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Posted: Mon Jul 10, 2006 11:06 pm
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Posted: Mon Jul 10, 2006 11:07 pm
Genesis' Memory Card [img]http://img80.imageshack.us/img80/3262/genesissketch3gp.jpg[/img] Quote: Name: Genesis Rockhide [Apprentice]
Statpoint distribution HPI: 1 +1 = 2 (10hp) STR: 0 +1 = 1 DEF: 5 +1 = 6 +1 (Robes) = 7 INT: 9 +1 = 10 +1 (Clarity) +3 (Robes) = 14 | +3 MDEF (Robes) AGI: 5 +1 = 6 LUK: 0 +1 = 1
Skills:
1. BOLT | BASE DAMAGE: 10 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 3
Basic attacking skill for apprentices.
2. FLARE | BASE DAMAGE: 6 | CASTING TIME: 2 | RECOVERY TIME: 1 | COOLDOWN: 6 | ALL
Hits all enemies. Basic attacking skill.
3. EMPATHY | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 1 | COOLDOWN: 5 DURATION: 1 | SELF
Reflects 100% of all damage back onto the attacker. Only applicable for physical attacks.
4. CLARITY | PASSIVE | AC: NONE
When equipped, the Apprentice will gain a +1 INT bonus. Any Spirits on the field will also be made visible � but these spirits are only visible to the apprentice, and he/she will be notified of their presence via PM at the beginning of the battle.
5. ROCKHIDE | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 5 | DURATION: 2 | SELF
To compensate for an apprentices's frail defense, sages have created this kind of spell in order to reinforce their personage.
Causing all of the apprentice's muscles to tense and tighten, his skin almost emulates the properties of the earth itself - strong and resilient. It can now turn away blade and spear leaving his skin unscathed since due to the tightening of the muscles, it causes gaps in between tendons to close, thus there is no place for blades to pierce through.
Apprentice becomes immune to all physical attacks for the duration of the spell, but becomes unable to cast magic.
Equip: Robes | DEF + 1 | MAGICDEF + 3 | INT + 3 | [size=9]Name: Genesis Rockhide [Apprentice]
Statpoint distribution HP[color=white]I[/color]: 1 +1 = 2 (10hp) STR: 0 +1 = 1 DEF: 5 +1 = 6 +1 (Robes) = 7 INT: 9 +1 = 10 +1 (Clarity) +3 (Robes) = 14 | +3 MDEF (Robes) AGI: 5 +1 = 6 LUK: 0 +1 = 1
Skills:
1. BOLT | BASE DAMAGE: 10 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 3
Basic attacking skill for apprentices.
2. FLARE | BASE DAMAGE: 6 | CASTING TIME: 2 | RECOVERY TIME: 1 | COOLDOWN: 6 | ALL
Hits all enemies. Basic attacking skill.
3. EMPATHY | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 1 | COOLDOWN: 5 DURATION: 1 | SELF
Reflects 100% of all damage back onto the attacker. Only applicable for physical attacks.
4. CLARITY | PASSIVE | AC: NONE
When equipped, the Apprentice will gain a +1 INT bonus. Any Spirits on the field will also be made visible � but these spirits are only visible to the apprentice, and he/she will be notified of their presence via PM at the beginning of the battle.
5. ROCKHIDE | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 5 | DURATION: 2 | SELF
To compensate for an apprentices's frail defense, sages have created this kind of spell in order to reinforce their personage.
Causing all of the apprentice's muscles to tense and tighten, his skin almost emulates the properties of the earth itself - strong and resilient. It can now turn away blade and spear leaving his skin unscathed since due to the tightening of the muscles, it causes gaps in between tendons to close, thus there is no place for blades to pierce through.
Apprentice becomes immune to all physical attacks for the duration of the spell, but becomes unable to cast magic.
Equip: Robes | DEF + 1 | MAGICDEF + 3 | INT + 3 |[/size] ((Posted for Genesis Rockhide))
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Posted: Tue Jul 11, 2006 12:15 am
Faith Birchwood's Stats! -Headshot image here T3T- 20 point stats: Name: Faith Birchwood (cleric) Statpoint distribution: HP: 4 STR: 1 DEF: 6+1=7 (MDEF+3) INT: 8+3=11 AGI: 5 LUK: 2 Skills: 1. = HEAL | 2. = WISH | 3. = SMITE | 4. = BENEDICTION | 5. = ANOINT BLADE Equip: Robes (DEF+1 | MDEF+3 | INT+3) ----------------------------------------------------------------------------------------------- HEAL | BASE DAMAGE: -5 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 0 |
The basic healing spell of all clerics. ----------------------------------------------------------------------------------------------- WISH | BASE DAMAGE: -10 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 5 | ALL
Heals the entire party after 2 turns have elapsed. During these two turns, the Cleric is still able to do whatever he/she wishes to do.
