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Transformation Capable Battle Wizard
Topic Started: Jun 7 2012, 04:26 PM (523 Views)
DragonOfAwesomeness
EM Being:
Name: Transformation Capable Battle Wizard (TCBW)
Gender: Genderless
Description: If anything describes this specialized wizard, it is the word 'normal.' The standard appearance is that of a navy blue robot-like humanoid that stands at 6'0". It has 'GSP' painted on its upper right arm in black. Further down on its outer right forearm, the letters 'TCBW' are painted and next to it is a number that represents which how old or new it is (ex. TCBW-1 is the first one built). It has two red LED eyes. By editing the TCBW's program, its appearance may be altered to practically any extent.
Personality: The default is none. You tell it to do something and it will do it. It can't really express feelings at all. Giving it emotion would require editing its program. A skilled programmer could make its personality anyway they wish.
Biography: The TCBW is the result of WAXA's greatest minds. With an increase in crimes and even some of the EMCs forming organizations, the Satella Police saw the need to increase their firepower. Currently, the most powerful officers tend to have the capability to wave change. So as a result, this Battle Wizard was created. It has the unique capability to wave change with any human. Once a wizard performs its first wave change, it is only compatible with that human. However, due to this, its battle prowess doesn't compare to that of wave warriors who have custom wizards.

Wave Conversion
 

Name: Human involved in change decides.
Element: Null
Sub Element: Null
Gender: Depends
Description: The standard appearance is that of the wizard. But as the wizard, the appearance can be freely modified.
Augment System: In the beginning of a battle the user can increase two physical attributes. In return, two other physical attributes are decreased. These are the attributes that can be selected from:
Strength - This attribute affects how hard one can hit and how much weight they can handle.
Endurance - This attribute affects how many hits one can take before feeling fatigue.
Speed - This attribute affects one's movement speed.
Reflexes - This attribute affects easily one can react to attacks.

This ability acts as the Strengths and Weaknesses as they are all physical and two are increased while two are decreased.

Weapon 1
 

Weapon Name: Augmented Sword
Weapon Description: A standard issue double edged blade one meter in length. It may be summoned and dismissed at will. It is generally one handed. The sword has a navy blue hilt and a shiny steel blade, but like everything, the appearance can always be edited. The Augment System affects each attack's specialty.

1. Attack Name: Sword Augment: Flow
Type: Blade
Element: Null
Description: Augmented Sword becomes light and easy to handle. This allows for multiple attacks per turn, each using up an action.
Damage: Low
Effects: Multi-Use
Restrictions: None

2. Attack Name: Sword Augment: Power
Type: Blade
Element: Null
Description: By placing a second hand on the hilt and then charging energy into it, Augmented Sword grows to a size of two meters. Then, the sword may be used for one powerful attack that breaks through all defenses. Due to the weight, the attack isn't as fast as other sword attacks and does minimal damage to the user.
Damage: High
Effect 1: 2 Meter Range
Effect 2: Breaks
Drawback 1: Requires Two Hands
Drawback 2: 1 Charge
Drawback 3: Tier 2 RP Drawback: Slow Attack
Drawback 4: Pitiful to self
Drawback 5: 3 Turn Cool Down

3. Attack Name: Sword Augment: Special
Type: SAA
Element: Null
Description: Augmented Sword will start glowing and a 1 meter diameter area will also start glowing. A pillar of light will erupt from that area and blind anyone caught in the attack by swinging the sword.
Damage: Pitiful
Effect 1: Blinds
Drawback 1: Requires 1 Hand
Drawback 2: 3 Turn Cool Down



Weapon 2
 

Weapon Name: Augmented Gun
Weapon Description: A standard issue pistol. It is generally one handed. It may be summoned and dismissed at will. The gun is navy blue in color, but like everything, the appearance can always be edited. The Augment System affects each attack's specialty.

