Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Zako

Pages: [1]
1
General Discussion / Songs to play when you're feeling evil?
« on: October 30, 2010, 07:08:07 am »
Some inspiration needed here. What are some songs you think would suit the situation when you just did a particularly evil deed in a game and are quite proud of it? I personally think that the song When you're evil by Voltaire is a nice one.

Post your suggestions!

2
Ok, I have had a hankering to do one of these for a while and I've decided to give it a go, just for the hell of it.

The basics:

This is a freeform game for four (4) players only, since I want to make it easy on myself and updating the status of multiple players becomes tedious. There will be no dice rolls, no random things unless I think there will be and anything you say in your action will auto succed unless the situation demands otherwise. How you play is simple: You each state what you want to do for your turn in normal english and your character will do their best towards that action. You must remember that this action can be impacted by multiple things (eg injuries, enviromental hazards, distractions etc) but you can word your action to take consideration of these impacting factors. (eg You wish to walk across a thin beam, which is difficult but because your character sees a rope hanging parallel above it, you can have your character hold onto this rope to make it easier to walk across, if you wish.) Fighting will also be handled this way, by stating the places that your character tries to hit or ways that they hit their target.

Your aim is survival. Mainly. Your life is paramount to your character, but you should also keep in mind the various things you can, or should, do to make this easier for yourself. You can help the other characters or players if you wish (this will certainly make some things easier for you in some cases), or go off on your own (may also be easier in the situation or may even be nesscessary). If you want to help other players or characters, you should state how you help them.

Status will also be simple, they will look like this:

Name
Health
Weapon (ammunition currently loaded will also be shown here)
Special clothing
Inventory
Any special exceptions
Location and current state if applicable

You must supply a character setup if you want to play which should be like the following:

Name
Looks (short and brief please)
Height (Either tall, normal or short. This will have an effect on your gameplay since tall people will have an easier time climbing things, reaching for things and have a longer arm span, but will have trouble ducking under things and fitting in small places. Short people will be able to duck under things better and fit in cramped spaces easier as well as being harder to hit, but will have trouble doing things that tall people will have an easier time with.)
Weight (Either light, normal or heavy. Heavier people will be natually stronger but harder to lift, light people will be able to shift their weight easier but will be weaker. Short people have a maximum weight of normal and tall people will have a minimum weight of normal. If you chose a height of normal, you can be any weight.)
History (I will supply these with the begining of the game, you can choose ONE. Each has it's benefits and each is different from each other.)

If you have any advice or questions about anything, just ask and I will answer.

Now, to set the scene!

Times have been good for Oswald Jones. He had recently made another 30 million dollars this morning and had even got a good review for one of his hotel's that he owned. Naturally, being a billionaire, he wanted to make the most of his money and decided to accomplish this by making even more money. He decided he would accomplish this by building a large themepark/museum on a private island that he owned. This location was important to him as not only would the island, being in the tropics, would set the overall theme of the park, but because he owned it he was less bound by the laws of the nearest goverment that decided what he could build there. Being in the tropics, he first decided that the museum would be about dinosaurs, since he loved them as a child and wanted to share his love of them to others. The park on the other hand would be themed as an indiana jones movie, which would suit itself with the natural character of the island which not only had a large cave system, but also a extinct volcano, which he was sure the tourists would love to visit.

After the construction was finished on the themepark, he decided that there would be a large hotel on the island, to take advantage of the tourists limitation of what they could see in one day, after all, how much tour guides can someone take part in inside a single day without a rest. He made sure that the hotel was not only top of the line, but that there was also many hiking tracks and tours all over the island.

In short, after making a money machine that spanned over 20 square kilometers and many more with the tracks, he decided that he should celebrate with a selected group of people, namely his family and a few trusted business partners. Most of the staff would arrive later in the week, but he was sure that they would all enjoy some time off.


History selections: Distant relative, minor business associate, early staff member.


3
I don't know how to do this! What I wan't is a world that has a lot of sheer cliffs in the mountain areas (think 2D dwarf cliffs) and evil areas next to them. But, how do I make that in the world generator?

Can you guys give me a hand and post a solution? It's for playing the grimdark dwarves mod in case you wanted to know.

4
Forum Games and Roleplaying / Zako's Zombie appocalypse!
« on: March 15, 2009, 03:32:48 am »
Yes, I have decided to screw waiting for a spot in org's and make my own! It will be different from others that you have encountered and perhaps you'll like it, or maybe not. Either way, whatever.

Basic rules:

Spoiler (click to show/hide)

Character creation and stats:

Spoiler (click to show/hide)

A new feature in zombie games: Sanity!

