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Messages - MoonYoukai

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1
Why do I have the sneaking suspicion that the red light IS the gas, and YOU are the prototype? It would make sense. The monsters not killing you, the gas not effecting you, You being one of the few, if not the only person alive. There's also the fact that you woke up in a room covered with blood, gore, and dead bodies with you the only one alive. If THAT doesn't say something, I don't know what does.


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Storytelling and Roleplaying / Re: The Amazing Adventure!!
« on: March 08, 2009, 07:04:05 pm »
Search the lizard dude, and skin 'im. I always wanted crocodile skin shoes! oh, and take the wand thingy! With it, we can hunt down squeep and fry his ass for leaving us! Muahaahaaahhaaaa!

3
Storytelling and Roleplaying / Re: Zombie Empire
« on: March 08, 2009, 06:48:19 pm »
Raid the cemeteries it is then!


Year 1, Month 2

After your attack on the gypsy camp, you come back to your base to inspect the goods(captives). You realize that unfortunately, most of the captives' bodies are unsuitable for zomifacation. Thus, you will need to procure some more corpses. Your first stop is the cemetery to the west. This cemetery is old, and the grave keeper has long since died. Most of the corpses are unusable, and you only find 7 that are worth your while. Lucky for you though, the cemetery is from an earlier era; one of greater wealth, and you found quite a bit of valuables as well as a strange talisman. On is's back, it is inscribed, 'Hell's gate is opened in fire'. Hmm. Well, whatever that means, it may come in handy. It only takes you 6 nights to fully explore the cemetery, and then you're off.

Your second stop is the cemetery to the southwest. This one was made recently, and the corpses are 20 years old or less. It is also at least twice as big as the last cemetery. You are able to find 43 usable corpses, 4 sets of armor that you take off the carcasses of several knights, and 7 old rusted swords, 6 of which, your zombies equip. The grave keeper and his wife are also added to your captive pens. Unfortunately, because of the fact that it's twice as far from your camp as the last cemetery, it's size, and the need to curve around the gypsy camp that lies between it and your base, it takes you a good 24 nights to fully clear out the cemetery. Ah, well. It's still a job well done.


The people of Acnot are unaware of your presence.

Zombies: 6 normal zombies.

Camp:
     Captives: 28/60
     Zombies:6/110
     Defenses: wall protecting west side.
     Money: 237 gold
     Equipment: 4 suits of armor, 1 sword, and a strange talisman.
     Souls: 0/30
     corpses: 50/110

Weaknesses:
     Sunlight: no one knows
     Fire: no one knows
     Water: no one knows
     Holy water: no one knows
     Salt: no one knows
     Alcohol: no one knows
     
So, what will you do? (top 2 will win)

You can raid the gypsy camp. It will provide you with captives, which you can then turn into corpses and souls. Or you could start breeding them for even more captives. Remember, you need one soul and one corpse to create a zombie. Because of the gypsy camp's seclusion, if it are raided, Dalling's awareness will not increase.

You can raid Saron's grave. His corpse should provide you with a powerful zombie.

You can search the forest for travelers. This will provide you with a random number of captives, money, and equipment to enhance your zombies. This will however, increase Dalling's awareness.

You can turn 10 or 20 of your captives into souls and corpses, which can then be turned into zombies.

You can breed your captives, increasing their numbers by one for every ten captives
Example: you have 70 captives. After breeding, you have 77 captives.

And finally, you can enhance your camp. This will increase your captive pen, corpse pit, and zombie cave's capacity by 10 as well as increasing your camp's defenses.

4
Storytelling and Roleplaying / Re: Zombie Empire
« on: March 08, 2009, 04:35:11 pm »
Alright, Enhance camp and raid Northern Gypsy camp it is then.


Year 1, Month 1

In preparation for the months to come, you order your six zombies to start building up your camp. A common myth about zombies is that they are slow and have no hand-eye coordination. Zombies are in fact just as coordinated as they were in life, and just as fast, as long as their bodies aren't TOO decomposed. They make great workers, and finished with the reconstruction in no time. The cave, the pens, and the pit have all been expanded to support 10 more zombies, captives, and corpses. Now all you need are some actual zombies, captives, and corpses to fill them! You have also built a 20 foot wooden fence around the west side of the camp so that anyone attacking your camp will have to attack from the south or east, as the mountain you are camped under makes a natural barrier from the north.

