[Recruiting/OOC] The Wastelands

A forum for recruitment and out-of-character role-play discussion.

Rehauling a lot of things and clearing up story elements to make more sense/be easier to read.

Wing it with posts until the rehaul is complete in May/June
7
58%
No posts while everything is rehauled (A week to three weeks)
4
33%
No rehauls at all, let anarchy rain from the GM seat!
1
8%
 
Total votes : 12

Re: [OOC] The Wastelands

Postby Shura » Thu Jan 16, 2014 5:24 pm

Oh man, if only Shura and company knew about slime cores and slime armor. Must acquire informative pamphlet(s) in the future!
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Re: [OOC] The Wastelands

Postby Grape_Drink » Fri Jan 17, 2014 12:36 am

//Reaver, your post is getting altered ever so slightly. Check back when this says "Edited" at the bottom.\\

I've compiled a small list of general prices for things. Platinum wasn't used in place of "10 talons" and such because Platinum is considered an awkward currency (think 2 and 50 dollar bills). Most items can be purchased with silver or talons, and those expensive enough to warrant Platinum typically are expensive enough to warrant the use of Lorannans.

Goods, Services, and Magic!
Spoiler (click to show/hide):

Most goods and services you'll have to decide on your own if it's worth it or not, but as a general rule of thumb, these are the base "merchant" prices for a number of goods and services. Obviously in the wastes they may cost more.

