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Edymion
Captain

PostPosted: Sat Feb 05, 2005 10:24 pm


The universe is vast. It is covered with different worlds, cultures, and civilizations...

Random Naysayer
Hey! You're copying Kingdom Hearts!


No I'm not! Shut up!

Random Naysayer
Oh? You have different worlds, and it's an RPG!


You're an idiot who thinks the entire universe revolves around one or two good games!

Random Naysayer
...


Good. Now let me continue!

These worlds are all connected by a common thread. All these worlds have, at least at one point, had symbology, philosophy, or religion revolving around a giant "N". Nobody knows where tales of the "Big N" came from, but none can deny that they exist.

Random Naysayer
Oh come on!


Shut up!

Random Naysayer
...


*sigh* He'd better stay out of this stare Anyway...

The cosmos always seems peaceful, but, several years ago, a strange event took place. The stars fell out of place, and it took over a month for them to reappear. Nobody knows how they fell. Nobody knows what caused them to return. All anybody knows is that, for nearly a month's time, nothing that was desired came to pass... The "Legend of the Seven Stars" persisted on one world...

Random Naysayer
The Mario RPG! See! You are copying Squaresoft!


WOULD YOU SHUT UP! THIS IS MY RPG, AND IT JUST HAPPENS TO HAVE A STORYMOD THAT INCORPORATES THE NINTENDO UNIVERSE!!

Random Naysayer
*scared and hiding*


Gah! Where was I...? Okay...

Nobody bothered to think about it, on the other worlds, as the problem didn't last very long and nothing too terrible ever happened. Gino, guardian spirit of the Kingdom of the Wishing Stars, knows the tale, but he only smiles as the other worlds remain unaware. Then...something terrible happens, and Gino is broken into hundreds of tiny pieces. The universe is in desperate peril, and none know about it.

Random Naysayer
The... You can't do that! What are you...


stare

Random Naysayer
Shutting up...


The void created when the guardian was lost caused a calamity that no Wishing Star could have fathomed. As they try to merge their powers to fill the void, it only becomes worse. A massive gravitational pull is created, and the worlds begin to drift towards each other. As the worlds come closer, drastic changes in time/space begin to occur.

Random Naysayer
What are you trying to pull n...


*bullet shot heard* There. Maybe now I'll get some peace and quiet.

The worlds begin to merge, one by one, and, soon, all worlds that celebrate the Big N are as one. One hero, knowing the Legend of the Seven Stars, goes off in search of something that all worlds saw once merged. A collision occurred in the night sky. The hero knew it could only be one thing, and that hero was Mario. Mario goes off in search of the pieces of Gino, scattered by one of the greatest disasters to have ever occurred, at least in the last few years.

However...it has been several weeks since Mario set out. Princess Peach, Luigi, and Daisy are beginning to worry as they've never gone this long without word from the plumber hero. It's about this time that another time/space phenomenon takes place. Four unknowns from the real world, playing games with the Big N symbol on it -- known as Nintendo, step into this world of their fantasy. The group of four, all teenagers, consist of two boys and two girls.

They arrive in the Mushroom Kingdom, astonished. They are astonished that they could even exist where the Nintendo universe has brought them so many times...yet seemed so far away, shrouded by fantasy and imagination. This world...exists within a simple box to them -- a box known as a television. What is the reason behind their appearance? What heroes will come to their aid in this reason or cause?

One thing is for sure...things can't go back to normal until somebody seals the void by returning the guardian, Gino, to his whole self.
PostPosted: Sun Jun 26, 2005 5:44 pm


Character Submittal Form


  • Screen Name:
  • Character Name:
  • Character Planet:
  • Description:
    -Gender:
    -Age:
    -Height:
    -Weight:
    -Eye Color:
    -Hair Color:
    -Physical:
    -Mental:
  • Equipment:
    Clothing -- Description
    Shoes -- Description
    Accessory -- Description
    Weapon -- Description
  • Abilities:
    Name -- Description
  • History:


Example


  • Screen Name: Edymion
  • Character Name: Gabriel Cross Wright (aka: Cross)
  • Character Planet: Terra (aka: Earth)
  • Description:
    -Gender: Male
    -Age: 17
    -Height: 6'1"
    -Weight: 197lb
    -Eye Color: Crystal Blue
    -Hair Color: Flame Red
    -Physical: Cross has a medium build, and he prefers simple clothes. He wears short blue jeans and a green polo shirt. He leaves the top button of his shirt undone, and he pulls the shirt bottom down over his jeans, covering his black, leather belt. His jeans come down to just beneath his knee, and his shirt covers to his elbows. Cross prefers to comb his hair straight back, but the front curve (what would be his bangs) dips down slightly. His eyes seem soul-piercing despite his simple clothing. His tennis shoes are nothing special.
    -Mental: Cross is a bit of a video game freak. He's "in the know" of almost ever game on the market, especially for his favorite Nintendo consoles. He's named after his mother's favorite Angel; though, he prefers to be called Cross. He doesn't want to insult the great Archangel through his behavior. His favorite form of martial arts revolves around the Samurai Bushido. Though he doesn't believe in (take to heart) some of the code, he does understand it. He can be rash from time-to-time, but he has a good heart. He won't betray anybody, no-way no-how. It's his most redeeming quality; though, it's hard to say it's too redeeming when it often means Cross gets stuck in many-a-situation with nary a plan.
  • Equipment:
    Plain Clothes -- This is Cross' favorite pair of blue jean shorts and green polo tee.
    Plain Shoes -- Cross never leaves home without them.
    Nintendo DS -- I wonder how this'll come in handy... It's just a game system, right?
    Wooden Blade -- It's just a plain, wooden blade used for training.
  • Abilities:
    Bushido -- Cross has trained in the Samurai martial arts since he was young.
  • History:
    Gabriel Cross Wright, preferring to be called Cross, was born one cold winter night to to a military household. His parents were often busy with their duties, but they spent much time with their beloved son. His father is a computer and communications specialist. If there's something to be known about computers, Major West Wright is the man to ask. His mother is an expert tactician. You want the best troop and/or weapons' deployment; you ask for First Lieutenant Sabrina Wright.

