Lvl 1 0/30
100/100 hp
Energy 100/100
Rage 0/5(For every 3 damage you take gain +1 rage. Rage can be consumed to improve a move/attack.)
Strength 10(For every strength add 1 to the potential die. 1d10. Also affects how much you can lift.)
Agility 10(The more of this you have the faster you are. Also, effect's reaction time.)
Constitution 10(Hp is 10x this.)
Endurance 10(Energy is 10x this.)
Intelligence 10(Mana is 10x this if you use mana. Effects options in combat. Also gives +1 mana regen per minute for every 10 intelligence.)
Perception 10(Effects how far you see and if ranged how far your attacks can go. Also affects reaction speed.)
Spirit 10(Effects your regeneration of energy and health. When out of combat for every 5 spirit gain +1 Hp every hour and +1 energy every minute.)
The subcategory means you must choose 1 skill to go with it.
[]-Barrier crash
Only 1 skill can be chosen.
If there is no subcategory that means, there is no skill to go with it.
Choose 1 starting power.(You can gain more as you play):
[]Super strength(Common)(1): Gain +30 strength, +10 constitution, and +5 agility. For every 5 strength gain +1 to the strength die(So with 40 strength your potential die is 1d40+8). Add strength(40) to all strength related Dc rolls.
[]Super endurance(common)(1): Gain +20 endurance, +20 Constitution, and +10 strength. For every 10 endurance/constitution gain +1 defense(So 30 endurance + 30 constitution = 6 defense.). For every 10 strength gain +1 to the strength die(So with 20 strength it's 1d20+2).
[]Super speed(Common)(1): Gain +30 agility, +10 perception, and +5 spirit. Regeneration does not require to be outside of combat. Increase Hp regen to every minute and energy regen to every 30 seconds. When outside of combat 2x current spirit.
[]Wings(Uncommon)(1): Gain +12 agility, +12 perception, +10 spirit, and +6 strength. Gain the ability to fly. The speed of flight is 2 Mph*Agility(22 agility so 44 Mph.). Flight energy consumption is dependent on flight speed. For every 5 Mph speed 2 energy consumption per round(So the max is 44 in other words 8 energy per round at most.).
-[]Gust(Common)(1): Swing your wings with force and create a powerful wind. For every 5 Mph in flight add 1d4+2 to the damage roll, which is 1d6+1 at base(So lets say 10 Mph which is 1d8+4 +1d6+1 = 1d14+5). If the damage roll is 20 enemies hit must have 20 strength or roll Dc 40. If the enemy fails Dc enemy is stunned and blown back for 1 round, as well as taking an additional 1d3+1 damage. Range is dependent on currently flight speed and max speed total(So if you are flying at 10 Mph and your max speed total is 44 than for the current flight speed use 1 Mph*2 feet(10 is 20 feet.) and for max speed total use 10 Mph*3 feet(44 is 12 feet.). 20 feet + 12 feet = 32 feet total. Max current effect is 88 feet +12 feet = 100 feet of range.). Energy cost is 10 energy. Cooldown is 1 use per round.
-[]Brave bird(Uncommon)(1): From above dive towards an enemy at rapid speed. Gain +3 agility for 1 round after use. Gain +10 Mph immediately on use(Does not last after attack is finished. Can go over max speed total.). For every 10 Mph deal 1d7+2 damage with base 1d10+3(Max amount of damage that can be dealt is 1d42+12 + 1d10+3 = 1d52+15 damage aka 67 damage.). If the damage roll is over 30 the enemy is stunned for 2 rounds unless they have 20/30 endurance(If they have 30 endurance or more no stun. If they have 20 endurance or more they must roll Dc 25/50 If failed 1 time only stun for 1 round. If failed both times, stun for full duration. If all passed no stun.). Energy cost 7 energy. Cooldown is 1 use every 2 rounds.
-[]Harpy sense(Rare)(1): Gain +10 perception and bonus of +10 to dodge/hit rolls. Can roll your perception against opponents' stealth. If successful, see through their stealth. For every 10 perception gain +1 danger sense(32 = 3 danger sense). Danger sense gives a small chance(About 1-3 percent chance per 1) of sensing an opponent's move. When an opponent's move is sensed, gain possible knowledge about said move, +20 and +3%(The percentage is based on how much danger sense there is.) to dodge rolls, and gain initiative next round if move is stopped or dodged(Initiative is you have the choice of attacking at the start of the round and possibly gaining an extra attack. This attack would be at the start of the round and then your opponent attacks than you again. The requirements for the extra attack is that you must outspeed your opponent by at least 2x with an automatic extra attack at 3.5x. From 2x to 3x Dc is 55. At 3x to 3.4x Dc is 25.).
[]Barrier(Rare)(1): Gain +10 intelligence and +10 perception. Have the ability to create barriers with 10 Hp per 1 feet + half of the intelligence added to the Hp. Can create up to 4 barriers of 9 feet of area or can combine them into 36 feet of area. To create a foot of barrier takes 1 mana per foot and 2 mana per foot after 9 feet. The range of the barrier that can be made is perception*2 feet(So with 20 perception 40 feet of range.).
