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Fantasy Howl's Flying Castle - OOC

Rolling for 4 scavenges.
  1. 2d6 = Dangerous Prey
  2. 2d6 = x1 fauna chunk
  3. 2d6 = x1 gasoline
  4. 2d6 = x1 firestarter
 
...I see a one and a six....? For dangerous pray, I mean. XD
Yeah, the things we scavenge are generated randomly. 1 means it's found on the first category, which is Food, 6 means James found the sixth source of food which is a dangerous prey.
 
Because James is equipped with a pick-axe he gets +1 bonus scavenge for every scavenge when looting structures. That's four scavenges, so he gets another extra four. Rolling.
  1. 2d6 = x1 gasoline
  2. 2d6 = x1 fauna chunks
  3. 2d6 = x1 Batteries
  4. 2d6 =x6 Trauma kit! Whoo!
 
Because James is equipped with a pick-axe he gets +1 bonus scavenge for every scavenge when looting structures. That's four scavenges, so he gets another extra four. Rolling.
  1. 2d6 = x1 gasoline
  2. 2d6 = x1 fauna chunks
  3. 2d6 = x1 Batteries
  4. 2d6 =x6 Trauma kit! Whoo!
Whoooo~!! James is on a roll! Okay, I'm gonna roll too. Four scavenges right?

  1. 2d6 = x1 Fire starter
  2. 2d6 = Advance Station (Whooo~! ) Campfire
  3. 2d6 = x4 Wood
  4. 2d6 = x1 Fauna chunks
 
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Whoooo~!! James is on a roll! Okay, I'm gonna roll too. Four scavenges right?

  1. 2d6 =
  2. 2d6 =
  3. 2d6 =
  4. 2d6 =
Yep, and you can check what you got over at the Jurassic CS under the Item list tab. Tell me if you need help with anything!
 
...I don't know what sort of advance station Minnie would need...What do you mean by advance station? Example?
These. They are structures that are already built and do not need any requirements, and are separated according to Operate Rank.

Operate 0
1. Campfire = 1 CP |or| 1 wood + 1 fire starter |or| 1 wood + 1 hour
Keeps you warm and you can roast things, or smoke them to preserve them. Also keeps rats away. Rats eat your food.
Can cook:
a. Food = 3 fauna parts + 1/2 hour |or| 3 flora + 1/2 hour. Mmm, rat burger and beans! Heals 1 Hp.
b. +2 Rations = 1 food + 1 junk + 2 hours. Preserved food. Honey preserved cakes, salted, smoked, pickled, or dried meat, nuts, and fruits, stored in make-shift containers.
c. + 2 Condition until healthy = 1 food + 1 fauna part + 1/2 hour |or| 1 food + 1 flora + 1/2 hour.
d. + 3 Condition until healthy = 1 food + 1 food + 1/2 hour.

Can craft:
a. Bandages, Sterile = 2 bindings + 1 food + 1 junk |or| bandage + 1 food + 1 junk. -3 bleeding. Cloth boiled in hot water to make clean bandages inside a clean container. No rolling for bacterial infection.
b. x1 Poison = 1 chemical |or| 1 herb |or| 3 flora |or| 3 fauna parts
Applied on weapons or ingested. The more poison used, the sooner the death. Slows enemies (- accuracy??)

*Once you successfully make a camp or cooking fire, you don't need to use a firestarter or fireplow again to restart the fire, except when the fire gets put out by water or heavy snow.

2. Hiding Spot = 1 CP |or| 1 hour + shovel
Combined with "Anywhere Stash" and "Safehouse Stash", giving you 10 hidden item slots. Maximum of one hiding spots outside the safehouse, if inside the safehouse maximum of four for each area.
Very important during PvP events. This is where you can hide your vehicle and items when you are in a PvP area, because people will rob you of everything you've got if you leave it out in the open. It can be rage-quit infuriating. Though some players will wisen up and booby-trap them, so beware of precious items in the open too.

You can spend as many crafting points as you want to make it DC9 fool-proof (roleplay-wise you are adding locks, more secure storages when you are doing this). And also add in a bomb. Quick note, if that bomb is set off, all your items inside are destroyed.

