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Found 123 results

  1. Rather than the emotion which defines the character, it's the emotion that they tend to make other characters feel most often in interactions with your character What do you got?
  2. supernal

    Q&A - canon process

    This is Valucre's canonization guide: https://www.valucre.com/lore.html/resources/general/canonization-guide/ I made this thread so that members, new and old, can ask any questions about the canon process that they may have
  3. Do one or more of your characters have an overarching belief that shapes them? Does it come from their faith, experience, or something else? For example, Thurgood Singlance believes (and he would actually say this if he has an opportunity) "There's nothing thought that can't be done, yet there's nothing done that can't be thought or undone, but there's nothing undone that can't be done again. There's nothing built that can't be destroyed, yet there's nothing destroyed that can't be rebuilt. Nothing rises that can't fall, yet nothing that falls can't rise again. Noyhing started can't be stopped, yet nothing stopped can't be restarted. Nobody that lives can't die, yet nobody that dies can't live again. Nothing good can't become evil, yet nothing evil that can't become good. Nothing orderly can't become chaotic, yet nothing chaotic can't become orderly. There's nothing true that can't be made false, yet nothing false that can't be made true. There's nothing strong that can't be weakened, yet nothing weak that can't be strengthened. Naturally, everything tends towards extremes, but seeks balanced neutrality. Everything is temporary yet oh so permanent. This existence is made of opposites and paradoxes, and the sooner you understand that, the... ...better? No, not worse either... ...the more complete your... ...comprehension of everything will be."
  4. Just one emotion but you can define it broadly and use foreign words if they capture more subtleties And that's the run of it
  5. Mr. E

    ɓuıɯoɔ sı ɥʇɐǝᗡ

    Message 1 fcko gd yntqc qcxbgme sfgr gsr acixtrc sfcyuc dntmb lc okcxrc okcxrc dgmb xkk sfc jcyr acdnqc sfcy jgkk lc Hint: Use your keys
  6. roboblu

    Notice of Excellence v.2

    ... for when a "like" just won't do the trick, I bring you the Notice of Excellence v.2! Check out the original thread here. There are some incredible writers on this site putting out entertaining, moving, and memorable content every day. If a post speaks to you personally, link it here for everyone to read and appreciate! There is no set standard for "excellence," so don't worry about linking to page-long oratorios or posts with the floweriest of flowery language. This is a feel-good thread, folks! It's always nice to recognize and to be recognized, so if you're digging someone's writing- post it here! Please note IC/lore posts only, and don't be that guy who notes themselves. Also, be sure to tell us why you're sharing the post with us! If you cannot articulate your reasoning, then I would suggest simply "liking" the post in question rather than linking it here. Although there is no format for nominations, I suggest covering the following bases: Thread/Post Author Why you're nominating Snippet
  7. supernal

    A challenge for unusual characters

    I did a thread like this back in 2015 and figure it's been long enough to re-issue the challenge The challenge is to you as an author to make a character (or use one if you already have one) that is 1) not human and 2) not (overtly) attractive Play them for at least one full page of roleplay with another player or group of players, see what happens, and let us know how it goes. Note that the challenge isn't to catalog if you've done this in the past but the generation of new experience
  8. Is your character’s name from another language? Is it a pun? Is it an obscure reference to something? Does it have a special meaning? Share it here! 🙂 I’ll go first - Lunara’s name comes from the Luna moth, and also from lunar, the moon. That’s because she’s a Winter/Unseelie/Dark fey, usually associated with the night. I also imagine that her wings are exactly like a luna moth’s, just purple. Darah is a Malay word for blood. It’s fitting because she’s a ruthless killer, (and the word itself sounds like a legit English name). Matahari Chaya is from Malay as well. Matahari means Sun, the literal translation being mata = eye and hari = day (eye of the day.) Chaya is adapted from cahaya, pronounced as ‘chahaya’, which means light or shine. Matahari is one of the four manly men bodyguards (read: harem) of a Kalopsia princess. I thought the name was poetic for the setting!
  9. amenities

