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| | [Diceless-Based RP] NR: Swires OOC | |
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Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 1:01 am | |
| So last night the night before writing this post originally, I started looking through some free diceless RPG systems for something that might be fun to adapt for a forum — something which would allow us to keep the sort of style and freedom that I enjoy about forum RPs but with more concrete outcomes for characters' actions. I came across Attack of the Mutant (created in 1993, just noticed, whoa ), which caught my eye because it would likely be easy enough to apply to either the KoNS or NR worlds (we can fairly easily think of aliens as superhumans — just ask the S-man himself!) and because the web-page is so sleek and well formatted. If you've already looked at the size of the scroll-bar on that page and given your screen a good solid 'ಠ_ಠ, don't worry — I've ruthlessly cannibalised the system and arranged the entrails below. My current goal with this thread is to test the water — to try out the character creation process and, assuming that goes well and we have a handful of players, run an RP that hopefully won't take more than a couple weeks: long enough to test the mechanics... Or if creating a character seems a bit too complicated I might be able to put together some extras myself — but I kinda enjoyed translating my NR characters to this system so I figured I'd give you guys the same chance. If you have feedback or suggestions of any sort please do speak up. Now, without further ado, the system: The Basics- The Basics:
Each character has a set of stats, like Strength, Speed etc. which, when they try to do something that involves these traits, will be compared against either a difficulty rating that the GM chooses (if I can be bothered — it might be more fun to just use the numbers as a guideline and RP it) or the relevant stats of another character being targeted. Whoever has the highest score wins-out, and the amount they win by is a guide to how easily they do it — the cheetos' Invulnerability score of -70 is mercilessly decimated by the molars' +10 Strength, and the hapless snacks are ground into paste. Cheeto dust to cheeto dust. Cheeto ashes to Cheeto ashes.
Just like in NR, if Alice hits Bob with a sword her post will go along the lines of 'Alice attempts to hit Bob in the face with her sword'. In addition, however, her player would add at the bottom the total score of the attack, which may combine a number of her stats depending on the attack, and preferably a brief summary of how it was calculated (assuming she's not hit someone with a sword in the same way already and we therefore don't already know she's not just pulling numbers out of thin air). Bob would then refer to his own stats to figure out whether or not he is agile enough to avoid being hit and, if he is, how well his armour absorbs the attack / how much he is harmed. Again as in NR, he would include in his response post a description of how the action plays out. Being creative in your attacks in order to get an edge in combat is important, and I'll include some more examples once I've described how the numbers work — don't worry, it isn't as daunting as it sounds. Character Creation- Hoo boy:
On top of the usual character info (see the sheet at the bottom), characters have five main attributes and three pseudo-attributes.
Attributes: —Strength: This is your muscle power. Strength is used to lift and punch, and can even be used to defend against blunt attacks by catching them and using your muscle power to cushion the impact. —Endurance: This is your constitution. Your Endurance determines how long your character can keep a strong effort up, how long you can go without sleep, how much pain you can suffer before it starts to affect your effectiveness, and how fast you heal. —Warfare: This is your agility and accuracy. It determines how good your aim is, and how SKILLED you are at combat. —Speed: This is how fast you can move. It determines how quickly you can run and swim, and how fast you can land a blow in combat. —Invulnerability: This is the inherent toughness of your flesh and bones (I'd have just called it Toughness, but whatev's). This determines whether attacks which strike you will do actual injury, merely shake you up, or bounce off without any effect at all.
Guide to combat use: Strength is the generic damage attribute. If you are stronger than your opponent, you can pin him down and tie him up, even if he is so invulnerable that you can't kill him.
Endurance is the great tie-breaker. In any closely matched contest that lasts for more than a few seconds, Endurance will soon come into play, as the character with the lower Endurance begins to tire before his foe does. Endurance also determines how long you can fight before exhaustion starts to slow you down. High Endurance characters can often defeat stronger foes simply by running them to exhaustion, and then stepping in for the kill.
Warfare governs your aim and combat skill. To hit a target in a vital spot, use your Warfare. To execute a throw perfectly, use your Warfare. Warfare and Speed are often in conflict, as a very fast character rains blows upon a very skilled character, who uses feints and tricks to slip attacks back past his foe.
Speed and Warfare both help govern your reaction time. If a high Warfare character manages to ambush you, you will need a large Speed advantage over him in order to react before he can take advantage of it.
Invulnerability is used to keep your character alive. Not necessarily conscious, but alive. A character with a high Invulnerability rating can bounce bullets off of his chest, or walk through a wall of flame without being injured. Even when defeated in combat, characters with a high Invulnerability rating are rarely more than just stunned, whereas their less fortunate comrades may spend a few weeks in the hospital.
Warfare can help defeat Invulnerability, however, because most characters will have vulnerable points and weak spots- your effective Invulnerability against a grenade is much less if you swallow it first!
A word about Reaction Time: Whether a character's reaction time depends upon his Speed or Warfare will depend upon the circumstances. To REALIZE that something sudden is happening is a function of Speed. To perform the appropriate response automatically (say block or dodge) is a function of Warfare. When the response is fairly simple (a brick wall is ahead- stop running at it), Speed will tend to dominate. When the response is fairly complex (he is trying to grab you by the neck, do you know the appropriate counter-move?), Warfare will tend to dominate. As always, how quickly you manage to react in a situation is up to the GM (or we can just wing it, simply because not referring to the numbers in a contest of you vs. brick wall saves some unnecessary faff).
Ranks: While you could refer to your attributes with numbers alone, a system of ranks has been devised that help to make it clear exactly what a Strength of 10 is capable of. From lowest to highest, the ranks are:
SUBHUMAN (-10) : You are so weak in this attribute that even a normal human can overpower you in a contest of attributes. For instance, a character with SUBHUMAN Speed is easily outpaced by even ordinary people. A character with SUBHUMAN Strength is probably very small, or perhaps suffers from some debilitating weakness (simple old age, for example) that has stripped him of his strength.
HUMAN (-0) : You are basically average. This is considered the human norm. Normal people can give you a run for your money in contests involving this attribute.
HEROIC (10) : You are exceptional in this attribute, but not superhuman. You can always defeat an average person in contests involving this attribute, but there are many people capable of giving you a challenge. This attribute is generally associated with "realistic" heroes who have no superpowers.
SUPERHEROIC (20) : Your rating in this attribute is superhuman. You are capable of things that should not be possible for a real person under normal circumstances (for example, lifting cars up over your head, or bouncing bullets off of your chest).
Ranked (>20) : Your power in this attribute goes beyond "merely" superhuman to powers that dwarf the abilities of mere mortal humans. This rather wide range is referred to as Ranked, because in most games it will be further subdivided by your GM into smaller ranks (I might do that at some stage, but that doesn't stop you from using numbers in this range before then).
Between your character's attributes, abilities and equipment you have a total of 60 'Character Points' to spend.
Overlaps among the Attributes While the attributes are mostly independent, it IS possible to create unrealistic characters by ignoring the fact that some of the attributes do overlap (meaning that sometimes it is questionable which attribute should be used). Watch for very strong characters who have no endurance, or high Warfare characters who are unbelievably slow. While there may be a good explanation for this disparity, be sure to explain it as more than just a way to save points.
Pseudo-attributes: These govern aspects of your character that you may prefer to role-play — they shouldn't come into combat very often. They generally range from -5 to +10 in their ratings. A rating of -5 is generally equivalent to SUBHUMAN. A rating of 0 is HUMAN, and a rating of +5 is HEROIC. A rating of +10 is SUPERHEROIC, and has gone beyond what is normally possible for a human being. Ratings beyond +10 can be considered the equivalent of Ranked.
Appearance: How well people react to you on sight. A positive value can be defined as looking friendly, or beautiful. A negative value might represent a hostile attitude and a withering glare, or simply having a face that makes babies scream.
