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    1. Darth 9 yrs ago

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Since I haven't really had a chance to chime in recently, I'll cover a few points in no particular order. Real OG block of text coming through.

T1* is the best** system we have for allowing people to fight competitively across genre and setting boundaries while still allowing for both a degree of freedom and of fairness. Can you make a system – or a modulation of T1 – to better suit a particular level of character power, or a specific genre or setting? Yes. You could modify the rules of T1 to better reflect the needs of a community that plays predominantly in traditional (read as: not modern) fantasy with a low level of powers. However, any system is defined as much by what it disallows as by what it allows, and a system that focus on low-powered, traditional fantasy characters will not work for characters outside that purview. So, inasmuch as a ruleset that allows for the broadest spectrum of characters and players to interact, T1 is really the only worthwhile system.

*Specifically, a variation of T1 that focuses on fair play, but any variation of T1 is built on the basic framework provided by the rules, so. Even sites that have never heard of T1 generally play by a ruleset that runs parallel to T1.

**You could easily replace the word "best" with "only" as far as free-form roleplay goes, in that there's not really any meaningful systems that compete with T1 for use.

When people refer to stats, they're talking about things like WIS, CHA, DEX, or similar "ability scores", which only have meaning within the framework of a system. Saying a character runs 30 mph hour while sprinting is technically a stat, but it's not a determinant number ment to represent some ability or capacity of a character within the context of a greater system. Numbers are useful, that goes without saying. I use numbers in my profile – my characters lifts, run speed, weight, and height are all listed.

However, these are all definite and not reliant on some sort of system. If I say that my character can bench six-hundred pounds, then what that means is evident without any further context necessary. We know what bench pressing is, we understand the number six-hundred, and we understand pounds as a system of measurement.

What does a score of 5, 10, or 20 "STR" mean? How are we measuring it? How are we defining it? First and foremost, it needs a system to provide a context of what STR, and scores thereof, mean. Secondly, that system the needs a means of interaction between one "score" and another, otherwise it's not really meaningful and it could be replaced by a qualitative/quantitative statement. And, if we say that 20 STR = benching 600 pounds, then we're merely gilding the lily; we could avoid obfuscation and simply say "benches 600 pounds."

What then (often) happens is one of two things:

First, a system can begin to delve into minutiae. What do you need scores for? Do you need a score to represent "DEF" and if so, do you need more than one kind? Magical defense? Physical? Is defense seperate from armor? Do we determine dodge chance, and take the capacity for choosing how and when to dodge (and the validity of the attempt) out of the player's hands? Do we assign a DEF score (or scores!) to a character and to each individual piece of armor? And if we assign a DEF score, is it then necessary to assign an ATK/DAM score to a weapon? How do we determine that score? Is the score always applied at a flat rate, or do we then have to develop math for glancing or partial blows? Do we have to define damage types? Piercing, blunt, slashing.? Defense vs piercing? How are characters created? Do we get x amount of points to work with? Do we roll dice?

Once you begin defining things numerically in the context of a system of play, you quickly find yourself in Pandora's Box with the lid thrown wide open. Again, not discussing numbers like a real world system of measurement. That's not a stat in the context of what I've described (although a stat could be assignd to it, see above). And the more you define numerically, the more you take out of the player's hands hands and put into the system, beyond their control wherein the determinant factor becomes comparing scores or rolling dice based on those scores. This is no longer freeform. You could make an effort to keep the system spare, simple, and lightweight, but when and where do you stop? At what degree of complexity and/or depth do you say "This is enough"? Do you just do a tri-stat system and not stat anything else? How do you define when and where stats come into play?

This leads into the second thing that can happen: as the elements of freeform are taken out of the players' hands, they grow steadily more reliant on the numbers. Eventually, what you have is less "fighting" and more of a competition focusing on one's capacity to game the system for maximal efficiency, it becomes a game of numbers. If I have 500 points to work with (and how I work with them is something the system would have to define; for example, do I pay more points to increase an ability score beyond a certain point? Do I get diminishing returns, or is it a flat buy-rate?), then I'm going to build a character that lets me exploit the numerical nature of the system as much as possible.. and the math will support me, even if I'm being an absolute tool about it.

That's why stat systems don't really work for free-form; eventually you're forced to choose between the stat system and freeform. That's why free-form roleplaying is delineated from one another in the first place. In free-form, I dictate what my character does without any systemic limitations. In tabletop, I have to roll to attack, and that roll is reliant on.. you guessed it, an ability score. In some ways, stat systems – where ability scores dictate character success – are antithetical to freeform. They're opposites.

