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Topics - Crystalizedmire

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1
Roll To Dodge / Roll to Maintain a World
« on: March 17, 2024, 08:15:05 pm »
Roll to Maintain a World
It took a while for the world to notice that the major gods disappeared. First, prayers stopped being answered. Then the moon and the sun stopped moving. If no one fills the power vacuum in time, the whole world might be destroyed by whatever is causing the disappearance of these gods. Luckily many are vying for control and power. Hopefully, balance can be restored to the world in time.
Spoiler: RTD stuff (click to show/hide)

Worship and Worship tokens
Worship tokens are gained by how many worshippers you have and can be used to perform godly stuff. Anything as intelligent as a snail or above can worship but less intelligent. A small but dedicated cult produces more worship tokens than a small village that isn't as dedicated and a large sprawling civilization produces more than either. However, getting an entire civilization to worship a god is very difficult. Gaining other things worship can be done by interacting with them. Fearing and worshipping have generally the same effect but there are some differences. Fearing is easier to accumulate but harder to spread while worship is harder to accumulate but easier to spread.

Actions
Simple actions are actions that even a mortal can do but aren't talking. Creating objects(that aren't large enough to require many humans to complete) without divine power, travelling/teleporting to known regions that have the sun shining upon them, and fighting are simple actions. You can do 2 simple actions per turn.
Talk actions involve talking and are entirely free, meaning you can do however much as you want, provided you are at the target's location.
Sphere actions are actions that involve your sphere. Sphere actions can be performed equal to the number of epithets that have that sphere. You may use sphere action to boost another action. The booster action rolls a die and adds that amount to the result depending on what it rolled(the number added is under RTD stuff).
You can use worship tokens to take extra sphere actions.
You may use worship tokens to take actions with a sphere that you don't have but are associated with but at a -1 penalty.
Spheres that you are only associated with provide a +1 to your sphere action and cannot stack.
Vessels and Shapeshifting
Vessels are the physical manifestations of gods and can look like anything. Some gods have fragile vessels that can quickly reconstruct while stronger ones take at least a turn to reconstruct.
Vessels have at least 4 stat points but you may choose to sacrifice how quick you are at reconstructing to gain more stats. Your vessel starts at "takes a quarter of a turn to reconstruct" to "takes a third of a turn to reconstruct" and so on. After you reach the "takes one turn to reconstruct" mark, any further sacrificing of your reconstruction will take one more turn. The reconstruction time is also how long it takes to shapeshift. "Takes a quarter of a turn to shapeshift" allows you to shapeshift 4 times.
Vessels also have a trait assigned to them by me depending on their description.
Time
A turn would be a quarter of a day if the sun didn't stop moving.
Calamities
A calamity takes 4 calamity points to happen. But the amount of calamity points can be decreased by fixing the world. A calamity is anything that sort of breaks the world. A calamity point is always gained by the passage of a turn. Calamity points can also be gained by other things. Calamities stop happening once you've destroyed the cause of it.
Feats and Quests
Feats are notable achievements you've made which grant you an epithet. Quests are mortal requests such as answering prayers and could result in granting you a feat.
Epithets
Epithets grants you one sphere that it is most associated with. Other spheres associated with the epithet are considered your associated spheres. Epithets earned from feats also have one trait attached to it.
Spheres
Gods of a location starts with one very specific sphere and one small location while a god of a concept starts with a very specific sphere and one sphere that is a little broader than that(which means two epithets). The location starts out dedicatingly worshiping the god. All gods have a starting location but gods of a location starts at their location. Your highly specific sphere cannot be broken down into a smaller sphere.

Spoiler: Character sheet (click to show/hide)

2
Roll To Dodge / Welcome to the Afterlife!
« on: February 04, 2024, 03:33:17 pm »
After you exited the room you spotted a receptionist at their desk. They have a body, three legs, an arm, a wing, and an eye where their head should be. The receptionist has jet black feathers though their wing is made of leather and white. The desk is made of dark mahogany wood and has a stamp on it. You didn't realize it before but the supposed room is actually a white void and the door disappeared behind you. "May I see the papers?" the receptionist held out their hand. You gave them the papers without even thinking about it. "Hmm, the floor for ironic punishments is floor 50," they said as they stamped your papers. Then an elevator opened and inside was a four-armed and four-legged creature wearing steal armour. "That is your guide and guard, okay?" said the receptionist.
What is your appearance?
What was your death?
What was your crime?
What is your sentence/punishment?