Intelligence: How smart your character is. To a lesser degree, how educated. Solving puzzles, researching topics, figuring out how to repair alien technology, all of these things are associated with your Intelligence.
Perception: The character's ability to notice subtle events and spot things that he might otherwise have missed. A character with negative perception never spots things out of the corner of his eye. A character with +10 can spot a villain lurking in an alley several blocks away.
Weight Your character's mass is somewhat dependent upon his Strength, but you can freely choose almost any mass that you like. Your mass is rated on a scale of -20 to 100+, like any normal attribute. Please note that "Strength" below refers to the effective strength of whatever you are trying to move yourself with. If you are too weak to lift yourself with your muscles, but you have Flight, you can still fly by using your Psyche instead of your Strength to move yourself.
If your Strength and Mass are equal, then it will take strength equal to your own to lift you easily, but you will not be able to jump any higher than an ordinary person.
If your Strength is 1 to 10 points LESS than your Mass, then you cannot jump at all, and must lumber along slowly.
If your Strength is more than 10 points LESS than your Mass, then you cannot move at all. This is not recommended.
If your Strength greatly exceeds your mass, then you can make prodigious leaps, but others will not require as much Strength to lift you as they would if your Mass were equal to your Strength. Limited Powers and Attributes- Bit of a mouthful, that one:
Sometimes, usually to save points or provide a certain special effect, you will want to purchase something that only works under certain circumstances. This is referred to as a Limited Power (or Limited Attribute). This reduces its cost. Here are some examples, but feel free to propose more:
Strength, only to penetrate invulnerability (1/2 cost): These points of strength only count towards dealing damage, such as with a blade, and as such cannot be used to help you move heavy objects.
Endurance, healing only (1/2 cost) : You heal more quickly than your would expect from your ability to deal with injury and exhaustion.
Endurance, resisting damage and fatigue only (1/2 cost) : You can resist more damage and fatigue than your ability to heal would indicate.
Warfare, only with one weapon (1/2 cost) : You are specialized in a particular kind of attack, and your effective Warfare is higher with it than with any other weapon or combat maneuver. If you use a similar, related attack, your GM may choose an appropriate value for your Warfare between your basic score and your maximum Warfare.
Speed, reaction time only (1/2 cost) : You have better reaction time than your ability to run. This is useful for "Rambo-style" heroes who can dodge quickly, but who cannot outrun a car.
Speed, movement only (1/2 cost) : You can run faster than you can react, basically enhanced running. Beware of things that suddenly jump in front of you; you may not be able to stop in time.
Invulnerability, only while concentrating (1/2 cost) : Your body's resistance to damage depends upon your ability to concentrate on it. This is appropriate for many martial artist characters. If you are knocked unconscious, your Invulnerability reverts back to normal. You will also tend to be vulnerable to attack whenever you are not expecting trouble. This has the advantage over the power Force Field that it does offer some additional protection, even against attacks that hit you in your internal organs, and against lasting attacks that were already doing damage when you turned your Invulnerability on.
Invulnerability, suit of armor (1/2 cost) : You have additional protection from some kind of armor you wear. This has the disadvantage that it generally takes some time to change in and out, and you will tend to be vulnerable when you are not expecting trouble. Also, if defeated, your armor can be taken away from you. On the other hand, once you have the armor on, its defenses will not go away just because you are knocked unconscious. Unlike most other kinds of Invulnerability, this does NOT add additional protection to your internal organs, and will not apply against any attack that goes around the armor and hits you directly. It is more like a force field that you can take on and off.
Invulnerability, only versus one kind of attack (cost varies) : You are especially resistant to a certain kind of attack. This limitation generally halves the cost of your Invulnerability, but may even quarter it if the type of attack is fairly rare. Mild limitations (+20 Invulnerability to everything except magic in a standard superhero game) may only reduce the cost by a fourth or even a tenth.
Reduction (generally 1/2 cost) : You have an attribute which can be reduced by certain conditions or attacks. For instance, you may purchase +30 Strength, reduced by exposure to fire. In this case, whenever you are struck with a fire-based attack, your effective Strength will plummet. In a manner similar to Absorption, if the attack which affects you this way is rare (Kryptonite), or if it takes several seconds of exposure to reduce your attribute completely, this limitation may be worth less. If it is very common it may be worth more.
Strength, Stun (full cost): Some or all of the damage you deal (this can include the points-cost of a ranged attack, if specified) does no permanent damage and instead impedes your target. See the combat section below for details on how this works. Abilities, Weapons and Equipment- You're still here — good for you!:
This section covers some common abilities and attacks, but if there's something specific you want to go for that isn't covered here you can consider it a set of guidelines and work it out with me. If there are still some references to 'psyche', flag them up for me — I've removed that attribute because I don't feel we need so much focus on psychic ability. Ranged Attack (10 points min)Enables you to fire some kind of energy blast or ranged attack at your foes. The type of damage done (Stunning, Paralyzing, Killing, etc) should be declared when the character is created. The damage done, and range at which the power works is improved by your Warfare and the number of points of Ranged attack used. Below are some example modifiers for this power: —Area Effect (+10 points or only +5 for a small area) : either a cone extending from the character or an explosion radiating out from the point targeted. The power hits the entire area at full strength. This modifier makes it easier to hit agile foes, and lets you strike everyone standing in the same area at once. —Lasting (+10 points) : the attack does damage over a short period of time, rather than all at once. This reduces the initial damage done, but lets it do far more damage in the long run. A Fire Blast might set fire to a house and burn it down, or might not. A lasting Fire Blast can set stone on fire for its duration (for example, napalm). There are generally a number of reasonable ways of getting rid of the ongoing attack before it wears off. Also, additional points in lasting attacks GENERALLY only extend the duration, rather than adding to the damage done. —Personal Immunity (+5 points) : You cannot be affected by your own power. If reflected back somehow, you simply absorb it. This may also grant you some (GM's option) protection against very similar powers, but when your evil clone shows up, your powers will not affect each other. Blades (5 points min)—Basically 10 points of Strength purchased with the "Only to get through the target's Invulnerability" disadvantage as described under 'Limited Powers and Attributes'. Camouflage (5 points)The character can change colors to match his surroundings, at a speed dependent upon his Psyche. This can keep you hidden fairly well, as long as you only move very slowly. It also works best at a good distance; up close, people are likely to notice you sticking out from the tree, even if you're the same color as it is. Invisibility (10 points)The character can become invisible. In most genres, if you want to be permanently invisible, it doesn't cost any more points because, while permanent invisibility requires no concentration, you won't be able to turn it off (your body will automatically vary it from 50% to 95% to make you as invisible as necessary), even if you want to. If being permanently Invisible is not much of a disadvantage in your campaign, it costs an extra +5 points. Invisibility works best at a distance; up close, there are small distortions in the air that an observant character may notice. Normal Invisibility works by allowing MOST of the light striking you to pass through your body. This makes the invisible character's sight dimmer and less distinct. The character can control exactly how much light passes through you- at 100%, you cannot be seen in any amount of light, except by your fringe of distortions, which will be very small. Of course, you cannot see, either. At 95%, you can be invisible in broad daylight and still see. At 50%, you can be invisible in a dark area and still be able to see. At 25%, you will appear somewhat ghostlike and translucent, and can frighten people by shouting "Boo!" at them. Your speed at changing from one level of Invisibility to another depends upon your Psyche. Note that characters with special, or extremely accurate senses may be able to detect your presence with ease. Modifiers: —No Fringe (+10 points) : The character is completely invisible, and there are no distortions. —Affects All Senses (+10 points) : The character's Invisibility also screens out noise and smell (but not touch). This can reduce your ability to hear and smell, as above for sight. —Passive (+10 points) : It