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Post by Penny Royals on May 10, 2013 5:38:03 GMT -8
UNIVERSE: A game truly worthy of legend. An RPG, it combines different styles from games of all types - puzzles, seek-and-find, zombies, war - whatever you want, it's in there. Heralded by the press as 'the mother of all games', the game isn't due to come out until next year. However, there was a leak, just recently, of a 'testing stage' online. Psyched, hundreds or even thousands of people swooped in for a download. The download would be stuck for hours upon hours on just one sliver of a percent, effectively weeding out 90% of downloaders. We play the few who waited until the very end, who installed the game and were dragged from their seats into a strange and horrible new land where the computer itself wants to kill you. Will we make it out alive? Or will we forever be stuck in Universe, a painting in the background? Universe's map looks something like this, in the world of Juria.~ Ilatia is the biggest country. It is war-torn thanks to a zombie apocalypse and brings in any person it can to fight for it. ~ Reyan is where you truly begin - choosing your appearance, your name, everything about your character that you could possibly ever want to know. When you enter it looks like a dungeon - as Reyan is basically a giant covered area, with transportation to other areas. It's not nearly as fun as the others, though you do get to play with simulations, building houses and all that. However, this place IS very mysterious... ~ Gueld is forest-covered, with wild animals galore. This country runs on a seek-and-find mechanic. ~ Terran is a city area, extremely science-fiction based. Here, you start off - playing music, playing sports, or just arriving in an underground arena to fight others. ~ Kith is the softest country, very much a child's game place - here you race or solve puzzles. Kith... may not be nearly as sweet and simple as it seems, however... ~ Elysia is a dead country. Sparkling in a pristine white, with ghostly towers of ivory everywhere you look, it is utterly desolate and abandoned. This country is a horror game area, mixing with it platforming. The bios look like this: NAME: AGE: ARCHETYPE: APPEARANCE: PERSONALITY: EQUIPMENT/WEAPONS: POWERS/ATTACKS: STATS: -INTELLIGENCE: (How smart are they? How easily do they notice their surroundings?) -WILLPOWER: (Are they able to keep their cool in bad situations? What about keep a straight face when their friends are making fun? Or, of course, what about hypnosis and brainwashing and mind control?) -COURAGE: (How brave are they?) -SKILL: (Do they usually hit things pretty cleanly and straight-on? Have good hand/eye coordination?) -DEFENSE: (Can they block attacks?) -ATTACK: (Are they really good at hitting things with their sword?) -AGILITY: (How well can they dodge bullets and contort themselves into the letter 'Q'?) -STRENGTH: (Can they benchpress a feather, or an SUV?) -CHARISMA: (Can they easily sway others to their side? How attractive are they?) -MAX HP: (Add strength, df, at, ag) -START KARMA: (Add intelligence, courage, skill, charisma, willpower) You have 200 points. They don't go just into your stats - they are put into your powers/attacks and equipment/weapons too, as per your effectiveness - The same system used in TC/PC. Generally the more you have, the better you are. Then there's karma. To put it simply, karma is a great thing to have. In this world they work as a stand-in for MP, as well as a standard debuff. You take away from it to make your attacks and spells stronger and to make it more likely that your spell will hit its target. You can also use it to find certain items, or to just generally boost one of your stats. You lose it that way or by losing a life or battles ; gain it by winning battles, getting lives, progressing in levels and worlds, and helping your teammates. ARCHETYPES: Each have their own perks. Check 'em out and choose one, each has 14 extra points to give you, but take away six. Bold means unavailable. If you want a second character, you can take another unavailable class. -Leader : +10 Charisma , +2 Attack, +2 Courage ; -4 Intelligence , -2 Strength -Mage : +10 Karma , +4 Skill ; -4 Strength , -2 Charisma-Cleric : +10 Karma, +4 Defense ; -4 Attack , -2 Strength -Rogue : +8 Charisma , +4 Agility , +2 Intelligence ; -4 Courage, -2 Strength -Scientist : +10 Intelligence , +4 Skill ; -6 Attack-Bard : +8 Charisma , +3 Defense, +3 Skill ; -3 Courage , -3 Strength-Paladin : +8 Attack , +4 Courage , +2 Intelligence ; -4 Agility , -2 HP -Bruiser : +2 to any item that's non-bladed melee, +10 Strength , +2 HP ; -6 Intelligence -Ranger : +10 to any item that involves long-range weaponry , +4 Skill ; -4 Defense , -2 Strength-Knight : +10 to any item that's edged , +4 Attack ; -6 Agility -Berserker : +14 Attack ; -4 Willpower , -2 Defense -Femme Fatale : +8 Charisma , +4 Intelligence , +2 Willpower ; -3 Strength , -3 HP -Cute Kid : +10 Charisma , +2 Intelligence , +2 Agility ; -6 Strength -Dancer : +10 Agility , +4 Intelligence ; -3 Courage , -2 Attack , -1 Strength -Survivalist : +10 Courage , +4 Willpower ; -6 IntelligenceNAME: Zenia Aires AGE: 24 ARCHETYPE: Femme Fatale APPEARANCE: imageshack.us/a/img109/932/zenia.png PERSONALITY: Zenia is confident and self-reliant, knowledgeable in plent of fields and generally just 'a cool person.' She's still stuck in her teenage years a little bit, but she's faithful to her fiance back home in real life. EQUIPMENT/WEAPONS: A scythe-type thing (12), a gattling gun (12) and a communicator. POWERS/ATTACKS: Zenia can create small, localized orbs, to be used as shields or to just generally lift things up. (20) STATS: -INTELLIGENCE: 16 + 4 = 20 -WILLPOWER: 13 + 2 = 15 -COURAGE: 15 -SKILL: 20 -DEFENSE: 15 -ATTACK: 25 -AGILITY: 15 -STRENGTH: 15 - 3 = 12 -CHARISMA: 22 + 8 = 38 -MAX HP: 67 - 3 = 64 -START KARMA: 65
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
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Post by lovely corte on May 10, 2013 6:22:12 GMT -8
I HAVE NO IDEA WHAT I'M DOING. BUT I THINK YOU'RE BEAUTIFUL AND OUR KIDS WOULD LOOK DELICIOUS.
