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Topics - Supernerd

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31
Forum Games and Roleplaying / Demigodhood Multiverse: OOC Thread
« on: July 14, 2018, 05:06:02 pm »
Introduction
Are you sick of games dying because the GM stops updating them for whatever reason? So am I! So I decided to try some new experimental thing. The premise behind this game is the line between player and GM is blurred a bit. Each player will also need to be the GM of their own little world, which their own character is forbidden to interact with I'm not sure if this will work out well or not but as they say: Nothing ventured, nothing gained!

Note: as we have more worlds than players, you may join even if you don't want to host a world.

Naturally, I shall be the head GM who oversees all of the other world threads. In the event that there is a dispute regarding game mechanics, I get the final say. I will typically side with the world's GM in all but the most flagrant issues. (For example: If your fireproof character takes damage from something like a flamethrower, you should probably point that out.)

Each world must update at least once every 72 hours. Failure to do so without a good reason can get you kicked out of the game.

A world should also not typically update more than once every 24 hours when multiple players might be in conflict.

Story
You used to be a god, and it was pretty great. At least, until a massive cosmic event happened just recently. Now your connection to your world has been severed and your power was severly reduced, demoting you to being a demigod; which is actually still pretty great but substantially less so. Now you need to interact with other worlds if you want to regain your influence and retake what used to be yours. Alternatively, I guess you could just start a business, become an entertainer, become a politician, or do whatever it is that a demigod would want to do. What even would your demigod want to do anyway? I certainly don't know!

See the individual world threads for more details about their own story.

Awesome Powers
Your character is powered by what I will refer to as a "perk" system. Each perk is a supernatural ability that you can use, and the more points an ability has, the stronger it is. Player controlled demigods will invariably be the strongest entity in any of the game's worlds. Despite this, they can still be defeated with clever tactics; or more likely, be defeated when they do something stupid. Being killed in a world will reduce your influence there or even block it off to you entirely, but you will be able to simply move to a different world.

When you gain a certain amount of influence in a specific world, (The exact means of which is to be decided by the world's GM), you will gain a special ability designed by that world's GM which fits under one of your "Perk Themes". This ability will be lost if you lose your influence in that world however, and time in the world will keep going whether you are in it or not.

Combat
In actual combat situations, things will not be measured by precise numbers (Though it certainly will be a factor). Things will instead be resolved in a manner which makes sense based on the abilities that each attacker possesses and particularly awesome posts will grant a bonus to combat. You may also take your action secretly by sending it via pm to the world's GM, however doing so will impose a small penalty upon yourself. The precise nature of how this works will be up to the world's GM.

How to move between worlds
Some in world devices may help facilitate this. Also, each player character has the ability to sacrifice their turn to move to another world that they have access to. To do this, declare you are leaving a world in that world's thread and make a post in the world you are trying to enter. You will emerge in the new world when it next updates, but depending on how you leave a world, there may be consequences within that world for your exit.

As a reminder, your character can never interact with your own world. To clarify, you cannot be in your own world for any reason. Even if you do not "Interact" with anything your character still cannot be in your own world.

Application
Note: The world section of the application should be sent to me by PM, to avoid giving other players spoilers.

Also, make sure that you will be able to GM your own world effectively. If you don't think you can handle taking on GM duties for that world, then this game isn't really for you.

For the abilities section, you get 300 points to spend on abilities, which should be spent in multiples of 10. A single ability can have as many as 100 points placed into it and only one ability can start with more than 60 points in it. You are advised to purchase an ability for everything you want to do that cannot be done by an adult human.

When your application is approved you create the introduction thread to your world, and may have your character join another world that exists.

Once your character is added to the second post, you may edit it until you decide to enter a world.

If you need some inspiration, check out this game that I ran a couple years ago.

Spoiler: World Application (click to show/hide)
Spoiler: Character Application (click to show/hide)

Questions
If you have any questions, please ask. I'm sure this all makes a lot more sense to me than it makes to you.

32
Welcome to the world of Gridhood

I've spent a lot of time thinking about how this game can be properly balanced. Then I realized that maybe it doesn't need any balance. At all. Thus I present to you Gridhood 12!

In this game you can choose to either play as a god or a civilization. The two things are mutually exclusive, meaning you can only be one thing at any given time. Civilization players need to work on tiles to get resources and basically not die, while god players compete with eachother for mortal worship and make changes to the grid world.

