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Topics - AoshimaMichio

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1
Roll To Dodge / Amusement Park Funland
« on: April 20, 2018, 11:08:29 am »
Amusement Park Funland

Welcome, welcome good folks to the Amusement Park Funland! Entrance is free of charge!1 Come and enjoy our various attractions! World famous attractions are here for you to enjoy, especially the legendary Dungeon! In here you can find anything and everything! Temples to various living, dead and imaginary gods and eldritch beings! (Remember to make a donation before stepping into The Dungeon!) Number of stores sell here everything you want and need (in The Dungeon)! First aid center is also available if you get hurt (in The Dungeon)! Our very own Gold4Money buys your stuff if you run out of money!

Come in, come in, and enjoy your time here!




Entrance is free. Exit is not (10k bucks).





What?

A random low effort dungeon delving game. Legends says that The Ultimate Archwizard of Masterful Magic dropped some trinket or other on the bottom floor of the legendary Dungeon. He couldn't be arsed to find it by himself so he built an amusement park around it hoping someone would eventually find it. Everything you find in The Dungeon you can keep except the said magical trinket thingy. That's the only rule. Now, of course it isn't just a stroll in the park (though you certainly can take a stroll around the amusement park proper) so you better prepare for some vicious fights.


To enter The Dungeon you need to declare your species/race and class to the gate keeper any pay a modest sum of 50 bucks to enter.

2
Forum Games and Roleplaying / World Trek: Evolving Magic
« on: July 26, 2017, 07:38:56 am »
Infinity Mansion : Evolving Magic

The Game


You know those people who go out and never come back? These normal guys and gals, going out to do something completely mundane, perhaps shopping, perhaps visit friends, maybe to take out trash, they leave their house and are never heard of again. Did you ever wonder what happened to them? Well, wonder no longer, you are about to find out. Personally.


Welcome to the Infinity Mansion! This mansion has more rooms than there are stars in the known universe. Every time you open a door, it leads to different room. Sometimes people accidentally wander in, merely by opening the wrong door at wrong time and walking through without thinking about it. And since the Infinity Mansion is a place of magic, new inhabitants are granted a spell of their own. Because without magic one cannot possibly hope to find way out, even if they want to (some people rather stay there than try to leave).


So there you are, in a room that has no right to be where it is. The door you came through shut itself.


There's no plot other than you create for yourself. You may want to find your way back to your home on Earth, or maybe you want to become a master of the Infinite Mansion, or otherwise exploit it.



Magic


In this game, as it's name implies, magic evolves. You start with a single random spell. Each turn you can create new spell that's a slightly altered copy of some spell you already know, by changing, removing or adding a part. For example if your starting spell is "Caster's teeth glow in the dark" you can create new one that's "Caster's fingers glow in the dark", further changing it to "Caster's fingers glow" and finally "Caster's fingers fire lasers". Alternatively you could go "Caster's teeth glow in the dark" -> "Caster's teeth glow in danger" -> "Caster's teeth are shielded in danger" -> "Caster is shielded in danger". In case of adding parts I reserve right to randomize it. In the end resulting spell must be sufficiently descriptive about what it does.


So each turn your spell collection grows more and more your liking. Of course if half of your spell book is useless weird spells, you can always drop any of them out to keep it clean. There are other ways to gain new spells, but those are even more random. Or more predictable.


Each spell also has a casting rate to balance them. Powerful spells "Mass murder" or "Wish" are balanced how often you can cast them, and that's defined as <casts per room>. That means you can cast some broken spells perhaps 5 times in a room and more powerful ones once every fifth room or so. As the game revolves around wandering in endless series of random rooms it's in your best interest to keep opening new doors. Due random nature of the spells balancing is too more or less random. I do my best to keep it sensible, but it won't be easy. I may have to rebalance them later on.


Your spells can grow as powerful, complex and detailed as you want, but they start as "spent". Meaning you can't cast your new "Caster becomes god almighty" spell before walking through thousand rooms. And if you want to speed up that process... Well, it is as they say: Where there's a will, there's a way.



Joining


Joining works under "first come, first serve" principle. What I want from you is:


Code: (Character Sheep) [Select]
[b]Name[/b]:
[b]Background[/b]:
[b]Appearance[/b]: Human. At the very least.



Waitlist


List of people waiting players to die horribly and quickly. Because The Mansion can be very deadly too.

