- Joined
- Nov 10, 2008
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(If there's still interest in this game :x)
Basic Story (Will be written in more detail):
Earth basically becomes inhabitable, so an ark of sorts is built, and all the remaining humans piled onto it to take off in search of a new inhabitable planet.
After several generation of arks, including several being cobbled together out of synthetically produced parts and various mined resources, you, the players, are part of one of the branch arks, a group of people who decided to leave the main fleet and attempt to make it on their own towards a possibly inhabitable planet. Currently, the ark, on relatively low fuel, is in orbit around the planet, scanners picking up several possibly drop pod locations, and more disturbingly, what appears to be the remains of another ark...
Premise: The players themselves are either civilians or military. The difference is that most civilian travelers onto the planet will be explorers, journalists, freelancers or treasure hunters. Military will be strictly militaristic missions, with only as much resources as you can squeeze out of the barracks. Technology is mostly futuristic with the pew pew lasers and to an extent, bipedal humanoid robots. The ark itself is the size of a small city, with the comforts of a metropolis ie: shops, arcades, restaurants, schools, etc.
Character Creation:
You have 25 stat points and 18 character points, stat points are used for stats, character points will be explained later:
STATS POINTS:
CHARACTER POINTS
CLASSES:
AWAKENING:
HOW MECHS WORK:
PSION POWERS:
I think that's everything for now, if I forgot something, then I'll regret it later 
CHARACTER SHEET:
Name:
Age:
Gender:
Race (mostly for RP flavor):
Class:
Equipment: (Don't list your mech here)
Skills:
HP: Vit + (Highest stat)/2
Strength:
Dexterity:
Intelligence:
Vitality:
Awakening Trigger: (I will PM you if I believe your chosen trigger is inappropriate for this setting)
Backstory: (Optional, but suggested)
Mech: (List your mech, if you have one, here)
Do you want sexual content for this character: Y/N
If Y, list fetishes:
Basic Story (Will be written in more detail):
Earth basically becomes inhabitable, so an ark of sorts is built, and all the remaining humans piled onto it to take off in search of a new inhabitable planet.
After several generation of arks, including several being cobbled together out of synthetically produced parts and various mined resources, you, the players, are part of one of the branch arks, a group of people who decided to leave the main fleet and attempt to make it on their own towards a possibly inhabitable planet. Currently, the ark, on relatively low fuel, is in orbit around the planet, scanners picking up several possibly drop pod locations, and more disturbingly, what appears to be the remains of another ark...
Premise: The players themselves are either civilians or military. The difference is that most civilian travelers onto the planet will be explorers, journalists, freelancers or treasure hunters. Military will be strictly militaristic missions, with only as much resources as you can squeeze out of the barracks. Technology is mostly futuristic with the pew pew lasers and to an extent, bipedal humanoid robots. The ark itself is the size of a small city, with the comforts of a metropolis ie: shops, arcades, restaurants, schools, etc.
Character Creation:
You have 25 stat points and 18 character points, stat points are used for stats, character points will be explained later:
STATS POINTS:
Strength - How hard you can hit, primary stat for melee
Dexterity - How well can you aim, primary stat for range
Intelligence - How well can you think, primary stat for psionics
Constitution - How durable are you
Each stat starts at 5, and the following point buy system will be used:
6 - 11 each costs one point
12 and 13 each costs 2 points
14 and 15 each costs 3 points
Or use this table:
Dexterity - How well can you aim, primary stat for range
Intelligence - How well can you think, primary stat for psionics
Constitution - How durable are you
Each stat starts at 5, and the following point buy system will be used:
6 - 11 each costs one point
12 and 13 each costs 2 points
14 and 15 each costs 3 points
Or use this table:
6 - 1 points
7 - 2 points
8 - 3 points
9 - 4 points
10 - 5 points
11 - 6 points
12 - 8 points
13 - 10 points
14 - 13 points
15 - 16 points
7 - 2 points
8 - 3 points
9 - 4 points
10 - 5 points
11 - 6 points
12 - 8 points
13 - 10 points
14 - 13 points
15 - 16 points
CHARACTER POINTS
Character points are used to build up your character, they can be used as stat points at a 2 to 1 rate (2 char pts = 1 stat pt), or spent on the following skills:
Use similar point buy system, except everything starts at 0, if you cannot figure out how much something costs, here is the table:
Awakening:
Raises the likelihood of an awakening (See Awakening)
Ballistics:
Raises character proficiency with ballistic weapons
Brawling:
How good is the character with their fists or improvised weapons
Charm:
What kind of aura the character projects when they're talking to someone, the higher it is, the higher the chance you have to convince someone to do something.
