Story
The Great Freeze has brought untold chaos throughout the Northern Hemisphere.
Much of Equestria has been paved over by glaciers from the north and the country is unable to support itself. The once lush and fertile lands became barren icy wastelands reminiscent of the time before the unification of the three pony races. More than two centuries ago, Equestria was mostly peaceful and everypony lived in harmony. Now, they were fighting tooth-and-nail for food, water, and most importantly, heat. Thousands have died over the course of two centuries either from hunger or the cold. Despite being mostly inhospitable, Equestria still had the pulse of life. Several communities thrived, most of them staying in developed places such as Canterlot, Manehatten, and Detrot City. The ponies have found ways to create artificial biospheres that simulated the climates of Equestria before the Ice Age.
Even though Equestria had the technology that allowed ponies to live comfortably in an otherwise inhospitable environment, such technologies were limited to places where the rich, important, and powerful live. The common ponies had to suffer the unforgiving cold, forced to make a living out of scavenging and battling each other over what little resource they could find. The only way to keep warm was to light fires. You are from such a community. Your ancestors have endured the Great Freeze ever since it hit Equestria but there is nothing left for you now. You couldn't eat tree barks and snowberries forever. You either stay and die of cold and hunger, or you could join the Equestrian Migration and head southwards to warmer lands.
Your community has decided to pick the latter. The destination is Draconia, the land of the dragons. They were gracious enough to provide ponies the opportunity to seek refuge in their lands. This is your one chance to seek better life. Pack your bags, fellow ponies, it's time to head for the Promised Land.
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Gameplay
This RP is about surviving the journey south. The situation in Equestria is tumultuous as the country is at war with the Coalition. They are after Equestria artificial climate control technology. This means that your journey will not be an easy one. Should you get caught in the middle of a battle, you should be ready to defend yourself or flee. Players are allowed to pick a companion to follow them and give them orders. In order to survive, players will need equipments and weapons. Note that you can only have one main weapon, one secondary weapon, and one melee weapon. You may, however, carry more than one ammunition type. There are times when players will be presented choices which may determine the outcome of a situation. In some situations, you may choose to engage an enemy in combat, sneak past him, or reason with him.
Rules of Combat
Each character will have stats for combat use and other interactive use.
Health
Magic
Action
Attack
Defence
Accuracy
Agility
Each player is given 10 stat points in the beginning which can be allocated into the desired stats. Health determines how long you can survive in combat, magic allows the casting of spells and action points determine how many moves you can make in combat. Usually, a simple move such as attacking, moving, and using an item will cost 1 action point but moves like moving or attacking while in sneak mode will cost 2. Flying will also cost 2 action points.
Attacking will make use of the d100 dice to determine whether it is a hit or not. During an attack, both the attacker and defender will make a roll (I will do that). If the attacker's roll is higher than the defender, it is a hit. If it's vice versa, it's a miss. Increasing Accuracy will increase the likelihood of a hit. Increasing Agility will help in avoiding attacks. If the attack roll is above 100, the one being attacked will receive a 2x critical hit. If the defence roll is more than the critical hit roll, the one attacked still gets hit but the critical hit is negated.
For damage dealt and received, this is how it works. It all depends on your attack power and weapon used. For example, a short sword deals 10 damage and your opponent has 5 defence. Your opponent will only receive 5 damage. Of course, attack bonuses and defence bonuses may modify the final outcome. For example, if an armour has bonus 3 defence against slash attacks, the bonus 3 will be added to the base 5. Final result is an 8 and if it goes head-to-head with a short sword, the one attacked will only receive 2 damage.
Attack points can help increase the damage dealt for melee weapons while defence points will further decrease total damage. For example, if you have a melee weapon that deals 6 damage and you have 4 Attack, half of your power will go to the final damage, which means your final damage is 8. If your power is 1, it cannot be halved so that 1 will be calculated into the final damage. If your power is an odd number, for example 3, half of 3 will be 1.5 and that will be rounded off into 2. So the 2 will be used in final damage calculation. Here is an example of how the combat system works.
