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Topics - Krakow Sam

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31
Storytelling and Roleplaying / Dawn of Worlds II: Game Thread
« on: February 08, 2012, 12:38:19 pm »
In the time before Time, the Creator begat Creation.
In time long forgotten, the Spinner span the planes.
Aeons past, Crosimus created the World, and the Moon, and Ral-Ral stole away moonfire and created the Sun.
At the Dawn of the World, the gods created Kendara, and the mortals who walked upon it.

Millenia Ago, the gods went to war.

Oceans boiled, mountains were levelled, brother fought brother and children devoured their parents. At the heart of the raging battle Kharghan, Dragon God of Destruction faced off against Calathus, the Knight of Knights, a battle which neither won. The God War ended, but the world was shattered.

It is time to rebuild. The Gods have declared the Concordia Magna, a series of pacts limiting their own influence on mortal affairs and subtly changing the nature of the prime material so as to avoid a repetition of the wholescale carnage of the god war. Peace once again reigns, but much of the splendour of the ages before the war has been lost. It is a simpler, quieter time, with most mortals reverting to a tribal society, with little ambition for grandeur or conquest. This, in time, will change.

You are to be placed in charge of a burgeoning civilisation on the continent of Kendara. Turn by turn, your influence will lift your civilisation from obscurity and bring it into a new golden age. But you will not be alone. Other powers have designs on the great continent, it is up to you whether they be friend or foe.



Powers|Reconstruction|Sprawl| 2nd age
Alter Terrain| 8| 8| 5
Alter Vegetation| 5| 8| 8
Claim Territory| 2| 2| 2
Create Race| 20|20| 25
Create Subrace| 10|15| 15
Create City| 3| 4| 8
Military Action| 3| 2| 1
Buy Military points| 3**| 2**| 1**
Buy Armies| 8| 4| 2
Advance Race***| 12| 8|10
Advance X****| 6| 4| 6
Command X*****| 5| 3| 5
Purify Civ. +1 Align *| 5| 3| 4
Corrupt Civ. -1 Align *| 4| 3| 3
Purify City +1 Align *| 4| 3| 3
Corrupt City -1 Align *| 3| 2| 2
Event| 10| 7| 9
Create Order| 8| 6| 5
Create Hero| 10| 7| 6
| | | | | |


* Only once per target per turn. (See PDF descriptions)

** Cost listed is for first military point only and rises with the number of military points currently in pool. For each point already in the buyer's military pool, the price rises by +1

*** Must be a unique advancement. For example: Best Craftsmen

**** May advance a Hero, City, Order, or Civilization. May be a General or Unique advancement. General:Can Forge Iron; Unique: Makes The Best Iron.

***** Commands a Hero, City, Order of Civilisation to construct a physical project or pass a particular edict

ARMIES
We're back to using armies. Army battles require a third party to resolve them. Here are how battles are resolved.

1. Consider each technology that the civilization or race which raised the army owns. For each such technology that might be used in battle (be reasonable here, if you can't agree, vote) assign a +1 bonus to that army. The same applies for an army that enjoys higher ground, a defensive wall, or specialized terrain or weather. Cavalry do not fight well in the mud.
2. Roll two six-sided dice, adding bonuses for technology and other factors. The winning army is victorious, the loosing army is either destroyed or scattered.
3. In the event multiple armies arrive to do battle, a separate roll is required for each to determine victory. If a single army wins a battle against one army, but must continue against others, it begins to tire. For each battle after the first, a cumulative -1 penalty is assigned to that army's roll.

Furthermore, armies will be contained within regions. When attacking, an army must move using a military action to the reqion containing territories the attacker wishes to own. Cities can only be attacked once the territory they reside in is owned by the attacker.

MILITARY ACTIONS
Military actions are required to move armies to attack. You may take as many military actions as you like, but armies can only be moved once in a turn.

