I'm Writing a New RP

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I really like where this is headed.

As for powers: is there any power that we cannot use for it's basically impossible to tone down? (stuff like one hit kills ECT are/should be banned, but it's up to you)

Example: Stopping Air flow/getting rid of air. You can't tone that down enough to make it usable, it would be either overpowered or just pathetic in general.
 
I can't imagine so. Anything can be toned down to a degree.

In your example, an Elementalist maybe will acquire the knowledge to harness the power of all the elements, but they start off knowing only one element. Maybe they've begun to master that one but still have several others to go before being referred to as a proper Elementalist.

Other examples of inadequate powers:

Summoner: The user can summon basic creatures, and strives towards summoning a mythical beast. They start off being able to summon a bird or small mammal, and progresses to something larger as the RP goes on, and if a finale/goal should be reached, the dragon.

Shapeshifter/Illusionist: Very similar. They can shift to similar shapes, such as other humans/disguises, maybe small creatures. What they'll strive toward, I'm not sure, maybe mythical creatures as well. However, they won't be able to hold onto this form for very long, depending on how skilled they are. This one has lots of room for interpretation depending on the player.

Psionic/Telekinetic: Moving things with their mind, being able to read people's thoughts. This one involves a lot more mental strain, being useless physically to the other players so they need to stay behind the group. They can maybe get into the opponents heads and use their own thoughts against them. This of course is greater in power than telekinesis, so they'll start off knowing some basic powers with moving things and the like.

Necromancer: Bringing back the dead. Trying to figure out how to tone this one down myself actually.. still needs planning.
 
When it comes to powers, everyone only gets one. Meaning, if someone has a lightning ability, than that's it. They don't get fire, wind, or anything else. So there won't be any "Mages" or "Elementalists" in that sense.

The only exception to this will be if we have some kind of main villain. I could see them having multiple powers from others that he/she has taken by force.

So, in the words of Spiderman: everybody gets one.
 
Well, if one wants to be an Elementalist, they better get prepared to take powers by force. Unless it's the villain, I won't allow anyone to start off with that much power. Plus, I would rather have people have the choice as to what element they would like. Having someone come along and just take every element for themselves would kind of suck because no one else would get the chance.

Besides, that kind of system would force conflict and by that, force character interaction and development.
 
It would depend on how you define elementalist. From my perspective, elementalists are able to manipulate the forms of their element like iron girders for an earth element or say ice cream for a water element. Mages on the other hand would call into existence their element for a purpose.
 
No elementalists (by that definition I mean one person that can control all elements) and no Mages (in the traditional sense of "black mage", "red mage", "etc."). Just pick an ability and roll with it.
 
Well, if one wants to be an Elementalist, they better get prepared to take powers by force. Unless it's the villain, I won't allow anyone to start off with that much power. Plus, I would rather have people have the choice as to what element they would like. Having someone come along and just take every element for themselves would kind of suck because no one else would get the chance.

Besides, that kind of system would force conflict and by that, force character interaction and development.

That's true, but how many players are you having? If it's a smaller group of players, does that even leave all that many element/ists to be snatched up? I was just lumping them up as one class, if there were only 6 or so players because there's still other Magi type to choose from. But yeah, you're right, more to choose from for others.

It would depend on how you define elementalist. From my perspective, elementalists are able to manipulate the forms of their element like iron girders for an earth element or say ice cream for a water element. Mages on the other hand would call into existence their element for a purpose.

Hrm... That's an interesting way to differentiate them, I sort of lumped both abilities into the one class/title as an Elementalist.
 
That makes sense, only one power. so think carefully. I still feel there are some power's that I feel can't be toned down enough to be usable, but I'll discuss those when I can create a better discription.

Would "Ghost Posession" Be an okay power? Basically, The "Ghost" can posess an item. and can contol it. ( A La Ghost trick) but can only pass to another object by touch. (a la Fallen) and if it wants to remove control of the item it creates a small flash of light symboling their return.

As the power progresses they could start to possess animals, then humans. and they could "Jump" to a nearby item and possess it without having any physical contact with it.
 