  • Goods
  • Chicken ~10 Talons
  • Guard Dog ~25 Talons
  • Cow ~2 Lorannans (200 Talons)
  • Horse ~5 Lorannans (500 Talons)
  • Great Horse ~8 Lorannans (800 Talons, returns to you if it runs away)
  • War Horse ~12 Lorannans (2,000 Talons)
  • Animal Feed ~5 Copper/Day (provided with stables)
  • Rations ~4 Talons/day (tastes like crap and no benefits)
  • Loaf of Bread ~5 Silver (~3 Copper a slice)
  • Cheese Wedge ~1 Talon (begin to see benefits of nutritional food)
  • Sausage ~2 Talons/pound
  • Vegetables ~4 Talons/pound
  • Quality Meat (Beef, Chicken, Bacon, etc.) ~8 Talons/pound
  • Dried Meat (Jerky, fish, etc.) ~6 Talons/pound
  • Fish ~5 Talons/fish (big fish)
  • Tavern Beer ~1 Silver/mug (cheap pilsner)
  • Dwarven Beer/Ale/Mead ~2 Talons/mug
  • Rum/whiskey/etc. ~3 Talons/glass
  • Wine ~3-15 Talons/bottle depending on quality
  • Spirits ~12 Talons/bottle
  • Shoes ~10 Talons (worker quality)
  • Boots ~20 Talons (Adventuring Quality)
  • Clothes ~5 Silver to 40 Talons depending on quality (adventuring is around 5 talons)
  • Regal Wear ~1 Lorannan to 20 Lorannans depending on quality
  • Hemp Rope ~1 Talon/10 feet (or 4 Talons/50 feet)
  • Backpack ~12-40 Talons (12 being a light 14 KG capacity backpack, 40 being a heavyset backpack that could hold a 50 KG person in it)
  • Belt Pouches/Sacks ~1 Talon
  • Quality Torch/Cooking Gear/Waterskin ~4 Talons
  • Flint and Firestone/whetstone ~2 Talons
  • Fletching Kit/Bedroll/Pillow and Blanket ~8 Talons
  • Tent ~10-30 Talons (1 to 4 people)
  • Lockpicks ~4 Talons per
  • Thieve's Tools ~30 Talons
  • Master Thief's Toolset ~100 Talons
  • Woodcutter's Axe/Smithing-Repair Hammer/Fishing Supplies ~20 Talons
  • Hunting Knife ~5 Talons
  • Healer's Kit ~1 Lorannan (100 Talons, quality kit)
  • Sterilized Bandages ~1 Talon per roll
  • Rubbing Alcohol ~4 Talons/3 oz
  • Ink ~8 Talons/1 oz
  • Candles ~1 Copper/hour's worth/candle
  • Lantern ~10 Talons
  • Metal "Bullseye" Lantern ~20 Talons
  • Soap (home-made) ~5 Silver/Pound
  • Scented Soap (Merchant/Noble-Quality) ~2 Talons/Pound
  • Guard Manacles/10 feet of iron chains ~25 Talons
  • Slaving Gear ~1 Lorannan
  • Caltrops ~1 Talon/bag
  • Oil Lamp ~5 Silver (Slightly better than candles)
  • Lamp Oil ~1 Silver/flask (hour)
  • ====================
  • Services
  • Economy Inn ~1-3 Talons (Dirty bed of hay and a blanket if you're lucky)
  • Regular Inn ~4-7 Talons (Proper bed and heated)
  • Quality Inn ~10 Talons (1 meal provided)
  • Luxury Inn ~1 Lorannan (Goose bed, 2 square meals, etc.)
  • Brothel (Tack on an additional 5-50 Talons based on quality of inn/prostitute)
  • Tavern Meal (bread/cheese/mug of pilsner) ~3 Talons (5 with meat added)
  • Animal Stable ~15 Talons/day
  • Caravan Ride ~4 Talons/3 Squares, roads only (Only make 1 encounter chance every 12 squares vs. standard encounter rate) (or 30 talons if it's cheaper)
  • Ship Ride ~2 Talons/Square
  • Luxury Ship Ride ~10 Talons/Square (meals and cabins, etc. provided)
  • Hireling ~5 Silver/Day +necessities (someone sworn to carry your burdens)
  • Cheap Mercenary ~25 Talons/Day (will not hold your things)
  • Professional Mercenary ~1 Lorannan/Day
  • Professional Thief/Assassin ~2 Lorannans/Day (Or % of earnings equalling 60% if you make less than 2 Lorannans/Day in profit)
  • Royal Guardsman/Knight Bodyguard ~20 Lorannans/Day (nearly hero-status)
  • Messengers ~2 silver/square (before tip)
  • Gate Tolls ~1 Copper to 10 talons depending
  • ====================
  • Some Special Items
  • Invisibility Cloak ~100 Lorannans (10,000 Talons)
  • Fireball Wand ~430 Lorannans (43,000 Talons, 4 uses/day)
  • Ring of Regeneration ~200 Lorannans (20,000 Talons)
  • Permanency Fire enchantment ~40 Lorannans (4,000 Talons)
  • Gauntlets of Giant Strength ~50 Lorannans (5,000 Talons, 1 use/day)
  • Spell Tomes/Grimoires ~1-100 Lorannans (1 being simple spells and 100 being spells of great power)
  • Alchemical Silvered Weapon ~1 Lorannan (100 Talons) in silver before fees.
  • Continual Flame/EverTorch ~130 Talons
  • Alchemist's Fire (Napalm) ~30 Talons/Flask
  • Corrosive Acid ~15 Talons/Flask
  • Magical Antidote ~50 Talons/dose
  • Adamantine ~6 Lorannans/bar, 10 Lorannans/Bar if not bought from orcs (~2 bars to make a shield, 3 to make small/medium weapons, 1 to make 200 arrowheads, etc.)
  • Dwarven Golden Steel ~5 Lorannans/Bar
  • Mithral ~3 Lorannans/Bar
  • Elven Duskwood ~20 Talons/lb


Urhr93 Wrote:
Since i'm "interested" in this and my character will probably be affected by it, is it possible to know when that roll will be done usually? °O°


That roll is made privately to keep it a surprise (I'll give hints though through RP), but it happens whenever a creature or person releases their seed inside of you. You have an approximate 1/4 chance of being impregnated before applying modifiers based on Race, monster, and how deep it penetrates (it's basically a guarantee for humans if it penetrates the womb). To this end, it's counted as having a "5/20" chance to apply said modifiers with a 1 being automatic insemination and a 20 being automatic contraception. ;)

And since we are on the subject, why don't make a list, similar to the one for corruption (on that note, that was a good one ^^), indicating how high is the chance of them successfully interbreeding with other species? Like, for example, some species are less like to sucessfully inseminate a female of a different species and so have a negative bonus in the roll, while others have a higher chance and so a bonus during the roll.

