the idea of a death god fanatic trying to kill the priest of resurrection is lol. (how about later it turns out she's the pretty student he had a crush on in universtity but who rejected him hahaha)
and i do think you need the body to revive someone.. (at least the main parts? xD)
btw, there's always only 1 priest for 1 temple... (plus some priest candidates)
I tried to take in most ideas that were posted here and some starting point prefenences. Since someone said it is boring to be alone on a quest I made an attemp to cross our path as soon as possible (dont have much experience here) .As long as we know just two backstories it is like writing a story without charackters^^
So gimme some clues^^ , making up storis is something I certainly like to do
Yes, I've noticed that was what bigFoot was doing too - trying to accomodate everyone.
@Tierra - I don't think "half activitists" would work well. I mean, if you have half activists you're going to need the opposition - who's going to play the nasty slave traders? Are the vishnu priests endorsing the slave trade and the yama priests against? Vishnu's temple is in Mistyshore right? That might work. Well, you have someone who wants to play a slave trader, a villain role, I guess.
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Yes, I've noticed that was what bigFoot was doing too - trying to accomodate everyone.
@Tierra - I don't think "half activitists" would work well. I mean, if you have half activists you're going to need the opposition - who's going to play the nasty slave traders? Are the vishnu priests endorsing the slave trade and the yama priests against? Vishnu's temple is in Mistyshore right? That might work. Well, you have someone who wants to play a slave trader, a villain role, I guess.
Any other ideas?
Well, that's also what GMs are here for. NPCs.
I have to do my character sheet... But I have a whole exam week next week T_T... I needa start revising...
Alright - who wants to give a template of what a character statistics should and should not include.
As my character is an Ananta raksasa and a mini-boss I'd like to be approximately 3-4 times stronger than the average mid-level character to make the fight seem fair. But I wouldn't have to level after that. Since I'm of the Ananta clan (Manta seems to think godzilla is an Ananta) I would have the clan attribute Earth, and since I dwell in the ocean most of the time, I'd probably have water as my secondary attribute. Of course, I could also cast my famous breath attack, but should probably be limited to only 1 or 2 instance at most in the battle, since it's OP?
^
Since when do Anantas have breath. That's a Vritra clan unique...
And a Rakshasa? Really?
I know what my character will do after just one glance: RUN
Our little group would have 0 chance. Even an army of chandra magicians and attack orientated magicians would have problems against a very weak one.
And yours would have to be strong to survive in water...
3-4x stronger than a normal character is too weak for a rakshasa. (Except it's early stage?)
LocationSomewhere I can daydream in peace, hopefully.
Alright - who wants to give a template of what a character statistics should and should not include.
As my character is an Ananta raksasa and a mini-boss I'd like to be approximately 3-4 times stronger than the average mid-level character to make the fight seem fair. But I wouldn't have to level after that. Since I'm of the Ananta clan (Manta seems to think godzilla is an Ananta) I would have the clan attribute Earth, and since I dwell in the ocean most of the time, I'd probably have water as my secondary attribute. Of course, I could also cast my famous breath attack, but should probably be limited to only 1 or 2 instance at most in the battle, since it's OP?
^
Since when do Anantas have breath. That's a Vritra clan unique...
And a Rakshasa? Really?
I know what my character will do after just one glance: RUN
Our little group would have 0 chance. Even an army of chandra magicians and attack orientated magicians would have problems against a very weak one.
And yours would have to be strong to survive in water...
3-4x stronger than a normal character is too weak for a rakshasa. (Except it's early stage?)
And we don't have levels..
Well, Godzilla has a breath attack... But sorry, just be a 5th stage Upani.
That's dangerous enough for Asha to run if she's alone. And what are your attributes? Earth/Water and what? Fire, to justify breath?
That's a bit troublesome... Should we do an Upani Character Sheet as well then? Because if you're allowed, anyone else can.
Hehehe, my breath skill doesn't hurt people - it actually CHARMS them. i.e. Its a water-based attack that has a probability to make the target switch sides. Kukuku... Godzilla is after all, unbelievably charming.
Upani's fine. I don't mind. I am chibi Godzilla. In addition to CHARM BREATH, I also have WONDER ROAR, which gives allies +50% physical attack boost. After all, you're fighting along side chibi Godzilla, how cool is that?!
Let's see. Chibi Godzilla (or just chibizilla) from now on, will also have a normal physical attack.
