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Author Topic: Blue Mithril: The empire invasion *Train roleplay see if its a good one*  (Read 2064 times)

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Offline Lyle Conner

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Kinda rusty on roleplaying so ask any questions or provide any tips how should I improve or change the rules for your fitting standard.

Story of RP: In 1930's in a alter universe of our own the furry nations are in war with the Terror Empire a powerful force to be reckon with already taken over half of the nations in the world the "Alliance fur nation" has gather in a fight to hold off the empire however no prevail. So Blue Mithril are hire a mercenary army that has been fear for their talent warriors can you turn the tide of battle and show the Terror Empire whats for?

*Warning below is a lot of info the role play if your into a game like role play*
Rules and tips
1.No God mode

2.In  combat "turns" are use "Explanation of this: After you role play attack your enemy you must end your turn  also you can only attack one enemy pure turn and you will auto reload your weapon for your "next phase" after another player.

3. When you take damage you don't instant die but instead lose hp so don't be godly and can't be harm in your "phase of action" if you role play that you had fallen in battle a "medic" class can revive you so if you have a medic in the team give them someone to heal. <3

4. Enemies are the enemy that you role play that you are fighting and how well you do against them win or lose situations.

5.Working as a team is important a tip stay by or close to allies that have strengths that you are weak in to defend you.

6. After "Missions" you are rewarded with war funds and can buy extend your ammo, buy recover items, or save it.

7. Best to write down how much money you earn and damage you taken this way you can keep up easy way.

8. In between missions you are given "Free time" here other members can join in between missions however members can join in the RP to on missions buying items is also around this time.

9. Missions are given by high captain "Lucus" which I will RP of course he will explain the mission and how much you will earn depending on how well you do.

10. Skills can be use once per turn except for lieutenant once they use a order they have to wait after the mission to reuse them also in "certain terrains" like storms or the enemy has set up "Jammers" a lieutenant's order will become a low chance players will hear and obtain the effect so role play it out fairly.

11. Happy hunting blue mithril

*Before you start roleplaying give your character stats*
Name:
Age:
Gender:
Class:
Detail on your character:
Background story:
Skill: (that you can use per turn make it fair and base only on your class up to five skills you can use you can also have one "Auto skill")



Class/Occupation is important as each type has strength and weaknesses here are the kinds:
1.Scout: The best sight on the battlefield fast and can gather info off the battlefield that has not been gather also they can move farther then any other class.
weakness are due to having to be fast they have to carry light equipment including a standard caliber rifle that fire a few shots before it has to be reload, and have a so so hp.

Life points: 100 Round shots per turn: Six Damage per hit: 5 (max damage 30) Talents: Spot hidden enemies, good evade rating, Long distance movement.  Starting ammo: 30

2. Defender (Tank Rider): Very powerful fire power with great defense also the shell's explosion can hit nearby enemies with money earn the tanks can fire different types of shell such as the smoke shell which creates a mass amount of smoke that is made to not choke but it is commonly use as a mist for allies to hide in to avoid fire, there is also the spread shell that fire several sharp shards down onto the enemy and can be use to spike enemy on the feet.
Weakness: Due to low speed they can be easily surrounded and heavily damage by tanks and defenders.

Life Points: 250  Round shots per turn: One Damage   per hit: 85   Talents: Fire power and defense are high, protects allies behind it from damage.   Starting ammo: 16

3. Tanks: Consider like defender but the tanks are warriors that wield anti tank destroying weapons and can take a hit due to shield arm guards equip on their arm increasing chance to block damage.
Weakness: That will be their speed and either being taken down by a tank.

Life Points: 150 Round shots    per turn: One   Damage per hit: 58 (on tanks a plus 20 making it 78)   Talents: Excellent defense and attack power    Starting ammo: 25

4. Assault Trooper: Mid speed and the best per shots hitter they are the mid range fighters of the battlefield able to hold their ground in most situations.
Weakness: They have "normal" weakness it just depend on the situation.

