- Joined
- Mar 31, 2008
- Messages
- 14,928
Since I love stealing borrowing LH's stuff
Spoiler :
Warez has a gang problem, and you're part of it. Grab your glocks, sag your pants, and leave your belts at home because you and your gang are about to take the city by storm.
_____
Starting Out:
You have:
-16 Points
-One Bonus
-One Weakness
-$300
You MUST apply your Bonus and your Weakness, and you cannot apply them to the same Attributes. For the seven remaining attributes, you must rank them between 1 and 3, using the 16 points and your disposal - 3 is better, 1 is worse, 2 is average.
Or, you can spend your points on Weapon Proficiencies (same 1-3 system). You don't need to use points on a weapon to use it, but expect to be at a disadvantage unless you do.
Attributes:
Strength affects how heavy objects you can lift in-game, and also the damage you deal in melee combat.
Your Hardiness level determines health, as well as how much equipment you can carry. Level 1=30. Level 2=40. Level 3=50. Man of Steel adds 20, while Man of Glass subtracts 20.
BONUS Hardiness: +1 Items
Lvl3 Hardiness: 4 Items
Lvl2 Hardiness: 3 Items
Lvl1 Hardiness: 2 Items
WEAK Hardiness: -1 Item
Intelligence affects your skill with computers, attempted medical actions, and any other advance action.
Charisma affects how much people like you. Please note that physical beauty and charisma are not ALWAYS related, though they usually are.
Agility affects your chances to avoid being hit in combat, as well as your acrobatic skill.
Dexterity affects your aiming abilities with ranged weapons and speed of attacks with melee weapons.
Willpower affects your ability to resist effects like seduction, mind control, sleep, stunning and the like. Higher Willpower also gives you a chance to fight on after taking max damage, being unwilling to die. This also gives you extra time to seek medical attention.
Awareness affects your ability to detect traps and hidden hostiles.
Stealth affects your ability to remain hidden from sight and hearing, to slip past cameras and to hide objects on your person.
Equipment:
Basic weapons don't generate heat when you buy them. Heat Generating Weapons DO result in extra attention from the police when used. Gangs shooting each other with pistols and tasers and stabbing one another with knives is one thing. Using a missile launcher against a rival gang, slashing your enemy in half with a machete, and grenade launchers is an entirely different thing.
For double the price of a weapon, you can customize it to your liking. Prefer revolvers to pistols? Pay $200 for a customized pistol. Want to throw around a Captain America-esque shield instead of hulking around a riot shield? Just $300 plox.
PM me your idea first before going through with it.
_____
Starting Out:
You have:
-16 Points
-One Bonus
-One Weakness
-$300
You MUST apply your Bonus and your Weakness, and you cannot apply them to the same Attributes. For the seven remaining attributes, you must rank them between 1 and 3, using the 16 points and your disposal - 3 is better, 1 is worse, 2 is average.
Or, you can spend your points on Weapon Proficiencies (same 1-3 system). You don't need to use points on a weapon to use it, but expect to be at a disadvantage unless you do.
Attributes:
Spoiler :
1:Strength
BONUS: Physical Peak
WEAK: Skin and Bones
2:Hardiness
BONUS: Man of Steel
WEAK: Man of Glass
3:Intelligence
BONUS: Genius
WEAK: Moron
4:Charisma
BONUS: Charming Nature
WEAK: Natural Loathing
5: Agility
BONUS: Like Smoke
WEAK: Flat Footed
6: Dexterity
BONUS: Never Miss
WEAK: No Coordination
7: Willpower
BONUS: Iron Will
WEAK: Weak Heart
8: Awareness
BONUS: Sixth Sense
WEAK: Practically Blind
9: Stealth
BONUS: Ghostly
WEAK: Bumbling Fool
BONUS: Physical Peak
WEAK: Skin and Bones
2:Hardiness
BONUS: Man of Steel
WEAK: Man of Glass
3:Intelligence
BONUS: Genius
WEAK: Moron
4:Charisma
BONUS: Charming Nature
WEAK: Natural Loathing
5: Agility
BONUS: Like Smoke
WEAK: Flat Footed
6: Dexterity
BONUS: Never Miss
WEAK: No Coordination
7: Willpower
BONUS: Iron Will
WEAK: Weak Heart
8: Awareness
BONUS: Sixth Sense
WEAK: Practically Blind
9: Stealth
BONUS: Ghostly
WEAK: Bumbling Fool
Strength affects how heavy objects you can lift in-game, and also the damage you deal in melee combat.
Your Hardiness level determines health, as well as how much equipment you can carry. Level 1=30. Level 2=40. Level 3=50. Man of Steel adds 20, while Man of Glass subtracts 20.
BONUS Hardiness: +1 Items
Lvl3 Hardiness: 4 Items
Lvl2 Hardiness: 3 Items
Lvl1 Hardiness: 2 Items
WEAK Hardiness: -1 Item
Intelligence affects your skill with computers, attempted medical actions, and any other advance action.
Charisma affects how much people like you. Please note that physical beauty and charisma are not ALWAYS related, though they usually are.
Agility affects your chances to avoid being hit in combat, as well as your acrobatic skill.
Dexterity affects your aiming abilities with ranged weapons and speed of attacks with melee weapons.
Willpower affects your ability to resist effects like seduction, mind control, sleep, stunning and the like. Higher Willpower also gives you a chance to fight on after taking max damage, being unwilling to die. This also gives you extra time to seek medical attention.
Awareness affects your ability to detect traps and hidden hostiles.
Stealth affects your ability to remain hidden from sight and hearing, to slip past cameras and to hide objects on your person.
Equipment:
Basic weapons don't generate heat when you buy them. Heat Generating Weapons DO result in extra attention from the police when used. Gangs shooting each other with pistols and tasers and stabbing one another with knives is one thing. Using a missile launcher against a rival gang, slashing your enemy in half with a machete, and grenade launchers is an entirely different thing.
For double the price of a weapon, you can customize it to your liking. Prefer revolvers to pistols? Pay $200 for a customized pistol. Want to throw around a Captain America-esque shield instead of hulking around a riot shield? Just $300 plox.
PM me your idea first before going through with it.
Spoiler :
Basic Weapons:
Pistol $100
Riot Shield $150
Staff $50
Knife $50
Whip $50
Taser $75
Brass Knuckles $50
Boomerang $25
Submachine Gun $200
Heat Generating Weapons:
Assault Rifle $500
Grenade $100 (Renewable. If you go into a mission with three, use all three, you have three next mission)
Grenade Launcher $500 (Requires Grenades)
Missile Launcher $1000
Sniper Rifle $1000
Machete $200
Battle Gauntlets $200
Machinegun $1000
Shotgun $400
C4 $600 (Renewable)
Other Items:
Grapple Gun $250
Scanner Headset $200
Body Armor $350
Smoke Bomb $100 (Renewable)
Pistol $100
Riot Shield $150
Staff $50
Knife $50
Whip $50
Taser $75
Brass Knuckles $50
Boomerang $25
Submachine Gun $200
Heat Generating Weapons:
Assault Rifle $500
Grenade $100 (Renewable. If you go into a mission with three, use all three, you have three next mission)
Grenade Launcher $500 (Requires Grenades)
Missile Launcher $1000
Sniper Rifle $1000
Machete $200
Battle Gauntlets $200
Machinegun $1000
Shotgun $400
C4 $600 (Renewable)
Other Items:
Grapple Gun $250
Scanner Headset $200
Body Armor $350
Smoke Bomb $100 (Renewable)