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Universe Crusaders Forum RPG [Waiting for 1 player to start, 3 player slots left]

...or in other words: post-whoring
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Zatsupachi
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Universe Crusaders Forum RPG [Waiting for 1 player to start, 3 player slots left]

Postby Zatsupachi » 11 months ago

-Universe Crusaders Forum RPG-

-Story-
The clash of light and dark.
[Devon], the manifestation of Light and Time.
[Daniel], the manifestation of Darkness and the Void.

They are twins birth from the primordials, made to be
weights of equal value to maintain the balance of the universe.

They were made incarnate on the [World] to study and understand
the situation of its people. Daniel was the curious one, he
went his own way and was met with a necklace of some sort.
He wore it and suddenly lost control of himself.

He built a castle, summoned an army of dark beings and attacked
anything that gets in their way. Devon feeling responsible, and
their only means of getting back home is to be together
takes on himself and confronts his brother.

[Devon] won, and broke the necklace. But, in the end of their
clash. There was no trace of [Daniel] anywhere. Weeks passed,
and [Devon] has heard of rumors that a cult is in possession
of a powerful dark entity. [Devon] investigates, and scattered
the cult. The cult did not have [Daniel] at all. [Devon] knows
to make haste in finding his brother before his power falls in
the wrong hands.

Centuries have passed since, and [Devon] himself went missing.
The [Kingdom of Trudder], a kingdom formed by the union of most of
the nations of the [World] was growing worried about dark times
to come ahead. What if [Daniel]'s power was once more unleashed
to the [World]? And without [Devon], there will be no hope to
stop the darkness from consuming the land.

The [King] is willing to hire the help of travellers and
mercenaries to find [Devon] and [Daniel] to help them get back home.

-Mechanics-
Stats:
HP - Hit Points - the amount of damage you can take. If you hit 0, then you're unconscious.
If the damage dealt is higher than your current hit points, it will always be at 0.

At 0 hit points:
In combat, if you aren't reconstituted after 4 rounds, then you cannot be able to participate
for the rest of the combat sequence.
After combat, you cannot participate in battles until you are reconstituted.
Not in combat, you can be reconstituted by leisure of the party members.
Yes, your party can leave you for dead. From here on, you're probably going to
have to make a new character.
But if you're party's nice enough to carry your dead body around until they buy a
[Reconstitute Potion] in a town.

ACR - Accuracy - How reliably can you hit with an attack/magic?
ATK/MAG - Attack Power/Magic Power - How powerful is your attack/magic?
RDM - Damage Reduction - How well can you defend against an attack?
RST - Magic Resistance - How well can you defend against magic?
AGL - Agility - Are you fast can you react?
SPD - Speed - Determines turn order.

LV - Level - Representation of skill.
XP - Experience - Points needed to level up.

Non-combat:
Party needs to decide by majority, what are they going to do/where are they going.
A decision will be made once I update maybe once or twice a day.

Combat:
Each member, including enemies, will take a SINGLE action.
Actions:
-Attacking - you will try to damage a target.
Attacking can be either single-target or all-unit targetting.
there will be special cases of multi-targetting however.
-Item - use an item from your inventory.
-Re-equip - use your turn to change equipment.
-Skill - use your turn to perform a skill.
-Skip - skip your turn.

The combat sequence continues on until one of either parties is wiped out.

Charge time[PLAYERS ONLY]:
If your character does a special attack or spell,
it produces charge time.
Once you have more than 0 charge time, you cannot use your
special attack or spell.
Charge time decreases by 1 in every round but will not go below 0.

Sometimes, if great damage by multiple players is dealt on a target,
Charge times produced will be lesser than that special attack/spells
supposed produced charge time. This amount is random, but it will
prioritize the player with the most charge time.


-Character Creation-

Have a name. An optional backstory. An optional age.
And Choose a Fighting Style and Special Attack.
If you're a mage then choose a Primary Spell, two Other Spells and a Support Spell.

(I will be rolling the die for y'all.)

Choose a Class:
[Swordsman]
HP: 1000 + 12d10
ACR: 50 + 4d6
ATK: 125 + 4d8
RDM: 100 + 3d6
RST: 25 + 3d6
AGL: 100 + 3d6
SPD: 200

Good all-round fighter.

