Avatar of Alamantus
  • Last Seen: 7 mos ago
  • Joined: 11 yrs ago
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    1. Alamantus 11 yrs ago
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Status

Recent Statuses

5 yrs ago
Current So I've learned that I have low-level adult ADHD, and that's helped me understand a little bit why I can never seem to stick with an adventure for longer than a month at a time.
7 likes
6 yrs ago
I've started the process of writing an adventure book for my most ambitious GUTS+ campaign, and hoo boy, it's exhausting.
6 yrs ago
1 month later...
1 like
7 yrs ago
I'm attempting to make some one-page adventures for my GUTS+ system. We'll see how that goes!
1 like
7 yrs ago
I'm not a spambot, I'm just excited about my hard work on my app and I want people to not use spreadsheets to make conlangs anymore because that sucks!
3 likes

Bio

A web developer who makes apps for extremely niche interests. If you happen to find the username "Alamantus" anywhere else on the internet, it's pretty likely that you've found me, so say hello! :D Just be sure to say where you're from and how I know you when you do or else I'll have to ask. :P
Random Details:
  • US Mountain Time Timezone
  • Male
  • Married
  • Dog owner

Current RPs:

Closed:
  • None

Available:
Dead:
Things I've Done/Made:

Most Recent Posts

*Copied from [this post](http://alamantus.com/post/101965614968/evelynatthecircus-lauraharrisbooks-beyond) on my gamedev blog.* ### 150 (to 300) Jobs for Fantasy Characters (That aren’t “knight” or “peasant”) Academic/Professor (e.g. history, science, economics, magic) Adventurer/Explorer Adviser (e.g. royal, military) Alchemist Animal Trainer (e.g. dogs, falcons, horses) Animal Breeder Apothecary Archer Armourer Assassin Badger (food seller) Baker Barber Bard/Minstrel Barkeeper Beekeeper Beggar Blacksmith Bladesmith Bodyguard Bookbinder Bounty Hunter Brewer Builder Burglar Butcher Butler Candlemaker Caretaker Carpenter Chariot Racer/Charioteer Cheesemaker City Guard Coachman/Carriage Driver Cobbler (makes shoes) Cocker (looks after your fighting cocks) Cook Cooper (makes barrels, buckets, etc.) Customs Officer Cutler (knife maker) Dentist Detective Diplomat Docker/Dockman (helps with boats at docks) Doctor Doorman Dressmaker Dyer Executioner Factor (looks after business for an employer in another city) Falconer (looks after your falcons) Farmer Farrier (makes horse shoes) Ferryman Fisherman Fletcher (makes arrows) Florist Foot Soldier Fowler (supplies game birds for eating) Furrier (fur seller/trader) Gardener Gatekeeper Gladiator/Arena Fighter Goldsmith Grave Digger Hatter Healer Housewife Hunter Interpreter Inventor (e.g. spells, potions, weapons, science) Jester/Fool Jeweler Judge Juggler Lamplighter Locksmith Logger/Lumberjack (cuts and transports trees) Maid Mapmaker Master of Ceremonies Merchant (e.g. cloth, jewels, food, building materials) Messenger/Runner Midwife Miner Moneylender/Banker Mortician Mudlark/Scavenger Mugger Musician (e.g. military, entertainer) Necromancer Nightsoil Collector (waste collector/transporter) Nun/Monk Nurse Nursemaid/Wet Nurse Ostler/Hostler (looks after your horses at an inn) Page/Squire Painter Papermaker Peddler Pickpocket Pirate Plowman Potioneer/Potionmaker Potter Priest/Chaplain Prisoner (hard labour) Prophet Prostitute Ropemaker Runemaster/Runecarver (carves intricate runes and symbols into stone) Saddler Sailor Scribe/Amanuensis/Transcriber/Secretary Sculptor Servant (e.g. laundry, kitchen, cleaner) Shaman Shipwright (builds ships) Shop Assistant Shop Owner Silversmith Slave Slave Trader Smuggler Soldier Spy Stable Hand Stonemason (works with and provides stone) Student Surgeon Sweet Maker Tailor Tanner (makes leather) Thatcher (makes thatched roofs) Thief Tiler Tiller (tills fields) Tinker (small trader who repairs stuff) Town Crier/Bellman (makes public pronouncements in streets) Toymaker Trader Trapper (traps animals) Tutor Undertaker Warrener (catches rabbits on your land for you to eat) Watcher (mans watchtowers) Weapons Instructor Weaver (e.g. fabric, rugs, baskets) Wheelwright (makes wooden wheels) Winemaker Witch/Wizard PLUS: Apprentice to any of the above *(though some like Servant or Mugger wouldn’t really make sense)*
Character & Race Details from Areapolis:
Character
Name: Zeetah Race: Ampharian Gender: Androgynous Age: 15 Description:
Zeetah is a young Ampharian acrobat originating from the Froggila tribe who lives in a forgotten covered alleyway near a cracked canal wall that constantly leaks, providing a nice, comfortable, moist (if moldy) environment. He dresses as a human male, has light green skin with blue-and-black tree frog-like stripes on his back, long legs with large webbed feet, and big, bulging, red-orange eyes. Zeetah has lived in Areapolis his entire life, but was kidnapped when he was very young, before he had learned the culture of the Froggila tribe. His kidnappers, a foreign circus who had never seen Ampharians before and did not know how common they were in the city, dressed him as a human boy and trained him as an acrobat in another part of the expansive city. Every day, Zeetah longed to return to his parents, and one day, during a particularly busy day at the circus, he sneaked away, hidden in a small crowd of other Froggila. He searched for his parents by asking the Froggila until he learned that they had gone far away to search for him, assuming his kidnappers had taken him to some faraway country. When Zeetah realized that he could never fit in with the Froggila community, he left to live on his own, using his acrobatics to earn a living performing and stealing when there was no audience.