Climbing:
Character proficiency with being able to move vertically up some kind of object, used mostly if under pressure or if climbing the surface normally is difficult
Escaping:
How well can your character squirm out of situations, well, physical ones anyway.
Energy Weapons:
Character proficiency with guns that fire non-ballistic projectiles
Gambling:
How well a character can gamble, includes general knowledge of strategies as well as less legal methods of winning...
General Knowledge
How much a character knows in general, can be used to obtain additional information about a situation
Grappling
Proficiency of character in wrestling
Hiding:
How well can the character hide, of course, in order to hide, there must be something to hide behind...
Jumping:
How well a character can jump a distance
Listening:
How well a character can pick up, and identify sounds
Melee:
How well a character can swing a weapon, generally applies to weapons that are meant to be used in combat
Piloting:
How well a character can pilot a machine, be it a ship or a robot or even the ark itself
Resist:
How strong the character's general resistances are, as well as how well they can fight back if something attempts to rape them
Technology:
How well can the character handle technology, generally more used for things that are not covered by other technology related skills
Use similar point buy system, except everything starts at 0, if you cannot figure out how much something costs, here is the table:
1 - 1 points
2 - 2 points
3 - 3 points
4 - 4 points
5 - 5 points
6 - 6 points
7 - 8 points
8 - 10 points
9 - 13 points
10 - 16 points
2 - 2 points
3 - 3 points
4 - 4 points
5 - 5 points
6 - 6 points
7 - 8 points
8 - 10 points
9 - 13 points
10 - 16 points
Awakening:
Raises the likelihood of an awakening (See Awakening)
Ballistics:
Raises character proficiency with ballistic weapons
Brawling:
How good is the character with their fists or improvised weapons
Charm:
What kind of aura the character projects when they're talking to someone, the higher it is, the higher the chance you have to convince someone to do something.
Climbing:
Character proficiency with being able to move vertically up some kind of object, used mostly if under pressure or if climbing the surface normally is difficult
Escaping:
How well can your character squirm out of situations, well, physical ones anyway.
Energy Weapons:
Character proficiency with guns that fire non-ballistic projectiles
Gambling:
How well a character can gamble, includes general knowledge of strategies as well as less legal methods of winning...
General Knowledge
How much a character knows in general, can be used to obtain additional information about a situation
Grappling
Proficiency of character in wrestling
Hiding:
How well can the character hide, of course, in order to hide, there must be something to hide behind...
