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Posted: Sat Dec 10, 2016 5:36 pm
When submitting your characters, please follow this format (whenever the format has a #, it is asking for the character points you spent there, and whenever it has an X it's asking for what that value ends up as): [b]Username:[/b] [b]Character name:[/b] [b]Picture:[/b] (If applicable) [b]Age:[/b] [b]Height:[/b] [b]Weight:[/b] [b]Appearance: [/b] [b]Personality:[/b] [b]History:[/b] [b]Specialty:[/b] (if one is picked)
[b][i]Stats [List total CP here][/i][/b] [b]Life:[/b] X [#] [b]Physical Power:[/b] # [b]Mental Power:[/b] # [b]Defense:[/b] # [b]Combat Dice:[/b] XdX [#] [b]Equip:[/b] # [b]Speed:[/b] # [b]Abilities:[/b] [b]Physical Actions Powers:[/b] [b]Mental Action Powers:[/b] [b]Items:[/b] [b]Money:[/b]
Don't include stat bonuses from items you have bought when you list your stats, as you can change what items you have equipped between missions.
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Posted: Thu Oct 12, 2017 12:47 am
Stats
There are 7 statistics in this game that will make up every character. Physical Power, Defense, Combat Dice, Mental Power, Life, and Equip and Speed.
Physical Power and Defense
Physical Power represents your character's ability to bypass an enemy's defenses and cause them physical damage. Likewise, your Defense represents your ability to prevent an enemy from damaging you with a physical attack. Physical Power is also used heavily in Physical Actions Powers
When one character attacks another, their Physical Power and Defense scores are compared. If the attacker's Physical Power is higher than the defender's Defense, they do one point of damage for every point higher their Attack is than the defender's Defense (this is added to the attacker's Combat Dice roll if they choose to apply their roll to their damage this round).
If the defender's Defense score is higher than the attacker's Attack, then the attacker can only do any damage if they use their Combat Dice roll to deal damage, and even then the roll is reduced by two for every point the defender's Defense is greater than the attacker's Attack. The equations are as follows.
If Player's Physical Power >/= Enemy's Defense: Damage = (Player Physical Power - Enemy's Defense) + Players Combat Dice roll (if applicable)
If Enemy's Defense > Player's Physical Power: Damage = Combat Dice roll (if used for damage) - (2 * (Enemy's Defense - Players Physical Power)).
Combat Dice
Your character's Combat Dice score represents how good your character is at physical combat in general, and can be applied either as damage in a basic attack, or used to reduce the total damage you take that round from physical attacks by whatever you roll. While you can roll your Combat Dice before deciding whether you want to use them to cause damage or protect yourself from some damage, you can still only use it for one purpose or the other. The higher the amount of points you put into combat dice the greater amount of dice you get to roll. The table is as follows.
POINTS DICE 0 0 1 1d3 2 1d6 3 1d8 4 1d12 5 3d4 6 2d8 7 3d6 8 5d4 9 3d8 10 6d4 11 3d10 12 4d8 13 3d12 14 6d6 15 5d8 16 7d6 17 4d12 18 6d8 19 5d10 19 9d6 20 7d8
Mental Power
Mental Power determines how powerful your Mental Action Powers will be when they are used in combat. You need a Mental Power score greater than or equal to the MP cost in order to be able to use the Mental Action Power. It will also determine the strength of some none combat powers as well.
Life
Your Life stat determines how much health your character has. You get 10 Health for every character point you spend in Life.
Equip
The equip stat determines how much gear can use. All items have an equip cost. To use the item you must have an equip score equal to or greater than its equip cost. Equipping that item then takes up that equip. For example if you have an item with an equip cost of 3 and an item with an equip cost of 1 you will need a 4 equip stat to use both items at the same time. An item called a Backpack with an equip of 1 can be bought that allows the player to store up to 6 points of equip inside of it which can then be accessed between fights or during a fight using the "Switch" action power.
