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Topics - IronyOwl

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31
Forum Games and Roleplaying / [ISG] The Dark Tower [Remorseless]
« on: February 11, 2015, 12:20:20 am »

This is the mighty tower of Azal'Thazul. Located overlooking the savage Blood Plains, the tower serves to protect the mighty kingdom from barbarian incursions and other such unpleasantness.

Nobody has heard anything from it in months.


Enter this handsome devil. This valiant captain of justice is you, selected to lead an expedition to determine what, if anything, has gone wrong, and if possible correct it.


To aid in this endeavor, you have been granted some valiant kingdom soldiers. 50 common infantry, plus 5 magically-inclined Brightsouls and 5 martially-inclined Darkhearts.


But enough about them, back to you. Is there any biographical information you would like to declare at the clerk notarizing this expedition before you depart? What about special requests or other such nonsense?

32
Forum Games and Roleplaying / Masters of a New World [Month 1: Till]
« on: February 03, 2015, 08:03:18 am »
A new world has been discovered, and plans are already underway to colonize it. A mighty and respected wizard has been selected to lead this initial attempt, thereby establishing a foothold in this new plane of existence. Whatever awaits on the other side, it is hoped that this master of magic's talents will be enough to keep the colony (and colonists) safe and productive.

However, it was feared that even this mighty wizard might become overwhelmed by the sheer diversity and number of the challenges one might face. Accordingly, said wizard has been tasked to bring along six acquaintances, each mighty wizards in their own right, to aid in micromanaging and creatively defending the new colony. Conveniently for you, you just so happen to be such an acquaintance and mighty wizard. While no match for the leader of the expedition, you nonetheless command far more power than is reasonable in your chosen field, and have enough familiarity with bossing people around to pose as a workable governor.

Of course, being selected will be the easy part. Once there, you have no idea what you'll find. There could be environmental hazards, hostile wildlife, even angry locals. There will almost certainly be opportunities as well... but the folks back home will start wanting various things in short order, and angering them could have unfortunate consequences. Speaking of which, the peasants under you might start demanding various things as well, your fellow wizards might start causing problems, and you might want to get something done that isn't just avoiding catastrophe once in a while...

In short, welcome to the new world. It'll probably be a mess.


Spoiler: Mechanics (click to show/hide)

To sign up, fill out the following form:
Code: [Select]
[b]Name:[/b] What you call yourself.
[b]Specialty:[/b] Your primary magical focus. This is what you've devoted most of your time to, and therefore what you've become a nigh-peerless master in.
[b]Tribe:[/b] What species/tribe/clan/blueprint you hail from.
[b]Physical Description:[/b] What you look like physically.
[b]Mental Description:[/b] What you're like on the inside.
[b]Personal History:[/b] Anything important from your life thus far. Needn't be long or precise; "Was alchemist, studied rocks" is fine.

[b]Tribe Description:[/b] A more detailed explanation of what your Tribe is.

[b]Ship Name:[/b] Each wizard will be riding to their new home alongside their colonists in an interplanar vessel. As this vessel is fully expected to be rendered unusable on impact, naming it may be considered somewhat odd; but it is a major undertaking, and so people tend to expect it to be named.
[b]Colonists:[/b] 500 Human Peasants (not recommended)
[b]Food:[/b] 3000. Measured in person-months; 3000 is six months' worth of food for 500 people.
[b]Tools:[/b] Adequate. Measures your ability to perform specialized tasks on arrival.
[b]Amenities:[/b] Sparse. Measures your peoples' ability to not become disgruntled on arrival.
[b]Navigation:[/b] Adequate[sup][sup]TM[/sup][/sup]. Measures your ship's ability to avoid careening into unpleasant things in the space between planes.
[b]Insulation:[/b] Adequate[sup][sup]TM[/sup][/sup]. Measures your ship's ability to shield its passengers from the harmful effects of unfortunate things in the space between planes.
[b]Structural Integrity:[/b] Adequate. Measures your ship's ability to not crack like an egg when something catches it wrong, between planes or on top of one.
[b]Additional Supplies:[/b] None. Measures your ship's stash of other neat stuff.

Listed above are the more or less default stats for a wizard's ride. Wizards have several options to customize this experience.