takes next to no concentration and effort for you to remain invisible, letting you remain invisible and perform other actions without penalty. Flight (10 points)The character can soar though the air. They can hover and float at will. Their speed is dependent upon the number of points put into flight — consider 10 to be average human running speed. Your strength governs how much weight you can be carrying and still fly. —Space Flight (+10 points) : You can also soar through space. In many space-based campaigns, this will allow you to travel between star systems by accelerating to faster-than-light speeds. Teleport (10 points)You can move instantly from one point to another point without passing through the space in between. You have to be able to see your "landing" spot clearly, and your maximum range is dependent upon the number of points put into the ability. You have to build up the power before you can teleport, so the further away you are trying to get, the longer you have to concentrate. The general rule is, it should take just as long to teleport there as it would have taken you to fly that distance. Teleporting takes a lot of energy, and it takes it out of you all at once. Character with low Endurance may be knocked unconscious if they teleport a great distance. Modifiers: —Instant (+10 points) : You no longer have to build up the power first. While teleports are just as exhausting as before, you can now teleport at your full Speed, enabling you to use this power to dodge in melee. —Memorize Locations (+10 points) : You can memorize a spot and teleport to it without being able to see it directly. —Distance Less Important (+10 points) : The distance you can teleport goes up exponentially as you concentrate. Force Field (5 points) : 10 points of Invincibility purchased with the "Only when concentrating" disadvantage. You can surround yourself with a force field that lets you use it as an additional layer of Invulnerability. This requires a fair amount of concentration. Naturally, this will not protect you against attacks inside your body (swallowing acid) or against most lasting attacks that are already doing damage (unless your forcefield stops oxygen from getting in, in which case you had better not need to breathe, turning it on will not put out the parts of you that were on fire). Generally, the character's force field is assumed to flicker around the spot he fires from, allowing him to shoot through it, but also allowing someone with superior Warfare to shoot him through the momentary opening. Modifiers: —Passive Force Field (+5 points) : You can maintain your forcefield with a minimum of effort and concentration, allowing you to use your other abilities at the same time without penalty. If you are rendered unconscious somehow, this protection will vanish. Points put into this ability (not including modifiers below) —Area Effect (+5 points) : Your force field can be expanded to protect everyone in your immediate vicinity without significantly reducing its strength. Others, friendly or not, cannot pass through the field at will unless the character is concentrating on opening and closing it for them. Alternate Form- If you really want to go there — feel free to skip this otherwise:
Alternate Form (5+ points) : You have another form that you can assume at will, taking a second or so to change. The second form is basically a different character, and can be as similar or dissimilar to your original form as you like.
For 5 points, you can change into a -50 point character. For 10 points, you can have a 0-point alternate form. Beyond that, the cost goes up by 1 per point.
Thus, you can have a 20 point alternate form for 30 points (a 50 point character can thus have two 20 point forms). For 50 points, you can have a 40-point alternate form, which is the equivalent of a 50-point character spending 10 points to have a 0-point alternate form.
The cost of your alternate form can be reduced, however, by placing limitations upon your ability to transform. If your transformation to and from your alternate form takes too long to be useful in combat (you cannot really fight while transforming), your alternate form may be 3/4 to 1/2 cost (your GM will rule depending upon how long the transformation takes; if it takes you 24 hours to change from one form to another, you may even be allowed to purchase the extra form at 1/4 cost).
Other likely limitations are: can only change on certain occasions (the full moon for a werewolf), can only change while angry (a certain green superhero), or only being able to change once a day.
If you want more than two forms, you pay half cost for every additional form after your first alternate form. Please note that the most expensive (after limitations) alternate form is always considered the first one.
You can further reduce the cost by taking Character Limitations such as "required to spend at least 50% of my time in my wimpy, negative 50 point human form or I start to go crazy." The exact value of these depends upon your GM's judgement, and may change if you change your alternate form(s).
If a character purchases Alternate Forms for an alternate form, then he can only assume those forms after first assuming the original alternate form. The GM should make sure that this is in the character concept, and is not just being done to juggle points.
Watch characters taking things like Character Limitations for their alternate forms as well. There is strong potential for abuse here.
IMPORTANT NOTE: You cannot spend more on an alternate form than your starting character points plus five. A 50-point character cannot spend more than 55 points on an alternate form. This is a simple kludge to deal with the fact that there is a 50 point difference between a 5-point form and a 10-point form, instead of a 5 point difference. Without this rule, a player could create Obnox the Rules Screw: A -200 point human (all SUBHUMAN attributes, all pseudo-attributes at -5) who purchased a 240-point alternate form with no disadvantages or restrictions on it. He simply changes into his 240-point form and never assumes his "base" form again. Weapons, Items and DevicesSo you've read all that stuff about force-fields and teleportation and shooting lightning out of your hands, but in the case of NR's setting, or any sci-fi, it might be somewhat rare for creatures to do all that as opposed to, say, having weapons and devices that do it for them. So feel free to have it either way. In addition, items can have their own attributes if you so wish, but their overall points value must not be below zero (you can't, say, make a really terrible knife and then simply not use it to grant yourself extra points to use elsewhere): —Intelligence: If you want the item to be more intelligent than people would reasonably expect, give it additional points in Intelligence. A car with an Intelligence of 0 is just a car. A car with an Intelligence of 5 probably has some kind of onboard computer, and can communicate with its driver and probably drive itself if necessary. —Strength: The amount of physical power the item can exert. For instance, a strong horse could leap further and kick harder than a normal horse, while a strong car could shove smaller cars out of the way on the freeway. —Endurance: The item's ability to keep going and repair damage. An inanimate object with Endurance might have a self-repair function. A car with a high Endurance would be able to run longer and better on the same amount of fuel as a normal car. —Warfare: The item's agility and aim. For an inanimate object, this can increase the item's usefulness. For example, a gun with a Warfare rating might have a telescopic scope, or some other aiming device, while a car with a Warfare rating might be able to turn on a dime and maneuver far more fluidly than a normal vehicle. —Speed: How fast the item can move and, to a lesser extent, react. A fast car could outrace other vehicles with ease, whereas a fast gun might reload almost instantly, or have minimal recoil. —Invulnerability: The item's toughness and hardness; it's ability to shrug off damage. A bullet-proof car would have a good Invulnerability rating. I might also ask you to add an additional Utility Cost if the item is especially out of the ordinary, such as your own personal spacecraft. Combat, Health and Awesome-Points- I know you just skipped to this one for the phrase 'Awesome-Points':
