Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

RP-related discussion otherwise not covered in the Character Closet.
The Great Nevareh
 

Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby The Great Nevareh » Fri Jul 08, 2005 8:16 pm

It is the year 227, After the Fall.

227 years ago, according to legend, the world as civilization knew it ended. Great light rained from the sky, land and soil despoiled and burnt to cinders, and the great cities reduced to rubble that none can live in for fear of disease and illness. Beasts loosed on the world to rend people of their flesh and their lives, beasts that needed no food, water, or rest, and killed for the sake of killing. Invisible swarms of infinitesimal monsters that wrought destruction, chaos, and misery on millions of innocents. As to what happend or why it happened many today are still in the dark Some say G-d decided to forsake His children and leave them to the wolves, others that a clash of powerful magicians, the like of which the world has not seen since, rent the world asunder. Even the origins of the calendar that is currently in use are shrouded in mystery, since it is not entirely clear what "The Fall" was or even if it occurred 227 years ago.

In 227 years, technology has risen, based upon both what was left behind in the ruins of civilization and what has been discovered anew by the tattered remnants of humanity. Gunpowder, rifles, wheels, petroleum, and some vestiges of modern medicine have been discovered and implemented. The sciences have suffered due to the harsh and necessarily practical nature of everything that can researched and implemented. Everything else is frivolous- understanding can wait until there is a definite tomorrow.

Humanity, however, would not have survived had it not had the help of the Hunters- a small group of people who are blessed with "The Syrum" and are thus granted wisdom and power that was thought lost long ago. Their bodies can change or stay the same, and The Syrum has a profoundly different effect on different people. There is a limited amount of "The Syrum" in the world, however, and it is not publicly known where it came from. Hunters blessed with The Syrum do not sicken and die when in the ruined cities like other humans and are naturally immune to some of the nigh-supernatural dangers that plague the rest of the race. Hunters are those who can travel consistantly between towns, outposts, and villages, are the ones who carry goods and medicine, and are the ones who fight off the variety of supernatural beasts that pop up every now and then.

This story begins in the small town of Jansen, near the southern frontier of the Duchy of Ontario and close to a Lake of Glass, in the middle of autumn. The cast of this story are a small band of Hunters.

((Okay, this is going to be Freestyle With Some Rules. Most likely board with potential (POTENTIAL!) chat components. 18th Century tech level in most branches of life, with a few snatches of extremely futuristic technology in a couple areas and a fairly modern form of medical treatment. If anyone would be interested, post and stuff.))

Becoming a Hunter involves getting access to some incredibly rare and expensive stuff, precious and extremely expensive. Hunters generally have no family lines- The Syrum renders them sterile in one way or another except in a few rare cases. Either their immune system becomes too strong or their sex organs end up being scrapped in The Syrum's change or their chromosomes switch numbers to confound diseases, et cetera. Thus, there are generally two ways you become a Hunter: Either you find some of The Syrum or you're extremely lucky and you end up in a position to inherit or be rewarded with Huntership. It has also been documented that a hefty exchange of bodily fluids can in a tiny fraction of cases result in someone who was previously not a Hunter in becoming one, though this last method is very difficult and very risky since even though Hunters might be able to scrape along on 4 pints of blood for a bit, other humans can't and the process of transfusing all of it is lengthly and dangerous in of itself.

After accepting The Syrum, a Hunter undergoes physical, psychological, and emotional changes for a period of seven to one-hundred sixty days. Hunters are more in control of themselves, are capable of feats of great physical prowess, and can even exert mental control over their surroundings, among other things. All super-human acts require practice and patience for a new Hunter who is given a new set of abilities that don't correspond with the ones they previously had as a normal human. Hunters can look like anything- sometimes The Syrum turns them into monstrous things with natural weapons capable of rending metal and body armor that grows as part of their skin, and sometimes The Syrum doesn't physically alter a thing about the human who recently partook of it. What happens looks very random, though there are rumors that extremely skilled Hunters can exert conscious control these aspects and can shapeshift, albeit slowly and over an extended period of time. Hunters can, with practice and training, reduce or nullify their need to eat, drink, or rest, perform psychological surgery on themselves to sort out their issues, heal themselves or others at astounding rates, or blow stuff up by willing it hard enough.

Character Creation: Characters have a few details that determine the meat of what they can do in combat or while adventuring- in everything else the character's prowess is determined by the player and only by the player. These are:

Archetype: Something like a character class, sort of, but more along the lines of a style and not really a truly defining trait of the character. Feel free to make up your own, but here are a few sample archetypes.

Samurai: A Hunter who relies on weapon prowess in close combat. Samurai fight like artists provided they have a weapon they're comfortable using, and are deadly in a melee.

Shaman: A Hunter who draws out the latent powers of the earth and their terrain. Closely linked to the earth, a Shaman is more in tune with nature and thus is more capable of sensing unnatural dangers.

Monk: A Hunter who follows a form of ascetic path, looking at their role in life in a heavily spiritual way. Monks attempt to perfect and attune their minds, bodies, and souls. Thus, they don't use weapons or tools and rely entirely upon their bodies to fight, hunt, and the like.

Archaeologer: A Hunter who is a semi-expert on the way civilization was before the fall. Archaeologers have an easier time using the magical machines left behind from previous civilizations and are better at dealing with the more complex or confusing aspects of the ancient past.

Remember that when designing your archetype that there are many different areas of life that you'd have to deal with- the more diverse your archetype, the less able you are at those things or the greater your ineptitude at other things. Follow your conscience and your sense of fair play and also use some good taste.

Yes, "Magic" does exist in a certain sense, though not really in the sense that most people think of magic as. Only people who've taken The Syrum can use it, and it is an internal and instinctual will-powered ability. You master it with practice, and you improve upon it with study. Also, everything magical would be a -kinesis and not a -mancy.

Mention, with your archetype, a few skills you have in the vein of Gunplay, Fencing, Camouflage, Techno-Archaeology, Geokinesis, Biopsychic et cetera.

Your character also has an inventory. You're not allowed to have any highly powerful ancient relics to start off with- No self-charging ray guns. However, there are a few pieces of equipment you could carry around that are modern in complexity, such as batteries, a Geiger counter, or a self-charging flashlight. Everything else would have to be reasonably mundane in terms of the 18th century. NOTE: A sword made out of Titanium qualifies as Modern- someone would need to know how to manipulate titanium in order to make it, and no one knows how to manipulate titanium. There also is no universally accepted currency, thus only goods travel and not cash.

Finally, give a brief history of your character along with a physical and personal description. Mention how they became a Hunter

On being a Hunter:
Hunters are humanity's champions... whether they want to or not. A universal side-effect of The Syrum is that a Hunter is no longer willing to be idle, for good or ill. Some get wanderlust, other get bloodlust, and others cabin fever. It comes with the territory and is generally not forewarned to a Hunter. The need for action can be staved off but unlike other effects of The Syrum, it can never be nullified. Eventually, the Hunter has to move on.

The average life expectancy for a Hunter is 15 or 20 years after taking The Syrum. After The Syrum is taken, a Hunter ceases aging and will no longer fall ill to most common diseases. Combine a never-aging body with a mind filled with action and you get someone who is willingly in danger more often than most people.

Hunters come from all walks of life and almost always willingly accept The Syrum. A vagrant who happened upon a vial of The Syrum is just as likely as a doctor/healer who accepted The Syrum to help more people.

Hunters come in all shapes, forms, and with all kinds of psyches. Just because a Hunter can, if they know how and try hard enough, correct their own psychological issues with a bit of effort, doesn't mean that they DO. That said, Hunters cannot go crazy instantly. With them, it is a slow, arduous process since they're so much better at coping with emotional baggage and psychological damage than unchanged individuals. Due to this, there are no recent examples of a Hunter snapping and flipping out.

The Syrum is infinitely precious; that said, the moment someone takes The Syrum, they ALSO become infinitely precious. A criminal has a good chance of being exonerated from his crimes if he or she is willing to take up the cross of a Hunter, which the entire Syrum makes him or her predisposed to do in the first place. This doesn't mean that Hunters can remain criminals, though. The justice system may be lenient on Hunters but it doesn't ignore their behavior and thus some other Hunters might be asked to collect and/or destroy the original Hunter in question. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>Edited by: The Great Nevareh at: 7/10/05 13:16

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KingOfDoma
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Re: Rain of Ashes: Yet Another Post Apocalyptic Doohickey!

Unread postby KingOfDoma » Fri Jul 08, 2005 8:24 pm

I'm interested. Freestyle would be preferred, but I can ask Lex for massive amounts of help with DnD. This will be board, right? <p>--------------------
Remember, even God has a sense of humour. Just look at the platypus.

-Kevin Smith</p>

The Great Nevareh
 

Re: Rain of Ashes: Yet Another Post Apocalyptic Doohickey!

Unread postby The Great Nevareh » Fri Jul 08, 2005 10:08 pm

Board if Freestyle With Rules and chat if D&D 3.5. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

Elitegamer7539
 

Re: Rain of Ashes: Yet Another Post Apocalyptic Doohickey!

