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| Poll for my RP idea | |
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| Tweet Topic Started: June 5, 2016, 1:42 am (928 Views) | |
| Primera Espada Yggdra | June 5, 2016, 1:42 am Post #1 |
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The Kitty Cat, Mew!~
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So uhh... I know I've done this before in the cbox, but I'm doing it again because last time I only had a few people's opinions accounted for. Now I want to get more opinions from people on this. I have two kinds of ideas. One is a late medieval-early modern setting and the other is an early 20th century setting. Both of them in the same universe. I have come up with multiple races that will be present in both ideas, which may very likely be more than the number of playable races in VoC. I've also planned on there being benefits unique to each race. The idea of the former is that the players are in a huge continent where two superpowers exist. Players will fight on the side of the coalition of nations scared shitless of both superpowers and will deal with one of superpowers (which invades) as the heavily influential religious organization (inspired by the Roman Catholic church and its political dealings in the old days) calls for a crusade against them. Swords, spears, axes, bows and armour will be utilized as well as trebuchets and cavalry, and usage of firearms and cannons will be present as well. Oh and there will definitely be magic too. The planned battles will involve theaters at both land and sea. I may also allow players to create boss characters as well, but I'm not 100% decided on this yet. While the former idea is a big war with a clash between armies, the latter idea on the other hand will be different. I had taken up inspiration from the Assassin's Creed series and based on suggestions from a couple of members, I came up with the idea of a secret conflict between two organizations. One will be the organization players will combat against, an organization that allies itself with the Underworld. The second organization, the one players will be associated with, opposes the first organization and aims to protect the world from them. This organization will be hosted by the religious organization I mentioned from the previous idea. Emphasizing on the secret conflict, both of these organizations are not known to the public and membership is selective. They are involved with public day-to-day affairs and tend to be involved with influential bodies such as governments, corporations, law enforcement, the military, etc. The fighting is done both directly and proxy. Direct fighting though will not be charging at the bad guy every single time (yes Kaze, that means don't be going unga bunga 24/7). It's going to be skirmishes similar to VotM and much of it will involve stealth... or at least not making yourself end up on the front page of newspapers. While swords and spears and magic will still exist during this time period, weaponry is focused on firearms, but players can be expected to fight in close quarter and from a distance. I've also considered the possibility of players using a tank or even a fighter plane, should the players head to a warzone for a mission. Oh and as for the kind of guns you may be able to use? Handguns, different kinds of rifles (even sniper rifles), machine guns, rocket launchers and even flamethrowers, etc. Also note both ideas are still in development and length of each paragraph's idea =/= one is more developed than the other. Edited by Primera Espada Yggdra, June 5, 2016, 1:44 am.
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| Sin | June 5, 2016, 1:54 am Post #2 |
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Slow and steady...
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I voted for the second option. We have an RP in the past, and an RP in the future so one right in the middle will be the money shot if you ask me.
Edited by Sin, June 5, 2016, 1:54 am.
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| Onime No Ryu | June 5, 2016, 8:25 am Post #3 |
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I'll be your Undertaker this evening
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This one. When you say Early 20th century, though, do you mean like WWI-II levels of tech? Either that or just plain modern day would be very cool, but World War I or II would also allow for lower levels of gun-tech that could help justify melee options like swords and such. Also if you plan to go with an Assassin's Creed style storyline, the melee weapons could be justified by having them modified into hidden versions--spring loaded knives in the wrists and all that, right? With guns, you kill from stealth by using silencers and snipers, but it makes it hard to hide those kinds of weapons outside of a big suitcase. Hidden knives, choke wire, etc is all much easier to justify even though it requires getting up close and personal. Were you planning on using any kind of stat system with all this or was it just going to be honor system? |
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| NTNP | June 5, 2016, 11:55 am Post #4 |
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Admin
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I have to give the same opinion as everyone else- I am more interested in the 20th century RP. I feel like a secret war, in semi-modern society could make things a great deal more interesting and unique that just another middle ages style RP. With that being said, we should probably get a little more details about how things are going to work. |
