Post by Benzo on Jan 13, 2017 15:19:20 GMT -4
[Introduction]
Darima... What a hellhole of a planet ever since the Typhinx Weaponry Corporation showed up. A few weeks ago, a planet-wide Galanet broadcast reached out to every denizen of Darima;
"This is Commander Zen Harper of the Darima Defense. If you are sane enough to understand these words, head to Resilience City, beyond the Arid Dusts. I don't care how many bullets you have, or how well fortified you think you are, because the Typhinx army is here to wipe you out. Join the Darima Defense and take back our planet, or die defending it!"
So here you are, one of roughly thirty men and women waiting near the rail-stop of Dry Sands, a small town near the edge of the Arid Wastes. For almost twenty years, their dish-shaped space station has been visible above Darima. Even now you could look up from the railstop and see the large station parked above.
"Did they secure the train?" someone asks, looking down the railtrack curiously.
"Got confirmation about an hour ago. We would have seen Typhinx cruisers if they had been discovered."
"If you say so."
Within a few minutes, the train can be seen in the distance quickly zipping along the suspension line. As it pulls up to the station, the doors swing open with several faces quickly appearing.
"This many of you? Alright, get yer asses on before they figure out something's up."
[CLASSES]
-Enforcer
Desc; Veterans of the battlefield, Enforcers typically serve as the attention drawer, coming equipped with a ballistic shield and heavier armor abilities.
Weapon/Item Specialties; Ballistic Shields
Role: Tank
Abilities;
1)Recharge – Instantly raise your shield back to full. 75 Stamina.
2) Taunt – Nasty words get said, and suddenly everyone is shooting at you. 20 Stamina.
3) Deploy Cover – Throw down a handy instastruct wall to shield your allies by 25% for 3 turns. This also draws enemy fire and acts as a taunt. 40 Stamina.
4) Shielded - Raise your ballistic shield for 2 turns, blocking 50% damage. 35 Stamina.
-Gunner
Desc; The name says it all. Gunners are typically fans of smaller, dual-wieldable weapons, but can prove just as quick and efficient with a standard assault rifle.
Weapon/Item Specialties; Dual-wielding
Role: DPS
Abilities;
1) Bullet Storm – You unload you weapon(s) magazine(s) into your target at an inhuman speed, dealing 2x weapon damage. 30 Stamina.
2) Frag Out – You throw a fragmentation grenade, dealing 1.5x weapon damage to all enemies. 40 Stamina.
3) Bullets for All – Unload your weapon(s) into every present enemy for weapon damage. 30 Stamina.
-Combat Engineer
Desc; A fair fighter, the Combat Engineer's true talent lies in his quick thinking and construction skills. Whether it be an assault drone or protective energy fields, it can be built.
Weapon/Item Specialties; Energy Shields
Role(s): DPS, Support
Abilities;
1) Auto Turret – You quickly deploy an instastruct auto turret to randomly attack targets for the duration of battle. 30 Stamina. 2 Turn Cast-time.
2) Regeneration Canister – You throw down a self-deploy healing station, healing all allies 10% per turn for 3 turns. 40 Stamina.
3) Power Suit – You deploy an instastruct suit of exoskeleton power armor, increasing attack of you, or your target, by 50% for 2 turns. 40 Stamina.
4) Recharge - Plug into a target's shield and instantly zap 50% energy back into it. 45 Stamina.
-Field Medic
Desc; If you need a description of this, I have no idea how you became a licensed medic. Regardless, you heal your allies.
Weapon/Item Specialties; Augmentations
Role: Healer
Abilities;
1) Medical Shot – Heal your target for 50% health. 40 Stamina.
2) Booster Shots – Raise the attack speed of you and your allies, skipping one turn of enemy attacks. 50 Stamina.
3) Firebomb – Who says /all/ your chemicals are for healing? Burn an enemy for 200% weapon damage over 4 turns. 20 Stamina.
4) Double-Tap - Take advantage of an injured enemy's wounds for weapon damage, plus an addition percentage based on the target's missing health. (Ex: An enemy with 70/100 health adds 30% to the attack) 30 Stamina.
-Predator
Desc; Preferring to hunt their targets from afar, most predators are slow to enter combat, but tend to have the first word.
Weapon/Item Specialties; Sniper Rifles, Stealth Device
Role: DPS
Abilities:
1) Mark for Slaughter – You mark a target for kill, raising the likelihood of any attack landed to be critical. 40 Stamina.
2) Twofer – Quickly taking position, you line up a shot to hit 2 (or more) enemies for weapon damage. 30 Stamina.
3) Slow and Steady – Line up your shot. Exhale. Fire. Deal 3x weapon damage. 30 Stamina.
4) Bloody Shot – Deal a critical hit and bleed your target for weapon damage over two turns. 30 Stamina.
-Sapper
Desc; Why hit one when you can hit them all? Sappers like grenade and splash-damage abilities, even if it means a lost finger or two.