While your zombies where building the wall, a small group of travelers were attracted by the sounds of construction, and saw your zombies! Luckily, you have good night vision, and were able to spot them as they where sneaking away. It was than easy to capture them as they were deathly afraid of your undead minions. You now have 4 captives!

This made you feel good inside, and now you want to capture some more people! You don't have enough zombies to attack Dalling yet, but you DO know of a couple gypsy camps that would do. You decide on the northern camp, as that one is the farthest from Dalling, and make your way there with five of your zombies(one had to stay behind to watch the captives). When you get there, you peer through the foliage to see 11 shacks, so there must be at least 11 people. You then sneak in, house by house, reach into each sleeping person's chest, and jar their souls just enough for them to flit into unconsciousness. After that it is only a matter of having your zombies carry them all back in several trips, and you now have a total of 26 captives! Unfortunately, being gypsies, the people had no valuables to speak of. All in all, though, a successful trip. You are unsure whether later trips will be as successful.


 The people of Acnot are unaware of your presence.

Zombies: 6 weak zombies.

Camp:
     Captives: 26/60
     Zombies:6/110
     Defenses: wall protecting west side.
     Money: 100 gold
     Equipment: none
     Souls: 0/30
     corpses: 0/110

Weaknesses:
     Sunlight: no one knows
     Fire: no one knows
     Water: no one knows
     Holy water: no one knows
     Salt: no one knows
     Alcohol: no one knows

So, what will you do? (top 2 will win)

You can raid the gypsy camp. It will provide you with captives, which you can then turn into corpses and souls. Or you could start breeding them for even more captives. Remember, you need one soul and one corpse to create a zombie. Because of the gypsy camp's seclusion, if it are raided, Dalling's awareness will not increase.

You can raid one of the cemeteries. These will provide you with corpses and possibly some treasure.

You can raid Saron's grave. His corpse should provide you with a powerful zombie.

You can search the forest for travelers. This will provide you with a random number of captives, money, and equipment to enhance your zombies. This will however, increase Dalling's awareness.

You can turn 5, 10, or 20 of your captives into souls and corpses, which can then be turned into zombies.

And finally, you can enhance your camp. This will increase your captive pen, corpse pit, and zombie cave's capacity by 10 as well as increasing your camp's defenses.

5
Storytelling and Roleplaying / Re: Zombie Empire
« on: March 08, 2009, 02:54:19 pm »
That...that would be pretty lame, don't ya think?  :P

6
Storytelling and Roleplaying / Zombie Empire
« on: March 08, 2009, 02:44:02 pm »
Your name is Zaleir. You are an orphaned young boy of eight and…well, you’re pretty damned evil. You have the incredible ability to reach out and take someone’s soul from their body and place it into a corpse, creating your own completely obedient pet zombie! This is very good, as your life long dream is world domination! So get cracking boy, and go take over the world!

Now, you’re going to need to start small. You recently dug up some corpses, and animated them with some souls from less than intelligent merchants camping out in the woods, but you need more if you are ever to take over the world. Acnot is a small cold island, but there are few warriors here, so it is a great place to start up your evil empire. One thing you will have to remember is that the more powerful the corpse and the greater the soul, the more powerful the zombie. The quality of the zombie’s weapons and armor also plays a role. One other thing to note is that your zombies are invincible except for their several weaknesses.

The first is sunlight. This may be the zombies’ greatest flaw, in that they cannot be out in the daytime…yet. The second weakness is fire. Zombies are curiously combustible. There doesn’t seem to be a reason for it, but if they catch fire, they blow up. The third weakness is water. This weakness is not as bad at the first two, but if your zombies become soaked in water, they will melt until a week later, when they will be nothing but goop. Holy water, salt, and alcohol are also dangerous to your zombies. If they swallow any of the three substances, they will be purified, the soul will leave, and the corpse will turn to ash. Thus, with all these weaknesses, you will need to find ways to protect your evil minions.




At the moment, you are camping out under the mountains in northern Acnot. To the south is forest, and farther south than that is your main objective, Dalling. Dalling is a small village of 231 people. They have very few warriors if any at all, meaning their soul quality will be low, and no defenses…hehehe. To your west and southwest, are some small cemeteries. You are unsure of how many corpses they hold, but you are sure there are no more than 50 and no less than 25 in each. To the southwest and north, beyond the mountains are some small gypsy camps. If these are not ripe for the picking, you don’t know what is. Again, you are unsure of their population, but can guess at no more than 50 and no less than 10 people in each. To the southeast, there is the grave of a powerful warrior who died in the last Anadelite civil war. His corpse should prove powerful.