Jumping:
How well a character can jump a distance
Listening:
How well a character can pick up, and identify sounds
Melee:
How well a character can swing a weapon, generally applies to weapons that are meant to be used in combat
Piloting:
How well a character can pilot a machine, be it a ship or a robot or even the ark itself
Resist:
How strong the character's general resistances are, as well as how well they can fight back if something attempts to rape them
Technology:
How well can the character handle technology, generally more used for things that are not covered by other technology related skills
CLASSES:
Generally, there aren't that big of a differences for now in classes, mostly what kind of missions you get and starting equipment:
Civilian:
Average Jane or Joe who decides to go onto the planet for some fun, shenanigans, research, or some other reason:
Starting Equipment:
1 Hunting Knife (1d6 + str/2)
1 Handgun (1d8 + dex/4, may cause bleeding) or 1 Beam Spray (1d4 + dex/4, ignores def) or 1 Folding Blade (1d8 + str/2)
1 Hunting Rifle (2d6 + dex/4) or 1 Shotgun (3d4 + dex/4) or 1 Telescopic Lance (1d12 + str/2)
1 Junker (100 Armor, Basic Mech, Punch 1d20 + piloting)
1 Light Body Armor (3 defense)
Military:
Basic soldier, less choice of missions, sometimes less reward, but much easier to get equipment:
Starting Equipment:
1 Hunting Knife (1d6 + str/2)
1 Handgun (1d8 + dex/4) or 1 Beam Spray (1d4 + dex/4, ignores def) or 1 Folding Blade (1d8 + str/2)
1 Hunting Rifle (2d6 + dex/4) or 1 Shotgun (3d4 + dex/4) or 1 Telescopic Lance (1d12 + str/2) or 1 Prismatic Spray (3d2 + dex/4, ignores def)
1 Scout (150 Armor, Basic Mech, Punch 1d20 + piloting, Vulcan 4d4 + dex/4) or Tank (200 Armor, Basic Mech, Punch 1d25 + piloting)
1 Light Body Armor (3 defense)
Psion:
A slightly different kind of normal person, one that, for the most part, seems to be able to do funky things with their mind, generally ostracized by public and must be registered to the ark authorities, can take civilian missions, but generally pay will mysteriously be lower:
1 Hunting Knife (1d6 + str/2)
1 Handgun (1d8 + dex/4, may cause bleeding) or 1 Beam Spray (1d4 + dex/4, ignores def) or 1 Folding Blade (1d8 + str/2)
2 Psion Powers
1 Junker (100 Armor, Basic Mech, Punch 1d20 + piloting)
1 Light Body Armor (3 defense)
Artificial Psion:
The ark's response to the discovery of psions. In an attempt to ensure that they will have upper hand if the psions ever revolted, artificially created ones were born in the lab. Not as horribly ostracized by public, but tend to be a little unstable, will receive Military missions...
1 Hunting Knife (1d6 + str/2)
1 Handgun (1d8 + dex/4) or 1 Beam Spray (1d4 + dex/4, ignores def) or 1 Folding Blade (1d8 + str/2)
2 Psion Powers
1 Psion Scout(100 Armor, Basic Mech, Bit 1d5 + piloting, ignores def)
1 Light Body Armor (3 defense)
Civilian:
Average Jane or Joe who decides to go onto the planet for some fun, shenanigans, research, or some other reason:
Starting Equipment:
1 Hunting Knife (1d6 + str/2)
1 Handgun (1d8 + dex/4, may cause bleeding) or 1 Beam Spray (1d4 + dex/4, ignores def) or 1 Folding Blade (1d8 + str/2)
1 Hunting Rifle (2d6 + dex/4) or 1 Shotgun (3d4 + dex/4) or 1 Telescopic Lance (1d12 + str/2)
1 Junker (100 Armor, Basic Mech, Punch 1d20 + piloting)
1 Light Body Armor (3 defense)
Military:
Basic soldier, less choice of missions, sometimes less reward, but much easier to get equipment:
Starting Equipment:
1 Hunting Knife (1d6 + str/2)
1 Handgun (1d8 + dex/4) or 1 Beam Spray (1d4 + dex/4, ignores def) or 1 Folding Blade (1d8 + str/2)
1 Hunting Rifle (2d6 + dex/4) or 1 Shotgun (3d4 + dex/4) or 1 Telescopic Lance (1d12 + str/2) or 1 Prismatic Spray (3d2 + dex/4, ignores def)
1 Scout (150 Armor, Basic Mech, Punch 1d20 + piloting, Vulcan 4d4 + dex/4) or Tank (200 Armor, Basic Mech, Punch 1d25 + piloting)
1 Light Body Armor (3 defense)
Psion:
A slightly different kind of normal person, one that, for the most part, seems to be able to do funky things with their mind, generally ostracized by public and must be registered to the ark authorities, can take civilian missions, but generally pay will mysteriously be lower:
1 Hunting Knife (1d6 + str/2)
1 Handgun (1d8 + dex/4, may cause bleeding) or 1 Beam Spray (1d4 + dex/4, ignores def) or 1 Folding Blade (1d8 + str/2)
2 Psion Powers
1 Junker (100 Armor, Basic Mech, Punch 1d20 + piloting)
1 Light Body Armor (3 defense)
Artificial Psion:
The ark's response to the discovery of psions. In an attempt to ensure that they will have upper hand if the psions ever revolted, artificially created ones were born in the lab. Not as horribly ostracized by public, but tend to be a little unstable, will receive Military missions...
