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Everything posted by inkylore
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Ink's RP Idea's and Concepts
inkylore commented on inkylore's bulletin post in Private Roleplayers Bulletin Board
Changed Current Status to Looking for someone to roleplay with. -
OOC Chatterbox
inkylore replied to Minorikawa's topic in Garden of Hedonism Night Club's Characters and OOC
well i mean the only rrule seems tto be be tto keep it to the cyber punk setting, as long as you do thatt you should be good... im starting to consider to shift my npc's to people and just calling them off model robots tto be honest... the ones ive been using so far i mean sure tthe design is cool... but honestly i have no idea what im roleplaying or how to describe them. tthey certain don't look as functional as i thought they would be -
OOC Chatterbox
inkylore replied to Minorikawa's topic in Garden of Hedonism Night Club's Characters and OOC
has anyone fucked yet? -
dom boy Blowing off the rust~
inkylore commented on PhyscoBOwO Deactivated's bulletin post in Private Roleplayers Bulletin Board
i'll rp with ya if no one else turns up... not right now because im on a small recharge break till like the 16 but after that i'll be open to rp again -
Ink's RP Idea's and Concepts
inkylore commented on inkylore's bulletin post in Private Roleplayers Bulletin Board
we'll do 1, im currently on a rp break till the 16th but we can still discuss it ahead of time before then -
OOC Chatterbox
inkylore replied to Minorikawa's topic in Garden of Hedonism Night Club's Characters and OOC
just a suggestion but in the future should we consider making a section that reflects life in the cyber punk city or world? ive noticed in the beginning how many characters talk like tthey have notable intresting lives outside tthe club, and was woundering if thats something to zoom in on? -
Ink's RP Idea's and Concepts
inkylore commented on inkylore's bulletin post in Private Roleplayers Bulletin Board
im not at the moment but message me anyway so we can at least set something up, so we can get into it for when i am -
OOC Chatterbox
inkylore replied to Minorikawa's topic in Garden of Hedonism Night Club's Characters and OOC
Just Checking in how is everyone so far -
probably should stick to one or 2 then just in case
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how many character slots do we get... or is it just unlimited
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The void of space, is, well the void of space, think of it like the sci-fi varient of traveling threw the wastland or desert. even though it basically just encompasses space in General. in the space one can often expect to run into trouble and shenanigans of many verities. but most notable is that threw the void of space one can enter and exit diffrent sectors of the Knox-Up Galaxy. the galaxy has 20 sectors not including sector zero which is where new players start. but to go to these sectors you need a certain level of clearance. which are typically gain threw showing of experiance, a exam or threw a temporary partner ship with a higher ranking ranger. every five sectors is notable more dangerous or hazardus the the 5 before it, meaning higher chances of something going wrong but also higher chance to obtain rewards.
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The Galactic Federal Hub, is a Space station for official Federal Business and as such is the main Hub for all Space Rangers, spread threw out the galaxy theirs at least 1 in every sector all connected by a warp gate but not always equally as operational some being more safe then others. [In this thread you can pass between known space stations of the G.F.H. listed here]
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Resources and Mechanic's
inkylore replied to inkylore's topic in Starlight Requiem's Archive -( OOC)
G a m e I n t r o d u c t i o n s You are a space ranger, a occupation that involves traveling across star systems and dealing with danger to protect a galaxy or whateve's. everything from monsters to entire crime syndicates or worst, taking down the threat or if its too much reporting back on it, assuming you make it back successfully. for better or worst you will eventually find yourself confronted with sexual encounters, though as to rather you end up doing the fucking or getting fucked might be another story, don't actually fret though, as i won't do anything without gathering the right on a characters preferences and what not. im typically able to play any of the 4 genders mentioned in the rules and can occasionally play multiple characters at a time. i don't know if i can do so your liking but i can at least try. while being a space ranger is your main job, outside of it you are allowed to persue other endveors assuming you have the resources and credits for it. because of how this is set up, you can decide to sttop and comeback to itt later if you want or not feeling in it. but regardless you must continue where you left off, so you can't just start somewhere else if your last situation felt a little too inconvient. incidently your also at the mercy of the GM not being able to continue without them. tthough it is possible to meet and rp witth other players this is only if you wind up in the same location as them, allowing for a temporary joint party to forrm. __________________________________________________________________________________________________________________________________________________________________________ the Three most releavent mechanics to one's characer or rather the club in general is the equipment/inventory carried, The star ship they