D'Jinn Keeper

Home to all current Forum Games.
Post Reply
thunteater
Of Few Words
Posts: 94

D'Jinn Keeper

Post by thunteater » Sat Mar 22, 2014 11:53 am

"You have been selected for an exclusive look at our new game, 'D'jinn Keeper 3'! You and a choice group of people will have the chance to get your hands on this amazing piece of gaming software, fifteen years in the making! Enclosed is your round trip airline ticket and your check-in pass for your hotel accommodations. Can't wait to see you there!"

With those fateful words, everything you knew of this world was shattered. Thousands of people attended this "Sneak Peak" of D'jinn Keeper 3, a game that you had been looking forward to ever since D'jinn Keeper 1 and 2. For years, there was a massive legal battle over the rights to the game, until, finally, BullGrippli Interactive managed to wrestle control, and began pumping all of the current-gen tech, and tons of next-gen, into the project. After years of silence, you find yourself sitting in front of a computer, in a room absolutely packed with other gamers like yourself. The smell of pizza and body odor is strong in the air, and despite the air conditioning of the small convention center working overtime, the sheer amount of people has made the room quite stifling.

Thus, when your vision begins to swim, just a bit, you write it off as the heat. That is, until your vision goes black, and you find yourself someplace else.




Premise:

D'jinn Keeper finds you, an average gamer, trapped within the world of D'jinn Keeper. What was considered just a game, was actually a gateway into an entirely different dimension. A dimension with rules very different than our own. You will find yourself possessing one of the inhabitants of this realm, whom refer to you as a 'D'jinn-Bred'. D'jinn are mighty creatures capable of controlling the minds of the creatures of the realm, by ensconcing themselves into a massive crystal.

This prevents them from moving around on their own, or defending themselves with any means, besides magic, and thus, they normally task their minions to build massive dungeons around them. Of course, magic takes fuel, and a D'jinns magic is fueled by mana, which can be ripped from alchemical practices utilizing gold and gemstones. The D'jinn Crystal itself draws power from the souls of those slain within the Dungeon, however, the more exposure one has to a D'jinn Crystal, the less power it can draw from their souls, should they die. As such, most D'jinn try to lure adventurers into their dungeon, by setting out loot and spreading rumors across the realm. The trick is then to slay these adventurers, and harvest their souls, thus making the D'jinn Crystal even more powerful, unlocking new spells, greater magical power sources, and allowing the D'jinn within to utilize new powers and abilities, such as Auras and Boons.

Though D'jinn-Born can be reborn, should they die, their spirits will wander, until they randomly possess a new creature. This possession is automatic, and thus, they cannot control what creature they are reborn into. Two D'jinn cannot dwell within a single D'jinn Crystal, and as such, the previous crystal must either be destroyed, and a new one built on its place, or the previous D'jinn ejected somehow, in order to claim a dungeon as your own.

Though true D'jinn have a corporeal form, like other such 'monsters', D'jinn-Born do not, having the spirit and some of the abilities of a D'jinn, but not all. All players are D'jinn-Born, and will be randomly placed within one of the creatures in the Dungeon, if they should die. D'jinn-Born may pick one of the creatures in the Dungeon to possess, at the start of the game.

The goals of the game are truly up to you, but finding your way back to your original world, would certainly be of interest to some.

Of course, it might seem like claiming the D'jinn Crystal for yourself is a grand goal, but D'jinn within a D'jinn Crystal must have the acceptance of all creatures aligned with its D'jinn Crystal, in order to perform actions, or issue orders. Until your arrival, this was not a problem, as the creatures were all enslaved to the D'jinn within the Crystal. With your arrival, however, this is not the case, and as such, the D'jinn will need to offer choices to the D'jinn-Born, and get the majority to agree with it, before he can issue forth orders.

