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Hidden 3 mos ago Post by Randomness
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This looks very fun, and very daunting at the same time.
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Hidden 3 mos ago Post by Lugubrious
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This looks very fun, and very daunting at the same time.


Hey there! I'm glad it looks fun, and I'd be thrilled if I could explain or rework anything to make it seem less daunting. While there's a lot to work with, there's not much one has to actively think about. What's on your mind?
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<Snipped quote by Randomness>

Hey there! I'm glad it looks fun, and I'd be thrilled if I could explain or rework anything to make it seem less daunting. While there's a lot to work with, there's not much one has to actively think about. What's on your mind?


I guess keeping in theme, this game runs like a video game. The daunting part is all the stuff the game does for you, you’re doing yourself.
Hidden 3 mos ago Post by Lugubrious
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I guess keeping in theme, this game runs like a video game. The daunting part is all the stuff the game does for you, you’re doing yourself.


That's fair, but there's no need to interface with systems like spirits or rapport if you don't want to, or you could ease into it. The only thing that the players really need to worry about is keeping track of their own EXP earned from writing, and writing up the new powers and such that you want whenever you get a level to spend, which hopefully shouldn't be too hard. It's typical to keep the tally of how much EXP we have in our post headers, which we update once per week.
Hidden 3 mos ago Post by Randomness
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How does your system handle creature capture characters? Like Pokémon. I was thinking about Rallen from Spectrobes.
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Hidden 3 mos ago Post by Lugubrious
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How does your system handle creature capture characters? Like Pokémon. I was thinking about Rallen from Spectrobes.


We do have some characters that own Pokemon already, so we're definitely accommodating. There are often opportunities to get creature-capturing supplies, especially when I'm setting up areas where such characters will be hanging around, and I can include specific creatures when worldbuilding for your areas. In terms of progressing captured creatures, like getting Pokemon new moves and evolving them, I'm pretty laissez-faire. You can progress them pretty loosely, with them learning new moves every few fights if you want, or evolving after a big story event. If you wanted you could level them up like mini-characters, too, so really, whatever makes sense and feels fair.
Hidden 3 mos ago Post by Lugubrious
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In other news, I've wrapped up the OP and gotten us started! If you're still mulling over character details don't fret, there's never any deadline for applications and we're always open and accepting. If you're already accepted, though, you're clear to get started. I can't wait to start another jaw-dropping adventure in the World of Light!
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Hidden 3 mos ago 3 mos ago Post by DracoLunaris
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oh look, pulled out of that game series you love when I include it

Hidden 3 mos ago 3 mos ago Post by Lugubrious
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oh look, pulled out of that game series you love when I include it



That's pretty neat! I would probably guess without looking the game up that it's an RTS based on how his kit's set up. I have three notes:
-Would you mind turning the image in the backstory section into an hyperlink image?
-Could we be more specific about the 'place' that can be designated an armory? Does this mean a chest? A room? A whole building, of any size? A city? And so on
-This one's tricky. For any ability, its limitations should be included in the power. IE if the Arbiter has energy shields, the fact that they can be depleted and will let him take damage until they recharge should be in the energy shield description and not at weakness. The fuel cell weakness for his units and casting point weakness for his tome spells should be included in their descriptions, something like 'Casting this spell subtracts from his total combat casting points, which is currently 2' could be added to all the tome spells. Of course, this means he'd need two more weaknesses.
Hidden 3 mos ago Post by DracoLunaris
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<Snipped quote by DracoLunaris>

That's pretty neat! I would probably guess without looking the game up that it's an RTS based on how his kit's set up. I have three notes:
-Would you mind turning the image in the backstory section into an hyperlink image?
-Could we be more specific about the 'place' that can be designated an armory? Does this mean a chest? A room? A whole building, of any size? A city? And so on
-This one's tricky. For any ability, its limitations should be included in the power. IE if the Arbiter has energy shields, the fact that they can be depleted and will let him take damage until they recharge should be in the energy shield description and not at weakness. The fuel cell weakness for his units and casting point weakness for his tome spells should be included in their descriptions, something like 'Casting this spell subtracts from his total combat casting points, which is currently 2' could be added to all the tome spells. Of course, this means he'd need two more weaknesses.


1: done

2: I mean, uh, i was just thinking of the avenger armory tbh, but a dedicated small building sized facility. such as an actual armory, or a royal vault

3: I liked having a dedicated mechanics section fair enough. Hmmm, maybe if I combined the 2 resource types. Each new tome power adds 2 cells, which can either passively power units/enchantments, or be actively used to cast spells

So, for example, if we have 6 cells, and 3 copper golem squads, that leaves 3 cells unused which can then be used to cast Designate Target 3 times in each combat.

