Main RPG Rules and Story.
Ok, Starting today, the Main RPG plot(s) will be starting. This is a base thread for rules, posting your characters, suggestions and the storyline and any updates.
Attachmeny: Rough map of the Area
Story: A little while after MO, Mudos suddenly went quiet, Until,a year to the day that Vykkers Labs went down, Jet Black clouds filled the Skies of all Mudos. And to this day they haven't lifted. This is causing Natives to despair for their crops and Wildlife will not grow, and for the Industrials, It's causing alot of worries amongst the high Glukkon Council.
That wasn't all that happened that day, upon that day, members of each race started to disappear from their Homes without trace... The leaders of the Great Races have met, and forged a peace uptil this mystery is solved, though, weather you chose to uphold it is a different matter
Now, You must decide the fate of oddworld, will you help save the land, or will you attempt to make yourselves a profit.
Species:
Slig:-
Starting Equipment:-
1 pair, old rusty pants.
1 old one visor mask
1 Baton
80 Moolah
Starting Stats:-
Strength:4 ( Can be trained higher/ leant)
Thief Skills:0 (Can be trained higher/ learnt)
Intelligence:1 (Can be trained higher/ learnt)
Perception:2 (Depends on Mask)
Agility:2( Depends on Pants)
Description: Are Mudos's main combatenets, rude, lazy, but a deadeye aim.
Mud:-
Starting Equipment:-
1 Catapult
1 Loin Cloth
1 Small Rusty Pocket Knife
20 Moolah
Starting Stats:-
Strength:6(Can be trained higher/ learnt)
Thief Skills: -2(Can be trained higher/ learnt)
Intelligence: 3(Can be trained higher/ learnt)
Perception:2(Can be trained higher/ learnt)
Agility:1(Can be trained higher/ learnt)
Description: Nature on Mudos would never have thrived without Mud's they're many tribes offer many jobs which will help Nature to thrive...
Vykker:-
Starting Equipment:-
1 Sawbones
1 Old Rusty Lab kit
1 bag of bolts, screws and springs
1 hunk of uncrafted Metal
1 pair of old stained goggles
120 Moolah
Starting Stats:-
Strength:3(Can be trained higher/ learnt)
Theif Skills:2(Can be trained higher/ learnt)
Intelligence:6(Can be trained higher/ learnt)
Perception:1 (Depends on Goggles)
Agility:6
Description:Using their Labkits and Junk, they can forge any item( PM me for what you'll need for the item you want)
Gabbits:-
Starting Equipment:-
1 rusty old wheelchair
3 Fuzzles
Starting Stats:-
Strength:-2
Thief skills:7
Intelligence:1
Perception:7
Agility:-3
Description: Gabbits are the main theives of oddworld, how they do it, is only known by the Gabbits....
Glukkon:-
Starting Equipment:-
400 Moolah
Starting Stats:-
Strength:1
Thief Skills:1
Intelligence:10
Perception:4
Agility:1
Description: The brains of Mudos, can use these powers to help the natives, industrials, or use their brains to help the Mafia...
You choose where you start, you post your actions in the relevent thread, if your character is travelling to a new tribe or city, you must say that at the end of the last post.
Item Shops:
Shops cost 150 Moolah to set up(PM me when you want to set one up, , but, unless you hire another player to stay in the city where you built the shop, it will only be open to sell to the players when you are in the city. You can get stock from Vykkers, or buy it cheap from other players. You do set your own rates.
Skill Shops:
Skill shops can be set up by anyone, they'll cost 400 Moolah to set up and 20 moolah for each turn you want to keep it open, no moolah, no shop, you do not have to be there to run a skill shop and there is no limit on what level of what skill you can train, but you cannot train yourself at your own shop. You do set your own rates.
Skills and Jobs:
If your character is running short on Moolah, and doesn't want to open their own shop, you must apply to me, via the Job Thread, for a job, I'll have a list of what Jobs there are available, where you need to be to get them, how much moolah you earn per post in that city, what skills you'll need and weather you can currently get the job.
When you are collecting Moolah for a Job you must post at the top: [Collect Moolah for Job:*Name of JOB HERE*, *RATE OF MOOLAH HERE*]
Shop Assistants, can be hired by players to run shops when they cannot be in the city, to tranfer moolah or other items to players please put at the top [Give: *ITEM/ MOOLAH AMMOUNT*, *CHARACTERS NAME*]
You are responicble for your own character and editing your items/ moolah ammounts and items is your responcibility, but i will be making checks, and any cheating will get one warning apon their account and be banned from the RPG.
Item List:
Moolah
Fuzzles
rusty old wheelchair
Wheelchair
Shiny New wheelchair
Robotic Wheelchair
Sawbones
Old Rusty Lab kit
Labkit
Shiny New Labkit
Automatic Labkit
Bag of bolts, screws and springs
Hunk of uncrafted Metal
Motor
Spanner
Welding kit
Pile of wood
mini computer
Pair of old stained goggles
Pair of goggles(Makes Perception 3)
Pair of Lab goggles(Makes Perception 5)
Pair of Robotic goggles(Makes Perception 7)
Catapult
Loin Cloth
Small Rusty Pocket Knife
Pocket Knife
Large Pocket Knife
Pistol
Snoozie
Blitzpacker
Cannon
Assault Rifle
Improved Assault Rifle
Sniper Rifle
Lungbuster
Shotgun
Blunderbuss
Knuckle Dusters
Grenade
Old Tomahawk
Tomahawk
Master Crafted Tomahawk
Old Spoocebow
Spoocebow
Magic Spoocebow
Fuzzle Trap
Net
Communication Radio
A Pair of old rusty Slig Pants
A Pair of Slig Pants(Makes Agility 1)
A Robotic Pair of Slig Pants(Makes Agility 3)
Rusty Flying Slig Pants(Makes Agility 4)
Flying Slig Pants(Makes Agility 5)
Big Bro Slig Pants & Slig Steroids(Makes Agility b2 but Makes strength 15)
Old one eyepiece visor
OneEyepiece Visor(Makes Perception 1)
Two Eyepiece Visor(Makes Perception 3)
Baton
Shock Rocker Baton
Caralot Pass
Stealth Suit
Katana
Dark Mud only items: (Can only be used by Dark Muds)
Lightly Padded Armor
Padded Armor
Heavily Padded Armor
Siege Armor
Sphere
Damaged Crystal Rifle
Crystal Rifle
Improved Crystal Rifle
For Jobs so far, see Job Request
Last edited by Hobo; 11-05-2003 at 07:06 AM..
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