    Now Hiring: Official Valucre UFS Judges

    Now accepting applications for qualified Valucre users to be considered a Valucre Approved Universal Fight System (UFS) Judge. The system is linked below. Valucre Approved Judges are users who exercise the ability to make unbiased decisions on the winners of UFS RP scenarios. These individuals will judge conflicts by the board within which and the rules under which the opponents are competing. Valucre Approved Judges are the first group of people users ask for when they need third-party deliberation to decide the victor of a competitive scenario in which involved players cannot resolve a victor. Let me repeat for clarity: This is an evaluation of users' ability to be impartial and understand any system as it is written, deliberate with necessary system creators/involved fighters, and explain a coherent decision on the victor of the scenario in question and no more or less than that. Requirements: Demonstrates impartiality Demonstrates reading comprehension Demonstrates reliability Submit your name today to be added to the Valucre Approved Judges list. A panel of moderators/administrators will review all submissions made by May 1, 2019.
  10. supernal

    Most significant character events

    What's the most significant thing your character has done or experience? In terms of actual written out roleplay vs narrative events in the backstory This can be at the plot level, like the most significant thing for a particular arc or storyline, or at the character level, the most significant thing for their individual experience - and it can be something they did or something that was done to them For those players with a dozen characters to work through, give it to us one at a time rather than as a massive info dump. More opportunities for continuous engagement that way!
  11. Let's keep going with the "asking questions about your characters" series. So, obviously this one bears the risk of accidentally sparking a heated argument. So... just don't say anything that would cause that, please. What I'm asking for here is your character's religious beliefs, what motivates them to follow a god or gods, or spirits, or aliens, or absolutely nothing at all! I, in particular, am curious how many Terran characters are actually Gaianists. I suspect there will be very few compared to what the default of the population is supposed to be, but I'm interested to see it regardless. I'd love to do a poll census on this, but you'd only be able to vote on behalf of one character, so it wouldn't really work. lol However, I have a solution for those who want to voluntarily participate in a different kind of census. Just state one of the following, color-coded and in bold, near your character's name: If your character is non-practicing, but still quasi-believes in a particular faith, you can just add (non-practicing) after the label.
  12. Sir Nathaniel

    Character Ages

    Hey guys. Told you I’d make another topic someday. I figured I’d remake an old one anew and add a little to it as will. What are your characters usual ages? As in, how old do you often play? Naturally, many of us like to play at our own age, often in the 20’s-30’s, though younger or older are not unknown. In the case of my men, the Watchers, they all are in early 30’s. The oldest of them is Jameson at 35. The youngest is Max at 25. As is often my unintentional habit, nearly all of them have slowed aging and live far longer than normal. In the case of two of them, the passage of time only makes them more powerful. Those being Max and Gale. In the former, eventually he will die, but before then, he’ll live around 300+ years and be physically strong enough to lift several metric tons. In the latter case, because he’s half Fairy, he’ll live indefinitely unless slain. Over time, all of his Magical abilities will grow in power. Eventually he’ll be able to control all water. Think on that. The other three, Nathan, Arthur and Elias will (for humans) live long but will eventually die after a century or so.
  13. Ataraxy

    Thread Movie Trailers

    Cult of Power Note: Other characters will be added at a later date. I got tired and the song ended, so I'll have to mix in a new one to keep it going lol Hope you enjoy! (Let me know if you see any mistakes lol)
  14. supernal

    Terrenus slang

    Keeping the focus on Terrenus to keep the suggestions from sprawling and just getting a nice little core of potential slang together I'm looking to homebrew bespoke versions of those words and phrases that we take for granted as Earth-ers. I want to tie them to specific lore too so don't just throw random stuff together Index Suujali = Smuggler of people across borders Origin - Ursa Madeum Gutter Guzzlers = vampires with little intellect or self control, a lower class of vampires that will feed off rodents and stray animals Origin - Tia Junkers = people that collect broken or obsolete magitech to sell Origin - Hell's Gate Twistling scum = refers to someone who stabs you in the back Origin - Yh'mi Background - Twistlings are sneaky master of disguises which can twist their features to look like anyone, and even mimic behavior. When confronted or attacked, they turn into their original form (humanoid, with large claw-hands) and try to kill you.
  15. 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.
  16. Tyler

    Do your characters have parents?

