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Messages - Willy Vereb

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31
Role Playing / Re: Mecha Heroes - Sign-Up and Concept Discussion Thread
« on: August 15, 2013, 03:53:23 PM »
Ok, to further elaborate.

Mecha stats only exist for your convenience.
It's an easy way to tell what can each other's machine do.
On request there would be also stats for the enemies you're fighting against. Sometimes even without it.

Another thing, like I said, these stats aren't linear.
If anything they follow a weird exponential scale.

So a mech with the firepower of 20 isn't just 4 times stronger than a mecha with the firepower of 5.
Try maybe a hundred.

Of course this being an RP instead of some strict battle simulator, the limits aren't clearly drawn.
Even if you're mecha "only" has 20 for firepower it could damage another with the armor of 30.
Albeit only through considerable effort and by using your stronger if not the strongest attacks.
Similarly even if the enemy is faster and more mobile it doesn't mean you have no chance of hitting it.
You'd only be at a disadvantage. Sometimes terribly so.
But nothing you would be unable to solve with a surge of creativity.

So yeah, it's more or less just an ordinal scale.
It basically just tells who's better in what category.

Also for people who plan to create a profile now:
Keep the stats low

Unless your machine is very specialized, don't raise any of the stats above 20 or maybe 30. Overall point distribution should be between 100 to 200.
Super Robots are a slight subversion to this rule but I advise them to also remain lowish, still.

Like I said through the RP you're going to have a lot of chance to "upgrade" your mech.
And that can only be done if there's a reasonable room for improvement.

Spoiler for "Real Life" examples for stats:

M1A2 Abrams
Stats:
  • Strength: 3 (for towing)
  • Structure: 5
  • Firepower: 5
  • Performance: 1
  • Mobility: 5
  • Energy Output: 1
  • Sensors: 3

F-15 Eagle
Stats:
  • Strength: 1
  • Structure: 1
  • Firepower: 2 (10 w/ bombs)
  • Performance: 7
  • Mobility: 2
  • Energy Output: 1
  • Sensors: 7

AH-64 Apache
Stats:
  • Strength: 2
  • Structure: 2
  • Firepower: 5
  • Performance: 2
  • Mobility: 5
  • Energy Output: 1
  • Sensors: 5



32
Role Playing / Mecha Heroes - Sign-Up and Concept Discussion Thread
« on: August 15, 2013, 03:25:25 PM »
Mecha Heroes


Mecha Heroes is a new roleplaying game idea, focusing on giant robots.
Join a team of quirky mecha operators to save the world!

Mecha Heroes draws lot of ideas from the setting of Super Robot Wars, so expect robots of various kind appearing in a flexible and malleable world where anything can happen.
The game is segmented into "Missions" where the plays usually need to fight but there are often other objectives.
It's to streamline the game and not meant to limit the roleplaying experience.
To ensure this, between each mission there's a "free interaction phase" when characters can talk and mingle in a less tense setting.


There are many more elements but for now let's focus on what's important.


First, I promised the character/mech creation guide.
Here's

(start with an image of your character's appearance, not obligatory but it generally helps to enhance your post)

Name: (your character's name)
Gender: (Male or Female)
Race: (you can ignore this if your character is human)
Age: (Your character's age in years)
Height: (Your character's height. You can express it in either feet/inch or centimeters format. I don't mind either.)
Weight: (Your character's weight. Either in kilograms or lbs)
Rank/Title: (Your character's status in the military or other special titles he/she might be known as)
Special: (anything else worth noting, be very brief and categorical)

(You can add a few more other information you want but generally these are the minimum.)

Appearance:
(You can describe how your character looks. Ignore this if the picture on the top was more than enough)

Bio:
(Write a short introduction about your character. Who is he/she? Where did he/she come from? How did he/she became a mech pilot? What he/she can do? How skilled he/she is? What are his/her motivations? Etcetera,etcetera...)

Personality: (Describe your character's personality. What he or she's like?)

(Following that we can get to the next part, creating a profile for your mech.)



(image for your giant robot goes here, not obligatory but helpful)


Name: (how's your mecha called? With model/serial numbers and everything)
Type: (What is it categorized as? Ie: Mobile Suit, Orbital Frame, etc. Is it a Real or Super Robo?)
Dimensions: (How big is your machine? If it's a humanoid robot then you only have to mention its height in meters)
Weight: (How heavy is your machine? Preferably expressed in metric tons)
(If you want you can include other stats like armor material, powerplant, propulsion systems and such. Whatever you find important enough to list here.)

