We were all in the center of the arena/center blob last I checked. Maybe misread.
Rilla said we'd report to the centre blob once we set our Arenas, but I didn't see how that was physically possible, unless we were supposed to have just been teleported there immediately.
A spark may influence an Immortal's emotions, retain memories, and look their eyes without being awakened.
I kind of read that as 'yes, your spark may cause you to veer off of or onto the straight and narrow' They can even talk to you, but it'll be a one way conversation until you've awakened.
Okay, that would work well with the character I'm running, he could be under the assumption that he's taken his second chance at life by the horns and turned over a new leaf, but it's actually just the Spark influencing him and he's still a dickhead at heart.
@Rilla Yo, are you going to do your thang to get us all where we need to be and change the field? I don't feel like I should be the one doing it as a competitor.
Plus the Liason or something might want to abuse everyone while they're all assembled.
Ultimately, if this post is to be believed (it feels pretty legit to me) every site has done the same thing as us in regards to manipulating the original rules to suit their player base better. Hence my point. MelonHead out, I'd hate for you to stereotype me based off my country of origin any further rather than read anything I say.
On a unrelated note, odd you feel magic would not need preparation. The most popular form of magic settings, low magic (and even higher magic settings) often require long rituals and at the very least arcane incantations. Which is what I always felt the idea of preps originated from. It can easily translate to non-magic, as the language is loose enough that loading a shot into a chamber of a gun and knocking the hammer would technically count as a prep.
Here is where you state that the 'most popular form of magic settings' whatever that means, requires long arcane incantations. You then suggest it translates to non magic, suggesting that you believe all abilities should work under the same system, which might as well mean you're saying all abilities are magic, in this argument.
Also, from a cursory glance at the -original T1 Eden Era ruleset- no mention of higher level magic at all, so argument still stands, as you insist on having a formal argument apparently, rather than a chat. Jeez.
Also, something I missed the first time, did you know T1 also insists you should write in present tense? That's depressing, it also feels illogical to me as you're reporting attempts, rather than saying it as it is, but hey ho writing fo-sho.
Actually T1 does cover all tiers of power from T1 realistic fighting, T1 unrealisitic fighting, T1 Moderate Powers(the main area covered in the Arena), and finally, T1 Powered Characters.
To say T1 does not cover all tiers is, honestly, ridiculous. As there is in fact a guide that covers exactly that. T1 in the end of the day is just a logic based system, it can't cover everything, no system would.
<Snipped quote>
What, when did I say all abilities are magic??? You have a bad habit of making bold assumptions off little or nothing.
Dude, what is your problem, honestly? I don't understand why you hostile all the time? Making arguments about nothing at all? I only pointed out that the use of charges here would not fly on other websites, then you went all Chris Tucker. Having a bad day fam?
HAHAHAHA, oh we can only laugh.
I don't like some elements of the T1 system, I think you must have -seriously- misjudged the emotions coming off my arguments for why I'm frustrated with the system if you think that was in anyway angry, because I can assure you it wasn't. That's what we call where I'm from 'colloquial' in that I was typing as if I was speaking, I'm sorry if my country dialect and way of speaking led you to somehow believe I was raging at the computer punching the keyboard like some form of gorilla.
I thought it was pretty obvious I was offloading all my thoughts on the matter at once, rather than constructing some sort of formal argument like you seem to be suggesting, but nevermind.
I kind of have a character idea and some of the basics filled out, but I'm not really sure enough about the setting and lore to know where to go from here.
Basics
Name: Frederick Bach Age: 32 Appeared Age: 30-40 Height: 6ft dead Weight: 79kg Eye Color: Blue, the whites of his eyes pulsate with blue veins. Hair Color: Muddy-Blonde Physical Disabilities: Missing his trigger finger on his left hand. Physical Identifiers:
Has noticeably pale skin, despite the intensity of the sun.
Scars are fortunately hard to see on his skin, but one red angry scar is visible on his left cheek.
Appearance:
Frederick is a tall pale man with a hard face and standard Germananic features. His muddy blonde hair is tied back in a short pony tail with a leather thong, he has an athletic build, with fairly broad shoulders, though he is not excessively muscular. His nose is straight and pronounced, but of average length, his teeth are slightly crooked and tinted yellow, but not particularly unusual for the apocalypse and he seems to have most of them. His face shape would be most appropriately described as 'full' and 'square' though without much natural fat due to the scarcity of food. He would probably be considered attractive by apocalypse standards, though that would be up to individual taste.