NAME: Rotcrotch Joe. AGE: 17. ARCHETYPE: Rogue. APPEARANCE: Decrepit and rotting, with half-exposed bone and a festering wound-like body, he has taken to wear tattered, belt-wrapped shorts, shoes with curled points and a vest, half-opened. He also wears a hood, tattered and blue.
He has bright, intelligent eyes. His tongue is blue. He smells like shit.
PERSONALITY: Excitable and intellectual, 'Joe' as he prefers, is a lover and not a fighter. He isn't too brave, but has a good sense of friendship and camaraderie. He has a deep affection for the things on the adorable side and can be quite the joker and prankster. He doesn't like coleslaw, both in-real life and in-game, since It's fucking disgusting. In-real life, however, 'Rotcrotch Joe' is a 17 year old, A-Grade student just looking to vent. And pray, people, that I don't accidentally make another Creeper. ._.
EQUIPMENT/WEAPONS: Two blades (10 each) and a communicator. He also carries around a flintlock pistol, single shot, which does twelve damage.
POWERS/ATTACKS: Rotcrotch Joe relies namely on his ability to steal the identity of other individuals. He can only do this if he has a familiar item of that individual, a lock of hair, or has quite literally touched them and memorized them completely. Other than that, he relies on speed, endurance, luck, his intellectual superiority and the prayer that he is the fastest runner there is.
STATS: -INTELLIGENCE: 34. -WILLPOWER: 8. -COURAGE: 8. -SKILL: 30. -DEFENSE: 10. -ATTACK: 30. -AGILITY: 20. -STRENGTH: 8. -CHARISMA: 20. -MAX HP: 98. -START KARMA: 100.
Penneh, I have no idea what I'm doing. If I did something wrong, for the Love of God tell me.
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Post by Penny Royals on May 10, 2013 15:18:50 GMT -8
He sounds less like Creeper, more like Cesspit, actually. And there's just a few stats that don't add up really. He's got 198 total in his actual stats, but just like in TC and PC and such, the stats on your items count here too. I think you might have gotten mixed up and thought we had 250 points like in TC though, right?
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
Posts: 1,402
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Post by lovely corte on May 10, 2013 15:42:01 GMT -8
Fixed. ;3
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Post by Penny Royals on May 10, 2013 15:58:52 GMT -8
Start Karma should be 102, and Max HP should be 98. Then we subtract and add in the different things (for my benefit, sorry XD)... assuming that these are his final scores.
Our Rogue as a class looks like this:
'Rogue : +8 Charisma , +4 Agility , +2 Intelligence ; -4 Courage, -2 Strength'
-INTELLIGENCE: 34 - 2 = 32 -WILLPOWER: 10 -COURAGE: 8 + 4 = 12 -SKILL: 30 -DEFENSE: 20 -ATTACK: 30 -AGILITY: 30 - 4 = 26 -STRENGTH: 18 + 2 = 20 -CHARISMA: 20 - 8 = 12 -MAX HP: 98 -START KARMA: 100
But even then, it doesn't fully add up. Your stats come to 192, sans your weapons- which would bring it up to 224, I believe. Trim him down a little more and you'll be set, I promise.
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lovely corte
Persistent Member
Lindsey Looseflaps
HE LOOKED AT ME! HE LOOKED RIGHT AT ME!
Posts: 1,402
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Post by lovely corte on May 10, 2013 16:12:32 GMT -8
Penny, I'm terrible at maths. ._.
Fixed. I hope. For the love of God, I hope.
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Post by Penny Royals on May 10, 2013 16:32:21 GMT -8
Seems good. Fix the HP and Karma, and that's good.
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Post by Fiery Firefly on May 13, 2013 15:49:59 GMT -8
NAME: Rosalind Johanna "RJ" Ryskamp AGE: 10 ARCHETYPE: Cute Kid APPEARANCE: i853.photobucket.com/albums/ab94/FieryFirefly/Sims_zps01a7c0e7.jpg Well this is what she wore as a normal person, in the game she is dressed in rather tattered patched up clothes that give her the appearece of a roguish urchin. PERSONALITY: She's that one obnoxious kid who plays too many video games, and who thinks they're cool for cussing on Xbox Live. RJ is a complete tomboy and hates anything that is remotely girly, and is one of the boys. She hates being called adorable... but she totally is. Don't let her cute appearence and her bratty demeanor full you, the girl is smart and wily way beyond her years. EQUIPMENT/WEAPONS: A bow and arrow (10 damage with no magic) POWERS/ATTACKS: When firing her bow and arrow, she can use magic to create two different effects, she can make the arrow feel like burning flames to the person she hits which will cause 20 damage, or she can make it feel like the coldest ice for 15 damage. STATS: -INTELLIGENCE: 30 + 2= 32 -WILLPOWER: 15 -COURAGE: 15 -SKILL: 10 -DEFENSE:10 -ATTACK: 15 -AGILITY: 25 +2 = 27 -STRENGTH: 15- 6= 9 -CHARISMA: 20 + 10= 30 Max HP: 61 Starting Karma: 102
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Post by JW% on May 15, 2013 15:53:03 GMT -8
NAME: Jonathan "Raygun" Wraye AGE: 24 ARCHETYPE: -Scientist : +10 Intelligence , +4 Skill ; -6 Attack APPEARANCE: img.timeinc.net/time/2008/top_ten_2008/10_tv_shows/dr_horrible.jpgPERSONALITY:Johnny likes to think of himself as a computer coder and debugger, having disturbingly keen eye for detail and attention focus. As a gamer he's actually rather casual, usually spending more time tinkering with the edges of the code or ignoring it completely and roleplaying with other players, not getting into the treadmill of having the best gear, highest level, or the perfect score. He generally avoids team activities and avoids most Player vs Player like the plague(he's willing enough to use it to datamine though), but is friendly enough to deal with. EQUIPMENT/WEAPONS: Ionic Screwdriver (+10 damage to machine type, item crafting and repair), Gas Gun (10 damage, -10 debuff to targets Skill, Agility, and Defense) POWERS/ATTACKS: Crafting (+30 to Intelligence while constructing potions or gear from item drops) Macro programming(non-numeric, allows him to adjust his interface and graphics at will. This lets him see in-game stats such as range and hitpoints and program himself to perform certain automated actions under certain conditions(such as when he's not doing anything for a long time he goes into a rest mode to regenerate hitpoints. This is non-numeric because all players should have access to it, Raygun just intends to use it to the fullest.) STATS: -INTELLIGENCE: 30+10 -WILLPOWER: 15 -COURAGE: 10 -SKILL: 30+4 -DEFENSE: 5 -ATTACK: 0-6 -AGILITY: 25 -STRENGTH: 5 -CHARISMA: 20 -MAX HP: 29 -START KARMA: 119 *Note: His attack is a glitch. When he attempts to attack something barehanded, he actually heals the target for 6 hitpoints. Using weapons is also altered, depending on how the weapon works. Most ranged weapons are unaffected for example, while most melee weapons deal 6 less damage on hitting. He will report the problem as soon as he notices it, and then will have to live with it until the game is shut down and everyone allowed to log off for bug fixes.