Note that new rules will be added as the game progresses. If you want to do something that there are no rules for, that will probably trigger the creation of new rules that cover the aforementioned something. Remember to check this post for the most current rules that are in effect. Don't be deceived by the seemingly basic beginning of the game.

Keep in mind that things do not officially exist until they appear on an update post. This means you cannot settle a civilization on a tile until you actually see the tile on the grid map.

The game will update whenever the GM feels like it which will always be at least 24 hours after the last update*. If you fail to get your action in, the GM will not wait for you.

Spoiler: Playing as a god (click to show/hide)
Spoiler: Formatting Rules (click to show/hide)

All actions that affect a tile or involve a tile must include the tiles co-ordinates. No exceptions.

NEWEST GAME RULE: Copyrighted things are not allowed. (Because its unoriginal, not because of legal concerns) and Tool Construction tweaks.

33
Fleshmancy Neo: Can into space!
(Not a part of the canonical Fleshmancy series, unless Roboson says otherwise)

In ancient times, your homeworld fell victim to a horrible blight. Your ancestors devised a way to escape from it before your civilization fell to ruin by discovering a way to leave the planet altogether and finally live out their lives in peace and harmony; but it was not meant to be.

Up until recently, you have been cryogenically frozen inside a massive fleshmancy creature that was created by your ancestors; which has finally reached its destination at the promised land. Upon landing touching the ground the great creature unfolded into a city, and the people within it began to thaw out. This new world is very strange, and the new atmosphere has rendered most of your original creations inert. You will need to re-learn your craft and protect your new civilization at all costs.


---

Fleshmancy Neo takes inspiration from Fleshmancy 3, but with a number of changes made. In order to survive, you will need to construct new buildings and expand your empire in order to exploit the resources of the new world while fending off its inhabitants that are less than happy about your arrival.

Each turn in this game lasts for approximately one year, and the turns are split into two phases: The research phase and the construction phase. In the research phase, each player may select a research project. These research projects may be for the creation of monsters, heroes, weapons, buildings, or whatever else you can think of. Additional research can be performed on a completed project to upgrade the design, up to a certain degree. Note that Fleshmancy does not function with anything that is dead.

In the construction phase, you may create anything that has been researched by your civilization, provided that you have the resources necessary to do so. Each player will typically get first say on how the resources that they personally brought into your empire, though if who this is should be is unclear, an agreement will need to be reached. Note that flesh will degrade beyond the point of usability at the end of each turn, so try not to be wasteful with your resources.

Your organization will start the game with a few resources as noted below.
The Seemingly Endless Pile of Flesh: Your nation's greatest treasure! A vast and totally not even a little bit smelly or disgusting wad of flesh which constantly regenerates and provides your fleshmancers with a supply of flesh. Each turn that a Fleshmancer is in the same tile as this artifact, they will obtain 20 flesh which can be used by their civilization. Only a fleshmancer is able to harvest from this artifact, but there is no limit on how many can simultaneously work their magic on it. The secrets behind its creation have sadly been lost to your civilization, so it is unlikely anything else like it can ever be created.

The Bone Furnace: A strange and mysterious forge which spouts blue flames from a skull-like smithery. Using this this bone furnace can turn meat into bone in a 2 to one ratio. The chewing and sucking sounds this artifact makes during this process are melodic in a gut wrenching sort of way.

The Organ Cloning Chamber: A modern development which is able to create all kinds of Organs to be used in the creation of fleshmancy creatures by providing it with raw flesh.

Space Whale City: What remains of the spacecraft that brought you to the new planet. It provides shelter and life support for up to 100 civilians. 500 HP.

30 Cryogenically Frozen Colonists: Adult humans kept in stasis. They have no upkeep while frozen. They can be unfrozen at any time, but cannot be re-frozen after the unfreezing. They can perform most tasks that do not require magic. If they are not kept happy, they may act in unpredictable ways. Sight, Hearing, Taste, Smell, Full Organs, Grasping, Educated, Fertile, Free Will. 20 HP, 1 Att, 1 Move. Cannot be made by Fleshmancy, Upkeep is 3 flesh/turn each.

The Map:


Cost Guidelines

Flesh: This determines the size of your construct.
Bone: Provides structure and reinforcement to bone.
Organs: Gives your construct abilities.

