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Alpha 1.0.00.01 "Merchants & Mercenaries 2 Complete"
MAJESTY
ADVANCE
Fantasy Kingdom Tactics
Good morrow, My Lord.Thank you for your interest in this project. This is something I have been dreaming of for a long time, and should stretch me as a game master(GM) and you as a player, enjoy. And thank you for helping test.
Players with a lot or only a little time to play, of different time zones will all find ways to enjoy this game. I repeat, if you can only visit once a day for a few minutes, or even are away some days, this is a kingdom sim, not a take turn boardgame, so your absence wont slow anyone down and you will still be able to impact the course of the shared experience and get something out of the experience.
This is an in development forum game linear simulation of a fantasy kingdom. But what does that mean?
In development: This is an experiment, we are testing to see what works, and discarding what does not. We may to need reset stats or progress, or have players purposely play a certain way.
Linear simulation: This is a living breathing world that responds to the input of its' players, with an economy and balancing forces. It is linear as difficulty will increase gradually, and there are a laundry list of goals for the majesty to complete for the game to be won. This is a cooperative experience where it is possible for most all players to win the game, however some trouble makers may be appointed, and there may be incentives to pursue other conclusions.
If you got confused at all in how to join or on anything please feel free to ask. It may be though that you assumed it was more complicated than it needs to be. Just say you want to sign up, and if you want to join a guild say which. It does us no good to block new players with confusing means to entry so any criticism is welcome so we can better allow for many to enjoy this gaming event.
Key points:
-Playing only a few minutes a day, even being gone some days, you can still participate and level up your character
-This is a simulation, with 24 hour day and 24 night cycles, 48 hours being a full in-game day
-The objective is to survive and thrive
-Join by saying you will join, and choosing which guild you'd like to request to join(thief, merchant, guard and others) which will determine which role and abilities you can begin learning
-this is a 'beta channel' for testing new content. It is an open sandbox while there may linear start/end 'campaigns' in separate threads. This kingdom can still be destroyed however. This is the 'deluxe' version you might say, with the most content.
You now know everything you need to sign up...
...the other sections are a reference that is at your disposal when needed or curious.
You may of course informally ask for a trade or favor to another player. If you would like it to be listed officially on each day's Pub Bulletin Board or Auction House please follow the below format. Also note that the MerchantMaster and Pub Owner have the right to charge a small fee to list your posting, and by making a submission you agree to their posted rates(Seen below). You can have an offer running for 3 days (6 days real time) and then you must renew your posting.
PUB BULLETIN BOARD
To use the Pub Bulletin Board, you will need to use the "PUB NOTICE" command. The board is upkept by the Pub Owner once per night. Anything that could easily be interpreted as selling or trading items should be posted in the auction house instead. You may have up to 3 listings in each category.
Quests
To post a quest offer, such as asking someone to protect you, remove hostiles inside or outside the kingdom, or craft something for you with ingredients you've gathered, use this format:
PUB NOTICE
NEW QUEST "nickname of quest" (days available, max 3)
Details.
Reward: Reward
PUB NOTICE
NEW QUEST "Pesky Greenskins" (3 days)
Remove the goblin camp at B2 so that mining can continue!
Reward: 500 gold, 10 leather, Defender Spear
The Pub Owner may charge fees for processing your posting, and set limits to what you can post and how many listings you can have. These will be posted on the Pub Bulletin Board, and the most recent rates before you posted will be applied. The Pub Owner will hold onto your items privately in a special 'BULLETIN' account. If you choose to cancel your quest, you will get your things back the next time the Bulletin is posted, and will be charged cancellation fees, which are double completion fees. Cancellation fees should be greater than the Pub Owner's fees for banking items and gold.
When a player has completed your quest, post:
PUB NOTICE
QUEST COMPLETE "quest nickname"
Thanks name
PUB NOTICE
QUEST COMPLETE "Pesky Greenskins"
Thank you Grek!
You may only credit one recipient, it is then up to them if they share the reward with anyone. Once confirmed by you, the Pub Owner will give the reward away at the time of the next bulletin posting.
For Hire
If you will like to sell you services, such as allow someone to benefit from one of your abilities(including creating items) or to be a travel companion, post:
PUB NOTICE
NEW SERVICE "nickname of posting" (days available, max 3)
Details.
Fee: Fee
PUB NOTICE
NEW SERVICE "I'll make any apparel" (3 days)
I need to practice, help me help you help us both!
Fee: $20 and ingredients needed +2
Secret Auction
Permission: Only the ThiefMaster, or the Black Rabbit Foot or White Rabbit Foot talisman bearers may post secrets here.
Here secrets are sold to the highest bidder at the end of the night, either to someone who wants hide or expose the truth... or maybe they're just curious? Any secret sold this way is not to be shared publicly unless the buyer does so themself. This is a binding contract and violation, as judged by the unanimous agreement of the buyer, pub owner, and buyer's guild master will confer a red card. Secret sellers may refuse to sell to any individual for any reason, which they don't have to share.
PUB NOTICE
NEW SECRET "nickname of secret" (days available, max 3)
Optional description.
Price: Price
PUB NOTICE
NEW SECRET "I know who killed him" (3 days)
I know why that traveler didn't come back last night.
Price: $60
Announcements
Permission: Only the majesty, guildmasters, or Pub Owner may post an announcement.
Post any announcement for free. They do not expire, but the Pub Owner may delete them after 3 days. Post the days, or leave blank to leave up indefinitely. Remember these days are in game, and represent 2 real days each(saying 3 days is 6 real days). Please delete when no longer needed.
