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    Posts made by Bobotron

    • RE: Pokemon Go

      @Insomnia
      AT&T.

      @skew
      I have 2 gigs of data shared between me and my partner, but we have the rollover and we rarely ever use much of it.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Pokemon Go

      ... so my best friend and his wife play Pokemon Go. It actually looked more fun than I thought it would up close. So. What's the average data usage outside of Wifi? I am thinking about downloading.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Sort by last character?

      @Glitch

      Beat me to it. That looks like it'll work (and thanks, I was having trouble figuring out the sort key! I can use this for something I was storing a different way).

      posted in MU Code
      Bobotron
      Bobotron
    • RE: Interest Check: Single Sphere VtR Game

      @vanderlylle
      Cool. I wish you luck on that. 🙂

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Interest Check: Single Sphere VtR Game

      @Caryatid
      My only suggestions might be...

      • Foreign is going to potentially hurt you in the end. People are going to be less inclined to have to learn about a new real city (or they'll just play all tourists/expats) to play appropriately.
      • Don't delve too extremely deeply into the systems. If half of the game's time is spent writing up +jobs for feeding, territory, fucking with other territory, and investigating random shit... it's going to eat up all of staff's time responding to the +jobs.
      • I'd suggest making the city have been conquered by Belial's Brood, and use the 1e Brood book writeup for the Hexad. Have them have a group of coveys, led by a particularly powerful triumvirate of Scarlet Rite, Throne of Smokeless Fire and The Nameless and have it be an actual conflict; have staff (or players you trust) run the Brood with the assumption that, after a particular timeframe, there will be a reckoning as the Brood either come down on the guerrilla Covenant Kindred or the Covenant Kindred oust the Brood.
      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Looking for a MU...

      @ThatGuyThere
      I feel that if I buy something and never use it, but have it and someone else who WILL use it won't get it, it'll just be wasted potential. I have picked up random stuff that I've thought was cool or I wanted a physical copy to read, like the five copies of the softcover Book of Nod I've found (finding those for $3-5 a pop? Hell yeah.), the Witchcraft core, the Buffy RPG core, a few random Mage tradition books (though this is in preparation for us to do a Mage LARP after vampire ends), the odd Laws of the <stuff> book (like the Wraith LARP book)... most of what I get I'd want to read or mine for ideas.

      @Thenomain
      I flipped through it and read a little bit, and I thought it was an interesting setting and setup. It'd be worth looking into for anyone looking to do alt-Victorian.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Looking for a MU...

      @ThatGuyThere
      I didn't, sadly. I didn't think I'd ever play it and I ended up passing on it.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Looking for a MU...

      @Lotherio
      I saw a game in the Half-Price Books the other day called Victoriana that is... pretty much this thing.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Good TV

      @tragedyjones
      I'm on episode 3 currently. It's been an interesting distraction.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: [PennMUSH] MUX-alike channel patch

      A new patch was finished earlier, written with 1.8.6p0 compatibility.

      https://github.com/pennmush/pennmush/issues/410#issuecomment-231619832

      Instructions are at the top of the patch. It grants native support for the main commands of MUX channels and such (as noted at the top of the patch).

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: [PennMUSH] MUX-alike channel patch

      @Mercutio
      Yeah, Mike and I were talking about the things needed earlier before he headed out. I think it's a worthwhile patch, myself.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: [PennMUSH] MUX-alike channel patch

      @Seamus
      I'll ask on the MUSH dev when I'm back on it shortly. I didn't get that error when I tested it this morning, but it was on a brand new install of 1.8.6p0. Are you using any other custom patches or hardcode alterations?

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: [PennMUSH] MUX-alike channel patch

      Okay, it looks like the SVN error that you can ignore was... for whatever reason... causing a much worse error than it gave me, on 1.8.6p0. I've removed the SVN portion and tested it, it works with no error on a flat, new install of 1.8.6p0; no idea if it will conflict with any patches for stuff like HSpace and the like.

      I've uploaded it here: http://hotbmush.com/muxchan.txt

      Just download it, patch it appropriately (and don't be a moron like me, make sure you remove the --dryrun once you test it for it to go live). After that, it'll work with the attribute in question. I haven't yet written the softcode for it; I'll upload that once I'm done.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: [PennMUSH] MUX-alike channel patch

      @Seamus

      Let me do a couple o tests, see if there's anything that needs to be done with 1.8.6p0.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: [PennMUSH] MUX-alike channel patch

      @Seamus
      It's working right now on 1.8.5p5 at the very least. It was a pretty easy install and the baseline works once I set the attribute on myself. I got an SVN related error which is just an ignorable error since i don't mess with SVN.

      To test it, put the .txt file in your top-level Penn directory, then:

      patch -p0 --dry-run < filename

      If you get no errors (or just that SVN error) remove the --dry-run and it'll patch. Run a make, then @shutdown/reboot.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: [PennMUSH] MUX-alike channel patch

      ... I just looked at this, why did't it include the link?

      https://github.com/pennmush/pennmush/issues/410

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • [PennMUSH] MUX-alike channel patch

      This was pointed out to me today. It's a patch for PennMUSH that uses a custom attribute to make Penn channels work as if they were MUX. I have installed it and it works by default, but has no bells and whistles.

