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Topics - Skyrunner

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31
Creative Projects / GUM: Grand Unified Model—Weather shenanigans
« on: February 07, 2013, 09:56:50 am »


Grand Unified Model (GUM)

Spoiler: Unordered opinion (click to show/hide)

So: a Grand Unified Model(GUM) to simulate, in general terms, the interactions and relationships of organisms and their surroundings. A collaborative project that attempts to use the modular-ness granted by modern(ish) programming languages to best effect, and which, in the end, would be able to be adapted to many situations one wants to simulate. What a module simulates would ultimately be on the shoulders of the programmer, and not restricted by modules that are already done or in progress.

Another goal could be having a world-in-a-globe, where everything worth tracking is tracked: some modules decide what today's weather is in Bagali-anshi, some modules say that today's rain was enough to make a set of snowroot to sprout and germinate, rising above the weeds that choke the field, striving to get a foothold; the muddy roads inhibit merchants and prices rise slightly. Far off in a capital capital area, nobles struggle to rise to the top of the heap, people live people lives. Unbeknownst to the inhabitants of the great city, the local aquifer is drying out, perhaps due to changes in river-flow, which could bring sweeping drought and famine to the region...

Of course, without proper organization, the above is all a pipe dream. There has to be some sort of order to this modular chaos, and this thread will probably be the eye of the storm. I think that there have to be things to be decided on in advance to keep everything from degenerating into sphagetti-plagued chaos. It mostly involves sparse standards to follow, and a few style guides. Here is what me and alway have tossed up as a set of ideas:


GUM in short?
A modular project to allow users (probably programmers) to combine individual modules to form ordered models of phenomena, probably focusing macrophenomena such as ecologies and weather, societies and economy, more than on microphenomena like protein folding and molecules turning. The way each module implements a simulation model is up to the programmer, as long as he provides readable code, some hooks (and the willingness to add more hooks at behest), and, if it is a time-based module, a step() or update() function with a parameter, to be described below.
(Welp, that wasn't short. xD)

What language will GUM use?
Now, while there are many languages out there, and it is a hot topic, in the sense nuclear warheads tend to be hot, I think C++ is the language of choice for this. The reasons are mainly
: C++ supports object-oriented, procedural, and functional programming. It is a flexible language, especially compared to languages like Java. It is also easy to make C++ modular.
: C++ is powerful. Among the utilities it can perform are multithreading (via boost::thread), whicah is crucial for any large simulation.
: C++ can easily take advantage of 3D hardware, through DirectX or OpenGL, and be used to natively write moduels which use 3D.
If sufficient reasoning is given, a different language might be considered. But the thing is, all languages really do do the same thing. It's just syntax. :D

What are the standards you propose?
A few thought of are:
- Always #undef macros, whenever defined, at the end of your file, or alternatively create a pair of header files, one which contains all of your macros, and the other which undefines all the macros.
- Try not to use short, one letter variable names, unless when strictly needed (such as a vector's x, y, and z components).
- Readable code is better than concise code. The best is self-documenting code, the second-best is good commenting, and the third best is documentation.
- Place all resources in a content sub-directory in the main project folder. This lets merging of modules be easier, a simple matter of copying and pasting modules over each other. Along this line of thought, all include files should go into libraries/include, and all lib/a files should go into libraries/bin.
- Keep local backups in case of failure. Mercurial, and Tortoise HG for the less console-inclined people is a good way to track your versions.
- Use relative paths.
- Have hooks that other programmers could use. Alternatively, let a programmer inherit your entire module and use its members.
- If the module depends on time, always include a void step(const float& deltaTime) or void update(const float& deltaTime) of the sort. If it just has to be updated at regular intervals, include a function that accepts a float of delta Time but do nothing with it.

When multiple modules are linked, the best case would be using multithreading to run all modules in parallel.

Platforms?
Whichever the programmer uses, though performance may vary across compilers.



A module I can think of that would be good to have early on is a vector3 class. If anyone uses it, I could push my own to a repository, supporting most basic functionality.

I think that some sort of repository will have to be created. xD
Well... that's all I can think of. :c Discuss?

...Please forgive anything I might have done wrong >.>



Edit: Wait, the greatest problem is actually managing to focus interest and programmer effort o_O...

32
General Discussion / So ... why are Asians stereotyped as math geniuses?
« on: November 15, 2012, 06:13:46 am »
Topic says it.

