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Topics - Roboson

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31
Forum Games and Roleplaying / Gods of New Eras OOC (8/8)
« on: May 13, 2019, 10:04:19 pm »
When the Old World burned, the result of a horrible cataclysm which left the land barren, six of the Old Gods carried their people across the sea to a land unknown to their mortals, and only glimpsed by the Gods themselves. Now they arrive on the new world. Will these immigrants take root here, or will they wither and die, the last remnants of a dead land?

Gods of New Eras (GoNE) is a simple god game with a much smaller scale. You will guide your fleeing refugees to an unknown world and discover what mysteries and dangers await you there. It's going to be mostly free form and writing heavy.

Spoiler: The Turn (click to show/hide)

Spoiler: Worship and Income (click to show/hide)


As time goes on and players become more powerful, they may discover new more powerful ways to use their essence. As a result, this is a non-exhaustive list.

Spoiler: Blessings/Curses (click to show/hide)

Spoiler:  Creation of New Life (click to show/hide)

Spoiler: Creation of New Matter (click to show/hide)

Spoiler: Servants (click to show/hide)

Spoiler: Servant Template (click to show/hide)

Spoiler: Artifacts (click to show/hide)

Spoiler: Artifact Template (click to show/hide)

Spoiler: Zero Cost Actions (click to show/hide)



Spoiler: Sign-up Sheet (click to show/hide)
Spoiler: Departure Scenarios (click to show/hide)
Spoiler: Arrival Scenarios (click to show/hide)

32
Forum Games and Roleplaying / Dark Matters: A Cultist Game
« on: April 14, 2019, 04:22:03 pm »
Twilight City has always been a strange place. The small coastal city, nestled within a valley, feels as if it is a world within itself. Few ever come to visit, and most who leave, never return, and for good reason. Strange things go bump in the night, and mysterious forces lurk in the unseen gloom of this strange place. And in recent times, the nights seem to grow longer and darker...


Dark Matters is a management style game where you found and lead a cult in an attempt to take over, or destroy, or otherwise survive in Twilight City. Players will discover many different avenues for exploring the occult history of this world, and come to harness the power of their chosen path. Along the way you will discover hidden texts, containing dark secrets, summon monsters to do your bidding, and avoid the eyes of those who would seek to stamp protect this place from the influence of the dark forces of which you partake. The majority of this game will be spent trying to discover and decipher occult information and making your way though this strange world.



Character Stats:
Spoiler: Health and Vitality (click to show/hide)

Spoiler: Logic and Insight (click to show/hide)

Spoiler: Passion and Fervor (click to show/hide)

Starting Scenarios
Spoiler: Wandering Winds (click to show/hide)
Spoiler: On Dark Shores (click to show/hide)
Spoiler: Starving and an Artist (click to show/hide)
Spoiler: Ties and Toil (click to show/hide)
Spoiler: Simply Disturbed (click to show/hide)
Spoiler: Living the High Life (click to show/hide)

Character Sheet:
Spoiler (click to show/hide)

33




Our down on their luck protagonist finds themselves in a slippery situation. After a long sting of unfortunate circumstances, you were left destitute. Your house, your belongings, and your future, all were collateral. And after your debt was collected, you were left with next to nothing, only a few thousand coin to your name. Enough to last you a few weeks at best. It was at that point that you received a very odd letter from an estranged great uncle. Your uncle was once a great adventurer, having gained fame and fortune in his prime, but retired nearly thirty years ago after an unfortunate accident. Having heard of your hard times from your mother, he offered to let you live on an old monster ranch out in the hinterlands so long as you help him out with his monster research. Having no other options, you packed your bags and set out for your new life as a monster rancher.


Along with the envelope there was a package. What was inside?

A: 1000 coin to help you get your ranch up and running.

B: 10 ToeFu to feed your monsters.

C: 10 monster bait to help you catch your first few monsters.


And underneath that gift was a strange looking book and a key of some sort. It looked...

A: Green and vibrant.

B: Grey and stoney.

C: Blue and cool.




34
Forum Games and Roleplaying / Dungeon Race 2: Join the War!
« on: March 06, 2019, 06:56:13 am »
Long ago the land of Relt was inhabited by a race of ingenious dwarves. At some point in the distant past, the entirety of dwarven civilization was destroyed in a terrible cataclysm. Little was left of their once power nation and the magics they possessed. In time, an unknown amount of time later, humans arrived on the small continent of Relt. Two nations eventually arose, the northern nation of Borea and the southern nation of Aust. The two countries have hated each other from a time immemorial, each coveting what the other had. Between the two lay an almost impassible mountain range. The ocean surrounding the continent is treacherous. Terrible beasts roam the seas there, making naval warfare impossible. Truly the only thing keeping the two nations from all out war was the impossibility at getting at eachother. 

Last year, 512 years after humans first settled this continent, a terrible earthquake shook the entire continent. Giant mountains sprung up on the north west and south east corners of the continent. While this was rather unfortunate for the poor souls who once lived where the new mountains are revealed to be an ancient dungeon that connected the two countries! Whats more, each side found ancient dwarven relics which would give them an advantage in the coming war! The most powerful and important among these is the summoning circle your scouts discovered. Its power will allow you to create/summon creatures and soldiers to help you in the war.

You are a member of your nation's magic and technology research division, set with the task of providing your nation with new weapons and magic to help them gain control of the massive dungeon beneath Relt. 





The Nations:

Aust is the southern nation on the continent of Relt. It is a hot dry nation mostly composed of endless grasslands, deserts, and rocky badlands. There is plenty of arable land, a decent amount of natural resources, but few forests. The Aust army is large, but is poorly trained and managed. It's mostly made up of roving bands of nomads who are more used to hunting than actual combat. Its national animal is the dragalo. Glory to Aust!


Boreau is the northern nation on the continent of Relt. It is a cold wet nation mostly composed of forests, tundra, and swamps. There are plenty of trees, a decent amount of natural resources, but little arable land. The Borean army is small, but it is highly trained and well managed. A few decades ago there was a small civil war in Boreau when the the nation of Vuncio tried to claim sovereignty. Borea was victorious, and while the tensions have (mostly) resided, the army has retained a strict training regiment. Its national animal is the brog. Victory for Boreau!


