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TLDunn213 last won the day on February 23
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About TLDunn213
- Birthday 02/13/1967
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Race: Human (well, mostly human) :)
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I started out as someone's imaginary friend But have taken on a "life ?" of my own .
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As requested.If you're looking for more than "Zatar Like" Ask and I will try to give you something useful.:)For my stuff:Pomes: just sharing.If you like, great. If not, oh well.If there's something really wrong with itlet me know.Stories, ect.:Critical preferred/needed.After all I'm hoping to sellsome of this rubbish somedayAssuming I ever finish any of them.:)
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A lost Thulian outpost somewhere in St. Louis :)
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Nerf herding, Tribble breeding, lost civilizations, and other such things that sane people tend to avoid
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Other metals of note. Titiansteel a bit of a misnomer as it is actually an alloy of titanium and tungsten. Nonmagnetic very durable and corrosion resistant. Not typically enchanted which is not really all that surprising as it is made almost exclusively by Morlocks who tend to be technological and psyonic rather than magical. Myrthriem is an alloy of Mithril and Darksteel. Only a few hundred of these weapons are known to exist. As they were made for the singular purpose of driving out the Demosidhe. A Demon Fae hybrid that came into being during the Great Fae Migration of the Forgotten Age. The Forgotten Age is forgotten on purpose and for good reason. For the Demosidhe can enter the dreams of those who know about them and can then use those dreams as a way to enter our world. I will say no more about them here least you become an unwitting doorway for their return. If you are determined to learn about them, there are spells and other protections to secure your mind and dreams against them. Make sure those are in place before continuing your studies of this subject.
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Feromantic iron is very magnetic. Such blades tend to become magnetic during forging. As to the effects of magnetic fields on enchantments. No one has really looked into it. There are no reports of enchanted blades made from other metals showing any magnetic properties. The exact effects of magnetic fields on enchantments would depend greatly on the type of enchantment and the purpose of the object and the reason for magnetising it. Brasium is non magnetic. In fact its non magnetic nature is a reason for its use in place of iron or steel in some cases. Brasium weapons are not typically enchanted but there are no reports on it being any harder to enchant than other metals. Darksteel takes powerful magic to enchant but once enchanted it will stay that way unless even more powerful magic is used specifically to disenchant it. There are no reports of anyone trying to magnetise darksteel but most likely it would take a powerful magnetic field to do so but once accomplished it would be practically impossible to demagnetise it.
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This a quick overview of metals unique to the Shardscape. Or mostly unique; as some of them, Brasium for example, do have real world equivalents. And given that I just mentioned it I'll start off with Brasium. Brasium is an alloy of brass and bronze; which is to say copper, tin, and zinc; with chrome and nickel occasionally added for extra strength and croesion resistance. Brasium is commonly found in places where such resistance is especially needed; and in places where iron is less available. Next we have feromantic iron. This form of iron is mined in the Underworld along the banks of the Styx and is therefore much more able to retain certain enchantments. Which is the primary reason for bothering with the stuff, as it is otherwise no better than iron minded from anywhere else. However the ability to incorporate magical properties makes Feromantic iron highly valued for the creation of Darksteel. Which is formed by adding a relatively small amount of finely powered dark fire crystal. The resulting material is not only able to store highly powerful magical energies it is also nearly indestructible. There are a few other items I will be adding to this list later. When I can find my notes on them.
