You are a band of common travelers, admiring the beauty of the natural world. Belonging to no true kingdom, you live your lives in the fast lane, inn-to-inn. Years pass, and you all settle near each other in the kingdom of Cikoray(chi-cor-ay). Your kingdom is grand and powerful - soon, it turns greedy, sending elite knights out to claim the ancient treasures of civilizations past and present. After a while, this backfires, and a kingdom that was long thought dead was awakened again, angry at the meddling of Cikoray. A scourge sweeps across Cikoray, killing everyone. Sensing a problem, you and your friends are able to escape into the wilderness, to an inn. With Cikoray absorbed into this new evil kingdom, you know you're the only ones with a deep enough understanding of this foe to clean up the mess.
I'll be accepting four people. Here are the classes!
FIGHTER CLASSES
Knight - Medium HP, attack, defense, and agility Base Stats HP: 100 Attack: 50 Defense: 50 Agility: 50
Paladin - high HP, medium attack, medium defense, low agility Base Stats HP: 150 Attack: 50 Defense: 50 Agility: 10
Reaper - medium HP, high attack, low defense, medium agility Base Stats HP: 100 Attack: 90 Defense: 10 Agility: 50
Assassin - low HP, medium attack, medium defense, high agility Base Stats HP: 50 Attack: 50 Defense: 50 Agility: 90
MAGE CLASSES
Neptune Mage - medium HP, attack, defense, and agility - uses water-based magic Base Stats HP: 100 Attack: 30 Defense: 30 Agility: 50 Spells: Icicle, Whirlpool, Convalesce, Spout(will explain later) Jupiter Mage - medium HP, low attack, medium defense, high agility - uses wind-based magic Base Stats HP: 100 Attack: 5 Defense: 30 Agility: 100 Spells: Gale, Zephyr, Wind Slash, Zap
Pyro Mage - low HP, medium attack, high defense, medium agility, uses fire-based magic Base Stats HP: 50 Attack: 30 defense: 100 agility: 50 Spells: pyre, sear, flare, hot flash
Geo Mage - high HP, medium attack, medium defense, low agility, uses earth-based magic HP: 150 attack: 30 defense: 30 agility: 5 Spells: tremor, rockfall, sandstorm, crush
SPELL EFFECTS
Water spells - Neptune mages can use these infinitely,
Icicle - do high damage to a single enemy, pierces armor
Whirlpool - delay the actions of enemies randomly for three turns
Convalesce - heal one ally for half of the maximum HP
Spout - do high damage to a single enemy, lowers enemy attack
Wind spells - Jupiter mages can use these infinitely
Gale - do low damage to all enemies or medium damage to three
Zephyr - heal all allies for a little HP
Wind Slash - do high damage to a single enemy or medium damage to three
Zap - stun an enemy and do a little damage
Fire spells - pyro mages can use these infinitely
Pyre - has a small chance to instantly kill an enemy, does a little damage if it fails
Sear - do medium damage to two enemies
Flare - do very high damage to one enemy
Hot flash - raise the attack of a fighter by a random amount
Earth spells - Geo mages can use these infinitely
Tremor - do low damage to all enemies and destabilize them
rockfall - do medium damage to three enemies
sandstorm - demolish the armor of two enemies
crush - do high damage to a single enemy
NOTE: there are other, highly secret spells to be learned later on
Because it's a pain in the a** to type out a gigantic OP, Imma post the item selection stuff after this. Please don't post yet, because it will make me very sad.
I know I keep saying I'll start, so because spring break is finally up and I'm not awash with work and my internet has finally stopped repeatedly crapping itself, you can get started.
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You escape just as the capital is completely engulfed in a dark flame. You know of a settlement nearby - you make your way there. The forest thickens into beaten paths going off in every direction.
do you take the left path (easiest, no real rewards) center(med. difficulty, some rewards) or the right(tough, tons of rewards along the way)?
I take the center path and not the hard path because we all just started and not that great at this yet so it would be kind of silly to take the hard one.
Flag Geo Mage - high HP, medium attack, medium defense, low agility, uses earth-based magic HP: 150 attack: 30 defense: 30 agility: 5 Spells: tremor, rockfall, sandstorm, crush Weapons: Staff - mages only, boosts magic power SideArms: magic amp - mages only, ups magic power Armor: Elemental Robe - mages only, ups magic power defense+10
You take the center path, and you're immediately set upon by some cutthroat bandits! There's a smaller, more agile one, and a muscular one with an axe.
"Hmmm . . . yesssss . . . these people have some nice thingssss on them . . . ." The smaller one hisses.
ZOMFG! Enemehs!
Encountered Thief! Encountered Slayer!
The thief seems to disappear, before coming up with his knife buried in Panzer's chest. The attack does 15 damage and causes a lasting wound, which is now bleeding for 8 damage/turn.
The large one with the axe tries to hit PAnzer too, but he falls backward, taking 25 damage.
"You idiot! Don't be ssssoooo usselessssss! Learn how to fight!"
Fergus goes after the big assassin, bouncing off him and doing 0 damage because he didn't say anything besides that he would go after him. The guy takes his axe in one hand and cleaves Fergus for 34 damage, knocking him backward.
Panzer crushes the smaller assassin. He escapes major injury but still gets a crushed leg, impeding his movement, and takes 60 damage.