-[]Barrier crash(Uncommon)(1): Can will a barrier within 10 feet + 1 foot*perception(So within 30 feet of you) and crash into an object/enemy dealing 1d2+2 per 1 foot of barrier used(So if you use 9 feet its 1d18+18 damage.). The cost of using this skill is 1 mana per foot used and 2 mana per foot after 18 feet. Cooldown is 1 use per round.
-[]Barrier shield(Uncommon)(1): Can combine the barrier into a small area increasing the Hp and adding defense to the barrier. Can combine 9 feet of barrier(The min required to use this skill) into 3 feet with 35 Hp per foot and 2 defense per foot(105 Hp and 6 defense). Can combine up to 18 feet with 65 Hp per foot and 4 defense per foot(195 Hp and 12 defense.). Cost 5 mana for 9 feet and 2 mana per foot afterwards. Cooldown is 2 use per round.
-[]Barrier cage(Rare)(1): Can create a barrier and trap an enemy or ally inside a barrier cage. This cage is 8 feet tall and 8 feet wide. The cage has 100 Hp per foot and 3 defense per foot(So 8 feet tall is 800 Hp and 24 defense). This cage lasts 1d3+2 rounds. The cost is 15/30 mana(When 30 mana is used the max amount of time the barrier can exist is automatic. So it would last 5 rounds.). The range is 2 feet*Perception(20 perception so 40 feet of range). Cooldown is 1 use every 2 rounds. Choose 1.(Hero or vigilante or villain)
[]Hero: The 'good' path. You will mostly fight villains and sometimes vigilantes that must be stopped. Have access to the hero store. Will also have help from the local police and sometimes vigilantes.
[]Vigilante: The 'neutral' path. You will fight both villains and sometimes heroes that hunt you down. Have access to the vigilante store. Will also have chances to be helped by local police and heroes.
[]Villain: The 'evil' path. You will fight both heroes and vigilantes. Have access to the villain store. Will have to fight local police, heroes, and vigilantes. Will have chances to gather minions and gain help from the underground. Choose 1 starting package:
[]Basic outfit: Gain a basic outfit that gives +2 to all stats, have 10 coins, and 1 common Lvl 1 item related to your occupation(Hero, vigilante, and villain).
[]Power outfit: Gain an outfit related to your power that gives a minimum of +1 stats with some unknown effect, have 5 coins, and 1 common-uncommon Lvl 1 item related to your power.
[]Deluxe outfit: Gain an outfit that gives +3 to all stats with +3 defense, have 0 coins, and 1 common Lvl 1 item related to your occupation or power. I might have gone really deep with the math... going to clean that up someday.
Oh also if I were to make a gas related superpower would you guys want that? I'm taking suggestions on powers.
[X] Plan I maybe basic now, but just you wait.
-[X]Super strength(Common)(1)
-[X]Vigilante: The 'neutral' path. You will fight both villains and sometimes heroes that hunt you down. Have access to the vigilante store. Will also have chances to be helped by local police and heroes.
-[X]Basic outfit
[X] Plan I maybe basic now, but just you wait.
-[X]Super strength(Common)(1)
-[X]Vigilante: The 'neutral' path. You will fight both villains and sometimes heroes that hunt you down. Have access to the vigilante store. Will also have chances to be helped by local police and heroes.
-[X]Basic outfit
Scheduled vote count started by Blackangel on Feb 1, 2022 at 8:13 PM, finished with 8 posts and 4 votes.
[X] Plan I maybe basic now, but just you wait.
-[X]Super strength(Common)(1)
-[X]Vigilante: The 'neutral' path. You will fight both villains and sometimes heroes that hunt you down. Have access to the vigilante store. Will also have chances to be helped by local police and heroes.
-[X]Basic outfit
[X] Plan I maybe basic now, but just you wait.
-[X]Super strength(Common)(1)
-[X]Vigilante: The 'neutral' path. You will fight both villains and sometimes heroes that hunt you down. Have access to the vigilante store. Will also have chances to be helped by local police and heroes.
-[X]Basic outfit
You got which common item(Choose 1)?
[]Bullet resistant robe(Common)(Lvl 1): A robe that can be worn over equipment. Has +2 defense, +4 defense against bullets(Bullets fired from guns of Lvl 1-3. Bullets must be of the common type and Lvl 1-3.), and durability 7/7. Has the effect that bullets cannot reduce durability by more than 1(Unless above common type or Lvl +3. Only applies to the robe.). Can be upgraded to Lvl 2.
[]3 Smoke bombs(Common)(Lvl 1): A smoke bomb that covers 10 feet of area. Can be thrown by 2 feet*1 Strength(40 strength = 80 feet). This gives cover for 1d3 rounds. Escape attempts are given +30 during the duration. Accuracy inside smoke bomb is -25. Cooldown is 2 uses per round(Unless opening engagement in which case 4 can be used.).
