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Between 2 Rivers - OOC/Signups

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Harkback Union
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Between 2 Rivers - OOC/Signups

Postby Harkback Union » Fri Oct 13, 2017 10:27 am



Betweeen

2

Rivers




OOC and Signups

IC

-

All is not yet lost...

After an exhausting subterranian journey through a dark labyrinth of long abandoned catacombs, the group of exiled nomads, or what remain of them, find a lengthy staircase, leading up to an enormous canyon. Ancient ruins cover the landscape, remnants of stunning architectural wonders from a long gone era. Amidst the ruins, the nomads search for water and anything else of value. They can only faintly remember the last time they ate or slept, but they feel revitalized by this new discovery...

Image


Having spent a brief couple hours scavenging through the homes, stores and temples of the city, the nomads finally stumble upon the city's water resevoir. It has almost completely dried up however, and what little is left becomes quickly contested. While most are fighting over the last drops of water, a lone soul decides to explore around the reservoir for more water. The search leads to a peculiar chain of V-shaped ceramic slabs leading all the way to the upper walls of the cavern. There, the sound of flowing water could be heard, and water drops periodically fall from above. Cutting into the rocks, a narrow path is opened for water to flow. No drop is left wasted as the excessive thirst is being quenched.

The rest of the tribe is informed of this discovery and rushes to the scene, but the water's rate of flow is deemed too slow. Together, the nomads chisel away at the rocks, suspecting that an underground river is not far off... They were right.

Image


Suddenly, the rocks crack open and water bursts through in increasingly large volumes. A tremendous roar echoes across the ruins as the nomads are washed away through the aqueducts. The flow carries them all the way back to reservoir, where they scramble to get to high ground as the water level dramatically rises. The ground trembles and rocks fall from above as the entire canyon begins collapsing. Meanwhile, water bursts in from new directions, slowly flooding the entire city.

The exiles rush towards the towering temple at the center of the city, whilst chased by torrents of water pouring in from multiple directions. The temple's roof is the highest point they can get to, and that is their only concern. Running up the stairs, they arrive at a rusted bronze gate blocking the way in. With great effort, they push them out of the way and arrive at large hall. Inexplicably, the torches and candles inside are still burning...

At its center of the hall lies a circular, silver mirror, in which the nomads can see themselves, not inside the temple, but in a lush, green paradise. They begin whispering among each other, wondering if anyone could come up with an explanation for this peculiar sight. Meanwhile, the water outside is encroaching upon the survivors...

As they approach the mirror, they can feel a warm breeze sweeping through the room. The sounds of birds singing and roaming wild animals could be heard. The boundary between the 2 worlds is increasingly blurred. When they touch the mirror, the vision becomes the reality...

They now stand on green plains, palm trees and mountains loom in the distance. The orange light of the morning sun give warmth to the cold, wet exiles. Meanwhile, looking back through the portal, the nomads see water breaking through the bronze gates. Their counterparts in the other world, stand firmly and calm, but their faces express fear and desperation... One of the nomads quickly smash the mirror with a rock, which breaks into into a million little pieces and get carried away by a gust of wind...

The nomads quickly explore their new home, and find that their paradise is wedged between 2 large rivers. This still leaves them with a few avenues of exploration. But before they go any further, they take account of who made it across to this new world, and who did not, along with the tools and items they brought with them.

They begin wondering whether what happened early on, along with this new eden was real, or a figment of their imagination caused by thirst and sleeplessness. Eventually, they care no more, as they are quite happy here either way.


Image


- APP -

Code: Select all
[b][i]Name[/i][/b]:
[b][i]Gender[/i][/b]:
[b][i]Appearance[/i][/b]:
[b][i]Skills[/i][/b]:
[b][i]Items[/i][/b]:
[b][i]Memories[/i][/b]:


For Skills, you may choose 1 of the following:

- FISHING -
May be studied on a river bank.

Using primitive tools, one can find fresh dinner long the river banks. Enables "Fishing" WORK action on river banks, Yielding 1 meat as a result.

-

- TOOL MAKING -
May be studied near stone resource.

Vield the power of stone and wood! Allows for new form of "WORK": Crafting Tools. While crafting tools,
you may make one of the following items using the required raw materials.


