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desolate milkshake

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Everything posted by desolate milkshake

  1. Not to be confused with super-brie, a -bie so old they smell like cheese.
  2. How do you want to do this? Since our factions have no previous contact (unless you want to make some backstory), I'm assuming we're going to fight over something material like territory and resources, which means: Where and over what? If you want to make a big spectacle out of it, we could possibly compete over taking resources from Terrenus (Weland is conveniently right between us).
  3. Fewer, and with the same cast where possible to build interesting and significant relationships. I treat my characters as part of a campaign, e.g. The Dead campaign or the Justice campaign.
  4. Shorter, and ideally faster but not always. I spent a lot of time in mIRC where length was limited to 512 characters back when "para RP" hit Yahoo! Chat and every room was a mess of <C><C><E>. I prefer to treat roleplay similar to improv, as opposed to writing in the style of one of those first-person novels—I hear Dresden Files is a popular one, that features many pages of introspective exposition. Specifically, the idea of making strong offers and not blocking them. But I've found a lot of forum roleplayers neither make nor take offers in the improv sense. ?
  5. Sure. The ideal for multiple engagements is to have consequences carry over, recurring characters experience escalating drama, and complications compound across multiple threads. As opposed to everyone disappearing and going their separate way after a single thread with a clear and sometimes sterile resolution. They don't necessarily have to explore the aftermath. Think about the basic dramatic structure of good story: set up, the crisis or crises, rising tension, climax, and then the denouement—that last part is the aftermath, and it's a relatively short part. Alternatively, there's the three-act structure, and plenty of other ways to abstract a narrative into component parts. Find a way to incorporate all of that into the spectacle rather than thinking about is as a follow-up. I wonder how much of it is due to a lack of Session 0, and I would be interested to know how much the other members of our team put into groundwork before a thread. That aside, there isn't much we can do to address interest in one's own character or other characters, or to turn stale group chemistry into a sizzler. Roleplaying can be like speed dating in some respects: line up the random strangers and be prepared to have your expectations challenged. We can certainly encourage good roleplay practices with rules and guides. It's not any different than preventing munchkins from interrupting threads by having mild powers rules. It could look like a lot of things. The easiest way at the moment would be to have a shared mod account post in required character profiles. But who knows? Things change. ?
  6. On the quoted passage - the setting is there to prop up the characters and their exploits. I suppose the key word is "just," i.e. that's not it's only purpose, but it may give the wrong impression and is almost accusatory. It should emphasize that the setting is there as a stage for the characters, but it's theater to both their victories and defeats. If those defeats aren't incorporated as appropriate when the setting is altered in a major way then we can do this or that to resolve it. On consequences - should avoid being generic and tacked-on after the fact, like something was missing from the original thread that always should have been there, and now we have to cover the blemish with foundation that doesn't match the threads' tones. Consequences should result from conflicts having clearly stated and concrete stakes for the characters from the beginning. What is at stake for the protagonists? What is at stake for the antagonists? What is never going to be the same? Now that's pod-racing. On conflicts - I suspect some of the consequences we see are underwhelming in part because conflicts, especially large events, follow a pattern of one-and-done. To use a common example that pops up in Terrenus, wars fought over hundreds if not thousands of miles of hostile territory and involving thousands to millions of people should last longer than my lunch break. Events like that would reasonably last years in-character. If consequences have trouble flourishing, it's because no space is provided for them to grow. On enforcing - big, bold, red note in Papyrus on a character sheet that can't be edited, hidden, or ignored. Everyone sees it anytime they look someone up, and they can absolutely incorporate it in future interactions. Anything short of noting canon consequences in a material way somewhere that isn't buried in a one-and-done thread isn't enforcement. Anything else sounds like punishment, and I think anything that can be characterized as punishment should be avoided.
