Future RP Ideas
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- MARS
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Re: Future RP Ideas
So, after not working on that Kirkwall RP for several months, I've had another idea in the back of my head. I know there's a Fallout RP still going on right now, but I kind of feel like rebooting the spectacularly failed Fallout: Overseas. With an actual RPG system and 200% more ridiculous Fallout humor. Yeah, I've been playing FNV a lot lately.
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Re: Future RP Ideas
I CALL DIBS ON TUGGY! MUGGY'S PROTECTRON'S COUSIN! And D.I.L.D.O, FISTO's Robobrain's brother. And Sheppy the dog.
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Re: Future RP Ideas
The Think Tank may be more involved than you think, actually. It's a tough endeavor to cross the Atlantic in post-apocalyptia, and I really want to annoy everyone by making my Courier play a major role.
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Re: Future RP Ideas
Tis your world and the Courier is more or less the custodian of the Think Tank if i recall correctly. Unless they went for the KILL THEM ALL! approach.
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Re: Future RP Ideas
Nope, my Courier likes eating Mentats and making really bad jokes while hacking VERY HARD terminals, so she gets along pretty well with the Think Tank.
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Re: Future RP Ideas
Damn couriers. When i'm elected overlord of the wastes, i shall build a giant wall to keep couriers out!
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Re: Future RP Ideas
So yeah, the RP would be set some time after the events around Hoover Dam, following my own canon in which the Followers of the Apocalypse actually get an acceptably okay ending, and the Courier finally gets to pursue her dream of doing mad science instead of stumbling into gunfights every five minutes. This science involves data transmission over very long distances, and crossing the Atlantic for an expedition into the European continent. I'll have to figure out how to make all the incredibly high-caliber [&@%!] sound at least a little bit plausible, but I'll manage.
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Re: Future RP Ideas
Or use the Bethesda method of Plot mcguffins and erm........ er......
*Cancels joke*
*Cancels joke*
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Re: Future RP Ideas
Sure, sounds like it could be fun. And I love The Followers of The Apocalypse so I know what I'd be making.MARS wrote:So, after not working on that Kirkwall RP for several months, I've had another idea in the back of my head. I know there's a Fallout RP still going on right now, but I kind of feel like rebooting the spectacularly failed Fallout: Overseas. With an actual RPG system and 200% more ridiculous Fallout humor. Yeah, I've been playing FNV a lot lately.
So we have come to solve every squabble in the village personally?
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Re: Future RP Ideas
This is a work in progress, probably 90% complete in terms of RP stuff. 0% in plot as i decided to scrap the plot because of me changing stuff and well, it would have been rather awkard. It would have either resulted in "Erm... Dovah, why is that a surprise when we are supposed to know it?" "Er... really?" "Oh [&@%!] you, you're an awful DM, you suck. I hate you. I will run a smear campaign on you. You will never DM again as long as I live. I hate you!" Wow, that went a bit dark.
Anyway, here it is.
The XCOM Project
The year 2015 answered a very old question. Are we alone in the universe? The answer was no. We are not and it was one hell of an answer. On March 1st 2015, several Unidenitifed Objects(UOs) landed in major population centres all around the globe. This attracted crowds of civillians and the first abuductions occured. The Miltaries of Earth tried to fight back the hostile aliens but were overwhelemed within a week. Their tanks, tatics and weapons barely worked against the aliens. Alien weapons melted tanks like butter. Armour and bullets did little but [&@%!] some of them off. All was lost it seemed. But ever since the 1950s, there has been a secret project. Originally an agency dedicated to investigating alien activity, they became something else. The agency disappeared or was disbanded in the 60s but a secret council of nations was formed as a precaution. The Council knew how weak humanity was against aliens and took steps to form the first and last line of defence. The XCOM project. For decades, it has laid dorment. It was never needed until 2015. They were the best of the best and their commander was a gifted tatician. They pushed the tide back. At first, they struggled but over 5 years, they slowly advanced against the invaders. Until 1st March, 2021, they put a stop to the war. Only the Commander and a handful of people know the truth behind the invasion and how lucky XCOM was. It is said that if the Aliens were as aggressive as they were from day one, Earth would have been lost.
