| | Anyone still wants to RP? | |
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+4Chibi Ninetails ThomasWindar Xellious Noon 8 posters | |
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Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Anyone still wants to RP? Sat Sep 14, 2013 1:35 pm | |
| I was curious if any members still check this subforum for RPs. For topics to join, or plot ideas, or even just out of plain boredom.
At least if you're reading this that means I'm not the last one standing. That's a bit encouraging. A tiny bit.
With the continued lack of new RPs and how much those still alive slowed down, I spent some time digging through the RP forum and reading old RPs instead. *obligatory sigh of nostalgia here* ... but to not bore you with any of that, let me jump straight to the point of this topic.
I want to start an RP where our characters are a group of mercenaries. Soldiers for hire, basically, or bounty hunters, since I haven't settled on specifics yet. Well, not all of them, except a few.
Like the fact the world will be a blend of magic and technology to allow for all kinds of characters and enemies, including the existence of MagiTech. On at least a Final Fantasy level.
And our group will have an airship all to themselves for a mobile base. Imagine, they travel the world, land/anchor near big cities, take on assignments, go out into dangerous areas full of monsters, whether it's forests, caves, dungeons, deserts, swamps, mountains or any other place, slay the enemies, avoid traps, solve mysteries and complete their given mission, then return to collect the reward and spend that money on supplies, repairs, new equipment or whatever they want. They hang around for a couple days, until the city offers nothing more, and then take off towards another town.
There could be a bigger overall plot but I'd prefer to start from simple adventures to not limit what folks would do. A narrow plot that bottlenecks people is specifically something I want to avoid. Consequently, I will improvise what I didn't plan, but that should be the better solution. At least I'll be able to flexibly respond to any of the members' suggestions.
I want to use Oscar and Nike again, as two members of the mercenaries. You might remember them from some of the past RPs, if so, I encourage you to bring back your old characters too, if you miss them like I did mine.
The mercenaries would be a close band of friends as well as a gang of proffessionals who take on jobs together. They'd have some shared history, but come from different backgrounds otherwise. They'd probably be in the age range from 18 to 25, too.
One character can also be the owner and captain of the airship they fly - this position I will hand out to the first one to ask for it, but if nobody is interested I will probably create an NPC who won't join the folks on missions and let that captain stay on the airship at all times.
I also thought that our characters could have both names and 'Aliases' because those are cool. I mean, names they use only amongst themselves and titles or other false names that they are famous for and addressed by the public (in this case Nike would be Blaze). This is an optional feature, but let me know if you like or dislike it.
I haven't chosen the power level of this RP yet. I'm leaning towards a small start and letting the characters grow in power over time, as they accumulate treasures and experience and obtain bigger and better weapons and armor for themselves. If you're okay with that, great, if not then tell me what you'd prefer and let's work out some compromise from then on.
With the power level decided I'll put up an outline and get to approving characters and their powers for the RP. Once I'm certain you won't break the RP wide open with an immortal vampire who tagged along to trick the party and steal all their treasure, or something else dangerously ridiculous, I'll post that you're accepted.
That's all I can think of for now. If I have 3-5 other members' interest then that should be enough.
Comments? Questions? Ideas?
Let me know. In terms of RPs, there ain't nothing else holding my attention right now. >.> | |
| | | ThomasWindar Game Master (RP GM)
Posts : 2615 Age : 35 Custom Title : I still exist! Activity Points : 42746
| Subject: Re: Anyone still wants to RP? Sat Sep 14, 2013 1:38 pm | |
| Entering with Thomas the Mercenary. | |
| | | Ninetails 大丈夫だ、問題ない
Posts : 16972 Age : 32 Location : Azim Steppe Staff Title : The Hank Hill Experience Permanent Name : Ky Custom Title : SOME. TIMES. SOME. TIMES. Activity Points : 122707
| Subject: Re: Anyone still wants to RP? Sat Sep 14, 2013 11:12 pm | |
| I've been trying to get some people together for an EA RP for awhile actually, but could never get enough people or come up with anything. And we all know what happened the past few times I tried starting RPs on my own (looool).
I'm glad to see this attempt to try and breathe life back into things, especially since all the RPs going now have been on-going and can't be joined/storyline of UB can't progress until they finish. If this ends up taking off, Book, count me in. | |
| | | Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Re: Anyone still wants to RP? Tue Sep 17, 2013 8:50 pm | |
| So we have two people already. Thanks for the replies, guys. Hmm, I wanted to wait some more, but if nobody else responded I might as well post this here. This will be the outline for the mercenary character you will be using, though it's just half of what I had in mind. But for now, fill out the first half please. Outline - Spoiler:
Name: Alias: Sex: Age: Physical Appearance: Outfit:
Signature Weapon: (Name). (Description).
Personal Battle Style: (Name). (Description).
List of Skills
A few words on what each of the entries means: - Spoiler:
Name: Self-explanatory. Name alone is fine, no need for a surname Alias: Used in place of the character's name in public, when dealing with clients or hanging out in town, protecting the secret of the character's true name that only other members of the mercenary group will know. This can be as simple as a single letter or as elaborate as a title made up of a dozen words Sex: It's cool to know whether to call your character a 'he/she/it/they'. Age: The range is from 18 to 25 inclusive Physical Appearance: Every detail about the body that you'd like to share. Outfit: Every detail about clothing to complete the appeareance.
Signature Weapon: (Name). You can pick a fancy name for your weapon. (Description). One or more sentences to describe your signature weapon. I figured it's more cool if the mercenaries each have a weapon unique to them, like Cloud's sword was to him. You can use other weapons besides this or have something common and swap or upgrade it in each town if you want that instead, but a signature weapon is not just a fashion statement, it describes the mercenary some more, too.
Personal Battle Style: (Name). Another fancy name to characterize your mercenary a bit more. (Description). This is basically the preferred way of fighting for your character. Of course, when the situation calls for it even a berserker might run to save his life, so don't consider this a hard limit in any way - rather, when battling according to your fighting style, the character is more comfortable and precise, and all moves get a small bonus to their effectiveness, whether it's damage, accuracy, or something subtler.
List of Skills
This is the second half of the profile, but I still need to decide how best to do this. Until the power level is decided it's hard to judge what skills are too strong or too weak.
However, already I want to say that while the characters will have their sklls listed so everyone knows what they are capable of, they won't be limited to only using their skills in battle. Instead, I encourage members to improvise.
Improvised attacks are those which the character hasn't exactly had time to practice, but which they can technically pull off, given their strength, equipment, and magic, if applicable. They hurt no less than skills do, but skills are simply more effective due to the time put practicing them to perfection. Over the course of the RP, a character will learn new skills and grow more powerful - and the improvised attacks they used before will inspire or evolve into those very skills.
Skills will also help me measure the level of the characters' growing powers. As GM I will judge each skill separately and negotiate if I find them too strong or too weak, then give my approval once I'm convinced that the character fits with the power level of the rest of the party. Skills will set a standard for your improvised attacks, so while you won't be limited in their form or shape, you'll have an idea roughly how much power they should pack.
Okay.... that should do it. And, my two characters' profiles for this RP, to give you guys further ideas. Nike - Spoiler:
Name: Nike Alias: Blaze Sex: Female Age: 20 Physical Appearance: Has grey-blue eyes, white skin, black hair styled into a bun, thin frame but muscular limbs, B-cup twins. Outfit: A red halter top that leaves her belly and back exposed, plus a sleeveless black vest with a zipper at front, normally worn unzipped. There's a red-yellow flame vortex pattern on the back of that vest. Black jeans with red-yellow streaks of flame going down both pants' sleeves, a black belt with golden fuel clips attached all around, plus red knee-socks and sturdy black boots. A red string ties her black hair, leaving a knot sticking out of the bun, like the top half of a bomb. Finally, on her hands she wears slick black gloves, but they're normally covered up by her...
Signature Weapon: Fire Fists. A pair of base-black and red-armor gauntlets that cover Nike's hands and forearms, with fuel stored in the forearm sockets. The gauntlets spit a flamethrower from the red knuckle portions, when the fist squeezes the trigger placed on the palm, sucking in air that ignites the ejected fuel. When it runs low or fully empty, Nike just replaces the fuel clip (this is flavor as most battles shouldn't last that long). They offer good damage as well as protection, but weight down the user's hands and the flamethrower's range is in fact pretty short.
