Blogs:

A lot has happened. And yet...
by ranger_brianna_new on 20th Apr 2011, 12:34 AM

I'm still not even close to being done with my work on The Descended, but I've made some progress. How so? Well, in quite the number of ways, actually. First of all, I've finished both the Character and Inspiration pages. (The About page...eh...still working on it. :/ But, hey, at least it shows you the prototype for the world setting!) More than that, there's one page which I'm quite happy to have finished: the Fanart Page! :D

 

More than that, there's something else I've been working on. In fact, I've been working on it quite some bit. I wanted to present it to you when it was finished (or, well, as finished as I could be with it. :P), but decided there's really no point in waiting. (I get like, four unique views a day, right now. Nobody really sees what I'm writing here, right now. And if people are coming here later and going on a Blog Binge, then by that time, I'll have presumably finished.)

I've actually started a TVTropes Article for The Descended! It's far from finished (and is quite pathetic right now, actually), but trust me. I've hunted down nearly two-dozen tropes I could possibly add, and I'm not going to stop there. ;) I want to have the best-constructed TVTropes page of any ComicFury webcomic! :D

 

You can find more reasons in...oh, I forgot to mention that, didn't I?

One more thing I've been working on is that I now have a Shameless Advertisement thread! ;)

It details a lot of the stuff I don't bother to put here. (Or for that matter, anywhere else.)

 

All of this is, naturally, to give me more reason to work on The Descended, that extra piece of motivation I need to push myself to that final goal. I've still got lots to do, though. Like to change my sig so it can fit The Descended in there.

 

By the way, I spent a lot of time (okay, ten mintes :P But throw in the typing/researching time, and you get it close to an hour or two! :P) on creating a few ideas. Here they are.

 

 

Third Axis

 

The Third Axis problem developed when I looked at my character's alignments--which I know shouldn't and won't be changing--didn't quite meet up with the expectations of said alignment. What was I suppose to do, twist the system to force it to fix? No, I decided to merely evolve it, to expand it, to create that extra level which theoretically bridges the gap and makes things work. Essentially, I needed to help explain the discrepancies between them, and I felt that the Third Axis was a way to do it, at least, theoretically. It's a bit of a rough system, but it's still a neat little thought. I might not end up using it officially (nine's enough, thank you very much!), but unofficially, I definitely think it'll be in effect. It uses both TVTropes and Wikipedia as influences, though I am also drawing from my own experience a great deal.

 

Basically, a third axis to the standard alignment wheel of 9. What could this third axis be? Idealism versus Cynicism.

 

Unfortunately, I’m still working the exact system out. As well-versed as I am in alignments, I am no expert at things and these alignments are still open for a little revision. But I like the idea, and think if I iron out the details, it’s a solid system.

 

 

Lawful Good: The basic pattern is the combination of what I’ve read on TVTropes and Wikipedia. I’ve read both quite frequently and am pretty familiar with the material, so will elaborate on them if necessary. However, these are the takes with the third axis included:

Lawful Good A: Idealist. These people follow the heart and soul of the alignment. They have that strong code of conduct and believe in doing what’s right. If a law is wrong, they’ll try and change it to be right, for instance. They are the hardest alignment possible to pull off, simply due to the nature of balance. Sanik A. Ronado post-defeat is the only main cast character who can pull this off.

 

Lawful Good B: Middle of the scale. These people are basically the “Good is Lawful Stupid” type. They don’t put much thought into their actions, quickly jumping to a conclusion about what they’re supposed to do as their alignment. They follow the alignment to the letter, not often making exceptions either way. (Type As will sometimes make an exception if they feel it’s for a long-term instead of short-term good. Type Cs will make exceptions whenever they feel it is necessary.) This doesn’t always make them bad at playing their alignment, just frequently does. Probably the second-hardest to pull off without getting yourself killed.

 

Lawful Good C: Cynic. These people believe Lawful Good is more of a…Guideline…than actual rule. They follow the letter of the alignment, but will not always follow the spirit. They’re still Lawful Good, and their actions tend to generally show it—but they tend to be more pragmatic in their approach to a situation, not above using cheap moves to win. Aria currently is of this type, and Sanik was this type pre-defeat.

