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 - Spiderking50

Pages: [1] 2 3 ... 8
1
Forum Games and Roleplaying / New Salem IC
« on: December 30, 2015, 01:24:10 am »


New Salem

For almost a century, New Salem has been the center of advanced magic technology. Ele-trains, and Manamobiles, while rare throughout the rest of the continent, are in abundance here in New Salem. Yet the city is not without its flaws. For those who can afford it, the high society life offers many perks and a wonderful care free life. For those who cannot dish out hundreds of gold a month for Grindylow caviar, find them selves drowning in the underground cesspool of of New Salem.

New Salem is split into four main residential regions by wealth. The High Towers are the wealthiest section by far. In fact, they are so rich they can afford to levitate the entire district. This section floats above the New Salem and the surrounding area. It drifts over the other region and nearby land slowly and randomly. Next richest is the Lumier District. This section is clean, well kept, and home to the well off members of New Salem. It encompasses the eastern section of New Salem. The druid park is located here as well. The next is the commercial district. This area is full of business and cheap apartments. This section of New Salem varies wildly. If you stick to the main streets you'll find nice wholesome window shopping, but stay into the back alleys and you may find less savory shops. Last there is the Crumbs. Its where everyone else lives. It composes the western section of New Salem, but is actually as large as the Commercial District and Lumier District combined. Beneath the Crumbs are the Sewers, a series of tunnels, literal sewers, and industrial buildings. Run off from magical experiments and factories runs directly into the sewers, where many of the homeless live. This is where you find yourself this evening.



Dirk the PI.
You check your address slip and attached key. This is the right place. You show up a bit earlier than average to see who else shows up. A crowd begins to form. An elf, two gnomes, a werewolf, and a catrik all walk into a bar gather awkwardly outside the door. Hushed conversation ensues, but you cant make it out over the sound of a feral slime rummaging through garbage nearby. It seems that they are there for the same reason as you, to get in on the ground floor of an up and coming criminal enterprise.

Elyi
First to arrive, as always. You examine the door, which is little more than an iron slab on a concrete wall. Other similar apartments can be seen a fair distance down the street. The flickering streetlights illuminate others as they arrive one by one. (P) You notice a dwarf loitering nearby.

Lazarus
These taller races just don't understand. Every day you swim through filth that they would simply step over. Not today however. You're finally going find the secret to immortality. All you need is a safe place to read, some money for ingredients, and maybe a few dead bodies to help speed things along. Looks like your intensive arcane training will come in very handy. (P) As you think you yourself you walk directly into an elf standing outside the door you've been directed to. You find yourself with your face at waist level and your embarrassment level at high. You open your mouth to apologize, but only manage a stammer so far. She's looking at you, what do you say? You grasp your envelope and enclosed key tight in your fist.

Moss
You never really liked cement. As an earth mage you have a way with rocks. You can understand their history, composition, and quality. As a result, you can get a rough idea of their personality. Concrete has a wretched personality. Its drab, its fake, and it crumbles quickly. It all form and no substance. However, hearing the many metals sing out from their places along the street and city is like nothing a different kind of mage will ever experience. That symphony would be enough to keep you in the city. But you have bills to pay and you want to get yourself into the record books. Each rock has a histrory that they engrave int the landscape, and you're going to do the same.


Juan
You must have the wrong address. You can smell them before you see them. There are three tiny mages loitering around your destination. They are all of the small races and none of them have ever thrown a good punch in their entire life. Yet you must approach anyway. You have a younger sibling to take care of. And if you do get serious about moving up the ranks here, it shouldn't be hard to smash past a few mini minor mages. The smells of the city overpower your sensitive nose. It has long gone dull after repeated exposure to the everyday rancid stench of this area. But you think you smell something strange. However, a gust of wind mixes the air and you lose the scent. You reach down to check the key in your pocket, you want to know that you can get off the street if need be.


Indaria
You are last to arrive, you think. You knew there would be others, but this is a sorry crowd if you ever did see. Most of the people waiting are only half your height. There is a tough looking werewolf girl though. Her body attracts your attention immediately and you know shes some sort of melee class. Perhaps there's hope for you talents here after all. You'll just have to wait and find out.


All
You have arrived at the specified location. Each of you has been invited here to gain entry into the criminal underworld and all its riches. You have little beyond your clothes, some spare change, and a key given to you by your contact. Now you and five others have met at the iron door. It is here that your adventure begins.

2
Chapter One

It is the 14th of Jarian on the year 1214. The sun begins to descend towards the horizon as the expedition members leave Liebretierra for quite some time. Sir Garcia Benitez, Rahak Lianan, Ina Viga, Alan Radsmithed, Friederick Argive, Gwyndin Lafay, Meredith Uppermoor, and Greg the orc have said their goodbyes, if they have anyone to say goodbye to, and prepared well for their journey. The more magic oriented members, Rahak and Friederick have brought a wide variety of magical reagents. wands, spellbooks, and other magical devices. Meredith brought some magical items of a much more sinister quality with the sincere hope that she won't have to put them to use on this journey. Then of course the two nobles, Alan Radsmithed and Sir Garcia Benitez make the final preparations with their government liaison before they set sail. Radsmithed seems a little bit off, but it must be because he's never been much of a sailor. The two remaining members of the expidition bring little items of interest, mostly personal affects or items related scholarly pursuits.
As the sun sets the ship sets off. Each member travelling for different reasons, but all seek to change their future with this voyage. All are excited and anticipating their arrival.

