Hidden 8 yrs ago 8 yrs ago Post by Guardian Angel Haruki
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Is it too late for me to show interest? ^^

I'm thinking of either controlling
-Frisk from Undertale
-Mettaton (Also from Undertale)

or (to completely torture myself challenge my writing skills)

-Handsome Jack from Borderlands.
Hidden 8 yrs ago Post by Grnmachine
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Update: my CS is now complete.
Hidden 8 yrs ago Post by Lady Seraphina
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There's a couple of things I feel I should mention at this point that I probably should have said earlier but for some reason I assumed that everyone else would assume them this to be the case.

We are attempting to create a video game world that creates a merge between classic video games and something that resembles reality. With this in mind there are three very important things that I likely should have put in the opening post.
  • 1: There will be no turn based combat. We're not going to have our character stand on an open field, lob one fireball then wait for the enemy to hit us before we take another move. A number of your characters aren't even from games that function in this manor in the first place. We will be taking our characters abilities and treating them as though they existed in something akin to the real world. If an enemy comes for us we will take cover, perform sneak attacks, do whatever we can to win. Perhaps betray our companions but we will not be taking turns with the enemy to see who gets pulverized first. Turn based combat if it exists at all in this RP will likely be only in a few select areas and will be for comic relief more than anything actually functional.
  • 2: Stats have no bearing in this RP. When someone gets stabbed they will not lose some HP and keep fighting. They will start to bleed out if actions are not taken to heal them. When someone performs magic they will not lose points from an imaginary Mana bar and when they use a great deal of magic it will not simply deplete the bar and they are unable to cast. Magic comes from within, if a mage pushes it too far it will burn them up leaving a dead husk behind. How much damage a sword swing does is not reliant on your strength stat but on how hard you swing and where you hit. Some things about your character can be inferred from their stats like how much they could lift or how fast they move but stats themselves will play almost no role in this RP.
  • 3: No one will have a magic inventory system in which they can store a thousand and one weapons and items, call on them when needed and make them go away when they are not. Our heroes and villains have essentially what they can carry. With this regard some characters may have an advantage if they are stronger and therefore able to carry more weight or if they have bigger packs which hold more items. There will be available magic items that help this such as Link's item shrinking pouch from The Legend of Zelda but even these will have limits. In this same vein of thought there is no unlimited ammo without a reasonable explanation as to its source. A gun should not have infinite bullets just because that was how it was in the game. An energy weapon could have unlimited shots provided it had some means of restoring its energy internally.


Bearing that in mind Grnmachine a good deal of what is written in your CS becomes meaningless. I am sorry I did not make this clear earlier and you did this work for nothing but without turn based combat the effects of Bravely and Default essentially become useless. What I would suggest is you take the base concept of the Bravely and Default effects and turn them into something that could function in the real world. Perhaps Yew is capable of freezing time, including himself to analyze the situation and come up with the best solution possible but there are limits or restrictions. I leave that up to you.

As well Yew's Asterisks also become meaningless. They are all in the basic sense different classes with different skills to each one. There is no logical reason why someone like Yew could only use some of these skills at once or would forget certain ones depending on what he was doing at the time and he cannot be allowed to have all at once as that would essentially turn him into a Gary Sue.

Unrelated to the above your backstory could use some work. I am only mildly acquainted with the Bravely Default games and your back story does very little to give me more information on either Yew or the universe he comes from. I get a mild sense of some of the events he's been through but the backstory is rather lifeless in regard to the character it is describing and important events are skipped over. I could assume that you don't want to spoil the game for those of us that have yet to play it however the likelihood is that anyone who shows interest in an RP of this nature realizes that they will be spoiled on at least a few games they have yet to play as I doubt very much anyone has played all of the game series present. I myself have only ever heard of half these games and have only actually played a quarter of them. Doom Marine's sheet spoiled the end of DOOM 2016 but starting an RP like this I accept the fact that this will happen and anyone who shows interest does the same. Give me some details, let me know who Yew is cause at the moment all his backstory really tells me is that he is a protagonist in a fantasy video game. If you changed the names in the Bio is could apply a thousand and one different heroes. Tell me what is unique about Yew.

This is more of a minor note but if the series your character comes from doesn't have a name or he only appears in one of the titles in the series just give me the name of the game. I specified Terra as from Final Fantasy VI cause she only appears in one other title of note and that's the area game that takes characters from all the FF games.



