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Gildiss
Aug 24, 2010

Grimey Drawer


http://www.ageoffable.net/ IS A REALLY WEIRD CYOA GAME.

It has stats which determine what class you are and all sorts of strange jazz.

There are 20 classes determined by the stat combinations (that I know of) when making a character but let us choose from these 4 premade characters to start.
Death comes swiftly in Age of Fable, so we can open up character selection in future reincarnations.

I have no idea what the gently caress happens in this game.
Let's explore the higher mysteries of Age of Fable together.

The fable of Bright Skin Young Jewel


The fable of Neckbeard


The fable of Ucket (a cat)


pre:

Class: Amazon

Name: Ana Blood-On-The-Arm

Stamina:	20 (robust)
Charisma:	1  (repulsive)
Duelling:	17 (dangerous)
Brawling:	17 (powerful)
Seafaring:	17 (old salt)
Magic:	        1  (powerless)
Heroism:	17 (good-hearted)
Scouting:	17 (superb)
Roguery:	1  (terrible)
Luck:	        4  (ill-starred)
Healing:	17 (superb)
Streetwise:	1  (babe in the woods)
pre:

Class: Pirate

Name: Two Souls Macout

Stamina:	18 (healthy)
Charisma:	13 (likeable)
Duelling:	13 (agile)
Brawling:	13 (strong)
Seafaring:	20 (old salt)
Magic:	        1  (powerless)
Heroism:	10 (selfish)
Scouting:	5  (poor)
Roguery:	14 (great)
Luck:	        9  (fair)
Healing:	1  (terrible)
Streetwise:	13 (alert)
pre:

Class: Talking Cat

Name: Seti Nur-ishtar

Stamina:	6  (sickly)
Charisma:	20 (mesmerising)
Duelling:	5  (slow)
Brawling:	15 (strong)
Seafaring:	1  (gets seasick in the bath)
Magic:	        11 (good)
Heroism:	6  (wicked)
Scouting:	20 (legendary)
Roguery:	5  (mediocre)
Luck:	        20 (blessed)
Healing:	1  (terrible)
Streetwise:	20 (cunning as a shithouse rat)
pre:

Class: Lizard-Man

Name: Bright Skin Young Jewel

Stamina:	24 (unstoppable)
Charisma:	1  (repulsive)
Duelling:	19 (deadly)
Brawling:	19 (legendary)
Seafaring:	1  (gets seasick in the bath)
Magic:	        19 (overwhelming)
Heroism:	24 (heroic)
Scouting:	19 (legendary)
Roguery:	1  (terrible)
Luck:	        1  (cursed)
Healing:	1  (terrible)
Streetwise:	1  (babe in the woods)
Keep in mind that Stamina is your health essentially, when it reaches 0 this thing that we are driving will be dead.
Stat increases are possible during the course of the game, but in very small amounts, like +2.
Bold the class name of your choice.

Gildiss fucked around with this message at 16:40 on Nov 30, 2014

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Bumper Stickup
Jan 7, 2012

Mmm... Offshore Toast!


Grimey Drawer
Lizard Man

David Corbett
Feb 6, 2008

Courage, my friends; 'tis not too late to build a better world.
Lizard Man. I would have preferred the talking cat, but as the first play through is sure to end in disaster, I thought that a beefier hero might make more sense.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

It's time for some Lizbiz.

aerion111
Nov 29, 2011

Prodigy of Curiosity.
Master of Jacks.
Apprentice of Masks.
And, when fighting the forces of darkness, always remember: "Armor of Darkness, Weapon of Light"
While I'd want to see the talking cat, on the basis that between the charisma and the talking-cat-ness, it sounds like it was inspired by Puss-In-Boots (The original evil mastermind who eats ogres who get in her way, not the swashbuckling hero-of-the-people), let's wait until the lizard dies and we've got a bit more understanding of the system.

Gildiss
Aug 24, 2010

Grimey Drawer
On a clear morning, before even the seagulls have woken up, you make your way to the jetty to set out for the great city of Karrakara. Your ship, really a coracle with ideas above its station, slips into the water. You look at your small pile of cowrie shells, the islands' most common currency. You wonder whether you should return some to the sea god Numen Mari, to ensure a safe journey.

