SirOni
Demon Girls #1 Fan
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- Nov 11, 2008
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Re: FMA ZA Renewal
Incomplete Gun Tree
Incomplete Gunpowder Modification Tree
The gun tech tree is incomplete at the moment, but you won't need it all at the start anyway.
Right, character sheets can now be submitted and here is the format that I want to see them in;
Name:
Age:
Gender:
Class: (this will either be Alchemist, Soldier or Chimera. Your class also decides what skill tree's you'll have access to)
Alchemist Title: (this is only for alchemist-class characters, and you don't choose your own. I'll tell you your title and you then add it to your sheet)
Description:
Bio: (optional but I'd rather there be one so I know why your character joined the military)
Skills (alchemist setup)
Skill 1(you don't have to choose two skills if you dont want to, instead you can put both skill points into one skill)
Skill 2
Handguns SL.1 (this can be replaced for an additional skill point if you dont want this skill)
Skills (soldier setup)
Handguns SL.5 (all soldiers start off with Handguns fully trained up and they have one additional point to spend in whatever gun skill they have access to at the moment)
Skill 1
Skills (chimera setup)
Handguns SL.1
(as a trade off for their inhuman abilities chimera-class characters only have access to the gun tech tree and the gunpowder modification tree though they are only trained in the 'Handguns' skill from the start. However they do get 3 points to spend on skills that they can currently access in those two tree's)
Inventory: (this is what your character is currently carrying.
For alchemists; whatever handgun they've chosen, if they've chosen to keep that skill. Alchemists also have the opportunity of either having a pair of gloves with an array stitched into them or an array drawn onto something such as a card for example. Alchemists can only have ONE alchemical skill done in this fashion. As well as the gun and the array alchemists can also carry a couple of other things if they want)
Stash: (this is just a list of what your character owns that s/he isn't currently carrying. Not necessary but some people may find it easier to keep a list of what they have instead of reading back through reams of posts)
And thats the character sheet. I know its been mentioned in there already but I'll break it down here;
Alchemists get 2 points to put into whatever skills they want, they can even drop the handguns skill to gain an additional point.
Soldiers start off with Handguns mastered and they have 1 point to spend wherever they want except for alchemy skills.
Chimera's start off with just handguns at SL.1 but they have 3 points to put into the gun tree and gunpowder tree.
Handguns that can be chosen at the start;
Luger: Semi-automatic. 9mm round in 8-round magazines. Relatively weak, but accurate, and modest recoil.
Nambu: Very weak 8mm round, but very accurate and very little recoil, due to the low power. Semi automatic. 8 round magazine.
Browning Hi-Power: Semi automatic. Average powered 9mm round. Hi-Power actually refers to the 13-round magazine it carries. Accurate, low recoil, not as low as Nambu though.
Nagant M1895 Revolver: 7 shot revolver, high velocity (and as such, quite powerful) 7.62mm Nagant rounds, below average accuracy, and each round has to be ejected manually by the shooter after firing, making it a very slow weapon.
Bolt Action Rifles that can be chosen at the start; (if you are a soldier and have chosen this skill)
Ariska (Type 38 rifle): Bolt-action, 5-round magazine, fires 7.7x58mm rounds, similar to a .257 Roberts round. Average power, recoil negligible (bolt action), average accuracy.
Mosin-Nagant: Bolt-action, 5 round 7.62x54mmR magazine. Decent power, decent range, good accuracy.
Also of note; There can only be 1 chimera per 5 players, and Burrito intends on being a chimera.
Incomplete Gun Tree
Gun Tech Tree
Handguns
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of one one-handed small firearms. Handguns range from weak to strong and low to high accuracy though for the most part handguns have average power and accuracy. As well as being trained how to fire the gun, military personnel have been trained how to perform maintenance on their handguns.
Dual Handguns [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of two pistols at once.
Harries Technique [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use carrying of a handgun and combat knife for missions that require a little more stealth than normal.
Bolt Action Rifles [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of bolt action rifles. Most have average accuracy and power and since you have to cycle the bolt recoil can be neglected however the recoil is pretty powerful. As with handguns, military personnel have been trained how to perform maintenance and upkeep on their bolt action rifles.
Bayonet Attachment [needs Bolt Action Rifles SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use of the bayonet attachment for bolt action rifles.
SMG’s [needs Bolt Action Rifles SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of submachine guns. Whilst they are fully automatic their range and accuracy aren’t as good as rifles and so are used mainly against crowds and in trench warfare. As with other guns, military personnel have been trained in the maintenance and upkeep of SMG’s.
Suppressor Attachment [needs SMG’s SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use of suppressor attachment. This cuts sound down to almost non-existent however it does reduce the accuracy of the weapon slightly as well as it slowing the bullets down and over time the suppressor will eventually wear away, meaning that it will need to be replaced.
Handguns
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of one one-handed small firearms. Handguns range from weak to strong and low to high accuracy though for the most part handguns have average power and accuracy. As well as being trained how to fire the gun, military personnel have been trained how to perform maintenance on their handguns.
