I have decided that I don't already spend enough time on the forums, and wish to GM an Play by Post RPG.
The great thing about these guys is the lack of story behind them. I decided to throw my hat into the ring and use them for something.
I'm taking four people for this game. As a warning, I have limited hours. I get off the computer at 9:30 P.M. EST every day, and wake up at 6 A.M. EST during weekdays, only to go to school and stay there until I get home at 3:30 P.M. EST. Also, I won't be able to use the computer before 1:00 PM EST on Sunday. I should be up around 9:30 EST on Saturday. Other than these times when I'm definitely unavailable, I should be on the computer and able to respond to your actions.
I recommend using Invisible Castle for dice rolling. You don't have
to link to the roll, but it would be appreciated if you would.
Definition of Stats:
- Pick an Animal
- Name your Beast (Animal name or word related to animal, and meaningful adjective, ex: War Weasel)
- Choose Arm Style (Two symmetrical arms, one grabbing arm and one natural arm, one grabbing arm and one mechanical arm)
- Choose either Battle Beast or Laser Beast for type (Cosmetic differences: BB's have black squares on chest, LB's have orbs in their chest. Weapon Differences: BB's have short range melee weapons, LB's have long range laser guns.)
- Describe Beast (skin/scale/fur/feather color, armor color, where armor is positioned, general description of armor)
- Describe Weapon (BB's have melee weapons of all shapes, LB's have a shape of their animal type on their gun)
- Choose Element (Fire, Water, or Wood) Fire beats Wood, Water beats Fire, Wood beats Water.
- Roll for Health (D20)
- Roll for Element Power (d20)
- Roll for Weapon Power (d6)
- Roll for Secondary Hand Power (d6)
- Roll for Speed (d6)
- Roll for Defense (d6)
- Roll for Intelligence (d6)
Repeat steps seven through fourteen every time you level up.
If you're wondering why I'm asking for a description, you'll see when the adventure is done.
Speed determines your attack order or the ability to run away from battle. If the enemy has seven in Speed, you have eleven, and your buddy has five, you attack first, then the enemy, then your ally. If your Speed is greater than your enemy's, you may run away and not fight.
Attack determines how much health is taken away when you declare an Attack on a target. There are two types of Attack, Weapon Attack and Arm Attack.
Depending on whether you are a Battle Beast or a Laser Beast, your range is affected. If you are a BB, you can only attack if you are within six feet of your opponent. If you are an LB, you can only attack if you are greater than six feet away from your opponent.
Your Defense reduces the amount of damage you take from a normal Attack.
Your Element has one of three effects: If your Element beats your opponent's, deal an amount of damage equal to your Element Power to your opponent. Defense is not applicable. If your Element is the same type as your opponent's, they gain an amount of Health equal to your Element Power. If, after hit by your Element they have more Health than they started out with, they become Overcharged. (This will be explained later) If your Element is weak to the Element of your opponent's, nothing happens. You do not know your opponent's Stats ever. Their Element Type is revealed after either he attacks with his or you attack with yours. You may only use an Element Attack once per battle, so choose when to use it carefully.
Your Intelligence determines how many turns it takes until you go Feral. (This too will be explained later)
You Level Up after you gain 100 experience points. Points will be distributed based on what you do during battle by myself.
Overcharging occurs when a Beast has more energy than they can easily handle. The effect lasts an amount of turns equal to the Beast's level.
Short Battle Example:
Going Feral is when animal instincts overthrow a Beast's intellect, causing them to lose the ability to differentiate between ally and enemy. You go Feral after an amount of rounds equal to your Intelligence, and you stay Feral for an amount of turns equal to your level. At the start of your turn, roll a d20. If you get an 11 or higher, you may function as normal. If you roll a ten or lower, the GM chooses what your Beast does.
L1 War Weasel vs L3 Knight Owl
Health: 17 vs Health: 44
Speed: 6 vs Speed: 13
Weapon: 5 vs Weapon: 9
Arm: 4 vs Arm: 11
Defense: 6 vs Defense: 12
Intelligence: 3 vs Intelligence: 18
Element: 20 vs Element: 15
Type: Fire vs Type: Wood
Knight Owl attacks first. He uses his Arm on War Weasel. War Weasel takes five damage, and is now at 12 health. War Weasel uses his Element, and Knight Owl takes 20 damage, leaving him at 24 health.
Knight Owl uses his Weapon. War Weasel is now at 9 health. War Weasel uses his Weapon, but Knight Owl takes 0 damage.
Knight Owl uses his Arm, and War Weasel takes five damage again. he is now at four Health. War Weasel goes Feral, and attacks with his Weapon again. Alas, no damage is taken by Knight Owl.
Knight Owl finishes poor War Weasel off with his Arm. War Weasel is defeated, and is knocked out.
He stays knocked out for about a day, and any comrades he has will have to lug him around until he wakes up. He may take no actions until 24 hours after his defeat.
At Level 5, you have the ability to use Sleds, Chariots, and Drills. Sleds increase Speed, and can carry either one or three Beasts depending on the type of Sled. Only BB's can use Sleds.
Chariots increase Speed and Defense. They can only carry one Beast, and are only usable by LB's.
Drills increase Speed and Weapon Attack, and can carry one Beast. These are usable by both BB's and LB's.
At Level 10, you have the ability to use Bases. These boost Defense and both types of Attack in Base mode, and they boost Speed in Transport mode. Only Beasts of the same Element as the Base can use a Base. Base mode has both long range and short range weapons, so you don't need to worry about range when using Bases.