Post by oridecondreams on Nov 17, 2007 10:35:17 GMT -5
Thanks, Dragonfeenix. ^^
This is necessary to have an understanding of the whole deal..
In the future Eggman is dead, the usual heroes, excluding Tails and Cream, are all just too old to fight anymore and are living in peace. An attack from a rogue faction from Earth saw the usual heroes dead. Tails and Cream, now both twenty years of age, swear vengeance on Earth. They got the support of the whole Mobian military, and the Earth had no choice but to defend itself.. There is no 'good' or 'evil' here..
Who was leading that rogue faction, though? Why did they commit their unspeakable crime? Are Sonic and the gang REALLY dead? You'll be the one doing the deciding, along with other people.
Alright, now, this RP's unique because of my character development system.
Name: (Duh.)
Race: (Your race chooses which side you begin on and certain benefits right from the get-go.)
Gender: (Male or Female.)
Class: (What your character's 'role' in a unit is. Think Knight, Wizard and such, only you won't get to pick those. xP)
Personality Traits: (Pick three. You get benefits and drawbacks from your PTs.)
Special Ability: (A notable ability of your character. Not too overpowered, please.)
Leader Ability: (Requires the Leader PT. Usually a special formation or a temporary buff to all units under the leader's command.)
Traits: (Benefits and drawbacks still, these reflect tendencies, interests and such.)
Description: (Self explanatory. Should fit appearance modifying stuff, of course. Pictures will do just as well.)
The Race Pool:
Human:
No unique statistics, but balanced. Can use three traits.
Newtype Human:
The next stage of human evolution. Often has odd colored hair and can sense danger and are often geniuses. They make great pilots. The only problem is, Newtypes aren't very well received by civilians. They often get along with other Newtypes, even if said other Newtype is a Mobian. They make good leaders. Can use four traits.
Artificial Human:
Loathed by normal humans and civilians, these white-skinned androids act just like humans. They can be rebuilt if they are killed in battle and their reflexes, strength, speed and stamina are top notch. If their AI chip is destroyed, they die permanently. Whether or not they have a 'soul' is a matter of debate.. Two traits.
Mobian (Whatever race):
No unique stats, balanced. Three traits can be used.
Newtype Mobian:
Humans don't even know Mobian Newtypes exist. They are still perfect pilots, can sense danger and have the smarts to boot. Mobian Newtype + Human Newtype = BFF kawaii. Four traits can be used.
Cyborg Mobian:
Due to being half metal, half organic, their appearance isn't all that pleasing and thus they don't make good leaders, even if they've got the brains. Their strength, speed and stamina rivals that of an Artificial Human. Two traits can be used.
Robot:
Robotnik's creations still roam on. They are without souls, but can be reprogrammed to either side's bidding. Bullets hardly affect them, of course. They are incapable of leading a unit without an AI chip installed. No traits can be used.
Machine Lord(used by UMS):
Ruler of machines. Unlike normal robots, they have souls. As a ruler, they have to be at least SOMEWHAT good at leading. Two traits may be used.
Halfy:
Hated by most, they are a mix of human and Mobian. They are rare, but make good fighters. Both sides have a small amount of them. Three traits can be used.
Newtype Halfy:
The most rare of them all. If it weren't for Shadow's prior existence, these would be the ultimate lifeforms. They can make quick decisions, making them great in leader positions. They have the Newtype intellect and senses as well, along with pilot skills. Their biggest downfall is that they're the least liked of all the races and are often less strong than the others. Only two traits can be used.
Artificial (Human/Mobian/Halfy) Newtype:
Created via genetic engineering. They're usually born normal, but either volunteer or.. well.. 'volunteer', if you catch my drift, themselves and become Newtypes. Art. Newtypes suffer from mental instability, but have all their bases covered in terms of combat and education.
Half-Dead (Human/Mobian/Halfy) by Zane Eclipse
Half deads class are obviously Half dead as the name implies, thus making them that much harder to kill, there are two classes of Half deads, the Zombie sub class, and the vampire sub class: These are just sub names, I cant think of anything better.