COSTS
- Stone Axe: 1 Stone + 1 Wood = 1 Stone Axe
- Fishing Rod: 1 Wood = 1 Fishing rod.
- Crude Spear: 2 Wood = 1 Crude Spear.

ABILITIES
- Stone Axe: When chopping wood, +1 Wood Gathered.
- Fishing Rod: When Fishing, +1 Meat gathered
- Crude Spear: When equipped in battle, allows MOOSE: Deal 2 damage.

Note: You may only use 1 tool/weapon at a time.

-

- FORAGING -
May be studied in a forest. Study of Foraging requires a test subject (can be self). Test subject may lose vitae or die during the study of this tech.

Knowledge of edible plants and seeds. Allows searching for either vegetables or wheat seeds in forests in the right season. Yields depend on the forest.


-

- HUNTING -
May be studied in a forest, requires a weapon.

The art of murdering animals for food. Allows hunting for animals in forests, provided you have a weapon. Yields may vary based on weapon, season and forest.


-

- HERDING -
May be studied in a field with an animal herd, requires no weapon.

The art of keeping animals alive for food. Allows domesticating herd-animals (Sheep, Cow, Goat) in forests.


-

- TENT RAISING -
May be studied in a forest.

Allows building primitive, rickety tents and huts. When building, you may submit 1 resource to a construction project with each building action. This can be increased to multiple resources per action, if you have a tool.


Tents cost 3 wood, may keep items dry and may protect 1 person against the forces of nature, but will be most likely destroyed during a storm.

Huts cost 5 wood, may keep items dry and may protect 2 person against the forces of nature, but will be most likely destroyed during a storm.



-

For items, you may choose 1 which you had from the start of your journey:

- Fine Clothes: You were once a learned intellectual, or a wealthy craftsman, perhaps a priest, the memories are blurry. Maybe, some day, you'll remember what you were...
Either way, you are not used to hard labor.

You may learn a free skill at some point in the future. Your starting and max Vitae is reduced to 8 permanently.

- Fishing Net: You were once a fisherman. Either that, or you stole a net from one.
When Fishing, +2 Meat gathered. Requires fishing skill to use.

- Bronze Spear: Perhaps you were a soldier, or member of the city watch. Either way,
you have a spear, and you know how to use it.
When equipped in battle, allows HEDGEHOG: Deal 2 Damage to a target. In addition, If you were attacked, deal one of your attackers 1 additional damage.

- Flask of Wine: Its a miracle you still have this.
Its contents can be consumed to restore 3 vitae.

- Leather Bag: A Large bag that can greatly increase one's carrying capacity.
Inventory size raised to 10. The bag itself counts as an item. May only carry 1 bag at a time.

- Bronze Horn: An small horn. Despite its size, its sound can reach far away.
Can be used to signal something to others, or get the animals of the forest to leave their hiding spot.


In addition, You may choose 1 more item found whilst exploring the ruined city:

- Bronze Hammer: An advanced piece of technology. Extremely useful while building.
+ 2 Resources added to construction project per action.

- Bronze Pickaxe: A well crafted, bronze mining tool. Too bad its corroded and blunt.
Allows mining a wide range of resources. May break after some use.

- Bronze Shovel: Standard Shovel.
Can be used to dig up clay and plant seeds at double rate.

- Silver Idol: A small, slightly disturbing relic portraying a half-snake, half-woman diety.
No known benefits.

- Ancient scripture: Some old text written in an alien language.
May be studied as an action.

- Mysterious Map: A map of the other world. Its missing quite a lot.
May be used to discover an area without spending an action (one time use). In addition, something special will be revealed there.

- Torch: An oiled torch that can last several hours.
Can be used to explore caves, lit dark areas and work in the night.

- Poison Vial: A foul liquid. Should someone consume it, they'l most likely get sick
May be used to poison food. Up to 3 uses.


As for Memories, it is your the biography of your character, but it must be limited to a handful of sentences, as the long and exhausting voyage they went through has taken a toll on their mind.
Last edited by Harkback Union on Tue Oct 17, 2017 11:03 am, edited 16 times in total.

