Post by treacherous1 on Feb 4, 2015 23:27:41 GMT
So, I know you're wondering what Treachy Treach has in store. Well wonder no more. It's time to get busy! We'll start by entering the RP. To tell me you want to enter, you're going to need to send me an IM with your character sheet. But first, you must know how to make a character. So. Check this out.
Eye for an Eye – RP
Character Profiles
Player Attributes – Attributes will rise after every mission.
Agility – Legs
Strength – Arms
Intelligence – Head/Will
Energy – Spirit/Soul
Durability – Body/Endurance
Player Attribute Descriptions
Agility – A player character’s reflex, ability to leap, jump bound or be nimble. Attacking Agility will attack an opponent’s legs in combat.
Strength – A player character’s ability to lift, move, push or pull objects. Attacking Strength will attack an opponent’s arms/hands in combat
Intelligence – A player character’s strategic aptitudes, ability to think on the fly, create or manipulate. This attribute also refers to a character’s mental will. Attacking Intelligence will attack an opponent’s ability to process information or their will to fight.
Energy – Any non-physical power or force that a player character wields. Attacking Energy will sap an opponent’s very life force.
Durability – A player’s characters ability to take physical damage. Attacking Durability will attack an opponent’s torso or sap their physical endurance.
Player Hit Point Levels (HP) – Will rise after every mission.
Lvl 1 – 100
This level will receive 2 special attacks that can be used once per encounter.
Lvl 2 – 200
This level will receive 4 special attacks that can be used once per encounter and one Devastating Attack that can be used when HP is low.
Lvl 3 – 300
This level will receive 6 special attacks that can be used once per encounter and two Devastating Attacks that can be used when HP is low.
Lvl 4 – 400
This level will receive 8 special attacks that can be used once per encounter and two Devastating Attacks that can be used when HP is low and one Devastating Attack during regular HP.
Player Experience Levels (XP) – Will rise after every mission.
20 – Above Average/ Trained
40 – Peak Human/ Master
60 – Meta/ Supernatural
80 – Demigod/ Herculean
100 – Cosmic/ Godlike
Attribute Power Levels
Agility
XP 20 – A skilled athlete; at this level, the character could be a very sought after teacher/trainer of a particular athletic skill. Ex: tumbling, gymnastics, sports
XP 40 – Olympic level athlete; this person would be Michael Jordan, or a gold medalist. This person would be a premier authority on their particular field of study.
XP 60 – Agility begins to verge on superhuman. Untouchable by even a highly trained fighter.
XP 80 – A character of this level begins to perform feats that almost defy the natural laws. This person makes an Olympic athlete look like a n00b. Bullet timing level.
XP 100 – This guy’s regular leaps may clear entire cities, possibly states. A blur of movement. Even someone of superhuman ability would have trouble following even the most lackadaisical of this opponent’s actions.
Strength
XP 20 – Mid to peak strength for a healthy adult who exercises regularly
XP 40 – Peak level human strength to 1 ton.
XP 60 – 1 ton to 25 tons
XP 80 – 25 to 75 tons
XP 100 – 75 to 100+ tons. You’re about to get Hulk’d
Intelligence
XP 20 – Learned. Not a natural intellect, but has developed mind to professor level on any one subject. Knowledgeable in most others. If character has mental powers, he may be able to sense emotions, affect emotions slightly, detect others in vicinity, etc…
XP 40 – Gifted. Intelligence that was inborn and developed. An authority in several chosen fields. If character has mental powers, he may be able to read minds within vicinity.
XP 60 – Genius. Premier authority on anything within standard Earth knowledge. If character has mental powers, he may be able to read minds, influence the mind of one strong willed individual in area or several weak willed individuals in area.
XP 80 – Super Genius. Has all attributes of genius level and begins to understand the workings of otherworldly things. Reed Richards/Doom level here. If character has mental powers, he has all abilities of Genius level and can force will on large groups of weak willed people in a wide area. Or several strong willed individuals in an area.
XP 100 - Astral level knowledge. At this point, don’t even try to understand the mind of this individual. It won’t make any sense to you. Trust me. This is Dr. Manhattan. Good luck with that. If character has mental powers… well… run.
Energy
XP 20 – Able to discharge disabling to lethal energy on contact. Tazer, burning touch, etc, flash bang. Handgun. Police grade stuff.