Furthermore, once you have chosen a side, there will be a turn 0. During this turn you will decide what dwarven technology you discovered in your dungeon entrance, as well as what monsters you start with.

In either nation's thread, you may suggest what to do each turn, and vote in favor other suggestions. Please stick to one nation, nobody likes a turncoat! Turns occur in two phases:
-In the Design Phase, you may suggest a new product (EG a brand new summoned monster). I will roll some dice, and depending how ambitious your new project is, I will assign an Expense (E) to it, and possibly introduce Bugs. If you want, you can simply revise an old project instead of making a new one, converting your design phase into a revision phase.
-Once you've seen the results of your efforts, we move to the Revision Phase- you can try to reduce the expense, remove bugs, or add features to a design.
-Lastly there is the combat phase. Each team will submit their Resource Expenditure plan. Then the fighting happens! I'll provide a description of who has the advantage on which fronts, and roll some dice. Resources will be gained and lost sometimes. The next year will start, and we will move to a new Design phase.

Important Note: Much of the discussion will happen on the discord sever. The speed and level of communication which discord provide far exceeds Bay12.  As of now, I intend to have the two teams do the phases there, and have the combat results posted here in this thread. The discord sever can be found here: https://discord.gg/wQScD4C

Sometimes, you might earn a Design Credit or a Revision Credit, which will allow you one extra design or revision action in one turn. These will mostly be rewards for completing objectives or various challenges.

Expense: Expense is going to work a bit differently in this game. Each unit, piece of equipment, and design is going to have an expense value. This value will be subtracted from your total resources. Your total resources are going to be determined by your domestic technologies, farms, mines, and so on.

You might gain an Expense Credit for a certain type of unit, reducing the expense by 40 for example, if the King desperately wants a new giant monster, they'll offer an expense credit for it, which might reduce your new lightning jellyfish monstrosity from A National Effort to Very Expensive.

The expense (E) of equipment is determined when you design it. The more new features, or the more ambitious, the more likely it is to be expensive. You can attempt to reduce the expense when revising equipment- this might introduce bugs, or it might permanently reduce the expense of that technology.


Winning:
Each turn, the victorious side has a chance to cause the other side to retreat. This will allow you start your forces further along in the next dungeon by claiming the various Teleportation Gates throughout the dungeon. Each turn the dungeon itself changes. When one team gains full control of the dungeon, they will be able to launch an assault on the enemy territory. If they succeed there, they may assault the enemy capital. Succeeding there, they win the game.


35
Forum Games and Roleplaying / Mortals and Monsters II
« on: February 15, 2019, 06:14:08 am »
Mortals And Monsters

In a time before time, the Blind Titan Mu drifted across the empty void. His abyssal form undulated as he slept. Ancient drums and melancholy horns accompanied the somber breath of the leviathan. For eons Mu drifted through an empty cosmos. As he drifted his power radiated outwards, only to condense into stars and rock. In time, his domain became bright and full. This light disturbed the sleeping titan, stirring him from the eternal depths of his rest. The beast reached out and scooped vast swaths of night, catching rock and debris, and piled it upon himself. It is this blanket of rock and heat that allowed the beast to return to it's endless sleep. Resting at the center of the universe, a world had formed atop the titan, and unbeknownst to the monster, life would take root there...

Titans roamed the land for a time, but eventually, they too came to sleep like their father. However, after a great deal of time, the first of the gods appeared. Yonlu and Eeyn, sisters goddesses of primordial power and far worse temperament. The two set out to sculpt the world along their own design. Yonlu desired a beautiful world full of life and light. Mortals would live and prosper here. Eeyn wanted a world of darkness and strife. Monsters would slay eachother in the dead of night, and all would come to fear it. The two began their work, but soon came to find that their plans could never coexist. They fought. For eons the two clashed tearing at eachother and at the world the other sought to create. Their blows thundered across the heavens and struck the earth. They were perfectly matched, and this was their downfall. Given time, they disturbed the sleeping behemoth, and this was their undoing. The blind abomination struck twice, and the gods souls where shattered into millions of pieces, raining down upon the world as the beast returned once more to its lair. Yet the sister's fight was far from over. From their essence came forth Mortals and Monsters...  In time, civilizations rose and fell, creating a fragmented world of ruins and lost tribes. As the eons rolled past, other deities began to form in the world. Now the world sets down a new path, as mortals, monsters, and gods vie to rule over this strange realm.





Mortals and Monsters is an experimental game, with the purpose of creating a vibrant and interesting world. Players will chose one of the three factions: mortals, monsters, and gods. These three factions interact in the world in hopefully interesting and complex ways, that I think will make for a rather fun game. This is going to play a bit differently than most godgames, having an emphasis on writing and roleplay over mechanics.

Mortals
Mortals begin the game with almost nothing and must learn to tame their surroundings, build fortifications, and research new technology so that they may survive in this harsh and unforgiving world. Mortals will spend their time collecting resources, researching, beseeching the gods, and defending their kingdom against the monsters. Strategy and resource management will be the name of the game for them.
Spoiler: Mortal Start Sheet (click to show/hide)

Monsters
Monsters are quite different than mortals. They do not research new technologies, but instead spend mana to design new monsters. They operate on a mana system, generating a set amount each turn. However, they may bolster this income through destruction, corruption, and murder. By spreading darkness across the world, they grow stronger with each season, and the nights grow longer and longer with each setting sun.
Spoiler: Monster Start Sheet (click to show/hide)

Gods
Gods play a bit differently than the physical players of the world. They are ethereal, watching down from the heavens. They can influence the world in a variety of ways, generating a set amount of mana each turn, which is bolstered by the worship of mortals and through the completion of divine milestones.
Spoiler: God Start Sheet (click to show/hide)




This game will take place almost entirely on discord, which I will link to [Here] when it's ready.

