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FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#1: Jun 16th 2015 at 5:25:17 AM

THIS RP IS ACCEPTING PLAYERS.

Main thread. Discussion.

Once upon a time a long time ago, a powerful mage in the kingdom of Dorothan desired to control all the magic power in the world. He founded an institution of magic, and under the guise of teaching new magic users and advancing the use of magic as a whole, he began to consolidate all who were proficient in magic under his rule.

Around the same time, on the opposite side of the world, the king of Exla had fallen to madness and outlawed the practice of magic, having many magicians burned at the stake as the rest fled, most often to the magical institute of Dorothan.

Fortunately, the mage died before his plans of world domination could come to fruition, and the institute was taken over by mages with more benevolent goals. The mad king also died, and his successor did away with the laws against magic. But the impact on the land had already been done by both of these men, and Dorothan became the center of magical practice in the world, while Exla became a land that had virtually no magic practitioners to speak of. Both expanded their influence, absorbing and annexing neighbors, until finally each controlled almost the whole of their half of the world. The two kingdoms became fierce rivals, but with things as they were, Exla stood virtually no chance against Dorothan if the two were ever to come to blows...

That was, until the industrial revolution of Exla. Scientific and technological breakthroughs led to a new era for Exla: An era of steampunk and clockwork technology, that did not rely on the alteration of the laws of nature or physics. The new queen of Exla again outlawed the practice of magic, though this time practitioners were only exiled, stating that, "the use of magic by any person to alter the fundamental laws of existence around them poses a threat not only to themselves, but to everyone around them." Not that it changed things too much, as at that point there were barely any magic practitioners in the kingdom anyway. Meanwhile, the king of Dorothan saw the beginning stages of ecological harm that Exla's industry was starting to cause, and thus outlawed the use of any of the technologies fundamental to the industrial revolution.

Those events were only a short decade ago. Now diametrically opposed, the stage of history changes to Seliin, a smaller kingdom in a desert between Exla and Dorothan, influenced by both of them and not yet choosing a side to support. The king of Seliin was an infamously stubborn man who did not like change, apparently so unbearable that he could never manage to marry long enough to have an heir. But now the king has died, and with no heir, it is down to one of the Counts and Countesses to become the next monarch. It has come down to a deadlock between the two most powerful and influential of them: Count Escom and Countess Raleena. Count Escom signed an agreement with Exla if they could help him become king, while Countess Raleena pledged her allegiance to Dorothan if they could help her become queen.

A civil conflict is about to unfold in Seliin, and you, agents of Exla and Dorothan are being sent to tip the balance, and determine the future of the kingdom.


Welcome to the Wild West Science Verus Magic Player Versus Player Role Play; otherwise known as the SvM PvP RP, if you feel like going crazy with acronyms.

In this game, players assume the role of an agent of Exla or agent or Dorothan sent to Seliin with other agents to help tip the balance of power there in favor of your kingdom; but you could probably already guess that from the intro blurb, so let's get into the meat of it.

Rules concerning the Roleplay

  • Standard TvTropes RP rules of course apply. As permitted by those rules I will be denying entrance to three specific players no matter what; they won't be named but they know who they are and it is extremely unlikely any of them will come here anyway.

  • We will be using a combat system using dice rolls for this RP, to hopefully keep my own bias from affecting the outcome too much. The rule system will be detailed below, but in regards to posting this is how it will affect the game:
    • You must not post more than once between my GM posts while in combat. This is because I'll be handling all the dice rolls behind the scenes and posting the result of PC actions in my posts. This does mean that combat could go a bit slow, since I will wait up to a day to let people in opposite time zones post if need be.
    • If your character is specifically using a skill, you must specify in your post, preferably at the end of it in parenthesis, along with how much MP they are spending on it, if any. Otherwise, you may treat posting for combat pretty much the same as a freeform RP.

