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Posted: Fri Dec 21, 2007 6:10 am
Setting: Post apocaliptic New York
Story: After the great Third world war came about, the feilds of the earth were stained with a black ichor that fell from the sky. While plants grow here, they are mostly unfit for consumption, and the surface water is more often than not radioactive. Rain is a dangerous obstical now more than an annoying occurance, due to the level of acidity that the world's oceans have reached, and has killed more than a few people unawares. The wastelands are filled with monsterous abominations of creatures, those mutated by the radiation and have adapted. Giant worms burrow the ground, while monstrus scorpians click with terrible claws. Other stranger creatures exist of course, but most whom have seen them have not come back to tell the tale. The city of New York fell into dissaray after it's supply lines stopped 200 years ago in 205 S. D. (Approximately 3205 AD) and fell into disrepair. The outer suberbs have been largely abandoned to build a great wall around the city, and the tall buildings are mostly being used as mushroom growing facilities (Mushrooms being one of the few plants surviving the cataclisim) or as wells. The world's human population has dropped dramatically, leaving only 2 million survivers in the entire world. However, a number of these people whom are considered dead have been mutated and turned into terrible Arnia. These are large brutish creatures that are about as smart as rocks on most occasions, and resmble large gorillias. They have terrible pertruding jaw filled with many razor sharp teeth, long arms that streach like rubber with iorn claws at the end, and they can move with a speed unknown to creatures that large. It is primarily carniverous, and humans are it's favored prey. The technology of the previous era, long lost to those common folk whom live in fear of the rain, is great and terrible. Nanoids were in popular for production, and many capils of lab dimond are filled with them. Some were designed for medical use, while others were designed for the production of items. However, the rarest and most valuable of all are the illustrius military nanoids called "The grey haze". Only a few capsils of this ever existed, and these vicious nanoids are violently potent (see later for nanoid descriptions). This is a story of those whom have either survived or have succumed to the radiation.
Rules: No god modding
No killing off another player unless express permission is given, or the creature is an NPC
Only have two weapons at any time
Semi-literate please (No rofl, lol, ect. ect.)
If you are going to be a mutant race, then make sure that you post me with your ideas, i will allow any mutant race you can think of on most occasions (as long as it doesn't break a previous rule)
No one person can have more than three different nanoids at any one time
If you decide to drink radioactive water, then please roll 1d6 to add to your radioactivity score
Any most weapons are accepted, but please send me any strange ones you wish to use (Strange = those not shown below)
When battling, only one attack with heavy weapons, two with medium weapons, three with light weapons, and five with rapid fire weapons
You must take into account how your character will eat or drink for the day, as well as a place to sleep
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Posted: Fri Dec 21, 2007 6:16 am
How to read weapon statistics: Weapon statistics will look much like this, Machine Gun: range; 100 meters, damage; 1d6, type; rapid, cost; 300 irinum The first part is the name of the weapon (self explanitory, if this is just too obivous for you just skip ahead), the second is the range of the weapon. It cannot go past this range and still be expected to hit with any accuracy. To hit roll 1d20 and add your marksman bonus. Damage is quite obviously, how much it hurts to be hit by it. To damage a creature roll one 1d6 for this particular weapon and it takes that much, simple as that. The type determines how many attacks you can make with it in a round. Machine Gun: range; 100 meters, damage; 1d6, type; rapid, cost; 300 irinum Shotgun: range 50 meters, damage; 3d6, type; medium, cost; 250 irinum Sniper: range 200 meters, damage; 3d10, type; heavy, cost 450 irinum Rocket Launcher: range 40 meters, damage; 5d10, type; heavy, cost 500 irinum * Handgun: range 70 meters, damage; 1d6, type; light, cost 150 irinum Flamethrower: range 30 meters, damage; 3d12, type; heavy, cost 500 irinum ** Grendade: range 20 meters, damage; 4d12, type; heavy, cost 50 irinum * Katana: range 1 meter, damage; 3d6, type; light, cost 100 irinum War Axe: range 1 meter, damage; 7d6, type; heavy, cost 120 irinum Steam Hammer: range 1 meter, damage; 10d6, type; heavy, cost 250 irinum Spear: range 3 meters, damage; 1d8, type; medium, cost; 20 irinum Spiked Chain: range 3 meters, damage; 1d8, type; medium, cost 100 irinum Plasma Gauntlets: range 1 meter, damage; 1d6, type; light, cost; 80 irinum Starmetal Staff: range 2 meters, damage; 1d8, type; light, cost; 90 irinum SKILLS Alright the skills avalable are (Pick 5): Appraise Appraise Nanoid Balance Bluff Climb Concentration Craft (Robotics) Craft (Programming) Craft (Metalergy) Decipher Script Dipolmacy Disable Device Disguse Escape artist Forgery Gather Information Handle Animal Heal Hide Intimidate Jump Knowledge (Any) Listen Move Silently Open Lock Perform (Any) Profession (any) Ride Search Sense Motive Slight of Hand Spot Survival Swim Tumble Use rope If you have any questions on these (I am expecting lots) or how they work, just pm me and i will tell you.