Bandit vs. Cirrus
(80 vs. 62) = Bandit hits Cirrus
Damage Calculation:
Badnit uses Long Sword
[12 (long sword damage) + 2 (half of Attack power)] = 14
Cirrus defends
[5 (steel armour) + 4 (half of Defence power)] = 9
Final Result:
Cirrus receives 5 damage
Just like that. If you opt to fight without weapons, the damage you deal equates to your Attack power. The same goes with defence. If you have armour on, half of the armour's power goes into the defence calculation. If you wear no armour, you will utilize your base Defence power. What if an enemy hits you but your defence power outclasses your enemy's attack power? You will register as receiving 1 damage.
What happens when critical hits come into play? Let's say the Bandit rolls a number above 100 while Cirrus rolls below 100. The Bandit will deal a critical hit. If his attack damage is 14, multiply the damage by 2 for the final result. He would deal 28 damage instead. What if the defence power outclasses a critical hit? The one attacked will receive 10 damage.
Each weapon has an attack range. Most melee weapons have a range of 1 square (longer weapons like spears have 2) while ranged weapons may vary. Range is denoted by squares. Note that if you move beyond 5 squares, it will cost you 2 Action points. Maximum movement distance is 10 squares. Ranged weapons have varying ranges.
Here are some starting equipments for you to begin with:
Weapons
Cluster Gun
Damage: 7 (-1 damage for every 1 square travelled)
Range: 5 squares
Clip Size: 8
Pulse Rifle
Damage: 3 (fires three times per attack)
Range: 8
Clip Size: 25
Revolver
Damage: 6
Range: 6 squares
Clip Size: 6
Semi-Auto Pistol
Damage: 3
Range: 6 squares
Clip Size: 12
Knife
Damage: 5 (3 quares throw range)
Range: 1 square
Clip Size: N/A
Studded Horseshoes
Damage: 6 (2 bleed damage for 3 rounds)
Range: 1 square
Clip Size: N/A
Items
Apple Crackers
Effect: Heals 25 health
Uses: 3
Snowberry Ether
Effect: Recovers 10 magic
Uses: 3
Chunga Chugs Cherry-flavoured Energy Drink
Effect: Recovers 2 action
Uses: 1
Ammo
12-Gauge shell
Special Effect: None
12-Gauge slug
Special Effect: No damage reduction while adding 1 damage
6.2mm Pulse round
Special Effect: None
6.2mm Shredder round
Special Effect: Negate 2 defence points against unarmored targets
.44 Magnum
Special Effect: None
.44 High Explosive
Special Effect: +3 damage
10mm Pistol round
Special Effect: None
10mm AP round
Special Effect: Negate 2 defence points against armored targets
Remember, you can only pick one of each. For now, you can only stick with one ammo type. You will be given 10 stat points to upgrade your character. You can play as one of the three pony species. Unicorns will be able to learn magic after level 1.
Earth Pony
Health: 120
Magic: 0
Action: 4
Attack: 10
Defence: 8
Accuracy: 1d100 (+1)
Agility: 1d100
Pegasus Pony
Health: 100
Magic: 0
Action: 6
Attack: 7
Defence: 6
Accuracy: 1d100 (+2)
Agility: 1d100 (+1)
Unicorn Pony
Health: 90
Magic: 100
Action: 4
Attack: 5
Defence: 4
Accuracy: 1d100
Agility: 1d100
Character Creation
In order to create a character, you must have a name, pony species, age, personality description, and background history. I suggest that you modify your character to fit this RP if you want to use existing characters. This game will have players start in the same community so every player here will be residents of Sleepy Willow. It used to be an agricultural town and a trade centre located near the Crystal Mountains.
Once this RP has at least 3 players, the game will commence. Anyone else who wants to join in later must wait.