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@  Uncle Ben : (24 July 2015 - 10:10 PM)

on*

@  Uncle Ben : (24 July 2015 - 10:10 PM)

Red said he couldnt get one

@  furrykef : (24 July 2015 - 11:25 AM)

Also I still have to figure out how to set up our e-mail accounts on the new host.

@  furrykef : (24 July 2015 - 08:19 AM)

As soon as I figure out how to restore it. Sorry, I know I said it'd be done by now, but I didn't expect to have to put up with this DNS crap and other issues that popped up.

@  Uncle Ben : (24 July 2015 - 07:56 AM)

So when's the black theme coming back??

@  Uncle Ben : (24 July 2015 - 07:56 AM)

"Should"

@  furrykef : (24 July 2015 - 07:27 AM)

That DNS took longer to propagate properly than I thought it would. *Now* we should be back for good, though.

@  furrykef : (23 July 2015 - 08:48 PM)

Or it might be because Bluehost *finally* got around to that server wipe (one week after we'd asked for it) and that wiped out our DNS settings. I'm not sure which and I don't really care. In any case, we've severed our last ties with Bluehost, so this will not happen again.

@  furrykef : (23 July 2015 - 08:08 PM)

Looks like Bluehost yanked our DNS since our hosting account expired. That's why the site went down a while ago. But as you can see, it's fixed now.

@  Misk : (23 July 2015 - 04:55 PM)

No, they do not.

@  furrykef : (23 July 2015 - 04:27 AM)

The goggles do nothing?

@  Misk : (22 July 2015 - 05:50 PM)

My eyes.

@  furrykef : (22 July 2015 - 12:24 PM)

Looks like forum uploads might have been broken since last night. That should be fixed now too.

@  furrykef : (22 July 2015 - 01:33 AM)

Heh, whoops! Server went down for a few mins when I borked the config. Looks like it's back up now.

@  Uncle Ben : (21 July 2015 - 09:09 PM)

It looked like a napkin

@  ILOVEVHS : (21 July 2015 - 09:04 PM)

Fan-fuckin-tastic.

@  furrykef : (21 July 2015 - 08:25 PM)

As for the beaver picture while the forum was down, I think Tim drew it. On a napkin.

@  furrykef : (21 July 2015 - 08:24 PM)

No kiddin' about that "Finally!", Shadow. I am *so mad* at Bluehost for never responding to our support ticket. I submitted it early Friday morning and they *still* haven't answered it!

@  Uncle Ben : (21 July 2015 - 06:37 PM)

Maybe he did that himself

@  Shadow : (21 July 2015 - 05:25 PM)

Say, who made the cute picture of Beaver Chief?


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Sonic Eot: The Guilded Gyre/ Recruitment And Q&a Page.

EoT

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#1 TheRedStranger

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Posted 12 October 2013 - 09:06 PM

Synopsis:

 

  Welcome to the Sonic: Edge of Tommorow  universe, a fan-series spanning way beyond the original scope of the Sonic games. Based three years after the canon events of Satam and Sea3on, EoT is a more mature ("Rated T") and boundless take on Sonic, his friends, his trials, and Mobius itself, bringing exciting new elements, synthesis, clever subversions, and twist-retellings on the lore of all the original Sonic medias, spaning from Segasonic to Archie to STC.

 

 Here in a very new and expansive Mobius, you are a single character trying to survive and thrive despite the hardships brought upon the evil Robotnik and his rise to power. Though many have reclaimed their lives from the iron-grip of his Roboticzor and his campaigns of genocide against all sentient organics. The world is rebuilding, regrowing, but that doesn't mean all is utopia. Evils old and new are resurfacing, conspiracys are unraveling, mysterious truths are unvieling, dungeon crawlers and treasure hunters are racing against their competiton, and wars in the name of freedom and justice are fought against tyranny. This is but one story in a million, your story.

