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Makeshift Mischief

By Fehrgrisst

Game Type: Custom

You, one of few humans to ever hear about the Crimean Jewel, are part of a team of thieves. Held in a personal collection, you have to use tact, technological know-how, and stealthy moves to break in, steal the gem, and leave undetected. However, among the many stories you`ve heard of the Crimean Jewel was a legend that it was the key to a portal that led to another realm. Skeptic of this, you still intend to pocket it and sell it to your client - a mysterious person that you`ve only met over the phone who calls herself `The Author`. Leading your team is a master thief named Alexander Mandrake.

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I prefer a rather good ability to RP, but if you don`t have the skill, then at least try your best. What good is an RPG without the RP? At that point it`s just a G. A regular game.

You can choose between 3 classes: Agent, Brute, and Tech.

Agent - Stealthy and knowledgeable about the business of theft. Starting items: Silenced Pistol (24 bullets - 2 clips of ammunition) and a Glass Cutter. Bonuses: Extra Dexterity and Agility Starting Feats: Dodge (Passive bonus to dodge, not evasion), Bullet Time (Active Skill), or Sticky Fingers (Passive bonus to pickpocketing).

Brute - Not the smartest person, but invaluable. The Brute helps with the heavy equipment, lifting, and other jobs the require muscle to complete. Starting items: Serrated Blade and a Length of Rope (30 ft.). Bonuses: Extra Strength and Health. Starting Feats: Bash (Active Skill), Charge (Active Skill), or Tough Skin (Passive bonus, reduces damage from blunt objects)

Tech - Not stealthy, or strong, but sharp minded. Essential for getting past security systems. Has a knack for barely scraping by in everything. Starting items: Gas Pellets (25) and a Tazer (Incapacities enemy, recharges slowly). Bonuses: Extra Intelligence and Stamina. Starting Feats: Lucky Shot (Passive bonus, chance of extra damage to enemy), Understanding (Active Skill, automatically know how to use something, but with a penalty to its use), or Quick Healer (Passive bonus, heals 1 health point every ten rounds of combat)

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Now, you may be wondering why there is no Wisdom or Charisma stat, and instead there is a Stamina stat. Wisdom is how enlightened a character is, and your character is a modern day thief. Enlightenment not a strong point. Charisma is used for talking to people and NPCs. Again, you`re supposed to be stealthy, so it`s not needed. Stamina is how well you resist damage from attacks. It usually blocks out SOME damage, but not a lot. However, high Stamina could easily allow you to deflect all damage somehow. A bullet to the chest could easily bounce off your bones and not do any damage at all (Whoa, you drank your milk when you were little, huh?!?), but it`s not likely. It would, however, not go all the way through and pierce your heart, killing you instantly. It helps.

If you think you don`t have the skills to RP here, I`ll talk with you about it. I`m not entirely against noobs and grammar-inept people, I`d just rather have sentences that everyone can understand and that flow well. But again, if I can`t, I can`t. It`s not that big a deal. Can`t stress the fact enough that this is a RPG, not just an RP, and not just a G. It`s in the middle.

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Figured I needed a combat system, since there will be combat. Here`s how it works:

Strength affects melee combat, like fists, swords, axes, knives, daggers, etc. Every 4 points of it adds 1 point of possible damage. Meaning instead of having a (1d7)-1 added to the damage of a blade if you have 24 strength, you could have (1d8)-1 if you have 28 strength. But at 27 strength, it`s still (1d7)-1 extra.

Dexterity affects ranged in the same way strength does melee. 4 points, one possible extra damage. Simple. Only difference is that it uses ranged weapons, including guns.

Intelligence affects combat in the fact that it gives you a chance to find your enemy`s weakness if the fight goes on long enough. After about 10 rounds of combat with the same enemy, you get an addition to damage to that enemy, but here`s the catch: You MUST have read the enemy`s weakness in a post, your character must KNOW it, whether by friend saying so or your own knowledge, and you MUST aim for the weak spot. Otherwise it`s just a normal attack.

Agility affects dodging and evasion. What`s the difference? Dodging is against melee, evasion is against ranged. Simple, right? Wrong. There`s a very long equation that goes into figuring it out, and it`d actually imbalance the system if I explained it. Suffice to say that the more agility you have, the higher chance you have to dodge/evade. Also, special moves such as a jump kick (Which can be done if you RP it, and it gives a bonus to damage in some cases) require agility so you can actually jump that high.

