Roll 2 Dodge: Prismpunk
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Dragonchampion
ShadoWKilleR
creonto
Wesfreak
XxoriginxX
JackBarber
Bigkahuna
Zerovirus
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Roll 2 Dodge: Prismpunk
Roll 2 Dodge:
Latest Update:
https://roll2dodge.forumotion.com/t157p840-roll-2-dodge-prismpunk#7327
Signup List:
1. Bigkahuna (Jonathan Kmetz)
2. Jackbarber (James Rosenburg)
3. Wesfreak (Steven Zrael)
4. johnratchet3 (Mark Roettor)
5. ShadoWKilleR (Allene Anael)
6. 8680 (Kal Vadrien)
Overview:
Prismpunk takes place on Chiral, which upon birth was blessed- or cursed- with a strange gift, resulting in the world as the players know it... Besides the common high-fantasy staples as magic and science, there also exists the strange, separate line of Light, a power unlike those of arcana or physics- a mystery, perhaps, to be unraveled by the players.
The world is much like our world in a pre-industrial-revolution period, but with a liberal scattering of schizo tech levels. In addition, various other professions exist in addition to the established businesses, all relating to the harvesting of different kinds of crystals and the processing thereof, from stripping glassy trees of their leaves to mining gems from the earth, from cutting fine blocks of gems to rigging powerful weapons from complicated prism systems.
The game incorporates a system in which players construct their own weapons, which will be elaborated on in more detail once you reach an appropriate point.
Enemies include manifestations of darkness (the origins of which are quite unknown), insane light elementals bound with solid light that have slain their masters, monstrous golems formed of stone and crystal that ravage the landscape, mutated beasts that have become infused with the sheer essence of the prisms, and more fell things of horror to encounter and slay. The wildernesses are dangerous places, on a planet where the concept of light weaponized and spiritualized is a core concept.
Conquer the most ancient of dungeons. Ply your craft through politics and deceit. Wage war against nations- or conquer one for yourself. Invent unspeakably fearsome superweapons. Travel to unbelievably beautiful landscapes. Really, the game belongs to the players- choose your own goal, and find your own destiny!
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- World Lore:
- Five billion years ago...
A planet is born, interstellar dusts mating and fusing, chemicals and energies binding and melding in a beautiful cosmic dance. Gravity gives birth to a slow, viscous mass- not quite liquid, not quite gas- slowly condensing into a solid form.
There are no beasts on this planet yet- obviously. No organism would ever think of landing on such a mass, and no creature would possibly arise from such a fragile, searing environment. Thus, there are no eyes, no senses- nothing to see the brilliant streaking chroma in the stars above.
And nothing hears the impact- a piercing, keening bullet shot through the heart of the planet, piercing its slowly fusing iron core, injecting itself into the circulatory system of the newborn spheroid, as if with a will to replace the veins and arteries of magma with its own bloodstream.
The glow slowly fades, as the hole seals itself in osmotic fashion, the plasma of the new world burying the newcomer from the skies deeply inside itself. And as the impact fades away, the growth of the planet continues unimpeded. After all, what is one more meteor or asteroid to such a monumental astral form?
But the heat of fusion does not scar this stone. The pressures of grinding tectonic plates move the intruder not, and as eons pass, the buried foreign bullet is ignored, forgotten, and thoroughly integrated into the planet's geologic workings.Ten thousand years ago...
A wandering ape, seeking food, falls from a branch as it reaches for a fruit dangling just out of reach.
It lands on the ground, painfully, and chitters as it pulls itself off the earth.
Ahead of it, the ape sees a glow. An approach and cursory examination shows the source to be a clear, beautiful amaranthine crystal perched precariously on a rocky ledge just out of reach for a quadruped.
The ape reaches and grabs the stone, and barely notices that in order to reach it he was forced to stand up.Present Day
The world doesn’t run on oil. The world doesn’t run on steam. The world doesn’t run on electricity.
The world runs on light.
In other worlds where mankind, from the beginning of its history, learned to harness fire, or electricity, or steam, or magic- in this world, people have learned to harness first and foremost the power of light, of bending it, of condensing it into lasers, of creating incredible supercomputers with it.
Light has always been the word of the soul, after all- bringing with it visions of illumination and transcendence, of a holiness unreachable by sheer virtue of its own nature. And the light and shadow have always fought each other, and it is no surprise that Humanity should choose the light, and shy away from the darkness. Thus, the minds of the world harness the light, as tools and weapons, to drive back the scorching night.
And so, Prism is everywhere and everything. Prism grows from caves, from stones, from special trees and bushes. Everything is Prismic, and everything is based off ever-developing prismic technology. Prism is as commonplace as lumber and mineral and metal, and just as necessary for existence.Welcome to Prismpunk.------<><><><><><>------
- Gameplay:
- The game will be a somewhat freeform RPG; the Players will have freedom to pursue various tasks with prompting from the gamemaster. Roleplaying is expected, and Players are expected to stay in character and not communicate knowledge which their characters cannot know, a phenomenon known commonly as Metagaming. Generally, gameplay includes two major subtypes of scenarios: Combat and Discussion, which both are quite self-explanatory. The dice rolled in this game is a d20; however, luck does not affect gameplay so much as player action. There is no chart of effects and bonuses defined in stone; scenarios are changeable, and the dice are not the primary deciding factor in this game.
Inventory will be handled in an abstract sense. Players are capable of carrying up to twelve items; some items will take up more slots, so to speak, while other items will create sub-carriage areas, such as pouches and bags.
