Post by Pitman on Aug 26, 2011 0:24:14 GMT -6
Alternate Earth: Crisis 2111 Information and Rules[/size]
Version 1.10
AE: Crisis 2111 is an parallel world of earth which various governments, organizations, and corporations vie for control of the world. Even in the 22nd Century war is not gone and a never ending threat of bio-terrorism. In this RPG World Leaders, Soldiers, Scientists, Terrorist, Hunters, and every day people struggle for power as well as survival in the daily life in a world always at the brink. Each player has a choice to make their own factions or even work for other player factions. To start in this new RPG let us begin with the rules of the game.
A. General Rules
A1. No Godmodding is allowed in this game for starters.
A2. This RPG is a Mature one so please keep in mind to keep in mind a lot will be allowed if warning labels are added to title threads.
A3. If you have a complaint about anything just talk to me since this is my first time making an RPG like this. All suggestions would be considered and well if it works it works.
A4. The biggest rule is no all out arguments will be allowed on the RPG and all must be kept civilized since its better to be nicer to each other.
B. Creating a Faction and Profiles
B1. In AE: Crisis 2111 the world is ruled by different powers then what we have today. There is no sole super power in this game but various factions who wish for world control or whatever ideals they believe in. Players will have the freedom to create any sort of military as long as it is within the realm of the level of technology the RPG begins and even can upgrade or research new weapons. Each faction will start in a different part of the world if its on land, the ocean, or have some sort of lunar colony or a space station. To show you what you need first would be the general information of your faction.
B2. Faction Creation
Faction Flag: (Optional)
Faction Name:
Type of Government:
Territory:
Religion: (If any)
Currency:
Faction Leader:
History: (It doesn’t have to be big just enough to get how it started and when it started.)
B3. Faction Starting territory/different types of factions
All territories will belong to a nation or is a special administrative zone. Factions at first will only be allowed 1 region under its control for until its determined the amount of factions in the RPG is set. Once that is set we will then begin allowing the set factions to pick more areas for its control up to 2 more regions. If there is any free areas left they will become contested areas or Special Administrative Zones. If the area is contested its effectively buffer zones for the factions if they are at war or at peace.
The Special Administrative Zones themselves can be control by a Corporation or an organization of sometime. They tend to be smaller controlled areas but no means weak places to pick a fight against. These SAZs will have its own self defense force which can easily be an small advance force or even a massive large force that can rival a nation in military power or even economic power. Some SAZs are even UN funded as well as usually patrolled by The Hunters.
B4. Faction and Personal Payments.
Each faction will all start with the same starting pay of 10 million worth credits to build up their defenses, their economy, their buildings, and military. Payment will be that of your net worth and unlike past RPGs your paid everyday like real life. The only exception is the personal pay for your characters which will have starting pay of 3,000 credits and paid about 1,000 credits twice a week. Please note if you wish for more funds you can use your nations own treasury to give extra pay to your characters though it would be technically called a government loan to said people for Role Playing sake. There will be possible to increase your net worth as well with economic cities and trade without declaring war on other nations though would take longer to gain more money. Though this will in fact increase the worth of your money over time to the standard credit worth.
Nations are paid differently with being paid daily of 10% of their total value each day and on the 7th day aka Friday are paid the full TW worth. As well each faction is automatically worth 100,000 creates to start with.
There is three sets of Powers; Super Powers, Moderate Powers, and Minor Powers. Currently there is only two minor Powers of Asian Alliance and Faith Nation of New Jerusalem. As well there is only 2 Super Powers of Eurasian Union and the Confederation of Free Cities and Trade. Super Powers gain extra 2 Million starting money compared to the Moderate Powers.
B5. Profiles is that what is the character is like who you are creating. The profile is that of your player character who is pretty much you as well you can level and change over time. In this RPG you can have unlimited named non player characters but only 10 at can level and change.
B6. Profile Creation
Full name:
Nick Name/Other Known Names:
Code Name: (If Any)
Age:
Birthplace:
Ranking:
Title: (if any)
Military Rank/Civilian Profession/etc: (If any)
Personality:
Appearance: (Picture or description)
Skills:
Energy Power:
Attack Power:
Armor:
Bio: (Can be small or large doesn’t matter)
C. Ranking and leveling system
C1. In AE: Crisis 2111 characters are not static and are also evolving over time developing new skills to getting stronger. The Main leveling system is for mostly Player Characters who makes them better against other players or even NPC forces.
C2. Stats in Crisis 2111 is extremely important for character based battles and all units will have it even if they are not used. To keep things from having too much of number crunching only stats will be used when your character fights in PvP, against a Bio Armor/Bio-Hazard, or Nano-Power Armor/Nano-Wardens.
