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Posted: Wed Jul 27, 2011 12:32 pm
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Posted: Tue Aug 09, 2011 4:09 pm
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Posted: Tue Aug 09, 2011 5:11 pm
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Posted: Tue Aug 09, 2011 7:26 pm
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Posted: Tue Aug 09, 2011 7:28 pm
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Posted: Mon Aug 22, 2011 7:48 pm
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Posted: Mon Aug 22, 2011 8:27 pm
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Posted: Tue Oct 18, 2011 7:07 pm
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Posted: Sat Nov 05, 2011 9:40 am
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Plot Announcement!
With some deliberation, we've decided to release a brief outline of coming events. We do so not to spoil any surprises (we're not including any specific details about anything, so there really won't be any spoilers), but to give everyone a fair chance to develop their own plots and ideas.
Normally, we wouldn't do anything like this, as you all likely know I like to keep things a secret for as long as possible. However, it's been awhile since we've even been to the Atlantica/Port Royal combination, and even you did somehow remember every given moment of foreshadowing, not everyone kept up with that side (see: Queen's Quest). As such, the following outline should get everyone up to speed and give everyone an opportunity to plot and come up with their own special developments.
At dawn, or whenever we wake up, the group will officially split into two-- one group to go to Atlantica, the other to remain on the Pearl.
With the pirates, the exact scenario from At World's End will be playing out. The Pirate Lords' fleets will all be amassed just outside of Shipwreck Cove, and the EITC's equally-massive fleet will be a few miles away. After the meeting on the little sandbar between the respective captains, and after Calypso is freed, the Dutchman and the Pearl will meet at the center and begin the fight, leaving the other ships behind to wait for the end of the conflict.
Atlantica will be beseiged by a Hollow-Bastion-sized army composed of Heartless, Geists, Unversed (Maybe even Nobodies?). By this point, those who went down below the night before will have already given the city fair warning and perhaps even aided in preparing them for the coming morning.
When Atlantis is discovered (and it will be discovered quite... explosively), the lower group will have to decide who goes and stays, since there will still be the fighting to take care of in Atlantica.
Atlantis will be under attack as well, with a small legion harassing the city and a group amassing on the summit, near the Throne Room.
Certain Replicas and Villains will be fighting in all three portions of the battle. If you have a specific placement in mind, feel free to bring it up with us, publicly or privately.
If you have any ideas that you're uncertain would be approved, please bring it up with us-- we'd be happy to work with you. This is a group RP, everyone should get their chance to shine.
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Posted: Sun Mar 18, 2012 12:20 am
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Posted: Sun Mar 18, 2012 1:50 am
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Posted: Mon Mar 26, 2012 2:20 pm
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Je suis a toi Vice Captain
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Je suis a toi Vice Captain
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Posted: Sun Sep 02, 2012 11:10 pm
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Geist reference list:
Number Legend:
1-4: Low
5-7: Moderate
8-10: High
*Think as simplistically as you can about this legend, I don’t want you to get stuck on the numbers. If the number in the Speed or Agility falls to the lower end of a category (low, moderate, high) it’s in the lower spectrum of that category (1= very slow, not agile). Same principal applies to the higher numbers (4= slow, somewhat agile). This scale only applies to ‘minion’ type Geists, not to Prototype (Prote/Memoria Phantasma) type Geists.
Endurance Category Legend:
Low: 1 to 5 strike kill
Moderate: 5 to 10 strike kill
High: 10 to 20 strike kill
*Also another legend to think very simply about. The stronger the strike, the more likely you’ll kill the Geist in fewer strikes. I don’t expect you to count your strikes, I just want this as a reference so you don’t GM and kill a Grimm in two strikes. The only way the previous number category applies to this one is in determining whether the Geist is a High, Moderate, or Low endurance Geist (i.e. Grimm-- endurance lv.10--High; Apparition--endurance lv.4--Low).
Name: Banshee Type: Non-shapeshifting Phase capable: Yes Endurance: 7 Speed: 6 Agility: 4 Special attributes: Banshees attack through screeching. Sound Wave attacks, most common attacks, can cause physical blunt force damage. Howl attacks, occurring somewhat infrequently, cause status ailments-- Stun, about 50% of the time; Confusion, about 25% of the time; Fear, about 5% of the time (i.e. Stun happens half the time, Confusion a quarter of the time, and Fear very rarely). The equation system, as with the Grimms, is not necessary. However, abuse of this freedom will not be tolerated.
