Spoiler! :
YWS Survival is a turn based fantasy side-scroller. Until the players decide to dig down or fly. In it, you must slay monsters and generally avoid dying. Also, other synonyms of surviving. Epic quests to save the world might also happen.
It's cool because I draw the things. The attachment is what the first slide is like, before any of the players spawn.
It's cool because I draw the things. The attachment is what the first slide is like, before any of the players spawn.
How does it work?
Spoiler! :
players can take up to one move action and up to one action in their turn (post), eg
: walk to the tree
:: begin cutting it for wood
they also get any number of free actions, like dialogue or drawing a weapon. An example of a more complex turn would be
- "Get the goblins!"
- draw sword
: move to first goblin
:: whack it
if an action is continuous, eg ::begin to build house, it will take a number of turns established undemocratically by me.
Any other player can help with this action. For each player helping, a turn is knocked off the construction time.
A day lasts 12 turns. Players gain 1 xp each day they survive. You reach lv 2 at 5 xp. Further leveling is calculated this way: character level + 5. You respawn at death, but lose your inventory and 1 xp. I may sometimes arbitrarily award xp bonuses.
Night is bad. Monsters prowl at night. They get the same number of actions as the players. Hostile NPCs will have their name indicated in red. Your first priority will be obtaining shelter and tools.
On entering the game, you may choose what race to play as by filling out the following template.
Race Name:
Magical or Non:
Traits:
keep it short and sweet. Traits should be brief physical descriptions.
Don’t worry about getting too specific, I’ll decide how the traits you provide translate in-game. Same with the talents, you give me an indication of what you want, and I’ll do the rest.
Race goes by first come first serve. If you like somebody else's race, feel free to use it. Your first talent will be unique regardless. I will be providing some races below, but you’re free to make up your own.
Stats
You won't actually have to deal with numbers playing this game. That's for me to do. But in case you are interested:
Players and monsters alike have stats. These are:
Strength
Speed
Hardiness
Charisma;
Strength influences how much damage you deal, weight you can carry (your inventory size) and so forth. High strength means more damage, and you can carry more.
Speed is how fast you move. High speed means you act first in combat and can move further in a turn.
Hardiness is how much damage you can take, your HP, basically. High hardiness also means more resistance to poison and adverse elements.
Charisma influences your success rate when asking for information, bluffing, resorting to diplomacy etc.
Inventory
You spawn with a magic backpack that lets you hold 10 items that could fit in it. You also get to have a sheathed weapon and a shield on your person.
Hunger
If you do not consume food after your first night, you will begin to go hungry, and take penalties. Increased Hardiness mitigates that.
Crafting
To craft an item, as well as possessing the materials, you must know its Scheme. Schemes can be traded for with some NPCs, or looted. Crafting classes, such as Alchemist and Blacksmith, spawn with certain Schemes memorized.
: walk to the tree
:: begin cutting it for wood
they also get any number of free actions, like dialogue or drawing a weapon. An example of a more complex turn would be
- "Get the goblins!"
- draw sword
: move to first goblin
:: whack it
if an action is continuous, eg ::begin to build house, it will take a number of turns established undemocratically by me.
Any other player can help with this action. For each player helping, a turn is knocked off the construction time.
A day lasts 12 turns. Players gain 1 xp each day they survive. You reach lv 2 at 5 xp. Further leveling is calculated this way: character level + 5. You respawn at death, but lose your inventory and 1 xp. I may sometimes arbitrarily award xp bonuses.
Night is bad. Monsters prowl at night. They get the same number of actions as the players. Hostile NPCs will have their name indicated in red. Your first priority will be obtaining shelter and tools.
On entering the game, you may choose what race to play as by filling out the following template.
Race Name:
Magical or Non:
Traits:
keep it short and sweet. Traits should be brief physical descriptions.
Don’t worry about getting too specific, I’ll decide how the traits you provide translate in-game. Same with the talents, you give me an indication of what you want, and I’ll do the rest.
Race goes by first come first serve. If you like somebody else's race, feel free to use it. Your first talent will be unique regardless. I will be providing some races below, but you’re free to make up your own.
Stats
You won't actually have to deal with numbers playing this game. That's for me to do. But in case you are interested:
Players and monsters alike have stats. These are:
Strength
Speed
Hardiness
Charisma;
Strength influences how much damage you deal, weight you can carry (your inventory size) and so forth. High strength means more damage, and you can carry more.
Speed is how fast you move. High speed means you act first in combat and can move further in a turn.
Hardiness is how much damage you can take, your HP, basically. High hardiness also means more resistance to poison and adverse elements.
