- Joined
- Nov 10, 2008
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Not a sign up thread at the moment, just a place to put down some notes for some playtesting:
Story: The year is... not really sure, no one really knows what year it is, all they know that is for some reason, civilization as it was known was mostly destroyed about a century ago, followed by the uprising of strange hybrid monsters and abominations, the world quickly became a rather dangerous place to live. Thus people decided to get together and try to stake out their own claim to the land, and because of the vast desert land, a lot of old wild west type societies were created, alongside of that was the rise of men and women alike that tried to create large mechanical fortresses to try to rule the land. Others decided that with the lawless land to become raiders and bandits, while still others became researches, out to try to figure out what happened to this world and if it's possible to change things back to the way they were...
[Inspired by this series:
Stats:
Points per stat point spent (If there's a + in your stat, add .5 more so E+ would be 1.5)
E = 1 pt
D = 2 pt
C = 3 pt
B = 4 pt
A = 5 pt
S = 6 pt
HP -> Your character's stamina, dropping to 0 either means unconscious, or death
Driving -> Your character's ability to operate vehicles, affects accuracy, dodging and damage while in vehicles
Fighting -> Your character's ability to fight outside of vehicles, affects accuracy, dodging and damage while outside vehicles
Mechanic -> Your character's ability to work with vehicles, higher ranks means attempts of using repair kits will be more successful and possibly faster, and as a mechanic, increases mechanic abilities
Strength -> Your character's physical strength, affects weapon damage outside of vehicles to a greater extent then fighting
Vitality -> Your character's physical vitality, affects damage taken from all sources while outside vehicle
Agility -> Your character's dexterity, affects dodging inside and outside of vehicles, as well as when you act during a combat round
Classes:
Hunter
Versatile, bounty hunters of the Wild West. Great at driving and not bad at everything else. On the other hand, not excellent either...
Starting Abilities:
Critical Up - Higher chance of criticals (10% more)
Identify [6 Uses] - Scan enemies or try to determine what dangers lurk nearby
HP C
Driving S
Fighting B
Mechanic C
Strength C
Vitality C
Agility A
Mechanic
The hunter's best friend, someone that can fix vehicles and weapons sometimes without the need of any parts at all! Not very good fighters though...
Starting Abilities:
Minor Repair Up - Repair kits and armor packs are 10% more effective
Break [5 Uses] - Reduce defense or attack of mechanical enemies by 20%
HP E
Driving B
Fighting D
Mechanic A
Strength E
Vitality D+
Agility C
Soldier
Mercenaries known for their skill with firearms of all types from the humble pistol to the vehicle destroying particle laser weapons. Their driving ability, however, leaves much to be desired...
Starting Abilities:
Bait [6 Uses] All enemies must attack this character
Quick Draw [5 Uses] In combat, must be declared at the start of the round, character acts first.
HP A
Driving E
Fighting S
Mechanic E
Strength A
Vitality A
Agility A
Fighters
Another type of mercenary who is the opposite of the soldier, prefers hand to hand combat and various other melee weapons.
Starting Abilities:
Quick Strike [5 Uses] In combat, must be declared at the start of the round, character acts first
Body Blow [4 Uses] Attempt to hit the enemy where it hurts, 50% chance of stunning the enemy, 10% chance of working on an enemy with no discernable anatomy
HP S
Driving E
Fighting A
Mechanic E
Strength S+
Vitality A+
Agility E
Medic
Where there's war, there's a need of medics. Dexterous and knowledgeable, a good medic will be even able to bring back someone from the brink of death.
HP E+
Driving D
Fighting C
Mechanic D
Strength D
Vitality D
Agility A+
Starting Abilities:
Angel of the Battlefield [5 Uses]: Choose one item that you have, you may apply one use of the item for every ally you have provided you have enough uses of the item (ie: If you want to use a healing capsule on 4 allies including yourself, you must spend 4 of the item)
Medical Training: All healing items used by you are 20% more effective, as long as you are conscious, all allies use healing items at 10% more efficiency.
Artist
Even in the Wild West, there is always room for entertainers, and when not entertaining or trying to create works of art, these people are hard at work creating various concoctions and ammunition...
Abilities:
Craft: Choose a recipe you know, attempt to make an item
Play Dead: Fall over dramatically and pretend that you are dead, and pray that enemies will not attack you. If you have no allies that are alive, 50% chance enemies will simply go away. Upon getting up, if you attack on the same turn (cannot get up on the turn where you used this ability), add a 10% damage bonus on this turn. Most enemies will not be fooled twice.
