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    1. Turboshitter 12 yrs ago
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So hope in the metaphysical sense. Hmmm... that depends. Ultimately Worm is a very dark story, but
we should be within the most relatively happy parts of Worm. Emphasis on relatively since character drama will still be present, injury and death will always remain risks in the cape world, and the Slaughterhouse Nine and Endbringers may or may not drop in for a surprise visit at any moment. But again, relatively speaking? I expect a happy, or at worst bittersweet ending like the story itself.
<Snipped quote by Turboshitter> Yep, looked it up. Seems pretty interesting, but I would like to know how you/anyone else are/is planning on integrating it to the roleplay before I start brainstorming anything up. Would creating a character be completely dice based, or would we purely use the stats/disadvantages as a source of inspiration and general guideline?
More than likely a bit of both but probably more of the latter. Like, 70-90% the latter, more likely than not.
Cool! And it's actually a system Wildbow came up with. I know him on a somewhat personal basis (emphasis on "somewhat", don't quote me on that), so I could ask him if you think it's important or if you just want to know.
Bumping again so it doesn't get lost. And what do you mean by Hope, the metaphysical concept or a D&D style stat? Because the RP would more than likely only borrow from Weaver Dice. I don't plan on making this dice-based and sanity meters are a bit arbitrary anyway unless they're literally critical to the gameplay a la Call of Cthulhu.
<Snipped quote by Turboshitter> The assassins are exceptionally skilled, but grounded in realism. We're less-likely to be seeing a beam katana, though a regular katana would fit right in. Black Lagoon seems right on the mark. Though The Continental is much more "professional" than The Yellow Flag, and is, itself, much more secure, (e.g. not prone to getting shot up every other day), the skills of the pirate mercenaries are about on-par with what we're hoping for, here. However, please keep in mind that it's probably a good idea to develop your assassin around a specific style, with extra skills as a garnish. If your character is the best at everything, it's much more difficult for others to write with you. Hence why Superman is not as interesting, even among the members of the Justice League, except when he's somehow taken out of the situation for a while.
Oh certainly. I was actually planning on a deconstruction/subversion of the stereotypical arrogant kung-fu guy, so a specific "style" is almost guaranteed.
Awesome! Hopefully we can get at least three or four more people to join up :)
Question. For those of us who haven't seen the movie, how over-the-top are we allowed to be with our assassins? Black Lagoon-level? No More Heroes-level?
Bump.
Might be interested.
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