Unread postby Elitegamer7539 » Fri Jul 08, 2005 10:34 pm

I'd like to sign up too. You've certainly got my interest. <p>
____<span style="color:fuchsia;font-family:helvetica;font-size:x-large;">t(</span><span style="color:black;font-family:helvetica;font-size:x-large;">'.'</span><span style="color:fuchsia;font-family:helvetica;font-size:x-large;">t)</span>____
Kirby is not amused.</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=elitegamer7539>Elitegamer7539</A] at: 7/8/05 22:36

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Kai
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Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby Kai » Sat Jul 09, 2005 8:54 am

I am interested as well! My archaeology geekdom is at full attention. <p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=kai@rpgww60462>Kai</A]&nbsp; Image at: 7/9/05 8:56

The Great Nevareh
 

Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby The Great Nevareh » Sat Jul 09, 2005 10:49 pm

If you're interested, make characters. If you have questions (as I leave a lot unexplained), contact me via AIM (TheGreatNevareh). <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

deathcyth
 

Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby deathcyth » Mon Jul 11, 2005 9:20 am

name: David Freeman (I assume we are using names similar to today if not I can change it)

archetype: Archeologist

skills: useing objects of electrical nature, Repairing said artifacts to a point, he is somewhat handy with a rifle,
marginal knowledge of artifacts of nonelectrical kind.

inventory:a rifle reminiscant of a Winchester, Extra Ammo,a few worn batteries, and what appears to be a car battery which he refers to as his power box.

history:David is an odd sort. A bit of an eccentric professor.
He has always been obsessed with the civilization that came before him. Always looking for artifacts from it he delved in places most men do not go. He spent most of his life on the fringes of the deadzones until the day he stumbled upon the syrum. Hidden in a buidling that was obviously made to keep people out, he found it. The syrum opened his mind to things he never dreamed. He suddenly found problems that took him hours to solve now took minutes. He also found that it gave him a keen eye and precise hands makeing him a remarkable shot with a gun. So deep into the dead cities he goes where he searches more and more for a mysterious power called electricty. He believes unlocking its secrets holds the key for mankind to take control of the world.

Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=deathcyth@rpgww60462>deathcyth</A] at: 7/11/05 9:20

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Kai
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Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby Kai » Mon Jul 11, 2005 10:28 am

I don't know how many archaeologist-type characters you're looking for, but I already talked to you about mine, so I'm going to assume you're okay with the basic concept I've got.

Virginia Fell

Abilities

darkvision (the eyes, man. the eyes)
can bend the light around herself to create unnatural darkness
ancient languages (English, French, German, Chinese, Japanese, Russian, Italian)
excellent visual memory
computer programming
can track by scent like an animal
fencing
flint-knapping
singing (lounge-style)
excavation
world history (except for that pesky pre-fall period)
anthropological theory
land surveying


Inventory

compass
book of graph paper with agonizingly small, neat field notes
pocket utility knife/multitool
pen with several nibs and ink
tea leaves and a coffee mug
very sharp trowel
folded up sheet music (Ode to Joy, Prelude in Db Major, Jupiter March)
brass knuckles
sword cane
a stone knife she made herself
thin leather gloves to cover her hands

Backstory/Assorted Character Stuff

Virginia is of average height for a woman, about 5'3". She has long brown hair which she generally keeps wrapped up in her hat. She's almost perpetually covered in dirt, oblivious to the dust falling off her as she walks. She'll wash herself if she's covered in something offensive (as she possesses a keen sense of smell and it's more likely to offend her than those around her). Most of the time she's so covered over with silt that her skin could be any color, but first thing in the morning she's just a caramel-skinned woman in sunglasses. White scars snake over her arms and body like crawling vines reaching out of the earth. They're the only exposed part of her that dirt can't seem to cling to in any way. Her voice is low and rich like the echoes in a buried library.

She wears denim pants that are battered and torn, two layered white tank tops and a white button-up shirt. She wears the collar of her shirt propped up around her neck. She also has a much-mended pair of old sunglasses that she's seldom without in public. She wears them to cover one of the outward manifestations of her change. Her eyes are a luminous blue with no whites. This, combined with her tendency to shine faintly gold in darkness make it necessary to cover most of her skin at night or when she doesn't want to be noticed.

She's an enthusiastic and passionate woman who spends most of her time digging around for information about events before the fall. Her top priority is that history be recorded and preserved. It's evident by her careful record-keeping that her deepest fear is being forgotten. It might be why she spends so much time trying to recover what history has smothered and left for dead. She's a lot like the artifacts she finds: very old but despite her age is very well-preserved and often disappears for long periods of time only to turn up in a pile of dirt or in an old city.

She enjoys the company of other Hunters when she can get it. They understand what it's like to de driven by something, an ambition that's almost a separate entity from oneself. She's always had friends and lovers, but it's hard for her to divide her attention between research and love.

She was married when she found The Syrum at the age of 30. She was lucky that the small item was Syrum, since otherwise she'd have been testing random chemical compounds on herself. She figured if her carefully-recorded death could contribute to the collective knowledge of humanity, then so be it. Shortly after taking The Syrum, she became more and more frustrated with her husband. She left him and their son to continue her research without a family to tie her down. Her son Christian was six years old when she left, but Virginia's been gone for nearly seventy years. He has several grandchildren and a few great-grandchildren. She's outwardly unconcerned with the particulars of her family, but those interested in history have met a distant aunt who funded their education. She's never offered any of them The Syrum, but her apparent reserve of money is a testament that she's got it. That and those strange unsettling eyes.

She had a terrible cough when she took The Syrum. She could probably have fixed it by now, but it hasn't gotten worse and she doesn't want to waste the effort. She could be learning a new language or tracking down sources of information. If it hasn't killed her in seventy years, she assumes that it's never going to. When people express concern, she waves them off and blames it on how dirty she always is.

Her crass jokes and sarcastic remarks are belied by the delicacy and even reverence with which she handles the delicate objects that had, against all odds, survived for centuries. The search for knowledge and the pursuit of truth are all she holds sacred.




So, that's what I've got. If you need anything more let me know.

Edit: Included things I was keeping on a separate piece of paper. Then, I edited again to include some relevant skills. <p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=kai@rpgww60462>Kai</A]&nbsp; Image at: 7/11/05 20:03

ziratha
 

ok, I tried...

Unread postby ziratha » Mon Jul 11, 2005 12:18 pm

Ok, I tried my best, I hope its good enough.

name: Edward Tannin
height: 6'1"
age: 18
history:
Since as long as he can remember, Edward has been on his own. He's had to survive, defend and teach himself. While He has vague memories of a family, he can't remember their names or what they looked like.

Since Edward has no real skills or assets, he began to steal. Food, books, whatever he needed, he just took. When he was younger, the townspeople took pity on him and looked the other way. As long as he didn't take anything valuable, they didn't have him arrested.

As he grew older things changed, he was arrested for theft, but was released when he didn't have the stolen goods on hand. Later, people began to accuse him of stealing things he did not take, such as jewelry or artifacts. Eventually, he decided that since he was going to be accused of these things anyway, he might as well steal more valuable things.

Time and again he was arrested, but as he was careful to never be seen, and he always ditched the goods before being picked up, he was never held for long. Finally, the local authorities took a real interest in him and started a massive search for him, the stolen goods, and any accomplices he might have. He realized that it was only a matter of time before the goods were found or he was caught, so he took all the goods he had and took them out of town as far as he dared go, and left them there. The only things he kept were those things that were older and no longer remembered. However, he knew his days were numbered so he decided to leave the city he resided in and find a new place to live.

Leaving was not something that would be easy, Edward knew that only disease and death would await him should he leave, so he began to gather information. Soon he learned of a potion that could make a person impervious to the effects of the disease and danger that existed outside of the city limits. He learned that the only local portion of this potion was very highly valued and would be very difficult to steal, as it was constantly kept under lock and key in the house of the local rich mogul. However, Edward did not find out that the syrum had mutating effects, nor that it was responsible for the hunters he had heard about, he only thought it was some sort of anitdote for the poisons of the outside world.

After several days of observing the mansion, he made his first attempt. He successfully infiltrated the mansion and stole the key to the vault, but was defeated due to an unexpected second lock inside the vault, the only key being on a chain worn around the moguls neck. His second attempt was a failure due to an unexpected guard who chased Edward out of the mansion, and nearly cost him his life. Finally, on the third attempt, Edward was successful. He stole the key to the vault, retrieved the second key from the moguls neck whilst he slept, and finally he grabbed the syrum. After imbibing the potion, he fled, taking his belongings and trekking as far as he could away from the city.

After leaving the city, he grew sick, and lost consciousness several times. Thankfully, after several days of near death, the syrum took effect and expelled the disease from his body. The syrum did however mutate him in the normal manner and by the time he came to the next city, he had become a different person completely. Specifically, he grew a tail, whiskers, and fur. He was now a feline type creature and was horrified at this outcome. Despite this, he was given almost a hero's welcome in this new town, he was given an expensive hotel room, fine food, and even was introduced to the local officers and authority figures. In the days to come, he learned the truth about what had happened to him and that he was now a hunter, of the kind he had heard about. He was told that the city he was in was called "jansen" and he quickly learned all that he could of what was expected of him as well as what he could expect.

Although he knows that hunters are cherished, he secretly fears that his transformation is not permanent, or that he will somehow screw up and lose the support of the locals. For this reason, he keeps his belongings almost religeously and can be suspicious of people.

description:

Edward is a cat type person with fur, whiskers, a tail, sharp claws and teeth. He also has large ears, so large that his head seems larger than it is, simply due to his ears(think ears with the proportions of a housecat). He is quick on his feet and has sharp reflexes. Edward has one unusual trait not possessed by most cats, that is he is entirely white, with pink eyes, aka he's an albino. He wears a simple pair of shorts and little else, as his fur makes him too hot to need or want clothing. Edward is somewhat shy, having had few friends he doesn't have well developed social skills, but he tries his best.

