Infamous:rise of the conduits (OOC) Looking for GMs

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Infamous:rise of the conduits (OOC) Looking for GMs

Postby Steven kono » Fri Dec 06, 2013 12:35 am

take all character sheets to the proper room. character sheet room

I am a bit surprised I have not seen any Infamous RPs around (or I am mistaken in which case I need to correct that) so I figured I would think about starting up a possible RP. was thinking of a few ideas for example. and also borrowing from the games system, the stronger you get (more EXP) the more power you get under your control.

In my mind there are three classes of powers.

mutatious powers that affect the body, causing physical changes such as in sasha

non-mutatious powers that do not affect the body's physical appearance such as Cole Macgrath (note, RP will be following canon somewhat, meaning cole is good in this universe)

or a form power where the person can change their form to gain access to their full power like John White changing to The Beast

timeline wise it will be extending from Infamous to Infamous 2 and second sons possibly in the future when it has been out long enough to not give out spoilers.

character sheet is right here

Name:
age:
gender:
appearance: (be it picture or written description)
species (conduit/human): (optional if you want to keep it secret)
power type (if conduit): (also optional if you want to avoid spoilers)
nationality (where they were born, be it US, UK, china, etc):
birthplace:
Group association before empire city blast (first sons, police force, militia,gang,etc): (optional if any)
Bio:
notes: (additional facts and optional things you wish to list)

will post rules soon, but if anyone wishes to co-GM in this to help take pressure off if many people join, or they want to be involved but do not want to RP.

also a note, canon positions are available, the positions are only characters from empire city, since all the ones in new-marais are shown in what they do. though when the empire city event occurs you can then take them to new marais or other locations.

make sure to check with me on the canon character you wish to use if you want to control one through a PM.

will add more to this post as it requires
Last edited by Steven kono on Sat Dec 07, 2013 9:58 pm, edited 2 times in total.
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Re: Infamous:rise of the conduits (set up)

Postby Lynxy » Fri Dec 06, 2013 1:25 am

I"m not sure if I'm supposed to be posting yet, but...

(ノ◕ヮ◕)ノ*:・゚✧ ✧゚・: *ヽ(◕ヮ◕ヽ)

Gaaahhhh!!!!! I love infamous! It's like the best game ever to come out on the PS3!
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Re: Infamous:rise of the conduits (set up)

Postby Steven kono » Fri Dec 06, 2013 3:30 am

agreed. but this is more of the sign up for the RP, and also the OOC room. so it is fine. also my first time GMing so that is why I was asking if any expereinced GMers wanted to help out if they wanted to. I intend of this (or at least hoping) becomes a big thing. after all there have been conduits formed before the blast, like sasha. and there are also limitless potentinal for side stories. hell, my own character kinda had his own small side story in the RPs I did as him.
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Re: Infamous:rise of the conduits (set up)

Postby Lynxy » Fri Dec 06, 2013 4:32 am

I was more concerned that it might be intended as the CS page and thus shouldn't be cluttered with my inane chatter.

I made a character based in the infamous world once, but the RP fell apart almost as soon as it started so I never got to explore the character. So... in case I was too subtle, I'm interested.
(It was a conduit that absorbed and released EMR instead of electricity, heat, slime, or anything else I can't remember from the games)
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Re: Infamous:rise of the conduits (set up)

Postby Steven kono » Fri Dec 06, 2013 5:55 am

hmm... will make a CS page now.

and for this RP may want to tone that down, or create a new character. EMR is actually a wide range, includeing gamma radiation, which means in theory the guy (or girl) could expose a entire city to pretty much the equivalent radiation of a nuke without so much as a flick of the wrist
back and trying to improve my rp and gm skills

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Re: Infamous:rise of the conduits (set up and OOC)

Postby Lynxy » Fri Dec 06, 2013 9:47 am

Well, you have to take into account the amount of energy in particles like that. To irradiate a city would probably take hours if not days of charging from just sunlight, and the games make it pretty clear that conduits can only hold onto so much energy at once. No matter how you look at it, that's no wrist flick.

Either way, the intention was never to become that powerful. I figured she would be able to absorb radiation across the spectrum, but be limited to releasing x-rays under normal circumstances (still ionizing radiation, but that's a very slow death). There's a lot more sensory abilities inherent in the character than combat ones, and even her strongest attacks (like lasers or bursts of intense infrared/microwaves) have no stopping power whatsoever. That means hitting a flying car with her strongest attacks would do literally nothing to protect her from being crushed by it. Evasion is her only defense.

