You're a system, boxes and all. You exist in a superhero world with your goal being to simply find a user and advance them forward towards their own goal.
[]A man in his 20s alone in a room cradling a picture. Looking at the picture it's the man and a woman in wedding dress. You hear "Why… they just did it for no reason… I'll get 'em back don't you worry."
[]A woman left for dead in an alley. She's bleeding out barely awake or alive, yet she has a fire in her eye. You hear "I'll keep going, no one will stop me."
[]Write in?(Describe them in a few sentences than give them a sentence which describes their goal.)
You as a system must assign quests to your users, which in turn will allow you to reward them. You can however assign perks to give to your user.
Choose 1 perk(This will be assigned to your first user to help them.):
[]Tireless: Gain 20% increase in energy and energy regen. Resting doubles energy regen.
[]Speedy: Gain 20% increase in agility and +3 agility.
[]Fearless: Can think without fear. You will almost never freeze up. Note: Can still be affected by abilities or chemicals that cause fear. Choose 1 daily mission(You will give this mission out everyday for basic rewards. You gain Xp to upgrade yourself.):
[]Work out!: You must do a minimum of 10 push-ups, 10 squats, 10 sit ups, and 1 mile of running! User rewards: 1 free stat point, 1 endurance stat point, and 1 skill point(Skill point can upgrade skills/abilities). Note: If you do more than the above requirements, you will gain additional rewards. System rewards: 5 Xp(Base) with possibly more if they go above requirements. System note: Xp does not mean you level up. You instead use it to improve yourself or make new things to help users.
[]Write in?(If you have a daily mission you want to submit, go ahead. It can be anything but please note that it should be easily done and repeatable with rewards similar to the mission above.) Choose 2 skills/abilities for rewards(These are skills or abilities that can be used as rewards for missions.):
[]Forceful shout: You can shout and throw people back by 2-3 feet if they were within 6 feet around you. If their strength is high enough they can resist this effect. Cooldown 20 seconds. Cost 8 energy.
[]Enhanced nerves: Your nerves are enhanced to increase reaction time. As a side effect your hand eye coordination is through the roof and you're slightly faster. +1 agility.
[]Toughen up: You can 'Toughen up' giving you increased defense for as long as this ability is active. When activated, gain 8 defense(1 defense stops 1 damage). Can use this ability for 10 seconds with cooldown 20 seconds. Cost 0.
[]Power strike: You can put extra power into your next strike. Deal 6-10 more damage. Cooldown 5 seconds. Cost 5 energy.
[]Write in?(Should be of a similar power level as above.) The perk selection is strictly for your first user. Your daily mission is just that repeatable mission you give out, so write ins are encouraged for said mission. I can veto your write in if I deem it unfair, as in giving them +5 strength for that mission. The skills/abilities are just used for missions that you give to your user for completing more difficult tasks.
Average persons stats:
Strength 10
Agility 10
Constitution 10(Hp is x5 this.)
Endurance 10(Energy is x5 this.)
Intelligence 10
Perception 10
Spirit 10(Effects your regeneration of energy and health.)
Note: Not every stat is shown what they do. Its not that important as we are not assigning the stats, our users are. This is here so you know which stats are available.
Anyway use plans for this! Have a question? Go ahead ask!
Name: Charles bets
Hp 40/40
Energy 55/55
Strength 8
Agility 9
Constitution 8(Hp is x5 this.)
Endurance 11(9 base)(Energy is x5 this.)
Intelligence 14
Perception 14
Spirit 13(Effects your regeneration of energy and health.)
Perks:
Tireless: Gain 20% increase in energy and energy regen. Resting doubles energy regen.
Skills: none.
[X] Plan Senior hero -[X]A man in his 70s putting flowers on the grave of last comrade from the army. The man has had it enough he has no one left to lose "pessimistic never suited optimistic did I am not giving on a better tomorrow" -[X]Tireless: Gain 20% increase in energy and energy regen. Resting doubles energy regen. -[X] Research the downtrodden and forgotten of the city: You must research the downtrodden, forgotten, and the cases of the lost for 3 hours a day.
