Site Overhaul and Exciting New Changes

Romi

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This is a big announcement, so please read it carefully. There's a lot, and I understand it's probably overwhelming, but it really is important.

SA is great. We love the community, we love the characters, we love the plots.

But SA is also, at this point, sixteen years old. We have made plenty of large changes since the site first was created, and it has evolved over time. However, some things have remained the same: the site is still extremely open ended, our setting (Manta Carlos Islands), our focus on roleplaying over combat, etc. Some of those things have been good. Others, less so.

I'm sure you've all experienced a situation on SA where you had a plot in mind—maybe your character was struggling with an ailment, or had a big problem—and the nature of Manta Carlos meant it was hard to pull off. How can you be poor on an island that provides everything? How can your character be ill if just going to the community center means you'll run into someone capable of healing them?

We've seen players get extremely creative to solve this issue, and ones like it, but it's also something reflected on the staff end. We've had an increasing reliance on VR events and other-dimension events, which come with their own rules. In many ways, it's become hard—or even impossible—to run events within the setting itself, because there is always a solution to any problem that would render them moot.

We want to change that.

But changing it requires making big, major changes to SA. We want to reinvigorate the site, putting new energy and life into the things you've come to know and love. A new setting, rather than just a remote magical island that may or may not be in a bubble. Updated (and in many cases clarified) rules. New event systems. An updated forum software, with more features and less quirks you have to get used to.

And perhaps most significantly, major changes to the way we handle powers, intended on bringing the overall 'power cap' down. Right now, SA more or less doesn't have a power cap at all; as long as your character doesn't have an 'I win' button, you're still allowed. We have characters on the site who can shatter planets, who know almost everything, who can travel the multiverse with minimal effort.

And those types of characters—ones at the extreme end of everything—have become a problem.

Our goal is that the vast majority of character types should still be fully playable on SA, just at a much reduced level. Rather than aliens being a mundane part of life, maybe they're unique, and once they arrive on Earth they have a hard time getting off. Gods exist, but their powers are waning, lacking any serious number of followers, rendering them little more than immortal humans. Exactly how the setting will handle things is something we're still exploring, but we hope to have more details soon.

But an important part of this is that we cannot grandfather characters in without breaking the new setting with the problems of the old. This means all characters will have to be treated as new characters. Players are able (and encouraged) to coordinate and establish pre-existing character relationships, rather than going completely from scratch, but characters won't be able to be ported 1:1 to the new systems.

We wanted to approach the site with this before it was ready for two primary reasons: First, we wanted to give you as much of a heads up as possible. We understand this is going to be a huge, serious change, and we didn't want to blindside anyone with it. Our hope is that SA will effectively be split in two, with New SA operating on a new domain/forum software, while the old SA stays as it is. For the first few months, you should be able to continue playing on SA classic, wrapping up existing plots. When SA Classic winds down, it'll become an archive, redirecting people to the new site.

The second reason we're bringing this up is because we want your input. This is a big change, and not one that just the staff should be involved in. We'll be launching a discord category for discussion, and letting people weigh in on new topics. If you're interested in helping to shape the new site, giving your input, and generally being involved, please let us know so we can get you into the category to discuss.

In the immediate future, we're also going to have a discussion channel (#SA-Revamp) for members to ask simple questions and discuss the revamp. I'll collect relevant questions, and include a FAQ in the second post if things come up enough. This isn't the place for extended discussion.
 
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Romi

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Common Questions!

How does the discord channel work?

Ask a mod or admin, and you'll be given the revamp role that allows you to see the channels. Currently, there are only a few. Over time, that number will grow as more concrete ideas are presented. When things are decided, that information will be passed back and posted publicly.

What is the timeline for this?
We don't have one currently. Things are now full steam ahead, and we hope to have a clear timeline soon.

Will the site name be changing?
Yes, because SA will stay where it is as an archive when things are done.
 

Pallas

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We've seen a huge amount of enthusiasm for new-SA, which means we're now engaging in the most precarious of balancing acts: making sure things are happening fast enough we don't lose enthusiasm, but also making sure it's not running so fast that people get left behind.

With this in mind, we want to outline a very general timeline for how things are going to go. None of this is strict. It's all very subject to change, and how fast or slow we get through the different phases will affect later ones. Later phases are also a lot more general, because what we need to do or not will be changed. But we did want to give people at least an outline for what to expect.

