Ye gods, only two days and this falls to the second page?
Anyway, mid-way between turns, I realized something:
If players pass a few years when aging up, then that would lead to something strange like someone previously being the same age as someone else then suddenly aging up.
...I really don't know what I should do about it, if I want to do anything about it, or if there is anything that can be done about it. So I guess the current system of sudden age-jumps will remain in place. I'd rather not have to deal with exact age stuff. Sorry anyone who is roleplaying, but I just really don't feel like working on a new system. If you want me to extend your age-level at the cost of taking time away from the next age-level for the sake of roleplaying, say so.
On the same branch, is the changing of kingdom leaders and etc. I figure a similar system: Every 50 (*+5) turns (*if players are busy with kingdoms), there will be a "Jump", in which leaders will die and be replaced, and 5 random events will happen at once.
Go back inside and meditate on all that has happened. Maybe bury mother. Tomorrow... Tomorrow is where my journey truly begins.
You go back and think about what has happened.
You start to slink into a deep depression...
Go looking for swamp treasures.
You go looking in the
swamp forest (see my post above) for treasure.
Without any idea of where treasure would be, you find absolutely nothing. Nice try, but there's no way you're going to find treasure in a generic
swamp forest.
You return home, frustrated.
Lead Broma into the room with the throne and ask him if he knows anything about it
You lead Broma into the room with the throne.
He shrugs. He has never heard about "Nethack" before. He assumes the throne is like any other throne.
You suddenly feel sleepy, and Broma also needs to head home, so he says goodbye.
As Kin picked up the spikes he looked back at the cliff. "I'm gonna make this my place someday."
Kin started to walk home with his haul. His father couldn't complain now.
You return home to father. He is mildly pleased with your finds.
He lets you sleep now. Goddamn jerk... Oh well, time to sleep.
"Don't be sad Mother. Maybe one day I'll be powerful enough to bring Dad back from Heaven."
Sometime later, she decided to take her steps outside the cave. Already, it was beginning to feel...as if she had seen everything here. The cave was alot smaller than she remembered it being, now. In fact, lots of things were changing...she took a strip of cloth and rope that was lying around the cave, formed it into a small pack that swung over her shoulder (she had similiar things on the hu-man warriors before), and stored a little bit of food and the bracelet in it. Ready to go!
Anthramarux was restless to see what was out there...not that she would go alone. I mean, it would pretty scary out there! Lucky she had such a good mom.
Anthramarux began annoying Mother by jumping and running around her in circles in a flurry of youthful energy. "Mooooother! I'm ready to explore! Lets go! You must show me the World!"
Action:Go outside of the Home Cave, and ask Mother to help me to explore the land around here. Ask her about the lands we live in.
((Please use a darker font for your character, it's nearly too bright to read for the Core theme.))
Mother grabs you.
"No, dear, in a few years. You are not large or strong enough. There are plenty out there that can hurt or kill you. You need to be a larger target."
"However... I certainly can tell you about this fine Merchant Republic of Isrand..." ((Rather than me just explaining everything now, you can now try to "remember" [Which is a free action] what your mother has told you at any time and, depending on various factors, your mother may have told you about your selected subject))
Mildly disappointed, you stop struggling. You listen to mother.
Try all of the gases with silver coins, then go grab some more to make up for the likely losses.
You throw coins into all of the gases.
One makes a coin red hot and then melts the coin.
One makes a coin very wet.
One gets dusty with dirt and covered with dirt.
One suddenly flies away wildly at lethal speeds.
One makes a coin multicolored again.
One makes a coin a solid circle, free of all cracks and damage.
One suddenly explodes with microbes.
One is unaffected, but you feel the coin become completely devoid of all live. ALL life. Not even a microbe lives.
You suddenly feel tired. You decide to go to sleep somewhere safer...
Carefully hunt for a small animal! Carefully! Think of the physical and mental properties of the silver I carry.
You look around for a small animal. [3]: You find a large dog. It's barks and sharp teeth make you reconsider.
[5]: You find a feral pig! You nom on it. It's tasty.
You then think about the silver. It's silver, it's precious, Werewolfs don't like it, it's heavy, and... that's about it.
Raikonai snarled at nothing in particular. Possible everything. Barely out of the egg, and already in a foul mood.
Hunt and devour something in the dark.
You look for something to eat. [5] You eat a fat rat. Yummy.
You would be happy for such a nice meal... if it weren't for the fact that you're unwillingly sharing your body with something from a nightmare.