Spoiler (click to show/hide)

Attacking, defending and moving around:

Spoiler (click to show/hide)

NPC's (Non Player Characters):

Spoiler (click to show/hide)

Your turn:

Spoiler (click to show/hide)

Stats explaination:

Spoiler (click to show/hide)

So, if you missed all that, heres some general guidelines:

Spoiler (click to show/hide)

Here is the layout for a character that you post if you want to join! No reserving spots!:

Spoiler (click to show/hide)

And now for the skills and penalties list!:

Spoiler (click to show/hide)

Mindsets:

Spoiler (click to show/hide)

Starting Items:

Spoiler (click to show/hide)

OK, thats pretty much it! Tell me if there needs to be something adjusted and I'll see what I can do.

5
DF Community Games & Stories / The Engine: A survivor's tale
« on: January 26, 2009, 08:57:40 am »
I'm making a new story for you readers out there. I won't say what its about, but it hopefully should be interesting reading, with not too many pic's so to make it easier on me.

It needs some prep time though, so I need your help! I need the following links:

A mod for cyborgs that works with tweak

Advise on RPing (you can just say it here)

7 volunteers to partake in the story!

Thanks in advance!

6
DF Community Games & Stories / DF paranoia - A new type of comunity game
« on: January 14, 2009, 07:38:05 am »
I just thought this up! You know the game mafia that has been roaming around recently? What if you could transfer these concepts to DF and give the nobles a true calling? This is DF paranoia and I invite you to join in!

IF YOU DARE!!!

Rules:
Spoiler (click to show/hide)

The roles:
Spoiler (click to show/hide)

The backstory:
Spoiler (click to show/hide)

10 to 20 people max!

7
DF Dwarf Mode Discussion / Metropolis ideas?
« on: November 30, 2008, 08:18:12 am »
I'm currently planning to make a huge fort for 500 dorfs and so far, it looks a bit plain. Can anyone suggest ideas for stuff that's really dwarven/cool?

Currently heres what I have: The layered bedrooms have balconies with handrails, the nobility live in a self sufficient castle with magma moat and there is a nice temple district.

8
Roll To Dodge / RTD - Into the Depths!
« on: November 23, 2008, 09:41:54 am »
I have decided on making an RTD myself and I would like to start off with some stuff that I think is pretty neat from other rtd's.

Rules:

5 players start with more joining later.
No que.
No supernatural abilities unless otherwise stated.

The GM (Game Master) posts a situation you, the players, are in. You then post your actions, exactly one action per turn. Once all players have made their actions, the GM posts again, with the results of the actions and the state of the world around you. After which you post actions again, ad infinitum.

The action results are defined by a six-sided die roll:
[1]: Epic Fail. Whatever you tried to achieve, you didn't, and you made it worse.
[2]: Fail. You didn't, or couldn't do what you tried to.
[3]: Meager success: You didn't fail, but you didn't succeed either. Like trying to sit on two chairs but ending up on one.
[4]: Success: You succeeded in your plight. All consequences are now your problem.
[5]: Epic Success: You succeed in the most positive way possible. The universe will bend to your will.
[6]: Overshot: You achieved what you tried to achieve, but you made it worse by doing so in the most inhumanely overpowerful way possible. Casualties are inevitable.

In addition, if at any time something threatens you, you get a free roll to dodge it. If you end up in a very bad situation as a result of the first dodge roll, you may or may not get another free roll to narrowly escape death.

Quote from: RTD Extended 1.6 ruleset:
Swarm rules: Each successive dodge roll during a turn, unless it is a dodge against the same object or character, will get a -1 bonus.

Status rules:
If you are Stunned, Dazed, or otherwise receive a temporary penalty to overall or individual rolls, this penalty lasts until your next action is resolved, and not through the whole turn.
If you receive a long-term effect that has the potential to alter itself, you get an Effect Resistance roll immediately after your action is resolved to determine the spread and consequences of the effect.
If you are Unconscious, whatever penalty you receive will not reduce your roll score below 2, unless stated otherwise.
If you receive a mortal wound but are not killed outright, you need to pass a roll to avoid death at the end of every turn.

Combo rules:
You can spend your turn to help another player achieve his goal. If your roll is higher, it is taken as the success roll for the action.
You can also spend your turn to botch another player's action. If your roll is higher, its opposite is taken as the success roll for the action.
In both cases, individual player rolls determine what happens to the players in the course of the action.

Action rules:
Some actions may be considered "free", depending on the circumstance, and not require a roll.
As such, these actions can be paired with normal actions without penalty.

NPC rules:
When interacting with NPC's, a player can affect the action choice of the NPC via persuasion or hypnosis. In any case except direct physical control, the action of the NPC will be carried out in the NPC phase.
In extreme cases, regular players can be treated as NPC's. In these cases, the action will be carried out by the player in his own turn, and the effect that changes his action will be considered a positive Combo.

Supplies:
You must eat and drink each turn to stay healthy, but supplies will be limited so you must find more! Any bad side effects are decided by the gm. You die of starvation in 6 turns without food, and 3 turns without water.

