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		<title><![CDATA[Eagle Time - Forum Games]]></title>
		<link>https://eagle-time.org/</link>
		<description><![CDATA[Eagle Time - https://eagle-time.org]]></description>
		<pubDate>Fri, 22 May 2026 18:40:13 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[The Great Calamity - New Heroes Arise - Signups open [0/4]]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2698</link>
			<pubDate>Sun, 26 Nov 2017 08:18:08 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=1151">sprïly</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2698</guid>
			<description><![CDATA[Many years ago, a Great Calamity arose from the deepest pits of this world, lasting many a year before heroes of the land finally overcame it. This is the tale of that Calamity, and the supports who necessitated those great heroes on their legendary journey.<br />
<br />
A tale of honor, valiance, and pride.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Overview</span><br />
A great disaster has struck, and who will be the one to save the realm? You, hopefully.<br />
 This is a fairly standard fantasy romp, except more competitive. You and 3 other heroes are competing to become the most Renown hero in all the lands before the Calamity is over, so you can live a prosperous life as a legend. When the Calamity ends, whoever has the most Renown will be claimed the Ultimate Champion, and be the winner.<br />
<br />
So, the basic system of this game works as thus:<br />
1. Prepare for journeying.<br />
2. Journey.<br />
3. Claim Renown for your Journeys and victories over the Calamity.<br />
4. Repeat.<br />
<br />
Not everything is quite that deliciously simple, however. You are directly competing against 3 other heroes (and some other, lesser-known ones too.) <br />
<br />
The Calamity will end in 3 years time. Each turn is a week of in-game time, during which you are allowed to perform 5 separate actions (one for each weekday.) These are divided into a couple of categories.<br />
1. Preparation: Buying items, equipment, levelling up, or resting. General day-to-day business.<br />
2. Mischief: Interfering with other heroes agendas, stealing from other heroes, looting allied heroes, and other things of that ilk.<br />
3. Menace: Performing dark magic, leading monsters into towns, supporting monsters, and other genuine acts of evil.<br />
<br />
Preparation has no direct negative consequences, but performing acts of Mischief and Menace can tarnish your reputation, making you lose Renown, and making Renown harder to gain later.<br />
<br />
There are facilities in town available to you, as a hero, to rest and recuperate, or spend your money.<br />
Church: A place to confess your sins. Confessing acts of Mischief or Menace here will reduce the future Renown loss, and improve your reputation. The sooner you confess after being caught, the more effective this is. However, the more confessions you perform, the less effective they are.<br />
<br />
Tavern: A place to restore yourself. Buying a drink gives you a buff for your next Journey, and 3 quests are posted up here each week. Completing one of them grants you Renown and Gold.<br />
<br />
Library: A place to study the ancient texts. Skills can be trained here, for a cost of one action per skill level.  <br />
<br />
Guild: A place for cooperation. You can join the guild for a basic fee, and you will be sponsored with equipment from Stores. Sponsorship increases Renown gain, but will be cancelled if you are caught in an act of Mischief or Menace. A cancelled Sponsorship will decrease future Renown gains.<br />
<br />
Auction House: A place for bartering. Hosts a weekly auction for items at their base value, heroes and merchants can visit this. Items sold to the auction house will provide the original supplier with a cut of the money from the item's selling price at first, and the full price if sold. Not available if you have been involved in too many acts of Mischief or Menace.<br />
<br />
Stores: There are four shops in this town. The Patron's Mercies (TPM), ESSENTIALS, Bloodbath and Beyond (BaB), and Akbar's Definitely Useful Commodities (ADUC). TPM is an armor store run by the local Jone Sephi who is fairly trustworthy, BaB is a weapon store run by criminal Rob Oson who has a fairly bad reputation, which won't do wonders for your Renown if you shop from him. ESSENTIALS sells useful artifacts and is run by an army veteran, Pad Ikhnum. Shopping here will provide good Renown the more experienced you are, but fresh heroes will not see any worth in it. EDUC is a general store run by a mysterious gentleman known as Akbar.<br />
<br />
These stores will fluctuate as time goes on, and are fairly deep. <br />
<br />
Each turn, a Journey will occur. You will select which location you Journey to, out of 5 available options. More players visiting one location will share the Renown gains throughout, but also improve your chances. Your chances will be largely based on how much you have prepared, your skills, and your equipment. There will be occasional involvement from you, but it's more about strategically prepping for your Journey. <br />
<br />
Essentially, the way to gain Renown is by preparing for Journeys through reputable methods, and supporting stores that have a high reputation themselves. You also gain Renown and Gold through Journeying, and defeating the toughest monsters. <br />
<br />
If there is anything you feel I have missed, please let me know through discord or by posting below. I probably have missed a few things, so don't hesitate.  <br />
</div>
		</div>
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Signup sheet</span><br />
Hero Name: Your character's name.<br />
Player Name: Your name.<br />
Class: Choose from Warrior, Rogue, or Mage. This determines your starting skills,<br />
 and what items you start with.<br />
<br />
Background: Choose one of these to influence your experience.<br />
Thief: Mischief has no Renown penalty, however you may not use the Auction house.<br />
Underdog: You gain Renown quicker, but you start with only one piece of equipment,<br />
 rather than 3.<br />
Noble: You start with a high base Renown, but you suffer harsher consequences for Mischief and Menace. <br />
Wilds-folk: You have a natural affinity for path-finding, and your Journeys are usually more successful. However, you will not be sponsored by the guild.<br />
Possessed: Mischief and Menace have reduced penalties for you, but you must commit one act of Menace each turn or you will suffer a penalty on your Journey. </div>
		</div>
<br />
Note: Heroes will probably die! Please keep that in mind when creating one. You will be able to re-spawn afterwards, but don't get too attached! I don't want anyone to be too sad about their OC's death.<br />
<br />
Credit to Lordlyhour for helping me run this.]]></description>
			<content:encoded><![CDATA[Many years ago, a Great Calamity arose from the deepest pits of this world, lasting many a year before heroes of the land finally overcame it. This is the tale of that Calamity, and the supports who necessitated those great heroes on their legendary journey.<br />
<br />
A tale of honor, valiance, and pride.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Overview</span><br />
A great disaster has struck, and who will be the one to save the realm? You, hopefully.<br />
 This is a fairly standard fantasy romp, except more competitive. You and 3 other heroes are competing to become the most Renown hero in all the lands before the Calamity is over, so you can live a prosperous life as a legend. When the Calamity ends, whoever has the most Renown will be claimed the Ultimate Champion, and be the winner.<br />
<br />
So, the basic system of this game works as thus:<br />
1. Prepare for journeying.<br />
2. Journey.<br />
3. Claim Renown for your Journeys and victories over the Calamity.<br />
4. Repeat.<br />
<br />
Not everything is quite that deliciously simple, however. You are directly competing against 3 other heroes (and some other, lesser-known ones too.) <br />
<br />
The Calamity will end in 3 years time. Each turn is a week of in-game time, during which you are allowed to perform 5 separate actions (one for each weekday.) These are divided into a couple of categories.<br />
1. Preparation: Buying items, equipment, levelling up, or resting. General day-to-day business.<br />
2. Mischief: Interfering with other heroes agendas, stealing from other heroes, looting allied heroes, and other things of that ilk.<br />
3. Menace: Performing dark magic, leading monsters into towns, supporting monsters, and other genuine acts of evil.<br />
<br />
Preparation has no direct negative consequences, but performing acts of Mischief and Menace can tarnish your reputation, making you lose Renown, and making Renown harder to gain later.<br />
<br />
There are facilities in town available to you, as a hero, to rest and recuperate, or spend your money.<br />
Church: A place to confess your sins. Confessing acts of Mischief or Menace here will reduce the future Renown loss, and improve your reputation. The sooner you confess after being caught, the more effective this is. However, the more confessions you perform, the less effective they are.<br />
<br />
Tavern: A place to restore yourself. Buying a drink gives you a buff for your next Journey, and 3 quests are posted up here each week. Completing one of them grants you Renown and Gold.<br />
<br />
Library: A place to study the ancient texts. Skills can be trained here, for a cost of one action per skill level.  <br />
<br />
Guild: A place for cooperation. You can join the guild for a basic fee, and you will be sponsored with equipment from Stores. Sponsorship increases Renown gain, but will be cancelled if you are caught in an act of Mischief or Menace. A cancelled Sponsorship will decrease future Renown gains.<br />
<br />
Auction House: A place for bartering. Hosts a weekly auction for items at their base value, heroes and merchants can visit this. Items sold to the auction house will provide the original supplier with a cut of the money from the item's selling price at first, and the full price if sold. Not available if you have been involved in too many acts of Mischief or Menace.<br />
<br />
Stores: There are four shops in this town. The Patron's Mercies (TPM), ESSENTIALS, Bloodbath and Beyond (BaB), and Akbar's Definitely Useful Commodities (ADUC). TPM is an armor store run by the local Jone Sephi who is fairly trustworthy, BaB is a weapon store run by criminal Rob Oson who has a fairly bad reputation, which won't do wonders for your Renown if you shop from him. ESSENTIALS sells useful artifacts and is run by an army veteran, Pad Ikhnum. Shopping here will provide good Renown the more experienced you are, but fresh heroes will not see any worth in it. EDUC is a general store run by a mysterious gentleman known as Akbar.<br />
<br />
These stores will fluctuate as time goes on, and are fairly deep. <br />
<br />
Each turn, a Journey will occur. You will select which location you Journey to, out of 5 available options. More players visiting one location will share the Renown gains throughout, but also improve your chances. Your chances will be largely based on how much you have prepared, your skills, and your equipment. There will be occasional involvement from you, but it's more about strategically prepping for your Journey. <br />
<br />
Essentially, the way to gain Renown is by preparing for Journeys through reputable methods, and supporting stores that have a high reputation themselves. You also gain Renown and Gold through Journeying, and defeating the toughest monsters. <br />
<br />
If there is anything you feel I have missed, please let me know through discord or by posting below. I probably have missed a few things, so don't hesitate.  <br />
</div>
		</div>
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Signup sheet</span><br />
Hero Name: Your character's name.<br />
Player Name: Your name.<br />
Class: Choose from Warrior, Rogue, or Mage. This determines your starting skills,<br />
 and what items you start with.<br />
<br />
Background: Choose one of these to influence your experience.<br />
Thief: Mischief has no Renown penalty, however you may not use the Auction house.<br />
Underdog: You gain Renown quicker, but you start with only one piece of equipment,<br />
 rather than 3.<br />
Noble: You start with a high base Renown, but you suffer harsher consequences for Mischief and Menace. <br />
Wilds-folk: You have a natural affinity for path-finding, and your Journeys are usually more successful. However, you will not be sponsored by the guild.<br />
Possessed: Mischief and Menace have reduced penalties for you, but you must commit one act of Menace each turn or you will suffer a penalty on your Journey. </div>
		</div>
<br />
Note: Heroes will probably die! Please keep that in mind when creating one. You will be able to re-spawn afterwards, but don't get too attached! I don't want anyone to be too sad about their OC's death.<br />
<br />
Credit to Lordlyhour for helping me run this.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Eagle Time Hunger Games]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2660</link>
			<pubDate>Sat, 11 Nov 2017 23:02:43 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=1197">SinkingSailor</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2660</guid>
			<description><![CDATA[Hello <span style="font-weight: bold;" class="mycode_b">all!</span><br />
<br />
welcome to the Eagle Time Hunger Games!<br />
<br />
Here are the rules slugger.<br />
<br />
1. The code for signing up to be in the ETHG is "Bacon Cheeseburger".<br />
2. Put a character that you want to be in the same district with.<br />
2a. it cannot be another user.<br />
2b. it cannot be yourself.<br />
3. Don't die.<br />
<br />
I will make a post with the details after 12 people have signed up.]]></description>
			<content:encoded><![CDATA[Hello <span style="font-weight: bold;" class="mycode_b">all!</span><br />
<br />
welcome to the Eagle Time Hunger Games!<br />
<br />
Here are the rules slugger.<br />
<br />
1. The code for signing up to be in the ETHG is "Bacon Cheeseburger".<br />
2. Put a character that you want to be in the same district with.<br />
2a. it cannot be another user.<br />
2b. it cannot be yourself.<br />
3. Don't die.<br />
<br />
I will make a post with the details after 12 people have signed up.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A Poet's Corpse]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2659</link>
			<pubDate>Sat, 11 Nov 2017 18:39:31 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=633">Lordlyhour</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2659</guid>
			<description><![CDATA[An Exquisite Corpse is a type of Multi-author Story wherein each participant adds a paragraph to a Story in turn. A Poet's Corpse takes the same Idea and adds the arbitrary Constraint of a rhyme scheme. The First Poster (In This Case, Me) Writes a rhyming couplet, and then half of another. The Next player along Completes that couplet, Writes a Couplet of their own, and then leaves another Half Completed Couplet.<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Examples</span><br />
<blockquote class="mycode_quote"><cite>Firstpost Mcradman Wrote:</cite>There once was a Lad, his name was Jim<br />
His Life's smallest problem was he couldn't swim<br />
For he lived Eighty-Four Miles Inland</blockquote><blockquote class="mycode_quote"><cite>Secondpost Q. Handsomeface Wrote:</cite>In the Midst of a Desert, Surrounded by Sand<br />
His Greatest Issue was his life was Fraught<br />
With a Plague of Bandits who he Constantly Fought<br />
For Control of a Fountain which constantly Gurgled</blockquote>And So On, Etcetera, Until Some Ill defined future point. If you think a Poem has come to a Natural Ending point, Feel Free to end it and Start a New Corpse. To End A Story, Cap It off With three Lines, And then Start Another Poem With The Couple+Dangler Combo. Some Kind of Linebreak Between Would Be Nice As Well<br />
<blockquote class="mycode_quote"><cite>Ultimate Poet Genesis Wrote:</cite>And With the The Ultimate Battle Was Done<br />
He retired to his Fountain with his friends<br />
And Of this daring Tale, You Have Reached The End<br />
<br />
*****<br />
<br />
He Stood in Thought, His Mind Distraught, His Armor Diamond Plated<br />
In Front of Kate, her face Full of Hate, waiting to be Annihilated<br />
When In Ran Dan, That Wonderful man, To deliver Them A letter</blockquote></div>
		</div>
Rules; <br />
1.No using words that Don't Have Any Rhymes. That's Rude<br />
2.You can use nonsense words if you want to, but try to keep them discernible by context (even (especially) if you foist contextualizing the word off onto the next rhymer)<br />
3. Keeping to the Meter is appreciated but not tantamount. (He Said, Absolving himself of this sin in advance)<br />
4. Try to Keep things Orderly. Check to see if Someone else has Replied before you post your reply. It can get Chaotic, with Multiple Poem threads running concurrent Otherwise.<br />
5. Be As Serious or as silly as you want.<br />
<br />
Enjoy!<br />
*****<br />
<br />
<br />
<br />
Once upon The Ides of March<br />
A young man sat beneath a Larch<br />
