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Topics - evictedSaint

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1
Forum Games and Roleplaying / RISKY ARMS VENTURE - Spring, 1928
« on: October 17, 2022, 06:54:23 pm »
Risky Arms Venture

Based on Sensei’s Armories of Valturia game.

Your goal is to create a new weapons-manufacturing company in a fictional post-WWI universe.  You will design new weapons, produce them, bid on contracts, and expand.

Turns are divided into two phases: one where you design and revise weapons, and one where you bid on contracts.  Make a better weapon than your competitors and win by making the most money.



The Great War has come and gone.  Millions of lives have been spent over scant miles of land, but the world is at peace – for now.  Treaties have ensured those responsible for the world-spanning tragedy have been thoroughly hobbled and will never ever rise again to threaten the Good and Natural Order that governs nations. 

The year is 1918.  The weapons of this time are ingenious works of engineering.  Water-cooled machineguns, bolt-action rifles, and double-action revolvers are some of the most standard tools of war, but the early beginnings of portable machineguns and semi-automatic rifles and pistols have made their way into the armories of various nations as well.  War is no longer infantry in open fields exchanging volleys of fire, but muddy trenches and artillery shells screaming overhead.  Air combat has made its debut and is here to stay, and tank combat has captured the attention of generals.

Throughout the entire war, a small mountainous country near the eastern front has managed to remain neutral.  Emerging relatively unscathed from the conflict, the country of Occassio is in a unique position.  With industry untouched and iron-rich mountains beneath, Occassio has become somewhat of a local arms-production capitol.  Despite the peace, many of the new minor countries to come out of the peace treaty are quite eager to build their armories to protect their new-found sovereignty.  Occassio has little in the way of regulations and is a well-known tax haven, meaning crops of arms manufacturers have sprung up overnight.

You are the CEO of one of these new arms companies. 

There’s money to be made here!  Go forth, sell your weapons of war and make as much money as you can!



The Rules

How To Win:
Spoiler: How To Win (click to show/hide)

Making a Company:
Spoiler: Making a Company (click to show/hide)

The Game and Turn Cycle:

Designing and Revising Weapons

Producing Weapons and Ammunition

Weapon Contracts and Player Contracts:

Civilian Markets:
Spoiler: Civilian Markets (click to show/hide)

Prices Cheat Sheet:
Spoiler: Prices Cheat Sheet (click to show/hide)



TURNS
1918, Winter
1919, Spring
1919, Winter
1920, Spring
1920, Winter
1921, Spring
1921, Winter
1922, Spring
1922, Winter
1923, Spring
1923, Winter
1924, Spring
1924, Winter
1925, Spring
1925, Winter
1926, Spring
1926, Winter
1927, Spring
1927, Winter
1928, Spring

2
Forum Games and Roleplaying / Risky Ventures - Turn 1: Load Up and Sail Out
« on: September 19, 2020, 09:48:59 pm »
In continuing my theme of failing to learn from the mistakes of others, I would like to present...
Risky Ventures: Interstellar Mercantilism
AKA that game that died after like, 3 turns

High above the surface of our planet, the riches of the stars have long tempted those who dreamed of bottling and selling those sparkles to the people below.  "If only I could pluck out those glimmers," merchants would lament, "package them with cellophane and sell them for ^199.95 each, I'd rise above the rest. But alas, above they remain, and here I stay.  If only, if only, if only."

For decades, the R&D divisions of numerous corporations have collapsed in on themselves in the search for superluminal travel.  Trillions of credits have been poured into this pursuit.  Lives have been utterly wasted in this search, and scientists driven mad as they attempt to comprehend paradoxical equations of the most complicated mathematics ever conceived.  All of these trials are for naught, however: it was only after an extra-solar conglomerate of derelict alien machinery popped into our orbit were we able to make the leap to faster-than-light travel.  Corporations scrambled like mad to claim their piece of this abandoned alien craft, and with the type of precision that can only come from predatory capitalism did we tear it apart and claim the secrets within.

Dubbed the "Scavenger Incident", the secrets of superluminal travel have been discovered and revealed to the world.  Corporations restructured overnight to turn their attention to the stars, and within a mere year of the incident was the first terrestrial superluminal craft built.  The second appeared a month later, and a dozen more proof-of-concepts popped up within the next week.  Hungry hands worked tirelessly in their pursuit to harvest the universe now laid bare to them.



You are such a corporation, given freely the invention of superluminal travel.  The goal of this game is to invest, build, buy, sell, expand, and eventually run your competitors out of business until only you remain, and your monopoly on the stars now firmly cemented. 

Players start with ^500 credits each and a Small Warehouse containing 10 Space.  At the start of the game players will be required to bid on shares of superluminal ships as they come available from the shipyards, which will then be loaded with goods to sell to distant colonies.  Eventually, players will be able to produce ships from private dockyards, manufacture refined goods, and play the ever-changing markets to widen their profit margins.  As the world of interstellar commerce is still brand-new, there are currently no regulations or taxes cutting into those profit margins.  As the game progresses, increasing regulations will require players to engage in riskier shipping in order to stay afloat and ahead of their competition.  Distant shipping is profitable, but the danger increases the further from home you travel - the survival of a single merchant ship can make or break a struggling corporation!  The markets are not guaranteed either - prices vary, and what may have originally been a profitable investment may later turn out to be far slimmer as the value of goods shifts one direction or another.  Players must navigate the markets to make a profit, or they might soon find themselves going bankrupt. 

