BeforeBirthday
10-09-2009, 05:40 PM
Chaos: The Forum Game
There are two teams: Navy Blue and Light Red. In addition, there are 8 classes to choose from: Ninja, Robot, Infected, Detective, Warrior, Builder, Grunt, and Medic. If you do not join a team, you become a Chaotic Neutral. Chaotic Neutrals can make their own class (but are not required to), which must be cleared by the GM. Each team must complete one mission (created by the GM) per round. Whichever team completes their mission first gets a reward, such as: new weapons, health boosts, better armor, and abilities training. Because Chaotic Neutrals are not a team, they are not permitted to perform missions; which also means they cannot obtain upgrades through this method. They can, however obtain the items from anyone that they kill. Although the Chaotic Neutrals are not a team, they can form alliances with other Chaotics. In order for the game to start, there must be 13 players; 4 Navies, 4 Lighters, 4 Chaotics, and 1 GM. As a Navy or Lighter, you must eliminate all non-teammates. As a Chaotic, your goal is to be the last one alive, unless you perform an allied victory. However, the GM decides whether or not allied victory is allowed. Each player starts with 100 HP and their class’s three weapons. Each of these weapons is a different type; melee, long range, and projectile. The map is divided into 3 areas with 4 sectors per area.
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Classes
Example: Speed: Dictates how far you can travel in a certain amount of time. High: 2 sectors per turn. Moderate: 1 sector per turn. Low: 1 sector per turn; 2 turns to move across area border. Defense: Dictates amount of damage dealt by enemy attacks. High: +25% damage resistance. Moderate: 0% damage resistance. Low: -25% damage resistance. Agility: Dictates chance of dodging enemy attacks. High: 50% chance of dodging. Moderate: 25% of dodging. Low: 10% of dodging. Strength: Dictates damage dealt by your attacks. High: 10-20 pts. per attack. Moderate: 5-15 pts. minimum per attack. Low: 1-11 pts. minimum per attack. Ability: The class’s special ability and its effect.
Ninja: Speed: High Defense: Low Weapons: Kunai(P) Agility: High Strength: Low Bare Hands(M) Ability: Sneak Attack-Takes out 50% of target’s Senbon(LR) current health. Bypasses defense. Only usable once per turn.
Robot: Speed: Moderate Defense: High Weapons: Missile (P)
Agility: Low Strength: High Hammer (M)
Ability: Blue Screen of Death-Destroy Hunting Rifle (LR)
all enemy engineer builds on the field and prevent any more building that turn. Only usable once per round.
Infected: Speed: High Defense: Low Weapons: Vomit(P)
Agility: Moderate Strength: High Claw (M)
Tongue (LR)
Ability: Infect-Does 5 Damage per turn until cured by a Medic.
Detective: Speed: Moderate Defense: High Weapons: Blade Hat (P)
Agility: High Strength: Moderate Spyglass (M)
Ability: Assessment-There is a 75% chance that Tennis Ball (LR)
your opponent’s attack will backfire.
Warrior: Speed: Low Defense: High Weapons: Stone (P)
Agility: Moderate Strength :High Sword(M)
Ability: Rush-There will be a 50/50 chance of you Bow (LR)
or your target being incapacitated until a teammate comes and helps you.
Builder: Speed: Moderate Defense: Moderate Weapons: Nail Gun (P)
Agility: High Strength: Moderate Wrench (M)
Ability: Build-You can build armor, Tape Measure (LR) a weapon, a sentrybot, a sentry turret, a teleporter entrance/exit, and a vehicle which holds up to 3 players and gives increased mobility and defense.
Grunt: Speed: High Defense: Moderate Weapons: Grenade(P)
Agility: Low Strength: Moderate Flag (M)
Ability: Gruntitude-Allows you to perform 3 Sniper Rifle (LR)
actions that turn.
Medic: Speed: High Defense: Moderate Weapons: Syringe(P)
Agility: High Strength: Low Scalpel(M)
Ability: Heal-Heals 80% of target’s health and any Slicing Laser (LR)
ailments. Also works on self.
