View Full Version: Fallen Angels

Guyver's Lair > RPG Discussion > Fallen Angels



Title: Fallen Angels
Description: Updates go here


ChrisOfTheDead - October 24, 2005 11:31 PM (GMT)
Basic experience: This will explain the current EXP system for you.
Name: Partheon
Level : Any
Exp given: 50
Killing an enemy with more one than one type of damage multiplies the experience by said types of damage. Such as both Blast and Slash which would multiply the EXP by a factor of 2x.

Overkill:
Overkill multiples the current EXP by a factor of X amount of times you cover an enemies energy Gauge. And occurs when you can inflict X more damage than the enemy’s energy gauge can handle. Example, basic Partheon has an energy gauge of 2, dealing 4 or more points of damage would yield an Overkill. 4 Damage yields a 2x multiplier. 6 Damage yields a 2.5x multiplier, etc.

When using Overkill multipliers, FIRST calculate up basic EXP earned through normal means and then apply factor X multiplication.
NOTE, Overkill only applies to multiplying experience from enemies killed before the overkill was achieved. After overkill all EXP comes as normal.

Style Points:
Style Points are obtained only when you achieve an Overkill in conjunction with killing multiple enemies through the use of an environmental hazard.
Example, over killing a Partheon near an explosive barrel. Killing him in the flames will earn you 2 style points and a further 2 style points for each additional Partheon also killed by the environmental hazard (in this case an explosive barrel).
However, doing this will earn you NO EXP, only style points are earned this way. SP no longer needs to be earned through overkill and an environmental hazard only. SP can be gained by utilizing the environtment to kill a foe. This means you can use every environmental advantage to earn yourself more SP. An example would be swinging on a chain from the cieling and knocking a pair of Partheons into some molten metal. This deals no weapon damage, but kills your foes earning 1 SP per foe.

Levelling up:
When Level up occurs, all Energy gauges double in capacity.
You get 1* stat to put towards either your Speed, Armour or Power stats. Any is available to choose however you may choose 1 and only 1 per stat when levelling up.
Experience is gathered in EXP Pools now. This makes things MUCH easier math wise. You simply add up your EXP and set it into your Datafile in the EXP Pool section. EXP Pools just gain like your Style Gauges and can be spent just like the Style Gauges. EXP is spent a little differently.

While Style Points grab you neat external and some internal upgrades, EXP Pools upgrade your character stats.

Example: 5000 EXP can be spent to level you up, or 1000 can be spent to double a gauge at anytime. The good thing about this is the costs never change.

Style System:

Special moves are techniques that can be executed using the Weapons Gauge, using these moves drains the gauge by so many points. If you use a move so many times it will eventually level up to a point where you dont spend your Gauge to use it. Earning new moves however is dependant on the Style System. Taken from Devil May Cry I know, but it works out. Your combat style will be what gains you special moves. If you just snipe opponents from a safe distance you'll be rewarded with basic special moves, nothing flashy, nothing really damaging. But if you mix things up in a fight becoming a 'stylish' fighter with a flashy set of combat moves, you gain sweet and damaging new moves, some at fewer costs than previous ones. Risk brings reward. Stupid risk will bring pain.

Armor***
Power***
Speed***

All around good basic fighter.

Armor**********
Power****************
Speed*****

General.

This is a stupid risk. Fighting a General at that level will get you killed. And without a Passy Cyber Elf, you die for good and must start a new character. This character can however, retain your weapons and skills. BUT, they start from ground zero. Have a move that costs 12 WG to use? Well, to bad cause at Level 1 you only have 5. Cyber Elves cannot be carried over due to their ability to upgrade you fast.

Now, if you are a little below a general it is possible to fight them to a point, possibly even disarm them. This earns massive SP which can be spent on Special Moves.And yes I will be allowing you to purchase special techniques and moves with your SP, thus earning them through me isnt an absolute must. Everyones SP meter starts at 0 and everytime you get a stylish kill you earn 2 SP. This is just basically a bonus for people that wanna earn special moves fast.

Style Chains:

A Style Chain is when your stylish move takes down more than one opponent. And to clarify how to obtain Style Points. Your SP meter charges only during Overkill, and can only be filled by using an environmental attack to deal with the multiple opponents.. An example of this would be overkilling a Partheon near an explosive barrel. Sending him up in flames is pretty damn stylish. If other Partheons are in the area you will not gain experience from killing them with an environmental attack, but you will gain 2x SP for each Partheon. So if one gains you 2 SP, then adding another to the mix will yield 4SP and so on. The Chain ends at 100 SP or less. You CAN NOT exceed 100 SP in a single chain. That is until your SP guage levels. You can spend EXP to level the Style Guage if you wish. Each level yields more basic SP. Right now you get 2 SP for a Stylish single kill. Leveling up yields 3SP with the same 2x multiplier for extra kills. Leveling up Also doubles your SP holding. So, the next level you can hold 200 SP in a guage.

If this all seems complicated please PM me so I can explain it better to you and possibly even give you an example.

DNA SOUL

A concept taken from the X series. Reploids are partially organic, giving off their own unique energy signatures. Inside of each is their own strand of 'DNA' called the DNA SOUL, this is what makes each reploid unique (Thinks Sparks from Transformers.). The DNA SOUL is what gives the reploids their special powers. Your DNA SOUL can be upgraded VIA your EXP Pools and imbued with certain aspects. You can imbue your DNA SOUL with an elemental chip to completely change your form and basic damage, even weapons, permanently. Once imbued though, your DNA can NEVER be changed back. So choose wisely. Though, it can be built upon to further enhance whatever property you imbued it with.

Z-Knuckle System

An Add on to your internal weapons. This is a barehanded technique, basically an enhanced punch that will allow you in some cases to disarm an enemy and steal their weapon. This weapons damage is linked to your main weapon. So if you do 3 damage with your main weapon, then you do 3 damage with the Z-Knuckle. If the Z-Knuckle is the last thing you hit an enemy with when you kill it you can steal their weapon for a time.

Further updates will be posted here as the RPG goes on. Any questions, comments, or suggestions can be posted here as well.




Hosted for free by InvisionFree