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Old 11-20-2010, 05:06 AM   #41
Totem
 
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Default Re: [OOC] Worlds of Fire

Bumping the thread so that it doesn't get lost.

Currently still not taking new characters (if I am it'll appear in the first post on this thread), though if I get sufficient interest there may be a second thread in the same game world (i.e. the two threads will probably meet up at least once).
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Old 11-21-2010, 08:44 AM   #42
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Default Re: [OOC] Worlds of Fire

Can all players give me some proper details about how their world-jumping ability works:
Type: (tech, psi, magic, music, maths, whatever)
Prep time: (N/A if no limitations apply; list recharge/ cooldown if appropriate)
Steerable: (How well can you control where you go)
Other enhancements/ limitations: (FP cost, Accessibilities, Nuisance Effect, etc)

Example:
Ben Foreman
Type: Psi (World & Time)
Prep time: 4-8 hours (can be used rapidly at major penalty)
Steerable: Yes
Other:
  • Extra Carrying Capacity (Heavy), requires FP cost or additional time
  • Warp Jump (Cannot use Warp on its own, must jump between worlds)
  • Nuisance Effect (Glowing 'tear' portal; detectable to appropriate sensors; very obvious visually)
  • Void Steering (As New Worlds, but more so)
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Old 11-21-2010, 08:55 AM   #43
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Totem View Post
Can all players give me some proper details about how their world-jumping ability works
Douglas's works just like I put on my sheet. His is Psi, so something that blocks Psi abilities would stop him (and I think Talent would apply to his rolls to use the ability, but he doesn't have that). It also costs five FP for him to use.

I didn't want his Jumper ability to be too powerful, but if you think it should be otherwise, I'll change it.

His only way of reaching new worlds is through critical failures. I suppose the world he's currently in happens to be one he's accidentally visited? We'll say he's been jumping for quite some time (long enough to get Cultural Adaptability), if that's okay. I don't intend to use his Jumper ability for very much (no hopping off to get antimatter or Excaliburs or anything like that).
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Old 11-21-2010, 09:10 AM   #44
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Default Re: [OOC] Worlds of Fire

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Originally Posted by ErhnamDJ View Post
His only way of reaching new worlds is through critical failures. I suppose the world he's currently in happens to be one he's accidentally visited?
The original invitation to come here included instructions on how to reach this world. That is to say, regardless of rules regarding new worlds, there was enough information to find this one without any trouble. The exact form of the instructions varied according to the individual abilities; for Seann and Mark (who both use Tech based) this would be a set of coordinates or equations. For a Psi it would be different.
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Old 11-21-2010, 09:15 AM   #45
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by Totem View Post
The original invitation to come here included instructions on how to reach this world.
I was thinking perhaps Douglas had been to this world before, and that was one of the reasons he got called up for this.
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Old 11-21-2010, 09:23 AM   #46
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Default Re: [OOC] Worlds of Fire

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Originally Posted by ErhnamDJ View Post
I was thinking perhaps Douglas had been to this world before, and that was one of the reasons he got called up for this.
Your choice. Check the prologue for the actual list of requirements that were originally provided. So... Yeah, it's entirely likely that the Painted Men decided that Douglas was a good choice on that basis.
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Old 11-21-2010, 02:36 PM   #47
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Default Re: [OOC] Worlds of Fire

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Originally Posted by ErhnamDJ View Post
I didn't want his Jumper ability to be too powerful, but if you think it should be otherwise, I'll change it.
I'll restate this point: the reason that Jumper is a zero point ability is that I'm leaving the options open for how it works. For some people it's the 100 point version modified by Psi or similar. For others it's points in Mathematics (Applied, Higher Dimensional, and Block Transfer Computations). For a magic user it might be a few points in Gateway spells. I even came up with a character who was a test pilot of an AI driven (IQ 7) aerospace craft that was equipped with a world-jumping engine; the ship counted as an Ally/ Dependent, the two were soul-linked (sympathetic mind-link, telecommuncations, dependancy on proximity to each other, etc); the ship had the jumper ability for free, other costs were as normal.

Basically the jumper ability can be as powerful or as haphazard as you feel is appropriate for your character. If it is a part of the backstory then great.
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Old 11-21-2010, 05:19 PM   #48
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Default Re: [OOC] Worlds of Fire

Type: (tech, psi, magic, music, maths, whatever) Atlantean tech - although not necessarily supernatural, it doesn't seem to work on the principles of normal science.

Prep time: (N/A if no limitations apply; list recharge/ cooldown if appropriate) No prep time other than the time needed to activate the Compass. EDIT: clarification: He can't jump instantly. He has to take out the compass, touch the surface to activate it, then set his destination (which requires interpreting the glowing Atlantean glyphs and symbols). It doesn't take very long to go to a place he has gone to before (since that is just repeating the same actions as before), but to go to the new place takes some time. If under extreme pressure, he could probably jump somewhere in just a few seconds (after all his first jump was made completely by accident), but the results of that would be unpredictable at best.

Steerable: (How well can you control where you go) It is steered through a cryptic "user interface" of glowing symbols that appear on its surface when it is activated. The glyphs around the edge of the Compass react to touch and serve as controls. Indigo Joe has spent a lot of time studying Atlantean hieroglyphics, and has been able to puzzle out the meanings of some of the symbols, but he doesn't really understand how the thing works. His instructions probably would have consisted of the Atlantean name/notation of this world. Once he has used the thing to go somewhere, he can get back there by repeating the same actions that got him there the first time. He can head to new places if he wants, but doing so is risky since he still has imperfect understanding of the information the Compass displays.

Other enhancements/ limitations: (FP cost, Accessibilities, Nuisance Effect, etc) Can be stolen, but the thief can't use it for anything more than random unaimed jumps unless he knows some Atlantean himself. EDIT: the compass jumps the user and anything he is wearing, but can't be used to take much more than a backpack in extra gear.
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Last edited by Dorin Thorha; 11-24-2010 at 06:07 PM.
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Old 11-23-2010, 06:53 PM   #49
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Default Re: [OOC] Worlds of Fire

Type: Not technological actually (although I checked the messages I'd sent, and I had apparently not specified this *facepalm*), but a result of mutation. So it's vulnerable to drugs designed to counteract it, etc. (Time & World.)
Prep time: N/A
Steerable: He has pretty good control over his ability (high IQ), and possesses the New Worlds enhancement.
Other enhancements/ limitations: He has Heavy Carrying Capacity (he has a lot of equipment to transport), as well as Mental Carrying Capacity (an enhancement for Warp in one of the books, bases carrying capacity off of Will). However, he cannot freely carry other jumpers with him, nor can he follow them (Cannot Escort & Cannot Follow).
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Old 11-26-2010, 03:54 PM   #50
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Default Re: [OOC] Worlds of Fire

Quote:
Originally Posted by ErhnamDJ View Post
I like the way that works out. Helps with the roleplaying here. That's as alien to me as it is to Douglas.
Rest assured that this is starting off relatively easily. This will be going to other worlds where... Well, as I warned Talosian at the start, there are places this will go where Heightened Perceptual Awareness will be kicking in every few seconds. This will go alien in some fairly definite ways.

(And before anyone gets worried/ overexcited, I don't mean the films)
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