Mythruna

General Category => General Discussion => Topic started by: Rayblon on February 04, 2015, 11:25:08 PM



Title: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on February 04, 2015, 11:25:08 PM
NOTE: While this IS attempting to capture the most authentic Mythruna experience possible, it should be noted that not everything in here is canon. Things like the legendary weapons, for instance, aren't canon and aren't likely to become canon.

TO DO LIST:
- Weapon/armor stats
- pricing algorithm
- Combat calculation protocol
- Town buildings
- Side Skills
- Spells Page


Lore(Read Paul's posts/quotes):
Races (http://mythruna.com/about-mythruna/playable-races/)
Takwin and the Effects of Players on Magic (http://mythruna.com/forum/index.php?topic=1545.0)
Magic (http://mythruna.com/forum/index.php?topic=548)
Dead Bodies and Lifeforce Balance (http://mythruna.com/forum/index.php?topic=1773.0)
Creatures (http://mythruna.com/forum/index.php?topic=999.0)
Character Attributes (http://mythruna.com/forum/index.php?topic=1683)
Skills and Training (http://mythruna.com/forum/index.php?topic=1025.0)

Supplemental lore:
1. Seasons last 28 days.

Character Creation

To help keep people and DMs from having to suffer through soul rending ventures into math to calculate starter attributes, the crystal system will be converted to a points system. Instead of five crystals, you have 75 points to allocate to 5 attributes or magic skills(Because just about everything else WILL be a soul rending math venture for the gm). Assume the maximum limit for all stats is 100. It's a bad idea to allocate all your points to one stat unless your party can compensate. The attributes are as follows:

Strength: Increases carry weight by 1 per point, from 50; A weapon with a weight of 10 can always be wielded, but every 3 points, you can effectively wield a weapon that is one point heavier.

Endurance: Determines how many turns you can spend fighting/fighting before you start hurting yourself. The base for this stat is 8 turns with a .3 rate of regeneration. Each stat point increases your turn limit by .12 and your regen rate by .007. Turns do not regenerate in active combat.

Luck: I have a bunch of dice I'll roll if you have a luck stat. Out of the 60 possible results, you have chance of getting a lucky roll of 60 with a stat of zero. Every point of luck decreases the lucky roll limit by .29. This stat is pretty self explanatory. At the discretion of the DM, certain random events may be decided by a cumulative measure of luck or your own luck if other stats or circumstances cannot. As an example, if you bring your luck to 13, you will get a lucky roll if you roll a 55 or higher.

Constitution: Life force, in a nutshell. Default HP is 100, regen rate is 5 per turn when not in combat. Each point increases HP by 1 and regen rate by .05. Constitution improves status ailment resist rolls. With a constitution of zero, a roll of 55 or higher will cause you to resist level 1 status ailments like poison, stagger, daze, break, etc.

Dexterity: Unlike luck, this attribute will improve your odds in combat and when you're in a situation where finesse is necessary; like when you're climbing a rock wall, traversing an iced over lake, or navigating an exceptionally thin walkway. Dexterity has a skill roll that decreases the chance of you falling off a cliff because of butterfingers or accidently throwing your sword off a cliff... because of butterfingers. Washing your hands after digging into a tub of lard will probably help too. There may be a sword art system later, that will hinge on this.

Use this table to list your stats:

Code:
[table]
[tr]
[td]RACE:[/td]
[td]DEXTERITY:#[/td]
[td]STRENGTH:#[/td]
[td]TURN REGEN:.3+(.07ENDURANCE)[/td]
[/tr]
[tr]
[td]BASIC TRAINING: [/td]
[td]ENDURANCE:#[/td]
[td]MAX CARRY WEIGHT:50+(1STRENGTH)[/td]
[td]DEBUFF RESIST ROLL: 50+5DEBUFFLVL-.5(CONSTITUTION)[/td]
[/tr]
[tr]
[td]MAX HEALTH: 100+(.5CONSTITUTION)[/td]
[td]CONSTITUTION:#[/td]
[td]MAX WEAPON WEIGHT: 10+ (1/3STRENGTH)[/td]
[td]LUCK ROLL: 59-(.29 LUCK)[/td]
[/tr]
[tr]
[td]HEALTH REGEN: 5+(.05CONSTITUTION)[/td]
[td]LUCK:#[/td]
[td]TURN LIMIT:8+(.12ENDURANCE)[/td]
[td]DEXTERITY ROLL: 40-(.39 DEXTERITY)[/td]
[/tr]
[tr]
[td]Magic Paradigms: ELEMENT1, #; ELEMENT2, #;...[/td]
[td]Magic Skill Total(MAG): ELEMENT1+ ELEMENT2+...[/td]
[td]Magic Sense Roll Minimum: 60-.6(MAG)[/td]
[td]Enthal: (DEX)+.5(MAG)-.5(CONST)[/td]
[/tr][/table]

If your stats happen to change, COPY and repost the table with the appropriate adjustments and do not edit your original one.


Travel

Travelling is half the journey. However, that doesn't mean it's all you have to do. The world you explore isn't there to walk you through a hallway. Explore the possibilities you can create and carve your own way as part of your group. Take care though, as enemies aren't the only threat you must face. The spectacular landscapes you may come across bear dangers of their own, especially under the veil of night. Setting up camp and being able to keep warm at night is key to your survival.

If you choose to part from the group and proceed on your own, you as the player are free to do so. At the reasonable discretion of the GM, you may come across caravans, towns, or trading posts that you can buy, sell, and barter your way through... Or stick around for a while to help a town in need, or for new friends you make along the way.

