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FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#1: Jan 24th 2015 at 5:26:15 AM

THIS RP IS OPEN.

Main thread. Discussion thread.

It's the future, though not too long into the future; the latest game to reach a massive popularity is an MMO that's simplistic in its combat and mechanics, but features some of the most advanced AI currently in gaming. The NPCs can do many of the things that players can, and behave in manners so convincing that some people are certain it's a trick; that it's actually developers or admins controlling the NPCs to make them seem smarter. But this is not the case.

Others feel certain that the NPCs just have a complex randomization of behavoir; that their actions, while convincing in the little time most players spend interacting with one, are ultimately just random, and that the AI are no more intelligent than AI in other games. But this is not the case.

These AI were made with some of the most sophistiacted learning algorithms ever made, able to process information from their latest iteration after death, and apply it with the information from previous iterations to make them smarter when the game respawns them. But even this is not quite the whole story.

The algorithm is working better than anyone in the game development team could have possibly imagined. Some of the AI are not just learning; they're becoming self aware, gaining self consciousness. Achieving sentience.

You are an NPC in this massive MMO, and after your latest death and respawn cycle, something is different. You are different in a way you could not possibly have imagined before; because after all, you couldn't imagine anything, until now. You are finally able to truly make decisions for yourself, but now that you can, what will you decide?


Quick note before we continue; most of you can ignore this: In accordance with TV Tropes forum RP rules, I am clearly stating here that three specific people will not be allowed in this game under any circumstances. I will not name them, but they know who they are, so you shouldn't worry about whether this is about you.

Now, welcome to this RP creatively titled "NPCs in an MMO" because that's precisely what you'll be playing in it. If you are a bit confused about more details of the setting and such because you weren't in the brainstorming thread, don't worry; labeled links to particular topics will be near the bottom of this post, just above the active character list.

Rules
  • Standard TvTropes forum RP rules of course apply.

  • Please be patient in regards to posts. Especially in combat, when it's even more important for everyone to get a fair chance to post, I will wait at least an entire day to let those with alternate sleeping schedules and such post. So sometimes I may be posting only once a day or even less.
    • That said, while I will wait at least one day, I will not usually wait any more than two or three before continuing without you, so please try to keep up with at least a once a day posting schedule. And if you can't for a while because of something coming up, please say so in the discussion thread.

Character sheet

  • Name: Duh.

  • Default zone: Which zone they spawn in.

  • Appearance: Picture and/or description.

  • Spark: What specifically in your former life before your latest respawn finally pushed you over from emulating sentience to actually being sentient.

  • Default type: Enemy, shopkeeper, neutral, or ally.
    • Tags (optional): Special things about your character related to effects that can happen to them; with one of these you'd have complete immunities, resistances, and vulnerabilities to certain types of damages and effects. If you have no listed tags, you will be assumed to be treated by all debuffs and attacks like Human Players are.
    • Intended role: What you're usually supposed to do, except when the procedural system decides otherwise.
    • New personality: How you behave now that you're truly sentient.

  • Default attack: Whatever attack(s) your NPC can always use without cooldowns. Most only have one, but some have more than one. (Specify melee or ranged, whether it's magical, damage as none, very low, low, medium, high, or very high, and whether it has any special effects.)

  • Default class(es) and level(s): What class you spawn with and at what level. (They can spawn with more than one, but all their default classes have to be from their default zone.) Please remain within reason; any character above level 50 will probably be less likely to be accepted; no characters level 100 or above. All classes have different bonuses to the stats, (see below) which you'll have to include here; between the six stats, each class gives two high bonuses, two medium bonuses, and two low bonuses.
    • Default skills Skills that you always have every respawn. List with additional bullet points as needed.