Energy Power- To combat any units all Power Armors, weapons, even Bio-Hazards are ran on some sort of energy. For Power Armors it is usually battery power or for Bio-Hazards how many humans it has consumed. For weapons if their Plasma or some sort of energy based weapons will be affected as well. Well non energy use weapons can completely ignore this.
Attack Power- Determines how much damage a person can do on any enemies destroying their Armor
Armor- Armor determines how much damage can be resisted by all times of weapons but lowers over time the longer you do not repair or maintain the armor. Non-armored characters will not use this stat.
C3. Armor Types
Armor stat itself is determined by what type of power armor your using. For the power armors there is standard Power Armors that use regular metal, Super Suits which are regular power armors that has been developed with high costs to be used by normal people to fight Bio Armors/Bio-Hazard or Nano Power Armor Users/Nano-Wardens;
C4. Ranks in 2111 will determine how good your character(s) is in general in the world. Usually can determine how powerful one person is to another. The Higher the rank the more skills that person has but this is more for show in the Role Play Aspect.
Rank:
Rank Ex: The highest ranked humans/Bio-Hazards can have also called First Tier. They are considered the ultimate living beings on the planet in terms of stats. Mythological beings.
Rank SSS: The second highest rank humans/Bio-Hazards can have also called Second Tier. They are usually people who are leader of special divisions of different groups. Legendary beings.
Rank S: The Third Tier of the ranks who are usually the special forces of various powers. Extremely Rare beings.
Rank A: The Fourth Tier of the ranks who usually are leaders of the vanguard forces of various powers. Rare beings.
Rank B: The Fifth Tier of the ranks who are usually main force of any sort of vanguard forces of various powers. They are quite uncommon beings.
Rank C: The Sixth Tier of the ranks who are usually the leaders of regular military forces in the world powers. They are quite common beings.
Rank D: The Seventh Tier of the ranks who are usually make up the bulk of the worlds military NP Armor forces. Very Common beings.
Rank E: The Eighth Tier of the ranks who usually make up high level academy students will who would join the The Hunters or their nations Military. Extremely Common beings. Rank F: The Ninth Tier of the ranks who usually make up all academy level students who will join The Hunters or their nations military. Weak Beings.
Rank F: The lowest rank of the ranks who usually make up anyone from civilians to regular people who are not in any of the organizations. They still have the potential to become stronger. Extremely Weak beings. Most of Humanity is technically Rank F so most are ignored.
C5. Skills
Each character gains skills over time throughout their experiences and different situations. For regular humans these skills will be that of more based on costs, maintain armors or weaponry to helping factions create more units or simply being normal. Nano-Warden Skills determine what they can created using nano technology and even how long their armor can last. For Bio-Hazards effectively is what they can with their mutations. Each character begins with two skills well Bio-Hazards instead gain 3 skills to begin with.
C6. Leveling in Crisis 2111 is like any video game which you continually growing stronger with the more enemies you defeat. Depending on the enemy rank and level will also determine how much you level. Leveling though is made for long term for any future Sequels of Crisis 2111 which will carry over to the next RPG if said character survives. All characters regardless of their military rank or profession will start at the Rank F level 1. From there you grow and slowly get stronger in this RPG with doing any feats to defeating regular enemies to Bio-Hazards or even simply training your character etc. This is the skills system itself and not for show like the ranks.
Leveling Legend:
Rank F (10 Skill Points/Kill Counts/Devoured per Grade)
-Rank F- Gain 5% on anything
-Rank F Gain 5% on anything
-Rank F+ Gain 5% on anything
Rank E (10 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank E- Gain 10% on anything
-Rank E Gain 10% on anything
-Rank E+ Gain 10% on anything
Rank D (10 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
- Rank D- Gain 15% on anything
- Rank D Gain 15% on anything
-Rank D+ Gain 15% on anything
Rank C (15 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank C- Gain 20% on anything
-Rank C Gain 20% on anything
-Rank C+ Gain 20% on anything
Rank B (15 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank B- Gain 25% on anything
-Rank B Gain 25% on anything
-Rank B+ Gain 25% on anything
Rank A (15 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank A- Gain 30% on anything
-Rank A Gain 30% on anything
-Rank A+ Gain 30% on anything
Rank S (20 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank S- Gain 35% on anything
-Rank S Gain 35% on anything
-Rank S+ Gain 35% on anything
Rank SS (20 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank SS- Gain 40% on anything
-Rank SS Gain 45% on anything
-Rank SSS + Gain 50% on anything
Rank SSS (30 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank SSS- Gain 55% on anything
-Rank SSS Gain 60% on anything
-Rank SSS + Gain 65% on anything
Rank Ex (40 Skill Points/Kill Counts/Devoured per Grade) Gain three new Skills
-Rank Ex- Able to Make Another Skill, Gain 70% On Anything
-Rank Ex Able to make two new skills Gain 75% On Anything
-Rank Ex+ Gain Three More Skills. Gain 80% On Anything
-Rank Ex+ Extend Gain One New Skill and 85% on anything for each Grade Up.
