The Warring States of NPF

The Warring States of NPF (http://www.nuklearforums.com/index.php)
-   Dead threads (http://www.nuklearforums.com/forumdisplay.php?f=91)
-   -   Kingdom of Ultimate Starts : Sign Up Thread (http://www.nuklearforums.com/showthread.php?t=26481)

Bells 01-02-2008 10:14 PM

Kingdom of Ultimate Stars : Sign Up Thread
 
I choose jump because they have most of the more famous series (all of them!?) so i though you guys would relate better. But ofcourse, if ANY of you want to be able to play as a character from a expecific Jump Manga or Show, let me know.

I will just not allow Non-Jump material because jump series tend to at least have some sort of commoness between them, which would make it easier for me to GM over it. Ok?

And please, i dont know EVERYTHING about those shows and series. But i'm learning, im reading about everysingle one of them. So give it a chance before turning it down, i think this can be great fun =)

So, 'ill explain the basics

CHARACTER CREATION:

HOW TO

This is your character Sheet explained piece by piece.

Attributes: (You have to expend 100 points on the following Stats)

POWER : (Your overall strength and resistance. Rules Melee and weapon DMG)

ENERGY : (Your overall Skill/Arts/Special power DMG and overall "MP" and skill level )

MOBILITY : (You overall Speed and Agility, also rule over Flying and Jump/Super-jump abilities)

SENSES : (Energy Sensing, Common 5 senses, overall awareness and cunningness. Also rules over Accuracy)

BATTLE STATS: (You Have 50 Points to distribute on these 3 stats)

LONG RANGE: (Your Ability over Long Range/Over 10ft attacks and defenses)
SHORT RANGE: ( you ability over Short/Melee range , under 10Ft attacks and defenses)
STAMINA: (Duration of Any single action and overall Endurance/Fatigue )

Main Power (50 pts):
Name:
Type: (Energy Blasts? ELemental Damage? Magic Sword? Tennis Racket?A Glock? An Owl? )

*Power: ( Overall Damage / Defense / Healing )
*Ability: ( How well you use it )
*Range: ( How long can it reach)

**Special Effect: (when you use it, what can it do? Does it have elemental dmg? does it heal? Can it blast Energy? Can it telepor you? Can it boost one of your Attributes? You should only describe it, dont use points in it)

Secondary Skill (25 Pts):
Name:
Type:

*Power:
*Ability:
*Range:
**Special Effect:

-------------------------------------------------------------------------

RACES AND CLASSES:

You'll have to choose between some Spheres(Series/Shows) each Sphere is a "race" and has a few Classes for you to choose from. Each Sphere has a Trait (Special ability for free, like a D&D Feat) and a few Suggestions of powers that you can pick from, BUT, you can make up your own as long as it makes sense with the universe of the series you're playing with. Just PLEASE use common sense. And If you're not sure, ask.

Each Sphere has a link to the Wikipedia Article about it

Z Sphere - Dragonball ( Trait: Flying = Character May Fly At Will )

Sayajin:

*Energy Blasts: Explosive Non-elemental Damage
*Charging Energy Attacks : Damage ampifies over charging time
*Tail: Boost Overall Power and Allow Oozaru (Giant Ape) Form, May loose control depending of Skill level)

Z Warrior
*Energy Blasts: Explosive Non-elemental Damage
*Charging Energy Attacks : Damage ampifies over charging time
*Manipulative energy: Can manipulate energy (Creating Curves, splitting, Seeker etc)

Cyborg
*Extra resistance: Takes overall less damage andor/dosent flinch or get knocked back by attacks
*Energy Blasts: Explosive Non-elemental Damage
*Radar: Internal computer can analyze living things, use GPS and others

Alien
*Energy Blasts : Explosive Non-elemental Damage
*Charging Energy Attacks : Damage ampifies over charging time
*Regeneration : Can self-heal

Stand Sphere - jojo's Bizarre Adventure (Trait : Paranormal Senses = +10 Senses Stat)

Base Stand
* Non Elemental Stand : Melee or Non-Elemental Damage

Mind Stand
* Psychic Stand : Can Use Mind Powers

Nature Stand
* Elemental Stand : Can Create Elemental Effects

Atom stand
* Maniulative Stand : Can modify solid / non living matter

Renkin Sphere - Buso Renkin (Trait - Alchemist Soul = +5 Energy )

Busou Renkin User:
* Charging Attack: Damage Increases over charging time
* Double jump: Character can manuever in mid-air

Ninja Sphere - Naruto ( Trait - Chakra = + 3 Energy +2 Mobility )

