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		<title><![CDATA[Bastian Fan-Boards - RP Info/OOC]]></title>
		<link>https://bastianfanworks.dreamchaos.net/forums/</link>
		<description><![CDATA[Bastian Fan-Boards - https://bastianfanworks.dreamchaos.net/forums]]></description>
		<pubDate>Thu, 04 Jun 2026 20:49:37 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[O-Gimp-Ics Tracking]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=211</link>
			<pubDate>Sun, 06 Jul 2025 01:03:33 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=10">Flashlight237</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=211</guid>
			<description><![CDATA[Well, I made this thread to allow people to keep track of the O-Gimp-Ics and the events going on within. Here are the spreadsheets I have made.:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Overall Results:</span> <a href="https://docs.google.com/spreadsheets/d/1pMb4yJM1bd0PBbfvsGj_xFB76n_jm0Qe/edit?usp=sharing&amp;ouid=101293155122255305032&amp;rtpof=true&amp;sd=true" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...ue&amp;sd=true</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tennis Results:</span> <a href="https://docs.google.com/spreadsheets/d/1q8nBZKgPUu5l4WlCU2a7AD5sKeSey6QL/edit?usp=sharing&amp;ouid=101293155122255305032&amp;rtpof=true&amp;sd=true" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...ue&amp;sd=true</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Rock Climbing Results:</span> <a href="https://docs.google.com/spreadsheets/d/17qQJiH7bD8OZ_GMVJQM-8zYK7p53CDsY/edit?usp=sharing&amp;ouid=101293155122255305032&amp;rtpof=true&amp;sd=true" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...ue&amp;sd=true</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Karate Results:</span> <a href="https://docs.google.com/spreadsheets/d/1A2vpzGsvYdl6NY4GgXHiWQFFLibgoiHT/edit?usp=sharing&amp;ouid=101293155122255305032&amp;rtpof=true&amp;sd=true" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...ue&amp;sd=true</a>]]></description>
			<content:encoded><![CDATA[Well, I made this thread to allow people to keep track of the O-Gimp-Ics and the events going on within. Here are the spreadsheets I have made.:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Overall Results:</span> <a href="https://docs.google.com/spreadsheets/d/1pMb4yJM1bd0PBbfvsGj_xFB76n_jm0Qe/edit?usp=sharing&amp;ouid=101293155122255305032&amp;rtpof=true&amp;sd=true" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...ue&amp;sd=true</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Tennis Results:</span> <a href="https://docs.google.com/spreadsheets/d/1q8nBZKgPUu5l4WlCU2a7AD5sKeSey6QL/edit?usp=sharing&amp;ouid=101293155122255305032&amp;rtpof=true&amp;sd=true" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...ue&amp;sd=true</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Rock Climbing Results:</span> <a href="https://docs.google.com/spreadsheets/d/17qQJiH7bD8OZ_GMVJQM-8zYK7p53CDsY/edit?usp=sharing&amp;ouid=101293155122255305032&amp;rtpof=true&amp;sd=true" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...ue&amp;sd=true</a><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Karate Results:</span> <a href="https://docs.google.com/spreadsheets/d/1A2vpzGsvYdl6NY4GgXHiWQFFLibgoiHT/edit?usp=sharing&amp;ouid=101293155122255305032&amp;rtpof=true&amp;sd=true" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...ue&amp;sd=true</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Character info : Lena Nowak Reiner]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=197</link>
			<pubDate>Mon, 28 Oct 2024 00:49:03 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=27">Hisbraingoingthrough</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=197</guid>
			<description><![CDATA[Lena Nowak Reiner is a Polish- Canadian 19 year old who is purley straight and dom leaning though she is vulnerable to getting bound herself . She has an obsession for Pokemon and ogles at every chance to meet a quote unquote “BABE” from that game. She has been mute her whole life and uses a communication tablet to talk and NO! She doesn’t “Got any games on it”]]></description>
			<content:encoded><![CDATA[Lena Nowak Reiner is a Polish- Canadian 19 year old who is purley straight and dom leaning though she is vulnerable to getting bound herself . She has an obsession for Pokemon and ogles at every chance to meet a quote unquote “BABE” from that game. She has been mute her whole life and uses a communication tablet to talk and NO! She doesn’t “Got any games on it”]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Turning Rabbit and Steel into RP]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=190</link>
			<pubDate>Sat, 25 May 2024 02:03:23 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=1">Polyedit2000</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=190</guid>
			<description><![CDATA[Please note this is not intended as a review or guide but instead as an attempt to convert a game into a RP.  This may take multiple posts.<br />
<br />
Rabbit and Steel is advertised as a "raiding roguelike" where you play as a bunny girl checking out the dark aura of a nearby kingdom.  The enemies and bosses will use attacks that are more similar to a MMO's raiding mechanics while you try to whittle down their health.  The game can be played solo or with other people, which alters the playthrough experience due to how the mechanics work.<br />
<br />
===<br />
<br />
Choosing the Playthrough:<br />
There are four difficulties.  Each difficulty adds another mechanic to a fight as well as a increase in the enemy's health.  In addition, the easier difficulty adds more HP and full heals after each battle while the harder difficulties places an enrage timer (where the enemy will shoot unblockable mechanics  after some time).  The higher difficulties are unlocked after you have defeated one boss of a lower difficulty.<br />
<br />
In addition, the players can choose which part of the kingdom to start in, more unlocked when you complete that stage.  When you have cleared the five stages, you can choose a "random" part that gives you more starting gold.<br />
<br />
Player:<br />
The player has 5 HP on the middle difficulties.  The HP is lost if hit by a mechanic and can only be regained fully in a shop or by 2 HP after selecting a treasure (usually before each Boss).  There are some items that can increase the amount of HP you have and even recover them after a battle.<br />
<br />
The player can choose 5-10 classes (to be discussed later).  Each class has a Primary attack, a Secondary attack (usually weaker with more range), a Special (stronger attack with cooldown) and a Defensive (brief invulnerability, usually erases bullets too among other benefits and on a countdown); the four skills can be altered through a Shop.  Skills possess attack power and global cooldowns (the amount of time to use any other skills, as opposed to normal cooldowns that prevent the use of the same skill for a period).<br />
<br />
Trinkets:<br />
These are collectibles that are unlocked through objectives or luck, not really giving a boost yet visibly changing based on some condition.<br />
<br />
---<br />
<br />
Upgrading the Player:<br />
Progress:  Things like classes, Treasures and music are locked behind objectives, but you can also beat a certain number of bosses as an alternative.<br />
<br />
Levels: Each level raises the player's power of attacks by a percent.  Mainly gained through fighting the enemies but can also be bought from the Shop repeatedly. <br />
<br />
Treasures:  You gain two in the Prologue stage and one before each Boss in a stage.  Each set of 8 treasures has a "theme" that ranges from extra buffs/debuffs and hits to trading extra attack for slower movement.<br />
<br />
Shops:  The gold required to buy from the shop mainly comes from battles.  In addition to refilling health and buying levels, there are two other sections.  You can buy up to 3 Potions that last for the stage and have straightforward benefits like damage increase.<br />
<br />
You can also buy a Gem-encrusted Skill to increase your DPS.  The five types  of gems are Opal (alternate playstyle), Sapphire (faster), Ruby (stronger), Garnet (boosts other skills) and Emerald (simplify the skill rotation).<br />
<br />
---<br />
<br />
Stage Layout:<br />
The first stage (Kingdom Outskirts) alternates between Enemy-Treasure-Enemy-Treasure-Enemy.  Enemies are scouting from different parts of the kingdom and uses simple patterns.<br />
<br />
From that point on, the stages will take place in different parts of the kingdom ruled by sects of animal girls.  The flow of these stages will be Shop-Enemy-Enemy-Miniboss-Treasure-Boss.  While the enemies have simple patterns, the miniboss will have more HP and 3-4 cycles of different patterns, including the region's special mechanics.  The boss has two phase: the first phase is more of a review of the enemies you've fought, then the second phase after you removed enough of their HP will cycle between their attack phase and intermission phase (which can be a whole new mechanic as well).<br />
<br />
Also, it seems that each region has a theme that unites the mechanics used there.<br />
Dragons- Once the rulers of the kingdom before they were overthrown, their mechanics means dodging big attacks.<br />
Mice- They may look weak but they attack in numbers, so their mechanics will try to limit your space.<br />
Frogs- They are artists first and foremost, so their mechanics look like a dance.<br />
Crows- They seek to spread their knowledge while aiming for the stars, with their mechanics likened to a puzzle.<br />
Wolves- They like a good fight, and their mechanics are based on dodging their attacks.<br />
<br />
---<br />
<br />
Single/Multiplayer:<br />
So if you're playing single player, there will be a lot of mechanics to avoid.<br />
<br />
If you're playing multiplayer, things change drastically.  For starters, players that lose all their HP will have a revive timer before they can choose to rejoin the fight (but it will be a game over if all players are dead).  In addition, players that choose the same Treasure will have to roll to win it, prompting the other player to choose a different treasure.  However, the biggest change is that some of the mechanics will not be fixed in place but rather be tagged onto the players, which is more akin to how raid mechanics work.  For example, a circle mechanic requires a single player to get into the circle in the center of the screen, but the multiplayer version can require all players to gather over the one or two players holding the circles, and these mechanics can even tag dead players.<br />
<br />
---<br />
<br />
Classes:  Each class gives players a different playstyle.  These five are initially available while the later requires defeating certain bosses on Hard or defeating plenty of bosses.<br />
Wizard- Set the magic circle down to cast quickly, making this a mostly stationary class.<br />
Assassin- Their biggest damage comes from Vanishing and getting behind for their strongest skill.<br />
Heavyblade- They get close to the action with strong attacks.<br />
Dancer- Their skills charge each other and even resets a third.<br />
Druid- They lay down attack zones on the battlefield.<br />
<br />
???- This class can shoot a strong attack or fill up on a different attack.<br />
???- This class can buff to deal double hits.<br />
???- Buff to hit faster, useful for spamming their slower attack.<br />
???- This class can erase bullets but needs to build that ability up through other skills.<br />
???- This class attacks through their pet.]]></description>
			<content:encoded><![CDATA[Please note this is not intended as a review or guide but instead as an attempt to convert a game into a RP.  This may take multiple posts.<br />
<br />
Rabbit and Steel is advertised as a "raiding roguelike" where you play as a bunny girl checking out the dark aura of a nearby kingdom.  The enemies and bosses will use attacks that are more similar to a MMO's raiding mechanics while you try to whittle down their health.  The game can be played solo or with other people, which alters the playthrough experience due to how the mechanics work.<br />
<br />
===<br />
<br />
Choosing the Playthrough:<br />
There are four difficulties.  Each difficulty adds another mechanic to a fight as well as a increase in the enemy's health.  In addition, the easier difficulty adds more HP and full heals after each battle while the harder difficulties places an enrage timer (where the enemy will shoot unblockable mechanics  after some time).  The higher difficulties are unlocked after you have defeated one boss of a lower difficulty.<br />
<br />
In addition, the players can choose which part of the kingdom to start in, more unlocked when you complete that stage.  When you have cleared the five stages, you can choose a "random" part that gives you more starting gold.<br />
<br />
Player:<br />
The player has 5 HP on the middle difficulties.  The HP is lost if hit by a mechanic and can only be regained fully in a shop or by 2 HP after selecting a treasure (usually before each Boss).  There are some items that can increase the amount of HP you have and even recover them after a battle.<br />
<br />
The player can choose 5-10 classes (to be discussed later).  Each class has a Primary attack, a Secondary attack (usually weaker with more range), a Special (stronger attack with cooldown) and a Defensive (brief invulnerability, usually erases bullets too among other benefits and on a countdown); the four skills can be altered through a Shop.  Skills possess attack power and global cooldowns (the amount of time to use any other skills, as opposed to normal cooldowns that prevent the use of the same skill for a period).<br />
<br />
Trinkets:<br />
These are collectibles that are unlocked through objectives or luck, not really giving a boost yet visibly changing based on some condition.<br />
<br />
---<br />
<br />
Upgrading the Player:<br />
Progress:  Things like classes, Treasures and music are locked behind objectives, but you can also beat a certain number of bosses as an alternative.<br />