    Kind of a follow up to the question of if your characters have children. But whereas most of our RP characters are young whipper-snappers unwilling to be tied down or actually have a purpose to their romantic relationships (meaning, very few have kids), most of our characters should have parents to some degree or another. And even those who don't have "parents" should at least have interesting tales of who or what created them. So, you'll want to answer the following: 1. Who is your character's parents? 2. What relationship do they have with them? 3. Have their parents appeared IC at any point? Or are they just background mentions?
  17. supernal

    Persistent Alternative settings

    Not nearly to the same level of detail as we have available for the Valucre canon, I'd be interested in providing some shared settings that people can interact with in Alternative and am curious who else might be interested in doing something like this together or in parallel. Like maybe a persistent Prohibition Era New York or Chicago or Las Vegas (or all 3) that provides a shared setting for roleplay in Alt and can even be modified through character action. Maybe it'll just be a changelog style thread where anyone can post an update to it or something like that Some ideas: Prohibition Era Someplace for gangster style roleplay Something more Scifi Modern earth A downton abbey type place Something superhero / My Hero like Steampunk Post apoc / zombie Who wants to do something like that? Created: Endless worlds - science fantasy Oatpeak - western
  18. supernal

    Limited or Expiring GM Services

    The idea is basically as follows - I think that a lot of people enjoy orchestrating aspects of story but on a smaller scale than it takes to be an immersed and engaged GM. On a forum a storyline could cycle through a dozen players and span months, if not years, before reaching resolution. This can be daunting, especially for people that just want to dabble in it and aren't sure if it's something they'd enjoy doing on so long a term Solution? Smaller scopes and shorter terms Basically that the GM would offer to GM but only for a set number of posts, or a set number of pages, before they hand over anything they may have planned out to another GM or to the group of players themselves to do with what they will - follow it or jump off the rails or some combination of the two I plan on doing this myself over the next few weeks or months to see how viable it is and how fun it is for me as a GM and for others as players, but figure the more the merrier Is this something you would offer as an experienced or inexperienced GM? Is this something that if you came across you would participate in as a player?
  19. So the roleplay news board is supposed to be like a newspaper, and consequently the threads there are written in that fashion - the title is a headline and the body is information like you would read in an article I thought it would be COOL to also have "leaked" information there. I want to send a letter from one character to another, and have it be intercepted. At that point it can be destroyed and maybe the person never gets it. Or it can be passed on and now the information is public or semi-public. In the body of the thread I can indicate whether only certain people would have access (spies of this or that nation for example) or whether it's just out in the wild and someone can read it lacking all context around Just seems like a fun thing to do and an easy way for me to do a single post bit-of-lore without dedicated a roleplay thread to it or using a focused hub Anyone care to join me in this challenge and have a few of your own letters or journal / diary pages / etc intercepted?
  20. SteamWarden

    Character interactions

    Characters interactions is one of the main things that happen in roleplaying and can happen in many different ways and with many different characters. Now everyone has some interactions they found comedic, unique, ones that people deem one of their 'favorites' or even interactions with a characters abilities, or possessions. Even GM npcs seem to have pretty interesting interactions with players. What are some interactions you remember and what about it did you like?
  21. supernal

    Do your characters have children?

