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Eloquent Conversationalist
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Posted: Sun Sep 24, 2006 9:46 pm
Welcome to Classic2, or C2, as you will. This is new fight system that builds upon the Classic System. It keeps the simplicity and fun of the Classic, while adding in the ingenuity of the V2. Rules are compatible with all Classic Matches and rules, and, for the most part, no additional training is required to make the leap from Classic to Classic2. It IS, however, required of participants to register anew. Since stats revolve around Race and Class in the C2, transferring stats from Classic is pointless. Table of Contents: 1: Registration 2: Races 3: Classes 4: Fight Additions 5: The Style Shop 6: Registered Fighters
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Posted: Sun Sep 24, 2006 9:47 pm
Registration
Registration is slightly different from the Classic. You must first pick your Race, then your class. After those are determined, you may add a small amount of custom points to your character and you are ready to go.
Step One: Choose your Race
Each Race has distinct stats and abilities that make them special. Thing carefully about your RP character and what you want them to do when choosing your Race. For instance.... if you want a well rounded character, Humans are ideal. Humans start off at....
Human: S:6 A:6 L:0 M:0
They also have the added bonus of having NO class restrictions. This means that if you're human, you can be ANY class.
Step Two: Choose your Class
Your Class helps redefine your abilities and mode of attack. Classes like Mage simply raise your Magic significantly.... while a Necromancer changes the way you attack ENTIRELY. Look them over carefully before you choose.
Step Three: Add your Custom Points and prepare to battle! Just like you did with your Classic System points, you add a few stat points, like Agility or Strength, to your character. These are the final steps to fleshing them out and making them who you want.
Cross Breeds: Choose your Race: The Sequel!
If you can't decide on a single race... there is a risky alternative. Crossbreeds. Certain breeds are capable of interbreeding and certain ones aren't. Those that can take a genetic gamble. Since each race has strengths and weaknesses, you run the risk of getting a character with the weaknesses of both parents... or only getting the strengths.
Re-Registering: Didn't like it, huh?
If you decide to register as a crossbreed, or go into the Gambler class, you risk getting a bad combination of abilities. Although the possibility of being stronger than any of the other pure classes is there, so is being weaker. If you don't like the random generation of attributes, you MAY re-register... just not as the same thing. If you register as a Vampire/Human crossbreed and don't like your attributes... you can't register against as a Vampire/Human. Likewise, if you register as a Gambler and don't like the stats, you can't go back into the Gambler class.
Cross Breeding Guide: Who Can Get Together!
Undead, Changelings, and Lycans cannot interbreed with other races. The Vampire and Demon classes cannot interbreed.
All other combinations are allowed to interbreed.
The attributes for a crossbreed are determined by a Dominant Gene vs. Recessive Gene formula. The Positive traits of a Race are Dominant, and the Negative are Recessive. They are paired up with the other parent, giving four possible outcomes. The outcome that is your characters abilities is determined by a dice roll. A D20 is broken into four quarters, each representing a genetic outcome.
If this is confusing.... forget you read it. I do all the hardwork, so no worries.
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Sun Sep 24, 2006 11:27 pm
Races
This is the list of available Races to register as, their abilities, and their base stats.
Humans: HP:20 S:6 A:6 L:0 M:0
Strengths: No Class Restrictions. Only class that can use "Silver."
Weakness: "Can get a Pot Belly"
"The well-rounded class, Human have no distinct strengths or weaknesses... however, their lack of Class Restrictions means they can be anything."
Lycans:
Were Form HP:40 S:12 A:12 L:0 M:0
Human Form HP:20 S:6 A:6 L:0 M:0
Strengths: As Human, has no class restriction. As Lycan, doubles its base stats, including HP.
Weakness: Can only be Lycan at night. As Lycan, loses all items, weapons, armor, and buffs, fighting only with its natural abilities.
"The Lycan Class is affected by time of day. During the day, they are simply a human. At night, however, they shed all traces of their humanity and become the Lycan, doubling their powers completely."
Vampires:
HP:25 S:9 A:7 L:0 M:3
Strengths: Has the "Drain Life" ability that drains your opponent of HP, while replenishing your own. This is an attack, done as either STRONG or WEAK.