Data sheet: Half deads are created one of two ways, through Scientific manipulation of a dead corpse, which creates the Zombie Sub class, or through contact with someone with someone with Royal Vampire blood.
Zombie: The classic brain dead zombie, It can attack with great strength, but cant defend from any attacks. This Class is on par with the soldier class, except that they have several deformaties like an extra limb. This is good for either more weapons, unpredictability, and more rapid attacks. The downfall is these zombies dont follow orders very well, often attacking there own even before the enemy is defeated. ((Not reccomended for already living characters, more as a last resort if there character is already dead.))
Vampire: Half-deads that live forever unless disembodied. not that they dont die, they just dont age, classic Vampire IE: There head is cut off they die, they're squashed: Dead, if they lose all there blood: get the picture. The main difference is control, half dead Vampires have control over there bodies, and actions aswell as any Zombie Half deads under there command. Like if they A vampire half dead became a leader, the Zombies wouldn't attack each other, but the enemy. Though this requires a custom Leader Trait: Undead Legion which if you read this correctly, shouldnt be that hard to understand
The Class Pool:
Both:
Soldiers:
The ones who fight on the ground. Well balanced in unarmed, close combat and long-range with guns.
Heavy Weapons Soldiers:
The best mid-range class out there, trained in the use of explosives and heavy weapons. Watching them fight unarmed, however, is like watching a cow dance.
Stealth Units:
Perfect for infiltration and can perform stealth kills, but if they're seen, they're probably screwed. Best for assassination purposes.
Medics:
A little weaker than soldiers in combat. However, they are the most useful of them all since they can heal wounded allies or, if they act quickly enough, bring them back from the dead. A crucial part of any unit.
Mechanics:
These guys build stuff and fix stuff up. They can fix Artificial Humans, Cyborg Mobians and Robots up in a jiffy, as well as vehicles. They can only use long range weapons, and even then its just going to be an Uzi or a handgun. With the Otaku trait, they can build any giant robot you can find on the internet.
Snipers:
Low stamina, speed and strength. Just watch them get a headshot, though. Perfect for taking down an important person on the other side.
Pilots:
Able to use any vehicle from either side and are the only ones who can use humanoid mecha built by mechanics. Want a Gundam-style fight? Pick these guys! Their fighting ability when they're not in the cockpit is merely decent, however.
Fencers:
Swordfighters, yay! Skilled with all sorts of blades, but they'll probably turn down a gun since they suck with them.
Commanders:
A beefed-up soldier with great leading ability. They don't have to take up a Personality Trait space for the Leader PT, but they must have Tactician as one of their additional traits.
Psychics:
Psychics are unable to use weapons of any sort. However, they can do a hell of a lot of other stuff with their minds, such as fly, shoot energy from their hands, the whole nine yards. Get creative.
Symbologists:
Magic is not safe from science. Symbologists are the modern day magicians, incanting words and drawing runes with their hands to cast spells. They are often physically weak, but make up for it with their incredible spells. Symbologists grow more powerful when together.
Swordsman: Warriors trained to use long close combat weapons such as swords, staffs, poles etc. They are stronger against people of the same class, or people who use smaller, or hand to hand. But Fare quite poorly against long distance foes. Similar to the Knife Fight trait, only a class.
Black: Darker than usual, this class forces the use of one of personality traits Warmonger.
Martial Artists:
Those who know the way of the fist. They can only use their fists, bo staves, spears and handguns, but dear god can they use them well. Often fast, agile and powerful.
(Thanks Zane.)
Mercenary:
These people don't care who wins, or loses. They are dictated by self interest. They usually come in groups of two or three, but some work alone. There strength comes from there traits not the class itself. Allowed four "Personality Traits" and three "Other Traits".
(Thanks Stormy.)
Ghosts~ These are beings killed from past wars between Earth and Mobius. They've been able to come back from the dead to help out with the war, and work on the side that they fought for. So both sides have them. Allowed 3 Traits, but one trait HAS TO BE that they can get hurt by something, or your godmoding.
