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Posted: Fri Aug 06, 2010 2:33 am
The Stat System Information:Your stats determine how fast, strong, durable, and even how high you can jump. To raise your stats, you must obtain skill points to add onto your character. Skill points can be obtained by posting. For every 100 words you post, you get one skill point for ranks F-D. Once Reaching C and B Rank it requires 300 words per stat point, A Rank requires 600 words per stat point, S Rank requires 1000 words per stat point and S+ Rank requires 1200 words per stat point. When you want to add stats or other information to your profile, you fill out the update form in the Profile Update Thread in the Profile Forum, and await a moderator's word.Please Note: Once a stat has reached 151; you may no longer increase any of your stats. Speed, this determines how fast your character can move in general. Strength, this determines how heavy an item you can carry and how hard you can hit with a melee weapon and your fists. Agility, this would be the ability to dodge accordingly as well as skills such as Parkour. Intelligence, this is obvious, but also includes how well you can handle computers, work out plans, create things and lock pick. Accuracy, how accurate you are with your weapon, long range or melee this determines how well you can strike. Endurance, is how long your character can keep going, be it running, fighting etc. Melee, is how well your character can use Melee weapons; be they bladed or blunt. Marksmanship, is how well your character can use ranged weapons; from the simple bow/crossbow to sniper rifles; shotguns etcetera. Reaction, this is simply your character's ability to perceive and "react". This stat is your Speed + Agility ≑ 2.
Example for Reaction: Speed = 10 + Agility = 10 ≑ 2 = 10 Reaction.F Rank:Minimum: 000 (You start at 50 Points.) Maximum: 100 E Rank:Minimum: 101 Maximum: 200 D Rank:Minimum: 201 Maximum: 300 C Rank:Minimum: 301 Maximum: 400 B Rank:Minimum: 401 Maximum: 500 A Rank:Minimum: 501 Maximum: 600 S Rank:Minimum: 601 Maximum: 700 S* Rank:Minimum: 701 Maximum: 851 [Credit Given to Air Gear: Live Your Life! (Air Gear RP guild) for the original design, and the allowance for me to adapt as needed for my guild.]
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Posted: Fri Aug 06, 2010 8:17 am
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Posted: Fri Aug 06, 2010 9:49 am
The Weapon Condition System:
Blunt Melee Weapons; these kinds of weapons because they are simply brute force are possible the weapons that have the longest sustaining condition. The condition of these weapons deteriates every 10 posts of usage. This includes putting windows through and doors through with them.
Bladed Melee Weapons; these kind of weapons, although blade, do not rely upon brute force and so they degrade slightly quicker although most are made of metal which infacts blunts after several uses. The condition of these weapons deteriates every 8 posts of usage.
Fire Arms; these weapons break the quickest due to the high velocity at which the bullets escape the chamber and the heat generated form them. The condition of these weapons deteriates every 5 posts of usage.
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Posted: Fri Aug 06, 2010 10:48 am
Bag Types + Their Average Capacity:
Small Basic Rucksack: 15 Items Spaces. Small Basic Messenger Bag: 10 Item Spaces.
Medium Basic Rucksack: 20 Items Spaces. Medium Basic Messenger Bag: 15 Item Spaces.
Large Basic Rucksack: 30 Items Spaces. Large Basic Messenger Bag: 20 Item Spaces.
Camping Bag: 35 Item Spaces. Delux M. Bag: 25 Item Spaces.
Item List + It's Size (Bag Capacity Spaces Taken):
Medical: Small Medi-Pack: 2 Item Spaces Taken up. (Lasts 2 uses.) Medium Medi-Pack: 5 Item Spaces Taken up. (Lasts 5 uses.) Large Medi-Pack: 10 Item Spaces Taken up. (Lasts 10 uses.)
250ml Disinfectant Bottle: 1 Item Space Taken up. (Lasts 5 uses.) 500ml Disinfectant Bottle: 2 Item Space Taken up. (Lasts 10 uses.)
Medical Tool Set, i.e. Scapels and tongs: 5 Item Spaces Taken up. (Lasts 20 uses with out being disinfected, 30 uses being disinfected.)
Supplementary: Gasoline Bottle: 2 Spaces Taken up. (Lasts 5 uses.) Gasoline Cantine: 5 Spaces Taken up. (Lasts 10 uses.) Gasoline Container: 10 Spaces Taken up. (Lasts 15 uses.)
Lighter: 1/2 a Space Takren up. (Lasts 20 uses, is refilable.) Lighter Fuel: 5 Spaces Taken up. (Lasts 1 use. - For the Lighter.)
Small Glow Stick: 1/2(x amount of Glowsticks) Space Taken up. (Stays active for 5 posts.) Medium Glow Stick: 1(x amount of Glowsticks) Spaces Taken up. (Stays active for 10 posts.) Large Glow Stick: 2(x amount of Glowsticks) Spaces Taken up. (Stays active for 15 posts.)
8 Battery Box Set: 2 Spaces Taken up. Small Torch: 3 Spaces Taken up. (Requires 2 Batteries, Lasts 5 posts. Refillable.) Medium Torch: 5 Spaces Taken up. (Requires 4 Batteries, Lasts 10 posts. Refillable.) Large Torch: 7 Spaces Taken up. (Requires 6 Batteries, Lasts 15 posts. Refillable.)
Ammo/Weapon Extras/Weapon Accessories: Handgun Clips: 1 Space Taken up. (Lasts depeneding upon Clip Size.) Extended Handgun Clips: 2 Space Taken up. (Lasts depeneding upon Clip Size. +5 Bullets to Original Clip Amount.)
