|
Post by Midnight_Aurora on Feb 22, 2014 15:05:47 GMT
cool but may I ask when is Tech going to be ready? I would love to know what he can and can't do. Or am I suppose to use yours as an example and then make my own?
|
|
rundo
Apprentice
STAREING AT CODE
Posts: 81
|
Post by rundo on Feb 22, 2014 15:27:25 GMT
added yours in partly... read the guide, and I'll fill in the rest. basically I need players to give me certain information, so I can compile their new stat sheets. EDIT: UPDATE: Just Finished editing the guide... added information on ongoing effects and some basic info on Grades. EDIT: UPDATE: slight tweaks to Noy's and Tech signature moves.
|
|
|
Post by Midnight_Aurora on Feb 22, 2014 16:25:42 GMT
OK as I said before tech will need another training slot. Wing-Blades (treating as armor not weapon.) and Dual Guns (main weapon.) are the main of his training. and as far as I know Those are now currently sealed until after a certain area in the RP. I did not plan for him to need another tool training. Archer isn't good because he was never really good with the bow himself. Also is wasn't known to group so I didn't list it, but tech also has a small layer of technopathic abilities. The ability would have surfaced when they got to the end of the factory or he had to use it. His electrical discharge isn't normal for a Pegasus. He uses the energy reserves in his own wings to generate the charge. that why it was so tiring for him. He needs a technical source of power in order to maintain that ability. the more technology around him the longer his technopathic power lasts. It is limited to what he knows and lower tech but he can learn about new tech and gain control of it with this power.
traits he possesses: Observation(Understanding: Advanced Technology) Endurance: Rapid Recovery: Regeneration.
If able can I give him and Wrench for a weapon? It will be blunt class weapon. so weapon training blunt weapons and Dual Guns (advanced weapons training.) Armor training is Wing-blade shield or flight modes. Flight Mode makes him faster. Shield Mode means he takes less damage. HP is lower but body has accelerated healing/Regeneration.
Main Signature ability: Technopathic Control: Duration: based on the amount of technology around him. Effect: Temporarily enables the mental control of any form of technology he knows or has learned about and lower. This ability uses an internal or external energy source to maintain. The stronger the energy source tapped the longer it lasts. If he is completely surrounded by technology, he is at the panicle of his technopathic power. His ability's greatest weakness is the lack of technology to tap and control.
|
|
rundo
Apprentice
STAREING AT CODE
Posts: 81
|
Post by rundo on Feb 22, 2014 16:47:36 GMT
ah my bad... guns fall under archery, don't ask... also there is no need for dual wield training. additionally there isn't going to be armor training...if you want to do those things, they'll probably need to be Signature moves, other pieces of equipment, or Armor perks when more slots become available.
as for the move you submitted...a bit overpowered, it might be possible to have a move called summon techno construct (random machine nearby comes forth and assists you.)
as far as wing blades are concerned; they will not really do much other than provide unique signature moves. balance reasons.
basically I'm trying to tone down the power and complexity of the characters to make the campaign more manageable.
EDIT: actually I might add a quirk slots for players who want to add a unique mechanic like your health disposition (base health 70hp, Regen 5hp a round) what did you call it in the RP?
EDIT: UPDATE: added more info to training list: lists more of the types unlocked added quirks list to character sheets, for mechanics/abilities/traits that don't necessarily provide advantages.
|
|
|
Post by Midnight_Aurora on Feb 22, 2014 17:45:13 GMT
He is under the effect of Equinox Gas. The three traits I listed are what the gas gave him. The special skill is his primary skill. You decide how much power it has based on technology coverage. say the effect is 50% normal at less then 25% strength and 2 times normal at 100% strength. for each 25% technology coverage the ability's power increases by 50% strength to a max of 200% effective at total technology coverage. The factory would induce this 2 times effect once he learns about the factory.
Equinox Gassed = increased HP regeneration Advanced technical understanding and lost natural wing tissue only bone left.(See Prosthetic Wings)
Prosthetic Wing-blades reduced his max health while increasing his speed based effects (x1.5 speed or x2 speed -20% health. the wings gave him the lower health.)
|
|
rundo
Apprentice
STAREING AT CODE
Posts: 81
|
Post by rundo on Feb 22, 2014 18:24:11 GMT
...The special skill is his primary skill. You decide how much power it has based on technology coverage. say the effect is 50% normal at less then 25% strength and 2 times normal at 100% strength. for each 25% technology coverage the ability's power increases by 50% strength to a max of 200% effective at total technology coverage. The factory would induce this 2 times effect once he learns about the factory. ...