His Head was filled with Many Things]]></description>
			<content:encoded><![CDATA[An Exquisite Corpse is a type of Multi-author Story wherein each participant adds a paragraph to a Story in turn. A Poet's Corpse takes the same Idea and adds the arbitrary Constraint of a rhyme scheme. The First Poster (In This Case, Me) Writes a rhyming couplet, and then half of another. The Next player along Completes that couplet, Writes a Couplet of their own, and then leaves another Half Completed Couplet.<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Examples</span><br />
<blockquote class="mycode_quote"><cite>Firstpost Mcradman Wrote:</cite>There once was a Lad, his name was Jim<br />
His Life's smallest problem was he couldn't swim<br />
For he lived Eighty-Four Miles Inland</blockquote><blockquote class="mycode_quote"><cite>Secondpost Q. Handsomeface Wrote:</cite>In the Midst of a Desert, Surrounded by Sand<br />
His Greatest Issue was his life was Fraught<br />
With a Plague of Bandits who he Constantly Fought<br />
For Control of a Fountain which constantly Gurgled</blockquote>And So On, Etcetera, Until Some Ill defined future point. If you think a Poem has come to a Natural Ending point, Feel Free to end it and Start a New Corpse. To End A Story, Cap It off With three Lines, And then Start Another Poem With The Couple+Dangler Combo. Some Kind of Linebreak Between Would Be Nice As Well<br />
<blockquote class="mycode_quote"><cite>Ultimate Poet Genesis Wrote:</cite>And With the The Ultimate Battle Was Done<br />
He retired to his Fountain with his friends<br />
And Of this daring Tale, You Have Reached The End<br />
<br />
*****<br />
<br />
He Stood in Thought, His Mind Distraught, His Armor Diamond Plated<br />
In Front of Kate, her face Full of Hate, waiting to be Annihilated<br />
When In Ran Dan, That Wonderful man, To deliver Them A letter</blockquote></div>
		</div>
Rules; <br />
1.No using words that Don't Have Any Rhymes. That's Rude<br />
2.You can use nonsense words if you want to, but try to keep them discernible by context (even (especially) if you foist contextualizing the word off onto the next rhymer)<br />
3. Keeping to the Meter is appreciated but not tantamount. (He Said, Absolving himself of this sin in advance)<br />
4. Try to Keep things Orderly. Check to see if Someone else has Replied before you post your reply. It can get Chaotic, with Multiple Poem threads running concurrent Otherwise.<br />
5. Be As Serious or as silly as you want.<br />
<br />
Enjoy!<br />
*****<br />
<br />
<br />
<br />
Once upon The Ides of March<br />
A young man sat beneath a Larch<br />
His Head was filled with Many Things]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[SCIENCE RUN]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2653</link>
			<pubDate>Mon, 06 Nov 2017 10:22:26 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=272">ProfessorLizzard</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2653</guid>
			<description><![CDATA[<div style="text-align: center;"><img src="https://i.imgur.com/c8F2dFm.png" loading="lazy"  alt="[Image: c8F2dFm.png]" class="mycode_img" /></div>
<br />
A Sequel to the hit game Science Train. You don't have to read that game to understand this one, and the image links died there in the Great Dropbox Betrayal anyways.<br />
<br />
<div style="text-align: center;"><img src="https://i.imgur.com/jgdlFRL.png" loading="lazy"  alt="[Image: jgdlFRL.png]" class="mycode_img" /></div>
<br />
We zoom on a small strip of land on planet Gaia. It is unknown if this location belongs to the Assembled Monarchies, or to the Mostly Holy Chronan Empire.<br />
It is kind of a grey area. Coincidentally, this is also the zone's name, designated after the lineage of counts who used to rule over it (Count Grey), who were famous for allying with everyone.<br />
Nowadays, it is independent, providing greymarket trade between the two countries. There is also a prominent blackmarket trade of SCIENCE parts, smuggled in from the Federal Republic of Scientistan.<br />
<br />
Your team is a small mail and delivery company named MAILSTROM, which is coincidentally the name of the Mailbus you are driving (a bus converted into a camper van). You have been called to meet a mathematician somewhere south. You have never delivered math before, so... how hard could it be?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Name</span>: What is your name?<br />
<span style="font-weight: bold;" class="mycode_b">Short description</span>: How do you look like, and what are you like?<br />
<span style="font-weight: bold;" class="mycode_b">Culture</span>: Due to Count Grey. Which culture do you consider to be from? See a list of main cultures below.<br />
<span style="font-weight: bold;" class="mycode_b">Greatest dream</span>: What is your greatest wish?<br />
<span style="font-weight: bold;" class="mycode_b">Strength</span>: What is your three greatest strenght?<br />
<span style="font-weight: bold;" class="mycode_b">Weakness</span>: What is your two direst weakness?<br />
<span style="font-weight: bold;" class="mycode_b">Three items you own</span>: equipment! The tools of your trade.<br />
<span style="font-weight: bold;" class="mycode_b">MAILSTROM mod</span>: you have outfitted the MAILSTROM bus with a special feature. What is it? Could be a pet!<br />
<br />
Some info on the world's main cultures and nations:<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Spoiler</span><br />
<span style="font-weight: bold;" class="mycode_b">Federal Republic Of Scientistan</span>: A vast and sprawling land up north, governed by scientists, who dabble in SCIENCE, which is baffling form of science (legally distinct from science), utilizing revolutionary science parts. Most of the regular people live in the west and the east coast of the land, the harsher center is mostly filled with science test sites, and people who want to live far from science. Science parts are illegal outside the borders. The country is somehow self sufficient, but unofficially they are a great importer of medicine. Probably due to to all of the SCIENCE they do.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Assembled Monarchies</span>: A union of elective monarchies. The people elect their monarch, who will represent them in the Kingress, who in turn elect their Kingpresident. Their major products are fuel, and miniaturized household and/or military remodels of existing technology. Locked in a cold war with Mostly Holy Chronan Empire. They have a formidable army of conventional and mechanized soldiers. Most of it is grasslands, with patches of deserts.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mostly Holy Chronan Empire</span>: The unfortunate name of this nation is due to the TIME POPE not giving his full blessing, but he is considering it. The Time Religion affects everyone: devout chronans adorn themselves with clocks, and worship time itself. , non devout chronans just wear clocks because it is stylish. Their major products are automatization and vehicles. Locked in a cold war with the Assembled Monarchies. They prefer subtle spy work, as quiet, yet as powerful as the tick of the clock. Most of it is mountains, forests and plateaous.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">League of Belligerent Ocean</span>: A loose coalition and trade union of independent sea nations. They range from arctic australia-esque landmasses, to tiny tropical archipelagos, which also results in a huge variance of cultures, but the most prominent is one is Tengeerland, due to its large collective landmass, and the sister nations that splintered off over the centuries. Tengeerese tend to be levelheaded, with no weird quirks. Their main produce is medicine that doesn't turn you into a monster, prosthetics that don't launch rockets, regular seafood, and tourists who are interested in the reverse of all of the above. They also have a functional space program!<br />
<br />
Other players on the world's stage:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wizards</span>: Ugh. Nobody likes wizards. Nobody UNDERSTANDS wizards. Not even wizards. If you try to replicate their magic, it automatically changes how it works, with no ill effect on the wizard. Wizards think hair enhances their powers, which is why they have one of long beards, ponytails, flowing locks, afros or mohawks.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ares</span>: Planet Ares is a red planet full of Aresian aliens, who are large orange people with multiple eyes, and sharp teeth.<br />
Aresian outlaws tend to visit Planet Gaia to sell weird rocks, or to offer their services as mercenaries. They tend to talk about "stars" which is silly, as there is only one star in existence, the Sun. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cryptosanta</span>: beloved holiday spirit who whispers useful secrets in the ear of good children. Popular in Scientistan.<br />
<br />
</div>
		</div>
<br />
<span style="font-weight: bold;" class="mycode_b">Looking for about four-five players! Updates happen once everyone made a post, and bolded their action. Actions will be resolved in a random order, and enemies might get the initiative sometimes!</span><br />
<br />
EDIT: characters have to be human]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><img src="https://i.imgur.com/c8F2dFm.png" loading="lazy"  alt="[Image: c8F2dFm.png]" class="mycode_img" /></div>
<br />
A Sequel to the hit game Science Train. You don't have to read that game to understand this one, and the image links died there in the Great Dropbox Betrayal anyways.<br />
<br />
<div style="text-align: center;"><img src="https://i.imgur.com/jgdlFRL.png" loading="lazy"  alt="[Image: jgdlFRL.png]" class="mycode_img" /></div>
<br />
We zoom on a small strip of land on planet Gaia. It is unknown if this location belongs to the Assembled Monarchies, or to the Mostly Holy Chronan Empire.<br />
It is kind of a grey area. Coincidentally, this is also the zone's name, designated after the lineage of counts who used to rule over it (Count Grey), who were famous for allying with everyone.<br />
Nowadays, it is independent, providing greymarket trade between the two countries. There is also a prominent blackmarket trade of SCIENCE parts, smuggled in from the Federal Republic of Scientistan.<br />
<br />
Your team is a small mail and delivery company named MAILSTROM, which is coincidentally the name of the Mailbus you are driving (a bus converted into a camper van). You have been called to meet a mathematician somewhere south. You have never delivered math before, so... how hard could it be?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Name</span>: What is your name?<br />
<span style="font-weight: bold;" class="mycode_b">Short description</span>: How do you look like, and what are you like?<br />
<span style="font-weight: bold;" class="mycode_b">Culture</span>: Due to Count Grey. Which culture do you consider to be from? See a list of main cultures below.<br />
<span style="font-weight: bold;" class="mycode_b">Greatest dream</span>: What is your greatest wish?<br />
<span style="font-weight: bold;" class="mycode_b">Strength</span>: What is your three greatest strenght?<br />
<span style="font-weight: bold;" class="mycode_b">Weakness</span>: What is your two direst weakness?<br />
<span style="font-weight: bold;" class="mycode_b">Three items you own</span>: equipment! The tools of your trade.<br />
<span style="font-weight: bold;" class="mycode_b">MAILSTROM mod</span>: you have outfitted the MAILSTROM bus with a special feature. What is it? Could be a pet!<br />
<br />
Some info on the world's main cultures and nations:<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Spoiler</span><br />
<span style="font-weight: bold;" class="mycode_b">Federal Republic Of Scientistan</span>: A vast and sprawling land up north, governed by scientists, who dabble in SCIENCE, which is baffling form of science (legally distinct from science), utilizing revolutionary science parts. Most of the regular people live in the west and the east coast of the land, the harsher center is mostly filled with science test sites, and people who want to live far from science. Science parts are illegal outside the borders. The country is somehow self sufficient, but unofficially they are a great importer of medicine. Probably due to to all of the SCIENCE they do.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Assembled Monarchies</span>: A union of elective monarchies. The people elect their monarch, who will represent them in the Kingress, who in turn elect their Kingpresident. Their major products are fuel, and miniaturized household and/or military remodels of existing technology. Locked in a cold war with Mostly Holy Chronan Empire. They have a formidable army of conventional and mechanized soldiers. Most of it is grasslands, with patches of deserts.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Mostly Holy Chronan Empire</span>: The unfortunate name of this nation is due to the TIME POPE not giving his full blessing, but he is considering it. The Time Religion affects everyone: devout chronans adorn themselves with clocks, and worship time itself. , non devout chronans just wear clocks because it is stylish. Their major products are automatization and vehicles. Locked in a cold war with the Assembled Monarchies. They prefer subtle spy work, as quiet, yet as powerful as the tick of the clock. Most of it is mountains, forests and plateaous.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">League of Belligerent Ocean</span>: A loose coalition and trade union of independent sea nations. They range from arctic australia-esque landmasses, to tiny tropical archipelagos, which also results in a huge variance of cultures, but the most prominent is one is Tengeerland, due to its large collective landmass, and the sister nations that splintered off over the centuries. Tengeerese tend to be levelheaded, with no weird quirks. Their main produce is medicine that doesn't turn you into a monster, prosthetics that don't launch rockets, regular seafood, and tourists who are interested in the reverse of all of the above. They also have a functional space program!<br />
<br />
Other players on the world's stage:<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Wizards</span>: Ugh. Nobody likes wizards. Nobody UNDERSTANDS wizards. Not even wizards. If you try to replicate their magic, it automatically changes how it works, with no ill effect on the wizard. Wizards think hair enhances their powers, which is why they have one of long beards, ponytails, flowing locks, afros or mohawks.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Ares</span>: Planet Ares is a red planet full of Aresian aliens, who are large orange people with multiple eyes, and sharp teeth.<br />
Aresian outlaws tend to visit Planet Gaia to sell weird rocks, or to offer their services as mercenaries. They tend to talk about "stars" which is silly, as there is only one star in existence, the Sun. <br />
<br />
<span style="font-weight: bold;" class="mycode_b">Cryptosanta</span>: beloved holiday spirit who whispers useful secrets in the ear of good children. Popular in Scientistan.<br />
<br />
</div>
		</div>
<br />
<span style="font-weight: bold;" class="mycode_b">Looking for about four-five players! Updates happen once everyone made a post, and bolded their action. Actions will be resolved in a random order, and enemies might get the initiative sometimes!</span><br />
<br />
EDIT: characters have to be human]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Exiled - An Introduction]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2498</link>
			<pubDate>Sat, 29 Jul 2017 09:19:44 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=1151">sprïly</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2498</guid>
			<description><![CDATA[On the continent of <span style="color: #32CD32;" class="mycode_color">Dale</span>, the largest of the Five Lands, lies The Capitol. It holds the title of the largest city in the Five Lands, and it's dominion spreads wide across Dale. In fact, it covers the entirety of it, and even some of the surrounding oceans. Miles and miles of land, owned by The Capitol. However, you are no longer allowed on any of this land.<br />
<br />
You have been exiled from The Capitol for performing a horrible offense. Whatever that is, does not matter. What matters now, is that you must find somewhere to settle and flourish, with your band of exiles. The other Lands are open to you (<span style="color: #FF4500;" class="mycode_color">Fyr</span>, <span style="color: #9400D3;" class="mycode_color">Sul</span>, <span style="color: #006400;" class="mycode_color">Twi</span>, and <span style="color: #FFD700;" class="mycode_color">Yon</span>), and whichever you choose could become your home until you die.<br />
<br />
Before all that, though, you should probably get acquainted with your fellow exiles. <br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Character Sheet</span><br />
Name:<br />
Species: (Can be whatever, really. Try to think about the potential problems this could cause, though.)<br />
Gender(?): (if applicable. Only used for third-person pronouns.)<br />
Background: (Why were you exiled? Any particular development occur during your horrible criminal offense?)<br />
Appearance: (Physical appearance)<br />