It is now 2030, 9 years since the defeat of the Aliens and XCOM is ever vigilant. Their discoveries have been slowly released and have changed the way of the human race. Fossil Fuels were rendered obselete by a new found substance called Elrium. It took 5 years and Earth’s brightest minds to discover how to replicate it on earth but each Elrium power station has an output of 20 nuclear power plants and does not harm the enviroment. All illnesses were curable thanks to Dr Vahlen’s medical breakthroughs with a substance called MELD. It took 7 years to reproduce on earth and a lot of trial and error. It took 9 years for earth to recover from the war. There are still areas that are no go areas due to radiation, alien hives or recently discovered bases that XCOM never detected or viewed as a priority. The Human Race as a whole, is now united. Whilst Russia and America did have a few political arguments throughout the years due to a few shot down advanced jets that were released by XCOM, there has been no wars. It seems, that Earth, finally achieved world peace.
But peace never lasts for long. You are a soldier of XCOM. Recruited either because you’re the best of the best or because you happen to have a certain talent and this was preferrable to execution or jail. XCOM has changed it’s rules on recruits. During times of war, anyone can be sent to the organisation if they have a talent that is useful. Whatever their crime, whatever their origin, it is irrelvant. Unknownst to the rest of humanity, the Aliens have been probing Earth’s defenses. Whether it’s a test or a sign of invasion remains to be seen.
NPCS:
Dr Valen – Head of the Scienctific Research department/
Dr Shen -Head of Engineering, about to retire.
Commander Bradford - Second in Command and right hand of The commander.
Colonel Emilo “The Delta” Vargas – Survivor of the first contact in Germany mission. Saw his entire squad get wiped out. Vowed to make them pay for it. Constantly defied the odds, wounded several times in combat. Saved countless lives. First one in, last one out. Mentored half of the base and advised them. Personally saved the Commander during the base invasion of ‘16. Granted the Medal of Terra for his actions.
Colonel Natasha “Ghost” Vipser – A legendary sniper in the organisation with 500 confirmed kills. She seems to always hit what she aims at and is genetically modified. You won’t see her but she’ll see you.
Colonel Tim “Dr Death” reed – A legendary assault that refused to die. He holds the highest causality rate in the organisation but never quite died. It is said that he refuses to die or that he is the luckiest son of a [&@%!] on the planet. Either way, he is one of the deadliest short range combatants on the field. He once charged a Sectopod during an operation that went south and using nothing but his alloy cannon, the most powerful shotgun in existence, he turned it into scrap metal. It took him out of combat for 4 months. It’s common for stories about heroic deeds that XCOM perform to involve him.
Da Arhnold – Named after movie star, Arnold Schwarznegger, this hover S.H.I.V is a legend in the base. The very first of it’s kind, it is often regarded as a T-800 by soldiers. Engineers hate seeing it go out on missions due to the 95% chance of it being damaged. It is said that it once took out 3 sectopods with 2 shots. Whether it is propaganda that the Commander ordered after a series of code blacks remains to be seen.
THE COMMANDER - HEAD OF XCOM - real name: CLASSIFIED
About the Roleplay:
You are a soldier of the XCOM organsation. Either conscripted or recruited. Any past crimes are offically forgiven. Any debts, eliminated. You are nothing but a soldier. You are part of Earth’s First and only line of defence. You are part of ECHO squad, an expermential squad that is lead by Emilo “Delta” Vargas. Soldiers, criminals, civillians with certain talents, they are part of it. During the war, two civillians joined XCOM. One was the hero that saved earth, Zhang. The other, Annette Durand. XCOM’s first Psionic soldier and is the most powerful psionic woman alive. If two civillians could do what XCOM couldn’t do, imagine what an entire squad of civillians were capable of.