In short, there are no rules for the player, as long as you're realistic about it. The GM, however, should keep track of distance travelled and adjust for the terrain. Travelling takes one hour per 5 kilometers, but this may go by faster or slower depending on what the terrain is and how the players choose to proceed. For instance, on the way down a snowy mountainside, taking half an hour to build a makeshift sled may prove faster, more exciting, and more dangerous than hiking down on foot. Likewise, the trek up the mountain may slowly deplete your endurance and be excruciatingly slow. While you're travelling, you may elect to simply chat. You never know what might be listening, though... but that's half the fun. You're alive... you'll be inclined to make small talk during a 12 hour hike; so you'd better do it if you don't want to go mad from boredom.

Most importantly, though, be creative! Experiment and see if your cunning is rewarded. Carve your own path and make the adventure yours to create.


Towns

During your travels, you will encounter many towns and villages. These settlements may have vast marketplaces and the finest inns and pubs... Or a few barns and some hay bedding that a kind villager laid out for you. Regardless of the accommodations, a town or village is more than likely to be home to valuable information about adjacent landmarks and towns... that is, when you know where to look.

A town may be trusting, or extremely wary of outsiders, depending on their own state of affairs. If they've been assaulted by raiders for the past few weeks, they may be wary of you -- hostile, even, until the issue is dealt with. Race may also play a role, so having a diverse party may make the difference between spending your first nights in a town or under the stars.

As aforementioned, each town may have any number of different establishments aside from residences. This may include anything from tanneries to taverns, each of which have their own purpose and use. To gain access to an establishment, like a city's library, you may need to earn more trust than a few kind words can afford you(meaning completing jobs and helping towns with serious problems may be essential) There will be a list of all default establishments soon.

Your party is free to stay in a town for as long as they wish, but loitering too long may give your opponents more time to gain strength as well.

Jobs

Jobs are obtained in towns from people, or the job board of a town. Jobs may vary from simple exercises like cutting wood to more involved ones that function like sidequests. They yield a cash/item reward, and, depending on the job, may also net you some stat points on the side, as well as brownie points with the townsfolk so long as you're not wringing people dry for your services(Hint, hint).

Most jobs pay depending on your skills in a particular area, so, if you have lots of training training or experience as a fletcher as well as a high dexterity skill and choose to help out a local fletcher, you'd be getting good money(and perhaps a few arrows the fletcher was willing to spare), but you probably wouldn't gain very many stat points from your labors. The equation for job payout and boosts is as follows:

Payout
(SKILL+REP+DEFPAY)/(.2JOBLVL*MINSKILL)

Boost
(.2JOBLVL*MINSKILL)/2SKILL

Some other jobs, like those from herbalists or wanted posters, may prompt more involved quests. These take indeterminate amounts of time and require a certain amount of finesse from the player to complete. They may be challenging or even take days to complete, but can also be quite rewarding. For instance, an herbalist may give you a catalog of different herbs to find, which you'd need to seek out during your ventures out of the town you're staying in. In this example, you'd likely have a list of different herb names and characteristics, and would have to determine what the herbs you encounter are based on information like bloom times, leaf shape, flower color, etc... Sidequest jobs usually offer a static, but substantial reward upon completion.

Training and Boosting

Towns may have trainers that can teach you new skills like fletching or they may offer services to greatly improve your side skills in a day... for a price. Side skills function the same way stats do, but don't have a direct effect on combat. Rather, they enable you to create your own bows(that actually work), or forge weapons, or quickly skin an animal without ruining the pelt.

SIDE SKILL BOOST
.8TRNR/2SKILL

Miasma

Miasma is often found in the presence of dead bodies, reanimated corpses, and plague afflicted towns(Kind of a lie -- all towns have at least a little miasma, plague or no plague... there's just a point where it becomes harmful)... as  well as when there is a lack of ambient life energy. Miasma isn't an energy or a poison so much as it is the lack thereof. Miasma is any atmosphere that leeches life energy from the player. It is fairly obvious when one is in the presence of thick miasma; there will be a slight decrease in your stats and you won't heal as quickly; but you'll also be slightly more likely to resist pain and fear debuffs.

Miasma can be cleared by various means. If the issue is dead bodies, bury the bodies. If you're standing in a barren wasteland, start planting things or use life crystals to neutralize the atmosphere temporarily. If the miasma is in a town, but the problem itself can't be immediately resolved, releasing large amounts of life energy may temporarily lift miasma as stated before, or, alternatively, a shrine or life energy generator may be erected with the help of the townsfolk. The end goal of both the shrine and generator are the same, to help regulate ambient life energy in towns and cities; a permanent but involved solution that requires great knowledge in either magical technology or clerical designs. These permanent solutions may have great consequences later on, though certainly not bad ones.

Miasma may cripple the economy of a town, and may make it exceedingly difficult to find jobs and information since it tends to keep people inside. It may also cause... adverse side effects through prolonged exposure.

Weapons, armor, and Magic

Combat is turn based, and your attack power depends on quite a few factors. This will discuss weapons, armor, and magic.

Let's start with weapons and armor, which are listed here in detail (http://mythruna.com/forum/index.php?topic=2089.0).

There are three ways to classify weapons: Weight, paradigm, and alignment.

Weight: The weight of a weapon is very important. Weapon weight can be quite restrictive if you're a magic or dexterity build. You can carry any weapon you please, but if your max weapon weight is exceeded, your attack speed and damage is halved. That means it's much easier to evade you, but choosing a warhammer over dual daggers against a sanctum knight may still win a fight for you, so don't think using it is out of the question.Attack speed is defined by the equation ".3Dex/(31+WpnWeight+(ArmorWeight/20)-Str". Evasion is calculated using the equation ".3Dex/(41+(ArmorWeight/5)+ EnemyAtkSpd -.3Str". If the denominor goes below 1, eliminate the denominator when simplifying.

