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JFSOCC

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Everything posted by JFSOCC

  1. I think trashman meant to say it's hypothetically possible. Not that it is practical or likely. Unless I'm mistaken...
  2. Indulging Nikolokolus, a weapon with some nasty side effects, the more powerful it gets. Pain. Pain is a copper/copper-green dagger with an elegant swirling line design for the hilt, and a simple piece of clean folded steel for the blade Pain thrives on pain. It causes pain to both wielder and target. Half the damage done to its target is also suffered by the wielder (making this an excellent weapon for monks) For every 10 damage it does or its wielder suffers, it gains +1 damage for the next 30 seconds. (so for example doing 300 damage to an enemy would give it +45 damage, 30 for the 300 to the enemy, and 15 for the 150 damage you suffer) There's also a 10% chance that the pain it causes, causes the wielder to cramp up the grip on the dagger and stresses the arm that wields it, when this happens the attack fails and the wielder suffers half the damage Pain would have caused. When Pain's wielder becomes 'badly injured' Pain thrives on the exquisite pain and becomes 30% more effective. Every hit now has an 8% chance of knocking the wielder out cold.
  3. Are you still using a 500mb hd from 1995? Have you tried using a bootdisk? I don't know about you, but the most I had in 1995 was a 386 with a 64mb HD I had put in myself. My next computer was a pentium 1 (300mhz!) with an HD of 300mb. But yeah, out of space saves? really? That has only ever happened to me with Thief 3 and Knights of the Old Republic II, both of which had 20mb saves, and I "Save often and in different slots"
  4. I would like keybindings for selection presets. If I've got a team of two tanks, two support and two Dps (to follow the boring cliché) it would be nice if I can select my tanking characters, press ctrl+1, then select my support, press ctrl+2, and then select the dps members and pres ctrl+3 that way whenever I get into combat, I can press 1, 2, 3, whenever I need a select group of my party. It's just for convenience, because obviously you have the pause function. But I've found this to be a very useful feature in the games which have this (often RTS games)
  5. There are random number generators linked to atomic decay or background radiation in our atmosphere. Though that would probably require an always on-internet connection.
  6. Is that the full manifesto, or the edited copy? I saw a couple of bits about how they'd edited out chunks of his pro-obama, anti-nra rhetoric or some such... http://armedpatriots.com/phpBB3/viewtopic.php?f=2&t=44&p=81#p81 Holy ****, I read it end to end. That's some righteous anger. If it were an RPG, this man would pick the paladin class no doubt about it. I believe his sincerity and the things he describes are certainly vile and unjust. And yeah it would make one hell of a movie. But how would you cast him? As D-fens in falling down? As an anti-hero? or as a bad guy.
  7. Mirana, the wellspring. Mirana is the goddess of siblings, river fishermen, flowing fresh water, and all that which dwells in it or near it. Her symbols include freshwater fish, and fountains. Three thousand years ago, when the world was still wild, During a great drought a fae girl drowned in a well filled with briny stale water. Her sister cried but refused to cry any salty tears. Torrents of water sprang from the earth where she stood. From her flow all the rivers in the world. Mirana's tears cleanse the land the way our tears cleanse our souls. That's the story anyhow. Whatever the truth of it, Mirana can be called ancient. She's a popular folk goddess and there are plenty of temples in her honour. In desert lands where they worship a goddess with a strikingly similar story named Sfet. There is one temple there to celebrate the single large river found in these lands. A beautiful place filled with fountains and a garden with impressive irrigation. Water seems to bubble up from underground and then spiral down through canals throughout the gardens. Small shrines to her can be found near the waterside. A little creek might have a farmer decorate a stone near it. A fisherman may donate a fish from his catch to her altar in the hopes she keeps providing him with fresh fish to catch. On her nameday, it is custom to swim in whatever creek, brook, or river is nearby and have a waterfight with water. The water festival celebrates the coming of spring. In cities or places without rivers, Mirana's festival is celebrated by drawing water from a fountain and having a waterfight. In the desert lands a more severe ceremony involves drowning a sacrificial lamb from a litter of two sisters. The other lamb then has its eyes cut out. Flowing fountains have her crying face engraved on them, or scenes from the myth of Mirana. Mirana doesn't walk the earth, but in some times, nearing the end of a drought, in still pools, the face of a fae girl can be seen. Mirana's sister. Mirana also occasionally answers prayers. But never from anyone who has eaten anything flavoured with salt since the last Mirana's festival She's considered an enemy of sea gods and sun gods for obvious reasons.