Speed Rating
Speed determines the order players characters and non players characters get to carry out their actions. The higher the players speed, the more likely they will get to take their turn before others. If more than one character has same speed rating in a fight then a d10 will be rolled for each character. Whoever rolls higher goes first. Characters with sufficiently high speed will get additional turns per round. Characters with a speed of 10 will get a second turn in a round. The second turn takes place as if there speed rating was 0. Every ten points a character has past 10 will result in an additional turn at that speed rating. Characters only generate AP/MP on their first turn in the round.
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Posted: Mon Oct 16, 2017 1:09 am
Basic Combat Abilities:
These abilities may be taken as many times as you want. On your character submission, if you take the ability more than once, please note it with a "x2" or x however many times you have taken the ability.
One CP Cost
Regeneration: Heal 1 damage per round. Occurs at the end of the players turn.
Mental Resistance: Prevents 2 special damage per round.
Physical Resistance: Prevents 2 Physical damage per round.
Specialized Resistance: Pick a specific keyword from Fire, Water, Ice, Electric, Wind, Acid, Sonic, Poison, or Psychic. Resist 4 damage from attacks associated with that key word.
Vindictive: Deal 2 damage to anyone who hits you with a specified damage source (Physical/Mental).
Specialized Vindictive: Pick a specific keyword from Fire, Water, Ice, Electric, Wind, Acid, Sonic, Poison, or Psychic. Deal 4 damage to anyone who damages you with an attack associated with that keyword.
Two CP Cost
Speedy Action: You may spend 1 AP (in addition to the action's cost) to use a second Physical Action Power in a turn. A second rank in this ability (4 CP cost) adds the option to spend 1 more AP to use a third Physical Action Power. You may only purchase this ability twice.
Quick Mind: You may spend 1 MP (in addition to the Mental Action Power's cost) to use a second Mental Action Power a turn. A second rank in this ability (4 CP cost) adds the option to spend 1 more MP to use a third Mental Action .Power You may only purchase this ability twice.
Three CP Cost
Defender: Once per turn, you may direct that an enemy attack targeting one of your teammates must be directed at you instead. Cannot be used if you have already had enough damage allotted to you to knock you out. Cannot be used in conjunction with Teleport.
Healing: Heal any other character 5 damage per round.
All Mind: Character no longer generates AP. Instead they generate one extra MP per turn. Can only be taken once.
All Muscle: Character no longer generates MP. Instead they generate one extra AP per turn. Can only be taken once.
Split self: The character can spend 1AP and 1 MP to separate into two, splitting their stats between their two bodies as they see fit. Both bodies share the same abilities, actions and AP/MP pool. If one body is brought to 0 HPs the surviving body regains the stats of the other half but not the HP that was lost. The character's two bodies may join back together at any time but do not regain any HP they lost while separate. You cannot use the ability Transform while split into two. This ability can only be taken once.
Four CP Cost
Fast Actor: Gain one extra AP per turn.
Brilliant Mind: Gain one extra MP per turn.
Fury: Attack one more time per round. If you use your Combat Dice for your first attack, you roll them again for all your attacks. If you use your Combat Dice to prevent damage, none of your attacks get to use them. +2 CP cost per a rank past one (ie-Second Rank is 6 CP, Third Rank is 8 CP and Fourth Rank is 10 CP). You may purchase this ability a max of 4 times.
Skilled Actor: Reduces the cost of using Physical Actions Powers by one (cost cannot fall below 1).
Skilled Mind: Reduces the cost of using Mental Action Powers by one (cost cannot fall below 1).
Spawn Minion : Once a round a character can spend 3MP to summon a spawn creature. (may not attack till the round after they are created) No more then 5 spawn creatures may be active at one time. May only be taken once. Spawn Creature [12] Life: 20 [2] Physical Power: 5 Mental Power: 0 Defense: 2 Combat Dice: 0 Speed: 3
Five CP Cost
Phoenix: The first time the character is reduced to 0 HP in a battle they return to life half their HP. May only be taken once.
Multitasker: If you choose use an action on your turn may use one Physical Action Power and one Mental Action Power as appose to just one or the other. May only be taken once.