    If not, just because you never thought about it, or because of the nature of the character design, or because of a specific attitude your character has towards having children? If so are these background NPCs (and nothing wrong with that) which are mostly a reference on a sheet or back story, or other player characters played either by yourself or other members?
  22. Vansin

    Narrative Fighting

    Narrative Fighting A Combat System for Everyone For one-hundred thousand years, since the dawn of collaborative roleplay writing, roleplayers have attempted to fix the problem of freeform combat. Because freeform roleplaying is by definition free of form, free of hard rules and metrics, combat has always presented a unique issue. Unlike all other roleplay, combat is ostensibly not collaborative. This perspective is an unfortunate confluence of several regrettable traditions and conceits in the roleplaying community at large, two of which I will dispel now. Conceit 1: It takes skill (writing ability, tactical knowhow, general intelligence) to win a roleplay fight One of the regrettable truths of roleplay fighting is that neither combat nor writing skill particularly factor into the result of a fight. If there is a “skill” which can be said to matter as pertains to achieving victory in roleplay combat, it is shamelessness. The ability to stockpile advantageous skills and abilities onto one’s character is the hallmark of the successful roleplay combatant, and it is a primary way one character triumphs over the other. This is different from real world tactical ability, which is the art of using limited resources and situational manipulation to achieve victory. Unlike that, character building is the art of conjuring the most desirable resources from nothing, and awarding them to yourself. There is little skill or art to this self indulgent process. Like bringing a pit-bull to a cock fight, the character with the inherently more powerful or advantageous “build” will emerge victorious. No doubt you, reader, can quote to me anecdotal evidence to the contrary, but privately I think you will have to admit that such is an exception to the rule. After all, why make a "build" if not to make a better one then your foe? After this, perhaps, you will counter with the argument that two balanced characters would allow the “better mind” to win. And to this I say: Perhaps. But the idea of balance between characters is an unattainable illusion. Why? Well, because the concept of balance in this hobby is subjective. There are really no rules which adequately pinpoint what is and isn’t acceptable. They have to be vague, because this is freeform! So, without characters having numerical representation attached to their abilities (which I do not advocate, for the record. T1 has tried to slyly do this by abstracting the duration of a character’s intention into numerical advantage and it is an utter failure for it) the ways in which combat abilities interact with their victims is a matter of interpretation by the receiving player (more on this important point later) and therefore isn’t really measurable. What cannot be measured cannot be balanced. If this is true, and no two characters are properly balanced, then we can observe from even a conceptual level that one character will be more capable than the other, and the more capable character will likely win a roleplay fight, absent of any other mitigating factors. Conceit 2: You can win roleplay combat at all As it turns out, everything I said above really doesn’t matter. Because there are mitigating factors which use but supersede character building as a factor, making the entire concept of building a roleplay fighter a farce. Once we’ve divested ourselves of the notion that roleplay fights are fair, and that our own personal skill contributes to the outcome, we can reach further into the inherent falsehood of freeform combat and realize that victory itself is an impossibility. We cannot actually “win” a roleplay fight, our opponent can only decide to lose before we do. This is a direct result of the laudable nature of freeform roleplay which allows you to write anything you want in your post with no consequences. While, in a cultural sense, some practices may be frowned upon, there is no hard rule that says I cannot spend every turn of every roleplay fight simply denying my opponent the ability to harm my character, no matter how much more powerful their charged up attack, nor how masterful their conceived strategy to deliver that harm. If this is true, that in a world of infinite creativity one can find infinite ways to avoid defeat, then how does someone eventually win? They don’t. Eventually, an opponent is shamed by convention and social pressure into receiving harm on their character. Whoever endures the shame longer, refusing to take more damage than their opponent, manipulates their opponent into allowing themselves to lose. This is why the “builds” we discussed before exist. Not to facilitate balance, but to provide a springboard for applying pressure against your opponent so that they will accept more harm than you do. This subtle form of bullying takes place so reliably in OOC threads and discords surrounding any RP fight that we actually assume (and certainly are never surprised when) any roleplay fight will eventually devolve into a squabble over whose