Hidden 10 yrs ago Post by Skallagrim
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Skallagrim Walker between Worlds

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I am presenting this as an example of how we deal with various power levels in the arena for dueling. This set is the one I use for the tournaments I run or co-host. This is simply to help jog people into devising a fair set of rules for defining relative power scales between characters. There are three tiers; low, intermediate and high and a range within each that defines the character on the tier scale.

Please bear in mind this scale is designed to ensure a modicum of fairness in a text duel, but it allows us an example as to how to design a power scale for this RP.

Low, Intermediate and High Tier Comparison Chart: Use this chart to place your character powers and equipment.

Low || This is the general human level, encompassing the power attainable by the average Joe and is limited to the most basic of technological weapons, like guns, crossbow and knives—maybe even a scooter if in the wrong hands.

Human abilities at their peak, but still nothing overtly supernatural. Examples would be a genius IQ, very minor spell-casting ability (I’m talking sparking dried brush into flame). Technological objects such as laser guns fall under this level.

Genetic, cybernetic, divine or magical enhancements that allow you to run as fast as a sports car, jump anime style, or bench three-hundred pounds without breaking a sweat—as well as other physical modifications of that level. Dexterity level equal to an expert marksman, low level psionics and spellcasting ability, super-genius intelligence quotient and martial arts master are other examples of Low rating abilities. Equipment falls under the same range of power.

Intermediate || Examples of Intermediate powers and abilities include Mad Scientist level genius and scientific ability, long ranged telepathy, magical powers that to not involve a divine patron, and the ability to shoot flaming bats with magic arrows of light without the aide of that damnable fairy partner. In general, the range of ability to be expected from a Jedi Padawan of Star Wars or a Gennin Ninja of Naruto—as well as the use of cybernetics, alchemy, and so on to simulate any of that.

The basics of nano technology capable of regenerating minor wounds, or alternatively wizardry or clerical ability capable of the same. You can pilot your own short range star fighter and have access to technology so advanced as to be almost magical in nature. The ability to fly for any reason you can think of that makes any rudimentary amount of plot logic. Your character may have the reflexes and skills of an elite Jedi Knight, the speed of Saito Hajime, and the power to take down Trinity of The Matrix with ease.

The ability to heal major damage taken bother personally, or by others, through the method of your choice. The charisma and influence necessary to muster an army of elite soldiers, and access to the technology needed to build and operate a small space craft capable of interstellar travel (or a magic dragon from the future, whatever floats your boat). Your powers and skills rival those of Gandalf the White, Obi-Wan Kenobi and Himura Kenshin at their best.

High ||Personal shielding and an Imperial Star Destroyer for a flagship; computer expertise that can take down Borg Cubes, and you may have weapons so slick and high tech that they make the ladies hot and bothered. You can distort space-time at will with your magic, enough so to influence events worlds or even light years away, and your physical strikes can no longer even be seen. Armies of grizzled veterans--wearing too much steel to stand up on their own—will carry your banner to war and ride really expensive looking horses across the battlefield. You could out gun an Agent in the Matrix or beat him down with your martial arts, and powers and abilities compare to Mace Windu of Star Wars, Ultimecia Final Fantasy, and Hyuuga Ricdeau of Xenogears.

The firewalls of the Death Star and Magi Supercomputers fall with ease before your unbeatable hacking skills. You can repair lost limbs and destroyed vital functions expediently. Your powers can cut down small armies, and shield you from the effects of nuclear weapons. You are no longer merely limited to visiting other worlds and epochs from afar, but may now visit them personally. Powers are of comparable scale to Marvel’s Magneto and Doctor Strange.
Hidden 10 yrs ago Post by eyesonlyhacker
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Eh...my problem with that is again it stamps freedom of creativity. It treats the writer like they are incapable of temperance and common sense. I've seen more drama fests come from things like that then without. I saw just trust everyone to have common sense. With a few basic rules and the GM required to accept the character there is no need to be so restrictive and allow writers the freedom to be creative.
Hidden 10 yrs ago Post by Skallagrim
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Again this is NOT the system I am proposing, I am merely saying this is how power scales are evaluated in the arena to ensure a modicum of balance. It does far from stamp any ones creativity, it does say that if we agree to fight a duel these are the maximum and minimum power levels so there are no questions and judges can adjudicate the fight with an agreed upon framework.
Hidden 10 yrs ago Post by Prince
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I don't believe I'll be implementing a system like that. I created subtypes of characters; just four. No need to measure the gaps of power between them even further. I'll likely set a standard and allow some diversity from it and allow creativity to only be leashed by a specific pool of vague resources and flexible descriptions, not so much a tiered system with definite units.

