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    Roleplay Brainstorming

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    Faith Wynters
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    Roleplay Brainstorming

    Post by Faith Wynters on Wed Apr 09, 2014 5:50 pm

    First topic message reminder :

    Firstly, if I need to move this someplace else I will...

    Now... This will be where we think over everything I just didint want to litter up the CBOX with logistical things. SOOZ here we go. Remember to be respectful of all ideas because they are all important.


    Last edited by Faith Wynters on Wed Apr 09, 2014 5:52 pm; edited 1 time in total (Reason for editing : I)



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    Zalgo the Imminent
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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Sun May 04, 2014 4:53 pm

    I think I might have a name for that third group of vampires.

    How's Markov sound? Y'know, like Sorin Markov, Lord of Innistrad? I think it'd fit. A little. Maybe.
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    Re: Roleplay Brainstorming

    Post by Murdoch on Sun May 04, 2014 6:40 pm

    Eh, it's better than anything I can come up with. Markovians it is Smile



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    Faith Wynters
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    Re: Roleplay Brainstorming

    Post by Faith Wynters on Sun May 04, 2014 6:53 pm

    There's only one thing. I don't think there would be one single head of each house. I feel like if there was only a single head for each house then there would never be any ruling. There would always be someone trying to duke it out for head.

    Since I am assuming that there are more families, they are just specific species. Maybe there is say one or two houses per species and there are heads (like the eldest man and woman or voted in heads depending on the way of the families) that are representatives for the family within the faction itself. Is that making sense?



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    Re: Roleplay Brainstorming

    Post by Burn It on Sun May 04, 2014 7:52 pm

    To end the repetition that is going on here, I agree with the above regarding how to things should be set up amongst the Weres and Vamps. I like the GoT style set up for the vampires (and that's not just because Im bias because it's the greatest TV show. Period. Arguments are invalid) with the houses, however I do think that there should just be one ruling head for each house. A head that is part of the ruling family within that house. The proceeding ruler would be the heir of the previous one.
    Anything more detailed than this I think is getting in over our heads. Let's just leave it at that and let the people actually in the species organize the small details.
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    Re: Roleplay Brainstorming

    Post by Murdoch on Sun May 04, 2014 8:04 pm

    What Alex said ^. The Houses would basically be families, with the Patriarch (or Matriarch, depending on the house) being in charge. There might be occasional attempts to seize power, but for the most part the bigger houses Heads would be secure in their power, and obviously the smaller Houses would have less infighting since they would be smaller. There would be rivalries amongst the different Officers within the Houses, but for the most part, it would pretty much work like in GoT, simply for simplicities sake. It would also fit into the Species profiles if the only Heads were Ordo Draculs or, sometimes, Markovians since the Nosferatu generally don't have the brains to run a successful and influential house...and there would be a lot of ancient racism still knocking around. It would also fit into the Dracul's being the more economic and political minded ones, with their Houses being ordered and structured to give them power, and the Nosferatu in particular being more tribal and evasive. Smile But yes, pretty much what Alex said. Very Happy



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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Sun May 04, 2014 8:06 pm

    So yeah. Drow Noble House Fighting a la Forgotten Realms. The fun stuff.
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    Re: Roleplay Brainstorming

    Post by Faith Wynters on Sun May 04, 2014 8:11 pm

    Alright. Now that we've gotten that cleared up is there any way we can get this thing written up and posted someplace soon so we can start? I'm really ready. Excited.



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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Sun May 04, 2014 8:12 pm

    Murdoch said he's working on it I think, and it's currently 2:15 AM where he is, so he should probably be asleep maybe.
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    Re: Roleplay Brainstorming

    Post by Faith Wynters on Sun May 04, 2014 8:24 pm

    You're right. I didn't think about the time change. :/ My bad. Welp I'll be here whenever Smile



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    Re: Roleplay Brainstorming

    Post by Murdoch on Sun May 04, 2014 8:45 pm

    Well, my write up may take a bit (yes, I'm still up, but not for long) since I have an exam on Colonialism in Africa on Wednesday. Trying to write it up, but University exams take precedent, I'm afraid.



