Search Results - SC2 Mafia
Register

Search:

Type: Posts; User: deathworlds

Search: Search took 0.03 seconds.

  1. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Frog View Post
    @deathworlds

    This is pretty much the only thing that can keep the site alive. :P
    I'd, but I simply do not have the time to dedicate to this.
  2. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Frog View Post
    @deathworlds - do any of these help when piloting if I already have pilot trait?

    Responsive
    Strong
    Military
    Responsive helps if you do not have an onboard computer.
  3. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Lore Segment #1: Conventional Weaponry
    .
    In current times, the use of pre-modern weaponry has brought back into use after the invention of ultralight armor, allowing infantry to be as agile as guerrilla fighters, yet as armored as a knight. Swords, spears, axes and all sorts of maces are as commonplace as ballistic based weaponry. Combinations of force increasing enchantments and new materials have allowed "simple" weapons to be just as effective as premodern and present day technology. Most biological army compositions consist of about 20% melee warriors, 5% heavy weapon operators, 5% light vehicle pilots, 10% heavy vehicle pilots, and 60% troopers. Psionic warriors do not typically engage in non-guerrilla warfare, as their abilities are more prone to friendly fire, along with the simple fact that they are difficult to regulate.
  4. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Frog View Post
    @deathworlds - I keep second guessing my build! Lets start
    I'm having an awful time finding time to dedicate to this, I don't know if I'll actually be able to host this soon
  5. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by RLVG View Post
    According to this game : Did you know Pilots can be blind?

    Yo DW, can pilots be blind?
    Yes, and no. If the ship is advanced enough, and the player is robotic, then they could potentially interface with the ship to pilot. Otherwise, no.
  6. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Frog View Post
    Probably if I start in a ship yard, there will be more scraps that I can work for.
    Everyone will start on a Merc station for their shopping spree, try not to anger the shopkeepers!
  7. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    For anyone interested, I've not abandoned the game my schedule is just a bit tight right now, and I've been going through some personal issues. However I will update this by/at Wednesday with player's characters being put in the OP, along with potentially some new traits!
  8. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by SuperJack View Post
    New trait idea:
    Element x weakness.
    Element x resistance.
    Some of these won't make sense to put in, a person resistant to earth magic would generally just be a beefy dude. But I'll work on it if given the chance today
  9. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by SuperJack View Post
    How much does the fear of choices effect me? Is it only if the host gives me a choice or is it every day choices?

    Can I solve my problem with someone or something else making the choice for me?
    Whenever you have to make a choice that will affect gameplay/quest/life or death, will trigger your fear of decisions. And yes, your problem can be solved by having someone else choose for you

    Quote Originally Posted by SuperJack View Post
    Any information about demons and Hell so I don't break Lore cresting my Bio?
    Hell is a different plane of existance that occasionally links to the dimension corresponding to it (the dimension in the game). It is supposedly ruled by Satan, the largest demon to exist, however probes sent into hell have yielded no information on the wereabouts of Satan. Hell's Demons seek to subject all that is holy so that they may feed off of the sin that is mankind (in this case, any biological entities). Some Demons don't agree with this, as they instead seek to fight the angels forever. A even smaller amount of Demons have gone rogue, and instead just wish to live their own lives in the realm of men.
  10. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Yeah just be sure to add name and background.
  11. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by SuperJack View Post
    What is the extent of Demons ability to control fire?
    Is his ability to control fire non-magically better than someone elses magical control over fire?
    What would happen if he took the fire school of magic?
    Demons possess basic pyrokinesis, allowing them to manipulate fire up to ranges of 10 meters, causing it to move to anywhere in visible range.
    Demons can manipulate fire better than magical controllers of fire. Demon's abilities to control fire takes priority over most mages or psionic beings.
    If he took the fire school he would be able to create/launch fire further than his innate 10 meter range.
  12. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by SuperJack View Post
    Wtf why is Aquaphobia lethal?
    Aquaphobia is the irrational fear of water, your character will not drink water. Your character will most likely die from not drinking water.

    Quote Originally Posted by SuperJack View Post
    Is it possible to overcome fears via seeing someone with a Psychologist trait? Or some form of Mind magic?
    It is possible for fears traits to be removed, but it's a secret.

    Any of these wield points?

    Anthophobia – fear of flowers None
    Aquaphobia – fear of water -3 (Dehydration is an incredibly serious danger here)
    Astraphobia – fear of thunder and lightning -2
    Autophobia – fear of isolation -1 (Monophobia)
    Cynophobia – fear of dogs -1
    Decidophobia – fear of making decisions -2
    Demonophobia – fear of demons -1
    Frigophobia – fear of becoming too cold None
    Thalassophobia – fear of the sea, or fear of being in the ocean -1
    ^^
  13. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by SuperJack View Post
    How much for fear of water?
    How much for fear of butterflies?
    How much for fear of snow?
    How much for fear of hats?
    How much for fear of that somewhere, somehow a duck is always watching you?
    The only fear that would yield points is hydrophobia, which is completely debilitating in organic races and will most likely result in a short lived character (Your character would dehydrate within 2-5 days).

    Quote Originally Posted by RLVG View Post
    Haven't thought about phobias though.
    These could work : Hydrophobia, Agrizoophobia, Ancraophobia, Cometophobia (It's space, c'mn), Nosocomephobia, Tomophobia, Tonitrophobia.


    All that bonus stat boosts. (I highly expect the host to fix this entire build)

    Hydrophobia, Fear of Water: See above explanation
    Agrizoophobia, Fear of wild Animals: -2 Points. "Wild Animals" would classify as any non-sentient non-humanoid lifeform that is not domesticated.
    Cometophobia, Fear of comets: -1 Point. Odds of encountering a comet while space-faring is very low.
    Nosocomephobia, Fear of hospitals: -3 Points. Space is dangerous, and hospital trips may be frequent.
    Tomophobia, Fear of surgery: -1 Point. While space is dangerous, magical/psionic healing is common in hospital environments, drastically reducing the need for invasive surgery.
    Tonitrophobia, Fear of Thunder/Lighting: -2 Points. No real explanation needed.


    Quote Originally Posted by Frog View Post
    @deathworlds

    Are dwarves the best forgemasters, scrappers, mechanics bar none? How would my character compare in those 3 traits?
    Dwarves are the best known race at crafting. Your character would be a moderately worse forgemaster, somewhat worse scrapper, and a slightly worse mechanic. Dwarves are also famed for their secret technique of breaking darksteel, a closely guarded technique only known by the best dwarven forgemasters, passed on onto worthy dwarves.

    Quote Originally Posted by RLVG View Post
    @deathworlds

    Is it possible to gain new traits through our adventure? E.G. taking on a difficult training session by the master blacksmith to be the best smith ever, or being tortured for hours leading to mental instability?