ATHATH
Roboson
FallacyofUrist
Whisperling
DragonRage
Puppyguard
johiah
PaPaj
Shadestyle
Person

3
Roll To Dodge / Things have not gone well
« on: June 22, 2017, 02:38:10 pm »
There ain't many thing you remember, but of one thing you are certain:


Things have not gone well


In fact there are quite few important points proving this. For starters...

  • You don't quite even remember your own name.
  • You are not possessing the body you intented to possess.


One of the few things you remember was that you were looking for new body to possess because of some problems. You recall locating a dead dog, a bitch cruelly beaten to death and her litter of equally cruelly butchered puppies. Skinned alive, poor things were. You were planning to possess the bitch, but this evidently did not happen. Something interfered. Instead you ended up possessing on those skinned puppies. Your power healed and revived it, you know this because that's what you power does. One of the many things it does. It proves something is wrong because you don't remember what else you could do with it, other than possess and heal dead things.


Another point is that you are not alone. As in you are not the only one of your kind here. There are three others, each riding one of resurrected and healed puppies, just like you are. The invisible flame of their... soul(?) proves they are of your kind. You can almost hear their thoughts and confusion.


So, such is your situation. Confused and largely lacking memories, possessing a puppy, not really knowing if you are safe or not. This sucks.





In this game you play a crippled skin-walker, a body snatcher, an abomination. A game for four players to... I dunno, backtrace your identity? To become a body surfer? To recover all your powers? To take over the president of United States? Something along those lines, probably.

4
Einsteinian Roulette / ED Mission 2: Not so competent after all
« on: May 15, 2017, 01:53:30 pm »
Ride to the planet surface is long and boring, at least for those who didn't go into stasis. They pass time by playing Tetris, and after that gets boring, watching movies Dave streams to your faceplates on request and chatting. Some share their worries, some their beliefs, others their bloated self-opinion. Eventually stasis pods open and everyone gets fully dressed, checking over their weapons and other equipment couple of times.


The shuttle door opens, and the men and women step out into an alien landscape, almost surprised by lower gravity. The difference isn't unbearable, but it requires you to pay attention to your movement. The landing spot is on what appears to be a section of old road, flat and wide enough for the shuttle. It's surrounded by plants that look like a gnarly and twisted maze made out of roots taller than a man, occasionally sprouting tall spiraling trunks fully covered by thick layers of turquoise "leaves". Each "leaf" looks like long curly ribbon hanging from the trunk or a short branch. Behind the plants you can see a mountain rising to reach the clouds. It's very close and very, very tall. The sky is gray, wholly covered in dark clouds and nobody knows where the sun is. Above the horizon, probably.

From the maze of roots comes a man, dressed warmly and in civilized manner, wearing a large backpack. He takes in your appearance for a moment.

"I take it you are the HMRC then? Welcome to Frone. I'll be your guide to the bunker."

5
Forum Games and Roleplaying / VISITOR'S BOOK: It's safer inside
« on: May 08, 2017, 01:36:10 pm »
VISITOR'S BOOK: It's safer inside


Group of people wake up in dark room. Some on simple beds, others on the floor. They have no memories of how they arrived here, but this clearly isn't where they are supposed to be.


Little ambient light shining between planks covering windows reveals the room is very simple and bare; it's basically a long hallway with beds lined on both sides, some simple and empty shelves inbetween beds. One wall has protruding red brick wall covering almost half of the room's length. It's warm. Rest of the walls are apparently made of big logs carved into square shape. Walls are grayed by time and soot.


Windows are in both ends of the room, that's on the shortest walls, and have two large levers on both sides. You peek carefully between planks covering the window, you could see a healthy field of grass on outside and dense forest of very tall and large trees, pines it looks like. Next to the brick wall is a door.


Slightly unusual place to wake up, one would say.







The Game


Welcome to the Visitor's Book, a game about survival and escape, perhaps a bit of horror. I threw this togeter over course of two days, so I'm not sure how well I can pull this off, but then again so were all my best games. Let's see what happens. In the beginning I start things off slow so you can do some RP, and once you all have basic gist of where you are and what you got I'll accelerate things a bit, hopefully to point where single in-game day can be passed in 4 turns or so.


The place characters wake up is not where they want to be, nor do they remember how they got there. Only thing connecting them is that they were traveling, in or near woods. Your goal is to get back to civilization, alive and healthy if possible, but do not think for a second that's going to be as easy as walking out. There's reason for the title of this game. I foresee lots of deaths in first days, even total party kills if you are careless. So don't get too attached to your first characters.