The first, and most important, is to specify the contents of their colonists. 500 human peasants will not be as useful as more skilled workers might, and even less so if you are not human yourself; colonists tend to get along poorer under a master who is not their own kind. Breaking this number into skilled divisions (200 farmers, 100 lumberjacks, 200 mimes) and specifying their tribe is strongly advised.

Secondly, you may sacrifice portions of your ship's performance in some areas for gains in others. Want to start with a throne of solid gold? By cutting corners with how well your vessel can avoid interplanar anomalies, this just might be possible! [i]Really[/i] want to avoid anything writhing out of its stasis pods when you reach your destination? By boosting insulation and dropping these newfangled "tools," you might just be able to do that! The possibilities are endless, although your budget isn't and is frankly already a little low. Still, if you can manage it good luck!
It looks longer than it is.

Additionally, we'll need our central wizard. Anyone can submit entries or portions of entries for that, and it's a bit more freeform than the player entries.

Signups will remain open for ~55 hours. Six slots, waitlist available in case somebody drops out.

33
Play With Your Buddies / Probenauts [November 1st: Damn]
« on: October 20, 2014, 02:24:46 am »
Probenauts
"If you ever feel like dying for the good of the planet, let me know."


"Greetings! My name is Harvest-chan!

"Did you know that your world is under assault by advanced alien forces your species is ill-equipped to handle? Your planet's governments have organized into regional blocs in response, and now offer varying levels of support to an organization called the Xenonauts in exchange for protection."

"Xenonauts are special people with access to things nobody else has, but in exchange they have to fight against aliens. Would you like to become a Xenonaut?"



"All you have to do is make a contract with me."



Orientation
"Would you like to become a Xenonaut?"

Spoiler: Classification (click to show/hide)
Spoiler: Compensation and Clans (click to show/hide)

Contract Application Form
Code: [Select]
[b]Name:[/b] Your name.
[b]File Photo:[/b] An official image of you. If not provided, will default to our record photo of the soldier in the dumb helmet.
[b]Physical Description:[/b] A brief description of your appearance.
[b]Mental Description:[/b] A brief description of your mental state.
[b]Preferred Stats:[/b] Your preferred attribute qualities, or anything else potentially deducible from the hiring screen.
[b]Preferred Loadout:[/b] What equipment you would like. Note that while there is no limit on basic equipment, manufactured items may be harder to acquire.
[b]Battlefield Behavior:[/b] How you would like to act while on missions.
[b]Base Behavior:[/b] How you are likely to act while on base.

Failure to fill out all sections of this form may result in being a bland, somewhat ugly rifleman with no personality and middling stats.

34
Forum Games and Roleplaying / [ISG] New Lands of the Wizard-King
« on: July 22, 2014, 10:37:49 pm »

The Lands of Illetheria have a rich and complex history.


Then they blew up.


Fortunately, their greatest and handsomest Wizard-King managed to teleport out in time. Now you can continue being awesome in this... wherever you are. New world, looks pretty dull. You think that green stuff is grass?

Well, you're sure you'll make do. You don't call yourself the greatest entity to ever exist for nothing.

35
Ah, the Fulares system. You will never find a more wretched hive of scum and villainy...

Just kidding. It's pretty much completely undeveloped at this point, which means there's infinite potential for you to turn it into what you want it to be (Terms And Conditions Apply, offer void in some areas, sponsors hold no liability for any and all Actions, Events, and Circumstances encountered or undertaken by any affiliated or unaffiliated entities).

Still, if you and your paymasters agree, if nobody gets too much in your way, and if the stars line up just right, you might just be able to turn this place into something you can be proud of, be that a shining utopia of enlightenment for all or your own personal moon-sized space-mansion.


Spoiler: Signups and Identity (click to show/hide)
Spoiler: Existence and Spread (click to show/hide)
Spoiler: Charters and Claims (click to show/hide)
Spoiler: Actions Per Round (click to show/hide)

To join, post your desired initial Charter along with a name and description of your character. Signups are always open, regardless of game progress or current player count.

36
Roll To Dodge / Aspects of Eight RTD [Turn 19: Intent]
« on: May 15, 2014, 04:40:36 pm »
In a perfect void, something exploded. A ring of entities expanded outwards before stopping themselves, the products of this something from nothing.

The Eight Aspects had been born.

Each saw first their rival, staring at them from across the ring. Their other siblings they noticed afterwards, arrayed to each side of them in a circle. Their third revelation was their power of creation- their ability to shape their surroundings in line with their affinities.

