Milarqui
Deity
Have you ever felt the need to travel? Have you ever had the feeling that there was something else out there? That there were people that needed you? That you existed for something greater than what you can achieve in your homeland?
Then, it is clear that you might be a great recruit for a very, very special corps. One that few people know about. One that only the best can join.
The Multiverse Exploratory Corps.
And you will travel, along with several other members, in this ship, the MES CFC.com, and hopefully you and your fellow CTs (Chrono-Travelers) will be able to travel through the Multiverse, fighting those who are perverting it for their own benefit, and aiding people everywhere.
Ready? Then, I bid you welcome to...
This NES is not an actual NES, like many others you may see around the forum. This is an RPG NES, where each player will be able to create and control one character, working with other players to achieve your objectives and travel through the Multiverse, using your abilities to defeat those that face you, and just enjoying life as best as possible.
First things first, though: defining your character.
Defining Your Character
The following is an example of a character:
Now, it's the turn to explain what each thing means:
When making a character, you need, apart from defining the Primary Stats, to give him a name, an origin, 3 abilities, 2 disabilities, up to two weapons, some armor and 2 items. I'll make sure that the abilities and disabilities do not get too overpowered at the beginning.
The Actions, Or How To Deal With A Problem
The MES, Or How To Travel Between Timelines
At the beginning of the game, the characters will appear inside of the MES CFC.com, a ship capable of traveling between alternate timelines. The players will use it as a base in every TL (TimeLine) they arrive to. However, they will not gain control of the ship until they have been successful in their first mission.
The ship has the following stats:
Again, the explanation:
Also, the ship requires that the following positions are occupied:
How A Turn Happens
Every turn, I'll state how many actions each character can make. Then, each player will state what his character will do. I will then determine the success of each action, write a short update and change stats to reflect the changes. Hopefully, we will be able to do at least one update every day or every two days.
Then, it is clear that you might be a great recruit for a very, very special corps. One that few people know about. One that only the best can join.
The Multiverse Exploratory Corps.
And you will travel, along with several other members, in this ship, the MES CFC.com, and hopefully you and your fellow CTs (Chrono-Travelers) will be able to travel through the Multiverse, fighting those who are perverting it for their own benefit, and aiding people everywhere.
Ready? Then, I bid you welcome to...
CFC.com - The MES/NES
This NES is not an actual NES, like many others you may see around the forum. This is an RPG NES, where each player will be able to create and control one character, working with other players to achieve your objectives and travel through the Multiverse, using your abilities to defeat those that face you, and just enjoying life as best as possible.
First things first, though: defining your character.
Defining Your Character
The following is an example of a character:
Spoiler :
Name: Samuel Arrisa/Milarqui
Origin: TL-3579, 1949, United Iberian Empire, Viriato Brigade, Sniper
STR=65, PER=70, END=65, CHA=50, INT=65, AGI=70, LCK=65
HP=150/197, MP=0/23, CP=18
Abilities: Sniper Lvl 2, Rope Usage Lvl 1, Stealthy Lvl 1
Disabilities: Solitary, Silent
Weapons: Sniper Rifle RESA 1937 (80), Hunting Knife
Armor: Steel Helmet, Leather Vest, Cloth Pants, Leather Boots
Other Items: 30m long rope, 3 Grenades
Injuries: None
Origin: TL-3579, 1949, United Iberian Empire, Viriato Brigade, Sniper
STR=65, PER=70, END=65, CHA=50, INT=65, AGI=70, LCK=65
HP=150/197, MP=0/23, CP=18
Abilities: Sniper Lvl 2, Rope Usage Lvl 1, Stealthy Lvl 1
Disabilities: Solitary, Silent
Weapons: Sniper Rifle RESA 1937 (80), Hunting Knife
Armor: Steel Helmet, Leather Vest, Cloth Pants, Leather Boots
Other Items: 30m long rope, 3 Grenades
Injuries: None
Now, it's the turn to explain what each thing means:
Spoiler :
- Name: how you are known to the other players.
- Origin: it states which timeline you come from, the year you were pulled from, and your origin within that timeline.