Race
Name: Ampharian Description:
A race of amphibian-like people with appearances ranging from that of frogs to salamanders. Because of their slimy skin and their need to remain moist, they dwell in the sewers, canals, and rivers of Areapolis and are generally rejected by the other residents of the city. The majority of Ampharians have long, webbed fingers and toes, broad mouths, and various shades of green skin, though some (the salamander-like) have primarily black skin with bright accents of various colors. Biologically, Ampharians are androgynous, each one producing both eggs and fertilization, though they can only fertilize eggs of a different DNA makeup. Due to this androgynous nature, Ampharians are encouraged to consistently dress and act in a way that fits in with neighboring races, whether it is stereotypical male/female attire or something inbetween does not matter, as long as these races can comfortably identify what gender they intend to portray. The Ampharians need to study their neighboring communities to learn what their personal favorite style of dress would be and what gender that style fits into for that community. This has led to problems and confusion in the past, especially since within each tribe there is no gender-based dress, most members choosing only to dress for the weather and many members choosing instead to remain unclothed while in their homes. The Ampharian race is split among several tribes based upon appearance, separated based on what amphibian they most resemble (eg. frog, toad, salamander, etc.). In general, the Ampharians are a highly curious and carefree race, but they tend to be uneasy when interacting with other tribes because it seems the problem of prejudice based on appearance is not only a human problem. In spite of this artificial separation, the Ampharian are all one race and are biologically all the same.
Organization
Name: The Froggila Tribe Description:
The tribe of Ampharians with the appearance of frogs. The most outgoing of the Ampharian tribes, the Froggila tribe spends most of their time in marketplaces, returning to the canals and rivers infrequently to restore their moistness. In spite of their outgoingness toward other races, they are deeply prejudiced of Ampharians from other tribes and will rarely interact with or even trust them, and they are frequently seen going far out of their way to avoid non-Friggila Ampharians. The Froggila prefer the pronoun "xe/xer" but are mostly tolerant of "he/him", as they are frequently called by other races.
Alright, this is just going to be where I dump my initial character sheets so I can remember what characters I've played in the past!
Alright, so I have decided to move this post YET AGAIN to the Articles & Guides forum. Go check out the handbook over there and learn how to play: http://www.roleplayerguild.com/topics/75957/posts/ooc
Henna's glass showed the whole city from the north as though she was hovering far off the ground, the streets pulsing with life and streams of smoke lazily drifting from chimneys around the city, when suddenly her eyes were drawn to a green flash on the side of a building. The glass's view swooped in to give her a better look: A small Ampharian, apparently from the Froggila tribe, was scaling the wall of a tower near where the river ran through the the center of the city, hands and feet alternating sticking to the stone bricks as he swung himself up the side in a continuous, impossible backflip of sorts. He continued up the building like this until he reached an open window, into which he cleanly and silently swung feet-first. As the glass swooped to follow the frog, it was clear to see steam wafting out the window. Sure enough, this room was a kitchen. The view turned to show the frog tiptoeing to a counter lined with mince pies, looking around cautiously with each step. Just as he was reaching out to grab one of the pies, a cook screamed into the room, yelling "Stop! Thief!" and picking up a large knife, flailing wildly. The frog quickly grabbed a pie and thrust it whole into his huge mouth and dove out the window and into the river below. Just then, another cook, the head chef by the looks of things, ran into the room to see what was happening. "Ampharian?" he asked the other distraught cook, who nodded. "It's ok. That's just Zeetah. He only takes what he needs, and he only shows up once in a while. Don't worry about him." The first cook groaned loudly, to which the head chef replied, "It's ok, let's just make another one."
