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Messages - Spiderking50

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586
Forum Games and Roleplaying / Re: Great Game of the Gods II (0/6)
« on: August 25, 2015, 07:35:54 pm »
Its not first come first serve. And I know I go over  :P its a bad habit.

587
The mother of sins is their title, I don't remember the actual name. Its listed on the update under the gods section.

588
Hey, I was trying to communicate with your  team in game Spiderking, sorry if I screwed up how the communication works, I just have no clue. Sorry.

Micelus is really in charge. Talk to them.

589
Fleshmancy my flesh ball into the shape of a bowl, as big as I can, fill the bowl with water and stick my needler and any other needlers I catch in it, harden the flesh before filling it with water.

"I made us a needler storage, I'll carry it."

You stretch you fleshball as big as you can and harden it a bit before filling it with water. Its tapered at the top so the needlers can't jump out. It now holds 3 needlers.

"Good idea. Really we need some kind of building material, cause flesh won't work for everything."

When bowl is finished, add de-needled needler to bowl. Then resume fishing attempts.

With your needler in the bowl you head back to the water. You can't seem to catch any of the fish, but you manage to get your hands on a fist sized white cave crab.

Ponder. Take Fleebler, and if I can still flesh him, take some time to alter his brain to recognize me as his master. His hierarchy is me, then my team, then anyone else who is friendly. Also, if I can still flesh him out, take some flesh from my f and eshling, fashion it into a long tongue, and then remove a spike from his back and size it to about an inch long. Attach it to the end of the tongue, and ravel it into its mouth. Then take some muscle from the fleshling and make the tongue very strong, so it is able to shoot out, almost like a spear.
(Think frog tongue but with a spear/barb on the end)

Brains are very very tricky. You manage to get the fleebler to recognize you and your party as a non-threat, but it isn't intelligent enough to take commands. You take some muscle from your fleshball and make a long tonge and buff up the tongue shooter and add some densely packed needles to the end of it.

The rest of the group seems to just be hanging out and resting.

590
Forum Games and Roleplaying / Re: Great Game of the Gods II (0/6)
« on: August 25, 2015, 05:05:47 pm »
You should look at the first version to see the kinds of gods people had there. They're more like giant monsters than gods. Granted you don't have to change it, you just may not be as imposing or as godly as the other players.

591
Forum Games and Roleplaying / Re: Sector Unknown (Spaceship RPG)
« on: August 25, 2015, 04:58:09 pm »
“Captain, permission to access and evaluate the damaged parts of the ship?” The doctor asks Captain Manjundar.

Granted.

592
Forum Games and Roleplaying / Re: Great Game of the Gods II (0/6)
« on: August 25, 2015, 04:57:42 pm »
Name: Urist Mc Pret
Sphere: !!FUN!!
Description: A Dwarf with a large brown beard, and a bald head.

That one may actually be too whimsical. This is a cutthroat game to decide who the greatest god is.

Are there any melee magical units?

There could be. They wouldn't necessarily get their own unit type. What did you have in mind?

593
Forum Games and Roleplaying / Re: Great Game of the Gods II (0/6)
« on: August 25, 2015, 03:27:12 pm »
Spoiler: Amrok, God of Sap (click to show/hide)

((If this is too whimsical I could make a more serious application...))

Defender of nature is a fine application. I'll likely boil your sphere down to forests for simplicity and mechanics.

595
Forum Games and Roleplaying / Re: Great Game of the Gods II (0/6)
« on: August 25, 2015, 03:14:53 pm »
reserved for map and player list

596
Forum Games and Roleplaying / Re: Great Game of the Gods II (0/6)
« on: August 25, 2015, 03:14:03 pm »
Info Dump Post:

Unit type traits:
Peasant-
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Builder-
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Archer/gunner-
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Mage-
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Guard-
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Soldier-
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Mercenary-
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Trader-
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Religious-
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Siege-
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Other-
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All units have 1 coin/WP upkeep cost per turn regardless of how much they cost to make. Units bought with coin have coin upkeep. Units bought with WP have WP upkeep. They also gain their respective secondary traits.


