This idea is heavily influenced by Fable and Fable 2. It does not, however, take place in either world, or any continuity of either game.
The world is Enarion. It's highly susceptible to magic. Many say that the world was created by magic. Others say an ancient race used magic like codeworks, like blueprints, and made the world to their liking. Whatever the reason for the world, the world is old. And it looks old.
Mothers used to tell their children to fear the night. Fear what is under their bed. Feat the closet. There was no 'unless you ate your vegetables' or 'unless you said your prayers'. You feared those locations because monsters were there, regardless of if you obeyed your rules. For many years, many centuries the world was a frightening place. Man wasn't the only thing that came out of the depths to grow an intelligence. And the rest wanted the land that Man had taken.
It took many, many generations. While the scientists and alchemists and minor mages were working on solutions for the darkness, a bloodline was forming of those that needed none such research. They would harness the elements and the magic for their own ends. Their skill with weapons would be legendary. Their ability with magic historical. They would defend the world, or not. For no one could control them afterwards.
After a generation of heroes, some good, some bad, an academy was built by the greatest of the time. Teach them, he thought, teach them the way, and try to steer them to good. Only then can we relax.
Apart from the standard weapons, ranged weapons, armor, and normal clothing, the heroes follow the three tenants of Will, Skill, and Strength.
Will refers to magic spells. Each spell will have a base ability (shoot lightning). You will be able to cast that in an area of effect spell based on yourself, which will have X (possibly level x 3 - x, where X > 1) targets and does 2/3rds normal damage, or a targetted version that does full damage to a single target. Not only may you level up the spell, you could diverge the spell (change its general idea), add effects, etc. Spell ideas are limitless.
Skill is to us as Dexterity and Agility are to D&D. How fast you swing a sword, how fast you move. What heights you can jump from and not die. How fast you can reload ranged weapons, how accurate you are with them. How much damage you can dow ith ranged weapons. How well you can decide attacks.
Strength includes how much equipment you can bear, including weaponry and armor. This also includes ammunition, multiple weapons, items and the like. Strength also includes how hard you swing a weapon for damage and, partially, how precise you are. Toughess falls under the Strength heading. Toughness, for how many hits you can take and what will debilitiate.
There are also weapons, magical and otherwise. Items. Thing of the possibilities!
I really like the idea, being an avid Fable, Fable 2 player myself.
I would definitely participate in a project like this.
Questions:
Would there be the same type of experience gain such as in the Fable games, or would it be, basically, completely RP'd, as in we don't count the xp, and it is rather just advancing as our character does?
Again, the same goes for the Evil vs. Good, Pure vs. Corrupt.
Would we all be connected as hero's? Such as Hammer, and your character?
I do realize it is just "inspired" by the Fable games, but, those where just some of the ideas that I had.
Private Mod Note
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It's time to get out of the desert and into the sun.
Well, I haven't gotten any other opinions on the idea, so I have no idea, actually. Only one person commented so far. I'm not sure if there's enough interest.
I love, love, love this idea, personally. I haven't played the Fable games, but the concept of them has always been, well, intriguing. From what I've read, some good actions in Fable 2 have large repercussions. Will this effect be seen in the WP?
Also, I'd be happy to drum up support.
It'd be reflected as best I could make it. If there are big choices to be made, I'll make sure they're reflected in substantial changes. Good and evil would be affected by choices. Etc.
Well, I've played Fable: The Lost Chapters (which is really just the original Fable with some extras) and thoroughly enjoyed it. Anyway, I like the concept so sign me up for interest.
Just a question, can you pick you skill like in Fable? I always end up with a half mage half warrior class, and personally, I find it the easiest to play.
Private Mod Note
():
Rollback Post to RevisionRollBack
Whenever anyone wants others to do their work they call upon their Altruism.
'Never mind your own needs,' they say, 'Think of the needs of... of whoever. Of the state. Of the poor. Of the Army, of the King. Of God.'
