Post by Egao, Egao Everywhere on Sept 28, 2013 21:17:16 GMT -8
I've given it a lot couple of thought and have devised a couple of elements in the setting. Going to address the stuffs Kodiak brought up first though since they're pretty important.
@powerful characters
Definitely a possibility but realistically, I don't think the power of individuals is enough to overwhelm armies alone. First fandom guy that really comes to my mind as imba is Gilgamesh from Fate/Zero. I can see him becoming a definite asset and wiping down units with ease but there are several tactics that can take care of him quite well, and many underhanded ones. The enemy will be all NPC and mod-controlled (unless there are certain player chars temporarily on the other side too) so I wouldn't worry about the staff not being able to come up with something to beat the crap out of everyone. The enemy is also just as skilled and gifted with weapons, magic, and tech as the panfadom guys - and greater in numbers.
But there's a much greater factor that would definitely restrict incredibly powerful chars. The universe is separated by seven planes of existence: the physical, the astral, the mental, the buddhic, the spiritual, the divine, and the logoic plane.
All living creatures belong in the physical plane where all the earthly and material possessions belong. This is where you swing your sword, notch an arrow, punch someone. IE it's where a lot of weapon or tech users would go.
The astral is the emotional plane and overlaps closely with the physical plane. It can be reached from within through meditation. People capable of using chi, chakra, or any of the like referring to inner energy taps into this plane.
The mental is the knowledge plane that requires understanding and enlightenment. Elemental magicians and psychics fall onto this planes.
These first three planes are accessible from the earthy realm and thus can be readily used. Beyond it, however, will require special conditions because the rest simply do not exist in where we exist. It's like using magic when you don't have mana, or trying to hold a knife when you don't have a physical body. You'd lack the tool to be able to use your power. Usually, you'd need a special field (like a sacred area) to be able to access the higher planes.
So to make it short, Gilgamesh, who would probably belong in the spiritual or divine plane, would need to be in a convenient area or get the help of some enchantment to use his Gate of Babylon or any of his other abilities. In hindsight, the more powerful your char is, the weaker they might become. There's not gonna be a technique list or anything. If your character is sorted in the spiritual or divine plane, all their powers are going to be locked although there could be a few exceptions. On top of my head, there's Aang and Korra who can still bend but they cannot go into the Avatar State. Let's see...Voldemort can still use most of his spells but dark and light magic falls into the Buddhic plane so he can't use his favorite Avada Kedavra.
Sorry for the long explanation because this is me still in the rambling process of everything.
@housing
Oh, I was thinking of like that! The castle having a small town. It's always been like that in medieval times, right?
@au backgrounds
I've scratched it down (sorry cfree) and went back to the semi-amnesia thing. But if you accomplish regaining your char's memory, you'll be able to make an npc au of your char whose age group is the opposite of your char. A child and teen char would have an adult or elderly au char and vice versa.
On that note, I'm sticking to making this fully panfandom, not just animanga, but there will be some restrictions with regarding to characters coming from the same fandom.
--------------------------------
I've probably confused everyone in this thread by now so here's a rundown on what I've settled it's going to be:
The RP's not going to start with a war but there will be some monster/bandit skirmishes early on. I've already devised a war system and it's hopefully not going to sound complicated. It will be a lot like a tactical, turn-based battle with units and terrains. RPing will be a lot like making Pokemon commands but with more dialogues and description. No Hollywood action so posts will be 1-2 paragraph at most. RPers decide what unit their character will be in and where then when the battle begins, mod throws them the situation. Their unit may get attacked, may see enemies approaching, etc, and it's up to them how to react. It will last 3 turns at most. If neither unit is dead, it means they've temporarily disengaged.
I've written a draft for the units and it's more-or-less complete. I just want to say that there will be Gundams. Like I said, this won't be a purely fantasy-setting.
edit: forgot to add non-combatants. They're support units that remain on stand-by to pick up the injured and supplies. They could get involved in the fight but as a general code of honor in war, they're not to be targeted by enemies.
@powerful characters
Definitely a possibility but realistically, I don't think the power of individuals is enough to overwhelm armies alone. First fandom guy that really comes to my mind as imba is Gilgamesh from Fate/Zero. I can see him becoming a definite asset and wiping down units with ease but there are several tactics that can take care of him quite well, and many underhanded ones. The enemy will be all NPC and mod-controlled (unless there are certain player chars temporarily on the other side too) so I wouldn't worry about the staff not being able to come up with something to beat the crap out of everyone. The enemy is also just as skilled and gifted with weapons, magic, and tech as the panfadom guys - and greater in numbers.