    Cross always has plenty of free time on his hands. Thankfully, his parents' roles in the military kept him in certain places for extended periods of time. He's always able to make friends and keep them for a good period of time. He always enjoys video games, and he has every Nintendo console and handheld imaginable. He never thought that, one day, those games might just come to life...

Edymion
Captain


Edymion
Captain

PostPosted: Mon Aug 08, 2005 10:17 pm


Leveling System


Every action taken gives you experience. Walking around will eventually strengthen your muscles. Casting a given spell will eventually make it easier. Being hit will make you more resilient. That is the basis of this leveling system. At the start, every character must have at least one point given to each statistic! You have ten points to distribute. I want this posted with your character profile, and lack of including it will imply that you did not read all threads included for the RPG.

NOTE: You should remove the everything contained within the parenthesis but keep the parenthesis for weapon, shoe, accessory, and armor bonuses. You are to ask me before applying bonuses.

NOTE: HP and MP increases by 1/3 starting for every points spent. SP increases by 2 for every point spent. TP, though unique, increases like all other skills.

    Points Remaining: 10

    Starting Class: (Fighter, Mage, Cleric, Archer)

  • Hit Points: 30/15/20/25 (0 = dead)
  • Magic Points: 15/30/25/20 (affects number of spells)
  • Spirit Points: 2/2/2/2 (affects special skills)
  • Technical Points: 1 (affects ability to tie skills together)
  • Strength: 1 (affects how hard you can hit)
  • Defense: 1 (affects physical damage)
  • Spirit: 1 (affects power of spells)
  • Resistance: 1 (affects spell damage)
  • Speed: 1 (affects turn order)
  • Dodge: 1 (affects ability to avoid damage)
  • Dexterity: 1 (affects items)
  • Luck: 1 (affects critical)


You''ll notice ^_^ There are twelve skills. This makes it especially important to be careful about increasing a particular skill. You will gain a point to every skill every five levels. You will be awarded x points at the conclusion of a boss battle or quest based on performance.

With any given level rise, you will earn a random number of points, to spend on skills, based on the roll of the dice. I will take a d10 and roll it to determine how many a particular individual earns at a time. I will roll it twice. The person in question gets to pick which roll s/he keeps.

However, points earned is never set in stone! That d10 might become a d4 if, say, you''re cursed when you level up. That d10 might become a d20 if you''re blessed. The d10 could be altered by accessories you have, and the actual chance might be affected by certain skills. You might even notice a random skill bonus at any given level rise. As an example, Cross'' Nintendo DS automatically forces a d10 to be rolled against a d20. It''s final affect forces any result lower than 9 (only valid if both roll below said number) to combine the results. IE: 8 + 8 = 16. However... 3 + 2 = 5.




Gaining Levels


You gain a level for every 100 experience points earned. Points earned are determined by me and will be posted in the following post. The following post will state total EXP and LVL earned, divided as stated in the description.

Player Classes

Base (HP/MP) => Master (HP/MP)

Basic Class
Fighter (30/15) => Warrior (60/30)
Archer (25/20) => Sniper (50/40)
Cleric (20/25) => Priest (40/50)
Mage (15/30) => Sage (30/60)

Amateur Class
Barbarian (150/30) => Berserker (300/60)
Hunter (120/60) => Stalker (240/120)
Bandit (90/90) => Thief (180/180)
Bowman (120/60) => Gunman (210/150)
Raiser (60/120) => Fallen (120/240)
Faith (90/90) => High Priest (180/180)
Caller (60/120) => Summoner (150/210)
Archmage (30/150) => Archsage (60/300)

Novice Class

Expert Class

Master Class
PostPosted: Tue Aug 16, 2005 1:44 pm


Experience and Levels Earned

ACT ONE


Name: Actions/Quests/Battles/Bosses

Cross: 448 EXP
Defeated 6 Goombas and Goomba Staffer: +200 Experience, +25 statistics, +1 HP, +1 STR, +2 DEF
Escort Peach and Company to Mushroom Kingdom: +200 Experience, +15 statistics, +1 all statistics, class upgrade, Spike Blade
Arrived at Border Town: +1SPD, +1DDG
Defeated Imps and Imp Sergeant: +48EXP
Survived Ganondorft: +1DEX, +1LCK

Zeke: 448 EXP
Defeated 3 Rats and Creeping Slime: +200 Experience, +15 statistics, +1 MP, +1 DEF, +2 SPT
Escort Bowser out of Dungeon: +200 Experience, +14 statistics, +1 all statistics, class upgrade, Shard Staff
Arrived at Border Town: +1SPD, +1DDG
Defeated Imps and Imp Sergeant: +48EXP
Survived Ganondorft: +1DEX, +1LCK

Benjamin: 448 EXP
Aided verus 6 Goombas and Goomba Staffer: +200 Experience, +13 statistics, +1 HP, +1 SP, +1 STR, +1 DEF
Escort Peach and Company to Mushroom Kingdom: +200 Experience, +20 statistics, +1 all statistics, class upgrade, Wrap Lightsaber
Arrived at Border Town: +1SPD, +1DDG
Defeated Imps and Imp Sergeant: +48EXP
Survived Ganondorft: +1DEX, +1LCK

Violette: 0 EXP

Edymion
Captain


Edymion
Captain

PostPosted: Tue Aug 16, 2005 1:59 pm


Spells


Fighter:

Charge: 5MP; this basic Fighter magic doubles the attacking power of the user.
Sharpen: 7MP; this amateur Fighter magic can enhance a weapon to cause its target to bleed.
Element Sting: 9MP; this novice Fighter magic adds elemental prowess to targeted weapon.
Cut: 10MP; this expert Fighter magic ensures continued, elemental damage from Elemental Sting.
Harsh Strike: 12MP; this master Fighter magic strikes a blow so fierce the target is paralyzed and frightened.

