Quirkset Review

In which I finally go into the long overdue developments of Rickter's Runes and their Quirks.

Completed or archived requests.

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Rickter
Posts: 926
Joined: Wed Jan 01, 2020 8:10 pm
Title: Dabu
Character Sheet: https://ransera.com/viewtopic.php?f=43&t=578
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=815
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=761
Letters: https://ransera.com/viewtopic.php?f=105&t=816

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Hello there! Putting this request in as a general review/revision felt necessary, especially given circumstances that have led to a different developmental approach to Rickter and his utilization of Quirks. I have the originally developed set listed here in the spoiler for posterity, and below it is the outline of newer developments that have taken root; along with the reasoning as to why these developments seem relevant to how Rickter is/has developed these quirks in particular.

Original Quirkset
► Show Spoiler



Proposed Revisions
Upon the finalization of these quirks, I will also implement an encoded section to ease the process of posting the updated version within the Character Secrets thread.

Generalized changes here are as shown:

Anchor Storage - Due to the fact Rickter is literally a Grandmaster of Negation, this novice quirk feels ultimately obsolete at this point in time. This is also due to the Negation update that also came out a while back, establishing the difference between barriers and wards that a Negator can erect. Rickter also grew to rely on this much less as his prowess with Negation reached closer to the Expert rank, therefore, at this point it feels safe to assume that this quirk is no longer necessary to be a part of his quirkset.

Extrasensory - Redacted due to the fact Rickter relies more on Flow of Battle as his Reaving quirk, the use/addition of Extrasensory has proven a bit redundant to rely on. Bearing that in mind it also doesn't fit the mold of style he utilizes the Rune of Kinetics with also, therefore it'll be applied to another PC in my ranks whose quirkset is going to center more on visual-oriented quirks as his magic develops.

Transfiguration - Also redacted due to the fact that Rickter doesn't typically perform fast-paced combat in such a manner. Typically, he can move at a decent rate of speed during battle, but he emphasizes on attacks and powers that dish out heavy damage and obliterates the defenses his enemies may possess. Clever as this Transfiguration quirk is, it isn't a tactic he would utilize very well, nor often, which makes it somewhat obsolete to the palette of quirks he's developing over time. Like Extransensory, this quirk is also better fitted to another PC that I'm focusing on, and will be reserved for him instead.

Onto the set of quirks that have gotten minor adjustments:
Aetherial Aura as a concept has been broken down to fit into the mold of what it would promote with each Rune it encompasses.

Elementalism
Elemental Surge - Revised from Aetherial Aura and moved from Journeyman to Apprentice with minor revisions to accommodate the proficiency.
Aquatic Attrition - Moved from Apprentice to Journeyman so that it better accommodates the fact that Rickter's arch element is Water.
Quirks for Expert and up are to be fleshed out IRP based on the applications found in Elemental Surge.

Kinetics
Flux Force - Fleshed out to maintain a similar effect as Elemental Surge, only it correlates to Kinetics and the application of Force instead.
Quirks for journeyman and up are to be fleshed out IRP based on the applications found in Flux Force.

Negation
*Grandmaster quirks are to be applied for separately once the request for Third, Second, and First Order is drafted.
Aetheric Repulsion - Moved from Journeyman to Novice as it originally remains one of the foundational concepts of his shields, and no actual edits/revisions were deemed necessary to accommodate the change.
Arcane Repudiator - Journeyman-oriented quirk that incorporates the reliance of Rickter's aura, oriented to accommodate the possibilities of what a Negator can do through such applications.
Malleability - Expert-oriented quirk that complements the adaptability and complexity of shieldcrafting and wards.
Osmose - No edits/changes necessary.
Overcharge - Edited to accommodate the range of Rickter's Grandmastery over Negation, from 50 ft to 100 meters.

Nyx
Dark Impulse - Fleshed out to maintain a similar effect as the other Aura-oriented quirks, only it correlates to Nyx and the application of Shadow instead.
Voidrunner - Fleshed out to compliment the faucets of Dark Impulse.