travel in and of course the galaxy the setting is based around, though originally i wanted to expand it to multiple galaxies a single galaxy should be plenty, might introduce them as special events though. anywho on ward. Equipment - this consisted mainly of a suit or uniform for space travel as a space ranger, a weapon, and the addition of up to 3 gadgets ( which you won't get at the sttart but later on) though usually you may be armed with a combat knife as a place holder. most farms of equipment allows for modifiers which is kind of like technology to help enhance they're capabilities typically allowing up to 3 modifiers. these are placed on your file so you don't have to mentally make a not of them. some of which have upgraded/updated versions that may or may not have build in modifieers that don't count towarrd the modifierr cap. or some which increasses the modifier cap so you can do more stuff with it. Starship - every space ranger is given a ship to traverse the stars. though initially free of charge it becomes they're responsibility to take care of it, including things like make repairs, make sure it remains stocked and at the worst possible case buy a new one if it gets destroyed some how, all out of they're own pockets. functionally they're all the same but you can rename it, and even apply a image to represent what its supposed to look like as long as it doesn't stray to far from the type of star ship, for example your reference for your corvette starship should not be something that looks like it could be a frigate or destroyer. that might be an extreme example but you get it all the same. starships have 2 names the model name, which is what its officially called, and the Star-handle which is the nickname piolets typically give it. anyone can nick name the ship but model names typically mean you can run into others with the same or similar ship. if i input the systems i orginally had planned it might come of as overwhelming and tedious and we might actuallly be here all day so i'll keep it simple for now. starships have diffrent classes to catagorize they're effeciency. the lowest is -E and the highest is +SSS. each letter has a - and a + to signify that its below or above its standard class. once you get to +S then it goes right back around and hits double ranks (-EE) and so on. ( this was originally going to have 6 places but i simplifed it to 3) other parts of your star ship also have they're own classes and can be upgraded to a certain extent, but thats a explination for future you. hence a starship that is too large of a class gap may be too powerful, strong or fast for you to deal with so tread carefully. Combat in space with star-ships is basically a cat and mouse game where as long as you fulfill certain conditons you can basically shoot and get hits off them. what are these conditions? ; Can you see the target? [ obviously you need to be able to see them to shoot them accurately...usually], Are you in range of the target? [ different weapons have different ranges, the closer the more accurate you can be and of course the further the less accurate], Should you be able to hit the target? [ most if not all weapons have a degree of movement to which they can only hit a target at certain degree angles. more often this usually requires one to get behind a target to hit them at all]. starships can't make sharp turns, and instead often take time making turns in a circular motion. allowing one to shoot and hit them for a certain amount of time. more faster starships can make these turns fast or tighter circular turns. so if you let up on them for too long they can quickly get behind you... Galaxy - The setting takes place in a galaxy called the Knox-UP Galaxy, a galaxy that was knocked into another creating a shape that some say resemble a womb being filled others say it looks like the moment when a cell in a egg starts dividing, though in any case its where the story takes place. Galaxy's contain billions if not trillions of starts each likely with their own star systems. by sorting aspects of a star system into categories and giving those categories enough options, we can technically or rather potentially create billions/trillions of star systems. Threads represent extremely vague locations that encompass a large number of lesser locations which might contain even lesser locations. they aren't premade instead they just get added when discovered assuming enough relevant information gets introduced about them other wise they remain as generalize no-name locations never to be seen again. and even then most places tend to be reduced to a name and a short description. though as they become visited and sought out more they may get a more proper detailed entry. -
OOC Chatterbox
inkylore replied to Minorikawa's topic in Garden of Hedonism Night Club's Characters and OOC
ah yea the consequence of appearing too dependable i guess -
OOC Chatterbox
inkylore replied to Minorikawa's topic in Garden of Hedonism Night Club's Characters and OOC
about what exactly? -
Resources and Mechanic's
inkylore replied to inkylore's topic in Starlight Requiem's Archive -( OOC)
R u l e s 1. Character Limit: your limited to starting with 1 character, and much like any player you do start as a space ranger 2. Gender limitation: you can only choose from these 4 genders; male, female, femboy, Futa 3. Space ranger assumptions: do not assume anything about your character that hasn't at least been stated in the rp by the GM directly or narrated context. 4. don't fill or clutter the rp with ooc chat or similar elements, if you have questions, or simple want to comment about something you can do it in ooc chat in archive _____________________________________________________________________________________________________________________________________________________________________________ That's all i got right now, more will be added if deemed necessary -
