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Thoughtdeath: The Bloodsport [OOC | Open]

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G-Tech Corporation
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Thoughtdeath: The Bloodsport [OOC | Open]

Postby G-Tech Corporation » Wed Jan 03, 2018 10:45 am

Thoughtdeath
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Fifty years from now, the world has changed drastically. A rising population has lead to soaring crime rates and wars start almost every day, killing millions of a population so large it swallows that statistic. Technology held the promise to our future, and the most recent innovation is just a symptom of the broader corruption of that promise. IMSAs are what you need to know about. Of the thousands of advances mankind has made, only one matters to you right now: Impulse Manifestation Spinal Arrays. They, simply, turn thoughts into matter, a breakthrough technology. It doesn't offer humanity much though; only the most strong-willed can use it, and their creations are limited in scope even when working in concert with others. The governments of the world threw it into the rubbish bin of advancement. Realigning atoms with the mind was nothing compared to fusion power and suborbital elevators. But there were some who saw its promise: the entertainment industry, to be specific. A budding entrepreneur convinced the head IMSA developer to work for him, and out of him was a new extreme sport born: Thoughdeath.

The rewards are huge. A new life, power, fame, enough money to buy a new life... the desperate came from the entire globe to California to compete. Homeless men, ex-mercenaries, crazed psychotics, convicted criminals. Nobody really minded who competed, because Thoughtdeath offered a fresh chance to make something out of those who competed in it. It was something the masses clung to, hope in the mad mad world, and it soon had the largest viewing audiences of any sport, ever. A bloodsport played to an epic level, worlds created and destroyed within the Dome. Only the insane competed, and only the truly unhinged triumphed.

And you are one of those madcap competitors. Welcome to Thoughtdeath.





Everybody loves exposition. Now, the nuts and bolts.

Thoughtdeath is a turn-based RP game. It is a violent, lethal, turn-based RP game.

You are one of the competitors in Thoughtdeath. Like everyone else competing in the given match, you will be dropped into an arena with only the clothes on your back and your IMSA, at least at first. Matches are either team-based, or free for all, and you will likely die. Frequently, as the case may be. Don't worry though, death is cheap in 2060. You may not win, but you won't be permanently out of things, just the rest of the match; you'll be sent to the In-Between, where you can train, create, and prepare yourself for the next bout with your fellow competitors. Death probably isn't pleasant though, so you should probably avoid it.

Without more ado, the app.

General Information
Name:
Sex:
Short Bio:
Color: (for use on der map)

Every character starts out with 1 Attack, 2 Composition, 1 Resilience, 2 Mobility, 1 Cognition, and 0 Energy. They also start out with 5 IP, or Imagination Points, which I'll explain later.

Code: Select all
[u][u]General Information[/u]
[b]Name:[/b]
[b]Sex:[/b]
[b]Short Bio:[/b]
[b]Color:[/b


Ah, right, you probably want what all of that means explained.

Attack is the damage you can inflict on another character, or constructs. Raw output, raw destruction. It can be enhanced by constructs, of course, and is added to all close-combat fighting. Attack can also under select circumstances effect ranged combat. Each point of Attack costs 1 IP.
Composition is how much of a beating you can take. When it falls to zero, you turn into a bloody mess. Do not pass Go, do not collect $200. You probably want to keep this from hitting zero. Each point of Composition provides 5 HP, and costs 1 IP.
Resilience is how good you are at taking said beating. It takes a chunk off enemy attack equal to your Resilience score, with a Res of 1 negating 1 point of enemy Attack, though each weapon inflicts a minimum of 1 Damage. If you have a high Resilience, you'll be laughing off small-arms fire, and spitting bullets back at foes. Each point of Resilience costs 1 IP.
Mobility: is how quickly you can get from here to there, a useful feature when facing ranged weapons or simply for being where you want to be. Each point of Mobility costs 2 IP, and allows you to move one more square horizontally or vertically every round. Melee attacks, and various other things, "cost" one movement. You can jump a max height of two squares without paying a Mob point for that, effectively negating the need for vertical payment. Movement cannot be done through opposition players.
Cognition: is the fun part; how well you and your IMSA mesh, and what swanky stuff you can do with it. A score of 1 means you can't create much, which kinda sucks, but might be a viable strategy. A score of ten means you're going to be pulling table-sized objects out of mid-air, which can be handy, or a pretty swell bazooka out of the ground. Have fun with that. Each point of Cognition costs 5 IP. Cognition requires concentration though, so don't expect to be able to interface with IMSA when you're under attack or attacking. Also, if you use Cognition in a round, your Mobility is reduced to 1/2 of whatever it was initially. If you could walk two spaces, you walk one, etc.
Power: is a bit complicated. Bigger things in this high-tech future take energy to run; even some small ones do. If you want those to work for you, you're going to need some juice. Power is generated by a modification to your biochemical structure, allowing your body to put out a raw point charge and keep some energy-hungry devices running. You're going to want this for the goodies. In general terms, Constructs that require power will have better stats for the same amount of Cognition. Some devices, like warbots and lazers etc. cannot be built without a Power requirement. Particularly complicated Constructs require Energy to merely exist, one Energy for every 10 points of Cognition. Each point of Power costs 2 IP.