Custom Class:
mnrpg.proboards74.com/index.cgi?action=display&board=roleplay&thread=1195834678
Make your own personal class just for you!
Humans only:
Commandos:
Big badasses who can dual wield even the heaviest chaingun. You are forced to get 'Cocky' and 'Jerkish' traits, however.
Power Suits:
People wearing a special suit designed by someone who was in love with the famous fictional bounty hunter Samus Aran. They are incredibly acrobatic and have multiple shot types, but they make good, bright targets out on the battlefield due to their flashy colors.
Valkyries:
Females only, modeled after the famous Norse warrior maidens. They most often wield swords and halberds made of a powerful metal, or mighty bows that rival the power of bullets. They are often clad in blue armor and a blue helmet with feathers on the sides, but colors may vary. The intense training program Valkyries go through often drives candidates mad enough to think they are actually goddesses of battle. Their skill reflects that. They are often taught symbology as well, but are usually limited to one element. Are able to grow wings of their color at will.
Mobians only:
Chaos Emerald Bearers:
Only seven exist. They function as any other class(so Chaos Emerald Bearing Soldier, Pilot, etc. etc.), but they can activate a super form. They can wipe out two units full of Commandos within seconds during their super form, but once they go out of it, they're good as near-comatose until they're able to master it. In Super form, their power quadruples. The Commando-killage is just an example, they can outmatch even the strongest Mobile Suit, destroy thousands of soldiers and such as well.
Metal Sonic/Tails/Whatever:
Mass produced by Robotnik back in the day, they wandered without a purpose. When blood and war called them, however, they answered the call.. resistant to bullets, incredibly powerful and incredibly dangerous. Marked 'Cyborg Mobian' in terms of race.
Dragon rider: Mobians who have succeeded in taming the most vicious of the mythical creatures. They fly on wings of these foul beasts and attack mecha pilots, as well as burn everything in sight. They are vulnerable, and most likely dead if their dragon is killed or injured.
Chaotics:
As seen here:
mnrpg.proboards74.com/index.cgi?board=plot&action=display&thread=1195154554&page=1
This has all you need to know about them. They've got their own dimension and plenty of variation.
Personality Trait Pool:
Pacifist:
Low morale in battle, but becomes more spirited as they fight more, just wanting to end it all.
Loner: Aggressive towards everyone right from the get go. This trait's usefulness is limited to those who like to fight alone. They fare well when alone, but if aided, their power, and morale drops. Terrible at leading.
Vengeful:
Fights for revenge. Incredibly spirited in battle, but often caught off guard in their rage.
Afraid of Death:
Afraid of dying and the thought of killing others. Such a phobia often goes away as more battles come along, but the fear is still there. The fear often unlocks hidden potential and abilities..
Warmonger:
High morale in battle, but incredibly aggressive to allies if no enemies are left.
Kind-hearted:
Incredibly kind, thus giving one a better grip on leadership, amongst other things. However, they often, if not always, spare their foes.
Heroic:
Makes rash decisions in battle, some good, some bad. Loyal to friends.
Truly Just:
Will NEVER go along with anything morally wrong.
Truly Unjust:
Enjoys 'morally gray'. Seen as a jerk, thus detracting from leadership.
Leader:
Lead a unit in battle. Leader Skill able to be used.
Emotionless:
Shows no emotion, period. Not much of an effect..
Constant Depression:
Low morale all the time, but utilizes sorrow in battle, becoming more brutal.
Constant Happiness:
High spirits at all times, but comes off as a little annoying.
Snob:
Very annoying, but always taunts enemies, causing their morale to plummet if the taunt makes its mark.
Hot-Headed:
Easily angered, but quite energetic. Reaction time is much better.
Cool and Calm:
Keeps his or her cool in battle. Reaction time suffers due to their chill-ness.
Freaking Mental:
Belongs in an asylum. A useless personality trait other than their eccentricity.
Honorable:
Will never strike a foe from behind or do anything cheap, but is more widely respected.