Classes:
The Assault Class: Assault are the front line soldiers on the field and no-one is more deadly in close quarters combat then an assault. Their Alloy Cannons or Scatter Plasma/Lasers are often able to put aliens down in less then 5 shots. Their armour used to consist of the first ever power armour developed, Titan Armour. Since 2017, Power Armour tech has come a long way. They have a small shield built into the armour and have a jet pack but the fuel supplies are less then Hover armour. The shield can’t withstand much but can spell the difference between life and death. Once activated, it has a run time of 5 minutes before power runs out. It is fairly experimental and is said to use the same tech found in alien UFOs shields. A favourite tatic of assault is to run, shoot, throw a grenade and repeat. The most notable soldier of this class is Tim “Dr Death” Reed. He has mentored half of XCOM’s existing assault roster.
The Support Class: Support does what it says on the tin. Support. They are medics, flankers, suppressers. If you need any form of support, they will provide it. They are outfitted with plasma rifles or grenade launchers modifed to launch alien grenades. However, they do poorly at close range combat and often use what many refer to as Ghost armour. It has a built in cloaking device and was originally developed in the last days of 2017. There has been no major improvements in Ghost armour beyond increasing the run time of the cloak and reinforcing it with kinetic plates from the old standard XCOM armour.
The Heavy Class: Heavies are walking tanks. They have Blaster Launchers. The Blaster Launcher launches a small orb of Plasma that seems to slowly float towards the target. A single shot is enough to destroy an entire city block. Fortunately, after Emilo “The Delta” Vargas discovered this minor flaw, Shen’s team managed to reduce the firepower to avoid destroying more then the heavy wanted to. They do the most damage in the entire organisation but are limited to one shot per mission and have to be recharged over a 24 hour period. The Plasma heavy machine gun is the standard issue weapon for heavies. Their armour is advanced Titan Armour. Reinforced power armour that can shrug off almost anything. But most heavies wish they were dead when they have survived a beam from a sectopod. It also slows them down but who needs speed when you can either blast it into nothing or melt it?
The Sniper: Snipers are the deadliest combatants you never see. They are long range combat experts and rarely engage in close quarters. Their standard issue laser rifles is more then capable of taking down hostile aliens in just a few shots. Whilst XCOM managed to engineer plasma rifles, it is uncommon for snipers to use them due to the expense per rifle. Snipers use either desert eagles, laser or plasma pistols. They wear ghost armour that enables them to become invisible or hover armour dubbed Archangel armour. It was developed in the first days of 2018 and has a built in bulky jetpack. It is rather limited in fuel and can exhaust it’s entire supply within minutes. Most perfer to use it to get to a higher attitude for sniping.
Character Sheet:
Name:
Age:
Gender:
Appearance:
History: (backstory, how you joined XCOM, e.g. drafted or recruited)
Class:
Items: Personal effects, other bits and bobs etc..
The rules:
1. No Mary Sues/Gary Stues. I will [&@%!] end you. Or i won’t accept it.
2. No Godmodding.
3. Combat is handled by me and I will use online dice.
4. Keep all OOC comments to the General Roleplaying thread or in hide tags after your post.
5. Have fun!
6. Please let me know if you are dropping out. If you are killed, you can create a replacement.
Advice, suggestions are appericated. And no, CASPIE is out due to Kerr bringing up a good point in the GRPDT.
Anyway, here it is.
The XCOM Project
The year 2015 answered a very old question. Are we alone in the universe? The answer was no. We are not and it was one hell of an answer. On March 1st 2015, several Unidenitifed Objects(UOs) landed in major population centres all around the globe. This attracted crowds of civillians and the first abuductions occured. The Miltaries of Earth tried to fight back the hostile aliens but were overwhelemed within a week. Their tanks, tatics and weapons barely worked against the aliens. Alien weapons melted tanks like butter. Armour and bullets did little but [&@%!] some of them off. All was lost it seemed. But ever since the 1950s, there has been a secret project. Originally an agency dedicated to investigating alien activity, they became something else. The agency disappeared or was disbanded in the 60s but a secret council of nations was formed as a precaution. The Council knew how weak humanity was against aliens and took steps to form the first and last line of defence. The XCOM project. For decades, it has laid dorment. It was never needed until 2015. They were the best of the best and their commander was a gifted tatician. They pushed the tide back. At first, they struggled but over 5 years, they slowly advanced against the invaders. Until 1st March, 2021, they put a stop to the war. Only the Commander and a handful of people know the truth behind the invasion and how lucky XCOM was. It is said that if the Aliens were as aggressive as they were from day one, Earth would have been lost.
