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Old 03-15-2005, 11:43 PM   #1
/)eathKiller
Dracolisk
 

Join Date: January 5, 2002
Location: Guantanamo Bay, Cuba
Age: 38
Posts: 6,043
If you're bored and have MSN, why not participate in a game over it eh?

This thread is basically for anyone who'se interested. I've already got a few people on and off ironworks who are possibly interested in doing a hundred-earths mmorpg.

I've completley revamped the system over the last year and half and have compield it into my ultimate rule book.

The rules for signing up are simple: Post a reply here showing what job you are intereted in playing and guild and character name and make sure you have MSN messenger. If you don't have messenger but are interested in playing you can get it for free from www.msn.com and most windows XP computers come with WIndows messenger already installed.

my adress on MSN is i_boswell (at) hotmail.com

So feel free to send me a message asking about this game and we'll play it.

It's going to have 2 dungeon masters and it's blatantly similar to a combination of planescape, phantasy star online, guild wars, and 2nd eddition D&D.

So post right here if you wanna join!

This next reply will contain basic information on the classes and the skills that each class has along with rules of the game.

Starting level will probably be 5. So you can't be a civillian [img]tongue.gif[/img] \

Edit: By the way, don't waste your life reading all of the below text, find the job or dual jobs that interests you, then scroll past the skills and look at all of the skills that particular job has to decide if that's what you want to play as.

[ 03-15-2005, 11:46 PM: Message edited by: /)eathKiller ]
/)eathKiller is offline   Reply With Quote
Old 03-15-2005, 11:44 PM   #2
/)eathKiller
Dracolisk
 

Join Date: January 5, 2002
Location: Guantanamo Bay, Cuba
Age: 38
Posts: 6,043
-----------------------------------------------------------

R A C E S R A C E S R A C E S R A C E S R A C E S R A C E S

Here is a list of RACES which the player can choose from:
-----------------------------------------------------------

Your race does not affect your stats in any way it merely affects appearance and character,

Human - Ordinary Human
Genasi - Planetouched Quasi Elements (Such as Vacuum, Salt, Steam, Radiance, Ooze etc...)
Teifling - Planetouched Dark
Aasimar - Planetouched Light
Android - A machine with an AI construct.

-----------------------------------------------------------

G U I L D S G U I L D G U I L D S G U I L D S G U I L D S G

-----------------------------------------------------------

In regard to GUILDS:

The PC must select a guild to work for unless they start as a civilian.
Then as a civilian they still must make a choice as to which guidl to work for.

The PC can choose to either be a LYLOCK - Mage Guild
a MILITARY - Warrior Guild
a MERCENARY - General Purpose Guild

These 3 guilds sometimes work together and will do missions together with other PCs.

-----------------------------------------------------------

J O B S J O B S J O B S J O B S J O B S J O B S J O B S J O

These are the Job Kits that PCs may select from:
-----------------------------------------------------------

General Civilian

Quote: "SAVE MEE!!"


Description: These plain,
ordinary folk. Live their lives in a single plain,
happily blissfull without the knowledge of the existance
of other planes. Things do go wrong here and there,
however, and eventually civillians are bound to get
invoulved in saving their own worlds. They are more
familiar with their surroundings than the other classes.

"meep!"


Plane Cutter
Quote: "Im over here and now I'm here!"


Description: Illegally modifying their bodies with
soul-cell generatos, these dangerous and anarchistic
rebels without a cause travel about the plains seeking
their true destiny, most find a place to eventually
settle down, while others remain eternally lost in the
multiverse. They use Soul Cells.

lock Rebel


Quote: "Time Flies!"


Description: Members of an elite order of individuals
who have the gift to manipulate time via dimensional
regression. They are emmotionless, quiet, and very chaotic,
personally. They try to "Police" Time travel, but in reality,
they cause more problems can corrections by altering the
flow of time. They use time-based weapons and magics.

Nano Mage


Quote: "Fire, Ice, Electricity, Bricks,
Potatoes... ATTACK!"


Description: Imagine having thousands of tiny little
robots who can bend and shape matter to your own will?
You'd deffinetly want some cool software to run them with.
"Spell" Disks can be used to use skills including elemental
magic, construction, and even weapon creation. "Just Die!"

Techromancer


Quote: "March My Robots, March!"


Description: Skills in hacking, as well as engineering,
moderate vehicle controlling skills, and the ability to
get by any futuristic barrier. As a bonus, they also carry
a special transmitting implant in their brains which allows
them to controll any nearby machines to bend them to their will.


Ancient Weapon Specialist


Quote: "Taste my ancient blades!"


Description: Plainly enough, these are warriors who generally
prefer to work with old-fasioned martial weapons. They use old,
outdated, equipment, but they weild it with deadly accuracy.
They can also weild newer types of martial weapons. Shlash!

Prototype Weapon Specialist


Quote: "Toss me the experinmental brain-crushing ray beam!"


Description: Plainly enough, these are warriors who generally
prefer to work with experinmental weapons. They wear a mesh-armor
which can addapt universally to any new experinmental and untested,
futuristic attachment.

Gun Specialist (Ranger)


Quote: "Boom-Stick"


Description: Probably the most usefull ranged-projectile class,
gun specialists can fire anything that will launch a bullet,
including crossbows and some laser-based weapons which aren't
prototype weapons. They wear thin armor so that they can "wear"
the ammo on their bodies needed to complete a job.

Pilot


Quote: "Up-up and..."


Description: Pilots are responsible for all transportation
needs in the multiverse, depending on their designated Player
Level, they can travel between planes and even pilot certain
vehicles through time. Without pilots, complex transportation
would cease. Usually the extravagant-types, they just love to fly.
Pilots can hold their own if necessary but usually this is done
using one of their summoned vehicles.

Military (poletzai)


Quote: "To Arms!"


Description: These Self-Proclaimed police of the multiverse
are General specialists who hold strict codes to serve the
government of their plane. They deal in light firearms and
hand-held weaponry. They also have access to military vehicles
and weaponry with special permission.


-----------------------------------------------------------

S T A T S S T A T S S T A T S S T A T S S T A T S S T A T S


When you create your character you have to assign STATS.
-----------------------------------------------------------

Stats affect how your character performs in certain scenarios.

75 Points should be distributed along the following stats:

ATK
- How powerfull you are
DEX
- How accurate you are
DEF
- How well defended you are (HP is affected by this. 5 HP per point + (5xPC level) = Max HP
MND
- How intelligent and wise you are (Base Energy is affected by this) 5 EN per point + (5xPC level) = Max EN
LCK
- How lucky you are

An example would be the following:

A human techromancers stats would look like:

ATK10
DEX15
DEF18
MND25
LCK7

A guy who wins the lottery a lot would look like:

ATK10
DEX15
DEF18
MND7
LCK25

- These stats can be redistributed in towns by visiting a VR Stat Trainer.

