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Voidus

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Everything posted by Voidus

  1. So much to my annoyance I can't find a webhost that supports HTML code without having to pay more for it. And the Voidus household budget is currently mostly focussed around our new Voidlet. Luckily I think I've found a workaround that should do well: There's a site called rolz.org that supports individual chat rooms that keep a log and it can do most types of dice rolls so what will probably end up happening is I'll send out templates that include roll codes in them, players then just log in, perform any necessary roll checks and then writes out all the necessary dialogue and actions. I haven't really based these rules on D&D so it might be a bit messy while I work things out/balance everything but hopefully it should work well enough. I'm mostly just checking things at the moment but if anyone wants to feel free to create a login for Rolz(Please use your 17th Shard name if possible) and login to the chat room GameofGuilds, passsword is 'Nighthounddied'.
  2. Potential issue: All the NPCs sort of do that, to the players stuck in the game the NPCs all seem pretty sentient. Could still work since the others do still follow schedules and they do periodically lapse into blank-eyed npc mode where they just deliver their lines. But something to consider. If you're still happy with it I'll send you a message shortly.
  3. Passive bonuses mostly, unlocks abilities in other trees, increases magic defense. Mostly it just adds mana though.
  4. Yay! (Ooze and enchanted armour are probably my favourites Elements are: Fire, water, Energy (Electricity) -Ooze/slime: Dark alignment, (passive) ignore physical damage below X, (passive) immune to poison,(passive) reduced stamina,(toggle) Change form- Change between humanoid or slime appearance. (Humanoid form) - Dark alignment becomes mutable alignment, (passive) decreased persuasion with those of suspicious or observant nature (Slime form) - Dark alignment, (passive) decreased persuasion from all non-dark-aligned characters, (passive) +X% chance to dodge attacks, (active) consume: Lunge at target to try to consume them, target takes X damage per second, healing you for X/2 lasts until opponent passes resistance check.
  5. Should be starting today probably, I'm off from work so I'll get through all the numbers send out PMs for anyone else who finishes their character and then we can start. Max level for each skills is 50, new skill points acquired every 10 total levels (So when all of your skills reach 2 or if one reaches 6 you'll unlock your next skill point) Total skill level has no max cap but you can only have 20 active skills at a time so getting more than that means you have to swap out the ones you're using, this just changes whether or not you can use the abilities of that skill, there's no level reset involved. (Can only be done in a safe zone) Increase skills by using them, there's an xp chart that I'll be putting up shortly for how much xp you need for each level. Dwarves: Human alignment, (passive) Increased XP gain from mining or smithing related activities, (passive) Increased endurance, (passive) increased chance to find gems. If anyone creates a clan I'll also periodically send NPC 'players' to ask if they can join. They'll be available as companions intermittently and might help by creating items for your clan, depositing gold into its coffers or upgrading your base. Humans: Human alignment, Don't get a racial level, get a base 10% increase to XP gains and as humans are the most numerous race they get the most frequent persuasion options outside of shifters. Swampmen: Nature alignment, Dark alignment, (passive) +X% resistance to physical attacks, (passive) +X% effectiveness with earth, water and swamp magic, (passive) Armour degrades X% faster, (passive) Increased aggro from non-swamp mobs, (active) Quagmire: Area of effect binding spell (consumes mana, must have Magic unlocked) Ents: Nature alignment, (passive) increased endurance, (passive) non-boss plant mobs passive unless attacked, (passive) increased XP from plant gathering or farming activities.Forest Elves: Nature alignment, (passive) Start with farsight skill, (passive) increased mana, (active) Wild call: Target beast creature becomes ally for durationGolem: Nature alignment, (passive) increased endurance, (passive) reduced HP regeneration, (passive) +X% effectiveness for earth magic, (passive) physical resistance +X% Yes you can definitely join
  6. Guilds are the already existing NPC groups who have their own questlines and benefits for joining, groups of player characters are clans. Though if anyone has any ideas for a guild then I'm definitely up for it.
  7. PMs away! Harder numbers on damage output, stat values and such are on their way once I finish trying to balance everything.
  8. Ok, sending out PMs now to those who have finished basic character builds. Feel free to ask anything more before you finish deciding though. Sticking with those skills too?