Charisma influences your success rate when asking for information, bluffing, resorting to diplomacy etc.
Inventory
You spawn with a magic backpack that lets you hold 10 items that could fit in it. You also get to have a sheathed weapon and a shield on your person.
Hunger
If you do not consume food after your first night, you will begin to go hungry, and take penalties. Increased Hardiness mitigates that.
Crafting
To craft an item, as well as possessing the materials, you must know its Scheme. Schemes can be traded for with some NPCs, or looted. Crafting classes, such as Alchemist and Blacksmith, spawn with certain Schemes memorized.
Flavor Text
Spoiler! :
Cabryae has fallen under a dark spell.
Centuries ago, the nation had a great ruler, the human Starke. He faced a grave peril: a group of rebellious sorcerers, the Abyssal Mages, challenged his authority. They threatened to take over the land. Starke gathered an alliance of the most represented terrestrial races to combat this danger: with the elf regent Glissa, the elemental Quinto, the dwarf king Cromir, the vampire autocrat Drana, and the orc Grom, he hoped to defeat the Mages. From the celestial realm above, the Archangel Samael lent their troops.
They faced not only the Abyssal Mages, but also the treacherous goblins and the other races allied with the AByss: the witches, the rogue elementals, the fae. The Abyss below also sent its demons to fight. There was a great battle. While Starke and his alliance emerged victorious, the six rulers never returned from the Gloom Plains, the Abyssal stronghold. Starke’s empire collapsed, and countless fiefs emerged.
Now, his former territories face a new threat. The dead are restless. They rise to profane the living. Baron Bran, ruler of Goldmeadow, one of the most influential fief, has called for a group of adventurers to deal with this threat. You are these adventurers. Suspecting the goblins, the party is dropped off somewhere near the Blackleaf Marsh, and told to deal with it.
Centuries ago, the nation had a great ruler, the human Starke. He faced a grave peril: a group of rebellious sorcerers, the Abyssal Mages, challenged his authority. They threatened to take over the land. Starke gathered an alliance of the most represented terrestrial races to combat this danger: with the elf regent Glissa, the elemental Quinto, the dwarf king Cromir, the vampire autocrat Drana, and the orc Grom, he hoped to defeat the Mages. From the celestial realm above, the Archangel Samael lent their troops.
They faced not only the Abyssal Mages, but also the treacherous goblins and the other races allied with the AByss: the witches, the rogue elementals, the fae. The Abyss below also sent its demons to fight. There was a great battle. While Starke and his alliance emerged victorious, the six rulers never returned from the Gloom Plains, the Abyssal stronghold. Starke’s empire collapsed, and countless fiefs emerged.
Now, his former territories face a new threat. The dead are restless. They rise to profane the living. Baron Bran, ruler of Goldmeadow, one of the most influential fief, has called for a group of adventurers to deal with this threat. You are these adventurers. Suspecting the goblins, the party is dropped off somewhere near the Blackleaf Marsh, and told to deal with it.
The Races
Spoiler! :
Once again, not the only races available. We can work anything you'd like out. These are the six dominant terrestrial races (+ angels) that are also friendly.
Humans: average physically, but crafty and intelligent. They don’t get stat bonuses, but have two talents at lv 1. They’re also the only race that can specialize into classes like Alchemist, Engineer, Warrior etc.
Angels: fast, but not strong, angels, inhabit the celestial realm above. They trade offensive prowess for healing powers.
Elves: fast but not hardy, elves have heightened senses. They’re not seen favorably among humans. An elf’s best friend is another elf. They’re organized in a republic, and value freedom.
Elementals: the spirits of nature: Dryads, the spirits of the forest; Hamadryads, the spirits of the mightiest oaks, Nymphs; the spirits of the rivers; Nereids, the spirits of the oceans; Igni, the spirits of fire; and Gales, the spirits of the wind. Their magic is strongly influenced by their environment. Their ruler is the elemental recognized as most powerful, who can combine all four elements. One such elemental has not been seen since Quinto.
Dwarves: hardy but slow, dwarves respect elves, get along well with humans, but fear vampires. Their greatest talent is Scheming, the art of constructing things. At lv 1 they begin knowing the Schemes for basic tools. They’re organized as a timocracy: the richest dwarf is elected king.
Vampires: Powerful, fast and charismatic, vampires would be the supreme race... were it not for their hatred of sunlight and weakness to garlic. Low level vampires only suffer from the weakness to sunlight (which is total, even if they are in the shade). Strong vampires learn how to regenerate their health by draining the life force of others, but they become addicted. Generally not good at parties. Their lands are in constant anarchy. The vampire that can quell the other squabbling lords becomes their autocrat.