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Post by Adlai Stevenson on May 19, 2013 17:58:33 GMT -8
NAME: Alyssa Hodge AGE: 18 ARCHETYPE: Dancer APPEARANCE: PERSONALITY: Alyssa is often stereotyped as one of the 'popular' girls at school . . . which isn't all that far from the truth, unfortunately. She isn't very charismatic, despite her good looks, and she finds herself easily molded into the 'herd mentality' of any group that she can find acceptance in, and will often get catty and insensitive with those she doesn't know, unless she's not in a position to cast any verbal stones. Despite that, Alyssa is an incredibly loyal ally, and would never make any sort of effort to betray the trust of her true friends. As much as she tries to hide it, she doesn't take much from gossip (it's a reflex at this point), and she tries to maintain as much honesty as she can, though she often tries to justify her actions through lying. EQUIPMENT/WEAPONS: a pair of nunchuks (13) a barbed cat o'nine tails whip (16) and a communicator POWERS/ATTACKS: Using anti-gravitational powers, Alyssa can create shields that will render projectiles and opponents alike totally . . . well, not-gravitational. (40) She can also create fields of contained force. (40) STATS: -INTELLIGENCE: 10 + 4 = 14 -WILLPOWER: 6 -COURAGE: 9 - 3 = 6 -SKILL: 17 -DEFENSE: 13 -ATTACK: 13 -AGILITY: 15 + 10 = 25 -STRENGTH: 12 - 1 = 11 -CHARISMA: 15 -MAX HP: 62 -START KARMA: 57
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Post by Penny Royals on Jun 1, 2013 21:42:15 GMT -8
Just waiting for JB to make his bio!
Also Meka and Alko, if they're going to join. And Frahnkenstein maybe.
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Post by Alastor on Jun 1, 2013 22:21:28 GMT -8
NAME: Ilaria Runecraft AGE: Mid to late 20s, if his voice to be believed. ARCHETYPE: Bard APPEARANCE: HE REALLY WISHES HE COULD USE TEXT CHATPERSONALITY: 'Ilaria' is a roleplayer. Or, rather, would be- a glance of his in-game character (if this is even available, considering everything ) shows a droning mess of a character biography. The whole 'ripped into game' thing put a kibosh on that- he dropped any aspect of being in-character to save himself a headache. So that leaves us with an elitist jackass, to say nothing less. He's arrogant, self-centered, and shaming- if you don't fit his views of Final Dungeon Quest IV or some other game, you're beneath him. To say he's disliked is an understatement- the fact he claims to hate what he played of the game before this just adds to the annoyance. That said he... DOES have an element of kindness to him, particularly whenever he really is interested in something, though it's so buried under everything else it never is really seen. EQUIPMENT/WEAPONS: 1x flute (3), 1x weak daggers (5), 1x thick, dusty book (4), and 2x throwing stars (4 each) POWERS/ATTACKS: Sound control. STATS: -INTELLIGENCE: 20 -WILLPOWER: 19 -COURAGE: 10-3=7 -SKILL: 27+3=30 -DEFENSE: 18+3=21 -ATTACK: 21 -AGILITY: 18 -STRENGTH: 15-3=12 -CHARISMA: 32+8=40 -MAX HP: 72 -START KARMA: 108
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Post by Alkonost Storm on Jun 2, 2013 20:33:23 GMT -8
Leader. I called it. Name: Aino Lehtonen Age: 24 Archetype: Leader Appearance: (only with dark auburn hair and cyan eyes) Personality: While lighthearted and jovial on occasion, Aino is usually a serious and no-nonsense sort of person, preferring to get more than one thing done on the same day if the chance presents itself. She's quite focused on her goals but also makes sure to look out for the team, even if it might mean ruining their fun in some way or another. Aino downloaded the game as a means of downtime for non-working hours and now she finds herself in this situation... Equipment/weapons: gauntlets (+2 ATK), light armor (-10 DMG), SMG (+10 DMG) Powers/Attacks: - Krav Maga (martial art)
- Phaselock (immobilizes enemy for 1 turn [10 pts.])
- Res (instant revive via phaselock [10 pts.])
- Elated (regenerate certain percentage of health as long as an enemy is phaselocked; 5 pts.)
- Converge (phaselock pulls enemies towards original target; 18 pts.)
- Thoughtlock (phaselock causes enemies to fight amongst themselves; 30 pts.)
