Superhero system

[X] Plan: General buffs


What would it be if we use more XP in creating the skill?
Let's see… well at this much Xp he can't interact with objects or anyone. Edit: He can interact with you by talking. Just no one else can hear him.

Let's start at 8 Xp, I'll allow the ghost to be able to scare an enemy or two at a time. I could also add 30 more minutes onto how long he lasts.

At 12 Xp I could allow the previous upgrades and upgrade them further or forget them and allow the ghost to pick up and throw 10 pound objects or allow him to have the strength of 10 pounds on the physical world.

Beyond this I'm not so sure. It's a ghost that was a previous friend(Probably someone from the army) so beyond this amount of Xp we would have to rework the skill itself. Up to you on what you want.
 
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[X]Training: Our user wants to train his old body back to his prime. He wants to do so as he doesn't see his goal being possible if he's weak.

-[X]Old style(Xp 7): Within 2 days complete 50 push ups, 20 sit ups, and run 2 miles. Note: If these requirements are completed twice over, double the rewards.
Rewards: Gain +1 strength, endurance, constitution, and agility stat.

-[X]Endurance and speed(9 Xp): Run 5 miles within 2 days. Note: If these requirements are completed twice over, double the rewards.
Rewards: Gain +2 endurance and +2 agility stat.
 
[X]Training: Our user wants to train his old body back to his prime. He wants to do so as he doesn't see his goal being possible if he's weak.

-[X]Old style(Xp 7): Within 2 days complete 50 push ups, 20 sit ups, and run 2 miles. Note: If these requirements are completed twice over, double the rewards.
Rewards: Gain +1 strength, endurance, constitution, and agility stat.

-[X]Endurance and speed(9 Xp): Run 5 miles within 2 days. Note: If these requirements are completed twice over, double the rewards.
Rewards: Gain +2 endurance and +2 agility stat.
If you want to combine them your gonna have to use the write in option. Which we don't have enough Xp for both anyway, especially not combined.
 
General buffs
Alright I'm going to start rolling, as this is pretty one sided.
Scheduled vote count started by Blackangel on Sep 12, 2022 at 3:50 PM, finished with 40 posts and 7 votes.

  • [X] Plan: General buffs
    -[X]Disguise: Our user wants to make a disguise for fighting. The reasoning being he has discovered a gang called the 'Pikesmen' which has been known for drug dealing and being hired muscle.
    --[X]Make it(Xp 5): Make a disguise capable of hiding your identity.
    -[X]Training: Our user wants to train his old body back to his prime. He wants to do so as he doesn't see his goal being possible if he's weak.
    --[X]Old style(Xp 7): Within 2 days complete 50 push ups, 20 sit ups, and run 2 miles. Note: If these requirements are completed twice over, double the rewards.
    [X]Training: Our user wants to train his old body back to his prime. He wants to do so as he doesn't see his goal being possible if he's weak.
    -[X]Old style(Xp 7): Within 2 days complete 50 push ups, 20 sit ups, and run 2 miles. Note: If these requirements are completed twice over, double the rewards.
    -[X]Endurance and speed(9 Xp): Run 5 miles within 2 days. Note: If these requirements are completed twice over, double the rewards.
 
Perks are perks. I'll probably only make the available after something major. Like taking out this gang completely, I will than give out a perk for it.

Perks can help the same stat but will never have the same effect.

No by bonus I mean originally if they overdid the daily we would get bonus Xp and they would get something else too in return. We forgot to type that part in but it's still there for the daily.
Good to know, thank you.

Oh, so like figuring out what their bonus is is gonna be random when they get one? I'm okay with that. You could have the drop table skew based on the type of task if you're worried about things fitting thematically, or it could be deterministic if that's easier for you, or
If you mean how powerful the skills can get. The flash can go through time by running, not that I'm gonna do time travel. If you mean we get better skills with more Xp along with no diminishing returns, yes also.

You can make different skills. For instance you can make a telekinetic shield that only protects you or you can make one that effects an area. Not really going to stop you as long as it's kinda different, as in I'm not going to let you stack the same skill.

