The year is 1860. Welcome to the Wild West. You and a bunch of other people from all walks of life have arrived here in one way or another in the search for opportunity of some kind. Some of you have came looking for gold, some of you want to hunt bandits, some of you want to be bandits. Whatever the reason, you're here and you have to make a life for yourself. You arrive at the town of Littlebranch, a usually uninteresting town aside from the occasional robbery or Indian raid. Most of the surrounding area is places that allegedly contain gold and unexplored territory. Do what you must to survive here and try to strike it rich.
Historical accuracy may be a bit spotty throughout this RP because I'm not a historian. Any of you that care so much about historical accuracy, just think of the setting as an alternate earth. Please do not come to me saying "Actually Applepieistan, the Appaches didn't live here," or "That gun wasn't invented until 1862. Get your facts straight."
Locations:
East side:
This is where you start. The east side of town is for people to arrive and contains a train station and stables. There are cheap apartments here, so if you need shelter for cheap, look no further.
North side:
The law is strong and it is focused here. This side of town contains the bank and because of that also holds the sheriff's office. Also has a small residential area. Crime here is uncommon and is only done by the most daring and heavily armed bandits.
South side:
The least populated and most crime ridden part of town. The town around this part is mostly undeveloped. Because the sheriff is on the other side of town, people can shoot at each other and rob each other virtually without consequences. Be wary stepping in here undefended. Contains a saloon and a bandit camp.
West side:
This part of town is by far the most industrious. When people come back from mining or panning for gold, they would naturally come back to the west side of town. For this reason, this side contains a gold refinery, haberdasher, stables, and other businesses.
Town square:
The center of town and the location of the town hall. Rich manors which are owned by the mayor and other rich people are situated here. The people here are most concerned about bandits and Indians attacking and for that reason are armed to the teeth. The town square also holds a chemist, which helps the sick and wounded recover faster.
Gold Hills:
A man could get rich wandering here for a few weeks. Plenty of people are spread out around these hills looking for gold. The gold's in rocks, under boulders, and in people's pockets. Also contains dangerous animals, so look out for that.
River:
It's pretty wet over here. The river contains bits of gold and fish and possibly other stuff. It's depth ranges from 5 feet to 50 feet deep. It averages at a few hundred feet wide.
These are not the only places around here! There's much more to explore if you're willing to take the risk. Searching for new locations takes ??? hours, so if you're searching for new locations, make sure you pack lunch. You could find Indian tribes, bandit camps, gold mines, and more.
General mechanics:
All characters have default 20 health and can default punch for 1 damage. If your health goes to 0, you die. There are 12 hours in a day and you must sleep 4 hours a day to prevent bad things from happening. Movement from one location to another takes 1 hour. Exploration of the location takes another 2 hours. You must also eat 3 pounds of food per day to prevent negative effects. Health regenerates +1 per hour spent sleeping and +2 per food item eaten.
NIGHT IS FROM HOUR TEN TO THREE!
Combat: Combat shall be divided into 2 turns. On the first turn, ranged attacks shall be used. On the second, close ranged attacks are used. The person that can use their weapon first attacks first that turn. Combat continues until one person dies, both parties agree to stop, or one person runs away.
In order to successfully run away, one would need to either have the other party not chase or be faster than the one chasing. Better footwear, a horse, or being stronger helps with chases. When running from someone or chasing someone, only ranged weapons can be used and deal half damage.
You start with 4 points that you may spend on traits and items. Each starting trait costs 2 points and each starting item costs 1. It is possible to get certain traits in the game, though it is usually not easy.
Traits:
Gunslinger: Always the first on the draw and a damn good shot. People with this trait fire earlier in duels than people without it. Also gives a +2 damage boost for guns.
Strong: Spent a few extra hours a day exercising. Your character has +2 health and close quarters weapons (including fists) do +1 damage. Also helps in mining and other physical activities.
Light-footed: Helps blend in with crowds and in shadows. Stealth is your strong-suit, helping avoid unwanted attention from lawmen and even animals.