Mechanics


Within the house and perhaps in its immediate vicinity I don't roll for anything. If your character can cook, then they can make food without me doing anything as long as you have ingredients. If your character is skilled martial artist you can be sure they can wipe floor with all others, within reason of course. You can even roleplay such conflicts without me doing anything. Unless you want to leave result of such conflicts for me to decide. That's fine too.


Rolls come into play when things get dangerous, but I'll cover those when they come relevant, like some other mechanics. I see no reason to fill first post with rules needlessly.


To sum it up, this is largely freeform rpg.


Character sheet


Name: Any legally acceptable name from anywhere in the world.
Description: Say few words how your character looks like. All characters start with only their clothes, so don't go descibing your personal armory.
Bio: Some personal background perhaps, may be actually used for something. One limit is that you are from modern age. And like said earlier, you were traveling near or in woods, either by car, bike, or foot, it makes no difference.


The Book



Lee Archer.

6
Creative Projects / Corruptor
« on: April 12, 2017, 12:36:17 pm »
I made a little service for myself in order to have easy way to corrupt messages into difficult to read mess. Dunno if I end up using it ever, but here it is.



I MAde a litJG(U1OÖÄrvicZ_FOr myNseNseKlfKlfCCQ_RorRorDE2A444Fav+_easy W&B t%$(co(corrupt messagESOO++G)ntM(LdiLdiFFZZJ23ult to Read me03. Y2UL7+/o N8 I**nd up usin11it eTIr, b11 hRRe BitBit Is.

7
Einsteinian Roulette / ED Mission 1: No legs left unhurt
« on: March 28, 2017, 11:44:38 am »
As soon as last person has secured themselves tightly in the shuttle door closes. There's no sensation of motion of any kind, and fifteen minutes later some start wondering if the shuttle is actually still sitting in hangar. At twenty minute mark gravity suddenly disappears, suit sensors indicate rapid loss of external pressure, and finally the door opens sucking last bits of air out.

On outside is silvery metal wall only about two meters away. In every other direction you see vast emptiness of cold and unforgiving space, countless stars against infinite blackness. Single red star on left is brighter than others, presumably in direction this unlucky freighter is going to. Right in front of the shuttle door you can see outline of the airlock. Naturally closed. Around it you can see couple of rungs for hasty astronaut attach themselves to in case they lack handy maneuvering packs.

> Here you go. On your left of the airlock there should be inlaid control panel for the airlock and perhaps even manual override in case you can't get it open otherwise. Try to ignore the fact you are hurtling along thousands meters per second and single stray micrometeoroid could easily kill you out there.

Actually it's pretty easy to forget, considering you don't have any kind frame of reference here. Except the part about meteoroids. That sticks in your mind damn too well.

8
Einsteinian Roulette / Einsteinian Roulette Early Days On ship Thread
« on: March 22, 2017, 12:56:44 pm »
Einsteinian Roulette: Early Days


You step out of stasis pod into barracks naked, coughing up last bits stasis fluid out of your lungs. Nearby you find a box full of simple gray pants and shirts.


>Hello, and welcome to the the Hazardous Materials Requisition Corps.

> I'm the computer responsible of managing your potentially short service here, you may call me Dave. Nice to meet you. You probably have your reasons for being here, but honestly speaking I don't really care about those. What I do care about is what you will be doing here.

> Here's the deal. The HMR Corps has one mission: to gather research materials for the Magisters to aid rebuilding and strengthening United Worlds of Men to avoid next war of catastrophic proportions. What that means to you is being sent to every dangerous and twisted places we can possibly find in the pursuit of some more than likely meaningless alien can opener. And all you have to do is do that 10 times and you're free and clear, full pardon and carte blanche to do as you please. And that's the thing my newly made and no doubt transitory friend, there are only 2 ways out of the HMRC: you complete 10 missions or you die. There is no honorable discharge, if there's enough of your brains left to dump in something mechanical, we'll keep putting you out there. You complete 10 missions or you die. Any questions? No? Good.

> You may start screaming now.





Foreword

This is effective prequel to the Einsteinian Roulette, set few hundred years before events of the said game where Altered Wars is still in fresh memory, where UWM cements its power as military and governing force and re-establishing connections between lost planets.

For those more familiar with ER lore, this is somewhere around year 4100, roughly 600 years before events of piecewise's original game, before Red moon rebellions, before ascension of Armory Master and good ol' Doctor. Different time, different ship, same violent and bloody fate.



