RULES AND GAMEPLAY INFORMATION:
The RPG rules:
You post your actions, I will decide your consequences by the dice...
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Post1, Location1, Action: A attempts to poison B's drink in a nightclub.
Post2, Location2, Action: C tries to run from monster.
(For whatever reason, Mort has yet to post results of actions, and you're itching to make a post)
Post3, Location1, Description: The DJ was inspired that night. The music blasting off the loud speakers had almost everybody on the dance floor. Would B fall for it?
__________________________________________________ _____
BTW, you don't have to specifically write "A tries to do this". It can be in the form
That was it. A could no longer take the noise. He picked up his phone and called the police."
However, since this is dice based, make sure you limit yourself to only one "action" at a time, and, if the action is "hidden" in some convoluted narrative, just put an extra line in the form
Action: A tries to do this.
This is a Mafia RPG but lynching is not possible... But you can group up against one member of the other side and try to kill him...
Example : F1 belongs to Factory and teams up with S, who belongs to System. They both attack F2 who belongs to Factory. F1 uses weapons on F2.
Who dies? F2
Also random killing is forbidden (NPC and Players). The militia will come for you if you randomly start a bloodbath... Then you have no other choice but flee... And you have to change from legal job to illegal job...
In the beginning there is an independant seer (as well as shaman and witch) who you can pay for. But the information cost money and depends on the dice (1-6). Later, the Cyclop can gain seer abilities with his Special ability...
Each side will have equal players. That means if we have 12 players there will be six on the System side (townies) and six on the Factory side (mafia). But none side has advantages over the other... And no one knows each others side in the beginning...
To defeat a dragon you need three persons, that's right. But you can pay independant mercenaries (which lower your chance) or team up with members of your side on every quest with enemies that need more than one person...
As Ziazca mentioned the old mafia rule is intact that you can fool others about your role. So you can team up with System agents though you're in reality a Factory agent... Until they find out... ANd of course, that's a very dangerous game...
Of course you can communicate in a normal way, like saying 'Hello' to each other and so on... Only if you want to ask the other one about his side (you wisper him into the ear, lol) then it will be through PM... Every other dialogue is open to everyone...
And don't worry, I'll spend some hours since I got nothing special to do right now... Just writing some stuff...
You can lie of course, but I won't reveal your roles. I'm independent and won't tell if you lie... If someone is revealed by anyone, I will mention it at the beginning of each round like in the Mafia game... Of course, you can openly say that 'Person A' is a System agent and then let the others investigate... That's a possibility, too...
Private conference and telephone talk:
Normal conversations can be seen by anyone, written on the board...
If Player A meets Player B for the first time and wants to know what side he's on, he writes me a PM, like this for example:
Quote:Originally Posted by Player A
Hey, I would like to know if you're system or factory.
I'll post this quote to Player B... Then he can reply to Player B by sending another conversation...
Quote:Originally Posted by Player B
I tell you if you do this and this for trust.
After both know each other (or not), Player A can reveal Player B's identity when he meets Player C, and so on... Until everyone knows the position of each other...
The apartment will depend on the job you chose... And you will find some items in that apartment too... Btw, you can heal yourself by five health points for each night of sleep in your apartment...
I will tell tomorrow about items and weapons, but not all because some will stay a secret till you find them...
Everything will be decided by the gamemasters dice:
1 - fail
2 - unlucky
3 - close
4 - effective
5 - lucky
6 - epic win
CHARACTERS
Character Board Images
Every character has 100 Lifepoints aka 100% Health...
You can't be a magician but you can make use of magic items...
If you find something funny then tell me... The numbers refer to every dice roll and will be added or removed... The other abilities ones just define your actions. The Special abilities have to be found in side-quests later in the game...
Human: Normal appearence. Can vary in skin color.
+1 on conversations and secrets
-1 on grudges and poison
Positive attribute: Can repair and find stuff easily
Negative attribute: Can't use magic weapons or artefacts
Special ability: Can resurrect one team-memberper round or battle. Dice rules about effectiveness.