Secondly, I don't do arena roleplays. Combat is fun, sure, but I believe combat is half pointless without context. On that note, I do have a system laying around somewhere that I worked with several others to create that actually makes a 'real' standard. The amount of effort put into it was atrocious, but it's founding principles were like so: all matter and energy are at some level equivocal, thus all things can be converted into a "unit" of energy or measured by a unit that can be converted into energy. For example, physics presently actually doesn't understand enough about electromagnetic forces or gravitational forces to make a formula to equate them; same with strong and weak nuclear forces. In such scenarios, any abilities relating to and thereof must be measured using a method that results in a unit that can be converted, eg if Magneto lifts a bus, what is the weight of said bus? Weigh can be converted into mass and kinetic energy can be used to equate overcoming the downward force of gravity. Anyway, it's a whole bunch of science. The purpose for it was that if you have a firemage, pyromancer, sun warrior that manipulates fire, they have to either create or manipulate fire, which would in theory result in the use of energy. Knowing the temperature of the fire, its size and radiant heat, you could calculate the needed fuel by using several different possible known materials, which would equate to mana. In most cases, you assume mana is "best suited" or "nearly optimal" for the desired effect, as per the effects of training. Anyway, the point is, you could calculate the actual amount of energy it would take to create and launch a fireball, which then could be compared to a completely different field, such as super strength that is lifting a heavy object. How much energy is needed for a fireball compared to how much energy is needed to augment strength? Again, it's terribly complex, but it's meant to be. It could be applied to ANYTHING and assured in almost every scenario there was a numeric value or variable that could be estimated for the sake of calculations. You can measure anything, literally, if you know the physics behind it. At that point, we would just cap energy amounts, set variables, create a metric standard for general energy; I believe somewhere there is a list of "tweaks" we made for conversions to kinetic energy and heat as well as other things for fairness, as practice showed that if you actually measure out some powers, they're far more unfeasible than others.

Back on topic, there's no real need for that level of structure, and if we do create it, I would prefer it to be in a more classy rank style such as Rank E, D, C, B, A (S) mutant or something like that, just for a standard of comparison. Still, there's a world of difference between that and tiered system. I believe as long as we know the standard "rank" our characters should be and their general character type, we should be fine.
Hidden 10 yrs ago Post by Skallagrim
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AGAIN I am not proposing it as the be all and end all system of this RP, merely as an alternative in establishing a system. You asked that we offer suggestions on the RP we want, You asked for our input. I offered it. That is all.
Hidden 10 yrs ago Post by Prince
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Alright, there is no need to get defensive. You purposed and idea, someone else disliked it and I as the coordinator of this stated that the specific standard you use for tournament and arena play isn't quite what we're looking for here. I wasn't ostracizing you. I wasn't berating you. But, it's my job to actually state things as to progress group endeavor. We will get nowhere if every time someone presents something and it does pan out, they become defensive.

What I went out to explain is that there is a category system I set forth earlier and that there might be an in-character ranking system set by objectives made by an in character organization, but not an OOC one. That's all. I also showed an example of the methods I would use to attempt to "equate" and "balance" two characters if we required a numerical or tiered system, but we don't.

You're right. I asked for suggestions. I'm glad you provided them, but I assure you that no one was ostracizing you for your suggestion. It's just not ideal for what we're doing at this time.
Hidden 10 yrs ago Post by Skallagrim
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I am not defensive I merely pointed out I am trying to help develop an RP I would like to participate in. Since this is a collaborative effort. As for the other assumption you made, i am hardly feeling ostracized by anyone.in this thread.
Hidden 10 yrs ago Post by Prince
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Sorry then. Your tone of writing and emphasis on words, such as "NOT" and "AGAIN" alluded to what I believed was frustration or a defensive nature.
Hidden 10 yrs ago Post by eyesonlyhacker
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Alright I think we are just beating a dead horse. Lets move on.