<br />
Levels: Each level raises the player's power of attacks by a percent.  Mainly gained through fighting the enemies but can also be bought from the Shop repeatedly. <br />
<br />
Treasures:  You gain two in the Prologue stage and one before each Boss in a stage.  Each set of 8 treasures has a "theme" that ranges from extra buffs/debuffs and hits to trading extra attack for slower movement.<br />
<br />
Shops:  The gold required to buy from the shop mainly comes from battles.  In addition to refilling health and buying levels, there are two other sections.  You can buy up to 3 Potions that last for the stage and have straightforward benefits like damage increase.<br />
<br />
You can also buy a Gem-encrusted Skill to increase your DPS.  The five types  of gems are Opal (alternate playstyle), Sapphire (faster), Ruby (stronger), Garnet (boosts other skills) and Emerald (simplify the skill rotation).<br />
<br />
---<br />
<br />
Stage Layout:<br />
The first stage (Kingdom Outskirts) alternates between Enemy-Treasure-Enemy-Treasure-Enemy.  Enemies are scouting from different parts of the kingdom and uses simple patterns.<br />
<br />
From that point on, the stages will take place in different parts of the kingdom ruled by sects of animal girls.  The flow of these stages will be Shop-Enemy-Enemy-Miniboss-Treasure-Boss.  While the enemies have simple patterns, the miniboss will have more HP and 3-4 cycles of different patterns, including the region's special mechanics.  The boss has two phase: the first phase is more of a review of the enemies you've fought, then the second phase after you removed enough of their HP will cycle between their attack phase and intermission phase (which can be a whole new mechanic as well).<br />
<br />
Also, it seems that each region has a theme that unites the mechanics used there.<br />
Dragons- Once the rulers of the kingdom before they were overthrown, their mechanics means dodging big attacks.<br />
Mice- They may look weak but they attack in numbers, so their mechanics will try to limit your space.<br />
Frogs- They are artists first and foremost, so their mechanics look like a dance.<br />
Crows- They seek to spread their knowledge while aiming for the stars, with their mechanics likened to a puzzle.<br />
Wolves- They like a good fight, and their mechanics are based on dodging their attacks.<br />
<br />
---<br />
<br />
Single/Multiplayer:<br />
So if you're playing single player, there will be a lot of mechanics to avoid.<br />
<br />
If you're playing multiplayer, things change drastically.  For starters, players that lose all their HP will have a revive timer before they can choose to rejoin the fight (but it will be a game over if all players are dead).  In addition, players that choose the same Treasure will have to roll to win it, prompting the other player to choose a different treasure.  However, the biggest change is that some of the mechanics will not be fixed in place but rather be tagged onto the players, which is more akin to how raid mechanics work.  For example, a circle mechanic requires a single player to get into the circle in the center of the screen, but the multiplayer version can require all players to gather over the one or two players holding the circles, and these mechanics can even tag dead players.<br />
<br />
---<br />
<br />
Classes:  Each class gives players a different playstyle.  These five are initially available while the later requires defeating certain bosses on Hard or defeating plenty of bosses.<br />
Wizard- Set the magic circle down to cast quickly, making this a mostly stationary class.<br />
Assassin- Their biggest damage comes from Vanishing and getting behind for their strongest skill.<br />
Heavyblade- They get close to the action with strong attacks.<br />
Dancer- Their skills charge each other and even resets a third.<br />
Druid- They lay down attack zones on the battlefield.<br />
<br />
???- This class can shoot a strong attack or fill up on a different attack.<br />
???- This class can buff to deal double hits.<br />
???- Buff to hit faster, useful for spamming their slower attack.<br />
???- This class can erase bullets but needs to build that ability up through other skills.<br />
???- This class attacks through their pet.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[5-Room Dungeons and other Dungeons]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=183</link>
			<pubDate>Sun, 05 May 2024 07:26:16 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=1">Polyedit2000</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=183</guid>
			<description><![CDATA[When one is designing a small dungeon or short RP, one could use the 5-Room Dungeon design instead of having to plan an elaborate adventure.  The 5-Room Dungeon is more of a story-telling element that can be imagined as going through a short dungeon, like a mini-adventure in a campaign.  That is, the 5-room design can be applied to a bigger or smaller dungeon as well as non-dungeon locations or mechanics.  For the sake of the explanation, we'll pretend that this will be a standalone adventure.  <br />
<br />
1. Entrance/Guardian - This room is the entrance of the dungeon, which serves as the transition from the normal world to this adventure so it is ideal to ready the setting here.  However, one may have to ask why people don't just go in (or out) so easily; the main reason would be a "guardian" to limit access to the place.  The guardian can range from patrols to refuging creatures, but it can also include other barriers like a key or perilous environment.<br />
<br />
2. Puzzle/Challenge - While the previous room may have a fight, this room is more about using your wits.  Use this room to introduce a bit of dungeon lore, and you can use that to piece together clues to solve this room or chat with a NPC that'll open the way.  While the puzzle can apply pressure to the players, the non-combat approach should foster growth with the team.<br />
<br />
3. Setback/Trick - This room has a twist to make the adventure a bit more complicated.  This twist can range from finding out the true purpose of this dungeon to weakening the players for the next room.  Please note that it would be bad manners to make the player feel guilty for their actions (ie if the earlier monsters were only protecting their young).<br />
<br />
4. Boss/Climax - This is where you'll fight the bad guy of the dungeon, or more specifically, the fanciest battle in this dungeon as you'll start with a bit of roleplay to set the scene.  The boss knows this room better so they could unleash traps and backup, and reward the players with a bit more roleplay after the fight.<br />
<br />
5. Reward/Revelation - Now, it's obvious that players would like to be rewarded after completing the dungeon, but this room can also reveal another twist that would lead them to the next part of their adventure.  And again, there's not really a reason to punish the players for completing the dungeon.<br />
<br />
Here's an example of a 5-room dungeon with a pyramid: 1) There are signs that raiders already opened the tomb with a few waiting outside. 2) With the original path collapsed, you eventually translate the hieroglyphics and figure out that one of the nearby coffins has a keybearer for a locked passage. 3) The passage gases you into thinking that they are servants of the pharaoh...  4) The pharaoh wants to make you his concubines; the battle revolves around breaking out of this illusion and stopping the gas from reinfecting you.  5) Profit (with treasure from the tomb).<br />
<br />
---<br />
<br />
Now, here are a few more things about the dungeon design.  First, the dungeon's layout does not have to be physically linear even though the 5-room dungeon sounds like everything is in order.  For instance, you enter a manor and can enter any of the four rooms, though one room will contain an item to invoke a spirit hiding in another room and so on.  And as mentioned earlier, there does not have to be 5 physical rooms for the 5-room dungeon, so it could be possible to combine the Setback room with the Boss and Reward room just as it is possible to have multiple Puzzle rooms.]]></description>
			<content:encoded><![CDATA[When one is designing a small dungeon or short RP, one could use the 5-Room Dungeon design instead of having to plan an elaborate adventure.  The 5-Room Dungeon is more of a story-telling element that can be imagined as going through a short dungeon, like a mini-adventure in a campaign.  That is, the 5-room design can be applied to a bigger or smaller dungeon as well as non-dungeon locations or mechanics.  For the sake of the explanation, we'll pretend that this will be a standalone adventure.  <br />
<br />
1. Entrance/Guardian - This room is the entrance of the dungeon, which serves as the transition from the normal world to this adventure so it is ideal to ready the setting here.  However, one may have to ask why people don't just go in (or out) so easily; the main reason would be a "guardian" to limit access to the place.  The guardian can range from patrols to refuging creatures, but it can also include other barriers like a key or perilous environment.<br />
<br />
2. Puzzle/Challenge - While the previous room may have a fight, this room is more about using your wits.  Use this room to introduce a bit of dungeon lore, and you can use that to piece together clues to solve this room or chat with a NPC that'll open the way.  While the puzzle can apply pressure to the players, the non-combat approach should foster growth with the team.<br />
<br />
3. Setback/Trick - This room has a twist to make the adventure a bit more complicated.  This twist can range from finding out the true purpose of this dungeon to weakening the players for the next room.  Please note that it would be bad manners to make the player feel guilty for their actions (ie if the earlier monsters were only protecting their young).<br />
<br />
4. Boss/Climax - This is where you'll fight the bad guy of the dungeon, or more specifically, the fanciest battle in this dungeon as you'll start with a bit of roleplay to set the scene.  The boss knows this room better so they could unleash traps and backup, and reward the players with a bit more roleplay after the fight.<br />
<br />
5. Reward/Revelation - Now, it's obvious that players would like to be rewarded after completing the dungeon, but this room can also reveal another twist that would lead them to the next part of their adventure.  And again, there's not really a reason to punish the players for completing the dungeon.<br />
<br />
Here's an example of a 5-room dungeon with a pyramid: 1) There are signs that raiders already opened the tomb with a few waiting outside. 2) With the original path collapsed, you eventually translate the hieroglyphics and figure out that one of the nearby coffins has a keybearer for a locked passage. 3) The passage gases you into thinking that they are servants of the pharaoh...  4) The pharaoh wants to make you his concubines; the battle revolves around breaking out of this illusion and stopping the gas from reinfecting you.  5) Profit (with treasure from the tomb).<br />
<br />
---<br />
<br />
Now, here are a few more things about the dungeon design.  First, the dungeon's layout does not have to be physically linear even though the 5-room dungeon sounds like everything is in order.  For instance, you enter a manor and can enter any of the four rooms, though one room will contain an item to invoke a spirit hiding in another room and so on.  And as mentioned earlier, there does not have to be 5 physical rooms for the 5-room dungeon, so it could be possible to combine the Setback room with the Boss and Reward room just as it is possible to have multiple Puzzle rooms.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Game-Based Enemies]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=139</link>
			<pubDate>Fri, 27 Oct 2023 20:57:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=1">Polyedit2000</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=139</guid>
			<description><![CDATA[Let's focus on enemies and bosses this time and translate them into RP terms.  Here's Mario Bros as an example:<br />
<br />
Goomba - Wild animals that attack. <br />
<br />
Koopa Troopa - The soldiers of the Bad Guy that you have to fight on foot or mounted.  You will notice that the red ones tend to patrol the area.  All of them have a weapon you can take from their corpses.<br />
<br />
Piranha Plants - Wild traps with thorns that damage you.  You may notice that the ones that can also spit at you tend to angle their heads.<br />
<br />
Cheep Cheep - Pickpockets that tend to hit and run.  While you can attack them back with good time, it's better to ignore them.  In water levels where the movement mechanic is different, they will use different tactics.<br />
<br />
Lakitu and Spinies - These go hand-in-hand, with the summon bringing thorny creatures.  The longer you let the summoner live, the more trouble you'll be in.<br />
<br />
Hammer Bro - The Bad Guy's elites that act as smaller boss encounters in the early adventures.  They tend to be better at combat but can be defeated with other tactics.<br />
<br />
Bowser - The Bad Guy himself.  He may face you many times and has an escape plan, though his overconfidence shows as he may choose to fight you in an area with a flaw such as a rope bridge. In a straight battle, he has a lot of abilities and can take a lot of hits.]]></description>
			<content:encoded><![CDATA[Let's focus on enemies and bosses this time and translate them into RP terms.  Here's Mario Bros as an example:<br />
<br />
Goomba - Wild animals that attack. <br />
<br />
Koopa Troopa - The soldiers of the Bad Guy that you have to fight on foot or mounted.  You will notice that the red ones tend to patrol the area.  All of them have a weapon you can take from their corpses.<br />
<br />
Piranha Plants - Wild traps with thorns that damage you.  You may notice that the ones that can also spit at you tend to angle their heads.<br />
<br />