Warrior:

Coil: 10MP; this basic Warrior magic doubles defense and resistance but halves strength and spirit.
Attune: 15MP; this amateur Warrior magic changes a targets attribute.
Blast: 20MP; this novice Warrior magic sends a wave of elemental prowess from the edge of the weapon.
Aura: 18MP; this expert Warrior magic puts up an aura that delivers fear into any stricken target.
Spill: 25MP; this master Warrior magic causes any elemental strike to spill over to anybody nearby a target.

Archer:

Strike: 5MP; this basic Archer magic double the accuracy of the user.
Element Arrow: 7MP; this amateur Archer magic adds elemental prowess to the arrow head.
Explosive: 9MP; this novice Archer magic causes splash damage from arrow shots after Element Arrow has been used.
Break: 11MP; this expert Archer magic causes the arrow to break the equipment carried by the target.
Ailment: 14MP; this master Archer magic enhances arrows with the elemental prowess ailment disposition.

Sniper:

Agility: 10MP; this basic Sniper magic doubles the speed of the user.
Blind: 15MP; this amateur Sniper magic always hits and blinds the target but at half damage.
Affliction: 20MP; this novice Sniper Magic always hits and weakens the target but at half damage.
Dilation: 25MP; this expert Sniper Magic always hits and either stops or slows the target but at a quarter damage.
Demise: 30MP; this master Sniper Magic always hits and begins a countdown to the target's death but for almost no damage.

Cleric:

Aid: 5MP; this basic Cleric magic recovers 25% of the target's HP.
Free: 7MP; this amateur Cleric magic removes buffs from enemies or debuffs from allies.
Cure: 10MP; this novice Cleric magic removes status problems from the target.
Heal: 15MP; this expert Cleric magic revitalizes 60% of the target's HP.
Divine: 20MP; this master Cleric magic calls down 1/level bolts to strike the enemies for Spiritx1.3 damage and may frighten any hit, hits with elemental prowess.

Priest:

Sap: 25MP; this basic Priest magic causes the target to lose 4% health each round and give half the damage to the user as healing.
Nurse: 30MP; this basic Priest magic recovers 50% of all allies health.
Rescind: 40MP; this amateur Priest magic might send the undead back to the grave.
Gateway: 45MP; this amateur Priest magic opens a gate to rain 1/6Levels bolts of elemental prowest on the enemies.
Illusion: 50MP; this amateur Priest magic makes 1/6Levels dopelgangers of each ally that have 1HP, 1STR, and 1SPT.
Vaccine: 45MP; this novice Priest magic removes all status ailments from all allies.
Negate: 45MP; this novice Priest magic removes all status bonuses from all enemies.
Recovery: 60MP; this expert Priest magic revitalizes all of a target's HP.
Scramble: 65MP; this expert Priest magic mixes up a target's HP and MP.
Zone: 60MP; this master Priest magic creates a holy field in which the undead cannot step.
Divulge: 65MP; this master Priest magic strips enemy's MP to revitalize allies' MP.

Mage:

Flicker: 5MP; this basic Fire Mage magic deals Spiritx1.5 damage to target.
Flame: 7MP; this amateur Fire Mage magic deals Spiritx1.8 damage to the target.
Flamethrower: 12MP; this novice Fire Mage magic deals Spiritx1.8 damage and may burn the target.
Fireball: 20MP; this expert Fire Mage magic deals Spiritx2.0 damage and may burn and frighten the target.
Flame Blast: 30MP; this master Fire Mage magic deals Spiritx2.2 damage and may burn and frighten or char the target.

Frost: 5MP; this basic Ice magic deals Spiritx1.5 damage to target.
Sliver: 7MP; this amateur Ice Mage magic deals Spiritx1.8 damage to the target.
Icicle: 12MP; this novice Ice Mage magic deals Spiritx1.8 damage and may freeze the target.
Icebeam: 20MP; this expert Ice Mage magic deals Spiritx2.0 damage and may freeze and frighten the target.
Hail: 30MP; this master Ice Mage magic deals Spiritx2.2 damage and may freeze and frighten or deliver hypothermia to the target.

Splash: 5MP; this basic Water Mage magic deals Spiritx1.5 damage to target.
Bubble: 7MP; this amateur Water Mage magic deals Spiritx1.8 damage to the target.
Burst: 12MP; this novice Water Mage magic deals Spiritx1.8 damage and may confuse the target.
Aqua Jet: 20MP; this expert Water Mage magic deals Spiritx2.0 damage and may confuse and frighten the target.
Deluge: 30MP; this master Water Mage magic deals Spiritx2.2 damage and may confuse and frighten or inundate the target.

Shock: 5MP; this basic Electric Mage magic deals Spiritx1.5 damage to target.
Jolt: 7MP; this amateur Electric Mage magic deals Spiritx1.8 damage to the target.
Thunder: 12MP; this novice Electric Mage magic deals Spiritx1.8 damage and may paralyze the target.
Thunderbolt: 20MP; this expert Electric Mage magic deals Spiritx2.0 damage and may paralyze and frighten the target.
Lightning: 30MP; this master Electric Mage magic deals Spiritx2.2 damage and may paralyze and frighten or electrocute the target.

