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Post by Hoist on Jul 27, 2004 12:40:33 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 Hoist on Jul 27, 2004 12:52:22 GMT -5
[glow=red,2,300]Autobot & Decepticon Transformers (Cons = MODS ONLY)[/glow]
SIZE AND ALTERNATE MODES
Minibot 0 pts Normal 0 pts [Sideswipe], Large Normal 0 pts [Trailbreaker/Seeker] Deluxe 1 pt [Prime/Megs] Ultra 2 pts [Ultra Magnus/Jetfire] Ultra Plus 3 pts [Between Ultra and Devistator/Gesault]
For Triple Changers and any character with more then one alternate mode, it now costs 1pt for each extra mode. If you turn into a jet, a car and a boat, thats 3 pts.
******************************************** Firepower and Gun Types
When making a tech spec, firepower and the type of blaster weapon you carry go hand in hand. A small blaster can not have the firepower of 10 and a heavy blaster can not have the firepower of 1. Here is the ranking….
Small blaster/Small missiles launcher = fp between 1-3 Medium blaster/Medium missiles launcher = fp between 4-6 Heavy blaster/Heavy missiles launcher = fp between 7-10
Players are allowed to spend their points on more then one weapon. On your tech spec, your firepower listing should reflect your most powerful weapon. For example if you have a small blaster and a heavy blaster, your firepower is between 7-10, based on your most poweful weapon your heavy blaster If you wish to make up a custom weapon then use the list as a guide line and contact a GM to finger out a price for your weapon.
Blasters
Light Blaster: Side arm. 1pt (Firepower = 1-3)
Medium Blaster: Average weapon for a Transformers. 2pts (Firepower = 4-6)
Heavy Blaster: Powerful blaster rifle. 3 pts (Firepower = 7-10)
Sonic Disrupter: Uses sound attacks 3 pts (Firepower = 7-10)
Semi-Automatic: Rapid fire weapon. 3 pts (Firepower = 1-3/4-6)
Chain Gun: a bigger and badder verison of the semi-automatic. 5 pts(Firepower = 7-10)
Sniper Rifle: Accurate Weapon. 4 pts (Firepower = 7-10)
Flamethrower: Spits bursts of fire. price: 3 pts (Firepower = 7-10)
Ice blaster: May freeze target, pretty harmless otherwise. price: 2 pts (Firepower = 1-3)
Cannon: extremly powerful weapon. (Needs mod permission to buy). 5 pts. (Firepower = 7-10)
Special Shots
Ion blast: Causes temporiary paralisis, pretty harmless otherwise. price: 1pt (Firepower = 1-3)
Electro bolts: Causes a painful, shocking experinece. 4pts (Firepower = 7-10)
Launchers
Small Missile Launcher: Fires 8 small missile. 2pt (Firepower = 1-3)
Medium Missile Launcher: Fires 4-6 medium missiles. 3pts (Firepower = 4-6)
Large Missile Launcher: Fires 2 large missile. 4pts (Firepower = 7-10)
Gernade Launcher: Fires 5 gernades. 2 pts (Firepower = 4-6)
Fireball Launcher: Fires fireballs. 4pts. (Firepower = 7-10)
Melee Weapons
Dagger/Small blade: Half a point (Firepower = 1-3)
Sword: 2 pts (Firepower = 4-6)
Axe: Very sharp weapon. 3 pt (Firepower = 7-10)
Hammer: 2 pt (Firepower = 4-6)
Claws and Jaws: Sharp, small blades, free with a animal mode. Free (Firepower = 1-3)
Piledrivers 1.0: Delivers 8,000 lbs. of force. 3pts (Firepower = 4-6)
Piledrivers 2.0: Able to cause earthquakes. 5 pts. (MOD permission) (Firepower = 7-10)
Club: A blunt weapon. 1 pt (Firepower = 1-3)
Whip: Dosen't cause much damage, but causes a lot of pain. 2 pts (Firepower = 1-3)
Throwing Stars: Tiny, star-shaped, blades. 3pts (Firepower = 7-10)
Spikes: Can be thrown or fired out of a weapon. 2pts (Firepower = 4-6)
********************************************
POWERS
Remember not to abuse powers. They have time and energy limites so don't go crazy.