 

 You are a pit-jockey trapped in the deep neon-lit pits of the Guilded Gyre, in Carnival-Nights, a very wealthy but sleezy city in the Casino Zone City states. The Gyre is a giant casino built inside and around an abadoned overlander strip-mine. The circular steppees make the perfect ampitheater for which buid a colleseum/casino. The ruling class called The Suits (coprativistic exectuives) bet and "test their investing-mettle" against each other by raking in exciting combatants by any manys necessary (think of the movie Rat-Race with a darker-edge). There will various different challanges for the characters as they progress through rounds (games) and they be break for which the characters to develop their relationships and personal plot lines. Eventually a series of third parties and personal plots are going to butt in on this and that will cuase some havoc, and a conspiracy will unravel which give you the oppurtunity to escape this life of blood-letting and challange for one of adventuring further in the EoTverse (in another spin-off game).

 

 So are you ready to spill some blood in the Guilded Gyre?  

 

 

 

 

There will be Three Acts, a prologue and an epilogue. Each character will create an origin (how they got here),  their stats (what they can do), and a goal to get through the Gyre alive (what they plan on doing). 

 

Prologue: Your personal backstories will come into play. This will last only around a few turns and determine how you came to the Gyre. Some will volunteer. Some will come as slaves. Some will comes a prisoners and debtors. Some will  just to get "chips" (money). Some will do it because they are blood-thirsty. Some are infiltrators and spies looking into affairs of the mysterious Suits (the rulers of Casino Zone), ect... The origin is dependant on the character and you personal preference. If you wish to lie about your origins and reasons why you are here, just PM me. There is no reason to trust this information given in this part of the story. Players can lie. And if you get suspicious, you have the right to fact check them through snooping and detective work.  

 

 Act One: A series of fish out of water battles and situations. You will be introduced to the world of EoT in dramatic way as you are pushed into the action and a series of simple challanges.

 

Act Two: A conspiracy and personal plot lines are going to unravel and the villans of the story are going to offer a select few (the players) the privalage to fight in the upcoming "Gore Gulch Bonanza". The winner will be gifted their freedom to leave the Gyre and live a life of their choosing with the prize money, become the Grandmaster of the Gyre with a penthouse, perks, and prestige , or break the system and spark a rebellion to free people trapped in the Gyre.

 

Act Three:  The last few challanges of the Bonazanza are going to be punctuated by the climaxes of your personal stories and a wildcard event that will give you a chance to escape the Gyre for good. After the challanges, you can choose to keep being a "Pit Jockey" and gain your freedom through blood shed, become a grand champion in a corrupt system, or escape with the help a thrid party. In the end your means will define your ending.

 

Epilogue: Will act like the prologue for the next game to come (Beyond the Gyre) .

 

General Rules (formulated with the help of Red Authar, amended by The Red Stranger)

 

Reminder: Rules are not yet set in stone untill the game starts. Be free to ask questions and give opinions.

 

A. The GM is flexible, though he takes the opinions of majority in a count over one person’s enjoyment. Please keep this in mind.

                B. Be respectful to the person behind the player. You characters can be at each other’s throats  in the game, but you can’t turn this into a real shouting match. Settle all your real world disputes outside the game please.

 

C. Try to avoid micromanagement and statistic-blabbering. All the stats are sent privately to the GM for a reason, so you don’t have to worry about that crap. All rolls are done for you by the GM. You just need to focus on making your part of the story exciting. That means good prose. Don't be saying non-canon, stay in character, and don't be afraid to write your actions and reactions like they were a story. Sparsness will be forgotten, creative writing will be rewarded by the GM.

 

D. If somebody is ruining the fun. PM the GM. He’ll take care of it. But if this turns out to be a wild bantha-chase, then you will be the one that gets taken care of…

 

E.  Have fun, but more importantly make it fun for everyone.

              

  Character Development and Narrative Arcs

A.      All preexisting EoT characters are controlled by the GM as NPCs, unless told otherwise in private message.

 

 B.  The GM will give you a simple character sheet to fill out. GM indeed encourages veteran Role-players to bring in their old characters and revise them for EoT.  New and inventive characters are happily welcomed as well. The PM will personally delegate with you via your PM (labeled Guilded Gyre/[Character Name] PM) on how lore-friendly your character is and how well they and their personal narrative fits in the story. He will try to make your character function as entertainingly and believably as possible in the context of the EoTverse.

 

C.            Characters are all novices in a generalist sense.    The GM will leave you the opportunity to develop your abilities as you continue.