- Primary Stats: the seven primary stats are defined by the players. Each player has 450 points to divide between the seven stats. The stats can also increase with time and use.
- Strength (STR): measures a PC's ability to use brute force in his dealings across space-time. For example, lifting a weight or throwing a punch.
- Perception (PER): measures a PC's ability to use his senses to interact with his/her surroundings. For example, pointing a gun at an objective or smelling some kind of perfume.
- Endurance (END): measures a PC's health and ability to resist illnesses and/or poisonings. It directly affects your HPs.
- Charisma (CHA): measures a PC's ability to interact with other people through speech, as well as convincing other people of your opinion or to obey you.
- Intelligence (INT): measures a PC's ability to use his/her mind to understand the world that surrounds them, as well as to use it for other intellectual things.
- Agility (AGI): measures a PC's ability to move fast, as well as his/her reflexes and his/her jumping ability.
- Luck (LCK): measures a PC's luck, which affects things that may be random.
- Secondary Stats: these three stats depend on the Primary Stats. They grow as the PS grow, although some abilities may provide bonuses or maluses to them.
- Health (HP): pretty much what it says on the tin. The smaller this number is, the nearer to death the character is. It can be recovered by resting, eating and being healed. Its maximum is equal to 100+END+STR/2.
- Mana (MP): only for those that use magic. Meditating, resting and other methods are how it is recovered. Its maximum is equal to 10+INT/5.
- Chronopoints (CP): a Chrono-Traveler's travels through the multiverse make them particularly able to affect probabilities, due to the chronitons they produce naturally as they travel between universes. In-game, one Chronopoint can be used to re-throw a failed throw. Time and incredible actions are the way to recover it. Its maximum is equal to 5+LCK/5.
- Abilities: it indicates things your character is able to do, which translates into bonuses when actions are carried out by the characters. The higher the level, the higher the bonuses are. Experience is acquired by being successful in using the abilities. In the example, Sniper Lvl 2 means that the character receives a +10 bonus when shooting at a long distance; Rope Usage Lvl 1 gives a +5 bonus when using a rope, and Stealthy Lvl 1 gives a +5 bonus when trying to sneak away.
- Disabilities: just like the abilities are things that give your character things to do, the disabilities are things that hinder your character and make things more difficult for him. These are not leveled, although failing in certain circumstances may "upgrade" the disabilities or add new ones. In the example, Solitary means that the character does not like to be with too many people at the same time (malus to interacting with a team), while Silent means that the character does not like to speak unless necessary (malus to speaking with other people).
- Weapons: from the start, and unless the player decides something else, a character will have one long-range weapon and one melée weapon. If a weapon requires ammunition of some kind (bullets, arrows, energy charges...) then the ammo quantity appears between parenthesis () next to the weapon. A character may only carry 4 weapons at the same time, although he may own more than 4, as the ship will be able to keep everything not taken to the mission. Weapons may also be acquired in the future.
- Armor: the protection the character wears. It will protect characters from attacks, although the protection will depend on what the enemy uses to fight you. The character will only be able to carry what armor they wear.
- Other Items: these are other items that do not count as weapons or armor, and which you can carry with you in a backpack or in your armor's pockets. You may carry up to 8 different items.
- Injuries: what injuries your character has. They may make some actions more difficult to manage (for example, an injury to the leg would make it harder to run) and they can also provoke loss of health until treated.
The Actions, Or How To Deal With A Problem
Spoiler :
In this game, an Action is what the characters do that requires a die throw. For example, eating, speaking among you in friendly manners or walking should not require a throw unless completely necessary. However, other actions, like shooting a weapon, throwing something far away or trying to convince someone to accept your point of view is considered an Action.
To determine the success or failure of an Action, I'll throw two ten-sided dice, so as to obtain a result over 100. This result is then compared to ATR, a number that depends on the stats used in the Action and the bonuses/maluses from abilities, disabilities and injuries. The levels of success/failure are these, depending on what you get on the throw:
A second example: you want to throw a grenade into a trench, with your off-hand, and you have Throwing Lvl 1 Ability (this means you are far more capable at throwing with accuracy). Since you have to combine strength and precision, then base ATR would be equal to the lowest of STR and PER, thus ATR=65. When doing things with your off-hand, you get a -20 malus, and as you have Throwing Lvl 1 you get a +5 bonus, so ATR is 50.