Specialty: (Whatever this is you will be granted a roll bonus on.)</div>
		</div>
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">What is this?</span>Exiled is a game in which 6 players attempt to forge lives after they've been exiled for horrible crimes, and are unable to access the hospitable mainland. <br />
<br />
Your current goal is to find the most hospitable of all the Four Lands you have available, by exploring and navigating the oceans between them. This will be a tiring journey, and you will need to keep track of your supplies in the case of emergency.<br />
<br />
Turns in this game will occur during lengthy spans of time. Major actions will occur over a month in-game, while Minor actions vary in time, but usually are immediate.<br />
 Minor actions are things like talking, crafting something small, or investigating something nearby. Major actions are things like building structures, going on an adventure or any sort of lengthy travel, or crafting a lot of things (or something big). In the beginning phase of the game, most of the actions will just be travelling to different islands, although plotting a course is a good idea, as well. If you all agree with someone else's action, you can simply quote them rather than post your own.<br />
<br />
Decisions can be challenged and criticized by other players, and if there is an argument, then an agreement will need to occur before the action can take place.<br />
<br />
While there are currently 6 player slots, if more interest is shown I will open up slots for people to join in. If you simply wish to be an interactive observer, I might add an interactive voting system once the colony begins.</div>
		</div>]]></description>
			<content:encoded><![CDATA[On the continent of <span style="color: #32CD32;" class="mycode_color">Dale</span>, the largest of the Five Lands, lies The Capitol. It holds the title of the largest city in the Five Lands, and it's dominion spreads wide across Dale. In fact, it covers the entirety of it, and even some of the surrounding oceans. Miles and miles of land, owned by The Capitol. However, you are no longer allowed on any of this land.<br />
<br />
You have been exiled from The Capitol for performing a horrible offense. Whatever that is, does not matter. What matters now, is that you must find somewhere to settle and flourish, with your band of exiles. The other Lands are open to you (<span style="color: #FF4500;" class="mycode_color">Fyr</span>, <span style="color: #9400D3;" class="mycode_color">Sul</span>, <span style="color: #006400;" class="mycode_color">Twi</span>, and <span style="color: #FFD700;" class="mycode_color">Yon</span>), and whichever you choose could become your home until you die.<br />
<br />
Before all that, though, you should probably get acquainted with your fellow exiles. <br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Character Sheet</span><br />
Name:<br />
Species: (Can be whatever, really. Try to think about the potential problems this could cause, though.)<br />
Gender(?): (if applicable. Only used for third-person pronouns.)<br />
Background: (Why were you exiled? Any particular development occur during your horrible criminal offense?)<br />
Appearance: (Physical appearance)<br />
Specialty: (Whatever this is you will be granted a roll bonus on.)</div>
		</div>
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">What is this?</span>Exiled is a game in which 6 players attempt to forge lives after they've been exiled for horrible crimes, and are unable to access the hospitable mainland. <br />
<br />
Your current goal is to find the most hospitable of all the Four Lands you have available, by exploring and navigating the oceans between them. This will be a tiring journey, and you will need to keep track of your supplies in the case of emergency.<br />
<br />
Turns in this game will occur during lengthy spans of time. Major actions will occur over a month in-game, while Minor actions vary in time, but usually are immediate.<br />
 Minor actions are things like talking, crafting something small, or investigating something nearby. Major actions are things like building structures, going on an adventure or any sort of lengthy travel, or crafting a lot of things (or something big). In the beginning phase of the game, most of the actions will just be travelling to different islands, although plotting a course is a good idea, as well. If you all agree with someone else's action, you can simply quote them rather than post your own.<br />
<br />
Decisions can be challenged and criticized by other players, and if there is an argument, then an agreement will need to occur before the action can take place.<br />
<br />
While there are currently 6 player slots, if more interest is shown I will open up slots for people to join in. If you simply wish to be an interactive observer, I might add an interactive voting system once the colony begins.</div>
		</div>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[[Wizard Jail] (mini-battle)]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2496</link>
			<pubDate>Fri, 28 Jul 2017 17:01:51 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=540">myw</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2496</guid>
			<description><![CDATA[<span style="font-weight: bold;" class="mycode_b">Introductions</span><br />
<br />
This is <span style="font-weight: bold;" class="mycode_b">Wizard Jail</span>: A jail used by gods to house magical beings too dangerous to live, but too potentially useful or amusing to kill immediately. Wizard Jail's location is a complete mystery. There are absolutely no doors, windows, or any means of seeing outside. <br />
<br />
<br />
Every seven years, a game named<span style="font-weight: bold;" class="mycode_b"> [The Cycle of Magic] </span>is held by the God of Gambling. Four lucky gods each choose a prisoner. That prisoner is to be the last prisoner standing. If they succeed, they go free. As such, prisoners that are too likely to ruin the universe if freed are generally not picked. However, there have been exceptions, winners who've left scars upon history. <br />
<br />
<br />
Prisoners are afforded a certain degree of freedom within wizard jail. Currency is supplied to each prisoner on a regular basis, for use with the jail's facilities. Food is served daily in the Cafeteria. Various objects can be bought at the nightly Auction. <br />
<br />
Every seven hours, the agents of gods, called Angels, sweep through the jail, looking for wrongdoing. Though individually flavored to each god, they share the traits of being masked, winged, and powerful. They come in three varieties: Beloveds (general guards), Sweethearts (overseers), and Darlings (shock troopers). <br />
<br />
Wrongdoing is met with various punishments, such as lashing, solitary confinement, or death. While this sounds like it has the potential for an orderly society, the residents of Wizard Jail are unfortunately too colorful to allow it. Various factions exist, for reasons such as pride, alignment, or racism, that are tacitly or explicitly at war over money, objects at the auction, or no good reason.<br />
<br />
Rough map: <br />
<img src="https://i.imgur.com/DjvU3z5.png" loading="lazy"  width="900" height="900" alt="[Image: DjvU3z5.png]" class="mycode_img" /><br />
<br />
Wizards can perform tasks written in the labor section for menial monetary returns. Those who cannot make money generally go hungry, unless under the protection of a gang.<br />
<br />
The gym offers means to enhance physical and other abilities.<br />
<br />
Submarkets are the sales areas, generally run by prisoners.<br />
<br />
Gangs are common, but there are primarily three major ones.<br />
<br />
Vanth: The largest organization. Many factions within it. No undead are allowed, for reasons kept to the upper echelons. Possible racism? The leader, Vanth, is a muscular Unicorn with a shattered horn. In it's place, an eerie sword.<br />
<br />
Blang: This gang primarily deals with money. Generally, they monopolize efficient jobs in the labor camp, and try to obtain the best items at the market. The gang is structured like a company. The leader is unknown. Executive decisions are made by a closed room council.<br />
<br />
Butterfly: Generally deviants and deviant associates. The smallest major gang, but host to many dangerous characters. One of their major activities is getting paid to cause prisoners to break rules, so that they are sent to the punishment rooms, where members of the gang will watch. Extremely loose structure. The head rotates every month within the highest levels of the gang. <br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">RULES</span><br />
<br />
Generally same as Grand Battle rules- however, there is no world changing.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Submission Example</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite> <br />
God: Nautalia, Goddess of Crustaceans <br />
Character: Crab King<br />
Description: Crab King is the king of crabs. he uses magic powers of self-strengthing and gigantic growth to crush his enemies in his mega claw. Thrown in jail for declaring hermit crabs pretenders and driving them to extinction. Has a pistol.<br />
Personality: Cruel, petty, straightforward.<br />
Important Traits: His crown boosts his magic. Is actually a female crab.</blockquote>
<br />
(Because of the 4 seconds of thought I put into Crab King, Crab King is also in the jail. Do with it as you wish.)<br />
<br />
Players will be eliminated periodically based on writing skill, importance to the 'story,' personal opinions and fun factor.<br />
<br />
To facilitate a fairly speedy game, there will be a few small, vague requirements: You cannot wall of text extremely hard. You can direct other player's characters, but not to a great extent without the other author's permission. <br />
<br />
Finally, authors should leave notes at the end of their posts, to explain their character's potential intentions moving forward, so that other writers better understand how to use them.<br />
<br />
Example: <br />
<blockquote class="mycode_quote"><cite>Quote:</cite>1. Crab King intends to directly find the smallest enemy wizard, and crush it.<br />
2. It does not want to locate said wizard in such a showy way that he attracts the attention of dangerous elements.<br />
3. Is hungry, so maybe that's a priority.</blockquote>
<br />
<br />
Registrants:<br />
1) Reserved to DF<br />
2) maybe reserved to Pharmacy<br />
3) reserved to helltires<br />
4) sailor]]></description>
			<content:encoded><![CDATA[<span style="font-weight: bold;" class="mycode_b">Introductions</span><br />
<br />
This is <span style="font-weight: bold;" class="mycode_b">Wizard Jail</span>: A jail used by gods to house magical beings too dangerous to live, but too potentially useful or amusing to kill immediately. Wizard Jail's location is a complete mystery. There are absolutely no doors, windows, or any means of seeing outside. <br />
<br />
<br />
Every seven years, a game named<span style="font-weight: bold;" class="mycode_b"> [The Cycle of Magic] </span>is held by the God of Gambling. Four lucky gods each choose a prisoner. That prisoner is to be the last prisoner standing. If they succeed, they go free. As such, prisoners that are too likely to ruin the universe if freed are generally not picked. However, there have been exceptions, winners who've left scars upon history. <br />
<br />
<br />
Prisoners are afforded a certain degree of freedom within wizard jail. Currency is supplied to each prisoner on a regular basis, for use with the jail's facilities. Food is served daily in the Cafeteria. Various objects can be bought at the nightly Auction. <br />
<br />
Every seven hours, the agents of gods, called Angels, sweep through the jail, looking for wrongdoing. Though individually flavored to each god, they share the traits of being masked, winged, and powerful. They come in three varieties: Beloveds (general guards), Sweethearts (overseers), and Darlings (shock troopers). <br />
<br />
Wrongdoing is met with various punishments, such as lashing, solitary confinement, or death. While this sounds like it has the potential for an orderly society, the residents of Wizard Jail are unfortunately too colorful to allow it. Various factions exist, for reasons such as pride, alignment, or racism, that are tacitly or explicitly at war over money, objects at the auction, or no good reason.<br />
<br />
Rough map: <br />
<img src="https://i.imgur.com/DjvU3z5.png" loading="lazy"  width="900" height="900" alt="[Image: DjvU3z5.png]" class="mycode_img" /><br />
<br />
Wizards can perform tasks written in the labor section for menial monetary returns. Those who cannot make money generally go hungry, unless under the protection of a gang.<br />
<br />
The gym offers means to enhance physical and other abilities.<br />
<br />
Submarkets are the sales areas, generally run by prisoners.<br />
<br />
Gangs are common, but there are primarily three major ones.<br />
<br />
Vanth: The largest organization. Many factions within it. No undead are allowed, for reasons kept to the upper echelons. Possible racism? The leader, Vanth, is a muscular Unicorn with a shattered horn. In it's place, an eerie sword.<br />
<br />
Blang: This gang primarily deals with money. Generally, they monopolize efficient jobs in the labor camp, and try to obtain the best items at the market. The gang is structured like a company. The leader is unknown. Executive decisions are made by a closed room council.<br />
<br />
Butterfly: Generally deviants and deviant associates. The smallest major gang, but host to many dangerous characters. One of their major activities is getting paid to cause prisoners to break rules, so that they are sent to the punishment rooms, where members of the gang will watch. Extremely loose structure. The head rotates every month within the highest levels of the gang. <br />
<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b">RULES</span><br />
<br />
Generally same as Grand Battle rules- however, there is no world changing.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><br />
Submission Example</span><br />
<blockquote class="mycode_quote"><cite>Quote:</cite> <br />
God: Nautalia, Goddess of Crustaceans <br />
Character: Crab King<br />
Description: Crab King is the king of crabs. he uses magic powers of self-strengthing and gigantic growth to crush his enemies in his mega claw. Thrown in jail for declaring hermit crabs pretenders and driving them to extinction. Has a pistol.<br />
Personality: Cruel, petty, straightforward.<br />
Important Traits: His crown boosts his magic. Is actually a female crab.</blockquote>
<br />
(Because of the 4 seconds of thought I put into Crab King, Crab King is also in the jail. Do with it as you wish.)<br />
<br />
Players will be eliminated periodically based on writing skill, importance to the 'story,' personal opinions and fun factor.<br />
<br />
To facilitate a fairly speedy game, there will be a few small, vague requirements: You cannot wall of text extremely hard. You can direct other player's characters, but not to a great extent without the other author's permission. <br />
<br />
Finally, authors should leave notes at the end of their posts, to explain their character's potential intentions moving forward, so that other writers better understand how to use them.<br />
<br />
Example: <br />
<blockquote class="mycode_quote"><cite>Quote:</cite>1. Crab King intends to directly find the smallest enemy wizard, and crush it.<br />
2. It does not want to locate said wizard in such a showy way that he attracts the attention of dangerous elements.<br />
3. Is hungry, so maybe that's a priority.</blockquote>
<br />
<br />
Registrants:<br />
1) Reserved to DF<br />
2) maybe reserved to Pharmacy<br />
3) reserved to helltires<br />
4) sailor]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Villagers vs. Tomatoes [4/4 Filled]]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2495</link>
			<pubDate>Fri, 28 Jul 2017 01:17:18 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=1136">Tuesbirdy</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2495</guid>
			<description><![CDATA[After a messy breakup with the village belle, LISA, the vindictive witch TAMMY WISEAU has put a curse upon the local tomato stock! All tomatoes have gained sentience, grown hundreds of times their normal size, and developed a taste for harassment. Every day, innocent people live in fear of their own produce.<br />
<br />
Take up arms and defend your neighbours from these fruity monstrosities! The wicked TAMMY WISEAU must pay for her crimes. Restore peace to OHAI VILLAGE, foil the witch, and make some freakin' wicked salads in...<br />
<br />
<div style="text-align: center;" class="mycode_align">
<img src="https://i.imgur.com/5uz0gpd.gif" loading="lazy"  alt="[Image: 5uz0gpd.gif]" class="mycode_img" /><span style="font-size: xx-large;" class="mycode_size"> <span style="font-family: Impact;" class="mycode_font"><span style="color: #006400;" class="mycode_color">VILLAGERS </span>VS <span style="color: #FF0000;" class="mycode_color">TOMATOES</span></span> </span><img src="https://i.imgur.com/5uz0gpd.gif" loading="lazy"  alt="[Image: 5uz0gpd.gif]" class="mycode_img" /></div>
<br />
