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Author Topic: Linguists and Wyverns  (Read 3756 times)

Cheesecake

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Linguists and Wyverns
« on: April 13, 2013, 04:53:03 am »

You come out of the cabin doors and unto the wooden deck of the ship. It is a bright, breezy day, and the seagulls fly through the skies. The salt from the sea blows through your face, and you can see the crew swabbing the deck. The scent of adventure, excitement and wealth fill the air. You lay your arms upon the railings and look through the sea. You ponder on what your first adventure might be, what riches await you, what obstacles delay you, and who might betray you. Suddenly, you are pulled from your train of thought as a crew member shouts "Captain on deck!" and you look towards the cabin doors. An old, but strong, looking man walks out. He bears many obvious scars, and has an artificially bound magic right arm.

He calls a list of all his crew, then he calls out your name. Who are you?


Spoiler: Game (click to show/hide)

Spoiler: Words (click to show/hide)

Spoiler: Characters (click to show/hide)

Spoiler: Starting Items (click to show/hide)

I am, by no means, a linguist. I don't know all the fundamentals of language. The words are based on German and a little Latin. I will, however, try my best to make the Language as authentic as possible. I hope you enjoy! The first 7 are in, the rest will be on the waitlist. The world is set in a fantasy universe, the rest I will explain later in game.


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Dwarmin

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Re: Linguists and Wyverns
« Reply #1 on: April 13, 2013, 05:48:49 am »

Name: R'cee Coldshoal
Age: 24
Gender: Female
Appearance: R'cee is taller than an average Human at full height-almost eight feet, though surprisingly not much stronger or heavier. The lower front of her body, stomach and chest, is pure snowy white dotted with grey-black speckles, the skin then merging perfectly into a dark blue that starts the top of her head, past her chin, and otherwise covers her entire back and sides. She has bright deep blue eyes, slightly canted, and a flowing sheaf of striking red hair that gets darker as it descends, sparkled with tiny dots of a cold lime green bio-luminescence-it extends in a shower down to her waist, ending around her hips-the very bottom tips of her hair are a pleasing shade of tropical yellow. There are other odd marks-vestigial signs of non functional fins can be seen on her wrists and ankles, her eyes seem to be strangely reflective, and her canine teeth are slightly pointy, perhaps even being called fangs-though they are more often called cute, than menacing. Tends to wear light robes, sandals and togas in bright colors like green, red or blue-with little care, it seems, for modesty.

Bio: R'cee is, in fact, not a Human. Just to get out of the way. She's a Merperson, a dweller of the deepest blues...albiet, without the usual powers one associates with her kind. She is what they call a 'land walker'-one who takes a semi permanent form shift to be able to traverse the world of air, to gain knowledge and learn new skills. For at least a few years, she will be unable to turn back to her form without the aid of powerful unravelling magic-and could, ironically, even drown as anyone else would. Though she prides herself on being an excellent swimmer.

Many would question the wisdom of an aquatic linguist, but the peoples of the undersea have their own languages-both mental and sonic-that actually translate quite well, if one has lived long enough in both worlds. For example, the concept-and willpower-of the element of Fire is vastly different in the two worlds, above and below. One who gains an inherent understanding of both, gains greater power. This is R'cee's goal-she is a trainee magic user, studying the differences and advantages of either side-and hopefully applying them one day to her studies of proper aquatic magic, when she returns home.

Character attributes: Str: 4 (How strong you are. Includes how much you can carry)
                                   Atk: 4 (How accurate you are)
                                   End: 4 (How long you last. Includes how long you can run for, how much you can carry etc.)
                                   Spd: 4 (How fast you run)
                                   Agi: 7 (How flexible and agile you are)
                                   Int: 5 (How easy it is for you to learn new words)
                                   Mem: 6 (How long it takes for you to remember words. WP regenerates faster)
                                   Cha: 6 (How smooth you are)

Character Stats: HP: 20 (The amount of life you have)
                           WP: 20 (The amount of Syllables in a Word you can say. Kraet Gebund Fuhr would take 4 WP)
                           Gold: 100 (Used as a currency. It is illegal to magically create gold)
                           Memory: 50 (How many words you can remember at a time. It increases with skill)

Starting Items:
ConchShell Amulet of the Vocalist                                        
Dark Red Coral Wand (Tragen)
Sea Sapphire Circlet (Hat)
« Last Edit: April 16, 2013, 01:26:52 pm by Dwarmin »
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Tiruin

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Re: Linguists and Wyverns
« Reply #2 on: April 13, 2013, 05:54:38 am »

We can help you with the linguist part :P

DWARMIN :D

Sheet incoming.