It is now 2030, 9 years since the defeat of the Aliens and XCOM is ever vigilant. Their discoveries have been slowly released and have changed the way of the human race. Fossil Fuels were rendered obselete by a new found substance called Elrium. It took 5 years and Earth’s brightest minds to discover how to replicate it on earth but each Elrium power station has an output of 20 nuclear power plants and does not harm the enviroment. All illnesses were curable thanks to Dr Vahlen’s medical breakthroughs with a substance called MELD. It took 7 years to reproduce on earth and a lot of trial and error. It took 9 years for earth to recover from the war. There are still areas that are no go areas due to radiation, alien hives or recently discovered bases that XCOM never detected or viewed as a priority. The Human Race as a whole, is now united. Whilst Russia and America did have a few political arguments throughout the years due to a few shot down advanced jets that were released by XCOM, there has been no wars. It seems, that Earth, finally achieved world peace.
But peace never lasts for long. You are a soldier of XCOM. Recruited either because you’re the best of the best or because you happen to have a certain talent and this was preferrable to execution or jail. XCOM has changed it’s rules on recruits. During times of war, anyone can be sent to the organisation if they have a talent that is useful. Whatever their crime, whatever their origin, it is irrelvant. Unknownst to the rest of humanity, the Aliens have been probing Earth’s defenses. Whether it’s a test or a sign of invasion remains to be seen.
NPCS:
Dr Valen – Head of the Scienctific Research department/
Dr Shen -Head of Engineering, about to retire.
Commander Bradford - Second in Command and right hand of The commander.
Colonel Emilo “The Delta” Vargas – Survivor of the first contact in Germany mission. Saw his entire squad get wiped out. Vowed to make them pay for it. Constantly defied the odds, wounded several times in combat. Saved countless lives. First one in, last one out. Mentored half of the base and advised them. Personally saved the Commander during the base invasion of ‘16. Granted the Medal of Terra for his actions.
Colonel Natasha “Ghost” Vipser – A legendary sniper in the organisation with 500 confirmed kills. She seems to always hit what she aims at and is genetically modified. You won’t see her but she’ll see you.
Colonel Tim “Dr Death” reed – A legendary assault that refused to die. He holds the highest causality rate in the organisation but never quite died. It is said that he refuses to die or that he is the luckiest son of a [&@%!] on the planet. Either way, he is one of the deadliest short range combatants on the field. He once charged a Sectopod during an operation that went south and using nothing but his alloy cannon, the most powerful shotgun in existence, he turned it into scrap metal. It took him out of combat for 4 months. It’s common for stories about heroic deeds that XCOM perform to involve him.
Da Arhnold – Named after movie star, Arnold Schwarznegger, this hover S.H.I.V is a legend in the base. The very first of it’s kind, it is often regarded as a T-800 by soldiers. Engineers hate seeing it go out on missions due to the 95% chance of it being damaged. It is said that it once took out 3 sectopods with 2 shots. Whether it is propaganda that the Commander ordered after a series of code blacks remains to be seen.
THE COMMANDER - HEAD OF XCOM - real name: CLASSIFIED
About the Roleplay:
You are a soldier of the XCOM organsation. Either conscripted or recruited. Any past crimes are offically forgiven. Any debts, eliminated. You are nothing but a soldier. You are part of Earth’s First and only line of defence. You are part of ECHO squad, an expermential squad that is lead by Emilo “Delta” Vargas. Soldiers, criminals, civillians with certain talents, they are part of it. During the war, two civillians joined XCOM. One was the hero that saved earth, Zhang. The other, Annette Durand. XCOM’s first Psionic soldier and is the most powerful psionic woman alive. If two civillians could do what XCOM couldn’t do, imagine what an entire squad of civillians were capable of.