  7. Rolled for faction victories and won all three, but I'm not attached to the results and I'm up for altering the outcome to taste. Let me know your thoughts on the war scenario @EpicRome23
  8. Roll 1d2 for faction. 1 = me, 2 = you.
  9. Roll 1d2 for faction. 1 = me, 2 = you.
  10. Roll 1d2 for faction. 1 = me, 2 = you.
  11. It depends on what you mean by dice system. If you're talking about stats and such, then the answer is few to none. I can see a number of reasons for this, primarily two: lack of interest, or if interest exists the lack of a standard system specifically for Valucre. Back in the day, there was a sub-forum for that called Itoryn. I can't remember what the numbers interested in it was before it flagged. If you're talking about using dice in general, then I can't give you an exact number, but off the top of my head there are currently ~18 players actively using dice in some form in Terrenus. Roughly half of those are using MOBS, and the other half are using either TDS or a dice system created for a specific plot.
  12. They cannot. Technically, they don't have HP, though I suppose that's semantics. Damage is an abstraction of injuries sustained and you can't have < 0 injuries. I clarified in the rules.
  13. Appreciate the feedback. I'm going to answer the questions in reverse order since I think this will help with understanding the first concern: Correct. I clarified in the rules for defending. Someone can choose to negate 1 damage, stacking up to 3 damage on a roll of 11+. It's entirely possible with good rolls they can negate and heal all damage depending on enemy composition, enemy choices, and narrative. It's expected that player characters will generally be outnumbered. Action economy is a huge indicator of difficulty in most systems. Focus fire. Bonuses counter penalties and defending counters damage. If they defend against one or the other, use a different tactic. Statistically speaking, if enemies actively apply penalties and players don't counter them, then players will most likely roll 1-5. Narrative first. Can the character actually heal? Is a Rank F zombie really going to defend itself, or is it going to mindlessly attack? In my experience, most people don't min-max and tend to play to type. Be creative! The setting can be a Ranked Enemy. Say the player characters are defending a house. Set it on fire. Rank the fire according to how hard it is to put out, and roll to burn them every round they don't address it. Continuing to be creative, enemies don't necessarily have to be a simple Rank F zombie. An example from a common RPG boss fight: Rank S Kraken, 8 Rank D Kraken Tentacles. While it's possible for player characters to break the system, there is a chance the GM can accidentally kill them all by overtuning an encounter. Temporality of objectives. Presumably, the characters have an objective and it isn't going to wait around, and consequences don't have to be damage. Are they after an artifact? The Rank S lich who was controlling the Rank F zombies they're taking forever to beat snatches it and starts to run off. Just because there's not a fail state for rolls doesn't mean the characters can't fail for making poor choices. That said, defending and healing do introduce the possibility of combat lasting too long, and many solutions to mechanical complications are narrative choices that aren't explicitly explained in the system reference document. I would need play-test data to determine where and how combat drags. There are also multiple solutions other than cool-downs, such as lowering the critical injury threshold, wound penalties, only allowing use of heal once per roll, etc.
  14. Link to system reference document. There are a few reasons I posted this, mostly because I wanted an alternative to the 1d10 Terrenus Dice System (TDS) that didn't have similar issues. Some of you who are familiar with TTRPGs might recognize it as a simple 2d6±3 system converted to 1d12. We have a 1d12 roll in the dice rolling thread now, by the way. Why an alternative, and why not TDS or any of the other similar dice systems? Reduce excessive randomness. 1d10 has a 10% chance of each roll occurring. 2d6±3 is more reliable and players have more influence on outcomes, though modifiers in 1d12 admittedly have less impact than with 2d6. No damage in increments of decimal points (0.25, 0.50, 0.75, 1). Static damage is faster. On a PBP forum, fast-paced and visceral is almost necessary. Narrative choices other than damage. TDS wants to stay super simple, but Roll 12 is still super simple while offering more options. No random fail states. No "You miss and kill yourself! Sad trombone." There is a choice to expose yourself to danger by pressing an advantage, or to impose failure by actively defending yourself. Additionally, the system can be expanded based on interest. For now, I'm keeping it light. Please let me know if you have any feedback. I'm happy to provide examples of how rolls could be represented in narrative or to answer any questions. Thank you in advance.