Do so

Decide not to






pre:

Class: Lizard-Man

Name: Bright Skin Young Jewel

Stamina:	24/25 (unstoppable)
Charisma:	1  (repulsive)
Duelling:	19 (deadly)
Brawling:	19 (legendary)
Seafaring:	1  (gets seasick in the bath)
Magic:	        19 (overwhelming)
Heroism:	24 (heroic)
Scouting:	19 (legendary)
Roguery:	1  (terrible)
Luck:	        1  (cursed)
Healing:	1  (terrible)
Streetwise:	1  (babe in the woods)

Cowrie Shells: 20
 
You have no blessings.
 
Items:
your spear
 
You have no companions.

Ghostwoods
May 9, 2013

Say "Cheese!"
Do so. We're cursed and pathetic at sea. Don't screw with the gods.

Gildiss
Aug 24, 2010

Grimey Drawer


You wait until you can no longer see the bottom, and thus are in the domain of the sea god. You drop five shells over the side. Each one seems more reluctant than the last to leave your hand. You are unsure whether your offering has any effect, but you do reach Karrakara without incident.

lose 5 shells

Karrakara is the main town on the island of the same name. You're still outside the city walls but you can already hear the harsh, carping cries of street sellers, which supposedly give the city its name.



The docks at Karrakara have ships from all over the known world, and sometimes beyond.

The dockmistress tells you that the fee to dock here is four shells. You protest at this outrageous sum, and she tells you that this allows you to leave your boat here indefinitely. It occurs to you that you could sail to the swamps outside the city and find a deserted spot to hide your boat.

Pay the fee

Haggle

Hide your boat in the swamp




pre:

Class: Lizard-Man

Name: Bright Skin Young Jewel

Stamina:	24/25 (unstoppable)
Charisma:	1  (repulsive)
Duelling:	19 (deadly)
Brawling:	19 (legendary)
Seafaring:	1  (gets seasick in the bath)
Magic:	        19 (overwhelming)
Heroism:	24 (heroic)
Scouting:	19 (legendary)
Roguery:	1  (terrible)
Luck:	        1  (cursed)
Healing:	1  (terrible)
Streetwise:	1  (babe in the woods)

Cowrie Shells: 15
 
You have no blessings.
 
Items:
your spear
 
You have no companions.

Aumanor
Nov 9, 2012
Let's hide our boat in the swamp, we can probably deal with any hostile fauna without breaking a sweat, and maybe even find someting useful there. Bottom line, we get to save some shells for later.

Gildiss
Aug 24, 2010

Grimey Drawer


You sail to the swamps outside of Karrakara. Once you've found a sufficiently out-of-the-way spot, you secure your boat as best you can.
The walk back is slow and unpleasant, but you forget your discomfort once you're back in the great city.



You visit a cafe that promises 'food like Great-Great-Great-Great-Great-Great-Grandmother used to make', and enjoy a bowl of primordial soup.

lose 1 shell
Stamina roll, difficulty 10 - made it
Heroism roll, difficulty 10 - made it
Healing roll, difficulty 20 - failed

You consider your next move.


Visit the docks

Explore the city

Leave the city and travel inland

Set out to sea


pre:

Class: Lizard-Man

Name: Bright Skin Young Jewel

Stamina:	24/25 (unstoppable)
Charisma:	1  (repulsive)
Duelling:	19 (deadly)
Brawling:	19 (legendary)
Seafaring:	1  (gets seasick in the bath)
Magic:	        19 (overwhelming)
Heroism:	24 (heroic)
Scouting:	19 (legendary)
Roguery:	1  (terrible)
Luck:	        1  (cursed)
Healing:	1  (terrible)
Streetwise:	1  (babe in the woods)

Cowrie Shells: 14
 
You have no blessings.
 
Items:
your spear
 
You have no companions.

aerion111
Nov 29, 2011

Prodigy of Curiosity.
Master of Jacks.
Apprentice of Masks.
And, when fighting the forces of darkness, always remember: "Armor of Darkness, Weapon of Light"
This is going kinda fast (And by 'kinda fast', I mean two updates with less than an in hour in between)
Are you just going with the first response you get?
That doesn't seem to be the norm around here.

I guess we should Leave the City; We're awful at dealing with people, but great at dealing with falling rocks and/or wild animals.
Might as well get away from the former, even if it means risking the latter.

