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Factions RP: Interest Check

Zmandd

Alpha of the Omegas
Factions: Concept
Planet Earth, in the year 2050. World War III broke out in the year 2025. The entire globe ravaged by nuclear war. As a result, almost all nations fall with a complete government collapse. Instead, the concept of formal governments gives way to "factions." Factions come from a small group with a united cause, a purpose. While most of them are small scale and hold little territory of their own (approximately the size of one former country), four factions in particular rise from the ashes, laying claim to entire continents. These factions are The Diablo Cartel, The Dragon Syndicate, The Enzo Mafia, and the Street Reapers.

The Diablo Cartel: The Cartel, led by Diablo D'Nero, specializes in the Seven Deadly Sins. After the war, Diablo stumbled across a new drug when he began exposing methamphetamine crystals to pockets of radiation. These new drugs, known as "Nuke-Rocks," are a hyper-stimulant that enhances the senses of the user, with minimal side effects. It is extremely unhealthy for the human body, but it is also highly addictive. Diablo emerged in South America with this drug and instantly became a regional warlord. Combine that with a human trafficking chain that stretches the entire planet, multiple international celebrities endorsing their cause, and an underground lab (literally) with some of the most up-to-date tech yet and Diablo's Cartel is a force to be reckoned with.

The Dragon Syndicate: The Syndicate, led by Tekashi King, specializes in the recruitment of mutants. Asia (particularly China, Korea, and the Pacific Islands) was in a disastrous state after the war. There was very little land to live in without some form of radiation involved. While many died, others adapted to the radiation, giving them all sorts of superpowers. These mutants banded together, giving rise to the Dragon Syndicate. They currently have heavy influence over those damaged areas, primarily because so few people can live there. However, this has its advantages. A surplus of natural resources scours the land, and the Dragon Syndicate has learned to effectively use those resources to create high-end weapons and tech.

The Enzo Mafia: The Mafia, led by Don Enzo, specializes in high-end intuition. The Enzo mafia houses some of the biggest philosophers, scientists, diplomats, and engineers in history. What started as a collaboration to bring about world peace, they eventually became their own faction due in part to corruption within its ranks. Don Enzo currently houses the faction in Western Europe, stretching from Spain and the United Kingdom to the likes of Western Germany and Italy. The Mafia has weapons and tech of their own, although most of them are more "unconventional" in nature. The Mafia also has a fondness for "Cybernetics," which allow them enhanced senses via implants in their body.

The Street Reapers: The Street Reapers, led by Vanessa Raven, specializes in sheer numbers. The cold, hard street is a place some people can feel "at-home" with, and the Reapers are no exception. While they have mutants, drugs, and intellectuals, the Reapers house a more anonymous and traditional value to it. In other words, the Street Reapers represent the people who were hit the hardest by World War III. While they have pockets across the globe, their main headquarters are in the former United States, primarily in what used to be California. Their weapons and tech are more traditional, yet they hold the same amount of effectiveness as the "fancy stuff."


Combat

Strength: Carry more weight and allows you to hit harder with weapons, particularly melee.
Dexterity: Gain more mobility and allows you to dodge attacks. It also allows for more effectiveness with ranged weapons.
Constitution: This accounts for your HP, it also accounts for how much damage you actually take from each hit (Your HP is 5x your Constitution plus/minus your modifier)
Intelligence: Affects how effectively you use your damaging skills/abilities and affects your decision making. It also affects your general knowledge.
Wisdom: Affects how effectively you use your non-damaging skills/abilities
Charisma: Affects your overall interactions with NPCs.

These will be decided by rolling a 4d6 (drop lowest) six times. Modifiers are based on what the stat number is. Your Armor and Weapons can increase/decrease those modifiers (as well as other factors such as damage, speed, and Hit Points (HP)), but not the actual stat itself.

Alpha: Your basic attack. Can be used from the start and has no cooldown
Beta: Your charged basic attack. Can be used from the start but has a 1 turn cooldown
Delta: One of your special abilities. It has a two-turn charge and a two-turn cooldown
Gamma: One of your special abilities. It has a one-turn charge and a three-turn cooldown
Omega: Your ultimate attack. Has a five-turn charge and can only be used once per battle

Before the battle begins, I roll for any pre-battle modifiers. Environmental effects will be a thing
Then you'll select a skill (for turn 1 you'll usually have your alpha skill and your beta skill) and then it'll be back and forth from there.
Speed is determined by your Speed Roll plus (or minus) your Speed Modifier (Dex Modifier + Str Modifier + any other speed modifiers the OC may have)
Speed Roll is a 1d20
your Dexterity Modifier is what determines dodge (subtracted from the accuracy roll of whoever is attacking you)
Your accuracy roll is a 1d20
nat 20 is a guaranteed crit (2x amount) regardless of perception or penalty if after modifiers (your proficiency modifier + your opponent's Perception Modifier + Other Modifiers specified in your OC's moveset) it amounts to anything above a 13, that's a hit, the higher the roll the higher the chance of a crit (for crit rolls, For future ref, 13 is 6.25%, 14 is 12.5, 18.75, 16 is 25, 17 is 31.25, 18 is 37.5, 19 is 43.75)
A 12 or 11 is maybe a hit, maybe a scratch (half damage)
A 10 or a 9 is maybe a scratch, maybe a miss
8 or below is miss
A nat 2 is a guaranteed miss, no matter what other circumstances happen, a nat 1 is a guaranteed epic fail no matter what other circumstances happen
"maybes" are basically 50/50 shots (1d100, 50 or below is the lower result, 51 or higher is the higher result)

