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    Posts made by Bobotron

    • RE: [Interest Check] Original vampire-based supernatural MU*

      Long week. Very long week. Long (but good) weekend to. Relaxing now while laundry does its thing.

      So...
      First thing's first. I promised you guys a couple of power previews, so here we go. Two specific power tracks are done, and posted below. There are some things still in the works (like costs for fuel/blood), as well as potential power balances. Though one thing that's set is that the names are there for defaults, though characters can rename them for the combat system directly (like, you could have the Bloodworking power Sanguine Strike, and rename it Crimson Needle if you, say, chuck solidified blood daggers and such; or rename the Crimson Brutality power into Flames of Pluto or somesuch).

      As a note, there will be some references to a couple of things I haven't mentioned, so...

      • On duration, when it says Standard that means it's a status condition; the duration is 3 turns in combat.
      • On conditions/effects, there will be a post following the two power lists I'm posting that goes over those.
      • Attack types are Brawl, Melee, Firearms, Special, Weapon-M and Weapon-R. Weapon-M and Weapon-R mean that the attack will snag the damage rating of the equipped weapon, rather than the damage rating of the raw attack (which will be set to 0 for ease of calculation). Weapon-M will default to the Unarmed attack if no Melee/Brawl weapon is equipped.

      Mobility
      Vampires are creatures of extraordinary talents. One of those is the ability to defy the laws of physics with their movements. A power that is common to all vampires, Mobility allows a vampire to use the vitalis that they subsist on and alter themselves, granting superhuman feats of movement.

      Basic

      • Lightfoot - Drawing upon the vitalis, the vampire imbues their body with life energy, lessening their weight and enabling them to be lighter than their bodies really are.
        • Cost: 1 Blood
        • Action: Simple
        • Roll: N/A
        • Duration: 1 Scene
        • The vampire becomes able to move without effort across things that would not normally support her weight, such as snow, sand, or water. Additionally, this power halves damage taken from a fall.
      • Unnatural Grace - The vampire is able to imbue their body with what could be termed a control over their own equilibrium and personal gravity, allowing for unnatural feats such as walking up walls.
        • Cost: 1 Blood
        • Action: Standard
        • Roll: N/A
        • Duration: 1 Scene
        • The vampire becomes able to stick to solid surfaces, maintaining their balance and treating all surfaces as if they were floors to walk on. The can stride up a wall, walk effortlessly across a tightrope, or hang upside-down from the ceiling. Additionally, this power halves damage taken from a fall, and the character will always land on their feet.

      Intermediate

      • Mighty Bound - The vampire is able to render themselves lighter, using the vitalis to lift themselves and their innate strength to leap across distances that would seem impossible, leaping up, or down, many stories or bounding from rooftop to rooftop.
        • Cost: 2 Blood
        • Action: Standard
        • Roll: N/A
        • Duration: 1 Scene
        • When activated, Mighty Bound doubles the character's Physical Attribute when jumping. Additionally, when Mighty Bound is active, characters do not take falling damage if they have actively jumped down from a height.
      • Spatial Awareness - The vampire has an instinctive capability to know what's going on around her, in order for them to use their enhanced mobility to protect theselves. With this power, they can map out all of the places they can move and protect themselves by ducking behind cars, bars, and overturned tables, moving with supernatural prescience about such things, even if these things are not in line of sight.
        • Cost: 2 Blood
        • Action: Simple
        • Roll: N/A
        • Duration: Standard
        • Spatial Awareness grants a vampire the Shift condition; this is representative of the vampire knowing where to move to best make use of cover and their surroundings to trip-up their opponents. (Sheet: Spatial Awareness - 0 Special Self Shift)