Does that mean that you couldn't run a tournament based on a stat system? No. What it means is, you're going to sacrifice elements of free-form play in order to do so. How much or how little you sacrifice is going to depend on the system you come up with. And, again, a numerical stat system does not inherently provide more or less fairness or balance, so it's not necessarily "fixing" any problem that freeform has.

Next, on character balance.

A character doesn't need weaknesses to be balanced, they need limitations. There's a difference. Weaknesses can be a form of limitation, but they aren't the only means of character balance, and a character is often more complex than how the scale balances between strengths and weaknesses. Having an overt weakness (i.e. an allergy to sunlight, or a weakness to x or y form of magic) isn't necessary.

What is necessary, is clear, definable limits on how a character works and what they can do. What is necessary, is an understanding of what level you're playing your character at, and how to balance your character to fit that tier of power. I need to be able to look at my character sheet and say “Is this too much? Should I tone this down? Cut this out?” I need to very clearly outline the limitations of my character's powers, physical abilities, equipment, training, etc. What are they good at? What powers do they have? My profile should be completely transparent, to the point that anyone else can a) understand it and b) feasibly play my character.

I also need to have an internal system by which my character's powers (should they have any that require it) operate. Most often, this is a prep, cooldown, and/or limited-use system wherein a character must gather energy for x number of posts, cannot use a specific spell/ability again for y amount of posts, and can only use the ability z amount of times in a fight.

I don't need a random allergy to black truffle oil to balance my character. My character doesn't need to be blind six days out of the month and deaf every Tuesday in order to counter-balance the fact that he can belch thunder and shit lightning. What my character needs, is clear, defined limits on these powers.

On the topic of helping new players:

The best thing to do is to create a thread devoted to character creation and balancing that is specific to fighting, and then have a few provide help to those who need it. That way if someone's not sure about something, they have someone they can go to for help. Most people have the requisite Google-Fu to find basic information, what they often need help with is putting it together and understanding it. A small group of people - three or four - can be immensely helpful in helping someone construct and streamline a profile.
I don't mind stat blocks in a quest-centric roleplay or (obviously) in tabletop gaming, but I don't really think they work well for something like a fighting league or a tournament. Stat blocks can't exist in a void very easily; they have to exist within a system of reference like a tabletop gaming system, which the stat block interacts with. These systems are often limited, and make it difficult to represent the broad variety of characters you see people play in free-form where "setting" is not a limiting factor. Finding - or developing - a system to cover the gamut of characters that people play has always been an enormous hurdle to using stat blocks.

It's not impossible, but you would almost certainly have to narrow things down a great deal. The narrower the scope, the narrower the appeal. If you settle on x or y system or x or y setting, then you're cutting out a, b, and c. It's doable, but you might have to be willing to accept casualties in the form of a smaller player base. Even if you narrow it down to "fantasy + mild powers", it would probably still require more specificity, especially in regards to magic or supernatural abilities.

Which isn't to say that you shouldn't do it, or that it's not possible.. just that it's probably going to be a lot of work. It's also not a guarantee of things being any fairer (or fair at all), because within any system, there's always a means to game it for an advantage.

(As an aside, I'm all for internal stat systems for characters. I just don't expect all characters - or even two characters made by the same player - to adhere to the same system, because people almost always develop the system in tandem with the character.)
How do you stay awake?


I'm naturally a bit of a night owl, so it's not far out of my norm. I've also worked it for months, so I've adapted to it.

That aside, I spend most of my time at work writing or reading, so that tends to pass the time pretty well. When I do have my off days of sleepiness, a bit of caffeine helps grease the wheels and get me through.

I work in a rehabilitation center for teenagers with substance abuse, suicidal ideation, and psychological problems. I work night shift, so I usually just hang around with a laptop and write, or read on my Kindle. Used to work 3-11, but needed a shift switch to fit my other goals.
Wait, what. I just posted a profile and alignment/text size aren't something we can change in our posts?

..why

Or am I missing something?