Classes:
The Assault Class: Assault are the front line soldiers on the field and no-one is more deadly in close quarters combat then an assault. Their Alloy Cannons or Scatter Plasma/Lasers are often able to put aliens down in less then 5 shots. Their armour used to consist of the first ever power armour developed, Titan Armour. Since 2017, Power Armour tech has come a long way. They have a small shield built into the armour and have a jet pack but the fuel supplies are less then Hover armour. The shield can’t withstand much but can spell the difference between life and death. Once activated, it has a run time of 5 minutes before power runs out. It is fairly experimental and is said to use the same tech found in alien UFOs shields. A favourite tatic of assault is to run, shoot, throw a grenade and repeat. The most notable soldier of this class is Tim “Dr Death” Reed. He has mentored half of XCOM’s existing assault roster.
The Support Class: Support does what it says on the tin. Support. They are medics, flankers, suppressers. If you need any form of support, they will provide it. They are outfitted with plasma rifles or grenade launchers modifed to launch alien grenades. However, they do poorly at close range combat and often use what many refer to as Ghost armour. It has a built in cloaking device and was originally developed in the last days of 2017. There has been no major improvements in Ghost armour beyond increasing the run time of the cloak and reinforcing it with kinetic plates from the old standard XCOM armour.
The Heavy Class: Heavies are walking tanks. They have Blaster Launchers. The Blaster Launcher launches a small orb of Plasma that seems to slowly float towards the target. A single shot is enough to destroy an entire city block. Fortunately, after Emilo “The Delta” Vargas discovered this minor flaw, Shen’s team managed to reduce the firepower to avoid destroying more then the heavy wanted to. They do the most damage in the entire organisation but are limited to one shot per mission and have to be recharged over a 24 hour period. The Plasma heavy machine gun is the standard issue weapon for heavies. Their armour is advanced Titan Armour. Reinforced power armour that can shrug off almost anything. But most heavies wish they were dead when they have survived a beam from a sectopod. It also slows them down but who needs speed when you can either blast it into nothing or melt it?
The Sniper: Snipers are the deadliest combatants you never see. They are long range combat experts and rarely engage in close quarters. Their standard issue laser rifles is more then capable of taking down hostile aliens in just a few shots. Whilst XCOM managed to engineer plasma rifles, it is uncommon for snipers to use them due to the expense per rifle. Snipers use either desert eagles, laser or plasma pistols. They wear ghost armour that enables them to become invisible or hover armour dubbed Archangel armour. It was developed in the first days of 2018 and has a built in bulky jetpack. It is rather limited in fuel and can exhaust it’s entire supply within minutes. Most perfer to use it to get to a higher attitude for sniping.
Character Sheet:
Name:
Age:
Gender:
Appearance:
History: (backstory, how you joined XCOM, e.g. drafted or recruited)
Class:
Items: Personal effects, other bits and bobs etc..
The rules:
1. No Mary Sues/Gary Stues. I will [&@%!] end you. Or i won’t accept it.
2. No Godmodding.
3. Combat is handled by me and I will use online dice.
4. Keep all OOC comments to the General Roleplaying thread or in hide tags after your post.
5. Have fun!
6. Please let me know if you are dropping out. If you are killed, you can create a replacement.
Advice, suggestions are appericated. And no, CASPIE is out due to Kerr bringing up a good point in the GRPDT.
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Praise Sheogorath!
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- Velvet LeChance
- Journeyman

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Re: Future RP Ideas
Black Legion
A TES Great War RP
The stench of death hung in the air, filling their lungs. Thick, white smoke swept and curled around their feet. Glancing about, a few might have wondered what in the name of Stendarr they were doing in the Church Undercroft at such hours of the morning.A TES Great War RP
Our story begins in the earliest hours of 20th First Seed, 4E 175. It is eight years since Emperor Titus Mede II succeeded his father at the throne and his empire lies in the throes of chaos and ruin. His last publicised actions that of fleeing his capital, with barely his life in possession. You are his subject, resident in the occupied city of Cheydinhal. Captured by the Thalmor almost two years prior, their ascension led to the swift curtailment of your traditional liberties. Negligible official news reaches your ears: you have heard whispers of the Thalmor being held to a standstill further north, but the situation seems desperate nonetheless. Little were you aware, of the organisation abound in the background. Whilst the emperor feigned defeat at the hands of the invaders, his most trusted lieutenants arranged revenge.