I don't see any inherent problems but I would ask that you bear in mind Henry's limits. He has some very potent and powerful magics at his command so the side effects and cost of using them she be equal to the effect they have. Can't have him draining the life out of an entire town like it was Tuesday morning breakfast.

Otherwise accepted.



Though it's not quite in the range of OP A.B.A's abilities and equipment force me to ask what exactly are her weaknesses and limitations. It seems that she is insanely strong, nearly immortal, impervious to damage and wields a kickass sword along with having an item that doubles all of those natural abilities. That's not necessarily bad as Wolverine seems to balance those traits nicely but I do need to know where it ends.



If you could be a bit more clear on exactly what these:

-High School Driver [Killer Move]
-Blabber Girl [Lethal Move]
-Sliding Shot: [Lethal Move]
-Electric Guitar [Lethal Move]
-Rafflesia [Humiliation Move]

mean I would greatly appreciate it.

Everyone should read this

A few of these CSes have made me painfully aware of sections that I have mislayed from the original CS template. I am terribly sorry about this but I am going to have to ask everyone to place a Weaknesses and Limitations section as well as one for Personality in their CS. I am very sorry for this and I would ask everyone to be patient with me as I attempt to make everything work. I am a bit new to GMing and still in the process of getting everything about this RP sorted out.

I will make the proper corrections to the original post so that this kind of confusion does not repeat itself.

Is it too late for me to show interest? ^^

I'm thinking of either controlling
-Frisk from Undertale
-Mettaton (Also from Undertale)


We are always happy to have new recruits. This is the RP form of an open world, free roam video game so the more canon fodder... ahem, players we have the better it will turn out.

or (to completely torture myself challenge my writing skills)

-Handsome Jack from Borderlands.


Yes... we simply love torture here... I'm sorry what were you saying?
Hidden 8 yrs ago Post by Lugubrious
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Those three stipulations should not be a problem for me.

I will make sure to be cognizant of limits for Henry's abilities. Adapting the durability system from Awakening to give the tomes a certain number of 'uses' before they're depleted and must passively recharge is one way, but I'll also tie the casting of magic to Henry's being as well. The dark arts will have a negative effect on Henry corresponding to what they do to others.

I was curious about the lack of a personality section, actually. In my eyes this is a necessary adjustment, and I'm happy to add to my sheet while you continue to work the RP together.
Hidden 8 yrs ago Post by Lmpkio
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Doom Marine's sheet spoiled the end of DOOM 2016 but starting an RP like this I accept the fact that this will happen and anyone who shows interest does the same.
Prince of Seraphs


It was the only way to discuss how he got to that place. However, I can add hiders to hide it, bt considering the game is now one month old, it shouldn't truly matter...

I will also get to the weakness too.
Hidden 8 yrs ago Post by Grnmachine
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<Snipped quote by Grnmachine>

There's a couple of things I feel I should mention at this point that I probably should have said earlier but for some reason I assumed that everyone else would assume them this to be the case.

We are attempting to create a video game world that creates a merge between classic video games and something that resembles reality. With this in mind there are three very important things that I likely should have put in the opening post.
  • 1: There will be no turn based combat. We're not going to have our character stand on an open field, lob one fireball then wait for the enemy to hit us before we take another move. A number of your characters aren't even from games that function in this manor in the first place. We will be taking our characters abilities and treating them as though they existed in something akin to the real world. If an enemy comes for us we will take cover, perform sneak attacks, do whatever we can to win. Perhaps betray our companions but we will not be taking turns with the enemy to see who gets pulverized first. Turn based combat if it exists at all in this RP will likely be only in a few select areas and will be for comic relief more than anything actually functional.
  • 2: Stats have no bearing in this RP. When someone gets stabbed they will not lose some HP and keep fighting. They will start to bleed out if actions are not taken to heal them. When someone performs magic they will not lose points from an imaginary Mana bar and when they use a great deal of magic it will not simply deplete the bar and they are unable to cast. Magic comes from within, if a mage pushes it too far it will burn them up leaving a dead husk behind. How much damage a sword swing does is not reliant on your strength stat but on how hard you swing and where you hit. Some things about your character can be inferred from their stats like how much they could lift or how fast they move but stats themselves will play almost no role in this RP.
  • 3: No one will have a magic inventory system in which they can store a thousand and one weapons and items, call on them when needed and make them go away when they are not. Our heroes and villains have essentially what they can carry. With this regard some characters may have an advantage if they are stronger and therefore able to carry more weight or if they have bigger packs which hold more items. There will be available magic items that help this such as Link's item shrinking pouch from The Legend of Zelda but even these will have limits. In this same vein of thought there is no unlimited ammo without a reasonable explanation as to its source. A gun should not have infinite bullets just because that was how it was in the game. An energy weapon could have unlimited shots provided it had some means of restoring its energy internally.


