wings- form any kind of wings you desire to take flight.
time - can undo damage done to selected target up to 5 minutes. (cant be used if in critical state)
psychic- able to read thoughts.
space - can teleport things that come within contact of the user but the user themselve cant be transported in the same fashion. objects that are sent away can either be directed into another direction, at another place, or can be temperarily stored in a pocket dimension. however anything sent in there cannot be counted as part of inventory and will not remain there once the user leaves the rp.
sorcery- able to use actual magic. but this can only be used along with skills learned from spell books.
teleportation- transport from one spot to another within eyesight.
transformation- can absorb the DNA of any animal and turn into that animal (limit 5)
summoning- summoning things such as stone or iron golems/gaurdians basically animating natural elements into a physical being (has to be combined with an element to be more effecient)
absorbtion (energy) - nuff said
leech (life)- draining an entire life from another will allow you to gain a life. so should you be killed in battle and youve absorbed the lives of 5 people you can revive yourself 5 times. (max lives is 6 including your current one)
enchantments - basically magical enhancements the user can cast onto thier weapon. such as self repair, lightning to make the edge much sharper, unbreaking, and so on.
telekinesis - ability to move other objects
reanimation- can summon the recently dead to fight.
beast taming - able to talk to and ask the cooperation of animals
transmutations- animal OR weapon.
shadow - complete command over your own shadow
ghost - the ability to move through solid objects
projector - the ability to make anything you touch invisible as well as casting illusions.
shifter- can absorb the DNA of any animal and transform into that creature. can only have up to 5 different animals.
breaker - can make any tech or machine malfunction from a distance ( user must have targets within eye sight).
Origamist - able to make anything you create out of paper real. animals come to life, swords hard as steel,crumpled paper balls become impact explosives.
perfect destruction - can atomically deconstruct any inanimate object and scatter its atoms to the wind.
keep note that all these are classed not literally but basically whichever class fits that power best. ability class are the only ones that dont actually use any energy to do. however element and magics do use energy so the stronger the technique the more its going to sap out of you. beware of that. also if you have any suggestions to something we can add to the list feel free to tell me we can talk about it
sorry i forgot to add this in here.
as mentioned each player will be in charge of keeping thier profile updated. here is an example of what the profile should look like:
Name: kobashi hatane
Rank: lvl 8 (850,000 BPTS)
Inventory: rapier, x2 AK47(x300), grenades(x1),
Storage Unit: camero, templar sword (embedd: fire/lightning)
for the example of the MP5 the "x2" would be how many of that weapon you have, the "(x300)" is how many rounds total you have for that gun. for the grenades the "(x1)" means how many sets you have. grenades (of any kind) will be counted in sets of two as one weapon. so two grenades count as one weapon slot. for the team example that represents howmany you have employed and how many you can employ at your current level. teams come in sets of 4. (aquired by both classes).
while i am at it here are the perks from attaining levels:
storage unit- limitless space this is where all your stuff is stored when it cant fit into your inventory. cant be griefed by others at any point but can only be accessed when outside of a mission/fight.
henchman (bounty only) - bought in sets of 4 these guys are lightly equipped with basic bullet vests,AK's, and a few may have submachine guns. though they pack very lightly they are dedicated so once you hire them once they stick with you and are at your command from that point on untill they die. thier gear is scavengable (meaning you can take thier stuff after they die) you can customize the loadout of up to 4 of them (similiar to how youd customize your own loadout) however if you give them a weapon and they die and lose it, its your loss too unless you recover it!
strike team (hunter only) - becuase these guys are trained from the special forces in the military they have much higher grade gear, such as optic camo, squirrel suits, sniper rifles, tear gas,grapples and depending on the situation will come in vehicles such as armored ATV's or helicopters. unlike henchmen thier loadout cant be customized however after getting the third level of it opened you can request for 4 juggernauts. same as strike team but heavier armored. keep note that all strike teams come in, do thier job, then leave. so even though you have them, they require payment per job. (something this good has its drawbacks)
power slots - needless to say these are how many slots you have open for each power. 5 slots means 5 different powers.
cartel (bounties only) - once you get your name known some of the drug dealers may wanna hire you for some under the table jobs if you catch my drift. which will include drug running weapon smuggling gaurd jobs and hitman jobs. each one of course is at a different level so as you go along youll get the oppertunity to get some of each. all jobs will pay well of course and some may pay more so than the militia,plus the higher your cartel lvl the better the pay. may even get some bonus gear from it as well.
militia (hunter only) - this one has 4 lvls just like the cartel and is similiar in that aspect. that being said however youll need to earn thier respects in order to earn perks from them. in example lvl 1 you start off delivering ammo and weapons to teams that need them or to bunkers/bases. after completing so many tasks you will be able to call in favors such as request ammunition to be airdropped to your position. or call a replacement for gun that has been stolen,lost or broken. for them you earn your rewards before you get them.
weapon slot space - normally you can only carry up to 4 weapons. this perk adds two more slots so that you may carry up to 6.
those are all the perks you can earn through the levels so far.