The Xp for skill making stacks, so if we haven't given it out than there is no waste. It's just you would want to reword it if your making another big amount of Xp investment. I'll do that part I think.
I think the Flash is a pretty good example of why I find this a bit strange. Like, the idea that if we want a highly speedster focused hero we might not necessarily want to hand them a general speed boosting skill early is very counter-intuitive. There's nothing inherently wrong with that, of course. I assume most people in this setting aren't getting their powers from a gamified system, so this could just be a weird quirk of how we specifically are able to do things. If you do want it to work that way I'd prefer it be prominently stated somewhere in an info post about the rules at some point, since I suspect I'm not the only one who would do a double take at the idea and it'd be helpful to keep players on the same page as people trickle in.

So we can't buff the skills a user has with XP, but they can with Skill Points, right? And them doing that only buffs their own copy of the Skill. Can a user buff Perks with Skill Points as well?

As for the consequences of this, I'm wondering how the costs of things compare, if you have it worked out already:
On the user end, does the same amount of SP take a base 10XP value to the strength of a 20XP one, but a base 20XP one to effectively 40XP? Or is it more like 10->20 costing the same as 20->30? Perhaps neither?
On our end, how does the XP cost of making a Skill/Perk compare to the cost of giving the user that Skill/Perk? How do both those things compare to giving that user an equivalent power boost by stats?

Lastly, are we allowed to know yet how we acquire new users?

Does the fact we can just make a different version later change your mind?
It shifts my values to some extent, yes. In particular being able to buff already created skills for our later users is a big deal as far as not having wasted the XP. The questions I've just asked QM above should determine where I land on all this.
 
Good to know, thank you.

Oh, so like figuring out what their bonus is is gonna be random when they get one? I'm okay with that. You could have the drop table skew based on the type of task if you're worried about things fitting thematically, or it could be deterministic if that's easier for you, or

I think the Flash is a pretty good example of why I find this a bit strange. Like, the idea that if we want a highly speedster focused hero we might not necessarily want to hand them a general speed boosting skill early is very counter-intuitive. There's nothing inherently wrong with that, of course. I assume most people in this setting aren't getting their powers from a gamified system, so this could just be a weird quirk of how we specifically are able to do things. If you do want it to work that way I'd prefer it be prominently stated somewhere in an info post about the rules at some point, since I suspect I'm not the only one who would do a double take at the idea and it'd be helpful to keep players on the same page as people trickle in.

So we can't buff the skills a user has with XP, but they can with Skill Points, right? And them doing that only buffs their own copy of the Skill. Can a user buff Perks with Skill Points as well?

As for the consequences of this, I'm wondering how the costs of things compare, if you have it worked out already:
On the user end, does the same amount of SP take a base 10XP value to the strength of a 20XP one, but a base 20XP one to effectively 40XP? Or is it more like 10->20 costing the same as 20->30? Perhaps neither?
On our end, how does the XP cost of making a Skill/Perk compare to the cost of giving the user that Skill/Perk? How do both those things compare to giving that user an equivalent power boost by stats?

Lastly, are we allowed to know yet how we acquire new users?


It shifts my values to some extent, yes. In particular being able to buff already created skills for our later users is a big deal as far as not having wasted the XP. The questions I've just asked QM above should determine where I land on all this.
First: By bonus I mean they would get an extra skill point or something along those lines.

Second: I'll definitely do an info post for the rules. I'm sure that no one who's new will go looks through ALL the past posts.

Third: We cannot buff perks via skill points. They are already very powerful as they can effect rolls, for instance tireless can effect endurance task rolls. Nothing op like +20 more like +5. The more I type the more I see a need for a rules post.

Finally fourth: I do have it figured out mostly on the Xp to skill point ratio. Early on like 1-15 Xp the amount of skill points to upgrade depends on the power of the skill. No skill at or below 15 Xp will cost more than 3 skill points to upgrade however. After that I'll go by every 10 increase in Xp requires more skill points to upgrade it. When we get to the 100s I'll probably change it.

About the new user. There are two options. One is out of our control(A plot point which relies on chance to happen so I'm not going to tell you that one.) The other one is simply the way we started. Choosing a user either by write in or me coming up with more templates.

If your really curious about the one that's out of our control, I'm sorry I can't reveal everything.

Oh also I'm going to start making a rules post and everytime someone asks an unanswered question I'll put it up there.

Hope this helps.
 
I'll just note that we probably do want a good selection of skills of both low and high levels that we can award at appropriate intervals to users. So spending our XP on a skill now is not a bad thing. It will give us a nice entry level skill for future users.
 
Rules
Alright before I start if there's something unlisted that your not sure about ask. I'll update this to include your question.