Life Points: 136   Round shots per turn: 13    Damage per hit: 4 ( 52 max)   Talents: Mid attack and defense equal fighter on the field     Starting ammo: 53

5.Sniper: Ah yes the sniper the most fear on the battlefield they posses low defense then any class but their fire power and range is like walking into a open field surrounded by hungry wolves well suited for any team who love to send death in their enemies without them knowing.
Weakness: Low hp, and defense.

Life Points: 85 Round shots     per turn: One      Damage per hit: Body 98 the head 120 Talents:Long range piercing fire power   Starting ammo: 20

6. Medic: No team is good without a medic having a injure or a dieing ally without one can mean fatal lost though low in every stat they are important if well protected.
Weakness: Weak in all stats.

Life Points: 79 Healing Effect: 100 per person    Heal item given: one per turn (max can carry 30)

7.Engineers: The life savers of ammo and repairing tanks when running low they pack the support to fix anything for ya including skill in hacking and disarming things.
Weakness: weak in defense and attack.

Life points: 82      Support effect: Full ammo and repair tank by 50 hp per turn

Final lieutenant: The leaders of their squads and the most well balance of them all they provide info and orders to their troops to bring their team back alive safe and sound however if they are kill the team will lose full info on enemy and go in a automatically confuse state.
Weakness: If they die the team lose manage info on enemies and begin to panic.

Life Points: 200 Round shots per turn: 20 Damage per turn: 5 (100 max)
Talents: Giving orders and gathering info     Starting ammo: 52  (Only one lieutenant  per squad)

Order skills: "Evade Boost" increase percentage to evade by 10%, "Attack Boost" gives a 3 plus to attack damage, "Defense Boost" increase hp by 20, "Caution" prevent allies for falling for traps, "Provide Defense" being by allies increase each other hp by 30, "All Units attack" Give extra turn to allies only one time per after each use, "Focus Attack" when allies are nearby attack increase by 4. (Each skill can be use once per battle)

Enemies stats
Grunts: Terror Empire's common troops and the most weakest of the rest they only fire three rounds and do 10 damage each time.   HP:50

Spy: They gather info on your team to report back if not caught in time they will give way of your location they have no weapons due to focusing on speed.  Hp: 60

Offenser: Tank riders who weak spots are in the back they are dangerous if you are spotted and hit by their attack that cause 60 damage. Hp: 350

Destroyers: The "tanks" they mostly focus on taking down your defender players they do 130 damage to tanks and 55 to other players.  Hp:250

Ace: The enemy snipers they have low hp but high attack power not many of them are on the battlefield yet even a few can be a pain if not spotted scouts can easily find them they do 98 damage. Hp: 99

Slayers: Assault members of terror empire they are the mid way enemies that do 70 damage.  Hp: 125

Items to buy (Only during free time after a complete mission)
Ammo: Increase your ammo by 10 per buy    price: 3,000   (max buy: 20 per buy)
Defense Armor: Increase your hp by 10 per buy  Price: 6,000 (no max)
Pierce ammo: your ammo can now pierce through walls and through enemies. buy only once: 10,000
Heal Potion: Restore 50 of your hp   Price: 1,000  (Max carry: 15)
Flame thrower: Short range but add plus 15 per damage to a enemy.  Buy once: 7,000
Anti rifle: For assault and scouts can add plus 30 to tanks and 60 from behind tank. Buy once: 20,000
Grenade: Mid range weapon can hit several enemies and do 89 damage. Price: 2,000 (max buy: 6)
Heal Pack: For medic they heal 200 to ally from now on.  Buy once: 8,000
Heal Flare: A useful item for medic the flare send out healing particles that restore 150 to surrounding allies by the medic.   Per buy: 3,000  (Max buy: 20)
Smoke Shell: For defenders hide allies or you from enemy sight. Buy only once: 10,000
Spread shell: For defenders hit multiple enemies. Buy only once:30,000

Now that is all done I hope you like the idea. <3

Offline PhantomStone

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this looks like a very good idea for an RP, very detailed. i know a good many people who would definatly enjoy an indepth rp such as this. i think however that this would be better as a video game or a table top RPG, not a turn by turn online rolepley.

Offline Lyle Conner

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Ah thanks for the reply well I do like it to be a videogame if I had the talent to do that. <3

 

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