-----------------------------------------------------------

T H E S Y S T E M T H E S Y S T E M T H E S Y S T E M T H E

The Game System
-----------------------------------------------------------

Damage is calculated by adding the base damage of your weapons
with the accuracy of your attack which is determined by rolling a d20.
Accuracy boostes add onto your rolled result. Rolling a 20 or higher
tends to help you receive a critical hit which will do maximum damage possible.
Your weapon plays a large role in how strong you are, as does your ATK and DEX score.

DEF determines your HP while MND determines your magical power.

Like with weapons, the effects and accuracy of spells are made stronger with a higher MND.

LCK also plays a roll in affecting the outcomes of dice rolls. A higher luck means no low-rolls.

Actually HITTING an opponent is stat-based.

----------------Important Note on Attacking Rules-------------

To Attack: Roll a percentile dice(D100). For accuracy. If the result is less than 4 times your
DEX score minus your opponent's DEF score, you hit. ATK is added directly to damage done.
For example ATK 25 might make you do 125% normal damage.

----------------Important Note on Attacking Rules-------------

When battle is engaged the players and monsters take turns in a 2nd eddition DnD fashion.

Decisions get made, attacks are done, spells are cast, the NPCs take their actions, and that's
considered a single round. These rounds are rappid in speed and occur as quickly as the players
can make their decisions. A single round will last about 10 seconds. So that being said, having
a machine gun which fires a bullet every 1 second means you get 10 shots in a volley for that round.
Battle is fast-paced. Try to hang in there and make your decisions rapidly. Utelizing skills will
also help to better your edge in dealing damage and dealing with certain situations.

As you level up and as you complete missions you will earn skill points with which you can
then purchase additional skills. There are trainers in the cities to help adjust stats and skills.

Once you select 8 skills that you want to go out into the feild with, these skills are all you will
be able to use until you return home.

Entering and exiting zones is done through portals or gateways to other dimensions located in cities.

Returning home requires little more than a call for a portal and boom you're back home.

The game works best with 2 DMs, one acting as a commander who stays in touch with the PCs at all times.
And alerts them of things ahead, while the other DM creates challanges for the players.

In a way it's like 2 waring gods, one which the players can actually talk to and the other which is dark
and mysterious like a villain to the players.

When selecting a job kit, this kit can be switched out in the city by visiting a job trainer.
These kits each have their own skills which can be purchased with skill points.
Certain skills can be gained doing training quests.

In regard to multiple jobs: It is possible to equip 2 jobs simultaneously through a dual-skill trainer.
This trainer will give you the ability to learn skills from more than one job.

For instance you could try to ballance yourself as a Gun Specialist/Pilot. This way you could
have both the skills "Summon Car" and "Summon Rifle" so you could then get in your own vehicle,
drive it to a destination, get out, and snipe your enemies.

The job and secondary job are EQUAL in level and status. Your level never goes down.
And you never have to level up your job more than once to level up all jobs.

It is possible to switch out your main and secondary job at a skill trainer.

In regard to equiptment, clothing, and armor:
All of these can be purchased with CREDITS earned from doing missions.
You will most likely find items on the feild, these items can be used
In the crafting and Synthesis of items by visiting Nano-Crafters or
Tech Specialists in the city. Each player has a standard starting armor
assigned to them by the GUILD they join.

In regard to GUILDS:
The PC can choose to either be a LYLOCK - Mage Guild
a MILITARY - Warrior Guild
a MERCENARY - General Purpose Guild

These 3 guilds sometimes work together and will do missions together with other PCs.


So here's a synopsis about how the usual player's life begins:

They enter as a civilian who is abducted or willingly travels to HundredEarths.

At HundredEarths they are introduced to the world in a space station "OomaScooma".

There they are then asked to Join a guild and select a Job along with a possible secondary job.

Once they join a guild and have a job they will then travel to their respective guild via transport.

These players can meet and discuss things with other plays on OomaScooma station before proceeding.

Once they join a guild they begin job training in their feild.

Depending on the guild they join, certain skills are granted to meet certain needs from training.

After training the PC is then asked to go on their first mission to another dimension or time period.

They travel through their Guilds Portal unless they are asked to travel to a specific portal.

Once in the world they then have to complete a series of mission objectives before returning home.

If the mission is sucess they earn fame, money, skills, and items.

As the player completes missions and small quests he/she is also rewarded with Experience Points.

Experience points are also gained by killing monsters within 5 levels of your current level.

As an example if you were level 5 here is the EXP you would gain from monsters:

Level 1 monster - 10 XP Level 2 monster - 20 XP level 3 monster - 30 XP level 4 monster 40 XP

Level 5 monster (Even to your level) 50 XP Level 6 monster 60 XP level 8 monster 70XP level 9 monster 80xp...

And so forth.

Some monsters exceed the maximum level of 20 by sometimes more than 5 levels in order to grant additional EXP.

A player can run a "Scan" on a monster to see how powerfull it is in comparison to the player.

The only way to defeat a strong monster is with a strong party.

XP is not split, it is granted equally to all party members that are within a range of the monster.

If there is a strong party member they will not receive as much XP as the weaker ones.

Here is a level up chart:

Level 2 requires 500 XP

Level 3 requires 700 XP

Level 4 requires 900 XP

Level 5 requires 1200 XP - Skill Point Gained Without Completing Mission

Level 6 requires 1500 XP

Level 7 requires 1800 XP

Level 8 requires 2000 XP

Level 9 requires 2300 XP

Level 10 requires 2600 XP - Skill Point Gained Without Completing Mission

Level 11 requires 2900 XP

Level 12 requires 3200 XP

Level 13 requires 3500 XP

Level 14 requires 3800 XP

Level 15 requires 4100 XP - Skill Point Gained Without Completing Mission

Level 16 requires 4400 XP

Level 17 requires 4700 XP

Level 18 requires 5000 XP

Level 19 requires 5300 XP

Level 20 requires 5600 XP - MAX - Skill Point Gained Without Completing Mission

Every additional 5000 XP earned after 20 grants 1 Skill Point

Every additional 10000 XP earned after 20 grants 1 Stat Point to be added to Current Stats.

After level 20 it is possible to maximize one's stats all at 25.
It requires a lot of effort though and is basically only usefull for PVP matches.

---Note: The average Mission Grants 500 XP and an additional 500 if an internal quest is completed
Repeating a Mission does not Grant XP.

---Note: If you win at Player Vs Player combat in any scenario you win 1000 XP.