Eye: 1 flesh.
Tiny brain: 1 flesh.
Small brain: 3 flesh.
Brain: 5 flesh.
Large brain: 10 flesh.
Teeth: 2 bone.
Internal Organs: 7 flesh.
Special Organs: Variable cost.
Specific Organ: 1 flesh. 

A human would roughly cost 30 flesh (2 for eyes, 5 for brain, 2 for teeth, 7 for internal organs, 4 bone, and 6 flesh.)

---

If you want to play, all you have to do is post your action for the first time. In the research phase, you would do so by declaring a project. If you start in the construction phase, you will get the 20 flesh from the artifact at the base that can be used right away.

34
Forum Games and Roleplaying / Bloody Bay: Cabalvision (IC Thread)
« on: November 11, 2017, 12:18:14 pm »
Good evening ladies and gentlemen! You are watching Cabalvision!

This is the IC thread for Bloody Bay. You can find the OOC thread here. If you did not register your team in the OOC thread, you may still post here - as one of the spectators. If you are a spectator, you can vote on who is most deserving of MVP awards, and possibly do some other sneakier things at the GM's discretion.

The first game will be decided by the first two teams to arrive at the stadium. I will start by hosting one game so that I can get a feel for how many simultaneous games I will be able to handle. Each game will be prefaced by a channel in bold - so if you want to keep tabs on a specific game you can safely skip ahead and look for the channel markers.

Reminder: In this particular game, the GM will never fudge a dice roll. The GM may twist the actual rules of the game a bit, but the dice results will never be tampered with no matter how suspiciously biased they may appear. Remember - when it comes to dice you are never due for a win. Such is the way of Nuffle.

Spoiler: The Wyld Hunt (Fairy) (click to show/hide)

35
IC Thread link

Welcome to Bloody Bay! For those of you who do not know, Blood Bowl is a blood sport which is sort of like american football with orcs and murder and stuff.

For the most part, this game will be using the rules dictated on this web page. Knowing how to play beforehand is not strictly required, and the GM will provide tutorial explanations to players who are less familiar with the rules when appropriate.

There will also be a few house rules that differ from the official rules. The biggest one is: You're not playing as one of the pre-defined races. Instead, you get to make your own! (See the spoiler below). The signup sheet will state some general guidelines, but exceptions may be made for any part of it with the GM's permission. Fill it out however you like and the GM will take care of balancing. Note that the teams will not be perfectly balanced. If there is any imbalance it will probably be within the spirit of the game, but the GM will catch the most flagrant offences.

There are also a few other rules which will be added as necessary. The GM reserves the right to modify any rule as the GM sees fit at any time. If a GM decision contradicts a rule in the rulebook which was not previously addressed, then the rulebook may or may not take precedence for the first occurence.

Note: If you have any ideas that do not appear to be covered elsewhere, bring that to the GM's attention.

Spoiler: House Rules (click to show/hide)
Spoiler: Signup Sheet! (click to show/hide)

36
Forum Games and Roleplaying / Dryad Rage: IC Thread
« on: May 04, 2017, 04:42:55 pm »
Spring 1, Year 1



Spring has arrived. The ice and snow melts and the world is once again friendly to new life. In a grassland, a magical tree seed awakens from hibernation and takes root; and the densely packed mana within it takes form, bringing five newborn Dryads into existence.

Your objective is to protect this tree with your life, several times if need be. If the tree dies it is Game Over. There do not appear to be any creatures in the immediate vicinity...

Tutorial - Using Abilities: Even without hostile enemies to target, you are still able to use your abilities. Multiple abilities may be used in one turn. If you choose to use more than one, then each one must be assigned a percentage of your Power Multiplier. For example, ability 1 uses 0.7 multiplier and ability 2 uses 0.3 multiplier. Keep in mind that an ability with a low multiplier is likely to be resisted even by very weak enemies.

Note: Please put your actions in bold, and include your characters name with your post. This information has been recorded on Page 1 of the OOC thread.

Spoiler: Dryads (click to show/hide)
Spoiler: Tree and environment (click to show/hide)
Spoiler: Upgrades (click to show/hide)

37
Welcome to the world of Dryad Rage!

In this game, you will play as a magical creature called a Dryad; a magical humanoid creature whose life is tied to that of a tree. The greater the tree becomes, the more powerful you will get. If the tree dies, so too shall you. In order to survive, you will need to nurture your magical oak tree and protect it against wave after wave of hostile enemies. If you want to succeed you'll not only need power, but also cunning and the ability to think outside the box!

