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Hunter Legacy- Classes, Weapons, and Tech

 
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theBSDude



Joined: 09 Jul 2008
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Location: The boring part of Washington

PostPosted: Tue Aug 05, 2008 12:39 pm    Post subject: Hunter Legacy- Classes, Weapons, and Tech Reply with quote

I'll post more game-specific class information (like armor/weapon restrictions) later, but here's the really important RP stuff.
Every Class and Sub-type (except Cyborg) is a genetically enhanced human. Most inherited their mods for their parents (same as hair color), but some individuals may have been born a different class and have since purchased different mods. Every character would have done some tweaking, even if it was something like hair color or the length of their canine teeth. As for magic, though it does not obey classical physics, it is still logical- meaning no earth elementals or weather control. There are a few non-combat classes, but these are not strictly important (though they might show up in NPC's); and three android classes (technomancer, immortal, and zombie) that are not available to players.

Orcs- The soldiers.
Orcs bare the closest resemblance to traditional humans, the only visible differences being their cat-like eyes, sharp canines, pointed ears, and great size. They also have increased mental facilities and improved control over involuntary functions, similar to East Asian Monks. Unlike the other classes, the orcs have their own governments and armies; the three classes also being the three major orc nations. Orcs are calm, logical, and possess incredible discipline; due partially to modification and partially to the military training that all orcs must complete before receiving adult citizenship. Of all classes, orcs are known as the most forward-thinking in gender roles, as fully half of each of their armies is female, and all their nations are extremely accepting of other ethnicities. In combat, orcs are swift and powerful, but their steady calm never fades.
Sub-types
Kane- The Northern Orcs. The Kane Empire is centered in Siberia and stretches across Russia and Canada. The Kane are largely of European ethnicity, known for their light skin and genetically-dyed silver hair. In battle, Kane soldiers carry massive long swords for close combat and have deadly bayonets mounted on most firearms.
Lynn- The Eastern Orcs. Allying themselves with the mistreated androids of China, the Japanese orcs swept through Asia, uniting the countries under the one Empress. The Lynn are subtly cat-like in appearance, some sporting modified ears. They are known as some of the most accomplished snipers in the world; the best reference for any sharp-shooter is to have training under the Lynn military.
Ruun- the Arabian Orcs/the Southern Orcs. Given the history of violent wars in Africa and the Middle East, many national leaders worried that the Ruun would be fanatically religious. However, after they came to the aid of the fallen countries of Europe against the Pride, the Ruun nation was counted among the most respected in the world. The Ruun took a logical, orc-ish approach to religion, abolishing most of the restrictions against women and ethnic minorities. Ruun politicians joke that, while they still believe Christians are destined for Hell, they're perfectly content to allow them to die of natural causes.... Orcs are big on sarcasm.
_________________
...In accordance with the prophesy.

TheBSDude, dubbed 'BS' by Asa and nicknamed 'Thebes.'
Keeper of the Tristam, The Amazing Non-Emo Vampire!(tm) and a Massive List of Webcomics.

"I'm like a ninja with no hopes or dreams." --Wally of Dilbert


Last edited by theBSDude on Tue Aug 05, 2008 3:56 pm; edited 1 time in total
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theBSDude



