Future RP Ideas

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Re: Future RP Ideas

Post by MARS »

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

Post by The SheoDovah »

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

Post by MARS »

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

Post by The SheoDovah »

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

Post by MARS »

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

Post by The SheoDovah »

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

Post by MARS »

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

Post by The SheoDovah »

Or use the Bethesda method of Plot mcguffins and erm........ er......

*Cancels joke*
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Re: Future RP Ideas

Post by Kerr »

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.
Sure, sounds like it could be fun. And I love The Followers of The Apocalypse so I know what I'd be making.
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Re: Future RP Ideas

Post by The SheoDovah »

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.
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Re: Future RP Ideas

Post by Velvet LeChance »

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.

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.
:
Name:

Race

Age:

Gender:

Sex

Physical Appearance:

Starting Apparel:

Other Equipment:

Short Bio:

One Major Skill

Two Minor Skills

Spells known:

Other details that don’t fit into existing categories:
:
The skills that can be chosen are below. Some skills result in the character gaining lesser powers.
  • Blade
  • Blunt
  • Block: Those with a major in blade will find their reflexes have increased across the board. Your attacks and defence motions with blade, blunt, and staff weapons will be better (+1 on the score of all dice-rolls)
  • Staffs (spears, pikes, staffs)
  • Heavy Armour
  • Marksman
  • Free-run (athlethics and acrobatics)
  • Sneak
  • Fingersmith (pickpocketing and lockpicking): [special power, coming soon].
  • Speechcraft: Minors, will once a day, have a 50% chance of instant-success on a persuasion. Majors, will, twice a day, have the same applied.
  • Alchemy
  • Illusion
  • Restoration
  • Destruction
  • Alteration
  • Conjuration
Spells available are as per Oblivion. Minors can access the effects possessed by Novices through to Journeyman. Majors can access those otherwise.
---

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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Re: Future RP Ideas

Post by Dirty Spaceman »

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.
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Re: Future RP Ideas

Post by BetaB17 »

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
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
[&@%!] yes! I'mma sell me some books!

No, seriously. I've been meaning to play as a built from scratch TES character for so long.
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Re: Future RP Ideas

Post by Velvet LeChance »

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.
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.

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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Re: Future RP Ideas

Post by BetaB17 »

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
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Re: Future RP Ideas

Post by Velvet LeChance »

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
Yes. In fact, I don't see an issue with people picking and choosing spells from all games.

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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Re: Future RP Ideas

Post by BetaB17 »

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 :S 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:
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Re: Future RP Ideas

Post by Velvet LeChance »

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.
:
The skills that can be chosen are below.

When I attempt to DM outcomes, your skills will be referred to for two reasons. The first, is that it offers a basic impression of what your capabilities in an area are. In the hope of not having the RP seem to mechanical or dice-dependent - and to further description in actions - the broadest consequences of your actions will be determined before I even roll a dice. This will be similar to the sort of reference that occurred in Tamriellic Adventures, II, for those aware. The second point will be to mediate dice-rolls, somewhat. Those with neither a minor nor a major will receive (dice-roll * 0.40), those with a minor will receive (dice-roll * 0.80), and those with a major will receive (dice-roll * 1.20). [This might, or might not, be revised].