Stores and explains Resources and Mechanics to the roleplay that is Star-Light Requiem. as such do avoid making any comments or replies to this thread
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I'm Taking an new approach to this character bio thing. this isn't one where you actually make the character yourself, instead the owner/GM filles it with whatever relevant information comes up about your character in the rp. in addition to things like inventory, equipment and reports about your missions. the only thing i might need from you is a reference image to represent the character...(digital art only, no real life or traditional art)
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used for OOC chat and discussions... it'll also double as the place where announcements are made typically about changes to the club.... figuring it might be easier sense no one really follows the announcement thread for other clubs i've made. i'll denote it by having announcements in bigger typically 20 sized font's or higher
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Resources and mechanics
inkylore replied to inkylore's topic in DND Rule Lite: Contextual DnD's Limbo (OOC)
C o n t e x t u a l D N D Contextual dnd is about contextualizing the technical mechanics of dnd things like ability scores, skills and other stats not to mention feats and other abilites that rely on numbers. contextualizing them is often a game of persuasion. saying, wearing, doing (successfully) things that convey to the GM that yes, your character should be able to do these things. similar to how the gm decides on what the required dice roll is, they also decide if you've displayed enough infomation for them to judge if you can do whatever it is you seek to do. Take the ability score of strength for example. if you wanted contextulize it as being high, you might do things percieved as being strong. like wearing heavy armor and carrying a shield, have mentioned feats of strength mentioned in your backstory, carry a buster sword as a main weapon. manage to defeat monsters who also demonstrate feats of strength or gain a reputation for being particularly strong. on the other end the GM could bestow you with items or other things to further boost those same ability scores. though insstead of denoting that a item gives one a strength of +2, a Gm might dictate exactly how much stronger it makes one equipped to it. rather that means saying they're "this many times stronger" compare thier strength to another race or monster, or vaguely insinuate what one could do with this new strength as a comparison, or be as specific as to state how much lifting strength or physical force it grants, or alternatively grant them strength in a specific way. because of this their can be no exaggerations. if the GM says a glove gives you the strength to decimate a moutain with a single punch, then by the discription thats what it does. skills or skill checks like intemidation, animal handling and stealth are extensions of the main ability scores when contextualize. if insinuated by your normal abilitty scores then it should be implied that you possess skills of the same level if not greater. due to dnd often having professions and back grounds that allow a increase in those skills let alone if they possess profiency with them. a good example might be someone who's a rouge who might have good dexterity as a result they might also have a good slight of hand to the same degree, unless they have a background or other details that implies they may have had a great or greater slight of hand even before becoming an adventurer... Feats are typically features you get after a level up gaining you some sort of skill, ability or sometimes item or alternatively the improvement of said skill, ability or item, sometimes a small array of them per feat. contrary to normal dnd, you can't just point and click and tah-dah now you have it. you or more commonly the Gm should provide context on how you gained it. maybe you did a little training, found someone who taught it or gave it to you, that sort of thing. luckily most feats come with a introduction that explain what the feat is and how it might have been gained. some feats have limits or instruction as to how often they can be used or how they can be used, so you should probably keep that in mind. notable, rather then list it on your character sheet in order to remember due to the fact that you may or may not have the same build when paying diffrent games, i suggest instead to simple list it in a spoiler in the reply of the Game your player. particularly either editing the same spoiler when you need to update it or across several spoilers threw out the game to denote where and when you recieved new feats, skills abilities and alike. Levels are indicators of progress for a character, each level allowing them to grow in strength and class though other games might have diffrent perameters for how level works or how far it goes. for your typical dnd character you start at lv.1 ( unless stated otherwise by the GM) and can level all the way to lv.20, with some feats even caping the extent to which ability scores can be increased, but you probably already knew that. to contextualize Level you can simple narrate something that would mark they're progress of leveling up, preferable without refering to it directly as a level up. maybe they complete a quest or take a test that ranks them higher in a guild if they succed, maybe