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    Re: Roleplay Brainstorming

    Post by Burn It on Tue May 06, 2014 10:29 am

    Hey guys, so after today I sadly will be without internet until Friday night/Saturday morning. Not starting work until Tuesday next week I am taking advantage of my time off and going up to my cottage in the middle of buttfuck no where cottage country. Its not that there is no internet, it's just that it's a total right off lol. If I can get on I will, but it will be mostly to see if there are anymore decisions that need making. To which, if I could get a A and B option system to reply with literally a letter that'd be great. Cause a letter is all Im getting before it busts out lol.

    Anyways, if there's anything major that needs sorting out that can be done today, I know a lot of people are busy, lets do it (y)

    Other than that, I'll be going over my character once more and posting it in the Bio page. Feel free to start without me guys and I'll catch up when I get back. I have the opening post already half made of mine so I might be able to copy and paste that sucker while Im up there lol.
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    Final Write-Up

    Post by Murdoch on Wed May 07, 2014 9:24 am

    This is the first draft of the final write up; if I've missed anything or if anybody has any objections, please let me know.
    -----------------------------------------------------------------

    There is a world beneath the human one, a world where creatures from myth and legend still stalk the streets and live their lives quietly in an attempt to survive in the humans ignorance. Every city has its secret culture and society of these creatures, though very few in the human world know of its existence. The government knows, of course, but largely allows these creatures to live in peace so long as they do not threaten the stability of the human world. The Underground, as it is called, is far from a safe place for these beings, however; various factions bicker and squabble for control, and every Zone has its own unique dangers and factions. However, it is a safer place than the human world for some, since many of the creatures are so monstrous that they would be found out in an instant in the human world, so must stay below in The Underground for their own safety. Glamours to make these creatures look human are available...but at a price, and many can't afford it, as The Undergrounds economy is heavily weighted towards the Upper Classes. The poor get poorer and the rich get richer, as they say.

    You are one of these creatures, trying to survive in this New World of secrecy and hidden conflict. Are you a soldier for a local faction, or the leader of a Noble House? Are you a humble shopkeeper, or a master assassin? A street urchin who grew from childhood to slip in and out of shadows to survive, or an out of towner with no idea how the politics and society of this new area works? The decision is yours....but beware. Around every corner lies a new danger, a new threat, and life in The Underground is always a risk. There are even rumours of a new faction rising...a terrorist cell, determined to take back the world from the Humans. They could change everything, if the rumours are true...and not necessarily for the better...

    Welcome to The Underground, adventurer.
    Have a pleasant stay.


    The Zones
    Spoiler:

    The Goblin Market:
    Roughly analogous to the human High Street, this long stretch of street is home to many shops, bars, restaurants, strip clubs, cinema's and casinos and more that sell pretty much everything you can imagine. It can be fairly pricey, and stalls often change hands more often than not, but it is the main shopping destination for most species. There are many, many alleys that split off from the main stretch where slightly more illegal practices may take place, but every attempt to clear out the warrens nest of back alleys and side streets has resulted in a massive loss of money and occasionally even a life or two, and the Council that runs the Goblin Market has decided to focus their efforts on The Strip and the few streets to either side. The Council is a powerful and influential entity, but has thus far saw fit to contain their influence and attention to The Goblin Market alone.
    [ Murdoch's Note: Here would be put the Goblin Market Rules, but I can't find them in the thread. If you could PM them to me, Zalgo, I'll slide them in to the final write up].

    Black Market:
    This area of The Underground refers to the large swathe of backstreets and alleys that spin off from the Goblin Market. Whilst unofficial, everybody knows that if you need some kind of rare or illegal ingredient on the cheap, or some kind of material, mineral, weapon or pretty much anything that's hard to find, as long as you have the cash, you can find it here. You also obviously have the usual illegal activities like sex trafficking, drug dealing, etc etc, but that's just standard for this kind of area. If you take out a loan from one of the men back here rather than the Goblin Market Bank, just make sure that you can repay them, or you may find yourself missing a lung or two.