Each turn a certain amount of Mana will be created by your tree. Expending mana will allow you to do a number of essential things such as improving your characters abilities, improving your tree, healing and reviving players and possibly for casting certain powerful spells. Mana will be shared among all players and its up to you to decide how it should best be used.

To play, fill out the form over here. When you are done, Do not include information about the Locked Skilled in a post in the thread. This should instead be sent as a PM to me. As some of you may already know, I like to keep some secrets from my players. Questions about the game in general may be asked in thread.

Spoiler: Signup Sheet Info (click to show/hide)
Spoiler: Blank Signup Sheet (click to show/hide)
Spoiler: Important Notes (click to show/hide)

IC Thread

38
Forum Games and Roleplaying / Zenith Concert (AKA: Mad Libs the RPG game)
« on: December 15, 2016, 11:01:08 pm »
Welcome to the world of Zenith Concert! The roleplaying game where your character is created by everyone except you!

To sign up for this game, you'll need to fill out some fragments of an application, preferably several times. After I get enough pieces of application, I'll mix them all up, assemble them into actual character sheets and that's what you get. You will be allowed to reroll fragments that you do not like. Note however that you get a non infinite amount of free rerolls. If you still aren't okay with a part of your character after you use your rerolls you can continue to reroll, but each time you do your character will be a bit weaker. Any aspect of a character sheet which is rerolled will be lost to you forever, no exceptions. I'll also point out that no part of your character will have been designed by you.

To clarify what a "Application Fragment" or "Fragment" is: It is a small piece of a character sign up sheet.

Each fragment will come with some stats. There are two different types of stats Combat and Social, many of which are specific to certain aspects. (For example, a characters name will only affect social stats). This spoiler contains the stats, and their function. Note that this may mean there are multiple copies of the same Character Sheet Fragment which have different stats. Note that the stats mentioned first should be the most relevant ones to the fragment: the last stat mentioned will be the first one to be removed from excessive rerolling. If a stat has a zero balance, it may be made up with both positive and negative stat modifiers. If it has no permitted modifiers, then it cannot. (If two fragments are clearly mutually exclusive, an additional free reroll may be negotiated.)

Spoiler: Combat Stats (click to show/hide)
Spoiler: Social Stats (click to show/hide)

Below is a list of Character Sheet fragments. Each spoiler below has information about what it should contain, as well as what kind of stats and how much should go with it. Note that a fragment CAN have negative stats. For example, a fragment that grants 4 combat stats can have "Strength -2, Precision +2 and Affinity +4". The game world is not yet set in stone, and will be generated after the initial characters are finalized, so you don't need to worry too much about being "lore friendly". I would ideally like each player to contribute more than one of each fragment so that there are enough to go around. I'd also recommend not creating more than 10 of each one if you're the kind of person who likes to go overboard with stuff like this. You are permitted to have several options within a single fragment so as to account for other potentially incompatible fragments, and with some of them it is encouraged to do so.

If you have any questions, please ask. I'm sure I did a bad job of explaining something, I'm just not sure what that is.
One final note: Please do not post Character Sheet Fragments in the thread, sent them to me via PM instead. I want people to be surprised when they see your handiwork.

Spoiler: Name (click to show/hide)
Spoiler: Race (click to show/hide)
Spoiler: Age (click to show/hide)
Spoiler: Gender (click to show/hide)
Spoiler: Orientation (click to show/hide)
Spoiler: Positive Trait (click to show/hide)
Spoiler: Negative Trait (click to show/hide)
Spoiler: Ultimate Ability (click to show/hide)
Spoiler: Class (click to show/hide)
Spoiler: Weapon Specialty (click to show/hide)
Spoiler: History: Origin (click to show/hide)
Spoiler: History: Current (click to show/hide)
Spoiler: Objective (click to show/hide)
Spoiler: Appearance: Physical (click to show/hide)
Spoiler: Appearance: Additional (click to show/hide)
Spoiler: Appearance: Outfit (click to show/hide)
Spoiler: Personality (click to show/hide)
Spoiler: Other (click to show/hide)


And below here is where I am keeping the completed character sheets. Prior to your introduction to the game, you may make rerolls to certain fragments; however if you do not have remaining rerolls, your character will be weakened for each reroll you make. The following fragments have free rerolls:

Name: 2
Trait: 2 (Shared among ALL traits)
Class: 1
Weapon Specialty: 1
History - Current: 1
Objective: 1
Appearance - Additional: 1
Appearance - Outfit: 3
Personality: 1

Spoiler: vishdafish (click to show/hide)

39
Introduction

Welcome to Gridland Survival! Its a variation of a series of games previously played on the MSPA forums and Chocolate Pi called Gridhood. The gimmick with this game is that it contains only one major civilization; of which each player is a member. The game will start off being fairly simple, with new rules being added as things happen. You will be hunting for food, exploring new lands, researching technology, fending off monster attacks and maybe participating in an election or something.