Phase Zero (Complete)

Preparing a rough concept, and then presenting it to the staff, and then the player base as a whole. We've seen a huge amount of enthusiasm, so we're moving ahead from here.

Phase One (Ongoing, planned to be finished by March 8th)

We work on the two most important things: getting a general idea of the setting we'll be working with (particularly, the relationship humanity as a wider group has with our setting, and whether they're aware of it at all), and work on an outline of the power system. Both ideas will be workshopped with the player base for feedback and ideas, which will refine what we have going into phase two.

Phase Two (Later this week, from March 8th to March 15th)

Based on the results of the above, we refine the setting. Finer details are hammered out, including particulars - how are we handling the afterlife, and angels and demons? What about scifi technology? Etc. We finalize a name for the site. We hammer out more specific details about the power system, and finalize what we have based on feedback.

Phase Three (Next week, from March 15th to March 22th)

Actual construction begins. Things start getting written out as they would be presented in their final form on the site. This means things like character templates, the power thread sticky, etc.

Phase Four (Two weeks from now, from March 22th to March 29th)

Site construction begins. The technical side of things will be the focus, getting the new forum set up and things in place. On the writing side, assuming our current proposal doesn't see huge changes, we'll start drafting species templates.

Phase Five (Three+ weeks from now, starts from March 29th and finishes some day between April 5th to April 12th)

Assuming that the site has been completed, things will begin to get in order. There will be a lot of rewriting, and writing from scratch. Rules will be gone over and established, rewriting based on what we have with changes. The FAQ will be populated. The forum structure will be decided.

Phase Six (Four+ weeks from now, starts some day between April 5 to April 12th and finishes some day between April 12th or April 19th)

There's a ton of detail work still to be done. Areas have to be written and described. Species templates should be complete and posted. In an ideal scenario, we'll let people start posting characters ahead of launch, letting some of the staff prevent a massive pile up on launch day by pre-approving applications.

In an ideal scenario, we'll be ready to launch in a month, but we rarely hit ideal scenarios. My hope, and the steps I'll be taking, is that we're fully ready to launch within two months.
 

Romi

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Hello members of SA! We've seen a lot of interest in our new power system, and a lot of worries and concerns too. Now that we've progressed a bit (and made some edits in response to player feedback), we're looking to present a more complete version to hopefully answer some questions.

Some important notes:
This is not a final draft.
Things will almost certainly be changed, either in terms of actual mechanical tweaks, or wordings. Please don't make characters based off of the examples given - this is just intended to help people understand what to expect.
This system is intended to be simplified. SA's current system allows for a huge amount of creativity, but does so at the cost of putting a huge workload on the staff, and making it all but impossible to balance. If you have a character who is extremely strong or has a ton of abilities, you will probably have to cut back.

Some Terminology:
Abilities:
Your overall advantages/disadvantages.
Advantage: A supernatural element to your character that benefits them.
Disadvantage: A supernatural element to your character that is a detriment to them.
Supernatural: Counts anything that would not be considered normal for an ordinary human, including advanced (sci-fi) tech, alien species, angels, demons, gods, etc.




Making Your Character

Step One:

- Pick up to three templates to define your species. Write down which template(s) you're using. You can pick any number of advantages from your templates, and should note down the names (along with any extra details). For every advantage you pick, you must have a corresponding disadvantage. Some templates have special notes, so please follow them.

Step Two:
- Design your core advantage. Your core advantage is a unique part of your own character, and should be thought of as the most important part of your character's abilities, outside of their template. Briefly explain what this advantage does. Ideally, this should be around one paragraph long; we don't need a lot of detail, but there should be some kind of limitation on your advantage.

Step Three:
- Choose your bonus. This is another way to customize your character, and has a diverse set of options to choose from. The bonus slot can be used to upgrade an advantage from your template, remove a disadvantage from your template, or create a second, smaller core advantage. This second core advantage should be weaker and/or less versatile than your core advantage.

Step Four (Optional):
- It is also possible (but not required) to add a core disadvantage. This works similarly to your core advantage, and has the same general guidelines. Briefly explain what this disadvantage does, ideally keeping it around a paragraph long.