Paradigm: A weapon's paradigm is the most basic element of the weapon's function, a more basic name for it may be the weapon type. The paradigm of a weapon determines if it is effective against certain opponents. You won't often hear paradigm, as the paradigm will be integrated into the weapon's name itself. Weapon paradigms can be found in the items and equipment page.

Alignment: The skill dependency of a weapon. A breaker blade, for example, would have a 70% strength alignment and 30% dexterity alignment(Meaning 70% of the weapon's skill dependent damage is from the strength stat).


Armor works jointly with the weapon to help calculate attack speed and evasion. It has four important elements that help to define it.

Weight: Armor weight slightly affects dexterity rolls and greatly affects evasion rolls. Equipped armor does not affect the weapon weight calculations.

Paradigm: Like weapons, the effectiveness of a piece of armor is influenced by your skills. Some armors will be tailored to suit dexterity based people, while others may be designed to least impede those with a great deal of strength. The paradigm here, however, determines just how much the armor depletes your abilities when equipped. Additionally, armor paradigms do not include the armor itself (Meaning a pauldron isn't a paradigm, but a form)

Material: The material of an armor piece contributes to the paradigm and weight, and may have special bonuses... or debuffs. The material of an armor piece also determines its' defensive capabilities. For instance, you can count on tin armor to be light and fairly cheap, but iron armor, despite its' weight, would be more effective. Additionally, while metal armors would offer a bonus against electricity and light damage, they may make you far more vulnerable to thermal damage.

Form: The specific form of the armor piece. This may vary from chestpieces, leggings, etc. As a rule of thumb, you can't wear two chest pieces, fur example, UNLESS you're wearing light armor under heavy armor.



Magic


Magic is performed a tad bit differently from other games. It consumes(Or rather, converts) your life energy to perform 'spells'. You have a certain amount of excess life energy at your disposal most of the time, so spell usage can be done without detriment to yourself... to a point. If you have no energy crystals and your excess life energy is exhausted, you'll begin taking damage equal to half the amount of life energy you use, so be careful! When you start dipping into your reserve life energy, you'll start temporarily receiving stat penalties across the board. The condition caused by magical overexertion is called hollowing. Hollowing makes you immune to pain and fear, but also cuts all your stats in half... Not good. The name references the fact that your body becomes "hollow" when the spirit tether is weakened; eventually becoming no more than a shell if all your life energy is exhausted.

Magic, in the simplest description, is the usage of any of the energies that make up the world. In this case, life, spirit, electricity, light, darkness, heat, cold, and gravity. Each of these energies can be harnessed alone or in conjunction to cast spells. These same energies can also be stored in crystals or converted at a loss to other energies. Most magic users are either elves, or have recieved special training in the past as one of their bootstrap skills(and have a living staff as a starter weapon). Reptilians recieve a ten point penalty to the overall magic skill by default, while elves receive a ten point bonus to overall magic... But a reptilian can find immense utility in the use of magic.

The energies can be mixed to create novel spells. For instance, combining electricity and darkness may create a blinding fog that deals damage to opponents without metal armor. When combining energies, the caster must choose the dominant element, which will express the primary attributes, as well as the secondary element, which will determine secondary attributes. Primary and secondary attributes will be discussed at a later time. Combining non-conflictng energies is called melding

These energies will, however, destroy opposite energies unless one of those energies are bound to inert mediums, which will be covered later. The pairings for these opposite forces are heat and cold, electricity and gravity, and lastly, light and darkness. Spirit and life energy do not cancel eachother out because spirit and life energy is nonreactive.

An inert medium is anything that is nonreactive to the two energies you wish to combine. For instance, combining heat and cold energy would normally do nothing but waste time and energy. However, for example, binding either heat energy or cold energy to life energy, then combining the fields allows the caster to combine the primary attributes of the unbound energy with the secondary attributes of the bound energy. This obviously comes at the cost of increased energy usage, but the efficacy of a magic attack may hinge on this mechanic against some opponents. Combining fields like this also requires significantly more skill than normal attacks. Combining inverse energies like this is called harmonizing.

The equations for magic damage/defense are as follows

MAGIC Damage

{([USG+SKILL]*EMOD)-WARD/MAGDEF}ELE

The numerator is the sum of the magic usage and your skill level multiplied by the elemental modifier of the enemy's armor(meaning fire and ice can deal different amounts of damage to different enemies), the difference between the product and the opponent's WARD, or magic barrier, is taken. The denominator is simply the magic defense of the opponent. If the magic defense is less than 1, then remove the denominator when you solve. Magic defense is an armor attribute, not magic related. If the attack is using melding or harmonizing, then the EMOD should be the mean of the two EMODS. Melding comes at a %20 usage penalty, whereas harmonizing comes at a %33 usage penalty.

MAGIC Ward

(USG*ROOT[.25SKILL])
Defensive magic is what contributes to your WARD in combat. Depending on the barrier you create, it can effect certain things. This equation is the product of usage and the root of .25 of the elemental skill of the user. ELE is a symbol for what element the magic defends against. So for instance, a barrier made of heat energy might have a defensive rating of 5CLD, meaning it's effective at warding cold damage. If the ward is applicable in the damage equation(Meaning it is effective against the attack, like cold damage in the example), then you must have the attacked unit's ward subtracted from the damage calculation.

A list of spells and energies can be found here (http://mythruna.com/forum/index.php?topic=2116.msg19526#msg19526).

