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Topics - Nirur Torir

Pages: [1] 2 3 ... 6
1
This is the thread for players and the GM to post game turns for the game. Discussion thread is here, please use that for posts other than turns.

2
Years ago, there was a small string of forum games based on Civilization. I want to bring one back.

Players each have one city, with an urban center and surrounding rural hexes to upgrade and assign workers to. They explore the world map, looking for neutral villages, interesting places to exploit by building outposts, and if they're lucky, ancient ruins from before the calamities. Research new technology, both common techs and unique faction techs. Train large armies. Meet other players and have peaceful diplomatic talks.

Our ancestors had a golden age of bronze and magic, shattered by greed, ambition, and magic too great for mortals to handle responsibly. Hundreds of years later, the winds of cataclysm finally abate. The surface still lashes out destructively at times, by wild magical discharges or more natural weather. Still, it is growing less dangerous every year, and the time to reclaim and rebuild draws near.

Quote from: Sign-up sheet
Civilization and city name:
Race and society: Do you have a military order of spartan surface dwarves, let by a trio of generals who share power equally? A group of philosophical party hobbits lead by a philosopher king?
Theme: A brief, abstract description, of up to 5 words, which will be the main feature defining your strengths and weaknesses. Peaceful Farmers, Decentralized Druidic Horsemen, utilitarian military-industrial merchants, etc.
Brief History of the city and its surroundings: Important for creating the city map and start conditions. Did a magical bunker complex run out of power, forcing your people out and into a hilly river valley? Are you leading a group that fled encroaching desert in boats, forced to land on and make due with an archipelago? Especially difficult starts may be balanced by being near valuable resources on the world map, but you'll still need to find them and have the strength to colonize them.
Magic type: One word, such as Elementalism, Hydromancy, Arcane, Divine, Astral, Enchantment, etc. This will be the general magic theme for unique magical researches.
Racial Frequency: Common, uncommon, or exotic.
Spoiler: Racial Frequency (click to show/hide)

Descriptions can be simple or complex.
Spoiler: Example Race (click to show/hide)

To keep players on a relatively even science playing field, each player will have a limited tech tree per era, and only a limited number of slots for researchers. Eras will begin to advance once someone researches all their technology, and those that do will have a golden age for the remainder of the era.

It is expected that players will look at each others' turn and results posts, but try to avoid meta-gaming too much.
To be respectful, please write your turn up before looking at other' posted actions, don't change your orders after seeing where your rival is sending his army, and try not to base your actions off of what others are doing behind spoiler boxes in any case.
Reading the results of their actions in my post before you write yours is allowed (IE, feel free to do "you found a ruby mine, I want to trade my emeralds for them."). Please spoil turn posts. Feel free to redact secret actions and PM them to me if you want to be particularly discreet. You may occasionally redact innocuous actions if you really want to be sneaky, but please don't do this every turn.

3
Forum Games and Roleplaying / Spam Space Colony. Turn 7. This is bad.
« on: August 03, 2022, 03:48:29 pm »
GET IN THE COLONY SHIP, YOU'RE BUILDING A COLONY!

Who's your group?
A) Dissatisfied scientists
B) Dissatisfied factory workers
C) Dissatisfied farmers
D) Dissatisfied space miners
E) Dissatisfied bounty hunters
F) Dissatisfied university students

How heavily sponsored are you? More initial resources are good, but this comes with Expecations.
G) None, fully self funded
H) Light
I) Heavy

Who made your colony ship?
J) Dynamax Ltd. - Dynamax colony ships are designed to crash-land and be cannibalized for parts, maximizing the amount of resources new colonies can start with, at the cost of no initial orbital presence.
K) Astrosurf Tech - Astrosurf ships remain in orbit, launching colony supplies down with drop pods and shuttles. They can carry the least cargo for the money spent, but retain a freighter that remains fully functional for as long as the freshly settled colony can maintain it.
L) Hyperion Inc. - Hyperion prefers a hybrid approach. Their modular ships detach select peices to land on the planet, while most of the superstructure of the ship remains in orbit as a medium sized station. It's much easier to maintain than an Astrosurf vessel, but care must still be taken to begin early fuel production to power the shuttles.

