Post by SM on Apr 30, 2005 0:50:36 GMT -5
Name: This is your character's name, please put it in the format "First Last" and that is the character's real name.
Gender: Is your character "Male" or "Female?"
Age: How old is your character? Please keep a reasonable amount on these.
Elements: You may have a Primary Element, which you are proficient at and can deal more damage with, as well as a Secondary Element at which you can deal less damage with.
Experience Points: All characters start at Level 1, 0 EXP unless you as a member, have been in Cult of the Metools V3 and roleplayed actively, in which you will start at Level 3, 325 EXP.
Credits: All characters start with 0 in their money.
Primary Weapon: You may have one Primary Weapon, and will also define your character's ability in which weapons he/she is able to use best. You may change Primary Weapons, but you must adhere to the type of weapon you have chosen.
Secondary Weapons: Every character starts out without any Secondary Weapons. Secondary Weapons can be obtained and then used, but will be unable to deal as much damage as a Primary Weapon, but you can have multiple ones that can change type.
HP: All characters start with 2000 HP if their VIT stat is 5, if the VIT stat is changed, +1 VIT = +100 HP, while -1 VIT = -100 HP. This is your Maximum HP, and no matter what, your current HP can never go past this limit.
Stats: Level 1s start out with their stats adding up to the number 30, and all stats must have the value of at least 1 point. These can be edited to suit your playing style. Every Level Up yields 10 points, which you can add to any stat.
VIT: VIT starts at 5, and determines how much damage your character can sustain. At 5 VIT, a chracter would have 2000 HP, and +1 VIT = +100 HP, while -1 VIT = -100 HP.
ATK: At every interval of 10 ATK, your physical attacks deal an extra 10 HP, and with Administrator-approval, can have additional effects.
DEF: DEF denotes how well your character can resist damage, and when your character Defends, using up one turn, they take the damage from the attack, divided by your DEF stat (damage / DEF = Defending damage). Each 50 DEF points, you gain a new Defense Attack to add to your repertoire.
AGI: At every 30 AGI points, your character can attack and extra time per turn. Every 50 AGI points, they learn a new Defense Attack to fend off attacks.
INT: INT depicts your special abilities, which can be magic, special versions of technology, or whatever it is that is unique to your character. Every 10 INT points, special abilities increase by 20 HP. Also, every 50 INT points, you can make a healing ability.
DEX: DEX reflects how fast your character can think, and every 15 DEX points, your character's special abilities require one less turn to charge.
Default Attack: This is an attack that has no element, nor any special attributes to it. It's simply an attack from your character, which is used autmatically every turn without consuming a turn. It should be fairly miniscule compared to other attacks.
NOTE: All offensive attacks follow this pattern.
Name: This is the name of your attack.
Level 1: 0 EXP: As you use attacks, they gain EXP, and can level up. When they level up, they deal an extra 5 HP, and at certain levels, some attacks may appear in your bio as a result.
Normal Element: You can have any element in an attack as long as it's your Primary or Secondary Element. Normal/Non-elemental is allowed for all characters, and is a requirement for a Default Attack.
Spear: Slash - All: This denotes your method of attack. The format is as follows - (Weapon Type: Method - Amount of Targets).
30 * 10 HP: This denotes any damages, as well as extra effects. Default Attacks have no special effects. Any waits or charges required should be stated in parenthesis.
Physical Attacks: Physical Attacks are attacks that are used by your Primary or Secondary Weapons. These attacks are fairly moderate, and may have effects and elements, including Normal Element.
Special Attacks: Special Attacks all require a charging time, and are not used by your weapons. They deal above the normal amount of damage, and like Physical Attacks, and have effects and elements, including Normal Element.
Critical Attack: Critical Attacks are used when your character is below 20% of their HP. They're often particularly stronger than Special Attacks, and when you are under 20%, you are able to use a Critical Attack once per turn. As with all other attacks, they can have effects and elements.
Desperation Attack: Once your character reaches below 5% of their HP, then they are given the ability to use their Desperation Attack once per turn, in conjunction with their Critical Attack. They also have effects and elements.
Defense Attacks: Defense Attacks can be used to avert enemy attacks. They can have elements, as well as effects that do not paralyze. You may lock weapons, or prevent the enemy from using a specific type of weapon next turn. All Defense Attacks must have a Wait, which is an interval of turns in which you may use them.
Avatars: Avatars allow your character to fight. By providing a defense and abilities to fight as well as allowing them extra power, these can be used in battle, and can be switched back and forth. They are permanent, and you cannot fight without them. You will start out with one, but you gain a new one at Level 20, then Level 40, and so on and so forth. Avatars have stat bonuses and losses, and you must have at least one loss, or more if you want larger boosts.
Name: This is the name of your avatar.
VIT: 0
ATK: 0
DEF: 0
AGI: 0
INT: 0
DEX: 0
+ Positive qualities in battle are listed here.
- Negative qualities in battle are listed here.
You must have an equal amount of positive qualities as negative qualities, with a maximum of five.
