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Topics - Bootman

#1
Discussion / Episode 1
June 11, 2015, 01:25:52 AM
Alright so everybody, with the exception of a few, is properly introduced to their spirit. Those who feel they're ready and would like to do stuff, we can start planning here. For example, Marcus and Lancer are going on a tour tomorrow. Might be a fun time to fight or get ambushed. Lets hear ideas and stuff!
#2
The Roster (OOC) / Aion Loucelles, Time Warrior
June 05, 2015, 12:22:38 PM
http://www.myth-weavers.com/sheet.html#id=205740

Better late then never here is his post
#3
The Roster (OOC) / Braxton Pentecost, The Hunter
June 05, 2015, 01:27:55 AM
http://www.myth-weavers.com/sheet.html#id=231197

[spoiler]I forgot what to do for HP, and I'm not done buying items yet. Other then that he's good. Skype me with any questions. [/spoiler]

#4
New York (IC) / [Leyline] Central Park
May 29, 2015, 02:24:37 AM
[spoiler][/spoiler]


Cleopatra's Needle was erected in the late 1800s, between the first and second New York Grail Wars, and given to the United States of America by Egypt as a gift for remaining neutral as opposed to France and Britain maneuvering for control. In actuality it was a powerful Geomancy artifact made by ancient Sorcerer-priests to empower their magic. However, with the Mage's Association closing in on them to take it  if not by force then through forceful negotiations, it was sold to Kingslayer Queen so the mages of Egypt would at least get something out of it. She paid a reasonable price and set it up in Central Park. The Vampire did not know, however, that Cleopatra's Needle functioned as a portable Leyline until it was too late, thus complicating future Grail Wars even further. As a Leyline, after three Servants have been defeated you may summon the Holy Grail here. Its strong properties, however, make the summoning capable anywhere in Central Park. The closer to the actual Needle the better, though.
#5
New York (IC) / [Marcus] The Plaza Hotel
May 29, 2015, 01:48:11 AM
[spoiler=click for music]http://youtube.com/v/osDu36tf8iM&autoplay=1[/spoiler]

Opposite Central Park, this century-old luxury hotel features a castle-like exterior.  The elegant, French-style rooms have bathrooms with gold-plated fixtures and separate tubs and showers, plus Italian linens, a sitting area, flat-screen TVs, and WiFi; some rooms have private terraces. Suites offer city views, powder rooms and butler's pantries; a few are duplexes. Among the hotel's amenities are butler service, a spa. a business center and a fitness center. It was a true symbol of decadence of status to stay here for any prolonged period of time.
#6
Discussion / Plot
May 28, 2015, 10:09:14 PM
And the pairings are!

-Linwelin and  Miyamoto Musashi
- Luke Valantine and Auberon
-Lance and King Midas
- Marcus Fetch and Jangar Khan
- Lynnette Caldwell and Hattori Hanzo
- Anya Svarinkoff and Blackbeard
- Jasmine Upadhyay and Huang Zhong

Starting Friday the 29th, RPing will begin. I will add the established locations, and the Masters will add their home bases using the rules established ahead of time and naming them something simple (Lynette's Apartment). From the 29th to the 5th, I will be double checking everybody's sheets while the Masters and Servants roleplay their first meeting with each other (it is your choice if you used a catalyst or not). In the meantime, either within the skype group on in this forum, ideas for plot can be suggested at any time. Initial conflicts, meetings between Masters, etc. Starting on Friday the 5th, the actual game will begin and the plot will take off. Let the battle begin!
#7
Masters and Servants / Character Creation
May 21, 2015, 12:51:06 AM
Reach me on Skype: Bootymcboots

So first thing is first! Here are the rules: http://www.d20herosrd.com/
and here is where you make your character: http://www.myth-weavers.com/
For the rest of this, I will assume you are vaguely familiar with character creation and the basic rules. Ask any questions about what I've written here and I will answer them in this topic.

Basics: So now you know whether you are a Servant, Master or both. There are different rules for creating each. However, it all starts with me repeating my Number 1 rule. I don't care if you want to make up an ability or use something perfectly legal, if it is broken (in any sense), I will put a stop on it. If your Master or Servant concepts are faulty with reference to the rest of the in-game universe, I will put a stop on it. I typically don't have to, but this is just for the record.

-Master:
-Power Level 7
-Get the Command Seal ability for free (See later)
-Does not have to be a Mage, but %90 of the time is, so have a good reason if you're not
-Can not be from one of the three great families from the normal Fate series

-Servant:
-Power Level 11
-Get the Spirit Form ability for free
-Can be any real, fictional or mythological character before the start of the 20th century
--CONTACT ME WITH YOUR SERVANT IDEA BEFORE YOU START WORKING ON IT
-Noble Phantasms do not have to be some big flashy move, to be clear. It can be as simple as a powerful item. Keep that in mind before we end up with 7 energy blasts and Reality Marbles.