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| Primera Espada Yggdra | June 5, 2016, 12:57 pm Post #5 |
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The Kitty Cat, Mew!~
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@Onime and NTNP: Yep, WW1-WW2 tech. I don't think anyone on this site has made a roleplay with this time period as the setting. Yes, I plan on there being wrist blades and other kinds of hidden weapons. Of course, players may not have to go super stealthy all the time and it all depends on how they pull it off. I thought of the possibility of there being car chases and such. There also may be the possibility of getting into confrontations with soldiers, aka gun fights (players may end up having to break through, escape, etc depending on the situation). Heck, perhaps even using disguises (which may allow players to carry weapons hard to conceal without being deemed suspicious). Now of course note that I am allowing magic as well, which may allow one to be more creative. I will be using a stat system in a similar way to Sin to determine the capabilities of characters compared to other characters, so I am planning for there to be leveling too. Of course all players will start at the same level with basic equipment and more simple abilities. I am also hoping for there to be a diversity of fighting styles as well and not limited to simply using hidden weapons and guns. As for combat, I am going for an honour system like Sin's roleplay. I am still designing the world map and I am planning for the players to go around the world. As mentioned above there will be numerous choices for race although it is not finalized yet. I may even allow for the possibility for characters to create boss characters from the opposing organization. I should mention that every mission assigned to players may not be about killing a particular target and assassination missions may not always involve killing someone directly a part of the opposing organization. I have planned on there being espionage and sabotage as well and perhaps escorting too and even kidnapping. |
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| NTNP | June 5, 2016, 1:46 pm Post #6 |
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Admin
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Once you get a little more information together, perhaps providing a "sample" of what sort of events and story lines that the PCs are going to be requested to perform might be a good idea to help people "understand" what will be required of them. Just a "simple" version of a single story that you want to tell, to help everyone understand what sort of things you are wanting to see from everyone and how you imagine people might accomplish it might help breath a little "life" into everyone's minds as to how this RP would function. |
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| Winters | June 5, 2016, 6:02 pm Post #7 |
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Hee-ho
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If you let me do some dogfighting I'll be all over the second option. I've always wanted to be able to pilot something! Be sure to tell us when you've fleshed out this setting more. |
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| Kazemitsu | June 7, 2016, 9:15 pm Post #8 |
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Assassin
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I don't always go caveman D:< I can be a ninja in the night! |
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| Primera Espada Yggdra | June 8, 2016, 12:40 am Post #9 |
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The Kitty Cat, Mew!~
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@NTNP: In other words, scenarios and summaries of what one might do to accomplish the task? @Winters: I thought of the possibility of piloting a fighter plane, although would your character know how to pilot one? Also I think you should expect that most of the time your character won't have the opportunity to fly a plane. @Kaze: Let's be honest though, more often than not you do go caveman. :v You can play a big guy, but don't expect your character to survive if he's going to rush at the enemy all the time. |
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| Onime No Ryu | June 8, 2016, 7:27 pm Post #10 |
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I'll be your Undertaker this evening
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can i wear a trenchcoat and smoke and have a sniper rifle and razor wire and a combat knife that lets me instantly kill someone imma be mlg pro and get the top gamerscore |
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| Primera Espada Yggdra | June 8, 2016, 8:07 pm Post #11 |
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The Kitty Cat, Mew!~
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Your character can start with a trench coat... and be a smoker, but your character cannot start with a sniper rifle, but can start with a knife. Also instantly killing someone, depends on how your character pulls it off. What happened to making karate kids? :v Also important to note, your characters can hold normal occupations other than being a member of the organization. Meaning they can be teachers, surgeons, accountants, yoga instructor, etc. Edited by Primera Espada Yggdra, June 8, 2016, 8:08 pm.
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| Sin | June 8, 2016, 8:11 pm Post #12 |
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Slow and steady...
