Welcome Guest [Log In] [Register]
New Age Descendants News

Welcome to New Age Descendants!


Staff member positions are now open. Applications can be found here.

If this is your first time here, check out the Rules. You can then read through our Databases or get started right away on making a character

Promote New Age Descendants by voting for us at RPG Gateway

Visit these other sites to help support New Age Descendants
The Best General Gaming sites Top General Gaming sites Sites GameSites1000
Add Reply
The Influence System (IP)
Topic Started: Apr 2 2008, 08:35 PM (74 Views)
The Rock
Member Avatar
Doo Wop.
[ *  *  * ]
Probably one of the more difficult yet potentially powerful level-up systems is the Influence System. The Influence System utilizes Influence Points, or IP, to automatically give you money, abilities, and even little flunkies to aid you.

How do you gain IP, though? Why, through missions and hunts, maybe even through battles. After objectives are completed, you will gain a certain amount of influence around the world, giving you money from leaders or admirers, training to give you abilities, and a multitude of other things. And since you can always gain more influence, the loop can continue on forever.

Let's talk about the specifics. Attached is the list of things you recieve at certain points when you gain IP. Notice how next to everything is listed as "*x", where the star is the number. This means that at a multiple of the number, you gain that ability. For instance, since you get cel at every multiple of 50, your cel increases at 50, 100, 150, 200, 250, and so on, so on.

Next item to tackle are flunkies. Flunkies are little bots that follow your every order. You don't to IC verbally direct them, so you can simply type their actions as you take your turn. Flunkies are leveled up by ways you decide. Every time you get a "Flunkie Level Up" on the IP list, you gain an additional flunkie, plus all flunkies you have gain an additional level. See the Flunkie Levels list, also attached to this thread.

Next are abilities. Since the users of the system have no way to spend points to gain abilities, you can instead train or modify yourself to get abilities at certain points. These abilities must be admin approved, and they must be at the varying power listed in strength of the ability. Other than that, what the ability is up to you.

Also, you can gain weapons at certain levels. At this point, an admin will you give you a weapon they feel is equivelant to your IP amount and that seems to be something that you are proficient with.


That is all the influence system has to offer. Hope this helsp in making your choice of the right system you seek.
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
-DP: 0

-Profile-

---

Quote:
 
If I was someone else, would this all fall apart?
Offline Profile Quote Post Goto Top
 
The Rock
Member Avatar
Doo Wop.
[ *  *  * ]
[size=7]IP LIST[/size]


50x
You gain 100 * N cel, where N is your IP / 50

100x
HP +10

150x
You gain a new weapon for free.

250x
You gain a weak ability.

500x
Flunkie Level Up!

800x
You gain a moderate ability

1500x
You gain a strong ability
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
-DP: 0

-Profile-

---

Quote:
 
If I was someone else, would this all fall apart?
Offline Profile Quote Post Goto Top
 
The Rock
Member Avatar
Doo Wop.
[ *  *  * ]
Flunkie Rules:
-Flunkies, when frist commisioned, are armed with two different attacks: A Rank 2 Plasma Blaster and a Rank 3 Vibroblade. They start with 40 HP.
-When you first get your flunkie, you must choose its specialty. A specialty is the type of attacks it is able to learn when it levels up.
-Every time a flunkie levels up, you can choose one of the abilities in the level associated with its specialty.
-When you first choose a specialty for a flunkee at first level, it gains all the abilities of that specialty.
-Each time a flunkie levels up, they gain +25 HP.


---


[size=7]Flunkie Levels[/size]

[size=5]Level 1 (Starting Level)[/size]

Blade Specialty

Speed Up 1 - The flunkie's speed is increased slightly.
Melee Defense - When the flunkie enters melee combat, its defense increases by 1.

Gun Specialty

Marksman 1 - The flunkie's accuracy is increased.
Gun Switch - The flunkie's regular blaster can be replaced with any commercial weapon.

Support Specialty

EMP - Emits a Rank 1 costant pulse for 3 turns. Cannot attack while pulse is active.
Sentry Gun 1 - Can set up a 20 HP sentry gun that does Rank 1 fully automatic damage. Operable for 4 turns. Only 2 sentry guns can be in use.