Civilians/Non Soldier/etc: .50 of a Point
Regular Bio Armors/Soldiers/etc: 1 Point
Mechanized Enemies: 2 Points (Tanks, Mobile Armors Etc)
Special Enemies: 3 Points (Note seasoned Nano Wardens, Super Suit users/etc
C7. Bio Armors and Nano-Wardens weapons is dependant on your rank as well as how much EP you have. The more EP you have the more powerful weapons you can use at longer lengths in your limited combat time. Bio-Hazards of course can easily just consume more flesh and blood to gain more EP in any situation. Nano-Wardens though are both have a set standard weapons as well as custom weapons which what the person’s mind can think up. Due to the freedoms of the players can think up weapons for themselves there will be a released standard armament list and what kind of weapons you can unlock with each rank up. Bio-Hazards do not need this standard but can think of anything being more powerful then Nano-Wardens. Also Skills can unlock some aspects of the standard equipment ahead of time.
Nano-Wardens Standard Armament
Rank F+: Able to at least put on their armor for a limited amount of time. Can do all basic movement)
Rank E: Has mastered their armor to at least be able to use in training or light combat as well as use melee weapons and able to enhanced any sort of small weapon. (Swords, daggers, axes, chain swords, hand guns, grenades etc)
Rank D: Has mastered enhancements on all old weapons, unlocks advance melee weapons, as well as small laser, and plasma weapons (Plasma Saber/sword/rapier, Plasma Hand Gun, Laser hand Gun, Rail hand guns etc) Full Armor Mode is now unlocked.
Rank C: Has mastered the use of medium Laser and Plasma Weapons. (Plasma rifles, laser rifles, etc)
Rank B: Has now the ability to use Large Plasma weapons. (Plasma Cannon, Laser Satellite Cannon, etc) Can now use a small personal Energy shield to protect ones self, consumes EP.
Rank A: Can now use a new more movable Full Armor Mode keeping best defense now no longer slows you down. Can now use a full body Energy shield to protect one self, consumes EP.
Rank S: Can now use Fully Synchronization with your power armor making it possible to increases your three sub branches times 3 but consumes high energy.
Rank SSS: Now able to teleport in battle at high speeds.
Rank Ex: Can now use Fully Synchronization, full body energy shield and teleport at lower energy costs as well as cover an small area with an large energy shield, consume high energy. Can also now self denotation like a nuclear weapon as well as can use a Anti Matter Cannon at the cost of 40% of its remaining EP (Note grows weaker after each shot).
Bio-Hazard Mutation of G1
Rank F: Hunger has finally begin to take over the human with only a small amount of will left.
Rank E: Human will is gone with only a monster left that hungers for flesh and blood. Begins its First mutation.
Rank D: A More powerful monster is formed and begins its Second Mutation.
Rank C: The Third Mutation which can begin killing hundreds of people at anytime it wishes. Its Defense takes a massive increase.
Rank B: The Fourth Mutation is formed which the monster now can feast on entire cities through a form of hypnosis.
Rank A: The Fifth Mutation unlocks a new power to be able to spread itself on to other living organism acting like a virus to all creatures on the planet.
Rank S: Sixth Mutation begins to develop more own personal thought and grows much smarter now can now command a small amount of other Bio-Hazards who are weaker.
Rank SSS: The Seventh Mutation now can destroy entire regions as its own. Tends to control an army of Bio Armors and able to work with other Rank SS Bio-Hazards.
Rank Ex: The Final Mutation which all Bio-Hazards Strive for. They become essentially King of Bo-Hazards and has potential to destroy entire nations on its own. The ultimate enemy of Humanity.
(Note: Players if they desire can easily use their Skills to stay intelligent if said player so desires. Also Note G2 Bio-Hazards do not have the disadvantage of G1 Bio-Hazards and are automatically intelligent and gain all of the ranks ahead of their G1 counterparts.)
D. Missions and Player Events
In this RP there is many different types of ways to gain skills or even role play in battle. Missions is usually given by The Hunters or other organizations that request for players to do things for them the more missions you do for them the more reputation you gain. As well as there can be random enemies and even player run events by the player themselves. I will simply hand out prizes for those.
D1. Missions will have three types Regular Patrol Missions, Hunting Missions and Special Missions. Also note missions are unlimited and can be done if requested on by players.