GM notes: This is a suggestion game. Everyone controls the same faction.
Plan voting formats are in effect, and be aware that there are synergies and anti-synergies. Astrosurf + Self Funded, for example, would result in a significantly more difficult scenario than Dynamax + Self Funded.
Trap options that might end the game, immediately or as a death spiral, are enabled. Beware.

4
"Hear me, Saviors of Terra. I have failed to stop the yerks, and will die for my hubris. I leave you with the key to defending your Earth, the morphing cube. I fear what would happen should it fall into their slimy grasp, but for reasons known to none, the fate of the Earth is tied to the fate of the cosmos themselves. You must save it.

This device will allow anyone who touches it to tap into the Cosmos Force and morph into their favorite characters from human anime. Only human anime. The Cosmos Force is a fickle thing."

-- Elfangor, moments before his death at the hands of Visser Prime


This game was inspired by Remalle's Roll to Animorph, but will be sillier.
Expect OOC knowledge from the books to be unreliable.

6 player limit.

Name:
Background:
Description:
Trait:
Character tropes: (Optional)
Favorite anime characters: (May list anywhere from 1 to 5, based on real anime. Must include a wiki link, optionally but preferably also write a brief description of the character and their powers. There are balance rules that you do not know yet. Your character does not necessarily need to know the character well, merely have them as their favorite.)

5
Roll To Dodge / Roll to Solve a Tower of Hanoi Puzzle (It has been solved)
« on: December 18, 2021, 10:14:10 pm »
You awaken in a room, clueless about why and where. The room is a circle of smooth white walls, white floor, and a white ceiling. A circle of electric lighting runs between the wall and ceiling, all the way around the room. There are two solid looking doors across from each other, smooth and with no doorknobs. On one wall between the two is a speaker. On the wall opposite the speaker hangs a simple street sign, with a picture of a monk meditating.

In the middle of the room is a Tower of Hanoi puzzle. There are three sturdy-looking wooden poles as tall as the average man's neck. On one of the side poles is a stack of seven large stone disks. The largest is at the bottom, and each is smaller than the one beneath it. They are thick enough that the seventh reaches the top of the pole. They look heavy.

You might have tools or special abilities that will help you solve this difficult and exciting challenge, but you'll have to roll to equip them.

6
Forum Games and Roleplaying / Dorf Clicker: Adventures of a Terrible Idea
« on: September 20, 2020, 03:04:15 pm »
You are a Urist in a redwood forest.

[]Forage for food
[]Strike the earth

[]Build a home - Next costs 5 stone, 3 space

7
Roll To Dodge / Scrapyard Engineers of Thaddeus III (PvE Arms Race)
« on: June 17, 2020, 02:18:20 pm »
This RTD is heavily inspired by Arms Race games. 5 players, all designers. Physics are soft and squishy.


Humanity has ruled the galaxy for thousands of years. Empires have risen and fallen with each warp collapse.

First was Humanity United. They disintegrated as hyperspace vanished and our hyperdrives failed. We learned to go faster than light by warping physics. Eventually the rules of the universe rebelled, and activating a warp drive created an uncontrollable black hole. Once again, every system was isolated. Then we discovered node travel, and our ships sailed with node drives. They weakened over time, needing to be rebuilt ever bigger. Nodespace stabilized when huge stations could support them, flinging our starships relatively short ranges.

One day nodespace became inaccessible. We eventually created our own copy, though synthspace was a poor imitation. For the next thousand years, we could directly connect people with miniature ground-based synthspace stations, but could not build them large enough for anything bigger than a fighter jet, and space engineering atrophied. And then our synthspace stations all exploded at the same time, and could not be rebuilt.

This time, it took barely a generation to rediscover FTL.
This time, it is actively dangerous.