Any questions, don't hesitate to ask. Note that upon Character Creation all IP must be spent on attributes.

Mechanics:

Each player character puts in their actions; building something, moving somewhere, etc. Movement may be conducted prior to attacking, but is halved if creating a Construct. Movement must be concluded before attacking, or attacking before movement; the two may not be mixed, unless a Construct has an ability that allows a character to do otherwise. Additionally, only a single type of Construct may be created in a round. Duplicates are cool, but then Cognition is spread across them and all that jazz. Note that each character can "Holster" one Construct worth up to 10 CP on their back, essentially allowing the carrying of an additional item. "Switching" Cognition between attributes in a Construct is cool, but only one swap per round. You can trade Dur for Damage, but not Dur for Damage and Speed.

Most actions can be resolved by players, and should be done as such. Anything that doesn't require rolling dice is entirely fair to resolve yourself within the rules laid out here, even damaging out contestants. Actions are resolved in post order; post first and you move first, but posting later can be useful to respond to enemy actions.

If you want to conduct an action with a chance of success, like shooting at someone in cover, just simply post your intentions in the IC and I will resolve them. Keep in mind that asking for an action resolution locks you into that action. You can't say you want to shoot at someone, for instance, then change your action when you miss.

Everybody puts in more actions, and anon, until a victory is achieved, or thirty rounds elapse.

Cover and Terrain: Standing behind things blocks weapons right and proper, because they can't shoot you if they're shooting the guy in front of you, see? An object of height 1 provides a 25% chance to intercept enemy damage, a height 2 50%, etc. The maximum height of an object is 4, as that's the height of a player. Yes, other players do count as cover, except for they're cover that can be killed to get to you. Cover is the only way to fully negate enemy ranged attacks, and can be shot around from a distance of one tile. So standing behind cover and shooting someone is fine, as is them walking up to the cover and shooting you. Weapons with the Indirect Fire perk can ignore cover, as they shoot over it, and if you stand directly behind cover and are fired on by a weapon with the Explosive perk, you'll still take damage. Additionally, cover can be destroyed by a weapon with the Explosive perk. Every two points of height above a foe provides a 25% reduction in enemy At with a melee weapon, so at a height of 4 characters fighting an enemy on a height of 0 receive a 50% damage reduction from enemy attacks.


Durability: If the durability of a Construct is reduced to or below 0, the Construct is Broken and cannot be used. Broken weapons cannot be repaired the round immediately after being rendered Broken. It naturally recovers 2 Durability every round if its Durability is below 0, a process which can be hastened by 3 for 1 Cog. If the Durability of a Construct is reduced to a negative of its standard positive Durability, the Construct is Destroyed, and must be manually repaired in order to return to functionality. If the Durability of a Construct is reduced to doubly negative of the standard positive Durability, the Construct is eliminated from the match entirely. Only weapons with the Precise attribute may target Constructs carried by a contestant, or Constructs on the ground beneath a contestant. Non-precise weapons can destroyed constructs regularly if the Construct is a Block, or if they are within melee range of the Construct.