Dual Handguns [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of two pistols at once.
Harries Technique [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use carrying of a handgun and combat knife for missions that require a little more stealth than normal.
Bolt Action Rifles [needs Handguns SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of bolt action rifles. Most have average accuracy and power and since you have to cycle the bolt recoil can be neglected however the recoil is pretty powerful. As with handguns, military personnel have been trained how to perform maintenance and upkeep on their bolt action rifles.
Bayonet Attachment [needs Bolt Action Rifles SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use of the bayonet attachment for bolt action rifles.
SMG’s [needs Bolt Action Rifles SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use and carrying of submachine guns. Whilst they are fully automatic their range and accuracy aren’t as good as rifles and so are used mainly against crowds and in trench warfare. As with other guns, military personnel have been trained in the maintenance and upkeep of SMG’s.
Suppressor Attachment [needs SMG’s SL.5]
With this skill alchemists, soldiers and chimera’s have been issued and trained in the use of suppressor attachment. This cuts sound down to almost non-existent however it does reduce the accuracy of the weapon slightly as well as it slowing the bullets down and over time the suppressor will eventually wear away, meaning that it will need to be replaced.
Incomplete Gunpowder Modification Tree
Gunpowder Modification Tree
Create Gunpowder
With this skill alchemists, soldiers and chimera's have been taught how to create gunpowder to the extent that they can create it competently enough so that they aren't in any risk of harm.
Create Gunpowder
With this skill alchemists, soldiers and chimera's have been taught how to create gunpowder to the extent that they can create it competently enough so that they aren't in any risk of harm.
The gun tech tree is incomplete at the moment, but you won't need it all at the start anyway.
Right, character sheets can now be submitted and here is the format that I want to see them in;
Name:
Age:
Gender:
Class: (this will either be Alchemist, Soldier or Chimera. Your class also decides what skill tree's you'll have access to)
Alchemist Title: (this is only for alchemist-class characters, and you don't choose your own. I'll tell you your title and you then add it to your sheet)
Description:
Bio: (optional but I'd rather there be one so I know why your character joined the military)
Skills (alchemist setup)
Skill 1(you don't have to choose two skills if you dont want to, instead you can put both skill points into one skill)
Skill 2
Handguns SL.1 (this can be replaced for an additional skill point if you dont want this skill)
Skills (soldier setup)
Handguns SL.5 (all soldiers start off with Handguns fully trained up and they have one additional point to spend in whatever gun skill they have access to at the moment)
Skill 1
Skills (chimera setup)
Handguns SL.1
(as a trade off for their inhuman abilities chimera-class characters only have access to the gun tech tree and the gunpowder modification tree though they are only trained in the 'Handguns' skill from the start. However they do get 3 points to spend on skills that they can currently access in those two tree's)
Inventory: (this is what your character is currently carrying.
For alchemists; whatever handgun they've chosen, if they've chosen to keep that skill. Alchemists also have the opportunity of either having a pair of gloves with an array stitched into them or an array drawn onto something such as a card for example. Alchemists can only have ONE alchemical skill done in this fashion. As well as the gun and the array alchemists can also carry a couple of other things if they want)
Stash: (this is just a list of what your character owns that s/he isn't currently carrying. Not necessary but some people may find it easier to keep a list of what they have instead of reading back through reams of posts)
And thats the character sheet. I know its been mentioned in there already but I'll break it down here;
Alchemists get 2 points to put into whatever skills they want, they can even drop the handguns skill to gain an additional point.
Soldiers start off with Handguns mastered and they have 1 point to spend wherever they want except for alchemy skills.
Chimera's start off with just handguns at SL.1 but they have 3 points to put into the gun tree and gunpowder tree.
Handguns that can be chosen at the start;
Luger: Semi-automatic. 9mm round in 8-round magazines. Relatively weak, but accurate, and modest recoil.
You must be registered to see the links
Nambu: Very weak 8mm round, but very accurate and very little recoil, due to the low power. Semi automatic. 8 round magazine.
You must be registered to see the links
Browning Hi-Power: Semi automatic. Average powered 9mm round. Hi-Power actually refers to the 13-round magazine it carries. Accurate, low recoil, not as low as Nambu though.
You must be registered to see the links
Nagant M1895 Revolver: 7 shot revolver, high velocity (and as such, quite powerful) 7.62mm Nagant rounds, below average accuracy, and each round has to be ejected manually by the shooter after firing, making it a very slow weapon.
You must be registered to see the links
Bolt Action Rifles that can be chosen at the start; (if you are a soldier and have chosen this skill)
Ariska (Type 38 rifle): Bolt-action, 5-round magazine, fires 7.7x58mm rounds, similar to a .257 Roberts round. Average power, recoil negligible (bolt action), average accuracy.
You must be registered to see the links
Mosin-Nagant: Bolt-action, 5 round 7.62x54mmR magazine. Decent power, decent range, good accuracy.
You must be registered to see the links
Also of note; There can only be 1 chimera per 5 players, and Burrito intends on being a chimera.
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