Hi everyone,I know what happened to the last game I started... (Didn't even get past it's first turn!
)
And it failed due to unforeseen circumstances.
Well now I'm back with a new idea and concept for a forum game.
You play as a detective in the fictional Bay City.
Bay City is beautiful metropolitan city, home to millions. Bay City is located on its own little slice of paradise; the Jewel archepelagio. Nestled on the interlocking Ruby and Indigo islands, Bay City sprawls over the island terrain.
You are freelance police, working for the Department of Criminal Investigation, more commonly refered to as DCI. The life here is mostly gentle and idyllic, but unbeknownst to the majority of the inhabitants, B(ay)C(ity) is ravaged day and night by criminals. The DCI work hard to keep crime rates low and to apprehend these felons.
This is where you come in.
You are an investigator, contracted to solve these crimes. You will recieve clues and information from the forensic analysts to begin your investigation. You can also travel to the crime scenes and use your wit and your perception to find additional clues. Trawl the internet and libraries to unearth old newspapers and reports that may throw new light into your investigation. Interrogate your suspects in the Grill and try to wean as much information as you can.
This is
Bay City Detective RPG.
This Forum Game is unique from a number of others.
There will be multiple DMs. Each will seperately be incharge of different things; Some will create NPCs and deal with the matter of lore. Others will flesh out the city and its districts, creating an immersive world.
This will have episodic cases, basically multiple plot lines made by the DMs. It will take place in the city and the surrounding islands.
In case you haven't yet noticed, this is a the Bay 12 Forums citified. I guess that a few NPCs will be named after the forum goers.
How to play it? Read on...
To play, an episode will be selected by me or some other DM. The first person/people to post their character bio will be accepted.
If you have been accepted, your character will then be placed into the plot to begin.
Interested? Well please read on.
How to create a character...You quite simply need a character sheet.
Follow this format:
Name <-- Anything I suppose...
Age/Gender <-- Over 16, Male or Female; at the request of Jack_Bread, hermaphrodite is now a choice.
Height/Weight <-- Because of the differences between imperial/metric measurements, this forum game will use dwarf / short / medium / tall / giant for height and paperweight / skinny / average/ fat / obese for weight.
Stats <-- See the skills section for more info. Please put this in a spoiler tag.
Traits <-- Check the skills section. Limit of 2 good perks and 1 bad one; if you pick a bad perk, you can have extra good perk.
Bio <-- A few short lines, just to add to the character immersion. Please make it make sense with traits and stats,
Stat Section...Basically, there are 3 attribute 'trees'
Physical, Mental and Social.
Each of the trees have 2 stat 'branches'
Physical - Strength & Agility
Mental - Intelligence & Perception
Social - Persuasion & Coercion
The checks will be mostly based on the stat branches and occasionally be based on the attribute trees.
When you 'level up' you have 3 points to add your stat branches. Every 3 stats added to their respective trees, the attribute will increase by 1.
Example:
You add 2 points into 'perception'. It is now 16.
You add 1 point into 'intelligence'. It is now 21.
The Mental tree has grown by 1. It is now 7.
Strength - It affects how strong you are physically; how much melee damage you do and how well you can pass strength related checks. Such as bashing a door down.
Agility - How agile you are; increases your chance to dodge; helps you to pass agility related checks. Such as parkour. Yes, a detective that can parkour.
Intelligence - How smart you are. Enables you to make the most of the information gathered at crime scenes when in the lab. Adds a scientific approach to examining. Helps you pass intelligence related checks, such as hacking a computer.
Perception - How attuned you are to your senses. Enables you to gather more information at crime scenes. Also extends the detail of your examining. Because there are no perception checks, it just passively increases detail of things. Extremely useful though.
Persuasion - How charming of a guy/gal you are. This enables new NPC dialogue actions. Persuasion is the nicer side of the social tree. Increases chances to pass persuasion based checks. Works better in the long term.
Coercion - Intimidate and threaten the opposition into doing what you want. This enables new NPC dialogue actions. Coercion is the darker side of the social tree. Increases chances to pass coercion based checks. Works better in the short term.
Traits Section...Traits are perks that alter your character with unique abilities or boosts. They are seperated into 'good perks' and 'bad perks'.
Good perks benefit your character, while bad perks don't.
The reason for choosing a bad perk is that by default, you can only have 2 good perks. If you pick a bad perk, you can have an extra good perk.
The 'good' perks are...
Street Smart - You know how to live in the urban jungle. You know some people that owe you a favour and you intend to claim it.
Unique interactions with various 'street' NPCs.
Book Smart - You got a great education at Forum University. You learned a whole lot of things that can help you with your work.
+2 to Intelligence and +1 to the Mental attribute and Perception.
[MORE COMING SOON]
The 'bad' perks are...
Asshat - You are a real jerk to people at times, resulting in bad social skills because no one wants to talk to you.
-1 to the Social attribute and -2 to Persuasion.
[MORE COMING SOON]
How to do stuff...You can do several types of commands.
A major action is most commands, such as picking things up and hiding behind an object.
Input major actions with a '>' infront of the action, in true MUD style.
Example:
>Pick up metal rod.
You pick up the rod. It feels cold in your hand.
By default you can do what I call a 'minor action' in the same turn.
Minor actions are things like reloading your gun and examining an object.
Place a '-' infront of minor actions.
Example:
-Examine Car
It is an old Desoto, rusty and dented. Judging by the looks of it, it's derelict. There is a bloody smear on the bonnet.
You can also do an 'inquiry.' An inquiry command does not take up your turn. Place a '/' to do an inquiry, which is like checking your inventory or status and looking around the room.
Example:
/Look
You look around and notice you are in a basement. There is a corpse on the floor. Your hands are tied and the only light source is a boarded up window.
You can do all three of those actions in one turn.
Example:
>Take cover
-Reload Gun
/Inventory
You kick a square desk onto its side and dive behind it as cover.
You discard the empty magazine from your H&K MP5 and quickly slot in a new clip. You have 1 spare magazines lift.
You are wearing BCPD Riot Armor. You are wielding a fully loaded H&K MP5 with spare 1 magazine left. You have a flashlight with no battery.
Please note that major actions will be executed before minor, meaning that if you have an empty gun, you cannot reload then fire, you will attempt to fire an empty gun THEN reload.
NOTE: This is still WIP and I haven't finished up things yet, I mostly just posted this as a 'kind of' request for help. I would like it if someone wrote some things about Bay City and expanded it out as a city. Im not too fussed what comes out cause I will just edit it slightly.
Please leave a reply if interested.
DO NOT MAKE A CHARACTER OR RESERVE SPOTS YETThis should be finished in 1-3 days.