character build trumps the other’s as the writers find a point of disagreement in the course of their fight and try aggressively to convince the other of their position. We can put aside what sad commentary that is on those who participate in roleplay fighting, especially those who win, and analyze the deeper truth behind this revelation: that this seemingly competitive endeavor is in fact not competitive, it is a collaborative process of suggesting harm toward each other, and selectively accepting those suggestions until one person is forced to accept more harm than the other, and then, usually, the fight ends by post count or time limit and a loser reveals themselves. If this is the case, that a fight is two people who collaborate freely to write a combat scene until they both eventually disagree about a climactic detail, then we can see that at its core roleplay fighting is a perversion of the way in which we handle every other form of roleplay content. It is a collaborative process that is until it isn’t. It’s a collaborative process that is designed to break down mid-way, until one side of the process cajoles the other into resuming collaboration. It’s a collaborative process where the participants trick themselves into believing it isn’t collaborative, and then get forcefully re-educated. Not re-educated because of some objective truth they’re ignoring, but re-educated because they are eventually manipulated socially into accepting someone else’s subjective opinion about how the fight should go. This is a toxic and unacceptable form of collaboration, because the process of forcing someone else to see things your way halfway through a written story is something we would all accept in no other sort of storytelling scene. We shouldn’t accept it in combat either. What we have now, and why it fails The idea that whoever bullies the other writer into accepting defeat is problematic, and using heavy rules to determine how long one “prepped” and how that nonsensical metric factors into a fighting contest should be rejected. Extra rules pervert the intention of writing stories, and even writing combat. Also, they’re dumb. Really? Preps? The idea that if I think for a while about something it’s artificially stronger just because I need a way to formalize whose attack beats whose? C'mon. It completely fails as a system because it in no way enhances what it is trying to govern. A rules system which adds complexity without enhancing the experience it is trying to enhance can only be considered worthless. At best, it is simply another way to justify the above described browbeating culture of roleplay fighting. At worst, it is a form of gatekeeping, where you can only fight if you know and can abuse its silly rules. In the end, it's just another way we can cudgel our opponents into submission without actually having to be better than them in any real way. Furthermore, combat exists to add tension to a situation. Oftentimes roleplay fighting has no context, no real tension. Learning to abuse the T1 (or any other) system becomes a means to its own end, and suddenly people are all scrambling to win fights to no reason except to win them. When we remove a situation and just feature fighting, we engage in a narratively hollow exercise and devalue the entire reason for fighting in the first place. The answer to this problem is to utilize what in roleplay we already like, and wager it. We like story. We like success for our characters. We like to acquire things for them, and enhance them, and help them complete their narrative goals. So why not use that motivation to make fights better, fairer, and more fun? Narrative Fighting Narrative fighting is a system which changes the goals and metrics we use to determine victory, focusing not on builds or tactical advantage, but on proficiency in writing and pure collaboration as a way to determine who “wins”. In Narrative Fighting, whose character wins and loses doesn’t matter because like in real life sometimes an apparent defeat is in fact a victory, or vice versa. In Narrative Fighting, both characters should not exist in a vacuum just for the purposes of the fight. They should be characters you write with who have logically and narratively come to a head. They should have stakes they bring with them, desires they want, and rewards they can achieve. From there, Narrative Fighting should focus on emotion, struggle, and beauty. The fight the two players write shouldn’t involve OOC conflict. As a matter of fact the IC victor should be determined beforehand (by willing agreement of both parties if possible, or coin toss if not). In this system, IC victory is meaningless. The party who truly wins does not do so because their character makes the last swordstrike. The winner is the one who ends up getting what their character wants. And that is determined not by tactics or proficient use of preps or some other artificial system, but by fair play and outside judgement. In short, Narrative Fighting is a judged fight, in which the judge plays the role of fate itself. The judge reads the fight for quality of writing, cooperation, and how much fun the text was to read, and whoever he believes produced the better content gets their narrative goals awarded to them. The loser may even win the IC fight, but unless the judge hands them an OOC victory, they leave empty handed. The Rules 1) Each character must have a reason to come into conflict. If they do not have one, you haven’t done your job as a roleplayer to provide them one. Find a reason, and before the fight be sure to write a thread or two around that reason. For Narrative Combat to work, you might have a story written collaboratively with the person you wish to fight. That minor delay will make victory sweeter, or sharpen defeat. Either way, it will enhance the experience. 