HP D
Driving B
Fighting C
Mechanic D+
Strength D
Vitality D
Agility C
Dice Rolls:
To be figured out and balanced...
Weapons:
Knife:
A run of the mill stabbing tool.
Base Damage: 20
10 G
Usable by: All
Pistol:
Old, junky firearm, you're pretty lucky if this thing doesn't blow up when you use it..
Base Damage: 15, Range 20ft
10 G
Usable by: All
Spanner:
A mechanic's first tool, not really suppose to be used as a weapon...
Base Damage: 10, +5% bonus on repairing
20 G
Usable by: Mechanic, Artist
Leather Gloves:
A simple glove with some cheap studs on it. Better than nothing...
Base Damage: 15
5 G
Usable by: All
Bowgun:
It's a gun, that shoots bows! Er... I mean, it's a gun that shoots arrows, and other pointy things. Preferred by medics.
Base damage: 10. can launch poison arrows
20 G
Usable by: All
Poison Tipped Arrows:
I wouldn't eat anything I kill with these if I were you.
Base Damage: 10 + 10% chance of poison
1 G
Usable by: All, must be fired from some kind of arrow launcher
Armor:
Cotton Shirt:
Better than nothing. Plus it's comfortable enough to sleep in!
Armor 5
5 G
Leather Vest:
Now you're kind of looking like a cowboy. A little.
Armor 8
10 G
Mechanic's Suit:
You have a strange urge to sit on a park bench. No idea why. On the other hand, this certifies you as a mechanic.
Armor 5
7 G
Medic's Clothing:
White, shiny new clothing, until you hit the desert anyway. Certifies you as a medic.
Armor 5
7 G
Character Creation:
Start with 30 G
Choose a class
Put 4 points into each stat, consult the table as to how much this actually adds to your stats.
Choose a name
Harass me about what you think is broken
Character Sheet:
Name:
Picture:
Bio:
Class:
Abilities:
Stats:
HP
Driving
Fighting
Mechanic
Strength
Vitality
Agility
Equipped Weapon:
<Empty>
<Empty>
<Empty>
Equipped Armor:
<Empty>
Vehicle:
<Empty>
Ero: Yes/No (please choose one)
Will likely be hosting/running this randomly on chat until I get things fixed, after testing, if interest is shown, may change to a better organized forum game.
Story: The year is... not really sure, no one really knows what year it is, all they know that is for some reason, civilization as it was known was mostly destroyed about a century ago, followed by the uprising of strange hybrid monsters and abominations, the world quickly became a rather dangerous place to live. Thus people decided to get together and try to stake out their own claim to the land, and because of the vast desert land, a lot of old wild west type societies were created, alongside of that was the rise of men and women alike that tried to create large mechanical fortresses to try to rule the land. Others decided that with the lawless land to become raiders and bandits, while still others became researches, out to try to figure out what happened to this world and if it's possible to change things back to the way they were...
[Inspired by this series:
You must be registered to see the links
]Stats:
Points per stat point spent (If there's a + in your stat, add .5 more so E+ would be 1.5)
E = 1 pt
D = 2 pt
C = 3 pt
B = 4 pt
A = 5 pt
S = 6 pt
HP -> Your character's stamina, dropping to 0 either means unconscious, or death
Driving -> Your character's ability to operate vehicles, affects accuracy, dodging and damage while in vehicles
Fighting -> Your character's ability to fight outside of vehicles, affects accuracy, dodging and damage while outside vehicles
Mechanic -> Your character's ability to work with vehicles, higher ranks means attempts of using repair kits will be more successful and possibly faster, and as a mechanic, increases mechanic abilities
Strength -> Your character's physical strength, affects weapon damage outside of vehicles to a greater extent then fighting
Vitality -> Your character's physical vitality, affects damage taken from all sources while outside vehicle
Agility -> Your character's dexterity, affects dodging inside and outside of vehicles, as well as when you act during a combat round
Classes:
Hunter
Versatile, bounty hunters of the Wild West. Great at driving and not bad at everything else. On the other hand, not excellent either...
Starting Abilities:
Critical Up - Higher chance of criticals (10% more)
Identify [6 Uses] - Scan enemies or try to determine what dangers lurk nearby
HP C
Driving S
Fighting B
Mechanic C
Strength C
Vitality C
Agility A
Mechanic
The hunter's best friend, someone that can fix vehicles and weapons sometimes without the need of any parts at all! Not very good fighters though...