A) Immaterium travel - We've discovered what seems to be a bizarre variant of hyperspace. Or we will have in thirty years. A large warship appeared in a trinary system one day, apparently from the future. We reverse-engineered their engines and figured out how to build more. The Immaterium hurts to exist within or look at, and ships keep going missing. Some blame demons.
B) Nodespace Rippers - We've re-opened nodespace, and can make our own node lanes. They're much easier to travel, but tend to collapse. Our crews feel very uneasy in Nodespace, like something is constantly watching, annoyed and biding its time.
C) R'lyeh Drives - A fanciful name, by a brilliant but slightly mad physicist. We understand nothing about how it works, but it appears to teleport ships directly and instantly. Occasionally crewmen vanish after activation, or strange symbols and mundane objects appear in the ship.
Write-in? Must be similarly exciting.


The King of Thaddeus III is worried about nearby polities mobilizing, and has started rebuilding the military.

The planet has always kept an extensive collection of obsolete ships for historical preservation. You are all expert level specialists in archaic starship technology and engineering. You're the closest the planet has to starship engineers, and have been hired or conscripted to lead your own design teams.

Each of you have made one major design already, and it's in production now. You don't know what the FTL method will be, and may have to retrofit these ships to use it later.
To emulate an initial ad-hoc fleet, PM me your starting designs and specialties. I will ensure that there aren't duplicates for roles, but there may be similar roles -- a fighter and a long ranged interceptor are allowed together, but not two interceptor designs. If your design relies on another role, such as a carrier(strike craft) or boarding shuttle(marines), and nobody designs one, a scrap-quality variant will be provided.

Each player will submit 1 starting design, and either 1 primary + 1 secondary specialty, or 3 secondary specialties. Narrower specialties are stronger, while something as broad as "weapons" will only negate the unskilled penalty.

Feel free to make up fluff for your design, and include the armament, ship's intended role, and if it has any particularly notable systems, such as an oversized shield generator. It may be entirely new, cobbled together from old designs, or just a rebuilt old design you've found and fixed up.
Starting designs will be pretty good, but the goodness might be spread thin if you try to put too much on -- If you have too many different useful systems and weapons on your battleship, you won't understand them as well. This might cause problems with using them on different designs, and they'll probably have various flaws.

Physics are soft, but don't start too exotic with your designs. You're around the laser and plasma portion of the tech tree, not the black hole missiles and living psi-ship era. You may start with such advanced specialties, but it will take time to redevelop functional and practical designs off of it. Building advanced designs early would likely be limited run vessels built around devices pried off ancient hulks and renovated with make-shift spare parts.


Your actions will be slightly stronger than revision actions in a traditional arms race. A player should spend a full turn for a new type of weapon, or might try to resize a Rockbreaker Cruiser as a frigate, with weapons upsized from Fighter IX. Multiple players may work together on a design, either to help on a single design, or to design a ship using a component that another player is making this turn.


To sign-up, post your character name and vote on FTL. Remember to PM me your specialties and design. If you write character fluff that hints at your specialty, please wait to post that fluff until I post the starting designs.

8
Forum Games and Roleplaying / Heroic Lineage [SG]
« on: February 19, 2020, 09:37:05 pm »
This world was once peaceful. But civilization continues to spread, and stirs the notice of darker powers from beyond the veil.

The once great wizard, Draconis, reached too far in his studies. The tiniest spark of corruption in his soul was all it took, and he led his order to the ruin of the mighty Kingdom of Ravenspire.

A hero arose to slay him, as often happens, and the world was saved. The goddess Elena blessed Jaurice and his lineage, so that the world would be protected for generations to come.

This is the story of a family of heroes. This is the story of a world beset by darkness across the ages. Will the heroes save the day, again and again, leading to a golden age of advancement? Or will they fall and allow evil take over, their descendants barely able to eke out a resistance while civilization crumbles around them?


The goddess has granted your lineage a blessing. Pick one.

