Avatar of JohnSolaris
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    1. JohnSolaris 9 yrs ago

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@Banana: Basically, what BC said. I have two main problems with your character.

1. No matter how I think about it, I don't think the helicopter tentacles are feasible at all. For starters, they come out of Grover's back arranged in a vertical fashion, while helicopter rotors are horizontal; he'd have to awkwardly bend his whole upper body 90 degrees forward if he wants to have any chance of flying. And then there's the matter of freely rotating joints, which might've been somewhat difficult to install. Finally, each helicopter rotor blade is thin and lightweight, not at all like thick cybernetic tentacles; the tentacles have too much mass to simply transform into helicopter rotors. Overall, as BC said, it's honestly much, much easier to just give your guy a jetpack if he wants to fly, and there's no real reason why the scientists didn't just do that instead of trying to make the tentacles work as helicopter rotors.

2. There's no reason why the scientists would just let Grover go free after finishing the experiments, since he's now an individual empowered with dangerous new abilities. At the very least, they'd want to keep an eye on him, if not outright have him serve in their military and what not. Maybe one of the other test subjects went berserk and destroyed the whole facility, allowing Grover to slip away in the confusion; he could've then laid low for a while as said in the profile. Or you could think of something else; there just has to be some reason why he got free after the experiment.

3. Didn't we go over how severely underpowered an M1911 would be in this day and age? The standard army pistol nowadays would be some kind of miniature railgun with significantly more power than modern pistols, or maybe even a plasma blaster. Not a pistol that would almost certainly fail to penetrate even decently well-armored cyborgs and chimeras.
Reserved for co-GM usage.
Are Neuroaugmentations a thing?


Yes. The cybernetic side has brain implants, and the bionetic side has... superdrugs or something, which only chimeras are tough enough to (safely) use. There could also be some magic that does that kind of thing, if you're really skilled, enough to pull it off despite magic's usual destructive tendencies.
@Kafka Komedy: That alone wouldn't be enough, unless his father actively exerted his influence and pulled strings to get the cybernetic legs made. However, getting bionetic leg replacements for him would be much easier, for something with equivalent performance to cybernetic legs, so it doesn't make much sense for him to get cybernetic legs over bionetic ones unless he has some specific reasons. One idea I have is that maybe your character was the victim of some disease or poison that caused his legs to rot away, which made him want legs that wouldn't be vulnerable to such things. Keep in mind that while cybernetics are unaffected by disease or poison, they do not have the advantage of self-healing that bionetics have, and thus must be manually repaired.
@Kafka Komedy: I should add that there are three main ways a chimera could feasibly get cybernetic augmentations:

1) Have them custom-made for him through massive amounts of wealth and/or some other form of influence.

2) Buy them off of a black market of some sort. Of course, with shady deals like these, safety is nowhere near guaranteed when using them.

3) Be a cybernetics expert and make them himself.

These are all pretty significant things, so they'd need to be a pretty important part of your character's backstory if you want to go that route.
This looks pretty damn cool. Should my schedule be free enough, I'll be joining for sure. Would you mind giving some examples of Biomods, though? Thinking about characters and wanted to see what you meant by that.


I'll be co-hosting this game, and came up with the game together with BC, so I can answer your question.

Biomods are basically body modifications that are biological or organic in nature. For example, replacing your arms with a pair of new arms that have web spinners in the hands, allowing you to imitate Spider-Man. Another example would be a bony exoskeleton grafted onto your skin, which can receive nutrients from your bloodstream to repair itself. Such biomods are used mostly by chimeras, since their already superhuman constitutions are required to adapt to the biomods and make them function properly; this allows them to fight on par with the humans' advanced mechanical weaponry. On the other hand, in most cases only humans can install cybernetic modifications to themselves, and not chimeras, since the physiology of humans is much more thoroughly understood than that of chimeras.
This has been posted in both the casual and advanced sections, and the game will be run in whichever section that shows more interest. The expected complexity of posts will be adjusted accordingly.