3. Garden = 15 CP
Requires rain catcher. Allows you to have +10 people in your colony, starts one month after garden is completely built. Even without food in their inventory, a character who wakes up or returns to a safehouse with a thriving vegetable plot will not starve. 1 per area.
4. The Brig = + 60 CP
Turns your captured prisoners into allies. Requires a safehouse. A place that holds rowdy colony members, prisoners, and where your allies convince them to join your side. Stronger or more useful NPCs take a longer time to convince compared to, say, a lowly scavenger.​


Operate I
*Requires at least 1 Rank in the Operate Skill.​


1. Brick Oven = 1 Campfire + 6 stone + 1 junk + 30 CP (GMn: 2 days, 2 people)
Made of clay and stone. With a lidded pot and glass bottles, allows one to burn animal fat to create tallow for matches, candles, long lasting torches, oil for lamps, herbal medicine, fertilizer, and of course, better food.
Can cook:
a. Food = x3 fauna parts/flora. Mmm, mouth-watering barbeque! Heals 1 Hp. Takes half and hour to cook.
b. +2 Rations = 1 food + 1 junk + 2 hours. Preserved food. Honey preserved cakes, salted, smoked, pickled, or dried meat, nuts, and fruits, stored in make-shift containers..
c. +5 Rations = 2 food + 1 junk. Better preserved meats and honey cakes. Takes 3 hours to make.
d. + 2 Condition until healthy = 1 food + 1 fauna part |or| 1 food + 1 flora. Sweet and sour potato chives. Takes half and hour to cook.
e. + 3 Condition until healthy = 1 food + 1 food. Bacon and eggs. Takes half an hour to cook.
f. +2 Condition = 1 cheer food. Mushroom soup. Takes half an hour to cook.
g. +3 Condtion = 1 cheer food + 1 fauna part |or| 1 cheer food + flora. Chilled Rum. Takes half an hour to make.
h. + 4 Condition= 1 cheer food + 1 food. Monster Meatballs Spaghetti. Takes half an hour to make.
i. +6 Condtion = 1 cheer food + x2 food. Pizza. Takes half an hour to make.

Can make:
a. x4 Glass = 1 junk
a. Bandages, Sterile = 1 bindings + 1 junk. Clean bandages inside a clean container. No rolling for sickness.

2. Well = ?? + forge + 60 CP
All gardens now allow you to have +20 people in your colony. 1 per colony.​

3. Rat Cage = +15 CP
Allows you to have +10 people in your colony, starts two weeks after rat cage is completely built. Even without food in their inventory, a character who wakes up or returns to a safehouse with a rat cage everyday will not starve. 1 per area.​

Operate II
*Requires at least 2 Ranks in the Operate Skill.​

1. Smelting Furnace= + 60 CP
Allows creation of forged metal, shaped specifically for one's needs. Can be dismantled to get mechanical tools and carpentry tools.
2. Bird House = challenging prey (alive) + 15 CP
No matter where you are, your colony will inform you of events around the colony area and other information. Breeds messenger doves. Can send messages to any ally's safehouse. If you have higher levels of speech, you can train hawks. Hawks can deliver messages and parcels of small items, alert you of zombies, and hunt for you.
3. Greenhouse = ?? Tools + 45 CP
Requires well. All gardens can now grow herbs, and they allow you to have +30 people in your colony. 1 per garden.​

4. Den = ?? Tools + 30 CP
Requires rat cage. Allows you to house ?? pets. Trains Pets and turns monsters you've captured into your allies. Stronger monsters take more time to tame. Can train:
Dogs - In battle, when a dog successfully latches on to you, you cannot escape and have a penalty to your rolls until they are off of you. Dogs also make stealth extremely difficult, that it is easier if dogs are killed first.
5. Tanning Rack = 2 wood + 2 rope + campfire + knife + sewing kit + 5 CP
Allows the creation of leather and basic armor. Can craft:
b. Leather Armor
c. Tepee = made of animal hide. Can be packed up.​

6. Soft Bed
Recover from illnesses quicker.​

Operate III
*Requires at least 2 Ranks in the Operate Skill.​

1. Forge = smeltiing furnace + 30 CP

2. Stable = Den + 30 CP
Allows you to have ?? pets. Adds a pig pen and a shelter for horses and pets. You can now upgrade warriors to deathknights. Can train:
War Horse - 30 RP​

3. Work Bench = x1 tanning rack + 60 CP
Allows creation of guns, radios, vehicle parts, more comfortable appliances, etc.​

4. Water Pipes = shovel + 100 CP
All gardens with or without greenhouses allow you to have + 50 people in your colony.​

5. Electric Generator (low power)
Enough to power a small shack. GM tip: Add numbers for stuff.
Upgrades:
1. Medium Power
2. High Power​

6. Lamps
Enough for one area.​


Operate IV
*Requires at least 2 Ranks in the Operate Skill.​

1. Heavy Machinery = work bench + x1 stone forge +
Allows creation of mighty structures such as steel draw-bridges and vehicles.
2. Radio Tower
Required to create your own faction and turn your safehouse into a colony. Allows you to add more people instead of randomly meeting them.​