PUB NOTICE (days)
ANNOUNCEMENT: "title"
Details
PUB NOTICE
ANNOUNCEMENT: "The Fair Is On!"
The combat fair will be happening every Wednesday day phase. Hone your abilities and bring your sharpest weapons, the prizes are to die for! (But don't get any blood on the peasants please.)
AUCTION HOUSE
To use the Auction House, you will need to use the "AUCTION NOTICE" command. The board is upkept by the MerchantMaster once per day. This listing is only for selling or trading items, other exchanges should be posted on the Pub Bulletin Board instead. Number of listings you can have: 3
AUCTION NOTICE
BUYING "item desired" for "gold offered". Firm/Best Offer.
AUCTION NOTICE
SELLING "gold desired" for "item offered". Firm/Best Offer.
AUCTION NOTICE
TRADING "item desired" for "item offered". Firm/Best Offer.
AUCTION NOTICE
SELLING 1 Defender Spear for 250 Gold. Best Offer.
The MerchantMaster will then continue to list you trade each day, keeping track of the current best offer if you have offers enabled, and when you agree to an offer or your price is met, if both parties can meet the agreement, the MerchantMaster will facilitate the exchange.
The MerchantMaster may charge fees for processing your posting. These will be posted on the Auction List, and the most recent rates before you posted will be applied.
STORAGE & BANKING
You can store items or gold in your bank account. The MerchantMaster may charge fees for upgrading your space, subscription cost, or other fees. These will be posted on the auction list. You may deposit money into anyone's account. You may only deposit items in their account with their consent. Accounts may have an expiration date, and wealth will be donated to the kingdom. In the event of your death these possessions and rates will carry over to your heir.
BANK NOTICE
D: Items or money to deposit.
W: Items or money to withdraw.Coastal Forest Map
The ancient and legendary forest lands...
Dokimi
. a b c d e.
1|~| | | | |
2|~| | | | |
3|~|K| | | |
4|~| | | | |
If you wish to travel, say "TRAVEL NOTICE:" Followed by either directions, coordinates(ex. e4), a destination, or a person you wish to follow. Edit this post(do not post another) to change it. Remember if you leave the path to be auto charted, it will favor Vertical movement(North/South, Up/Down). You can move up to 3 spaces, and cannot go diagonally. You may post your plan at night too. Allowing you to leave at first light and gather bonus resources.
Death
While in the wilderness you may encounter a hostile or incident of which you cannot handle. A missing report will go out on the Pub Bulletin Board. You can either cancel this mission, killing your character and allowing you to make a new one, or wait to be rescued.
Within the kingdom players or hostiles can kill in a number of ways. If you commit crimes the majesty or subjects can have you executed. The majority of registered players would need to want you dead for the later(unless the majesty lowered or raised the vote requirement), but the majesty may have you executed at any time unless you are a talisman bearer, those whom take up important responsibilities within the kingdom and cannot be imprisoned or executed.
You could be assassinated. Talismans will protect you, Guild Masters should note, that they will not be protected if they do not also have a talisman.
If you die, you may create a new character. This character can keep 3 of the abilities your character mastered. Your wealth is donated to the kingdom(or your guild if you had one), if you are on good terms with the majesty, perhaps you can get some of it back?
Healing & Sleep
If you are WOUNDED or BADLY WOUNDED you can heal yourself in three ways:
1) Post "SLEEP NEXT PHASE". Do not roleplay or make any trades next phase, and then once that phase is over you may lower your injury status one stage on the SPEC Ledger(Subjects' Personal Effects and Capital, a 'wiki' of your current status that you copy, edit, and post to change). Does not remove poison.
2) Drink/Use any consumable that heals you, then update your status by the appropriate amount. Does not remove poison unless specified by the item.
3) Be healed by an ability. Whom ever 'casts' the ability should update your status. Does not remove poison unless specified by the ability.
Consumables
Beer: Heal 1 stage, cannot be done again this phase. Cannot identify theft or attackers. Cannot use abilities this phase(passive abilities still work). All beer goes bad(are deleted) when the night phase ends. Cannot be stored privately.
Vulnerary: Heal 2 stages. Remove poison.
Poison: Target player's health will begin to deteriorate.
Smoke Bomb: If you are targeted by a hostile ability, you escape. You do not learn the attacker's identity. If you would be revealed committing a secret action, you escape unidentified.
Craftables
100~60% Common, 50~40% Uncommon, 30~20% Rare, 10% Legendary*
*For equipment, only one of each of these will exist at a time. Cannot be privately stored or loses ability.
You can have 1 of each item type, you can have multiple of a single type of ingredient or consumable, and you have 1 free slot for either. Each equipment piece raises your combat level by 1. Your true level is unchanged for all other situations(such as abilities or guild income). Equipment in free slots do not raise combat level.
Cloak
5 leather
Possible Abilities: 50% Steal Gold. 20% Steal Ingredient. 10% Steal Consumable. 10% Steal Weapon. 10% Steal Apparel.
Vest
15 leather
Possible Abilities: 30% Spot Ingredients. 30% Stand. 30% Craft Consumable. 10% Deep Pockets.
Chainmail
20 Metal
Possible Abilities: 60% Defender. 40% Protector.
Hammer
Enables the collection of metal, and destruction of boulders outside the kingdom.