Introduction

This is an RP based on the Flash game, Book of Mages: The Dark Times. Of course, playing the Flash game is not necessary to understand or participate in this RP, nor will the RP’s setting be identical to that of the Flash game, as some things have been changed due to personal preferences. Nevertheless, if you’ve played the Flash game before, you may find things pleasantly familiar. And I recommend giving the Flash game a try anyways, as it has a number of highly divergent branching story paths and a lot of replayability in general.

This RP takes place on an alternate planet Earth inhabited by mages, humans who are able to manipulate the elements of fire and water with their minds. The mages are divided into six clans, three of fire (Molten Depths, Blazing Sands, and Ashen Woods) and three of water (Frozen Peak, Spirit Ocean, and Dead Swamp), each with its own unique magic and way of manipulating its element. This game is about the various clans and factions of mages vying for dominance, over the future of this world.



A Brief History




Clans

This is a brief summary of each of the clans. In the actual thread there will be much more information. Note that while the majority of each clan’s mages have tendencies for certain magic and combat styles as described below, players can still freely decide their own styles, and are not necessarily restricted by these tendencies.




Factions

There are two major factions in the game, the White Robes and Black Robes. Players are encouraged to join one, though they may stay neutral if they wish. Note that unlike their original incarnations in the Dark Times, the current Black and White Robes are neither fully “good” nor fully “evil”; there will be much more moral complexity here.

Edit: I'm going to post this in the casual section as well, and the game will be run in whichever section that shows more interest. The expected complexity of posts will be adjusted accordingly.



Introduction

This is an RP based on the Flash game, Book of Mages: The Dark Times. Of course, playing the Flash game is not necessary to understand or participate in this RP, nor will the RP’s setting be identical to that of the Flash game, as some things have been changed due to personal preferences. Nevertheless, if you’ve played the Flash game before, you may find things pleasantly familiar. And I recommend giving the Flash game a try anyways, as it has a number of highly divergent branching story paths and a lot of replayability in general.

This RP takes place on an alternate planet Earth inhabited by mages, humans who are able to manipulate the elements of fire and water with their minds. The mages are divided into six clans, three of fire (Molten Depths, Blazing Sands, and Ashen Woods) and three of water (Frozen Peak, Spirit Ocean, and Dead Swamp), each with its own unique magic and way of manipulating its element. This game is about the various clans and factions of mages vying for dominance, over the future of this world.



A Brief History




Clans

This is a brief summary of each of the clans. In the actual thread there will be much more information. Note that while the majority of each clan’s mages have tendencies for certain magic and combat styles as described below, players can still freely decide their own styles, and are not necessarily restricted by these tendencies.




Factions

There are two major factions in the game, the White Robes and Black Robes. Players are encouraged to join one, though they may stay neutral if they wish. Note that unlike their original incarnations in the Dark Times, the current Black and White Robes are neither fully “good” nor fully “evil”; there will be much more moral complexity here.

Actually, I'll change Call Legend so that if Mew is summoned, it will use a random TM move instead of Transform. I don't want any of the summons to be a complete dud. Similarly, Slow Start on Regigigas will count the number of turns Mega Gardevoir Y had been in battle, and thus will not always activate whenever Regigigas is summoned.
@JohnSolaris
So... Call Legend is pretty much a narrowed down Metronome that only uses Legendary/ Mythical Pokemon's Signature Moves?


Not exactly. Since the summoned simulacrum is a separate entity, any positive or negative effects brought about by its move aren't carried over to the original user. That's the main difference. The inspiration was the various summoning magic in Final Fantasy.
I don't really see the need for a Mega Gardevoir Y, but w/e this is an RP :P


Well... I came across that alternate Mega Gardevoir design one day, and liked it better than the canon one, so I decided to use it. I made it more speed-oriented than the original, because of the wings, and the shortened skirt that allow for easier movement. The wings also sort of make an Y shape with the rest of Gardevoir's body, so I think overall it's pretty fitting.

@Rex: Is my new Pokemon partner accepted?
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