What's new

Jumpers Rebirth


Hali

Lurker
Joined
Nov 19, 2008
Messages
155
Reputation score
12
Re: Jumpers Rebirth

Hey guys! Looks like I got left in the dust, but interest shown XD
 

Ryu

Lurker
Joined
Nov 10, 2008
Messages
1,284
Reputation score
17
Re: Jumpers Rebirth

*shows interest*

Lemme in, damnit!

Also, are there gunna be races, like last time?
 
Last edited:

Kusanagi

Chief Nippleseer
Joined
Nov 10, 2008
Messages
4,290
Reputation score
308
Re: Jumpers Rebirth

I might play. And once I have access to something better than a psp, I have weapon ideas.

EDIT:

Just some weapon IDEAS. Maybe give you something to go with :p

Weapon Abilities:
*Burst Fire: Fire 3 shots instead of one. -5 accuracy, -40% Atk
*Rapid Fire: Fire 5 shots instead of One. -10 accuracy,
Roll 1d20. <10, -75% Atk; >10, -25% Atk; >16, full Atk.
*Scope: I See you! +5 accuracy
*Silencer: Silence is Golden. +5 accuracy, -20% Atk; Can be
equipped/unequipped, cannot fire same turn; halves AP
ability.
*Prep: Set 'em up and knock 'em down. Allowed to move beforehand, but
this ends your turn and you cannot attack. Next turn, attack
must come first. Do 2X the damage.
*Heavy Prep: This thing's a pain to lug around! Weapon must be prepped
to attack. Seperate from 'Prep' ability. Halves Movement.
*Spray: Sray and Pray. Hit up to 1d(2-5) targets, must be adjacent to
one another. Target is middle(-ish) one. 1d6 Shots per target,
at -30% Atk.
*AP: % armor Penetration.

Guns:
+10 Atk Close Rng, +5 atk Medium Rng, -5 Atk per 10 feet past long range.
*Handgun: Standard issue rookie equipment. +2 Atk.
*Glock: A step up, but there's better. +4 Atk. Burst Fire.
*M1: Don't reload 'till the clip's done. +6 Atk.
*Bullpup: n00bish, but effective. +10 Atk. Scope, Burst Fire, Silencer.
*Desert Eagle: Uncommon enough to be good, common enough to find
easily. +12 Atk. AP 10%
*Carbine: Standard issue military rifle. +14 Atk. Silencer, Burst Fire.
*AK-47: Seems to headshot more than it should. +16 Atk.
Burst Fire, Rapid Fire, AP 10%
*Rifle: Bolt-action Sniper Rifle. +18 Atk.
Scope, Silencer, Prep, AP 10%
*Scout: Semi-auto Sniper rifle. +18 Atk.
Scope, Silencer, Burst Fire, Prep, AP 10%
--- These are just for fun :p ---
*Chain Gun: Heavy as hell. +20 Atk.
Hvy Prep, Prep, Rapid Fire, Spray, AP 20%
*Awp: 1337 yo!!!1!!1!. +24 Atk.
Scope, Hvy Prep, Prep, Silencer, AP 30%.
*Grenade Launcher: No aim required. +3d10 Atk, 1d10 to those adjacent
target. Heavy Prep, Prep.
*Rocket Launcher: BOOM! All gone. +4d12 Atk, 2d10 to those adjacent
target. Scope, Heavy Prep, Prep.

Bows:
All Bows have Scope, Prep, and +5 accuracy.
-Short Bows:
Meant for close Range. +5 Atk close, -5 Atk long.
*Wood: Random Twigs. +3 Atk.
*Yew: Easily mass produced. +5 Atk.
*Oak: Hard to make, but worth it. +8 Atk. Burst Fire.
*Darkwood: Totally rare, yet easily obtainable. +12 Atk. Burst Fire.
Spray at close Range; -5 tp accuracy, though.
-Recurve Bows:
Typical Bow.
*Wood: Look what I made! +4 Atk.
*Yew: Made by the local farmer. +6 Atk. Burst Fire.
*Oak: Custom made by veterans. +9 Atk. Burst Fire, AP 10%.
*Darkwood: Nobles use these to practice archery. +14 Atk.
Burst Fire, Rapid Fire, AP 20%.
Spray at medium range; -10 to accuracy, though.
-Longbows:
Archery's answer to the sniper rifle. -5 atk close, +5 atk long.
*Wood: It's... useable, I guess. +5 Atk. Burst Fire.
*Yew: Favored by the common Hunter. + 7 Atk. Burst Fire, AP 10%.
*Oak: Hard to use, but good for sniping. +10 Atk. AP 20%.
*Darkwood: Difficult to master. +16 Atk. AP 30%.
Spray at long range; -20 to accuracy, only AP 15%, though.

