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About nightlight

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  • Location
    Somewhere, presumably
  • Interests
    History! With a preference towards naval history from pre-dreadnoughts to the carrier age(German Battlecruisers are the best! Prove me wrong! Or rather, don't). However, I think I can hold my own with military history in general from the 19th century to the 20th reasonably well. My favourite ships are: SMS Derfflinger, HMS Rodney and USS Johnston(Quite the variety, I know).
  • Occupation
    Is school a job?

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  1. As Reuter von Seydlitz rounded the bend, a sight of power and solidity met his road weary eyes. A fortress, impregnable and proud, stood a ways off, the sparkle of waves behind it hinting a fantastically magical atmosphere. But this was no fantasy, and Reuter had no doubts as to what this could be. Even so, out came the map to Fort Solitude that Captain Riker had given him, simply to confirm the obvious. He was an interesting fellow, that Captain Riker, but it was not the man who had gotten Reuter to come, but the offer he carried. Granted, commanding a fishing fleet isn’t ideal, but it’s a fleet nonetheless. It was time to put his vast array of knowledge to work. With a soft nudge, Reuter whispered to Sidewinder, his horse, some words of motivation. “Come, come my friend, the finish line is within sight,” and after a short pause added, “I’ll give you 5 sugar cubes when we get there!” After which, Sidewinder trotted with his head raised high and an energy that wouldn’t be out of place on a 5-year old who had learned he just won a ticket to the carnival. Needless to say, they then made good time to the fort. As they drew near to the gate, Reuter straightened up and neatened himself. It was key to make himself presentable for his first day at his new home. He took a short sip from his water bottle and some deep breaths. As he drew within yelling range of the guards, he hollered out, “Greetings! It is I, Reuter von Seydlitz! I am here on the order of Captain Riker! I was instructed to report to Fort Solitude. I have arrived!”