29th of Jarian:
Its been slightly over two weeks now and the journey is seeming less and less exciting. The exact time it will take to get to the new world is largely unknown. It could be anywhere from ten to twelve weeks depending on the weather. The actual crew of the ship are kept busy with sailing, but you for the most part are left to your own devices. Some members of the expedition chat with others, but many members are quite anti social.

18 of Marung:
A month and a half later you've settled into a rhythm. The days go by faster now, and they blur together more. You are waiting and waiting for when you find the new world, but you know it is far far off.


32 of Marung:
A Karik is spotted gliding alongside the ship sails. A good omen.


24 of Hart:
Its been about 8 weeks now, you're unsure of that though. It may have been 7 or even 9. You've almost completely lost your mind from boredom. You've basically exhausted all the things you could do while trapped on a floating ship for two months.


13th of Pyk:
You're nearing the end of your voyage. The captain and crew swear up and down that the seas have changed and that land is jsut beyond the horizon. You're reinvigorated with new energy.

15th of Pyk:
The seas have gone sour. The wind is uncooperative and the seas are choppy. The crew prepares for yet another storm. There have been several during the journey, but nothing of major note.

15th of Pyk:
The storm is upon you as the sun sets and moon rises. This is the worst storm of the entire journey. Crew members and expedition members alike try to keep their belongings and cargo from being tossed overboard or dashed against the wall. Not to meantion they keep themselves from suffering a similar fate.

16th of Pyk:
It must now be just barely past midnight. The moon is high in the sky and pierces the raging clouds. This eerie light offers no comfort as it illuminates the dangers hidden within the storm:

Spoiler (click to show/hide)

A monster unheard of in your land, many times the size of your ship, has taken notice of you in the storm. Rain and wind pound your body, but you don't feel even a drop. You don't hear thre howling storm. You don't see the lightning flash or the waves. Your entire existence is composed solely of this monstrosity. It's many heads weave and roar in the tempest, a sound vaguely similar to thunder, but deeper and longer, a sound you will never forget. You watch as its massive maw opens and slams down into your ship. Cargo, the mast, and even the hull are smashed anddestroyed by the force of the blow. The ship has been smashed into tiny pieces! You are either tossed overboard or jump willingly, you can;t remember. You hit the water and once again are in awe at the sheer size of the beast, but this moment is cut short. You are thrown and battered by the waves caused by the beast. You manage to grab onto a piece of floating ship debris and hold onto it for dear life. Eventually, you pass out.

17th of Pyk:
 You wake up, soaked, limp and coughing salt water, but otherwise alive and uninjured. You cant believe you're alive, and then realize you;re on solid land.


Somehow you survived the terrible attack from that beast. The scholarly members realize that they'll have to name it at some point. As for right now you are alone, soaked to the bone, and completely without any of your possessions that weren't strapped to you when you went overboard. However, it seems that a strong current has swept not only you, but also a fair amount of debris, into this bay. Perhaps you can salvage something, or even find other survivors.

Spoiler (click to show/hide)
[/i]

3
Forum Games and Roleplaying / Liebretierra Expedition OOC/ Sign-up
« on: December 27, 2015, 01:41:45 am »
I was thinking about putting together a simple (few mechanics and numbers) exploration game. The general theme is that you come the equivalent of pre-imperial Europe (but instead of Eurpoe a fictional land and with magic), and the equivalent of the New World has been discovered. As such you have joined a crew of explorers to venture to the new world, explore, study the wild life, study the magic, and generally search for treasure and adventure. The game will be enhanced with pictures from various artists (mostly gathered via pintrest). This game (at this point) has no predestined plot. I will narrate as we go and the players will decide their adventure. If you have any interest post a character sheet bellow.

Spoiler: Character Sheet (click to show/hide)

None of the images used by this game are/will be created by me and all rights and credit belongs to their respective authors.

4
DF Modding / Skeletal creature
« on: December 21, 2015, 10:04:25 pm »
Any way to make a creature just a skeleton?

5
Forum Games and Roleplaying / New Salem: A Magic-Criminal RPG (OOC)
« on: December 21, 2015, 12:49:01 am »
"Any sufficiently advanced technology is indistinguishable from magic."
"Any sufficently advanced magic is indistinguishable from technology."

This is the premise of New Salem. Players will enter the magical capital city of New Salem. It is big, loud, and unfreindly, but it also the cutting edge of advanced magic. The city draws in millions trying to make it big at whatever they do. However, as we all know, very very few do. And you won't be playing as one of them. In this sandbox RPG you will be playing as a mage or monster that has gotten mixed up in the wrong kind of business. Werewolf gangs, ghoulish assassins, and loan shark demons all await you in New Salem. Trains powered by fire elementals, subways pulled by giant moles, dragons provide air travel for the wealthy! This is the world you were born into will you work your way to an honest and decent life, or will you become a name whispered in fear through the dark corners of the realm? Up to you.