Rubble: 5MP; this basic Earth Mage magic deals Spiritx1.5 damage to target.
Pebble: 7MP; this amateur Earth Mage magic deals Spiritx1.8 damage to the target.
Stone: 12MP; this novice Earth Mage magic deals Spiritx1.8 damage and may weaken the target.
Rock: 20MP; this expert Earth Mage magic deals Spiritx2.0 damage and may weaken and frighten the target.
Boulder: 30MP; this master Earth Mage magic deals Spiritx2.2 damage and may weaken and frighten or bury the target.

Breeze: 5MP; this basic Wind Mage magic deals Spiritx1.5 damage to target.
Gust: 7MP; this amateur Wind Mage magic deals Spiritx1.8 damage to the target.
Windy: 12MP; this novice Wind Mage magic deals Spiritx1.8 damage and may slow the target.
Aerial: 20MP; this expert Wind Mage magic deals Spiritx2.0 damage and may slow and frighten the target.
Jet: 30MP; this master Wind Mage magic deals Spiritx2.2 damage and may slow and frighten or blow away the target.

Sage:

Fire Rage: 45MP; this basic Fire Sage magic deals Spiritx1.5 damage to the target and Spiritx1.3 to any nearby.
Fire Spot: 50MP; this amateur Fire Sage magic may only deal Spiritx0.4 damage but it burns all enemies.
Inferno: 65MP; this novice Fire Sage magic deals Spiritx2.0 damage to and may burn the target and Spiritx1.8 to and may frighten any nearby
Flare: 85MP; this expert Fire Sage magic deals Spiritx2.5 damage and may burn or char the target and deals Spiritx2.0 to and may frighten any nearby.
Comet: 100MP; this master Fire Sage magic may deal Spiritx2.5 damage to or char the target and may deal Spiritx2.0 damage to or char any nearby.

Ice Rage: 45MP; this basic Ice Sage magic deals Spiritx1.5 damage to the target and Spiritx1.3 to any nearby.
Ice Spot: 50MP; this amateur Ice Sage magic may only deal Spiritx0.4 damage but it freezes all enemies.
Drift: 65MP; this novice Ice Sage magic deals Spiritx2.0 damage to and may freeze the target and Spiritx1.8 to and may frighten any nearby
Blizzard: 85MP; this expert Ice Sage magic deals Spiritx2.5 damage and may freeze or hypothermia the target and deals Spiritx2.0 to and may frighten any nearby.
Glacier: 100MP; this master Ice Sage magic may deal Spiritx2.5 damage to or hypothermia the target and may deal Spiritx2.0 damage to or hypothermia any nearby.

Water Rage: 45MP; this basic Water Sage magic deals Spiritx1.5 damage to the target and Spiritx1.3 to any nearby.
Water Spot: 50MP; this amateur Water Sage magic may only deal Spiritx0.4 damage but it confuses all enemies.
Reservoir: 65MP; this novice Water Sage magic deals Spiritx2.0 damage to and may confuse the target and Spiritx1.8 to and may frighten any nearby
Surf: 85MP; this expert Water Sage magic deals Spiritx2.5 damage and may confuse or inundate the target and deals Spiritx2.0 to and may frighten any nearby.
Ocean: 100MP; this master Water Sage magic may deal Spiritx2.5 damage to or inundate the target and may deal Spiritx2.0 damage to or inundate any nearby.

Electric Rage: 45MP; this basic Electric Sage magic deals Spiritx1.5 damage to the target and Spiritx1.3 to any nearby.
Electric Spot: 50MP; this amateur Electric Sage magic may only deal Spiritx0.4 damage but it paralyzes all enemies.
Bolt: 65MP; this novice Electric Sage magic deals Spiritx2.0 damage to and may paralyze the target and Spiritx1.8 to and my frighten any nearby
Flash: 85MP; this expert Electric Sage magic deals Spiritx2.5 damage and may paralyze or electrocute the target and deals Spiritx2.0 to and may frighten any nearby.
Electrocution: 100MP; this master Electric Sage magic may deal Spiritx2.5 damage to or electrocute the target and may deal Spiritx2.0 damage to or electrocute any nearby.

Earth Rage: 45MP; this basic Earth Sage magic deals Spiritx1.5 damage to the target and Spiritx1.3 to any nearby.
Earth Spot: 50MP; this amateur Earth Sage magic may only deal Spiritx0.4 damage but it weakens all enemies.
Tremor: 65MP; this novice Earth Sage magic deals Spiritx2.0 damage to and may weaken the target and Spiritx1.8 to and my frighten any nearby
Craig: 85MP; this expert Earth Sage magic deals Spiritx2.5 damage and may weaken or bury the target and deals Spiritx2.0 to and may frighten any nearby.
Quake: 100MP; this master Earth Sage magic may deal Spiritx2.5 damage to or bury the target and may deal Spiritx2.0 damage to or bury any nearby.

Wind Rage: 45MP; this basic Wind Sage magic deals Spiritx1.5 damage to the target and Spiritx1.3 to any nearby.
Wind Spot: 50MP; this amateur Wind Sage magic may only deal Spiritx0.4 damage but it slows all enemies.
Draft: 65MP; this novice Wind Sage magic deals Spiritx2.0 damage to and may slow the target and Spiritx1.8 to and my frighten any nearby
Tempest: 85MP; this expert Wind Sage magic deals Spiritx2.5 damage and may slow or blow away the target and deals Spiritx2.0 to and may frighten any nearby.
Tornado: 100MP; this master Wind Sage magic may deal Spiritx2.5 damage to or blow away the target and may deal Spiritx2.0 damage to or blow away any nearby.

All:

Center: 5MP; this basic Holy magic deals Spiritx1.5 damage to target.
Call: 7MP; this amateur Holy magic deals Spiritx1.8 damage to the target.
Justice: 12MP; this novice Holy magic retaliates damage done.
Transcend: 15MP; this expert Holy magic deals Spiritx1.3 damage to a target while healing damage done to the target.
Divine Wrath: 25MP, continuous; this master Holy magic calls down 1/level bolt at a rate of once per caster's attack where each bolt drains 5% enemy HP or heals 7% ally HP.