 

Neutral Good: I’m pretty familiar with this alignment as well. In fact, I probably can write it better than Lawful Good.

Neutral Good A: Idealist. They really try to be as good as they possibly can be. They reach for that level of perfection, wanting to get things right.

 

Neutral Good B: Middle of the scale. The “basically a nice person, doing what they think is right” kind of person.

 

Neutral Good C: Cynic. They will help others, and frequently even feel the compulsion to help others, because they’re supposed to do what’s basically the right thing. But they’re far from nice and tend to be merciless. Davos is of this type.

 

Chaotic Good: Years ago, I took an alignment test, and this is what I was. I don’t know if I still am or not, but the fact remains I am quite familiar with the alignment.

Chaotic Good A: Idealist. These people tend to just dislike the restrictions of laws (but not necessarily laws themselves), liking to live life free. They’re strong advocates of personal freedom, and they strongly believe in doing the right thing. (They also tend to not quarrel with those who have a strong sense of personal codes.)

 

Chaotic Good B: Middle. These people dislike laws themselves, thinking they get in the way of freedom. They believe that freedom is more important than basically anything else, and choose to do the right thing because they think that it should be done.

 

Chaotic Good C: Cynic. These people hate laws, thinking any law at all prevents themselves from acting freely. (Some go to the extreme, and actively try to destroy laws whenever possible. That gets them dangerously close to Neutral, though.) More than that, they dislike (or even flat-out hate) personal sets of conduct, thinking those get in the way of doing good.

 

Lawful Neutral: Alright, admittedly, this alignment is not my strongsuit. I have trouble understanding characters of this nature, so they’re a bit difficult to write. My basic take on ‘em (as with all others) is the Wikipedia-TVTropes combo, but said combo fails to take into account my third axis:

Lawful Neutral A: Idealist. These people believe that the way to a perfect existence lies in strong, solid laws which will guide people to the correct direction. They will uphold the laws at all possible times and are bound to follow them. (That said, they aren’t Lawful Stupid—if they see a law that they know doesn’t work, they’re going to change it so it does work.) Idealists tend to think that the laws of the nation override the laws (personal code of conduct) of an individual.

 

Lawful Neutral B: Middle. These people follow the law to the letter. (This does make most of them Lawful Stupid, but not necessarily all of them.) They believe that those laws hold the key to their goals, whatever they may be. However, they do accept personal codes of conduct as being important, willing to recognize actions followed under them.

 

Lawful Neutral C: Cynic. These people think that laws act as a guide, but that one’s personal code of conduct is the true way to their enlightenment (so to speak). Laws of a nation can’t possibly apply to every individual, no matter how well-written they were, after all. M falls under this category.

 

 

True Neutral: Also a hard alignment for me to write as, because I have trouble figuring out what’s in the head of a person with this alignment.

True Neutral A: Idealist. These people just do whatever the heck they feel like doing, not caring at all about alignment.

 

True Neutral B: Middle. These people believe in a balance in the world. They cannot take the side of chaos, lest order be overwhelmed. And they recognize that order cannot overpower chaos, without risking destroying the world. The same goes for good and evil: either triumphing over the other would be extremely bad.

 

True Neutral C: Cynic. These people take it one step further than Bs. They actively try to restore balance which has been upset. Whereas a type B simply believes in balance and follows it as a personal code, a type C actively tries to enforce it on others.

 

 

Chaotic Neutral: This one’s a bit easier, but still rather hard compared to the Good alignments.

Chaotic Neutral A: Idealist. These people are the ultimate advocates of personal freedom, to the point where they don’t care about good or evil: so long as they have the choice, the free will, they’re okay.

 

Chaotic Neutral B: Middle. These people just hate laws, and actively encourage people to have a free will and not be limited by laws.

 

Chaotic Neutral C: Cynic. These people believe that laws should not exist at all. They actively try to get in the way of laws, wanting to destroy and mess with them whenever possible. Some take this a step further and think that people should never have a personal code of conduct, and should just do what’s natural, given the situation.

