Dark Realm Inc. Proposed Weapon and Implant Strength

Statistic Explanation

The way a character will descide which weapon is best for them is through strength. The larger guns will weigh more and have a recoil factor, so should be unuseable by weaker characters. I don't feel that the character should not be allowed to lift a gun that is too heavy for them, rather that they should have incresing difficulty controling a weapon that is larger than their strength statistic allows for. The inteligence statistic will be used to choose the level of difficulty for puzzles used, for instances such as picking a lock, disarming an alarm system or hacking a computer terminal. The lower the inteligence, the harder the puzzle will be, thereby decreasing the chance of success. Stamina will measure how long a player can hold a gun up (stay in war-mode) before their arm gets tired, and they must relax. Dexterity will measure the rate of movement and length a player can jump, as well as provide a check for scaling walls and other objects. Karma will be available magic points and will act like hit points with a max/current layout. Psychics will use karma to measure what kinetic spells are available to them. Hit points will be the available life force of a given character. Characters low on hit points will be forced to seek medical attention. Below is my proposed stat caps for each race. A changeling's stats will depend completely on what body they occupy at the time.

Race

Strength Cap

Inteligence Cap

Stamina Cap

Dexterity Cap

Karma Cap

Hit Point Cap

Comments

Human 150 150 150 150 150 200 The human is the all-around good character
Krepp 320 50 200 100 20 200 Strongest character available, and most prone to cybernetic augmentation, but dumb as a rock. Would have trouble hacking a pocket calculator.
Bol 50 175 100 250 150 200 Good non-combattant character. Great for hackers and burglars.
Wis 75 250 75 100 320 200 Most likely will be used by pure-psychics. Exact opposite of krepp. Takes double karma penalty from cyber augmentation.
Changeling ?? ?? ?? ?? ?? ?? This race will be the unknown variable. Must think of a way to have other players able to detect true nature.

Weapons

Among the weapons I would like to see are your average garden-variety of assault rifles, shotguns and pistols, as well as a few small explosive launchers. The "massive" gun I have in mind for Moonblade is actually a gatling gun with a mounted grenade launcher and laser sights just to get the target's attention. Loki's weaponry will also be sophisticated, but less apparent, since it will be built into his body. I plan on designing Loki's weaponry around his body design.

The below figgures are assumed to be taking effect against a human character of moderate level and statistics. The figures, for now, are very subject to change. The stats will be assumed to be around 100 strength, 100 dex and 100 stamina with around 100 hit points. Maximum stats, for now, will be assumed to be 200. Minimum damage will be the damage done on a character with full cyber augmentation and maximum will be against a character with little or no cyber augmentation. Naturally, I expect a wide variety of weaponry to be created, but I believe this makes a good base to start with.

Weapon Type

Minimum Damage

Maximum Damage

Added Effect

Minimum Strength Required to Use

Pistol 5 10 None- Can be equipped in both hands 10
Rifle/ Normal Ammo 10 30 None 30
Rifle/ AP (Armor Piercing) Ammo 25 30 More Damage against Cyber Armor 40
Shotgun/ Normal Shot 10 35 Slightly slower than rifle 40
Shotgun/ Slug 15 35 Pushes character back when hit 50
Shotgun/ Explosive charge 25 40 Most damaging weapon in game 70
Assault Rifle/ Normal Ammo 10 30 Same damage as Rifle, only with higher rate of fire 70
Assault Rifle/ AP Ammo 25 30 More Damage against Cyber Armor 80
Gatling Gun (same ammo as Rifle)/ Normal Ammo 10 30 Fastest rate of fire in game 100
Gatling Gun/ AP Ammo 25 30 Fastest rate of fire in game 100
Grenade Launcher 40 50 Has area of effect that lessens as the radius grows farther from target area. Possible for character to actually injure self. 100
Electromagnetic Pulser 0 0 Does no damage. Primary use is to momentarily disable cybernetic augmentations. When used, the weapon affects all within a limited radius, even the user. All cybernetic implants will become momentarily inoperable. 30

Cybernetic Implant Strength

The below figgures are the added effects of cybernetic augmentation. Again, these are very subject to change at this point. It is undescided if there should be lower grades of implants at this point that have lesser effects. It is also undescided if the implants should become unoperational upon taking damage (this could effectively blind a player that has cybernetic eyes). Karma cost is constant, no matter the karma level of the player, possibly putting some characters into negative karma. Karma Cost on members of the wis race are double. Also, in some cases, items will be available to perform the same function, at a lesser quality. The statistic bonuses will not count against the stat cap.