Orrrrrr, I can just rebuild. I don't particularly care either way. I'm always toying with character ideas.
How about controlling the kinetic energy of air (wind attacks)? Or going full-Gambit and just have some control over kinetic energy itself? Fire is boring. Lightening has been done. Ice has been done. Short range teleporting has kinda been done, but I could re-create that as a primary ability. I could make a character that can "freely" manipulate transition metals and their alloys. Summoning is interesting, but convoluted. Barriers could be interesting, but attacking would be a problem in more than one way. I could piece a semi-cohesive set of poison skills together into a character that makes some sense.... mind control was done. Or... COMBAT TENTACLES!!! I could keep going, but I'm sure you're already rolling your eyes, lol.
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Re: Infamous:rise of the conduits (set up and OOC)

Postby Steven kono » Fri Dec 06, 2013 11:20 am

-rolls his eyes- just make the CS sheet -laughs-
back and trying to improve my rp and gm skills

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Re: Infamous:rise of the conduits (set up and OOC)

Postby Lynxy » Fri Dec 06, 2013 11:55 am

¯\_(ツ)_/¯
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Re: Infamous:rise of the conduits (set up and OOC)

Postby Zender_Solarheart » Fri Dec 06, 2013 10:12 pm

So...what do y'all think of my CS for this one? I had to look up a few things on the InFamous wiki, since while I've really wanted to play the games, and have done some prior research on the lore, I never had a PS3 to actually play them on. With any luck, I might be able to rectify that in due time...but considering my finances' recent tendency to destabilize when least expected, you never know...

Anyways, yeah. I hope my decision to make Jon a well-trained merc isn't seen as overpowered, since I was trying to compensate for the fact that Data Trigger...well...it doesn't give him that many forms of real attack. It's more a tool of exploration and tactical decision-making, since the only offensive ability it has right now is hacking electronics...
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Re: Infamous:rise of the conduits (set up and OOC)

Postby Steven kono » Fri Dec 06, 2013 10:33 pm

Zender_Solarheart Wrote:So...what do y'all think of my CS for this one? I had to look up a few things on the InFamous wiki, since while I've really wanted to play the games, and have done some prior research on the lore, I never had a PS3 to actually play them on. With any luck, I might be able to rectify that in due time...but considering my finances' recent tendency to destabilize when least expected, you never know...

Anyways, yeah. I hope my decision to make Jon a well-trained merc isn't seen as overpowered, since I was trying to compensate for the fact that Data Trigger...well...it doesn't give him that many forms of real attack. It's more a tool of exploration and tactical decision-making, since the only offensive ability it has right now is hacking electronics...


it's fine, probably places you around the same combat training level as a first son goon. just make sure to remember the powers ARE going to expand in time.
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Re: Infamous:rise of the conduits (set up and OOC)

Postby Zender_Solarheart » Sat Dec 07, 2013 4:04 am

Oh, don't worry. I know they're gonna expand over time, and I trust you as a GM to pace said expansions in a balanced manner. I'm actually quite interested to see what upgrades you do come up with; at its peak, manipulating electronic data can be a very versatile tool. It's all a matter of getting to that peak. :lol:
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Re: Infamous:rise of the conduits (set up and OOC)

Postby Steven kono » Sat Dec 07, 2013 7:10 pm

though hope to get A few experienced GMs who have played infamous on board, see if with there help I can be able to mark down some kind of system for this to govern things.
back and trying to improve my rp and gm skills

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Re: Infamous:rise of the conduits (OOC) Looking for GMs

Postby Zender_Solarheart » Sat Dec 07, 2013 10:14 pm

Well, I do have GMing experience (despite most of my RPs caving in for one reason or another), but since I have yet to play InFamous for myself, I don't think I'd fit your bill. Besides, I'd have to be careful co-GMing an RP that I'm a part of; I'm not really the type to use that for god-modding, but when my stress levels climb high enough...well...there's a reason I try to stay offline during such periods...
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set up

Postby Steven kono » Thu Dec 12, 2013 9:56 pm

the set up for this was going to be simple.

for combat it will be a turn based system, and going by rolls on a scale to ten. 1-10 anything above 5 is a success. anything below 5 is a fail. but if it gets a dead five either can roll again or leave the choice of how it goes up to the typist.

outside of combat it will also b.e going off a few things. physical appearance will affect how others look at you, be it injuries, clothing, and such. as well as karma.

Karama be it good or evil will effect people to various degrees

Negative karma makes the character give off a more intimidating presence, and also starts developing a reputation for being dangerous the farther in you go. best to use if you wish to push things in your favor in a discussion or have citizens leave you be through fear.
Down side:may lead to angry mobs and police being sicked on you.

Good karma affects the character by making him seem more trusting and reliable, as well as start giving a more good reputation. best used if you wish to have the people trust you and look up to you. just hope you do not mind the fans who may hound you occasionally.
Down side:will occasionally get criminal hit squads on you

Both have stores and hideouts to lay low specific to them.