Teleport: Once per battle a character may teleport away from an attack, completely negating its effects against them. This ability may be taken up to three times. +2 CP cost per a rank past one. Cannot be used in conjunction with Defender.
Blood Spawn: Creates a blood creature for every 15th damage dealt to the user. (May not attack till the round after they are created) No more then 5 blood creatures may be active at one time. May only be taken once. Blood Creature [12] Life: 20 [2] Physical Power: 5 Mental Power: 0 Defense: 3 Combat Dice: 0 Speed: 2
Advanced combat Abilities:
The following abilities may only be taken once.
Special Attack: X Gets one special attack that deals damage = 2 * X to one enemy and can be used once per turn. This damage is of the type Special.
Summoner: X May call one Summon you have designed in advance at a given time for two MP with character points total = 3 * X. (If you take this ability, please note your Summon's stat distribution in your character submission.) May only be summoned once per combat, and disappears at the end of combat. You can invest up to a max of 1/4 of your total character points on this ability. The summon shares the summoners Actions Powers and AP/MP pool. If the Summon is brought to 0 HP in combat it disappears and the Summoner takes half the Summon's HP in Damage.
Transformation: X May change into a transformation you have designed in advance at any time (the transformation replaces your current character stats and abilities for the duration of the combat) for one AP and one MP, with character points total = 4 * X. You may only transform once per combat, you revert to normal at the end of combat. You can invest up to a max of 1/4 of your total character points on this ability. If brought to 0HP while transformed the character reverts back to it original form and takes half the Transformation’s HP in damage.
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Posted: Tue Dec 19, 2017 12:19 am
Non-combat Abilities
One CP Cost
Super Strength: For every one Character Point put in Super Strength, characters can lift 100 pounds per point in Physical Power. Up to 5 CP can be invested in this ability. Character without Super strength can only life things within the normal human range.
Super Speed: For every one Character Point put in Super Speed, characters can run 5mph per point in Speed Rating. Up to 5 CP can be invested in this ability. Character without Super Speed can only run within the normal human range.
Super Jump: For every one Character Point put in Super Jump characters can jump 5 feet per point in Physical Power. Up to 5 CP can be invested in this ability. Character without Super Jump can only jump within the normal human limit.
Night Vision: Characters can see in the dark as clear as if it was day.
Super Hearing: The characters hearing becomes twice as sensitive. May be taken five times for hearing to become as sensitive as 5 times normal hearing range.
Eagle Eye: The character can see objects twice as far away as normal human vision. May be taken up to five times for a total of five times human vision.
Gills: Allows the character to breath under water.
Swim Speed: With fins or other mechanical or supernatural means, the character swims through water as naturally as a fish.
Vertical Climb: Either through suction cups, claws or hooks, your character can climb up vertical surfaces with ease.
Glow: The character glows with a feint light, allowing them to light up dark places. The character can suppress this ability as they see fit.
Dim: Light around the character is dimmer than normal, allowing the character to blend in the the night better. The character can suppress this ability as they see fit.
Heat Resistant: Your character is not affected adversely by extreme heat. This ability has no affect in combat.
Cold Resistant: Your character is not affected adversely by extreme heat. This ability has no affect in combat.
Animal whisperer: Your character can talk to animals. Animals still have animal level intelligence and will respond in ways that make sense to them.
Stunt Driver: The character is skilled at driving cars and motorcycles in an evasive manner
Sailor: Your character knows how to sail boats and ships.
Marksman: Your character is skilled in using firearms as well as bows and crossbows
Weapon Master: From knives to mauls your character is skilled in using melee weapons
Martial Artist: The character is skilled in the art of unarmed hand to hand combat.
Parkour: The character is skilled at moving around rapidly in an urban environment by climbing and jumping running along artificial structures.
Hacker: The character knows how to program and hack computers
Medic: The character is trained in medicine and is skilled in treating wounded individuals
Survivalist: Your character knows how to navigate and survive in the wilderness
Stealthy: The character is skilled at moving around silently and remaining unseen.
Two CP Cost
Pilot: The character knows how to fly planes, jets and helicopters
No breath: The character no longer needs to breath to survive
Heat Vision: The characters can see heat signatures.