Pain: 5MP; this basic Evil magic deals Spiritx1.5 damage to target.
Hurt: 7MP; this amateur Evil magic deals Spiritx1.8 damage to the target.
Harm: 10MP; this novice Evil magic deals Spiritx1.8 damage and may poison the target.
Revenge: 15MP; this expert Evil magic retaliates damage done and poisons.
Evil Hand: 20MP; this master Evil magic deals Spiritx1.8 damage, poisons, and frightens the target.

Non: 5MP; this basic Void magic deals Spiritx1.5 damage to target.
None: 7MP; this amateur Void magic deals Spiritx1.8 damage to the target.
Nonentity: 10MP; this novice Void magic deals Spiritx1.5 damage and may blind the target.
Zero: 15MP; this expert Void magic blinds and may stop the target.
Singular: 20MP; this master Void magic deals Spiritx1.8 damage, blinds, and stops the target.

Chop: 5MP; this basic Physical magic deals Spiritx1.5 damage to target.
Chomp: 7MP; this amateur Physical magic deals Spiritx1.8 damage to the target.
Boot: 10MP; this novice Physical magic deals Spiritx2.0 damage to the target.
Smash: 15MP; this expert Physical magic buries and may deal Spiritx1.1 damage to the target.
Cruel Laughter: 18MP; this master Physical magic buries and frightens the target.

Scale: 10MP; this basic Dragon magic doubles Resistance for short period of time.
Claw: 7MP; this amateur Dragon magic deals Spiritx2.0 damage to the target.
Rage: 12MP; this novice Dragon magic deals Spiritx1.5 damage and may make a critical strike, paralyze, or frighten the target.
Tail Whip: 15MP; this expert Dragon magic deals Spiritx1.5 damage, paralyzes, frightens and may weaken the target.Dragon Fire: 25MP; this master Dragon magic may deal Spiritx1.8 damage or incinerate the target.


Abilities


Fighter:

First Aid: 2SP; this basic Fighter ability allows the individual to heal himself 10% HP.
Tackle: 3SP; this amateur Fighter ability allows the individual to knock a target off balance along with small damage.
Bash: 4SP; this novice Fighter ability throws the whole weight of the individual into a target to paralyze along with minor damage.
Sweep: 4SP; this expert Fighter ability sweeps the target's feet and may blind.
Harsh Blow: 5SP; this master Fighter ability may deliver a bone-crushing blow.

Warrior

Field Treatment: 4SP; this basic Warrior ability allows the individual to heal himself and any surrounding by 20%
Rolling Strike: 5SP; this amateur Fighter ability allows the individual to roll around a target for greater damage.
Pummel: 5SP; this novice Fighter ability allows the individual to strike with the butt end of a weapon to frighten and paralyze.
Open Stance: 6SP; this expert Fighter ability has the individual appear open to attack only to counter for double damage and cause fright.
Stricken: 10SP; this master Fighter ability forces an target in close for a vital blow the halves defense and resistance.

Archer:

Quick: 2SP; this basic Archer ability allows the individual to skillfully dodge the next attack.
Sharp: 3SP; this amateur Archer ability ensure the next shot can't miss.
Pulverize: 4SP; this novice Archer ability pulls the string taut to allow for a massively powerful if inaccurate strike.
Sprint: 4SP; this expert Archer ability quickly finds any high ground to maximize range and power.
Marksman: 5SP; this master Archer ability ensures no target is safe.

Sniper:

Eagle Eyes: 4SP; this basic Sniper ability ensures the user always hits when at a high vantage point.
Restrained Blow: 5SP; this amateur Sniper ability ensures the next shot will deal minimum damage.
Vital Shot: 5SP; this novice Sniper ability ensures the user's unaltered strength is used against a target as if it had 0DEF.
Hidden: 6SP; this expert Sniper ability ensures the user is out of sight until it is too late.
Impossible Shot: 10SP; this master Sniper ability makes even the impossible shot possible.

Cleric:

Pray: 2SP; this basic Cleric ability grants double attack and defense power to all allies as long as individual isn't hit or doesn't move.
Blessed: 3SP; this amateur Cleric ability centers a healing reservoir of healing.
Miracle: 4SP; this novice Cleric ability allows for an extremely small chance to revive.
Grave: 4SP; this expert Cleric ability may send a target to an early demise.
Revive: 5SP; this master Cleric ability revives and restores 50% HP and MP.

Priest:

Sanctuary: 4SP; this basic Priest ability makes it impossible for enemies to attack until an ally strikes.
Inner Sanctum: 5SP; this amateur Priest ability restores all HP, MP, SP, and TP while within Sanctuary.
Return: 5SP; this novice Priest ability revives fallen allies while within Sanctuary.
Blessed: 6SP; this expert Priest ability blesses a target or removes a curse.
Cursed: 10SP; this master Priest ability curses a target or removes a blessing.

Mage:

Concentrate: 2SP; this basic Mage ability doubles the power of the next spell cast.
Skill UP: 3SP; this amateur Mage ability increases all stats of a target by 25%.
Skill DOWN: 4SP; this novice Mage ability decreases all stats of a target by 25%
Silence: 4SP; this expert Mage ability silences a target so no more spells can be cast.
Ability Proof: 5SP; this master Mage ability ensures a target cannot receive any status ailment.

Sage

Sight Unseeing: 4SP; this basic Sage ability reveals all elemental prowesses.
Mark: 5SP; this amateur Sage ability ensures spells won't hit allies accidentally.
Recuperate: 5SP; this novice Sage ability slowly regenerates MP.
Critical Cast: 6SP; this expert Sage ability allows for the next spell to be cast with a chance for critical.
Dual Cast: 10SP; this master Sage ability allows for the casting of two spells at once; does not combine with Critical Cast or Concentrate.