The list goes on and on. How many catastrophes were launched with the words 'Think of yourself?'
It's the king and country crowd who light the torch of destruction.
I'll likely be adding something like the Cyframes from Evolution to this as well.
Yes, you will be able to pick skills. There will be a list of all currently available skills, and your character can learn any at the cost of that many experience points. Experience will be awarded by quest leaders.
Edit: Okay, here's some new information for you guys to chew on to see how we like this. I don't have hard numbers for experience, but there will be hard numbers. The guide will include monster categories (tiny, miniature, small, etc.) which give a general idea about how much experience each one gives.
I'll be borrowing the basic idea of magic from Fable II, as opposed to Fable. That is, each spell has two effects. One is based on you and/or has an Area of Effect, and the second effect is targeted. You choose what type, AoE or Target (Self), when you cast the spell.
AoE effects will be about 4/5ths as powerful as a targeted effect. They can hit multiple enemies/friends, depending on the level, and each additional enemy/friend affected will weaken the overall effect. This will be good for soloing, and will be powerful when stacked with others.
Self effects will be fairly weak, to prevent abuse. They target just you.
Targeted effects will be full power spells. They do a bunch of damage, or high chance of their effect. Problem is, they only hit one person, so they're a bit problematic when facing a crowd.
I'm currently toying between two systems here. One says, to get a level X spell, you must charge for X posts, or X/2 posts, or something like that. This weakens magic to the point where its equal with fighting, but it also makes it hard to get off big spells. We'd probably take the 'you cannot be interrupted' stance that Fable 2 has. Or, you can cast any level spell you want in a single post, but you must wait X posts to cast another spell, where X equals the level of the spell. Cast a level 1 spell every post, or a level 5 spell every 5 posts. You can cast a Level 5, then 4 posts of level 1s, then a level 5 again. This makes magic quicker than the previous option, and keeps high level spells powerful, but also limits their use so they don't get abused.
Strength and Skill are going to be hard to work with. Simply because, normally, the physical strength, toughness, and speed/dexterity of a character is a subjective thing in the Colosseum. I'm toying with how we can play with the Fable strength and skill abilities without constricting too much. Strength, of course, can limit weapon size/weight and the class of armor you can use. Toughness is less easy to work with. Accuracy could be changed to Dexterity, and that can limit the material of weapon you can use (iron, steel, masterwork, etc.). Speed I'm not sure, but that'll be very useful for ranged attackers like guns and bows.
Dextrous/Brutal styles will likely be used in the way they are in Fable II. That is, each one comes with a special skill for your character. I'm tempted to say these can be custom special moves, but we'll have to see how that pans out.
I'm definitely planning on using Guile as a skill for bartering and stealing. Yes, you -will- get to barter.
Health... I'm not sure. We -could- go with that visual health bar system using through to keep track of health. This would also make Toughness useful. More thoughts on this later.
Okay, and the actual skills. Most of what I have here is on Magic, since I'm undecided about Strength and Skill. Using JUST the spells from Fable 1 and Fable 2, with a little editing on my part, here's what we get to play with:
Magic Power: See above
Inferno - Enflame + Fireball
- Inferno is our classic fire spell. As a targeted attack, it'll be your basic fireball. Each level increases the size, heat, and damage. Your AoE acts as Enflame did in the first game. A large wall of fire radiating from you. Level defines distance from your body it travels as well as damage it deals. This wouldn't be based on targets, it'd be based on area.
Shock - Lightning
- Shock plays just as it did in Fable 2. Your targeted attack deals damage and momentarily paralyzes your opponent. AoE targets X enemies around you, dealing less damage and paralyzing them, but for even less time.
Force Push
- Force Push works just as it says. Target, and you send someone flying. AoE and you gain some breathing room by pushing enemies back. The damage will be low, but it'll also be a cheap spell. Keep in mind, Force Push cannot effect non-living items.
