Welcome to the world of Dryad Rage!
In this game, you will play as a magical creature called a Dryad; a magical humanoid creature whose life is tied to that of a tree. The greater the tree becomes, the more powerful you will get. If the tree dies, so too shall you. In order to survive, you will need to nurture your magical oak tree and protect it against wave after wave of hostile enemies. If you want to succeed you'll not only need power, but also cunning and the ability to think outside the box!
Each turn a certain amount of Mana will be created by your tree. Expending mana will allow you to do a number of essential things such as improving your characters abilities, improving your tree, healing and reviving players and possibly for casting certain powerful spells. Mana will be shared among all players and its up to you to decide how it should best be used.
To play, fill out the form over here. When you are done, Do not include information about the Locked Skilled in a post in the thread. This should instead be sent as a PM to me. As some of you may already know, I like to keep some secrets from my players. Questions about the game in general may be asked in thread.
Name: What your character will be referred to.
Appearance: What your character will look like. Has little effect on the actual game. If you specify a size keep in mind that your character will likely start out smaller and will gradually grow until it reaches this size. Appearance may change over the course of the game.
Skillsets: A skillset is a broad description of abilities that you may obtain. For example, if you have the skillset "Fire" then you may develop abilities such as "Fireball" "Fire breath" "Fire Shield" etc. Fire is only an example. You should not pick fire as a skillset because trees tend to be FLAMMABLE.
As your abilities are powered by the tree, they cannot be used to directly affect the tree in a beneficial way.
You will designate four different skillsets in your application.
The first one is for your combat style. It must relate to combat.
The second one is for non-combat, I'm excited to see what kind of abilities you can think of that would be useful.
The third one must be related to nature in some way. This one is not restricted for combat or non combat purposes.
The fourth one has no restrictions, but you do not get to actually start the game with it. This is the first "secret" I will keep from the players.
Abilities:
You start with one "Ability" for your Combat, Non-Combat and Nature skillsets. You get to decide what the first one will be. Give the ability a name and a short description of what it does.
Name:
Appearance:
Skillset (Combat):
Skillset (Non Combat):
Skillset (Nature):
Skillset (Locked):
Abilities:
New rules and information will occur as the game progresses. I'll keep a list of the new changes here for your convenience.
- Multiple abilities may be used in one turn. If you choose to use more than one, then each one must be assigned a percentage of your Power Multiplier. For example, ability 1 uses 0.7 multiplier and ability 2 uses 0.3 multiplier.
- Please put your action in the game thread in bold. Bolding actions is not 100% mandatory as of this moment. Your action should also include your Dryad Name so that I do not need to look up who is who.
- When an animal is discovered, its health will be displayed in the thread. It may or may not be hostile. Some especially strong enemies with have an unknown amount of health.
- Without special abilities, you can only move one tile per turn. You will also be unable to stray very far from your tree. As the tree grows bigger its influence will spread; permitting you to safely explore further away. Your map will physically expand when this happens
- Through the use of abilities, or random chance you may gain noteworthy allies or constructions that will help you in various ways. The ones that are meaningful enough for the GM to bother keeping track of will go into the Asset spoiler. If your actions do not yield an asset then you may need to invest more effort into it. Things can exist even without being added to the Asset list.
- Each turn the tree will generate some mana provided unless something is going horribly wrong. The larger the tree is, the more mana you can expect. Mana is shared among all of you which means if you have three mana, only one player can afford the random spell upgrade. It is up to the players to decide how mana may or may not be used. It is worth noting that a dryad needs to be next to the tree in order to be a valid target for its magic. The revival of dead dryads is an exception to this.
- A dead character isn't going to do any good for anybody. You can use mana to cast a spell at the tree to revive a dryad. The stronger the dryad, the worse the consequences are for death. A newborn Dryad will not suffer permanent damage of any kind.
- It is a rule violation to contradict yourself in your action posts. For example, you cannot state in one post that you want to spend mana, then state in your next post that you are not spending mana. Instead you should edit your post to reflect the action you want to take. (It is acceptable to keep a record of the history of you action as long as your intentions are clear)
- A player on the waitlist can take the place of an active player if they post in the game thread with some very specific conditions. In order for this to work, it needs to have been at least 72 hours since the last turn was posted by the GM (If your post is even a second too early it will not count, and only one player can replace a single person which will be the first one to post AFTER the 72 hour period). The post must include the identity of a current player who has not yet posted any action for the current turn. If you do it right and the player fails to post before the GM gets around to updating, then you will be off the waitlist and into the game at the slow players expense!