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After some further research I believe I have found something of a pattern for predicting the probably of breeding true. The factors to consider are the compatibility of the magic involved in the creation of the founding members of the bloodlines involved. There were three different types of magic that were used to make Wyldings and Lyncanthropes. Divine and Arcane for Wyldings and Eldritch for the Lyncanthropes. With a few Lycans being created by Arcane magic. Oddly there are no known cases of Infernal or Demonic magics being used. But given how rare the use of Arcane magic was by the Yun-Xi it does make a certain amount of sense. And Yuuxath is not going to want his followers turning to other beings, Divine, Demonic, or Infernal. Which brings us back to the first point. Eldritch magic just doesn't mix well with other types. So, that seems to be the biggest factor in play. With the animal forms being the next factor to consider. And finally there is the matter of contamination from other magics that anyone in a given bloodline might have been exposed to. All of which is useful as a starting point. But beyond revealing how likely devation is, it doesn't really do much to help with predicting what form the devation will take. Moon phase, and other astronomical factors have been suggested, along with the local environment. And it is possible that these things are contributing factors. So far no one has kept accurate enough records for any reliable conclusions to be drawn. And with the majority of Ka-Jeen settlements being located on the lower slopes of the Dragonspine mountains western end. Otherwise known as the Fading Lands. Ruling out the effects of random wildmagic surges becomes practically impossible. As for Ka-Jeen living in other places where wildmagic is not a significant factor. There just aren't enough of them in any one place to be able to establish any sort of reliable baseline. So given that most Ka-Jeen A: Just want to be left alone. and B: Don't seem to care about what their children will be. I consider it best to simply leave them be. Of course if anyone does find a group of Ka-Jeen that want to be studied so as to have the option of trying to control the form their children will have; Please let me know. I would dearly love to understand what forces are at play and to be able to give the Ka-Jeen the opportunity to choose to influence the form their children will have.
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Are the Ka-Jeen a race? And, if so, what boundaries do we use for inclusion and exclusion? These questions pose a problem that is arguably even harder to sort out than the question of inclusion surrounding half elves and their fractional offspring. After all half elves and their kin can be placed in order based on how they look relative to their bloodlines with fairly good accuracy. Ka-Jeen, with the shape shifting nature of the bloodlines they spring from... It has been something of a struggle among scholars to come to the agreement that Ka-Jeen are a single racial type. After all having Grandpa dire wolf, cousin fox girl, and aunt house cat all in the same family is something that requires very good birth records and some verification by skilled bio-mancers before most people are going to believe it. Ok, for completeness, and the benefit of those of you who may not know what Ka-Jeen are or how they came to be. I will try to cover those details. Now keep in mind that there is no real evidence for any significant amount of iintermixing by dracons, fay, doppelgangers, and such like other shape-shifting types. And we are left with the generally accepted origin of wyldings and lyncanthropes interbreeding, with a dash of Wyrdlings thrown in. And it is worth noting that Wyrdlings as a distinct group are practically impossible to find anymore. As for those who raise objections about the intermixing of wyldings and lycanthropes due to their being on opposing sides during the war. Remember that the wyldings volunteered while the lycanthropes were victims of a curse. Well, most of them anyway. So many wyldings, after the war, devoted quite a bit of effort tword efforts to help the lycans bring their bestial side under control. Given the amount of close personal interaction required for such an effort it's not really surprising that many of them paired up. And of course the Druids and Shamans were in favor of this. Both because of the ability of the Wyldings to help the Lycans stay in control of themselves and because any offspring they might have would be much better off with both parents being able to understand how to raise such a child. Now as to the wide range of non shape-shifting animal forms that can be found among the Ka-Jeen; that is something that many mages, sages, and bio-mancers are still trying to figure out. Wildmagic is definitely involved to some degree, but beyond that rather obvious fact, there is little progress in sorting out the details of what form or forms a given Ka-Jeen child will have. Seers and deviners are sometimes able to foresee the child's form in advance but as to what forces are at play in determining that form...
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Wait...was that an arrow!? Pointing back the other way? Is this a sign that perhaps I've lost my way? And yet the road before me goes on as plain as day. But now there is this nagging doubt that I have somehow lost my way. Was that another arrow pointing to some hidden way ? The way is clear beforeme; yet I feel ever more astray . Wait... was that an arrow, pointing to a better way? ........ Next line: Have I lost my way ?