 

 

Lawful Evil: This one’s actually a bit easy. Evil Overlords tend to be a good model. People who want to rule like tyrants, for instance. But this doesn’t quite fit what I had in mind, because the third axis modifies the system…

Lawful Evil A: Idealist. These people have a strong personal code of conduct, but tend to not really care that much about the laws of a nation. They take pleasure in acts of evil and will frequently take the evil choice when offered the chance (so long as it doesn’t violate their code of conduct), but they do not actively seek out evil deeds to do. To them, evil is just something which should happen naturally: you do it when you feel like it, and it feels good. Overuse of it becomes tedious and boring.

Nathan Betrax is of this type.

 

Lawful Evil B: Middle. These people follow the alignment to the letter. They are the totalarian rulers who command things with an iron fist. They’re in it for the power, and they know to get it done, they need a set of strict rules to be enforced ruthlessly. That said, because their motive is essentially ultimate power at all costs, they tend to generally be likeable people, who won’t harm you just for the lulz. They’ll only remove you if they see you in the way of their goal.

 

Lawful Evil C: Cynic. These people take the Middle and push it further: they strictly enforce their rules, and if anyone doesn’t follow them exactly to their satisfaction, then they will kill that person, eradicate that obstacle: after all, they might not have currently been a problem, but they inevitably would be eventually. They actively pursue their agenda at all times, not willing to compromise for so much as a single moment.

 

 

Neutral Evil: I’ll admit it: I really have no clue how to write a character being evil just for the sake of being evil. “For the evulz” was never a good motive for villains of mine; most of my villains fall into one of the Lawful types, actually.

Neutral Evil A: Idealist. These people enjoy doing evil at all times, not caring about law or chaos. That said, they’re still theoretically nice people. They might be evil, but they’re not insane—they can be reasoned with. For instance, they can be convinced to do a good action if it’s explained to them in a way that sounds evil.

 

Neutral Evil B: Middle. These people simply remove the portion about being reasoned with. If given the choice between a lesser evil (good) or greater evil, they’ll almost always take the greater one.

 

Neutral Evil C: Cynic. These people take Bs and take it one step further—they actively seek out evil acts. While both A and B tend to be Evil and do evil things as often as they can, they tend to keep it relatively reasonable. Not a C. These people simply can’t stop being Evil, and will hunt down beings of Good. They torture, they kill, they’ll thrive on Evil until the day they die, never relenting on their quest for as much Evil as they can get.

 

 

Chaotic Evil: I’ve been forced to explore this alignment fairly detailed, simply because I have two characters who are generally okay guys, and their Chaotic Evilness has been brought into question. I finally found the answer with the third Axis idea how they can fit into this alignment.

 

Chaotic Evil A: Idealist. These people believe that everyone has a bit of evil in them at heart, that all actions are simply a choice of which evil to do—in other words, that there is no such thing as a noble action. (“…And this is the idealist?!?” …Eh, it’d probably fit better as the Cynic, but for the sake of consistency [that being, idealists are generally better people and less effective at their chosen alignment whereas cynics are worse people but who manage to pull off their alignment more successfully—more or less, that’s what the scale has been so far], I’ll keep it here.) They don’t actively seek out evil deeds—they just do ‘em whenever they want to, because the choice is what’s really important. They tend to focus more on the Chaos half, hating laws. (That said, Idealists who are Chaotic Evil can have personal codes of conduct, so long as those codes are guidelines and not rules.)

Kinas is of this type. Argus is technically not this type, but his actions tend to frequently come into this type.

 

Chaotic Evil B: Middle. These people also focus a great deal on anarchy, wanting to introduce it into the system of order and disrupt the established system. They hate laws, and thrive in evil—they don’t hesitate to do evil, and are quite charismatic when it comes to convincing others to accept evil. In other words, these people are theoretically the worst out there, simply because they thrive on both halves of the alignment, following it as closely as they can and introducing evil into others.

Argus is technically this type, but probably falls somewhere between here and Ideal.