36
Forum Games and Roleplaying / Adventurer's Guild
« on: January 12, 2019, 01:54:58 am »
The Adventurer's Guild, once a proud and illustrious institution, has fallen into obscurity and disregard.  For two hundred years these halls have lain empty. For two hundred years treasure has gone unhunted, monsters gone unslain, and quests unfulfilled. Now, that is all about to change...

Welcome to the Adventurer's Guild


Here novice adventurers will gather from far and wide for magical quests of all sorts and designs. Adventurer's will start at level 1 and work their way up as they complete various quests and missions. As they do so they will accumulate gold, magical items, mystical powers, and unimaginable fame. All sorts are accepted, as it is a very strange world that we live in. All general fantasy races accepted and custom races by submission. Professions and adventurer types can be wildly varied as well. Feel free to be creative and play pretty much whatever you want to play. I'll roll with it, and fix any gamebreakingly strong things if need be.







Upon entering the Adventurer's guild hall for the first time, you notice a certain quality to the air. The air smells of magnolia and hearthfire. The old wood is strong, and the bar is stocked. A fire roars in the hearth and light trickles through stained glass windows in spears of multicolored beams, interspersed by swathes of shadow and firelight. A man stands behind the bar, Guildmaster Roboson.

Roboson spots you and waves you over to the bar. "Hi there adventurer, now I know it was a long journey to get here and you're excited to get started, so let me just collect your admission fee while you fill out this form...."

Spoiler:  Character Sheet (click to show/hide)

Discord link: https://discord.gg/tSKkswz

37
Forum Games and Roleplaying / The Lost Barbican (IC)
« on: December 27, 2018, 04:42:49 pm »
The many lords gather together at the first meeting of the Counsel of Lords. They sit at a round stone table composed of a single slab of grey stone. At the table sits King Luwald Griswine of the Western Mountainholme, Steward Varrith Canvell of the Locksmith's Confederacy, Quinn Learner Archivist of The Hands of Silver and Steel, Captain Ornal Agrick of the Blacksteel Mercenary Company, Dever Hezn Regional Delegate of the Freeholders' Association, Archfane Radulus of the Ashbough Concordat, and Ajvanāzis Ērsšraikār of Earthstrike. Once all were gathered, Luwald rose to speak.

It has been several weeks since the Dark Moon first shown its horrid face in the sky. Since then, each and everyone of us has struggled much and lost many. Yet, through our many struggles and our tenacity, we have arrived in the most ancient stronghold of my people. Here, far beneath the stone, we can finally take shelter against the horrid light of that unholy celestial nightmare.

From this point forward, all who sit at this table is now a Lord of the Lost Barbican. It is our tenacity that brought us this far, let that strength hold true until that evil rock falls from the dreaded sky. Until that fateful day, our hand shall guide these lands. But do not think for a moment we are safe. The barbican we passed through was erased from dwarven history for good reason. Monsterous things lurk in this dark underworld. All we have done is trade one insurmountable enemy for another. Do not forget, dear lords, we are not the only things hiding here this day.


The gristled dwarf looked grim, his bright red beard had developed streaks of white over the last few weeks. Yet, deep within his sunken eyes, the ruby glimmer of a western dwarf still sparkled like a fresh cut jewel. He beckoned to one of his dwarves and they approached, giving him a scroll and departing with military efficiency.

As lords, you must know our stores and understand our situation so that we can make the most informed decision. The old king dons a pair of spectacles and stares down his nose as he reads aloud. Meanwhile each of you are handed a similar scroll, as well as one related to your faction.

Spoiler: Central Stockpile (click to show/hide)

Now, as you can see, our main issue is food. We have collectively, 6500 mouths to feed. The central stockpile and all of your various resources combined, that is still far to little. So I will add two issues to the docket.

Counsel of Lords Docket

1. How to collect enough Food
2. Scouting and Defenses


Now, let us discuss the issues at hand. If any lord has another issue to bring to the table, please add it to the docket and we will address it. Furthermore, we must learn if we are to adapt to our surroundings. If you have a research project, feel free to declare it at any time.










38
Forum Games and Roleplaying / Fleshmancy II (ISG)
« on: December 27, 2018, 02:05:09 am »
Deep within the bowels of the earth, something stirs within the darkness. An evil and unknowable creature lurks there. It's name is Jim.


Jim is a fleshmancer, a rare and unusual school of magic. It's existence is known to few, and it is practiced by nobody. Jim finds himself alone in this strange and wondrous underworld. It is dark, and cold, and lonely. Like all fleshmancers, he is cursed to wander the bowels of the earth, searching for a place to call home. Unbeknownst to Jim, he is no longer alone. Strange and eldritch lords whisper suggestions into his subconscious and dictate his fate. No memories, no food, and no shelter in a strange and dangerous underworld, Jim will surely die. How should Jim proceed?

39
The Lost Barbican


When the world of Aerowell ended, there was little the mages could do to stop it. The Dark Moon rose in the North, and the sky was dyed purple under it's might. Under it's ominous glow, much of the world, and it's inhabitants, we're corrupted. Mages and masters across the world threw their might against the oncoming light, but one by one, they fell. In the end, it was those who fled, who survived.

To the west, the great gates of the Lost Barbican we're forced open. An ancient stronghold, it was abandoned by the First Dwarves when they dug too deep. Luwald Griswine, last king of the western mountainholme, had to abandon his ancestral kingdom when the Moontouched attacked the fortress. Having no other option, the Lost Barbican was opened, and Aerowell's last survivors descended into the ancient bowels of the earth. Behind him, others followed, and the future was cast in darkness.



Welcome to the Lost Barbican, the last splotch of darkness in a world drenched in a horrid light. You find yourself to be the leader of one of the several factions who must share the last city in the world. As such a leader, you have a seat at the Counsel of Lords, the governing body of this city. Whether you were the ancient king of a now lost empire, or the lowly sargent who led your people to this dank underworld city, your vote holds as much weight as any other member. Now you and your fellow counsel members must guide the last bastion of mortality through these tremaltous times. Through famine, plague, and the unending Moontouched onslaught, it is your steady hand and iron will that shall keep these lands afloat, or fumble them to the unholy light of the Dark Moon.



