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Gunlocke (Sign-Ups OPEN)

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Gunlocke (Sign-Ups OPEN)

Post by Asgore Dreemurr on Wed 10 Aug - 21:49

                                                 GUNLOCKE

The Lore:
Year: 2250
Setting: Post-Apocalyptic Earth.

History:

In the year 2020, the world was quickly depleting many of its natural resources, mainly petroleum oil and fossil fuels. Pollution was on the rise, and temperatures climbed at an exponential rate. Because of this global outcry, countries began to demand other countries to share some of their resources. The constant feud over eventually sparked a global resource war, which quickly escalated into a new missile crisis. China, Russia, Iraq, Japan, Cuba, France, Great Britain, and the United States of America along with smaller allied countries began to fight their wars with fire. Nuclear bombs went off in major cities all around the world, killing millions. The radiation and debris caused a thermonuclear winter that eventually killed off 70% of the world population and caused a sixth mass extinction.

150 years later, the nuclear winter ended. Now, deserts plague the Earth with very little green patches left. Humanity began to pick itself back up after surviving in primitive conditions. Cities began to pop up, but they were nothing like they were before. There were cities made of metal. Everything ran of electricity generated by steam. It was a new steam-punk style era. Cities were vastly spread apart, so one would need to brave harsh terrain to get to another city or village.

A new natural resource was found as a result from the radiation. This strange new element, element 119, had new strange properties. They were magical in a sense, which gave it its new name -- Magium. It was dangerous to handle raw, so they were placed in specialized pills. These pills were eventually implemented in machines and weapons, primarily to combat a new threat -- Monsters.

The wildlife that once inhabited the Earth mutated as a result of the radiation. They turned into ravenous beasts. Humans fought back with their new magic infused weapons to keep them at bay. Humanity began to pick itself up again, but who knows what threats may come. Now, the year is 2250, 80 years after Magium's discovery.

Plot: Players start out in a city called "Haven", and it is running out of Magium. They volunteer to go either go to a new city and find more. Along the way they will face many dangers. The story will slowly change plotlines once major goals are finished. For example, when Haven's Magium supply is replenished it may be invaded by a neighboring city's militia or attacked by monsters and such.
Weapons and Magium:
RPG Weapon System:
Everyone will start off with a single, rather weak MAIN weapon. Later on in the RP you will acquire a secondary weapon. It can be almost anything within reason. They can also have a secondary weapon which cannot utilize Magium. It's a simple, normal weapon, but it cannot be the same or similar weapon as the primary weapon.

Main weapons:
Sword
Spear
Bow
Hammer
Lance
Guns
Katars
Axe
Gauntlets
Every weapon has 3 stats:

--Rate of attack, which would determine how many times "actions" it can prepare in a turn/post without drawbacks.
At the start every 15 points above 30 points will grant you another action.
Every 6 points under 30 will cause your weapon to need to prepare it’s attack for an additional turn.

29-24=2 turns
23-18=3 turns
17-12=4 turns
11-6=5 turns
5-0=6 turns


--Damage: this damage represents the damage your weapon does per hit landed

--Wind-up: How long the weapon takes to get ready after the queued up actions are done and how much it increases for every action stacked.

At the start every 15 points above 30 points will eliminate the drawback from an additional tier of extra actions, see the table for actions at rate of attack under 30 for it.
Wind-up will scale up the same way the rate of attack does but the drawback gives the foe more turns to prepare for your attack and while that attack is being preformed you can not stop it. If wind-up is 15 higher than the base stat (30), then you are able to prepare another action while the previous action is still happening, imagine a bow firing an arrow and then quickly reloading and firing another arrow as the first one still is flying towards the enemy.

As the RP progresses, it’ll be possible to edit and modify the stats on most weapons.
However currently the weapons have fixed stats which are as followed
[Damage/Rate of Attack/Wind-up]
Sword [35/35/30]
Spear [40/30/30]
Bow [25/30/45]
Hammer [50/25/25]
Lance [45/40/15]
Guns [30/25/45]
Katars [10/45/45]
Axe [40/20/40]
Gauntlets [20/30/50]

Weapon Magium Ability System:
Abilities (Max 2 per category): You can spend 100 points on ability power per category divided by the two abilities. Each category has separate points cap, but each category is totaled to 100. Spend them wisely. Players must also choose what the main thing about their abilities are. For example; pyromancy.