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Harkback Union
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Postby Harkback Union » Fri Oct 13, 2017 12:17 pm

BOOK OF ANCIENTS

- TIME -

Image


Time is measured in days, and each day, the settlers must choose what they wish to spend their time on that day (See main actions).

In this chaotic and unforgiving world, Each new day brings a new season along with it. There are 3 seasons in rotation. You'll have to experience them for yourself.
- Peret- Shemu- Akhet


- ACTIONS -

Image


1. - WORK - (Fishing, Hunting, Crafting). To work, you must first find some place to work at, learn skills or build/gather tools or facilities that enable you to work. Each workplace has its own rules, for example, a forest will enable you to gather wood, and will give you 1 unit of Wood each time you perform this job. Exploring new Locations, crafting new tools and discovering new technologies will enable you to perform new types of jobs, or existing ones more efficiently.

2. - STUDY - Studying also has some requirements listed in the technology tree, along with slightly unpredictable amount of time required to learn a new technology. You may share your research progress with others at a rate of 5 RP (research points) per study Action (requires both parties).

3. - REST - You must rest at least once a day, during the night phase or else lose 1 Vitae. By default, your character will sleep at night.

4. - TRAVEL - Move to a neighboring area. Whilst traveling, you may move some resources between areas.

5. - FIGHT/GUARD - Engage others in combat in your area, preferably as part of a group, and with weapons. See combat for more details.

6. - EXPLORE - Explore a new area of the frontier. Note that to explore an area, you must first travel there, and you may encounter dangers along the way.

7. - HIDE - You must select a hiding spot in your area to hide in. Prevents others from attacking you, as long as they do not find you.

8. - LEISURE - Requires a venue that provides entertainment. May help restore via and give you other benifits.

9. - UNDERCOVER - Do something in secret. You must Telegram the OP what action you want to perform, which can be anything you'd like, even actions not above listed. You may choose to disguise this action with any of the above listed ones, however, you will not receive the benefits of those actions. For example, you can say you are resting, while you sneak out at night to steal your neighbor's goat. You will then lose 1 vitae as you would for not resting. However, you may also keep secret the lost vitae, along with the goat you now own, until either of them have an impact on the game. To continue the example, if you reach 1 vitae, it will be revealed that you have already lost the 1 vitae in the past and consequently die.

Note that undercover activities may leave clues behind for others to investigate, and people in your area may be witnesses of undercover actions if they are in some way involved.


-

- PHASES OF DAY -

Image


Each day consists of 3 phases:
- Morning,
- Afternoon/Evening
- and Nighttime,

and each phase, each settler may perform no more then one of the above listed actions.

Note that some actions are unavailable at certain times of day or season.


- TRADE -

Image


At any time, you may freely exchange any items in any quantity with people in your area, but not with people in other areas.


- TERRITORY -

Image


The world is divided into Areas. Areas have several properties, such as terrain, climate and resources.

Each area and its resources may be claimed by its inhabitants as their property or territory. Although, this doesn't mean much on its own, maps will be created according to these claims. Regardless of who claimed what parts of an area, it will be always available for everyone to perform actions in.


- SURVIVAL -

Image


Each character has 3 stats that they need to keep track of:

- Vitae - Ranges from 0 to 10. Starts at 10. Reaching 0 results in death. At the start of each day (Including the first one), each character automatically loses 2 vitae. You may consume food and drinks to regain vitae, but you may never regain more then 1 vitae from each type of food each day. For example, consuming 1 meat restores 1 vitae. Consuming 2 meat on the same days restores 1 vitae. Consuming 1 meat and 1 fruit restores 2 vitae.

- Knowledge - A list of technologies your character has learned.

- Inventory - The things you carry with yourself. You may carry no more then 5 items at a time by default. You may always leave items lying around in your area, but these can be, and most likely will be easily stolen by others.

Notes: Raw Food can be consumed at any time without cooking, but in quantity no more then 5 per day. Also, you only receive vitae for the first unit of food consumed of the same type each day, as mentioned before. You may choose to keep some, or all of your stats a secret. This will require you to Telegram the OP all such information for verification.


- COMBAT -

Image


When using the fight action, you may engage others in your area in combat. All characters in the area may choose to forfeit their planned action and join the fight. Whether a character chooses to join the fight or not, they may be targeted for an attack as they are performing other actions.

