clyde: (Default)
[personal profile] clyde
Potential additional commands:

@justify skill/[INSERT]=
People shouldn't have a ton of skills, unless they're a Jack of All Trades and Master Of None (tm) (aka terrible at them). As a result, it might be worthwhile to make them justify any that they have. It wouldn't have to be long, just a 2 or 3 sentence blurb. Example:

@justify skill/DANCING= Leetah was one of the dancers for the Festival of Sun and Light for six hundred years. While not innovative, she is well-practiced and experienced in dancing itself.

The same skill could be applied to magic. Maybe in general, so that people don't get overwhelmed, rather than specifying abilities.

@justify magic= Rayek is a magical throwback to older generations of Sun Villagers. His skill in levitation, hypnosis and black-sending are all manifestations of this, and the attention that his magical abilities gained him ensured that he has focused the majority of his long lifespan to training these skills.

History should largely serve as the source of any longer justifications. The goal of the application process is to ultimately have people generate tight character concepts that can then be used to push characters into more interesting scenarios. Nightsong might be the best weaver in the village, but when she Recognises a Wolfrider, she decides to learn to hunt with him in order to bond. Unfortunately, she's terrible. Does she continue (slowly acruing points in Hiding, Tracking and Hunting to show her growing experience) or does she give up? How does she deal with her failure? Does she see it as a manifestation of her own subpar skills, or does she blame him because he's a bad teacher? Drama!

However, it might still be useful to have a generic area for people to express any aspects of the character concept that they may not feel is made obvious through the process. Which would lead to the...

@notes me=

The example application I created for Leetah used this, and this would be mandatory for all feature characters as a way of seeing what the player wants to do with them. (And to check for any inappropriate plots ahead of time. A player with a strong desire for Moonshade to leave Strongbow, venture across the plains and take up with the Gliders is probably not the best player for that character.) However, it might be useful as an optional portion for all players to show what plots are interesting to them, and to help admins to create and help TPs that would cater to them. If the majority of players in Groveholt list an interest in plots involving either leaving or staying in the Grove, then that'd be helpful for the admins to know.

additional point systems

Essentially, a Physical / Social / Mental system where players would get a set amount of points, and would have to address them appropriately.

Maybe like:

          I. Physical                                        I. Mental                                        I. Social
           Strength                                            Intelligence                                   ?
           Dexterity                                            Wits
           Endurance                                       Cunning

I'm not a fan of this idea, but it's a natural extension of the skill points system. I think that things like strength would be the only important part, and that players should be able to argue that out between themselves - obviously an elf who specialises in weaving and history and has 10 in Endurance is going to be weaker than the Go-Back who has a 50 in Fighting, 100 in Tumbling and 200 in Endurance, y'know?

But it remains a possibility!
clyde: (Default)
[personal profile] clyde
The basic format I am thinking of right now is:

@name me=
@soulname me=
@gender me= male or female
@race me= human, elf or troll
@tribe me= (elf:) Groveholt, Sun Villager, Go-Back, Refugee
(human) Hearthstone, Hoan G'tyasdofk

@age me= character's age

@skills me =
0-20 year old elves / humans start with 300 points.
21-100 year old elves (21-40 year old humans) start with 400 points.
100-500 year old elves (40-80 year old humans) start with 500 points. Every 100 years after that gives an additional 25 points.
1000+ year old elves start with 750 points.

1 is no knowledge, 25 is below average, 50 is average, 100 is above average, 150 is good, 200 is outstanding, 300 is masterful, 400 is notorious and 500 is the best known practitioner.
I. Tracking, Hunting, Endurance, Riding, Tumbling, Fighting
II. Crafting, Gathering, Tanning, Cooking, Forging, Agriculture
III. Swimming, Climbing, Dancing, Singing, Weaving, Hiding
IIII. Animal Knowledge, Lore, History, Storytelling, Magic

@magic me =
25 skillpoints in magic results in 1 skillpoint towards allocation. ā€¸First tier of an ability must be bought in order to purchase subabilities. After 100 skill points have been converted, the cost of magic points doubles.

Magical ability increases with the amount of points spent on subabilities. Putting points into healing does not increase your skill in Shielding, but placing points in Shielding does increase your skill in Healing.