Stats: -Intelligence: 10 (-4) -Willpower: 10 -Courage: 8 (+2) -Skill: 15 -Defense: 5 -Attack: 15 (+2) -Agility: 10 -Strength: 7 (-2) -Charisma: 20 (+10) HP = 37 Karma = 53
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Post by JW% on Jun 3, 2013 19:48:20 GMT -8
I was asked to add a second character. The Mage. Not really sure why, but hey, might as well. NAME: Joesph "Goyadv" Westbrooke AGE: 52 ARCHETYPE: -Mage APPEARANCE: fc06.deviantart.net/fs71/f/2010/176/f/3/Wizard_by_Cushart.jpgPERSONALITY: Goyadv signed onto this game because he figured that it would be a good game to play with his family, most of whom are big time gamers. He, himself, is just a casual gamer, though a guild leader in World of Warcraft but not of a major guild, and doesn't really know what he's doing in this new game, but he's friendly, patient, picks up on things relatively quickly, and certainly sounds like he knows what he's doing. EQUIPMENT/WEAPONS: None(comes in with only starter clothing) POWERS/ATTACKS: - Telekinesis (strength of 30, drops off at range. Adds to Attack when used offensively) - Distortion field (appears primarily as invisiblity, Enemies at -20 to hit) - Life Drain (up to 40 points of HP transferred on use) - Tele-step (+20 points to agility as he teleports out of the way) STATS: -INTELLIGENCE: 10 -WILLPOWER: 10 -COURAGE: 10 -SKILL: 10+4 -DEFENSE: 10 -ATTACK: 10 -AGILITY: 10 -STRENGTH: 10-4 -CHARISMA: 10-2 -MAX HP: 36 -START KARMA: 52
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Post by Penny Royals on Jun 3, 2013 21:15:35 GMT -8
NAME: Lacie Magenta... her real name is Margaret Alice Jenson. AGE: 14 ARCHETYPE: Berserker APPEARANCE: This outfit.This girl.PERSONALITY: Lacie is, for all intents and purposes, a normal teenage girl. She's obsessed with being beautiful and perfect, likes video games and writing, and believes she's a complete and utter outcast. While often adorable, she is just as often bitchy, but tries to hide it under a layer of soft prettiness... hence her get up. No doubt she writes using self-inserts... Lacie is her pseudonym for her stories and other such things. She downloaded the game because she heard it'd be fun... doubtlessly, however, she wasn't sure about what the game was about- just look at her outfit. EQUIPMENT/WEAPONS: Communicator, a small knife (10), a baseball bat (5), shield (6) POWERS/ATTACKS: -The ability to block out pain - when her HP is down to 0 and she enters berserker mode, Lacie begins to dip into her Courage pool. At the end of the battle her courage is replenished with whatever karma she recieves during the battle. (6) -Insanity Punch - When her HP is down to 0 and she enters berserker mode, Lacie gains a stat boost. Her attack gains twenty more points, jumping up to 40 total; her strength jumps up 5 points, to 10 total; her defense goes up six points to 10 total; and her skill goes up 5 points to 20. (36) -HOWEVER, at the end of her berserker mode, Lacie's max HP goes down by 5, she falls unconscious, and gains a small symptom to an unknown illness. Her berserker mode ends with combat. STATS: -INTELLIGENCE: 15 -WILLPOWER: 15 - 4 = 11 -COURAGE: 50 (this girl will seriously do damn near anything) -SKILL: 15 -DEFENSE: 6 - 2 = 4 -ATTACK: 6 + 14 when HP hits 0 = 6 or 20 -AGILITY: 10 -STRENGTH: 5 -CHARISMA: 15 -MAX HP: 25 -START KARMA: 106
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mekasoundwave
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King of Braves
Filthy acts, at a reasonable price
Posts: 4,711
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Post by mekasoundwave on Jun 4, 2013 21:06:11 GMT -8
NAME: Zero Chrome (was lazy, took his username "Zerochrome" and split it in two) AGE: 19 ARCHETYPE: Ranger APPEARANCE: Yo.PERSONALITY: Zero's really confused. Like, he has almost no clue what's going on. He barely knew what the game was like before he got it, having been interested in what little he saw. So when he made a character, he just picked what he thought would be cool. And now he's in the game and is reasonably weirded out. He panics quickly, what with how dangerous this new world is and is a bit suspicious of people at first. He warms up and calms down easily enough, especially if you offer to help him. Still doesn't mean he wont go with his first instinct and fire warning shots and yell at you. His panicy nature's really just an extension of his enthusiastic nature. He really gets excited and into things. EQUIPMENT/WEAPONS: Assault Rifle (20), Pistol (10), Sniper Rifle (35), +10 to any gun while in use, +5 when using two, +2 while using all three somehow. POWERS/ATTACKS: Bullseye Mode (Zero can enter what is essentially Bullet Time in brief bursts. Time around him slows to a crawl, allowing him to quickly avoid attacks, fire a lot of shots at once, take his time to focus and make one really good shot or general move faster. It also lets him do some cool John Woo-type shit. 30 Points) STATS: -INTELLIGENCE: 6 -WILLPOWER: 6 -COURAGE: 6 -SKILL: (26+4) 30 -DEFENSE: (10-4) 6 -ATTACK: 10 -AGILITY: 10 -STRENGTH: (11-2)9 -CHARISMA: 20 -MAX HP: 36 -START KARMA: 68
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Post by Frahnkenshteen on Jun 8, 2013 16:55:39 GMT -8
NAME: Bryan "B-Ron" Hodgeman AGE: 31 ARCHETYPE:Survivalist APPEARANCE: PERSONALITY: Bryan has been playing RPGs for years. Everything from DnD to Bard's Tale, Baldur's Gate to Ultima, Everquest to WoW, he's played, and typically gotten quite far in them as well. However, he doesn't have much time to play as of late, between his baby girl, his marriage, and work. Bryan's hoping that Universe will be his "go to" game for awhile. Something to do to unwind, get his mind off the stresses of adulthood. Something that will bring back memories of rolling dice in his mom's basement, wearing cardboard armor, and listening to "Led Zeppelin III" on repeat. As a person, Bryan is a fairly well mannered, quiet guy, losing much of the awkwardness associated with his preferred passtime during college. He tends to give pointers to some of the younger players about mechanics of the game, and will occasionally spout off nostalgia for the games of his youth. Generally an honest and likable guy, though has a bit of a reputation as a flake due to his other priorities. EQUIPMENT/WEAPONS: Scoped and silenced hunting rifle (15), machete (5) POWERS/ATTACKS: Can communicate with animals, using them to his advantage in combat and otherwise (15) can cook one hell of a roast (5) STATS: -INTELLIGENCE: 14 = 20 - 6 -WILLPOWER: 22 = 18 + 4 -COURAGE: 26 = 16 + 10 -SKILL: 20 -DEFENSE: 13 -ATTACK: 17 -AGILITY: 23 -STRENGTH: 18 -CHARISMA: 15 -MAX HP: 71 -START KARMA: 89
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Post by JW% on Aug 30, 2013 19:58:44 GMT -8
Since this thread seems dead, I got it into my head to attempt to "re-try" it. But it'd need some work before doing a re-do, hopefully with Warrior of Light Penny lending support for the setting.
In the meantime, a few things need a bit of reworking I think...
First of all the character skeleton.
