Setting:
Spoiler (click to show/hide):
In the year 200X, rapid advance in technology has created the Network Age, in which everyone now carries a PET(Personal Terminal), an advanced device which is used as identification, stores data, makes phone calls, writes emails, keeps one connected to the internet at all times, holds one's money, and contains a Digital Assistant known as a Net Navi. The Net Navi(Network Navigator) is an artificial intelligence which is used for traveling through digital spaces, which all electronic objects have, and travel the internet. These Net Navis are also used for battle against other digital lifeforms when needed, or for Net Battles in general.
The players are either students or teachers who attend AC/DC College(They can have jobs outside of this, obviously).
In the year 200X, rapid advance in technology has created the Network Age, in which everyone now carries a PET(Personal Terminal), an advanced device which is used as identification, stores data, makes phone calls, writes emails, keeps one connected to the internet at all times, holds one's money, and contains a Digital Assistant known as a Net Navi. The Net Navi(Network Navigator) is an artificial intelligence which is used for traveling through digital spaces, which all electronic objects have, and travel the internet. These Net Navis are also used for battle against other digital lifeforms when needed, or for Net Battles in general.
The players are either students or teachers who attend AC/DC College(They can have jobs outside of this, obviously).
Explaination:
Spoiler (click to show/hide):
This RP takes place in the Battle Network universe. As explained above, every player will be an Operator, Net Navi, or both. Before deciding that you're one or the other, either have a one of each ready, or make sure another player is willing to partner with you. A player can choose to be a Rogue Net Navi, however they'd only operate in the cyber world(In the absence of Digital Fields), and would have limited access to Battle Chips.
The Operator will be responsible for real life threats, transferring Battle Chips to their Net Navi, and using manual real life influences to adjust the Network for their Navi when they need help. Note: Just because this series is best known for ONLINE battles, that DOES NOT mean you're safe, and won't have to fight as an Operator. Operators are also responsible for changing a Navi's customizer parts, handling money, and upgrading their PET. When an Operator has their HP reduced to 0, they become incapacitated, and can be raped by enemies.
Net Navis are responsible for fighting off Viruses and other Navis, as well as deciding how they use the Battle Chips that are sent to them by their Operator. When a Navi's HP is reduced to 0, they become incapacitated and can be raped.
Unlike most other RPs, I have maps for this RP. While areas will still be described the best I can, I'll have available said maps for the areas a player travels through. This will make it easier to describe where your character is heading to.
Battle Chips can be purchased from the shop, won off of opponents if they wager them, and have a chance of being earned from defeated Viruses and Navis. Battle Chips are broken down into different levels, to determine what can and can't be used. At first, only lower ranked chips can be used, but PET upgrades will allow the use of higher rarity chips. The player is also allowed a specific number of total chips in a folder, starting at 10, and increasing as they upgrade their folder. Chip Rarity is as follows:
Common
Uncommon
Rare
There are also different kinds of Special Chips, the player is allowed a specific number of each of these, and the rarity is as follows:
Super
Mega
Giga
At the start of the RP, the player is allowed one Super, one Mega, and one Giga. Upgrading a player's PET will allow more.
Navi Customizer Parts will each have a value, while Navis will have a Capacity which is used to determine how many parts can be equipped. These parts can be bought from shops.
PET Upgrades are used to adjust the function of your PET to make it more effective, and these can also be bought from shops.
Credits will be earned by beating other players in Net Battles, killing viruses, completing missions, committing acts of terrorism or general criminal acts which would turn a profit, stopping criminals, winning tourneys, selling enemies into slavery, etc.
CONSENSUAL SEX COMES FROM USING YOUR CHARISMA STAT, STOP FUCKING IGNORING IT.
When a player encounters an enemy, a battle will begin, which will use the mechanics below.
This RP takes place in the Battle Network universe. As explained above, every player will be an Operator, Net Navi, or both. Before deciding that you're one or the other, either have a one of each ready, or make sure another player is willing to partner with you. A player can choose to be a Rogue Net Navi, however they'd only operate in the cyber world(In the absence of Digital Fields), and would have limited access to Battle Chips.