 

Chaotic Evil C: Cynic. These people are—essentially—the insane people out to destroy the world. (Of course, not all type-Cs are insane. Just most.) They see the world as a pathetic piece of trash, their personal playground. Because they see the world as effectively their toy, they think of everything as being disposable. They destroy laws, they create the anarchy, and they do whatever the heck they feel like—and in their dark twisted minds, whatever they feel like doing is always evil, because it’s how they’re wired to think, to have no conscience when it comes to lives, feelings, laws, etc. Again, this is all due to their belief that the world is their playground. Since everything in the playground can be replaced, they take fun in destroying what’s in the playground, knowing there will always be more around.

 

 

Again, I’d like to remind you that this is just a rough system I’ve developed. It was a thought I had on a whim. Pretty darn good for a thought which suddenly popped into my mind, but still improvised and imperfect. The exact transitions between alignments under this 27-alignment system is a bit blurry. While that might not necessarily be a bad thing (people change, and most people have the ability to alter their alignment if they so choose to do so), I feel that for the most part, the lines are currently a bit too blurred, with no clear boundary between them at all. I’ll see if I can work on improving it myself, but feedback would be appreciated.

 

 

Equipment

The next thing I decided I needed was Equipment--I definitely wanted things to be vague enough on Equipment as to not limit my freedom. After all, equipment is the main form of Deus Ex Machina I have! :P So, naturally, these are far from final, and are essentially guidelines, more than actual rules to what I need.

Equipment:

I figure that there has to be some standardization of equipment. Let’s start from the bottom and work our way up. Bolded are things which I am certain about including. Things not bolded are optional, which I’m not sure whether I want to include or not.

 

Footwear: Self-explanatory; what goes on the feet. (Has optional invisibility and is color-customizable.) Boots, sandals, etc.

Example—Argus wears “Boots of Levitation”, which render him immune to all traps (Castle of the Winds shoutout) and allow him to cast “Levitate” with no MP cost.

 

Leggings: While some sub-divide this, I prefer to keep it the same. Essentially, it’s what you wear for, umm, down there. (Is there a better way to put it?) Can’t be set to invisible, but can be set to “blend into armor” (see below). And are color-customizable.

Example—for mundane things, it’d be shorts, sweatpants, slacks, etc. More fantasy things include leather leggings, chain leggings, etc.

 

-Accessory: under-leggings. Effectively? Socks. (Are by default invisible.)

Example—athletic socks: +2 nimbleness, +1 dexterity, +1 strength, +5 Ice resistance.

 

-Accessory: Belt. Pretty self-explanatory. Belts tend to not have many bonuses, but they do allow for quick access to items without the trouble of going into one’s storage area. Think of a Belt as a type of “Quick Select”—instead of going to the menu and manually selecting what you want, items on a belt will be instantly available. Belts allow for additional weapons to be carried as well. They’re by default visible, but can be set to invisible. (And are color-customizable.)

 

-Accessory: Storage pack. This is where all things not currently equipped are stored. Now, at lower levels, these things have limits. Backpacks, chests, bags, etc. They have a finite amount of storage space. (With the exception of Money, which is unlimited.) Characters have to make due with what they’ve got. However, it doesn’t take long for them to acquire items which greatly increase storage.

Examples—Bottomless Backpacks, Bags of Holding, heck, even Hammerspace Arsenal! These items are of increasingly unlimited value, and obviously offer unlimited storage of items. The lowest of these unlimited storage items can be found as early as level 75 (but before then, there are items such as “Enchanted Backpack of increased storage” and such), and are commonplace by 100. Hammerspace Arsenal has the limit/advantage of it being only usable by the person who originally merges with it—nobody except the original user and a permitted few can use it. (This is why adventurers can access each others’ items—because of a shared Hammerspace Arsenal.) And that item is available as low as level 150, becoming common at 250. In other words, item storage is pretty lenient and almost-unlimited.

 

-Main Body Armor: What you wear on your torso. (Color customizable, but can’t be set to invisible, for obvious reasons.) They have a wide variety, but tend to fall into one of the three class classifications: Robes (Mages), Heavy Armor (Warriors), and Light Armor (Rogues).

Examples—Argus wears Robes of Absorbsion, which absorb 25% of all elemental magic damage at all times (and his choice of one element which will absorb 100% of the elemental damage), reduce ranged attacks by 25%, reduces melee by 33%, and half the amount of magical damage he takes. Plate Mail, Chain Mail, etc. are examples of Warrior armor, and Leather Armor, Padded Armor, etc. is for Rogues.