Should the D'jinn Crystal be destroyed, the creatures within the Dungeon will go "Blank", essentially falling into a coma. What effect this has on the D'jinn-Born is yet to be known.
D'jinn Keeper Stuff:
► Show Spoiler

User avatar
gamecreator
Prattles on Unremittingly
Posts: 3116
Location: Ukraine

Re: D'Jinn Keeper

Post by gamecreator » Sat Mar 22, 2014 12:01 pm

This is quite intriguing, but what are the rules? It seems there will be some voting system too.

User avatar
Donnigan
Chronically Blathering
Posts: 1740
UStream Username: Donnigan90
Location: Someplace Hot and Dusty

Re: D'Jinn Keeper

Post by Donnigan » Sat Mar 22, 2014 12:09 pm

This sounds pretty badass...Dibs on a Minotaur!
Madre de Dios! Es el Pollo Diablo!

¡Sí! ¡He dejado en libertad los prisioneros y ahora vengo por ti!

Image

thunteater
Of Few Words
Posts: 94

Re: D'Jinn Keeper

Post by thunteater » Sat Mar 22, 2014 12:11 pm

How it works:

At the start of the game, players will vote on a few variables, relating to the dungeon, adjusting difficulty up and down. The effect of a vote will not be known, until the game starts.

Players will be able to pick two preferred creatures to possess at the start of the game. Die will be rolled to determine which you get to possess. Should a player be killed, their stats and skills, and gear (unless recovered) are lost, and a die will be rolled (When they choose to reincarnate) to determine what creature currently living in the dungeon that they revive as.

Players must maintain Monster Morale (MM), Mana Reserves (MR), Food Stocks (FS), Dungeon Crystal Stability (DCS), and Resource Stocks (RS) during the game.

Should FS run below what is required to keep the Dungeon Running, Die will be rolled to determine who, and what, starves off. It will also be rolled to determine if MM drops. A variety of FS items is required, as some Monsters are Herbivores and some are Carnivores, while a few are Omnivores and Metalivores.

MM is determined by having suitable living quarters for specific monster types, having foods they like, and having activities they like, as well as by the quality of the dungeon and recent events. Working monsters too hard can lead to some heavy MM drops. MM is gauged on a "Per Race" basis, meaning that Gremlins and Skeletons have separate MM bars.

MR is what keeps the D'jinn Crystal 'alive', it slowly drains a small portion every week, and if it ever drops to zero, the D'jinn within the Crystal will begin to dissolve, eventually causing the D'jinn Crystal to shatter. MR are also required for the casting of spells, and maintaining of some. This means that gold is almost literally the lifeblood of the dungeon, and thus, you must strike a careful balance between luring adventurers in with it, and using it to bolster defenses, while keeping the D'jinn Crystal alive.

DCS is capable of being damaged by hostile spells, or simply attacking the D'jinn Crystal. Should the DCS reach zero, the crystal will destabilize, and explode violently. DCS can be repaired by fusing specific gemstones to the crystal. It will not regenerate on its own.

RS is split into a few different categories, to be discovered in game. The primarily, initial categories include Wood, Stone, Bone, Flesh, and Copper. It is up to the players to discover new materials and techniques.


Player creatures will gain EXP based on the actions they perform. This EXP will automatically be spent on the skill used while earning it. The Skills available to the player will be determined by the creature they are currently possessing. Creatures who try to use a skill that is not attuned to their specific creature type, will learn it at 1/4th of the rate that a creature attuned to it would, and will only be able to utilize 75% of that skills total level.

Player creature stats will be raised based on the actions they perform.

Player perks are tied to the Players spirit, and as such, persist, even when they die and inhabit a new creature. Perks are discovered via items, experimentation, spells, or as rewards from the D'jinn Crystal.

Most items are left behind on the material plane, when a creature dies, removing it from the players grasp. Some special items, however, are not effected by this. Known as Soul-String items, these items will shift to the spirit realm, should a player die, and reappear on the material plane when they possess a new creature. These items are extremely rare.

