Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - kilakan

Pages: 1 [2] 3 4
16
Roll To Dodge / Journey to Greatness-The RTD 5/5 people Turn 3
« on: September 17, 2011, 01:56:07 pm »
Journey to Greatness
    The town of Al'Grad, kingdom of Nilas, was quite and stagnant, sliding constantly to it's own death as people just trudged through their pathetic lives never trying to become anything more.  The year is currently 240 of the New Dawn era in the world of Ethien, and this year is when you have decided to become more then just another peasant.  You've trained your whole life so far to start your journey, and be damned if you won't get what you strive to become.

Info on the world of Ethien:
Magic exists but is incredibly taxing on those who wield it, it is also illegal in all forms in the kingdom of Nilas.
When born everyone is designated a profession, status, and town to live in.  Not doing as told by the monarchy is treason and people are routinely executed for trying to lead free lives.
Connections with the outside world was cut off over 200 years ago, and as such your knowledge past the kingdom's borders is non-existent.
The technology level is medieval.

Rules:
Everyone is Human.
All character sheets and actions must be pm'ed.  You are allowed to say what you are planning in the thread, of course you are also allowed to lie.
Other then that, stay within reason, and have fun.
1d10 will be used for all actions, with 1 being incredible failure and 10 being over-shot.  in-between rolls will have various effects depending on the action.

First 5 people will be accepted, others will be put on a waiting list.

Stats:
Strength-Affects damage, carrying ability, strength reliant actions, and crafting that denotes strength ex: Wood Cutting, Smithing
Constitution-Affects Health, carrying ability, and endurance.
Agility-Affects initive rolls, speed, and balance.
Dexterity-Affects aim, throwing, and certain delicate skills: ex:lock-picking, sewing
Willpower-Affects resistance to damage, influences, and concentration.  Affects Magic Power
Intelligence-Affects Exp gain, magic power, certain magical skills, and a few non-magical skills ex: studying

Important Starting Skills:
Melee Combat- Modified by strength, constitution, agility, and dexterity in order from most important to least.  Denotes general skill with all forms of melee weaponry including unarmed attacks.  Can only become level 3 before being capped, after that training into weapon specializations is necessary.
Criminal Acts-This ranges from lying to guards, to picking locks, to hiding bodies.  Represents a comfort with the darker side of life.  Capped at level 3.
Ranged Combat-Modified by Dexterity, agility, and strength in order from most important to least.  Denotes general hand-eye coordination when dealing with fighting at a distance, capped at level 3.
Magical Skills-Represents a general knowledge of magic, level 1 required to have any magical power.  Modified equally by intelligence and willpower.  Capped at level 3.
People Skills-Affects actions dealing with people from persuasion, to bartering, to just getting information from them.  Capped at level 3.

Magic:
Devided into 5 categories, but they tend to overlap a bit at the edges.  There is rumor of a 6th school of magic, but it is currently unavailable.

The Unseen:A school of magic devoted to powers of the mind, practitioners gain the abilities to read minds, see over large distances, influence people, and even create invisible weapons and barriers.  Based in Willpower, secondary in intelligence.

The Ritualistic-A school of magic devoted to preparation, and powers of the spirit.  Practitioners have huge fields of skills, but their magic requires planning, fore-thought and sometimes sacrifices.  Magic in this field is cabible of summoning demons and spirits, and enchanting items, while also having secondary roots in alchemy and The Unseen, however unlike other schools they are not able to use magic without runes, magic-circles, or special items and books.  Based in Intelligence, second in Willpower.

True Power-A school of magic devoted to primal forces.  Practitioners are rarely subtle but require little to no preparation or strict training.  Their Magic is restricted to the elements with the addition of bodily magics such as augmenting strength or healing.  Based in Willpower and second in strength and constitution.