Template:

Weapon ability types: Depending on what type the ability is, it can be countered by the appropriate ability type.
For example, if someone has a Physical Defense ability in place, it can be countered by a Special Attack. Here is a chart that explains which beats which and a weakness scale.

Special Attack:
Weakness: Special Defense x .5 damage
Super effective against: Physical Defense x 2 damage
Normal damage against: Physical Attack
Special Attacks cancel eachother out, unless one is 25 points stronger.

Physical Attack:
Weakness: Physical Defense x .5 damage
Super effective against: Special Defense x 2 damage
Normal damage against: Physical Attack
Physical attacks cancel eachother out, unless one is 25 points stronger

Special Defense:
Weakness: Physical Attack x 2 attack damage
Super effective against: Special attack x 2 defense
Defense doesn't have an attack value so using it against Special defense or Physical defense is useless

Physical Defense:
Weakness: Special Attack x 2 attack damage
Super effective against: Physical attack x 2 defense
Defense doesn't have an attack value so using it against Special defense or Physical defense is useless


Shops and Merchants:
Shops:
Shops will be scattered around the world in various locations and will stay in those locations. These shops will have items that will ONLY appear at those specific shops. Some shops specialize in certain things. There can also be wandering merchants you can talk to to sell or buy items.

The general shop will be in a separate topic. There will be various items that can be useful to someone, such as ammunition, or resharpening a blade. There can also be potions that cure status effects, weapon parts to improve a weapon's stats in a certain area (but decrease in another), and other things. You can return any item you bought for half the cost of what you bought it for in return.

Merchants:
Wandering merchants will randomly appear throughout the world. You can sell or buy items from them, or if you are low on gold, you can also trade items, but they drive a hard bargain. If you befriend one of these merchants, they may even give you a discount on your next purchase.

Blacksmiths:

Blacksmiths are a special kind of shop. This is where you buy attachments and parts for your weapons to enhance them. Details will be in the general shop. You can also buy extensions to the max level cap of your weapon. Basically, this is where you improve your weapons.
Systems and Gold:


Gold:
You can gain gold in various ways. You can earn some by completing quests, selling items, defeating enemies and bosses. Sometimes, an item drop can be a bag, chest, or box. Each net an automatic rending of gold and increase in rarity.
Bag: 30 gold - Uncommon
Box: 70 Gold - Rare
Chest: 150 Gold - Very Rare
You can trade an item you don't want to someone else for either a certain amount of gold or another item. Trades and sales between players will be confirmed in the general shop.

Magium management system:

Since Magium is stored in special pills, there will be a limit of how many pills you can carry per level at any given time. All characters start with a magium case type I, which holds up to 5 Magium pills. Each ability they use expends Magium, so early on it is very easy to run out of Magium pills.

Quests:
Sometimes, a random side quest will pop up. These quests render different amounts of loot depending on the difficulty of the quests, and whether or not a character participated or not.

Item Drops:
Items will randomly generate within the world, and you may get some when completing Quests and after defeating Bosses. These can vary greatly in value and rarity, and be some unexpected things.

Stamina system:
Each player has 50 stamina.
During a battle Stamina is consumed at these rates:
Every post: 2 stamina
Activating a Weapon ability: 5 Stamina
Fighting while you don't have any Magnium pills left and used an ability that fight: 5 Stamina When the stamina reaches 0, the player passes out.
In quests you will expend 1 Stamina per post.

Day/Night Cycle: Every page is equal to 1 Hour in the RP night/day cycle. (Fights are exempt from this. That would be complicated af.) I can also change the night or day hour at will, when plot appropriate.

Homeostatis System: Player keeps track of all status effects, stamina, Magium pills, and inventory.

HUD Template: This will be at the bottom of every post when in a fight
Stamina: ?/50
Status effect: (Exclude if not applicable)
Weapon in hand: Weapon you are currently using
Weapon on standby: Weapon not in use(when one has more than one weapon)
Inventory: ?/30
Magium: ?/? (Max depends on the Magium case)

Character Sheet:

Character sheet template
Name:
Age:
Height:
Weight:
Appearance: Picture preferred, but you can also use a physical description.
Personality:
Traits:
History:
Weapon Ability Type: What is the main point of your weapon? Is it a certain type of magic like Aeromancy?