- For best results it would be ideal if you would always include the name of any ability that you want to use. The GM may not always assume you want to use an ability even if it should seem obvious.
IC Thread (http://www.bay12forums.com/smf/index.php?topic=164014.0)
This spoiler contains the current characters which are on the wait list. If your character is not here, be sure to talk to me to find out why. The list has been arranged in alphabetical order, which is not the actual order of how players will be called to the game.
Scoutlocke: roseheart (Reply #236)
Grumm-da: Evonix (Reply #294)
Below are the characters who are no longer in the game. For active characters, please view the IC thread.
Appearance: Hiver is not an average dryad, which often represents spring or summer. Hiver is a winter dryad, a spirit of autumn and winter. He is lithe with skin like white birch. His hair is made of barren twigs and ice. His eyes are a flawless white. His "hair" only sprouts leaves in autumn, and they only come in fall colors, only to fall out a week or two later.
Winter Hiver is able to create a magical freezing mist to damage and immobile foes.
Autumn Hiver is able to prepare plants and animals for winter, even if they don't normally. This causes them to shed their leaves, wilt, or fall into hibernation.
Weather manipulation: Hiver is able to influence the nearby weather. Warning: Unreliable, especially in the early game
Name: Antler
Appearance: dark green leathery skin, with long straight vertical ridges, with bunches straight, needle-like thorns dotted along the ridges. Also bright pink flowers on top of his head.
A cactus. He looks like a cactus.
Morningstar. Antler throws himself at the enemy, rolling himself into a ball, who then gets hit by a spiky ball of fury.
Regeneration. As long as he has access to water, Antler can regenerate.
Oasis. Antler can quickly grow native wild shrubs in an area around him. These are real plants, and therefore as permanent as normal plants would be, but he cannot chose which plants they will be. Has a higher than average effect on soil quality
Appearance: Leaf is a tall, slender dryad with long dark red hair tied in a ponytail and blood-red eyes. He has no body or facial hair, and his lips are thin and small. He has green teeth, with canines that are unusually long and pointy.
Draw Blood: Blood is drawn from an open wound on an enemy's body, causing massive bleeding. Amount of blood drawn depends on the location and severity of the wound.
Forge Weapon: Uses metal objects/metal to forge a new weapon. Quality of weapon depends on metal used to forge.
Leaf Cloak: The target is covered in a cloak of leaves, making them extremely hard to spot in a forested area.
Appearance: The dryad's humanoid skin is of the variety that is dried and withered away type of skin, with glowing purple eyes. His limbs are lithe and petite that reach out into sharp, veiny hands and feet, that are of unnatural length for the hands and feet. The hair is short and butch style of dark black with stubby ears. He is a rather lengthy yet not wide figure. He kind of looks like a man with Raisin-like skin.
Shadowy Asphyxiation: The target is surrounded by a group of shadowy black tendrils with purple-colored thorns from beneath the ground, the target is selected and the tendrils from the ground try to seize them and than began the process of strangulation by wrapping itself around the target.
Disguise Self: Changes your self into a different body configuration that can be utilized for general deception and manipulation, the chosen character to be changed into has to be anthropomorphic and bipedal. It is utilized with illusory magic, so if the disguised character is touched than they will noticed their hands going through the illusion and all other general illusory problems.
Life Absorption: Once the target is grabbed by the user than the user can drain the physical vitality of chosen target whether it is a plant, creature, or sentient. The target will feel as if their own existence is being drained and sapped by the user.
Appearance: A lanky, pale humanoid that is otherwise unremarkable but for a tattoo on the center of his chest that looks like a U with a square hook on the left side facing inwards. The tattoo on his chest will add to itself as he grows in power, adding more lines and symbols to the tapestry.
Gust: Creates an unnaturally strong wind in an area in whatever direction you choose
Speedy escape: Increases the movement speed of yourself.
Breath of life: Turns the breath in your lungs into air that will heal anyone other than your self that breaths it, you can also move it and keep it together with concentration.
Appearance: A vaguely humanoiid shape of ivy, brambles, and lichen.
Hungry Ivy: Attacks an enemy with a parasitic ivy that will deal damage over time. Can potentially be spread on contact. If an enemy dies under the effect of this ability, the ivy will attempt to compost it. With a low power multiplier, it can take several turns before it starts inflicting damage
Greensignt: Allows Thorn to see though any plant that is within the travel radius around the tree.
To Its Roots: Objects made from plant matter (cords, staffs, arrowheads,etc.) will transform into fungus clusters. Requires direct contact to be made with said object.
Appearance: A beautiful woman standing at 2 metres Not yet at full size tall who has four arms. She has light green skin, toned muscles, lightly glowing green eyes, and long brown hair.