Your camp is small at the moment. You have no defenses, but you REALLY don’t think that any are needed.  You have also built a pen that will hold 50 captives, and a pit that will hold 100 corpses. The reason you chose this spot though, is because of the cave. There is a cave that you are camping out side of that can hold over 100 zombies in the daytime. This is good, because your zombies would fry up in the sun otherwise. Unfortunately, your powers are weak right now, and you can only hold 30 souls. This will increase by 10 for every 100 zombies you have.


The people of Acnot are unaware of your presence.

Zombies: 6 weak zombies.

Camp:
     Captives: 0/50
     Zombies:6/100
     Defenses: none
     Money: 100 gold
     Equipment: none
     Souls: 0/30
     corpses: 0/100

Weaknesses:
     Sunlight: no one knows
     Fire: no one knows
     Water: no one knows
     Holy water: no one knows
     Salt: no one knows
     Alcohol: no one knows

So, what will you do? (top 2 will win)

You can raid one of the gypsy camps. They will provide you with captives, which you can then turn into corpses and souls. Or you could start breeding them for even more captives. Remember, you need one soul and one corpse to create a zombie. Because of the gypsy camps' seclusion, if they are raided, Dalling's awareness will not increase.

You can raid one of the cemeteries. These will provide you with corpses and possibly some treasure.

You can raid Saron's grave. His corpse should provide you with a powerful zombie.

You can search the forest for travelers. This will provide you with a random number of captives, money, and equipment to enhance your zombies. This will however, increase Dalling's awareness.

And finally, you can enhance your camp. This will increase your captive pen and zombie cave's capacity
by 10 as well as increasing your camp's defenses.

7
Storytelling and Roleplaying / Re: Norse RP
« on: May 04, 2008, 04:11:20 pm »
Gah! I am taking screenshots using the screenshot button. It still shows the menus and the game paused though.  :(

Any ideas for the village's name?

8
Storytelling and Roleplaying / Re: Norse RP
« on: May 04, 2008, 03:49:20 pm »
Okay, from here on out, this is how the voting is going to work.  I'll put everything you can do at the moment on the poll, and the 3 things that are voted for most, will be what the people will do that day. I'll also show anything interesting that they do that day in the update.
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Alright, you said you wanted the people to settel down on the Northern Islets, so that's what they did!



In a flash of light, your villagers are teleported to the smallest of the Northern Islands. They find food, drink, a small cabin, and some giant trees.



They spend the rest of the day exploring their new island home. They find that it's large enough to hold a small village, but not much else. What should they do?

Build a boat? Once they do, they can start exploring the land.

Build a new cabin? The one they have already is getting cramped...and once a new one is made, the young couple can move out and with their new privacy, they can...ahem. Reproduce.

Build a hovel? There is less room in a hovel than in a cabin, but it requires less wood.

Chop down a tree? If they do this, your people take less time on a construction project, and they can do a 4th thing the next day/turn.

Worship Argath? If they do, Argath may give them something useful...

Your people ate 9 of the 148 supplies. 139 left.

Village: Unknown
Population: 9
Housing: 10
Wood: 0
Food: 139
Ore: 0
Troops: 0
Buildings: 1
Size: Camp

Oh, and what should they name this new village?

9
Storytelling and Roleplaying / Re: Norse RP
« on: May 04, 2008, 01:49:14 pm »
Sorry for taking so long. I found out that the way I wanted to do this wasn't going to work because it seemed that when you make a village away from a town center, the people will not stay there. they will just move to the closest city WITH a town center. The only place that would still work would be the Islets, because the people cannot walk on water.  ;D  So I tweaked the storyline a little and added some different screen shots. Once again, I'm very sorry.  :-\

10
Storytelling and Roleplaying / Re: Norse RP
« on: April 30, 2008, 05:45:39 pm »
Sorry, that came out wrong. One of each TYPE of Norse building. I enjoy doing that to the 4th, 5th, and 8th lands  ;D I can make my own RP whenever I feel like it, hehe

11
Storytelling and Roleplaying / Re: Norse RP
« on: April 30, 2008, 05:38:37 pm »
Yup  :P I can just delete my whole Greek city, and make 2 new ones, than totally change all the forest and ore locations, hehe. I just have to make sure I dont delete all the norse buldings so that I have atleast one of them to copy.