MILITARY POINTS, REGIONS AND TERRITORIES
We have added territories to the game, which were not part of the original design. This was to create a system to form a political map of Kendara. Unfortunately the army system would make capturing each and every territory a grind. To alleviate this, we will use military points to represent a civilizations ability to capture land. For every Military point, the civilization is capable of supporting the capture of that many territories per military action.

A military action can only capture as many territories as exist in the region it has occupied with armies. Even if a civilization has 9 military points, if the region only has 6 territories, the most territory a military action in that region can capture is 6.

REGION BONUS
Bonus points must come from REGIONS. In order to obtain a region bonus from territory ownership, you must own 7 territories in the region OR all territories in a region, whichever is smaller. This means that a sufficiently large region can provide 2 points, one for  2 different players. However, one player can only ever obtain 1 point from any region.






32
Storytelling and Roleplaying / Dawn of Worlds II OOC
« on: February 02, 2012, 10:55:33 am »
Welcome to Part 2 of our Dawn of Worlds project. Welcome back to anyone who participated in our first run. It was a lot of fun, even if it had a bit of a rocky end, and hopefully we can use what we learned to make this run a little more smoothly.

The major differences will be as follows:
1. The players will not take on the role of gods, but rather will be a nebulous guiding force for a burgeoning civilisation (basically the same sort of concept as in most strategy video games). This should give you more freedom to go where you want to with your creations by lifting roleplaying restrictions on actions, in a new age, anything goes.

2. As the players are no longer gods, they will not be able to direct entire races, all interaction will be through their nation and various orders within and outside of it.

3. Territory is now a feature. The map is split into regions, and is overlayed with a grid. Spending points on political or military actions will allow you to claim a square for your territory. Once owned, territory can be freely gifted or traded to other players. Owning more than two thirds (rounded up) of the squares in a region for your faction will cement your hold on that region and net you a modest bonus in your points per turn (+1 point gained per turn for each region owned)



Players:
Martyk (Dreamwoods)
Mr Wizard (Imornouz Mountains)
Neoadept (Loth Ri)
Oviraptor (Southern Deepwoods)
Josasa (Plains of Muln)
Badger (Grim Wastes)
Pat (Indric Swamps)
Tesla (Hososa)
Krakow Sam (Delta Country)
Brandon (???)



A few ground rules for participation:  

First off, lets try to keep the map looking decent. Keep the terrain features understated and minimalist so people editing in MS paint don't get left behind. If someone has invented a symbol for a particular terrain feature, use that instead of making your own for the same feature.

Second, upload images in PNG format and include your username and the number of the round in the filename, to make it easier to see who did what and when.

Use the format Daxx made in the ooc thread to report your actions.

To avoid annoying clashes and to eliminate the need for messy merges, reserve your post while working on a map update, or just make your edits while other players are not online.


PDF Link: http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf
First game: http://www.gamingsteve.com/blab/index.php?topic=17355.0

Thanks to Didero for being Map Guy and making the maps all sexy like again.

Power Cost Table per Age
Current Age: Reconstruction

Powers|Reconstruction|Sprawl| 2nd age
Alter Terrain| 8| 8| 5
Alter Vegetation| 5| 8| 8
Claim Territory| 2| 2| 2
Create Race| 20|20| 25
Create Subrace| 10|15| 15
Create City| 3| 4| 8
Military Action| 3| 2| 1
Buy Military points| 3**| 2**| 1**
Buy Armies| 8| 4| 2
Advance Race***| 12| 8|10
Advance X****| 6| 4| 6
Command X*****| 5| 3| 5
Purify Civ. +1 Align *| 5| 3| 4
Corrupt Civ. -1 Align *| 4| 3| 3
Purify City +1 Align *| 4| 3| 3
Corrupt City -1 Align *| 3| 2| 2
Event| 10| 7| 9
Create Order| 8| 6| 5
Create Hero| 10| 7| 6
| | | | | |


* Only once per target per turn. (See PDF descriptions)

** Cost listed is for first military point only and rises with the number of military points currently in pool. For each point already in the buyer's military pool, the price rises by +1

*** Must be a unique advancement. For example: Best Craftsmen

**** May advance a Hero, City, Order, or Civilization. May be a General or Unique advancement. General:Can Forge Iron; Unique: Makes The Best Iron.