EDIT:: Apparently I was missing something. It uses center, instead of align=center, although I'll have to piss about with text sizes.
changelog 1.02

DEITRIC X - The Redux

General

Username: Darth
Character Name: Deitric Jocasta
Age: Twenty-five [25]
Height: 6'3''
Weight: 227 lb
Race: Human -> Metahuman -> Elemental -> Lightning; atavistic

Build: Muscular-athletic. Think of a freestyle wrestler: very dense, defined musculature; thick limbed and well built with an emphasis on the whole body. Powerful, but built and trained to exert power within an athletic setting, rather than solely for the sake of moving something heavy. Secondary reference might be a linebacker - big, and able to explode with a lot of strength and power, but without the total emphasis that a lineman might have through excess weight and the like. Athletically trained and built for high-octane physicality without sacrificing stamina for the sake of excess mass or strength.

TRAITS -- ABILITIES-- MOVELIST-- MOVELIST


Traits

Paragon of Thunder: Deitric, born human, is now the element of lightning made manifest in flesh. In other words, he is an elemental, spirit, psychopomp, etc of lightning housed in a human body. Biologically (and psychologically, inasmuch as his identity as a sapient, self-aware-of-self-awareness creature goes) he is still more or less a human, except with the ability to manipulate electricity/electromagnetism and with an acquired resistance to electricity. Deitric's resistance is passive - he takes half damage from all "natural" electricity, the other half being consumed/absorbed by his natural conductivity.

[Powers described below; resistance is pretty basic but the definition of "natural" lightning can vary. Things that are natural: A taser, casting a spell that summons a lightning bolt from the sky, a tesla coil, electricity generated by electrokinesis. Things that are not natural: a mage shooting a bolt of lightning from his hand, Force lightning, chi/qi/etc being manifested AS lightning, energy converted to electricity via alchemy. Deitric has zero resistance to "unnatural" lightning. Case by case basis; can require a check with the judges prior to making the decision in a fight to make sure they agree with whether or not it is or isn't natural.

The absorption always equates to the cooldown/up rate being shortened by one, no matter the magnitude of the attack. Poke him with a taser, it shortens his cooldown/wind-up rate by one. Hit him with a bolt of lightning, same thing. Poke him with a power cable, same thing. This way a source of electrical combat can provide a bonus without getting out of hand; i.e. someone pokes him with a taser and it shortens his CDs by one, but they hit him with a bolt of lightning and it shortens them by five or removes five wind-up posts from his rotation, or something equally absurd. Same with the resistance; it's flat to avoid abuse so that he can't completely tank minor attacks, while still being able to maintain a reasonable defense against his own element in regards to upper-tier attacks.]

Physical Capabilities: [PASSIVE] Deitric exists firmly in the gray area between "peak human" and "budding superhuman." He has the strength of a man one hundred pounds heavier than him and the speed of someone one or two weight classes below him. This is not genetic and not through training, but as a passive enhancement from his abilities; his control over electricity has resulted in a fine-tuning of his neural system so that he can recruit much more muscle fibers in any given exertion than the average human being. He isn't more than human, he's just capable of using more of what's already there.

Deadlift: 1010 lb
Bench Press: 500 lb
Overhead Press: 405 lb
Squat: 860 lb
Forty Yard Dash: 4.60 seconds
Vertical Leap: 36 inches
Long Jump: 22 ft
(All lifts are one-rep maximum at roughly 90~100 percent effort.)

Special Abilities

LIGHTNING ANIMUS


Deitric can naturally, at will, manipulate the electromagnetic spectrum. He's still learning the real depth of what he can do, however, and so is almost entirely limited to manipulating electricity; he has only begun to touch on magnetism or other aspects of his power. He has an innate understanding of electricity that transcends conscious knowledge; while he might read an electro-physics book and never understand a word, he intrinsically knows more about the electromagnetic spectrum than any engineer or physicist. Beyond manipulation, he also derives power from electricity in the same way that some fighters derive their abilities from chi or chakra.

His powers have limitations however; namely, that he is still biologically human and not wholly adapted to the full breadth of his powers and the exertion thereof. While he has no need to "charge", he does have to wait after - and sometimes before - using his abilities in order to avoid injuring himself, as he can only safely bring to bear a certain amount of power at any given moment. He also has a fixed capacity for manipulation; beyond a certain point, he simply becomes too mentally fatigued to continue using his abilities.

