Thread: A forum RPG.
View Single Post
Old 08-28-2008, 04:53 AM   #1 (permalink)
Georgis's Avatar
Regular Poster
46 posts
Georgis is the posterchild for noob
View Stats
Level: 3
Points: 296, Level: 3 Points: 296, Level: 3 Points: 296, Level: 3
Level up: 96%
Level up: 96%, 4 Points needed Level up: 96% Level up: 96%
Activity: 0%
Activity: 0% Activity: 0% Activity: 0%
 
Georgis

   
A forum RPG.

This is still in the planning stages but here's what I got so far:

It's the planet Earth, year 2888. Humanity has been pushed to the brink of extinction and is rebuilding itself. The world is teeming with mutations and trans-dimensional beings known as "Aorgun" (Ah-Wore-Goon). These beings seem to be hell bent on finishing humanity off. Some humans have developed psychic powers or the ability to commune and ultimately control nature, while others have developed extreme strength or agility. These humans wage constant war for humanity's survival against the harsh, new world that they themselves have brought about. You are one of those humans.

(Yes, it's a forum RPG.)
Classes:
Combatant: Standard melee class. Specializes in melee combat.

Can equip: Force Blade (Think Laser Sword or whatever that thing in Star Wars is.), any bladed weapon, Heavy Armor

Class Stat Bonus: HP + 2, STR + 1

Abilities:
( Click to show/hide )
LVL 1 - Charge - Damage caused equals your STR divided by half. Causes SEAL.
Cooldown: 3 posts AP Needed: 6 Stamina: 10

LVL 8 - Rage - Increases damage taken and caused by 50%.
Duration: 3 posts Cooldown: 5 posts AP Needed: 4 Stamina: 20

LVL 16 - Performance - Performs a special move that causes damage based on the amount of times you've been applauded x 3. If it misses, you take damage based on the amount of times you've been smited x 3.
Cooldown: 2 Posts AP Needed: 15 Damage cap: 50% of your MAX HP. Reprisal cap: same. Stamina: 60

LVL 20 - Berserk Dance - Performs a special move that is triple your normal damage.
Cooldown: Once per real life day. AP Needed: 30 Stamina: All


Elementalist: Communicates with nature to cause damage from the 4 elements.

Can equip: Stick weapons, Light/Medium Armor

Class Stat Bonus: HP + 1, AP + 1, INT + 1

Abilities:
( Click to show/hide )
LVL 1 - Solar Ray - Asks the sun to focus on one foe. The sun must be out for it to work.
Cooldown: 2 posts. AP Needed: 8 Damage Modifier: 75% INT Element: FIRE Charge: 3 Stamina: 30

LVL 3 - Geyser - Asks a source of water to blast one foe. Needs to be a source of water nearby.
Cooldown: 2 posts. AP Needed: 8 Damage Modifier: 75% INT Element: WATER Charge: 3 Stamina: 30

LVL 5 - Crush - Asks a source of stone to fuse together, launch in the air and crush a foe. Needs to be a source of rock or earth nearby.
Cooldown: 2 posts. AP Needed: 8 Damage Modifier: 75% INT Element: EARTH Charge: 3 Stamina: 30

LVL 7 - Spark - Asks a source of electricity to fry a foe. Needs to be a source of electricity nearby.
Cooldown: 2 posts. AP Needed: 8 Damage Modifier: 75% INT Element: WIND Charge: 3 Stamina: 30

LVL 9 - Draw Out - Asks a source of an element to condense and form a ball. This is a CHARGE to be used when no sources are nearby. You can stockpile up to 9 charges.
AP Needed: 10 Stamina: 20

LVL 12 - Nanoflare - Asks a source of flame to condense and disperse. Needs to be a source of flame nearby.
Cooldown: 6 posts. AP Needed: 24 Damage Modifier: 120% INT Element: FIRE Charge: 6 Stamina: 50

LVL 14 - Encase - Asks a source of water to form around a foe, drastically reduce it's temperature and shatter. Needs to be a large source of water nearby.
Cooldown: 2 posts. AP Needed: 24 Damage Modifier: 120% INT Element: WATER Charge: 6 Stamina: 50

LVL 16 - Break - Asks a source of stone or earth to form around a foe and compress itself.
Must be near a source of loose rock or earth (Such as sand, dirt, fragments of cement, etc.)
Cooldown: 2 posts. AP Needed: 24 Damage Modifier: 120% INT Element: EARTH Charge: 6 Stamina: 50

LVL 18 - Vacuum - Asks the wind to pull at your foe from all directions.
Must be in a wide open area for it to work.
Cooldown: 2 posts. AP Needed: 24 Damage Modifier: 120% INT Element: WIND Charge: 6 Stamina: 50

LVL 20 - Geoline - Asks all 4 elements to perform a special attack. Have to have 9 charges.
Cooldown: Once per day. AP Needed: All AP Damage Modifier: Current AP x 4 Charge: 9 Stamina: 100


Psychic: Support class. Specializes in healing abilities.