OK, so let's see what we have:
Chibizilla.
Upani, 5th stage, Ananta clan, Water + Earth.
Health: ~ 4x of humans, ~2x of halfs,
Vigor: ~ 3x of humans, ~1.5x of halfs (what is vigor measured with?)
Strong against: Earth/Water Attacks, damages reduced by half.
Weak against: Lightling attacks, damages received doubles *please don't zap me *
Physical Attack: ~3x of humans, Damages / SWIPE
Special Attack: Charm breath (50% chance of charming enemy into switching sides for a 3-7 turns), costs 30 VG / cast
Wonder roar (gives all allies 50% boost in physical attacks, physical transcendentals ), costs 30 VG / cast
*Chibizilla is a special character that can be unlocked only after certain plot criterias are met. i.e. mini-boss character. Will guard the lower level of Temple of Time.
LocationSomewhere I can daydream in peace, hopefully.
Hehehe, my breath skill doesn't hurt people - it actually CHARMS them. i.e. Its a water-based attack that has a probability to make the target switch sides. Kukuku... Godzilla is after all, unbelievably charming.
Upani's fine. I don't mind. I am chibi Godzilla. In addition to CHARM BREATH, I also have WONDER ROAR, which gives allies +50% physical attack boost. After all, you're fighting along side chibi Godzilla, how cool is that?!
Let's see. Chibi Godzilla (or just chibizilla) from now on, will also have a normal physical attack.
OK, so let's see what we have:
Chibizilla.
Upani, 5th stage, Ananta clan, Water + Earth.
Health: ~ 4x of humans, ~2x of halfs,
Vigor: ~ 3x of humans, ~1.5x of halfs (what is vigor measured with?)
Strong against: Earth/Water Attacks, damages reduced by half.
Weak against: Lightling attacks, damages received doubles *please don't zap me *
Physical Attack: ~3x of humans, Damages / SWIPE
Special Attack: Charm breath (50% chance of charming enemy into switching sides for a 3-7 turns), costs 30 VG / cast
Wonder roar (gives all allies 50% boost in physical attacks, physical transcendentals ), costs 30 VG / cast
*Chibizilla is a special character that can be unlocked only after certain plot criterias are met. i.e. mini-boss character. Will guard the lower level of Temple of Time.
I like it, but this a roleplay, not a video game. I'm not sure we'll end up with actual "turns". Your charming breath can eventually confuse someone enough for him to attack his allies, but "switching sides for 3-7 turns" just sounds weird to me... Well Manta decides...
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Alright, it's the week before finals week for me, plus I have an actuarial exam to study for later in December, and I'm entering the labor market soon, so I've been ignoring this thread a little. I guess it's time for me to corral all the ideas we've been working through into something tangible; I'll make sure and do that before the weekend is done.
LocationSomewhere I can daydream in peace, hopefully.
Alright, it's the week before finals week for me, plus I have an actuarial exam to study for later in December, and I'm entering the labor market soon, so I've been ignoring this thread a little. I guess it's time for me to corral all the ideas we've been working through into something tangible; I'll make sure and do that before the weekend is done.
Okay, right. My exam week is next week for me too...
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Alright, it's about time we got this thing rolling. I made a simpler character system based on the points I liked best. My apologies to everyone who put in the effort previously; it shouldn't be too hard to port your character. I tried to find a balance between stats-based battling and storytelling freedom, and between Kubera hardcore fans and other RPers. There is an example character sheet here. Picture is optional. (You don't mind marrying me, right Tierra? )
How this RP will work:
Spoiler
The general setting: Carte has suddenly lost contact with the rest of the galaxy. An initial scouting party in the year N5 itself needs help. Can they last until help arrives, and what mysteries will they uncover about Carte itself?
More will be revealed in the first post; for now, just understand that you will be stranded on Carte.
Races in the Kuberaverse are divided between humans, quarters, and halfs, depending on their relative amount of sura heritage. Sura are sentient creatures who generally prey on humans, and come in a variety of types themselves. Gods also exist, but will not factor into this RP. For more information on everything, check out the Kubera wiki, or just read all of Kubera.
Damage is dealt via spells and transcendentals, and occasionally unaided combat.
Spell damage: Divine Affinity * Base Damage of spell
Transcendental damage: Transcendental Value * Base Damage of transcendental
Unaided combat: Strength
(All these damages will probably be randomized slightly, depending on the situation.)