10 metal
Possible Abilities: 30% Stand. 30% Craft Weapon. 30% Craft Apparel. 10% Perfect Craft.
Dagger
Enables the collection of leather and destruction of vines outside the kingdom.
5 metal
Possible Abilities: 60% Steal Gold. 20% Venom. 10% Ink. 10% Last Breath.
Spear
Can be used for fishing outside the kingdom.
15 metal
Possible Abilities: 60% Protector. 40% Defender.
Potion
5 herb
Possible Outcomes 50% Beer. 20% Vulnerary. 20% Poison. 10% Smoke Bomb.Kingdom Politicians
His/Her Royal Majesty Available (http://www.bay12forums.com/smf/index.php?action=profile;u=2104)
Known also as 'The Sovereign, The King/Queen and rightful heir through bloodline, conquest, or political upliftment. The majesty has an agenda, and will need the help of his subjects to see it through. He controls life and death over everyone other than the guildmasters(and their talisman bearers), who collectively can be considered more powerful and knowledgable of the inner happenings of the kingdom. He makes any choices related to taxes and new civil buildings. He can post rewards for tasks, these can be monetary, or more abstract(overlook previous crimes, a good word in with a desired guild master, rare items, assistance with personal goals).
Powers:
Imprison, execute, or banish any non talisman bearer/non guildmaster.
Set execution vote requirement on prisoners.
Adjust kingdom taxes and appoint willing tax collectors.
Build civic buildings.
Guild Masters
Powerful leaders of the Kingdom, who are knowledgeable and influential. They command an entire class of tradesman, in exchange for training and opportunity(GuildMasters will tell the GM when when one of their disciples have mastered an ability, the GuildMasters must keep track of their disciples progress and the disciples must report it to their GuildMaster). They assign the guild talismans, the bearers of which cannot be imprisoned, or executed. If a guildmaster leaves their position without appointing a successor, the most senior member of the guild inherits it, or if there are no members, the first to claim it gets it, in either case the new seat holder gains all privileges instantly.
GuardMaster Pencil_Art (http://www.bay12forums.com/smf/index.php?action=profile;u=108828)
Head protector, this guildmaster determines the flow and freedom of subjects in the Majesty's kingdom.
Powers:
Recruit new guards.
Adjust guard salaries.
Assign feather and tortoise shell talismans.
Give or remove yellow and red law cards.
ThiefMaster Peradon (http://www.bay12forums.com/smf/index.php?action=profile;u=110328)
A shadowy figure, this guildmaster always knows the kingdoms' dark secrets. Nothings escapes these eyes, and you better be ready to pay any price or fee to keep them secret, or "liberate" them.
Powers:
Recruit new thieves.
Adjust thief salaries.
Influence the The Shadow(played by GM): An NPC thief, copies the abilities(and thus level) of a random member of the guild which may change each night. The master can ask The Shadow to, or not to go out but can't decide the target. Cannot ask The Shadow to do either or both of these two nights in a row. If the gate stayed open or shut two times(phases) in a row that day, it will not come. If no merchants stayed in the kingdom that day, it will not come. Automatically evades with a Smoke Bomb, if one is not provided for it by the guild it will appear as the player it copied. It may also have powers or limitations not listed here.
MerchantMaster Vivalas (http://www.bay12forums.com/smf/index.php?action=profile;u=109602)
All the wealth in the kingdom is a play thing to this guildmaster. If you don't want your earning stolen by thieves, then you can trust them with this mogul.
Powers:
Recruit new merchants.
Adjust merchant salaries.
GODS
Gods may be kind or fickle. It's quite impossible to satisfy them all, and they get very jealous.
Monster God locked
Who disturbs my slumber???
The more there are killings, thefts, disasters and meyham, the sleepier this god gets. However when these are in decline, the Monster God will awaken.
Powers: places monsters or hostile entities on the map(before players begin choosing where to go).
Serve:
"Through fear, and reverence, we pray for the Monster God's unfettered and uninterrupted rest. May our days be safer, and our kingdom more peaceful."
Toast to the monster god.
Steal from those who honor the prosperity god.
Kill someone in the name of the monster god, leaving an "M" on their body, or place of death.
Tip: Worship this god to make the game easier.
Prosperity God locked
The more people celebrate, and cherish life and one another, the stronger the prosperity god grows. However this gleaming light awakens the Monster God.
Powers: Grow resources on the map or place treasures and surprises.
Serve:
"Through love, generosity, and courage, we pray for the Prosperity God's light. May our days be fuller, richer, and our kingdom open to all gifts however be it may."
Toast to the prosperity god.
Donate to the poor.
Put on a large celebration for any occasion.
Tip: Worship this god to make the game more challenging and rewarding.
Trickster God available (http://www.bay12forums.com/smf/index.php?action=profile;u=110381) (If you want this job PM me, do not ask in the thread.)
The embodiment of both the Monster God and Prosperity God into one entity, yet different. This combination gives this god a unique perspective and specific set of powers. Taking on both responsibilities gives it a new agenda: to play.
Serve:
Unknown
Tip: Stay interesting.
Laws
Guards can assign yellow cards. GuardMaster can also assign red cards.
Yellow: Any Master can remove 1 or all of someone's yellow cards. Spend a phase in prison to remove, or pay the guard guild their removal fee: $10
Red: Only the majesty or the GuardMaster can remove. Spend 3 days(6 phases/real life days) in prison to remove, or pay the removal fee: $200
Guards may scold you and if they believe you will not commit the crime again, they do not have to give you ca penalty card, leaving you with just a verbal warning.