1. We cannot make missions that our user does not want/desires. We advance them to their goals and that's it. No underlying goal from us, just do your best to help them.

2. We cannot upgrade perks with skill points. Perks are gained through our users achievements. I should also mention that we are not in control of the skill points, our user is. Which leads me to rule 3.

3. I do not control the user. I reduce options/desires that the user would not take as that wouldn't make any sense for the character. Than I roll for which option our user takes.

4. The Xp and difficulty of the mission must correspond to the rewards. If the mission is too easy or too low Xp used to make it, than the rewards given will also be low.

5. Any skill can be made with enough Xp. Except time traveling, I refuse, I'm not that good of a writer. The thing is You cannot make above street level powers with under 300 Xp. The reasoning being that street level powers have a wide range of power and can still be very powerful/useful. So no reality warping for now. Capche?

6. Our user will always do the daily mission as it's supposed to be an easy one in the first place. Any extra bonuses will be rolled on however.

7. No skills that are given out can be changed while the user has them. You can change them for later users but not for that user. All skills made will exist always as in, they can be changed or reworked, but every change will always exist.

8. User must be human.

9. Perks can affect rolls. Each perk is different from each other in effect.

10. Reserved.

Remember ask questions. It helps stop dumb stuff.
 
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Rolls
Ok little announcement. I've made so many rolls that I'm going to not put them on the thread, the ones such as stat assignments, desires, and mission rolls.

I will however show combat rolls for our user and show if our user passed the missions Dc.

The reasoning being the rolls are so numerous that I would basically be making a separate post for them if I showed them all at once. It would clutter the screen.

Edit: Forget this. I'm dumb.
 
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Ok little announcement. I've made so many rolls that I'm going to not put them on the thread, the ones such as stat assignments, desires, and mission rolls.

I will however show combat rolls for our user and show if our user passed the missions Dc.

The reasoning being the rolls are so numerous that I would basically be making a separate post for them if I showed them all at once. It would clutter the screen.
I love that screen clutter bro. Bring on the rolls!
(Just put them in spoilers. That way they won't clutter the screen, and if we want to see them, we can just open up the spoilers and take a look.)
 
System day 7: Almost ready
[X] Plan: General buffs
-[X]Disguise: Our user wants to make a disguise for fighting. The reasoning being he has discovered a gang called the 'Pikesmen' which has been known for drug dealing and being hired muscle.
--[X]Make it(Xp 5): Make a disguise capable of hiding your identity.
-[X]Training: Our user wants to train his old body back to his prime. He wants to do so as he doesn't see his goal being possible if he's weak.
--[X]Old style(Xp 7): Within 2 days complete 50 push ups, 20 sit ups, and run 2 miles. Note: If these requirements are completed twice over, double the rewards.

Disguise mission: Pass.
Training mission: Double pass. Double the rewards.


Charles POV:

Pikemen is what they call themselves, after their leader, who is a super who can create pikes and control them. The leader naming himself piker, which is an awful name I might add.

From what I understand he has a limit of 4 pikes he can control at a time, but he can create a recorded 20 at most.

He's apparently known for keeping 2 pikes at his side during combat, constantly spinning in place while he creates 2 more to launch at police or any super who wanted to take him on.

Piker has only fought 1 super apparently, a guy who calls himself Gondo, he had the ability to turn into a Minotaur and would become a villain. Gondo would gain strength, durability, and even minor regeneration while in this form. Piker managed to escape that fight with it being his only loss to date.

If he can survive fighting a super like that, what can I do? "What can I do?" Well I have a journal of what I have. Always nice to keep a record.


Cloak and mask stats: Defense 4. Capable of hiding your identity.


It's not made for combat, I'm not even sure what the 4 defense is capable of blocking. A knife possibly? At least it's full body so no one can even see my skin.
The mask is just a classic black top mask that doesn't give away any features, besides my eyes, which are visible. With the bottom being made out of black cloth that I can take off for whatever reason, which allows me to breath through the cloth. Along with the cloak which is also full black, which means night time is what I'm going for.

Besides that my increased stats have made me feel different or at least I don't have any more back pain.

Hp 60/60
Energy 70/70
Strength 11
Agility 12
Constitution 12(Hp is x5 this.)
Endurance 14(12 base)(Energy is x5 this.)
Intelligence 19
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.