Bearing that in mind Grnmachine a good deal of what is written in your CS becomes meaningless. I am sorry I did not make this clear earlier and you did this work for nothing but without turn based combat the effects of Bravely and Default essentially become useless. What I would suggest is you take the base concept of the Bravely and Default effects and turn them into something that could function in the real world. Perhaps Yew is capable of freezing time, including himself to analyze the situation and come up with the best solution possible but there are limits or restrictions. I leave that up to you.

As well Yew's Asterisks also become meaningless. They are all in the basic sense different classes with different skills to each one. There is no logical reason why someone like Yew could only use some of these skills at once or would forget certain ones depending on what he was doing at the time and he cannot be allowed to have all at once as that would essentially turn him into a Gary Sue.

Unrelated to the above your backstory could use some work. I am only mildly acquainted with the Bravely Default games and your back story does very little to give me more information on either Yew or the universe he comes from. I get a mild sense of some of the events he's been through but the backstory is rather lifeless in regard to the character it is describing and important events are skipped over. I could assume that you don't want to spoil the game for those of us that have yet to play it however the likelihood is that anyone who shows interest in an RP of this nature realizes that they will be spoiled on at least a few games they have yet to play as I doubt very much anyone has played all of the game series present. I myself have only ever heard of half these games and have only actually played a quarter of them. Doom Marine's sheet spoiled the end of DOOM 2016 but starting an RP like this I accept the fact that this will happen and anyone who shows interest does the same. Give me some details, let me know who Yew is cause at the moment all his backstory really tells me is that he is a protagonist in a fantasy video game. If you changed the names in the Bio is could apply a thousand and one different heroes. Tell me what is unique about Yew.


-Snip-

Alright, i completely understand what you said. I'll respond to your paragraphs.

"We are attempting to create a video game world that creates a merge between classic video games and something that resembles reality." I know this- and think it would be very jarring for Yew to suddenly come across real world physics. He would likely leave behind much of his equipment and only take the essentials, which would lead to character development. I totally understand why Yew cant have all of his weapons in the "magic satchel", and was planning on addressing that.

As for the turn-based combat, i was explaining BP and how his game worked. I know i didnt specify, but i also planned on him coming to terms that the brave/default system he'd known just doesnt work. The same thing goes for HP, but i will make an argument for MP. MP is AKIN to mana, it isnt the exact same. When he runs out of MP, he either has to regain it or do something else. Plus, there is no real world equivalent of mana OR MP, so there's no "one way and thats how it all works" thing for magic.

As for your suggestion for change, the whole freezing time thing, i wont do that. There is a time-freeze in the games, but it's something the PLAYER does (And the player is acknowledged by the game itself as a higher power), and therefore Yew wouldn't be able to do it. Probably the only one who legitimately could is the GM. And as for the asterisks, i failed to specify yet again. Yew can only use one at a time, gaining its proficiencies and stats (I know stats are useless im just describing the game), while having access to the active abilities of one other job. He can't use all of them all the time.

And as for the backstory, i left it vague on purpose as to avoid spoilers, and short as i was cramped for time atm. If you would permit me, i'll revise my CS for Yew, going into further detail with the backstory, and adding the other categories.
Hidden 8 yrs ago Post by Lmpkio
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@Prince of Seraphs And done. Added weakness and personality. Again, he's also a near-silent protagonist like some other player here (I think), but his expressions basically speak for himself. I may even have him speak just a few times (very rarely) throughout the RP as well.
Hidden 8 yrs ago Post by Treue
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I do agree with @Grnmachine's point on magic. Many games have different lore as to how magic is used, and where the energy comes from. In Guilty Gear for example, magic is an infinite resource from the dimension know as the Backyard, and is channeled through who or whatever is attempting to use it. That said, using magic does take a toll, more akin to physical exhaustion however.
Hidden 8 yrs ago 8 yrs ago Post by Lady Seraphina
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@Grnmachine Evidently I'm not making myself clear.

I know this- and think it would be very jarring for Yew to suddenly come across real world physics.