 

-Accessory: Underarmor: it’s be rather uncomfortable if some of the clothing options mentioned above were the bottom layer, now, wouldn’t it? These things give minor increases to protection.

Examples—T-shirts, tank-tops, robes, etc.

 

-Accessory: Shoulders. While not Warrior-exclusive, most shoulder items tend to be centered on them.

Examples—shoulder pads, shoulder spikes, card storage (you know, for Rogues to hide items up their arm…), Mana Batteries, etc.

 

-Accessory: upper-arms. (Optional because they can be included as part of the Main Body Armor.) These things cover the upper-arms.

Examples—plate armor, upper armband, switchblade, shield (?), etc.

 

-Accessory: elbows.

Examples—elbow pads, elbow spikes, Mana Batteries, etc.

 

-Lower Arms: Separate from armor because I see a lot of items which are specialized for the lower arm. The forearms can have items which require separate equipping or are equipped as a pair. (The item will describe which it is.) These things are quite diverse; trust me. (Color-customizable, but can’t be set to invisible. [Not like they’d show, anyway, but still…])

Examples—wristblades, small shields, armbands, bracers, etc.

 

Accessory: Wrists. Items which attach specifically to that section. There are plenty, enough for me to consider this a vital spot.

Examples—dozens of different bracelets, arrow shooters, lower wristblades, etc.

 

-Handwear: Things worn on the hands. (Color customizable, and able to be set invisible, though most choose not to.) They offer protection, and frequently give other bonuses. Like with the lower arms, some can come individually (and will warn you of such), but most come as a pair.

Examples—gloves, gauntlets, etc.

 

Accessory: Rings. Grant various bonuses. Dexterity and Intellect are both extremely common bonuses for rings to give, for instance. Can have one on each hand.

Accessory: Rings (further)—we have ten fingers. While I figure thumb-rings are pretty rare (too big) and pinkies are too small, that still leaves the three middle fingers, so why not rings for all three on each hand? Giving a total of six of this accessory.

 

Examples—Ring of Intelligence, Ring of Strength, Ring of Endurance, Ring of Wisdom, Ring of Dexterity, Ring of Adornment, etc.

 

Overgarment: The inverse of undergarment, this is what goes above the armor. Mainly, this is capes, but it can be things such as cloaks. (Color-customizable and can be set to invisible if needed.)

Examples—Supes Cape (allows for levitation, +5 strength, +3 reflex, +2 endurance), Cape of Protection, Cloak of Invisibility, Ranger Robes, Wings, etc.

 

-Accessory: Neckwear. Things which go on your neck. You can have two at a time. (The first accessory can’t be colored or made invisible, but the second one can.)

Examples—necklaces, scarves, hoods, etc.

 

-Accessory: chin. Things which go on the chin, below the mouth. These can include beards, bandannas, etc. (Optional, because it can be somewhat redundant with…)

 

-Accessory: Mouth. Things which go on the mouth. Can be made invisible, and are color-customizable.

Examples—silly lips, mouth-rings, bandannas (if not in chin), gags, etc.

 

-Accessory: Earrings x 2 (one in each ear). Since we have a lot of other jewelry options, might as well make it a complete package. However…

-Accessory: Earrings x 4 (two on each ear). The ears can generally fit more than just one earring at a time—it’s common enough in RL, so why not include it in the game? (Soano has game mechanics.)

Examples—earrings of various shapes and sizes, ringed earrings, etc.

 

-Accessory: Nose. While not a vital accessory, it still is an important enough one that I consider it vital.

Examples—mustaches, nose rings, etc.

 

-Accessory: Eyes. Can be one eye or two; if it’s one eye, then you have the option of choosing which eye the item appears on. Can be set to invisible, but aren’t color-customizable.

Examples—glasses, shades (sunglasses), monocles, eyepatches, bifocals, spectacles, etc.

 

-Accessory: Forehead. Can be set to invisible, and is color-customizable.

Examples—headband, wrappings, ringband, etc.

 

-Helmet: The main protection for the head. Can be made invisible (to the point where almost all characters have a helmet, just not visible), and is color-customizable.