 

D.            Character/Character Relationships have to be approved by both players. You can't just decide you are or someone was your brother/sister/parent/lover/whatever without consent of the other player, and an appeal to the GM if there is some form of protest from the other players.  

 

E.            Character/NPC relations must be approved by the GM. There will be no long lost secret family members of the original freedom fighters. However you can appeal via a PM to the GM if you really believe that will work in canon and context.

 

F.            Mary Sues and their Male Counterparts are not allowed. All characters start out with a few select skills they specialize in from their given backstory. Specific race-based, physiological, spiritual, and mental characteristics will determine how fast they progress in certain areas.

 

G.           The GM encourages original characters. The more inventive and original the characters the more the GM has to work with in order to enrich you’re playing experience.  If you character is a transparent rip-off from another franchise, your recruitment sheet will not be accepted.

 

H. There are no static characters. Your characters must progress as persons in all aspects to some degree or another. Alignment, skills, and character traits can and will change.

 

I.  Keep within continuity. If you start pulling out lightsabers and secret aqua-maroon sol-emeralds out of your bunghole…you will be reprimanded.

 

J. All the non-improvised spoiler material for your character is given to the GM, PM with the desired player as well when asking consent for such things (example relationships or killing off the characters).  This way deaths and big plot twist come off as a shock to the other players and watchers of the story. Characters can scan and investigate certain hidden character traits, which the GM will roll for if there clue-hunting is successful.

 

K. Certain character traits will add bonuses to certain actions relative to those traits. For example if your character is impatient it will penalize their success-rate in certain time-consuming events.

L.   Power-ups, and strategic advantages will give your characters either bonuses or additional action-rolls per turn (all micro-managed by the GM for your convenience), heightening you averaged success-score.  Certain weaknesses will detract from those scores. The GM handsomely rewards the strategic and the creative players.

 

M. Be consistent.  If you wrote out your character as a 7.0 tall and you’re crawling in a two-inch whole, the GM will wrist-slap you accordingly.

 

N. Throughout the story characters will be given condition events. Much like Pokeman’s burn, paralyze, poison, etc., condition events will temporarily change stats.  They will either cause temporary buffer or penalty to the success-chance of you actions.

 

O. The micromanagement and statistics will not be show unless a character performs some form of investigation or scan. All such factors will be expressed qualitatively in the narrative not quantitatively.  

 

.            Posts and Turns:

 

A.            Turn: A turn is every GM post (which will be specifically marked.) You are allowed 1 Major Action, Up to 3 (Can be debated depending on circumstance and initiative) Minor Actions, and Unlimited Free Actions per turn (within reason: if you are sipping tea while on fire you will feel the burn, if catch the GM’s drift xD). Each Action is a Post. However be considerate and do not cut anyone out by posting too much.

 

i.              Major Action: You’re main Goal during the turn, such as Attacking, Defending, Building, Moving to a new Room, Examining objects, Running Away, Spying, Persuasion, Solving a Puzzle, etc.

 

ii.             Minor Actions: These are things you can do in reaction to someone else or Simple things/tasks such as, moving out of somebody's way, shifting uneasily, twiddling thumbs, walking around a room (but not moving to a new room).

 

iii.            Free Actions: Things you don't need to actually post about, such as breathing, blinking, etc. Also Talking is a free action; just don't make long conversations that cause someone to become left out.

 

B. If you talk aloud you will be heard. If you talk to muc during a dangerous event you can be hurt. When using your actions be aware of your environment, make sure to check your environment from time to time. The GM will inform you accordingly.  

 

 

3.            Actions and Reactions:

A.            Non-Combat:

 

i.              Player v. Object/Event/Puzzle: Depending on what you do, how you do it, and your current skill set privately given to the GM., the GM will then determine the success or failure of the Action.

 

ii.             Player v. NPC: Same as Above. You will probably bite the dust quickly if you attack canon-characters.

 

iii.            Player v. Player: Determined by the Player the Action. Remember just because a character is bigger and badder than you doesn’t mean you can’t beat him. Use your best stats against each other in the situation at hand. A simple throw of dirt in the eyes or a creative strategy can turn the tide.

 

B.            Combat:

 

i.              Player v. Object:  The interaction is successful depending on the needed skills (blacksmithing, hacking, pick locking enchanting, ect).