As for the turn-based combat, I was explaining BP and how his game worked. I know I didn't specify, but I also planned on him coming to terms that the brave/default system he'd known just doesn't work.


The application of real world physics was not caused by the virus in the VR system. These classics were remastered for a Virtual environment. With access to the kind of technology that would allow someone to physically experience a game such things a turn based battles would become rather tiresome. If I wished to play Final Fantasy VI simply as it is I could on my SNES. I would go to a VR arcade because it allows me to experience the game fully, in real time. The developers designed these games to eliminate mechanics that would be required on old style gaming consoles but with the advent of VR become redundant. The allure of a Virtual Environment is marred slightly if the fight sequences amount to one simply standing on a field and doing what amounts to pushing buttons. Therefore when it came time to adapt Bravely Default they would have had to find a way to keep the Bravely and Default systems relevant while still having them work within the narrative as a game named Bravely Default without the thing that gives it that name becomes rather pointless. Example: The Legend of Zelda if Zelda weren't in the game.

Effectively what the virus did among other things was wipe out the games overhead capabilities, accessing the menu, inventory, equipping skills, crafting. Any items that are not visible or equipped would be lost and without overhead capabilities the games default to Reality Mode which swaps HP and MP for physically (simulated) damage and a magic system fitted to act in reality.

I will make an argument for MP. MP is AKIN to mana, it isn't the exact same. When he runs out of MP, he either has to regain it or do something else. Plus, there is no real world equivalent of mana OR MP, so there's no "one way and that's how it all works" thing for magic.


MP (Magic Points), FP (Flower Points), Mana etc is a fairly standardized concept from game to game, a refillable meter that holds the cost for performing magic or skills. When it is depleted those skills can no longer be performed. If MP in Bravely Default is somehow different enough from equivalents in other games as to be considered its own thing that is something that seriously should have been explained in your CS as I will reiterate not everyone including myself is familiar if your particular game series.

As for magic this being my RP were I to say it was "one way and that's how it all works" that would be how it all works. I don't want to do that because standardizing something that we are taking from possibly hundreds of different sources depending on where this goes could have disastrous results to the story but I will make executive decisions as best I can on various things.

A general rule and fairly common explanation in novels is that magic draws on the power of the caster's soul. Depending on strength and experience a caster is capable of doing more magic all at once. The older a caster the bigger and more numerous the spells he can perform. However a caster's soul must also maintain the person it manifests so the energies it can devote to magic are limited. Were a caster to push too far past those limits the energy that his soul uses to maintain his mind and body would be burned through by the spell and kill the caster in order to accomplish the spell. Obviously some addendums to that would have to be made depending on the game a character comes from and how magic functions there specifically. It would be a bit different for someone coming from a Harry Potter game as they channel magic through their wands. The Fire Emblem magic is a slightly different bag as well and actually safer to use as they have tomes to act as a buffer.

And as for the asterisks, I failed to specify yet again. Yew can only use one at a time, gaining its proficiency and stats (I know stats are useless I'm just describing the game), while having access to the active abilities of one other job. He can't use all of them all the time.


And that's sort of the problem. You learn how to use a greatsword, you become a master at it. You decided to learn thief skills and suddenly you don't know how to use the greatsword anymore until you go back to learning swordsmaster skills. These are with a few exceptions skills someone would learn through practice and hard work. There is no logical reason for such skills to be only accessible to a person who learned them at certain time. Like if I were to learn kung fu and marksmanship. There would be no reason why I couldn't kick the crap out of someone with kung fu then turn around and shoot them with my awesome marksmanship. And given there are such a large number of skills he can't know all at once and he can't know some sometimes and others othertimes it just doesn't make sense. I realize this is how it in in game but without an overhead the most logical conclusion to this is that he would be stuck in one class.

And as for the backstory, I left it vague on purpose as to avoid spoilers, and short as I was cramped for time at the time. If you would permit me, I'll revise my CS for Yew, going into further detail with the backstory, and adding the other categories.


Vague is never good in an RP. We can't work with your character if we have no idea who they are. Besides if a game become not worth playing just because you know some of the twists then it wasn't worth playing in the first place. There is a spoiler disclaimer in the OP. Anyone who doesn't want to be spoiled wouldn't be here. So if you wouldn't mind a more detailed backstory would be helpful.

