Reclamation - A surreal/fantasy future - Sign ups and OOC!

A section for that silly thing called "role play" and other forum games.

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Dragontear
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Post by Dragontear »

Well I'ma waiting for Homer to edit his profile once more. :lol:

Alex Mercer? I was wondering what seemed so familier about the bio, only iffy-pointer is the appearance, which I've nattered on about the total lack of humans at this point. since he does seem to be a shapeshifter, I got the impression he'd either look like the stuff that constitutes him or whatever he really wanted. If that made sense. Apart from that, you got the go-ahead, very good bio, I'm looking forwards to seeing him in action. If you don't mind, I'm thinking about using a few limited-power versions similar to him, like wild shifters or something.

I'm not intending to stop accepting characters, although I'd like to see a few more non-combatants if possible.

Also, I'd like to know that, whether somebody's joined up or not, if anybody would like to submit or pm some species info, just basic stuff we can refer to, even faction data or whatever would be in the general vicinity of the mall's surroundings.

I'm DEFINABLY going to post today, I'll be dammed if I don't! Raaandom, Silverware, you mind Sieg meeting up with James?
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Silverware
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Post by Silverware »

Not at all, just inform me of what you want to happen when they do meet up, I don't want my character to act outside of what hes supposed to.
If you have MSN or Xfire, we could work over any covo's/ actions that may occur between the two.
Dragontear
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Post by Dragontear »

Heh, just curious, I assume James would've gone to the machine shop/whatever room he's set it up as. Unplanned is best, I'll post in a bit.
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Homer
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Post by Homer »

Dragon, is it fine now?
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Auriak
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Post by Auriak »

Yeah I'm trying to limit the whole Prototype resemblance thing as much as possible, starting with the fact that this guy can't just hide all the biomass he needs to be a real force in combat. I'm thinking the whole "shapeshifting as a disguise" deal won't happen, since 1: it's too familiar and 2: I don't want to use an ability like that anyway. Any ideas on how to differentiate this character from the one everybody knows so well?

Also, I think the origin story is a bit old-fashioned, ideas on how to improve on that?
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Silverware
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Post by Silverware »

Try making your character unique, like mine, or dragons, or sarahs. a mechanic with four arms and grey skin. Im fairly sure I haven't seen that before.

Ask yourself, what job in the civilian sector in 1950's life would your character have done, then add physical things that help him at that, then balance them with physical things that hinder him/her. Next comes powers, remember to have downsides, powerful help means powerful hindrance. Then finally add in some equipment. Magical stuff is like tech, hard to find, and should be used only as a balance.

Then go over and look at your character, if he could rip apart a person, solve higher mathematics, become invisible, and put together a computer from scrap, then hes way overpowered.

Generalists are only slightly worse than average at everything, while specialists are good at one or two things while bad at others.

Once your character is nice and subdued then work on his history, work out how and why he has each part of his equipment, on how he got to where he starts at, on why he stumbles across the Mall.

Is he the son of a trader, a raider hunting in Johannesburg, a slave running away looking for sanctuary, a hermit living in the ruins of the city.

Choose what you want your characters ultimate goal to be, selfish or selfless, noble or just plain evil, your character will always have a motivation, the more grand this motivation the better. Like my character wants to bring order to the world again so that people can live without fear of attack. It is a near impossible task but it gives him something to drive for, it gives him reason to help the people of the Mall, and reason to join up with others in trying to achieve this goal.

Then expand a little, you just need a basic outline that describes who your character is enough so that you and others can predict his very general actions, slowly you can improve your character and give him more depth, add a flash back in the RP, or have him explain some little fact about himself when you need to reveal that. Features that come out in role play should be obvious and any actions that take place shouldn't go against their basic nature.

Like my character values the lives of his friends and those at the mall higher than random scavengers, but he will always try to find a non-violent approach to a situation. But even though he's a pacifist he still knows how to handle himself in a fight, with all four arms and a telekinetically controlled knife, he can be a threat to any casual scavenger, and even some raiders.
He isn't a beefy character, but he has a path in life that he can follow. He has a way of making money, or in this world, of acquiring food.

Remember trade is everything so long as you have something someone else wants or better yet needs, you have a source of income, a source of food, and a place in a community.

Hunters, medics, farmers, scavengers, all have their place in this world and unlike the modern world soldiers don't have a way of earning pay, or getting food, the people with great combat skills would be raiders, pirates, the kind of guy who has to kill others to survive. Most characters would find it hard to get along with someone like this, if it would be possible at all. Remember ultimately we want to form a party, a group, or a clan. We want to create a faction that can restore order to the city, or maybe to go and adventure, to go and get rich, or whatever your characters ultimate goal is.

Make characters that will mesh well with the rest of the group.
So far we have :

A mechanic seeking order in the world.
A runaway slave healer looking for safety and belonging and freedom.
A guard/scavenger looking to atone for past sins.

And maybe...
An assassin with unknowable motivations, looking for answers.

This is what I've taken from the characters bio's and what they have posted IC so far, it probably isn't what the players themselves want to do with them, or their actual motivations, but it should be a good guide.
Three good characters well developed, and one unknown. You will probably want to make a trader or a seer of some kind, as there are only so many professions in the wastes and repetition doesn't help a party.