  15. Rules Roll 1d12 1-5 (41.67%) – Choose one option. 6-10 (41.67%) – Choose two options. 11 or higher (16.67%) – Choose three options. Options • Attack! Deal 1 damage. • Heal. Undo 1 damage. • Avoid or defend against the next attack attack. Negate 1 incoming damage for yourself or another. • Enhance yourself or an ally. Add a +1 bonus to a future roll. • Enfeeble an enemy. Inflict a -1 penalty to a future roll. • Improve your situation or an ally's situation. • Worsen an enemy’s situation. When choosing options, you can apply each choice to a different target. Additionally, you can choose the same option more than once. Bonuses and penalties can stack up to +3 or -3. The entire bonus or penalty is consumed when used on a future roll. You have 5 hit points (HP). Each point of health subtracted represents increasingly severe injuries. At 0 HP, you are critically wounded beyond healing and can only choose 1 option regardless of roll. When dealt damage past 0 HP, you are incapacitated or dying. It's your choice whether you resolve that outcome with death. Healing has no effect on an undamaged character. Generally, enemies will follow the same rules as player characters, but may have additional features and differ in the amount of damage they can take. Rank F enemies can withstand 1 damage. Rank D enemies can withstand 2 damage. Rank C enemies can withstand 3 damage. Rank B enemies can withstand 4 damage. Rank A enemies can withstand 5 damage. Rank S enemies can take more than 5 damage. Changelog 4.12.2019 Changed over to using hit points based on feedback that HP is more intuitive. 9.1.2018 Buffs and debuffs can be used on any future roll instead of only the next roll. Added options Improve your situation and Worsen an enemy's situation. Various improvements to organization and word choice. 8.30.2018 System reference document created. Feedback thread created. Clarified rule on avoiding or defending against attacks. Avoiding or defending is specific to preventing damage. Clarified rule on healing when at 0 damage and full health. No effect.
  16. Geography At the crossroads of two major highways, Chesterfield is a modest city at a nexus of trade. Downtown, adobe-style domiciles reminiscent of Pueblo revival architecture huddle close together on narrow brick roads that diverge from the highways without much sense of order. Most of the flat-top roofs feature small gardens, and in the most scenic parts of towns many buildings open up into belvederes. The border of town features most of the entertainment: three separate strips have formed on the Biazo, Blairville, and Weland sides to entice traders and travelers to overstay and spill their coin. Neighboring these strips are long stretches of warehouse and parking for the guarding and storage of goods. To the direct west of Chesterfield are the humble Marlboro Mountains, from which flows the wide, slow-moving Lider River that travelers from the Biazo side of Chesterfield must cross. Its watershed also includes smaller rivers from the north, which rises into the Hills of Lost Hearts. At the base of the Marlboro Mountains is the Dunhill Forest. The forest is considered protected, but certain areas are open to big game and commercial logging. East and south, Chesterfield overlooks a network of sibling villages, farms and ranches in the Polet Lowlands from which local goods flow into town and out into the rest of the country. A secret labyrinth of tunnels runs underneath Chesterfield buildings and connects to nearby towns. However, some of the openly accessible caves are open to visitors. Climate Hot, dry summers and cold, wet winters. It snows in the winter, floods periodically in the spring, wildfires on occasion in the summer, and the fall gets foggier and foggier as the otherwise shy rains begin. The northerly rains that drench Biazo are blunted by the Hills of Lost Hearts, and Chesterfield is largely protected from any turbulent ocean weather by the Marlboro Mountains, but it also prevents a great deal of cooling in the warm months. Additionally, the entire area is near a fault line, and year-round may experience small earthquakes. Organization Culture The population of approx. 37,000 is 86% Korr and the official language is Korred. The Korr are descendents of gnome-like ancestors from the Hollows beneath the Polet Lowlands. Cave paintings and pottery depict dark, elf-like beings that are presumably the Kharn, but no known dark elves live in the vicinity. After the Terran Empire was established, most of the town adopted Terric, particularly owing to trade. As trade and tourism are the cornerstones of Chesterfield, most are welcoming to all kinds, although Gaianism has recently fallen to the wayside in favor of Korr folk religion called Paotred that worships more immediate entities such as genii loci. While a single Gaian Temple remains open, it serves as a rec center. Small Paotred offering shrines are built near most landmarks. Education Chesterfield schools teach a well-rounded liberal arts education with a focus on the arts and agriculture. Later years include business, economics, and finance rather than a focus on physical sciences and, where the talent exists for magic and is taught, the schools of enchantment and illusion are prized over evocation. As a people that are smaller in stature than most Terrans, resolving conflict—whether in business