Every player can make one action a week (which is what I'm calling a round. It may or may not be a full week, determined by how often I'm available to update things. I'd like to shoot for at least twice a week, so two rounds a week. Early rounds might end faster than later rounds, as we get the game rolling.), which may or may not fail, based on a roll, and their own stats and skills.

The D'jinn Crystal can take up to four actions a week, or can sacrifice an action to strengthen the chances of another action succeeding.

The D'jinn Crystals ability to fail or succeed a chosen task is based on the current upgrades it has, its current level, and the current structures and creatures available within the Dungeon at the time.

Monsters can be assigned to specific tasks during the Week, by the D'jinn Crystal, via player votes.

Jobs will be discovered as the game progresses, but initial jobs are: Resource Gatherer, Guard Duty, Cooking, Blacksmithing, Leatherworking, Hunting, Carpentry, Coonstruction, Tunneling.



Anatomy Of A "Week"

► Show Spoiler

The Stats
► Show Spoiler



Current Skills List:

Weapon Skills:
► Show Spoiler





Combat Skills:
► Show Spoiler





Armor Skills:
► Show Spoiler





Construction Skills:
► Show Spoiler





Resource Gathering:
► Show Spoiler





Social Skills:
► Show Spoiler





Skulldugery:
► Show Spoiler
Traps: Of all things persisting to traps, from disarming, to placing![/spoil]




Magic Skills:
► Show Spoiler
*Note: These are subject to change/addition*
Last edited by thunteater on Sun Mar 23, 2014 7:04 pm, edited 11 times in total.
D'jinn Keeper Stuff:
► Show Spoiler

thunteater
Of Few Words
Posts: 94

Re: D'Jinn Keeper

Post by thunteater » Sat Mar 22, 2014 12:51 pm

Depending on the number of players, I may open up a second, Rival, PC Dungeon. This would require at least ten players, at which point, rolls will be randomized to determine what dungeon you end up in, and a second vote for the specifics of the second dungeon will be available. If this does not happen (and even if it does in one case), you will encounter rival dungeons and rival D'jinn, on top of the adventurers waiting to breach your Dungeon.


Below are the choices. Casting a vote means you are opting into the game. When considering your choice, think about what positives and negatives might result from such a location, that might give you a hint of the bonuses each might have, as well as the disadvantages.






Dungeon Types Available (Pick One, highest vote wins):



Abandoned Underground Catacombs:


These Catacombs are entered via an ancient cemetery, long forgotten and off most known maps. They are extensive, delving deep underground, but are, like all catacombs, constructed to house the dead, not to work as fortifications.



Abandoned Mines:


These mines have long-since been abandoned, though with so many twisting and turning passages, making it easy to be lost in its depths, who knows what the miners may have missed? It was abandoned primarily due to the rumor of it being haunted, and a good portion of the miners being crushed in a cave-in. As such, the nearby mining town has been abandoned, as well, leaving this location off of most -MODERN- maps.



Subterranean Cave System:


Four simple series of caves enter into a massive subterranean network of passages and tunnels, all leading down to a central location. This system has never been mapped or explored by humans.



Abandoned Castle:


This castle was once the site of a massive battle. Both sides were annihilated, when a hedge wizards spell went horribly wrong, transforming everyone in a four mile radius into stone statues. While the castle is famed in legend, it has long since been looted of most valuable items, and as such, no one tends to visit often.



Underwater Temple:


This temple was once above water - until the island supporting it sunk to the bottom of the sea. In clear, warm waters, it is easily visible from the surface, but it would take tremendous effort to explore it. Featuring a strange design, the two entrances to this temple are actually functional airlocks. One door opens, then shuts, and the water is drained via a series of pumps, before the second door opens, admitting you to an interior with breathable, if not a bit stale, oxygen. No one really remembers the name of the God who once called it home.