Western people almost always seem to have the impression that all Asians are natural math geniuses, doing everything without even breaking a sweat (and I probably didn't help—I was in a grade half a year lower than what I was supposed to be in xD). But it's not the case. Even in the US, I've had friends who struggle with math, and in Korea, I see even more people who give up on math.

So... why?

33
Roll To Dodge / Security Vault One Oh—First blood.
« on: October 22, 2012, 09:57:28 am »
You have been living in a certain structure with your comrades for a long time. Not only you, but your parents, and their's, and their's ...

The structure is a huge, sprawling complex of endless rooms, each a miniature warehouse, with catwalks and air ducts all around. There are spaces between room and room... and it's a good thing there are. For the structure is populated by automatic, ruthless guards, with peeling blue letters stamped on the forward-facing panel of them, usually armed, often with high-tech enhancements, and always hostile. It is called the Vault for short — "the structure" sounds clunky in everyday talk, really.

You and your friends are huddled behind a dust covered container that is about a meter and a half tall. Though you are sorely tempted to rummage through it — the base is always starved for technology more so, food less so — you cannot, because one of those dreaded robotic sentinels is slowly combing the warehouse, calmly seeking the intruders into its holy area.

The robot had SE..UR....Y on its front panel in blocky blue letters last time one of you sneaked a look. It also had a black dome for a head, one heavy gatling gun in one arm, and a less heavy piece of hardware, probably an M2 machine gun in the other. Chances are, the designers decided to trick the eyes and fitted a few more weapons on the torso ...

Spoiler: Intention (click to show/hide)
Spoiler: Cliff's Notes (click to show/hide)

Spoiler: Character sheet (click to show/hide)


You might die quickly. The robots are quite strong.


Post a character sheet and an action.

34
Life Advice / Homework->Interview (Programmer)
« on: October 20, 2012, 10:13:54 am »
Well, for my Korean homework (worth 5 out of 100 points), I felt like I actually wanted to interview someone, not just asking my dad a couple of questions.
Since I'm interested in programming, I'd like to interview a programmer, over PMs, preferably.
I don't know where exactly to post this, so here it is. xD

Can someone volunteer, or perhaps recommend a interviewee? I think Bay12 had a couple programmers, as in people who code for a living.

It doesn't matter which kind they are, be it designing, systems, or database.

I basically just send the person a suite of questions, probably 15, and that person replies!
I'll be doing the translation. Though what the name would be is a problem... make up one? xD

35
Life Advice / Learning another language! Mainly, Spanish.
« on: October 03, 2012, 09:02:02 am »
So ... how? :D

I took Spanish I a couple months ago, and it left me wanting for more. The situation I'm in doesn't let me take Spanish II or higher at school, so I need to find other methods of learning it.
I never had experience in consciously learning another language, so I can't really help myself.

These are some options I've thought of:

  • Language hakwons: Hakwons are devilish businesses that suck the money out of you faster than you can say "damned to debt", but they do teach stuff. Better than public schools, in fact.
  • Online lectures: Like hakwons but cheaper. And with less obligation to concentrate. Also boring.
  • Reading Spanish books (probably picture books): More fun, but lacking in the grammar department. Vocab can be learned through dictionaries, like spanishdict.com. I suppose it'd be hard to get a comprehensive education by this method.
  • Spanish course, later, in college : Might be bad for a couple reasons. One, it is a course, so it's represented in my GPA, and two, college courses aren't rated for everyone...

...Help? D:

36
Life Advice / Community colleges and four year institutions?
« on: September 10, 2012, 04:34:46 am »
So... some of you might know that I live in Korea, and want to go international for college, probably a US once, since I have no preparation for other nations' schools. The bad thing about doing that is that you get no discounts for tuition ever, no in-state third-ing of fees, no nothing. :s Colleges also tend to not give scholarships to international students. I've heard that going to a community college for the general class credit, and then moving to a four-year to get a degree is much cheaper, but my parents insist that community colleges are end-of-the line, horrid places where the education is the worst you can get anywhere.

Uh...does anyone have experience/knowledge about the reality of community colleges? Is it hard to move from a 2 year to a 4 year? Are there any special benefits to either one?

BTW, I want to get at least at bachelors (Science) in some form of computer sciences, and work as a programmer or related. :-0

TL;DR: Pros and cons of 2 years CC + 2 years regular university vs 4 years straight of regular university?