Fighting Styles(choose 1):
Knight - Can attack with three swipes, each with separate damage calculation
- Starts with Long Sword -
Fencer - Can attack with one piercing blow, damage is multiplied by 3 at the end of calculation.
- Starts with Foil-
Samurai - Can attack with six swipes, each with separate damage calculation, lowers accuracy by 30%
- Starts with Katana-
Heavy - Can weild heavier swords, lowers agility by 20%, lowers speed by 10%, raises attack by 30%
- Starts with Greatsword -

Special Attack(choose 1):
-Flame Drive - Fire Element, ATK * 8, Charge Time: 6
-Cold Shift - Ice Element, can freeze target, ATK * 6, Charge Time: 6
-Blood Swath - Forces Weapon Max Damage, take HP * 0.2 damage, ATK * 6, Charge Time: 4
-Link Breaker - Ignores target's RDM, ATK * 6, Charge Time: 6


[Spearman]
HP: 700 + 12d10
ACR: 100 + 4d6
ATK: 100 + 4d8
RDM: 100 + 3d8
RST: 25 + 3d6
AGL: 100 + 3d6
SPD: 175

Attacks with Polearms.

Fighting Styles(choose 1):
ArmorPiercer - Has a higher chance at breaking through a blocking target. If it, breaks through,
The damage is multiplied by 2.5 at the end.
- Starts with Lance -
Paralytic - Has a higher chance at stunning target.
- Starts with Warhammer -
Berserker - Attacks with three pokes, each with separate damage calcuation, lower accuracy by 10%
If all three attacks connect, a 4th one will be performed dealing ATK * 1.6
- Starts with Halberd -

Special Attack(choose 1):
-Diamond Edge - Breaks through blocking target, Lowers target's RDM by 25%, ATK * 5, Charge Time: 6
-Lightning Rift - Electric Element, can paralyze target, ATK * 5, Charge Time: 6
-Savage Blitz - Hits ALL targets, ATK * 3, Charge Time: 7


[Archer]
HP: 700 + 10d10
ACR: 200 + 5d6
ATK: 25 + 3d6
RDM: 75 + 4d8
RST: 25 + 4d8
AGL: 150 + 4d6
SPD: 250

Can strike at a distance(attack enemy back lines).

Fighting Styles(choose 1):
-Burst - Fires three arrows, each with separate damage calculation.
- Starts with Crossbow -
-Sniper - Fires one arrow, higher chance at breaking through a blocking target, accuracy goes up by 30%
damage is multiplied by 1.75 at the end
- Starts with Long Bow -
-Sprayer - Fires eight arrows, each with seperate damage calculation, lowers accuracy by 40%
- Starts with Lockgun -
-Demolitions - Fires one explosive arrow, main target gets full damage, nearby targets get ATK * 0.75
- Starts with Bolt Crossbow -

Special Attack(choose 1):
-Silver Rain- Hits All Units, ATK*0.8 for 12 hits. Charge Time: 6
-Fatal Arrow - ATK * 7, Dark Element, Charge Time: 7
-Light Storm - ATK * 7, Light Element, Charge Time: 7
-Breaker Barrage - ATK * 0.5 for 8 hits, ATK * 1.5 as last hit, Last hit is Fire Damage, Charge Time: 6


[Mage] - slightly complicated
HP: 300 + 12d10 <!squishy!>
ACR: 350
MAG: 200 + 5d6
RDM: 25 + 5d8
RST: 125 + 6d8
AGL: 75 + 4d6
SPD: 75

MAGIC USER! Magicks can hit the back lines!
-Starts with Beginner's Staff-

PRIMARY SPELL, spell used as a normal attack, still obeys charge time rules.
you can only change your PRIMARY SPELL when you're not in a combat sequence.
OTHER SPELL, spell used as a skill command, spells under this can have differnt properties
more of this can be learned by acquisition of spellbooks.
SUPPORT SPELL, spell used as a skill command, these aren't offensive spells
more of this can be learned by acquisition of spellbooks.