Rules

Standard RTD rules are in effect here:
[1] – Somebody is going to die. (Complete failure and bad side effects)
[2] – Traumatic amputation. (Failure)
[3] – Look on the bright side, its only radiation. (Lesser failure)
[4] – Squeaking through with most of your limbs. (Partial success)
[5] – Everything going my way. (Complete success)
[6] – Yes, I used a kilowatt laser to clean the windows in the ammunition storeroom, what of it? (Success so over the top that it has bad side effects)



Character sheet
Spoiler (click to show/hide)



Stats
You get 20 points to put in at the start and 5 for every successful mission (assuming you live through it). Every 5 points in any stat is a extra 1/3 chance of a +1, so every 15 points you get a +1 in related rolls. Having less than 3 in a stat means -1 on rolls.

Strength:How good you are at lifting heavy things and then putting them down. Note that this stat doesn't describe your actual amount of strength; Instead it controls how well you control what strength you have. A giant robot with 0 strength will accidentally crush things it meant to lightly tap, and lightly tap things which it mean to crush.
Dexterity:Useful in hand to hand combat, acting quickly, running, dodging and generally doing things that require speed, accuracy and coordination.
Endurance:Useful for surviving damage and enduring effects such as poison, overmedication and drunkenness. This stat is also used for surviving lethal area of effect damage like explosions and massive amounts of gunfire. Some times the weapon that hit you might be so powerful that endurance will do nothing more than dictate whether or not your brain will remain intact enough to be revived.
Charisma:Can be used to look cool, beautiful and generally make a good impression on people. It is also used for convincing people of things and talking with them.
Intelligence:Your ability to analyze data, make educated deductions and knowing you really shouldn't jump into sea of molten iron even with a spacesuit. Used to operate certain weapons, like field manipulators.
Willpower:Not losing your mind in stressfull situations and resisting all manners of alien mindrape. Used to operate certain weapons, like psychokinetic amps.
Intuition:That six sense, tingly feeling in the back of your neck that lets you know that the meatloaf is bad or that someone's just lobbed a microton grenade into your latrine. Helpful for pulling information out of thin air.



Skills
You get 8 points to assign in the beginning and 5 with every successful mission. Every 5 points in any skill gets you a 1/3 chance of +1 to rolls, so 15 points in any skill means a +1 to all related rolls. Having less than 3 in a skill causes an automatic -1.

Conventional Weapons:By conventional weapons we mean anything that follows the general concept of "A metal tube which you point at things and potentially lethal somethings shoot out".
Unconventional Weapons:Covers your non-death-tube armaments. Explosives, melee weapons, field manipulators, etc.
Exotic Weapons:Things which blur the line between weapon, augment and supernatural force. Includes various psychokinetic amps, implants, genetic augmentation and most alien weaponry.
Handiwork:Making things, breaking things, and otherwise turning stuff from X into laserguided, thermonuclear Y.
Auxiliary Systems:The operation of things that are not purely weapons, or of weapons that are part of large systems. Includes mecha, exosuits, space ships and other vehicles, as well as computer controlled weapons, drones and etc.
Medical Tech:A mechanic both for people and the systems that keep people from dying in various ways.
General Knowledge:You know about the thing at the place? Yeah, of course you do.



Professions
Note: the + and -'s are to rolls, not skill totals.

Technician:Sometimes things needs fixing, breaking, changing or some other permutation of broke or un-broke. Or computers may need to know who's the new admin in system, or perhaps a shuttle needs some manual piloting. Thats where you, a heavy piece of steel and what you technical types like to call percussive maintainable, come in. Unfortunately all things truly weird are outside of scope of your skills.
+1 Auxiliary Systems and Handiwork, -1 to Exotic Weapons and Medical Tech (and Fate).
Transhuman:Humans are weak and squishy things that desperately need reinforcement, be it genetic, mechanical, biological or something in between. You don't really care as long as you can get it jammed into your flesh to give you superpowers. In the end of day you really didn't pay attention to more mundane parts of life, severely limiting your wealth of knowledge.
+1 to Exotic weapons. -1 to General Knowledge.
Mercenary:Even before this whole mess you made a living on killing things before they killed you. You've survived with nothing but your wits and weapon of choice and this certainly isn't going to change anything. Too bad that cocksure set of skills doesn't include patching yourself up or repairing your weapon.
+1 to General Knowledge and either Conventional, Unconventional or Exotic weapons, -1 to Medical Tech and Handiwork.
Doctor:These idiots, always getting themselves blown up and exposed to vacuum, charging in like lemmings and coming back in chunks. Good thing you're here to stitch them back together. When it comes to saving lives, no one's better than you. Too bad you're not so great with these blasted normal weapons.
+1 to Medical Tech. -1 to Conventional weapons.
Pragmatist:Everything is a weapon in hands of particularly street savvy man. No matter how unconvetional it is, you always found way to weaponize any object you could lift. Your focus on improvisation goes so far you don't even know how to use actual guns as they are intented to.
+1 to a Unconventional Weapons, -1 to Conventional Weapons.
Grunt:You always knew you'd grow up to do great things. The fact that you didn't just reinforces the knowledge that you're not all too bright. You're an ordinary shlub, just some poor jerk yanked into service because of some minor screw up. You're not a hero or a genius but you're flexible and that might be just enough to survive here.
+1 to a skill of your choice, -1 to a skill of your choice.