Unit secondary traits: (combat units only unless race specific)

Religious
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Worldly
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Poisonous-
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Armor 0-3
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Weapon 0-3
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Undead
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Vampiric
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Holy
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Elemental
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Secondary Elemental
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Amphibious
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Fast
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Slow
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Big
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Small
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Motivated
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Unmotivated
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Evil
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Good
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Honorable
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Mounted
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Naval
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Air/flying
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Zealot
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Insane
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Thorns/retaliation
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Merciless
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Reckless
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Cowardly
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Stealthy
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Resistant to X
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Diseased
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Paralytic
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Terrifying
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Taunting
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Huge
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Giant
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Giant Slayer
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Burrowing
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Man slayer
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Beast slayer
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Telekinetic
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Ugly
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Pretty
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Vain
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Materialistic
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Monstrous
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Flimsy
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Hydrophobic
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Unnatural composition
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Prone to dehydration
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Slowdraw
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Quickdraw
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Weak to X
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Low pain tolerance
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RP Bonus means that that unit may do actions that a reasonably linked to that trait. For example, an evil unit may gain bonuses when doing evil things. RP bonuses won't always occur, and they won't always be good.

Race wide bonuses may be granted upon creation. However, they will need to balanced with equally as detrimental maluses.


Structures :
Village
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Settlement
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Temple
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City
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Monastery
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Fort
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Bridge
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Hoard
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Dungeon
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Other
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Special Buildings:
Wizard Tower
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Siege Workshop
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Science Lab
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Other
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The units produced by special buildings cannot be housed in other buildings.

Tiles
Mountain
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Freshwater
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Land
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Coast
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Ocean
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Desert
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Note on DP: DP can be used for any sort of divine act. This normally comes in the form of creating something from nothing. Races, magic weapons, natural structures, and other artifacts are all good uses of DP, but are certainly not the only uses.

597
Forum Games and Roleplaying / Great Game of the Gods II OOC
« on: August 25, 2015, 03:13:31 pm »
Beneath the mortal world churns a vast sea of cosmic, divine, and magical energy. This is the root of all magic. It is endless, it is timeless, and it is where you came from.

This primordial soup of raw power creates what can only be called anomalies. As bits of magic and energy collide and combine, some begin to gain sentience. Some begin to live.  These anomalies cannot stay here however. They are no longer part of the endless. And so the great sea raises a tendril, a river of pure power and magic, up to the mortal world. It is upon this river of light that the budding being is delivered into the world. As they rise up towards the mortal world they pass by many a place and absorb energy from the great sea all the while. By the time they reach the world, they have almost developed solidarity as a separate entity, but not quite. They, pushed by a flood of magical energy, are squeezed into the physical world.

This is where our story begins. You are a god who has just entered an unknown world of which you know next to nothing about. However, you are whole, alive, distinct, and powerful.



This is not a direct reboot, but will be more like the game that I imagined. It will be equal parts god game and strategy game. I plan on having a grid map instead of an arbitrary region map this time around. I'm also doing the stat system differently. And the worship/units work differently.

The stats are fairly straight forward.

Stats:
Health: Your health. Regenerates partially by spending a turn resting/healing. (All gods have 100 HP)
Divine Points: You use this to do divine acts. (All gods gain 3 a turn)
Worship Points: You use this to recruit religious units.
Coin: You use this to buy units.

There will be units and champions. Units represent groups of people, whether they're civilian or military has to do with their traits. Champions often have been selected by the gods to be a major actor in the world and often have some sort of divine weapon or blessing.

Type Traits: These determine the unit type (Builder, soldier, champion, so on and so forth)
Effect Trait: These have special effects on how the unit acts, they can alter stats or behaviors or give special bonuses.