Thanks! It's really only a tabletop roleplay in that you need some dice. :P But thank you so much! I hope to see you around! :)
I'm a new RP-er. I've been yearning (nice word, huh?) for some roleplay stuff since I graduated out of my improv team in high school, so after searching (extremely lazily) for all these years for some kind of environment where I could do this (and even attempting and failing to create [my own version of this website with special rules](http://fun.alamantus.com/epicsnawesomes/showthread.php?tid=5) a few years ago without knowing this website existed), here I finally am! I've posted in one RP and have created an interest check for one of my own, and have sent out a topic in the Tabletop interest forum asking if anyone would be interested in "EnA-style" (see linked site above) games popping up on the RPGuild *(let me know if you're interested, too, because I'd love to try that playstyle again)*. So I'm jumping in with a splash. Like, not a cannonball splash, but a splash nonetheless. I hope to see you all around!
EDIT: [Moved Here](http://www.roleplayerguild.com/posts/2339836)
## Earthbound RP #### Initial game pitch *Let me know if this is too complicated or something and give some suggestions if you have better ideas! Also, I'm always open to answering questions to clear up any confusion!* ### Story Startere is a sleepy, all-American town situated in the middle of Nowhere. There are no paved roads in and out of the town, and there's just desert all around--temperate desert, but a wasteland all the same. Along the main road, there's the general store, mostly stocked with local woodwork from tables and chairs to toys though it sometimes has some factory-made things when a rare shipment comes in; there's the farm stalls once a week where everyone trades the fruits *(and vegetables and eggs and other farm things)* of their labor; and a bunch of other useful things like the tailor, a diner, and the big, elaborate Town Hall building. Most of the time, most people are found just milling around this main street, but they're always sure to get their work done. For the past couple of weeks, the residents of Startere have been complaining about loud noises and bright, colorful lights coming from the sky at night. A few people have stayed out at night to see what was causing it, but the sound was so loud and the lights were so bright that they couldn't actually see what was causing it. Rumors about aliens started going around, and a general unease settled on the town. But the mayor finally had enough. Just last night, he went out shooting blindly into the night with his shotgun when the lights showed up again, and after a few shots, the lights began to flicker and the noise shifted, closely followed by a fiery explosion out to the south of town. Now a small group is gearing up to go check out the crash site... ### Gameplay #### General This is just like any other RP except that there are battles. You can walk around and do what you like and manage your reactions and go where you please, but let the GM describe the locations and places you go. If you keep it within reason, you can decide to go somewhere completely different! Like if you're in a forest, you can "investigate the cave" even when it hasn't been pointed out/expected by the GM. We want to focus on world and character building while pushing the adventure forward. #### Fighting The battles are not random--just like in Earthbound/Mother you can see your enemies and decide if you want to fight or avoid them, though your chances of avoiding the enemies depends upon where you are (i.e. is it an open space with lots of room to walk around or a narrow hallway) and often upon the roll of a die (6-sided - the GM will decide what you need, typically 4 or higher). Each battle is turn-based, and the order of the turns depends on your character's Speed stat. When your turn comes, announce what you would like to do *first*, and then roll a 6-sided die (a digital die will be provided for all your die-rolling needs) and write your result. The higher your roll, the more successful your action, with a 6 being a SMAAAAAAAAASH for attacks or a highly effective healing PSI move. The opposite is true as well, with a 1 being anything from a miss to a backfire. Based on your roll, write your action's outcome. Be fair, ok? The GM(s) will roll for the enemies and will follow the same rules. To best emulate Earthbound's rolling HP counter, there will be no HP. Just be fair and know when you've died. If it's clear that a fatal blow has been dealt (and the GM should always say if it is), the GM(s) will probably announce your death the next time the enemy's turn comes around. Within that time, however, a healer can heal a party member with PSI or items and keep them from dying. There's no easy way to do this in this format, so just be fair, OK? The same goes for special attacks, particularly PSI attacks. There is no PSI amount to keep track of, but they must be used within reason. Let your character "run out" of PSI or energy once in a while. Don't just spam