A) Blessing of Might - A hero with this blessing will be significantly stronger, faster, and tougher than a normal human. Some will even be able to defeat a dragon in single combat. Even an untrained child might become strong enough to save the world.
 Pros: Leads to strong heroes with little training. There will usually be another hero getting the blessing after a total party kill. Recovering from catastrophic failures will be easier. May, rarely, result in a hero with immense potential. Has the potential for an older hero with the blessing to fight alongside a blessed hero from the current generation.
 Cons: It only very rarely strikes twice in a generation until the first chosen falls. Has the tendency to lead to lazier heroes with limited skill ceilings and worse supporting party roles from family. Strength of blessing waxes and wanes randomly or with ???. Fewest family techniques to pass on and improve.

Choose this if: You want to always have a strong hero ready to stand up to the darkness.


B) Blessing of Desperation - Even when the battle is at its bleakest and defeat seems certain, a spark of hope remains. Everyone the hero has helped along their journey will give them a bit of strength in their darkest hour, often granting a powerful new skill or ability related to the situation and hero's skills. The more people they've helped, and the more renown they have, the stronger it will be. It can never affect any given person more than once, but they may teach a weakened form of what they gain to their descendants.
 Pros: Can affect multiple family members of one generation. Can inject supernatural powers into the family. Usually triggers before heroes die, giving them a chance to survive.
 Cons: Heroes have to actually go on an adventure and help people to get any real effect, and it's weaker if it triggers early or if too many bloodline heroes share the adventure (Two would get slightly weaker boons than a lone hero, not half strength boons). Lineage members are otherwise mundane humans. While supernatural abilities can be taught to descendants and passed down indefinitely, this only works for direct descendants being trained in person, by their living forefathers.

Chose this if: You want a party with varied abilities, able to collect new abilities over time.


C) Blessing of Will - Nothing can shake a true hero from his or her path. Nearly everyone bearing this bloodline will have unbreakable dedication. Training will be easier and more common, granting a larger pool of potential lineage heroes, and even estranged family members will likely stay in fighting shape.
 Pros: Will affect everyone of your bloodline who remains non-evil and of story relevance. Heroes trend towards having high potential skill levels. Family more likely to remain at high readiness and suffer less skill degradation during an extended Age of Peace.
 Cons: Other than the willpower, lineage members are fully mortal, with no supernatural abilities beyond what's available to everyone else in this high fantasy setting. Such a martially focused family is less likely to pursue jobs such as merchants or craftsmen. May be vulnerable to loss of institutional knowledge, leaving you with the same martial training available to everyone else.

Chose this if: You want a family dedicated to being heroes, and to reach the peak of mortal power.


D) Custom Blessing - Or suggest your own. An ideal blessing is one that would go well on a shonen protagonist.


Choose a civilization level:
A) Fall of Ravenspire - For all practical purposes, the Kingdom of Ravenspire was the civilized world. Without Ravenspire holding everyone together, the world has entered an era of petty warfare, and many regions will rapidly descend back into tribalism.
Technology is roughly equivalent to Western Europe after the Fall of Rome. Recent ruins are common.
Magic is still largely unknown, practiced only by sparse wizards and shamen. How Draconis gained so much power is unknown, and most places will fear magic for generations.

B) An easy resurgence - The Kingdom of Ravenspire was a major kingdom, and its loss will be felt for a generation. But in the end, Ravenspire was just one kingdom among many, and ambitious nobles already plot to expand into it.
Technology is roughly equivalent to the High Middle Ages.
Magic is starting to become well-known, with nobles often learning at least a few cantrips, and early societies are forming, dedicated to its study.

C) Embers amongst ash - Draconis dealt crippling damage before Jaurice was finally able to defeat him, and demons now lurk in the nighttime shadows. Pockets of humanity still stand against the darkness, for now. Perhaps we will rise again, as we once did in ages past?
Many opportunities exist for heroes in this time, if they can brave the risks.
Technology regresses to early iron age. Recent ruins abound. More ancient ruins exist, from an even more advanced civilization.
Magic is commonplace, and often necessary for survival, although much advanced lore is now lost.