Stats: (The 7 parameters showing the power of your machine.They range from 1 to 100 but the differences aren't linear. For further details, see below)
  • Strength: (Your machine's strength. How hard its punches and kicks? How much weight it lifts?)
  • Armor: (How tough is your machine? Mechs with high armor can easily withstand even the most powerful attacks.)
  • Firepower: (How much destruction you can deal? Applies to guns, missiles, energy cannons and any other ranged means to attack)
  • Performance: (How fast is your machine? High-performance mechs are so fast the enemy has problems to target them)
  • Mobility: (Determines how easy your machine performs turns and generally how agile it is)
  • Energy Output: (How much power can your machine generate? Generally it shows that for how long can your machine last in combat.)
  • Sensors: (Radar and other sensing/detecting stuff. Allows the detection of stealth/cloaked units. Also if your machine has auto-targeting systems your sensors determine their effectiveness.)


Description:
(Describe your machine, including its appearance, development and special features)

Weapons:
(What kind of weapons your machine possesses? If it has hidden weapons that you either want to keep secret or your character has yet to become aware of them, then they're an exception. We'll treat those kind of weapons as "upgrades" in the future.)

Abilities:
(What sort of special abilities your mecha has? It can be anything from a temporally speed boost to a whole transformation sequence that changes your machine completely. This includes exotic skills or abilities that your character has while piloting his/her mecha.)

Signature Moves:
(Mostly the property of Super Robots. What kind of character defining attack you have? It can be a flashy finishing move or a combination of various attacks. If your mecha has energy attacks that aren't connected to any weapons, they belong either here or to the "Abilities" section.)



...
Feeling confused a bit?
Don't know where to start?
Well, then I show you an example:
Spoiler for Test Profile:


Name: Average Joe
Gender: Male
Race: Human
Age: 37
Height: 5'7" (170 cm)
Weight: 190 lbs (86 kg)
Rank/Title: Private
Special: He's average

Appearance:
Average Joe is the ultimate example of average. He has average height, average looks and hair below the average ("Not Bald!"- Average Joe).

Bio:
Average Joe grew up in an average ultra-militaristic family. He had a dog with above average intelligence, Tony. The dog became a Mobile Suit pilot years before Joe could even graduate, starting a heated rivalry between the two. Average Joe was dreaming of becoming the average Mobile Suit pilot ("I wanna be a Mook!" - yelled he). But his average level of intellect proved to be "too high" to meet the military standards. Saddened but all-so-determined, Average Joe took up a hellish training to kill his brain cells. Through the years he watched hundreds of Soaps, went to talk shows and for 10 minutes he even became a minor celebrity in a Reality TV program. By the age of 35 the results were stupefying and the military welcomed Average Joe with open arms. He survived 6 battles and expectantly waits for the time he'll be promoted to Private First Class.

Personality:
Average Joe unsurprisingly has no personality. His devolved mind is honed to methodically follow any order. He has no private life and is cyrogenetically frozen between missions. Joe is unreasonably brave and prepared to sacrifice himself for the stupidest reasons. He also bears mysterious rivalry with ESF's new ace Tony, a genetically engineered Newtype Canine created to pilot the advanced GUNDOG suit.




Name: MS-06F Zaku II, (nicknamed: "Garbage")
Type: Mobile Suit (Real Robo)
Dimensions: 17.5 meters
Weight: 737 tons
Armor: Super Steel Alloy
Powerplant: Minovsky-type Ultra-Compact Fusion Reactor (rated 1951 kW)
Propulsion: Rocket Thrusters&Verniers


Stats:
  • Strength: 10
  • Armor: 10
  • Firepower: 10
  • Performance: 10
  • Mobility: 10
  • Energy Output: 10
  • Sensors: 10

Description:
The Zaku II is an imposing nearly 18 meters tall robot. Its armor is several times more durable than M1A2 Abrams'. Its primary weapon shoots 120mm APFSDS shells on full auto and has the huge Zaku Bazooka for extra firepower. The Zaku II is outfitted with rockets and apogee motors, allowing it to freely maneuver in space. On Earth the same rockets can be used to perform multi-kilometer jumps through the air. Lastly the control system is a perfect meld between manual and computer-assisted movements, allowing the Zaku II to act and move almost like a human of its size would.
The Zaku II is a truly fearsome machine...or at least used to be many decades ago.
Nowadays, the Zaku II is little more than a joke, assigned to the lowest of mooks.
This fact makes Average Joe very proud of himself.

Weapons:
  • MMP-78 120mm Machinegun: Primary weapon of the Zaku II. It's a large machinegun fed by a 100-round drum magazine, shooting 120mm APFSDS shells.
  • H&L-SB25K/280mmA-P Zaku Bazooka: Powerful, large but slow-reloading weapon. Each missile must be manually inserted before firing. Has enough firepower to blow another Zaku II into pieces.
  • Heat Hawk Type 5: Tomahawk-like axe used in melee. When active the axe's blade is covered in orange plasma, increasing its cutting power. This is the Zaku II's most powerful weapon. Which doesn't say much.