Other Notes:
- If no templates apply, you will have the option to design your own custom template to use. More information on template creation will announced in the future.
- Advanced (alien or otherwise) technology exists, but must be set up in such a way that it could not be replicated or spread. Requiring non-earth materials, being tied to a character's biology, having a creation method that is non-replicable, etc.
- You can have more disadvantages than advantages.
- You can change templates during play. Like say if your human gets bitten by a vampire and turned. This process would use the upgrade system, which will be detailed in the future as we work that out. If the upgrade system uses vouchers or something of the sort, this won't cost anything.
- You can upgrade abilities during play, through a system that is still being developed.
- Magical items with an advantage tied to them are treated identically to having that advantage to yourself. Being able to throw a fireball or having a staff that throws fireballs works the same.




In-Progress Templates

Templates that have been at least partially designed:
General: Spellcaster
Elements: Fire, Water, Wind, Earth
Animals: Avian, Reptilian
Species: Dragons, Demons, Animal Shifter, Werewolf

More templates will be added as beta testing continues and templates are written. This is intended partially to give people an idea of what to expect, and partially to serve as a progress report as we produce more templates ahead of launch.




We Need Your Input!

We're still working through the system, ironing out kinks and updating it for feedback. Two things have come up which we specifically want more input on, so we're putting them out there for discussion.

Discussion One: Money
There's been some discussion about the kind of power that comes with having a lot of money. Not some money, but if you have a million dollars of spare cash, it gives you access to a lot of things that others wouldn't. It also significantly affects the setting: the new setting isn't a magical fantastic island, but a tourist town. Why would so many of the ultra-wealthy make their homes there? How would that affect the setting?

One proposal that has come up as a way to discourage the ultra-wealthy issue is that for those characters who are ultra-wealthy, being so takes up the bonus slot. This is intended to balance out the inherent benefits that come with that status, but would be a fairly big departure for SA.

Discussion Two: Upgrades
We've discussed this previously a bit, but wanted to narrow the discussion to two specific fields.

Our proposed bonus system is as follows: You can purchase a second bonus for a character using vouchers. You can also buy a third, but doing so requires taking an extra disadvantage.

What are your thoughts on this kind of limitation as a balancing act?

But also, we'd like to discuss the vouchers themselves. Some proposals:
Every post gets a voucher as a 'site currency' that can be exchanged for upgrades.
Vouchers are granted for participation in events (IC or OOC).
Vouchers are granted for completed threads.
Upgrades can be gained by explaining (OOC) why the upgrade is happening.
Upgrades can be gained by having X number of posts with that character.

Or a combination of the above.

Which do you prefer? Which do you hate? Do you have alternate suggestions?

Please check this thread for discussion on these topics.




Example Profiles:

Katie Korn, under the old system:
Active Abilities:

Healing: Able to heal others by poking them with her stinger. She can heal just about anything from broken bones, to cuts and bruises. However, the more severe an injury is, the longer it will take her to heal, and the more drained it will leave her afterwords. Currently she can heal up to 2 broken bones a day, although she won't be able to heal anything for 24 hours afterwords. Can also use this to heal her own injuries.

Flight: Able to summon a pair of wasp like wings that she can use to fly roughly a mile before having to land. Takes an hour to recharge before she can fly again.

Teleport: By setting up a small ritual circle, Katie can teleport to a specific location that she has saved, currently she can save up to 3 different locations to teleport to.

Passive Abilities:

Regeneration: Can recover lost limbs/body parts over the course of a day.

Immortal: Has effectively stopped aging, and cannot be killed through non magical means, if her body is destroyed, she will respawn back in her dorm after 24 hours.

Demon body: Since the ritual, she's become about twice as durable as a normal human.

Weaknesses:

Caffeine: Considering she's already pretty energetic, ingesting caffeine gives her an "energy boost" that makes her incredibly jittery, and makes her unable to focus on a single task for more than a few minutes. Depending on how much she drank this can last from between 1 to 3 hours.

Holy: Holy objects burn her to the touch, and being near holy land (Churches, Mosques, etc) make her sick to her stomach. Any damage done by holy objects heal at half the normal speed, and aren't affected by her magic healing/regeneration. Can be permanently killed by holy magic

Cold: Gets cold twice as fast as normal, and heals at half the normal rate from frostbite and hypothermia. Any ice/snow based magic is twice as effective against her.

Under the new system:
Template: Demon/Insect
Template Advantages: Flight, Immortal, x2 Human Durability
Template Disadvantages: Caffeine Vulnerability, Holy Weakness, Cold Vulnerability

Core Ability: Able to heal others by poking them with her stinger. She can heal just about anything from broken bones, to cuts and bruises. However, the more severe an injury is, the longer it will take her to heal, and the more drained it will leave her afterwards. Currently she can heal up to 2 broken bones a day, although she won't be able to heal anything for 24 hours afterwards. Can also use this to heal her own injuries.
Bonus: By setting up a small ritual circle, Katie can teleport to a specific location that she has saved, currently she can save up to 3 different locations to teleport to.

