Rant Room (OOC)

The OOC Forum for the Starknight Academy game.

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Eanwulf
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Post by Eanwulf » Fri Nov 11, 2016 11:05 pm

This thread is where any rules questions and/or other out of game conversations shall take place.
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AdamDaBomb11
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Post by AdamDaBomb11 » Sat Nov 12, 2016 8:19 pm

Hello everyone :D

I have decided to go with a Mystique meets Hydro Man approach. Water Manipulation with Molecular Shapeshifting. She is basically a Covert Specialist who uses her powers to infiltrate places and take them down. Superhero name is Droplet.

Anyways. What have you guys come up with thus far?
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Post by JohnnyWeird » Tue Nov 15, 2016 1:32 am

Hi guys!

Two possibilities, depending on what works better for the world and the players.

1) A nigh-invulnerable soldier from a warlike world trying to atone for his past. Durability like whoa, combat expertise out the wazoo. Tanky O'Takesthedamage, basically.

2) A young wizard from a technologically primitive planet eager to learn about "internal combustion" and "the wheel" and other alien concepts. Sorcery to be the party's Swiss Army Knife.

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Post by Olligarchy » Tue Nov 15, 2016 9:50 am

I went basically with an Elemental/Divine figure.

A Narakkan scientist that was touched by the first flame and transformed into an aspect of the living fire. Elemental manipulation powers, and a nifty powered suit to keep her/it contained and from burning everything to cinder!

EDIT: At DM's request moving this here.
Step 1. Background
Early Power:
Elemental Control (Fire): d6

Early Training:
Mystic Expert: d8

Step 2. Catalyst
Pick one of the following:

Accident: You received your powers from some kind of scientific or mystical accident.
• Add a Power Trait at d8. (Upgrade Elemental Control to d8)
• Add an Expert Specialty (d8) or two SFX. (Elemental Control SFX x2: Area Attack & Unleashed)
• Add another Power Trait at d6 or two SFX. (Add Flight at d6)
• Define an appropriate Limit. (Uncontrollable)

At this phase, no specialties can be higher than Expert and no powers can be larger than d8.

Step 3. Mission
Pick one of the following:

Addition: You gained a useful piece of gear or a secondary suite of powers.
• Add a secondary Power Set and choose a Limit for that set. (Magma Suit)
• Add one Power Trait to the new set at d6. (Durability d6)
• Step up any two Power Traits or add two SFX (or one of each). (Elemental Control d10, Durability d8)

At this phase, a maximum of one specialty can be Master and only one power can be larger than d8 (any number can be d6 or d8).

Step 4. Agenda
Do all of the following:

• Add a new Power Trait at d6 or step up two Power Traits. (Elemental Control d12, Flight d8)
• Add an Expert Specialty (d8) or step up an Expert Specialty to Master (d10). (Mystic Master d10)
• Add a new Power Trait at d6 or add two SFX. (Counterattack & Invulrenable)
• Step up a Power Trait or add an SFX (Super Strength d6)

At this phase, there are no limits on specialties at Master except you cannot have more Master specialties than Expert specialties. Only one power can be d12 (any number can be d10 or less) if approved by the GM.

Step 5. Legend
Do all of the following:
• Add a new Power Trait at d6 or step up two Power Traits. (Resistance d6 to Flameborn)
• Add an Expert Specialty (d8) or step up an Expert Specialty to Master (d10). (Cosmic Expert d8)
• Add an Expert Specialty (d8) or a new Power Trait at d6. (Stamina d6)
• Add a new Power Trait at d6 or add two SFX. (Boost for Magma Suit, Absorbtion for Flameborn)
• Step up a Power Trait or add an SFX. (Super Strength d8)

At this phase, there are no limits on specialties at Master except you cannot have more Master specialties than Expert specialties. Only one power can be d12 (any number can be d10 or less) if approved by the GM.

