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Note to self: Need to think about angles of shadows, as stepping into a shadow on the wall and then dropping from the ceiling or vice versa could be possible. Also dropping a target through a shadow on the floor beneath them would be a little too easy.


Suddenly fall from the ceiling. lol Could they use their own shadow? Cuz, it'd shrink as they went, although, I suppose the same, making it bigger would work for that too, possibly.

The game we'll be playing is a tabletop turn-based system, with dice rolls to determine the success of actions and attacks, which allows for Tempus rerolling failed actions as he steps back and tries the same action in a slightly different way.

The problem with flipping actions is that if you replace something which happened in the previous round then the whole chain of events collapses, with every action past the point of change needing to be repeated.


While I admit I had not put too much thought to the idea that everyone would then need to redo their actions, I was working under the assumption that Tempus is working for the rest of his party, and would try, at the least, not to screw anything up too much for the other party members. Unless, I suppose, they're going for a double-cross... But in the example you gave, switching the order of who shoots when doesn't actually change where each shoots. I suppose if they're each waiting for the other to pick a target... but realistically, unless they're all shouting out who they're going after, they'd just wind up shooting at the same easy target. I suppose that doesn't generally happen in turn-based rp(of any sort, heh).

Would it be possible to reuse the old rolls for the previous actions and simply have the other players quickly put them to another action? I haven't played a lot of dice/tabletop stuff, so now I'm kind of just being curious.

The definition I usually use for a 'casual action' is something which has no effect on any character other than the one performing it.


I actually did mean causal, not casual. I can understand your definition of casual action, but it's kind of the opposite of causal, as causal actions are actions that cause something... :P So, one person putting their sunglasses down while another person takes a drink are two separate actions that have little bearing on each other, and so, would be casual, not causal. And which happens first doesn't really matter. Throwing a glass, however, caused that glass to break. So the glass can't be broken before someone throws it. (well, it could, but that's a whole different sequence of events and the person would probably then never throw it)

One of the rules I'm imposing for Tempus is that he's physically travelling through time, and so any injury or effect he's suffered would persist. In the case of whether to drink a potentially poisoned drink or not, even if he travelled back after drinking the wrong cup he'd still be poisoned as he drank it and then traveled back and so as part of his own personal timeline the event did actually happen to him.


I don't think the flipping actions around would necessarily allow Tempus to avoid being injured or poisoned or whatever the case may be. If he can't figure out which action caused the effect, flipping another wouldn't change the outcome. Drinking a cup of poisoned wine before suspicious Sally touches it would not stop it from being poisoned if it wasn't suspicious Sally who poisoned it, or if that particular handling of it wasn't when she poisoned it.

Similarly the precognitive ability I think you're describing reminds me of the Nicholas Cage film Next, where the character knew the outcome of every decision he could possibly make within the next five minutes, which let him walk through the middle of a battle between an army of terrorists and federal law enforcement officers without being injured, search an entire ship of mines without setting any off and finding the exact location of a hostage in seconds. All of these abilities would be far too powerful as part of the narrative and would involve the players having to either replay the same five minutes over and over until the perfect result was achieved, or simply jumping to the perfect result without playing through any of the failed attempts, which then makes any dice roll pointless as it could be simply wished away.


No precog ability, just guesswork, hindsight might be 20/20 when you've got all the clues, but being able to look back and think I shouldn't have done that, is different from being able to know what will come of doing that same thing in a different sequence.

Either way, I can see why this could have the same problem with the whole having to redo the turns for the sequence things all over again that being able to go farther back in time would have. Though a limit like, you can only do this once every twenty minutes in game, might work to make that happen less?

The logic behind Slice's arm is that rather than having a different device for every use instead she has the components which lock together slightly differently to generate different effects.

As far as power supply and weight goes, the plasma core uses up fuel as it operates but can also replenish itself over time. In terms of gameplay this works the same way as the Stress for Tempus's powers but in reverse where the power would drain as tasks are performed but then recover over time as the character rested. The weight issue is actually the reason for the interlocking components explanation of the arms operation, since it wouldn't need extra equipment to operate differently as long as the existing components could reconfigure to achieve the goal.


Oh, there's a plasma core. I have no idea what that means other than really hot fourth state of matter, so I'll just think alternative power source and be happy with that. :P I wasn't thinking too much have every component be singularly capable of one thing, just that along with the list of every component, the player might offer you a second list of basic arm functions and ideas they have so that they aren't always stuck having to quickly think up something, have some practise at thinking up combinations, and know what you're willing to let sneak past if it's not exactly scientific. Then you both have some idea of what the other thinks is acceptable and willing to compromise about.

I still say that a cyborg arm is going to be heavier than a regular flesh and blood arm, that, or it would be more easily damaged, particularly if it has the same amount of working parts. If something heavy hit it, instead of bruising, it might jam one of those components and until it can be fixed or rejostled into place, that particular component would be capable of reconfiguring with the rest. And whether or not those components work together or singularly, the rule of the more there are, the heavier it'll be still applies. :)
Hmmm... I have to say that there does not seem to be a lot that one can do with shadows,them being intabgible manifestations of a lack of light, but if you can reshape them, I suppose that might have some bearing on, I dunno, freaking people out if they're around the corner. Manipulating it wouldn't really do much, that I can think of. Maybe I'm just thinking too small. But I can see useful implications for traveling through shadows if the character can then turn shadows into doorways. They could then potentially cut someone, if they're too big to fit or if the fall on the edge of the shadow but are pulled through. And there'd be other aspects to think of like what happens to them when they're going through the dark, and how they know where they're going. Actually manipulating shadow just sort of strikes me as hard and kinda pointless unless one happens to be in the circus and likes putting on shadow plays.

