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Unread 08-23-2005, 04:10 PM   #21
Incendius
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When is the sign up and/or the stat system coming up?
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Unread 08-23-2005, 10:51 PM   #22
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Unread 08-23-2005, 11:04 PM   #23
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I think I'm only good with simple stats, but I get what you mean, Raiden.

But if I want my character to have superior hand-eye co-ordination (eg, throw a knife into somebody's throat 15ft away) what kind of cybernetic implant and weaknesses would I have?
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Unread 08-23-2005, 11:06 PM   #24
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I'm good at stats, but I want to specialize in demolitions killing if possible. Would that require cybernetics or no?
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Unread 08-24-2005, 05:08 PM   #25
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Sign-ups will be be up either late tonight (I severely doubt it, but miracles can happen), or sometime tomorrow.

And as for demolitions, that's part of the Tech stats.

So far, I've decided that the stat sections will be divided into three sections:

-Weapon Proficiency
-Tech
-Sneakiness

You are given 80 skill points, which you can use to put in the trait lists under each of these sections. You are allowed to divide your points among the sections by a score of 40, 30, and 10. For example, if you want a person that likes to hack things, then sneak in, you would probably have it set up like:

Tech (40)
Sneakiness (30)
Weapon (10)

Of course, a person like this isn't going to be shooting up a room. If you feel like going all ninja on us, it might look like:

Sneakiness (40)
Weapon (30)
Tech (10)

Now, these sections will have a small list of sub-traits under them. For example, the skill you have with a blade or gun will be found under weapons. The skill to use explosives or hacking techniques will be found under Tech. And being able to disguise yourself or the ability to move quietly will be found under Sneakiness. I'll post the lists in the sign-up.

Now, if you never intend to use something, like you never intend to sneak around anywhere, you can move tech points from one section to another.

Now, Rhiya, if the guy's only 15 feet away, then you don't really need any implants. I assume that a ninja can do that, and they're human. Implants are really only needed for reaaly spectacular kind of stuff. By having a 10 in any skill, this means that the person is almost superhumanly great in that trait. If you're a 10 with a blade, then you're basically able to clear out a room full of other blade wielding people without getting touched.

Now, as for weaknesses, that's going to depend on WHAT KIND of implant you use. While you need implants for a 10, that doesn't mean that it has to be a certain kind of implant. Make up your own implant and how it works, then see how that would affect your other abilities. We'll use your knife throw as an example:

If you decided that you wanted the implant to be in the eye, then most likely it's going to be built to aim quickly and precisely at objects that are at a further distance than average. As such, it will be fast when looking at things at a distance. However, that would mean that it would be slower to focus in close-range. So, pretty much any trait that involves close-combat is going to get fucked up. Unless you're a sniper pure-and-true, I don't recommend having implants in your eye.

Now, if you have an implant that goes in your muscular tissue to help calculate and throw a precise light object, then you'll still have your close-combat abilities. However, by having it calculated to throw a light object, that means that any skill requiring strength is lowered.
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Unread 08-24-2005, 05:36 PM   #26
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Some of that doesn't make sense to me. How can an implant weaken you? Let's say that I can lift something heavy (by close range standards) like a broadsword without a muscular implant, but I get an implant to help me aim when throwing light things. Putting in an implant doesn't (or shouldn't) weaken my already established strength.

The same goes for the eye implant. If you have 20/20 vision, an eye implant should only improve said vision. The example you used was for sniping. The eye implant might have a zoom feature, but without zooming it would look like normal vision.

Another thing that may be an issue is of the way we have to divide the points. 40, 30, 10 puts one score dangerously low. Let's say I want to be a Sam Fisher type guy. I can hack in, sneak around untill I find the target, then what? I know there's plenty of empty hand things that you can do, but I for one wouldn't want a struggle. I would want to sneak up behind him, knife him in the throat, then get out of there. Unless I can creep up and knife a guy in the throat without missing with a weapons stat of 10.

Also, are assassins allowed to do collaborative work and split the profits, or is that interfering with that one rule?
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Unread 08-24-2005, 07:57 PM   #27
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I think the low points are so that no character can effectively be Sam Fisher, so we all have to work as a team.

So would this be a somewhat sneaky, poor techy, knife master?

Tech (15)
Sneakiness (25)
Weapon (40)

And if a character is only able to use Kinves, rather than any other type of weapon effectively, what effect would that have? I'm guessing Sneakiness would also fall under the ability to disguise one's self, as well as an ability to use discipline abilities like wall running, pole vaulting, Prince of Persia manuevers? And would the ability to seemingly have a nigh endless supply of knives count for anything?
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Unread 08-24-2005, 08:15 PM   #28
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Collaboration is kind of a problem. It depends on how you look at it, but it could be considered interfering, but at the same time it could be considered as helping out. There should be some kind of guideline when it comes to collaboration. It's all up to Raiden though.

I want a guy that slice into pretty much everything, be awesome at handling weapons, but can walk so he makes no sound. I dont want him to be great in stealth, just the ability to make no footfall noise.

Would that be like:

Tech (25)
Stealth (15)
Weapons (40)

Or can I go to 10 on the stealth and still be able to make no footfall noise?
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Last edited by Sprinkle_Death; 08-24-2005 at 09:39 PM.
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Unread 08-24-2005, 09:36 PM   #29
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Quote:
Originally Posted by Sprinkle_Death
I want a guy that slice into pretty much everything, be awesome at handling weapons, but can walk so he makes no sound. I dont want him to be a great stealth, just the ability to make now footfall noise.
......

Yeah, I see many problems with that.

The point of this RP is for the players to not only work together, but to also come up with their own strategies. If there was an assassin like that, they wouldn't need the group.

And more often than not, assassins tend to specialize in one field, like sniping, cutting, or poisoning. (And for the poisoners out there, the ability to poison a target will be under the Sneakiness section, since it's not technically a weapon, and you need sneakiness to put it anywhere.)

And implants can and will weaken other traits. Since most implants are illegal, they will mostly be blackmarket merchandise.

I'll use my eye again. The implant is programmed to aim at high distances. However, that means that it can only focus on far distances. Anything close up, it can't focus on. Hence, you're basically fighting with only one eye if you're close up.
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Unread 08-24-2005, 09:38 PM   #30
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Point taken, its back to demolitions for me.

So can we expect a sign up tonight?
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