Attractive: You look damn fine. Helps in haggling and other situations where being pretty is useful. Also provides a small chance of lawmen overlooking your crimes if they catch you.
Engineer: While anyone can sharpen a stick, you need this to build complicated tools and machines, like guns, bullets, or cool hats.
Divine: Allows you to walk on water, turn water into wine, Faith heal others (+5 health for 6 hours), and animals will not attack you by default. You can also try to tame wild animals, though the chance of success is random and depends on the animal. You were sent from the Gods, my boy! Unfortunately, this community is exclusively atheistic. You can also perform exorcisms and speak in tongues if you can convince people that you're not just saying nonsense and waving a cross around.
Lucky: You're in luck, friend! Quite literally with this trait! There's a higher chance for you to win when gambling and you seem to find more goodies than anyone else. A rather tempting perk.
Items:
Six-shooter: A damn sweet gun. Does 5-7 damage per shot, though doesn't come with ammo. Can still pistol whip for 2-3 damage without bullets. Swings faster than a pickaxe, but slower than a knife and unarmed attack. Store price: $20
6 bullets: Now I know what you're thinking: WTF, Applepieistan? Bullets are separate? Yep, and your gun isn't very useful without this. Useful for all types of guns around the world because it makes things easier. Store price: $6
Knife: Useful for gutting a coyote, opening a can of beans, or defending yourself. Does 2-3 damage when used to stab things and will allow you to attack first in close quarters attacks. Can be thrown for 4 damage, though your opponent gets the knife. Store price: $5
Tent: A place of shelter for those with no home. Can hold one person and their assets. Not as good at repelling bandits as a real home, but it protects against the elements and animals. Useful if you plan to be outside for a while. Store price: $20
Pickaxe: This is what you need to mine. Can also be used as a close range weapon for 3-4 damage, though an adversary without a pickaxe will hit first. Store price: $10
Mask: The tool of the bandit. It's practically a new identity. Whenever you perform an action while wearing the mask, the action will be attributed to the mask. No one will think masked-you is non-masked-you, no one! Unfortunately, it looks suspicious. Store price: $3
Bow and arrow: Hey, this one actually comes with projectiles! Thanks ApplePieistan! Yes, the bow and arrow comes with 5 arrows and does 3-4 damage per arrow. Guns are still faster. Store price: $15
Steel-toed boots: A comfortable fit. These boots protect your feet from scorpions, snakes, and sharp rocks when walking, which could be useful. Also allows for you to give a powerful kick, which deals 2 damage. The kick has the speed of an unarmed attack. Store price: $5
Pan: The other tool for getting gold. Allows you to pan for gold along the river, which isn't always successful, but can provide some gold to a poor fellow. Store price: $5
Woodcutter's Axe: Somewhat sharp, but too hefty to really hurt anyone not made out of wood with. 2 Damage, always strikes last. Very good for cutting up timber though, fells trees twice as quick as a man could normally. Store price: 6 Dollars
Sledgehammer: A big steel mallet as long as a man's arm, perfect for crushing skulls, but meant for driving rail spikes or smashing up boulders. Hits for four damage, but 25% chance to miss, and slow. Store price: 7 Dollars
Shotgun: The most powerful ranged weapon in the game. The shotgun is a tool usually only held by the sheriff and the greatest bandits. Dealing 10-12 damage, it'll make any foe shake in his shoes. Store price: 50 dollars
Fishing rod: Lets you catch fish. That's it. Store price: $10
Hat: Looks good. Hey, you never know when a nice cowboy hat will come in handy. Store price: $4
Backpack: Holds things. Allows you to not have to carry gold with your hands. May slow down the user.Price: $5
App:
- Code: Select all
Name:
Appearance:
Age:
Race:
Gender:
Traits:
Items:
Biography:
P.S, if anyone thinks I should add something (the location of a building in town, a new location, an item), do not hesitate to ask. I'll see what I can do.