Cheep Cheep - Pickpockets that tend to hit and run.  While you can attack them back with good time, it's better to ignore them.  In water levels where the movement mechanic is different, they will use different tactics.<br />
<br />
Lakitu and Spinies - These go hand-in-hand, with the summon bringing thorny creatures.  The longer you let the summoner live, the more trouble you'll be in.<br />
<br />
Hammer Bro - The Bad Guy's elites that act as smaller boss encounters in the early adventures.  They tend to be better at combat but can be defeated with other tactics.<br />
<br />
Bowser - The Bad Guy himself.  He may face you many times and has an escape plan, though his overconfidence shows as he may choose to fight you in an area with a flaw such as a rope bridge. In a straight battle, he has a lot of abilities and can take a lot of hits.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Typesuits]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=128</link>
			<pubDate>Thu, 29 Jun 2023 21:04:09 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=10">Flashlight237</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=128</guid>
			<description><![CDATA[Well, here we go. Typesuits have been a thing for a few months and it's pretty much became one of my most popular concepts. As such, perhaps I'll write whatever bits of info I can put on this thing here.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 30pt;" class="mycode_size">Overview</span></span><br />
<br />
The Typesuits themselves are canvas full-body straitjacket suits/sleepsacks based on each of the 19 (???-type included) types in Pokemon. The Normal Typesuit is essentially a plain straitjacket suit/sleepsack based on the Normal type while all of the remaining Typesuits each have an effect based on the type they are designed from. An exception to this is the Legend Typesuit, which is a rarity. The Legend Typesuit acts Normal Type by default. The wearer has control over all other types and can ramp up their effects as if they were Super Effective, and can summon any typesuit at will. In exchange for this godly power, the Legend Typesuit cannot be taken off.<br />
<br />
In terms of mechanical properties, the Typesuits are made of a special canvas that interweaves cotton with Tarountula silk. Tarountula silkis one of the strongest materials in the Pokemon world, able to harmlessly fend off Scyther attacks. Based on the fact that a Scyther can cut down a tree in a single swipe, it can be assumed that pure Tarountula silk has a shear strength of 600 petapascals, which is equivalent to a tensile strength of 1 exapascal. While the strength of the Tarountula silk/cotton canvas used in the Typesuits is unknown, <br />
<br />
There is a Bird Typesuit with a basis on the scrapped Bird type from Pokemon Red/Blue and is one of the types Missingno had. As such, it has the same colors as Missingno.<br />
<br />
There is a way type effectiveness works with the suits. This is completely optional in a normal roleplaying session as going for this may overcomplicate things for some. They are as follows:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Same Type:</span> If a trainer is put into a Typesuit of the same type as the trainer (ex. Water for Misty), then the wearer will get 20% hornier. Even a snobbish trainer keeping her sexual urges under North Korean levels of tight control would have her resistance to horniness reduced from 100% to 80%.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Super Effective:</span> The effects of the Typesuit worn are amplified. If a Typesuit is super effective on a trainer the wearer is rubbing into, the recipient gets hornier quicker.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Normally Effective:</span> The effects of the Typesuit worn are made use of normally.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Not Very Effective:</span> The effects of the Typesuit are weakened. A captive bound in a suit she resists is more likely to escape. If a Typesuit is weak against a trainer the wearer is rubbing into, the recipient is less likely to get turned on. This is ignored by suits used on users who are of the same type as the suit (ex. Lillie for Fairy, Flannery for Fire, Mallow for Grass, etc)<br />
<br />
As for gags, there are three types I would imagine work best with Typesuits:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Muzzle:</span> A muzzle in the same color as their respective Typesuits.<br />
<span style="font-weight: bold;" class="mycode_b">Hood:</span> A full-enclosure canvas hood in the same color as their respective Typesuits.<br />
<span style="font-weight: bold;" class="mycode_b">Ball Hood:</span> Ball hoods bearing icons for each type and having the same color as their respective Typesuits. A personal favorite.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 30pt;" class="mycode_size">The Typesuits</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Normal</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke1yg-87f0ff9f-4c04-4500-a22c-2021e2049e11.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTF5Zy04N2YwZmY5Zi00YzA0LTQ1MDAtYTIyYy0yMDIxZTIwNDllMTEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Ebj6aPE4ON_rBskoeGe1wgZiHgST_VGm1PMD97Nwcvs" loading="lazy"  width="233" height="540" alt="[Image: dfke1yg-87f0ff9f-4c04-4500-a22c-2021e204...PMD97Nwcvs]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy142c-1ad9a5fc-eb3c-4c3e-b88d-b15f2e795216.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQyYy0xYWQ5YTVmYy1lYjNjLTRjM2UtYjg4ZC1iMTVmMmU3OTUyMTYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.IQB_2mG-MAZCeHjvnlhIlQjGYtDeEWIdggSnVxcUUhc" loading="lazy"  width="426" height="540" alt="[Image: dfy142c-1ad9a5fc-eb3c-4c3e-b88d-b15f2e79...gSnVxcUUhc]" class="mycode_img" /><br />
<br />
The Normal Typesuit is based on the plainness of the Normal Type. While other types stand out for their elementality, Normal types are best known for their versatility. Normal is weak against Rock and Steel types and does nothing to Ghost types. On the opposite end, Normal is weak against Fighting and is immune to Ghost Types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> Nothing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Fire</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke2ew-2ee2cbf7-e034-42aa-aba9-3f4a79cb05da.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTJldy0yZWUyY2JmNy1lMDM0LTQyYWEtYWJhOS0zZjRhNzljYjA1ZGEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.xyn1TD2jDjoyof60IbjnI5mbBEYpmZc3vMWmkMBEtwk" loading="lazy"  width="233" height="540" alt="[Image: dfke2ew-2ee2cbf7-e034-42aa-aba9-3f4a79cb...MWmkMBEtwk]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy1439-64841840-5da0-4d6e-ad78-8ca815f08af3.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQzOS02NDg0MTg0MC01ZGEwLTRkNmUtYWQ3OC04Y2E4MTVmMDhhZjMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.nePDCsPNRM2LcxC280LnIuSOiGRTdIt2ZprgC2x2bw0" loading="lazy"  width="421" height="540" alt="[Image: dfy1439-64841840-5da0-4d6e-ad78-8ca815f0...prgC2x2bw0]" class="mycode_img" /><br />
<br />
The Fire Typesuit is based on the flaming nature of the Fire Type. The Fire Type typically revolves around fire and heat. Fire is strong against Grass, Ice, Bug and Steel Types, but is weak against Fire, Water, Rock, and Dragon types. Defensively, Fire is weak against Water, Ground, and Rock types while it resists Grass, Fire, Ice, Bug, Steel, and Fairy-types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> A feeling of comfort similar to a warm blanket.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Water</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke2f5-3ca41d6b-b525-4437-a269-fbc6fc449227.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTJmNS0zY2E0MWQ2Yi1iNTI1LTQ0MzctYTI2OS1mYmM2ZmM0NDkyMjcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0._yJoMGuUZO0qBZi6SRL0EFCWznxMZ2p5jIx3_QqB-Nc" loading="lazy"  width="233" height="540" alt="[Image: dfke2f5-3ca41d6b-b525-4437-a269-fbc6fc44...Ix3_QqB-Nc]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy141j-85c9649a-fcf0-46c6-afa0-8739e62dce26.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQxai04NWM5NjQ5YS1mY2YwLTQ2YzYtYWZhMC04NzM5ZTYyZGNlMjYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.nxKB-0dkCLKbTJjXLPryCUJJ4MU7Jxbr036eDJigft0" loading="lazy"  width="462" height="540" alt="[Image: dfy141j-85c9649a-fcf0-46c6-afa0-8739e62d...36eDJigft0]" class="mycode_img" /><br />
<br />
The Water Typesuit is base on the serene yet ever-numerous Water Type. The Water Type revolves around water and the sea and is thus the most common type. Water is strong against Fire, Ground. and Rock Types, but is weak against Water, Grass, and Dragon types. Defensively, Water is weak against Grass and Electric types while it resists Fire, Water, Ice, and Steel-types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> TBD<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Grass</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke2fd-0ce2a628-1546-4b5e-81ae-8db878d29530.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTJmZC0wY2UyYTYyOC0xNTQ2LTRiNWUtODFhZS04ZGI4NzhkMjk1MzAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.0JE2WT2i4or9zoop-t3yzuGPZ8Rfjasp_bp-jwKMkok" loading="lazy"  width="233" height="540" alt="[Image: dfke2fd-0ce2a628-1546-4b5e-81ae-8db878d2...bp-jwKMkok]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy142x-e92a5608-c80b-4ad7-b4ef-3f2f86544300.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQyeC1lOTJhNTYwOC1jODBiLTRhZDctYjRlZi0zZjJmODY1NDQzMDAuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.iuY-PIWumLehp7Hol1zZ50zdv1lbFDXsXCAncZyWEgU" loading="lazy"  width="431" height="540" alt="[Image: dfy142x-e92a5608-c80b-4ad7-b4ef-3f2f8654...CAncZyWEgU]" class="mycode_img" /><br />
<br />
The Grass Typesuit is based on the very green Grass Type. The Grass Type typically revolves around plants and the wonders of Mother Nature. Grass is strong against Water, Ground, and Rock Types, but is weak against Fire, Grass, Poison, Flying, Bug, Dragon, and Steel types. Defensively, Grass is weak against Fire, Ice, Poison, Flying and Bug types while it resists Water, Grass, Electric, and Ground-types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> TBD<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Electric</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke2fm-6ff96335-fbe2-4a82-ba73-81996ad23728.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTJmbS02ZmY5NjMzNS1mYmUyLTRhODItYmE3My04MTk5NmFkMjM3MjgucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.dYz29WVb0ym250KLp0f1b8xPw4Wu7PNgSjYD0Fpk1H0" loading="lazy"  width="233" height="540" alt="[Image: dfke2fm-6ff96335-fbe2-4a82-ba73-81996ad2...jYD0Fpk1H0]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy143l-f0207db1-be2b-462c-a382-f3e8ba9e87d1.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQzbC1mMDIwN2RiMS1iZTJiLTQ2MmMtYTM4Mi1mM2U4YmE5ZTg3ZDEuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.MBqGd002BKcGNF5nLd81wdQCJbbptQsIiuoUi5N5JZI" loading="lazy"  width="645" height="540" alt="[Image: dfy143l-f0207db1-be2b-462c-a382-f3e8ba9e...uoUi5N5JZI]" class="mycode_img" /><br />
<br />
The Electric Typesuit is based on the shocking Electric Type. The Electric Type typically revolves around electricity and its workings, which is funny seeing as how electricity is mostly manmade. Electric is strong against Water and Flying Types, but is weak against Grass, Electric, and Dragon types and doesn't do jack against Ground types. Defensively, Electric is only weak against Ground type moves while it resists Electric, Flying, and Steel-types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> TBD]]></description>
			<content:encoded><![CDATA[Well, here we go. Typesuits have been a thing for a few months and it's pretty much became one of my most popular concepts. As such, perhaps I'll write whatever bits of info I can put on this thing here.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 30pt;" class="mycode_size">Overview</span></span><br />
<br />
The Typesuits themselves are canvas full-body straitjacket suits/sleepsacks based on each of the 19 (???-type included) types in Pokemon. The Normal Typesuit is essentially a plain straitjacket suit/sleepsack based on the Normal type while all of the remaining Typesuits each have an effect based on the type they are designed from. An exception to this is the Legend Typesuit, which is a rarity. The Legend Typesuit acts Normal Type by default. The wearer has control over all other types and can ramp up their effects as if they were Super Effective, and can summon any typesuit at will. In exchange for this godly power, the Legend Typesuit cannot be taken off.<br />
<br />
In terms of mechanical properties, the Typesuits are made of a special canvas that interweaves cotton with Tarountula silk. Tarountula silkis one of the strongest materials in the Pokemon world, able to harmlessly fend off Scyther attacks. Based on the fact that a Scyther can cut down a tree in a single swipe, it can be assumed that pure Tarountula silk has a shear strength of 600 petapascals, which is equivalent to a tensile strength of 1 exapascal. While the strength of the Tarountula silk/cotton canvas used in the Typesuits is unknown, <br />
<br />
There is a Bird Typesuit with a basis on the scrapped Bird type from Pokemon Red/Blue and is one of the types Missingno had. As such, it has the same colors as Missingno.<br />
<br />
There is a way type effectiveness works with the suits. This is completely optional in a normal roleplaying session as going for this may overcomplicate things for some. They are as follows:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Same Type:</span> If a trainer is put into a Typesuit of the same type as the trainer (ex. Water for Misty), then the wearer will get 20% hornier. Even a snobbish trainer keeping her sexual urges under North Korean levels of tight control would have her resistance to horniness reduced from 100% to 80%.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Super Effective:</span> The effects of the Typesuit worn are amplified. If a Typesuit is super effective on a trainer the wearer is rubbing into, the recipient gets hornier quicker.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Normally Effective:</span> The effects of the Typesuit worn are made use of normally.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Not Very Effective:</span> The effects of the Typesuit are weakened. A captive bound in a suit she resists is more likely to escape. If a Typesuit is weak against a trainer the wearer is rubbing into, the recipient is less likely to get turned on. This is ignored by suits used on users who are of the same type as the suit (ex. Lillie for Fairy, Flannery for Fire, Mallow for Grass, etc)<br />