The Operator will be responsible for real life threats, transferring Battle Chips to their Net Navi, and using manual real life influences to adjust the Network for their Navi when they need help. Note: Just because this series is best known for ONLINE battles, that DOES NOT mean you're safe, and won't have to fight as an Operator. Operators are also responsible for changing a Navi's customizer parts, handling money, and upgrading their PET. When an Operator has their HP reduced to 0, they become incapacitated, and can be raped by enemies.
Net Navis are responsible for fighting off Viruses and other Navis, as well as deciding how they use the Battle Chips that are sent to them by their Operator. When a Navi's HP is reduced to 0, they become incapacitated and can be raped.
Unlike most other RPs, I have maps for this RP. While areas will still be described the best I can, I'll have available said maps for the areas a player travels through. This will make it easier to describe where your character is heading to.
Battle Chips can be purchased from the shop, won off of opponents if they wager them, and have a chance of being earned from defeated Viruses and Navis. Battle Chips are broken down into different levels, to determine what can and can't be used. At first, only lower ranked chips can be used, but PET upgrades will allow the use of higher rarity chips. The player is also allowed a specific number of total chips in a folder, starting at 10, and increasing as they upgrade their folder. Chip Rarity is as follows:
Common
Uncommon
Rare
There are also different kinds of Special Chips, the player is allowed a specific number of each of these, and the rarity is as follows:
Super
Mega
Giga
At the start of the RP, the player is allowed one Super, one Mega, and one Giga. Upgrading a player's PET will allow more.
Navi Customizer Parts will each have a value, while Navis will have a Capacity which is used to determine how many parts can be equipped. These parts can be bought from shops.
PET Upgrades are used to adjust the function of your PET to make it more effective, and these can also be bought from shops.
Credits will be earned by beating other players in Net Battles, killing viruses, completing missions, committing acts of terrorism or general criminal acts which would turn a profit, stopping criminals, winning tourneys, selling enemies into slavery, etc.
CONSENSUAL SEX COMES FROM USING YOUR CHARISMA STAT, STOP FUCKING IGNORING IT.
When a player encounters an enemy, a battle will begin, which will use the mechanics below.
Mechanics:
Spoiler (click to show/hide):
Combat System:
https://www.wizards.com/d20modern/d20mdice/dice.htm
Melee+bow weapons
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+strength)=damage
3b. if attack crits, double damage: ((weapon dicerolls+strength)*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-toughness)= damage taken (subtract from hp)
Guns
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20 speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls)=damage
3b. if attack crits, double damage: (weapon dicerolls*2)=damage
3c. if attack misses, sucks to be you.
4. (damage+dex-toughness)=damage taken(subtract from hp)
Abilities
1. attacker: (ment+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (ment+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (ability dicerolls)=damage
3b. if attack crits, double damage: (ability dicerolls*2)=damage
3c. if attack misses, sucks to be you.
4. Abilities ignore toughness
Charisma
1: Initiator (Charisma(Possible modifiers influencing Charisma check)1d20 Diceroll)=Initiation
2: Target (Charisma(Possible Modifiers influencing Charisma check)1d20 Diceroll)=Resolve
3: If Initiator roll is higher than Resolve roll, initiator is successful.If Resolve wins, Charisma check failed. (Charisma can be used to bribe an NPC out of an item, get favors from NPCs, or to bribe a monster out of a battle. Sex/Sexual acts can be used as a form of bribe. Charisma is how another character is convinced to have sex with yours. I'm mentioning this because everyone in every RP seems to ignore Charisma.)
Detection
1: Initiator (Mentality+(Possible modifiers influencing detection check)1d20 Diceroll)=Detection
2: Target (Dexterity(Possible Modifiers influencing hide check)1d20 Diceroll)=Stealth
3: If Detection roll is higher than Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins, Detection check failed.
Status
1: Initiator (Mentality+(Possible modifiers influencing Charisma check)1d20 Diceroll)=Application
2: Target (Dexterity(Possible Modifiers influencing Charisma check)1d20 Diceroll)=Resistance
3: If Detection roll is higher than Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins, Detection check failed.
Distance:
0.Engaged(Melee)
1.Short
2.Medium
3.Long
Elements:
Electric>Water>Heat>Wood
Light><Dark
Break>Sword>Invis
Wind
Null
Statuses:
Burn: Reduce Strength and Toughness by 50% and inflict full weapon dice damage over the course of 3 turns.(For example, if weapon dice is 4, the first two turns would be 1 damage, and last would be 2.)