  9. Dullahan: Dark alignment, (passive) vulnerability to light X%, (passive) Night vision, (active) weapon summoning: Bone whip, (active) Word of demise: Death magic, instantly kills lower levelled mob. Demon: Dark alignment, (passive) High persuasion against human enemies, (passive) Negate fall damage, (active) Invite Possession: Target humanoid enemy becomes an ally and takes X damage per second unless it passes resistance check. Elemental(Fire, water, energy): Nature alignment, (passive) elemental resistance X%(Varies depending upon elemental type), (passive) unable to equip armour, (passive) physical resistance +X%, (passive) +X% effectiveness to element Dwarves: Human alignment, (passive) Increased XP gain from mining or smithing related activities, (passive) Increased endurance, (passive) increased chance to find gems. Ents: Nature alignment, (passive) increased endurance, (passive) non-boss plant mobs passive unless attacked, (passive) increased XP from plant gathering or farming activities. Forest Elves: Nature alignment, (passive) Start with farsight skill, (passive) increased mana, (active) Wild call: Target beast creature becomes ally for duration Golem: Nature alignment, (passive) increased endurance, (passive) reduced HP regeneration, (passive) +X% effectiveness for earth magic, (passive) physical resistance +X%
  10. Angel: Light alignment, (passive) Negate Fall damage, (passive) Light magic & recovery magic +X% effectiveness, (passive)unable to equip dark-aligned items, (Passive) Unable to attain dark or necromatic magic, (active) Divine light: Heals those of a light alignment, turns low level undead, causes fear in those of dark alignment. Fallen Angel: Dark alignment, (passive) Negate fall damage, (passive) Light and Dark magic +X% effectiveness, (passive) unable to use recovery magic, (passive) Unable to be healed by recovery magic, (active) Darklight, negative energy healing (Can heal otherwise unhealable targets like undead) Minotaur: Nature alignment, (passive) Strength bonus, (passive) requires custom or minotaur-dropped armour to equip, Reduced mana pool, (active) Gore: Charges enemy, inflicting high physical damage based on strength, Armour piercing. Doppelganger: Mutable alignment, (passive)Increased charisma, (passive) increased dexterity,(passive) reduced endurance, (passive) decreased persuasion with those of suspicious or observant nature,(active) Impersonate: Targeted humanoid mob type becomes friendly for duration Alignments have a slew of miscellaneous effects, mostly used in dialogue and persuasion checks. Light and dark alignments also carry bonuses to resistance for their element, weakness to the other. Shifters have mutable alignment which basically gives them a slightly reduced version of all the alignments dialogue and persuasion bonus.
  11. Breathing a mental sigh of relief Neverthere shifted her gaze from Nighthounds face to their surroundings. Where could they go in this forsaken city. Nowhere in the city was safe, especially not for someone who'd attracted the attention of Corpsemaker and his minions. But then safety was a relative concept, so somewhere had to at least be safer than her old house. The museum? She tossed the thought aside instantly, Lightwards might have barely tolerated her actions previously but if he knew he could reach her physically she suspected their relationship would become less co-conspirator and more Warden and prisoner, if not master and slave. And Lucentia, well Neverthere got the feeling that Lucentia had barely managed to restrain herself from sending out some of her own minions to track Neverthere down after their interaction. So a safe house then? But which one? She'd already had two compromised in as many days thanks to the MEE and Corpsemaker. None of her other houses were correctly set up, but then if she had Nighthound for protection that was less of an issue, her safety measures had proven woefully inadequate last time. Maybe somewhere that was just better hidden? It was probably pointless to try to blend in to hide from Streetwise but there was a chance. "Well I do have a lovely little cottage near the museum." She mentioned. "White picket fence, doghouse with two mastiffs. It's unfortunately occupied at the moment, I usually have this couple tend to it in exchange for not telling a certain notoriously angry Strength Epic where the people who keyed his car are. But I'm sure you could help me convince them to vacate immediately. Or I suppose we could share and let them live in the basement, there's some interesting equipment down there for them to play with." Neverthere had been quite surprised when she'd first entered the basement, she'd guessed that pre-calamity some people with some very interesting hobbies had lived there but nowadays she just used it as a dungeon on the very rare chances that she needed to physically intimidate anyone.
