The world governments try to keep organized civilization intact. All the while, the various advanced steampunk societies of the world are fighting wars and chipping away at each others infrastructure. In every city, every town, warships can be seen in the air, and the rumbling of subterranean tanks can be heard. You are a mercenary who is hired by one of the nations, known as "Gozara" to all, and you are put in a squadron of other mercenaries. As you get shipped off to the front line in a subterranean tank, one of your allies says that the nation you're fighting, Udiston, has started deploying monsters to the battlefield. You're appalled at this, but before you have a chance to reply, your tank bursts out of the ground, and you rush to the battlefield.
There are five classes in Dystopia RPG. (Note: these are the starting stats, and can be changed by leveling up, equipping new equipment, and things of that nature.)
Footsoldier
Footsoldiers are the default class. They have a good balance between offense and defense, and have medium health.
Stats
HP: 35/35
Attack:3
Defense: 3
MP: 10/10
Equipment: Weapon: Infantry Rifle Atk+3 Armor: Military Armor Def+3
Skills: Double Tap (shoots enemy twice, costs 3 MP) Stimulant (doubles damage of attacks for the next turn, costs 4 MP)
Shocktrooper
Shocktroopers are a close assault unit with very high attack and high MP, yet low defense.
Skills: Full Auto (pumps a whole clip into an opponent, triple damage attack, costs 6 MP) Napalm Shot (reloads weapon with a clip of napalm bullets, doubles damage for next three attacks of for one Full Auto, adds fire damage, ignores armor, costs 10 MP)
Paladin
Paladins are warrior-medics with high MP, HP, defense, and healing magic, yet very low attack.
Skills: Kick (kicks the enemy, stuns them for the turn, allows for a second action, costs 3 MP) Heal (heals one character for 5 health, costs 3 MP) Medicate (heals all characters fully, costs 20 MP)
Yari
Yaris are energy weapon and mage units, using offensive magic to crush their opponents. They have low health, however, and their regular attack damage is halved.
HP: 20/20
Attack: 2 (physical attack damage halved)
Defense: 2
MP: 40/40
Equipment: Weapon: Laser Rifle Atk+4 (magic damage x1.5) Armor: Cybernetic Armor Def+2 Special: Energy Node (10% chance to let a skill be used without MP cost)
Skills: Shock (charges the enemy with electricity, does normal damage, costs 5 MP) Incinerate (destroys an enemy with sheer force, does quadruple damage, costs 15 MP) Snap Freeze (stuns an enemy, does normal damage, costs 7 MP)
Close Combat
Close Combat units are outfitted with powerful magic and attacks. They are considered expendable, so they have only the most basic MP training.
Skills: Blaze (chars an enemy with a flamethrower blast, does double damage, costs 6 MP) Plasmid Blast (hits an enemy with an energy blast, does triple damage, costs 8 MP)
As you level up a class, you will learn new skills, but some skills are weapon-exclusive. Also, your MP and HP will go up. In addition, you will be able to increase either your attack or defense permanently by one point. Here is a link to the Dystopia RPG website.
Hmm...1 question: Uhhhhhhh do like different weapons have different things? Like, it would just be weird shooting a bolt action sniper rifle twice in a row in a short time with duoble tap, you have to reload the bolt after every shot, but sniper rifles usually have high accuracy and damage, and range. Machineguns, usually aren't as powerful as say a sniperrifle, but they usually shoot lots and lots and lots of bullets, so just firing two bullets out of one...underpowered...regular guns, ok.
You run backward while shooting grenades at thre engineers. They start to deploy a Cleansing Explosive, but the door shuts in time for the blast to be redirected at THEM. You hear some screaming, and you go back in. Ashes line the walls, and there is nothing to salvage. You continue, and come to the bridge. The soldiers immediately notice you, and by the order of the Commissar, they all line up and attack! Boooooooooosssssssssssssssss Fight! Udiston Soldier 40/40 hp Udiston Paladin 80/80 hp Udiston CC 55/55 hp Commissar Grensaldar ????/???? hp --------- Kain's eyes narrow to slits as he looks at the Commissar. "You will die this day. The Dynamo will fall. . .by my hand!" Kain drains the life from the paladin! 150 damage! The paladin dies. Kain incinerates the soldier! 200 damage! Kain rips the flamethrower out of the CC's hands, and destroys it! The CC now has no weapon! --------- The Commissar stares directly at Kain. "You will fail. The life will be sucked out of your land. The life will wither and die. And you will be left to wander the wreckage forever!" Commissar Grensaldar takes out a strange device and points it at Kkain. A beam shoots oiut of it! 30 damage! Kain's pupils dilate slightly, and he appears weaker. -------- Player turn. The story will be EPIC in the end.
Hmm...1 question: Uhhhhhhh do like different weapons have different things? Like, it would just be weird shooting a bolt action sniper rifle twice in a row in a short time with duoble tap, you have to reload the bolt after every shot, but sniper rifles usually have high accuracy and damage, and range. Machineguns, usually aren't as powerful as say a sniperrifle, but they usually shoot lots and lots and lots of bullets, so just firing two bullets out of one...underpowered...regular guns, ok.