I also have ideas for Archer/Marine skills, if you want to see them >.>
 
Last edited:
OP
SilentSilth

SilentSilth

Lurker
Former Moderator
Joined
Nov 11, 2008
Messages
1,181
Reputation score
53
Re: Jumpers Rebirth

Yeah yeah, double post, get over it.

I'd still like to have at least 2 more GMs - one to be full time, another to be back-up. You can be a GM and a character at the same time.

I've also decided I'll let people make two characters instead of one this time.
 

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,467
Reputation score
429
Re: Jumpers Rebirth

Like I said, I'll be whatever you need me to be. But I'm a CS major, so I can't promise R.A. Salvatore fight scenes, much less grade A sex scenes. This looks like too much fun to let die.
 

maikochan

User #69
Joined
Nov 12, 2008
Messages
1,322
Reputation score
48
Re: Jumpers Rebirth

Darn, I want to make a character up, I even have a spiffy excel document for it, but the calculations for the orange stats are impeding progress. And the lack of the magic information. Going to have to wait it seems.

And I have a terrible problem of not paying attention to what goes on in the forums I fequent, so being a GM for me would not be a good idea. Though I could fill in the backup GM slot if no one else will...
 

Kusanagi

Chief Nippleseer
Joined
Nov 10, 2008
Messages
4,290
Reputation score
308
Re: Jumpers Rebirth

EDIT: Hmm, perhaps I should have read the other thread first.

----------<>----------<>----------<>----------

Well, I already figure I'll go Archer/Elf, just need to find time to not be lazy and roll stats :p

Also, I won't GM, as I don't have my own comp yet, but I can throw skill/weapon ideas at you if you want.

Archer/Marine
Lv1: Concentrated Shot/Controlled Burst
- +5 Damage, 6 AP

Lv3: Knockback Arrow/Concussion Grenade
- Enemy knocked back 10 feet, 8 AP

Lv5: Dual Shot/Trick Shot
- Fire twice at once, 10 AP, each shot is at 75% power

Lv7: Bamboo Trap/Spike Strip
-Creates a trap at current location which will halve the movement of whoever trips it for 1d3 turn(s); activates after player moves next turn; 10 AP, cannot move/attack after setting until next turn.

Lv9: Throw Dirt/Flash Bang
-Blinds target and those adjacent for 1d6 turns, 10 AP

Lv10: Getting Better
- +5 Damage when using bow/gun

Lv12: Fire Arrows/Incendiary Rounds
- +6 Initial fire damage, 1d6 burn damage for 1d3 turns, 12 AP

Lv13: Ice Arrows/Nitrogen Rounds
- +5 Ice damage, halves enemy movement for 1d6 turns, 14 AP

Lv14: Poison Arrows/Acid Rounds
- +4 Initial poison damage, 1d12 poison damage for 1d6 turns, 16 AP

Lv15: Triple Shot/Cheap Shot
- Fire three shots at once, 14 AP, shots are at 75% power
Skilled
- +10 Damage when using bow/gun

Lv16: Explosive Arrows/Frag Grenade
- 3d10 Damage to target, 1d10 damage to anyone adjacent target, 16 AP

Lv18: Quickdraw/Full Auto
- +50 Damage, Full AP

Lv19: Archer - Wilderness Survival; +10 to Finesse
Marine - Army (Wo)Man; +10 to speed

Lv 20: Pin Down
- Halt 1 enemy from moving; Interrupted if attacked for 1+ damage after damage calculation, if you move, use an item, or change targets; 16 initial AP, 4 AP per turn after intitial
(basically, you can stop 1 enemy from moving until you have no AP, but you cannot take damage or perform any other actions; 0 damage does not interrupt, as it means the blow did nothing)


As always, just suggestions, maybe you'll find something useful?
:D
 
Last edited:

Pheonix Alugere

New member
Former Moderator
Joined
Nov 15, 2008
Messages
7,746
Reputation score
81
Your Ninja has evolved into a Lancer

I agree with maikochan: The secondary statistics are a little odd. Also, how do we go about choosing gear?




