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Juju Juju Yeah, I was going to leave it to Jinni to puzzle out how much 100 vs 500 yen actually does in terms of POWER, because there's no reference for clearly offensive imprints out there, and having it be equal to the defensive capabilities of intangibility is kinda sketch. And no, there's no strict limit to how much money she can Prime, outside it being dependent on how long she's willing to soak in a hot bath for/experience short-term hypothermia. If you wanted to go strictly with Imprint-maxing, then over the course of 3 days, if all she did was soak in a hot bath irrespective of the effects on her body while staying up...she would end up with around 432,000 yen of Primed coins, separated roughly in increments of 144,000 yen at 66% efficacy, 33% efficacy, and 0% efficacy.

If Samuru, on the other hand, was being a normal person who soaks for 20 minutes in a hot tub after a day of fun, she'd come away with around 1000-2000 yen of Primed coinage that would beginning degrading towards 66% efficacy from that time until the next time she takes a bath.
Ah okay, thanks for clarifying. I guess I'll wait to see what Jinni says then!
 
Posted a WIP for now, mostly so JINNI JINNI can get a feel of Takeshi's abilities πŸ‘
looks good for now!

Huhhh, as in no matter what, she has to start the transformation with copper? Meaning, Eat Copper > Iron > Silver > Gold as a progression. Let us say there is a situation where she is in the "copper" phase, she finds some silver she wants to eat. That silver is useless to her because she has not entered the "iron" phase? I can work with that.
Do let me know if you have other suggestions!

I was thinking more about her physical power/damage output! Pain and her ability to endure it are a natural limiter for her

And thank you so much! I'm obsessed with her too 😍
to be honest, a damage output boost feels like it veers too much into imprint territory, especially if it scales based on how hurt she is. a suggestion would be remove "The number and severity of injuries Yoko sustains proportionally increases her strength." don't hesitate to reach out if you have other rewording ideas!
 
looks good for now!


Do let me know if you have other suggestions!


to be honest, a damage output boost feels like it veers too much into imprint territory, especially if it scales based on how hurt she is. a suggestion would be remove "The number and severity of injuries Yoko sustains proportionally increases her strength." don't hesitate to reach out if you have other rewording ideas!
I think I didn't word it properly, since I intended it to just be a physical strength buff. It doesn't buff damage, but since she is stronger she could throw a meaner punch. It's not meant to be punching through walls or anything crazy.

Is the scaling aspect the issue? I didn't intend for it to be a big power boost or anything like that, just like getting pumped up when she is close to death. Though if you think that is going to be an issue I can stick to just a buff to strength.
 
Seems like it could just be like a guarantee of triggering hysterical levels of strength when in extreme danger. Like how mothers end up lifting cars off their children and stuff like that.
 
Seems like it could just be like a guarantee of triggering hysterical levels of strength when in extreme danger. Like how mothers end up lifting cars off their children and stuff like that.
I mean, not really? It can easily be a set amount of strength. Not to mention she would be critically injured for this to happen. I don't see how gradly getting a strength buff is that different from a permanent one if we just make it the same value. But I can see that it might seem strong but I think its not too hard to set a limit so its balanced like other abilities. Mostly flavour text and fun! 🦐
 
I don’t think it’s all that strong at all, personally, considering how injuries kinda fuck up your ability to do things even if you don’t feel them. I’m just thinking that, in line with the cat and mouse game, it’d work out more thematically if it triggers a burst of extra strength when in an immediately life-threatening situation, rather than, say, scaling off of the number of injuries accumulated.

Ofc, it’s not like abilities need to follow a theme the same way Imprints do though, so iz no beeg deal if it’s just a berserker passive.
 
I don’t think it’s all that strong at all, personally, considering how injuries kinda fuck up your ability to do things even if you don’t feel them. I’m just thinking that, in line with the cat and mouse game, it’d work out more thematically if it triggers a burst of extra strength when in an immediately life-threatening situation, rather than, say, scaling off of the number of injuries accumulated.