Poison: Inflict 1 damage every turn until poison is cured or battle ends.
Paralysis: 50% chance to be unable to move or attack.
Stun: Next turn is skipped.
Root: Unable to change distance until status is removed.
Rend: Roll a 1d6 to decide which limb was rended, then target loses 1HP per turn and loses either 50% speed or 50% Strength based on whether it was an arm or leg.
Bug: Chips and main weapon are randomized when used and may take damage each turn.
Chill: Reduce speed by 50%
Corruption: ???
Experience required to level up: x^3+9
Experience received: Sum of enemy’s stats
Combat System:
https://www.wizards.com/d20modern/d20mdice/dice.htm
Melee+bow weapons
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls+strength)=damage
3b. if attack crits, double damage: ((weapon dicerolls+strength)*2)=damage
3c. if attack misses, sucks to be you.
4. (damage-toughness)= damage taken (subtract from hp)
Guns
1. attacker: (dex+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (1d20 speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (weapon dicerolls)=damage
3b. if attack crits, double damage: (weapon dicerolls*2)=damage
3c. if attack misses, sucks to be you.
4. (damage+dex-toughness)=damage taken(subtract from hp)
Abilities
1. attacker: (ment+(possible modifiers influencing hit chance)+1d20 diceroll)= attack
2. defender: (ment+speed+possible modifiers influencing hit chance)= defense
3a. if attack higher than defense, determine damage: (ability dicerolls)=damage
3b. if attack crits, double damage: (ability dicerolls*2)=damage
3c. if attack misses, sucks to be you.
4. Abilities ignore toughness
Charisma
1: Initiator (Charisma(Possible modifiers influencing Charisma check)1d20 Diceroll)=Initiation
2: Target (Charisma(Possible Modifiers influencing Charisma check)1d20 Diceroll)=Resolve
3: If Initiator roll is higher than Resolve roll, initiator is successful.If Resolve wins, Charisma check failed. (Charisma can be used to bribe an NPC out of an item, get favors from NPCs, or to bribe a monster out of a battle. Sex/Sexual acts can be used as a form of bribe. Charisma is how another character is convinced to have sex with yours. I'm mentioning this because everyone in every RP seems to ignore Charisma.)
Detection
1: Initiator (Mentality+(Possible modifiers influencing detection check)1d20 Diceroll)=Detection
2: Target (Dexterity(Possible Modifiers influencing hide check)1d20 Diceroll)=Stealth
3: If Detection roll is higher than Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins, Detection check failed.
Status
1: Initiator (Mentality+(Possible modifiers influencing Charisma check)1d20 Diceroll)=Application
2: Target (Dexterity(Possible Modifiers influencing Charisma check)1d20 Diceroll)=Resistance
3: If Detection roll is higher than Stealth roll, initiator is successful and Stealthed target is now fully visible. If Stealth wins, Detection check failed.
Distance:
0.Engaged(Melee)
1.Short
2.Medium
3.Long
Elements:
Electric>Water>Heat>Wood
Light><Dark
Break>Sword>Invis
Wind
Null
Statuses:
Burn: Reduce Strength and Toughness by 50% and inflict full weapon dice damage over the course of 3 turns.(For example, if weapon dice is 4, the first two turns would be 1 damage, and last would be 2.)
Poison: Inflict 1 damage every turn until poison is cured or battle ends.
Paralysis: 50% chance to be unable to move or attack.
Stun: Next turn is skipped.
Root: Unable to change distance until status is removed.
Rend: Roll a 1d6 to decide which limb was rended, then target loses 1HP per turn and loses either 50% speed or 50% Strength based on whether it was an arm or leg.
Bug: Chips and main weapon are randomized when used and may take damage each turn.
Chill: Reduce speed by 50%
Corruption: ???