Forming the Contract: Masters will have the right to choose from the Servants they didn't make which one they want. You are advised to discuss this with the player in control of the Servant first, however. If two or more Masters want the same Servant, then I will ask the Servant's player which they prefer. If they have no preference I will decide randomly. Any left over Servants will be assigned to Masters randomly. Upon forming the contract, the two players will create a topic that will serve as their team's 'home base', which is wherever the Master will be primarily operating from for the course of the war. In that topic they will play out the initial summoning and meeting of Master and Servant together.

Forum Procedure: The Forum topics will consist of locations in the city. This will include at the start, 7 Master bases, 3-5 Leyline locations and the Overseer's HQ (AKA a neutral area). More will be created as the game goes on. The first post in every location topic will begin with a description of the location in italics and nothing else. If you are entering a location from another topic, in some way display in the post which topic you came from.

Information: Almost all information is public to all players, but not to their characters. If you wish to keep an action a secret, clear it with me first. We are, for the most part, trusting all players to separate character knowledge from player knowledge.

Story: Here is an example of how a story moment will happen. Player A and Player B are a team, as are Player X and Player Y. Play A thinks it would be awesome if their team fought somehow, but can't think of an in story reason. He mentions this to Player X, who suggests that he and his teammate could attack Player A at their home base. Player A says that sounds good and they go ahead and do it.

This does NOT mean that every action needs to be cleared with other people. If Player B already knew Player A's location, he could attack if he wanted to. This is collaborative, free form role playing driven by the Mechanics of Mutants and Masterminds. What I will leave you with is that you should use your judgement on what is reasonable. I don't think we need exact rules and strict guidelines. If we can trust everybody to act reasonably, we can craft a story with big, explosive moments that we plan and dramatic moments that one player initiates. I'll include another example of how a situation could play out.

Caster and his Master decide they want to create a huge, dramatic moment. A turning point for the series. They check with the GM to see if their plan is okay, and then get the green light. Caster summons a gigantic sea monster that many Servants would have to unite together to face. That is perfectly viable. Alternatively, it could have been agreed this would be a cool moment by most players and then they did it. Both methods are perfectly valid.

Special:
-Command Seal (Special)

You can impose your will on the Servant, forcing them to obey your commands.  Defending Servants can resist vague or long lasting commands, such as "Win this war" or "Protect me throughout this". Shorter, more concise commands prove much stronger, and can be resisted far less.  You only have three Command Seals to use throughout the entire war.

Command Seals have a second use, the ability to instantly transport a Servant to any location within the city they occupy. This can be used to bring a Servant to you, save them from an oncoming attack, or anything else you could imagine with instant transmission. Servants even less capacity to resist a transportation order, which is saying something considering how defying normal commands is very rare.


-Spirit Form:

You are incorporeal and invisible, largely unaffected by the physical world. You are invisible, insubstantial, can fly and are a much less drain on your Master's mana. You can only enter this form in a non-dangerous situation. For every hour you remain in this form, you can remove one curable condition you currently have.


Barrier* (Remote Senses)
Action: 8 hour preparation
Range: Perception
Duration: Becomes ineffective if not maintained for one hour each day.
Extras:
No Conduit +1
Simultaneous +1 Per Rank
Subtle (Requires magical senses) +1 per rank
Area (Burst) +6 Per rank
8 Points per rank (Only need one rank)

*Barrier is a typical ability of Mages that serves as a sort of magical detection system. If your character is a Mage, it is highly likely they have this ability, but it is not free to take.
#8
Roleplays / [Interest Check] Fate/Requiem
May 19, 2015, 11:52:37 PM


Name: Fate/Requiem
System: Scion or Mutants and Masterminds
Themes: Collaborative story telling and heavy PvP
Players Needed: 7~14+1(?)
Post Requirements: Once every two days at minimum, unless warning is given

1: What is it?

Fate/Requiem is a story telling focused adaption of the Fate Series, primarily focusing on the tone of Fate/Zero, using either M&M or Scion for the system. It will be entirely PvP with virtually no encounters with violent NPCs that could pose a threat to the players. However, things will be kept friendly with a combination of shared information (Trusting the players to separate character knowledge of player knowledge) and agreed terms to create engaging scenes played out with the mechanics of whatever system we happen to choose. It also takes place in New York.

2: Why 7~14+1(?) players?

Seven is the minimum number of players to start with, as that enables all those involved with run both one Master and one Servant. As we add more players, those prone to posting more often will keep both their servants and masters, while those with less time or inclination to post will lose one of those slots. Of note, if a player is interested they may play the Overseer, that is the +1. I will not force anybody to take that role and it is available to the first person who asks.

3: Well obviously I want to play. How do I get started?

