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"Thane, the marten, was safe."

Anyway.

@Everyone: First wave of missions is complete. Y'all have 1-2 weeks to post collabs or single posts of character development while I finish the ball room post.

Q: Transitions?
A: Ask me for it over a PM and I will link it to you. It's a collaborative post between me and Tempest, between Lust and Gluttony, that displays some of the inhuman debauchery, as well as hinting at one of Lust's planned weapons to use against the players. Mind you however, it contains adult content, and while I tried to censor it, no censored version could do it justice, so... If you want to read it, again, PM me, or ask for it over an instant messenger, and I will link it to you. Otherwise, due to the site's rules about adult content, I can't link it directly here or in the IC.

Q: Achievements?
A: This is part of how the system works. Achievements are added bonuses your characters get for doing notable things. Someone with experience and training at stopping blows is more effective at it than someone with just training, for instance.

Q: So how do level-up?
A: Simple formula.
REGULAR TRAITS: Pick 1 new trait, upgrade 1 existing trait. (I will give you the description for the trait you choose to upgrade.)
CUSTOM TRAITS: Create 1 new trait, upgrade 1 existing trait. (This is the only time it will work this way. In level ups after this, it'll be add a new trait OR upgrade an existing one, so keep this in mind.)
ACHIEVEMENTS: To be distributed in this post.
ACHIEVEMENTS

Laenaia:
--Purple Ribbon: You took a hit for Queen and Country, and have learned how to better handle pain. (Minor bonus to dealing with damage, less likely to fall into shock or succumb to injuries.)
--Inspirational Speaker: You've convinced NPC's to do something for you, and as such, you've figured out that talking is sometimes superior to just genocidally killing everything. Neat! (Minor bonus to convincing NPC's to do as you wish.)

Kasim Ambilus:
--Purple Ribbon: You took a hit for Queen and Country, and have learned how to better handle pain. (Minor bonus to dealing with damage, less likely to fall into shock or succumb to injuries.)
--Lucky Ego: You don't care about the odds, you know you see an opportunity, and things line up just the right way to make it happen so you can justify being a braggart... (Minor bonus to spotting opportunities, such as weaknesses in enemies, or holes in the walls, etc.)

Zinnarath "Zin" Corsys:
--Inspirational Speaker: You've convinced NPC's to do something for you, and as such, you've figured out that talking is sometimes superior to just genocidally killing everything. Neat! (Minor bonus to convincing NPC's to do as you wish.)
--Bullshit Detector: "That is not a Ghost! That is an illusion! Also, God is dead, Santa Claus isn't real, the tooth fairy is actually a pedophile, and keep your children away from candy dealers!" Needless to say, you have an uncanny ability to tell when a con artist is performing their trade. (Minor bonus to detecting lies and illusions.)

Draza:
--Inspirational Speaker: You've convinced NPC's to do something for you, and as such, you've figured out that talking is sometimes superior to just genocidally killing everything. Neat! (Minor bonus to convincing NPC's to do as you wish.)
--Bullshit Detector: "That is not a Ghost! That is an illusion! Also, God is dead, Santa Claus isn't real, the tooth fairy is actually a pedophile, and keep your children away from candy dealers!" Needless to say, you have an uncanny ability to tell when a con artist is performing their trade. (Minor bonus to detecting lies and illusions.)

Abida Qisaf:
--Mighty Cleave: "With one great swing the King laid dead, and all his kingdom mourned. With a second great swing, so too did Kyria, and that ended any hope, of a land: Forsworn." Like the mighty Archangel Typhon, you have a potent swing, and put a little more strength into it than most do. (Minor bonus to damage output & armour penetration.)
--Teamwork I: You work well with others, and are growing accustomed to doing so. You have a greater chance of success in any action if you perform it with an ally, rather than alone. (Minor bonus to anything when done with a compatriot, to a reasonable degree.)