Units have health and damage as their only stats, but can do special things.

Structures: Structures are buildings and places which also have traits. They are a lot like stationary units. They have the added benefit of producing coin, worship points, or whatever else. See bellow.

Base: Your seat of power. This is the only place in which you may rest to regain health. You also receive a defense bonus when on your base tile.

Forts: Provide a defense bonus to units stationed there.

Settlements: Produce coin and can hold some coin.

City: Upgraded settlement. Produces more coin, but can hold none.

Church/temple: Produces worship points.

Hordes: The main area where you store your gold. They can be plundered by other player's units. Multiple hoards may be built and the distribution of coin is at the players discretion. Building a horde near another player's base or settlements will generate varying bonuses (Normally WP or coin bonuses)

Special areas: Many special areas will occur naturally. Others can be created by players. This is handled on a case by case basis, but will normally provide some sort of bonus or debuff to the area.

Monster dens: These occasionally spawn NPC monsters. Having your units clear these will grant them better weapons and abilities. However, the monsters won't go down without a fight.

Titan: A powerful "boss" monster. Slaying it will provide blessing and bonuses on a case by case basis.

Secret areas: Some buildings may be constructed in secret for an extra cost. Hordes are the most likely candidate. Having secret temples/cities will decrease production.

Rules:

(1) Gods cannot directly harm each other.
(2) Alliances are allowed and players can pool resources.
(3) A player can take another player as a vassal god if both gods desire. This means they must protect their vassal, and in exchange, they gain 10% of the vassal's WP.
(4) Objects can be filled with magic. However they are like batteries and must be recharged. Small ones can recharge over time, but large ones may require direct charging. These sort of things will be referred to as mana batteries.
(5) Units can slay gods and other units and structures. Gods may also kill units and destroy structures, just not other gods.
(6) Structures generate the mortal currency, worship points, or other things based on what a player wants (will have to discuss with me if it produces something other than currency).
(7) Gold must be stored within a hoard. You need at least one horde before acquiring gold. Settlements may also hold a small amount of coin.
(8) Special areas provide bonuses or debuffs to units/structures in those locations.
(9) Multiple units may share a tile, but multiple structures cannot.
(10) Attacking units move into the tile they are attacking. Defending units stay in their tile. If an attack does not destroy the defending unit, they return to the tile they started in. Ranged units do not move into tiles after killing an enemy.
(11) Actions may be done in secret by PMing me. Agreements between players are only binding if I am informed of them.
(12) New rules will be added as needed.
(13) Upon a god's death their units disband or become NPC's at my discretion.

Magic exists in this world and is usable by mortals in the form of mana. Mana regenerates in mortal's bodies like divine essence regenerates in gods. However, this means that gods cant use mana and mortals can't use divine essence.

Players play as physical gods. Your sphere relates to what you have dominion over. It's the aspect associated with your divine power. As a result, your actions concerning your sphere will be more powerful than your actions not relating to your sphere. This does not decrease the price. However, it does decrease the price of recruiting mages who share your sphere.

God Template:
Name:
Sphere:
Description:


Original thread: http://www.bay12forums.com/smf/index.php?topic=151460.msg6311046#msg6311046

Based roughly on this idea: https://xorvintaal.wordpress.com/about/the-great-game-2/

IC: http://www.bay12forums.com/smf/index.php?topic=152794.msg6471481#msg6471481

If I get more than 6 applications, the game will not be first come first serve. I'll likely try to create some sort of balance so that spheres don't overlap too much.

598
Nilonix

Nilonix reveled in his new power. Finally, Nilonix's hunger was satisfied, power drawn from knowledge enhanced with the stability of rock. But already, Nilonix could feel another desire. This time, it was not as destructive as Nilonix's crave before, in fact it was the very opposite; the yearning to create. Once, Nilonix was hollow, but now-

I am whole.