"Hm. Useful to know what it is, but not how I get past the barrier.. Well, that can wait untill later. Can you teach me how to read?"
Ask the Lich to teach me. How to read. (Or maybe other things... like MAGIC! Preferably not evil magic if the Lich knows non-evil magic...)
[Int:2][Lich Int:2+1][Fail]: You ask the Lich to teach you how to read and cast magic.
Not only is your mind turning out to be incapable of learning, but the Lich doesn't manage to explain it very well.
-2 Int for CONSTANT Intelligence failures.
Disappointed, you return home.
BITE THE ARM THAT WAS HOLDING THE ROCK OFF! GET ANGRY, NOT WHINY.
I'M A DRAGON DAMNIT, NOT A TODDLER.
Base roll of 1d10: 7.
Safe: +3.
Vs.
Age penalty: -7.
Hurt by creature: -1.
Barely manning up, you run over to the human and bite his arm off.
...You honestly don't know what you feel right now. Some kind of mix between revenge, fear, pain, anger, and a want to leave the room. Just a whole mix of emotions that your baby self can just barely handle.
Regardless, your father looks... pleased... in an evil way.
Age up:
1: Talarion
2: Aklyon
3: Dermonster
4: Repulsion
5: Digital Hellhound
6: Freeformschooler
7: KineseN
8: Dwarmin
Are now Teenagers.
Positive:
You can now understand words and can speak well.
You are now somewhat more dangerous, being the size of two horses.
You can now leave your cave whenever you want and either explore or settle your own cave. You may also stay with your parents (if you have any) until Adult for additional safety, in return for a penalty due to "not growing up".
You can now understand human written languages and can write it yourself.
Negative:
I will officially be sending hostile encounters your way every once and a while.
I will be harsher if possible.
Roleplaying notes:
Your character will either calm down, or get even more active.
Your character is now less trusting.
Your character is now even more greedy for gold.
Your character, if he/she has never encountered humans in a friendly way, will view humans as an inferior race. Those who have had negative encounters will view humans as vermin. This can change with negative/positive encounters.
Humans and you now have a more... "rigid" relationship. Mutual fear, so to say.
Talarion: You struggle to learn how to read and write. No matter how hard you tried, you just could not figure out either. You just struggled until recently. This has pushed out time to learn other intellectual things, and thus you are not as smart as other dragons. -5 Int.
Aklyon: Your wings were never the same. The cause is unknown. You don't know if it was the smacking into a wall, or the disinigration, or your lack of use, but your wings are just... weak. -3 Agility. However, you have explored a lot, and experimented moderately. +3 Int.
Dermonster: You are very traumatized. From your sister killing your mother, to being hurt by humans, to killing your own sister to becoming an orphan... It's too much for your young self, and are destabilized as a result. In addition, you miss a whole lot of lessons from mother and spend a long time talking to nobody. You have to fend for yourself. -10 Charisma, -10 Intelligence, +3 Strength, +3 Agility, +3 Toughness.
Mother Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Sister Trauma: Roll against a 2 when talking to a girl that has a sister when their sister is around (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Deep Fear of Humans: Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
Repulsion: The loss of your father did not come easy to you. You had to live with the fact that your father--who you only got to see for a few hours--was dead forever.
Father Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult. In addition, you did not exercise your intellect a whole lot. -3 Int. However, you find out that your body has some regenerative capabilities!
Slightly Regenerative: You regain 1 HP per 2 turns.
Digital Hellhound: Your human friend spreads the word of you. Good words, by the way. You are known throughout his village and in some parts of the city it's attached to. +5 Fame, -5 Evilness. In addition, you learn more and more of how to deal with humans ((If you try to remember something, which is a free action, I will tell you relevant information)), and are thus more charismatic and smarter. +3 Charisma, +3 Int.
Freeformschooler: Your scaring of the teenager leads to distrust from the natives. It's a very minor effect, though. +1 Fame, +1 Evilness. You get some decent wing usage. +1 Agility, +1 Strength.
KineseN: Your killing of a bear while a child and general huge amount of physical actions makes you stronger. +3 Strength, +3 Agility, and +3 Toughness.
Dwarmin: Your brain is packed full of stuff and information. +5 Intelligence. Your body and wings, however, are mildly disappointed in you. -3 Strength, -3 Agility.
All HP is restored.
HP max increased to match age up.HP: 42/42.
Male.
Mother: Unnamed.
Father: Unnamed.
Age: Child.
Strength: 55. Recent: 0.
Agility: 54. Recent: 0.