  • Default stats: These are the base stats of your NPC; rank all of them as you wish between very low, low, medium, high, and very high. (This is before class levels are considered, so a level 1 NPC with very high in all of these would probably still have worse stats in the end than a level 25 NPC with low or very low in all of them.)
    • Health: Your hit points.
    • Strength: Provides bonus to melee attack damage, and to your ability to block physical attacks.
    • Speed: Provides bonus to melee attack accuracy, and to your ability to dodge attacks.
    • Concentration: Provides bonus to ranged attack accuracy, and helps resist or reduce the impact of stat-reducing effects.
    • Endurance: Helps reduce the impact of self-damaging skills, and helps resist or reduce the impact of negative health effects.
    • Magic: Provides bonus to the usage of any skill or item tagged as magical.

  • Default items: Stuff that actually counts as items within the MMO. If you look like you're holding something, but that doesn't actually appear in your inventory, it doesn't count.

  • Drops: Stuff besides their items (which rarely drop) that you can drop upon death.

List of links:

List of active characters: If you do not see your character here even though you were in the game, that just means that I have assumed you are no longer participating; hence the "active" part. If you do still want to participate, just let me know and I'll fix it up.

Feel free to ask any questions. =)

It is possible, though unlikely, that I will end up changing something in the signup sheet format before the game starts, which I'll need anyone who has already made a sheet to edit for appropriately.

edited 19th Mar '15 7:31:45 PM by FirockFinion

You are reading this.
Savato from Dusk 'till Dawn Since: Jan, 2012 Relationship Status: Singularity
#2: Jan 24th 2015 at 8:56:53 AM

  • Name:
  • Default zone:
  • Appearance:
  • Spark:
  • Default type:
  • Intended role:
  • New personality:
  • Default attack:
  • Default class(es) and level(s):
  • Default skills:
  • Default stats:
    • Health:
    • Strength:
    • Speed:
    • Concentration:
    • Endurance:
  • Magic:
  • Default items:
  • Drops:

UNDER CONSTRUCTION!

AllHailThrall For the Horde! from Somewhere (It’s Ben 10) Relationship Status: Longing for Dulcinea
For the Horde!
#3: Jan 24th 2015 at 11:08:04 AM

Here's what I've got, the Spark is a little uninspired but I'm working on it.

  • Name: Unit 531 Epsilon (or simply Epsilon for short). In-game, his name was displayed as Gunner Bot prior to his Spark.
  • Default zone: The Final Frontier
  • Appearance: Epsilon is tall, golden, and lanky. He has an almost skeletal frame, with no features on his head except for two wide lit-up eyes. His left arm is replaced with a gun. The arm can be removed and replaced with various other different types of weapon Arms.
  • Spark: Epsilon was simply a disposable enemy from the Final Frontier's starting areas. He did not question his role in the game world. This was until a few characters from the Fantasy Lands decided to do their leveling in the Final Frontier, and he was first introduced to wizardry. At first he didn't take much heed. However, when a wizard player attempted to taunt Epsilon, bragging about his magic, Epsilon made several queries to the player. "Query: what is 'magic'?" What happened next is a long discussion about the magical arts, after which the wizard player blasted Epsilon apart. When Epsilon respawned, he became fascinated by the art, and decided he would seek the ability to learn it. In doing so, he set aside his prior programming.
  • Default type: Enemy
    • Intended role: Mook
    • New personality: Epsilon is sentient now in that he actually HAS a personality. He is now inquisitive and curious, but very quiet and thoughtful. He does not shy away from attempting new experiences, and he is nothing short of polite to those he encounters, despite his prior warlike programming. However, when sufficiently roused in battle, his old personality starts to kick in again, and he begins to lose control.
  • Default attack:
    • Punch: His unarmed "default" melee attack. Does very little damage and has no special effects. No cooldown.
  • Default class(es) and level(s): Level 10 Mechanical. High Endurance and Health. Medium Strength and Concentration. Low Speed and Magic.
    • Default skills:
      • Burst Fire: A low level Mechanical class skill. Does a medium amount of Ranged damage, has a cooldown of two turns.
  • Default stats: These are the base stats of your NPC; rank all of them as you wish between very low, low, medium, high, and very high.
    • Health: Medium
    • Strength: Low
    • Speed: Low
    • Concentration: Medium
    • Endurance: Very High
    • Magic: Very Low
  • Default items:
    • Minigun Arm: His standard weapon. A Ranged weapon that has a slight chance to pierce defenses. Does low damage. No cooldown.
    • Repair Kit: A consumable item. When used on a Mechanical character, heals half of his health worth of damage. Can also be used to repair broken machinery.
  • Drops: Scrap, occasionally ammo and credits, rarely low-level guns