  • This is a Player Versus Player combat game; player characters can die, and most certainly some will. There will be incentives in place to taking or leaving opponents alive so that hopefully we won't have half the players forced to make new characters after every fight, but that does not mean death is going to be magically avoided or that anyone will be given Plot Armor. So please, try not to get too attached to your character, and keep it civil if your character does die.
    • And with the above in mind: Have fun. Let's try to keep things laid back and just have a good time, alright? smile

  • No, your character may not use any Magitek or otherwise mix and match elements from both factions. The point of the setup is the drastic contrast between the two factions, and allowing any player character to straddle or blur the line would invalidate that contrast. Your character could try later into the RP, but it would likely come with a penalty.

What you need to know about the combat system

There's only two stats: Hit points, (HP) and magic points. (MP) Yes, the characters on the science side will still be using the same MP system for fairness sake; if it really bothers anyone, they can rename it to "stamina points" or SP or something. Starting characters will have 10 points to split between these two stats as they see fit, as long as each stat is at least 1. (For reference, a "normal" person would be split evenly, 5/5.)There is also experience points, and new player characters will get a certain flat amount of experience to make them not as far behind the longer standing players.

Hit points work like you'd probably expect; as you take damage they'll go down. (For reference, a typical flesh wound or bludgeoning hit will do 1 damage. Certain injuries and skills may also apply combat penalties, such as lowered HP/MP or negative to rolls.) When you hit 0, your character will fall unconscious unless you have a skill to prevent that. Your character dies when they reach the same negative hit points as their max hit points. IE, if you have a max HP of 7, when you hit -7, you die. Skills cannot prevent this.

Magic points are spent to use skills, for which you can spend as many as you want so long as you have any to spend. You cannot use skills at all if your MP is at 0, including instances where using a skill would normally be free. Your character can regain MP by resting and, to a more limited extent, by consuming food and drink or items specifically meant for regaining MP.

Characters do not level up, but experience points are just used to buy new skills and upgrade what they have. An additional hit point can be bought for 10 experience, and an additional magic point can be bought for 15 experience; neither can ever exceed a maximum of 10 however. (So yes, it can be worth it in the long run to start with a high MP, low HP character, but it would also be risky at the start.) Additionally, a level 1 skill can be bought for 10 experience, and any level 1 or 2 skill may be upgraded to the next level for 10 experience. From level 3 onwards, upgrading a skill costs 10 additional experience per level. (Ie, 20 experience for level 4, 30 experience for level 5, and so on.) The maximum level for a skill is 10.

While additional experience will be gained for winning in combat, doing notable things, and possibly for good role playing, all characters will get regular experience regardless, to keep things fresh and to keep one side from just getting an early advantage and land-sliding every fight from there. Experience can be spend at literally any time except when your character is in a mission.

Skills can be virtually anything. As per the setting though, each faction will be limited to skills that fit thematically with them. Exla characters can take skills related to steampunk and clockwork technology including gun proficiency skills, mechanics skills, etc; Dorothan characters can take skills related to magic such as spells and enchanting, etc. Then of course there are some skills either faction could take, such as swordplay. You may not have any all-encompassing skills; a skill must be used for one thing, and any time your character is attempting to do that one thing, you can activate the skill by spending MP. Some things require using a skill, (like spells) while other things can simply be done better with a skill. (like firing a gun) Once a skill is at level 2 or higher, it can be used for free, so long as you still have any MP at all; however using them in this method is less effective than actually spending MP. Yes, you can use multiple skills at once, but they need to all be applicable to the task your character is performing; also, the MP spending for each is still separate.

Then of course your character can have items, which in some cases can replicate a skill or allow your character to use a skill they don't actually have. (Such as magical amulets of protection or wands that fire a specific spell.) When it comes to anything that uses ammo, we'll be going with a Hollywood ammunition rules; your character still has to reload, but is assumed to be carrying "enough" reloads on hand to not run out. The exception to this is any high powered, hard hitting weaponry such as explosives.

As you might guess then, the functional difference in terms of mechanics between the two factions is the emphasis of their characters. Exla characters emphasize their items, while Dorothan characters emphasize their skills. (Though both factions utilize both items and skills.)