Previous knowledge of Gridhood is not required to fully enjoy this game.

Rules (More will be added later. All rules will be added to the first post)

Spoiler: Player Characters (click to show/hide)
Spoiler: Food (click to show/hide)
Spoiler: Scouting (click to show/hide)
Spoiler: Research (click to show/hide)
Spoiler: Population (click to show/hide)
Spoiler: Abilities (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Professions (click to show/hide)
Spoiler: Naming (click to show/hide)
Spoiler: New Players (click to show/hide)
Spoiler: Target Icons (click to show/hide)
Spoiler: Multiple Actions (click to show/hide)
Spoiler: Mandatory Formatting (click to show/hide)

Signup Sheet
Here is the signup sheet. You will get five character abilities as well as one species ability. Character abilities can be summed up in a single word or you can give a short description of it. This can be physical traits, personality traits or whatever else you can think of. Feel free to be creative here.

I'm not sure how many players I'll be accepting, but it will probably be a lot.

Prior to filling out the Signup Sheet...
There have been some changes made since the start of the game. You are not intended to pick from the list of pre-existing abilities. Every single one of the abilities on that list was initially created because it was on an application in the first place. While you are allowed to pick pre-existing skills, I formally discourage you from doing that. Bonus points for not picking the most common gender for your character.

There has been confusion with new players applying to join the game. To clarify, you are NOT supposed to include a description of what abilities do. Just include the names. If you scroll down a bit you can see the first few player's application who signed up. I will also point out that it is recommended to create your own abilities as opposed to picking them from the list below. (Though it is probably acceptable if you pick a few abilities that already exist).

Also, it is preferred to send me a PM with the character sheet as opposed to posting it in the thread.
Spoiler: Signup Template (click to show/hide)

Gridland Encyclopedia
Spoiler: Character Abilities (click to show/hide)
Spoiler: Castes (click to show/hide)
Spoiler: Stats (click to show/hide)

40
Forum Games and Roleplaying / Black Zenith: Resurrection
« on: February 02, 2016, 08:56:29 pm »
Introduction and Story

This game is a continuation of a forum RPG with a very long history which was started by an old friend on a different forum way back in September of 2010. I've been thinking of creating a game that uses the Black Zenith character creation sheet for quite a while now, but until now I never got around to doing that. Mostly because world building is apparently not one of my strong points. If you feel like learning a bit about the history of the game you can click on This Link to see the most recent Black Zenith game, which in turn has another link that goes to the game before that. You probably won't get some of the references to stuff that happened in a previous game; that doesn't matter in the least. All you really need to know is that for some reason Unicorns have godlike powers and are evil.

This game is set in an alternate universe from the Black Zenith game, the key difference between this universe and the other one is that in this one Rahien was defeated by the might of the terrifying unicorns! Then the unicorns proceeded to annihilate the world and all that inhabited it. The unicorns then split into two factions; The Destroyers and the Sadists. The Destroyer faction, citing the defeat of GM and DM saw the lesser races as a threat to equine supremacy and believed that they should be annihilated entirely. The Sadist faction saw the lesser beings as their playthings and wanted to keep a population of them alive so that they could torment them forever. In the Black Zenith world, unicorns are not very nice. There is also a smaller third faction known as the Supremacists who don't give half a shit about non-unicorn life who remain mostly neutral.

The Sadist unicorns have revived various champions from different places and timezones to inhabit what remains of the world. Those champions... are you! Your primary goal is to survive, defeat hostile forces of all manner, which the Sadist unicorns refuse to interact with for any number of mysterious reasons and grow ever stronger so that one day you will be able to stop the unicorn menace once and for all!