hey team, decided to try something a little different. i had this idea that i thought would be pretty interesting and if i can get a few volunteers to put this rp through a trial run so i can better understand any holes i have in it thatd be great. its an option of course. and it would most likely take place after the final part is completed of the flashpoint rp. however it wont fully follow the storyline and it gives you the chance to be good bad neutral ontop of creating a new person entirely. for now im going to have the limit of character creation be one until i get a better grasp of what all needs to be fixed. if it goes well i may allow two. and for now the GM (game master thatd be me) is the one who will handle NPC interactions (meaning ill play the role of anyone that isnt "piloted" by a player and interacts with the player.) again this is subject to change depending on how things go. so here is the basic outline. talk to me anytime if you feel interested in volunteering in the test run.
you rp as either a bounty or a bounty hunter. as a bounty hunter you can achieve rewards for stealing, killing certain targets, and other infamy jobs that will grant you access to aquire more powers, gear, money, higher bounty level, and when you get a high enough rank you can hire your own henchman and not only gain more henchman but also gain equipment for them as well as the chance to employ another high ranking bounty into your troops. as a hunter you gain a natural favor from the law and citezens are more willing to assist you in your mission to capture the bounties. like the bounty, your rank grows higher the more missions you do and you will gain rewards such as gear, power unlocks, money, but instead of employing henchman you gain favor of the military and with high enough rankings can utilize many of thier capabilities such as air strikes, ammo/armory supplies, helicopter escort/evacuations and so on. both classes have thier own benifits as well as some disadvantages. hunters have more restrictions due to laws against killing unarmed people or destroying buildings and bounties have a much lower chance of gaining any information by themselves as people naturally dont trust them and are also likely to rat them out to hunters. so choose which side to allign yourself with and watch your back.
HOW TO RANK UP
BOUNTIES - bounty can rank of by doing any of the following; freeing prisoner (normally other bounties) stealing weapons/armor/vehicles/special items, killing marked targets, kidnapping marked targets for ransoms, hosting robberies, completing any task posted on BPB (bounty Post Board).
HUNTERS - a hunter can rank up by doing any of the following; capturing/defeating a bounty, rescuing hostages, doing item recovery tasks given by locals, protecting marked targets, completing any task posted on the HPB (hunters Post Board).
each participant shall choose how they wish to start. as either a hunter or a bounty. once selected the characters start off as a basic status. basic meaning no special powers outside of that of a skilled human. no superspeed or inhuman strength of the such. those will be aquired as you gain ranks. your location can be started from anywhere you choose. you are allowed one melee weapon and up to 300 rounds of any one pistol (comes without attatchments, that must be earned/bought) or 30 of any type of RPG. both the bounty and the hunters will start with 0 rank points. your rank levels are going to be kept track of by GM and recorded for later refferance. inventory, amunition, and current wallet will be tracked by the player and they hold primary responsability to keep it updated after any rp. when you gain a power unlock you will be able to access ONE from any of the power classes. each unlock will grant you another power. however you will be allowed only up to 5 so choose wisely as once chosen they cannot be altered or traded.
-all players MUST update thier profile accordingly.
-any mistake actions shall be treated as if they didnt occure (such as overspending ammo, instead of continueing from that mistake you will retry from the comment prior to the mistake.)
-GM is to handle NPC interactions when present.
-prices of items and rewards (etc) shall be predetermined by GM
-any and all suggestions for unlocks such as powers are welcomed.however cheap mods such as invincability or immortality is a big no so dont ask about it.
-players ARE allowed to rp without GM however a unaltered chat log MUST be sent to inbox afterwards or risk any updates by players from rp being discredited.
-while players are allowed to rp without a GM they are NOT allowed to issue Rank Points (RPT) or currency! that is strictly the job of the GM. send in the chat log, it will be approved and the rewards will be issued accordingly.
-players ARE allowed to "pickpocket" each others weapons but can ONLY aquire what is in thier current inventory. items in a player's storage unit is strickly off limits to griefing.
-any access to a storage unit can only be done outside of combat engagements.
-each player can only carry up to four weapons (dual weilding is still two, things such as gauntletts count as a single weapon)
-power unlocks are limited to five slots to maintain a sense of even footing and more importantly encourage strategy. everyone has access to the same powers at the same levels.
JAILBREAKS- any bounty captured is given two weeks with their profile activity on hold. they cannot break themselves out however they can request help from another bounty. any prisoner held in captivity over two weeks shall have all thier stats dropped to ground 0 including currency and BPT. prisoners may partition AID from other bounties (which will double the breakout reward)any bounty that comes to rescue a captive will be rewarded.
-the breakout reward will be equal to that of the prisoner's current rank (meaning a breakout of a lvl 1 prisoner will reward 500BPT) and if the prisoner has specifically requested aid from any one person the reward becomes doubled if that selected person succeeds in freeing them.
as i mentioned before if this new one goes well it can be incorporated into the current one or possably replace it entirely. ive already posted its description and now i will post the next parts of it. first will be guidelines and the second is a list of available powers to choose from. if you wish to add something unlisted let me know and we will talk about it further. and finally the last will just list some perks that come from attaining certain levels and esplaining them more clearly. (dont worry ill make it as short as possable)