User rewards: 1 free stat point, 1 intelligence point, and 2 skill points.
System rewards: 7 Xp(Base). -[X]Enhanced nerves: Your nerves are enhanced to increase reaction time. As a side effect your hand eye coordination is through the roof and you're slightly faster. +1 agility. -[X]Toughen up: You can 'Toughen up' giving you increased defense for as long as this ability is active. When activated, gain 8 defense(1 defense stops 1 damage). Can use this ability for 10 seconds with cooldown 20 seconds. Cost 0.
I am going for that JSA old hero type hope this ok?
[X] Plan Senior hero -[X]A man in his 70s putting flowers on the grave of last comrade from the army. The man has had it enough he has no one left to lose "pessimistic never suited optimistic did I am not giving on a better tomorrow" -[X]Tireless: Gain 20% increase in energy and energy regen. Resting doubles energy regen. -[X] Research the downtrodden and forgotten of the city ( Look of injustice to help fix)
-[X]Enhanced nerves: Your nerves are enhanced to increase reaction time. As a side effect your hand eye coordination is through the roof and you're slightly faster. +1 agility. -[X]Toughen up: You can 'Toughen up' giving you increased defense for as long as this ability is active. When activated, gain 8 defense(1 defense stops 1 damage). Can use this ability for 10 seconds with cooldown 20 seconds. Cost 0.
I am going for that JSA old hero type hope this ok?
The write in user is perfect. The repeatable mission need some more info. I can assign the system rewards myself but if you want to however, you can say
Rewards: +1 free stat point and +1 intelligence.
Since this seems to be a study based repeatable mission intelligence is what I would assign it. Up to you however.
Edit: Also saying how many hours your researched for the reward to happen would be nice.
[] Research!: You must do a minimum of 3 hours of Research, find 10 names of victims, 10 criminals, and 1 gang! User rewards:+1 free stat point and +1 intelligence (Skill point can upgrade skills/abilities). Note: If you do more than the above requirements, you will gain additional rewards. System rewards: 5 Xp(Base) with possibly more if they go above requirements. System note: Xp does not mean you level up. You instead use it to improve yourself or make new things to help users.
The write in user is perfect. The repeatable mission need some more info. I can assign the system rewards myself but if you want to however, you can say
Rewards: +1 free stat point and +1 intelligence.
Since this seems to be a study based repeatable mission intelligence is what I would assign it. Up to you however.
Edit: Also saying how many hours your researched for the reward to happen would be nice.
[] Research!: You must do a minimum of 3 hours of Research, find 10 names of victims, 10 criminals, and 1 gang! User rewards:+1 free stat point and +1 intelligence (Skill point can upgrade skills/abilities). Note: If you do more than the above requirements, you will gain additional rewards. System rewards: 5 Xp(Base) with possibly more if they go above requirements. System note: Xp does not mean you level up. You instead use it to improve yourself or make new things to help users.
Research the downtrodden and forgotten of the city: You must research the downtrodden, forgotten, and the cases of the lost for 3 hours a day.
User rewards: 1 free stat point, 1 intelligence point, and 2 skill points.
System rewards: 7 Xp(Base).
I'd give it this, the goal is easily repeatable, it gives above average rewards due to the time you have to do it, and on top of this it still can do what you wrote, just wider in concept.
[] Research/Create!: You must use 3 hours to either learn or create/upgrade something User rewards:+1 free stat point and +1 intelligence (Skill point can upgrade skills/abilities). Note: If you do more than the above requirements, you will gain additional rewards. System rewards: 5 Xp(Base) with possibly more if they go above requirements. System note: Xp does not mean you level up. You instead use it to improve yourself or make new things to help users.