Benefits:
All players start with a physical benefit at the start of the game, and all new players also gain this. You must choose from the following:

Strong: Bonus with doing things that involve brute strength. (eg lifting, carrying something heavy, shoving things and using weapons like clubs and heavy axes. Also counts for two handed weapons.)
Agile: Bonus for doing things that involve a measure of dexterity. (eg Jumping, running, trap avoidance and using things like swords and some axes. Also counts for throwing weapons.)
Tough: Bonus to survival throw, among other things...
Luck: Who knows where luck may come in handy?

Permadeath is in effect. This means no "ghost" characters, but the player can still get raised and isn't kicked out at once.

Quote from: Roll To Think (AI)
Any character that is not controlled by a player, be it because he is on AI, or insane, or mind-controlled by an NPC, or just about any other reason, will have a roll determine the general aim of his action for the turn. NPCs usually have an aim in mind, but insane NPCs follow this mechanic as well. The roll effects are relative to the players, specifically:
[1]: The character will do something VERY detrimental to the players. From going on a muderous rampage to destroying something the players need.
[2]: The character will do something detrimental to the players, and beneficial to him. Attempting to steal someone's item, killing a friendly NPC, pulling a lever that opens the exit and closes the treasure room with all the players, they all go here.
[3]: The character will do something for himself, without specifically aiming to do anything to anyone. Excercising, gaining skills, picking up equipment, just killing a horde of elves because they happen to be there, all fit here.
[4]: The character will do something that benefits him and the players both, usually helping in an action or just doing something the rest of the team is doing.
[5]: The character will do something beneficial to the players most. Finding a hidden button to stop some deathtrap, endangering himself to heal someone, etc.
[6]: The character will do something good for the team, but will be very excessive in his approach to the problem. Shooting a closed door with a rocket launcher to open it or summoning a nuke to destroy a nearby band of brigands will go here.

Enemies in this state will be less inclined to help the players even on high rolls.

9
DF Community Games & Stories / The Dwarven Vault - future sucession game
« on: September 30, 2008, 10:33:35 am »
Greetings!

I am a fan of sucession games, love em. And yet I have never made one before.

This will change! Heres the details of the game:

The game is about the events of a post armageddon world, where a group of dwarves go into hiding when the world is no longer a safe place. The world has been overrun with the living plague. Civilizations everywhere are scrambling for safety and a group of 24 decide to take their safety into their own hands.

We have 23 spots open for players to claim (I have taken an extra one for myself), reguardless of gender. If you want male and yet get female, well thats how it is. I'll try my best to go with what everyone wants, but if there is a bit of an unbalance then I WILL have to even it out. Be warned.

I will be using tweak to start us off with 24 dwarves but other than that, everything else goes by using the vanilla build of DF.

What else I have planned will be explained at a later date when we have started. And remember, what happens, happens and this includes injuries!

For your characters, state their name and profession as usual. And god speed!

----------------------------------------------------

Player List

Aardvark - Captain Affy - axedwarf
Glacies  - Viktor - marksdwarf
muwahahaha - Kornash - swordsdwarf
Goldsie - Goldsie -Miner/Mason/Engraver
Foa - Schmoop - Marksdwarf/Siege Operator/Siege Engineer/Mechanic/Architect/Trapper/Butcher (Jezus...)
webadict - Webfarmer - Farming/Cooking/Brewing
kurisukun - Sockmaker - Clothesmaking/Weaving
thunderclan - Fireheart - Mason/Gem Cutter/Gem Setter
Sukasa - Lugnut - Mechanic
(name here) - (urist) - Miner
Celebrethil  - Sterling - miner/mason/engraver
Duke 2.0 - Duke - Farming/Cooking/Brewing
inaluct - inaluct - Tanner/leatherworker/Butcher (Because I can)
Zako - Zak - (Bone/Wood/stone) crafter/pacifier/consoler/flatterer/organizer
Tibbles - Tibbles - Miner

Up for grabs (1 dwarf per player, people already playing cant claim one!):

1 Grower/Thresher/Miller/Herbalist
2 Self appointed nobles
1 Speardwarf
1 Marksdwarf
1 Metalsmith/Furnace operator
1 Animal trainer/Caretaker
1 Woodcutter/Carpenter
1 Armorsmith/Weaponsmith

10
DF Dwarf Mode Discussion / Good seeds for new version
« on: July 16, 2008, 08:15:37 pm »
It appears that we all need new seeds because of the new version and some of us (namely me) are too lazy to search by hand for new sites.

So has anyone found any good spots for a fort? If so, chuck 'em right here for all to see.

11
DF Dwarf Mode Discussion / Some advice for a defencve setup...
« on: June 27, 2008, 05:25:13 am »
Hi there!

Im new to the forum and i have always been a big fan to DF. I've had some decent forts in my time and yet i am still not all that good at defence.

What i would like is some advice on defence by using terrain to my advantage, but at the same time making as little constructed walls as needed. (I want it to look like it has been carved out of the earth.) It should be easily maintained and effective but not boring if you can help it!  :)

Here is a map of where my brand new fort will be: http://mkv25.net/dfma/map-2353-silverblood

All advice is welcome! (Is it spelt defencive or like how i got it now?)

Pages: [1]