Part 2.  (http://mythruna.com/forum/index.php?topic=2115.0)



Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 06, 2015, 12:45:06 PM
Some other useful things to include would be skills and stats, both of which have been discussed, Paul even has a graphic for how the stats screen will work.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 07, 2015, 03:38:45 PM
Some other useful things to include would be skills and stats, both of which have been discussed, Paul even has a graphic for how the stats screen will work.

Dere. I'll work on this more later-ish.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 08, 2015, 02:17:33 AM
In terms of the actual thread adventures I think each thread should be it's own world constantly progressing in time as the "DM/GM" sees fit. That way when new players join they are joining a consistent world.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 08, 2015, 04:20:19 PM
In terms of the actual thread adventures I think each thread should be it's own world constantly progressing in time as the "DM/GM" sees fit. That way when new players join they are joining a consistent world.

I'm not sure what you mean. Do you mean each thread should be like a different "seed" on a different server? Or do you mean each one should tie together?


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 08, 2015, 05:41:19 PM
Each thread should be it's own seed.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 08, 2015, 06:05:08 PM
Each thread should be it's own seed.

Alright. I'll probably get back to work on this next weekend.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 08, 2015, 06:14:10 PM
Ok. I appreciate what you are doing Rayblon. I can't wait for the day when we can actually play Mythruna and enjoy adventures like these in it.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 11, 2015, 10:19:42 AM
Added player attributes. For simplicity's sake it's a point system.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 11, 2015, 06:11:33 PM
The Character Mock up Paul made provides a more detailed version of stats. Don't worry it's still point based.  ;)


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 11, 2015, 08:15:34 PM
The Character Mock up Paul made provides a more detailed version of stats. Don't worry it's still point based.  ;)

^^


Just driving some points home about specificsof the RP itself.

*scoops yogurt into plantain chips*


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 12, 2015, 01:59:22 PM
How does a sword art system sound? Like, instead of plain attacks, you can occasionally expend focus or something dependent on dexterity to perform combos and special, planned techniques.

I.E The windmill  kick is a technique best used on humanoid enemies. It inflicts a base damage of 15, has poor armor penetration, but is increasingly more likely to daze or confuse enemies the heavier their armor is.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 12, 2015, 07:01:58 PM
Um maybe. Is that what Paul's going for in the combat system?


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 12, 2015, 07:07:01 PM
Um maybe. Is that what Paul's going for in the combat system?

It gives the players more control and makes up for the fact that the success of everything they do hinges on my dice.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: pspeed on February 12, 2015, 07:13:44 PM
Um maybe. Is that what Paul's going for in the combat system?

To the extent that I'm able to implement it, Paul's combat system will be based on skill and not dice.  That would be tough to implement in an in-person pencil-and-paper role playing game (though I suspect it could be done with some danger*) but probably impossible in an over-the-web role playing game.  :)

* "Gentleman, draw your sharpened pencils!"


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 12, 2015, 07:51:21 PM
Um maybe. Is that what Paul's going for in the combat system?

To the extent that I'm able to implement it, Paul's combat system will be based on skill and not dice.  That would be tough to implement in an in-person pencil-and-paper role playing game (though I suspect it could be done with some danger*) but probably impossible in an over-the-web role playing game.  :)

* "Gentleman, draw your sharpened pencils!"

I think he was talking about sword art techniques. :P

Mythruna knows not of dice.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 15, 2015, 02:15:54 PM
Guide me ebag. What next? xD


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 15, 2015, 03:07:17 PM
Next we experiment with formats for making RP characters with the info you have gathered.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 15, 2015, 03:08:59 PM
Next we experiment with formats for making RP characters with the info you have gathered.

k. I actually had a hobby of formatting powerpoint slides, so this should be interesting.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 17, 2015, 05:47:31 AM
Once I fail my calc test today, I'll create the player attribute chart.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 17, 2015, 05:36:00 PM
I'll work on this later. Formatting the wiki.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 20, 2015, 04:04:17 PM
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...Tables.

(Translation: I made the table for player stats, Ebag.)


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 20, 2015, 05:28:55 PM
Great I can't wait to see them. Great job! :D


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 20, 2015, 06:04:33 PM
Great I can't wait to see them. Great job! :D


It's in the OP.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 21, 2015, 08:28:41 AM
Please define OP.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 21, 2015, 09:24:21 AM
Please define OP.

._.

Original Post.

The first pot in this thread

The top post.

The post with all the rules.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Michael on February 21, 2015, 09:48:25 AM
Please define OP.

._.

Original Post.

The first pot in this thread

The top post.

The post with all the rules.
I remember when I got OP all confused with when I was used to OP meaning OverPowered.

See the OP for the answer.
See the OverPowered for the answer?

lol.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 21, 2015, 11:24:57 AM
RACE: Reptilian DEXTERITY:40 STRENGTH:10 TURN REGEN:.3+(.07ENDURANCE)
BASIC TRAINING: Foraging, Stealth,  ENDURANCE:10 MAX CARRY WEIGHT:50+(1STRENGTH) DEBUFF RESIST ROLL: 50+5DEBUFFLVL-.5(CONSTITUTION)
MAX HEALTH: 100+(.5CONSTITUTION) CONSTITUTION:10 MAX WEAPON WEIGHT: 10+ (1/3STRENGTH) LUCK ROLL: 59-(.29 LUCK)
HEALTH REGEN: 5+(.05CONSTITUTION) LUCK:5 TURN LIMIT:8+(.12ENDURANCE) DEXTERITY ROLL: 40-(.39 DEXTERITY)
Now all I need is a good reptilian name. :P Paul got any ideas?