XP 40 – Short range, lethal, short duration, single energy type. Burst of flame, machine gun, shotgun, hand grenade. Special Forces level stuff.
XP 60 – Medium range, duration, single energy type. Sci fi weaponry. Energy attacks that last two rounds. Affects more than one opponent.
XP 80 – Long Range, long duration, multiple energy types. This person may wield electricity attacks in one hand and cold attacks in another hand or rain fireballs from the sky all over the field of combat. Effects large numbers of combatants. Attacks could last several rounds.
XP 100 – Commands any form of energy available. Can use at least one form of energy attack for the duration of the battle.
Durability
XP 20 – Fairly tough individual. May have some well developed defensive hand to hand techniques or toughened skin (Boxer, wrestler).
XP 40 – Enhanced. Heals at a peak human level. May be immune to certain diseases naturally. SWAT armor or military armor.
XP 60 – Regenerative. Heals non-lethal wounds at an accelerated. May heal a near severe wound to a small wound in a few rounds. Bullets get lodged, may not kill. May heal a few poison effects over rounds.
XP 80 – Bulletproof. Can heal entire limbs. Completely Immune to most poisons.
XP 100 – Do you have an atomic bomb available? Cut this guys head off and it may still talk to you.
Character Classes – More detail will be given once character is picked.
Healer – Has innate ability to heal him or others. Less likely to hit target. Ability increases with lvl. Healing power Intellect based. Begins at 10 XP strength and 30 XP intelligence.
Striker – The fighter. This character is highly skilled melee fighter. More likely to have critical hits. Most attacks Agility based. Begins at 10 XP Energy and 30 XP Agility.
Defender – The wall. This character is a protector. Less likely to hit target. May gain shields that protect party. Hardy and more sturdy than others. Usually a brawler at best. Begins at 10 XP Intelligence and 30 XP Durability.
Projectile – Long range attacker. Highly likely to hit target. Attacks Energy based. Can attack enemies at a distance without moving. Begins at 10 XP Agility and 30 XP Energy.
Leader – Has ability to boost attributes of companions depending on lvl. The speaker. The strategist. Begins with 10 XP Durability and 30 XP Intelligence.
So that is pretty much everything you need to know about creating a character. See below for what a completed character submission should look like.
Eye for an Eye – RP
Character Profiles
Player Attributes – Attributes will rise after every mission.
Agility – Legs
Strength – Arms
Intelligence – Head/Will
Energy – Spirit/Soul
Durability – Body/Endurance
Player Attribute Descriptions
Agility – A player character’s reflex, ability to leap, jump bound or be nimble. Attacking Agility will attack an opponent’s legs in combat.
Strength – A player character’s ability to lift, move, push or pull objects. Attacking Strength will attack an opponent’s arms/hands in combat
Intelligence – A player character’s strategic aptitudes, ability to think on the fly, create or manipulate. This attribute also refers to a character’s mental will. Attacking Intelligence will attack an opponent’s ability to process information or their will to fight.
Energy – Any non-physical power or force that a player character wields. Attacking Energy will sap an opponent’s very life force.
Durability – A player’s characters ability to take physical damage. Attacking Durability will attack an opponent’s torso or sap their physical endurance.
Player Hit Point Levels (HP) – Will rise after every mission.
Lvl 1 – 100
This level will receive 2 special attacks that can be used once per encounter.
Lvl 2 – 200
This level will receive 4 special attacks that can be used once per encounter and one Devastating Attack that can be used when HP is low.
Lvl 3 – 300
This level will receive 6 special attacks that can be used once per encounter and two Devastating Attacks that can be used when HP is low.
Lvl 4 – 400
This level will receive 8 special attacks that can be used once per encounter and two Devastating Attacks that can be used when HP is low and one Devastating Attack during regular HP.
Player Experience Levels (XP) – Will rise after every mission.
20 – Above Average/ Trained
40 – Peak Human/ Master
60 – Meta/ Supernatural
80 – Demigod/ Herculean
100 – Cosmic/ Godlike
Attribute Power Levels
Agility
XP 20 – A skilled athlete; at this level, the character could be a very sought after teacher/trainer of a particular athletic skill. Ex: tumbling, gymnastics, sports
XP 40 – Olympic level athlete; this person would be Michael Jordan, or a gold medalist. This person would be a premier authority on their particular field of study.