The Weapon Design system will be introduced in more detail once the Players reach an appropriate point in the game. Weapon Design introduces puzzle elements and budgeting elements, as Players purchase components to construct viable weapons with varying stats based on the components included.
Abilities will include practical skills, which only have one or two skill-levels. More complex skillsets will reach into the supernatural and thus have entire skill-trees, which will mostly be undefined until the Player determines the skills by using ingenuity to come up with new applications of basic concepts. Some skills will be simple attacks, some will be utilities, some will be passive bonuses to certain actions, and some will be combinations of the above effects as well as other possible effects. In the end, the skills are completely fluid and subject to the Player’s imagination. In general, skills will be described by a single term, with intersections between two skilltrees evolving into its own skilltree. Unlike in the previous, casual R2D games, one cannot learn new powers quite as easily. One must put effort into the learning or find paths to power creatively.
- How to Acquire Abilities:
- There are no instant-poof abilities like in most other RPGs. If you want to learn something, it will actually be similar to teaching in reality, with simplifications; I will give you basic concepts and ask you to extrapolate skills and applications from them, in and out of combat.IMPORTANT INFORMATION: HOW TO ACQUIRE SKILLS
As an example from another game I've observed, if you wanted to learn, say, about biomancy, You would have to have (in character) already learned about the concept of stem cells as biological embodiments of elemental Chaos, with their flexibility and ability to shift through different cellular types, and the workings of neural systems and how that connects to your mind and soul. From there, it is your responsibility to tie the concepts in to reality, the results of which I will judge on viability as well as assist you to make real. Obviously, you can learn these concepts from dedicated teachers in game, observing other NPCs fight, reading tomes of lore, or the like.
For example, you could deduce that by integrating stem cells into your neural system and thus your mind, you could integrate Elemental Chaos into your thoughts, allowing you to get certain bonuses on will-checks and also allow you to control your stem cells, opening the first door into manipulating cancer as a weapon and mutating your body, with stemcell reservoirs as the fuel. In other words, you must figure out how best to integrate concepts to create the Root Skill which you will base an entire skilltree off of in the future.
Obviously, the Biomancy example isn't possible in our setting- but the general system should be evident. Thinking and practicing and learning takes time, though there are such things as Battletrances, in which the heat of combat renders you more capable of making large leaps in your training... But those are rare and difficult to trigger, and the exact combination of symptoms is quite unknown.
Basically, try to sum up your ideas into a concept, not the execution of a concept. For such Root Skills as this, something in the following format might be nice:>How the data and learnings you already knew led you to come to visualize this new skill
>How the skill works in a backstory-sense
>What the skill does for you in terms of raw game mechanics
>How this skill possibly pans out into a whole class of skills in the future
But no, there are no EXP-point equivalents in the game. If you want a skill, you have to come up with a plausible one with ingame psuedophysics.
- Concept Magic Seminar:
- Concept Magic: Overview
There's actually multiple types of magic, and multiple ways to trigger it. Magic can be derived from outside sources, the most common one being the Absolute Zone, or internal sources (which thus far are rather mysterious to those not inside the magical fold), and Magic can be triggered in various ways, and using equipment as a conduit to magic can be used as a filter or lens to some degree, changing the effect of the magic in specific conditions. Magic that creates water, for instance, can be converted to lubrication when channeled through bladed weapons.
One will note that the two are completely different in application. One creates pure water for drinking- the other covers the blade in water for lubrication. This is possible by the engagement of the magical axiom of Concepts.
Concepts are literally concepts as we humans interpret them, ranging the whole spectrum of emotions and experiences. Common combat concepts include Severance, Crushing, Dominance, and Pain. For example, the water spell, when passed through a weapon specifically tempered with a Concept in its construction, may result in different things- and water itself contains concepts such as Flow, Peace, and Cold. By combining a whole gamut of concepts together, various strange magics unfold.
This is the basis of Concept Magic- and it is the easiest type to wield. More difficult types are restricted by the highest mages of orders in the lands, and information on them is difficult if not impossible to find.
But what happens if you try to link two opposite concepts- Heat and Cold, Severance and Melding? The result, as we have just seen, is... Well, pretty bad. It's a rather greedy loop of consistent energy drain from the Absolute Zone, where Concept Magic derives its power- and it's built into some weapons as a simple failsafe trigger, or a potent final attack- a practice scorned by the high mages, who see such a thing as inelegant and inefficient, like smashing into an orange, splattering extraneous material and energy everywhere, to consume the contents instead of efficiently peeling it. However, advanced magic is rare, and most novice weaponmakers prefer the shortcut, even with its dangers- as, again, we have seen.
In summary, one can combine Concepts to form magical effects on weaponry and other equipment. Concept Magic can only be wielded with equipment; it cannot be internalized for permanent effects on a person. The imbuing of a Concept and drawing on a Concept are two skills that must be learned (which means learned ingame).Concept Magic: Consequences
To engage in Concept Magic is to give up what you know about what you want to do- or more accurately, to make a loan to the stores of the infinite possibilities of the Absolute Zone, to be repaid slowly and regained slowly. This is because the Absolute Zone, in its true form, is the ████████████████████.