Warrior
  • Blade
    • Those with a major in Blade will have a 5% chance of a disarming foes when their blade meet another weapon.
  • Blunt
    • Those with a major in Blunt will have a 5% chance of dazing foes with strikes of their blunt-weapon.
  • Block
    • Those with a minor in block will find themselves capable of blocking all arrows shot from within your line of sight.
    • Those with a major in block will find their reflexes have increased across the board. Your attacks and defence motions with blade, blunt, and staff weapons will be better (+1 on the score of all dice-rolls), as well as all effects associated with the minor.
  • Stave-weapons (spears, pikes, staffs)
    • Those with a major in stave-weapons will find themselves with a 5% chance of bypassing armour with their stave-weapon.
  • Marksman
    • Those with a major in Marksman have a 10% chance of bypassing armour when shooting from a range >30m, or an elevated position at a range >5m.
  • Heavy Armour
    • Those with a major in Heavy armour will find themselves with increased strength: their melee attacks doing 20% more damage (dice-roll * 1.20), and possessing increased stamina.
Rogue
  • Free-run (athletics and acrobatics)
    • Those with a minor in free-run will find themselves with a defter hand, their blade and stave-attacks doing 10% more damage (dice-roll * 1.10).
    • Those with a major in free-run will find their reflexes have increased across the board. You have a 10% chance of withstanding no damage from an attack within combat. You will also posses effects associated with the minor.
  • Sneak
    • Those with a major in sneak will find themselves able to sneak in light-armour without penalties.
  • Fingersmith (pickpocketing and lockpicking): [special power, coming soon].
    • Those with a minor in Fingersmith, will find themselves more nimble overall, gaining a 25% boost on acrobatic-actions (dice-roll * 1.25), and a 15% boost on light armour use (dice-roll * 0.15).
    • Those with a major in Fingersmith, will find themselves possessing greater dexterity. Your attack motions with Marksman and Stave-weapons will be better (+1 on the score of all dice-rolls). You will also posses effects associated with the minor.
  • Speechcraft
    • Those with a minor in speechcraft, will once a day, have a 40% chance of instant-success in a persuasion effort.
    • Those with a major in speechcraft will find themselves, with the right gear, able to disguise themselves to considerable effect, as well as the effects associated with the minor.
  • Alchemy
    • Those with a minor in the alchemical arts will find themselves capable of brewing concentrated poisons (3x use per brew).
    • Those with a major in the alchemical arts will find themselves capable of purifying their mixtures (pure-poison, pure-potion), as well as the effects associated with a minor.
  • Light armour
    • Those with a major in Light armour will find themselves with defter senses. Their attacks with blades and stave-weapons have a 5% chance of being critical ([dice-roll * 2] * 0.05).
Mage
  • Illusion
    • Those with a major in Illusion will be able to cast their spells silently and without alerting all but the most astute, otherwise.
  • Restoration
    • Those with a minor in Restoration are capable of using their wards to reflect spells back at their casters.
    • Those with a major in Restoration will absorb magicka blocked with their wards.
  • Destruction
    • Those with a major in Destruction will be have a minor resistance to fire, ice, and electric enchantments and spells.
  • Alteration
    • Those with a major in Alteration find themselves capable of using minor spells from all schools, their studies having empowered them with knowledge of the very fabric of reality itself.
  • Conjuration
    • Those with a majors in Conjuration will find themselves capable of sustaining multiple summons at once.
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Re: Future RP Ideas

Post by BetaB17 »

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 :D

Tho if I must be honest, Alteration seems a tad OP, by like.. alot. Even more than Restoration's :wat: 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
-or-
Those with a Major in Alteration will have Reflect Damage added to Shield spells or enchantments
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Re: Future RP Ideas

Post by Velvet LeChance »

BetaB17 wrote:[...] if I must be honest [...]
Please be, if people are worried about offending me, then we'll all just end up worse off when we start.
BetaB17 wrote:Alteration seems a tad OP, by like.. alot.
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.

It also always seemed a real boring skill to me, which is why I might have err'd on the side of the excessive.
BetaB17 wrote: Even more than Restoration's
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.

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.
BetaB17 wrote:but Mysticism is missing. I understand it's never been the most popular School >_> Maybe this sounds more appealing/balanced
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.

It could be in the finished product, limiting mage characters overall, but at the moment I am leaning towards, no.
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Re: Future RP Ideas

Post by BetaB17 »

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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Re: Future RP Ideas

Post by KingFeraligatr »

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
Spoiler:
First and foremost, I plan on this being a darker Pokemon world. It takes decades after the last Pokemon main series (in game chronology, whatever that is. Third/later versions win out in canon. FRLG, HGSS > RBY, GSC. Emerald, Platinum > RS, DP). The world is mostly in chaos and/or in [&@%!] situation. I'll expand on it the plot synopsis later. Suffice to say standards of living are in a pretty bad place, crime and criminal gangs are in excess, governments are weaker, wild Pokemon tend to be more violent, people and Pokemon actually kill each other more than what you say before, etc.