[]2 Medical injector(Common)(Lvl 1): A medical injector that when injected heals for +20 Hp. When under the following debuffs, broken bones(1), common weak poison(1), and bleeding(1), only heal for +10 and heal the debuff over 2 rounds(If it's poison, stop the effects of poison.). Cooldown is 1 use every 3 rounds. Choose 1 weapon(Your weapon that you use to fight):
[]Wooden baseball bat(Common)(Lvl 1): An old wooden baseball bat. Attack is 1d6 +1d1*5 Strength(40 strength = 8 = 1d6 +1d8. Max amount of damage with current strength and weapon is 6+ 8 + 40+8 = 62 Damage). Durability 12/12(For 1 durability to be taken away means you have to hit something 3 times. The amount of uses is 36. This can change depending on the effects.). Can not be upgraded.
[]Hand to hand(Rare)(Lvl 1): Unlike others you have decided to try hand to hand fighting. In doing so you have gained more strength, speed, and endurance than normal. Strength +5, +5 agility, and +5 endurance.
-[]Brawl technique(Common)(Lvl 1): There is a reason why the brawl is so common. The reason being is that it is the most effective in causing confusion to groups, has plenty of flexibility for what it is, and is the best for its low Lvl. When fighting in groups of 3+ gain +5 to rolls and +1 for every person after 3 up to 10(So 5+7 = 12 points). Also negate brawl side effects.
-[]Super strength style(Rare)(Lvl 1): You had an idea that if you are 'that much' stronger than normal people, then even light jabs will be as destructive as haymakers from normal people. Under this idea you have made a personal style that specializes in fast, but strong, jabs that can easily knock out normal opponents, while still being able to defend yourself without much opening. Gain +10 to hit rate, +10 to defensive rolls, and +5 attack speed. Choose 1 starting area/base(You start in newsyork. Basically New York but 5x as big):
[]Junkyard: Will have 4 others in the area including you(Might not all be there at the start). Whether or not you want to work with them is up to you. Has good hiding places and plenty of scrap/metal.
[]Small underground bunker: Will have 1 other with you. Whether or not you want to work with them is up to you. Comes with a prison for 2 and a small garage. Has plenty of room for upgrades.
[]Abandoned warehouse: You're alone. Comes with a computer, storage, and a great hiding place overall. Has room for upgrades. I'm putting this up as I figure out what your first mission in this world shall be.
I feel single use items aren't really that rare, so I picked something that gives us a defense boost. Do I really need to explain the Martial Art with what's in the plan's title. An assassin needs his hideout. Then again, my second choice is the junkyard. Nothing wrong with a good hidey hole.
Edit: Second plan
[X] Path to Rokushiki: Junk edition. -[X]Bullet resistant robe(Common)(Lvl 1):
-[X]Super strength style(Rare)(Lvl 1)
-[X]Junkyard
Decided to do this if there are anybody that wants the Junkyard instead.
I feel single use items aren't really that rare, so I picked something that gives us a defense boost. Do I really need to explain the Martial Art with what's in the plan's title. An assassin needs his hideout. Then again, my second choice is the junkyard. Nothing wrong with a good hidey hole.
Edit: Second plan
[X] Path to Rokushiki: Junk edition. -[X]Bullet resistant robe(Common)(Lvl 1):
-[X]Super strength style(Rare)(Lvl 1)
-[X]Junkyard
Decided to do this if there are anybody that wants the Junkyard instead.
In english, it's known as The Six Powers, a martial art from One Piece. Comprising of Six moves that use Superhuman capabilities. The Shigan(Finger Pistol), Tekkai(Iron Body), Kami-e(Paper Arts, be as light as paper), Rankyaku(Wind Blade Kick), Shave(High Speed Footwork), and Moon Walk(Flying Footwork, kick the air and fly). And just like every other cool as hell martial art, there is a secret move known as the Rokuogan (Six Royal Pistol) where you use all the Six Powers in conjunction with each other to unleash a double fisted two, maybe three inch punch, to devasting effects.
Is the warehouse really a hidey hole though? I mean, anyone with half a brain could infer that shady things happen in abandoned areas. Then again, this is a a Super world, where heroes don't think to check these highly suspicious areas. On the other hand, this is a VR world, which means there's an "IRL". So, there has to be people that know the tropes.
Is the warehouse really a hidey hole though? I mean, anyone with half a brain could infer that shady things happen in abandoned areas. Then again, this is a a Super world, where heroes don't think to check these highly suspicious areas. On the hand, this is a VR world, which means there's an "IRL". So, there has to be people that know the tropes.
Same with Junkyards really. And the junkyard is only mentioned as a good hidey hole (maybe because the trope necessitates a chase through one) while the warehouse is mentioned as a great hidey hole overall.
In english, it's known as The Six Powers, a martial art from One Piece. Comprising of Six moves that use Superhuman capabilities. The Shigan(Finger Pistol), Tekkai(Iron Body), Kami-e(Paper Arts, be as light as paper), Rankyaku(Wind Blade Kick), Shave(High Speed Footwork), and Moon Walk(Flying Footwork, kick the air and fly). And just like every other cool as hell martial art, there is a secret move known as the Rokuogan (Six Royal Pistol) where you use all the Six Powers in conjunction with each other to unleash a double fisted two, maybe three inch punch, to devasting effects.