Can equip: Knuckles, uses psychic energy to form a weapon, Light Armor

Class Stat Bonus: AP + 2, INT + 1

Abilities:
( Click to show/hide )
LVL 1 - Regenerate Alpha - Convinces target's cells to regenerate faster, restoring 25% of target's MAX HP + Modifier.
Cooldown: 2 posts. AP Needed: 4 Spell Modifier: 30% INT Stamina: 10

LVL 3 - Energy Weapon - Creates a weapon with an attack power that's equal to your INT.
For every turn it's maintained, user loses 2 AP.
Cooldown: 1 post. AP Needed: 2 Duration: Until user cancels, gets disarmed or runs out of AP.

LVL 5 - Cure Alpha - Convinces target's immune cells to attack toxins in the body, removing POISON.
Cooldown: 2 Posts. AP Needed: 6 Stamina: 30

LVL 8 - Barrier - Utilizes the earth's magnetic power to create a barrier that neutralizes the force behind attacks. If a physical attacking foe's last post number is even, Barrier absorbs the blow.
Cooldown: 4 posts. AP Needed: 10 Duration: 3 posts. Stamina: 60

LVL 10 - Regenerate Beta - Convinces mitochondria to aid in the healing process, restoring 50% of target's HP + modifier.
Cooldown: 2 posts. AP Needed: 16 Spell Modifier: 60% INT Stamina: 50

LVL 14 - Reviva - Stimulates the body's survival instincts to bring one target back from the dead with 10% HP.
Cooldown: once per day. AP Needed: 25 Stamina: All

LVL 16 - Cure Beta - Convinces all cells of the body to help remove foreign energy by discharging an energy pulse, thus removing enemy spell effects.
Cooldown: 3 posts. AP Needed: 16 Stamina: 40

LVL 18 - Shield - Convinces the energy of the body and the earth's magnetic forces to generate a barrier capable of negating a foe's energy attack. If spell using foe's last post number is odd, Shield nullifies the attack.
Cooldown: 4 posts. AP Needed: 20 Duration: 3 posts. Stamina: 60

LVL 20 - Psy Bomb - Focuses the user's psychic energy on a foe's body to condense and disperse causing an explosion.
Cooldown: once per day. AP Needed: 36 Spell Modifier: 80% INT Element: None Stamina: 80


J.O.K.E.R.: (Joyful Opportunities Kreate EneRgy) class. Specializes in nothing combat worthy.

Can equip: Batons, Medium Armor.

Class Stat Bonus: HP + 4

Abilities:
( Click to show/hide )
LVL 1 - Take A Nap - The JOKER just lays down and takes a nap. The sheer AUDACITY of the act makes foe(s) focus on the JOKER.
Cooldown: N/A AP Needed: 2 Stamina: N/A

LVL 4 - VROCK - The JOKER throws a rock at a foe. Damage caused is equal to 40% of the JOKER's current HP. JOKER takes half of the damage.
Cooldown: N/A AP Needed: 2 Stamina: 60

LVL 9 - 88 MPH - The JOKER runs away from combat. Enemy forgets the JOKER was ever there.
Cooldown: 8 Posts AP Needed: 40 Stamina: All current stamina is used up.

LVL 15 - Boulderdash - The JOKER throw a boulder at the enemy, causing 80% of the JOKER's current HP to the target. JOKER takes half of the damage.
Cooldown: N/A AP Needed: 20 Stamina: 120

LVL 20 - Cornholio - The JOKER tells a corny joke that makes all enemies and all allies facepalm. All action (except the JOKER's) is halted next turn.
Cooldown: once per day. AP Needed: N/A Stamina: N/A


Engineer: Support Class. Specializes in making combat drones.

Can Equip: Wrenches, Light Armor.

Class Stat Bonus: HP + 2, AGI + 1

Abilities:
( Click to show/hide )
LVL 1 - Repair - Engineer uses the item "Metal Scraps" and a rest period to make repairs to a Drone. Also can be used to "upgrade" a Drone.

