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Somber


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  • 145 weeks
    Been a while...

    Hi folks. How are you doing? Been a while. I like to imagine in the great solar system that if FimFic I'm some trans-Neptunian object that only occasionally comes into view intermittently before wandering out to the cold antipodes of space to which I belong. Personally life has been the same. Some original writing. Glacial progress on Homelands, but its not dead. I'm going to be at EFNW in

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    72 comments · 3,394 views
  • 209 weeks
    Feeling better. Also, an interview.

    So my temperature is almost back to normal and I feel a lot better. Hopefully in a month or two I can get an antibody test and find out if that was C19 or just flu. Anyway, either way, doing better.

    I'm also going to be doing an interview for the midair pony faire on twitch. It'll be on Horizons, Homelands, and Worldbuilding in general.

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    11 comments · 1,535 views
  • 211 weeks
    C19, cons, and other stuff.

    So 2020 sucks. It just sucks. I'm sick with something and waiting on a C19 test. Hopefully it's just a flu or some junk.
    But there is something good happening on the 25th. Ponyfest Online is a discord con and I'm going to be holding an hour long discussion on character creation, evolution and development.

    discord.gg/ponyfest

    and the website is

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    19 comments · 748 views
  • 233 weeks
    Ministry of Image Fallout Equestria print finished.

    Coming in at a whopping 9 books is all of Horizons. You can read it... prop up a leg of your bed... kill a caribou with it... Paper the walls of your house... have a yearly supply of toilet paper... the list goes on and on.

    https://www.ministryofimage.net/product-page/fallout-equestria-project-horizons

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  • 248 weeks
    Bronycon meet up

    If you'd like to meet me at bronycon or get something signed I'll be holding court in quills and sofas (310) from 4:00 to 5:30 on Saturday. Look forward to meeting awesome people tomorrow.

    Somber

    14 comments · 702 views
Dec
18th
2015

Some more Dyne drippings. This time, companions! · 1:26am Dec 18th, 2015

So if I were to make a video game for Dyne, I'd like for you to be able to have 2 companions. first, I like the idea that, while you're a badass dynelord, you still need other people. Secondly, I love the banter NPC's can do. Third, you won't be able to make every companion happy, and diversity allows for multiple play throughs. This play through, do you persue the 'noble' allies like Alexandyr and Tessa or do you slum it with Tobias and Grobb? Fourthly, if you really piss off a companion, they can make for wicked enemies.

Companion disposition and bonuses are determined by how they like you. Big changes in disposition are done by quest choices, usually the big, named quests. Small changes are made in the day to day choices. Some companions may be romancable, though breaking romance is very dangerous.

Companions start out fairly basic, and their weapons and armor can be upgraded through some effort and quest decisions on your part. Some are ranged, some are melee, some are support. You can set how you want them to behave in a fight.

I'll start off with the three slummers, Tobias, Grobb, and Ripper.

Tobias is a ginger haired male about 20ish with a soulpatch, rather pronounced cheekbones, and a crooked nose. His eyes are hazel green. He dresses in a long blue, knee length coat and long boots, with a patched and slightly threadbare suit beneath it. He offers a melee or ranged fighting style with thrown knives, of which he keeps more than a few in his coat. His melee weapon can be upgraded to a larger knife, and finally to a basket hilted sword. His ranged attack can be upgraded to a single shot pistol, and finally a revolver.

Tobias was born to a noble house that lost its head in the revolution, literally. He grew up expecting a pampered existence, only to have that taken from him. He watched his father and brothers killed before his eyes and his home burned to the ground. He managed to get his mother and sister to safety, but now is their sole support. He's hatched many a scheme, and turned to outright thievery, to try and support them. Unknown to him, his mother is wasting quite a bit of it on frivolities while his sister just wants a good marriage to a commoner she knows. Tobias' major quest is uncovering this and encouraging Tobias to either give up all pretension of being a noble, cutting off his mother, and letting his sister marry beneath her station, or to attempt to recover documents to provide claims that his mother might be able to use to reclaim some of their former glory, including arranging a marriage for his sister.