Slow Time - Slow Time + Assassin' Rush
- I'm not sure how to make this play out, so we're going to play this one by ear. Slow Time may be banned in PvP. AoE wise, it slows all your opponents down, in effect making you move faster. In practice, you'd get X posts to move while your opponents can't do anything. (That is, you post all your moves in one post, or something. Or I opt out in modding a block or a dodge). Assassin's Rush 'teleports' you behind, or next to, an opponent almost instantly. Higher levels give you more distance. I'm worried about this entire spell in practice, so we'll have to see how it goes.
Summon - Raise Dead + Summon Attack
- AoE summon will raise X enemies, where X is your spell level, and they last X turns. If there's no dead around you, the enemy you get to control corresponds to the spell level. If there -is- dead around you, you animate them instead. The enemies will attack the closest target. The Targeted spell either summons bodies to be thrown at your enemy, or it orders all current summons to attack said enemy. Note, you cannot summon more than one wave at once.
Turncoat - AoE + Directed Chaos
- Turncoat is another spell I'm worried about and would ban in PvP play. AoE, it'd have a chance of making an enemy turn against his fellows. Targeted, much higher chance. How long it lasts, and the chance you have, depends on level.
Multi Strike - Multi Strike + Multi Arrow
- This is the combined Multi-spell from Fable 1. Instead of an AoE or Target, you get two 'self' spells. One gives you an 'after' strike to any weapon blow. First level would be a ghost strike that deals half the damage your real strike did, second level would be a second ghost strike that does 1/4th, so on and so forth. The damage adds up, but each extra ghost is weaker. Multi-Arrow, on the other hand, gives you magical arrows to fire with your original. These do full damage, but they can also miss. You get to designate the pattern they fly in when you cast the spell. Each additional level nets you another arrow to shoot.
Berserk - Berserk + Battle Charge
- These are another two 'self' spells. Berserk sacrifices your spell casting ability for X posts, where X is the level of the spell, in favor of higher damage dealing and damage taking ability. You get more beefed the higher the level of the spell. Battle Charge is like Assassin's Rush, but you crash into people instead of going 'through' them. It also leaves a momentary blazing trail to damage anyone who walks behind you.
Blades - Ghost Sword + Blades
- Here's a cool one. AoE-wise, you get X amount of ghost swords to fence with opponents. They're purely defensive, however. They will very rarely actually attack back, but they'll do a damn good job of blocking someone attacking you. Your targeted effect will summon X blades to fly at your opponent to skewer him. Remember, they dissipate after attacking.
Life Play - Heal Life + Drain Life
- Simply put, either effect can be AoE or Targeted. Heal Life heals yourself or allies, Drain Life steals life from an enemy or enemies. The more targets, the weaker the effect. And Drain Life will cure you less than a Heal would, but it does drain life, so the net effect (+ to you, - to them) would be about the same.
Vortex
- Similar to Force Push, this is based around a big wind that throws all non-living items in the area around. You can't throw an enemy anywhere, but you can throw the dead body of another enemy into him. Note, you are not immune to the items being thrown around. Targeted effect is for forcing an item to fly in a specific direction. You can't use it like The Force, it's not that fine tuned.
Physical Shield - Personal Shield + Area Shield
- I'm not sure how this one will work, exactly. This will probably have a 'use per encounter' limit. Personal Shield gives you a skin-tight layer of magic that protects you from blows, to a certain extent. It'll dissipate after enough damage is dealt. Area Shield is the same thing, but over a domed area. Keep in mind, this is -much- weaker than its 'self' version.
Divine Fury/Infernal Wrath
- This is still under consideration. The spells would be identical except for what they look like and who can use them, since they'd be alignment-based. AoE would deal damage to a set number of enemies, and the damage would be greater if they're of the opposite alignment. Targetted... Likely, Divine will get angels, Infernal will get devils, and they'll rise up and hold/beat your opponent for a few seconds before vanishing. Again, more damage to opposite alignment opponents.