Gildiss
Aug 24, 2010

Grimey Drawer

aerion111 posted:

This is going kinda fast (And by 'kinda fast', I mean two updates with less than an in hour in between)
Are you just going with the first response you get?
That doesn't seem to be the norm around here.

I guess we should Leave the City; We're awful at dealing with people, but great at dealing with falling rocks and/or wild animals.
Might as well get away from the former, even if it means risking the latter.

I'm just trying to fast track the early sections, at this point I'm going to give it a good wait.

AfroSquirrel
Sep 3, 2011

Inland. And talking cat will totally be our second character, unless we come up with a good idea for our own creation.

Ghostwoods
May 9, 2013

Say "Cheese!"
We definitely seem to be a gruff, tough, inland sort of lizard.

aerion111
Nov 29, 2011

Prodigy of Curiosity.
Master of Jacks.
Apprentice of Masks.
And, when fighting the forces of darkness, always remember: "Armor of Darkness, Weapon of Light"
This thread inspired me to try to to make an automatic chance-calculator in Google Docs.
When that failed, because I never use Google Docs for anything but Pathfinder, I settled for easily-modifiable (at least by its creator, me)

Should I post the 2d12 results to the thread, for later use, or should I 'Never tell you the odds'?

Actually... It's not 2d12
It's 2d6
It's got a RANGE of 2-12
2d6 doesn't need a calculator: There's results already on the net everywhere, AND it's 'merely' 36 results that could be easily written and counted by hand (rather than the 144 results of 2d12 I thought it was, or the 400 results of the 2d20 I wanted to have available for personal use)

I'm not even going to bother posting 2d6 to the thread: Go google it or something, I don't care, too annoyed at myself for wasting half an hour :spergin:-ing about probability and documents.

Gildiss
Aug 24, 2010

Grimey Drawer


The main road out of Karrakara is crowded, as it would be at any time of the day or night.

You pass through several villages, which huddle close to the city like children around a campfire.
With each village the crowd, and the road itself, thins. Night approaches.

Stop in a village and find an inn

Sleep rough


pre:

Class: Lizard-Man

Name: Bright Skin Young Jewel

Stamina:	24/25 (unstoppable)
Charisma:	1  (repulsive)
Duelling:	19 (deadly)
Brawling:	19 (legendary)
Seafaring:	1  (gets seasick in the bath)
Magic:	        19 (overwhelming)
Heroism:	24 (heroic)
Scouting:	19 (legendary)
Roguery:	1  (terrible)
Luck:	        1  (cursed)
Healing:	1  (terrible)
Streetwise:	1  (babe in the woods)

Cowrie Shells: 14
 
You have no blessings.
 
Items:
your spear
 
You have no companions.

Gildiss
Aug 24, 2010

Grimey Drawer

aerion111 posted:

This thread inspired me to try to to make an automatic chance-calculator in Google Docs.
When that failed, because I never use Google Docs for anything but Pathfinder, I settled for easily-modifiable (at least by its creator, me)

Should I post the 2d12 results to the thread, for later use, or should I 'Never tell you the odds'?

Actually... It's not 2d12
It's 2d6
It's got a RANGE of 2-12
2d6 doesn't need a calculator: There's results already on the net everywhere, AND it's 'merely' 36 results that could be easily written and counted by hand (rather than the 144 results of 2d12 I thought it was, or the 400 results of the 2d20 I wanted to have available for personal use)

I'm not even going to bother posting 2d6 to the thread: Go google it or something, I don't care, too annoyed at myself for wasting half an hour :spergin:-ing about probability and documents.

Have you had a look under the hood of this thing? I am afraid of what I might find.

aerion111
Nov 29, 2011

Prodigy of Curiosity.
Master of Jacks.
Apprentice of Masks.
And, when fighting the forces of darkness, always remember: "Armor of Darkness, Weapon of Light"

Gildiss posted:

Have you had a look under the hood of this thing? I am afraid of what I might find.