So you may remember, long ago when you were young and sprightly and hadn't gone short-sighted from reading all the stuff above, I mentioned that combat was just a case of comparing numbers? Now you have most of the numbers. I say 'most' because often to get an edge you'll want to make things less comfortable for your opponents and more favourable for yourself, and when there are such factors in play you can adjust the numbers accordingly. I don't want to step in and declare pluses and minuses every time someone makes an attack, so unless there's some dispute on the matter it's down to you to assign them when you perform an action! Here are some guidelines to judging how best to adjust your score: Mitigations:Slight mitigation: -10 to your score when attempting an action. Examples: Any action taken when at or under 60% of your hit-points, using your off-hand to wield a weapon, jumping and attacking with a melee weapon, having to dash to cover to dodge gunfire, shooting anything larger than a pistol at point-blank range, doing an unrelated minor action in the same space of time post (eg sprinting, switching your gun from semi-auto to automatic, attempting to keep your balance on an uneven / moving surface or ignoring a really annoying noise while making an attack — something which requires only a negligible amount of concentration), shooting a target from a distance your weapon was not designed for (automatic weapons and pistols being used to take out targets some distance away — but not on-the-horizon distances). Major mitigation: -20. Examples: Any action taken when at or under 50% of your hit-points, shooting an enemy that is taking cover (but isn't completely concealed by it i.e. is shooting out rather than keeping their head down), jumping and attacking with a short-range weapon such as a pistol, performing an unrelated action in the same space of time post that requires a portion of your concentration (eg eating a sandwich in one hand while swinging a sword in the other, dodging an attack making one on a different target at the same time {apply the mitigation to BOTH actions}, maintaining non-passive invisibility or forcefield, keeping a steady course in your car/spacecraft while punching the co-pilot in the face) Exceptional mitigation: -30. Examples: Any action taken when at or under 10% of your hit-points, trying to dodge while tied to a chair (that isn't secured to the floor), dodging bullets in an open field (without any cover to duck behind), performing an unrelated action in the same space of time post that requires your full attention (eg: reading a book, landing an aircraft or flying one through difficult conditions, hacking a computer, attacking two enemies at once {apply to both attacks, add ANOTHER 30 if attacking 3 enemies, and so on}. —Unrelated mitigations stack. E.g. Trying to dodge bullets in an open field while eating a sandwich would be -50. —Mitigations that result from lowered health (listed above in bold) are reduced by your character's Endurance: A character with Endurance 15 would not be at any disadvantage as a result of being at or below 60% of their hit-points, and would only be mitigated by 5 points when at or below 50% hp. —Reduce the mitigation by 5 points if you are doing two actions in the same space of time that are intimately related, eg: slicing two enemies with a single sweep of a blade is -25 rather than -30. Shooting at two people does not count, unless it's with a single shot. Bonuses:+5: Prepared attack — you take time to set up your attack (i.e. you make a post stating that you're a' chargin' your lazor but make the attack only in your next post, giving your opponent time to respond if they are able or willing.) You can prepare an attack for up to 3 posts, for a maximum bonus of +15. +10: Backstab — attack an enemy that was not previously aware of you but was already fighting. +20: Sneak attack — attack an enemy that was not previously aware of you or on their guard. Coup-de-Grace — attacking an enemy at point-blank range who is completely powerless to resist (unconscious (not sleeping!), completely paralysed, missing all of their limbs etc.) is an automatic hit — move straight on to adding up your damage score. Health and Healing:Every character starts with 50hp. When you hit zero you fall unconscious, and at -20hp you are dead. Applying medical treatment in the middle of a fight restores 10hp plus your character's Endurance, roughly equivalent to patching up some wounds or injecting some painkillers — healing multiple times should only be done if it makes sense IC, eg: using some kind of medgun. 'I apply MORE bandages' is not admissible. —Every weapon (or other item built to withstand attack) starts with 20hp. This should only come into play if the item or weapon is targeted specifically or if you choose to take the damage to it — if the damage taken by the weapon is greater than its remaining hp, you take the rest of the damage on yourself. Weapons that have taken damage suffer the same mitigation factors that a character would — if you use it when it has less than 50%hp, you will suffer a -10 penalty etc. Weapons come in a lot of different varieties, so how they are repaired is for you to roleplay — please try not to abuse it. Awesome-Points: Every character starts each day with 50 Awesome-Points, which they can spend at any time in units of ten, in order to improve their attributes ( not pseudo-attributes) in a single case. This is generally useful for either averting your own death or ensure something else's. Combat:During combat, the actions you describe your character enacting in each post shouldn't take more than about 6 seconds. This doesn't mean you can't do things which take more than six seconds, but you will have to give your opponents time to react if you do. When making a post in which you state an attack, calculate two things: —How well you are able to hit the enemy. If you are attacking with a blade, this will probably mean combining your warfare and speed. —What the base damage of your attack is — with a melee attack, this will definitely include your Strength and Warfare added together. The target should then, in their response, calculate: —The stats that they have which allow them to dodge, parry or otherwise evade the attack: generally this includes their Speed and Warfare. —Should the target's evade score fail to exceed the attacker's hit score (if they're equal, it hits), the target should then calculate how well they can absorb the hit they've been dealt, using their invulnerability (to tank it) and Warfare or Speed (to minimise the damage). This is the amount of points of the attacker's damage score that doesn't get taken straight off the target's health: If your damage score was 50 and their score to absorb the blow was 30, they would take 20 points of damage. Roleplaying note: When comparing hit and evade values, the amount one exceeds the other represents how easily the person hits the target / evades the attack: If the difference is under about 10 it's a close-run thing, if it's more than ten it's average and if it's 30 or above it's very easy. Stun attacks: Whereas normal weapons' damage can be reduced by a character's Speed or Warfare, i.e. the person's ability to make sure the hit lands on a less vulnerable part of the body, the damage from stun attacks cannot be resisted by these means. A stun's effect is lessened, however, by its target's Endurance, i.e. the person's ability to weather pain or shrug off sedative. Take these facts into account when calculating how much damage you receive. The way you calculate whether or not it hits is no different than if you were using any other weapon.However, the damage taken from a stun attack is not taken off their target's health: instead it becomes an added mitigating factor for any action the target takes afterwards, until the fight is over. If a character is stunned twice, the highest mitigation of the two is used (the effect doesn't stack). - Example:
Alice fires a taser with a total damage score of 40 at Bob, who has the following stats:
Str: 0 End: 10 War: 15 Spd: 15 Inv: 10
If this were a normal bullet attack, and we assume for this example that it does manage to hit, Bob's resistance score would be 'War(15) + Spd(15) + Inv(10) = 40', and the attack would do no damage. However, as this is a stun attack his score is instead 'End(10) + Inv(10) = 20', so for the rest of the fight any action he takes will be at a -20 penalty.
Example Characters and Combat- Example Characters and Combat:
(Note: In the examples below the stats in squared-brackets are limited attributes, and count for half their value towards the point total)
Kwa Str: HUMAN(0) End: HUMAN(0) War: HEROIC(+10) [+10 with Malli Moonblade] Spd: HEROIC(+10) [+20 reaction time only] Inv: HUMAN(0) [+5 armour]
Appearance: +5 (attractive, charismatic) Intelligence: +7 Perception: +5
Weight: SUBHUMAN(-10)
Field Computer (+5) Survival supplies
—Malli Moonblade: Str: 0 [+20 Str vs Inv only] War: +10 Inv: -10
Pistol: Ranged attack (+10)
So the first time I built a character on this system I used Kwa from NR, because I have a good picture in my head of what she's capable of (and I never actually made a character in KoNS). Her build is geared towards using the Malli Moonblade in combat almost exclusively, at the expense of being rather fragile — this goes for the blade itself too, which has a -10 Invulnerability that would make it relatively easy to break...
Dagon Str: HEROIC(+15) End: HEROIC(+10) War: HUMAN(0) [+20 Plasma Rifle] Spd: SUBHUMAN(-10) Inv: HUMAN(0) [+20 Armour]
Appearance: 0 Intelligence: 0 Perception: 0
Weight: HUMAN (0)
Plasma Rifle: Ranged attack (+10) Str: +5
Dagon is a little simpler: Slow, tough and strong with a plasma rifle that also gives him a small strength bonus in close combat. His +20 to Warfare with a Plasma rifle would likely translate to a +10 with other energy rifles.
Combat Examples
Say Kwa tried to attack Dagon with the Moonblade, with no modifiers in play: Dagon's combined speed and Warfare scores (-10 + 0 = -10), which he would use to try and dodge (Speed meaning his reaction time and warfare here meaning his skill at close quarters), pale in comparison to Kwa's (her Warfare is base 10, + 10 for specialising with the Moonblade and +10 for the Moonblade's inherent usefulness = 30 — adding her speed gives a whopping total score of 60), making it fairly trivial for her to hit him with it. The damage done is then calculated separately: We add Kwa's Warfare and Strength with the Moonblade (20 + 20 = 40) and compare it with Dagon's invulnerability (20). Kwa's score is 20 greater than Dagon's, so he takes 20 points of damage. Ouch. If his warfare or speed were actually worth a thing he might have used them in this calculation to reduce the damage — avoiding some of it.
Say Dagon wanted to punch down an evergreen. I'd just look at his strength score and say 'yep, down comes the tree!' He'd probably bruise his hand though — maybe a -10 or -20 modifier to strength with that hand, depending how big the tree was. What I'm saying is that in a lot of circumstances, non-combat circumstances, the stats are a guide rather than rules. I want to be relaxed about it if possible.