  8. Blackoutbeast. People have been going missing on the road to Big Big City 1. There are tales of people who walk into town, no idea where they are or how the got there. It is assumed some monstrosity roams the land near the road to Big Big city 1. And brave or mercenary as you are, you've taken up the task of dealing with it. You've finally encountered the beast, you've been tracking it down. It's been bothering the neighbourhood and it's time to kick the nuisance out. You position your team. There it is, time for pain. The party mage begins to chant, the rogue has steadily been sneaking up on it from behind ----- Your party is in another part of the forest, there are trolls EVERYWHERE. What is happening!? Your party knuckles down and defeats the trolls. Lost your mage though. That's a tough loss. Without his arcane protection he fell pretty quickly. Wait... didn't I catch him prepare his defence? I did. You fought the big fuzzy looking beast, and then we were fighting trolls. How did that happen? The Blackoutbeast causes the party to be dazed, wonder off during the confusion, after a while, the confusion ends, but the party can't make new memory for minutes to hours. When the party finally comes out of it, all time since you've encountered the beast is gone from memory, and you found yourself in a situation you had no idea how you got into. But your party doesn't know that, the player only sees a fade to black and then a fade into being surrounded by hostiles with no time to plan. The Blackoutbeast can't be fought directly. Recommended is use of ranged weapons (long range), traps, summoned non-animal creatures, constructs (IE golems) and mindless things which will be able to come near the blackoutbeast without being affected. A party set on defeating the beast will find itself "teleported" again and again until they change their tactics to avoid direct confrontation. If the team keeps failing to change their tactics, situations will get progressively worse. eventually they will wake up simply with team members missing, and that will likely be the last of it. (or you may quest to find them or their corpse. Perhaps if it comes to this solving that quest will give players enough exposition dialogue to inform them how to tackle the monster) The Blackoutbeast is a fairly straightforward enemy when it comes to combat, and you would encounter it fairly early in the game.
  9. Silent night. It's late at night, crickets are filling the sky with noise. It was a tough day, your party was waylaid by an ambush, you've been injured. But all is okay now. Bandaged up, you could use some sleep. Your friend is slowly sharpening her blade, but eventually she loses interest. The campfire is down to its last embers. Conversation has petered out. You're about to drift off to sleep. It's getting quieter. the last ember sputters and fades There's no noise. SHHTLUCK! You feel a cold visceral pain and you are impaled by a hard to see arm. You want to call out but you find no noise is coming. Before your team is up to fight, you've taken several blows to the gut. You should have listened. You should have listened for the silence. Silent night is a creature that walks in overwhelmingly loud silence. Everything near it is muted, colour, light, sound and sensation. Silent night is ever shrouded in darkness. The only way to see it coming is to notice the absence of these things. Silent night only attacks at night, only parties with badly injured members, and usually retreats back into the darkness as soon as it's confronted. Meaning it sneaks up on your weakest member, strikes it for damage, and then withdraws. You'll be lucky to spot it. It will intermittently during the night keep up its attack. While no shape can be detected, it IS a physical being and will fall for traps, area damage, and, if you're fast and lucky enough, glancing blows. It's not got particularly much hitpoints, but since it hardly ever gives you a fair fight, it can cause real dread. Going through a forest with a weakened party member becomes a race for dawn, or succour. Alarms don't work well because they often rely on sound or sight. Should the party be able to corner a Silent Night, and kill it. the fine rag dust it leaves behind is the perfect fabric for a cloak of night.