Click here for the stuff about the rules you don't actually need to know, but might want to.  The reason you do not need to know this is because it's about stuff that I will be handling behind the scenes.


Character sheet

  • Name: Whatever your character is called.

  • Gender, age, race, and faction: First two self explanatory. Note that your race is purely for cosmetic and role playing purposes, so you can be any race as long as it is humanoid and similar enough to humans in terms of size, strength, endurance, speed, etc.. Then either Exla or Dorothan. (Any race can be on either side; there is no restriction there.) If one side currently outnumbers the other side by too much, I will have to deny characters signing up for the higher faction until someone signs up for the lower faction.

  • Appearance: A picture and/or description is fine. Note that while Silaan is in a Wild West aesthetic, that does not mean your character needs to match; Exla and Dorothan both control a wide variety of places, so feel free to flavor your character as you see fit. (Besides going beyond steampunk and clockwork technology, of course.)

  • Personality: A full biography is not necessary, but summarize what they're like in general and any notable exceptions, things they hate, things they like, phobias, and whatnot.

  • Back story and credentials: Again, a full life story is not necessary, but at minimum should include how and why your character got into their current position.

  • Crunch stuff:
    • HP/MP: Remember, up to 10 split between the two, minimum of 1 in each.
    • Skills: You may have up to 5 levels of skills to begin with, though none may be above level 3 at the start. Be sure to include an explanation of what the skills actually do.
    • Items: Weapons, armor, tools, gadgets, magical trinkets; anything that is intended to serve a mechanical purpose and not just be cosmetic. There is no hard limit to starting items, though I may deny those who go overboard on a case by case basis.
    • Money: Exla money comes in bills, Dorothan money comes in pearl-like marbles with a very weak magical enchantment, and Seliin money comes in gold coins. (Generally, Exlan and Dorothan money are worth more since both of those states are much more powerful than Seliin; for a loaf of bread it takes about 5 Seliin coins versus only 3 Exlan bills or Dorothan marbles. However, in Seliin where your characters will be, Exlan and Dorothan money aren't always accepted, and not always at their proper rate.) Once again there's no hard starting limit, but generally the more items your character has the less money I'll likely let them have, or vice-versa.
    • Experience: New starting characters will, along with the above, also start with 30 experience points. These may be spent immediately as part of your character creation without restriction (Just note how much you spent and on what.) or saved for later.

  • Other (optional): Anything you feel worth mentioning that does not quite fit in any above category.

List of current characters:

edited 31st Jan '16 2:57:32 AM by FirockFinion

You are reading this.
EchoingSilence Since: Jun, 2013
#2: Jun 16th 2015 at 5:36:52 AM

So if I wanted to use my Steampunk Cowboy robot. I could? Cause I am interested now!

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#3: Jun 16th 2015 at 6:06:26 AM

A full on robot is kinda pushing it. I mean, I'm not going to force the Exla side to pure realism, but it is supposed to be only steampunk and clockwork; computers were not something I was planning to allow for instance. And I don't see how you would get a robot without using a computer, short of using magic, which obviously I wouldn't allow.

Also a robot character would still need to follow the same functionality as everyone else anyway, including stuff like sleeping and eating and not being able to lift several hundred pounds without using an ability.

You are reading this.
EchoingSilence Since: Jun, 2013
#4: Jun 16th 2015 at 7:14:36 AM

He's not super strong. But I think I could somehow handwave how the Steampunk Cowboy works if possible.

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#5: Jun 16th 2015 at 7:34:50 AM

I guess I'd have to see the character, but I don't know if I'd hold my hopes up.

Also, I'm heading out for tonight now so I won't be responding any further for a while. Did some edits to the first post to try and fix some errors and clarify things.

