I dunno, the open world RP style isn't that interesting as most of the time you are typing alone. Other than that look's good really. But an interest check first would of been a good idea.
Spirit Surge: Unbound Covenant (OOC)
Well, here it is. After many years of brainstorming, scrapped ideas, and starting from scratch, I think I'm finally ready to set my plan in motion. I'm new on this forum, but I'm still very excited to present the idea of this roleplay to the rest of the Guild. I hope that it grows into something greater than I expect it to be.
WARNING: While this Roleplay doesn't necessarily represent my views, there will be several plot elements that will breach controversial territory. I ask that you don't take offense, because it is just a story, and not intended to prove or disprove anything. =)
Spirit Surge
Roleplay Elements:
Notes:
I have decided to make Spirit Surge a completely Open-World Roleplay, which means that your character is not restricted to any one place and can be whoever you want him/her to be, from a civilian, to a graphic design artist, to a blood-crazed mercenary. There may be times where I guide your character somewhere, but ultimately, the choices you make through him or her, will determine your fate in this story. Whoever joins will be partaking in not just a Roleplay, but the authoring of this world of possibilities.
So what do you say? Come write with me =)
Last edited by TRALegacy; 4 Weeks Ago at 03:17 AM.
I dunno, the open world RP style isn't that interesting as most of the time you are typing alone. Other than that look's good really. But an interest check first would of been a good idea.
“Heroes who shed their blood and lost their lives! You are now lying in the soil of a friendly country. Therefore rest in peace. There is no difference between the Johnnies and Mehmets to us where they lie side by side here in this country of ours. You, the mothers, who sent their sons from far away countries wipe away your tears; your sons are now lying in our bosom and are in peace. After having lost their lives on this land they have become our sons as well.”
― Mustafa Kemal Atatürk
I actually already created an interest check thread, under the Interest Check subforum. I just don't have one in Casual ICs.
- - - Updated - - -
Okay, I figure, before anyone starts submitting characters, I'll put this out there.
I have a set of equations that function as a combat system that I was considering using for this roleplay. I created it myself, and I didn't use any outside sources to do so, which means it's entirely an original combat system. I'm not sure whether to actually implement it though, since it is slightly complicated, so I'm just going to put it out there and you all can vote yea or nay as you post your characters.
First I will present the variables, then the equations along with descriptions, then summarize how it will fit into the roleplay.
Variables-
Move Value (MV)
MV is the general pace at which your character is moving, rated slowest to fastest 3 to 0.
- Unmoving- 3
- Walking- 2
- Jogging- 1
- Sprinting- 0
Skill Aptitude (SA)
SA is the rating of a particular skill. Rangest from Inept to Master or 1 to 5
- Inept- 1
- Novice- 2
- Adept- 3
- Expert- 4
- Master- 5
Weapon Bonus (WB)
All weapons have a WB value that confers extra damage during combat in addition to base skill damage. Value is any number greater than 1.
Injury Level (IL)
IL refers to damage currently inflicted on a character. This is included in combat damage and accuracy/dexterity due to an injury's potential impact on weapon handling. Ranges from Uninjured to Fatal Wound (a wound that will cause death soon if not attended to immediately). Each consecutive level doubles in value.
- Uninjured- 1
- Minor- 2
- Moderate- 4
- Severe- 8
- Crippling- 16
- Fatal- 32
Range (RA)
Range value indicates the distance from the character at which an attack originates to the intended target for the attack. This is the most complicated variable in the combat system as many distance ranges must be accounted for.
Note the presence of decimals.
- 0-5 ft= .1
- 6-20 ft= .25
- 21-50 ft= .5
- 51-100 ft= 1
- 100-500 ft= 2
- 500-1000 ft= 3
- greater than 1000 ft= 4
Time (T)
Time value represents the time taken to prepare a weapon for an attack, and is determined by doubling the Move Value. T is not indicative of a measurement of time, but simply a variable.
Okay, now that the variables are out of the way I'll explain the actual equations and calculations.
I currently only have 4 equations completed: Ranged damage and Accuracy, which are used for any ranged weaponry, and Melee Damage and Dexterity which are used for melee and unarmed damage.
Since it's 4am my time, and I'm exhausted from typing all of this on my phone (x_x) I will add the melee damage and dexterity equations tomorrow. They are similar to the ranged dmg and accuracy equations though, so you all should have a decent idea of what they are. Again let me know if you want me to scrap this combat system or not, I just figured it would make the roleplay a bit more interesting.
Bumpity bump~
This forum sure moves fast.
I'm here! I'll be trying to work on a CS, but it'll probably take me a while.
"Sucking at something is the first step to becoming sorta good at something!"
~ Jake, Adventure Time.
Yikes... this is a tough crowd... I guess people are too busy with other roleplays? =x
Bump
Before posting my character, I'd vote 'yea' on using your combat system (though an explanation how it is implemented would be welcome). And I'd suggest one small change: call it either 'base damage' or change the abbreviation from 'BD' to 'RD' to make it less confusing.
Apart from that, I like it. ^_^
Ah right, a description of how it would work during the rp would probably be nice wouldn't it? xD
Also, i just noticed a mistake on the first section of the Ranged attack equation, instead of (W + B) it should be (WB + MV).
Anyway, as far as the utilization of the combat system goes, here's how it would work:
As players in the RP, you wont (need to) worry about specific variable unless you desire to run the equations yourself (if so, just let me know) You will only be required to update three of the variables during the course of a combat phase, Move Value, Injury level, and Range (Time will change according to the MV) This can be done any way you see fit, such as simply stating the changes at the beginning or end of your attack phase:
(example)
MV: Sprinting
IL: Moderate
RA: 200 Feet
[Insert Char. Name here] observed as [Insert enemy name here] dodged swiftly to the left, barely avoiding a spray of bullets. After leveling his rifle, and traversing a partially blasted wall, [Char.] dashed forward in the opponent's direction, releasing another burst of fire.
Another way to post all the variable information is to incorporate it into the actions of the character:
(example)
After missing yet another shot, [Char.] tossed his depleted rifle to the ground and retrieved his pistol from it's holster. He halted and crouched down to one knee, taking careful aim down the ironsights at his enemy, who began to swiftly close the 150 foot distance between the two. [Char.] winced as blood trickled slowly from the moderate gash at his side, and beads of sweat flecked his brow. He took a deep breath and fired...
Now either way is fine, but if you don't feel like waiting for me to calculate everything for you (since I can be pretty busy during my 40 hour work week) you always have the option to do the calculations yourself. It's tedious, since you'll have to work all the other variables into the equation, but it will help the roleplay cruise along in case I'm not there for whatever reason. Again it's up to you whether you want to or not.
As for the Raw Damage, changing it to Base damage is probably a good idea, in fact I think I planned on changing it and simply forgot about it xD" My bad. Well Base Damage it is then!