Dormant Volcanic Lava Tubes:


Thousands of years ago, this was an active volcano. Then it blew up. People were ensconced in ash and lava across the countryside below it. Then it cooled down. Now various twisting Lava Tubes remain, passages that once held liquid, fiery death, cooled to emotionless, though sometimes jagged, obsidian.



Monster Village:


A small village of monsters in a forest. It's not on any maps, but it's also relatively new.



Carved-out Glacier:


In a frozen tundra, in a land of Vikings and Norse heroes, there is a massive Glacier. This Glacier is known as Frostdoom, a citadel of ice, carved by the dark god Loki himself, just to piss off the locals.






Monster Types


Below is the list of monster types. All dungeons default to starting with the Gremlin. These I -will- detail out the stats on.
Note: All monsters start out with -ZERO- in their skills. This is simply a list of what they have the capacity for learning.

Food Cost is a Per-Week cost.


Gremlin:
Slaves for the Master!
► Show Spoiler


Monster Types Available (Pick 4, highest vote wins):





Orc:
I do say, good sir, you behave as if you expect me to be some barbarian.
► Show Spoiler



Nosferatu:
Blood is life. Life is death. Whether knowledge, or the shadows, Nosferatu knows best.
► Show Spoiler





Skeleton:
Skeletons are the bare-bones toops (Get it? Bare bones? Get it? Huh? HUH!? Oh fine, go ahead and roll your eyes. He can't anymore. They rotted out.)
► Show Spoiler




Troll:
Raaah, fire bad!.
► Show Spoiler





Goblin:
Gremlins? Pfft, half the size, half the work!
► Show Spoiler





Minotaur
He said 'that is a load of bull', so I punched him and said 'No, that was''..
► Show Spoiler





Beholder
Eye Spy with my middle eye..
► Show Spoiler




Hellhound
Grrrr...
► Show Spoiler




Centaur
Aw man, Hoof it!
► Show Spoiler




Succubus/Incubus
Just one little kiss, what could it hurt?
► Show Spoiler




Drow
Drizzit? No thanks, I already called a plumber.
► Show Spoiler




Gnoll
Hyessss...
► Show Spoiler




Harpy
Come fly with me, come fly, come fly away..
► Show Spoiler
That's all for now. If you have any suggestions, post them below, and I might adapt them into the stats and skills system.
Last edited by thunteater on Sun Mar 23, 2014 4:34 pm, edited 4 times in total.
D'jinn Keeper Stuff:
► Show Spoiler

User avatar
gamecreator
Prattles on Unremittingly
Posts: 3116
Location: Ukraine

Re: D'Jinn Keeper

Post by gamecreator » Sat Mar 22, 2014 3:13 pm

Minotaur has Spirituality under Magic skills. Is that right?

thunteater
Of Few Words
Posts: 94

Re: D'Jinn Keeper

Post by thunteater » Sat Mar 22, 2014 3:16 pm

Yep, which is focused on shamanistic-style magic. Requiring totems, etc. It's basically a more stationary form of offensive and defensive magic. Something to keep in mind when you're voting on the monster types:

The Default starting food quantity will be 300, for 1d100 individuals, split up into a mix of 10% Gremlins, 15% Of Race D, 15% of Race C, 20% of Race B, and 40% of Race A (Determined by amount of votes for that race)
D'jinn Keeper Stuff:
► Show Spoiler

User avatar
Donnigan
Chronically Blathering
Posts: 1740
UStream Username: Donnigan90
Location: Someplace Hot and Dusty

Re: D'Jinn Keeper

Post by Donnigan » Sat Mar 22, 2014 4:00 pm

I'm gonna vote for the Abandoned Mines.

Monsters:

Minotaur: We need one Heavy Hitter and they are my favorite. Plus, Herbivore, which should be a little easier to find food for.

Drow: Seem to be Jacks of all Trades. Plus, we need something Face-ish.

Gnolls: Hyesss...