Inventory:

a windup watch
a hand powered metal detector
several pieces of jewelry including, 3 necklaces, a diamond ring, and a bracelet.
an ivory handled knife of impressive sharpness
several gold coins
a leather bag
a sealed tin can of something called, "the chicken of the sea"
Dried meat
a cantene full of water

Magic:
Edward's magic abilities are meager, his abilities are unrefined and can only be controlled as to whom it is aimed at, what happens is as so far mostly uncontrollable and is driven almost entirely by instinct. He can however determine if it is offensive, defensive, or supportive. Most of his abilities are telekinetic in nature, simply moving objects around. However, he has in rarer cases used his abiltities to calm himself such that he put himself or others to sleep.
So, in summary, skill in telikenesis and some minor powers over the mind of himself and possible others.

Abilities:
Edward's body is much like a cat, so he can smell rather well, can see in the dark, and run swiftly on all four legs. He has excellent hearing, so much so that he is sometimes sensitive to loud noises. His hearing is so sensitive, that he has been known to hear high pitched noises for over a mile.
lockpicking
trap detection
bullshitting
appraisal
excellent problem solving skills
minor abilities at technology
noticing of minor details, such as seeing something in a corner or a pattern on the wall.
swimming
knife throwing
swift running
climbing with claws.
I forgot to mention, edward would have all the customary thieving skills, such as pickpocketing and quick hand movements.


Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=ziratha>ziratha</A] at: 7/12/05 12:27

The Great Nevareh
 

Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby The Great Nevareh » Mon Jul 11, 2005 4:06 pm

Ash: Good job! Name your archetype and you're good to go. I'd nitpick about the lack of notable character skills having to do with archaeology, but then I realized that that falls into the realm of what you bring to the character and not what the character brings to you. Welcome to the game!

Ziratha: Also good job, though I'd like a bit more elaboration on his magical powers. You, sir/madam, are also in.

Cha and Elitegamer: Create/Post characters, post-haste, please. I've heard some interesting ideas from both of you, and I'd like to see them fleshed out into a character who inhabits the world of Rain of Ashes.

TO: Elitegamer and Ziratha: I understand to some degree that this would be both of your first game here at RPGWW. Thus, neither of you have proven your mettle as players (which, to be honest, is something I don't think I've done either). I have a personal rule in this game: I reserve the right to kick anyone out if they repeatedly break some of my rules of plausibility and good taste. Since the only boundaries you have are the ones you give yourself, this is reasonably important.

Deathcyth: Not exactly what I was looking for. If you want to join this game, make a character that has what I ask for: A history, an inventory, a personality, a physical appearance, a set of skills or abilities, and a story detailing how your character got their hands on The Syrum.

And I declare this post... OVER! <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

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Kai
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Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby Kai » Mon Jul 11, 2005 7:56 pm

I did neglect those skills. I guess since it's been a part of my everyday life for a little while, I forgot that it isn't a given. Oops.

Archetype is closer to an anthropologist than an archaeologist. The artifacts are relics to her, but only because of what they mean. Anthropologist also does a better job of incorporating the linguistic aspect of her job. What she does know about machines and other complex devices would come from translating technical manuals for people who don't have the patience or linguistic aptitude for it. As a result, her contributions to research and whatnot are behind-the-scenes, but it's enough for her.

So, long story short... anthropologist. She's a glowing, perpetually filthy anthropologist. <p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>

Elitegamer7539
 

Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby Elitegamer7539 » Mon Jul 11, 2005 10:03 pm

Sorry I didn't get this up when I said I would, some stuff came up. *Shrug* Anyway, here you go. If I need to change anything, just let me know.



Name: Saminiath Eldar. Most just call him Sam.

Age: 30.
Years as a Hunter: 4
Height: 6’5
Weight: 380 lbs.
Archetype: Doctor

Skills -- Knowledge (Herbs): He is trained to recognize flora with medicinal purposes, such as purifying wounds, healing poisons and digestion problems, and pain-killing. He is also trained to recognize poisons, and can apply them to weaponry in a pinch.
Note: He is -not- well trained in recognizing edible herbs, having spent most of his effort learning about medical or poisonous herbs.

Knowledge (Anatomy): He knows the human body inside out. Obviously, this knowledge helps him with diagnosing injuries and treatments. This also means that he knows where he needs to hit his opponent to make it hurt most.

Another quick manifestation of he Hunter-hood was the power to heal wounds with willpower alone. He is still practicing with these abilities, but is able to heal wounds that would almost certainly be fatal to normal people, broken bones, and cure some diseases. Rumors circulate that claim he can make blind folk see, deaf folk hear, and cripples walk, though he denies these claims, calling it exaggeration. So far, he has no aggressive “spells” and prefers to keep it that way. He is relatively new to the Hunter life, however, this will likely change time passes.

As manifestation of the serum, his muscles have been growing steadily. He has great physical strength, but as a downside his shape makes it difficult for him to aim a gun or shoot a bow. He also heals much faster than normal people, but even minor cuts leave heavy, blackened scars. Also, his hands, which remain only slightly larger than an average person's, make it difficult to utilize this strength fully.

Physical appearance:

His eyes are brown, though the white of one eye has been turning red as time passes. His hair is blonde and cut just as it touches his shoulders. He’ll often have his bangs tied back into a ponytail. His face is angular and his jaw is square, though he claims that before he took the serum, it was rounder. He has broad shoulders and a barrel-shaped chest. His arms are large and muscular, with pulsing blue veins popping from them, another effect of the serum. His hands are disproportionately small compared to his arms, and thankfully, retain the dexterity needed to perform surgery. His legs are also large, and have the same pulsing blue veins on their surface. His entire body is heavily scarred, especially his chest and face. Typically, he wears a loose white shirt and baggy denim pants. While traveling, he wears a vest with various supplies, such as bandages, suture kits, disinfectants, and his knife. His skin is usually pretty clean, as should be typical for a doctor. His voice is a soothing baritone.

Background:

Sam spent most of his life learning from his father, the closest thing to a doctor as the times allowed. They lived in a small village within the shadow of the ruins of a large pre-Fall city. Life was fairly easy for them, as the worst thing that usually came in to the hospital was a child with a fever or an injury incurred by one of the local hunters or farmers. He never knew his mother, and during his teenage years he found out from one of the older villagers that she died giving birth to him. His father never told him, but whenever he asked about her a sad look came into his eyes.

When Sam was 26, village life was interrupted by a sudden monster attack. Wolves the size of horses descended upon the town, and though the local (non-Hunter) militia tried their best to keep them all out of the town, a few made into the streets and went on a rampage. One of them came toward the hospital, where Sam had taken to assisting his father, almost ready to end his apprenticeship and set out on his own. His father was busy treating the injured, so Sam picked up a spear a wounded soldier brought in and ran out to face the beast. Needless to say, the then scrawny and physically unremarkable man was beaten soundly. Before the wolf struck a final blow, however, Sam was able to stab the beast in the eye. Though it didn’t die immediately, it was scared off. Fatally wounded, Sam passed out, expecting to die on the streets.

The next day, he woke up in his father’s clinic, his wounds completely gone, dark, almost black scars in their place. He found out what happened from his father. The man had a single dose of the legendary Serum in his medicine cabinet, bought with what his mother left the family as well as the better part of his father’s fortune. His father used it on him to save his life. Now, he’s a Hunter, and he immediately knew his purpose: to help heal the world.

He travels the world, distributing medicine and treatments to people as he meets them, as well as teaching any who would learn his techniques. He rarely stays in a town for more than a month, however, so he hasn’t actually accepted a full-time student. It is rumored that he’s also been responsible for the rise of one or two other hunters, since he doesn’t hesitate to donate his own blood to help his patients.

So far, he hasn’t had any control over the mutations resulting from the Serum, and fears that in time it may take his hands, rendering him far less useful as a doctor. In truth, his shape has remained more-or-less the same for around two years, but he is convinced that his body is constantly changing.

Personality:

Sam is a fairly straightforward person. He helps the injured and sick wherever he can, usually free of charge. He speaks his mind regardless the opinions of others, and has been called brutally honest. Excluding during his travels, where he knows he’s going to get dirty, he’s meticulously cleanly, and often the first thing he requests in new villages is a bath. He’s a serious man when he’s operating or treating a patient, but elsewhere he’s fairly light-hearted, prone to laughter and reciting really bad jokes. He tries to make sure he has a fellow hunter on the road

His interest in the pre-Fall civilization is mostly limited to medicine, but he still joins other Hunters in searching through ruins, not only to try to increase his medical knowledge and improve his tools, but also to aid other hunters, in case one who isn’t blessed with quick healing is injured.

