Right, so this is what i've got, comments and suggestions would be appreciated <spoiler=Setup>You play as a group of assassins in a world that's a
fusion of futuristic and medieval technology, this came about when a
spacecraft crashed on the planet and the locals discovered several
"Magic" items, the assassin's (that's you) job is to take out key
officials to ensure that no one kingdom grows powerful enough to take
over the entire planet
you will recieve missions periodically then decide how to proceed, the
situation may change drastically as you go along, be prepared, always
DICE RP LINGO
Roight, most of you should know that DOT means "Damage Over Time"
when I refer to something with "d" it means the number of dice and the type rolled (Example:3d6 means you roll three six-sided dice, so in a dice-roll enabled group you would set dice type to 6 and number of rolls to 3)
Wehnever I say you reciece + or - something you have to select that under "modifiers" on the dice roll.
AOE means "Area Of Effect" in other words it damages multiple enemies in a certain area(usually the closer to the edge of the AOE the more the damage on an enemy/ally is reduced)
And...that's about it.
OH! a critical hit is when you roll a natural 20 (a 20 on a 20-sided dice without anything modifying it) for your attack roll
ALL ROLL TYPES ARE d20 UNLESS STATED OTHERWISE
Attack:your chance to hit, this is a D20.
Dexterity:Used to pick locks, disarm traps, and (hopefully) silently
relieve someone of their posessions
Intelligence:You will be told to do this when you are making a BAD.
CHOICE. if you fail this roll you will act out your idead with some
potentially very negative effects
Climb:self explanatory, you may test an object before you climb (requires perception check), a strong object requires you to beat a roll of 5, somewhat weak requires you to beat a 10, weak requires you to beat a 15
Perception:your ability to notice things through sight, smell, or hearing. (ask if it's viable in a situation if you're not sure, otherwise just say "i'm rolling for perception" and do so)
Jump:self explanatory, small jump requires more than 5, medium jump requires more than 10, large jump requires special equipment or a special situation (cable/vine hanging down far enough for you to reach)
Persuasion/charm:used to convince/intimidate someone, check classes for bonuses or negatives to these rolls
Deception:quite simply this is your ability to lie or bluff your way out of something, again, check classes for bonuses or negatives
Acrobatics:this is rolling, flipping, swinging along cables/vines/ropes (when combined with jump), and righting yourself in the air
Dodge:Self explanatory, beating an enemy attack roll by 1-3 will result in a glancing blow (half damage), beating it by 5 or more wil result in a dodge, getting a natural 20 or beating a roll by 10 or more will allow you to counter-attack (no attack roll required, just roll damage)
Damage:if you successfully hit something you will have to roll damage to see how much HP you take away (Dice rolls for damage are listed under weapons)
Stealth:your ability to sneak or hide. (+4 to these when in a crowd, in dense vegetation, or in an exceedingly dark room)
Strength:your ability to move heavy object (I.E. pushing a boulder out of the way, lifting a heavy crate, etc. etc.0)
<spoiler=Special affects>
Pinned:someone who is pinned is completely immobile until they break free, to break free someone must roll for strength, weak restraints require you to roll higher than a 5, moderate require you to roll higher than 10n, and strong more than 15
Frozen:completely immobile, must be thawed out
Stunned:duration varies, unable to do anything while stunned
Deafened:usually caused by explosions going off nearby or sonic
weapons, prevents you from hearing anything for a time
Blinded:caused by extreme dark, blindfolds, or certain chemicals, must wait until vision is regained.
Ambush:if you blow a door off or open it suddenly (unobserved by cameras), or take someone by surprise in another way (like surprising them as they walk by) you will get an ambush round, you roll damage and bypass attack rolls. keep in mind enemies can do the same to you
CLASSES
Pretty self explanatory, master hacker able to hack into and control almost any electronic device, carrys small personal PC with them for ease of use
Weapons:Any one-handed weapons (pistols, quantum whip, rollers, knives, swords, sonic guns, or rivet guns)
Special equipment:computer, capable of doing "field hack" which allows you to tap into any electrical object (you'll be PM'd with what you can do, what you have to roll, and how much damage you can do for each option)
Advantages:gains +5 to all computer use rolls (except when doing a field hack), tends to be rather unconspicuous (provided you don't overload them with weapons)
Disadvantages:-5 to strength rolls
<spoiler=Thief>A master of stealth and pickpocketing, also very agile and very adept in hand-to-hand combat
Advantages:
Gains a +5 to stealth rolls, agility, jump, climb, perception, and acrobatics rolls, a +6 to dexterity rolls and a +3 to deception/persuasion/charm rolls.