Name: Apparition Type: Shapeshifting Phase capable: No Endurance: 4 Speed: 8 Agility: 8 Special attributes: Apparitions can disappear for short intervals of time, approximately 30 seconds. Most common shapeshift weapons are blades.
Name: Shadow Type: Shapeshifting Phase capable: No Endurance: 4 Speed: 4 Agility: 4 Special attributes: Shadows can duplicate memories and create up to 20 “clones” of itself rapidly. Only the original Shadow is capable of creating clones, and once all 20 are created is unable of creating more. Kill the original Shadow and the others will die as well. The strength of the Shadow lies in numbers.
Name: Kinetic Type: Shapeshifting Phase capable: No Endurance: 3 Speed: 4 Agility: 1 Special attributes: Kinetics can throw objects around them without making contact with these objects or even create projectiles out of their own matter. As soon as a Kinetic uses up too much of its matter or energy it ceases to exist.
Name: Djin Type: Non-shapeshifting Phase capable: No Endurance: 6 Speed: 7 Agility: 5 Special attributes: Rather than shape-shifting, Djinn are proficient in elemental magic. There are 3 forms of Djinn- Fire, Water, and Thunder.
Name: Shades Type: Non-shapeshifting Phase capable: Yes Endurance: 9 Speed: 8 Agility: 8 Special attributes: Rather than existing as a physical shape-shifter, Shades exist as a mass of black energy, capable of solidifying at will. They can be damaged by magic at all times, but can only be damaged physically when they take physical form.
Name: Grimm Type: Non-shapeshifting Phase capable: Yes Endurance: 10 Speed: 9 Agility: 9 Special attributes: Grimms have given up shape-shifting powers in lieu of Death-based magic. These Geists cast all four game-winning status ailments-- (1)Old, (2)Fear, (3)Charm, and (4)Doom. They are tall Geists wrapped in black garbs wielding scythes. Beneath their robes, they are very pale, thin, and sickly creatures. Any contact with the scythe will initiate a status affect decided by random number generation. Discretion is left up to the Role Player. Be responsible, Mary Sueism will not be tolerated.
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Posted: Sat Oct 13, 2012 10:10 pm
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Final Word on Elements
Below, I will list all known 'affinities'. Here, though, I will explain the rules.
Each section in the below list refers to the affinities of a specific element. The first set is Fire, for example. This means that any Fire-elemental person or spell is affected by the various listed elements as explained.
Some of the listed elements aren't even claimed by people--only by spells. However, they are listed because the elements themselves would still react with other various elements and spells.
Every element has one primary weakness. This weakness cannot be changed without a heavy story-given reason. In the following lists, a primary weakness will be underlined.
Except for level 5, we will not be changing anything about these affinities. We will leave those changes in your hands.
At level 4, each character will get 1 additional resistance. This means the person gets to choose one element to increase his/her resistance in, from Weakness to Normal, to Resistant, to Immune, to Absorb. Primary Element and Primary Resistance cannot be upgraded in this way.
At level 5, your Primary Element will increase from Immune to Absorb.
At level 6, and for each second level after that somehow obtained (even levels), you will be given 1 more additional resistance. The same rules as level 4 applies.
The above two choices apply to Non-Elementals as well.