Echo location: The character can detect objects using echolocation.
Tremor Sense: You sense vibrations caused by object moving across the ground, allowing you to pinpoint their location.
Scent: Characters can use their sense of smell to track targets or detect creatures in their vicinity obscured from vision.
Three CP Cost
Rubber Limbs: The character can stretch their limbs or body as if they were made of rubber. There are three levels to this ability with each level increasing the amount distance the character can stretch. Each new level costs 3CP. Level 1 – The character can stretch their limbs or body 10 ft Level 2 – The character can stretch their limbs or body 25 ft Level 3 – The character can stretch their limbs or body 50 ft
X-ray vision: Characters can focus their vision to see through walls, the ground and various other objects.
Chameleon: The character can stand perfectly still and make there skin to mimic the patterns and colors around them, similar to and octopus. This causes the character to blend into its background, rendering them almost invisible to the naked eye. Moving causes this affect to end.
Four CP Cost
Flight: With wings, jets, or through other mechanical or supernatural means, your character can fly. Can only be taken once.
Sense Thoughts: The character can detect sentient thought within 1 yard per point in Mental Power. Once an intelligent mind has been detected the character can spend a minute mentally focusing on the target to read their current thoughts. This power can be used to pinpoint the location of an intelligent creature that is otherwise obscured from view. It requires too much time concentration to read someones thoughts in combat.
Shape Shift: The character can change their body to take on the appearance of a different person or creature of similar shape and size. The character can stay disguised in this way for 1 hour per point in Mental Power. The character can use this ability to mimic an exact person or creature but it requires additional concentration, limiting them to 30 minutes per point in Mental Power. To regain use of the time spent shape shifted the character must spend an equal amount of time resting in their original form.
Telekinesis: Your character can lift objects with their mind. Can be taken up to three times. The amount of weight the character can lift increase with each level. Level 1 – The character can lift 10 pounds per point in Mental Power at a range 1 foot per point in mental power. Level 2 – the character can lift 100 pounds per point in Mental Power at a range 10 feet per point in mental power. Level 3 – The character can lift 1000 pounds per point in Mental Power at a range 100 feet per point in mental power.
Five CP Cost
Teleport: Their are three levels to Teleport and they have both in and out of combat abilities. Each rank costs 2 more character points then the last. (1st lvl 5cp, 2nd lvl 7cp, 3rd lvl 9cp) Out of combat, a person can teleport once a day for as many points they have in Mental Power The affects for the different levels are as follows. Level 1 – The character can teleport up to 500 yards to a spot they can visually see. Level 2 – The character can teleport up to 5 miles to a spot they can visually see or a spot they have seen before and committed to memory. Level 3 – the character can teleport up to 500 miles to a place they can visually see, have been to before, or can see though a picture or video.
Special Origins At the beginning of character creation players can spend CP to pick a special origin for their character. Once a special origin has been picked it cannot be changed and the CP spent remains permanently invested.
Robot: 4 CP Robot characters do not need to breath, eat or drink, but are required to spend some time each day recharging their energy reserves, either plugging in to a power source, absorbing energy through solar panels, etc Robot characters can withstand extreme temperatures without any adverse affect and survive in a vacuum. Robot characters can only recover hit points though the regeneration ability or other mechanical means.
Plant: 2 CP Plant characters do not need to eat but if they don’t they must spend a certain amount of time each day either absorbing sunlight or having their body in contact with earth. Plant characters breath carbon dioxide. Plant characters do not need to sleep.
Undead: 3 CP Undead characters do not need to breath or sleep but they must eat. Undead characters can only regain hit points through the regeneration ability or other magical healing. Undead characters can withstand extreme temperatures without adverse affect up until the point were flesh would either freeze or burn.
Ooze: 3 CP The characters body is made out of a gelatinous substance. Ooze characters can squeeze there bodies through almost any size of opening, though this does not include any equipment they might be holding on them. Ooze characters do not need to breath or sleep, but they must eat.
Elemental: Under development
Swarm body: Under development
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