 

ii.             Player v. Event/Puzzles: You can't fight Events... that doesn't make sense. Puzzles need to be solved, fighting them usually results in a failure to solve it.

 

iii.            Player v. NPC: Depends on Players actions and applied stats and the NPC's applied stats.

 

iv.           Player v. Player: Determined by the GM. Players can protest anything deemed unfair via PM. NOTE: You are NOT all powerful, play fairly and sensibly (you aren't invulrable in this). GM will intervene as needed.

 

C.            Talking: Players can talk all they want, just don't leave anyone out. GM will intervene as needed.

 

D.            Reactions: Everything you do will have a reaction. Good, bad, indifferent.

 

E.            Powers: All powers have a limit and success rate. The more you use them the more worn out your character will be and the less successful the power becomes. This will all change your overall condition and be based on your hidden stats. Each character will be given Game Changers (perks for you character based on their overall personal stats) bequeathed to them by GM to put on their private character-sheet.  They will offer your character bounus and extra rolls to average 

 

F.            Mind Control: Try Persuasion. Mind control can be used but none of you should start with it. Former rule applies to this, and leave the user open to certain attacks and reversals. Other forms of persuasion are less risky.

 

G.           Additional Rules: Rules will be added as they need to be.

 

H.            If you are unsure of something Ask first via your Guilded Gyre/Character Name PM

 

I.            If you to make changes ask first via your Guilded Gyre/Character Name PM and give me the reason why. I'll only bite if you are mean/rude about it.



#2 MikeMurdock

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Posted 12 October 2013 - 10:01 PM

Interesting take and I wouldn't mind participating. I am thinking of bringing my robian bat to this rp if you don't mind?



#3 TheRedStranger

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Posted 12 October 2013 - 10:11 PM

Interesting take and I wouldn't mind participating. I am thinking of bringing my robian bat to this rp if you don't mind?

 

Sure! Many robians got there free will back after an even called The Big Reboot. You can thank the Freedom Fighters for your free-will back. Robians get some really intresting stats in this. PM me with a message title Guilded Gyre/ [your character name].

 

We will then discuss your character in private (so to avoid snopping and give everyone surprises). Only the GM knows everything about you. Everybody else has to learn by interacting with your character. 



#4 RedAuthar

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Posted 12 October 2013 - 10:31 PM

Gonna slap you over that black text man. 



#5 TheRedStranger

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Posted 12 October 2013 - 10:33 PM

Gonna slap you over that black text man. 

 

I can't see what you see, amigo.  :awesome:  

 

Tell you what. Give me your eyes. Tell me how to make me see how you see.



#6 RedAuthar

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Posted 12 October 2013 - 10:37 PM

 

Gonna slap you over that black text man. 

 

I can't see what you see, amigo.  :awesome:  

 

Tell you what. Give me your eyes. Tell me how to make me see how you see.

 

When in doubt, use automatic color.  That makes it White on Black and Black on white.

 

Also you could click the "change theme" button on the bottom left of the page and change to the black theme.  



#7 Reed Teran

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Posted 12 October 2013 - 11:07 PM

This seems promising for a new prototype character I would like to try out.

Proud servant of the God-Emperor. His Will be done.

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#8 TheRedStranger

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Posted 13 October 2013 - 12:29 AM

This seems promising for a new prototype character I would like to try out.

PM me with a message title Guilded Gyre/ [your character name].  When you are ready to start the character creation. Trust me, I even make that part fun.   :awesome: 



#9 TheRedStranger

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Posted 13 October 2013 - 06:45 PM

To avoid satisitc-blabber I am going to develope people's character sheets Morrowind style, with a quick questionare based on their Physical, Psychological, Social, Volitional (what you are good at//class), Daily/Hourly/Major Turn Powers, and Personal affintities (things that give your character a temporary boost in stats) and possible vulrabilities, aversions, and weaknesses. Then you will reveal your overall alignment and reputation in certain areas.

 

 Then I essentially hand you your own personal deck of written traits.  For example being a bat-robian you would get this

 

Like: 

 

 Wings of Steel : They might have taken you flesh, but you still have your wings. Your wings can still fold from out and under your arms, giving you the ability to break your falls and  slice enemies with their razor edge.