they were granted a magic item that grows and changes form whenever they level up. or maybe they have a master or guardian that makes themselves known to them, each time letting them know that they've improved a great deal, granting or teaching them they're choosen feats. something of that nature. of course you just as welcome to be unimaginative by having a voice in they're head tell them that they leveled up andd what comes with it, or to have it prompted with a engulfing light in the shape of a arrow pointing up accompanied by a corny lv up sound from a video game. Normally in dnd the 2 methods of leveling up is threw Milestones which means you level up after reaching a certain point in the game, which oddly enough is what most of the forementioned example work for. the other method is threw EXP. in short you gain points threw task usually bashing monster and level up once you gain enough points. contextualizing the variation is pretty easy, just make the "exp" a physical object the adventures have to collect and trade to something or someone to receive this level up. maybe gems to a guild or maybe a liquid inside a bottle that needs to be sacrificed to a goddess statue... of course the GM is welcome to take a less imaginative route to just counting the monsters defeated and quest done and go by that ( though i don't recommend it) either way its a resource someone will have to keep track of if you go this route. like normal dnd typically has an exact number for how much to gain the GM is welcome to use they're on numbers if they want. Advantages and Disadvantages, are a aspect that typically require a bit of creativity when being contextualized. normally in dnd you would just roll the dice twice and take the worst or better roll depending on the advantage. but with this the GM typically needs to come up with actual advantages or disadvantages and some times the player has to play into them. luckily most of the time its very obvious what they advantage or disadvantage is such as how wearing heavy armor gives you disadvantage with stealth because of how much it clanks or how having night vision gives you advantage on attacks in the dark with a room full of enemies. though some don't always seem straight forward to everyone. to which your welcome to come up with what exactly that advantage or disadvantage is, though you or the player might have to play into it such as making monsters seem weaker or slower then they would usually be or the player to the same principles. granted this doesn't mean your guaranteed to fail or succeed its just a matter of if the GM thinks you should be able too do it despite your temporary short coming or of course they could throw you a bone or make it happen for plot reasons as long as it seems reasonable. or rather as long as all parties don't make a fuse about it. Combat, this aspect might be hard to contextualize. in dnd combat is typically turn based with special and distance mechanics in mind. though you would typically take turns responding too how you would attack with the GM responding to if it succeeded or not and then the GM doing the same when it was a monsters turn. though that might become overly tedious. in my opinion its probably alot easier if you simple roleplay with T-1 Combat. i think everyone knows what that is, though i might explain it if i get enough people asking about it. now respectfully you should probably follow the lesser rules of combat such as not moving further then 30 feet per turn or takes 1 turn to get up after falling prone. though because different GM's may perform with various levels of detail some rules may not need to be followed if the information isn't made relevant. so if they GM makes no mention of distance between you and the monsters or says nothing about you falling prone you can honestly ignore it and treat it as a free pass. do note this is just a suggestion on how to do the combat system if you or your Gm has something else in mind on how to manage it i certainly won't stop you for going with it as long as it doesn't cause problems... "This concludes what i have on the process of contextualizing DnD mechanics, is something comes up in the future i may go over suggestions on how to contextualize those mechanics as well" -
i can get that... me im just trying to set up groups before blopping myself. maybe take a bit of a hiatus again
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on a unrelated note what happened with that rp in the demon mansion club... you kinda blipped out
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a thread for generlized resources of the club or mechanics typically used to display how to contextualize dnd mechanics or the mechanics of other dnd like games, or more over enlisting other games so people can find and get familiar with how it to play it so they can better contextualize the mechanical aspects of the game... note that the contextualized explination often acts as a suggestion, and that if you know of a method for doing so without the use of stats or dice your welcome to do so.
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ohhh, i mean what im actually trying to do is make it so that any dnd like game or can be converted into this rule light version as you put it. typically by playing them off purely context... not just solely dnd it's self.... but yea in that case what your suggesting probably makes more sense
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oh i was pretty sure "theater of the mind" was when you basically forgo the mechnaical and technical stuff and just play of imagination and context alone.... i could compromise and add it into the title... would you be ok with that?