Personal Battle Style: Shooting Star. A style focused primarily on offense, with only a few mobility and defensive options, not enough to protect Nike from damage, but just enough so she doesn't slow down. From the start of battle she builds up momentum to keep hitting stronger and harder, until the enemy can't take any more. Her best moves are limited to point blank range though - as befits a shooting star (or living wrecking ball).
List of Skills
Oscar - Spoiler:
Name: Oscar Alias: Stream Sex: Male Age: 20 Physical Appearance: Has grey blue eyes, white skin and short black hair, with enough of a fringe to shadow his eyes sometimes. Outfit: Wears a short-sleeved blue T-shirt plus a white long-sleeved jacket with a raised collar and front zipper, normally worn unzipped. There's a bluish-white water vortex pattern on the back of that jacket. Blue jeans with a white belt with silver ammo clips attached all around, plus blue socks and white shoes.
Signature Weapon: Rainy Day. An 8-sided parasol, with 4 sides white and 4 sides blue, sturdy enough to act as a shield in battle, plus concealing a machinegun inside, the barrel sticking out its front even when it's raised to shield Oscar.
Personal Battle Style: Thousand Tears. A style focused primarily on mobility and defensive maneuvers, and cover fire from the machinegun to wear down enemies over time without putting Oscar at much risk. His weak offense means that Oscar really needs to weaken the enemy enough to land the finishing blow. His weakness is primarily enemies with better damage and, if melee, the mobility to close in on Oscar and run circles around him so he can't aim and shoot in return.
List of Skills
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| | | Chibi Warrior of Light
Posts : 11769 Age : 30 Location : Eorzea Permanent Name : ChibiForte Activity Points : 77028
| Subject: Re: Anyone still wants to RP? Fri Sep 20, 2013 5:12 am | |
| oooooo! Can I join? 8D - Spoiler:
Name: Isaiah Arnesen Alias: Gabriel Sex: Male Age: 21 Physical Appearance: Signature Weapon: Horn of Gabriel. Its physical appearance can be seen in Isaiah's reference picture. The Horn was discovered by "Gabriel" on one of his expeditions. He practically felt it calling his name, and decided to claim ownership of it. Personal Battle Style: Chain of Fate. At a glance, the Horn of Gabriel seems like a regular spear; However, the spear itself breaks apart to reveal a long chain that makes the weapon quite similar to a flail, but with very long range. The chain itself expands to at least 15 feet, and contracts instantly with a twist of the staff's pole itself. Because of this, Isaiah uses both long and short range attacks, depending on the form the Horn takes. List of Skills
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| | | ThomasWindar Game Master (RP GM)
Posts : 2615 Age : 35 Custom Title : I still exist! Activity Points : 42746
| Subject: Re: Anyone still wants to RP? Fri Sep 20, 2013 7:17 am | |
| Still thinking about a character because Bookman rejected my Barbarian - Fabio the Buttsplitter.
It is a sad day for the Barbarian class.... | |
| | | Sasha -DIVER DRIVE-
Posts : 3779 Age : 32 Location : Maine Permanent Name : Sasha Custom Title : I've got 141 and 2/3 percent chance of winning. Activity Points : 51673
| Subject: Re: Anyone still wants to RP? Fri Sep 20, 2013 9:21 am | |
| - Spoiler:
Name: Sasha Kliment Alias: N/A Sex: ???? (their attire and voice is fairly androgynous, to the point of where no one's been able to figure out their gender) Age: 23 Physical Appearance/Outfit: Signature Weapon: Izuminokami. A sword passed down to Sasha from their father. Allegedly, it is centuries old. Personal Battle Style: Kasshin Iaijutsu A swordfighting style based upon quick and speedy counterattacks, as opposed to straightforward offense. It also frequently utilizes the sword's scabbard and grip in attacks, making it incredibly useful for nonviolent suppression of enemies. List of Skills
I may make the pilot character as well. Maybe. | |
| | | Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Re: Anyone still wants to RP? Fri Sep 20, 2013 7:42 pm | |
| Wow it got lively now.
Isaiah and Sasha both accepted so far.
As for Fabio, I can't let him join with a clear conscience when already I can see Oscar himself would question what's he doing in a group with a gay barbarian. And what about others' characters having such doubts?
When making your character it's good to think about how you'll fit the others already on the team. You don't have to be the perfect teammate, it's okay to be a lone wolf somewhat and put your five minutes in the spotlight to good use when that turn comes. But if I can picture a scenario when a given character would disrupt the team, that's a bad sign. That's something to avoid.
I'll try and chat up with everyone still, whether on Skype or otherwise. To give you some things to think about, hmm...
What kind of missions / merc jobs would you be interested in doing? What kinds are you looking forward to? What would you like to receive as rewards? Gold and treasures? Shiny new equipment? Accessories / artifacts to boost your powers and grant new abilities? Fame and recognition among people, as skilled mercenaries or otherwise? Or maybe something still more exotic?
Also, how do you feel about your character's growth in power? It's pretty much agreed by now that all our characters will start out still inexperienced and grow stronger, but have you thought what form that growth would take? Would they unlock some hidden powers, practice their fighting skills until they master them, buy or build upgrades to their weapon and armor, or some other way?
Also, what would you prefer: to follow a set vision for your character's growth in power and arrive by degrees where you had planned to be from the start? Or would you prefer to leave that unspecified, see how the RP develops, and take advantage of what new powers become available? In that second case more is left up to me, but I'll still leave opportunities for growth that are in line with your defined Battle Style that you described.
I'd ask more, but I guess this is enough for one post. Your answers and individual chats will help me decide on the overall power level for the RP, and then I'll jump to skills... or you can share your ideas for them already if you'd like and we'll work things out from there. | |
| | | ThomasWindar Game Master (RP GM)
Posts : 2615 Age : 35 Custom Title : I still exist! Activity Points : 42746
| Subject: Re: Anyone still wants to RP? Sat Sep 21, 2013 12:16 pm | |
| - Bookman wrote:
- Wow it got lively now.
Isaiah and Sasha both accepted so far.
As for Fabio, I can't let him join with a clear conscience when already I can see Oscar himself would question what's he doing in a group with a gay barbarian. And what about others' characters having such doubts?
When making your character it's good to think about how you'll fit the others already on the team. You don't have to be the perfect teammate, it's okay to be a lone wolf somewhat and put your five minutes in the spotlight to good use when that turn comes. But if I can picture a scenario when a given character would disrupt the team, that's a bad sign. That's something to avoid. Which character so far is our "Front Line Meatshield"? Nike? I doubt Oscar is going to charge the enemy to focus fire on himself and Isaiah and Sasha don't look like Tanks to me. So, if Oscar would ask why Fabio is on the team - He is our Front Line fighter. The only one sturdy enough to charge the enemy while others clean up from a safe position. Unless as the GM you can claim that "You shall never be ambushed" and "You shall never openly fight with enemies with melee weapons" I would say we could use us a Fabio tank. I don't see how having a Gay Barbarian disrupts anything in the team. I'd say he has potential to be a fun character since he breaks the stereotype while at the same time giving us a sturdy fighter. Perhaps you can give me an example other than "Oscar would feel bad about having him around." Especially that seeing how Merc jobs might require bulk, a bag of muscles is a good idea to have on your team. - Bookman wrote:
What kind of missions / merc jobs would you be interested in doing? What kinds are you looking forward to? What would you like to receive as rewards? Gold and treasures? Shiny new equipment? Accessories / artifacts to boost your powers and grant new abilities? Fame and recognition among people, as skilled mercenaries or otherwise? Or maybe something still more exotic? Some real merc missions could be a nice start. What differs mercs from heroes is definitely the fact that Mercs are "hired for money" for different selfish reasons. Aside from just adventuring, it would be a nice change of pace to sometimes just "be hired to guard a noble at a party" or "assassinate this guy cause I don't like him" or "I need you to help us defend this city for a week before the reinforcement armies arrive". I'm open for every scenario, just as long as we don't just "go to X, loot place, return to NPC" every single time. Not saying we shouldn't go visit dungeons, just... have a healthy mix of "Go dungeon - Protect some cargo - Don't let the enemy storm the fortress - Go slay some monsters in a new dungeon - Defend a noble giving us a speech to the wild crowd - Protect a merchant while traveling through the monster forest - go Dungeon again". As for rewards, I'd say Gold is always nice. Just as long as we can SHOP for nice stuff. I don't need to find a nice Axe if I can just get a pile of money and dump it at the Smithy and visit the local Enchanter to get myself a new "Buttripping Axe of Fire +2". Of course, if we would on a rare occasion find a nice artifact item - that would be cool. I just vote for that stuff to be rare, so we can appreciate it once it is here. - Bookman wrote:
Also, how do you feel about your character's growth in power? It's pretty much agreed by now that all our characters will start out still inexperienced and grow stronger, but have you thought what form that growth would take? Would they unlock some hidden powers, practice their fighting skills until they master them, buy or build upgrades to their weapon and armor, or some other way?
