J3loodT4lon

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About J3loodT4lon

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    "If we do not end war, war will end us." -King Heimdallr

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    Male
  • Location
    United States
  • Characters
    Kagat'ar Moonwalker, James Brenden Griffith II

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  1. I can't help but laugh when I read "Horde: Unfriendly" lmaoooooo I feel so special now
  2. J3loodT4lon

    Titanfall 2!

    I once called my titan and I lured an enemy titan after me so my titan landed on him and I got 15 points on attrition. This will never happen again. I liked the way you rodeoed in the first one. The trick there was to hop on the enemy's back, then drop your titan on them! If they weren't paying attention to hear the 'hostile titanfall incoming' then they would get crushed. I've had a good few of those xD
  3. J3loodT4lon

    Titanfall 2!

    HUGE fan of Titanfall. Almost reached Generation 10 before it got stolen. Played all the time and had a group of friends I met via the game on the 360 that would play together a lot. We would actually set up games with all 16 of us in a party chat, and once in game we are kind of half-serious and half-dicking around lmao There have been many instances where one of us would need a certain challenge for Regen, and the entire enemy team would just sit in one place and let that person do what they needed to complete it! ​Titanfall 2, in my eyes, was an easy 20/10 in the singleplayer campaign. Loved the time travel! Where it fell short for me was the Titan loadouts. About 7 customizable options, in addition to changing the chassis and titan's voice, to only being able to change 3 things. They improved upon the pilots, but titans were severely lacking imo. If titan loadouts were more like they were in the first one, I may not have returned it the day after I bought it.
  4. I can say that retiring a character can suck, but sometimes it is for the best. I'm not really familiar with many of your characters so I won't really give an opinion on any other them specifically lol Good luck though!
  5. The 3nd Era of the Age of Races Year 2300 You find yourself on the outskirts of a new world. The ground is barren and devoid of life, the azure sea seemingly empty. These lands, at the brink of the new world are a blank canvas. There might be life hidden away in the cracks of the dry earth or the depths of the ocean or new life may spring up in these hostile lands. It's up to your divine will. If anyone wants names changed or added please let me know for the 'zones', I will add them to the my photoshop image. If you guys would rather have an image without the names then I can upload that as well. The grey hexagon represents 1 unit for the purposes of shape land/climate. It's only a rough estimate, so it's completely acceptable if you go up to 30% over the amount represented. Current Event: Golden Age All civilizations gain +5 Power for 1 turn. Power rolls : Template is: 2d6 + running bonus* + left over points + misc + Capital points= total power available * Running bonus: Every time you end a turn with 5 or less points you get a cumulative +1 on your next turn, this stacks up to a total of +3 at which point it will stop increasing. If you end a turn with more than 5 points your running bonus is reset to 0. J3loodT4lon: (3+3)+2+4+5+2= 19 Orochi: (5+3)+2+5+5+0= 20 Rogue: (1+4)+0+15+5+0= 25 Mighty: (3+5)+2+5+5+2= 22 Calico: (1+1)+3+1+5+0= 11 Shredder: (1+3)+3+4+5+0= 16 Candescence: (5+5)+0+15+5+0= 30 Sho'ka'tal: (2+6)+0+10+5+2= 25 Turn Order: Candescence, Rogue, Sho'ka'tal, Mighty, Orochi, J3loodT4lon, Shredder, Calico Skype conversation: http://skype:?chat&blob=yX0tOW6F6WBdfExXqR_2D70G7iOjw5A1pREEKZkHwNPMdF5ZESfL3yHH5wdDodSroyNLX-Efjetb1Q * (A: x+y), etc are bonus rolls that are made to determine who goes first when two people rolled the same amount of power. Besides that they don't do anything. ** The turn order changes every turn. The highest roll always goes first, followed by the second highest, etc. However, being the first to make your turn isn't necessarily a good thing. While you usually have most points to spend you're unable to react to stuff other people throw at you! So if you're first and fear a confrontation, be sure to garrison armies in your cities! Power Table: Template: Information: (Edit your shit in yourself!) https://docs.google.com/document/d/1LUBkYRaI6pfgf-ii6hslqDz1lgArfDhRP17IFN_K6Kg/edit Rules: http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf Additional rules: Clarifications:
  6. Aion, The Great Eye [turn 7] Summary Power Available: [14] Actions taken: [Mining and Blacksmithing] - [Advance Civilization x2: Mining and Blacksmithing, 10 cost] Power Remaining: [4] Running Bonus: [+2] Actions [Mining and Blacksmithing] The Xan'thral learn how to separate certain metals from stone, known as mining. They use this knowledge to extract minerals like iron, copper, silver, gold, zinc, tin, and even coal from the earth. They quickly learn how to shape the metals into tools, weapons, and armor, tempering them to increase their hardness. As their bodies are made of stone, they found no real use for coal, and quickly built up a stockpile.
  7. Sho'ka'tal [turn 3] Summary Power Available: [14] Actions taken: [Rawr xD] - [Command Race: Increase Army, 4 cost] Power Remaining: [10] Running Bonus: [0] Actions [Rawr xD] The First commands his Sho'ka'tal to eliminate the weakest of their race, strengthening the overall force of the alien species. They then lay their eggs in the decaying corpses of their fallen. 3 Sho'ka'tal rise for every one of their dead, bolstering the army which threatens all of Eriad.