[size=5]Level 2[/size]

Blade Specialty

Enhance Strength - All melee attacks deal +1 rank.
Melee Shield 1 - Flunkie gains a 15 HP shield that blocks only melee attacks

Gun Specialty

Crosshair Scope - Flunkie gains scope on their guns, giving headshot capabilities.
Enhanced Barrel - Flunkie's original gun gains +1 rank

Support Specialty

Stun Shot - Fies a shot that causes Stun 2. Deals no damage, cannot be used for 4 turns.
Sentry Gun 2 - Can set up a 10 HP sentry gun that does Rank 3 damage. Operable for 3 turns. Only 2 sentry guns can be in use.


[size=5]Level 3[/size]

Blade Specialty

Slam - Rams the opponent dealing Rank 4 damage. Can be used once every 4 turns.
Add Weapon - Flunkie can swap its blaster for another melee weapon. Can still only attack once per round.

Gun Specialty

Marksman 2 - Flunkie's aiming is impecable.
Explosive Rounds - Flunkie's original weapon has explosive capabilities.

Support Specialty

EMS - Fires a shot at a target. Upon striking target or an object, it takes Rank 3 damage and eminates the same type of pulse as an EMP, instead dealing Rank 2 damage instead. Cannot be fired for 5 rounds after use.
Sentry Gun 3 - Can set up a 15 HP sentry gun that deals Rank 2 explosive damage. Operable for 3 turns. Only 2 sentry guns can be in use.


[size=5]Level 4[/size]

Blade Specialty

Speed Up 2 - The flunkie's speed is increased greatly.
Double Strike - If flunkie has two weapons in hand, it cna attack using both weapons.

Gun Specialty

Heavy Weaponry - The flunkie can equip heavy weaponry at the cost of both its blade and its gun.
Doubleshot - The flunkie's original weapon gains fully automatic capabilities.

Support Specialty

Field Flag - Sets up a flag emitting electromagnetic waves that disrupts opponents plasma weaponry and weakens strength for melee attacks. Flag causes -3 ranks in damage for opponents
Sentry Gun 4 - Can set up a 30 Hp mobile sentry gun that deals Rank 1 damage. Operable for 6 turns. Only 2 sentry guns can be in use.


[size=5]Level 5[/size]

Blade Specialty

Killing Blow - Melee strike that deals Rank 6 damage. Can only be used once in combat. If flunkie has Speed Up 2, deals Rank 8 damage.
Counter - If it prepares itself, any melee attacks agianst the flunkie are parried and countered, dealing half the weapon's rank in damage. Must be declared beforehand, and cannot be used two turns in a row.

Gun Specialty

Implanted Rocketry - Can fire 4 homing rockets, each dealing Rank 4 explosive damage.
Arm Cannon - Flunkie's original weapon has +3 ranks of damage.

Support Specialty

Clone Flunkie - After taking 2 turns of not doing anything, flunkie sets up a second "clone flunkie" that has all the abilities of the original flunkie at half the HP. Only one clone can be in existance at a time. The clone flunkie can be in existance for 5 turns
Sentry Gun Upgrade - The following upgrades occur:
-Sentry Gun 1 gains +3 ranks of damage
-Sentry Gun 2 gains +2 ranks of damage and causes Stun 3
-Sentry Gun 3 gains +4 ranks of damage
-Sentry Gun 4 gains +3 ranks of damage
-All sentry guns gain +50 HP
-All sentry guns can be in place for +3 more turns, and canj be disabled at any time.
-4 sentry guns can now be in use at the same time.
If flunkie does not have Sentry Gun 1, 2, 3, or 4, the applicable ability does not affect them.
Name: Alyx Akeby
HP: 50
Level-Up System: Divinity System
-DP: 0

-Profile-

---

Quote:
 
If I was someone else, would this all fall apart?
Offline Profile Quote Post Goto Top
 
« Previous Topic · Level Up Systems · Next Topic »
Add Reply



All content on New Age Descendants is original, though original conception of some content may bear some strong resemblance to existing material. Any resemblance of material is purely coincidental unless otherwise stated.


Powered by WebRing.