Also, what would you prefer: to follow a set vision for your character's growth in power and arrive by degrees where you had planned to be from the start? Or would you prefer to leave that unspecified, see how the RP develops, and take advantage of what new powers become available? In that second case more is left up to me, but I'll still leave opportunities for growth that are in line with your defined Battle Style that you described.
I'd ask more, but I guess this is enough for one post. Your answers and individual chats will help me decide on the overall power level for the RP, and then I'll jump to skills... or you can share your ideas for them already if you'd like and we'll work things out from there. I'd say we should go with a steady + meaningful growth mix. Have us master the skills we have by upgrading them by small portions but sometimes getting an entirely new skill that we can use. That way the rise in power is consistent but sometimes we can spike with that new skill to get a nice feeling. And I'd definitely vote for us having some skills to start with. Fabio the Barbarian: - Spoiler:
Name: Fabio the Buttsplitter Alias: Big Guy Sex: Male Age: 25 Physical Appearance: Typical Barbarian body - muscles through the roof, rather long, yet tidy hair. Ridiculously ripped with some scars showing the history of his previous battles. Outfit: He wears only a red thong and black boots with red, furry leg warmers. A necklace on his neck has various claws and teeth pierced on it, showing "souvenirs" he took from fallen beasts he killed.
Signature Weapon: (BF Axe). (Fabio doesn't use a particular weapon. He mostly uses a two-handed huge battle Axe that he calls "his best friend". Hence he names every Axe he wields the "BF Axe". Fabio changes his Axes around, using the strongest one he can afford, but he keeps his older axes in his room, decorating his walls with them.).
Personal Battle Style: ("Charge and Destroy"). (Fabio's style is a mix of quick approaches with sheer brutality. When in combat he often starts with a gap closer of some kind to close the distance and then assault his enemies mercilessly with brutal strikes. His moves are devastating and his ability to swiftly crush into the enemy line makes him a sticky fighter. He can keep an enemy locked in battle with him by powerful grapple when needed, but he prefers using his Axe to deal crushing blows. Usually his charge is unstoppable and his muscles of steel let him trade blows with other powerful enemies.).
List of Skills
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| | | Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Re: Anyone still wants to RP? Sun Sep 22, 2013 4:45 pm | |
| Hmm... I don't know what to do in this case. You're right that the party needs a tank. And a barbarian has the potential to be a great tank. And a gay barbarian has the potential to be a really fun character, beyond just breaking the stereotype. It's when I add these points together and get 'SX wants to roleplay the gay barbarian tanking for the team' that I'm not sure if it's okay. A lot of it depends on execution, of course. Still... nobody else commented even after you posted Fabio's profile. So maybe they're not worried? If others don't mind having him in the party, then I was wrong about him disrupting things. In other words, what I'm saying is if the others are okay with Fabio I'll approve him. If they're not okay, we're back to square one with what character you will be using, although you could still pick someone who'd be tanking, for example. I'll wait till they speak up, or I guess if they don't post either 'yay' or 'nay' then those members don't feel strongly enough either way to comment on him. I have to thank you for replying to the questions I posed, too. So let me elaborate on those a bit more. (Wow this is looong... I'll put it in spoilers, but honestly, everyone in the RP should read this) - Spoiler:
As for missions, I'll take care to keep those varied, and moreover give the mercenaries a selection of tasks they can take on so you will agree on the kinds of jobs that interest you. Maybe even split up into two or more groups, or take on certain missions solo so you pursue what interests you the most. Even missions primarily about combat will vary in objectives, from escort or bodyguard missions to full on siege and infiltration ones.
Gold is sure to be a frequent reward, though I'll mix it up there too. More importantly, yeah there will be ways to spend it either to upgrade your equipment or craft that perfect weapon you wanted for your character. If something you have in mind is really extravagant, then you might learn it needs a special ingredient in order to craft it, and immediately open up a mission letting you earn that ingredient and bring it back to get your weapon.
There will also sometimes be artifact items in their own right. While powerful, there's a chance that no character will be perfectly suited to put them to use, or perhaps their exotic powers will come with some drawbacks to offset the raw power gained in return. There will be some with no hooks attached, though, and you should consider the group lucky to find those.
That brings me to another matter however. It's a couple related things that I guess I can discuss together under the blanket term of 'mysteries' of the RP.
When describing the world IC, I'll try to avoid obvious hints. Descriptions of your missions will usually state the goal, location, reward and any special conditions, but won't come with spelled out difficulty levels and some of them will be purposefully vague. You'll need to use your judgment to choose those worth taking on.
Similarly with enemies, don't expect precise HP totals or their skills and tricks to be clear from the start. Common sense and an eye for detail will help you get a feel for them eventually, and their truly dangerous skills will be telegraphed in some fashion, including any magic using enemies, since that's rarely expected.
Sometimes you might wander across an area or terrain feature that's not on the maps. Other times, obtain an item you won't know how to use, from something as simple as a potion that lost its label, to ancient artifacts that are obviously powerful, but may have some secret requirement, or a curse put on them.
But no matter the form that mystery takes, I'll roleplay it fair. If you stay careful around enemies then they will reveal their strengths and weaknesses eventually. With unknown items, you can hold onto them and bring them back to the city with you, to get them analyzed for a small gold fee. And if a mission changes mid-way through, then you can bet it's bigger than it initially seemed and significant in some way - but this will happen rarely enough to not get tiring, but still often enough to not let you get entirely comfortable and bored of predictable missions.
Alright, with all of that out of the way - since most members are in favour of a low power level, all the skills start tame. Here I'm posting Nike and Oscar's skills, so you can use them as examples to gauge yours too. Also, like I wrote earlier, the moves you improvise can do nearly anything but should be within the limits of your skills' power level, to keep things balanced. You'll also notice I don't use anything like 'this skill does X damage'. I'm not counting HP, so it won't be as precise. Instead - every skill is followed with an 'Example' to show it used and give an idea of its power and purpose. It's the first time I try this, but I hope this way they'll be easy to understand for everyone - tell me how you feel about that. Nike's Skills - Spoiler:
Fire Punch - Nike throws a punch at one enemy, then activates her flamethrower to burn the target immediately afterwards. This attack combines equal amounts of physical damage and Fire elemental damage on a single enemy in melee range. (Example: Nike punches a goblin in the gut, making him stagger, then turns on the flamethrower that burns a hole in his clothing and fries the surface of his stomach pitch black.)
Blast Off - Nike presses the gauntlets together so their air currents cross slightly and join, then ignites, producing a jet of flame from them. Deals Fire elemental damage to one enemy in melee range and causes a short knockback from the force of the flame jet. If braced against a solid surface (like the ground) or some other firm obstacle, instead of a knockback Nike herself is launched in the direction opposite the aim of her jets, letting her close gaps efficiently this way. (Example: Nike jumps, aiming to do a handstand on a fallen goblin opponent, but joins her gauntlets and activates the flame jets a second prior to landing. The resulting burst of flame burns the goblin's clothes and licks his skin, while she jumps higher into the air, enough to catch and climb onto a low tree branch.)
