Subject: What, no humans? :D
Author:
Posted on: 2016-11-26 05:49:00 UTC
...sometimes I'm the boring one, it's true.
Subject: What, no humans? :D
Author:
Posted on: 2016-11-26 05:49:00 UTC
...sometimes I'm the boring one, it's true.
I've got 2 I've been working on and I was wondering if people would be interested in either. They are:
The first is a dungeon crawler-esque RP involving dice where you create characters and try to get from one side of the dungeon to the other (preferably without dying). I do still need to decide on the amount of health all the NPC's will have, but besides that this is finished.
The second is a New Region Pokemon RP using ORAS mechanics and Pokemon. This one is still a bit more of a WIP due to me losing the memory stick with most of the files on them and not having a back up, I need to finish describing the towns, places of interests and routes, and then fill said routes with Pokemon and polish up some of the Gym teams (all important trainer battles will be done on Showdown, the rest can be RPed by whoever is involved in them).
Comment if you're interested or want to know more or anything. If you are interested in both of them please note due to time constraints I will only be able to run one at a time.
Storme Hawk
Head over to the Other Board, or use this link: https://ppc-posting-board-2-proto.herokuapp.com/posts/4363 to get there.
So, SWATCOTHA (the dungeon crawler-esque RP) is now finished, I completed the health and rejigged some of the mechanics last night. It is now ready to go whenever you want it to.
Toktu (the Pokemon RP) now has Pokemon inhabiting its routes (with around 500 Pokemon available from the first 6 Gens), however this is still a bit on the back-burner seeing as more people seem to like SWATCOTHA (which I'm starting to regret giving such a long name to that even its acronym is still fairly long).
Storme Hawk
I have a better character idea for that, compared to the Dungeon Crawl.
But it'll probably be after the new year. So, purely out of interest, if you had to pick one of these Pokemon as your starter Pokemon, which would it be?
Scatterbug
Sandile
Axew
Shinx
Flabebe
Timburr
Cyndaquil
Starly
Honedge
Chikorita
Trapinch
Vanillite
Slakoth
Venipede
Solosis
Roggenrola
Klink
Totodile
Storme Hawk
Not just for the sake of naming mine after a certain Monado-toting assassin, no - Aegislash is genuinely terrifying in the competitive scene. King's Shield + Stance Change or go home. B)
Klinklang stronk. Stronklang. =]
Runners up include, but are not limited to:-
Scatterbug (STAB Compound Eyes Hurricane is yes please)
Axew (Haxorus is a ridiculous attacker)
Roggenrola (Pure Rock is an underrated typing and I like the bulk on Gigalith; if this was a Gen 7 RP, I'd have gone with him simply for the Sand Stream access)
Vanillite (ICE CREEEEAM. Also, a sure-fire pick if this was Gen 7, since Vanilluxe gets Snow Warning now)
Honedge (Doublade won me the Best Trophy in 2015)
Totodile (Never used one in an actual game, but Sheer Force is a great ability)
Or at least, lots of them are. Let's see... just for giggles, I might do Vanillite, but in all honesty, not my fave. Personally, I'm mentally debating (although not seriously) between Honedge, Venipede, and Solosis, because I can't have my Ralts, wah. :P Though... just gotta ask, how would you deal with trade evolutions?
Trade Evolutions can be done one of two ways, 1) you trade with someone in the RP or 2) you complete 2 gyms and then you're Pokemon can evolve, option 2 is also used for Pokemon that evolve with specific items (although the trainer has to have the item) and Pokemon who evolve via happiness.
Overall the amount of gym badges you have effects both the moves your Pokemon can know and whether they can evolve or not seeing as levels are really icky and complicated to do in a RP.
Also as a general FYI, unless there are more than 18 people interested I was only going to have one Starter Pokemon of each 'type' (so it'd be a race between you and Iximaz to see who got Solosis), although with the rule of if you didn't like the Pokemon for one type you could replace it so long as 1) it has two evolutions and 2) it didn't have a Mega evolution. So say you wanted a different Grass starter instead of Chikorita, you could have a Snivy, but not a Treecko. And in terms of the type of each starter, the list is in type alphabetical order (so Scatterbug is the Bug starter, Sandile is the Dark starter all the way through to Totodile being the Water starter), I tried to make it that each starter was purely the type it represents but I couldn't do it all with all the types.
I will also say that Mega Evolutions in general are a plot point and probably not going to be available until the 'evil team' of the region are defeated (assuming someone defeats them), so don't plan on necessarily having them available.
Hope that helps
Storme Hawk
Because Reuniclus is pretty much a staple of my competitive teams and they're surprisingly terrifying.
Fear the Jellybean!
I'd probably be confined to the dungeon one given a reprehensible unfamiliarity with most Pokemon mechanics, but both sound interesting.