Rayvon Krayvitch:
--Purple Ribbon: You took a hit for Queen and Country, and have learned how to better handle pain. (Minor bonus to dealing with damage, less likely to fall into shock or succumb to injuries.)
--Mighty Cleave: "With one great swing the King laid dead, and all his kingdom mourned. With a second great swing, so too did Kyria, and that ended any hope, of a land: Forsworn." Like the mighty Archangel Typhon, you have a potent swing, and put a little more strength into it than most do. (Minor bonus to damage output & armour penetration.)

Maeven Lucre:
--Mechanical Apprentice: After working tirelessly and seeing the fruits of your labour maimed by others, you've found yourself frustrated, but that won't stop you from making the best Mechanist Dragon of all time. Ever. Perhaps the only one of all time, really. (One free upgrade to Fafnir.)
--Playing Possum: You can't kill what you think is already dead, or so you hope. (Minor bonuses to escaping the attention of enemies.)

Aëyr:
--Teamwork I: You work well with others, and are growing accustomed to doing so. You have a greater chance of success in any action if you perform it with an ally, rather than alone. (Minor bonus to anything when done with a compatriot, to a reasonable degree.)
--Sharpshooter: You've become accustomed to aiming, then firing. Nifty. (Minor bonus to accuracy.)

Esyllt Boudica:
--Guardian: When protecting another, you have a greater chance at successfully defending both yourself and the person or thing you are hoping to keep safe. (Minor bonus to defense when guarding someone or something.)
--Golemancy I: After seeing a magnificently sized golem get blown to bits, you have realized that if you can build one, and bring it with you, then you might not have to summon one on the fly, and risk its destruction before it can finish forming. (Can now start a mission with a golem premade. While it has a sustained cost like other golems, it does not continue to drain the user to keep it active.)

Alicia, The Blood Duelist:
--Purple Ribbon: You took a hit for Queen and Country, and have learned how to better handle pain. (Minor bonus to dealing with damage, less likely to fall into shock or succumb to injuries.)
--Counter Strike: You've found that dueling is more effective when you use your dexterity to attack something after it has attempted to hit you. (Minor bonus to hit chance and armour penetration, if countering an attack with another attack.)

Maher Adonai:
--Lucky: You took a guess, and it turned out correct... (Minor bonus to random actions, especially if they take luck.)
--Ghost: Where most took the limelight in one form or another, you stayed back, and while you contributed, you did so in a way that made you less likely to be targeted. You remembered this, and how to do it again... (Minor bonus to not being targeted or noticed by enemies.)

Nadira Adonai:
--Lucky: You took a guess, and it turned out correct... (Minor bonus to random actions, especially if they take luck.)
--Ghost: Where most took the limelight in one form or another, you stayed back, and while you contributed, you did so in a way that made you less likely to be targeted. You remembered this, and how to do it again... (Minor bonus to not being targeted or noticed by enemies.)

Zayn:
--Combat Negotiator: This character has a way with words, and enemies are more likely to listen to pleas for mercy or to stand down. (Minor bonus to convincing enemy NPC's to do as you wish.)
--That's Mine!: Mission important objectives, or just straight up notable and/or powerful items, just seem to fall into this character's lap. (Minor bonus to finding and acquiring items. Enemies also have a subtle tendency to lose theirs around this character.)

Murderok:
--Teamwork I: You work well with others, and are growing accustomed to doing so. You have a greater chance of success in any action if you perform it with an ally, rather than alone. (Minor bonus to anything when done with a compatriot, to a reasonable degree.)
--Lucky: You took a guess, and it turned out correct... (Minor bonus to random actions, especially if they take luck.)

Gryff:
--Teamwork I: You work well with others, and are growing accustomed to doing so. You have a greater chance of success in any action if you perform it with an ally, rather than alone. (Minor bonus to anything when done with a compatriot, to a reasonable degree.)
--Lucky: You took a guess, and it turned out correct... (Minor bonus to random actions, especially if they take luck.)