Each Action provides experience points for an ability. The higher the success, the higher the number (1, 3, 5 and 10 for JS, S, BS and PS). Maximum level is 5, with each level providing a +5 bonus, and to reach one level you need 50 experience points times the level (thus, 50 points to reach Level 1, 100 points to reach Level 2 after Level 1...)
To determine the success or failure of an Action, I'll throw two ten-sided dice, so as to obtain a result over 100. This result is then compared to ATR, a number that depends on the stats used in the Action and the bonuses/maluses from abilities, disabilities and injuries. The levels of success/failure are these, depending on what you get on the throw:
- 0 = Perfect Success: You not only achieve what you wanted, but it succeeds beyond all expectations. Maybe it goes a bit overboard, though.
- 1 to 20% of ATR = Big Success: You achieve what you wanted, and a little extra to boot.
- 21% to 50% of ATR = Success: You achieve what you wanted, no more, no less.
- 51% to 100% of ATR = Just Success: You nearly achieve what you wanted, but not completely like you wanted.
- ATR+1 to ATR+50% of DIF = Just Failure: You do not achieve what you wanted, but you still get something out of it.
- ATR+51% of DIF to ATR+80% of DIF = Failure: You do not achieve what you wanted, no more, no less.
- ATR+81% of DIF to 99 = Big Failure: Not only you do not achieve what you wanted, but you accidentally do something that runs against what you wanted to do.
- 100 = Perfect Failure: Not only you do not achieve what you wanted, but it all goes catastrophically wrong.
A second example: you want to throw a grenade into a trench, with your off-hand, and you have Throwing Lvl 1 Ability (this means you are far more capable at throwing with accuracy). Since you have to combine strength and precision, then base ATR would be equal to the lowest of STR and PER, thus ATR=65. When doing things with your off-hand, you get a -20 malus, and as you have Throwing Lvl 1 you get a +5 bonus, so ATR is 50.
Each Action provides experience points for an ability. The higher the success, the higher the number (1, 3, 5 and 10 for JS, S, BS and PS). Maximum level is 5, with each level providing a +5 bonus, and to reach one level you need 50 experience points times the level (thus, 50 points to reach Level 1, 100 points to reach Level 2 after Level 1...)
The MES, Or How To Travel Between Timelines
At the beginning of the game, the characters will appear inside of the MES CFC.com, a ship capable of traveling between alternate timelines. The players will use it as a base in every TL (TimeLine) they arrive to. However, they will not gain control of the ship until they have been successful in their first mission.
The ship has the following stats:
Spoiler :
Hull Points: 100/100
Power: 15, 100%
ATL Drive: 100%, 10/15, 10
Propulsion Drive: 75%, 30, 50/100
Weapons: 1 Missile Launcher I (16), 2 Laser Beam I (95%, 70%)
Shields: Ion Shield I (50%), Countermeasures I (20%)
Rooms: Pilot Cabin, 2 Bunk Rooms, Meeting Room, 8 Rooms, Kitchen, Mechanic Workshop
Shuttles: Shuttle 1 (100%), Shuttle 2 (80%)
Storage Space: 85.2/100 m3
Stored: 100 kg of food, 100 l of water, 20 l of beer, 20 l of vodka, 10 l of gin, 20 statues, 5 cloth baskets
Armory: 3 E-Guns, 2 E-Rifles, 100 E-Cells, 1 Sniper Rifle, 30 Sniper Bullets, 3 Steel Swords, 1 Axe
Power: 15, 100%
ATL Drive: 100%, 10/15, 10
Propulsion Drive: 75%, 30, 50/100
Weapons: 1 Missile Launcher I (16), 2 Laser Beam I (95%, 70%)
Shields: Ion Shield I (50%), Countermeasures I (20%)
Rooms: Pilot Cabin, 2 Bunk Rooms, Meeting Room, 8 Rooms, Kitchen, Mechanic Workshop
Shuttles: Shuttle 1 (100%), Shuttle 2 (80%)
Storage Space: 85.2/100 m3
Stored: 100 kg of food, 100 l of water, 20 l of beer, 20 l of vodka, 10 l of gin, 20 statues, 5 cloth baskets
Armory: 3 E-Guns, 2 E-Rifles, 100 E-Cells, 1 Sniper Rifle, 30 Sniper Bullets, 3 Steel Swords, 1 Axe
Again, the explanation:
Spoiler :
- Hull Points: determines how far away the ship is from destruction. If they reach 0, the CFC.com is destroyed. Heavy losses of HP may open holes in it, further reducing the ship's integrity. Initially, the maximum HP is 100: this number can be increased by using better materials in reparing or replacing the hull.