Tobias generally likes having fun, and doesn't like when the character is judgmental or pries into a person's privacy. He likes it when you help poor people, rip off rich people, play games of chance, cheat, and talk your way out of trouble. If you convince him to reject your roots, he will strongly disapprove of you trying to save the world because 'it's the right thing to do.' If you convince him to fight for his title, he'll strongly disapprove of your actions if they're only for your survival.

Tobias is romancable if the player is female. He's flattered and a little uncomfortable if the player is male.


Grobb is a Hob living in Hobtown. Grobb is bald, dark green, with a pronounced jutting mouth and thick lips that are usually frowning. His pointed ears dangle a little, and his dark yellow eyes stare at the world. He wears a leather vest and trousers packed with all kinds of trinkets and tools. He wears a boiler backpack that shoots shrapnel. Grobb works for the mayor of Hobtown, and becomes an available companion when you agree to work for the mayor. He's not very fond of Mayor Groober, but a job is a job and he does as he's told, so long as he gets paid. Grobb is a ranged and support character. As range, he uses a powerful but slow ranged attack with his steamgun. This attack can be upgraded to a shotgun like blast, then to a jet of scalding steam. As support, Grobb will repair turrets and clockworks to help you in a fight, as well as lay down traps to slow your enemies.

Grobb is like most Hobs... a Hob. That means being seen as subhuman, stupid, greedy, and murderous. Well, Grobb's not stupid, and doesn't care too much for humans in general. Still, he doesn't see much of a future for his kind. They'll be stuck working the crap jobs, like cleaning out the sewers, working the slaughterhouses, and collecting shit from the gutters. That so many of his kind are fine with this is even more depressing. Grobb wants respect and a future for all Hobs that promises a better life, as well as equality for Hobs. His quest eventually culminates when you discover the mayor is in fact a tool for the human authorities, and has been setting up Hobs to take falls so that the authorities can look better. The mayor offers to bribe Grobb with more money than a Hob could earn in a life time, or Grobb can expose the mayor as a fraud. The mayor warns no one will believe him, but Grobb can stick with his ideals.

Grobb likes integrity and the player sticking up for Hobs. While he doesn't resent the aristocracy, he disapproves if the player presents himself as better than others. Grobb likes money and people praising his custom made steam gun. Helping out Hobs in Hob town gives a small bump, but the player convincing other Hobs to do better is even more successful. He doesn't like it when the player helps for free though, because that just breeds dependancy. If the player convinced Grobb to stick to his ideals, he strongly approves of the player expressing ideals as well. If the player goes with the plot to 'clear out' Hobtown in the third act, he will abandon the player and become a quest boss.

Grobb is romancable if the player is a female Hob.


Ripper is a clockwork assassin, used by the Syndicate to kill rivals. It is a jet black clockwork with a faintly skeletal appearance, illuminated by red interiors. Two long wrist blades are extended when in combat. Ripper is obtained when the player crosses the Syndicate and it is sent against the player. Once Ripper is defeated, the player can either scrap it for parts, or try and repair it. The repairs are some what difficult, but when completed, Ripper reactivates with his loyalty set to the player. He can then lead the player back to the syndicate cell he was dispatched from. Unfortunately Ripper doesn't know the locations of other cells, but will happily kill them for you if you like!

Ripper is a melee or support companion. As melee, he pops out his two blades and goes to town. These can be upgraded to chainsaws, and then to electrified blades. He charges straight in, and the more damage he takes, the more he gives back. As a support, he hangs back, going into stealth, and sneaks up on opponents. He springs on them for considerable damage, but when attacked by 2 or more, will fall back and stealth again.