Weapon/Item Specialties; Explosive Ordnance, Grenade Mods
Role: DPS, Support
Abilities:
1) Frag Out – You throw a fragmentation grenade, dealing 2x weapon damage to all enemies and putting any Gunners in the party to shame. 40 Stamina.
2) Entrenchment - You strategically 'dig' out a defensive crater using dynamite, adding 20% protection for 2 turns. 30 Stamina.
3) Smoke Grenade - Hurl a canister of smoke into the field, decreasing enemy attack chance by 35%, and party attack chance by 20% for 2 turns. 40 Stamina.
4) PASSIVE: For Good Measure - Anytime an ally deals explosive damage, you hurl in a frag grenade for good measure.
[Class-Specific Items]
A more in-depth description of what the class 'Weapon/Item Specialties' actually are, please refer to the list below. These are items unique and thus only operable to their specified class.
1) Enforcer
- Ballistic Shields; Pretty simple, right? Sturdy, functional with most one-handed weaponry, and typically provides tasty boosts to help with tanking.
2) Gunner
- Dual-Wielding; Again, simple, right? With this perk, Gunners gain an additional weapon slot if using a one-handed weapon.
3) Combat Engineer
- Energy Shields; While everyone gets a standardized E215 personal protection shield, Combat Engineers have access to ones a bit more fancy, some even including benefits passed on to the party!
4) Field Medic
- Augmentations; Physical improvements typically in the form of self buffs. Often enough, the Medic may be able to augment the whole party.
5) Predator
- Sniper Rifles; Just means only this class can use a sniper. Sorry folks.
- Stealth Devices; Items that often allow the Predator to perform out-of-combat executions, or allow the whole party to pass through areas undetected.
6) -Sapper
- Explosive Ordnance; Grenade launchers, RPGs and the such. Only usable by Sappers.
- Grenade Mods; Self or Party buffs in the form of grenade modifications. Works well with grenade launchers.
[Leveling Up and Leveling Stats]
Defeating enemies and completing minor objectives will earn you and your crew experience points, which will help you to level up.
After leveling up, you will be given a selection of new abilities, or ways to upgrade current abilities. In addition, leveling up allows you to spend 10 (or more) points directly upgrading the following stats/perks;
Fortitude: Each point increases max health by 10
Dexterity: Increases critical hit chance by 0.5% per point
Ingenuity: Increases critical damage bonus by 5% per point. (+1 talent point/ 5 points added)
Agility: Increases generation of stamina through basic attacks by 1 per point. (Cost: 2. +1 speed/2 points added)
Strength: Increase damage resistance by 1% per point. (+1 bag space/5 points added)
Speed: Determines order of attack. Primarily achieved/given through gear.
Luck: Affects your luck as a whole, primarily regarding loot drops.
Allure: Shop prices, occasional speech checks
Fatigue - Increase max stamina 5 per point. (Cost: 5)
[Combat Stats]
This RP campaigns’ combat system is one that heavily relies on your stats as a character, which affect all aspects of how well you perform. Listed shortly below are the key stats displayed during combat and how they affect you;
Health: Your well being as a whole. It reaches zero, and you're dead.
Speed: Determines the order of attack in combat. Highest speed means first in line.
Stamina: Needed to function class abilities. Stamina repleneshes 10 per basic attack, with a max of 100 before boosts applied.
Damage: Tells how effective/strong weapons are, before boosts applied.
Shield: Your health bar before your health bar. Refills automatically after combat, unlike your health.
[Combat]
Unless given a [ENTERING COMBAT] heads up, players are free to explore and otherwise are in ‘free RP' mode. Upon entering combat, you will have full Stamina, though Health stays the same as before the fight. After order of attack for both NPC's and Players has be determined, the battle will begin. Based on the order, each combatant will be able to activate one ability, item, or move during each turn.
To activate an ability, simply enter [Use (Item/Ability)] on the listed target if applicable. Non-special abilities are;
[Use Basic Attack] - Strikes your enemy for weapon damage. Gain 10 Stamina
[Use *Item*] - uses the named potion, poison, ect. combat item.
[Pass] - Pass your turn. Gain 30 Stamina.
[Flee] - Attempt to flee from the battle. Success affected by speed.
[Death and Fleeing Battle]
Should you die in battle, your companion(s) will have a chance to revive you either in or out of combat. Should the entire party die, you will be revived at a nearby safezone at a slight penalty.
Should you flee battle successfully, you will be exited out of combat with whatever health you have. Once all members of the group have fled or died, combat will be over and any dead members will be revived at 25% health.
[Inventory and Loot]
Each player will have 10 inventory spaces (Before Strength) to store extra gear, potions, ect. Any items no longer wanted can be 'scrapped' and converted directly into the appropriate currency, which then can be used to purchase items from merchants. However, someone with a high Allure skill may earn more from a physical merchant than by scrapping.
All money earned will be given to each member of the group. This excludes items scrapped or sold for money in one's inventory. Items currently being worn do not take up any inventory slots.