-----------------------------------------------------------

S K I L L S S K I L L S S K I L L S S K I L L S S K I L L S


Each Job Has Its Own Unique Skills 8 Of Which Can Be Used
Per Teleportation Into The Feild. In Hundred-Earths
Skills can be purchased with points earned from missions.
Certain Skills Can Be Gained In Training Quests.
-----------------------------------------------------------
SKILLS: (There may be more skills inserted over time)

--------------Plane Cutter

Teleport (Personal Teleportation within area)
- Uses 12 energy to teleport
- This spell has varying effects depending on level
- Level 1-5 area is random, 6-15 is near a desired location, 16+ is exact

Teleport Ring (Teleports party within area)
- Uses 24 energy to teleport
- This spell has varying effects depending on level
- Level 1-5 area is random, 6-15 is near a desired location, 16+ is exact

Dimensional Shift (Change from this world instantly to another) (requires 30 energy)
- Recharge Time 5 minutes
- This spell has varying effects depending on level
- Level 1-5 area is random, 6-15 is near a desired location, 16+ is exact

Return to elements (Form into an elemental state of race's origin) (requires 15 energy)
- Recharge Time 2 minutes
- This spell has varying effects depending on race and level
- Humans become an ooze, aasimar light, teiflings darkness,
genasi become their respective quasi element. Machines become metal.
- Level 1-5 the form cannot move, 6-15 movement is slow 16-20 movement is instant.

Form Soul-Cell Weapon (dagger)
- With each level up the dagger deals 1d6 more damage points with a 1d10 starting damage

Form Soul-Cell Weapon (scythe (hard to get))
- With each level up the weapon deals 1d8 more damage points with a 1d10 starting damage

Form Soul-Cell Weapon (staff)
- With each level up the weapon deals 1d8 more damage points with a 1d6 starting damage

Form Soul-Cell Weapon (Wing)
- This allows the weilrder to fire energy balls from hands that do 1d10 starting damage
and with each level up increase in 1d8 power

-- All soul cell weapons attack with Soul-cell element damage and last until dispelled
-- They each cost 20 energy to summon and have an instant recast and casting time.

Jump/fly (Jump and/or fly) (requires 10 energy)
- Level 1-5 this is a jump of 1d10+35 feet in distance and landing safely
- level 6-10 this is a jump of 1d10+70 feet in distance and landing safely
- level 11-15 this is a jump of 1d20+105 feet in distance and landing safely
- level 16-20 this is the ability to fly at 2 times max running speed

--------------Lylock Rebel (or Lylock Occultis or Lylock Time-Mage)

Reverse fate (Time around a courpse goes backward and rezes courpse) (10 energy)
- This spell resurects a team mate and gives their skills and HP
a 5% increased penalty each time they are raised.

Hasten (Increase movement speed of target) (15 energy)
- a 12% booste from 1-5, a 24% booste 6-10.
- 48% at 11-15, and 106% at 16-20.
- Lasts for 1d20+5 seconds

Hasten-Ring (Increase movement speed of targets in ring) (20 energy)
- a 8% booste from 1-5, a 16% booste 6-10. 32% at 11-15, and 64% at 16-20.
- The ring is 20 meters in diamater at 1-5, 30 at 6-10, 40 at 11-15, and 50 at 16-20.
- Lasts for 1d20+5 seconds

Reverse A(light cure uses 5 energy)
At level 1 - heals target for 1d8 HP (ammount of healing increases 1d6 each caster level)

Reverse B(moderate cure uses 10 energy)
At level 1 - heals target for 1d10+1d6 HP (ammount of healing increases 1d8 each level)

Reverse C(Heavy cure uses 20 energy)
At level 1 - heals target for 1d20 HP (ammount of healing increases 1d10 each level)

Reverse Ring A (light cure Uses 20 energy)
At level 1 - heals PCs in ring for 1d6 HP (ammount of healing increases 1d4 each caster level)
- The ring is 20 meters in diamater at 1-5, 30 at 6-10, 40 at 11-15, and 50 at 16-20.

Reverse Ring B (moderate cure Uses 25 energy)
At level 1 - heals PCs in ring for 1d8 HP (ammount of healing increases 1d6 each caster level)
- The ring is 20 meters in diamater at 1-5, 30 at 6-10, 40 at 11-15, and 50 at 16-20.

Reverse Ring C (Heavy cure uses 30 energy)
At level 1 - heals PCs in ring for 1d10 HP (ammount of healing increases 1d8 each caster level)
- The ring is 20 meters in diamater at 1-5, 30 at 6-10, 40 at 11-15, and 50 at 16-20.

Temporal Portal (This spell requires 20 energy upon being cast and requires 2 castings to work)
- The PC creates a portal at one point, and when cast a second time it forms a portal at the new point.
- The party can travel throguh this second portal back to the first point or from the first portal back
- to the second portal point indefinetly. This spell can only be used once per area and cannot link
- interdimensionally.

Slow Time (slow a target oponent)
- a 12% booste from 1-5, a 24% booste 6-10.
- 48% at 11-15, and 106% at 16-20.
- Lasts for 1d20+5 seconds

Slow Time Ring (slows all target oponents in an area) - Lasts 1d20x Caster Level Seconds

Freeze Time (stops a target from being able to move) - Lasts 1d10x Caster Level Seconds

Freeze Time Ring (stops all targets from being able to move in a certain area) - Lasts 1d6x Caster Level Seconds

--------------- The following skills are co-op only and cannot be used in PVP

Time Travel
- This spell has varying effects depending on level
- Level 1-5 time can be traveled forward or backward 2d100 seconds
- Level 6-10 time can be traveled forward or backward 4d100 seconds
- Level 11-15 time can be traveled forward or backward 8d100 seconds
- Level 16-20 time can be traveled forward or backward 16d100 seconds

Time Travel Ring
- This spell has varying effects depending on level
- Level 1-5 time can be traveled forward or backward 1d100 seconds
- Level 6-10 time can be traveled forward or backward 2d100 seconds
- Level 11-15 time can be traveled forward or backward 4d100 seconds
- Level 16-20 time can be traveled forward or backward 8d100 seconds
- This ring is always 50 Meters in Diamater and only affects party members


--------------Nano Mage

Fireball (soul cell energy) (5 energy - 3 second recast time)
Deals Soul Cell Damage based on caster level.
1 - 1d6 2 - 1d6+1d4 3 - 2d6 4 - 1d12+1d4
5 - 1d12+1d6 6 - 2d12 7 - 2d12+1d4 8 - 2d12+1d6
9 - 2d12+1d8 10 - 3d12 11 - 3d12+1d4 12 - 3d12+1d6
13 - 3d12+1d8 14 - 4d12 15 - 4d12+1d4 16 - 4d12+1d6
17 - 4d12+1d8 18 - 5d12 19 - 5d12+1d4 20 - 5d12+1d6