Mandatory Character Elements: You're destitute except for a few items chosen during character creation. You've joined the other 5 members as well as an NPC for the purpose of becoming criminal powerhouses. You have some sort of rough end goal or general desire which drives your actions. Also all characters are completely unShifted (read on for more info on that).

Character Creation:
Spoiler (click to show/hide)

Prime Races:
Spoiler (click to show/hide)

Secondary Races:
Spoiler (click to show/hide)

Animal Races:
Spoiler (click to show/hide)

After selecting a race its important to choose your class (or you can do it the other way around). However its also important to understand how magic works in this world. Each person contains mana within their body. Elements like earth and fire, plants, demons, and almost everything has a distinct mana shape. Magic works shaping your mana to reflect the mana of whatever power your are invoking. Once you do that you channel it through your soul and release it from your body. Repeated use of magic can effect first the shape and composition of your soul, but then also of your physical body. This is called magic based soul destabilization and reconstitution, but coequally called Shifting. The more you use magic of one type and the stronger your magic is, the more you can shift. Its reversible (with difficulty), but many people don't bother because its become a more acceptable occurrence in progressive society.

Mage classes:
Spoiler (click to show/hide)

Melee classes:
Spoiler (click to show/hide)

Ranged classes:
Spoiler (click to show/hide)

Specialist classes:
Spoiler (click to show/hide)

Each race and class has a numerical value associated with each stat. After character creation you'll get to see your final stats. These are fairly permanent and won't change too much through the game. They represent you'r characters natural ability. However, your skills will grow and become better. The skills are:
Spoiler (click to show/hide)

The game is not first come first serve. Speed of entry, quality of entry, and any other arbitrary standard may be used in order to determine how to select players if there is more than five entries.

6
So I've been gone for a while, life is overwhelming and blah blah blah blah blah blah blah blad blah blah blah blah blah blah blah. Now I'm on break for a month and theres 'a new version of DF. Lets try something different.

Here's the premise:

You are a a god who has been sent to this empty universe to fill it with life and intrigue. Though the use of your divine powers you will slowly shape the universe. Name yourself, your spheres (if desired) and begin creating.

Here's the how it works:
Spoiler (click to show/hide)


Prices:
Spoiler (click to show/hide)

The game is first come first serve. Only serious responses will be considered. I retain ultimate veto power. If an entry is not specific enough, or impossible for me to mod, then I will get it as close as possible or let you know. Try to be descriptive and creative when submitting things, it will not only make the game more interesting, but also help me mod. There will (depending on the complexity of what I'm modding) be several to many rounds.  The duration of each round depends on the complexity of modding and the speed at which people respond.

7
Forum Games and Roleplaying / Tower Defense IC
« on: November 25, 2015, 11:06:51 pm »
The High Mage selected from the many mages ten houses to defend their nation and receive great power.

First he chose Zegrath of house Diablos. His ability to summon demons is renowned across the land.
Spoiler (click to show/hide)

Next was George of house Flairgold. George is a natural gem mage with a particular knack for golem making.
Spoiler (click to show/hide)

Third was Osimar of House Shadestone. Osimar was know for his natural inclination towards illusion magic.
Spoiler (click to show/hide)

Fourth was Credence of house Darkfathom. Credence knows darkness, one must understand an enemy to fight an enemy.
Spoiler (click to show/hide)

The fifth mage chosen was Karis Mclean. Karis had a strong connection to the spirit world and knew well the dangers of the other side.
Spoiler (click to show/hide)

Next was Porkins Windus. Porkus was rumored to deeply desire the summoning of a great abyssal evil.
Spoiler (click to show/hide)

Then Ludius Balkensii was called. The High Mage almost missed his pledge, but he was chosen none the less.
Spoiler (click to show/hide)

After him was Merry Cheerhappy. Despite their odd name, they were a powerful healer.
Spoiler (click to show/hide)

The 9th mage chosen was Itztli. Itztli Eztli didn't know if he would be good at defending his homeland from evil, but still put forth himself for the duty.
Spoiler (click to show/hide)

Finally the last mage was called. Dustan of House Hache. A necromancer, a craft which is frowned upon by mages and common folk alike. When the dead march towards your doorstep, send your dead to meet them.
Spoiler (click to show/hide)

As the mages got up to leave, Irul of house Oleur was selected. He had begun experimenting with combining both golems and demons.
Spoiler (click to show/hide)

These 11 mages would forever more protect the realm from dangers of all kinds. From dragons and demons. From man and monster. From chaos and catastrophe. These noble houses now compose the Seven Tower Coalition and it is their sworn duty to protect these towers at all costs.

Turning their attention to the horizon seven towers rose into the heavens. Red, Blue, Orange, Green, Purple, White, and Black. They have real names, but people mostly refer to them by their color. The high mage gave each mage family a tower key and explained the following:
Any enemy who wishes to enter this land must enter and destroy the power source in each of the seven towers. This key allows you to enter and defend the towers with your magic and minions. Furthmore the towers are divided into floors. Each floor may only have 10 friendly units on it at one time. The first floor is unlocked and empty. You may channel the energy from the key to unlock another a floor. Doing so is risky however. Not only do you miss out on a decade of research, but I have been locking things in those towers for almost a century now. Who knows what magics and monsters I may have banished to those malevolent floors. Then again, I did stash more than a few magical artifacts there as well. Oh well, you'll figure it out in time.