-[Need vs. Greed]
Anytime a non class-specific item drops, each player will have 12 hours to state 'Need' if is an item you intend to use, or 'Greed' if you intend on scrapping or selling the item. If multiple players state 'Need',' then the roll will be narrowed down to those participants. Otherwise, all players selecting 'Greed' will then roll for possession of the looted item. Failure to respond will result in an automatic pass.
[Character Sheet]
Name:
Age:
Race: (Keep it humanoid, able to speak, able to hold weaponry.)
Gender: (Was so wrapped up in stats that I forgot this... Whoops.)
Appearance:
Bio: Optional*
Class:
Stats: (Add 20 points to existing)
Fortitude: 10 (100 Health)
Dexterity: 10 (5% Crit Chance)
Ingenuity: 10 (50% Crit Bonus, 0 bonus talent.)
Speed: 0
Agility: 0 (Cost: 2)
Fatigue: 0 (Cost: 5) (20 MAX)
Strength: 0 (25 MAX)
Luck: 0
Allure: 0
[Party and Party Leader]
Primarily for me, however, you folks will be voting for who to act as party leader. This player will act as head decision maker, though typically should listen to the group's opinions before deciding. Primarily, this just means forks in the road, where/when to go off path and explore, ect. Once your name appears here, you're accepted. Obvious max of 6 characters, 2 max per player. (This is not to say there can only be one of each class; A party can have two Gunners, for example, if desired. Skill advancement will alter how the class behaves, after all.)
Party Leader: llama - Field Medic - Victoria "Vick" Garland
2: LNG257 - Combat Engineer - Hkatchep
3: Bannanachair - Gunner - Jorim den Dathrag
4: Benzo - Enforcer - Ratarok Wirn
5: Xenos - Predator - Xhanhurg Nishion
[QUEST LOG]
1) Welcome to the Battlefield
- Survive the journey to Resilience City and meet up with the Dariman Defense. COMPLETE
-- Meet General Zen Harper
[Character General Stats]
Hkatchep the Combat Engineer:
Shield - 100
Health - 100
Stamina - 100 (20 Regen)
Damage Output - 14-20 (5% Crit for 50%)
Damage Resistance - 0%
Speed - 9
Available Bag Space - 9/10
-Level: [2] (10/150 EXP)
Fortitude: 10 (10 Health)
Dexterity: 10 (5% Crit Chance)
Ingenuity: 10 (50% Crit Bonus, 0 bonus talent.)
Speed: 5
Agility: 10 (Cost: 2)
Fatigue: 0 (Cost: 5) (20 MAX)
Strength: 0 (25 MAX)
Luck: 0
Allure: 0
Equipment:
Jorim den Dathrag the Gunner:
Shield - 100
Health - 130
Stamina - 110 (10 Regen)
Damage Output - 26-36 (7.5% Crit for 75%)
Damage Resistance - 1%
Speed - 16
Available Bag Space - 9/10
-Level [2] (10/150 EXP)
Fortitude: 13 (130 Health)
Dexterity: 15 (7.5% Crit Chance)
Ingenuity: 15 (75% Crit Bonus, 1 bonus talent.)
Speed: 5
Agility: 0 (Cost: 2)
Fatigue: 2 (Cost: 5) (20 MAX)
Strength: 1 (25 MAX)
Luck: 1
Allure: 1
Equipment:
Victoria "Vick" Garland the Field Medic:
Shield - 100
Health - 70
Stamina - 110 (10 Regen)
Damage Output - 17-18
Damage Resistance - 5%
Speed - 7
Available Bag Space - 11/11
-Level [2] (10/150 EXP)
Fortitude: 7 (70 Health)
Dexterity: 0 (0% Crit Chance)
Ingenuity: 0 (0% Crit Bonus, 0 bonus talent.)
Speed: 4
Agility: 0 (Cost: 2)
Fatigue: 2 (Cost: 5) (20 MAX)
Strength: 5 (25 MAX)
Luck: 14
Allure: 10
Equipment:
Ratarok Wirn the Enforcer:
Shield - 100
Health - 200
Stamina - 105 (12 Regen)
Damage Output - 10-14 (5% Crit for 50%)
Damage Resistance - 10% (10% Shield resist)
Speed - 10
Available Bag Space - 9/11
-Level [2] (10/150 EXP)
Fortitude: 20 (200 Health)
Dexterity: 10 (5% Crit Chance)
Ingenuity: 10 (50% Crit Bonus, 0 bonus talent.)
Speed: 5 (+1 w/Agility)
Agility: 2 (Cost: 2)
Fatigue: 1 (Cost: 5) (20 MAX)
Strength: 5 (25 MAX)
Luck: 2
Allure: 0
Equipment:
Xhanhurg Nishion the Predator:
Shield - 100
Health - 70
Stamina - 110 (11 Regen)
Damage Output - 28-32 (7.5% Crit for 85%)
Damage Resistance - 0%
Speed - 7
Available Bag Space - 10/10
-Level [2] (10/150 EXP)
Fortitude: 8 (80 Health)
Dexterity: 15 (7.5% Crit Chance)
Ingenuity: 17 (85% Crit Bonus, 1 bonus talent.)