Elf: Thin and slender, mostly higher than the average human. There are Nightelves and Bloodeleves.
+1 on speed and movement
-1 on fightin several enemies
Positive attribute: Can heal other members with singing.
Negative attribute: Elfs are narcissistic. If they are bothered with dirt, blood or anything else ugly they get negative attributes (belongs to the situation)
Special ability: Can transform into Banshee and learn Death scream. Your enemy will die in an instant if it hears the scream. Not effective at monsters, gargoyles, robots and dragons but can harm them...
Dice will rule about effectiveness...
Dwarf: Small but bigger and tougher than gnomes.
+1 on axe fights
-1 on being hit with magic.
Positive attribute: Can repair magic artefacts.
Negative attribute: Can't be very fast.
Special ability: Can make himself invisible. Dice rules about time and effective.
Ogre: Ugly face and very fat. Has green skin, sharp ears and teeth.
+1 on close combats
-1 on fighting elfs
Positive attribute: Can be fearful.
Negative attribute: Can't see very good at daylight
Special ability: Can shock enemies and stun them. Dice rules.
Cyclop: Like a normal human only with one eye.
+1 on hitting the enemy far away.
-1 on close combat.
Positive attribute: Has Nightsight.
Negative attribute: Is pretty useless when stunned or hurt in the eye.
Special ability: Can see into the future. Dice rules about effectiveness.
Werewolf: A normal human who can transform into a werewolf.
+1 on close combat when in werewolf mode
-1 on being hit by a maschine gun.
Positive attribute: Can transform into a werewolf for several hours.
Negative attribute: As a wolf you can't ask others for team up... The 'lonely wolf'...
Special ability: Can transform into an invincible Uber-Werewolf. Dice rules about time and effectiveness.
Vampire: Pale skin, red eyes and gotic clothes. Wearing shades during daylight.
+1 on close combats with swords.
-1 on every action during daylight or crossing water.
Positive attribute: Can jump very high. Also jumping off high buildings.
Negative attribute: Is always thirsty for blood. -20 hp per round if not drinking blood.
Special Ability: Vampires can convert every enemy NPC or Player... Dice rules about effective.
The converted stays the slave of the vampire for one round. After that he leaves again but will stay a mutant (double species) with all positive as negative abilities...
Gnome: Very small and shriveled. A salers type.
+1 on sale deals
-1 on fighting trolls
Positive attribute: Has lucky days.
Negative attribute: Can't stand the smell of orks, orgres and trolls.
Special Ability: Can have Uber-Luck in battles. Dice rules.
Ork: Has scaly skin and small tusks. The same size as a human but tougher.
+1 in defense
-1 in fighting elfs and dwarfes
Positive attribute: Is very protective in battles.
Negative attribute: Can't stand the smell of dwarfes and elfs.
Special Ability: Can transform into an invincible Berserker. Dice rules about time and power.
Troll: Very very high. Has large tusks and ears. Often has to crouch in smaller areas.
+1 in combats
-1 in every other action
Positive attribute: Trolls can carry more than two weapons.
Negative attribute: Trolls don't fit everywhere.
Special Ability: Trolling. Every NPC gives up or tells you everything he knows. Dice ruled
Rednight only:
Crocodile Chimera: Very high and big. A mix off Crocodile and Human. Chimeras are animals that can merge into human form.
+2 in combats
-2 in every other action
Positive atrribute: Can change his form from human to crocodile
Negative attribute : Is a total stranger in the human world.
Special Ability: Uber Crocodile, double the size of normal appearence. Dice rules about time and power.
The Jobs
The legal jobs give you regular money and it's safe, but you won't earn that much.
The illegal jobs will get you more money (if you are lucky), but you have to look out for the danger that come within.
You don't need to make those jobs, they will be automatically and only place you into the environment. But each job offers little side-quests for extra money you can attend to or not...
Example: Player A is a detective. At the end of each round he will get his regular money without doing anything. But if he takes a side-quest he can earn something extra.