What do you think?


I could, but that would take away all the fun of finding out! Generally speaking, the higher corruption, the more likely inter-species mating will result in an offspring.

For the playable races though...

  • Human: Very good breeders, very "weak" seed (High chance of pregnancy/causing pregnancy, low chance of child being human)
  • Dwarf: Normal breeders, "strong" seed (Unaltered chance of pregnancy/causing pregnancy, high chance of child being dwarven)
  • Elf: Poor breeders, "strong" seed
  • Dark Elf: Very poor breeders, very "strong" seed (Dark Elves typically have to use fertility magics and mate repeatedly to even produce a child because of how resistant Orcish sperm has made their wombs)
  • Orc: Very good breeders, "strong" seed (equivalent of a monster)


Shura Wrote:Oh man, if only Shura and company knew about slime cores and slime armor. Must acquire informative pamphlet(s) in the future!


Pamphlets of Irilin are bad juju and the townsfolk would probably chase Shura out of town if he was covered in slime. :lol:


daxtinator396 Wrote:-snip-


Approved! You will start with 17 Talons (Opting for shortsword instead of dagger) and I'll work you into the last post I made. :)

I'm translating Back against the wall as a -2 to preventing sexual grapples, but +2 to resisting them once in them, right?


You will start with the following Spells/Techniques
Spoiler (click to show/hide):

Amplify; A spell granted by Crux, you are capable of hearing conversations at a far distance or minimize the sounds/vibrations of your movement. Loud/Obnoxious noises are even more loud/obnoxious though. Fingernails on a chalkboard, for instance, would sound like tiny daggers ripping apart your ears.

Invitation; A technique laced with sexual magics that you learned from one of those pervy mage books. You can invitingly "offer" yourself to an enemy, taking an additional -4 to sexual grapples, but automatically make a counter-attack (with backstab bonuses) as a free action on any enemy who tries to act on this. Doesn't work on "resolute" enemies (knights, land wyrms, etc.).

Crux's Mark; A powerful spell of Crux's devote, you are able to "mark" a victim without them realizing it 1/day including non-traditional enemies (demons, undead, etc.). This victim takes a -4 penalty to all combat/sexual grapple rolls made against you, and -3 penalty to all listen/spot checks against you.



Right, two quicksheets/models to make. On it.


EDIT: Got you added in real quick. Gonna wait 'till a couple more folks respond before I make another post.

EDITEDIT: I will add what special materials do here shortly. I won't list the "actual" effects unless your character would know them (orcs and adamantium, for instance), but I'll give a brief description of what they seem to do.
Last edited by Grape_Drink on Fri Jan 17, 2014 9:47 am, edited 1 time in total.
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Re: [OOC] The Wastelands

Postby daxtinator396 » Fri Jan 17, 2014 12:54 am

Sweet :3 and can I learn more spells?
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Re: [OOC] The Wastelands

Postby Reaver » Fri Jan 17, 2014 12:56 am

Naked women near you is a good omen in all the books :3 how much would a basic fireball spell will cost?
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Re: [OOC] The Wastelands

Postby Grape_Drink » Fri Jan 17, 2014 1:28 am

daxtinator396 Wrote:Sweet :3 and can I learn more spells?


You're a rogue, so learning more spells would be very tricky and time-consuming. Technically? Yeah you could learn basic ones from a tutor, and really anyone could learn basic spells from tomes/tutors. In practice? It's going to take yah a while. :lol:

Reaver Wrote:Naked women near you is a good omen in all the books :3 how much would a basic fireball spell will cost?


Because what could possibly go wrong with arcane magic in lands where arcane magic isn't functioning well? :twisted:

Fireball? *checks the hidden GM files*

You'd have to build up your immunity to the island's corruption to cast it first, but you'd be looking at between 20-89 Lorannans for a spell grimoire with a Fireball spell in it (as well as a number of other spells of course). Maybe a basic triad-approved spellbook would have a copy of a lesser version for about 1-10 Lorannans in it. He'd likely be better off searching ancient libraries inside ruins and such.