Ripper was designed to be a killer and has no concept of a life beyond that. He feels no remorse or pity for his targets, finding their deaths to be quite amusing. If the player tries to make Ripper care about the people he kills, he can try and change Ripper's outlook and personality. This allows a few changes to his behavior that he really doesn't like, culminating in an attempt to alter his fundamental core behavior. If the player fails to do so, the loyalty is lost, though Ripper will remain with the player, betraying them when they attempt to take out the syndicate in the third act. If the player succeeds, Ripper still enjoys killing, but acknowledges that he doesn't have to want to kill everyone he comes across.

Other things that affect Ripper are being kind and generous, and showing mercy to defeated enemies. If one is shown mercy and later attacks again, Ripper will point out his policy of 'killing them, their family, their friends, their friend's family' is the only way to know for sure. Ripper approves when the character kills with melee attacks, particularly attacks from stealth. Murder is always approved of. After all, it's the only way to know for sure. Ripper will stab fallen enemies as a 'bored' action.


Alexandyr Demitri Perotran the Fourth is a Baron in the district of Silverstar. He is pale, with long black hair and dark eyes, an aristocratic nose and strong chin. He wears a long black coat decorated with silver trim and a breast plate depicting wolves. His weapon is a greatsword that becomes more intricate and elaborate as he is improved. His armor is also improved. Alexandyr hires you to investigate a number of attacks made against his holdings, joining you when you confront the culprit, his brother. Alexandyr accompanies you over the protests of his majordomo, eager to live for the first time in days. He is a melee and support character. As Melee, he is quite straight forward, using his great sword to inflict damage. As support, he still wades in, but attacks with sweeping attacks that knock attackers back and interposes himself between you and powerful bosses.

Alexandyr is one of the many aristocrats in Silverstar plotting and scheming to earn favor with the Empress, but unlike most of them, he has grown tired of the game. Depression and Ennui eat away at his interest in meeting his obligations, and he is suffering from the Phage. The player must convince him to seek out a cure and not succumb to the disease. The player can either encourage his loyalty to the Empress and his house, or encourage him to become more independent. Doing the former returns his favor with the Empress, and he eventually works to restore Perotran's fortunes. Encouraging independence eventually has his noble house dissolved, and his title is destroyed before his eyes. Alexandyr's relationship with Tessa can not be affected directly. If the player encouraged Loyalty, he will turn on the player if the player attempts to usurp control of Silverstar from the Empress. If the player encourages Independence, Tessa will turn on the player when Alexandyr's title is destroyed.

Alexandyr likes helping people, and likes when the player regards nobles as better than common rabble. He admires compassion and restraint, and dislikes it when the player is vulgar, crude, or cruel. Alexandyr likes kind words and treatment of Tessa, and dislikes prying or judgement into their relationship. If the player is too judgemental, both may leave the player's company.

There is a romancable path with Alexandyr if the player is male or female.


Tessa is a teenaged girl with fair skin and grayish white hair and light blue eyes. She wears a simple white dress with a black ribbon around her neck and a red silk handkerchief tied around her wrist. Tessa a support or ranged fighter, but she is superior with the former over the later. Tessa has the gift of magic, and her spells heal, fortify, and augment the party or can inflict magical damage on her enemies. When Alexandyr joins the party, she joins as well.

Tessa is Alexandyr's 'nymph'. As a child, she was taken in by the Perotran family and saved from likely famine or being sold off to slavers. They have provided her with food and an education she couldn't have gotten anywhere else. She, in turn, is his personal assistant, bodyguard, and companion. She believes Alexandyr could be an exceptional noble, and deserves to rule all of Silverstar. Tessa scoffs at the idea of independence, as serving a deserving noble is far more rewarding than being a turnip farmer (like her parents). She has a very low opinion of the 'low people'. Tessa can be made to see her family in a better light and make her far more accepting of lower classes. Tessa can also be encouraged to try and advance her relationship with Alexandyr.

Her like and dislike are tied to Alexandyr. Helping him overcome his disease and depression will earn her approval and thanks. Likewise, not being judgemental of her relationship with him will earn her approval as well. Calling her deluded, mistaken, or manipulated angers her. She does not appreciate being called a child. If Alexandyr loses his title, she may turn on the player unless the player convinced her to convince Alexandyr to marry her.