Warform: Channel the power of oak, gaining greatly increased strength and a protective layer of incredibly tough bark covering the entire body. The magical nature of the armour protects against the magical as well as the mundane.
Item Growth: Encourage a tree to grow in a very specific and deliberate way so that it grows a useful item, which will fall off the tree when done. The item can be anything from a simple club to a chair. The items can be imbued with special properties, such as swords with the strength and sharpness of steel, or shields with resistance to fire. Growing such items takes longer than growing items of mundane wood.
Lifeblood: Greatly increase the speed at which wounds heal, to the point where this ability is useful in combat. Requires activation via power multiplier
Appearance: Slightly Shorter then average, with Four arms and Six legs, he is Built like a dark brown Ant Centaur. He Lacks hair, having two "Antenna" like branches growing out of his head. He has four dark green eyes.
Poison Claw: Scratch someone/thing inflicting Symptoms similar to Poison Ivy.
Identify Plants: Gives Basic information about Nearby plants, Eg "REALLY TOXIC" "BURNS WELL" "EDIBLE"
Direct insects: Gives some control over insects, Drive some wasps at that guy's face, Have ants Move that poisonous Mushroom... Ect
Appearance: A handsome man, by default. Always has a wood toothpick.
Bindseed: Flick a seed onto a target and be able to move away from the tree while close to them. Only effective on large targets, you will have issues if you leave a distant area which the seed is in, or if you are outside the tree's influence when the seed expires.
Cleanup: A flurry of punches that can be spread across same-type targets. More powerful the more similar enemies there are. (Clearly this ability was designed with Cor-Mites specifically in mind. I'll allow it.)
Haiku: a 1,3,1 shortpoem that restores his strength, including when distant from tree.
Annoy: While Gid is pretty useless in combat there’s a great deal that can be done by adjusting the texture of surfaces, this can cause enemies to slip on recently reliable terrain and stick to once smooth surfaces. In addition while e cannot affect creatures physically to any noticeable degree e can affect movement slightly, the net effect is that while Gid is using Annoy any monsters within es area of effect have a penalty to dexterity and luck.
Build: The most straightforward use of Gruum-da’s power. This ability simply moves mass around building houses or digging trenches. It can also alter plants but not into any structure alien to the plant, this means with trees and such e can make almost any shape but with for instance dandelions e can’t do much at all due to their very definite and unvarying forms. This ability can’t work in such a way as to exert pressure but can remove the obstruction as it’s working. Dead materials grow slower than plants do. The materials need to be common in the general area. Note that the Dryad Tree is immune to the effects of Build.
Spread Mycelium: Gruum-da can cause the mycelium to spread in es AoE, it is necessary to use this at least once in a tile before any changes more than a few centimetres in scale as Gid relies on the mycelium to move mass around, probably more than once at the start Because the tiles are probably (GM says they definitely are) larger than a meter or so. The exceptions to this are around the tree as the mycelium is already there and large plants already have ways to move mass around and internal stores. Even though it's only necessary once if it’s used longer in an area there’ll be other changes such as simple foundations, denser mycelium and pre-prepared material stores. Must be adjacent to the tree or a mycelium asset in order to use this ability. Mycelium may be used as a resource to empower abilities that specifically require it.
As long as a tile has at least a 1.0 effective level of Mycelium, it will gradually shift to have the effective power level of Grumm-da.
Name: Leaf Vinehead
Appearance: Leaf is a tall, slender dryad with long dark red hair tied in a ponytail and blood-red eyes. He has no body or facial hair, and his lips are thin and small. He has green teeth, with canines that are unusually long and pointy.
Skillset (Combat): Blood
Skillset (Non Combat): Smithing
Skillset (Nature): Plants (cliché, I know...)
Skillset (Locked): PM'ED
Abilities:
- Draw Blood: Blood is drawn from an open wound on an enemy's body, causing massive bleeding. Amount of blood drawn depends on the location and severity of the wound.
- Forge Weapon: Uses metal objects/metal to forge a new weapon. Quality of weapon depends on metal used to forge.
- Leaf Cloak: The target is covered in a cloak of leaves, making them extremely hard to spot in a forested area.
Name: Aster Witheredlock
Appearance: The dryad's humanoid skin is of the variety that is dried and withered away type of skin, with glowing purple eyes. His limbs are lithe and petite that reach out into sharp, veiny hands and feet, that are of unnatural length for the hands and feet. The hair is short and butch style of dark black with stubby ears. He is a rather lengthy yet not wide figure. He kind of looks like a man with Raisin-like skin.