Weakness: During the day, Vampires take a constant flow of damage, starting at 1HP per round. Certain Class restrictions.
"The Vampire Class is a strong, mostly physical class. They can steal health from their opponents, but are weakened during the day."
Changelings:
HP:15 S:6 A:6 L:0 M:0
Strengths: Can temporarily take on the stats and strengths of any other class, except for HP. (Base Limit: Two Rounds)
Weakness: Must sacrafice a turn to change into their target Race. Has a limited amount of time they can hold that form. Armor and Class Restrictions.
"The Changeling Class is truly the neutral class for those with trouble making up their mind. While able to take on other Racial traits, they can't copy Class traits. Keep that in mind when you choose a class so that your Class is as flexible as your Race."
Succubus/Incubus:
HP:15 S:3 A:6 L:0 M:5
Strengths: Can "Heal Life" with the sacrafice of one turn, with a base healing of +3HP. Decent Magic.
Weakness: Armor restrictions. Weak physical attacks.
"A much more pleasant version of a Vampire, the Succubus takes its energy from its prey in the form of physical contact.... Please RP responsibly. The Succubus deals in more magical attacks then physical."
Undead:
HP:50 S:5 A:1 L:0 M:0
+2A at Night +2S at Night
Strengths: Absolute highest HP. Can take a SEVERE beating... Immune to Drain Life. Succubus/Incubus cannot Heal Life against Undead. Weakness: Low agility, Severe class restrictions.
"The Undead are walking tanks. While it's hard for them to hit their targets, they have plenty of chances to do so as its EXTREMELY hard to kill them."
Elves:
HP:13 S:4 A:10 L:0 M:0
Strengths: Very high agility.
Weakness: Low Class restrictions, low strength and HP.
"The Elves are a very quick race. Hard to hit with their stunning Agility, the Elf is the race for those that prefer to counter."
Demon:
HP:35 S:11 A:11 L:0 M:4
Strengths: Super Strong, Super Fast, Super Tough.
Weakness: SEVERE class restrictions, 5x the price in the Style Shop
"The Demons are a naturally strong, and some would say, superior race. They are amazingly strong and fast, but prefer to do things without aid. If you choose this race, realize that you will excel in your first few matches... then be slowly overcome until you can afford your VERY expensive upgrades.
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Posted: Mon Sep 25, 2006 12:15 am
Classes
Classes are the final part of your registration. They determine the profession or skills your character has. Choose wisely, as some Races work with classes better than others.
The following is a list of Classes, their attributes, and what races may become them.
Mage:
+9 Magic -3 HP
Available: Human, Changeling, Succubi/Incubi, Elf
Necromancer:
+3 Magic +2 Strength at Night
Base summon: HP: 5 S:7 A:7 L:0 M:0
Available: Human, Changeling, Elf, Vampire
Ninja:
+9 Agility +2 Strength
Available: Human, Changeling, Succubi/Incubi
Warrior:
Note: Warrior is a generic term for anyone that can use weapons and armor. They also have the most avaible upgrades for purchase.
+3 Strength +3 Agility
Available: All Races except Lycan
Knight:
Note: Knight is a generic term for an armored warrior with great weapon skill. Their "RP" armor is not the same as purchased armor.
+10HP +5 Strength
Available: Human, Changeling
Bard/Dancer:
+2 Magic Can play songs/dance to buff themselves or debuff their opponents. Base class may play/dance twice per battle, sacrificing a turn to do so.
Available: Human, Changeling, Succubi/Incubi, Elf, Vampire, Demon
Gambler:
Stats added are a gamble, by Dice Roll. Rolls are done for HP, Strength, Agility and Magic.
1-5: -3 6-10:0 11-15:+1 16-19:+3 20:+5
Damage done by Gamblers are similarly a gamble. The D20 is cut into fifths... ie: 1-4, 5-8, 9-12, 13-16, 17-20
WEAK Attacks can deal from 0-4. Strong can deal from 3-7. Magic can deal 4-8. Counters can deal 0-4.
If you're confused... don't worry. I do the hard stuff.
Available: All Races except Lycan
Thief:
+5 to Agility +2 Luck Traps Lvl 1
Can "Steal" items from their opponent and use them for that battle. "Steal" is an Agility vs. Agility battle, used when the Thief is on the attack. It deals no damage.