If you wish to light a torch with Concept Magic, you must loan out a little of your memory and knowledge of lighting a fire. If you want to light a huge fire, you have to temporarily sacrifice a lot of experiences about fire; and if you go too far, and stretch yourself without enough experiences, you will permanently damage part of your soul's ability to recognize and grow in that direction. Battlemages go mad this way, inflicting the concept of Offense and Pain on an enemy until they themselves become inable to recognize or even feel pain, turning into pitiable, soul-damaged psychotic things.
And the things you lose aren't just memories or data. They're experiences- shapes of your soul, molds of your personality. The knowledge of how to set wildfires to spread most effectively is just as potent as a childhood memory of being trapped in a collapsing, burning house- and overuse of Concept Magic will, thus, result in permanent damage. This is why Concept Magic is, despite its ease of learning, not commonly used- because using it will draw on your own experiences, eventually draining you dry of yourself, taking bits and pieces of your personality in ways so that you don't even recognize their disappearance. Most people, educated or not, don't really wish to risk even the tiny chances of permanent damage like that.
Understanding this- admitting to the endless void the risk you are taking, and agreeing to your covenant anyways- allows you to transform your experiences into conduits for actions. Your soul is the fuel for Concept Magic.
- Material Magic Seminar:
- Material Magic: Overview
To understand Material Magic, one must understand that it arose out of the sciences of the world being combined with the desire to achieve supernatural things- and so, logical equations of the universe were intentionally subverted by magic, doing things impossible in conventional physics, to create the branch known as Material Magic.
Some call Material Magic a simple branch of Concept Magic, but scholars in modern times do not see it as such, whether out of political or scientific reasons. However, it is undeniable that Material Magic could never have been created without the help of Concept Magic, and the Great Runic Sphere could never have been brought into being otherwise.
Material Magic relies on one's understanding of the world around them, and the understanding of natural cycles of energy and material; by tying one's will to the action, and pulling on the various factors of the world's physics, one can bring different things into being. One can direct rivers of flame, divide oceans, create mountains of stone and metal, construct impossibly elaborate things, and so much more.
A crucial difference between Material Magic and Concept Magic is that Concept Magic deals with the Adjectives of a magical equation- Concept Magic, in other words, is concerned primarily with the change you wish to express, while Material Magic is focused on Nouns, since it derives its capabilities from actually using the environment around you. A Concept Mage would simply use the concept of Heat to warm oneself in the winter, while a Material Mage might construct a warm shelter around him instead. The Concept Mage focuses on what he wants and the method of getting it is a byproduct, while the Material Mage focuses on how to get what he wants and thus produces his desired result.
But to be a Material Mage, you have to be a great scientist, first. You must understand how the natural world operates- and the further you can get into this understanding, the more control you can exert over the world. Unlike Concept Magic, Material Magic does not derive power from an ethereal realm. Material Magic does not tap into the Absolute Zone, and thus all the power and resources for your magic must be appropriated from the nearby surroundings.
But where do components fall into this? Material Magic is channeled with runic circles, and there is no way to apply the properties of Material Spells upon weapons without entering into the world of Runecrafting.
Runecrafting was founded as a solution to the greatest problem of becoming a Material Mage- the sheer difficulty of knowing the math behind how to wield the magic. To cast a simple digging spell, you have to calculate practical equations of thermodynamics, accounting for friction, gravity, air resistance- and where to move the earth, where your origin point and reference points are, how large the area will be, where you will derive that energy from- a task of calculation impossible to do on the run, or in combat. Thus, Material Magic, relatively new compared to Concept Magic, was rather crippled at its conception, until Concept Mages stepped in to assist. Wielding their powers, the Concept Mages welded the concept of Accessibility to the entirety of Material Magic-
And the First Great Runic Sphere was created, centered around a towering monolith of apparently infinite height, taller on the inside than on the outside, its inside walls covered in various alchemic circles, growing increasingly complicated as one climbs higher and higher. By drawing these rune circles on a surface, one can channel Material Magic with the circular language, designed to emulate natural cycles of energy and material- a simple way to port spells around for use, like the creation of a language for this system. Even now, nonmagicians can purchase low-powered spell scrolls from the Circle Tower for utility, as the Tower utilizes their runing skills for sustenance and income.
To summarize, Material Magic is less and more restricted than Concept Magic at the same time. While Material Magic must be written beforehand, and must be prepared as spells on papers or surfaces before usage (in a similar way to the Vancian Spell System of Dungeons and Dragons), Material Magic has no magic drain limit, as all of the power is derived from your surroundings, whereas Concept Magic actually has a cost to learn and cast, that cost being, as explained above, the experiences and constitution of your Soul. However, the process of learning the scholarly ways of physics and chemistry is difficult- and many are not quite intelligent enough to parse the definitions on their way to learning Material Magic; this, plus a desire for power, leads many to invest foolishly in both fields without preparation, often leading to tragedy.
Material Magic, unlike Concept Magic, has the unique distinction of separating itself neatly into categories of magic, with the suffix "-Mancy". There exist branches of magic such as Pyromancy, Magnetomancy, Phonomancy, Geomancy, etc.
- How to Join:
- In order to play, a Player must create a character’s name. That is all at this point, since for now Players will have no abilities upon starting the game. Once the game develops further, new Players will receive powers scaled to the party’s level pending diplomacy with the Game Master.
There is no waitlist for the game. With six players, no new players are being accepted at this point.