I wanted to test and see what difference each stat made, however with limited points I decided to just focus on physical stats.

The difference was bigger than expected, as I could now move much faster than before, I definitely have much more strength and endurance than before, I'm just not sure by how much.

The constitution is the hardest to measure, however as soon as it hit 10 I felt 'normal' no more back pain. The mission that pathfinder gave me, made me realize how weak I was. I knew I was nowhere near my prime but just doing those push ups and sit ups made me feel weak.

Speaking of the pathfinder, it appears to be truthful for now about helping me. I'm still unsure, but it seems to respond to my desires through missions. Which reminds me back to the pikemen.

I don't think I can take them down even with a month or so. Where I'm at right now, with how powerful their gang is, I just don't think I can do it in a short time. So I should take them down piece by piece, weaken them until I'm capable of dealing a final blow.

I should probably scout out some locations to start off, then take out any of their thugs from robbing anyone, which while it's rare that they do that, they still do. It's also when they're at their weakest, number wise anyway, as they do it with 3-4 people.

After, I can reliably take out any late night mugging attempts… I'll have to figure it out from there, as I don't have any powers but I should be able to get some from a mission. If I don't, I'm going to have to wait a long time until I get strong enough. Especially with the fact they have 110ish members.

Ok I'm going out tonight or tomorrow night, I've decided it, I'll scout out some locations and take it from there. I should probably make a weapon of some kind, they took my guns after the supers started appearing, not sure why, probably just to stop the chaos, what good that did.


Third person POV:

As Charles finished his plan, closing his journal that was 2 decades old at this point, which used to be for counting which of his comrades died, where, how, the date, ect. It was a way of mourning for him.

He walked out of his shack that was a mere 20 feet from the entrance of the graveyard. He simply spared a glance towards the graves which numbered in the hundreds before moving towards another shack that was bigger than his own. Passing by a workshop of some kind, that had tool boxes laying there quietly.

The shack, with it's doors rusted but still workable were opened and inside there was a motorcycle, surprisingly little rust, sat waiting.
"Let's see if you work before anything else." The keys inserted and the engine roared to life, seemingly good as new.
"You're my ride." He said with a grin.

System POV:
5 days have passed: 35 Xp
Rolling 5d3 2,3,3,2,2 = 12 total Xp + 35= 47+2(Left over) total Xp.

Final total: 49 Xp total.

You can create a mission based on users' internal desires or make a skill as a reward for said mission or future missions.

Internal desires detected: 3. User wants to scout out the 'Pikesmen' base locations, stop some muggings that the pikesmen's members do every so often, and make a weapon of some kind.


Choose any:

[]Weapon:
The user thinks that without a weapon of some kind he will be 'ganged up on pretty fast'. He has chosen an attitude of 'only kill when necessary'.

-[]Simple(6 Xp): Make a weapon capable of combat usage. 0/1 Weapons made.
Reward: Weapon gains +3 damage.

-[]Attack and defense(8 Xp): Make a weapon capable of attacking and defending. 0/1 weapons made.
Reward: Weapon gains +2 damage and gains +2 defense when used on the defensive.

-[]Unique(12 Xp): Make a weapon that you struggle to wield and the weapon is considered 'powerful' by your eyes. 0/1 Weapons made.
Reward: Weapon gains +4 damage, +2 defense, and gain a minor effect that depends on the weapon type.

-[]Write in?


[]Scouting:
The user wishes to scout enemy locations/bases. He wishes to do so for information on enemy numbers as he believes the 110 reported gangsters under the pikesmen flag are not all of them.

-[]How many(15 Xp): Find an enemy base and spend 1 hour finding a rough number of enemies there. 0/1 bases found. 0/60 minutes spent.
Reward: Choose 1: enhanced nerves or toughen up(List which one you want to be given, in your plan.).

-[]Write in?


[]Muggings:
Our user wants to stop some muggings from the gang 'pikesmen'.

-[]Cleaning the streets(12 Xp): Beat up 5 muggers and stop one mugging in progress within 3 days.
Reward: Gain +4 free stats, +2 skill points, and a piece of equipment of your choice gains a random minor combat oriented effect.

[]Write in?


Make a skill
(Skills discussed will be listed here. List how much Xp you put into the skill.):

[]Telekinetic Shield: Form a telekinetic shield around you. Intelligence focused.