After that, you roll for damage (if you don't understand the numbers, a 1d50 means you roll a 50-sided die once, a 3d20 means you roll a 20-sided die three times, and so forth)
Your Special Weapon's modifier should be specified in your moveset
The rolls that affect only you (such as force field or healing magic) will need a roll (as you can heal for half of your intended health, and you could epically fail your own healing spell, it's just that you won't have a target's dexterity modifier in place for these rolls)
For abilities that affect the environment anything above an 8 will account for full effect
So, in short, you can still screw up skills that affect yourself/the environment, it's just that they're easier to cast because 90% of the time you won't have a force(s) acting against your roll
for skills that have a % chance of an additional effect, you can take a random number generator (or a 1d100, if you really wanna) and basically anything that is your % chance or below activates the additional effect (so if you have a 30% chance of something happening, you need a "roll" of 30 or below in order to activate your skill)
If your secondary effect doesn't have a specific % attached to it then it's guaranteed as long as the skill works.

There will be an experience/"level up" system.

Character Sheet
Species (Human or Mutant):
Combat “Class:” (+5 distributed to modifiers of your choosing, -2 distributed to modifiers of your choosing)
Age:
Gender:
Appearance (or a picture):
Faction Affiliation (with a description if your own faction):
Personality:
Bio:

Gear
Melee Weapon: (+1 Str -1 Speed Mod or flipped)
Ranged Weapon: (+1 Dex -1 HP or flipped)
Special Weapon: (+1 Wisdom -1 Intelligence or flipped)
Armor: (Light, Medium, or Heavy. Light is +2 Speed mod -2 HP, Medium is +1 Speed +1 HP, Heavy is -2 Speed +2 HP)

Abilities (Just write descriptions, I'll fill in damage/other effects)
Alpha:
Beta:
Delta:
Gamma:
Omega:

This is an "interest check" to see if anyone would be interested in doing this. I'm here to answer whatever questions you may have. As the mutations are mostly for combat I don't have any set "don'ts" when it comes to powers, I just ask that you be smart and naturally follow the "natural rules of roleplay" (Godmodding, metaing, etc.)
 
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Diablo D'Nero
Species: Human
Class: Mob Boss (+4 Charisma +1 ??? -2 ???)
Age: 65
Gender: Male
Faction: Diablo Cartel
Personality: You'd expect the leader of a major cartel in the South America region to be ruthless, heartless, calculating, manipulative, or otherwise extremely cold and unapproachable. Diablo can be all of those things, although he prefers not to. Rather, Diablo is sympathetic and compassionate. He understands what it's like to be at the bottom of the barrel. He takes time to meet all of his employees, and he ensures that they are comfortable enough to keep working for him. Approaching the age of retirement, Diablo is also this way because he is looking for a successor to the Cartel, having no (legitimate) children of his own.
Bio: Diablo D'Nero, born in Columbia during the mid-eighties, lived a life of ups and downs. His dad was a former crime boss of his own, only retiring when he met his wife. While that meant he lived a luxurious life, Diablo wasn't exempt from getting caught in the crossfire of his dad's former enemies. He's been kidnapped and held for ransom an entire three times throughout his childhood. Somehow, his dad was able to retrieve him without having to pay the ransom, every single time. Inspired by his dad, Diablo wanted to become a mob boss himself (despite his dad trying his hardest to set young Diablo straight). However, before Diablo could listen to his father and become a good man, his parents were killed in a drive-by. Young Diablo, now 21 years old, seethed in the pool of revenge.

Diablo would set up his own cartel business. At first, it was nothing special, but with a few friends and connections from his late father, Diablo was able to cut out territory of his own. He even managed to get revenge on his father's killers, setting both them and their entire territory ablaze (literally). However, this success would be all for naught. When World War III started, Diablo had to go underground as Colombia was one of the first South American countries to receive nuclear destruction. Diablo had to start all over again, in a world that was more concerned about rebuilding than in the likes of desire.

This would all change with the accidental discovery of "Nuke Rocks." This happened when Diablo went to the surface to retrieve materials and resources from his meth lab. The lab, exposed to radiation, held a boatload of meth that was now glowing a distinct yellow color. When he sold it to a druggie on the street for a quick buck, he watched as the effects consumed both his body and mind. Little did he know that this would become the start of an entirely new empire. Diablo quickly rose up in South America, establishing the new "Diablo Cartel." To this day, Diablo remains the most powerful man in South America and seeks to transfer that success globally.

Melee Weapon: Bare Hands - Diablo was a fan of lucha wrestling growing up, and despite his old age, is still very technically proficient in grappling
Ranged Weapon: Haymaker - Grenade Launcher utilized by Diablo with incedinary grenades to set people, objects, and the environment ablaze
Special Weapon: D'Nero's Demon - A custom-made 9-barrel pistol passed down throughout the D'Nero family as an heirloom
Armor: Bulletproof Suit - Diablo dresses in both style and practicality, utilizing a suit designed to stop most kinds of standard ammunition.

I figured I'd bump this one more time with one of the characters you'll meet in the "Factions" Universe
 

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