You are reading this.
AllHailThrall For the Horde! from Somewhere (It’s Ben 10) Relationship Status: Longing for Dulcinea
For the Horde!
#6: Jun 16th 2015 at 9:33:38 AM

  • Name: Anabella Cynthia Medea Meriwether Valentine
  • Gender: Female
  • Age: 18
  • Race: Human
  • Faction: Dorothan
  • Appearance: Anabella is youthful for her age. She has rounded features and large golden eyes, pale skin and a thin figure that isn't fully developed. Her long red hair hangs down her back to her waist. She usually wears an extravagant witch's outfit: a wide-brimmed black pointed hat with a crooked point, a long purple shawl (which she likes to whip around dramatically), a black dress below the shawl that goes down to her knees, purple pointed shoes that curl up, and a belt with spaces where she holds ready-brewed potions.
  • Personality: As shown by her ostentatious name and ridiculous outfit, Anabella is a showoff. She enjoys flaunting her status and her abilities (limited as they are at this point), and she revels in the spotlight. Whenever she casts spells, she insists on using complicated incantations to make her spells sound more impressive than they actually are. Deep down, however, she is insecure about her abilities as a witch-in-training, and puts on her showy persona to make others unaware of her insecurities. She is also really sweet (when she isn't being grandiose), though she can be a bit scatterbrained and often gets so caught up in her act that she fails to notice important details or the reactions of other people. She's also prone to getting distracted, usually by food or boys.
  • Back story and credentials: Anabella was born into the House of Valentine, a noble family within the country of Dorothan. From a young age her magic wasn't as strong as her parents would have liked, so instead they enrolled her into alchemy classes, and she was given the chance to apprentice for the Court Alchemist of Dorothan. The Court Alchemist found her flamboyance grating, but nonetheless she was a prodigy in alchemy, advancing faster than any of his other apprentices. She was sent into Seliin partially to give her a field test with her skills (but also partially to get her away from the Court Alchemist).
  • Crunch stuff:
    • HP/MP: 3/7
    • Skills: Anabella is a witch, albeit a witch-in-training. However, she prefers to use bombastic incantations that, while letting her channel her concentration into her craft, do not actually help conjure her spells in and of themselves. Thus, she does not need to use the incantations to use her spells, but she is compelled to, if only for her flamboyant persona's sake.
      • Potion Brewing: Level 3. Given the proper ingredients (which she keeps in a sack that she carries with her wherever she goes), Anabella can brew a wide variety of different concoctions, from healing potions, to poisonous "potion bombs", to elixirs of strength, to the sort of brews that turns someone into a toad!... but she hasn't fully perfected THAT one. She is only an apprentice after all, and her potions are rather weak in effect due to her inexperience with the finer delicacies of alchemy and potion-brewing. Alchemy may seem like a talent that can be achieved without magic, but some latent magic is required to give the potions their magical effects, otherwise they are simply a mixture of herbs and chemicals.
      • Shrink/Grow: Level 1. This spell allows her to shrink inanimate objects (i.e. no living beings like people or animals) into a size that is conducive for travel purposes, then grow them back up to normal size at any time (she cannot make objects grow from normal size). It was one of the first spells she learned, and this is how she carries around her alchemy tools like her cauldron without being burdened by the sheer weight. Her incantation for this spell is: "Spirits of the open skies, make this form a smaller size!" When she wishes to grow an object back, she says instead "Spirits of the open skies, make this form its normal size!"
      • Create Flame: Level 1. This spell basically acts as a lighter; she can fire a small tongue of flame (roughly the size of a candle-light) from her fingertip that can set things alight. Although this spell can be used offensively, she prefers to use it to light her cauldron or a lantern at night. Her incantation for this spell is "Spark of the heavens, crimson flower, let me use your mighty power!"
  • Items: The main three things that Anabella carries around are her alchemy tools (such as a cauldron and stirring ladle), her bag of ingredients, and her trusty broom. The broom is a magical broom which she can sit on and fly, and it is standard-issue for all witches-in-training. It might not be fast, and with Anabel's lack of experience it certainly isn't reliable, but it is Anabel's favored method of travel.
  • Money: 100 Dorothan pearls, and 15 Seliin coins.
  • Other: Anabella doesn't go anywhere without her black cat, Merlin. She considers Merlin her "familiar", and indeed Merlin is supernaturally intelligent and resilient for a housecat, though in all other cases Merlin is a perfectly normal cat.