Spoiler: Aira S. Dalin (click to show/hide)
« Last Edit: April 16, 2013, 12:27:09 pm by Tiruin »
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Unholy_Pariah

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Re: Linguists and Wyverns
« Reply #3 on: April 13, 2013, 06:22:07 am »

Name: Albert Crenshaw
Age: 21
Gender:Male
Appearance: Albert is 6 feet and four inches tall with a lean but muscular frame, he uses his shoulder length brown hair to keep the sun off of his neck and generally wears a long sleeved and hooded cloak to keep off the sun off of his pale skin and out of his slate grey eyes.
Bio: Albert was born with a hereditary condition that caused acute photo-sensitivity and was forced to remain indoors for most of childhood, unsurprisingly this isolated him from most social interaction with those his age and caused him to focus more on studying then deciding which sport was the most fun or which girl in town was the prettiest.
As he grew older he discovered an old spell tome in the towns library and thought it would be fun to play a little practical joke on one of the other youths by pretending to put a curse on him in response to the youth inciting a recent string of vampire based taunts and throwing cloves of garlic at him, unfortunately Albert soon discovered that while 90% of the youths superstitious beliefs where a bunch of nonsense the fact that magic existed was not one of them and after slugging him in the gut with a magical rock from 30 paces in full view everyone Albert was soon ran out of town for "witchcraft" and "consorting with demons".
soon after his exile Albert was discovered and arrested in a nearby city after running headlong into a guard patrol whilst running from a merchant he had used his abilities to rob.
later that day he was given a choice between service and death, he chose the former.


Character attributes:
Str: 6 (How strong you are. Includes how much you can carry)
Atk: 6 (How accurate you are)
End: 4 (How long you last. Includes how long you can run for, how much you can carry etc.)
Spd: 3 (How fast you run)
Agi: 6 (How flexible and agile you are)
Int: 7 (How easy it is for you to learn new words)
Mem: 7 (How long it takes for you to remember words. WP regenerates faster)
Cha: 1 (how smooth you are)

Character Stats:
HP: 20 (The amount of life you have)
WP: 20 (The amount of Syllables in a Word you can say. Kraet Gebund Fuhr would take 4 WP)
Gold: 100 (Used as a currency. It is illegal to magically create gold)
Memory: 50 (How many words you can remember at a time. It increases with skill)

Items:
Wand - Shutt (A twig from a Learning Tree. It can learn one Word and use it unlimited times. Eventually grows into a staff)
Spelltome (Pages made from a Learning Tree. One page for one Word. Immediately remember a Word. +10 Memory)
Sword (A sword. A melee weapon in case you can't Speak)
« Last Edit: April 14, 2013, 02:12:50 am by Unholy_Pariah »
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Dwarmin

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Re: Linguists and Wyverns
« Reply #4 on: April 13, 2013, 06:43:26 am »

Finished my sheet. :P
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GreatWyrmGold

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Re: Linguists and Wyverns
« Reply #5 on: April 13, 2013, 07:04:07 am »

Spoiler: Drake Pyralis (click to show/hide)

Should we choose a word for the wand?


The Captain seems like someone with access to pretty good magic but doesn't seem to be a magician himself. How intriguing...
« Last Edit: April 13, 2013, 08:30:07 am by GreatWyrmGold »
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Persus13

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Re: Linguists and Wyverns
« Reply #6 on: April 13, 2013, 07:11:56 am »

Name: Heinz Dietrich
Age: 37
Gender: Male
Appearance: Heinz is tall blond, and blue-eyed. Very Aryan
Bio: His parents wanted a great linguist, but to their disappointment Heinz turned out to be more interested in strength than magic words. His parents forced him to become a linguist, and now he's here, where linguist skills and heavy lifting both come in handy.