The declaration was spoken in nonsensical gibberish, yet all who heard it automatically knew the meaning behind the words. Nilonix used it's new-found power to create itself, well, itself. Nilonix envisioned itself; For the top, a glowing, blue and faceless humanoid created from constantly moving and changing words, holding forbidden knowledge that could drive insane those who looked too closely for their own good. Below it was a fleshy and bulbous mass, dark as pitch and covered with constantly appearing and disappearing eyes staring at every direction. This was supposed to be it, however, Nilonix did dark things to gain it's power, and that treachery would stain Nilonix's being until Nilonix was no more.

On Nilonix's back were wings, made out of the same substance as his lower half, complete with the countless eyes. On the tip of each of Nilonix's wings were talons, every one having eight toes pointing forward and two pointing backward, constantly trying to grab something, and not letting go when something is given to them unless under command by their master. And instead of a faceless and humanoid head, a blue crow head looked around at the gods and goddesses surrounding him.

My apologies for not contributing anything to your great battle, but I must be off. Farewell. Saying this, Nilonix turned around and flapped his wings once before flying back towards the Crystal Plains. A singular bit of power was all well and good, but Nilonix knew it needed more.

You only had a divine essence, not an essence of form. You need a form essence to make a body...

599
Spoiler (click to show/hide)

600
"Well time to get down and dirty, but before I do can I see your needlers?"

try to catch as many needlers as possible, but get out of the water if a huge fish shape comes along.

You have one already on in your hand, it makes it difficult to catch more. If only you had somewhere to put it.

"Ah, just more needlers."


Try and fleshmancy some on the spines onto the fleshball, and try and remember if needlers are edible.

Also, wade into water and try to catch a fish. Still cautious.

You succeed on getting some of the needles to grafted onto your fleshball. You remember that needlers are edible, but don't taste very good. You wade into the water, but you have difficulty catching a fish while holding onyo your needler.

Move back a bit from the lake, with my needler and fleshball so I have some space. Think and ponder, then ponder some more about fleshing and my abilities. Keep careful hold of the needler, so it doesn't escape me but I don't injure myself. Cautiously, taking my time so as to minimize mistakes, take a small section of flesh from the fleshling, and shape into roughly a frog shape, about three inches long. The front side tapers somewhat, and has vague facial structures. I take four of the legs from the needler, and place two on the flesh-frog body facing frontwards, and two facing backwards. I take the mouth of the needler and attach it to the front of the flesh-frog, so it can eat. Take the eyes of the needler, and place one in the front, and one in the back, so it can see in front of it and behind it. Finally, take the needles of the needler, and reshape them to be smaller, to fit on the legs of the flesh-frog, so it can stab at other creatures. Then I attach them to the upperside of the leg, facing its feet. Attach the remaining needles to the body, half facing forwards, the rest facing backwards. After pondering some more, I step back and let my fleshfrog, hereby named Fleebler, to life.

(whee fleshing)

You after a long process of forming and shaping a frog, create your Feebler. He is a lot like a needler, which are also frog shaped, but has some legs going forward and some backwards. It hes an eye on the front and back so that it may see either direction. It also has needles much like a needler. You had to give it the needler's stomach too so it can digest food. In fact, you hardly used any fleshball flesh because the Fleebler is entirely made of your needler you caught earlier. You let you Fleebler go and it immediately looks confused. It remembers being a needler and the new eye orientation is confusing, maybe next time alter the brain some to prevent that. It hops to the edge of the water and sits there.

Concentrate highky on giving the fleshball needles, cutiously surrounding his body

You take all the needles of the Needler and place them on your fleshball. Not all stick, but a good number manage to take hold.


Strip the needler of its needles, and fuse them into bone spears. Search for more life.

You fuse all the needles together, but there aren't enough to make than a shiv, much less a spear. You could investigate the lake or the tunnel for new life, but there is none in your immediate field of vision.

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