      Advanced

      • Ascension - The ultimate in mobility, the vampire flows the vitalis through her body, infusing herself with the stolen life and becomes completely lighter-than-air. She can take to the skies under her own power, flying with any speed she can muster.
        • Cost: 3 Blood
        • Action: Standard
        • Roll: N/A
        • Duration: 1 Scene
        • The vampire gains the ability to defy gravity, enabling them to fly at their normal movement speed or any speed enhanced with Swiftness. When Ascension is active in combat, the vampire cannot be targeted by Brawl- or Melee-based attacks unless their opponent has also activated Ascension, though Ranged and Special attacks will still work on the vampire. (Sheet: Ascension - 0 Special Self Flight)

      Master

      • Incorporeal Passage - The vampire's control over her body becomes so great that she can become intangible, being untouchable and able to phase through almost any matter. In this form, the vampire is immaterial, and only magically-enhanced attacks or the banes of the vampires can bar or damage them.
        • Cost: 2 Blood
        • Action: Standard
        • Roll: N/A
        • Duration: Special
        • The vampire shifts her body into a state of intangibility, giving her the capability to slip through solid objects; she looks like a phantasmal form of herself. This intangible form is immune to all attacks except for Special attacks, and the banes of all vampires. Normally, the intangibility lasts for 1 Scene; however, being struck in combat by a Special attack or one of the vampire banes (sunlight, fire, or silver) will do normal damage and immediately end the Incorporeal Passage power. (Sheet: Incorporeal Passage - 0 Special Self Incorporeal)
      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: [Interest Check] Original vampire-based supernatural MU*

      I will be doing some more update posing tonight. I will post a couple of the completed power sets and some of the incomplete ones so people can see the design aesthetic I have for power sets that have RP only applications and powers that have battle applications and ones that do both.

      @Rook
      I will ping you when I'm home tonight.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: RL things I love

      @hedgehog
      Lexington KY and The Bar Complex which has a nice upstairs dance floor that they look like they're planning bi monthly things at.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: RL things I love

      Finding out that there's an upswing of industrial/goth/related music in your city, and that one of the venues they are planning on a bi-monthly event is a club with a very large dancefloor and great sound.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: [Interest Check] Original vampire-based supernatural MU*

      @Songtress
      The difficulty is set up to be pretty static, with a dice pool being equal to the total attribute + skill rating + any bonuses. So a character trying to shoot someone with a shotgun does Physical + Firearms, so someone with a Physical 4 (above average) and a Firearms 3 (well-trained) does 7d6, every 4+ as a basic success vs a target's Physical + Dodge. For contested actions, the defender's successes subtract from the attacker's successes; if there's a net 0 or negative, the action fails. Otherwise, successes are added onto the effect (such as success threshold or, for the combat portion, damage). For uncontested actions, there is typically some type of success threshold depending on what's needed.

      Still running tests but overall it's pretty simple, and allows a good amount of 'you get X bonus!' to the stat or pool without the bonus being pointless (like what I was running into with the percentage-based setup).

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

      Found inspiration for power tracks. Working them out now. Intensity (super strength) and Mobility (alternate movement) are done.

      Also decided to go with the d6 and target number method. The issue ended up being with the percentage based setup it became way too skewed and the percentages really didn't line up with the stat ratings I'm looking at.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Retail "Horror" Stories

      @Lithium
      Ahh. None of my cards have the chip, so I haven't had to fight with that. I guess she was just swiping and was told to use the chip, then. My bad.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: [Interest Check] Original vampire-based supernatural MU*

      So, a little bit more of an update...

      • The bigger writeup for the playable Houses are done, it was much easier when I trimmed it down to the six we're going with.
      • The map of NYC is mostly done; I'm trying to determine if I missed anything important. Right now about 24-27 rooms for the city. Working on picking out some areas of NYC that will be useful for play to have as separate rooms for play as well as some staff-created 'location' rooms.
      • Working on powers. I'm now becoming torn between just doing up general powers and then having TF MU*-style 'create your own battle powers' rather than flat-defined lists of powers. The main hangup I'm hitting is arrangements for powers that aren't just same overlaps in utility and combat capability. More to come on this...

