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Wait... Guns, Magic, Technology, Evil, AND Turn-Based Action?

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Wait...  Guns, Magic, Technology, Evil, AND Turn-Based Action? Empty Wait... Guns, Magic, Technology, Evil, AND Turn-Based Action?

Post by IConsumedMyWings Mon Oct 18, 2010 3:59 pm

Thank you for viewing this page, this means you're interested. If you're wondering what the battle system is, just take a look at Final Fantasy X: Ressurection (A warning, I do not own the I.P. of Final Fantasy OR this RP, I am merely borrowing).

Now, story.

Now, the modern Age is not 2010, as we seem to think based on a Gregorian Calendar. The real age of the world is measured in Ages (one Age is equal to 10,000 years), and this is the Thousandth Age.

Why are we so far off? Because, we've only been here for ten Ages, and only been the Dominant species for four of those. Before that... The Revenants ruled. The Revenants were tyrannical beasts of armor and flesh. They were bound to life by strong magic, able to die but unwilling to let go. They were perfect killing machines, strong with swords and shields, spears, and even their own type of gun, and their own special magic.

Then, they were gone. The humans woke one morning, and they had disappeared. Some say they fled to the stars, others say Hell had finally come to collect, but all in all, the world was suddenly a radically different place.


Now, in the Thousandth Age, the Revenants have returned. From under rock and sea, these armored humanlike monstrosities rose. Humanity is on the run, fleeing to small clusters of blessed buildings that rose when the Revenants did. These buildings, called Ley Centers, are untouchable by Revenants or their minions. Towns have popped up within them, constantly afraid that the Revenants would come through somehow.

Two hundred years in the Revenant's Return, and something has awoken. It seems that one superpowered industry knew of the Revenants, and had tried to build something to stop them.

Cue the ARAVEN from P.O.E. Industries. Anti-Revenant Accelerated Vaporous Energy Nexus. An adaptable life-form capable to growing to powers beyond comprehension. Humanity has invested itself into the ARAVENS, sending with them their best weapons (salvaged from before the Revenant's Return) and their best human warriors.

This is where you come in. Be you an ARAVEN? Or a Turned Revenant (Explain why you turned, if you would) a human, an undead abomination... This is your choice, and many more await you after.


LEVELING AND CHARACTER DESIGNS

Now, there are many, MANY choices for a character here. I'll put up the basic stats for each Species first:

Human:
INT (Relates to Magic and MDEF, and damage for Magiguns) : 10
DEF (Defense and what Armor you can wear) : 15
STR (Strength for carrying Equipment and damage for Shotguns and Assault Rifles) : 5
AIM (Accuracy and bullet damage for Sniper Rifles) : 20
SPD (Turn speed, evasion, and damage for pistols and SMGs) : 5

ARAVEN:
INT: 15
DEF: 5
STR: 10
AIM: 5
SPD: 5

Revenant:
INT: 5
DEF: 20
STR: 15
AIM: 2
SPD: 8

Undead:
INT: 0
DEF: 30
STR: 10
AIM: 5
SPD: 5

And here are the basic Character Types:
Sentry (Tank)

Absorbs Damage for allies. High Defense, Low Strength.
Start Bonus: +15 DEF, -3 STR
Start Ability: Shield Equip (Only starting character that can equip a shield, passive)
Level Bonus: +5 DEF, or +1 AIM, or +1 SPD
Level 5 Bonus (Earned every 5th level) : +25 DEF or +10 STR, or +5 to any other parameter.

Negator (Mage)

Magically Devastating. Can eventually heal, cast from HP, damage, buff, debuff, etc.
Start Bonus: +20 INT, -5 STR, -5 DEF, -3 AIM
Start Abilities: Fire Wall (A wall of fire protects you. Causes fire damage to any attack against you) Stitch (If cast on Ally, it heals a small wound. If cast on an Enemy, it attempts to sew their mouth shut, causing Silence) and Staff Stab (Teleports the staff into an enemy's chest. Physical damage, but damage is based off INT, not STR.)
Level Bonus: +5 INT or +1 of any other parameter
Level 5 Bonus: +20 to INT, or +5 to any other parameter, or design a new spell.