On Ground/Holstered: If a character doesn't have enough webbing/hands to hold everything in them, one item may be Holstered on their backs, and an infinite amount placed on the ground. Constructs retrieved from the Ground or a Holstered position cannot be used in the same round.


Progression

You get to keep your characters from match to match, allowing you to make them better and stronger. For every kill your character makes, you gain 1 IP. As such, getting kills in each match is important. Additionally, after each match victory the victorious team will receive 1 IP in addition to any they earn in kills; the highest scoring player on each team also receives an additional 1 IP, as does the lowest scoring player on the losing team. Scoring is based on damage, and ties are possible.

IP can also be converted at a 1:100 ratio to Credits, which can be spent at the store, and traded between characters. Credits cannot be converted back to IP though, so spend wisely. IP cannot be traded between characters, though Credits can.

Important note on editing IC posts: request clearance to edit actions before you do so from me, the OP, and ensure I've given you a green light before you do edit. This is to prevent metagaming. If no player has posted after your post, you may edit as you see fit.

FAQ
What can I make with Cognition?
Absolutely anything. If someone hasn't made it before, I'll simply construct new mechanics to account for it.

Why isn't my Construct what my character wanted it to be?
You probably didn't have enough Cognition to accomplish your goal. Complicated objects like tanks and mortars don't just appear out of thin air; it may take you several rounds to refine your creation until you have what you want. Check with me in the OOC before making something if you want to avoid embarrassment.

I died. What do I do now?
Root for your allies, help them plan tactically, peruse the shop, work to improve your character in the In-Between. Even if the Match you died in runs to the time limit, you'll be in the fray again soon enough.

Can I spend IP I gain in a Match immediately?
Nope, that would be silly. You can, however, convert any IP to Credits at any time, and purchase something from the Shop, which will be delivered the following round. The right item at a critical time can be just what you need to secure victory.




Ranged Weapons: Damage, Fire Type, Range, Shots, Composition, Abilities
Damage: 1 CP per Damage
Fire Type: 2 CP per bullet/round, min 1
Range: 2 CP per Range, min 1
Shots: 1 CP per Round in Clip, min 1
Composition: 1 CP per 5 Composition points, min 1
Attack Type: Kinetic or Energetic | Energetic Weapons must use Powered
Abilities:
Energy Consumption: +2 CP on weapon per Energy consumed (Temp)
+3 CP on weapon per Energy consumed (constant)
Armor-Piercing: -2 Enemy Resilience Calculated per 3 CP
Stationary: Cannot be moved, -8 CP
Speedloader: Allows loading in one round up to the max ammo, instead of 1/round, 3 CP
Stripperclip: Allows loading as a free action, costs 1 CP/3 C on Weapon
Immobile: Cannot be fired after movement or before movement in the same round, -5 CP
Armor-Rending: 5 CP per point of Resilience taken off of target hit.
Indirect Fire: Can fire over obstacles, 2 CP
Krink: +2 Damage/CP up to user Attack
Scope: +1 Range/2 Height/2 CP
Slow Reload: +1 Round to reload, -2 CP
Unidirectional Fire: -3 CP (Cardinal or straight diagonal only)
Twin-Linked: Fires twice in one round. 4 CP + 1 CP/C
Aimed Fire: 2 CP, allows targeting of enemy worn items or specific Constructs in a tile
Bulky: -3 CP, weapon cannot be fired if player has moved more than 1/2 of their total Mob
Powered: No Ammo needed; Costs 1 E per Dam, 2 C to enable
Eviscerator: If enemy is reduced to below 1/2th total health by an attack with this attribute, they lose 1 At for the rest of the Match | 2 CP

Handedness: + 4 CP if Two-Handed
Ammo: 1 CP per 1/5 Damage of Weapon, Abilities
Abilities:
Charged: +2 Damage per 2 used Energy/ CP