Spells(Choose 1 primary spell, Choose 2 other spells):
-Fire Lance - attack with a lance of fire, fire element, MAG * 1.5, Charge Time: 3
-Fire Blast - attack with burst of flame, fire element, nearby targets get MAG * 0.5, Charge Time: 3
- OTHER SPELL property: ALL-UNIT ATTACK, MAG * 2
-Ice Blade - attack with a magical ice sword, ice element, can freeze target, MAG * 1.5, Charge Time: 4
-Lightning Bolt - attack with a bolt of lightning, electric element, can paralyze target, MAG * 1.5 Charge Time: 4
-Glare - attack with an eruption of ground, can petrify target, can stun nearby targets, Charge Time: 5
- OTHER SPELL property: ALL-UNIT ATTACK
-Prismatic Missile - attack with rainbow, can inflict random status condition(s), MAG * 2, Charge Time: 6
-Black Pulse - attack with a blast of darkness, dark element, can curse target, MAG * 1.5, Charge Time: 4
- OTHER SPELL property: ALL-UNIT ATTACK, MAG * 1
-Demon Quill - attack with swords made of demon wings, dark element, MAG * 3, Charge Time: 5
-Cloud Burst - attack with a poisonous cloud, can poison target, MAG * 2, Charge Time: 5
- OTHER SPELL property: ALL-UNIT ATTACK, MAG * 4, Charge Time: 7
-Light Assault - attack with light energy projectiles, light element, MAG * 3, Charge Time: 5
- OTHER SPELL property: ALL-UNIT ATTACK, MAG * 2, Charge Time: 7
-Scorching Ray - attack with a beam of light, light element, MAG * 4, Charge Time: 5

Support Spell(Choose 1):
-Heal - Heal player by HP * 0.8, Charge Time: 6
-Revive - Reconstitute player, Heal player by HP * 0.4, Charge Time: 8
-Valor Up - Entire Party gets a 30% boost in ATK, lasts 3 rounds, Charge Time: 6
-Magic Up - Entire Party gets a 30% boost in MAG, lasts 3 rounds, Charge Time: 6
-Guard Up - Entire Party gets a better chance at blocking attacks, lasts 3 rounds, Charge Time: 6
-Armor Blessing - Entire Party gets a 30% boost in RDM and RST, last 3 rounds, Charge Time: 6
-Reflect - Entire Party can deflect magic attacks back at the caster, last 3 rounds, Charge Time: 6
If party member is stunned/frozen/petrified, he/she cannot deflect the magic attack.
-Shield Down - Target's RDM is reduced by 40%, lasts 8 rounds, Charge Time: 9


PLAYER LIST (3/6):
-BurntTenda as Julius
JULIUS
Class: Archer - Sniper Lv1
Next Lv: 10000

HP: 761
ACR: 283
ATK: 38 => 113(Long Bow)
RDM: 98 => 148(Sallet + Leather Armor + Greaves)
RST: 38
AGL: 162 => 212(Greaves)
SPD: 250

Skill:
Silver Rain - All-unit Attack, ATK*0.8 for 12 hits - CT: 6

Weapons:
Long Bow(equipped) - Powerful bow designed to pierce targets - +75 ATK

Armor:
Sallet(equipped) - +25 RDM
Leather Armor(equipped) - +50 RDM
Gauntlet(equipped) - 25 RDM
Greaves(equipped) - +50 AGL

Items:
Elixir - 5 units - Heals 50% of HP
Reconstitute - 1 unit - Reconstitutes fallen ally, Heals 50% of Ally HP.

Checks:
Avoid [ 50% | 50% ] Block

Ability Points: 10
Action Skill:
-NONE-
Combat Skill:
-NONE-
Support Skill:
-NONE-
Knowledges:
Fighting Spirit Lv 1:
AP Cost: 3 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to ATK
Nimble Lv 1:
AP Cost: 5 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to AGL
Precision Lv 1:
AP Cost: 3 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to ACR

-En Gardevior as Alisana
ALISANA
Class: Mage Lv1
Next Lv: 10000

HP: 385
ACR: 350
MAG: 212 => 292(Beginner's Staff)
RDM: 43 => 123(Tiara + Cloak + Gloves)
RST: 153 => 193(Cloak + Leather Boots)
AGL: 86 => 116(Leather Boots)
SPD: 75

PRIMARY SPELL: Light Assault - MAG * 3, Light - CT: 5
OTHER SPELLS:
Black Pulse - All-unit , Dark, Can Curse - CT: 4
Glare - All-unit, Can Petrify - CT: 5
SUPPORT SPELL:
Heal - Heal 80% of HP - CT: 6

Weapons:
Beginner's Staff(equipped) - A staff handed over to recent graduate of the arts - +80 MAG

Armor:
Tiara(equipped) - +25 RDM
Cloak(equipped) - +30 RDM, +30 RST
Gloves(equipped) - +25 RDM
Leather Boots(equipped) - +10 RST, +30 AGL

Items:
Elixir - 3 units - Heals 50% of HP
Dispell - 2 units - Removes Status Effects
Reconstitute - 1 unit - Reconstitutes fallen ally, Heals 50% HP