2) Find a judge. A mutual friend, an admin, or just a random person. Anyone whose opinion you are prepared to accept, no matter how subjective it may be. Disabuse yourself of the notion that there can be a perfect judge or a “fair fight” in freeform roleplaying. There are only fights that are satisfying, or unsatisfying. 3) Decide the narrative goals. What does your character stand to lose or gain? Maybe you wish to steal the enemy’s famous weapon? Or dethrone them from their position of authority? Perhaps you want to save someone from them, or drive them away from somewhere? Decide amongst yourselves who will win the in character fight. If you cannot decide, the judge will decide by coin toss. 4) Fight cooperatively, and write the best scene possible. Write not only about the combat, but about the situation, the stakes, the feelings involved. Create something more than just a technical readout of two people’s movements. Create something anyone would want to read. The judge will assign how many posts each player gets, but if the players agree on a limit beforehand, use that. 5) Submit the fight to the judge, and accept their decision. 6) The victor as decided by the judge can write a conclusion post, detailing how they accomplished their narrative goals despite whatever IC result took place. How to Judge The fairest way to judge is to evaluate what is submitted to you on an aesthetic level-- not to figure out just who fought best, but who wrote better. That will be subjective, of course, but should include whose posts you enjoyed reading more, whose story was more compelling, and who did more interesting things with their character. Obviously, give low scores to anyone who was difficult to understand, but don’t rely too much on who had better strategy or tactics. Instead, focus on whether you thought the characters behaved in a way that stayed true to themselves. Did the paladin make sure not to use cheap shots? Did the barbarian constantly fight to instill fear in his enemy? Did the new swordsman get pummeled by the experienced warlord? If the character obeyed their nature, they should be rewarded. A Sample Rubric (write one for both fighters, compare scores to determine winner) Entertainment [1-5]: How much fun your fight is to read. Story [1-5]: How well you adhere to your character concept and narrative goal Fairness [1-3]: How cooperative you are with your opponent. Cunning [1-3]: How much intelligence your fighting showcases. Bonus Points [1-3]: For exceptional circumstances, at the judge’s discretion Example Two characters: a priest and a demon, battle over the soul of a child. Each is written by a separate player. The Narrative Goal of each is clear: the soul. The players are assigned 10 posts each to combat for the child, and they decide that the demon will win the fight itself, though not necessarily the soul, because that is the narrative goal which is up to the judge to dispense. The writers write their ten posts, detailing how the priest uses holy magic, and the demon demonic magic, as they trade witty barbs and blast each other through buildings in an attempt to best the other. Because the victor is already decided, there is little disagreement in the fight, and it proceeds as planned, with the demon finally bringing the priest to his knees and gloating that the soul will be his. At this point, the judge reads the fight, determines that he enjoyed the priest’s posts because they were technically better written, told a more enjoyable story by using the priest’s past experiences and motivations to guide his current actions, and because the priest’s writer was more willing to accept the harms given to him than his opponent seemed to be. The judge also comments on what he liked about the demon’s writing, but ultimately decides that the priest is the final victor of the fight. After, one more post is written, rationalizing a way in which the priest is knocked out, but the girl’s soul is inspired by his sacrifice and she refuses the demon’s advances, denying him the ability to claim her soul. The contest is concluded, and both characters go their separate ways to continue their story. Conclusion I hope you enjoy this system, and I will argue to the death that it is better than any extant system we use on this site now. You may ask: "well, if victory and defeat in the fight are already pre-decided, why does a system need to exist at all?" The answer to that is simple: fights happen when two parties both want the same thing, or are trying to create different outcomes. With Narrative Fighting, players of varying "fighting skills" (whatever that means) can compete equally to settle IC disputes. It's better than T1 because T1 has nothing to do with the reality of writing a story. It's better than a mere coin toss because your efforts can provide the heart-pounding excitement of competition while still being completely collaborative and