37
Roll To Dodge / Delvers — The First Mission
« on: August 20, 2012, 01:44:37 am »

Delvers

For eons, humanity, along with a few other races of sentience, has been trapped in the underground. Due to reasons unknown, the life-giving Light has become a indifferent executioner, a existence that is solely to write the last page of a man. And when the Light grows stronger, everyone knows the Dark out there is even deeper than before. The underground holds many dangers, even excluding the problems of food and drink. Unknown beasts composed of pure darkness often attacked the miners and scientists and mages of humanity. Scores of poor men were killed off without being able to resist against the Dark. It seemed like the Dark especially preyed on mages, and they died out, though technomages are still common; they tend to focus on using magic only where science fails.

Eventually, a breakthrough is made. Two breakthroughs, in fact. One, the discovery of a material called float stone enables crafty technomages to create a pleiad of interesting and useful items that passively float, including the ingenuous lightcube and a useful inventory that naturally floats at arm's reach for the user. Float stone is also used for transports that normally would require much power to be moved easily by the push of a finger, though the amounts of float stone needed for such transports is extremely expensive.
The second breakthrough is the discovery of the Void. Sitting at around thirty hundred feet below ground level, it is apparently a joining point between worlds. Special gateways were installed that sent and retrieved delving teams between worlds, sometimes for more of that precious floatstone, so rare on our world, and sometimes for pure science. Some of the destinations are aboveground, so ventures into the Light are done too. Though every delver has dreams of finding a world without the killing Light, none have found a single one. Every world had the Dark, the Light, and the Shadow. They were universal.





Even to the present day, delves are committed in teams. Each delver usually has one or two positions they fill, and each has a tool or two made of float stone. Some are young, and some are old, and some are hardly more than boys and girls. None are unable, though, as only the best are sent. Delve teams are usually multi-racial, with little racism between the delvers.

Delve teams have the following positions*.

: Reeler
Spoiler (click to show/hide)
: Lightkeeper
Spoiler (click to show/hide)
: Extractor
Spoiler (click to show/hide)
: Searchers
Spoiler (click to show/hide)
:Warders
Spoiler (click to show/hide)

Delve teams have the following default equipment for use by the whole team:
Small delvecart, [50] inventory. Delvecarts are enclosed boxes that are self-propelling, and are equipped with float stone to travel the Void and its gateways. They are extremely expensive.

Each starting delver has fifty credits for use to provision personal equipment.

Spoiler: Mechanics (click to show/hide)
Spoiler: Character sheet (click to show/hide)

Note: The player is expected to keep track of inven and stats, along with the name of his character.
Note 2: "Concentration" is needed to place items like ward generators, searcheyes; or move lightcubes and sentries from afar. The player can do other actions that are not Concentration freely. Eg: Bob the Extractor has 1 Swiftness. He can gather once, remotely move a sentry closer to a sentry, observe the ground, and quaff a potion all in one turn.
Note 3: This game might be lethal or not. I don't know either! :D

Spoiler: Affinity (click to show/hide)

38
Life Advice / Self study.
« on: August 19, 2012, 02:42:04 am »
Hiya all. Since I might as well ask the opinion of the internet than asking the opinion of a probably biased hakwon tutor, here I am.

I live in Korea, the Republic. Not the Democracy. :P I am in sophomore year (= 10th grade), second semester here, since it starts in March, not September. I want to go to an American college, and get a BS, and maybe a Master's if it would benefit me well. I wish to perhaps major in computer science. Well, it's all fine and dandy, but there's a myriad of small or large problems. For one, I believe American colleges (from hereon, "college" always means American ones) want your GPA. Korean colleges want your percentile. So Korean high schools make it extremely hard to get a B or an A, since K. colleges only need your percentile, your relative position among the others at your high school. However, this problem can't be overcome by anything, I suppose, so it's not really a question; just a point to reference, I guess, or blowing steam.

Another is that there are no AP classes at regular high schools. How could I go about preparing for AP exams without a course teacher?
Just another tidbit of information: it seems that the few high schools that do offer both courses and exams often refuse to take external people who aren't students of that school for any and all AP exams.

Third, I suppose I'd want SAT II' tests, but I believe those are offered readily, and besides I have already tried it, and it's not too bad. o.O
Forth, the SAT itself, but again "easy" to prepare for, and tests everywhere.