Forbidden List
Yellow:
Stealing From A Person Or Guild
Untolerable Errors Or Any Deception On The Spec Ledger, Failure To Update The ID Code
Guards who accept bribes to enable another to avoid minor fees and penalties, and fail to report minor crimes.
Red:
Guards who accept bribes to enable another to avoid major fees and penalties, and fail to report major crimes.
Stealing From The Majesty Or Royal Treasury
Major Errors Or Deception On The Spec Ledger (Moving or deleting information is OK within gameplay limits. Creating something out of 'thin air' is breaking the game rules and will not be tolerated by the Game Master. You could be asked to leave the game.)
The Seller Of A Shadow Market Secret, Whom Reveals That Secret Before The Buyer.
Killing
Guild Responsibilities
Talisman Bearers
Some guilds are tasked with safeguarding and enabling the prosperity of the kingdom in various ways. Failure to uphold this duties can be destructive to this balance. Thus, it is the guildmasters whom must be sure they themselves, or their underlings to preform these tasks. The symbol of a responsibility is a talisman, the bearer is safe from imprisonment or execution, and multiple talismans and even those from another guild can be worn by a single individual, at the discretion of its' guildmaster. It is the purview of the bearer what they do and whom they share any exclusive knowledge they obtain through their service.
POWERS:
Can't be poisoned, imprisoned, killed in the wild(lose everything instead), executed or assassinated.
Failure to fulfill a responsibility, renders the talisman open to be claimed by anyone, until the associated guildmaster chooses someone else. You may temporarily fulfill a neglected task, and that guild will owe you $10 for your service. A temporary service, does not grant you any of the Talisman's protections.
Guard Guild
•Feather Talisman Squeegy (http://www.bay12forums.com/smf/index.php?action=profile;u=11178)
(Preferably)After the Bard Contest concludes,
After the night phase Between 4am and 10am GMT: Announce GATE OPEN and post the report containing the results of all actions and events from the previous phase, and announce who headed out that morning(TRAVEL NOTICE).
Update the SPEC Ledger:
1. Track the movement of stolen goods from the victims, to either the Thief Guild Treasury, or the identified perp.
2. Any used smoke bombs or poisons are deleted from the Thief Guild Treasury, or the identified perp.
•Tortoise Shell Talisman Pencil_Art
After the day phase Between 4am and 10am GMT: Announce GATE CLOSED and post the report containing the results of all actions and events from the previous phase.
Also include expedition reports of returning subjects(PMd to you an hour or more before your duties by the GM).
If they have red cards and enough gold to pay off atleast 1, remove 1 red card and that amount from them. If they have either no red cards or not enough to pay it off, and have yellow cards and enough to pay off atleast 1, remove 1 yellow card and that amount from them.
Record card removals as well as new possession and gold on the SPEC.
Immediately PM a list of everyone using and receiving the PROTECTOR ability to the GM.
Update the SPEC Ledger:
1. All beer expires and is deleted.
2. Poison progresses. (MILD ILL -> ILL - > VERY ILL -> DEATHLY ILL -> You would pronounce they died of poison. Talisman bearers cannot be poisoned. And poisoned subjects cannot become bearers.)
Merchant Guild
•Clamshell Talisman Vivalas
During the day phase Before 2am GMT: Post the Auction List and complete any pending bank gold or item deposits or withdrawals.
[$] If these responsibilities are upheld on time then the receives $5 x the combined level of all members that didn't leave the wall. If the gate was closed that day, the guild treasury only receives ($5 x). This talisman bearer or the MerchantMaster may calculate out and place this revenue in the Merchant Guild Treasury before GATE OPEN the next morning. This is considered "Bazaar profit".
Thief Guild
•Black Rabbit Foot Talisman Peradon
If any secret actions are sent to you,
During the night phase Before 2am GMT: Any stolen items or gold will go to the Thief Guild Treasury, unless they specifically ask to hold on to it(publicly visible crime). The bearer of this talisman will then tell the Feather Talisman who was robbed and what was stolen. You may do what ever you want with this secret knowledge, such as sell it on the shadow market.
•Pub Deed Available
Brewer's Claus: During the day, anyone who owns more beer than the current owner, may take the deed away.
During the night phase Before 2am GMT: Announce your prizes for the Bard Contest. Post the current Pub Bulletin Board. Any secrets should use "WhiteSmoke" font color.
During the night phase Between 4am and 7am GMT: Select winners for the Bard Contest, and hands out prizes.
Royal
•Crown Available
The royal majesty. Can be given to a chosen successor. If abandoned the guildmasters may vote for the new heir among willing newblood.
Once per week(real time) or more: Address your subjects during a day phase.
•Velvet Purse Available
One per day phase: Collect taxes for the kingdom(and also transfer salaries) looking at the newest DTAS(Daily Taxes And Salaries) document as reference for the transfers to be made to the SPEC(Subjects' Personal Effects & Capital) ledger.
•Helix Fossil GameBoyBlue (http://www.bay12forums.com/smf/index.php?action=profile;u=110381)
Whom so ever possesses this acts as GM(Game Master)
ClassesGuild Members
Those that have been welcomed into a guild, and are studying it's trade. You must ask a guild master's permission to join a guild, then they will announce their new members.