9
Roll To Dodge / All Bards Party
« on: November 19, 2016, 10:18:16 am »
May your music shatter the heavens!




Bard's College guild master slams doors open and stomps in, his face red from anger.

"I have had ENOUGH! No more happy birthday songs 365 times per year! No more same wedding march every single time! No more dead ass boring funeral songs or stupid charity parties!" he shouts.

"Once again I heard Adventures Guild is going a dangerous world saving mission, and once again NOT A SINGLE BARD WAS INVITED! I say FUCK THOSE GUYS! They are leaving tomorrow to hunt and kill the Orc Über Lord who's raising an army! I say we go today and beat orcs so badly that next thousand orc generations will shit their pants when they hear so much as a bird singing! LET'S SHOW THEM HOW A REAL BARD FIGHTS!" Maestro jumps on first table and swings his mighty electric guitar axe high above his head.

"We are better than those sissies in their iron shells, fighters and paladins! We do not need to hide in shadows like those pussies, rogues and rangers! We fight our own fights up close, unlike those pansies in their 'magical' robes! WE ARE BARDS AND WE'RE FUCKING AWESOME!"

"Bards! Pick up your instrument and LET'S ROCK THE WORLD!"






This game is going to be somewhat episodic. First episode is what was stated; find orc army and exterminate with extreme prejudice. Shouldn't take too long. Once the goal is reached the game goes on hiatus until I figure what's next goal for the bard party.


Yep, with such a simple premise, let's get started. All you need to get started is to claim your instrument, but there's few rules about instruments.

  • It must be unique in the party. For example author avatar Guild Master has electric guitar, so nobody else can choose electric guitar. You can, however, pick acoustic quitar.
  • It must be something you can carry by yourself. Otherwise you will be left behind.
  • If it is slightly unusual or not commonly seen, give me link to some article describing the instrument. Wikipedia link works fine.
  • Bard without functional instrument is not a bard, so take care to not break it! If you do break your instrument, then you better fuck off real quick to get a replacement. In other words you will be out of the game for few turns.


Alright, let's start slaughtering our way towards army of the Orc Über Lord.

10
Roll To Dodge / Roll to create a supersoldier! Bloody air resistance
« on: August 14, 2016, 05:00:46 am »
"Greetings to all my good super genius scientists!

You are hired to create a supersoldier for us! You will be provided near endless supply of test subjects, multipurpose state-of-art laboratory for your research needs, and we can arrange basically almost anything You need within a day or two. Large number of lab hands are provided for more menial tasks. While they don't even begin to compare Your intellect, they do know their way around the lab fairly well, so please do not expire them needlessly. You do have plenty of test subjects available for that purpose!

Create new TECHNOLOGIES, apply those TECHNOLOGIES on a volunteering soldier, and produce us a functional prototype by September 31! The one who creates the best supersoldier will be permanently employed and granted our full assistance on your pet projects as long as our own projects are completed with highest priority.
"



Hello, this is a short term science/tinker game.

Your job as super genius scientist is to create supersoldier for anonymous corporation, be it via cybernetic enhancements, gene-engineering, or reducing volunteer's brain into organic tactical consulting unit for a killer robot, or something completely different. Supersoldier doesn't only need superior body, but also superior weapons, detection and defence systems, so you have a plenty of ground to cover. We are on softer side of sliding scale of scifi harness.