Invisiblty: Turns 'formers invisible price: 3 pts
Teleportation: Can move from one place to another instantly.(Max teleportaion range 2.5 miles.) price: 2 pts
Ghost: Turns invisible, and can move through walls, can't fight in this mode, you're fist or shot will go right through the target. Mod. permission. price: 3 pts
Vampire: Drain the energy from another transformer. price: 3pts
Energon Shield: Can deflect most laser shots. Price: 3 pts
Hologram generators: Can create holograms and control them. Eats energon though. price: 3pts
Alternate Form Resizing: 1 pt to carry 1-3 ppl, 2 pts for 4-6 ppl, 3 pts for 7-9 ppl, 4 points for 10-12 ppl. Shrinking costs 1 pt.
********************************************
FUNCTIONS
Just a list of functions here provided by Sunstreaker of TF: Civil War, to help you design your character as to what he can do. Remember, Warrior cla$$ is automatic if you wish so feel free to pick whatever function you desire. One function per character with the exception of Minibots who can have 2. More functions need GM permission. And if there is a function I missed or one you wish to make up, please contact me before hand. Points are not needed for functions.
Communication Demolition Architect Maintenance Search and rescue Scientist Security Theoretician Geologist Recon Data Courier Doctor Scout Interceptor Communications Survivalist Gunner Spy Metallurgist Interrogation Archivist Saboteur Tracker Demolitions Transport Special Ops Transport Mechanical Engineer Construction Engineer Thief Surgical Engineer Materials Fabricator Mining Salvage Construction Engineer Espionage Recon Biomech Engineer Mercenary Computer Programmer Tracker Weapons Supervisor Tactician Supply Procurer Scout Decoy Munitions Expert Saboteur Audio Correspondent Munitions Expert Weapons Expert Asteroid Miner Strategist Data Processor Hunter Detective Data Collector Chemical Engineer Scientist Enforcer Hypnotist Chemist Messenger Video Correspondent
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Post by Hoist on Jul 27, 2004 13:00:51 GMT -5
[glow=blue,2,300]Zentradi[/glow]
SIZE AND ALTERNATE MODES
Normal 0 pts [Sideswipe], Large Normal 0 pts [Trailbreaker/Seeker] Deluxe 2 pt [Prime/Megs] Ultra 3 pts [Ultra Magnus/Jetfire] (Permission needed: You need a very good reason why) Ultra Plus 3 pts [Huge unstoppable almost - MODS ONLY)
********************************************
WEAPONS OF WAR
Firepower and Gun Types for Zentradi Mech Suits
When making a tech spec, firepower and the type of blaster weapon you carry go hand in hand. A small blaster can not have the firepower of 10 and a heavy blaster can not have the firepower of 1. Here is the ranking….
Small lasers/Small missiles launcher = fp between 1-3 Medium lasers/Medium missiles launcher = fp between 4-6 laser blaster/Heavy missiles launcher = fp between 7-10
Players are allowed to spend their points on more then one weapon. On your tech spec, your firepower listing should reflect your most powerful weapon. For example if you have a small blaster and a heavy blaster, your firepower is between 7-10, based on your most poweful weapon your heavy blaster If you wish to make up a custom weapon then use the list as a guide line and contact a GM to finger out a price for your weapon.