Game composition:
This game is divided into turns, with there being twelve turns in one year. Each turn will begin with the results from last month. After which, you'll receive the war notes for the coming month, if there are any, so that you can allocate your armies accordingly. Lastly, comes the issues at hand. These are issues that require the Counsel to take a vote on and are decided by simple majority vote. Whether this is as simple as raising taxes, or as difficult as allowing new refugees to join your city, the counsel must vote on how to proceed. Additionally, Lords have the power to add to the docket requests and other issues for the counsel to address. Lastly when you take your turn, I ask you update your inventory somewhere in your post. It'll go a long way if everyone can manage their own, so I don't end up spending more time balancing books than writing for the game.

Resources
In this game all resources are pooled into a single stockpile. As a result, there are a few ways to gain resources for your faction to use. If one of the Lords wishes to expend resources, whether it be to equip their armies with weapons or build new buildings, a Lord may put a supply request before the counsel. Unlike normal motions, these pass unless a majority denies the request. The second way to gain resources is to simply buy them from the stock pile (using your funds collected by taxes, more on this later). Of course sneaky lords may skim some resources off of their buildings on the way to the stockpile, or even more dreadful, steal them from the stock pile, though these come with various associated risks.

Taxes
Nothing can be certain but death and taxes. Each month lords will collect taxes from their various establishments, and enterprises. These taxes go directly into the lords coffers, and can be spent at their leisure. Useful for buying resources from the stockpiles, or from other lords, as well as units, trade goods, and boons of all kinds.

Expenses
Of course running a city is not cheap and there are various expenses tied to lordship. The first is the King's tax. This is a small tax levied on to the lords that goes into the central stockpile for miscellaneous uses throughout the kingdom, as well as to be used by the lords through the central stockpile. The other main expenses are the operation costs for buildings, as well as pay for units.

Units and Combat
Your units are the main source of actions for your faction. The main types of units are combat orientated, while civilian actions are mostly done through buildings. There are three main types of damage: piercing, slashing, and bludgeoning. Each of them has advantages. Piercing does extra damage against larger creatures, and can occasionally pierce armor. Slashing damage has an advantage against unarmored and lightly armored units. Bludgeoning damage is best used against targets which do not bleed or are heavily armored.

Espionage
Of course brute force isn't the only way to achieve your goals. Subterfuge and espionage are often great options for ambitious lords. This culminates in the spy unit, a rather sneaky unit. Upon creation they (secretly) are given a specialization. This can be something like theft, assassination, or intelligence gathering. Though the spy is often used within the city itself, a clever Lord may find much use for them in the caverns.

Buildings
Buildings are the other half of your holdings as a Lord. These are related to more civilian pursuits and often serve some sort of function. There are four main types: resource generating, service oriented, and housing, and production oriented. Mines and farms are two good examples of resource generating buildings. Taverns, shops, and the like don't generate resources, but collect revenue from the citizenry. Housing is another main type of building. Your citizens require housing, and homeless citizens have greater unrest, which can lead to a variety of issues. Taxes from houses are lower than other types of buildings. Lastly there are production based buildings. These are buildings designed to make  objects out of raw resources. These are your blacksmiths, your alchemists, and various other craftsmen. These buildings produce finished goods, which unlike raw resources, don't go into the central stockpile. However, the goods they create can often be sold for a decent sum of coin or be used by your armies or citizens for great benefit.

There is one area where buildings and military overlap: defensive structures. Walls, bastions, and other defensive structures provide no taxes, but give significant advantages during the combat section of each turn.

Magic and Gods
Under the light of the dark moon the voices of the gods have grown faint and the power of magic has ebbed. However, deep under the earth you have found your strength returning as you discover the strange magics of this abyssal land. Magic and Gods are a bit more free form and can provide unique advantages. Much of the world's magic has been lost, abandoned in vast libraries on the surface. Though through research and study, you can create all manner of spells and enchantments.

Research

Much of the world's history and advancement was lost when the surface world was abandoned. Each turn players will receive 1d10 (an amount determined by a ten sided dice) research to spend on researching a topic of your choice. When research on a new topic begins, it will be given a difficulty. This determines how many research points it requires to complete. From this  points may be subtracted if you have related research completed.


Character Sheet
Leader name:
Leader description: (physical and personality)
Leader backstory: (How you became leader and how you got to this point
Faction name:
Faction race: (Feel free to create your own race here or have a mix of a few races)
Faction backstory: (History before the Dark Moon and how your faction got here)
Faction trait: (choose two, you may choose the same one twice).

Faction traits:
Spoiler (click to show/hide)


Spoiler: GM Note (click to show/hide)

40
Forum Games and Roleplaying / Intelligent Design (Evolution Drawing Game)
« on: December 22, 2018, 03:18:35 am »
How to play:

Take one of the images below and make a small change to evolve the creature. You can change one aspect of the creature to a small degree. Add a sciency sounding name to the creature and write up a bit about it. Lastly, make sure to write the name of the creature it evolved from. You don't have to use the most recent iteration of a creature, in the case you want to branch off, so letting me know what creature you started with is important here. You can also change the background if the creature moves to a new location as part of your evolution.

Rules:
(1) Only slight changes. If you're adding a new part, it should be pretty simple. If you're editing an existing aspect, it shouldn't be too far from the previous iteration either. For example, if its a creature with feet and you want webbed feet, that's totally cool. If its a creature with no feet or limbs, you can't just jump to giving it full limbs with webbed feet.
(2) Don't edit the same creature twice in a row. You can a creature once two other people have edited that creature. This is on a per creature basis, so for any of the four lineages, as long as there are two other evolutions between your post and your last post of the same creature, it's cool. Gotta let everyone get in on the evolution action.
(3) Use good save files. PNG is my favorite for things like this, but I think JPEG would also work. That's not really my department. Just make sure its a quality upload so the images don't degrade as the game goes on.
(4) Don't argue, especially with the GM. Discussion about the evolutions and all that is highly valuable, bad attitudes are not. If I veto something, it's veto'd.
(5) Have fun and be creative.




