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Author Topic: Instability: (OOC)  (Read 10545 times)

~Neri

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Instability: (OOC)
« on: June 25, 2015, 07:25:26 am »

Spoiler: Note from Kevak: (click to show/hide)

Spoiler: Character Sheet: (click to show/hide)


Spoiler: Walkers. (click to show/hide)

Spoiler: Some cultural bits: (click to show/hide)

Ask if you need help. Odds are is you will.

IC Thread.
« Last Edit: July 04, 2015, 02:59:39 am by Kevak »
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~Neri

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Re: Instability: (OOC)
« Reply #1 on: June 25, 2015, 07:29:07 am »





Spoiler: Axa (Hugoluman) (click to show/hide)
« Last Edit: July 04, 2015, 01:37:55 am by Kevak »
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~Neri

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Re: Instability: (OOC)
« Reply #2 on: June 25, 2015, 07:29:40 am »

Reserved.
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~Neri

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Re: Instability: (OOC)
« Reply #3 on: June 25, 2015, 07:30:07 am »

Q/A:

Is this still open?

Yes it is. There is no character limit.

Make a character and I'll put it in the most recent update after it's approved.

A few little things.
What's the distinction between rogues and nomads?
Are the power classes just a way to differentiate between powers or do you have to, say, have merchant level powers to be a merchant?
Obviously everyone's in civilizations, but what are the, uh, implications of a sapient carnivore eating, for example, a sapient rabbit or something?
Is there a standard language for every civilization?
1: Yes. Rogues are just villagers or townsfolk who left a major civ. Nomads are nomadic vagabonds. Often traveling in groups.

2: Just a way to differentiate between powers. However higher Class generally means more successful. Generally a Merchant Class Precog will find themselves a better literal Merchant than a Peasant Class Precog.

3: Generally it's frowned upon. The Kotkal consider it grounds for capital punishment. The Tolshak consider it grounds for locking the person up for about five to ten years. Five years is about a quarter the average person's life. So it's a pretty severe punishment. Ferals don't care. Rogues generally keep the same policy of their father civ. Nomads tend to pull teeth as punishment for that.

4: Yes there is a standard language. Nomads also have a language. But they know the standard one.

Question: What's going on in the sea? Are dolphins plotting world domination? Are crabs singing catchy songs?
Nobody really knows what's going on at sea. Presumably there is at least one megalomaniac from every species. Including dolphins. Crabs don't have the requisite vocal cords~

Two quick questions:
Interspecies romance: What are people's(animals'?) views on it?
Does species actually determine the characters' life span?

1: Ferals don't normally mind. They're a weird bunch. Rogues tend to disapprove but are fairly liberal. Nomads are totes fine with it. Kotkai are very much against it. Herd mentality and all that. Tolshak don't really care one way or another. If it doesn't stop science or progress, they don't care.

2: Yes. Species does determine lifespan. The longer living people are the ones with powers that directly allow for such or live with someone capable of applying such abilities to them. Or they're walkers. Walkers live around double the normal lifespan of a creature. So if a creature lives 12 years average. A Walker will be 24 years average of that species. Walker lifespan is about 40 years on average.

Thats why I wanted focus originally, to be able to process things mid battle. The few minutes of precog don't help, he really only needs 10 seconds, but really he needs more than anything, to be able to react and process during a fight. Are you seeing what I'm going for here? What could he have that allows that? If anything.
You would want Precog as a mental and Hyperprocessing as a physical. Focus just focuses on one task, not comprehending the data until an output is received but being able to run a hell of a lot more complex stuff than normal.

Hyperprocessing is comprehending all available data as well as possible. With some memorization traits cropping up with the later tiers.

Is there a way to increase your Magic Classes?
None known. There are rumors, but there are always rumors.The only thing that has put off outputs higher than its normal classes are Manasinks, and they function by absorbing ability outputs, forming them into crystals, and then burning through the crystals at whatever rate they choose. The classing only matters for range they can draw from.

Manasinks aren't allowed as player characters due to obvious OP reasons.

Why make such high ranks if it's (supposedly) impossible to reach the high ones? Also what is Warping and are Enchantment and Electrokinesis viable?
Because there are NPC's of the higher ranks, lore is a thing, and it is Technically possible to increase rank OOC. IC, absolutely nobody has a fucking clue how to do so.