If you have any questions or comments, just let me know. I’ll be glad to help.
There are two teams: Navy Blue and Light Red. In addition, there are 8 classes to choose from: Ninja, Robot, Infected, Detective, Warrior, Builder, Grunt, and Medic. If you do not join a team, you become a Chaotic Neutral. Chaotic Neutrals can make their own class (but are not required to), which must be cleared by the GM. Each team must complete one mission (created by the GM) per round. Whichever team completes their mission first gets a reward, such as: new weapons, health boosts, better armor, and abilities training. Because Chaotic Neutrals are not a team, they are not permitted to perform missions; which also means they cannot obtain upgrades through this method. They can, however obtain the items from anyone that they kill. Although the Chaotic Neutrals are not a team, they can form alliances with other Chaotics. In order for the game to start, there must be 13 players; 4 Navies, 4 Lighters, 4 Chaotics, and 1 GM. As a Navy or Lighter, you must eliminate all non-teammates. As a Chaotic, your goal is to be the last one alive, unless you perform an allied victory. However, the GM decides whether or not allied victory is allowed. Each player starts with 100 HP and their class’s three weapons. Each of these weapons is a different type; melee, long range, and projectile. The map is divided into 3 areas with 4 sectors per area.
?
Classes
Example: Speed: Dictates how far you can travel in a certain amount of time. High: 2 sectors per turn. Moderate: 1 sector per turn. Low: 1 sector per turn; 2 turns to move across area border. Defense: Dictates amount of damage dealt by enemy attacks. High: +25% damage resistance. Moderate: 0% damage resistance. Low: -25% damage resistance. Agility: Dictates chance of dodging enemy attacks. High: 50% chance of dodging. Moderate: 25% of dodging. Low: 10% of dodging. Strength: Dictates damage dealt by your attacks. High: 10-20 pts. per attack. Moderate: 5-15 pts. minimum per attack. Low: 1-11 pts. minimum per attack. Ability: The class’s special ability and its effect.
Ninja: Speed: High Defense: Low Weapons: Kunai(P) Agility: High Strength: Low Bare Hands(M) Ability: Sneak Attack-Takes out 50% of target’s Senbon(LR) current health. Bypasses defense. Only usable once per turn.
Robot: Speed: Moderate Defense: High Weapons: Missile (P)
Agility: Low Strength: High Hammer (M)
Ability: Blue Screen of Death-Destroy Hunting Rifle (LR)
all enemy engineer builds on the field and prevent any more building that turn. Only usable once per round.
Infected: Speed: High Defense: Low Weapons: Vomit(P)
Agility: Moderate Strength: High Claw (M)
Tongue (LR)
Ability: Infect-Does 5 Damage per turn until cured by a Medic.
Detective: Speed: Moderate Defense: High Weapons: Blade Hat (P)
Agility: High Strength: Moderate Spyglass (M)
Ability: Assessment-There is a 75% chance that Tennis Ball (LR)
your opponent’s attack will backfire.
Warrior: Speed: Low Defense: High Weapons: Stone (P)
Agility: Moderate Strength :High Sword(M)
Ability: Rush-There will be a 50/50 chance of you Bow (LR)
or your target being incapacitated until a teammate comes and helps you.
Builder: Speed: Moderate Defense: Moderate Weapons: Nail Gun (P)
Agility: High Strength: Moderate Wrench (M)
Ability: Build-You can build armor, Tape Measure (LR) a weapon, a sentrybot, a sentry turret, a teleporter entrance/exit, and a vehicle which holds up to 3 players and gives increased mobility and defense.
Grunt: Speed: High Defense: Moderate Weapons: Grenade(P)
Agility: Low Strength: Moderate Flag (M)
Ability: Gruntitude-Allows you to perform 3 Sniper Rifle (LR)
actions that turn.
Medic: Speed: High Defense: Moderate Weapons: Syringe(P)
Agility: High Strength: Low Scalpel(M)
Ability: Heal-Heals 80% of target’s health and any Slicing Laser (LR)
ailments. Also works on self.
If you have any questions or comments, just let me know. I’ll be glad to help.