Checks:
Avoid [ 50% | 50% ] Block

Ability Points: 10
Action Skill:
-NONE-
Combat Skill:
Release Stress Lv 1:
AP Cost: 10 + (10 * Skill Lv - 1)
Effect: Reduce Charge Time by 2, uses HP. Cannot use when HP is below 5%.
Support Skill:
-NONE-
Knowledges:
Proficiency Lv 1:
AP Cost: 5 + (4 * Skill Lv-1)
Effect: +(25 * Skill Lv) to MAG
Magic Adaption Lv 1:
AP Cost: 5 + (4 * Skill Lv-1)
Effect: +(30 * Skill Lv) to RST

-pholtos as Sir Pokes
SIR POKES
Class: Spearman - ArmorPiercer Lv1
Next Lv: 10000

HP: 761
ACR: 116
ATK: 116 => 216(Lance)
RDM: 116 => 241(Sallet + Cuirass + Gauntlet)
RST: 38
AGL: 113 => 163(Greaves)
SPD: 175

Skill:
-Diamond Edge - Breaks Block - Lowers RDM by 25%, ATK*5, CT: 6

Weapons:
Lance(equipped) - A weapon used by charging cavalry - +100 ATK

Armor:
Sallet(equipped) - +25 RDM
Cuirass(equipped) - +75 RDM
Gauntlet(equipped) - 25 RDM
Greaves(equipped) - +50 AGL

Items:
Elixir - 5 units - Heals 50% of HP
Reconstitute - 1 unit - Reconstitutes fallen ally, Heals 50% of Ally HP.

Checks:
Avoid [ 50% | 50% ] Block

Ability Points: 10
Action Skill:
-NONE-
Combat Skill:
-NONE-
Support Skill:
-NONE-
Knowledges:
Fighting Spirit Lv 1:
AP Cost: 3 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to ATK
Nimble Lv 1:
AP Cost: 5 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to AGL
Precision Lv 1:
AP Cost: 3 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to ACR
Last edited by Zatsupachi on 19 Nov 2016, 05:26, edited 7 times in total.
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pholtos
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Re: Universe Crusaders Forum RPG

Postby pholtos » 11 months ago

Would you be up to explaining this a bit more? Not sure what it is I'd be doing if I joined.
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Re: Universe Crusaders Forum RPG

Postby En Gardevoir » 11 months ago

This is interesting, but pholtos is right, you need to explain things easier.

Else, I'll go Mage
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Re: Universe Crusaders Forum RPG

Postby BurntTenda » 11 months ago

This seems pretty interesting.
Sniper Archer sounds pretty fun.
I guess Julius will be my character's name.
Something goes here sometime.

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Re: Universe Crusaders Forum RPG

Postby Zatsupachi » 11 months ago

NON-COMBAT
Party needs to decide by majority, what are they going to do/where are they going.
A decision will be made once I update maybe once or twice a day.
Usually I'll give the current situation/scenario and you're free to do what you want. Post your action.
You can do as many actions as you can when not in combat(spending Ability Points, using items, equiping weapons and armor, purchasing items if avialable, reading spell/skill books, misc. rp things)
Progress is made by majority decision of the party.
I will also provide recommended actions to control the story.

There will be encounters in this journey.
Some can be ignored, some can be avoided. Encounters can lead to combat situations or can dealt through diplomacy if the other party in question can be reasoned with. I'll be rolling the die for everything.
There will be times where I will force a combat situation too, so there's that.

COMBAT
Each member(including enemies) take ONE action(unless something overrides this):
-Attacking - Try to damage target.
-Item - Use a usable item in your inventory.
-Re-equip - Change your weapon.
-Skill - perform a skill or OTHER spell.
-Skip - skip your turn.

The combat sequence continues on until one of either parties is wiped out.

Combat Positioning:
The party must decide who gets to be in the front line or the back line.
Usually, the front line needs to be defeated in order to attack the back line.
This is unless you're an archer or a mage.

The party can change this before an actual encounter is engaged.

The whole party can skip their turn to re-position themselves.

CHARGE TIME
If a special attack or spell is performed it produces Charge Time.
If Charge Time is greater than 0, then you cannot perform a Special Attack or Spell.
You can still perform Skills however.
Every turn Charge Time is decremented by 1 until it reaches 0. When it reaches 0, this means you can perform special attacks and spells again.

If Great Damage is dealt to a target(for every 4% of their total hp taken away), it will produce Charge Time Reduction Points.
These Points will be distributed amongst the party but will prioritize the ones who have the most to reduce their Charge Time.