Speed: 4 (+0 with Agility)
Agility: 1 (Cost: 2)
Fatigue: 2 (Cost: 5) (20 MAX)
Strength: 0 (25 MAX)
Luck: 3
Allure: 2
Equipment:
[Player Abilities] (Copied from notes for your convenience.)
Darima... What a hellhole of a planet ever since the Typhinx Weaponry Corporation showed up. A few weeks ago, a planet-wide Galanet broadcast reached out to every denizen of Darima;
"This is Commander Zen Harper of the Darima Defense. If you are sane enough to understand these words, head to Resilience City, beyond the Arid Dusts. I don't care how many bullets you have, or how well fortified you think you are, because the Typhinx army is here to wipe you out. Join the Darima Defense and take back our planet, or die defending it!"
So here you are, one of roughly thirty men and women waiting near the rail-stop of Dry Sands, a small town near the edge of the Arid Wastes. For almost twenty years, their dish-shaped space station has been visible above Darima. Even now you could look up from the railstop and see the large station parked above.
"Did they secure the train?" someone asks, looking down the railtrack curiously.
"Got confirmation about an hour ago. We would have seen Typhinx cruisers if they had been discovered."
"If you say so."
Within a few minutes, the train can be seen in the distance quickly zipping along the suspension line. As it pulls up to the station, the doors swing open with several faces quickly appearing.
"This many of you? Alright, get yer asses on before they figure out something's up."
[CLASSES]
-Enforcer
Desc; Veterans of the battlefield, Enforcers typically serve as the attention drawer, coming equipped with a ballistic shield and heavier armor abilities.
Weapon/Item Specialties; Ballistic Shields
Role: Tank
Abilities;
1)Recharge – Instantly raise your shield back to full. 75 Stamina.
2) Taunt – Nasty words get said, and suddenly everyone is shooting at you. 20 Stamina.
3) Deploy Cover – Throw down a handy instastruct wall to shield your allies by 25% for 3 turns. This also draws enemy fire and acts as a taunt. 40 Stamina.
4) Shielded - Raise your ballistic shield for 2 turns, blocking 50% damage. 35 Stamina.
-Gunner
Desc; The name says it all. Gunners are typically fans of smaller, dual-wieldable weapons, but can prove just as quick and efficient with a standard assault rifle.
Weapon/Item Specialties; Dual-wielding
Role: DPS
Abilities;
1) Bullet Storm – You unload you weapon(s) magazine(s) into your target at an inhuman speed, dealing 2x weapon damage. 30 Stamina.
2) Frag Out – You throw a fragmentation grenade, dealing 1.5x weapon damage to all enemies. 40 Stamina.
3) Bullets for All – Unload your weapon(s) into every present enemy for weapon damage. 30 Stamina.
-Combat Engineer
Desc; A fair fighter, the Combat Engineer's true talent lies in his quick thinking and construction skills. Whether it be an assault drone or protective energy fields, it can be built.
Weapon/Item Specialties; Energy Shields
Role(s): DPS, Support
Abilities;
1) Auto Turret – You quickly deploy an instastruct auto turret to randomly attack targets for the duration of battle. 30 Stamina. 2 Turn Cast-time.
2) Regeneration Canister – You throw down a self-deploy healing station, healing all allies 10% per turn for 3 turns. 40 Stamina.
3) Power Suit – You deploy an instastruct suit of exoskeleton power armor, increasing attack of you, or your target, by 50% for 2 turns. 40 Stamina.
4) Recharge - Plug into a target's shield and instantly zap 50% energy back into it. 45 Stamina.
-Field Medic
Desc; If you need a description of this, I have no idea how you became a licensed medic. Regardless, you heal your allies.
Weapon/Item Specialties; Augmentations
Role: Healer
Abilities;
1) Medical Shot – Heal your target for 50% health. 40 Stamina.
2) Booster Shots – Raise the attack speed of you and your allies, skipping one turn of enemy attacks. 50 Stamina.
3) Firebomb – Who says /all/ your chemicals are for healing? Burn an enemy for 200% weapon damage over 4 turns. 20 Stamina.
4) Double-Tap - Take advantage of an injured enemy's wounds for weapon damage, plus an addition percentage based on the target's missing health. (Ex: An enemy with 70/100 health adds 30% to the attack) 30 Stamina.
-Predator
Desc; Preferring to hunt their targets from afar, most predators are slow to enter combat, but tend to have the first word.
Weapon/Item Specialties; Sniper Rifles, Stealth Device
Role: DPS
Abilities:
1) Mark for Slaughter – You mark a target for kill, raising the likelihood of any attack landed to be critical. 40 Stamina.
2) Twofer – Quickly taking position, you line up a shot to hit 2 (or more) enemies for weapon damage. 30 Stamina.
3) Slow and Steady – Line up your shot. Exhale. Fire. Deal 3x weapon damage. 30 Stamina.