That's a lot of info, which is why I'm rather tentative about straight-up launching an RP using it, but the idea is that once the characters are created it becomes relatively easy to play. The dream is to have a system that lets us make posts like we would in, say, NR, but the outcomes are decided by the numbers (at some times more than others: when it's just you versus the environment your attributes simply help by giving everyone an idea of what you're capable of) — and how well you RP to sway the circumstances in your favour during combat. Even though the system was made with superheroes in mind, right now I'm in more of a sci-fi mood, so I'll copy-paste some character creation criteria from NR: Character SheetUser: Name: Gender: Age: Race: Homeworld: Bio: Str: End: War: Spd: Inv: Appearance: Intelligence: Perception: Weight: Possessions: (Everything from Str downwards is explained in the spoiler tags.) Characters, assuming you don't have one from NR you want to convert, can be characters you have created in Spore or a character derived from a different sci-fi franchise or your own mind if you feel like it, including, of course, humans.
Last edited by Delta on Thu Jul 11, 2013 5:37 pm; edited 21 times in total | |
| | | Gelatino95 Silver Spice
Posts : 3501 Upvotes: : 9 Join date : 2010-06-27 Age : 28 Location : Dinosaur Planet
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 5:01 am | |
| I've never joined an RP before, but seeing as I have a lot of free time on my hands, I'd be interested in something like that right about now. Is this a good place for me to start my RP career? Or is it perhaps too out-of-the-ordinary for beginners? I haven't read through the entire OP yet (it's a doozy) but so far I like the regimented structure that you have going on here. | |
| | | Potatrobot Bronze Spice
Posts : 1601 Upvotes: : 21 Join date : 2010-11-19 Age : 29 Location : Triangulating...
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 10:46 am | |
| I opened all of the spoilers, looked at the scroll bar, and then gave it 'ಠ_ಠ Anyway, I'm curious as to how my NR characters would translate to this sort of setting. - Flank:
- Picture and description:
The first picture is of Flank in full armour, but he is not wearing it. He wears loose black pants, a silver-coloured shirt that wraps around his chest (but with holes that line up over the lens), and a long black overcoat. The overcoat is purposely left open so that the lens on his chest can see, and it mostly resembles a dressing gown. The second picture is a closer shot of Flank's head without the helmet on. The red ovular protrusions right behind the mouth are effectively a set of eyes. They are made of a solid, glassy material and do not blink. In addition to these eyes, Flank can also see out of the red lens on his chest and the scope on his cannon. Flank is 8 feet tall and weighs 190kg. User: Potatrobot Name: Flank Travis Gender: Male Age: 36 (Cortyax years) Race: Ravis Homeworld: Cortyax Bio: Earlier in life, Flank was an Admiral in the Ravis fleet, and fought in one war: the third (and so far, last) Grox invasion. This went much better than the first two because the Ravis hadn't thought to give its soldiers FlaK cannon hybrid implants back then. But for the third invasion, they did (Flank included, of course), and managed to shoot down most of the ships to the point of a retreat. Happy days, peace tours, celebrations, etc, etc. Flank was on peace tour on another planet one time and was caught at the doorstep of a brothel. His superior in command, Fleet Admiral Raylaq, yelled at him for a good five minutes in front of several close friends and gave him the double-D (dishonourable discharge), the necessity of which not debated. This left him emotionally scarred, in a way, because after that day, interaction with anyone of the opposite sex left him nerve-less, rigid, and unable to think straight (and not in the good way). The last straw for him was when people started calling him 'Glass Cannon'. He packed his things and left the planet. One underground combat sport and a short career with a group of mercenaries later, Flank met Samantha on planet Ariid. She was pushy, sarcastic, and spoke with snark, and he couldn't bear her presence due to his emotional scarring, but they had a fair bit in common and they stuck together for a while. A rather heated clash of interests brought Flank's scarring to light, but rather than regress Flank began to overcome it. Flash forward two years, Flank and Samantha are remarkably close. They work and live together, and while Samantha's attitude has not changed, her method of communicating with Flank is far less abrasive. Being in Samantha's company has also helped Flank rid himself of his burden, although part of that was letting go of his shame of being discharged. He has stopped wearing his military armour in favour of simple Ravis clothing. Other notes: The Ravis evolved on a very hot planet that has little water, and are physically dense in almost every aspect. Therefore, they are not adapted to swimming, and with the metal implants Flank has no hope of surviving in deep water by himself. The Ravis, having a set of pincers as a mouth (they are carnivores), can and mostly do speak a language native to such a mouth. Flank also has an obsession with firearms, which compels him to collect guns from downed targets or submissive shelves when he has the chance. Samantha chides him for trying to bring them along and so he ends up depositing them in a storage bank. On occasion, Flank has been known to demonstrate a very short temper. Str: 15 [-10 for electrical attacks] End: 8 War: 6 [+8 FlaK cannon] Spd: 0 [+2 wings] Inv: 10 [-15 for electrical attacks] Appearance: -3 [a bit monstrous for many other races] Intelligence: 0 Perception: 2 [-8 after an electrical attack; scope and chest lens thing short out] Weight: 10 [-4 if he uses his wings to lift himself a bit] Flight: +2 [his wings can't support him, so he can only use them to slow his fall and give it direction] Character limitations:Cannot swim: -5 Completely debilitated by electrical attacks: -5 Possessions:FlaK cannon (attached to shoulder) Ranged attack: +10 [-3 w/ mortars] Str: 10 [+0 w/ FlaK bullets]/[+5 w/ shells, AOE +5]/[+5 w/ mortars, AOE +5]/[-3 w/ plasma rounds, quietness +3] Inv: 5 [-10 for electrical attacks] Utility cost: +5 (for the different ammo types) Four types of ammunition (bullet, shell, mortar, plasma). Only enough to put in some big pockets. Storage bank member card. 60 points.
- Samantha:
- Picture and description:
In this picture, Samantha is in her full set of armour, but she's not wearing it. She wears clothes designed from Ravis clothing: loose black pants, a yellow shirt that wraps around her chest, and a long black overcoat. The sleeves of the overcoat only reach as far as her elbows. Samantha is 9 feet tall and weighs 80kg. Name: Samantha Klancher Gender: Female Age: 33 (Auren years) Race: Konematis Homeworld: Auren Bio: Samantha displays an attitude that seems to indicate a love-less, uncaring childhood on her part. This isn't true, although her parents were mercenaries and so weren't often around to raise Samantha to be polite. To anyone whom Samantha doesn't hold in high regard, or people who do not employ her, she speaks with frequent, uncalled-for sarcasm and a snarky attitude. Samantha followed her parents into the mercenary trade, specialising in long-range rifles and polearm weapons on the side. Neither could protect her when she came face-to-face with a grenade, however. She was able to avoid most of the force of the explosion, but a few shards of shrapnel entered her system and could not be removed. The metal reacts with her blood, turning many once-yellow parts of her body to jet black. She worked in a small team of mercenaries residing in a maze of underground corridors on planet Ariid for several years, the team consisting of three other men named Dorn, Parras and Kirem. She'd completed an assassination assignment one morning and told her employer the good news, but it seemed that employer wanted no loose ends and hired the rest of her squad to kill her once she had completed the assignment. Fleeing through the underground and hiding in an air vent allowed her to gain the upper hand on her former squad-mates. She managed to kill Parras and shoot one of Dorn's two heads, and was about to finish off Kirem when Dorn disrupted her. He was easily dispatched with only one remaining head, but Kirem had fled by that stage. Samantha could hardly blame him, since she could tell that he was harbouring a crush for her, and probably didn't even want to kill her. After ransacking the small base she used to call home, she headed for the surface to find new employment, and instead found Flank. Like to any stranger her abrasive, sarcastic attitude was prevalent, and he couldn't cope with her presence, but they had a lot to gain by sticking together and she didn't find him all that bad. It didn't take long for her to click it at him for being so skittish around her, and she didn't let up when she learned that it was because he was nervous around women. After that, she noticed Flank gain more confidence, which was good because she was beginning to contemplate kicking him in the stomach. Two years have passed since then, and they're thick as thieves. They work together as freelance mercenaries and they live in the same apartment. As Flank got over his inability to cope with women, Samantha got to know him better and as a result, she stopped speaking so harshly to him. Her sarcasm certainly never left, but with Flank it's so much less abrasive. Other notes: The Konematis, having evolved on a world laced with gold, are obsessed with the substance. Samantha can detach herself from it, however. Her race is also one of the very few to have developed hooves as feet, so the ability to walk quietly did not become available until the invention of rubber soles that were strapped to the underside of the hooves. Samantha has to wear these, naturally. They evolved from crustaceans, and they still have parts of an exo-skeleton. Her arms and lower legs are encased in a dense exo-skeleton that resists blade attacks. Having a set of pincers, they can speak a separate language native to pincer-mouthed races. Samantha has this skill. Like Flank, she has decided to stop wearing body armour and stick to regular clothes, although she has chosen clothing adapted from Ravis fashion. Str: 3 End: 5 War: 6 [+4 with her rifle] Spd: 0 Inv: 3 Appearance: 3 [very sexy] Intelligence: 0 Perception: 0 Weight: 3 Possessions:Rifle [very long, no scope] Ranged attack [+10] Str: +7 Grenade launcher [mounted on her left wrist] Ranged attack [+7] Area of effect: +5 Str: +6 Ammunition for both weapons. Rubber soles for her hooves. Total of 60 points.