  10. Hocard Goddess of forgotten knowledge. Associated with secrets, book-burning, information-trade, and history. It is said she knows all that is forgotten, and that is a lot. Not all of it is terribly useful to her, where you left your glasses? (you dropped them in the well) Who was the last person to practise the game of tiln? (Mon botsdottir) When was the first time you masturbated? (no) But... it is a lot. Where is the lost tomb of the last of the rich Lion Kings (Disneyland) What ever happened to the famous warrior Borg Dragonsong (fell of his horse and broke his neck in some forgotten place... yes, his sword is still as sharp as ever) Who did the Sky-watchers chronicle as their saviour. The most forgetful are believed to have displeased her, with her taking knowledge from them as punishment. Both friend and foe to Archaeologists, Tomb-raiders, researchers of any kind, Hocard hoards knowledge like a dragon hoards treasure. And then doles it out only when it serves her purpose, which includes the power of her following. Hocard does not manifest on earth, but she does communicate. There are many temples dedicated to her, knowledge is power and her clergy is powerful, holding office in some places, consulting kings. Temples are lavish and most libraries have at least a shrine to Hocard, it's owners hoping it's enough to prevent their hoarded knowledge from getting lost. The highest ranks of the Order of the new Sky-Watchers, a part of the Church of Hocard, practise divination. They offer up knowledge to Hocard in a ritual which causes them to forget forever whatever it was they offered up. And Hocard offers up something of equal or lesser value. Those seeking the long lost sword of Borg Dragonsong are not likely going to be able to offer a greater secret, so asking too big questions is pointless. But promise to build her a temple, and give up some of your most valuable secrets, and she might offer you a personal secret of one of your foes, or something else which might help you gain position or power. The priesthood of hoccard offers a ritual to the traumatised and grieved which causes them to forget all that which causes their misery. It's debatable whether this is a gift as it more often than not leaves them drooling idiots. But, there is no better cure for heart-ache than forgetting the loss of the love of your life. No easier way to forget how you were horribly raped as a child, no other way to forget the horrors of war, the atrocities you committed. So many still seek the forgetting. And Hocard's knowledge ever grows. While power brings fantastic PR, she's not known to care particularly much about anyone's motives, knowledge is power, quid pro quo. She deals with crooks and the righteous as suits her pleasure. Hoccard is depicted as a beautiful woman's face on a sea of stars.
  11. And when it rears its ugly head just when you need it most, unexpectedly, I can see some ragequits
  12. Madness Assassin. A Madness Assassin is a rare and powerful creature, created and controlled by a cabal of powerful wizards. Rarely used but devastatingly effective. The madness assassin is an invisible creature. Its presence is often only known for the carnage it leaves behind. The madness assassin is released somewhere within twenty miles of its target. It seeks out not his target, but anyone who knows the target, using his mental abilities he trawls the crowds of the city until he finds someone who knows the target. Then it trails that person until he or she is isolated. it presses it's invisible claws on both sides of the victim's head, and attacks the mind. The victim must pass a will save or be overwhelmed. If the victim succeeds the will save, which is practically unheard of, the Madness assassin crushes the victims head. If the victim fails the will-save, the Madness Assassin plants a powerful suggestion in the mind of the victim. Then it fades back into the crowd, looking for the next person who knows the target. When a victim of the Madness Assassin sees their target, they try to get in range, after which the victim breaks out in an overwhelming rage, trying to kill the target with whatever is the most direct means possible. When the target is dead the victim keeps on fighting everyone nearby. If no-one else is nearby, they commit suicide. The Madness Assassin has a mental link with each victim, which is activated when a victim goes into a rage. So the Madness Assassin knows how the victim fares. As long as the target remains alive, as long as there are people alive who know the target, the hunt never ends. Actually, failing to find anyone who knows the target means the Madness Assassin victimises random people to increase the odds for random encounters. Upon successful completion of the assassination, the Cabal must act quickly to overpower the Madness Assassin and return it to its cage. The Madness Assassin on the loose will continue to plant suggestions in victims heads as long as it's free to do so, and will randomly select a new target as suits its pleasure, relishing the most difficult targets most. ---- It's exceptionally unlikely that the party will encounter the Madness Assassin randomly, because it hunts solitary prey, because it's invisible, and because it's intelligent enough to avoid pursuit. More likely the player will encounter the handiwork of the Madness Assassin, random strangers or good friends suddenly attacking others, or the party. A target who has asked the party for protection against a string of assassination attempts from people he or she considered friends. The palace guard, who managed to overpower an irate victim before she could commit suicide, hoping the party cipher can root out the beast using the mental link that's been activated. Perhaps the Cabal has lost control of their assassin and reluctantly call in aid from their shady contacts in order to deal with the embarrassment. ---- When cornered by superior force, the Madness Assassin will attempt to flee. If it manages to flee the party can expect a slew of random attacks from unexpected people. If cornered, the Madness Assassin will attempt to split up the party and take over the mind of the member with the lowest mental resistance. It's claws deal crushing damage and daze the party-members. it has a slew of mental attacks intended to cause confusion, sleep or stun so it can slip away. It tries to avoid direct combat at all costs, but can easily defeat an unprepared party. The Madness Assassin would be a late game monster.