[Deitric's powerset is not based on a charge/prep system, but rather on a more rhythmic sort of cool-down/wind-up mechanism. His abilities do not require preps, but rather have cooldowns (and occasionally wind-ups, which can be thought of as cooldowns that take place BEFORE the use of an ability, rather than after) to them that force him to spread out his ability usage. He cannot, for example, run in circles around the arena for six posts and then unleash six, one-prep abilities in post-after-post salvos; the underlying mechanisms don't allow for it. In his movelist, certain abilities will have cooldowns/wind-ups noted where appropriate. He can use, approximately, eight or so abilities per fight (not including his weakest abilities), although this is contextual in the sense that if he's having the shit beat out of him, it might be less, but if he has access to an external source of electricity, or if he chooses to utilize his Feedback caveat (explained shortly), he it could be more. Wind-ups and cooldowns do not stack; if an ability has a 1 CD attached and another ability has a 1 WD, he must wait two posts to use the second ability "safely."

His system is, however, flexible. Namely in that he can choose - for a price - to utilize abilities before the cool-down or wind-up has been accounted for. This disrupts things, though; it's like a musician coming in a few measures early and messing up the song. This feedback system is relatively straightforward, and works by orders of magnitude.

The reasoning for having both cool-downs AND wind-ups in certain contexts is to more appropriately scale the cost of various abilities. It'd technically be easier to just use cool-downs or preps, but doesn't offer as much depth. It should be noted that wind-ups do not have to be "called" or "stated" for any given ability. If Deitric's not on "cooldown" and three posts pass, then those three posts are three WUs, there is no "charging" or "prepping", and they are essentially generic in that they can be used for any ability. Wind-ups are not retained after using an ability; if Deitric uses 1 WU ability after accumulating 3, he goes back to 0.

Feedback Zero: This occurs naturally over the course of a fight, and is purely cosmetic - nosebleeds, singed hair, etc. No real damage.

Feedback One: Deitric knocks off one CD/WD post between ability usages, one wind-up post from a two or three wind-up ability. In exchange, he immediately takes damage in the form of mild burns on specific areas (hands, usually), mildly ringing ears (enough to be annoying, but not to disorient or deafen), and has a 10 % decreased electricity resist for one post.

Feedback Two: Deitric knocks off two CD/WU (or one of each) posts between ability usages, or two wind-up posts. Deitric suffers mild burns across a greater area (hands and arms), as well as being 50% deaf for two posts, and suffers a 10% decreased electricity resist for two posts.He also suffers a forced CD/wind-up for one post that cannot be shortened or overlapped. Very mild disorientation (one post wobble of vision, nothing major).

Feedback Three: Deitric uses two standard abilities back to back. In return he suffers burns across a much broader area (hands, arms, face, neck), is 75% deaf for two posts, mildly disoriented (dizzy, still combat-capable but somewhat off-kilter) for one post, and will be on a forced 2 post CD that cannot be shortened. Standard 10% decrease in resistance.

Feedback Four: Deitric uses two finishers back to back. Significant burns to hands and arms with mild burns elsewhere, 100/50/50/25/25/0% deafness over four posts, 50/50/25/25/0% blindness over three posts, serious disorientation/dizziness for one post and mild disorientation for two, forced 3 CD cost, 10% decreased resistance. If Feedback Four is achieved, no other Feedback level can be used for six posts, meaning he must rely purely on his standard system for that period of time. (May vomit blood if opponent is METAL enough to warrant it.)

TYRANT PROTOCOL


The TYRANT PROTOCOL is the pet project of Deitric's R&D team: a fully-functional suit of power armor that runs on - and responds to - Deitric's electromagnetic manipulation. A barebones portion of the suit exists in Deitric's body in his bloodstream, bones, and bodily tissue as free-floating particles. These particles have been "programmed" on a sub-atomic level to respond to a specific series of electrical pulses from the tribesman's body that act as a command word. When initiated, the programming in the suit comes to life as a quasi-AI that runs on Deitric's lightning manipulation and goes through a series of subroutines. The suit piggy-back's Deitric's electromagnetic manipulation abilities to do what he cannot: it draws forth material from the surrounding environment and translates them into the material needed to form the power armor. To the outside observer, it appears as though the power armor "bleeds" out of Deitric, forming around his flesh. If necessary, the suit will temporarily cannibalize his ablative armor and leather jacket.

The issue, however, is that Deitric lacks the power output and control necessary to manifest the entire suit - he has only done so in laboratory testing, and only for a few minutes at a time before he loses control. Whenever that happens, the material picked up from the environment returns to its former structure: his jacket will become a jacket, his tomahawk will become a tomahawk, trace materials in the air are released back into the air, and so on.