Hand-to-hand combat is 2d8 instead of 2d4
Disadvantages:Authorities dislike you, with a passion, you will get a -5 when attempting to persuade law enforcement or military officials with high morals
Special equipment:Ziplin3 launcher (for getting over large gaps), rapid ascender (for getting onto rooftops, up to high windows, or up into trees quickly)
Weapons:Rifles (bolt action or semi-atuomatic)
One-handed bladed weapons
Quantum whip
Burn gun
Rollers (thieves are able to plant them on the walls and hide them when possible using a stealth roll)
Pistols
Rivet Guns
Needle Gun
<spoiler=Weaponmaster>
Advantages:
+5 to persuasion rolls when attempting to intimidate someone,
+10 to attack (not damage) rolls
has access to all weapons (excluding other class-specific weapons)
Disadvantages:large (sticks out in a crowd and makes alot of noise, removes stealth bonuses when in crowds, dense vegetation, or extreme
darkness)
Weapons:All weapons (excluding non-weaponmaster specific weapons)
SPECIAL WEAPON:Crusher.
SPECIAL CLASSES (requires two missions under your belt, can be advanced from any class)
<spoiler=Screamer>
Men and women who have had their vocal chords replaced with sonic amplifiers, may implant additional, smaller amps to hands and feet
Weapons:
Sonic Amplifiers
One-handed bladed weapons (small swords, and knives)
Sound gun
Advantages:
AOE attack (sonic scream), damages everything in front of them,
has pocket computer that acts as a translator and notepad (message can be played in any language)
Disadvantages:
AOE attack damages everything, including allies.
Mute, computer and sign-language are their only sources of communication.
<spoiler=Inventor>
Weapons:
Battlesuit (class specific)
Needle gun
Sonic gun
Guantlets (class specific)
Special equipment:Battlesuit (also can be used for hacking), absorbs 10 damage each turn, you describe what it looks like.
Advantages:+10 to hacking and +5 to strength rolls
Disadvantages:Just a wee bit insane, tends to stick out in a crowd, can only have one class-specific weapon.
<spoiler=Puppeteer>
Formerly called a Necromancer, uses nanotech to control or heal others and heal himself
Advantages:heals 5 HP every round,
able to control fallen enemies (requires you to beat a roll of 5 for one, number to beat increases by 5 for each additional minion controlled)
Able to control living enemies (Player must reamin unseen and beat a roll of 10 as well as the enemies defence roll)
Disadvantages:Control of enemies is negated if the Puppeteer is damaged while using his Nanobots, is stunned if nanobots get shorted out while he's tapping directly into them (controlling an enemy or using them for recon)
Special equipment:
Nanobots, can be used to control fallen/living enemies or as microscopic spies.
Gives special attack "nanoblast" which can destroy walls and floors in as little as a few seconds (depending on thickness), destroy enemy weapons (provided player doesn't get hit while the bots go to work) and deals up to 20 damage to enemies (again, player can't take damage while this is being done)
Weapons
Hand-to-hand (no bonuses)
Nanobots
Whatever weapons minions use
WEAPONS!
<spoiler=Stats>
Hand-to-hand:2d4 (check classes for damage increases)
Sonic gun:2d10, can be used to short out certain equipment, damage anyone who's planted a listening device and is currently, well...listening. stuns enemy for 1 turn when it hits
Needlegun:20d20 for attack rolls, d6 for damage (number varies on how many hit)
Quantum whip:3d6 for damage, anything over 10 releases energy wave that hits multiple enemies
Burn-gun:white phosphorous bullets in glass casing, causes DOT damge. 2d6. 3 damage each turn.
Rollers (seperate branches)
Boomers:can be used to breach doors or floors or as a trap for enemies, does 2d10 damage
stunners:can be used to short out electronic devices. damage:2d6, over 7 stuns enemy for one turn
Pistols:2d8 for damage
Rifle
(bolt action):4d10, one shot per turn
(semi-auto):2d10, up to ten shots per turn (gun may jam, must roll after first shot to ensure it doesn't jam.)