Turn 1: Construction Phase

The first enemies will appear shortly, you must decide amongst yourselves who will defend which tower for the next ten years (aka this turn).


8
Forum Games and Roleplaying / Magic Tower Defense (Dead due to bad GM)
« on: November 25, 2015, 12:18:04 am »
You had been sitting in your designated chambers waiting and wondering, some desperately, for about an hour now. When representatives from the Royal Mages Association came and retrieved you from your home in the middle of the night, you knew that something big was happening. There were strange lights in the sky and a buzzing energy in the air as you were escorted  to a massive meeting chamber. Standing upon a floating platform you see Reginald Veridious, the High Mage and the king's court wizard. He was tall, spindly, and bald, but the most powerful mage in all the land. After the final Mage had sat, he began to speak:

"My fellow mages, today a great evil approaches our land and a great barrier must be constructed to keep it at bay. Tonight I will select several mage families to receive my life's work: the tower keys. This key will give the owner, and their descendants, not only great magical ability, but also the ability to construct and alter the Veridious Towers. Do not take this lightly, agreeing to power of this magnitude not only binds you to the towers, but your descendants as well. Evil comes for our lands and our magic, it is up to you now to defend it. To join in the defense of our nation one must only speak the sacred oath written bellow."

Spoiler: Lore Explanation (click to show/hide)

Spoiler: Game Rules/Explanation (click to show/hide)

I __(Your Name)__ hereby commit myself, my children, and my childrens children to the dense of this nation. I pledge that the blood of the ___(Last name)___ will research magic and its uses until its last drop has been spilled. I have already began to study  __(Choose one: fire, water, earth, wind, demonology, gem magic, Lovecraftian communion, worm magic, blood magic, necromancy, light magic, spirit magic, nature magic, transformation magic, healing magic, cosmic magic, alteration, illusion magic or shadow magic)__ with an emphasis on __(Summoning, golemology, offensive spell casting, defensive spell casting, rune traps, or alchemy)__ . I will use this power, and all power that follows after, to defend this nation from attack.


9
Forum Games and Roleplaying / Birth of Civilization (IC)
« on: September 25, 2015, 02:10:01 pm »
Turn One: The Dawn of Time


TheLordofHouseRiley (Hobgoblins)
The Father has been kind to you. He wandered the world and gathered great wisdom and power and at last came upon a creature so in need of his care. He used his great power to raise you up from what you once were to what you now and forever shall be. The hobgoblins. However, the power of creation for your race was too much for the kind human. With his power weakened his knowledge of magic drained from his body. For now his immortality spell remains strong and unwaivering, but the rest of his magic has left him. While he is now devoid of power, he still retains his many years of wisdom and his heart of kindness. With these tools he will lead the hobgoblins into a new era.

The magics which were cast upon your tribe did not transform all of the mountain goblins. There are many nearby which still live in small squat huts and small cramped minds. It is unclear how they see you now. Your people think back to their time as goblins and are met with murky memories and unclear recollections.

In addition, your tribe just doubled in height. You are bigger, stronger, faster, smarter, and hungrier than you were before. There is almost no food stored and even less water. It seems it never occurred to you to keep well stocked.

Your new stature and mind is quickly filled with thought unfamiliar. The existence of science occurs to your people, and they have a natural talent for it. Discovered Scientific Method! There are a great many things to learn in this world, you only need to direct your attention towards them.


Rolepgeek (Mashakev) Purple
Your people watch as Kaduun ascends into the sky. His departure marks the beginning of your civilization. You look through the clear night and see the highlands your god has delicately placed you upon. There is a river to the north, and another to south. Moutains in the distance and forest and sea beyond. Truely your god placed you well. It is now up to you which direction you shall take. Your people are on their own now and must guide themselves.

As you take in the world around you, you begin to feel it acting upon. The necessities of existence, continued existence that is, well up from places inside of you that you had no idea of existing. The wind here is pleasant, salty, and constant. Despite its gentle touch, it slowly erodes away at your warmth. Without shelter even the night can become unpleasant.

A gnawing begins in your stomach, but you know not how to quell it. This world has different laws than the sky, here you must eat to remain. To ignore the laws of the world is to leave it.

Your people are shadows, and yet more than shadows. They can see and think beyond what some other mortals can. Perhaps this can be used for the benefit of your kind? Discovered Scientific Method! There are a great many things to learn in this world, you only need to direct your attention towards them.


PowderMiner (Moltenfolk) Orange
Your people swam up from the great sea of magma that warms the entirey of the world. A hole in the crust was all it took and your people saw for the first time light that was not molten. To see with eyes unfilled by the warmth of the world was, at first, unsettling. But while this world is much colder than the one bellow, it is not wholly unpleasant. The song of the earth calls to your people, its deep pulse reflected by the pulse of your own hearts. Onto this world you have ascended, it is up to your children, and your children's children, whether this world shall sink back into the molten sea or whether it shall be allowed to drift longer.