Class Abilities
To learn a class skill permanently, you must become the class, then equip an item that allows you to use the ability. Do it enough times and you will gain permanent access. You can have 3 abilities from different classes memorized. If you have more than 3 skill when switching classes, extras will be forgotten. Your character's level is the number of abilities you have mastered. Let your guildmaster know when you've practiced a skill so they can track of your progress. When training is complete they will inform the GM.
Guard L1 Pencil_Art(2), L1 Playergamer(5), L0 Squeegy(7),Restricted to inside the kingdom, these defenders keep hostile forces out, and remove the ones that get in. Breaking kingdom rules gives them free privileged to lock you up, though perhaps a bribe will help you to keep your wings?POWER:
Give someone a yellow card, who does not already have 10. Clearly state the crime committed and proof. Suspicion is not good enough. Caution: Only a Guild Master or the Majesty can remove it.
PENALTY NOTICE
"YELLOW CARD: Offender's Name
Description of offense."
Add "1 YEL" (or +1 to that number, up to 10) on the SPEC Ledger next to their name.
Imprison a person with 10 yellow cards. Talisman bearers cannot be imprisoned. "JAIL NOTICE: Name has been locked up. Bail is $--. Duration # days."
Release someone who has fullfilled or bailed out of their sentence. "JAIL NOTICE: Name has been released. Sentence served/Bail of $-- payed."
| Ability•================ | Learn•==== | Masters•=== | Requirement | Description |
| [P]DEFENDER | 3 days | 2, 5, | -- | When around others, you are MORE likely to be wounded, and everyone else is LESS likely to be wounded. |
| PROTECTOR | 6 uses | -- | -- | Prevent theft of target player. If an assassination is attempted on the target, you will become the new target instead and if you live you learn the identity of the attacker. |
Merchant L0 Aslandus(4), L1 Vivalas(8},Specializing or not, these thrifty subjects can make a large profit. They may either forge their own items or hire help, perhaps brave adventures to go get the ingredients and materials they need, unless they are the hardy breed that prefer to fetch what they need themself.| Ability•================ | Learn•==== | Masters•=== | Requirement | Description |
| [P]SPOT INGREDIENTS | 5 uses | -- | -- | Obtain triple the amount of ingredients from scavenging. |
| STAND | use 3 days | 8, | -- | You may set up a stand. You may have 6 items, duplicates stack freely. Similar but slightly different equipment or items do not. |
| CRAFT CONSUMABLE | 4 uses | -- | 1 merchant | -- |
| CRAFT WEAPON | 4 uses | -- | 1 merchant | -- |
| CRAFT APPAREL | 4 uses | -- | 1 merchant | -- |
| [P]DEEP POCKETS | 2 days | -- | 3 merchant | Hold 2 more ingredient types. |
| PERFECT CRAFT | 10 uses | -- | 3 merchant | Sacrifice 3 of the same equipment/consumable(they can have different abilities/traits) to create one with your choice of ability/trait from those possible. |
Thief L1 Peradon(3), L0 Lukeinator(9)The lethal skills learned at higher echelons of the Thieve's Guild are to some worth the branding of "thief", even if pickpocketing is not an interest, however with such debts in joining the shadowing alliance, it's hard to resist any form of income. Sometimes many small wrongs evade the need for a big one.| Ability•================ | Learn•==== | Masters•=== | Requirement | Description |
| PICKPOCKET | 4 uses | 3, | -- | Steal gold from target player or treasury equal to 10 times your level. |
| PILFER | 3 uses | -- | -- | Steal the all of the least valuable ingredient held by target player. |
| SNATCH | 3 uses | -- | 1 thief | Steal consumable equipped to target player. |
| DISARM | 3 uses | -- | 2 thief | Steal weapon equipped to target player. |
| DISROBE | 3 uses | -- | 2 thief | Steal apparel equipped to target player. |
| VENOM | 5 uses | -- | 2 thief | Sacrifice 8 herbs to create Poison. |
| INK | 10 uses | -- | 3 thief | Sacrifice 16 herbs to create a Smoke Bomb. |
| LAST BREATH | 2 uses | -- | 4 thief | Target player dies. |
Majesty VacantSpecial: Can study any ability a guildmaster knows, if they are willing to train you. Still must have the equipment and meet requirements first. Tell the mentoring GuildMaster when you have practiced(used) the ability. The GuildMaster will report to the GM when you finish your training.Unaffiliated None,
SupportYou can improve your character's support level with another's by performing 'support tasks'. The first task completed will register a pair at D. Once a month on the 1st all support levels will decrease a level. You can only increase support level once per phase, and in the same way once per month as of the 1st.
Support TasksAny of these co-op actions will improve a pair's support level.
>Traveling in a pair(or defending the kingdom), defeat a hostile that is 2 levels or more above either player.
>Cooperate on a joint submission for the bard's contest.
Support AbilitiesC: Umbrella
When traveling as a pair(or defending the kingdom), if one player would die, if it isn't fatal to do so the other takes the hit.
B: Good Vibe
When traveling as a pair, each player gains +1 of any ingredient found in each area.
A: One Mind
When traveling as a pair(or defending the kingdom), each players' combat level is increased by one.
S: Genesis
Opposite genders only. If both agree to activate this ability, (or rarely if both get drunk) a pregnancy will occur. If either player dies, then a person(dead parent or someone else permitted) can play as the child and inherits any 2 mastered abilities from the father, and another 2 from the mother. Genesis cannot be used with a child and their parent.
1:
2: Pencil_Art
3: Peradon
4: Aslandus
5: Playergamer
6:
7: Squeegy
8: Vivalas
9: Lukeinator
You???