(23,30,16)

Name: Quetzacoatl Rhinehart aka Quetz
Class: Tank (Lance) -Earth Element-
Race: Anthro-Cat
Alignment: Neutral

FP:36
AP:28
PP:14
AC:23
MP:40

Red Stats
Strength:15
Dexterity:8
Stamina:15

Green Stats
Speed:15
Finesse:20+10=30
Senses:10+5=15

Blue Stats
Will Power: 12
Intelligence: 10
Depth: 9


Orange Stats
Charisma: 10
Aptitude: [ranged, 5][melee, 7]
Mind: 6
Presence: 6
Mentality: 11
Command: 10


Abilities:
+2 to pregnancy rolls (Race)
Condition: Heat – Every 6 movement rounds, the character goes into heat; in the next battle, they’ll mate with a creature until they orgasm or receive a ‘creampie’.

Advantages:
Easy Target: +5 to-hit.
I’m Free!: Both Advantage and Disadvantage are taken away without armor.
Determined: Once per battle, if the Heroine’s FP points hit 0, she gets up with 1/4 FP, rounded up.

Disadvantages:
Gang Bang: -5 when outnumbered.
Bulky: Moves only one space per round/turn.
Fertile: Whether it be hormones or just bad luck, the Heroine seems more fertile than others… +2 to pregnancy rolls.

Style (Lance)
Level 1: Pierce: Pulling back her lance, the Heroine jabs it forward, piercing through armor. D12, 6 AP, ignores Armor value.

Earth: Earth can be both using the trees and ground to help overcome an obstacle. Spell: Flatten Terrain. Allows the Heroine and her team to move over two mountain tiles, instead of going through a mountain. 100 MP
Earth
Direct
Level 1: Armor: A very thin layer of rocks covers the Heroine, giving her some extra protection. 25 extra Armor, 10 MP to activate.
Area of Effect
Level 1: Thick Foliage: Sure, the leaves look weird on your outfit, but at least it adds to your Armor. 25 extra Armor, 10 MP per character.

Experience til next level: 10(10*Level)
Spendable Experience Points: 0
Aptitude: (Style)(Level)(AXP(100*Next Level)
Mind: (Element)(Level)(MXP(100*Next Level)
Technology Points: 0/300.
Ascension: 0/200
 
Last edited:

Kusanagi

Chief Nippleseer
Joined
Nov 10, 2008
Messages
4,290
Reputation score
308
Re: Jumpers Rebirth

EDIT X 3: Pic, so you guys have an idea of what I look like, and why I chose the name I did :p


EDIT EDIT: Yeah, I re-rolled. Hey, we haven't started yet >p
Also renamed character.

EDIT: Fixed Stats.

Mizuhana Urashima

22 28 20

Name: Mizuhana Urashima
Class: Archer (Short Bow)
Race: Elf
Alignment: Neutral

Red Stats
Strength: 5
Dexterity: 22
Stamina: 20


Green Stats
Speed: 14
Finesse: 20
Senses: 14


Blue Stats
Will Power: 13
Intelligence: 10
Depth: 12


Orange Stats
Charisma: 8
Aptitude: 8
Mind: 6
Presence: 7
Mentality: 13
Command: 6


FP: 47
AP: 24
AC: 17
MP: 40


Experience til next level: 20 (10*2)
Spendable Experience Points: 0
Aptitude: (Short Bow)(1)(0(100*2)
Mind: (Element)(Level)(0(100*Next Level)
Technology Points: 0/300.
Ascension: 0/200

Skills:
*Class
- +5 To-hit
- -5 When Outnumbered
- DUCK!: +5 Cover, 6 AP
*Race
- +5 to Opponent's Orgasm
- +2 to Pregnancy Rolls
 
Last edited:

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: Jumpers Rebirth

Oooh, we can post characters now? Awesome, I'll get mine up shortly.

EDIT - Awwwww, mages cant wield short swords now?
EDIT2 - After checking over other peoples sheets Im pretty sure that Phoenix and Kusanagi did something wrong. I dunno what its just a niggling feeling I have. Also, it says that the secondary stat 'mind' is calculated using mind as one of its stats o_O is that a typo, and if so what stat is used in place of it?
 