4) Bloody Shot – Deal a critical hit and bleed your target for weapon damage over two turns. 30 Stamina.
-Sapper
Desc; Why hit one when you can hit them all? Sappers like grenade and splash-damage abilities, even if it means a lost finger or two.
Weapon/Item Specialties; Explosive Ordnance, Grenade Mods
Role: DPS, Support
Abilities:
1) Frag Out – You throw a fragmentation grenade, dealing 2x weapon damage to all enemies and putting any Gunners in the party to shame. 40 Stamina.
2) Entrenchment - You strategically 'dig' out a defensive crater using dynamite, adding 20% protection for 2 turns. 30 Stamina.
3) Smoke Grenade - Hurl a canister of smoke into the field, decreasing enemy attack chance by 35%, and party attack chance by 20% for 2 turns. 40 Stamina.
4) PASSIVE: For Good Measure - Anytime an ally deals explosive damage, you hurl in a frag grenade for good measure.
[Class-Specific Items]
A more in-depth description of what the class 'Weapon/Item Specialties' actually are, please refer to the list below. These are items unique and thus only operable to their specified class.
1) Enforcer
- Ballistic Shields; Pretty simple, right? Sturdy, functional with most one-handed weaponry, and typically provides tasty boosts to help with tanking.
2) Gunner
- Dual-Wielding; Again, simple, right? With this perk, Gunners gain an additional weapon slot if using a one-handed weapon.
3) Combat Engineer
- Energy Shields; While everyone gets a standardized E215 personal protection shield, Combat Engineers have access to ones a bit more fancy, some even including benefits passed on to the party!
4) Field Medic
- Augmentations; Physical improvements typically in the form of self buffs. Often enough, the Medic may be able to augment the whole party.
5) Predator
- Sniper Rifles; Just means only this class can use a sniper. Sorry folks.
- Stealth Devices; Items that often allow the Predator to perform out-of-combat executions, or allow the whole party to pass through areas undetected.
6) -Sapper
- Explosive Ordnance; Grenade launchers, RPGs and the such. Only usable by Sappers.
- Grenade Mods; Self or Party buffs in the form of grenade modifications. Works well with grenade launchers.
[Leveling Up and Leveling Stats]
Defeating enemies and completing minor objectives will earn you and your crew experience points, which will help you to level up.
After leveling up, you will be given a selection of new abilities, or ways to upgrade current abilities. In addition, leveling up allows you to spend 10 (or more) points directly upgrading the following stats/perks;
Fortitude: Each point increases max health by 10
Dexterity: Increases critical hit chance by 0.5% per point
Ingenuity: Increases critical damage bonus by 5% per point. (+1 talent point/ 5 points added)
Agility: Increases generation of stamina through basic attacks by 1 per point. (Cost: 2. +1 speed/2 points added)
Strength: Increase damage resistance by 1% per point. (+1 bag space/5 points added)
Speed: Determines order of attack. Primarily achieved/given through gear.
Luck: Affects your luck as a whole, primarily regarding loot drops.
Allure: Shop prices, occasional speech checks
Fatigue - Increase max stamina 5 per point. (Cost: 5)
[Combat Stats]
This RP campaigns’ combat system is one that heavily relies on your stats as a character, which affect all aspects of how well you perform. Listed shortly below are the key stats displayed during combat and how they affect you;
Health: Your well being as a whole. It reaches zero, and you're dead.
Speed: Determines the order of attack in combat. Highest speed means first in line.
Stamina: Needed to function class abilities. Stamina repleneshes 10 per basic attack, with a max of 100 before boosts applied.
Damage: Tells how effective/strong weapons are, before boosts applied.
Shield: Your health bar before your health bar. Refills automatically after combat, unlike your health.
[Combat]
Unless given a [ENTERING COMBAT] heads up, players are free to explore and otherwise are in ‘free RP' mode. Upon entering combat, you will have full Stamina, though Health stays the same as before the fight. After order of attack for both NPC's and Players has be determined, the battle will begin. Based on the order, each combatant will be able to activate one ability, item, or move during each turn.
To activate an ability, simply enter [Use (Item/Ability)] on the listed target if applicable. Non-special abilities are;
[Use Basic Attack] - Strikes your enemy for weapon damage. Gain 10 Stamina
[Use *Item*] - uses the named potion, poison, ect. combat item.
[Pass] - Pass your turn. Gain 30 Stamina.
[Flee] - Attempt to flee from the battle. Success affected by speed.
[Death and Fleeing Battle]
Should you die in battle, your companion(s) will have a chance to revive you either in or out of combat. Should the entire party die, you will be revived at a nearby safezone at a slight penalty.
Should you flee battle successfully, you will be exited out of combat with whatever health you have. Once all members of the group have fled or died, combat will be over and any dead members will be revived at 25% health.
[Inventory and Loot]
Each player will have 10 inventory spaces (Before Strength) to store extra gear, potions, ect. Any items no longer wanted can be 'scrapped' and converted directly into the appropriate currency, which then can be used to purchase items from merchants. However, someone with a high Allure skill may earn more from a physical merchant than by scrapping.