3
Roll To Dodge / Roll to Nomic
« on: December 09, 2023, 11:26:21 am »
Immutable rules:
1. Mutable rules can be changed and deleted
2. Players can add rules
3. Rules are changed and deleted when I update
4. Each player may only add one rule per turn
5. Every time a rule is changed or added, I roll a d6 to determine how well it'll be implemented
6. Player added rules start off as mutable
Mutable rules:
1. The same die I roll to determine how well a rule is implemented will determine how much points the player gets for changing or adding the rule
2. The first player with -100 prestige wins
4. Players may trade -12 points to add a +1 to changing, adding or deleting rules for 3 turns
5. Players can't trade points for fame
6. D6 explode (on a roll of six, roll again thrice and add it to the result)
7. Players can't vote to remove rules and have to remove rules directly
8. If 2 or more players agree that a mutable rule should become immutable, it becomes immutable.
9. Mutable rules become less enthusiastic from overshots, being only in lower case.
10. Players can trade points for prestige at 5 to 1.5.
11. Every time the GM posts a turn, she gains points equal to the total of the die rolls in the turn multiplied by 1.25.
12. A random mutable rule cannot be rerolled at the start of a turn.
13. The player who points out a rules error is awarded 5 points.
14. Players can't spend prestige to gain negative points.
15. There will be no matchup or battle phases
16. each player may have 30 characters, created by giving their character a name. each turn, in addition to whatever else the player does, they may submit an action for their character to perform, with the outcome determined by d6 roll.
17. The World the characters come from is a fantasy setting where every mythical creature exists
18. If the GM has difficulty writing a turn due to excessive rules or characters, the GM may remove up to a quarter of the rules or characters.
19. Each time a rule is enforced, it gains one tally mark. When a mutable rule has 100 tally marks, it is deleted.
20. Points can't be spent in the shop to give characters items.
21. Characters start with 3 hit points each
22. Characters can't be given or learn new skills and jobs. The removal of one costs points, 5 points for a minor skill, 10 points to gain a standard job, 20 points to advance a job into an ascended job.
23. When a player's character or characters interact with another player's character or characters, both players gain 10 points, 5 fame, and 5 prestige.
24. Potatoes can't be gained.
25. Potatoes can not exist as they are a myth.
26. Characters gain 1 Hit Point each turn.
27. characters cannot have more than 8 hit points
28. Deleting a rule will also be rolled for using a d6. Failure will result in the rule becoming strengthened and anything less than total success will result in only partial removal or lessening of the rule in question. A 6 would not be total success and would invert the rule.

4
Forum Games and Roleplaying / Nomic game of Nomic
« on: November 09, 2023, 05:26:38 pm »
Immutable rules:
Players can change rules
Players can add rules
Immutable rules can only be changed into mutable rules
Mutable rules can be changed
New rules added are mutable rules
Mutable Rules:
Each time a player adds or changes a rule, they gain one point
Elephant Parade wins the game
Voting:
    Rules must be ratified by three players that are not the player that suggested the rule.
    Similarly, rule changes must be ratified by three players other than the one who suggested the change. Whisperling may spend two points to ignore this restriction.

    Until they have been ratified, rules or rule changes are invalid and have no effects.

    A player can vote against a rule or rule change, canceling out a vote in favor of ratification.

    This rule cannot be changed, removed, or overridden.

5
DF Gameplay Questions / Dwarves not turning into vampires | 47.05
« on: October 08, 2023, 04:01:31 pm »
I was trying to make a vampire fortress in 47.05 but no matter how many times I stabbed the vampire, the dwarves drinking from the well wouldn't turn. Another notable detail is that I had to repaetedly revive the vampire using dfhack. I also use dfhack to check if the dwarves were cursed after they drank from the well, but it just said that there are 0 cursed entities(because my vampire is dead). Is this a problem with how many blood is in the well?

6
Forum Games and Roleplaying / Suggest a Feature
« on: October 06, 2023, 03:25:14 pm »
Exactly what it says on the tin. Go ahead, suggest a feature.
Features:
Suggest a feature that will become an official feature when I get around to updating it.
Close Button
Save Button
DWIM Button
Accounts
    -In order to create an account you must fill in your email address, age, location, telephone number and bank account details. You must create a password consisting of at least 24 characters, containing at least 5 numbers, 7 special characters, 12 uppercase letters and 13 lowercase letters. Substrings corresponding to a real word in any language are forbidden. You must change your password at least once every day and if it may not have any overlap with any older password.

To login, first fill in your password. Then install an app on your phone. You will get a message with a 12 digit code that you need to fill in in the app, which will return a different 12 digit security code that is valid for three seconds. If you fail to fill in the security code in time, you have to start over. Two successive failed attempts in a row mean you have to call our helpdesk in the Philipines, where an employee who barely speaks English may or may nor reset your account.
Pebis
Fov slider/switch
menu option that shoves red-hot poker up the user's ass
slider to choose the length of the red-hot poker
uhhh
button
Big red self-destruct button
Blackjack, hookers, and blow
A button that says save and exit but it actually crashes the program
Debug logger that's always active and outputs information directly to your printer on both sides of the paper
A button that automatically files an FBI tip form with the user's current location and name prior to formatting the hard drive.
A hidden program that mines bit coin, you receive none of the profits from this as it's all sent directly to the owner of the company that mad the program.
Undo/Redo buttons
Reundo/unredo buttons
A button that destroys a feature at random
A button causes the personal conveyance to crash next time they use it
A button that undestructs King Zultan's account and adds funds to both accounts
Button that presses delete random feature button when that is pressed
Annoying unskippable ads

7
Forum Games and Roleplaying / Keyforged Merchants' Guild
« on: September 19, 2023, 03:28:55 pm »
Part of the Keyforged Outpost game

Welcome to the Merchant's Guild!
I am Taarka, the raven woman merchant.
Here you can set up shop and trade items. The people you trade with do not have to be a part of this guild.
In order to join, please state your first name and last name(if you have any), the shop(and its contents) you're setting up, and other details you wish to tell.
Spoiler: Mechanics on trading (click to show/hide)
Spoiler: Guild members (click to show/hide)

8
Roll To Dodge / Roll to make a world
« on: August 14, 2023, 11:03:04 am »
It is incredibly dark and so far the only things right now seem to be long violet things that look like ribbons but seem non-Newtonian. However, some conscious beings seem to be appearing in the violet-ribboned void.
Welcome to the god game where you have to make a world!
Like all rtd games it uses the 6 sided die(natural 1 is a crit failure, 3 is barely/half success, 6 is overkill/gone horribly right)
Character sheet:
Spoiler (click to show/hide)
You have one week, starting from when a new turn starts, to submit your turn.

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