But there's a much greater factor that would definitely restrict incredibly powerful chars. The universe is separated by seven planes of existence: the physical, the astral, the mental, the buddhic, the spiritual, the divine, and the logoic plane.
All living creatures belong in the physical plane where all the earthly and material possessions belong. This is where you swing your sword, notch an arrow, punch someone. IE it's where a lot of weapon or tech users would go.
The astral is the emotional plane and overlaps closely with the physical plane. It can be reached from within through meditation. People capable of using chi, chakra, or any of the like referring to inner energy taps into this plane.
The mental is the knowledge plane that requires understanding and enlightenment. Elemental magicians and psychics fall onto this planes.
These first three planes are accessible from the earthy realm and thus can be readily used. Beyond it, however, will require special conditions because the rest simply do not exist in where we exist. It's like using magic when you don't have mana, or trying to hold a knife when you don't have a physical body. You'd lack the tool to be able to use your power. Usually, you'd need a special field (like a sacred area) to be able to access the higher planes.
So to make it short, Gilgamesh, who would probably belong in the spiritual or divine plane, would need to be in a convenient area or get the help of some enchantment to use his Gate of Babylon or any of his other abilities. In hindsight, the more powerful your char is, the weaker they might become. There's not gonna be a technique list or anything. If your character is sorted in the spiritual or divine plane, all their powers are going to be locked although there could be a few exceptions. On top of my head, there's Aang and Korra who can still bend but they cannot go into the Avatar State. Let's see...Voldemort can still use most of his spells but dark and light magic falls into the Buddhic plane so he can't use his favorite Avada Kedavra.
Sorry for the long explanation because this is me still in the rambling process of everything.
@housing
Oh, I was thinking of like that! The castle having a small town. It's always been like that in medieval times, right?
@au backgrounds
I've scratched it down (sorry cfree) and went back to the semi-amnesia thing. But if you accomplish regaining your char's memory, you'll be able to make an npc au of your char whose age group is the opposite of your char. A child and teen char would have an adult or elderly au char and vice versa.
On that note, I'm sticking to making this fully panfandom, not just animanga, but there will be some restrictions with regarding to characters coming from the same fandom.
--------------------------------
I've probably confused everyone in this thread by now so here's a rundown on what I've settled it's going to be:
- [*] Panfandom site to all genre, not just animanga. Will set up some rules and bans though.
[*] Characters will arrive to the world with missing memories.
[*] The universe is governed by planes, restricting the use of high-leveled powers which can be accessed through certain conditions.
[*] Panfandom chars will live together in a castle/town. They don't have to live in it if they don't want to but it's really hard to find a home anywhere else. Not every house in small villages will welcome an extra mouth to feed and asking getting strangers to build you a house on their land is even less likely. The castle was already given to the "outsiders" as a privilege by Nation X. The rest, they have to work on their own to eat and live. They're still allied with Nation X as a private army (or else the other countries are going to be wary of extra-dimensional forces gathering together in one castle) and that's really where the plot begins.
[*] There will be war.
The RP's not going to start with a war but there will be some monster/bandit skirmishes early on. I've already devised a war system and it's hopefully not going to sound complicated. It will be a lot like a tactical, turn-based battle with units and terrains. RPing will be a lot like making Pokemon commands but with more dialogues and description. No Hollywood action so posts will be 1-2 paragraph at most. RPers decide what unit their character will be in and where then when the battle begins, mod throws them the situation. Their unit may get attacked, may see enemies approaching, etc, and it's up to them how to react. It will last 3 turns at most. If neither unit is dead, it means they've temporarily disengaged.
I've written a draft for the units and it's more-or-less complete. I just want to say that there will be Gundams. Like I said, this won't be a purely fantasy-setting.
There are five types of units soldiers can be sorted into, not including specialized and promoted units. Certain units may be vulnerable to the other but other than those, it's not always a rock-paper-scissors situation. They vary by their movement speed and numbers, which greatly factors into a unit's strength and survival. Surviving units can gain battle experience and can be promoted to a unique class.