Available: Human, Changeling, Succubi/Incubi, Elf, Demon
Cleric:
+2 Strength +2 Agility +2 HP
additional: +2 Agility +2 Strength
versus Vampire, Lycan, Succubi/Incubi, Undead, Demons
May "Converse" with Diety. At base level, they may only "safely" converse once per battle. Four possibilities happen.
1-5 Rejection: The Diety rejects your prayers and smites you for 7 damage
6-10 Blessing: The Diety accepts your prayers and buffs your Strength and Agility by 2 for the remainder of battle.
11-15 Rejuvination: The Diety accepts your prayers and heals you for 7 HP.
16-20 Divine Intervention: The Diety accepts your prayers. If you are attacking, they hit your opponent for 8 damage. If you are defending, they shield you for 5 damage.
Again... if you're confused... don't worry, I'll do the hard stuff.
Available: Human, Changeling, Elf
Monk:
+4 Strength +3 Agility -4 Magic
Variable Damage: The damage they deal is relative to their Strength.
Weak Attack: 1-7: 3 damage 8-14: 5 damage 15-21: 7 damage Strong Attack: 1-7: 5 damage 8-14: 8 damage 15-21: 11 damage
General costs are double.
If confused... Don't worry, I do the hard stuff.
Available: Human, Changeling, Elf, Vampire, Undead, Demon
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Pirate:
+2A OR +2S
Starts with three specials:
Single Shot Pistol Cheat to Win Black Spot
Available: Human, Changeling, Elf
Beserker:
+9S -2A
Dual Wield Two Handed Weapons
Available: Human, Undead, Vampire
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Mon Sep 25, 2006 12:23 am
New Stuff to Classic2
1. Magic drain (losing 1hp for Magic attacks) is now true for ALL forms of Magic use, offensive or defensive.
2. There is no Environmental Damage in this form. Instead, their are traps. When a trap is laid, the opponent gets a roll after every turn until it is tripped. At early levels, the trap is tripped when the opponent rolls between 17-20. It deals 6 damage, ontop of whatever happens.
3. Poison: Poison viles may be purchased, or poison weapons may be equipped. These two things work differently.
With a Poison vile, you may coat one weapon, one time. Once you hit with it, the poison is gone from the weapon. Your opponent will take a set rate of damage (1HP at the lowest) every round. You must sacrafice a turn to apply poison. You may stack poison from viles up to three times.
With a Weapon with Poison as it's special, you will be able to poison your opponent for only so many rounds (stated by weapon.) This affect will wear off. This may NOT be combined with viles of poison.
4. Day and Night: In C2, day and night are factors in the fight. There is a 50/50 chance about what time of day it is when the battle begins. Certain races are weaker at day, so pay attention. If the battle is long, look out because day will turn to night, and vice versa. Every ten turns (10) the time of day will switch.
5. Weapons and Armor are more prevalent in C2. As such, it's important to understand them. All characters can use only a single weapon at time, unless they have the Dual Weild skill. Some weapons are two handed, and they cannot be Dual Weilded.
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Posted: Mon Sep 25, 2006 12:29 am
The Style Shop
Keep in mind, anything purchased by a Demon from the General category will cost 5 times the amount shown. Monk costs are double.
General:
Agility Point Boost: 10 Style Strength Point Boost: 10 Style Magic Point Boost: 15 Style Luck Point Boost: 25 Style Poison Vile: 25 Style Health Potion (+10): 15 Style
The Evin Great Axe: 25 Style +2 damage to any attack or counter Two Handed Weapon
The Evin Katana: 20 Style +1 Strength
The Evin Cutlass: 20 Style +1 Agility The Evin Boomerang: 20 Style Allows two attacks - limited classes (Ninja, Warrior, Knight, Gambler, Theif, Cleric)
The Evin Buckler 20 Style Lessens all damage taken by 2 - limited classes (Warrior, Knight)
MORE TO COME!
Racial:
Human: Endurance - 20 style -When at 1-5HP, may roll 1 d20. With a roll of 15-20, fighter recovers 10HP.