Background
Residence: Profession: Ex-Slaver, Currently Rain-Bringer Aligned Faction: Relatives: Mother (Deceased) Father (Unknown) Siblings (Unknown)
Born to a beautiful prostitute in Forsaken territory, Frederick didn’t exactly have a very good childhood even by apocalypse standards. The only upside to his early life was that his mother was attractive and brought in a lot of money for her pimp, a powerful warchief. She was harsh but fair with her child, and Frederick learned a lot in those early years about survival of the fittest among the litter of other feral children in the territory.
Frederick grew incredibly tall at a young age, hitting five foot five by thirteen years old, and reaching his final height of 6ft by fifteen. This meant that even when his mother unfortunately died of disease when he was ten he only had to survive alone for a short while and learned to fight in the harsh gladiatorial culture of the Forsaken, before he was picked up by the local warchief and recruited into the Legion.
Ten years later a twenty five year old Frederick had learned all the tools of the trade and deserted from the Legion, forming his own small band of mercenaries and part-time Slavers which moved on the outskirts of Forsaken territory. Another six years eking out a miserable, but profitable, existence by selling innocent people into slavery brought Frederick to his last days as an ordinary human. The outskirts of Forsaken territory, like most places, grew all the more populated by Hollow, dangerous creatures of an unnatural and diseased nature. When pursued by a group of Hollow Frederick and his group of loyal Mercenaries, Ela, Ian, Bokt and Jack were forced into a narrow ravine, and Frederick feared he would be forced to reveal a secret he had been keeping for a long time, involving a supply of fresh water he had discovered in a nearby cave system.
Ela, Ian’s wife, was ran down by Hollow as they held out in the Ravine, at which point Frederick’s nerve failed him and he fled, running to his hiding place and abandoning his friends as they were overrun. He was delirious by the time he got there, a sickness he had developed over the last few days finally besting him as he pulled away the covers over the entrance.
His memory is sketchy in regards to what happened after that, in his nightmares he sometimes see Ian confronting him, his wife’s bloody corpse in his arms as he stands upon Fred’s chest and forces him into the water he had let Ela die to protect. In other dreams he sees a slavering Hollow above him, piercing his flesh as water pours down his throat. Ever dream has one factor in common, he drowned in that cave, but yet here he stands.
He awoke floating face down in the underground spring, and wandered the desert in a daze. It took him nigh on a year to get his act together, and now a slightly more together Frederick is stuck in Serenity territory, trying to do some good and maybe make some money at the same time, because he’s a good person now, right?
Machete: 38cm Machete, notched half way down, made of steel, fairly standard, kept in a hip-sheath.
Armor: Owns some fairly formidable Raider/Slaver armour, which consists of a metallic plated Kevlar vest and similarly metal plated arm and leg guards with knife-proof gauntlets and a metallic mask painted blood red. For obvious reasons he doesn't like to wear it any-more, and has stripped down the Kevlar vest to its bare component and wears that instead underneath tough travelling clothes, thick trousers metal-toe-cap boots, a tough homespun shirt and a worn brown fur cloak. He wears goggles when travelling for the dust and an old baseball cap. Ammunition:
Dirty Rounds: N/A
High Grade Rounds: Three 9mm magazines for his Glock
Heavy Ammunition: N/A
Ultralight Hiking Backpack:
Water Bottle, Basic Rations, Fire Starting Kit, Basic First Aid, Blanket, Wind-up Flashlight, Small Cooking Bowl
Miscellaneous: Ammo Belt, Machete Sheath, Pistol Holster.
Immortalis Information
Manifested Phenomena: Water Unique Abilities: Rain Maker: Frederick can draw water from afar, either from deep within the earth or high up in the sky he can set it upon a path to the surface where he can utilize it.
Hydromancy: With concentration, Frederick has learned to actually weaponize surface water when necessary, moving it a short distance through force of will and launching it with enough force to knock a man off his feet from up to thirty feet away. His personal circumstances have drawn him away from fighting since the development of his power, so he isn't very experienced at using it in this fashion.
Strengths: Conditioned: Frederick has lived a life on the move, chasing down people is actually remarkably good cardio, not so great on the moral side of things though.
Street-Smarts: Frederick's life has been an unsafe one, drawing him into contact with unscrupulous people and dangerous situations, he's picked up skills that keep a man alive, and that gives him something of an advantage if he should choose to re-enter the criminal world.
Weaknesses: I know you: Frederick's past life has yet to catch up with him, but he's pretty sure it's only a matter of time.