Techniques


Cross:

Keyline: 1TP; Cross' basic technique allows him to strike several consecutive blows at 3/4 his attacking power. Works great with Charge.
Concussion Blow: 2TP; Cross aims for a specific body part to deal extra damage and try to break the limb. A head shot causes senseless.

Zeke:

Cook: 1TP; Zeke can create dishes from parts of food that have more HP/MP restoration than the ingredients themselves.
Season: 1TP; Zeke can season his dishes and it increases the HP/MP restoration of the meal.

Benjamin:

Herbology: 1TP; Ben can identify the usefulness of nearly any plant, root, herb, bark, et cetera he comes across.
Ointment: 2TP; Ben can create a soothing ointment out of anything he's identified beforehand.

Violette:

Lullaby: 1TP; a light melody that has a 50% chance to put enemies to sleep.
PostPosted: Tue Aug 16, 2005 2:16 pm


Elemental Prowess


Other:
Holy: Resistant to Elements; Weak to Evil
Evil: Resistant to Void; Weak to Holy
Void: Resistant to Elements; Weak to Other
Physical: Resistant to Other; Weak to Elements

Elements:
Fire: Resistant to Ice; Weak to Water
Ice: Resistant to Water, Weak to Fire
Water: Resistant to Wind; Weak to Electric
Electric: Resistant to Fire; Weak to Earth
Earth: Resistant to Electric; Weak to Wind
Wind: Resistant to Earth; Weak to Ice
Dragon: Resistant to Elements; Weak to Void



What cannot be selected:
Any "Other" Element
Dragon

Selecting Spells


  • You start off with the basic spell list for your chosen class.
  • Every five levels indicates a "class" upgrade. basic => amateur => novice => expert => master
  • Upon acquiring master status, a new class may become available.
  • Mages may select all but their elemental opposite (weakness) at a rate of 4/5 levels.
  • "All" Spells may be selected by non-Mage classes at the rate of 1/3 level.
  • "All" Spells may be selected by Mage classes at the rate of 1/2 levels.
  • Spells are "single-target only" unless specified otherwise.
  • Mages may "overcast" MP at the cost of HP. BE FOREWARNED! Dropping to or below 0HP due to overcast will result in death!


Resistance versus Weakness


  • Weakness takes double listed damage.
  • Resistance always reverts damage listed to x0.5
  • Same always reverrts damage listed to x1.0
  • Neutral leaves damage as listed.


We shall use Flicker as an example.

Fire Spell Flicker
Other:
Holy: 0.5
Evil: 1.5
Void: 0.5
Physical: 3.0

Elements:
Fire: 1.0
Ice: 3.0
Water: 1.5
Electric: 0.5
Earth: 1.5
Wind: 1.5
Dragon: 0.5


As you can see, choosing the right element for the right enemy wields the best results. There are no combination elements! In addition! If Flicker is wielded by one of Fire Elemental Prowess, one may increase damage versus Neutral by x0.5 and a Weak by x1.0 -- in other words:

Fire Spell Flicker
Other:
Holy: 0.5
Evil: 2.0
Void: 0.5
Physical: 4.0

Elements:
Fire: 1.0
Ice: 4.0
Water: 2.0
Electric: 0.5
Earth: 2.0
Wind: 2.0
Dragon: 0.5


The right Prowess at the right time will have devastating results. Be forewarned, your enemies have this same advantage!

Edymion
Captain


Edymion
Captain

PostPosted: Wed May 02, 2007 3:05 pm


Known Enemies


Rat
    Class: Rat
    Elemental Prowess: none
    Armor: none
    Feet: none
    Accessory: none
    Weapon: Teeth and Claws
  • Level: 1/2
  • Hit Points: 8/11
  • Magic Points: 0/0
  • Spirit Points: 0/0
  • Technical Points: 0/0
  • Strength: 2/3
  • Defense: 2/3
  • Spirit: 2/2
  • Resistance: 2/2
  • Speed: 2/2
  • Dodge: 2/2
  • Dexterity: 2/2
  • Luck: 2/2

A basic sewer crawler. Other than being creepy, they pose no real threat. They might leave behind their meat when defeated...

Slime
Slimes know all spells. They may miscast because they don't have enough MP, but they tend to stay away from spells outside their class level.

    Class: Slime
    Elemental Prowess: random
    Armor: none
    Feet: none
    Accessory: none
    Weapon: Tentacles
  • Level: 2
  • Hit Points: 30
  • Magic Points: 50
  • Spirit Points: 0
  • Technical Points: 0
  • Strength: 2
  • Defense: 5
  • Spirit: 1
  • Resistance: 1
  • Speed: 1
  • Dodge: 1
  • Dexterity: 1
  • Luck: 1

Rancid smelling basic slimes. These gelatinous creatures are barely colored to their element. The only way to really tell is to hit them. They don't drop anything of worth...
    Class: Creeping Slime
    Elemental Prowess: chromatic
    Armor: Rat Bones
    Feet: Concrete Mash
    Accessory: Rat Bodies
    Weapon: Tentacles
  • Level: 4
  • Hit Points: 78
  • Magic Points: 95
  • Spirit Points: 2
  • Technical Points: 1
  • Strength: 2
  • Defense: 20
  • Spirit: 8
  • Resistance: 4
  • Speed: 2
  • Dodge: 1
  • Dexterity: 10
  • Luck: 1

These things stink! They have a gelatinous body that seems to sprout tentacles at random. It might just drop a bone tail of rat when defeated...or some rancid gel.

Goomba
Any goomba with Evil prowess know Shades Spark.