Ninja:
*Genjutsu: Illusion Techniques
*Kekkei genkai: Bloodline skills (Unique Cla-related Skills and Jutsus)
*Ninjutsu: Chakra Based Skills with Elemental or non-elemental propierty
*Taijutsu: Melee Mastery combat

Exorcist Sphere - D.Gray-man ( Trait : Anti-Akuma: Extra Damage to Demons and Evil spirits )

Exorcist:
*Innocence Shard: Can Create a "Tree" of Effects, Elemental, Psychic and Non-Elemental in Weapon-Shape

Pirate Sphere - One Piece (trait : +15 Power / Weakness to Water )

Paramecia-type Demon Fruit Pirate:
*Body Alteration: Effect will alterate users body to give new Abilities (Skin of Steel or Rubber, or Iron Nails or Tongue etc)

Zoan-type Demon Fruit Pirate:
* Animal Transformation: Allows user to become Partially Beast or Full Beast

Logia-type Demon Fruit Pirate:
* Elemental Body: User can become partially or fully Elemental

Rurouni Sphere - Rurouni Kenshi / Samurai X ( Trait : Weapon's master : +10 Short Range )

Samurai:
* Blade Arts: Allows to perform Quicky and Long range melee attacks with blade
* Speeder: Allows for "quicker-then-eye" movement
* Expert: Allows to create super-human attacks (Like Blast Stone and Cutting Trees at Range)

Brawler:
* Extra resistance: Takes overall less damage andor/dosent flinch or get knocked back by attacks
* Hard Knock: Damages increse with Hand-to-hand combat
* Speeder: Allows for "quicker-then-eye" movement

Shaman Sphere - Shaman King (Trait - Overcharge : Character can restore his Energy Twice as fast when depleted )

Shaman Fighter:
* Hyoi Gattai: Basic Skill that allows the Shaman to Fuse together with his Guardian Spirit, gaining extra power and
* Over Soul: Allows to fuse the spirit with a certain Weapon to create new effects and overall more power.

Human Sphere – SlamDunk / Prince of Tennis / Eyeshield21 / Captain Tsubasa ( Trait : Power +3 Mobility +2 )
Eyeshield 21 = http://en.wikipedia.org/wiki/Eyeshield_21
SlamDunk = http://en.wikipedia.org/wiki/Slam_Dunk_%28manga%29
Prince of Tennis = http://en.wikipedia.org/wiki/The_Prince_of_Tennis
Captain Tsubasa = http://en.wikipedia.org/wiki/Captain_Tsubasa

Tank (Football – Eyeshield21):
*Bullrush : Can knockdown and back enemies in a straight line
*Power kick: Can kick anything Charged with energy to cause damage
*Rush: Can pick up Super-human speed when running

Player (Basketball – Slam Dunk):
*Drible: Buffs Mobility and senses
*Shot: Can launch speeding blasts
*Dunk: Performs super-jumps
Courtmaster ( Tennis – Prince of Tennis )
*Deflect: Can bounce away attacks
*Overhead shot: Can shot high-speed attacks at range
*Footwork: Higly Buffs mobility

Kicker ( Soccer – Captain Tsubasa )
*Sprint: Buffs Mobility and senses
*Perfect Physics: Can perform Airbending kicks and shots
*Parry: Uses own body to Parry blunt attacks

Saint – Saint Seiya ( Trait: Holly Armor - +10 Power )

Athena’s Saint:
*Cosmo Power-up: Self-Buffs overall
*Psychic abilities: Can use teleportation, or Illusions or Telekinesis
*Cosmos Blast: Peforms non-elemental or Elemental Damage

Odin’s Aesir:
*Cosmo Power-up: Self-Buffs overall
*Elemental defense: Protection against expecific type of damage
*Cosmos Blast: Peforms non-elemental or Elemental Damage

Poseidon’s Marines:
*Elemental defense: Protection against expecific type of damage
*Psychic abilities: Can use teleportation, or Illusions or Telekinesis
*Cosmos Blast: Peforms non-elemental or Elemental Damage

Fist Sphere ( Trait : Hardboiled = +10 Stamina )

Hokuto No Ken Style:
*Inner Stregnht: Greatly Buffs own Power
*Pressure points: Knowledge of pressure points can allow several effects (Like bliding, muting, curing, paralyzing and killing a target)

Witchcraft Sphere – Hoshi Engi ( Trait: Reijyu = A flying mount that is totally loyal and bizarre looking )