***** Commands a Hero, City, Order of Civilisation to construct a physical project or pass a particular edict

ARMIES
We're back to using armies. Army battles require a third party to resolve them. Here are how battles are resolved.

1. Consider each technology that the civilization or race which raised the army owns. For each such technology that might be used in battle (be reasonable here, if you can't agree, vote) assign a +1 bonus to that army. The same applies for an army that enjoys higher ground, a defensive wall, or specialized terrain or weather. Cavalry do not fight well in the mud.
2. Roll two six-sided dice, adding bonuses for technology and other factors. The winning army is victorious, the loosing army is either destroyed or scattered.
3. In the event multiple armies arrive to do battle, a separate roll is required for each to determine victory. If a single army wins a battle against one army, but must continue against others, it begins to tire. For each battle after the first, a cumulative -1 penalty is assigned to that army's roll.

Furthermore, armies will be contained within regions. When attacking, an army must move using a military action to the reqion containing territories the attacker wishes to own. Cities can only be attacked once the territory they reside in is owned by the attacker.

MILITARY ACTIONS
Military actions are required to move armies to attack. You may take as many military actions as you like, but armies can only be moved once in a turn.

MILITARY POINTS, REGIONS AND TERRITORIES
We have added territories to the game, which were not part of the original design. This was to create a system to form a political map of Kendara. Unfortunately the army system would make capturing each and every territory a grind. To alleviate this, we will use military points to represent a civilizations ability to capture land. For every Military point, the civilization is capable of supporting the capture of that many territories per military action.

A military action can only capture as many territories as exist in the region it has occupied with armies. Even if a civilization has 9 military points, if the region only has 6 territories, the most territory a military action in that region can capture is 6.

REGION BONUS
Bonus points must come from REGIONS. In order to obtain a region bonus from territory ownership, you must own 7 territories in the region OR all territories in a region, whichever is smaller. This means that a sufficiently large region can provide 2 points, one for  2 different players. However, one player can only ever obtain 1 point from any region.


New Commands and tweaked commands:


Alter Terrain
The civilisation, city or order uses technology, magic or good old fashioned elbow grease to topologically alter one gridsquare of terrain. This can include draining swamps, building articial hills, cutting valleys, building dams to create artificial lakes etc.

Alter Vegetation
The civilisation, city or order uses technology, magic or good old fashioned elbow grease to alter the biosphere of one gridsquare of terrain in some way. This can include cutting down forests, irrigating deserts to create grasslands, planting trees etc.

Claim Territory
Your civilisation adds an unclaimed square of territory to its influence.

Command City vs Advance City
Command city causes a city to either take a political action (such as a trade agreement with another city) or build some sort of improvement (such as city walls or a school), improvements can be lost either through enemy actions or unfortunate events. Advance city causes the city to accquire a permanent edge based on a particular knowledge or area of expertise (such as being reknowned for great architecture, or throwing the best parties). Short of the city being completely destroyed, nothing can take away this advancement.

Political Action
The civilisation takes a broad political action with one other civilisation. This allows the two civilisations to accomplish various feats of cooperation:

- Trade Agreement: The two civilisations can now gift each other power points until one side decides to break the pact. Power points can not be gifted without a trade agreement.

- Tribute Land: The civilisation who initiated the command gives ownership of up to six squares of territory they own to another civilisation.

- Tribute City: The civilisation who initiated the command gives ownership of one city they own to another civilisation.

- Knowledge pact: Each time this command is used the initiating civilisation and one other civilisation choose one mastery granted them by the 'advance civilisation' command, such as mastery of transmutation magic, or mastery of engineering. Both civilisations now count as having both those advancements for all purposes until one side decides to break the pact.

