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Post by Radiodragon on Nov 21, 2011 21:21:09 GMT -6
I just realized that somewhere down the line we might need to speak about the RP OOC. So here is a place to do it. Discuss (or propose) characters, plot threads, scenes, PVP, and much more!
Recently I have been giving some though to our character's ancestors and was wondering if you guys had anything planned for that?
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Post by salientStrategist on Nov 21, 2011 21:32:56 GMT -6
I don't really know how the whole system works. You'd best ask Laura.
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Post by Quakerlol on Nov 22, 2011 15:53:19 GMT -6
HEY GUYS, THE ADMIN OF AUTHORITEH HERE. I drew up a plan (in English class) for how I think ancestors should work Basically it consists of one thing: MARY SUE IT UP. Ancestors will probably have little to no impact on the story, so go nuts! The original ancestors were created as subtle Parody Sues, so a precedent has been established. Hoorah! All I ask is that you make sure to relate the ancestor to your character in some way. If your character is a robo-person, make their ancestor the FOUNDER OF MODERN ROBOTI%!! Also when making an ancestor, do please include some sort of physical description so I can draw them because that is my function. Other than that, do please give them some sort of complex, detailed backstory, because that just leads to sooooo many options for further shenanigans.
By the way, do you guys have any art requests? I know Wade requested Stebia and Isaard meeting, but I'd rather not do that until we actually do it. Other than that I am open to suggestions!
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Post by Radiodragon on Dec 28, 2011 16:35:38 GMT -6
Hey everyone,
I recently got to thinking about the main rp, and I have a small concern over Isaard. Before I address my main concern let me reference back to the source material, Homestuck. Remember how Rose obtained her knitting needles of doom (can't remember their name)? She was essentially the most powerful player in the game by a fair amount. And what did she do plot wise? Nothing. She took very little direct action in the plot until Bec Noir (who is even more absurdly powerful than her) was introduced. Only after the death of her mother at the hands Bec did she become involved, only to summarily killed off. The point is Rose was too powerful too early in the story for her to do anything. Only when there was threat great enough to provide dramatic tension was she allowed to act directly in the main plot, or else she would progress far too quickly in the game making the rest of the kids less useful by comparison.
Isaard, by virtue of having access to ze magics will most assuredly make him op. I would rather avoid dooming him to uselessness for a large amount of time but I am willing to if it benefits the overall story. I would suggest two solutions to this issue that may be accepted or discarded at the majority's pleasure.
1. That the majority decides on new magic spells and level ups
2. That I submit a list of powers and Laura and Mack will decide when Isaard obtains them.
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Post by Shipfish on Dec 28, 2011 17:09:46 GMT -6
Well hi there. It's always nice when someone says hello in preface to an elegant statement. (Sorry for any unecessary verbage that I might provide during this spiel, I'm feeling very British today, probably an overdose of Doctor Who)
Isaard and Rose do share many similarities in terms of role at this point: both can be thought of as the emissary to the Elder Gods and thus the spirit, the heart of Derse and of the Dark Kingdom. Both are slightly estranged from their fellows, both by intelligence and Isaard especially by his special talent (the majyyks). Rose had quite a touch of 'to hell with the rules, win the game' to her, as I suspect Isaard will. Both their propensity to ignore the 'correct' path and their quick ascendancy through the echeladder will put them in their own class for a time, but hopefully that time will be short and possibly full of daring escapades and suchlike. Thus, you were correct in paraphrasing Rose's involvement in the plot as a whole to 'she didn't do much until the Big Bad showed up, which is when she was promptly made an example of to show how Big and Bad the Big Bad is.'
That was an example of a ramble that didn't accomplish anything.
I, personally, trust your judgement to not create a Stu out of Isaard, so I think a modified option two would be best: you think up what powers you think Isaard should have and when he should receive them, then post them, and allow Laura and I to make sure you aren't being unfair to the rest of the characters. And also, you should be sure to tell us if we let the characters we are controlling eclipse Isaard or otherwise diminish his importance.
Also, I'm pretty good at thinking up limitations to powers, since I did my stint on the Gifted Humans train.
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Post by Quakerlol on Dec 28, 2011 17:57:32 GMT -6
EMPRESS LAURA HERE TO PUT THE FINAL VERDICT ON THIS BIZNATCH.
Okay, so you have made some very good points about how Isaard has the potential for ridiculous power, and I am going to go ahead and second the list of powers idea. An addendum: Maybe he can only know a certain amount of things, like in Pokemon? Just an idea. And yes, do please tell us if our characters are edging towards Sue levels of power. Either nobody is a Sue or we all are. If everyone is a Sue then it's okay.
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Post by Radiodragon on Dec 31, 2011 11:40:24 GMT -6
Isaard's known spells: 1.Teleportation (by way of portals or appearifying) 2. Explode computers (which admittedly is getting old) 3. Magic missile Hinted spells: 1. Breathing under water. Spells that I want him to gain: 1.Combat portals (see this for details tvtropes.org/pmwiki/pmwiki.php/Main/PortalCut ) 2. Trap runes 3. Various stock elemental spells (Fire, Ice, Lighting) 4. Read minds (Thought level only) 5. Search minds (Memories, pass-codes etc. etc.) 6. Telekinesis (Increasing in strength as Isaard does) 7. Magic Barriers (To defend himself and others.) 8. Summon Familiar 9. Invisibility 10. Drain/absorb energy. 11. Illusory spells for causing panic.