<br />
As for gags, there are three types I would imagine work best with Typesuits:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Muzzle:</span> A muzzle in the same color as their respective Typesuits.<br />
<span style="font-weight: bold;" class="mycode_b">Hood:</span> A full-enclosure canvas hood in the same color as their respective Typesuits.<br />
<span style="font-weight: bold;" class="mycode_b">Ball Hood:</span> Ball hoods bearing icons for each type and having the same color as their respective Typesuits. A personal favorite.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: 30pt;" class="mycode_size">The Typesuits</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Normal</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke1yg-87f0ff9f-4c04-4500-a22c-2021e2049e11.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTF5Zy04N2YwZmY5Zi00YzA0LTQ1MDAtYTIyYy0yMDIxZTIwNDllMTEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.Ebj6aPE4ON_rBskoeGe1wgZiHgST_VGm1PMD97Nwcvs" loading="lazy"  width="233" height="540" alt="[Image: dfke1yg-87f0ff9f-4c04-4500-a22c-2021e204...PMD97Nwcvs]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy142c-1ad9a5fc-eb3c-4c3e-b88d-b15f2e795216.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQyYy0xYWQ5YTVmYy1lYjNjLTRjM2UtYjg4ZC1iMTVmMmU3OTUyMTYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.IQB_2mG-MAZCeHjvnlhIlQjGYtDeEWIdggSnVxcUUhc" loading="lazy"  width="426" height="540" alt="[Image: dfy142c-1ad9a5fc-eb3c-4c3e-b88d-b15f2e79...gSnVxcUUhc]" class="mycode_img" /><br />
<br />
The Normal Typesuit is based on the plainness of the Normal Type. While other types stand out for their elementality, Normal types are best known for their versatility. Normal is weak against Rock and Steel types and does nothing to Ghost types. On the opposite end, Normal is weak against Fighting and is immune to Ghost Types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> Nothing.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Fire</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke2ew-2ee2cbf7-e034-42aa-aba9-3f4a79cb05da.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTJldy0yZWUyY2JmNy1lMDM0LTQyYWEtYWJhOS0zZjRhNzljYjA1ZGEucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.xyn1TD2jDjoyof60IbjnI5mbBEYpmZc3vMWmkMBEtwk" loading="lazy"  width="233" height="540" alt="[Image: dfke2ew-2ee2cbf7-e034-42aa-aba9-3f4a79cb...MWmkMBEtwk]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy1439-64841840-5da0-4d6e-ad78-8ca815f08af3.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQzOS02NDg0MTg0MC01ZGEwLTRkNmUtYWQ3OC04Y2E4MTVmMDhhZjMuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.nePDCsPNRM2LcxC280LnIuSOiGRTdIt2ZprgC2x2bw0" loading="lazy"  width="421" height="540" alt="[Image: dfy1439-64841840-5da0-4d6e-ad78-8ca815f0...prgC2x2bw0]" class="mycode_img" /><br />
<br />
The Fire Typesuit is based on the flaming nature of the Fire Type. The Fire Type typically revolves around fire and heat. Fire is strong against Grass, Ice, Bug and Steel Types, but is weak against Fire, Water, Rock, and Dragon types. Defensively, Fire is weak against Water, Ground, and Rock types while it resists Grass, Fire, Ice, Bug, Steel, and Fairy-types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> A feeling of comfort similar to a warm blanket.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Water</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke2f5-3ca41d6b-b525-4437-a269-fbc6fc449227.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTJmNS0zY2E0MWQ2Yi1iNTI1LTQ0MzctYTI2OS1mYmM2ZmM0NDkyMjcucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0._yJoMGuUZO0qBZi6SRL0EFCWznxMZ2p5jIx3_QqB-Nc" loading="lazy"  width="233" height="540" alt="[Image: dfke2f5-3ca41d6b-b525-4437-a269-fbc6fc44...Ix3_QqB-Nc]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy141j-85c9649a-fcf0-46c6-afa0-8739e62dce26.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQxai04NWM5NjQ5YS1mY2YwLTQ2YzYtYWZhMC04NzM5ZTYyZGNlMjYuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.nxKB-0dkCLKbTJjXLPryCUJJ4MU7Jxbr036eDJigft0" loading="lazy"  width="462" height="540" alt="[Image: dfy141j-85c9649a-fcf0-46c6-afa0-8739e62d...36eDJigft0]" class="mycode_img" /><br />
<br />
The Water Typesuit is base on the serene yet ever-numerous Water Type. The Water Type revolves around water and the sea and is thus the most common type. Water is strong against Fire, Ground. and Rock Types, but is weak against Water, Grass, and Dragon types. Defensively, Water is weak against Grass and Electric types while it resists Fire, Water, Ice, and Steel-types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> TBD<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Grass</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke2fd-0ce2a628-1546-4b5e-81ae-8db878d29530.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTJmZC0wY2UyYTYyOC0xNTQ2LTRiNWUtODFhZS04ZGI4NzhkMjk1MzAucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.0JE2WT2i4or9zoop-t3yzuGPZ8Rfjasp_bp-jwKMkok" loading="lazy"  width="233" height="540" alt="[Image: dfke2fd-0ce2a628-1546-4b5e-81ae-8db878d2...bp-jwKMkok]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy142x-e92a5608-c80b-4ad7-b4ef-3f2f86544300.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQyeC1lOTJhNTYwOC1jODBiLTRhZDctYjRlZi0zZjJmODY1NDQzMDAuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.iuY-PIWumLehp7Hol1zZ50zdv1lbFDXsXCAncZyWEgU" loading="lazy"  width="431" height="540" alt="[Image: dfy142x-e92a5608-c80b-4ad7-b4ef-3f2f8654...CAncZyWEgU]" class="mycode_img" /><br />
<br />
The Grass Typesuit is based on the very green Grass Type. The Grass Type typically revolves around plants and the wonders of Mother Nature. Grass is strong against Water, Ground, and Rock Types, but is weak against Fire, Grass, Poison, Flying, Bug, Dragon, and Steel types. Defensively, Grass is weak against Fire, Ice, Poison, Flying and Bug types while it resists Water, Grass, Electric, and Ground-types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> TBD<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Electric</span></span><br />
<br />
<img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfke2fm-6ff96335-fbe2-4a82-ba73-81996ad23728.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZrZTJmbS02ZmY5NjMzNS1mYmUyLTRhODItYmE3My04MTk5NmFkMjM3MjgucG5nIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.dYz29WVb0ym250KLp0f1b8xPw4Wu7PNgSjYD0Fpk1H0" loading="lazy"  width="233" height="540" alt="[Image: dfke2fm-6ff96335-fbe2-4a82-ba73-81996ad2...jYD0Fpk1H0]" class="mycode_img" /><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/771d878b-acc3-43f1-b5ba-dafe3efc9e27/dfy143l-f0207db1-be2b-462c-a382-f3e8ba9e87d1.jpg?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzc3MWQ4NzhiLWFjYzMtNDNmMS1iNWJhLWRhZmUzZWZjOWUyN1wvZGZ5MTQzbC1mMDIwN2RiMS1iZTJiLTQ2MmMtYTM4Mi1mM2U4YmE5ZTg3ZDEuanBnIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.MBqGd002BKcGNF5nLd81wdQCJbbptQsIiuoUi5N5JZI" loading="lazy"  width="645" height="540" alt="[Image: dfy143l-f0207db1-be2b-462c-a382-f3e8ba9e...uoUi5N5JZI]" class="mycode_img" /><br />
<br />
The Electric Typesuit is based on the shocking Electric Type. The Electric Type typically revolves around electricity and its workings, which is funny seeing as how electricity is mostly manmade. Electric is strong against Water and Flying Types, but is weak against Grass, Electric, and Dragon types and doesn't do jack against Ground types. Defensively, Electric is only weak against Ground type moves while it resists Electric, Flying, and Steel-types.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Effect:</span> TBD]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Guide to Pre-Existing Character Roleplaying]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=106</link>
			<pubDate>Wed, 07 Dec 2022 19:53:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=10">Flashlight237</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=106</guid>
			<description><![CDATA[So yeah, here I am writing about pre-existing characters. I say this because I have mainly played as pre-existing characters, both for comfort and strategic purposes despite the recommendation of OCs in the roleplaying environment. I also had known a guy who liked playing as Fate/Grand Order girls on this forum, but he doesn't come around anymore. Pre-existing characters have ways in which they are easier to use and ways they are harder to use. Basically the pros and cons can be summed up as this.:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pros and Cons:</span><br />
+ Generally easier to use than OCs when familiarized<br />
+ Character information and skillsets are readily available<br />
+ Works for target practice<br />
- Generally harder to use than OCs when not familiarized<br />
- May be subjected to roleplaying "region-locks" (ex. pre-existing settings as Polyedit2000 described below)<br />
<br />
That being said, here's what I got to say about using pre-existing characters.<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Familiarity</span></span><br />
<br />
The most important thing about playing with pre-existing characters is how familiar you are with a certain series. If you're coming across, let's say, a list of verses that features girls from verses you're not familiar with, then chances are unless you went out of your way to brush up on knowledge on those verses, you're out of luck. Usually you'll most likely use characters from your favorite verses. In my case, it's usually the Total Drama girls, but I also like the girls from the Super Mario Bros, Pokemon, Shantae, Warioware, and SMG4 series. <br />
<br />
Generally, the more you're into a verse, the more familiar you are with its oddities. For instance, with the SMG4 verse (which I've been with since 2014), I know that the series is mostly based around memes, with Mario being unusually stupid and Meggy being a cute little cuddlebun who used to be an Inkling prior to Francis draining Meggy of nearly her entire ink supply. That and the series had its own way of how the meme life cycle works (including why they sometimes resurrect).<br />
<br />
I'd say if there was a single hierarchy for how likely you'll play around with a verse, it'd go along the lines of this.:<br />
<br />
1. Your favorite verses/Verses you're most familiar with.<br />
2. Verses you're modestly familiar with<br />
3. Verses you're eh toward.<br />
4. Verses you're not familiar with.<br />
5. Verses you dislike.<br />
<br />
But in reality, it depends on the person. The hierarchy listed above is only a general rule of thumb. I personally put disliked verses under unfamiliar verses because at least with unfamiliar verses you can go about them on your own time if you want to. Personally for me, I've lost interest in DC and Marvel stuff, so I stay away from any RP sessions involving DC or Marvel.<br />
<br />
While verse familiarity matters the most, character familiarity comes in a close second. If you only know about, say, the Personality section of a character's wiki page, chances are you may come off as a noob when playing as a character. I've been down that road when playing as girls like Ochako Uraraka, for example, so I would know how that feels. On the other hand, if you had first-hand experience with a character, like say you've watched the show they're from or played the video games they're in, chances are you're pretty good to go. For example, as a Total Drama fan since the first season, I am familiar with details about Lindsay and how dumb (if cute and cuddly) she can be.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Skillsets</span></span><br />
<br />
When it comes to skillsets, I think skillsets matter most in terms of how fair a character would be within a certain world or game. I would say if it's within their native setting, then you can ensure that you needn't try and figure out how fair the characters you're playing as within the environment. Typically I would use Total Drama girls whenever I got involved in a thread in one of these forums because they are the safest human-equivalents I could use in that regard. Granted many of them have feats of strength (like Emma pushing an 1800-lb ice block, Courtney going solo against three bull sharks, Jasmine lifting a fucking tree, MacArthur pulling out a friggin' wall, etc) while others have hax (Anne Maria's hair being as invulnerable as a Mettaur's helmet, Ella's singing being able to tame nearly any animal, Dawn's OP psychic abilities, Izzy's being Izzy), but for the most part the Total Drama cast is very humanlike. Given their variety, they're essentially a key ring of skillsets to pick from.<br />
<br />
Now, in other environments, it usually depends on what was set up and what the setting is based on. A skillset can be seen as OP or underwhelming in an environment laid out. Generally, you'll wanna find the right skillset for the world you're wanting to interact with, which can be easy for a simple theme, or difficult for specific worlds.<br />
<br />
For themes, usually the best fit is a character who can handle the ordeals and workings of said theme. Let's say a horror RP would pop up, I would go for Gwen as she worked best in a horror environment during her run in the Total Drama series. With her, I can safely have her handle a variety of horrors within, let's say, a haunted house or an abandoned town. In exchange, her human nature would allow her to still be captured by whatever's around her.<br />
<br />