Iceball (fusion energy) (5 energy - 3 second recast time)
Deals Fusion Damage based on caster level.
1 - 1d6 2 - 1d6+1d4 3 - 2d6 4 - 1d12+1d4
5 - 1d12+1d6 6 - 2d12 7 - 2d12+1d4 8 - 2d12+1d6
9 - 2d12+1d8 10 - 3d12 11 - 3d12+1d4 12 - 3d12+1d6
13 - 3d12+1d8 14 - 4d12 15 - 4d12+1d4 16 - 4d12+1d6
17 - 4d12+1d8 18 - 5d12 19 - 5d12+1d4 20 - 5d12+1d6

Plasmaball (zero point energy) (5 energy - 3 second recast time)
Deals Zero-point energy Damage based on caster level.
1 - 1d6 2 - 1d6+1d4 3 - 2d6 4 - 1d12+1d4
5 - 1d12+1d6 6 - 2d12 7 - 2d12+1d4 8 - 2d12+1d6
9 - 2d12+1d8 10 - 3d12 11 - 3d12+1d4 12 - 3d12+1d6
13 - 3d12+1d8 14 - 4d12 15 - 4d12+1d4 16 - 4d12+1d6
17 - 4d12+1d8 18 - 5d12 19 - 5d12+1d4 20 - 5d12+1d6

Darkball (dark energy) (10 energy - 5 second recast time)
Deals Dark Energy Damage Based On Caster Level
1 - 1d6 2 - 1d6+1d4 3 - 2d6 4 - 1d12+1d4
5 - 1d12+1d6 6 - 2d12 7 - 2d12+1d4 8 - 2d12+1d6
9 - 2d12+1d8 10 - 3d12 11 - 3d12+1d4 12 - 3d12+1d6
13 - 3d12+1d8 14 - 4d12 15 - 4d12+1d4 16 - 4d12+1d6
17 - 4d12+1d8 18 - 5d12 19 - 5d12+1d4 20 - 5d12+1d6

Lightball (light energy) (10 energy - 5 second recast time)
Deals Light Energy Damage Based On Caster Level
1 - 1d6 2 - 1d6+1d4 3 - 2d6 4 - 1d12+1d4
5 - 1d12+1d6 6 - 2d12 7 - 2d12+1d4 8 - 2d12+1d6
9 - 2d12+1d8 10 - 3d12 11 - 3d12+1d4 12 - 3d12+1d6
13 - 3d12+1d8 14 - 4d12 15 - 4d12+1d4 16 - 4d12+1d6
17 - 4d12+1d8 18 - 5d12 19 - 5d12+1d4 20 - 5d12+1d6

Nuke (soul cell energy) (15 energy - 10 second recast time)
Deals Soul Cell Damage based on caster level on Target.
1 - 1d10 2 - 1d10+1d4 3 - 1d10+1d 4 - 1d10+1d8
5 - 2d10 6 - 2d10+1d4 7 - 2d10+1d6 8 - 2d10+1d8
9 - 3d10 10 - 3d10+1d4 11 - 3d10+1d6 12 - 3d10+1d8
13 - 4d10 14 - 4d10+1d4 15 - 4d10+1d6 16 - 4d10+1d8
17 - 5d10 18 - 5d10+1d4 19 - 5d10+1d6 20 - 5d10+1d8

Gravitize (zero-point energy) (15 energy - 10 second recast time)
Deals Zero-point energy Damage based on caster level on Target.
1 - 1d10 2 - 1d10+1d4 3 - 1d10+1d 4 - 1d10+1d8
5 - 2d10 6 - 2d10+1d4 7 - 2d10+1d6 8 - 2d10+1d8
9 - 3d10 10 - 3d10+1d4 11 - 3d10+1d6 12 - 3d10+1d8
13 - 4d10 14 - 4d10+1d4 15 - 4d10+1d6 16 - 4d10+1d8
17 - 5d10 18 - 5d10+1d4 19 - 5d10+1d6 20 - 5d10+1d8

Implode (fusion energy) (15 energy - 10 second recast time)
Deals Fusion energy Damage based on caster level on Target.
1 - 1d10 2 - 1d10+1d4 3 - 1d10+1d 4 - 1d10+1d8
5 - 2d10 6 - 2d10+1d4 7 - 2d10+1d6 8 - 2d10+1d8
9 - 3d10 10 - 3d10+1d4 11 - 3d10+1d6 12 - 3d10+1d8
13 - 4d10 14 - 4d10+1d4 15 - 4d10+1d6 16 - 4d10+1d8
17 - 5d10 18 - 5d10+1d4 19 - 5d10+1d6 20 - 5d10+1d8

Fire Storm (Soul Cell Energy Area-of-effect temporary damage spot of 1d50 meters Diameter)
Deals Soul Cell Damage. Lasts 1d4xcaster level seconds. Deals 1d6+caster level Damage per second.

Lightening Storm (Zero-Point Energy Area-of-effect temporary damage spot of 1d50 meters Diameter)
Deals Zero-Point Damage. Lasts 1d4xcaster level seconds. Deals 1d6+caster level Damage per second.

Ice Storm (Fusion Energy Area-of-effect temporary damage spot of 1d50 meters Diameter)
Deals Fusion Damage. Lasts 1d4xcaster level seconds. Deals 1d6+caster level Damage per second.

Empower Soul Cell Energy (boostes targets damage and/or defence in regard to Red Energy)
- This boost lasts 1d6xCaster Level seconds - The booste is 1d10xCaster Level % in damage

Empower Fusion Energy (boostes targets damage and/or defence in regard to Blue Energy)
- This boost lasts 1d6xCaster Level seconds - The booste is 1d10xCaster Level % in damage

Empower Plasma Energy (boostes targets damage and/or defence in regard to Green Energy)
- This boost lasts 1d6xCaster Level seconds - The booste is 1d10xCaster Level % in damage

Remove Air (Suffocates target for 1d10+caster level seconds in an area 2d20+caster level in diameter)
- This attack slowly drains 1d10 HP every 2 seconds from area regardless of armor

Dissesemble (Slowly Drains 1d10+Caster Level HP every 2 seconds from Target regardless of armor)

Assemble Portal (This spell requires 20 energy upon being cast and requires 2 castings to work)
- The PC creates a portal at one point, and when cast a second time it forms a portal at the new point.
- The party can travel throguh this second portal back to the first point or from the first portal back
- to the second portal point indefinetly. This spell can only be used once per area and cannot link
- interdimensionally.