Advantage/Disadvantage Reference (Would not be included in the app, but for clarity of example):
This character can fly at speeds comparable to a bird.
Immortal: This character will not die of old age, and stops aging when they reach their prime. This advantage is free.
Caffeine Vulnerability: This character is deeply affected by caffeine, which works as both a powerful stimulant and poison. Small doses can be endured, , but large doses are fatal.
Holy Weakness: This character is harmed by the presence of religious objects, especially when wielded by a true believer. Skin contact causes them to burn, and they cannot enter sacred ground.
Cold Vulnerability: This character is becomes cold twice as fast as normal, and is effected double by any ice or snow based magic.

Dorian Blake, under the old system:
Active
Wolf Shift
Dorian can shapeshift at will between his human, hybrid and wolf forms. While in his wolf form, his natural abilities double. As the Alpha of his pack, Dorian is not forced to shift during the full moon and retains his state of mind during this time.

Gift of the Black Wolf
Dorian can turn another person into a werewolf. By biting them in his wolf form, he can mark them with the Blake family strain of lycanthropy. If anytime within the next twenty-four hours that person is subjected to severe traumatic injury, the blessing will take effect and transform them into a werewolf. Werewolves created in this manner are magically inclined to obey the werewolf who turned them for one hundred days.

Pack Alpha
Dorian is his pack's Alpha, and as such can command their inner wolves. He can command any werewolf in his pack to revert to their human form and mindset, even during a full moon and can pacify them in their wolf form even if they are feral. Any werewolf bearing the Blake strain of lycanthropy is subject to this, as is any werewolf who willingly joins the pack. This ability can be transferred to another werewolf if they challenge and beat the current holder of the ability in single combat.

Passive
Alpha Scent
Other werewolves can smell that Dorian is an Alpha. How they react is up to them, but they know that he has both power and authority in his position. This ability can be transferred to another werewolf if they challenge and beat the current holder in single combat.

Physical Superiority
In his human form, Dorian's physical abilities are three times greater than that of a human of his age and build. His body will slow down in the aging process when he reaches his physical prime somewhere in his thirties. Barring an untimely demise, he will live roughly twice as long as a normal human.

Superior Senses
Dorian's senses of hearing and smell are on par with a wolf's and he can see in near total darkness as well as he can during the day.

Resilience
The Blessing of the Black Wolf heals almost all harm. Injuries, poisons, and diseases are recovered from in a tenth of the time it would take a human. There are a few exceptions however: injuries suffered from the claws or fangs of another werewolf, injuries caused by pure silver, and the poison of the wolf's bane plant.

Weakness

Dorian Blake, under the new system:
Template: Werewolf
Template Advantages: Hybrid Animal Form, Animal Senses, 2x Human Speed, 2x Human Durability, Turning Bite
Template Disadvantages: Metal Weakness (Silver), Elemental Weakness (Fire), Wolfsbane Weakness

Core Ability: Dorian is the Alpha of his pack He has a scent that other werewolves can detect that indicates such, he can force other werewolves in his pack to revert to their human forms and mindsets at any time, and his commands carry a slight compulsion effect toward members of his pack. He can lose this ability if he is challenged by another werewolf and defeated in single combat.
Bonus: Remove Moonbound weakness.

Advantage/Disadvantage Reference (Would not be included in the app, but for clarity of example):
Animal Senses: This character has the senses of an animal.
Elemental Weakness: This character is deeply vulnerable to a specific element. Exposure to that element harms them and causes them pain, and abilities with that element do twice the damage.
Hybrid Animal Form: This character is capable of shifting into a hybrid form, partway between a human and a natural animal. This is not partial shifting. This form has the physical attributes of their animal form or human form, but doubled.
Moonbound: This character is deeply affected by the moon's phases. During a set lunar phase, the character loses their humanity, and the mindset becomes that of their animal self completely while the moon is in the sky.
Silver Weakness: This character is harmed by the presence of silver. Skin contact causes extreme burns, and ingestion of any amount is almost certainly fatal.
Turning Bite: This character's bite infects the bitten character, turning them, if at all possible, into the same species as the one doing the biting.
Wolfsbane Weakness: This character is harmed by wolfsbane. Skin contact causes damage, and ingestion of any amount is almost certainly fatal.