- Player Status:
Bigkahuna (Jonathan Kmetz)
9/10 HP
18/18 SP
Inventory:
134 Clips
Rations-Pack
Forged Cryspistol
Returning Dagger
2x Gelpack
1x Herbal Potion
2x Teleportal Stone
Frowning Stoneface Shield
Master-node Prism Disk
Bowler Hat
Tuxedo Jacket
Skills:
Basic Concept Magic
Concept Comprehension: Movement
Telesymbol Network: With a complex working of further-developed skill in Movement, you have created a network of interminate size and unlimited nodes, giving you much versatility in your teleportation. With such development the skill has expanded enough to become a combat style in and of itself, becoming more of a skill than simple technique.
Techniques:
Accel Control: Concept Magic. Moderate control over acceleration and deceleration, costs 6 SP to maintain and while maintained the player cannot move naturally.
Telesymbol Portal: Concept Magic. Using teleportation symbols based on smileyfaces, you may teleport in ranges up to 20 feet. Each teleport requires a minimum of 10 SP as instant cost.
Bob-and-Weave Shooting: Keep one of the tele-symbols in my hand, and throw the other one in a random direction in a 10-foot radius from my target. Use the technique Teleportalization. Immediately shoot my target with my Cryspistol, pick up the tele-symbol, and repeat. Same requirements as Telesymbol Portal. This technique can also be utilized with the Returning Knife.
Feats:
None
Jackbarber (James Rosenburg)
6/10 HP
17/17 SP
Regenerating at 2 HP/turn
Inventory:
118 Clips
1x Rations-Pack
Daggered Cryspistol
Extensible Prism Sword
3x Gelpack
1x Herbal Potion
2x Antidote
1x Vial of Gunpowder
Reflective Mantis Shell Scalemail
Skills:
Basic Concept Magic
Concept Comprehension: Fortification
Basic Material Magic
Special Comprehension: Rune Artistry: You have a much easier time copying runes than coming up with new ones; thus, you are able to copy runes that are not protected by Disjunction.
Techniques:
Mineral Skin: Material Magic. The player gains 5 AP when active. The spell requires SP to maintain, equal to the AP remaining, and requires a turn of cooldown after the skin is removed before this spell can be recast.
Feats:
None
Wesfreak (Steven Zrael)
9/10 HP
3/22 SP
Maintaining Healing Focus
Inventory:
154 Clips
Rations-Pack
Daggered Cryspistol
Extensible Prism Sword
3x Gelpack
1x Herbal Potion
Basic Tome of Utilitarian Concept Magic
Basic Tome of Ygeiamancy
2x Paper with Healing Surge runes
3x Paper with Adrenaline Rush runes
Prism Disk
Sharp Mantis Claw
Skills:
Basic Concept Magic
Concept Comprehension: Provenance
Basic Material Magic
Manteia Comprehension: Ygeiamancy
Techniques:
Dispel Hunger: Concept Magic. Creating Nutrition from nothing save the unbridled powers of the Absolute Zone, you channel Concept Magic to fill friends' bellies. Requires a minimum of 8 SP.
Rune of Healing Surge: Material Magic. Summoning ambient energy from life-forms around, you heal your allies of their wounds and pains. This rune only functions when nonsentient life-forms are within eyeshot. Maximum requirement is 30 SP; at this point, you must rely on nearby plants and animals to bring down the SP requirement to below 22 SP.
Rune of Healing Focus: Material Magic. As Healing Surge, but pinpointed on a single target for regeneration over time, with similar SP requirements.
Rune of Adrenaline Rush: Material Magic. You manipulate the body in subtle ways to put more emphasis on adrenaline production, allowing a short-term boost to martial endeavors. Requires 4 SP to maintain.
Feats:
Sneak Attack: Combat is dangerous and life threatening, but much less so if you attack before the enemy even notices you're there. Ending a fight pre-emptively can literally save one's life. Acting in such a way gives a +2 to attacks when the enemy doesn't see you, or doesn't expect you to attack them.
Weakpoint Targeting: Most creatures have weak-points where they are less protected. This technique gives you a +2 to hit when targeting an enemies weak-point, given that you know where it is.
johnratchet3 (Mark Roettor)
5/10 HP
18/18 SP
Inventory:
130 clips
Working Vest w/ 4 Pockets
Luxchemistry Toolset
Chisel
2x Bandages
Extending Electrolaser Hammer
1x Crysknife
Skills:
Basic Luxchemistry: Trained as a repairman, you are able to do repairs on the lux circuits of various forms of technology.
General Runic Appraisal: Luxchemistry and Runic augmentation go hand in hand, and experience has taught you to recognize some basic runes.
Techniques:
None
Feats:
Critical Crowd Control: A battle with many enemies requires a different approach to that of a normal battle. You will have a +2 bonus to all combat with 4 or more foes in the immediate vicinity.
ShadoWKilleR (Allene Anael)
7/10 HP
12/12 SP
Inventory:
130 clips
Augmented Rifleblade
4x Bullet Bolts
Backpack containing 2x Rations Pack
1x Herbal Potion
Skills:
None
Techniques:
Distortion Shot: By leaping into a spin, you put further torque on the rifle's barrel, granting your shot greater piercing power and speed at a small cost of accuracy. Has a chance to damage your gun's barrel at a roll of 2 or below.
Feats:
Subconscious Triangulation: Much training with ranged weaponry has granted you a consistent ability to recognize distances and trajectories. All rolls involving distance get +2.
8680 (Kal Vadrien)
8/10 HP
15/15 SP
Inventory:
130 clips
Unnamed Artifact Glaive
Cryspistol
Reflective Mantis Shell Shield
Skills:
Basic Material Magic
Special Comprehension: Rune Artistry: Your childhood in Pallatir, severed from Material Magic, has instead led to an interest in the subject. You are a basic Rune Artist, in contradiction with your upbringing's creed.