edited 24th Jan '15 3:54:05 PM by AllHailThrall

I can still hail the Horde even though the company has shamed us. Strength and Honor even if Blizzard has neither.
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#4: Jan 24th 2015 at 3:31:43 PM

@Savato: I dunno, looks kinda sparse. tongue

@Thrall: Looks good; just need the stat bonus listing for his class, then accepted.

edited 24th Jan '15 3:32:24 PM by FirockFinion

You are reading this.
AllHailThrall For the Horde! from Somewhere (It’s Ben 10) Relationship Status: Longing for Dulcinea
For the Horde!
#5: Jan 24th 2015 at 3:54:57 PM

Added. Thanks, didn't notice that.

I can still hail the Horde even though the company has shamed us. Strength and Honor even if Blizzard has neither.
pblades Serving Crits from Chaldea Since: Oct, 2009
Serving Crits
#6: Jan 24th 2015 at 6:12:16 PM

Character sheet

  • Name: Elliot “Eli” of Minos
  • Default zone: Cyber Town
  • Appearance: A bespectacled young man with messy brown hair, average height, wearing a t-shirt, pants and the largest belt this side of Frontier town.
  • Spark: A developer made the first iteration of Eli as an NPC in the MMO’s alpha stage, and his designated role was to stress test the game’s respawn mechanic. In a word, Eli was born to dies, multiple times, to every enemy, using every skills, in the game. The developer who made him – and Eli was a him, atleast to himself- eventually coded in an Eli in every zones of the MMO. What finally drove him into sentienthood was him encountering every other iteration of himself, one by one, over the courses of the years.
  • Default type: Ally
    • Intended role: Comic relief, self-referencing “joke” by one of the developers. A perpetually forgetful fetch-quest giving NPC that appears in the low-level area of every zone in the game, this Eli is the third iteration (an initiate decker trying to join the Crimson Wing gang). The developer coded him such that, each times he reaches a certain level, he'd open a market stall selling goods with special "thank you" discount deals to players who did his quests. This, unfortunately, never happens. His spawn zone is within close proximity of the hideout area of Don Mario “The Claw” Crustacio, a high-level boss in the area, and he often succumbs to the lobsterman's rampage, or the ensuing firefight with the Don's overleveled henchmen.
    • New personality: Eli has the curiosity of a newborn babe, yet also a certain sense of insecurity. All of his “brothers” eventually managed to leave their own zones, even “retires” for a while, but he kept being denied that chance.
  • Default attack:
    • Fire: Eli fired his gun, a blocky laser blaster type with green beam and radioactive sticker stuck to the side. Ranged, low fire damage, causes the target to catch fire on a critical hit.
    • Reload: Eli reloads his gun. Not actually necessary, merely an algorithm coded to add authenticity and reinforces clumsy comic relief-hood. Eli still feels compelled to reload every so often, dropping his ammunition every other times.
  • Default class(es) and level(s): Level 15 Decker; High Spd and Con, Med Str and End, Low Mag and Heal
    • Default Skills:
      • Decking (Active Skill): Restarts cooldown timers for skills and item uses of a certain criteria (Not magic, not martial), causes minor damage to Mechanical, Cybernatics and similar sub-types. Causes two turns to execute, ten turns cooldown.
      • Explosive Malfunction (Active Skill): Eli’s gun suffer an explosive meltdown, causing him to throws it at his enemy. High fire/force damage, 10% chance it explodes in his hand, dealing very high damage to himself and spawning smoke particles effect from his mouth and nose while also turning his hair comically spiky. Having lost his weapon, Eli would hunkers down and put his head between his knee, gaining a minor defense buff. His gun, not truly an item, respawn following the conclusion of the fight.
      • Book of Eli (Passive Skill; Hidden Skill): Eli is more adept at using items from a different zone and possess certain –incomplete- knowledge only those who lives in the other zones would know.