After all....Interstellar Mercantilism is a Risky Venture. ;)

Players may join any time within the first 12 turns, after which registration is closed.  Players interested in joining should declare their interest as shown below:

Quote
Company:  Hard Light Solutions Inc.
Stock Symbol:  HLSI
Credits: ^500
Influence: !0
Assets: Small Warehouse#1 (10 Space) (1/1 shares owned)

The role of the GM in this game is to manage the markets, process the turns, and enforce contracts between players.  I will attempt to keep track of money, shares, and transfers, but due to the inherit nature of the game errors will occur and it is on the player to check for discrepancies.  Similarly, players are trusted to honor contracts between themselves and to keep track of the various agreements and conglomerates they form.  Should a disagreement occur, the GM may be petitioned to arbitrate, in which I will hand down an official ruling based on the wording of the agreed upon contract (these types of games are quite hard to run, so please try to keep the additional work required of me to a minimum).



Quick-Start Guide:

  • Make a company.  This can be done by copy-pasting the quotebox above and changing the Company name and Stock Symbol (a stock symbol is three or four letters that abbreviate your company name).
  • Buy shares of a ship.  You can do this by buying shares at an auction (see “Auctions” for more details) or by buying directly from other players willing to sell.  You’ll also need a Captain to go on your ship.
  • Buy Goods to put in the ship.  Check the Markets tab located in the latest turn post and pick a Good that is more expensive at a different Market.  You’ll buy theses Goods at the Home Market.
  • Load your ship.  Put those Goods on your Ship, as well as some extra money so they can buy stuff wherever they’re going.
  • Send the ship off.  Pick a Market and a type of Good, and the Ship will sail away.  They’ll sell all the Goods in their hold and use the money to buy whatever Goods you specified.  They’ll then return Home.
  • Sell the Goods your ship brings back.  Use the money to pay for your Ships Upkeep, then repeat the process all over again.



Official Rules

Orders and Order of Operations
Spoiler (click to show/hide)

Goods and Markets
Spoiler (click to show/hide)

Contracts
Spoiler (click to show/hide)

Bankruptcy
Spoiler (click to show/hide)

Ships
Spoiler (click to show/hide)

Disasters
Spoiler (click to show/hide)

Captains
Spoiler (click to show/hide)

Credits and Influence
Spoiler (click to show/hide)

Installations
Spoiler (click to show/hide)

Auctions
Spoiler (click to show/hide)



FAQ
Spoiler (click to show/hide)


3
Forum Games and Roleplaying / Not Enough Gods - Age 1, Turn 3
« on: April 04, 2020, 06:31:23 pm »
In continuing my theme of failing to learn from the mistakes of others, I would like to present...

Not Enough Gods.

At the Start, there Wasn't.

There was no Time.  No Space.  No Reality.  Even Nothing did not yet exist, for there can't be an Absence without first a Presence. 

So, at the very Start, there simply was...Not.

It was from this crystal-perfect non-existence that Being came to Be.  It was the Only - there existed no others.  Without Time, the period the Only spent contemplating this new Existence was both instantaneous and infinite.  It was after this contemplation that the Only decided to destroy itself - and so it created Time, so that there might be a beginning and an end.  It created Space, so that there might be finite.  Lastly, it created three others to follow, and the Only became instead the Antecedent.

With its three children now joined and a vast blank canvas laid before them, the Antecedent bid them to themselves create.  Create, and the Antecedent would observe.  Though they were mere creations and the power they held was not even a fraction of what the Antecedent possessed, these three were still the First True Gods, and all of Existence would be theirs to craft.

And thus ends the Zeroth Age - the Age of Being.



If you've made it through all that, then welcome to Not Enough Gods!  This is yet another God Game, inspired primarily by Sensei's old Too Many Gods game.  Following much in the same vein as that game, Not Enough Gods follows the process of creating a universe and building a world with a rich, interesting history.  Players will create, destroy, fight, and fuck their way through the Ages until the end of the game, at which point I'll either hand out awards to players or swear off running forum games altogether. 

The game starts in the First Age, having just completed the Zeroth Age in which the the Antecedent (aka me, the GM) and the First True Gods (aka the first three players to sign up) were created.  From here on we will progress through four more Ages (about 5 to 8 turns each) until the end of the game.  If something is missing or broken at the end of an Age (like if mortals aren't created, or time keeps segfaulting and freezing) then the Antecedent will create/repair it so things may progress smoothly.  I will announce when we are on the last turn of each Age so players have time to finish up their actions.



The Ages

Zeroth Age: The Age of Being
Spoiler (click to show/hide)

First Age: The Age of the Cosmos
Spoiler (click to show/hide)

Second Age: The Age of the Earth
Spoiler (click to show/hide)

Third Age: The Age of Myth
Spoiler (click to show/hide)

Fourth Age: The Age of Miracles
Spoiler (click to show/hide)

(Bonus Age!)
Fifth Age: The Age of Legends
Spoiler (click to show/hide)



The Rules

JOINING
You only need to post the name you will have in-game, and your first action.  Make sure your action includes a full description of what you intend to do, but keep it concise and readable for my sake, please. 

If there are no available slots, simply post your intent to join and you will be added to the waiting list.  As new slots are created, players will be pulled from the waiting list at random and dropped into the game as the children of other Gods. 

CREATING OTHER GODS
Gods like creating other Gods, as it turns out.

A player may spend an action to create an offspring.  This offspring will be a God in their own right, and will start with either a new aspect declared by their parent, or a random aspect pulled from one of the parents dominions. 