Joined: 09 Jul 2008
Posts: 1800
Location: The boring part of Washington

PostPosted: Tue Aug 05, 2008 1:22 pm    Post subject: Reply with quote

Elves- The magic-users.
Like orcs, elves very closely resemble traditional humans. However, the similarities are only skin deep, if you'll pardon the pun. All classes have nanites (tiny medical robots) flowing in their veins, but none have near the number found in the blood of elves. Their nanites stay close to the skin to absorb sunlight for energy, taking the guise of intricate tattoos. The color of these nanites indicates the form of magic manipulation they are capable of, and the thickness and complexity of their patterns are a good indication of the elf's strength. The large number of nanites in elves' blood gives them increased regenerative capacity and allows them to live mostly of absorbed heat and sunlight, rather than food. Unlike orcs, an elf's sub-type has no bearing on ethnicity or national loyalty, but is solely based on variety of nanites.
Sub-types
Kinetic- black nanites. The nanites of Kinetic elves magnify small physical movements onto inanimate objects based on Resistant Force (I have an explanation written, but it's really long and not that important. Suffice to say- things get heavier if people nearby don't want the Kinetic to move something.). An elf's own body has almost no Resistant Force to itself, so Kinetics are capable of propelling themselves with magic and increasing the force behind their physical attacks (items and weapons belonging to an elf are similarly light).
Thermal- red nanites. The nanites of Thermal elves convert intense heat into magic and vice versa. The elves are capable of controlling this heat with the same easy as their own bodies. They do not create fire, but the heat they control ignites the oxygen in the air. The fire burns only what the elf wants it to burn, actually transferring heat to the object, rather than touching it with the fire.
Vampric- silver nanites. The nanites of Vampric convert ambient heat into usable (aka cellular) energy. *Vampric elves create a 'field of cold' around them as they draw in energy,which incredibly damaging; few would risk close combat with a Vampire. Unique even among elves, Vampires become stronger as the use their powers. The extra energy they drain is released into the elf's muscles, temporaraly giving them a massive increase in strength.* Vampires also carry nanites in their saliva, which can digest any organic (carbon-containing) compound and, in emergencies, can be applied to wounds. Vampire Medic is an unenviable post, as it involves putting rather unpleasant things in your mouth, but it is vital to many mercenary groups (and some people are into that kind of thing).

*...* Added.
_________________
...In accordance with the prophesy.

TheBSDude, dubbed 'BS' by Asa and nicknamed 'Thebes.'
Keeper of the Tristam, The Amazing Non-Emo Vampire!(tm) and a Massive List of Webcomics.

"I'm like a ninja with no hopes or dreams." --Wally of Dilbert


Last edited by theBSDude on Tue Aug 05, 2008 5:20 pm; edited 1 time in total
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theBSDude



Joined: 09 Jul 2008
Posts: 1800
Location: The boring part of Washington

PostPosted: Tue Aug 05, 2008 2:11 pm    Post subject: Reply with quote

Goblins- The metal.
Goblins are the technophiles, the gun freaks, and the Terminator fans. While the other classes hide their high-tech nature behind genetically tattooed skin, goblins proudly advertise their semi-robotic nature. They have more nanites than orcs, though fewer than elves, but goblin nanites are simplified, refined version, that can harden under skin to the temper of pure carbon or excrete themselves through pores to form deadly blades. Goblins resemble the classic half-machine humans of science fiction, complete with metal plates (removable, of course) and robotic eyes (the ladies love 'em). Included among goblins (mostly for tax reasons), are the Cyborgs, products of intermarriage between humans and androids.
Sub-types
Snipers- "When this eye is ready, it'll hit any target, no matter how small." Despite the fact the brain is simply a self-modifying computer, goblins are the only class that downloads programs. Snipers are easily recognized by their robotic eye and the impractical number of pistols they carry. The targeting systems in their eyes are programmed with data for every precision weapon allowed by law, and several besides, and are capable of 64x zoom. They have a reputation for being a-holes, but also for being the best sharp-shooters outside the Lynn Special Ops.
Berserkers- "I'm the Juggernaught, &*%!" Berserkers are huge. And covered in armor. Yeah, that's about it.
Cyborgs- As half-androids, cyborgs are nearly immortal, never aging beyond late twenties and are almost as hard to kill as a full-blooded droid. Cyborgs mimic the class of their non-droid parent, but lack the training and armories of former soldiers.
_________________
...In accordance with the prophesy.

TheBSDude, dubbed 'BS' by Asa and nicknamed 'Thebes.'
Keeper of the Tristam, The Amazing Non-Emo Vampire!(tm) and a Massive List of Webcomics.