 

Or if you were, say, an Overlander:

 

 Invested in Vestments: You wear clothes to keep yourself warm and dry. Without clothes you are exposed to the elements, however you are use to them like a second skin. You are nimble in them and better suited for armour because of such. You can carry more stuff than the average unclothed character. This skill cancels out if you are stripped. But your affinty for clothes stays.

 

 

 

 

 

 

 

 

 

 

 

 

 

  Each level you can upgrade one of these perks like a skill tree on your character sheet.

 

 New card-trees are earned through experiance as well. Some of these traits are universal, but some are personally tailored just for your character to uniquely develop.


Edited by RedAuthar, 13 October 2013 - 10:52 PM.
Cuz I couldn't read it. >:[


#10 Vlad Yvhv

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Posted 13 October 2013 - 07:44 PM

Hmmm... I have some basic idears for a character, here... But I'm goinna need a few nights to get the details together.


Projection: If Intruder Organsim reaches civilized areas...

Entire world population infected 2,7000 hours from first contact.


#11 TheRedStranger

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Posted 13 October 2013 - 08:00 PM

Hmmm... I have some basic idears for a character, here... But I'm goinna need a few nights to get the details together.

 

 Excellent. Take your time.



#12 Uncle Ben

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Posted 13 October 2013 - 08:21 PM

I like it. Give me a week or so


Some say that he knows 2 facts about ducks, and both of them are wrong. And that 61 years ago he accidentally introduced Her Majesty The Queen to a Greek racialist. All we know is, I'm going to the tower now to have my head cut off, and he is called The Stig.

#13 Vlad Yvhv

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Posted 15 October 2013 - 06:51 PM

Character idear incompatible. I'm not going to be joining this one, after all.

 

New character idea worked up.


Edited by Vlad Yvhv, 23 October 2013 - 06:08 PM.

Projection: If Intruder Organsim reaches civilized areas...

Entire world population infected 2,7000 hours from first contact.


#14 ILOVEVHS

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Posted 20 October 2013 - 08:31 PM

I'll think of something.
tumblr_ng6fuiUori1rp05hso1_500.jpg
"Everyone creates the thing that they dread. Men of peace create engines of war. Invaders create Avengers. People create... smaller people...? CHILDREN! (chuckles) Lost the word there..."

#15 TheRedStranger

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Posted 20 October 2013 - 08:57 PM

I'll think of something.

 

PM me and will talk about it.  :awesome:

 

As the GM I try to be an ear piece for all your ideas and help you forumlate your character from said ideas. Seems to have helped a lot of people.



#16 TheRedStranger

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Posted 02 November 2013 - 10:02 AM

Almost everyone has given their basic bios to me. I hope to get this thing up an running by Thanksgiving-break at the least to the Christmas season at the most.

 

 Stand-by for a sneak peak/tutorial into the game mechanics and role-playing aspects.



#17 Reed Teran

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Posted 02 November 2013 - 10:55 AM

Well, i hope there arent any shocking new gameplay mechanics.

MY INJOKE QUOTA IS COMPLETE!

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#18 RedAuthar

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Posted 02 November 2013 - 02:35 PM

Almost everyone has given their basic bios to me. I hope to get this thing up an running by Thanksgiving-break at the least to the Christmas season at the most.

 

 Stand-by for a sneak peak/tutorial into the game mechanics and role-playing aspects.

Woohoo.  About time. 



#19 Vlad Yvhv

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Posted 02 November 2013 - 10:41 PM

A bit of a note: I'm going to be working on Thanksgiving and Christmas days.


Projection: If Intruder Organsim reaches civilized areas...

Entire world population infected 2,7000 hours from first contact.


#20 TheRedStranger

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Posted 13 November 2013 - 11:22 AM

Okay, Mechanics...
 
 Each person starts with a deck of Trait Cards based on the bio's they gave me. These cards are hidden poker style. You will get a Personally Messaged Character sheet before the game and there will be two sections: what you know about your character and what you know about others. This will be edited by the GM through out the game for you to see (so check your deck before dealing out your move). You must use perception checks/interrogations/ gossip/investigations to discover other people's cards or what they know.  This give people oppurtuniy to bluff and screw with each other espionage style. The Intell section can be filled with  a web of lies and intrigue, and probing for truth becomes a necessity if you wish to stab someone in the back, or avoid the ipso facto.
 