[]Talking to a gravely friend(Minimum Xp 4.): Call from the grave a familiar friend. They cannot be seen by anyone but you and can move through walls. Scouting focused.

[]Write in?(Name an idea and direction.)

2 things.
One is that I'm very much encouraging write ins. I will not give you Xp perfect missions so please try and make some on your own. Also you can literally copy one of my missions but change the reward. I'll allow that because why not.
Two is that I've decided to post the rolls, BUT not in the middle of the post or at the start. I'm going to put them at the bottom. That might change based on what you guys want so if you have problems with this, please tell me about them.

Make a disguise capable of hiding your identity. No time limit!(Your rolls stack until completion): Dc 30 rolling… 23! First day fail! rolling… 40+23= 63! Second day success.

Disguise 'Cloak and mask': After using your old hands for 2 days, you have made a simple cloak and mask capable of hiding your identity!

Cloak and mask stats: Defense 4(+3 from the reward and +1 from natural defense.). Capable of hiding your identity.


Old style! Time limit 2 days: Dc 35/70 rolling… 38+5(Tireless)= 43! Rolling second day… 24+5(Tireless)+43= 72! Pass both Dc!
Gain +2 strength, +2 endurance, +2 constitution, and +2 agility.

5 days = 35 Xp
Rolling 5d3 2,3,3,2,2 = 12 total Xp + 35= 47 total Xp.
Any bonuses? Dc 55/95 rolling 5 times… 29,34,10,76,85 = 2 first Dc pass = User gains 2 extra skill points.

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

User gains 5 intelligence and 5 free stat points from the daily quest. Strength, agility, endurance, and constitution increase by +2.
User is most likely to increase his physical stats. Rolling 5d4 for which stat is given a point. 1 is strength, 2 is agility, 3 is constitution, and 4 is endurance.

Hp 60/60
Energy 70/70
Strength 11
Agility 12
Constitution 12(Hp is x5 this.)
Endurance 14(12 base)(Energy is x5 this.)
Intelligence 19
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.

4,1,3,3,2 = +1 strength, +1 agility, +2 constitution, and +1 endurance.
 
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I love that screen clutter bro. Bring on the rolls!
(Just put them in spoilers. That way they won't clutter the screen, and if we want to see them, we can just open up the spoilers and take a look.)
I have no idea why... but I completely forgot I could do that for a solid 20 minutes of thinking "How am I supposed to get all these rolls to look nice." DESPITE ME USING THEM WHILE THINKING THIS. Referring to spoilers.
 
[X] plan: grave friends tired of listening
-[X] Make back up plans:
make plans when your plans die be it from injuries, unexpected variable, new ally to new targets and finnaly hidy holes and escape routes.(10Xp)
-[X]Scouting:
The user wishes to scout enemy locations/bases. He wishes to do so for information on enemy numbers as he believes the 110 reported gangsters under the pikesmen flag are not all of them.
--[X]How many(15 Xp): Find an enemy base and spend 1 hour finding a rough number of enemies there. 0/1 bases found. 0/60 minutes spent.
Reward: Choose 1: enhanced nerves or toughen up(List which one you want to be given, in your plan.).
-[X]Talking to a gravely friend(20Xp): Call from the grave a familiar friend. They cannot be seen by anyone but you and can move through walls. Scouting focused.
 
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For how many days are we planning?

One is that I'm very much encouraging write ins. I will not give you Xp perfect missions so please try and make some on your own. Also you can literally copy one of my missions but change the reward. I'll allow that because why not.
Well, if you give us an offer like that... lets abuse it!

[X] Plan: (prepare) to stop a mugging bird
-[X]Scouting: The user wishes to scout enemy locations/bases. He wishes to do so for information on enemy numbers as he believes the 110 reported gangsters under the pikesmen flag are not all of them.
--[X] How many(19 XP): Find an enemy base and spend 1 hour finding a rough number of enemies there. Spend time in the streets estimating the presence of unmarked gang members found from observing the base. 0/1 bases found. 0/60 minutes spent investigating base. 0/400 minutes spent investigating in the streets.
---[X] Reward: Skill Telekinetic Shield
-[X] Telekinetic Shield(30 XP): Form a telekinetic shield around you. Intelligence focused.

He may be 1 point stronger than the muggers, but he needs a way to make sure the mugging victim doesn't get hurt. A shield would be perfect. It would also be based on his strongest stat.
 