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A list of races and available technology would be super. |
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| Primera Espada Yggdra | June 27, 2016, 6:31 pm Post #13 |
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The Kitty Cat, Mew!~
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I have finalized the list of playable races, and they are all the major races, and I imagined each race would have their own perks. List of Playable Races My idea for the equipment system is that players start with one melee weapon of any sort (hidden or visible weapon) as well as one firearm, one piece of armour, one piece of head gear and one piece of accessory, chosen from the list of available equipment. More equipment will be available to buy as the story progresses similar to Sin's VoC, especially more "recent" and "stronger" technology. Now Sin, when you mean available technology, do you mean in general and not just equipment? |
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| Onime No Ryu | June 27, 2016, 6:52 pm Post #14 |
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I'll be your Undertaker this evening
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So it's like: Humans - Jack of all trades Elves - Magic specialists Dwarves - Tech specialists Orcs - Melee specialists Werewolves - ??? Gria - dragonfags, also seem like masters of all trades +flight, so OP race catpeople with dumb name - ???, same boat as werewolves Alraune - plant people, combo of dwarves and orcs apparently but with magic instead of tech? bug people - subdivisions consisting of melee specialists, stealth specialists, and tactical specialists To be perfectly honest I'd say scrap the dragon people, wolf/cat people, and orcs, then give Melee specialty to the Bugs and Stealth or maybe Tactics specialty to the plant people. Also, if the Alraune are based on those little potato people from FFCC, how the fuck did they conquer like half the world or whatever? Especially if Elves and Humans both have populations large enough to cover both halves of the world, Dwarves have their typical craftsmanship and tech (which, as we can see by looking at wood chippers, chainsaws, and tractors, makes them super effective against plant people) and then the other races also making it so that they would be insanely outnumbered? You need to give whoever is going to be our big bad empire race something that gives them an actual edge, as well as give them some allies/footsoldiers so that it's not all of the races versus the one remaining race. For example, what if the Bug People, because of some kind of hive mind bullcrap, are being manipulated? Maybe the plant people formed a symbiotic relationship with them, or captured their queens, or did some kind of thing so that now the Bug People are basically under their control? Then the Alraune, with some kind of special edge over the other races, as well as another race of strong, durable, powerful shock troopers, would actually stand a chance at subjugating the other races. Also in addition to the tech levels, what's magic going to be like? |
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| Sin | June 27, 2016, 6:57 pm Post #15 |
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Slow and steady...
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I was mostly referring to if guns are a thing. I'm with Onime on the dragon race. The fact that they've got everything going for them and their "Mary Sue" write up just makes everything else pale in comparison. |
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| Primera Espada Yggdra | June 28, 2016, 2:01 am Post #16 |
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The Kitty Cat, Mew!~
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Now Onime you got maybe half or so on the list right. Humans: Jack of all trades Elves: Magic specialists Dwarves: Weapons and Tech specialists Orcs: Defensive Melee specialists/tanks Werewolves: Speedy and Hunter specialists (have the best senses) Grias: Offensive Melee specialists/less defense for more offense/More glass cannon-like than Orcs Gedii'newes: Support specialists with some melee mixed in Alraunes: Geomancy and Melee specialists that are a bit more of a balance between Orcs and Grias although it's one or the other Yolcatls: Melee (Beetles), Assassin (Mantises) and Synchronization and Skill (Apocrita) specialists (best senses second to Werewolves) The Alraunes have never conquered half the world. They inhabit the eastern part of the world with the Yolcatl, Dark Elves and Humans living there. Not to mention that the Dark Elves and Humans were arguably primitive compared to their cousins in the western part of the world. Think of the Old World and the New World in real life for example, how long did it take until the Aztecs were in contact with the Spanish, stuff like that. Before the Europeans went exploring across the Atlantic (including the Vikings), the Old World and New Worlds were not in contact with each other. Orcs, Grias, Werewolves, Dwarves, Light Elves, Humans, and Gedii'newes (although they are found on both sides of the world) are the inhabitants of the western side. I am also pretty sure that I said that the roleplay will center around a conflict between two organizations, not "empires" of races tearing each other apart. As for magic, I imagine that it can not only be used for combat, but also for humanitarian purposes as well such as using magic stones to power up machinary. Also, I am pretty sure I mentioned before that guns were a thing. Furthermore for the record, ALL races can use magic and weapons, it's just that all the races are each better at some things than others. I have NEVER stated or even implied that one race is better than all the others. Edited by Primera Espada Yggdra, June 28, 2016, 2:29 am.