Counter Hit - Lets the character respond to physical melee attacks (including unarmed and most weapon attacks) with an automatic counter attack; each battle starts from a small chance that increases with each hit taken, then resets after a counter hit occurs. You can improvise the counter or use a skill the character knows, but for this skill, only physical melee attacks are allowed. The counter attack also does a bit of bonus damage, which increases with the character's total experience. (Example: A goblin swings his hammer at Nike, bruising her left shoulder, but she turns around and lands a right hook in his face in return, causing a nosebleed with that hit.)
Enrage - Lets the character go Berserk upon taking damage; each battle starts from a small chance that increases with each hit taken. Visually, the character is outlined in a glowing red aura that radiates mana and feels of their killing intent. While Berserked, the character cannot cast spells and has reduced defenses and accuracy, but strength is increased and the character ignores pain and recoil from attacks, plus enjoys immunity to Sleep and Charm. The Berserk runs out either when the battle ends or after a couple posts, its duration increases with the character's total experience. (Example: A goblin throws his hammer and bonks Nike on the head with the weapon. She staggers briefly, then grits her teeth, fuming, surrounded by a red aura as her natural mana radiates out, colored by her killing intent. The next moment she runs up to the goblin and punches him straight in the face, breaking most of his teeth in one blow, then triggers the flamethrower while her gauntlet is stuck in his head, burning his throat and letting excess flame flow out of his nose and ears, leaving him near-dead after that one boosted hit.)
Blast Bomb (Magic Spell) - Nike spends one post charging her mana and chanting, during which time a fiery red orb gathers in her hand. After one post, the orb solidifies into a black bomb with a red core, which immediately begins a 5 post countdown. During that time, Nike can press the bomb to any surface other than her gauntlets and it'll stick there from now on. Also, Fire attacks used close to the bomb quicken its countdown (by at least 1 post). All of this delay serves only one purpose - the bomb creates a wide explosion that deals massive damage to whatever is caught in range, especially the target it was glued to. This always destroys grunt enemies and deals a solid chunk of damage even to bosses, but it's Fire elemental and Magic damage so weaknesses or resistances apply. (Example: Nike observes the house-sized pile of dense rubble that is blocking the group's path and decides to clear it using her Blast Bomb. She charges the mana, presses the bomb to its surface and licks it briefly with her flamethrower to speed up the detonation, then retreats, taking cover with the group behind a lone boulder around a dozen feet away. When the bomb explodes, most of the rubble is blown away, with broken rocks and stone shards flying above their heads and scatttering. The path is open, with only a pitch black circle in the ground indicating the point where the bomb was placed.)
Oscar's Skills - Spoiler:
Spread Shot - Oscar lets loose a volley of bullets set to a faster firing rate. Although his accuracy suffers, the shots scatter around a large area instead of focusing on a specific target. This strikes a group of enemies clustered close for half the damage of a regular attack. (Example: Oscar waves his gun gently while firing, making the bullets fly irregularly and scatter around an area. The shots hit a pair of goblins running towards him, scoring a few hits that leave holes in their clothes and shallow wounds, but don't really slow them down.)
Slide - After a running start Oscar drops to slide under the enemy's legs, letting him get behind a target quickly. Certain enemies trip from this, but some that have no legs make this skill fail and typically result in a crash. (Example: Oscar is running away from a chasing ogre, but sees a second one straight ahead. Thinking fast, he drops and slides with his feet first, moving between the ogre's legs while the enemy tries to swing his club down on Oscar, but misses. Then the chasing ogre crashes into the second one right as Oscar stands up and quickly takes aim, ready to shot the enemy in the back.)
Judge Enemy - Lets the character study an enemy to recall information from rumors or reports which can help in battle. Judge Enemy can be used in two different ways: first you spend a post observing the enemy, not doing anything distracting like attacking, after which post you receive detailed information about the target. The second way lets you judge at a glance, recalling a single piece of information, however you can do anything else in the same post, including attack. The second method can be used multiple times to piece together the full information over several posts, but if there is nothing new to recall from memory, or if the enemy is wholly unknown, this move might fail. The success rate of Judge Enemy increases with the character's total experience and gets a further bonus if the character spent some time studying Monster Lore. (Example: The party is waiting in ambush for the goblins to approach their bush. Before they close the gap, Oscar observes their enemies carefully and recalls the strengths, weaknesses and tactics used by goblins, whispering advice to his party on the easiest way to defeat them.)
Cleanse - The character starts every battle with the auto-Cleanse status, which will clear a single negative status effect from hindering the character. There are certain statuses Cleanse can't remove, like Zombie or Curse, and if multiple statuses are applied simultaneously, then Cleanse will clear the strongest status it can remove and ignore the rest. Upgrading this skill lets it affect multiple statuses or refresh mid-battle, after a period of cooldown. (Example: The group is traveling through a dungeon and inspects a room for treasure. One of the statues inside is trapped, but Oscar is the one that looks into its onyx eyes and the Confusion cast on him wears off immediately, after he shakes his head to clear the dizziness. He warns the others about the statues and they take care to not look into their eyes from that point on.)
Bubble Blockade (Magic Spell) - Oscar spends one post charging his mana and chanting, during which time a flowing blue orb of water gathers in his hand. After one post, it starts bubbling like shaken soda and is ready to be tossed. Throwing it anywhere deals some Water elemental damage on impact and creates a large field of low-lying bubbles that pop when they're touched, dealing more Water elemental damage and slowing down whoever tries to move through them. The bubbles also fade on their own after a few posts, if not touched, but the time they can stay increases with the character's total experience. (Example: The party has ambushed a group of goblins and Oscar decides to block off their escape path using Bubble Blockade. Prior to their reveal, he spent a moment charging mana, and jumping out of the bushes throws the water orb over their heads, landing behind the group. It bursts into a field of foam and bubbles stretching wide to connect trees on both sides of the path. When some of the goblins will try to move through it to gain some distance on the party, the popping bubbles will stop them in their tracks while their small magical explosions soak and bruise their legs.)
Now... here are some additional comments from me about the skills you see above (again a spoiler because this just grows so long @.@). - Spoiler:
Fire Punch - An example of a skill that does pure damage and nothing else. As you grow stronger, your skills will evolve, but pure damage increases are boring, especially when nobody counts HP. This shows one way to do this, and it can matter sometimes, especially against enemies with a Fire immunity this skill still delivers its physical damage.
Blast Off - A skill that combines damage and mobility. Those of you who have fighting styles that stress speed will probably combine skills often in this way, so you can use them for either reason, for damage or to move around, as necessary. You can even find new uses for it, depending on the description and what it should logically allow for, if it makes sense it's worth a try. Be creative.
Counter Hit - From your perspective, it's random when this triggers, but abilities like this one can be upgraded until they occur 100% of the time. If you want to counter every melee attack, keep this in mind.
Enrage - This shows an example of how skills might trigger when there's no precise HP stat. Again, this can be upgraded to happen sooner, or last longer, for example. For any statuses I'll generally follow Final Fantasy standards, and even so, each status will be explained in skills that use it. You can also ask to design a brand new effect that works as a status to boost your character, if that's to your liking.
Blast Bomb - Another pure power skill, but measured by the difficulty of making it work, in this case, the mana charge and countdown are the cost for inflicting so much damage. If you want a super powerful skill, think about what you're willing to give up for that power - would it be inaccurate? Or only work against statused enemies? It's up to your imagination.
Spread Shot - Half damage means comparing to Oscar's regular single target attack, but this hits an area instead. Simple trade off that you can often improvise on the spot if you need to.
Slide - Pure mobility. You can use such skills outside of battle too, if you can think of a good use for them, one example would be Oscar sliding under a wagon for cover.
Judge Enemy - A support skill. If you already have enough offense or don't need much to begin with, think of other ways in which your character can be useful to the party. If you have an information gaining skill like this, it'll work by you posing a question IC and if the skill works, then I'll answer in my next post.
Cleanse - Sometimes it's not damage that is your worst enemy. If you have a more defensive battle style then you can probably squeeze in some status protection or healing somewhere among your skills.
Bubble Blockade - This spell is an example of zone control as opposed to pure power. Used when it's needed, it can turn the tide of battles, for example splitting up melee enemies so you can deal with half the group then take on the rest. There are lots of different ways to control the environment, if your battle style is tricky you can always use this to create an advantageous situation for yourself and your party.
