Psychie
Princess Psychie
Awesome. And you didn't even need the Action Point.
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Win-win right there.At least this way, you won't be seeing General Steele's people in them coming after you, right? =)
Well if it's open, I certainly would be interested on seeing if there was an opening! In such a way that I am not being pushy.Hah! Heya @D.! You're perfectly welcome. You've stumbled upon one of my two games. This is Robotech: Broadsword, my own alternate universe set in Robotech/Macross universes along with a bunch of twists and original changes all my own. It's on its third year now and we've been having a blast! Feel free to ask questions and peruse! =)
I am always interested in a good rp with good players. It would be bad form of me to ask for an invitation or insinuate such, but should it be offered, I would certainly give the subject a thorough look see.Oh yeah! Sharseya is my other game (now in Pathfinder 2.0) now going on for... *checks* about 5 1/2 years now (Kaerri and I first joined back when RP Nation was RPdom). While Sharseya's full, Broadsword isn't. My games are always invitation-only. You and Rykon are cool (plus we've been talking to Silanon recently about joining), but I didn't think you or Rykon would be interested in another Robotech game since you have Psychie's?
Very interesting! I'm getting a bit of Terminator-esque vibes.(in the going back in time to save the future, not Dark fate).As for what it's about, let me quote what I wrote the last time someone asked. =)
"It's a deep and wild sci-fi (mecha, psychic abilities, martial arts) set in an alternate universe of my own creation based on the Do You Remember Love? Macross movie and Palladium: Robotech universes. Lots of NPCs and character interaction as the Wild Cards try to work together with a starship from the future that has come back to save the Earth from slavery and destruction."
The Wild Cards squadron (played by my wife Kaerri and Sherwood and Psychie whom you know) are a very special form of psychic called a Traverser (but they don't have to be - a person can play a normal person if they would rather.)
I completely understand, and encourage any vetting you may have.Well, I'm all for having you but my experience as a longtime Dungeon Master/GM/Storyteller/Referee/Take-your-pick is nagging at me to ask you a few questions. See, it's not enough that the right players join my games; it is very important to me that my games be the right game for that person. Both of these games of mine are "safe havens." In prior versions of RP Nation, I completely hid them off from the public (when the option was there) inviting only folks that the others and I thought would be good fits (that's how Psychie joined us, through Sherwood's recommendation).
But yeah, I digress. =)
First off, Traversers are psychics who can, through physical touch and concentration, coerce a machine or electronic device to function for them even if they lack the skill. Mecha included. It's a very deep concept with details I've hidden from the public (I have this huge fear of being plagiarized and that's the biggest reason I hide my games from the public whenever possible).
Questions for you:
Does this setting sound like fun to you? I mean, it's based on Palladium's Robotech rules like the ones we're using in Psychie's game, but my game is not like a typical Robotech game at all.
Are you comfortable in a story where there are lots of NPCs?
Are you comfortable playing in a game long-term?
And very importantly, if you have to go on a break (say, more than a week), can you agree to tell someone, anyone in this game? One of my biggest rules is - Thou Shalt Not Ghost (please). We've kicked a great player for doing that and none of us want that happening again. I'm not asking for any personal details if you ever want to take a break, but when people disappear, I worry and I've made rules to fortify that problem. You okay with that?
Purr
Alrighty! Time for a few questions!
1. On a scale of 1 to 11, how "colorful" would you like my char to be to fit the tone? 1 being mundane, 10 being "hero". No wrong answer possible here! Just feeling out for appropriate level of intensity and tone.
2. What time period is this taking place in robotech? Which villainous force is the most recent/active.
3. Are there any feasible star fighters that outperform veritechs in speed and dog fights, or are veritechs the best overall?
4. Choosing to play a normal human, what hindrances and shortcomings should I expect in comparison to the others?
1. You basically answered what I was wondering. What I meant by "hero", is how much they stand out and relate to NPCs and backdrop people. But no bearing in whatever grand design fate has for them, instead a focus on narrative, social, and tonal aspects. A low scale would be they are the everyman at normal job at a normal place. Such would be, in this situation, a grunt among many. A cog in a machine that shouldnt spin any way but that what it is made for. While "hero" would be a character can more freely operate and more distinctly push the narrative forward. This is all relative to the group they are in. A scale 1 the narrative focus is broadened to the faction, with the character mostly along for the ride. Scale 10 would be the character, or squad/team, being the driving force of the narrative, and main perspective of the story. This too, could take many forms. An entire fleet of the greatest heros and pilots could still be a scale 1, and the wimpiest soldier could be a scale 10. Though pardon if I don't explain it well. It's a vague concept. . Colorful you understand it looks like, so I dont need to go into much detail, as it seems a variety of intensity is definitely welcome.1. I want you to play who and what you want. If I understand your question rightly, let me... actually let me ask you to elaborate on that. What exactly do you mean by "colorful" and "hero"? If it helps any, most of the characters (PCs and NPCS) are people first and "heroes" second. This is unlike Mass Effect or Skyrim and your characters are pretty much treated like anyone else with the sole exception being their reputation. If you're asking how "crazy" or powerful a personality you should play, well, that's up to you. We've got some very strong personalities in the game (like Professor Stein, MechaKitten/Trouble) and we have some low-key personalities who are more introverted and tend to shy away from the spotlight (Reggie, Acting Captain Piper, Iris/Unit One) and folks in between (the Wild Cards, Master Sgt. Murphy, Hitomi Yashida). So what is it you mean now? =)
2. The date is 19 May, 2025. It's 4 years before the arrival of the Robotech Masters (but hey, this is my game and God knows what'll happen next so don't bet any money on the Palladium timelines. The future is already here after all... =) )
3. Star fighters? Yes, there are a few but the game is taking place planetside. I have no intentions at this time of taking things to outer space since most of the action is happening on the ground.
4. One hindrance and one only, but it's a doozy - as a Non-Traverser, your character is completely shut out when the Traversers do their thing. The best a normal human (like Hitomi) can hope for on the supernatural level is to get a Transceiver which acts like a Walkie Talkie when it comes to the Traversers's telepathic conversations (except that Transceivers cannot initiate communication. Put in RP Nation terms, it's like being able to be part of Conversations, but you cannot start nor end them. You must be invited and only those with that ability can do the inviting). Otherwise, Traversers are very much like everyone else with their skills, dreams, hopes, fears, special abilities (randomly rolled as per Shadow Chronicles) and the roads you have them travel.
Traversers are in no way superhuman physically nor is there magic (like Rifts) of any kind in Broadsword. It's a sci-fi game with a short list of people who can do the "impossible" who have gathered to help save Earth's future with the help of folks who have seen what happens firsthand. Nothing more, nothing less. =)
Next questions?
2. So roughly just a bit before the time of Psychie's game?
3. Gotcha! Trying to narrow down the sort of options I have available for mecha to choose from. I saw Super Valkyries and some tanks. Could you help elaborate in what else is around during that time? Or point to which book I should look at?
4. So what is it they are shut out from when Traversers do their thing? You mentioned some sort of machine control and telepathy. But what is the joint sort of ability they are locked out of?
Gonna make sure these are all clarified before launching another small barrage of new ones. Save for one!
5. You mention we roll for special abilities. I love the element of chance. Should I perhaps roll for that first to see what direction it might take me?
Too late. The teal die is already mine. Conquered and shall be put to use. Besides, It has my scent on it so its mother will not take it back.Oh! And Kaerri just pointed out, we do have Dice Roller!