Inventory:
A hefty leather backpack to carry all this stuff
A large club that tapers outward with barbed wire wrapped around the broad end
A dirk made of iron, usually carried in his bandolier vest
A box full of herbs that quicken healing when placed over a wound
A tin full of burn ointment
A -lot- of bandages
A suture kit, including needle and a large roll of thread
A surgery kit with scalpels, clamps, and other such tools
Two bottles of penicillin
Three gold coins
<p>
____<span style="color:fuchsia;font-family:helvetica;font-size:x-large;">t(</span><span style="color:black;font-family:helvetica;font-size:x-large;">'.'</span><span style="color:fuchsia;font-family:helvetica;font-size:x-large;">t)</span>____
Kirby is not amused.</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=elitegamer7539>Elitegamer7539</A] at: 7/12/05 0:26

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Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby KingOfDoma » Mon Jul 11, 2005 11:05 pm

Jerry

Archetype: Shaman

Jerry's real name is Jerry. And he knows that his last name is SUPPOSED to be Hirsch. But he doesn't go by that name anymore.

A long time ago, when he was a boy, he rode with his father, Aaron, all across the Middle Plains, on a beautiful black horse named Blackbolt. Usually, his father kept quiet, stopped at a nice shady tree and played ball with him, and sometimes, they'd go into town for supplies. Or at least his father did. He always told his son to wait with Blackbolt outside of town as he went in, and he waited patiently, and in about an hour, his father returned, with whatever they needed.

This was Jerry's life. Just simple enjoyment, travelling around, never staying in one spot for very long. It was a satisfactory life. Jerry even had a tiny fern that he named Morton, and his own horse, Andal.

One night, after his father had gone into a particular town for supplies, a strong wind picked up. They headed for the nearest patch of trees, and set up camp for the night. As Jerry waited for his father to finish setting up the tent, a gust sent a piece of paper Jerry's way, and it caught on his leg. He picked it off, and was about to throw it away, but then he saw what it said.

Aaron Hirsch. Wanted. For Multiple Bank Robberies and Murder. Two Items From The Duchy's Hold. Dead or Alive.

It all began to dawn on him. For years, for 21 YEARS, his father had lied to him about what he'd been doing when he went into town. About why they were such nomads. About everything.

"You got something there, boy?" Aaron gruffly said.

Jerry said no.

"Alright, then. You keeping good care of that Morton of yours?"

"Yes, Pa."

Aaron nodded. "C'mon into the tent, then. You'll get blown over out there."

With that, the two went to bed. And Jerry slipped out, leaving the poster behind, never to rest with his father again.

He rode with Andal and Morton for days, never looking back, barely even resting to eat, sleep. He knew that his father would be pursuing him, whether to talk or kill him, he did not know. He found another secluded wood, and decided he would tend to his plant.

Then, one more dawn dawned.

In all the years he had Morton, he had not grown, not once. Jerry's instincts told him to dig in the soil, and beneath the brown surface, with a root within it, tapping it, was a vial of Syrum.

Jerry was in shock. All this time... all these rides... he'd been holding onto one of the most precious things on the planet.

He heard hoofbeats. His father was coming. Jerry had to make a decision. He petted Morton one last time, pulled his root from the vial, and drank. As Morton shriveled, his long time of life finally over, his father approached, on Blackbolt.

"So you finally found it all out. Took you long enough, boy."

Jerry was in no position to respond. The Syrum was changing his body rapidly, and he was helpless, even if for the moment.

"Well, my time's done, son. Don't take my name no more. People will associate you with me, and you don't want that. Do better than I did, hear?"

And just like that, Aaron Hirsch pulled out a gun and blew a hole through his chest. Blackbolt was spooked, and ran off, Aaron stuck in the stirrups. Jerry figured it was how he wanted to go.

Jerry finally found the strength to stand on new feet. He stroked his chin, now covered in thin twigs and leaves. He sighed, and gave Andal a smack on the behind, sending him off into the wilderness. His new lungs breathed in the air, and he began the long walk into town.

Abilities:

Plant Control
Plant Projectile
Medicine Creation
Tracking
Stickfighting
Brawling
Lasso Skills
General Botany Knowledge
Plant Growth Manipulation
Homeopathic Knowledge

Possessions:

Twisted Rebar Staff
Leather Jacket
Jeans
Rough Western Hat
Boots
Thick Vine Lasso
Morton's Remains
Box of Litmus Papers
Soil Tester Kit
Various Tree, Flower, and Vine Seeds

Appearance:

Jerry's hair has been replaced by Kentucky Bluegrass, and sports a full beard. He's caucasian with deep blue eyes, but has a slight green tinge to his skintone. He has the rugged look of a cowboy, and always walks with his twisted metal staff.

Personality:

Jerry was never much for human interaction, so he mostly stays quiet. What he doesn't realize is how starved he is for social contact, so while he'll usually stay quiet if left alone, he will talk meaningfully with you for hours if you let him. He loves horses, plants, and a good book. It's all he did while he was with his father. And him he doesn't speak about. Or any of his life before he received the Syrum. But he still makes a good solid ally and friend to any who would have him. <p>--------------------
Remember, even God has a sense of humour. Just look at the platypus.

-Kevin Smith</p>Edited by: [url=http://p068.ezboard.com/brpgww60462.showUserPublicProfile?gid=kingofdoma>KingOfDoma</A] at: 7/12/05 0:49

The Great Nevareh
 

Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby The Great Nevareh » Tue Jul 12, 2005 12:48 pm

Cha, Elitegamer(You need a nickname), Ash, and Ziratha, you are in the game! I'll be posting the intro post in Other RPs shortly. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

Elitegamer7539
 

Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby Elitegamer7539 » Tue Jul 12, 2005 2:53 pm

Just call me Elite, people. Or Proven. Or Paradox. (AIM Name, for those who don't know where that came from.) <p>
____<span style="color:fuchsia;font-family:helvetica;font-size:x-large;">t(</span><span style="color:black;font-family:helvetica;font-size:x-large;">'.'</span><span style="color:fuchsia;font-family:helvetica;font-size:x-large;">t)</span>____
Kirby is not amused.</p>

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Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby KingOfDoma » Tue Jul 12, 2005 8:22 pm

2/3 of us use our real names, and most of the rest of us know them but don't use them. Take your time if you must, but knowing your first name will endanger you not, I assure you. <p>--------------------
Remember, even God has a sense of humour. Just look at the platypus.

-Kevin Smith</p>

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Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby Kai » Tue Jul 12, 2005 8:31 pm

Some people call me Sir Thomas Aquinas. These are the people I've lied to.

<p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>

The Great Nevareh
 

Some rules?

Unread postby The Great Nevareh » Wed Jul 13, 2005 4:52 pm

That is a testament to Ash's abilities as a liar.

I'm going to be filling this thread with flotsam and jetsam about the world as well as new rules as I throw them out. First thing's first, though: There has to be a quantifiable yet still freestyle dealie going on that enables combat to happen and yet minimize the possibility of godmoding as well as autokills.

Thus each character has 3 stats that are added to and subtracted from in a free-form way depending on the action and the consequence taken and all are rated on a 100% scale. These are:

Life
Focus
Energy

I'll start with Energy first, since it's the simplest. You use Energy to do stuff. This is force of exertion- to do anything you use Energy unless you expect that exerting no effort to do it will yield results. Jeremy van Zandt skipping a stone on a lake is low-energy, doing some heavy lifting would be medium-energy, and striking a robotic menace with enough force to dent its carapace would be high-energy. Energy is highly expendable and can be completely recharged by resting for a couple of minutes. If you have no Energy, you cannot act.

Next in the tier comes Focus. Where Energy is force, Focus is direction and channeling. However, unlike Energy, you CAN act without using Focus. Skipping a stone on a lake would be a very small Focus expenditure, lifting a heavy load doesn't need to use any Focus at all if you've got plenty of Energy to do it with, et cetera. Focus is also your damage buffer. If anything "hits" you, it hits you in Focus first and you lose some of it in a dodge. With luck and planning, Life might never come into the equation. You can elect to lower the Focus cost by taking the damage to Life and thus cutting (but not eliminating) the Focus cost by a bit. Just because something is hard to dodge doesn't mean it would hurt much to get hit with it (Like avoiding a fly while covered in honey), and just because something's easy to dodge doesn't mean that getting hit by it won't hurt like a b*tch (Like someone trying to chop you with a gigantic axe). Focus can be converted into Energy in something like a 3 for 1 deal- Every percentage point of Focus you dump into Energy nets you three percentage points of Energy. No, you can't go above 100%. Once you're out of Focus, you're too tired and frayed to do anything in a very organized manner, but you CAN still act. You just can't do anything like climb a rope, which requires some co-ordination and thus some Focus (Though a blast of psychokinetic energy let out like a primal yell doesn't actually cost any Focus so long as it's completely undirected and unchanneled). Focus is completely regenerated through a full night's sleep. It can also be recharged through various substances such as mint and caffeine, though expect your expenditures to be upped a bit.

Life isn't your physical condition. It's the spark of life in your body, which diminishes whenever you're struck. This recharges at a rate of 1% a day, and once you reach 0%, you no longer have even the vaguest will to live in your system. Your body could be perfectly healthy and you just don't care enough to have a heartbeat. Run out of this and you're catatonic until someone performs some kind of psycho-surgery on you to give you SOME will to live. This isn't the same thing as being suicidal.

Note that you CAN die, but whether or not you DO die has absolutely nothing to do with your stats and everything to do with your roleplaying. If you perpetually sustain serious wounds, you're not going to be all that healthy, and if you shoot yourself in the head I don't give a damn what your stats are. Likewise, being crushed by a rock the size of Texas, having a hefty portion of your torso disintegrated, or suffering some other catastrophically fatal wound will kill you.

Shields: If you have a magical shield active, then damage that would have otherwise been applied to Focus is applied to Energy instead.