Lasers cannon attatchments:
Light attachment: 1pt (Firepower = 1-3)
Medium attachment: Average weapon for a Zentradi. 2pts (Firepower = 4-6)
Heavy attachment: Powerful blaster rifle. 3 pts (Firepower = 7-10)
Chain Gun attachment: a bigger and badder verison of the semi-automatic. 5 pts(Firepower = 7-10)
Flamethrower attachment: Spits bursts of fire. price: 3 pts (Firepower = 7-10)
Freeze Ray attachment: May freeze target, pretty harmless otherwise. price: 2 pts (Firepower = 1-3)
Cannon: extremly powerful weapon. (Needs mod permission to buy). 5 pts. (Firepower = 7-10)
Special Shots
Ion blast: Causes temporiary paralisis, pretty harmless otherwise. price: 1pt (Firepower = 1-3)
EMP blast: Knocks out opponents sysytems lasting 30 earth minutes. (Fire-power = 4- 6
Electro bolts: Causes a painful, shocking experinece. 4pts (Firepower = 7-10)
Launchers
Small Missile Launcher attachment: Fires 8 small missile. 2pt (Firepower = 1-3)
Medium Missile Launcher attachment: Fires 4-6 medium missiles. 3pts (Firepower = 4-6)
Large Missile Launcher attatchment: Fires 2 large missile. 4pts (Firepower = 7-10)
Gernade Launcher/attacment: Fires 5 gernades. 2 pts (Firepower = 4-6)
Fireball Launcher: Fires fireballs. 4pts. (Firepower = 7-10) (MOD permission)
Melee Weapons
Sword arm:: 2 pts (Firepower = 4-6)
Axe arm: Very sharp weapon. 3 pt (Firepower = 7-10)
Hammer attachment (for arm): 2 pt (Firepower = 4-6)
Claws: Sharp, small blades. 2 pt (Firepower = 1-3)
loader arms (think Ripley's loader in Aliens): 1 pt
********************************************
FUNCTIONS
Just a list of functions here provided by Sunstreaker of TF: Civil War, to help you design your character for your character who controls your zentradi suit, and as to what he can do. Feel free to pick whatever function you desire, one function per character. More functions need GM permission. And if there is a function I missed or one you wish to make up, please contact me before hand. Points are not needed for functions.
Communication Demolition Architect Maintenance Search and rescue Scientist Security Theoretician Geologist Recon Data Courier Doctor Scout Interceptor Communications Survivalist Gunner Spy Metallurgist Interrogation Archivist Saboteur Tracker Demolitions Transport Special Ops Transport Mechanical Engineer Construction Engineer Thief Surgical Engineer Materials Fabricator Mining Salvage Construction Engineer Espionage Recon Biomech Engineer Mercenary Computer Programmer Tracker Weapons Supervisor Tactician Supply Procurer Scout Decoy Munitions Expert Saboteur Audio Correspondent Munitions Expert Weapons Expert Asteroid Miner Strategist Data Processor Hunter Detective Data Collector Chemical Engineer Scientist Enforcer Hypnotist Chemist Messenger Video Correspondent
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Post by Hoist on Aug 29, 2004 6:51:50 GMT -5
[glow=green,2,300]Earth Military: (MODS ONLY)[/glow]
Firepower and Gun Types
When making a tech spec, firepower and the type of blaster weapon you carry go hand in hand. A small blaster can not have the firepower of 10 and a heavy blaster can not have the firepower of 1. Here is the ranking….
Small blaster/Small missiles launcher = fp between 1-3 Medium blaster/Medium missiles launcher = fp between 4-6 Heavy blaster/Heavy missiles launcher = fp between 7-10
Players are allowed to spend their points on more then one weapon. On your tech spec, your firepower listing should reflect your most powerful weapon. For example if you have a small blaster and a heavy blaster, your firepower is between 7-10, based on your most poweful weapon your heavy blaster If you wish to make up a custom weapon then use the list as a guide line and contact a GM to finger out a price for your weapon.