- Earlier chatter:
The number systems seem a bit odd. I can see what you mean when you say that it's aimed at super-powered characters, because the spectrum of attribute levels is completely irrelevant to alien creatures. The scale makes it hard to place strengths and weaknesses realistically, with only 20 points between 'you are human' and 'you are Superman'. And since half of them are negative it's like we're getting a discount for being stronger or more durable than humans, to a certain degree.
Since this is a sci-fi roleplay as opposed to a superpower roleplay, the character's attributes won't delve into super hero level, and any rank above 10 is moot. I generally think that this area needs to be rescaled, with the highest values representative of very powerful attributes, but not at the super hero level. It would also do good to have the human averages at 0 for an easy starting point, because it's easier to think of negative values as weaker.
Flank's weight is a tricky one. The Ravis in general are very large, dense creatures and so naturally are very heavy, averaging 120kg. This also indicates greater strength in order to move around with ease. FlaK Ravis have an additional 70kg attached to their bodies, and to cope with that they're physically conditioned [but carrying that weight still isn't unnoticeable, and it wears them down eventually]. I'm just trying to find realistic values for strength and weight that don't leave Flank lying on the ground unable to move himself, but at the same time not granting him the ability to throw cars.
Also regarding weight, Flank can theoretically fly, a la wings, but due to the implants he can only use them to glide to a minimal degree and make himself run faster, also perhaps assist him in lifting himself up from a ledge. In NR he had his jet boots to make up for the extra weight but I've left those off. Would his wings count as a limited boost for Speed and something like a +1 Flight?
I'm also trying to wrap my head around some of the modifiers. Flank is an accurate and very powerful shooter but only with the cannon on his shoulder because it's hot-wired to his brain. Other guns he's fairly deft with but using other weapons altogether just doesn't lie in his skill-set. I've ranked his warfare as 6, meaning between heroic and superheroic [result of the unbalanced scale system], but if I wanted to limit that to his cannon, how would the half-cost come into play? Would 6 turn into 3? Or do I have to apply it to his weapon separately? How would it look with a negative starting value? Since his speed is above human average it's just sitting on -8, but if he used his wings to help, how would the cost change?
Last edited by Potatrobot on Tue Jul 02, 2013 12:21 pm; edited 20 times in total (Reason for editing : You know me. I'm hopeless with RP characters.) | |
| | | Guest Guest
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 11:50 am | |
| Since equipment have attribute modifiers, wouldn't that mean I could basically give all my equipment exaggerated stats while not having to spend any of my attribute points on them? If so wouldn't that make the attribute system a little iffy? |
| | | Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 1:09 pm | |
| @Gelo: Everyone will be on the ground floor with this system, so I see no reason not to start here. You might also like to take a look at NR's rules section, as all of them are still applicable here — the only difference being that in combat the outcome of any given action is guided by the numbers rather than being purely decided by the player being hit. @Razo: Points spent on weapons also count towards the total of 50 — the idea is that if you put a lot of points into your equipment you would have to have a pretty wimpy character. @Potato: You weren't supposed to open all the tags at the same time what are you crazy.Yeah, setting 'Heroic' as the zero was recommended as a good point for a 'low-level' game, but when I took a hard look at Dagon's strength I realised things needed tweaking. I'll tweak the labels on the OP to set Human as the zero, and we can go from there. If it turns out to be too limiting, perhaps I'll increase the points-per-character from 50. Will that cover the Weight problem too? As for Flank's wings, you can account for their speed-boost with points in 'Speed, movement only', which costs half a character point (what I will henceforth refer to the total of 50 as) per point of speed added. The gliding I would value at 5 character points. About the modifiers: You would want to set Flank's base Warfare stat to represent his overall familiarity with weapons (these points would be taken at full cost), and then add on the points that represent how much more proficient he is with his cannon — these points would be half-cost. eg: "War: 10 [+10 FLaK cannon]" would cost 15 character points, giving you a War rating of 10 at all times and a War rating of 20 when using the cannon. This would work the same way for his speed with wings. Does that help? | |
| | | Potatrobot Bronze Spice
Posts : 1601 Upvotes: : 21 Join date : 2010-11-19 Age : 29 Location : Triangulating...
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 1:25 pm | |
| Your emoticons are broken, Delta. I can't stand not seeing the frequent yellow faces dotted throughout your posts I think increasing the character point scales will definitely entail increasing the point budget since everything will cost more. Perhaps 60-70 is a better budget when the attributes are changed, since the cost is increasing by ten points each and that has to average out somehow. That entire last paragraph does help, a lot. I'll only be able to continue with the sheet once the attributes are rescaled, so I'll get to that when it's done. | |
| | | Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 1:35 pm | |
| I have already rescaled the attributes in the OP. And the emoticons: A lot of the time this new pain-in-the-butt reply box, which appeared without warning and I have as-yet been unable to revert, removes the space after my emotes when I edit my posts, breaking them. I've experimented a little with using 60 and 70 point characters — I'll change the Character Point max to 60 for now, but if you want to construct a variant that has 50 or 70 just for the sake of argument, go ahead. | |
| | | Potatrobot Bronze Spice
Posts : 1601 Upvotes: : 21 Join date : 2010-11-19 Age : 29 Location : Triangulating...
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 2:19 pm | |
| I'm readjusting Flank's numbers, and I think 70 is a comfortable limit (also being mindful that I'm not making him OP in the process). Just the way everything has such a high cost now that they've been moved up makes the overall cost rise quickly.
Do pseudo-attributes and weight draw from the budget? They're listed under the declaration of the maximum budget, which implies that they are an after thought for when all the points have been dealt. I'm assuming they do.