1: Below average.
2-3: Average.
3-5: Above average.
5-6: Outstanding.
7-9: Amazing.
10: One of a kind.

All gliders have their additional 250 points automatically placed into Gliding, which would give them 7 points in Gliding.

I. Sending (free)
* UPGRADE (1pt, repeatable)
* Blacksending (1 pt)
* Astral Projection (2 pt)
* Hypnosis (2 pt)
* Mental Shielding (2 pt)
* Physical Shielding (4pts)

I. Healing (2pts)
* Anti-Healing (2pts)
* Flesh-Shaping (2pts)
* Self-Shaping (4pts)

I. Shaping (1pt)
* Plantshaping (2pts)
* Rockshaping (2pts)
* Metalshaping (4pts)
* Watershaping (6pts)

I. Rare Abilities (2pt)
* Levitation (2pt) (free for Gliders)
* Shapeshifting (6pts)
* Firestarting (6pt)
* Magic Feeling (2pt)
* Animal Bonding (2pt) (free for Wolfriders)

Examples of the magic-buy system would be:

RAYEK wants levitation, black-sending, and hypnosis. As a 600+ year old elf, he has 525 points available to him. He places 100 of his 525 skill points in Magic. After 100 points, he is required to double the amount of skill points spent, so he spends 150 more points to get a Magic score of 175. This gives him 7 points to spend on magic. As an elf, he gets Sending for free and spends 1 point on Blacksending, and 2 points on Hypnosis. He then spends 2 points to access the rare abilities, and another 2 points for Levitation. Afterwards, he has 275 points remaining to allocate to other skills.

STRONGBOW wants a strong sending ability. As a 450 year old elf, he has 500 skill points available to him. He places 100 of his 500 skill points into Magic, and then spends an additional 150 points at double-cost to upgrade it to 175. He gains Sending for free, and spends six points on upgrading it, and then the remaining point on Blacksending. His rank in Sending is 8, meaning that he is notorious for the strength and range of his Sending. As a Wolfrider, he gains Animal Bonding for free. Afterwards, he has 250 points to allocate to other skills.

If you're good at magic, you're going to have to sacrifice other skills in order to show the time and energy spent on cultivating it. To use our baby magic users as examples:

KIMO is fifteen years old, and starts with 300 skill points. He places 100 skillpoints into magic, and then an additional 200, leaving him with no remaining skillpoints and 8 magic points. He spends 2 points on buying access to Rare Abilities, and then the remaining six on Shapeshifting. As a Wolfrider, he automatically gains Sending and Animal Bonding.

SUNTOP is twenty four years old, and starts with 300 skill points. He places 100 into magic, and then an additional 150, leaving him with 50 and 6 magic points. He spends 2 on Astral Projection, 2 on accessing Rare Abilities and 2 on Magic Feeling. He still has 50 points to allocate to other skills.

@mother/father me= Name of parents.
@mother/mother status= Alive or deceased. Marking a relative as alive means they will be inserted into the NPC database for other players to pick up.

@history me=
@description me=

I did mock-up applications in the comments in order to show how this would work practically.
clyde: (Default)
[personal profile] clyde
Character types can be divided into three categories. Feature characters and original characters are grouped together for these purposes.

These are major, plot significant characters, usually tribal leaders. Admin approval is neccessary to play these characters, and you'll need to audition for them. Auditioning is an easy process: you just play a short scene with a wizard or staff member to make sure that your portrayal of the character is consistent with prior play. When they do not have a player, Type I characters are puppeted by admins and can be requested for scenes.

These are characters with a large range of influence on the MUSH, whether it's through age or rank. For feature characters, these are typically ones with significant amounts of screentime. You do not need to audition for feature characters in this category, but simply fill out a short application detailing what direction you want to take the character, and potential plot ideas.

These are the average characters on the MUSH - the weavers, the menders, the hunters, each of which is vital but not neccessarily plot relevant on their own. Feature characters in this category usually have a minimal amount of characterisation, little screentime in the comics, and are treated the same as any original character.

Starting off, there's no way to tell what feature characters people will want to apply for - and which will even get played. The "give us a short blurb of your ideas" thing could probably be skipped for Type II characters and just have them make the application as-per-normal. Have the plot-blurb thing only apply to those who are adopting pre-made characters (or in this case, FCs who have already been played)?


Two Moons MU*

August 2013

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