If the character romances Alexandyr, Tessa can be convinced to join in. Tessa can not be romanced directly, and takes offense to advances.


Talynn is a Kyne; the result of a human exposed to biodyne while still in the womb. In Talynn's case, it was deliberate. Her parents, knowing they'd be unable to provide for her, allowed her to be a test subject. She was blended with feline characteristics to try and create a fighter that was quicker, stronger, and more agile than normal people. She was, but the conditioning also gave her feline eyes, ears, and a tail, thus spoiling the element of surprise. She is fair skinned, with blue black hair and stripe like discolorations on her arms and legs that match her tail and ears. She wears a light shirt and vest and shorts and shoes. Talynn works as a bodyguard in Silverstar. Her previous client was killed and she wants the player's help in tracking down the killer so that Talynn's reputation won't suffer. Once the murderer is dealt with, Talynn offers her services to the player.

Talynn is a melee and support character. She fights with hand to hand against enemies, and is one of the fastest characters in the game. when upgraded, she can knock down enemies or leap upon them to close the distance quickly. As support, she remains near the character and forces enemies to engage her rather than the player, though this ability is less effective against multiple attackers. Talynn often pretends that being a Kyne doesn't bother her. It does, greatly, and she resents her parents for doing this to her. She wonders if she should keep acting human or just give in to the bloodlust, and can be nudged either way. When she learns her mother is about to do it again, she can be encouraged to either accept it, talk her parents out of it, or kill the researcher deliberately creating Kyne like her.

Talynn doesn't really mind if the player slums or plays noble. She's a bodyguard either way. She minds if the player gets hurt, takes risky gambles with their safety, or deliberately harms themselves. Talynn will only turn on the player if they encouraged her to kill the doctors and her parents, and then turns around and supports Biosys' plan. she dislikes it if a player is exceptionally cruel or too generous, or friendly with Biosys.

Talynn is romancable by male or female players. The key is to not make her feel like a freak, or if encouraged to be more brutal, praise and flatter her inhumanity. If romanced, she will enter heat and the player, if of the opposite sex, can take advantage. If they do so, it may damage the relationship badly.


Merriwyth is an elf living as a trader in Hallowgraves, trying to earn a living. She is short, with matching green hair and bright green eyes, freckles, and light leather coat and shorts. While she doesn't look the part, she is actually in charge of a trading group trying to work out a profit, but suffering from both the Syndicate and Consortium, as well as the Dynehouses. If the player helps her with her troubles, she agrees to join while her subordinates work out the nitty gritty details.

Merriwyth fights either at range or as a magical support. Her weapon is a bow, 'as everyone expects me to use one anyway', or using magic that slows and impairs attackers with gusts of wind and flashes of light. She's offers some advantages when dealing with merchants, giving a bonus to exchanges.

Merriwyth is an elven exile, having lost her status back home by failing to support the coup that overthrew the monarchy. She's invested all her remaining money in this business venture, and will be left with nothing if it fails. Contrary to many appearances, she's not exceptionally greedy, but does expect to make a profit. When she finds out one of her subordinates is undermining her endevors, she can either be encouraged to cut him off, use him, or kill him. If she doesn't kill him, she emphasizes the work ethic of her business and that its possible to be profitable, though its harder. If she kills him or uses him, the end justifies the means.

Merriwyth approves of the player asking for compensation, and disapproves of the player being too generous or greedy, unless she turns harder, in which case she expects the player to get every dynemark they can. She disapproves of dealing with the Syndicate or Constortium, and expects the player to boycott their shops and quests. Working too closely with the Syndicate will make her leave.

Merriwyth is not romancable, but she can be talked into forming a business partnership. Trying to press for romance will fail and annoy her. She is NOT interested.


Grench is a female Hob working out of Graygirder as a pit fighter and member of the Union. She's short, with bright red skin, pointed ears, tiny horns, and bright yellow eyes, and a pointed nose, but a cute smile full of sharp teeth. She wears spiked metal armor with knives. Grench is a melee fighter with ranged capability, like Tobias, with either throwing knives or stabbing with them. All of her attacks inflict poison damage, and her poison is upgraded rather than her weapons.