Fireball is considered a pretty powerful spell in this RP since Cara forced her hand after the second cataclysm when mages nearly helped holy armies destroy the world (around the time she "took over" Myn's arcane magic and said it was "too dangerous" to be left in her twin's hands, though many people who use Arcane magic still praise Myn for its original creation). As a general rule of thumb, if you'd like a good comparison, "basic" magic that anyone can learn would be cantrips through some 2nd circle spells in DnD, while the greatest mages would be able to cast 3rd/4th/some 5th circle spells. Only Dragons/Demons/Those who sell their souls to the Unnamed One would be able to cast more powerful magic, and anything 8th circle+ would be considered a deity or miracle.

That is a really -really- rough comparison mind you, but the point is Cara made most forms of magic either rare or expensive after the second cataclysm in fear of everyday mages blowing up a town on accident. :lol:


EDIT: That's actually partially why sexual magic and shamanistic magic have become more popular. Sexual magic doesn't require strict training, just a little talent, and shamanistic magic is inherent in beings (though only easily learned by elves and those "shaman" who are attuned to it). Divine magic just requires heavy devotion, and meanwhile arcane magic is dampened by corruption/dark witchcraft, and requires a lot of practice/training/focus.


EDITEDIT: As a side note (not sure if I mentioned it in a previous post or not), summoning no longer requires DC checks outside of combat.
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Re: [OOC] The Wastelands

Postby [Brand_Name] » Fri Jan 17, 2014 1:43 am

What are some smamanistic spells/examples?
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Re: [OOC] The Wastelands

Postby daxtinator396 » Fri Jan 17, 2014 2:03 am

Drat x.x maybe she'll find some nifty spell books she can try her hand at! :3 more roguey spells would be nifty... more sexy spells would be niftier :3
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Re: [OOC] The Wastelands

Postby berserkerhorn » Fri Jan 17, 2014 2:24 am

okay i might have messed up but i cut off the slime :P
or at least i hope i did.
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Re: [OOC] The Wastelands

Postby Reaver » Fri Jan 17, 2014 4:04 am

Wrong.jpg
Wrong.jpg (15.44 KiB) Viewed 954 times
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Re: [OOC] The Wastelands

Postby Shura » Fri Jan 17, 2014 4:47 am

Grape_Drink Wrote:Pamphlets of Irilin are bad juju and the townsfolk would probably chase Shura out of town if he was covered in slime. :lol:


Noted. Although I would think that given the "trouble" one would have to go through, that it would be some decent armor. Also, I'm diggin' the "Goods, Services, and Magic!" list. Nice work.

berserkerhorn Wrote:okay i might have messed up but i cut off the slime :P
or at least i hope i did.


I don't think that was a viable option. If I remember correctly, Elenwe tried to cut a section of her pants off and the slime bypassed her attempt and started to go underneath her pants through the cut.
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Re: [OOC] The Wastelands

Postby Urhr93 » Fri Jan 17, 2014 4:56 am

Today i wasn't able to post, but tomorrow fort sure XD after lunch i'll write it ^^

ps: well, more than "tomorrow", i mean today after i wake up since it's already the "tomorrow" i was speaking of XD
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Re: [OOC] The Wastelands

Postby Grape_Drink » Fri Jan 17, 2014 6:55 am

[Brand_Name] Wrote:What are some smamanistic spells/examples?


I'm assuming that's shamanistic, so...

Off the top of my head? Lol shit.

Generally speaking... Shaman have control over Nature, Limited access to the Spirit World, and alterations of the body via manifestations of the spirit world.

Nature translates into empathetic links with nature and animals (as could be seen with Triana) that all shaman possess to some extent, and the ability to use magic to reinforce the growth of life. To this end, when a shaman is casting a "healing" spell, they're actually using magic to force a super-speed regeneration. They can use that same mana-consuming ability to force the growth of life in a number of ways, but the trick is they must be able to directly touch the object (or at least be very close to it) in order to initiate this.

