Chronicles of Milencia | H&V totally rebooted!
#1
Posted 06 October 2012 - 04:32 PM
This time I intend to rectify this egregious mistake and actually plan out what would (initially) be a rather extensive plot built up over a series of Acts (between each there would be a recess of sorts, during which time a few minor changes would be availed to players in order to modify characters slightly, or even reboot a brand new character for the next Act, if they so wish), culminating in a rather impressive final battle.
NPC's seen in this first series of acts would be "self-contained" in a sense, meaning that the majority of the villainous NPC's would be either killed or imprisoned throughout the course of it, essentially writing them out of the story. This way we don't run the risk of being flooded with a hundred million NPC characters who begin to override the story and turn it into a novel, rather than a roleplay.
Tentatively, this whole thing would be headed by myself and Blade (likely with Valor's help as well, assuming he's willing to join in as well) to keep plots and characters interesting and dynamic.
As far as new "gameplay" systems to make this a bit more interesting and unique from past CoM and H&V settings, I would be instituting something along the lines of:
1. You would choose your power similarly to how the most recent H&V had it set. Broad categories which you then turn specific to your character. The categories this time around would be fewer and broader, I think, to facilitate what follows.
2. There would be a quasi leveling system instated, where the more you use your powers, the stronger they become. You won't be able to see your XP gain, but your Level and Skill Points will be very visible to you. Some things will get MORE XP than others, and it will NOT be based upon victories. (You may however get bonus XP for downing a powerful foe by using your powers)
3. As you level you would gain both Power Points and Skill Points. Power Points will allow you to unlock new Powers for your character. For example, a pyrokinetic might only start with a basic flamethrower, but, after reaching level 2 Pyrokinesis might decide to unlock a fire pillar which can be generated within a radius around the player character. [TENTATIVE] I'll be making skill trees for each character individually, based upon the specific sorts of powers they decide to go for. Where you might need x skill before you can unlock y, or certain "upper level" skills might require you to reach a higher level before you can learn it.
In addition to this, there will also be a "Talent Level" which is tied directly to the character's fighting skill. It will be started at level 1, with your character having very basic skill in combat. You can punch, you can kick, and that's about it. As you train in fighting more, your Talent Level will increase (again the XP will be hidden to the players to make it more... natural-seeming) and each level will allow you to add certain "Talents" to your combat arsenal. There will be a VERY wide array of different talents such as "Quick Punches" or "Dextrous Flips" and others like this, which will factor into how proficient you are at combat. There will be NONE related to Powers! Some players may stay with a level 1 Talent for the entire course of the roleplay, while others may decide to forgo leveling Powers in order to improve combat Talent instead! Still others may find it fun to level BOTH in conjunction to create more versatility!
Skill Points would be used to boost your Strength, Will, Durability, and other such vital stats. Players would start with x of these to allocate as they want (with a certain maximum per stat which will be removed as soon as the RP begins) to each of the stats. This way you can really customize your character to act how you want them to. Skill Points will likely be earned (one at a time, up to a pre-determined maximum) every time you level either your Power or Talent, OR at certain KEY levels of each. (Perhaps 2, 4, 6, 8, etc)
4. Combat will function similarly to other current RP's, leaning a bit more toward the recent H&V than any of the others. Players and NPC's will have health and stamina and there WILL be conditions under which a player or NPC may be killed. They will be tied to Health, but not directly dependent on it. You need not have 0 Health remaining to be KILLED by certain, specific attacks. For example, being pierced through the heart by a sword is sort of an instant kill shot. These sorts of things WILL be discouraged by the GM's, but they may happen under appropriate conditions (and if consent of ALL those involved is gotten and proven in the OoC BEFORE it happens in the RP itself)
Okay this is a lot longer than it should have been, but yeah.
I think the idea of VERY customizable superhero characters should differentiate this from all previous incarnations of this and will keep people involved and invested in their characters, as they will be VERY weak if nothing is done to attempt to improve their skills.
I just sort of... uh... I know people will want to join this. I just need to know HOW MANY we'd be looking at to know how exactly to try and shake out the layout of the first story Arc along with how many NPC characters would need to be made. At current I'm thinking we'll be seeing VERY minimal amounts of NPC characters, with Blade, Valor, and I each creating a "Teacher" character, while ALL players would be creating students.
Oh, yeah, setting would be essentially the same as the old Chronicles of Milencia. Generally same city along with the Praesent Academy being the primary base of operations. I can scrape together an idea of what a template might look like if you guys would want to see one, but this is a very fledgling idea that likely won't be taking off until November or so, when I have more free time to actually work on and run something like this, likely ALONGSIDE Norfein Lost.
#4
Posted 06 October 2012 - 04:58 PM
Not sure if serious.No
I hate you
The roleplay would also likely have a money system of sorts, where the money would be used primarily to purchase physical upgrades for your character. Gear, more or less. Like a visor that boosts your range or boots that improve movement speed.
Also, I'm pretty certain we'd be running battles via MapTool, since I love the heck out of that system and we can easily design it to work REALLY well with this system.
Kingroy: ( 4:40 PM - 02/10/14)
u can't own black people
Kingroy: ( 4:40 PM - 02/10/14) #ThanksLincoln
#5 Guest_Griever_*
Posted 06 October 2012 - 05:08 PM
Not sure if serious.
The roleplay would also likely have a money system of sorts, where the money would be used primarily to purchase physical upgrades for your character. Gear, more or less. Like a visor that boosts your range or boots that improve movement speed.
Also, I'm pretty certain we'd be running battles via MapTool, since I love the heck out of that system and we can easily design it to work REALLY well with this system.
I am very serious. Until I see a NL post >:( no.
Also this is kinda nutty >.> I'm not fond of recycling characters, HOWEVER in this case I might bring Derek back (make him a bit like green lantern) Or bring Hazard back. (possibly might use my old cogden idea) And go from there. Suggestions so I can get started?
#6
Posted 06 October 2012 - 06:05 PM
Each skill tree would follow the same basic format. You'd have 3 choices to begin with and each would branch into its own set of skills, generally tiered, though some skills will require multiple skills from other trees before it can be unlocked. There'd be an offensive, defensive, and passive skill tree. Passives would usually be used by characters who want to focus more on hand-to-hand combat, while offensive will focus more on ranged combat (unless the power is something like a wolf-man mutation, in which case offensive would be close-range as well) and defensive would be stuff like shields, healing, and such like this. You'd start with two PP to allocate, and you'd need to choose from just those top three, since the next tier unlocks at level 2.
So bloop bloop.
Powers will likely be locked under a few broad categories. Ideas?
Energy
Elements
Physical
Pretty much that. Keep in mind you must be a MUTANT. Your powers are a direct result of GENETICS, not getting bitten by a spider or drinking toxic waste. You should describe your own particular BROAD SCOPE of powers in a nice little paragraph. Iceman's powers, for example, would be described something like:
Manipulation of Ice:
The ability to create and control frozen water. Can be used to create, destroy, or mold ice. Can create ice from just the moisture in the air; does not require water.
You can elaborate more than that, if you'd like, and you can suggest specific skills you would like your character to know with the power. There's a VERY high chance of specific skills you describe being included on your power tree!
Kingroy: ( 4:40 PM - 02/10/14)
u can't own black people
Kingroy: ( 4:40 PM - 02/10/14) #ThanksLincoln
#10 Guest_Griever_*
Posted 06 October 2012 - 06:11 PM
#11
Posted 06 October 2012 - 06:49 PM
Edit: lol i think the better term would be soft copies lololol you get it?
Edited by Kingroy, 06 October 2012 - 06:52 PM.
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