However, Deitric can temporarily summon a single piece of the power armor for a single-use within a fight. This is separate from Deitric's LIGHTNING ANIMUS cool-down system in the sense that it does not activate feedback or adhere to the CD/WU system, but is a separate counter. As of now, Deitric only has two abilities he can use. Each ability is a one-time use in a fight.[/size]

Movelist

LIGHTNING ANIMUS MOVELIST


Electromagnetic Sense: [PASSIVE] While biologically human, he possesses a sixth meta-sense that allows him to "view" or "sense" the world, up to 50 feet, in every direction. This sense takes no energy to turn on and off and is passively active, but in order to sense anything as distinct as, say, 20/20 eyesight it requires concentration; otherwise he just gets a vague "blur" of movement, i.e. a person coming up behind him would be a visible blur, but he wouldn't know their exact movements. This sense is not reliant on sight, hearing, etc., but rather on his mind; giving him a concussion or a sufficiently hard knock on the head will disrupt the sense. During combat it is often muted for the sake of focus unless otherwise noted, although he can still pick up vague "rumblings" if the area of combat isn't too busy (i.e. an empty warehouse versus a busy city street; the former is much easier to passively "view" than the latter). This sense picks up on any electromagnetic disturbance, and can be scrambled by EMP or even a sufficiently large burst of localized electricity in the area.

Vision Shift: With a moment of concentration, Deitric can shift his vision from the visible spectrum to infrared, enabling him to see in low-light or dark situations. CD: 0, WU: 0.

*Kickstart: A non-directional electric shock Deitric can generate his entire body, or a specific limb/area. Requires that he touch the opponent. Causes mild muscle-spasms for a short period of time (usually a post or less), as well as mild electrical burns and a healthy dose of pain for the recipient. Analogous to a mild taser. Can last up to two posts in a row. CD: 1 for one post Kickstart, 2 for two post Kickstart.

*Lightning Field: From one (or, preferably, both) hands, Deitric creates a small area of cackling lightning up to five feet in front of him, with a five foot spread (ten if using both hands). Roughly analogous to Kickstart, designed primarily to make an opponent move or change their range by either dodging or pushing through it. The lightning field is painful and causes minor burns, at most. Lasts for one post. CD: 1, WU: 0. Can choose to widen and lengthen his field akin to a net for an additional CD of 1, doubling the area of effect to a 10' field.

*Magnetism: Deitric can, as the ability suggests, magnetize stuff. He can lock up a gun's firing chamber, a revolver's cylinder, or a cybernetic limb's joint by temporarily magnetizing the metal components. One post duration; CD: 1, WU: 0, two post duration: CD: 1 and WU: 1. Note that, if magnetizing something like a limb, he can only magnetize that limb once in a fight, after which it retains a part of his electromagnetic "signature" which disallows him from continued magnetization.

*Polarity Shift: Deitric can radically shift the electromagnetic field around his person. This can be used to change the flight paths of incoming missiles, and will also disrupt electronic devices for one post. CD: 1, WU: 0. This is not an automatic dodge; the disruption of a missile's flight path is not sufficient to completely throw it off target; it only makes it easier to dodge the missile or to turn a sure-fire shot into a glancing blow. An arrow heading straight for his center of mass will still catch him in the flank, torso, or arm if he doesn't actually try and move, and he cannot pick missiles out of the air.

**CNS Manipulation: Deitric can temporarily manipulate his central nervous system, doubling his physical abilities. Deitric cannot stack this ability; doing so would strain his his musculature too much. Because of the nature of the ability and the effect it has on his muscles, tendons, and bones, Deitric can only use this ability twice in a fight. Duration: 1 post, and the carry-over of that post's effects (e.g. a completed attacK). CD: 2, WU: 0.

**Drumbeat: Standard power-punch; Deitric focuses his power into a foot, hand, elbow, knee, etc and delivers a blow of twice his normal strength. Turns a jab into a stiff straight, and a regular hook into something much, much meaner. Comes with a burst of electricity akin to Kickstart in potency. CD: 1, WU: 1.

**Rolling Thunder: Deitric manifests his lightning physically for one post, gaining the ability to throw a flurry of punches (roughly five or so) punches at an opponent in the space of a single attack. Punches are a bit stronger than a stiff jab; not something someone wants to eat head on, but with an appropriate boxing guard it can be weathered without much of an issue. CD: 2, WU: 1.