Mind sharing some details on the dungeon crawler premise? Time, place, history, that sort of thing?
And it's pretty much set in a custom universe specifically created for the RP.
However, Characters will be able to choose from one of six races: Centaur, Elf, Dwarf, Halfling, Half-Orc and Lizardmen. Each race has three inherent abilities unique to that race and each character can pick two of them. For example, the Lizardmen have the Dry Skin, Tough Scales and Natural Hunter abilities. Dry Skin allows them to heal themselves in water at the cost of taking double damage from fire, Tough Scales gives a natural bonus to armour and Natural Hunter allows them to take one of the Hunter class abilities for free.
There are then 9 classes: Fighter, Barbarian, Knight, Hunter, Thief, Rogue, Hedge Mage, Wizard and Sorceror. Each class has two abilities that a character can pick one of. For example the Hunter has the Bowman and Trapmaster abilities. Bowman makes the character superior at range whilst slightly inferior in close combat, whilst the Trapmaster can use whatever is on hand to create a trap that can be lethal to anything that passes through it (including other characters who forget where the trap is) but is slightly worse off when it comes to actually fighting. Both of the Hunter's abilities limit what type of armour they can wear to either Light armour or Clothing, which gives less protection than, say Plate armour but gives the character more maneuverability, which may be useful if you're trying to be acrobatic or dodge something.
I wanted to make the RP as open-ended as possible so if others want to either do another dungeon crawl with their characters or create a new adventure or whatever, they could. I guess the story for this one could be:
'A group of (relatively) new adventurers have decided to band together and defeat Parnax, an ancient Dragon said to be hoarding a vast array of treasures that could make them very rich and famous. However, Parnax's lair is at the bottom of the treacherous Bore-hole, and the only safe way down on foot involves traversing through multiple chambers and caverns that various monsters now call their home.'
Storme Hawk
Who had way too much fun creating a backstory for the RP.
P.S If you want to come up with new ideas for Races/Classes let me know and I can give you a list of all the existing one's and their abilities so they don't clash, and yes there are no humans atm, I'm not sure if I want it to stay that way or not.
...sometimes I'm the boring one, it's true.
But I am certainly starting to get excited, so could I, perhaps, get a list of all the abilities for the classes and races? If you want to share it and want to email it to me, just let me know and I can give it to you.
Or, if you don't want to for whatever reason, feel free to email me as well.
Much excite!
Races
Lizardmen
Dry Skin: Any Liquid heals you either by D6 (if not harmful) or by however much it was meant to damage you by (if it was harmful). Anything Fire or Heat related does double damage.
Tough Scales: +2 armour at all times.
Natural Hunter: If you are not a Hunter, pick one of the Hunter's abilities and take it, if you are a Hunter you get both abilities.
Dwarf
Smith Folk: Can take a turn to Improve a weapon or piece of armour, adding +1 Circumstance onto it. One use per weapon or piece of armour.
Bane of Goblins: Do +2 Damage to all types of Goblins and Orcs, cannot talk with any type of Goblin or Orc, must battle with them.
Natural Fighter: If you are not a Fighter, pick one of the Fighter's abilities and take it, if you are a Fighter you get both abilities.
Elf
Arcane Archer: Can enchant any ranged weapon to fire magical projectiles. 1 turn to enchant weapon, unlimited uses thereafter. Weapons enchanted by an Arcane Archer can only be used by an Elf and/or a Wizard, Sorcerer or Hedge-Mage and give +3 Damage and no longer need ammunition to fire.
Beast-master: +2 Damage against all animals and beasts, can talk to (and thus try to control) animals and beasts in the same room. Talking to animals takes up a turn.
Natural Wizard: If you are not a Wizard, pick one of the Wizard's abilities and take it, if you are a Wizard you get both abilities.
Halfling
Tracker: Can take a turn to try and determine what is in the next room, if successful gain +1 Circumstances in all actions against whatever is in the next room
Sling-man: +2 Damage when using a sling as a ranged weapon, can also use a sling as a melee weapon for +1 Damage. Slings have unlimited ammo. If the target of a Sling-man is not focused on the Sling-man, +1 Circumstance
Natural Thief: If you are not a Thief, pick one of the Thief's abilities and take it, if you are a Thief you get both abilities.
Half-Orc
Bezerker Rage: +2 Damage on first 3 rounds of combat, no negative modifiers for injury during those 3 rounds, can't do anything for the next round afterwards though.
Tough Hide: +1 Armour at all times, injuries heal twice as fast.
Natural Barbarian: If you are not a Barbarian, pick one of the Barbarian's abilities and take it, if you are a Barbarian you get both abilities.