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Well that is what the tophat is for Beyond that I'm not sure how much resemblance you can get with just a skull. I'm trying for a pirate flag that looks like what the Monopoly Man would fly if he was a pirate.
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Thanks The logo I wanted was a skull with a tophat, and an eyepatch with a dollar sign on it and a pair of fancy walking sticks crossed under it. At some point I'm going to hand write out the cards on index cards and play test it assuming I can find both the time and people. If I have to I'll try playing it against myself or three player Me, Myself, and I 😁 And by all means feel free to make your own copy and play test it . I'm debating a couple of tweaks to what I have here but want to test this version before trying the other ideas. So I don't forget them. I'm thinking about adding a black market and having the Noping be a dice roll thing rather than automatic. Anyway if you do play test it let me know how it goes and any ideas you think might make it better.
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Stranger Things is one I hadn't heard of before. Not surprised it exist, just hadn't seen it. I think we have a make your own oply around here somewhere. So, yeah that could be a way to make the cards and stuff. As to play testing it I'm in the same boat as you with trying to find people to play with. As to selling and all that, I want to play it and debug it first. Anyway good luck finding players and let me know how it goes when/if you get the chance. And I'll post what I learn from playing Whenever that happens
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Possible name changes Skid Row. Rush Street The Orient Express Airport/Shipyard/Trucking Company.
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If you do try playing this, please let me know how it goes. Thanks And if you have any ideas for cards or thoughts about how many of some of them should be in the game; or any other thoughts/ideas about it let me know. I haven't had a chance to play test this yet. But I fully expect that it will need some tweaking. Any ideas about how to pitch this to Hasbro (assuming you liked it and think it would have a chance of selling) I'm mostly doing this for fun But given the number of Monopoly Editions that are coming out lately Why not give it a go ? I'm also thinking about putting in a system of Scoundrel Points. Who can be the Biggest Scoundrel? Getting away with a Dastardlydead would be worth so many points Nopeing would be worth some points But not nearly as much as getting away with it. Also thinking about having the Stocks go up in value whenever someone rolls that number. Winning would be about who has the most money including the value of everything they own including stocks and $100 for each Scoundrel Point. Getting Away with a Dastardlydead would be worth 5 Scoundrel Points while Nopeing is only worth 1. Exceptions will be noted on the card.
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Chance Go to Jail (-1SP.) Get out of Jail Free (+1 SP) Send Another player to Jail (+5 SP) Draw a Scoundrel card. Gambling Den. Place on a property you own. When another player lands here you both roll the dice High roll wins. Looser pays winner the difference between rolls×$100. This card stays until you lose a roll.(successfully placing this card is worth 5 SP and each win is worth 1. This card can be noped when it is first being placed) Brothel.(See Comunity Chest Tourist Attraction But $100 successfully placing this card is worth 5 SP and 1 SP each time you get paid.) Impersonate a Celebrity: The next time you owe rent play this card and that player pays you that amount.(+5SP) Stuck in Reverse: Pick a player (yes,you can pick yourself)on their next roll they move Backwards the number of spaces rolled.(+1 SP) Busted: You are caught running a scam. Pay $100 or go to Jail.(-5 SP) Take a cab: Advance to the next unowned property. NOPE. (Plays just like a skull up Scoundrel card.)