@Blackangel
would this be ok? (and what should the rewards be like)
[] Research/Create!: You must use 3 hours to either learn or create/upgrade something User rewards:+1 free stat point and +1 intelligence (Skill point can upgrade skills/abilities). Note: If you do more than the above requirements, you will gain additional rewards. System rewards: 5 Xp(Base) with possibly more if they go above requirements. System note: Xp does not mean you level up. You instead use it to improve yourself or make new things to help users.
@Blackangel
would this be ok? (and what should the rewards be like)
Yes, I'd give either an extra intelligence point or an extra skill point. Or we could skip that and let the upgraded item be a bit stronger. What I mean by that is we could have the equipment made gain a feature, this could be anything from you are quiet in the dark or just +1 intelligence.
We could balance it by the feature being linked to how good the creation/upgrade was.
[X] Plan Making her way back -[X]A woman left for dead in an alley. She's bleeding out barely awake or alive, yet she has a fire in her eye. You hear "I'll keep going, no one will stop me." -[X]Tireless: Gain 20% increase in energy and energy regen. Resting doubles energy regen. -[X] Research/Create!: You must use 3 hours to either learn, or create/upgrade something
--[X]User rewards:+1 free stat point and +1 intelligence (Skill point can upgrade skills/abilities). Bonus to what you worked on.
--[X]System rewards: 6 Xp(Base) with possibly more if they go above requirements. -[X]Telekinetic Shield: Generate a shield around yourself. The shield has [Intelligence] hp and [Intelligence/10] rounded down defense. Cooldown to refresh: 30 sec. Energy cost: 8. -[X]Enhanced nerves: Your nerves are enhanced to increase reaction time. As a side effect your hand eye coordination is through the roof and you're slightly faster. +1 agility.
@Blackangel
Does the concentrate reward write-in work? And what would be an appropriate x?
[X] Plan Making her way back -[X]A woman left for dead in an alley. She's bleeding out barely awake or alive, yet she has a fire in her eye. You hear "I'll keep going, no one will stop me." -[X]Can think without fear. You will almost never freeze up. Note: Can still be affected by abilities or chemicals that cause fear. -[X] Research/Create!: You must use 3 hours to either learn, or create/upgrade something
--[X]User rewards:+1 free stat point and +1 intelligence (Skill point can upgrade skills/abilities). Bonus to what you worked on.
--[X]System rewards: 6 Xp(Base) with possibly more if they go above requirements. -[X]Toughen up: You can 'Toughen up' giving you increased defense for as long as this ability is active. When activated, gain 8 defense(1 defense stops 1 damage). Can use this ability for 10 seconds with cooldown 20 seconds. Cost 0. -[X]Concentrate: You can concentrate on a task with single minded focus, increasing your skills for this task by x while active. Reduced ability to react to anything not part of the task while active. Can be deactivated in 3 ways: Finishing the task, taking a minute to fade out of concentration or being disturbed. When disturbed enough to break concentration, all your skills are reduced by x for 2 minutes.
@Blackangel
Does the concentrate reward write-in work? And what would be an appropriate x?
Ok after I debated with myself for a while, this is op. A stat boosting skill with all stats gaining x2 would be less op than this. In the long run no matter the x, this would be the most op ability.
I got to veto that part, concentrate, for being too op.
So the skills will get very op. This is a superhero world. The op skills won't appear for a while, but here is the short reason why.
Not every skill takes 1 skill point to upgrade some may take 10-20 or even hundreds. So to have a power off the bat that can bypass this and said power can also be upgraded even further. It's just horrid in power.
So the skills will get very op. This is a superhero world. The op skills won't appear for a while, but here is the short reason why.
Not every skill takes 1 skill point to upgrade some may take 10-20 or even hundreds. So to have a power off the bat that can bypass this and said power can also be upgraded even further. It's just horrid in power.
