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    1. DancingEagle 9 yrs ago

Status

Recent Statuses

8 yrs ago
Current See you Space Cowboy.
2 likes
8 yrs ago
In other news, a solider missed a 97% shot and now he's dead. Never change, XCOM 2
4 likes
8 yrs ago
Quick interest check: Combat-focused action RP in Steampunk world where PCs are airship pirates.
8 likes
8 yrs ago
Also started replaying Dishonored for the first time since 2012-3. Still love the world and atheistic. Stealth route is not as satisfying but more fulfilling.
3 likes
8 yrs ago
I started playing through XCOM 2 for the first time since Feb. There's a lot of BS still going on, but it's addictive as ever.
1 like

Bio

Indie Game Dev Sometimes | Graphic Designer | Video Editor & After Effects Person | IRL Dungeon Master | Does Stuff for halalit.tv

Most Recent Posts

@Varicke

Fatherland is caught by surprise by the sound of glass shattering. Scouting for the source, she finds the remains of a vase, but no perpetrator yo be found. "I feel like I scared someone." Fatherland deduces, shaking her finger. "Whoever you are, I said I was sorry. This was meant to be cool, not... awkward. I'll even pay for the vase if you were offended."





Premise


In an alternate 1842, steam power is ubiquitous. The industrial revolution is bigger than anyone could have anticipated; it has inspired many innovations and inventions, and now nearly every aspect of life is powered by steam: from trains and ships to weaponry.
Two siblings, the brothers Galvani - Carl and Antonio - are no strangers to a life of nobility. Their father, Luigi, is one of the most influential and wealthiest men in England, an Italian immigrant who began a new life on the island where the sun never sets.
For a while, all was good.
That is, until the brothers woke up one morning, got dressed, and found their father assassinated. One sibling blamed another, and the debate turned into a feud, that turned into a conflict, that is soon about to turn to a war. Each secretly began gathering up men and mercenaries for an all out war, and the citizens of Darkburn are worried. They are located exactly between the two camps, and there is no doubt that it will be destroyed if nothing is done. A deadline has been set for war: 3 days.

Her Majesty's government, in an attempt to stop the war and protect its citizens, decided to send diplomats to resolve the conflict. The British Government urges the diplomats to resolve the situation peacefully, as they fear inappropriate care would lead to a civil war. These mediators have 72 hours to figure out a solution and face the consequences of their actions. Will they be able to restore peace?






Play



  • Time. Generally speaking, talking is a free action that takes little to no time off the clock. Traveling to different locations, taking complex steps, sleeping, etc., does take time. Therefore it is HIGHLY RECOMMENDED that the mediators fabricate a plan and think before they act.
  • Roles. The players are, at least at the start of the game, perceived as politically neutral, and therefore will not be chased after or killed on sight. They are equipped with steam-powered rifles for self-protection yet they are not soldiers, and combat should be seen as a last resort. Their actions will undoubtedly shape the socio-political landscape, and vindication is difficult, especially at this short time frame.






In Mahz's Dev Journal 8 yrs ago Forum: News
Aaaaand the bots are back.
Welcome to the Guild, @iBlxnd, it's always great to see new players! If you have any questions, we'd love to answer them!
Name: Sapphire Cyan The First
Age: 21
Sex: Female
Class: Knight
Race: Human
Weapon: Charles V sword
Armor: none only a white cape

Strength: 9
Dexterity: 16
Constitution: 17
Intelligence: 16
Wisdom: 14
Charisma: 14
Alignment: Lawful Good

Description: A girl with blonde hair bright as the sun, Blue Eyes like Blue Sapphire and skin white as snow, wears a blue dress with a white cape and a belt, A bit of a smart aleck and a bit bossy but she is still kind, She is a brave knight to help everyone in need, even if she is a runaway princess.


Approved, feel free to join the opening song.

Inspired by the social deduction game Two Rooms and a Boom and the Zero Escape series. Blurs the line between Arena and Free RP, and may fail horribly.