If you are a pureblood human, you can only use spells. If you are a half, you can only use transcendentals. If you are a quarter, you can use either. Regardless, you will have the same number of "daily usages" (10) to distribute between spells and/or transcendentals; each point you assign allows you to use that particular skill once per day. (This will replace vigor.) Spells are specific to the world of Kubera (unless not specified in the comic, then we'll come to a decision together); transcendentals can be anything you think up, within limits. The base power of your spells and transcendentals will be determined by your divine affinity and transcendental value, respectively. A human will only have a divine affinity, a half will only have a transcendental value, and a quarter will have one of each, determined separately. (If you are a pureblood or a half, you can include the other value on your character sheet for fun, but it will have no effect.)
For divine affinity and transcendental values, you may either choose to have a value of 750, or you can ask me to give you a random number (normally distributed with a mean of 750 and standard deviation of 100, meaning it will probably be close to 750, and there is about a 99% chance you will be between 500 and 1000.) If this absolutely messes up your character, we can talk about trade-offs.
Transcendentals are only limited by your imagination, the general rules of the Kuberaverse, and reasonableness. For simplicity's sake they will not be affected by birth attributes. Please add base damage for each one onto your character sheet; they should range from 1 to 10. (Use them sparingly please.)
If you're new to Kubera, spells are much more complicated. Spells are, for the most part, explicitly defined below. There are two different types of spells in the Kuberaverse: "Hoti" spells, which anyone may cast, and "Bhavati" spells, which require a birth attribute in the element. Their damage will be more mathematical, with some minor GM interference during the story.
Birth attributes are determined by the month, day, and hour you were born - in Kuberaverse time. If you came from the Kubera forums and already know your attributes from one of the multitude of threads we've had about them, please use those. If you don't know yours, you can use a calculator here or I can give them to you randomly. If you don't like yours, you may use whatever combo you want, at the cost of a certain number of skill points, to be determined by me.
If you have matching birth attributes, you receive bonuses to both power and daily usage of your spells, depending on the spell type and number of matching attributes, as described here:
None: Daily uses = Hoti x1, Bhavati (unable to use); Damage (or ability): Hoti x1, Bhavati (unable to use)
And here is a list of spells and their damage/effects:
Spoiler
For the sake of simplicity, all Hoti damage dealing spells will have a base damage of 3. Marut damage dealing spells will have a base damage of 5.
(This will be set after the cataclysm, so no Visnu, etc. magic.)
Kali (nil)
No spells.
Passive ability: 0, 30, 60, or 99% enemy transcendental/spell nullification, depending on number of attributes.
Chandra (Darkness)
Hoti Chandra: Warps 5 senses to hide one's presence from enemy. Bhavati Chandra: Creates a dark sphere that magnifies the strength of magic which hits it by 1.5 times.
Asvins (Recovery)
Hoti Asvins: Healing. Can be applied to both living and non-living object. Bhavati Asvins: Seals one transcendental or spell of one target permanently. Undone if caster is dead.
Brahma (Creation)
Hoti Brahma: Creates an object. The object vanishes after a period of time. Bhavati Brahma: Alters an object.
Vayu (Wind)
Hoti Vayu: Swaps space around the caster with a volume of 'air' that the caster can 'see'. Simply speaking, teleportation. Bhavati Vayu: Controls the air around the caster for a length of time. (Can fly, can attack with wind.)
Surya (Light)
Hoti Surya: Scans surrounding area and gives a very quick image in the mind of the caster. Bhavati Surya: Stuns the target with a ray of light.
Agni (Fire)
Hoti Agni: Summons lumps of smoky fire that falls down like meteorites. (Fire damage.) Bhavati Agni: Heats up and sublimes a single object to an extreme temperature. (Fire damage.)
Varuna (Water)
Hoti Varuna: Can be used either to control or summon water. (Water damage.) Bhavati Varuna: Freezes enemies or objects. After a period of time, effect wears off. (Ice damage.)
Indra (Sky/Lightning)
Hoti Indra: Summons a lightning strike. (Lightning damage.) Bhavati Indra: Electrifies any living creature around the caster except the caster him/herself. Unlike Hoti Indra, this spell cannot differentiate enemies and allies. (Lightning damage.)
Kubera (Earth)
Hoti Kubera: Physically strengthens the caster's body by a factor of 3. (Strength x3, constitution x3.) When this spell is used, a yellow light lingers around the strengthened body. Bhavati Kubera: Caster can control their own gravity and fly.