Stamina is something new for some people. It doesn`t give you extra health, but rather reduces damage. It is also needed for more AP. The more AP you have, the more you can do without overexerting yourself. It`s very helpful, but so are the others.

AP stands for Action Points. It`s the cumulative amount of things you can do in combat, and regenerates by 2 points a round. Don`t use all of this at once for small stuff - it could save your life, or destroy all chances of survival if you have none. Maximum AP is determined by how much you`re carrying, your strength, and your stamina. Keep the former low and the latter two high and you`ll be a speed demon. However, you`ll suck with bows, you won`t find weaknesses, won`t be able to dodge for crap, and your equipment amount will be crazy small. Not a good choice to choose if you`re into weapons. At all.

Other little things:

Weight maximum - Determined by your strength. 10 pounds for every point of strength for Brutes, 5 points/strength for others. Helpful to know.

Inventory maximum - How many items you can carry at once, determined by dexterity. Now, this is tricky. An item in a bag does not count as overall item, since it`s in a bag, but the bag DOES. Have five items in a bag? One item total for the bag. More dexterity you have, more items you can carry. Up to 20 items when you reach 100 dexterity, and doesn`t rise from there.

About leveling up: You get 6 points to spend in ANY stat when you level up. Your health rises based on a few factors, including the amount of enemies you`ve killed/assisted in killing in the last level, and a percentage of your total stamina (5%). Another small part of it is your level. Your hp goes up by 1/2 of your previous level. As well, all your stats go up to 150, so choose wisely where you want your stats, because they`re non-refundable. You also have to be in camp or resting at an inn or the like to level up. Can`t just level up in combat.

About food: You will not need to buy/consume food in the RP. Whenever you rest in camp or at an inn or something, you automatically regain all your lost hp, stats, whatever, and you `pay` 5 coins. If you can`t, someone IS allowed to pay for you. If they won`t you only regain hp as if you rested with no food, which is 1/2 of the hp that you don`t have. Example: Max hp of 20, current hp 10. You`d regain 5.

Simple enough?


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Anonymous
What the heck i thought he said he wanted to face me
Anonymous
*Turns around and start knifing the enemies*
Nikola Retnakov
You damn fool Help ME! Nikola yells at his apparently brain dead companion.
Nikola`s arm takes much of the recoil from all the shots. It aches quite a bit now. Even worse, his gun is jammed! (-2 hp from AP exhaustion)

Anonymous is about to dart down the hall, when suddenly the door closes and locks shut!
-[ 5+1 = 6.0]-
-[ 6+1 = 7.0]-
-[ 2+1 = 3.0]-
-[ 2+1 = 3.0]-
-[ 4+1 = 5.0]-
-[ 3+1 = 4.0]-
-[ 6+1 = 7.0]-

The first guard drops to one knee, barely protected by his kevlar vest!
The second guard falls over, dead! (-1 karma point to Nikola)
The third guard is hardly phased!
The first dog wimpers, bleeding out! It will die soon!
The second dog flips back, his head a bloody mess.
The third dog simply crumples to the ground.
The fourth dog looks around, intimidated but not completely afraid.
Nikola`s gun blasts many times, a quickly aimed shot or two for each opponent!

-[ 11-4 = 7.0]-

-[ 17-4 = 13.0]-

-[ 16-4 = 12.0]-

-[ 20-4 = 16.0]-

-[ 12-4 = 8.0]-

-[ 16-4 = 12.0]-

-[ 16-4 = 12.0]-

-[ 19-4 = 15.0]-

-[ 19-4 = 15.0]-

-[ 12-4 = 8.0]-

Seven of the ten shots hit! One dog remains unphased, and two guards stand strong.

(-5 to all shots for amount of AP used over the limit, + 1 to all shots for dexterity bonus)

(0 AP left, +2 AP regen on next turn)
Anonymous
*Runs into the doorway he thinks will lead him to the mysterious man*
Nikola Retnakov
Taking a breath Nikola pulls out his pistol and shoots each guard twice and each dog once.
OOC: All your items are on your character page. Your gun is in your backpack, you can check there.

You can also check the `location` tab to see who is in the room with you.
Anonymous
Damn dog you betta get off before I nice your fucking head
*Pets the dogs head*
Nikola Retnakov
>>OOC: How many guys and how many shots in a clip of my pistol
The dog latches onto Anonymous` arm, growling fiercely!

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