And what of those Cyframes, you say? Well:
For those of you who didn't play the excellent RPG Evolution on the Dreamcast:
Cyframes are the remnants of a lost civilization, of technology they had that we can't even dream of recreating. They are cybernetic technology that attaches to your body and is controlled by you to assist you in various ways. The actual assistance relies on the form of the cyframe.
For instance, the main character of the game, Mag, has what looks like a Swiss Army Knife on his back. It contains a giant hand that mimics the movements of his right arm/hand. It can also pull out items like a hammer, a serrated yo-yo (think Ness), a spray-can, etc., to aid him.
Another character, Blade, has a harness with jets that can let her fly a short ways. It also has a giant blade that can slice enemies, and can also shoot out little flying saucers that cut enemies up.
Yet another character, Pepper, has a gun that can shoot bullets, beams, and various other types of projectiles.
A minor character has goggles that lets him see in infrared, magnify, and much more.
Cyframes would enhance the abilities they're tuned for according to their form. They also have 'slots' which basically allow you to install various cartridges that change what they can do. Mag's hand-frame has a Hammer cartridge, a Spray Can cartridge, a Healing cartridge, and so on, while Blade has a Jets cartridge to take advantage of her flying jets, a blade one to take advantage of the sword, a saucers one, and so on.
So, in effect, you get to start with a Cyframe. It'd have 1-2 slots (I'm leaning towards 1) and a cartridge that you specify. You'd get to recommend a starting skill the cartridge would give you, to be approved, modified, or changed by the mod. You'd also be able to upgrade and expand your Cyframe in game. This would make your character quite powerful.
However, there is a downside. Cyframes and magic don't mix, so you can't ever have both. You can sell a cyframe to pick up magic, but you'd lose that cyframe and all it had, which could be impossible to get back. You could forget all your magic if you found a cyframe you wanted to use, but abandoning the cyframe later doesn't get you all your magic knowledge back. In addition to this, using a cyframe would likely have a detriment to your Strength and Skill abilities, though I'm not sure how that would work.
Lots of information! Thoughts on any of this? Ideas? Criticisms?
I'm not a fan of Fable, but it looks promising--adding a pseudo-system to the world project. My suggestion is not to make it complicated out of the gate. Start small and grow as the characters do.
True, complication is bad. However, Fable is all about choices, including choices of what you want to be, and I really want people to have a LOT of potential choices to start out with. I'll keep that in mind.
Anyone else? The lack of interest is discouraging me here.
Don't be discouraged- truthfully, I rarely check in main Colo, just the projects.
Trust me- post a forum about it in the Community Project, say Legends is replacing it, blah blah blah, and people will flock to it. (Do this in P&PI and MTG: the RPG as well, and you'll have a much greater audience. :wink:)
The world is Enarion. It's highly susceptible to magic. Many say that the world was created by magic. Others say an ancient race used magic like codeworks, like blueprints, and made the world to their liking. Whatever the reason for the world, the world is old. And it looks old.
Mothers used to tell their children to fear the night. Fear what is under their bed. Feat the closet. There was no 'unless you ate your vegetables' or 'unless you said your prayers'. You feared those locations because monsters were there, regardless of if you obeyed your rules. For many years, many centuries the world was a frightening place. Man wasn't the only thing that came out of the depths to grow an intelligence. And the rest wanted the land that Man had taken.
It took many, many generations. While the scientists and alchemists and minor mages were working on solutions for the darkness, a bloodline was forming of those that needed none such research. They would harness the elements and the magic for their own ends. Their skill with weapons would be legendary. Their ability with magic historical. They would defend the world, or not. For no one could control them afterwards.
After a generation of heroes, some good, some bad, an academy was built by the greatest of the time. Teach them, he thought, teach them the way, and try to steer them to good. Only then can we relax.
Apart from the standard weapons, ranged weapons, armor, and normal clothing, the heroes follow the three tenants of Will, Skill, and Strength.