Experience required to level up: x^3+9
Experience received: Sum of enemy’s stats
Operator Sheet
Spoiler (click to show/hide):
User:
Character Name:
Appearance:
Describe PET's Appearance:
Likes:
Dislikes:
Good at:
Bad at:
Backstory:
Navi:
Stats:
HP: 10
MP: 10
Speed: 1
Dexterity: 1
Strength: 1
Mentality: 1
Charisma: 1
Toughness: 1
Available stat points: 10
Desired Abilities(List three, with name and desired effect, as well as how this ability achieves that desired effect):
Starting Credits(Roll a 1d6, then add the result x20 to your starting Credits): 500Ξ
Select from the list below for starting Battlechips, then list them here(Pick 9, only up to 3 of the same Chip can be used, 10th Chip is your own Navi Chip):
User:
Character Name:
Appearance:
Describe PET's Appearance:
Likes:
Dislikes:
Good at:
Bad at:
Backstory:
Navi:
Stats:
HP: 10
MP: 10
Speed: 1
Dexterity: 1
Strength: 1
Mentality: 1
Charisma: 1
Toughness: 1
Available stat points: 10
Desired Abilities(List three, with name and desired effect, as well as how this ability achieves that desired effect):
Starting Credits(Roll a 1d6, then add the result x20 to your starting Credits): 500Ξ
Select from the list below for starting Battlechips, then list them here(Pick 9, only up to 3 of the same Chip can be used, 10th Chip is your own Navi Chip):
Navi Sheet
Spoiler (click to show/hide):
User:
Character Name:
Appearance:
Element(Select from element list, or Null):
Likes:
Dislikes:
Good at:
Bad at:
Backstory:
Operator:
Weapon:
Stats:
HP: 15
MP: 15
Speed: 5
Dexterity: 5
Strength: 5
Mentality: 5
Charisma: 5
Toughness: 5
Available stat points: 10
Customizer Capacity: 5
Passive Ability(Describe how this Navi achieves this effect continually):
Desired Abilities(List three, with name and desired effect, as well as how this ability achieves that desired effect):
User:
Character Name:
Appearance:
Element(Select from element list, or Null):
Likes:
Dislikes:
Good at:
Bad at:
Backstory:
Operator:
Weapon:
Stats:
HP: 15
MP: 15
Speed: 5
Dexterity: 5
Strength: 5
Mentality: 5
Charisma: 5
Toughness: 5
Available stat points: 10
Customizer Capacity: 5
Passive Ability(Describe how this Navi achieves this effect continually):
Desired Abilities(List three, with name and desired effect, as well as how this ability achieves that desired effect):
Available Starting Battle Chips:
Spoiler (click to show/hide):
Cannon/1d4/Medium
Shotgun/1d4/Short/Punch Through
Minibomb/1d6/Short
Sword/1d6/Engaged/25%Rend
Punch/1d4/Engaged/Stun
MetGuard/Block Next attack and reflect Weapon Dice
Recovery 10/Regain 10HP
Invisibility/Become Stealthed
Barrier/Gain a 5HP Shield
Airshot/Short/1d2/Knock target back one distance
Vulcan/1d2/Short/10%Rend/Can fire three times
North Wind/Remove all defensive effects
Tornado/1d2/Short/Can fire three times/Last shot knocks back
Lock-On/1d4/Short/Detect a target enemy and attack them regardless of distance
BusterUp/Increase Primary Weapon damage by +1
MagCoil/Move target 1 distance closer
Attack+d1/Increase Weapon Dice of next Battle Chip by d1
Cannon/1d4/Medium
Shotgun/1d4/Short/Punch Through
Minibomb/1d6/Short
Sword/1d6/Engaged/25%Rend
Punch/1d4/Engaged/Stun
MetGuard/Block Next attack and reflect Weapon Dice
Recovery 10/Regain 10HP
Invisibility/Become Stealthed
Barrier/Gain a 5HP Shield
Airshot/Short/1d2/Knock target back one distance
Vulcan/1d2/Short/10%Rend/Can fire three times
North Wind/Remove all defensive effects
Tornado/1d2/Short/Can fire three times/Last shot knocks back
Lock-On/1d4/Short/Detect a target enemy and attack them regardless of distance
BusterUp/Increase Primary Weapon damage by +1
MagCoil/Move target 1 distance closer
Attack+d1/Increase Weapon Dice of next Battle Chip by d1
Customizer Parts:
Spoiler (click to show/hide):
HP+5/1
Super Armor/Can't be knocked back or stunned/3
UnderShot/If HP would be reduced to 0, it isn't(Once per battle)/1
Air Shoes/Fly/3
MP+5/1
Re-use Chip/Adds +1 use to each chip/3
Toughness+1/1
Speed+1/1
Strength+1/1
Dexterity+1/1
Mentality+1/1
NinjaStrike1/+1 damage dice after calculation against enemies afflicted with a status
WaterBody/Change element to Water/2
OilBody/Change Element to Fire/2