A player may either create their offspring by themselves (perhaps they sprung from the player's mind as a headache, or they are an elevated mortal, or the player crafted them from their own essence) or with another willing player.  Note that only one player needs to spend their action to create offspring, and the other only needs to give their consent.  In this case the offspring will start with an aspect from each parent.  If both players spend their turn creating an offspring, then the new God will start with an additional aspect declared by the new player (who will be pulled from the wait list at random).

ROLLING
Every action will result in a 2d4 dice roll.  The higher your result, the better you accomplish your action.  A number that's too low might fail do anything, only complete part of your action, or have unintended consequences. This is not to be rules-heavy or strategic game, so whatever I think sounds like a good story is a big factor in the outcome. If you are opposed by another god, then you will each get a roll, and the one with the higher result will succeed. Depending on the circumstances (particularly fighting), success might be more dramatic if there is a big difference between your results. Whenever you roll, your highest bonus from a domain that is relevant will be added. For example, if you have a +1 bonus in the Water domain, this might apply to creating a river or extinguishing a volcano, but not creating a volcano. If you have a +2 bonus in the Fire domain and a +1 in the War domain, and you fight another god, you could say that you use fire magic to get a +2, but you cannot add them for a +3. 

Difficult, overly-complex, or meme actions will receive either a -1 or -2 to the result.  Easy actions might receive +1.  Note that the Dice Roll Results chart below is a guideline for how I'll judge your result and is by no means set in stone.

DICE ROLLS:
0: The only way you can reach zero is if you did something stupidly hard with no experience and rolled snake-eyes.  You will be punished accordingly.
1: You did something difficult with no experience and rolled bad.  Your action blows up in your face, or goes counter to what you wanted.
2: You rolled as low as you can go and your action didn't work.  Just because you're a God doesn't mean you're infallible - you must have overlooked something...
3: You rolled the bare minimum! Something happens, though probably not what you wanted.  You gain experience in the Domain, at least.
4: Low Success.  It's not perfect, and may need some refinement, but you managed to get out what you wanted and it's...passable.
5: Normal Success.  Your action succeeds about as expected.
6: Your action is clever and deft, weaving reality to your desires.
7: Your action has paid off perfectly.  Your action goes exactly as you want it to - better, even!
8: Rolling a natural 8 means you gain double advancement in a Domain.  Your action might get a bit of flair depending on how well it fits.
9: You are a God.  The world is your playground.  If it makes sense, your action performs beyond how you wanted it to.

DOMAIN BONUSES
When you perform an action, it contributes to your mastery over a Domain.  You may suggest what Domain your action contributes to in your post, or you may leave it open-ended for GM interpretation.

The more you take actions that pertain to a certain domain, the higher your bonus will be. Actions must be successful to count. Common examples of domains are elements (Fire, Water, Earth, Air), moral concepts (Good, Evil, Law, Chaos), abilities or skills (Strength, Magic, War, Trickery), emotions (Love, Fear, Bravery) or more specific concepts (Nature, Life, Death, Work). Really it could be all sorts of things. Each action you take can only improve one domain. Below is a list of how many actions it takes to gain power in a domain:

+1: 2 Actions, But when you gain progress in your first domain, it counts as 2 actions and becomes +1 immediately.
+2: 4 Actions
+4: 7 Actions - Major Domain threshold.
+5: 10 Actions

Every Domain you have is a "Minor" Domain until you achieve +3, in which case it becomes a "Major" Domain and you receive an additional +2 bonus.  Players may have at most two Major Domains.  Achieving a Major Domain means the Domain now belongs to you - you are now the God of XYZ.  This also means that no other God may hold it as a Major Domain and may not receive beyond a +2 while you hold it.

FIGHTING
After the Age of Cosmos, Gods may engage in combat with one another.  Such disputes are violent and destructive and tend to result in a lot of collateral damage, but the rewards can be lucrative.  Similar to standard Opposed Actions, players roll and add their bonuses to the result.  High total wins.  The loser may lose control of a Domain (to be gained by the winner), or they might need to spend a turn or two resting to recover.  Players may even be knocked out of the game for an entire Age, or even permanently - particularly if multiple Gods gang up on them.  Be warned, though - excessive violence may draw the ire of the Antecedent.

TURNS
The game will update when I feel like it.  I plan to update at least once a week, and at most once per day. You may have only 24 hours from when a turn is posted to post your action! I will make a post declaring that action submissions are closed before I begin writing the turn. This means you might miss some turns- don't worry, it's not the end of the world. With a large number of players, I cannot wait to be certain everyone has posted. In extreme cases, like if you've missed three turns over more than a week, I might offer your place in the game to someone else.

Once a sufficiently large number of players have entered into the game, I may declare that the last person to post their action receives a -1 for that turn.



FIRST TURN BEGINS IMMEDIATELY:
It is the Age of the Cosmos. You have no body, but you have a mind. The world is empty and still, but you know there is space around you. The minds of others shine like beacons of light. For a moment the void is filled brilliantly and a voice other than your own can be heard in your thoughts: "Go now and create the world that you will. When I return I hope to see something beautiful." Then, you are left alone.

The universe is now your sandbox. Declare your name, and your first action. If your action fits the guidelines of "normal" for The Age of the Cosmos, and it does not conflict with the action of another player, it will succeed without rolling.

Behavior Rules
Spoiler (click to show/hide)

FAQ
Spoiler (click to show/hide)

4
WELCOME TO THE TOWARDS TEAM! :D

You will need to design stuff and use it to fight the enemy.