The Order-While not technically illegal or exactly magic, this school is devoted to the worship of higher powers, which may or may not actually exist.  Their Magic varies upon their beliefs but is fundamentally in healing others, calling holy power to help them or harm their foes, and protecting themselves and others.  Based equally in Intelligence and Willpower.

The Crafters-This school of magic is solely based in creating and destroying, whether it is potions, people or weapons, they can not work without raw materials.  However with the materials they require, and planning and focus they are capable of nearly anything physical.  Of course this broad range of specialization comes at a cost, whatever they do is usually weaker then what another mage would do.  With the exception however with making non-magical objects, something only they are innately capable of.

Character Creation:  Post in, and a character name in the thread and then pm the following form, filled out, to me.:

Name:
Gender:
Age:
Worldly Goal:
Designated Profession at Birth:
Trained Skills:  pick one of the important starting skills for this, and then a secondary one based off of the first.  Except for magical skills where you choose a class.
Special Item:
Biography:
Stats: Each starts at a base of 5, you then have 20 points to modify them to a max of 20
  -Strength
  -Constitution
  -Agility
  -Dexterity
  -Willpower
  -Intelligence

Characters:
Ahra
Pyrate
Dwarmin
Tersr
Cerapa
Waiting for Greatness:
Wolfchild
Adwarf

17
Essence Born, Multiplayer Edition
Idea by Digital Hellhound, Run and revised by Kilakan
Something stirs in the light. It feels a pull, first gentle, but growing stronger and stronger by the second. The Stream flows once more, golden Essence flowing into the newborn world and filling every inch and waking being with limitless energy. The myriad denizens of the Stream are pulled away with it, dragged through the rift in reality to new, strange lands. They are filled with shock and fear as their bodies twist and change against their will to take a physical manifestation in this physical world.

Scattered all over this land, they wail and fight against their newfound sentience and senses. Millenia pass without them noticing. When they finally find enough willpower to truly wake, the simple life from their arrival has grown and evolved, filling great swathes of the earth.

The strongest get up and begin surveying their surroundings. The Stream still flows within them, quickly spiralling their strenght and intellect past human standards. But they soon realize they can still grow. There is much potential to be found in this world...

---

Spoiler: The Game (click to show/hide)

Spoiler: Aspects (click to show/hide)

Spoiler: Belief and Prophets (click to show/hide)
---
Spoiler: God Application (click to show/hide)


Kilakan's added Rule System:
Spoiler (click to show/hide)
Reserved Spots List:
adwarf
Mcclay
Dwarmin
Demonic Spoon
vagel7
furaka
Armok
Bunnybob77

These people posted characters in the suggestion version and as such have an reserved spot here, please repost your characters in this thread if you want to play, otherwise the non-reserved people will take your spot.

18
Roll To Dodge / 2547 AD the RTD Turn 5
« on: July 02, 2011, 08:41:33 pm »
2574 AD, Humanities new Dawn

Backstory:
Spoiler (click to show/hide)

Setting:
Spoiler (click to show/hide)

RTD Rules:
Spoiler (click to show/hide)

Skills:
Spoiler (click to show/hide)

Sign-up Sheet
Spoiler (click to show/hide)
I would ask that if you are going to sign up that you read the back story and setting, it's important, thanks.  I will take the first 4 people, but feel free to join the waiting list, with my more harsh look on wounds it's likely there will be spots open every 10 turns or so, plus if it's moving well at 4 people I will accept more.

Characters:
Adwarf:Jack Rivington
Spoiler (click to show/hide)

Taricus:Sami Taiya
Spoiler (click to show/hide)

Wolfchild:Samuel Chryton
Spoiler (click to show/hide)

jakeread1:Jacob Read
Spoiler (click to show/hide)


Cloning in progress (waiting list):
KaguroDraven
Bdthemag

19
Roll To Dodge / Roll To Survive the War of Mutations Turn 7 Year:3
« on: June 15, 2011, 03:14:33 pm »
Summer Break is upon me, and as such i shall run an RTD.
Roll To Survive the War of Mutations
Background Story stuff:
Spoiler (click to show/hide)

Generalized information:
Spoiler (click to show/hide)

Items:
Spoiler (click to show/hide)

Mutation Seeds: something grows inside of you, a physical form of your inner potential.
Spoiler (click to show/hide)

Character Sign-up Sheet:
Spoiler (click to show/hide)
I will take the first 4 People.  Others get a waiting list, failure to fill out all parts of the form will lose you a spot, please include everything, yes even biography, even if it is that you smashed your head last night and have amnesia.