And yes you can have private conversations with this mechanic. Note you must give a transcript of your conversation to the GM, and keep to the rules of the game while doing so. No meta-crap; you must still RP in the PM. Why? Because what you say might be overheard by another sneaking up to hear you and it breaks the immersion of someone overhears: "Hey Knotkharakter Nhayme we should totally team up in secret so we can win this game!". You can have a secret coversation each turn, but note it will not be a free move. It will either be your major, or take up all your minors (depending on well you are at anti-espionage this can change). Any hidding info from the GM will lead to severe punishment.
 
So here is your basic roll-equation in this game:
 
[What is not really seen by the Players:]
 
[1d10 Roll+ Potential extra Advantage Rolls 1d10 (based on oppurtunity/good stratgey)+ Potential Disadvantge Roll (the AR rolls ugly evil-twin which rips away points)+ Judge's Score (which can be positive or negative from -10-+10) + an average of all the general stats involved within the said action+ a add up of the Specfic Trait Cards involved.]
 
[Then any recovery, blocks, and Diffculty Checks are rolled the same way by the opposing force.]
 
[Bingo! Simple comparison of the two scores to see comes out on top.] 
 
 
Then what's seen: 
 
 [This end score is put in nigh unseeable brackets], leaving flavor-text to rule the day and tell the outcome story-wise so meta-game, micro-managment stuff doesn't bug us all. Story comes before statisitcs!  The GM cracks the numbers so you don't have to. Do him a favor and don't spat numbers pack, use your words chi'dren!   xD
 
 
Note that  Judge Score is based on how well your Roleplay the scene. The better written your scene the better you get on this. Sparsness and a lack of creativity will be punished, so  if you "shmacked dem wit you' shtick" you will probably flub hard and screw your roll. If this score reaches 10, it's considered as a "ramble". Also note if you wizz all the other players off and the PM the GM about it, you might get a "ramble." Each complaint decreases the GM's Judge Score, so if the GM flags it dowm with a 9, and then gets a PMed complain, well your Move is dicounted and cut off through a thing of flavor-text in the next post.  And then your action discounted/ignored and the GM slaps you hard and cuts you off. 
 
 
 
 Scores at the end of a round or challange get tallied up and averaged, giving you XP (Experiance) and SP (Set-back Points). Get 100 in a specific skill you get a level up related Trait-Card with a new positive addendum to the card or to level up an exsisting one.  SP is given to pimp-slap dumb players once again giving them negative addendums to the card or making you "rusty" in exsisting ones  . If the card is bogused by this, is becomes "Back-Slidden" and it's canceld out in red until fixed back. 
 
These scores are added all up from your roll-scores. And marked on your card, so you can keep track (probably not in number though for your side, flavor text, falvor text, sweet falvor text) .
 
The players will be given choices on how you level up in the PM section. Note that if you actually did real well in a skill-trait you don't have yet will buffer (postive percent boost defined by roll score involved) the following mechanic next time you study that skill...
 
 
There are also Learning-Points, where you train/study in something rather than learn through experiance. They can level up your general stats, instead of specific cards and give you new cards in areas you're not specialized in. Sucessful Rolls build up to 100, and there is no penalty to negative rolls other than typically small events (like singing your eye brows, due to an alchemical accident). When you get this up 100 the GM will aproac you and will let you make a new card with him and XP buffers to those new cards or you can spend them on addin buffers to exsisting cards !
 
 But sometimes you get a CE (Completion Event, where you I pull your 4# recommendation) and you get some cool loot and level-ups to your traits, just because you passed a challange. And sometimes, for epic-fails you get TE (Tragedy Events) that will screw up your whole deck by adding cards like "Gouged Eye" "Seduced by Transexual Mountain Trolls"   xD and the like.
 
 
One idea I had is to add a special "judge score" from 1-10 that gets averaged in with this Sucess-Fail Equation
 
Sense I got everyone's stats and this is post based I can make each roll dynamic.
 
 Next thing I'll tall about it powers, movement, and health/fatigue/actions points. 





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