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    1. Oddsbod 8 yrs ago
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Regularly huffs chili powder.

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@Oddsbod I fully understood that prospect, and my concerns are more that his abilities don't really fit the setting (or a theme) than anything (I may have overreacted when I said he was OP, so yeah). That said, I am glad you taken my advice well. You wouldn't believe how many people start to argue, and start spouting dumbshit. lol

You're off to the right start.


Lol man I feel, spent a few days last week herding some major sheep with one problem player for an RPG on another forum, the dude just did not want to play the character role he'd chosen and kept trying to introduce totally new worldbuilding details. I'm like entirely only attached at all to his abilities because I got to put my middle school years of reading all those zany Bleach chapters to good use. God-awful writing and pacing, but damn if the author didn't just have the best names for things, and an amazing art style.

If I wanted to keep the setup of having a roster of starter abilities then, I'd probably wanna cut the Megadoze for sure, right? I wanted the dreams more for outside of fighting interaction, thought it might set up some cool scenarios, but if those don't work either I can scrap em, make the other abilities more consistently combat oriented, and then maybe trim down the number of containers to 12. And if that ends up being too weak I can just run with having a token weak character, nothing wrong with that. He can have rad hang-out party sessions with Lucas.

I was hoping the theme of his abilities was less in the abilities themselves, and more in the overarching copycat effect, like, a Chosen One who doesn't have an identity or purpose of his own, and at this point probably never will, and everything he does has to come from more interesting, more powerful people he meets on his travels. But anyways yea I'll start putting together a new draft to work on all the things you'd brought up.
@Oddsbod Okay, I extensively discussed Askin with my co-gms (more than ever before, in fact!), and we have shared opinions.

We think Askin is a great character but, we think that his special moves could really use a bit of reworking. My main thing is that they seem more like RPG moves, than attacks you'd see in a fighting game (or even an anime). Even though this RP isn't what you would call the most "anime" or "fighting game" RP in the world, he kind of sticks out compared to the other characters (who fit that theme much better). He has like status debuffs, and healing moves. I'm not saying that everyone has to be a badass karate man, but I kind of want to maintain a certain thematic here. Having moves that heal himself, trap enemies, and illusion moves go against that.

We also agree that his special moves in general are a bit confused and all over the place. His moves don't seem to fit into any kind of thematic tbh, and they don't really convey that he's the chosen one. I just can't see his fighting in action. I also think he's a bit overpowered that he has access to all these moves. He just seems that he has a bit too much. I mean, he can steal attacks, has illusions, status effects, can trap enemies (and restrain them), three projectiles (one even gives him extra mobility), two melee attacks, and has a demon. It would be okay if he had one or two of these, but he has all of them. It doesn't work that his weakness is that "he isn’t a trained fighter" when he has access to a variety of moves that more than make up for it.

All that said and done; I have some idea that could make Askin's fighting style be more in line with the other characters. I think he would be a bit more interesting to see in action if you focused his special techniques around the lamp's ability to copy other people's attacks (Or as you call it, The Imprisoner, and The Unleasher). Since that's probably the one thing that would revolve around a character's kit around in a fighting game. Give him the ability to store a few attacks inside that magic lamp of his, and use them against his opponents. And boom! You have yourself a fighting style not too out of place in a fighting anime, and it fits his chosen one theme much better.

I would just drop the other special techniques. Because, tbh, they're redundant if you focus on copying other attacks, and they don't gel with the thematics of the rp.


Mmh, sounds right. Thanks for looking it all over, really appreciate it!

I'll defs try and move some of the focus away from the buff/debuff RPG-ish build, and lower power level. I'm just glad the character himself works out, that was what I'd really enjoyed writing, can't wait to get the chance to start bringing him out. Also naming abilities, that was fun.

Before I get back to fixing it up, I just wanted to double check, is it clear that the special abilities like Winter's Whack and We Were Megadozing are all just stabilized versions of Imprisoner/Unleasher? So they're all just extensions of the single copycat ability, and they're all one time things, and I'd change his sheet over the RPG to reflect what effects he has at his disposal, then maybe say it would take him a whole day to properly seal another attack from someone willing to give him a hand. Like maybe if they end up friends he gets to borrow Otsana's Bloop attack, or Brenda's Stone Spikes, but he only gets to use them once for each time he sealed the attack up. I'd wanted to give him a pretty wide set of effects at the beginning because I imagine he might use them up pretty fast if things get too demanding, and it would take a while to restock. But I know it's a really weird thing to balance, and you'd know better than me if having access to all those things right from the beginning, even just once, could be too much. So yea, just wanted to check if your advice for fixing Askin up is based on the special abilities being one-time things that he can quickly run out of, or if I messed up and made it seem like those abilities are things he can do whenever he wants without running out.