Andrea Llolth'Allin:
--Purple Ribbon: You took a hit for Queen and Country, and have learned how to better handle pain. (Minor bonus to dealing with damage, less likely to fall into shock or succumb to injuries.)
--Mistress of Webs: You know exactly how to talk to beasts and animals, especially those related to arachnids in one form or another, and can often soothe them through magic. (Minor bonus to soothing animals, and to taking command of arachnids.) (Note: Webs also make for a useful ropes, or handcuffs... :unibrow)

Ceann:
--Purple Ribbon: You took a hit for Queen and Country, and have learned how to better handle pain. (Minor bonus to dealing with damage, less likely to fall into shock or succumb to injuries.)
--Sharpshooter: You've become accustomed to aiming, then firing. Nifty. (Minor bonus to accuracy.)

Naream Baenre:
--Minion Master: You're a craven fellow, but your knowledge of how to command magically created entities is growing. (You know your thresholds: 5 Skeletons, 15 maximum in one mission. They have upkeep: To keep them going past a combat scenario is taxing on you. Skeletons now have a small chance of having randomly assigned GM bonuses.)
--Purple Ribbon: You took a hit for Queen and Country, and have learned how to better handle pain. (Minor bonus to dealing with damage, less likely to fall into shock or succumb to injuries.)

Aslo:
--Counter Strike: You've found that dueling is more effective when you use your dexterity to attack something after it has attempted to hit you. (Minor bonus to hit chance and armour penetration, if countering an attack with another attack.)
--Lucky: You took a guess, and it turned out correct... (Minor bonus to random actions, especially if they take luck.)

Mars:
--Weaponized Stick: You're particularly good at taking everyday objects or pieces of nature and turning them into horrifying weapons. Booze? Flammable! Sticks? Stabbable! Boring politicians? Perfect for annoying neighbours! (Minor bonus to improvised tools and weapons.)
--Teamwork I: You work well with others, and are growing accustomed to doing so. You have a greater chance of success in any action if you perform it with an ally, rather than alone. (Minor bonus to anything when done with a compatriot, to a reasonable degree.)

*Note 1: Everyone on the Raven's Inn mission got Lucky. Gryff and Murderok had nothing else applicable, while Aslo, Maher, and Nadira all did indeed take lucky guesses in their actions. (That the poison would work at the right dosage, that the Adonai twins picked the right disarming code.) I figured it was a flexible enough trait to apply mission-wide in the absence of other things I could provide. The next wave of missions are longer, so, don't be surprised if this sort of thing doesn't happen again.
*Note 2: Some of you might notice "unique" achievements. Some characters needed a little bit of extra love, due to their uncanny nature system-wise. Their traits are no stronger than yours, and even if they were, that would be properly accounted for.
*Note 3: Traits do "level" if you repeatedly get them. So if you repeatedly acquire Purple Ribbon, it'll upgrade to Purple Heart, Purple Medal, and so on, and the bonus will stack up over time.
*Note 4: AOE abilities like Guardian and Teamwork I do stack, but become less effective with each additional one added to the pile. So attempting to "mass stack" guardian to become invincible, for instance, doesn't work, but having more than one on a team is not a waste.
CONTACTS

Starting with the opening to the Ball, your characters may begin to gain "contacts." These are characters who you've developed relationships with, that may drop in to help you in one way or another during your missions. You may even be able to win over some of them to stand by you permanently in missions, or otherwise, though the stronger the character is, the harder this is to achieve.

Contacts will also play a role in certain missions in the future: If you have a contact the Princess of Liveria for instance, she might send elite Witch Hunters to help you quell a small cult from creating a demon gateway early in the invasion.

Basically: The more you talk with people and develop actual meaningful relationships of some type, the more likely they are to help you in the future.
As always if you need anything at all: Collaborative posts, questions answered, etc, just ask. I will be around on Steam and Skype. Also, in two weeks, I'll have five days vacation (technically three days + a weekend.) So if you want to get any massive character developments done but are afraid it might take too much time, don't worry, soon I'll have so much time I won't even know what the hell to do with myself.

As for those waiting on The Last Bastion, I need to pay my rent this month and pick up a new transit pass, but I should have at least a small morsel up pushing us towards a proper ending to those missions soon, so that upgrades akin to these can appear in TLB's system.