Player B is a drug dealer. He depends on the dice. At the end of each round the dice will rule how much he earned and if the police or other criminals are after them.
And he can play side-quests too to earn extra...
Legal jobs:
- Militia
- Detective
- Gogo Dancer
- Street worker
- Journalist
- Photographer
- Merchant
- Bouncer
- Barman
- Bounty Hunter
Illegal:
- Drug Dealer
- Terrorist
- Robber
- Mercenary
- Pimp
- Pocket Thief
- Black Market Salesman
- Assasin
- Thug
- Gang member
Every job will run automatically, you don't need to fullfill them only side-quests if you want.
At the end of each round you will receive auto money, the illegal jobs depend on the dice but will receive more than the legal if lucky...
On Money
The currency is called credit. The standard is 5, 10, 20, 50, 100, 200 credit. The bigger the enemy the more credit, up to 10 000 credit...
You can pay cash or with your creditkey. You can upload infinite money on your creditkey and it's protected but you need to do at in a bank. When you run around with cash money you can be robbed and then lose all. That is a risk...
On Enemies
As said there will be some categories of enemies.
NPC enemies and Ghouls: Can be everything, divided in three classes.
Examples:
Easy: Ratdigger the Streetrobber comes with a knife and a weak pistol. You can kill him as rookie
Normal: Golgot the Killerelf comes with a MP and a sword. You need to upgrade with bigger weapons and armour to kill this one. Or you team up.
Hard: Brutalkowski the Trollvampire Mutant comes with a Gatling Gun and Chainsaw. You need to be pro to kill him or several team members.
The fighting options: Attack Defend Item Run. You have to specifically write your actions btw... Of course you can talk during fights...
You can either rent a mercenary that will accompany for several hours (1-6) and that will be as strong as much as he/she costs... Or you can team up with a member player that you found out belongs to your side...
Other enemies:
Monsters, Robots, Gargoyles and Players of the Other Side: You need at least two players to kill one od these.
Dragons: You need at least three players to kill them.
HERE ARE THE WEAPONS:
Guns (Number stands for damage, Ammo for Max. Load of magazine):
1) Mosquito. Ammo 5
2) Ladybug. Ammo 4
3) Stinger. Ammo 2
4) Poison Injektor. Ammo 4
5) Snake. Ammo 6
6) Bugger. Ammo 7 + Laser Pointer (+1 on target)
7) Infini. Ammo 8
Baraka. Ammo 12
9) Colbert. Ammo 13
10) Dingo. Ammo 14
11) Robocopper. Ammo 16 + Laser Pointer (+1 on target)
12) Cobra. Ammo 15 + Laser Pointer (+1)
13) Vertigo. Ammo 6 (+2 in close combat)
14) Roller MP. Ammo 18 + stock (+1 on target, +1 on fire rate)
15) Desperate Housewife MP. Ammo 18 + silencer (+ on fire rate, +1 on silence attack)
16) UZI. Ammo 30 + stock (+1 on target)
17) Bengal Tiger. Ammo 25 + Laser pointer (+1 on target)
1Sawed Shotgun. Ammo 8 (+2 in close combat)
19) Automatic Shotgun. Ammo 10 (+2 ic close combat, +1 in fire rate)
20) Niko Light MG. Ammo 30 (+1 on target)
21) Fabric Panther MG. Ammo 35 + stock and laser pointer (+1 on target, + on silence attack)
22) Street Custom Panther MG. Ammo 40 + stock (+1 on target)
Sniper Rifles:
13) Danube Sniper. Ammo 8 + lens (+2 on target from far away)
23) Piker Special Sniper MG. Ammo 12 (+3 on target from far away)
Assault Rifles:
24) FN Scar: Ammo 30 + stock (+ 1 on target)
25) TDI Kiss: Ammo 50 + stock (+ 1 on target)