Soul Hunter:
*Artifact of power: An Special Weapon with Mostly elemental Properties
*Soul Searching: Can locate other forms of energy

Bleach (Trait: Reiatsu = +5 Energy )

Soul Reaper / Shinigami:
*Zanpaku-to : Powerfull Bladed Weapon that deals extra-damage to Spirit-like beings and can Change Forms to gain Elemental Abilities and Effects (Shikai form)
*Kidou – Hadou: 100 Different Elemental magics for Damage
*Kidou – Bakudou : 100 Different Non-Elemental Magics for Support and defense

Quicy:
*Quincy Weapon: Blasts Energy Arrows
*Quicy Flash-Step: Higly Buffs speed
*Quincy Arts: Provide Small damage or Support effects

Powered Human:
*Body Mutation: Allows the body to mutate to gain Abilities and extra power
*Spiritual Mutation: Allows acess to Kido-like skills
*Improved senses: Buffs senses

Vaizard:
*Cero Blast: Non-Elemental Explosive Mass of energy
*Hollow masks: Temporaly grants an overall buff
*Zanpaku-to : Powerfull Bladed Weapon that deals extra-damage to Spirit-like beings and can Change Forms to gain Elemental Abilities and Effects (Shikai form)

Egyptian Sphere – Yu Gi Oh ( Trait: Heart of the Cards = Senses + 5 )

Duelist:
*Monster Card: Evokes ONE per turn Monster With elemental Properties to fight
*Magic Card: Creates a Quick Damage/Healing/Buff Effect
*Fusion Card: Allows a Duelist to Merge 2 Summoned Creatues into 1 more powerfull

Meikai Sphere – Yu Yu Hakusho ( Trait: Lineage = +2 Stamina + 2 Long Range + 2 Short Range )

Detective:
*Energy Blasts: Can create or cause Non-elemental damage with Minuplable shape
*Charge: Buffs Energy

Human
*Super senses: Greatly Buffs senses
*Solid energy: Can Create energy Weaponry

Youkai
*Alternate form: Allows for a more powerfull transformation
*Elemental Charges: Causes elemental based damage or Weaponry

Bells 01-02-2008 10:17 PM

QUICK FAQ - EXPLAINING THE GAME

FIRST:

You should make your character Sheet. Mind you that any class that is playable may also serve to create a Foe that you can face. So you may take your time to learn at least something about those to see what is coming up ahead.

This is a Huge game. It's a big setting with many Characters avaliable. PLEASE have the time to donate if you really want to play in a way that's enjoyale for all.

Once you've created your character (ask as much as you like here or via PM) you must mind this Tips:

1- Your Stats (POWER, MOBILITY, SENSES, ENERGY) Shows what your character is all about. Those are your main Stats in both social and battle grounds.

2- Your Battle Stats (SHORT RANGE, LONG RANGE, STAMINA) defines how well you do in battle COMBINED with your stats.
Say you want to punch someone in Close Range, the GM will consider "Short Range + Power" to see how well you did.

3- You have an Energy Attribute and 2 Skills, those skills can be consider as your "Super Attacks" and the energy as your "Special Attacks"
An Hadouken would be a simple Energy Attack, a Shinkyu Hadouken would be an Skill or Super Attack.

4- Weapons (Being normal or magical) are Skills and CAN be improved over time.

5- Each Sphere has classes and each class has power suggestions, these are SUGGESTIONS in case you dont know what to pick. You are allowed to create your own powers (and copy those from the source material) as long as you DONT go outside the scope of the source material.

6- This game relies on Social Play, RP, and Team Interaction, have that in mind.

7- you are Allowed to carry itens. But TAKE IT EASY and iform what you have PRIOR to the beggining of the Game. Ammo for guns in unlimited

-------------------------------------------------------------------------------------------------------------------------


SETTING

To make this as Generic and Clichê as possible, every character will be a member of the same Highschool. You can be fro mthesame class (or different classes) and Years, Clubs, and even be teachers if yo uso desire. Social Play will take place in School Grounds too. And overall the Game mechancis will star around balacing your social life (school and yourself) with Super-Hero life. Than, later on, things will get big ( Trust me..... )


-------------------------------------------------------------------------------------------------------------------------

Special Game Mechanics

EPISODE BREAKER

as i said Earlier, on the ned of a Roleplay Thread (around 60 posts) the GM will post an "Episode Breaker". It's a Clifhanger to the next Thread that can Drasticly change an entire situation for Worst or Better. Sometimes you might want to defeat an Enemy before that time, and sometimes you might weant to stall and wait for it.

