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The Mod System (MP)
Topic Started: Apr 1 2008, 08:06 PM (102 Views)
The Rock
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Doo Wop.
[ *  *  * ]
Mods are always useful. Any player can use them with weapons and armor, and they can be switched back forth in a matter of turns. However, where do Mods come from? Why, from people who take up this special level-up system, of course.

God, that sounded so cheesy.

First, before we get into the specifics of the Mod system, we must first go into teh specifics of Mods. Firstly, switching Mods is done quickly. This can be done either attacking or when standing by. Putting a mod into a weapon takes 1 turn, 2 if your busy (attacking, using an ability, etc.). Taking one out is 1 turn as well. Definately a viable obtion when changing tactics.

There are 5 levels of Mods, each more powerful than the last. The first level Mods are the weakest and most basic abilities and are easily obtained. Abilities include circumstance-defense ups or weak poison attacks. As Mods reach higher levels, they can give more powerful add-ons, including double-shot, auto plasma shields, and even new attacks.

Of course, because attacks are stronger, Mods imbued with weapons or attacks increase gauge spendage, unless they state otherwise. Here's a chart detailing how much usage is increased

Level 1 > +1 on Spend, +0 on Level, +1 on Cooldown
Level 2 > +2 on Spend, +1 on Level, +2 on Cooldown
Level 3 > +3 on Spend, +1 on Level, +2 on Cooldown
Level 4 > +4 on Spend, +2 on Level, +3 on Cooldown, +1 Additional turn to equip
Level 5 > +5 on Spend, +2 on Level, +4 on Cooldown +1 Additional turn to equip


How does one increase the level of Mods? Well, you can't. Mod levels are static: They don't change, ever. So how do you get more powerful Mods? You purchase them or find them. Or craft them.

Now we enter the Mod system. This system allows you to craft your own Mods to things you want to have. You can then sell these Mods for parts or weapons. Because of the fact that system is technology based, mutants cannot access this system. Sorry, guys.

The key to crafting Mods is "Scrap". Scrap is an item that is found all around the world, and any character may find them. However, only Mod system users can actually use scrap to their benefit. With this scrap and the knowledge of how to craft certain level Mods, you can create your own Mod with abilities you want. A Mod can only have one ability at a time, and this cannot change.

The following is the amount of Scrap needed to create each level Mod.

10 Scrap >>> Level 1
30 Scrap >>> Level 2
60 Scrap >>> Level 3
100 Scrap >>> Level 4
150 Scrap >>> Level 5


However, simply having the scrap is not enough. You must obtain the knowledge of how to craft each level Mod. You start off knowing how to create the most basic Mods. To get the knowledge, you must break down technological components and study them. Mod-crafters (the general term for people who use this system) often buy weapons only to break them apart and study how they work.

You can get MP, or Mod Points, from finding debris in the Wilds, breaking down body armor, or studying technology in any other way you can. Note that some technology cannot be broken down, such as computers or security bots. For some forms of technology, you must be a high-level Mod-crafter in order to study components.

Getting enough MP will make you a higher level Mod crafter. Becoming higher level will also increase the amount of scrap you get from debris. Here's a level chart of MP:

0 MP = Level 1 Mod-crafter
200 MP = Level 2 Mod-crafter
600 MP = Level 3 Mod-crafter
1200 MP = Level 4 Mod-crafter
2000 MP = Level 5 Mod-crafter
3000 MP = Level 6 Mod-crafter (see below for details)


When somene reaches a Level 5 Mod-crafter, they also gain the ability splice together different level 1-4 Mods, creating SuperMods, only usable by Mod-crafters. These SuperMods contain the abilities of all the Mods sacrificed to create it. Creating one costs an additional 40 Scrap, and the sum of the levels involved does not exceed 5 (Example, a level 4 and a level 1 can be spliced, but not a level 4 and level 2). Gauge usage also carries over, stacking on top of each other.

When you reach level 6, you become an elite Mod-crafter and you gain the ability to create level 6 Mods, which are all SuperMods with the same rules as before, only the sum cannot be above 7


That's the gist of the Mod System. Attached is a list of all Mods that you can select from when crafting.
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
-DP: 0

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The Rock
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Doo Wop.
[ *  *  * ]
HOW TO READ THIS LIST

Weapon/Armor +2 (<<< Name of Mod)
Weapon: Increases rank damage by 2 (<<< Modification if attached to weapon)
Armor: Increases damage defense by 2 (<<< Modification if attached to armor)



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Level 1 Mods

Weapon/Armor +1
Weapon: Increases rank damage by 1
Armor: Increases damage defense by 1

Poison 1 (Weapon Only)
Weapon: Gives attacks an additional Rank 1 poison damage. Bullet is laced with toxic radiation.

Bright Bullet (Range Weapon Only)
Weapon: Attack deals -1 rank in damage to give blindness 2 to target. Causes bullet to flash on impact, inflicting blindness.


Level 2 Mods

Weapon/Armor +2
Weapon: Increases rank damage by 2
Armor: Increases damage defense by 2

Poison 2 (Weapon Only)
Weapon: Gives attacks an additional Rank 1 poison damage, plus causes Poison/-2. Bullet is laced with toxic radiation

Plasma Shield 1 (Armor Only)
Armor: Gives the player a Rank 2 plasma shield. Rejuvinates every battle, shield only brought up once per battle.

Second Shot (Weapon Only)
Weapon: The weapon fires a second time, dealing half the rank in damage rounded up.


Level 3 Mods


Weapon/Armor +3
Weapon: Increases rank damage by 3
Armor: Increases damage defense by 3

Poison 3 (Weapon Only)
Weapon: Gives attacks an additional Rank 1 poison damage, plus causes Poison/-5. Bullet is laced with toxic radiation

Survival (Human Armor Only)
Armor: Stabalizes user from death if HP hits 0; disbands Poison after 1 turn.

Plasma Shield 2 (Armor Only)
Armor: Gives the player a Rank 4 plasma shield. Rejuvinates every battle, shield only brought up once per battle. Plasma shield acts as a sphere of protection.

Plasma Barrier 1 (Armor Only)
Armor: Gives the player a 50 HP plasma shield. Rejuvinates every battle, barrier only brought up once per battle. Plasma barrier coats user with thin layer of translucent energy

Auto-shot (Weapon Only)
Weapon: Gives weapon "fully automatic" capabilities.

Flash Shot (Weapon Only)
Weapon: Attack deals -2 rank in damage to give blindness 5 to all in the area, minus the user. As bullet shoots from barrel, a massive flash of energy emerges along with it. The energy is harmless, but shockingly bright. Natural reflexes in human, mutant, and droid nature allows user to shut/disable eyes in time to prevent momentary blindness.

Weak Augment * (Armor Only)
Armor: Gives the user the ability *. The ability is rather weak.

Droid Augment 1: * (Droid Armor Only)
Armor: Gives the droid * ability. The ability is somewhat weak.
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
-DP: 0

-Profile-

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