Broken Gun: Frederick's tried to turn over a new leaf, where-as the man before could survive in one of the most dangerous jobs in Dust, this new bastard trying to atone for his sins might hesitate to pull that trigger. This has also had an adverse effect on developing new combat applicable skills with his new ability of Hydromancy.
What I would like to know/do
1. As far as I'm aware the only way to become an 'immortal' is to get the sickness and transcend, so my character would have likely grown ill before his last fated act as a Slaver, namely getting stuck in a cave, screwing a bunch of his pals over and then getting attacked and nearly drowned in an underground reservoir by Hollow.
2. How does your character's personality/memories etc change when they become an Immortal, as the slaver backstory was going to be a big part of my character, but obviously he's changed into an immortal since.
3. What would be a good birth place for a son of a whore? Also, in his new (hopefully) profession as a rain-maker, or rather someone who's going to get people to pay him to make/find wells or reservoirs for them, what would be a good place to be based initially.
4. Will the Aqueous faction be trying to kill my character, because he's effectively giving away one of their main advantages for only a small fee.
Also, the fact that an ability can't be avoided literally requires it to be prepared in some elaborate way, but no one uses abilities like that. If you look at fantasy specifically which uses the sort of projectile based attacks that are common on RPG though you don't find a mage standing around for five seconds chanting before launching a fireball, it's not duel compatible or Arena viable.
The major, and only, really important differences between charges and preps is quite simple. Preps exist in the T1 rules, charges do not. Charges boost damage, preps do not. Though they would naturally allow for more potent abilities to activate.
Heck, there's nothing that says attacks get stronger with more preps(or that only an equal prep is even needed to block that attack!). Because, as far as T1 Eden era rules are concerned, there is nowhere that it states more preps mean a more powerful attack. Heck even I thought it did not too long ago. Until I started branching out to others sites and realized how morphed Arena style is here. For the most part it works, but you'll get laughed out if you try using charges elsewhere.
On a unrelated note, odd you feel magic would not need preparation. The most popular form of magic settings, low magic (and even higher magic settings) often require long rituals and at the very least arcane incantations. Which is what I always felt the idea of preps originated from. It can easily translate to non-magic, as the language is loose enough that loading a shot into a chamber of a gun and knocking the hammer would technically count as a prep.
Personally I always liked magic that required time and patience to use. Makes using it allot more risky from a story telling point of view. Otherwise it wouldn't be any different than elemental bending.
Like I said, T1 only gives examples for very low level characters, T3 at most on the old scale, so it is in my opinion a poor diagram for the average fight on RPG, which tends to be mid or high powered. Hell, they literally only reference sword fighting and shooting a fireball in that system, so its obvious that the prep system in that regard is not appropriate for our use in a literal sense. We've adopted our own version of it for the popular style of fighting here, and it works for the most part.
On second thoughts, they don't even follow an appropriate tier scale with their examples, its more like fantasy with human characters that adopt magical abilities. In our system magical abilities ups your tier, which increases resistance, in their version its still essentially humans fighting, so restrictions -have- to be placed on magic and anything else even remotely unusual or ranged or powerful, otherwise you'd just die. It's narrow minded in my opinion.
What I'm saying is, in the T1 example it pretty much only applies to two spellswords fighting eachother, and is therefore a poor reference for anything we do on RPG, which rarely if ever includes two people with ordinary physical qualities -and- the ability to launch fireballs.
Hell, that argument is broken from the start Khan, you know what also doesn't -exist- in the T1 system in regards to -that- specific article? Guns? Bows? Any high tier? Any other forms of magical attack other than a fireball while sword fighting?
Frankly I think sticking to that guide for elements of fighting that it doesn't even cover is ludicrous.
Also, I never said anything about magic not requiring preparation, but I think it's equally narrow minded to imagine every form of unusual ability as a type of magic under the same rigid constraints as some fiction. Hell, there's just as many examples of magic which require no preparation, and have a mana cost instead.
Also, considering the type of ability launched in the average fight, I think little preparation is fair. Using Full Metal Alchemist for example the average attack is launched near instantaneously, and then takes time to physical interact with an opponent. Its the wide spread attacks that are harder to avoid that need some sort of time constraint.
Hell, I'm not even sure what fiction you're referencing when you say 'most magic requires long rituals.' The majority of fiction I've read its almost always been fast. I think the problem is you've always been stuck with the mindset of a form of fiction that doesn't properly fit into RPG, which is strange because you make incredibly powerful physical characters with insanely overpowered spells a lot of the time, but on the other hand expect magic to be nerfed or have some sort of obvious tell. It's like every other character you want to face is a DnD character and your character's a boss or something.