As for other worlds, that's where things get more finicky. For example, if I were to throw Dawn from Total Drama into a world based on My Hero Academia, her skillset would be seen as overpowered in the context of the My Hero Academia world, even though the characters of MHA are worlds beyond what Total Drama could do in terms of raw strength (for god's sake, MHA's most huggable character is at Large Building Level!: <a href="https://vsbattles.fandom.com/wiki/Ochako_Uraraka_(Uravity)" target="_blank" rel="noopener" class="mycode_url">https://vsbattles.fandom.com/wiki/Ochako..._(Uravity)</a> ). The world of My Hero Academia revolves around Quirks, which are seen as physiological superpowers, and each user has only one quirk which they would make creative use out of. Dawn's aura reading is information analysis that can <a href="https://youtu.be/ua7O-t8lR6E?t=158" target="_blank" rel="noopener" class="mycode_url">figure out someone's deep secrets with a glance</a>, plus Dawn can levitate, communicate with animals, tell whether snowballs are real snowballs or disguised bombs, predict the future up to 18 days ahead, and even fucking teleport (with a range of over 200 feet at that). The kicker? All of Dawn's abilities are presumed to be straight-up magic! Multiple quirks seem to only exist in All for One and the carriers of One For All (despite people being wary of the possibility of hyper-quirks becoming real), but with Dawn's magic-based skillset, Dawn may as well Freddy Krueger One For All himself with her entire movepool. That <span style="font-style: italic;" class="mycode_i">might</span> not be a fair RP thread, especially since Dawn's skillset would likely make it near-impossible to capture her. At the same time, Ella with her animal-taming song would probably fit better since it's just, well, one ability (though her song is able to tame robots, but that's kind of a minor issue).<br />
<br />
Basically what I'm saying is finding a character for a theme is like looking for the right key on a keyring while trying to match a character to a certain world would probably require a little modification. Speaking of modifications...<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Modifications and Derivatives</span></span><br />
<br />
Admittedly for kink RPs, modifications/derivatives are basically required since most pre-existing characters probably have no idea was kink is. The way I see it, modifications are essentially tidbits made to a character to meet the needs of the environment in question. An easy one that comes to mind is, let's say, I put Gwen in Gooey Gamble, where she would have to make it through 8 levels. Normally Gwen would just be a normal person, but with skills being a thing you collect, Gwen would very likely wind up with the ability to cast Fire, something she's normally incapable of doing. These would be known as skillset modifications, where a character could be buffed or nerfed depending on the setting. Likewise, some odd quirks to a character would also qualify as modifications. For example, Izzy would perhaps be into bondage while normally she probably hadn't been in these types of situations.<br />
<br />
Derivatives, on the other hand, are more radical than a simple modification. A good example of a derivative would be SMG4 Mario, who is unusually stupid and destructive compared to the real Mario. On that same respect, I had recently written a darker Dawn, which admittedly were for the idea of Dawn being an antagonist, which were planned for an RPG idea and an idea for a Total Drama FNF mod. Although whereas SMG4 Mario had no explanation beyond parody material, Dawn's ideals are more based on the idea of her having grown sick of the sins mankind had committed against Mother Nature, so of course she would retain her nature-loving character despite the radical change in character unlike SMG4 Mario whose character was all but completely altered.<br />
<br />
Generally, it would depend on how well-written the character is, but on the same vein, modifications are generally more acceptable than derivatives since the changes aren't as radical or, in some cases, not as radical at first.<br />
<br />
That being said, that is about what I have to say about working with pre-existing characters. Now if you'll excuse me, I'll be off listening to FNF Mods.]]></description>
			<content:encoded><![CDATA[So yeah, here I am writing about pre-existing characters. I say this because I have mainly played as pre-existing characters, both for comfort and strategic purposes despite the recommendation of OCs in the roleplaying environment. I also had known a guy who liked playing as Fate/Grand Order girls on this forum, but he doesn't come around anymore. Pre-existing characters have ways in which they are easier to use and ways they are harder to use. Basically the pros and cons can be summed up as this.:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Pros and Cons:</span><br />
+ Generally easier to use than OCs when familiarized<br />
+ Character information and skillsets are readily available<br />
+ Works for target practice<br />
- Generally harder to use than OCs when not familiarized<br />
- May be subjected to roleplaying "region-locks" (ex. pre-existing settings as Polyedit2000 described below)<br />
<br />
That being said, here's what I got to say about using pre-existing characters.<br />
<br />
<span style="font-size: x-large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Familiarity</span></span><br />
<br />
The most important thing about playing with pre-existing characters is how familiar you are with a certain series. If you're coming across, let's say, a list of verses that features girls from verses you're not familiar with, then chances are unless you went out of your way to brush up on knowledge on those verses, you're out of luck. Usually you'll most likely use characters from your favorite verses. In my case, it's usually the Total Drama girls, but I also like the girls from the Super Mario Bros, Pokemon, Shantae, Warioware, and SMG4 series. <br />
<br />
Generally, the more you're into a verse, the more familiar you are with its oddities. For instance, with the SMG4 verse (which I've been with since 2014), I know that the series is mostly based around memes, with Mario being unusually stupid and Meggy being a cute little cuddlebun who used to be an Inkling prior to Francis draining Meggy of nearly her entire ink supply. That and the series had its own way of how the meme life cycle works (including why they sometimes resurrect).<br />
<br />
I'd say if there was a single hierarchy for how likely you'll play around with a verse, it'd go along the lines of this.:<br />
<br />
1. Your favorite verses/Verses you're most familiar with.<br />
2. Verses you're modestly familiar with<br />
3. Verses you're eh toward.<br />
4. Verses you're not familiar with.<br />
5. Verses you dislike.<br />
<br />
But in reality, it depends on the person. The hierarchy listed above is only a general rule of thumb. I personally put disliked verses under unfamiliar verses because at least with unfamiliar verses you can go about them on your own time if you want to. Personally for me, I've lost interest in DC and Marvel stuff, so I stay away from any RP sessions involving DC or Marvel.<br />
<br />
While verse familiarity matters the most, character familiarity comes in a close second. If you only know about, say, the Personality section of a character's wiki page, chances are you may come off as a noob when playing as a character. I've been down that road when playing as girls like Ochako Uraraka, for example, so I would know how that feels. On the other hand, if you had first-hand experience with a character, like say you've watched the show they're from or played the video games they're in, chances are you're pretty good to go. For example, as a Total Drama fan since the first season, I am familiar with details about Lindsay and how dumb (if cute and cuddly) she can be.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Skillsets</span></span><br />
<br />
When it comes to skillsets, I think skillsets matter most in terms of how fair a character would be within a certain world or game. I would say if it's within their native setting, then you can ensure that you needn't try and figure out how fair the characters you're playing as within the environment. Typically I would use Total Drama girls whenever I got involved in a thread in one of these forums because they are the safest human-equivalents I could use in that regard. Granted many of them have feats of strength (like Emma pushing an 1800-lb ice block, Courtney going solo against three bull sharks, Jasmine lifting a fucking tree, MacArthur pulling out a friggin' wall, etc) while others have hax (Anne Maria's hair being as invulnerable as a Mettaur's helmet, Ella's singing being able to tame nearly any animal, Dawn's OP psychic abilities, Izzy's being Izzy), but for the most part the Total Drama cast is very humanlike. Given their variety, they're essentially a key ring of skillsets to pick from.<br />
<br />
Now, in other environments, it usually depends on what was set up and what the setting is based on. A skillset can be seen as OP or underwhelming in an environment laid out. Generally, you'll wanna find the right skillset for the world you're wanting to interact with, which can be easy for a simple theme, or difficult for specific worlds.<br />
<br />
For themes, usually the best fit is a character who can handle the ordeals and workings of said theme. Let's say a horror RP would pop up, I would go for Gwen as she worked best in a horror environment during her run in the Total Drama series. With her, I can safely have her handle a variety of horrors within, let's say, a haunted house or an abandoned town. In exchange, her human nature would allow her to still be captured by whatever's around her.<br />
<br />
As for other worlds, that's where things get more finicky. For example, if I were to throw Dawn from Total Drama into a world based on My Hero Academia, her skillset would be seen as overpowered in the context of the My Hero Academia world, even though the characters of MHA are worlds beyond what Total Drama could do in terms of raw strength (for god's sake, MHA's most huggable character is at Large Building Level!: <a href="https://vsbattles.fandom.com/wiki/Ochako_Uraraka_(Uravity)" target="_blank" rel="noopener" class="mycode_url">https://vsbattles.fandom.com/wiki/Ochako..._(Uravity)</a> ). The world of My Hero Academia revolves around Quirks, which are seen as physiological superpowers, and each user has only one quirk which they would make creative use out of. Dawn's aura reading is information analysis that can <a href="https://youtu.be/ua7O-t8lR6E?t=158" target="_blank" rel="noopener" class="mycode_url">figure out someone's deep secrets with a glance</a>, plus Dawn can levitate, communicate with animals, tell whether snowballs are real snowballs or disguised bombs, predict the future up to 18 days ahead, and even fucking teleport (with a range of over 200 feet at that). The kicker? All of Dawn's abilities are presumed to be straight-up magic! Multiple quirks seem to only exist in All for One and the carriers of One For All (despite people being wary of the possibility of hyper-quirks becoming real), but with Dawn's magic-based skillset, Dawn may as well Freddy Krueger One For All himself with her entire movepool. That <span style="font-style: italic;" class="mycode_i">might</span> not be a fair RP thread, especially since Dawn's skillset would likely make it near-impossible to capture her. At the same time, Ella with her animal-taming song would probably fit better since it's just, well, one ability (though her song is able to tame robots, but that's kind of a minor issue).<br />
<br />
Basically what I'm saying is finding a character for a theme is like looking for the right key on a keyring while trying to match a character to a certain world would probably require a little modification. Speaking of modifications...<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: x-large;" class="mycode_size">Modifications and Derivatives</span></span><br />
<br />
Admittedly for kink RPs, modifications/derivatives are basically required since most pre-existing characters probably have no idea was kink is. The way I see it, modifications are essentially tidbits made to a character to meet the needs of the environment in question. An easy one that comes to mind is, let's say, I put Gwen in Gooey Gamble, where she would have to make it through 8 levels. Normally Gwen would just be a normal person, but with skills being a thing you collect, Gwen would very likely wind up with the ability to cast Fire, something she's normally incapable of doing. These would be known as skillset modifications, where a character could be buffed or nerfed depending on the setting. Likewise, some odd quirks to a character would also qualify as modifications. For example, Izzy would perhaps be into bondage while normally she probably hadn't been in these types of situations.<br />
<br />
Derivatives, on the other hand, are more radical than a simple modification. A good example of a derivative would be SMG4 Mario, who is unusually stupid and destructive compared to the real Mario. On that same respect, I had recently written a darker Dawn, which admittedly were for the idea of Dawn being an antagonist, which were planned for an RPG idea and an idea for a Total Drama FNF mod. Although whereas SMG4 Mario had no explanation beyond parody material, Dawn's ideals are more based on the idea of her having grown sick of the sins mankind had committed against Mother Nature, so of course she would retain her nature-loving character despite the radical change in character unlike SMG4 Mario whose character was all but completely altered.<br />
<br />
Generally, it would depend on how well-written the character is, but on the same vein, modifications are generally more acceptable than derivatives since the changes aren't as radical or, in some cases, not as radical at first.<br />
<br />