or from physical danger—in a way that maximizes beneficence is encouraged. Government and Politics Law Government in Chesterfield is run similar to a business and follows the council-manager system of government. A board of aldermen are responsible for legislative duties and hire a professional manager to oversee the administrative functions of the city. The manager is called a mayor to sound more palatable. Liberty is a core value in Chesterfield. Most “social sins” are not crimes or even frowned on, although they are tougher on crimes that removed freedoms from others, whether it be economic or violent. Extreme crimes that cannot be solved by reparation are almost always punished with mind control. The current mayor was recently assassinated, allegedly by the former captain of the guard. Foreign Relations Most of the region has declared independence from the Terran Empire. As a trade city, relations remain good with specific cities. Foreign policy focuses on building relationships with those cities as individuals and not as part of an overarching Empire. Relations with the Empire in general might become more strained in the future. Military As a relatively small city, Chesterfield can muster 2,800 soldiers from its own population. In the event of conscription, it could support up to 8,000, but that scenario would be life or death. They do have enough coin to hire mercenaries, and recruitment from the entire Polet Lowlands can increase that number. Soldier equipment varies between a mix of bill-guisarme or hooked hammers, handbows or shortbows, simple wands charged with cantrips, and short swords with hook protrusions called harpē. During peacetime, they are functionally all town guards, customs agents, and park rangers. Economy Aside from entertainment, tourism, and tariffs, Chesterfield produces crops such as cereals, beets, beans, nuts, potatoes, sunflower, but they are notable for their Korred chilies. Ranches provide dairy, cattle, and hogs in addition to beasts of burden like bison. They have deposits of raw materials such as beryllium and tin. Industry centers around processing lumber from the Dunhill Forest. Due to the Safeguard Act in Terrenus, magical contraband flows through the area, and when confiscated Chesterfield has no qualms about selling it back or dealing with other country's black markets. Most of this contraband comes from a shady organization calling itself the Purveyors of Exotica (POE). Canon and History Sweep the leg - Forces from Chesterfield and Aligoria clash over an abandoned, but intact, outpost north of the Day River and west of Weland. The forces battle throughout the night and into the next morning, learning about their opponents through the hard-won lessons of pain and sacrifice. Both sides reach an armistice and agree upon a division of material resource and shared use of the outpost. Nightingales can't live on fairy tales - A vigilante group assassinates a corrupt government official, though publicly it's blamed on an faction of ex-rangers from Terrenus. This group, Justice, assumes control by replacing the dead mayor with a fake and begins infiltrating other key positions. For the most part, the city continues on as normal, none the wiser.
  17. Full summary - Members of the vigilante group Justice stake out a major trade route for suspicious activity, the once quiet town of Chesterfield turned commerce hub on the highway between Biazo, Patia, Weland, and Marlboro Keep. During the night, a group of bandits hit a caravan; Justice jumps into the fray, only to discover the bandits were—possibly but not confirmed—military operatives targeting a trader in illicit goods. This seller of rare magical contraband—"guarded" by a rat ogre that is promptly defeated by the combined effort of Eddie, Jackson, and Jericho—gives up information under interrogation: he is part of a notorious crime syndicate, the Purveyors of Exotica, that have taken advantage of the Safeguard Act's unintended consequences: a strong black market for mystical goods in the region. Additionally, the POE trade in mystical humanoid goods as well, several of the government officials of Chesterfield, including the alderman and the guard captain, who partake in the trafficking—the former for his own pleasure and the latter for the sake of wealth. Naturally, the three of them assassinate the alderman under cover of night and fog while the town guard are preoccupied sorting out the "bandit" attack on the highway. Jericho uses the Ghost Pouch artifact to steal both the alderman's ghost and the POE agent's ghost. Eddie cracks a safe in the alderman's home containing various notes, rainy day cash, and a storage device including pictures and video of some of his.... trafficking activities. They leave the guard captain alive to frame for the mayoral assassination, and Justice were their rescuers. As a result, Justice plants a controllable alderman in the dead one's place, and begins using the insider knowledge gained from the combination of documents, torture and ghosts to have a Justice cell infiltrate other positions in town for a full take-over. Short summary - Eddie, Jericho and Jackson—members of the infamous vigilante group Justice—strike down a corrupt government in the town of Chesterfield. Their organization, under disguise, assumes positions of authority over the town and in effect the trade route.