Will refers to magic spells. Each spell will have a base ability (shoot lightning). You will be able to cast that in an area of effect spell based on yourself, which will have X (possibly level x 3 - x, where X > 1) targets and does 2/3rds normal damage, or a targetted version that does full damage to a single target. Not only may you level up the spell, you could diverge the spell (change its general idea), add effects, etc. Spell ideas are limitless.
Skill is to us as Dexterity and Agility are to D&D. How fast you swing a sword, how fast you move. What heights you can jump from and not die. How fast you can reload ranged weapons, how accurate you are with them. How much damage you can dow ith ranged weapons. How well you can decide attacks.
Strength includes how much equipment you can bear, including weaponry and armor. This also includes ammunition, multiple weapons, items and the like. Strength also includes how hard you swing a weapon for damage and, partially, how precise you are. Toughess falls under the Strength heading. Toughness, for how many hits you can take and what will debilitiate.
There are also weapons, magical and otherwise. Items. Thing of the possibilities!
My helpdesk should you need me.
I would definitely participate in a project like this.
Questions:
Would there be the same type of experience gain such as in the Fable games, or would it be, basically, completely RP'd, as in we don't count the xp, and it is rather just advancing as our character does?
Again, the same goes for the Evil vs. Good, Pure vs. Corrupt.
Would we all be connected as hero's? Such as Hammer, and your character?
I do realize it is just "inspired" by the Fable games, but, those where just some of the ideas that I had.
Pure and Evil/Good and Corrupt points are given out by mods at will, depending on how they thing you did.
The guild will be halfway between the orignal guild and the new 3.
My helpdesk should you need me.
I have 15 cookies in my cookie jar.
My helpdesk should you need me.
Also, I'd be happy to drum up support.
I have 15 cookies in my cookie jar.
My helpdesk should you need me.
Just a question, can you pick you skill like in Fable? I always end up with a half mage half warrior class, and personally, I find it the easiest to play.
Whenever anyone wants others to do their work they call upon their Altruism.
'Never mind your own needs,' they say, 'Think of the needs of... of whoever. Of the state. Of the poor. Of the Army, of the King. Of God.'
The list goes on and on. How many catastrophes were launched with the words 'Think of yourself?'
It's the king and country crowd who light the torch of destruction.
Sasky for the Sig.
I am in your [PACK]. Watching you... do... something.
Yes, you will be able to pick skills. There will be a list of all currently available skills, and your character can learn any at the cost of that many experience points. Experience will be awarded by quest leaders.
Edit: Okay, here's some new information for you guys to chew on to see how we like this. I don't have hard numbers for experience, but there will be hard numbers. The guide will include monster categories (tiny, miniature, small, etc.) which give a general idea about how much experience each one gives.
AoE effects will be about 4/5ths as powerful as a targeted effect. They can hit multiple enemies/friends, depending on the level, and each additional enemy/friend affected will weaken the overall effect. This will be good for soloing, and will be powerful when stacked with others.
Self effects will be fairly weak, to prevent abuse. They target just you.
Targeted effects will be full power spells. They do a bunch of damage, or high chance of their effect. Problem is, they only hit one person, so they're a bit problematic when facing a crowd.
I'm currently toying between two systems here. One says, to get a level X spell, you must charge for X posts, or X/2 posts, or something like that. This weakens magic to the point where its equal with fighting, but it also makes it hard to get off big spells. We'd probably take the 'you cannot be interrupted' stance that Fable 2 has. Or, you can cast any level spell you want in a single post, but you must wait X posts to cast another spell, where X equals the level of the spell. Cast a level 1 spell every post, or a level 5 spell every 5 posts. You can cast a Level 5, then 4 posts of level 1s, then a level 5 again. This makes magic quicker than the previous option, and keeps high level spells powerful, but also limits their use so they don't get abused.