To this end, there was a need for a great many new recruits. Those suited for the unconventional warfare that they would need to engage in. These would make up the Black Legions, the Cheydinhal arm of which, was the most famed of all.
Your Environment
The war has been ongoing for four years and Cheydinhal has suffered. Once an important mediator of trade between Morrowind and the Greater Empire - for both geographical and cultural reasons, economic activity stalled with the onset of war. With Thalmor conquest and occupation, exports were at century level lows, and people scrape by with the barest living. In contrast, the invaders live a luxurious life, with the newly-minted Count Mothralli holding nightly banquets to feast allies and collaborators, and his soldiers stealing daily from the native citizens.
Occupation has been tough in other ways. Thalmor occupation has led to a considerable reduction in the freedoms of the citizenry. The local publishing houses have been closed down and no outside papers are allowed inside the city walls. Leave of the city necessitates a visa, and curfews require citizens be indoors by dark. Gatherings of more than eight require official approval: The-guild house of the local fighters guild has all but closed down as a result. Memories of the city's revolution against tyranny during the course of the second century persist - and there is quiet speak of underground societies forming, plotting fiery retribution against their oppressors - but other than a handful of quickly-contained skirmishes between citizen and guard, the spirit itself seems loss for them. Most live with a sense of ineluctable dejection about their future.
Recently, there have been moves towards collaboration within the city. The count's eldest nephew leads in this, amongst the city's elite.
Your Character
You are the hero of this tale. Whether a fearless warrior, a scuttling mage, an amoral rogue; a priest, alchemist, bookseller, blacksmith, house-hand; noble or pauper; or entirely otherwise, it is up to you. The choices are near endless. I only request - however - that whilst there can be transfers from the Legion-proper that there is a limit on the number of these. I can make exceptions on the number of major and minor skills allocated too your character but please PM me about it first. Note, regardless, that you'll need to have written an exceptional character if I'm to start considering buffs.
Below is the character sheet to be submitted.
:
:
Updated sheet. Given to actual interest I probably will move along with this. Expect the finished product for September.
All feedback appreciated.
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Dirty Spaceman
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Re: Future RP Ideas
September? Hm, I'll be on co-op then so I actually might have time for RPs, and I haven't been in a TES RP for a while. Count me as interested.
Start the groove.
- BetaB17
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Re: Future RP Ideas
At first I was like 'another TES rp, whats this bout?' Then I started reading, just nodding and going 'okay, okay' But then I saw this
No, seriously. I've been meaning to play as a built from scratch TES character for so long.
[&@%!] yes! I'mma sell me some books!Whether a fearless warrior, a scuttling mage, an amoral rogue; a priest, alchemist, bookseller, blacksmith, house-hand; noble or pauper; or entirely otherwise, it is up to you
No, seriously. I've been meaning to play as a built from scratch TES character for so long.
"I Seek Truth, Not For Power, But For Understanding"
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[?]
- Velvet LeChance
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Re: Future RP Ideas
Just so you know, I wouldn't be too concerned about being busy. The RP isn't going to be moving at incredible speeds whilst I'm in final year of my university degree.Dirty Spaceman wrote:September? Hm, I'll be on co-op then so I actually might have time for RPs, and I haven't been in a TES RP for a while. Count me as interested.
So long as you can post every day or two (consider the speed of TA2), you will probably be fine, so long as interacting with the DM's narrative is to be concerned.