At the beginning of Combat, Charge Time will be set on values depending on the circumstances:
-If the players INITIATE combat, then not only players get a SPD boost for the battle, but also Charge Times are set to 0.
-If the enemies INITIATE combat, then the enemies will get a SPD boost, however Charge Times are still set to 0.
-If it's an unavoiable combat situation, then no one gets a SPD boost and Charge Times are set to 1.

In-depth things:
Ability Points
You get these when you level up. You can spend them in your own leisure.
Once distributed, this is permanent.

Block and Avoid
When set in equal priority, then it's a boolean every time something attacks you.
When one set higher than the other one, then you'll most likely do the higher priority one first.
Whether your successful in either one, will be determined by calculation and the amount of Ability points you spend on it.

Armor Trust
Is the maximum value of added protection.

Footwear
Is the maximum value of added maneuverability to avoid attacks.

Weapon Damage
Is the maximum value of damage for that weapon

Damage Calculation in simplest form:
Damage = [ATK(or MAG) + Random(Weapon Damage)] - Target's RDM
Block Check:
Compare Attacker's DAMAGE to Defender's RDM(or RST) + Random(Armor Trust)
Avoid Check:
Compare Attacker's AGL + Weapon Accuracy to Defender's AGL + SPD + Random(Footwear)

MAGES:
-You have Primary Spell used as a Normal Attack. Since this is a spell, this follows Charge Time Rules.
-You can swap out your Primary Spell with any of your OTHER Spells, but not a support spell.
-You can only have 10 prepared spells. This includes your Primary Spell and 9 OTHER and Support spell.
-If you want to prepare a new spell when you already have 10, you'll have to replace a spell.

Spellbooks and Skillbooks - these are books that can only be read outside of combat.

Spellbooks contain one spell that will added to the mage's list of prepared spells.
Once a spellbook is read, it is removed from their inventory.

Skillbooks contain skills for certain members of the party.
Once a skillbook is read it is removed from their inventory.
A skill can grant a Combat Skill, a Support Skill, an Action Skill, or a Knowledge.
Combat Skill - Skills focused on offense.
Support Skill - Skills the help on combat performance.
Action Skill - Skills that improve in maximizing your turn.
Knowledge - Have your learn something.

All of these skills start with 0 points on them, if you want improve/use the skill, you have to spend Ability Points.
You cannot use a skill with 0 points on them

BurntTenda wrote:This seems pretty interesting.
Sniper Archer sounds pretty fun.
I guess Julius will be my character's name.
Whoops. I forgot to add the Special Attacks. Go choose one.
En Gardevoir wrote:This is interesting, but pholtos is right, you need to explain things easier.

Else, I'll go Mage
I'll need you to choose your starting spells.
1 Primary Spell, 2 Other Spells and 1 Support Spell.

I will wait for 4 players to join.
I'll cap it a 6 players.
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Re: Universe Crusaders Forum RPG

Postby Willhart » 11 months ago

How much of the mechanics would you take care off?
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Part of me feels like writing her name over and over again
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Re: Universe Crusaders Forum RPG

Postby En Gardevoir » 11 months ago

Zatsupachi wrote:
En Gardevoir wrote:This is interesting, but pholtos is right, you need to explain things easier.

Else, I'll go Mage
I'll need you to choose your starting spells.
1 Primary Spell, 2 Other Spells and 1 Support Spell.
Via PM or here?
Btw, my character name will be Alisana.
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Re: Universe Crusaders Forum RPG

Postby pholtos » 11 months ago

Guess I'll join in, as a pokedy poker with ArmorPoking and Diamond Poke
My name shall be...uhh... Sir Pokes

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Re: Universe Crusaders Forum RPG

Postby Zatsupachi » 11 months ago

Willhart wrote:How much of the mechanics would you take care off?
Damage Calculation and dice rolling whenever something of chance is acted upon.
Dice rolling in general.
En Gardevoir wrote:-snip-
Via PM or here?
Btw, my character name will be Alisana.
You can PM me, but I'll post your sheets here anyway.
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Re: Universe Crusaders Forum RPG

Postby BurntTenda » 11 months ago

Oh, I'll go with Silver Rain as my special attack.
Something goes here sometime.

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Re: Universe Crusaders Forum RPG

Postby Zatsupachi » 11 months ago

Waiting for 1(?) player to start. There are 3 more slots to go!

