The RPI system definitely has merits, but I am still skeptical about the culture of this RPI game, even though the most dangerous staffer has been removed from their position.. I wonder about the lack of transparency that is conducive towards a healthy game environment.
I basically quit the gae after one day of play because staff refused to answer a basic question that my character would icly know- after I intoned that my character basically had been robbed of all his newbie money. Oh and then got urinated on, and beaten up. Even after doing everything correctly, hey I rolled with those punches but to then get stonewalled by staff so I couldn't get back on my feet..
wewt. TLDR: If you are looking for a blast for the past in MUSH staffing policies, give Arma (and many an rpi) a try. All the systems are intentionally opaque and staff secrecy, spying and cliquishness is not only allowed, but often approved!.
We're kicking off the New Year with some of the highest activity numbers we've ever seen on MotM. Here are some of the events currently running:
WORLD WARRIOR: The famous tournament from the Street Fighter series has returned, hosted by the towering elite Wolfgang Krauser, who seeks only the mightiest participants. To join, you have one month to challenge one of his subordinates -- the ninja Eiji Kisaragi, the swordsman Laurence Blood, or the kenpo master Gato Futaba -- and defeat them to prove your strength. Many high-powered characters who could feasibly qualify for this tournament are still available!
THE TAISHOKAN: The Gear known as Justice's nuclear assault on Mt. Fuji broke powerful seals and undid centuries of carefully crafted sorcery. Now, the severed remnants of an ancient sealed monster are stirring. Its mouth whispers lies and secrets; its eye sees all; its brain foresees the future. Monster hunters are in high demand in the wake of the failed Gear invasion of Japan, and their greatest challenge is beginning to reveal itself. (For the duration of the plot, hosting monster attacks for other players using the minion system grants you bonus Advancement Points.)
GOLDEN ANGEL TOURNAMENT: In lighter news, the hottest new product to hit stores is Golden Angel, a lotion that when applied somehow transforms into a spandex-like material of flattering color and design, creating on-the-spot swimsuits or exercise gear. (Don't blame me, blame BlazBlue.) To advertise this miraculous item and raise Southtown's spirits after coming so close to destruction, the company producing it has collaborated with a local charity organization to host a tournament for up-and-coming fighters. Fights are hosted every two weeks -- participants may join mid-tournament -- and comedy-themed open social 'party' scenes are hosted every weekend for the next four weeks. This is a perfect opportunity for new original characters to make their debut!
But this only scratches the surface of the active plot. The Novus Ordis Librarium has risen to prominence in the wake of the veritable collapse of the United Nations; it moves to defend the people from supernatural threats and secure all magical artifacts for its own purposes. The aftereffects of the thunder god Raiden's abortive great flood are still being felt in bizarre weather phenomena across the globe. There are rumors that a no-man's-land has emerged at the intersection of Switzerland, Austria, and northern Italy, a place that was once the ancient kingdom of Illyria, and the Sacred Order of Holy Knights -- having lost the support of the United Nations and the Vatican -- plan to investigate. Green fire burns in a dark forest of Japan and sucks the life out of that which approaches it.
Challenges both mundane and mystical face our characters. Strength, cunning, and wisdom all are needed to surmount them. To those interested in any of these themes or threads, or who just want to get in on a very active game, check us out!
@mercutio Mm, probably. It would also be easy to use the exact same values, but resolve in a different way.
In case anyone is wondering, BESM uses a simple roll the die under your stat value, which is a common way of doing things really. However, to change power scales they just increase the die size. So your detective who used to make their human scale investigation checks 7 out of 10 times might now make it 7 out of 20 times in a super human game.
We're back from our RL-crappiness-enforced slowness around the holidays. The crappy things are still crappy, but Staff is active once more and putting out events and plot hooks. We had a visit from the Krampus over the holidays, and we're putting out not just regular Monster of the Week events, but also some more player-driven ones.
Characters from the Santiago (and elsewhere) have expressed an interest in checking out the Rocher Plantation in the wake of something looking like Rebecca Rocher apparently turning into a toothy creature that tried to bite a sailor's throat out.