Good luck, and have fun, everyone.

Oh, and yes, this does mean that the normal posting order rule is abolished until the Ball starts. Post as many times as you like, within reason. (Don't spam my IC but, you get the general idea.)
“Answer with words or answer with your steel. Either way, I am eager to hear your response.” -Alicia, the Blood Duelist, Page 1.
West Watch Tower

As Draza speeds off with Meryl in tow, Maeven opens the detonator and finds an incredible complex set of mechanisms. Given a sufficient amount of time, she could likely understand it, but even at a glance she could tell what it was: Mechanist technology. Within the device she could feel the squirming of a soul, not human, though one couldn't tell if it had at any point been sentient. A device this small and simple wouldn't require a complex soul: Any living animal would do, really. Perhaps even certain, extremely complex plants.

As Aëyr joins Draza in her hasty retreat, taking Gustavo with her, she would hear Gustavo chuckle as he looked at Meryl, a slight, upward curve to the corners of his lips. "Really..." He mutters as he looks to Aëyr. She would finally be able to notice a red tinge to his skin, that alone might be enough to give away his birthright, given the circumstances. "You can tell your little friend she's dragging a doll anytime now." The lifeless illusion that followed after Draza stuck her tongue out at Gustavo. "You ruin all my fun!"

Meanwhile, Meryl appears beside Maeven, a small, black vial in hand. It was lighter fluid of some sort. "No explosion without this! Dirge said so." She says with a wild, mischievous grin. "Bomb is over there!" Pointing at the top of the outpost, one could see the crystals and the inactive bomb, partially disassembled. It would be of no harm to anyone. "No booms!" Throwing the vial into the air she points at it, and the fluid inside lights and explodes, shattering the glass around it. A small shard cuts Maeven's cheek, though only superficially. Meryl jumps in shock, then sees the blood rolling down her cheek. "... O-Oh, I damaged, sorry." Meryl says, with a surprising amount of genuine regret in her voice.

With the bomb defused and foes eliminated or captured, that left this area clear of any threat, as well.

Mission Complete.

Raven's Inn

As Nadira slowly fiddles with the bomb, removing the eye, the bomb shuddered, but didn't explode. The moment of truth came as she removed the second crystal, a white, searing bright light enveloped her and her brother, as well as the others just outside of the tower. Yet, no pain followed, and as the blinding light dimmed, they would see themselves inside a large Inn. The sabre tooth cat was there as well, it had apparently been keeping guard over the villagers, though as it awoke, it was no longer nearly as aggressive as it was before. Stretching out, he looks at the Adonai twins and seems to get a sheepish grin, exposing his sharp teeth before looking back at Murderok and Gryff, whimpering at his plight of having both hind legs held against his will.

The villagers inside the Inn seem to sigh collectively in relief as the militia burst through the front door. Seeing their friends and families safe, warm embraces were shared, as well as laughter and unbridled, pure joy in their every movement. They had done well.

Mikan slips away from the side of the sabre tooth. Pecking Aslo on the cheek, she smiles flirtatiously. "Well done..." Looking to Gryff and Murderok she places her hands on her hips, somewhat annoyed with them. "You can stop posturing now, I'm sure you're both big and all that... But you know... Ladies prefer men who know how to use them." Her eyes then wander over to the Adonai twins, a slight smirk crosses her lips looking them over. "Twins... Well, you both seemed to do well together. Nobody dies... Everyone goes home." Pulling out a dagger she twirls it dexterously around her hand for a moment, as a display of skill, before sheathing it again. "You're all welcome members of the Blades. I'll be sure to pass my compliments to the Queens... Speaking of, we should go see them. They should be by the lake. If not, they're already heading back to the capital." With that said, she moves quickly to the door, and winks one more time towards Aslo, before slipping outside.

Mission Complete.