Some other things:

Counter-Hunters: Counter-Hunters are Hunters who have the rare ability to nullify the Hunter-powers of other Hunters. This is a lot easier for some than it is for others, for though it is like any other power a Hunter can have in that it CAN be learned, some are more easily drawn to this ability. The power is called Jamming, which reduces Hunters to mere meta-human status: Still capable of packing a wallop, but no more than a highly skilled non-Hunter could do. Counter-Hunters frequently find work hunting Despots.

Deserters: Hunters who for one reason or another refuse to help the rest of Humanity or even live at the expense of their fellow men and women. Nothing is really known WHY a Hunter deserts. Deserters frequently just disappear, though when they become malignant to society they become known as Despots.

Despots: Deserters who harm society. No one's really sure how a Hunter becomes a Despot, but Despots are reviled and highly feared. A Despot doesn't necessarily terrorize or rule over a body of people. Sometimes a Despot is just a Hunter who, against all odds, snaps and goes on a killing spree. Despots are also highly unstable, thus even though they're capable of cool logic and smooth flow of thought into action like all Hunters, they do not retain control of a fiefdom for long due to ensuing boredom or paranoia. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

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Kai
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Re: Some rules?

Unread postby Kai » Wed Jul 13, 2005 8:35 pm

I request an example of all the percentage rules. An example combat or something. <p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>

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Re: Some rules?

Unread postby KingOfDoma » Wed Jul 13, 2005 9:02 pm

Also, do any of the five of us have webspace that's not just for photos? I have the log, but it's a) too long to edit in plaintext, inpost or non, b) I have no webspace that's not just for photos, c) synopsizing would be lame, d) we can get on with our lives/RP... <p>--------------------
Remember, even God has a sense of humour. Just look at the platypus.

-Kevin Smith</p>

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Re: Some rules?

Unread postby Kai » Wed Jul 13, 2005 9:05 pm

Just summarize it and broom us along. We have our stuff. We set out. RP commences. <p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>

The Great Nevareh
 

Re: Some rules?

Unread postby The Great Nevareh » Thu Jul 14, 2005 2:37 am

Combat will be handled traditionally with turns that shall be pre-arranged by me because I'm a despot. It will have more to do with how ready your character is to engage in combat at the point where it "starts." When you get a turn, you act in combat "poses," which are essentially statements summing up the action your character is taking in their turn. A pose can be any length, contain any amount of detail, and encompass any number of actions. Just remember that if you make a hugely detailed, multi-step pose that involves a lot of sequential actions which depend on the previous ones succeeding, you might lose the entire turn by having one bad thing happen. Also, combat isn't done in phases. It's turn-based, but what determines how long you wait for your next turn is how long your last action took.

You might attack in a pose, but you also DEFEND in a pose. Defensive poses happen in two places- in a combat pose that is anticipating an opponent's action and right after a combat pose has been completed and the defender needs to make a defending pose. Defending poses can involve all the dodges and loops and whirls you want- absorbing blows sucks up Energy, Focus, and Life, and dodging them sucks up larger amounts of Focus.

How is success determined? A combination of willingness to play fair, personal style, and practical application of the laws of physics and space. No doing things which are clearly impossible and no assuming that you automatically succeed. Higher-quality poses will succeed more often than lower-quality poses because I'm nasty like that.

In a combat pose, you either say flat out in OOC or you imply very very clearly how heavy of an attack you're using. Different weapons require different amounts of Energy and Focus to use- a rifle requires more Focus and less Energy than a greataxe. By increasing the severity of the attack, you both increase your damage yield as well as your badass factor in addition to increasing your Focus and Energy expenditure.

Now, let's have a few example rounds of faux-combat. These poses will suck because I'd like to get to bed sometime in the next half-hour.

BATTLE SCENARIO!

While foraging around for food, Cassandra Telerno encounters a rather nastry patch of Dire Wheat. The Dire Wheat hasn't noticed her yet, so Cassandra Telerno can either avoid fighting it or kill it and bring the remains of the Dire Wheat back to camp for consumption. Cassandra, being perfectly aware that this is a battle scenario, decides to engage the Dire Wheat in combat. Thus, she draws her sword.

Cassandra gets the first turn!

Cassandra sneaks very quietly up behind the Dire Wheat, readying a pouncing attack that will quite hopefully dispose of the Dire Wheat before it gets the chance to notice her presence. Once she's in range for a good jump, she roars out a battle-yell, jumps out at the Dire Wheat, and scythes her blade around to reap what she can of it with all the strength she can muster.

(High severity attack with a sword- so, a higher Focus and Energy expenditure. Maybe something like F 4% and E15%, though these numbers are only decided AFTER combat resolves.)

Dire Wheat defending pose!

The Dire Wheat, taken completely by surprise, sits helplessly while the blade of Cassandra's sword passes through its numerous stalks, causing wheat to rain in a torrent of grain. However, Cassandra fails to sever all of the Dire Wheat before it can react, and thus she misses a quite a bit of it. Maybe that battle-yell wasn't such a good idea?

(At this point in time, I assign Attack and Defense expenditures. Because Cassandra was wildly successful, she'd have a reasonably low cost compared to if she had been ridiculously unsuccessful- The damage you do (and you ALWAYS do some form of damage to either Energy, Focus, or Life) is somewhat pre-determined- a light attack with a greatsword will always do X damage in one way or another- This "system" lets you make your own bad or good luck so you never miss unless you want to OR unless what you're trying to do is patently impossible. Also, depending on how good of an idea it is to attack something lightly with a greatsword, the amount doing that damage COSTS changes considerably. Attacking a rabbit and inflicting that damage would be a lot easier than attacking a dragon with scales harder than your greatsword and inflicting that damage. )

Utterly Arbitrary At This Point Expense total: 10%/4% for Cassandra (that being Energy/Focus. It's hard to burn your will to live). I won't tell you what numerical damage your opponent took UNLESS your opponent is another player-character. You can, however, glean somewhat how successful you are from their defending pose since all non-player-character poses will end up being generated by me.

But wait! What if you're using a GUN?!

Since this goes by SEVERITY, then a low-severity attack would be "Shoot at it!", a medium-severity attack would be "Shoot it somewhere inconvenient!" and a high-severity attack would be "Shoot it somewhere highly inconvenient or potentially fatal!"

What about MAGIC?

Same thing. Just denote the level of severity you're using in the attack with lower severity being cheaper and higher severity being more expensive.

How does the Focus to Energy conversion work?

Simple. When it's your turn to attack, say "I'm converting X points of Focus into Y points of Energy" and then go on with your pose. However, if you're defending, this is not kosher.

Your defending system is stupid!

You're right, it is! I left something out, though. There IS a third option: You can attempt a counter by exploiting some weakness or opening in your opponent's attack. Not only will you take some Focus damage as though you dodged but your combat phase automatically comes up next and your opponent does not get to pick their defending pose!!!!! You pick for them, whether or not you want to directly harm them by forcing them to absorb the damage or by tiring them out more quickly by making a series of feints that forces them to dodge. Non-Hunters will never get this option, so don't expect your opponents to try to counter you until the system works reasonably well. The downside of trying to Counter? You use the Focus and Energy inherent in making the attack whether you succeed or not, and if a Counter fails you automatically absorb the damage rather than dodge.

What if I don't want to attack something in my turn?

Good for you! Do whatever you want, then. Teach yourself to lasso. Knit a sweater. Travel to the moon. However, in combat, everything costs Energy and Focus since you're doing something in a time constraint and you're doing it while death might come at you from nowhere. That and if it takes longer than a minute to do then you probably aren't going to finish before combat's resolved or something attacks you and you have to stop devoting all of your attention to your knitting/lasso training/moonwalking and devote at least SOME attention to avoiding or absorbing the attack.

If you're ever wondering how or why something is dying so quickly or taking so long to die, it's because it probably follows a different set of parameters. Hunters are super-human with vast arrays of powers and resistances. Dire Wheat is particularly large and violent wheat, robot walkers are made of metal and not flesh, and mutant animals lack weaponry and specific skills or training to make coherent and acute attacks.

This system seems both ludicrously complex and hideously simple at the same time. It could probably use some tweaks which will come about as we play. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>Edited by: The Great Nevareh at: 7/14/05 2:50

The Great Nevareh
 

Stuff.

Unread postby The Great Nevareh » Thu Jul 14, 2005 12:42 pm

Kuxen:

You ever heard the term "Money is power?" Well, at least in the Duchy of Ontario, Power is money.

The Duchy of Ontario is in many ways a republic and in others is a business enterprise. Decisions as to who leads are made by the people... or the people who hold shares of the Duchy, at least. These shares are called Ontariokuxen (Singular Ontariokux), or Kuxen (singular Kux) for short. Your political worth is determined by the number of Kuxen you have- The more Kuxen, the more pull your opinion has in a decision. The CEO of the Duchy of Ontario is the Stadtkuxholder, who has at least 51% of the shares of the Duchy behind him or her at the time of an election. That Stadtkuxholder is ruler until an impeachment, their death, or someone else garners 51% of the vote at an election. Thus, a Kux is the unit of political power in the Duchy of Ontario. It's not really money, per se, but it ALWAYS has some value unlike the local currencies of cities or the miserably failed attempt at national currency of the Ontario-Thaler.