Techniques:
None
Feats:
Heightened Awareness: Training and travel have tuned you to the world, and you get a +2 when dealing with environmental factors or matters of careful scrutiny.
Reaper's Run: The player gains +2 on attacks made while in the process of moving, or attacks that involve large movements, due to previous experiences where a tiny difference could have made the cut.
First game, first time running a game on a forum-based format online. Let's have some fun!
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Last edited by Zerovirus on Wed Jun 01, 2011 8:51 pm; edited 82 times in total
Re: Roll 2 Dodge: Prismpunk
Beautifully written introduction. Count me in, sounds interesting.
By the way, was the, "the ape reaches and grabs the stone, and barely notices that in order to reach it he was forced to stand up," a reference to evolution or part of the plot?
By the way, was the, "the ape reaches and grabs the stone, and barely notices that in order to reach it he was forced to stand up," a reference to evolution or part of the plot?
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Prismpunk
It's a reference to evolution. I figured it'd be a cool bit for an introduction, showing how the first step towards prism technology was interlaced with the literal first step of humanity... Though it could be easily woven into the plot, as I have it. There are methods of achieving immortality, after all... And just because Light is the primary technology tree of this setting does not mean other technologies and magics are completely, say, shunted aside. There's a lot of leeway in this setting, I'd say.
Do you want to create a character with specific traits and proficiencies as part of its flavor, or will you just go with a vanilla guy?
Do you want to create a character with specific traits and proficiencies as part of its flavor, or will you just go with a vanilla guy?
Re: Roll 2 Dodge: Prismpunk
Give me a vanilla guy. It'd be faster and I'm not sure which ones you would like to utilize in this game. Nice avatar, by the way .
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Prismpunk
That's probably a good idea, now that I think about it. My setting's deviant enough that making custom characters might be more of a hassle than it's worth, so I'll adjust the rules to state that for the first players, all characters are vanilla and after observers become acclimated to the setting I will introduce the ability to state a character's specializations and skills again.
Also, I recommend you come up with a character name, though of course that's not strictly required.
Also, I recommend you come up with a character name, though of course that's not strictly required.
Re: Roll 2 Dodge: Prismpunk
His name will be Jonathan Kmetz. (No, this is not my name)
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Prismpunk
Well, your game looks like the most interesting...
But what exactly do we do...? Mine?
Nah, just kidding... But I'd like to join.
Name - James Rosenberg.
Also, you're missing a Starting Location and such.
But what exactly do we do...? Mine?
Nah, just kidding... But I'd like to join.
Name - James Rosenberg.
Also, you're missing a Starting Location and such.
Last edited by JackBarber on Thu Feb 17, 2011 6:48 pm; edited 2 times in total
JackBarber- Avid Roleplayer
- Posts : 220
Join date : 2011-02-17
Location : Your mind...
Re: Roll 2 Dodge: Prismpunk
JackBarber - see the first post about abilities.
Zerovirus wrote:FOR THE FIRST FOUR PLAYERS, ALL CHARACTERS ARE VANILLA. ONCE THE GAME BEGINS AND PEOPLE HAVE A CHANCE TO VIEW THE WAY SOCIETY AND HUMANITY OPERATES IN THIS SETTING, CUSTOMIZED CHARACTERS WILL BE ALLOWED TO SCALE WITH THE CURRENT PARTY'S SKILL LEVEL.
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Prismpunk
I will dive into this as well! Name: Oranen Ispil. I will take a vanilla character, and work my way from there.
XxoriginxX- Roleplayer
- Posts : 101
Join date : 2011-02-16
Re: Roll 2 Dodge: Prismpunk
Vanilla? I prefer chocolate.
(yes, I know the term, I just wanted to make that pun.)
I'll join. My character will be called Steven Zrael.
(yes, I know the term, I just wanted to make that pun.)
I'll join. My character will be called Steven Zrael.
Wesfreak- Roleplayer
- Posts : 140
Join date : 2011-02-17
Re: Roll 2 Dodge: Prismpunk
And that's a full list of players for now! I'll be writing up the introductory post right now.
Re: Roll 2 Dodge: Prismpunk
Quick question: Does this R2D have all the innovative strange abilities as others? (Kinesis, etc...)
XxoriginxX- Roleplayer
- Posts : 101
Join date : 2011-02-16
Re: Roll 2 Dodge: Prismpunk
^----^Zerovirus wrote:PLAYERS START THE GAME WITH NO SUPERNATURAL ABILITIES. NATURAL ABILITIES, SUCH AS PROFICIENCY WITH WEAPONRY, SURVIVAL SKILLS, OR MENTAL SKILLS ARE FINE. ANY SUPERNATURAL ABILITIES WILL BE ACQUIRED THROUGH THE COURSE OF THE GAME.
I guess there will be some powers later on...
JackBarber- Avid Roleplayer
- Posts : 220
Join date : 2011-02-17
Location : Your mind...
Re: Roll 2 Dodge: Prismpunk
GAME STARTS
All of you sit in a covered wagon, following a military caravan on its way to the front-lines.