The warmth of the volcano keeps you quite warm despite this area being temperate in nature. For now the winds are calm and the air warm, but you know that one day the air will grow cold and angry. That it will bite and tear like a great ethereal beast. If you are to leave the mountain, you must prepare for when the cold winds come.

Shortly after climbing out of the volcano strange happenings began occurring. You feel hunger, and you feel fatigue, it seems the surface world is less hospitable than you expected. Food will be needed to continue surviving here upon the surface.

You feel the pusle of the world steadily beating. Within that endless beat the secrets of the world can be heard, if one has the ears to hear it. Discovered Meditation! There are a great many things to learn in this world, you only need to direct your attention towards them.


Ama (Cueyatl) Red
As your god leave your your civilization is left with but a singular purpose, spill blood and keep the warmth of the sun forever strong. To spill blood is easy, and your people are designed for it. Their poisonous spit is dangerous when even on the skin, ingestion is almost a sure death. You find yourself in the middle of a jungle, this area still has a slight red tint from the blood of your god. There are a great many sounds of life about you. Surely this land will be the cradle of your nation. With the sea to the west and mountains to the east you know that there is a reason why your god chose to place you here.

The jungle is loud and vibrant. Insects of all sizes buzz between flowers and fruits high in the trees. As your stomach rumbles you wonder what is safe to eat. There is a small yellow fruit which grows high above, some of which fall down to the ground. A red and blue fruits grow on smaller trees and vines just out of your reach. The twilight of the jungle floor is littered with dead leaves and mushrooms in addition to the occasional fallen fruit. And perhaps there is even more food around, food with legs and blood. You know that it is unlikely you are the only poisonous being in this jungle.

As for jungle creatures, there are a group of monkey like creatures staring down at your tribe. It is unclear of whether they are hostile, but their fangs which protrude from their mouth makes it clear that these are blood spillers like yourself. They are beyond the reach of your acid spit for now. Perhaps the are friendly, or perhaps they can be ignored or scared off, but for now they simply watch.

As the sun filters through the leaves of the canopy you give thanks to your creator and promise to flood the world with blood so that the sun may burn eternal. Discovered Prayer! There are a great many things to learn in this world, you only need to direct your attention towards them.


Harry Baldman (Orcs) Dark Green
The chaotic world is getting more and more complex with each rise and set of Odo's liver. The number of individuals moving, acting, colliding, and living is constantly growing. The vast chaos that is this world is an unending march of ripples upon the universe. This fact brings the orcs great pleasure as they travel along the path of oneness with the ripples. To be constantly caressed by the ripples of Odo's forms is what it is to be an orc, that and overindulgence, plotting, and generally unsavory behaviors. The orcs have just began their time upon this world, they stand fresh and new within Ur-Mazeek. As they climb to the top of the crater they can see hills and mountains in every direction, the great upheaval caused by their creator.

Already Odo's Impact is slightly different than the rest of the world. Its ripples are not quite the same, but also not quite different. This has led to the growth of some strange fauna. Specifically a deep red cactus and a sickly looking tree with greyish green leaves. These two species are unique to the crater, but nothing is known about them.

As you have just come into being as fully formed choatic beings you are without food or shelter. While the crater protects your people from the wind, you will soon need bring Ur-Mazeek into its form as intended, a vast complex of tunnels and chaos.

You the ripples of the universe. Within those constant waves the secrets of the world can be heard, if one has the ears to hear it. Discovered Meditation! There are a great many things to learn in this world, you only need to direct your attention towards them.


Haspen (Visznu) Dark Blue
The world and universe belong to Az, as you belong to Az. He is your creator and the supreme god of the universe. This thought is unquestionable, and will comfort your people during trying times. Az creates your kind and places them within a dessert upon his world before he ascends into the heavens to digest. From here on it up to your people to decide how to move forward. How to go on until the day when Az calls upon you defend him from a challenger deity. To the north there is a wide desert which stretches beyon your vision to the east and the west. To the south however is a forest, with the ocean beyond. To the east is a small mountain range. This is the land your god has placed you within.

Here at the edge of the desert you find the temperature quite pleasant, but you know that one day it will grow cold. Furthermore, as you stand tall above the sands hunger wells up from within you, you will need to find food and shelter if you wish to survive.

A strange haze can be seen in the distance. It is far away now, but you feel a strange stillness in the air. It seems that it is a large sand storm, and while this one may not hit you, you may need to prepare for future ones.

As the sun beats down upon your dark blue skin your people give thanks to your creator. Discovered Prayer! There are a great many things to learn in this world, you only need to direct your attention towards them.


Icefire (Treants) Brown
With the dawn of time still fresh in your memory, Morrighan sends you forth in her name. Many trees had stood for as long as time itself, and to some of these Morrighan gave a soul. Then she gave souls to younger trees so that the future beyond the time of the old trees would also carry her name. Now she has ascended into the land of the gods and the Treants are left alone in this strange world. On all sides you see trees of the north, pines for the most part. To the north you know there is a cold cold sea.