Reaving
Climhazzard - Fleshed out to replace Transfiguration as the current Journeyman quirk.
Armor Locke - Revised to accommodate the loss of Traversion, and hopefully fit the nuances of Reaving to better fit as a branch under this Rune.

Semblance
Resonance - Newly quirk concept fleshed out to accommodate the application of feats found prevalent in recent plots. Namely, this plot here that delves into the concept of souls and purification.
Conveyance - Further builds upon the concept of Resonance, hopefully to benefit the role of a support character during events and combat-oriented scenarios.

*Due to consideration regarding these quirks, they don't quite fit the mold as proper Semblance quirks, therefore have been removed for the time being.

Last edited by Rickter on Sat Sep 07, 2024 4:47 pm, edited 1 time in total. word count: 5118
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Mirage
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Hello!

I am just now getting into these updates. First can you give me a bit of background on why these quirk updates are necessary? It sounds like you originally created quirks for Rickter, and now you are seeking to change them. Are these changes done ICly or is this a purely OOC change?
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Rickter
Posts: 926
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Title: Dabu
Character Sheet: https://ransera.com/viewtopic.php?f=43&t=578
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=815
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=761
Letters: https://ransera.com/viewtopic.php?f=105&t=816

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Absolutely! To clarify, the original quirk set was developed with certain ideas in mind to complement Rickter's combat prowess. Their development hadn't been fully explored in character, and while they seemed fresh to incorporate into RIckter's palette at the time, a recent re-evaluation led me to really consider Rickter's overall dynamic as a character when it comes to combat.

His skills in general are plentiful enough to distinguish himself in combat, but the type of role that I've grown to realize for him is that Rickter is better suited as a support character. In other threads and plots, he has shown a constant trend of being supportive in some form of manner, and dynamically, I've considered that this should be a trend that should be more prevalent in his abilities as well. Thematically there are other aspects of gameplay I'm hoping to emphasize more with this update, such as the fact Rickter utilizes his sense of smell more than anything else, which is where certain quirks such as Extrasensory don't quite fit the profile here.

There are a couple of quirks that I've touched upon just to refine the extent of their details, because ICly he has utilized them and I've felt a bit of growth with them was warranted. I'd be more than happy to go in-depth on this separately if needed, but in general, the revised section of the quirk set focuses more on abilities that still promote Rickter's combat prowess, but do so with a new direction that centers on his dynamic role as a support-oriented character.

Much of the quirks in the original set haven't actually been used ICly either, which is why it feels appropriate to revise things and orient the quirk set to cater a bit more to the supporting dynamic.
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Mirage
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After some thought I am going to approve this with the following caveat:

We recognize that stories progress and sometimes ideas change as we better learn and understand our characters. We do not want to punish players for developing their stories and characters. That said, these sorts of major overhauls should be considered carefully on a case by case basis. A character's abilities should be able to shift within certain boundaries, but we do not want to see major redesigns on a regular basis. Changing a negation quirk to go from specializing in blocking sound to blocking vision is reasonable, but shifting to a specialization to warm the space within a warp is a change that would need to be explored ICly in thread and not simply a SF ticket approval.

At the end of the day we let the players stories guide the decisions, and are flexible in many aspects so everyone is free to bring the question to the SF and staff can decide how best to approach individual situations.

This is approved. Have fun!
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Rickter
Posts: 926
Joined: Wed Jan 01, 2020 8:10 pm
Title: Dabu
Character Sheet: https://ransera.com/viewtopic.php?f=43&t=578
Plot Notes: https://ransera.com/viewtopic.php?f=78&t=815
Character Secrets: https://ransera.com/viewtopic.php?f=20&t=761
Letters: https://ransera.com/viewtopic.php?f=105&t=816

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I sincerely appreciate this! And, also would like to assure that any further updates on quirks, old or new, will be based upon IC development and not so prolonged that they require such a thorough lookover in the future. Thank you so much for administering the approval of these changes!
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"Dialogue" Monologue
"Telion" "Hannah" "Lykos"
"Common" "Synskrit" "Norvaegan" "Vastian"
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