Players will assume the role of Pokemon Trainers in a custom region of my own make (don't know the name at this time, so it will be called RP Region for now. I suck at naming things). Why exactly they're their is to be decided or it could be made up by the players. A thing I'm thinking of is that the government of RP Region wants all the help they can get in combating the main villainous team of the region, but this is a tad iffy to me. The RP Region is planned to focus on technology, engineering, biology, etc. (I will need to do my research if necessary!). I'm unsure of many of the fine details of this region and unsure if the RP will be Gen 5 or 6 based. I'm leaning on Gen 5 as I've never played a Gen 6 Pokemon game and would have to do more research if I go with Gen 6 based (Gen 7 is not going to be included though).

My style of wanting to do my interactive creative works is probably a tad different from others. When I create something, I usually have a goal in mind when I make it, no matter how vague. I'd like to achieve that goal in some way, so I'm requiring players to go along with my main plot. My main plot being dealing with the villainous team I mentioned. It is not joinable (ATM) and must be defeated (might change this). There will be more main plot after that, but I'm not going to spoil anything I have planned past beating the villainous team. I do not mind if the group pursues side goals and plots and gets other things going. Also the RP only focuses on RP Region. If your character leaves the region, they are considered out of the RP and will no longer be focus in the RP. Have fun, but remember, I want my goal completed in some way and please keep some sanity. Please.
Character Creation, Character Sheet, and "Mechanics"
Spoiler:
Character Creation
I am planning for most of the PCs to be Pokemon Trainers. I am maybe willing to work with other professions like Pokemon Breeder, etc. but this will be needed to be discussed. Also, you will have at least one Pokemon. The main plot will highly likely require Pokemon battles, which I urge you to consider. And speaking that the world is in a [&@%!] condition, battling seems almost a necessity. Your character will start in the RP Region with or near the other players. The starting location will likely be the capital city or a port city/town. I assume the players will meet and and somehow learn about the main villainous team, if they don't know something about them already. Then the PCs will somehow decide to undertake the task of dealing the team. Now for a beta character sheet:

Name: Your character's name. Required field.
Sex/Gender: Your character's sex/gender. If you want to make a trans person, go ahead. Required field.
Age: How old is your character? You may give me an exact number or a range. Not strictly required, but would be nice to give me something.
Home Region and Town/City/Village/Other: Where does your character originate from? Region is a requirement, town/city/village/other is not. For now, keep the region a normal main series one I know of (so Kanto, Sevii Islands, Johto, Hoenn, Orre, Sinnoh, and Unova are all acceptable). And keep the town/city/village/other a normal canon one from these regions as well.
Height and Weight: How much do you weigh and how tall are you? Since I live in the US, I would prefer if you give it to me in the imperial system. Not a required field.
Physical Description: What do you look like? What do you normally wear? Etc. Not required ATM.
Occupation/Hobbies: What did/does your character do for a living? Something of substance is required here.
Personality: How does your character act? What do they believe? Etc. A required field, but does not need to be long.
Biography: Give me a history of your character. Can be short, but don't make it too long. Required field.
Your plans for this character: Communicate what you want to do with this character. Required, but you are under no obligations to follow it. Just serves as a reference for me.
Miscellaneous: Anything else you want to say. Not required.