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 21, 2015, 11:25:53 AM
RACE: Reptilian DEXTERITY:40 STRENGTH:10 TURN REGEN:.3+(.07ENDURANCE)
BASIC TRAINING: Foraging, Stealth,  ENDURANCE:10 MAX CARRY WEIGHT:50+(1STRENGTH) DEBUFF RESIST ROLL: 50+5DEBUFFLVL-.5(CONSTITUTION)
MAX HEALTH: 100+(.5CONSTITUTION) CONSTITUTION:10 MAX WEAPON WEIGHT: 10+ (1/3STRENGTH) LUCK ROLL: 59-(.29 LUCK)
HEALTH REGEN: 5+(.05CONSTITUTION) LUCK:5 TURN LIMIT:8+(.12ENDURANCE) DEXTERITY ROLL: 40-(.39 DEXTERITY)
Now all I need is a good reptilian name. :P Paul got any ideas?

Putting in a codebox so you can use the table w/ formatting. lol


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 21, 2015, 11:27:19 AM
The next logical step is setting up the first forum campaign (world to explore and have adventures in). Paul as we go I would like your commentary on how true to the real game we are being. :)


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 21, 2015, 11:29:15 AM
The next logical step is setting up the first forum campaign (world to explore and have adventures in). Paul as we go I would like your commentary on how true to the real game we are being. :)

Status ailments and magic still aren't fleshed out but ok.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 21, 2015, 11:31:30 AM
Thank you for doing this Rayblon. I'm not sure if anyone besides me will enjoy this. I hope it attracts more new people to stay on the forum for this. If all goes well we might double our regular population with this. I hope...


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 21, 2015, 11:33:38 AM
Thank you for doing this Rayblon. I'm not sure if anyone besides me will enjoy this. I hope it attracts more new people to stay on the forum for this. If all goes well we might double our regular population with this. I hope...

Ehh... Doubling might be pushing it. Then again, I've been wrong before.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 21, 2015, 11:37:19 AM
Actually in terms of fleshing magic out Paul's mock up uses the elemental stats for how well you can use certain magic types and lore for how much you already know about the world. And ya I jumped the gun, we should do these things before beginning.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 22, 2015, 06:27:11 PM
One way to do this on the forum is to do it by time increments. The GM would tell the players what amount of time will pass IG before his next GM post. The players would then post what they did during that time increment and when the GM posts again he will determine the outcome of their actions. This sound good Rayblon?


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on February 22, 2015, 06:29:49 PM
One way to do this on the forum is to do it by time increments. The GM would tell the players what amount of time will pass IG before his next GM post. The players would then post what they did during that time increment and when the GM posts again he will determine the outcome of their actions. This sound good Rayblon?

Hmm. Maybe, but combat would need to be turn based.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on February 22, 2015, 06:36:21 PM
Ok.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: pspeed on February 22, 2015, 06:39:42 PM
One way to do this on the forum is to do it by time increments. The GM would tell the players what amount of time will pass IG before his next GM post. The players would then post what they did during that time increment and when the GM posts again he will determine the outcome of their actions. This sound good Rayblon?

Hmm. Maybe, but combat would need to be turn based.

In pencil-and-paper RPGs, combat is nearly always turn based.  The only significant different is how they choose to break down the turn and how long a turn represents.  (For example, D&D 3rd ed. a turn was like a minute so your dice roll represented what happened over a minute of combat.  In RuneQuest a turn was 10 seconds... so dice rolls ended up mapping to very specific actions: "you swing and hit the troll in the left arm but his bark-like skin damages your sword for 2 pts of damage"  Versus D&D: "You did 2 pts of damage to him.  He did 3 pts of damage to you.")  I'll leave it up to the reader to decide which approach would be best for a forum-game where pacing is necessarily slower. :)


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 05, 2015, 10:11:07 AM
Added something to the table. There is now a row for magic. It contains magic alignment , overall magic skill, magic sense, and enthalpy. Enthalpy determines how structured someone's magic is. High enthalpy allows people with low life force, but high dextery and magic skill to deliver devastating and precise attacks. People with low enthal would be better at dealing AoE damage using magic. Enthal may also make it easier to elementally enhance arrows in combat.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 05, 2015, 02:27:42 PM
Great job Rayblon! Now that characters are set up we know have just enough to start playing which should, "Get the water flowing" ,as you say some more. But it's up to you if and when you want to show us your ingenious campaign. I know you are dealing with college and that should be your primary concern so I'll understand if you want to wait.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 06, 2015, 12:18:37 AM
Working on some base weapon types so we have consistent rules for how things work. I'm fleshing out the debuff system in my head while I work on weapons. I can't wait until I get around to whips and maces so I can finally talk about the "Punished" debuff. >:3


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Conner on March 08, 2015, 05:03:41 PM
"Gentleman, draw your sharpened pencils!"

Does anyone have a pencil sharpener?


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 08, 2015, 05:09:19 PM
"Gentleman, draw your sharpened pencils!"

Does anyone have a pencil sharpener?

... What's a pencil?

Is that some kind of keyboard?


Title: Re: Mythruna RP Rules (Major WIP)
Post by: pspeed on March 08, 2015, 06:16:20 PM
"Gentleman, draw your sharpened pencils!"

Does anyone have a pencil sharpener?

... What's a pencil?

Is that some kind of keyboard?

It's a weapon used for injecting chunks of graphite into your enemies. ;)  (Pens and pencils technically violate every school 'no weapons' policy that I've ever read.)


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 08, 2015, 07:54:44 PM
It's a weapon used for injecting chunks of graphite into your enemies. ;)  (Pens and pencils technically violate every school 'no weapons' policy that I've ever read.)

So do scissors, and markers, and pens, and metal rulers, and pencil sharpeners...