Close Combat Weapons: Damage, Speed, Composition, Abilities
Damage: 1 CP per Damage
Speed: 3 CP per swing/round (+1 CP/2 At), min 1, +3 CP if Bulky, +2 CP if 2H
Composition: 1 CP per 1 Composition point
Damage Type: Slash, Pierce, Blunt | Slash gives +1 Damage, Pierce ignores 1 point of Character Resilience, Blunt ignores non-Blunt Armor
Abilities:
Rending: 3 CP per point, causes Bleeding [-1 HP for 2 rounds after impact]
Polearm: 2 CP for Range2
Shocking: 1 CP per -1 enemy At after hit
Electrical: -2 CP on wep per E consumed. (temp)
Structured: 2 CP, needed to increase C past 10
Reinforced: 2 CP, if used to block with a prepared action, halves enemy Dam done to Composition
Knockback: 2 CP, a successful strike with this weapon flings an enemy back a square


Physical Armor: Composition, Resilience, Abilities
Composition: 1 CP per 1 composition point
Resilience: 2 CP per 1 Resilience point in a Type
Type: Pierce | Stab | Blunt | Kinetic | Energy
Abilities:
Energy-Generation: 5 CP per Energy Generated
Hovering: 1 CP per 2 Thrust | Thrust = 2*Comp+Resilience
Webbing: 1 CP per 3 C of Constructs carried


Blocks: Composition, Resilience, Abilities
Composition: 1 CP per 1 Composition points
Resilience: 2 CP per 1 Resilience points
Abilities:
Electrotransmission: Can send lightening shock based on Cognition and Energy past touch range, at the rate of 3 CP per block transmitted. 1 Dam per Cog, 2 Dam per E.
Proximity: Ability activates upon being stepped on or hit, 1 CP
Detonation: Explodes, dealing 1 Dam in tile per CP
Immobile: Cannot be re-positioned, +2 CP.
Unstable: (Requires Detonation) Automatically Detonates after some amount of Rounds, -1 CP for every two Rounds below 10.
Energy I/O: Can transmit or receive energy within two blocks, 2 CP
Energy Latency: Can store a unit of Power for every 1 CP, requires Energy I/O
Passable: -2 CP, can be walked through
Jagged: 1 CP, does 1 point of At if moved through or on top of
Entangling: 1 CP, costs one extra Mob to move through or on top of


Other Clothing: Composition, Abilities
Composition: 1 CP per 1 Composition, min 1
Abilities:
Speed: 2 CP per 1 Mob
Air-Walking: 3 CP per round of allowed traverse
Static Shield: 4 CP. Each level of static shield allows the item to build a static charge, which strikes an enemy in close combat for two Health damage, ignoring armor or Resilience. Static charges may only increase by one per round regardless of the level of Static Shield. When the shieldbearer is struck, if he has static charges, each charge strikes and absorbs one point of damage that would otherwise be dealt to the health pool of the wearer.


Other Items: Composition, Abilities
Composition: 1 CP per 1 Composition, min 1
Abilities:
Ladder: Eliminates 1 point of Move cost for Terrain or Block taller than 2 Height


Misc: ?, ?
Smoke: 1 CP per 2 Turns to dissipate
Abilities:
Obscure Sight: 1 Cover for duration/1 CP
Choking Fog: -1 At for Ranged Weapons fired from within Smoke, -1 CP


Explosive: At, Range, Dur
1 Range for 1 C
2 At for 1 C
1 Dur for 1 C

Abilities:
Dangerous: If destroyed, explodes and deals 2x At to holder: +2 Cog
Blast: 2 CP per 1 more tile in every cardinal direction affected
Buffout: 2 CP for +1 At for 2 Rounds to affected characters


Consumable: Comp, Ability
1 Comp for 1 CP; min 1 Invested

Abilities:
Healing: 1 HP restored for 2 CP


Edifice: Comp, Res, Ability
1 Comp for 1 C; min 1 Investment
1 Res for 1 C

Abilities:
Healing: +1 HP to one adjacent character every round: 10 Cog
Distinguishing: Effects only apply to allied characters: 2 Cog
Ammo Dump: Supplies one ammo free of charge to an adjacent character once every two rounds, initial max Dam 5. 5 Cog. For every 5 more Cog invested, either decrease interval by one, number deployed by 1, or Dam cap by 5.