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Post by Quakerlol on Dec 31, 2011 11:48:17 GMT -6
I approve of him getting all of these eventually. Some comments:
1. What would his familiar be? Can he summon different familiars with varying levels of power?
2. No heal spells?
3. Does his magic drain his energy? If so, how would he replenish it? Is mana a thing?
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Post by Shipfish on Jan 6, 2012 22:45:12 GMT -6
1. I love that the image for Portal Cut is from Problem Sleuth.
2. According to my calculations, Aruale should have started with 20 build grist. This leaves the other characters at: Lerena- 200 Kyanas- 2,000 Isaard- 20,000 Stebia- 200,000 Kratus- 2,000,000
However keep in mind that Aruale- Able to deploy cruxtruder, totem lathe, alchemiter, and a pre-punched card. The punch desegnix is also available, but only after 4 units of shale have been accumulated. Lerena- The originals as well as the jumper-block extension (1,000 bg) and the punch card shunts (10 bg each) that come with them. The gristtorrent CD is available as well but Kyanas already has that covered, she found a free version someone uploaded. Kyanas- Now all of the above and the additional intellibeam laserstation (100,000 bg) and the holopad (10,000 bg). Also has enough starting grist to buy the jumper block extension. Isaard- No new items but can deploy the holopad without much difficulty. Stebia- No new stuff but can get the intellibeam laserstation with starting grist. Kratus- Gets the cloning pad (100,000,000 bg) and the ectobiology aparatus (bg unknown, I think it is probably 10,000,000 bg). Can buy everything in the phrenalia without much of a problem. There is also an 'unknown device' that looks similar to the CATENATIVE DOOMSDAY DICE CASCADER. I'm pretty sure it's impossible to type not in all caps. It's function and bg value is unknown.
It would also be really great if someone found/alchemized an enlarger to put on the modified alchemiter. That upgrade really helped the kids.
I have a feeling I am missing something I wanted to say but I can't remember.
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Post by Quakerlol on Jan 7, 2012 20:51:02 GMT -6
CONSORTS AND DENIZENS, JUST SO WE REMEMBER.
Aruale: Agrona, Salamanders
Lerena: Abaddon, Sky Eels
Kyanas: Brigid, Birds
Isaard: Set, Rakes
Stebia: Theia, Bunnies
Kratus: Echidna, Hoofbeasts
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Post by Quakerlol on Jan 19, 2012 17:42:53 GMT -6
Mackenzie had the idea to have a doomed timeline offshoot since Kyanas needs to have some confusing time shenanigans and whatnot, and I concurred heavily. It has been percolating in my mind for a while now, and so here are my ideas.
The timeline would split after Isaard captures Lerena and Aruale captures Kyanas. In the doomed timeline, things would proceed thusly. Isaard would drive Stebia farther and farther away, and she would eventually give up on him altogether. He would be tortured by the voices of the elder gods or something like that, and would eventually snap, go grimdark, and kill Lerena. Aruale would find out about this and go crazy too, living up to her role as Hero of Rage. She would leave Kyanas in the dungeon of one of the castles on LOCAL and go find Isaard. There would be a huge fight between them. At some point Stebia would be killed, although Kyanas was never certain by whom. Kratus would find and release her after she somehow got a computing device and contacted him (Aruale probably left her husktop juuuust out of her reach on accident and Kyanas Macgyvered something). They would plan for her to go back and fix the timeline. Then she would go back in time to when Stebia and Isaard have just had a fight and troll Isaard and Aruale, explaining everything that she knew to them and telling them to be sure not to screw everything up. Then she dies because of reasons.
Then Isaard would apologize to Stebia, she would stick around and pacify him, and there would be a hostage exchange and everything would be okay. ALSO. Isaard and Aruale need to wake up at some point, and Rose woke up by having a version of her in a doomed timeline be 'overwritten' by a change to the timeline, so maybe that could be how it happens. Yes? Thoughts?
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Post by Shipfish on Jan 19, 2012 17:53:44 GMT -6
Alright. The only flaw I can see in this plan is how anyone will know about this: Canonways, the only way to remember doomed timelines is to a.) Time-travel back and tell someone before you die or b.) Dreamself shenanigans.
I suggest dreamself shenanigans for our doomed timeline, since we aren't doing double-prototyping and besides I don't think the Incipisphere could handle two Kyanases. An interesting thing (I imagine) would be to have the timeline branching point BEFORE Kyanas's dreamself wakes. In my mind, the sudden knowledge of a doomed timeline would be an adequate impetus for awakening.
EVEN BETTER: The branching point is etime-before Kyanas learns to time travel. That would be great. Gosh, I need to upload my notes on time-travel so you can understand me when I say things like 'etime,' 'ktime' and stuff.
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Post by Quakerlol on Jan 19, 2012 18:17:39 GMT -6
Okay well what I said was that Kyanas should time-travel back, tell everyone, then die. There would temporarily be two Kyanases, but the one from the doomed timeline would die and stuff so sucks to be her. And then once the doomed timeline is avoided Aruale and Isaard get to have dreamself shenanigans and wake up on Derse and go flying around in purple pyjamas and feel bad about all the terrible stuff they did in the other timeline. So it is sort of both of those things? Also after doomed-timeline-Kyanas dies then that makes Kyanas' dreamself wake up, and probably Stebia's first knock-down-drag-out fight with Isaard after he captures Lerena but before Kyanas goes back in time would wake her up and then we would all be okay.
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Post by Radiodragon on Jan 22, 2012 15:53:39 GMT -6
Hey guys the computer gremlins are back. I can't get online with my pc.
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Post by Quakerlol on Jan 22, 2012 16:03:01 GMT -6
What? Agh no! Do you have any idea when the computer gremlins will be banished?
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