Post by SM on Jul 21, 2005 12:49:50 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. If you want to have a general name, then you are free to put in parenthesis your general name, which would be the name most know you by, except for some characters whom you may give permission to.
Gender: Is your character "Male" or "Female?" You may also be "Unisex" in this case, since Kami are spirits.
Age: How old is your character? You are allowed to have an extremely old age, or an extremely young age. Please provide a mental age as well, however.
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 Weapon names, but you must adhere to the type of weapon you have chosen. You may also use various oddities, such as a flaming scythe or your head as well. Of course, names are not needed for unconventional weapons.
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 Kami characters start with 2500 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, as well as 10 DAMAGE to each attack.
VIT: VIT starts at 5, and determines how much damage your character can sustain. At 5 VIT, a chracter would have 2500 HP, and +1 VIT = +150 HP, while -1 VIT = -150 HP.
ATK: At every interval of 20 ATK, your physical attacks deal an extra 10 HP, and with Administrator-approval, can have additional effects every 40 ATK.
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 40 HP. Also, every 30 INT points, you can make a healing ability. You also began with one 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 no special attributes to it, but bears your Primary Element. 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 Element is NOT allowed in this case for Physicals.
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, and Normal Element is no longer usable for Physical Attacks. Physical Attack generally are weak for Kamis, doing them little good and damaging little of the enemy. They are MUCH weaker than that of the humans, and have little physical strength.
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. Generally, Kamis have a smaller charge time, as well as Magick capable of extreme damage.
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. Critical Attacks replace your Default Attack, not taking up a turn.
Desperation Attack: Once your character reaches below 10% 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. Desperation Attacks are used in place of your Default Attack, and do not use up an attack slot.
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. However, Kamis may project for themselves, and allies as well, but projection for allies will add one Wait point per person projected for.
Primeval Access: They are permanent, but you are able to fight without them. Kamis gain the power to access the Primeval, formed by the Kami Primes - ancestors of the present-day Kami. The Primeval is the source of all Magick Energy, and by accesing it and drawing from it infinite supply of energy, your parameters increase drastically. You will start out with one, but you gain a new one at Level 20, then Level 40, and so on and so forth.
Name: This is the name of your Primeval Access.
After your name, put a hyphen (-) and then LEVEL. The Level number is one fifth of your character's level, rounded down to the nearest whole number. Your level denotes how many turns it remains active. Between Levels 1-5, your Primeval Access level is 1, and is usable.
VIT: 0
ATK: 0
DEF: 0
AGI: 0
INT: 0
DEX: 0
You may have stats adding up to 1/3 of your normal stat points, rounded up to the nearest whole number (i.e. Level 1 has 30 Stat Points, and Primeval Access points would be 10.)
+ Positive qualities in battle are listed here.
- Negative qualities in battle are listed here.
You are given a maximum of three positive qualities, which may extend to much higher parameters than that of an avatar. You are also to have one negative quality.
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?" You may also be "Unisex" in this case, since Kami are spirits.
Age: How old is your character? You are allowed to have an extremely old age, or an extremely young age. Please provide a mental age as well, however.
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 Weapon names, but you must adhere to the type of weapon you have chosen. You may also use various oddities, such as a flaming scythe or your head as well. Of course, names are not needed for unconventional weapons.
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 Kami characters start with 2500 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, as well as 10 DAMAGE to each attack.
VIT: VIT starts at 5, and determines how much damage your character can sustain. At 5 VIT, a chracter would have 2500 HP, and +1 VIT = +150 HP, while -1 VIT = -150 HP.
ATK: At every interval of 20 ATK, your physical attacks deal an extra 10 HP, and with Administrator-approval, can have additional effects every 40 ATK.
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 40 HP. Also, every 30 INT points, you can make a healing ability. You also began with one 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 no special attributes to it, but bears your Primary Element. 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 Element is NOT allowed in this case for Physicals.
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, and Normal Element is no longer usable for Physical Attacks. Physical Attack generally are weak for Kamis, doing them little good and damaging little of the enemy. They are MUCH weaker than that of the humans, and have little physical strength.
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. Generally, Kamis have a smaller charge time, as well as Magick capable of extreme damage.
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. Critical Attacks replace your Default Attack, not taking up a turn.
Desperation Attack: Once your character reaches below 10% 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. Desperation Attacks are used in place of your Default Attack, and do not use up an attack slot.
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. However, Kamis may project for themselves, and allies as well, but projection for allies will add one Wait point per person projected for.
Primeval Access: They are permanent, but you are able to fight without them. Kamis gain the power to access the Primeval, formed by the Kami Primes - ancestors of the present-day Kami. The Primeval is the source of all Magick Energy, and by accesing it and drawing from it infinite supply of energy, your parameters increase drastically. You will start out with one, but you gain a new one at Level 20, then Level 40, and so on and so forth.
Name: This is the name of your Primeval Access.
After your name, put a hyphen (-) and then LEVEL. The Level number is one fifth of your character's level, rounded down to the nearest whole number. Your level denotes how many turns it remains active. Between Levels 1-5, your Primeval Access level is 1, and is usable.
VIT: 0
ATK: 0
DEF: 0
AGI: 0
INT: 0
DEX: 0
You may have stats adding up to 1/3 of your normal stat points, rounded up to the nearest whole number (i.e. Level 1 has 30 Stat Points, and Primeval Access points would be 10.)
+ Positive qualities in battle are listed here.
- Negative qualities in battle are listed here.
You are given a maximum of three positive qualities, which may extend to much higher parameters than that of an avatar. You are also to have one negative quality.
Storylines can go into the Origins board, where you can also add the background and feelings of your character.