And after all of these specific comments, one more paragraph in general, not spoilered, because it's something very important. I won't give out precise EXP amounts as rewards, but rather every so often (after battles, or solving puzzles, completing missions, avoiding traps, negotiating successfully etc.) your characters will get a chance to upgrade one of their skills. Which one will it be? One out of two or three skills that you have been using a lot in that time period. In short, the skills you use the most will be the ones that grow in power, and you'll also have a chance to pick the exact skill from a few. The skills that I'll keep track of will reset after every upgrade so you can change your style and aim to upgrade a different skill if you'd like to. And what happens if you don't use skills much or at all? Then most likely you will have improvised a lot in that time period, and one of your improvised moves will evolve into a skill that you'll be free to pick up from that time. Hopefully this will prove easy to learn and fun to use, in practice. Well then.... that's all from me for now. Any questions? Catch me in the CB/on Skype/PM me, or otherwise, or just post your skill ideas in this topic, and let's start negotiating them. Once enough people have characters along with their skill lists approved, I'll post the first topic and the RP will get started. | |
| | | Cybeast Worshipper Sexy Beast
Posts : 9389 Age : 32 Staff Title : <3 Custom Title : Wolf Jawed Guardian of the Iroquois. Activity Points : 71292
| Subject: Re: Anyone still wants to RP? Wed Sep 25, 2013 8:38 am | |
| I'll join and put someone in in the next couple days.
Some sort of werewolf dude. Cause they're awesome. | |
| | | missmidnyte
Posts : 1925 Age : 29 Custom Title : Glitterbug Activity Points : 42009
| Subject: Re: Anyone still wants to RP? Wed Sep 25, 2013 10:58 am | |
| Interested, but I'm worried about my activity holding up the RP (as usual...)
If there's a way to work around that/for me to take maybe a more minor role, I'll put in a character in the next few days? | |
| | | ThomasWindar Game Master (RP GM)
Posts : 2615 Age : 35 Custom Title : I still exist! Activity Points : 42746
| Subject: Re: Anyone still wants to RP? Wed Sep 25, 2013 2:33 pm | |
| Maybe we could create two RP topics around it, like two teams? One for the "we are active" team and one for the "we have a life" team that goes slower?
Just a suggestion. | |
| | | Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Re: Anyone still wants to RP? Wed Sep 25, 2013 6:48 pm | |
| OvO Sure I'll find room for you. Welcome aboard, Kevin and Chiro-chan. As for 'two teams', hmm... actually I had an idea how to conduct this RP to suit people with different schedules from basically the beginning, since the point Ky joined. So that keeping track of progress is easier, same for following the plot. The idea I had was making a 'main plot' topic, where our characters go around town, socialize, look up and accept new missions, or spend time in their airship, that kind of stuff. With no battles in it, specifically, like exploring the world map and cities in Final Fantasy games worked. Then, aside from the 'main plot' topic, I would make a separate topic for every mission/job that our mercenary group takes on. It'd be like those parts in games when the party ventures into forests/dungeons/caves/etc. Areas where you can expect battles and puzzles and so on. Also, these separate topics would allow for following the missions as their own, self-contained adventures, that join together into a larger narrative with the main topic's plot moving forward steadily. - Spoiler:
I did something similar with the Angel Saga's RPs actually. >> In the sense that each episode was its own separate adventure, and there were interludes to connect those events into a larger narrative, except those were many topics rather than one dedicated main plot, and I did 'recaps' in each Interlude to summarize what went on during the episodes themselves.
I believe that this approach has many benefits to it. For one, there is no strict division between 'fast group' and 'slow group' or anything like that. Instead, members who are interested in a certain quest have their characters join the party forming to go on a mission. We can adjust the numbers and group structure each time, to suit the kind of job that it'll be. This also opens up solo or duo missions for characters who are interested in those, for flavor reasons or simply to have an easier time not posting in a bigger crowd. The mission topics would list off the members who are taking part in them, so it's easy to see who goes where even after we've finished that RP. Meanwhile, everyone is free to participate in the main plot, where if everybody leaves the topic pauses and a timeskip begins afresh when the group is back already (with links to the topics when missions begin, and links in said topics to the page where the group returns in the main plot). Someone staying behind could still chat and socialize, or explore the town, completely on their own speed. At least it sounds like a good idea to me. Tell me what you think of it, or even better, if you have another idea then share it, it might help us make this RP even better overall. .... now, since Chiro-chan asked about a minor role... that's plenty possible too. There's a couple options at least, and all making sense. It really depends on what kind of fun you're looking forward to in this RP. You could be the captain of the airship, or the party's obligatory white mage stationed there and patching up folks after they get some bruises and beatings, or maybe you could run a shop and sell items or even craft equipment for the others, or be a spy and secret informant wandering around the town and collecting info for the mercenaries, or finding them new jobs to take on? OvO The beauty of this early stage is that I can make room for you easily... so, what would you like best, Chiro-chan? | |
| | | missmidnyte
Posts : 1925 Age : 29 Custom Title : Glitterbug Activity Points : 42009
| Subject: Re: Anyone still wants to RP? Sat Sep 28, 2013 11:52 am | |
| I'm happy to take a support role - perhaps a mix up of two roles you suggested?
Say, a healer/white mage based on the airship, but not confined to it - so I'd be treating non-party members on the side. This way I could potentially gather information/rumours from treating other patients, and I could join expeditions when I've got the time to RP (eg. holidays)? | |
| | | Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Re: Anyone still wants to RP? Sat Sep 28, 2013 1:44 pm | |
| That sounds like a great idea. ^_^
Since other people are taking their time with characters, I'll share another detail I've been thinking of in the meantime. I'll be brief this time though.
Hometowns.
Everyone of our mercenaries had lived someplace before they joined the group on board of an airship. But I didn't put in a history detail (or personality, for that matter) so nobody knows that about the others yet.
This is something I feel would be cool improvised. In short - at any point in the RP, when arriving at a new town/city/village etc., if you haven't yet chosen your hometown you can declare your character comes from that place. If you like the region and find it fits your vision of the character, go for it.
This provides its share of small benefits, including friends and family you can visit or get gifts from, or take on jobs from them. You may have a local reputation as people there still remember you. You may have good deals at the library to look up magic, or at the weaponsmith for cool deals, or something still different. And you'll be getting bonus information about the areas around your hometown, monsters that live there, in general stuff that can help with the jobs you'll be taking on.
So it's a pretty sweet deal, but the only downside is you choose your hometown once, and afterwards you can't switch it. All of the benefits are limited to the local area you choose them for.
I'm planning to have 6 significantly different regions of the world, and for each of those there will be a small town/village setting to choose (so you can pick That village, or Not That Village But One Just Like It), and a big city/capitol setting you can choose (obviously only one per region, so that would have to be your Hometown). I might throw in a couple more places to visit but I think that's not too many but provides enough variety.
If you have a specific culture or history in mind for your character, talk with me about it too, on Skype or otherwise, and I'll suggest a hometown for you to choose in advance before the group goes there, if you'd rather do it that way. You're trading possibilities met during the course of the RP in exchange for the one hometown you really envision suits your character.
>> I'll post the hometowns for Oscar and Nike later in this RP. I have yet to make up my mind, I know they'll be siblings, but perhaps they were separated at birth and only met later on, so different hometowns for them are not out of the question... except what would that mean in practice? Ha, lots to think about.
(*Looks up* ... dang. And I wanted to be brief - well it's shorter than I'd write otherwise XD) | |
| | | Ninetails 大丈夫だ、問題ない
Posts : 16972 Age : 32 Location : Azim Steppe Staff Title : The Hank Hill Experience Permanent Name : Ky Custom Title : SOME. TIMES. SOME. TIMES. Activity Points : 122707
| Subject: Re: Anyone still wants to RP? Mon Sep 30, 2013 12:17 am | |
| So, aeons later due to work and school getting in my way, my character is finally done: - Spoiler:
Name: Enki Ashtaroth Alias: Enkidu (he sucks at picking code names) Sex: Male Age: 19 Physical Appearance: Tan skin, a golden left eye (his right eye is covered by an eyepatch), white-blonde hair that is windswept and unkempt but ultimately is short in length. Â 5'4, and has a well-built, toned frame. Â Looks about two years younger than his actual age. Outfit: A black headband wrapped around his forehead, with the hair hanging over it. Â Matching this, he wears a white scarf that is very long, wrapped loosely around his neck and collarbone area. Â The scarf trails behind him, going down to waist length. Â Over his torso he wears a black, tighter sleeveless shirt that cuts off just below the sternum area of his chest, covering his upper torso but leaving the lower half and his midriff exposed. Â He wears black fingerless gloves as well that go to just past his wrists. Â Around his waist is a white cloth belt, and he wears black pants. Â He also wears white armored boots that cover his shins as well.