I'll take another think about weaknesses. codify not believing in superstitious nonsense as one. or some lingering rage/weakness from the time he was being mentally manipulated
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Hidden 3 mos ago 3 mos ago Post by DracoLunaris
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mk 2, updated inventory,in the now, powers, skills and weaknesses


Hidden 3 mos ago Post by Lugubrious
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mk 2, updated inventory,in the now, powers, skills and weaknesses



Approved!
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Hidden 3 mos ago Post by DisturbedSpec
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Hello hello! Still open and accepting? :D
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Hidden 3 mos ago Post by Lugubrious
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@DisturbedSpec Hello and welcome. We sure are, and I'd be happy to have you!
Hidden 3 mos ago 3 mos ago Post by DisturbedSpec
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Posted, and SUPER STOKED! Also I'm gonna work for Instacart today, so I'll be back in 4-6 hours or so to address any changes or inconsistencies that y'all find- I think I filled this out well but things are liable to slip through, heh. Anyhow, I shall return! Can't wait to explore this world with everyone.
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Hidden 3 mos ago Post by Lugubrious
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Posted, and SUPER STOKED! Also I'm gonna work for Instacart today, so I'll be back in 4-6 hours or so to address any changes or inconsistencies that y'all find- I think I filled this out well but things are liable to slip through, heh. Anyhow, I shall return! Can't wait to explore this world with everyone.


I commend you for all the effort and meticulous detail you pit in. In fact, I didn't actually know his name was Logan. Overall the sheet is very good, but there is one thing we should discuss. As is, Snake here comes fully-kitted, bordering on overloaded. For one, new sheets are supposed to have just five powers/skills total, while this seven, as well as a leftover ability placeholder. Plus, isn't the prosthetic arm just equipment? Comparing the descriptions, the sneaking suit would be more of an ability.

On the subject from equipment, he has a rifle, a sniper rifle, two handguns, and two support devices. Considering that everyone starts in a weakened state, maybe we could cut that down to just the pistols and one support device to go with the knife, sneaking suit, arm, and the cigars? The more high-power equipment could be manifested with level-ups later for the sake of progression.
Hidden 3 mos ago 3 mos ago Post by DisturbedSpec
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@Lugubrious Heya choom! Absolutely no problem at all- I knew that there would probably be some oversights in regards to this CS, and I'm more than capable of making revisions and adjustments as needed.

In truth, Logan Woods is a placeholder-alike on John Doe, since Naked Snake is also referred to as John, or John Doe in Metal Gear Solid 3. Venom Snake is, essentially, the Player's own avatar at the start of the game (as the multiplayer component uses this avatar when prompted to create them after the opening sequence).

EDIT: Encountering a slight snag with trying to work the Sneaking Suit as an ability since it's quite literally the clothes on his back. Help would be much appreciated!
Hidden 3 mos ago Post by Lugubrious
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@Lugubrious Heya choom! Absolutely no problem at all- I knew that there would probably be some oversights in regards to this CS, and I'm more than capable of making revisions and adjustments as needed.

In truth, Logan Woods is a placeholder-alike on John Doe, since Naked Snake is also referred to as John, or John Doe in Metal Gear Solid 3. Venom Snake is, essentially, the Player's own avatar at the start of the game (as the multiplayer component uses this avatar when prompted to create them after the opening sequence).

EDIT: Encountering a slight snag with trying to work the Sneaking Suit as an ability since it's quite literally the clothes on his back. Help would be much appreciated!


No problem, I know it's weird making gear into abilities to begin with since they're physical objects. If you want you could just ditch the ability altogether and go all 5 points on skills, then have the equipment in his inventory.
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No problem, I know it's weird making gear into abilities to begin with since they're physical objects. If you want you could just ditch the ability altogether and go all 5 points on skills, then have the equipment in his inventory.


Gotcha! So what does that look like, in terms of formatting? I updated the inventory to reflect the appropriate changes, but I can't say I've any idea on how to distribute points across skills, or.. skills across points, or levels. Abilities are a whole 'nother alien entirely. Other than that I think I didn't miss anything.
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<Snipped quote by Lugubrious>

Gotcha! So what does that look like, in terms of formatting? I updated the inventory to reflect the appropriate changes, but I can't say I've any idea on how to distribute points across skills, or.. skills across points, or levels. Abilities are a whole 'nother alien entirely. Other than that I think I didn't miss anything.


Sorry for not explaining it well! Each Ability or Skill on your sheet counts as one of the five allocations new sheets start with, and you can divide those allocations however you want. So for instance, with my Grimm sheet on the first page I used three on Abilities (Teleport, Firebats, and Hangtime), and two on Skills (Close Combatant, The Night Was Long). You can put all five into Skills if you want and just leave the Abilities section blank.
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