AGE: Was it really needed? As this is a virtual world, your apparent age would be covered in appearance and your avatars actual age would be only a few seconds old as of creation. Perhaps a division of actual world and virtual world would work best? Only if it all takes place in the virtual world, why bother with actual world save for that which transfers over. Age doesn't.
ARCHETYPE: Questionable usage of the term. The idea of an Archetype is that it is the founding idea of what you do and as such is a basis for further expansion. Contrary wise a Job Classification would be the skills in which you are trained and the techniques you would use. This is all border line stuff here and I'd... probably say the Archetype is good as is, HOWEVER some of the archetypes listed might need to be removed. I will get on about them after the tilde "~"
EQUIPMENT/WEAPONS: POWERS/ATTACKS: The difference between these two(four?) things was never truly made clear. As near as I can tell it, Penny intended for Powers/Attacks to cost karma but could not be removed from the character, while Equipment/Weapons cost nothing to use, but the character could be disarmed. In the FASERIP system from which this seems drawn from there really is nothing differentiating the two(four?).
STATS: Generally speaking these are easy to understand. They may have needed a bit of reorganizing, as the mental stats are listed first and physical stats second. While the physical stats are roughly the same(Endurance is changed to Defense and Fighting is changed to Attack?), the mental stats are rather different. First of all, there's five instead of three, which means you have a chance at having a fair bit more karma(given the added karma sink that may or may not have been in play, the more might not have been enough, but I digress). So I'll take the stats individually now.
-INTELLIGENCE: (How smart are they? How easily do they notice their surroundings?) In the FASERIP system there was Reason, which determined the classic idea of 'smart', how quickly the character learned, how easily they remembered details, and how well they could pull off a complicated(IE Professional) job. Conversely, it also has the Intuition stat, which determined how quick witted, how observant and able to notice details about your surroundings, how 'street smart' you were.
This sorta looks like a combination of the two. Which, really, isn't a bad idea. The fewer stats to keep track of the better, so long as there are no disagreements among the players over who's "smarter". However, if this game includes crafting(and if it's mimicing a MMORPG it should), the Intelligence is probably the go-to stat to determine your crafting success(unless of course there is no stat checked for that).
I really could go either way on the Intelligence stat to be honest, so we'll move on.
-WILLPOWER: (Are they able to keep their cool in bad situations? What about keep a straight face when their friends are making fun? Or, of course, what about hypnosis and brainwashing and mind control?)
The FASERIP system has Psyche, a measure of the characters mental fortitude. Quite identical to Willpower, Psyche could also be considered a characters magical ability(able to keep calm and focused as you bend arcane forces with your mind). Since this setting clearly has magic and numerous other things that would need to check this stat, this is clearly a keeper... however...
-COURAGE: (How brave are they?) This is, as near as I can tell, identical to Willpower in every way that matters. There might be some minor differences(Courage stat resists "fear" type attacks, Willpower stat resists "control" type attacks), but the idea that the character can find an inner reserve and emotionally center themselves is the same(particularly since there doesn't seem to be "damage types" at play).
Courage OR Willpower, not both.
-SKILL: (Do they usually hit things pretty cleanly and straight-on? Have good hand/eye coordination?) Interesting that this is here to be honest. Hand/eye coordination is usually considered to be a physical characteristic, not a mental one. However, one could see it as fitting quite well into the system, somehow. Unfortunately, I don't actually know what kind of math or system Universe actually has in play. It's possible that this stat works perfectly with the math used to figure out such things as combat or other contests. Or it could be redundant.
-CHARISMA: (Can they easily sway others to their side? How attractive are they?) I would like to point out that FASERIP has no such stat in it's basic rules. The nearest it has is 'popularity', and home brewed rules provide a 'beauty' stat to track. I personally see it as a shortcoming of the FASERIP system not to include that statistic to track, but I can sort of understand it. The idea of it being a modern world, where all player characters have some kind of reputation(which can rise or fall depending on how the media trends, not necessarily your own actions or abilities), it makes sense that 'Popularity' is used instead of Charisma. However for a wider game system, where the player characters either are NOT media stars or there is no 'media' as such to worry about, something to check a characters physical attractiveness or emotional sway is a better way to go.
-DEFENSE: (Can they block attacks?) This stat would normally be considered a very good thing to track. Nearly every game system I know of uses Defense or Resistance(or both!). Interestingly enough, FASERIP does not. FASERIP instead does a flat out stat comparison: If your Fighting is higher than the attackers(and you win the dice roll), you block their attacks. Agility higher than the shooter(and again win the dice roll) you dodge the bullet. The two nearest things are that FASERIP lets you buy a power of armor or invunerability as part of your powers/equipment, OR the Endurance stat. Which isn't about blocking attacks at all, it's about withstanding physical stress. FASERIP Endurance is for how long your hero can hold their breath, if they can shake off the drugs used on them, and if they're defeated how quickly they can recover back to full strength. The only thing that Endurance in the FASERIP system has that is in any way related to fighting is that it is your characters ability self inflict damage without actually taking it. That means that even though your character will probably take damage from getting punched in the face, if you instead try to headbutt your opponents fist, you can actually deal damage. Tackling somebody is considered an Endurance feat, rather than a Strength or Fighting feat. That doesn't sound at all like what we're dealing with here, which in my opinion means it's a failure of BOTH systems. FASERIP should have some kind of defensive stat in the primary stats, and Universe should have some kind of Endurance ranking.
-ATTACK: (Are they really good at hitting things with their sword?)
If I'm reading this right, this is a straight out lift of FASERIP's Fighting stat. To be honest however, I always questioned why FASERIP would used or need the Fighting stat. Agility could easily be used for your 'chance to hit/chance to block/chance to counter' roll, but it's not. In FASERIP, Fighting is, in my opinion, the least used statistic, having no other role than "can you hit another person in melee". It says nothing about how hard you hit(Strength or a weapons damage rating is used for that), or if you can hit at range(Agility).
Anything I didn't mention I don't really have thoughts on, or believe my thoughts are covered elsewhere.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Moving on to the Archetype selection:
-Leader : +10 Charisma , +2 Attack, +2 Courage ; -4 Intelligence , -2 Strength
Leader is a good archetype, the bonus to charisma enables leading, the bonus to attack lands hits, and the bonus to courage keeps them in the front lines. However, the subtraction to Intelligence really kinda hurts the appearance of this and makes this more a job class than an Archetype. The lack of strength does not, as a leader is not meant to be landing the big hits, a leader is to be directing the heavy hitters.