ThunderBody/Change Element to Electric/2
TreeBody/Change Element to Wood/2
HP+5/1
Super Armor/Can't be knocked back or stunned/3
UnderShot/If HP would be reduced to 0, it isn't(Once per battle)/1
Air Shoes/Fly/3
MP+5/1
Re-use Chip/Adds +1 use to each chip/3
Toughness+1/1
Speed+1/1
Strength+1/1
Dexterity+1/1
Mentality+1/1
NinjaStrike1/+1 damage dice after calculation against enemies afflicted with a status
WaterBody/Change element to Water/2
OilBody/Change Element to Fire/2
ThunderBody/Change Element to Electric/2
TreeBody/Change Element to Wood/2
Elemental Advantages and Disadvantages
Spoiler (click to show/hide):
Invisible Element allows the Navi a passive ability to Stealth at will, at the cost of 2MP(Takes +25% damage from Sword attacks)
Sword Element grants the Navi the passive ability to move +1 Distance at the cost of 2MP(Takes +25% damage from Break attacks.)
Break element grants the Navi Super Armor and allows them to break obstacles with their primary weapon.(Loses 50% Dexterity when fighting an Invis Element enemy)
Dark Element allows a Navi the passive ability to spend 2MP to re-use a non-super, mega, or giga chip that has already been used.(Takes +25% damage from Light)
Light Element allows a Navi to recover 50% HP at the cost of 5MP(Takes +25% damage from Dark)
Water element allows the Navi to punch through with their primary weapon, and they cannot be chilled.(Takes +25% damage from Electric)
Fire element allows the user to afflict the target with burn status with their primary weapon and cannot be burned.(Takes 25% additional damage from water)
Electric element allows the Navi to afflict targets with paralysis with their Primary Weapon, and cannot be paralyzed.(Takes 25% additional damage from Wood attacks)
Wood element allows the Navi to regain 1HP per turn when standing on grass panels, and causes their primary weapon to knock targets back at the cost of 2MP.(Takes 25% additional damage from fire)
Null has no strengths or weaknesses, but has a passive +1 Customizer capacity and can re-roll loot dice once per victory.
Wind can spend 3MP to take flight for three turns, preventing status-effected panels from affecting them, and allowing them to fly over obstacles.
Invisible Element allows the Navi a passive ability to Stealth at will, at the cost of 2MP(Takes +25% damage from Sword attacks)
Sword Element grants the Navi the passive ability to move +1 Distance at the cost of 2MP(Takes +25% damage from Break attacks.)
Break element grants the Navi Super Armor and allows them to break obstacles with their primary weapon.(Loses 50% Dexterity when fighting an Invis Element enemy)
Dark Element allows a Navi the passive ability to spend 2MP to re-use a non-super, mega, or giga chip that has already been used.(Takes +25% damage from Light)
Light Element allows a Navi to recover 50% HP at the cost of 5MP(Takes +25% damage from Dark)
Water element allows the Navi to punch through with their primary weapon, and they cannot be chilled.(Takes +25% damage from Electric)
Fire element allows the user to afflict the target with burn status with their primary weapon and cannot be burned.(Takes 25% additional damage from water)
Electric element allows the Navi to afflict targets with paralysis with their Primary Weapon, and cannot be paralyzed.(Takes 25% additional damage from Wood attacks)
Wood element allows the Navi to regain 1HP per turn when standing on grass panels, and causes their primary weapon to knock targets back at the cost of 2MP.(Takes 25% additional damage from fire)
Null has no strengths or weaknesses, but has a passive +1 Customizer capacity and can re-roll loot dice once per victory.
Wind can spend 3MP to take flight for three turns, preventing status-effected panels from affecting them, and allowing them to fly over obstacles.
Spoiler (click to show/hide):
https://discord.gg/ZgQHcBe
Here's the Discord link, and expect edits to this OOC thread if I notice that there are errors or I missed something.
https://discord.gg/ZgQHcBe
Here's the Discord link, and expect edits to this OOC thread if I notice that there are errors or I missed something.