I hope this is good, though it might sound a bit much. If it is too much, I'll try and tone it down.

edited 24th Jun '15 8:27:21 PM by AllHailThrall

I can still hail the Horde even though the company has shamed us. Strength and Honor even if Blizzard has neither.
DemKimochis An Awesome Blue.. No, actually, it's not is it? from the deepest crevices of your kokoro Since: Jun, 2015 Relationship Status: I'd need a PowerPoint presentation
An Awesome Blue.. No, actually, it's not is it?
#7: Jun 16th 2015 at 10:06:32 AM

  • Name: Needleworker (Ahreia is her real name)
  • Gender/age/race/faction: Ahreia is a girl, 39 years old - which is very young for an elf. Dorothan, of course
  • Appearance: First of all, her height is not something she is proud of. Even for humans, she is relatively short standing at a little over four feet. Her eyes are a milky blue, like the reflection of a dull sky. The color is close to that of a blind man's which many find unnerving. Her hair is a curtain of silver, most often braided at the sides which are joined at the back and proceed down to the thighs in a gush of weaves, making it look like a silver wreath rested on top of her head and spilled down her back. All this is often shadowed by a brown wide-brimmed hat furnished with a long black feather at the side. Her face is partially covered by a worn out shawl loosely wrapped around her neck. She wears a vest of boiled leather paired with leather breeches and boots lined with fur, even in the hot climate.
  • Personality: Ahreia is more of the cool, silent, calculating person. She doesn't talk a lot because mostly she is without company. She loves the coolness of her forest and despises the desert because it is too hot and open. She is hydrophobic but tries her best to conceal it. Despite this, she still hates the desert (yes, I said it twice). Ahreia also has a deep love for bread.
  • Backstory/Credentials: Like many elves, she is skilled with the bow but unlike others she is obsessed with hers. At an early age, she was considered a master at her chosen weapon. With not too many paths available to her, she started to take up assassination. Ahreia had not much to offer but her skill and she found it hard to cope up with the increasing difficulty of her missions - and the fierce competition with her co-assassins, most of whom used magic. She tried many forms but found the wind and origin magics more to her liking. Her name comes from her seemingly invisible arrows; as if she were firing needles instead. Her last assignment was in Seliin, which she had just finished. Seeing the brewing trouble in Seliin and hearing the Dorothan call to arms, she decided to stay and aid in the upcoming battle (with a little incentive, of course).
  • Crunch stuff:
    • HP/MP: 2/8
    • Skills:
      • Strengthening magic (lvl 3): She can fortify her weapons by altering their compositions. (She can't really use this on guns because she doesn't know what to strengthen. At most, she can use this on unknown weapons to make for sturdier clubs.)
      • Wind manipulation; Push(lvl 1): She can manipulate the wind to push objects like her arrows, for example, in any direction she chooses.
      • Concealment (lvl 1): By manipulating the wind around the object she can make it seem invisible. Very limited. The biggest thing she can use it on is a sword.
    • Money: 85 Seliin coins and 40 Dorothan pearls.
    • Items: Bow and arrows, of course. The bow is full of twists and curves, like some kind of elven king's furniture, and has the intricate carvings of archaeic Elvish runes. Two daggers, one at the back, the other in her left boot. A stamina potion (boosts endurance and whatnot; it's a back-up thing)


I think I'll have to do a lot of editing here...

Is it possible for me to merge the push and pull into one?

Btw, can we learn new skills? at what cost?

edited 30th Jun '15 8:17:59 AM by DemKimochis

Actually, call me Dem or Dem Kimos I hope they add a name change soon...
HazzyHaz Slice and Dice Since: Oct, 2011
Slice and Dice
#8: Jun 16th 2015 at 11:16:15 AM

Would a demon possessing a gun be considered too tech-y for the magic faction?