Step 6. Transcendence
Do all of the following:
• Step up two Power Traits or add a new Power Trait at d6. (Durability d10, Stamina d8)
• Add an Expert Specialty (d8) or step up two Power Traits. (Strength d10, Stamina d10)
• Add an Expert Specialty (d8) or a new Power Trait at d6. (Science d8)
• Add an Expert Specialty (d8) or step up an Expert Specialty to Master (d10). (Combat d8)
• Step up an Expert Specialty to Master (d10) or add two SFX. (Berserk for Flameborn, Area Attack for suit)
• Step up a Power Trait or add an SFX. (Resistance d8)

At this phase, there are no limits on specialties at Master except you cannot have more Master specialties than Expert specialties. Only one power can be d12 (any number can be d10 or less) if approved by the GM.

So we've got...

Flameborn:
Elemental Control (Fire) d12
-SFX: Area Attack, Unleashed, Counterattack, Invulrenability, Absorbtion, Berserk
Limit: Uncontrollable

Flight d8
Resistance d8
Stamina d10

Magma Suit:
Super Strength d10
Durability d10
SFX: Boost, Area Attack

Specilities:
Mystic Master d10, Cosmic Expert d8, Combat d8, Science d8
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Eanwulf
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Post by Eanwulf » Wed Nov 16, 2016 12:55 am

Had to replace two tires today unexpectedly. Most of the day was ruined. Playing catchup on making the CC section easy-to-use. Still want to hear the other's thoughts & ideas though, so keep em coming!
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Post by Olligarchy » Thu Nov 17, 2016 2:01 pm

Adding in background at gm request:
Alright, since my stats have been mostly set I figured I'd put some thought into the characters background.

Ea was born on Na'Raja (New Raka) to lesser nobility. Growing up she was told stories of the Narakkan homeworld: Raka Prime which despite being in the same system as the capital had been abandoned long time ago. The stories told included myths and legends of the now slowly dying out faith in the Primal Flame which was said to have created the Narakkan race in times immemorial.

As she grew into adulthood, Ea became more and more interested in these myths from a scientific perspective. Though a respectable physician with a bright future ahead of her, she soon found herself ridiculed as she began to argue that the legends of old had to have a root in reality, and that there was -something- back on Raka Prime. Something to reveal more about the Narakkans and their past. After several study grants had been turned down, Ea finally found support from the unlikeliest of places: the cults of the Primal Flame.

These cults were small and ridiculed like the young scientist for believing in fanciful 'childrens tales', and saw Ea's research as a means of gaining at least some proof that their faith was not false. As such they funded Ea's research expedition to Raka Prime, where she spent several years scouring the planet for something of note, finding nothing. The planet itself was dying. Its once mighty flames were going out and Ea could even see with her own eyes the magnetic field slowly starting to distintegrate.

In a fit of desperation, Ea made her way to the Holy Volcano which legends said was where the Narakkans had started, and made her way into its depths. After days of being lost, she finally found an ember. A spark... a light in the distance.

A spark which against all logic was the Heart of the Mountain and planet both: The Primal Flame. The First Flame.

The Flame from which all others had sprung.

Reaching out to the flame, Ea's form was burnt. Her flesh melted and her bones seemed to turn to ash as she struggled to control the fiery death now burning within her. During the struggle she passed out.

Waking a few hours later, she found her body whole, with no sign of the ash or melted flesh she'd so feared.

The planet itself however, was done. What had been a slow distintegration was hastened and the magnetic fields of the planet began to dissapate, forcing the expedition to flee. During their flight, Ea discovered her control of the flames, and upon her return to New Raka she was hailed as the Vester'Naur by the cults. In an instant, the whole world view of the Narakkans: a highly advanced and logical species was thrown out of the window, and they had to come to the realization that ancient legends were true.

Stuck in the middle of a new theological battle, Ea fled New Raka, and was recruited into the Starknights...
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Eanwulf
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Post by Eanwulf » Thu Nov 17, 2016 11:49 pm

Hey @AdamDaBomb11
Originally Posted by Foxworthy
"Can someone help me wrap my head around the Mimic power and how it would work in play?