"I'm like a ninja with no hopes or dreams." --Wally of Dilbert
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theBSDude



Joined: 09 Jul 2008
Posts: 1800
Location: The boring part of Washington

PostPosted: Tue Aug 05, 2008 2:56 pm    Post subject: Reply with quote

Fey- The assassins.
The other 'freak' class. Government Censuses define Fey as "Modified beyond the category designated 'Human' is a manner inconsistent with the definitions for categories 'Orc,' 'Elf,' or 'Goblin.' A more understandable, but politically incorrect definition is "those punk freaks with the animal parts," but that only describes most of Fey. Those dealt with in Sharks are former soldiers, mostly half-orcs. Fey are, by nature, quite unique, but three of the most enduring (and successful) trends have been officially classified as sub-types. Fey are less disciplined than orcs, and, instead of attempting to incapacitate enemies with high-percentage body-shots, almost always try for the kill. This makes them less accurate than orcs, but fey tend to deal heavier damage. They are perfectly capable of handling themselves in a fair fight, but... why risk it? Like cyborgs, each fey bears a close resemblance to another class, such as weapon training or limited magic, in addition to retractable claws. Fey are also very fast, incredibly dexterous, and nearly as strong as orcs.
Sub-types
Hunters- Tall, thin, and disconcerting. Hunters are violent, aggressive, and competitive, but extremely patient and very intelligent. They are masters of manipulation, fooling targets as much for their own enjoyment as an actual advantage. All Hunters have the ability 'feel' the 'heat' of nanites expending energy, which allows them to locate almost anyone within a hundred meters. Hunter soldiers generally have more training in small arms.
Nekos- Yes, they have cat ears. And eyes. But not tails. And no fur. Nekos have incredible hearing and balance, and like all fey, impressive jumping height. Neko soldiers generally have more training in rifles.
Jackals- Capable of changing their form at will, Jackals are the most misunderstood sub-class after Vampric Elves. Jackals share their mind with an artificial intelligence (modeled after the individual's personality) that manages the complex change. More about Jackals later.

So those are the classes. Everybody got one in mind?
_________________
...In accordance with the prophesy.

TheBSDude, dubbed 'BS' by Asa and nicknamed 'Thebes.'
Keeper of the Tristam, The Amazing Non-Emo Vampire!(tm) and a Massive List of Webcomics.

"I'm like a ninja with no hopes or dreams." --Wally of Dilbert
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theBSDude



Joined: 09 Jul 2008
Posts: 1800
Location: The boring part of Washington

PostPosted: Tue Aug 05, 2008 8:20 pm    Post subject: Reply with quote

History
About 400 years ago, scientists discovered a strange form of energy that was generated by conscious thought. They could measure it, manipulate it, and (before too long) store it. They were elated; they had, by accident, discovered a completely clean and perfectly efficient power source. As a test, the scientists plugged a small graphing calculator into one of their make-shift batteries. However, the calculator turned on before anyone had pressed power. Startled, they checked their equipment. The calculator had begun producing the energy signatures of conscious thought. It was not a strong signature, about the same as the cat the scientists had tested earlier, but according the readings, the calculator was alive. “It’s like magic or something,” one of the scientists said. The name stuck.

Later, scientists discovered that, if they started with a small enough, simple enough computer, they could actual build a living cell. These “cyber-cells” were the earliest incarnation of the modern nanite. Within a century, robots were developed: bio-machines, most of them shaped like humans, with a limited consciousness. Robots were programmed with an improved version of Asimov’s Laws, including protecting human freedom and emotional well being, as well as aiding other robots and protecting animals. Nanites, capable of fighting off all know diseases and converting sunlight into usable energy, had been declared safe for human use and were being distributed to poor villages in Africa, Asia, and South America. The nanites behaved like a virus, altering human DNA and converting numbers of white blood cells into factories, but their affects were far from harmful. The nanites would die if they were ever separated from a constant source of magic (a living, thinking, and preferably happy human), so they did everything in their limited power to keep their hosts in perfect health.
_________________
...In accordance with the prophesy.

TheBSDude, dubbed 'BS' by Asa and nicknamed 'Thebes.'
Keeper of the Tristam, The Amazing Non-Emo Vampire!(tm) and a Massive List of Webcomics.