So, yeah! It's a bare-bones dungeon-crawler based on egregious references to The Room. Cue goofy roleplay, d6 abuse, and cartoonish violence that shouldn’t result in <span style="font-style: italic;" class="mycode_i">too</span> many non-tomato casualties. Combat plays out in turns and favours threatrics (i.e. I hand out bonuses like party favours for lovingly described insanity). System's basically a slightly-more-predictable RTD, which I considered explaining here but required reading is for nerds. You’ll pick it up as we go, much like one picks up Tommy Wiseau’s accent during their first screening of The Room. <span style="font-style: italic;" class="mycode_i">You’re tearing me apaht, Leesuh!</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">VILLAGER SIGNUP</span></span><br />
<br />
<blockquote class="mycode_quote"><cite>Character Sheet Wrote:</cite>Name: (Knock yourself out)<br />
Text Color: #HEXCODE<br />
Bio: (A couple lines will do)<br />
Favourite Tomato Dish: (Humour me)<br />
<br />
Put these stats in order from STRONGEST to WEAKEST:<br />
<br />
Strength, Dexterity, Intelligence, Willpower</blockquote><br />
Taking 4 players! To cut down on setup, combat order will be determined by order of applicants. If you have to bow out, that’s cool; I’ll come up with some reason your character retired from the vegan violence.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">PLAYER LIST</span></span><br />
<ol type="1" class="mycode_list"><li><span style="color: #220099;" class="mycode_color">Sir Albert Alphonse Alphage II</span> (a52)<br />
</li>
<li><span style="color: #4682b4;" class="mycode_color">Sir Sinkus Sailorus Dinkey Doingey Boinky Bingy Jorpa Doo</span> (SinkingSailor)<br />
</li>
<li><span style="color: #654321;" class="mycode_color">???</span> (Gatr)<br />
</li>
<li><span style="color: #006400;" class="mycode_color">Steven</span> (Palamedes)<br />
</li>
</ol>
]]></description>
			<content:encoded><![CDATA[After a messy breakup with the village belle, LISA, the vindictive witch TAMMY WISEAU has put a curse upon the local tomato stock! All tomatoes have gained sentience, grown hundreds of times their normal size, and developed a taste for harassment. Every day, innocent people live in fear of their own produce.<br />
<br />
Take up arms and defend your neighbours from these fruity monstrosities! The wicked TAMMY WISEAU must pay for her crimes. Restore peace to OHAI VILLAGE, foil the witch, and make some freakin' wicked salads in...<br />
<br />
<div style="text-align: center;" class="mycode_align">
<img src="https://i.imgur.com/5uz0gpd.gif" loading="lazy"  alt="[Image: 5uz0gpd.gif]" class="mycode_img" /><span style="font-size: xx-large;" class="mycode_size"> <span style="font-family: Impact;" class="mycode_font"><span style="color: #006400;" class="mycode_color">VILLAGERS </span>VS <span style="color: #FF0000;" class="mycode_color">TOMATOES</span></span> </span><img src="https://i.imgur.com/5uz0gpd.gif" loading="lazy"  alt="[Image: 5uz0gpd.gif]" class="mycode_img" /></div>
<br />
So, yeah! It's a bare-bones dungeon-crawler based on egregious references to The Room. Cue goofy roleplay, d6 abuse, and cartoonish violence that shouldn’t result in <span style="font-style: italic;" class="mycode_i">too</span> many non-tomato casualties. Combat plays out in turns and favours threatrics (i.e. I hand out bonuses like party favours for lovingly described insanity). System's basically a slightly-more-predictable RTD, which I considered explaining here but required reading is for nerds. You’ll pick it up as we go, much like one picks up Tommy Wiseau’s accent during their first screening of The Room. <span style="font-style: italic;" class="mycode_i">You’re tearing me apaht, Leesuh!</span><br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">VILLAGER SIGNUP</span></span><br />
<br />
<blockquote class="mycode_quote"><cite>Character Sheet Wrote:</cite>Name: (Knock yourself out)<br />
Text Color: #HEXCODE<br />
Bio: (A couple lines will do)<br />
Favourite Tomato Dish: (Humour me)<br />
<br />
Put these stats in order from STRONGEST to WEAKEST:<br />
<br />
Strength, Dexterity, Intelligence, Willpower</blockquote><br />
Taking 4 players! To cut down on setup, combat order will be determined by order of applicants. If you have to bow out, that’s cool; I’ll come up with some reason your character retired from the vegan violence.<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="text-decoration: underline;" class="mycode_u">PLAYER LIST</span></span><br />
<ol type="1" class="mycode_list"><li><span style="color: #220099;" class="mycode_color">Sir Albert Alphonse Alphage II</span> (a52)<br />
</li>
<li><span style="color: #4682b4;" class="mycode_color">Sir Sinkus Sailorus Dinkey Doingey Boinky Bingy Jorpa Doo</span> (SinkingSailor)<br />
</li>
<li><span style="color: #654321;" class="mycode_color">???</span> (Gatr)<br />
</li>
<li><span style="color: #006400;" class="mycode_color">Steven</span> (Palamedes)<br />
</li>
</ol>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Destroy The Wall]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2493</link>
			<pubDate>Wed, 26 Jul 2017 07:03:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=1197">SinkingSailor</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2493</guid>
			<description><![CDATA[a wall stands in the way of your path. it should probably gtfo tho. so get rid of it.<br />
<br />
Wall: 100,000 HP]]></description>
			<content:encoded><![CDATA[a wall stands in the way of your path. it should probably gtfo tho. so get rid of it.<br />
<br />
Wall: 100,000 HP]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Decked: Game 2 Ended!]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2468</link>
			<pubDate>Tue, 18 Jul 2017 02:40:05 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=737">Reyweld</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2468</guid>
			<description><![CDATA[If you have heard of “We Didn’t Playtest This”, Decked follows a similar premise: fast-paced chaos for a buttload of players. This is a card game that features cards like “Deja Vu”, “Voodoo Doll” and “Cute Pigeon”, and is cram packed with shenanigans.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Rules</span></span><br />
At the start of the game, each player is given a random position of priority (1st, 2nd, 3rd...) and is dealt three cards.<br />
<br />
For every round, each player <span style="text-decoration: underline;" class="mycode_u">must</span> select a card to play for the round (if possible), as well as relevant targets and/or information. After the selection period, the round begins; the cards are then played in order of priority. If a player “loses” during this process, their card still activates. After this sequence, each player draws a card, and priorities are shifted such that 2nd becomes 1st, 1st becomes last, and so forth. After this the round ends.<br />
<br />
The objective of the game is to either make every other player “lose”, or to make yourself “win”. If either of these conditions are met at the end of a round, the game ends and you win. If every player has lost at the end of a round, the game ends and everyone loses equally. Similarly, if two or more players have won at the end of a round, they both/all win!<br />
<br />
If you have lost, you ONLY lose the power to play a card at the beginning of each round and draw a card at the end of each round. However, you can and are still affected by relevant cards. If a card allows you to do something, you are not prevented from doing so. If you win while you have lost, they cancel out.<br />
<br />
If a player has won, the game ends after the end of the round (as they may yet still lose, or more winners may surface).<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Further Rules and Card Mechanics</span></span><br />
<span style="font-style: italic;" class="mycode_i">If you are unsure of how a card works, feel free to ask. You don't have to read this right now, it will make more sense when you have cards to refer to.</span><br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Spoiler</span><br />
When a card says “You”, it refers to the current owner. If you played a card, you are its owner UNLESS it is placed in front of another player. As soon as a card in play moves to a new player, they become its owner.<br />
<br />
When discarding a card, any cards “attached” or “underneath” it are also discarded. Discarded cards are 'reset', with titles and all other properties put back to the original card's disposition.<br />
<br />
Cards that “attach” to another card in play adjust the properties of that card. If either of the cards are discarded, destroyed, or moved, the others are as well (as if they were one card). The same typically goes for cards “Underneath”, which are face down cards that are hidden from all players that are typically manipulated by the card they are underneath. Cards underneath do not trigger their own texts, and have no affect by themselves.<br />
<br />
When a card says “Play immediately”, it is played as soon as you draw it. In the case of multiple players receiving these cards simultaneously, they are resolved in order of priority.<br />
<br />
When a card is copied, it is as if another copy of the original card is played (save a possible title change). Any other changed properties of the card copied are not reflected in the copy.<br />
<br />
Cards that award points only give you the points while the card is in front of you. If you have enough points at the end of a round, you win. If you win through points while you have lost, the loss is cancelled. You may win multiple times through points, but not more than once a round.<br />
<br />
When a card is destroyed, it is removed from the game (as opposed to placed in the discard pile).<br />
<br />
If you choose a target that is no longer applicable when you play the card (ex. Target has been discarded), a random target is chosen of all applicable targets.<br />
</div>
		</div>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Order of Things</span></span><br />
Game Start Only<ul class="mycode_list"><li>Priorities randomly given<br />
</li>
<li>Three Cards dealt to each player</li>
</ul>
Beginning of Round<ul class="mycode_list"><li>Players Select Cards to Play (note: these cards are not considered part of your hand after being selected)<br />
</li>
<li>Cards with “At Beginning of Round” texts are activated/resolved in order of priority</li>
</ul>
Mid Round<ul class="mycode_list"><li>Cards are played and resolved in order of priority</li>
</ul>
End of Round<ul class="mycode_list"><li>Cards with “At End of Round” texts are activated/resolved in order of priority<br />
</li>
<li>Everyone draws a card<br />
</li>
<li>Priorities shift (2nd to 1st, 1st to last, etc.)<br />
</li>
<li>Game ends if there are any winners (including by default) or everyone has lost</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sign-ups</span></span><br />
Any number of people can sign up! I’m going to close sign-ups in 3 days or after I feel no one else is going to join the first round. All you need to do is post to express your interest and choose either Discord, Quick Topic (I’d make it) or PM (I’d prefer the other two options) for submission of your actions and receiving of your cards.<br />
<br />
Here is the list of players who have joined:<br />
<ol type="1" class="mycode_list"><li>a52<br />
</li>
<li>Gatr<br />
</li>
<li>wiltingMyosotis<br />
</li>
<li>ICan'tGiveCredit<br />
</li>
<li>SinkingSailor	<br />
</li>
</ol>
]]></description>
			<content:encoded><![CDATA[If you have heard of “We Didn’t Playtest This”, Decked follows a similar premise: fast-paced chaos for a buttload of players. This is a card game that features cards like “Deja Vu”, “Voodoo Doll” and “Cute Pigeon”, and is cram packed with shenanigans.<br />
<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="font-size: large;" class="mycode_size">Rules</span></span><br />
At the start of the game, each player is given a random position of priority (1st, 2nd, 3rd...) and is dealt three cards.<br />
<br />
For every round, each player <span style="text-decoration: underline;" class="mycode_u">must</span> select a card to play for the round (if possible), as well as relevant targets and/or information. After the selection period, the round begins; the cards are then played in order of priority. If a player “loses” during this process, their card still activates. After this sequence, each player draws a card, and priorities are shifted such that 2nd becomes 1st, 1st becomes last, and so forth. After this the round ends.<br />
<br />
The objective of the game is to either make every other player “lose”, or to make yourself “win”. If either of these conditions are met at the end of a round, the game ends and you win. If every player has lost at the end of a round, the game ends and everyone loses equally. Similarly, if two or more players have won at the end of a round, they both/all win!<br />
<br />
If you have lost, you ONLY lose the power to play a card at the beginning of each round and draw a card at the end of each round. However, you can and are still affected by relevant cards. If a card allows you to do something, you are not prevented from doing so. If you win while you have lost, they cancel out.<br />
<br />
If a player has won, the game ends after the end of the round (as they may yet still lose, or more winners may surface).<br />
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Further Rules and Card Mechanics</span></span><br />
<span style="font-style: italic;" class="mycode_i">If you are unsure of how a card works, feel free to ask. You don't have to read this right now, it will make more sense when you have cards to refer to.</span><br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Spoiler</span><br />
When a card says “You”, it refers to the current owner. If you played a card, you are its owner UNLESS it is placed in front of another player. As soon as a card in play moves to a new player, they become its owner.<br />
<br />
When discarding a card, any cards “attached” or “underneath” it are also discarded. Discarded cards are 'reset', with titles and all other properties put back to the original card's disposition.<br />
<br />
Cards that “attach” to another card in play adjust the properties of that card. If either of the cards are discarded, destroyed, or moved, the others are as well (as if they were one card). The same typically goes for cards “Underneath”, which are face down cards that are hidden from all players that are typically manipulated by the card they are underneath. Cards underneath do not trigger their own texts, and have no affect by themselves.<br />
<br />
When a card says “Play immediately”, it is played as soon as you draw it. In the case of multiple players receiving these cards simultaneously, they are resolved in order of priority.<br />
<br />
When a card is copied, it is as if another copy of the original card is played (save a possible title change). Any other changed properties of the card copied are not reflected in the copy.<br />
<br />
Cards that award points only give you the points while the card is in front of you. If you have enough points at the end of a round, you win. If you win through points while you have lost, the loss is cancelled. You may win multiple times through points, but not more than once a round.<br />
<br />
When a card is destroyed, it is removed from the game (as opposed to placed in the discard pile).<br />
<br />
If you choose a target that is no longer applicable when you play the card (ex. Target has been discarded), a random target is chosen of all applicable targets.<br />
</div>
		</div>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">The Order of Things</span></span><br />
Game Start Only<ul class="mycode_list"><li>Priorities randomly given<br />
</li>
<li>Three Cards dealt to each player</li>
</ul>
Beginning of Round<ul class="mycode_list"><li>Players Select Cards to Play (note: these cards are not considered part of your hand after being selected)<br />
</li>
<li>Cards with “At Beginning of Round” texts are activated/resolved in order of priority</li>
</ul>
Mid Round<ul class="mycode_list"><li>Cards are played and resolved in order of priority</li>
</ul>
End of Round<ul class="mycode_list"><li>Cards with “At End of Round” texts are activated/resolved in order of priority<br />
</li>
<li>Everyone draws a card<br />
</li>
<li>Priorities shift (2nd to 1st, 1st to last, etc.)<br />
</li>
<li>Game ends if there are any winners (including by default) or everyone has lost</li>
</ul>
<br />
<span style="font-size: large;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Sign-ups</span></span><br />
Any number of people can sign up! I’m going to close sign-ups in 3 days or after I feel no one else is going to join the first round. All you need to do is post to express your interest and choose either Discord, Quick Topic (I’d make it) or PM (I’d prefer the other two options) for submission of your actions and receiving of your cards.<br />
<br />
Here is the list of players who have joined:<br />
<ol type="1" class="mycode_list"><li>a52<br />
</li>
<li>Gatr<br />
</li>
<li>wiltingMyosotis<br />
</li>
<li>ICan'tGiveCredit<br />
</li>
<li>SinkingSailor	<br />
</li>
</ol>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Wizard Battles]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2386</link>