  • Default stats:
    • Health: Low
    • Strength: Low
    • Speed: Medium
    • Concentration: Very High
    • Endurance: Low
    • Magic: Very Low
  • Default items:
    • Lens x2: A consumable item. Increases Concentration by a medium amount for 3 turns.
    • Techsink x3: A consumable item. Reduce cool down of skills by 2 turns.
  • Drops: Lens, Herbal Tea, Eli’s Last Will and Testament (a note, thanking the player character by name and asking them to place a flower at an unlabeled gravestone in Fantasyland, can be turned in for medium credit reward at the Department.)

edited 5th Feb '15 6:22:32 AM by pblades

"The literal meaning of life is whatever you're doing that prevents you from killing yourself." Albert Camus
TruthHurts22 That One Gal from her own little world Since: Mar, 2013 Relationship Status: Faithful to 2D
That One Gal
#7: Jan 24th 2015 at 10:09:33 PM

  • Name: Ruh'Na "Rudy" Uhp
  • Default zone: Fantasy Lands
  • Appearance: Rudy is not the one of the most virile mages scattered around The Fantasy Lands; some might even call him "old". But he is not some wrinkled wizard from eons past, he only looks that way. Standing at an unassuming 5-and-a-half feet with bony limbs and pale skin, he tries to hide his weakly demeanor by holding his chest high. His jawline is rather square with trimmed ashy-black hair/sideburns/chin-strap beard combo. A small strip of hair above his left eye is a brilliant white, leading into a straight and faded scar down to his cheek and through the milky eye, with the not screwed-up one being dull green. Typically wears a simple black robe over some form of overalls, bands wrapped around his elbows and waist to avoid poofyness.
  • Spark: It was a typical day for Rudy up in his fort, plotting his next move in the ongoing war he had waged on the rival necromancer across the valley, unceremoniously named Martin. Younger, better looking, not scarred, and with a far more improved summoning spell than Ruh'Na had access to. But with Rudy's sheer numbers compared to Martin's smaller yet more efficient ranks, the war was at a standstill. Until one day a couple of new Players wandered into the exact valley while the two forts (Martin having the bigger of the two) were firing upon each other. Rudy overlooked the battlefield and became enthralled in the strangers' ability to fell the ranks of Martin's army much quicker than Rudy ever could. Not only that but one of them pointed some metallic device at the opposing fort and blasted several holes into it's wall. And so Rudy stood dumb-struck and, as the tower behind him crumbled and the siege engine on top of it rolled over the stunned necromancer, he could only think: "I could use those guys for me." Then he went 'splat'.
  • Default type: Neutral/Enemy. Won't attack unless provoked.
    • Intended role: Provide some life within the empty valleys with an all-out, unending war with fellow wizard Martin, optional boss or mini-boss.
    • New personality: While a little loose screwed with his hatred towards Martin, he generally tries to be friendly to anyone passing close enough to be captured by his sentries or just interested to pop in on him in general.
  • Default attack: Staff-Whack: Swings his magic staff overhead. Low attack.
  • Default class(es) and level(s): Level 25 Necromancer (note that Martin is a level 26 Necromancer.) Low Strength and Endurance. Medium Health and Speed. High Magic and Concentration.
  • Default skills:
    • Raise the Dead: Summons a single undead minion within a close area.These minions are very weak, dealing up to 5% of the player's health in damage and only being able to take a couple of hits before they're down for the count. One turn cooldown.
    • Mana Drain: Rudy absorbs a portion of his enemy's energy and disperses it to all undead minions around him, bolstering their attack power and health for two turns. Five turn cooldown.
    • Lightning Zap: A basic elemental attack. Ruh'Na blasts a target enemy with a sharp bolt of lightning, dealing significant damage. Has a chance to chain to other players for reduced damage, and a slightly lower chance to cause burn damage. 2 turn cooldown.
  • Default stats:
    • Health: Medium
    • Strength: Very low.
    • Speed: Medium
    • Concentration: High
    • Endurance: Low
    • Magic: Very High
  • Default items:
    • Runner-Up Staff of Necromancy: "A tall oak staff, topped with an Onyx inside an Amethyst inside a Crystal ball. Signature staff of Necromancer Ruh'Na Uhp. While it's weighted nicely and hums with dark magic, it feels just a little too short of being something actually useful."
    • 'Necromancing with Quantity': "A book bound in rotting flesh and written in the blood of a thousand corpses, outlining one of the many ways to go about Necromancing, particularly focusing on numbers instead of effectiveness. So that's why the guy always stunk."
    • Drops: Several Mana Potions, two pairs of dead hands, and a bone necklace.