Fighter

Good with guns. Only class that can start with dual-wielding of smaller weapons.
Start Bonus: +5 SPD +10 AIM -5 INT
Start Ability: Dual Wield (Can start dual-wielding pistols or SMGs, passive).
Level Bonus: +2 SPD and +3 AIM, or +3 SPD, +2 AIM, or +1 to any other parameter.
Level 5 Bonus: +10 SPD, +10 AIM or ability to Dual Wield more effectively/Dual Wield larger weapons

Lightfoot

Fast and light on their feet, dodgiest of the classes. Good Evasion rate, and AIM, bad everything else.
Start Bonus: +20 SPD, -5 STR, -10 DEF, -5 INT, +2 AIM
Start Ability: Superb Dodging (1.25% as likely to dodge as other classes, passive) and Don't Blink (Sacrifice an Ally's turn (with their permission) to use three actions in one turn)
Level Bonus: +5 SPD, or +5 AIM, or +1 to any other parameter.
Level 5 Bonus: +20 SPD or +20 AIM, or +5 to any other parameter, or +.15% to Superb Dodging

Crack Shot

A true marksman's marksman. Good AIM, bad SPD and DEF.
Start Bonus: +25 AIM, -15 STR, -10 SPD, +10 INT
Start Ability: Ace in the Hole (+25% damage to Critical Hits, passive) and Don't Touch This (SPD increases by 5, AIM increases by 20, and Evasion Rate increases to 100%. Activated, lasts one dodge or one turn. Cooldown of one battle.)
Level Bonus: +5 AIM, or +5 INT, or +1 to any other parameter
Level 5 Bonus: +20 AIM, or +15 INT, or +5 to any other parameter, or +15% Damage to Critical Hits.

More might be added later.

BATTLE SYSTEM

Okay, you just looked at all the stats, so you must think this is a number-crunching RP, right? Wrong. Battles are determined by YOU. Just remember, if you have a character with a 2 on AIM, he's not going to be headshotting a Revenant from across the field. Also, if I post a beastie or Revenant attacking, it is up to you to decide if you're hit or not, and how severely. Now, how I see these stats is as a basic guide.

Anything below 0 is literal crap. As in, no experience at all. Like rolling a 1 in a d20 system.
Anything below 5 is horrible, as in an average human child.
Anything above 5, but below 30 is a normal person, with good experience in the field. So, a trained sniper or a weightlifter, or a sprinter, etc.
Between 30 and 50 is an expert in the field. A genius human mage, a world-class weightlifter, a number-one sniper.
Anything above 50 but below 100 is amazing, once in a lifetime gifted human.

Above 100 is inhuman.

BATTLE ORGANIZATION:

When a battle happens, what will go down is I'll state "SO-AND-SO HAS 30 HP!" and that means that it must be attacked 30 times (Or do enough damage to equal that. Magic spells, criticals and special abilities do anywhere from 2 to 10 HP damages at the start) before it dies. I'll make an order of who posts when, based on speed. Damage you do to the monster is based on STR (Or whatever parameter affects what skill you're using) AND your writing ability. If you give me an amazing RP post, with detail and loving care nestled into each word, I might just make the monster take more damage. If you give me crappy Godmoddy posts, the monster might shake off your attack and retaliate.

BONUS INFO

Weapons for now are basic SMGs and pistols, or rifles, whatever. As we advance, Revenant-designed weapons called "Terrors" will be unlocked.

Some special weapons (found in storyline, or looted) will have class restrictions and bonuses to other parameters besides damage.

You can unload however many bullets you want into an enemy per turn, but if you run out of a clip, your next turn will be used reloading and dodging.

Each class besides Sentry has 4 subclasses with their own bonuses, skills, equipment, etc. (Sentries only have two).

You level up backwards. You start at Age 1000, and as you gain power, the Revenants start thinking of you as older beings, and therefore more powerful. So, level 2 is Age 999, level 3 is Age 998, level 1000 is Age 1.

Two hidden classes exist... If you beat certain challenges, they might be unlocked...
IConsumedMyWings
IConsumedMyWings
Mist
Mist

Join date : 2010-09-16
Male

Posts : 43

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