That said, Kuxen can be traded for local currency or goods, though most goods and local currency can't be traded for Kuxen. Also, a Kux is a somewhat unwieldly amount of money to use for everday shopping (About $3000 in terms of modern-day worth) so it HAS to be converted if it's going to buy anything that isn't hugely expensive.

There ARE Kuxen-holders who make money by leveraging their Kux-totals against other people's Kuxen or goods, but it's a skill that's hard to come by and is hardly practical for a Hunter, most of whom rarely have patience (or much in the way of money) for negotiations.

Experience Points:
You gather these as you successfully get through engagements with hostiles and you can eventually cash them in for prizes. Hunters sometimes trade these with each other in exchange for favors or items (with the help of a Hunter who knows HOW to transfer Experience Points), and only Hunters garner Experience Points. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

The Great Nevareh
 

More stuff.

Unread postby The Great Nevareh » Thu Jul 14, 2005 12:50 pm

Floats:

A Float is the name given for a big hunk of rock/earth/metal that floats around in the sky on an annual schedule. They are clearly visible during the day since they don't fly that high (Beneath cirrus clouds, usually) and they are nearly or perhaps literally impossible to reach. These are usually relegated a "benign" status since they don't actually do anything besides float around. However, there IS a taboo against trying to reach one since there were disastrous consequences the one and only time a Hunter managed to be sent up to one.

Plague-Winds:

Roaming disease-swarms that cause instant sickness in anyone who is caught in them. Plague-Winds come with a few warning omens, such as yellow clouds, an unnatural haze in the direction which the wind is blowing from, et cetera. There are shelters in the middle of all thriving towns since nowhere is immune to Plague-Winds and Plague-Winds are impossible to predict very far in advance. These shelters are always underground and have a series of airlocks to prevent the Plague-Wind from getting in while still allowing for people to enter before the Wind starts and leave after it's over. There are also mirror-tubes that enable people to see outside to check if the Wind is gone. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

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Kai
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Re: More stuff.

Unread postby Kai » Thu Jul 14, 2005 6:06 pm

Quote:
This system seems both ludicrously complex and hideously simple at the same time.


I'll take your word on the hideously simple part.


Also... dire wheat. Interesting. <p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>

The Great Nevareh
 

Re: More stuff.

Unread postby The Great Nevareh » Fri Jul 15, 2005 5:45 pm

Famous Hunters:

Maxwell Thray:

Maxwell Thray is a master Counter-Hunter as well as skilled psionicist. He's been around for at least twenty years but no more than thirty, and he is well known as an altruist and an archaeologist, thus making him one of the least affluent famous people in history (rivaling Mother Teresa). His standard feature is a sand-colored coat-and-cloak which is remarkably effective at keeping out the weather. Everything else about him isn't shrouded in mystery- rather, it's all based on a myriad of rumors that don't add up to the same person. He is also known as The Man of Cornwall since he is widely "known" to be from there- a remote place which is across the dead ocean far to the east. Goes by "Thray"

Etienne Ashe Drauxailles Lavardac d'Arcachon:
A native of the Bishopric of Quebec, Etienne Ashe Drauxailles Lavardac d'Arcachon (or Ashe) was known as a great Hunter back in the day. He wielded a glaive of light that severed all materials equally, and was (and perhaps still is) considered the most able Hunter in history. Ten years ago he was nominated to ride an excavated one-man dirigible up to the Float of Dakota. After riding this dirigible up to the Float, nothing notable happened until a column of flame leapt from the Float about a week later, and then nothing happened at all for two months... Though after two months Ashe reappeared wearing strange armor that looked more like a part of his body than something he wore, complete with a mask that utterly obscured who he was. This figure who was later identified as Ashe cut a swath of death until a group of 14 Counter-Hunters (including such people as Maxwell Thray, Lydie de la Zeur, and Jules Tybalt Ciermont) arrived and prompty put a stop to him while losing 9 of their own. Ashe was then killed several times over and his glaive of light was confiscated by Jules Tybalt Ciermont for examination and investigation.

Lydie de la Zeur:
Also referred to affectionately as "The Phantom" by the people, she carries a musket-rifle that shoots light and burns much. Lydie de la Zeur is known as "The Phantom" because of her widely-publicized ability to disappear and reappear in different places. She's also been known to pass through walls, move at very high speeds, and juggle for the entertainment of children.

Jules Tybalt Ciermont:
One of the few actual "scientists" of this day, Jules Tybalt Ciermont combines what he knows about the past with what he knows about science and engineering to actually repair broken relics. He's a quick man with incredible bio- and techno-empathetic powers, able to calm even the most vehement raging beasts. He also started a school in Ottawa (which he lectures at whenever he's in the area) that has produced some of the most erudite and resourceful people in Ontario today, including General-Statdholder Jan van Hoek.

Jan van Hoek:
Not actually a Hunter, he nevertheless possesses similar (albeit somewhat inferior) abilities and powers to them. He is a skilled leader of soldiers and an adept tactician who is fundamentally more perceptive than most of his enemies on the field. He's known for his General-Statdholder uniform, which consists of both a black coverall and a shimmering black coat made of some relic-material that blocks out the elements. His title is an elected position backed by at least 35% of the shareholders of Ontario, and he is the commander-in-cheif of the military forces that Ontario has mustered to fight the forces of the Bishopric of Quebec. He also has a blue relic-sword which he uses in single combat against enemy commanders (who are almost always similarly outfitted). On another note, Jan van Hoek is a great enjoyer of games such as chess and go despite the fact that he almost never wins at them. He's referred to as the "Ebon Pike" because of his attire as well as for his famous stand at the gates of Welkernsburgh where his ingenius use of pikemen brought victory to Ontario over Quebec's renowned and previously undefeated Cavalier Regiment. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

The Great Nevareh
 

Magic!

Unread postby The Great Nevareh » Sat Jul 16, 2005 7:03 pm

How Magic Works:
Magic works exactly the same as any other combat action with one caveat: You have to "Cast."

A Cast is a semi-conscious action that expands your awareness and your sphere of power at cost of your own physical prowess. You lose some of your Hunter advantages, such as accelerated healing, psychological buffering, et cetera, in exchange for improved awareness, a more detailed sensorium, and the ability to invoke magical effects throughout that area. Larger Casts don't equal more power, but they do equal a greater range to your abilities. Any Hunter can Cast.

They come in five intensities.

Personal: This is the Cast you need to use in order to work a magical effect upon yourself or to send one as far as one inch out of your skin. Casting in the personal range provides you with improved body awareness and a more refined sense of touch at minimal cost to your other Hunter abilities.

Small: The smallest Cast that's able to do stuff to other people. It has a spherical range of a five-foot radius from your skin and is the Cast of choice to anyone who uses Magic in close combat. This Cast also spreads out your awareness to a larger area and lets you easily keep close watch on people within the range. It also cuts the efficiency of your psychological buffer, making personal trauma more easily acquired.

Area: A Cast that is good for fighting other mages since it isn't so small as to completely cut effects down to close range and it isn't so large that your magic can't be easily countered and you can't easily counter magic being sent at you. Has a 15-foot radius from the skin and provides corresponding increases to awareness and proximity sense. It's considered the best all-around cast since you don't lose your vital abilities and it still allows for some amount of range. In addition to lessened psychological buffer efficiency, this Cast also cuts down on a Hunter's Energy regeneration.

Long: A very large Cast that is usually the biggest one anyone uses. Has a 50-foot radius from the skin and provides corresponding increases to awareness and proximity sense, as well as barometric and chemical senses, enabling this a Cast of choice for surveying. This Cast reduces the same things as the previous two casts plus cuts down on physical trauma control.

Vast: The largest Cast that most Hunters can sustain, it is rare to see anyone use this for anything other than extended surveying. Provides all the previous boosts to awareness plus some weather-sense and a good deep-ground sounding option. Ridiculously unsuited for most combat, this Cast is the Cast of choice for someone who is trying to scout out at a long distance. The max limit of this Cast changes from person to person. A supremely talented mentalist and surveyor might be able to sent out a Cast as far as a mile, though most Hunters are lucky to manage more than 100 feet. While using a Vast Cast, all Hunter special abilities that are not directly linked to physical form are disabled.

Any magical effect must start inside of a Cast and likely won't last longer than a couple of seconds outside of that Cast. With tremendous practice, two or more Hunters can synchronize their Casts and provide support and additional range while keeping their own Casts fairly small. With amazing amounts of practice someone can funnel their Cast so they get vastly increased range in one direction.

When two Hunters of opposed intent come into contact with one another and send out Casts, they can attack eachother's Casts with their own Casts to try to weaken their opponent. This is a form of Psionic assault, and utterly destroying a Wizard's Cast is one way of completely subduing them while keeping them otherwise unharmed. A Hunter can also ignore the other person's Cast and instead try to work counter-magic when their opponent attempts to use magic- the ease of success of counter-magic is related both to the intensity of the two Casts in effect as well as to the different Hunters' skills and experience. Someone with a Personal Cast walking into someone else's Area Cast will have an easier time countering any effect coming into their Cast zone than someone else with another Area Cast up. Counter-magic takes up less Focus than dodging and takes up a bit of Energy to do, but it's generally more efficient to try to counter-mage something than it is to dodge it. Plus it might result in less damage to everyone if the spell is counter-magicked than if everyone just tries to dodge it. Multiple people can try to counter-magick at once.

Sending out a Cast takes a negligible amount of time and so can be done without sacrificing another action. You can only change your Cast once on your turn and you can't change it in a defensive move.