Assemble Item - This allows the caster to create a temporary version of any item in their inventory
- which will exist for 1d100xcaster level seconds

Energy Sheild (target)
-For the next 1d20 attacks target PC is invulnerable.
-Can be Dispelled Like a Buff - Lasts 1d100xcaster level seconds

Advanced Energy Sheild (party)
-For the next 1d10 attacks party is invulnerable.
-Can be Dispelled Like a Buff - Lasts 1d50xcaster level seconds

Unbufferize - 10 energy - Takes target PC's buffers and places them on Caster

Unbufferize Ring - 20 energy - Area-of-effect attack that takes all targets buffs and places them on party - 30 meter range

Recompile (10 energy)
- This spell resurects a team mate and gives their skills and HP
a 10% increased penalty each time they are raised with this spell.

--------------Techromancer

Recompile Drone (5 energy 5 second recast)
- The machine loses 1d4 hp a second.
- The machine starts with 1d6 hp x caster level.

Recompile Robot (10 energy 10 second recast)
- The machine loses 1d6 hp a second.
- The machine starts with 1d12 hp x caster level.

Recompile Marauder (15 energy 15 second recast)
- The machine loses 1d8 hp a second.
- The machine starts with 1d20 hp x caster level.

Hack Machine Mind (12 energy 8 second recast)
- For 1d8 seconds x caster level targeted machine is controlled
- This spell has differint effects depending on caster level
- level 1-5 - 40% chance of successfull hack
- level 6-10 - 50% chance of successful hack
- level 11-15 - 60% chance of successful hack
- level 15-20 - 70% chance of successful hack

Hack computer console (5 energy, 8 second recast time)
- This spell has differint effects depending on caster level
- level 1-5 - 50% chance of successfull hack
- level 6-10 - 60% chance of successful hack
- level 11-15 - 70% chance of successful hack
- level 15-20 - 80% chance of successful hack
(machines with certain software can decrease these %s)

Resurect Machine (1d6xMachine's Level + 10 energy)
- A dead enemy machine is brought back to life to fight for you
- The energy cost is based on the level of the machine
- The machine loses 1d6 hp a second.

Bond Flesh To Metal (12 energy)
- Increases Target's Defense for 1d20 + caster level seconds

Energy Tank
- Increases Target's Maximum energy for 1d20 + caster level seconds

Drain energy (5 energy, 3 second recast time)
- drains target of 1d6 HP per second for 1d10 seconds + caster level

Spark (10 energy)
- Zaps target on touch with electricity dealing 1d8 damage x caster level

Archon Technologica (8 energy, 10 second recast)
- For 25 seconds, all pet machines double in speed and power

Binding cords (6 energy, 5 second recast)
- For 1d10 seconds + caster level if target is standing on metal
- the caster summons metal cords from the ground which will bind
- the target

EMP Bomb - 55 energy - 3d100 recast - instantly kills all machines in 1d100 meter range
- Requires 10 seconds just to cast

Defribulate (30 energy, 100 second recast) - Rezes dead teammate with a 20% penalty


--------------Ancient Weapon Specialist

Hubuko (Katana) (8 energy)
- Forces the oponent to be bound
- this lasts 1d8 seconds + caster level

Batosai (Katana) (10 energy 10 seconds recast time)
- Slices an oponents limb in off
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 head (instant death)

Setsuno Ka (Katana) (12 energy 5 seconds recast time)
- Attacks twice, fast
- These attacks deal normal damage + 1d4xPC level

Dismembering Arrow (bow) (10 energy 10 seconds recast time)
- Slices an oponents limb in off with an arrow
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 head (instant death)

Sidewinder (bow) (12 energy 5 seconds recast time)
- This arrow cannot be deflected by any means.
- This arrow deals normal damage + 1d4xPC level

Binding Shot (Bow) (8 energy)
- For 1d8 seconds + PC level the target is pinned where it stands by an arrow


Smack Down (Axe) (8 energy)
- Forces the oponent to the ground
- this lasts 1d8 seconds + caster level

Split Limb (Axe) (10 energy 10 seconds recast time)
- Slices an oponents limb in half
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 head (instant death)

Whirlwind Blow (Axe) (12 energy)
- Attacks everything in a 360 degree radius
- These attacks deal normal damage + 1d4xPC level

Smash Down (Blunt) (8 energy)
- Knocks an oponent to the ground
- this lasts 1d8 seconds + caster level

Snap Bone (Blunt) (10 energy)
- Breaks an opponents Bone
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 kneck (instant death)

Gut Stab (Blunt) (12 energy)
- A hard stab into the belly of an opponent
- This attack deals normal damage + 1d6xPC level


Tachi:Inu (Damage boost of 1d4xPC level - 8 energy - instant recast lasts 1d100 seconds)

Tachi:Neko (Accuracy boost of 1d4xPC level - 8 energy - instant recast lasts 1d100 seconds)

"Fight Harder" (Shout 10 energy recast of 5 seconds)
- All party members deal an additional 1d6xlevel damage

"Fight Faster" (Shout 10 energy recast of 5 seconds)
- All party members attack speed increases 1d10xLevel% in speed

"Ready Yourselves" (Shout 5 energy recast of 5 seconds)
- All party members gain 1d6xlevel maximum energy in hearing distance

"Stand your guard" (Shout 5 energy recast of 5 seconds)
- All party members gain 1d6xlevel maximum HP in hearing distance

"Give it everything you've got" (Shout 20 energy recast of 5 seconds)
- All party members lose 1d6+level maximum HP in hearing distance
- All party members attack speed increases 1d20xLevel% in speed
- All attack damage by party members is doubled

Divine Wind (Kamikaze) (20 energy recast 25 seconds)
- Maximum HP for Ancient Weapons Specialist Drops 1d8xlevel
- Attack speed is indeased 1d100% in speed
- Attack Damage is trippled


--------------Prototype Weapon Specialist

Energy Sheild (target)
-For the next 1d10 attacks target PC is invulnerable.
-Can be Dispelled Like a Buff - Lasts 1d100xcaster level seconds

Advanced Energy Sheild (party)
-For the next 1d6 attacks party is invulnerable.
-Can be Dispelled Like a Buff - Lasts 1d50xcaster level seconds

Cloak (target)
For 1d50 x PC level seconds the individual is cloaked and unable to be seen without truesight.