Regular Patrol Missions- Will be done with a random dice roll of d6 dice that will determine if you run into a bio-hazard or nano warden depending what side their on. You will only run into low ranked bio-hazards or soldiers depending on your character in these missions.
Hunting Missions- Is a special mission to hunt specific targets that have become noticed by the certain factions. These tend to be mid range are not as hard to take down as the higher ranked Nano-Wardens/Bio-Hazards but pose a challenge for a player to do on their own or with another player if they wished.
Special Missions- These missions vary from being sent over to do simple things to taking down the highest level Bio-hazards or even take down a base if that faction wishes to do so. They also can be intervened by other players or work with others to take down the target. For Bio-Hazards this can even be culling a city if that player wishes or even taking down a Warden Commander. For Nano-Warden these tend to be rank As and up type Bio-Hazards which is a nightmare for most Nano Wardens.
To determine the patrol missions enemies the patrol dice roll will be determined like this.
1: Run into nothing
2-3: Run into a Bio-Hazard
4-5: Run into a Group of 3 Bio-Hazards/Nano-Wardens/Soldiers/6 Civilians
6: Run into a large group of 5 Bio-Hazards/Nano-Waderns/Soldiers/10 Civilians
D2. Player Events is a special event made by players that can be simply a simple RP or even an event that player wishes to do and invite anyone. They can range from running into other characters or even attack a specific target or event have a surprise new player factions to begin to show itself. For example lets say Pitmanland wants to sent some secret agents into the city and they arrive can be considered an event and other main cast already in the city can actually run into them etc. They can be done by any player and even have prizes if that player wants it to have it which then I will give the right prizes for those specific events.
E. The Three Pillars of Stats
The next part is the three Pillars or the three main stats of the characters. Energy Power, Attack Power and Armor. These stats are solely for main characters and not other units. All three will be used for Humans, Nano Wardens and Bio-Hazards.
E1. Energy Power- All things needs energy to run for Nano Wardens to simply run any of their nano machines, for humans to run any special equipment, and for Bio-Hazards to simply live. For Humans each power armor or special equipment need a power source for weaponry or any special equipment and will vary depending on what they use. The UUCS will tell us what power needs for some of their equipment human main characters will use. For Bio-Hazards each normal human gives them 5% energy meaning they will need to consume 20 humans to get to 100% weekly if they wish to use all their powers. Note the Consume are different from the devoured which increases their skill points the consumed simply is their battery to live that can human can be used. For Nano-Wardens are more complex for each of their weaponry or special equipment is actually player driven meaning it will be up to the player to give its limits but must be within the realm of logic.
(Note: Civilian Humans Give .25 Point thus why 20 humans, 5 soldiers can last you the whole week well 1 Hunter lasts you a week.)
E2. Attack Power- Will be determined on what weapon they use for example a sword automatically gives 10% Attack Power but its completely player based as well. Each damage will be for regular weapons for 1mm for a old style weapon will be 1% damage. But energy based weapons will be determined by player but the higher the damage the more energy for a Nano-Warden it will be used. For each 1% energy attack will need 2% energy used reason why sometimes enhanced old style guns and enhanced melee weapons will be used. For Bio-Hazards they simply need to convert energy into attack points meaning any sort of attack they do needs that AP to take out the armor. Once armor is gone on said player they need not worry AP any more on that certain enemy.
E3. Armor- Armor itself can be from regular power armor suits made out of Titanium to Nano Enhanced titanium to regular Bio-Hazard Armor. Titanium Armor for Power Armors already equals 100%, Enhanced Titanium Armor Equals 200% and Bio-Hazard Armor is 250%. AP is needed to bring down the armor once zero that person will have to retreat or risk getting wounded really badly.
E4. Wounds- Simply put there is limb wounds to minor wounds. The first wound after armor breaks is minor wounds, then moderate wounds then finally losing limb wounds. In this RP a main character can survive and up to the player if they wish to live. For Humans losing body parts means they will have to go to a NPC faction or player faction to heal up the costs using their faculties you will have to pay you can either choose cheaper cybernetic replacements or the more expensive biological limb replacements. You can even enhanced yourself this way as well if you have respected or Loved Reputation with the said faction. Humans then will become Super Humans.
Bio-Hazards do not need to worry much about losing limbs for their bodies can regenerate by simply eating more humans to use the recover skill which all of them automatically get by using some energy to remake limbs.
Nano Wardens also are more lucky then humans but have a harder time to gain new limbs compared to their Bio-Hazard counterparts. They will be out of battle commission for three days well they use their nano machines to remake their body parts. There is also a risk Nano machines not doing what they want which is itself a rare occurrence. It is still unknown what is the cause.