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| Onime No Ryu | June 28, 2016, 8:44 am Post #17 |
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I'll be your Undertaker this evening
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What do you mean by Weapon specialists, for the Dwarves? Like, the Crafting of weapons, or the USING of weapons? Why are defensively tanky if their culture is the usual aggressive and proud warrior thing? Honestly I'd lump werewolves and catpeople into one "beastman" category that's sexually dimorphic (more canine traits for males and more feline traits for females) and then make them the Thief/Assassin archetype. How are freakin' dragon people with tough scales supposed to believably be glass cannons? If you're not going to get rid of them, I'd suggest switching it out with the Orcs so that the orcs are Offensive Melee, with warhammers and battleaxes and greatswords and berserkers who charge in without a care for their wounds, and then make the dragon people the paladins and knights who use their scales as natural armor to absorb hits as Defensive Melee, using shields and short swords or big tower shields along with polearms to keep enemies at bay. But you'd need to give them some kind of weakness to balance out their ability to fly as well. Maybe they're more vulnerable to magic, or maybe stealth is good against them because you can sneak up and hit one special spot or something for insta-kills. Ah, if the Alraunes are the ONLY people who can use the art of Geomancy--which is fitting, being plants--then that does give them a definite advantage of sorts even against other magic users. Like, where earth magic just moves rock or nature magic just whips up thorny vine lashes, maybe Geomancy is the art of actually CHANGING nature--you don't just move rocks, you make the biome shift from "plains" to "mountains" or something, affecting all the relevant weather patterns at once, things like that. I think that, even if the bugs are separated into several subtypes, that they should all have a kind of hivemind or else just a very close knit society--that way, even if they're not AS good as someone else--for instance, maybe a Beetle can't overpower an Orc or outtank a dragonman, but he's stronger and more durable than all the humans, elves, and dwarves--they can use numbers and party roles to their advantage. Maybe they never travel alone, and maybe different subspecies can still all interbreed with one another, and so on. If your world is split into an eastern half and a western half, and the Alraune have subjugated the races on the eastern half, then yes they rule half the world. Because you only had two halves to begin with. I know you said this would be about the organizations and whatnot, I'm just asking from a world-building perspective. Whether they're an empire or republic or whatever doesn't matter, I'm just asking "how and why," because if you want this to be a big thing it's gonna need some decent worldbuilding. Okay, so magic is a multipurpose power source that is integrated with society. But what actually is it, and how does it work? Is it the same kind of style of magic we always use, where you just will something to happen and sling flames as easily as you fart, or is there some kind of systematic use to it? Rituals, material components, etc? Are you expecting everyone to go in using spellswords, the way we ended up doing in VoC, or do you want people to actually branch out? If it's the latter, how will you use the magic system to enforce that? Are there limits on casting time or how many casts per day? A mana point system? So on and so forth. Those are the kinds of things I mean when I say "explain moar magic plox." |
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| Kazemitsu | June 28, 2016, 11:03 am Post #18 |
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Assassin
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The dragon peoples just have dragon-like traits. Wings, tails, possibly teeth, horns and claws. No scales on anything but the wings and tails (I asked Ygg) |
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| Primera Espada Yggdra | June 29, 2016, 12:31 am Post #19 |
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The Kitty Cat, Mew!~
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More like the using of weapons and I was thinking maybe a sort of small stat boost for equipping different melee weapons for main weapon and sub weapon or something. Like maybe if a Dwarf had a hatchet for a main weapon and a knife for a sub weapon, both equipped, said Dwarf gets a small stat boost. You can be an aggressive proud warrior and be someone who fights head on while being able to take more hits compared to other races. Personally a dimorphic idea does not suit well with me, especially with one gender being a certain kind of creature and the other gender being another kind. As for the Grias, well I think Kaze just answered that for you. And I think I mentioned this before, but each race will get their own perks, so the idea is that these perks end up making each race relatively equal to each other. For Geomancy, I imagine only really, really skilled Geomancers can cause a major shift in the environment, much of it for balancing purposes. I don't think Beetles and Mantises have a hive mind thing going on in the real world, but I know Ants and Bees do. Now since the Yolcatl are supposed to be sentient beings, the Ant and Bee ethnicities would have more of a sense of independence. But as I intended for Bees and Ants to specialize well in fighting in a group, I think a perk that encourages group fighting would be a good idea, based on your idea on that part. Except they never subjugated all the races on their side of the world. They were never able to conquer all the Yolcatl chiefdoms and at least several wars they lost territory from them. As for magic, I imagine that they come in different forms. One is the usual we encounter, slinging spells and such. Since I mentioned earlier that magic was a multipurpose power, an idea I had is magic-infused stones, gems, materials, etc. Like maybe a flamethrower where its source of power is a magical stone. Or using magic-infused materials in a similar way like batteries to power up stuff. Cast time on magic can vary depending on how powerful the spell is and how skilled the caster is. As for spellswords, I imagine they can be too noisy and unsuitable for stealth missions and such. So depends on what the players wants their character to specialize in, which is something I will get to later, but ideally a whole team of spellswords is not advantageous to the team. |