Skillset (Combat): Shadows
Skills (Noncombat): Illusions
Skillset (Nature): Decay
Skillset (Locked): Pmed
-Shadowy Asphyxiation: The target is surrounded by a group of shadowy black tendrils with purple-colored thorns from beneath the ground, the target is selected and the tendrils from the ground try to seize them and than began the process of strangulation by wrapping itself around the target.
-Disguise Self: Changes your self into a different body configuration that can be utilized for general deception and manipulation, the chosen character to be changed into has to be anthropomorphic and bipedal. It is utilized with illusory magic, so if the disguised character is touched than they will noticed their hands going through the illusion and all other general illusory problems.
-Life Absorption: Once the target is grabbed by the user than the user can drain the physical vitality of chosen target whether it is a plant, creature, or sentient. The target will feel as if their own existence is being drained and sapped by the user.
Edited, Again...
Name: Harry Bugg
Appearance: Normal sized man, but with antennae and mandibles on his head. He also has a beehive on one of his shoulders and a wasp nest on the other.
Skillset (Combat): Swarm
Skillset (Non Combat): Pollinate
Skillset (Nature): Call Bugs
Skillset (Locked): (PM'd)
Abilities:
Bees!: Call a swarm of bees to attack enemies.
Pollinate: Call pollinating insects to increase plant growth in an area.
Call Bugs, minor: Call a small amount of bugs to do my bidding.
*note, I do not do well with P.M.s, so I might need to be reminded in-thread if there is something...
Name: Nute
Appearance: Bright eyes, long slender tail, sucker-feet, variable complexion... Proud to resemble geckoes everywhere!
Skillsets:
combat style: Noxious Breath: Your sensitivity and exposure to all manner of chemical is a bad thing... in this instance, for your enemies!
non-combat: Farming: Well, not what those annoying civilised folk think of, but you know how to nurture the parts of your surroundings that you like!
nature: Alchemy: Nature is full of good stuff! And bad stuff too! And loads that prefer weird, variable, curious, and, of course, ugly! You know how to mix these together for Fun!.
The fourth one::
Abilities:
Stink-mouth: Just like skink-mouth, but in aerosol form! Unpleasant odours can have all manner of fun effects, from a mild cough to passing out from the pain!
Best-bush: Everyone has that one plant they knew through their childhood, told all their secrets to, spent their afternoons with, idly conversed with, Ignored when it said utter garbage like "normal people know someone, anyone, anyone at all, of their own species. Don't you even feel lonely?"... You wouldn't want it to be sad, so help it grow, thrive, and mutate! Or dump it when it finds other people to spend all its time hanging-out with and go find a new best-bush that is cooler and better-smelling and provides more shade than the old one ever did!
Compost: One of the simplest things to do in alchemy is kill people. most anything will kill someone if it goes into the wrong part. Those civilised pests waste all their time sticking clean metal in one another's most precious parts when the right twig in a finger would off them with half the effort... But you gotta actually get it into them, so you focus on dragging them into a heap and melting them down into a nice mush with which to nurture your better half...
http://www.bay12forums.com/smf/index.php?topic=164014.0 (http://www.bay12forums.com/smf/index.php?topic=164014.0)
Deadline for applications is a couple of minutes ago! You can still polish up your application for a chance to join later in the game though. Now behold my totally not random at all picks for who gets to play on turn 1!
First turn begins... Probably tomorrow.
Geos
No suspense this time, as I previously mentioned this guy was stuck on the Gridland Survival waitlist and thus received priority seating for this game.
Aster Witheredlock
Decay was a pretty popular theme among applicants. This is the guy who was first, and also the guy who gets to play first.
Leaf Vinehead
This is the first guy to actually get an application in. I really dislike players who take too long to post in my games, and the inverse is also true.
Hiver Frostwild
This player has clearly been thinking about the long term. Without at least one smart player you guys are going to do horribly.
Hikari Sandashi
I was about to give this spot to Tesipha Oakheart, but then realized that they failed to submit their hidden skill via pm.
Nobody! Bam! False Hope! Only five players get to play on turn 1. Don't give up though, you might be able to get in later.
I will never icetalicice puns.
You ever have more fun making characters than playing them?
Name: Has never taken a name, and doesn't mind what she concede as being accurate descriptions, such as "the short one", "brick-like", or "tangles", but dislikes names in general. Alas, owing to her considering herself to be calm and rational, being referred to as a wild animal, fearful beast, or catastrophic monster, tends to send her into a rage, which results in a ball of roots on all-fours charging after people, which has earned the loathed nickname of "Root-Bear".