LVL 1 - Combat Drone - The engineer uses a rest period to create a CC Unit M499. HP/Defense varies depending on materials used. Weapon power varies depending on CLOSE COMBAT weapon used. (Drone Material stats: HP x 6.0, Power x 2.2, Defense x 2.2 )

LVL 6 - Ranged Drone - The engineer uses a rest period to create a RA Unit M465. HP/Defense varies depending on materials used. Weapon power depends on ammunition equipped. (Drone Material stats: HP x 5.4, Power x 3.6, Defense x 1.8 )

LVL 12 - Radiation Drone - The engineer uses a rest period to create a MG Unit M66. HP/Defense varies depending on materials used. Needs an Elementalist's charge(s). (Drone Material stats: HP x 2.5, Power x 8.0, Defense x 0.5 )

LVL 18 - Barrier Drone - The engineer uses a rest period to create a WL Unit M255. Has no attack power. It's meant to be a temporary shield. HP/Defense varies depending on materials used. (Drone Materials stats: HP x 8.0, Power x 0, Defense x 4.0)

NOTES ON THE ENGINEER: Since the engineer is controlling the Drones, the Drone's actions count as the Engineer's combat turn. The Drones are considered items and should be treated as such.

MATERIALS: Copper - PWR 7 Iron - PWR 12 Crystal - PWR 20 Mystrile - PWR 32
Where it says "Material Stats" just multiply those with the power of the material. In other words, good luck surviving with a Copper Drone as a LVL 20.


Pickpocket: Melee class. Specializes in harassing the enemy with a dagger.

Can Equip: Daggers, Light Armor.

Class Stat Bonus: AGI + 2

Abilities:
( Click to show/hide )
LVL 1 - Distract - The Pickpocket uses the item [Flashbang] to create a loud noise. The enemy loses a turn. If enemy is unaffected by sound or light, Distract fails.
Cooldown: 2 Posts AP Needed: N/A (Requires Flashbangs) Stamina: 40

LVL 3 - Theft - Used in conjunction with Distract. Pickpocket steals an item from the foe's inventory. Ability will not work if Pickpocket's inventory is full.
Cooldown: 5 Posts AP Needed: 12 Stamina: 90

LVL 6 - Mute Button - Used in conjunction with Distract. Pickpocket punches an enemy in the throat, causing SEAL. No effect on creatures with no exposed throat.
Cooldown: 2 Posts AP Needed: 10 Stamina: 50

LVL 9 - Backhand - Used in conjunction with Distract. Pickpocket sneaks up on an enemy and bashes them on the side of the head. Target takes half damage and is stunned.
Cooldown: 3 Posts AP Needed: 18 Stamina: 70

LVL 12 - Backstab - Used in conjunction with Backhand. Pickpocket sneaks up on a stunned enemy and stabs them in the back for quadruple damage.
Cooldown: 6 Posts AP Needed: 30 Stamina: 140

LVL 15 - Fader - Pickpocket melts into the background. Can be used to prime foes for abilities that require [Distract].
Cooldown: 4 Posts AP Needed: 42 Stamina: 200

LVL 18 - Assassin - Requires [Fader]. Pickpocket sneaks up on a foe and stabs them in their vital areas, causing a OHKO (One hit K.O). HOWEVER, if the Pickpocket's attacking post is ODD, the attempt fails and the Pickpocket immediately gets attacked.
Cooldown: 8 Posts AP Needed: 60 Stamina: 100

LVL 20 - Whirlwind - Pickpocket uses a special attack that causes 3 times their normal damage. Added effect of stunning the foe.
Cooldown: Once per day. AP Needed: N/A Stamina: All remaining stamina.


Sniper: Melee class. Specializes in harassing the enemy with special cartridges.

Can equip: Beam Rifle, Beam Pistol, Light Armor.

Class Stat Bonus: STR + 2.

Abilities:
( Click to show/hide )
LVL 1 - Element Shot - Uses a special cartridge to physically damage an enemy with one of the 4 elements of your choice.
Cooldown: N/A AP Needed: 6 Stamina: 20 "Element Cartridge"

LVL 4 - Coma Shot - Uses a special cartridge to put an enemy to sleep. Causes instant death if post number is divisible by 4 but consumes the cartridge in the process.
Cooldown: N/A AP Needed: 14 Stamina: 30 "Concussive Cartridge"

LVL 8 - Scatter Shot - Uses a special cartridge to damage all foes currently engaged with or cause 50% more damage on a single foe.
Cooldown: N/A AP Needed: 12 Stamina: 20 "Shotgun Cartridge"