Advanced Cloak (party)
For 1d20+5 x Caster level seconds the party is cloaked and unable to be seen without truesight. -50 meter range

Learn From experinmental Weapon to manipulate it (5 energy lasts forever 5 second recast time)
- This spell has differint effects depending on caster level
- level 1-5 - 60% chance of successfull weapon knowledge
- level 6-10 - 70% chance of successful weapon knowledge
- level 11-15 - 80% chance of successful weapon knowledge
- level 15-20 - 90% chance of successful weapon knowledge
(weapons with certain software can decrease these %s)

Hack computer console (5 energy, 8 second recast time)
- This spell has differint effects depending on caster level
- level 1-5 - 30% chance of successfull hack
- level 6-10 - 40% chance of successful hack
- level 11-15 - 50% chance of successful hack
- level 15-20 - 60% chance of successful hack
(machines with certain software can decrease these %s)

Summon Prototybe-Gun (10 energy Recast time 10 seconds)
- Summons an experinmental gun which deals 1d8+caster level damage
- Dice roll 1-5 A very strange blunt-damage weapon (Example: Chainsaw launcher)
- Dice roll 6-10 A Zero-Point Energy Based Weapon (Example: A green laser beam)
- Dice roll 11-15 A Fusion Energy Based Weapon (Example: A Blue laser beam)
- Dice roll 16-20 A Soul-cell energy based weapon (Example: A red laser beam)

Highly Accurate Attack(Prototype) (10 energy 10 seconds recast time)
- Slices an oponents limb in off with whatever you're using
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 head (instant death)

Power Attack (Prototype) (10 energy 5 seconds recast time)
For 1d10 x PC level seconds all attacks will deal 1d4x more damage.

Special Attack (Prototype) (10 energy - 10 second recast time)
- Depending on the type of prototype weapon this attack will vary from weapon to weapon.
- Example: An experinmental chainsaw launcher could have an attack that shoots heat-seeking chainsaws.


Nano-Accelorants -Haste (Speed boost of 1d4xPC level% - 5 energy - 2 second recast lasts 1d100 seconds)

Nano-Accelorants -Cons. (HP boost of 1d4xPC level - 5 energy - 2 second recast lasts 1d100 seconds)

Nano-ACC-Ring -Damage (10 energy recast of 5 seconds)
- All party members deal an additional 1d6xlevel damage

Nano-ACC-Ring -Haste (10 energy recast of 5 seconds)
- All party members attack speed increases 1d10xLevel% in speed

Nano-ACC-Ring -Deffence (5 energy recast of 5 seconds)
- All party members gain 1d6xlevel maximum HP in hearing distance

Nano-ACC-Ring -Energy(Shout 5 energy recast of 5 seconds)
- All party members gain 1d6xlevel maximum energy in hearing distance


--------------Gun Specialist (Ranger)

Cloak (target)
-For 1d100 x PC level seconds the individual is cloaked and unable to be seen without truesight.

Energy Sheild (target)
-For the next 1d10 attacks target PC is invulnerable.
-Can be Dispelled Like a Buff - Lasts 1d100xcaster level seconds

Sniper mode (Lasts until the PC moves) (5 energy)
- The PC takes up a sniper position and is given a DEX booste of 2d20.
- All attacks with a rifle-type weapon are doubled in damage.

Empower shot (lasts 1d6 seconds) (15 energy) (Recharge time 1d50 seconds)
- The next shot will deal 1d8x more damage than normal

Summon Rifle (10 energy Recast time 15 seconds)
- Summons a standard issue sniper rifle which deals 1d8+caster level damage
- Dice roll 1-5 Standard Sniper Rifle(blunt damage) Gives +10 DEX
- Dice roll 6-10 Plasma Repulsor with Scope (zero point energy damage) Gives +10 DEX
- Dice roll 11-15 Fusion Repulsor with Scope (Fusion energy damage) Gives +10 DEX
- Dice roll 16-20 Halcyon-Class Rail Gun with Scope(Soul-Cell Energy damage) Gives +10 DEX

Summon Machine-Gun (10 energy Recast time 10 seconds)
- Summons a standard issue machine gun which deals 1d6+caster level damage
- Dice roll 1-5 Uzi-Style Gun (blunt damage)
- Dice roll 6-10 Plasma bullet gun (zero point energy damage)
- Dice roll 11-15 Fusion bullet gun (Fusion energy damage)
- Dice roll 16-20 Halcyon-Class Machine Gun (Soul-Cell Energy damage)

Summon Heavy Gun (15 energy recast time 20 seconds)
- Summons a standard issue rocket launcher or grenade launcher which deals 1d20+caster level damage
- Dice roll 1-5 Grenade Launcher
- Dice roll 5-10 RPG Launcher (Zero-Point energy based grenades)
- Dice roll 11-15 Rocket Launcher (Fusion based rockets)
- Dice roll 16-20 A Mining Drill Gun (Kind of like a giant-spread Rail gun Soul-cell based)

summon Turret (Lasts until turett is destroyed) (20 energy) (300 second recast time)
- Summons a Turret with 1d6+PC's HP
- This Turret can be set into 3 modes:
- Remote Controlled (good for 1d100 Meters)
- Self-Destructive (blows up if enemy comes near it)
- Auto-targeting (will attack aproaching enemies on its own)

Dismembering Shot (Gun) (10 energy 10 seconds recast time)
- Slices an oponents limb in off with a bullet
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 head (instant death)

Peircing Shot (Gun) (12 energy 5 seconds recast time)
- This arrow cannot be deflected by any means.
- This arrow deals normal damage + 1d4xPC level

Binding Shot (Gun) (8 energy)
- For 1d8 seconds + PC level the target is pinned where it stands by a bullet

"From My Cold Dead Hands" (ATK booste of 1d10xPC level - 8 energy - 2 second recast lasts 1d50 seconds)

Booster Shots (Speed boost of 1d10xPC level% - 8 energy - 2 second recast lasts 1d50 seconds)

--------------Military (poletzai)

Manipulate Vehicle (On touch there is a 1d8% chance of controlling vehicle)
(At level 10 this increases to a 1d6% chance)
(At level 20 it becomes a 1d4% chance) * Highest Roll Is Necessary


Smack Down (Hand-To-Hand) (8 energy)
- Forces the oponent to the ground
- this lasts 1d8 seconds + caster level

Snap Bone (Hand-To-Hand) (10 energy 10 seconds recast time)
- Breaks an oponents bone
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 head (instant death)

Dragon Kick (Hand-To-Hand) (12 energy)
- Attacks everything in a 360 degree radius
- These attacks deal normal damage + 1d4xPC level
- There is a 1d10 + caster level % chance of tripping.