    1. Heroshima



  3. Speaking of play testing. May I ask how that will work? So far it seems that we'll be using the game Battleship with minor differences. I personally prefer a something a little more fluid than that though. However, often times more fluid games tend to be more complicated so... yeah maybe not.
  4. Lmao nice. But I agree with you that we should be able to modify the ships to make them better in different ways. I also agree with Agent Knockout that we should play-test it first.
  5. I was honestly not expecting such a fast response from anyone
  6. Multiple things here: First, @Heroshima the link to Khan's tech is bellow, if you haven't already seen it. Second, I do have a bit of a problem when @Agent Knockout says that Howard's rockets are the same as yours, as they have been used as essentially V2s or V1s on a much smaller scale and launched from sea, which is a far cry from the more advanced guidance systems you use. In addition to that, it wouldn't be out of character for the ship to just have more 20mm autocannon or more 40mm pom-poms, as that is what the people did historically. However, I don't believe you grasp how different a CIWS with a 20mm rotary cannon is to a 20mm Oerlikon. So simply saying "a better AA system" is quite an understatement. Granted, the Americans just slapped 5 Phalanx CIWS(I think. You may need to fact check me on that) onto their Iowas, but that is severely out of character for Howards navy, which uses WW2 tech. Now, please pay attention to the next paragraphs because they matter quite a lot. Thirdly, I'd like to lay down some basic principles in which Valucre seems to be built upon. Now, because I am new, I may not have everything and if I do get something wrong, please enlighten me. So, my impression is that Valucre is a massive story that is created by other people. To make a good story, you need good conflict, which often comes when two factors hold similar or comparable weight. In this discussion, that is technology, which in turn means that there must be a roughly standardized boundary for technology, at least in the naval sense. In addition, gameplay also must be a factor. We need a good, flexible tool that will be able to contribute to as much gameplay as possible. The more, the better. Based off of those principles, I personally believe that the Pre-dreadnought or Early Ironclad era would be the best, as that would allow for extremely flexible gameplay that can be easily adapted for many, many situations. For instance, it would work for steampunk but also more modern situations. If you have a sail powered warship, you actually have a chance against ironclads(it sounds ludicrous but look at The Battle of Lissa), and it allows for reasonably flexible gameplay. However, I highly doubt that Agent Knockout or Howard wants to do that. The big thing there is that the other people want different things, which must be taken into account. Therefore, I have come to a compromise. However, you'll have to learn that in the next paragraph. As I think I said in a previous post, an excellent compromise is WW2. It brings quite a bit to the table. It is where a lot of modern technologies find their roots. But it is also a place where old technology still holds significance. It provides a decently flexible tool when it comes to gameplay and allows for many different possibilities it conflict, as pretty much anything can conceivably happen with a seemingly minor advantage in one form or another(I can go into more detail on this, if it is requested). It also is the sole bridge between what Howard wants and what Agent Knockout wants(as I said previously). It satisfies all "navy people" to a certain extent and also allows for good ability to interact between those at sea and those on land(which I can also go into, if requested). I see WW2 as the best middle ground to satisfy everyone to a certain extent. Of course, because of all the small factors that can do really big things, the combat system could be a bit more complicated compared to missile-reliant warfare or battleship-to-battleship fights, but there are definitely ways to simplify it out. The assumption is that, if there is a way to make everyone happy, that route will be taken even if it includes a bit of complications.
  7. Needless to say, when you compare such technology to that in which Howard uses, it's somewhat unfair. If any combat happens, it would probably be comparable to an ant being stomped on by a very large boot(not to be rude). In addition to that, I do think that there should be reasonably easy ways to prevent missiles from hitting, as it wouldn't be very fun for anyone to just say "Yeet now you're dead and theres nothing you can do about it!" In painful addition to that, though you can still jam missiles, how many can you jam? It doesn't matter if you can jam 4 missiles when a single flight of 10 aircraft carries 20. Again, I am more familiar to WW2 radio guided bombs so I'm fairly foggy when it comes to any fire-and-forget missiles and how they can be jammed. In the grand scheme of things, I believe that it would be better for everyone to compromise in terms of period on the WW2 period, as it seems @Agent Knockout wants aircraft and air power whereas @Jack Howard wants more battleships and the surface fleet. Both of you seem reasonably educated so I assume you know that in WW2, both were massive aspects in naval combat. I also have noticed that you two seem to have the biggest(or rather, only) navies here and so a compromise on the WW2 period(or just after WW2) seems to make everyone happy. In addition, general gameplay and how it may effect land campaigns definitely could get more interesting, as you now have ships that you can shoot at from shore and if you use a carrier, you can still shoot down most propeller planes with a machine gun or a flak gun. That would allow for more flexible gameplay as well as the possibility of the people on the ground to actually defend themselves. It is acknowledged that Agent Knockout is a lot more knowledgeable of modern weaponry but perhaps it would be best for the general populous if a standard of naval tech is established.