3. Chemist's Station = x1 Campfire +
Creation of gasoline, first-aid kits, anti-venom, anti-bacterial, vitamins, and bombs. Unlike the chemistry kit, it is not consumable. Comes with an Ethanol Distiller. Ethanol = ?? flora. Made of corn.​

4. Containment Cell = ??
Talk about your monster army. Allows you to have ?? pets, train, and tame horrific monsters. A wide area where herds of cows and goats graze. Comes with a fish pond for raising milk fish.​

5. Wind Electric Generator


Operate V
*Requires at least 2 Ranks in the Operate Skill.​

1. Laboratory = ??
Create better stuff? And possibly the cure​

2. Hydro Electric Generator

Operate VI
*Requires at least 2 Ranks in the Operate Skill.​

1. Solar power generator


 
These. They are structures that are already built and do not need any requirements, and are separated according to Operate Rank.

Operate 0
1. Campfire = 1 CP |or| 1 wood + 1 fire starter |or| 1 wood + 1 hour
Keeps you warm and you can roast things, or smoke them to preserve them. Also keeps rats away. Rats eat your food.
Can cook:
a. Food = 3 fauna parts + 1/2 hour |or| 3 flora + 1/2 hour. Mmm, rat burger and beans! Heals 1 Hp.
b. +2 Rations = 1 food + 1 junk + 2 hours. Preserved food. Honey preserved cakes, salted, smoked, pickled, or dried meat, nuts, and fruits, stored in make-shift containers.
c. + 2 Condition until healthy = 1 food + 1 fauna part + 1/2 hour |or| 1 food + 1 flora + 1/2 hour.
d. + 3 Condition until healthy = 1 food + 1 food + 1/2 hour.

Can craft:
a. Bandages, Sterile = 2 bindings + 1 food + 1 junk |or| bandage + 1 food + 1 junk. -3 bleeding. Cloth boiled in hot water to make clean bandages inside a clean container. No rolling for bacterial infection.
b. x1 Poison = 1 chemical |or| 1 herb |or| 3 flora |or| 3 fauna parts
Applied on weapons or ingested. The more poison used, the sooner the death. Slows enemies (- accuracy??)

*Once you successfully make a camp or cooking fire, you don't need to use a firestarter or fireplow again to restart the fire, except when the fire gets put out by water or heavy snow.

2. Hiding Spot = 1 CP |or| 1 hour + shovel
Combined with "Anywhere Stash" and "Safehouse Stash", giving you 10 hidden item slots. Maximum of one hiding spots outside the safehouse, if inside the safehouse maximum of four for each area.
Very important during PvP events. This is where you can hide your vehicle and items when you are in a PvP area, because people will rob you of everything you've got if you leave it out in the open. It can be rage-quit infuriating. Though some players will wisen up and booby-trap them, so beware of precious items in the open too.

You can spend as many crafting points as you want to make it DC9 fool-proof (roleplay-wise you are adding locks, more secure storages when you are doing this). And also add in a bomb. Quick note, if that bomb is set off, all your items inside are destroyed.

3. Garden = 15 CP
Requires rain catcher. Allows you to have +10 people in your colony, starts one month after garden is completely built. Even without food in their inventory, a character who wakes up or returns to a safehouse with a thriving vegetable plot will not starve. 1 per area.
4. The Brig = + 60 CP
Turns your captured prisoners into allies. Requires a safehouse. A place that holds rowdy colony members, prisoners, and where your allies convince them to join your side. Stronger or more useful NPCs take a longer time to convince compared to, say, a lowly scavenger.​


Operate I
*Requires at least 1 Rank in the Operate Skill.​


1. Brick Oven = 1 Campfire + 6 stone + 1 junk + 30 CP (GMn: 2 days, 2 people)
Made of clay and stone. With a lidded pot and glass bottles, allows one to burn animal fat to create tallow for matches, candles, long lasting torches, oil for lamps, herbal medicine, fertilizer, and of course, better food.
Can cook:
a. Food = x3 fauna parts/flora. Mmm, mouth-watering barbeque! Heals 1 Hp. Takes half and hour to cook.
b. +2 Rations = 1 food + 1 junk + 2 hours. Preserved food. Honey preserved cakes, salted, smoked, pickled, or dried meat, nuts, and fruits, stored in make-shift containers..
c. +5 Rations = 2 food + 1 junk. Better preserved meats and honey cakes. Takes 3 hours to make.
d. + 2 Condition until healthy = 1 food + 1 fauna part |or| 1 food + 1 flora. Sweet and sour potato chives. Takes half and hour to cook.
e. + 3 Condition until healthy = 1 food + 1 food. Bacon and eggs. Takes half an hour to cook.
f. +2 Condition = 1 cheer food. Mushroom soup. Takes half an hour to cook.
g. +3 Condtion = 1 cheer food + 1 fauna part |or| 1 cheer food + flora. Chilled Rum. Takes half an hour to make.
h. + 4 Condition= 1 cheer food + 1 food. Monster Meatballs Spaghetti. Takes half an hour to make.
i. +6 Condtion = 1 cheer food + x2 food. Pizza. Takes half an hour to make.