    Industrial:
    Pretty much what it says on the tin. This area is where the factories and warehouses and industrial offices lie, built into neat little modern rows of plots and yards. Most of the creatures that can't go out in the human world as they are and can't afford Glamours work here as basic labourers, if they have jobs at all, so the Industrial area borders the Lower Residential. Unfortunately, that means that the smoke and smog usually drifts across to that Residential area first...slowly, though, given that there is no wind in The Underground.

    Lower Residential:
    The slums, to put it bluntly. All of the houses are squashed together, and are extremely small one or two room affairs. They are dilapidated, stinky, rotten....in short, they are scummy areas that only just pass the health and safety rules for residential's. They aren't about to collapse any time soon, but nor are they going to win any awards for quality. The streets are broken and uneven, the backstreets are even more dangerous than the Black Market and in some areas, Streetgangs wage brutal turf wars without the intervention of the local PD.

    Upper Residential:
    The rich boys area. Crime is at a minimum, the houses are all opulent, large and garish and expensive cars are parked in the driveways of every house. Not many of the wealthy patrons live there permanently - they live in the human Overworld, but some richer men and women do live in The Underground - but they all have houses there. It is obviously far removed from The Lower Residential. On the other side of the Goblin Market, in fact; about as far away as you can get!

    Playable Species
    Spoiler:


    Mages:
    Spoiler:

    Mages are divided into three "Schools," those being Dark, Light and Anima magic. Each of these Schools are divided into 2 "Paths." Each mage is effectively a human who can use magic. Each Mage is born with one or two "Affinities" that dictate which spells they find easier to cast. These one or two Affinities always come from only one Path. It is possible, for example, to have an affinity in Prediction and Healing magic (Oracle), or Prediction alone, but not Prediction and Shapeshifting. A Mage can learn a spell outside of his or her own Affinity, but the spell is harder to cast and weaker than if it were cast by somebody with that Affinity. For that reason, most Mages tend to stick to their Affinity. All Mages have access to basic "Force Magic," which includes the ability to create a magical suit of armour around themselves for protection.

    Light Magic:
    - Oracles, which have the power of Prediction (vague flashes of images, more like vague prophecies and feelings than an actual picture), healing magic (which exhausts the caster in relation to the seriousness of the injury) and Banishing Magic (used to counter the Necromancers Summoning Spells...but more powerful summonings require more powerful Banishers).
    - Enchanters, who can manipulate light from anything to increasing or decreasing the brightness, to concentrating it into a searing hot beam, as well as limited emotional manipulation magic and the ability to cast basic enchantments.

    Dark Magic:
    - Warlocks, who are able to manipulate shadows into constructs and corporeal shapes, and may with practice learn to turn themselves into shadow. They are also masters of Illusion, and are the primary source of Glamours in The Underground.
    - Necromancers, who are able to summon Wraiths, Thralls and Revenants to do their bidding and are able to use the ancient art of Blood Magic to control and confuse their foes, and give them extra fuel to increase the power of their spells. Blood Magic, however, can corrupt or even kill you if used too often or too much in one go...so be careful.

    Anima Magic:
    - Shamans are able to communicate with animals and shapeshift at will into any natural animal. Were animals are beyond their powers, however, and their forms (for example, a Shaman Wolf) will be less physically able than a Werewolf.
    - A Magus is able to use the elements to attack, hurling balls of fire or bolts of lightning, or razor sharp gusts of wind at their foes.
    Vampires:
    Spoiler:

    Vampires are split into three distinct bloodlines:

    Ordo Dracul:
    Intelligent, ancient vampires who have the most political and economic influence. They are the most cunning of the three Bloodlines and also the fastest, but are the weakest physically. They rely on speed, finesse and cunning to reach their goals. They can transform into a bat, and have the highest psychic resistance of the three Bloodlines. They can walk in daylight indefinitely, but are weakened to the level of human whilst in direct sunlight, and are immune to crosses, running water, holy water, garlic and silver. They have increased regeneration, and must feed once every two or three days. They do not have to kill their victim while feeding to take enough to survive. Their senses are the same strength as the as-yet unnamed bloodline, but weaker than Nosferatu's. They can be killed by penetrating the heart with a long, solid object and then removing their head. Failure to decapitate them or penetrate the heart before decapitation will result in the resurrection of the Dracul the following night pissed off, but otherwise whole.

    Markavian:
    This bloodline has yet to be named, but simply put, they are the sneakiest of the three bloodlines. Politically physically, they fall in the middle of the Dracul and Nosferatu bloodlines, with decent all-around combat ability; they are stronger than Dracul and faster than Nosferatur, but are also slower and weaker respectively. They are, however, the most physically beautiful of the three Bloodlines and can employ limited psychic powers to increase their charisma and persuasiveness. They can transform into a cloud of mist and have very limited shadow manipulation to aid in their stealth missions. Their senses are a similar strength to Dracul, but they are less sensitive than Nosferatu. They can be dispatched in the same way as Dracul.

    Nosferatu:
    More bestial than the Order Dracul, they are squat semi-bipedal creatures with pale, almost goblin-like features. Their senses are vastly superior to the other two bloodlines, but that also makes them more sensitive. They will die if caught in direct sunlight for more than a few minutes, are deathly allergic to garlic and have an irrational fear of religious symbols, running water and silver. They don't hurt the creature, but they fear it nonetheless. Due to their fear of water, they cannot swim. They possess sharp rending claws on the ends of their fingers, which are used for fighting and climbing. They can also fit into extremely small gaps and disappear if hiding in shadow. They are not as intelligent as the other two species, but are not stupid; they think in a spur of the moment instinctive manner, rather than forward planning. They are, however, physically the strongest of the Bloodlines. To kill a Nosferatu permanently, either drown it or impale its heart and decapitate it.

    Shapeshifters:
    Spoiler:

    Shapeshifters are creatures who can change their shape. Shocking, I know. Who saw that coming? Not me. Anyway, there are three major types of shapeshifters,

    Were's:
    Perhaps the most popularly well-known shapeshifters, Were's are humans that transform into large, vicious animals depending on the cycle of the moon. Were's can always access a "hybrid" form (eg, bipedal humanoid wolves, or humans with large wings talons) which retain their human self control but are weaker and slower than their full beast form. When the full moon rises, they turn into giant bestial animals that are larger and more dangerous than their non-Were counterparts (EG, a Werewolf is larger, stronger and faster than your average normal wolf). With practice, an adult can learn to carry his human mind through into the full beast form as well, but it usually takes years of tough study. There are three known "Clans" of Were, into which all packs fit, and each have their own values:

    - Werecanines, which are made up of Packs of Were's such as Werelions, Werewolves and Werehyenas. They value strength and martial prowess, and are generally the most brutal physical fighters within the Were community.
    - Werefelines, which include things like Weretigers, Werejaguars and Werepanthers. They focus more on cunning, stealth and clever tricks to get by.
    - Wereavians, which include packs such as Werefalcons and Wereravens. They are most concerned with speed and agility, and attention to detail.
    More "Clan Strains" are rumoured to exist, but in this part of the world, none have yet been confirmed to actually be real.