Appearance: A very short, very stocky feminine form of malleable wood. She would look like some of the broadest fantasy dwarves, yet of impossible beauty as is common amongst magical creatures, but for the presence of her coating. From her entire surface, with basically absolute density, grow roots, approximately ten centimetres length and tapering from about a centimetre-and-a-half of circular diameter in most places, that spontaneously braid as they grow. She regards herself as being rather immaculately braided, but most observers have difficulty telling it apart from a tangled mess. She also has difficulty comprehending how unnerved others become at her lack of surface detail. For her, the roots magically fail to obscure her senses, she sees, feels, hears, and smells just as most others do, but others find it odd and often unnerving that something with a thick covering of roots that obscure every detail of its surface with multiple layers could act normally.
Regarding herself as a scholar, she has long studied the workings of words, and found great magic that responds to them...
Skillset (Combat): Battle Poetry
Skillset (Non Combat): Truenaming
Skillset (Nature): Tree Singing
Skillset (Locked): not bothering at this point. but will come up with something if such is appropriate for a second character... Or The G.M. assigning something appropriate/random is also fine!
Abilities:
Battle poetry: The art of telling tales with force
Limerick: A quick, simple, piece of wordplay that invokes slapstick. While primarily associated with lewdness, this rarely offers a combat advantage, so the limericks focus on opponents failing to perform basic combat tasks, such as remaining upright, travelling in a straight line, holding a weapon, that sort of thing...
Truenaming: To study a thing to gain power over it.
Gease: A small piece of a truename can be bound to a purpose, compelling a creature to perform that purpose. Still, the majority remains its own, and the name is unchanged, so retains its own underlying nature. Particularly arduous or dangerous tasks will usually be resisted, and retaining the presence of a thing would require the whole of the gease, so this is only really useful for infusing the local inhabitants with a compulsion to perform single, simple, specific helpful tasks.
Tree Singing: To invoke a song within a plant, to give it strength and passion.
Song of Strength: Causes a plant to become sturdier, hardier... better! helps plantlife survive inclement things, such as difficult weather, or combat...
Name: Antherus
Appearance: Slightly Shorter then average, with Four arms and Six legs, he is Built like a dark brown Ant Centaur. He Lacks hair, having two "Antenna" like branches growing out of his head. He has four dark green eyes.
Skillset (Combat): Poison
Skillset (Non Combat): Plant Knowledge
Skillset (Nature): Insects
Skillset (Locked): PM'd, Sooner or later...
Abilities:
Combat: Poison Claw: Scratch someone/thing inflicting Symptoms similar to Poison Ivy.
NonCbat: Identify Plants: Gives Basic information about Nearby plants, Eg "REALLY TOXIC" "BURNS WELL" "EDIBLE"
Nature: Direct insects: Gives some control over insects, Drive some wasps at that guy's face, Have ants Move that poisonous Mushroom... Ect
Name: Codex
Appearance: A green female human-shaped dryad made of code, with long black hair, and the body is transparent. Has dark purple eyes and psychic energy emitted from her fingertips.
Skillset (Combat): Code
Skillset (Non Combat): Technology
Skillset (Nature): Psychic
Skillset (Locked): i'll pm you
Abilities:
Haywire Protocol: Attempt to shutdown, or even control a mechanical enemy!
Insanity: Attempt to inflict a negative mental effect. From panic, to cowardice, or maybe even letting down guard! Of course, stronger effects like mind control and the like are harder to pull off.
Blink: Teleport to anywhere on a tile a Dryad is on. This can be used to cover wide distances, or gain a vantage point. Can deviate up to .5 tiles per tile traveled.
Also, here's a (short) backstory.
In the year 2568, a time travel test goes horribly wrong, and the test pilot goes missing, and all that's left is a dryad made out of code and psychic energy.
I guess i am just gonna make a char and hope that i can get into the game at some point.
unfortunatly i have to go somewhere and do something right now so i will be back in about couple of hours and do it
Name: Lazrus
Appearance: Albino Dryad with a hood and robe covering his whole body,cant see much of his covered face besides a large beard which is ofcourse white
Skillset (Combat): Steam
Skillset (Non Combat): Guitar
Skillset (Nature): Lifegiving
Skillset (Locked): Abilites:
Steamball (steam) - Creates a Steamball (basically imagine a fireball but made of steam) which is fired at a enemy
Beautiful Playing (guitar) - Play's a beautiful song that helps plant's grow and calms down anything around him
Secound Chance (lifegiving) - Give's anything a secound chance by wraping it's body with vines and leaves of all sorts,and restoring its life essence YES,i know it sounds really like necromancy but it's kinda like good necromancy