On a Episode breaker a Situation will occur and the GM will give the players an Opportunity for "Inner Dialogue", "Flashbacks", and stuff like that. Proper use ( NON ABUSIVE USE ) can allow a player to develop better Skills, improve himself, improve the game setting and even Acquire itens and Knowledge!

-------------------------------------------------------------------------------------------------------------------------------------------------------

ABOUT POWERS

These are basicly Combat Oriented, but dont be afraid to get Non-Combative powers, as those WILL come in Handy during key parts of the game. Such things like getting info on a enemy (Its Sheet) wont be free. you need to have the Tech or Skill to learn this, or all you may get it's the name and Sphere of a enemy.

Aerozord 01-02-2008 11:33 PM

Name: Kalen White
Gender: Male
Show: D. Gray-Man

Attributes:

POWER : 25

ENERGY : 20

MOBILITY : 17

SENSES : 38

BATTLE STATS:

LONG RANGE: 30
SHORT RANGE: 5
STAMINA: 15

Main Power :
Name: Silver Shooter
Type: An equipment type innocence that takes the form of a black revolver, when invoked it becomes the color of well polished silver which constantly has a smoking barrel (smoke is vaporized innocence).

*Power: 10
*Ability: 10
*Range: 30

**Special Effect: Has special rounds which can be loaded into the chambers. Capable of firing element based attacks as well as explosive and energy blasts.

Special ammo
Cryo Round: fires bullets that create an endothermic reaction, freezing what it impacts
Explosive Round: upon impact the projective explodes to deal additional damage
Light Round: the bullet fires into a beam of concentrated energy. Although it does create large damage areas it does have peircing abilities

Secondary Skill (25 Pts):
Name: Scope

*Power: 0
*Ability: 10
*Range: 15
**Special Effect: Allows him to view objects at great distances and increases his accuracy

Questions:
1. Like most equipment type innocence it doesn't have another ability. So I can I re-route those points into the primary or something?

2. Would firing a ranged weapon point blank count as long or close range attack?

Notes:
I intended the specialty rounds to be the ones that do the real damage, and have the regular shots be on the weak side. Just tell me how many ammunition types is good to start with.

I am aware I dont have a name right now, I suck at names. I'll edit it in later

Red Mage Black 01-03-2008 12:48 AM

Name: Kharlen
Alternate Persona: Dark(Yami) Kharlen
Gender: Male
Sphere: Egyptian (+5 to Senses)
Race: Duelist
Items: Wallet, High School Uniform, Millennium Puzzle, Deck of Duel Monster cards, Advanced Duel Disc.

POWER : 22
ENERGY : 20
MOBILITY : 23
SENSES : 35 (+5 Due to Sphere)

Long Range: 15
Short Range: 15
Stamina: 20

Skills:
*Monster Card: Evokes ONE per turn Monster With elemental Properties to fight
*Magic Card: Creates a Quick Damage/Healing/Buff Effect
*Fusion Card: Allows a Duelist to Merge 2 Summoned Creatures into 1 more powerful.
Trap Card: Places up a card with the chance of confining a creature.

Main Power:
Name: Mind Break
Type: Knockdown / Instant Death
Power: 30
Ability: 18
Range: 2

Special Effect: Using the power of his Millennium item and alternate personality, Kharlen has the chance to knockdown a healthy enemy or instantly kill a weakened enemy. Though he must be within melee range of the enemy for it to take effect.

Secondary Power:
Name: Bolster Allies
Type: Status Buff/ Healing
Power: 15
Ability: 8
Range: 2

Special Effect: Using a card from his hand, Kharlen plays a spell card in hopes of boosting the abilities of his allies or healing them. Due to the short range of card placement, he is only allowed to use a card on the person directly in front of him.

Premmy 01-03-2008 06:40 PM

Name:Cauli
Gender: Male
Sphere: Z Sphere
Race: saiya-jin

Attributes:

POWER : 40

ENERGY : 20

MOBILITY : 35

SENSES : 5

BATTLE STATS:


LONG RANGE: 5
SHORT RANGE: 25
STAMINA:15

Trait: flying

question:
are these main powers, skills,traits, are we allowed to equip more than one?

Charging Energy Attacks : Damage ampifies over charging time


Main Power (50 pts):
Name:Energy Blasts
Type: Explosive Non-elemental Damage
*Power: 25
*Ability:12.5
*Range:12.5
**Special Effect: cauli is very unskilled with his ki blasts. as such, he can't merely focus it, he must fire them as a continuation of a punch, as opposed to the more common "throwing" and "shooting" motions used. He can, however control the arc of his blasts by throwing different types of punches, hooks, jabs, uppercuts.