Military Action
The civilisation takes a broad military action with one other civilisation.

- Declare War: Allows the initating civilisation to seize land by force from another civilisation and vice versa. Factions can still spend military points to attack each other without declaring war, but cannot seize land. A war can be ended at any time at the agreement of both participants.

- Form Alliance: Once an alliance is formed between two factions they may both bid military points in any conflict which involves either of the allies until the alliance is broken off.

- Lend-lease: Allows two civilisations to freely trade each other military points until the agreement is ended.

- Pledge Protection: A civilisation which pledges to protect another will automatically go to war with anyone who attacks their protectorate, without having to spend points as normal to initiate a war. This lasts until the protector breaks off the agreement.

Buy Military Points
Military points can be purchased without the civilisation owning a city. Military points must be bought before the player makes any offensive military actions in a turn. This is to prevent a player from intentionally losing military points to drive down the cost of buying more. Military points may only be bought once per turn, a player may not buy one, then buy another later in the turn in response to something they or someone else has done.

Create Order
Orders can be created in other people's civilisations at twice the usual cost.

Create/Command Hero
Avatars are renamed Heroes but are otherwise identical in function. In lieu of taking a normal action, a hero can be used to give a +1 bonus to a military bid once per turn.

Other New Rules:

City Ruins
Kendara is dotted with ruined cities. Anyone building a new city on, around or near the ruins of the old rediscovers ancient knowledge or repairs ancient parts of the city, and may choose one free city improvement or advancement which the ruined city posessed (Check the ARCS section in the old game thread for a list of advancements a given city used to have) to be posessed automatically by the new city. Can't find the information you need about the ruins? Ask me or someone else who was involved in running the first game and we'll tell you.

Neutral Factions
Some map territory may belong to a non-player 'neutral' faction, either due to a special game event or because a player has abandoned their civilisation (see below). Their territory can be claimed using the Claim Territory order at twice the usual listed cost, or it can be seized by force. The neutral faction will have a certain number of military points, and will spend as many as are required to defend any of its territory if it is attacked, even until it has none left.

Conquer vs Claim
Territory which is owned by nobody at all (not by a player or neutral faction) can be bought using the claim territory command but can not be seized by military means. Territory owned by another player cannot be claimed peacefully, but can be seized (or gifted as a political action).

Abandoning your civ
At some point you may grow bored with your civilisation, or just feel that it has run its course and is ready to slowly dissapear from the world. If and when this happens, simply declare you are abandoning your civilisation and start a new one elsewhere. You keep all your power points to spend on the new civilisation, but all territory, cities and military points stay with your old civilisation, which becomes neutral.
You may choose anywhere on the map to start your new civilisation, though you start with no territory at all and will have to claim or conquer your first square of land (if you even want land).

Command Format

We should probably have a standard format for people taking their turns, to make things easy to keep track of. I suggest:
Title [turn ##]
Summary
Power Available: [##]
Actions taken:
  • [Action name] - [type, ##cost]
  • [Action name] - [type, ##cost]
Power Remaining: [##]
Running Bonus: [##]
Territory bonus: [##]

Actions
[Action name]
[Description of above action]
[Roleplaying/flavour notes, if required]
[Action name]
[Description of above action]
[Roleplaying/flavour notes, if required]

Code: [Select]
[size=14pt]Title [turn ##][/size]
[u]Summary[/u]
[b]Power Available[/b]: [##]
[b]Actions taken[/b]:
[list]
[li][Action name] - [type, ##cost][/li]
[li][Action name] - [type, ##cost][/li]
[/list]
[b]Power Remaining[/b]: [##]
[b]Running Bonus[/b]: [##]

[u]Actions[/u]
[b][Action name][/b]
[Description of above action]
[Roleplaying/flavour notes, if required]
[b][Action name][/b]
[Description of above action]
[Roleplaying/flavour notes, if required]

Any objections or suggestions for improvement?