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I'm mostly using the Comunity Chest/Chance cards from the Cheaters edition. Several of which are the same as the originals Unless noted otherwise CC/C cards cannot be Noped. For now I'm going with just one copy of each card but that may change depending on how things go Comunity Chest Get out of Jail Free. Go to Jail (-1 SP) Send Another player to Jail (+5 SP) Offshore Bank Account goes belly up Pay $300 to the Bank or Go to Jail (-5 SP) Judge a Beauty Contest: Collect $50 from the Bank. DD(optional) receive $100 bribe to rig the contest. (From the Bank.) (+1SP.) P: forfeit the original $50 and pay $100 to the Bank.(-1SP) Draw a Scoundrel card. Teleport Fake Taxi. DD: Move another player to any space on the board.(+5SP) P: They move you.(may be used to Teleport yourself in which case it is not Nopeable and +1SP) Bailout (save until needed) When you owe more than you have in cash play this and receive $2400 from the Bank (+5 SP) Construction Zone. Place this card on any property you own. The next player to reach this space stops here regardless of what they rolled and pays Rent as if landing here normally. Card is then returned to the bottom of the stack.(+5 SP) Foreclosure: Return any one property another player owns to the Bank. Houses/Hotels stay on the board and belong to whoever is next able to buy the property.(+5 SP) Piggyback: The next time a player buys a House/Hotel Play this card and put one on a property you own for free.(+5 SP) Christmas Bonus: Advance to Go and take one Stock Number for free. If no Stock Numbers are available collect $500 for landing on Go instead. Tourist Attraction: Place this card on any property you own. Whenever another player passes this space they pay you $50. Return this card to the bottom of the stack as soon as someone lands on this space.(+5 when placed +1 each time you get paid) NOPE. (Plays just like a skull up Scoundrel card.)
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To save myself some typing Scoundrel cards: S Dastardlydead: DD (the rotten thing you are trying to do) Scoundrel Points: SP (the points you get for your DDs or stopping someone else's) Penalty: P (the price you pay if your DD gets "Noped" Comunity Chest: CC Chance: C Nopeing any Scoundrel card can be used to Nope a DD just present the card skull side up and say Nope when you want/need to stop a DD Some C/CC cards will have optional DDs/Ps The Cards Scoundrel Secret Auction Buy an unowned property from the Bank for $10 P: The Property goes up for open auction. Price Gouging Charge double rent P: They stay for free You pay lowest rent to Bank Go to Jail. Jail Break Leave Jail on your turn P: skip your turn. Pay $50 Squatter's Rites Place this card on any property that you don't own. The next time a player lands there You collect the Rent and the Deed to that Property. P: (can be noped when placed or when rent is due.) You pay highest rent and go to Jail. If Property was unowned it's up for Auction. Unlicensed Contractor. Put a Hotel on any property you own even if you don't have the full set. P: The Player who Noped you gets the Hotel Bounty Hunter When you are on the same space as another player Play this to send them to Jail and collect $100 from the Bank P: Pay $50 to the player and $50 to the Bank. You Go to Jail. Bank Heist Take $500 from the Bank P: Pay $1000 to the Bank. Go to Jail Identity Theft Move any Player's token to any space on the board.(yes. You can move yourself) P: The Player who Noped you moves your token to anywhere on the board. Skip out on Rent Present this card when rent is due to avoid paying P: Pay Double rent. Go to Jail. Stock Fraud Take a Stock Number from another player or the Bank P: Pay $100 to Bank. Go to Jail Pick Pocket Take $100 from another player P: Pay that Player $100. Go to Jail Trick Dice Move any number of spaces (2-12) P: Stay where you are. Pay $50 to Bank Insurance Fraud Return a House/Hotel to the Bank for double its cost P: Return the House/Hotel to the Bank and pay its cost. Go to Jail. Arson Remove a House/Hotel from another Player's property P: Pay that Player the price of a Hotel. Go to Jail Vandalize Place this card on another Player's property They can only collect lowest rent until they pay $100 to the Bank for repairs P: you pay the player highest rent plus $100 to the Bank for repairs and you go to Jail Incriminate Send another player to Jail P: You go to Jail
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These are the icons I'm using for Scoundrel (Both for the space and the back of the cards) Teleport Lottery I'll type in the text for the Scoundrel cards and the changed Chance and Comunity Chest cards later As to printing out the cards I'm working with hand written index cards for now but at some point I will try to find a way to print the cards and make my modified game board. But I'm wanting to play test it some before committing to making anything fancy.