Fights are divided into rounds. There are up to 5 rounds for each day phase. At the start of each round, all sides involved must decide what weapons and tactics they wish to use and on what targets during that round for each character they control. Then, damage is applied accordingly. Note that once orders are issued, they may NOT be edited, and that those who reveal their orders first may be at a disadvantage. However, if neither side issues orders for an extended period of time, the round automatically ends with nothing happening as a result.

There are 3 basic orders/tactics available to all characters, Regardless of their weapons.

RABBIT - Leave the fight and flee the area to a neighboring area. You will still receive damage from this round. If you are targeted by EAGLE, you'll receive double damage.

MONKEY - Move around swiftly to evade attacks. Reduce damage from all attacks by 1. Also gives your next attack +1 damage regardless of the target.

BEAR - Fight with your bare hands. Deal 1 damage to a target of your choice.

Damage will reduce the target's vitae in equal amount, unless they are wearing armor. Armor reduces the amount of vitae you lose from each source of damage by the strength of the armor.


- TRIBE -

Image


You can convince wandering nomads to follow your lead work or fight for you. This will require you to pay them food, money, or other items, depending on their needs. Your tribesman will not be able to gain skill or go undercover. If you fail to provide them with what they need, they will leave you on the following day.


- TREE OF KNOWLEDGE -




All of these require only 2 Research points.

- FISHING -
May be studied on a river bank.

Using primitive tools, one can find fresh dinner long the river banks. Enables "Fishing" WORK action on river banks, Yielding 1 meat as a result.

-

- TOOL MAKING -
May be studied near stone resource.

Vield the power of stone and wood! Allows for new form of "WORK": Crafting Tools. While crafting tools,
you may make one of the following items using the required raw materials.


COSTS
- Stone Axe: 1 Stone = 1 Stone Axe
- Fishing Rod: 1 Wood = 1 Fishing rod.
- Crude Spear: 1 Wood = 1 Crude Spear.

ABILITIES
- Stone Axe: When chopping wood, +1 Wood Gathered.
- Fishing Rod: When Fishing, +1 Meat gathered
- Crude Spear: When equipped in battle, allows MOOSE: Deal 2 damage.

Note: You may only use 1 tool/weapon at a time.

-

- FORAGING -
May be studied in a forest. Study of Foraging requires a test subject (can be self). Test subject may lose vitae or die during the study of this tech.

Knowledge of edible plants and seeds. Allows searching for either vegetables or wheat seeds in forests in the right season. Yields depend on the forest.


-

- HUNTING -
May be studied in a forest, requires a weapon.

The art of murdering animals for food. Allows hunting for animals in forests, provided you have a weapon. Yields may vary based on weapon, season and forest.


-

- HERDING -
May be studied in a field with an animal herd, requires no weapon.

The art of keeping animals alive for food. Allows domesticating herd-animals (Sheep, Cow, Goat) in forests, and for butchering said animals for meat/hide/fur.


-

- ASTROLOGY -
May be studied only at night, outside of forests.

Insight into the world beyond. Allows for Undercover action at night: Stargazing - Observe the night sky and search for omens and secrets.


- ORE REFINING -
Requires tool making. May be studied in an area with mine-able resources.
[u]Costs[/u] - 5 RP, 1 wood/coal and 1 bronze or stone tool of any type that will be broken/consumed in the process.

Mining and refining ores into shiny metals is no simple affair, and it will take quite a few failed experiments, broken tools and stacks of firewood for one unlocks the secrets of bronze.


Allows Building
- Furnace: Costs 2 Clay and 1 Stone. Anyone can operate the furnace. As an action, while burning 2 wood, 1 ore of any type can be purified into useful metal.
- Forge: Costs 3 Stone, 3 Wood and 1 Tin. As an action, allows crafting a single bronze tool or weapon:

ABILITIES
- Bronze Axe (cost 1 copper) : When chopping wood, +2 Wood Gathered.
- Bronze Hammer: (costs 1 copper) : Building, +1 Meat gathered
- Bronze Sword: (costs 1 copper) Tactics: WOLF: Deal 1 damage 3 times.
- Bronze Pickaxe: (costs 1 copper) Required for mining ores.
- Bronze Shovel: (costs 1 copper) + 1 Clay when gathering clay, +1 Seed planted to field.
- Bronze Sickle: (costs 1 copper) +2 Grain harvested per harvest action.