  18. Noel turned his attention away from Godric and Leo to Ioreth. Her debrief was surprisingly professional and warranted a genuine smile. It certainly beat a rotting bulletin board, overheard gossip, the begging of a grieving spouse, or the demands of an unhinged CEO; he already had a good feeling about this! With regards to the paperwork, Noel fetched a quartz cylinder from his pocket about the size of his index finger, and waved it over each paper individually, both front and back. It shed a pale white light in response. Once he was finished scanning a copy, he pocketed the crystal and signed each document NOEL TRASIMENE, MEMBER, BANISHING POINT LLC. Recent scandals had taught him the value of limited liability. He slid the signed papers back across the table and stared at Tachi. Rats were common in Hell's Gate, but he had never seen one as a pet, or a pet without a leash—physical or otherwise. Maybe the commonness of the creature was its purpose: an easily replaced distraction for the Black Hound to chase and eat while Haru captured it? He wished he had thought of it. Leash laws being evidently lack in this city, Blairville might have allowed him to import a few dozen. It took him a couple of minutes to consider his options. The oneiromancer was more of a personal interest, and he didn't want to talk about adapting dream sorcery to visiting the astral prisons of body-snatching victims in front of the rest of them, at least not until they all stripped down and consented to a full-cavity search. Either way, it seemed terribly unprofessional. On the other group: Godric reminded him too much of a former associate, Haru was a weirdo with a pet rat, and he didn't particularly care to be anywhere near the murder-market. In fact, finding the book without encountering the Hound, its master, or its victims at all would be wonderful. "Right," he confirmed, mostly to himself. "I'll pop into the Golden Fox and have a few words with the brother. Do you happen to know of any other items sold from the estate?" Noel stood and turned to leave. An estate sale the day after his brother's funeral? He already didn't like Albert.
  19. Noel reclined in the plush seat of the first class flight and stared at the LCD in front of him, the faded screen flickering at the slightest turbulence; he supposed everyone had to adjust to the Shawnee situation. Articles on the Safeguard Riots that he had read a hundred times already scrolled through his news feed. There was no doubt in his mind that most, if not all of them were sanitized well before reaching the public. Only tabloids and rags reported on "tentacle-faced humanoids." Each author had their own take on the viral meme: images shopped to superimpose tentacles over the faces of various famous figures and childish captions. Unfortunately, all of it was old news by now. If he hadn't been buried in depositions over that kidnapping fiasco, he would have been in Blairville ASAP. Now he had to chase a cold trail. Amare Woolf and Thomas Herrington were most likely unrelated, but any lead was a good lead and anything that might ingratiate him to the Summoner's Guild could prove useful. The LCD blinked off and ejected his personal communication crystal, the seat belt indicator blinked on, and the airship finally descended into Blairville an hour later than anticipated. Neither engines nor fuel were what they used to be. Regardless, he had time enough to check in at the hotel and wash the jet lag off in the bath. For tonight's meet, he wore faded navy pants and a lime green T-shirt from the latest The Rolling Bones concert, and covered it up with the usual red mantle that matched his eyes and hair. Additionally, he pulled on a pair of running shoes in anticipation of being chased by an evil canine from beyond. On his way to the Lithium Hour, Noel failed to appreciate what a hovel the Underworld was, too distracted by the abundance of animals that ran loose in Blairville and his urge to pet them—did those deer have blue fur? Oh my Gaia. Thankfully, the tavern wasn't all bad either. Trees were a plus; he saw those only a bit more often than deer. He flashed his pass to Ibeyi and joined the others: Ringleader, Swollen Eye, Overpacked, and Snack Attack. What a nice looking bunch of dog chow. "Hi there. I'm Noel," he said and sat as far away from Swollen Eye as he could get. Leo's face practically screamed watch your wallet; Noel's gaze hovered between him and Godric's easily picked pack. "So... how about those blue deer? Are they cute or what?"
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