That being said, that is about what I have to say about working with pre-existing characters. Now if you'll excuse me, I'll be off listening to FNF Mods.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Roleplaying Systems]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=75</link>
			<pubDate>Fri, 14 Jan 2022 19:39:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=1">Polyedit2000</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=75</guid>
			<description><![CDATA[<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Section 1:  GM and Rolls</span></span><br />
<br />
The GM/Game Master acts as the primary storyteller and referee of a game.<br />
<br />
---<br />
<br />
-GM-less System:  The main story is created by all players involved and/or the main rules are equally accessible to all players.  For example, two players playing a card game.<br />
<br />
-Ruleless System: The GM tells the main story however they want, but the results players can encounter is mainly up to the GM. For example, the GM might decide one player is their "favorite" to wrap up.<br />
<br />
===<br />
<br />
Rolls:  Popularized by Dungeons and Dragons and other tabletop games, a dice is one way to randomly determine the results of an action.  Generally, a d(number) is shorthand for a dice with a number of sides.  Most regular board games have a d6/ 6-sided die.<br />
<br />
---<br />
<br />
-d20 System:<br />
<br />
-Dice Check: This is the dice that Dungeons and Dragons use to check the success of a skill inside or out of combat.  Generally, the number has to be above a set DC (dice check) for the skill to succeed, and the GM can quickly set the DC as 5/10/15/20/25/30 to determine how much skill is required to succeed.  For example, a player needs to open a locked door, requiring to beat a DC of 15.<br />
<br />
-Criticals and Fails:  Some GMs will consider rolling an unmodded 20 a critical success and unmodded 1 a critical fail.  In some cases, a natural 20 can beat a DC of 30 and/or provide additional benefits (and the same holds true for a natural 1).<br />
<br />
-Multi-Part Roll:  In D&amp;D, it's generally 6 seconds per round, enough to move and attack.  However, some players choose to be extra fancy on their turn, so the GM can decide to make DCs for each part of a complicated turn.  For example, a player that thinks he can no-sell an attack, teleport close and restrain them while giving a "you suck" speech and expecting backup dancers to applaud can be subjected up to five rolls.<br />
<br />
-Inverse Dice Check:  In this system, a lower number is a better score (where 1 is a critical success).  Two examples of games that benefit from this system is Golf (lower number of strokes to score a hole) and Operation (how far your hand moves versus the size of the hole).<br />
<br />
---<br />
<br />
d6 System:<br />
<br />
-Semi-d20:  See d20 rules.  It is also possible to add another d6 to change the success rate of the rolls, with 2 (double 1) as critical fail and 12 (d12) as critical success.<br />
<br />
-Fate Dice:  These dices are known for having 3 kinds of faces: +, - and blank.  An average of 4 dices is rolled, adding or subtracting from a base of 0, to determine the success of an action (which ranges from -4 to +4).  If you're using a regular dice, you can convert the rolls if you can draw lines through the dots:<br />
--4 and 5 makes a +<br />
--2 and 3 makes a -<br />
--1 and 6 makes a 0/blank<br />
<br />
-Yes/No:  4 and above is Yes/3 and below is No.  Or if you want to have a more specific result:<br />
--6 Yes And- You succeed and you gain a benefit.<br />
--5 Yes- You simply succeed.<br />
--4 Yes But- You succeed but you get a drawback.<br />
--3 No But- You fail an action but you gain a small benefit.<br />
--2 No- You simply fail.<br />
--1 No And- You fail and you get a drawback.<br />
<br />
===<br />
<br />
Cards System:<br />
<br />
Some GMs use tarot cards or playing cards.  Unlike dice, cards have a "preset" probability and cards played can be set aside to narrow the remaining cards in play.  In Dungeons and Dragons, this can represent the Deck of Many Things, a magic item with random effects good for 52 uses (aka the number of cards in a playing deck).<br />
<br />
War- This card game is played by having a higher number than the other player, with Ace as the lowest number that can beat a King.<br />
<br />
Suits - Playing cards have Hearts/Diamonds/Clubs/Spades.  In Alice in Borderland, these four suits represent different challenges ranging from physical activities to games of wits and trust.]]></description>
			<content:encoded><![CDATA[<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Section 1:  GM and Rolls</span></span><br />
<br />
The GM/Game Master acts as the primary storyteller and referee of a game.<br />
<br />
---<br />
<br />
-GM-less System:  The main story is created by all players involved and/or the main rules are equally accessible to all players.  For example, two players playing a card game.<br />
<br />
-Ruleless System: The GM tells the main story however they want, but the results players can encounter is mainly up to the GM. For example, the GM might decide one player is their "favorite" to wrap up.<br />
<br />
===<br />
<br />
Rolls:  Popularized by Dungeons and Dragons and other tabletop games, a dice is one way to randomly determine the results of an action.  Generally, a d(number) is shorthand for a dice with a number of sides.  Most regular board games have a d6/ 6-sided die.<br />
<br />
---<br />
<br />
-d20 System:<br />
<br />
-Dice Check: This is the dice that Dungeons and Dragons use to check the success of a skill inside or out of combat.  Generally, the number has to be above a set DC (dice check) for the skill to succeed, and the GM can quickly set the DC as 5/10/15/20/25/30 to determine how much skill is required to succeed.  For example, a player needs to open a locked door, requiring to beat a DC of 15.<br />
<br />
-Criticals and Fails:  Some GMs will consider rolling an unmodded 20 a critical success and unmodded 1 a critical fail.  In some cases, a natural 20 can beat a DC of 30 and/or provide additional benefits (and the same holds true for a natural 1).<br />
<br />
-Multi-Part Roll:  In D&amp;D, it's generally 6 seconds per round, enough to move and attack.  However, some players choose to be extra fancy on their turn, so the GM can decide to make DCs for each part of a complicated turn.  For example, a player that thinks he can no-sell an attack, teleport close and restrain them while giving a "you suck" speech and expecting backup dancers to applaud can be subjected up to five rolls.<br />
<br />
-Inverse Dice Check:  In this system, a lower number is a better score (where 1 is a critical success).  Two examples of games that benefit from this system is Golf (lower number of strokes to score a hole) and Operation (how far your hand moves versus the size of the hole).<br />
<br />
---<br />
<br />
d6 System:<br />
<br />
-Semi-d20:  See d20 rules.  It is also possible to add another d6 to change the success rate of the rolls, with 2 (double 1) as critical fail and 12 (d12) as critical success.<br />
<br />
-Fate Dice:  These dices are known for having 3 kinds of faces: +, - and blank.  An average of 4 dices is rolled, adding or subtracting from a base of 0, to determine the success of an action (which ranges from -4 to +4).  If you're using a regular dice, you can convert the rolls if you can draw lines through the dots:<br />
--4 and 5 makes a +<br />
--2 and 3 makes a -<br />
--1 and 6 makes a 0/blank<br />
<br />
-Yes/No:  4 and above is Yes/3 and below is No.  Or if you want to have a more specific result:<br />
--6 Yes And- You succeed and you gain a benefit.<br />
--5 Yes- You simply succeed.<br />
--4 Yes But- You succeed but you get a drawback.<br />
--3 No But- You fail an action but you gain a small benefit.<br />
--2 No- You simply fail.<br />
--1 No And- You fail and you get a drawback.<br />
<br />
===<br />
<br />
Cards System:<br />
<br />
Some GMs use tarot cards or playing cards.  Unlike dice, cards have a "preset" probability and cards played can be set aside to narrow the remaining cards in play.  In Dungeons and Dragons, this can represent the Deck of Many Things, a magic item with random effects good for 52 uses (aka the number of cards in a playing deck).<br />
<br />
War- This card game is played by having a higher number than the other player, with Ace as the lowest number that can beat a King.<br />
<br />
Suits - Playing cards have Hearts/Diamonds/Clubs/Spades.  In Alice in Borderland, these four suits represent different challenges ranging from physical activities to games of wits and trust.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Hall of Mishaps Tracker]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=74</link>
			<pubDate>Tue, 11 Jan 2022 22:43:40 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=10">Flashlight237</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=74</guid>
			<description><![CDATA[Well, might as well put in a tracker for my new RP. Hope this works.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Rooms:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #ff0000;" class="mycode_color">Red</span></span> - Combat room. Fight the mobs here.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #17B529;" class="mycode_color">Green</span></span> - ???<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Current Parties:</span></span><br />
<br />
Party 1: Hannah and Masha<br />
<br />
Rooms Completed: 1<br />
<br />
Hannah's Treasures: None thus far.<br />
Masha's Treasures: None thus far.]]></description>
			<content:encoded><![CDATA[Well, might as well put in a tracker for my new RP. Hope this works.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Rooms:</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #ff0000;" class="mycode_color">Red</span></span> - Combat room. Fight the mobs here.<br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #17B529;" class="mycode_color">Green</span></span> - ???<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Current Parties:</span></span><br />
<br />
Party 1: Hannah and Masha<br />
<br />
Rooms Completed: 1<br />
<br />
Hannah's Treasures: None thus far.<br />
Masha's Treasures: None thus far.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wrapture VR]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=69</link>
			<pubDate>Tue, 14 Dec 2021 05:37:39 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=10">Flashlight237</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=69</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">(Known info marked in black; <span style="color: #ff4136;" class="mycode_color">headcanons marked in red</span>; <span style="color: #0074d9;" class="mycode_color">things that need further investigation or input from creator marked in blue</span>)</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">The following content is more of an extended universe deal and is not associated with Bastian Mage canon.</span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/0dff3c04-06d5-41a1-a606-8424107a05dc/de87wzi-95f08eaf-8348-4bf7-821b-8bb5608c8919.png/v1/fill/w_1280,h_1280,strp/wrapture_delta_by_polyedit2000_de87wzi-fullview.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI4MCIsInBhdGgiOiJcL2ZcLzBkZmYzYzA0LTA2ZDUtNDFhMS1hNjA2LTg0MjQxMDdhMDVkY1wvZGU4N3d6aS05NWYwOGVhZi04MzQ4LTRiZjctODIxYi04YmI1NjA4Yzg5MTkucG5nIiwid2lkdGgiOiI8PTEyODAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.D92-oXPI1wViW1CUKpIsVL1fyYeKpY9HV3K5skUIoho" loading="lazy"  alt="[Image: wrapture_delta_by_polyedit2000_de87wzi-f...3K5skUIoho]" class="mycode_img" /></span><br />
<span style="font-style: italic;" class="mycode_i">Art by Wrapture VR creator Polyedit2000</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">What is Wrapture VR?</span></span><br />
<br />
Developed locally in Synthon Synthetics (located in Norma) by Claire Diamont, Wrapture VR is a console dedicated to full-body VR. The console uses resistance to detect and mimic motion. After salvaging the original (top-left) and experimenting with the Omega version (top-right), Synthon Synthetics had settled on the sleek Delta design. Synthon also sells custom Delta designs upon request, <span style="color: #0074d9;" class="mycode_color">although these are normally pricier than basic Wrapture VR sacks.</span><br />
<br />
The Wrapture VR model known to the public, Wrapture Delta, has built-in controls, a gag mic that translates muffled speech into speech in the VR environment, self-sizing, and self-zipping features. It also comes in a variety of colors.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Known Models</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Alpha (Original)</span><br />
<br />
Status: Unreleased<br />
Availability: No<br />
Description: The original model. Development was halted when it was noted that the console took too much preparation and was very clunky. <span style="color: #0074d9;" class="mycode_color">The Cutting Room Floor has very little info on this model due to its scarcity.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Omega (v2)</span><br />
<br />
Status: <span style="color: #FF4136;" class="mycode_color">Unreleased/Limited</span><br />
Availability: <span style="color: #FF4136;" class="mycode_color">Only available to collectors or from events</span><br />
Description: The last model prior to Synthon Synthetics' acquisition. While heavier, this model reduced the prep time necessary to build a console.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Delta (v3)</span><br />
<br />
Status: Available locally<br />
Availability: Ongoing; both basic and custom<br />
Price: <span style="color: #FF4136;" class="mycode_color">&#36;549.95 (base)/&#36;649.95 (custom)</span><br />
Description: One of the current models. Features built-in controls, a gag mic that translates muffled speech into speech in the VR environment, self-sizing, and self-zipping features. This model may be used for testing social experiments, as done in Norma's <span style="text-decoration: line-through;" class="mycode_s">Saint Azulion Asylum</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Nimbus (v4)</span><br />
<br />