Version 1.10
AE: Crisis 2111 is an parallel world of earth which various governments, organizations, and corporations vie for control of the world. Even in the 22nd Century war is not gone and a never ending threat of bio-terrorism. In this RPG World Leaders, Soldiers, Scientists, Terrorist, Hunters, and every day people struggle for power as well as survival in the daily life in a world always at the brink. Each player has a choice to make their own factions or even work for other player factions. To start in this new RPG let us begin with the rules of the game.
A. General Rules
A1. No Godmodding is allowed in this game for starters.
A2. This RPG is a Mature one so please keep in mind to keep in mind a lot will be allowed if warning labels are added to title threads.
A3. If you have a complaint about anything just talk to me since this is my first time making an RPG like this. All suggestions would be considered and well if it works it works.
A4. The biggest rule is no all out arguments will be allowed on the RPG and all must be kept civilized since its better to be nicer to each other.
B. Creating a Faction and Profiles
B1. In AE: Crisis 2111 the world is ruled by different powers then what we have today. There is no sole super power in this game but various factions who wish for world control or whatever ideals they believe in. Players will have the freedom to create any sort of military as long as it is within the realm of the level of technology the RPG begins and even can upgrade or research new weapons. Each faction will start in a different part of the world if its on land, the ocean, or have some sort of lunar colony or a space station. To show you what you need first would be the general information of your faction.
B2. Faction Creation
Faction Flag: (Optional)
Faction Name:
Type of Government:
Territory:
Religion: (If any)
Currency:
Faction Leader:
History: (It doesn’t have to be big just enough to get how it started and when it started.)
B3. Faction Starting territory/different types of factions
All territories will belong to a nation or is a special administrative zone. Factions at first will only be allowed 1 region under its control for until its determined the amount of factions in the RPG is set. Once that is set we will then begin allowing the set factions to pick more areas for its control up to 2 more regions. If there is any free areas left they will become contested areas or Special Administrative Zones. If the area is contested its effectively buffer zones for the factions if they are at war or at peace.
The Special Administrative Zones themselves can be control by a Corporation or an organization of sometime. They tend to be smaller controlled areas but no means weak places to pick a fight against. These SAZs will have its own self defense force which can easily be an small advance force or even a massive large force that can rival a nation in military power or even economic power. Some SAZs are even UN funded as well as usually patrolled by The Hunters.
B4. Faction and Personal Payments.
Each faction will all start with the same starting pay of 10 million worth credits to build up their defenses, their economy, their buildings, and military. Payment will be that of your net worth and unlike past RPGs your paid everyday like real life. The only exception is the personal pay for your characters which will have starting pay of 3,000 credits and paid about 1,000 credits twice a week. Please note if you wish for more funds you can use your nations own treasury to give extra pay to your characters though it would be technically called a government loan to said people for Role Playing sake. There will be possible to increase your net worth as well with economic cities and trade without declaring war on other nations though would take longer to gain more money. Though this will in fact increase the worth of your money over time to the standard credit worth.
Nations are paid differently with being paid daily of 10% of their total value each day and on the 7th day aka Friday are paid the full TW worth. As well each faction is automatically worth 100,000 creates to start with.
There is three sets of Powers; Super Powers, Moderate Powers, and Minor Powers. Currently there is only two minor Powers of Asian Alliance and Faith Nation of New Jerusalem. As well there is only 2 Super Powers of Eurasian Union and the Confederation of Free Cities and Trade. Super Powers gain extra 2 Million starting money compared to the Moderate Powers.
B5. Profiles is that what is the character is like who you are creating. The profile is that of your player character who is pretty much you as well you can level and change over time. In this RPG you can have unlimited named non player characters but only 10 at can level and change.
B6. Profile Creation
Full name:
Nick Name/Other Known Names:
Code Name: (If Any)
Age:
Birthplace:
Ranking:
Title: (if any)
Military Rank/Civilian Profession/etc: (If any)
Personality:
Appearance: (Picture or description)
Skills:
Energy Power:
Attack Power:
Armor:
Bio: (Can be small or large doesn’t matter)
C. Ranking and leveling system
C1. In AE: Crisis 2111 characters are not static and are also evolving over time developing new skills to getting stronger. The Main leveling system is for mostly Player Characters who makes them better against other players or even NPC forces.
C2. Stats in Crisis 2111 is extremely important for character based battles and all units will have it even if they are not used. To keep things from having too much of number crunching only stats will be used when your character fights in PvP, against a Bio Armor/Bio-Hazard, or Nano-Power Armor/Nano-Wardens.
