Shamelessly Copy Pasted from This thread. I'm running a second game because there are so many on the waiting list on the first.
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Like his counterpart, Hephaestus (his greek twin-brother), Vulcan was a god of smiths and craftsmen. As an ugly child, he was cast from Mount Olympus and fell into the ocean, where he fell the ocean floor like a pebble. He was found and raised by a nymph, from whom he learned of the beauty of pearls and the joy of living creatures.
In his adolescence, he discovered the art of smithing and through this created many wonderful objects, such as a silver chariot and slave-girls of gold. This art made him famous in Mount Olympus and when it was discovered that he was the son of Jupiter, it was demanded that he return home. He refused, instead trapping his mother in the same manner as Haphaestus.
Jupiter secured Juno's release by promising Vulcan that he would be married to Venus. However, Venus was unfaithful, as was to be expected. Vulcan's jealousy and anger could be seen rising from the Volcano's of the earth whenever she was and people came to fear Vulcan.
However, a lesser known part of the story is that he wasn't too faithful either. As in his past he had created slave-girls to do his bidding, he was quite the womanizer. When he was not crafting items of great beauty, worth and value, he was wandering the worlds, spreading his knowledge far and wide. This
"knowledge" resulted in many of his off-spring being born in the world with a great affinity for his craft. These beings of mortal blood and divine craft remained in the worlds to this day, their line unbroken since the dawn of Vulcan.
A great many years have passed since the days of Olympus and the Romans, many of the gods and goddesses have fled from unbelieving worlds, others simply sit back and watch to see what will happen. Vulcan, like Haphaestus, could not bring himself to stop forging and creating, even as the people of earth began to believe in things other than his guidance.
Mimicking his brother, he created a great dimensional ship called Maia and populated it with people from his descendants in his line. However with his power waning like that of his brother, he set forth a method of returning his belief in competition with his brother and bringing life back to his battered form.
The residents of the ship are only awake for cycles. Ten dimensional skips, is the normal amount, while the rest sleep in hibernation with Vulcan himself. During each cycle, the ship travels to different dimensions and worlds, giving source material to create with, and sentient beings to trade these created items. The goal: to spread the word of the smith by trading these magical crafts throughout the universe.
YOU are one of the descendants of the great smith, and your cycle of production is about to begin. What will you craft in the belly of the great Maia, and to whom will you trade it to? In the end, all that matters is how much influence you create for the Smith himself.
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This is a second version of the Haphaestus game, called Vulcan to separate it and with a shameless amount of copy pasting. All credit goes to Haika.
Rules and game mechanics:
One cycle of gameplay will consist of 10 worlds, with 3 turns per world. A turn is consistant to one day, or one action, and is updated when I post.
Creators that join must choose a character type.
1. Gatherer: +20% to all gathering rolls. -10% to all other rolls.
2. Crafter: +20% to all crafting rolls. -30% to all other rolls.
3. Trader: +20% to all trader rolls. -10% to all other rolls.
4. Peasant: No roll adjustment.
Each turn, the creators awake will choose a main action. Your choices are GATHER, CRAFT, or TRADE.
Along with any sub actions, these include inventory management, equipment purchases and any spoken word, or flavor text.
Each main action will be accompanied by an attempt roll. This is a 1-100 roll I make using a random online roller. If you roll above 50 after any modifiers, you will succeed in your attempt. 10 or below is a critical fail, 91-100 is critical sucess, and will produce changes based on your action.
Modifiers will come from four sources.
- Skills raise your roll by a point per level. you need 100 experience in a skill to raise the skill level, and skills max out at level 40.
- Equipment also raises your roll by one point per level. You must pay 250 influence per equipment level to purchase. Equipment is limited to 50 levels, and at each 10 levels a test must be acomplished by a successful main action.
- Talent will modify the roll based on your character type.
- Difficulty modifiers may be added by me, if I deem the action easy or difficult. This is usually 10-20 points added or subtracted.
-Gather actions may be made with a single word action.