Not so much had a look under the hood as flipped through the manual a bit and found out where the pedals are:
I'm going to assume this isn't spoilery because one is from the FAQ and the other's blatant cheating.
I checked the FAQ (which explained the dice-rolling (2d6+stat, if you beat the DC by 5 you roll a d20, if you get over the stat it increases by 1 (marking it 'ADVANCED')) and Blessings (Automatically turns the first failure in the apropriate type of roll into a success. For dwarves, 50% failure-chance) Technically they also explained how to save (Weird symbol to the side) but saving the URL works even better than their method, assuming you're fine with 'losing' the current scene to their random scene-selector)
And I've found a few ways to cheat, such as the credits and max stamina being in plain-text in the url, and that if you don't like the results you can just reload the page (which, of course, means that to NOT cheat, you should NEVER reload, or otherwise mess with, the page)

However, now that I've gone through a bunch of scenes, I'm not going to vote on stuff if I feel like I know what's best.
Which I normally won't, especially with a physical-heavy character, but in this case I do.


Oh, and note how I said that to increase stats, you need to first succeed by 5 and then roll over the stat with a d20?
The lizard's not going to show 'ADVANCED' very often; Either they need a natural 20 on the second roll on a good skill, or they need to get a 2d6 roll 4 points over the DC (and the example DC the FAQ gives is a Charisma 20)

Gildiss
Aug 24, 2010

Grimey Drawer
You stare blankly, contemplating, until night fall.



You fall in with two travellers, a goblin and a young human,
who tell you they're going the same way as you - and in fact that they know a shortcut.
You follow them down a winding track, which seems to be travelled by none but the three of you.
That night you make camp. You tell them about your adventures, but they're reluctant to tell you much about what they're doing.
You start to get an uncomfortable feeling about them. You fear that they may have lured you here with foul intent.
Eventually the goblin says that he's going to turn in, and the boy agrees.

Stay awake

Go to sleep

Sneak away

Attack them before they attack you




pre:

Class: Lizard-Man

Name: Bright Skin Young Jewel

Stamina:	24/25 (unstoppable)
Charisma:	1  (repulsive)
Duelling:	19 (deadly)
Brawling:	19 (legendary)
Seafaring:	1  (gets seasick in the bath)
Magic:	        19 (overwhelming)
Heroism:	24 (heroic)
Scouting:	19 (legendary)
Roguery:	1  (terrible)
Luck:	        1  (cursed)
Healing:	1  (terrible)
Streetwise:	1  (babe in the woods)

Cowrie Shells: 14
 
You have no blessings.
 
Items:
your spear
 
You have no companions.

aerion111
Nov 29, 2011

Prodigy of Curiosity.
Master of Jacks.
Apprentice of Masks.
And, when fighting the forces of darkness, always remember: "Armor of Darkness, Weapon of Light"
They look like proper adventurers to me.
I'm sure it'll be fine.
Go sleep under a rock.

And come on people, if it's just me, that kinda defeats the purpose.
While it's not the greatest CYOA out there, I've seen people get excited over worse ones.

AfroSquirrel
Sep 3, 2011

Attack them for loot and XP

Sally
Jan 9, 2007


Don't post Small Dash!
Stay awake. You are a lizard-person, so embrace it and be all creepy and reptilian. Watch them while they sleep.

Also, we could have been a talking cat. A talking cat.

Sally
Jan 9, 2007


Don't post Small Dash!

aerion111 posted:

And come on people, if it's just me, that kinda defeats the purpose.
While it's not the greatest CYOA out there, I've seen people get excited over worse ones.

It was only posted yesterday, and I only saw it today, so I dunno.

Gildiss
Aug 24, 2010

Grimey Drawer

Blind Sally posted:

Also, we could have been a talking cat. A talking cat.

There are 20 different classes. 6 of them aren't human. The cats time will come.

Oblivion4568238
Oct 10, 2012

The Inquisition.
What a show.
The Inquisition.
Here. We. Go.
College Slice
Who needs sleep?

Gildiss
Aug 24, 2010

Grimey Drawer
Streetwise roll, difficulty 15 - failed
Charisma roll, difficulty 15 - failed

You stay awake for some time. As you get more and more tired,
you're more and more tempted to brush your fears aside and sleep.
But you know that there was something wrong. Suddenly, you hear something.
The two of them are whispering to each other. You leap up with a yell, brandishing your spear.

Moonlight glints off the knives in the boy and the goblin's hands.

Scouting roll, difficulty 16 - made it
Duelling roll, difficulty 16 - made it

They attempt to circle round you. But, unlike you,
they're out of their element. Soon both of them are dead.

You search through their items.



They're carrying a lot of junk.
The only item that seems valuable is a book, written in a language you don't understand.