Warping is basically portals and spacial distortions. If you want an example. Read the old Instability.

Enchantment is a thing, although usually it has a focus rather then Generic Enchantment.

Electrokinesis is perfectly viable.

What about Chronomancy? Speed things up. Slow things down. Maybe even open some small time portals at higher ranks. Time things. Is it consuming souls? So like what would an enchantment focus be? Also if you can't bump up your level how is backstory supposed explain my king-tier salsamancy?

That kind of chronomancy is viable.

No, it is not consuming souls.

An enchantment focus would for example be Fire Enchantment. Allowing various types of enchantments that you can argue are related to fire. Including but not limited to, setting houses on fire by infusing one board of wood with fire. Setting Fire Traps by infusing the ground with fire set to explode upwards on contact. Flaming swords. Staffs that shoot fireballs. And so on. Also would let you despell fire related enchantments.

I don't think you're currently moving salsa. I don't think salsa ever was invented insetting actually~ Plants required to make it aren't close enough together geographically and no real way to transport them easily yet.

A fleshed backstory basically gives your character some semblance of life. If said backstory has believable parts that would rank them at a higher tier, then they're probably going to be at a higher tier.

So basically if I make an internally consistent backstory that also involves me performing high level feats of magic. And I would assume it's not just practice or killing non-sapient monsters or we would have figured it out already. Is it not using magic?
Killing shit doesn't do anything beyond give skill. Good mages are the ones that use their abilities in the most creative ways. A Merchant Class Warper can kill a King Class Precog for example. Simply remove any potential for dodging. If they can't dodge or evade, they'll die like anyone else.

There are specific things that cause advancement in terms of power potential, they are unknown IC. They may or may not be painful.

No, not using magic means you don't gain any skill with it.

And yes. A good backstory gives the possibility for higher ranking.

I was hoping that we collected energy we use for magic and that if we didn't use it the excess energy would stretch our metaphorical container allowing for more magic to flow through. But I guess that's not the case. Is it like the Saiyan? 
No idea what the saiyan are like.

There is no mana cap. There isn't collected energy. There's just how much potential for it in specific areas you are capable of and how much skill you have with it. Someone with pyromancy could shoot flames at a wall all day long and not get tired.

The two main abnormals are as follows:

Manasinks are people who can crystalize ambient magic as well as active magic. If someone is using precog near one, they can crystalize that, preventing the person from using precog until they stop crystalizing precog or the precog user gets out of range and at the same time providing themselves with a crystal specifically built for precog. Which they can burn through at any time. If a manasink is in an area with lots of death and has some form of enchantment for example, depending on their skill, they can crystalize the ambient death into a death focused enchantment crystal. Which they can burn through at any time to use for a death focused enchantment.

Antimagi are people who can make a No Magic Zone around themselves. People cannot use magic around them if they have it active. It's technically a form of magic, however Antimages still cut off Manasink abilities. Antimages do not stop kinetic objects however. If an antimage shuts off the magic of a terramancer for example, and the terramancer had already launched a spear of rock at them, the rock's still gonna keep moving. It's not just going to randomly lose momentum.

These two are abnormal in that ranking only affects range and not potential power. IC, nobody knows why that is. It's abnormal and it's been noted down as abnormal.
« Last Edit: July 04, 2015, 08:10:30 pm by Kevak »
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Shadestyle

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Re: Instability: (OOC)
« Reply #4 on: June 25, 2015, 08:06:26 am »

Name: Braskus Grassroots
Age: 4
Species: Padfoot, a Mythic black dog of incredible power, it is warned by the sound of dragging chains behind it, in my case, these are long fleshy cables extending from all parts of it's body like Hair, and textured with white circles.
Gender: Male
Sex: Male
Physical Power: Body part specific (Cables) Regeneration
Mental Power: Terrakinesis
Physical Power Level: Merchant if possible, his cables work both like a detachable tail, and a weapon, so regrowth is a must, and possibly lengthening as well.
Mental Power Level: Peasant
Are you a Walker: No

  Few things of the old world remain, and Braskus is one of the last. The mythic power of the Padfoot has been laid low, generations of slow but increasing weakness have doomed the once mighty monster as a race. His own Mother Died only 2 years after his birth, leaving him to wander, and so he has, never having met another sapient being, he is unaware that they can even exist.  He knows nothing of his own heritage and power as well, a fact he once hoped to remedy, but with no leads or traces of his people, he has long since given up on this dream.
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~Neri

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Re: Instability: (OOC)
« Reply #5 on: June 25, 2015, 08:13:48 am »

Technically the cables could just be treated as like a lizard tail. Regrowing over time. Regeneration isn't necessary for that. Physical powers tend to focus on the entire body. Powers tend to be completely separate from physical form also. They aren't normally hereditary outside of a very small number of cases.