    Each "Clan" in the city is led by a council made up of the Alpha of every local pack within that clan, and meets once a month, at the end of the month. At this Moot - which can last up to days - they discuss any intra-clan business and issues, settle any disputes and decide on important matters. The final decision to be made is the election of 2 representatives from amongst the Clan Alpha's to meet at the Clan Moot in the middle of the next month, which is when two representatives from each Clan - the Canines, Felines and Avians - meet to discuss inter-Clan issues and policies. There are obviously individuals who go to the Moot, and packs that are mixed Canine packs (for example, a small Lion pack and a small Wolf pack merge to give themselves more influence in the Moot, since being the Alpha of a large, strong pack gives you more political power within the Clan), but any rogue packs are dealt with brutally. Were's can be battered and bruised, but can only be seriously injured or killed by silver or, if they can't swim, drowning. Throwing them out of a plane at several thousand feet might work as well. Might.

    Animoids:
    Whereas Were's are humans that turn into animals, Animoids are animals that turn into humans, though the reason for this ability is currently unknown outside of the highest levels of Animoid society. They are animals in thinking and action, and in the absence of a Glamour provided by a Warlock, retain animalistic characteristics dependent on the animal they are; an Aniwolf, for example, might have small furry ears and a short bushy tail that would be visible without a Glamour. As such, only Glamoured Animoids are allowed to leave The Underground and go into the city. They are allowed to roam the wilds outside the city, of course - there are routes from The Underground that lead out to the wilderness around the city - but must have a Glamour to visit said city.
    Animoid society is far less regimented than Were society. Whilst the Packs and loners meet once every couple of months at their own Moot, the only authorities are the Elders; every Alpha has an equal say, and there is none of the "Clans" business. There are many different types of Animoid, and more strains are being discovered all the time.

    Skinchangers
    There really isn't that much to say about Skinchangers. They are humanoids with slightly differently coloured skin than humans - everything from a paler shade of pink to deep crimson - and can change their shape to become a perfect duplicate of a humanoid they have seen before. They can also, with practice, take several different features and meld them together into a brand new appearance that is not a duplication. However, if they touch a reflective surface that gives an almost perfect reflection (for example, a shined silver spoon would be enough, but not a funhouse mirror), their disguise may be disrupted in relation to how reflective or how big the surface is. A spoon might cause a minor fluxuation as the Skinchanger struggles to maintain control, but a large polished mirror would dispel the illusion completely.

    Factions:
    Spoiler:

    Very simply, there are a few different archetypes of faction:

    Were Packs:
    Explained above, they vary in size and are usually only one type of Were, though mixed packs can occur. They are led by one Alpha male and one Beta male as 2iC, though recently there have been a few packs led by females. Usually, Alpha and Beta matings are used to solidify an alliance or union between two packs.

    Streetgangs:
    Primarily present in the Lower Residential, these gangs are waging a constant turf war to try and control the Lower Residential in order to have a monopoly on the goods that are produced in its back alleys, as well as the protection money.

    Corporations and businesses:
    Fairly self explanatory.

    Crime Syndicates:
    Again, self explanatory. They tend to stay out of the Goblin Market and focus their business on the Blackmarket, Lower Residentials and Upper Residentials, with a few fingers in the Industrial, depending on the Syndicate. No other information is available at this time.

    Mage Schools:
    Whilst more of a friendly rivalry than out and out hostility, Mages tend to be extremely competitive when put against a member from another school. Some Schools hate each other (For example, Shamans and Necromancers don't get along due to the obvious differences in their ideologies), but most are just friendly-ish rivals. Paths tend to get along within their Schools. There is no central authority for Mages currently set up, but every School has its own governing council made up of elected representatives from the two Paths within that School. Sometimes the School Reps informally meet other School Reps, but nothing official is in place at this time.

    UPD (Underground Police Department) :
    The police. Figure it out.

    Vampire Houses:
    Each Vampire House is effectively a family-run faction. Each house has one Matriarch or Patriarch, a number of household guards hired from a variety of species and a number of agents. Some of them hire Nosferatu as almost slave labour, whilst others view them as filthy beasts, but all of the Houses are run by Ordo Dracul, since Nosferatu are seen as inferior by other vampires, and Markavians are more of the loner, spy-for-hire type. They are primarily focused on increasing the power of ones family, even if the family is just one person, and their strengths vary (think Game of Thrones). There are four big influential houses, and a number of smaller ones running around trying to get any influence or power they can to try and survive and become powerful. Occasionally the big Houses change, but at this point, they have remained the same four Houses for the last century or so. The internal structure varies a little from House to House.