Centaur
Charger: Can Charge into combat, +1 Damage in first round of combat, becomes +2 if you have a lance or a spear (in addition to the damage of lance or spear). can't stop a Charge, so if the enemy dodges you (or dies before you get there) you can either potentially hit either a friendly NPC (or even another character) and do the full amount of damage to them, or you hit a solid object (eg a wall) and you take a hit of 4 Damage (before modifiers).
Healer: May attempt to heal another character, creature or NPC, roll 1D6, on a 1 creature loses 3 HP, on a 2 creature loses 1 HP, on a 3 it does nothing, on a 4 creature gains 1 HP on a 5 creature gains 3 HP and on a 6 creature gains 5 HP, effect is opposite for undead, cannot heal above max health.
Natural Hedge-Mage: If you are not a Hedge Mage, pick one of the Hedge Mage's abilities and take it, if you are a Hedge Mage you get both abilities.
Classes
Fighter
Weapons Master: Name one specific type of weapon (one handed axe, short sword etc.), gain +2 Damage when using that type of weapon, -1 Damage when using any other type of weapon.
Dual-Wielder: +1 Damage when Dual wielding, cannot Plate armour.
Barbarian
Woad Warrior: +1 Circumstance in the first round of every combat, enemy has -1 Circumstance when trying to hit you. However you can't wear Light armour or better.
Vanguard: +2 Damage if first person into combat, goes down to +1 Damage if another person enters the combat alongside you. Cannot voluntarily leave a battle. Cannot wear Heavy armour or better.
Knight
Shield wall: +1 Armour for each other player in combat in the room.
Man of Honour: +1 Circumstance when speaking to any female -1 Circumstance when fighting any female.
Hunter
Bowman: +3 Damage with ranged weaponry, -1 Damage with melee weaponry, cannot wear Mail armour or better.
Trapmaster: Can try and make traps to kill your enemy with, most will be deadly if made correctly. (Requires a roll, type of trap depends on what materials are around/on you, traps can blow up in your face however, either in the making of them or the setting of them) Setting traps takes an extra turn, but they can be made whenever you wish. Other Players CAN set off traps, even if aware of them (likewise if enemies are aware of them they may be able to avoid them) -1 Damage with all weapons. Cannot wear Mail armour or better.
Thief
Stealer of Things: +2 Circumstance when scavenging or looking for things -1 Damage with all weapons. Cannot wear Mail armour or better.
Stealer of People: +2 Circumstance when talking, can enthrall people to fight for you (a failed enthrallment could turn them against you, enthralling takes a turn) -1 Damage with all weapons. Cannot wear Heavy armour or better.
Rogue
Thug: +1 Damage on all weapons, -2 Circumstance when talking. Cannot wear Heavy armour or better.
Backstabber: +2 Damage on daggers, +2 Circumstance when attacking an enemy (or player) who is focused on something else. -1 Circumstance if attacking an enemy focused on them. Cannot wear Mail armour or better.
Hedge Mage
Cleric: Can heal any injuries on any person in the same room as them. Takes a turn, -2 Circumstance on all combat rolls on turn you heal someone. +2 Circumstance if facing any type of undead. Can use Magic Items. Cannot wear Plate armour
Druid: Can control all natural things (although that does not mean they are initially friendly towards the Druid) takes a turn to try and gain control, but thereafter can use natural thing as needed. Can use Magic Items. Cannot wear Heavy armour or better.
Wizard
Enchanter: can 'enchant' add +1 Circumstance to any weapon or armour once per turn (takes the turn) can do this with any weapon or piece of armour in the room. Enchanting lasts for 5 turns. Can use Magic Items. Cannot wear Mail armour or better.
Necromancer: Can revive dead enemies (or players) as thralls (the larger/tougher the enemy (or player) the tougher it is to revive and control). Can try to control undead enemies -1 Circumstance if the enemy/thrall you're trying to control wasn't created/revived by you. Using this takes a turn. Cannot wear Light armour or better, Can use Magic Items.
Sorcerer
Fire Mage: Can control/create Fire. As with all things the more Fire the mage tries to create/control the harder it will be to a) create and then b) control. Doing this take a turn. Cannot wear Light armour or better, Can use Magic Items.
Water Mage: Can control/create Water and Ice. As with all things the more Water/Ice the mage tries to create/control the harder it will be to a) create and then b) control. Doing this take a turn. Cannot wear Light armour or better, Can use Magic Items.
Modifiers
Cir or Circumstance is when the circumstances the character is in have either a positive or negative affect on what they're trying to do (you can't fight effectively if you're dangling over a pit and holding on with one hand for example). It can also be used as a catch-all modifier for anything that could arise in the RP, if trying to do the impossible, expect a large negative circumstance modifier. A few Circumstance modifiers are permanent whilst the majority will be active for a set number of turns, or until something else happens (in the example above the circumstance negative modifier persists until the character either falls in the pit (they're then not fighting) or until they get out of the pit (no longer dangling over the edge)).