XP 60 – Agility begins to verge on superhuman. Untouchable by even a highly trained fighter.
XP 80 – A character of this level begins to perform feats that almost defy the natural laws. This person makes an Olympic athlete look like a n00b. Bullet timing level.
XP 100 – This guy’s regular leaps may clear entire cities, possibly states. A blur of movement. Even someone of superhuman ability would have trouble following even the most lackadaisical of this opponent’s actions.
Strength
XP 20 – Mid to peak strength for a healthy adult who exercises regularly
XP 40 – Peak level human strength to 1 ton.
XP 60 – 1 ton to 25 tons
XP 80 – 25 to 75 tons
XP 100 – 75 to 100+ tons. You’re about to get Hulk’d
Intelligence
XP 20 – Learned. Not a natural intellect, but has developed mind to professor level on any one subject. Knowledgeable in most others. If character has mental powers, he may be able to sense emotions, affect emotions slightly, detect others in vicinity, etc…
XP 40 – Gifted. Intelligence that was inborn and developed. An authority in several chosen fields. If character has mental powers, he may be able to read minds within vicinity.
XP 60 – Genius. Premier authority on anything within standard Earth knowledge. If character has mental powers, he may be able to read minds, influence the mind of one strong willed individual in area or several weak willed individuals in area.
XP 80 – Super Genius. Has all attributes of genius level and begins to understand the workings of otherworldly things. Reed Richards/Doom level here. If character has mental powers, he has all abilities of Genius level and can force will on large groups of weak willed people in a wide area. Or several strong willed individuals in an area.
XP 100 - Astral level knowledge. At this point, don’t even try to understand the mind of this individual. It won’t make any sense to you. Trust me. This is Dr. Manhattan. Good luck with that. If character has mental powers… well… run.
Energy
XP 20 – Able to discharge disabling to lethal energy on contact. Tazer, burning touch, etc, flash bang. Handgun. Police grade stuff.
XP 40 – Short range, lethal, short duration, single energy type. Burst of flame, machine gun, shotgun, hand grenade. Special Forces level stuff.
XP 60 – Medium range, duration, single energy type. Sci fi weaponry. Energy attacks that last two rounds. Affects more than one opponent.
XP 80 – Long Range, long duration, multiple energy types. This person may wield electricity attacks in one hand and cold attacks in another hand or rain fireballs from the sky all over the field of combat. Effects large numbers of combatants. Attacks could last several rounds.
XP 100 – Commands any form of energy available. Can use at least one form of energy attack for the duration of the battle.
Durability
XP 20 – Fairly tough individual. May have some well developed defensive hand to hand techniques or toughened skin (Boxer, wrestler).
XP 40 – Enhanced. Heals at a peak human level. May be immune to certain diseases naturally. SWAT armor or military armor.
XP 60 – Regenerative. Heals non-lethal wounds at an accelerated. May heal a near severe wound to a small wound in a few rounds. Bullets get lodged, may not kill. May heal a few poison effects over rounds.
XP 80 – Bulletproof. Can heal entire limbs. Completely Immune to most poisons.
XP 100 – Do you have an atomic bomb available? Cut this guys head off and it may still talk to you.
Character Classes – More detail will be given once character is picked.
Healer – Has innate ability to heal him or others. Less likely to hit target. Ability increases with lvl. Healing power Intellect based. Begins at 10 XP strength and 30 XP intelligence.
Striker – The fighter. This character is highly skilled melee fighter. More likely to have critical hits. Most attacks Agility based. Begins at 10 XP Energy and 30 XP Agility.
Defender – The wall. This character is a protector. Less likely to hit target. May gain shields that protect party. Hardy and more sturdy than others. Usually a brawler at best. Begins at 10 XP Intelligence and 30 XP Durability.
Projectile – Long range attacker. Highly likely to hit target. Attacks Energy based. Can attack enemies at a distance without moving. Begins at 10 XP Agility and 30 XP Energy.
Leader – Has ability to boost attributes of companions depending on lvl. The speaker. The strategist. Begins with 10 XP Durability and 30 XP Intelligence.
So that is pretty much everything you need to know about creating a character. See below for what a completed character submission should look like.