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| Onime No Ryu | June 29, 2016, 11:43 am Post #20 |
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I'll be your Undertaker this evening
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But Dwarves are burly and brawny and squat, and duel wielding is all about speed and flexibility because of the finesse required to use one weapon defensively and one weapon offensively. I think their perk should be related to crafting and enchanting gear instead, personally. Yeah but why are the Orcs able to take more hits in the first place? They don't have scales, or stone skin, or whatever. Orcs are always basically just green skinned, more muscular humans. And they're tribal, so things like wearing steel plate mail isn't really something you see a lot with them. Being the tank race doesn't make a lot of sense. If you don't want them to be dimorphic, maybe just make it so that beastmen can all interbreed and just have a variety of animal traits. Maybe their genetics work differently--as an example, the Fishmen/Mermen race in One Piece have some kind of DNA quirk that draws from all genes in a family line; if you're a sharkman and your wife is an octopus-maid, but your kid is born as a whale-mer-man, it doesn't mean your wife has explaining to do, just that somewhere in your bloodline there was whale DNA. Maybe dogs, cats, and other types of "anime style furry people" work on a similar concept. Kaze didn't really solve anything, even if the scales aren't present all over their bodies they're still there. And having the ability to fly is actually kind of huge when you think about it, both combat and transportation wise. I still think they need some sort of debuff, or else just need to be refocused so that they're not overpowered. Right, but do you get what I'm saying about how "geomancy" would be different from just regular magic manipulation, and how it could have different effects that would give the Alraune an edge? Maybe even if they can't change the weather, they can sense it or predict it--that would give them a huge advantage on the battlefield where armies are concerned, because they can plan their strategies and marches and supply lines much more efficiently. Yeah, not all insects have hive minds in the real world, but this is magical fantasy land after all, even if it has been sped up so that it's now in a 20th century setting. It was just a suggestion, I like the idea of a perk based around group fighting too. If you have perks as well as stats that adds a lot to the customability of things. I still think you could go a little more into detail with magic, though maybe that's just me. I tend to like systems where everything is explained fairly thoroughly, even if it's simple. And I really like things where stuff goes into a lot of detail and depth, like the kinds of magic used in stuff like Fate/X series. So, exactly how far along is all this anyway? And do you plan for it to be fairly linear and story driven, or more sandboxy in nature, or what? |
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| Primera Espada Yggdra | July 6, 2016, 1:37 am Post #21 |
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The Kitty Cat, Mew!~
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Now that you mention about enchanting gear, I'm thinking maybe they get a stat boost if they are using equipment that has some sort of augmentation. I should note that Orcs in this time period are not a bunch of "tribe-like" people and are "civilized" instead. Well if there is interbreeding in general, there would have to be limits in the perks a character gets based on the races that make up what they are. Grias are almost entirely skin and flesh than scales. They're also not the only race capable of flying. As I mentioned before most of the ethnic groups of the Yolcatl are capable of flying. I realized I forgot to mention it earlier even though the idea was in my head, but with the exception of Beetles, the fliers among the Yolcatl race can generally fly faster than Grias. But overall I really feel that their perks won't be much greater or anything than the perks of the races. I also had the idea of some sort of "Dragonbane" material similar to those Wyrmslayer weapons from the Fire Emblem series. Hmm well I like your idea on the Geomancy thing. Of course this would be for those that specialize in Geomancy as the warrior class would not be expected to be particularly skilled in Geomancy. For the group fighting perk, I don't want it to be exclusively with other members of their ethnicity as I am certain not anyone will play a Yolcatl, let alone one from a Bee or Ant ethnic group. So I think the perk should kick in as long as they have allies with them or something like that. I can see what you mean on Magic and I plan on expanding on the types of magic later on (and I do remember how you outlined magic in your Fairy Tail RP). The RP creation is not complete yet due to real life and stuff I'm trying to re-adjust. I also plan for it to be more story-driven like Sin's Veil series and I think sidequests will just get in the way. I am also creating another poll for the setting of the RP as well. I originally intended for the story to cover places across the globe, but I then realized it might be too large scale for people to handle, so I want to see if people are fine with the setting being places around the entire world, or narrowed down to one of the continents, or heck... maybe even narrowed down to a country and maybe its neighbours as well. |