The four of you weren’t actually accessories to this operation, as the fact was. You were traveling blades, looking for a battle, a lord, or maybe even a war to try out your weapons with. The small nation of Raitala was, after all, never peaceful- the nation had only survived out a hundred years by mastering bargains and politics, hinging on its powerful neighbors to protect it from its other powerful neighbors, flipping from one side to another on the turn of a clip. That, of course, meant that Raitala wasn’t all that prosperous, as a constant warzone on the political and physical battlefield. Heck, you probably aren’t even full-blood Raitalans. Native Raitalans only compose, what, a fifth of the nation’s population anyways? Everybody else just came from another nation- Raitala’s too transient to impose any real border customs, anyways.
And a bump in the road shakes the four of you out of a shared conversation, as the creaky wheels bounce past yet another pocked hole in the poorly-maintained dirt road. And as the canvas sides of your vehicle stop shaking, you return to your original topic of discussion.
A Sixfold Splitter. Can you believe it? Legends, they said. Ancient myths, born of the ramblings of a fireside storyteller or town lunatic. And not just a normal splitter- a Chromatic, Overlimit one! The sheer utility of it, capable of splitting a single beam into six equally powerful, differently-colored beams- it’d make a legendary weapon, or failing that it’d be an incredible hold for any wealthy collector’s glass cabinets.
And you’ve heard that the army’s got hold of it. What? It’s not like you guys were going to try and steal it or something. That’d be, well… Absolutely foolish!
Besides, you don’t want to challenge the Army now. After all, you guys are hitching a ride, hoping to become mercenaries in the front-lines of the new war. Who was it this time- did the Arsene Commonwealth invade again, perhaps, or maybe the Hethasila Democratic Republic Which Is Not A Dictatorship At All?
Meh. You don’t care. Fighting will make you some money- and perhaps, at some point, you can sneak past enemy lines and finally get out of the hellhole known as Raitala. You’ve heard there’s all sorts of wonders of light out there, and all four of you have agreed to try and sneak your way through one of the front-lines. That’s another reason why Raitala doesn’t have customs- every mile of their borders is at war practically all of the time, which really saves the effort needed to patrol said borders, in a twisty way.
‘Course, you can’t tell anyone else about this. Treason doesn’t go well with hitching a ride on an army caravan. So you just relax and listen to Sergeant Sanja snap her whip in the front, driving the mules and oxen forward.
As the four of you relax, watching the countryside roll past, you hear a snap, and the covered wagon that carries the four of you along with some food lurches violently. All of you are thrown off your seats as another snap comes from the back wheel, firmly grounding the wagon with a crunch.
“What? What was that?” You distinctly hear Sanja yell from the front of the caravan. From your great vantage point to this whole mess, you think the wheels probably croaked or something. They were old and creaky, after all.
As you four hurriedly untangle your limbs and climb out of the crashed wagon, you find a gathering of guards and Sanja herself dismounting to inspect the two broken wheels. Sanja, taking note of you, rolls her eyes. “What did you guys do this time? Actually, don’t answer that, if it was you I’m tired of dealing with you and if it wasn’t I don’t want to hear anything.”
What do you do?
>How do you respond to Sanja's sarcasm?
>What do you do about the broken wheels?
DISCUSSION MODE
Bigkahuna (Jonathan Kmetz):
Inventory:
120 Clips (1 clip~1 american dollar)
Cryspistol (1d6, middle-range)
Prism Sword (1d10, melee-range)
Skills: None
Jackbarber (James Rosenburg)
Inventory:
120 Clips
Cryspistol (1d6, middle-range)
Prism Sword (1d10, melee-range)
Skills:
None
XxOriginxX (Oranen Ispil)
Inventory:
120 Clips
Cryspistol (1d6, middle-range)
Prism Sword (1d10, melee-range)
Skills:
None
Wesfreak (Steven Zrael)
Inventory:
120 Clips
Cryspistol (1d6, middle-range)
Prism Sword (1d10, melee-range)
Skills:
None
As should be obvious, in discussion mode one can discuss things. Either of the parties can choose to end the discourse at any time. The players don't have to stay together, so some can discuss while others go kill enemies or whatnot.
All of you sit in a covered wagon, following a military caravan on its way to the front-lines.
The four of you weren’t actually accessories to this operation, as the fact was. You were traveling blades, looking for a battle, a lord, or maybe even a war to try out your weapons with. The small nation of Raitala was, after all, never peaceful- the nation had only survived out a hundred years by mastering bargains and politics, hinging on its powerful neighbors to protect it from its other powerful neighbors, flipping from one side to another on the turn of a clip. That, of course, meant that Raitala wasn’t all that prosperous, as a constant warzone on the political and physical battlefield. Heck, you probably aren’t even full-blood Raitalans. Native Raitalans only compose, what, a fifth of the nation’s population anyways? Everybody else just came from another nation- Raitala’s too transient to impose any real border customs, anyways.
And a bump in the road shakes the four of you out of a shared conversation, as the creaky wheels bounce past yet another pocked hole in the poorly-maintained dirt road. And as the canvas sides of your vehicle stop shaking, you return to your original topic of discussion.
A Sixfold Splitter. Can you believe it? Legends, they said. Ancient myths, born of the ramblings of a fireside storyteller or town lunatic. And not just a normal splitter- a Chromatic, Overlimit one! The sheer utility of it, capable of splitting a single beam into six equally powerful, differently-colored beams- it’d make a legendary weapon, or failing that it’d be an incredible hold for any wealthy collector’s glass cabinets.
And you’ve heard that the army’s got hold of it. What? It’s not like you guys were going to try and steal it or something. That’d be, well… Absolutely foolish!