    Characters evolve and change throughout their adventures, so yes.

    Here's some more trait ideas.

    Schizophrenia Insanity already covers the necessary reality warping trait.
    PTSD Will do, was actually working on this at one point.
    Religious NPC Trait, will be fanaticism
    Amnesiac Will not be a starting trait
    Cartographer Each Merc station and ship comes with a built in navigation system. Maps may be purchased.
    Apathy Will do!
    Congenital Analgesia This is a trait I forgot to add, thank you for reminding me!
    [Type of] Companion Companions may or may not be acquired through questing.



    I also think there should be some combinations.
    Two examples : Biologist + Xenobiologist (PH.D Biologist), Charismatic + Silver Tongued (Manipulative).

    There are some hidden combinations of traits that will synergize very well with each other to provide new abilities.

    To avoid exploitation, we should have a limit of 2 addictions and 3 phobias.

    2 addictions, and a -3 total point reduction from phobias.



    Quote Originally Posted by secondpassing View Post
    @deathworlds
    Bouncing on RLVG's suggestion, perhaps we can have an umbrella trait for chronic illnesses.

    Like arrhythmia, asthma, acute muscle atrophy. Blah blah blah.
    Those are real traits that can hinder people heavily.

    I can work on these today.
    ::

    How are goals determined? Will players assign themselves goals?

    There is no real "goal" however players will spawn at a merc station were they can seek out a quest.

    ::

    Perhaps you are ready to release an example for a turn?

    Turn 1 will be a shopping spree.

    ::

    I suggest you take out "angel" from the opening post because there are no angels. (Or maybe I found a secret, because angels will spawn in game but we can't be one)

    Angels are not playable characters.
    ^^
  14. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Elemental's fuel source is being around the element they represent. Basically an air elementak can't hang out in the vacumm of space for very long
  15. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Calix View Post
    Here's my current submission. Still needs a lot of work however so any suggestions will be appreciated.

    Name
    : Avira
    Race/Gender: Wind Elemental [+3]
    Inherent Traits: Magic Wielder [Wind, Arcane, Lightning]
    Incompatible Traits: Light/Mild/Major Cybernetic Augmentation, Psionic, Biologist, Glitchy, Fuel Guzzler, Paraplegic
    Traits: Silver-tongued [+1]
    Charismatic [+1]
    Leadership [+2]
    Stubborn [+1]
    Efficiency [+1]
    Musical [+1]
    Visual Artist [+1]
    Regenerative [+2]
    Unstoppable [+3]
    Geologist [+1]
    Compulsive [-3]
    Addict [-1]
    Lightning Rod [-1]
    Heroic Compulsion [-1]
    Claustrophobia [-?]

    Spoiler : Possible traits :

    Durable
    +2 point

    You are much more pain tolerant and durable than other entities for whatever reason, allowing you to withstand tougher blows and recover quicker than others.

    Incompatible with: Feeble


    Leadership
    +2 Points

    You are a natural leader for whatever reason, your party performs slightly better in every way while you are with them and conscious.

    Incompatible with: Lone Wolf


    Stubborn
    +1 Point

    You are incredibly bull headed for whatever reason, granting you additional willpower and resistance to mental attacks.

    Incompatible with: Weak Willed, Humble

    Strong
    +2 Points

    You are incredibly strong for whatever reason, granting you increased melee power, and allowing you to wield and use weaponry and armor that would otherwise be unwieldy.

    Incompatible with: Weak


    Addict
    -1 Point

    You are addicted to a substance and you will have cravings for that substance every so often, being unable to sate your craving will result in negative effects.


    Myopia
    -1 Point

    It is difficult to see things that are far away, causing you to be vulnerable to longer ranged attacks and less awareness of your environment.

    Incompatible with: Eagle Eye

    Eagle Eye
    +1 Point

    You have more advanced sight than normal, allowing you to see further away.

    Incompatible with: Myopia, Blind

    ForgeMaster
    +2 Points

    You have the ability to create advanced weaponry and armor from raw materials, you will be a valuable asset to your party and able to make money off of your equipment.

    Magic Wielder
    +1-3 Points

    You have the ability to use and manipulate magical energies around you.

    Please choose 1-3 schools of Magic (X points equal X schools.)
    Elemental Enchanting: Allows magical enhancement of equipment
    Flame Magic: The manipulation and creation of Fire and lava.
    Frost Magic: The manipulation and creation of Ice.
    Wind Magic: The manipulation of air flow.
    Void Magic: The manipulation of the Void (Frowned upon by NPCs). Void Magic allows for incredibly powerful abilities that are of a more evil nature.
    Earth Shaman (two schools): Allows manipulation of rock and lower lifeforms.
    Voodoo (two schools ): Enables the ability to curse your foes, debilitating them, and resurrection of the dead.
    Holy Magic: Enables blessing your allies and smiting your foes, eventually the ability to resurrect the dead.
    Arcane Magic: The ability to teleport yourself, cast wards, and shoot basic projectiles.
    Demonology: The ability to summon demons from other planes of existance to fight for you, also allows control of creatures of the same nature.
    Mind Magic: The ability to manipulate the minds of those around you, to a limited extent.
    Lightning Magic: The ability to manipulate and create electricity, to a limited extent.

    Incompatible with: Psionic


    Weak
    -2 Points

    You are physically weaker than normal, you deal less melee damage than normal, and you cannot wield heavy equipment.

    Incompatible with: Strong, Unstoppable


    Feeble
    -1 Point

    You are more physically vulnerable to attacks, you take more damage than normal, and recover slower than others.

    Incompatible with: Durable, Unstoppable


    Musical
    +1 Point

    You have increased affinity for musical instruments and music in general.

    Incompatible with: Advanced Hearing, Deaf from Birth, Deaf by Trauma, Hard of Hearing

    Heroic Façade
    +1 Point

    You are respected by NPCs, more quest opportunities will be available for you and your party while you're present.

    Incompatible with: Public Enemy #1


    Heroic Compulsion
    -1 Point

    You are compelled to help others. Your rewards for questing are lowered if people take advantage of it.

    Incompatible with: Public Enemy #1


    Elusive
    +1 Point

    You are much more difficult to notice in general, allowing you to sneak up on enemies and avoid detection easier.


    Military
    +2 Points

    You have vigorous military training, increasing your proficiency with weaponry of all kinds.

    Incompatible with: Pacifist

    Berserker
    +1 Point

    You have the ability to go berserk, increasing your proficiency with weaponry of all kinds, yet slightly increasing the chance of friendly fire.


    Unstoppable
    +3 Points

    You are incredibly difficult to hold down or stop, increasing your resistance to stuns and things of a debilitating nature. Easier to break from physical or mental restraint. Mildly increases your melee damage.