There are two phases, day and night, each is 24 hours, a whole day is 48 hours.
After 24 hours of night have passed, Squeegy will open the gate, signifying a new day.
After 24 hours of day have passed, Pencil_Art will close the gate, signifying a new night.
They will also give a report of any inccidents, events, or recent or ongoing happenings. Find the most recent report to choose your action for the current phase.
During the day,
A) Go adventuring. Post the coordinates of the tile you'd like to check out. The earlier you go in the day, the more loot you can carry back. (TRAVELING & CRAFTING)
B) Visit the bazaar. Spend your earning within the kingdom. No shopping if you left to go adventuring.
C) If you have and tonight will be using the PROTECTOR ability, or will be hiring the services of an NPC with it, PM these details to PENCIL_ART (http://www.bay12forums.com/smf/index.php?action=profile;u=108828), so it is clear whom will give and receive protection. These will only be valid if received in the day phase, and will apply to protection that night.
During the night,
A) You could choose where to go adventuring tomorrow. You will get the benefit of leaving as soon as the gate is open.
B) The pub is open. Come, stay awhile. You can buy drinks with various effects.
♩ ♪ ♫ ♬ Bard Contest ♩ ♪ ♫ ♬
Post a sentence about your life in the kingdom(or adventures outside of it)
Draw yourself or someone else's character.
Tell a poem.
Otherwise entertain the patrons. Prizes for 1st, 2nd, and 3rd place handed out by the Pub Owner, along with possible bonus prizes. Donate items to this contest for free drinks and the Prosperity God's blessing. Occassionally the Pub Owner will announce a special theme for the contest, usually accompanied by larger prizes.
C) At night, you can perform secret actions. You will need the Thief Guild's help, even if you are not a member if you want your acts to remain secret: you need their persission to store your loot, and to use thier smoke bombs or poison. If you hold onto the loot or use your own consumables, then the guards can trace your actions back to you, it's up to you. PM your secret action(currently only thief abilities or poisoning is available) to PERADON (http://www.bay12forums.com/smf/index.php?action=profile;u=110328) before 12AM GMT! Make sure you are on good terms and confirm you are permitted to use their consumables, which you will want to pay for with favors. The Thieves Guild or the talisman bearer whom observed your secret action is in no way obligated to keep what you did a secret, unless you buy the secret on the shadow market(GOODS & SERVICES).
next:
-Support Levels/Benefits
-Camping/Inns(& Ranger Class)
later:
-Events(Tournaments, Fairs)
-More Roles(Ranger, Wizard, Warrior)
-New(& Returning) Talismans
new:
-secret actions, new forms of guild revenue, member salary. (LAWS & RESPONSIBILITIES)
-Post quests, trade offers, and do banking with money and items. (GOODS & SERVICES)
Tips & Tricks. Game mechanics that impact gameplay but do not need to be listed in the main OP(for readability and lightness).
Medieval speech. (http://renfair.com/socal/join/languageguide.asp)
Leave At Gate Open +2 Herbs per area.
Leave After Mid day -2 ingredients per area.
Leave 3 hours before close, only visit first tile, nothing.
ex. PM you might receive: Herb field spotted at e4. (if you visit later and don't get this message, the resource has been depleted.)
ex. log: E4: encountered wild heard. 4 leather collected.
Night Phase Prep
>Give Tortoise expedition results.
>PM adventurers resources or special spottings.
Pub Owner
>Mission Board
>Bard Contest
Day Phase Prep
>PM Black Rabbit-The Shadow's intentions
#####################################################################################
BlueTurtle's BLOGGETTE (PST)
WED
AM
1:07 I AM HAVING A -LOT- OF FUN. Seeing things come together is really exciting. Each layer adds SO much, I just have to know when to hold off on extra stuff before players are ready.. Let's see guys what you do with this one!
TUE
PM
1:05 I WOULD LOVE to turn this into a webbrowser game!
12:11 Probably not, in favor of less disparity between new and old players.
12:04 Currently each equipment piece raises your combat level by 1. Later others may do more.
SUN
PM
10:56 Players have started using the 'plan trip' feature, posting their travel plans the night before. It's come to my attention this means they won't know what the weather is like. If its raining fireballs they'd still make the journey. Revision may be necessary.
That said I suppose they could just add "I go if the weather is nice", or the gate wont open if it's too dreadful.
6:14 That's also another thing. It seems this god has two kinds of worshippers. Those that commit crimes so that it won't resurrect, and those who actively want it's powers to awaken. Does that make followers of the prosperity god, secretly monster god supporters aswell? I love the complexity of this diety.
6:11 Perhaps resurrecting the avatar for the monster god could be an alternate path to victory for all of his/her followers.
4:13 Perhaps this will only be at night and posted by the tavern owner. Yeah I think I like that better. So how 'bout post "QUEST:" followed by the quest details, and tavern owner will round them up to be more easily viewable. This is not an item trading or selling list though, perhaps that would be a good merchant talisman, infact it is perfect! I'll get right on it.
Quests will mostly be useful to the king and to merchants, whom need areas cleared of monsters or areas of the map scouted.
4:11 Good to be back. I think I've bolstered up night enough for now(tavern owner talisman available), and now it is time add on to the day. We need quest/missions. Any easy way to sort them. I'm thinking perhaps you can PM to the next phase's guard for them to post after opening/closing the gate.