Ofc, it’s not like abilities need to follow a theme the same way Imprints do though, so iz no beeg deal if it’s just a berserker passive.
Ohh I see! That one would be cool too! We will have to see what Jinni thinks about scaling. All three are still cool options for our resident delinquent!
 
I think I didn't word it properly, since I intended it to just be a physical strength buff. It doesn't buff damage, but since she is stronger she could throw a meaner punch. It's not meant to be punching through walls or anything crazy.

Is the scaling aspect the issue? I didn't intend for it to be a big power boost or anything like that, just like getting pumped up when she is close to death. Though if you think that is going to be an issue I can stick to just a buff to strength.
if that's how it works then it's completely fine! ty for clarifying!!

also my commentary on ERode's character is coming pls wait x.x i forgot to do that yesterday
 
I redid some stuff on Amos' app, mostly aesthetic changes but just general tweaks to his backstory(cos I realised he would've lived through a huge event when I thought about his life), more clarification on his personality, a tweak to how his imprint works so the symbolism/theming is more clear, as well as a complete change to his abilities cos I felt before they didn't really have much use/application before. Jinni ,Lemme know if anything is like iffy on this new version
 
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mmmmmm abilities should be things a normal human still cant do but its not quite superpower level yet. One of the abilities I really like that captures this vibe is Ryan's Convenient rummage: Be it a junk drawer, a backpack, or a cardboard box, Ryan can find any item he wants without having to dig through the container. Like it's not quite superpower level yet, but finding sorting through things immediately without having to rummage all the time is not something a normal human can do (it works too both flavor / combat wise). i understand its quite hard to draw the line between abilities and imprints tho :closedeyescryingfrown: sorry if i didnt make everything clear t.t

but i think a good rule of thumb would be:
if you have to nerf / come up with limitations so that its less of a superpower than it really is
it might be an imprint instead of an uncommon ability
 
Huhhh, as in no matter what, she has to start the transformation with copper? Meaning, Eat Copper > Iron > Silver > Gold as a progression. Let us say there is a situation where she is in the "copper" phase, she finds some silver she wants to eat. That silver is useless to her because she has not entered the "iron" phase? I can work with that.

a sudden random thought, afaik most metals used irl (especially for commercial use) are alloys, what happens if she eats, say, an alloy of copper & iron?

Juju Juju Yeah, I was going to leave it to Jinni to puzzle out how much 100 vs 500 yen actually does in terms of POWER, because there's no reference for clearly offensive imprints out there, and having it be equal to the defensive capabilities of intangibility is kinda sketch. And no, there's no strict limit to how much money she can Prime, outside it being dependent on how long she's willing to soak in a hot bath for/experience short-term hypothermia. If you wanted to go strictly with Imprint-maxing, then over the course of 3 days, if all she did was soak in a hot bath irrespective of the effects on her body while staying up...she would end up with around 432,000 yen of Primed coins, separated roughly in increments of 144,000 yen at 66% efficacy, 33% efficacy, and 0% efficacy.

If Samuru, on the other hand, was being a normal person who soaks for 20 minutes in a hot tub after a day of fun, she'd come away with around 1000-2000 yen of Primed coinage that would beginning degrading towards 66% efficacy from that time until the next time she takes a bath.

this is how i currently feel about Samuru (mainly about her powers, I loved reading through her backstory)

the coin system is a super fun aesthetic, but I think it might be a little too reliant on having to track numbers, baths, and bulk coin logistics that’ll honestly be hard to keep fun across different scenes. Sure, let's say she can prime 432,000 yen worth of coins. Does she walk into wild breaches with those heavy sacks of coins? What if there's a monster who straight up melts them?

It puts a weird pressure on how much she can realistically carry, and it might make certain scenes feel forced or overly technical. Like, instead of getting to just enjoy a cool battle moment, you’d have to explain where the coins are, how many she has left, and whether or not they survived the environment. That kind of tracking is fine in games, but in a writing-based RP, I feel like it would slow things down more than anything.

That said..... I do have a suggestion that might help smooth out some of the practical bumps in how the Imprint plays out in RP.