Character attributes: Str: 5 (How strong you are. Includes how much you can carry)
                                   Atk: 6 (How accurate you are)
                                   End: 6 (How long you last. Includes how long you can run for, how much you can carry etc.)
                                   Spd: 6 (How fast you run)
                                   Agi: 5 (How flexible and agile you are)
                                   Int: 4 (How easy it is for you to learn new words)
                                   Mem: 4 (How long it takes for you to remember words. WP regenerates faster)
                                   Cha: 4 (How smooth you are)

You can decease skill points and add them somewhere else. Anything below 5 is -1 and anything above 5 is +1. For example, a roll to check if you hit. You have Atk 7 and you roll a 3. You get a +2 and the result is 5. A roll to see if you can balance on a ledge and you have Agi 3. You roll 5 and you get -2, so the result is 3.

Character Stats: HP: 20 (The amount of life you have)
                           WP: 20 (The amount of Syllables in a Word you can say. Kraet Gebund Fuhr would take 4 WP)
                           Gold: 100 (Used as a currency. It is illegal to magically create gold)
                           Memory: 50 (How many words you can remember at a time. It increases with skill)
Starting Items: Sword, Amulet, Learning map
« Last Edit: April 13, 2013, 09:28:22 pm by Persus13 »
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Cheesecake

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Re: Linguists and Wyverns
« Reply #7 on: April 13, 2013, 08:23:43 am »

Yeah, you choose a word for the wand. You can change the word in a special shrine immediately or meditate on a special ritual which takes significantly longer. You can also buy multiple wands; they're not cheap, though, since only a few humans are Linguists.

I'll post the backstory to this game in a while.
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Remuthra

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Re: Linguists and Wyverns
« Reply #8 on: April 13, 2013, 08:57:43 am »

Name: Joe Bridger
Age: 86
Gender: Male
Appearance: Long beard, pink bathrobe, bunny slippers, falconing glove, fedora, wraparound shades.
Bio: When he was young, Joe's village burned down. He went off to live in the wilderness, which accounts for his eccentricity. He learned magic during his long life, "'cause it looks pretty." In addition to being a linguist, he also takes up falconing as a hobby. He heard there was free loot involved and here he is.

Character attributes: Str: 4 (How strong you are. Includes how much you can carry)
                                   Atk: 5 (How accurate you are)
                                   End: 3 (How long you last. Includes how long you can run for, how much you can carry etc.)
                                   Spd: 5 (How fast you run)
                                   Agi: 7 (How flexible and agile you are)
                                   Int: 6 (How easy it is for you to learn new words)
                                   Mem: 6 (How long it takes for you to remember words. WP regenerates faster)
                                   Cha: 4 (How smooth you are)

You can decease skill points and add them somewhere else. Anything below 5 is -1 and anything above 5 is +1. For example, a roll to check if you hit. You have Atk 7 and you roll a 3. You get a +2 and the result is 5. A roll to see if you can balance on a ledge and you have Agi 3. You roll 5 and you get -2, so the result is 3.

Character Stats: HP: 20 (The amount of life you have)
                           WP: 20 (The amount of Syllables in a Word you can say. Kraet Gebund Fuhr would take 4 WP)
                           Gold: 100 (Used as a currency. It is illegal to magically create gold)
                           Memory: 50 (How many words you can remember at a time. It increases with skill)
Inventory: Amulet of the Vocalist
                Spelltome
                Wand (Lebe)
« Last Edit: April 13, 2013, 09:01:06 am by Remuthra »
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SomeStupidGuy

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Re: Linguists and Wyverns
« Reply #9 on: April 13, 2013, 09:03:23 am »

I'll think I'll reserve a spot.
Be posting a character sheet in a bit. Probably. :P

Spoiler (click to show/hide)
« Last Edit: April 13, 2013, 07:12:14 pm by SomeStupidGuy »
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Errol

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Re: Linguists and Wyverns
« Reply #10 on: April 13, 2013, 11:03:54 am »

Sounds interesting, although most words being mangled German amuses me to no end. Getting in this, definitely.