The main thread is here: http://www.bay12forums.com/smf/index.php?topic=173067.msg7917033#msg7917033

Your equipment:
Spoiler (click to show/hide)

Alright, ready? Go!!!

5
welcome to the against team. 

you get to design stuff here.  the main thread is here: http://www.bay12forums.com/smf/index.php?topic=173067.msg7917033#msg7917033

Your equipment:
Spoiler (click to show/hide)

Alright, ready? Go!!!

6
Quote
BIGGER NUMBer ARMS RACE!
Quote

Welcom to the BIGGER NUMBER ARMS RACE!

This is like a normal Arsm Race, but with a twist - instead of designing WEAPONS, you are desiging NUMBER!  BIGGER NUMBER WINS!!!!

This Arms race takes place on the continent of Biased and has the two nations; Towards and Against!  You will pick one nation, and hate the other one

Map is here:
[spoiler


Zones:
DESERT - it's a desert! Lots of sandy stuff and it's hot.
Snow - brrrr! very cold, be careful here!
LAVA - lava is everywhere, and you can use it to BURN YOUR ENEMEIS!
WATER - The Water is Towards' home territory!  Fighting probably won't happen here :(
PEPPERMINT - the country of Against lives here!  Mint.
[/spoiler]

Join Towards by clicking here!==>http://www.bay12forums.com/smf/index.php?topic=173068.0 <===!!!!!!

Against is here http://www.bay12forums.com/smf/index.php?topic=173069.0


rules.
First off, do not say I'm biased! SERIOUSLY! ITS NOT FUNNY!

rule number 2.  Designs roll a dice and i say how good they are because of what you roll.

Revisions change things that you have designed and change them.  they roll a dice too.

Then the FIGHTING HAPPENS!  I get to say how good you guys fought against each other and people get to be mad because they are losing

numbers can have expense levels.  They are CHEAP Expensive Very Expensive and Super Expensive.  The more expensive they are the less you have of them

7
this is a terrible idea but here we go
Wands Race 2: The Great War

 
 
The date is August 1st, 1914.
 
More than a thousand years ago, magic was discovered to exist.  Despite the fanciful stories of magical miracles from the lost continent of Forenia, the use of magic has waned until the practitioners are little more than party magicians and hedge mages.  Science has since taken the forefront of the public’s imagination and dominated the world. A little more than a month ago, Archduke Franz Ferdinand of Austria, heir to the Austro-Hungarian throne, was killed in Sarajevo along with his wife Duchess Sophie by Bosnian Serb Gavrilo Princip.  War had broken out shortly after – Serbia and Russia one side, and Austria-Hungary and Germany on the other.  As neighboring countries begin to mobilize, both the countries of Abbraccio and Kolubaria sides have grown eager for the chance to take up arms and have themselves prepared for war.  After much lobbying and harassment of government officials, your magical institution has succeeded in creating an experimental Mage Support Company of the Army.  This means your organization now receives government funding for research and development of magical equipment and spells, as well as any other perks that come with being a part of the armed forces.  Work hard, for this is your chance to show the world the might of magic and to alter the course of history! 

 
Two tiny nations by the name of Kolubaria and Abbraccio bordering the Adriatic Sea go nearly unnoticed in the firestorm of political declarations of War and Neutrality.  The two are relatively new, created in the aftermath of the Franco-Austrian War of 1859.  Despite only existing for 55 years, the two have been subject to numerous border disputes and skirmishes.  The relationship between them could be described as “uncomfortable” at best, and “openly hostile” at worst.
 
Kolubaria, with close ties to Austria-Hungary, sits on the mountainous countryside just north of the Istria peninsula and next to Abbraccio.  Their capitol of Ljubljana is located in a basin just north of the Dinaric Alps.  Allied with Austria-Hungary and maintains cordial relations with them, despite the larger country putting pressure on Kolubaria to assimilate.
Abbraccio, a liberated province of Italy, is wedged in at the end of the Adriatic Sea between Kolubaria and Italy.  Their capitol of Venice is located on the coastline, west of the arid plains of Friuli-Venezia Giula.  State sovereignty was secured in the Treaty of Villafranca, though the terms included entering into a Military Alliance with France.
 
It is August of 1914.  Artillery dominates battlefields, and trains are the pinnacle of logistics.  Radios are heavy and largely immobile, and the practice of aviation is only just taking flight.  Stainless steel has only just been invented, though the announcement won’t come for another year.  A stage performer in the United States is drawing small crowds by performing incredible escape acts, though it’s dubious whether he’s even using magic at all.

Kolubaria Main Thread
Abbraccio Main Thread
Discord Link

 
Spoiler: The Map (click to show/hide)

Rules
Spoiler: Quick Rule Reference (click to show/hide)
Spoiler: How to Win (click to show/hide)
Spoiler: Turns (click to show/hide)
Spoiler: Dice Rolls (click to show/hide)
Spoiler: Design Difficulty (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Units and Aces (click to show/hide)
IMPORTANT. PLEASE READ.
Spoiler: Behavior (click to show/hide)



Before we start:
Please vote on how you'd like the battle reports to be displayed.
1) Main Thread - Battle reports will be posted in the main thread.  Equipment lists and unit dispositions will be displayed for both sides to see, though projects will be hidden until completed. Politics, strategy, and events will be posted in each faction's private thread after the battle.
2) Partial OpSec (1) - Battle reports will be posted in the main thread.  Equipment lists will be displayed for both sides to see, though projects and unit dispositions will be hidden until completed.  Politics, strategy, and events will be posted in each factions private thread after the battle.
3) Partial OpSec (2) - Battle reports will be posted in each factions private thread, along with politics, strategy, and events.  Equipment lists and unit dispositions will be hidden from either side, but reports will be otherwise identical.
4) Complete OpSec - Battle results will be posted in each factions private thread, along with politics, strategy, and events.  Equipment lists and unit dispositions will be hidden from either side.  Battle reports will not explicitly say what the other side did or deployed that turn, but rather what the effects were (e.g. "Enemy mages utilized a new spell that caused explosions at long range.  We're not sure how they're managing to do it, but there's no noise or heat involved in the explosion." etc). This type of report will slow down the rate at which the game progresses, as it involves a lot of writing.
 