Harpy: Flying Scouts!

Also, an actual Pole for one of these options might be good. Races might be a good choice for that.
Madre de Dios! Es el Pollo Diablo!

¡Sí! ¡He dejado en libertad los prisioneros y ahora vengo por ti!

Image

thunteater
Of Few Words
Posts: 94

Re: D'Jinn Keeper

Post by thunteater » Sat Mar 22, 2014 4:46 pm

Well, polls only allow up to ten options, and it's easy enough to just read through and tally.
D'jinn Keeper Stuff:
► Show Spoiler

User avatar
ChuckDaRighteous
Floods your Ears
Posts: 2298

Re: D'Jinn Keeper

Post by ChuckDaRighteous » Sat Mar 22, 2014 6:30 pm

Are these ALL the available monsters or just the default ones? I would sort of like to choose underwater temple, but this is presuming we could take advantage of aquatic creatures. Also my votes are based on the dungeon

My votes:

Underwater temple

beholder (flight could be handy over water)
succubus/incubus (seduction could be handy)
Goblins (fast breeders, good for early expansion)
Minotaur (heavy hitter)

Also different food types so we're not overtaxed on any one resource.
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

thunteater
Of Few Words
Posts: 94

Re: D'Jinn Keeper

Post by thunteater » Sat Mar 22, 2014 10:59 pm

Nah, these aren't the only available ones, just the default ones I threw up here. Selkies, Sirens, Kraken, etc. are all possible, if there's a desire for them. If there's interest in aquatic-based monsters, I can add them at some point tomorrow, after I get off from work, or possibly before I go to work, if I get up early enough.
D'jinn Keeper Stuff:
► Show Spoiler

User avatar
ChuckDaRighteous
Floods your Ears
Posts: 2298

Re: D'Jinn Keeper

Post by ChuckDaRighteous » Sat Mar 22, 2014 11:51 pm

I just wanted to make sure its possible to recruit them if we do go for the underwater temple. I'm fine with the current line up for the start.
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

User avatar
Patdragon
Game Master
Posts: 2288
Location: Isle of Wight

Re: D'Jinn Keeper

Post by Patdragon » Sun Mar 23, 2014 2:18 am

Undead theme

Abandoned Underground Catacombs:

Skeletons
Nosferatu
Succubus
Troll

Victims- nosferatu eats first, succubus then gets soul, troll eats the meat....oh looks a new skeleton...
► Show Spoiler
Anger is fleeting, Remorse eternal...
- Karn, Silver golem

User avatar
Synch
Game Master
Posts: 4767
Location: New Zealand

Re: D'Jinn Keeper

Post by Synch » Sun Mar 23, 2014 3:18 am

Monster Village:

Orc
Centaur
Gnoll
Minotaur
► Show Spoiler

thunteater
Of Few Words
Posts: 94

Re: D'Jinn Keeper

Post by thunteater » Sun Mar 23, 2014 5:15 am

Votes So Far:

Dungeons:


Abandoned Underground Catacombs: (1) [Patdragon]
Abandoned Mines: (1) [Donnigan]
Subterranean Cave System:
Abandoned Castle:
Underwater Temple: (1) [ChuckDaRighteous]
Dormant Volcanic Lava Tubes:
Monster Village: (1) [Synch]
Carved-out Glacier:




Monsters:

Orc: 1 [Synch]
Troll: 1 [Patdragon]
Goblin: 1 [ChuckDaRighteous]
Minotaur: 3 [Donnigan, ChuckDaRighteous, Synch]
Centaur: 1 [Synch]
Harpy: 1 [Donnigan]
Gnoll: 2 [Donnigan, Synch]
Drow: 1 [Donnigan]
Beholder: 1 [ChuckDaRighteous]
Hellhound:
Succubus/Incubus: 2 [ChuckDaRighteous, Patdragon]
Skeleton: 1 [Patdragon]
Nosferatu: 1 [Patdragon]

Winners So Far:

Dungeon: None yet


Species A (Majority): Minotaur
Species B (Average): Succubus/Incubus (Tie With) Gnoll
Species C (Low): None yet
Species D (Minority): None yet
Workers: Gremlins


Votes are still open, and will remain so, until we either reach 10 players (at which point we'll have voting for a second dungeon and creatures), or until Monday.