-Mage : +10 Karma , +4 Skill ; -4 Strength , -2 Charisma
With Karma being a secondary stat, the Mage is kinda hurt here(depending of course on how Karma and other stats are used). A rebalance would be needed to make this suitably playable. In addition Mages are a class, not an archetype. The wise old wizard is an archetype, but 'Mage' can be played in any number of ways.
-Cleric : +10 Karma, +4 Defense ; -4 Attack , -2 Strength
Once more, Karma is a secondary state, this is a job class.
-Rogue : +8 Charisma , +4 Agility , +2 Intelligence ; -4 Courage, -2 Strength
"Charming Rogue" I think is the archetype you're going for here(note the charisma bonus), where as just a Rogue is a class. I would think there probably should be a higher bonus to agility, and maybe even some to skill, but we're not entirely sure what those do so I can't judge accurately.
-Paladin : +8 Attack , +4 Courage , +2 Intelligence ; -4 Agility , -2 HP
The Paladin sort of comes out ahead on this, since the -2 hitpoints are already soaked up by the +8 attack(which means he ALSO gets +8 Hitpoints). Strangely this that most of the bonuses are from the mind side of things, and the Paladin is more an aggressive attacker than a defender. Also, Paladins are a job class, not an archetype.
-Bruiser : +2 to any item that's non-bladed melee, +10 Strength , +2 HP ; -6 Intelligence
A Bruiser is an archetype as is Femme Fatale and Cute Kid. I'm going to leave the Archetype/Class thing right now though. Suffice to say that a bonus to non-bladed AND melee is pretty restricted, as is the +2 HP. Also Berserker and Bruiser seem a bit redundant together. Just like Femme Fatale and Dancer(or 'Charming Rogue') seem redundant, or at the very least to overlap.
Finally, the archetypes don't seem to have any real 'flavor' added to them. Both Archetype and Job Class should point towards your world view or skills. These only seem to provide stat changes. If anything, these feel more like 'races' with the stat rebalances, rather than actual archetypes/classes. You don't even really know how to play certain archetypes(which makes the name incorrect). Going from just the stats, a Cute Kid is just as likely to lead as a Leader. Moreso in fact because the Cute Kid actually gets an Intelligence bonus along with the Charisma bonus.
In short, the whole system needs a shake down... I have some ideas, but I'll wait for feedback(primarily from Penny) before I try anything.
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Post by JW% on Aug 31, 2013 22:22:44 GMT -8
Now... for the alternatives...
We'd need a minimal of three races if we're going to go above one(human). I'm going to use three as an example.
Elf - All Mind Stats start out at 15, Body Stats at 5 Human - All Stats start out at 10 Orc - All Body Stats start out at 15, Mind Stats at 5
Further divisions could be made, depending on the setting. Such as races that have a bonus to agility, but a loss to Strength.
Then 50 points can be added to personalize the characters now six stats. I also further subdivided the stats so you can further customize your character. The fifty points go to the six, and the subdivisions can be shifted around.
Example: Agility 10(human)+20(bonus points)=30. This is a human who is very deft with their hands, but not skilled at shooting, so Melee Agility = 40 Ranged Agility = 20 Average Agility still = 30.
Then Character Classes. Again I'm giving three examples(and they are both a class and cover the 'classic roles of MMORPGs' so they can be considered an Archetype as well) but there should probably be more.
Fighter(Tank): Must have Blocking Endurance of at least 30 Starts with the Gear of a sword that deals 10+Striking Strength melee damage, and a shield which gives +10 Blocking Endurance.
Mage(DPS): Must have Harnessed Willpower of at least 30 Starts with a wand of magic missile that deals 10+Harnessed Willpower ranged damage, and a Spell of teleport(+20 to Agility for escaping combat) for 10 Mana.
Leader: Must have a Charisma Charm of at least 30 Starts with the Gear of a Bow that deals 10 Ranged damage, and a Spell of Inspire (grants Charm Charisma as a bonus spread evenly over all 6 stats for each teammate that lasts one battle) for 10 Mana. Leaders gain more money with each successful victory.
~~~~~~~~~~~~~~~Stats explained
Statistics seem to have been built on, and should remain on, a scale of 0 to 100. As we assume that the players are some kind of heroes, they start off at 10, whereas minions might be more around 5. To actually be considered GOOD at something, you have to at least have that stat in the 20s or 30s(thus most classes would require two stats at 20 or one stat at 30). By the time you get up to stats in the 50s you are challenging a 'boss' type character(something clearly and beyond a doubt superhuman), and stats at or above 100 are reserved for the 'Gods'.
Statistics are first divided into two halves(Body and Mind) and then divided into three parts, and each of these three parts is divided ONCE MORE into halves. In theory they could be subdivided down further(IE "Sword Melee Agility Body"), but the system doesn't track any further than that.
Please forgive... I came up with the acronym only after some debate, so I'm taking the SEAWIC stats out of order here.
Body Stats involve your characters physical well being. They are made up of Agility, Strength, and Endurance, each of which is broken down into subdivided sections.
Agility is your characters dexterity, reaction time, and coordination. This is divided into two parts: Melee, which is anything that you do while keeping roughly in the same relative position such as landing a strike on a target or untie a rope, and Ranged which involves things like throwing a spear or landing on target after a jump.
Strength is your characters muscle power, carrying capacity, and the force they can generate with their body. This is divided into two parts: Striking Strength which is a sudden burst of strength(the damage inflicted by hitting someone, the distance one can leap, etc. and Lifting Strength which more long term, with how much the character can carry comfortably, how well they can brace themselves against an oncoming force, and how much they could lift/pull if properly braced.
Endurance is your characters well being and health. This is divided into Blocking for how much the character can withstand if prepared for it, and Soaking which is how much the character can withstand if caught by surprise, active and passive defenses. Blocking is called on to tell if the character is less hurt when attacked because they were able to take the damage on a less vulnerable part of their body, but it can also be used to determine how much damage they can deal without hurting themselves when attempting a move that logically should hurt both parties(a headbutt or a flying tackle). For things your character can't prepare themselves for there is Soaking Endurance. This is for stuff like resisting the elements, poisons, illnesses, fatigue, thirst, and starvation.