			<pubDate>Sat, 03 Jun 2017 12:57:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=1151">sprïly</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2386</guid>
			<description><![CDATA[Every 1000 years, wizards from across the land join together in the wizard metropolis, New Wiz.<br />
<br />
The blinding lights of the stadium shine down upon the wizards as they line up, and are sent off into battles, culminating in a grand showdown against each other with the powers they've gained.<br />
<br />
Many wizards enter, and one wizard leaves. <br />
<br />
And then the rest leave because resurrection wizards are a thing. Then it goes on again.<br />
<br />
You see the poster on your way to New Wiz, with a helpful note that this is the 30th WB tournament ever hosted. You wonder what other kinds of wizards you'll see at the stadium, but the possibilities are endless. Wizards come in all sorts of varieties, and it's almost as though <span style="font-weight: bold;" class="mycode_b">there's no limit to what a wizard could do!</span><br />
<br />
Although, since <span style="font-weight: bold;" class="mycode_b">you have to get energy from your assigned element</span>, wizards such as Black Hole Wizard (a fan favorite from last year) can't do very much. The winner of last year's tournament was Cyborg Dog Wizard, who had surprisingly renewable energy. Who knew cyborg dogs were so common?<br />
<br />
After some more travelling, you end up in New Wiz and make your way to the huge stadium set up for the event. It basically covers the entire city and multiple dimensions, so it's hard to miss. You remember, however, that you need to<span style="font-weight: bold;" class="mycode_b"> fill out your registration form!<br />
</span><br />
How silly of you to forget that in the first place, really.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Wizard Battles Registration</span><br />
Name:<br />
Wizard type: (put anything here ((and add 'wizard' at the end)))<br />
Favorite Color:<br />
</div>
		</div>
<br />
The favorite color section seems odd, but maybe it's some sort of grouping thing? Who knows.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">What is this?</span> Wizard Battles is a game where you make a wizard and fight monsters n explore with your fellow wizards, training up before you battle it out in an epic showdown of wizardry and witchcraft. Treasure and magic awaits, zap zoop</div>
		</div>]]></description>
			<content:encoded><![CDATA[Every 1000 years, wizards from across the land join together in the wizard metropolis, New Wiz.<br />
<br />
The blinding lights of the stadium shine down upon the wizards as they line up, and are sent off into battles, culminating in a grand showdown against each other with the powers they've gained.<br />
<br />
Many wizards enter, and one wizard leaves. <br />
<br />
And then the rest leave because resurrection wizards are a thing. Then it goes on again.<br />
<br />
You see the poster on your way to New Wiz, with a helpful note that this is the 30th WB tournament ever hosted. You wonder what other kinds of wizards you'll see at the stadium, but the possibilities are endless. Wizards come in all sorts of varieties, and it's almost as though <span style="font-weight: bold;" class="mycode_b">there's no limit to what a wizard could do!</span><br />
<br />
Although, since <span style="font-weight: bold;" class="mycode_b">you have to get energy from your assigned element</span>, wizards such as Black Hole Wizard (a fan favorite from last year) can't do very much. The winner of last year's tournament was Cyborg Dog Wizard, who had surprisingly renewable energy. Who knew cyborg dogs were so common?<br />
<br />
After some more travelling, you end up in New Wiz and make your way to the huge stadium set up for the event. It basically covers the entire city and multiple dimensions, so it's hard to miss. You remember, however, that you need to<span style="font-weight: bold;" class="mycode_b"> fill out your registration form!<br />
</span><br />
How silly of you to forget that in the first place, really.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Wizard Battles Registration</span><br />
Name:<br />
Wizard type: (put anything here ((and add 'wizard' at the end)))<br />
Favorite Color:<br />
</div>
		</div>
<br />
The favorite color section seems odd, but maybe it's some sort of grouping thing? Who knows.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">What is this?</span> Wizard Battles is a game where you make a wizard and fight monsters n explore with your fellow wizards, training up before you battle it out in an epic showdown of wizardry and witchcraft. Treasure and magic awaits, zap zoop</div>
		</div>]]></content:encoded>
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			<title><![CDATA[Sheep: Sheep!]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2380</link>
			<pubDate>Wed, 31 May 2017 00:05:48 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=737">Reyweld</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2380</guid>
			<description><![CDATA[<blockquote class="mycode_quote"><cite>Mehgamehn Wrote:</cite>What is Sheep? It’s just this pretty cool game where I ask you a series of questions, to which you can answer in any way you choose through PM to me. By the end of the round, you want to have the most points. How do you gain points, you ask? By being a sheeple. For every answer you give, each person who answers the same thing gives you a point (+1 for yourself). An example:<br />
 <br />
<span style="font-family: courier;" class="mycode_font">What's your favorite vowel?<br />
 <br />
player1, player2, player3, player4 all say E, so those four players each get 4 points. player5 and player6 say O, so those two players get 2 points. player7 says U. He's the only one to do so, he's alone, which is just like U to be amirite. Anyway, he only matched himself, so he gets only 1 point.</span><br />
 <br />
It is important to note that you don’t have to answer honestly/correctly! A good rule of thumb: Answer how you think everyone else in the game will answer. Perhaps your actual answer matches up with what you think everyone else will say, but perhaps not! You gotta think like a sheep.</blockquote> <br />
Also, please don’t post your answers in thread or discuss your answers with others pregame. It isn’t a fun thing to do.<br />
 <br />
So, here are the questions:<br />
<ol type="1" class="mycode_list"><li>What is something you shouldn’t give a child?<br />
</li>
<li>Name a small object.<br />
</li>
<li>What would be an unexpected murder weapon?<br />
</li>
<li>What is the best drink?<br />
</li>
<li>Name an undesirable object.<br />
</li>
<li>What is something you should do everyday?<br />
</li>
<li>Which part of the body is most important?<br />
</li>
<li>Select an onomatopoeia!<br />
</li>
<li>Which colour has the best associated flavours?<br />
</li>
<li>What word best describes yourself?<br />
</li>
<li>Name a four letter word.<br />
</li>
<li>What is the best thing to have after a long day?</li>
</ol>
 <br />
In case there are 2 or more players with the same score, the following are tie-breaker questions. They don’t count for score and only help determine the winner in the event of a tie. Specifically, if there is a tie at 12, 13 is used to break the tie. If the tie continues, 14 is used. Then 15. If there is still a tie, everyone still tied wins (as they are the ultimate sheep and all deserve to win)!<br />
 <br />
<ol type="1" class="mycode_list"><li>13. Which question is your favourite?<br />
14. Which Eagle Time emoji is the best?<br />
15. A, B, C, or D?</li>
</ol>
<br />
As a fun thing, I will also be answering the questions (which I will have done before posting this). My answers won’t count towards points, though. Just a fun thing.<br />
 <br />
<hr class="mycode_hr" />
 <br />
<span style="text-decoration: underline;" class="mycode_u">Sign-ups!</span><br />
Now that the rules are out of the way, here is how to sign up: PM me a list of answers (preferably in the format below). Please <span style="text-decoration: underline;" class="mycode_u">do not</span> send me the questions, just your answers. This game is better with large numbers, so I hope you decide to join in the fun!<br />
 <br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Spoiler</span>1:<br />
2:<br />
3:<br />
4:<br />
5:<br />
6:<br />
7:<br />
8:<br />
9:<br />
10:<br />
11:<br />
12:<br />
13:<br />
14:<br />
15:</div>
		</div>
 <br />
Any amount of people can join, but I am starting this coming Saturday between 7-12 pm EST (or earlier if I don’t think anyone else is joining).<br />
 <br />
<span style="text-decoration: underline;" class="mycode_u">Participants</span><ul class="mycode_list"><li>(Mod) Reyweld<br />
</li>
<li>Wheat<br />
</li>
<li>Dorsidwarf<br />
</li>
<li>Dunkel Blau<br />
</li>
<li>Shredded<br />
</li>
<li>TangledAlmond<br />
</li>
<li>Schazer<br />
</li>
<li>ICan'tGiveCredit<br />
</li>
<li>awkwardcarapace<br />
</li>
<li>wiltingMyosotis<br />
</li>
<li>Robust Laser<br />
</li>
<li>Kíeros<br />
</li>
<li>nonexistentPumpkin<br />
</li>
<li>INSULTRON<br />
</li>
<li>Coldblooded<br />
</li>
<li>Mirdini<br />
</li>
<li>a52<br />
</li>
<li>Gatr<br />
</li>
<li>asciiheart<br />
</li>
<li>AgentBlue<br />
</li>
<li>Palamedes<br />
</li>
<li>Akumu<br />
</li>
<li>bigro<br />
</li>
<li>Justice Watch</li>
</ul>
]]></description>
			<content:encoded><![CDATA[<blockquote class="mycode_quote"><cite>Mehgamehn Wrote:</cite>What is Sheep? It’s just this pretty cool game where I ask you a series of questions, to which you can answer in any way you choose through PM to me. By the end of the round, you want to have the most points. How do you gain points, you ask? By being a sheeple. For every answer you give, each person who answers the same thing gives you a point (+1 for yourself). An example:<br />
 <br />
<span style="font-family: courier;" class="mycode_font">What's your favorite vowel?<br />
 <br />
player1, player2, player3, player4 all say E, so those four players each get 4 points. player5 and player6 say O, so those two players get 2 points. player7 says U. He's the only one to do so, he's alone, which is just like U to be amirite. Anyway, he only matched himself, so he gets only 1 point.</span><br />
 <br />
It is important to note that you don’t have to answer honestly/correctly! A good rule of thumb: Answer how you think everyone else in the game will answer. Perhaps your actual answer matches up with what you think everyone else will say, but perhaps not! You gotta think like a sheep.</blockquote> <br />
Also, please don’t post your answers in thread or discuss your answers with others pregame. It isn’t a fun thing to do.<br />
 <br />
So, here are the questions:<br />
<ol type="1" class="mycode_list"><li>What is something you shouldn’t give a child?<br />
</li>
<li>Name a small object.<br />
</li>
<li>What would be an unexpected murder weapon?<br />
</li>
<li>What is the best drink?<br />
</li>
<li>Name an undesirable object.<br />
</li>
<li>What is something you should do everyday?<br />
</li>
<li>Which part of the body is most important?<br />
</li>
<li>Select an onomatopoeia!<br />
</li>
<li>Which colour has the best associated flavours?<br />
</li>
<li>What word best describes yourself?<br />
</li>
<li>Name a four letter word.<br />
</li>
<li>What is the best thing to have after a long day?</li>
</ol>
 <br />
In case there are 2 or more players with the same score, the following are tie-breaker questions. They don’t count for score and only help determine the winner in the event of a tie. Specifically, if there is a tie at 12, 13 is used to break the tie. If the tie continues, 14 is used. Then 15. If there is still a tie, everyone still tied wins (as they are the ultimate sheep and all deserve to win)!<br />
 <br />
<ol type="1" class="mycode_list"><li>13. Which question is your favourite?<br />
14. Which Eagle Time emoji is the best?<br />
15. A, B, C, or D?</li>
</ol>
<br />
As a fun thing, I will also be answering the questions (which I will have done before posting this). My answers won’t count towards points, though. Just a fun thing.<br />
 <br />
<hr class="mycode_hr" />
 <br />
<span style="text-decoration: underline;" class="mycode_u">Sign-ups!</span><br />
Now that the rules are out of the way, here is how to sign up: PM me a list of answers (preferably in the format below). Please <span style="text-decoration: underline;" class="mycode_u">do not</span> send me the questions, just your answers. This game is better with large numbers, so I hope you decide to join in the fun!<br />
 <br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Spoiler</span>1:<br />
2:<br />
3:<br />
4:<br />
5:<br />
6:<br />
7:<br />
8:<br />
9:<br />
10:<br />
11:<br />
12:<br />
13:<br />
14:<br />
15:</div>
		</div>
 <br />
Any amount of people can join, but I am starting this coming Saturday between 7-12 pm EST (or earlier if I don’t think anyone else is joining).<br />
 <br />
<span style="text-decoration: underline;" class="mycode_u">Participants</span><ul class="mycode_list"><li>(Mod) Reyweld<br />
</li>
<li>Wheat<br />
</li>
<li>Dorsidwarf<br />
</li>
<li>Dunkel Blau<br />
</li>
<li>Shredded<br />
</li>
<li>TangledAlmond<br />
</li>
<li>Schazer<br />
</li>
<li>ICan'tGiveCredit<br />
</li>
<li>awkwardcarapace<br />
</li>
<li>wiltingMyosotis<br />
</li>
<li>Robust Laser<br />
</li>
<li>Kíeros<br />
</li>
<li>nonexistentPumpkin<br />
</li>
<li>INSULTRON<br />
</li>
<li>Coldblooded<br />
</li>
<li>Mirdini<br />
</li>
<li>a52<br />
</li>
<li>Gatr<br />
</li>
<li>asciiheart<br />
</li>
<li>AgentBlue<br />
</li>
<li>Palamedes<br />
</li>
<li>Akumu<br />
</li>
<li>bigro<br />
</li>
<li>Justice Watch</li>
</ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Adventures in Animism - An adventure RP - [0/8]]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2334</link>
			<pubDate>Tue, 02 May 2017 06:36:14 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=1151">sprïly</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2334</guid>
			<description><![CDATA[<div style="text-align: center;"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: times new roman;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Adventures in Animism</span></span></span><br />
<br />
</div>
<br />
<span style="font-style: italic;" class="mycode_i">In the primordial sea of stars, universes are born and destroyed by Time. It creates billions of galaxies, filled with lifeless planets, and lifeless stars. Time cannot create Life, and this is why it created The Universe. A singular entity to enter universes of Time's creation, and use it's powers to bring life into existence. The universes had started being something. Something more than an empty space designed for doom. <br />
<br />
But all must come to an end. Thus, The Universe had to create Death, a force which destroyed all the Life it had created. This caused The Universe great strife, having to create something to destroy what it had once made, but what else could it do? It was a servant to Time, and that would never change...</span><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-style: italic;" class="mycode_i">In one of these many universes, a certain kind of life existed. In this universe (one of The Universe's personal favorites), all sapient beings (referred to as Shells) possess Cores. These Cores determine what a being's physical appearance will be like, and affect it down to the atomic level. These Cores follow a few rules, in that they cannot die (but may age if their form allows it), they cannot be sapient beings, there cannot be more than one Core per Shell, and that the Core must be somewhere in the universe that the Shell will go sometime in their life. It is thought that the Cores are placed randomly in the universe, but this is not the case. However, like many of The Universe's subtle machinations, it goes unnoticed. These rules have been broken in the past, but stand true nearly all of the time. When a Shell is fatally wounded, they will rebirth at their Core. This allows them to be essentially immortal, as long as their Core is not destroyed. However, they retain any non-fatal wounds, which must be healed through other means. This means that Shells are notoriously hard to kill, and wars are waged for millennia. The re-birthing process takes some time, however, so there is a period of waiting. Shells must still satisfy needs, however, if their Core requires it, such as eating, drinking and sleeping. All beings possess some amount of Aspects, which are based on what that being has done or is made of.<br />
<br />
These beings live on various planets, and are extremely wide-ranging, from sentient blobs to giant creatures made of teeth. On one of these very planets, in a small, unnoticeable town on the western side of the great all-encompassing continent of Gaea, a group of adventurers reside within a Tavern. And not just any tavern, no, but the Rusted Toad itself. Famous for its collection of Ales that are guaranteed to incite projectile vomit, the Rusted Toad is about as low as you can get. Not even seedy, because the likes of those who visit seedy bars are too upper class for the Rusted Toad. No, only one kind of person visits here.<br />
<br />