@Oddsbod

What about having the genie in the lamp fight for him that flows with his copycat abilities? Like, for example the person in the lamp gets pissed that you're shoving and spewing things out of his home. There should be an, erm "meter" that charges up each time he utilizes imprisoner and unleasher. Once it maxes out, he can use the genies moves temporarily before it goes back to being sealed in the lamp.

How does that sound with the thematic? I mean, he does have that genie stuck in the lamp, so instead of using him up forever, why not use him multiple times after charging up to unleash that ability?


Yo that's a really cool idea. I wanted the genie to be more of a last resort button for when every other option had run out, and I think only getting to see it once makes it a little cooler, a little more mysterious, but that would be a really cool set up for a charater.
@OddsbodAbsolutely lovely. Normally I'm not a huge fan of passive characters since they're a bitch and a half to get involved in plots, but considering the power at Eissens disposal I could see more then a few people scheming to strip her of the power she holds without the messy complications that come with it. So she'll get dragged into things regardless of her desire to become involved. It's just a matter of time.

My only real complaint is the Campr spell. What do you mean "prevent its master from invoking it again in the immediate future"? I'd a more through explanation of that that entails.


Coolio. Yeah, and if you ever need her out and about I can always just have her have a good day and go out grocery shopping.

For Campr, I was thinking that the "prevent its master from invoking it" bit meant that, for example, if you had a Tale that had used fire breath, Eissen could invoke Campr to shatter the fire, and by an extension of breaking the magic it's owner can't use firebreath again for another hour or so. Shoulda used clearer wording, yeah.

@Mr Allen J Oki doke, got a sheet draft finally squared away. It's pretty rough, but I think it nails down the bases of who/what this character is.

Ah coolio, thanks! Yeah, I've really enjoyed working on the Nomadic Fist character too, nearly done with the first draft. Lots of really neat RPGs on this forum, though I think it's probs smart to limit myself to two for now.

So, I should just wait for @Crosswire's okay before posting, right?
Just finished the sheet!

It probably needs more polishing up, and I think I wanna paint an appearance drawing to use as reference, but I think it's ready for review. How does this character feel? Anything that needs serious work?


Oh man is that a thing people do? Like, just post [WIP Post] with nothing else in it? Doesn't that basically grind the RPG to a halt while you're waiting on that one person to finish their post?
I don’t know about you, but when I write a long descriptive moment I make sure every detail is important whether it is introspection, description, narration, or characterization. Not every writer who writes long form is “padding” their ideas with meaningless filler. It’s paper thin critique and argumentation if so, if you ask me.


I'm not critiquing anyone or anything specifically. I'm just saying that, when approaching a piece, length for the sake of length is a bad practice, and avoiding shortness because you don't want to be seen as low-effort is similarly bad. For example, this was from the mods' RP Guide on an old forum I used to RP on, addressing the struggle to hit the required word-count for posts:

One thing that you must always remember is that adjectives are your friend.

"Nathaniel Long cut the mans head from his shoulders with one swing of his sword."

Whilst that is perfectly ok, its not great and as such can be drastically improved.

"Nathaniel Long parted the mans head from his neck, feeling slight resistance as he cut through the spinal cord, with one colossal swing of his motorized blade."

Remember no matter what you do you can always be more descriptive. Even then you can go into more detail. In that example above I could have written about how flecks of the mans blood were flying of the blade and how blood pored out of his neck like a water fountain.


Like, adjectives are adjectives, they're not your enemy or your friend. I don't think you can say either the first or the second thing here is inherently better than the other, but it's definitely not right to approach your writing with the mindset of, "the more I describe, the better it will be."
I dunno, I think regardless of what kind of writer you are, it is really important to be aware of how much space you're devoting to description, and how long you're making a scene last, and to always be asking yourself why am I writing this? and what is it adding to the story?

I've just seen way too many writers all over the place who just have so much more baggage in their writing than there needs to be, and I think it's easy to conflate shortness with lack of effort when, just like long description, short and to the point writing is a tool just as useful as anything else.
Lol or you could just pull a Goblin Emperor and just have zero context whatsoever. Hey, if Katherine Addison can write a great novel that tells the audience all of jack shit and get a Locus Award for it, why can't we?

@Mercenary Lord Nah man I've skimmed Beyond the Storms, you can definitely write description well and not have it bog things down.

I think unnecessary and fluffy description comes from the fact that, since players put so much love and effort into their characters and the world they build, the first instinct can be to try and cram every last detail that was in their head into the writing, like they're narrating a movie scene that's playing in their brain. But like, writing isn't a visual medium, and it's a given that no matter what you do, you're going to have to leave a certain amount to be imagined in the reader's head, and it won't be the exact same as the way you'd imagined it. And description that focuses too much on the visual side of things especially is when it gets kinda fluff-feeling. Like that one character who has maybe three sentences describing physical appearance and posture and the general tone of the character on their sheet, but a paragraph-and-a-half describing their clothing and weapons, with zipper-color, shoulder pads, and multiple swords all given just as much attention as posture and face-shape.
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