Premise

  • A large group of people are trapped in a lavish house. Approximately 1/3 of them are randomly given the role of Conspirators, and the rest are Innocuous.
  • Every single person is given a revolver, but each has only has one bullet in the chamber.
  • The Conspirators know who their teammates are, but the other players do not.
  • The players are given 72 REAL TIME hours to resolve the situation. When the clock hits zero, every single Conspirator violently explodes, killing everyone in the house.
  • If the Innocuous manage to kill every single Conspirator, they win and they're let out. Even if one Conspirator is left standing at the end of the game, everyone dies.
  • If the Conspirators - any number of them - explode at the end of the game, or if the Innocuous are completely wiped out, they win.
  • One player is also given the role of Anarchist, who retroactively chooses their affiliation after they die OR when the timer hits zero (but before the final result is revealed).


Areas

  • Living Room
  • Kitchen
  • Library
  • Bathroom
  • Dining Hall


Other Rules

  • You are allowed to use PMs to whisper to each other, but you must also inform everyone on IC that you are whispering to a person.
  • Assuming you're in the same room as someone, you have bullets left, and you can see them - you can shoot them, after which they die instantly. Unless they have prepped some sort of plan, carrying some kind of shield or has done anything that can save them from a bullet, they are dead. Melee fights are more variable.
  • If you're dead, do not expose your role until the end.
  • You are regular humans. You cannot dodge bullets. You cannot dodge death. Godmodding is absolutely off-limits.


The game is expected to take place over the weekend (Friday, Saturday and Sunday), and roles will be randomly given out right at the start of the game over PM.


@POOHEAD189 looks preoccupied. Perhaps he's had enough of Fatherland's bullshit. "I'm always here if you need someone to talk to!" she greets him with a temporary goodbye and waves. On her way, she notices @Alisdragon911 looking peculiarly at her hands. "Hey there! I, uh, I'd like to apologize again for my introduction, it was really out of place. At least... the finale was. How are you doing these days?" Fatherland asks with great curiosity, raises her glass and takes another sip from her Whiskey.
This is from a Roll20 campaign I GM'd with some internet buddies.

PCs get on helicopter.
Neo-Samurai attempts to commit sepiku because the PCs are betraying their organization.
Pilot NPC is deskplaming.
Crazy PC screams "YOUR WAIFU IS SHIT" at Neo-Samurai.
Pilot NPC gets pissed off and flies without him.
"Don't Stop Me Now" starts playing on the heli's loudspeakers.
Neo-samurai is left behind.
Neo-samurai desperately tries to cling to the helicopter.
Everyone on heli dances.
Cue laughter on voice chat.

I make very silly campaigns.
If it's Casual-level, consider me in.


It is, yes. Considering it's going to be pretty short by definition, I don't see why it should be at a higher level than casual.
An innocent town is placed at the forefront of a bitter conflict between brothers. In less than 3 days, the siblings will go into war, and the town will be destroyed. Are you able to stop the war, or, at least, come up with the best result by the deadline?


Plot


In an alternate 1842, steam power rules the globe. The industrial revolution has inspired many innovations and inventions, and now nearly every aspect of life is powered by steam: from trains and ships to weaponry.
Two siblings, the brothers Galvani, are no strangers to a life of nobility. Their father, Luigi, is one of the most influential and wealthiest men in England, an Italian immigrant that began a new life on the island where the sun never sets.
For a while, all was good.
That is, until the brothers woke up one morning, got dressed, and found their father assassinated. One sibling blamed another, and the debate turned into a feud, that turned into a conflict, that is soon about to turn to a war. Each secretly began gathering up men and mercenaries for an all out war, and the citizens of Darkburn are worried. They are located exactly between the two camps, and there is no doubt that it will be destroyed if nothing is done. A deadline has been set for war: 3 days.

The British government, in an attempt to stop the war and protect its citizens, decided to send diplomats to resolve the conflict. These mediators have 72 hours to figure out a solution and face the consequences of their actions. Will they be able to restore peace?

Play


The players will act as mediators. All parties see them as politically neutral at first and will not attack. Their role is to try and stop the conflict, or at least wind up with the best outcome for everybody. While combat is a possibility, it should not be perused. Every action will undoubtedly take time, and with less than 100 hours, the players must think through their actions carefully.
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