friendly. It's the perfect middle ground for everyone. There's an entire population on this site who thinks roleplay fighting is stupid, because they never learned the unwritten rules. These people still have characters who want things, and those characters should be able to engage in struggles to get them without having to hear you or me harass them OOC about how their fighting description doesn't make sense or meet expectations. Seriously, roleplay fightership has always been this strange elitist clique on every website, and in reality it's a bit of a circle-jerk. Narrative fighting allows people to enjoy the process of writing combat without forcing them to endure ridicule and browbeating if they don't match up to someone else's standards. By removing IC victory or defeat as the primary goal, you stop arguments before they start. Narrative Fighting also represents the fundamental truth that fighting is meaningless if you aren't fighting for or against something. If you want to use strange and unwieldy rules like T1 or anything, go for it. But making arbitrary rules is a bad way to figure out who won and lost a fight. In fact, who won and lost a fight shouldn't even matter, and even less so if it's just a random fight that exists for no reason except to "test a kit" or "try a build". It puzzles me that such combat can be enjoyed by anyone at all, and this system is built to serve anyone who shares that confusion. So if you never fought before because you were afraid people would realize you have no idea how to do it, enjoy Narrative Fighting. All you need to participate in this system is an understanding of your character and a desire to see them get the things they want. If your passion for writing shines through, you can defeat anyone!
  23. 2/28 - Since we now have what seems to be three ARGs, supernal has kindly given us a club to puzzle things out. Check the ARG Club for future updates! *dons deerstalker hat* VALUCRE HAS AN ARG Y'ALL First off: what's an ARG? Well for those who don't know, and ARG is an alternate reality game. According to Wikipedia: I kept close track of the Overwatch Sombra ARG (despite never playing the game). Since then I've loved them and am thrilled to see one pop up on my favorite site. So far I haven't seen much public discussion about this aside from status updates. I figured I'd post a thread detailing everything we know so far, also to catch up whatever newbies might be interested. I might not include all the info because I arrived pretty late to the game and I'm writing this late at night when I'm supposed to be sleeping, but feel free to point out any things I missed to fill in the blanks! WHEN DID IT ALL START? This thread: An account named @Grand Mainframe joined Valucre earlier this week and posted that cryptic interest check in the Watercooler. It seems to be acting as an AI/robot/computer program. In the watercooler post, it linked two things: a website called desecrator.me/ and another account named @OBELUS DESECRATOR.ME OBELUS I'm not a cipher person but following all this has been super interesting. Personal observations: GM seems to be mostly involved with Terrenus, referencing bits of Terran lore like the Saint-King Odin, Zengi the Witch-King, the Desecrators, and the magitech pioneer Eustace Monroe. Its theme seems to be more along the lines of AI, computers, technology/magitech, and such. More of the story's probably going to show up once the countdown on desecrator.me ends in... around six days, as I write this. OBELUS seems to be running a different ARG altogether, and Mainframe's confirmed they're not working together. It's reference Elendaron, and it's zeitgeist in the west hidden message seems to reference Genesaris, so it may take place in a different place than Mainframe's story/plot/whatever. It also has something like a deadline on it's About Me page: May 2019. I guess there's not much to do but wait and watch artificer and the rest of the Mainframe Access Gang try to solve its puzzles (you're doing great, dude) Anyway, that's all for now! I hope this caught up those people out of the loop and I hope we as a community can band together and... solve whatever puzzles these two mysterious individuals throw at us ❤️ Or we can sit by and relax and eat popcorn, as I myself have mostly been doing. Again, feel free to point out stuff I may not have included in this list. The game is on! UPDATES @Ampersand has decoded the file name of the OBELUS image to be "thekeyisdeath" @elixir used the word "death" as the key in a Playfair cipher to decode the text in the source code of the gif in the original status. It reads: "ti me to wa ke up" Grand Mainframe has replied to @Fierach's status with "WHEN WAS THE LAST TIME YOU ASKED YOUR MAGITECH DEVICE FOR CONSENT?" This phrase also shows up in the alt text of the image in its reply to my status here OBELUS Diary Entries Pictures so far:
  24. supernal

    Where does your character live?

    In other words, what is their primary residence? Not just at the country level, but the city level, and even more specific if at all possible. Feel free to talk about multiple characters but please don't dump a dozen on people all at once. Do two or three at a time and then wait for other people to engage before coming back for more Are they natives to where they live or did they migrate, and if so, from where? Why?