Remember that Species A will be the most prolific of the monsters, so tactical voting is important, if you guys want to make sure you don't over-extend your starting food stocks. If you change your votes, please do it either via a new post, or, if you're editing your old post, post to notify me that you've changed your vote.
D'jinn Keeper Stuff:
► Show Spoiler

User avatar
kida
Gives Speeches
Posts: 1166

Re: D'Jinn Keeper

Post by kida » Sun Mar 23, 2014 6:30 am

Dungeons:


Abandoned Underground Catacombs: (1) [Patdragon]
Abandoned Mines: (2) [Donnigan,kida]
Subterranean Cave System:
Abandoned Castle:
Underwater Temple: (1) [ChuckDaRighteous]
Dormant Volcanic Lava Tubes:
Monster Village: (1) [Synch]
Carved-out Glacier:




Monsters:

Orc: 2 [Synch,kida]
Troll: 1 [Patdragon]
Goblin: 1 [ChuckDaRighteous]
Minotaur: 4 [Donnigan, ChuckDaRighteous, Synch,kida]
Centaur: 1 [Synch]
Harpy: 1 [Donnigan]
Gnoll: 2 [Donnigan, Synch]
Drow: 1 [Donnigan]
Beholder: 2 [ChuckDaRighteous,kida]
Hellhound:
Succubus/Incubus: 2 [ChuckDaRighteous, Patdragon]
Skeleton: 1 [Patdragon]
Nosferatu: 2 [Patdragon,kida]

User avatar
gamecreator
Prattles on Unremittingly
Posts: 3116
Location: Ukraine

Re: D'Jinn Keeper

Post by gamecreator » Sun Mar 23, 2014 9:47 am

Gnolls are only good in quantities 50+ and only if they are all at the same task. I.e. no good at all. And they aren't even omnivore.
Better to go with one food source for everyone, that will be easier to manage. By all looks, minotaurs will make it to the end, so better stick to herbivore-compatible monsters.
Goblins look like death to the food stock.

Location: Abandoned Mines (looks like the safest location)
Monsters: Drow, Minotaur, Ork, Beholder (this list may change)
Harpies and Centaurs don't look suited for tunnels.

User avatar
Patdragon
Game Master
Posts: 2288
Location: Isle of Wight

Re: D'Jinn Keeper

Post by Patdragon » Sun Mar 23, 2014 9:59 am

ok on reread and for tactical voting please change my troll to orc

i think we need minotaurs not to be our top vote as the resource feeding cost might be to high otherwise.
► Show Spoiler
Anger is fleeting, Remorse eternal...
- Karn, Silver golem

Nolandking
Converses Frequently
Posts: 689

Re: D'Jinn Keeper

Post by Nolandking » Sun Mar 23, 2014 1:08 pm

Location: Abandoned Mines
Monsters: Orc,Gnoll, Beholder, Drow
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
Image
Image

User avatar
ChuckDaRighteous
Floods your Ears
Posts: 2298

Re: D'Jinn Keeper

Post by ChuckDaRighteous » Sun Mar 23, 2014 1:50 pm

Updated the tallies:

Dungeons:


Abandoned Underground Catacombs: (1) [Patdragon]
Abandoned Mines: (4) [Donnigan,kida,gamecreator,Nolandking]
Subterranean Cave System:
Abandoned Castle:
Underwater Temple: (1) [ChuckDaRighteous]
Dormant Volcanic Lava Tubes:
Monster Village: (1) [Synch]
Carved-out Glacier:




Monsters:

Orc: 4 [Synch,kida,gamecreator,Patdragon,Nolandking]
Troll: 0
Goblin: 1 [ChuckDaRighteous]
Minotaur: 5 [Donnigan, ChuckDaRighteous, Synch,kida,gamecreator]
Centaur: 1 [Synch]
Harpy: 1 [Donnigan]
Gnoll: 3 [Donnigan, Synch,Nolandking]
Drow: 3 [Donnigan,gamecreator,Nolandking]
Beholder: 4 [ChuckDaRighteous,kida,gamecreator,Nolandking]
Hellhound: 0
Succubus/Incubus: 2 [ChuckDaRighteous, Patdragon]
Skeleton: 1 [Patdragon]
Nosferatu: 2 [Patdragon,kida]

I was looking more closely at the stats. Drow are far and away better than orcs. Better stats, less food consumption, and darkness bonuses. They only have a weakness to light which seems like its not a big issue if used properly. Especially as abandoned mines seem to be our chosen environment. So why are so many people voting orc? Not so much now that HP values are now up
Last edited by ChuckDaRighteous on Sun Mar 23, 2014 4:02 pm, edited 1 time in total.
Righteous OneVengeful One in Goblin Adventurer's League
Righteous Charger in Capture the flag
Tim/Tuane in Potential
GMing Gal Quest 10

User avatar
gamecreator
Prattles on Unremittingly
Posts: 3116
Location: Ukraine

Re: D'Jinn Keeper

Post by gamecreator » Sun Mar 23, 2014 2:04 pm

I just don't really know what to vote for. I like mines, but current tendency don't go well with them and I don't want mixed up result. If only we could leave out minotaurs and make gnolls a majority, it would change things.

User avatar
Donnigan
Chronically Blathering
Posts: 1740
UStream Username: Donnigan90
Location: Someplace Hot and Dusty

Re: D'Jinn Keeper

Post by Donnigan » Sun Mar 23, 2014 3:01 pm

Dungeons:


Abandoned Underground Catacombs: (1) [Patdragon]
Abandoned Mines: (4) [Donnigan,kida,gamecreator,Nolandking]
Subterranean Cave System:
Abandoned Castle:
Underwater Temple: (1) [ChuckDaRighteous]
Dormant Volcanic Lava Tubes:
Monster Village: (1) [Synch]
Carved-out Glacier:




Monsters:

Orc: 5 [Donnigan, Synch,kida,gamecreator,Patdragon,Nolandking]
Troll: 0
Goblin: 2 [ChuckDaRighteous, Donnigan]
Minotaur: 4 [ChuckDaRighteous, Synch,kida,gamecreator]
Centaur: 1 [Synch]
Harpy: 0
Gnoll: 3 [Donnigan, Synch,Nolandking]
Drow: 3 [Donnigan,gamecreator,Nolandking]
Beholder: 4 [ChuckDaRighteous,kida,gamecreator,Nolandking]
Hellhound: 0
Succubus/Incubus: 2 [ChuckDaRighteous, Patdragon]
Skeleton: 1 [Patdragon]
Nosferatu: 2 [Patdragon,kida]

Moved my Votes around so Minotaur wasn't in first Place. Some others Might want to do the same to get Drow in a Higher Spot. I really don't want Beholders or Succubus either, since their food doesn't seem worth it, especially with the Beholder Lazyness.
Madre de Dios! Es el Pollo Diablo!

¡Sí! ¡He dejado en libertad los prisioneros y ahora vengo por ti!