Spoiler: Ren (click to show/hide)

damnit i hope someone drops :P
« Last Edit: April 13, 2013, 06:20:19 pm by Errol »
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Cheesecake

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Re: Linguists and Wyverns
« Reply #11 on: April 13, 2013, 09:07:32 pm »

Back-story: The world of Gog is a simple one. Many places have been colonized by human settlers. The government is ruled by Dictators, Linguists who create new Words and test them to see if they are safe enough to be implemented into the Dictionary. Words are powerful things. They are essences of matter and energy converted into word form, then materialized as it leaves the mind. The language it is based on is from the Celestial Alphabet. Everything that was, is, and will be has a Celestial Word. The Words published by the Dictionary are just Celestial Names, though diluted thousand-fold. It is illegal for unauthorized persons to look for the Celestial Name of a sentient being.

The humans are at war with the Orcs. Orcs are large, black brutes who use their own dialect of the Celestial Alphabet, called Runes. They are at war due to the Orcs breaking the pact between the races where all races must use the Dictionary instead of their own dialect. Runes are much more primitive than the Dictionary, focusing on angry tones and harsh pronunciations. The Orcs are slowly winning, due to help from an unknown source. Their capital is in the Deep Pit, while the Human capital lies far to the North, called the Spiral.

You and your teammates have been hired by Captain von Krug to help him find a large ruin in an island that has risen from the deeps. He has paid a hefty sum to forge permission papers from the Dictators to allow you onboard before you have passed the Dictation. He has brought a crew of 30 men, 20 Orc mercenaries, his lieutenant Jon Krieger, and your Tutor Malborn. You are nearing the island, getting there in nearly a day or two.

If you manage to get the treasure within the chambers, the Captain promises you a third of the share, first pick of any items you want, and a full-time membership on his ship, the Tomb.
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Flying Dice

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Re: Linguists and Wyverns
« Reply #12 on: April 13, 2013, 09:29:32 pm »

Spoiler: Waitlist (click to show/hide)
« Last Edit: April 21, 2013, 09:19:59 pm by Flying Dice »
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superBlast

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Re: Linguists and Wyverns
« Reply #13 on: April 13, 2013, 10:08:44 pm »

Can i get a spot reserved? I'm too tired right now to make up a character.
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Cheesecake

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Re: Linguists and Wyverns
« Reply #14 on: April 14, 2013, 12:53:11 am »

((I'll guess I'll start today))

"Listen up, men! We're nearing Moonshiver Isle, and I want all of you to be prepared before we land! We don't know what might be there, but it certainly isn't nice. When we arrive, I'm sending out a team to setup base camp, along with the Linguists. I'll need you to set up the tents, crates, and all that fun stuff. When you're done, look around for the entrance to the Temple. My team of soldiers will meet you in two weeks tops," says the captain.

In a few hours, you reach a small beach. The sand is warm and soothing. The sky is still bright, and you can hear monkeys in the distance. There are a few palm trees, and the jungle gets denser to the north. Your team sends out a few scouts to look for a good spot, and return later with news.

"There are three places that will be good for the camp. The first is to the north, there is a small clearing and is covered in jungle brush. There is a river nearby, and I could see some fish. The Temple is most likely there, due to easy concealment by the jungle.

The second is to the west. A large, sandy area not far from here. The other team can get there easily and we can quickly return to the ship if anything goes wrong. There are a few Giant Crabs roaming the beach, but they'll be no harm.

The third is on top of that hill over there,"
she says, pointing to a relatively low-lying hill. "It gives us a pretty good view, so we can easily spot trouble. There are a few Goatlugs residing in the cave under it, but we can take 'em. They might also have a few goodies there,"

You and your team are the leaders of the operations, and what you say goes. You have supplies to last you a week, including tents and basic survival gear. Goatlugs are bipedal satyr-like creatures. They are much more dull than their cousins, and cannot build weapons or buildings. You now have to decide where to setup camp, then find the entrance to the Temple.

((I'll add the character sheets later))
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Dying of laughter?
Dying of pure unbridled hatred, actually.
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