UndyingPhoenix Since: Feb, 2015 Relationship Status: You cannot grasp the true form
#9: Jun 16th 2015 at 11:55:56 AM

Is magic that can bring someone back to life allowed? I'm considering a spell that has a 5% chance of doing that, which costs 50% of his maximum mana to cast i.e 50% of of 10, which is 5, meaning he HAS to use 5 MP to cast it? The base chance never changes with levels, only the percentage of MP needed.

nman Since: Mar, 2010
#10: Jun 16th 2015 at 6:01:55 PM

How would blood magic, adrenaline rushes, healing, shields, etc, work? Skills that convert one type of point into another?

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#11: Jun 16th 2015 at 8:18:50 PM

@All Hail Thrall: Anabella is accepted.

@Dem Kimochis: Needleworker is accepted. I'd allow the two wind manipulation spells to be one skill, since they both boil down to "remotely push an object with wind" and the only difference is the direction she pushes it.

And yes, you can learn new skills. It's mentioned in the first post in the paragraph about how you can spend experience points.

@Hazzy Haz: Yes, that would be too tech-y for Dorothan characters. Guns are definitely too far.

@Undying Pheonix: Full on resurrection isn't allowed. You could raise someone as a thrall or zombie or some other undead, but never truly revive them. As mentioned in the rules, death cannot be prevented by skills whatsoever.

@nman: Blood magic would be a skill that lets you use HP to cast spells as if it were MP, with a limit per use based on what level blood magic is. Though it's incompatible with any healing magic, to avoid abuse. EDIT: If someone is reading this in the future, I came to a different solution to avoid abuse in a lower post.

Adrenaline rush would be a skill that just uses MP to make your character react quicker and ignore pain.

Healing would be a skill that converts MP into HP.

A magical shield would either be summoning a magical version of a normal shield or placing the shield around/in front of the caster. It would just deflect blows unless overwhelmed and broken.

Anyway, I do need to add a thing or two to the first post about team balance. EDIT: Done. I will not be accepting any more Dorothan characters until there's at least one Exla character.

EDIT 2: Also added a bit to the part about skills when it comes to using multiple skills at once, since I forgot that the first time around.

edited 20th Jun '15 4:20:43 AM by FirockFinion

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nman Since: Mar, 2010
#12: Jun 16th 2015 at 8:38:14 PM

I know what they do, that's why I asked. I meant how would the be implemented mechanically, specifically? Especially considering levels, and that MP is apparently worth 50% more than HP, how you can cast stuff for free, etc.

I don't know what character I'd make, or even what side, but I figure they'd probably be some sort of support, so this seems useful to figure out before making something and finding out it doesn't work.

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#13: Jun 16th 2015 at 9:06:07 PM

... I just explained how they would be implemented mechanically. I don't get what you're confused about.

Though since you reminded me about the free casting, I guess what I'd have to do for blood magic is make it actually temporarily lower a character's maximum HP, so that they can't just use blood magic for skill A then heal themselves with healing skill B for forever. In which case I could remove the healing magic restriction on blood magic.

edited 16th Jun '15 9:07:11 PM by FirockFinion

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DemKimochis An Awesome Blue.. No, actually, it's not is it? from the deepest crevices of your kokoro Since: Jun, 2015 Relationship Status: I'd need a PowerPoint presentation
An Awesome Blue.. No, actually, it's not is it?
#14: Jun 16th 2015 at 10:07:37 PM

Oh, what? My eyes played tricks on me.

Btw, I updated the skills of Ahreia, merging the push and pull and putting the extra point into strengthening magic.

Edit: Can I make it so that the stamina potion gives a temporary boost to both max and current hp (by boost I mean 1)?