With that out of the way, here are the Affinity Lists:
Fire Affinities Fire - IMMUNE Ice - DOUBLED 2X Thunder - -------- Wind - HALVED 1/2 Water - DOUBLED 2x Earth - -------- Nature - HALVED 1/2 Poison - -------- Space - -------- Time - -------- Light - -------- Darkness - --------
Ice Affinities Fire - DOUBLED 2X Ice - IMMUNE Thunder - HALVED 1/2 Wind - -------- Water - -------- Earth - DOUBLED 2x Nature - HALVED 1/2 Poison - -------- Space - -------- Time - -------- Light - -------- Darkness - --------
Thunder Affinities Fire - HALVED 1/2 Ice - DOUBLED 2X Thunder - IMMUNE Wind - -------- Water - HALVED 1/2 Earth - DOUBLED 2X Nature - -------- Poison - -------- Space - -------- Time - -------- Light - -------- Darkness - --------
Wind Affinities Fire - DOUBLED 2X Ice - -------- Thunder - -------- Wind - IMMUNE Water - HALVED 1/2 Earth - HALVED 1/2 Nature - DOUBLED 2X Poison - -------- Space - -------- Time - -------- Light - -------- Darkness - --------
Water Affinities Fire - HALVED 1/2 Ice - -------- Thunder - DOUBLED 2X Wind - -------- Water - IMMUNE Earth - HALVED 1/2 Nature - DOUBLED 2X Poison - -------- Space - -------- Time - -------- Light - -------- Darkness - --------
Earth Affinities Fire - -------- Ice - HALVED 1/2 Thunder - HALVED 1/2 Wind - DOUBLED 2X Water - -------- Earth - IMMUNE Nature - DOUBLED 2x Poison - -------- Space - -------- Time - -------- Light - -------- Darkness - --------
Nature Affinities Fire - DOUBLED 2X Ice - -------- Thunder - -------- Wind - -------- Water - HALVED 1/2 Earth - HALVED 1/2 Nature - IMMUNE Poison - DOUBLED 2X Space - -------- Time - -------- Light - -------- Darkness - --------
Poison Affinities Fire - -------- Ice - -------- Thunder - -------- Wind - HALVED 1/2 Water - DOUBLED 2X Earth - -------- Nature - DOUBLED 2X Poison - IMMUNE Space - -------- Time - HALVED 1/2 Light - -------- Darkness - --------
Space Affinities Fire - -------- Ice - -------- Thunder - -------- Wind - -------- Water - -------- Earth - -------- Nature - -------- Poison - -------- Space - IMMUNE Time - DOUBLED 2X Light - -------- Darkness - --------
Time Affinities Fire - -------- Ice - -------- Thunder - -------- Wind - -------- Water - -------- Earth - -------- Nature - -------- Poison - -------- Space - DOUBLED 2X Time - IMMUNE Light - -------- Darkness - --------
Light Affinities Fire - -------- Ice - -------- Thunder - -------- Wind - -------- Water - -------- Earth - -------- Nature - -------- Poison - -------- Space - -------- Time - -------- Light - IMMUNE Darkness - DOUBLED 2X
Darkness Affinities Fire - -------- Ice - -------- Thunder - -------- Wind - -------- Water - -------- Earth - -------- Nature - -------- Poison - -------- Space - -------- Time - -------- Light - DOUBLED 2X Darkness - IMMUNE
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Posted: Sat Feb 23, 2013 9:09 pm
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I apologize.
Yes, Kyle is alive. And for that, I'm sorry. Let me explain.
Some of you "knew" he wasn't dead (and that's in quotations for a reason). Some of you believed Kyle was actually dead. I'm sure the latter are fairly annoyed, or are at least rolling your eyes. "Cried wolf", you'd rightly say.
Until a couple weeks ago, I had absolutely no idea if Kyle was going to survive this. I've been toying with the idea for ages, particularly due to some frustrations of mine in the past few months. If there was a time for him to die, this would work just fine. And even if he didn't end up dying, look at these responses. The past few pages have been fairly beautiful not because of his stupid choices, but because of the reactions of others. So it was a win-win.
However, it wasn't until I talked to someone (you know who you are) about it that I realized that killing him here really wouldn't be "fine". If a character dies, it should add something to the story, but Kyle's death at this specific instance would take more than it would give. The repercussions would be net negative rather than positive (as far as the people who are close to Kyle are concerned, that is). A number of the members would practically turn on each other--Kyle charged in to save Kyla, so she would be "at fault", Joe should have done this, et cetera et cetera. And even if somehow the characters avoided that nasty bout, there still wouldn't be any gain from it. No added drive, no gained "unity"--just frustration and depression that, at this stage in the game, would really, really handicap both the characters and the writers (after all, how much sorrow can a group take, we need a win). All in all, Kyle's death here would have been... pointless.
So you're stuck with him, though in an admittedly-altered state, for at least a little longer. I'm sorry to those of you who feel tricked or misled, frustrated by the "cry wolf" scenario. It was not my intention to be an a*****e, so much as it was simply a hope to get some beautiful writing done (that part worked, so thank you guys!) that sort of caused me to realize it was a bad choice on my part. I hope you'll accept my apology. If not, well, don't worry, he won't be doing much else anywho.
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