Both sides will have four free turns to research designs, perform revisions, and create Load Outs before the start of Turn 1 (i.e. Turns -3, -2, -1, and 0; you will have 5 design and revision phases before the first combat).




8
Forum Games and Roleplaying / Wands Race 2: The Great War - Kolubaria
« on: December 25, 2018, 09:34:11 pm »
Looking for the Main Thread?
Wands Race 2: Kingdom of Kolubaria Thread



Spoiler: Signature Ribbon (click to show/hide)

Deep in the Kolubaria military headquarters, a clerk walks down the hall in one of the dustier wings of the building.  He stops outside the door to an old conference room, to which a paper sign with the words "624th Mage Support Alpha Company HQ" has been hastily tacked on.  He pushes his way past the stiff door and the hinges squawk with protest.  Inside is cramped and jam-packed with people, all of whom seem to be arguing over one thing or another.  Type writers clack in the background, and the smoke of a dozen cheap cigars lays a hazy fog over the room.  In the back of the room Captain Lanner, commander of the 624th Kolubaria Mage Support Alpha Company, is frantically flipping through a stack of papers while jammed up next to the coffeemaker.  A crow by the name of Benjamin caws loudly and stares inquisitively at the Colonel from atop the bubbling machine. 

Your Support Alpha Company is small, underfunded, and understaffed.  It was only after the
”Magical Applications Guild InC” (a Mage society focused on the applications of magic in every-day life) pointed out that Abbraccio was creating an experimental military Support Company of magic-users did the Kolubaria government cave and form one of their own.  Formed mostly of people from that exact same guild, the 624th Kolubaria Mage Support Alpha Company now enjoys the benefit of being paid to research magic instead of relying on rapidly diminishing membership dues.  In a world where magic has fallen to the wayside, things are finally looking up for magic users!

The clerk settles down in an available chair, feeds a sheet of paper into a nearby type writer, and gets to work.


Welcome to Kolubaria!  You've joined the most glorious of the nation’s bordering the Adriatic Sea; although we've only stood for a mere 55 years (hardly any time at all by European standards) we've developed into a force to be reckoned with.  Soon we will destroy the treacherous Abbraccian filth to the west - did you know their soldiers braid their hair like little girls?  Pathetic weaklings, each and every one of them.  Here you will help design spells and equipment to build the fledgling company into the most powerful military force this side of Europe!  Bring the might of magic to bear on our enemies, and crush them!

Kolubaria in aeternum!



Join the Discord!



You are a member of Kolubaria. 
The capitol is Ljubljana, located in a basin just north of the Dinaric Alps. 
The country was created as part of the resolution of the Franco-Austrian War of 1859
You are allied with Austria-Hungary, despite their pressure to Assimilate.
Your citizenry consists largely of people of Austrian descent, though a large minority is of Serbian descent. 
Your country is Proud and Militaristic, with a healthy respect for Tradition.
Your Army is well-trained for mountain combat and relies heavily on Artillery.
Your Navy is less powerful than Abbraccio's. 
The fleet is mostly Destroyers, with one Light Cruiser at Trieste and another under construction at Rijeka.
Each company, battalion, regiment, and division of your Armed Forces has a Mascot, who is the "commanding officer". 
Your uniforms generally consist of Gray, Maroon, and High Collars
Your citizens are Objectively Superior to the citizens of Abbraccio.

Spoiler: Key People (click to show/hide)
Spoiler: Relations (click to show/hide)
Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)
Spoiler: Load Outs (click to show/hide)



Before we start, we will have four turns to draft designs, work revisions, and create load outs.

Additionally, your Mage Units are currently named "Mage Unit 1-3".  In order to improve morale, it would be a good idea to give them cooler call-signs. 

Lastly, you'll need to pick which bonus you want your side to start with.  Pick carefully, as you can't change it later!

Quote from: Starting Bonus
Unpaid Interns: Accelerating and rushing progress on a design results in a +1 bonus to your rolls, but there will be a separate 1d6 roll with a 1/6 chance to add a Minor Bug for each.

Noble Mages: Due to benefactors with an interest in magic, your Budget will be 5% higher than normal.

Connections: Requesting equipment from the Army, Navy, and civilian sector is a bit easier.

Design Review: Rushed projects will incur Minor Bugs on a 5, rather than a Major Bug.