      Still far away from opening, but we're getting there.

      posted in Adver-tis-ments
      Bobotron
      Bobotron
    • RE: Ignore?

      @icanbeyourmuse
      On a related note that script posted a little down in the OTHER Ignore thread, when thrown into Tampermonkey, eliminated Cirno's insane ass. So yay for that.

      posted in Suggestions & Questions
      Bobotron
      Bobotron
    • RE: Ignore?

      @Sunny
      Yeah; it ignored everyone in the thread, like you (well, it grayed OUT yours but the content was still there). Just weird.

      posted in Suggestions & Questions
      Bobotron
      Bobotron
    • Ignore?

      So, I am not sure if this is an error or something. I clicked the ignore eye icon on Cirno's new name. It ignored everyone in that thread, not just Cirno.

      posted in Suggestions & Questions
      Bobotron
      Bobotron
    • RE: Grid Construction and Planning

      @Thenomain
      I"ve wondered about doing a grid in the vein of say, the maps/layout of the VtM Bloodlines video game. Each area is its own mini grid that is restricted enough that you can't just casually move to the next one. But then I think 'well, there's no real REASON for that on a MUSH'.

      @Seamus
      Cool. Good luck! 😄

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Retail "Horror" Stories

      @silentsophia
      My best friend is the head of security for a mall that's on the new bus route which results in tons and tons of kids. They also have a new theatre, and are near the poor part of town. The number of 'the children are rioting, there are fights, we may have had a gunshot' stories from that mall are insane. It's resulted in a ban on anyone under the age of 17 being in there without a parent.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: Retail "Horror" Stories

      @Cobaltasaurus
      And this is why I hate the chips that they're putting into the CCs now. Really and truthfully. I was at one place and the lady in front of me had to swipe it, THEN put it in to the chip reader to have the chip do its thing. And I'm like 'Uh.... that's dumb.'

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
    • RE: [Request] Policy Template

      @surreality
      I am in agreement; the expectations must be clear. Which is why I find it odd when there's things that end up as issues that, for some reason, are not in part of policy. I look at the concept of policy from a community-agnostic approach, treating everyone equally and fairly within the bounds of what I want the policy to be.

      I think the unspoken rules are what hurts things; people go from game to game within the same community/genre and assume that, when they weren't 'doing something wrong' on one game, they wouldn't be doing something wrong on this other game too.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Grid Construction and Planning

      @Seamus
      Good on you. Do what you want. Are you doing multi-venue or single-venue or what?

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: [Request] Policy Template

      I think there's a point where there's a bit of 'blinders' on the policy stuff, particularly in certain communities throughout MU*land. I see people here saying that you don't need to define policies in the most strictest detail, but some of those polices - and people not following them -- are the very things that we bitch about on this forum. And then when it becomes a clusterfuck because there was no policy point to reference, it spirals into insanity.

      From the standpoint of covering your ass as a staffer, have as much -- and as detailed -- policy as you need. If people choose not to read it and violate the policy, this is why you have stuff like a strikes/warning policy. It is not MY responsibility to make everyone read the policies; I can't force them to be reach. However, if you explicitly say 'playing here states you agree to the policies in X, Y, Z' and then they break those, you have your ass covered.

      @Collective do your thang. Make your policies. You saw the link to mine; it's my expectation that that shit gets read and adhered to in order to keep the theme and setup of the game I want to run. And the environment I want to foster for players to enjoy themselves.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Grid Construction and Planning

      @Collective
      Try running it in a compatibility mode?

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: Grid Construction and Planning

      @Collective
      I can use it fine on Windows 10. I didn't even have to run it in compatibility mode.

      posted in MU Questions & Requests
      Bobotron
      Bobotron
    • RE: RL Anger

      @silentsophia
      And this is why I am glad that I ended up stopping working for the stock portion when I worked for TRU (though that didn't always help, but the other departments at least dealt with it less). Assholes who wanted chase figures made me insane.

      posted in Tastes Less Game'y
      Bobotron
      Bobotron
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