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Author Topic: Cobalt Fortress Revival?  (Read 8308 times)

Ahra

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Re: Cobalt Fortress Revival?
« Reply #15 on: April 14, 2011, 01:20:59 pm »

Edit: Shade-o was online earlier this morning!? o_O
i think he was yesterday too
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V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #16 on: April 14, 2011, 01:35:25 pm »

I'd perfer keeping the caste system and such as it was the basis for the political system, which I was very interested in becoming a part of.  I say we keep the system as it was, we just coordinate our initial skills better so we don't end up with 5 artisans and 2 people who can do all the digging and produce food.

Ochita

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Re: Cobalt Fortress Revival?
« Reply #17 on: April 14, 2011, 01:36:25 pm »

Eh... hehe..

Yeah.
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CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #18 on: April 14, 2011, 01:50:42 pm »

I'd perfer keeping the caste system and such as it was the basis for the political system, which I was very interested in becoming a part of.  I say we keep the system as it was, we just coordinate our initial skills better so we don't end up with 5 artisans and 2 people who can do all the digging and produce food.

I just wanted to make some small changes as to let someone who isn't of the military caste able to gain some weapon proficiency and like scenarios. (despite practicing nearly every day, Litast gained no further throwing skill... although this may have been an oversight by the GM) Well... maybe it doesn't need changing as long as I pay close attention to skill leveling during play.

Hehe, I had a few ideas for the food problem.
I may just add in a couple npc farmers to the initial group... because really, who wants to roll a farmer?
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Ahra

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Re: Cobalt Fortress Revival?
« Reply #19 on: April 14, 2011, 01:54:21 pm »

I'd perfer keeping the caste system and such as it was the basis for the political system, which I was very interested in becoming a part of.  I say we keep the system as it was, we just coordinate our initial skills better so we don't end up with 5 artisans and 2 people who can do all the digging and produce food.

I just wanted to make some small changes as to let someone who isn't of the military caste able to gain some weapon proficiency and like scenarios. (despite practicing nearly every day, Litast gained no further throwing skill... although this may have been an oversight by the GM) Well... maybe it doesn't need changing as long as I pay close attention to skill leveling during play.

Hehe, I had a few ideas for the food problem.
I may just add in a couple npc farmers to the initial group... because really, who wants to roll a farmer?
well not me: hunter, herbalist and such ok, farmer, then you are begging for an -bone bolt- in the head.
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And then the horror hits: This was just spring.
We are SOooooooooooooooooooooooooooooo fucked.
Quite fucked indeed.

NewsMuffin

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Re: Cobalt Fortress Revival?
« Reply #20 on: April 14, 2011, 02:29:20 pm »

I'd join in if you allow newcomers.
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V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #21 on: April 14, 2011, 03:19:46 pm »

I have an idea for combat skills that you might want to take into account.  You can train up to +3 without being in combat, beyond that, you must be in combat to gain skill in a combat skill.  Also, yes, I'm sure we'll be including newcomers.

Fniff

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Re: Cobalt Fortress Revival?
« Reply #22 on: April 14, 2011, 03:22:17 pm »

Hey, does anyone have a clear definition of the rules? I kinda need them. I haven't found anything clear about the subject.

Ochita

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Re: Cobalt Fortress Revival?
« Reply #23 on: April 14, 2011, 03:25:46 pm »

Yeah. We need a solid base for our rules.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #24 on: April 14, 2011, 03:55:21 pm »

We don't know much about the rules, truth be told. We can probably infer some things based on the size of known modifiers, though.


I just wanted to make some small changes as to let someone who isn't of the military caste able to gain some weapon proficiency and like scenarios. (despite practicing nearly every day, Litast gained no further throwing skill... although this may have been an oversight by the GM) Well... maybe it doesn't need changing as long as I pay close attention to skill leveling during play.
In theory, the only difference between a military caste and artisan caste was that the artisan started with a penalty; once they'd spent the effort to train up to even with the militant, they were identical.


Edit: Shade-o was online earlier this morning!? o_O
i think he was yesterday too
What?! Shade-o, come talk to us! We're not mad about you vanishing on us. >_>
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elitetaco3519

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Re: Cobalt Fortress Revival?
« Reply #25 on: April 14, 2011, 06:12:19 pm »

im pretty sure this is gonna be like the first one, if you have questions please go to the ooc thread. also can the name be changed to colbalt fortress 2? atleast in the main thread.

but we should totally do this
« Last Edit: April 14, 2011, 06:35:03 pm by elitetaco3519 »
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V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #26 on: April 15, 2011, 10:51:55 pm »

*poke*

CoughDrop

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Re: Cobalt Fortress Revival?
« Reply #27 on: April 16, 2011, 10:20:54 pm »

*pokes back*

I'm afraid of nerfing some of the things, but also afraid to keep them for my sake.
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IronyOwl

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Re: Cobalt Fortress Revival?
« Reply #28 on: April 16, 2011, 10:24:19 pm »

Specifics? Better a simplified game than none at all, though.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

V-Norrec

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Re: Cobalt Fortress Revival?
« Reply #29 on: April 16, 2011, 11:05:13 pm »

yeah, I just wanted to make sure we were still making some kind of progress.  Let's here specifically what you're thinking and then we can make a group judgment.
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