Unit bonuses are supplied by characters with a specific skill in that unit. This can come in the form of increased logistics, maximum unit number, critical strike, effectiveness against certain units, additional abilities, etc. For instance, Katara (Avatar: The Last Airbender) of the infantry unit is able to allow her unit to freely move across water because of her Waterbending ability. Some powerful bonuses can also come from the combination of more than one character put together in the same unit.
--------------------------
Infantry - Foot units. Average movement on plains, reduced movement in deserts, forests, and mountains, greatly reduced movement on water. Promoted infantry are capable of using shields, enabling them to use a formation to deflect arrows and critical blows.
Cavalry - Mounted units. Great movement on plains but greatly reduced movement in forests and mountains and are halted by the desert and water. May have different results depending on the mount. Promoted cavalry are capable of using shields, enabling them to deflect critical blows.
Scout - Ranged units. Average movement on plains but great movement in forests. Reduced movement in mountains, deserts, and water. Cannot counterattack from close-ranged assault. Promoted scouts become mounted units, allowing them to move a short distance after attacking.
Caster - Magic units. Average movement on plains and deserts. Reduced movement on forests, mountains, and water. Physically vulnerable. Promoted casters become mounted units, allowing them to move a short distance after attacking.
Flyers - Flying units. Very fast units and are unaffected by terrain. Vulnerable to arrows. Promoted fliers are capable of using javelins, allowing them to throw them while charging to their assault; thus, attacking twice in a row.
Unique - Specialized units. Their movement ability differs on a case-to-case basis. Though they have qualities giving them on the edge of the battlefield, they come in smaller numbers.
---------------------
Javelins - not as strong as a sword or as a lethal and accurate as an arrow but they are light and can force enemies on the defensive and stall them. Scouts in particular can become vulnerable.
Mounts - used by the cavalry and the flyers, allowing them to close in to their targets to attack. Their purpose for promoted casters and archers is the opposite, used to gain some distance from their enemies to retreat from the frontlines and to allow the melee units to come forward.
Shields - bulky and heavy, shields are very useful but are not easily wielded without sacrificing speed. As such, only skilled soldiers are capable of utilizing them to the fullest.
Unit bonuses are supplied by characters with a specific skill in that unit. This can come in the form of increased logistics, maximum unit number, critical strike, effectiveness against certain units, additional abilities, etc. For instance, Katara (Avatar: The Last Airbender) of the infantry unit is able to allow her unit to freely move across water because of her Waterbending ability. Some powerful bonuses can also come from the combination of more than one character put together in the same unit.
--------------------------
Infantry - Foot units. Average movement on plains, reduced movement in deserts, forests, and mountains, greatly reduced movement on water. Promoted infantry are capable of using shields, enabling them to use a formation to deflect arrows and critical blows.
Cavalry - Mounted units. Great movement on plains but greatly reduced movement in forests and mountains and are halted by the desert and water. May have different results depending on the mount. Promoted cavalry are capable of using shields, enabling them to deflect critical blows.
Scout - Ranged units. Average movement on plains but great movement in forests. Reduced movement in mountains, deserts, and water. Cannot counterattack from close-ranged assault. Promoted scouts become mounted units, allowing them to move a short distance after attacking.
Caster - Magic units. Average movement on plains and deserts. Reduced movement on forests, mountains, and water. Physically vulnerable. Promoted casters become mounted units, allowing them to move a short distance after attacking.
Flyers - Flying units. Very fast units and are unaffected by terrain. Vulnerable to arrows. Promoted fliers are capable of using javelins, allowing them to throw them while charging to their assault; thus, attacking twice in a row.
Unique - Specialized units. Their movement ability differs on a case-to-case basis. Though they have qualities giving them on the edge of the battlefield, they come in smaller numbers.
---------------------
Javelins - not as strong as a sword or as a lethal and accurate as an arrow but they are light and can force enemies on the defensive and stall them. Scouts in particular can become vulnerable.
Mounts - used by the cavalry and the flyers, allowing them to close in to their targets to attack. Their purpose for promoted casters and archers is the opposite, used to gain some distance from their enemies to retreat from the frontlines and to allow the melee units to come forward.
Shields - bulky and heavy, shields are very useful but are not easily wielded without sacrificing speed. As such, only skilled soldiers are capable of utilizing them to the fullest.
edit: forgot to add non-combatants. They're support units that remain on stand-by to pick up the injured and supplies. They could get involved in the fight but as a general code of honor in war, they're not to be targeted by enemies.