Signature Weapon: Tiamat, a gigantic black anchor a bit larger than Enki himself, with a rather diabolic design. Â Across the front are intricate patterns resembling sea serpents, painted in gold. Â Around the bottom, part of the metal gives way to a handle for it to be gripped, and attached to the bottom is a very long chain. Â Enki claims it was stolen from the legendary ship of the damned, but this is more than likely a lie. Â Despite that, it's obvious that it's not just a regular anchor ripped from a boat. Â The weapon itself has a tendency to whisper to others when Enki isn't around,trying to trick them into swinging it around and hurting themselves for its' amusement, and reportedly it has a rotten personality.
Personal Battle Style: "I'm a Goddamn Pirate!!" A well-rounded style that covers most areas. Â Enki can attack up close with the anchor using the grip, for slower yet incredibly heavy strikes, while also having a strong defensive stance. Â He can also grip it by the chain and use it for increased range and faster strikes, at the cost of leaving himself more open and having more wind-up between the attacks. Â Thus, the optimal way of fighting in this style is to switch between the two stances.
List of Skills Pirate - this unit is a fucking pirate!!
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| | | Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Re: Anyone still wants to RP? Tue Oct 01, 2013 3:38 am | |
| Awesome, thanks Ky. He's accepted, of course. Now come his skills list. - Spoiler:
List of Skills Pirate - This unit is a fucking pirate!! This skill represents Enki's reputation around the world, and while it has no obvious combat use except granting a little luck bonus while fighting on board the crew's airship (a pirate on his airship is on home turf anywhere in the world), it will help when you least expect it, though mostly during social interactions. Upgrading this skill makes the lucky coincidences more frequent or more impactful, but primarily develops Enki's reputation as the best pirate in the whole world. (Example: Enki is fighting some goblins that attacked the group's airship and dueling one when a second foe sneaks up behind him. Luckily, the floorboards on the deck make a noise that Enki hears in time, looking over his shoulder and rolling out of the way of a falling hammer, ducking for cover behind a cannon.)
Hoist the anchor! - Enki's fighting style changes depending on whether he loosens the anchor's chain or pulls it close to hold it by the grip part. While Enki is holding the grip he fights with it like a hammer or axe, every attack he makes with the anchor is a powerful swing, often hitting multiple targets close around him, however the weapon has a brief delay before each swing as well as recovery when Enki must arrest its momentum before swinging again. On the other hand, while Enki is holding the chain he fights like with a flail or morningstar weapon, he can target enemies at a medium range and literally anchor down targets he hits, but while he can throw it forward quickly, retrieving the anchor after that takes a moment, which Enki can accomplish either by pulling the chain or moving closer to pick up the anchor. Sometimes the anchor can get stuck so Enki pulls himself to it rather than brings back the anchor - this lets it act like a grappling hook in a pinch. Enki can switch his hold between the grip and chain or vice versa and still attack in the same post after only a short delay, however he can also use skills that switch his hold as part of their effects, in which case the change is instant and free but works only in one direction (so a skill that throws his anchor lets Enki hold the chain if he had its grip already, but not vice versa). (Example: Enki is fighting against a goblin up close, holding the anchor by the grip and swinging to clash with his foe's hammer. They trade hits, but the swing of his larger weapon knocks the goblin back a couple feet, making his enemy reconsider his chances and try to run. However, Enki moves his hold to the chain and tosses the anchor after the fleeing goblin, using the short delay to aim carefully. The anchor lands on the goblin's back and knocks him face down into the ground, from where he can't get up, the weight of the heavy weapon too much for him.)
Avast, dammit! - Skill usable when Enki holds either the chain or grip of his anchor. Enki throws the anchor straight to hook onto one enemy within a close or medium range. If this powerful throw connects, then Enki will hook onto the target, or lodge the anchor firmly in a solid surface he aimed for. On a miss, the anchor is guaranteed to get stuck in the closest solid object. Using this skill switches Enki's hold on his weapon onto the chain. (Example: Enki and his group are waiting in ambush while a group of goblins passes by. Enki opens the fight by throwing his anchor straight at the front goblin, knocking the enemy down as well as getting the weapon firmly lodged in the dirt path and around the goblin's leg. With that weight on top of him now, the unfortunate target is open for any follow up from Enki's allies.)
Keelhaul the bastard! - Skill usable when Enki holds the chain of his anchor and it's already extended. Enki pulls on the chain forcefully, either bringing him and his anchor closer and meeting in the middle, or pulling himself to its position if it won't budge. If the anchor is hooked onto a small enough target, then Enki will body slam into his hooked foe when they meet. Using this skill switches Enki's hold on his weapon onto the grip. (Example: Enki has a goblin anchored down already, and decides to close the gap by pulling on the chain. The anchor is lodged firmly in the ground so he launches himself forward into the fray, landing with both feet on top of the weapon, seizing the grip in hand. With his body weight added this way, he crushes the immobilized goblin to the point his enemy loses consciousness.)
Heave, ho!! - Skill usable when Enki holds either the chain or grip of his anchor, changing in effect based on his grip. Enki takes a powerful swing and spins his weapon full circle around himself. When holding the grip, Enki smashes all targets around him standing in close range, knocking them back a little bit, and if any targets hit also bump into other enemies or unmovable terrain, they will crash and probably fall down. Because Enki swings the anchor full circle, this skill has no afterswing recovery and can even be comboed from a normal swing to cancel its recovery with this skill. When holding the chain, Enki pulls on his loose anchor and swings it in a semicircle, the weapon flying either to his left or right side until it crashes directly behind him, opposite from where it started. Any targets caught by the extended anchor's swing will be pulled along for the ride and take crash damage when all land behind Enki, with the weapon on top of the first target hit. Using this skill doesn't switch Enki's hold on his weapon. (Example: Enki has just pulled himself into a band of goblins, who move to surround him, raising their hammers high. Acting quickly, holding his anchor by the grip he swings his heavy weapon in a full circle around himself, knocking away a bunch of goblins and sending them crashing into those standing further behind.)
Note for the others - you can pick any names for skills as you want. The descriptions and examples are a result of the chat where you get to negotiate for the kind of skills you'd like to have. My role as GM is primarily to keep sure everyone's powers are balanced across the team, but beyond that, you can have nearly anything. Even a reputation skill like Ky's Enki has. XD | |
| | | Delta is awesome
Posts : 5376 Age : 35 Location : Oh you know.... Around... Staff Title : The Great Zagini Activity Points : 55795
| Subject: Re: Anyone still wants to RP? Wed Oct 02, 2013 4:10 am | |
| - Spoiler:
Name: Trevor Alias: Vulture Sex: Male Age: 24 Physical Appearance: slightly above average height, lean, but strong looking, tanned skin (at least what's usually exposed to the sun anyway), short cut dusty blonde hair, a little scruffy on the facial hair, yellow-hazel eyes, a single eyebrow piercing over his left eye Outfit: Faded olive green T-shirt (or at least it was a T-shirt at some point, the sleeves are a bit ripped off), open khaki tactical vest, desert camo pants, hiking boots. also keeps an arm band filled with rifle bullets on his upper left arm, elbow pads, gloves with the index and middle finger parts missing on his right hand, usually has Peregrin in a tight-fitting sling on his back.
Signature Weapon: Peregrin. While not his primary weapon, Peregrin is more of Trevor's trademark; an old-fashioned bolt action rifle with lacquered wooden stock and iron barrel and mechanisms, with no other added accessories. Although it's not as adaptable as his primary rifle, due to its being somewhat dated technology, Trevor always keeps it with him on a job, defaulting to if he finds himself in a close range encounter. Well. Clos-er.