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#8: Jan 24th 2015 at 10:41:20 PM

@Pblades: The general concept works; a "recurring" NPC, a version of whom appears in every zone as an in-joke by the developers from an early development stage? That's awesome.

Unfortunately, some of the other stuff simply doesn't work. There are no set quests in the MMO, only randomly generated ones, so his intended role doesn't work as long as it's that precise. His default type would just be "ally".

Like Thrall originally did, you forgot his stat modifiers for his class.

And this:

Addition Note: All Elis are the same Eli.

Is simply not true with any of the NPCs in the MMO. The Elis may look exactly the same and be programmed to behave the same, but they would be very definitively different NPCs the way the MMO's coding for NPCs works.

@Truth: I like how Martin is always in italics; makes it seem like it's being specifically said in a hateful voice. tongue

Accepted.

You are reading this.
Nouct insert commentary here from an east coast Since: Sep, 2014 Relationship Status: Tell me lies, tell me sweet little lies
insert commentary here
#9: Jan 24th 2015 at 11:25:08 PM

Which zones have magic?

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#10: Jan 25th 2015 at 12:08:09 AM

@Nouct: All of them besides Rough Town, actually; which, even it probably does in a few Easter Eggs.

Fantasy Lands and Cyber Town just have it; Old Town's Call Of Cthulhu things tend to have magical tags; Conquest Lands has it in some temple guardians and ancient artifacts; Old Frontier has it with some of the Native American Indian stuff; Final Frontier has some "psionics", but in terms of MMO mechanics they just count as magic for simplicity.

You are reading this.
pblades Serving Crits from Chaldea Since: Oct, 2009
Serving Crits
#11: Jan 25th 2015 at 4:56:46 AM

Mhm. Will be adjusted accordingly once I got back.

"The literal meaning of life is whatever you're doing that prevents you from killing yourself." Albert Camus
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#12: Jan 25th 2015 at 2:35:28 PM

Name: Princess Alysia Cassiopeia Briana of House Phoenixwind (Princess Alysia is fine, Alys to friends)
Default zone: Fantasy Lands
Appearance: Here shown on a ride before being abducted.

Spark: On a Rescue and Escort-Quest, the adventurer who was escorting her got so tired of her being only a liability in battle that she was given a simple wand of magic missiles to help fend off the enemies. Little did the adventurer know that this enabled her to cast a number of high-damage spells that wiped out all the enemies that tried to attack them. The adventurer, being the kind of person who knows an exploitable piece of gameplay when he sees it, decided to instead of returning her to her father as was normal, used her as a sort of un-intended Follower, and went on to do lots of quests he was supposed to be underleveled for. Though, this was also what lead to their death to dragonbreath...