Current Player List:
-BurntTenda as Julius
JULIUS
Class: Archer - Sniper Lv1
Next Lv: 10000

HP: 761
ACR: 283
ATK: 38 => 113(Long Bow)
RDM: 98 => 148(Sallet + Leather Armor + Greaves)
RST: 38
AGL: 162 => 212(Greaves)
SPD: 250

Skill:
Silver Rain - All-unit Attack, ATK*0.8 for 12 hits - CT: 6

Weapons:
Long Bow(equipped) - Powerful bow designed to pierce targets - +75 ATK

Armor:
Sallet(equipped) - +25 RDM
Leather Armor(equipped) - +50 RDM
Gauntlet(equipped) - 25 RDM
Greaves(equipped) - +50 AGL

Items:
Elixir - 5 units - Heals 50% of HP
Reconstitute - 1 unit - Reconstitutes fallen ally, Heals 50% of Ally HP.

Checks:
Avoid [ 50% | 50% ] Block

Ability Points: 10
Action Skill:
-NONE-
Combat Skill:
-NONE-
Support Skill:
-NONE-
Knowledges:
Fighting Spirit Lv 1:
AP Cost: 3 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to ATK
Nimble Lv 1:
AP Cost: 5 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to AGL
Precision Lv 1:
AP Cost: 3 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to ACR

-En Gardevoir as Alisana(behold your nuker, as expected +good rolls)
ALISANA
Class: Mage Lv1
Next Lv: 10000

HP: 385
ACR: 350
MAG: 212 => 292(Beginner's Staff)
RDM: 43 => 123(Tiara + Cloak + Gloves)
RST: 153 => 193(Cloak + Leather Boots)
AGL: 86 => 116(Leather Boots)
SPD: 75

PRIMARY SPELL: Light Assault - MAG * 3, Light - CT: 5
OTHER SPELLS:
Black Pulse - All-unit , Dark, Can Curse - CT: 4
Glare - All-unit, Can Petrify - CT: 5
SUPPORT SPELL:
Heal - Heal 80% of HP - CT: 6

Weapons:
Beginner's Staff(equipped) - A staff handed over to recent graduate of the arts - +80 MAG

Armor:
Tiara(equipped) - +25 RDM
Cloak(equipped) - +30 RDM, +30 RST
Gloves(equipped) - +25 RDM
Leather Boots(equipped) - +10 RST, +30 AGL

Items:
Elixir - 3 units - Heals 50% of HP
Dispell - 2 units - Removes Status Effects
Reconstitute - 1 unit - Reconstitutes fallen ally, Heals 50% HP

Checks:
Avoid [ 50% | 50% ] Block

Ability Points: 10
Action Skill:
-NONE-
Combat Skill:
Release Stress Lv 1:
AP Cost: 10 + (10 * Skill Lv - 1)
Effect: Reduce Charge Time by 2, uses HP. Cannot use when HP is below 5%.
Support Skill:
-NONE-
Knowledges:
Proficiency Lv 1:
AP Cost: 5 + (4 * Skill Lv-1)
Effect: +(25 * Skill Lv) to MAG
Magic Adaption Lv 1:
AP Cost: 5 + (4 * Skill Lv-1)
Effect: +(30 * Skill Lv) to RST

-pholtos as Sir Pokes
SIR POKES
Class: Spearman - ArmorPiercer Lv1
Next Lv: 10000

HP: 761
ACR: 116
ATK: 116 => 216(Lance)
RDM: 116 => 241(Sallet + Cuirass + Gauntlet)
RST: 38
AGL: 113 => 163(Greaves)
SPD: 175

Skill:
-Diamond Edge - Breaks Block - Lowers RDM by 25%, ATK*5, CT: 6

Weapons:
Lance(equipped) - A weapon used by charging cavalry - +100 ATK

Armor:
Sallet(equipped) - +25 RDM
Cuirass(equipped) - +75 RDM
Gauntlet(equipped) - 25 RDM
Greaves(equipped) - +50 AGL

Items:
Elixir - 5 units - Heals 50% of HP
Reconstitute - 1 unit - Reconstitutes fallen ally, Heals 50% of Ally HP.

Checks:
Avoid [ 50% | 50% ] Block

Ability Points: 10
Action Skill:
-NONE-
Combat Skill:
-NONE-
Support Skill:
-NONE-
Knowledges:
Fighting Spirit Lv 1:
AP Cost: 3 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to ATK
Nimble Lv 1:
AP Cost: 5 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to AGL
Precision Lv 1:
AP Cost: 3 + (4 * (Skill Lv-1))
Effect: +(25 * Skill Lv) to ACR
The [Death] of Jokes.

Youtube: dracmeister
Moddb: precision_bomber


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