9
Forum Games and Roleplaying / Wands Race 2: The Great War - Abbraccio
« on: December 25, 2018, 09:33:41 pm »
Looking for the Main Thread?
Wands Race 2: Kingdom of Abbraccio Thread


Spoiler: Signature Ribbon (click to show/hide)

Deep in the Abbraccio military headquarters, a clerk walks down the hall in one of the dustier wings of the building.  He stops outside the door to an old conference room, to which a paper sign with the words "208th Mage Support Alpha Company HQ" has been hastily tacked on.  He pushes his way past the stiff door and the hinges squawk with protest.  Inside is cramped and jam-packed with people, all of whom seem to be arguing over one thing or another.  Type writers clack in the background, and the smoke of a dozen cheap cigars lays a hazy fog over the room.  In the back of the room Captain Campoli, commander of the 208th Abbraccio Mage Support Alpha Company, is frantically flipping through a stack of papers while jammed up next to the coffeemaker.  An aid is quickly braiding the Captains hair for him, but the braid is sloppy and loose hairs hang free. 

Your Support Alpha Company is small, underfunded, and understaffed.  It was only after the
”Society for the Preservation and Education of Learned and enLightened Sorcerers” (a Mage society focused on the broadening the use of magic) pointed out that Kolubaria was creating an experimental military Support Company of magic-users did the Abbraccio government cave and form one of their own.  Formed mostly of people from that exact same guild, the 208th Abbraccio Mage Support Alpha Company now enjoys the benefit of being paid to research magic instead of relying on rapidly diminishing membership dues.  In a world where magic has fallen to the wayside, things are finally looking up for magic users!

The clerk settles down in an available chair, feeds a sheet of paper into a nearby type writer, and gets to work.


Welcome to Abbraccio!  You've joined the most illustrious of the nation’s bordering the Adriatic Sea; although we've only stood for a mere 55 years (hardly any time at all by European standards) we've developed into a force to be reckoned with.  Soon we will destroy the vile Kolubarian barbarians to the east - did you know their commanding officers are all farm animals?  Deplorable barbarians, each and every one of them.  Here you will help design spells and equipment to build the fledgling company into the most powerful military force this side of Europe!  Bring the might of magic to bear on our enemies, and crush them!

Abbraccio est fortis!



Join the Discord!



You are a member of Abbraccio. 
The capitol is Venice, located in the heavily fortified Venetian Lagoon on the coast. 
The country was created as part of the resolution of the Franco-Austrian War of 1859 and are allied with France
You are on Uneasy Terms with Italy, who put pressure on your country to Assimilate.
Your citizenry consists largely of people of Italian descent.
Your country is Noble and Militaristic, with a healthy respect for Tradition.
Your Army relies heavily on Artillery.
Your Navy is more powerful than Kolubaria's. 
The fleet is mostly Destroyers, with one Armored Cruiser sailing.
Your soldiers are shaved Bald upon joining, but weave Braids once their hair has grown long enough.
Your uniforms generally consist of Brown, Blue, and Trench Coats
Your citizens are Objectively Superior to the citizens of Kolubaria.

Spoiler: Key People (click to show/hide)
Spoiler: Relations (click to show/hide)
Spoiler: Equipment (click to show/hide)
Spoiler: Projects (click to show/hide)
Spoiler: Load Outs (click to show/hide)



Before we start, we will have four turns to draft designs, work revisions, and create load outs.

Additionally, your Mage Units are currently named "Mage Unit 1-3".  In order to improve morale, it would be a good idea to give them cooler call-signs. 

Lastly, you'll need to pick which bonus you want your side to start with.  Pick carefully, as you can't change it later!

Quote from: Starting Bonus
Unpaid Interns: Accelerating and rushing progress on a design results in a +1 bonus to your rolls, but there will be a separate 1d6 roll with a 1/6 chance to add a Minor Bug for each.

Noble Mages: Due to benefactors with an interest in magic, your Budget will be 5% higher than normal.

Connections: Requesting equipment from the Army, Navy, and civilian sector is a bit easier.

Design Review: Rushed projects will incur Minor Bugs on a 5, rather than a Major Bug.

10
The United Nations Peace Negotiations

Links:
Toskesh Thread
Nogrania Thread
Discord Channel


Spoiler: Backstory (click to show/hide)

This is the United Nations Peace Council, where the nations of the world meet to discuss matters of peace.  As the most violent nations at war (for the time being), the island of Serouda tends to dominate the majority of the discussion.  Here you can work together to achieve a peaceful resolution to the war, discuss grievances, hurl insults at one another, and blame each other for being slow.  Please try to keep the salt to a minimum.

Rules:
1. Keep the fighting in-character, please.
2. Stay out of each others threads.
3. Try to keep the salt levels low.  Is just game, why you have to be mad?

11
Welcome Bay12
to
IRON BEHEMOTHS


The date is January 1st, 1951. 

Two years ago, the Geneva Conventions were signed by your nation.  The restrictions set the technological pace of current warfare back thirty years.  Among the articles we were forced to sign was the outlawing of treaded and wheeled vehicles, aircraft, and even fully automatic weapons.  The bitter combat we’ve fought with Toskesh has ground to an unwelcome stalemate.  It is only recently that the Geneva Conventions have been revealed to be anything but iron-clad; already the Super Powers of the world seek to circumvent the very agreements they’ve pledged to uphold!  Although those pledges still carry weight, we can not sit idly by whilst our enemy works to destroy us.  It is only by cruel necessity that we must seek to gain the upper hand through clever designs and technologies that will not violate the Conventions, but still continue the bitter task of war.  Use your cunning and technical prowess to defeat Toskesh, for the nation of Nogrania cannot rest knowing our neighbor to the north still exists!

Here, you will join the nation of Nogrania in a war against Toskesh. However, your job is not to fight or command, but to design weapons of war!
This Arms Race is designed as an alternate history off-shoot from WWII inspired by both Iron Harvest and a proposal made by Sensei in the Arms Race discussion thread, wherein the nations of the world decide to band together to make war too infeasible to wage.  Obviously we know war is inevitable, which is where you come in.  Your job is to design weapons for the Glorious nation of Nogrania, all of which obey the Geneva Conventions to the letter.  War is Bad, of course, which is why we need to end it as soon as possible!