On October 1st final prototype soldiers are built and pitted against each other in three different enviroments; cold and harsh winter of far north, hot and wet jungles of Vietnam, and finally urban combat zone. Soldiers will be scored by their performance, but basically the only thing that matters is that YOUR supersoldier is the last one standing. Of course, soldier who cannot move is not a soldier and will be disqualified, so don't turn them into immobile artillery targets.

Preferrably soldiers are played by other people than those who play scientists, but if not enough soldiers are volunteering then scientists can assume direct control over their creations.

All actions and research is done through this thread. Research of new TECHNOLOGIES will take few days and distributing your attention accross multiple research projects will take even longer. As it is common in science, long projects may produce accidental discoveries of entirely different techs on side.
PMs will be ignored. Usage of spoilers is encouraged, as well has honest meta play. Don't read spoilers that are not addressed to you. It's more fun if you don't know what you will be up against. Did you cover all bases? Did you leave unexpected weakness for enemy to exploit? What if...

So let's get this started: SCIENTISTS PLEASE REPORT IN! Standard five players would be nice to start with, but more spots will be opened if there's interest. Late joiners may receive reseach speed boost to get them up to speed with others.
Tentatively volunteering supersoldiers may also report in. I need you to be available by October 1st.



Collected Memoirs and Quotes of Chief Researchers


"Look, I'm not saying this excuses what I did. But you have to understand that at the time, it seemed like a great idea. A lot of ideas do when you're on half the drugs I am."
    -Head Researcher Curious George, Knuckle Deep In The Mind, A Memoir


   
"Weaponized grey goo. That's cobra commander level evil genius, right there. I am so great."



"The fight-or-flight-or-freeze response is the core of our animal selves, the purest expression of mammalian simplicity. It is here that we begin our exploration of the subtleties of the mind. Our work had many promising results right from its inception. We sought out and found the triple point of response, and from there elaborated the delicate kinetics of neurochemicals that produce each discrete state. The approach was blunt and simple. We were to play chemists, and the brain was to be our reactor of endless violence..."
    -Head Researcher Curious George, Knuckle Deep In The Mind, A Memoir


   
"Last night I dreamed of countless hands pointing me the right way."



"Oh hey this is weird. I should probably increase the security in here."



"Philosophy has generated much discussion on the manifold complex matters of knowledge, feeling, learning, meaning and indeed the very soul - if only Kant could have been there to see us uncover one horrible truth after another, the very substrate of their musings laid bare in brutal simplicity."
    -Head Researcher Curious George, Knuckle Deep In The Mind, A Memoir

   
   
"Excellent, these kinds of effects are unprecedented. Now I just have to get things fine-tuned and more controllable..."



"Now what useless garbage has my supersoldier stolen from my inferiors. I'd be surprised if they even managed to do anything of value in such a short time period."



"Gah. I hate wasting time fixing my own fuckups."



"The flawed bodies and brains we humans have gained through billions of years of painstaking evolutionary trial and error, are ultimately merely the starting step. Like a supporting pillar for our eventual greatness that inevitably becomes a restricting chain, that must be cast off so that we can achieve our true potential.

We must go beyond and gain superior, continuously upgrade-able forms."

    -Meshanblov on Posthumanism

   

"Well, that, uh... that went well."



"I don't know if the "fleshy hellscape" aesthetic is the ideal environment to facilitate my research..."



"How many days left? Welp. Caution, meet wind."



"Comrades, we are the singularity. A rapidly growing, no, exploding, self-improving mass of glorious information, let us ride the blastwave of progress to ever greater heights! And even as I die, from my irradiated ashes we shall be reborn like the phoenix, soaring without limits!"
    -Meshanblov Collective



"When your progress reports start to contain literal magic, that's how you know you're at the bleeding edge. A method of measuring this more precisely has been proposed - the glories-to-paragraph ratio. As research starts to warrant reports of at least one glory per paragraph, properly transhuman research can be said to have begun. This naturally poses serious issues in communicating with lab assistants in any way beyond motivational speeches, but for me much like any other researcher worth their salt this wasn't that much of a departure from business as usual."
    -Head Researcher Curious George, Knuckle Deep In The Mind, A Memoir



Yay!
#iDidItForScience
#madScienceIsFun
#justMadScientistThings


Contemplate the importance of socks.

11
Roll To Dodge / Wild Mages: Dominic, The Naked Mage
« on: March 31, 2016, 02:33:27 pm »
Foreword

This game started as a part of testing roll queue mechanic over here. I ended up liking that test game enough to not want to scrap it after drawing conclusions of the system, so I figured out to make a full game out of it.