  8. I was unaware that modern jets were being used and apologize for that. I was under the impression that WW2 combat was the norm. With the consideration of anti-ship missiles, I assume there are also various anti-missile systems such as RAM or CIWS or the various other systems(I must plead ignorance when it comes to most modern stuff). I also must ask where the line is drawn when it comes to guidance for the missiles, as modern missiles often carry enough payload to guarantee a one-hit-kill(See exhibit A: HMS Sheffield) and modern guidance systems often can hit with alarming accuracy. On the other hand, I'd be fine with some manual guidance like the Fritz-X or the other guided missile the Germans made, as those do allow for some chance of survival(See exhibit B: HMS Warspite) and, as they are manually guided, you can disrupt the guidance system by simply shooting at it(admittedly it didn't work too well for Warspite or USS Savanah, which you may also want to check out). Also, they can be jammed and therefore dodged. Unfortunately for me, someone has probably already established themselves with a modern based air force/navy and I doubt that one angry, new-to-rp WW2* nerd(me) will be able to force such radical and unwelcome change upon them. On the other hand, I am starting to think of a way to integrate missiles into the damage system I mentioned. I think a good way is to treat them mostly like shells, of course with minor changes and the possibility of jamming/shooting the things down. Kinda like a mix between aircraft and shells, which could definitely get interesting. *I do prefer WW1 naval combat but really anything from the Sino-Japanese war to WW2 works for me.
  9. Personally, I'm quite interested as to how the movement will be done, if at all there is any. Though it doesnt seem that movement is planned(big sad).
  10. I've been thinking about fleet combat and how they might be carried out and have an idea where you could draw some inspiration. Though it is really quite complicated, the Avalon Hills game Jutland does hold some reasonably adaptable damage mechanics, allowing for some narrative flexibility but also an increased amount of "realism". I think the game itself is too much of a hassle to directly bring into Valucre but the damage mechanics could be adapted to work with a grid system or something. Now before I tell what I've thought of, bear in mind that I have not played a lot of RPGs and therefore am much more inclined to include realism over fairness in gameplay. In addition, I've only been thinking of what happens when someone gets hit. Not targeting, not movement, just damage. Ships will have some stats that can be changed when they get hit. Some of those being Main battery, Secondary battery, Flooding, and Speed(this carries the assumption that they will be moving). When someone gets hit(by a shell), assuming that everyone deals an equal amount of damage(which I don't like but sacrifices must be made for gameplay), two dices are rolled. One determines the "flavour" of the damage and the other determines exactly what happens/how the ship is affected. Such will be on a chart which may be consulted. I have provided an example chart bellow. The number on the left is the first dice, the subcategories being the second. There will most definitely be some changes(for instance, perhaps the chances of getting 1 on your first roll is significantly higher than getting 2 or 3?) but I think that paints the general picture. Apologies if this is wildly out of character for a RPG and if it's too complicated. As to where aircraft come in, I'm thinking a similar thing, just with the added part that each ship will be able to shoot down aircraft and take evasive maneuvers. After all, an aerial torpedo isn't that different from a traditional torpedo and so similar mechanics can be applied.
  11. Name: Reuter von Seydlitz Age: 56 Race: Human Gender: Male Hair: Black(though greying slightly) Eyes: Dark brown, verging on black. Height: 5’11’’ Weight: 160lbs Voice: Deep, loud, projecting, sharp, commanding, hard. Build: Fairly average, though slightly on the taller and lankier side. Condition: Reasonably fit. Openness to Experience: Reasonably open to new experience, though will often look with a critical eye. However, more than willing to be bold. Conscientiousness: Will try to make plans and follow through. Rather organized and structured. Extraversion: Very energetic and emotional. To the point of going on passionate rants and speeches to those close to him. Agreeableness: Extremely untrusting and uncaring to those unfamiliar to him, though willing to put everything on the line for those close and will violently defend and protect them. Neuroticism: Can get stormy and angry to the point of going on long yelling rants(picture the meme of Hitler slamming the table yelling “FEGELEIN! FEGELEIN! FEGELEIN!”). Otherwise isn’t very insecure or vulnerable. Very emotional but doesn’t usually let them influence his actions much, nor is he very impulsive. An exception is when he is insulted by a statement or feels as if his honour is being challenged, in which case he often counter-challenges with a duel. Motivations: He is often driven by duty. A duty to command, a duty to protect, a duty to honour his background. To a lesser extent, he enjoys the thrill and action of battle. Character history: He comes from a high class background and is educated in Naval tactics and tactics. He was taught fencing for his entire childhood and enjoys dueling. Taught to shoot well with rifles, pistols, and naval guns. He was never exposed to magic before and is both distrustful of, and predisposed to despise, magic. Skills: Excellent swordsman, especially with a rapier and parrying dagger or a sabre. Pretty good with other swords. Great shot firing a pistol one-handed and prefers that over two-handed. Not a bad shot with a bolt-action rifle. Excellent naval gunnery officer, especially with larger calibre guns. Good tactician, though is not too imaginative and radical in ideas. Has no skill whatsoever in magic and thoroughly hates it. Clothing: Uniform of a grey tunic with pants to match, along with a leather belt with a sheath and holster(I’ll get to those). Summer coat is thigh length and has a notable amount of external pockets, with some internal. Winter coat is a thick shin length waterproof coat with two covered external pockets and a great many internal pockets. An officer’s cap is also often worn. The belt buckle, buttons and other fastenings are all polished brass. Inventory: Sword in the aforementioned sheath, which is situated on his left hip. Occasionally uses a double sheath for rapier and parrying dagger. Leather holster is on the front profile, on the right side. It contains a Luger, 4 spare magazines and provisions for maintenance. Large satchel contains the bulk of his stuff. It contains a small first aid kit, space for papers/documents, compass(the magnetic one), compass(the one with two arms), sextant, pocket watch, wax, seal, pencils, pen, and ink. Large binoculars are in a case on the belt, rear of the sword.
  12. Welcome 😮

    1. nightlight



  13. Ah ok thanks! That rly helps quite a lot.
  14. Greetings! May I ask if I should make a character sheet and post that somewhere before participating in ToL? If so, where? Do I create under the ToL User lore?
  15. Welcome, Night! Glad to see ya joined!! 😄

    1. nightlight


      Thanks! I'm gonna take it a little slow at first, asking quite a few questions to staff and whatnot before actually making Franz Scheßwig-Hollan. I've started debating if Franz should be from Genesaris or if he should start out with you guys in the other world(was it Universe 404?). I dunno. I'm a little eh on the matter. 

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