When a Hunter sends out a Cast and another Hunter is in range, it feels like a cool breeze tingling across their skin and through their mind. Non-Hunters feel a light breeze or perhaps a small tickle in their spine, and some monsters sense a Cast being put out. A friendly Cast and a hostile Cast feel exactly the same.

Once your Cast is out, Magic works exactly the same as everything else. You're suceptible in additional ways since if you don't have a Cast out you can't take Energy damage from someone trying to break it, but it also means that you don't have the option to counterspell an attack. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

User avatar
Kai
Fighting the Iron Law of Oligarchy Since 2006
 
Posts: 2408
Joined: Thu Oct 28, 2004 12:32 pm
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Re: Magic!

Unread postby Kai » Tue Jul 19, 2005 7:03 pm

My internet is currently fried, and I am posting from the library. This is the reason I have not been as active in the past couple of days as I'd like. I will try to fix the problem, but in the meantime, I wanted to let you all know what was going on. <p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>

Elitegamer7539
 

Re: Magic!

Unread postby Elitegamer7539 » Tue Jul 19, 2005 10:52 pm

I have a few questions.

Relating to the current situation, is it acceptable to take actions and announce results of those actions on objects within the game? The most obvious example coming to mind would be Sam lifting the wagon by the tongue and pulling it.

Also, in relation to magic, can a Personal range Cast be used on others if the Hunter is touching them? Again, another obvious example, touching a wound in order to heal it.

Forgive me for holding things up. I'm not used to this kind of RP, and I'm doing my best not to step on toes.
<p>
____<span style="color:fuchsia;font-family:helvetica;font-size:x-large;">t(</span><span style="color:black;font-family:helvetica;font-size:x-large;">'.'</span><span style="color:fuchsia;font-family:helvetica;font-size:x-large;">t)</span>____
Kirby is not amused.</p>

The Great Nevareh
 

Re: Magic!

Unread postby The Great Nevareh » Wed Jul 20, 2005 1:25 am

TheGreatNevareh: So long as you have a reasonable expectation of success without effort, feel free to manipulate any object you desire.
Proven Paradox: 'kay.
TheGreatNevareh: Since your character has super-strength, it might be considered "Okay"" for you to lift and pull a reasonably light wagon with relative ease.
TheGreatNevareh: If it were a russian tank from WWII, the story might me slightly different.
TheGreatNevareh: As for "Personal" casts, everything is fair game so long as it's an inch or less out from your skin.
Proven Paradox: Coolness.
TheGreatNevareh: So if the wound isn't that deep and/or the person doesn't mind you shoving your hand into a gaping hole in them...
TheGreatNevareh: Then go for it. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

User avatar
Kai
Fighting the Iron Law of Oligarchy Since 2006
 
Posts: 2408
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Re: Magic!

Unread postby Kai » Fri Jul 22, 2005 9:10 am

A note to fellow RPers and suchforth. I occasionally have trouble securing consistent internet over the weekends, so if I don't post like I ought to, be aware that it's because I suck, not because I'm lazy. *thumbs up* <p>-------------------------
<span style="font-size:small;"> "My eye is filled with socialist paradise!" --Brian

"It's like that old Scandinavian saying. You can lead a herring to water, but you have to walk real fast or you'll DIE." --Rose:The Golden Girls </span></p>

The Great Nevareh
 

The gods

Unread postby The Great Nevareh » Sat Jul 23, 2005 1:22 am

The gods:
Not an actual worshipped group or pantheon, The gods are the unknown entities that shoot rays of light at the vast majority of the things that try to fall to the ground from the heavens, blowing them to pieces or completely obliterating them. It is unknown what The gods do this for, or what the purpose behind The gods is. The gods have never wrought judgement or rained destruction on anything on the ground in recorded history.

Rain of Ashes:
A term used to describe any number of possible phenomena whose end result is the same: the sudden and complete end of a settlement with no explanation or indication that there ever was, in fact, a settlement there to begin with. Wells, houses, roads, and people are all gone without a trace. Periodically there is a fairly obvious explanation as to what happened in the form of a crater. Other times the explanations are a bit more elusive since there is just empty space or, even more confusing, wilderness where the settlement once was.

However, the term has been expanded to mean anything who's end result is the end of a settlement. Most people avoid using the term for its intended purpose and instead use it to describe devastating plagues, droughts, or supply piracies that cause starvation. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

User avatar
Kai
Fighting the Iron Law of Oligarchy Since 2006
 
Posts: 2408
Joined: Thu Oct 28, 2004 12:32 pm
Location: Indianapolis

Re: The gods

Unread postby Kai » Sun Jul 31, 2005 5:54 pm

Quote:
"Well, I didn't sense any animals, but I did notice some dire plants, so if you want food, there should be some around... I'll cast again to see if there are any more around."


He was casting to find more food. There was a second cast. <p>-------------------------
TheGreatNevareh (Virgil): I'm safe, don't worry. His hot pants are what got me interested in this whole scenario.</p>

The Great Nevareh
 

Re: The gods

Unread postby The Great Nevareh » Sun Jul 31, 2005 5:59 pm

I discovered this. Thus I must now learn to read. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

The Great Nevareh
 

Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby The Great Nevareh » Sun Jul 31, 2005 7:56 pm

I'd like to organize a chat-session for this next part of the thing.

Any takers? <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

User avatar
Kai
Fighting the Iron Law of Oligarchy Since 2006
 
Posts: 2408
Joined: Thu Oct 28, 2004 12:32 pm
Location: Indianapolis

Re: Rain of Ashes: After the Fall (Post-Apoc Freestyle RP)

Unread postby Kai » Sun Jul 31, 2005 8:18 pm

Negative, Ghostwriter. My IM access, as wonderful as it's been to be on so much lately, will be severly limited starting tomorrow.

Unless you want to do it tonight, my answer is no. <p>-------------------------
TheGreatNevareh (Virgil): I'm safe, don't worry. His hot pants are what got me interested in this whole scenario.</p>

The Great Nevareh
 

Solutions in the System.

Unread postby The Great Nevareh » Sun Jul 31, 2005 9:08 pm

Y'know what? I'm going to simplify the combat thing. What I have up previously is complicated and would work in an ideal world but not in a practical one.

You have physical health. This isn't denoted by a number, it's denoted by a description. If you're unmolested, then you're "Healthy." As you take damage, your health gets progressively worse until you're something like "Catatonic" or "Catastrophically Mauled." A status ailment would also go into this category, so if you're poisoned, you'd be "Poisoned and Catatonic" or "Poisoned, but otherwise Healthy." Once you reach one of the really, really bad places, you don't act until someone heals you, a day passes, or you take another hit and thus you die.

You recover health levels by a good amount each day- about 20-ish percent while moving and 40-ish percent while resting. If you have skills to speed this up, then it is sped up. Since it's all approximating and the like, these aren't concrete numbers but descriptive values. Also, if you're especially tough, you get more in the way of health levels before the really bad ones. Wearing armor also helps to a degree. If you have a level that's something like "Dying of Blood Loss while Poisoned and Plague-ridden," I hope you act in a way consistant with this problem and not go hoppity-skippity around like you're perfectly fine. You aren't.

The other stat is Focus. You spend this in numerical amounts. You tell me how much you want to spend, and your action reflects how much of your Focus you're spending on it. Focus regenerates to its maximum with a few minute's rest. Default value is 100%. Every time you spend 10% or more of your current maximum Focus on a single action, your maximum Focus goes down by 5% (not of your max) for the rest of the day, increasing by 5% for each additional 10% of your current maximum you spend on that action, going up to your total remaining Focus. Some skills, abilities, or items boost the amount of Focus you have or dampen the effect of using large amounts of it. You can also "blowback," if you know how, where you take physical damage as opposed to Focus damage for this action, thus saving your mind at expense of your body.

HOW COMBAT NOW WORKS:

You attack and defend using poses, just like you did before. In your pose, in parenthesis, mention how much Focus you're using on that single action. Increased amounts of Focus denote increased damage and likelihood of success. If you succeed, you hit and reduce the health level of your target or targets. If you fail, you spend the Focus but you don't reduce your opponent's health. Your failure chance (and the damage you do) depends on how reasonable and how effective that type of attack would or should be against that opponent. Thus:

Melissa turns to the Dire Wheat and narrows her glare, sending out her palm and blasting a gust of wind to knock it off its feet!
(15%!)

would be less effective (since it doesn't make any sense: Wheat has no feet) than:

Melissa rears her scythe in the air and brings it around to strike at the Dire Wheat, making a reaping harvest-motion with her arms in some kind of interesting allusion to the normal harvesting of normal wheat.
(6%!)

BECAUSE reaping the wheat not only makes more sense, but it would be more damaging than an attempt to knock the wheat off of its footing.

When defending, you do exactly the same thing: Make a pose where you either deflect the blow, dodge the blow, or counter the blow, and state how much Focus you're using to do so. When you denote how much Focus you're putting into your Counter, you're increasing potential damage and success chance, but remember to make your counter work descriptively or you'll end up using the Focus for the attack and not preventing or avoiding the damage from the blow being dealt to you- Be careful with your counters, because you might end up getting hit worse than had you just accepted being damaged to save Focus.

How a normal defense works:

Ramanujan is coming towards Callista, rearing his large two-handed sword above his head with a cruel mullinet. As he brings his blade around to slice Callista's skull in two, he rears back slightly...