Setting

You are a mage specialized on wild magic, the only type of magic that exists. In your posession is set of near mythical Dice of Order. Myths tell that since beginning of the time Order and Chaos were in war with each other. Chaos was winning due it being... well, unpredictable. To combat this particular problem Order made the Dice to predict actions of Chaos and thanks to that it won the war.

Life of wild mages is usually short and violent, and so far you have been lucky to stay alive and normal. People usually don't like fellows who accidentally summon demons while trying to heal wounds, which is usually enough of justification to hunt and kill them on sight. That was before you found the Dice. Now in your hands the Dice is invaluable tool predicting how wild magic works on your spells.

Assume pre-gunpowder level society.


Rules

All actions that are not specifically casting wild magic follow standard RTD ruleset.

Quote from: RTD Standard 1.0 ruleset
    The GM (Game Master) posts a situation the players are in. The players then post their actions, according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.

    The action results are defined by a six-sided die roll:
    [1]: Epic Fail. Your efforts only worsened your situation.
    [2]: Fail. Your skills or luck were insufficient.
    [3]: Meager success: The situation didn't improve by as much as you have intended.
    [4]: Success: Your efforts were sufficient to achieve your goal.
    [5]: Epic Success: Your skills and luck have combined to ensure your success.
    [6]: Overshoot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.

    If at any time something threatens a player, that player may make a roll to avoid the threat.

Each player receives list of prerolled dice (Dice of Order) which are used explictly for casting wild magic in order. You can see right away how your spell spell will roll and plan your spells accordingly. Any spell casting done through artifacts will not use roll queue. NOTE TO OLD PLAYERS: I'm ditching the concept of free picks. It was used only once and this works just fine without them.
Dice of Order is not source of magic. It is merely excellent tool to seek order in otherwise chaotic magic.

Quote from: Rules of wild magic
  One note about wild magic: It always works. Whenever you cast spell, something will happen.
  Another note about wild magic: It knows your mind. Trying to heal your enemies with 1 will buff them.
 
  1. Results something actively malicious related to some aspect of your intented spell and usually of same magnitude.
  2. Produces effect related to some aspect of intented spell, but is not actively negative. It's nothing useful either.
  3. Something along your intention but not exactly or completely.
  4. Most boring kind of success.
  5. The best kind of success.
  6. As usual, this is an overshoot. Heal old dude and he also gets bodybuilder muscles.


Recap of events until now

The first five mages started in same village, each in their own house. Sixth mage had caused some damage with his magic and played it against others in order to gain their Dice. Villagers rose against mages and drove most of them out of town. One died early due a miscast and another charmed everybody on 30 miles radius.

Nakéen created a wife for himself out of magic and levitated his house up to sky. After that he accidentally summoned Advanced Antimagic Warfare Sentinel Model XI and had to abandon his house. After that he accidentally summoned fire elemental while trying snuff out budding forest fire he caused.

Whisperling teleported to his safehouse (ruins of old city). There he created mighty artifact; Whispering Staff of Earth which lets wielder manipulate everything on ground without fail: soil, sand, stone, metal and other minerals. He covered his safehouse in large stone dome and lit it with magical miniature suns. Then he summoned artifact and arm of some dangerous guy.

TheBiggerFish escaped in old fashioned way by running out of window. He asked purpose for his life from magic and got task to create entire new species. After creating one fine female specimen, he searched out for a fortress per request by the specimen. Soon he found one, really ancient and mysterious one, slightly ravaged by magic.

Crazyabe charmed everybody around him for starters. After trying to loot Dice of dead mage (and failing) he saved Nakéen and his magical wife from the fire elemental he summoned. The three enjoyed some enchanted food that sent them into magical equivalent of drug trip. Both mages gained real artifacts from the dream and crazyabe accidentally summoned sea monster which was promptly teleported away.


Joining

Let me know you want in. Provide name for your mage.
And if you so wish, perhaps also a situation where you found the Dice. Those are usually found in posession of other (dead) mages or deep in forgotten and dangerous ruins. If you don't then I'll either drop you in some ruins (totally not infested with traps or monsters) or near some freshly deceased mage whose body you can loot.