What if instead of tracking the number of actual coins or soaking times, Samuru has a daily β€œworth counter”? It could represent her sense of internal value or confidence, and she spends it to activate her Imprint through coins. She could still use 100-yen and 500-yen denominations. The 100-yen blasts are faster and smaller, and the 500-yen ones hit harder but cost more and move slower. Something like: 100-yen shots are strong enough to stagger or injure something like a lion, while 500-yen ones could damage a car or large monster.

The more she uses her worth, the more her body begins to feel cold (signifying emotional burnout turned physical). If she drains her counter completely, she risks hypothermia or collapse. We can say that the worth counter could only be restored through warm baths or restful sleep.

This keeps all the aesthetic you described while making the mechanic feel more fluid and less micromanage-y.

As a starting point, I think 5,000 yen worth counter would be a fair one. If ICly you think that she definitely feels like she's worth more than that, we can just flavour it so that the worth counter matches whatever she thinks she's worth. For example: she thinks she's worth 1,000,000 yen. OK! The worth counter is whatever she thinks she's worth divided by 200.

Let me know what you think.
 
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Now I'm a little relieved that Rongyao is acceptable right off the bat...right?
She looks okay for now, as long as Life Sense isn't used as omni-vision! More like a strong instinct or a sixth sense: she gets a vague sense or hunch that someone’s nearby or moving, but not a full mental map or exact coordinates.
 
genuinely happy reading everyone's charactersss tbh :closedeyescryingfrown: <3 such a dynamic cast, the rp hasn't even started yet and i'm already attached. can't wait to finally get the rp going and seeing it in action :evilteeth:

ive already started writing the opening post-----
 
genuinely happy reading everyone's charactersss tbh :closedeyescryingfrown: <3 such a dynamic cast, the rp hasn't even started yet and i'm already attached. can't wait to finally get the rp going and seeing it in action :evilteeth:

ive already started writing the opening post-----
I'm so excited too! Can't wait to see the post πŸ’–
 
this is how i currently feel about Samuru (mainly about her powers, I loved reading through her backstory)

the coin system is a super fun aesthetic, but I think it might be a little too reliant on having to track numbers, baths, and bulk coin logistics that’ll honestly be hard to keep fun across different scenes. Sure, let's say she can prime 432,000 yen worth of coins. Does she walk into wild breaches with those heavy sacks of coins? What if there's a monster who straight up melts them?

It puts a weird pressure on how much she can realistically carry, and it might make certain scenes feel forced or overly technical. Like, instead of getting to just enjoy a cool battle moment, you’d have to explain where the coins are, how many she has left, and whether or not they survived the environment. That kind of tracking is fine in games, but in a writing-based RP, I feel like it would slow things down more than anything.

That said..... I do have a suggestion that might help smooth out some of the practical bumps in how the Imprint plays out in RP.

What if instead of tracking the number of actual coins or soaking times, Samuru has a daily β€œworth counter”? It could represent her sense of internal value or confidence, and she spends it to activate her Imprint through coins. She could still use 100-yen and 500-yen denominations. The 100-yen blasts are faster and smaller, and the 500-yen ones hit harder but cost more and move slower. Something like: 100-yen shots are strong enough to stagger or injure something like a lion, while 500-yen ones could damage a car or large monster.

The more she uses her worth, the more her body begins to feel cold (signifying emotional burnout turned physical). If she drains her counter completely, she risks hypothermia or collapse. We can say that the worth counter could only be restored through warm baths or restful sleep.

This keeps all the aesthetic you described while making the mechanic feel more fluid and less micromanage-y.

As a starting point, I think 5,000 yen worth counter would be a fair one. If ICly you think that she definitely feels like she's worth more than that, we can just flavour it so that the worth counter matches whatever she thinks she's worth. For example: she thinks she's worth 1,000,000 yen. OK! The worth counter is whatever she thinks she's worth divided by 200.

Let me know what you think.

In terms of coin-carrying logistics, if we're considering weight alone, 500,000 yen worth of coins ends up being 15.6 pounds, which isn't a grotesque amount of weight. That being said, I'm not a super big fan of tracking hard ammunition numbers. My approach was generally to be something like...