The pirates of the Reaver have voted to investigate the possibility of freeing the slaves on the Hembouco plantation to try to gain more fighters against the traitorous pirates of the Bachelor's Delight, Sea Lion, and Pelican.
The people of Tortuga have been assailed by troglodytes, a cipactli, chupacabras, a dingonek, loup-garou, kongamato, and there are rumors of something that is large enough to have sunk a sloop. What will be next?
And how in the HELL did they get to whatever spirit world or purgatory they have been cast into, and more importantly, how do they get out?
FC Policy Update for anyone viewing it here! (Tis also front page wiki-fied, too)
Beginning on January 14th, with the holidays well and truly over, we'll be enforcing our FC activity policy. Though we've taken away the original time limit of two weeks, be aware that Staff WILL be checking how active you are game side. This activity can be easily proven. For example, Logs and Noms are a good way of doing so. If RL pops up, we understand this, just be sure to let us know in advance if you're taking an extended leave from the game. (You don't have to go into detail, just a heads up would be fabulous.) Keep on rocking, guys! You're the best!
Got called into work so I won't be around on the game till later tonight. I thought I'd answer some questions I've been seeing here for those who are interested.
1: Will System-X(+roll, equipment, ships) be added to the game?
A: Yes, I fully intend to have a number of subsystems to enhance RP. Right now I'm just focusing on character generation.
2: Will I be able to start as an Edge of the Empire style character and become a force user later?
A: Yes, though I haven't finalized what will be involved in this process yet.
3: Will you be including species X?
A: I intend to add every published species to the system and will be open to adding fan-made species to fill in for what FFG has not touched on yet.
4: Will you be including Emotional Strengths/Weaknesses and Obligations from other sources?
A: Anything that has been published by FFG will be added to the system as a viable Emotional Strength/Weakness or Obligation.
5: Can I play a bad guy?
A: Most storytelling opportunities are going to be geared towards "hero" characters as we assume that's what most people will be playing. We are open to players playing their characters however they want though especially if you're looking to help forward storylines and provide RP opportunities for others.
Those are the most popular questions I've seen so far. Oh, some people have also asked if I know where to get a PDF copy of the various FFG SW games...I do but I won't post the link here. I'll share it on the game, however.
So, now that the holidays are upon us and I've had a little more writing time, I've been doing some more work.
On mechanics. Because I know people go insane with this type of stuff, the mechanics are really simple, and function in the same manner for both non-combat and combat resolution.
For task resolution....
Take the attacker/initiator's test pool (for combat, something like Physical + Marksmanship for shooting a gun or Physical + Unarmed for punching a dude/cutting him with the Evisceration power); for non-combat, something like Mental + Investigation) and subtract the defender/target's test pool/difficulty (for combat, something like Physical + Prediction for dodging said gunfire; for non-combat, a flat difficulty rating).
This creates a Chance of Success (CoS)%. Generally, equivalent stats/difficulty will result in exactly a 50% CoS. As the numbers increase or decrease from equivalency, the percentage goes up or down, to a maximum of 85% and a minimum of 15% (this is with HUGE swinging differences, like someone with an Attribute at 2, the lowest starting stat, and no ranks in a Skill, attacking someone with an Attribute at 7/max and a Skill at 5-6/max., or vice-versa).
There are Advantages that change up how some of the attributes combine into the pools (like an Advantage that makes your Ranged attacks and defenses key off of Mental instead of Physical, for example).
The system rolls the appropriate check and tells you pass/fail. The system ALSO acounts for Advantage (granted by some conditions, basically roll twice and take best), buffs/debuffs, and such things like that. For combat, the system also applies any damage and all calculations based on said buffs/debuffs.
Everyone has an Endurance rating that starts at 100%. As you take damage/get hit, this goes down. It's a combination of actual hits and abstract other factors that render a character out of steam. At 0%, you're out of the fight; generally, this means that you are knocked out/rendered helpless in some manner. You can only be killed when you're at 0% Endurance.