For example: Cecilia the Cleric casts Wish. Her turn ends. When it reaches her turn again, she may do whatever she wishes to do, so she heals a party member. Her turn ends. When it reaches her turn again for the third time, she again can do whatever she wishes to do. When her turn ends, wish activates and the entire party is healed 10 HP + Cleric INT. ----------------------------------------------------------------------------------------------- SMITE | BASE DAMAGE: 5 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2 | ALL
Basic Cleric offensive spell. ----------------------------------------------------------------------------------------------- BENEDICTION | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2 DURATION: 3
A blessing upon a single target. Target receives at +3 STR and DEF boost ----------------------------------------------------------------------------------------------- ANOINT BLADE | BASE DAMAGE: 5 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 3 DURATION: 5
A cleric utters a short litany upon which it imbues his/her or an ally's blade with holy energy. The imbued weapon will radiate a soft white glow which upon contact with an ally will heal some of his wounds, while touching a fiend's hide will cause grievous harm.
The anointed blade will do STR+2 damage to the foes it touches (defence is still applied), while when touching an ally, it will heal 1d4 HP. -----------------------------------------------------------------------------------------------
40 point stats: Name: Faith Birchwood (cleric) Statpoint distribution: HP: 8 (40hp) STR: 1 DEF: 8+1=9 (MDEF+3) INT: 17+3=21 AGI: 8 LUK: 4 Skills: 1. = HEAL | 2. = WISH | 3. = SMITE | 4. = BENEDICTION | 5. = ANOINT BLADE Equip: Robes (DEF+1 | MDEF+3 | INT+3)
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Posted: Tue Jul 11, 2006 1:02 am
Olivia's Wonderland 20 Point Stats & Skill Name: Olivia Winter [Knight]
Statpoint distribution HPI: 5 +1 = 6 [30HP] STR: 5 +1 = 6 +3 [Might + Aggression] = 9 DEF: 6 +1 = 7 +3 [Chainmail] = 10 INT: 0 +1 = 1 AGI: 3 +1 = 4 LUK: 1 +1 = 2
Skills:
1] CLEAVE | BASE DAMAGE: 7 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 |
A basic attacking move used by knights, does 7 DMG + STR
2] CANOPENER | BASE DAMAGE: 5 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 |
A skill that deals more damage to armored opponents. If the opponent is not wearing armour, then this skill will only do 5 DMG + STR. If the opponent is wearing armour, this skill gains 4 bonus damage.
3] MIGHT | PASSIVE | AC: NONE
The knight gains a +1 bonus to STR when this skill is equipped.
When paired with Aggression, it will result in a total raise of 3 STR.
4] AGGRESSION | PASSIVE | AC: NONE
The knight gains a +1 bonus to STR when this skill is equipped.
When paired with Might, it will result in a total raise of 3 STR.
5] GUARD | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 2 | SELF
The Knight can guard a player (ally or enemy) of his or her choice for one player cycle. He/she will receive a +2 DEF bonus for this duration.