So do you think you have enough of an idea to start the OOC for this Prince?
Hidden 10 yrs ago Post by Erebos
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Hey all, I'm not sure if this has been set in stone yet, so I'd like to bring attention back to it for a moment.

Prince, you said in one post that the superpowers in this RP seem to be leaning towards a more scientific type, rather than a "mystical/magical" type. While I don't necessarily object to this, I much prefer a mix of both magical and scientific powers. Mostly because it adds different dynamics to the powers themselves and allows for greater flexibility when designing characters. One thing I find interesting about any superhero (or any where it applies) RP is the non-standard/creative use of simple/straightforward powers for a greater/more flexible effect. Something that seems more possible when more types of powers are included. However I may be mistaking what you meant, and if I am, please do correct me.

Though of course, the fact remains that any sufficiently advanced technology is indistinguishable from magic, and vise versa, however, the specifics of either are more trouble than they're worth in my opinion.

Edit: Also, Prince, I'd like to PM you the power/ability of my character for discission, if you don't mind.
Hidden 10 yrs ago Post by Prince
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As someone inquired earlier, I believe a type of "pre-mutant" or set of abilities that may exist with non-manipulated genes might fit into the RP, and there's plenty of room to make these natural mutations and possibly genetic capabilities more like magic. You could actually set aside, using this logic, isolated genes for abilities associated with more cultural aspects, such as chi or other life energies, especially for isolated places of worship such as monks. That's a single example of many. If you want a dose of the supernatural and metaphysical, simply implement a character with genes and abilities the genetics at the time can't understand or replicate, and I'll likely allow some lee way. I'm more than happy to delve into adding an element of "metaphysical" energy, much like chi, mana, chakra, etc. that also works in terms of physics to give the roleplay and equalyl scientific and fantastical element.

Note: Anyone that wants to PM me anything is more than welcome to.
Hidden 10 yrs ago Post by Napoleon
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On second thought, cast my vote for the 20s, I have a good idea for a character.
Hidden 10 yrs ago Post by Sparx
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I'm excited to get the ball rollin'.
Hidden 10 yrs ago Post by Shin Ghost Note
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I'm down for whatever, but my vote is for the twenties, even know my knowledge of that era is limited at best.
Hidden 10 yrs ago Post by Enarr
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I've got a couple ideas I'll bring up later.
Hidden 10 yrs ago Post by Larfleeze
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I'm totally down for the twenties, but wouldn't the "magic is basically science" thing kind of defeat the whole purpose of magic? I've got two ideas for a magic character and it just wouldn't feel right if their abilities were based on science.
Hidden 10 yrs ago Post by Prince
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Tony Stark said "There is no such thing as magic, just science I don't understand yet."


My most effective retort is simple: if magic can be taught and has dependable cause-effect relationships, there is no reason it couldn't technically be labelled a "school of science." The Oxford Dictionary definition of science in its noun form is as follows: "The intellectual and practical activity encompassing the systematic study of the structure and behavior of the physical and natural world through observation and experiment" Although one might think that "magic" would be metaphysical, 'real' magic would actually be far from it. The definition of metaphysical is "Transcending physical matter or the laws of nature" to be be "based in the abstract", but if 'real' magic were to have tangible, repeatable results, would it not be physical? We cannot see magnetic forces, but does that mean that a metallic object floating is magic? Hundreds of years ago, chances are, yeah. If we postulate the existence of mana, chi, etc. - life energy - then at some point that energy has to be physical to some degree, thus making it a physical force. Think about it like this: look at the different fields of magic in the popular Warcraft Franchise. Druidism, Shamanism, the Arcane, Summoning, the Dark Arts, Fire, Ice, Healing, Holy, Light, Shadow -etc. If those are taught as "classes" with specialized knowledge, how are they any different from branches of physics such as nuclear, thermodynamic and kinetic? There isn't a whole lot of difference. Magic itself is not its mechanics. Magic is an atmosphere. Magic is a literary technique. It's an enigma that is meant to have few understand it, even fewer use it and have no one true master. So basically, no, the idea of magic being linked to genes and having a little scientific background doesn't defeat the whole purpose of it. As long as the IC doesn't provide a definitive answer to the 'strongest possible magic' or the 'best possible outcome', then there is no reason you can't have abstract methods of practitioners using odd and mysterious rituals and techniques to perform spells or even just recite incantations.