Fifth, would there be an effective way to study while using as little time as possible? xD I know it's asking too much, but ... Well, school here is just that much longer, from six to six usually. Besides that, math hakwons are pretty much needed, and those eat a triad of hours every couple of days.

Sixth, a normal college-preparing question: What do colleges want from me? :S Participation in many school events, which there is an extreme drought of in Korea? Good GPA? Shining SATs? D:

Seventh, colleges seem to be extremely expensive—sometimes $45000 a year or more. ...Are they worth it? I heard of people saying that it's cheaper and just as effective to go to community colleges for knowledge, and sign up for classes at regular colleges if you want more expertise. I wonder how that works with someone like me who wants, or rather needs, for job qualifications, a bachelor's degree. I suppose that I'd need to go to a regular college for a future BS...


Hrng, now I have more questions about stuff like green cards and visas, but I think that's going ahead of myself...

Is it overly difficult to get into an Australian college from a foreign country? I have no information at all regarding that, but I think there's a whole different set of tests they want.

Another idle questions: do American companies dislike foreigner workers who don't have a permanent residence status?

39
Roll To Dodge / Roll To Be A Farmer—The Epic
« on: July 29, 2012, 06:36:55 am »
The epic story of a farmer cultivating various vegetables and fruits, grain and cereal, with a side of domesticated animals such as sheep, cow, goat, and dog. The farm is divided into six sectors, with the center sector owned together and the five around it the property of each farmer. The income from the center sector pays for the operating costs of all five farmers, making it a win-win situation.

You are all co-owners of a small farm on a floating island, from where you can see a very tall and long tower, perhaps a mile away. The floating island orbits the tower. You can get to the ground by ... no way. Men with pointed ears ride strange loud devices called magata and trade for your goods.

The day is bright, and the fields beckon! The animal stables beckon too, and the sheep want out, the sky is strangely dark but with bright flashes of light everywhere.





To join, you must post a short character sheet, consisting of:

Name:
Gender:
Short description, such as personality:

(Put ten points in the following. Each point for HP counts as three HP)
HP:
Farming Implement Mastery:
Farming Knowledge:
Items: <Each point put in Items can choose one item to add to your personal inventory from the list. The default farming supplies are all available by ... default, surprisingly. The item in parentheses is the default item, written for comparison.>
  • Adamantine Rake (Steel Rake) : Give +2 to rake-related uses. It is a rake made of the sharpest adamantine, which never loses its edge, and is so light that lead weights are added to make it actually usable.
  • Dragon Flamethrower (Flint and Steel): Can be used to burn last year's crops away quite fine. It has ten charges. In the event you use it on a fellow human, it deals +10 damage.
  • Anti-dog armor (Farmer's Cotton Clothes): Provides two points of defense against various attacks such as bites.
  • Nightlock seeds (-none-) : You can grow the highly poisonous but purple nightlock with these seeds. Purple dye is expensive.
  • Magic wand (Stick) : If you stroke the handle of this wand, a magic bolt pops out! No real use in farming.
  • One extra animal of your choice (No extra animals of your choice) : What it says.
  • Rusty magata engine : One piece of a magata.
  • Rickety magata chassis : Another piece of a magata.
  • Sticky magata control panel : The third piece of a magata.
  • Fuel : Used in both magatas and in dragon flamethrowers.


WARNING: If you came into this thread hoping for a Harvest Moon, you will be disappointed.

40
Roll To Dodge / Evil Overlord, Now Hiring
« on: July 02, 2012, 02:12:06 pm »
In the year AF 1446, the evil Disilyne, the Merciless Slaughtermaster, the Other Dark One, the Harbinger of Chaos, the Diabolic Tactican, the Designer of Hells et al. swept over the continent of Rodon with his Legion and quickly subdued three kingdoms, oftentimes than not leaving swathes of dead villages and razed fields in his wake. About half of the continent is currently under the control of Disilyne, and the people of the land tremble under the iron fist of his rule. The other half has not yet been able to put aside their differences to conquer Disilyne's kingdom of terror yet, and thus the task falls to the heroes of the land who barely know how to grasp a sword when they start out and end up blademasters and great mages and with beautiful women.