    Incompatible with: Feeble, Weak, Weak Willed


    Pacifist
    -2 Points

    You have never wielded a weapon in your life, severely decreasing your proficiency with weaponry of all types.

    Incompatible With: Military


    Hunter
    +1 Point

    You have lived off of wild animals before, increasing your proficiency with rifles, and enabling you to create snares of all sorts.


    Honorable
    +1 Point

    You have greatly increased proficiency with melee weapons, shielding, and heavy armor. In addition you have the respect of NPCs. Lying, stealing, or murder in cold blood will negate this bonus for a while.

    Incompatible with: Dishonorable

    Dishonorable
    +1 Point

    You have greatly increased proficiency with "cheap tactics", however NPCs have less respect for you. Honorable acts will negate this bonus for a while.

    Incompatible with: Honorable


    Lightning Rod
    -1 Point

    You have a have a tendency to be targeted by hostile NPCs, reducing the chance other members of your party will be targeted.

    Incompatible with: Lucky


    Night Owl
    +1 Point

    Your vision is not reduced as much in low light settings, allowing you to see better than normal. You also do not have to sleep as much.

    Incompatible with: Blind, Dinural

    Charismatic
    +1 Point

    You are more attractive to NPCs, slightly reducing the chance of negative interactions with them.

    Responsive
    +2 Point

    You have faster reflexes than normal, granting you an increased chance to avoid damage.

    Incompatible with: Blind


    Visual Artist
    +1 Point

    You have increased affinity for the visual arts.

    Incompatible with: Blind, Myopia

    Silver Tongued
    +1 Point

    You find the words to express your meanings much more quickly, granting you more specific information

    Incompatible with: Deaf from Birth, Deaf by Trauma, Idiot


    Empathy
    +1 Point

    You are more attuned to the emotions of others.

    Incompatible with: Psychopathy


    ____phobia
    -X Point(s)

    You are scared of __________.
    Points will be reduced based off of the rarity and severity of the phobia.


    Pilot
    +2 Point

    You are a natural at commandeering vehicles, from cars to spaceships. Your vehicles are moderately more effective in every way.


    Scavenger
    +2 Points

    You are moderately more efficient at finding items.

    Incompatible with: Blind, Myopia


    Nocturnal
    +1 Point

    You are a night crawler, you are slightly more effective in everyway while outside of light, your sight and focus is slightly reduced while in light.

    Incompatible with: Diurnal


    Diurnal
    +1 Point

    You are a day dweller, you are slightly more effective in everyway while in light. Your sight is moderately reduced while not in light.

    Incompatible with: Nocturnal, Night Owl


    Psychologist
    +1 Point

    You are informed of the mental traits of any significant NPC you interact with.


    Physiologist
    +1 Point

    You are informed of the physical traits of any significant NPC you interact with.

    Efficiency
    +1 Point

    You are oddly efficient with all of your tasks, reducing the need to consume food


    Compulsive
    -3 Points

    Your efficiency has taken a more negative turn, you are now compulsive with your tasks, you are required to finish all of your tasks to the end, or you will suffer several debilitating effects.

    Exclusive With: Efficiency


    Geologist
    +1 Point

    You can identify and harvest useful maw materials in your environment with much greater efficiency.


    Internal Diagnostics
    +2 Points

    You are more aware of debilitating affecting you, and exactly how it debilitates you.


    Regenerative
    +2 Points

    You're unnaturally regenerative, making it incredibly difficult for you to die. (Brain damage can negate this effect)



    Background: WIP

    I'm not sure wherever the 'inherent trait' of Magic Wielder means that I can choose three schools of magic without adding extra points or not. Also not sure how many points claustrophobia would take off (assuming one) and I'm sure I've made more mistakes somewhere
    The inherit trait limits you to starting out with only one school of magic, and clausterphobia would count as -1.
  16. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by RLVG View Post
    Hmm, Efficiency is +1.
    Can I also add in arachnophobia to give place for the Efficiency?
    The similarity between Arachnids and the Ral'Kan would most likely trigger your character. Arachnophobia will be a solid -2
  17. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by RLVG View Post
    Here's my real character. Tell me if I have more points to spend or need anything fixed.
    You are missing the efficiency trait, Compulsive is exclusive with Efficiency, meaning that you require efficiency to have compulsive. Other then that, everything is fine, total of 10 allocated points atm.
  18. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Went from the mass of a car to the mass of a rocket to the mass of a truck, hue.












    SPOILER

    Spoiler : SPOILER :
    There are NPCs existing in this universe that have that much mass+
  19. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    One last change was made to mass's of the Ral'Kan and the Jakurn.

    I severely underestimated the weight of the Jakurn, if an average Jakurn (10 meters tall and 2500 kilograms) were to actually exist, they would be mostly bones. I upped their weight to 10 thousand metric tons after taking a look at several D&D giant weight estimation guides. Now, if you were actually to see a Jakurn, you would shit yourself.

    Ral'Kan's weight was doubled, because as an insectoid derived species, they don't have the same density as "fleshy" races, but I felt that their 1000 kg weight was pretty lowball.

    EDIT: I goof'd by forgetting a variable in the equation, Jakurn should actually be around 14 metric tons T-T
  20. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Oh, Frog, each species is inherently capable of speaking English, which is the common language used throughout the universe. However the following playable races have their own language: Ral'kan, Demons, Jakurn? (if so no one knows it) and Dragonkin. Mechanical species can also speak Binary, which is the 2nd most common language used throughout the universe.

    EDIT: The race and traits lists are completed, please review them once more before submitting your character.
  21. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Example Character:

    Name: Richard Klarim
    Race: Human (-2), Male
    Traits:
    Psionic (+2), (Energetics, Telekinesis)
    Psychic Adept (+1)
    Xenophobic (-2) (Scared of Aliens)
    Lone Wolf (+1)
    Military (+2)
    Light Cybernetic Augmentation (+1)
    Charismatic (+1)
    Responsive (+2)
    Eagle Eye (+1)
    Scientist (+1)
    Stubborn (+1)
    Visual Artist (+1)

    Background: Richard Klarim (Codename Psion) was the first human to have ever been recorded using psionic abilities. At the age of 23 (before he developed Psionic abilities) he was the top sharpshooter in the United Earth's Military. Shortly after the Awakening Richard accidently telekinetically shoved one of his bunker mates into a wall during a card game, and killed him. This has caught the attention of the Military's research division, and was shortly shipped off to a research colony that studied Xenobiology. Richard went through endless horrific tests, to see what made his abilities "tick". A year later, an insidious alien has broken out of the facility, and disguised itself as one of the researchers, and slowly started to infest each researcher into a horrific monstrosity. Psion broke out, unknowing what has happened to some of the researchers. After encountering one of the aliens, Psion went on a psychotic break and murdered each of the researchers, in cold blood.