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| Onime No Ryu | July 6, 2016, 11:01 am Post #22 |
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I'll be your Undertaker this evening
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I think sticking to a single continent at first is probably the best of both worlds--by including multiple countries we can get the political intrigue angle going, something like a 20th century Westeros with all the different factions vying for power. If we were limited to a single country, in addition to not having as much to explore it would also mean that our reasons for "being there" are kind of limited too--we'd all either end up being traveling mercenaries or members of the country's army/special ops/whatever. But then, I'm saying all this under the assumption that this RP is gonna involve things like assassination, diplomatic maneuvers, espionage, and things of that nature in addition to whatever kinds of regular battles. If this is gonna be another RP where we're just a rag tag group of people traveling around and fighting enemies and monsters, then being under a single country works fine because it keeps the group in unity. But otherwise we'll need access to multiple nations so we can all get our different factions going in the conflicts. Also, I WOULD have voted for the global travel, but even today traveling around the entire world is a big job, and if this is WWI-WWII era I don't even know if large passenger planes were much of a thing at that time. But the primary means of long distance travel in those days, the railroads, that could definitely be put to use and magically modified so that we could get around on a single continent quicker. Also also, since I'm starting to get ideas for a character, I have some questions about which of these magical methods WOULD or WOULD NOT work in this setting: Hyperspace Arsenal: Being able to store and retrieve objects in a pocket dimension of some kind, and being able to recall them back from that arsenal as well as send them back at will. Magical Creation: Just straight up creating an object of matter out of magical energy, like a weapon or a suit of armor. The object may even have enchanted properties. If creating matter isn't possible, what about "energy constructs" that can interact just like regular matter--for instance, a sword of fire that still clashes with a regular steel sword, instead of the physical sword passing through the non material flame. Body Enhancement: I'm pretty sure you've already said enchantment and buffs will be a thing, but I just want to make sure whether it can or cannot apply to a person's physical body--can someone harden their skin to take blows or increase their muscle capacity to be stronger? Magical Weapon Mastery: Would it be possible to use some sort of magical ability to instinctively learn how to use different weapons after touching them or branding them with some sort of mark? Would this even matter, since normally you can equip whatever the hell you want as long as you have the stats and money for it? Weapon Bonding: Is it possible to use a mark or whatever on a weapon to bond it to the character, allowing them to call it to their hand from a distance or return to them if lost? Maybe even causing damage to an opponent that tries to steal or disarm it? Mind Control: Would it be possible to, upon touching an enemy/NPC, burn a mark into them and control them like in Shadow of Mordor? Cause I thought that was a cool magical ability that I've considered trying to play around with. Drain: Similarly to the above, would it be possible to have some kind of spell that drains a target (of health, of magic, whatever) and gives the user something in return? Obviously these wouldn't all be on a single character, this is just me trying to figure out which of my options are most viable for when I create the character. |
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| Primera Espada Yggdra | July 8, 2016, 1:16 am Post #23 |
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The Kitty Cat, Mew!~
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Ah yeah I see what you mean by sticking to one continent. Passenger airplanes did actually exist in the first half of the 20th century, but obviously they were not as sophisticated as they are today and they were smaller too. Trains definitely exist in the RP too and I'll give some consideration about what you mentioned about trains being magically modified for faster transportation. Hyperspace Arsenal: That sounds like controlling space, which feels like a very powerful magic and I would imagine it's something someone VERY skilled can pull off successfully. So is your idea basically limited to transporting small objects, or would it be expected to transport something bigger like humans or even buildings? Magical Construct: So energy constructs similar to what my character, Caius can create with the energy sword and all? Body enchantment: Are you thinking of possibly equipping your character with augments to enhance their physical capabilities? Magical Weapon mastery: So this would lead to the character capable of being very skilled with any weapon just like that? Although personally I think it can make you character potentially too overpowered, especially with firearms. Weapon Bonding: So similar to Mjolnir and Thor in the Marvel universe or a Jedi or a Sith and their lightsabers in Star Wars? Mind Control: I would imagine that for such a spell to be used successfully depending on the target, one would have to be a powerful magic user, or at least someone really well experienced. Drain: So basically focused on "stealing" some sort of essence from the target? Like healing wounds? Or something more permanent? |
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| Onime No Ryu | July 8, 2016, 7:50 am Post #24 |
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I'll be your Undertaker this evening