Intelligence: 43. Recent: -7.
Toughness: 70. Recent: 0.
Charisma: 50. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
HP: 42/42.
Male.
Mother: Rianixia.
Father: Arxonis.
Age: Child.
Strength: 56. Recent: 0.
Agility: 38. Recent: -3.
Intelligence: 68. Recent: +3.
Toughness: 71. Recent: 0.
Charisma: 55. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 60.
Items:
Two handfuls of Silver treasure.
Blessed Ring of Air Creature.
HP: 30/30.
Female.
Mother: Cielstraza.
Father: Abyssion.
Age: Child.
Strength: 54. Recent: +3.
Agility: 68. Recent: +3.
Intelligence: 75. Recent: -10.
Toughness: 53. Recent: +3.
Charisma: 80. Recent: -10.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 45. Recent: 0.
Intimidation: 25.
Mother Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Sister Trauma: Roll against a 2 when talking to a girl that has a sister when their sister is around (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Deep Fear of Humans: Roll against a 1 when talking to a human (fail=unable to talk to them for 3 turns), Intimidation rolls against you from a human get +1, removed by defeating, killing or scaring humans multiple times.
HP: 30/30.
Male.
Mother: Mevith.
Father: Litril.
Age: Child.
Strength: 52. Recent: 0.
Agility: 82. Recent: 0.
Intelligence: 50. Recent: -3.
Toughness: 51. Recent: 0.
Charisma: 70. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 70. Recent: 0.
Intimidation: 75.
Father Trauma: Roll against a 2 when talking to mothers (fail=unable to talk to them for 3 turns), cannot be removed until Adult.
Slightly Regenerative: You regain 1 HP per 2 turns.
HP: 21/21.
Female.
Mother: Faladut.
Father: Tsaldos.
Age: Child.
Strength: 40. Recent: 0.
Agility: 56. Recent: 0.
Intelligence: 58. Recent: +3.
Toughness: 35. Recent: 0.
Charisma: 91. Recent: +3.
Fame: 10. Recent: +5.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 40. Recent: -5.
Intimidation: 55.
Items:
Strange golden amulet (around neck).
HP: 27/27.
Female.
Mother: Savamin.
Father: Eluuvian.
Age: Child.
Strength: 41. Recent: +1.
Agility: 48. Recent: +1.
Intelligence: 65. Recent: 0.
Toughness: 45. Recent: 0.
Charisma: 57. Recent: 0.
Fame: 1. Recent: +1.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 51. Recent: +1.
Intimidation: 60.
HP: 36/36.
Male.
Mother: Terranizaia.
Father: Algorm.
Age: Child.
Strength: 62. Recent: +3.
Agility: 69. Recent: +3.
Intelligence: 56. Recent: 0.
Toughness: 64. Recent: +3.
Charisma: 45. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 55.
HP: 36/36.
Female.
Mother: Talathraxis.
Father: Arzg'Razgoth.
Age: Child.
Strength: 37. Recent: -3.
Agility: 22. Recent: -3.
Intelligence: 95. Recent: +5.
Toughness: 61. Recent: 0.
Charisma: 61. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 50. Recent: 0.
Intimidation: 40.
Items:
Bracelet of Air Creature.
HP: 16/18.
Male.
Mother: Midrayal.
Father: Halnon.
Age: Baby.
Strength: 90
Agility: 45
Intelligence: 25
Toughness: 90
Charisma: 40
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 65. Recent: 0.
Intimidation: 70.
Godly Protection: Take half damage (round down) from other players until Teenager.
HP: 13/13.
Male.
Mother: Saikar.
Father: Shakarai.
Age: Baby.
Strength: 65. Recent: 0.
Agility: 35. Recent: 0.
Intelligence: 55-10-5=40. Recent: 0.
Toughness: 65. Recent: 0.
Charisma: 70-10=60. Recent: 0.
Fame: 0. Recent: 0.
Trustworthiness: 50. Recent: 0.
Cruelty: 50. Recent: 0.
Evilness: 75. Recent: 0.
Intimidation: 75.
Items:
Dice of 3s: Use once, guarantee a 3 roll, does not factor in penalties or bonuses.
Godly Protection: Take half damage (round down) from other players until Teenager.
Lightly corrupted soul: Soul is more fragile. Magic casted by you is slightly unpredictable. -5 Intelligence.
Soul Invaded: Corrupted soul will get worse each life stage. Insanity will also get worse. Slight chance (will increase as you grow up) for the invader to overwrite your action. Body may warp horribly as corruption spreads beyond soul (though it will only be notable after the teen stage).