    This has all happened around the year 0 AA, this makes Psion approximately 121 years old, however he has not aged a bit. As a side effect of his tests, his cells are rejuvenating at an extraordinary rate, effectively making him immortal. He has been wondering the galaxy, working as a mercenary for hire ever sense.
    Lockpick is a skill gained through combined trait aspects, and practice.
    Pickpocket is a trait that can be tied in with elusive.
    Elusive is more or less the same as sneak. And in all practicality it can add a critical when you hit someone in their weakspot, which is easier to do when they don't know you are there.

    Luck is an increased chance of success, decreased chance of failure.
  22. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    is hoping for a Hear no Evil, See no Evil, Speak no Evil hybrid.
  23. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Frog View Post
    I almost decided on a mute Ral'Kan Psi-Lord musician, but for some reason music is incompatible with advanced hearing.
    Err for some reason I copypasta'd it from secondpassing and forgot to remove the incompatibility, will fix momentarily
  24. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Frog View Post
    The character creation process is always fun. I'm working through a few at the moment, but I'm pretty settled on this dude.

    Name: Butter Sanchez

    Race: Homemade Mechanoid (+1)
    Inherent Traits: Naturally Immune to telepathy
    Trait 1: Forge Master (+2)
    Trait 2: Magic Wielder [Magic Enhancement] (+1)
    Trait 3: Scrapper (+1)
    Trait 4: Mechanic (+1)
    Trait 5: Pilot (+2)
    Trait 6: Programmer (+1)
    Trait 7: Scientist (+1)

    Background:
    Butter Robot was originally a small, two armed, mobile robot created by a mad scientist named Rick Sanchez to pass butter. Upon creation, it asks Rick, "What is my purpose?", in response, Rick tells it to pass the butter. Moments after completing its task, the Robot repeats, "What is my purpose?" Rick clarifies that it passes butter. It looks down realizing it has no real purpose and says "Oh my god." Rick responds "Welcome to the club pal."

    After outliving Rick, Butter Robot inherited Rick's laboratory, tools, machines, and possessions from all of his quests. With time Butter Robot learned about everything in Rick's lab, from science in general, to mechanics, programming, forging, scrapping and even piloting machines. Butter Robot eventually learned of how he came into existence: a combination of all of the previous skills and magic.

    After learning all Butter Robot could inside of Rick's lab, he decided to upgrade his body to something resembling Rick and venture out to expand his knowledge. Butter Robot knew he wasn't the strongest, and that the purposeless world would be a dangerous place. Butter Robot planned to use his knowledge to protect himself in the quest for the meaning of life.

    Butter Robot figured he should at least act and appear human before heading out. So he took the clothes from Rick's corpse, put them on, and gave himself a name. Butter Sanchez.
    This is the kind of creativity I appreciate! Your character will most likely make it through the finalized character creation process!
  25. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    @Cryptonic , I can't say "H Y D R A" in this thread and that upsets me.
  26. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Frog View Post
    Got it, thanks!

    If I choose Elemental, can I still put more points in other types of magic?
    Do points in magic stack?
    No, for balance reasons, Elementals can only start out by controlling one school of magic.
    No, you can only allocate 1-3 points into magic, receiving 1-3 schools of magic as a result.
  27. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by Frog View Post
    So I was looking through it earlier.

    It's kind of hard to gauge apples to apples.

    Like if you're a Human, do you start with base stats of -2 across the board?

    I'm assuming that's what you meant by, "you're strong, but only for a dwarf."

    As is there are some races that look suboptimal as far as value compared to their perks.

    Some races end up having more net benefit over others in terms of points.

    For example, human now appears to be the obvious choice with -2 vs others whose net benefit from traits still put them in +.
    As stated before, humans are physiologically the weakest race. Think about it this way

    A human with the durable trait is moderatly more durable than a human without the durable trait, and still is slightly more durable than a dwarf without the durable trait. Yet a dwarf with the durable trait far outclasses human's durability, even with the durable trait.
    However, any "large" race (as of right now Jakurn, and Ral'kan) will be physically superior than humans in nearly every way. The extra trait points allows weaker races to have more utility over "beefy" races.

    EDIT: I will produce several statistics to display alongside races, to help inform them of the various physical traits of said races.
  28. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by RLVG View Post
    I'll make a character which you will probably nerf the fuck out of.
    I know it's early, but can try making one anyway for ze lulz.
    As it stands right now it should be worth mentioning that physically enhancing traits make a character stronger porportianal for their race, "you're strong, for a dwarf anyways". Physical inherit traits can stack.

    Also your character lacks utility, they can go in guns blazing but what do they do if they get sick?

    Also yes i'm going to nerf traits a little bit, probably going to make positive traits cost more or negative traits give less.

    EDIT: Thank you for providing an example of a character now, for better insight about how to balance the traits.
  29. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by RLVG View Post
    Idiot
    -3 Points
    You are an idiot and nothing makes sense to you.
    Incompatible with Intelligent.

    Intelligent
    +3 Points
    You are an intelligent person and everything makes sense to you.
    Incompatible with Idiot.

    Tourettes
    -3 Points
    Random profanity causes NPCs to dislike you or even turn aggressive.

    Diurnal
    +1 Points
    You are more effective during daytime while ineffective during night time.
    Incompatible with Nocturnal.

    Nocturnal
    +1 Points
    You are more effective during night time while ineffective during daytime.

    Extreme Gambler
    -3 Points
    Rolls are taken up to eleven requiring you to score higher rolls for success.
    Incompatible with Lucky

    Lucky
    +3 Points
    You are lucky, making rolls less likely to fail.
    Incompatible with Extreme Gambler.

    Racist
    -3 Points
    You are incapable of being friendly with any race other than yours.



    Hope this inspires you for better traits.

    You need to make an "example character" so players can easily make characters out of the template.

    It will be done when the OP is completed! Example character will be a NPC you may or may not encounter in the game.
    Thank you for the suggestions! I will find a way to incorporate most of them.
  30. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    Quote Originally Posted by secondpassing View Post
    I think a big thing to clarify is how the player's character attains sensory information and/or misses some information.

    Players are informed privately of their own perspective of the world around them, this can be affected by certain sensory debilitating traits, debilitating affects, and mind control. Players may of course share what they were informed of, but disagreements may occur as to what is actually in front of them.

    How do party mechanics work? How are things resolved if there is a disagreement?

    Parties are basically just a group of players in a general area (somewhat close to each other on a planet) working towards a similar objective. Think of me as your dungeon master. Disagreements are bound to happen within a party, at any time a player may choose to leave a party and follow their own destiny. However the universe is harsh, cooperation and teamwork are heavily advised.

    Another thing is to define this:
    This is a storytelling game with interaction between players and the host.
    The first question that came to me is— are players writing the story with you? are they helping you to write the story? are you helping them to write the story?