Energy Power- To combat any units all Power Armors, weapons, even Bio-Hazards are ran on some sort of energy. For Power Armors it is usually battery power or for Bio-Hazards how many humans it has consumed. For weapons if their Plasma or some sort of energy based weapons will be affected as well. Well non energy use weapons can completely ignore this.
Attack Power- Determines how much damage a person can do on any enemies destroying their Armor
Armor- Armor determines how much damage can be resisted by all times of weapons but lowers over time the longer you do not repair or maintain the armor. Non-armored characters will not use this stat.
C3. Armor Types
Armor stat itself is determined by what type of power armor your using. For the power armors there is standard Power Armors that use regular metal, Super Suits which are regular power armors that has been developed with high costs to be used by normal people to fight Bio Armors/Bio-Hazard or Nano Power Armor Users/Nano-Wardens;
C4. Ranks in 2111 will determine how good your character(s) is in general in the world. Usually can determine how powerful one person is to another. The Higher the rank the more skills that person has but this is more for show in the Role Play Aspect.
Rank:
Rank Ex: The highest ranked humans/Bio-Hazards can have also called First Tier. They are considered the ultimate living beings on the planet in terms of stats. Mythological beings.
Rank SSS: The second highest rank humans/Bio-Hazards can have also called Second Tier. They are usually people who are leader of special divisions of different groups. Legendary beings.
Rank S: The Third Tier of the ranks who are usually the special forces of various powers. Extremely Rare beings.
Rank A: The Fourth Tier of the ranks who usually are leaders of the vanguard forces of various powers. Rare beings.
Rank B: The Fifth Tier of the ranks who are usually main force of any sort of vanguard forces of various powers. They are quite uncommon beings.
Rank C: The Sixth Tier of the ranks who are usually the leaders of regular military forces in the world powers. They are quite common beings.
Rank D: The Seventh Tier of the ranks who are usually make up the bulk of the worlds military NP Armor forces. Very Common beings.
Rank E: The Eighth Tier of the ranks who usually make up high level academy students will who would join the The Hunters or their nations Military. Extremely Common beings. Rank F: The Ninth Tier of the ranks who usually make up all academy level students who will join The Hunters or their nations military. Weak Beings.
Rank F: The lowest rank of the ranks who usually make up anyone from civilians to regular people who are not in any of the organizations. They still have the potential to become stronger. Extremely Weak beings. Most of Humanity is technically Rank F so most are ignored.
C5. Skills
Each character gains skills over time throughout their experiences and different situations. For regular humans these skills will be that of more based on costs, maintain armors or weaponry to helping factions create more units or simply being normal. Nano-Warden Skills determine what they can created using nano technology and even how long their armor can last. For Bio-Hazards effectively is what they can with their mutations. Each character begins with two skills well Bio-Hazards instead gain 3 skills to begin with.
C6. Leveling in Crisis 2111 is like any video game which you continually growing stronger with the more enemies you defeat. Depending on the enemy rank and level will also determine how much you level. Leveling though is made for long term for any future Sequels of Crisis 2111 which will carry over to the next RPG if said character survives. All characters regardless of their military rank or profession will start at the Rank F level 1. From there you grow and slowly get stronger in this RPG with doing any feats to defeating regular enemies to Bio-Hazards or even simply training your character etc. This is the skills system itself and not for show like the ranks.
Leveling Legend:
Rank F (10 Skill Points/Kill Counts/Devoured per Grade)
-Rank F- Gain 5% on anything
-Rank F Gain 5% on anything
-Rank F+ Gain 5% on anything
Rank E (10 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank E- Gain 10% on anything
-Rank E Gain 10% on anything
-Rank E+ Gain 10% on anything
Rank D (10 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
- Rank D- Gain 15% on anything
- Rank D Gain 15% on anything
-Rank D+ Gain 15% on anything
Rank C (15 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank C- Gain 20% on anything
-Rank C Gain 20% on anything
-Rank C+ Gain 20% on anything
Rank B (15 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank B- Gain 25% on anything
-Rank B Gain 25% on anything
-Rank B+ Gain 25% on anything
Rank A (15 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank A- Gain 30% on anything
-Rank A Gain 30% on anything
-Rank A+ Gain 30% on anything
Rank S (20 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank S- Gain 35% on anything
-Rank S Gain 35% on anything
-Rank S+ Gain 35% on anything
Rank SS (20 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank SS- Gain 40% on anything
-Rank SS Gain 45% on anything
-Rank SSS + Gain 50% on anything
Rank SSS (30 Skill Points/Kill Counts/Devoured per Grade) Gain two new Skills
-Rank SSS- Gain 55% on anything
-Rank SSS Gain 60% on anything
-Rank SSS + Gain 65% on anything
Rank Ex (40 Skill Points/Kill Counts/Devoured per Grade) Gain three new Skills
-Rank Ex- Able to Make Another Skill, Gain 70% On Anything
-Rank Ex Able to make two new skills Gain 75% On Anything
-Rank Ex+ Gain Three More Skills. Gain 80% On Anything
-Rank Ex+ Extend Gain One New Skill and 85% on anything for each Grade Up.
