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Hidden 9 yrs ago Post by BCTheEntity
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I've had an idea for a character for this game, but I imagine that now it's nearly full, I won't actually be able to join up by the time I get to writing up a sheet for it. Given that said character concept involves somewhat copious amounts of Seastone, it may well be beyond the rough power level of the game's starting point to boot. C'est la vie, I guess.

Regarding power levels, assuming anything does get utilised at all, I might recommend comparing any given character to what Marine ranks they're typically capable of having an even or better fight against - for instance, somebody who could evenly battle an Ensign (11th in rank) with a roughly 50% win rate would be considered Ensign level, whilst somebody who could crush a Lieutenant Commander (8th in rank) most of the time, only to get consistently beaten by a Commander (7th in rank) more often than not, would be considered Lieutenant Commander in terms of power even if the degree by which they lose against the Commander is only quite small. And so on through the levels. If we want to go even higher than that, I suspect roles like Inspector General, Commander-in-Chief, and the Gorosei would be considered as the next few steps up from Fleet Admiral; if you're consistently losing to Chore Boys, you may be a World Noble, and do not deserve to pirate regardless.
Hidden 9 yrs ago Post by Jabber
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Thanks for the suggestions. My only issue with simple rankings is that it still remains vague. It just becomes Rank A will most likely beat Rank B and Rank S would destroy Rank A. I mean, who would want that? The purpose of the system would be less focused on PVP and more on being able to answer the question, "What is my character capable of?"
Hidden 9 yrs ago Post by Pacifista
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Well, there's prooobably not going to be a lot of PvP anyway, but capabilities will still naturally unfold as we play. Although, I tended to like knowing the relative strengths of the crew when it came to designing the arc foes because it helped me in coming up with their own strength hierarchy, which can be pretty important in character dynamic.

Also, I imagine you're waiting on one or two more apps, but any idea on when we might start? o:
Hidden 9 yrs ago Post by Hantu Kongkek
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Notoriety and to some extent power/ability/skill might be approximated by a pirate's bounty.
Hidden 9 yrs ago Post by BCTheEntity
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@Jabber I thought I had something for that at first, but then I realised that the system I would've suggested is extremely general in terms of tiering. And as a matter of fact, so are most power tier lists I've seen - for instance, a general "street tier" might exist which covers everything from sub-muggle to block-busting, or something along those lines. Which is great in terms of description, aside from the fact that that's a relatively huge range of power when considering such low values, and they only really get more stretched out as the scale increases. That said, if you could reliably apply feats to each rank of Marine based on what an average Marine of that tier can do (and disregarding those who are ranked below their actual power, of course), what I said might still be applicable as a system, but... well, good luck with that.
Hidden 9 yrs ago Post by Jabber
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@Pacifista I'll try to think of something. We can start with the members now. Probably in a day or two.

@BCTheEntity Wouldn't it be better to assign feats with each individual character? Creating ranks and just listing down what those ranks are able to do just creates a form of uniformity amongst characters which are of the same rank.
Hidden 9 yrs ago Post by Zero Hex
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Still here, definitely interested, just drawing a blank on what character to throw in. Was gonna do a gambler that weaponized dice and maybe cards but his personality would probably overlap too much with Player 2's.
Hidden 9 yrs ago Post by Jabber
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Feel free to submit a character, but no promises on the acceptance dude.
Hidden 9 yrs ago Post by Jabber
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Currently writing up the first arc. Do you guys have any preference? Aside from an event that would bring you all together, would you want the typical fight or something different all together?
Hidden 9 yrs ago Post by Pacifista
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Well, on one hand, some kind of action would be a good way to get a grip on how everyone fights, along with being a neat climax.

On the other, in my experience, introducing a bunch of characters at once tends to err on the side of a clusterfuck, so trying to get our screwballs together while also introducing and characterizing a bunch of assholes they have to fight might be tricky. Not that it can't be done, of course, but I'm not sure about either what the antagonists would look like, or about how the arc would go even without any.

Speaking of our screwballs there's so many friggin' zany ones. Probably one of the wildest groups I've seen in an OP game. I dig it.
Hidden 9 yrs ago Post by Jabber
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I think I have an arc I could use; me thinks it has what it takes to get the job done. At least that's what it say on paper.

Anyway, I'll post something up soon along with probable trait assignments and bonuses for each character based on their history and background.

If anyone has a suggestion for a trait they would like, feel free to tell me and we'll see if its acceptable. If not, we'll work around it to make it acceptable.
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Hidden 9 yrs ago 9 yrs ago Post by Jabber
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Opening post and stat system are currently in progress.