    Covens:
    Covens are what Nosferatu have instead of Houses, and are usually found in back alleys and in caves beneath the ground, hiding from those who want to exterminate them. They are an egalitarian society, with each member having a say in what happens in regards to policy and action, and vary in size from a handful to dozens. They tend to stay away from other races unless specifically approached, and even then they're skittish. Not all of the Nosferatu live in Covens, however; some live individually, and some have managed to find employment and decide to stay out of the whole Coven thing.


    Those are the main points, I think. Did I miss anything?



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    Zalgo the Imminent
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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Wed May 07, 2014 9:44 am

    Minor question on Magi, should we give them a secondary ability since they seem to be the only ones lacking such, or just leave them with straight-up elemental magic? 'Cause I was given an idea a while back while watching RWBY, and I thought it'd be pretty fun to play around with if anyone wanted to play a Magus.
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    Re: Roleplay Brainstorming

    Post by Murdoch on Wed May 07, 2014 11:45 am

    It would depend on what that ability was, since straight-up elemental magic is pretty broad, is it not? What were you thinking? Smile



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    Zalgo the Imminent
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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Wed May 07, 2014 12:00 pm

    Explaining it is difficult with words. Best way that way would be "Combat Specialization Magic" I think.

    An easier way to explain is through video.

    Exhibit A: Ruby Rose, enhancing her speed and agility through her weapon's power.
    Spoiler:

    Exhibit B: Weiss Schnee, enhancing her speed, agility, and power through glyphs, along with hindering her opponent's power the same way.
    Spoiler:

    Exhibit C: Blake Belladonna, Shadow-stepping, and Adam, Energy Absorption and Expulsion via sword. (Combat actually starts around 1:05)
    Spoiler:

    Exhibit D: Yang Xiao Long, enhancing power through anger and fire. (Combat actually starts around 2:13)
    Spoiler:

    Anyone who plays a Magus could choose this path, choosing one or two weapon types and anywhere from one to five things not entirely covered by the other Mages (i.e. Shadow-stepping, minor Shockwaves, short range teleportation, Dancing Weaponry, short-lived self-buff spells, etc.) that'd be restricted to in-combat use only, since we declared the Magi the Tank-class Mages earlier in the thread.
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    Re: Roleplay Brainstorming

    Post by Murdoch on Wed May 07, 2014 1:05 pm

    I think that idea needs a bit of rejigging, since this is a modern rather than medieval setting. Instead of making it as complicated as "choose a path," why not go with your initial idea of giving the Magus exclusive access to Force Magic, which could be used to move at great speeds, defend against heavier attacks, create rudimentary weapons, etc etc, and then remove that ability from the other Mages? The above "Choose a path" specialisation seems a tad...over-complicated, if you know what I mean? Why not roll it all into one, decrease the power scales a little and remove Force Magic from the other mages list of abilities? So only Magus has access to combat augmentations?



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    Faith Wynters
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    Re: Roleplay Brainstorming

    Post by Faith Wynters on Wed May 07, 2014 1:28 pm

    I am not sure how long I have on here right now. Might be popping in and out as needed. I agree with what Murdoch said above. I think I like the way we had it set out before better. Also. Really like the write up Murdoch, good job Very Happy



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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Wed May 07, 2014 3:02 pm

    Sorry, popped out for a short walk with a friend.

    We could do that. I feel like we're still leaving large chunks of magic unnoticed, though, especially non-Necromantic Summoning, traditional Alchemy, Scrying, (Unless we included that with Divination, in which case ignore this one.) Counterspells, Crafting Magic, Wild Magic, and various forms of Transmutation. I have ideas for my character that involve a few spells that involve at least three of these schools, and I'm not sure if they're forbidden abilities or not. I like to know my options and restrictions, same as you do.
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    Re: Roleplay Brainstorming

    Post by Murdoch on Wed May 07, 2014 4:57 pm

    Eh, it's alright.