    Class: Goomba
    Elemental Prowess: none
    Armor: none
    Feet: none
    Accessory: none
    Weapon: Head
  • Level: 1/2
  • Hit Points: 8/11
  • Magic Points: 0/0
  • Spirit Points: 0/0
  • Technical Points: 0/0
  • Strength: 2/3
  • Defense: 3/3
  • Spirit: 2/2
  • Resistance: 2/2
  • Speed: 2/2
  • Dodge: 2/2
  • Dexterity: 2/2
  • Luck: 2/2

The basic foot soldier for the Koopa King. They kind of look like brown mushrooms with feet... When defeated, their flattened bodies might be left behind.

    Class: Goomba Staffer
    Elemental Prowess: Evil
    Armor: Large Goomba Vest
    Feet: Spore Boots
    Accessory: Tongue Clip
    Weapon: Boot Spike Clip
  • Level: 5
  • Hit Points: 110
  • Magic Points: 20
  • Spirit Points: 4
  • Technical Points: 1
  • Strength: 14
  • Defense: 12
  • Spirit: 8
  • Resistance: 12
  • Speed: 6
  • Dodge: 2
  • Dexterity: 3
  • Luck: 0

This human-sized goomba is often close behind a large number of goomba. His real threat are those spikes it sometimes leaves behind when defeated. A lucky adventurer might just pick up that oversized vest!

Denizen
All denizens know Shades Spark

    Class: Imp
    Elemental Prowess: Evil
    Armor: Tiny Vest
    Feet: Claws
    Accessory: Glow Pendant
    Weapon: Pitchfork
  • Level: 4
  • Hit Points: 120
  • Magic Points: 21
  • Spirit Points: 4
  • Technical Points: 3
  • Strength: 7
  • Defense: 12
  • Spirit: 2
  • Resistance: 14
  • Speed: 3
  • Dodge: 9
  • Dexterity: 1
  • Luck: 1

The lowest rank of denizen. They are annoying and tough, and drop 35% fewer experience than others of similar rank. They might drop a piece of their equipment upon defeat.

    Class: Imp Sergeant
    Elemental Prowess: Evil
    Armor: Pleated Vest
    Feet: Claws
    Accessory: Red Pendant
    Weapon: Gem Pitchfork
  • Level: 6
  • Hit Points: 250
  • Magic Points: 150
  • Spirit Points: 10
  • Technical Points: 5
  • Strength: 12
  • Defense: 14
  • Spirit: 15
  • Resistance: 15
  • Speed: 4
  • Dodge: 11
  • Dexterity:2
  • Luck: 2

A commander of the lowest rank of denizen. They are annoying and tough, and drop 30% fewer experience than others of similar rank. They might drop a piece of their equipment upon defeat.
PostPosted: Thu May 17, 2007 6:14 pm


Known Enemy Specific Attacks


Shades Spark: 15MP; an Evil magic that can deal between Spiritx1.1 and Spiritx1.8 based on enemy type. The only known users are goomba and denizen. A goomba maximizes damage at Spiritx1.4 among the highest ranks and levels. A denizen deals that as a minimum among the lowest ranks and levels.

Edymion
Captain


Edymion
Captain

PostPosted: Thu May 17, 2007 7:16 pm


Known Allies and Unique Enemies


All known allies are listed with their statistics as follows. Base/Minimum until exact stats are known. If statistics are posted before a winnable battle, they are subject to change.
Bowser
    Class: Koopa King
    Elemental Prowess: Fire
    Armor: Spiked Shell
    Feet: Grotesque Claws
    Accessory: Horns
    Weapon: Clawed Hands
  • Level: 50
  • Hit Points: 120/520
  • Magic Points: 30/130
  • Spirit Points: 2/22
  • Technical Points: 1/11
  • Strength: 1/11
  • Defense: 1/11
  • Spirit: 1/11
  • Resistance: 1/11
  • Speed: 1/11
  • Dodge: 1/11
  • Dexterity: 1/11
  • Luck: 1/11

Bowser is the king of all koopas, and he thinks he's going to marry Princess Peach Toadstool one day. Unfortunately for him, the mustachioed hero, Mario, always foils his plans. There has been at least one reported incident where Peach has aided the known hero in stopping said plans. Always the one to be full of his own ego, Bowser has even lent his aid to Mario to ensure his dominance as the biggest evil boss around. He hates being the second most evil one.

Daisy
    Class: Princess
    Elemental Prowess: Wind
    Armor: Yellow Dress
    Feet: Dainty Shoes
    Accessory: Daisy Crown
    Weapon: Golf Club
  • Level: 50
  • Hit Points: 30/120
  • Magic Points: 120/520
  • Spirit Points: 2/22
  • Technical Points: 1/11
  • Strength: 1/11
  • Defense: 1/11
  • Spirit: 1/11
  • Resistance: 1/11
  • Speed: 1/11
  • Dodge: 1/11
  • Dexterity: 1/11
  • Luck: 1/11

Daisy's what you might call...different. She's a little too perky sometimes, and she loves to tease anybody who will listen. She's more like a recent house guest than a full addition to the Mario crew. She's helpful and cheerful, and she really knows how to play a good round of...whatever sports game might make its appearance. She has a similar back story to Peach, but she hails from a completely different dimension that is strongly linked to that of the Mushroom Kingdom.