Besides, you don’t want to challenge the Army now. After all, you guys are hitching a ride, hoping to become mercenaries in the front-lines of the new war. Who was it this time- did the Arsene Commonwealth invade again, perhaps, or maybe the Hethasila Democratic Republic Which Is Not A Dictatorship At All?
Meh. You don’t care. Fighting will make you some money- and perhaps, at some point, you can sneak past enemy lines and finally get out of the hellhole known as Raitala. You’ve heard there’s all sorts of wonders of light out there, and all four of you have agreed to try and sneak your way through one of the front-lines. That’s another reason why Raitala doesn’t have customs- every mile of their borders is at war practically all of the time, which really saves the effort needed to patrol said borders, in a twisty way.
‘Course, you can’t tell anyone else about this. Treason doesn’t go well with hitching a ride on an army caravan. So you just relax and listen to Sergeant Sanja snap her whip in the front, driving the mules and oxen forward.
As the four of you relax, watching the countryside roll past, you hear a snap, and the covered wagon that carries the four of you along with some food lurches violently. All of you are thrown off your seats as another snap comes from the back wheel, firmly grounding the wagon with a crunch.
“What? What was that?” You distinctly hear Sanja yell from the front of the caravan. From your great vantage point to this whole mess, you think the wheels probably croaked or something. They were old and creaky, after all.
As you four hurriedly untangle your limbs and climb out of the crashed wagon, you find a gathering of guards and Sanja herself dismounting to inspect the two broken wheels. Sanja, taking note of you, rolls her eyes. “What did you guys do this time? Actually, don’t answer that, if it was you I’m tired of dealing with you and if it wasn’t I don’t want to hear anything.”
What do you do?
>How do you respond to Sanja's sarcasm?
>What do you do about the broken wheels?
DISCUSSION MODE
Bigkahuna (Jonathan Kmetz):
Inventory:
120 Clips (1 clip~1 american dollar)
Cryspistol (1d6, middle-range)
Prism Sword (1d10, melee-range)
Skills: None
Jackbarber (James Rosenburg)
Inventory:
120 Clips
Cryspistol (1d6, middle-range)
Prism Sword (1d10, melee-range)
Skills:
None
XxOriginxX (Oranen Ispil)
Inventory:
120 Clips
Cryspistol (1d6, middle-range)
Prism Sword (1d10, melee-range)
Skills:
None
Wesfreak (Steven Zrael)
Inventory:
120 Clips
Cryspistol (1d6, middle-range)
Prism Sword (1d10, melee-range)
Skills:
None
As should be obvious, in discussion mode one can discuss things. Either of the parties can choose to end the discourse at any time. The players don't have to stay together, so some can discuss while others go kill enemies or whatnot.
Re: Roll 2 Dodge: Prismpunk
>Sarcasm Response - Just blow it off. Sanja's a jerk anyway.
>>Wheel Response - Attempt to fix the wheels.
Is this how all the rolls will be? Do we have minors or majors?
>>Wheel Response - Attempt to fix the wheels.
Is this how all the rolls will be? Do we have minors or majors?
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Prismpunk
Minor: Concede with Sanja's blame, but turn it against her: "Look, I understand that we have not done much to help, but if you really think that we should help more, then ask. However, since blaming eachother will not solve anything at this point, let us fix those wagon wheels. So, any spare wheels, or some way to fix them?"
Major: Search the wagon for spare wheels.
Major: Search the wagon for spare wheels.
Last edited by XxoriginxX on Thu Feb 17, 2011 8:02 pm; edited 2 times in total
XxoriginxX- Roleplayer
- Posts : 101
Join date : 2011-02-16
Re: Roll 2 Dodge: Prismpunk
Ignore Sanja's sarcasm. "I don't suppose the anyone had the foresight to pack any spare wheels?"
If there are spares, help change the wheels. Otherwise "I guess we're walking from here, aren't we?"
If there are spares, help change the wheels. Otherwise "I guess we're walking from here, aren't we?"
Wesfreak- Roleplayer
- Posts : 140
Join date : 2011-02-17
Re: Roll 2 Dodge: Prismpunk
I'm writing a update post right now and I find that dealing with four players isn't actually all that hard- so I guess I can add you to the list and expand the player max to 5. Make sure you get yourself a distinctive, middle-low fantasy name for your character!
I'm not expanding the player maximum any further for now, though.
e: Did DC delete his post or something?
I'm not expanding the player maximum any further for now, though.
e: Did DC delete his post or something?
Re: Roll 2 Dodge: Prismpunk
- Spoiler:
- @bigkahuna: Not really majors or minors. If you roll too low and your action is too long, you might get cut off before your action finishes due to enemy intervention or environmental factors. Also, the questions are just prompts- you can do other things and ask other things besides what the prompts state.
@everyone: Also, one thing about my DMing style- I do disorganized updates when the scenario in question isn't too important. Don't worry about getting every player together for an action, as I tend to handle every player on their own. Right now, you aren't in a battle or an operation requiring correspondence and unity, so I will deal with player posts as they come up.
Bigkahuna (Jonathan Kmetz):
7 >Sarcasm Response - Just blow it off. Sanja's a jerk anyway.
As you dismissingly wave a hand at her while turning away, Sanja's frown deepens- and she strides towards you. "What do you think you are doing? I swear, every time you try to do something..."
18 >>Wheel Response - Attempt to fix the wheels.