**Blitzkrieg Knee: Essentially a Drumbeat, but with the added bonus of allowing him to "blitz" through the air across a distance of three meters. Hits with a burst of lightning roughly the same potency as a standard self-defense taser. CD: 1, WU: 1.

**One Inch Smash: When caught in a tight space, Deitric can make an attack akin to the force of a very stiff jab, with a burst of electricity emanating from the area struck. Useful in grappling situations where full, bodily motion might not be possible, allowing him to kick/punch/stomp to disrupt an opponent where he might otherwise be too constrained to do so normally. CD: 2, WU: 0 .

***Thunderstruck: This technique turns Deitric into a human freight-train, allowing him to slide or "blitz" across a twenty-foot area at roughly 35 mph, shoulder-checking or tackling someone with an enormous amount of force, concentrated into a singular area (usually his shoulder). The impact is accompanied by a terrific burst of lightning that will bowl an opponent over if Deitric's body-weight didn't. CD: 3, WU: 1.

***Maelstrom Spiral: Enveloped in an opaque sphere of swirling lightning, Deitric momentarily becomes a sort of living storm. Blitzing across a twenty-foot area at high speeds (30~ mph), Deitric leads the way with a super-powered punch. Capable of doing significant blunt-force trauma (broken, fractured, cracked bones or bone-deep contusions, serious concussions, etc) and serious electrical burns, the blow also has a secondary effect: upon striking a target, all the momentum is immediately reversed as the swirling power shifts radically from propelling Deitric to propelling the stricken enemy/object with enough force to send them flying several meters away. Signature finisher ability. CD: 3, WU: 2.

***Fistful of Lightning: Like a suped up Drumbeat combined with a bolt of lightning - Deitric punches somebody, immediately emitting a lightning bolt that acts almost as a second, instantaneous "punch" in terms of blunt force (dependent on the type of punch thrown), ontop of the mild or potentially serious electrical burns. CD: 2, WU: 2. Will usually cause mild burns to whatever hand is being used to deliver the blow.

TYRANT PROTOCOL MOVELIST


TYRANT PROTOCOL -- AEGIS SYSTEM: The AEGIS is an electromagnetic field that can be activated as a sphere surrounding Deitric and his immediate area in 2' all around his body. This field's energy oscillates at a specific frequency designed to disrupt supernatural energies. Using this, Deitric can block a single supernatural attack of average strength. Attacks that are of sufficient strength can break through the AEGIS, and activating the AEGIS will not disrupt supernatural energies/passives of an opponent in melee range. The AEGIS SYSTEM can be used once in a fight. Use of the AEGIS system puts the TYRANT PROTOCOL in "offline/standby" and another TYRANT PROTOCOL ability cannot be used for five posts. It also applies a 1 CD cooldown to Deitric's LIGHTNING ANIMUS abilities that cannot be skipped. Any use of this ability will be cleared with a judge beforehand to ensure that it can actually block the attack in question.

TYRANT PROTOCOL -- THUNDERGOD'S WRATH: THUNDERGOD'S WRATH is a short-range particle beam emitter built into the glove of Deitric's suit which, while not at its full potency, is still a powerful tool. By activating it, Deitric can - within the same post - fire a particle beam at a target up to 20' away. The beam travels at roughly 70 mph, and has the force of a full-body tackle; an enemy struck by the beam will be knocked off of their feet and thrown backwards a few feet, depending on their size. The beam has a 2' diameter, and is more effective against inorganic material than organic: it will blow apart concrete and dent metal armor, but it will only do moderate damage to a human body. Body shots are preferable to head shots because of the beam's diameter; shooting someone in the face only has half the force of the beam because the rest of it is hitting the air around their head, whereas a shot to the torso will utilize the full width of the beam. If it is activated without being used, it de-activates automatically in the next post. THUNDERGOD'S WRATH has a 3 CD "offline/standby" cost, and 1 CD cooldown for LIGHTNING ANIMUS abilities. [/size]

General Skills

Fighting Style - Hawk and Fox: A familial fighting style that Deitric has trained in for as long as he's been physically able to, Hawk and Fox is a fighting style that rewards the cunning and efficient. A mixed-martial art combining elements of traditional and dirty boxing, freestyle, Greco-Roman, and submission wrestling, Deitric is at home standing and on the ground. The fighting style revolves around creating and exploiting gaps in an opponent's offense or defense, relying on the practicioner's ability to think on their feet and keep their cool, requiring them to be able to stop and start at the drop of a hat. Limb-trapping and clinch fighting are also common facets, as is the "peek-a-boo" boxing guard.