Abilities:
  • Critical Failure: Due to its age and poor maintenance, the Zaku II has a high chance of suffering inexplicable reactor failure in combat, resulting in a small-scale nuclear explosion, enough to damage space colonies.

Signature Moves:
  • Trans-DUMB!: The Zaku II undergoes radical transformation that makes it appear glowing red. Following that the Zaku's reactor output and performance triples as Average Joe tries to ram straight into the enemy. On impact the Zaku II suffers a critical reactor failure resulting in a huge explosion that wipes Average Joe and hopefully even his enemy.


33
Role Playing / Re: role playing ideas thread
« on: August 15, 2013, 11:51:23 AM »
Alright, I can post the character/mech creation guide.
But I think it's better if post it alongside a whole new thread.

34
General Discussion / Re: Questions thread
« on: August 15, 2013, 05:56:50 AM »
Potentially stupid question about Magic Resistance here. Obviously, it lets Servants resist/negate the influence of magic attacks (physical, mental, etc).

My question is whether or not "Magic" here means "things infused with prana via thaumaturgy". For instance, say we had a cannon that used a charged gem as propellant in place of black powder. Would Magic Resistance influence the shot if the cannonball was otherwise normal?
Like Mike said, magic resistance is the ability to shrug off damage and other afflictions caused by magecraft.
Magically propelled or not, a cannonball is still a damn cannonball.
Depending on type there might be magic resistance skills that prevent the cannonball's magic to accelerate the projectile any further once that entered the Servant's proximity.
But it won't do anything to the cannonball's already huge momentum.
You'd need a skill completely different from magic resistance.
For example Araya Souren's special boundary field (which uses his origin of "stillness" or "quintessence" and can stop things dead on their tracks).

It also worths noting that despite some Servants have excellent magic resistance, most Noble Phantasms can effect them just the same. Hell, the Servants' physical attacks are technically could be considered "magic", as well.
This would imply that they're either:
1.) Too powerful (think of Excaliblast)
2.) Too advanced (more exotic and refined compared to what magic resistance was supposed to handle, ie: Gae Bolg's causality manipulation)
3.) Both of these at once.

The ceiling for an A class magic resistance seems to be at Caster(Medea)'s level. She's a witch from the Age of Gods with techniques far more refined than a modern magi's. But otherwise she's just a regular magus and her thaurmaturgy doesn't exceed the limits of modern magecraft (like how her attacks were a mass of A class spells). Except when she does, like it occurred in Hollow Ataraxia. And then her magic attack became so powerful that not even Saber would've been able to block it.

And as for the "magic" of regular attacks bypassing Saber's resistance, I guess it has something to do with intensity.
Just like how a smaller and harder bullet is more penetrating, Servants might be channeling their attacks into the very edge of their weapons. Energy-wise they could be insufficient but it compensates by being much more concentrated.
In principle it's like narrowing down the exit of the water hose to spray its content faster.

35
Role Playing / Re: role playing ideas thread
« on: August 15, 2013, 05:30:36 AM »
Glad to hear that.
So, is anyone else interested in this type of game?

36
Cross Effects 1.0 Archive / Re: Cross Effects - Sign Up, Discussion Page
« on: August 15, 2013, 05:28:46 AM »
Side effect of being corrupted by a Sakura controlled Angry Manjew?

It makes you horny all the time.
I seriously doubt that.
Neither Berserker nor Saber had such issues.
Albeit your Archer came from an alternate reality, so who knows?
Things could had been a little different over there.

37
Role Playing / Re: role playing ideas thread
« on: August 14, 2013, 09:32:38 PM »
I'm more or less only fishing for interest for now.
I want to see if there are enough people to try.
And I think I like the reaction so far.

Anyways, so what's this game about?
Well, it's actually fairly adaptive and I'm open to discuss the details.
So the plot can be anything you think of.
Albeit it'd certainly involve alternate realities and such, giving players more freedom and diversity while creating their characters/mechs.

The core element is , like I said, resembles SRW.
Players form a team and undertake various "missions", to say.
It can be investigating a mysterious ghost ship, repel an alien skirmish, participate in a major battle, anything.
But generally they're combat-oriented.
There's also an "intermission" sequence when players can more freely interact with each other or even various NPCs (like the support crew).
And well, players are very much given the choice to "upgrade" their mechs. And I don't mean in the kind of "adding stat points" way. No, I mean upgrade them for real. Like installing new weapons, adding extra features or just plain improving something on it. You're given relative freedom, albeit between sane limits.


