Hidden 9 yrs ago 9 yrs ago Post by Genni
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"For whatever reason more and more super-powered individuals have been reported from all around the world, and while many are using their new-found powers for their own ends some have volunteered to join the international..."



This roleplay is a turn-based combat simulator using multi-part missions and scenarios where heroic characters use their technological, biological or magical abilities to fight crime, overcome metahuman opponents and solve simple puzzles (such as how to prevent a bomb blowing up the building they're currently standing in.)

Each player will take on the role of a human (or near-human) character who has somehow recently discovered they have superpowers, and have volunteered to help protect the world.

I'll be using a modified game system based on the one developed by @Behemoth542 for his BattleCorp™: Combatant Creator roleplay, with a few alterations to increase the narrative scope of the system:





Hidden 9 yrs ago Post by rush99999
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Heyo!
Hidden 9 yrs ago Post by Genni
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Heyo!

Did you just call me a 'ho'?
Hidden 9 yrs ago Post by rush99999
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Now why would you think that?
Hidden 9 yrs ago Post by Genni
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Because of the fabulous outfit I'm wearing...
Hidden 9 yrs ago Post by rush99999
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Well either way, I didn't call you that.
Hidden 9 yrs ago Post by Genni
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You didn't say 'Hey Ho' then?
Hidden 9 yrs ago Post by rush99999
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No, I said 'Heyo'.
Hidden 9 yrs ago Post by Genni
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Aww, I get all dressed up for nothing then...
Hidden 9 yrs ago Post by rush99999
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That isn't even you.
Hidden 9 yrs ago Post by Genni
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...it's not..?

Ohmygodohmygodohmugod! If that's not me, who am I? WHO AM I!?!
Hidden 9 yrs ago Post by rush99999
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You're a big red button that says push.
Hidden 9 yrs ago Post by Genni
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Ahh, that explains everything.
What happens when someone presses my big red button?
Hidden 9 yrs ago Post by rush99999
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Nothing really. Also, I remember you saying you were going to make your own character. When can we expect to see yours?
Hidden 9 yrs ago Post by knighthawk
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[quote=@Genni]
5 points is a little too cheap for such a powerful ability, could you change it up to 6?

The way I'm working this game all persistent effects must be Status Effects, just so it's easier for me to keep track of them. Could you change 'Stone Skin' slightly to read:
Stone Skin: Cost 6; Unable to generate stone, Brick forms a layer of stone skin by ripping it from the local environment. In most cases this is nominal amounts, but he can cause structural damage in dangerous situations. On each use, he may gain either the Armoured Status Effect raising his Defense by 5 or the Weaponised Status Effect raising his Attack by 5.

A permanent 5 point increase in stats is a little too powerful without a negative side to weigh it down. I'd say you'd either have to change the power to make it only last a short time, or have it negatively affect the other stat when you improve the first one. So in other words:[list][*]On each use, he may gain either the Armoured Status Effect raising his Defence by 5 or the Weaponised Status Effect raising his Attack by 5. Each Status Effect lasts for three turns before dissipating.
[/quote]

No problem! I had intended for it to be an 'end of encounter' effect not a permanent effect, I just wrote it poorly, three rounds sounds good before he has to relax the mental flex. However, just to make sure: Could he grant himself the armored ability for 6 in the first round, dropping his energy to 4 then in two rounds of fighting when his energy is back up to six ,or next round if he simply rests, can he stack his boost for 5 more again, even though the overlap would be only a round or two?
[quote=@Genni]
OR

[/*]
  • On each use, he may gain either the Armoured Status Effect raising his Defence by 5 and lowering his Attack by 5 or the Weaponised Status Effect raising his Attack by 5 and lowering his Defence by 5.
  • [/list][/quote]
    Not exactly sure how a negative Attack value would work, but I'd see it as Brick turning himself into a solid stone statue unable to move. While this would be useless against most foes, it would be very useful against environmental hazards or field and AOE attacks, if triggered in time.[/quote]
    I could easily see a dozen uses for dropping his attack to negative to raise his defense so high. First thought is throwing himself on a bomb and turning to stone to contain the blast. If you do not allow the stoneskin to be stacked upon itself for an overlap, I could easily see this as a work around when he levels up.

    Side thought on XP:
    100% gain ratio from damage dealt and damage healed through the use of an Ability (healing granted by a Talent does not generate XP)
    50% gain ratio from damage prevented
    33% gain ratio from damage received

    For Defenders, this makes for a very slow progression compared to the blitzers. Might I may a soft suggestion?
    100% gain ratio from damage prevented and damage healed through the use of an Ability (healing granted by a Talent does not generate XP)
    50% gain ratio from damage dealt
    33% gain ratio from damage received

    Hidden 9 yrs ago Post by Genni
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    Nothing really. Also, I remember you saying you were going to make your own character. When can we expect to see yours?