God Complex:
Thinks he or she is immortal and godlike. Often arrogant and easily angered.
Just Plain Psycho:
Similar in every way to the Freaking mental trait, though this trait is bad for both the morale of the enemy and ally
Small but Bright:
This trait is for the younger characters. Increases usefulness if the character is a medic or mechanic.
Tatooed:
Character is usually buff and ready to fight. Tatoo is seen as a great morale booster, but makes commanders look down on you for individuality
Body Guard:
Character fights for a single person of there choice not for the army itself. Poor leadership skills, but great in defending someone important IE a leader
Undead Legion:
This trait goes with the Vampire undead class. This also acts as the leader trait but allows control of your own minor army of Zombie Undeads.
Robotic Legion:
This trait goes to The Machine Lord class. This acts as the Leader trait, allows control over minor army of Mobian Mechs.
Not much to talk about:
Silent, a person of very few words if any. Grants strength when defending someone for some reason, but deceases ally morale if the leader has this trait.
Other Trait Pool:
Otaku:
Knowledgeable of all things Japanese and anime. Suffers some social drawbacks. Otaku mechanics can build any giant robot you tell them to.
Nerd:
Knowledgeable in many things, but also suffers socially as well. Oddly enough, leadership is unaffected.
Hacker:
Excellent for messing with the enemy's technology. They must have some sort of computer to get into the system.
Beautiful/Handsome:
Simply dazzling in terms of appearance. Incredible leadership boost at the cost of having to lower your Special Ability's power.
Tactician:
Compliments Leader perfectly. Formation effectiveness and temporary buff effects are increased.
Gifted:
Adds another Special Ability, but lowers strength.
Bloody Mess:
Target will explode in the most awesome way possible, even if you just poke him or her to death. A useless ability.
Kickyourbuttfu:
Trades armed close range combat strength for unarmed close range combat strength.
Gun Skill:
Sacrifices short range skill for long range skill.
Knife Fighter:
Sacrifice long range skill for short range skill.
Fists First: Uses hands for combat before resorting to weapon. This is a useful trait if the person is captured, locked up, or have no weapons to begin with.
Cocky:
Thinks he or she can win anything. Such spirit can win a fight or break a battle.
Jerkish:
They're jerks, simply put. They can't help but be rude, and that rudeness often gets people in trouble.
Akimbo:
Dual wielding! Anything from handguns to combat knives, kids. Accuracy is lowered, however..
Unwieldy:
Attacks in a flurry, but accuracy suffers dramatically.
Two Cool for One School: Character is a mixture of two classes. A Pilot/Mechanic will be slighty worse than a straight-up Pilot.
Three Degrees: Character is a mixture of three classes. A Pilot/Mechanic/Soldier will be only half as good as a straight-up Soldier.
Black- : Users are unusually aggressive, and more evil looking than normal counterparts, Also forces use of the trait Warmonger, with a slightly higher effect.
Example: Black Soldier has darker armor, spikes, or something to give an evil appearance, and always has the warmonger trait. Adds 'Black' in front of class name.
White- Guardian like person. While aggressive, they are kind to everyone including enemies. Forces the Trait Heroic, but slightly cancels out the negative effects, such as the character is more likey to make beneficial choices.
Example: White soldier has much lighter armor, upbeat personality and a higher leader rank, always has a more upgraded Heroic trait, usually making better choices for there side. Adds 'White' in front of class name.
THIS IS SPARTA!!
A high morale booster that makes the character think they can do anything including take on a million guys with only themselves and others with this trait.
Romantic
The character you don't want on your team. They tend to switch sides if they find someone they like on the other team. Though this is canceled out if they have strong hatred towards the enemy, and a strong belief in there teams cause
Feel free to PM me with more suggestions for more traits and classes. If they're well balanced and cool, I'll add them.
Now, the premades..
1, 2, or 3 made up characters = 0 premades
4, 5 or 6 made up characters = 1 premade/originals
7+ made up characters = 2 premades/original
At most, you'll only be forced to play two premades.