SAT
PM
12:08 Eventually it will be possible to 'camp out'. To stay outside, allowing you to go farther. The original idea was to have perma death a possible outcome for traveling at night, which I may revisit.
In the day, you'd just get wounded from a bad encounter.
12:04 Ranged weapons will make you less likely to be harmed if there is a melee player with you.
The wizards guild will allow the king to have spells to cast to help adventures, and other spells for within the kingdom, and various uses. These will depend on the WizardMaster to 'enable' the king to use them. I think something like the more wizard there are, the more mana the king gets.
12:01 I like Aslandus' suggestion for tool abilities. I think I will make it so you need a knife to collect leather, or a hammer to break away a boulder, stuff like that.
Warrior(maybe "Soldier') will have the dual wield passive ability available to carry two weapons.
So any name suggestions for items with certain abilities? May just rip off Final Fantasy and Fire Emblem.
THINK-TANK |~1~|
1:"Majesty" is a real life similar IP that inspired this. What could be a new name?
Days of Reign, KingdomCraft, Merchants & Mercenaries,
WHITEBOARD
-Class Notes-
Ranger.
SCOUT. Stops traveling on space before a monster or hostile. Fails if they are higher level. You DO learn WHAT the hostile was(publicly(?)).
HERBALIST Find an herb on every space traveled x your level. REMEDY Turn 6 Herbs into medicine.
[P]AGILE Move an extra 2 spaces each day without penalty.
Thief
VENOM Turn 8 Herbs into poison.
SNEAK Avoid strong hostiles on the world map. Up to +2 your combat level.(level plus equipment)
Beastmaster, class upgrade for ranger. Train one of several different familiars, wolf, bear, eagle, ect.
Merchant+Wizard='Enchanter' class that can put abilities into standard equipment. Only ones that are personally known.
Merchant/Wizard
Brew/Distill: Make beer/ale
-Linear Ideas-
Kill monster god avatar alternate path to victory? Secret player in the kingdom is mg in human form, if killed 1 path to win?
linear: win scenarios. equip do not lose abilities. NPC market contains better items over time, high prices still encourages player to player trading. Contests to define each session's unique mythos. Difficulty determined by time, world map events and actions, and interactions with duality gods.
open: goal scenarios. equip lose abilities after learned. Minimal NPC trading, mostly player driven. Testing bed/beta channel for linear mechanics. Difficulty determined by duality gods.
Prosperity god can dry up lakes to make new ones. Herds and monsters attracted to lakes. Metal deposits larger near them. Fishing. Same with ocean.
-Guild Income-
Merchant Treasury
clamshell talisman = If these responsibilities are upheld then the guild treasury receives $5 x the combined level of all members that didn't leave the wall. If the gate was closed that day, the guild treasury only receives ($5 x).
Thief Treasury
deploy shadow
An NPC thief, copies the abilities(and thus level) of a random member of the guild which may change each night. The master can ask the shadow to, or not to go out but can't decide the target. Cannot ask the shadow to do either or both of these two nights in a row. If the gate stayed open or shut two times(phases) in a row that day, it will not come. If no merchants stayed in the kingdom that day, it will not come. Automatically evades with a Smoke Bomb. Is it one person or many, does even the ThiefMaster know? It may have abilities not listed here.
shadow market
Can sell secrets. Can display "hints" about the nature of the secret, with a price tag attached, which will be displayed in the mission list. Only the thief master or thief guild talisman bearers may do this.
FORMAT:
NEW SECRET: "nickname of secret" (up to 3 days, can be renewed)
Optional description.
Price: Price
Any secret sold this way is not to be shared publicly unless the buyer does so themself. This is a binding contract and violation, as judged by the unanimous agreement of the buyer, tavern owner, and buyer's guild master will confer a red card. You may refuse to sell to any individual for any reason, which you don't have to share.
Guard Guild
Tarrif
GuardMaster can place registration fees on bringing in undocumented goods. Max is $1 per 5 ingredients, $1 per 1 consumables, $5 per 1 equipment. Charges applied by the tortoise shell talisman bearer as travelers are returning.
Fines for crimes such as theft, or bale fee to escape imprisonment early.
Create a consentual protection contract with other guilds for each night none of their members were harmed or robbed.
Guards may increase the Tarrif on penalty card holders, this fee goes towards paying of the cards.
(http://s25.postimg.org/bmkleoddr/Peacekeepers.png)
The Peacekeepers, an ancient order that protect the land from the terrible and great Monster God. While their acts may seem dark or even evil, they are controlled and meaningful.
This is the symbol of that order.
For tonight, the bard contest prizes will be directed at those who make a symbol for the followers of the Prosperity God.
They also need a name.
It is also encouraged to otherwise deepen the lore and expand upon either of these cults, gods, or surrounding mythos.
Prizes:
>choose 1 of any item
>30 of any single ingredient
>Random equipment
1st, 2nd, and 3rd will each get to pick in order. Bonus prizes for all other submissions. . . Good Luck!
The Prosperity God, eh? Farmers and such? Fertile lands? Good craftsmen? How about something like... this?
(https://upload.wikimedia.org/wikipedia/commons/thumb/b/b1/Hammer_and_sickle_transparent.svg/484px-Hammer_and_sickle_transparent.svg.png)
Right, I think I know what you're looking for.
(https://i.imgur.com/VpLgj0M.png)
I'm not much of an artist, but here's something:
(http://i.imgur.com/fgIGzhK.png)
It's supposed to be a pile of coins next to a gold mug shaped like a P, but it kinda looks like a beehive and a badly damaged fur coat...
