Author Topic: Apocalyptic MFRP  (Read 1344 times)

This Apocalyptic MFRP is under development.

After a few months of brainstorming, I've come up with a system that I'm going to test out with anyone that wishes to test it.

This is not everything I have come up with, and I was limited in time to type.

Player:
You will start out as a single person, you have to loot and scavenge to get the resource to create a faction. You may select perks listed below to create your character, you cna not change them at any point.


Faction system:
Factions require food and liquids to maintain, running out of these will cause your faction to rebel. Factories are able to produce resources at a rapid rate, but require maintenance, and must be supplied with resource to produce products. You are able to set up makeshift farms, and all units are affected by what you see below. To make efficient use of your units, assign them based on their perks.


Perks:

Strong: Increased resistance to all types of damage, 20% consciousness damage/ condition damage output, decreased moves per turn, agility decreased.

Tactical: Increased agility and move points per turn, hiding is more effective, dropkick instantly available, 20% damage output/input penalty.

Intelligent: Crafting uses less resource, parrying instantly available, slight agility decrease, 10% damage output decrease.

Survivalist: Food/drinks are 30% more effective, ability to tell poisonous mushrooms/berries apart, bleeding wounds clot 20% faster, natural healing speed and effectiveness reduced by 20%.

Medic: Able to see blood meter, know blood type immediately, bloodbags are 20% more effective, condition slightly increased, consciousness decreased.

Sadist: Sanity is increased when injuring someone, pain increases faster.

Debuffs:

Stunned: Unable to do anything until it is gone.

Stagger: Unable to do anything, fall back a few paces.

Knocked down: Causes you to fall, able to dodge attacks while fallen, must get up to attack.

Unconscious: Unable to do anything, makes you lootable, lasts out of combat for 1-20 minutes.

Comatose: Unable to do anything, makes you lootable, lasts out of combat for 1-3 days.

Bleeding: Constant reduction in blood meter.

Internal Bleeding: Constant reduction in blood meter, requires surgery.

Broken bones: Affects movement or carry weight, unable to wield some weapons.

Recovery: Unable to do anything that can harm your opponent for 1 turn, and 1 turn only.

Sick: Multiple types, reduces Immunity meter.

Asleep: Unable to do anything until Fatigue meter fills, will wake up if approached or injured.

Combat moves:

Block: Avoid damage from a melee attack, slight chance to fail.

Parry: Avoid damage from a melee attack and put opponent in recovery, very slight chance to fail. (Must be learned)

Kick: Do very slight condition damage and slight conscious damage, can get past blocks and parries, can fail, not available all the time.

Dodge: Dodges an attack, chance to put enemy in recovery or put you back a few paces, can fail.

Sweep: Stun an enemy for 1 turn, chance to fail, not available 100% of the time. (Must be learned)

Dropkick: Stun an enemy for 2 turns and deal conscious damage, chance to fail, not available 100% of the time, will stun you for 1 turn after doing the action. (Must be learned)

Jab: Jab the enemy with whatever weapon you have, reduces or increases damage depending on weapon type, able to stagger.

Slice: Slice with whatever weapon you have in your hands, normal damage, can stagger.

Flurry: Attack an enemy multiple times, will put you in recovery, able to fail, not available 100% of the time.

Tackle: Tackle an enemy to knock you both down and put your opponent in recovery, can fail.

Stomp: Keep an enemy knocked down, stuns for 1 turn, can't fail, not available 100% of the time.

(Not the full list)

Meters:

Condition: The most important meter, if it's reduced to 0, you die.

Blood: Amount of blood in your being. (Hidden.)

Consciousness: Measurement of your consciousness.

Fatigue: Measures how sleepy you are.

Hunger: Measures your need for food.

Thirst: Measures your need for liquids.

Weight: Measures the amount of weight your items combined are.

Sanity: Measures how sane you are, if it hits 0, your character will suffer huge debuffs.

Pain: Measures your character's pain levels, affects consciousness.

(Not the full list.)




Going to host a testing thing to test out the combat system.

Tomorrow, whenever I wake up. (2-3PM)

Had to do some stuff, expect it be up at 7:30.

Edit: Had to close it because I have to do some stuff, hosting again tomorrow.
« Last Edit: June 14, 2016, 08:16:31 PM by Notchbrine »


Bump.

Sounds interesting. What does the M stand for? Just making sure it isn't a meaningless carryover from the MERP acronym. I don't really like MERPs, but obviously that's just me because they're so popular.

Obviously not everyone would be creating a faction and most people would instead be joining one, otherwise they would all consist entirely of bots which would take the purpose out of playing online and also would take a million years to do. You should think of having a limit to the factions, as well, otherwise you would get a bunch of stupid factions by people who just leave and never come back rather than like 4-6 well developed ones that a story naturally comes up around, which would be pretty damn awesome and I would love to be a part of that.

Bumpa also wat the hell is a mfrp

Bumpa also wat the hell is a mfrp
motherforgeter roleplay of course