Primus Fishicous

A common green aquatic creature. It's body is shaped to help it move through water, but lacks any real specialization.




Primus Plantimum

A small photosynthetic growth. It has tiny roots and lacks much structure.




Primus Orangitha

A small orange and pink thing. Fossil records have yet to reveal whether it is a plant, animal, or something else.




Primus Fungonia

A small fungi with a cream colored stalk and bluish cap.


Spoiler (click to show/hide)

41
Forum Games and Roleplaying / After the End (Waitlist Open)
« on: December 19, 2018, 01:48:12 am »
When the rifts opened and choas spilled out into the land, few people were happy with the end of the world. With the exception of Dr. Zero. He was ecstatic. He was right.

AtE is a really simple exploration and base building RPG. Each turn players will get one action to do with what they please. Whether it's explore the wild world beyond their base, research objects and creatures they discover, build up defenses, or genetically alter their character, the options are limited only by ingenuity and luck. Yet take care, the end of the world is less than forgiving.

This game is going to be first come first serve, after the first four players, a wait list will begin. When a player dies, they'll be added to the bottom of the wait list. I expect rather fast turn around.

Spoiler: Sign Up (click to show/hide)

42
Forum Games and Roleplaying / M&M: Monster Thread
« on: November 23, 2018, 11:45:21 pm »
Monster Turn Zero


Upon the death of the prime goddess Eeyn, the world began to fill with monsters. Many great beasts, terrifying abominations, malicious demons, and strange creatures began to appear. Born from her very essence, monsters cared little but for blood and destruction. Among the beasts, some of superior strength, cunning, or intelligence began to rise from the fray. These are the monster lords.

Monster lords must choose their starting location, spend their power as desired for starting units, and may research one topic of their choice.




Kaell

Spoiler: Kaell Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


Valera

Spoiler: Valera Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


Kremlor

Spoiler: Kremlor Units (click to show/hide)

Spoiler: Researched Units (click to show/hide)


Ashbloom

Spoiler: Ashbloom Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


The Broken King

Spoiler: Broken King Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


 X'ylothl

Spoiler: X'ylothl Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


Chou

Spoiler: Chou Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


Ferrum Virum

Spoiler: Ferrum Virum Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


Inhohept

Spoiler: Inhohpt Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


Heionna

Spoiler: Heionna Inventory (click to show/hide)

Spoiler: Researched Units (click to show/hide)


43
Forum Games and Roleplaying / M&M: Mortal Thread
« on: November 22, 2018, 06:54:41 pm »
Mortal Turn Zero

Daedalus finds himself the leader of a small group. He looks thoughtfully at his band of followers. They are mostly workers, but among them a few fighting men. For the most part however their settling party was composed of workers. These people knew the land. Some could til the soil, others could strike the earth. You had traveled from a distant land, far across the sea, and arrived at this new world. Yet when you arrived, all you could see was sand, dotted by crystal towers. Your scholarly interests we're piqued, but you crystal cannot feed your people and you moved on for greener pastures. After much travel and strife, you arrive at the intersection of three biomes. To your north is the desert you crossed, sparse in arable land and water, but filled with strange geological activity. To the south, an astounding sight. The exact opposite of the desert, a coral reef the size of mountains. Towers of millions of species and incredible life abound. The air was thick with coral dust and beneath the highlands, a twilight of shrouded lowlands created by the light hungry creatures above. To the west, a sea of grass which stretched a vast distance. Not a tree in sight, but behemoth grazers could be seen on the horizon. You must choose where to settle and begin directing your units.     


Spoiler: Daedalus Inventory (click to show/hide)

Spoiler: Available Units (click to show/hide)


Xikla Kantek awakens to find themselves in a strange and alien world. Long ago in a distant realm, his planet was destroyed. His people were cast into space, clinging to their shattered halls and trying to survive the harshness of the void. Many of his ancestors were born and perished within that faithful rock that ferried him here. This ancient stone had fulfilled its purpose and delivered you to a new world, however, its arrival was less than pleasant. The stone shattered and many of your fellows died. You and the other survivors must choose where to settle on this new and alien world. Looking north, a sea of grass continues for eternity or so your scouts say. Giant herbivores graze the endless plains. To the southwest, woodlands obstruct your view. Yet to the southeast you see a different kind of forest sloping upwards into distant highlands. Corals of wondrous colors and varieties grow to immense sizes here. The air is thick with a pollen-like dust and microscopic floating plants. This area seems filled with unknown and potentially dangerous life. You must choose where to settle and begin directing your units. 

Spoiler: Xikla Kantek (click to show/hide)

Spoiler: Available Units (click to show/hide)


Brasta. In a terrible war, you rose to power. You slayed many an opposing warlord and were masterfully skilled on the battlefield. To you and your soldiers, you appeared unkillable. Taking a massive blow to the head that would have killed a lesser man, barely slowed you. Yet when the dust settled, not only was most of your army decimated, but the land scorched and salted. Collecting the survivors, you lead them towards greener pastures, uncontested of course. After much travel and hardship, you finally reach the destination you had only heard of. A sea of grass stretches to the east and southeast of you. To the west, windswept badlands. Smooth mountains and hills of solid rock shelter shallow grassy valleys. The wind here blows constantly and shards of abrasive dust fill the air where the wind is not obstructed. Finally to the north, a forest of unimaginable proportions. Trees which rivaled mountains, and seemingly an unending mist in the cool air above the redwoods. Life flourished here, and despite its beauty, you know well that where there is food, there are things that eat. The question remains, in this strange land, are you one who eats, or are you food? You must choose where to settle and begin directing your units. 