1. Work out how much damage her coins do at 100% (you've clarified it as 100 yen = hurt a lion, 500 yen = hurt a car, so that works out). With that, can scale how much weaker they become as time passes (33% degradation per day that passes).

2. Work out how much 100%-66% coins she'd usually have in stock (this would be around 2000-4000 yen, with occasional negative fluctuations if she doesn't feel like bathing for too long). Those are the coins that really matter most of the time.

3. With that, can generally presume that she can perform like, less than 10 or so effective shots/blasts per Cycle without actually harming herself. And she has 10 more shots that are less effective but still kinda useful depending on the situation at hand.

And for me personally, having situations where, say, she lost her coin purse in the heat of an escape, or she wastes her Primed coins on a decoy monster, or her coins just get melted either by flames or acid (thanks Amos), is basically a feature rather than a bug. And if it's the case where it's a multi-day Cycle? Oh baby, gotta make every shot count now, because there's no prep time after day one!




That being said, I don't mind going with your worth counter idea either. My main concern with that being tied to her own self-worth is that one of her Uncommon Abilities basically allows her to self-delude herself completely. So Samuru could know that a Cycle was coming and then, with two sentences, basically self-delude herself into believing that she was the first Japanese trillionaire or something ridiculous like that for the next seven hours

That's why I wanted her Imprint to have a direct physical cost, without any attachment to her mental state.
 
In terms of coin-carrying logistics, if we're considering weight alone, 500,000 yen worth of coins ends up being 15.6 pounds, which isn't a grotesque amount of weight. That being said, I'm not a super big fan of tracking hard ammunition numbers. My approach was generally to be something like...

1. Work out how much damage her coins do at 100% (you've clarified it as 100 yen = hurt a lion, 500 yen = hurt a car, so that works out). With that, can scale how much weaker they become as time passes (33% degradation per day that passes).

2. Work out how much 100%-66% coins she'd usually have in stock (this would be around 2000-4000 yen, with occasional negative fluctuations if she doesn't feel like bathing for too long). Those are the coins that really matter most of the time.

3. With that, can generally presume that she can perform like, less than 10 or so effective shots/blasts per Cycle without actually harming herself. And she has 10 more shots that are less effective but still kinda useful depending on the situation at hand.

And for me personally, having situations where, say, she lost her coin purse in the heat of an escape, or she wastes her Primed coins on a decoy monster, or her coins just get melted either by flames or acid (thanks Amos), is basically a feature rather than a bug. And if it's the case where it's a multi-day Cycle? Oh baby, gotta make every shot count now, because there's no prep time after day one!




That being said, I don't mind going with your worth counter idea either. My main concern with that being tied to her own self-worth is that one of her Uncommon Abilities basically allows her to self-delude herself completely. So Samuru could know that a Cycle was coming and then, with two sentences, basically self-delude herself into believing that she was the first Japanese trillionaire or something ridiculous like that for the next seven hours

That's why I wanted her Imprint to have a direct physical cost, without any attachment to her mental state.
Either way, I’ll leave the final call to you! : D

I'm not here to rob people from writing a character the way they want to. I'm just mildly concerned that things may get a little awkward for others writing with or against Samuru. Like, if someone targets her coin stash in a fight, I’m not sure if it counts as metagaming or just common sense, which might put you/me/others in a weird position,,,,,
 
I think that the more people who focus on her coin purse, the funnier it’ll be when she pulls out a gun and lights them up. ;3

But yeah, if your concern was just with awkwardness on my own end, don’t worry about it. And feel free to just chime in whenever you think Samuru ought to be running outta money at sufficiently dramatic moments.
 
a sudden random thought, afaik most metals used irl (especially for commercial use) are alloys, what happens if she eats, say, an alloy of copper & iron?

That is an interesting question. I'll say that the alloy is treated as the metal of higher concentration. So let's say it is 49.99% copper and 50.01% iron - it will be treated as iron. That being said, I've also revised her powers with the changes we discussed, lmk how ya feel. OH, there's also her deconstruct ability, which might allow her to conveniently separate the alloy and avoid this issue to begin with πŸ€”
 

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