This game will not be first come first serve, however those tho express an interest within 24 hours of this post will be put at an advantage during character selection because I am hoping to update this game on a daily basis and would prefer having players capable of posting an action within 24 hours of an update. Also, feel free to ask any questions you may have about character creation.

Game Mechanics

Ordinary actions

Ordinary actions are your standard 'do this, stab that' kind of thing. If it makes sense and you roll sufficiently high, you can probably do it! There is nothing saying that a fighter cannot cast a healing spell, though if you suddenly get the idea that you can fly, you'd probably have to state a good excuse, such as casting a spell, as well as roll sufficiently, to pull it off. Also keep in mind that casting magic and likewise do not actually cost anything such as mana; If you roll well enough, you pull your move off.

Like the previous games in the Black Zenith series, whether you succeed or not will depend on how I roll a D20, plus a modifier based on your stats. I'll take care of all the actual calculations myself.

Traits
A trait is a representation of something your character is skilled at, such as swordfighting or combining two types of magic for greater results. In general, traits are passive bonuses that provide the defining basis of your character. A good example would be the ability to have a chance to make a 'combo attack' once a round, thus hitting an enemy twice rather than once. Some things are also simply impossible to perform without a Trait to allow it, though such examples are rare at best. Creativity is strongly advised when choosing your traits.

Special Abilities
A special ability is a particular move only you can pull off. Doing almost anything, special abilities are almost limitless in what they can do; they all share some rules though. Special abilities all need to be activated. Sometimes, doing so takes up your turn, and sometimes you will be able to perform another action alongside your special ability - it depends on the individual special ability.

Special abilities can buff you, debuff the enemy, or just plain deal damage or heal somebody. But that is not the full extent of what they can do - think creative.

All special abilities have a cooldown time. Some are higher than others, thus allowing for that ability to be more powerful as well - its a question of balancing it out to fit you. Most specials would have a cooldown of 7 or 8 rounds, and you can specify if your particular special should have a shorter or longer cooldown, or just a standard cooldown, through it'll affect the power of the special by a bit.

Stats
In this game there are two sets of stats. The first one is Combat stats, which are primarily used for combat purposes. The second one is Social stats, which is highly situational in this game. These are the stats and their effects.

Strength: Affects your ability to do damage with conventional weapons such as swords, bows and firearms. In this game ranged and melee attacks use the same stat.
Crafting: Your ability to perform non-combat related tasks such as building, cooking etc. You won't be fighting 100% of the time.
Affinity: Your ability to use magic. Magic abilities are far more versatile than conventional weapons and can be used for a wider variety of effects. However its raw power is not as high as Strength based attacks.
Constitution: Determines how much health you have, and your ability to shrug off certain effects.
Defense: Your ability to dodge, block or otherwise avoid damage.
Precision: Your ability to not be dodged, blocked or otherwise avoided.

Sincerity: How trustworthy you appear to be.
Guile: How much you appear to know what you are talking about.
Intimidate: How scary your character can appear to be.
Charm: How likeable your character is.

Each of your stats should generally be no less than 4 and no greater than 18. This rule is not set in stone. If there is a logical reason for your character to have a stat of less than 4 then you may have a lower stat; though this will likely cause problems for you in certain situations. Some examples may be that if your character is blind in one eye you may have a precision stat that is lower than 4, if your character is under the effects of a curse in your backstory you may have an affinity that is lower than 4. If your character is a child then you may have a guile lower than 4 etc.

You may also have a stat that is greater than 18. However this is not advised as each point above 18 will cost 2 stat points instead of 1. If you want 20 strength it will cost 22 stat points.

Character Creation Sheet

Spoiler: Character Sheet (click to show/hide)

41
DF Suggestions / Burrowing animals
« on: May 23, 2013, 12:05:22 pm »
In vanilla dwarf fortress, it is far too easy to seal your fortress off from the outside world. I think that what we need are entities capable of digging through certain materials in a manner similar to how ghosts can pass through things. Giant prairie dogs and worms for soil layers, Giant termites for wooden walls and at least one particularly nasty critter that can dig through stone.

42
Introduction
This is a card game loosely based off a party game called 1,000 blank white cards. In this game you create your own cards and duel your friends by drawing random cards from a big deck that contains all of the cards that everyone made! I've played and hosted a similar game on another forum and have made a few adjustments for the sake of game balance, such as making it less difficult to make a comeback when you are losing. Before you start to play, you should make 5 or more cards, and cards should be PMed to me instead of posted in this thread.