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Posted: Fri Dec 21, 2007 7:03 pm
Nanoids and how to use them: Nanoids are reminants of a lost and anchient civilization, they are most often injected into the blood stream and they function on a molecular level. Even if they are injected into the blood, this is not always where the effects are found. They vary in between medical nanoids and attack nanoids. The nanoids function the same way weapons do, and you read the statistics the same.
Attack:
Flame; range 300 meters, damage; 3d10, type; heavy
Thunder; range 500 meters, damage; 3d10, type; heavy
Water; range 200 meters, damage; 4d10, type; heavy
Grey haze; range 700 meters, damage; 5d10, type; heavy
Medical:
Healers anoxia; range personal or touch, damage; -2d6, type; heavy
Defence and Utalitarian nanoids have descriptions that are read a little differently. They have effects as opposed to damage, and this determines what happens when the nanoids are activated. On command for Utalitarian, and when contacted with for defence. To peirce a defence nanoid barrier, someone must attack with the appropriate attack. Attacking when in a defence nanoid will not collapse the effect, but if two nanoid effects are up at one time the barriers will collapse. For instance, the Sheild of Flazorn, while impervious to normal attacks, will crumble into dust when attacked with a nanoid effect. While the Phsycometry Backlash works in the oppisite effect. Two effects used for defence do stack, so if you had the Sheild of Flazorn and the Phsycometry Backlash nanoids up at one time you would be immune to both normal and nanoid attacks as long as you did not move or attack. The part of the satistics reading duration is how long each nanoid will function without problem. After that they must spend one min. cooling down.
Defence:
Sheild of flazorn; range 5ft, effect; weapon destabilization (disintigration of any incoming projectiles), duration; 5 mins
Molecular parasite; range 20 meters, effect; Defensive assimilation (breakdown of any defencive effects that are on those attacking you), duration; 10 mins
Phsycometry Backlash; range personal, effect; Electromagnetic Feild (Nanoid barrier, causing immunity to nanoid attacks), duration 5 mins
Utalitarian:
Water converter; range 5 ft, effect; water conversion (the changing of water into combustable fluids, effects all water in avalable range. Often used to refill combustion engine machines.) duration Instantaneous
Alchemic Transmogricators; range 5 ft, effect; molecular conversion (the changing of objects into other objects. Takes 1 mins to take effect on objects, cannot target living creatures.) duration instantanious
Photosythesizers; range personal, effect; sunlight conversion (eliminates the need for food as long as you are in light at least mimicing the sun) duration Permanent
Disguise arrangers; range personal, effect; skin reconfiguration (changes physical appearance to that of a person of similar size and weight) duration 20 mins
Musscle rearrangers; range personal, effect; musscle enhancement (grants a temperary bonus to strength or speed. Causes damage afterwards dealing 1d6 points of damage to the user) duration; 2 mins
Skin converters; range personal, effect; skin conversion (Grants a immunity to the effects of harsh weather) duration Permanent
Creators; range 5 ft, effect; total molecular conversion (allows for the speedy production of any product from crop enhancement to working as a factory. Takes 5 mins to take full effect and can craft any item the user could make normally) duration instantanious
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Posted: Sat Dec 22, 2007 10:59 am
Character Sheets: These go a little somthing like this,
Name: Race: Gender: Birthplace: Appearance:
HP: Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma:
Base attack bonus: Marksman: Swordsman:
Skills:
Weapons: Nanoids:
Background:
You have 102 points that you can put into any one of the first 7 catagories. This determines what your character is like. If he is a brute then he will have a good strength score, while if he is a genius then his intelligece will be good. Be careful to have at least a 10 in any one score or else you will suffer penalties. Someone with a 8 wisdom is insane, but he could have a 25 intelligence and be a genius. While someone with 25 wisdom and 8 intelligence would be a simpleton, but be very knoladgeable in the ways of the soul. Now your Base attack bonus is determined by your strength score, equiling your strength score divided by two minus 5. Then your marksman is determined by your base attack bonus plus your dextarity using the same formula to get the bonus. Your swordsman just uses your strength bonus twice. Skills determine what it is your character can do. Your intelligence determines how many different types of things you can do, and allows you to craft better items. To determine if you craft an item you roll the d20 and add your Intelligence bonus (Intelligence/2-5=bonus) and then add 5 if you are trained in that skill. This determines your success or failure in the attempt to craft your item, if you beat a set DC then you sucessfully craft it, if you get lower then you botch your materials and fail in crafting. The weapons and nanoids entrys are where you put the statistics for whatever weapons or nanoids you currently have.
Alright this is all you need to know, so go have fun in the City of Lights!
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Posted: Tue Dec 25, 2007 7:03 am
((RP is approved! Everyone feel free to start posting.))
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Posted: Wed Dec 26, 2007 11:53 pm
A man with grey, parted hair, long ears and black skin walks through a beach. From the beach the statue of liberty can be seen. "Finally, I'm here! New York City!" He says with amazement and awe in his eyes. He has never been to the city of lights, so he is excited to be here. His White coat's hood flapping in the wind. He had Blood red jeans on, which partially covered his Steel-toed Boots. part of the toe was scratched off to reveali the iron part of his boots. He has a silvery, Long axe hanging upside down, tied to his back, And glowing yellow-black gloves on.
A Red crustacean with long legs and large snippers crawls out of the deep. It walks sideways, bobbing back and forth, walking fast towards Leo. His brow furled, and he pulled the waraxe off his back. cradling the war axe's head in his right hand he eyes the Sidestepper carefully.
~Battle Start!~
((Sorry i didn't post my mutant race. I overlooked that part. He's essentially slowly turning into panther person. Is that okay?))
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Posted: Thu Dec 27, 2007 10:51 am
(((Okay I rolled a d20 And got 5 +6 =11. Do I hit?))) The man jumps forward and swings his axe down, full tilt, at the sidesteppas head.
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Calcifer10 rolled 1 20-sided dice:
17
Total: 17 (1-20)
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Posted: Thu Dec 27, 2007 8:12 pm
((Eh, ya thats fine. And no you don't hit hit))
The creature raises it's claw and hits the blade to the side, and raises it's own claw in an attempt to grab the man's arm.
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Ryuji Udare rolled 3 20-sided dice:
19, 10, 19
Total: 48 (3-60)
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Posted: Fri Dec 28, 2007 1:16 pm
The man, with a look of bewilderment, panics, raises his fist revealing the plasma gloves over his hands, and Punches with his his right, then his left, then his right square at the creatures forehead. [Do i hit 3 times or twice? My swordsman is 44 and my base attack bonus is +6.]]
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Posted: Fri Dec 28, 2007 2:33 pm
((How exactly do we level up and get more stuff added onto stats because I think all of our characters can possibly die in one hit.))
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Posted: Fri Dec 28, 2007 7:32 pm
((First, and sorry i don't think i was clear with this, your swordsman is your strength bonus *2. Not your actual strength score. And as for leveling up, for every notable event you do, such as the defeat of a mutant, or crafting of an important item, you gain a level. When this happens, you gain an additional 20 points that you can use on your stats.)) ((And yes, for the plasma gauntlets you roll three times, because it is a light weapon))
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