I do have a suggestion for Slice and Tempus, though the latter would likely only work if it's a turn-based, tabletop thing. Which I'm assuming it is based on what's been said so far. But rather than letting the character go back in time as many times as he can withstand, even if it is only for a few seconds, why not allow them to mess with time without being able to go back themselves? I think it's the spacetime theory? But if they could flip the order of two actions around in one or two turns, only two actions mind, and only things within a certain timeframe, that might give them a little more leeway, without either taking away the point of timetravelling(a few seconds really isn't a long time at all) or giving them too much power. This would need more thinking about, certainly, for instance, would causal actions be switchable, like throwing a glass and it breaking, or hitting someone with a sword and them falling over? And how much leeway would they have in defining a causal action if they aren't switchable? Someone drinking wine after it's been poisoned vs before it's been poisoned, for instance.... If that's something you wouldn't mind allowing, then you could say that the character would have to be able to guess or know which actions would achieve the goal they want(so they might not succeed in whatever they're trying to accomplish even if the actions do switch) and both actions would have to be within that limited timeframe(ie if someone had poisoned the wine days before it was drunk, they would have to find another solution, if they can).

As for Slice, I see the point of an adaptable arm, and the unfair point of having to know how to make a plasma blast. But I think the whole listing what's in the arm is a good idea. And might do with another list of potential possibilities so that the player and the character both know what the arm is basically capable of before starting, and what you'd be willing to allow or not allow. But a true weakness should be set in place concerning maybe, power limits(do the batteries need charging?) or weight(the more equipment the arm has, the heavier it will be, the more lopsided the character's balance...)
Glad the links might be of use. :)

Usually, I find that only using a picture, especially in a detailed bio, feels sort of like a cop-out. Not that it can't work just fine without, but a picture, while it might be worth a thousand words, just can't tell you the same things those paragraphs can. Unless it's got everything in it from mood and posture, a fitting expression and just the right clothes, there's more to a character than their eye colour or length of hair and real life pictures, or portraits, don't always make that obvious.

So, at least for me, when I make a character based off a picture, I'm not thinking I like their look and adding on everything else, I'm usually attracted to the person's expression or their actions, or placement within the picture and its the personality they're affecting that I want as opposed to the specific appearance. And that is definitely something that someone else could misinterpret just from looking at the picture. Or, not misinterpret, but see it differently. Of course, in real life, misinterpretations happen all the time, so having the chance to explain what a particular expression on my character's face means can be both a blessing and a curse, with no fun, organic misunderstandings between chars.... Aaaand I'm rambling...
So...

I'm sorry, I just can't help myself. You told me your weakness! Have fun around here, eh.
I like both picture and written description, sometimes the pic's just about where you want it and sometimes you can't find anything at all close. I do tend to use pictures for myself even when I'm only offering text to everyone else though, just as a sort of character/facial reference for the roleplay in general, as I like to use expressions to shape the character's personality. I'm also more used to boardwide roleplays that usually ask for character faceclaims. Beyond that, I might say looks like (insert picture here) but with (insert changes here), or just give a paragraph or three description. I usually start with the quick, first things someone might notice, like skin colour, height, weight, facial features than distinguishing features and clothing choice. So, it can be a lot easier for the person reading the profile if I use a picture... :/ I prefer artistic or real life pictures when I'm using one, but it really depends on the rp, andif the picture fits.

As for sites I use, deviantart is pretty good, but I've also used HollowArt for real life pictures since you can search for particular features, the pictures aren't always great, but you can find names and then google them. Or Drakonis avatars for more fantastical characters. And sometimes, this one is really good for fantasy accessories.
I'm still around, chopping up carrots at the moment, my fingers are turning orange... Hoping this'll come back alive soon. End of semester mode is one of them things you just can't defeat until semester ends though. And I'm hoping Sam's feeling better.
Nah, nah, that was a just in case, so we weren't both working on posts that might go at cross-purposes, but I've not had the chance to do anything, and I'd never say you cannot have NPCs. That'd be sacrilege. :P

Nope, you go right on ahead with whatever you've got planned, I shall gleefully await your post. :)
Hey! No worries, good to hear the stress is over for you. *hugs*

I won't be getting anything out until later Wednesday so if you manage a post before that, no NPCs. If you haven't posted before noon then I'll start writing an add-on. If you've got something started, just let me know and I shall avoid stepping on your toes. :p
We make good plans... :D Never be unconditionally nice to your characters, then they'll go soft and when you spring evil on them again they won't survive the night. *nods imperiously*
<Snipped quote by Nemaisare>

Excellent. I was merely testing your vision. Carry on.


Unorthodox eye exams during hectic moments without appointment? seems legit. :P

@Lord Wraith Ayup, I shall happily await the verdict. :)
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