I'm glad you asked! At the bottom of this post will be a list of things I will ask you to respond with. Once the final number of players is locked in, I will randomly decide which player who controls a servant gets which of the Seven classes. Masters will get to choose which of the available servants that THEY DID NOT MAKE who they want to be their Servant. If they do not care, then Servant-Master pairings will be decided randomly. If a player who controls a Servant does not want a certain Master, just say so.

4: Okay sure, but what about character creation?
I have custom rules for each system to help bring them in line with Fate, including different character Requirements for both Masters and Servants. After you are assigned a Servant class, you will be totally free to choose which historical or mythological figure you feel meets that class's specifications, and I will be the final judge of if an ability or concept is wrong for the setting or too overpowered. I will allow any homebrew and will even break rules at certain points, but this is to create a more entertaining experience. For the same reason I will shut down anything even if it is perfectly legal in the system. Remember, I'm an entertainer first and a GM second.

Respond with:

-Name:
-Preferred System:
-Preferred Role (Master or Servant):
-One or Two characters:
-Questions/Suggestions/Concerns:
#9
The Guild of Galas'nor / [IC] Dashing Through the Snow
December 14, 2013, 05:53:47 PM
It was that time of year again! Banners were hung at the top of the hills outside of town, crowds gathered to laugh and enjoy life while children played in the snow. At the center of the thriving mass of civilians were at least a dozen finely crafted wooden sleds. All the sleds had major differences too. Some seemed to be more sturdy, some had extra room for snowballs. A few were crafted to be incredibly light so as to rocket through the snow.

Closer to the sleds were the many colorful, shouting and drunken members of the guild, all lined up and ready to finally pick which sleigh would be their's. As usual, they would have to find a teammate to participate with, on to drive the sleigh and the other to throw snowballs, help with turns or be a little more tricky in messing with the other racers.


[spoiler]
The goal: First to make it 1000ft wins

Driver:
-The Driver can spend a move action to make the sled go 60ft, or a full action to make it go 100ft
-If you are within 20ft of another Sled at the end of your movement, you can bullrush them. If a sled is bullrushed 10ft, they're driven off the track and move at half speed that turn, but can still take actions while they're sleigh starts picking up speed again

The 'Gunner':
-The gunner is in charge of messing with the other sleds.
-Snowballs: Either the driver or the gunner can throw a snowball. This is a ranged attack with 20ft increments. You may throw one snowball as a standard action, or two as a full. If you hit the driver or the gunner, they can only take a standard or move action next round.
-Spellcasting: Any spell that does damage or directly affects another sled is forbidden. All other spells are allowed. You must make a DC 15 + Level of the Spell concentration check to cast

[/spoiler]


[spoiler] Every player can pick one of the bonuses below. Since Sled's have two riders, each sled has two bonuses
-Fast: The Sleigh moves an extra 20ft per round
-Snowball Supply: You may throw twice as many snowballs during any turn
-Sturdy: Anything that would make you move slower lowers your speed 20ft less then normal
-Stable: You may cast spells from this sled without making a concentration check. You also gain a +4 on resisting Bullrush attempts
-Ram: A sled designed with violent intent, Bullrush attacks made by the sled are at +4
-Turbo: Once during the race as a full round, the driver can make their sled move a twice it's speed. If you bullrush at the end of your movement, you gain a +10
[/spoiler]
#10
Protagonists / Christy Desmond
December 07, 2013, 03:18:40 PM


Race: Human
Gender: Male
Hair color: Ginger
Eye Color: Brown
Height: 5'9"
Weight/build: Well muscled, but not overly so.

Favorite things: Dragons (His greatest passion), drumming, money, His hair,  leather
Hated things: Feet, elves, people who's names start with 'K', new cars, Guatemala

Personality: Chris, or Desmond if you prefer, is best describe as the guy who thinks he's the coolest man around, a real tough guy, a man's man. Little does he know, that for all his bluster he's really just like every other guy. In fact, he's fairly paranoid and has OCD issues, like his hatred for feet. He comes across like someone showing off when he has a piece of toilet paper stuck to his shoe.

Background/ general personal history: This drummer has led a simple life. He gets normal grades, gets into an average amount of trouble, has a fair amount of friends... the onlything exceptional about his life is how bland it's been. That doesn't stop him from making up stories or embellishing the truth though. To hear him tell it, he's had a life time of experience. Most of the time he's lived in the shadow of his older siblings, even his sister. He loves them all, however. But he doesn't love anyone more then his mother , who did most of the raising of the family while his Dad was at work. At nigh, she always read him stories of brave heroes and mighty dragons or the like, and she quickly learned she had to change the story so that the dragon survived at the least or, more normally, beat the hero. He never grew out of that dragon obsession. Now that he's out, attending field trips and highschool, it's the first time he's been away from his family.

Best Buds With: Wallace and Locwell
#11
The Roster (OOC) / (Warblade) Chadra
November 23, 2013, 02:37:41 PM


http://www.myth-weavers.com/sheetview.php?sheetid=720368

(I used 70 Karma to add 600 XP and one level to Chadra)