Dextrous/Brutal styles will likely be used in the way they are in Fable II. That is, each one comes with a special skill for your character. I'm tempted to say these can be custom special moves, but we'll have to see how that pans out.
I'm definitely planning on using Guile as a skill for bartering and stealing. Yes, you -will- get to barter.
Health... I'm not sure. We -could- go with that visual health bar system using through to keep track of health. This would also make Toughness useful. More thoughts on this later.
Okay, and the actual skills. Most of what I have here is on Magic, since I'm undecided about Strength and Skill. Using JUST the spells from Fable 1 and Fable 2, with a little editing on my part, here's what we get to play with:
Inferno - Enflame + Fireball
- Inferno is our classic fire spell. As a targeted attack, it'll be your basic fireball. Each level increases the size, heat, and damage. Your AoE acts as Enflame did in the first game. A large wall of fire radiating from you. Level defines distance from your body it travels as well as damage it deals. This wouldn't be based on targets, it'd be based on area.
Shock - Lightning
- Shock plays just as it did in Fable 2. Your targeted attack deals damage and momentarily paralyzes your opponent. AoE targets X enemies around you, dealing less damage and paralyzing them, but for even less time.
Force Push
- Force Push works just as it says. Target, and you send someone flying. AoE and you gain some breathing room by pushing enemies back. The damage will be low, but it'll also be a cheap spell. Keep in mind, Force Push cannot effect non-living items.
Slow Time - Slow Time + Assassin' Rush
- I'm not sure how to make this play out, so we're going to play this one by ear. Slow Time may be banned in PvP. AoE wise, it slows all your opponents down, in effect making you move faster. In practice, you'd get X posts to move while your opponents can't do anything. (That is, you post all your moves in one post, or something. Or I opt out in modding a block or a dodge). Assassin's Rush 'teleports' you behind, or next to, an opponent almost instantly. Higher levels give you more distance. I'm worried about this entire spell in practice, so we'll have to see how it goes.
Summon - Raise Dead + Summon Attack
- AoE summon will raise X enemies, where X is your spell level, and they last X turns. If there's no dead around you, the enemy you get to control corresponds to the spell level. If there -is- dead around you, you animate them instead. The enemies will attack the closest target. The Targeted spell either summons bodies to be thrown at your enemy, or it orders all current summons to attack said enemy. Note, you cannot summon more than one wave at once.
Turncoat - AoE + Directed Chaos
- Turncoat is another spell I'm worried about and would ban in PvP play. AoE, it'd have a chance of making an enemy turn against his fellows. Targeted, much higher chance. How long it lasts, and the chance you have, depends on level.
Multi Strike - Multi Strike + Multi Arrow
- This is the combined Multi-spell from Fable 1. Instead of an AoE or Target, you get two 'self' spells. One gives you an 'after' strike to any weapon blow. First level would be a ghost strike that deals half the damage your real strike did, second level would be a second ghost strike that does 1/4th, so on and so forth. The damage adds up, but each extra ghost is weaker. Multi-Arrow, on the other hand, gives you magical arrows to fire with your original. These do full damage, but they can also miss. You get to designate the pattern they fly in when you cast the spell. Each additional level nets you another arrow to shoot.
Berserk - Berserk + Battle Charge
- These are another two 'self' spells. Berserk sacrifices your spell casting ability for X posts, where X is the level of the spell, in favor of higher damage dealing and damage taking ability. You get more beefed the higher the level of the spell. Battle Charge is like Assassin's Rush, but you crash into people instead of going 'through' them. It also leaves a momentary blazing trail to damage anyone who walks behind you.
Blades - Ghost Sword + Blades
- Here's a cool one. AoE-wise, you get X amount of ghost swords to fence with opponents. They're purely defensive, however. They will very rarely actually attack back, but they'll do a damn good job of blocking someone attacking you. Your targeted effect will summon X blades to fly at your opponent to skewer him. Remember, they dissipate after attacking.