33
God help me, for some reason I've decided to have a stab at one of those games where you idiots post suggestions for what a guy does and then I tell you what happens.
I will be using Mutants and Masterminds to create a superhero character and to resolve actions. All YOU have to do is post suggestions which aren't mind-numbingly awful.

Lets meet our hero!



You are John Q. Afredge, a high school senior from Fortune City. You have thus far coasted through life and been so uninteresting that nobody has any idea of what your personality or characteristics are. You are just someone filling panel space while the luminaries of your world; Captain Incredible, Zeitgeist and Jet Jaguar, to name but a few have astounding adventures. This will change when your mundane plotless existence is dramatically shaken up and you become the new superhero on the block.
But what freak whim of fate gave you your new motivation and characteristics?

1. A freak ACCIDENT
2. A mystical RELIC
3. The discovery of an unusual ANCESTRY
4. The loss of someone close to you gives you a lust for REVENGE
5. The awakening of a MUTATION in your genetic code.

34
Better a beggar on earth than a prince under it...

An ill-conceived notion from a pitiable surface-worlder, his brain addled by this 'sun' he puts so much faith in and his body made frail by a life without exertion. You are one of those fortunate enough to have been born in the inconceivably vast network of subterranean tunnels and caverns which spans the crust of the realm of Cyona. Some call this place Underdark.
No mere afterthought to creation, the realm which you call your home is everything the surface world is and more, encompassing Empires, Oceans, titanic mountain ranges and dark abysses almost beyond mortal understanding, and its depths contain some of the most abominable monsters and most wonderful treasures the mortal plane has ever seen.
It is time to prove the striplings of the decadent surface world wrong, and claim your title as Prince of the Underworld, should you have guile and courage enough to do so, and should fate favour you enough to allow you to survive...

The Caverns of Blood



This is the thread for character sheets, info and between-game discussion for my new DnD Game, which will begin in a couple of weeks, or as soon as everyone involved is ready. Games will be held weekly via IRC, starting at 4:30pm GMT. If anyone has further questions or needs help with any aspect of character creation or playing the game, please PM me, steam message me or find me in the #Gamingsteve IRC channel.

Current players: Gorman, Erops, Sam's Flatmate

Character Creation: Characters will be made with 28 point buy and start at level 3 with 2,700 gold pieces to spend on equipment. The player's race will not be from the standard list, but a list of underdark races (see below). Any class from the core DnD 3.5 books is acceptable.

Resources:
Everything you need to play 3.5 edition, with hyperlinks and search function: http://www.d20srd.org/
Javascript character creator, looks intimidating, but very useful: http://www.pathguy.com/cg35.htm
The Lore Topic: http://www.gamingsteve.com/blab/index.php?topic=17676.0

Game Logs:
#1: Enter the Caverns
#2: Skeletons, Hobbits and Worms, oh my!
#3: Gooseberries & Goatlizards 


35
Storytelling and Roleplaying / Weird West IC
« on: June 04, 2011, 08:53:04 am »
Ian trudged through the desert, the low sun behind him casting his shadow far ahead, toward the timber and tin shanty town a mile or more to the east. A few revenants clad in tattered blue uniforms lurched out of his path as he advanced. Even their minimal awareness telling them that Ian was not on the menu. A particularly dull-witted vulture from the sizeable flock wheeling around above flapped down clumsily and landed on one of the upright cadavers, pecking experimentally at a hollow eyesocket. A feather from the ensuing flurry blew in front of Ian's face on the bone dry wind, and he raised a hand to wearilly bat it away.

"You would think they'd learn, right?" said Goyathlay.

Ian said nothing.