Spoiler: Brasta the Undying (click to show/hide)

Spoiler: Available Units (click to show/hide)


Delvin. You and your warband have traveled a great distance. Seeking new lands, you crossed the sea. You did not quite make it. A terrible storm and what only could be described as an island with glowing teeth, destroyed your vessel. Shipwrecked, you and a fraction of your original party wash up on a new world.  You have arrived at the northern edge of an enormous prairie which spans a great distance to the south. While it took you half a season to get this far inland, it would take you several to reach the other end of the grasslands. To the west you can see ancient trees towering above the horizon. To the east a sprawling expanse of sand dunes spotted with crystal outcrops. And then back to the north and north west, the muckfilled swamp, perilous, but full of life. You must choose where to settle and begin directing your units. 

Spoiler: Delvin Inventory (click to show/hide)

Spoiler: Available Units (click to show/hide)


Glolora. From a young age you had been religious, attending the services and creeds of your fathers and forefathers before them. Yet as an adult, something began to call to you. A faint tugging in the depths of your soul, far beyond your comprehension. Something was pulling on a part of you you could never have known existed and cannot begin to fathom. You began a small movement, and others began to come to you, expressing the same experience. Something wanted you and as time went on, the pull grew stronger and stronger. You traveled across the land, following the pull, as if it would lead down the street, or across town, or to the next town, or the next country. Eventually, you reached the ocean. You stare across the ocean and know only one thing: you must go to the new world. When you arrive there, you look across the ocean and see three different areas. An ancient temperate rainforest, full of life and trees tall enough to steal light from mountaintops. A dense marsh, packed with muck and mire and malaise. Yet also full of strange life and mysterious lights. Then to the east and endless desert, dotted by glimmering towers. You must choose where to settle and begin directing your units. 

Spoiler: Glolora Resources (click to show/hide)

Spoiler: Available Units (click to show/hide)


When Porciugi Ghettov and his men awoke, he was not sure he was exactly the same person he was when he disappeared. He felt strange. And that strangeness would only continue. He looked at his hands, and discovered them to be green. He discovered later that his ears were pointy and he had leaves for hair. His men looked at him with awe, or perhaps terror, likely mirroring the poor man's face. Composing himself, he to stock of the situation. Many of his men had not appeared in the clearing with him, but a good deal had. To the north grasslands waved in the wind far beyond sight. Giant herbivores can be seen in the distance. To the south, mild woodlands, mundane at first, but as one looks into the distance, trees of unnatural height dot the horizon beyond the treeline. Then to the west, an intricate series of rivers, both current and dry, have created an intricate series of passages through towering rock faces. You stare into the bottom of a canyon, which is at eye level, and wonder how long it took for it to carve the towering rocks above you. You must choose where to settle and begin directing your units. 


Spoiler: Available Units (click to show/hide)


44
Forum Games and Roleplaying / Mortals and Monsters OOC
« on: November 10, 2018, 06:12:36 pm »
Mortals And Monsters
In a time before time, the Blind Titan Mu drifted across the empty void. His abyssal form undulated as he slept. Ancient drums and melancholy horns accompanied the somber breath of the leviathan. For eons Mu drifted through an empty cosmos. As he drifted his power radiated outwards, only to condense into stars and rock. In time, his domain became bright and full. This light disturbed the sleeping titan, stirring him from the eternal depths of his rest. The beast reached out and scooped vast swaths of night, catching rock and debris, and piled it upon himself. It is this blanket of rock and heat that allowed the beast to return to it's endless sleep. Resting at the center of the universe, a world had formed atop the titan, and unbeknownst to the monster, life would take root there...

The first of the gods appeared. Yonlu and Eeyn, sisters goddesses of primordial power and far worse temperament. The two set out to sculpt the world along their own design. Yonlu desired a beautiful world full of life and light. Mortals would live and prosper here. Eeyn wanted a world of darkness and strife. Monsters would slay eachother in the dead of night, and all would come to fear it. The two began their work, but soon came to find that their plans could never coexist. They fought. For eons the two clashed tearing at eachother and at the world the other sought to create. Their blows thundered across the heavens and struck the earth. They were perfectly matched, and this was their downfall. Given time, they disturbed the sleeping behemoth, and this was their undoing. The blind abomination struck twice, and the gods souls where shattered into millions of pieces, raining down upon the world as the beast returned once more to its lair. Yet the sister's fight was far from over. From their essence came forth Mortals and Monsters...





Mortals and Monsters is a two team strategy game set in a dark fantasy world. The goal of the game is simple, rid the world of the opposing faction. The game is split into seasons which will affect the actions each team can reasonably take. Each season the players may direct their units to take action, with each unit having basic and special abilities available. Similarly random events will occur which can affect the abilities and strategies each player can and cannot use at that time. Combat in this game will be handled by a series of rolls. Each combatant will roll against their opponent with the standard dice being 1d6 plus any modifiers from equipment or special abilities.


Mortals
Mortals begin the game with almost nothing and must learn to tame their surroundings, build fortifications, and research new technology so that they may survive in this harsh and unforgiving world. Mortals will spend their time collecting resources, researching, beseeching the gods, and defending their kingdom against the monsters. Cooperation will make the difference between perishing and thriving.
Spoiler: Mortal Start Sheet (click to show/hide)

Monsters
Monsters are quite different than mortals. They do not learn, they do not collect resources, and they need for little except destruction. Monsters generate a set amount of mana per season, which can be used to either improve their monsters, generate monsters ad monster lairs, or otherwise plague the mortal kingdoms.
Spoiler: Monster Start Sheet (click to show/hide)




A great deal of info, discussion, and play will occur on the discord server for this game: https://discord.gg/QnWVxdp

45
Forum Games and Roleplaying / Gods of Mu (IC)
« on: October 25, 2018, 12:15:29 am »
The world is dim and flat. A single plane of existence, dimly lit by the shifting aura of the web of fate. It is here the mumans awoke, alone in a barren world. A small light floats above them, fading in and out in regular intervals. The rest of the sky is an ever changing tapestry of shifting auras, to the gods, the strings of fate are clearly visable wandering across the night sky. Yet the light doesn't cast far beyond their domain, ringed by the Unshaped Dark Lands. The mumans lived simple lives here in the dim light. Life is sparse and simple, survival is a struggle. This is the worlds the gods awoke to, and it is to this world they introduced themselves.