9
Years back, there was a game on this board set a short distance in the future, about colonizing space and backstabbing each other. We had a senate, who elected a leader, and various player-given positions like planetary governors and admirals.

I had the idea to run a game like it, and wanted to see if there was enough interest.

Ideas:
-Secrets. There will be a main thread for with commonly available information, like the reported planet statuses. There might be two threads, if we have two colonies. A governor might decide to skim funds and lie about the planet's income, which will only be revealed if someone looks.
-Players can get skills and traits, and should have some influence over them. These will be kept secret. You might develop spying skills, or industry skills to boost planet income, letting you take some yet still have the planet look prosperous.
-Perhaps skill training costs can on a steep curve? Pay $1000 into training for x1 XP, or $10,000 for x1.5 XP.
-Planets need things for governors to do. Research, industrialization, trade development, terraforming, infrastructure, military/naval training and construction. 2 players should be able to develop a planet together in different areas, but there should be some form of stacking penalty. Otherwise the optimal strategy would be for everyone to sit in the capital until it's fully developed.
-Riots! Splinter factions (PC or otherwise)! Aliens! Meteor showers! We need threats and crises!
-FTL eventually, colonizing new systems and adding another level of disorganization, for more backstabbing potential.
-Crusader Kings 2 style stats for players? Those are fun, but it might not be fun for those who roll below average.

For a setting, I think it would be fun to have a STL generation ship entering a fertile system. It gives us a few turns to settle on one planet and lightly organize the players into some form of government, and then we get enough fuel refineries to shuttle some goods back into the colony ship and scatter the players along the system.
We could have two sister ships entering the system at the same time, giving us two colonies and maybe two threads. It gives natural competition, but might make backstabbing your own colony less tempting.

Any interest? Any other ideas, or building off of these?

10
Forum Games and Roleplaying / Alien Protectorate, Earth (Spam)
« on: April 14, 2019, 03:36:31 pm »
They came, they conquered. In retrospect, we never really had a chance. But it's not over for Humanity, and our story goes on.

How did they invasion go?
A) For their own reasons, they started with the lightest forces and increased the pressure over time, until we broke.
B) They hit us with overwhelming force, and it was over as soon as it began.
C) They spent the last few decades infiltrating us, and won with the support of our governments.
D) They just started colonizing Earth and sweep us aside as bugs when we get in the way. They're that far ahead of us.

Who are they?
E) Amoral aquatic blobbos. They're interested in !!SCIENCE!!
F) Violent psychic ferrets. They're interested in conquest and war.
G) Emotionless servant greys. They're stewards, trying to prepare the galaxy for their mysterious masters.
H) Parasitic backstabbing slugs. Our new overlords seem to have conflicting goals.

What do they want with Earth?
I) Soldiers, to be thrown into a war.
J) They have a way of farming and harnessing our life force.
 J2) Magic is real and has been brought to Earth.
 J3) How can it be that everything is Xianxia now!?
 J4) It's just science, really. Don't question it.
K) The Solar System has a rare resource that can be mined.
L) Earth is to be a tourist destination.
M) It's a colony site.
N) To uplift us under their own control.
O) As hostages against more moral rivals.
P) Slaves.
Q) We're part of a science experiment.

(Write-ins will usually be allowed. Voting is by plan, to prevent accidentally mixing conflicting options. You may try to select multiple options in categories, if it makes sense -- We could be both soldiers and being uplifted, for example.)

Next turn we'll vote on whether you're rebelling or trying to cooperate.

Edit: Slaves and Science Experiment options added.

11
Forum Games and Roleplaying / Fantasy Greek Hegemony (SG)
« on: February 06, 2019, 08:16:21 pm »
We are a new leader over a city-state in Ancient Greece (with magic). There will be numbers, and they will go up. Unless you mismanage things, then they will go down. Try not to let that happen.