Examples—Caps, Spartan Helmets, Roman Helmets, Modern Helmets, Samurai Helms, Hoods (up), etc.

 

 

 

Of course, this is just a list I’ve compiled based on a few RPGs here and there. Castle of the Winds, Chrono Trigger, Fable, Gameboy versions of LotR: Two Towers and Return of The King, FaceMaker (for the head accs.), Final Fantasy, Dragonfable, etc. combined with, well, just my common sense and what I feel like it should be. As I remember more, I might modify this list, but it gives you a general idea of my thought process.

And, once more, I must remind you that this IS just my general thought process and I will probably never include exact Item Limitations in the game itself--the guideline, the implied rules, are good enough. You obviously can't quadruple-wield weapons, to give a basic example.

 

And that is all. For now, anyway.

A lot has happened.
by ranger_brianna_new on 19th Mar 2011, 12:41 PM

I just did a ton of updates. I added a few pages, completely redid the Character page, and added a banner for the webcomic, among others. But I also thought I'd officially set in stone what the stats are in The Descended, something I never did before. I brainstormed the concept one night on paper, and this is what I came up with:

 

 

-Intelligence: Controls both the amount of MP someone has and how much damage Magic-type attacks do. Reflex is given a small bonus. Raw brain power of someone; this is how smart someone is, their IQ, I suppose. The smarter they are, the quicker they can formulate complex plans.

 

-Wisdom: The counterpart to intelligence, wisdom is Soano's equivalent of real-world experience. (Someone lacking in Wisdom isn't stupid--just naive. Someone lacking in Int might be dumb, but experienced enough to have the knowledge necessary on how to act and when, despite that. Seems like the shortest way to describe the difference.) As such,  it's one of the few stats which can be gained without either leveling up or drinking a potion (or wielding an item for that matter). It can be gained in that manner--you can invest extra points into wisdom--but it's not the only way possible to be earned. People naturally gain 1 Wisdom every time they level up and every time they have a birthday. This extra point can be traded for other stats (3 for level, 2 for birthday), though it's definitely not recommended.

Wisdom is totally separate from intelligence--it's possible to be the smartest person alive, but be naive due to inexperience, due to lacking wisdom. Similarly, if you're dumb as a rock, as long as you have enough wisdom, knowledge of what needs to be done, then you'd...be able to out-smart people with higher Int scores, due to your approach being more crafty.

 

-Instinct: For the sake of not having too many stats, this stat also includes something else I was considering making a stat, "sixth sense". People with a lot of Instinct are in tune to their world, able to do a lot without thinking much. (Yes, this makes them another counter to Intelligence: Instinct and Intuition are often called opposites for a reason.) While not a complete opposite to Intelligence (if you do it right, you can combine them, with side-effects often including instantaneous and perfect reaction to situations), they frequently are seen as clashing. As such, this stat also gives a Reflex bonus. (This bonus is tripled when combined with the Int bonus.) Another side-effect of combining Instinct with Intellect is a .25 Wisdom bonus per point in each (that is, 1 point of int+inst = +.25 Wisdom).

Instinct is one of the main stats used to shrug off status effects, making it the bane of Water, Darkness, and Wind Mages who specialize in magic which does as much. Intelligence and Wisdom both play a part, however. Endurance will not increase resistance to mental status effects like illusions, but will increase resistance to physical status effects.

 

-Dexterity: Skill with your hands. The better your DEX score, the better you are at parrying. High Dexterity is good for dual-wielding, sword-and-shield combos, two-handed weapons, and ranged weapons. It greatly amplifies skils such as pickpocketing, allowing them to be much easier. It improves Ranged-type weapon damage. Additionally, it also gives a slight Reflex bonus.

 

-Nimbleness: The opposite of Dexterity, Nimbleness is for the legs. The more Nimble you are, the better you dodge. You gain a balance bonus, as well as a +.5 strength roll to all kicks. Additionally, you also receive a Reflex bonus due to leg improvement.