    These are my characters., They'll be appearing as 'special guests' for certain missions when I think the game's getting a little stale or the team needs a little extra help.




    As a special action a player can call for reinforcements, and one of the girls might show up. Or they might not. It all depends on whether they got drunk the night before and ended up in bed together.

    Again.

    ...can he stack his boost for 5 more again, even though the overlap would be only a round or two?

    Unless an ability states clearly that status effect can not be stacked you can take it that they can be. So in this case yes, Brick could activate the power again as soon as he had enough Energy, getting the bonus twice.

    For Defenders, this makes for a very slow progression compared to the blitzers. Might I may a soft suggestion?
    100% gain ratio from damage prevented and damage healed through the use of an Ability (healing granted by a Talent does not generate XP); 50% gain ratio from damage dealt; 33% gain ratio from damage received

    The XP gain is deliberately designed to encourage people to actually attack, rather than sitting back and defending in order to gain lots of XP before killing off their enemies. Also 'damage dealt' applies only to the damage which gets through an enemy's defences, not the strength of the attack which hits them so it shouldn't be that great of an amount getting through at once, and so not as much XP will be gained.

    You'll also be facing either packs of minions, a couple of adversaries or a very powerful nemesis, meaning you're likely to have more targets hitting you each round than you'd be able to hit back at for most missions.

    There's also the GM awarded XP given for characters who act in an appropriate way in their narratives, so if Brick chose to step in front of civilians and Harden Up (probably some good looking Brazilian supermodels doing a bikini shoot will help him out with that effect ) then I'd give an extra couple of points on top of the normal award.
    Hidden 9 yrs ago 9 yrs ago Post by knighthawk
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    <Snipped quote by knighthawk>
    The XP gain is deliberately designed to encourage people to actually attack, rather than sitting back and defending in order to gain lots of XP before killing off their enemies. Also 'damage dealt' applies only to the damage which gets through an enemy's defences, not the strength of the attack which hits them so it shouldn't be that great of an amount getting through at once, and so not as much XP will be gained.

    You'll also be facing either packs of minions, a couple of adversaries or a very powerful nemesis, meaning you're likely to have more targets hitting you each round than you'd be able to hit back at for most missions.

    There's also the GM awarded XP given for characters who act in an appropriate way in their narratives, so if Brick chose to step in front of civilians and Harden Up (probably some good looking Brazilian supermodels doing a bikini shoot will help him out with that effect ) then I'd give an extra couple of points on top of the normal award.


    Sounds good to me.

    Hidden 9 yrs ago Post by GodOfWar
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    *sneaks into chat*

    Hmm... This rp is very intriguing, I'm excited to (hopefully) try it out.

    One question, though; you seem to be using status effects like Bleeding and Weaponized, is there a thread that lists the rules for these effects?
    Hidden 9 yrs ago Post by knighthawk
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    *sneaks into chat*

    Hmm... This rp is very intriguing, I'm excited to (hopefully) try it out.

    One question, though; you seem to be using status effects like Bleeding and Weaponized, is there a thread that lists the rules for these effects?


    Reasonable lifetimes of playing RPG's Bleeding generally deals non-elemental damage over time but Poison is elemental damage over time. Weaponized, in this case, means a Bonus to attack.
    Hidden 9 yrs ago 9 yrs ago Post by Genni
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    One question, though; you seem to be using status effects like Bleeding and Weaponized, is there a thread that lists the rules for these effects?

    At the moment the status effects are explained in each of the triggering power's descriptions. For example:
    • Vicious Slash - Energy Cost: 4
      Striking deeply with her claws Nightbeast gouges a hole in her target, damaging for her normal Attack rating and causing the Bleeding status effect for 3 rounds. Target takes an extra 10% of the damage initially caused by this ability (rounded up) at the end of each round while Bleeding is in effect. Bleeding effect can be stacked.

    If there's already a power which uses the same status effect then I'd advise to copy the rules already in place for it. I'll be keeping on top of whether the status effect is established or not, so don't worry too much about having to dig around for something to check whether it's new or not when adding it to your power.

    Usually if you have rules which conflict with an existing status effect I'll simply ask you to rename it, worst case I'll tweak your rules to better fit the established guides. I'm trying to make the game as open as possible for people to make up their own powers and adapt them with abilities and traits, while at the same time balancing powers so as not to make any one character too powerful. Apart from mine, who are gameplay event characters so will tend to be a little more overpowered than most.

    During the game I'll be interpreting all the character actions each turn and devising outcomes for the combined events, as well as coming up with enemy responses. Certain rules I'll be using are that all damage which isn't clearly stated as being a certain type will be treated as physical damage, so when writing any power description feel free to provide as much information as possible.
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