Your race of Trents are not the same as the trees who live here. You fruit and you flower, while these trees needle and cone. For now, in the warm months, this will be fine, but when winter rears its head, you fear that the cold will be an issue. You could shed your leaves and become dormant as the few deciduous trees who survive here do, or you can venture south to warmer lands, or perhaps these evergreens can bolster your gene pool against the cold?

Your people notice immediately that there are dangers in this wood. There is a kind of bird who burrows deep into the trunks of trees for its nest. In addition there are several kinds of beetles who burrow into trees and devour them from the inside out. You fear that even with your natural regeneration, if one was to become infested, the bugs would slowly multiply until the treant cannot keep up. A slow, painful, and terrifying death you're sure.

The magic of this world is everywhere. You can feel it in the sunlight, it gathers in the dew on your leaves, and you dredge it up from the earth via your roots. Discovered Mana! There are a great many things to learn in this world, you only need to direct your attention towards them.


Salsa Cookies (Ash Giants) Grey
In the begining of time, which was only a short time ago, the Ashen King reached up from the depths of the world and punched a hole in the crust. From this hole magma spewed forth and a volcano was created. It is under the warmth of the volcano that the Ghost Giants evolved. Their monochromatic skin and cruel tenancies reflected the nature of the Ashen King who lives beneath them. The long life span of the ghost giants gave them much time to impose their ways upon the world, but their ability to reproduce is much lower than many of the smaller races. The homeland is on the southern end of a large mountain range and while it isn't as frozen and icy as the south, their location is much closer to the other races.

The time for advancement is upon you. In these warm months you will need to find food for your colossal people. You will also need to build shelter if you are to stray far from the volcano. The need for food is familar one and it is present even now so shortly after the dawn of time.

Within the mountains to the north great tremors can be felt. You know not their origin nor their purpose. Perhaps it is simply the shifting of the earth, perhaps not.

Your cruel ways and evil intellect make you perfect beings for the study of the darker side of science. With science one day you may fell gods and destroy the magic of this world. Discovered Scientific Method! There are a great many things to learn in this world, you only need to direct your attention towards them.


Detoxicated (Turtle Men) - Light Green
Only a short time ago Turrlex defecated you into existence. Your arose from his dung and watched him ascend into the land of the gods. This world is now yours, what you do with it is the decision of the people. Turrlex's dung has given life to the great jungle you find yourself in. Light filters through the leaves and the twilight of the jungle is filled with the sounds of life. There is the slight smell of salt on the air, an ocean to the southwest. However freshwater can be found to the north west.

The tinge of hunger fills your people as time passes. It gnaws at you. Finding food is a necessary step in surviving in this world. There are a great many fruits throughout this area of the jungle. Orange fruits, striped fruits, spikey fruits, and strange long fruits. You know not which ones are safe to eat, nor what any of them taste like.

The sounds of insects are ever present and your people report seeing insects of great size lurking among the twilight. Perhaps they will make a good food source, perhaps they hunt your kind. Only time shall tell.

Beneath your hunger and thirst a different force begins taking root inside of your people. Ambient magic slowly collects in your bodies, perhaps with time your people may learn to channel this power. Discovered Mana! There are a great many things to learn in this world, you only need to direct your attention towards them.

10
Forum Games and Roleplaying / Birth of Civilization (OOC)
« on: September 24, 2015, 12:13:28 pm »
I'm thing about trying my hand at a fantasy civilization game. The game will be mostly free form with no stats. As a result, creativity will reign supreme over this world.

Here's how I see it working:

Players sign up as their civilization and must guide it through the ages. Each turn players will be given two or so special events, some of which will be good, some bad. Players can choose to address these or ignore them for their own pursuits. In addition there will be magic, science, and religious tech trees that players can research. Your location on the tech tree will effect your special events.

Each turn a player may take three actions. This can be taking over a hex, researching tech, fighting wars (battles will be decided by dice), or doing anything their heart desires. The actions are free form, so what you do is limited only by whats possible in this world. Eventually players will run into eachother and then the politics of the world will begin, which will add another element to the game.

I have a map set up. At the start of the game players will be placed according to their desired biome. Players may not request specific starting areas.

Warning! Large Image:
Spoiler: Map (click to show/hide)

There is no ultimate goal to the game, the players decide what their own goals are.



Sign-Up Sheet:

Civilization Name:
Civilization Race:
Race Description: (If necessary)
Deity Name:
Deity Description:
Deity Spheres:
Creation Myth: (Optional)
Starting Biome:
Starting Tree: (science, magic, or religion)
Specific Interest: (What sort of tech you're interested in)

11
Forum Games and Roleplaying / Game Ideas Discussion
« on: September 22, 2015, 08:24:03 pm »
I've been tossing around some ideas for games recently, but I'm not sure which one to go with or if anyone is interested. So I'm going to throw out some ideas and see if anyone has any interest. The point of this thread is to get people to toss out their own ideas and perhaps in a while we'll have some really cool games in the works.

Main idea of the thread: State ideas you are interest in making into forum games and comment on other people's. Basically this is a brainstorming and discussion sort of thread.