Personal Battle Style: Overwatch Trevor is a long range fighter, staying well out of thick of the fight to offer tactical and damage support. He usually trails whoever is in the rest of the group on his own, from slightly higher elevation if possible, keeping an eye out for what they might be running into, offering alternative routes to avoid high risk problems if possible, or just taking initiative on his own to make those problems slightly less of a risk. From a well-distanced and concealed location of course.
List of Skills
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| | | missmidnyte
Posts : 1925 Age : 29 Custom Title : Glitterbug Activity Points : 42009
| Subject: Re: Anyone still wants to RP? Thu Oct 03, 2013 5:42 am | |
| Super scrappy because EA just ate my fricking post/profile (logged me out) - I can't redo it because I have to leave for work now but will edit in proper details at a later date. Don't wait on me if you're wanting to start! - Spoiler:
Name: Emily Winters Alias: Eira (from Eir) Gender: Female Age: 22
Appearance: Eurasian, dark brown hair with hazel eyes, pale skin with slight freckles. Dancer's build - slim but fit. Dresses to fit in with the locality, but almost always wears a dark green hooded cloak over her clothes.
Signature weapon is an ebony recurve bow. ("Val") - WILL BE EXPANDED.
Eira usually travels as a healer to gather information + perform the occasional assassination. - WILL BE EXPANDED.
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| | | Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Re: Anyone still wants to RP? Thu Oct 03, 2013 6:39 pm | |
| Awww. Better luck posting next time, Chiro-chan. Don't worry about making us wait... several other members aren't ready yet, either, so I'll give everyone the time they need. Trevor accepted, Emily (so far) accepted, I'll see about the changes you make. Now for Trevor's skills. - Spoiler:
Hunter's Mark - This skill represents training that honed the character's senses for higher alertness and awareness in general. It passively grants a tiny bonus to all actions that require precise aim, attention to detail or simply alertness. The character may also actively Focus on a single target in sight and hearing range to provide a small bonus to the next action (including attacking) performed, but this Focus bonus is lost if the character is distracted, loses track of the target, or performs any major action besides the planned one (but free ones like moving or talking won't cancel this bonus). Upgrading this skill slowly increases the passive bonus while adding more utility in particular situations where it applies. (Example: Trevor is following a suspicious person through a dense crowd gathered in the town market. While keeping pace with his eyes set on the target, he focuses his hearing to catch what the man is muttering under his breath. A salesman shouting nearby distracts him shortly but Trevor keeps moving, eyes still on the man, and after another moment can spot part of his face when his hood drops, with a characteristic scar across his right eye - he really is the man that Trevor was looking for.)
Eye in the Sky - This skill represents the knowledge and training required to read the local terrain and its layout, then use it to your advantage. This has several component effects: the character can see slightly further than normal, form a memory map of the local area and path traveled through, predict terrain features (or lack thereof) before they come into view, or search for them specifically (like a place to hide, the way back home, or another exit from a dungeon once the entrance got blocked). In combat this gives detailed terrain description of the area, with a list of advantageous and disadvantageous places to take note of, plus when the character actually occupies those, this skill will soften the disadvantage and boost the advantage that they grant, representing the character's familiarity with the terrain feature. Upgrading this skill slowly increases its passive bonuses (sight range, memory map accuracy, prediction success rate, searching speed and combat bonuses) as well as adds specific environments of your choosing to the character's repertoire of 'home terrain', granting situational benefits made possible thanks to high familiarity with those environments. (Example: Trevor keeps following the man with the scar, devoting the route to memory so he can find his way back. His target eventually reaches his hideout and turns around just in case, but Trevor has kept his distance and flattens against the wall around the corner of the alley, unseen. None the wiser, the man knocks thrice and enters, shutting and locking the door behind him. Trevor looks around for an opening and spots a single open window above, without curtains, directly opposite another window in a deserted building right next to the hideout. The perfect sniping position from where nobody could reach him quickly...)
Built to Adapt - The character collects upgrades to his weapon for a gold price, giving it increased functionality and combat bonuses. This ranges from accessories like the scope, through extra ammo types like explosive and armor-piercing, to brand new attack forms like smokebombs and grenades. Upgrading this skill requires paying a gold cost in return to unlocking each new feature for the weapon. This means that unlike most other skills, how fast this one evolves depends on your gold reserves and finding the right shops instead of training or completing missions. For Ammo, only one type can be used at a given time, but you can slot in the clip and attack in the same post, after only a short delay, and it'll alter your next couple attacks (exact number depends on ammo) before it runs out. Each clip has finite ammo, but you can carry as many as you want and need not spend gold to replenish them; you can reload before the clip empties if you have a free moment, or switch to an altogether different ammo type if you want. (Example: Having made his way to the abandoned building, Trevor sets up. He shoves a mattress under the window and lies prone on its elevation, his gun ready for use. Across the gap he can see the interior of a room with several men inside, silent as if waiting for something. Looking through his scope, he zeroes in on the door. Then it opens and Trevor sees the man with the scar.)
List of Weapon Upgrades: -Scope: The gun is equipped with a scope to enhance aiming. When the character takes the time to aim prior to firing, this increases the accuracy bonus and doubles the effective range before long distance becomes a penalty. - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Precision Strike - Trevor makes a precise attack, aiming for the enemy's vital areas. You make a call where you're aiming and depending on the size and shape of the opponent, the required accuracy to land the hit will change (against big enemies even if you, say, miss the eye, you'd still hit the head). Accuracy boosts translate into bonus damage from this skill, and it'll have additional effects that depend on where you aimed and the nature of the target, ranging from debilitating status, to heavy damage or even instant death, to situationally useful results (like flipping a switch to lower a drawbridge from across the abyss). This works with any weapon or even unarmed strikes, or even outside of combat (for critical success on an action that requires precise movement). (Example: Alone in the deserted building, Trevor looks out the window. Across the gap of the alley, he can see a meeting and the man he was shadowing before, talking business. He takes careful aim with his weapon while the men argue, growing louder but not moving around, luckily. When Trevor's target turns to leave, his opponent reaches to draw a gun - but the sniper is faster and fires a bullet to the back of his head. Shocked and surprised but alive, the scarred man runs while the thugs check on the dead boss. Trevor smiles and looks away - his job here is done.)
On Your Feet - This skill lets the character rise quickly on demand, from a kneeling or lying position back to standing again, even with his hands full (like when holding an item). It joins other movement for the purposes of measuring time taken, so standing up is basically instant and the user can still move a short distance in the same post. It also means the character automatically recovers after suffering a knockdown. However, if the character can't move at all for some reason (usually due to status like sleep or stun) then this skill doesn't work. (Example: Trevor springs up, holstering his gun and landing firmly on both feet from his prone position, running for the nearest exit. Before the men start looking for the sniper, he'll be already clear out of there, reporting for his reward.)
A word on magic since Emily is a healer. I haven't set all details in stone, but in this RP, everybody has the capacity to use magic, because living beings possess mana that's used for spells. You can have spells even if you're not a dedicated mage, though you'll be learning each one as a big event unles you get proper training in spellcasting. They tend to have pretty big effects actually (Blast Bomb and Bubble Blockade are examples so far) but have the downside of requiring you to spend a turn charging mana for them. So in Emily's case, a healing spell will be very powerful, but she can have non-magical ways to heal too (after all everybody can buy/find/receive as gift/etc. potions) to complement the healing magic. A character who has no spells at all and never learns magic can still use mana differently - usually to boost their other skills, pay for particularly powerful attacks that can't be used otherwise, to sustain transformations if you'll go that way... or finally to use certain mana-powered relics. But more on that later. For now I just wanted to let you know you don't have to pick up spells if you don't want to, you'll get something else instead if you leave them out. | |
| | | ThomasWindar Game Master (RP GM)
Posts : 2615 Age : 35 Custom Title : I still exist! Activity Points : 42746
| Subject: Re: Anyone still wants to RP? Fri Oct 04, 2013 10:02 am | |
| I decided to change my character. As nice a character Fabio is, we will go with another dips character. - Spoiler:
Name: Katherine Catherine Alias: Cat Sex: Female Age: 25 Physical Appearance: Quite tall, 6'9". Long hair, white near the head, turning blue at the end. Outfit: Light armored - gains heavy armor when her weapon is called out.