Last edited:

Tsuki

Lurker
Joined
Nov 15, 2008
Messages
580
Reputation score
21
Re: Jumpers Rebirth

Name: Shizuka
Class: Ninja (scroll)
Race: Anthro-Cat
Alignment: Neutral
Appearance:

(4*2)+((5+10)/4)= 12 FP
(10 + 5) + (10/4)= 15 AP
(10 + 10)/2= 10 AC
10 * 4= 40 MP
(9+10)/2=10




Red Stats 19
Strength: 5+5=10
Dexterity: 10+5=15
Stamina: 4+5=9

Green Stats 29
Speed: 10+5=15
Finesse: 10+5+10=25
Senses: 9+5+5=19

Blue Stats 23
Will Power: 5+5=10
Intelligence: 10+5=15
Depth: 8+5=13

Orange Stats
Charisma: (25+15)/4= 10
Aptitude: ((15+St)/4)= 8 (Dex) or 7 (Str)
Mind: ((10+15)/4)= 7
Presence: ((19+13)/4)= 8
Mentality: ((7+9)/2)= 8
Command: ((10+25+10)/6)= 8

Experience til next level: 10 (10*Level)
Spendable Experience Points: 0
Aptitude: (Style)(Level)(AXP(100*Next Level)
Mind: (Element)(Level)(MXP(100*Next Level)
Technology Points: 0/300.
Ascension: 0/200

Race Bonus:
Heat – Every 6 movement rounds, the character goes into heat; in the next battle, they’ll mate with a creature until they orgasm or receive a ‘creampie’
+2 to pregnancy rolls.
+5 to senses.
+10 to finesse

Class Bonuses
Fast: 2 Attacks allowed per round and half AP spent
Easy Prey: When grappled, all break rolls suffer a penalty of -10.
Draining: Every attack requires some FP to perform.

Skills
Teachings:
[/I]Level 1: Elemental Scrolls: The Heroine can use Elemental Scrolls.

Techniques:
Level 1: Elemental Attack: A quick blast of an Element, which may give an additional side effect. D20 damage, 10 AP, 5 FP; 25% chance of side effect.


Spells
Light
Blinding Light: A blinding light surrounds the world, keeping the other teams from moving for one turn. 100 MP.
Direct
Level 1: Blind: The Heroine lobs a ball of light magic at her opponent’s face. D3 damage, 10 MP; 85% chance blind for 10 rounds.
Special: If failed, the spell backfires and blinds the Heroine for 1 round.

Area of Effect
Level 1: Flash: A bright light leaves the Heroine’s body, blinding all enemies within 20 feet. D1 Damage, 20 MP, 75% chance to blind for 5 rounds.
Special: If failed, the spell blinds all Heroines.
Special: If failed, the spell blinds all Heroines.
Special: If failed, the Heroine’s team suffers the same fate.


Advantages

Rapture (R.I.P.) (Light): 1.5x damage dealt with Light, 1.5x damage received from Dark (?)

Disadvantages
Small Frame: -5 to grapple breaks
 
Last edited:

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: Jumpers Rebirth

Double post I know, but its my character sheet (well, whats of it anyway)
------------------------------------------------------------------------

Name:Bourbon
Class: Mage
Race: Kaino
Alignment: Evil
Personality: Bourbon has always hated her name so much so that she eventually killed her parents while she was in her mid-teens for naming her such a stupid name. She now carries their skulls underneath her robes because she believes that it'll show her parents what they've driven her to. Some would call her insane, Bourbon wouldnt be able to answer that question herself because she's unsure about that herself. Though she doesnt always bully, threaten, abuse and kill people to get what she wants. She can be decent as well, though ultimately that's only to further her gain.