Orcs: Orcs have enhanced physical strength, but not the brightest intellect, though wise and honorable. Their great physique comes at a cost, however: the constant need for sustenance. Orcs suffer hunger more than any other race. They’re organized in clans up in the mountains.
Humans: average physically, but crafty and intelligent. They don’t get stat bonuses, but have two talents at lv 1. They’re also the only race that can specialize into classes like Alchemist, Engineer, Warrior etc.
Angels: fast, but not strong, angels, inhabit the celestial realm above. They trade offensive prowess for healing powers.
Elves: fast but not hardy, elves have heightened senses. They’re not seen favorably among humans. An elf’s best friend is another elf. They’re organized in a republic, and value freedom.
Elementals: the spirits of nature: Dryads, the spirits of the forest; Hamadryads, the spirits of the mightiest oaks, Nymphs; the spirits of the rivers; Nereids, the spirits of the oceans; Igni, the spirits of fire; and Gales, the spirits of the wind. Their magic is strongly influenced by their environment. Their ruler is the elemental recognized as most powerful, who can combine all four elements. One such elemental has not been seen since Quinto.
Dwarves: hardy but slow, dwarves respect elves, get along well with humans, but fear vampires. Their greatest talent is Scheming, the art of constructing things. At lv 1 they begin knowing the Schemes for basic tools. They’re organized as a timocracy: the richest dwarf is elected king.
Vampires: Powerful, fast and charismatic, vampires would be the supreme race... were it not for their hatred of sunlight and weakness to garlic. Low level vampires only suffer from the weakness to sunlight (which is total, even if they are in the shade). Strong vampires learn how to regenerate their health by draining the life force of others, but they become addicted. Generally not good at parties. Their lands are in constant anarchy. The vampire that can quell the other squabbling lords becomes their autocrat.
Orcs: Orcs have enhanced physical strength, but not the brightest intellect, though wise and honorable. Their great physique comes at a cost, however: the constant need for sustenance. Orcs suffer hunger more than any other race. They’re organized in clans up in the mountains.
Monsters
Spoiler! :
The things you'll be killing. This spoiler contains the common ones in the area you're in currently. It will be updated periodically.
Goblins
numerous, but not very strong. These green-skinned creatures inhabit most places. Their stronghold is in the Blackleaf Marsh, to the far west. They come in various different types and flavor. They all enjoy explosions.
Dangerous beasts
Wolves, bears, furious honey badgers, the wilderness of Cabryae thrums with claws and fangs. Most large animals are a challenge for even a seasoned party of adventurers. Druids and rangers can use their Charisma to communicate with them.
Zombies
Born of corpses and animated by foul magic, these monsters only come out at night. Their power depends on who they were pre mortem. Magical goblins so far have not been observed. Celestial beings also appear to be immune to this curse. They hate sunlight, and move sluggishly.
Skeletons
Zombies of immense willpower that have survived a full day. Their flesh is burnt away, so they aren’t slow. Their heightened memory allows them to remember how to use weapons and perform basic operations like opening doors and climbing up stairs.
Goblins
numerous, but not very strong. These green-skinned creatures inhabit most places. Their stronghold is in the Blackleaf Marsh, to the far west. They come in various different types and flavor. They all enjoy explosions.
Dangerous beasts
Wolves, bears, furious honey badgers, the wilderness of Cabryae thrums with claws and fangs. Most large animals are a challenge for even a seasoned party of adventurers. Druids and rangers can use their Charisma to communicate with them.
Zombies
Born of corpses and animated by foul magic, these monsters only come out at night. Their power depends on who they were pre mortem. Magical goblins so far have not been observed. Celestial beings also appear to be immune to this curse. They hate sunlight, and move sluggishly.
Skeletons
Zombies of immense willpower that have survived a full day. Their flesh is burnt away, so they aren’t slow. Their heightened memory allows them to remember how to use weapons and perform basic operations like opening doors and climbing up stairs.
Shameless Plugging
people who already have a character reserved
Spoiler! :
@Auxiira has a vampire
@Lumi has a human warrior
@BiscuitsBatchAvoy has an elf
@lostthought has an angel
@Lumi has a human warrior
@BiscuitsBatchAvoy has an elf
@lostthought has an angel
people who I think might be interested
Spoiler! :
@Deanie @captainearth @fortis @Holysocks @TheScratchedAcoustic @Craz @Alpha @Meandbooks @AriaAdams @Rydia @Nutty @ShadowVyper @megsug
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