-

- AGRICULTURE -
Requires foraging. May be studied in an area with fields or forests.
[u]Costs[/u] - 5 RP

Planting seeds in the ground is easy. Keeping the crops safe and nourished requires some practice.


Allows Building
- Farm: Fields can be converted to farms at the price of 2 wood. Up to 2 Grain seeds or 1 vegetables can be planted here in the right season. On the following day, the crops will triple in numbers and be ready for harvest. Options for work:
- - Plant crops: Plant 1 vegetable or 1 grain on the field. (Remember, you can plant grain twice on the same field)
- - Harvest crops: Harvest 1 vegetable or 1 grain.

Notes: Vegetable can be consumed raw as food. Grain is not edible.

-

- SAILING -
May be studied in an area with both forests and river banks.
[u]Costs[/u] - 5 RP

Planting seeds in the ground is easy. Keeping the crops safe and nourished requires some practice.


Allows Building
- Raft: (costs 5 wood, 2 fiber, built like a building, hammer bonuses apply) Raft is a vehicle which allows traveling areas downstream/across rivers, but not upstream. May safely carry up to 10 items and 1 passenger, 2 passenger and 5 items or 3 passengers (along with items in their inventory (Leather Bags count as passengers).

Each raft can be used to discover off-shore fishing spots.

-

- POTTERY -
Requires tool making. May be studied in an area with a clay pit.
[u]Costs[/u] - 5 RP

Pots and other ceramics are excellent for safe storage of items, grain and liquids. They are not particularly difficult to produce, once one has the right equipment crafted.

Allows Building
- Clay works: 1 Stone, 2 Wood, 2 Clay.
At the potter's wheel and the oven, one can work to produce items according to the following formula:
- - Bricks: (3 Clay, 3 wood) bake 3 stacks of bricks.
- - Pots: (1 Clay, 1 Wood) craft and bake 2 Pots. Each pot store 1 item of any type (including liquids). However, the pots take some time to dry, at least full 1 day.
- - Decorated Pot: (1 dried pot, 1 ink) Paint a simple pot into a decorated one. This significantly improves its looks and value.

Note: Producing and painting pots requires pottery skill, bricks can be made by anyone.

-

- MASONRY -
Requires tent raising. Can be studied in an area with clay.
[u]Costs[/u] - 5 RP

Stacking bricks on top of each other seems a simple task at first, but making sure the structure doesn't collapse requires skill and planning.


Allows Building:

- Clay works: 1 Stone, 2 Wood, 2 Clay.
Works exactly as with pottery skill.

- Mud Hut: 2 Clay, 1 Wood. (/ stands for or)
Shelters 1 person and up to 5 items. Not particularly sturdy, may collapse during storms. Can be heated with 1 wood to protect against cold.

- Town House: 6 Stone/Bricks, 3 Wood.
Shelters up to 3 persons and 15 items. Can be heated with 1 wood to protect against cold.

- Storehouse/Granary: 9 Stone/Bricks, 3 Clay, 3 Wood.
May store an unlimited amount of items, may also shelter people from storm, but whilst doing so it is impossible for the inhabitants to rest.

- Palisade: 20 Wood.
May Inhibit people and animals from moving between 2 given areas. To completely wall off an area, a separate Palisade must be built for each neighboring area. Gatehouses may be built for free along Palisade/Walls, which opens up passage. The gatehouses may be entered from one area, but not the other. Anyone may operate the gatehouses.
Alternatively, A Palisade can be built around a single resource, plot of field/forest. Gatehosues may also be created, facing either inwards or outwards.
The Palisade has vitae equal to its cost, and an armor of 1. When it loses all its vitae, it becomes damaged. Repairs cost half the initial cost. While damaged, movement between the 2 areas is no longer inhibited.

- Walls: 30 Bricks/Stone
Works exactly like the Palisade, but has Armor of 5.

-

- MEDICINE -
Requires foraging. May be studied in an area with fields or forests.
[u]Costs[/u] - 5 RP

Certain plants and materials have special properties, combining them in the right way might help cure disease, or produce deadly poison.