All money earned will be given to each member of the group. This excludes items scrapped or sold for money in one's inventory. Items currently being worn do not take up any inventory slots.
-[Need vs. Greed]
Anytime a non class-specific item drops, each player will have 12 hours to state 'Need' if is an item you intend to use, or 'Greed' if you intend on scrapping or selling the item. If multiple players state 'Need',' then the roll will be narrowed down to those participants. Otherwise, all players selecting 'Greed' will then roll for possession of the looted item. Failure to respond will result in an automatic pass.
[Character Sheet]
Name:
Age:
Race: (Keep it humanoid, able to speak, able to hold weaponry.)
Gender: (Was so wrapped up in stats that I forgot this... Whoops.)
Appearance:
Bio: Optional*
Class:
Stats: (Add 20 points to existing)
Fortitude: 10 (100 Health)
Dexterity: 10 (5% Crit Chance)
Ingenuity: 10 (50% Crit Bonus, 0 bonus talent.)
Speed: 0
Agility: 0 (Cost: 2)
Fatigue: 0 (Cost: 5) (20 MAX)
Strength: 0 (25 MAX)
Luck: 0
Allure: 0
[Party and Party Leader]
Primarily for me, however, you folks will be voting for who to act as party leader. This player will act as head decision maker, though typically should listen to the group's opinions before deciding. Primarily, this just means forks in the road, where/when to go off path and explore, ect. Once your name appears here, you're accepted. Obvious max of 6 characters, 2 max per player. (This is not to say there can only be one of each class; A party can have two Gunners, for example, if desired. Skill advancement will alter how the class behaves, after all.)
Party Leader: llama - Field Medic - Victoria "Vick" Garland
2: LNG257 - Combat Engineer - Hkatchep
3: Bannanachair - Gunner - Jorim den Dathrag
4: Benzo - Enforcer - Ratarok Wirn
5: Xenos - Predator - Xhanhurg Nishion
[QUEST LOG]
1) Welcome to the Battlefield
- Survive the journey to Resilience City and meet up with the Dariman Defense. COMPLETE
-- Meet General Zen Harper
[Character General Stats]
Hkatchep the Combat Engineer:
Shield - 100
Health - 100
Stamina - 100 (20 Regen)
Damage Output - 14-20 (5% Crit for 50%)
Damage Resistance - 0%
Speed - 9
Available Bag Space - 9/10
355 ¢r
1) Typhinx S44 Standard Assault Rifle
Item class - Weapon, Rifle
Stats:
14-17 DMG
+3 Speed
1) Typhinx S44 Standard Assault Rifle
Item class - Weapon, Rifle
Stats:
14-17 DMG
+3 Speed
-Level: [2] (10/150 EXP)
Fortitude: 10 (10 Health)
Dexterity: 10 (5% Crit Chance)
Ingenuity: 10 (50% Crit Bonus, 0 bonus talent.)
Speed: 5
Agility: 10 (Cost: 2)
Fatigue: 0 (Cost: 5) (20 MAX)
Strength: 0 (25 MAX)
Luck: 0
Allure: 0
Equipment:
1) Typhinx Scattershot
Item class - Weapon, Rifle
Stats:
14-20 DMG
+4 Speed
2) Durminex Cybernetic Modification - Equipped by Hkatchep
Item class - Class Item, Shield Mod
*Adds (an additional) 50 shield to any created constructs.
Item class - Weapon, Rifle
Stats:
14-20 DMG
+4 Speed
2) Durminex Cybernetic Modification - Equipped by Hkatchep
Item class - Class Item, Shield Mod
*Adds (an additional) 50 shield to any created constructs.
Jorim den Dathrag the Gunner:
Shield - 100
Health - 130
Stamina - 110 (10 Regen)
Damage Output - 26-36 (7.5% Crit for 75%)
Damage Resistance - 1%
Speed - 16
Available Bag Space - 9/10
355 ¢r
1) Typhinx T4 Standard SMG
Item class - Weapon, SMG
Stats:
14-20 DMG
+5 Speed
1) Typhinx T4 Standard SMG
Item class - Weapon, SMG
Stats:
14-20 DMG
+5 Speed
-Level [2] (10/150 EXP)
Fortitude: 13 (130 Health)
Dexterity: 15 (7.5% Crit Chance)
Ingenuity: 15 (75% Crit Bonus, 1 bonus talent.)