  13. Gax Patron of the unwanted. The vile; The Conservationist. Everything needs a god and Gax wanted broad support. Things seemed to work out. Whatever is unwanted is loved by Gax, from lepers and social outcasts, to disease, ageing, the loss of hair. Early arrival of the taxman, war. If war is wanted, then Gax has no influence over it. For those whose life is going well, Gax is a vile malefactor. Cursed by many for everyday troubles, Gax is the saviour and protector of the many unloved creatures of this world, whether it's the vermin, social rejects, the ugly, the beggars, the tyrants, the diseased. Gax is an inclusive god. He's not picky. Nor does he favour evil over good. The nicest person in the world could be most unwanted because of some cultural bias making him a pariah. Gax judges the most judgemental, and punishes them severely with whatever they want the least. The most tolerant have little to fear from Gax. Followers of Gax have to live in fear of persecution, which is why their places of worship are hidden. They teach those who would listen to take their lumps, the be tolerant of others, and to make the most of life despite its hardships. This message has trouble getting out since they worship a god associated with many evils. Gax's cult is growing, however, as those who find themselves excluded by the world are given succour by the priesthood of Gax. And during these hard times there is always some poor soul down on his luck. Gax is publicly depicted as being defeated by some god or another, depicted as vile and ugly, with boils and decay around him. But the followers of Gax depict him as a kindly old man, a holding the door to his home open. An open door is the symbol of his priesthood as well. Gax walks the world occasionally, found during times when resentment is greatest (tyranny, apartheid, war, political manoeuvring) so it is not strange that most can't see past the association with evil. When he does walk the earth, he judges everyone he meets. The most inclusive (not the nicest, or best) people are given freedom from disease until they die. The most resentful (not most rude, unpleasant or worst) he slays. Anywhere in between, he confronts with whatever they avoid the most.
  14. Ramnit's Modular slime. ---- Modular slime is a hive mind of collective slime creatures surviving in the sewers beneath a wizard's laboratory. Whether or not it's one creature or several is difficult to say. The slime mould flows freely up and down walls, ceilings, and the floor, using differences in its surface tension to propel itself. Each mould is slightly caustic causing acid damage to armour and skin upon contact. Each mould can send down a spike of it's material into the flesh of their prey, usually vermin, although this requires quite a bit of effort on the slime's part, which means it charges slowly. (but strikes fast when it does) whatever doesn't get away gets digested and grows the mould. When the mould is big enough, it splits. Each slime's senses are connected with all other nearby slime, so if one is in peril, they tend to swarm the attacker. And this is where it becomes interesting. Modular slime each can attack individually, but when their health drops to half of their normal health, they flee and join the nearest mould. Merging and adding it's remaining health to the other mould. This survival technique allows the slime mould to tackle ever bigger prey, to survive as long as there is another slime mould alive nearby. Because of this, their number/it's size have/has been growing steadily. Something needs to be done before it/they spread outside of the sewers into the world. There's no stopping them when they become too numerous. If not all slime-moulds are killed, they inevitably resurge. Modular slime, because of it's shapeless nature, can move through cracks, locks (albeit slowly), grates, tubes... any hole connected to a surface. There might be one coming out of your toilet right now... ---- Players are likely to either encounter the modular slime during free exploration of the sewers, at first seeing the moulds as a small nuisance not to worry about, but as the concentration of the slime grows, they become ever harder to defeat. The closer the party gets to Ramnit's underground laboratory, the greater concentrations of slime the party encounters. The other way players encounter the mould is if they are either asked to find out by Ramnit to clean up his underground laboratory, or by the local druid who has been noticing ever less vermin around. Maybe someone lost their pet. The best way to deal with the mould collective is using area damage, fire and freezing. Killing isolated individuals might be easier, but it's slow going, and good luck isolating them. The dead slime material might be interesting for alchemists.