20
Shadow's Coming

You are a band of people from the small village of Alura, and today you will start your journey.  Recent years have seen the rise of monstors from nightmares and myths, and the world is stuck in a constant struggle against the dark cloud slowly spreading from the western sea.  You are determined to fight and root-out this evil, or simply benefit from the riches your enemies must surely have, and today you leave your small town. 
Basically this is an RTD who's difficulty will not only increase as you progress, but also over time, so I'd say that alot of training isn't reccommended.  Also if you have something about dieing, this isn't for you, I will not warp dice rolls to save you. 

To Sign up:
Races:
Spoiler (click to show/hide)
Magic Classes:
Spoiler (click to show/hide)
Other skills are any and all things from medical skill, to butchering, and armor and weapon using.  For weapon using you must be specific in the type.  You create the skill.
You get a item set based upon your skill choices and a few rolls.  You may select one family hierloom item.
1 major skill and 3 minors.


Sign up sheet:
Spoiler (click to show/hide)
Characters:
Wolfchild:Esteal
Spoiler (click to show/hide)




Ochita:Ochita
Spoiler (click to show/hide)





Bdthemag:Tricton
Spoiler (click to show/hide)







Nirur:Nirur
Spoiler (click to show/hide)



Choobakka:Edwin Took
Spoiler (click to show/hide)

Dead:
Spoiler (click to show/hide)

21
Other Games / Haven and Hearth General Discussion-Immanently
« on: January 09, 2011, 07:56:07 pm »
 What is Haven and Hearth?

Haven and Hearth is an indie game developed using Java, C and Paintshop Pro, which is renowned for its stunningly beautiful 2D graphics. In addition to the lush 2D environment, the gameplay is very out-of-the-box in comparison to mainstream MMORPGs.

Persistent World

In MMORPGs, what you see is developed by some guy who spends his entire career making maps. You play as an avatar in a static world that will be no different tomorrow as it is today. In Haven and Hearth, this is different. You (yes, as soon as you spawn) have the capability to alter the world around you. Individuals, and communities, can morph and craft a village, raping the land around them for resources. Watch as a remarkable forest succumbs to deforestation and the ground under them is mined out for iron! Everything you do leaves a mark that others can see.
Player versus Player

Unlike most MMORPGs, you will become attached to your character. Death isn't measured in an EXP loss, but a loss of an entire portfolio. Death is also persistent. Not to mention destructive elements, such as battering rams, that can bring even the the most defensive villages to their knees, ruining countless hours of teamwork, friendship, and clicking.

It's in Alpha

The developers are donation-fueled (most donations currently going toward server upgrades) and are constantly working on their game. In combination with their tight-knit player base, your suggestions, demands, and threats carry more relevant meaning to them than it would in any other game you play with fancy graphics.

22
Curses / Sleeper's
« on: December 28, 2010, 11:37:20 pm »
I know in the last version they seemed rather bugged, how do they gain juice, effectiveness, and recruit others now?

23
DF Modding / Zombie Aftermath Total Mod (Idea gathering stage)
« on: November 20, 2010, 10:30:01 pm »
Zombies
At the moment, I've recently begun relearning how to mod, since DF 31 came out, and I thought that with the new ghosts (undead maybe, not sure if that does happen...), night creatures, ect.  A zombie mod is in order, and I want to practice ;)
I've got some basic ideas of how I would go about making a mod, but I'd like some input and ideas.
The setting could be either
Medival: Magical, or just bacteria type undead, you are fighting them with swords, armor, and shields.  And most of the world already lost.