Let's say I have a character with the following power set.

Mutating Genes
Mimic d12
SFX: Unleashed - Step up or double any Mimic power for one action. If the action fails, add a d12 to doom pool equal to the normal rating of
your power die.
SFX: Versatile - Split Mimic into 2d at –1 step, or 3d at –2 steps.
Limit: Conscious Activation

So that's the whole of the power set I would like. In play if I wanted the mutating genes to mimic someone's optic blast I would take my action to roll against the doom pool to create an asset Optic Blast. With the effect die becoming the power rating of my mimicked optic blast, correct?"

*************
Yes.
*************

Originally Posted by Foxworthy
"Also let's say I mimicked Cyclops Optic Blast which is a d10, would my effect die be limited to the d10 he has or would it be limited to my power trait d12?"

*************
Whatever your effect die is, that's what the asset's die rating is. The limit listed in the Mimic power is actually a restriction from your Mimic, not what's being mimic'd. The example given is Flight. If your Mimic is only d8, than you can only fly at d8 speeds, even if you get a d12 effect die.
*************

Originally Posted by Foxworthy
"Let's say I mimicked an optical blast at d8. If I want to shoot someone with it would I use my d8/d4 distinction, my mimic d12 [plus SFX], my optic blast asset d8, plus my combat expert d8? Or would it my distinction, my asset [plus SFX from mimic?], and my specialty?"

*************
The first one. You'd roll Mimic, since that's the power you're using, and you can always use one Asset for free. In this case, your mimic'd power is your asset.
*************

Originally Posted by Foxworthy
"One more thing, Mimic can be used as a reaction, I assume that means that the asset I generated from mimic can be used right? So let's say some one blast me with a ray gun, if I have a force shield asset from mimic I can use that as a reaction? I don't think I'd be able to generate the force shield as an asset in reaction to the blast right? It would seem a bit powerful that way.

Thanks."

*************
You can always spend a PP on a successful reaction to use your effect die in a "counter attack." So you get attacked with an optic blast, but absorb it and learn how to shoot one, so that'd be a reaction using Mimic. Make sense?

-EF
*************
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Eanwulf
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Post by Eanwulf » Wed Nov 23, 2016 1:44 am

Just a friendly heads up on our status...

It looks like @Olligarchy @Hayabusa @JohnnyWeird are quite content with their Number Crunch and should hopefully be working on their Background Fluff.

I am waiting to hear back from @Wbweather on his proposed character but FINGERS CROSSED, he'll like it.

I need to go over what @AdamDaBomb11 has and hope to hear whether or not he's made any changes or not. Tough decisions for that type of character choice IMO.

There's always room for @TetNak if he so chooses as well.

Once we've got all the number stuff finished, I want to summarize what you need to do with the Fluff and get your response(s).

I also want to try a simple combat example (most likely with @Olligarchy) to see what methods is best for handling dice rolls etc. It looks like an Event:Combat OOC is in order due to the different options we have before-during-after rolling. Sort of how the Middle Earth players do with their Travelling and Fellowship Phases.

Overall, we'll be creating panels out of a Comic Book in this system, so Narrative is the key! Be creative and have fun!

Let me now end this 10 mile long post with a

HAPPY THANKSGIVING!

to those of you whom celebrate it.
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Eanwulf
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Post by Eanwulf » Wed Nov 23, 2016 1:06 pm

Another update.
I restructured my Dropbox stuff. As such, I'll be PM'n each of you a new link where to find your sheets, etc. Didn't like the idea of public accessm
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Eanwulf
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Post by Eanwulf » Wed Nov 23, 2016 1:39 pm

@Vardaen @Trogdor @Shurijo

Hoping to get an additional OOC folder made. MHRP: Starknight Academy DANGER ROOM or sumtin to house our individual Event Combat stuff.

The normal OOC is already cluttered and a new folder would allow us to individualize each separate Event's (module) combat stuff for easier access.

Cheers and much thanks!
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