A dirt-poor, inexperienced, newbie adventurer. Which is why you are here. With your group of companions, you hope to find great riches, the secrets of the universe, or something. Really, a better beer would do it for you, but hey, aim for the moon so you can miss and inevitably fall crashing down back to earth, but hopefully in a place better than where you are now.<br />
<br />
But that is for later. For now, a simple question will do. Who are you?</span><br />
<br />
Welcome to <span style="font-style: italic;" class="mycode_i">Adventures in Animism</span>, a game based off of a lore universe I had sitting around, combined with some more complex systems that I want to test out. This will be a mix of plot-based RPing and D&amp;D style adventuring, hopefully striking a balance between the two. Probably not, but one can hope.<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">System</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Cores and Aspects:</span></span><br />
<br />
The Core is essentially the phylactery of your character, and if it is destroyed, and you are dead, there is no coming back. However, while it remains intact, you will be able to be resurrected. If your Core is destroyed and you remain alive, you may go to a certain practitioner of magic and transfer your Sapience to a new Shell. This is obviously unpredictable. Your Core also provides the basis for your Aspects, which react differently depending on what enemy you face, and can be manipulated or provide benefits. Aspects can be gained or lost, as well. All creatures have Aspects, even those without Cores. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Stats:</span></span><br />
You are given 24 Sides to start with, and through playing you may gain more. You may distribute these Sides throughout your Stats, and the dice rolled for that stat is equal to the number of Sides you gave it. The 4 skills are Efficiency, Perfectionism, Improvisation, and Hastiness. <br />
<br />
Efficiency is about taking a balanced approach to problems, using your materials wisely for a moderate quality and speed result. <br />
<br />
Perfectionism is about using your materials to the full extent, producing high quality results over a longer time period. <br />
<br />
Improvisation is about spontaneous decisions, using your materials in inventive ways to produce varied results. <br />
<br />
Hastiness is about speed, using your materials quickly to solve a problem, however half-baked the solution may be. <br />
<br />
The dice you assign each stat will be used depending on the context you make an action in. Say, for example, you want to make a hang-glider. If you choose to make one as quickly as possible, Hastiness would be used. If you wanted to make one as efficiently as possible, Efficiency would be used. If you wanted to spend time making the best hang-glider possible, Perfectionism would be used. If you wanted to try something different and make a hang-glider out of bats strapped to a giant IV bag, Improvisation would be used. However, the bonus applied would be based on the corresponding Skill (in this example, Crafting &gt; Transport &gt; Vehicles would be used, or Adventuring &gt; Travelling &gt; Air.)<br />
<br />
<br />
E.g. 24 Sides<br />
<br />
Efficiency: 1d6<br />
Perfectionism: 1d6<br />
Improvisation: 1d6<br />
Hastiness: 1d6<br />
<br />
if you have multiple lower-sided dice, you're more likely to be successful, just at a lower effectiveness. If you have 2d10s, for example, and roll 2 10s, it'll be less effective than rolling a 20 on a 1d20.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills:</span></span><br />
<br />
Skills are divided into three categories. Combat, Adventuring, and Science. These split off further into Melee, Ranged, Magic (for combat), Problem-solving, Travelling, Wisdom (for adventuring), Crafting, Analysis, and Utility (for science). Each skill you have is split into Theory[T] and Practice[P]. You can learn the Theory of a skill by studying, or being taught, and this increases the rate at which you learn the associated skill in Practice. If your Theory level in a skill is more than 150% of your Practice level, you will gain a 1.5x multiplier to learning in that skill. This applies for every 50% of your Practice level your Theory level has (e.g. Theory level: 150% Practice level, 1.5x Practice skill level rate, Theory level: 200% Practice level, 2.0x Practice skill level rate… etc.) Practical skills provide roll bonuses as you level them, but if your associated Theory level in that skill is less than half of your Practice level, the rate at which you increase your Practice level will be decreased. The Practice level of a skill is levelled by using that skill. <br />
<br />
You must level a general skill (i.e. Melee, Problem-solving, Utility) a certain number of times before you can specialise further in that levelling tree. You start with 12 points to put in the general skills, but you cannot specialise any further at character creation. The points put into skills in character creation will apply to both the Theory and Practice level of the skills.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Combat:</span></span><br />
<br />
Combat will be played through players and enemies being represented on an ASCII map, and performing 'freeform' actions within the combat scenario. They may use environmental features etc. to their advantage, and inventiveness is encouraged! Rolls will be performed based on how the action is performed, and what is done within the action. Damage taken will be using a sort of Chunky Salsa system, but it will vary depending on the Aspects your Shell possesses. Death will occur, but, as explained in Lore, you will revive at the location of your Core. Wherever this may be in relation to the party, who knows?<br />
<br />
Try not to die.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Adventuring:</span></span><br />
<br />
During adventures, the party will travel from one location to another, for a variety of potential reasons. RP will occur during this, and once players have ceased RP/actions(crafting, studying, etc.) time-skips will begin. Depending on the method of travel, environment, and other factors, encounters will occur after these time-skips. These encounters can be small, irrelevant things to entire derails, but they will always occur. Gotta keep things interesting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Crafting:</span></span><br />
<br />
Crafting is mostly freeform, and if you have the tools/facilities and materials required, you can make whatever you choose. I will have to approve these crafts, but once I have they will be rolled depending on the context and what Skill is used, like any other roll. Certain Aspects may provide benefits to crafting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Equipment, Magic, and Other Miscellaneous things:</span></span><br />
<br />
Equipment can be found or crafted throughout the game, but you get starting equipment. Magical items exist in this universe and are quite common, but the enchantments range from utterly useless to godlike, so there are a lot of in-betweens. Items may be enchanted, but this process is difficult and requires a lot of magical power, and a special facility. Light armor is less defensive but more easily moved in, medium is a balanced middle ground, and heavy is really defensive but harder to move in. Mystical is armor that doesn't really provide defense in the typical sense, and provides some other kind of defense, or a different effect altogether.<br />
<br />
Magic is performed through either Wands, Staves, Scrolls, or Spells. Wands can be found/crafted throughout the game, and are rechargeable scrolls, essentially. They do not require magical power from the user, but they must have some way to recharge magical power once they deplete themselves. Staves can be found/crafted throughout the game, but unlike wands do not have any innate abilities (aside from making good clubs sometimes), and are merely a channeling device for magical users. Magical power flows through them and is enhanced, occasionally given certain enchantments and allowing certain spells to be cast. Staves do not require recharging, but they drain magical power from the user. Scrolls are consumable spells that, when cast, will dissipate into thin air, providing the magical power required for the spell to be cast (as magical power functions similarly to energy does, except it can be channeled easier by intelligent beings). Most shops will sell Scrolls, but more complex ones must be bought at magical stores, or crafted/found yourself. Spells are magical power given shape, and can be cast through differing means. Some spells require simply a chant and hand-waves, but others will require a ritual sacrifice, etc. Staves bypass these requirements, but can usually only cast a small range of spells. A truly experienced spell-caster can use their body as a channeling implement, and obviously some Cores provide better magical power than others.<br />
<br />
Artifacts are magical items that provide no bonuses in of themselves, but have been enchanted to possess special properties. These cannot be crafted, only found throughout the game. They range from unique abilities like summoning demons from another plane of existence, to generic inventory extending bags. <br />
<br />
For die rolling, the lower chance a number has to appear, the bigger an impact it'll have (i.e. 1 on a d20 will be worse than a 1 on a d10.) Bigger dice mean bigger failures, but also bigger successes.<br />
</div>
		</div>
((Any questions on the system can be asked, and if needed I will add some info.))<br />
<br />
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			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Character Sheet</span><br />
Name:<br />
Gender:<br />
Core: (Can be anything that isn’t sapient. If you wish to bend these rules, PM me. Determines your character’s Aspects, and is the centre of your characters design.)<br />
Aspects: (Decided by me based on Core.)<br />
<br />
Description: (What your character looks like, what they’re made of, etc. Lots of detail is appreciated, as this affects Aspects. Your character must be designed based on your Core. e.g. Core: Treasure Chest, Description: Basically a mimic. <br />
<br />
Please be more detailed than my example.)<br />
<br />
Background: (If you wish. If you fill this in I’ll be more likely to approve your sheet, so, yknow. World Lore is kinda up to you, and the more detailed backgrounds make the world more detailed...<br />
<br />
Because I spent a lot of the time making this system without a real setting ._.)<br />
<br />
Stats: (You get 24 Sides to start with. See the Stats section of System for more info.)<br />
<br />
Efficiency:<br />
Perfectionism:<br />
Improvisation:<br />
Hastiness:<br />
<br />
Skills: (You start with 12 points to put in the general skills, but you cannot specialise any further at character creation. The points put into skills in character creation will apply to both the Theory and Practice level of the skills. See the Skills section of System for more info.)<br />
<br />
	    &gt; Melee: 0<br />
Combat  &gt; Ranged: 0<br />
	    &gt; Magic: 0<br />
<br />
<br />
	         &gt; Problem-solving: 0<br />
Adventuring  &gt; Travelling: 0<br />
	         &gt; Wisdom: 0<br />
<br />
<br />
            &gt; Crafting: 0<br />
Science  &gt; Analysis: 0<br />
	    &gt; Utility: 0<br />
<br />
Equipment: (You begin with two pieces of equipment, one Weapon, and one piece of Armor. You may have a total of one Weapon equipped ((unless you can dual wield)), three pieces of Armor ((one Head, one Torso, one Legs)), and two Artifacts equipped at one time. Weapons and Armor do not have set damage/defence, and instead use a Type, and the way in which you use it determines which stat-dice is used.<br />
<br />
Equipment Templates:<br />
<br />
Weapon:<br />
<br />
Name:<br />
Aspects: (Decided by me, depending on description and what it is)<br />
Type: (Ranged, Melee, or Magic)<br />
Qualities: (These are custom, and are unique qualities of your weapon. They can provide a passive effect or access to a certain active ability, or something else. Will need to be approved by me.)<br />
Description: (What the weapon is made of, what it does, etc. Much detail is appreciated, as this determines the basic functions of your weapon.)<br />
<br />
Armor:<br />
<br />
Name:<br />
Aspects: (Same as weapon)<br />
Type: (Heavy, Medium, Light, or Mystical)<br />
Qualities: (Same as weapon)<br />
Description: (Same as weapon, except about armor instead of weapons.)<br />
<br />
Inventory: (Arbitrary items go here, as well as crafting materials/tools, books for research, or spare equipment. You may have up to 3 items of actual significance.)</div>
		</div>
<br />
Example Characters:<br />
<br />
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			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Lumberhack</span>Name: Damocles<br />
Gender: Male<br />
Core: A sword hung aloft by a single thread.<br />
Aspects: Metal, Royal, Golden, Forged, Beard, Wood<br />
<br />
Description: A towering figure taking the form of a cruciform sword hovering with the tip of the blade mere millimetres above the ground; draped around his cross guard is a coronation mantle and floating in place, ringing the bulbous pommel that passes for his head is a simple crown, as simple a crown may be at least, its front dimly shines, the light scanning from side to side, marking his ever-vigilant gaze.<br />
Background: Practical and paranoid, regal and restless, Damocles very much embodies the quintessential nature of his Core, and it is because of this that he sought to abandon the qualities that form his very being. If the price of power is to sleep no more, then he shall have none of it. Kings are doomed by nature, merchants have their enemies, and even physicians have their concerns. You know who don't have problems? Lumberjacks. And so Damocles set out to become a lumberjack. For years he would dutifully fell trees and haul them into town, caring not for any greater purpose nor any plans beyond the present. It was in this self-appointed duty he found peace, and yet, there was always that ever-familiar tinge of wariness whenever he entered town, that sense of danger in the air, that caution which guided his movements, altered his steps. In the time he spent in the wilderness he grew no braver, that is to say, he was a coward, and so he sought to rectify that too the only way he knew how - by becoming an adventurer. If there was going to be danger, then let him see it, head on, a swing of the blade, a bolt of the arcane not some phantasm that haunts his imagination, immaterial and insubstantial.<br />
<br />
Stats: 24/24<br />
<br />
Efficiency: 1d8<br />
Perfectionism: 1d14<br />
Improvisation: 1d1<br />
Hastiness: 1d1<br />
<br />
Skills: 12/12<br />
<br />
Combat<br />
          Melee: 4<br />
          Ranged: 0<br />
          Magic: 0<br />
<br />
Adventuring<br />
          Problem-solving: 4<br />
          Travelling: 0<br />
          Wisdom: 4<br />
<br />
Science<br />
          Crafting: 0<br />
          Analysis: 0<br />
          Utility: 0<br />
<br />
Equipment:<br />
<br />
Weapon: Felling Axe<br />
Aspects: Wood, Metal, Forged, Magical, Industrial<br />
Type: Melee<br />
Qualities: Without Thought, Without Effort (This weapon when used without thought or effort, that is when using Perfectionism and catching a foe off guard or chopping something inanimate without any hurry, zips through its target's form with seemingly no resistance) Lumberjackery (This weapon is good at felling trees)<br />
Description: A simple woodcutter's axe suitable for felling trees, and in a pinch, men. It has a steel head and an ash wood handle. For nineteen years Damocles has wielded this axe and it still looks as if it had just come fresh from the grindstone.<br />
<br />
Armor: Fake Beard<br />
Aspects: Nature, Hair, Beard, Magical, Rough<br />
Type: Heavy<br />
Qualities: Comfortable Fit (This armor can be equipped by just about anything) Immaterial (The armor itself takes the form of an aura of lumberjack essence that protects the user)<br />
Description: No lumberjack is complete without a beard! This thick bushy beard has an adjustable band of elastic, allowing it to be comfortably secured to just about anything.<br />
<br />
Inventory:<br />
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		</div>
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			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Oh deer</span>Name: Lawrence Penningsworth the Third<br />
Gender: Male<br />
Core: An oak tree<br />
Aspects: <br />
<br />
Description: A wooden deer. His hindquarters look as if they belong to an immaculately carved statue of wood, but the further forwards you go, the more natural and tree-like his appearance becomes, his head being the trunk of a tree that branches out into two leafy "antlers".<br />
Background: <br />
<br />
Stats: 24/24<br />
<br />
Efficiency: 2d5<br />
Perfectionism: 1d2<br />
Improvisation: 1d2<br />
Hastiness: 1d10<br />
<br />
Skills: 12/12<br />
<br />
Combat<br />
          Melee: 0<br />
          Ranged: 0<br />
          Magic: 0<br />
<br />
Adventuring<br />
          Problem-solving: 8<br />
          Travelling: 0<br />
          Wisdom: 2<br />