26) M4 : Ammo 30 + stock + lens (+ 1 on target, + 2 from far away)
27) Steyr Auge: Ammo 35 + stock + lens (+ 1 on target, + 2 from far away)
2XM8: Ammo 35 + stock + nightvision lens (+ 1 on target, + 2 from far away, +1 in night)
29) SMG 90: Ammo 50 + lens + stock (+ 1 on target, + 2 from far away)
30) AK-47: Ammo 45 + stock (+1 on target)
31) M16 with Grenate launcher: Ammo 30 + 5 grenades + stock (+1 on target)
32) AK-107: Ammo 45 + stock + 4 grenade launcher (+1 on target)
33) Fin 2000: Ammo 30 + nightvision lens + stock (+ 1 on target, + 2 from far away, +1 in night)
34) Dragonov Sniper MG. Ammo 20 + lens + stock (+3 on target from far away)
35) M4 Ultra: Ammo 30 + 5 grenades + nightvision lens (+ 1 on target, + 2 from far away, +1 in night)
36) M16. Ammo 40 + stock (+1 on traget)
Heavy & Special weapons
3Tunguska Heavy MG. Ammo 80 (+1 on target)
Special weapons:
40) Multi grenade launcher. Ammo 6
42) Rocket launcher + lens (+2 from far away, Ammo max 3)
44) Harpune Ammo 80 (ammo can be recollected)
46) Minigun. Ammo 800
4Flamethrower. Ammo 60
50) FBFG. Ammo 100 (+1 on target)
Handgreandes (10 damage): Splitter, Napalm, Poison (Stink) Gas and Light
Melee weapons (only close combat):
1) Knife or knuckles
2) Hidden dagger or steel batton
3) Rusty Katana or Stiletto
4) Throwstars or Butterfly
5) Army Knife or Club
6) Shuriken or Crowbar
7) Special OPS Knife or 2 Batons
Unbreakable Army Knife or Machete
9) Taser or Double Hand Scythe
10) Small Katana or Katar
11) Long Katana with sawed edge or Morning Star
12) Taser Club or Warhammer
13) Big Warhammer
14) Nunchaku!
15) Forget that name...
16-1Vampire Scythe
19) Exploding Bola
20) Chainsaw or Waraxed
21) Multi Morning Star
22) Dwarf Axe
23) Electric Whip
24) Future Axe
25) Future Warhammer
26) Dwarf Elder Axe
27) Edged Troll Club
2Electric Grinder
29) Electric Chainsaw Sword
30) Electric rotating Killeraxe or Damascus Katana
Mythical Katanas:
32) Uchigawa
33) Damascus Uchigawa
34) Uchigawa Tsabasa
35) No Tachi
40) Yagira No Tachi
Magic weapons:
41) Legendary Axe
42) Bat Axe
43) Elf Axe
44) Grim Reapers Scythe
45) Elf Scythe
46) Legendary Troll Axe
47) Legendary Ogre Axe
4Legendary Cyclop Axe
49) Blue Gargoyle's Axe
50) Red Gargoyle's Axe
51) Green Gargoyle's Axe
52) Dragon Eater
53) Red Dragon Sword
54) Green Dragon Sword
55) Gold Dragon Sword
56) Blue Dragon Sword
5Grey Dragon Sword
70) Black Dragon Sword
Take your time looking through. Number of weapon = Damage.
Health items (Number = Healing effect):
5) Health Patch
20) Health Drink
Other Items:
- Have to be found and often have secret abilities...
Non Player Characters:
- About 1000 people who can give you information, help, can be rented as mercenaries are have to be fought.
- Ghouls/ Zombies : At cemetaries. Can be fought for money.
- Ghosts : Can't be fought. Have to be avoided for grudges.
- Monsters/ Robots : You need two people to fight one of them. But if they are friendly you can talk to them either. Mostly found in dungeons or abandoned places.
- Gargoyles : Servants of the dragons. Can be fought only with two people.
- Dragons : Every flag will be protected by dragons. Dragons are programs who can use cheat-codes during fight. Dragons can only be fought with three people minimum.
- System/ Factory agent : Can only be fought with two people. It can be NPC or Players.


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