Allows Building
- Apothecary: 2 Wood, 3 Clay, 2 Pots.
Working here allows converting 1 herb into medicine or poison at a rate of 1 to 1.
Last edited by Harkback Union on Sun Oct 15, 2017 1:34 pm, edited 9 times in total.

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G-Tech Corporation
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Postby G-Tech Corporation » Fri Oct 13, 2017 1:05 pm

Yes please.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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The Clockwork Cities
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Postby The Clockwork Cities » Fri Oct 13, 2017 1:51 pm

Tag
"If those who seek to prevent out glorious quest mobilise, they will have to endure the trials we did! There sanity will break before they can harm us! Their blood will paint the white snow a crimson taint! We safe here! In this land, where tyrants cannot touch!" - The First Overseer

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Harkback Union
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Postby Harkback Union » Fri Oct 13, 2017 2:43 pm

Still got some work to do on the tech tree. RP will make much more sense when tier 2 stuff is added.
Also, I didn't bother to explain some mechanics so as to make it easy on you guys in the beginning.

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G-Tech Corporation
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Postby G-Tech Corporation » Fri Oct 13, 2017 4:01 pm

Your tribe photo is hotlinked, by the by :P
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Postby Harkback Union » Fri Oct 13, 2017 4:45 pm

How about now?

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G-Tech Corporation
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Postby G-Tech Corporation » Fri Oct 13, 2017 4:47 pm

Harkback Union wrote:How about now?


Das gut.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
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Postby Harkback Union » Fri Oct 13, 2017 4:48 pm

I think I made way too many chapters for this one. Could have compressed it better.
Last edited by Harkback Union on Fri Oct 13, 2017 4:48 pm, edited 1 time in total.

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G-Tech Corporation
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Postby G-Tech Corporation » Fri Oct 13, 2017 4:55 pm

Harkback Union wrote:I think I made way too many chapters for this one. Could have compressed it better.


Naw, ‘sall good. The pictures are a nice touch.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Ulls
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Postby Ulls » Fri Oct 13, 2017 4:55 pm

You have my attention. Fishermen, farmer, or craftsmen if G doesn't take it then I'll be a miner. Still don't know as of yet.

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ApplePieistan
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Postby ApplePieistan » Fri Oct 13, 2017 6:20 pm

Does the poison necessarily have to be consumed, or can I put poison on a spear?

Also, is going moose an option for bronze spears, or just crude spears?
Last edited by ApplePieistan on Fri Oct 13, 2017 7:26 pm, edited 1 time in total.

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Harkback Union
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Postby Harkback Union » Sat Oct 14, 2017 1:50 am

ApplePieistan wrote:Does the poison necessarily have to be consumed, or can I put poison on a spear?

Also, is going moose an option for bronze spears, or just crude spears?


Maybe and no.

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ApplePieistan
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Postby ApplePieistan » Sat Oct 14, 2017 5:55 am

Harkback Union wrote:
ApplePieistan wrote:Does the poison necessarily have to be consumed, or can I put poison on a spear?

Also, is going moose an option for bronze spears, or just crude spears?


Maybe and no.

Maybe? That sounds like a ringing endorsement!

Name: Opal Laleh
Gender: Female
Appearance:
Image

Skills: hunting
Items: poison vial, bronze spear
Memories: There is a foggy memory in Opal’s mind about stabbing someone with a spear. She cannot accurately remember who, why or where it happened, but she does remember feeling scared and confused around the time of the stabbing, though that is to be expected regardless of the context. There is also a memory of feeling pain herself when stabbing the person, which would imply the target, whoever it was, fought back. Opal has no recollection of killing others, but her muscle memory gives her haunting feelings there were others that died by her hand.

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Aidannadia
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Postby Aidannadia » Sat Oct 14, 2017 6:12 am

Noted, and strongly considered.

When it comes to memories, do we remember everything from our time as nomads, or do the catacombs blur it so much we don't have much of a concept of what happened?

Also, thanks to the total bro who broke that mirror.
Hey, my name is Aidan and I am still figuring out who I really am. Most of my views are some form of leftism someone could probably tell me is not leftism. I'm a guy.