Let us picture a landmass, surrounded by water. It is roughly continent-shaped, and has a sprinkling of island-shape islands strewn in a snaky archipelago on the south side. The centre has a high and treacherous chain of mountains obligatorily named the Backbone of Rodon with only three passes. There is a set of three volcanoes to the west of the center pass, each named Mt Sauron, Mt Hellinabox, and Mt Doomlava. At an equidistant point, or more precisely the interior circumscribed point, to each of the actively planet-killing volcanoes is a black citadel of gneiss and basalt, surrounded by rivers of molten rock and guarded by unsleeping minions of undeath, viz skeletons. Many a hero has come to the castle only to be struck down by the guards, or fall into a river and be burnt to a crisp before he hit the surface.

The souls of the dead heroes would never rest if they knew the castle was empty, and staffed only by a *cough* skeleton crew. No sane person would have an evil fortress in such OSHA-incompliant surroundings, and Disilyne was far from insane. He was many things, but not insane.

This time, picture a gleaming castle of white rocks, hanging banners of gay red and yellow colors with men in burnished silver breastplates patroling the walls. Ask any passerby, and they would grudgedly admit the ruler was fair, though never kind.
This is the real evil fortress of Disilyne.

In his evil, well-ventilated and bright throneroom that had no spike impaling the heads of innocents anywhere in sight, Disilyne in his bright black helmet with three small spikes and a magically darkened visor was having a nice cup of tea the  chief adviser politely refused and left an hour ago. Why he had done so, Disilyne could not understand. Perhaps he was one of those—shudder—Umericanes, who thought the idea of tea as worse than pigs' mud. He mused over the advice given to him: since the Empire of Tyranny had grown so large yet was now in a state of stasis, an unusual strategy was needed. He thought over the situation; to the west there was no land at all to challenge Tyranny. To the south, the Archepelagos of Terfor were steadfast in their naval-based resistance. Legion didn't quite cut it. To the east was the Backbone of Rodon, and the three heavily guarded passes of it. Being rather narrow, any attempt by Legion to break through would be disastrous at best. To the north there was two or so kingdoms that didn't think him a large threat, stupidly squabbling over a single strip of land that was barely fertile just because of honor.

 What he needed, offered the adviser carefully, was a small amount of strong 'heroes' to take lead, since he himself was quite busy with securing the territories. Let the underlings of the Other Dark One do all the work and claim the results. And if they grow too strong cut them from the stalk and throw them into the fire. It was a safe, waterproof plan. That also meant it was destined to go wrong, but Disilyne accepted the fact that he would die eventually. After all, it was a small price to pay for living a couple decade as a king.

He reached for his scribing tools and started penning . . .

Elite Evil Minions Needed

To further the great overlord Disilyne, the Merciless Slaughterer, the Other Dark One, The Harbringer of Chaos etc. 's conquest of Rodon, he requires five (5) underlings of the utmost evil but preferably not chaos, capable of:

(regardless of gender, will be referred to as 'he' below)
  • sowing discord, debauchery, and depravity wherever he goes
  • capable of good public relations
  • can follow orders but also take initiative
  • capable of basic tactics
  • have the ability to lead Legion troops into combat
  • have at least five years or more of evil experience
    • special cases may waive this requirement
  • have successfully conducted multiple AAA evil projects
  • ability to work in a team environment

Application is not first-come first-serve.


Fill out the below form:

Name:
Age:
Gender:

Description of self, including resumé, bio, appearance:

Physical and mental abilities— (six points is a +1, while each point is a 16% chance of a +1. All abilities start from -1, which is a 100% chance of -1. You have 12 points.)
Strength (used for physical attacks as well as strength)
Intelligence (used for rolling stuff like Think Of Way To Activate Superweapon)
Agility (used for dodging and hitting)
Charisma (used for talking with people and persuading or intimidating. Also doubles as a measure of will.)
Magic (used for, obviously, magic rolls*)
Legion (gives bonuses in combat rolls of the Legions you lead)

Skills— (6 skill points. Examples of skills are as follows, but you may create skills of your own with the GM's permission. Magic skill's cap is 1, because you are spending the skill point to learn magic. The rolls are influenced by the Magic stat. You may fluff your magic, or suffer Generica Magica*.)