Kel

Sign of God: A cube exactly 9.12 centimetres on each side, made out of the same blue glass. Mortals are drawn towards it from great distances, and all who touch it will know of Order.

Kel created a small cube which drew in many mumans. They came from far and wide to touch the cube, for it beckoned them in. Those who touched it were given a deep understanding of structure and order. For many, this manifested in visions and emotions completely unknown to them. When the effect ended, many felt faint echos of that order which had been suddenly forced upon their soul. They had been restructured both in spirit, but in mind. A small set of them came together and formed the First Tribe, the Order of Order. Their goal was to find or create the order they had experienced.

Several mumans seek to build order, many mumans become more susceptible to order.


Choose one: Three of Wands, Six of Swords, Ace of Swords



Iqta

Sign of God: An unbelievably bountiful population of fish that practically throw themselves to be eaten by mumans. Those who eat the fish receive hallucinations of Iqta and that she caused the fish to appear. This is found in one particular coastline in the world and only happens as a population of muman come near.

The ocean in the southwest corner of the world teems with fish for a few days. The nearby mumans rejoice! Their struggle is temporarily relieved. They heartily devour the fish and come to have vivid visions of Iqta. Many come to worship the deity over the course of a few days, their bellies full and their struggle to survive forgotten, they are happy. All is good for a time, but when the effect ends and the waters become less fertile, many are upset. Fights break out and many accusations are made, some against those who ate too much, others for those who didnt worship enough, and others against Iqta.

Many worshipers gained, infighting begins between several groups and individuals, and a few come to distrust you.


Choose one: King of wands, The Chariot, Five of Cups



Magne Lightbearer

Sign of God: Living things in the vicinity appear to grow pregnant, regardless of sex, over the course of minutes to hours, ultimately giving birth to harmless fire.

One area of Mu is afflicted by a confusing and unusual experience. All mumans in the area are affected. Their bellies swell and grow, filling with warmth. The mumans are scared and confused by this strange occurance. This doesn't improve as fire is expelled forth from their genitalia. Panic and fear erupt and the mumans are confused and fearful.

Many mumans become confused and afraid.

Choose one: Knight of Pentacles, Queen of Pentacles, The Moon



TEKwPoSaFT

Sign of God: The Thousand-Eyed King's Sign of God looses a flight of beautiful Peacocks for entire towns to see, inspiring both awe and an aching drive to beautify oneself with the possible ultimate goal of turning oneself into a Peacock. While the flight of Peacocks is visible, mortals may enter the Thousand-Eyed King's realm by carrying flowers and walking into reflective surfaces.

Another area comes to view another particular spectacle. A flight of peacocks travel nearby. Those that see this parade of fowl come to desire beautification. They look upon eachother and themselves, and come to decorate themselves. These decorations are almost always in the style of peacocks. Those that do so come to have visions of The Thousand Eyed King's realm and are deeply struck by its beauty. When the effect ends, many cry for they were no longer beautiful and had to return to the drab reality of their lives.

Few mumans come to respect and desire beauty, many are more open to concepts of beauty, few are depressed by how ugly the world is.

Choose one: The Hanged Man, Ace of Cups, Seven of Pentacles


X’arilyg

Purple mist of a royal color will spread out from plants of the forest, marshes, and grass plains, any wisenheimer or Mortal that inhales the fumes will have their cerebral network show hallucinations of themselves in different realities all together as the same in taking in a psychedelic, but in the end of the hallucination a giant alien eyeball staring into their very soul, always watching on how their growth and achieving their vision is, what they provide to the universe. Knowing that a god is watching them.


A purple haze comes to roll across the land. Fearing this mist, many run, but more are caught in its path and breathe it in. Those that do are all granted the same collective vision, themselves and others who breathed the fumes sitting together breathing deeply a thick purple smoke. This is followed by an appearance of a giant eye which watches them constantly and accesses their progress. After the effect ends, those who were effected are effected in a variety of ways. Some turn to worship out of fear, others try their best to forget, and others are fearful and turn against you.

Some fearful followers gained, some are less receptive to you, many are unsettled.


Choose one: Nine of Swords, The Sun, Five of Pentacles



Acter Nobody

Small groups will have a collective vision of the Pedestal District, always including a visit to the top of the tower, and a feeling of Acter's existence while within the temple.

Small groups of mumans experiance the same vision. Their eyes haze over and they see the pedestal district, a beautiful sight to behold. Their vision allows them to wander the streets and explore this magical mirage. Before the trance ends, they visit a temple to Acter and can feel his presence there. After they awake from the trance, some swear their vision has improved. But its hard to tell.

Some groups become more susceptable to your influence.

Choose one: Ace of Wands, Two of Pentacles, Six of Cups


The God Equation

Sign of God Card: A glowing carving, one that imparts knowledge of the first piece of the god equation, and thus the beginnings of arcane mathematics, into those who lay eyes on it.

A glowing carving appears on a rock formation within the Brightlands. Some come to lay eyes on it and their minds are filled with mathematics and equations, concepts completely foreign to them, but wholly understandable as if they were ingrained in their very soul. For days several mathematicians used rocks and sticks to carve intricate equations into the dirt and onto rocks. Yet when the effect ends and the glowing carving disappears, so too does their understanding. The mathematicians are left with incomprehensible carvings and a this terrible feeling that they had lost something.

Some mumans are more susceptive to you, a few gain a desire to understand mathemagics, a slight few are driven to insanity by the knowledge they had gained and then lost

Choose one: Knight of Wands, Page of Cups, The Devil


Mardos

The dark, warm places nearby: hidden valleys, crags, basements and trash pits, begin to fester and rot at an insane speed. Plant and animal life begins to rapidly grow from these places, transforming them into strongholds of biodiversity and decay for a time.