Here are some of mine:

Spoiler (click to show/hide)


12
Forum Games and Roleplaying / God Game (Interest Check/Player Input)
« on: September 20, 2015, 11:39:05 pm »
So for a while now I have been toying with this idea of an Attack on Titan scenario god game.

Story: The world has ended and the last of the races have garrisoned themselves within a giant city surrounded by walls. Monsters roam the lands, some even attack the city.

The players in this game would compete with each other for worship of the citizens of the city, as well as work to defend the city from monsterous threats.
There would be magic, which the gods would teach to mortals to combat the monsters. There would be multiple fantasy races. There would also be factions who have many needs and wants. By spending your divine energy you appease the factions, you'd gain worshipers. More worshiers = more power. Gods are ethereal, they can appear in dreams of strong worshipers and do divine acts, but cannot create a physical form for themselves.

Is anyone interested in a game like this?

In case anyone is, I'll throw out a character sheet. Feel free to make suggestions or give input too.

God name:
God Description:
God Personality:

Final note: I'm a full time student, so my schedule is sporadic. Weeks when I have a heavy work load, I won't be able to post as much. Play at your own risk. 

13
Forum Games and Roleplaying / Monster Guild Mission Thread
« on: September 10, 2015, 05:16:05 pm »
Normal IC: http://www.bay12forums.com/smf/index.php?topic=153023.0;topicseen

Mission 1 Turn 1: tutorial Into the Ruins

After several hours of hiking through the dense pines you come across the vast ruins. They are definately ruins, the ones closest to you look more like a few piles of engraved rocks than remains of buildings. But further up the mountain you can see much more intact and imposing ruins. Smoke can be seen rising from deep within them. Overseer Hestol directs you on combat.

For this endeavor each of you will exclusively command your monsters. In some situations you may have to fight monsters yourselves, but for the most part leave the fighting to the monsters. There will likely be several fights during this mission, don't wear out your monster right away. Some monsters have per fight special moves, use these strategically, they can make the difference between losing a fight and finishing a mission. Now that that's done we will enter the ruins and begin exploring. You will have to collectively decide what we do in addition to your own individual actions. Furthermore--

Before Hestol could finish instructing you, a pack of wolves exits from the ruins. It looks like there are 5 wolves against your eight monsters. Time to command some monsters!


14
Forum Games and Roleplaying / Monster Guild IC
« on: September 09, 2015, 09:34:42 pm »
It is a long journey from your hometown. Some traveled many weeks north from the southlands. Others traveled even longer than. This new guild hall was deep in the pine forests of the north. Its summer now and there is thankfully no slow, but when winter rears it's icy head, you know you'll be glad to have the guild hall. With the fair fields of the more temperate regions a couple weeks behind you, you finally arrive at the isolated hall. It is a tall lodge made of pine and iron. A fortress against the cold. Some say that the Monster Guild is truly an architect guild in disguise because sometimes its much better at architecture than monster slaying. However, those rumors will stop with you. You, with the aid of your new companion, will become master monster breeders and hunters.

You push open the heavy door. Its solid and thick, which makes you wonder if this door was designed to keep out more than just a few winter chills. You step into a tavern hall, two half long curved tables encircle a large fire pit with plenty of walking room between the pit and the table. Likewise there are isles between the table and the left and right walls. In the center of the room is a large fire pit, an empty spit-roaster glimmers above the already lit fire. Upon closer investigation you notice that the fire is actually powered by a rather elderly, but still quite hot, fire slime. Its lounging in the pit in such a way that you wouldn't notice unless you looked into directly. Beyond the two grand half circle tables there is a bar area on the left far wall. It looks like it can seat twenty men and there is a large collection of various liquors and ales visible behind the bar. The right half of the wall is a large cork board which has the word "Commissions" written in perfect hand largely across the top. Between the two areas there is a large double door entrance to the kitchens.

Beyond the dining area but before the back wall there is an open area with doors on each wall. The left wall also has a staircase which leads to a a second level balcony from which you can see the entirety of the hall. There are also a few doors on that upper level. Out of one of said doors a man appears. He is wearing a simple tunic made from grey wolf fur and brown leather pants. His boot steps command your attention as he approaches the railing.

I am Overseer Hestol. I am not only the guildmaster, but also the director for all activities in this area. Which, when there is only one guild, simply makes me the guildmaster. Regardless, welcome to the Guildhall. You have had a long journey now doubt, but that was just the beginning. Your true journey starts now, it starts this very night. Look around you, the chandeliers are made of iron and the antlers of Dire Moose. The food you will eat comes from the land itself. The very floors you walk on are Iron Pines which have stood for a thousand years. This place is as rugged and as strong as the land it was built in. You will come to appreciate its grandeur when the winds come and the ice sets. You will come to know the cold and you will conquer it. You will become as strong and as stalwart as this building. Or you will die.

He let his words sink in for a moment before allowing the rest of the staff to introduce themselves. An incredibly skinny woman who's hair was as grey and wispy as the morning fog came forward to speak next. Her white apron quickly gave away her role here.