Equip: Chain Mail | DEF + 3 |
Armor made from linking iron rings. It jingles when you walk. :')
40 Point Stats Name: Olivia Winter [Knight]
Statpoint distribution HPI: 10 +1 = 11 [55HP] STR: 9 +1 = 10 +3 [Might + Aggression] = 13 DEF: 16 +1 = 17 +3 [Chainmail] = 20 INT: 0 +1 = 1 AGI: 4 +1 = 5 LUK: 1 +1 = 2
 Battle Stats [Olivia's Stats] [HP: 11 [55HP] | STR: 13 | DEF: 20 | INT: 1 | AGI: 5 | LUK: 2 ]
[Olivia's Stats] [HP: 6 [30HP] | STR: 9 | DEF: 10 | INT: 1 | AGI: 4 | LUK: 2 ]
[Skills | CLEAVE | CANOPENER | MIGHT | AGGRESSION | GUARD]
[Skill Cast | CANOPENER | BD=5 | CT=0 | RT=0 | CD=1]
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Posted: Tue Jul 11, 2006 3:13 am
20 points Name:Fizzy[Thief] Statpoint distribution: HP:3(x5)15 STR: 4 DEF: 5(+2)7 INT: 1 AGI: 8(+1)9 LUK: 5 Skills:
PICKPOCKET | FLASH BOMB | GAMBLER| LUCKY 3s |LUCKY 7s |
Equip:soft soles | DEF + 2 | AGI + 1 | 40 points Name:Fizzy[Thief] Statpoint distribution: HP:8(x5)40 STR: 10 DEF: 10(+2)12 INT: 1 AGI: 10(+1)11 LUK: 7 Skills:
PICKPOCKET | FLASH BOMB | GAMBLER| LUCKY 3s |LUCKY 7s |
Equip:soft soles | DEF + 2 | AGI + 1 |
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Posted: Tue Jul 11, 2006 10:46 am
| Ferdir Frogmorton | Archer | Stat Distribution:
20 Points
HP: (1 + 3) = 4 [20hp] STR: 1 + 6 +1 = 8 DEF: 1 + 3 + 2 = 6 INT: 1 = 1 AGI: 1 + 6 = 7 LUK: 1 + 2 = 3
40 Points
HP: (1 + 3) = 4 (+ 4) = 8 [40hp] STR: 1 + 6 +1 = 8 (+ 4) = 12 DEF: 1 + 3 + 2 = 6 (+ 5) = 11 INT: 1 = 1 (+ 1) = 2 AGI: 1 + 6 = 7 (+ 6) = 13 LUK: 1 + 2 = 3 (+ 0) = 3 Skills:
PIERCE | BASE DAMAGE: STR | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1
Disregard 2 enemy DEF. ________________________________________________
ARROWSQUALL | BASE DAMAGE: ? | CASTING TIME: 1 | RECOVERY TIME: 1 | COOLDOWN: 5
The archer unleashes a rain of arrows upon his/her enemies, wreaking havoc where they land.
The amount of arrows drawn is equivalent to the Archer�s STR, and fired equally among the enemies. The dice roll signifies the amount of arrows that have hit.
Damage will be calculated by (Archer STR � Enemy DEF) x Number of Arrows Hit ________________________________________________
INTERRUPT | BASE DAMAGE: 1 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 5
Fires an arrow at the enemy, effectively interrupting skills that are about to be cast.
For this skill to work, damage must be dealt to the interrupted target (ie. Archer STR is greater than enemy DEF) and the archer must have higher AGI. ________________________________________________
RICOCHET | BASE DAMAGE: 3 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 | A special type of shot used by experienced archers. The arrow is shot at a certain angle in order for the arrow to Richochet off the target and hit another enemy. The Archer will choose which two enemies to strike.
Main target receives 60% of total damage. Second target is chosen by the archer and receives 40% of total damage. If there is only one target then the Main target still receives 60% of total damage. ________________________________________________
EAGLE EYE | PASSIVE | AC: NONE
When equipped, the Archer can roll either a 9 or 10 to deal a critical.
Equip:
Creepy boar hide with tusks | DEF + 2 | STR + 1 |
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Posted: Tue Jul 11, 2006 2:43 pm
-: Leif Swiftpad :-
Doodle ;_;20 Points Name:Leif Swiftpad Class:Thief Statpoint distribution: HP: 2 STR: 5 DEF: 5 INT: 1 AGI: 8 LUK: 5 Skills: 1. = PICKPOCKET | 2. = HAMSTRING | 3. = GAMBLER | 4. =HEALING 7s | 5. = LUCKY 7s | Equip: Soft soles | DEF + 2 | AGI + 1 | 40 Points Name:Leif Swiftpad Class:Thief Statpoint distribution: HP: 4 STR: 14 DEF: 12 +2=14 INT: 1 AGI: 10 +1=12 LUK: 5 Skills: 1. = PICKPOCKET | 2. = HAMSTRING | 3. = GAMBLER | 4. =HEALING 7s | 5. = LUCKY 7s | Equip: Soft soles | DEF + 2 | AGI + 1 | Skeelz PICKPOCKET | BASE DAMAGE: 0 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 1 |
Steals money from the enemy. This skill cannot be used on the same enemy twice (even if it is used by another thief.) Throw 1d100, and the number produced is the amount of PP stolen. 50% of the stolen money will go to the thief, and the rest will be distributed evenly among party members.