Their fourth revelation remains to be seen.

Spoiler: Mechanics and Details (click to show/hide)
Signup Sheet:
Code: [Select]
[b]Name:[/b] What you call yourself.
[b]Aspect:[/b] Which Aspect you are. Do note that this can be anything, not just the listed Aspects.
[b]Appearance:[/b] What you look like.
[b]Personality:[/b] What your personality is like.
[b]Goals:[/b] What your general goals are at first.
Signups are open for a sole slot left behind by our Order Aspect. However, new applications are not for the position of an Aspect, but that of an Archdemon. Archdemons function similarly to Aspects, save for two key differences. One, Demonic spheres are freeform; that is, not limited to the Eight.

Secondly, Archdemons are greedy, materialistic creatures. If left too long without minions to serve them, gifts to feast upon, lands to lord over, and so on and so forth, they tend to find their power waning. Conversely, sufficiently well-supplied Archdemons can find their powers surging beyond that of Aspects. Of course, everything is relative, so Archdemons also tend to have to keep moving to avoid being crippled by stagnation.

Additional slots for additional things may open up later, but this will depend in large part on the actions of the current Aspects.

37
Roll To Dodge / Outlands 2 RTD [Turn 7: Noises!]
« on: March 28, 2014, 06:57:42 pm »
Setting and Plot
Spoiler: Overview (click to show/hide)
Spoiler: Demographics (click to show/hide)
Mechanics
Spoiler: Dice and Rolls (click to show/hide)
Spoiler: Skills (click to show/hide)
Spoiler: Stats (click to show/hide)


Signup Sheet
Code: [Select]
[b]Name:[/b] Self evident
[b]Description:[/b] What you look like
[b]Mental:[/b] What your personality and outlook is like
[b]Primary Skill:[/b] You begin with one skill at +2 (Apprentice). You also gain a randomly generated item based on it and your character sheet in general. See the Skills post for examples.
[b]Secondary Skills:[/b] You begin with two skills at +1 (Novice). You also gain a randomly generated item based on each one and your character sheet in general. See the Skills post for examples.
[b]Starting Items:[/b] You are assumed to start with clothing, any tools you clearly need, such as a weapon, and possibly a few other reasonable items. You will also automatically be assigned three randomly generated items related in some way to your character and skills.
6-8 slots, not first come first serve. Signups will remain open for 72 hours, unless it appears that they don't need to. There is always room on the waitlist in any case.

Feel more than free to ask entirely too many questions. I fully expect there to be a lot of those.

38
Roll To Dodge / Enchanters of a Shrouded River Delta [Sluggish...]
« on: March 21, 2014, 05:13:43 pm »
Original Thread

Spoiler: Original OP (click to show/hide)

Several months ago, a cabal of mighty wizards opened a portal to another world, allowing five thousand souls to pass through and start colonizing another world. Through hard work and determination, the colonists have managed to establish what is almost a home, but their trials are far from over.


Enchanter Signup Sheet
While the player roster is currently full, there is still a waitlist in case it proves not full enough. Enchanters are specialized, more powerful wizards brought along to help the colony.
Code: [Select]
[b]Name:[/b]
[b]Description:[/b]
[b]Specialization:[/b] Usually a fairly broad school of magic. See current players for examples.
[b]Hobby:[/b]
[b]Personality:[/b] Up to two positive traits, at least one negative trait. This may or may not have effects, as I see fit.
[b]Assistant:[/b] You start with an assistant to help you.

Antagonist Signup Sheet
No room left for a normal player? Never fear! This game has room for antagonists as well.

To join as an antagonist, PM me your interest and an enchanter sheet. Since you will not actually be an enchanter, you may take liberties with this sheet; it's for inspiration, and thus not as concrete as a normal signup. You may also mention specifics or make requests in your submission, but what exactly you'll get will be a mystery.

Antagonists will have a quicktopic to post and read turns in. They will not necessarily be on the same side, and may even be opposed. They will tend towards being antagonistic towards the normal players and the colony, but this is not an ironclad guarantee. Antagonists will have somewhat concrete goals but are free to change their minds within reason, similar to normal players.

39
Once upon a time, in another realm, there was a mighty general-sorceress-queen. Though she could not negotiate her way out of a paper bag and had only the faintest knowledge about anything going on around her, she wielded both legions and spells with impeccable skill, bringing low all who would stand before her. Alas, she met her end at the hands of a treacherous poison, and her kingdom lost its most precious jewel.