1. Attack Name: Gun Augment: Flow
Type: Normal Gun
Element: Null
Description: Augmented Gun's firing system becomes able to discharge bullets much faster. This allows for multiple uses a turn, each using an action.
Damage: Pitiful
Effect 1: Multi-Use

2. Attack Name: Gun Augment: Power
Type: Sniping Gun
Element: Null
Description: By placing a second hand on the hilt and then charging energy into it, Augmented Gun turns into a sniping rifle. Then, the gun may be used to shoot a powerful bullet that homes onto the enemy. It has a large kickback and uses some of the users energy to power up the bullet.
Damage: Modest
Effect 1: Homing
Drawback 1: Requires Two Hands
Drawback 2: 1 Charge
Drawback 3: Tier 2 RP Drawback: Large Kickback
Drawback 4: Pitiful to Self
Drawback 5: 3 Turn Cool Down

3. Attack Name: Gun Augment: Special
Type: SAA
Element: Null
Description: Augmented Gun will start glowing and a 1 meter diameter area will also start glowing. Then that area will turn into a gravity vortex by shooting the gun.
Damage: Pitiful
Effect 1: Gravity
Drawback 1: Requires 1 Hand
Drawback 2: 3 Turn Cool Down


Weapon 3
 

Weapon Name: Augmented Armor
Weapon Description: The armor of this conversion. It has quite a few functions that range from offensive augments to increase damage output to defensive augments to reduce damage intake.

1. Attack Name: Armor Augment: Offense
Type: CQC
Element: Null
Description: Any part of the conversion's armor hardens allowing for close combat strikes. This can range from punches to kicks to tackles to headbutts. The possibilities are endless.
Damage: Moderate
Effect 1: Any body part can be used.

2. Attack Name: Armor Augment: Support
Type: Warp
Element: Null
Description: The conversion's fist will start glowing and space will start to distort. A rip in space will suck the user in and then 1.5 meters away from the location another rip will open and the user will reappear.
Damage: N/A
Effect 1: Warp 1.5 Meters
Drawback 1: Requires 1 Hand
Drawback 2: 8 Turn Cool Down

3. Attack Name: Armor Augment: Defense
Type: Passive
Element: Null
Description: This armor has been fortified in order to outweigh the instability of the conversion. As a result, all incoming blows are softened. The instability will cause a health bug though.
Damage: N/A
Effect 1: All damage is reduced by Pitiful to a minimum of Pathetic.
Drawback 1: Pathetic Health Bug


Weapon 4
 

Weapon Name: Augmented Cards
Weapon Description: This weapon utilizes the conversion's cards - transforming them in ways to make them more useful.

1. Attack Name: Card Augment: Transformation
Type: Activated Ability
Element: Null
Description: Unfortunately, the TCBW is incompatible with the custom system and therefore cannot load cards normally. In return it has access to a special Satella Police computer that holds the codes to every Standard card in existence. This wizard only has low priority access though and therefore is given whatever cards are available at the moment, offering no chance to select preferred cards. Cards are selected by rolling six 377 sided dies. However, with this attack, the user can channel energy into an existing card that can transform it into something completely different. It can only be used on a card that hasn't been activated yet.
Damage: N/A
Option 1: Replace a card with a card in the same elemental cycle
Option 2: Change the card's element
Drawback 1: Randomized Custom


2. Attack Name: Card Augment: EM Wave Pulse
Type: Explosion
Element: Null
Description: By sacrificing a card, the user lets loose an EM Wave Pulse in a 2 meter radius. This pulse disrupts EM beings in close proximity and shuts down their ability to move completely.
Damage: Pitiful
Effect 1: Paralysis
Drawback 1: 7 turn cool down.

3. Attack Name: Card Augment: Recovery
Type: Recovery
Element: Null
Description: The instability of the armor has caused it to have less tolerance for a beating overall. By sacrificing a card, the user may recover a small amount of HP to compensate for that.
Damage: N/A
Effect 1: Recover Moderate
Drawback 1: Max HP is 75%
Drawback 2: 5 Turn Cool Down

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