Can make:
a. x4 Glass = 1 junk
a. Bandages, Sterile = 1 bindings + 1 junk. Clean bandages inside a clean container. No rolling for sickness.

2. Well = ?? + forge + 60 CP
All gardens now allow you to have +20 people in your colony. 1 per colony.​

3. Rat Cage = +15 CP
Allows you to have +10 people in your colony, starts two weeks after rat cage is completely built. Even without food in their inventory, a character who wakes up or returns to a safehouse with a rat cage everyday will not starve. 1 per area.​

Operate II
*Requires at least 2 Ranks in the Operate Skill.​

1. Smelting Furnace= + 60 CP
Allows creation of forged metal, shaped specifically for one's needs. Can be dismantled to get mechanical tools and carpentry tools.
2. Bird House = challenging prey (alive) + 15 CP
No matter where you are, your colony will inform you of events around the colony area and other information. Breeds messenger doves. Can send messages to any ally's safehouse. If you have higher levels of speech, you can train hawks. Hawks can deliver messages and parcels of small items, alert you of zombies, and hunt for you.
3. Greenhouse = ?? Tools + 45 CP
Requires well. All gardens can now grow herbs, and they allow you to have +30 people in your colony. 1 per garden.​

4. Den = ?? Tools + 30 CP
Requires rat cage. Allows you to house ?? pets. Trains Pets and turns monsters you've captured into your allies. Stronger monsters take more time to tame. Can train:
Dogs - In battle, when a dog successfully latches on to you, you cannot escape and have a penalty to your rolls until they are off of you. Dogs also make stealth extremely difficult, that it is easier if dogs are killed first.
5. Tanning Rack = 2 wood + 2 rope + campfire + knife + sewing kit + 5 CP
Allows the creation of leather and basic armor. Can craft:
b. Leather Armor
c. Tepee = made of animal hide. Can be packed up.​

6. Soft Bed
Recover from illnesses quicker.​

Operate III
*Requires at least 2 Ranks in the Operate Skill.​

1. Forge = smeltiing furnace + 30 CP

2. Stable = Den + 30 CP
Allows you to have ?? pets. Adds a pig pen and a shelter for horses and pets. You can now upgrade warriors to deathknights. Can train:
War Horse - 30 RP​

3. Work Bench = x1 tanning rack + 60 CP
Allows creation of guns, radios, vehicle parts, more comfortable appliances, etc.​

4. Water Pipes = shovel + 100 CP
All gardens with or without greenhouses allow you to have + 50 people in your colony.​

5. Electric Generator (low power)
Enough to power a small shack. GM tip: Add numbers for stuff.
Upgrades:
1. Medium Power
2. High Power​

6. Lamps
Enough for one area.​


Operate IV
*Requires at least 2 Ranks in the Operate Skill.​

1. Heavy Machinery = work bench + x1 stone forge +
Allows creation of mighty structures such as steel draw-bridges and vehicles.
2. Radio Tower
Required to create your own faction and turn your safehouse into a colony. Allows you to add more people instead of randomly meeting them.​

3. Chemist's Station = x1 Campfire +
Creation of gasoline, first-aid kits, anti-venom, anti-bacterial, vitamins, and bombs. Unlike the chemistry kit, it is not consumable. Comes with an Ethanol Distiller. Ethanol = ?? flora. Made of corn.​

4. Containment Cell = ??
Talk about your monster army. Allows you to have ?? pets, train, and tame horrific monsters. A wide area where herds of cows and goats graze. Comes with a fish pond for raising milk fish.​

5. Wind Electric Generator


Operate V
*Requires at least 2 Ranks in the Operate Skill.​

1. Laboratory = ??
Create better stuff? And possibly the cure​

2. Hydro Electric Generator

Operate VI
*Requires at least 2 Ranks in the Operate Skill.​

1. Solar power generator

Awesome~! I will think hard on this.
 

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