Anyway, I'm going to begin a real quick mock-up for the RP.
Hidden 10 yrs ago Post by Prince
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The year is 1920. The era is known as the Roaring Twenties, and for most is a time of excitement. New journalism techniques have brought forth a surge of attention to sports, with famous athletes like Babe Ruth being heralded throughout the states. Jazz music has swept through most of the nation, eating at fundamentalist ideals while simultaneously giving birth to a whole new generation of swingers and parties. The invention of the radio, although a slow integration for America, has even allowed the spread of news and culture to diffuse from coast to coast faster than ever. Many claim there will never be a better time to be alive. Many ignore the obvious faults of the generation as well. Crime and poor work environments are often covered up or gone entirely unattended. Prohibition brought forth a whole new insurgence of gang activity, with new mobsters such as Al Capone leading the forefront in bootlegging, prostitution, murder and even drug trafficking. Child workers still fill the labor force, although efforts are slowly being made to improve those situations, and the entire nation allows its Rose Colored Glasses to keep it from seeing the faults within it. Without a doubt, this era is roaring. Not just with loud music, but with gunshots and sirens as well.




The Roaring Twenties gave birth to far more than regular criminal syndicates. On the horizon was a whole new national threat: mutants. Almost every major city was slowly becoming infested with them, and there was no pinpoint reason. Federal scientists from city to city found area-isolated leaks, traces in tapwater and even drug distribution of a substance known as BZ014, also called Bolt. The substances gave the user a euphoric high in large enough doses, but its true purpose was significantly different. Synthesized near the end of World War I in attempts to create a super-soldier serum, the substances was mass produced to be mixed with amphetamines and shipped to European countries to aid the war, but its long-term side effects halted that project and furthermore forced the United States to enter the war. Bolt, as it became called, worked by altering the DNA of homo sapien to a superior construct, eliminating defects such as asthma, cardiac disease and other often-genetic issues. The problem became that genes often didn't 'stop' mutating and often became unstable. Mutations included deformities and death, but more notably, some included what could only be called magic. Abilities ranging from telepathy to self-multiplication to the manipulation of fire, water or air and even the ability to almost instantly heal from injury. These alone were the side effects of Bolt, the most common variation. Test subjects for later substances, proven stable, such as BZ015, 16 and 18 all mutated even further. The project was put on hold, shipments were stalled and a new plan had to come into action. Several of these shipments and samples were stolen, leading authorities to believing that is the cause of many of the outbreaks we see today. Several were disposed of improperly. Some are even picked up genetically from carriers. All of these cases gave birth to a secret, new branch of the military...

H.A.N.D. (Homeland Armament and Neutralization Division) was created as a result of the mutant outbreaks. It is a secret organization within the United States with connections in almost every major branch of the government and every other department. Its purpose is to keep the mutant outbreaks hidden from the public and preserve the image of the Roaring Twenties. Prohibition itself is claimed to have been passed by the request of H.A.N.D. as to create a criminal diversion to cover up these outbreaks. H.A.N.D. is now in charge of all mutant-related research and activity. H.A.N.D. has even successfully stabilized the formula into the new CA04, known as the Cat serum, which is now administered to its agent. Their goal is to perfect the super soldier serum while also hunting down and controlling the mutant outbreaks, using media manipulation via the radio and tabloid prints as well as dubious methods of eliminating threats to public welfare in the case recruiting targets or neutralizing them peacefully is not an option. The Agents of H.A.N.D. are some of the most well-trained and capable in the world while others have been outsourced or recruited and/or requested for personal reasons or interest in the mutants. The ultimate goal of H.A.N.D. is to uncover those who stole the BZ014 and eliminate any and all causes of mutant outbreaks.
Hidden 10 yrs ago Post by Shin Ghost Note
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Sexy
Hidden 10 yrs ago Post by eyesonlyhacker
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Based off of something you said in your PM when we were discussing my character I wondered if we can have 2 classifications of these mutants. One being the Natural mutants - The ancient evolutionary divergent from humanity. Their genetic pool being limited, and few surviving to the current timeline. The other being the synthetic mutants - those created by the serums.

Just asking before I start working on the character edit for this RP. Want to make sure it works with the universe you created.
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