  12. Yay! Theres another PC who will be in the game as an npc (if that makes sense) who I'm debating including in the rp version and playing. His character includes a lot of weird meta stuff.
  13. As much or as little as you want really. If you think you'll be very scarcely active then you can be a non sucked-in player who logs out for long periods. If you want me to play-by-play every npc action for your character I'm more than happy to though I'm not on 24/7 so it may involve some waiting. The middle ground will involve me pming you general situations as a sort of template scene and then you fill them in with your characters reactions. I'm working on a slightly more elaborate solution too but it might be a while off.
  14. Difficult at the start but yes you can stealth kill with magic if you have stealth.
  15. Later on? Scroll creation and unlocking ink-magic. Depends on the text but yeah that's the general idea. Archery has relatively lower dps but you can strafe as you shoot so it's to compensate for the obvious kiting potential. Stamina exists, players can feel it but again to a muted level and it recovers quickly, there's no issues with long term endurance just sprinting and other stamina-consuming actions.
  16. On mobile right now so more to come later but quick replies: Still debating where the rp will start. Probably relatively soon after being sucked in. Writting is mostly experimental at this point but it does lead to a few other skills and abilities that are quite useful. Crafting is something of a substitute term since i cant think of a better term. But think jewels and accessories crafting for the most part. Sample post coming soon but to answer a few of those: death isn't permanent, it feels and looks real to the trapped players though things like pain are muted and affected by stats. Abilities that are usable will be sent to players once game starts. You can then make them public or keep them secret if you'd prefer.
  17. The story: You are an excited gamer, eagerly awaiting the end of a countdown to when you can begin the open beta for a new MMO 'Game of guilds', the countdown finally finishes, you create your character, blast through the opening tutorial in record time and suddenly your vision goes dark. When you awaken you look around to find a minimap in the corner of your vision, three bars above your head and a town full of NPCs staring at you. Congratulations! You have just been virtually abducted into a game! Thus begins your journey in roleplaying. You are surrounded by strange people who periodically switch between perfectly normal people and blank faced NPC roles, you are attacked by monsters at every turn and you periodically glow whenever you level up. The skills: More skills available upon reaching higher levels, having prerequisite skills, completing certain quests or even through hidden objectives. At character creation 5 Skill Points are available, multiple points can be put into one skill to gain a higher starting level, this will unlock a random selection of recipes/abilities and is not as efficient as levelling naturally. Skills: Magic: Learn how to use magic! -Chanting Magic: Basic wizard-style magic, speak your spells to unleash havock! (Must also select magic) -Runic Magic: Inscribe runes to create an elaborate strategy and win the battles before it even begins. (Must also select magic) -Enchantment Magic: Create Enchantments on yourself and others (Must also select magic) Bladed weapons: Unlock the ability to wield sharp pointy things and know how to stab other people with them. Blunt weapons: Unlock the ability to wield heavy, blunt things and hit things with them. Archery: Unlock the ability to wield a bow and arrows Thrown: Unlock the ability to throw things at other things! Swimming: Learn to swim! Writing: Free yourself from the shackles of illiteracy Stealth: Learn how to sneak Observation: Learn how to look at things and see more things! Farsight: See farther than you ever have before! Fishing: Learn to wield a fishing rod a scour the seas for all things living. Then stab them with a hook. Smithing: Learn how to hit metal and change it into differently shaped metal. Also unlocks the ability to mine. Carpentry: Learn how to cut wood into other shapes of wood, unlocks the ability to chop trees Fletching: Learn how to make arrows and bows, unlocks the ability to chop trees and gather from certain feathery foes. Gardening: Learn how to make a garden, also unlocks the ability to gather some plants. Cooking: Learn how to prepare food, unlocks the ability to skin animals and gather plants. Crafting: Learn how to craft things from other things. Unlocks the ability to mine and prepare certain materials. Gatherer: Unlock the ability to gather materials like ore, plants, wood and skin animals. Unfortunately you don't know how to do anything with them. Herbalism: Learn how to mix potions and medicines, unlocks the ability to gather plants. Summoning: Learn how to summon things! (Requires magic to unlock most abilities) Trapping: Learn how to trap animals! Unlocks the ability to skin animals. Increase Endurance: Increases your endurance and... that's about it. Increase Attack: Increases your damage and... that's about it. Increase Magic: Increases your Mana and magic damage and... that's about it. Resist physical: Become hardier and less easily