Also, leveling up skills increases the dice roll luck, right? Will it also augment the skill, say, Ahreia's concealment magic can envelop human bodies at level 5 or something?

edited 16th Jun '15 10:30:28 PM by DemKimochis

Actually, call me Dem or Dem Kimos I hope they add a name change soon...
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#15: Jun 16th 2015 at 10:14:38 PM

You could probably state it as just push with something like, "can push it in whatever direction she chooses", because I'd allow more flexibility than only away from herself or towards herself. (Also you've got at least one typo in there.)

And gotcha on the stamina potion. I'd also allow it be used to counteract certain status ailments like if she got hit with a physical exhaustion spell.

edited 16th Jun '15 10:15:11 PM by FirockFinion

You are reading this.
DemKimochis An Awesome Blue.. No, actually, it's not is it? from the deepest crevices of your kokoro Since: Jun, 2015 Relationship Status: I'd need a PowerPoint presentation
An Awesome Blue.. No, actually, it's not is it?
#16: Jun 16th 2015 at 11:26:00 PM

I edited my earlier post, kind of tweaked the stamina potion, made it a bit more game-like. Hmm.. I guess I'll also be adding that certain status effect negation.

Actually, call me Dem or Dem Kimos I hope they add a name change soon...
nman Since: Mar, 2010
#17: Jun 16th 2015 at 11:32:13 PM

The numbers, Firock, so far I have no idea what the numbers would be. How would they work out? You seem to weigh MP as worth more than health, so I was wondering how you would count the conversion from one type to the other, or from one type on Person A to the same type on Person B. There's four different unique transferals you can make between the two types of points.

If you need clarification, then to keep it super simple, if there were a skill that simply has the effect of "heal someone", how much would it heal someone for depending on level/MP? All you mention in that labelnote is rolls for combat and skill checks. I have no idea what to write on my sheet otherwise.

Also if there was a skill that let a person sacrifice their vitality to heal someone, would that cost more HP than a skill that uses MP? Because I like the idea of something along those lines, but it seems like I might be screwing myself twice over by focusing on HP instead of MP for support skills.

FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#18: Jun 16th 2015 at 11:35:33 PM

@Dem Kimochis: To respond to your earlier edits:

Edit: Can I make it so that the stamina potion gives a temporary boost to both max and current hp (by boost I mean 1)?

That's fine.

Also, leveling up skills increases the dice roll luck, right? Will it also augment the skill, say, Ahreia's concealment magic can envelop human bodies at level 5 or something?

Yes, and, no. Upgrading the skills increases the modifier you can put into a dice roll, especially the more MP you spend at once. It's explained in the optional reading in the little clickable bit at the end of the "stuff you need to know about the combat system" section.

In this case, the larger the thing that Ahreia is attempting to conceal, the better a roll she's going to need to succeed; upgrading the skill will make it easier to get that kind of roll passed, but it will not otherwise unlock new capability. It just makes what the skill does do better and easier.

@nman: The amount of health a healing skill heals at once is dependent on the nature of the healing spell, (for balance reasons it'll be easier to heal with a spell that requires physical contact than a spell that you have to shoot at your target, which in turn will be easier to heal than a spell that can heal instantly at range without missing) then the success of the roll in question, which as I explained above, is only made easier by the level of the skill but the level does otherwise not enhance it.

Like, if you went to heal someone with a physical contact spell and got a natural 12, I'd probably have that heal 3-4 or maybe even more health, and possibly counteract physical ailments too, while a roll of just 5 on a ranged insta-heal spell would probably only get 1 HP healed. So in other words, there isn't any hard numbers here.

When using something like blood magic to spend HP (or rather temporarily spend maximum HP) in place of MP, the transfer rate is still just 1:1. Yes, technically MP is worth more but spending HP in this manner comes at its own risk; the more you do it the easier it will be for you to die. The limitation of this skill based on level is just how much you can do it at once; level 1 blood magic you could spend 1 max HP as MP at once, level 2 you could spend up to 2 max HP as MP at once. So on and so forth.