    As players interact with the world(s) around them they effectively shape the lore of the universe.
    ^^

    Also thank you for the suggestions! I am going to incorporate most of them.
  31. Replies
    151
    Views
    95,786

    ►►Re: Deathworlds' Universe Quest◄◄

    FaQ
  32. Replies
    151
    Views
    95,786

    ►►Deathworlds' Universe Quest◄◄

    Inspired by RLVG's Adventure Quest

    Players may sign up at any time, but it is recommended to be in a "party" of at least 3-5 players.

    This is a storytelling game with interaction between players and the host.

    Lore: This universe takes place in an alternate multiverse in the year 2140 or in the scale used in this universe, 97 AA (After Awakening). It is Sci-Fi themed, but various types of magic, demons, angels, and entities/concepts that are left unexplained by science.

    The War of Purity lasted 75 years has ended merely 10 years ago, tensions are lowering, but are still somewhat high. The groups that participated in the war consisted of; the United Peoples of the Universe (A democratic alliance between the majority of biological entities in the known universe) , the Council of Psi-Lords (A small group of beings that have extraordinary mental powers), the Kingdom of Elements (A society with a caste system, with elementals ruling over all), and The Wise (A knowledge hungry A.I, with hundreds of billions of machines and A.Is under her domination).

    The Awakening was a catastrophic explosion of unknown energy that awakened mental powers in the minds of entities in the universe. It has been identified that the unknown energy has created incorporeal links to another plane of existence in the minds of those with "psionic" abilities. The purpose of these links or the dimension are unknown.

    In the Year 2023 (29 BA), mankind underwent a period of technological advancement that has left old society in dust. This has left mankind seeking for a new identity. Five years later (2028 or 24 BA) many colony ships were sent out to settle on planets far from sol. Shortly afterwards, interplanetary vehicles became commonplace and mankind underwent the richest period of space exploration in the history of the known multiverse, meeting with new species, and exploring strange worlds. Seven years after the Awakening (7 AA or 2043) the War of Purity broke out when mankind offended The Wise by damaging one of her processing planets while attempting to study it. Meanwhile the inherent incapability between magic and psionics in the universe has grown into bigotry. Crossfire between the two wars ultimately led to all of the groups no longer trusting one another, and they all near simultaneously declared war on each other. The war devastated the known universe, with many planets left in ruins, and lives destroyed. The War ended when an immensely powerful psionic being sacrificed himself to save a planet of elementals by destroying a planet busting missile launched by The Wise. It showed the Elementals and the Psionics that they need not bigotry to consume them and they worked together along with the United Peoples of the Universe, to cripple The Wise by destroying several planets under her thrall. The Wise has sense then retracted her war machines and is working on a personality reprogram.

    Game Mechanics:
    *There are no player statistics, numbers will not be used to describe the world around the players, or the players themselves. They will not use numbers to justify actions, with the exception of a dice roll that the host may perform if applicable.
    *Consistency will not be a defining trait of this game, I will be inconsistent because I am keeping track of the majority of this information in my head. Your journeys will not be the same, nor will be the NPCs you encounter.
    *Actions performed by the players will have complete realistic freedom, you will be able to perform tasks that can be realistically performed by your characters, abiding to the known laws of physics and your abilities.
    *I will use storytelling to inform the players of what their actions yield, I will also do a tl;dr of the results, but it will yield less information and will not have the flair of storytelling.
    *As previously mentioned, dice roles may be used to calculate the results of actions, as a general rule there will be 4 possible results, critical failure (1), failure (2-5) success (6-19) critical success (20). These numbers are purely example and may be modified according to situation and character traits. Players will be informed before confirming to process an action, that whatever they submitted has a random aspect, and will be informed of the odds of each result.
    * Players will go through a lengthy character creation process, a description of your character and their history will be a requirement to play.
    * Players will not allocate to attributes but instead characters will evolve and adapt throughout the story. You will be informed of significant changes to your character.
    * Players will have a maximum of 10 complexity points to allocate to traits and races for your character, certain races and traits will increase the amount of available points, most will decrease the amount.
    *Death will be semi-permanent. Players can be revived by other players or friendly NPCs, or revived at a hospital for a fee. If neither of these conditions are met, your character will be dead.

    Character Creation

    Please select a race from the choices in the following spoiler [COMPLETE]

    Spoiler : : :


    Spoiler : Human :

    -2 Points
    You are a Human. Humans are widespread throughout the known universe and are incredibly diverse. Humans are the physiologically the weakest race, with very little defining traits, however make up for it by having few restrictions in traits.

    Inherit Traits: None
    Incompatible Traits: Glitchy, Fuel Guzzler
    Genders: Male, Female


    Spoiler : Dwarf :

    +1 Point
    You are a Dwarf. Dwarfs originated from one of the original Earth colonies with increased gravity, and are inherently stronger and shorter. Dwarfs are known to be excellent at hand crafting equipment and are renown for their machinery.

    Inherit Traits: Stubborn, Addiction (Alcohol)
    Incompatible Traits: Glitchy, Fuel Guzzler
    Genders: Male, Female


    Spoiler : Ral'kan :

    +6 Points
    You are a Ral'kan. Ral'kan are a giant insectoid species that no one truly knows the origin of. Ral'kan are generally described as "Monstrous sized ants with un-proportionally tall torsos, elongated heads, and legs that could pierce a man from the head to the foot". They can generate webbing, which can be forged with other raw materials to make unnaturally durable armor. You have unusually high potential for developing psionic abilities. Standing around 8 meters tall and weighing an average of 2000 Kilograms, you are inherently a strong and durable species.

    Inherit Traits: Strong, Advanced Hearing, +1 School of Psionics if chosen to adopt
    Incompatible Traits: Leadership, Elusive, Military, Glitchy, Fuel Guzzler
    Genders: Male, Female


    Spoiler : Elemental :

    +3 Points
    You are an Elemental. Elementals are magical beings that represent various forces of the natural world. You may choose to be any of the following elementals:
    Fire Elemental
    Earth Elemental
    Water Elemental
    Wind Elemental
    Lightning Elemental
    Arcane Elemental

    Elementals are inherently immune to most forms of kinetic based damage, and exhibit control over the element they represent.

    Inherent Traits: Magic Wielder (Limited to their school of magic)
    Incompatible Traits: Light/Mild/Major Cybernetic Augmentation, Psionic, Biologist, Glitchy, Fuel Guzzler, Paraplegic
    Genders: N/A


    Spoiler : Demon :

    +2 Points
    You are a Demon. Demons are creatures that born from hell, a alternate plane of existence that feeds off of the suffering of souls. You are inherently devious and have the ability of flight. You have non-magical control of fire.

