Board Thread:Roleplaying/@comment-27227983-20170603025806

Welcome to this thread, here you will find RPG: Legacy. My only hope is that it would be enjoyable!

Legacy, the only thing we all leave behind in the end.

Backstory
''An unknown phenomenon had altered the entire world, and its contents. The globe had gotten thrice as large, and a bit more. The losses were grand, and a large portion of history has been forgotten. The old world was gone.''

Until now, 10,000 years after the event, most of the new world had remained unexplored, but tales from those who did venture outside the safety of society tell about things that can be considered as fairy tales.

''Life within society was predictable, but the life outside it, in the new world would be much different. And so, it began. Groups have been formed, with many aspiring people who joined for different purposes, but for one true goal. To make a Legacy for themselves.''

To those who will go, good luck in exploring the unknown.

Rules

 * This roleplay uses human characters, so don't name your character as a plant or zombie.


 * Try to be active. 1 month without activity will result your character to be considered idle, and they will be removed from the players list.


 * No spam.

Character Creation
Name:

Class: (Look below)

Abilities: (Up to Three)

Adrenaline Ability: (A powerful ability that can only be used if you have 100% Adrenaline.)

Personality: (What's your character like?)

Background: (What's your character's story before the RPG?)

Note: A Character's Personality, Background and Class will have an effect not only in battle, but in other interactions.

Classes
Classes, you know the drill. Once you reach level 5, you can choose between 3 possible upgrades of your class, and optionally change your abilities. Another class upgrade will be available at level 10, and the last will be in level 20.

Law Branch: 


 * Guardian: They have a colossal 150 Life, and moderate strength. They can have 3 moves, mostly offensive and defensive.


 * Lookout: A tactical class, with 80 Life, low Strength and high mobility. They have 3 moves, offense/debuff/support. Lookouts are special for they could spend a turn in populated areas and expose Outlaws with disguises made by Tricksters.


 * Pacifist: They don’t use offense as much as they avoid it. Starts with 120 Life and are only allowed to have defensive, support and healing abilities.

Neutral Branch: Mostly in the middle road. Not exactly good hearted or deceiving.


 * Kid: Newbie that wants to make a name for themselves. They have a low 50 Life but can have very strong neutral attacks (Attacks that ignore Toughness). They aren't allowed to have defensive and healing abilities, however.


 * Survivalist: Just with a rock he can live anywhere. Hand them a weapon and they'll be able to keep you alive. Starting Life of 75 and decent strength. They can have 4 moves with no restrictions except summoning.


 * Magician: They can do more than just pull a rabbit out of a hat. They are given 80 Life and have moderate strength. Magicians have 3 abilities, offense/support/weak summons.

Outlaw Branch: The bad apples. They have the most offense classes and are usually wanted in Settlements.


 * Thief: Pickpocketing is a form of art for a thief. They aren’t exactly durable, with only 50 Life, but they can have 3 abilities, 1 attack, 1 debuff and another attack that has a chance to steal an item from the enemy.


 * Trickster: Allows the Outlaw Classes to enter Low Protection Settlements without raising their Notoriety. (See what Notoriety does in the Stats section.) Despite 100 HP with little Strength, they have 3 abilities that involve offense/support/powerful debuff.


 * Cardsharp: One to put his luck to the test. They have a higher chance to get better outcomes in luck based situations, but are not very strong on their own. They start with 100 Life and have offensive/effect moves.

Unique Branch: They can do things that the other branches can’t.


 * Rancher: They have barely any Toughness, and only have 80 Life, but the Ranchers are able to tame small beasts, and have them fight on his side. To tame, he needs to lower his target creature’s Life, and then offer it an item that is related to the creature. (The rarer, the higher chance of it happening.) If the beast is tamed, it will fight alongside the Rancher permanently. A Rancher can have 2 beasts at a time, and has 1 attack, 1 debuff and a support move.


 * Acolyte: The only class able to revive a player from death, but it takes at least 3 turns to do so. They have 80 Life, and low Strength. They can have 3 effect/debuff moves along with their revival ability.


 * Scrap Junkie: New to the art of machinery, with little skill and a small budget, but hey, you start somewhere right? They are able to build simple machinery, but are unable to create things like bots and mechs. A starting 120 Life, and they can't summon/build bots yet, but can have different moves.

Stats
Base Stats

Life: This tells how much damage you can take before getting taken out.

Strength: ''This will add neutral damage you can do with certain moves. Neutral damage would penetrate through Toughness.''

Toughness: ''Each point of Toughness equivalents to how much damage is reduced from attacks. The damage reduced is doubled when from ranged attacks, normal from melee attacks but can be negated by neutral damage.''

Mobility: How far you can move in a turn.

Fortune: Increases the chance of good outcomes in luck based scenarios and critical/effective chance.

Adrenaline Bar (Doesn't Increase by Levelling Up): ''Adrenaline Bar shows how much adrenaline you have. You can use Adrenaline to enhance your attacks by 25% for every 10% charge of Adrenaline, or you can charge it up to 100% to use your Adrenaline Ability.''

Legacy Points: ''Legacy Points are needed in order to advance to the next level. They can be gained from defeating enemies, interaction, using certain items and crafting.''

Other Stats

Notoriety: Applies in populated settlement areas. Your notoriety increases whenever you do illegal actions in settlements. It increases depending on what crime you did, or your actions in other settlements. It is even possible for a character to be the root of war between two areas. Usually, if your notoriety is higher than 50%, you will be fought by the settlement’s guards and attacked, but it some cases, it could be higher or lower. This can be lowered by bribing, doing work for the law and by a certain class from the Outlaw Branch…

Grimoire
Unlocks after beating the first boss.

Crafting
You can make items out of materials here- Oh wait, you don’t have any crafting recipes yet. Come back here once you do.

Factions
Factions are large groups established. Players can align themselves with factions by doing quests for them, and in turn, they will be given perks and rewards. Or, players could try overthrowing a faction and taking it over, but the said option is hard without the aid of another faction.

Players can also create their OWN faction by having an enough population in their own Settlements, but this may take time to do. Not only that, but it may be hard to protect a weak starter faction from the larger, dominant ones.

In-game, Faction Wars can occur between two or more factions. Players can intervene by supporting a faction in Faction War quests, or try to solve the dispute between them. Players can also cause Faction Wars to occur with their actions or alignment.

Known Factions:

None so far.

Settlement System
You can create settlements as you venture out, or even take them over if you’re a bad apple. The purpose of this? Settlements can generate rewards for those that build them. This unlocks when you find your first blueprint or when you visit your first Settlement.

Player List
None so far.

Portal Dungeons
Special limited time events with limited time rewards. There aren’t any portals opened yet, but there will be sometime in July.  