View Single Post
Old 01-25-2004, 12:53 AM   #1
Dalamar Stormcrow
Banned User
 

Join Date: November 1, 2003
Location: My own little world
Age: 34
Posts: 828
This is a combat game in which all characters created will start in different positions, are assigned missions by their factions, and according to the story, may end up meeting, and fighting, or becoming friends.


To make a character, you will give me your trade skills and minor skills which you will pick from a list. You can pick four major skills, and three minor skills. 2 of your major skills can be tagged.

Firearms

Energy Weapons-Lasers,Plasma.

Guns-Rifles,SMG's,Pistols.

Large Guns-Minigun,Flamethrower,Rocket Launchers.

Gun Repair-Repairing and caring for any type of firearm. Cannot be a tag skill.

Tag skills in any of these except gun repair make the accuracy and damage percentage go higher.

Close Combat

Generalization-Average damage, Average chance to hit. Criticals stun.

Tae-Kwon-Do-Sparring, can block, can also use some melee weapons, such as nun-chucks or dual forks.

Judo-can block some attacks, can paralyze, can kill with criticals. All
successful attacks stun. Medium-Low damage.

Bushido-Scores high damage, but is harder to hit with.

Ju-jitsu-Low damage, but almost impossible to miss.

Melee weapons-Can effectivly use melee weapons. Spiked knuckles are only available through this skill. Can also throw weapons with this skill. This skill takes up a major and minor slot.

Tag skills in any make the skill do more damage.

Medicine

Major wounds-can heal crippled limbs, punctured lungs, and transplants, etc. Requires Doctor's Tools. Can perform implantations and transplants. As a tag skill the character can perform a heart bypass with household matierials.

Minor wounds-can heal gashes,infections,can bandage a wound. Requires First Aid kit. As a tag skill the character uses 1/3 of a First Aid kit's charge.

Thievery

Sneak-Can be used to walk past enemies undetected, a sneak attack behind a enemy does double damage. Tag skill enables character to sneak while running.

Lockpick-Can open locked doors using lockpicks, electronic or otherwise. Requires lockpicks. With a tag skill, the character can lockpick using items reguarly found in their pack. If caught trying to lockpick a door, the authorities will be summoned.

Steal-Can unlawfully take from others. If caught, the authorities will be summoned. Selling these items to a close friend of the victim or to the victim has a 50/50 chance of them discovering that that item is theirs or a friends.
If chosen as a tag skill, the character can diguise the item so that they figure it is yours.

Misc.

Science-Your character is knowledgable and can easily solve many problems through math and science. Cannot be chosen as a tag skill.

Repair-Your character can repair objects. He cannot repair guns however. You cannot choose this as a tag skill.

Driving and Piloting-You are skilled at operating vehicles. You can pilot planes and drive cars you are experienced with. If you choose this as a tag skill, you can pilot more advanced vehicles and master the normal ones.


Depending on how you describe the character, I will rate their rolls. But i have 40 points for 7 slots. 10 is the highest a slot can go. You can either give me example or give me your numbers. I would prefer giving me numbers.

Slot 1 Strength- Can bench 200 pounds=7
Slot 2 Perception- I can read the copyrights on the eye exam poster across the hall=10
Slot 3 Endurance- I ran a 10 miles straight-7
Slot 4 Charisma-Talked my way out of a gang of beating me up-8
Slot 5 Intelligence-I mastered advanced calculus-9
Slot 6 Agility- I can balance on the top of a coke bottle.....with my finger!- 10
Slot 7 Luck-A black cat hissed at me while i walked under a ladder-2

You start out with 8 items. You can have one implant at the start, which you choose which slot it affects. You can only have 3 implants. The seven other items can be food and water,lower half-leather armor,upper half-leather armor,brass knuckles,pistol,pistol ammo,laser pistol,batteries for laser pistol,First Aid Kit,Doctor's Tools,lockpicks,Gun repair kit,a case of grenades,SMG(there is a clip in the SMG, no more!), a rusty knife, firewood,a lighter,drugs, and steroids.

The year was 2174, ever since the nuclear bombs had been disabled, the world worried about the neutron bombs, which were capable of destroying everything but life in the area. This would make everyone a target while their homes and cities were redeuced to rubble.Some were chosen by the government for the spearheading of a new future. The candidates were into bunkers so that they might their sleeping tanks might not be destroyed. The candidates were 3 to a bunker. Supplies were stored in each. The locals seem to have found the bunkers and taken most of the stuff. Some is left. The entrance is sealed,and dynamite is used to blow away the rubble. Two objects are destroyed at random:

bunker 1
No laser pistol
No brass knuckles

bunker 2
No battery for laser pistol
No drugs

bunker 3
No knife
No grenades

[ 01-27-2004, 05:31 PM: Message edited by: Dalamar Stormcrow ]
Dalamar Stormcrow is offline   Reply With Quote