      I'm going to (once I get everything done) tag the patch with a softcoded addcom/delcom/comtitle/@clist to go with it as separate file. I'll post here as well once I'm done with them.

      Anyone running Penn that wants to do this, it works on at least Penn 1.8.5 ranges.

      posted in Mildly Constructive
      Bobotron
      Bobotron
    • RE: Durango's Playlist

      @durango
      Hah, surprising to see more 2k5 alums here.
      I was a little pink Deceptitape named Geo there for a long time. Welcome to the forum!

      posted in A Shout in the Dark
      Bobotron
      Bobotron
    • RE: [Interest Check] Original vampire-based supernatural MU*

      Qualities and Conditions
      Now, this is going to look WEIRD to a lot of people. But, as noted before, automated combat. If you've played at a Transformers MUSH, any of the Megaman MUSHes, Persona MUSH, etc. Anything from that circuit, you'll recognize how this is going to be set up. Things that show up on your +sheet/combat or +attacks (not necessarily ALWAYS attacks, but abilities you have) will be arranged as shown on the previous mockup. But most weapons will have qualities detailing what special things they have, if any. This also applies to the various supernatural powers on the MUSH, with the tags noting to the combat system what that power should do when used. Below is a list (so far) of abilities that you'll see in a variety of powers across the game.

      Weapon/Power Qualities
      Weapon/Power Qualities are pretty straightforward; they modify what a weapon does (such as adding a rider effect to damage) or inflicts some sort of condition. Most weapons won't have the capability to inflict conditions, though some might depending one what a player purchases. Most conditions, both good and bad, are typically inflicted by powers (or the power will add it to a normal attack as a rider). The condition is the same as the name of the quality, and as a default duration of 3 combat rounds unless otherwise specified.

      Empower - Buff Physical
      Guile - Buff Social
      Focus - Buff Mental
      Resolve - Buff Willpower
      Weaken - Debuff Physical
      Dull - Debuff Social
      Addle - Debuff Mental
      Unnerve - Debuff Willpower
      Enhance - Buff damage (flat buff separate from attribute)
      Shift - Buff evasion (flat buff separate from attribute)
      Precise - Buff accuracy (flat buff separate from attribute)
      Sap - Debuff damage (flat debuff separate from attribute/skill)
      Stagger - Debuff evasion (flat debuff separate from attribute/skill)
      Distract - Debuff accuracy (flat debuff separate from attribute/skill)
      Misdirect - Next attack vs. target automatically misses
      Immobilize - Next attack vs. target automatically hits
      Prevent - Next status debuff automatically fails (does not prevent damage, affects all debuffs on an attack, rather than checking for proc)
      Circumvent - Next status debuff automatically succeeds (does not prevent damage, affects all debuffs on an attack, rather than checking for proc).
      Enflame - Brawl attacks are treated as Incendiary
      Incendiary - Extra damage vs. vampire
      Silver - Extra damage vs. vampire
      Burst - Can target up to 3 characters
      Heavy - Increased attack difficulty for automatic bonus damage
      Pierce - Ignores half Armor Rating
      Leech - Drains Endurance
      Feed - Drains Blood
      Bleed - Damages Blood instead of Endurance
      Revenge - Turns END loss into bonus damage

      There are some that will show in the quality list, but won't count toward the 2 qualities a power can have, as well.
      Incorporeal - Only processes combat to-hit by attacks tagged Silver, Fire, Sunlight or Special. Those will immediately clear this flag.
      Flight - Only processes combat to-hit by attacks tagged Special or Firearms, or all if the attacker also has Flight.
      Self - Can only use the ability on yourself via +-commands.
      Other - Can only use the ability on others via +-commands
      Muscle - Damage Multiplier + 1
      Bypass - Ignores Armor (usually mental attacks, such as Psychic Assault)
      Passive - Requires no activation; always-on

      There will be some that will be added, or allowed as special weapon qualities, when people/if people find out about the banes of other supernaturals.

      Armor Qualities
      Armor Qualities can only be on the piece of armor that your character is wearing at a given time, but like weapons, characters can own other types of armor and equip them as necessary. Armor Qualities are accounted automatically by the combat system. Generally a piece of armor will have a single quality other than its damage reduction.

      Ballistic - Bonus reduction against Firearms
      Rugged - Reduces success chance of Sap
      Impact - Reduces success chance of Stagger
      Steady - Reduces success chance of Distract
      Light - Reduces success chance of Immobilize
      Nomex - Halves the effect of Incendiary
      Hardened - Halves the effect of Pierce

      General Item Qualities
      These qualities are not accounted for the by combat system; rather, they notate what bonus dice a particular item gives to a particular roll in non-combat situations or special non-combat/roleplay effects. This list isn't done yet (and likely will be very simple).

      On the powers, as well, the blood costs are currently placeholders; I'm working on those in general.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: [Interest Check] Original vampire-based supernatural MU*

      And next, super strength!