<br />
Science<br />
          Crafting: 0<br />
          Analysis: 2<br />
          Utility: 0<br />
<br />
Equipment:<br />
<br />
Weapon: Laser Monocle<br />
Aspects: <br />
Type: Ranged<br />
Qualities: Lock-On (This weapon has increased accuracy) Powered by Class (This weapon draws power from its environment, becoming more powerful the classier the setting it is used in is)<br />
Description: A glass monocle that fires a beam of pure classiness at the wearer's foes.<br />
<br />
Armor: Perpetually Wet T-Shirt<br />
Aspects: <br />
Type: Medium<br />
Qualities: Damp (Greatly increased resistence to fire, greatly descreased resistence to cold)<br />
Description: A simple black t-shirt that is perpetually wet, making it heavier than normal in exchange for making it harder to ignite.<br />
<br />
Inventory:<br />
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		</div>
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			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Slimy Shadows</span>Name: Fortuna<br />
Gender: Female<br />
Core: A shadow puppet theatre<br />
Aspects: <br />
<br />
Description: They ressemble the fruiting body of a slime mold enlarged by a few orders of magnitude to be the size of a child. Its sporangium takes the form of a spherical lightbulb stained with thin films of shifting black slime, as the slime moves around the bulb, the shadows they cast form a phantasmal figure around them, the bulb where their heart should be.<br />
Background: <br />
<br />
Stats: 24/24<br />
<br />
Efficiency: 2d3<br />
Perfectionism: 2d3<br />
Improvisation: 2d3<br />
Hastiness: 2d3<br />
<br />
Skills: 12/12<br />
<br />
Combat<br />
          Melee: 0<br />
          Ranged: 6<br />
          Magic: 0<br />
<br />
Adventuring<br />
          Problem-solving: 2<br />
          Travelling: 0<br />
          Wisdom: 0<br />
<br />
Science<br />
          Crafting: 0<br />
          Analysis: 2<br />
          Utility: 2<br />
<br />
Equipment:<br />
<br />
Weapon: Mixtape<br />
Aspects: <br />
Type: Ranged<br />
Qualities: It's Fire (This weapon deals incendiary damage and may ignite sufficiently flammable objects) Faithful (This weapon always returns to its user after being thrown)<br />
Description: A brass casette tape with a casing scratched and slightly dented from use, it's still perfectly functional however.<br />
<br />
Armor: Wings of Leather<br />
Aspects: <br />
Type: Medium<br />
Qualities: Transform (If the wearer rolls well enough for a movement-related action, the jacket fans open like a pair of wings briefly allowing them to fly with a burst of speed)<br />
Description: A simple leather jacket brought from the market, it provides rudimentary protection to its wearer.<br />
<br />
Inventory:<br />
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		</div>
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			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Real Science&#153;</span>Name: Angelica Primm<br />
Gender: <br />
Core: A fire extinguisher filled with anthrax<br />
Aspects: <br />
<br />
Description: An avian creature with a nozzle for a beak, pressure gauges for eyes and a handle for a head. Their body is a silvery silvery grey with wings covered with thin plates of bright red metal layered ontop of one another instead of feathers.<br />
Background: A self-proclaimed mad scientist with a dubious OH&amp;S record and even more dubious work practices.<br />
<br />
Stats: 24/24<br />
<br />
Efficiency: 0d0<br />
Perfectionism: 0d0<br />
Improvisation: 4d6<br />
Hastiness: 0d0<br />
<br />
Skills: 12/12<br />
<br />
Combat<br />
          Melee: 0<br />
          Ranged: 0<br />
          Magic: 0<br />
<br />
Adventuring<br />
          Problem-solving: 0<br />
          Travelling: 0<br />
          Wisdom: 0<br />
<br />
Science<br />
          Crafting: 12<br />
          Analysis: 0<br />
          Utility: 0<br />
<br />
Equipment:<br />
<br />
Weapon: Roll of Duct Tape<br />
Aspects: <br />
Type: Magical<br />
Qualities: Ensnare (This weapon can ensnare foes) Poor Weapon (This weapon is actually really bad at being used as an actual weapon and doesn't deal much damage) Duct Tape (This is a roll of duct tape)<br />
Description: Half a roll of duct tape used to hold together many an abominable contraption with varying results.<br />
<br />
Armor: Lab Coat<br />
Aspects: <br />
Type: Light<br />
Qualities: SCIENCE (Wearing this makes other more likely to believe that the wearer is a doctor of scientist)<br />
Description: A white lab coat slightly charred from many an explosion.<br />
<br />
Inventory:<br />
</div>
		</div>
<br />
Pretty much first come first served. 8 players will be approved for this, and a waitlist may appear later on if attention is super high.<br />
<br />
<a href="https://discord.gg/ByEtFmx" target="_blank" rel="noopener" class="mycode_url">Here's a discord, too.</a>]]></description>
			<content:encoded><![CDATA[<div style="text-align: center;"><span style="font-weight: bold;" class="mycode_b"><span style="font-family: times new roman;" class="mycode_font"><span style="font-size: xx-large;" class="mycode_size">Adventures in Animism</span></span></span><br />
<br />
</div>
<br />
<span style="font-style: italic;" class="mycode_i">In the primordial sea of stars, universes are born and destroyed by Time. It creates billions of galaxies, filled with lifeless planets, and lifeless stars. Time cannot create Life, and this is why it created The Universe. A singular entity to enter universes of Time's creation, and use it's powers to bring life into existence. The universes had started being something. Something more than an empty space designed for doom. <br />
<br />
But all must come to an end. Thus, The Universe had to create Death, a force which destroyed all the Life it had created. This caused The Universe great strife, having to create something to destroy what it had once made, but what else could it do? It was a servant to Time, and that would never change...</span><br />
<br />
<hr class="mycode_hr" />
<br />
<span style="font-style: italic;" class="mycode_i">In one of these many universes, a certain kind of life existed. In this universe (one of The Universe's personal favorites), all sapient beings (referred to as Shells) possess Cores. These Cores determine what a being's physical appearance will be like, and affect it down to the atomic level. These Cores follow a few rules, in that they cannot die (but may age if their form allows it), they cannot be sapient beings, there cannot be more than one Core per Shell, and that the Core must be somewhere in the universe that the Shell will go sometime in their life. It is thought that the Cores are placed randomly in the universe, but this is not the case. However, like many of The Universe's subtle machinations, it goes unnoticed. These rules have been broken in the past, but stand true nearly all of the time. When a Shell is fatally wounded, they will rebirth at their Core. This allows them to be essentially immortal, as long as their Core is not destroyed. However, they retain any non-fatal wounds, which must be healed through other means. This means that Shells are notoriously hard to kill, and wars are waged for millennia. The re-birthing process takes some time, however, so there is a period of waiting. Shells must still satisfy needs, however, if their Core requires it, such as eating, drinking and sleeping. All beings possess some amount of Aspects, which are based on what that being has done or is made of.<br />
<br />
These beings live on various planets, and are extremely wide-ranging, from sentient blobs to giant creatures made of teeth. On one of these very planets, in a small, unnoticeable town on the western side of the great all-encompassing continent of Gaea, a group of adventurers reside within a Tavern. And not just any tavern, no, but the Rusted Toad itself. Famous for its collection of Ales that are guaranteed to incite projectile vomit, the Rusted Toad is about as low as you can get. Not even seedy, because the likes of those who visit seedy bars are too upper class for the Rusted Toad. No, only one kind of person visits here.<br />
<br />
A dirt-poor, inexperienced, newbie adventurer. Which is why you are here. With your group of companions, you hope to find great riches, the secrets of the universe, or something. Really, a better beer would do it for you, but hey, aim for the moon so you can miss and inevitably fall crashing down back to earth, but hopefully in a place better than where you are now.<br />
<br />
But that is for later. For now, a simple question will do. Who are you?</span><br />
<br />
Welcome to <span style="font-style: italic;" class="mycode_i">Adventures in Animism</span>, a game based off of a lore universe I had sitting around, combined with some more complex systems that I want to test out. This will be a mix of plot-based RPing and D&amp;D style adventuring, hopefully striking a balance between the two. Probably not, but one can hope.<br />
<br />
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			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">System</span><br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Cores and Aspects:</span></span><br />
<br />
The Core is essentially the phylactery of your character, and if it is destroyed, and you are dead, there is no coming back. However, while it remains intact, you will be able to be resurrected. If your Core is destroyed and you remain alive, you may go to a certain practitioner of magic and transfer your Sapience to a new Shell. This is obviously unpredictable. Your Core also provides the basis for your Aspects, which react differently depending on what enemy you face, and can be manipulated or provide benefits. Aspects can be gained or lost, as well. All creatures have Aspects, even those without Cores. <br />
<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Stats:</span></span><br />
You are given 24 Sides to start with, and through playing you may gain more. You may distribute these Sides throughout your Stats, and the dice rolled for that stat is equal to the number of Sides you gave it. The 4 skills are Efficiency, Perfectionism, Improvisation, and Hastiness. <br />
<br />
Efficiency is about taking a balanced approach to problems, using your materials wisely for a moderate quality and speed result. <br />
<br />
Perfectionism is about using your materials to the full extent, producing high quality results over a longer time period. <br />
<br />
Improvisation is about spontaneous decisions, using your materials in inventive ways to produce varied results. <br />
<br />
Hastiness is about speed, using your materials quickly to solve a problem, however half-baked the solution may be. <br />
<br />
The dice you assign each stat will be used depending on the context you make an action in. Say, for example, you want to make a hang-glider. If you choose to make one as quickly as possible, Hastiness would be used. If you wanted to make one as efficiently as possible, Efficiency would be used. If you wanted to spend time making the best hang-glider possible, Perfectionism would be used. If you wanted to try something different and make a hang-glider out of bats strapped to a giant IV bag, Improvisation would be used. However, the bonus applied would be based on the corresponding Skill (in this example, Crafting &gt; Transport &gt; Vehicles would be used, or Adventuring &gt; Travelling &gt; Air.)<br />
<br />
<br />
E.g. 24 Sides<br />
<br />
Efficiency: 1d6<br />
Perfectionism: 1d6<br />
Improvisation: 1d6<br />
Hastiness: 1d6<br />
<br />
if you have multiple lower-sided dice, you're more likely to be successful, just at a lower effectiveness. If you have 2d10s, for example, and roll 2 10s, it'll be less effective than rolling a 20 on a 1d20.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Skills:</span></span><br />
<br />
Skills are divided into three categories. Combat, Adventuring, and Science. These split off further into Melee, Ranged, Magic (for combat), Problem-solving, Travelling, Wisdom (for adventuring), Crafting, Analysis, and Utility (for science). Each skill you have is split into Theory[T] and Practice[P]. You can learn the Theory of a skill by studying, or being taught, and this increases the rate at which you learn the associated skill in Practice. If your Theory level in a skill is more than 150% of your Practice level, you will gain a 1.5x multiplier to learning in that skill. This applies for every 50% of your Practice level your Theory level has (e.g. Theory level: 150% Practice level, 1.5x Practice skill level rate, Theory level: 200% Practice level, 2.0x Practice skill level rate… etc.) Practical skills provide roll bonuses as you level them, but if your associated Theory level in that skill is less than half of your Practice level, the rate at which you increase your Practice level will be decreased. The Practice level of a skill is levelled by using that skill. <br />
<br />
You must level a general skill (i.e. Melee, Problem-solving, Utility) a certain number of times before you can specialise further in that levelling tree. You start with 12 points to put in the general skills, but you cannot specialise any further at character creation. The points put into skills in character creation will apply to both the Theory and Practice level of the skills.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Combat:</span></span><br />
<br />
Combat will be played through players and enemies being represented on an ASCII map, and performing 'freeform' actions within the combat scenario. They may use environmental features etc. to their advantage, and inventiveness is encouraged! Rolls will be performed based on how the action is performed, and what is done within the action. Damage taken will be using a sort of Chunky Salsa system, but it will vary depending on the Aspects your Shell possesses. Death will occur, but, as explained in Lore, you will revive at the location of your Core. Wherever this may be in relation to the party, who knows?<br />
<br />
Try not to die.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Adventuring:</span></span><br />
<br />
During adventures, the party will travel from one location to another, for a variety of potential reasons. RP will occur during this, and once players have ceased RP/actions(crafting, studying, etc.) time-skips will begin. Depending on the method of travel, environment, and other factors, encounters will occur after these time-skips. These encounters can be small, irrelevant things to entire derails, but they will always occur. Gotta keep things interesting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Crafting:</span></span><br />
<br />
Crafting is mostly freeform, and if you have the tools/facilities and materials required, you can make whatever you choose. I will have to approve these crafts, but once I have they will be rolled depending on the context and what Skill is used, like any other roll. Certain Aspects may provide benefits to crafting.<br />
<br />
<span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Equipment, Magic, and Other Miscellaneous things:</span></span><br />
<br />
Equipment can be found or crafted throughout the game, but you get starting equipment. Magical items exist in this universe and are quite common, but the enchantments range from utterly useless to godlike, so there are a lot of in-betweens. Items may be enchanted, but this process is difficult and requires a lot of magical power, and a special facility. Light armor is less defensive but more easily moved in, medium is a balanced middle ground, and heavy is really defensive but harder to move in. Mystical is armor that doesn't really provide defense in the typical sense, and provides some other kind of defense, or a different effect altogether.<br />
<br />
Magic is performed through either Wands, Staves, Scrolls, or Spells. Wands can be found/crafted throughout the game, and are rechargeable scrolls, essentially. They do not require magical power from the user, but they must have some way to recharge magical power once they deplete themselves. Staves can be found/crafted throughout the game, but unlike wands do not have any innate abilities (aside from making good clubs sometimes), and are merely a channeling device for magical users. Magical power flows through them and is enhanced, occasionally given certain enchantments and allowing certain spells to be cast. Staves do not require recharging, but they drain magical power from the user. Scrolls are consumable spells that, when cast, will dissipate into thin air, providing the magical power required for the spell to be cast (as magical power functions similarly to energy does, except it can be channeled easier by intelligent beings). Most shops will sell Scrolls, but more complex ones must be bought at magical stores, or crafted/found yourself. Spells are magical power given shape, and can be cast through differing means. Some spells require simply a chant and hand-waves, but others will require a ritual sacrifice, etc. Staves bypass these requirements, but can usually only cast a small range of spells. A truly experienced spell-caster can use their body as a channeling implement, and obviously some Cores provide better magical power than others.<br />
<br />