Minor insanity: -10 Intelligence, -10 Charisma.
"Blessed" by Inn'ahar: Unknown powers might have been given to you. Cannot remove Soul Invaded as long as you are blessed. Can only be removed by other gods or their priests. Inn'ahar will treat you as one of it's children.
Large information dump:Player locations, from top to bottom, from left to right, in user names (because I'm pretty sure you can remember your character's name):
White D: Freeformschooler
Black d: Draignean
Pinkish-purple D: Aklyon
Black D: Repulsion
Bluish-purple D: Dwarmin
Light blue D: KineseN
Gold D: Digital Hellhound
Gray D: Talarion
Pink D: Dermonster
Dark gray d: IronyOwl
Yes, there are a lot of overlapping colors. It's your own damn faults, guys, don't blame me.
1: Dark Blue: The Western Alliance
2: Dark Green: Kingdom of Axlehand
3: Dark Cyan: Gridhard
4: Dark Red: Solari Federation
5: Brown: Othem
6: Light Gray: City of Sharoon
7: Dark Gray: The Sarduk Triumvirate
8: Blue: Kingdom of Rihosis
9: Green: Kingdom of Iberia
10: Cyan: Caliphate of Hiatar
11: Red: Kingdom of Grathos
12: Purple: Province of Kobland
13: Yellow: Merchant Republic of Isrand
14: White: The Helten Empire
System for relations: F=Fear, H=Hate. Higher is worse. Negative is better. 0 is indifferent.
The Western Alliance: Large Friends: F-3 H-5.
Kingdom of Axlehand: In The Way: F1 H2.
Gridhard: In The Way: F1 H2.
Solari Federation: Threatened: F3 H1.
Othem: Cautious but ambivalent: F1 H0.
City of Sharoon: Possible Clients: F-2 H0.
The Sarduk Triumvirate: Resources: F-1 H0.
Kingdom of Rihosis: Hated: F2 H8.
Kingdom of Iberia: Indifferent: F0 H0.
Caliphate of Hiatar: Mortal Enemies: F2 H10.
Kingdom of Grathos: Distrusted: F1 H2.
Province of Kobland: Utter Terror: F8 H8.
Merchant Republic of Isrand: Mixed Disliked: F0 H1.
The Helten Empire: Indifferent: F0 H0.
Western Alliance Casus Belli: Province of Kobland, Kingdom of Iberia.
Province of Kobland Casus Belli: Everyone.
Kingdom of Iberia Casus Belli: Everyone. Province of Kobland. Othem.
Caliphate of Hiatar Casus Belli: Merchant Republic of Isrand.
Merchant Republic of Isrand Casus Belli: Province of Kobland. Caliphate of Hiatar. Othem.
Kingdom of Grathos Casus Belli: Kingdom of Rihosis. Merchant Republic of Isrand.
Othem Casus Belli: Everyone.
Kingdom of Rihosis Casus Belli: Kingdom of Grathos. Othem. Helten Empire.
Solari Federation Casus Belli: City of Sharoon. Othem.
Helten Empire Casus Belli: Sarduk Triumvirate. Kingdom of Rihosis. City of Sharoon.
City of Sharoon Casus Belli: Potentially everyone. Solari Federation.
Kingdom of Gridhard Casus Belli: Kingdom of Axlehand.
Kingdom of Axlehard Casus Belli: Kingdom of Gridhard.
Sarduk Triumvirate Casus Belli: Helten Empire.
Uses 1d100.
1-10: WAR!
11-25: Tensions increase.
26-35: Tensions decrease.
36-45: Dragon terrorizes country, provokes hunters.
46-50: Dragon helps country. Improves relations.
51-95: Nothing.
96-100: TOTAL WAR!
Selected: 43, Dragon terrorizes country, provokes hunters. Country: 1, The Western Alliance.
Recently, a dragon has been burning villages from the Western Alliance, who had previously had a "Be friendly" policy towards dragons, which is unheard of in all other kingdoms. Their relationship towards dragons in a section of their lands has now been severely disrupted, and many wish for the dragons to simply leave them alone. Knights have been sent after the dragon.
Relations towards dragons deteriorate in The Western Alliance: From Large Friends (F-3 H-5) to Mildly Friendly (F-2 H-4 worse).
Ye gods what a turn.
Anyway, I
believe it is done. Not 100% sure though. Tell me if I made any mistakes or made stuff sub-par in a way.