For Everyone

I have a question for everyone. Since we are playing in a game world I wanted to address the subject of Permadeath. Should we have it so that death in game means death. Or as in Log Horizon dying means your return to the last save point having lost any memories up to that point. A third option would be that we follow the save rules of whatever piece of game world we happen to be in. If we are in a Fire Emblem game death is death. If we're in a Zelda game restart from one of three save places. Dragon's Quest you restart from the Cathedral. Etc, etc etc.
Hidden 8 yrs ago Post by Lady Seraphina
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I do agree with @Grnmachine's point on magic. Many games have different lore as to how magic is used, and where the energy comes from. In Guilty Gear for example, magic is an infinite resource from the dimension know as the Backyard, and is channeled through who or whatever is attempting to use it. That said, using magic does take a toll, more akin to physical exhaustion however.


In that particular case any magic user from Guilty Gear would be unable to use magic outside the Guilty Gear section of the game world as the Backyard dimension isn't connected to the rest of gaming reality. That might change as I'm still sorting out how each of the different gaming realities interact and crossover from one another.

As I said I've presented a general rule on magic but it is of course subject to change based on which game a mage happens to be coming from and what the source of magic is in their particular reality.
Hidden 8 yrs ago Post by Lmpkio
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@Prince of Seraphs I was thinking perma-death really. I think it's the most logical sense and makes users more careful on how they act with their characters. I basically vote for perma-death.
Hidden 8 yrs ago Post by Lady Seraphina
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I created a poll for what form death takes.

Death Poll
Hidden 8 yrs ago 8 yrs ago Post by Treue
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Voted, also finished up my CS. I can nix the air mobility stuff if you want.
Hidden 8 yrs ago Post by Kafka Komedy
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I did Yuki, but now that i wrote out her weaknesses (kind of just a weakness) i realize shes probably to generally all around decent at most things. I'll probably be playing Red. Issue is it's really hard to decipher personality from a 5 hour romp where someone is being pushed to their limits and 3 paragraphs of backstory. Ill see what i can do though.
Hidden 8 yrs ago Post by Lady Seraphina
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@Treue Looks good, accepted.

I did Yuki, but now that i wrote out her weaknesses (kind of just a weakness) i realize shes probably to generally all around decent at most things. I'll probably be playing Red. Issue is it's really hard to decipher personality from a 5 hour romp where someone is being pushed to their limits and 3 paragraphs of backstory. Ill see what i can do though.


Do the best that you can.
Hidden 8 yrs ago Post by Kafka Komedy
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Okay, I wrote Red up. The only thing I'm not super happy with is that we've don't have a close range glass cannon, which could very easily be solved by having Yuki just be less hardy. I also feel Yuki would have better character interactions, considering Mr. N has to speak for Red...

Jesus even up to the end I'm indecisive. I swear I'll pick somebody by the time the OOC goes up.
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I ended up adding A.B.A's theme.
Hidden 8 yrs ago Post by Lugubrious
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Update made for Henry!
Hidden 8 yrs ago Post by ClocktowerEchos
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For Everyone

I have a question for everyone. Since we are playing in a game world I wanted to address the subject of Permadeath. Should we have it so that death in game means death. Or as in Log Horizon dying means your return to the last save point having lost any memories up to that point. A third option would be that we follow the save rules of whatever piece of game world we happen to be in. If we are in a Fire Emblem game death is death. If we're in a Zelda game restart from one of three save places. Dragon's Quest you restart from the Cathedral. Etc, etc etc.


I say lets make it interesting and make it like Dark Souls and bonfires; you live forever and will respawn at bonfires/checkpoints but also suffering the effects of something like Hallowing where you slowly loose the will to live at all.

Of course, this all depends on how dark the RP is going to be and stuff.

I'm still trying to work on my CS but irl stuff and me being lazy isn't helping @_@
Hidden 8 yrs ago Post by Lady Seraphina
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I say lets make it interesting and make it like Dark Souls and bonfires; you live forever and will respawn at bonfires/checkpoints but also suffering the effects of something like Hallowing where you slowly loose the will to live at all.

Of course, this all depends on how dark the RP is going to be and stuff.

I'm still trying to work on my CS but irl stuff and me being lazy isn't helping @_@


I'd say that would fall under revive rules for specific gaming area. Besides no matter the game if you died doing the same task a whole lot of times wouldn't you start to lose the will to live? I don't think you need a special status condition for that to happen. I think you just need to remember all your previous deaths.

Don't worry about it, RL gets in the way sometimes. Sort out what you have to. We'll be here when you have time for us.
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