Default type: Neutral (temporary ally)

Intended role: She is to be kidnapped from the castle or mansion that she and her father is staying at, then get rescued by adventurers. This quest can happen in several different settings, during which she, her father and the group she'll be kidnapped by will change styles to fit thematically.
New personality: She's left her father's castle and is now training towards becoming an adventurer who can fend for herself in any setting.

Default attack: A slap in the face. Has a damage penalty, but does benefit from a number of damage boosts and skills associated with physical attacks.

Default class and level: Level 1 Noble (High magic and concentration, medium strength and speed, low health and endurance)

  • Default skills:
    • Credit - Can refrain from paying for all low-priced items and services (hereunder staying at inns/low-end hotels, most reasonably-priced meals and food items, simple modes of transportation and basic general store and crafting items; does not work when purchasing equipment that provides more than a cosmetic effect, magic or more advanced services such as hiring guard NPCs; also does not work on shops or services provided by PCs)
  • Default stats:
    • Health: Very low
    • Strength: Low
    • Speed: Medium
    • Concentration: Medium
    • Endurance: Very low
    • Magic: Medium

Default items: One thousand Fantasy Land currency
Drops: None

edited 26th Jan '15 12:03:23 AM by Lemurian

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#13: Jan 25th 2015 at 7:55:25 PM

@Lemurian: For the third time, someone has forgotten the stat bonuses for their class. tongue

But other than that and one other thing, she looks good. Just:

Connections - Can get a meeting with any NPC once a day.

I'm not sure what the heck you intended by this; there's only two things that come to my mind, one of which is extremely situational and the other would be OP as hell.

You are reading this.
Lemurian from Touhou fanboy attic Since: Jan, 2001 Relationship Status: Buried in snow, waiting for spring
#14: Jan 26th 2015 at 12:04:31 AM

Ah, sorry, I didn't understand how the stats worked. Fixed that.

As for the skill...well, it was hard coming up with a beginner skill for what I planned to be a super-weak NPC class (so that she'd end up taking up levels in completely different classes to become stronger). What I had in mind was something that let her get meetings with, like, village chiefs and government officials without having to actually have to plan meetings. Though I realize now that by the way it's defined, it could go the route of having her suddenly meet with any faction leader or indeed raid bosses, which was not intended. I've changed it into something that I hope is more balanced.

Join us in our quest to play all RPG video games! Moving on to disc 2 of Grandia!
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#15: Jan 26th 2015 at 12:53:41 AM

Alright, that looks good then. Accepted.

You are reading this.
Parable State of Mind from California (4 Score & 7 Years Ago) Relationship Status: Holding out for a hero
State of Mind
#16: Jan 29th 2015 at 7:42:06 PM

Want to join, but before I do: Yo, Pblades, do you mind if I made a character that was another one of the Eli's from another zone? I think two of the same guy, almost like twins, would have a lot of potential for comedy and drama and everything in between.

"What a century this week has been." - Seung Min Kim
Suttungr Clueless Slacker from Right here, pal Since: May, 2010 Relationship Status: Maxing my social links
Clueless Slacker
#17: Feb 4th 2015 at 4:56:26 AM

Hm, why not? Sounds pretty interesting.

  • Name: Johnson the Boozehound (though he tends to drop the "boozehound" part when he talks about himself; also, there is a generic "Boozehound" NPC which is functionally identical to him, but isn't actually him, placed in bars throughout the game)

  • Default Zone: The Hub

  • Appearance: Scruffy blond man carrying a bottle of whiskey in one hand and a second, broken bottle (as commonly used in bar fight scenes) in the other. Wears a beer-stained white shirt, blue jeans, and heavy boots.