DnD only requires 1 Fighter, 1 Thief, 1 Mage and 1 Cleric, any more don't really add to a party that much. ;)

Hope you can make sense of this I'm rather tired as I write this.
Auriak
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Post by Auriak »

If you prefer the following character proposal, please disregard the previous one.

Name: Rachmyre
Race: Unknown
Gender: Unknown
Age: Unknown
Role/rank: Scavenger/Explorer

Physical appearance: This peculiar creature has five sleek heads on long prehensile necks meeting at a small round body. The heads have rough pads of tough flesh at the back, which play a role in its locomotion. Each neck has a pouch on the lower side into which a head may rest. In this configuration, four necks are used as legs by the creature, with the active head providing main control. The creature is covered in soft orange and red fur. The heads have strong flexible lips and sharp eyes. when standing, Rachmyre exceeds twelve feet in height.

Clothes/armour: None

Weapons: None, but the creature is capable of wielding weapons.

Abilities: What comes from having five dextrous and long appendages, the mental strength of five heads, and a powerful sensory system

Personality: Rachmyre is very inquisitive, looking into any nook it comes across. Its keen senses and curious nature make it adept at finding things. When confronted with danger, Rachmyre generally backs off while screetching with one or two heads. In a really tough spot the creature may fight back, assuming a tripedal gait to do damage with two sets of gnashing teeth while retaining mobility. When dealing with non-threatening beings, Rachmyre is quite benevolent, offering to share the food it finds among the rubble of the city. Rachmyre is prone to work with a team of adventurers if it finds them interesting.

Short Bio/history: Only Rachmyre itself knows where exactly it came from, it was discovered roaming the ruins of the city one morning without any prior warning of its presence. Among those who care, Rachmyre is speculated to be, among other things, a mutated zoo animal, a space alien, a creature from another dimension, and a crazed wizard's experiment.

This is not a joke, I could totally handle a character like this. Still deciding on whether or not Rachmyre should be able to speak.
Hopefully it isn't too overpowered, or familiar (I'm pretty sure I invented this beast, after all)
"Better to have them and not need them than to need them and not have them"
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Post by Silverware »

5 heads should mean it can speak, in a fashion, maybe with high-pitched squeals of delight, and grunts of pain, just basic animal noises, but then it should also have powerful psych abilities, and telepathy.

A very interesting creature.
Auriak
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Post by Auriak »

I think animal noises combined with a form of empathy would make for a good communication system. In a general way Rachmyre will be able to tell the other characters what it's thinking about. What roles are still empty? Maybe my creature could fill one with some psi-based ability or general dexterity? Still waiting on approval, by the way.
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Dragontear
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Post by Dragontear »

I never rejected the first bio - only pointed out what I felt about the character appearance, but that can be handwaved if his shape-shifting abilities was actually gifted to him while still human all those years ago, barring some deteriation or pernament changes, and the second looks just as good, definably un-expected. Both approved!

Again I apologise to Homer for not checking the bio soon enough, he's fine, just remove the IPWN please, as I've said, I'm pretty sure nothing like that would've existed at the time. Hammer is fine, though I do hope the 15 mm gun in question was the smaller scale, not-artillery version. Do post, the both of you, keep your standards good and high and I'll be happy.
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Homer
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Post by Homer »

15mm is like those sniper rifles they have. Even though the I.P.W.N is realistic its massively overpowered... So yah i'll purge it.
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thanto_
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Post by thanto_ »

Homer wrote:15mm is like those sniper rifles they have.
There were never any 15mm sniper rifles. Anything at .50BMG (12.7mm) or above are anti-material rifles. Back in WWII, they were anti-tank rifles.

The thing is, these ant-tank rifles were very long and very heavy. For example, the Swiss Slothurn S-18/100 was 1.76m (7'3") long and weighed 45kg (99lbs). They required special training to use at all without completely destroying your shoulder, and they also required a special setup to use with any degree of accuracy, namely a front bipod with rear monopod, fired from the prone position.

These were not weapons that could be fired from anything other than a prone position or sitting position with some sort of fixed mount. If you tried to fire while standing, you would be knocked flat on your back, and you'd be in a world of pain from the violent recoil.


Just FYI.
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Post by Homer »

hrmm I guess my friend is wrong... Oh well... 10mm it is.
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Post by Silverware »

10mm is better, and if you know fallout, its the basic pistol round size. =P
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Post by thanto_ »

The problem with 10mm is that the only rifle cartridges that exist now and existed then around that size (~9-9.3mm, there have never been 10mm cartridges) were designed for big game hunting, namely elephants, etc. in Africa. So, the only thing that would fire them would be big game hunting rifles, all bolt-action or single-shot.

I believe what you're really looking for is .50BMG. The M2 Browning began production in 1933, so your far in the clear for normal weapons of that calibre. Problem is, the M2 Browning is 5'5" long and weighs 85 lbs not counting the ammunition. There's a reason big bore rifles are very heavy and very long - the barrels must be quite thick and made of strong (heavy) materials in order to handle the heat and pressure created by the firing of the round. Anything weaker would get worn out very quickly, degrading ballistic performance or destroying the weapon outright.

To be honest, I don't think you'd be able to get good enough metal or precise enough machining tools to produce a proper barrel for what you're looking to do.
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