However, this was not the end of the mighty princess. Though she was forever lost to her homeland, she persisted, and found herself in another land, one in need of a true queen to unite and guide it. You are one of the courtiers who has flocked to her banner, hoping to garner riches, glory, fame, or perhaps something more by aiding your new liege in her trials.


Spoiler: The Queen (click to show/hide)
Spoiler: The Courtiers (click to show/hide)
Spoiler: The Realm (click to show/hide)


To join Queen Axespendable in her most glorious rise to ultimate power, you need only fill out the following:
Code: (Mandatory - Personal Data) [Select]
[b]Name:[/b] You may style yourself however you like, but bear in mind that any titles you possess are likely to be entirely unofficial or relating to places far away.
[b]Pitch:[/b] What you say when you're trying to convince your new queen that you're valuable on your first brief meeting, given that you've got a hard time limit because there's a really long line.
[b]Portrait:[/b] You need a picture. If you cannot afford a picture, one will be provided for you.
Code: (Optional - Campaign Generation (Information Below)) [Select]
[b]Difficulty:[/b] Casual, Relaxed, Normal, Challenging, Impossible.
[b]Victory Type:[/b] Defeat the Great Mages, Defeat an Avatar, Cast the Unity Spell, Capture 50% of Holy Grounds; or Armageddon Mode.

[b]World Type:[/b] Great Land, Supercontinent, Continents, Islands.
[b]World Size:[/b] Small, Medium, Large, Extra Large.
[b]Rival Great Mages:[/b] 1-8, affected by map size and type.
[b]Additional Worlds:[/b] 1-6, affected by map size and type.
[b]Map Type:[/b] Flat or Round.

[b]Perks:[/b] 10 points to spend. See spoiler below for options.
[b]Color:[/b] Blue, Red, Yellow, Green, Purple, Orange, Cyan, Pink, Teal.
[b]Race:[/b] Arethi Elves, Humans, Monsters, Undead.
[b]Rumor:[/b] She got better. She's a vampire now. Her reptilian heritage rendered her resistant to the poison's effects. Everybody's heard rumors as to just how your new Queen survived her apparent demise. What do you believe?
Spoiler: Game Type Data (click to show/hide)
Spoiler: World Data (click to show/hide)
Spoiler: Queen Data (click to show/hide)

If you have no interest in joining her illustrious cause at this time (not afraid of ropes, perhaps?) but would still like to ruin everything influence the young queen, you may submit either or both optional entries without a courtier application.

40
Roll To Dodge / Void Wizards in Voidland [Turn 4: Togetherness]
« on: March 07, 2014, 07:01:16 pm »
You are a wizard trapped in a void dimension. That's okay though, because you're a wizard and void dimensions are easily manipulated.

Spoiler: Goal (click to show/hide)
Spoiler: Map (click to show/hide)
Spoiler: Requirements (click to show/hide)
Spoiler: Actions (click to show/hide)
Spoiler: Amber (click to show/hide)

Signup Sheet
Code: [Select]
[b]Name:[/b] What you call yourself
[b]Appearance:[/b] You're a mighty wizard, so there's certainly some leeway here.
[b]Personality:[/b] What your noodles are like.
[b]Goals:[/b] What you plan to do now that you're here.
[b]Other:[/b] Anything else we should know about you. How and why you're a wizard in a void dimension, for instance.

Six players, not first come first served. Those with interesting goals are more likely to be selected. I doubt we'll make use of a waitlist, but I'll track one just in case. Maybe if a lot of our wizards decide to breach the veil and leave the game with their servants to go exact vengeance or something.

41
Forum Games and Roleplaying / Servants of Duke Kraven [Imps and Review]
« on: February 14, 2014, 12:03:05 am »
Spoiler: Dice Mechanics (click to show/hide)
Spoiler: Creature Mechanics (click to show/hide)
Spoiler: Dungeon Mechanics (click to show/hide)


This is a game about serving a malignant subterranean sorcerer-lord with little to no respect for peace, life, limits, dimensional boundaries, or you. You'll have to serve their whims to earn your keep, but may also influence their decisions and the direction their empire takes. Research and craft, enhance your abilities, advance your station, perhaps even become a master in your own right... or just come when you're called on to fight and then amass a lot of booze and whores.