Elf:
Spirit of the Earth -20 style -User conjures the Spirits of Nature and the Earth to protect them. Rolls d20. 16-20, summons Spirit of Earth which absorbs up to 5 damage. Overflow damage does not carry on to the player.
Lycan: Feral Barrage - 25 style -Attack: Fighter attacks four times, each at half Strength. Usable Once per battle
Vampire: Daylight Tolerance I - 25 style -Fighter takes 1HP damage during sunlight every OTHER turn.
Daylight Tolerance II - 30 style -Fighter takes 1HP damage during sunlight every TWO turns.
SPF2000 - One time use - 15 style -When used, player takes no sunlight damage for ONE daytime period.
Improved Drain Life - 30 style -Increases the amount of life drained by 2.
Changeling: Improved Change -20 style -Increases Change Time from 2 rounds to 3
Succubi/Incubi: Improved Heal Life- 20 style -Increase amount healed by 3
Stunning Looks - 25 style - Attack: Rolls d20. 15-20, Stuns opponent for 1 round, deals 5 damage.
Undead: Will of the Forsaken- 35 Style -Ignore any status affect, including Stun, drain life, poison, ect.
Demon:
Demon Form - 50 style increases all normal stats (not Luck) by 5, HP by 10. Deals double damage. Lasts two rounds
Demon Form II - 50 style (must have Demon Form I) Form lasts four rounds.
Class: Mage: Alchemy- 25 style -Allows a player to change any weapon into another weapon of equal value. Can change weapons for other players.
Physical Shield - 20 style -Sacrifices 3hp to create a shield that absorbs up to 7 damage. Overflow damage carries on to user.
Necromancer: Improved Summon - 20 Style -raises HP of base summon by 2
"The Pen is Mightier" Book of Summons* -10 style -Allows aquisition of new summons
"Gift of Valhalla" - Bjork Army -10 Style -5 soldiers, each with 2HP, 5S and 3A.
Ninja: Illusory Assassin - 35 style -User creates illusory images of themself. While only the user deals damage, the opponent must figure out which of the three ninjas they see is the real one. Attacking an illusion dispells it. Attacking the correct ninja dispells all remaining illusions. Ninja and illusions will be labeled 1-3. Opponent picks his target by stating which number they choose before their attack.
Martial Artist Mastery - Allows aquisition of Martial Arts Styles 15 style Only one style can be used per match. Style must be declared before match.
Drunken Fist* -10 style -Reduces all damage taken by 2. Roll d20 after defending. 16-20 automatic counter. Does not count against turn.
Jeet Kun Doo -10 style -Increases Agility by 2. Roll d20 after EVERY action, user OR opponent. 16-20 random weak attack. Does not count against turn.
Dual Weild - 15 style -Allows the weilding of two, single hand weapons.
Traps - 20 style -Allows the use of Traps (WEAK)
Warrior:
Dual Wield - 15 style -Allows the use of two, single hand weapons.
Two handed weapons -15 style -Allows the use of two handed weapons.
Double Attack -20 style -Allows the user to attack twice per turn, Weak, Strong, Magic, or mixed.
Knight:
Dual Wield - 15 style -Allows the use of two, single hand weapons.
Two handed weapons -15 style -Allows the use of two handed weapons.
Bard/Dancer:
Dance/Song of Healing - 15 style Once per Battle -Dance that regenerates half the user's health. D20 roll 15-20
Dance/Song of Tears - 15 style Once per Battle -Dance that hits the opponent for damage equal to their Attack power. D20 roll 15-20
Gambler:
1-50 style One time roll for price on all moves. Player generates random number between 1-50. Number is price for that skill from then on. (for that player)
High Card - -Both players generate a random number between 1-13 (can be done by ref to speed up) Lowest number loses half their health.
Slot Machine - Near-Instant Kill, Once per battle. -Player rolls 3 four sided dice. If all dice match, opponent is dropped to 1HP
Roulette Wheel - D20 roll*****
Lady Luck - D20, alters user's Luck for the rest of the match.