hurt by physical attacks. Resist Fire: Become fireproof! ... Eventually. Resist Frost: No need for warm clothes anymore. Resist Poison: You've made some suspicious friends, good thing you can handle anything they try to slip you. Resist fall: You have legs of steel, resist fall damage The races: -denotes subrace Humans: Human alignment, Don't get a racial level, get a base 10% increase to XP gains and as humans are the most numerous race they get the most frequent persuasion options outside of shifters. Forestfolk -Dryad -Ent: Nature alignment, (passive) increased endurance, (passive) non-boss plant mobs passive unless attacked, (passive) increased XP from plant gathering or farming activities. -Swampmen: Nature alignment, Dark alignment, (passive) +X% resistance to physical attacks, (passive) +X% effectiveness with earth, water and swamp magic, (passive) Armour degrades X% faster, (passive) Increased aggro from non-swamp mobs, (active) Quagmire: Area of effect binding spell (consumes mana, must have Magic unlocked) Beastfolk -Minotaur: Nature alignment, (passive) Strength bonus, (passive) requires custom or minotaur-dropped armour to equip, Reduced mana pool, (active) Gore: Charges enemy, inflicting high physical damage based on strength, Armour piercing. -Satyr -Centaur: Nature aligned, (passive) Start with archery skill, (passive) increased stamina, (passive) Unable to equip leg armour, (passive) increased speed -Beastmen -Lamia/gorgon -Harpy Undead -Skeleton -Zombie -Wraith: Dark aligned, (passive) greatly increased physical resistance, (passive) greatly decreased endurance, (passive) immune to dark damage, (passive) decreased resistance to light damage, (passive) decreased strength, (passive) start with magic skill. -Demon: Dark alignment, (passive) High persuasion against human enemies, (passive) Negate fall damage, (active) Invite Possession: Target humanoid enemy becomes an ally and takes X damage per second unless it passes resistance check. -Dullahan: Dark alignment, (passive) vulnerability to light X%, (passive) Night vision, (active) weapon summoning: Bone whip, (active) Word of demise: Death magic, instantly kills lower levelled mob. Elves -Forest Elves: Nature alignment, (passive) Start with farsight skill, (passive) increased mana, (active) Wild call: Target beast creature becomes ally for duration -Dark Elves -City Elves Celestials -Angels: Light alignment, (passive) Negate Fall damage, (passive) Light magic & recovery magic +X% effectiveness, (passive)unable to equip dark-aligned items, (Passive) Unable to attain dark or necromatic magic, (active) Divine light: Heals those of a light alignment, turns low level undead, causes fear in those of dark alignment. -Fallen Angel: Dark alignment, (passive) Negate fall damage, (passive) Light and Dark magic +X% effectiveness, (passive) unable to use recovery magic, (passive) Unable to be healed by recovery magic, (active) Darklight, negative energy healing (Can heal otherwise unhealable targets like undead) -Spirit Halflings -Dwarves: Human alignment, (passive) Increased XP gain from mining or smithing related activities, (passive) Increased endurance, (passive) increased chance to find gems. -Goblin -Orc -Hobbit Giants -Cyclops -Ogre Creations -Golem: Nature alignment, (passive) increased endurance, (passive) reduced HP regeneration, (passive) +X% effectiveness for earth magic, (passive) physical resistance +X% -Elemental: Nature alignment, (passive) elemental resistance X%(Varies depending upon elemental type), (passive) unable to equip armour, (passive) physical resistance +X%, (passive) +X% effectiveness to element -Enchanted armour Shifters -Doppelganger: Mutable alignment, (passive)Increased charisma, (passive) increased dexterity,(passive) reduced endurance, (passive) decreased persuasion with those of suspicious or observant nature,(active) Impersonate: Targeted humanoid mob type becomes friendly for duration -Ooze/slime: Dark alignment, (passive) ignore physical damage below X, (passive) immune to poison,(passive) reduced stamina,(toggle) Change form- Change between humanoid or slime appearance.(Humanoid form) - Dark alignment becomes mutable alignment, (passive) decreased persuasion with those of suspicious or observant nature(Slime form) - Dark alignment, (passive) decreased persuasion from all non-dark-aligned characters, (passive) +X% chance to dodge attacks, (active) consume: Lunge at target to try to consume them, target takes X damage per second, healing you for X/2 lasts until opponent passes resistance check. Most non-human races have unique abilities, passive buffs as well as negative drawbacks. These abilities can be leveled through useage. Racial levels can be disabled, stopping your ability to level them, this will prevent you from gaining any further drawbacks or benefits related to your race but you will retain the base adjustments. If you want to know about any specific race feel free to ask. The beginning: Welcome to Game of Guilds! Explore an expansive world, with secrets around every corner. Explore the 101 guilds of Loutuana and put your own mark on them. Introduce magic to the fishing guild and discover the long lost secret for creating fish-rain, teach the clothiers guild close-range combat and unlock the full deadly power of crochet needles. Combine your skills to produce the ultimate Adventurer!