Custom Template Creation (NEK0):
Custom template creation is a guided experience - the staff will work with you to design a custom template that works for you. Custom templates come in three types: Open (anyone can use this template), Semi-closed (anyone can use this template, but you need to talk to the creator), and Closed (Only the creator and people they have explicitly approved can use this template).

What is your custom template? NEK0s are a bioengineered breed of cat-eared people who have been designed for servitude. They are owned as sapient pets and/or slaves by wealthy and connected criminals around the world.

What advantages do they have?
>Rapid learning (enhanced memory, quickly grasps new concepts/patterns)
>Can speak all known human languages
>They do not require sleep
>They do not age (unless induced to by a proprietary method)

What disadvantages do they have?
>1/2 human strength
>Vulnerable to suggestions; repeatedly suggesting the same thing to a NEK0 will make that suggestion difficult to resist.
>Commands given by owner are nearly impossible to resist
>most come with microchips that can kill them remotely and track their location
>many have diets limited to what a cat could eat

The microchip note is something that isn't a real disadvantage, more a note for people who play this character, so we can scratch that off.

While people in charge of semi-open or closed templates can decide to require certain template layouts, the nature of the system means we don't need to worry about things being optional or not for the purpose of writing a template.

From here, some abilities can be mapped more or less directly. In this case, we have 'polygot':


Polygot: This character speaks all Earth languages.

So the template is now:
+ Rapid Learning (enhanced memory, quickly grasps new concepts/patterns)
+ Polygot
+ They don't require sleep
+ They do not age (unless induced to by a proprietary method)
- 1/2 Human Strength
- Vulnerable to suggestions; repeatedly suggesting the same thing to a NEK0 will make that suggestion difficult to resist.
- Commands given by owner are nearly impossible to resist
- Diets limited to what a cat could eat

But we can simplify this further. Most of these abilities are things that can be used in other templates, so we'll write them as such:

Rapid Learning:
This character has an enhanced memory, and more quickly grasps new concepts and patterns compared to an ordinary human.
Sleepless: This character does not require sleep.
Suggestible: This character is easily swayed by the suggestions of others. Even suggestions from strangers are registered as if they were being given by a very close friend.
Under Orders: This character feels compelled to obey orders given by a specific person or group.
Restricted Diet: This character has a diet that is limited in some way, preventing them from gaining sustenance from what a normal human would.

So now, the template becomes:
+ Rapid Learning
+ Polygot
+ Sleepless
+ They do not age (unless induced to by a proprietary method)
- 1/2 Human Strength
- Suggestible
- Under Orders (Master)
- Restricted Diet (Feline)

The 'do not age' advantage is similar to immortal, but has some major differences. In this case, we wouldn't generic it. We would, however, simplify it:

Ageless:
NEK0 are born at a set age, and do not age unless the aging is induced.

So our final template is:
+ Rapid Learning
+ Polygot
+ Sleepless
+ Ageless: NEK0 are born at a set age, and do not age unless the aging is induced.
- 1/2 Human Strength
- Suggestible
- Under Orders (Master)
- Restricted Diet (Feline)

Because ageless is NEK0 specific (made clear by putting the template, rather than 'this character' at the start), it wouldn't be included in the listing of advantages or disadvantages.

In use, this would look like this:

Template:
NEK0
Template Advantages: Rapid Learning, Polygot, Sleepless, Ageless (NEK0 are born at a set age, and do not age unless the aging is induced.)
Template Disadvantages: 1/2 Human Strength, Suggestible, Under Orders (Master), Restricted Diet (Feline)
 

Romi

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We wanted to give semi-regular check-ins, so that people who aren't involved in the day to day revamp discussions can stay in the loop.

Here's our roadmap from earlier:

Phase Zero (Complete)
Phase One
(Complete)

Phase Two (Ongoing, expected to last until March 15th)


Our setting is now well and truly underway. We have a detailed explanation (what would be the equivalent of our premise page) being edited currently. Once that's done, it'll publicly be posted. We've heard a lot of great suggestions for areas and elements of the setting, and our lore rangers are going to be working with the mods to start designing the actual forum layout and specific subforums.

Our ability system has been explained (see above), so we're ahead of schedule on this. Staff are currently working with our rangers to beta-test and convert characters over, letting us populate our default template options. We are currently looking for feedback on some points of interest from the players.