Status: Available locally<br />
Availability: Ongoing; both basic and custom<br />
Price: <span style="color: #FF4136;" class="mycode_color">&#36;499.95 (base)/&#36;599.95 (custom)</span><br />
Description: The other current model. Designed to be more cost effective and improve on the Wrapture Delta at the same time. It uses a layer of spandex for breathability. Boundary magnets replace rubbery padding. It is believed that like the NES had with the SNES, the Wrapture Delta would still hold up against the Wrapture Nimbus.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Thicc (v5)</span><br />
<br />
Status: In development<br />
Availability: In development<br />
Price: Awaiting review<br />
Description: A model in development that would utilize T.H.I.C.C (Tactical Haptic Intelligent Circuit Cloth): a recently developed superfabric by Synthon Synthetics. Currently in development.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture D-Lite</span><br />
<br />
Status: <span style="color: #0074D9;" class="mycode_color">???</span><br />
Availability: <span style="color: #0074D9;" class="mycode_color">???</span><br />
Price: ???<br />
Description: A VR-free console that accesses most of the same games Wrapture Delta has. Cannot access VR-exclusive titles. Uses a sort of rubber-infused controller. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture AR</span><br />
<br />
Status: Cancelled<br />
Availability: Unreleased<br />
Description: An attempt at AR technology through Wrapture technology by Claire Diamont. Was tested out in a small group environment, but was discontinued.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Arcade</span><br />
<br />
Status: ???<br />
Description: Known only by name as of this time.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Ring and Wrapture Stand</span><br />
<br />
Status: Cancelled<br />
Availability: Unreleased<br />
Description: The Wrapture Ring and Wrapture Stand are two short-lived products that work on similar principles. Ideally, both stored a breathable rubber sheath, and when activate, it would adjust other items like VR lenses as it tightened around the user. The issue was, with the Ring, that a person may draw the ring from the feet up or hold their arms up, so the 2.0 versions had to implement a system that allowed the lenses to determine which body part entered first. Sadly, with people testing the system in ways like splits and fetal positions, it was decided that the cost of upgrading the detection system outpaced its affordability, causing the projects to be scrapped.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Console Details</span></span><br />
<br />
<span style="color: #0074D9;" class="mycode_color">Awaiting creator input.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Games</span></span><br />
<br />
<span style="color: #0074D9;" class="mycode_color">Awaiting creator input. Preexisting games ex. Friday Night Funkin may be used for testing.</span><br />
<br />
(Anything further, including necessary edits, will need creator input.)]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">(Known info marked in black; <span style="color: #ff4136;" class="mycode_color">headcanons marked in red</span>; <span style="color: #0074d9;" class="mycode_color">things that need further investigation or input from creator marked in blue</span>)</span><br />
<br />
<span style="font-style: italic;" class="mycode_i">The following content is more of an extended universe deal and is not associated with Bastian Mage canon.</span><br />
<br />
<span style="font-style: italic;" class="mycode_i"><img src="https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/0dff3c04-06d5-41a1-a606-8424107a05dc/de87wzi-95f08eaf-8348-4bf7-821b-8bb5608c8919.png/v1/fill/w_1280,h_1280,strp/wrapture_delta_by_polyedit2000_de87wzi-fullview.png?token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQzNzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTBkMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTI4MCIsInBhdGgiOiJcL2ZcLzBkZmYzYzA0LTA2ZDUtNDFhMS1hNjA2LTg0MjQxMDdhMDVkY1wvZGU4N3d6aS05NWYwOGVhZi04MzQ4LTRiZjctODIxYi04YmI1NjA4Yzg5MTkucG5nIiwid2lkdGgiOiI8PTEyODAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0aW9ucyJdfQ.D92-oXPI1wViW1CUKpIsVL1fyYeKpY9HV3K5skUIoho" loading="lazy"  alt="[Image: wrapture_delta_by_polyedit2000_de87wzi-f...3K5skUIoho]" class="mycode_img" /></span><br />
<span style="font-style: italic;" class="mycode_i">Art by Wrapture VR creator Polyedit2000</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">What is Wrapture VR?</span></span><br />
<br />
Developed locally in Synthon Synthetics (located in Norma) by Claire Diamont, Wrapture VR is a console dedicated to full-body VR. The console uses resistance to detect and mimic motion. After salvaging the original (top-left) and experimenting with the Omega version (top-right), Synthon Synthetics had settled on the sleek Delta design. Synthon also sells custom Delta designs upon request, <span style="color: #0074d9;" class="mycode_color">although these are normally pricier than basic Wrapture VR sacks.</span><br />
<br />
The Wrapture VR model known to the public, Wrapture Delta, has built-in controls, a gag mic that translates muffled speech into speech in the VR environment, self-sizing, and self-zipping features. It also comes in a variety of colors.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Known Models</span></span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Alpha (Original)</span><br />
<br />
Status: Unreleased<br />
Availability: No<br />
Description: The original model. Development was halted when it was noted that the console took too much preparation and was very clunky. <span style="color: #0074d9;" class="mycode_color">The Cutting Room Floor has very little info on this model due to its scarcity.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Omega (v2)</span><br />
<br />
Status: <span style="color: #FF4136;" class="mycode_color">Unreleased/Limited</span><br />
Availability: <span style="color: #FF4136;" class="mycode_color">Only available to collectors or from events</span><br />
Description: The last model prior to Synthon Synthetics' acquisition. While heavier, this model reduced the prep time necessary to build a console.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Delta (v3)</span><br />
<br />
Status: Available locally<br />
Availability: Ongoing; both basic and custom<br />
Price: <span style="color: #FF4136;" class="mycode_color">&#36;549.95 (base)/&#36;649.95 (custom)</span><br />
Description: One of the current models. Features built-in controls, a gag mic that translates muffled speech into speech in the VR environment, self-sizing, and self-zipping features. This model may be used for testing social experiments, as done in Norma's <span style="text-decoration: line-through;" class="mycode_s">Saint Azulion Asylum</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Nimbus (v4)</span><br />
<br />
Status: Available locally<br />
Availability: Ongoing; both basic and custom<br />
Price: <span style="color: #FF4136;" class="mycode_color">&#36;499.95 (base)/&#36;599.95 (custom)</span><br />
Description: The other current model. Designed to be more cost effective and improve on the Wrapture Delta at the same time. It uses a layer of spandex for breathability. Boundary magnets replace rubbery padding. It is believed that like the NES had with the SNES, the Wrapture Delta would still hold up against the Wrapture Nimbus.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Thicc (v5)</span><br />
<br />
Status: In development<br />
Availability: In development<br />
Price: Awaiting review<br />
Description: A model in development that would utilize T.H.I.C.C (Tactical Haptic Intelligent Circuit Cloth): a recently developed superfabric by Synthon Synthetics. Currently in development.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture D-Lite</span><br />
<br />
Status: <span style="color: #0074D9;" class="mycode_color">???</span><br />
Availability: <span style="color: #0074D9;" class="mycode_color">???</span><br />
Price: ???<br />
Description: A VR-free console that accesses most of the same games Wrapture Delta has. Cannot access VR-exclusive titles. Uses a sort of rubber-infused controller. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture AR</span><br />
<br />
Status: Cancelled<br />
Availability: Unreleased<br />
Description: An attempt at AR technology through Wrapture technology by Claire Diamont. Was tested out in a small group environment, but was discontinued.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Arcade</span><br />
<br />
Status: ???<br />
Description: Known only by name as of this time.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wrapture Ring and Wrapture Stand</span><br />
<br />
Status: Cancelled<br />
Availability: Unreleased<br />
Description: The Wrapture Ring and Wrapture Stand are two short-lived products that work on similar principles. Ideally, both stored a breathable rubber sheath, and when activate, it would adjust other items like VR lenses as it tightened around the user. The issue was, with the Ring, that a person may draw the ring from the feet up or hold their arms up, so the 2.0 versions had to implement a system that allowed the lenses to determine which body part entered first. Sadly, with people testing the system in ways like splits and fetal positions, it was decided that the cost of upgrading the detection system outpaced its affordability, causing the projects to be scrapped.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Console Details</span></span><br />
<br />
<span style="color: #0074D9;" class="mycode_color">Awaiting creator input.</span><br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: medium;" class="mycode_size">Games</span></span><br />
<br />
<span style="color: #0074D9;" class="mycode_color">Awaiting creator input. Preexisting games ex. Friday Night Funkin may be used for testing.</span><br />
<br />
(Anything further, including necessary edits, will need creator input.)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Among Us RP Tracking]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=45</link>
			<pubDate>Sun, 04 Jul 2021 04:13:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=10">Flashlight237</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=45</guid>
			<description><![CDATA[Okay, so Polyedit2000 made an RP tracker for his thing, so I figured... Why not? Here's what I got. Right now, I'm basically waiting to see who will play before starting up the match. Here's what we got.<br />
<br />
<span style="color: #ff4136;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Red - Masha</span></span><br />
<span style="color: #7fdbff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Cyan - Rehyanne</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #0074d9;" class="mycode_color">Blue - Gwen (ZetaRESP)</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">Maroon - Zeta/ZeeZee</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #fbb8ec;" class="mycode_color">Rose - Hannah</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #b10dc9;" class="mycode_color">Purple - Sarah</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c14700;" class="mycode_color">Brown - Heather</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #000000;" class="mycode_color">Black - Gwen (Total Drama)</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #17b529;" class="mycode_color">Green - Dawn</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #ff56ff;" class="mycode_color">Pink - Ella</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #928776;" class="mycode_color">Tan - Courtney</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #EC7578;" class="mycode_color">Coral - Anne Maria</span></span><br />
<br />
Game Status: Waiting for players/NPCs (NPCs being the Total Drama girls I'll use)]]></description>
			<content:encoded><![CDATA[Okay, so Polyedit2000 made an RP tracker for his thing, so I figured... Why not? Here's what I got. Right now, I'm basically waiting to see who will play before starting up the match. Here's what we got.<br />
<br />
<span style="color: #ff4136;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Red - Masha</span></span><br />
<span style="color: #7fdbff;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b">Cyan - Rehyanne</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #0074d9;" class="mycode_color">Blue - Gwen (ZetaRESP)</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c10300;" class="mycode_color">Maroon - Zeta/ZeeZee</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #fbb8ec;" class="mycode_color">Rose - Hannah</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #b10dc9;" class="mycode_color">Purple - Sarah</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #c14700;" class="mycode_color">Brown - Heather</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #000000;" class="mycode_color">Black - Gwen (Total Drama)</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #17b529;" class="mycode_color">Green - Dawn</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #ff56ff;" class="mycode_color">Pink - Ella</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #928776;" class="mycode_color">Tan - Courtney</span></span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="color: #EC7578;" class="mycode_color">Coral - Anne Maria</span></span><br />
<br />
Game Status: Waiting for players/NPCs (NPCs being the Total Drama girls I'll use)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Anonymated Tracker OOC]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=30</link>
			<pubDate>Tue, 18 May 2021 21:36:46 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=1">Polyedit2000</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=30</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Dawn (Flashlight237)</span><br />
Runs Attempted: 1<br />
Current Rooms: 9<br />
Loot: <br />
Psion Suit - can still Swing, reveals bad end in Blue rooms when properly equipped.<br />
Psychic Klaxon - experience a powerful vibration if mind exceeds allotted usage.<br />