"You'd think they'd learn. Or at least, all the ones dumb enough to try to eat corpses that are still moving would die out. Remove their dunder heads from the uh... gene waterhole. This one guy I got slapped on was a preacher, and he said he wasn't kin to no monkey, like that was some kind of evidence against what I'm talking about here. Shame he didn't stick around to watch his body get picked clean by the vultures, maybe he'd have realised he's got monkeybones. Nope, straight to the deadlands with that padre."

"Is that how its going to go down?" said Ian, flatly. "You just don't shut yer mouth fer a solitary minute until my mind can't take no more and I turn my shooter on myself?"

"Hey, you know the rules. I ain't saying nothing" said Goyathlay. "In a manner of speaking. Hey look, another tumbleweed. Thats twoscore and six to me."

Ian tried to swat at the floating skull, resigned to the fact it would accomplish nothing. Goyathlay didn't even bother to get out of the way, and Ian's hand sailed right through his ghostly form.

Sighing, Ian reached the periphery of the town, Goyathlay yammering away behind him. Shutters slammed and townsfolk crossed themselves as the doomed man headed for the saloon.

36
Movies / THOR
« on: June 04, 2011, 05:38:26 am »
I'm surprised there wasn't a thread for this already. Saw it last night and really enjoyed it. I would say I liked it even more than Iron Man, which isn't too shabby. The cast were all really likeable, the characters developed believably, Asgard was really flipping cool, the villain was nuanced and interesting, the fights were cool but didn't drag on, and Natalie Portman was in it.
It actally made me kind of excited for the Avengers.

37
Everything Else / Mustafar
« on: May 26, 2011, 01:37:35 pm »
This is it Flisch. Time to pay for what you did to those Jedi childrens.


38
Everything Else / MOVED: Christian Singles Chat
« on: April 18, 2011, 01:43:39 pm »

39
Storytelling and Roleplaying / Mornington Crescent 2011: Signup and ooc
« on: February 11, 2011, 02:01:10 pm »
Its that time again. Now taking signups for Mornington Crescent, which this time will play out on the Mornington Crescent forums LadyM was kind enough to set up last time. To keep the MC forum clean for record-keeping purposes we'll handle all ooc chatter here.
Any newbies feel free to join, while the game may seem complicated, you'll soon pick up the rules. The best way to learn is just to dive in, googling for strategy guides or rules explanations or the like is pointless and certainly isn't the best way to pick up the game as it is.

Naturally we'll be playing on the regular London Underground map, but the configuration will be decided by poll. I think thats it, anything to add Pat?

40
Storytelling and Roleplaying / Codex Cyona: The D&D Lore Topic
« on: December 27, 2010, 09:59:35 pm »
Update: I indexed all of the old Lore entries in this thread and will now unlock this one to take new submissions!

Our current project is writing legends and religious stories to give our gods some more history and character to fall back on. Anyone interested in contributing please contact me (this includes people who are not involved in any dnd games currently).



Codex Cyona











41
Everything Else / Help Sam be an AMERICAN
« on: December 22, 2010, 07:40:49 am »
Ok, to add to the tide of festive junk topics I come to you all with a serious request.

I am spending christmas with my ex-pat family in AMERICA. In the interests of cultural integration and so forth I attempted to act more american in IRC but I failed.
While attempting to engage in casual racism I accidentally spelled 'Colored' with a superfluous 'u'. Exposing myself for the tax-grabbing stooge of George III that I am.

Please halp!

42
Spore: Creation Corner / MOVED: Brahma
« on: December 19, 2010, 11:51:17 am »

43
Everything Else / Do you folks like...coffee?
« on: December 10, 2010, 04:55:46 pm »
<a href="http://www.youtube.com/watch?v=oCDfRSmwsg4" target="_blank">http://www.youtube.com/watch?v=oCDfRSmwsg4</a>

All competing brands have gone out of business.

45
Everything Else / MOVED: The topic where people post in Rhymes.
« on: November 12, 2010, 03:22:54 am »
This topic has been moved to Forum Games.

Something something something Ving Rhames.

http://www.gamingsteve.com/blab/index.php?topic=17590.0

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