Ahem, I apologize, storm knocked out my internet for a bit
Merchant Memo
*Transaction concluded with Aslandus, stored 75 gold and 10 leather.
*No ongoing auctions
*2 days remaining on No Fee Special!
Weekly Trade Memo
Good morning Dokimi! Its the end of the week and that means its time for your weekly trade report! *ahem*Since open trading in Dokimi has just recently been legalized by the grand council, there is very little to report, and thus there will be no trading profiles at this time, however a few merchants are selling herbs at around 15 Dokimis. Herbs and Leather appear to be abundant on the market, and metal continues to be scarce! Stay tuned next week for the next price report!
Go to the bazarre, and buy a knife and hammer, for 50 gold each. Then use stand ability to store leather, and store the knife in the extra slot.
(concluded transaction with Aslandus, and went shopping)
<---COPY---<<<
SUBJECTS' PERSONAL EFFECTS & CAPITAL
EDIT PERMISSION: ANY REGISTERED SUBJECT
|
THIS IS A PUBLICLY OWNED AND MAINTAINED DOCUMENT TO FACILITATE TRADE AND SECURITY. ANY AND ALL ERRORS OR FORGERY OF THIS LEDGER, ESPECIALLY THOSE OF A SERIOUS OR DECEPTIVE NATURE, IS PUNISHABLE BY FINE OR IMPRISONMENT AT THE DISCRETION AND UNANIMOUS DECISION OF THE MERCHANT AND GUARD MASTERS, AND THOSE ALONG WITH BANISHMENT OR EXECUTION AT THE SOLE DISCRETION OF HIS ROYAL MAJESTY, KING GREK. FORTHRIGHT CONFESSION OR SWIFT, HONORABLE CORRECTIVE ACTION MAY REDUCE OR REMOVE PUNISHMENT. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
ONLY A GUARD MAY RECORD NEW ITEMS OR GOLD BROUGHT IN FROM OUTSIDE THE KINGDOM.
|
NEW ID CODE: ADD 1 = SPEC4
|
•Kingdom Treasury $200
-Inns-
|
•Guards' Barracks $105
(M)Pencil_Art $120 [C:][I:10LT][W:Defender-Spear][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $90 [C:][I:][W:][A:][+:]
|
•Merchants' Tradepost $100
(M)Vivalas $0 [C:][I:9HRB][W:Hammer][A:Stand-Vest][+:Knife] STAND: [:4LTH]
Aslandus $3 [C:][I:2HRB][W:Disrobe-Dagger][A:Cloak][+:]
|
•Thieves' Hideout (Smoke Bombs/Poison: 0/0) $114
(M)Peradon $100 [C:1SMK][I:4HRB][W:][A:][+:]
Lukeinator $100 [C:][I:1HRB][W:][A:][+:]
>>>---COPY --->
Well then, just give all the money from profit to the Merchant Guild Account.
7 people, 3 left, so 20 gold.
Also, I don't mind a plot or goals to fulfill, so maybe their could be different modes, or ways of gaining territory in the forest, building camps/mines, hiring NPCs, yet still maintaining player to player interaction, since the game feels a bit dry right now.
(Gave 20 gold to merchants guild/corrected error/took 10 gold from merchants guild
<---COPY---<<<
SUBJECTS' PERSONAL EFFECTS & CAPITAL
EDIT PERMISSION: ANY REGISTERED SUBJECT
|
THIS IS A PUBLICLY OWNED AND MAINTAINED DOCUMENT TO FACILITATE TRADE AND SECURITY. ANY AND ALL ERRORS OR FORGERY OF THIS LEDGER, ESPECIALLY THOSE OF A SERIOUS OR DECEPTIVE NATURE, IS PUNISHABLE BY FINE OR IMPRISONMENT AT THE DISCRETION AND UNANIMOUS DECISION OF THE MERCHANT AND GUARD MASTERS, AND THOSE ALONG WITH BANISHMENT OR EXECUTION AT THE SOLE DISCRETION OF HIS ROYAL MAJESTY, KING GREK. FORTHRIGHT CONFESSION OR SWIFT, HONORABLE CORRECTIVE ACTION MAY REDUCE OR REMOVE PUNISHMENT. EARNEST EFFORTS TO IMPROVE THE FORMATTING OF THIS DOCUMENT WILL BE TOLERATED.
|
ONLY A GUARD MAY RECORD NEW ITEMS OR GOLD BROUGHT IN FROM OUTSIDE THE KINGDOM.
|
NEW ID CODE: ADD 1 = SPEC4
|
•Kingdom Treasury $200 -Inns-
|
•Guards' Barracks $105
(M)Pencil_Art $120 [C:][I:10LT][W:Defender-Spear][A:][+:]
Playergamer $100 [C:][I:][W:][A:][+:]
Squeegy $90 [C:][I:][W:][A:][+:]
|
•Merchants' Tradepost $110
(M)Vivalas $10 [C:][I:9HRB][W:Hammer][A:Stand-Vest][+:Knife] STAND:[4LTR]
Aslandus $3 [C:][I:11HRB][W:Disrobe-Dagger][A:Cloak][+:Dagger]
|
•Thieves' Hideout (Smoke Bombs/Poison: 0/0) $114
(M)Peradon $100 [C:1SMK][I:4HRB][W:][A:][+:6HRB]
Lukeinator $100 [C:][I:1HRB][W:][A:][+:]
>>>---COPY --->