Some enemies do not carry gold. (Use your common sense! Wild wolves probably won t have anything of worth on them!)
HAMSTRING | BASE DAMAGE: 5 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 3 |
Roll 1d10. If the number is 9 or above, then the enemy has been delayed.
GAMBLER | BASE DAMAGE: ? | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 5 |
Damage dealt is based of the dice used. Damage is based off STR.
1d4: If the number is 3 or above, damage is increased by 3. If not, no damage is dealt. 1d6: If the number is 4 or above, damage is increased by 5. If not, no damage is dealt. 1d10: If the number is 7 or above, damage is doubled. If not, no damage is dealt. 1d20: If the number is 16 or above, damage is tripled. If not, no damage is dealt. 3d20: If the number is 55 or above, double damage is dealt to all enemies. If not, no damage is dealt. 1d100: If the number is 95 or above, all enemies are KOed.
LUCKY 7s | PASSIVE | AC: NONE
If a 7 is rolled when the thief attacks, then the attack is a critical.
HEALING 7s | PASSIVE | AC: NONE
If a 7 is rolled when the thief attacks, then the thief will be healed by the amount of damage dealt
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Posted: Mon Jul 31, 2006 6:54 am
Velshareen Que'Baton's Stats. Booger, I'm so late. Sorry, sorry. I just didn't have so much time on my hands to crank out the 20/40 stats. But it is done! And now on to the stats! (And fixed because I'm bad on math.)
(20 Pt) NAME: Velshareen Que’Baton | HP: 25 | STR: 4 | DEF: 5 | INT: 6 (+3) | SPD: 3 | LUK: 3 |
(40 Pt) NAME: Velshareen Que’Baton | HP: 45 | STR: 7 | DEF: 7 | INT: 12 (+3) | SPD: 6 | LUK: 5 | Name: Velshareen Que’Baton Class: Cleric Statpoint distribution: (20 point) HP: 5 (+4) = 25 STR: 4 (+3)DEF: 5 (+4)INT: 6 (+5) (+3 from Robes = 9)AGI: 3 (+2)LUK: 3 (+2)Skills: 1.= Heal 2.= Flash 3.= Smite 4.= Benediction 5 = Magicrod Equip: Robes Name: Velshareen Que’Baton Class: Cleric Statpoint distribution: (40 point) HP: 8 (+8 ) = 45 STR: 7 (+6)DEF: 7 (+6)INT: 12 (+11) (+3 from Robes = 14)AGI: 6 (+5)LUK: 5 (+4)Skills: 1.= Heal 2.= Flash 3.= Smite 4.= Benediction 5.= Magicrod Equip: Robes HEAL | BASE DAMAGE: -5 | CASTING TIME: 0 | RECOVERY TIME: 0 | COOLDOWN: 0 | The basic healing spell of all clerics.
FLASH | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2 | A blinding flash of light upon a single enemy. The caster must roll 1d100 = if the number is even then the caster has successfully blinded the foe. If it is odd, then the spell was unsuccessful. If the spell has been successful, then the targeted enemy will miss his/her next attack. Basic Cleric offensive spell.
SMITE | BASE DAMAGE: 5 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2 Basic Cleric offensive spell.
BENEDICTION | BASE DAMAGE: 0 | CASTING TIME: 1 | RECOVERY TIME: 0 | COOLDOWN: 2 DURATION: 3 A blessing upon a single target. Target receives at +3 STR and DEF boost.
MAGICROD | PASSIVE | AC: NONE When this skill is equipped, the Cleric will attract all enemy magical spells towards him/herself. Note that if the enemy uses an attack ALL skill, the Cleric will take all damage for his/her team mates. For Example: Clarissa the Cleric is in a party with two other people and she has Magic Rod equipped. Dirk the Drow casts Dark Blast, which would normally deal 5 DMG to each member of the party…but all magic is attracted to Clarissa. Since the spell was intended to hit three people, Clarissa will take 3 times the damage and therefore take 15 DMG. (Note that Clerics and Apprentices can equip good anti-magic robes. If Clarissa has 5 Magic DEF, the spell will do 3(MAGIC DMG / MAGIC DEF), therefore doing no damage.)
Robes | DEF + 1 | MAGICDEF + 3 | INT + 3 | Simple cleric robes, imbued with magical properties, which increases magic!
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