"I'm like a ninja with no hopes or dreams." --Wally of Dilbert
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theBSDude



Joined: 09 Jul 2008
Posts: 1800
Location: The boring part of Washington

PostPosted: Fri Aug 08, 2008 11:07 pm    Post subject: Reply with quote

As bio-machines, Androids are similar to robots, but have several significant differences, most importantly; Androids have full, human-level consciousness and equal protection under law. Androids are self-replicating, capable of breeding with each other or with humans. They are not bound by programmed laws, so are perfectly capable of killing. They are modeled exactly on natural humans, except for reinforced bones and a few orc-ish personality tweaks.

Now about the Jackals. Each Jackal has two personalities, known as the Host and the Shift. The Shift is a human-level AI, based on the personality of the Host, that runs on the linked processors of the Host’s nanites. At birth (or at the time of modification), the Host and the Shift are exactly identical. Over time, the Shift diverges, developing a slightly different personality, like twins, but as both have exactly the upbringing, the differences as very subtle. They tend to speak with each other out loud, for the convenience of others (or for a cheap laugh), eyes switching between the round pupils of the Host and the slitted pupils of the Shift. Once the Shift’s personality has diverged from the Host’s, the two personalities agree on a name. Named Shifts frequently have different friendships that their Hosts, and are generally recognized by friends as a completely separate entity.
_________________
...In accordance with the prophesy.

TheBSDude, dubbed 'BS' by Asa and nicknamed 'Thebes.'
Keeper of the Tristam, The Amazing Non-Emo Vampire!(tm) and a Massive List of Webcomics.

"I'm like a ninja with no hopes or dreams." --Wally of Dilbert
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theBSDude



Joined: 09 Jul 2008
Posts: 1800
Location: The boring part of Washington

PostPosted: Sat Aug 09, 2008 12:57 am    Post subject: Reply with quote

Weapons
The weapons in Hunter Legacy are fairly close to modern, although the enhanced strength and durability of soldiers has caused a return to swords. The swords are edged with crystalline carbon (industrial diamond), and are practically unbreakable. Though painful, bullets do little lasting damage unless they sever the spine, significantly damage the skull, or lodge in a vital blood vessel, thanks to healing nanites and reinforced bones. Still, the more energy and magic your enemy uses healing bullet wounds, the less energy they’ll have for hand-to-hand combat, and repeated wounds can cause dangerous blood-loss. Shotgun shells generate enough force to kill at close range and severely wound at mid-range, beyond the reach of blades, but their slow rate of fire makes them risky. Busters are similar; though they have enough power to travel a few dozen meters, their strong recoil makes them fairly ineffective beyond the range of several feet. A sniper rifle is the other weapon capable of reliable kills, but it requires significant skill and is next to useless at close range, except in the hands of a true master. Small arms are simple to use and easy to aim; rifles pack more power, but fire slower and require greater skill.

Magnum (semi-auto)
Clip- 12 rounds
Max Range- Mid/long
Minimum Recommended- Melee
Accuracy- High
Ease of Use- High (basic), Mid (expert)
Rate of Fire- High (2-3 rps)
Piercing Damage- High
Flesh Damage- Low
Volume- Low

Uzi (full auto)
Clip- 32 rounds (two clips loaded)
Max Range- Mid
Min Recommended- Melee
Accuracy- Low
Ease of Use- Extreme (basic), Above Average (expert)
Rate of Fire- Extreme (>8 rps)
Piercing Damage- Very Low
Flesh Damage- High
Volume- Very High

Standard Rifle (semi-auto)
Clip- 32 rounds
Max Range- Long
Min Recommended- Mid/Close
Accuracy- High
Ease of Use- Mid (basic), Below Average (expert)
Rate of Fire- Mid (2 rps)
Piercing Damage- High
Flesh Damage- Low
Volume- Mid

Automatic Rifle (full auto)
Clip- 60 rounds
Max Range- Mid/Long
Min Recommended- Close
Accuracy- Low
Ease of Use- Very High (basic), Average (expert)
Rate of Fire- Very High (4-6 rps)
Piercing Damage- Mid
Flesh Damage- High
Volume- High