Present Day: Some type of massive event has wrecked the planet, and created the undead, environment could be mostly hot, dry, largely lifeless dessert.  Guns, technology ect, could exist, but would largely be gone, and many people would have reverted to large blunt weapons, and guerrilla tactics.

Futuristic: Plasma, lasers, mechsuits, you know the idea.  Could be a different planet entirely (which would open up different types of animals, indigenous peoples, plants, ect.) and could be fighting against either a zombie like alien, (normal alien if so requested) or just zombies.

The undead themselves would make great usage of the new night creatures and targeting system, if I gave them a necrosis/paralyzing attack, then they would be able to rip apart the paralyzed target quickly with teeth and claws, without the needless biting toes of the previous version.
What I'd like is some input of what you would play, and ideas of what you'd like to see.

24
Roll To Dodge / piRaTe D turn 2, Blood-Bath, and flying wolves.
« on: September 09, 2010, 08:06:02 pm »
Pirate RTD

This is an attempt by me to make an RTD which i won't let die after 10 pages, please remind me if I fall behind in updates.


     In a cataclysmic event no one seems to remember, all gods of the world were killed.  As their blood ran on the earth, certain people who were devote in faith or embodied that which the god stood for, gained unusual and sometimes minor powers.  When you woke up for what seemed like the first time in your life you found yourself to be on a ship with 4 other people.  The ship was moving steadily forward without sails or any other type of propulsion.

In this you are a pirate of Nysos, the god of water and blood.  Your very presence on board a ship causes it to move at your whim.
There are other people who have the abilities of the dead gods, yet you know none, or what they can do.

The ship is a tall ship
Spoiler (click to show/hide)
  it does not have cannons or any other type of built in weapon.

Races:
Spoiler (click to show/hide)

Sign-Up:
Name:
Race:
Specialization:Be creative, though magic is new to this world, and is not choose able.
Description:

I shall take the first 5, rest shall be added to the waiting list.

The game story shall unfold as it happens, currently you are rather unaware of the world and your places, though you seem to remember you're companions, and feel like you were a pirate before.

actions are as follows:
Travel:This is any long distance movement, only this may be done on the turn it is chosen, success on reaching the destination shall be rolled for.
Major:Attacking, creating items, picking locks, persuading someone, ect.  May be taken along with a minor action.
Minor:Using an item, lever, object.  Opening an item, object, container that is not in your inventory, does not including the picking of it's lock if necessary.  Talking to someone, buying items, selling items, and other talking based actions.  Picking up an item or items, or dropping items/items.  Throwing an item. May either use two minor actions or a minor and a major action per turn.  Moving short/medium distances counts as a minor action, includes opening any doors or climbing anything necessary to get there.

Characters:
Evergod:Hadron
Spoiler (click to show/hide)

Aramco:Aramco
Spoiler (click to show/hide)

Frelock:Varson
Spoiler (click to show/hide)

WolfChild:Faelan
Spoiler (click to show/hide)

Elegy:Umbra
Spoiler (click to show/hide)


25
Curses / How to raise sleeper Juice
« on: July 07, 2010, 05:12:03 pm »
The wiki says it is through any of their actions but laying low, however whenever i try and get them to do anything they always degrad to punk status, is this broken?

26
Curses / Kidnapping Non-dateable NPC's
« on: July 06, 2010, 09:27:11 pm »
I was wondering how you would go about capturing guard dogs and genetic monsters (from the genetics lab) anytime I try and kidnap them it says they are too dangerous, even when they are lying pn the floor squirting blood, is there some special unit type or weapon needed to capture them?