Artifacts are magical items that provide no bonuses in of themselves, but have been enchanted to possess special properties. These cannot be crafted, only found throughout the game. They range from unique abilities like summoning demons from another plane of existence, to generic inventory extending bags. <br />
<br />
For die rolling, the lower chance a number has to appear, the bigger an impact it'll have (i.e. 1 on a d20 will be worse than a 1 on a d10.) Bigger dice mean bigger failures, but also bigger successes.<br />
</div>
		</div>
((Any questions on the system can be asked, and if needed I will add some info.))<br />
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Character Sheet</span><br />
Name:<br />
Gender:<br />
Core: (Can be anything that isn’t sapient. If you wish to bend these rules, PM me. Determines your character’s Aspects, and is the centre of your characters design.)<br />
Aspects: (Decided by me based on Core.)<br />
<br />
Description: (What your character looks like, what they’re made of, etc. Lots of detail is appreciated, as this affects Aspects. Your character must be designed based on your Core. e.g. Core: Treasure Chest, Description: Basically a mimic. <br />
<br />
Please be more detailed than my example.)<br />
<br />
Background: (If you wish. If you fill this in I’ll be more likely to approve your sheet, so, yknow. World Lore is kinda up to you, and the more detailed backgrounds make the world more detailed...<br />
<br />
Because I spent a lot of the time making this system without a real setting ._.)<br />
<br />
Stats: (You get 24 Sides to start with. See the Stats section of System for more info.)<br />
<br />
Efficiency:<br />
Perfectionism:<br />
Improvisation:<br />
Hastiness:<br />
<br />
Skills: (You start with 12 points to put in the general skills, but you cannot specialise any further at character creation. The points put into skills in character creation will apply to both the Theory and Practice level of the skills. See the Skills section of System for more info.)<br />
<br />
	    &gt; Melee: 0<br />
Combat  &gt; Ranged: 0<br />
	    &gt; Magic: 0<br />
<br />
<br />
	         &gt; Problem-solving: 0<br />
Adventuring  &gt; Travelling: 0<br />
	         &gt; Wisdom: 0<br />
<br />
<br />
            &gt; Crafting: 0<br />
Science  &gt; Analysis: 0<br />
	    &gt; Utility: 0<br />
<br />
Equipment: (You begin with two pieces of equipment, one Weapon, and one piece of Armor. You may have a total of one Weapon equipped ((unless you can dual wield)), three pieces of Armor ((one Head, one Torso, one Legs)), and two Artifacts equipped at one time. Weapons and Armor do not have set damage/defence, and instead use a Type, and the way in which you use it determines which stat-dice is used.<br />
<br />
Equipment Templates:<br />
<br />
Weapon:<br />
<br />
Name:<br />
Aspects: (Decided by me, depending on description and what it is)<br />
Type: (Ranged, Melee, or Magic)<br />
Qualities: (These are custom, and are unique qualities of your weapon. They can provide a passive effect or access to a certain active ability, or something else. Will need to be approved by me.)<br />
Description: (What the weapon is made of, what it does, etc. Much detail is appreciated, as this determines the basic functions of your weapon.)<br />
<br />
Armor:<br />
<br />
Name:<br />
Aspects: (Same as weapon)<br />
Type: (Heavy, Medium, Light, or Mystical)<br />
Qualities: (Same as weapon)<br />
Description: (Same as weapon, except about armor instead of weapons.)<br />
<br />
Inventory: (Arbitrary items go here, as well as crafting materials/tools, books for research, or spare equipment. You may have up to 3 items of actual significance.)</div>
		</div>
<br />
Example Characters:<br />
<br />
<div class="spoiler">
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			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Lumberhack</span>Name: Damocles<br />
Gender: Male<br />
Core: A sword hung aloft by a single thread.<br />
Aspects: Metal, Royal, Golden, Forged, Beard, Wood<br />
<br />
Description: A towering figure taking the form of a cruciform sword hovering with the tip of the blade mere millimetres above the ground; draped around his cross guard is a coronation mantle and floating in place, ringing the bulbous pommel that passes for his head is a simple crown, as simple a crown may be at least, its front dimly shines, the light scanning from side to side, marking his ever-vigilant gaze.<br />
Background: Practical and paranoid, regal and restless, Damocles very much embodies the quintessential nature of his Core, and it is because of this that he sought to abandon the qualities that form his very being. If the price of power is to sleep no more, then he shall have none of it. Kings are doomed by nature, merchants have their enemies, and even physicians have their concerns. You know who don't have problems? Lumberjacks. And so Damocles set out to become a lumberjack. For years he would dutifully fell trees and haul them into town, caring not for any greater purpose nor any plans beyond the present. It was in this self-appointed duty he found peace, and yet, there was always that ever-familiar tinge of wariness whenever he entered town, that sense of danger in the air, that caution which guided his movements, altered his steps. In the time he spent in the wilderness he grew no braver, that is to say, he was a coward, and so he sought to rectify that too the only way he knew how - by becoming an adventurer. If there was going to be danger, then let him see it, head on, a swing of the blade, a bolt of the arcane not some phantasm that haunts his imagination, immaterial and insubstantial.<br />
<br />
Stats: 24/24<br />
<br />
Efficiency: 1d8<br />
Perfectionism: 1d14<br />
Improvisation: 1d1<br />
Hastiness: 1d1<br />
<br />
Skills: 12/12<br />
<br />
Combat<br />
          Melee: 4<br />
          Ranged: 0<br />
          Magic: 0<br />
<br />
Adventuring<br />
          Problem-solving: 4<br />
          Travelling: 0<br />
          Wisdom: 4<br />
<br />
Science<br />
          Crafting: 0<br />
          Analysis: 0<br />
          Utility: 0<br />
<br />
Equipment:<br />
<br />
Weapon: Felling Axe<br />
Aspects: Wood, Metal, Forged, Magical, Industrial<br />
Type: Melee<br />
Qualities: Without Thought, Without Effort (This weapon when used without thought or effort, that is when using Perfectionism and catching a foe off guard or chopping something inanimate without any hurry, zips through its target's form with seemingly no resistance) Lumberjackery (This weapon is good at felling trees)<br />
Description: A simple woodcutter's axe suitable for felling trees, and in a pinch, men. It has a steel head and an ash wood handle. For nineteen years Damocles has wielded this axe and it still looks as if it had just come fresh from the grindstone.<br />
<br />
Armor: Fake Beard<br />
Aspects: Nature, Hair, Beard, Magical, Rough<br />
Type: Heavy<br />
Qualities: Comfortable Fit (This armor can be equipped by just about anything) Immaterial (The armor itself takes the form of an aura of lumberjack essence that protects the user)<br />
Description: No lumberjack is complete without a beard! This thick bushy beard has an adjustable band of elastic, allowing it to be comfortably secured to just about anything.<br />
<br />
Inventory:<br />
</div>
		</div>
<br />
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			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Oh deer</span>Name: Lawrence Penningsworth the Third<br />
Gender: Male<br />
Core: An oak tree<br />
Aspects: <br />
<br />
Description: A wooden deer. His hindquarters look as if they belong to an immaculately carved statue of wood, but the further forwards you go, the more natural and tree-like his appearance becomes, his head being the trunk of a tree that branches out into two leafy "antlers".<br />
Background: <br />
<br />
Stats: 24/24<br />
<br />
Efficiency: 2d5<br />
Perfectionism: 1d2<br />
Improvisation: 1d2<br />
Hastiness: 1d10<br />
<br />
Skills: 12/12<br />
<br />
Combat<br />
          Melee: 0<br />
          Ranged: 0<br />
          Magic: 0<br />
<br />
Adventuring<br />
          Problem-solving: 8<br />
          Travelling: 0<br />
          Wisdom: 2<br />
<br />
Science<br />
          Crafting: 0<br />
          Analysis: 2<br />
          Utility: 0<br />
<br />
Equipment:<br />
<br />
Weapon: Laser Monocle<br />
Aspects: <br />
Type: Ranged<br />
Qualities: Lock-On (This weapon has increased accuracy) Powered by Class (This weapon draws power from its environment, becoming more powerful the classier the setting it is used in is)<br />
Description: A glass monocle that fires a beam of pure classiness at the wearer's foes.<br />
<br />
Armor: Perpetually Wet T-Shirt<br />
Aspects: <br />
Type: Medium<br />
Qualities: Damp (Greatly increased resistence to fire, greatly descreased resistence to cold)<br />
Description: A simple black t-shirt that is perpetually wet, making it heavier than normal in exchange for making it harder to ignite.<br />
<br />
Inventory:<br />
</div>
		</div>
<br />
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			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Slimy Shadows</span>Name: Fortuna<br />
Gender: Female<br />
Core: A shadow puppet theatre<br />
Aspects: <br />
<br />
Description: They ressemble the fruiting body of a slime mold enlarged by a few orders of magnitude to be the size of a child. Its sporangium takes the form of a spherical lightbulb stained with thin films of shifting black slime, as the slime moves around the bulb, the shadows they cast form a phantasmal figure around them, the bulb where their heart should be.<br />
Background: <br />
<br />
Stats: 24/24<br />
<br />
Efficiency: 2d3<br />
Perfectionism: 2d3<br />
Improvisation: 2d3<br />
Hastiness: 2d3<br />
<br />
Skills: 12/12<br />
<br />
Combat<br />
          Melee: 0<br />
          Ranged: 6<br />
          Magic: 0<br />
<br />
Adventuring<br />
          Problem-solving: 2<br />
          Travelling: 0<br />
          Wisdom: 0<br />
<br />
Science<br />
          Crafting: 0<br />
          Analysis: 2<br />
          Utility: 2<br />
<br />
Equipment:<br />
<br />
Weapon: Mixtape<br />
Aspects: <br />
Type: Ranged<br />
Qualities: It's Fire (This weapon deals incendiary damage and may ignite sufficiently flammable objects) Faithful (This weapon always returns to its user after being thrown)<br />
Description: A brass casette tape with a casing scratched and slightly dented from use, it's still perfectly functional however.<br />
<br />
Armor: Wings of Leather<br />
Aspects: <br />
Type: Medium<br />
Qualities: Transform (If the wearer rolls well enough for a movement-related action, the jacket fans open like a pair of wings briefly allowing them to fly with a burst of speed)<br />
Description: A simple leather jacket brought from the market, it provides rudimentary protection to its wearer.<br />
<br />
Inventory:<br />
</div>
		</div>
<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Real Science&#153;</span>Name: Angelica Primm<br />
Gender: <br />
Core: A fire extinguisher filled with anthrax<br />
Aspects: <br />
<br />
Description: An avian creature with a nozzle for a beak, pressure gauges for eyes and a handle for a head. Their body is a silvery silvery grey with wings covered with thin plates of bright red metal layered ontop of one another instead of feathers.<br />
Background: A self-proclaimed mad scientist with a dubious OH&amp;S record and even more dubious work practices.<br />
<br />
Stats: 24/24<br />
<br />
Efficiency: 0d0<br />
Perfectionism: 0d0<br />
Improvisation: 4d6<br />
Hastiness: 0d0<br />
<br />
Skills: 12/12<br />
<br />
Combat<br />
          Melee: 0<br />
          Ranged: 0<br />
          Magic: 0<br />
<br />
Adventuring<br />
          Problem-solving: 0<br />
          Travelling: 0<br />
          Wisdom: 0<br />
<br />
Science<br />
          Crafting: 12<br />
          Analysis: 0<br />
          Utility: 0<br />
<br />
Equipment:<br />
<br />
Weapon: Roll of Duct Tape<br />
Aspects: <br />
Type: Magical<br />
Qualities: Ensnare (This weapon can ensnare foes) Poor Weapon (This weapon is actually really bad at being used as an actual weapon and doesn't deal much damage) Duct Tape (This is a roll of duct tape)<br />
Description: Half a roll of duct tape used to hold together many an abominable contraption with varying results.<br />
<br />
Armor: Lab Coat<br />
Aspects: <br />
Type: Light<br />
Qualities: SCIENCE (Wearing this makes other more likely to believe that the wearer is a doctor of scientist)<br />
Description: A white lab coat slightly charred from many an explosion.<br />
<br />
Inventory:<br />
</div>
		</div>
<br />
Pretty much first come first served. 8 players will be approved for this, and a waitlist may appear later on if attention is super high.<br />
<br />
<a href="https://discord.gg/ByEtFmx" target="_blank" rel="noopener" class="mycode_url">Here's a discord, too.</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Narrative Must Flow!]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2280</link>
			<pubDate>Tue, 11 Apr 2017 19:52:06 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=452">BreadProduct</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2280</guid>
			<description><![CDATA[The name of the game is to keep the narrative flowing. Post one comic panel at a time showing others how the story progresses, wait your turn, don't post more than one panel at a time. If you like to use assets please post them separately in a spoiler so others can use them too.<br />
<br />
The assets for this comic Can be found here<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Spoiler</span><img src="https://i.imgur.com/w8my0wt.png" loading="lazy"  alt="[Image: w8my0wt.png]" class="mycode_img" /><br />
<a href="https://i.imgur.com/yWEOgqV.png" target="_blank" rel="noopener" class="mycode_url">Characters</a><br />
</div>
		</div>
<br />
Dib Rules: You can call dibs before making your panel but you gotta post it within 30 minutes. The time may change depending on how things go.<br />
<br />
<img src="https://i.imgur.com/rcFgJPj.png" loading="lazy"  alt="[Image: rcFgJPj.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[The name of the game is to keep the narrative flowing. Post one comic panel at a time showing others how the story progresses, wait your turn, don't post more than one panel at a time. If you like to use assets please post them separately in a spoiler so others can use them too.<br />
<br />
The assets for this comic Can be found here<br />
<div class="spoiler">
			<div class="spoiler_title"><span class="spoiler_button" onclick="javascript: if(parentNode.parentNode.getElementsByTagName('div')[1].style.display == 'block'){ parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'none'; this.innerHTML='Show Content'; } else { parentNode.parentNode.getElementsByTagName('div')[1].style.display = 'block'; this.innerHTML='Hide Content'; }">Show Content</span></div>
			<div class="spoiler_content" style="display: none;"><span class="spoiler_content_title">Spoiler</span><img src="https://i.imgur.com/w8my0wt.png" loading="lazy"  alt="[Image: w8my0wt.png]" class="mycode_img" /><br />
<a href="https://i.imgur.com/yWEOgqV.png" target="_blank" rel="noopener" class="mycode_url">Characters</a><br />
</div>
		</div>
<br />
Dib Rules: You can call dibs before making your panel but you gotta post it within 30 minutes. The time may change depending on how things go.<br />
<br />
<img src="https://i.imgur.com/rcFgJPj.png" loading="lazy"  alt="[Image: rcFgJPj.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[audio making contest]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2132</link>
			<pubDate>Sat, 28 Jan 2017 06:55:19 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=1070">excieo</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2132</guid>
			<description><![CDATA[hello friends,<br />
 this will be like  others before it, but with audio]]></description>
			<content:encoded><![CDATA[hello friends,<br />
 this will be like  others before it, but with audio]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[JimmyQuest]]></title>
			<link>https://eagle-time.org/showthread.php?tid=2100</link>
			<pubDate>Sun, 15 Jan 2017 21:49:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://eagle-time.org/member.php?action=profile&uid=825">wyatt</a>]]></dc:creator>
			<guid isPermaLink="false">https://eagle-time.org/showthread.php?tid=2100</guid>
			<description><![CDATA[You are currently Jimmy the John, doing your cool things.<br />
<br />
An obese man with an Asriel Dreemur T-shirt comes in, armed with only his wits and a 12 gauge shotgun.<br />
<br />
He engages a duel with you.<br />
<br />
Do you fight this fellow or walk around him?<br />
<br />
(/stats for current stats, /examine *enemy name here* for enemy stats)]]></description>
			<content:encoded><![CDATA[You are currently Jimmy the John, doing your cool things.<br />
<br />
An obese man with an Asriel Dreemur T-shirt comes in, armed with only his wits and a 12 gauge shotgun.<br />
<br />
He engages a duel with you.<br />
<br />
Do you fight this fellow or walk around him?<br />
<br />
(/stats for current stats, /examine *enemy name here* for enemy stats)]]></content:encoded>
		</item>
	</channel>
</rss>