Callista thus decides to defend (which would be deflecting, the defense that works best for heavier blows that are nonetheless unpredictable enough to be unable to dodge but too strong to attempt to endure in this scenario)

Thinking swiftly, Callista brings her spear around so that the metal pole that joins the blade to the haft is raised and supported directly in the arc of Ramanujan's blade in a smooth, easy movement.
(7%)

There are other defenses such as:
Endure where you cope with the damage and try to shrug it off by concentrating on rolling with the blow- works best with many kinds of bludgeoning attacks
Dodge where you attempt to move out of the way of the blow, which works best with very slow attacks and some magic where you can tell way beforehand what's going to happen
Avoid where you attempt evasive action before the attack has yet to begin to throw off your opponent's aim, thus being best for projectile attacks and other kind of magic attacks

How COUNTERING works...

Ramanujan is coming towards Callista, rearing his large two-handed sword above his head with a cruel mullinet. As he brings his blade around to slice Callista's skull in two, he rears back slightly...

Callista thus decides to COUNTER (Which would be an Intercept, where she tries to get in a blow to defuse her opponent's line of attack. This works best with attacks that can't be retreated from very easily by the attacker but also don't have much momentum behind them thus could be redirected if some other kind of move were made)

Callista raises her spear and, as Ramanujan approaches, lashes out horizontally into the opening he presented, thrusting out her spear with all of her might to stop him in his tracks, hopefully allowing him to run himself through on his own movement
(6%)

Other kinds of counters include:
Jump-and-counter or Dodge-and-counter: The defender, rather than blocking or preventing the blow, avoids it with some kind of acrobatic flair while also attacking. This defense works best against the slowest kinds of attacks where it is easy to tell where it's going to go and it's hard for your opponent to alter his attack to hit you. Jump and Dodge are interchangeable in this useage- you could jump out of the way or dodge into the air.
Riposte: The defender uses a smart movement to deflect the attack out of the way and, in the same movement, attack her opponent after he has completely committed to his now-failed attack. This works best against light, quick attacks that can be easily changed to a different trajectory and the opponent is using a light footing to prevent the setting of a trap such as an Intercept.
Hit back: The defender, by making a cool calculation, manipulates the attack to harm the attacker as opposed to its original intent. This is like the Jedi Knight deflecting blaster bolts back at the shooter- They're not attacking back, but they're causing the opponent's attack to be redirected to harm the attacker. This works well for attacks you can easily plan and time- thus a person with a sword can hit a bullet back at his or her opponent.
Disarm: The defender counters the attack by undoing her opponent's ability to strike with the weapon. Sometimes an attack is so grossly and patently badly executed that there is just an opening so huge that it enables you to remove their weapon from their hand. Badly-executed attacks are the ones most suceptible to disarms.

All counters are somewhat weaker than general attacks.

Someone fighting with a gun can do these same actions- A deflection can be done with a gun, as can the others. Counter-attacks also work- A gun-toter can attempt to prevent another gun-toter from attacking with a quick shot while the other is aiming, can move around to spoil their opponent's aim and then fire back after the shot has been made, and they can even (if they're lucky or skilled) knock bullets back at the shooter with their gun or perhaps by firing their own shot. However, counters are much harder for gun-users to execute outside of melee range.

This also works for magic. A magic user can endure an assault, deflect it with their powers, move out of the way with a burst of energy, or make themselves harder to target with some kind of interference. However, against someone using magic, a disarm movement is a somewhat superfluous gesture since they aren't attacking with a weapon that's in their grip. Thus, as opposed to disarming them you have the option of countering with...

Nullify: A magic-user produces an effect that nullifies the effect just summoned into being by an opposing magic user, such as dousing a fireball, burning some vines, et cetera. This only works for one attack, HOWEVER... The more often you Nullify someone's magic attacks, the weaker and weaker their Cast becomes. Eventually, enough nullifications and counterspells breaks their Cast and undoes their ability to use magic of any sort for the rest of the day, thus over time acting as a magical disarm. In order to Nullify you need to have a Cast out that encompasses at least partway the opponent's effect and you have to be the target or one of the targets of the attack.

I hope this is at least a little simpler. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>Edited by: The Great Nevareh at: 8/1/05 9:00

The Great Nevareh
 

Re: Solutions in the System.

Unread postby The Great Nevareh » Mon Aug 01, 2005 8:58 am

To take some of the guesswork out of the whole attacking thing, I might as well make some attacking types, too.

Strike or Shot: Swift, strong attack. This is standard attacking fare, with no particular strength or weakness. A strike with a weapon is an attempt at a good hit without heavy preparation or a weakened result but also without dizzying speed or high damage. It can be effective against any number of opponents. You're essentially smacking your opponent with something.

Cut: An attack with intent to lacerate. A little more committed than a strike since a cut intends to pass through the target, it is also more damaging and can be used to hamstring or disable opponents. Cuts succeed more often with bladed weapons or weapons that pierce. You CAN still cut with a bashing weapon, but it's not quite as successful. Cutting an opponent isn't a great idea when it's unlikely that you'll be able to pass through their flesh.

Jab or Aim: A swift attack with less in the way of precision and also less in the way of predictability, preparation, and commitment. This is the quintessential "poke" move. Unlike cut, works well no matter what you're using. This is good for nailing down fast foes or trying to string together multiple hits, but it's weaker than most other attacks so it's not too useful by itself.

Lunge or Snipe: A jab on steroids. Lunges are higher-commitment, precision, and power than jabs and are also slower and harder to withdraw from. Where jab is "poke", lunge is "stab" or "run through" or "head shot." Don't do this if your opponent has a reasonable chance of being able to move out of the way. Good for reasonably stationary foes.

Sweep, Scythe, or Spray: A ponderous sweeping attack. This attack isn't exactly precise, but it's reasonably accurate in that it covers a lot of area and so it's harder to dodge and really doesn't need much in the way of aim. You can't do this with a gun that's not at least semi-automatic. Not very high in power, this IS something you can try to hit multiple opponents with by either knocking them into eachother or just mowing them down. About the same level of power of a strike, but this isn't something that's easy to pull back from, it takes a bit more time to prepare, and it's not terribly effective for smaller foes or foes that can move well in three dimensions.

Disarm/Dismember/Break: Despite its name, this is an attack that is essentially a strike that doesn't attempt to do damage, just disarm a foe (even if it means dis-arming the foe). Dismember doesn't necessarily mean cutting off their limbs; perhaps you crush them to the point they're unrecognizeable, you shoot them in a joint to lock up its movement, or you trap their arm in a magic field. This (oddly enough) doesn't cause health damage to an opponent. Attacking another mage's Cast also falls into this category.

Pounce: The sneak attack. Pouncing on your opponent is something you do in addition to another one of these moves, but if you successfully pounce you have added success chance and damage for no extra cost in Focus. You can pounce with a gun or over a distance, so long as you have the element of surprise, since your opponent isn't actively defending themselves.

Flick or Flurry: Highly random, light, fast attack. This is remarkably easy to do and takes almost literally no time. It's also light in terms of damage and it's not very precise since it's basically attacking blind. Good if your foe is stunned for a very BRIEF amount of time and you want to drag out a series of hits.

Kill: The one-hit kill. Only useable if you have a particularly weak spot on something you know will undo an opponent's ability to fight (like a humanoid's head or a cyborg's CPU), this is slow and as damaging as you can get, automatically doing all of your opponent's health levels in damage if you succeed, thus Focus isn't necessary to expend if all you want is increased damage. However, most opponents will try very, very hard not to let a kill move land. Can actually work very well with Pounce and can't be included in a combo since you have to stop and think about what you're doing before you can execute a kill. This is akin to shooting someone through the face with a laser gun, ripping out their heart, cutting off their head, or blowing them up from the inside. Anything that can resist, will.

How Combos work:
You, in your pose, chain together a series of attacks. Note that one missing doesn't mean everything after it misses, but the combo in general misses if you miss your first attack since your opponent doesn't initially move the way you want, and three misses in a row denotes a combo break. The rule about using 10% of your Focus doesn't apply here in the sense that you can use more than 10% of your maximum Focus in the entire series of the combo without suffering the temporary penalty to your maximum Focus. So a chain of seven attacks using 9% of your current maximum Focus doesn't have the caveat of reducing your max focus by 35% since none of the individual attacks use 10% or more of your current maximum. Combos are thus riskier than the mostly sure-thing of a highly expensive single attack but they also don't hurt you anywhere near as much. For each attack, list the amount of Focus expended.

When attacking, please put in parenthesis the type, order, and Focus used either at the top or at the bottom of your pose, and make your pose reflect the kind of attack you're executing.


If anyone has any ideas for other attack types, feel free to put them down. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>Edited by: The Great Nevareh at: 8/5/05 16:22

The Great Nevareh
 

Re: Solutions in the System.

Unread postby The Great Nevareh » Mon Aug 15, 2005 6:13 am

Post or die. <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

The Great Nevareh
 

Re: Solutions in the System.

Unread postby The Great Nevareh » Mon Aug 22, 2005 12:30 pm

Hey, Gamer! Post so I know I'm not leaving you behind! <p>[---------------------------]
"There is great disorder under Heaven, and the situation is excellent."
-Mao Tse-Tung

"I eat the talking bees because I am George Washington Christ"
-From "Bob the Ball"</p>

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