 

*Reflex: Not a stat itself; it's a sub-stat of INT, INS, DEX, and NIM. Put simply, it's how fast you can react. Reflexes make you go faster, able to run quicker, react sooner, swing faster...it's really one of the most important stats for all classes (especially Rogues) to have, which is why so many stats give it a bonus. While this could also be called, "speed", speed is what I consider to be a kind of superstat for Rogue-type stats, which include Dexterity and Nimbleness.

 

-Luck: How fortunate you are. People with bad luck do poorly in life no matter how good their stats are and no matter how hard they try. (They get hit more frequently than they should, suffer constant Disaster Dominoes, can never seem to land a blow, etc.) Inversely, people with good luck can have horrendous stats, absolutely suck, and shouldn't survive any encounter at all. That high luck stat will make them win via Deus Ex Machina, Contrived Coincidences, basically, sheer dumb luck. People with higher luck scores receive bonuses on all rolls (when rolls are applied), whether those rolls are known or not. The most common way to see this is that someone with high luck improves the enemy's chance of missing, like DEX and NIM do.

 

-Charisma: How charming and persuasive you are. This is basically your ability to convince anyone and everything to do whatever you want them to. A good skill for Rogues, because it influences things like bluffing and whispering, among others. It also influences how they see you; better Charisma, better perceived appearance.

 

-Strength: Your raw power. The stronger you are, the more damage you inflict. (Gives an attack bonus, as well as a slight bonus to accuracy. The main accuracy-boosting stats are Dexterity and Reflex.) Melee weapons receive a strong damage increase. Ranged- and Magic-type weapons used in ways they were not meant to be (such as a staff as a club, an arrow as a dagger, etc.) receive a slight bonus from this stat, too. (At the cost of only receiving half the bonus from their normal type.) Strength also gives a .4 bonus to Endurance.

 

-Endurance: How much damage you can take. It both increases the maximum HP of a person and reduces the amount of damage they take when hit.

 

I think that nicely sums up what each stat does primarily. I might include a "strongest stat/weakest stat" in the character pages eventually, now that I have this worked out. :)

We're not dead! Honest! :P
by ranger_brianna_new on 13th Nov 2010, 9:01 AM

...Okay, so maybe a little. :P

Writer's block is a killer. However, I can use this time to reinvent the world. I've forgotten most of the details in Soano, 'cause I never got around to writing them; I rushed into the comic. However, now that I've hit a roadblock, I can continue on expanding. For instance, I am beginning to finalize the characters themselves. I also have the original document which has the info on them, too--what does that mean? I can name them, at last!

The Earth-user in the Elementals I remembered the name of, but I'm not sure whether I want to keep "Nira" as her name. All the other Elementals have been renamed. (The Water User is technically nameless, but is called "M".) So, she might become "Tyra", I'm thinking. The Light User was "Aersin", which I think with a simple rewording makes it sound more appropriate for her former element of darkness: "Sinaer". :P The Energy User was "Anarch". (An Arc. Energy. Electric. Get it? :P) I'm thinking "Enlec" or "Enlecar" for him. (Sanik was Arrow, Sarge was Sarph, "M" was Miyar [girl], Kinas was Jake Sunos, and Nathan Betrax was Sheila Summers [girl].)

So, my to-do list:

-Character Page. Finalize the details for all three teams, give them concrete personalities.

-Character Influences. Only after the above is finished, so you can appreciate how the characters have become unique despite being born from other ideas.

-World Rules. Soano already has some stuff laid out, but certain elements I never quite finished working out the details of.

Wish me luck! This'll take a while...

"Huh? What Happened?"
by ranger_brianna_new on 17th Oct 2010, 4:55 PM

Basically, I found a format better than JPEGs: PNGs. That's how I'm uploading them, now. I also figured I'd make a modification or two while I was at it, so you'll note most Author's Notes will have an "EDIT" section describing the change, with an occasional comment outside of it, too.