Marut (Destruction)
Hoti Marut: Damages or destroys a single object with a gash. (Destruction damage.) Bhavati Marut: Cuts through a plane of space. (Destruction damage.)
Yama (Death)
Hoti Yama: After a delay of 12 hours, gets rid of all but 12 hours of a target's lifespan. (Ineffective against sura, who do not age.) Bhavati Yama : Unknown. (Probably, death damage.)
Also note that a "nil" attribute has no associated spells, but a passive ability of partly nullifying effects of transcendentals. Also, it grants a (small) random chance of having your spell fail on you.
(If you want to ignore all of these complications, just play as a half, and ignore spells in general.)
Unaided combat (punching, kicking, etc. without spells or transcendentals) will be based on "strength"; defense (for everything) will be based on "constitution". For unaided combat, humans will have 10 +/- 5, quarters 50 +/- 10, and halfs 100 +/- 50. (Note that sura will only rarely be taken down with unaided combat.) For defense, humans will have 100 +/- 25, quarters 500 +/- 100, and halfs 1000 +/- 500. You can pick whatever values you want in your range, within reason.
Weapons (aka "god-level items") will probably be allowed if approved, but they might require sacrificing some stats. You also may or may not run across some as the game progresses. More useless normal weapons and other items must be approved as well, but will probably be allowed within reason. (No land mines, no tardis, no pet Blastoise, etc. ) And you may find your favorite item breaking at an inconvenient moment.
Other types of damage (making a tree fall on a sura, etc.) will be assessed by the GM on a case by case basis.
If you don't feel like your character stacks up well, or you feel someone else is OP, don't worry too much; I will do my best to keep things entertaining for everyone.
Edited by themantarays, 30 November 2014 - 04:47 PM.
If I remember correctly, Yama also ages the victim to 12 hours before their death; in Kubera's case it only appeared to age her about 10 years. Will this be featured or can we safely ignore it?
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Well the fact that she was aged only that much is important to the plot of kubera, i.e. she only has that long to live anyway. So it's the same thing actually.
But in a more general sense, there is going to be no involvement of existing Kubera characters, if that's what you meant.
Person A will die naturally when they are 80. They currently are only 26. So their appearance and traits after the initial 12 hours would be that of their 80 year old form. Would a situation like this occur or will we not have to care due to it being Carte?
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Ah okay. After the 12 hour delay, if they normally die at the age of 80, they'd look 80 years old. But for the sake of the RP, we'll assume they have the same abilities and everything.
Edited by themantarays, 30 November 2014 - 02:44 PM.
Ahh, excellent! Thanks for the clarification! Also, the calculator for the attributes currently appears to be down, so it looks like I'll be reading up on them on the wiki-page
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Great. If you need any help, many people will be able to assist you.
BTW if anyone thinks of a better name than "Cataclysmic" let me know. At first I was going to set it during the cataclysm, but too many unknown factors.
LocationSomewhere I can daydream in peace, hopefully.
Ok, here's mine:
Name: Celia Hael (55 years old, looks 14)
Picture:See here (Seems like I love wasting my time...) She hides a light blue tail under the dress.
Race: Ananta Half
Birthday Attributes: Earth-Water-Darkness
Divine Affinity: 0
Transcendental Value: 750
Strength: 90
Constitution: 693
Transcendentals:
Spoiler
Hiding
Base damage:0
Effect:Can hide nearby objects+caster
Daily usage: 2
Cold Wave
Base damage:4
Effect: Lowers temperature around caster.
Daily usage:2
Water Spout
Base damage:2
Effect: Causes a groundwater ejection.
Daily usage:2
Freeze
Base damage:2
Effect: Temporarily freezes a target. Can be used to create objects made of ice, but you need enough water.
Daily usage:3
Ice Grave
Base Damage: 6
Effect: Causes ice spikes to spout from the ground. After a while, they melt.
Daily usage:1
Bio: Celia is the daughter of an Ananta Upani and a Yaksha Quarter, who both died during the cataclysm. Left alone, persecuted as a Half, she has gone through harsh times, until she settled in a Half village. A few years later, she heard about the mission, and decided to found her older sister, stuck on Carte since the Cataclysm.
Weapon: Celia uses a spear to fight. Usually, she just tides it on her back. It's quite heavy, but as a Half she's fine.