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What counts as "Resting" for the purposes of Tireless' double energy regen?
Also, a more general question: is it possible to give quests for 0XP (with commensurately small rewards)?

For how many days are we planning?


Well, if you give us an offer like that... lets abuse it!

[X] Plan: (prepare) to stop a mugging bird
-[X]Scouting: The user wishes to scout enemy locations/bases. He wishes to do so for information on enemy numbers as he believes the 110 reported gangsters under the pikesmen flag are not all of them.
--[X]How many(15 XP): Find an enemy base and spend 1 hour finding a rough number of enemies there. 0/1 bases found. 0/60 minutes spent.
---[X]Reward: Skill Telekinetic Shield
-[X]Telekinetic Shield(32 XP): Form a telekinetic shield around you. Intelligence focused.

He may be 1 point stronger than the muggers, but he needs a way to make sure the mugging victim doesn't get hurt. A shield would be perfect. It would also be based on his strongest stat.
Seconding the curiosity on the duration until next vote.
Any particular reason you went for 32 instead of 34 XP into the Shield skill?
 
Would this be interesting

Magical Brew: a crafting skill that make hot and alchoholic beverages that has different effects. Coffee=Energy Tea=Health Alchohol=???
 
What counts as "Resting" for the purposes of Tireless' double energy regen?
Also, a more general question: is it possible to give quests for 0XP (with commensurately small rewards)?
Resting: Let's say you are running and not in combat. As soon as you stop within 3 seconds your energy regen is doubled.
In combat it takes 5 seconds of no combat to double your energy regen.

0 Xp missions… what do you mean by small rewards? I'm hoping to keep focused on his goals, but if it's stuff like giving him a medal that's fine.
 
For how many days are we planning?


Well, if you give us an offer like that... lets abuse it!

[X] Plan: (prepare) to stop a mugging bird
-[X]Scouting: The user wishes to scout enemy locations/bases. He wishes to do so for information on enemy numbers as he believes the 110 reported gangsters under the pikesmen flag are not all of them.
--[X]How many(15 XP): Find an enemy base and spend 1 hour finding a rough number of enemies there. 0/1 bases found. 0/60 minutes spent.
---[X]Reward: Skill Telekinetic Shield
-[X]Telekinetic Shield(34 XP): Form a telekinetic shield around you. Intelligence focused.

He may be 1 point stronger than the muggers, but he needs a way to make sure the mugging victim doesn't get hurt. A shield would be perfect. It would also be based on his strongest stat.
Ok so, the reward is a 34 Xp skill. For a 15 Xp mission. Get the shield down to 10 Xp or increase the missions Xp or the difficulty.
Should also mention that the user can fail these missions if the difficulty is too high.
 
Resting: Let's say you are running and not in combat. As soon as you stop within 3 seconds your energy regen is doubled.
In combat it takes 5 seconds of no combat to double your energy regen.

0 Xp missions… what do you mean by small rewards? I'm hoping to keep focused on his goals, but if it's stuff like giving him a medal that's fine.
Got it
What I mean is if we spend 0XP on a mission that's about his goals, can it still give a tiny reward (like +1 stat)? Say, if we wanted to save points but didn't want to tell the guy "you just get the daily this week, sorry"

Also, how long is the gap gonna be between this vote and the next, in-verse? another week?
 
Ok so, the reward is a 34 Xp skill. For a 15 Xp mission. Get the shield down to 10 Xp or increase the missions Xp or the difficulty.
Should also mention that the user can fail these missions if the difficulty is too high.
If the user doesn't finish a mission until the next story post, does it auto-fail or can the user continue working on it? (Assuming it makes sense for the mission)

Would
--[]How many(19 XP): Find an enemy base and spend 1 hour finding a rough number of enemies there. Spend 10 hours in the streets estimating the presence of unmarked gang members found from observing the base. 0/1 bases found. 0/60 minutes spent investigating base. 0/600 minutes spent investigating in the streets.
---[]Reward: Skill Telekinetic Shield
-[]Telekinetic Shield(30 XP): Form a telekinetic shield around you. Intelligence focused.
work?
 
The mission that pathfinder gave me, made me realize how weak I was. I knew I was nowhere near my prime but just doing those push ups and sit ups made me feel weak.
Would he get angry if he gets a skill called
Menthol Empowerment: this skill give +1 to +2 increased in physical stats when user apply Menthol on oneself
 
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