In Memorium - unequip an item and keep its effect (used on Psion Suit)<br />
Red Light Green Light - can make a red room green and vice versa.<br />
Road To Madness - Can enter a fourth door.  Color randomized. (bondage)<br />
Masochist Mask - Can depower a bondage loot if loosing a heart.<br />
Feet-Free Hobble Skirt - Restrains legs and intensifies senses by foot. (bondage)<br />
Hearts: 3  <br />
Notes: Until Dawn completes room 9, other players will not be able to leave their rooms.  </blockquote>
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Natasha (Bound cat)</span><br />
Runs Attempted: 1<br />
Current Rooms: 1<br />
Loot: N/A<br />
Hearts: 3<br />
Boon: +Reward</blockquote>
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Hannah (bond56)</span><br />
Runs Attempted: 1<br />
Current Rooms: 6<br />
Loot: <br />
Secret Drawer - Can add "grab a toy" command<br />
Combat Drone - +2 attack, can be overwritten.<br />
Shy Mask - mutes player<br />
Hearts: 3</blockquote>
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Rehyanne (irRESPondible)</span><br />
Runs Attempted: 1<br />
Current Rooms: 5<br />
Loot: <br />
Stun Baton - Has a chance to stun targets, increased on humans.<br />
Sneaky Cat Suit - Can climb walls and +1 attack<br />
Hearts: 3</blockquote>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Dawn (Flashlight237)</span><br />
Runs Attempted: 1<br />
Current Rooms: 9<br />
Loot: <br />
Psion Suit - can still Swing, reveals bad end in Blue rooms when properly equipped.<br />
Psychic Klaxon - experience a powerful vibration if mind exceeds allotted usage.<br />
In Memorium - unequip an item and keep its effect (used on Psion Suit)<br />
Red Light Green Light - can make a red room green and vice versa.<br />
Road To Madness - Can enter a fourth door.  Color randomized. (bondage)<br />
Masochist Mask - Can depower a bondage loot if loosing a heart.<br />
Feet-Free Hobble Skirt - Restrains legs and intensifies senses by foot. (bondage)<br />
Hearts: 3  <br />
Notes: Until Dawn completes room 9, other players will not be able to leave their rooms.  </blockquote>
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Natasha (Bound cat)</span><br />
Runs Attempted: 1<br />
Current Rooms: 1<br />
Loot: N/A<br />
Hearts: 3<br />
Boon: +Reward</blockquote>
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Hannah (bond56)</span><br />
Runs Attempted: 1<br />
Current Rooms: 6<br />
Loot: <br />
Secret Drawer - Can add "grab a toy" command<br />
Combat Drone - +2 attack, can be overwritten.<br />
Shy Mask - mutes player<br />
Hearts: 3</blockquote>
<blockquote class="mycode_quote"><cite>Quote:</cite><span style="font-weight: bold;" class="mycode_b">Rehyanne (irRESPondible)</span><br />
Runs Attempted: 1<br />
Current Rooms: 5<br />
Loot: <br />
Stun Baton - Has a chance to stun targets, increased on humans.<br />
Sneaky Cat Suit - Can climb walls and +1 attack<br />
Hearts: 3</blockquote>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[DarkGrey's character(s)]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=15</link>
			<pubDate>Fri, 26 Mar 2021 03:38:41 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=17">DarkGrey</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=15</guid>
			<description><![CDATA[I don't know if this is the usual thing to do on this board, but I'm posting a description of my character(s) that will be in any RPs on this board, for convenience. I have only one character here at the moment, any others will be added here.<br />
<br />
<br />
----------<br />
<span style="font-weight: bold;" class="mycode_b">Vicki</span><br />
<br />
Name : Victoria (“Vicki”) White<br />
<br />
Age :20<br />
<br />
Height : 5'4”<br />
<br />
Likes (Bondage) : Has tried most things, and liked them - ropes, tape, ribbons, scarves, straitjacket, gags (prefers tape but will accept others), sacks<br />
<br />
Dislikes (Bondage) : Pain, humiliation, immobility (being anchored to immovable objects such as a bed or pole – prefers to retain some ability to hop/shuffle around), blindfolds<br />
<br />
<br />
<br />
Description:<br />
<br />
A slim girl with grey eyes in a heart-shaped face, and shoulder-length pale (almost white) blonde hair. Vicki is an intelligent and kind-hearted person, if a bit on the ditzy side (think Natalie from the Charlie's Angels movies). Having grown up with various tie-up games, she has developed a high comfort level for being tied up, and a facility for doing things without the use of her hands.]]></description>
			<content:encoded><![CDATA[I don't know if this is the usual thing to do on this board, but I'm posting a description of my character(s) that will be in any RPs on this board, for convenience. I have only one character here at the moment, any others will be added here.<br />
<br />
<br />
----------<br />
<span style="font-weight: bold;" class="mycode_b">Vicki</span><br />
<br />
Name : Victoria (“Vicki”) White<br />
<br />
Age :20<br />
<br />
Height : 5'4”<br />
<br />
Likes (Bondage) : Has tried most things, and liked them - ropes, tape, ribbons, scarves, straitjacket, gags (prefers tape but will accept others), sacks<br />
<br />
Dislikes (Bondage) : Pain, humiliation, immobility (being anchored to immovable objects such as a bed or pole – prefers to retain some ability to hop/shuffle around), blindfolds<br />
<br />
<br />
<br />
Description:<br />
<br />
A slim girl with grey eyes in a heart-shaped face, and shoulder-length pale (almost white) blonde hair. Vicki is an intelligent and kind-hearted person, if a bit on the ditzy side (think Natalie from the Charlie's Angels movies). Having grown up with various tie-up games, she has developed a high comfort level for being tied up, and a facility for doing things without the use of her hands.]]></content:encoded>
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			<title><![CDATA[Game-Based RP Systems]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=13</link>
			<pubDate>Wed, 24 Mar 2021 22:16:12 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=1">Polyedit2000</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=13</guid>
			<description><![CDATA[So, what Game-like concept do you want to try out in your RPs?  Here's a list of some concepts, and you're free to add your own.<br />
<br />
---<br />
<br />
Classes - Players choose an archetype, which determines their possible skills in the game.  Some classes can have certain attributes, like how it'll be easier for a mage to cast spells.<br />
<br />
Rogue-like - The Game Master provides the Players with a selection of skills and items at certain intervals.  This can make Players stronger over time without having to calculate levels.<br />
<br />
Stats - Rather than HP/Strength/Defense, it's best to use indirect stats like Acrobatics and Endurance.  This way, it'll be easier to determine the outcome of an action by adding the related stat to the success roll.<br />
<br />
Resting - Some actions like magic have limited uses, so a party should take a break to get those uses back.  Resting can also access other features such as preparing a meal or dividing loot.<br />
<br />
Highest Rolls - Rolling a D20 is good for determining actions, but you could also build a system with multiple dice.  For example, a highest roll of either Sight or Hearing, where being afflicted with Blind leaves you with only 1 dice and gaining Future Sight can add another dice to the pool.<br />
<br />
---<br />
<br />
Magic Legends:  This action RPG uses a deck.  Generally, Attacks are free to use and Secondary/Utility actions take a turn to refresh.  However, Players have a deck of 12 cards but can only access 4, and to get a new skill, they have to use an existing one.  This system would require the GM to determine the player's next spell, but this can ensure that the player doesn't spam the same skill over and over again.<br />
<br />
Here To Slay:  A fantasy card game.  Followers, Equipment and Potions should be gathered to improve the chance of slaying a monster, which grants a bonus to whoever slays it.  If using PVP rules, other Players can attempt to sabotage the rolls.<br />
<br />
Clank: A fantasy board game.  While players are exploring a dungeon, certain actions are likely to wake up the mega-monster, which can knock out the party or entrap them based on how deep they are in.]]></description>
			<content:encoded><![CDATA[So, what Game-like concept do you want to try out in your RPs?  Here's a list of some concepts, and you're free to add your own.<br />
<br />
---<br />
<br />
Classes - Players choose an archetype, which determines their possible skills in the game.  Some classes can have certain attributes, like how it'll be easier for a mage to cast spells.<br />
<br />
Rogue-like - The Game Master provides the Players with a selection of skills and items at certain intervals.  This can make Players stronger over time without having to calculate levels.<br />
<br />
Stats - Rather than HP/Strength/Defense, it's best to use indirect stats like Acrobatics and Endurance.  This way, it'll be easier to determine the outcome of an action by adding the related stat to the success roll.<br />
<br />
Resting - Some actions like magic have limited uses, so a party should take a break to get those uses back.  Resting can also access other features such as preparing a meal or dividing loot.<br />
<br />
Highest Rolls - Rolling a D20 is good for determining actions, but you could also build a system with multiple dice.  For example, a highest roll of either Sight or Hearing, where being afflicted with Blind leaves you with only 1 dice and gaining Future Sight can add another dice to the pool.<br />
<br />
---<br />
<br />
Magic Legends:  This action RPG uses a deck.  Generally, Attacks are free to use and Secondary/Utility actions take a turn to refresh.  However, Players have a deck of 12 cards but can only access 4, and to get a new skill, they have to use an existing one.  This system would require the GM to determine the player's next spell, but this can ensure that the player doesn't spam the same skill over and over again.<br />
<br />
Here To Slay:  A fantasy card game.  Followers, Equipment and Potions should be gathered to improve the chance of slaying a monster, which grants a bonus to whoever slays it.  If using PVP rules, other Players can attempt to sabotage the rolls.<br />
<br />
Clank: A fantasy board game.  While players are exploring a dungeon, certain actions are likely to wake up the mega-monster, which can knock out the party or entrap them based on how deep they are in.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Flashlight237's RP Info]]></title>
			<link>https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=7</link>
			<pubDate>Wed, 10 Mar 2021 03:55:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://bastianfanworks.dreamchaos.net/forums/member.php?action=profile&uid=10">Flashlight237</a>]]></dc:creator>
			<guid isPermaLink="false">https://bastianfanworks.dreamchaos.net/forums/showthread.php?tid=7</guid>
			<description><![CDATA[Hey there. Flashlight237 here. For the most part, I play as the Total Drama characters, mainly due to how human they are compared to pretty much every mainstream option out there, plus the roster size makes it very easy for me to choose the right character for a scenario. I mean there's 42 girls in all, with at least 6 more coming up soon thanks to the recent revival of the Total Drama series.: <a href="https://www.deviantart.com/flashlight237/journal/Total-Drama-Girls-List-723403290" target="_blank" rel="noopener" class="mycode_url">https://www.deviantart.com/flashlight237...-723403290</a><br />
<br />
Of course there are a few hax'd characters, specifically Izzy (with her cartoony nature), Dawn (with her psychic and aura abilities and teleportation; fair warning, she has some pretty OP information analysis), and Ella (whose singing can insta-tame bears), but still.<br />
<br />
Otherwise, here's what I got OC-wise.:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Alice Lorenzo:</span><br />
<a href="https://www.deviantart.com/flashlight237/art/Alice-592205221" target="_blank" rel="noopener" class="mycode_url">https://www.deviantart.com/flashlight237...-592205221</a><br />
<br />
Age: 23<br />
Personality: A bit shy, enjoys playing on her guitar<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Jackie O. Lanchester:</span><br />
Age: 18<br />
Personality: Jackie fits better with the antics of the Total Drama cast. She's a farmer girl who essentially has a thing against aliens.]]></description>
			<content:encoded><![CDATA[Hey there. Flashlight237 here. For the most part, I play as the Total Drama characters, mainly due to how human they are compared to pretty much every mainstream option out there, plus the roster size makes it very easy for me to choose the right character for a scenario. I mean there's 42 girls in all, with at least 6 more coming up soon thanks to the recent revival of the Total Drama series.: <a href="https://www.deviantart.com/flashlight237/journal/Total-Drama-Girls-List-723403290" target="_blank" rel="noopener" class="mycode_url">https://www.deviantart.com/flashlight237...-723403290</a><br />
<br />
Of course there are a few hax'd characters, specifically Izzy (with her cartoony nature), Dawn (with her psychic and aura abilities and teleportation; fair warning, she has some pretty OP information analysis), and Ella (whose singing can insta-tame bears), but still.<br />
<br />
Otherwise, here's what I got OC-wise.:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Alice Lorenzo:</span><br />
<a href="https://www.deviantart.com/flashlight237/art/Alice-592205221" target="_blank" rel="noopener" class="mycode_url">https://www.deviantart.com/flashlight237...-592205221</a><br />
<br />
Age: 23<br />
Personality: A bit shy, enjoys playing on her guitar<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Jackie O. Lanchester:</span><br />
Age: 18<br />
Personality: Jackie fits better with the antics of the Total Drama cast. She's a farmer girl who essentially has a thing against aliens.]]></content:encoded>
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