Foresight Dodge (chance of getting hit reduced 75% lasts 1d4 seconds+ PC level)

Aimed shot (Gun) (Requires 15 energy)
- Shoots an oponent and disables a limb
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 kneck (instant death)

Shoot around corners (Gun) (5 energy lasts for one volley recharge instantly)
- Able to attack around a corner. Accuracy increases with level.
- Level 1-5 50% accuracy
- Level 6-10 60% accuracy
- Level 11-15 70% accuracy
- Level 16-20 80% accuracy

Aimed Attack (Melee) (Requires 15 energy)
- Strikes an oponent and disables a limb
- here are the D20 Results of doing this
- 1-4 Left Leg
- 5-8 Right Leg
- 9-12 left arm
- 13-16 right arm
- 17-20 kneck (instant death)

Hack computer console (5 energy, 8 second recast time)
- This spell has differint effects depending on caster level
- level 1-5 - 30% chance of successfull hack
- level 6-10 - 40% chance of successful hack
- level 11-15 - 50% chance of successful hack
- level 15-20 - 60% chance of successful hack
(machines with certain software can decrease these %s)

Summon Machine-Gun (10 energy Recast time 10 seconds)
- Summons a standard issue machine gun which deals 1d6+caster level damage
- Dice roll 1-5 Uzi-Style Gun (blunt damage)
- Dice roll 6-10 Plasma bullet gun (zero point energy damage)
- Dice roll 11-15 Fusion bullet gun (Fusion energy damage)
- Dice roll 16-20 Halcyon-Class Machine Gun (Soul-Cell Energy damage)

Cloak (target)
For 1d100 x PC level seconds the individual is cloaked and unable to be seen without truesight.

Advanced Cloak (party)
For 1d50 x Caster level seconds the party is cloaked and unable to be seen without truesight. -50 meter range

Stimulant-Damage (ATK booste of 1d12xPC level - 8 energy - 2 second recast lasts 1d100 seconds)

Stimulant-Accuracy (DEX boost of 1d8xPC level - 5 energy - 2 second recast lasts 1d100 seconds)

Stimulant-Haste (Speed boost of 1d12xPC level% - 10 energy - 2 second recast lasts 1d100 seconds)

Stimulant-Cons. (HP boost of 1d8xPC level - 5 energy - 2 second recast lasts 1d100 seconds)

--------------Pilot

Manipulate Vehicle (On touch there is a 1d4% chance of controlling vehicle)
(At level 10 this increases to a 1d2% chance)
(At level 20 it becomes a 100% chance)

Manipulating a vehicle requires 5 energy and recharges instantly.

Summoning any vehicle requires 20 energy and takes 125 seconds to recharge.

Summon Boat
- This spells effect is based on caster level

Level 1-3
- This Summons a Light Speed Boat From Dogma With No Weapons
- Maximum Carrying Capacity of 1d6
- This Vehicle's Base HP is 1d20 + Caster HP
Level 4-7
- This Summons a Light Speed Boat From Dogma With A Gatling Gun
- Maximum Carrying Capacity of 1d6
- Can House Car Vehicles
- This Vehicle's Base HP is 2d20 + Caster HP
Level 8-11
- This Summons a Pontoon From Dogma With A Gatling Gun and a Missile Launcher
- Maximum Carrying Capacity of 1d8
- Has a Platform for landing aircraft
- Can House Car Vehicles
- This Vehicle's Base HP is 4d20 + Caster HP
Level 12-15
- This Summons a Small Frigate From Dogma With 2 Gatling Guns and 2 Missile Launchers
- Maximum Carrying Capacity of 1d10
- Has a Platform for landing aircraft
- Can House Car Vehicles
- This Vehicle's Base HP is 1d50+1d10 + Caster HP
Level 16-19
- This Summons a Small submarine from Dogma with 1 Gatling gun, 3 missile launchers and a torpedo launcher
- Maximum Carrying Capacity of 1d10
- Has a Platform for landing aircraft
- Can House Car Vehicles
- Can House Mechs
- This Vehicle's Base HP is 1d50+2d10 + Caster HP
Level 20
- This summons a stealth leviathan from Dogma with 2 Gatling Guns, 4 missile launchers and 2 torpedo launchers
- Maximum Carrying Capacity of 1d20
- Has a Platform for landing aircraft
- Can House Car Vehicles
- Can House Mechs
- This Vehicle's Base HP is 1d50+2d20 + Caster HP


Summon Plane (A plane, when landing on a boat, takes up 3 of the maximum capacity slots)

- This spells effect is based on caster level

Level 1-3
- This Summons a Light Scouting Plane With No weapons
- Maximum Carrying Capacity of 1d4
- This Vehicle's Base HP is 1d20 + Caster HP
Level 4-7
- This Summons a Light Stealth Fighter With A Green Laser And ATS Rockets
- Maximum Carrying Capacity of 1d6
- This Vehicle's Base HP is 2d20 + Caster HP
Level 8-11
- This Summons a Gunship from Dogma With 2 Gatling Guns and ATS Rockets
- Maximum Carrying Capacity of 1d8
- Can House Car Vehicles
- This Vehicle's Base HP is 4d20 + Caster HP
Level 12-15
- This Summons a Clipper with 3 Gatling Guns a laser and Hyper-Velocity Rockets
- Maximum Carrying Capacity of 1d10
- Can House Car Vehicles
- This Vehicle's Base HP is 1d50+1d10 + Caster HP
Level 16-19
- This Summons a Dual-Winged Clipper with 4 Gatling Guns 2 lasers and Hyper-Velocity Rockets
- Maximum Carrying Capacity of 1d10
- Can House Car Vehicles
- This Vehicle's Base HP is 1d50+2d10 + Caster HP
Level 20
- This Summons a Juggernaut with 5 Gatling Guns 3 lasers and both Hyper-Velocity and ATS rockets.
- Maximum Carrying Capacity of 1d20
- Can House Car Vehicles
- Can House Mechs
- This Vehicle's Base HP is 1d50+2d20 + Caster HP

Summon Car (A car, when landing on a boat or plane , takes up 2 of the maximum capacity slots)
- This spells effect is based on caster level

Level 1-3
- This Summons a Light Speed Scout Car With No Weapons
- Maximum Carrying Capacity of 1d6
- This Vehicle's Base HP is 1d20 + Caster HP
Level 4-7
- This Summons a light anti-personel car with a gatling gun
- Maximum Carrying Capacity of 1d6
- This Vehicle's Base HP is 2d20 + Caster HP
Level 8-11
- This Summons a medium armored anti-personel car with a gatling gun and rocket launcher
- Maximum Carrying Capacity of 1d8
- This Vehicle's Base HP is 4d20 + Caster HP
Level 12-15
- This Summons a light tank with 2 gatling guns and a cannon.
- Maximum Carrying Capacity of 1d10
- This Vehicle's Base HP is 1d50+1d10 + Caster HP
Level 16-19
- This Summons a medium tank with 3 gatling guns 2 cannons and a rocket launcher.
- Maximum Carrying Capacity of 1d10
- This Vehicle's Base HP is 1d50+2d10 + Caster HP
Level 20
- This Summons a megaton anti-nuclear stealth tank with 4 gatling guns a rocket launcher and 2 cannons.
- Maximum Carrying Capacity of 1d20
- This Vehicle's Base HP is 1d50+2d20 + Caster