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Storytelling and Roleplaying / Re: Norse RP
« on: April 30, 2008, 05:18:59 pm »
I just beat the 4th land(land of the Norse) the nice way, than I moved the Norse guys that had immigrated to my city over to the village "Metal Mountain". It was all a matter of building up the village in a realistic way from then on.

13
Storytelling and Roleplaying / Re: Norse RP
« on: April 30, 2008, 03:05:18 pm »
Thanks for the info, Plank. It helped a lot. I updated, and now it's fine. Oh, and I'd like at least 2 more votes before i update, but if there isn't by tomarrow night, than I'll just go along with what i have.

14
Storytelling and Roleplaying / Norse RP
« on: April 30, 2008, 11:04:48 am »
Alrighty, I'm going to start an RP using BLACK AND WHITE 2. There's one problem. I can't seem to get the corner menu's to go away. Bummer. Well I'm still doing it anyway, so anyone who's perfectionist enough to complain is going to have to deal until i find a way to get rid of them. Just ignore the paw signs and the EVIL signs. sorry :-[   Well anyway, updates may be sparse because while this is my game, my computer isn't good enough to play it. Another bummer. So i have to use my aunt's laptop. And as she LIKES her laptop and only lets me borrow it for a few days every once in a while, there may be a week or 2 between some updates. Waz up with all these bummers? But I wont abandon the story anytime soon, so expect it to be pretty long. So on to the story!
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There once was a land named Ranthares, controlled by the Norse Empire.



In this land, lay the city of Valdir.



The people of Valdir worshiped the old god, Argath. He was a wise and strong god who watched over his chosen people; helping them to learn and grow as one. No matter the cost. That's why when the Greek people declared war on the Norse, he did nothing. That's why when all the great warrior tribes of the Norse fell, he did nothing.



That's why when the Greek army landed on the shores of Ranthares, he did nothing...



They destroyed the city, killed dozens of families, and took the rest as slaves.



The Greeks then realized that they had no room on their ships with all their plunder, and they threw the poor Norse people into the sea.....harsh.



But not all was lost! An old man managed to save several of the children, as well as a young couple. They found themselves on the outskirts of Valdir, watching it burn to the ground when Argath came to them in a vision. He told them to establish a new village, Bring power back to their people, and....



fight back against the Greeks!

But first thing first. Where should they start this new village?



The Northern Islands? There's no village here, but there is no chance to Greek patrols will find you here.  Expanding WILL be tough. There ARE enough trees to build a small village, but there is no ore to build some of the more advanced buildings, and no land suitable for crops.



On the other hand, there's already a few small cabins located here, as well as some barrels full of rum and salted beef. Your people would have a greater start here than anywhere. There is a total of 148 food and drink. (one person uses up one food and drink each day.)Though once those barrels are gone........



Bier Town? This city was destroyed many years ago by raging barbarians. The ruins are still here and some of the buildings are partially intact. There's room to expand as well as fertile land, ore deposits, and some small forests in the area. There's a 1/6 chance that a Greek patrol will find you here. This would be a great place to settle down if it weren't for the town being in ruins. By the time your people manage to rebuild a house, they may already be dead from the cold!



Hilldale? This town is still intact AND has lots of room to expand as well as a huge number of resources. The problem is, the Greeks can literally see you from their walls! There's a 1/2 chance that a Greek patrol will find you here.

As you can see, each village has it's ups and downs. All the other villages in the area are protected by Greek troops, so you cannot take them. I am using a single die for encounters with Greek patrols, so when i say that there's a 1/6 chance that you will be found at Bier Town, that means that if the die roles on 1, you will be found. 2-6, you will be safe. Furthermore, I will then role the die once more for how many people are killed.

Example. You have 14 people. You are found by a patrol. The die stops on 4. The patrol finds and kills 4 people.

Then as you add 10 new people to your village, this number is multiplied.

Example. You have 21 people. You are found by a patrol. The die stops on 3. 3x2=6. 6 people are found and killed.

Example. You have 53 people. You are found by a patrol. The die stops on 6. 6x5=30. 30 people are found and killed.

And so on and so forth. Oh, and remember. You can take control of any village you want, as long as your people know where it is.(You explore to do this.) So if you were to chose the Northern Islets as your village, and your food is about to run dry, you can take control of a new village like Bier Town, and have that village send half of their food to the Islets. Thats just how it's going to work. Thats about it I think.


So what should your people do?

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