this is a basic battle D6 system rp so it should be easy.
Rules
1) GM always right
2) you always start with a Combat knife and Air Gun
3) when and only when you create a charecter you may trade your basic weapons for a night stick or revolver
Charecter's
Player: jacob2
Name: Artemis
Class: gunner lvl 2
Health: 20/20
Sol: 13
EXP: 4
Weapon: revolver (6/6)
Item: E.Drink x2, Slime core, fang
Player: MewSakura_whitetigergirl
Name: Hikari
Class: Healer lvl 1
Health: 10/10
Sol: 0
EXP: 0
Weapon: Combat Knife, Air Gun
Item: E.Drink x2
Weapon's
Melee
Name: Combat Knife
Damage: 1
Ammo: 0
Hit's on: 1,2,3,4,5
Cost: 10 sol
Special: Charge: do +1 dmg next turn
Name: Night Stick
Damage: 2
Ammo: 0
Hit's on: 2,3,4,5
Cost: 30 sol
Special: Charge: do +1 dmg next turn
Name: Axe
Damage: 3
Ammo: 0
Hit's on: 2,4,5
Cost: 30 sol
Special: Charge: do +1 dmg next turn
Name: Chainsaw
Damage: 4
Ammo: 5
Hit's on: 1,3,6
Cost: 40 sol
Special: Re-fuel: every five use's your charecter must use a turn to re-fuel
Range
Name Air Rifle
Damage: 1
Ammo: 3
Hit's on: 2,3,4,5,6
Cost: 15 sol
Special: Pump: auto hit next turn
Name Revolver
Damage: 2
Ammo: 6
Hit's on: 2,3,4,5
Cost: 25 sol
Special: roulette: pick a number between 1-6 and roll, if you roll on it you get to do 4 dmg
Name: Machine Gun
Damage: 2
Ammo: 12
Hit's on: 2,4,5,6
Cost: 35 sol
Special: Multi Shot: all hits do 1 dmg, you roll a dice and for that number you get you do that many shot's, you can keep rolling but if you roll a number twice the gun jams. you may shoot a max of 12 shots.
Name: Shotgun
Damage: 3
Ammo: 2
Hit's on: 1,3,6
Cost: 35 sol
Special: buckshot: do 1 dmg to all enmies instead of 3 to one
Name: Rocket Launcher
Damage: 5
Ammo: 1
Hit's on: 1,6
Cost: 55 sol
Special: Experimental Rocket: flip a coin, pick a side, get it right and you do double dmg
Item
Item: Energy Drink
Heal: 1
Damage: 0
Cost: 2 sol
Item: Energy Tablet
Heal: 3
Damage: 0
Cost: 5
Item: Medi Spray
Heal: 5
Damage: 0
Cost: 10 sol
Item: Medi Kit
Heal: full
Damage: 0
Cost: 20 sol
Item: Re-Life
Heal: return to life +1 health
Damage: 0
Cost: 50 sol
Item: Flash Grenade
Heal: 0
Damage: Enemy miss turn
Cost: 5 sol
Item: Frag grenade
Heal: 0
Damage: 2
Cost: 10 sol
Classes
Theif:
lvl 1: Steal Iteam
lvl 5: Nab Sol
lvl 10: Mug
Brawler:
lvl 1: beserk lvl1
lvl 3: +1 dmg with melee
lvl 5: Beserk lvl 2
lvl 8: + 2 dmg melee
lvl 10: Beserk lv3
Healer:
lvl 1: heal items +1
lvl 3: heal items +2
lvl 5: Antidote
lvl 10: heal party
Gunner:
lvl 1: Quick load
lvl 3: +1 dmg Gun
lvl 5: Bullet barage
lvl 8: +2 dmg Gun
lvl 10: Double Shot
Chemist:
lvl 1: black powder 1 dmg
lvl 3: mix
lvl 5: share item's
lvl 8: Refinded black powder 3 dmg
lvl 10: posion
Drainer:
lvl 1: Drain
lvl 5: Quater
lvl 10: Double-Drain
Mercenry:
lvl 1: +10% sol from battles
lvl 5: +20% sol from battles
lvl 10: +30% sol from battles
Pawner:
lvl 1: -10% on buying +15% on sales
lvl 5: -15% on buying +20% on sales
lvl 10: -20% on buying +25% on sales
Demons
Name: Slime
Health: 20/20
Attacks: Lunge 1dmg (1,3,5,6) par slop (1,4,2,6) Plarilized)
Items: Slime Core (3 sol)
Exp: (1-4)
Sol: (3-4)
The Wishing Star: Roleplay And Hang Out Guild
A relaxed and diverse roleplaying guild for writers, artists and generally friendly individuals.
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