I'm still not sure yet. But I would rather not have one character just outclassing all of the others. Depending on how many people I want to allow in this, I may allow people to have more than one ability. However, I will not allow one character to hold all of the cards. (Unless, as stated, it's the villain)

I mean, just imagine if one guy gets "Elementalist" and can use all of the elements. Then some poor sap over here was going to want to use fire. But now he can't because someone else just made themselves lord of the elements. Shit would kind of suck.

However, this isn't written in stone. If someone wants to be an elementalist and have control over them all and no one else wants any other element, than I could allow it. Only if no one else wanted an element to use.

So if one guys wants to use fire as his ability, than the person who wanted to be an elementalist kind of got screwed out of that.

The needs of the many outweigh the needs of the few.

EDIT: Everything can be toned down to a certain degree. And "ghost possession" would be alright. As long as it isn't used on a character to control them.
 
That's fine, i could change the characteristics.

Would influencing decisions and mannerisms be considered full out posession? if so, then posession humans would just be them hitching a ride to someplace when not in solid form.
 
Full out possession would be fine. However, that's only in the case of NPC characters. You could not, under any circumstances, use this ability on a player character.
 
That's fine. I can work with that. It makes it more interesting as well.

We can handwave it not working based on the fact they have a stronger willpower/ know magic. So it won't be hard to work around
 
A lot of this makes sense now. So what else are you trying to work out then? Already you seemed to have a dedicated group of five.
 
I was thinking, maybe for the elementalist, we do something ala onion knight style. Practitioner of many, master of none. They can do most elements (i say most cuz i dont know if void and all that fangle fit in. I mean the main ones) but at a much lesser degree than a specialist. In fact, if met with someone who is a user of just one, the elementalist's ability to control it is gone. So any flame the elementalist makes is then overridden and controlled by the flame opponent and is on a much weaker scale than the specialist. That also would leak onto the other elements. Like since she is a master at none, the elementalist would need to put twice, even three times the effort into their water spell to counteract the flames, in contrast to the normal effort a water specialist would need.

Just an idea to throw out there. Im perfectly fine with just one element each.
 
Okay, I'm going to start writing this up either on Saturday or on Monday depending on how things go. Everything has been taken into consideration, but don't expect anything up for the next week or so. I want to make sure I've got everything just right.
 
I was thinking, maybe for the elementalist, we do something ala onion knight style. Practitioner of many, master of none. They can do most elements (i say most cuz i dont know if void and all that fangle fit in. I mean the main ones) but at a much lesser degree than a specialist. In fact, if met with someone who is a user of just one, the elementalist's ability to control it is gone. So any flame the elementalist makes is then overridden and controlled by the flame opponent and is on a much weaker scale than the specialist. That also would leak onto the other elements. Like since she is a master at none, the elementalist would need to put twice, even three times the effort into their water spell to counteract the flames, in contrast to the normal effort a water specialist would need.

Just an idea to throw out there. Im perfectly fine with just one element each.

That's actually a neat idea, and even if it doesn't go completely through (such as the Practioner of many, idea) it's something maybe to consider anyway. The Elementalists could have the greatest difficulty against their own kind, struggling to control their mana without it being taken away by their opponent. Even if they don't have the same specialized type/element, the battlefield/area could take into account how much mana they can muster. Say, a fire elementalist will be at a greater advantage in a humid and dry desert than say a water elementalist. And if all the elementalists aren't chosen/decided by the players, this could be a good opportunity for conflict NPC characters.
 
I find this amusing since I've been recently introduced to Cartesian Philosophy, and the "imagination machine" actually calls back to mind the "deceiving demon" that Descartes proposed. And since this role play is intended to be of a much darker nature.. I suppose philosophy adds some complexity - and darkness when played right. Perhaps something the inhabitants of the world in the role play will notice. Perhaps, perhaps?
 
I'm starting to write this up now. However, before I do so... anyone want to volunteer to be the villain? You can have underlings and you will be the only character I will allow to have three abilities right off the bat.

Any takers?
 
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