      Intensity
      The strength of many men is a common feature in almost all mythological and folklore representations of vampires, and the Blooded are no different. The strength given to them by their condition makes them stronger than humans, and by focusing the vitalis throughout their bodies, they can enhance this even further.

      Basic

      • Crimson Might - The simplest aspect of Intensity, the vampire simply flows the blood into her body, the vitalis within infusing her physical body with additional strength, dexterity and stamina.

        • Cost: 1 Blood
        • Action: Simple
        • Roll: N/A
        • Duration: Standard
        • The vampire grants herself an increase to her physical capabilities, by infusing her body with the life stolen to keep her immortal. (Sheet: Crimson Might - 0 Special Self Empower)
      • Puissance - The vampire's natural strength shows itself in the damage and force from her blows.

        • Cost: N/A
        • Action: N/A
        • Roll: N/A
        • Duration: Passive
        • The vampire's incredible strength increases her natural damage-dealing capabilities without the expenditure of Blood. The character's damage multiplier for Melee/Brawl is increased by +1 (to 2). (Sheet: Puissance - 0 Special Self Passive Muscle)

      Intermediate

      • Crushing Blow - The vampire is able to put her strength into a strike that reverberates through armor, bypassing part of its natural protection.

        • Cost: 2 Blood
        • Action: Standard
        • Roll: Standard Melee or Brawl Attac
        • Duration: 1 Attack
        • Crushing Blow allows a vampire to strike and bypass some armor due to the sheer force of the blow; additionally, the brutality of the strike may leave opponents' physical bodies stinging briefly, weakening them as they recover. Crushing Blow will default to your Unarmed attack if you do not have a Melee or Brawl weapon equipped. (Sheet: Crushing Blow - 0 Weapon Sap Pierce)
      • Earthshock - The vampire is able to use her vitalis-quickened strength to strike the ground at point A, and subsequently have the force of the blow emerge from the ground through shockwaves, some distance away. This causes localized shockwaves that disorient and damage, and the shockwave can be spread across multiple individuals.

        • Cost: 2 Blood
        • Action: Standard
        • Roll: Standard Brawl Attack
        • Duration: 1 Attack
        • Earthshock creates small, localized shockwaves as the force of the blow moves through the ground, and explodes from the ground as a geyser of sharp rock and dirt, directly underneath the target(s) (if successful). The debris deals damage, and the aftermath of the shockwave also may disorient the target. (Sheet: Earthshock - 3 Brawl Burst Stagger)

      Advanced

      • Unusual Assault - With minimal effort, a vampire can wield as weapons many objects which most cannot even lift. Using a sudden increase in strength, the vampire can use unwieldy items as weapons briefly, such as throwing a manhole cover, uprooting a telephone pole or grabbing a motorcycle. The weapon, however, breaks under the extreme duress after use.

        • Cost: 3 Blood
        • Action: Standard
        • Roll: Standard Melee Attack
        • Duration: 1 Attack
        • Unusual Assault allows a vampire to wield anything smaller than a large motorcycle as an impromptu attack. The sheer size and weight of the item may also knock the target for a loop. (Sheet: Unusual Assault - 4 Melee Heavy Weaken)
      • Blessing of Vigor - The vampire is capable of loaning some of her prodigious strength to another, by marking her with and sharing her blood, with her disciple.

        • Cost: 3 Blood
        • Action: Standard
        • Roll: N/A
        • Duration: Standard
        • The vampire spends the Blood, having their target drink the blood or otherwise mark them with runes. When active, the target gains bonuses to their attacks and strength. (Sheet: Blessing of Vigor - 0 Special Other Empower Enhance)

      Master

      • Strength of Hercules - The vampire's innate strength is even further above that of other vampires, allowing her to inflict additional damage simply by dint of her superior power.

        • Cost: N/A
        • Action: N/A
        • Roll: N/A
        • Duration: Passive
        • By honing her strength to this level, the vampire once more natural damage-dealing capabilities without the expenditure of Blood. The character's damage multiplier for Melee/Brawl is increased by +1 (to either 2 or 3, depending on other powers purchased). (Sheet: Strength of Hercules - 0 Special Self Passive Muscle)
      • Crimson Brutality - The vampire focuses her blood, infusing her flesh with the stolen life, her form heating up as if she was on fire. Her body takes on a reddish, sunburnt tint and her strength increases yet again; additionally, her strikes seem to leave a heat haze, and inflict heavy damage on vampires.

        • Cost: 6 Blood
        • Action: Standard
        • Roll: N/A
        • Duration: Standard
        • The vampire infuses her body with unnatural strength, taking on a crimson hue and becoming obviously inhuman for the duration of the effect: her eyes fill with crimson, her body takes on a reddish tinge and she exudes a palpable heat. However, she increases her strength and damage output immensely, as her brawling attacks are considered incendiary. (Sheet: Crimson Brutality - 0 Special Self Empower Enhance Enflame)
      posted in Adver-tis-ments
      Bobotron
      Bobotron
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