Civilians/Non Soldier/etc: .50 of a Point
Regular Bio Armors/Soldiers/etc: 1 Point
Mechanized Enemies: 2 Points (Tanks, Mobile Armors Etc)
Special Enemies: 3 Points (Note seasoned Nano Wardens, Super Suit users/etc
C7. Bio Armors and Nano-Wardens weapons is dependant on your rank as well as how much EP you have. The more EP you have the more powerful weapons you can use at longer lengths in your limited combat time. Bio-Hazards of course can easily just consume more flesh and blood to gain more EP in any situation. Nano-Wardens though are both have a set standard weapons as well as custom weapons which what the person’s mind can think up. Due to the freedoms of the players can think up weapons for themselves there will be a released standard armament list and what kind of weapons you can unlock with each rank up. Bio-Hazards do not need this standard but can think of anything being more powerful then Nano-Wardens. Also Skills can unlock some aspects of the standard equipment ahead of time.
Nano-Wardens Standard Armament
Rank F+: Able to at least put on their armor for a limited amount of time. Can do all basic movement)
Rank E: Has mastered their armor to at least be able to use in training or light combat as well as use melee weapons and able to enhanced any sort of small weapon. (Swords, daggers, axes, chain swords, hand guns, grenades etc)
Rank D: Has mastered enhancements on all old weapons, unlocks advance melee weapons, as well as small laser, and plasma weapons (Plasma Saber/sword/rapier, Plasma Hand Gun, Laser hand Gun, Rail hand guns etc) Full Armor Mode is now unlocked.
Rank C: Has mastered the use of medium Laser and Plasma Weapons. (Plasma rifles, laser rifles, etc)
Rank B: Has now the ability to use Large Plasma weapons. (Plasma Cannon, Laser Satellite Cannon, etc) Can now use a small personal Energy shield to protect ones self, consumes EP.
Rank A: Can now use a new more movable Full Armor Mode keeping best defense now no longer slows you down. Can now use a full body Energy shield to protect one self, consumes EP.
Rank S: Can now use Fully Synchronization with your power armor making it possible to increases your three sub branches times 3 but consumes high energy.
Rank SSS: Now able to teleport in battle at high speeds.
Rank Ex: Can now use Fully Synchronization, full body energy shield and teleport at lower energy costs as well as cover an small area with an large energy shield, consume high energy. Can also now self denotation like a nuclear weapon as well as can use a Anti Matter Cannon at the cost of 40% of its remaining EP (Note grows weaker after each shot).
Bio-Hazard Mutation of G1
Rank F: Hunger has finally begin to take over the human with only a small amount of will left.
Rank E: Human will is gone with only a monster left that hungers for flesh and blood. Begins its First mutation.
Rank D: A More powerful monster is formed and begins its Second Mutation.
Rank C: The Third Mutation which can begin killing hundreds of people at anytime it wishes. Its Defense takes a massive increase.
Rank B: The Fourth Mutation is formed which the monster now can feast on entire cities through a form of hypnosis.
Rank A: The Fifth Mutation unlocks a new power to be able to spread itself on to other living organism acting like a virus to all creatures on the planet.
Rank S: Sixth Mutation begins to develop more own personal thought and grows much smarter now can now command a small amount of other Bio-Hazards who are weaker.
Rank SSS: The Seventh Mutation now can destroy entire regions as its own. Tends to control an army of Bio Armors and able to work with other Rank SS Bio-Hazards.
Rank Ex: The Final Mutation which all Bio-Hazards Strive for. They become essentially King of Bo-Hazards and has potential to destroy entire nations on its own. The ultimate enemy of Humanity.
(Note: Players if they desire can easily use their Skills to stay intelligent if said player so desires. Also Note G2 Bio-Hazards do not have the disadvantage of G1 Bio-Hazards and are automatically intelligent and gain all of the ranks ahead of their G1 counterparts.)
D. Missions and Player Events
In this RP there is many different types of ways to gain skills or even role play in battle. Missions is usually given by The Hunters or other organizations that request for players to do things for them the more missions you do for them the more reputation you gain. As well as there can be random enemies and even player run events by the player themselves. I will simply hand out prizes for those.
D1. Missions will have three types Regular Patrol Missions, Hunting Missions and Special Missions. Also note missions are unlimited and can be done if requested on by players.