-You may choose to search for something specific by accepting a difficulty modifier based on the world difficulty.
-Gather rolls will include an attempt, a quality, and a quantity roll.
-If the attempt roll is successful, a quality roll will be made to determine the influence of the found item, as well as the influence awarded to the creator.
-After a quality roll, a quantity roll will be made, this roll will take the quality from it's roll, to produce the amount you find of the item. Minimum amount of 1.
-Attempt rolls will become gather experience at 1/2 the rate of the roll.
-Craft actions need information on what you are crafting, and what source material you wish to use.
-You must use at least one item to create something, though you may add as many extra items as you wish.
-Craft rolls will include an attempt, a quality, and an influence roll.
-If the attempt roll is successful, a quality roll will be made.
-After a quality roll, an influence roll is made. This roll is added to the quality roll, as well as half the influence of every source material to produce the base influence of the item
-Influence awarded to the crafter is half the base influence.
-Attempt rolls will become experience of the relative skill at the full rate of the roll.
-Trade actions need a list of items you wish to trade away. You must offer at least one item to trade.
-Trade rolls will include an attempt, an economy, and a haggle roll.
-If the attempt roll is successful, an economy roll will be made. This is an indication of how much the local people trust you, and how much they have to trade for your items. Base influence of any items you obtain through trade will also be taken from this roll.
-After an economy roll a haggle roll will be made.
-Influence awarded will be calculated by taking the base influence of the traded items, and adjusting them based on the haggle roll.
-Attempt rolls will become trade experience at 1/2 the rate of the roll,
Personal inventory has a max of 10 slots. (1 crafted item or 1 stack of raw materials, depending on size.)
Group inventory has no maximum, but will be melted down for fuel at the end of the cycle and returned to an introductory amount.
The Rules of creation:
1. No sentience. Do not create any sort of sentient being.
2. You may only create one thing at a time. This is based on the item, a pair of matching mittens is fine, or even a 'suit' of armor. Something like, I'll make 50 guns this next turn. Will not be allowed.
3. You can create anything, Mundane, Magic, Science. As long as you use a source item to make it.
4. Damage to the Maia or her occupants will be deducted from the influence amount of the one who created such. IE: don't make something that will instantly harm everyone around you on purpose. like black holes, supernovas, portable stars, etc.
5. Repeated attempts at failed items are only allowed once. After that the ship will become bored with you, and require a different action.
6. item ownership will come at a first post fire claim. If two people claim an item from group storage the first poster gets it. Personal inventory is only avaliable to the person who is holding the item, you may only use an item from someone else's inventory if they give you the item as a sub action.
7. You cannot create items to make other items. No robots making robots, or making a wand with all your creative powers. There are limits to how far I will let you break the game, and it's best not to push them.
Initial post stuff(04/04/2010):
The point of the game is to have the most influence with Vulcan at the end of the cycle. The more influence you have when the ship finally revives Vulcan, the greater your standing will be in that eternal paradise.
So? Interested? If so, post a name, a character type and choose your first action. The first cycle will awaken 6 creators.
personal inventories start out empty, and all exp and skills start at 0.
Initial group storage contains:
5 Pine logs.
2 blocks of black stone.
2 greenish-purple metal bars.
1 animal skull(possibly canine)
World Difficulty: 68. Outside the viewport you see crabs crawling along an ocean floor, with very little sunlight reaching down here, many of the beasts are disproportionaly large and seaweed is scarce.
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Current Cycle
IronyOwl - Peasant
inteuniso - Trader
criptfiend - Crafter
Odd!x - Peasant
Tyg13 - Crafter
Ukrainian Ranger - Trader
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Current Wait and Hibernation Lists(9th of April, 2010):
Waiting:Cycle 2: 4/6
Tyrmandis(Acanthus117) the Crafter
Dragnar(Dragnar) the Crafter
ExKirby(ExKirby) the Peasant
Cognate McAwesomeDrawBridge(nuker w) the Crafter