I've squeezed in the numbers as best I could for Flank. They started out as tens and fives but I had to cull them to keep them in a limit. I put the numbers in a calculator, and it gave a total of 62, including the weaknesses to electricity. The utility cost to Flank's cannon and its ability to load different types of ammunition was something I paid mind to, and still am at the moment. The effects differ from load to load, so I figure to balance them out, I'd lessen the cannon's strength and apply a different modifier for each type. Then when it comes to the overall cost for the cannon I'll average each cost. | |
| | | Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 2:41 pm | |
| Pseudo-attributes and Weight do indeed count towards the point total — perhaps you could post what you have so far, to give me an idea of where things stand? Flank always seemed like a higher-powered character than either of my two, whom I never lavished with a large variety of gear, so my current builds for Dagon and Kwa fit quite well into 60 points: - Revised Character Stats for Kwa and Dagon:
Kwa Str: HUMAN(0) End: HUMAN(0) War: HEROIC(+10) [+10 Malli Moonblade] Spd: HEROIC(+10) [+20 reaction time] Inv: HUMAN(0) [+5 armour]
Appearance: +5 Intelligence: +7 Perception: +5
Weight: SUBHUMAN(-10)
Field Computer (+5) Survival supplies
Malli Moonblade: Str: 0 [+20 Str vs Inv] War: +10 Inv: -10
Pistol: Ranged attack (+10)
Dagon Str: HEROIC(+15) End: HEROIC(+10) War: HUMAN(+5) [+20 Plasma Rifle] Spd: SUBHUMAN(-10) Inv: HUMAN(+5) [+20 Armour]
Appearance: 0 Intelligence: 0 Perception: 0
Weight: HUMAN (0)
Plasma Rifle: Ranged attack (+10) Str: +5
Of course there were a great many characters in NR with more going on than these two, so it'd be useful to get another opinion on this.
Last edited by Delta on Thu Jun 27, 2013 3:26 pm; edited 1 time in total | |
| | | Potatrobot Bronze Spice
Posts : 1601 Upvotes: : 21 Join date : 2010-11-19 Age : 29 Location : Triangulating...
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 2:46 pm | |
| Good. I counted them in the total, and I've completed the sheet as far as I can.
Not including the cannon, Flank stands at 45 points (including flight, which is as low as 3 because it's so substandard). The cannon itself is different, owing to its versatile nature. I added up its stats for one ammo type, then the next, etc, and divided the result by 4, averaging it. That gave 24, so Flank now stands at 69 points (phew!)
It's a good thing I decided to drop all of Flank's gear short of his cannon or there'd be no hope in hell for him. I'll refurbish the sheet with appearance details and whatnot, but right now it stands for the stats. | |
| | | Gelatino95 Silver Spice
Posts : 3501 Upvotes: : 9 Join date : 2010-06-27 Age : 28 Location : Dinosaur Planet
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 4:17 pm | |
| So I've been brainstorming a character for this, and I had an idea for an item. Trouble is, I'm a bit unsure of which attributes factor into it. It's basically a "tractor beam" thing that my character can use to grab enemies and pull them towards him. It can also be used to move heavy objects, giving it a bit of extra utility. The downside is that on really heavy objects or fleeing enemies, the tractor beam sucks up a lot of power and can only be used for about five seconds or so before it needs time to recharge. I'd assume it would have a really high Strength attribute, but what else? Or is high strength good enough? (basically the only reason I even had the idea is because it's a pun on the character's name, so give me this, if nothing else ) | |
| | | Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 4:36 pm | |
| You could give the device a base strength representing its ability to move objects at all times, and an additional limited strength that can only be used once per battle, so something like "Str: 10 [+20 once per battle]". If the limiting condition were once per battle, I'd give you those points at 25% cost, making the total value of that example 15 points. How would either of you feel about putting the characters up to 80 points, potentially? >:P | |
| | | Gelatino95 Silver Spice
Posts : 3501 Upvotes: : 9 Join date : 2010-06-27 Age : 28 Location : Dinosaur Planet
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 4:41 pm | |
| With 80 points, you could have several attributes at superhuman levels while still maintaining a realistic character. I personally would prefer a lower number since it would force you to think creatively in allocating your points to attributes and gear and such. But really, I suppose anything goes with this. 80 might raise the bar a bit, but I'd be interested to see what the characters look like.
And as for the tractor beam, it's not really "once per battle" but rather it just takes a minute to automatically recharge after being drained of power. One whole minute could be devastating in a close battle, so could I maybe get 50% cost instead? | |
| | | Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 5:00 pm | |
| The main issue is measuring time, since it can be quite flexible in an RP — figuring out when a minute has passed in the middle of a battle might be challenging, but if you want to do that as opposed to using it once per fight then yeah, half-cost sounds fine.
Last edited by Delta on Thu Jun 27, 2013 5:15 pm; edited 1 time in total | |
| | | Gelatino95 Silver Spice
Posts : 3501 Upvotes: : 9 Join date : 2010-06-27 Age : 28 Location : Dinosaur Planet
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 5:01 pm | |
| Cool. Now I can probably start making my character. | |
| | | 3D Admin
Posts : 879 Upvotes: : 8 Join date : 2010-07-01 Location : New Mexico, USA
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 5:47 pm | |
| I probably missed something in the main post, but if character and weapon statistics are shared, does this mean theoretically that one could create a weapon (Toothpick, -20 everything) and then use those excess points to boost characters statistics to an inordinate degree? Or would the character be forced into using the weapon? | |
| | | Potatrobot Bronze Spice
Posts : 1601 Upvotes: : 21 Join date : 2010-11-19 Age : 29 Location : Triangulating...
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 5:58 pm | |
| That's true A junk item could really be used to grant extra points like that. I also edited Samantha's sheet into the post, and I used Flank's one remaining character point to make him less ugly. They now both reach the total of 70. | |
| | | Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 7:52 pm | |
| It's strange, I distinctly remember writing something in to counter this but I can't find it where it ought to be — I might have accidentally deleted. In any case, I've added onto the opening paragraph of 'Weapons, Items and Devices' (in the 'abilities, weapons and equipment' tab): - I wrote:
- items can have their own attributes if you so wish, but their overall points value must not be below zero (you can't, say, make a really terrible knife and then simply not use it to grant yourself extra points to use elsewhere):
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| | | Gelatino95 Silver Spice
Posts : 3501 Upvotes: : 9 Join date : 2010-06-27 Age : 28 Location : Dinosaur Planet
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 8:28 pm | |
| So, do you have any sort of story planned for this? That would help a lot in making my character bio. | |
| | | Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 9:29 pm | |
| Currently I like the idea of resurrecting NR in a more bite-size form — more on that later, perhaps, but for now I'll try and make a mini-summary of NR:
The setting is very loosely based on the Spore Space stage, but may otherwise be considered generic sci-fi (if I decide to launch an RP with this system I'll put some time into nailing down details like how interstellar flight works, how much of the galaxy is explored etc.). The protagonists are a group of mercenaries called Nerrone's Rangers, lead by Dagon and Kwa. The main power keeping peace in their sector of the galaxy, the Coalition, has recently come under attack by an unknown power known as the Kingdom (I'm half-tempted to rename one or both factions). After closely preventing the destruction of a floating city on a desert world, they were roped into helping the Coalition track down the strike cruiser responsible for the attack. The players' mode of transport is the Lacuna, a run-down smuggling ship kinda in the vein of KOTOR's Ebon Hawk. At the point we left off they had set down on the Coalition homeworld Tareen, an advanced world with large cities and stretches of green countryside, with the aim of tracking down the Silent Temple, a shadowy organisation that has been lending its assassins and saboteurs to the Kingdom. | |
| | | Gelatino95 Silver Spice
Posts : 3501 Upvotes: : 9 Join date : 2010-06-27 Age : 28 Location : Dinosaur Planet
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Thu Jun 27, 2013 9:42 pm | |
| I've actually been reading through the first Nerrone's Rangers thread and I really love it so far (I'm only on page 4). I would be honored to participate in an RP in that vein.