Simulacra: At, Comp, Mob, Res, Energy, Int, Ability
1 At for 1 C
1 Comp for 1 C; min 1 Investment
1 Mob for 2 C
1 Res for 2 C
1 E for 3 C; min 1 Investment or Battery
1 Int for 2 C; min 1 Investment | Every point of Int allows a Simulacra to understand one command. | Simulacra consumed Int/3 E per round.

Ability:
Battery: Can hold up to 3 E per CP invested in Charged.

Commands:
Go: Tells Simulacra to move to a designated point.
Attack: Tells Simulacra to attack a target if within range.
Use: Tells Simulacra to use an equipped item.





Der Shop
Purveyor of Fine Goods and Lethal Paraphenalia to the Discerning Gladiator since 2059

Boots of Escape: Sometimes, in order to win, you have to run away. Before you get laid out cold, in most cases. Or you really just need to get up to that smug bastard with the rifle before he ventilates your lungs. Do we have a bargain for you!
Slot Occupied: Feet | +2 Mobility, 5 Dur
Cost: 40 Credits
Healmaster 1000: The first generation in instant biological regeneration, these nanomites will knit together the most egregious of wounds in double quick time. You may feel a slight stinging sensation, but that's perfectly normal.
Slot Occupied: Accessory | Heals 5 HP, One Use, 5 Dur
Cost: 30 Credits
JumpJet: The discerning high flying warrior uses only the JumpJet, from the makers of ICBM4U, for all their vertical movement needs. Jump higher, faster, stronger! (Statement not tested by the TSA)
Slot Occupied: Accessory | Adds 2 to Jump, 10 Dur
Cost: 40 Credits
The PortaWall: The latest and greatest in immediate tactical cover deployment, this PortaWall will put some nice solid dirt between you and your foes, a good bullet stopper if ever there was one. A nice way to take a breather and try to get a handle on your head before someone blows it off.
Slot Occupied: Accessory | Deploys PortaWall (5 Dur, Resilient [May only be damaged by explosives]), One Use
Cost: 50 Credits
Regenerator XXL: A beautiful contraption, this lovely lady gives you a second chance at life. Simply drop a hair in the receptacle when you deploy her, and you're ready to go; if you snuff it, you'll be reassembled on a molecular level using the Regenerator's inbuilt stock of nutrio-sludge and be back in fighting shape a mere round later!
Comes Deployed | Dur 20, One Use, Ressurrection
Cost: 100 Credits

A Good Grot's Gun (AGGG): When you just need to put a whole in someone's gob, look no farther than AGGG, the dependable bucket of bolts most favored by discerning grots. Not the flashiest, nor the killiest, but a fair sight better than nothing in a pinch.
Slot Occupied: 2H | 2 At, Regular1, Range 2, Ammo1, 5 Dur
Cost: 50 Credits
The Choppa: Splitting skulls is what the Choppa is for, and it does it right proper. Cut up yer foes. Guaranteed to cause at least some havoc and mayhem, or your money back.Gorkamorka and Sons does not give refunds
Slot Occupied: 1H | 1 At, Regular1, 5 Dur
Cost: 40 Credits
The Chainsword: A bigger badder choppa, powered to rip your foes asunder. No gob is gonna laugh at you after their limbs are gone.
Slot Occupied: 1H | 3 At, Regular 1, 5 Dur | Eviscerator
Cost: 80 Credits
Scrap Armor: Sometimes making sure you don't have holes in you is just as important as making sure the other gob has holes in him. After all, you can't ventilate him if there's already sunshine coming through you, see?
Slot Occupied: Torso | 1 Res, 5 Dur
Cost: 30 Credits

All items bought at the Fourth Hole are kept across both Rounds and Matches, for obvious reasons.
The Discerning Vaultgoer - CogBox Tier 1: Did you just make a marvelous weapon you want to keep? Do you want a leg up in the next round? Then the Discerning Vaultgoer is just what you need; not the simplest of cognitive latticeworks, but definitely the cheapest, store your shiny Constructs here and pull them out at the start of a different Match. Sadly, Dome technology prevents the use of the CogBox during Matches, so Constructs have to be stored in either round 1 or at the end of the match.
Can store an object of up to 5 Cog value. No Store-purchased constructs.
Cost: 200 Credits


Want to see something else in the store? Just ask! Der Shop stocks all manner of fine goods, and we can order almost anything given time.