Sniper Rifle (semi-auto)
Clip- 6 rounds
Max Range- Extreme
Min Recommended- Mid/Long
Accuracy- Extreme
Ease of Use- Low (basic), Extremely Low (expert)
Rate of Fire- Very Low (<.5 rps)
Piercing Damage- Very High
Flesh Damage- Mid
Volume- Low (silenced), Very High (normal)

Sawed-off Shotgun (assisted pump-action)
Clip- 6 shells (reload one at a time)
Max Range- Mid/Close
Min Recommended- Melee
Accuracy- Spray
Ease of Use- Extreme (basic), High (expert)
Rate of Fire- Low (1 rps)
Piercing Damage- Low
Flesh Damage- Extreme
Volume- Very High

Tactical Shotgun (assisted pump-action)
Clip- 8 shells (reload one at a time)
Max Range- Mid
Min Recommended- Melee
Accuracy- Fair (Tight Spray)
Ease of Use- Above Average (basic), Mid (expert)
Rate of Fire- Low (~.9 rps)
Piercing Damage- Low
Flesh Damage- Extreme
Volume- Mid (silenced)

Buster (revolver)
Clip- 4 rounds (+1 in barrel, reload one at a time)
Max Range- Mid
Min Recommended- Melee
Accuracy- Good (Very Strong Recoil)
Ease of Use- Mid (basic), Extremely Low (expert)
Rate of Fire- Very Low (~.33 rps)
Piercing Damage- Extreme
Flesh Damage- Very High
Volume- Very High
_________________
...In accordance with the prophesy.

TheBSDude, dubbed 'BS' by Asa and nicknamed 'Thebes.'
Keeper of the Tristam, The Amazing Non-Emo Vampire!(tm) and a Massive List of Webcomics.

"I'm like a ninja with no hopes or dreams." --Wally of Dilbert
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theBSDude



Joined: 09 Jul 2008
Posts: 1800
Location: The boring part of Washington

PostPosted: Sun Aug 10, 2008 7:37 pm    Post subject: Reply with quote

Orc Weapons
Sabre, Lynn Precision Rifle (Semi-Auto)
Clip- 8 rounds (+ Standard Rifle clip)
Max Range- Extreme (Sabre), Very Long (Rifle)
Min Recommended- Mid/Long (Sabre), Mid (Rifle)
Accuracy- Extreme (Sabre), Very High (Rifle)
Ease of Use- Military Training Required
Rate of Fire- Low (1 rps, Sabre), Mid (~1.33 rps, Rifle)
Piercing Damage- Very High
Flesh Damage- Low
Volume- Low

Wolfsbane, Kane Assault Rifle (Full Auto)
Clip- 48 rounds
Max Range- Long (controlled bursts), Mid/Long (Auto)
Min Recommended- Close
Accuracy- High (controlled), Mid (Auto)
Ease of Use- Military Training Required
Rate of Fire- Very High (6 rps)
Piercing Damage- Above Average
Flesh Damage- Above Average
Volume- High

Scorpion, Ruun Chaingun (Auto-fed Machinegun)
Chain- 200 rounds, +2 explosive charges
Max Range- Mid/Long
Min Recommended- Close
Accuracy- Low
Ease of Use- Military Training Required
Rate of Fire- Extreme (10 rps, after motor warms)
Piercing Damage- Mid
Flesh Damage- High
Volume- Very High
Charges- Approximate range and damage of Sawed-off Shotgun

Melee Weapons
Katana- light blade, good for quick strikes and silent kills
Long Sword- heavy blade, good for destroying objects and piercing armor
Scimitar- curved blade, average weight, balanced for increased damage
Combat knife- short blade, light and easy to use
Claws- Nanites excreted through pores and hardened into blades, incredibly light and terribly sharp, but useless for defense
_________________
...In accordance with the prophesy.

TheBSDude, dubbed 'BS' by Asa and nicknamed 'Thebes.'
Keeper of the Tristam, The Amazing Non-Emo Vampire!(tm) and a Massive List of Webcomics.

"I'm like a ninja with no hopes or dreams." --Wally of Dilbert
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