Heroism -2



You dig a shallow grave as best you can with your hands in the soft earth, and cover their bodies with dirt and leaves. You continue your journey.

You pass through several villages, which huddle close to the city like children around a campfire. With each village the crowd, and the road itself, thins. Night approaches.

Stop in a village and find an inn

Sleep rough


And here we are back on the road again.

pre:

Class: Lizard-Man

Name: Bright Skin Young Jewel

Stamina:	24/25 (unstoppable)
Charisma:	1  (repulsive)
Duelling:	19 (deadly)
Brawling:	19 (legendary)
Seafaring:	1  (gets seasick in the bath)
Magic:	        19 (overwhelming)
Heroism:	22 (heroic)
Scouting:	19 (legendary)
Roguery:	1  (terrible)
Luck:	        1  (cursed)
Healing:	1  (terrible)
Streetwise:	1  (babe in the woods)

Cowrie Shells: 14
 
You have no blessings.
 
Items:
your spear
book
 
You have no companions.

Gildiss
Aug 24, 2010

Grimey Drawer
We just killed a goblin and a kid that tried to knife us and buried them like a cat.

Sally
Jan 9, 2007


Don't post Small Dash!

Gildiss posted:

We just killed a goblin and a kid that tried to knife us and buried them like a cat.

Hmm, yes. Quite. That will do. That will do nicely.

Let's go sleep in the village. We are a lizard, and we want someplace cozy and warm to sleep.

AnAnonymousIdiot
Sep 14, 2013

Let's rough the night. I don't think we're going to get much hospitality due to being a lizard folk.

Darth TNT
Sep 20, 2013
We like it rough.

Arbitrary Coin
Feb 17, 2012

:minnie: Cat Army :minnie:
2nd Battalion
Rough it We can afford the stamina loss

Ghostwoods
May 9, 2013

Say "Cheese!"
Yeah, we're probably best on our own. Rough it.

Wentley
Feb 7, 2012
It looks like civilized folks just want to rob or kill us.

Rough it.

paradoxGentleman
Dec 10, 2013

wheres the jester, I could do with some pointless nonsense right about now

I say rough it up, we may need the shells later.

Sally
Jan 9, 2007


Don't post Small Dash!
No. You guys. We are a lizard. It gets cold outside. You are sending us to our doom. :(

Gildiss
Aug 24, 2010

Grimey Drawer
You leave the village and try and find a safe place to sleep.

On the edge of a forest you come across a group of people lighting a campfire.


Try and join the campfire

Try and sleep in the open

Enter the forest


pre:

Class: Lizard-Man

Name: Bright Skin Young Jewel

Stamina:	24/25 (unstoppable)
Charisma:	1  (repulsive)
Duelling:	19 (deadly)
Brawling:	19 (legendary)
Seafaring:	1  (gets seasick in the bath)
Magic:	        19 (overwhelming)
Heroism:	22 (heroic)
Scouting:	19 (legendary)
Roguery:	1  (terrible)
Luck:	        1  (cursed)
Healing:	1  (terrible)
Streetwise:	1  (babe in the woods)

Cowrie Shells: 14
 
You have no blessings.
 
Items:
your spear
book
 
You have no companions.

Gildiss
Aug 24, 2010

Grimey Drawer

Blind Sally posted:

No. You guys. We are a lizard. It gets cold outside. You are sending us to our doom. :(

We can warm ourselves in the bodies of our dead foes.

E: were also very magical

Gildiss fucked around with this message at 17:38 on Oct 27, 2014

aerion111
Nov 29, 2011

Prodigy of Curiosity.
Master of Jacks.
Apprentice of Masks.
And, when fighting the forces of darkness, always remember: "Armor of Darkness, Weapon of Light"

Blind Sally posted:

No. You guys. We are a lizard. It gets cold outside. You are sending us to our doom. :(

While I might be mistaken, being no great biologist, I am pretty sure most lizards do not, in fact, sleep in beds. (Then again, most lizards know better than to leave their warm-n-cozy homelands)

Sally
Jan 9, 2007


Don't post Small Dash!
If magic warms us, we should bug the people by the fireside. Regale them with folktales of Lizard heroes. Ask them if they've heard the good word. Encourage them to vote Ron Paulosaur.

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Pladdicus
Aug 13, 2010

Just keep exploring the city forever

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