Stats rolled:


Red Stats
*Strength: 9+5+5= 19
Dexterity: 10+5= 15
*Stamina: 10+5= 15


Green Stats
Speed: 9+5= 14
Finesse: 9+5= 14
Senses: 8-5+5= 8


Blue Stats
Will Power: 10+5= 15
*Intelligence: 9+5= 14
*Depth: 9+5= 14


FP: (15*2)+((19+15/4))= 39
AP: (14+5)+(14/4)= 23
AC: (14+14)/2= 14
MP: 14*4= 56


Orange Stats
Charisma: ((14+14/4))= 7
Aptitude: Str ((9+19/4))= 7 Dex ((9+15/4))= 6
Mind: ((15+14/4))= 8
Presence: ((8+14/4))= 6
Mentality: ((6+15/2))= 11
Command: ((19+14+7/6))= 7


Experience til next level: 10
Spendable Experience Points:
Aptitude: (Style)(Level)(AXP(100*Next Level)
Mind: (Fire)(1(I'm assuming I start at level 1 fire))(MXP= 200)
Technology Points: 0/300
Ascension: 0/200
--------------------------------------------------------------------------

Edited to include stuff that needed to be added, still, I'll come up with a name once I've sketched out a character.
 
Last edited:

Loli Defense Force

Lili
RP Moderator
Joined
Nov 10, 2008
Messages
2,679
Reputation score
76
Re: Jumpers Rebirth

*Shows interest and will put a placeholder char here at some point*
 

Pheonix Alugere

New member
Former Moderator
Joined
Nov 15, 2008
Messages
7,746
Reputation score
81
Re: Jumpers Rebirth

Small note: Hidden in that first post it is written that all stats start at 5 not 0 so you may want to add that in to your sheets.
 
OP
SilentSilth

SilentSilth

Lurker
Former Moderator
Joined
Nov 11, 2008
Messages
1,181
Reputation score
53
Re: Jumpers Rebirth

Don't worry, I there may be something wrong with your character sheets... but since the only thing 'finalized' are the classes and the stats. I'll explain how Mind and Aptitude work, also.... right now!

There are different levels: Character Levels determine how many stats your character can have, as well as how much experience she's gained. With every level, she can actually roll the same amount of dice for damage - even Ability and Spell damages.
BUT SILTH, I'M CONFUSED!
Don't worry, I've brought examples.

Tsuki's character, I dunno, Neko, is a Mage who can use Long Swords. When she reaches level 2, instead of doing d6 damage with a regular attack, she does 2d6 damage OR d6 damage (if she doesn't want to kill her opponent). When she hits level 3, she can do 3d6 damage, 2d6 damage, or d6 damage.

If Tsuki wants to do Whirlwind and she's Character Level 3, she can actually do 3d20 damage - however, because it's a special ability, it costs 3 times the AP- 30 AP in total.

The same goes for Spells. If Tsuki does an AOE Fire Spell, she can actually do 3d6 damage, but it costs here 3 times MP.


Aptitude and it's Levels: Aptitude is your general experience with a style. With each swing of a weapon, you gain Aptitude Experience (AXP or AEXP). With every new Aptitude Level, you can either gain a new ability, or a +1 to your hit score for every level. Aptitude Levels do not give you Experience you're able to spend at will. Aptitude Levels only increase your expertise with a certain weapon.

Mind and it's Levels: Mind is your experience with a particular element. Every time you use a spell of that element, you gain Mind Experience (MXP or MEXP). As soon as you get to a new level, you're able to train in a new spell. Like Aptitude Levels, Mind Levels do not give you Experience you're able to spend on stats.

Also, spells work much like Spells in Fable 2. There's a 'direct' spell, while there's also an Area of Effect spell, effectively giving an Element 10 spells. This will definitely be increased in the future.




I hope that clears stuff up. Give a shout if it doesn't.

Oh, and you round up if you get decimals.
 

Ryu

Lurker
Joined
Nov 10, 2008
Messages
1,284
Reputation score
17
Re: Jumpers Rebirth

*placeholder for character*

Rolls:
 
Last edited:

xivvix

Lurker
Joined
Nov 10, 2008
Messages
2,286
Reputation score
69
Re: Jumpers Rebirth

Character deleted
 
Last edited:

SirOni

Demon Girls #1 Fan
Joined
Nov 11, 2008
Messages
7,206
Reputation score
493
Re: Jumpers Rebirth

Oh Silth, which mage class is correct? the one in this thread or the one in the character creation thread?

EDIT - oh buggering shitsticks, I did forget the 5 points... *goes to add them now*
 
Last edited:

Tassadar

Panda King
RP Moderator
Joined
Nov 10, 2008
Messages
16,467
Reputation score
429
Re: Jumpers Rebirth

The explanations in the Character creation thread are much better, thank you Slith. Mind makes sense now. Everyone should check it out.
 
Top