And now, for the Pokemon character sheet:
Species: What is your Pokemon's species? Required field. For right now, it must be restricted to any first stage (except in some circumstances like Pikachu, Clefairy, Metapod, etc. Ask me if it's alright), non Legendary, non Totodile line (I have plans for them) Pokemon.
Sex/Gender: What valid sex is your Pokemon and what is their gender? Like people, trans Pokemon are allowed. Required field.
Age: How old is your Pokemon? You may give me an exact number or a range. Not strictly required, but would be nice if you gave me something.
Level: What current Level is your Pokemon? For the start of the RP, you are restricted to Level 1-10 Pokemon for creation. Required field.
Home/Caught/Acquired Region and Town/City/Village/Route/Area/Other: Where did your Pokemon originate from? Where did you catch or acquire it? Not a required field for Pokemon. For now, keep the region a normal main series one I know of (so Kanto, Sevii Islands, Johto, Hoenn, Orre, Sinnoh, and Unova are all acceptable). And keep the town/city/village/route/area/other a normal canon one from these regions as well.
Height and Weight: How much does your Pokemon weigh and how tall is it? It would be appreciated you kept it around the values the Pokedex says. Since I live in the US, I would prefer if you give it to me in the imperial system. Not a required field.
Physical Description: give specific details on how your Pokemon looks. Also give me if it wears anything (held items don't go here). If you want a Shiny Mon, you'll have to ask me. At which, I will roll a random number heavily stacked against you. Even more than the base games. If you get the number I want, you will get your Shiny. Otherwise, it's its normalish coloration. Not a required field.
Hobbies: Does you Pokemon like to do anything? Not a required field.
Nature: What Nature does your Pokemon have? I would like you to put something here, but it's not required.
Ability: What is your Pokemon's Ability? Should be one of its two normal Abilities. At this time, I am not allowing Hidden abilities. Required.
Personality: How does your Pokemon act? What do they believe? Etc. A required field, but does not need to be long.
Extra Moves: Does your Pokemon know any Tutor/TM/HM/Egg/etc. moves? Please do not go overboard with this. Level up moves are automatic, and should not be put here. Not a required field unless you want them.
Biography: Give me a history of this Pokemon. Include the specifics you want. Required field. Can be short, but not too long.
Miscellaneous: Anything else you want to say about this Pokemon. Not a required field.

Please keep the amount of Pokemon you start off with to a maximum of 3, maybe 4. They can all be any Level you want in that 1-10 range, though I will frown on you if you make all your Pokemon Level 10/ high leveled.

Mechanics
I'm mostly using a simple system to decide how battles play out. The only real number I'm using at this moment is your Pokemon's level, which should increase as it fights in battles. All other things will be decided on the moves you use, the environment, level differences, type matchups, Abilities, what's going on, the type of battle, and anything else to decide battle outcomes. All other factors but level are vague. I have the ultimate say in the outcomes of the battle and ultimately decide if your Pokemon faints/dies. If you want to something else, you want your Pokemon to faint early, etc., run it by me.

Most battles are the normal "fight till you knock out your opponent's Pokemon". However, there will be some circumstances where Pokemon or even Trainers can die. These usually are in dangerous situations or while fighting villains. In these circumstances, Pokemon can die if they take too much damage or other things happen to make them die. Trainers and other people can die in the same way (just, people are typically more frail than even the weakest Pokemon). Even a Ghost Type can die. If a PC's Pokemon dies, it will be unavailable for the rest of the RP unless you can revive it. PCs stay dead for good outside of maybe being ghosts. PCs and their Pokemon typically cannot intentionally kill another person/Pokemon, though unintentional killing could be allowed. I might remove these PC killing restrictions if someone is vile enough or I just plain allow it. Also, PVP action is allowed. It does not result in death except in certain circumstances, but be careful with those attacks.

The style of battle is determined based on the situation. Many battles will be the classic single battle. Double, triple, etc. battles might pop in the thing. Sometimes you might have to face someone who does a full six on six battle. You may use your entire party as well in this circumstance. For friendly battles, please stay within the battle format. However, for battles against the team, other villains, and other life threatening scenarios, feel free to improvise. While you are restricted to teams of 6 most of the time, some opponents may break this rule. Be wary. Also, opponents might have other weaponry like firearms. You must react accordingly if you don't want to be hurt or worse, killed.