Blasters
Light hand gun: Side arm. 1pt (Firepower = 1-3) Shotgun: Average weapon, 2pnts (Firepower = 2-3) Basic Laser Pistol: Side arm. 1pt (Firepower = 3) Medium laser: Average weapon for a Transformers. 2pts (Firepower = 4-6) heavy: Powerful laserblaster. 3 pts (Firepower = 7-10) Sonic Disrupter: Uses sound attacks 3 pts (Firepower = 7-10) Laser guided Semi-Automatic: Rapid fire weapon. 3 pts (Firepower = 1-3/4-6) Laser Chain-Gun: a bigger and badder verison of the semi-automatic. 5 pts(Firepower = 7-10) Sniper blaster: Accurate Weapon. 4 pts (Firepower = 7-10) APC - AdvancedPulse Rifle: bursts of laser fire grenade launcher (20 per APC) Flamethrower: Spits bursts of fire, price: 3 pts (Firepower = 7-10) Ice blaster (experimental): May freeze target, pretty harmless otherwise. price: 2 pts (Firepower = 1-3)
Special Shots
Ion blast: Causes temporiary paralisis, pretty harmless otherwise. price: 1pt (Firepower = 1-3) EMP plasma guns: Causes a painful, shocking experinece. 4pts (Firepower = 7-10)
Launchers (Military Only)
Small Missile Launcher (Bazooka: Fires 8 small missile. 2pt (Firepower = 1-3) Medium Missile Launcher: Fires 4-6 medium missiles. 3pts (Firepower = 4-6) Large Missile Launcher: Fires 2 large missile. 4pts (Firepower = 7-10) Gernade Launcher: Fires 5 gernades. 2 pts (Firepower = 4-6) Fireball Launcher: Fires fireballs. 4pts. (Firepower = 7-10) Plasma cannons: very powerful 4pts. (Firepower = 7-10)
Melee Weapons
Dagger/Small blade: Half a point (Firepower = 1-3) Sword: 2 pts (Firepower = 4-6) Claws and Jaws: Sharp, small blades, free with a animal mode. Free (Firepower = 1-3) Club: A blunt weapon. 1 pt (Firepower = 1-3) Ninja Throwing Stars: Tiny, star-shaped, blades. 3pts (Firepower = 7-10) Spikes: Can be thrown or fired out of a weapon. 2pts (Firepower = 4-6)
********************************************
FUNCTIONS
Just a list of functions here provided by Sunstreaker of TF: Civil War, to help you design your character as to what he can do. Remember, Warrior cla$$ is automatic if you wish so feel free to pick whatever function you desire. One function per character with the exception of Minibots who can have 2. More functions need GM permission. And if there is a function I missed or one you wish to make up, please contact me before hand. Points are not needed for functions.
Communication Demolition Architect Maintenance Search and rescue Scientist Security Theoretician Geologist Recon Data Courier Doctor Scout Interceptor Communications Survivalist Gunner Spy Metallurgist Interrogation Archivist Saboteur Tracker Demolitions Transport Special Ops Transport Mechanical Engineer Construction Engineer Thief Surgical Engineer Materials Fabricator Mining Salvage Construction Engineer Espionage Recon Biomech Engineer Mercenary Computer Programmer Tracker Weapons Supervisor Tactician Supply Procurer Scout Decoy Munitions Expert Saboteur Audio Correspondent Munitions Expert Weapons Expert Asteroid Miner Strategist Data Processor Hunter Detective Data Collector Chemical Engineer Scientist Enforcer Hypnotist Chemist Messenger Video Correspondent
Vehicles:
HK's: State of the art flyers with infra-red/hightscan radars and thermos, double mounted medium missiles and twin heavy blasters on eitrher side for immense laser firepower.
Tanks: heavily armoured like ACPs in Aliens very tough and durable, Fires consentrated heavy laser and also flamethrower capabilities.
HK Tanks: Huge towering fortresses with infra-red/nightvision and trackinf duel phton laser cannons on either sides
Buggies Like military Jeeps with big f**k off laser cannons on the backseat so a send operator can shoot whilst the other drives..
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