You continue to ignore her as you grab the wheel, which as you could see had only been slightly buckled- and accidentally snap it in half. Whoops. A small bit of smoke wafts into the air as you drop the two wheel halves, Sanja's frown growing into a full-blown snarl. Well, that certainly didn't get you any bonuses.
Wait. Where'd the smoke come from?
You drop to the ground and grab a half of the wheel, turning it around and analyzing it-
SEARCH CHECK ROLLS: 13, 9 SUCCESS
...The wood smells of flame and fire- and it's not the normal type of fire either. No, this is the cleaner burn that results from a tactical laser. You've seen this kind of cut before, on battlefields- snipers have always been an unfortunate issue to deal with in combat.
But who would snipe a wagon instead of the people on the wagon? And for that matter, if they wanted to kill people why didn't they start shooting already?
XxOriginxX (Oranen Ispil):
7 Tell Sanja: "It does not matter what the cause, it just matters how we would fix it. Exactly how bad is the damage to the wheels?".
But before you can speak, Jonathan turns around and hand the half of the wooden wheel to Sanja, almost shoving it into her to her surprise, so close had she advanced. She drops her weapons to clutch the broken circle, and one sniff from the wood is all.
"Even you guys wouldn't blunder this badly. I mean, snapping the wood in half so bad you light it on fire? Now that's a feat." She cocks an eyebrow at you as Jonathan says, "Someone sniped this wheel in half with a laser. I've seen the type."
Sanja makes no acknowledgement but a frown, even as her soldiers suddenly start sweating quite a bit more.
At this point, you feel that you have to ask. "Exactly how bad is the damage to the wheels?"
Sanja sighs. "It's... Well, you can tell. The wheels are pretty much ruined."
Wesfreak (Steven Zrael)
13 Ignore Sanja's sarcasm. "I don't suppose the anyone had the foresight to pack any spare wheels?"
Sanja frowns at you, once more (it's like she can't do anything but frown) as she replies. "We... considered such a possibility, but we only have one spare wheel. We can't do anything for the other burnt wheel. I suppose the economy of our mighty nation has its... downsides."
6 If there are spares, help change the wheels. Otherwise "I guess we're walking from here, aren't we?".
"What? No. That's absolutely moronic. Do you see how many supplies and soldiers we have here? There's no way we can carry all this stuff, and all the other caravans are practically loaded to the max since we had to make space in the back for you bumblers. And if I can't get this to the Laserwalk, the generals will have... Well, not my head but certainly my chevrons."
Then, Sanja grins.
"You know what? Since you guys have been freeloading in the back, and you haven't been doing anything at all this entire trip- why don't you go and find me some wheels?"
Oh. Oh what. That is completely unreasonable! It's at least three hours' walk to the nearest village, and even though it's just morning you still don't want to spend six hours of the day walking around.
>What do you say about Sanja's request?
>What do you do about the fact that the wheels seemed to have been sabotaged?
Re: Roll 2 Dodge: Prismpunk
Respond to Sanja: "I think I have an even better idea for our wheel dilemma..."
Major: Cut off a section of the wagon canvas, and attempt to use it to wrap the two broken ends of the wheel back together.
Major: Cut off a section of the wagon canvas, and attempt to use it to wrap the two broken ends of the wheel back together.
XxoriginxX- Roleplayer
- Posts : 101
Join date : 2011-02-16
Re: Roll 2 Dodge: Prismpunk
How does the d20 system work...?
And,
Reply to All:"I don't why you guys haven't thought of this yet, but as our wagon was shot from under us the culprits are likely still here. Anyone want to come with me to search?"
>>Look around for evidence of the shooters, or even better, the shooters themselves.
And,
Reply to All:"I don't why you guys haven't thought of this yet, but as our wagon was shot from under us the culprits are likely still here. Anyone want to come with me to search?"
>>Look around for evidence of the shooters, or even better, the shooters themselves.
Last edited by bigkahuna on Thu Feb 17, 2011 8:59 pm; edited 1 time in total
Bigkahuna- Worldmaster
- Posts : 1166
Join date : 2011-02-16
Location : United States
Re: Roll 2 Dodge: Prismpunk
The system basically works based on me applying the roll to the difficulty, like any other R2D system. It's just that I let the roll affect the outcome MUCH less than other systems do.
And Major/Minor action restrictions only apply in battle. Until something attacks you or you attack something, don't worry about majors and minors (which I find to be rather constrictive anyways).
And Major/Minor action restrictions only apply in battle. Until something attacks you or you attack something, don't worry about majors and minors (which I find to be rather constrictive anyways).
Re: Roll 2 Dodge: Prismpunk
"Are you expecting us to buy things for the military on our own cash? We're gonna need some clips to buy a wheel."
Wesfreak- Roleplayer
- Posts : 140
Join date : 2011-02-17
Re: Roll 2 Dodge: Prismpunk
Wow... I really am bored. I am sitting here reading the psi wiki, trying half of the stuff in some hope that it works. I know it will not, but hey, why not try it?
XxoriginxX- Roleplayer
- Posts : 101
Join date : 2011-02-16
Re: Roll 2 Dodge: Prismpunk
Welp, I'm certainly hoping that I'm not a direct cause of such boredom. If you have something specific in mind, run it by me in this thread or in PM. A lot of the stuff on Psi Wiki won't be applicable, though; this is a completely different setting and I'm probably going to trend away from the inexplicable "-kinesis" stuff. All the skills you encounter in this game will be just as versatile and awesome, but with an added layer of explanation and psuedo-magic-logic involved.
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