File down a metal ruler and you have a long ranged shiv.
With a small screwdriver, you can secure the razor from a pencil sharpener, which can easily inflict deep wounds.
A backpack strap is basically just like fiber wire.
Take some kleenex and soak them in sharpie ink. You have a *potentially lethal* knock out rag.



This is why we need to switch over to computers in schools.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: pspeed on March 08, 2015, 08:01:54 PM
Yes, but a pencil can be used directly as a weapon in just the condition it was intended for use.  Which I always thought was funny.  "No sharp pointed objects."  Hehe... sure.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Moonkey on March 09, 2015, 12:51:18 AM
This is also why I go to online school. No need to worry about Rayblon potentially creating a weapon next to me!


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 09, 2015, 07:53:09 AM
This is also why I go to online school. No need to worry about Rayblon potentially creating a weapon next to me!

I jury rigged a trojan by taping Internet Explorer and Bing together. muahahahahaha


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Michael on March 09, 2015, 03:18:51 PM
It's a weapon used for injecting chunks of graphite into your enemies. ;)  (Pens and pencils technically violate every school 'no weapons' policy that I've ever read.)

So do scissors, and markers, and pens, and metal rulers, and pencil sharpeners...

File down a metal ruler and you have a long ranged shiv.
With a small screwdriver, you can secure the razor from a pencil sharpener, which can easily inflict deep wounds.
A backpack strap is basically just like fiber wire.
Take some kleenex and soak them in sharpie ink. You have a *potentially lethal* knock out rag.



This is why we need to switch over to computers in schools.
except for math.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 09, 2015, 04:00:03 PM
It's a weapon used for injecting chunks of graphite into your enemies. ;)  (Pens and pencils technically violate every school 'no weapons' policy that I've ever read.)

So do scissors, and markers, and pens, and metal rulers, and pencil sharpeners...

File down a metal ruler and you have a long ranged shiv.
With a small screwdriver, you can secure the razor from a pencil sharpener, which can easily inflict deep wounds.
A backpack strap is basically just like fiber wire.
Take some kleenex and soak them in sharpie ink. You have a *potentially lethal* knock out rag.



This is why we need to switch over to computers in schools.
except for math.

I can see a math class being run using tablets, personally.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 09, 2015, 07:37:08 PM
Lol, we started talking about serious RP stuff and somehow it became a conversation about Kleenex assassins.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 09, 2015, 08:03:34 PM
Speaking of RP stuff how's that going Rayblon?


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 09, 2015, 09:22:52 PM
Speaking of RP stuff how's that going Rayblon?


College is happening. So is my book.



Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 10, 2015, 02:40:44 PM
I forgot about that. Sorry Rayblon.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 10, 2015, 06:14:26 PM
90% done with the weapon type list, then I can move on to poisons and spells. >.>

I'll probably add on to the weapon types later and add about 15 other categories that I missed.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 10, 2015, 06:24:59 PM
Good job and ya I apologies for taking you for granted sometimes.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 10, 2015, 06:26:22 PM
Good job and ya I apologies for taking you for granted sometimes.

Apology counter: 8


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 10, 2015, 06:40:26 PM
To add on to that, I wouldn't do this unless I actually wanted to, so yeh.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 12, 2015, 12:17:14 PM
Gotta wrap up some bio work, and if time permits, I'll get to work on this some more since I've got today off. I'll make a table for weapons and other equipment later. I'm going to note in advance that the weapon paradigms are more or less cheat sheets for GMs. The details of each paradigm aren't meant to be restrictive.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 12, 2015, 02:54:14 PM
But it's up to you if and when you want to show us your ingenious campaign. I know you are dealing with college and that should be your primary concern so I'll understand if you want to wait.

Gonna be honest, I was like "Like hell I'm going to write a campaign" when I first read this, but I might do it after all.

It'll have dem feels tho, so bring tissues if I do. :P


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 12, 2015, 05:09:35 PM
Sorry for being insensitive Rayblon.

+1 to apology counter


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 12, 2015, 05:25:22 PM
Sorry for being insensitive Rayblon.

+1 to apology counter

stahhhp x.x



As an update, my bio work has reached an unprecedented difficulty. I officially despise Karl Pearson, and couldn't work on this.

EDIT: Yey, now I can work on this. ^_^


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 13, 2015, 12:04:19 AM
No progress on this post, sadly... But I did get a chance to do some research into effective medieval medicines. You'd be surprised at how little has changed... :P

I've also been mulling over how inventories would be handled. I'm thinking that the GM could privately handle inventories


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 13, 2015, 07:55:12 PM
Added magic weapons and firearms. Spellblades and living staves were my favorite ones to write up. :3

For anyone interested, the spellblade is based on a design for a plasma sword(It's also the only design for a plasma sword, lol).

As you may have guessed, living staves are a compromise for people with low magic ability. I'm still working out how they'd work, but it'd probably be by using sunlight or something.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 14, 2015, 11:03:56 PM
Moved items to another thread because it's freaking enormous and I'd be spending the rest of eternity working on it.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 15, 2015, 09:23:03 AM
Thank you for putting so much effort Rayblon. Your amazing.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 15, 2015, 05:41:39 PM
I think I may flesh out a skeleton for towns. I already have an idea of how you could hone your skills by doing errands for the town. Towns may even have paradigms, themselves.

