightmare collar +random number 0-4 on damage (Nightmare damage.)
Guitar of angelus, angelic scarf, angelic headband Negate nightmare damage + 10% chance of heal (+1d6 to hp)
Wearing the whips +1d4 elemental damage
Any shades will block the blind effect.
Neko(Cat) will increase dex points by one for each item (Includes cat ears, cat paws for feet and hands, and cat tail.)
Full wolf Will increase atk point by 1 for each item (includes claws, feet, tail, and either puppy mask, or wear mask.)
Full Kitsune +5% dodge for each kitsune item
Jacked up and ready to go. +1 damage per jacked up item.
OMG Odd Damage bonus weapon attack=+2damage, non wielding damage = random number 3-7
OMFG Odd damage +1 damage, non wielding damage =1-5
Xi Dead man walking +2 hp for each item.
Wraps Embraced +1 damage to attack with punch (hand wraps) and Kick (Feet wraps.)
Chyaku Norisu Scarf Chyaku Norisu round house kick +3 damage & +2 atk. (For kicks, does not add to overall bonuses.) +10% dodge (Distraction)
Chain of command 20% chance to entangle. if successful entangled weapon cannot be used until a 1 is rolled on a d6.
Dark halo each adds +1 point of damage to weapons.
Phoenix circlet 2d4+2 (Elemental damage distance shot. 1d6= number of times it may be used.)
Lunar cloak Hide in shadows (20% chance of a dodge.)
Solar cloak Blind -2 to opponents atk
Fairy wings Flight +2 ac, -1atk
Butterfly mandala Flight +1 ac, -1atk
Nightmare scarf, nightmare headband, nightmare collar +random number 0-4 on damage (Nightmare damage.)
Guitar of angelus, angelic scarf, angelic headband Negate nightmare damage + 10% chance of heal (+1d6 to hp)
Wearing the whips +1d4 elemental damage
Any shades will block the blind effect.
Neko(Cat) will increase dex points by one for each item (Includes cat ears, cat paws for feet and hands, and cat tail.)
Full wolf Will increase atk point by 1 for each item (includes claws, feet, tail, and either puppy mask, or wear mask.)
Full Kitsune +5% dodge for each kitsune item
Jacked up and ready to go. +1 damage per jacked up item.
OMG Odd Damage bonus weapon attack=+2damage, non wielding damage = random number 3-7
OMFG Odd damage +1 damage, non wielding damage =1-5
Xi Dead man walking +2 hp for each item.
Wraps Embraced +1 damage to attack with punch (hand wraps) and Kick (Feet wraps.)
Chyaku Norisu Scarf Chyaku Norisu round house kick +3 damage & +2 atk. (For kicks, does not add to overall bonuses.) +10% dodge (Distraction)
Chain of command 20% chance to entangle. if successful entangled weapon cannot be used until a 1 is rolled on a d6.
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Pets
[Control the pet as if it were another fighter controled by you.]
Duck hat Summon 1 duck per 2000 posts. (5 hp, 16 ac, attack +0, and 1d4 damage)
animate plushie Plushies turn into (7hp, 13ac, attack +0, 1d4 damage)
Mochi (10hp, 11ac, attack 1d4+1)
Gwee (12 hp, 14ac, attack 1d6+ 1d4(elemental damage))
If I have forgotten anything, please inform me.

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Special abilities:If you wish to concentrate, or howl or anything to raise a stat for two turns then you forfeit a turn, and increase that stat by two.
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Critical hit and critical miss: If somebody rolls a 1 on the initial armor check roll that means a backfire occurred, you will take 1d4 damage for that.
Also, if you roll a perfect twenty without modifiers, you get a critical hit (damage x2)
Also, if you roll a perfect twenty without modifiers, you get a critical hit (damage x2)