Regular Patrol Missions- Will be done with a random dice roll of d6 dice that will determine if you run into a bio-hazard or nano warden depending what side their on. You will only run into low ranked bio-hazards or soldiers depending on your character in these missions.
Hunting Missions- Is a special mission to hunt specific targets that have become noticed by the certain factions. These tend to be mid range are not as hard to take down as the higher ranked Nano-Wardens/Bio-Hazards but pose a challenge for a player to do on their own or with another player if they wished.
Special Missions- These missions vary from being sent over to do simple things to taking down the highest level Bio-hazards or even take down a base if that faction wishes to do so. They also can be intervened by other players or work with others to take down the target. For Bio-Hazards this can even be culling a city if that player wishes or even taking down a Warden Commander. For Nano-Warden these tend to be rank As and up type Bio-Hazards which is a nightmare for most Nano Wardens.
To determine the patrol missions enemies the patrol dice roll will be determined like this.
1: Run into nothing
2-3: Run into a Bio-Hazard
4-5: Run into a Group of 3 Bio-Hazards/Nano-Wardens/Soldiers/6 Civilians
6: Run into a large group of 5 Bio-Hazards/Nano-Waderns/Soldiers/10 Civilians
D2. Player Events is a special event made by players that can be simply a simple RP or even an event that player wishes to do and invite anyone. They can range from running into other characters or even attack a specific target or event have a surprise new player factions to begin to show itself. For example lets say Pitmanland wants to sent some secret agents into the city and they arrive can be considered an event and other main cast already in the city can actually run into them etc. They can be done by any player and even have prizes if that player wants it to have it which then I will give the right prizes for those specific events.
E. The Three Pillars of Stats
The next part is the three Pillars or the three main stats of the characters. Energy Power, Attack Power and Armor. These stats are solely for main characters and not other units. All three will be used for Humans, Nano Wardens and Bio-Hazards.
E1. Energy Power- All things needs energy to run for Nano Wardens to simply run any of their nano machines, for humans to run any special equipment, and for Bio-Hazards to simply live. For Humans each power armor or special equipment need a power source for weaponry or any special equipment and will vary depending on what they use. The UUCS will tell us what power needs for some of their equipment human main characters will use. For Bio-Hazards each normal human gives them 5% energy meaning they will need to consume 20 humans to get to 100% weekly if they wish to use all their powers. Note the Consume are different from the devoured which increases their skill points the consumed simply is their battery to live that can human can be used. For Nano-Wardens are more complex for each of their weaponry or special equipment is actually player driven meaning it will be up to the player to give its limits but must be within the realm of logic.
(Note: Civilian Humans Give .25 Point thus why 20 humans, 5 soldiers can last you the whole week well 1 Hunter lasts you a week.)
E2. Attack Power- Will be determined on what weapon they use for example a sword automatically gives 10% Attack Power but its completely player based as well. Each damage will be for regular weapons for 1mm for a old style weapon will be 1% damage. But energy based weapons will be determined by player but the higher the damage the more energy for a Nano-Warden it will be used. For each 1% energy attack will need 2% energy used reason why sometimes enhanced old style guns and enhanced melee weapons will be used. For Bio-Hazards they simply need to convert energy into attack points meaning any sort of attack they do needs that AP to take out the armor. Once armor is gone on said player they need not worry AP any more on that certain enemy.
E3. Armor- Armor itself can be from regular power armor suits made out of Titanium to Nano Enhanced titanium to regular Bio-Hazard Armor. Titanium Armor for Power Armors already equals 100%, Enhanced Titanium Armor Equals 200% and Bio-Hazard Armor is 250%. AP is needed to bring down the armor once zero that person will have to retreat or risk getting wounded really badly.
E4. Wounds- Simply put there is limb wounds to minor wounds. The first wound after armor breaks is minor wounds, then moderate wounds then finally losing limb wounds. In this RP a main character can survive and up to the player if they wish to live. For Humans losing body parts means they will have to go to a NPC faction or player faction to heal up the costs using their faculties you will have to pay you can either choose cheaper cybernetic replacements or the more expensive biological limb replacements. You can even enhanced yourself this way as well if you have respected or Loved Reputation with the said faction. Humans then will become Super Humans.
Bio-Hazards do not need to worry much about losing limbs for their bodies can regenerate by simply eating more humans to use the recover skill which all of them automatically get by using some energy to remake limbs.
Nano Wardens also are more lucky then humans but have a harder time to gain new limbs compared to their Bio-Hazard counterparts. They will be out of battle commission for three days well they use their nano machines to remake their body parts. There is also a risk Nano machines not doing what they want which is itself a rare occurrence. It is still unknown what is the cause.