(Jam chance starts at 1 and increases by 2 every shot after the third shot)
(Fully-automatic) 1d10 (for each shot), up to 30 shots per turn
(jam starts at 1 and increases by 2 every shot after the tenth, accuracy is reduced, amount of reduce increases by 1 each shot after the 10th shot, (so after 10 you take -1 to you roll, then after that -2
and so on and so forth) )
Swords
(2-handed) 2d10 for damage, various enhancements can be
(1-handed) 2d6, can be dual wielded with other one handed weapons, can make two attacks in one turn
Knives
2d6, can be dual wielded or thrown, thrown knife can pin a bodypart to a wall
Battlehammer:2d10, can break bones
Rivet gun (one-handed weapon)
A somewhat improvised weapon, does 2d10 damage, can pin enemies to wall pemanently (requires damage over 10 or critical hit)
<spoiler=Class-specific weapons>
Guantlets (INVENTOR CLASS SPECIFIC)
Burner:self explanatory, applies DOT, damage is 3d8
Freezer:again, self explanatory,3d8 for damage, can freeze enemy solid (Requires damage of 12 or more)
Shocker:Stuns enemy if attack roll is successful, 3d8 for damage
Multi-glove:allows you to use multiple types of gauntlet, at a lower power (2d10)
Crusher (WEAPONMASTER CLASS SPECIFIC)
Essentailly a chansaw on a sword's hilt, does 2d10 damage normally and 3d10 when revved up (must beat a roll of 10 on first try, number to beat decreases by 2 each try after that. each attempt to revv up the chain takes one turn)
Sound amplifiers (SCREAMER CLASS SPECIFIC)
Specific sound damage
Scream (Base Amp):2d8 (number of dice increases by 1 each turn the scream is sustained, must roll to avoid short, short chance starts at 0 and increases by 2 after each turn, shorts last for 2 turns), can be used to blow out doors, remove wall panels, and just overall cause havok
Clap (Alt Amp):2d8, successful hit will stun enemies, can blow doors off (requires damage over 10 for first try and over 5 for second, if it takes two attempts you will lose the element of surprise and can possibly be ambushed upon entering the room)
Stomp(Alt Amp):2d6, knocks enemies to the ground
<spoiler=Sheet template>
Name
self explanatory)
Age
self explanatory)
Height
self explanatory)
Appearance
self ex-friggin'-planatory)
Weapons
try to keep it to 3 or 4, excluding amps for screamers once someone reaches that point)
Bio
this is optional)
fusion of futuristic and medieval technology, this came about when a
spacecraft crashed on the planet and the locals discovered several
"Magic" items, the assassin's (that's you) job is to take out key
officials to ensure that no one kingdom grows powerful enough to take
over the entire planet
you will recieve missions periodically then decide how to proceed, the
situation may change drastically as you go along, be prepared, always
DICE RP LINGO
Roight, most of you should know that DOT means "Damage Over Time"
when I refer to something with "d" it means the number of dice and the type rolled (Example:3d6 means you roll three six-sided dice, so in a dice-roll enabled group you would set dice type to 6 and number of rolls to 3)
Wehnever I say you reciece + or - something you have to select that under "modifiers" on the dice roll.
AOE means "Area Of Effect" in other words it damages multiple enemies in a certain area(usually the closer to the edge of the AOE the more the damage on an enemy/ally is reduced)
And...that's about it.
OH! a critical hit is when you roll a natural 20 (a 20 on a 20-sided dice without anything modifying it) for your attack roll
ALL ROLL TYPES ARE d20 UNLESS STATED OTHERWISE
Attack:your chance to hit, this is a D20.
Dexterity:Used to pick locks, disarm traps, and (hopefully) silently
relieve someone of their posessions
Intelligence:You will be told to do this when you are making a BAD.