Damage is calculated based on the rating of the weapon or damage-dealing power (1 to 4), plus the applicable Attribute and Skill (and any power modifiers), and Resistance is based on any worn armor (again, rated 1 to 4), appropriate Attribute, and Willpower Attribute (and any power modifiers). Equivalence means a 15% base damage, with decrease/increase to 5%/25% at the highest/lowest differentials.
So a guy Highlander'ing you with a katana (a medium weapon, so 2 damage) would be 2 + Physical + Weaponry (plus any mods) against your leather jacket (a light armor, so 1 Resistance) + Physical + Willpower (plus any mods).
As much as I know people love things like called shots and aiming and stuff, I'm not bothering to code stuff like that. I may add it in patches down the road, but not starting out. Some of this will fall under qualities on weapons and powers though.
Some powers have triggers based on Endurance being at below maximum, such as the Resistance power Pain to Power. Some powers also trigger automatically at 20% Endurance or lower (called Red for short, which will show up in your combat stuff).
For attributes and skills...
This stuff is pretty straightforward. The game features four (4) Attributes, in generalized categories and (at this time) 22 Skills.
The Attributes are...
Physical: This Attribute measures a vampire’s physical prowess: raw strength, agility and stamina. This Attribute is used to resolve all tasks involving physical actions such as fighting, lifting things and running.
Mental: This Attribute measures a vampire’s mental acuity: intelligence, reasoning capacity, wits and cunning. This Attribute is used to resolve all tasks concerned with trying to notice something or to puzzle out a clue, or thinking quickly. This Attribute is often used for the invocation of powers that rely on the strength of the mind.
Social: This Attribute measures a vampire’s social acumen: charisma, attractiveness and presence. This Attribute is used to resolve all tasks concerned with trying to coerce, seduce, convince or con someone into doing something. This Stat is also used for activating powers based on the force of personality or ‘presence’ of the character.
Willpower: This Attribute measures a vampire’s inner strength: resolve, discipline and self-mastery. Willpower is used to resolve all tasks concerned with resisting intimidation, fear, temptation and mind control, among others.
Attributes are assigned starting ratings, which are increased with XP. Maximum Attribute Ratings are (at this time) set at 7. Set one attribute at 4 (above average), two at 3 (human average) and one at 2 (below-average) at creation.
The skills are...
Athletics (sports and movement)
Awareness (things going on around you)
Computers (hacking and building hardware and software)
Deception (LIES, subterfuge and persuasion)
Drive (THE TRANSPORTER, The Italian Job, stuff that isn't standard cars and trucks and motorbikes; you get general drive competency, and each rank of drive you pick a Drive Training outside, like jets or helicopters or Flying Nightmare Horses)
Empathy (reading peoples' moods)
Evasion (dodge Unarmed and Melee attacks)
Marksmanship (guns, bows, Ranged attacks)
Medicine (general medical knowledge)
Melee (swords, knives, power-created Melee weapons)
Occult (knowledge of non-vampire supernatural creatures and general occult knowledge)
Prediction (represents general knowledge and observation of people who use guns, and predicting where they'll aim and when they'll fire to dodge)
Security (larceny and thievery and security-related stuff)
Streetwise (knowing the criminal and underground methodology)
Survival (wilderness and tracking)
Unarmed (punches, kicks, claws/bites)
Arts (singing, dancing, performances), Crafts (working with your hands), and Science (mechanics, chemistry, etc.) are bought as separate skills, each with as as their own skill (so you'd have Arts: Singing or Arts: Piano, Science: Hematology, or Crafts: Painting, for example.
Skills are assigned starting ratings, along the lines of Attributes. Set one at 4 (near mastery); set two at 3 (advanced training); set three at 2 (standard training); and set two at 1 (basic training). Skill maximums are normally 5 (mastery), though a couple of Advantages can increase the Skill Maximum to 6 (superhuman) per skill per time taken.
The skills may change, and the percentages and maximums and calculations may change once I'm moved out of alpha testing for the automation. So far though, things have been 'on target' mostly.