  18. I approach this topic tentatively, mindful of the huge pile of failed RP corpses that lie before me, all struggling in vain to reach the Reckoners RPs staggering popularity and longevity. But I may be starting up a new RP soon. It's mostly to aid in the preliminary stages of a game I'm making (Or rather, struggling to make) so it'd be a lot more hard and rules-based than the Reckoners RP but I think there's some fun to be had there, or at least I hope there is since that's the whole point of making a game. Basic premise is rather shamelessly ripped from the plot of countless Animes, Manga and Light novels: Gamer gets stuck inside an MMORPG and is trying to get out. Slight difference, not all players got stuck in the game and those that didn't continue playing from their computers, still interacting with the characters who are stuck in the game and thinking they're just really into Role playing. I have an insane skill and ability tree already worked out and some general mechanics laid out on paper at least. Worldbuilding is still a work in progress but should be plenty to get people started and fleshing out the world is really one of the goals for hosting an RP. I'll be putting a thread up in the RP section soonish for those interested.
  19. Yay! Support for another idea! Well as I said it may take a bit of time for me to adjust the format correctly but I'll get an introductory OOC thread up soon with more info for those interested. I'm actually not sure, I had a level finished for it, pretty basic but still good, now I think it's buried in my folder of projects that I started but didn't finish. I would definitely do so if I wasn't worried about just turning it into the Reckonersverse and then having copyright issues As it is I'll content myself with putting in little easter eggs that no one other than us will ever understand.
  20. I'm going for a bit of a balance and the rules are made for a computer game not a tabletop so there might be a brief adjustment period where I need to define more rules but if that still interests you then awesome! I'm going to be doing a little more advertising/inquiring around the forum and then probably get something up this weekend. Or I may get very excited and start something very basic tomorrow, mostly involving character creation and perhaps the first tutorial for whoever's agreed by then.
  21. So I may have said this before and I approach this topic tentatively, mindful of the huge pile of failed RP corpses that lie before me, all struggling in vain to reach the Reckoners RPs staggering popularity and longevity. But I may be starting up a new RP soon. It's mostly to aid in the preliminary stages of a game I'm making (Or rather, struggling to make) so it'd be a lot more hard and rules-based than the Reckoners RP but I think there's some fun to be had there, or at least I hope there is since that's the whole point of making a game. Basic premise is rather shamelessly ripped from the plot of countless Animes, Manga and Light novels: Gamer gets stuck inside an MMORPG and is trying to get out. Slight difference, not all players got stuck in the game and those that didn't continue playing from their computers, still interacting with the characters who are stuck in the game and thinking they're just really into Role playing. I have an insane skill and ability tree already worked out and some general mechanics laid out on paper at least. Worldbuilding is still a work in progress but should be plenty to get people started and fleshing out the world is really one of the goals for hosting an RP. So anyone interested in something like this?
  22. This is the Out of character/planning thread, the actual roleplay happens in the 'what happened in...' threads.
  23. A. I'd like to extend our teen years as long as we can before we hit the big 2 0.
  24. In order to write from Metronomes point of view I first need to conquer a city. And to write Bioterror... well I'd rather not talk about that.
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