How cards work
Cards can have numerous different effects as specified by players, but as a general rule each card will have a name and a presence number. A player will need a certain amount of "presence" in order to play a card. Your presence will generally go up as the game progresses and if you don't have enough presence to play a card you will not be able to play it. There are two main categories of cards, cards that have life and cards that do not have life. A card that has life will remain on your field until its life runs out, and a card that does not have life will typically dissapear after its effects take place (although some lifeless cards will stick around until certain conditions are met). Once per turn each of your cards that have attack can attack another card on the field, and if your opponent has no cards with life on their field you can attack them directly. A direct attack on your opponent will always deal only 1 damage regardless of the cards attack power. Here is a template that you can use. A card does not need to use this exact template but your cards should be set up in such a way that there is no confusion as to how it works.



How presence works
Presence replaces points from the previous games. Each player starts the game with 1 presence and at the start of each turn you will gain 1 presence. (The person who takes the first turn does not gain 1 presence on their very first turn to counter the first turn advantage thing). Cards can have special presence altering effects, and the player with less life will gain an amount of presence equal to the difference between both players life. If your presence is reduced in such a way that you no longer have enough presence to sustain all of the cards on your field then there are no negative repercussions aside from not being able to play anything else (including 0 presence cards) until you have a positive presence level.

Quick recap: Presence = 1 + turn count + difference in life if yours is lower ± other card effects - the total presence of all the cards on your field.

Card balance
As a general rule of thumb, a cards sum of life and attack should be approximately equal to double its presence level, though cards can be somewhat stronger or weaker than that. Special effects and whatnot should be factored into price. Cards with a presence cost of 0 or less can be made, but such cards should be useless or near useless.

Game rules
1) For a standard game you will start with 10 life and 6 cards.
2) You can make a card at any time, even mid game.
3) If you have 0 or less hearts, you lose.
4) You draw one card at the end of each turn instead of at the start. PM me whenever you need to draw cards.
5) You are expected to keep track of what cards are in your hand. Consider making a text document for this purpose.
6) Cards cannot attack on the same turn they are played unless otherwise stated.
7) You can only play one card each turn.

Card creation rules
1) A card must have a name as well as a legible presence number.
2) No card can target a player specifically (IE. Billy Is Great: Billy wins instantly because Billy is Best)
3) Cards can NOT affect other peoples games. Cards CAN be affected BY other players games however.
4) Cards CAN affect other specific cards, even ones made by other people (IE: Craig. Can only be destroyed by playing Blitzkrieg)
5) Cards CAN require competitions (IE. Both players play oregon trail and the person who gets farther gets points), but cards CANNOT use competitions for skills lots of people don't have (IE. Both players remix sunslammer and the one with the better tune wins points)
6) Cards CANNOT force the other player to do something they are uncomfortable with (No forcing the other player to draw Baby Muppet Porn)
7) Cards SHOULD be 300*200 pixels
8 ) Use random effects (coin flip, dice roll) sparingly.
9) Card text that is not in english, not legible, or in some sort of code is to be treated as gibberish and has no effect.
10) No submitting cards from previous games, this game works a bit differently.
11) If you saw this game on another forum, you don't need to submit cards for more than one game. Each branch of this game will have cards created from each forum the game is in.

Here are some sample cards.

43
DF Dwarf Mode Discussion / Trapped Kobolds.
« on: August 10, 2012, 02:19:12 pm »
Through totally unintentional blind luck, I have caught both a male and female kobold thief in cage traps. They stumbled onto my traps while they were injured from engaging my civilian dwarves and now I have them in some lovely wooden cages in my stockpile. What would be the dwarfiest thing to do with them? I'm thinking something along the lines of breeding them for eggs or bones but I don't know how I would go about doing something like that.

44
DF Dwarf Mode Discussion / Rutherer has given birth to triplets
« on: August 09, 2012, 11:27:59 pm »
In my latest fortress, I have been periodically receiving a message that Rutherer's are giving birth to twins or triplets. I can zoom to the location via the unit screen and it appears to be in a deep cavern which I have not yet breached. I already know that the only option for me is to dig deep and make judicious use of cage traps, what I want to know is has anyone else encountered a similar event?

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Suddenly I started to wonder something: What happens when a pregnant werebeast gives birth while transformed? And in the case of egg laying animal people/werebeast forms, is it possible to obtain werebeast eggs?

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