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Forum Games and Roleplaying / Re: D&D 5e: Adventurers of the Lost Isle/[1st Cycle~A routine Ambush]
« on: March 02, 2015, 12:11:08 pm »
"He's dead! He doesn't need pants."
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Everything an "adventurer hangout" would have, really. Suggestions:+1
Despite the availability from the armory, the idea of a robot bartender (especially if he's a Steve avatar) is pretty hilarious.
Any sort of gambling/casino would be a nice addition, though I'm not sure what one would wager since the only real currency is tokens, and they're pretty rare on purpose.
Give Nyars a nice place to stay so he doesn't have to stand in a hallway.
A brothel. (Okay, maybe not.)
A chapel for the Pantheon would make a little sense, even if it's little. Could have an IC Wall of Remembrance there too; give people a place to pour one out for a buddy.
The shooting range would be nice, even if it'd interfere with VR a bit. Have a place for contests.
An assembly lab with some containment so people don't have to work in the airlock. Something like the Peculiar lab.
A place for people on-ship to play Perplexicon? *dodges Nyars bat*I thought that newcomers are extracted from stasis when a replacement and/or additional human resources are needed rather than randomly popping up. Or there are no specific rules on that?
Nah, people just wake up now. There's some handwavium going on for that.
Pants pants are importantWell she isn't going to take off her under pants and put on some Elf's undies now is she?
A BAR! There's no way that could backfire.Oh and I was thinking. This on ship stuff as fairly badly damaged the place. We could just scrap most of it and renovate. You guys aren't prisoners anymore, so we might as well try to make the living space more comfortable. Any suggestions?
Wood paneling? Houseplants? Bigger TV? Let the other crew visit our awesome rec room that will no doubt result? Maybe add a panic room and a dangerous fuckery room? A workshop of some kind?
Those smaller drawbacks actually sound like they would work nicely.Yeah, but it's to small to have that a really big drawback for. Maybe mix together a problem and a little buff from bonding with it? Like, you become stronger, but you're also prone to beserking.
Bear in mind that the benefits of spirits have yet to be worked out, or even what they can do besides possess your body occasionally (are they ghosts? elemental aggregations? extensions of alien beings into our world?). Also bear in mind that many of my proposed drawbacks, including strangeness in children, infertility, risk of schizophrenia, increased apoptosis (mostly, of course, unless you severely burn out, in which case your body would presumably self-destruct and all of its cells would start wildly fragmenting), are mostly hooks for characters to latch onto rather than actual mechanical penalties. Even something like profound loss of appetite, inability to taste, impaired hearing, decreased color vision, night blindness, rapid atrophy of the ring finger and other such odds and ends would serve as jumping-off points for characters to roll with. And no two people would be affected the same by their spirit, either.