Weapon (Primary):
Name:
Kind of Weapon:
Damage
Rate of Attack
Wind-Up
Power Sheet Templates:
Template:

Physical Attack
Spoiler:

Name:
Duration:
Drawback:
Cost: (In Magium pills)
Effect:
Power:

Name:
Duration:
Drawback:
Cost: (In Magium pills)
Effect:
Power:

Physical Defense
Spoiler:

Name:
Duration:
Drawback:
Cost: (In Magium pills)
Effect:
Power:

Name:
Duration:
Drawback:
Cost: (In Magium pills)
Effect:
Power:

Special Attack
Spoiler:

Name:
Duration:
Drawback:
Cost: (In Magium pills)
Effect:
Power:

Name:
Duration:
Drawback:
Cost: (In Magium pills)
Effect:
Power:

Special Defense
Spoiler:

Name:
Duration:
Drawback:
Cost: (In Magium pills)
Effect:
Power:

Name:
Duration:
Drawback:
Cost: (In Magium pills)
Effect:
Power:


DO NOT SIGN UP HERE! THAT WILL BE AN ENTIRELY DIFFERENT THREAD! POST THOUGHTS AND QUESTIONS HERE! A DM WILL ANSWER THEM!
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Asgore Dreemurr
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Re: Gunlocke (Sign-Ups OPEN)

Post by Sentinelle on Thu 11 Aug - 15:56

Cam you request a weapon that's different than those ones up there, like a scythe or a bowgun, or do you want us to stick to those ones?
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Re: Gunlocke (Sign-Ups OPEN)

Post by Asgore Dreemurr on Thu 11 Aug - 17:07

No, but the blackmith will have upgrades that can allow you to change aspects of weapons, but a scythe is something that can't really be viablly converted from say, a sword. However, you can get around it by using Magium to change the properties as a weapon, such as extending the head of a spear to resemble an energy scythe and such, but they'd have stats of the base weapon.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Sentinelle on Thu 11 Aug - 18:26

Okay. Also, could you maybe post an example character sheet first? A lot of us are admittedly a little confused.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Asgore Dreemurr on Thu 11 Aug - 18:42

I'll come up with one, it'll be up tonight at some point.
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Re: Gunlocke (Sign-Ups OPEN)

Post by necruta on Thu 11 Aug - 20:23

example of a character sheet done very lazily

Name: Durof Erikson
Age: 19
Height: 180 cm
Weight: 70 kg
Appearance: Blond hair, blue eyes, tends to wear a long beiige cloak, underneath he wears a white shirt and linnen pants. His hair usually looks unkept causing it to often fall infront of his face.
Personality: Extrovert, caring and relaxed
Traits: N/A
History: Just your avarage joe.
Weapon Ability Type: Elasticity

Weapon (Primary): Spear
Name: Gomu Gomu no Yari
Kind of Weapon: Spear
Power Template:
Spoiler:
Physical Attack:
Spoiler:
Name: Extending pole
Duration: 10 posts
Drawback: close range the spear deals half damage
Cost: 1 Pill
Effect: The spear is able to extend for a period of time
Power: 20

Name: Penetrating tip
Duration: 10 posts
Drawback: no more slashing damage
Cost: 1 pill
Effect: The top of the spear will spin around causing it to become a drill for the duration increasing it's penetration power
Power: 80
Physical Defense
Spoiler:
Name: bouncy wood
Duration: 1 post
Drawback:needs a post to reform
Cost: 2 pills
Effect: Allows the staff to be extended into a huge sheet of rubber bouncing most attacks back.
Power: 65

Name: Pogo stick
Duration: 5 post
Drawback: Can't attack with it
Cost: 1 pill
Effect: you can use the spear as a pogo stick now to dodge attacks
Power 45
Special Attack:
Spoiler:
Name: rotating mass
Duration: 15 posts
Drawback: hard to manouver while in the air
Cost: 3 pills
Effect: spinning the spear above your head allows you to generate momenum allowing you to fly into the air or send a huge blast of air towards an opponent
Power: 100
Special Defense:
Spoiler:
Name: Protecting Rubber
Duration: 2 posts
Drawback: must maintain in contact with the ground
Cost: 3
Effect: Slam the spear into the ground causing it's abilities to be transfered to the surrounding ground which will form a silo around you protecting you from special attacks
Power: 100

Here's the empty template for those who are lazy
Spoiler:
Name:
Age:
Height:
Weight:
Appearance:
Personality:
Traits:
History:
Weapon Ability Type:
Spear
Name:
Kind of Weapon:

Power Template:
Physical Attack:
Name:
Duration:
Drawback:
Cost:
Effect:
Power:

Name:
Duration:
Drawback:
Cost:
Effect:
Power:

Physical Defense
Name:
Duration:
Drawback:
Cost:
Effect:
Power:

Name:
Duration:
Drawback:
Cost:
Effect:
Power

Special Attack:
Name:
Duration:
Drawback:
Cost:
Effect:
Power:

Name:
Duration:
Drawback:
Cost:
Effect:
Power:

Special Defense:
Name:
Duration:
Drawback:
Cost:
Effect:
Power:

Name:
Duration:
Drawback:
Cost:
Effect:
Power:
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Re: Gunlocke (Sign-Ups OPEN)

Post by Sentinelle on Fri 12 Aug - 0:44

Okay...I'm sorry I'm asking so many questions, but I'm confused; why is the attack rate on the katars so low? They're knives, yet a bow has a higher attack rate? Can you please give a realistic reason as to why this is and maybe an idea as to how I can get around it Sad ?
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Re: Gunlocke (Sign-Ups OPEN)

Post by necruta on Fri 12 Aug - 5:45

It's easy. You read the power chart wrong.

[Damage/Rate of Attack/Wind-up]
Sword [35/35/30]
Spear [40/30/30]
Bow [25/30/45]
Hammer [50/25/25]
Lance [40/45/15]
Guns [30/25/45]
Katars [10/45/45]
Axe [40/20/40]
Gauntlets [20/30/50]

As you can see the first number is DAMAGE while the second number is RoA. So it means it's a very fast weapon which doesn't deal a lot of damage. Since it's 15 above 30, it can launch 2 attacks per post and since it's wind-up is 45 as well you can attack twice per turn without draw backs.

The only weapon which is as quick as Katars is the lance since all you have to do with it is trust, but since it's very heavy after preforming 2 quick jabs in rapid succession you have to wait 4 turns to do it again.
So if we compare the damage it's 20 damage in 1 turn against 80 damage in 4 turns. Which means they roughly deal the same damage but the lance deals damage in bursts while katars deal sustained damage.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Sentinelle on Fri 12 Aug - 10:59

Okay, now that I'm on the history section I have a slew of other questions:

-Does Haven function just like a regular town would? What's different about it?

-How do the monsters work? Are they just mutated versions of animals on Earth or have they turned into entirely new species as a result of the mutation?

-Can anyone own a Magium weapon? I assume there should be a liscense or a legal age or something, so if so what is it?

-Anything else lore-based that you think would help me and other people make a good history
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Re: Gunlocke (Sign-Ups OPEN)

Post by Firebreath on Fri 12 Aug - 17:38

I was wondering how long this Roleplay would be? Im assuming 10 chapters.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Asgore Dreemurr on Fri 12 Aug - 22:13

10 chapters seems like the longest I'll make it. It could be shorter.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Firebreath on Sat 13 Aug - 11:31

That makes me feel a lot better that it will be shorter, and that you also think 10 is long. Great!
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Re: Gunlocke (Sign-Ups OPEN)

Post by Asgore Dreemurr on Sat 13 Aug - 16:07

I hate setting stories to a formula of length. If I feel like the story should be longer to wrap up loose ends, then sure, but it probably wouldn't be that long. It's most likely it will be shorter than 10 chapters.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Sentinelle on Thu 18 Aug - 13:20

Hey Ten, I don't mean to intrude or anything but I feel like you should set a deadline for character submissions, since people don't seem to be submitting very often. But it's your choice, don't mind me if you think you've got things good.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Asgore Dreemurr on Fri 19 Aug - 9:40

Deadline has just been added! Thanks for reminding me.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Asgore Dreemurr on Wed 31 Aug - 16:46

@Voltage Cutlass Diana
Those seem like very pointless details that'll be vaguely talked about by Bash in some dialogue. Don't worry.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Sentinelle on Sat 3 Sep - 11:19

Right, okay. Good to know.

Also one more thing; I think you might've missed Valk posting his character in the thread.
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Re: Gunlocke (Sign-Ups OPEN)

Post by Asgore Dreemurr on Sat 3 Sep - 14:20

I approved it on Discord, don't worry about it.
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Re: Gunlocke (Sign-Ups OPEN)

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