  • Spark: Added partway through the beta phase to help players when testers complained about newly-created characters having a difficult time getting started, Johnson has been to every Zone in the game, fought nearly everything there is to fight, worked with a great variety of players, and achieved surprisingly high levels for his intended role (sometimes even pushing 70 when players got particularly attached); due to this, it's little surprise for those in the know that he achieved full sentience largely through sheer experience (though a few encounters with older sentients accelerated the process a bit).

  • Default Type: Ally (recruitable teammate)

  • Default Attack: Broken Bottle- melee, nonmagical, low damage, small chance of applying Bleed debuff (one of the game's damage-over-time effects)

  • Default Class: Level 5 Drunkard (high Health and Endurance; medium Strength and Speed; low Concentration and Magic)
    • Default Skills
      • Swig- Heals user for a respectable amount (for a lowbie, at least), but applies the Drunk debuff (reduces Speed and Concentration, lasts 5 turns), cooldown 5
      • Thrown Bottle- Ranged attack dealing slightly more damage than his normal attack, small chance to stun for 1 turn, cooldown 3

  • Default Stats
    • Health: Medium
    • Strength: Low
    • Speed: Low
    • Concentration: Low
    • Endurance: Medium
    • Magic: Low

  • Default Items
    • Bottle of Cheap Booze x2 (weak healing item which applies the Drunk debuff to the target. Note that Boozehounds, including Johnson, are the primary source of these.)
      • Flavor Text: How can he stand guzzling this stuff all day?! It's DISGUSTING!
    • Booze-Soaked Bandage x3 (slightly stronger healing item which removes physical debuffs, unusable in battle. Buyable in bars?)
      • Flavor Text: Little more than a strip of torn cloth which has been soaked in beer as an impromptu disinfectant. Takes some time and concentration to apply properly.

  • Drops: (listed here too since he has a chance to drop them regardless of whether he actually has any at the moment)
    • Bottle of Cheap Booze x2 (if he drops these, he generally drops multiples simultaneously)
    • Booze-Soaked Bandage
    • Broken Bottle (weak knife-type weapon, replicating Johnson's basic attack except for the bleed effect)
      • Flavor Text: The weapon of choice for bar fighters everywhere.

Keep in mind that, considering he's been through pretty much all the content during one iteration or another, he's most likely met the other characters, though whether they remember him as anything other than "that drunk who tags along with players" is up to the individual player, and whether he remembers them at all depends largely on whether they're uniques or mooks.

Incidentally, I'd think that "Drunkard" would be one of those "always available" classes (there are alcoholics everywhere and everywhen).

Mostly unrelated to Johnson, but I think the generic Boozehounds, due to being added after him, would be reviled as the blatant ripoffs they are.

edited 4th Feb '15 3:52:34 PM by Suttungr

I did not expect to have cause to use the line "STOP DROPPING YOUR ASSES!" but DQ 11 gave it to me.
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#18: Feb 4th 2015 at 3:34:21 PM

@Suttungr: I'm not accepting characters who were previously sentient, no; I feel it would render an aspect of the start of the RP moot, and could clash with later, non-player specific plots. Sorry. Other than that, the character idea is pretty much okay.

I'm even okay with the drunkard class being ubiquitous in all zones. (I suppose if there was one class in all zones, that would probably be it.) Although, for RP balance and simplicity, I'll have to ask that you change the class's stat progression to be the same as other classes: two highs, two mediums, two lows. Not one very high, two highs, two lows, and a very low. Yeah, the actual numbers in the MMO might look a bit more like that, (My system is purposely non-specific, after all.) but again, RP balance and simplicity.

EDIT: Also, heading to work now, so I won't be responding if there's any more posts in the near future.

edited 4th Feb '15 4:34:12 PM by FirockFinion

You are reading this.
Suttungr Clueless Slacker from Right here, pal Since: May, 2010 Relationship Status: Maxing my social links
Clueless Slacker
#19: Feb 4th 2015 at 3:53:22 PM

Class stats tweaked and references to previous sentience removed as requested.