The most basic description of how jobs will work is this: They will be dependent upon certain stats, like... Magic sense, for a shrine keeper, endurance for a courier, strength for construction work, etc... Your stats will increase every time you do a job. However, if you have a high strength stat, construction will start earning you less and less stat points, but you will also earn significantly more money.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 15, 2015, 06:09:25 PM
What would the dexterity job be? Steet-Performer? lol :P


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 15, 2015, 07:01:33 PM
What would the dexterity job be? Steet-Performer? lol :P

Depends on the town. In a large city, you may be able to take a shift as a substitute watchman or get a job in a tannery or forge working on delicate pieces. Some towns may not even HAVE jobs for dexterity builds, further encouraging diversification of the group's stats.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 16, 2015, 06:26:16 PM
Now I have to deal with an English class on top of the two other classes. Not sure when I'll have a good chunk of time to work on this.

And ofc I can't work on excavation either. :L


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 16, 2015, 11:02:45 PM
I added to this anyway, despite my better judgement.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 17, 2015, 07:12:03 AM
Rayblon, please focus on your school work a bit first. I don't want you to get bad grades over this.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 17, 2015, 08:36:15 AM
Rayblon, please focus on your school work a bit first. I don't want you to get bad grades over this.

It's not so simple as that. I am a good writer because I live and relive what I want to write, in little instances. The issue is that these little instances arise unprovoked until I literally write them away, and it's very hard to pull myself out of the daze they plunge me into. I think you know where I'm going with this.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 17, 2015, 11:39:36 PM
Added some more onto this after spending eight hours reading 1984. o.e


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 18, 2015, 06:46:52 PM
Apparently this thread has been viewed over 1,000 times. Something tells me there are lots people out there that are pumped for this. How interesting. :P

Looks like you may be right about this after all, Ebag.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Moonkey on March 19, 2015, 10:29:28 AM
Apparently this thread has been viewed over 1,000 times. Something tells me there are lots people out there that are pumped for this. How interesting. :P

Looks like you may be right about this after all, Ebag.
They might've been expecting something different though, if you look at the title and think about it xD


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 19, 2015, 01:34:03 PM
Apparently this thread has been viewed over 1,000 times. Something tells me there are lots people out there that are pumped for this. How interesting. :P

Looks like you may be right about this after all, Ebag.
They might've been expecting something different though, if you look at the title and think about it xD

brb gonna go mourn the difference i thought i was making


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on March 19, 2015, 05:48:33 PM
I'm sorry Rayblon. :(


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 19, 2015, 06:25:41 PM
I'm sorry Rayblon. :(

Added to the apology counter.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 20, 2015, 11:03:27 PM
Gah. Nothing new here today. Ahh well, I was distracted with other things, as you know. :P


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 29, 2015, 02:07:13 PM
Finished all the WIP math. Now I need to introduce the math for magic...


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 29, 2015, 02:51:07 PM
Did the magic math. It's adequate for now.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on March 29, 2015, 08:57:01 PM
Topic: Mythruna RP Rules (Major WIP)  (Read 1337 times)


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on April 04, 2015, 11:25:32 AM
Sorry there hasn't been anything new lately. The excavation took up alot of my time. Hopefully I'll be able to get a fair amount of progress in on both projects in the future.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on April 05, 2015, 10:23:26 AM
Did some general housekeeping. Knocked off a bunch of stuff from the list, added some stuff to the list too.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: ebag51 on April 05, 2015, 10:55:17 AM
Good job, Rayblon.  :)


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on April 07, 2015, 09:22:17 AM
Yay for character limits...


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on April 08, 2015, 07:06:57 PM
I'll definitely be amping up the organization of this post, like I did in the handbook. I don't know when, but it will happen before I get anything else done. I need it or else I'll just end up going insane... Or more insane, at least. lol


Title: Re: Mythruna RP Rules (Major WIP)
Post by: pspeed on April 08, 2015, 08:08:19 PM
Note: I don't know if you already have a game system you are using for your RP stuff... and frankly I don't even know what the current good ones are.

However, recently the company behind the Dragon Age (non-computer) role playing games has genericized their system for use as a basis for other systems.  Looks like it's not out until May I guess: http://greenronin.com/blog/2015/01/19/green-ronin-in-2015/  (scroll down to "Fantasy Age")


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on April 08, 2015, 08:45:37 PM
Note: I don't know if you already have a game system you are using for your RP stuff... and frankly I don't even know what the current good ones are.

However, recently the company behind the Dragon Age (non-computer) role playing games has genericized their system for use as a basis for other systems.  Looks like it's not out until May I guess: http://greenronin.com/blog/2015/01/19/green-ronin-in-2015/  (scroll down to "Fantasy Age")

I'm kind of working off of what I know here. No outside systems are being referenced thus far... But I'll probably have to take a look at something like that eventually. Thanks for the link, and the reminder that I should study up on the existing systems out there.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: pspeed on April 08, 2015, 09:32:36 PM
Note: I don't know if you already have a game system you are using for your RP stuff... and frankly I don't even know what the current good ones are.

However, recently the company behind the Dragon Age (non-computer) role playing games has genericized their system for use as a basis for other systems.  Looks like it's not out until May I guess: http://greenronin.com/blog/2015/01/19/green-ronin-in-2015/  (scroll down to "Fantasy Age")

I'm kind of working off of what I know here. No outside systems are being referenced thus far... But I'll probably have to take a look at something like that eventually. Thanks for the link, and the reminder that I should study up on the existing systems out there.

It's supposed to be one of the easier ones to pick up and still stay out of the way in story telling.  It's the basis of the game Wil Wheaton is using for his RPG show.

https://www.youtube.com/watch?feature=player_detailpage&v=4Er6gDch9Lc#t=77

I don't know if it translates well to forum play but it sounds cool on the surface... in the video he also mentions some other good ones.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on April 08, 2015, 10:21:30 PM
It's supposed to be one of the easier ones to pick up and still stay out of the way in story telling.  It's the basis of the game Wil Wheaton is using for his RPG show.

https://www.youtube.com/watch?feature=player_detailpage&v=4Er6gDch9Lc#t=77

I don't know if it translates well to forum play but it sounds cool on the surface... in the video he also mentions some other good ones.