Ganondorf
    Class: Dark Lord
    Elemental Prowess: Evil
    Armor: Black Steel Plate and Gauntlets (+26DEF, +15RES)
    Feet: Black Steel Boots (+11SPD, +12DDG)
    Accessory: Triforce of Power (+51HP, +50 MP, +49SP, +51TP)
    Weapon: Evil Sword (+14STR, +9SPT)
  • Level: 50 (10)
  • Hit Points: 120 + (10 + 50 + 51 = 4560)
  • Magic Points: 30 + (10 + 20 + 50 = 830)
  • Spirit Points: 2 + (10 + 20 + 49 = 160)
  • Technical Points: 1 + (10 + 40 + 51 = 102)
  • Strength: 1 + (10 + 70 + 14 = 95)
  • Defense: 1 + (10 + 50 + 26 = 87)
  • Spirit: 1 + (10 + 30 + 9 = 50)
  • Resistance: 1 + (10 + 50 + 7 = 76)
  • Speed: 1 + (10 + 50 + 11 = 72)
  • Dodge: 1 + (10 + 50 + 12 = 73)
  • Dexterity: 1 + (10 + 10 + 0 = 21)
  • Luck: 1 + (10 + 60 + 0 = 71)

Ganondorf represents the most vile, foul villain possible. He is cruel, heartless, and relentless. It is written that not even Death has been able to quell his quest for power and dominance. He can take the form of a powerful boar and even compare in skill to his greatest adversary, Link. He's not shy to directly confront the ruling powers or even kidnap Princess Zelda. He also carries the Triforce of Power and will stop at nothing for his evil ambitions.

Goddess Power: 5TP; a three turn technique. [Turn 1] sees Ganondorf invoke. [Turn 2] quintuples his attack power. [Turn 3] sees him jump high into the air.

Link
    Class: Hylian Hero
    Elemental Prowess: Holy
    Armor: Green Tunic and Hyrule Shield
    Feet: Hylian Boots
    Accessory: Triforce of Courage
    Weapon: Master Sword
  • Level: 50
  • Hit Points: 90/390
  • Magic Points: 90/390
  • Spirit Points: 2/22
  • Technical Points: 1/11
  • Strength: 1/11
  • Defense: 1/11
  • Spirit: 1/11
  • Resistance: 1/11
  • Speed: 1/11
  • Dodge: 1/11
  • Dexterity: 1/11
  • Luck: 1/11

Link is the ever known and loved hero of Hyrule Kingdom. It is a land ruled by three goddesses, and they have bestowed upon the Hylian people their power, the Triforce. A great evil arose, however, and the Triforce was split between three entwined by destiny. Link carries the Triforce of Courage and constantly rises up to quell the evil beast. He is often forced to take up arms despite wanting to live a peaceful life. The primary person he affiliate with is Princess Zelda.

Luigi
    Class: Green Bro
    Elemental Prowess: Earth
    Armor: Green Overalls
    Feet: Green Boots
    Accessory: Green Hat
    Weapon: 'L' Hammer
  • Level: 50
  • Hit Points: 90/390
  • Magic Points: 90/390
  • Spirit Points: 2/22
  • Technical Points: 1/11
  • Strength: 1/11
  • Defense: 1/11
  • Spirit: 1/11
  • Resistance: 1/11
  • Speed: 1/11
  • Dodge: 1/11
  • Dexterity: 1/11
  • Luck: 1/11

Luigi is Mario's younger, greener brother. It's unknown if they are actually related. Despite having similar origins, it is Luigi who is left as less known. He's been the hero of his own adventures, but he's developed a more skittish nature than his brother. He's has his moments to shine, and his most recent quests have been along for the ride with his brother. He does seem to be able to jump higher, but this might be because he's thinner and taller.

Peach
    Class: Princess
    Elemental Prowess: Holy
    Armor: Pink Dress
    Feet: Ribbon Shoes
    Accessory: Peach Crown
    Weapon: Parasol
  • Level: 50
  • Hit Points: 30/120
  • Magic Points: 120/520
  • Spirit Points: 2/22
  • Technical Points: 1/11
  • Strength: 1/11
  • Defense: 1/11
  • Spirit: 1/11
  • Resistance: 1/11
  • Speed: 1/11
  • Dodge: 1/11
  • Dexterity: 1/11
  • Luck: 1/11

The kindly Princess Peach Toadstool always seems to catch the eye of the wrong suitor. It's mostly the detestable Bowser. She always seems to get kidnapped at the most inappropriate times, despite being overly cautious about movements from the wastelands he rules over. She doesn't flaunt her riches or prestige, and she seems to have heroic powers of her own right. How she's actually captured is a guess anybody can take, but it's sure to be known that most encounters have been by surprise or magic.

Toad
    Class: Servant
    Elemental Prowess: Ice
    Armor: Mush Helm
    Feet: Brown Sneaks
    Accessory: Red Vest
    Weapon: 3 Red Dots
  • Level: 10
  • Hit Points: 10/17
  • Magic Points: 10/17
  • Spirit Points: 2/6
  • Technical Points: 1/3
  • Strength: 1/3
  • Defense: 1/3
  • Spirit: 1/3
  • Resistance: 1/2
  • Speed: 1/3
  • Dodge: 1/3
  • Dexterity: 1/3
  • Luck: 1/3

Toad is the most well known mush. He's among their strongest, so it's probably no wonder Bowser's heavier-duty troops walk all over them. Still. They have a numbers advantage. They are also more capable at magic. Toad is also among the few red dotted mush to have the Ice prowess.

Zelda
    Class: Princess
    Elemental Prowess: Holy
    Armor: Triforce Dress
    Feet: Silver Slippers
    Accessory: Triforce of Wisdom
    Weapon: Royal Rapier
  • Level: 50
  • Hit Points: 30/120
  • Magic Points: 120/520
  • Spirit Points: 2/22
  • Technical Points: 1/11
  • Strength: 1/11
  • Defense: 1/11
  • Spirit: 1/11
  • Resistance: 1/11
  • Speed: 1/11
  • Dodge: 1/11
  • Dexterity: 1/11
  • Luck: 1/11

Zelda became entangled in the web of destiny, the fight between good and evil, because of her incredible mind and presence of magic. She is a strong warrior, great in stature and greater still in wisdom. She was chosen to carry the Triforce of Wisdom in order to protect the great power of the goddesses from being uprooted and used by the greatest evil menace. She can even assume the guise of the masculine Sheik in order to protect herself.
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