LVL 12 - Mind Shot - Uses a special cartridge to deal damage to an enemy's AP.
Cooldown: N/A AP Needed: 16 Stamina: 40 "Soul Cartridge"

LVL 16 - Armor Shot - Uses a special cartridge to halve a foe's defense power for 2 turns.
Cooldown: N/A AP Needed: 14 Stamina: 20 "Debuff Cartridge"

LVL 20 - Power Shot - Uses a special cartridge to halve a foe's attack power for 2 turns.
Cooldown: N/A AP Needed: 18 Stamina: 40 "Debuff Cartridge"



Character Growth:
( Click to show/hide )

For every post you make, + 5 EXP.
For every attack, + 10 EXP.
For every healing post, + 8 EXP.
For every kill, + 12 EXP.

So, if you make a post that says you heal someone, that's 5 + 8 = 13 EXP. But if you make a post with you just saying something or performing a non-combat action, that's only 5 EXP. Using an item on yourself or an ally counts as a healing post. For every 100 EXP, you level. When you level, add your CURRENT STR to your HP, your CURRENT INT to your AP and your stamina is always your AGI x 10. Then distribute 5 points to STR, INT and AGI.
After that, apply your class stat bonus. If you want to play this (if this gets off the ground), I'll make a separate thread for character data and I'll update it myself.
It'll be made like so:

NAME: Anonymous LEVEL: 16 EXP: 55/100
CLASS: Combatant
HP:44/260 AP:48/60 STR 46 INT 5 AGI 22
ATK 78 DEF 71 STAMINA 220
WEAPON: Excalibur (Force Blade) ATK: + 32
ARMOR: Flak Vest Sigma (Heavy) DEF: + 25
ITEMS: First Aid Kit x 3, Key (Oceanic Ruins) [4/4]

If you find/buy a weapon/armor, keep the stats on it, but rename it to what you want. You don't have to type what it is(the words in ()s). You can only carry 4 items at any one time. Send me a PM with your chosen name for the weapon/armor/drone.

Everyone starts off with: HP 30, AP 10, STR 05, INT 05 and AGI 05


How to recover lost HPs/APs/Stamina:
In order to fully recover lost HPs/APs/Stamina without items or spells, you have to "rest".
(Stamina recovers naturally by 10% with every post.) While resting, you can not post for one real life hour, afterwards you will be fully healed. (I might need a mod's help to enforce this.)

Damage Formula: (Physical) ATK - (Target's DEF x 50%) = damage.
(Magical) Total damage - (Target's INT x 30%) = damage.


Use a calculator, if you must. I know Windows has a built in one.

Also, when you post, be descriptive if you can. Meaning, if you post "Anonymous strikes Mutant. Mutant takes 54 damage.", that's boring, yeah? (Anonymous jumps back, just barely missing the Mutant's claws and takes that opportunity to slash at the Mutant's now exposed back! The Mutant howls with rage (and takes 54 damage)!)

STATUS ANOMALIES:

( Click to show/hide )
Poison - target loses 10% current HPs with EVERY POST. It can not be fatal.
REMEDIES - Cure Alpha (PSY), Antidote Potion (ITM), All-Cure (ITM)

Seal - target loses access to abilities for 3 posts.
REMEDIES - Cure Beta (PSY), Despell Beam (ENG, MG M66), All-Cure (ITM)

Radiation Poisoning - target loses 10% MAX HPs with every post. It can be fatal.
REMEDIES - Cure Alpha (PSY), Antidote Potion (ITM), All-Cure (ITM)

Power/Defense Loss - target's respective status is halved for 2 turns.
REMEDIES - Cure Beta (PSY), Despell Beam (ENG, MG M66), All-Cure (ITM)

Stun - target is unable to act for 3 turns or until damaged.
REMEDIES - target is hurt (N/A), All-Cure (ITM)


As for turn order, unless the attacker's target is aware of the attacker's presence, turn order starts with the attacker going first. ...Since noone else wishes to assist with dealing with the damage/exp/post-combat rewards/etc. results, I'll do it myself.
My SignatureDisplay Signature Reply With Quote
Name: Samael Level: 01 EXP: 0/100<br />Class: Aorgun Commander<br />HP100/100 AP25/25 STR12 INT12 AGI12<br />ATK 17 DEF 17 Stamina 120/120<br />Weapon: Psychic Morningstar +5 (0 AP)<br />Armor: Psychic Mail +5 (0 AP)<br />Items: Healing Lotus (HP+25), Healing Lotus, Mana Lotus (AP+25),&nbsp; Mana Lotus(4/4)