Summon Mech (A mech, when landing on a boat or plane , takes up 4 of the maximum capacity slots)
- This spells effect is based on caster level


Level 1-3
- This Summons a Light Speed Spider mech with a tiny zero-point energy laser
- Maximum Carrying Capacity of 1d4
- This Vehicle's Base HP is 1d20 + Caster HP
Level 4-7
- This Summons a light anti-personel mech with a gatling gun and small zero-point energy laser
- Maximum Carrying Capacity of 1d4
- This Vehicle's Base HP is 2d20 + Caster HP
Level 8-11
- This Summons a medium armored anti-personel mech with a gatling gun, and a plasma cannon
- Maximum Carrying Capacity of 1d6
- This Vehicle's Base HP is 4d20 + Caster HP
Level 12-15
- This Summons a light weapons platform with 2 gatling guns, and 3 rocket launchers
- Maximum Carrying Capacity of 1d8
- This Vehicle's Base HP is 1d50+1d10 + Caster HP
Level 16-19
- This Summons a medium tank mech with 2 gatling guns, 2 plasma cannons and 3 rocket launchers.
- Maximum Carrying Capacity of 1d8
- This Vehicle's Base HP is 1d50+2d10 + Caster HP
Level 20
- This Summons a goliath mech with 3 gatling guns, 3 plasma cannons 1 milssile launcher and 3 rocket launchers.
- Maximum Carrying Capacity of 1d10
- This Vehicle's Base HP is 1d50+2d20 + Caster

Hydraplanic Jump (Boat) (Lasts 1d20 + 1d4 + PC level seconds)
- This allows the boat to make a leap of 2xPClevel+1d10 Meters in distance.
- Example: If the boat needs to jump over a bridge it can be tilted when hitting a wave

Quick in the water (Boat) (Lasts 1d20 + 1d4 + PC level seconds)
- All attacks against the boat become 1d20xPClevel% less accurate
- Speed of boat increases 1d10xPClevel%

Ramp Jump (Car) (Lasts 1d20 + 1d4 + PC level seconds)
- This allows the car to make a leap of 2xPClevel+1d10 Meters in distance and land on all 4s.
- Example: If the car needs to jump over a cliff it will not tilt over and will land safeley.

Speed Boost (Car) (Lasts 1d20 + 1d4 + PC level seconds)
- All attacks against the boat become 1d20xPClevel% less accurate
- Speed of Car increases 1d10xPClevel%

Increase Accuracy (Plane) (Lasts 1d20 + 1d4 + PC level seconds)
- Attacks by the plane are 1d10xPClevel% more accurate.

Dogfighting (Plane) (Lasts 1d20 + 1d4 + PC level seconds)
- All attacks against the plane become 1d20xPClevel% less accurate
- Speed of Plane increases 1d10xPClevel%

Use Jets For Manuvering (Mech) (Lasts 1d20 + 1d4 + PC level seconds)
- All attacks against the mech become 1d20xPClevel% less accurate
- Speed of Mech increases 1d10xPClevel%

Increase Attack Speed (Mech) (Lasts 1d20 + 1d4 + PC level seconds)
- Attacks by the plane are 1d10xPClevel% Faster.

Remote Controll Vehicle (25 energy has a 30 second recharge)
- Controlls a vehicle without being inside of it
- This effect varies with level
- 1-5 - This effect Lasts for 1d100 seconds and has a maximum range of 1d100 meters
- 6-10 - This effect Lasts for 2d100 seconds and has a maximum range of 2d100 meters
- 11-15 - This effect Lasts for 4d100 seconds and has a maximum range of 3d100 meters
- 16-20 - This effect Lasts for 6d100 seconds and has a maximum range of 4d100 meters

--------------General Civilian

Get Work (Civilians have the uncanny ability to get hired by some guild and start a job)

Protest (Too lazy to work? Feel like the man's opressing you? Complain about it.)

Study (Go to some library and read about things to get some book learnin' in you)

Panic (Run for your life!)

Call for help (Request someone to rez your courpse maybe?)

Honestly, Civilians don't actually go out into the feild so their skills don't exist.
Though for sake of story you can introduce PCs as civilians in a feild where they must
either die or get rescued in some fasion.

- UNIVERSAL SKILLS -

These are Skills which anybody can equip regardless of job.

Kill Radar - 15 energy - 20 second recast - for 1d6xcaster level seconds radar is jammed.

Administer First Aid - Rezes Comrade - 30 Energy - 100 second recast - 25% penalty for rez
/)eathKiller is offline   Reply With Quote
Old 03-24-2005, 03:32 PM   #3
/)eathKiller
Dracolisk
 

Join Date: January 5, 2002
Location: Guantanamo Bay, Cuba
Age: 38
Posts: 6,043
Jaggaer Haggert
Plane Cutter
Teifling

115 HP
ATK10
DEX15
DEF18
MND25
LCK7

Teleport

Return to Elements (For a teifling you would become pure darkness)

Soul cell weapon (Staff)

Jump/FLy


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Witch Hunter Thulgrimm, or just Herr Thulgrimm
Human
Ancient Specialist (Inquisition Era)

205 HP
ATK25
DEX25
DEF20
MND3
LCK2

binding shot

split limb,

whirlwind blow

and smack down

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
Essaryth
Teifling
Techromancer

85 HP
ATK5
DEX8
DEF11
MND35
LCK25

Archon Technologica

EMP Bomb

Recompile Drone

Resurect Machine

Hack Machine Mind

[ 03-28-2005, 05:12 PM: Message edited by: /)eathKiller ]
/)eathKiller is offline   Reply With Quote
Old 06-09-2005, 02:12 AM   #4
chi master
Zhentarim Guard
 

Join Date: July 19, 2002
Location: New Zealand
Age: 34
Posts: 398
--------------------------------------------------------------------------
C H A R A C T E R F O R M S N R O L E P L A Y
----------------------------------------------------------------------------

RACE: Genasi - Planetouched Quasi Elements (Such as Vacuum, Salt, Steam, Radiance, Ooze etc...)
[^ Unsure of which element to use, do they mean anything?]

GUILD: Mercenary- General Purpose guild.

JOB: Techromancer

STATS->
ATK-7
DEX-18
DEF-20
MND-20
LCK-10
[^ Wise choices? (Unsure, please give help)]

I'm not sure about skills. Please help.


My msn is eddys-my_name (at) hotmail.com . I've added you /)eathkiller so hopefully we can have atalk about the roleplay.

Also, can EMP bomb disable androids? that could be a major advantage in PvP. OHKO!

[ 06-09-2005, 02:27 AM: Message edited by: chi master ]
__________________
Long time no see.
chi master is offline   Reply With Quote
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