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Harkback Union
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Postby Harkback Union » Sat Oct 14, 2017 7:56 am

Aidannadia wrote:Noted, and strongly considered.

When it comes to memories, do we remember everything from our time as nomads, or do the catacombs blur it so much we don't have much of a concept of what happened?

Also, thanks to the total bro who broke that mirror.


You should be able to remember a narrow slice of your former life, which might explain how you obtained whatever skills or items you have.

You can also suggest starting items to be added to the list.

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G-Tech Corporation
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Postby G-Tech Corporation » Sat Oct 14, 2017 8:06 am

Harkback Union wrote:
Aidannadia wrote:Noted, and strongly considered.

When it comes to memories, do we remember everything from our time as nomads, or do the catacombs blur it so much we don't have much of a concept of what happened?

Also, thanks to the total bro who broke that mirror.


You should be able to remember a narrow slice of your former life, which might explain how you obtained whatever skills or items you have.

You can also suggest starting items to be added to the list.


Hmm.

Bandages to heal Vitae over time. A scythe to help with foraging. A stash of seeds to start with. A tinderbox to allow making a fire for working at night and cooking food.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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ApplePieistan
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Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Sat Oct 14, 2017 8:11 am

Harkback Union wrote:
Aidannadia wrote:Noted, and strongly considered.

When it comes to memories, do we remember everything from our time as nomads, or do the catacombs blur it so much we don't have much of a concept of what happened?

Also, thanks to the total bro who broke that mirror.


You should be able to remember a narrow slice of your former life, which might explain how you obtained whatever skills or items you have.

You can also suggest starting items to be added to the list.

Can I get a crude spear instead of a bronze one?

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Vulnier
Ambassador
 
Posts: 1611
Founded: Oct 16, 2015
Ex-Nation

Postby Vulnier » Sat Oct 14, 2017 8:20 am

Tag.
I will honor Christmas in my heart, and try to keep it all year.

- Charles Dickens
Patience is a virtue
-Unknown

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Oct 14, 2017 8:20 am

ApplePieistan wrote:
Harkback Union wrote:
You should be able to remember a narrow slice of your former life, which might explain how you obtained whatever skills or items you have.

You can also suggest starting items to be added to the list.

Can I get a crude spear instead of a bronze one?


I think realistically the Bronze Spear should be buffed to two damage, with one defensive damage.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Sat Oct 14, 2017 8:37 am

G-Tech Corporation wrote:
ApplePieistan wrote:Can I get a crude spear instead of a bronze one?


I think realistically the Bronze Spear should be buffed to two damage, with one defensive damage.


Do you really want to have apple with 2 offensive poison damage on day 1?

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G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Oct 14, 2017 8:39 am

Harkback Union wrote:
G-Tech Corporation wrote:
I think realistically the Bronze Spear should be buffed to two damage, with one defensive damage.


Do you really want to have apple with 2 offensive poison damage on day 1?


Not really- but it would make the most sense in context. Or you can let people have crude Spears and debuff them to one damage and one thorns.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Harkback Union
Post Marshal
 
Posts: 17427
Founded: Sep 01, 2012
Ex-Nation

Postby Harkback Union » Sat Oct 14, 2017 8:51 am

ApplePieistan wrote:
Harkback Union wrote:
You should be able to remember a narrow slice of your former life, which might explain how you obtained whatever skills or items you have.

You can also suggest starting items to be added to the list.

Can I get a crude spear instead of a bronze one?


All right, fine, I'll alter the hedgehog tactics.

User avatar
ApplePieistan
Negotiator
 
Posts: 6695
Founded: Apr 06, 2015
Ex-Nation

Postby ApplePieistan » Sat Oct 14, 2017 8:56 am

Harkback Union wrote:
ApplePieistan wrote:Can I get a crude spear instead of a bronze one?


All right, fine, I'll alter the hedgehog tactics.

Yippee! Thanks G-Tech! For this, you get to live in peace.

User avatar
G-Tech Corporation
Khan of Spam
 
Posts: 63998
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Sat Oct 14, 2017 9:00 am

ApplePieistan wrote:
Harkback Union wrote:
All right, fine, I'll alter the hedgehog tactics.

Yippee! Thanks G-Tech! For this, you get to live in peace.


I was planning to take a spear too anyway :P
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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