Moves are not restricted if they're level up moves/Egg moves from their birth. You may use any level up move your Pokemon learned or could learn, as long as it's at the right level. This includes moves from previous forms, even if it even before it learned that move only their previous form. The only exception is moves learned from a branched evolution (e.g. a Politoed could use any level up move from a Poliwag and Poliwhirl and Politoed. However, it can not use any level up moves exclusively from Poliwrath without extra things). Level 1 moves count for level up moves the Pokemon can use. Also, any Egg moves it had from birth are unrestricted. Stuff like TMs, HMs, tutors, etc. might be restricted. If your Pokemon knows no direct damage attacks, you can use basic punches, kicks, etc. However, these are far weaker than any real move. Moves do no have a PP limit and I will interpret how moves actually act.

Catching Pokemon is going to be a bit trickier than normal. Due to the relatively poor economy, higher grade Poke Balls are going to be rarer. Also, not every town might be able to stock even stock Poke Balls. Owning a Pokemon in a ball is a minor status symbol in the current world (but not much of one). Also, some wild Pokemon are too far gone to listen to you even you catch them. Such Pokemon are better off being fainted or released. When it comes to evolution, your Pokemon will evolve normally unless it has some out there gimmick or is traded. Traded Pokemon can evolve with a stone or by using their trade held item. Gimmicky Pokemon will have to be discussed.

Also, due to the bad situation, Pokemon Centers might not exist in all towns or might charge the PCs for service. Also, if you need information on an enemy Pokemon (such as level, status, Ability, etc.) as me. I might give you the information.
Setting and Lore

Background
Spoiler:
The Pokemon world in this RP happened mostly the same way the normal games did, except things for the Pokemon world took a turn for the worse somewhere. No one knows what caused it. Maybe it was the repeated villainous teams messing with things they shouldn't have. Maybe the economics and politics didn't work. Maybe it was the leaving of all the Legendary Pokemon from the world (rumors state they that where [&@%!] with humanity for exploiting them, themselves, and other Pokemon. Mostly with the exploiting the Legendaries themselves.). No one knows what truly got the world into this mess. But all can agree, the results of the "Collapse", as they call it, where horrible.

Some regions where hit harder than others. Some region only had minor losses of quality of living. Others where hit harder, but still where able to survive and would be able to to recover in many years. Yet other regions completely collapsed and had very little chance of recovery in even a few decades. The Collapse happened over 50 years ago. The world is still recovering from that.

For a while, most regions in the world closed a lot of contact from each other and tried to recover by themselves (ease of travel to and from regions was varied by region, and still is). The less hard hit or more successful regions found more success in this than others. Other regions eventually tried to form alliances and groups in an attempt to help their regions recover faster. Most of these alliances and groups failed or lagged behind if they where any more than 2-3 regions. However, one group was able to succeed with flying colors and is now the most powerful alliance in the world: the World Union (WU).

The World Union started in Power Region (filler name until I get a better name), a region that wasn't hit too hard by the Collapse. It was able to recover faster than others. The Power Region decided to help other regions with their problems as long as they gave into the Power Region's demands and accepted the Region as their parent region. The regions in the World Union are lead by the Power Region's authoritarian regime. The World Union is vocally opposed any other region alliances/groups that are not part of their alliance/group. The World Union believes that all regions being under its control is for the benefit of all. However, besides vocal disapproval, the World Union does not take any other action against the other alliances/groups. Any region that leaves the World Union find itself falling apart until it rejoins the WU. The WU does not help regions not within its alliance/group.

To protest the WU's controlling and authoritarian tendencies, several regions and region alliances/groups remain staunchly out of the WU. The most prominent of these alliances/groups is the Progress Alliance (PA). The PA aims to not have a central power, be more lax in its requirements of constituent regions, be less controlling, etc. The PA is dwarfed by the WU in terms of resources and success, but it remains an attractive alternative to those not wanting to be in the WU. However, the PA has had many rough bumps, allegations of corruption, failures, etc. which has recently increased. Some regions in the PA are deciding to jump ship from the alliance/group, if they haven't already. Those that leave tend to go their own way, join another alliance/group, or even join the WU.