Fighting Style - Muay Boran: Also known as the meaner, more vicious older brother of Muay Thai, Muay Boran is a no-holds-barred kickboxing style brought to Gaia by a Thai diaspora from multiple universes. Designed to implement the fists, elbows, knees, feet, and foreheads of the users, Muay Boran focuses on lightning-quick, extremely aggressive attacks capable of picking an opponent apart, one attack at a time. It is almost exclusively a striking art, with the addition of clinch-fighting, where the knee and elbow attacks are particularly useful for downing an opponent. Deitric began training in Muay Boran in order to emphasize the strong points of his fighting and to cover his weaknesses: namely, his penchant for fighting up close, and his relative lack of training in throwing kicks.

Weapons Training: Deitric has been trained to use a multitude of weapons, although he specializes with the knife, tomahawk, warclub, and staff/spear.

Warrior Society: Deitric grew up in a warrior society and was raised from an early age with the expectation that he would become some kind of soldier or fighter. This, combined with years of hard living and fighting, gives him a degree of conditioning to pain that enables him to fight effectively; while not immune to pain, he is much more capable of dealing with it throughout the course of a fight than the average person. No matter how tough you are, you're not going to grin and bear a snapped femur But a broken nose, missing tooth, or a few burns are things that he can grit his teeth and push through.

Quick-Witted: Years of experience in and out of the ring have given Deitric the ability to read and adapt to opponents' equipment or fighting style. Deitric can transition easily from a heavy-handed, bullying boxing to boxing at reach to up-close clinch-fighting without missing a beat. This doesn't mean that he can anticipate everything an opponent will do, only that he has enough experience to know what someone's liable to do with a spear or a knife, or the difference in stance between someone who's looking to throw a head-kick and someone looking to counter-box.

Hunter: Both in and out of the city, Deitric is an extremely proficient hunter, capable of moving silently and picking up on minor details (sounds, sights, smells, etc).

Equipment

Armored Outfit: Deitric's leather jacket, chaps, and boots provide some level of protection, but his real armor is beneath the leather of his jacket and chaps, "stitched" into the underside. The armor is fairly straightforward: Small, overlapping scales of an ablative polymer akin to scale mail, designed to ward off piercing attacks. The scales will "lock" when struck and then break when enough pressure is applied, thereby drawing off force from the blow in question. The armor does nothing to blunt force trauma, does nothing against chopping attacks, such as with an axe, will protect Deitric from a slash at the cost of a swath of broken scales, and will essentially stop puncturing or stabbing attacks once. Being treated leather, his jacket and chaps are fairly heat resistant and won't catch fire easily.

Tomahawk: 20 inch mahogany handle wrapped in rawhide, head length: 6 inches from haft to edge, blade edge of 4 inches, approximately 2 ½ pounds total. Supernaturally durable, and has become attuned to his electrical charge, allowing it to return to his hand upon being thrown provided it is within 50' of his location. Worn in a small strap-holster on his belt.

Long-knife: Plain handle with an overlapping "lip" of steel at the top of the hilt to act as a finger guard, with a 9" long blade designed mostly for slashing and stabbing, coming to a quickly-tapering point, starting around 1" or 2" in width at the base and tapering along the length. Usually worn on his belt, generally hidden. Supernaturally durable.

War-club: 18" oak handle with a steel ball on the end, about 2/3 the size of a baseball. (Google "Indian ball club" for several references). Supernaturally durable.

Spear: Total length: 6'9'', spearhead length: 13", shaft length: 68". Deitric's spear is reminiscent of the assegai, with a long, flat spear-head that can cut or stab, and a haft that allows for throwing or using in melee. The haft is sturdy, but not inflexible or brittle. Supernaturally durable.

Weapon Transmogrification: Deitric's tomahawks have been electronically "programmed" to respond to specific electrical signals given by the tribesman by the specialists in his company's R&D Department. Deitric holds one of his weapons and provides a shock at a very specific voltage, amperage, etc., and this "activates" the electromagnetic command in the weapon. Deitric's left tomahawk becomes the war-club mentioned above, while his right tomahawk becomes the spear. Transmogrifying a weapon takes 1 post, and has a 2 post cooldown.

Clothing: Along with his armor, he also wears denim jeans, leather boots, and fingerless leather gloves. His boots have the heels and toes chased/capped with steel - enough to make it stiff, but not enough to change the weight significantly in the same way that real steel-toe boots would. Mostly cosmetic.