Speed: 5
Agility: 0 (Cost: 2)
Fatigue: 2 (Cost: 5) (20 MAX)
Strength: 1 (25 MAX)
Luck: 1
Allure: 1
Equipment:
1) Typhinx "Sarg's Handcannon"
Item class - Weapon, Pistol
Stats:
12-16 DMG
+4 Speed
*Basic attacks deal 50% explosive DMG to one random enemy
2) Typhinx T4 Standard SMG
Item class - Weapon, SMG
Stats:
14-20 DMG
+5 Speed
Item class - Weapon, Pistol
Stats:
12-16 DMG
+4 Speed
*Basic attacks deal 50% explosive DMG to one random enemy
2) Typhinx T4 Standard SMG
Item class - Weapon, SMG
Stats:
14-20 DMG
+5 Speed
Victoria "Vick" Garland the Field Medic:
Shield - 100
Health - 70
Stamina - 110 (10 Regen)
Damage Output - 17-18
Damage Resistance - 5%
Speed - 7
Available Bag Space - 11/11
355 ¢r
-Level [2] (10/150 EXP)
Fortitude: 7 (70 Health)
Dexterity: 0 (0% Crit Chance)
Ingenuity: 0 (0% Crit Bonus, 0 bonus talent.)
Speed: 4
Agility: 0 (Cost: 2)
Fatigue: 2 (Cost: 5) (20 MAX)
Strength: 5 (25 MAX)
Luck: 14
Allure: 10
Equipment:
Typhinx SE12 "Surgeon's Boomstick"
Item class - Weapon, Shotgun
Stats:
17-18 DMG
+3 Speed
Item class - Weapon, Shotgun
Stats:
17-18 DMG
+3 Speed
Ratarok Wirn the Enforcer:
Shield - 100
Health - 200
Stamina - 105 (12 Regen)
Damage Output - 10-14 (5% Crit for 50%)
Damage Resistance - 10% (10% Shield resist)
Speed - 10
Available Bag Space - 9/11
305 ¢r
1) Typhinx D12 Standard Sidearm
Item Class - Weapon, Pistol
Stats:
10-12 DMG
+4 Speed
2) Dr Ted's Anti-Lead vial x1 - Upon use, gain 50 health in or out of combat.
1) Typhinx D12 Standard Sidearm
Item Class - Weapon, Pistol
Stats:
10-12 DMG
+4 Speed
2) Dr Ted's Anti-Lead vial x1 - Upon use, gain 50 health in or out of combat.
-Level [2] (10/150 EXP)
Fortitude: 20 (200 Health)
Dexterity: 10 (5% Crit Chance)
Ingenuity: 10 (50% Crit Bonus, 0 bonus talent.)
Speed: 5 (+1 w/Agility)
Agility: 2 (Cost: 2)
Fatigue: 1 (Cost: 5) (20 MAX)
Strength: 5 (25 MAX)
Luck: 2
Allure: 0
Equipment:
1) Cylimax Combat Revolver
Item class - Weapon, pistol
Stats:
10-14 DMG
+5 Speed
2) Typhinx A12 Ballistic Shield
Item class - Class Item, Ballistic Shield
Stats:
+5% Damage Protection
-10% Shield Damage
Item class - Weapon, pistol
Stats:
10-14 DMG
+5 Speed
2) Typhinx A12 Ballistic Shield
Item class - Class Item, Ballistic Shield
Stats:
+5% Damage Protection
-10% Shield Damage
Xhanhurg Nishion the Predator:
Shield - 100
Health - 70
Stamina - 110 (11 Regen)
Damage Output - 28-32 (7.5% Crit for 85%)
Damage Resistance - 0%
Speed - 7
Available Bag Space - 10/10
175 ¢r
-Level [2] (10/150 EXP)
Fortitude: 8 (80 Health)
Dexterity: 15 (7.5% Crit Chance)
Ingenuity: 17 (85% Crit Bonus, 1 bonus talent.)
Speed: 4 (+0 with Agility)
Agility: 1 (Cost: 2)
Fatigue: 2 (Cost: 5) (20 MAX)
Strength: 0 (25 MAX)
Luck: 3
Allure: 2
Equipment:
1) Typhinx SR5 Sniper Rifle
Item class - Class weapon, Sniper
Stats:
28-32 DMG
+3 Speed
Item class - Class weapon, Sniper
Stats:
28-32 DMG
+3 Speed
[Player Abilities] (Copied from notes for your convenience.)
Tim:
1) Bullet Storm – You unload you weapon(s) magazine(s) into your target at an inhuman speed, dealing 2x weapon damage. 30 Stamina.
2) Frag Out – You throw a fragmentation grenade, dealing 1.5x weapon damage to all enemies. 40 Stamina.
3) Bullets for All – Unload your weapon(s) into every present enemy for weapon damage. 30 Stamina.
PASSIVES-
Brand Familiarity - When dual-wielding two weapons by the same manufacturer, you gain 25% weapon speed.
LNG:
1) Auto Turret – You quickly deploy an instastruct auto turret to randomly attack targets for the duration of battle. 30 Stamina. 2 Turn Cast-time.
2) Regeneration Canister – You throw down a self-deploy healing station, healing all allies 10% per turn for 3 turns. 40 Stamina.
3) Power Suit – You deploy an instastruct suit of exoskeleton power armor, increasing attack of you, or your target, by 50% for 2 turns. 40 Stamina.
4) Recharge - Plug into a target's shield and instantly zap 50% energy back into it. 45 Stamina.