wha? if your talking about the tech possession ability...then NO. For various Game mechanic reasons, it OP. Additionally your dealing with tech that's been so hopped on BS, that it's more likely to posses you... take a look at the level of power the other signature moves have ATM, and try to submit a skill around that level. If you're worried you'll never get cool Sigs; just to let you know, that as the campaign progresses the moves you earn will get more powerful/complex. The point is, moves like the one your asking for are only going to appear much later in the campaign.
|
|
|
Post by Blue on Feb 24, 2014 18:40:18 GMT
Wow, guess i have alot to read if i want to join. Can i even join or are the players already decided? Cause this does look very interesting.
|
|
|
Post by wanderingmagus on Feb 24, 2014 19:01:33 GMT
Hello Blue, you can join if you wish, but please try to read all the rules and information available, and stay within the boundaries set. Also, make sure to sign up in an appropriate manner and wait to be accepted before posting.
|
|
rundo
Apprentice
STAREING AT CODE
Posts: 81
|
Post by rundo on Feb 24, 2014 19:18:03 GMT
oh and regarding tech's ability, in-case there was any confusion. he does technically still have the ability to interface with machines... it's just, as I mentioned; probably not a good idea. though, further down the campaign, it might get some use here and there, as an RP element. in the mean time; I would still like to know if there is any kind of ability/signature move tech would like... also if he would like to have something for his 2nd training slot.
Other-wise... I'm mainly waiting on the OTHER players to post some sign up info, so we can re-start this campaign.
the basic info i need is:
Race Gender Character summary/ appearance (optional) 1-2 armor perks 1-2 training any role play quirks or special mechanics (note that special mechanics are prone to disapproval and nerfing)
and lastly the general play style you're going for.
If I need anything else, I'll ask individually.
|
|
|
Post by Blue on Feb 24, 2014 19:23:02 GMT
Will do, already reading a few stuff. But i do have a question, i mean i mainly play support/healer characters and this doesn't look exactly healer friendly. And from what i understand this is a rebirth of a different RP, so did someone play a healer before? How well did it go? Sorry, i really do wanna join but the volumes of text kinda scare me off, i'm a pretty slow learner :c
|
|
rundo
Apprentice
STAREING AT CODE
Posts: 81
|
Post by rundo on Feb 24, 2014 19:31:27 GMT
......OH SNAP!!! I forgot healing abilities!!!!! how'd I miss that!!! *face-hoof* ahem...
give me a bit to add that stuff in. I'm also going over everything to see if I made any mistakes / conflicts etc.
oh and take your time reading it...it'll be a while before enough players fill out their sign-ups... I've seen how unaware/lazy they get.
Edit: UPDATE: fixed conflict describing when damage was dealt for wounds adjusted default accuracy/evasion to 100%/10% you guys can miss and evade now...be aware. updated GM guide. added tool Symbol, basically a healers tool.
to clarify, hitting is calculated by: chance to hit = attackers accuracy - defender's evasion (if evading is possible, given the circumstances) critical hit's have 5% chance of happening on any given hit, unless something specifies otherwise. and crit's are usually a +2 grade to the attack's damage, (not debuffs)
EDIT: UPDATE: added Dagger to the list of tools added Blue's stats sheet minor typo's corrected
|
|
rundo
Apprentice
STAREING AT CODE
Posts: 81
|
Post by rundo on Mar 15, 2014 9:05:23 GMT
erm are we doing this RP anymore?
|
|
|
Post by Midnight_Aurora on Mar 15, 2014 14:02:18 GMT
We are, but I think many have lost us on it.
|
|
rundo
Apprentice
STAREING AT CODE
Posts: 81
|
Post by rundo on Apr 26, 2014 7:28:57 GMT
are we still doing this RP? I haven't checked on it due to other commitments and that no-one has been positing on it. I would like to continue it if we could.
|
|
|
Post by Midnight_Aurora on Apr 26, 2014 14:25:13 GMT
Well it seams that not many are interested now. Magus and Rundo, I know this may be a bad Idea but would y'all be willing to restart the RP and work our way back to the area we are in?
2 training: Advanced Weapons (Hidden till a certain point in factory. This would include the Equinoxian Dual Guns).
Special signature move: Equinoxian Tactical Shot ---Requires: Advanced Weapons Training and Equinoxian Dual Guns. ---Range: long ---Other stats are for you to decide.
Equinoxian Dual Guns: Strengths: Highly accurate at close range and can be used for melee combat. Weakness: inaccurate at long range abilities: Twin Shot: Fire two shot for the cost of one mana bullet. Piercing shot: highly concentrated shot or called shot. Rapid Fire: You empty all remaining ammo, in weapon or in current quiver, To deal massive inaccurate damage to enemies. has chance of also hitting forward allies. Twin Dual Blades: Used for fighting in melee. can't be used as ranged attack.
|
|