    As for the other types of magic, well...I would assume that Scrying is a subset of Divination spells, so that would be in the Oracle section, though less emphasis would be put on it methinks. Alchemy I imagine would be the realm of high-street Alchemists, since it deals primarily with non magical incantations, rather rudimentary chemistry infused with a hint of magic. Non-Necromantic summoning....ehh, I think we should leave that out to avoid overcomplicating things for the moment, though it being included later on as a foreign type of magic that is new to the area, once people have settled in. Same with Crafting and Wild Magic, though I think that every Mage should have basic access to Counterspells. Transmutation, I'm not really sold on.

    But for your character design....be sensible. Obviously Burn It wants to know a couple of cross-spells, but keep in mind that they will be harder to cast and be weaker than if you had an Affinity with them, and I really think we should try and avoid creating a character that is designed to be overtly powerful. This RP is about the characters rather than the powers, after all. Wink Try and stick to one or two schools to avoid cross classing too much, or if you do do three schools, obviously he would have had less time to practice, so he would be sacrificing strength in the name of versatility. That's all I would say on that matter :-)



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    Zalgo the Imminent
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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Wed May 07, 2014 8:09 pm

    Mostly I'm sticking to Illusion while dabbling in emotional magic, keeping true to the idea of a Warlock Bard, but having a very weak offensive spell or two isn't always the worst idea. I put a spell list on my character which will be updated every so often to show growth. Probably once every in-game month or so.

    Speaking of which, we're keeping track of moon phases, month, day, hour, etc., right? They're kinda important to at least 2 races, if not all of them.

    Also, on the Transmutation thing: When I say Transmutation, I means spells such as Feather Fall, Bull's Strength, Magic Weapon, Spider Climb, Keen Edge, Water Breathing, Ant Haul, Haste, Slow, Open/Close, Air Walk, Mending, Dancing Lantern, Knock, Levitate, and Mage Hand. Minor Telekinesis and/or ability enhancers. I do not mean "I turn this lead into gold." I thought we could give that to Magi rather than sticking them with just plain Force Magic, then lump Force Magic in as Universal Magic that all Mages have access to, along with some teleportation spells, possibly take the Telekinesis out of Transmutation and put it in Universal, that kinda stuff. How's that sound?
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    Murdoch
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    Re: Roleplay Brainstorming

    Post by Murdoch on Thu May 08, 2014 5:24 am

    So long as you're sensible Smile If your character has an Affinity for Illusion, he's not going to have Affinity for emotional magic, so it would be more difficult for him to cast.

    And yeah, I think that's a good idea. Just mark down every day and the moon cycle, since it is important if anybody goes for a Were.

    As for the Mage...I think if we took Magic Weapon and Haste out of Transmutation and put them into Force Magic, gave Force Magic to Magi and then let all mages use what's left in the Transmutation as a basic level ability, that would give all Mages a little more utility but give Magi the combat-orientated spells without OPing them too much. They can already call lightning bolts down on their foes, after all Razz



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    Zalgo the Imminent
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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Thu May 08, 2014 5:32 am

    So we're putting many Transmutation Spells under Universal Mage Spells, then?
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    Murdoch
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    Re: Roleplay Brainstorming

    Post by Murdoch on Thu May 08, 2014 1:30 pm

    If you're ok with that :-)



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    Zalgo the Imminent
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    Re: Roleplay Brainstorming

    Post by Zalgo the Imminent on Thu May 08, 2014 4:08 pm

    Alright, I can work with that. No more questions, your honor.
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    Murdoch
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    Re: Roleplay Brainstorming

    Post by Murdoch on Thu May 08, 2014 5:34 pm

    Right-ho! Any more questions or suggestions or requests? Very Happy




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