Secondary Skill (25 Pts):

Name: Tail:
Type: alien trait
*Power:
*Ability:
*Range:
**Special Effect:Boost Overall Power and Allow Oozaru (Giant Ape) Form, May loose control depending of Skill level)

Bells 01-03-2008 06:42 PM

Quote:

Questions:
1. Like most equipment type innocence it doesn't have another ability. So I can I re-route those points into the primary or something?

2. Would firing a ranged weapon point blank count as long or close range attack?

Notes:
I intended the specialty rounds to be the ones that do the real damage, and have the regular shots be on the weak side. Just tell me how many ammunition types is good to start with.

I am aware I dont have a name right now, I suck at names. I'll edit it in later

1- You can if you're carefull. I woudl rather you dont, because a second skill can be really usefull, even if it's not combat based... Things like Movement Skills, Buffs, even social Skills like Intimidation or investigation can count as a Power. It's all about how deep you wanna go really... but if your character requires that what you aks, then go ahead. Just be carefull.

2- The range will actually be consider between you and your target, regardless of weapon. So close range shot is a close range attack. Keep in mind that Close and Long range also takes effect over defense

3- If the changes are simple like "Cold" and "Hot" than i woudlsay that 3 Types ara quite reasonable. But if you're thinking more on the "GReen Arrow" Style of Ammo i would say that 2 is Enough. Mind you that you will be able to Acquire new types of Ammo during gameplay for sure.

Red Mage Black 01-03-2008 06:50 PM

Hmmm, I have a few questions. How will the cards be laid out? Will it be like some holographic field to put them down or will they only be used in an arena?

Also, will there be an ability for the use of an artifact? (*)

* - This question being the only way I can think of using a card on a non dueling arena. Cause I have new ideas for main/secondary powers if an artifact is used.

Bells 01-03-2008 07:07 PM

Quote:

question:
are these main powers, skills,traits, are we allowed to equip more than one?
Energy Blasts: Explosive Non-elemental Damage
Charging Energy Attacks : Damage ampifies over charging time
Tail: Boost Overall Power and Allow Oozaru (Giant Ape) Form, May loose control depending of Skill level)
Trait is like a "Bonus" that you get for free and works everytime unless said otherwise. Thsi si 100% unrelated to your other skills. and it dosen score in points. it just works.

Now, these 3 skills i posted... as i said in the second post of this thread, it's just a suggestion in case you dont know what to pick. You could have "Sayan Radar" as a second "SKill" being that Eye-Google thing the Sayajinns use to scan their oponnents.

You cna have 2 powers/Skils/abilities right from the start. But you will be able to upgrade them and even acquire a 3rd and even 4th powers later on

Quote:

How will the cards be laid out? Will it be like some holographic field to put them down or will they only be used in an arena?

Also, will there be an ability for the use of an artifact? (*)
I forgot what the term was, but you know that Thign they used in their arms during the "Dueling City" ark of Yu Gi Oh? Think the Next Gen of that. But for all sources and effects, you're not summoning illusions that affects other illusions, it's the real deal. Monsters are real mosnters and Spells are real spells.

Artifact like an Millenium item? Sure, you can have one. Like i said earlier you can totally make up powers that woudl made sense on the show's world. The ones i psoted are simply suggestions in case you dont know what to pick. Also, mind you that Millenium Itens are Rare and powerfull, thus, you should take it easy regarding it's powers.

Red Mage Black 01-03-2008 07:24 PM

Sounds good, if that wasn't the case I had an idea for a Millennium Item that allowed you to summon to the real world. Yeah, I was also thinking about those wrist devices, at first thinking it was only in GX, then remembering that arc.

I had an idea to use the puzzle... though I'm still not sure. Would I be able to use Mind Break? If so, would it count as a primary or secondary power?

Bells 01-03-2008 07:32 PM

The only difference between primary and secondary is that Primary starts stronger (More points), so it would be your "power of choice" let's say...

Now, Mind Break (in the Anime, causesa Knockdown, in the Manga it kills) is not outside of the realm of possibility, but have in mind that for powers like that i would have to use the "pokeball rule" (It works better on weakened enemies)

If you can take it as a power that is basicly a Psychic blast that can knockdown weak enemies or weakened powerfull enemies, than, it is surelly possible

The Strenght of the power is just based on the points it has


All times are GMT -5. The time now is 04:28 AM.

Powered by: vBulletin Version 3.8.5
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.