: Magic
: One-hand swords
: Two-hand swords
: Blunt weapons
: Torture
: Public Relations
: Tactics
: Genre Savvy
: Disguise
: ‼SCIENCE‼
: Maniacal Laughter
: Attractiveness

(This list is obviously short and non-comprehensive. Think of your own skills if the above list doesn't suffice, especially since I did not spend too much time on creating the list >.>)

41
Roll To Dodge / Dawnfall♮ — Hacking
« on: June 15, 2012, 03:02:09 pm »
Dawnfall♮**

(collab, Caellath)


A joint-venture of several companies very soon grew into one thanks to their invention, which is most aptly described as a omni-builder, adaptive machines that were capable of performing near-miracles of engineering and dominated factories, dishing out from everything from Toaster(s) to heavy military machinery. The company group called themselves C.A.E.

Soon enough almost all of the countries in the world had enormous C.A.E. industrial complexes built in the countryside. Even though they sell basically similar goods to all their consumers, the ones who were willing to pay more were given slight edges over their enemies. The world isn't in  Cold War vibe—at least not officially—nor does it seem like the world is being dominated by a giant corporation—again, officially—but the beast's tendrils were already everywhere. The population at large is ignorant, and all of the conflicts waged using the brand new technologies took place in poor countries were the weapons of war can be honed and prepared in secrecy, while the developed nations pretended not to see what is going on in the hopes of gaining the latest treats from the most powerful organization worldwide.

Of course, you can not stop the Internet. Some people sniffed out trouble even though most of the information fed to the masses happened to be fabricated—at times not even fed at all—and some of those went beyond, uniting as a group and deciding to take action towards whatever is happening. These individuals managed to secure a few crates of the Corps material and a rudimentary SDK* through luck and skill; their struggle against the deadly emerging world power starts now.

Spoiler: Hacking For Dummies (click to show/hide)
Spoiler: Profile (click to show/hide)
Spoiler: Programs (click to show/hide)
((Any ideas for "Other programs" will be reviewed if you post them o_O It's hard to create.
As for hacking programs, there are more than the short list above. Just not now.))

Other than the hacking-related rolls, all rolls are with a d6.

5 players, probably.


42
Roll To Dodge / The Vault - Main
« on: May 29, 2012, 07:06:14 pm »
The Vault

Intro
After the Incident, which originated with a careless mage creating a perpetual power-eating spell, the various kingdoms and countries of the world made sure to prepare Vaults in the event of a catastrophe. They were simply sealed underground rooms equipped with anti-spell doors and walls at least three meters thick, batteries of power stored away to regulate temperature, humidity, and provide life, and simple facilities for rest, production, and research.

Inevitably, another disaster has struck. This time, it was caused by an overabundance of power, unlike the Incident, which was characterized by the lack of it. Plumes of magic appeared from tiny seams in the fabric of the world, which served to separate the seams more, which brought forward more otherworldly magic. In a positive feedback cycle much much wild power appeared in the world, which attracted strange creatures and warped many existing ones into more powerful, feral and tougher versions.

Needless to say, the world collapsed.

You and the others grouped together in the confusion and chaos. Some of you knew where a Vault was, and led the others on the dangerous path there. Though you lost three forths on the way, at least you made it here. The entrance to Vault E — made of metal and ceramic checkered and about ten meters tall, ten meters high, and square — looms before you. Far off, the thick, boiling clouds crackle as thunder and lightning ripple through them, while the surrounding hills are sparse and covered in hardy brown grass. There is a minor river about a kilometer away.


The sights

Jurith approaches the lever set into one side of Vault E's doors. Remembering the short code his father told him, he raises or lowers the levers accordingly and waits until the system detects them. With a heavy clunk and a low grinding of machinery, the doors slide to either side, ponderously and solidly. Inside is dark, at least until a dim set of red lights embedded into either side of the opening flicker on. The passageway leads into the main complex of the Vault. Landren, Tricton, Albri, Jurith, Sil, Olson, Achadias, and a number of other people cautiously head in. Jurith remembers that he has to pull another lever to seal the Vault again from the wild magic and creatures outside. There is supposed to be a small airlock somewhere, but he doesn't know where it is.

Though each Vault is said to be different, this particular one is built into the side of a mountain. This means that most of it is on the same level as the entrance hall. The main hall leading from the large double doors ends in a round room, lavishly decorated yet sparsely furnitured (which probably is not a word). There is a sort of carpet made of woven fiber and square covering most of the room. The high dome of it terminates in a set of extinguished chandeliers. Four pillars stand equidistant from the center of the room and from each other.