Storylines can go into the Origins board, where you can also add the background and feelings of your character.
Gender: Is your character "Male" or "Female?"
Age: How old is your character? Please keep a reasonable amount on these.
Elements: You may have a Primary Element, which you are proficient at and can deal more damage with, as well as a Secondary Element at which you can deal less damage with.
Experience Points: All characters start at Level 1, 0 EXP unless you as a member, have been in Cult of the Metools V3 and roleplayed actively, in which you will start at Level 3, 325 EXP.
Credits: All characters start with 0 in their money.
Primary Weapon: You may have one Primary Weapon, and will also define your character's ability in which weapons he/she is able to use best. You may change Primary Weapons, but you must adhere to the type of weapon you have chosen.
Secondary Weapons: Every character starts out without any Secondary Weapons. Secondary Weapons can be obtained and then used, but will be unable to deal as much damage as a Primary Weapon, but you can have multiple ones that can change type.
HP: All characters start with 2000 HP if their VIT stat is 5, if the VIT stat is changed, +1 VIT = +100 HP, while -1 VIT = -100 HP. This is your Maximum HP, and no matter what, your current HP can never go past this limit.
Stats: Level 1s start out with their stats adding up to the number 30, and all stats must have the value of at least 1 point. These can be edited to suit your playing style. Every Level Up yields 10 points, which you can add to any stat.
VIT: VIT starts at 5, and determines how much damage your character can sustain. At 5 VIT, a chracter would have 2000 HP, and +1 VIT = +100 HP, while -1 VIT = -100 HP.
ATK: At every interval of 10 ATK, your physical attacks deal an extra 10 HP, and with Administrator-approval, can have additional effects.
DEF: DEF denotes how well your character can resist damage, and when your character Defends, using up one turn, they take the damage from the attack, divided by your DEF stat (damage / DEF = Defending damage). Each 50 DEF points, you gain a new Defense Attack to add to your repertoire.
AGI: At every 30 AGI points, your character can attack and extra time per turn. Every 50 AGI points, they learn a new Defense Attack to fend off attacks.
INT: INT depicts your special abilities, which can be magic, special versions of technology, or whatever it is that is unique to your character. Every 10 INT points, special abilities increase by 20 HP. Also, every 50 INT points, you can make a healing ability.
DEX: DEX reflects how fast your character can think, and every 15 DEX points, your character's special abilities require one less turn to charge.
Default Attack: This is an attack that has no element, nor any special attributes to it. It's simply an attack from your character, which is used autmatically every turn without consuming a turn. It should be fairly miniscule compared to other attacks.
NOTE: All offensive attacks follow this pattern.
Name: This is the name of your attack.
Level 1: 0 EXP: As you use attacks, they gain EXP, and can level up. When they level up, they deal an extra 5 HP, and at certain levels, some attacks may appear in your bio as a result.
Normal Element: You can have any element in an attack as long as it's your Primary or Secondary Element. Normal/Non-elemental is allowed for all characters, and is a requirement for a Default Attack.
Spear: Slash - All: This denotes your method of attack. The format is as follows - (Weapon Type: Method - Amount of Targets).
30 * 10 HP: This denotes any damages, as well as extra effects. Default Attacks have no special effects. Any waits or charges required should be stated in parenthesis.
Physical Attacks: Physical Attacks are attacks that are used by your Primary or Secondary Weapons. These attacks are fairly moderate, and may have effects and elements, including Normal Element.
Special Attacks: Special Attacks all require a charging time, and are not used by your weapons. They deal above the normal amount of damage, and like Physical Attacks, and have effects and elements, including Normal Element.
Critical Attack: Critical Attacks are used when your character is below 20% of their HP. They're often particularly stronger than Special Attacks, and when you are under 20%, you are able to use a Critical Attack once per turn. As with all other attacks, they can have effects and elements.
Desperation Attack: Once your character reaches below 5% of their HP, then they are given the ability to use their Desperation Attack once per turn, in conjunction with their Critical Attack. They also have effects and elements.
Defense Attacks: Defense Attacks can be used to avert enemy attacks. They can have elements, as well as effects that do not paralyze. You may lock weapons, or prevent the enemy from using a specific type of weapon next turn. All Defense Attacks must have a Wait, which is an interval of turns in which you may use them.
Avatars: Avatars allow your character to fight. By providing a defense and abilities to fight as well as allowing them extra power, these can be used in battle, and can be switched back and forth. They are permanent, and you cannot fight without them. You will start out with one, but you gain a new one at Level 20, then Level 40, and so on and so forth. Avatars have stat bonuses and losses, and you must have at least one loss, or more if you want larger boosts.
Name: This is the name of your avatar.
VIT: 0
ATK: 0
DEF: 0
AGI: 0
INT: 0
DEX: 0
+ Positive qualities in battle are listed here.
- Negative qualities in battle are listed here.
You must have an equal amount of positive qualities as negative qualities, with a maximum of five.
Storylines can go into the Origins board, where you can also add the background and feelings of your character.