Inj or Injury. Only a negative modifier, Injuries happen in the same kind of way they do IRL. Injuries will wear off after a while to mimic your characters either healing or just getting used to the pain. They can also be healed by certain items, Clerics and potentially by friendly NPC's. Injuries also cover poisons and the like.
Arm or Armour. How much protection you are wearing. There are four types of armour in the RP, Clothing which can naturally confer a +1 bonus max. Light Armour which can naturally confer a +3 bonus max. Mail Armour can naturally confer a +5 bonus max. Heavy Armour can naturally confer a +7 bonus max and Plate Armour can naturally confer a +9 bonus max. Although Class and Race powers can improve these bonuses above their normal maximum. If you pick two different class powers through the use of the Natural Class Race power, then the lowest armour type is the one you are able to equip. Shields will also give an Armour bonus, and can be wielded by any class, although if you have a Shield you can't wield a two handed weapon.
Dam or Damage. The amount of bonus damage you do with a weapon, all weapons will have a set damage bonus they will give you which can then be increased or decreased by your characters powers, and any enchanting or improving of the weapons you may do. Shields can also turn their armor bonus into a damage bonus if you try bash with them. Weapons are either one handed or two handed (you will be told which).
Races:-
Tako (Octopus-people)
Many-Handed: May wield either three hand weapons, two hand weapons and a shield, a hand weapon and two shields, or a two-handed weapon and a shield.
Tentacle Tangle: Humanoid enemies have -1 Cir when attacking in melee
Expendable Limbs: +2 Cir when disarming enemy traps or making your own. May take the Trapmaster class characteristic, regardless of class.
Mongrelfolk (Muties! Yay!)
Tooth And Claw: May not wield a weapon that requires more than one hand. One-handed weapons do an additional 1D6 Damage in combat.
Magic Fear: +1 Armour at all times. +4 Armour against magic attacks. -2 Cir when in combat with a magic user of any kind.
Natural Rogue: If you are not a Rogue, pick one of the Rogue's abilities and take it. If you are a Rogue, you get both abilities.
Shardmind (Rock on.)
Being Of Willpower: +1 Cir when outnumbered. +3 Cir if outnumbered by more than five.
Being Of Crystal: Takes no damage from poison. +2 Armour against sharp weapons, -1 Armour against blunt weapons.
Natural Psion: If you are not a Psion, pick one of the Psion's abilities and take it. If you are a Psion, you get both abilities.
Classes:-
Psion
Fate Seer: -1 Cir for all enemies in the same room as you, unless they are in melee combat with you. +1 Cir for allies in combat close to you.
Eldritch Presence: +1 Damage for each allied magic user in the room.
Landsknecht
Pike: +2 Damage when using polearms. +2 additional damage with polearms for every ally in the room bearing a shield.
Shot: +2 Fire damage with ranged weapons. +4 Fire damage with gunpowder weapons.
Brawler
Slugger: +3 Cir and +4 Damage when fighting unarmed. +1 additional Damage while unarmed for each point of Armour you have, ignoring shields.
Dirty Fighter: Enemies have -2 Cir when in melee range of you. Gain +3 Cir and do 1D6 extra damage when entering combat if your target was actively fighting someone else in the previous round.
If it's OK, I'll definitely take the Tako, I'll probably edit the descriptions slightly, but that's fine.
The Mongrelfolk are a bit of a mixed bag, the 1D6 extra damage when using 1 handed weapons could be very OP, especially if they dual-wield. Also Magic Fear will be, for the majority of the RP an inferior version of both the Half-Orc's Tough Hide and the Lizardmen's Tough Scales. I think they would need to be redone before they'd fit into this RP. So no to them.
Shardmind I'm fine with and will be including them as is.
The Psion, I'm happy with but for three words. I'm probably going to include them but change the first sentence of Fate Seer to "-1 Cir for all enemies in the same room as you, unless they are in combat." I will also say that both classes of Psion can only wear clothing.
The Landsknecht isn't going to work, probably. I'm not planning on having gunpowder weaponry in this so that's Shot out. Pike is similarly out as the +2 damage for every ally with a shield in the room could get OP quickly.
The Brawler is a nice idea, that I'm going to tone down a little bit before putting in. I'm going to remove the +4 Damage bonus from Slugger, and limit him to wearing not being able to wear Mail armour or better. For the Dirty Fighter I think the +3 Cir bonus when going into close combat is a bit too much and I'm removing it, but otherwise that's fine. The Dirty Fighter will not be able to wear Heavy Armour or better.
Or I can PM it to you over Discord, I don't mind either way.