1 Hunting Knife (1d6 + str/2)
1 Handgun (1d8 + dex/4) or 1 Beam Spray (1d4 + dex/4, ignores def) or 1 Folding Blade (1d8 + str/2)
2 Psion Powers
1 Psion Scout(100 Armor, Basic Mech, Bit 1d5 + piloting, ignores def)
1 Light Body Armor (3 defense)
AWAKENING:
An awakening is the trigger for a character to suddenly pull off random bullshit, generally either in the form of smashing an enemy with some kind of powerful attack, or succeeding extremely well in some task. I will notify the player when they have an awakening, and then they can either choose to write up their own, or I will write it for them. Simply reaching the trigger though is not enough, the character must succeed on a Awakening + Trigger modifier (to be determined by how strong of a trigger condition there exists) in order to reach this state.
The trigger is up to the player, and can be anything from a strong emotion to some kind of lucky charm. Note that the more a player reaches awakening, the harder the next one will be (mostly to prevent abuse of the system)
The trigger is up to the player, and can be anything from a strong emotion to some kind of lucky charm. Note that the more a player reaches awakening, the harder the next one will be (mostly to prevent abuse of the system)
HOW MECHS WORK:
Most mechs stand at an average of about 8 to 10 ft tall, and act like an exoskeleton, allowing the characters to travel around above ground areas, and some underground areas. If a mech is destroyed, it must be replaced. All weapons that the character can use can also be used by the mech, whereas the damage of the weapon gets an additional + piloting to damage.
PSION POWERS:
Blast:
Your standard ball of psion energy, deals (1d6 + Int/3)
Dancing Sword:
Throw a weapon (range or melee), and operate it from a distance, must maintain line of sight, and must concentrate. If attacked while the weapon is being focused on, the weapon may fall, higher int improves chance of maintaining a hold.
Lightning:
Attempt to blast a target with lightning, the lightning will then attempt to travel to the next closest enemy deals (1d4 + int/3, then the same damage minus 2 for each jump)
Hold:
Attempt to paralyze a target, rolls int vs str or dex or int.
Push:
Attempt to simply shove the target away, like throw, but can instead move up to Int x 5
Telepathic:
Attempt to read a target's thoughts, target gets to attempt to resist if they know their thoughts are being read somehow
Throw:
Picks up an object, or attempts to, and tosses it, most heavy object usable is determined by Int x 4
Your standard ball of psion energy, deals (1d6 + Int/3)
Dancing Sword:
Throw a weapon (range or melee), and operate it from a distance, must maintain line of sight, and must concentrate. If attacked while the weapon is being focused on, the weapon may fall, higher int improves chance of maintaining a hold.
Lightning:
Attempt to blast a target with lightning, the lightning will then attempt to travel to the next closest enemy deals (1d4 + int/3, then the same damage minus 2 for each jump)
Hold:
Attempt to paralyze a target, rolls int vs str or dex or int.
Push:
Attempt to simply shove the target away, like throw, but can instead move up to Int x 5
Telepathic:
Attempt to read a target's thoughts, target gets to attempt to resist if they know their thoughts are being read somehow
Throw:
Picks up an object, or attempts to, and tosses it, most heavy object usable is determined by Int x 4
CHARACTER SHEET:
Name:
Age:
Gender:
Race (mostly for RP flavor):
Class:
Equipment: (Don't list your mech here)
Skills:
HP: Vit + (Highest stat)/2
Strength:
Dexterity:
Intelligence:
Vitality:
Awakening Trigger: (I will PM you if I believe your chosen trigger is inappropriate for this setting)
Backstory: (Optional, but suggested)
Mech: (List your mech, if you have one, here)
Do you want sexual content for this character: Y/N
If Y, list fetishes:
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