Other, narrower halls lead perpendicular to the main hall. They lead to various closed doors and smaller passageways. Meanwhile, there is a small flight of stairs leading down to the second floor in the middle of the hall.

All of the halls are tiled in cut but not polished stone in a varying grey-and-white checker pattern. Ten sets of key-rungs are hanging on each of the pillars in the big room. The room temperature is about twenty degrees Celsius, or roughly 70 degrees Fahrenheit. The only lighting as of right now are the solemn red strips of lighting lining the walls. The center of the big room at the end is mostly dark.


Summery: Long wide hall, circular room at end. Three narrower halls are perpendicular to main hall, each has about five doors; total of 15 doors on narrower halls. The long wide hall has two large doors about halfway down, between Narrow Hall A and Narrow Hall B.
The air is at 20 Celsius / 70 Farenheit. It is dim.

Ambient magic : [50/50(s)]
If you are a mage, record 20/20 power on your sheet.

43
Roll To Dodge / The Vault - Main
« on: May 29, 2012, 07:03:29 pm »
The Vault

Intro
After the Incident, which originated with a careless mage creating a perpetual power-eating spell, the various kingdoms and countries of the world made sure to prepare Vaults in the event of a catastrophe. They were simply sealed underground rooms equipped with anti-spell doors and walls at least three meters thick, batteries of power stored away to regulate temperature, humidity, and provide life, and simple facilities for rest, production, and research.

Inevitably, another disaster has struck. This time, it was caused by an overabundance of power, unlike the Incident, which was characterized by the lack of it. Plumes of magic appeared from tiny seams in the fabric of the world, which served to separate the seams more, which brought forward more otherworldly magic. In a positive feedback cycle much much wild power appeared in the world, which attracted strange creatures and warped many existing ones into more powerful, feral and tougher versions.

Needless to say, the world collapsed.

You and the others grouped together in the confusion and chaos. Some of you knew where a Vault was, and led the others on the dangerous path there. Though you lost three forths on the way, at least you made it here. The entrance to Vault E — made of metal and ceramic checkered and about ten meters tall, ten meters high, and square — looms before you. Far off, the thick, boiling clouds crackle as thunder and lightning ripple through them, while the surrounding hills are sparse and covered in hardy brown grass. There is a minor river about a kilometer away.


The sights

Jurith approaches the lever set into one side of Vault E's doors. Remembering the short code his father told him, he raises or lowers the levers accordingly and waits until the system detects them. With a heavy clunk and a low grinding of machinery, the doors slide to either side, ponderously and solidly. Inside is dark, at least until a dim set of red lights embedded into either side of the opening flicker on. The passageway leads into the main complex of the Vault. Landren, Tricton, Albri, Jurith, Sil, Olson, Achadias, and a number of other people cautiously head in. Jurith remembers that he has to pull another lever to seal the Vault again from the wild magic and creatures outside. There is supposed to be a small airlock somewhere, but he doesn't know where it is.

Though each Vault is said to be different, this particular one is built into the side of a mountain. This means that most of it is on the same level as the entrance hall. The main hall leading from the large double doors ends in a round room, lavishly decorated yet sparsely furnitured (which probably is not a word). There is a sort of carpet made of woven fiber and square covering most of the room. The high dome of it terminates in a set of extinguished chandeliers. Four pillars stand equidistant from the center of the room and from each other.

Other, narrower halls lead perpendicular to the main hall. They lead to various closed doors and smaller passageways. Meanwhile, there is a small flight of stairs leading down to the second floor in the middle of the hall.

All of the halls are tiled in cut but not polished stone in a varying grey-and-white checker pattern. Ten sets of key-rungs are hanging on each of the pillars in the big room. The room temperature is about twenty degrees Celsius, or roughly 70 degrees Fahrenheit. The only lighting as of right now are the solemn red strips of lighting lining the walls. The center of the big room at the end is mostly dark.


Summery: Long wide hall, circular room at end. Three narrower halls are perpendicular to main hall, each has about five doors; total of 15 doors on narrower halls. The long wide hall has two large doors about halfway down, between Narrow Hall A and Narrow Hall B.
The air is at 20 Celsius / 70 Farenheit. It is dim.

Ambient magic : [50/50(s)]
If you are a mage, record 20/20 power on your sheet.