Several mumans are struck by a horrible smell. Following the scent they find many cracks and crevices, hollows and holes, to be full of rot and festering slime. Yet almost as if before their eyes, fruit and life grow rapidly and bounty springs forth from these springs of life. Many mumans rejoice and devour what they can, becoming satiated for the first time. Simple animals and insects are drawn in and the mumans watch and observe them between joining them in feast. When the effect ends and the life decays without return, reactions are mixed.

Many are more receptive to you, some feel spited that they had experianced plenty but now are hungry again, a slight few are struck by a morbid curiosity concerning death.

Choose one: Four of Swords, Two of Cups, King of Pentacles



Finally as the First Turn draws to a close, a new force stronger than any god awakes. The Weaver, a figure as mysterious and innate to this world as the behemoth its built upon, awakens. Shrouded and dark, even the gods have trouble watching it’s movements closely, its eight ethereal arms twisting through the sky and its body more and more shrouded by mystery until it’s torso fades into the obscurity of the unknowable. The Weaver begins his work. Masterfully grasping the otherwise ethereal lines of fate and intertwining them into a beautiful tapestry of destiny. A shard-like dagger rests still at the Weaver’s side, waiting patiently for the moment the strange figure becomes dissatisfied with the cloth. Seeing the new world and the actions of the gods, the figure looks quietly upon the world and heavens. Then, it begins it’s work.


WEAVER TURN


O raw, pulsating thread. Become one. Become bound. This is but the beginning.


------On Mu-----

The First Tribe: the Order of Order:

First was the Order of Order. The purposeless Mumans gathered, united by a common purpose. It didn't took long for the Tribe to establish a ruling system and a set of laws. With Order came Coordination, and the Order learnt quickly to take advantage of the strengths of each individuals to further the goals of the whole.

The Order is strong. The future is promising.


Civilization: The Order of Order
+Law System
+Values: Orderly and coordinated
+United by a common Purpose
=Know of Kel


The Clans of Strife:

Second was the Mumans of the Southwestern Ocean. Unlike the Mumans of the First Tribe who knew Order, these Mumans knew Chaos. Strife and mistrust spiraled until the very reason of the start of the conflict became blurred in time. Eventually, fighting became natural for them, as it was the only mean of securing the scarce resources of the land and ocean. These Mumans splintered further into countless savage groups, that would be known as the Clans of Strife.

Civilization: The Clans of Strife
-Warring and savage
-Splintered
=Know of Iqta


The Seekers of Beauty:

A terrible calamity struck the Mumans who knew Beauty. With the grim realization of the world's ugliness, one idea sparked in the mind of a depressed Muman: life and the world were ugly, unforgivably so, but there was something beautiful: Death.

This nameless Muman took his life before the eyes of a crowd of Mumans. A shocking, terrible, yet fascinating act. The Mumans who witnessed were mesmerized, and all saw what the nameless Muman saw. Yes, dying would free one of this sinful and ugly world. Dying was undoubtedly the most beautiful act.

An unprecedented amount of mass suicides occured, this belief spreading like a virulent plague in the minds of the Mumans.
Those who despaired from this ugly world sought freedom in death.
Those who desired beauty sought the ultimate beauty in death.
Those who were open to beauty were distraught at first, and then intrigued, and eventually converted. They too, ended up seeking beauty in death.


Civilization: The Seekers of Beauty
-The plague of mind: Beauty through Death
+Desire Beauty
=Know Beauty
-Depressed by Ugliness


The Worshippers and the Rejecters of the Eye:

Once the mist had dissipated, the numbers of worshippers stopped growing. Seeing an occasion, the more numerous Mumans who didn't give in to madness hunted and captured the worshippers of the Eye, and exiled them. The Eye became a taboo among those who stayed behind, causing these Mumans to start seeking other sources of worship to forget the trauma. With hardened minds, they managed to endure the harsh conditions of the world better than normal Mumans.

The Worshippers of the Eye travelled through the unforgiving lands, turning into a nomadic group on the edge of extinction. Slowly, starvation thinned their numbers, with no respite in sight...


Civilization: The Worshippers of the Eye
+Worship the Eye
-On the edge of extinction

Civilization: The Rejecters of the Eye
-You don't speak of the Eye (Taboo)
+Hardened
+Open to worship other than the Eye


The Mumans who feared Fire:

The day when their bellows gave birth to fire had marked these Mumans. They started being scared of fire, the flickering flames reminding them of that traumatic day. As such, cold and darkness embraced them one by one, never returning those back.

Civilization: Unnamed Confused Muman group
-Fear of Fire
-Nearing extinction


The Seekers of Answers:

These Mumans kept the vision in mind, keeping an oral record of it. Some grew even more curious, trying to discern some hidden meaning behind it. This caused them to set off to explore, in search of answers. They never stayed in one place very long, sustaining themselves and leaving, allowing the land to conserve its scarce traces of fertility.

Civilization: The Seekers of Answers
+Seek answers
+Nomadic
=Know of Acter


The Mumans who glimpsed at the God Equation:

While several minds were lost to insanity, a few strong-willed Mumans sought to understand and reverse-engineer the strange carvings. After long, toiling days, the group who would be known as the Uncoverers managed to retrieve the lost knowledge. To celebrate the accomplishment, the Mumans renamed their society the Uncoverers of Mysteries.

Civilization: The Uncoverers of Mysteries
+Understand Mathematics
+Determined Mathematicians
=Know of the God Equation


The Mumans who knew Plenty:

The screaming hunger, the burning thirst. Since the Mumans knew the silence of their needs, their pleas and cries were stronger than ever to their ears. No longer could they bear them, and as such decided to act on it. These Mumans hunted other Mumans. And then they feasted.

Finally, the screaming needs silenced shut, and they found a new purpose. To never again hear that screaming need, no matter the cost.


Civilization: The Tribe of Craving
+Values: Cannibalistic, Ruthless, Violent
+Value Satiety above all


Spoiler: Civilizations (click to show/hide)

Spoiler: Mortals (click to show/hide)

Spoiler: Artifacts (click to show/hide)

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