We've begun the early stages of site construction (once again ahead of schedule), which will continue through next week.

Phase Three (Next week, from March 15th to March 22th)

By this point, we should be fully finalizing the ability system. Beta testing will likely continue, and more templates will be populated. How fast this go will really vary, but we're hoping to have a fairly expansive set of templates for people to go through. Ideally, we'll release the character sheet we plan to work with so people can start working on characters they have in mind.

Ideally, the setting will be completely finalized and available for players to view.

Phase Four (Two weeks from now, from March 22th to March 29th)

We should be well underway on site construction, setting up threads, forums, and settings.

On SA, we'll ideally let people start posting applications for pre-approval, to minimize our workload when the site actually goes live.

Phase Five (Three+ weeks from now, starts from March 29th and finishes some day between April 5th to April 12th)

Assuming nothing else has gone horribly wrong on the earlier phases, we should launch sometime in this period.




We'd also like to announce that we've formally picked a name with the help of our members (in order to start said construction):

Starlit Avenue
 

Kada

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Here's another regular check-in, to help people keep up to date.

We now have a documentation forum, which contains the start of our guidebook and all the useful information contained within.

Here's our roadmap from earlier:

Phase Zero (Complete)
Phase One
(Complete)
Phase Two (Complete)

Phase Three (This week, from March 15th to March 22th)


Our setting is publicly posted (see the documentation forum), and our rangers (now guides) are working on designing a layout and working out which forums are going where.

Our ability system is being finalized, and we are working on template construction. We're continuing to work with staff to expand the list of templates.

Angel
Animal Shifter
Arthropod
Demon
Dragon
Eldritch Touched
Elemental
Fae
Reaper
Spider
Vampire
Were
Custom: NEK0
Custom: Void Walkers

We have officially started site construction. The site is up, fully installed, and through this week we're going to be installing addons and making sure settings are in order.

Phase Four (A week from now, from March 22th to March 29th)

By this point we should have enough templates that we can start reaching out to players in order to patch any potential holes. We should have the formal 'how to make a character' post up by this point, and, fingers crossed, templates will be available for viewing.

The big focus will be site construction, getting everything updated and ready to go.

Phase Five (Two+ weeks from now, starts from March 29th and finishes some day between April 5th to April 12th)

Assuming nothing else has gone horribly wrong on the earlier phases, we should launch sometime in this period.
 

Romi

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We've got some exciting news: the character sheet is officially done, and it's even better than we hoped!

We will be using the same character sheet system we're currently using on SA, contained in the 'Characters' tab at the top. However, we've gone a step further: you'll now no longer post your applications onto the forum. Instead, you'll post directly into the character tab, and you'll then be told your character is pending. The staff will receive it, be able to look it over, and get back to you with any potential changes that need to be made.

But wait, there's more! We've seen a lot of people have issues with the code of the application before (misplaced bold tags is a big one), and wanted to streamline this process. The entire character sheet is now simply different fields, which automatically format themselves to match the rest of the sheet.

Some notes:
We still have to add the extra 'pages'. This would be things like tracker, relationships, and plotters. This is easy to add and non-mandatory, but we wanted to confirm what people wanted first.
The banner is optional, and resizes. Don't want a banner? That's fine, you can just leave it blank. If you do want a banner but it's more than 200px high, it'll crop and only show the top. It will automatically resize to match mobile browsers so it's never too big or too small. The example image uses an especially large banner image to demonstrate this.
The Miniprofile is gone. The top of the sheet is intended to be concise and direct so it isn't needed.

Link to the completed sheet.
Link to the sheet entry.
 

Kada

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Here's our roadmap update!

Phase Zero (Complete)
Phase One
(Complete)
Phase Two (Complete)
Phase Three (Complete)
Phase Four (Ongoing)


We are, at this point, ahead of schedule... and into beta testing.

The site is fully assembled, the information is all posted, and our current batch of template is complete. Starting today, we're going to be beta testing with our mods and guides, making sure everything is ready to go. Once that is complete, we'll open the gates and let people start making characters, so that we can get them approved head of launch.

We'd also like to thank PixelatedGlory, who's done great work on staff, but is having to step down due RL obligations.

We'd also like to welcome Kait, who is stepping back up to the plate, at least temporarily, to help us clear through the initial wave of character acceptance.

Phase Five (Launch, most likely next week)

Check back for a date and more details for our launch event.
 
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