You must first define our city-state by distributing 10 points into areas of magical or technical skills. You must spend at least 5 points in mundane skills, and no one magic skill can be over 5.

Spoiler: Descriptive Ramblings (click to show/hide)

Distribute 10 points between Authority, Population, and Resources. You may instead trade 2 points here for 1 more skill point, above.

Spoiler: Descriptions (click to show/hide)

Spoiler: Magic Level Examples (click to show/hide)

Spoiler: On Cross-training (click to show/hide)


City-state name:
Ruler name and details:
Ruling style: (Republic? Despotism?)
Magical/technical skills:
Authority/population/resource points:

This is a suggestion game, with only one city-state. Voting will be by plan, with approval voting (you can vote on all plans you like).

12
In this game, we follow a mercenary band on a world with slowly decaying technology.

The Terran Commonwealth was born shortly after the colonization of Luna and Mars. Twin-linked warp Gates were developed, but had to be deployed by STL generation ships, and only a few could be built around each star. No aliens were ever found, no true AIs ever developed. The only threats came from within - Being humans, this was, eventually, enough.

The people of Charon II have been cut off for a few generations, both warp gates failing within three days of each other. Instability and war are the assumed causes. No word has been revived, and the world lacked the space infrastructure or unity to build its own generation-couriers. An attempt was made by the governor, just after the fall, but insurrection and rebellions made sure it was never finished. The hulking Star's Call is still still occasionally visible as it passes in front of Charon or one of the three moons.

The world's population now stands at just under ten million, and dropping. Sometimes powers manage a peace and brief stability. The decline reverses for a few years, but wars for ever-dwindling relics of a bygone age quickly resume. Charon II simply does not have the population to fuel the infrastructure required for the Commonwealth's advanced technology. Not with its constant wars.


There is only one mercenary band. Please vote for the group decision.

1)) Charon IV has light, but breathable atmosphere. It is a:
A) Desert World - Food and water is scarce. There are good resource deposits, but they're hard to find under the shifting sands, and it's hard to keep supplied and gear maintained.
B) Jungle World - Abundant food and water, but abundant predators. Many resources are scarcer, and the jungle reclaims buildings quickly.
C) Tomb world (Maybe-boring mode) - Charon II had a minor case of nuclear war. The radiation is still dangerous, but technically survivable. Most of the populace still lives underground in ancient bunkers. Other sources of tech ruins are practically non-existent. Resources are much scarcer, overall, but ore deposits are more commonly found.

2)) Choose your leader's background.
A) Military defector - After a bloody battle, a suicide mission, you defected from a mid-strength power alongside a band of troops. They think you're dead, but will gun for you when they find out otherwise.
 Better in combat and tactics, start with more standardized equipment and more experienced troops.
B) Politician - You were a councilman. Your town was plundered by a foreign power. You rallied a band of survivors and have been living as a mercenary for the last two years.
 Better unit loyalty, diplomacy, contract negotiations, and administration. You're likely to have contacts in nearby settlements. Personal non-combatant.
C) Scientific Archivist - You worked with ancient tech, taking it apart, understanding it, fixing it, and putting it back together again. A regime change left you with a new supervisor with a much more damaging view of tech reclamation, so you fled with some friends and whatever weapons you could carry and the Kali strike-modified hover-cycle.
 Start with better personal gear and shinier tech equipment. You're better with research. Initial band is pretty green, and you likely can't maintain your gear initially.
D) Mechanic - You worked at maintaining a city's defenses and vehicles. As a precursor to invasion, you were given an offer you couldn't refuse and defected. En route to your new home, your convoy was raided and you were taken prisoner by bandits. You worked under them for a few years. You managed to maneuver yourself into leadership since times are hard.
 Start with more rabble troops, more (light) vehicles, and the ability to maintain them. Start with a small, non-productive base and weak yet angry neighbors.
E) Other?