This is the thing that's taking the most time, rejiggering powers. But it's still going. I've got frameworks and things are easily folding into the automation (whether that me the 'attack' command or just the 'test' command). Pulling resources from all kinds of fun places (WoD, Anne Rice/Vampire Chronicles) has been eye-opening. Due to now making it where all powers 'rank up' from a base level, rather than things being done on a per-rank basis like WoD has made some rejiggering a little more difficult, and a few powers I had that were 'do this thing that doesn't increase in power level' don't work now. Which is fine.
Powers (and how weaponry is written in your combat layout, just because of consistency and need for how keywords trigger in code) are made up of:
Rank (written as [X], where X is a 1 through 4; the Rank is also the Activation Cost in Vitalis, the blood-equivalent), for powers, the Rank affects the damage a little more weighted than a standard weapon does
Activation (Instant, which uses your turn when you use the +command; or Reflex, which doesn't)
Category (Ranged, Physical, Special, Buff, Debuff). Ranged uses the Ranged attack pool and equipped Ranged weapon; will fail if no Ranged weapon equipped. Physical uses the Melee weapon you have equipped or, if you have no Melee weapon equipped, defaults Unarmed. Special is typically used with powers that don't use a standard pool to achieve a non-buff/non-debuff effect, like the example Mentalism and Intensity powers below. Buff causes it to appear in your (or your target's) Bonuses list; Debuff (if successful) causes it to appear in your target's Penalties list.
Any effects (target limits, such as things that can only affect yourself, are also listed here)
The are used in the character sheet as keywords/shorthand. When written up in the newsfiles, it'll have a descriptor of what it does. The keywords are used as shorthand and code triggers, but once you get used to the system the shorthand becomes really easy to translate.
Here are a few of the rejiggered powers, just as a teaser to whet your appetite:
Pain to Power (Resilience): [X], Instant, Physical, Revenge
The vampire uses the vitalis in her body to channel her pain into her muscles, granting a boost in strength based on the pain she is suffering. When activated, Pain to Power makes a normal Physical attack, with bonus damage based off of a percentage of the END loss the user is currently suffering, calculated based off of Pain to Power's Rank. This damage is applied before any damage reduction.
Flesh of Marble (Resilience): [X], Instant, Buff, Reflect
The vampire surges vitalis into her flesh; when she is struck, this vitalis hardens the skin for an instant, the attacker being treated to the sensation that they were striking a brick wall or some other hard surface, causing harmful reverb to them. When activated, Flesh of Marble grants the Reflect effect. (Reflect: When struck by a Physical attack that successfully deals damage, the attacker takes rebound damage equivalent to half of their inflicted damage, plus [X]%, where X is the Rank of Flesh of Marble. This damage is not reduced in any way. IE: A character struck for 12% damage, with Flesh of Marble , does 8% damage back to their attacker.)
Psychic Assault (Mentalism): [X], Instant, Special, Ignore
Reaching out with their psychic powers, the vampire uses their telepathic powers to reach into the mind of their enemy, assailing them with a barrage of mental energy, causing them pain that resonates from mind to body. Psychic Assault uses the standard Mentalism test pool (Mental + Awareness) versus the target's Mental + Willpower, ignoring any physical armor. (Ignore: The attack disregards any armor the target is equipped with.)
Shockwave (Intensity): [X], Instant, Special, Burst Stagger
The vampire's strength is brought to bear at range when utilizing this power, channeled however the vampire chooses, be it a thunderous clap of their hands that acts like an air cannon or a stomp sending the shockwave through the ground that explodes under her targets. Shockwave uses the vampire's standard Unarmed attack pool versus the target's Ranged defense (Physical + Prediction), can target up to three (3) targets, and may disorient the target. (Burst: The attack can target up to 3 targets. Stagger: Reduces the target's evasion by <undetermined formula>).
Crimson Might (Intensity): [X], Reflex, Buff, Self Empower
The vampire uses the vitalis that animates her to increase her strength, flowing extra life force into her limbs to increase her power temporarily. When used, Crimson Might grants the Empower condition to the user. (Empower: The target of Empower gains a bonus to their Physical Attribute).
WHEW! I'm writing, got a bug up my butt. QUESTIONS AND COMMENTS WELCOME!