1-5:-3 6-10:0 11-15:+1 16-19:+3 20:+5
(All Aces Once per Battle)
Ace of Spades - Death Card. D20 1: Kills User 19, 20: Kills Opponent
Ace of Diamonds- Increases Agility for the remainder of the match. D20 1-10:0 11-15:+3 16-20:+5
Ace of Clubs - Increases Strength for the remainder of the match. D20 1-10:0 11-15:+3 16-20:+5
Ace of Hearts - Heals User. D20 1-5:+3 6-10:+5 11-15:+7 16-20:+10
Theif:
Steal II - 25 style -Agility vs. Agility attack. No damage. If successful, user steals any one item from their opponent for remainder of battle. May use item if possible. May Steal three times per battle.
Traps II - 25 style -Allows user to set STRONG traps.
Cleric:
Improved Worthiness- 25 style -Allows user to "Converse" with Diety up to three times per battle safely.
Monk:
Gauntlets - 20 style -Increases users Strength by 2
Pirate:
Brace of Pistols -20 style -User fires two pistols, each a seperate attack. Each pistol can deal 8 damage. Uses Agility.
Cheat to Win II -30 style -Summons 5 partners, each attack seperately. Each have 7 Strength.
Black Spot II -35 style -Sentences the opponent to death. Instant kill. Once per battle D20 rolls 19,20.
Rum -One time use- 10 style -Put the pirate in a stupor. Strength drops by 2, Damage taken is reduced by 3.
Dual Wield - 15 style -Allows the use of two, single hand weapons.
Beserker:
Double Attack -20 style -Allows the user to attack twice per turn, Weak, Strong, Magic, or mixed.
Dual Wield - 15 style -Allows the use of two, single hand weapons.
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Eloquent Conversationalist
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Eloquent Conversationalist
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Posted: Mon Sep 25, 2006 12:42 am
Registered Fighters:
Name:ZhangHe HP:20 Style:6 Race:Human Class:Necromancer M:2 W:0 L:2 D:0 S:6 A:12 L:0 M:3
Base summon: "Timmy" HP: 5 S:7 A:7 L:0 M:0
Inventory: None
Name: Deiyin HP:25 Style:0 Race:Vampire-Human (Dampyr) D/R Class:Monk M:0 W:0 L:0 D:0 S:15 A:12 L:0 M:0
Inventory:None
Name: Backflip HP: 14 Style: 6 Race: Elf Class: Gambler M:2 W:1 L:1 D:0 S:5 A:13 L:0 M:0
Inventory:None
Name: Kage Nanashi HP:30 Style:6 Race:Human Class:Knight M:1 W:0 L:1 D:0 S:11 A:10 L:0 M:0
Inventory: None
Name:Icebrat HP:15 Style:0 Race:Changeling Class:Ninja M:0 W:0 L:0 D:0 S:11 A:16 L:0 M:0
Inventory: None
Name:Kyo HP:25 Style:6 Race:Incubus/Vampire D/D Class:Ninja M:1 W:1 L:0 D:0 S:9 A:16 L:0 M:6
Inventory: None Note: Armor Restrictions. Weak Physical Attack. Drain Life. Day Walker.
Name:Jysca HP:16 Style:0 Race:Elf Vampire (Night Elf) D/R Class:Gambler M:0 W:0 L:0 D:0 S:7 A:14 L:0 M:5
Inventory:None Note: Sun Weakness
Name: Shin HP:35 Style:0 Race: Demon Class: Gambler M:0 W:0 L:0 D:0 S:15 A:12 L:0 M:5
Inventory:None Note: 5x price
Name: Spiko22 HP:20/40 Style:0 Race: Lycan Class: Beserker M:0 W:0 L:0 D:0 S:15/30 A:4/8 L:0 M:0
Inventory:None
Name:Dakaiden HP:20/40 Style:0 Race:Lycan Class:Ninja M:0 W:0 L:0 D:0 S:10/20 A:17/34 L:0 M:0
Inventory:None NOTE: possible stat/rule editing to accomodate this combination.
Name:Vampiress Rhiannon HP:15 Style:0 Race: Changeling Class:Necromancer M:0 W:0 L:0 D:0 S:8 A:7 L:0 M:4
Inventory: NOTE: +2S at night
Base summon: "Shimy" HP:5 S:7 A:7 L:0 M:0
Name: HP: Style: Race: Class: M: W: L: D: S: A: L: M:
Inventory:
Name: HP: Style: Race: Class: M: W: L: D: S: A: L: M:
Inventory:
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