I am Aris, the chef. I provide you recruits with three hearty meals every day. I've seen more monster's insides than all of you combined will see in your entire lives. Suddenly a massive cleaver appears in her hands and she waves it wildly in the air! So if I catch any of you stealing from my supplies you'll quickly become next week's mystery meat stew!

"Now don't mind her, she's a big sweet heart. In fact, she's can probably tell you as much about monsters a Jeremy can. An olive skinned man wearing a green tunic stepped forward. My name is Rigel and I am the bar tender. While that's my main job, I also run the job request board over there. Eventually we will get some jobs, and if you want to take one bring it to me and I can set you up with the paperwork. Also, I serve as quartermaster, see me about buying new weapons and armor or selling items you collect.."

Next a pale slender man with wavy black hair pulled into a small bun stepped forward. He wore the traditional blue robes that denoted his occupation: a mage. "I am Jeremy, the resident mage. I am conducting research on monsters in this area. As a result I will have several requests for you. In exchange I will be providing my services to the guild. Feel free to stop by my office if you have any questions about magic or monster breeding. "

Overseer Hestol stepped forward once more. As you can see, each of us has a job to do. However, many of us will be able to provide you extra information about monsters and quests if you ask. In addition, travelling merchants and trainers will frequent this hall, be on the look out for them. The dormitory is down the first hall on the right. The monster halls are down the first door on the left. The rest of the doors are locked for now, we will get to them as part of your training. As such the dormitory pairings are as follows: Flabort and Scrapheap in room one. Felix and Berius in room two. Leonardo and Zomara in room three. Twinwolf in room four. Adragis in room five. Each of your monsters can be found in its won room with your name written beside it. Above your name is a blank Name Plate. Speak your monster's name into the plate and it will appear on the plate. We will begin your training regiment tomorrow afternoon, for now a late dinner will be served. You are encouraged to introduce yourself to your fellow guild members and to explore the hall. Tomorrow afternoon meet here for training assignments. That is all, dismissed.

With that two server monsters brought food out tot he table. One was a large yeti. It stood ten feet tall and carried a large boar over it's shoulder with ease. It placed it upon the spit-roast and soon delicious smells filled the room. The second was a four armed slender robot it construct. It was shaped in the likeness of a human. It was silver and it's single eye glowed a light blue. You notice that it's hands have large retractable blades. It seems the cook is also a gifted monster trainer. The two monsters set to work and soon the tables were full of fresh breads, delicious stews, creamy mashed potatoes, all kinds of pork, and various other dishes. They smelled absolutely wonderful.

You now have the freedom to eat what you want, interact with the other players, explore all unlocked sections of the guild hall, and interact with the monsters.




15
Dear Recruit,

Your decision to join the Monster Master's Guild is a commendable one and we here at HQ thank you for what will likely be a very short service. You have been "randomly" selected to join the staff of our new outpost on the frontier.  You, a few other fresh recruits, and an overseer will travel to frontier to establish our Guild Hall. From there you will be in charge of defending the outpost, breeding your monsters, collecting items, and defending the frontier from wild monsters. Delivered with this letter you will receive your starting equipment, half this months pay, and your requested level one monster. Upon arriving at the new guild hall discuss your current situation and missions with the caretaker. Good luck on the front.

-MMG HQ



Character Sheet

Name: (Please use your forum name, it makes things much easier)
Character Description:

Inventory:
Choose one: light armor (-1 armor, +1 stealth, +1 move speed)/ standard armor (+0 everything)
Choose one: sword (1d6) / ax (1d6) / mace (1d6) / bow (1d4) / cross-bow (1d4)
Choose one: small family heirloom / a quick guide to monsters / one health potion
Choose two: three days worth of rations / on health potion / a 10ft length of rope
Monster collar

Starting Monster: (Choose one)
Slime: a mass of ooze. It's high surface tension keeps it in mostly roundish shapes. (Choose a color)
Goblin: a two foot tall malicious green humanoid with a big head.
Hound: a large dog of monstrous origin. (Choose a breed)
Scrapper: a two foot tall robot made of junk. Humanoid in shape, single glowing red eye. (Choose melee or ranged)
Fire wyrm: a two foot long winged serpent. Can produce a little fire.
Lesser golem: a stone golem about a foot and a half tall and just as wide.
Giant frog: a frog as big as a dog.
Custom: PM me and we'll work something out. Can't be stronger than other starters.

About the game: You are a new recruit who is going off to start a new Monster Master Guild outpost. You can only take what you have selected above. You will hang out in the guild hall RPing until you form a party to go out and do a mission. You can also do solo missions to collect items for crafting. The game is organized in turn format where all players act at roughly the same time and then I update and then they can act again.

Game features:
  • Combat. Each weapon will have an associated number that goes with it. Example: (1d6) means one six sided die. This is the damage for that weapon.
  • Monster breeding: Two monsters can create a new monster through a secret ritual. Doing so releases the monsters.
  • Crafting/loot: Each monster has a change to drop items. Some items can be used to craft new armor, weapons, and items.
  • Missions: Missions will occasionally occur players can chose to spend their turn going on the missions as a team or doing their own thing.

IC: http://www.bay12forums.com/smf/index.php?topic=153023.0

Pages: [1] 2 3 ... 8