Signature Weapon: ("Eraser"). (Eraser is a huge weapon, built to be a Heavy Machinegun with secondary functions being a Grenade Launcher, Laser Cannon and slots for Micro Missiles. The weapon is materialized upon use, vanishing when the attack is over.).
Personal Battle Style: ("Armored Tactics"). (The Eraser allows Katherine to deal with multiple enemies at once, either by showering them with bullets or by disrupting them with tactical grenades. Whenever using an attack, Katerine's armor spawns additional plating, making her more durable against enemy attacks. However this armor vanishes the moment she puts Eraser down. The weapon cannot be maintained outside of attack mode, vanishing the moment she stops firing from it.).
List of Skills
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| | | Cybeast Worshipper Sexy Beast
Posts : 9389 Age : 32 Staff Title : <3 Custom Title : Wolf Jawed Guardian of the Iroquois. Activity Points : 71292
| Subject: Re: Anyone still wants to RP? Sat Oct 05, 2013 6:11 am | |
| - Spoiler:
Name: Devon Acalza Alias: Wolf Sex: Male Age: 22 Physical Appearance: Devon goes barechested; with a host of tattoos covering his tanned body. He wears a pair of black pants with large pockets; plates of steel cover his thighs and shins, protecting those parts of him. Around his waist hangs three belts, all carrying sheaths for different weapons. A grey fur mantle wraps around his shoulders and back, held together with a necklace of wolf teeth. He has wild black hair and eyes as grey as rainwater. Brown tanned skin, toned, not too muscular build.
Signature Weapons: (Stella and Luna) Devon owns twin gauntlets, both stained matte black. His left gauntlet has silver stars across it, where the right one has a white full moon. Both gauntlets extend up to his elbows and are made with a super strong plated metal, the tips of the fingers pointed and sharp. They are his main weapons and he rarely takes them off.
Personal Battle Style: (Lunar Phases) Devon is trained in multiple fighting styles, able to wield any weapon save for anything magical. His default style however is more of a tank/fighter that can take a lot of punishment and deal enough by utilizing his armored gauntlets. This power can increase by a large amount if Devon begins to show too much emotion, may it be sadness, anger, or even battle lust. However as he begins to dip farther into his emotions, his training deteriorates until it hits a point and he transforms into a werewolf. His fighting style is a mix of multiple fighting methods, all dependent on a cool and in control individual.
List of Skills
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| | | ThomasWindar Game Master (RP GM)
Posts : 2615 Age : 35 Custom Title : I still exist! Activity Points : 42746
| Subject: Re: Anyone still wants to RP? Sat Oct 05, 2013 12:03 pm | |
| After making like a 6th character and posting two here, there are constantly technical problems with the characters, non of them being compatible with the game.
So, I guess I have to quit the RP. Have fun without me. | |
| | | Xellious Noon Veteran Roleplayer
Posts : 25055 Age : 36 Location : Poland, being anti-average and spreading a high IQ aura around me Permanent Name : Bookman Custom Title : Mr. Peace = Oh Lord, lend me patience to stand the randomness.... Activity Points : 138953
| Subject: Re: Anyone still wants to RP? Mon Oct 07, 2013 12:36 pm | |
| *acknowledges SX's leaving* Devon accepted. His skills are the following. - Spoiler:
Transform: Werewolf - Devon's unique ability boosts his strength, agility and vitality. It's unreliable in that it depends on his emotions, however, the more he experiences anger, sadness or battle lust the more power at his disposal, until Devon undergoes a physical transformation. He will change to a monstrous shape when his power is at its peak, and remain that way until he calms down or is too exhausted (so usually until battle ends or he faints). This skill counts as tapping into mana, but auto-activates by degrees depending on emotional triggers. Devon can, however, exercise self-control to calm down and cancel the transformation, sparing himself the fatigue. Upgrading this skill introduces new bonuses and may make the transformation more tolerable and easier to sustain. (Example: Devon got separated from his allies and now a goblin band ambushed him trying to prevent him from continuing. Losing his patience, he snarls and charges at the enemies, his body transforming from his overflowing anger. The goblins raise their hammers to strike, but with his new speed he beats the first one to the punch, driving his gauntleted hand into his gut so the foe staggers and falls to his knees. He proceeds to beat up all of them in turn, each hit taken making Devon more angry and thus also faster, stronger, and wilder.)
Super Smell - This skill represents a powerful and keen sense of smell. The character can automatically pick up scents from the environment to receive additional information, and actively choose to sniff around when searching, substituting smell for the use of other senses. Additionally, the character can ignore penalties associated with the Blind status (this means immunity to its negative effects but not the Blind status itself). Keep in mind that certain overpowering smells can cause status or even a bit of damage to a character with such a keen smell. Upgrading this skill improves the quality of information picked up as well as the character's general alertness. (Example: Having beaten the goblins, Devon follows after his group, using his nose to find the way. He catches the scent and then spots footprints to match, walking along after the party of mercenaries. However, he notices something is off - a smell that shouldn't be there is mixed in with his group. Realizing that someone else is following them, Devon quickens his pace to warn them.)
Brute Strength - The character's physical strength is above average, so most physical attacks deal more damage. This skill has other uses however, you could say that having huge strength opens many doors... Upgrading this skill increases the strength bonus and expands the skill's utility. (Example: The scent brings Devon to a cave entrance, but inside the cavern is soon blocked by a large pile of rubble. Flexing his fingers he feels the barrier, chooses a spot that looks thin, then punches it with all his might. The rock cracks and its shards roll away, soon followed by the stones on top of it. After a short time repeating this exercise Devon manages to make a hole big enough to pass and venture deeper into the cavern after his group.)
Tough Skin - This skill provides the character with a natural armor bonus, reducing all physical damage taken. The catch is that it doesn't stack with armor, simply the better of the two armor bonuses is used, however if the character wears but loses armor for some reason (like an aimed hit strikes an unarmored area), then the natural armor will still help (until the skin itself gets pierced). Upgrading this skill increases the armor bonus and expands the skill's utility. (Example: Deeper inside the cavern Devon finds a trap, touching a tripwire that makes arrows shoot from the wall. He blocks two with his gauntlets and quick reflexes, then pulls out the ones that hit through his fur mantle. Luckily for him, his tough skin didn't let them sink deep and he marches on only slightly weakened, careful of any more traps.)
Toughness - This skill passively increases the character's Health total, representing a combination of natural hardiness and rigorous training. Toughness also has an active use, letting the character call upon reserves of vitality under pressure, restoring health by tapping into inner mana reserves. However, this self-heal can only be used once per encounter, and the amount healed is bigger the more damage the character has taken. Upgrading this skill increases both its passive Health bonus and its active's healing power, or later expands the active's utility. (Example: Eventually Devon arrives at a wider chamber underground, where the rest of his party is fighting a boss enemy. He joins them straight away, catching the enemy's attention and tanking for the team that's on their last legs. He manages to take several hits before he feels his strength is running out, however the opponent seems to be exhausted as well. Through an effort of will Devon summons the last of his strength and rises once again, beating his fists together and daring the boss to come at him. They trade blows, but this time only Devon remains standing.)
With this many characters I can start the RP. I'll post the topic shortly after. It'll start from a simple mission as a warm up. This doesn't require everybody's participation, so a handful of characters can pop in and take care of this then rejoin the others a little later, meaning those without a ready character can spend some more time preparing and hop on afterwards, while at the same time those who were first aren't kept waiting. So the mission isn't obligatory, but it's an easy one with a small reward for completing it, too. So whether or not you join is entirely up to you. Since I made a deal with Chibi I'll extend the invitation to everyone: if you have a character accepted but you don't have your skills yet, or you don't know what skills you'd want, you can leave that open and join the RP without them. During the first mission I'll look closely at how you fight, you can improvise any maneuvers that your weapon, physical condition and fighting style suggest are possible, and then after the mission I'll propose skills for your character based on how you performed. If you are worried that you might roleplay your character too strong or too weak, just use the power level of others' skills to help you get it right, and if you're still unsure just describe what you intend to do and leave the results and their scale up to me. Any other questions, ask either OOC when the topic starts, in here, or just catch me in the CB/via PM/on Skype as usual. | |
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