Lakeside Rendezvous

At the lakeside, Kouri merely observed the scene that went on before her. Kasim admiring her garnered no real response beyond her shaking her head and muttering something about the infatuations of youth, though she didn't seem too bothered by it, either. Likely she was used to having men, and some women, admiring her where she went, and learned how to deal with it a long time ago. Albeit, Kasim's braggart attitude reminded her all too much of the many knights that tried the same when she was just a princess, and even some still to this day, who think two wives aren't... Capable, of bringing tools to the city gates. Alas. What little they knew.

Still. Alicia's belittling of him was taken way too far. Granted, Kasim's boasting was liable to be incorrect, but then, if that was incorrect, this was plainly stupefying. If this Alicia had any class as her bloodline claimed, it must have been entirely lost on her. Such a shame as it were: There were plenty enough wolves who hid in sheep's clothing, but she wasn't able to be particularly picky about who she could pick. There was no sense in throwing her away now, even if her arrogance was perhaps even greater than that of the man who just eyed her like a child would in a candy shop.

Then Zayn spoke, and was actually attempting to be helpful. Before Kouri could respond, however, Alex disciplined Kasim and Alicia. There was a small smile that greeted Kouri's lips, as her facial expression softened when Alex finally thanked them all for their help. Looking between the two, at this point, she felt she had to add something herself, even if her wife had summed up what she had been thinking. "Kasim, in the future, work with your compatriots. There is more honour and glory to be had in coming home knowing nobody died than in doing the same and having to explain to those you wish to win over, why it is that others they had hoped to see alive, are instead now feeding the carrion." She then turns her attention to Alicia, holding an almost special amount of annoyance towards her. "You come from a noble bloodline. Either renounce it or behave properly. You will not get special privileges by behaving like a drunken, abusive parent."

Finally, she could address Zayn as Zin, Rayvon, and Abida reach the area. Nodding appreciatively, she looks back to the kobold. "You heard what it said. James is long gone. We'll have to wait until scouts can confirm whatever he fesses up before we send you." She then looks back to the Queen's Blades, at least, those that were present. "Seeing as how the danger may not be contained just to this town, I will be brief, and I will inform the rest of your comrades when I can reach them. You've all been selected because you all bring some sort of special quality, identified either by Sarah Darkhammer or Amanda the Archmage. Maybe you are social butterflies, maybe you are warriors, maybe you are simply capable of doing what most of my morally ironclad knights could not. Regardless, you are the last line of defense against corruption. Your goal is quite simple: To serve the royalty of Renalta. To this end you will root out agents of the Nine Hells, and assist the other nations where possible in doing so, to secure alliances with us, or preserve existing ones. You are to gain as much power as you possible can muster, in men or magic, and when the time comes, bring it to bear against the incoming invasion. If you are successful, we will see through this long night. If you are not..." She motions around the area, the grassy hills, tranquil town upset by violence, the crystal clear lake they stood beside. "...Everything you see here, everything you knew, know, and will come to know... Will be consumed." She looks at Kasim. "All the women and glory..." Then to Alicia. "... Even those immortal, and civility..." Her eyes then move to Zayn. "Even concepts like freedom, even your lives... Everything will be lost if you fail. To that end, if you need anything, you need only ask, and we will see if we can get it for you. Manpower, magic... You will also have at your disposal the best tutors the world has ever seen. You will grow and master abilities faster than most could even imagine." Finally, she takes a deep breath, and sighs. "I wish you all luck, in your future troubles... Now. When you are finished with your business here, head to the stables and get a horse or riding lizard. Then down the southern road, back to the capital. In a week's time, there will be a ball, with important figures from all across this continent there... Be there. Beyond that, your time is yours to do with as you please for the week."

Kouri makes a quick motion to Dean, pointing in the direction of the capital he picked up on it and dutifully started dragging the Kobold over to the stables. "Oh, and..." Kouri turns and looks at Alicia and Kasim. "... You are figures representing the political body of Renalta. Remember that." She then leaves towards the centre of town, likely to try and catch the rest of the Queen's Blades. Alex follows her, and the two subconsciously go hand in hand, keeping each other close in such troubling times.
Transitions

[Refer to OOC]
Sleep well, old friend. *Takes interest*
Sarcor said I have been working myself over to post an advanced interest check in the forums for quite some time now, and have balked at every opportunity. I have tried to put my finger on exactly what was bothering me and I think I have found it.