RP Region was only moderately affected by the Collapse. It was able to carve a niche for itself with it's access to advanced research, technology, etc. However, the RP Region government only had focused on the primary and secondary towns and cities, leaving the tertiary ones to fend mostly for themselves, leading to growing resentment against the government. The RP region government continued its ignoring of the tertiary towns and cities for decades. It was only relatively recently that that changed, with the election of the current President (this name is a filler until I get a name for her). The President had taken an interest in improving the state of the region, including the ignored places. To do this, she contacted the WU to give RP Region access to the resources it needed to recover. Relations have been slow, however due to issues with the President's decision to ally with the WU.

A separatist group (the RP's villainous team), lead by former RP Region Defense Force member RP Villainous Team Leader (filler name for him. let's call him RP VTL for the now), was staunchly against the President's actions to ally with the WU. The RP VTL had been to the Power Region many year prior and found something that terrified him. When he returned to RP Region, he fell out of the Defense Force and went his own way, eventually going underground. When he resurfaced, he formed a separatist group out of disgruntled citizens, anti WU people, general rebels and thugs, people who knew what the RP VTL was afraid of, etc. Dedicated to stopping the WU and it's expansion into RP Region, this separatist group was dedicated to convincing the President to stop her actions at the very least. However, RP VTL was aiming to take control of RP Region via revolution, using any means necessary. Due to the RP VTL and his group, relations with the WU and RP Region have slowed and hurt. The RP VTL and his group are now considered terrorists and are wanted for a high reward. (these last two paragraphs really need revision)
State of Regions
Spoiler:
Kanto/Johto (Kanjoh):
Alliance/Group Affiliation: World Union

Sevii Islands:
Alliance/Group Affiliation: World Union

Hoenn:
Alliance/Group Affiliation: Progress Alliance, moving to World Union

Sinnoh:
Alliance/Group Affiliation: N/A. Staunchly independent. Run by Church of Arceus

Orre:
Alliance/Group Affiliation: N/A. Slowly moving to World Union

Unova:
Alliance/Group Affiliation: Misc. alliance. Thinking about World Union or Progress Alliance.

Power Region:
Alliance/Group Affiliation: World Union. Founding region of the WU.

RP Region:
Alliance/Group Affiliation: N/A. In a thinking phase. Thinking about World Union.
Organizations
Spoiler:
World Union:
Home Region: Power Region

Progress Alliance:
Home Region: Unknown

Church of Arceus
Home Region: Sinnoh

Power Region Government:
Home Region: Power Region

RP Region Government
Home Region: RP Region

RP Villainous Team:
Home Region: RP Region

???:
Home Region: ???
People of Interest
Spoiler:
Name: President <Filler> (don't know a good name for her)
Sex/Gender: Female
Age: ?
Home Region and Town/City/Village/Other: RP Region/ ?
Height and Weight: ?
Physical Description: ?
Occupation/Hobbies: President of RP Region, good battler
Personality: Dedicated to RP Region, etc.
Biography: <Will come later>

Name: RP Villainous Team Leader
Sex/Gender: Male
Age: ?
Home Region and Town/City/Village/Other: RP Region/ ?
Height and Weight: ?
Physical Description: ?
Occupation/Hobbies: Leader of the RP Region's villainous team; former member of the RP Region Defense Force
Personality: Dedicated to the RP Region and its independence, esp. from the World Union; loyal, etc.
Biography: <Will come later>
Misc.
Spoiler:
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.
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Re: Future RP Ideas

Post by KingFeraligatr »

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.
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Re: Future RP Ideas

Post by The-Shadow-One »

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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Re: Future RP Ideas

Post by MARS »

When is the time you next see yourself joining another RP?

I've been having ideas.
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