All shaman, likewise, have some access to the spirit world. All shaman can call upon elemental sprites, but this connection manifests in a number of ways ranging from "seeing" like a spirit, to actual communion with spirits and ghosts beyond typical empathetic capabilities. All "supernatural" powers of a shaman stem from this spiritual link, and it's also this link to such a pure plane of existence that allows shaman to maintain as much purity as they do (Shaman being one of only two types of folk that can physically start out with 0 corruption). Such a powerful communion with nature leaves them detached from the physical world at times though, which is why they get penalties to combat and such. It's also what grants them their sprite, which is inherent to their personality and spirit, and whom they typically trust above all others. Their sprite serves as a manifestation, a sort of part of them that maintains their connection so fluidly. The best way to describe it is that a sprite is part of an elf or shaman's soul, as if they had handed a small piece of it over to them. To this end, they can verbally communicate with this spirit, and assuming it isn't already on the material (typically the spirit likes to keep close to their master), they can enter and leave the spirit realm of their own volition. Any spirit brought forth by a shaman is visible to others in the area.

Bodily manifestations are probably where shaman vary the most. Elves have a connection to the spirit world, and some connection to nature (not nearly as strong as those who train it), but typically lack this aspect unless they happen to be a shaman. Many shaman don't even know how to manage these bodily manifestations, and trying such is typically a bad idea. These manifestations range anywhere from claws growing from one's hands and eyes becoming like a bird's, to full on transformations such as growing wings and similarities to Lycanthropy. A shaman can potentially become a werebear without the disease/curse of lycanthropy if they trained long enough, though this does not mean all werebears are shaman. Typically those who focus more on bodily manifestations are lacking in their communion with the spirit world.

I hope that made sense, unless you wanted specific examples. :lol:


daxtinator396 Wrote:Drat x.x maybe she'll find some nifty spell books she can try her hand at! :3 more roguey spells would be nifty... more sexy spells would be niftier :3


Yah never know!


Urhr93 Wrote:Today i wasn't able to post, but tomorrow fort sure XD after lunch i'll write it ^^

ps: well, more than "tomorrow", i mean today after i wake up since it's already the "tomorrow" i was speaking of XD


That's fine, s'all good! :)


Shura Wrote:
berserkerhorn Wrote:okay i might have messed up but i cut off the slime :P
or at least i hope i did.


I don't think that was a viable option. If I remember correctly, Elenwe tried to cut a section of her pants off and the slime bypassed her attempt and started to go underneath her pants through the cut.


*rubs hands mischievously* :twisted:


I'm lazy right now. I gotta get up early anyways so I'll probably have a post (and by extension those damned quicksheets/models I've been promising for forever for you two/changes I promised to make for others) up some time tomorrow.
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Re: [OOC] The Wastelands

Postby daxtinator396 » Fri Jan 17, 2014 8:28 am

Nifty! :3 so happy to finally be in this!!
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Re: [OOC] The Wastelands

Postby berserkerhorn » Fri Jan 17, 2014 1:18 pm

sorry Shura sorry Elenwe >_>
not very good at reading your posts from earlier
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Re: [OOC] The Wastelands

Postby Urhr93 » Fri Jan 17, 2014 2:22 pm

Grape_Drink Wrote:That roll is made privately to keep it a surprise (I'll give hints though through RP), but it happens whenever a creature or person releases their seed inside of you. You have an approximate 1/4 chance of being impregnated before applying modifiers based on Race, monster, and how deep it penetrates (it's basically a guarantee for humans if it penetrates the womb). To this end, it's counted as having a "5/20" chance to apply said modifiers with a 1 being automatic insemination and a 20 being automatic contraception. ;)

(...)

I could, but that would take away all the fun of finding out! Generally speaking, the higher corruption, the more likely inter-species mating will result in an offspring.

For the playable races though...