We'll see what happens, I suppose. I don't want to impose reading on people that I wouldn't read myself, so I'll probably keep what I can custom and concise. The biggest issue is the fact that I don't know all that an RP rulebook needs, or is structured.

If I do piggy back off of a system or engine, you can count on it being a hybrid at best because I'm very picky when it comes to written stuff.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on April 09, 2015, 11:55:11 AM
teehee. :P
(http://i59.tinypic.com/10eixr5.jpg)


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on April 12, 2015, 01:05:09 PM
I'll try making additions to this sometime this week. If I don't, then I require a blood sacrifice.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on May 13, 2015, 09:31:38 PM
I await my blood sacrifice in the shrine of Gomorrah at the isles of Shaggoth.

Ignore the blob monsters.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on May 18, 2015, 02:00:20 AM
Added a tiny disclaimer for the people that don't know that "roleplay" =/= canon.

Right now, I'm having trouble writing the actual guidelines for the RP so I wrote up some more weapon stuff.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Duff_Beer on June 26, 2015, 03:44:07 AM
There is a bit of a problem with the whole "towns" idea.  Namely that unless you go super far out, the land is already packed full of random player creations. And lets face it, a lot of them aren't things you would find in a town.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: pspeed on June 26, 2015, 04:09:46 AM
There is a bit of a problem with the whole "towns" idea.  Namely that unless you go super far out, the land is already packed full of random player creations. And lets face it, a lot of them aren't things you would find in a town.

Not sure what that has to do with this thread about the non-computer-game pencil+paper role playing game some forum users are attempting to work on.


Title: Re: Mythruna RP Rules (Major WIP)
Post by: Rayblon on July 22, 2015, 11:36:40 PM
I'll try working on this some more... maybe not this week, but soonish. I've gotta pick things up around here because I refuse to leave a Mythruna project unfinished.


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on August 02, 2015, 06:59:10 PM
This is basically the statue project in text form now. :P


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on August 16, 2015, 08:39:12 PM
*walks through town looking for ebag while holding a very large mace*



Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on August 20, 2015, 04:41:33 PM
*begins ravaging cities with a large boulder looking for ebag*


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on August 24, 2015, 07:37:52 PM
*begins destroying solar systems in search of ebag*


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Sean on August 24, 2015, 09:16:15 PM
Not too much goes on without yours and ebag's shenanigans


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on August 25, 2015, 01:12:31 AM
Not too much goes on without yours and ebag's shenanigans

*Steps out of time machine from a freshly purged universe*

I'm sorry, did you say something while I was away?


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on August 29, 2015, 07:19:27 PM
Anyone know why there was suddenly a huge spike in new users?


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: pspeed on August 29, 2015, 11:34:39 PM
Anyone know why there was suddenly a huge spike in new users?


I don't know... I'm supposed to get an e-mail for every new user that makes it through the captcha... and I have seen an uptick on accounts that I perma-ban for being spambots but it's still only 5-6 per week.


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on August 30, 2015, 02:46:10 AM
Anyone know why there was suddenly a huge spike in new users?


I don't know... I'm supposed to get an e-mail for every new user that makes it through the captcha... and I have seen an uptick on accounts that I perma-ban for being spambots but it's still only 5-6 per week.

Err, I don't mean people making accounts... I mean, we recently had a period of a couple days where the visitor count spiked to the 50s and 60s.


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Duff_Beer on September 02, 2015, 01:15:56 PM
Anyone know why there was suddenly a huge spike in new users?


I don't know... I'm supposed to get an e-mail for every new user that makes it through the captcha... and I have seen an uptick on accounts that I perma-ban for being spambots but it's still only 5-6 per week.

Err, I don't mean people making accounts... I mean, we recently had a period of a couple days where the visitor count spiked to the 50s and 60s.

ermm I could have helped a bit. I have two accounts and the game keeps crashing on me so I have to log back in constantly.


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on September 02, 2015, 01:37:55 PM
Anyone know why there was suddenly a huge spike in new users?


I don't know... I'm supposed to get an e-mail for every new user that makes it through the captcha... and I have seen an uptick on accounts that I perma-ban for being spambots but it's still only 5-6 per week.

Err, I don't mean people making accounts... I mean, we recently had a period of a couple days where the visitor count spiked to the 50s and 60s.

ermm I could have helped a bit. I have two accounts and the game keeps crashing on me so I have to log back in constantly.

We're talking about the forum.


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Duff_Beer on September 02, 2015, 04:57:19 PM
Anyone know why there was suddenly a huge spike in new users?


I don't know... I'm supposed to get an e-mail for every new user that makes it through the captcha... and I have seen an uptick on accounts that I perma-ban for being spambots but it's still only 5-6 per week.

Err, I don't mean people making accounts... I mean, we recently had a period of a couple days where the visitor count spiked to the 50s and 60s.

ermm I could have helped a bit. I have two accounts and the game keeps crashing on me so I have to log back in constantly.

Ooh... then I have no idea. Congrats! New members!!

We're talking about the forum.


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on September 03, 2015, 11:16:46 PM
(http://i597.photobucket.com/albums/tt53/shiaiutaki/Album%20Of%20Random/EpicNerdRage.gif)
I SAAAWWW HHIIIMMM!!!!1!!!!!!!!!


Title: Re: Mythruna RP Handbook (Major WIP)[Not related to the actual game]
Post by: Rayblon on January 27, 2016, 09:39:17 AM
Gonna work on this now.