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Post by Rainstorm & Squirtle on Feb 9, 2004 7:35:54 GMT -5
1. Always use attempts rather than definite hits.
2. You must sometimes get hit by another person, you cannot just keep dodging the blasts. You must get hit from time to time.
3. You must post your transformers profile before playing.
4. Each player can have 3 Transformers characters max. You're characters can be on the same side or on different sides if you wish. You may make Npc's if you wish.
5. Please don't write yourself into the rpg.
6. You may only control you're own characters, you cannot take control of another person's character's without permission from the person.
7. I will make the storylines, please don't try to make you're own. If you have an idea for a main plot, please IM it to me. Sub-plots will be allowed.
8. Gestalt teams--not allowed in the first episode, they may be avalivble in episode 2
9. Your characters are to stay on Cybertron or in Cybertron's orbit. No comminicating with aliens, no going to another planet. A Transformer that transformes into spaceship cannot have lightspeed drive or transwarp drive. The spaceship cannot go too far from Cybertron.
10. The Moderator has the right to break the rules if necisary.
11. Please use common sense when playing in the rpg.
12. You do not have to be constantly playing in the rpg, you can post when you feel necisary.
13. Ships are allowed, but only by mod. permission.
14. If you're going on vacation, please make arrangments with someone to control you're charater till you get back.
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Post by Rainstorm & Squirtle on Feb 9, 2004 7:38:39 GMT -5
Name: Duh!
Faction: Predacon or Renegade Maximal (no ‘ex’ whatever’s please). Also please note that at present tech specs for Maximals are not being accepted and it will rmeain a mod controlled faction.
Function: Is the general field role of your character be it scientist/warrior/spy/tracker/junglewarrior etc etc See below for a list of choices.
Alt Mode: [b/] What animal you're character transforms into. Initially you are all cyberbeasts (meaning metal in robot mode and organic in beast mode). Fuzors are acceptable with the tech spec deductions outlined below. Transmetals are upgrades that are awarded during play. You start off as your basic run of the mill cyber beast as in the show. All Maximal must transform into mammals, herbivore Dinosaurs or sea creatures of some description. Insects, arachnids and carniverous Dinos are for Predacons in the spirit of the show. Sea creatures are a grey area, IM for discussion.
Motto:
Size: Is determined by the size of your animal mode. For example Rattrap is a rat so while in rat terms he is large compared to a gorilla Maximal he is very small still.
(1-10 but be realistic) Strength: (your brute strength) Speed: (Your alt mode speed) Agility: (your robot mode speed) Intelligence: (brains) Fighting Skill: (should be no more that 7 unless you can convince me otherwise, IM for details) Technical/Specialist Skill: (your skill with mechanical and technical things whether it be building or using them. If you put a zero you will struggle with simply opening electronic doors for example.) Endurance: (your general toughness) Special Ability: (you can have a special but I'll be checking to see if I think the points are right for it)
Total: (Must be no more than 44, 40 if you are a fuzor due to the mis-wiring of your protoform.)
Profile/History: Your character's background. please tie it into the current story, ill be checking this carefully so IM me before hand if you have any ideas or questions so as to not be dissapointed.
Abilities/Weapons: If it aint here it aint happening, please declare all skills and posessions, remember if they're too extravagant than they will cost pts! Also if you have ghot a special skill you bought above then list it here. Ill decide whether the pts you have alloacted are jusitifed or not. You have 6 points to spend on weapons from the list below.
Weaknesses: Be it physical, mental etc What is your characters achilles heel?
Appearance: What does he/she/he-she look like?
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Post by Rainstorm & Squirtle on Feb 9, 2004 7:53:50 GMT -5
From L7:
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Post by Rainstorm & Squirtle on Feb 17, 2004 11:29:08 GMT -5
WEAPONS OF WAR
You have 6 points to spend on weapons. Custom weapons at mod discretion (IM for details)
BLASTERS
Light Blaster: More power weapon the pistol, usually used as a side arm. 1pt (Firepower = 3)
Medium Blaster: Average weapon for transformers, can cause a good amount of damage. 2pts (Firepower = 5)
Heavy Blaster: Most powerful blaster, can cause a lot of damage when fired. 3 pts (Firepower = 7)
Sonic Disrupter: Damages circuts and can cause extreme system damage. 3 pts (Firepower = 7)
Sniper Rifle: a powerful weapon that's extremely accurate. 4 pts (Firepower = 8)
Flamethrower: fires a stream of fire. Very damaging at close range and limited power supply. price: 2 pts (Firepower = 8)
Ice blaster: May freeze target, pretty harmless otherwise. price: 2 pts (Firepower = 3)
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SPECIAL SHOTS
Ion blast: Causes temporiary paralisis, pretty harmless otherwise. price: 1pt (Firepower = 3)
Eletro bolts: cause lots of pain and may knock-out target. price: 4pts (Firepower = 8)
Flash-bang gernade: Causes large noises and a huge bang. No damage done, though. price: 1 pt
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LAUCHERS
Small Missile Launcher: Fires a small missile at very high speeds. Causes medium damage. 2pt (Firepower = 4)
Medium Missile Launcher: Fire's a larger missile then s.m.l, dosen't fire as fast, though. causes high damage. 3pts (Firepower = 6)
Large Missile Launcher: Fires a large missile at a medium speed. Causes extreme damage. 4pts (Firepower = 8)
Gernade Launcher: Fires a high-speed gernade at targets. If the gernade dosent hit the target, it sits for 5 seconds, then explodes free shot: gernade. 2 pts (Firepower = 6)
Fireball Launcher: Fires a fireball. 4pts. (Firepower = 7)
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MELEE WEAPONS
Dagger: small blade, capable of light damage. Half a point (Firepower = 3)
Sword: large blade, capable of heavy damage.2 pts (Firepower = 5)
Axe: very sharp weapon, capable of cutting through allmost all materals. 3 pt (Power = 7)
Hammer: Capable of smashing almost anything. 2 pt (Power = 5)
Claws: Sharp, small blades, free with a animal mode. Free (Power = 3)
Jaws: Sharo teeth, free with animal mode. (Power = 3)
Club: A blunt weapon, able to knock out almost anything. 1 pt (Power = 3)
Whip: Dosen't cause much damage, but causes a lot of pain. 1 pts (Power = 3)
Buzzsaw: fast moving blades, can cut through most materials. 3 points (Power = 6)
Throwing Stars: Tiny, star-shaped, blades. Limtied supply, just don't go crazy. 3pts (Firepower = 6)
Bolo: Mace meant for throwing, can tie up subject. 2pts (Firepower = 3)
Spikes: Can be thrown or fired out of a weapon for an extra point, can seriously damage a transformer if hit in the right spot. Limited supply. 2pts (Firepower = 5) 3pts with launching capabilities (Firepower = 7)
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Post by Rainstorm & Squirtle on May 29, 2004 18:41:41 GMT -5
Additional Rules
Transmetals (TM1): This is awarded as a bonus to players by the GM's discretion. No stat increases are involved rather it simply provides the character with a shiney metal body that is immume to energon build up meaning that they can stay in robot mode as long as they wish. Also the character can have a third 'vehicle' mode. In the spirit of BW this is based on their beast mode rather than a third extra transformation. So a dinosaur may have roller skates ala Megatron, or a cheetar with jetwings so it can fly for example.
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