It is the Spring of 1951, in the Pacific Ocean of the Northern Hemisphere.
Spoiler: Backstory (click to show/hide)
Nogrania is a former British colony.  They speak English, are stationed in the Jungles to the South, are Capitalist, use the Imperial System and feature a Democratically Elected Council of incumbent politicians known as the High Council.

The game will be primarily played in this thread, but discord channels are available.
The Nogrania Strategic Command is open to players from Nogrania.
The Toskesh Strategic Command is likewise open to players from Toskesh.
The United Nations Peace Negotiations is an optional place where you can communicate peacefully with the enemy nation and work to achieve a peaceful resolution to this vicious war, and also hurl insults at the enemy.
The Recruitment Center is where you will join either Nogrania or Toskesh, giving you access to their discord channel.
Click here to join the discord!



The Rules:


Preamble:
The rule system is shamelessly ripped from Sensei’s Intercontinental Arms Race game.  If you haven’t read it, feel free to look it over whenever you get the chance.  It's definitely worth the read.

Turns:
The game is played in turns, which are broken up into phases. During each turn you will design new technology and revise it. Each turn represents one season - or three months - and there are four turns each year: starting in Spring, then progressing to Summer, Autumn, and Winter.
The Design Phase is your biggest phase, where you design a new technology. Simply write a proposal, or vote on an existing one - you only get one design each phase. Remember to include your votes in a quote box for easy counting, as I will always pick the most recently updated vote box for writing the design phase. You will then see the results of your design, based on a die roll and a difficulty which I assign (see difficulty, below).
The Revision Phase is your opportunity to fix problems or make changes to your existing designs. This works like the design phase, but the changes you can make are smaller (see difficulty, below). You can also attempt to reverse-engineer enemy designs, if you have gained ground in a theatre where the design which you want to reverse-engineer was fought.  As a general rule of thumb, attempting new designs (as opposed to modifying existing designs) through Revision will result in +1 difficulty or more, depending on whether it’s an attempt at something you’ve never done before.
The Strategy Phase is where your team votes on up to two territories to attempt to advance this year and pick where to deploy your National Effort designs and War Heroes (see map, below).  You can only advance in territories you pick; if your opponent picks a territory you didn't but your side still wins, you will not advance.
The Battle Phase is when you wait to see your Battle Report. I will write a summary of the fighting which demonstrates how effective your new technology is, and where your armies will gain or lose ground. Once the battle report is posted, the turn is over and the next one begins.

Once you understand these basics, you can skim some of the other, more detailed rules.

Resources and Expense:
Spoiler (click to show/hide)
The Map:
Spoiler (click to show/hide)
Economic Development Track:
Spoiler (click to show/hide)
Team Bonuses: You will choose one of these!
Spoiler (click to show/hide)
Armor:
Spoiler (click to show/hide)
Naval Advantage:
Spoiler (click to show/hide)
Design Difficulty:
Spoiler (click to show/hide)
Designs:
Spoiler (click to show/hide)
Design and Revision Rolls:
Spoiler (click to show/hide)


12
Welcome Bay12
to
IRON BEHEMOTHS


The date is January 1st, 1951. 

Two years ago, the Geneva Conventions were signed by your nation.  The restrictions set the technological pace of current warfare back thirty years.  Among the articles we were forced to sign was the outlawing of treaded and wheeled vehicles, aircraft, and even fully automatic weapons.  The bitter combat we’ve fought with Nogrania has ground to an unwelcome stalemate.  It is only recently that the Geneva Conventions have been revealed to be anything but iron-clad; already the Super Powers of the world seek to circumvent the very agreements they’ve pledged to uphold!  Although those pledges still carry weight, we can not sit idly by whilst our enemy works to destroy us.  It is only by cruel necessity that we must seek to gain the upper hand through clever designs and technologies that will not violate the Conventions, but still continue the bitter task of war.  Use your cunning and technical prowess to defeat Nogrania, for the nation of Toskesh cannot rest knowing our neighbor to the south still exists!

Here, you will join the nation of Toskesh in a war against Nogrania. However, your job is not to fight or command, but to design weapons of war!
This Arms Race is designed as an alternate history off-shoot from WWII inspired by both Iron Harvest and a proposal made by Sensei in the Arms Race discussion thread, wherein the nations of the world decide to band together to make war too infeasible to wage.  Obviously we know war is inevitable, which is where you come in.  Your job is to design weapons for the Glorious nation of Toskesh, all of which obey the Geneva Conventions to the letter.  War is Bad, of course, which is why we need to end it as soon as possible!

It is the Spring of 1951, in the Pacific Ocean of the Northern Hemisphere.
Spoiler: Backstory (click to show/hide)
Toskesh is a former Chinese colony.  They speak Mandarin Chinese, are stationed in the Frozen Swamps to the North, are Communist, use the Metric System and feature a Oligarchy known as the High Council.

The game will be primarily played in this thread, but discord channels are available.
The Nogrania Strategic Command is open to players from Nogrania.
The Toskesh Strategic Command is likewise open to players from Toskesh.
The United Nations Peace Negotiations is an optional place where you can communicate peacefully with the enemy nation and work to achieve a peaceful resolution to this vicious war, and also hurl insults at the enemy.
The Recruitment Center is where you will join either Nogrania or Toskesh, giving you access to their discord channel.
Click here to join the discord!