That's it for the Body stats, but now we move on to the Mind Stats, which are quite a bit harder to define with our real world experiences. Of course, since Universe exists in a virtual world, where everything has a stat, these are included as well. Intelligence, Willpower, and Charisma.
Intelligence is your characters schooling and common sense, both are used for figuring things out, one is slower and methodical, the other faster and harder to explain because of the shortcuts it takes. Logical Intelligence is for solving mechanical puzzles and crafting gear. Holistic Logic is for finding clues and anticipating an opponents movement(average with the appropriate Agility score to determine first strike in combat).
Willpower is both your characters courage or mental/emotional stability, and their magical aptitude and ability to bend the shape of the world. Incoming and outgoing. Resistance is your characters courage and ability to resist being charmed. Harnessed is your characters strength of magical power.
Finally Charisma, your characters ability to make others react to them how they want. It's an abstraction of how your character reacts to people, and how they express their personalities and goes both ways for being noticed or being ignored. A lack of Charisma is more that your character has no control over other peoples reactions. Charm is your characters ability to draw attention with your physical or social presence, to get people to listen to you, and your diplomatic skill. Stealth is your characters ability to avoid being noticed, to blend with a crowd and avoid others attentions when they want to.
Okay, and finally, we reach Hitpoints or Health Points or just HP. When you reach zero, your character 'dies'(though in most MMOs death is only a minor punishment, it still designates a failure) and without outside help is unable to do anything. Your HP can be boosted above and beyond your starting level by magical means, putting on armor or other means, but for the moment we are looking at the equilibrium point: If all magic and armor is stripped from them, but they are given enough time to recover from all their wounds, where would their hitpoints be? Simple: Add up all Body stats together.
A similar thing goes for the Mana, which you gain from various successes and spend to increase your characters chances of success. Mana is the currency of spellcraft, and also the replacement for the randomizer system(since this forum has no /rolldice command. When you run out of Mana, you are no longer able to cast spells, and no longer able to give yourself bonuses. Fortunately, Mana 'heals' just like Hitpoints do, and attempts to reach an equilibrium point. The equilibrium point is all of the Mind stats added together.
~~~~~~~~~~~~~~~~~~~~~~Character Skeleton
NAME: RACE: APPEARANCE: CLASS: PERSONALITY:
BODY STATS -STRENGTH: --STRIKING: --LIFTING: -ENDURANCE: --BLOCKING: --SOAKING: -AGILITY: --MELEE: --RANGE:
MIND STATS -WILLPOWER: --RESISTANCE: --HARNESSED: -INTELLIGENCE: --LOGICAL: --HOLISTIC: -CHARISMA: --CHARM: --STEALTH:
-HITPOINT EQUILIBRIUM: (Add the 6 Body stats) -MANA EQUILIBRIUM: (Add the 6 Mind stats)
GEAR: SPELLS: OTHER: (money being carried, quests completed, and other variables not covered above that start at 0 but will increase as the game progresses)
~~~~~~~~~~~~~~
Next: Combat, Crafting, and an example character.
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Post by JW% on Sept 1, 2013 1:10:32 GMT -8
'Combat' can be considered any time a player character attempts to perform an action against opposition. This can be against NPCs or PCs, but most MMORPGs have a "in combat" and an "out of combat" mode where different rules apply(typically out of combat allows you to travel faster and heal up, while in combat obviously is when you're attacking).
The flow of combat using the SEAWIC system is still very similar to FASERIP. Combat is declared(by the GM), and initiative is determined by averaging the characters applicable(as determined by the GM) Agility and Holistic Intelligence. The character with initiative declares their action(s) for that turn, these actions are resolved, the character with the next highest initiative declares their action(s), and so forth until all characters have had a move, then everyone with 10 more Agility than the character with the lowest Agility gets a second move using the same initiative, repeat until all agility is used up.
Now, two Sample characters... which is kind of tricky since I'm not sure if there even should BE a "RACE" listing, and I only gave three examples of Classes/Archetypes... but I'll try:
~~~~~~~~~~~~
NAME: Aino Lehtonen RACE: Human APPEARANCE: (see above) CLASS: Leader PERSONALITY: (see above)
BODY STATS -STRENGTH: 10 -ENDURANCE: 10 -AGILITY: 20 --MELEE: 10 --RANGE: 30
MIND STATS -INTELLIGENCE: 20 -WILLPOWER: 20 -CHARISMA: 30 --CHARM: 40 --STEALTH: 20
-HITPOINT EQUILIBRIUM: 40 -MANA EQUILIBRIUM: 70
GEAR: Bow that deals 10 Ranged damage SPELL: Spell of Inspire (grants Charm Charisma as a bonus spread evenly over all 6 stats for each teammate that lasts one battle) for 10 Mana.
~~~~~~~~~~~~~ NAME: Goyadv RACE: Human APPEARANCE: (see above) CLASS: Mage PERSONALITY: (see above)
BODY STATS -STRENGTH: 10 -ENDURANCE: 10 -AGILITY: 20
MIND STATS -INTELLIGENCE: 20 -WILLPOWER: 30 -CHARISMA: 20
-HITPOINT EQUILIBRIUM: 40 -MANA EQUILIBRIUM: 70
GEAR:Starts with a wand of magic missile that deals 10+Harnessed Willpower ranged damage SPELLS:Spell of teleport(+20 to Agility for escaping combat) for 10 Mana.
~~~~~~~~~~Notes:
These are both STARTER characters, which means they haven't gotten to crafting gear yet, and their hitpoints are pitifully small. They only have their starter gear, which is enough for what they'd be running into at this point(tutorial fight against weak minions) but for the example of combat they're going to try PvP(and learn very quickly why PvP is a bad idea at low levels). Also note that only Aino actually subdivided her stats, and even then only did part of them(Agility and Charisma). Since Goyadv is unfamiliar with the system and 'feeling it out' he didn't delve that deeply into customizing his character.
~~~~~~~~~~Sample Combat:
Aino and Goyadv both enter into the same room from opposite sides. The GM declares Combat and initiative is determined: both of them have the same Holistic Intelligence, but Aino subdivided out her Agility so as long as combat is ranged she goes first.