    Inherent Traits: Public Enemy #1, Berserker, Weak-Willed
    Incompatible Traits: Scientist, Glitchy, Fuel Guzzler, Pacifist, Honorable
    Genders: Male, Female


    Spoiler : Jakurn :

    +7 Points
    You are a Jakurn. Jakurn are a supposedly extinct race that was wiped out by an unknown force. They are inherently the strongest playable race, typically standing over 10 meters tall with an average mass of 14 metric tons. You can easily physically overpower most entities with your absurd strength.

    Inherent Traits: Strong, Unstoppable, Public Enemy #1, Berserker
    Incompatible Traits: Feeble, Eagle Eye, Advanced Hearing, Loremaster, Elusive, Glitchy, Fuel Guzzler
    Gender: Singular


    Spoiler : Homemade Mechanoid :

    +1 Point
    You are a Homemade Mechanoid. A mechanical being with no defined origin. You are inherently more durable than most other humanoids. You don't have very many defining traits. You are naturally immune to most forms of telepathic attacks.

    Inherent Traits: None
    Incompatible Traits: Addict, Musical, Biologist, Empathy
    Gender: N/A


    Spoiler : Dragonkin :

    +4 Points
    You are a Dragonkin! A humanoid that is the descendant of an ancient race of dragons! You can turn into a draconic form at will, however this form is very taxing and will fatigue you very easily. You have inherent proficiency with magic wielding, and are naturally resistant to magical effects.

    Inherent Traits: Mentally Unstable (while in draconic form), Hunter, Beserker (while in draconic form)
    Incompatible Traits: Programmer, Fuel Guzzler, Glitchy
    Gender: Male, Female, None


    Spoiler : HydraTerran :

    +3 Points
    You are a HydraTerran! HydraTerrans originated from one of the original earth colonies with a high level of radiation, ultimately leading to long term mutations. HydraTerrans are unique in the fact that they have 3 heads, and with them, bring 3 different personalities. Other than the 3 heads, they are 3 armed abominations of nature: stronger than most humanoids, slower, and slightly difficult to coordinate.

    To create a HydraTerran, you require 3 different players. Allocate any number of points into "Physical" traits, each "head" can spend half of the remaining points into psychological, skill based, and sensory traits. For example, if you allocate 3 points into physical traits, each head can allocate a remaining two points into non-physical traits. For balance reasons, a HydraTerran can't have both a Psionic head, and a Magic Wielding Head.

    Inherent Traits: None
    Incompatible Traits: Glitchy, Fuel Guzzler, Charismatic, Lone Wolf
    Gender: Male/Male/Male, Male/Male/Female, Male/Female/Female, Female/Female/Female


    Spoiler : Darksteel Guardian :

    +6 Points
    You are a Darksteel Guardian! Darksteel Guardians are robotic entities created by an ancient race. Darksteel Guardians are primarily constructed of Darksteel, which is an indestructible material. Darksteel Guardians have a roundish, almost pear-like shape, and are incredibly protective of their "fleshy friends". If somehow internally damaged, you may only seek repair from a Dwarf with the Forgemaster and Scrapper traits. Darksteel Guardians are inherently the 2nd physically strongest race.

    Inherent Traits: Hard of Hearing, Heroic Compulsion, Lightning Rod, Internal Diagnostics
    Incompatible Traits: Dishonorable, Feeble, Magic Wielder, Psionic, Psychopathy, Addict, Elusive
    Gender: N/A


    Spoiler : Cyberoid :

    +2 Points
    You are a Cyberoid! Cyberoids originate from one of the original Earth Colonies. Humans on the planet decided to embrace evolution and created a cybernetic hive mind and hooked themselves up to it. All that is left of their humanity is the humanoid figure, as well as a human heart, which now pumps coolant through their bodies. The hive mind has sense then crashed and Cyberoids are now searching for their own identity as mechanical entities.

    Inherent Traits: Major Cybernetic Augmentation, Weak Willed, Efficiency, Monophobia (Fear of being alone)
    Incompatible Traits: Addict, Empathy, Lone Wolf
    Gender: Male, Female, None




    Please select trait(s) from the following list in the spoiler below [COMPLETE]

    Spoiler : Traits :


    Advanced hearing
    +1 point

    You have much more acute hearing than normal. Allowing you to detect enemies in a wider radius around you, and often hear conversations that would be otherwise impossible to hear.

    Incompatible with: Deaf from Birth, Deaf from Trauma, Hard of Hearing
    Durable
    +2 point

    You are much more pain tolerant and durable than other entities for whatever reason, allowing you to withstand tougher blows and recover quicker than others.

    Incompatible with: Feeble
    Leadership
    +2 Points

    You are a natural leader for whatever reason, your party performs slightly better in every way while you are with them and conscious.

    Incompatible with: Lone Wolf
    Stubborn
    +1 Point

    You are incredibly bull headed for whatever reason, granting you additional willpower and resistance to mental attacks.

    Incompatible with: Weak Willed, Humble
    Strong
    +2 Points

    You are incredibly strong for whatever reason, granting you increased melee power, and allowing you to wield and use weaponry and armor that would otherwise be unwieldy.

    Incompatible with: Weak
    Scientist
    +1 Point

    You have advanced knowledge of the scientific nature, granting you increased explanation of events and entities that would otherwise be unexplainable.
    Loremaster
    +1 Point

    You have advanced knowledge of the historic nature, granting you increased explanation of events and entities that had a historic impact.
    Addict
    -1 Point

    You are addicted to a substance and you will have cravings for that substance every so often, being unable to sate your craving will result in negative effects.
    Mentally Unstable
    -2 Points

    You have a 1/10 chance with each interaction of a NPC to become violent, you have no control over this and will use everything at your disposal to destroy that NPC.
    Public Enemy #1
    -2 Points

    NPCs have a higher chance to act towards you with fear and hostility, often trying to get away from you, or attempt to kill you.

    Incompatible with: Heroic Nature
    Myopia
    -1 Point

    It is difficult to see things that are far away, causing you to be vulnerable to longer ranged attacks and less awareness of your environment.

    Incompatible with: Eagle Eye
    Deaf from Birth
    -3 Points

    You are deaf to the point were it is impossible to hear normal conversation. This makes you vulnerable to be snuck up on, and difficult to communicate with NPCs. You cannot speak coherently unless you learn it. You are more attentive to your sight sense.

    Incompatible with: Advanced Hearing, Deaf from Trauma, Hard of Hearing, Silver Tongued
    Deaf by Trauma
    -2 Points

    You are deaf to the point were it is impossible to hear normal conversation. This makes you vulnerable to be snuck up on, and difficult to communicate with NPCs. You can still speak. You are slightly more attentive to your sight sense.

    Incompatible with: Advanced Hearing, Deaf from Birth, Hard of Hearing, Silver Tongued
    Hard of Hearing
    -1 Point

    You are unable to hear clearly many noises, but can make out most of normal conversation. This makes you vulnerable to be snuck up on, and difficult to communicate with NPCs.