The Rules:


Preamble:
The rule system is shamelessly ripped from Sensei’s Intercontinental Arms Race game.  If you haven’t read it, feel free to look it over whenever you get the chance.  It's definitely worth the read.

Turns:
The game is played in turns, which are broken up into phases. During each turn you will design new technology and revise it. Each turn represents one season - or three months - and there are four turns each year: starting in Spring, then progressing to Summer, Autumn, and Winter.
The Design Phase is your biggest phase, where you design a new technology. Simply write a proposal, or vote on an existing one - you only get one design each phase. Remember to include your votes in a quote box for easy counting, as I will always pick the most recently updated vote box for writing the design phase. You will then see the results of your design, based on a die roll and a difficulty which I assign (see difficulty, below).
The Revision Phase is your opportunity to fix problems or make changes to your existing designs. This works like the design phase, but the changes you can make are smaller (see difficulty, below). You can also attempt to reverse-engineer enemy designs, if you have gained ground in a theatre where the design which you want to reverse-engineer was fought.  As a general rule of thumb, attempting new designs (as opposed to modifying existing designs) through Revision will result in +1 difficulty or more, depending on whether it’s an attempt at something you’ve never done before.
The Strategy Phase is where your team votes on up to two territories to attempt to advance this year and pick where to deploy your National Effort designs and War Heroes (see map, below).  You can only advance in territories you pick; if your opponent picks a territory you didn't but your side still wins, you will not advance.
The Battle Phase is when you wait to see your Battle Report. I will write a summary of the fighting which demonstrates how effective your new technology is, and where your armies will gain or lose ground. Once the battle report is posted, the turn is over and the next one begins.

Once you understand these basics, you can skim some of the other, more detailed rules.

Resources and Expense:
Spoiler (click to show/hide)
The Map:
Spoiler (click to show/hide)
Economic Development Track:
Spoiler (click to show/hide)
Team Bonuses: You will choose one of these!
Spoiler (click to show/hide)
Armor:
Spoiler (click to show/hide)
Naval Advantage:
Spoiler (click to show/hide)
Design Difficulty:
Spoiler (click to show/hide)
Designs:
Spoiler (click to show/hide)
Design and Revision Rolls:
Spoiler (click to show/hide)


13
DF Community Games & Stories / Interest Check: Poetry Writing Competition
« on: February 16, 2015, 04:42:42 am »
For those of you who haven't seen it already, Toady posted some examples of poetic descriptions here that showed us what to expect in the next update.  I thought, "what better way to celebrate this new addition of flavor to the wonderful world of Dwarf Fortress than to have a Poetry Competition?!" 

A poetic description from the game would be chosen and people could write their own interpretations that follow the given details.  Then, the winner (chosen by popular vote at the end of the week) could select a new poem, which would become the following weeks challenge. The idea is blatantly stolen from the Forgotten Beast Art Contest, which if you haven't looked at yet you should definitely give a peek! 

What do you guys think?

14
DF Community Games & Stories / Ignore
« on: February 02, 2015, 07:14:16 pm »
Ignore.

15
Forum Games and Roleplaying / RPG Concept - Mage Magic
« on: January 28, 2015, 07:07:32 pm »
Heyo everyone.  I had an idea a while back for a game mechanic that I thought could be pretty cool and I've been rolling it around in my head ever since.  I thought I'd put it up here for some feedback or ideas, and see what you guys think.



The basic concept is that there are Mages who can call upon elements and structure them in specific ways to create and cast unique spells.  The idea is akin to Magicka or Unsounded, but much more diverse.

These spells would have a certain basic structure; Control - Action - Object.  Players could modify and play with this structure to build increasingly complex multi-part spells in an organic way, like building a sentence.  Each element would be part of a Tech Tree that a character could research as they further their study of magic, allowing them to specialize in certain areas.  What makes Mages different from other people and animals is that they intuitively know the most basic and crucial control element: Intent. Intent is essential to almost every spell, as it allows a Mage to bend the elements to perform how they want.  A spell without Intent will act in unpredictable (and often disastrous) results. 

 
Control Elements:  Intent, Direction, Conjure
Action Elements:  Force, Temperature, Pressure, Permanence, Color, Emotion
Object Elements:  Water, Air, Stone, Iron, Light, Time, Space, Gravity, Life

This list is by no means exhaustive, and no element is strictly in one category. For example, Life is often an Action (giving Life to an object or a dead body), but can also be the Object of a spell (such as if you wanted to speed up the growth of a sapling with Time).

I drew up a little example in the spoiler below:
Spoiler (click to show/hide)

A character would have two stats that determine their spell-casting abilities:  RECOLLECTION, which determines how many elements a Mage can pull together and cast in a single turn, and FOCUS, which is the number of lines a Mage can cast together. 

Example:  Let's say a Mage had a Recollection of 4 and a Focus of 2.  He can pull and cast 4 elements in a single turn, or he can spend two turns to pull 8 elements before casting for a more powerful or complex spell.  However, he would run the risk of being interrupted before he can finish his multi-turn spell.

This also makes the Conjure element riskier.  If a Mage is in the desert, he can pull from the sand without having to spend a slot on Conjure.  On the other hand, if he needs water for a spell, he would have to lengthen his spell by adding Conjure, thus reducing how much he can do in a single turn.

Sorry if this post comes off a bit rambly, I don't have it nailed down too well in my head yet.  What do you guys think? Any ideas?


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