Peasant Class Terrakinesis would basically allow for flinging small rocks/shaping small rocks into bowls/tools and stuff.
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Shadestyle

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Re: Instability: (OOC)
« Reply #6 on: June 25, 2015, 08:16:22 am »

Full body regeneration would work in that case, but ideally, I want to be able to very quickly regrow them, and overgrow them as well. Would regeneration work for this?
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~Neri

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Re: Instability: (OOC)
« Reply #7 on: June 25, 2015, 08:18:12 am »

Merchant Class Regeneration would work for it.

Although if this is a species trait, it would be a reoccurring genome. Which is quite rare. Still fine though, since it's basically a fallen mythological beast.
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IcyTea31

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Re: Instability: (OOC)
« Reply #8 on: June 25, 2015, 08:31:09 am »

I'll consider joining if I can think of a decent character design. Otherwise, PTW.
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Andres

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Re: Instability: (OOC)
« Reply #9 on: June 25, 2015, 08:31:51 am »

I believe you have sex and gender mixed up. Sex is biological and gender is what you identify as.
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SOLDIER First

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Re: Instability: (OOC)
« Reply #10 on: June 25, 2015, 08:34:12 am »

A few little things.
What's the distinction between rogues and nomads?
Are the power classes just a way to differentiate between powers or do you have to, say, have merchant level powers to be a merchant?
Obviously everyone's in civilizations, but what are the, uh, implications of a sapient carnivore eating, for example, a sapient rabbit or something?
Is there a standard language for every civilization?

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IcyTea31

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Re: Instability: (OOC)
« Reply #11 on: June 25, 2015, 08:41:39 am »

Question: What's going on in the sea? Are dolphins plotting world domination? Are crabs singing catchy songs?
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~Neri

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Re: Instability: (OOC)
« Reply #12 on: June 25, 2015, 08:45:58 am »

A few little things.
What's the distinction between rogues and nomads?
Are the power classes just a way to differentiate between powers or do you have to, say, have merchant level powers to be a merchant?
Obviously everyone's in civilizations, but what are the, uh, implications of a sapient carnivore eating, for example, a sapient rabbit or something?
Is there a standard language for every civilization?
1: Yes. Rogues are just villagers or townsfolk who left a major civ. Nomads are nomadic vagabonds. Often traveling in groups.

2: Just a way to differentiate between powers. However higher Class generally means more successful. Generally a Merchant Class Precog will find themselves a better literal Merchant than a Peasant Class Precog.

3: Generally it's frowned upon. The Kotkal consider it grounds for capital punishment. The Tolshak consider it grounds for locking the person up for about five to ten years. Five years is about a quarter the average person's life. So it's a pretty severe punishment. Ferals don't care. Rogues generally keep the same policy of their father civ. Nomads tend to pull teeth as punishment for that.

4: Yes there is a standard language. Nomads also have a language. But they know the standard one.

Question: What's going on in the sea? Are dolphins plotting world domination? Are crabs singing catchy songs?
Nobody really knows what's going on at sea. Presumably there is at least one megalomaniac from every species. Including dolphins. Crabs don't have the requisite vocal cords~
« Last Edit: June 25, 2015, 08:49:58 am by Kevak »
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SOLDIER First

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Re: Instability: (OOC)
« Reply #13 on: June 25, 2015, 08:52:23 am »

1. K.
2. K.
3. What if you don't get caught?*
4. K.
*Joke
A SHEET APPROACHES ON THE HORIZON
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~Neri

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Re: Instability: (OOC)
« Reply #14 on: June 25, 2015, 08:53:12 am »

If you don't get caught then you don't get caught.
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