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- BetaB17
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Re: Future RP Ideas
Quick question, is there any chance to see any spells make an appearance from Morrowind(& Skyrim)? Namely those exclusive to that skill and are certainly not game breaking(i.e levitate, mark/recall, certain summons, ect)
I'm namely talking about spells like slowfall, detect key/enchantment, blind/noise from Morrowind
Muffle, banish, and elemental cloak from Skyrim
I'm namely talking about spells like slowfall, detect key/enchantment, blind/noise from Morrowind
Muffle, banish, and elemental cloak from Skyrim
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- Velvet LeChance
- Journeyman

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Re: Future RP Ideas
Yes. In fact, I don't see an issue with people picking and choosing spells from all games.BetaB17 wrote:Quick question, is there any chance to see any spells make an appearance from Morrowind(& Skyrim)? Namely those exclusive to that skill and are certainly not game breaking(i.e levitate, mark/recall, certain summons, ect)
I'm namely talking about spells like slowfall, detect key/enchantment, blind/noise from Morrowind
Muffle, banish, and elemental cloak from Skyrim
Being as they are listed either in the character sheet anyways - or if people want to keep one or two or all a surprise, sent to me through PMs - it would be better for us all I think, that I just vet them as part of the character submission for game-break-Yness (like any other characteristic). Spells will still default to their Oblivion requirements, except in cases where the Spell was never in it, since I know that system best though.
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- BetaB17
- World Class Eejít

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Re: Future RP Ideas
Ah okay
Aside from high tier to low tier, or the rather obvious tier list from Skyrim, I'm not too certain which spell types class as novice thru master
or maybe that's just evidence of how long it's been for me and Oblivion
Or do you mean actual spells as listed in the game(Skyrim excluded) cause, that would be alot of spells D:
Aside from high tier to low tier, or the rather obvious tier list from Skyrim, I'm not too certain which spell types class as novice thru master
Or do you mean actual spells as listed in the game(Skyrim excluded) cause, that would be alot of spells D:
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- Velvet LeChance
- Journeyman

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Re: Future RP Ideas
I think I am going to list it out for ease in the actual OP, what spells are available for what levels of mastery. In general though, spells effects that were first accessible at novice through to journeyman, will be available to minors. And, spell effects that were first accessible to experts and masters will be available to majors.
I'm open to changing this, if people have better ideas. But at the moment, that's what I'm going with (in general, allow me to emphasise).
---
I decided to include special powers relevent to all the skills. Hoping for feedback since the aim of powers is, ultimately, to make all skills appear playable.
I'm open to changing this, if people have better ideas. But at the moment, that's what I'm going with (in general, allow me to emphasise).
---
I decided to include special powers relevent to all the skills. Hoping for feedback since the aim of powers is, ultimately, to make all skills appear playable.
:
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- BetaB17
- World Class Eejít

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Re: Future RP Ideas
I'm liking a good deal of the bonuses, tho many of the Rogue seem to add greater utility than their initial skill. Should be interesting 
Tho if I must be honest, Alteration seems a tad OP, by like.. alot. Even more than Restoration's
Also I haven't noticed till now.. but Mysticism is missing. I understand it's never been the most popular School >_> Maybe this sounds more appealing/balanced
Those with a Major in Alteration find themselves capable of using Mysticism, having empowered themselves with the knowledge of reality itself
Tho if I must be honest, Alteration seems a tad OP, by like.. alot. Even more than Restoration's
Those with a Major in Alteration find themselves capable of using Mysticism, having empowered themselves with the knowledge of reality itself
-or-
Those with a Major in Alteration will have Reflect Damage added to Shield spells or enchantments"I Seek Truth, Not For Power, But For Understanding"
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- Velvet LeChance
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Re: Future RP Ideas
Please be, if people are worried about offending me, then we'll all just end up worse off when we start.BetaB17 wrote:[...] if I must be honest [...]
I think you'e correct. I did consider reflect magicka, or a considerable buff to magicka-resistance, on use of all shield spells, which I imagine I will go with instead.BetaB17 wrote:Alteration seems a tad OP, by like.. alot.
It also always seemed a real boring skill to me, which is why I might have err'd on the side of the excessive.
I imagine I will get rid of Restoration's reflect spell buff before this is up. It doesn't work with the pure support role I had imagined for restoration mages.BetaB17 wrote: Even more than Restoration's
I had originally imagined, having successful blocks of spells buff health, but I thought that would be horrifically overpowered. I could require wards only be dual-casted, which might balance it.