Implant

Added Effect

Karma Cost

Price (In Credits)

Cybernetic Eyes Either magnification of a portion of the screen, or enable night vision in dark situations 25 3,000
Cybernetic Arms Can buy one at a time. Adds 10% to base strength statistic. Different styles available with tools on end of fingers for different occupational needs. Two arms will have one and one-half times the effect, adding 15% to base strength. 30 5,000
Cybernetic Legs Adds 10% to base dexterity statistic. Increases rate of movement, jump distance, and distance player can fall without taking damage. Both legs must be bought at once. 45 10,000
Cybernetic Torso Shields vital organs. Must be final implant, since, in game terms, it is impossible to retain other limbs after installation of torso. Has a -50% penalty  to each strength bonus gained through cyber augmentation due to weight. 35 50,000
Cybernetic Heart Adds 10% to base hit points. Most costly cyber product in terms of Karma 60 30,000
Cybernetic CPU Allows player to "jack" straight into computer terminals. When paired with Cyber Arms, increases base strength an extra 5%. Will also provide a limited "tracking" capability that will cause a weapon held in a cyber arm to "track" a target within a small radius of the target area. When paired with Cyber Heart, increases base hit points 5%. Also replaces the cellular phone that is standard issue for all players. 55 40,000
CELS Mandatory cybernetic implant. Provides no statistical bonus, but allows resurection of a player's dead character. none not applicable

Items that replace Cybernetic Impants

The effects of some implants can also be gained through the use of normal items, although to a lesser degree of success. Cyber augmentation will still be the most efficient way to gain these effects, and, in some cases, the only way to gain other effects. Price of the item may vary, so will not be listed here.

Item

Effect

Disadvantage over Cyber Counterpart

Night Vision Goggles Allows character to see in near-total darkness Must be removed to turn off, since the character will be nearly blind while using under normal light situations.
Kevlar Flak Jacket Provides mediocre protection for vital organs. Can be worn over cyber augmentations. Also has several pockets that can be used for stowing items. Cyber Torso provides almost double the protection. Flak jacket has a -3% penalty to base strength due to weight.
Full-body Kevlar Armor Provides adequate protection for most of body. Can not be worn over cyber augmentations. Cyber torso still provides better protection without the strength penalty. Kevlar Armor has a -10% base strength penalty.
Portable Computer Can be linked to computer terminals to lower the level of difficulty of the hacking puzzles. Software must be constantly upgraded to keep up with the ever-changing security protocols. Is still a slower interface than the direct jack used with Cyber CPU, although can be used in conjunction with CPU.
Rifle Scope Used for distance shooting Cyber eyes provide more and better magnification, plus you don't need to point your rifle to use them.
Cellular Phone Allows players to talk to each other over distances. Standard issue for each player, and cannot be lost. Must be equipped in either hand to use. Can only have line open to one character at a time. CPU also allows this, and does not have to be equipped first. CPU also allows players to talk to up to three other characters at once.

Changeling's Ability to assume new forms

As has been stated before, the changeling race will not level up as the other races do. They will level up, but their level will have no bearing on any other stats. Instead, their level will determine what forms they can and can't take. The following chart is only an estimated formula.It implies that a level 1 changeling will have a 50% chance of taking the form of a level 10 target, while the actual figgure would be 41%. It is meant to only be a rough estimate (and to save me time typing).

Level 1-10 11-20 21-30 31-40 41-50 51-60 61-70 71-80 81-90 91-100
1-10 50% 40% 30% 20% 10% 0% 0% 0% 0% 0%
11-20 60% 50% 40% 30% 20% 10% 0% 0% 0% 0%
21-30 70% 60% 50% 40% 30% 20% 10% 0% 0% 0%
31-40 80% 70% 60% 50% 40% 30% 20% 10% 0% 0%
41-50 90% 80% 70% 60% 50% 40% 30% 20% 10% 0%
51-60 100% 90% 80% 70% 60% 50% 40% 30% 20% 10%
61-70 100% 100% 90% 80% 70% 60% 50% 40% 30% 20%
71-80 100% 100% 100% 90% 80% 70% 60% 50% 40% 30%
81-90 100% 100% 100% 100% 90% 80% 70% 60% 50% 40%
91-100 100% 100% 100% 100% 100% 90% 80% 70% 60% 50%

Looking at the above chart, one might get the impression that it would be very easy for a changeling to take the form of a high-level character. This is only true in the beginning stages of character development. While a level 10 changeling has a ten percent chance of gaining the form of a level 50 character, it takes a level 100 changeling to be able to take the form on every single attempt. Also, bear in mind that even a success may be considered a failure. Upon successful assimilation of a new form, another check is made, also based on the above table. If failed, the changeling will take a less-than-perfect copy of the attempted form. For example, let's say that a level 20 changeling attepts to take the form of a level 40 krepp. He has a 30% chance of success. If the changeling succeeds in taking the form, he still only has a 30% chance of making himself a perfect replica of that krepp. If the changeling succeeds in his attempt at perfect replica, then the changeling will be indistinguishable from the target, and will enjoy any bonuses the target has gained through cybernetic augmentation. If the changeling fails, then a grey-colored default replica will be assumed and the changeling will only have the base stats of that target, without any bonuses the target may have from cybernetic augmentation. 1