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15:12, 23rd May 2024 (GMT+0)

OOC: All Aboard For Parts Unknown!

Posted by TalonFor group 0
Talon
GM, 2 posts
Weaver of Tales
The Underlying Order
Tue 23 Jan 2024
at 21:15
  • msg #1

OOC

A place for out of character conversation.
Talon
GM, 4 posts
Weaver of Tales
The Underlying Order
Wed 24 Jan 2024
at 22:41
  • msg #2

OOC

Welcome to our first couple of players!

For anyone who was wondering when I'm going to ask for their backstory, that'll be covered during the opening posts of the game in a more interactive way than just asking you to write me an essay. You'll probably also be wondering about the setting since I haven't jotted down any world information. As our game is all about leaving the old world behind it felt like a bit of a waste to expend much effort there. That means you have pretty free rein to make up facts about the world when jotting down your character history.

The main gist so we're all on the same page: The country that is sending out the colony ship is a Mageocracy, they're advanced, highly cultured and very prosperous. Now that's not to say they've never had strife, but at the current moment life good. (One doesn't look at expansion when struggling with too many internal issues.)

Feel free to ask any questions here in case other players are wondering the same thing!
Talon
GM, 5 posts
Weaver of Tales
The Underlying Order
Wed 24 Jan 2024
at 23:03
  • msg #3

OOC

After some good suggestions, I already made a couple of tweaks to the role specializations:

Defense: Was previously -  +4 Starting HP
Update to: Once per adventure you can mitigate one occurerence of chip damage to yourself or another player.

Utility: Was previously - You can an additional enchanted item slot.
Updated to: Once per adventure when a Deadly Roll is called for you may have one player roll 2d6 instead of 1d6, they take the higher value roll.

This makes these specializations more involved and creates more possible interactions with other players rather than static stat increases.
Arzin
player, 1 post
Wed 24 Jan 2024
at 23:15
  • msg #4

OOC

Hello, all! Looking forward to writing and gaming with everyone. :)
Steorra Tellurian
player, 1 post
Thu 25 Jan 2024
at 01:19
  • msg #5

OOC

Hi all! Looking forward to playing soon!

By the way, I've gone ahead and created a character sheet for you guys to use if you'd like:

Name:
Spell School:
Area of Excellence: Attack, Defense, Support, or Utility (Choose 1)
Hit Points: 10


Stats (All start at 1 base, and you have 4 points to distribute)

Potency:
Finesse:
Reservoir:
Control:
Persistence:
Physicality:


Spellbook

Castings: 1+Reservoir Stat
Slots: 1

Spells Known:
*(You begin play knowing 1 spell)
*
*


Enchantments

Slots: 1

Enchantments Owned:
*
*
*


Aspects/Rewards

*
*
*

Complications

*None to Begin With


Xp: X left of / Y total

XP Log (A record of Xp Expenditures)

1.)
2.)
3.)
This message was last edited by the player at 01:24, Thu 25 Jan.
Steorra Tellurian
player, 2 posts
Thu 25 Jan 2024
at 01:35
  • msg #6

OOC

Oh and here is my basic chassis:

Name: Steorra Tellurian
Spell School: Time
Area of Excellence: Utility
Arzin
player, 2 posts
Thu 25 Jan 2024
at 01:56
  • msg #7

OOC

In reply to Steorra Tellurian (msg # 5):

Very nice, Steorra! You are way, way ahead of me when it comes to character creation. :)
Steorra Tellurian
player, 3 posts
Thu 25 Jan 2024
at 02:05
  • msg #8

OOC

I figure the sheet is something you can quote and then copy-paste into your char sheet for easy use.

And yeah...working on my spell right now but it will probably be some sort of haste/slow thing, but I'm asking the GM about that and about what he wants for spell design.

I chose utility for my role since I feel that as a Time Mage, it creates useful roleplay opportunities for there to be "excuses" for overcoming crisis rolls. Like maybe he foresaw 2 timelines and chose the better one, or used time magic to slow down an oncoming trap or haste them to spell them up so they could move out of the way and that mechanically is reflected by a higher crisis roll. Etc.

My hope is to have a player of each of the 4 expertises. They are all good, but in different ways.

I'm thinking of this for my starting stat spread:

Potency: 2 (+1 point applied)
Finesse: 1
Reservoir: 1
Control: 3 (+2 points applied)
Persistence: 2 (+1 point applied)
Physicality: 1

I feel like time magic would be absolutely unable to function at all without control. Because you're freaking manipulating time for crying out loud! A dash of persistence is there to keep the effects lasting longer than just an instant, and power so it actually does something lol. 2 is still sub-par but it's fine. It just means there's more room to grow. :)
This message was last edited by the player at 02:11, Thu 25 Jan.
Arzin
player, 3 posts
Thu 25 Jan 2024
at 02:09
  • msg #9

OOC

In reply to Steorra Tellurian (msg # 8):

Insofar as Arzin is concerned . . . as the Monty Python lads were fond of saying, "And now for something completely different." :)
Talon
GM, 6 posts
Weaver of Tales
The Underlying Order
Thu 25 Jan 2024
at 03:45
  • msg #10

OOC

I received a question on how exactly spells work, such as what are the limits of a single spell, I'm copying and pasting my answer here as I'm sure others are wondering too:

My goal with the magic system is to keep it very simple, especially at the start. Every spell does one thing, so a Haste spell would only speed up a subject. A spell to slow others down would be a separate spell <i>or an augmentation of the existing spell. My view with spell augmentation is that instead of creating a new spell when spending the 5xp you can to alter existing spells you already know to add extra utility to them. It allows a mage to bring a more versatile spell with them, potentially saving spell slots, but the caveat though is that the more heavily augmented a spell is the more prone it is for unexpected side effects, so higher Control stat will be needed the more a spell is expanded.

Ideally I'd like people to be doing a healthy mixture of creating new spells, augmenting some of their spells, bringing along some enchantments, and probably other things I haven't anticipated yet. If someone tries to augment one spell so much it can do essentially everything the amount of side effects it's going to cause will be so severe it will essentially be just adding obstacles as much as it's overcoming them.

By limiting the amount of spells that can be brought per adventure it creates interesting decision points, and when you boil down an RPG it's essentially about making interesting choices. (At least in my opinion!)</i>

Edit: I've also turned off the Requesting Players flag, we had a pretty healthy show of interest in the game! A couple more characters are coming down the pipeline. We may have the game opening up tomorrow, but if not tomorrow then certainly by Friday.
This message was last edited by the GM at 03:51, Thu 25 Jan.
Irene Fortuna
player, 1 post
Thu 25 Jan 2024
at 04:19
  • msg #11

OOC

Looking forward to playing with yall!
Arzin
player, 4 posts
Thu 25 Jan 2024
at 04:59
  • msg #12

OOC

In reply to Irene Fortuna (msg # 11):

Welcome, Irene! Looking forward to gaming with you as well. :)
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