Image

User avatar
gamecreator
Prattles on Unremittingly
Posts: 3116
Location: Ukraine

Re: D'Jinn Keeper

Post by gamecreator » Sun Mar 23, 2014 3:17 pm

Yes, all those beholders, foocubi and nosferatu are no good. I'm considering skeletons, but they need a supply of bones to regenerate from.
What about hellhounds and trolls? They are quite food-demanding, I don't know if they are worth it.

thunteater
Of Few Words
Posts: 94

Re: D'Jinn Keeper

Post by thunteater » Sun Mar 23, 2014 3:42 pm

Things to keep in mind:

Elemental attacks tend to cause elemental effects on crit (burning, shocked, frozen, etc.)

Adventurers have access to a wide variety of light sources, especially as higher-level adventurers come into the dungeon, ranging from torches and flash-stones, to magical light sources.

Creatures that gain a hive-mind must be within at least 2 miles of each other to gain the benefits.

You will be voting on buildings and such to be constructed within the Dungeon. These range from training facilities, to recreational facilities, breeding facilities, creature nests, and food-production buildings, among others.

HP values have been added to all of the creatures. I am thinking of moving them into a separate thread (Bestiary) to make this one less cluttered.

Stats have been clarified on the same post as the skills.


*Edit* Also, for comparison on the Hellhounds,

A steel longsword will do 1d5 damage.

AC value of armor doesn't increase your chance to not be hit, instead, it actually ABSORBS that much damage. Of course, AC only applies to the bodypart that it covers. For instance, when I roll to see if you're hit (Your defensive skills + perks + stat bonuses vs their combat skill + perks + stat bonuses), I roll for where you were hit (Head, Shoulders, Arms, Hands, Torso, Legs, Feet.), with Chest having a 40% chance of being hit, head a 20%, Legs a 15%, Arms a 10% chance, Shoulders/Neck, Hands, and Feet having a 5% chance each. ( I do this by rolling a 1d105. 1 - 5 = Feet, 6 - 11 = hands, 12 - 22 = arms, 23 - 38 = legs, 39 - 78 = Body, 79 - 99 = Head, 100 - 105 = Shoulders.)


So if you're wearing a Chestplate of Darksteel Platemail (AC: 15) and..

A character with 10 STR (+2 damage) and a Blade - Slashing skill of 6 (+3 damage), swings at you with a 1d5 Steel Longsword and lands a normal strike on your chest. Damage is rolled, and they roll a 5. Their strength bonus is added to the damage, as well as half of their Blade - Slashing skill, for a total of 10 damage. It's simply not enough to bypass your AC. You take no damage. They have a 5% chance to be stunned (Because striking an object and dealing no damage to it means a 5% chance to be stunned). They avoid the stun. They take another swing next round, hit your chest again. They crit for double damage. They roll a 4. They deal a total of 18 damage. You take 5 damage. The armor absorbs 15 points.

Of course, this locational damage -also- means that creatures like the Beholder only has one place on its body where it can be hit.. the body.

*Just a note* Some of the missing information on systems is -intentional-. Why? Because you'll be entering a world that your characters know nothing about. A lot of this stuff is going to be available to be studied/learned during the first few "Weeks" of the game. Depending on the Dungeon you guys pick, it may be quite a few "Weeks" before any adventurers come calling.
D'jinn Keeper Stuff:
► Show Spoiler

thunteater
Of Few Words
Posts: 94

Re: D'Jinn Keeper

Post by thunteater » Sun Mar 23, 2014 6:44 pm

Just a note. Voting will end on Monday.. Likely in the morning. Maybe even at Midnight. In the case of ties, I will flip a coin. The winning side will stay at their current rank, the losing side will drop down to the next tier.

The game will start after characters are assigned, so you can join in this thread up until that point. If you wish to join the game after it starts, I'd prefer you to private message me, so that I can setup your character for the next "Week" automatically. Due to the nature of the game storyline, it makes it pretty easy to add new players.

Eager to get this started. I've run MUDs before, I've run Chat-based RP games, this is my first forum-based RP game. It has me fairly excited, and I'm really looking forward to you guys discovering the world I'm writing up.
D'jinn Keeper Stuff:
► Show Spoiler

Post Reply