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Powers, Lesser Skills and Weapons How they effect the game

#1 User is offline   Pyroman Icon

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Posted 07 March 2008 - 07:44 AM

Read this first if you haven't already.

Ok, I'm back with another topic concerning the new system (yay)! Please note that this is not a list of available powers and/or weapons to choose from, but a set of guidelines to follow. Seeing as they are much simpler, let's start with weapons.

Weapons

Weapons are any object a character has that help them in combat. They can be thrown, swung, shot, or worn (like brass knuckles). Overall, we can divide them into melee and ranged weapons.

Melee Weapons add to damage of a close range attack. They include swords, clubs, knives, brass knuckles, katars (arm blades), specialized shoes (like Rogue's), staffs, nun chucks, or anything else that's used to hit a target at close range.

These weapons cost no extra points to use, but add points to the potential damage that an attack can deal. Like all melee attacks, you have put at least one point of your own strength into it.

Example:

Quote

Rave swings his sword ((3 Strength from Rave+5 from the sword=8)) at Feral.


Normally, the attack's strength would be whatever effort Rave put into it (3), but the sword adds its own score to the attack (5), bringing the overall score of the attack to a whole new level!

Using melee weapons defensively is a different story. Most melee weapons have a defensive score, but not all of them.

Example:

Quote

Feral raises her axes to block Rave's attack! (5 points Feral+3 points from the Axes defensive bonus=8. Rave is blocked)).


That's all we have for melee weapons, so let's move on.

Making a melee weapon

10 points to allocate amongst the following...
Offensive Score:
Defensive Score:
Specialties:

Ranged Weapons are any weapon that is thrown, fired, or otherwise propelled through space. They include throwing knives, shuriken, firearms, thrown explosives, energy weapons, missles, rockets, bolas, boomerangs, or anything else used to hit a target at long or medium ranged.

Rather than using Strength, Ranged weapons use Agility. You ,must spend 2 Agility for each use of that weapon, no more, no less (but you can fire more than one shot in one attack in many cases at the cost of 2 Agility for each additional use).

Example:

Quote

Op pulled out one of her knives and threw it directly at Luke's face ((2 Agility+ the knife's score or 3 = 5))!


Op's knives require her to use 2 Agility for each knife thrown. She can't spend more than that for her attack, but if she wanted to throw one knife from each hand she could, therefore double her attack's potency!

The main drawback with ranged weapons is that they have a limit to their ammunition. Eventually, Op will run out of knives, a gun runs out of bullets, and a laser canon needs recharging. Also, these weapons carry little to no defensive value.

Making a Ranged weapon
10 points to allocate amongst the following...
Offensive Strength:
Ammo: (3 uses for every point)
Specialties:

Weapon Specialties

Some weapons carry certain properties that make them more effective, but be warned; It costs two points for each specialty.

Heavy: Some weapons are so massive that they're incredibly hard to block. If this is the case, double the number of points needed to block an attack from this weapon.

Multipurpose: Some weapons (like knives) can be used in both close and long range. However, if this is the case, their bonuses don't change. Only what kind of points are spent get changed.

Chosen Wielder: Some weapons (mostly magical ones) can only be used by one specific person or group of people. Because of this, their weapon can never be stolen or used against them.

Stun Weapon: Some weapons are not meant to be lethal, but are instead meant to stun or paralyze their target temporarily. If a weapon like this is blocked or hits, the target can not preform any other action in the same post.

Poisonous: Some weapons are coated or contain a toxin that reduces the target's Vitality even long after the target is hit. For every post the RPer who's character is poisoned makes, their character loses 1 Vitality. Useful for shortening those long, drawn out battles.

Indestructible: Some weapons are impossible to destroy. Endlessly useful when you need a good shield.

Homing Feature: AKA: Dodge this, sucker! Some ranged weapons can't be dodged because of either magical power, or advanced technology. Either way, these have to be either blocked or the target must spend double the amount of Agility that would required to dodge them.

Explosive: Some weapons are meant to be used once and only once. A weapon like this can hit multiple targets in the same area and can't be blocked (nor can it tell the difference between friends and enemies, so be careful). It also deals damage to the environment around it, so don't use it on the guy standing on the same rickety bridge/crumbling platform/other destructible thing that you're standing on unless you have either a great escape plan or a death wish.

The next section is about Powers, abilities, etc. See you there.

This post has been edited by Pyroman: 07 March 2008 - 07:51 PM

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#2 User is offline   Pyroman Icon

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Posted 07 March 2008 - 08:07 AM

Part II. It's time to discuss what is possibly the best part of the new system!

Powers Are anything that enhances a character's natural abilities (such as Strength, Agility, or Vitality) that is a part of their own selves or anything that gives them different abilities from other characters.

I have divided Powers into two types.

Enhancers increase the amount of Strength, Agility, or Vitality that a character has. They include such things as Super Strength, Super Speed, High Endurance, High Pain Tolerance, Superhuman Reaction Time, etc.

Enhancers multiply the amount of Strength, Agility, or Vitality that is already there. Let's say you have a character with 10 strength and you give them super strength to double their stat. It would be recorded like this:

Quote

Strength: 10 (20)


Anything that enhances Strength or Agility multiplies it by 2. Anything that enhances Vitality only multiplies it by 1.5 (just to keep things interesting). If you think that something would increase more than one stat, talk to me.

Special Abilities Grant a character new abilities that they otherwise wouldn't have. They include telepathy, telekinesis, other psychic powers, magical powers, flight (though this may double as an enhancer, talk to me.), energy blasts, etc.

Overall, these don't change your stats, but they do let you use some new tricks. I'll be watching what kind of powers you guys give your characters a bit more closely than what kind of enhancers they get.

Next up: Lesser abilities. These are more useful than they sound.
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#3 User is offline   Pyroman Icon

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Posted 07 March 2008 - 08:19 AM

Part III, Lesser Abilities.

First of all, let me just say that the name is very misleading and we should probably change it later, but it will have to do for now in its current form. "Lesser" abilities are things that just about anyone can do or learn to do, but are just good to know. They cost ten points each and many of them are obvious.

Air Riding: The character can use extreme gear.
Swimming: The character can swim.
Climbing: The character climbs faster than normal, but not super-human.
Jumping: The character Jumps better than normal, but not super-human.
Stealth: The character is better at sneaking around than normal, but not super-human.
Running: The character runs faster than normal, but not super-human.

the ones that I'm afraid might throw people off are the following...

Weapon Skill (specify weapon) (this skill can be bought more than once)
If a character has this ability and is using a weapon that matches the type they have skill with, they get +1 to their attack and defense scores with this weapon (if it is a ranged weapon, it can now be used defensively with a defense score of 1).

Driving (specify vehicle) (this skill can be bought more than once)
The character knows how to drive this vehicle.

Knowledge (specify subject) (this skill can be bought more than once)
The character knows a lot about this particular subject.

These skills are useful and I urge everyone to buy at least one. You don't necessarily need them, but they couldn't hurt.

That's all! We're done here! Any more questions? PM me.
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