27
Roll To Dodge / Zombie RTD Turn Five:Ways divided
« on: May 19, 2010, 04:28:35 pm »
name:
Starting weapon (basic civilian items, no ak's, or auto-shotties):
Clothing:
Physical/personality/background description:
1 starting non-weapon item:
Skills (1 advanced, 2 beginner):

only 7 to start
Players:'
Quote
Name: Josan Caylen
Items:Aikido Staff, marital arts garb, Shoulder pack (wallet, phone, flashlight)
Skills: Advanced Aikido, Basic Chemistry, Basic Coffee Making)
Health:Fine



Name: Deon
[uItems:[/u] Riot baton, Riot gear, Goggles, Mask, Riot Shield, Flashlight.
Health:Fine
Skills:
Advanced Melee combat
Basic shooting
Basic survival

name: Tarran.
Items: Browning 9x19mm Hi-Power, Military clothing, Flash Bang grenade
Advanced Rifle skill. Basic Pistol skill2/4. Basic Melee skill2/4.
Name: Para
Items:1 Steel fireman's axe, 2 emergency dull axes, Fire-Proof Clothing, First Aid Kit.
Advanced: Fire Axe use.
Basic Fire Hose use, basic First Aid.
Name:Windel Frog(male)
Starting Weapon:Leather Gloves with Steel Claws.
Clothing:Leather Jacket, Leather Pants, Studded Belt, and Leather steel-toe boots.
Physical/personality/background description:
Quite Strong, averagely buff, Can run for a VERY long time.
Very nice, friendly, and very funny.

His mom died giving birth to him, and his dad was in a war when he was born, so after about six months of his birth, they were unable to find his father. Every foster home he went to he was always very genial and kind. Most of his friends have never found anyone more sincere. One day Windel got a dream that his father was alive. There was no importance in his life, as he had nothing, and bought him some Leather Gloves with Steel Claws to use for defence. He knew those years of Martial arts, wrestling and the fact that his father was a warrior, he would have an easy time defending himself, now that he was ordered to go to the hospital, he has his suspicions up. His new life starts here...
Skills: Martial Arts, Advanced Martial Arts, Survival Tactics.
Name: Louey Vergus
Starting weapon: Giraffe femur
Clothing: Street clothes, nerdy+probably useless Adamantium chain shirt
1 starting non-weapon item: Zombie Survival Guide
Skills:
Advanced: Stupid Weapon use, 2/16
Secondary: Carrying large burdens, Persuasion
Name: John Gummer

Starting weapon: a WW2 M1 Carbine passed from generation.(if ammo is rare than let's just say it was refitted for more common use)
1 starting side-weapon item: a Trench Knife replaced with steel (1917 model). Passed down from gramps who fought in world war 1 (received when John turned 16)

Clothing: A sweat shirt and thick vest with various pouches and heavy duty pants with also pouches. (oh, and a good pair of boots)

Description: John Gummer has never been in war, or shot a person either. But battle has been in his blood ever since the civil war and now the rise of the dead call forth the inner soldier to fight the dead with an old rifle given to him by his father and a six-inch spike of steel.

Skills: Advanced Rifle skill.  Basic Melee skill. Basic Pistol.
waiting list:
none

28
DF Gameplay Questions / *Warning contains spoilers* Help please
« on: April 23, 2010, 12:26:33 pm »
Spoiler (click to show/hide)

29
DF Gameplay Questions / Tunnel deep into the mnountain????
« on: April 02, 2010, 05:04:45 pm »
I opened up a cavern that was only 10z down,when I get a message that I opened a tunnel deep into the ground, which was a spiral stairway leading down into darkness.. 3 seasons later nothings happened. Is it simply a passage and not a HFS or seige entrance?

30
DF Bug Reports / [0.31.10] Web collection pathing
« on: April 01, 2010, 11:02:43 pm »
whenever there is a web that the weaver is unable to path to, it causes multiple spam messages, lag, doesn't forbid the unreachable web (and thus repeats) and also causes all other jobs to stop pathing and cancel.

Pages: 1 [2] 3 4