But before we get to who you are, we need to know who our benevolent overlord is, don't we?


Spoiler: Character Creation (click to show/hide)
Spoiler: Overlord Creation (click to show/hide)

42
ORIGINAL FORUM GAME DO NOT STEAL



You are this thing.

...now what?

Spoiler: Status (click to show/hide)

43
Forum Games and Roleplaying / Spirits of Creation [Turn 6: Refined]
« on: January 09, 2014, 08:05:55 pm »
A new day rises on an idyllic land, filled with gentle hills, light forests, and winding rivers. The sun brings something else along as well- changeling spirits, eager to improve and adjust. Some may be thoughtful or impulsive, gentle or malicious, capricious or wise... but whatever they are, it seems the fate of this land lies in their hands now.

Spoiler: Spirits of Creation (click to show/hide)
Spoiler: Acts of Creation (click to show/hide)
Spoiler: Methods of Ambition (click to show/hide)
Spoiler: Spirit and Spheres (click to show/hide)
Spoiler: Location (click to show/hide)


Signup Sheet
Code: [Select]
[b]Name:[/b] What you call yourself.
[b]Appearance:[/b] What you look like. Bear in mind that shape and form are meaningless to Spirits unless they manage to acquire an Avatar.
[b]Personality:[/b] Your general mental state. Bear in mind that Spirits may change their minds or grow just like living creatures.
There is no player limit at the start, but we'll quickly Thunderdome our way through any extras. I'm assuming 8 players will be the maximum, but this may change depending on how easy or difficult it is to deal with that many.

At game start, there is a sun and a fairly lush river-heavy location of light forest and gentle hills. It is inhabited by a variety of plants and animals, but you don't know much more than that- concepts involving the world are a bit fuzzy to you in peculiar ways.

As a general rule, you can rely on mostly normal-ish inhabitants for the climate and terrain, but if you need a specific trait, you should attempt to create that before trying to work with it. A good rule of thumb for this is to imagine getting a distant cousin of what you wanted- squirrels instead of rats, cows instead of moose, ferns instead of roses. If that's fine, you can probably work with whatever you've got. If that's not fine, you should probably start more basic ("clever nocturnal rodents," "really large herbivorous quadrupeds," "spiky plants") before trying to grant them specific features (or worse yet, rely on them already having them).

Oh, and as an advanced warning: There will be Fun. Not right away, but not just what the players bring either.

44
Forum Games and Roleplaying / [ISG] You Are A Villain! [Oh, Right]
« on: December 15, 2013, 06:21:25 pm »

You are a Villain.

You seem to have momentarily forgotten your Name and Appearance.

You should also probably recall your Class, which helps determine your abilities.


You may also wish to reflect on your Stats, which likewise help determine your capabilities. You have six points divided into Strength, Agility, and Intelligence.

Strength covers physical strength, stamina, and other expressions of raw physical power and physique.

Agility covers accuracy, speed, and other expressions of nuanced physical ability.

Intelligence covers intellect, willpower, and other expressions of mental and magical acuity.


Almost Finally, you must recall your Evil Overlord. While you are indeed a Peerless Villain, you are not quite yet entirely independent as such.


Completely Optionally, you may if you choose happen to have a Boss Battle Theme Song.

45
Roll To Dodge / Servants of Oversoul [Turn 8: Quiet]
« on: November 28, 2013, 03:49:57 pm »

Six sparks awaken under the gaze of the Oversoul. Six gods born with awareness of their power, but not knowledge of its use.

Through experimentation, they must learn. Though the Oversoul's nature and aims are unknown and unknowable, its whims may be made clear from time to time. Those that fail can expect oblivion; for the Oversoul, even the power of a god is a candle that may be snuffed out or lit at will.


Spoiler: What is this? (click to show/hide)
Spoiler: How do I play? (click to show/hide)
Spoiler: More Technical Rules (click to show/hide)


To sign up, you need a name and color... and both are optional. Color must be Red, Orange, Yellow, Green, Blue, or Purple, but is purely cosmetic, and in the event that several successful applicants choose the same color, one will get to keep it and the others will have to select or be assigned a new one.

I'll be taking six randomly selected applicants at first, with a waitlist. The Oversoul's patience might or might not be influenced by the size of the waitlist, and thus availability of new blood to replace the current rabble with.


Spoiler: Commands (click to show/hide)

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