CHOICE. if you fail this roll you will act out your idead with some
potentially very negative effects
Climb:self explanatory, you may test an object before you climb (requires perception check), a strong object requires you to beat a roll of 5, somewhat weak requires you to beat a 10, weak requires you to beat a 15
Perception:your ability to notice things through sight, smell, or hearing. (ask if it's viable in a situation if you're not sure, otherwise just say "i'm rolling for perception" and do so)
Jump:self explanatory, small jump requires more than 5, medium jump requires more than 10, large jump requires special equipment or a special situation (cable/vine hanging down far enough for you to reach)
Persuasion/charm:used to convince/intimidate someone, check classes for bonuses or negatives to these rolls
Deception:quite simply this is your ability to lie or bluff your way out of something, again, check classes for bonuses or negatives
Acrobatics:this is rolling, flipping, swinging along cables/vines/ropes (when combined with jump), and righting yourself in the air
Dodge:Self explanatory, beating an enemy attack roll by 1-3 will result in a glancing blow (half damage), beating it by 5 or more wil result in a dodge, getting a natural 20 or beating a roll by 10 or more will allow you to counter-attack (no attack roll required, just roll damage)
Damage:if you successfully hit something you will have to roll damage to see how much HP you take away (Dice rolls for damage are listed under weapons)
Stealth:your ability to sneak or hide. (+4 to these when in a crowd, in dense vegetation, or in an exceedingly dark room)
Strength:your ability to move heavy object (I.E. pushing a boulder out of the way, lifting a heavy crate, etc. etc.0)
<spoiler=Special affects>
Pinned:someone who is pinned is completely immobile until they break free, to break free someone must roll for strength, weak restraints require you to roll higher than a 5, moderate require you to roll higher than 10n, and strong more than 15
Frozen:completely immobile, must be thawed out
Stunned:duration varies, unable to do anything while stunned
Deafened:usually caused by explosions going off nearby or sonic
weapons, prevents you from hearing anything for a time
Blinded:caused by extreme dark, blindfolds, or certain chemicals, must wait until vision is regained.
Ambush:if you blow a door off or open it suddenly (unobserved by cameras), or take someone by surprise in another way (like surprising them as they walk by) you will get an ambush round, you roll damage and bypass attack rolls. keep in mind enemies can do the same to you
CLASSES
Pretty self explanatory, master hacker able to hack into and control almost any electronic device, carrys small personal PC with them for ease of use
Weapons:Any one-handed weapons (pistols, quantum whip, rollers, knives, swords, sonic guns, or rivet guns)
Special equipment:computer, capable of doing "field hack" which allows you to tap into any electrical object (you'll be PM'd with what you can do, what you have to roll, and how much damage you can do for each option)
Advantages:gains +5 to all computer use rolls (except when doing a field hack), tends to be rather unconspicuous (provided you don't overload them with weapons)
Disadvantages:-5 to strength rolls
<spoiler=Thief>A master of stealth and pickpocketing, also very agile and very adept in hand-to-hand combat
Advantages:
Gains a +5 to stealth rolls, agility, jump, climb, perception, and acrobatics rolls, a +6 to dexterity rolls and a +3 to deception/persuasion/charm rolls.
Hand-to-hand combat is 2d8 instead of 2d4
Disadvantages:Authorities dislike you, with a passion, you will get a -5 when attempting to persuade law enforcement or military officials with high morals
Special equipment:Ziplin3 launcher (for getting over large gaps), rapid ascender (for getting onto rooftops, up to high windows, or up into trees quickly)
Weapons:Rifles (bolt action or semi-atuomatic)
One-handed bladed weapons
Quantum whip
Burn gun
Rollers (thieves are able to plant them on the walls and hide them when possible using a stealth roll)
Pistols
Rivet Guns
Needle Gun
<spoiler=Weaponmaster>
Advantages:
+5 to persuasion rolls when attempting to intimidate someone,
+10 to attack (not damage) rolls
has access to all weapons (excluding other class-specific weapons)
Disadvantages:large (sticks out in a crowd and makes alot of noise, removes stealth bonuses when in crowds, dense vegetation, or extreme
darkness)
Weapons:All weapons (excluding non-weaponmaster specific weapons)
SPECIAL WEAPON:Crusher.
SPECIAL CLASSES (requires two missions under your belt, can be advanced from any class)
<spoiler=Screamer>
Men and women who have had their vocal chords replaced with sonic amplifiers, may implant additional, smaller amps to hands and feet
Weapons:
Sonic Amplifiers
One-handed bladed weapons (small swords, and knives)
Sound gun
Advantages:
AOE attack (sonic scream), damages everything in front of them,
has pocket computer that acts as a translator and notepad (message can be played in any language)
Disadvantages:
AOE attack damages everything, including allies.
Mute, computer and sign-language are their only sources of communication.
<spoiler=Inventor>
Weapons:
Battlesuit (class specific)
Needle gun
Sonic gun
Guantlets (class specific)
Special equipment:Battlesuit (also can be used for hacking), absorbs 10 damage each turn, you describe what it looks like.
