The game may be available for joining later, but I believe it is still just a closed test at the moment between Ragnarok, Strider, and myself.
Ayup, you three are the poor bastards stuck being my guinea pigs.
Oh, can I still keep the sheet here in case of future missions?
Sure! I'll go through the whole approval process too. Just repost it if/when I post another mission, and bear in mind you might have to fiddle around with it a bit to fit each mission since the initial attribute points and method slots might change (along with what kit you'll wanna run for the targeted network).
It's kinda helpful honestly, since after about five different systems in I've unfortunately looped back into a system that all of my playtesters have used before, so it's good seeing how well my explanations work with a clean slate so to speak.
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Spaces in the name of a script file? What kinda philistine are you? :pGoing to need you to specify the properties of your bears (how they attack, their movement speed, etc.) either in the attributes (more powerful but kinda inflexible since it means you're restricting yourself to only summoning those kinda bears, unless they go all katamari or voltron together), or in your methods. Quirk, I'll take it as with each level up rather than security level since not every network has security levels.
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A literal glass cannon I see.
Righto, firstly I'll have to mandate that Micro should be at least vaguely humanoid, since it makes writing self-repair actions easier and makes it easier to loot things.
Quirk, I'll need you to add some limitation just so their accuracy doesn't increase continuously to ridiculous proportions. Something like increasing on a per-target basis, or reseting on some condition. It's fine otherwise.
Is Collection/Synthesis Chamber supposed to do anything beyond supply ammo? Because if so, you don't really need a dedicated attribute for that unless you're going for a gimmick wherein you need to manually load your weapon for more power.
Methods are fine, though I should point out that if your attributes gave you a gun, you're free to just run it off of the attributes alone rather than giving it a method. A method based firing mechanism is more powerful, and if this is supposed to be the only way to fire it (which is what I think this is implying?) it will be a helluvalot more powerful... but your Quirk seems to benefit more from firing more regularly since it lets you ramp up your accuracy faster, just checking how you wanna play it.
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If I'm reading this correctly, it's a rogue/saboteur sort of build? Zero killing power but skills for evading detection and debilitating foes?
Quirk should be beneficial. Could be double-edged, but it should still give you some benefit. Wouldn't suggest mandating something unsettling or scary as its trigger unless it's something scary you make since there's probably not going to be anything particularly horrifying in this game. Well unless we count things that would terrify a security professional or a network administrator like using an RC4 stream cipher that generates its keystream using a non-incrementing IV prepended to the wifi password.
Scariness I'll need you to specify what kinda attack vector you're using to hit foes with fear. Like is it a close range blast? A psychological hazard that requires them to notice and perceive the attack?
Breaching needs to be narrowed down since everything you're doing revolves around breaching into and compromising a system.
TOOLBARS, I'll need you to specify how it gets inflicted on a foe, such as being added through a close range shanking or as an additional effect to your spooking. Guessing just obscures their vision making it hard for them to fight effectively?
Slightly_Super_Sneak.js's first effect won't work I'm afraid, mainly because you're in a network the whole time. Cloaking can work however.
Breach Fakeout will need some changes since you're breaching and pivoting most of the time in a mission. Some sort of distraction that you can place and set off would work however.