Actually, double tap is a weapon skill. You lost it when you equipped the sniper rifle, and it was replaced with headshot.
Amm...inject Napalm in the CC and than knock the Commissar uncontius before Kain does something stupid,than I ask him(Kain)what dynamo was he talking about while I tie the Commissar on a chair and make sure he doesn't have any more strange devices on him.
Name: Laela Class: ShockTrooper Level: (3) HP:26/26 Attack: 6 (+18) Defense: 2 (+6) MP: 37/37 Equipment: Weapon: Grenade Launcher (+18 Atk) Armor: Granite Shield (+6 Def) Skills: Full Auto (3x damage, -6MP) Napalm Shot (2x damage for 3 attacks/1 Full Auto attack, -10 MP) Headshot (-10%accuracy, x4 DMG, -7 MP)
I guess we'll let BURN do his thing but i'll drag Kain away from the Commissar and then stand guard by the chair so the Commissar doesnt try any funny business whilst Kain tells us about the Dynamo.
You go prone and shot the Commissar in the head, but you miss. -------------- You inject napalm into the CC, dealing 75 damage! The CC is dead. ---------------- You knock him out, or at least try. You hit him hard enough to daze him, and tie him up. He stays there. dazed, for quite a while. -------- "You haven't heard of the dynamo? Oh right, you're mercs, they don't tell you stuff. It is a machine that is being used to power the ultimate war weapon. It's fueled on life energy. They've been literally sucking the life out of the land here in Gozara, in order to power this dynamo. Once it's fully operational, then Udiston will use it to activate their Cleansing Machine and kill every other nation in the world. We must stop them." ---------- The commissar sneakily takes a knife out of his sleeve, and cuts himself free! He then steps up and shoots four rounds directly at Kain! Kain slumps to the floor. He takes three medkits, and uses them to patch himself up, before passing out. ------------ Angry Commissar ???/??? hp vs. all you guys not Kain ----------- The commissar slices Laela in the chest with a cleaver! 13 damage! He then throws a pulse grenade at BURN, dealing 35 damage! Player turn. Kain comes to and says, "I'll make it, but I'll be out for a while. For now, this!" Kain incinerates the Commissar 3 times, dealing a total of 450 damage! Player turn.
That's one tough commissar...i dart at him and hit him with my cannon,than I do a doble napalm injection while stuffing a grenade in his armor.Than I go back, and take cover.(turn isn't over yet right?)
The cannon hit dazes him, then you do one napalm injection for a total of 100 damage. When you try to do the second, however, he picks you up and throws you against the wall before shooting you for a total of 20 damage! Also, please post your sheet at least once per page. . . .
- Name: BURN - Level: [4] - Class: Close Combat Specialist - HP: [40/40] - Attack: [10] (2x Attack Damage) - Defense: [3] - MP: [2/22] - Weapon: Napalm Cannon (Attack +15) (2x Physical Attack Damage) - Armor: Speed Suit (Defense +1) - Skill 1: Blaze (2x Damage, -6 MP) - Skill 2: Plasmid Blast (3x Damage, -8 MP) - Skill 3: Inferno (3x Damage, -7 MP, 30% Critical Hit Rate) - Skill 4: Napalm Injection (x5 Damage, -10 MP) ===================================================================== I use a medkit before I die (I don't know how much HP is that)Than I'll just continue shooting him with normal attacks and using my Speed Suit to dodge all his attacks...
Name: Bob HP: ??/40 Attack:4 Defense: 4 MP: 11 I think/18 Equipment: Weapon: Carbine Atk+8 Armor: Military Armor Def+3 Skills: Double Tap (shoots enemy twice, costs 3 MP) Stimulant (doubles damage of attacks for the next turn, costs 4 MP) Headshot (-10% accuracy, x4 DMG, -7MP)
Due to erm...problems with headshot, shoot the commisar with the carbine because sniper rifles aren't exactly ah, accurate in close combat...double tap.
You dswap your weapon, and shoot him twice in the chest! You del only 16 damage, but knock him on the ground, and he is vulnerable for a short smoiunt of time! ----- BURN is healed, then blasts him with napalm when he's on the ground! +10 damage! 25 damage! ------- The Commissar is dazed, and can't act this turn. Player turn.
You grab your sniper, and put the barrel to his head. You shoot! The Commissar takes 300 damage. ------- The Commissar slumps down, dead. You feel the airship start to falter in the sky, so you take the wheel! --------------- Bob leveled up! hp increased to 45! mp increased to 22! one stat point! You can now use sidearms (pistols and the like.) ---------- Chapter 3: Free! In this chapter, you start out manning an airship. You have many different places to travel. Where will you go first? Gozara Derstaton Takanoa Uncharted Island 1 Uncharted Island 2 Inhabited Island Gwehrstag Mt. Leifrad Healer's Home