Grench works as a thug in the employ of the Union. Unlike Grobb, Grench doesn't think there's anything wrong with Hobkind. The problem is with everyone else. Anyone that looks down on her can get a knife in the eye, as far as she's concerned. She likes rat pie. She likes fighting. She likes being hired muscle. It's people like Grobb trying to make her something she's not that annoys the piss out of her. Grench can be convinced to Grobb's way of thinking, or the player can confirm her preconceptions.

Slumming it, stealing, and killing all are good in Grench's book. She couldn't care less. Being noble and acting better than her piss her off, and insulting her is a very good way to get her to turn. Grench doesn't like it if you sacrifice Hobtown, but will only turn if you conviced her to be more idealistic.

Grench is "romanceable" but only for sex. Trying for any kind of a relationship is doomed to failure. She'll laugh at you if you try.


Eldrich is a male elf with short, chopped blond hair, a waste length red coat, and bright red eyes, and a casual smile. He is a performer at the People's stage, and joins to help maintain the stage's independance. Afterwards, he'll join you. He is a melee supporter or magic supporter. As melee, he will engage with targets who engage the player. As a magic supporter, he debuffs enemies.

Eldrich supported the coup that overthrew the elven monarchy. He is an elven supremacist who doesn't pretend otherwise, and likes to flaunt his immortality. He talks down to everyone, even Merriwyth, as being inferior. In reality, Eldrich is tormented by nightmares of the men, women, and children he killed. He could no longer remain in elven lands, and is a jerk because he hopes someone will kill him. The player can convince him to put the past behind him, or tear him down as being no better than the 'inferiors' he mocks. If former, he becomes a devoted friend. If latter, he will commit suicide.

Eldrich likes praise and flattery and people who agree with his statements of elven superiority, even in sarcasm. If softened, he's still a jerk, but less of a bigot. He finds things like stealing and repairing to be denigrating. Supporting the arts will earn his approval. Bloodthirst will turn him off quickly.

Eldrich is romance-able only by men. Female players will be rebuffed. In order to be romanced, he'll have to be convinced to deal with his past, unless the player is a male elf. Then sex is possible, but no romance.


Agatha Bronzeboot is a dwarven tinker who is fascinated by the use and application of dyne. If the player helps her experiments in Graygirder, she'll eventually offer to accompany them for 'field research'. Agatha is short and petite, wearing a leather coat, gloves, and goggles. She has short brown hair, matching eyes, and a button nose. Her primary weapon is a pistol, and she can be either ranged or support. As support, her shots can knock targets off their feet, back, or set them on fire.

Agatha is devoted to her studies, but her clan want her devoted to making babies. Dwarves are dwindling, after all. They have a marriage already set up and expect her to put her 'silly studies' aside for her family obligation. Agatha has no interest in becoming a mother, and no interest in men, period. She's conducting field research as a way of getting away from her clan. Still, she loves and cares deeply for her clan. The player can convince her to follow her obligations, at which point she'll leave the party for good, or they can convince the enclave elders that Agatha's studies are of more use than her having children, or to leave her enclave altogether.

Agatha approves of players asking questions and supporting the dwarven enclave. She turns if the players turn against the Enclave, even if they convinced her to leave. She's fascinated by the dyne experiments going on in the houses and wants to learn more, and doesn't like it players bash said research. She's greatly turned off if the player keeps bringing up her obligation.

Agatha is only romance-able by a female character. Once her dilemna is dealt with, she'll occasionally want to 'experiment' on the character, and gets very pouty when not allowed to do so. Her experiments will eventually result in her realizing the connection between dyne and its source.


Okay, I have one or two more ideas, but my brain is cramping.

Report Somber · 454 views · #Brain droppings #Dyne
Comments ( 3 )

Of course one of them is a neko...

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