  15. then why don't you write that monster?
  16. I believe most people agree that without the rogue it might be harder and riskier, but it shouldn't be impossible. Not having a rogue would limit the ease, of opening closed doors and chest, to the point that it makes sense of having a rogue, but not game breaking if you don't. So you might not pass without notice when you investigate the don's mansion, since you left a door of its hinges, and the don WILL know you've been around to investigate him, but at least you could get in to do so. However, if you had a rogue, you could have avoided informing the don of your presense.
  17. I was actually thinking of it as a quest hook. People acting weird, stories of strange creatures walking the streets in the bad parts of town, etc. It would affect others more than the party. The party would have to find a way to draw it out and kill it.
  18. Ancient computers and an old version of internet explorer. I'm surprised it lasted as long as it did before crashing.

  19. Anient ompters and an old version if internet explorer. I'm surprised it lasted so long before crashing

  20. What about infectiousness? Can disease spread, if so, how fast?
  21. patent trolling is a growing trend, eventually the problem will grow large enough measures will be taken
  22. Armoë Saviour of beggars. Armoë has a basement, somewhere in a big big city. It is in a decrepit building in the slums. It's partially burned out. In the basement, some thirty beggars are sitting in the cramped quarters. They are grateful. For Armoë has chosen them to spend the night with her tonight. They will eat, they will not die of exposure that night, and their aches will be gone, for the night at least. And when they leave they kiss the statuette of her. Oh this is no cult of personality. Armoë is a very real deity. Every night, she picks between three and twenty-seven beggars, always a plural of three, often those in the worst condition, though never the same beggar twice in a row. She doesn't guide them to her basement. They turn a corner and find themselves on her doorstep. And no-one can find the entrance any other way. The very next morning, they awake on the street, in a doorway, on a roof, wherever they had been going to sleep that night. Still sated, but nothing more. life goes on. The Beggars don't share Armoë with anyone outside of their group. Why would they draw attention? But occasionally if you listen well, you can hear one sobbing regret for having had his third. There's never a fourth time. Rumour is that Armoë's power is growing. That the basement seems bigger some nights. That whenever someone has had his third, they find three coins in their pocket. Small things, for now. Figurines of her have shown up, carved by one of the desperate souls. A woman hugging a beast. Food at her feet. Not all stories about her are good, the Ragman is associated with her, but the Ragman never bothers a beggar, so why would they care?
  23. In keeping with the design a god thread, and the creatures in project eternity thread. I present the Design a monster thread. I'll start: ----- The Ragman Ever wondered "Why does no-one do something to help those poor souls?" When the beggars come calling. I mean, not you, obviously, you'd love to help. Sometimes you even donate. But why isn't anything really done? The Ragman is why. Help the ragman and he'll take your place. And you become the Ragman. A shambling ragged creature, he looks like a pitiful man, down on his luck, shaking with a small cup. He's a true picture of sadness, engineered to play the heartstrings of those bleeding hearts. The weak. He seems just sad. quiet and sometimes mumbling. You never actually listen, you give him a coin and then leave. Big mistake. The moment you put something in his cup, he will latch on to you, first your arm, then something hooks your legs, and before you know it more limbs, nay tentacles are grabbing on. His raggedy cloak envelops you, you feel yourself squeezed into it. gasping, the clothes fit you now, but they are ever so tight. You can hardly breathe, only maybe made the sounds of a soft mumble. the constricting grip of the clothes make you shake, shake the cup in your hand... And as you get up from your prone position, you see yourself, walking off... The Ragman has stolen your body. You are The Ragman now. But there is one hope... Maybe if someone puts a coin in your cup... Maybe. Thriving in the back-alleys in the poorest sections of big cities, no-one has ever done much about the issue. I mean, there are stories, sure, but they are to prevent the kids from going to those places. The Ragman preys on the weak, he will not attack groups but a single member, provided he's isolated enough (or seems that way), may find him or herself targeted by the constricting tentacle-monster. More likely, the player will encounter the rag-man preying on someone else, if the player is observant enough.
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