  • Human: Very good breeders, very "weak" seed (High chance of pregnancy/causing pregnancy, low chance of child being human)
  • Dwarf: Normal breeders, "strong" seed (Unaltered chance of pregnancy/causing pregnancy, high chance of child being dwarven)
  • Elf: Poor breeders, "strong" seed
  • Dark Elf: Very poor breeders, very "strong" seed (Dark Elves typically have to use fertility magics and mate repeatedly to even produce a child because of how resistant Orcish sperm has made their wombs)
  • Orc: Very good breeders, "strong" seed (equivalent of a monster)


Ok *-* i'll like it better if there is the surprise XD anyway, if i have understood, if the roll goes from 1 to 5 the player is impregnated, and following that there are the "bonus", those of the race of the character, and then another "bonus" based on the monster (most for it's corruption), and lastly another bonus for how deep inside it goes *-* i'm just getting acquainted with the rules XD

ps: i'm getting ready to post now ^^
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Re: [OOC] The Wastelands

Postby MiscChaos » Fri Jan 17, 2014 8:15 pm

Is it possible to Nel to be wearing some kind of pants in her character model? I really didn't want to say anything since it means more work for you, so if you decide not to that's perfectly fine.

On another note, I'm kinda surprised Dark Elves are such bad breeding stock. Does this affect monsters trying to violate her since even if they do manage to impregnate her, the kid will likely be another Dark Elf?
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Re: [OOC] The Wastelands

Postby Grape_Drink » Sat Jan 18, 2014 12:35 am

Got the quicksheets done/upgraded (I think?) Working on some models. I began work on the next post! It'll be out some time in the next 6-12 hours (unless I decide to get pictures done ahead of time- then it'll be up some time tomorrow).

Urhr93 Wrote:
Ok *-* i'll like it better if there is the surprise XD anyway, if i have understood, if the roll goes from 1 to 5 the player is impregnated, and following that there are the "bonus", those of the race of the character, and then another "bonus" based on the monster (most for it's corruption), and lastly another bonus for how deep inside it goes *-* i'm just getting acquainted with the rules XD

ps: i'm getting ready to post now ^^


Yep. A -15 through +5 is impregnated, a 6-20 is clean, and a -16 or lower is "yo belleh explodes and you die." (joking, joking :P)

MiscChaos Wrote:Is it possible to Nel to be wearing some kind of pants in her character model? I really didn't want to say anything since it means more work for you, so if you decide not to that's perfectly fine.


Yep! I wasn't sure about that. I'll have to modify it slightly since I'm currently using a robe model that I think hides the thigh models, but there's plenty of loincloths I could replace it with to make something semi-similar. :)

On another note, I'm kinda surprised Dark Elves are such bad breeding stock. Does this affect monsters trying to violate her since even if they do manage to impregnate her, the kid will likely be another Dark Elf?


I was debating on that one, but I looked at it from an evolutionary standpoint and went "Orcs are amazing breeders, Dark Elves as a society are pretty openly sexual, and would die off if they only bred orc children. It can be reasoned that Dark Elves developed a natural resistance to various sperm over time and Orcs were forced to develop stronger and stronger sperm up until humans were created." But yeah, the kid would likely be a Dark Elf if a Dark Elf bred with humanoid successfully. ;)

Special Materials list is partially complete and will be posted when it is. I might be driving later tonight so if that happens, I don't think I'll be able to finish the post until tomorrow. Just depends on what happens. *shrug*
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Re: [OOC] The Wastelands

Postby berserkerhorn » Sun Jan 19, 2014 3:19 am

what if... dark elves fucked a human? wouldnt that work?
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Re: [OOC] The Wastelands

Postby LoneWolf » Sun Jan 19, 2014 4:36 am

I imagine the Dark Elf modifiers and human modifiers would pretty much cancel out - so it'd boil down to the standard 25% chance.
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Re: [OOC] The Wastelands

Postby MiscChaos » Sun Jan 19, 2014 4:40 am

I think Humans would lose out in that competition. After all, a human would need stronger seed than an orc to get a Dark Elf pregnant and Dark Elves have been evolving to prevent orcs from knocking them up.
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