Conflict Resolution in a non tabletop setting.

How can it be done where everyone is happy? How does one know when to lose? When to win? How does a GM accurately and decisively act on the knowledge that their creations may die? Or that a specific player's character may not live?

I am not talking about dice rolling in a D&D game. A good, old fashioned roleplay in the general freeform, casual, and advanced forum is my focus here. I would like to hear opinions from GMs as well as players who have had this sort of experience in their travels on this site. Please, open discussion.


Conflict resolution? Several manners, usually intermixed of the following though.
A. Players agree in advance what the results will be, usually in a duel setting. (ex: Player A and Player B agree in private that X will lose, but not before he manages to hurt Y.)
B. GM's word is law. If the GM says you got hit, you got hit. Nobody else but the GM can enforce this.
C. Story-based wounding. Like the above, but wounds are judged based on what would be appropriate for character expy, rather than what they would probably get. (ex: Getting a harmless enough scar across the cheek, as opposed to, say, having half your jaw cut off.)
D. GM rolls dice, either keeping the results private or displaying them publicly. Often supported by B, but not always.
E. Everyone rolls dice. Typically supported by at least a light system of some sort, with a site that records the rolls of registered users used to ensure nobody can lie about results.

Combine with proper battle etiquette (ex: Instead of saying "I hit your character", you say "I attempted to strike your character") and everything usually works out, so long as your fellow role players are not dimwitted power mongers.
Once a week seems to fine to me. If you don't have the time to sit down and type for 2-3 hours once a week you probably don't have the time to be spent wasted here anyway.
The kind where all the teenagers suddenly realize they have hormonal issues and then overreact to the smallest things, but because they're super powered, they decide that instead of just punching their BFF for flirting with a chick they're into, they'll instead burn their BFF's balls off with laser eyes.

"High school" and "super powers" don't really seem to go together well. The only time I liked the formula was with X-Men, and even then, most of their powers were pretty limited by their own lack of ability to summon them, and further still, loads of people got fucked up and killed anyway despite this.
Or like, just, do the completely sane and rational thing, and detatch yourself from what you've written.

If you're aiming for a college-level piece of work, or if you're just hoping to nail a novel page down with a throwing knife, here's what you do.

Step 1: Write what you are going to write down. Just spitball it. Get it down, physically, because if you don't, you'll probably forget it. Our brains suck like that.

Step 2: Walk away for a couple days.

Step 3: Return. Read it. Realize how fucking stupid you sound. Edit, edit, edit, edit, edit, edit, edit, edit. Repeat steps 2 and 3 until work is satisfactory.

This is how one does high level college research papers. I would assume it's probably the most efficient method for attempting to reach perfection, as rewrites might cause you to miss something you wrote earlier, causing you to have to rewrite again, all the while your tone will go schizophrenic because the tone of an author naturally and gradually changes over time...
Goblin King Xixis and Nash Skullbringer the head general, each respectively, of the Goblin Holds. The Ball is going to be roughly 50,000 words long for intros to various factions and the like, broken down into more edible bits. Do not be surprised, or ashamed, if you need more than one sitting to read it all when it is finished.





Also, we're waiting on Gat and Genais to decide which wire to cut... Will they live?
The RP is not officially dead. It's just on hiatus until I can motivate my ass into a chair, sit still for 3-4 hours, and write up a post.

The missions are nearly over anyway, so push comes to shove, I can also just ask everyone if it's okay to assume that everyone remaining makes it out alright with a brief epilogue written by me, regroup back in the town to do a little bit of character exposition for everyone, then zip out to a new batch of missions, where I'll have (hopefully) a rudimentary map system set up, between simple MS Paint scrawls and AutoREALM.

What does everyone think of that?
Just goes to show to never judge a book by its cover, I suppose.
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