edit: I'm working on art for my character and I'm going to make a small interactive Flash thing to show all his gear. It's gonna be sick. | |
| | | 3D Admin
Posts : 879 Upvotes: : 8 Join date : 2010-07-01 Location : New Mexico, USA
| Subject: Sciris Character Sheet Fri Jun 28, 2013 4:02 am | |
| WIP as rules are improved/modified. User:3D Name: Sciris Gender: Male Age: 62 Homeworld: Varis Species: Varian Bio: Sciris works as a contract-killer, and though there are speculations as to why exactly Sciris peruses the line of work with such assiduity, he himself never discloses the reason. [There is a real reason, but it's no fun disclosing it right away] Varian History: Introverts and isolationists by nature, the Varians are widely disliked for their unsympathetic, pitiless attitude and gaunt, deathly complexions, further encouraging seclusion. This lack of communication with other sentient species has given the natives of Varis generations to enhance and advance their weapons and technology, resulting in a massive upwards economic shift thanks to the export of said craftsmanship, as well as aiding in cementing their image as an independent and prodigiously well armed system. Adding to its inaccessibility for the majority of life-forms, Varis is a barren, arctic planet whose inhabitants breathe chlorine gas instead of oxygen, resulting in their needing to utilize respiratory devices. While still largely effective, the respiratory devices frequently take too long in transforming the atmosphere into chlorine gas, resulting in slower regenerative capabilities and endurance. Edit: Revamped point distribution to better suit how I'd envisioned my character. - Character point distribution:
Main Attributes: (+40)Str: SUBHUMAN(-10) End: SUBHUMAN(-5) War: SUPERHEROIC(25) [+40 Only with VRDs]Spd: HUMAN(5) [+30 Reaction time only] Inv: SUBHUMAN(-10) Pseudo-Attributes: (-5)Appearance: -5 Intelligence: 10 Perception: 0 Weight: SUBHUMAN(-10) Possessions: (+25) Dual VDRs (Varian Disintegration Revolvers) Ranged attack (+10) Inv: -5 Str:0[+40 Penetrate INV only] - Combat statistics reference:
Armed with VDRs:
Attacking: WAR+SPD = 65+35 = 100 (+10 from pistol’s inherent usefulness, resulting in 110?) Damage: WAR+STR = 65+30 = 95 Defense: WAR(No weapon specialization bonus)+SPD = 25 + 35 = 60 Damage when hit: -10 INV results in 10 points extra damage upon being struck. Endurance: -5 END means Sciris is easily fatigued. (After all, he’s racking up in years and the effect of time is beginning to affect his physical capabilities over extended periods of time)
Disarmed:
Attacking: WAR+SPD = 25 + 35 = 60 Damage: WAR+STR = 25 + (-10) = 15 Defense: WAR+SPD = 25 + 35 = 60 Damage when hit: -10 INV results in 10 points extra damage upon being struck. Endurance: -5 END means Sciris is easily fatigued. (After all, he’s racking up in years and the effect of time is beginning to affect his physical capabilities over extended periods of time)
Last edited by 3D on Sat Jun 29, 2013 5:20 pm; edited 33 times in total | |
| | | Gelatino95 Silver Spice
Posts : 3501 Upvotes: : 9 Join date : 2010-06-27 Age : 28 Location : Dinosaur Planet
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Fri Jun 28, 2013 4:08 am | |
| Wow, I can hardly read that small gray text at all.
But from what I can see, it looks good. Very deadly. | |
| | | Delta Admin
Posts : 2281 Upvotes: : 84 Join date : 2010-10-11
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Fri Jun 28, 2013 5:26 am | |
| That all seems to be in order. I'm excited to see how this'll play — I'd better start setting up some NPC characters. | |
| | | Naboo9 Purple spice
Posts : 752 Upvotes: : 4 Join date : 2010-09-26 Age : 26 Location : The Verdant Hills, screaming at Dreadking Rathalos.
| Subject: Re: [Diceless-Based RP] NR: Swires OOC Fri Jun 28, 2013 5:48 am | |
| WIP - Jrakel:
User: Naboo9 Name: Jrakel Gender: Male Age: 37 (For a Parox Lampora he's smack dab in the middle of young adulthood) Race: Parox Lampora Homeworld: Parox Minor Bio: Life was never easy on Parox Minor, or any of the other Parox Lampora worlds for any matter. Whether it was the constant radiation the sun bombarded their planets with, the toxic flora, the vicious fauna Str: SUPERHEROIC (20) (Reduced to 15 when using lower pair of arms as legs) End: HEROIC (15) (+10, Immune to pain based debuffs) War: SUBHUMAN (-10) Spd: HEROIC (10) (Increased to 15 when using lower pair of arms as legs) Inv: HUMAN (0) (+5 with armor) Limitations: -Must regain balence after switching between quadrupedal and bipedal (-10) Appearance: -5 (It's a common joke in the galaxy he's from that "It takes a Parox Lampora to not be scared of a Parox Lampora) Intelligence: 5 (He and the rest of his species are actually fairly smart, and would show it more were they not: a, permanently PO'd and b, didn't posses very active predatory instincts) Perception: 5 (Hyper-active predatory instincts and keen senses of sight and smell make him able to detect many things sooner then others) Weight: 15 Possessions: -Armor: Standard armor often used by the Parox Lampora (5 Inv) 60/60
- Nab'desen :
User: Naboo9 Name: Nab'desen (Prefers Nab for short) Gender: Male Age: 21 Nardradis Years (Roughly 63 Human Years) Race: Nardradis Homeworld: Narcona Bio: It was called the Grox Purge, a war that united a galaxy against one common threat, the Grox. The Nardradis where the ones who started the war, the call, they rallied the entire Umbra Galaxy to put aside their differences and fight as one. Nab'desen was the admiral of the Nardradis fleet and captain of two of it's most powerful ships The Titan, and The Eliminator. But this war, like many others, came with a great cost. Whether it was the combat itself, the hostile environments of Grox Planets or the Planets the Grox invaded, Nardradis died in droves. But the war deaths was not what shocked the Nardradis the most, each soldier knew that they where tempting death the second they walked out of their dropship. The most devastating blow was the Grox assault on many of the Nardradis colonies and eventually, Narcona itself. Nab'desen and the the rest of the fleet was quickly redirected to join the defense, but by the time they got there, the fatalities where innumerable. The Grox were pushed out of Nardradis territory after what seemed to be an eternity. This loss caused the Nardradis' "us before them" mentality to spike and almost made them pull out of the war; the other members of the alliance made sure of it that the Nardradis didn't. After several more months of fighting, the alliance surrounded the Grox homeworld and gave charged for one final battle. It took weeks to get the Grox's overlord out of its fortress, and days to finally kill it. After the battle, the leaders of the alliance met, trying to decide what would be the most insulting defeat for the Grox; they decided to terraform it and make it a cosmopolitan world for every species in the alliance. Nab'desen would not see this carried to the end, he had to leave Umbra, he had to leave all of the deaths behind. At the first available opportunity Nab'desen registered himself on the empire's list of mercenarys and got on the first convoy to the Milky Way as soon as possible. Str: HUMAN (0) End: HUMAN (10) (resisting fatigue only) War: HEROIC (10) Spd: HEROIC (10) Inv: HUMAN (0) Limitations: -Incredibly discomforted by mention of the Grox Purge and things related to it. (One example would be calling him admiral.) (0) -On planets with average/ low oxygen he will have to use a oxygen concentrator occasionally. (Nardradis evolved on a high-oxygen world.) (-5) (-20 reduction to all other actions after he starts putting it on in that turn.) -Slight caffeine addiction (0) Appearance: 3 (Would be considered handsome for his species, where it not for the robotic eye covering half of is face.) Intelligence: 5 (Skilled when it comes to strategising, and is blessed with the almighty power of common sense.) Perception: 2 Weight: HUMAN (0) Possessions: -Oxygen concentration mask (0) -Sniper Rifle (+10 Ranged attack, +14 Strength vs inv, +5 Warfare) -Electro Blade (+6 Str verses enemy Inv) -Robotic Eye (+3 Perception, + 2 Utility for alternate vision filters (IR and UV.) -Basic wrist-mounted communicator (0) 60/60
Last edited by Naboo9 on Thu Jul 11, 2013 12:28 am; edited 22 times in total | |
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