Aino casts Inspire on herself. It costs 10 Mana, and Aino's Charm Charisma(40 points) is spread over all her stats giving her a bonus of 6 (40/6 is actually 6.6bar but we round down).
Goyadv takes a more direct approach and fires off a Magic Missile. His Agility is 20 but Aino isn't moving or trying to dodge(she was casting a spell), so he lands the hit. Aino however is facing him and the attack is not a surprise, so Aino uses her Blocking Endurance. The Magic Missile is 10+Harnessed Willpower there fore 40 damage, minus targets Blocking Endurance(10+6). Aino blocks with her arms and takes 24 Hitpoints worth of damage.
Aino's Ranged Agility of 30 gives her a second move over Goyadv's 20, and so she fires her bow. Her Ranged Agility is now 36 and Goyadv isn't dodging this turn so he's hit. Her bow does flat out 10 points of damage and Goyadv can stop 10 points of incoming damage with his Blocking Endurance if he's aware of it. No damage, and both of them are somewhat shocked at this.
Turn one ends with Aino having dropped to 60 Mana and 16(!) Hitpoints. Goyadv has spent no Mana and taken no damage at all.
Turn two starts with Aino vowing that she'll find a better weapon. She still has initiative but she needs to think a better way to handle this. Looking at her stats she sees that even boosted by her spell, most of them aren't going to be much help.
She has some options:
Spend Mana to boost her damage. Maximum Mana she can spend is ten more than the stat being boosted meaning that to boost her bows 10 damage she would need to spend 20 Mana, making it into 20 damage. That WOULD hurt Goyadv, dealing 20damage-10Blocking Endurance = 10 Hitpoints worth of damage... out of his... 40. Then it would be his turn and he could easily finish her off with another Magic Missile.
Alternately she could spend her first move dodging. She could probably avoid his Magic Missile so long as he stayed at range(her Ranged Agility for jumping/diving/rolling out of the way beats his Ranged Agility for throwing the bolt of glowing light at her), and then she'd have her second move of the turn to counter attack. She'd still need to pour 20 Mana into it just to take him down 10 points though which means it would take her four turns of dodge and shoot to wear him down and claim victory. She decides that this is a good plan, and declares her first move of the turn a dodge.
Goyadv fires his Magic Missile again. Aino dodges it. No damage done.
Aino draws her bow and fires, spending 20 mana to bless her arrow and make it deal 10 more damage. Goyadv spends 20 mana to bless his Blocking Endurance. 20(10+10) damage - 20(10+10) blocking. No damage.
Turn two ends with Aino having 40 Mana and 16 Hitpoints. Goyadv has 50 Mana and 40 HP.
Turn three starts with a rather frustrated Aino. She can only boost the damage of her bow twice more before she runs out of Mana. Clearly she is not going to 'wear him down', if anything he's wearing her down. She has to keep dodging, even if he's not throwing one, because he could fire and she couldn't take another hit. In the meantime, he can block her arrows handily, and advance on her until he's within melee range. At which point he gets the initiative, and she loses her second move per turn, not that it matters because her melee dodging isn't enough to escape a point blank Magic Missile. Aino is going to lose this fight, and she didn't even want to fight in the first place! The Game Master just declared combat, even though they didn't have any reason to fight...
Inspiration strikes. Aino gambles: Her first move of the turn is not to dodge, but to put down her bow and shout "Wait! Don't hit me! Why are we fighting?" Her Charm Charisma is at 46. Goyadv's Resistance Willpower is at 30. Even if he spent Mana to boost his Resistance, he could only get it up to 40, still less than her Charm.
Goyadv's move. He waits, obeying her command, and replies to the question. "You started it with your combat spell."
Aino winces. "Sorry about that, the game declared combat had started, I thought I needed it." Both Aino and Goyadv give the GM a dirty look as combat ends.
~~~~~~~~~~~~~
And how will Aino get that better bow? Simple: She crafts a new one. She takes an item, or several items, she's found. In this case her starter bow, and lets say she found a few stones with a value of 5. The bows basic stat is "10 damage ranged". Her Logical Intelligence is 20. Thus she can add her Logical Intelligence to the stat of the items and spends mana equal to that. So, for the cost of 35 mana and her old bow she gains a new bow which is now "35 damage ranged crafted by Aino"(maybe she decided to tie the stone on the arrows arrows and sharpen it into an arrowhead?). This bow now has the annoying feature of being 'bound' to the character, like a lot of MMORPGs have. A little more lax than some, she can still sell it or trade it, but it will lose the INT she put into creating it when she does(making it to "15 damage ranged") and can not be re-crafted any further without first breaking it back down into it's components(the "15 damage ranged" bow, or the "10 damage ranged" bow and the "5 value" stone arrowheads).
Crafting and breaking down materials is supposed to take some time, and could be interrupted, so it's not something to be done in combat or while traveling. Crafting can be done with things other than just gear however, as Mages can craft new spells for themselves, and with the right ingredients food and drink is craftable(Logical Intelligence is used for the nutrition of the food, but Charm Charisma is the determination of the flavor of it). Obviously each newly crafted object is subject to GM approval.
~~~~~~~~~~
All objects the players find or interact with should have the following stats to track: Weight, Durability, and maybe Magic. Added all together would be the objects value.
Weight: Usually measured in decimal points. The idea being that your character can only comfortably carry equal to their Lifting Strength stat. Any more than that, and they start suffering Soaking Endurance(as they strain their muscles and fatigue). A Lifting Strength of 10(above average but not intensely trained) can carry about 10 Weight or 50 lbs all day, while hiking, and not feel noticeably fatigued. Objects can deal damage equal to their Weight plus the Striking Strength of the wielder, though they may break from this.
Durability: Could be considered the items Endurance or Strength. This is a measure of how hard it is to break. You have to deal more damage than this number in order to damage it. How much more depends on the weight. Weight plus Durability equals the objects hitpoints, if you're going to try to destroy an object.
Magic: This is sorta a catch all for any statistic the item has, but doesn't fall under the above two. This can be anywhere from a damage rating(from having a sharpened end), to having a range if it's a ranged weapon, an armor rating(represented by the hitpoints it adds to your character) if it's clothing, or having a nutrition(hitpoint recovery) and flavor value if it's food or drink.
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