I might someday incorporate the JPEG look--I mean, in some ways, it IS cool. But for the most part, the original is better, so that's what I'll leave. I still have the JPEGs any time I need them. ;)

Hey, it's been a while.
by ranger_brianna_new on 10th Oct 2010, 4:25 AM

For the most part, I've been dealing with other webcomics of mine. Why? Well, for multiple reasons. For starters...this is a really hard comic to manage. Quite simply put, I'm creating a whole world, for a simple webcomic. I've never done that before. Yes, all my webcomics have a setting--but none are like The Descended, because I have to make up a lot of stuff, and make a lot of rules. This is pretty much only half-done. I got something like two or three of the elements mapped out, for the MAGE class. I don't have any other class thought out, at all. Then comes the leveling up system. Basically, I know what I want: exponential growth from levels. Level 1 characters having 10 HP, going to 100 at level 10, but level 100 wouldn't have a meager 1,000--that'd be too low. It'd instead be something like 10,000. I think, anyway. There is a max, a cap to health, and that would be at level 999 (Any 900+ character ascends and becomes a god, so that means the max is only reachable by a deity). And that's just a single example. How about spells? I have an idea of how they work, but it's not concrete. Skills? Same idea. Skill points? I know the standards, but I'm not even sure I set down which to use! I mention a few games as inspiration, like Ratchet and Clank--yet I don't even remember how Ratchet and Clank was supposed to influence the setting. It had to do with a skill tree, I believe, but quite simply put, I started writing this webcomic before I had enough layed out in detail.

Then comes the characters. I know Argus, and have him down very well. How about Davos? I fluctuated several times, but I *believe* I have the answer down. I'm not positive it'll work, though. (Mentally and Physically, he's an adult, emotionally, still a child. That's the compromise I achieved between him being like a child and being super-mature. And explains why his abilities fluctuate somewhat. I believe, anyway. Like I said, I don't remember it that well!) How about Aria? I have her down fluctuating in personality a lot. Sasha? Don't even get me started. And in planned strips, guess what? Argus gets a lot of talking, but who else does? Normally, it seems to default to Aria, and if not her, Sasha. I need to lay down their personalities more concretely, so that I can figure out dialog better in future comics.

The Elementals and Latens are also tricky--I have a good idea for pretty much the entire groups what they are. One slight trouble area is Nathan Betrax, because I had to adapt a Ninja/Berserker into a world where neither Ninjas nor Berserkers are a class. And then there was his personality. He was supposed to be rather serious, and then, he ended up being one to hang a Lampshade in #4, right here: http://descended.thecomicseries.com/comics/4/

And suddenly, he became comic relief. Despite my earlier plans to have him a dead-serious rival to Sarge. Oops. I think I'm figuring out ways to compromise, albeit slowly. It'll take a long time to figure out fully, though. We'll see how that works out.

And, of course, there's the extra pages. Characters--what I've got is the index. I need to fill it out. I've got profile info for most of them, but for some, it's a little out of date. I can put it up, though. The About page is similar, but worse, in that while I have some of the info available, most of it has become lost or obsolete, and I'll have to type it all out. It basically describes how everything works in the world of Soano, to basically define how the world works. However, again, it'd be only about 20-40% complete if I did it now. Then comes the inspiration page, which should really be two pages: Character Inspiration (does not belong on the Character Page, because it's looooooooong...), and World Inspiration. Character Inspiration, I have to weave together something like five or six sources, organize them, and then, post them in an orderly fassion. The Outcasts aren't that bad; they all come from a single source. The Elementals and Latens are, though--they originally came from three different sources, blended into one. And that one has evolved multiple times. And the end result is a big, huge mess in need of sorting out. And the world? Well, that inspiration page relies on me having the About page done. It'd cover how some things have been influenced. (For example, Soano characters instantly have gray hair when they turn 60. This is a subtle Fable1 reference.)

 

There is some good news, though--I have an edited version of all six comics. They're higher in quality (fixing some of the mistakes I mention), and now that I've discovered the PNG format, there will no longer be a loss in quality for the uploads. Yay! (I, uh...just need to get around to actually doing it. Haven't done so, yet.)

As to why I haven't made a new comic? Remember when I said it'd be a while until I got writer's block? Well, umm...I did. :P Got blocked, bad. I know the entire arc we're about to begin, but am having trouble transitioning into it. Ah, well. Not like I can do much about it.

Anyway, that's my blog entry for today, to show you a little about The Descended. Hope it satisfies my non-existent fans. :P

The Webcomic List WebComics Super 100 List