the same attack unless it actually seems reasonable. During battles, you can talk/do "free actions" out of turn, but don't do anything that influences the battle unless it's your turn. An exception is non-actively-fighting characters in the immediate vicinity. For example, once per turn, a character like that can, say, "throw a rock" or "tell <so and so> to be careful". If those characters intend to do damage or defend a player, they will need to follow the action rules above. #### Pockets (Inventory) Details to come, but a basic explanation is below. ### Characters Use the following template and allot 10 skill points to the stats of your choice. In addition to the stats listed below, you can also give your character *up to* 3 custom stats! It can be anything to help fill out your character. For instance, it can be "Cooking" or "Cow Tipping" or whatever. You will still need to distribute your skill points across them from the same pool of 10 points, so be careful! **Suggestion:** Let your stat distribution influence how you describe and act as your character. Interpret that suggestion as you please. You can also pick 3 special attacks/skills to use in (or outside of) battle. Let what you choose be influenced by your character's "Quality" (see below). Also, describe what your skills do. Be creative! Because there's no HP, just describe what it does (i.e. heals a party member a lot/heals all party members a little). **Note:** You don't need to have PSI attacks! You can just use general skills like "Focus" or "Wild Swing" if you want. **Name:** <example: Ness> **Quality:** <example: Determined> **Description:** <example: you don't need an example for this one> **Main Weapon/Fighting Style:** <example: sports equipment> **Skills:** <example: 1. PK Flash: Blinds the enemy with a bright light of PSI energy! 2. PK Fire: Burns enemies within a small area of effect. 3. PK Heal: Removes status effects from a party member.> **Stats:** <this is where you allocate your stat points! You'll earn more stat points for specific stats as you fight.> - Speed: 4 (influences your turn in a fight and how fast you can avoid things outside of battle) - Strength: 1 (influences how much damage your attacks do and how much you can lift outside of battle) - Guts: 2 (influences how many hits you can take and how long you can stay alive) - Wits: 3 (influences how perceptive you are (how much information you can gather from a certain situation), i.e. how an enemy is described so you can find a weak spot or if you can find a hidden trapdoor) - <custom stats here> **Pockets (10 items max):** <example: - Sandwich - Baseball Bat (equipped) - Baseball Cap (equipped) - Odd Key ### Rules 1. The players decide where to go and what to do, but the GM(s) handles the descriptions and explanations of what happens. 2. Don't worry too much about #1, because this is a Casual RP. The GM(s) will not be dictators about this, just be sure to discuss OOC before you do anything drastic. 3. Your characters will be confined to their own skills and skills directly related to who they are. For example, if your character's main weapon is, let's say, a frying pan, keep your skills related to that. 4. Don't cheat on your die rolls. That's just lame. 5. Be at least reasonable with what you decide to pick up. For example, you can pick up a pencil, but you can't pick up a motorcycle *(unless you're a crazy body builder or something)*. 6. Keep track of your stats and items! Off the top of my head, I'd recommend keeping your character sheet open in another tab and editing it to keep your inventory (pockets) and stats up-to-date. The GM(s) will keep track of your things based on that. ## Original Message: Hey guys, I've always loved Earthbound for SNES, and I've been playing the fan translation of Mother 3 for a few days now. I thought it could be a pretty fun kind of style to play an RP with because it's a lot of fairly ordinary things as enemies, allows for a lot of generic-yet-unique settings, and opens the door to some pretty crazy events! It would be easy to go somewhere with the story at any time because just about anything can happen at any time. This would be a turn-based battle style RPG focused on story and description, and I'm thinking of a sort of dice-based battle system where the result of your die roll influences your attack result. I'll write the rules for basic attacks, PSI/special attacks, and items and stuff, but it should be pretty simple and fair. :) We'll need a main party of heroes, but I can't see why any number of people couldn't jump in and play as "NPCs" (in quotes because technically they would be player-controlled...) any time we're not battling or something, or even interacting *during* battle as random observers/interfere-ers/passers-by. Let me know what you think! :D
@Golem Am I correct to assume that Henna's glass is a magic item not directly/exclusively controlled by you? Because I feel like where your first post ended would be a perfect place for me to jump in with Zeetah appearing in the glass...
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