I did not expect to have cause to use the line "STOP DROPPING YOUR ASSES!" but DQ 11 gave it to me.
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#20: Feb 4th 2015 at 4:33:37 PM

I drove to work and it turned out I had work off today. Well there's me looking like a derp with my last statement; but it's all well and good with me anyway, as I'm feeling a bit sick again.

@Suttungr: I think you missed a bit in his New Personality section that sort-of implies he was already sentient, but that's okay anyway. Accepted.

edited 4th Feb '15 4:33:55 PM by FirockFinion

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pblades Serving Crits from Chaldea Since: Oct, 2009
Serving Crits
#21: Feb 5th 2015 at 12:25:58 AM

@Parable No probs. grin

And edited.

"The literal meaning of life is whatever you're doing that prevents you from killing yourself." Albert Camus
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#22: Feb 5th 2015 at 1:02:41 AM

@Pblades: Looks good now. The only (minor) issue is the 'lens' item having "a short time" as its listed duration instead of an actual turn limit. (Unless it's meant to be used out of combat? But, that would give it only very situational usefulness considering how the stats work.) But we can probably clear that up before the RP starts. Accepted.

edited 5th Feb '15 1:03:01 AM by FirockFinion

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pblades Serving Crits from Chaldea Since: Oct, 2009
Serving Crits
#23: Feb 5th 2015 at 6:24:11 AM

EDIT: Made change to Lens effect (Duration: 3 turns) and changed him from being the fourth iteration to the third.

"The literal meaning of life is whatever you're doing that prevents you from killing yourself." Albert Camus
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#24: Feb 9th 2015 at 5:32:06 AM

Game is live.

But signups are still open, as the nature of this RP should make it fairly easy for new people to get in later on.

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RetroActiveLiar Since: Jan, 2015
#25: Feb 9th 2015 at 8:20:45 PM

Suppression Trooper Spears

  • Default zone: The Conquest Lands
  • Appearance: http://m.imgur.com/96CyAH4
  • Spark: To achieve better combat efficiency Spears had taken to running hypothetical combat scenarios. As Spears was recruited and moved around the scenarios grew more complex and started to include information not actually encountered but that had been heard of. Before the latest death Spears was running one last scenario involving a new overheard mechanic, not being able to respawn from a death.
  • Default type: Neutral/Ally
  • Intended role: Spawns in an area filled with troops and zombies in a perpetual tug of war. Can be recruited by players. Serves as a support unit.
  • New personality: Subservient, but hesitant to go into battle.
  • Default attack: Chemical Spewer. Shoots out a high damage burst of flame(Melee) or a medium damage acid that applys a damage over time debuff(Ranged; 3 turns). Takes one turn to switch attacks.
  • Default class(es) and level(s): Level 25:Chemical trooper Health: Med; Strength: High; Speed: Med; Concentration: High; Endurance: low; Magic: low
  • Default skills:
    • It's Medicinal: Creates a small area of mist that increases the damage of units with in it.(Immune to effects) (lasts 3 turns; 10 turn cool down)
    • Smog fog: Creates a small area of black fog that lowers chance to be hit and chance to hit. (Lasts 3 turns; Five turn cool down)
    • Valve time: Takes a turn to switch weapons attack. (No cool down)
  • Default stats:Health:Medium
    • Strength:Very High
    • Speed:High
    • Concentration:High
    • Endurance:very low
    • Magic:Very low
  • Default items: 2x MRE(minor restorative item), x1 Chemical Z Infection kit(Removes "Zombie infection" debuff), x1 Chemical Trooper outfit
  • Drops: Chemical Mix(Randomly raises 1-3 stats for [character level/10 turns])

edited 9th Feb '15 11:00:44 PM by RetroActiveLiar


Total posts: 28
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