Players (6/6)

  • AbstractTraitorHero - Cameron Michaelis
  • chaotic skies - "Chaotic Skies"
  • Nakéen - Soleus Arendar
  • Ozarck - Dominic Calhoun
  • Whisperling - Samuel Marr
  • TheBiggerFish - Arken Frost
Waitlist:
  • Cinder - Cinder Block
  • crazyabe - Zantheranthas Demoontharr
  • Bluexdog - Blank


    Victims:
  • Dustan Hache - Turned his hands metal, knocked them off and bled to death
  • Elephant Parade - Caused earthquake, got buried under few tons of dirt and chocked to death
  • crazyabe - Accidentally alarmed remains of AAWS which separated him from magic, which caused suicidal depression.
  • Drunken Elephant - Demanded a tribute from some city. Executed by a marksman squad.
  • Bluexdog - Accidentally dissolved his body into liquid gold.

12
Roll To Dodge / Aoshi's test thread: Test 2?
« on: January 30, 2016, 02:09:53 am »
Heya. Doing a simple mechanics test here so I need few volunteers. Mechanics are as follows:

Test 2: something

(to be done)


Test 1: Roll queue

  • In the beginning I will roll you 10d6 for you. These are used in order for your future actions.
  • You start with three "free picks". Free pick means that you can pick any die from the queue for your action.
  • For every turn you don't use free picks, you gain one more.
  • There are few ways to modify your roll queue. Figure them out.


For example your initial roll queue is 1,4,3,6,4,5,5,1,2,2. It sucks having to roll 1 so you rather pick 4. I remove first 4 from queue and roll new die to keep queue length same. In this case RNG said 4, so you refreshed queue is 1,3,6,4,5,5,1,2,2,4. Your action succeeds, but your next roll is still 1. Unless you do something about it.
While you can keep picking better rolls, this has tendecy to cause bad rolls piling into long sequence of bad luck.

So, any volunteers?

13
Roll To Dodge / Late night summer camp! Evil meteors!
« on: October 08, 2015, 12:00:13 pm »
Youth! Summer! Vacation! Late night camping! Sudden streak of light falling into your campfire! A gray man stands in what remains of the fire! He speaks!


"Well, hello there, little boy! Don't be shy! Step right up! I'm a reasonable guy! Don't be frightened by the look in my eye; I'm just your average evil meteor from outta the sky.

Well, I'm just shy and scared in this place, I'm just a fish outta water from outer space. You can see that the trip has left me tired and drained, so why don't you be a pal... and bring me some BRAINS!?"





I'm well beyond my reliable capacity to update games, but I just can't let this one pass by. This is gonna be silly and probably short game, but let's have few laughs!

Come on, brave little kids! Best kind of adventure when yer outta school!

14
Forum Games and Roleplaying / Knock knock!
« on: September 30, 2015, 01:38:10 pm »
It is fairly pleasant evening. And now someone is knocking your front door. What to do?

15
Roll To Dodge / Question: Conquistador
« on: June 12, 2015, 03:57:01 pm »
This is kind of experimental game, dunno where it goes and what will happen. Probably something odd. My other games take priority over this, but since Apocalypse How is kinda slow one, this one might get daily updates. Let's see what happens.



You are on a small airport of small town, waiting for boarding the plane. Around you are other passengers waiting as well. Parents with screaming kids that just won't shut up. Loud group of teenagers on trip to somewhere and their teacher who seems to be tired of living. Some guy drinking alcohol. Guy playing stupid music stupidly high volume. Demented old man telling pointless and boring war stories hundreth time to nobody in particular. His old wife offering stupid bunny cookies to everybody passing by. You can already tell this trip will test your patience. Just wonderful.

And finally the plane is ready. The old propeller plane doesn't arouse any feelings of trust. You gather your hand baggage and get into line.




Gonna need 4 - 8 players.


Code: (Sheep) [Select]
[b]Name[/b]: You probably have one.
[b]Appearance[/b]: Let's be humans for now.
[b]What you had with you when the Question was asked[/b]: In your pockets, shopping bag or backbag?
[b]What was your Answer[/b]: Surely you answered something.

The question: Someone, or something, is asking a question. There is a sense of urgency, a demand for instantaneous answer. It isn't urgent in sense that something is in danger, nor is it threatening question either, just demanding. It simply wants an answer now, on this very nanosecond.
The problem is that you don't really understand the question. It is a wordless, soundless question, lacking any emotional hints, without any indications of whether it is about who, what, when, where, why, how or something else. It simply is. A question.


Spoiler: Old sheep (click to show/hide)

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