Advantages:+10 to hacking and +5 to strength rolls
Disadvantages:Just a wee bit insane, tends to stick out in a crowd, can only have one class-specific weapon.
<spoiler=Puppeteer>
Formerly called a Necromancer, uses nanotech to control or heal others and heal himself
Advantages:heals 5 HP every round,
able to control fallen enemies (requires you to beat a roll of 5 for one, number to beat increases by 5 for each additional minion controlled)
Able to control living enemies (Player must reamin unseen and beat a roll of 10 as well as the enemies defence roll)
Disadvantages:Control of enemies is negated if the Puppeteer is damaged while using his Nanobots, is stunned if nanobots get shorted out while he's tapping directly into them (controlling an enemy or using them for recon)
Special equipment:
Nanobots, can be used to control fallen/living enemies or as microscopic spies.
Gives special attack "nanoblast" which can destroy walls and floors in as little as a few seconds (depending on thickness), destroy enemy weapons (provided player doesn't get hit while the bots go to work) and deals up to 20 damage to enemies (again, player can't take damage while this is being done)
Weapons
Hand-to-hand (no bonuses)
Nanobots
Whatever weapons minions use
WEAPONS!
<spoiler=Stats>
Hand-to-hand:2d4 (check classes for damage increases)
Sonic gun:2d10, can be used to short out certain equipment, damage anyone who's planted a listening device and is currently, well...listening. stuns enemy for 1 turn when it hits
Needlegun:20d20 for attack rolls, d6 for damage (number varies on how many hit)
Quantum whip:3d6 for damage, anything over 10 releases energy wave that hits multiple enemies
Burn-gun:white phosphorous bullets in glass casing, causes DOT damge. 2d6. 3 damage each turn.
Rollers (seperate branches)
Boomers:can be used to breach doors or floors or as a trap for enemies, does 2d10 damage
stunners:can be used to short out electronic devices. damage:2d6, over 7 stuns enemy for one turn
Pistols:2d8 for damage
Rifle
(bolt action):4d10, one shot per turn
(semi-auto):2d10, up to ten shots per turn (gun may jam, must roll after first shot to ensure it doesn't jam.)
(Jam chance starts at 1 and increases by 2 every shot after the third shot)
(Fully-automatic) 1d10 (for each shot), up to 30 shots per turn
(jam starts at 1 and increases by 2 every shot after the tenth, accuracy is reduced, amount of reduce increases by 1 each shot after the 10th shot, (so after 10 you take -1 to you roll, then after that -2
and so on and so forth) )
Swords
(2-handed) 2d10 for damage, various enhancements can be
(1-handed) 2d6, can be dual wielded with other one handed weapons, can make two attacks in one turn
Knives
2d6, can be dual wielded or thrown, thrown knife can pin a bodypart to a wall
Battlehammer:2d10, can break bones
Rivet gun (one-handed weapon)
A somewhat improvised weapon, does 2d10 damage, can pin enemies to wall pemanently (requires damage over 10 or critical hit)
<spoiler=Class-specific weapons>
Guantlets (INVENTOR CLASS SPECIFIC)
Burner:self explanatory, applies DOT, damage is 3d8
Freezer:again, self explanatory,3d8 for damage, can freeze enemy solid (Requires damage of 12 or more)
Shocker:Stuns enemy if attack roll is successful, 3d8 for damage
Multi-glove:allows you to use multiple types of gauntlet, at a lower power (2d10)
Crusher (WEAPONMASTER CLASS SPECIFIC)
Essentailly a chansaw on a sword's hilt, does 2d10 damage normally and 3d10 when revved up (must beat a roll of 10 on first try, number to beat decreases by 2 each try after that. each attempt to revv up the chain takes one turn)
Sound amplifiers (SCREAMER CLASS SPECIFIC)
Specific sound damage
Scream (Base Amp):2d8 (number of dice increases by 1 each turn the scream is sustained, must roll to avoid short, short chance starts at 0 and increases by 2 after each turn, shorts last for 2 turns), can be used to blow out doors, remove wall panels, and just overall cause havok
Clap (Alt Amp):2d8, successful hit will stun enemies, can blow doors off (requires damage over 10 for first try and over 5 for second, if it takes two attempts you will lose the element of surprise and can possibly be ambushed upon entering the room)
Stomp(Alt Amp):2d6, knocks enemies to the ground
<spoiler=Sheet template>
Name
Age
Height
Appearance
Weapons
Bio