Regarding the whole regulation/measurement of each character's capabilities, I just have a few questions for you guys?

  • Would you prefer quantification of stats such as strength, speed, focus, endurance, etc?
  • Number of technique/skills should be assigned a definite number? Or at least points would be allocated to them so that you'd know how strong a technique would be?
  • Just rely on the honor system where stats and traits would be given to the characters?
Hidden 9 yrs ago Post by Zeroth
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I prefer the last one. Honestly I don't think numerical stats should be involved at all, just the traits and people's common sense seems good enough to me. A numerical stat system is pretty pointless without dice or some other form of random number generation and a great deal of calculation, because there's no way it can cover all the numerous variables that can come into play with writing--for instance, if you gave us a hard and fast "Bob has 8 Strength and Jim has 10, Jim will always win in a fist fight" Bob could still argue "what if I poison his booze? What if I attack him from behind? What if I shoot a cannon at him?" so on and so forth.

Plus, One Piece is supposed to be a whacky, ridiculous world. Bogging it down with numbers seems like it would hamper the fun.
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Hidden 9 yrs ago Post by Jabber
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Glad to hear your opinion. Just want to go with what the majority decides to go with. Since this is technically your story; I'm just hear to moderate it.
Hidden 9 yrs ago Post by Great Sogeking
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Yeah, I'd personally roll with the honor system here.
Hidden 9 yrs ago Post by Pacifista
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Well, what would be easier for you? You're probably going to be coming up with most of the antagonist parties. If they all have stats then that's way more work for you, and if they don't then what's the point of having stats except in those rare instances of PvP?

Honestly, I'd personally be satisfied with leaving the strength management to you. You probably have a rough idea of how strong each character is, so when you set up a fight all you have to do (at least for me) is say how the NPC fights, their personality if it's important, and about what level of challenge it would be for my character.

If you aren't sure about strength management, then one idea I had might be to have everyone PM you a strength ranking of all the current cast, and you average it out to decide roughly what level the crew is next to each other.
Hidden 9 yrs ago 9 yrs ago Post by Jabber
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Alrightie. Went on ahead and posted in the IC. Nothing extravagant; really just to get the ball rolling.

I'll fix up everyone's CS with the appropriate amount of traits and whatnot. Look out for the needed edits.

@Pacifista Well, righ know, I have a relative idea on who the heavy hitters and the light weights are among you guys.

Also, my IC post is just really an introduction. The real story starts when I get a good grasp on where everyone is. Everything's has been planned out, just need to write stuff down.
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Hidden 9 yrs ago 9 yrs ago Post by Jabber
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REGARDING CHARACTER SHEETS


@MacDuffyFor Scabbard, I fixed the coding a bit. Also, gave him Strength and Endurance traits. I think it fits his backstory and fighting style. Given his massive burns, I would want to suggest a weakness; being unable to fight prolonged battles. He could continue, but the fatigue and stress on his body would be more than usual.


@Great Sogeking For TJ, since he already has his cooking-based ability, I just wanted to give him some thick-skinned hands for boxing and whatnot. Feel free to rename the trait.


@Pacifista Edited the coding a bit. Made her Improved Perception from her DF into a trait instead. Not sure how profecient she is with that rod, but I edited her fighting style; just wanted to categorize it. But if she just hits people with it without any real techqniue, we could just remove it from the CS; you don't need it to be an ability if its just that. Anyway, since she's experienced in sailing, I gave her a navigation ability. Combined with her DF, that could make for some unique weather predictions. Not sure if that was the path you were going for. Also, if you noticed, I intended some of your techniques; this way, it'll be easier to understand that those technique have basic version where they were derived from. A good example of this would be Zoro's Lion Song which later on after the timeskip became Lion Song of Death.


@Zeroth You're character's pretty balanced. The only thing I can offer would be another ability. I guess you coul take the engineering or inventor one now?

@thespacephantom@ZobozunNot really sure what to give you guys. Based on what I have on you, you seem to not need any. Any suggestions?

@Player 2 You may add Enhanced Agility and Master of Anatomy as traits.
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Hidden 9 yrs ago Post by Zeroth
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@Jabber Added the Inventor trait, will try to get an IC post up later today.
Hidden 9 yrs ago Post by thespacephantom
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@Jabber I'm not really sure either, sorry - at least, there's nothing I can think of off the top of my head. Working on my 1st post now.
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