- Power: this is what provides the energy for the main systems. First number is the power production when at top status, and the second indicates the status. If the second number is not 100%, then the actual power is reduced to that percentage of the top power. Power can be increased by installing better components or buying a new plant. Initially, Power will be 15.
- ATL Drive: this is the drive that allows the MES to travel between timelines. The first number (100%) indicates its state, and the lower the number is, the lower the chance of arriving to the intended place. The second number (10/15) indicates how many more travels can be done before eating up all the fuel. The third number indicates how much power it requires. Initially, the maximum number of “jumps” is 10, and it requires 10 power to work.
- Propulsion Drive: this is the drive that allows the MES to travel within a timeline. The three numbers are: state, top speed and fuel. Initially, top speed is 25, and fuel is 100.
- Weapons: there are three kinds of weapons: Missile Launchers, which shoot missiles (highly destructive against the hull, although it requires a supply of missiles), Laser Beams (which can hit hull and inner parts with great power) and Ion Ball Shooters (which can disable systems and cause small damage). Initially, you get 2 of the three basic weapons (ML I, LB I and IBS I).
- Shields: shields can help protect the ship against many external threats. Countermeasures protects against missiles, Ion Shields against ionic attacks and Reflectors against laser beams. The percentage determines how much it can keep protecting the ship. Initially, you can only get one of the shields.
- Rooms: the parts of the ship you have with you. New rooms can be built by the players or bought at the Hub. Initially, the ship has the Pilot Cabin (from where the ship is directed), 2 Bunk Dorms (for everyone to sleep in) and a Meeting Room (to plan and eat). The Armory, Storage and rooms for the Drives,
- Shuttles: when you don't want to land with the CFC.com, you can use these to touch land and look less threatening. You can give them names, if you want. Also, each Shuttle has a “health” meter: if it reaches 0%, the shuttle becomes inoperative or explodes.
- Storage: storage is measured in cubic metres. Initially, space is 50 cubic metres. 1 kilogram of Food occupies 0.5 dm3, 1 litre of a drink (water, alcohol...) occupies 1 dm3, and other objects use up a different volume depending on their size. You need 1 kg of food and 2 l of drinks to get through the day at the top.
- Armory: where all weapons not being used by the characters are kept. Initially it will be empty, but as you get money you will be able to buy weapons from either the Hub or any of the many alternate Earths you will be able to visit.
Also, the ship requires that the following positions are occupied:
- Captain: leads the ship, makes the important decisions and represents the ship when meeting others. Recommended: high CHA.
- Pilot: directs the ship from the Pilot Cabin, makes sure that it moves in the appropriate direction. Recommended: high AGI and PER.
- Mechanic: makes sure that the ship is on tip-top shape. He can also work on improving the ship's systems, creating new weapons or building new rooms (of course, for most of this he would require materials and a workshop). Recommended: high INT and PER.
- Security Officer: controls the Armory to make sure that weapons are correctly stored and no one attempts to steal them. Also leads the teams if an armed response is needed. Recommended: high PER, good knowledge of weaponry use.
How A Turn Happens
Every turn, I'll state how many actions each character can make. Then, each player will state what his character will do. I will then determine the success of each action, write a short update and change stats to reflect the changes. Hopefully, we will be able to do at least one update every day or every two days.