5) Decoy - Deploy an instastruct decoy unit to draw enemy fire. Upon destruction, damages the last attacker for 3x weapon damage. 40 Stamina
Llama:
1) Medical Shot – Heal your target for 50% health. 40 Stamina.
2) Booster Shots – Raise the attack speed of you and your allies, skipping one turn of enemy attacks. 50 Stamina.
3) Firebomb – Who says /all/ your chemicals are for healing? Burn an enemy for 200% weapon damage over 4 turns. 20 Stamina.
4) Double-Tap - Take advantage of an injured enemy's wounds for weapon damage, plus an addition percentage based on the target's missing health. (Ex: An enemy with 70/100 health adds 30% to the attack) 30 Stamina.
5) Scarecrow - Throw a canister filled with a fear-inducing toxin filled with God knows what, causing the target to attack randomly for the duration of battle. 60 Stamina.
Me:
1)Recharge – Instantly raise your shield back to full. 75 Stamina.
2) Taunt – Nasty words get said, and suddenly everyone is shooting at you. 20 Stamina.
3) Deploy Cover – Throw down a handy instastruct wall to shield your allies by 25% for 3 turns. This also draws enemy fire and acts as a taunt. 40 Stamina.
4) Shielded - Raise your ballistic shield for 2 turns, blocking 50% damage. 35 Stamina.
PASSIVES-
Inspiration - PASSIVE: All party members deal +50% damage until first struck in combat.
Xenos:
1) Mark for Slaughter – You mark a target for kill, raising the likelihood of any attack landed to be critical. 40 Stamina.
2) Twofer – Quickly taking position, you line up a shot to hit 2 (or more) enemies for weapon damage. 30 Stamina.
3) Slow and Steady – Line up your shot. Exhale. Fire. Deal 3x weapon damage. 30 Stamina.
4) Bloody Shot – Deal a critical hit and bleed your target for weapon damage over two turns. 30 Stamina.
PASSIVES-
Combat Awareness - You become immune to splash-damage as you stand always ready to dive for cover.
1) Bullet Storm – You unload you weapon(s) magazine(s) into your target at an inhuman speed, dealing 2x weapon damage. 30 Stamina.
2) Frag Out – You throw a fragmentation grenade, dealing 1.5x weapon damage to all enemies. 40 Stamina.
3) Bullets for All – Unload your weapon(s) into every present enemy for weapon damage. 30 Stamina.
PASSIVES-
Brand Familiarity - When dual-wielding two weapons by the same manufacturer, you gain 25% weapon speed.
LNG:
1) Auto Turret – You quickly deploy an instastruct auto turret to randomly attack targets for the duration of battle. 30 Stamina. 2 Turn Cast-time.
2) Regeneration Canister – You throw down a self-deploy healing station, healing all allies 10% per turn for 3 turns. 40 Stamina.
3) Power Suit – You deploy an instastruct suit of exoskeleton power armor, increasing attack of you, or your target, by 50% for 2 turns. 40 Stamina.
4) Recharge - Plug into a target's shield and instantly zap 50% energy back into it. 45 Stamina.
5) Decoy - Deploy an instastruct decoy unit to draw enemy fire. Upon destruction, damages the last attacker for 3x weapon damage. 40 Stamina
Llama:
1) Medical Shot – Heal your target for 50% health. 40 Stamina.
2) Booster Shots – Raise the attack speed of you and your allies, skipping one turn of enemy attacks. 50 Stamina.
3) Firebomb – Who says /all/ your chemicals are for healing? Burn an enemy for 200% weapon damage over 4 turns. 20 Stamina.
4) Double-Tap - Take advantage of an injured enemy's wounds for weapon damage, plus an addition percentage based on the target's missing health. (Ex: An enemy with 70/100 health adds 30% to the attack) 30 Stamina.
5) Scarecrow - Throw a canister filled with a fear-inducing toxin filled with God knows what, causing the target to attack randomly for the duration of battle. 60 Stamina.
Me:
1)Recharge – Instantly raise your shield back to full. 75 Stamina.
2) Taunt – Nasty words get said, and suddenly everyone is shooting at you. 20 Stamina.
3) Deploy Cover – Throw down a handy instastruct wall to shield your allies by 25% for 3 turns. This also draws enemy fire and acts as a taunt. 40 Stamina.
4) Shielded - Raise your ballistic shield for 2 turns, blocking 50% damage. 35 Stamina.
PASSIVES-
Inspiration - PASSIVE: All party members deal +50% damage until first struck in combat.
Xenos:
1) Mark for Slaughter – You mark a target for kill, raising the likelihood of any attack landed to be critical. 40 Stamina.
2) Twofer – Quickly taking position, you line up a shot to hit 2 (or more) enemies for weapon damage. 30 Stamina.
3) Slow and Steady – Line up your shot. Exhale. Fire. Deal 3x weapon damage. 30 Stamina.
4) Bloody Shot – Deal a critical hit and bleed your target for weapon damage over two turns. 30 Stamina.
PASSIVES-
Combat Awareness - You become immune to splash-damage as you stand always ready to dive for cover.