Contestants:
Last edited by G-Tech Corporation on Sat Jan 06, 2018 4:17 pm, edited 1 time in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 11:16 am

Taggedy tag taag teg
Last edited by Holy Tedalonia on Wed Jan 03, 2018 11:17 am, edited 1 time in total.
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ApplePieistan
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Postby ApplePieistan » Wed Jan 03, 2018 11:43 am

I’ll play. Can I throw close combat weapons?
Last edited by ApplePieistan on Wed Jan 03, 2018 11:48 am, edited 1 time in total.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 11:49 am

[u]General Information
Name: Edward "Ted" Tomlinson
Sex: Male
Short Bio: A young boy who was forced into fighting in this tournament by his greedy money lusting parents. Before this he had a simple not important relaxed life. He tended to spend his time playing video games, and programming.
Color: Blue

Biography can be improved, since it's a bit lackluster.

Can there be a "erase" ability that destroys inanimate objects?
Name: Ted
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Postby G-Tech Corporation » Wed Jan 03, 2018 2:21 pm

ApplePieistan wrote:I’ll play. Can I throw close combat weapons?


Sure, that sounds amusing. Probably under a certain Composition, for double damage, or something like that. I'll think on the precise mechanics.

Holy Tedalonia wrote:
[u]General Information
Name: Edward "Ted" Tomlinson
Sex: Male
Short Bio: A young boy who was forced into fighting in this tournament by his greedy money lusting parents. Before this he had a simple not important relaxed life. He tended to spend his time playing video games, and programming.
Color: Blue

Biography can be improved, since it's a bit lackluster.

Can there be a "erase" ability that destroys inanimate objects?


Not as such, though directly manifesting Energy can reduce objects to ash through thermal/electrical discharge. That'll take a fair bit of Energy though.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 2:32 pm

G-Tech Corporation wrote:
ApplePieistan wrote:I’ll play. Can I throw close combat weapons?


Sure, that sounds amusing. Probably under a certain Composition, for double damage, or something like that. I'll think on the precise mechanics.

Holy Tedalonia wrote:
[u]General Information
Name: Edward "Ted" Tomlinson
Sex: Male
Short Bio: A young boy who was forced into fighting in this tournament by his greedy money lusting parents. Before this he had a simple not important relaxed life. He tended to spend his time playing video games, and programming.
Color: Blue

Biography can be improved, since it's a bit lackluster.

Can there be a "erase" ability that destroys inanimate objects?


Not as such, though directly manifesting Energy can reduce objects to ash through thermal/electrical discharge. That'll take a fair bit of Energy though.

So, I cant let's say create a hole in the ground with my powers? That would be a rather useful ability.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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G-Tech Corporation
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Postby G-Tech Corporation » Wed Jan 03, 2018 2:55 pm

Holy Tedalonia wrote:
G-Tech Corporation wrote:
Sure, that sounds amusing. Probably under a certain Composition, for double damage, or something like that. I'll think on the precise mechanics.



Not as such, though directly manifesting Energy can reduce objects to ash through thermal/electrical discharge. That'll take a fair bit of Energy though.

So, I cant let's say create a hole in the ground with my powers? That would be a rather useful ability.


With your IMSA, not really- it is designed to create, not annihilate. There's nothing preventing you from conjuring up some explosives or a shovel, of course.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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ApplePieistan
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Postby ApplePieistan » Wed Jan 03, 2018 3:00 pm

Could I give a friend a shoulder ride so they have extra height? If so, could they use immobile weapons while I move?

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G-Tech Corporation
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Postby G-Tech Corporation » Wed Jan 03, 2018 3:02 pm

ApplePieistan wrote:Could I give a friend a shoulder ride so they have extra height? If so, could they use immobile weapons while I move?


That sounds hilarious, but immobile weapons are generically heavy and cumbersome to the extent that carrying them around just isn't possible. If you want to carry around someone with a stationary weapon though, that might be plausible.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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ApplePieistan
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Postby ApplePieistan » Wed Jan 03, 2018 3:08 pm

G-Tech Corporation wrote:
ApplePieistan wrote:Could I give a friend a shoulder ride so they have extra height? If so, could they use immobile weapons while I move?