44
Roll To Dodge / The Vault - Main
« on: May 29, 2012, 07:02:37 pm »
The Vault

Intro
After the Incident, which originated with a careless mage creating a perpetual power-eating spell, the various kingdoms and countries of the world made sure to prepare Vaults in the event of a catastrophe. They were simply sealed underground rooms equipped with anti-spell doors and walls at least three meters thick, batteries of power stored away to regulate temperature, humidity, and provide life, and simple facilities for rest, production, and research.

Inevitably, another disaster has struck. This time, it was caused by an overabundance of power, unlike the Incident, which was characterized by the lack of it. Plumes of magic appeared from tiny seams in the fabric of the world, which served to separate the seams more, which brought forward more otherworldly magic. In a positive feedback cycle much much wild power appeared in the world, which attracted strange creatures and warped many existing ones into more powerful, feral and tougher versions.

Needless to say, the world collapsed.

You and the others grouped together in the confusion and chaos. Some of you knew where a Vault was, and led the others on the dangerous path there. Though you lost three forths on the way, at least you made it here. The entrance to Vault E — made of metal and ceramic checkered and about ten meters tall, ten meters high, and square — looms before you. Far off, the thick, boiling clouds crackle as thunder and lightning ripple through them, while the surrounding hills are sparse and covered in hardy brown grass. There is a minor river about a kilometer away.


The sights

Jurith approaches the lever set into one side of Vault E's doors. Remembering the short code his father told him, he raises or lowers the levers accordingly and waits until the system detects them. With a heavy clunk and a low grinding of machinery, the doors slide to either side, ponderously and solidly. Inside is dark, at least until a dim set of red lights embedded into either side of the opening flicker on. The passageway leads into the main complex of the Vault. Landren, Tricton, Albri, Jurith, Sil, Olson, Achadias, and a number of other people cautiously head in. Jurith remembers that he has to pull another lever to seal the Vault again from the wild magic and creatures outside. There is supposed to be a small airlock somewhere, but he doesn't know where it is.

Though each Vault is said to be different, this particular one is built into the side of a mountain. This means that most of it is on the same level as the entrance hall. The main hall leading from the large double doors ends in a round room, lavishly decorated yet sparsely furnitured (which probably is not a word). There is a sort of carpet made of woven fiber and square covering most of the room. The high dome of it terminates in a set of extinguished chandeliers. Four pillars stand equidistant from the center of the room and from each other.

Other, narrower halls lead perpendicular to the main hall. They lead to various closed doors and smaller passageways. Meanwhile, there is a small flight of stairs leading down to the second floor in the middle of the hall.

All of the halls are tiled in cut but not polished stone in a varying grey-and-white checker pattern. Ten sets of key-rungs are hanging on each of the pillars in the big room. The room temperature is about twenty degrees Celsius, or roughly 70 degrees Fahrenheit. The only lighting as of right now are the solemn red strips of lighting lining the walls. The center of the big room at the end is mostly dark.


Summery: Long wide hall, circular room at end. Three narrower halls are perpendicular to main hall, each has about five doors; total of 15 doors on narrower halls. The long wide hall has two large doors about halfway down, between Narrow Hall A and Narrow Hall B.
The air is at 20 Celsius / 70 Farenheit. It is dim.

Ambient magic : [50/50(s)]
If you are a mage, record 20/20 power on your sheet.

45
Roll To Dodge / The Wizard's Slaves
« on: May 27, 2012, 08:56:58 pm »
(...yes, this is two RTDs at the same time. D:)

The Wizard's Apprentices Slaves

There is a typical stone brick tower towering over the Forest of Salvation, which is quite spacious on the inside. Perhaps a tad too spacious.

The owner of the tower is a wizard of both magic and words. To be precise, he's a master of swindling poor wanna-be wizards into signing a binding contract that grants them a number of petty schools of magic in exchange for years upon years of servitude at low pay. More horrifyingly, he doesn't support 401(k)s, IRAs, doesn't have health care or insurance, and finally cooks horridly. You are one of those sla- *cough* apprentices who were roped into doing his bidding.

Spoiler: Character sheet (click to show/hide)

One random school of magic will be distributed to you.

Players
Aeliato Bellis (Caellath)
Derm (Derm)
Lia Teicer (Tiruin)
Joe Bob Tedd (borno)

Waitlist
i suck at thinking up names any help please (killerhellhound)
Sil (IronyOwl)
Ann (HmH)

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