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    A TableTop Rolplaying Game?

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    Post by Rarity Wed Jun 27, 2012 9:38 am

    Lets get back on track. We need to spill ides!

    COMMON!
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    Post by User Wed Jun 27, 2012 10:52 am

    Let me get my lunch first ... Then I'll help you.
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    Post by billy_bayonet Wed Jun 27, 2012 11:03 am

    cloudyeki wrote:This coming from the guy who had to have that barbie avatar.

    ahahahhahahahahahahhahahaha, shouldnt laugh but i just flashed back to that avatar!! cheers
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    Post by User Wed Jun 27, 2012 1:05 pm

    Hm... Let me see...

    Humanity is obtained in the actual game by either A, helping kill a boss in another persons' world; B, defeating your own boss and clearing the level of both the boss and phantom interaction; C, Kill a host or Red Phantom and collect there humanity; D, Dark hand; E, dropped from certain enemies (Rats, Priscas, baby Skeletons); F, from certain enemies that are killed in the area, before the boss is killed (total of 10 loose humanity absorb-able in an area if boss is alive); G, Corpses that contain certain Humanity.

    Humanity gives a factor of Curse Resistance, Item Finding Probability Increase, and Defense Increase. It also scales with Chaos Weapons as well. Humanity can be scavenged with the systems of enemies (F) similar to an item drop, while Humanity dropping from enemies solid (E) can follow the same path as item obtaining. as the other ones usually include the hand of other players (or in uncommon occasions, from NPCs and Enemies), Humanity would be more resourceful in terms of Player and Player interaction, more so than Player and Environment Interaction.

    Instead of picking either humanity or a morality system, you can have both; Humanity is not a complicated source of mathematics and a hard aspect, compared to others. Morality can follow that of the other books, such as the Servant Roster and the Book of the Guilty. Perhaps the Morality System can be affected by the player causing harm in terms of 'evil' to others, both NPCs and Players. That means that Darkwraiths, Gravelords, and Players who kill other NPCs are affected by the Book of Guilty, and are listed deeper and deeper. With higher Strands of Moral Currency grow for the player, they have a higher chance of being hunted down by blue spirit covenants (Darkmooon and Forest Hunters), as well as having random encounters of NPCs that will try to kill them on sight.

    Of course, these things can be absolved from a Pardoner (if he or she is still alive in there world), however as they do more harm more and more, it becomes more expensive in souls.

    You can do random encounters in the Game. You can make random encounters of Darkwraith invasions, NPC Thieves and Bandit raids, NPC adventurer(s) being attacked by enemies in an area, White Phantom Signs, Ornage Guidance Signs (which can say anything), Bloodstains of people who have fallen in combat.... all of thes can be used to heighten the Roleplay experience with the environment as well as possibly other players. You can also create random encounters of Dragon Remnant Signs, Red Summon Signs, Gravelord Signs (which means you are infected), Synergy Rings, and Vagrants. Such random things could be determined by a... Dungeon Master. Since these things do not stay in these places permanently, the DM can remove them, add more, or change places of these different connective devices of one world to another, as well as other physical encounters.

    If there is a Dungeon Master, they can always set the enemies and encounters up in different areas, so that the areas are not always the same. of course, these things would have to reset when a player uses a bonfire (although not in other people's worlds, of course). Again, the removal of resurrection and dying devices and just using the instant dead and revived by bonfire concept would be good. As well, players can go threw an area hollow or human. However, if they go hollow, they will not be able to interact with other players in their own world, rather they would have to go to theirs (As a Blue Phantom, Dragon phantom, or a White/Golden Phantom... no Reds if hollowed). The use of humanity to turn from hollow to human can be a penalty of dying, as well as the bloodstain aspect.

    To interact with other players, if they are not in the same world, players can interact with connective world devices, including the soap stones and orbs (and sometimes rings, for the Blue Phantom Covenants). Dropping an item for a player can cause a chance of a Vagrant showing up in anothers world (of course, dice will determin that), and the aspect of other players connecting will be restrained with the removal of estus flask (for phantoms), as well as leaving the area (unless killing the boss of the area). Players can interact at these times. Players do not need to necessarily beat the area as they enter, rather they can stay and linger, and interact in the world one way or another, as players do in Dark Souls. If there are NPCs and random encounters, this may liven the experience for players who stay in these areas.

    Dried Fingers should be included, and connecting with players VIA invasion should be a dice roll to see if it does, as well as Infecting someone VIA Gravelord and such. Players have a chance of interacting with NPC players, allowing the player to roleplay and/or combat them. Depends on what you do when you sight them.

    You can liven groups such as the Egg Burdens, necromancers, pinwheels, Clerics of Way of White, balder Knights, and other beings that have not yet hollowed (and as the Pinwheels are skeletons, the likelyhood of them turning hollow in the mind is 0 silly). Interactions with the life in the areas can also lead to players doing this and interacting with them differently than normal dark Souls. For example, a Blue Drake in the Valley of Drakes could be seeking to hunt you down across half of Lordran (Or New Londo); a Horde of Rats could show up and chase the player to a cliff, where they fall and die; The player can make a friend out of an egg burden, and be given information about the Demon Ruins; A Player can be guided by a necromancer, with two Adventuring Clerics following behind. this should be prepared by the DM, of course.

    Resistance should be added. Would probably be easier for you in Defense. NG+ and over should be included as well for more repeated interactions after the Defeat of Gwyn.
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    Post by Rarity Wed Jun 27, 2012 1:20 pm

    Acidic_Cook wrote: Resistance should be added. Would probably be easier for you in Defense. NG+ and over should be included as well for more repeated interactions after the Defeat of Gwyn.

    I am adding The resistence and vitailty to one singel stat. It makes things eysery in the long run.

    All your item ides will be added to the armor and covent ides. And the mortality ide and humanity will be added soon as well.

    If you feel help full PM your finised ides (Like say the stats for a Dark wraith) and i add it to my final Antagonist list
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    Post by User Wed Jun 27, 2012 1:26 pm

    PM? Ok, I'll do that.
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    Post by Rarity Wed Jun 27, 2012 8:34 pm

    Thank you! The same goes for the rest of ye!
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    Post by User Wed Jun 27, 2012 8:44 pm

    No problem
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    Post by ZikoLogiKa NL Wed Jul 04, 2012 10:21 pm

    This looks great !

    If you are actually going to make this .,

    Have you thought of using modified Warhammer figures to play with ?

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