That sounds hilarious, but immobile weapons are generically heavy and cumbersome to the extent that carrying them around just isn't possible. If you want to carry around someone with a stationary weapon though, that might be plausible.

:?: Stationary’s the one that can’t be moved.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 3:09 pm

G-Tech Corporation wrote:
Holy Tedalonia wrote:So, I cant let's say create a hole in the ground with my powers? That would be a rather useful ability.


With your IMSA, not really- it is designed to create, not annihilate. There's nothing preventing you from conjuring up some explosives or a shovel, of course.

Then Ill create a hill/cave with my mind

[-_-] <--- attempting mental thinking :p
Last edited by Holy Tedalonia on Wed Jan 03, 2018 3:24 pm, edited 1 time in total.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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G-Tech Corporation
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Postby G-Tech Corporation » Wed Jan 03, 2018 3:10 pm

ApplePieistan wrote:
G-Tech Corporation wrote:
That sounds hilarious, but immobile weapons are generically heavy and cumbersome to the extent that carrying them around just isn't possible. If you want to carry around someone with a stationary weapon though, that might be plausible.

:?: Stationary’s the one that can’t be moved.


Ah, right, sorry, got that turned around.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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ApplePieistan
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Postby ApplePieistan » Wed Jan 03, 2018 3:14 pm

G-Tech Corporation wrote:
ApplePieistan wrote: :?: Stationary’s the one that can’t be moved.


Ah, right, sorry, got that turned around.

So what height bonus would the person on my shoulders get?

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G-Tech Corporation
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Postby G-Tech Corporation » Wed Jan 03, 2018 3:17 pm

ApplePieistan wrote:
G-Tech Corporation wrote:
Ah, right, sorry, got that turned around.

So what height bonus would the person on my shoulders get?


Four- that's the height of a person. It might not be the most effective plan though, because you wouldn't be able to fight simultaneously.
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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 3:25 pm

Question whats the limit on creating natural objects such as dirt, grass, life, rocks, etc?
Name: Ted
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G-Tech Corporation
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Postby G-Tech Corporation » Wed Jan 03, 2018 4:05 pm

Holy Tedalonia wrote:Question whats the limit on creating natural objects such as dirt, grass, life, rocks, etc?


*shrug*

Slap down some dirt and stone if you want. It might slow down some bullets. If you actually want to make some, I'll add it to Compositions.

As for life, nah.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 5:03 pm

G-Tech Corporation wrote:
Holy Tedalonia wrote:Question whats the limit on creating natural objects such as dirt, grass, life, rocks, etc?


*shrug*

Slap down some dirt and stone if you want. It might slow down some bullets. If you actually want to make some, I'll add it to Compositions.

As for life, nah.

Was hoping I could create a cave, so I would have a base of operations. That will do finely assuming I use the dirt and stone correctly. I assume there would be some bit of difficulty in doing something like that, so when it comes to "creating" I'll do a step by step process making individual parts before making it into one massive object or structure.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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Postby G-Tech Corporation » Wed Jan 03, 2018 5:08 pm

Holy Tedalonia wrote:
G-Tech Corporation wrote:
*shrug*

Slap down some dirt and stone if you want. It might slow down some bullets. If you actually want to make some, I'll add it to Compositions.

As for life, nah.

Was hoping I could create a cave, so I would have a base of operations. That will do finely assuming I use the dirt and stone correctly. I assume there would be some bit of difficulty in doing something like that, so when it comes to "creating" I'll do a step by step process making individual parts before making it into one massive object or structure.


Sure, that sounds good. Keep in mind though that while you are building a cave, your opponents will be making weapons. Using terrain is situational, whereas having a way to not get killed may be more important.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 5:11 pm

G-Tech Corporation wrote:
Holy Tedalonia wrote:Was hoping I could create a cave, so I would have a base of operations. That will do finely assuming I use the dirt and stone correctly. I assume there would be some bit of difficulty in doing something like that, so when it comes to "creating" I'll do a step by step process making individual parts before making it into one massive object or structure.