Also, I don't get what you mean by "four unique transferals". There's just MP into HP or HP into MP; unless you're counting the difference between transferring to yourself or transferring to another person, in which case the latter can only be done to yourself but not to others.

edited 16th Jun '15 11:56:45 PM by FirockFinion

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nman Since: Mar, 2010
#19: Jun 17th 2015 at 12:05:04 AM

Okay, that clears some stuff up then, thanks. I was just worried that you'd weigh "magical" healing more than "physical" healing - like I said, I don't yet know what I want to do, and if I make a sciencey dude it might be easier to justify having a "physical" resource to consume instead of mana/stamina, like a bee person expelling honey or a lizard person using pieces of their tail, for instance.

As for the four, I wasn't talking about a person using it on themselves for the most part. As a supporter person, there's HP>HP, HP>MP, MP>HP, and MP>MP. So either a healer or a... erm... spiritual healer? And then either one that uses their physical strength to heal someone or restore their energy, or their own magic.

And... now I have to actually think something up.

edited 17th Jun '15 12:05:16 AM by nman

DemKimochis An Awesome Blue.. No, actually, it's not is it? from the deepest crevices of your kokoro Since: Jun, 2015 Relationship Status: I'd need a PowerPoint presentation
An Awesome Blue.. No, actually, it's not is it?
#20: Jun 17th 2015 at 12:20:20 AM

Okay, thanks.

I think I'm satisfied for now, I'll just hibernate while we wait for the game to start.

Actually, call me Dem or Dem Kimos I hope they add a name change soon...
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#21: Jun 17th 2015 at 12:39:30 AM

As a supporter person, there's HP>HP, HP>MP, MP>HP, and MP>MP.

Ah, right. Well, if you wanna get really technical, you can't transfer HP directly; you can just use something like blood magic to use HP as if it were MP in place of one of the latter two transfers. MP>HP would be healing, while MP>MP would be some kind of energy transferal.

I'd probably have to limit that the same way blood magic is limited; a 1:1 transfer with the limit of how much you can do with one use of the skill determined by the level of the skill. Then by using that and blood magic together you could effectively do HP>MP. And then the only reason you couldn't get two characters in a feedback loop of infinite HP and MP is the fact that healing spells can't take you over your maximum and thus blood magic would eventually kill you.

@Dem Kimochis: Very good. As a reminder to those who forgot or weren't in the brainstorm thread, I'm going to be waiting at least a week before the game starts, then possibly delay it longer depending on how many people have signed up by then and/or my real life schedule. So no sooner than next Tuesday night, the 23rd.

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DemKimochis An Awesome Blue.. No, actually, it's not is it? from the deepest crevices of your kokoro Since: Jun, 2015 Relationship Status: I'd need a PowerPoint presentation
An Awesome Blue.. No, actually, it's not is it?
#22: Jun 17th 2015 at 3:03:16 AM

Okay, noted. Thanks.

Actually, call me Dem or Dem Kimos I hope they add a name change soon...
FirockFinion THE SLORG! from The Red Desert Since: Jul, 2009 Relationship Status: Wishfully thinking
THE SLORG!
#23: Jun 17th 2015 at 4:07:58 AM

Just realized that part of the paragraph on skills could use a little further clarification, so I made an edit to that.

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Tojin Back after a long hiatus from Protectorate SW Headquarters Since: Aug, 2013 Relationship Status: In Lesbians with you
Back after a long hiatus
#24: Jun 17th 2015 at 3:20:37 PM

This looks pretty cool. Unfortunately, I don't have access to a computer for another two days (maybe three), so my sheet will be a bit. Sorry for the wait.

“Not a promise, not an oath, or a malediction or a curse. Inevitable." - Taylor Hebert
Sanojutsu King of Lame-Style from Throne Room Since: May, 2012 Relationship Status: Norwegian Wood
King of Lame-Style
#25: Jun 19th 2015 at 10:57:49 AM

Quick question, since it seems this is purely combat oriented, would it be a waste to make a character with non-combat abilities?

The graceless warrior, wielder of the edgeless blade, prophet of the old religions, writer of fluent nonsense, saviour of soul and song.

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