The ranks of good and evil are this, which is four ranks each.

Demon (rank 4 evil)
Villain (rank 3 evil)
Gangster (rank 2 evil)
Street thug (rank 1 evil)

Neutral
Good samaritan (rank 1 good)
Ally to police (rank 2 good)
Hero to the people (rank 3 good)
True hero (rank 4 good)


Good
Stores:Gun stores (rank 1),private citizen's contribution (rare occasions, rank 1)
Police Station armory (rank 2)
Prison Armory (rank 3), army contact (rank 3, rare occasions)
D.A.R.P.A agent (rank 4)

Hideouts:
civilians apartment/homes (rank 1)
Police department/prison (rank 2)
helicopter fast travel *allows the ability to travel to any unlocked hideout in only one post* (rank 3)
Military safehouses *only place where D.A.R.P.A agent is*(rank 4)


Evil
Stores: street dealers(rank 1) reaper agent (rank 1, rare)
Gang supplys (rank 2)
Black Market(rank 3) Terrorist cell (rank 3, rare occasions)
ex-First Son agent(rank 4)

Hideouts:
sewer (rank 1)
Gang hideout (rank 2)
'private pick up' fast travel *also clears area of hostiles* (rank 3)
First son Safehouses *only place where First son vendors are*(rank 4)


(Opinion so far? that is what I thought of, if others wish to add there ideas to the system PM me)
back and trying to improve my rp and gm skills

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Re: Infamous:rise of the conduits (OOC) Looking for GMs

Postby Lynxy » Fri Dec 13, 2013 12:09 am

I'm curious how hideouts work, but otherwise it seems good to me.

Is the hideout where we live now, or is it like a safe-house we can escape to?
I guess I'd be ok with a sewer as long as it was a storm sewer, lol.
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Re: Infamous:rise of the conduits (OOC) Looking for GMs

Postby Steven kono » Fri Dec 13, 2013 12:15 am

Lynxy Wrote:I'm curious how hideouts work, but otherwise it seems good to me.

Is the hideout where we live now, or is it like a safe-house we can escape to?
I guess I'd be ok with a sewer as long as it was a storm sewer, lol.


1.sewer sewer. think what you running around in infamous 1. meaning where power generator and such is

and 2. the hide outs work both as homes and safe-houses that can be escaped to. rank 1 has the least security, rank 4. the most

also a note on the fast travel system. only the helicopter can go to any hideout in one post. the pick up takes more then one post but is quicker then walking. and and it clears the area before you get into it courtesy of some help from the black market.
back and trying to improve my rp and gm skills

I may not be the best or most competent forum rper here, heck far from it but I at least try to give my 100% and that is good enough for me.
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Re: Infamous:rise of the conduits (OOC) Looking for GMs

Postby Nobudi » Fri Dec 13, 2013 1:43 am

My question is if we play neutral, and get to a pretty high level, what kind of perks/ downsides ill they end up having? Will they be hunted by both sides, out of fear of a third faction, or what?
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Re: Infamous:rise of the conduits (OOC) Looking for GMs

Postby Steven kono » Fri Dec 13, 2013 9:27 pm

Nobudi Wrote:My question is if we play neutral, and get to a pretty high level, what kind of perks/ downsides ill they end up having? Will they be hunted by both sides, out of fear of a third faction, or what?


sorry but the only advantage to being 'neutral' in the spectrum is not being targeted by either side. since neither side are willing to work with you it has nearly no advantages. the only advantage pretty much is being left alone. same as the real world, you can get some distance by not picking sides but eventually you have to side one way or another depending on your beliefs.
back and trying to improve my rp and gm skills

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Re: Infamous:rise of the conduits (OOC) Looking for GMs

Postby Lynxy » Mon Dec 16, 2013 5:54 am

Oh, I thought of another question.

How does the gun store thing work? I kinda already wrote in a gun for my character from her mafioso days. Do I need to delete that until I can buy custom weapons or will my ammunition just be limited until I can buy from a store or how shall I proceed with that?
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Re: Infamous:rise of the conduits (OOC) Looking for GMs

Postby Zender_Solarheart » Mon Dec 16, 2013 7:38 pm

Lynxy Wrote:Oh, I thought of another question.

How does the gun store thing work? I kinda already wrote in a gun for my character from her mafioso days. Do I need to delete that until I can buy custom weapons or will my ammunition just be limited until I can buy from a store or how shall I proceed with that?


Come to think of it, I never did write in anything like a personal weapon for Jon, despite how his Conduit powers are of a..."less offensive" nature. Depending on how this question gets answered, I may or may not need to edit my profile a little bit...
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