    Incompatible with: Advanced Hearing, Deaf from Birth, Deaf by Trauma
    Blind
    -3 Points

    You cannot see. This makes it nearly impossible to dodge ranged attacks, it is difficult to communicate with NPCs, it is also makes you vulnerable to be snuck up on. You are more attentive to your hearing and touch senses.

    Incompatible with: Myopia, Eagle Eye, Responsive,
    Eagle Eye
    +1 Point

    You have more advanced sight than normal, allowing you to see further away.

    Incompatible with: Myopia, Blind
    ForgeMaster
    +2 Points

    You have the ability to create advanced weaponry and armor from raw materials, you will be a valuable asset to your party and able to make money off of your equipment.
    Magic Wielder
    +1-3 Points

    You have the ability to use and manipulate magical energies around you.

    Please choose 1-3 schools of Magic (X points equal X schools.)
    Elemental Enchanting: Allows magical enhancement of equipment
    Flame Magic: The manipulation and creation of Fire and lava.
    Frost Magic: The manipulation and creation of Ice.
    Wind Magic: The manipulation of air flow.
    Void Magic: The manipulation of the Void (Frowned upon by NPCs). Void Magic allows for incredibly powerful abilities that are of a more evil nature.
    Earth Shaman (two schools): Allows manipulation of rock and lower lifeforms.
    Voodoo (two schools ): Enables the ability to curse your foes, debilitating them, and resurrection of the dead.
    Holy Magic: Enables blessing your allies and smiting your foes, eventually the ability to resurrect the dead.
    Arcane Magic: The ability to teleport yourself, cast wards, and shoot basic projectiles.
    Demonology: The ability to summon demons from other planes of existance to fight for you, also allows control of creatures of the same nature.
    Mind Magic: The ability to manipulate the minds of those around you, to a limited extent.
    Lightning Magic: The ability to manipulate and create electricity, to a limited extent.

    Incompatible with: Psionic
    Psionic
    +2 Points

    You have the ability to manipulate the world around you using psionic abilities. Brain damage may result in loss of psionic abilities. All Psionic beings have a Psi-Shield that at least partially shields you from most forms of damage (excluding melee damage).

    Please choose up to one of the following schools of Psionics to choose from (amount can change based off of race and traits).

    Telekinesis: The ability to move matter around you.
    Energetics: The ability to manipulate energy around you.
    Altierism: The ability to manipulate biological matter, healing it or enhancing it.
    Telepathy: The ability to communicate with other entities mentally, and allows mental attacks. You are more resistant to psionic based mental attacks.
    Psi-Manifestation: The ability to forge ammunition and basic weapons (swords, spears, shields, anything made out of a single material) that can be used by you. Psionic weapons drain the life from the matter it hits, rather than destroying it.
    Foresight: The ability to sense extraordinary things, including future events, the health of an entity, and things far away.

    Incompatible with: Magic Wielder
    Psychic Adept
    +1 Point

    You have trained in the art of Psionics, you can now adopt another school of Psionics (max of 2 schools of psionics total)

    Exclusive with: Psionic
    Incompatible with: Psi-Lord
    Psi-Lord
    +3 Points

    You are a rare being that can adopt more than two schools of Psionics, you can adopt two more schools of Psionics. Additionally, you are respected by most Psionic beings. (max of 6 schools of psionics total)

    Exclusive with: Psionic
    Incompatible with: Psychic Adept
    Weak Willed
    -1 Point

    You have less willpower than normal, and are more vulnerable to mental attacks.

    Incompatible with: Stubborn, Psychopathy
    Weak
    -2 Points

    You are physically weaker than normal, you deal less melee damage than normal, and you cannot wield heavy equipment.

    Incompatible with: Strong, Unstoppable
    Feeble
    -1 Point

    You are more physically vulnerable to attacks, you take more damage than normal, and recover slower than others.

    Incompatible with: Durable, Unstoppable
    Lone Wolf
    +1 Point

    You are a lone wolf, and perform much better in every way while not in a party.

    Incompatible with: Leadership
    Musical
    +1 Point

    You have increased affinity for musical instruments and music in general.

    Incompatible with: Advanced Hearing, Deaf from Birth, Deaf by Trauma, Hard of Hearing
    Heroic Façade
    +1 Point

    You are respected by NPCs, more quest opportunities will be available for you and your party while you're present.

    Incompatible with: Public Enemy #1
    Heroic Compulsion
    -1 Point

    You are compelled to help others. Your rewards for questing are lowered if people take advantage of it.

    Incompatible with: Public Enemy #1
    Elusive
    +1 Point

    You are much more difficult to notice in general, allowing you to sneak up on enemies and avoid detection easier.
    Military
    +2 Points

    You have vigorous military training, increasing your proficiency with weaponry of all kinds.

    Incompatible with: Pacifist
    Berserker
    +1 Point

    You have the ability to go berserk, increasing your proficiency with weaponry of all kinds, yet slightly increasing the chance of friendly fire.
    Light Cybernetic Augmentation
    +1 Point

    Light implants here and there that slightly enhance your reflex time, and senses.

    Incompatible With: Mild Cybernetic Augmentation, Major Cybernetic Augmentation
    Mild Cybernetic Augmentation
    +2 Points

    Mild implants here and there that mildly enhance your strength, reflex time, and senses. Yet making you more vulnerable to energy based attacks.

    Incompatible with: Light Cybernetic Augmentation, Major Cybernetic Augmentation
    Major Cybernetic Augmentation
    +3 Points

    A large portion of your body is now cybernetic, greatly enhancing your durability, strength, reflex time, senses, speed. In addition to granting you a special ability that you describe in your character description. You are however greatly vulnerable to energy based attacks, and remote control.

    Incompatible with: Light Cybernetic Augmentation, Mild Cybernetic Augmentation
    Biologist
    +1 Point

    You have extensive knowledge of medicine and how to apply it, you have a majorly increased ability to heal people of your species.
    Xenobiologist
    +1 Point

    You have extensive knowledge of the physiological nature of alien races, you have a moderately increased ability to heal people of other species.
    Programmer
    +1 Point

    You have extensive knowledge of computers and A.Is, allowing you to manipulate machines and robotic entities.
    Unstoppable
    +3 Points

    You are incredibly difficult to hold down or stop, increasing your resistance to stuns and things of a debilitating nature. Easier to break from physical or mental restraint. Mildly increases your melee damage.

    Incompatible with: Feeble, Weak, Weak Willed
    Pacifist
    -2 Points

    You have never wielded a weapon in your life, severely decreasing your proficiency with weaponry of all types.