Sure, that sounds good. Keep in mind though that while you are building a cave, your opponents will be making weapons. Using terrain is situational, whereas having a way to not get killed may be more important.

Ofcourse. Its really to stave out the night, and avoid dangerous entities. Assuming you can create a stone "door" that will allow you to travel in and out it will be a good place to rest. Essentially "safe sleeping"
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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Postby G-Tech Corporation » Wed Jan 03, 2018 7:01 pm

Holy Tedalonia wrote:
G-Tech Corporation wrote:
Sure, that sounds good. Keep in mind though that while you are building a cave, your opponents will be making weapons. Using terrain is situational, whereas having a way to not get killed may be more important.

Ofcourse. Its really to stave out the night, and avoid dangerous entities. Assuming you can create a stone "door" that will allow you to travel in and out it will be a good place to rest. Essentially "safe sleeping"


Sounds logical. Plus keeping out of sight may prevent you being a target.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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ApplePieistan
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Postby ApplePieistan » Wed Jan 03, 2018 7:56 pm

General Information
Name: Luci Clifton
Sex: Female
Short Bio: Prior to joining Thoughtdeath, Luci was the leader of a lesser known mercenary group. Due to their lack of renown, they didn't get many contracts, causing them to struggle financially. They were sufficiently tough and equipped to defeat most, just not hired to do so. To rectify this, Luci decided to fight in Thoughtdeath, preferably winning. Maybe then, their group would be put on the map.
Color: Pink
IP allotment: 2 attack, 2 composition, 100 credits (spent on scrap armor, boots of escape, and healmaster 1000)
Last edited by ApplePieistan on Mon Jan 08, 2018 4:39 pm, edited 1 time in total.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 7:58 pm

Question. What's the rules on light sources.
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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G-Tech Corporation
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Postby G-Tech Corporation » Wed Jan 03, 2018 9:52 pm

ApplePieistan wrote:General Information
Name: Luci Clifton
Sex: Female
Short Bio: Prior to joining Thoughtdeath, Luci was the leader of a lesser known mercenary group. Due to their lack of renown, they didn't get many contracts, causing them to struggle financially. They were sufficiently tough and equipped to defeat most, just not hired to do so. To rectify this, Luci decided to fight in Thoughtdeath, preferably winning. Maybe then, their group would be put on the map.
Color: Pink
IP allotment: 2 attack, 2 composition, 1 resilience


Sure, looks good Apple.

Holy Tedalonia wrote:Question. What's the rules on light sources.


Thoughtdeath takes place in a stadium, so I wouldn’t worry about that really :P
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Holy Tedalonia
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Postby Holy Tedalonia » Wed Jan 03, 2018 10:07 pm

G-Tech Corporation wrote:
ApplePieistan wrote:General Information
Name: Luci Clifton
Sex: Female
Short Bio: Prior to joining Thoughtdeath, Luci was the leader of a lesser known mercenary group. Due to their lack of renown, they didn't get many contracts, causing them to struggle financially. They were sufficiently tough and equipped to defeat most, just not hired to do so. To rectify this, Luci decided to fight in Thoughtdeath, preferably winning. Maybe then, their group would be put on the map.
Color: Pink
IP allotment: 2 attack, 2 composition, 1 resilience


Sure, looks good Apple.

Holy Tedalonia wrote:Question. What's the rules on light sources.


Thoughtdeath takes place in a stadium, so I wouldn’t worry about that really :P
Opps meant in making light sources. :p
Name: Ted
I have hot takes, I like roasting the fuck out of bad takes, and I don't take shit way too seriously.
I M P E R I A LR E P U B L I C

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G-Tech Corporation
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Postby G-Tech Corporation » Thu Jan 04, 2018 5:22 am

Holy Tedalonia wrote:
G-Tech Corporation wrote:
Sure, looks good Apple.



Thoughtdeath takes place in a stadium, so I wouldn’t worry about that really :P
Opps meant in making light sources. :p


Hmm, I’ve never really considered it. If you really want a point light source, I’ll put together some regs for it.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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