Starting Abilities:
Minor Repair Up - Repair kits and armor packs are 10% more effective
Break [5 Uses] - Reduce defense or attack of mechanical enemies by 20%
HP E
Driving B
Fighting D
Mechanic A
Strength E
Vitality D+
Agility C
Soldier
Mercenaries known for their skill with firearms of all types from the humble pistol to the vehicle destroying particle laser weapons. Their driving ability, however, leaves much to be desired...
Starting Abilities:
Bait [6 Uses] All enemies must attack this character
Quick Draw [5 Uses] In combat, must be declared at the start of the round, character acts first.
HP A
Driving E
Fighting S
Mechanic E
Strength A
Vitality A
Agility A
Fighters
Another type of mercenary who is the opposite of the soldier, prefers hand to hand combat and various other melee weapons.
Starting Abilities:
Quick Strike [5 Uses] In combat, must be declared at the start of the round, character acts first
Body Blow [4 Uses] Attempt to hit the enemy where it hurts, 50% chance of stunning the enemy, 10% chance of working on an enemy with no discernable anatomy
HP S
Driving E
Fighting A
Mechanic E
Strength S+
Vitality A+
Agility E
Medic
Where there's war, there's a need of medics. Dexterous and knowledgeable, a good medic will be even able to bring back someone from the brink of death.
HP E+
Driving D
Fighting C
Mechanic D
Strength D
Vitality D
Agility A+
Starting Abilities:
Angel of the Battlefield [5 Uses]: Choose one item that you have, you may apply one use of the item for every ally you have provided you have enough uses of the item (ie: If you want to use a healing capsule on 4 allies including yourself, you must spend 4 of the item)
Medical Training: All healing items used by you are 20% more effective, as long as you are conscious, all allies use healing items at 10% more efficiency.
Artist
Even in the Wild West, there is always room for entertainers, and when not entertaining or trying to create works of art, these people are hard at work creating various concoctions and ammunition...
Abilities:
Craft: Choose a recipe you know, attempt to make an item
Play Dead: Fall over dramatically and pretend that you are dead, and pray that enemies will not attack you. If you have no allies that are alive, 50% chance enemies will simply go away. Upon getting up, if you attack on the same turn (cannot get up on the turn where you used this ability), add a 10% damage bonus on this turn. Most enemies will not be fooled twice.
HP D
Driving B
Fighting C
Mechanic D+
Strength D
Vitality D
Agility C
Dice Rolls:
To be figured out and balanced...
Weapons:
Knife:
A run of the mill stabbing tool.
Base Damage: 20
10 G
Usable by: All
Pistol:
Old, junky firearm, you're pretty lucky if this thing doesn't blow up when you use it..
Base Damage: 15, Range 20ft
10 G
Usable by: All
Spanner:
A mechanic's first tool, not really suppose to be used as a weapon...
Base Damage: 10, +5% bonus on repairing
20 G
Usable by: Mechanic, Artist
Leather Gloves:
A simple glove with some cheap studs on it. Better than nothing...
Base Damage: 15
5 G
Usable by: All
Bowgun:
It's a gun, that shoots bows! Er... I mean, it's a gun that shoots arrows, and other pointy things. Preferred by medics.
Base damage: 10. can launch poison arrows
20 G
Usable by: All
Poison Tipped Arrows:
I wouldn't eat anything I kill with these if I were you.
Base Damage: 10 + 10% chance of poison
1 G
Usable by: All, must be fired from some kind of arrow launcher
Armor:
Cotton Shirt:
Better than nothing. Plus it's comfortable enough to sleep in!
Armor 5
5 G
Leather Vest:
Now you're kind of looking like a cowboy. A little.
Armor 8
10 G
Mechanic's Suit:
You have a strange urge to sit on a park bench. No idea why. On the other hand, this certifies you as a mechanic.
Armor 5
7 G
Medic's Clothing:
White, shiny new clothing, until you hit the desert anyway. Certifies you as a medic.
Armor 5
7 G
Character Creation:
Start with 30 G
Choose a class
Put 4 points into each stat, consult the table as to how much this actually adds to your stats.
Choose a name
Harass me about what you think is broken
Character Sheet:
Name:
Picture:
Bio:
Class:
Abilities:
Stats:
HP
Driving
Fighting
Mechanic
Strength
Vitality
Agility
Equipped Weapon:
<Empty>
<Empty>
<Empty>
Equipped Armor:
<Empty>
Vehicle:
<Empty>
Ero: Yes/No (please choose one)
Will likely be hosting/running this randomly on chat until I get things fixed, after testing, if interest is shown, may change to a better organized forum game.