---
Worth noting though, that in the RP wards will require immense concentration to maintain. It'll be difficult to charge at someone with one up.
Mysticism isn't there for now. I can't imagine that the College of Winterhold was alone in attempting to recycle its effects into other schools.BetaB17 wrote:but Mysticism is missing. I understand it's never been the most popular School >_> Maybe this sounds more appealing/balanced
It could be in the finished product, limiting mage characters overall, but at the moment I am leaning towards, no.
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- BetaB17
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Re: Future RP Ideas
Ah, my main comment to Restoration was over the fact that it gained Minor and Major bonusrs, where individually one would of just been fine
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- KingFeraligatr
- Initiate

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Re: Future RP Ideas
Here we go. A basic draft of what I've come with my possible Pokemon RP. If I get enough interest in it, I'll work further on it. Otherwise I'll abandon it. I still need the GM experience someway before I do my MER RP on my own forums. Without further delay, let's go.
Warning, there will likely walls of text.
Pokemon: Domination
Basic Parts and Description of the RP
Character Creation, Character Sheet, and "Mechanics"
Setting and Lore
Background
State of Regions
Organizations
People of Interest
Misc.
This needs serious additions and revisions. There's a lot I cut out to just get a draft out. Please tell me if you're interested in this RP via GRDT, this thread, or PM so I can see if I should still work on this. This took a lot out me just to type this all up.
And I'm intentionally holding things from people. Can't have spoilers, can we? Also, give me feedback!
Edit: I assume from the lack of responses that people that uninterested in this RP idea. I'll give people a bit more time to express interest before I just drop this idea entirely.
Edit: As I said, I'd kill this idea if I got no interest, which there seems to been none of. This RP is now completely dead and axed.
Warning, there will likely walls of text.
Pokemon: Domination
Basic Parts and Description of the RP
Spoiler:
Spoiler:
Background
Spoiler:
Spoiler:
Spoiler:
Spoiler:
Spoiler:
And I'm intentionally holding things from people. Can't have spoilers, can we? Also, give me feedback!
Edit: I assume from the lack of responses that people that uninterested in this RP idea. I'll give people a bit more time to express interest before I just drop this idea entirely.
Edit: As I said, I'd kill this idea if I got no interest, which there seems to been none of. This RP is now completely dead and axed.
King of Feraligatrs and the Typo Master
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- KingFeraligatr
- Initiate

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Re: Future RP Ideas
I'm not sure if this double post is okay, but since it's been a really long time since the last post and since this is a new subject, I figure it's okay. Following the destruction of Pokemon Domination, I have been considering running a RP in an original universe of my own make that is soft sci fi with fantasy in it. However, I don't have too made up for the universe. I consider that the RP would allow players to introduce their own elements to the universe (all controlled by me if it gets in though) to help build it. This will also be pretty freeform unlike most of my RPs, but I do have an endgame planned for the RP. Please tell me if you have any interest in such an idea in the GRDT, this thread, or in PM. I don't have a deadline for expressing interest ATM as I'm not sure this thing will even be made. The lower maintenance of this RP though will probably take less out of me than Pokemon Domination.
Also, the MER RP (the actual thing) is planned to come out in Jan. 2017, regardless of how much I have fleshed out the thing. It will be on my forums, as I have stated in the past.
Also, the MER RP (the actual thing) is planned to come out in Jan. 2017, regardless of how much I have fleshed out the thing. It will be on my forums, as I have stated in the past.
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- The-Shadow-One
- Apprentice

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Re: Future RP Ideas
My geist the sin eaters (World of darkness) roleplay is hitting the only snag being perhaps the vast variance between the two parter powers so it may end up wordy as hell... that's the only trouble probably.
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Hey, are you into roleplay?! Click here to join our awesome subforum!
- MARS
- Goatmom/Moderator

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Re: Future RP Ideas
When is the time you next see yourself joining another RP?
I've been having ideas.
I've been having ideas.
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