Lastly, I plan this to be semi-autonomous. After I lay down the basics I give people free reigns to create their own missions, passing around the GM's role after each "game".
It'd be also possible to temporally "split" the team (if we have sufficient numbers), allowing players to choose between 2 or 3 missions at once.
For example Team A fights the alien threat in space.
Meanwhile Team B investigates the ancient subterranean ruins.
And let's say Team C has troubles with some rebel faction on Earth. Maybe they'd be averting a Coup.

This is the sort of game I am talking about.
I already tried this on a different forums with relative success.
If there are enough mecha enthusiasts and sufficient activity I am certain it will succeed.
I'll be posting the character generation guide if anyone wants to.
Until then I show my character in that game:
http://ridersofhavoc.wordpress.com/2012/09/14/caiphas-mcallen/

38
Fan Clubs / Re: Cherry Blossom Club
« on: August 14, 2013, 09:01:57 PM »
Oh and I just noticed but I seem to have a rather large collection of Sakura avatars there:

Spoiler for Hiden:

I vaguely remember making these for Mike to chose when for some reason he wanted a new avatar.
They are somewhat large for being forum avatars but I guess I didn't care because the old Beast's Lair forums did automatically resize these.

39
Fan Clubs / Re: Cherry Blossom Club
« on: August 14, 2013, 08:51:15 PM »
Might as well empty out the rest of the Sakura pics from my old image sharing acc:








There are a few more but those were already posted here.

40
Role Playing / Re: role playing ideas thread
« on: August 14, 2013, 06:47:41 PM »
I thinking of a mecha-based RP.
Somewhat resembling Super Robot Wars.

I'm not sure how many users like the mecha genre that much.

41
Fan Clubs / Re: Cherry Blossom Club
« on: August 14, 2013, 06:45:02 PM »
Yay, nice.

Also, do you want to join the club?
Sure. I'm the member of this group in Beast's Lair, so I have no reason to not join on this side.

42
Cross Effects 1.0 Archive / Re: Cross Effects - Sign Up, Discussion Page
« on: August 14, 2013, 06:37:53 PM »
Well, currently we only have two Shirou's, although I do need to make my version.
And, your Shirou looks interesting.
Thank you!
 My core idea was to change Shirou from a deconstruction of the superhero into a straight example.
While mixing in various Kamen Rider elements for just the heck of it.
It being me, I also tried to approach this from a more "realistic" angle.
So while achieving his dream Shirou also turned himself into a minor freak, practically a non-human.
Not like it matters so much in the Nasuverse where not-so-ordinary highschoolers screw with spirits, vampires and half-demons.
Still, I wanted to point this out.

Have you worked out any details of what happens to Sakura, Rin etc. in his world, or is that unclear?
I kind of did. Albeit it's only in the back of my mind.
So the details aren't solid.
Also I'd rather want to reveal this in the RP if we're getting to that point (and if I have time to participate.)
I might even change a few things around to better accommodate with this RP.
Anyways, this version of Shirou is a true superhero. So whatever fate they had in the Masked Shirou's universe, you can bet Rin and Sakura are living happily.

Well, it looks like Masked Shirou has some trouble with vampire cat girls.

Which sounds like he's met Arc. :)
Neko-Arc, to be precise.
And let's say his experiences were rather weird and... traumatic.
Anyways, I added that for the sake of randomness and comedy.
I realized that most of Masked Shirou's  choice of likes and dislikes were rather boring.
I wanted something out of the norm.
Oh, and good idea for the name.
"Masked Shirou", I like it.
From now on I keep calling my character on this name.

43
Fan Clubs / Re: Made of Swords
« on: August 13, 2013, 10:49:12 PM »

"I am the bone of my skillet.
Steel is my wok and fire in my eyes.
I have created over thousand meals.
Unknown to fast food,
Nor to instant meals.
Withstood heat to create dishes,
Waiting for one's proper cook time.
My whole life is,
Unlimited Food Works!"



Count me in for this club.


44
Fan Clubs / Re: Cherry Blossom Club
« on: August 13, 2013, 10:39:44 PM »
I suppose I can just post here my old "Tohsaka Sakura" pics:




45
Cross Effects 1.0 Archive / Re: Cross Effects - Sign Up, Discussion Page
« on: August 13, 2013, 10:23:03 PM »
Posted a character in its appropriate thread.
I'm not exactly sure my time could allow me to join this RP. But at least there'll be nothing to stop me.
In purposes of the 3-character limit for alternate reality versions, ignore this one until I decide to post (if I do).

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