3)) Choose your band's initial stats, 1-10. These will change, and be modified by leader background. 0 bonus points; you'll have to make sacrifices.
Numbers: 4
Quality: 4
Reputation: 4
Morale: 4
Wealth: 4
Tech: 4
 Gear style: Write-in. Do everyone have laser-rifles? Do you have a solid mix of weapons for any situation? An armor focus? Do you have rabble, with a few well-geared champions?
Vehicles: 4
 Vehicle style: Write-in. You might have a small band of mechs, or a focus on a few tanks to spearhead your battles, or a lot of cargo haulers for a mobile base, or half your people on combat cycles. Affected by tech and leader's background.
Maintenance: 4


Numbers: Affects both people and gear, but its a non-linear relationship - 2 isn't going to give twice as many suits of powered armor as 1.
Reputation: How well other people like your band. Among other things, modifies recruitment.
Morale: Also affects how well liked you are, and general health.
Wealth: Not just money. Beware, if this is too low, you'll have early problems with basic supplies, bullets, and fuel.
Maintenance: Gear condition, and how well-tooled you are for fixing it, or even fabbing more.

Edit: I failed to mention, this will have components of arms race games sloppily grafted on. Scientist and Mechanic will have a small bonus to this, but Military will be better able to use it, or Politician will be better at just buying designs. Tech and Maintenance can effect starting knowledge, or you could have more things to reverse-engineer.

13
Forum Games and Roleplaying / Gridhood, Tribal Uprising Edition
« on: April 28, 2018, 04:25:00 pm »
Welcome to the world of Gridhood

Supernerd spent a lot of time thinking about how this game can be properly balanced ... So I stole it.

In this game you can choose to either play as a god or a civilization. The two things are mutually exclusive, meaning you can only be one thing at any given time. Civilization players need to work on tiles to get resources and basically not die, while god players compete with eachother for mortal worship and make changes to the grid world.

Note that new rules will be added as the game progresses. If you want to do something that there are no rules for, that will probably trigger the creation of new rules that cover the aforementioned something. Remember to check this post for the most current rules that are in effect.

Keep in mind that things do not officially exist until they appear on an update post. This means you cannot settle a civilization on a tile until you actually see the tile on the grid map.

The game will update whenever. If actions aren't in, players will idle.

Spoiler: Playing as a god (click to show/hide)
Spoiler: Formatting Rules (click to show/hide)
All actions that affect a tile or involve a tile must include the tiles co-ordinates. No exceptions.

14
Forum Games and Roleplaying / Resettling in the apocalypse (SG)
« on: June 25, 2017, 09:02:35 am »
Please choose your apocalypse:

A) Aliens (Insectoid Colonists)
B) Aliens (Recruiting World)
C) Magical (Zombies)
D) Magical (Masqurade Broken)
E) Collapse (Indifferent AGI)
F) Pseudo-Christian (War)


Please define your leader, and distribute 15d5 dice:

Martial
Diplomacy
Stewardship
Intrigue
Learning
Piety


Please vote by plan.

15
Roll To Dodge / Roll to Rebuild Megatownopolis (from superheroes)
« on: May 26, 2017, 06:04:48 pm »
It was nearly half a century ago when the first supers started appearing. Nobody knows why. The construction industry is booming.

Until yesterday, the City of Megatownopolis, new capital of the USA, had all its reconstruction efforts sourced through Builders, Inc. As it turns out, the Builders, Inc. CEO was none other than the infamous supervillian, Steve Arkans. Builders, Inc. has been dissolved. Steve Arkans' whereabouts are unknown, but with his assets literally frozen, the day is saved.

Now the City of Megatownopolis really needs new construction companies. Help!

Spoiler: Sign-up sheet (click to show/hide)

Spoiler: Stats (click to show/hide)

Rolls are on a D10. 1 is villainous failure, 4 is a bare success, 9 is heroic success, 10 is overshot, >10 are various levels of heroic overshots.

The first 6 get in.

Suggestions for heroes, villains, plots, crimes, or battles are encouraged. They need not be balanced.

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