[X] Plan Senior hero -[X]A man in his 70s putting flowers on the grave of last comrade from the army. The man has had it enough he has no one left to lose "pessimistic never suited optimistic did I am not giving on a better tomorrow"
@Toboe
Would you be willing to change your perk to Tireless? I'm thinking more energy would let her accomplish our tasks and her own goals more efficiently
I'm also not sure on the effectiveness of having +8 defense a third of the time, but I agree that given the woman's situation defense would suit her
@Blackangel some mechanical questions: is defense like a second temporary HP bar, or is it reduction of each hit of damage?
And how powerful of a self healing ability could we get? Seems more useful for miss bleeding out, after all.
As a point of reference for this, how fast do people normally regen HP?
@Toboe
Would you be willing to change your perk to Tireless? I'm thinking more energy would let her accomplish our tasks and her own goals more efficiently
Fearless -> Tireless?
I think being able to think clearly in scary situations could be really helpful and not loosing her cool head in life/death situations seems fitting for someone saying "I'll keep going, no one will stop me." while bleeding to death.
But if you think Tireless would be much better i can change it, sure. ("I'll keep going" also sounds fitting for Tireless)
Maybe we can try a write in for something along the lines of a telekinetic shield, "absorbs Intelligence/x points of damage before breaking, can be refreshed every y seconds for z energy"?
Fearless -> Tireless?
I think being able to think clearly in scary situations could be really helpful and not loosing her cool head in life/death situations seems fitting for someone saying "I'll keep going, no one will stop me." while bleeding to death.
But if you think Tireless would be much better i can change it, sure. ("I'll keep going" also sounds fitting for Tireless)
Maybe we can try a write in for something along the lines of a telekinetic shield, "absorbs Intelligence/x points of damage before breaking, can be refreshed every y seconds for z energy"?
Yeah, that's the idea. I figure that given the amount of shit she's been through she's likely to be less of a "lock up in fear" type if her reaction to what's already happened is as stated.
I'd like to see what the base heal rate is in this world first before picking an ability, if we have time left in the vote to do so. Given that our gal is bleeding out there's some extra utility in heals that isn't present with shields, unless we're running on the kind of comic book logic that makes even normals heal kinda fast. Well, that or if we're running on Madoka Magica rules and giving her system access is a free full heal, that'd bring me back around on shields as well.
Yeah, that's the idea. I figure that given the amount of shit she's been through she's likely to be less of a "lock up in fear" type if her reaction to what's already happened is as stated.
I'd guess that that is done by us choosing Fearless (or not), why it would be the most fitting for that start.
But: Plan changed, Fearless replaced by Tireless.
It's a reduction of damage. I don't like percentages of damage reduction so it's just a flat 1 defense = 1 damage negated.
Self healing can get stupid powerful, but I'm assuming your talking about our current situation, I'll go ahead and say that the user will be healed to the point they will not die.
I'll allow a healing ability that can heal 5-10 damage but with limited uses a day. So like 3-4.
Most people regen 1-2 hp an hour. Broken bones can extend how long this takes. I should also mention this is only for our user due to the system. People who are not in the system will heal like normal people.
something like that what he has been doing hasn't helped him or those around him so why not try something new what's to stop him from giving a dame and affecting real change in the world
It's a reduction of damage. I don't like percentages of damage reduction so it's just a flat 1 defense = 1 damage negated.
Self healing can get stupid powerful, but I'm assuming your talking about our current situation, I'll go ahead and say that the user will be healed to the point they will not die.
I'll allow a healing ability that can heal 5-10 damage but with limited uses a day. So like 3-4.
Most people regen 1-2 hp an hour. Broken bones can extend how long this takes. I should also mention this is only for our user due to the system. People who are not in the system will heal like normal people.
Yeah, the current situation is why I was specifically interested in self heal instead of damage mitigation.
I'd be down for a 3/day 10 heal, but your tk shield idea does sound interesting Toboe
In either case we get something more consistent than the burst DR, which is great for a tinker type who's at risk of receiving a beatdown.