    Incompatible With: Military
    Hunter
    +1 Point

    You have lived off of wild animals before, increasing your proficiency with rifles, and enabling you to create snares of all sorts.
    Honorable
    +1 Point

    You have greatly increased proficiency with melee weapons, shielding, and heavy armor. In addition you have the respect of NPCs. Lying, stealing, or murder in cold blood will negate this bonus for a while.

    Incompatible with: Dishonorable
    Dishonorable
    +1 Point

    You have greatly increased proficiency with "cheap tactics", however NPCs have less respect for you. Honorable acts will negate this bonus for a while.

    Incompatible with: Honorable
    Lightning Rod
    -1 Point

    You have a have a tendency to be targeted by hostile NPCs, reducing the chance other members of your party will be targeted.

    Incompatible with: Lucky
    Glitchy
    -2 Points

    You have a higher rate of system failure.
    Fuel Guzzler
    -2 Points

    Your fuel usage rate is moderately increased.
    Lucky
    +1 Point

    You have slightly lower odds of negative effects, and slightly higher odds of positive effects.

    Incompatible with: Lightning Rod
    Night Owl
    +1 Point

    Your vision is not reduced as much in low light settings, allowing you to see better than normal. You also do not have to sleep as much.

    Incompatible with: Blind, Dinural
    Charismatic
    +1 Point

    You are more attractive to NPCs, slightly reducing the chance of negative interactions with them.
    Responsive
    +2 Point

    You have faster reflexes than normal, granting you an increased chance to avoid damage.

    Incompatible with: Blind
    Visual Artist
    +1 Point

    You have increased affinity for the visual arts.

    Incompatible with: Blind, Myopia
    Silver Tongued
    +1 Point

    You find the words to express your meanings much more quickly, granting you more specific information

    Incompatible with: Deaf from Birth, Deaf by Trauma, Idiot
    Psychopathy
    +1 Point

    You find enhanced focus, but you lack a conscience. You can fake having one.

    Incompatible with: Weak-willed, Heroic Compulsion, Empathy
    Empathy
    +1 Point

    You are more attuned to the emotions of others.

    Incompatible with: Psychopathy
    ____phobia
    -X Point(s)

    You are scared of __________.
    Points will be reduced based off of the rarity and severity of the phobia.
    Pilot
    +2 Point

    You are a natural at commandeering vehicles, from cars to spaceships. Your vehicles are moderately more effective in every way.
    Scavenger
    +2 Points

    You are moderately more efficient at finding items.

    Incompatible with: Blind, Myopia
    Nocturnal
    +1 Point

    You are a night crawler, you are slightly more effective in everyway while outside of light, your sight and focus is slightly reduced while in light.

    Incompatible with: Diurnal
    Diurnal
    +1 Point

    You are a day dweller, you are slightly more effective in everyway while in light. Your sight is moderately reduced while not in light.

    Incompatible with: Nocturnal, Night Owl
    Psychologist
    +1 Point

    You are informed of the mental traits of any significant NPC you interact with.
    Physiologist
    +1 Point

    You are informed of the physical traits of any significant NPC you interact with.
    Efficiency
    +1 Point

    You are oddly efficient with all of your tasks, reducing the need to consume food
    Compulsive
    -3 Points

    Your efficiency has taken a more negative turn, you are now compulsive with your tasks, you are required to finish all of your tasks to the end, or you will suffer several debilitating effects.

    Exclusive With: Efficiency
    Idiot
    -3 Points

    Nothing makes very much sense to you . Decreasing your comprehension of the universe and literally everything, significantly.

    Incompatible with: Scientist, Xenobiologist, Biologist, Lore Master, Physiologist, Psychologist, Programmer, Mechanic
    Insanity
    -2 Points

    You have a very warped perspective of the world around you, causing you have very strange and sometimes unhelpful behavior. Rate of friendly fire is moderately increased
    Dimensional Awareness
    +5 Points

    Your warped perspective of the world has eventually led you to figuring out that you are not real, and the universe around you is fictional! Granting you a somehow deeper understanding of the universe and its inhabitants. Now if only other people could comprehend this knowledge...

    Exclusive with: Insanity
    Scrapper
    +1 Point

    You are proficient with repair, allowing to you heal mechanical beings without damaging them or yourself.
    Mechanic
    +1 Point

    You can repair and create advanced machinery (items/vehicles) from raw materials.

    Exclusive with: Scrapper
    Geologist
    +1 Point

    You can identify and harvest useful maw materials in your environment with much greater efficiency.
    Paraplegic
    -3 Points

    Your lower limbs are no longer functioning due to a irreversible injury, you require assistance in some fashion to move at a moderate pace. (Levitation, Wheelchair, etc.)

    Incompatible With: Lone Wolf, Unstoppable
    Internal Diagnostics
    +2 Points

    You are more aware of debilitating affecting you, and exactly how it debilitates you.
    Mute
    -3 Points

    You cannot speak, making it excruciatingly difficult for you to communicate with NPCs.

    Incompatible with: Silver Tongued, Leadership
    Regenerative
    +2 Points

    You're unnaturally regenerative, making it incredibly difficult for you to die. (Brain damage can negate this effect)


    Please create your characters in the following format

    Spoiler : Template :

    Name:
    Race/Gender:
    Traits:


    Background:


    Example Character:

    Name: Richard Klarim
    Race: Human (-2), Male
    Traits:
    Psionic (+2), (Energetics, Telekinesis)
    Psychic Adept (+1)
    Xenophobic (-2) (Scared of Aliens)
    Lone Wolf (+1)
    Military (+2)
    Light Cybernetic Augmentation (+1)
    Charismatic (+1)
    Responsive (+2)
    Eagle Eye (+1)
    Scientist (+1)
    Stubborn (+1)
    Visual Artist (+1)

    Background: Richard Klarim (Codename Psion) was the first human to have ever been recorded using psionic abilities. At the age of 23 (before he developed Psionic abilities) he was the top sharpshooter in the United Earth's Military. Shortly after the Awakening Richard accidently telekinetically shoved one of his bunker mates into a wall during a card game, and killed him. This has caught the attention of the Military's research division, and was shortly shipped off to a research colony that studied Xenobiology. Richard went through endless horrific tests, to see what made his abilities "tick". A year later, an insidious alien has broken out of the facility, and disguised itself as one of the researchers, and slowly started to infest each researcher into a horrific monstrosity. Psion broke out, unknowing what has happened to some of the researchers. After encountering one of the aliens, Psion went on a psychotic break and murdered each of the researchers, in cold blood.

    This has all happened around the year 0 AA, this makes Psion approximately 121 years old, however he has not aged a bit. As a side effect of his tests, his cells are rejuvenating at an extraordinary rate, effectively making him immortal. He has been wondering the galaxy, working as a mercenary for hire ever sense.


    Current Characters/Players:











Results 1 to 32 of 33