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If I used the Hyperspace Arsenal, what the character would mostly be doing is shoving weapons in there, to make swapping them at will easier as well as enable a form of attack where he opens up miniature portals and just fires the weapons from them. Basically this: https://www.youtube.com/watch?v=uCMe-KbQifo If I used magical constructs, yeah it'd be like Caius, except I was planning to make more than just swords. I'm assuming since you didn't address it, that creating actual matter--as in, magically creating a steel sword or a silver arrow, etc--wouldn't be possible. If I did the energy constructs, I was thinking that the character would have several forms all based upon using the same "amount" of energy--for instance, if he creates just two swords, he could put those two swords together to form a greatsword, or split one sword into two daggers, or then split one dagger into two kunai, etc. That way I could rank up the amount of energy he uses over time to create more weapons, rather than adding each weapon form as a differently leveled technique. I had a version of this character planned for NTNP's last Megido RP that never started, if you think this is the best option I'll see if I can find the PMs we used to talk about the ability in more detail. Yeah I was thinking about a possible character idea where the character prepared Runes or some other enchantment on their clothes or bodies ahead of time, and then instantly activated them in battle. It would be a charging type of spell, where the amount of preparation beforehand determines the amount of power, because rather than what happens in VoC where people's buffing moves only grant like +4 to a stat at a time, I wanted to be able to get bigger boosts. But the amount of time spent prepping is the drawback, so that it can't be spammed. For Weapon Mastery, that's why I asked if it even mattered. See, in most of our RPs, we don't have Weapon Ranks like Fire Emblem that determine how good you are with your weapon. The weapon just has a stat requirement and if you're at a high enough level you can use it. It's never really touched on how "skilled" a swordsman or spearman is or how accurate an archer is or anything like that. The whole idea behind this type of power is that the person somehow becomes highly skilled with the weapon, but if skill doesn't really matter then the move is kind of useless. It depends on how your RP is gonna run. But how did you think that it would become overpowered, seeing as normally it wouldn't even matter? Weapon Bonding, yep pretty much. For Mind Control I know using it on other characters is bad mojo, I was just running on the Shadow of Mordor theme. What I'd probably use it for is marking a bunch of mooks and turning them into cannon fodder or a distraction, because the character I had in mind to use the Wraith powers was meant to be a stealthy assassin type. Draining, either or depending on how powerful the drain becomes. In Shadow of Mordor, you can drain to recover health, or ammo for your wraith arrows, and to just straight up kill the opponent if you drain them long enough. Mind Control and Drain kind of work together, too, because once someone is under your control you can "dispatch" them and drain them from a distance after they've been marked. Also, another question, what about a type of Mark or Rune or something that can be placed on an enemy, and then allow you to know where the enemy is at all times within a certain distance? Would that be allowed? It'd make a great ability for an assassin type character. Edited by Onime No Ryu, July 8, 2016, 7:50 am.
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| Primera Espada Yggdra | July 30, 2016, 5:05 pm Post #25 |
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The Kitty Cat, Mew!~
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For the hyperspace arsenal, I would imagine it could be possible to an extent, but it would be a pretty advanced art that I imagine would be obtained later on. As for magical constructs like Caius', I would imagine this would be possible seeing that your character would manipulate energy of some sort to create it. Now for enchantment boosts, I think it could be possible but I would imagine that there would also be limits to how much of a boost the character gets. And would there maybe be a cooldown before the enchantment can be charged again? It's true in most of our RPs we don't have weapon ranks so we don't see much of a "skill" thing going on, although I think mods would find it really weird if let's say for example Lee, who has trained in martial arts for all his life, picks up an axe suddenly and displays himself as really good with the weapon despite probably having even never held an axe before. Sure he can use the axe to take out mooks with it that's one thing, but I think if he displays himself as if he's trained with an axe for many years when he never actually did, that's something else. Now my concern is sudden weapon mastery is that let's say throughout the roleplay your character encounters many different kinds of weapons and through touching them or something he suddenly becomes very good with them in such a short amount of time. I think this gives him a huge competitive edge and too versatile if suddenly learning how to be really good with weapons is permanent. So I would say if you decide to choose this kind of magic, the effects would have to be temporary. As for weapon bonding from your response, yep I think that can work. So basically a rather weak and limited form of mind control, but it does the job fine? I think draining will be fine and I imagine it's possible to break free from the drain if the enemy for example either stuns the user or keeps a good distance. So sort of a magical tracking device. Would it be possible for the target to get rid of the mark and would the mark have a time limit until it expires? How many marks can be placed at once? |
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5:53 PM Jul 10