Life Play - Heal Life + Drain Life
- Simply put, either effect can be AoE or Targeted. Heal Life heals yourself or allies, Drain Life steals life from an enemy or enemies. The more targets, the weaker the effect. And Drain Life will cure you less than a Heal would, but it does drain life, so the net effect (+ to you, - to them) would be about the same.
Vortex
- Similar to Force Push, this is based around a big wind that throws all non-living items in the area around. You can't throw an enemy anywhere, but you can throw the dead body of another enemy into him. Note, you are not immune to the items being thrown around. Targeted effect is for forcing an item to fly in a specific direction. You can't use it like The Force, it's not that fine tuned.
Physical Shield - Personal Shield + Area Shield
- I'm not sure how this one will work, exactly. This will probably have a 'use per encounter' limit. Personal Shield gives you a skin-tight layer of magic that protects you from blows, to a certain extent. It'll dissipate after enough damage is dealt. Area Shield is the same thing, but over a domed area. Keep in mind, this is -much- weaker than its 'self' version.
Divine Fury/Infernal Wrath
- This is still under consideration. The spells would be identical except for what they look like and who can use them, since they'd be alignment-based. AoE would deal damage to a set number of enemies, and the damage would be greater if they're of the opposite alignment. Targetted... Likely, Divine will get angels, Infernal will get devils, and they'll rise up and hold/beat your opponent for a few seconds before vanishing. Again, more damage to opposite alignment opponents.
And what of those Cyframes, you say? Well:
Cyframes are the remnants of a lost civilization, of technology they had that we can't even dream of recreating. They are cybernetic technology that attaches to your body and is controlled by you to assist you in various ways. The actual assistance relies on the form of the cyframe.
For instance, the main character of the game, Mag, has what looks like a Swiss Army Knife on his back. It contains a giant hand that mimics the movements of his right arm/hand. It can also pull out items like a hammer, a serrated yo-yo (think Ness), a spray-can, etc., to aid him.
Another character, Blade, has a harness with jets that can let her fly a short ways. It also has a giant blade that can slice enemies, and can also shoot out little flying saucers that cut enemies up.
Yet another character, Pepper, has a gun that can shoot bullets, beams, and various other types of projectiles.
A minor character has goggles that lets him see in infrared, magnify, and much more.
Cyframes would enhance the abilities they're tuned for according to their form. They also have 'slots' which basically allow you to install various cartridges that change what they can do. Mag's hand-frame has a Hammer cartridge, a Spray Can cartridge, a Healing cartridge, and so on, while Blade has a Jets cartridge to take advantage of her flying jets, a blade one to take advantage of the sword, a saucers one, and so on.
So, in effect, you get to start with a Cyframe. It'd have 1-2 slots (I'm leaning towards 1) and a cartridge that you specify. You'd get to recommend a starting skill the cartridge would give you, to be approved, modified, or changed by the mod. You'd also be able to upgrade and expand your Cyframe in game. This would make your character quite powerful.
However, there is a downside. Cyframes and magic don't mix, so you can't ever have both. You can sell a cyframe to pick up magic, but you'd lose that cyframe and all it had, which could be impossible to get back. You could forget all your magic if you found a cyframe you wanted to use, but abandoning the cyframe later doesn't get you all your magic knowledge back. In addition to this, using a cyframe would likely have a detriment to your Strength and Skill abilities, though I'm not sure how that would work.
Lots of information! Thoughts on any of this? Ideas? Criticisms?
My helpdesk should you need me.
Like freeform roleplaying? Try Darkness Befalls Us
Ryttare Kelasin Luna Orelinalei
Anyone else? The lack of interest is discouraging me here.
My helpdesk should you need me.
Trust me- post a forum about it in the Community Project, say Legends is replacing it, blah blah blah, and people will flock to it. (Do this in P&PI and MTG: the RPG as well, and you'll have a much greater audience. :wink:)
I have 15 cookies in my cookie jar.
And an actual comment would have been helpful.
My helpdesk should you need me.