12 Shotgun Shell Box: 4 Spaces Taken up. (Lasts 12 shots.) 20 Shotgun Shell Box: 6 Spaces Taken up. (Lasts 20 shots.)
SMG/Assault Rifle Clips: 2 Spaces Taken up. (Lasts depeneding upon Clip Size.) Extended SMG/Assault Rifle Clips: 2 Spaces Taken up. (Lasts depeneding upon Clip Size. +15 Bullets to Original Clip Amount.)
Bolt Action Rifle Clips: 2 Spaces Taken. (Lasts depeneding upon Clip Size.) Extended Bolt Action Rifle Clips: 2 Spaces Taken. (Lasts depeneding upon Clip Size. +5 Bullets to Original Clip Amount.)
Handgun Silencer: 1 Space Taken up if not equipped. (Lasts 1 Clip of said Handgun before breaking.) SMG/Assault Rifle Silencer: 2 Space Taken up if not equipped. (Lasts 1 Clip of said SMG or Assault Rifle before breaking.) Bolt Action Rifle Silencer: 2 Space Taken up if not equipped. (Lasts 1 Clip of said B.A. Rifle before breaking.)
SMG/Assault Rifle Dot Sight: 1 Space Taken up if not equipped. Bolt Action Rifle 6x Scope: 2 Space Taken up if not equipped. Bolt Action Rifle 12x Scope: 3 Space Taken up if not equipped.
Consumables: 250ml Water Bottle: 1 Space Taken up. (Lasts 5 Uses.) 500ml Water Bottle: 2 Spaces Taken up. (Last 10 uses.) 2L Water Bottle: 6 Spaces Taken up. (Lasts 20 uses.)
Chocolate Bars (Of Any Kind): 1/2(x amount of Bars) Spaces Taken up. (Lasts 1 Use per bar.) Small Ration Bags: 1/2(x amount of Bags) Spaces Taken up. (Last 1 use per bag.) Medium Ration Bags: 1(x amount of Bags) Spaces Taken up. (Last 4 use per bag.) Large Ration Bags: 3(x amount of Bags) Spaces Taken up. (Last 10 use per bag.)
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Posted: Fri Aug 06, 2010 11:00 am
Engineer Only System The Custom Weapon System Information:F Ranked Creations; these are basic creations, to put it bluntly these creations are things such as sustainable creative weaponry, such as a Baseball bat with nails extruding from it, with out them being crudely bent etc, lowering the condition. All weapons you make are of Poor Quality. 10 Intelligence = F Ranked Creations. F Rank creations take 3 posts of 100+ words to make.
E Ranked Creations; these are only slightly better than basic creations, to put it bluntly these creations are things such as amateur flame thrower that can be used as many times as possible until the fuel supply is out. All weapons you make are of Poor Quality. 20 Intelligence = E Ranked Creations. E Rank creations take 4 posts of 125+ words to make.
D Ranked Creations; now your creations and skills are getting more advanced, but not on a very high scale, simply much better than before, and in fact at this level you even fix basic weapon from damaged or broken status to Good condition. Your creations at this point are on a higher level than before, but are still really on the editing level of basic weaponry. 30 Intelligence = D Ranked Creations. D Rank creations take 6 posts of 150+ words to make.
C Ranked Creations; at this point, this where you can become slightly more creative with your designs, making them more thought out and interesting, such as placing compartments into weaponry, an example would be placing a compartment on the top of a baseball bat and go into the bat and when released via a swing or even if you place like a strange switch system somehow, having a knife attached to a wire or something, so now you have close and medium combat covered. At this point you can still only repair weapons to Good Condition. 40 Intelligence = C Ranked Creations. C Rank creations take 9 posts of 175+ words to make.
B Ranked Creations; at this point, your have the same boundaries as C Rank, except that now you can repair weaponry to Excellent condition, making you a very valuable member of a group. 50 Intelligence = B Ranked Creations. B Rank creations take 12 posts of 200+ words to make.
A Ranked Creations; your creations become almost amazing in design, and infact look like they were professionally designed and manufactured, this is the extent, your creativity has risen and now your designs and ideas can be almost grand. The condition of weapons you repair can reach Excellent condition. 80 Intelligence = B Ranked Creations. A Rank creations take 15 posts of 215+ words to make.
S Ranked Creations; this class is essentially like A Ranked except now you can repair weapons upto a Perfect condition. 100 Intelligence = S Ranked Creations. S Rank creations take 18 posts of 225+ words to make.
S+ Ranked Creations; once you have reached this Master Rank, the condition of the weapons you create will never drop below excellent, and so in a sense will never break, and the only thing stopping your creations from being made is your imaginations and the laws of reality. You may repair a weapon beyond Perfect, but it will only last like that for 5 Posts of use. 125 Intelligence = S+ Ranked Creations. S+ Rank creations take 20 posts of 250+ words to make.Please Note: The words used to make these weapons do not count towards you gaining any stats. Anybody trying to do so, will not only, not get the stats, but will also have to re-type making the weapon.▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇▇ Hot Wiring A Car:
Okay if you wish to hot wire a car, it requires 15 posts (400 Words+ each) of attempting to hot wire the vehicle, and then you must roll a six sided dice. If it lands on a 2, 4 or 6, then you have hot wired teh car and you may now drive off with it. If you do not roll any of those numbers, then the car shorth circuits and you must wait another 10 posts before you attempt to hotwire the vehicle once again.
*Special Note: If you do no leave the area, then if the car has short circuited, then you only need to roll the dice after teh ten posts of waiting, but if you leave the location, then you must post the 15 times again to attempt to hot wore the car. Also please note if you fail you cannot just move onto another car to attempt the hot wire on, for every NEW car you attempt on the Post counter is reset back to 15 posts.
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