Addendum:

1. Wind-up does not mean "prepping for a specific attack in advance." There's no "I'm going to use Thunderstruck next post, here's the wind-up" sort of thing, in the way that a spellcaster might start making hand-movements in advance; a wind-upjust signifies a build-up of power that occurs naturally. It's just another form of cool-downs, it simply acts as another buffer to help space out his ability usage and to give the system a bit more balance, as well as a more fluid feel rather than just charge->use->charge->use->charge->charge->super-use. It's also designed to help buffer against "instant use" abilities.
I'll start importing character profiles from elsewhere on the internet for use here, and when/if I make characters for roleplays local to RPGuild, I'll post their profiles here.

ayy lmao, no linklist because I'm lazy, but every profile will get its own post.
Just look at some other character sheets and copy the format. That's what I did. Don't try to be original, it's easier to create characters when you're not making a special snowflake. Plus you'll probably end up making something that already exists anyway, and it's just stupid to try to reinvent the wheel. Power tiers aren't as much skill as it is taste. It is a bit more difficult to play lower tiers because you have to be a bit more knowledgeable in subject matter in order to write convincingly. You do you.


Lower tiers are probably easier to play with, because there's less to manage in regards to abilities and power sets. Playing with one small power-set and a few bits of equipment is easier than dealing with a character who practice 2-4 (or more) supernatural disciplines, is capable of superhuman feats of strength/speed/cunning/reflexes, and/or has all sorts of filthy lucre in the form of arcane/hi-tech/etc equipment. Generally speaking, it's also helpful for a new player to learn the basics - positioning, maneuvering, timing, etc - before moving to more advanced, complicated levels of character power where you have a multitude of things interacting with each other, sometimes simultaneously. You have to learn to walk before you can run.

Playing at the lower levels also requires a defter touch in regards to balancing, which is enormously useful for playing other levels of power. Learning how to play and balance under heavier restrictions tends to pan out positively when/if you choose to move up the scale of character power, because it forces you to focus your concepts and make them mesh, whereas higher level characters can begin to sprawl outwards in all directions. In my experience, people starting at lower levels tend to find scaling up easier, while people who play at higher levels often have difficulties in scaling down. As a tournament judge, I saw a lot of people struggle with scaling to fit mild powers because they simply never played at that level.

It's also safe to say that no one has ever created a character that primarily uses wrestling as their fighting style. Even the pancration dudes use punches more than grapples. Of course, it's hard to fascilitate grapples in T1; what's autohit and whatnot.


It's been done several times. In the community I used to play in, there was a big fixation on technical grappling and MMA/BJJ several years ago. When that trend died out, it left a few players who still utilized grappling as their primary fighting style. The issue is that, with technical grappling, it's a pain in the ass to maintain awareness with regards to positioning, and you can't just be like "Oh, well, my character puts yours in a gogoplata" because that means jack-shit to somebody who doesn't practice BJJ. With "power grappling" (i.e. Greco-Roman, basic freestyle, etc) it's a lot easier because the movements are more macro than micro. My main character has choked out opponents, broken/dislocated several limbs, and suplexed a number of his opponents, although he's more of a Mike Tyson-y power puncher than an out and out grappler; I have seen characters who practice BJJ and have power-sets built to utilize the nature of the art, though.

One player I remember had a character who did BJJ and had some sort of bone manipulation manipulation going on, so they would get someone into a submission hold and then try to gore them with bone-spikes. Perk of hanging around/participating/judging tournaments for years: you see all sorts of shit, for better or worse.

(Usually worse.)
I really liked the aesthetic, yeah. The actual game is just.. eugh. Was in closed/open beta, and it's less an MMO and more of an instanced dungeon delver that.. doesn't do a very good job at dungeon crawling.



It needs to be edited and rewritten, but there's the raw base of the scale.
Skyforge is such an awful game. I wish it lived up to the hype, like.. at all.

Also, in regard to guns in general: it depends on the accepted level of power being used by the characters. Below a certain threshold, guns are just a game-ender. At higher levels, they can either be a) fine or b) more or less non-entities, when you get to a level where characters can walk face first into machine gun fire and be no worse for wear. So there's a happy medium for guns where they can be useful, but not necessarily game-breaking.

I should probably repost that power-tier system I developed like five years ago, at some point. It might be handy.
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