  8. The 2nd Era of the Age of Races Year 2200 You find yourself on the outskirts of a new world. The ground is barren and devoid of life, the azure sea seemingly empty. These lands, at the brink of the new world are a blank canvas. There might be life hidden away in the cracks of the dry earth or the depths of the ocean or new life may spring up in these hostile lands. It's up to your divine will. If anyone wants names changed or added please let me know for the 'zones', I will add them to the my photoshop image. If you guys would rather have an image without the names then I can upload that as well. The grey hexagon represents 1 unit for the purposes of shape land/climate. It's only a rough estimate, so it's completely acceptable if you go up to 30% over the amount represented. Current Event: Meteor Shower Space-debris rains down upon the world, damaging all cities but bringing with it rare materials and secrets, ready to be excavated by the denizens of the world. Power rolls : Template is: 2d6 + running bonus* + left over points + misc + Capital points= total power available * Running bonus: Every time you end a turn with 5 or less points you get a cumulative +1 on your next turn, this stacks up to a total of +3 at which point it will stop increasing. If you end a turn with more than 5 points your running bonus is reset to 0. J3loodT4lon: (1+6)+1+4+0+2= 14 (A: 3+6) Orochi: (2+1)+1+1+0+0= 5 Rogue: (2+3)+0+18+0+0= 23 Mighty: (1+6)+1+0+0+2= 10 Calico: (1+3)+3+4+0+0= 11 Shredder: (6+6)+2+5+0+0= 19 Candescence: (6+3)+2+4+0+0= 15 Sho'ka'tal: (1+6)+0+6+0+2= 14 (A: 5+5) Turn Order: Rogue, Shredder, Candescence, Sho'ka'tal, J3loodT4lon, Calico, Mighty, Orochi Skype conversation: http://skype:?chat&blob=yX0tOW6F6WBdfExXqR_2D70G7iOjw5A1pREEKZkHwNPMdF5ZESfL3yHH5wdDodSroyNLX-Efjetb1Q * (A: x+y), etc are bonus rolls that are made to determine who goes first when two people rolled the same amount of power. Besides that they don't do anything. ** The turn order changes every turn. The highest roll always goes first, followed by the second highest, etc. However, being the first to make your turn isn't necessarily a good thing. While you usually have most points to spend you're unable to react to stuff other people throw at you! So if you're first and fear a confrontation, be sure to garrison armies in your cities! Power Table: Template: Information: (Edit your shit in yourself!) https://docs.google.com/document/d/1LUBkYRaI6pfgf-ii6hslqDz1lgArfDhRP17IFN_K6Kg/edit Rules: http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf Additional rules: Clarifications:
  9. Sho'ka'tal [turn 2] Summary Power Available: [14] Actions taken: [sho'ta'kal] - [Command Race: Create City, 4 cost] [The Capital] - [Advance City: Sho'ta'kal (Capital), 4 cost] Power Remaining: [6] Running Bonus: [0] Actions [sho'ta'kal] The Sho'ka'tal have spent the last 100 years digging below the surface of Eriad. Their original goal was to simply provide themselves with a passage under the Obsidian Bulwark, but the First quickly decided they would build their armies under ground before they ravaged the world. They constructed a massive network of winding tunnel, eventually connecting to the large cavern created by one of the many Gods. The First traveled to a small cavern the Sho'ka'tal had dug out, and constructed his new hive. The tunnels colored orange are covered in a type of organic material, allowing the First to literally feel anything moving through them. Orange tunnels are large enough to fit an army, the black ones are considerably smaller and can only fit around 10 Sho'ka'tal across.
  10. Aion, The Great Eye [turn 6] Summary Power Available: [17] Actions taken: [The Xan'thral] - [Command Avatar: Create Race, 1 cost] [Galadhor] - [Command Race: Create City, 4 cost] [The Capital] - [Advance City: Galadhor (Capital), 4 cost] [build them walls!] - [Advance City: Galadhor (Walls), 4 cost] Power Remaining: [4] Running Bonus: [+1] Actions [The Xan'thral] Xan flies over the center continent of Eriad toward the Forest of Xan. He lands somewhere amidst the winding rivers and trees and reaches deep into the stone below. Large stone hands break through the soft ground as Eriad's 3rd race is born: the Xan'thral, or Servants of Xan. Their hive mind links them directly to their creator and god, and they immediately know what Xan wishes them to do. They begin carving out large amounts of stone from the world, cutting the rock and building a massive city. They construct a wall around their capital, named Galadhor, 50ft high and 20ft thick. The wall is a massive stone construction, reinforced with metals found within the earth.
  11. The 1st Era of the Age of Races Year 2100 You find yourself on the outskirts of a new world. The ground is barren and devoid of life, the azure sea seemingly empty. These lands, at the brink of the new world are a blank canvas. There might be life hidden away in the cracks of the dry earth or the depths of the ocean or new life may spring up in these hostile lands. It's up to your divine will. If anyone wants names changed or added please let me know for the 'zones', I will add them to the my photoshop image. If you guys would rather have an image without the names then I can upload that as well. The grey hexagon represents 1 unit for the purposes of shape land/climate. It's only a rough estimate, so it's completely acceptable if you go up to 30% over the amount represented. Current Event: Tranquil Echo The lands seem more docile than normal. All races gain +1 purity. As the only race currently on Eriad, the Sho'ka'tal are the only species affected. They are now at -3. Power rolls : Template is: 2d6 + running bonus* + left over points + misc + Capital points= total power available * Running bonus: Every time you end a turn with 5 or less points you get a cumulative +1 on your next turn, this stacks up to a total of +3 at which point it will stop increasing. If you end a turn with more than 5 points your running bonus is reset to 0. J3loodT4lon: (4+6)+0+7+0+0= 17 Sindoh: (1+4)+0+41+0+0= 46 Orochi: (2+2)+0+6+0+0= 10 Rogue: (2+4)+0+12+0+0= 18 (A: 1+5) Mighty: (1+3)+0+14+0+0= 18 (A: 6+3) Calico: (5+3)+2+4+0+0= 14 (B: 1+5) Shredder: (1+2)+1+1+0+0= 5 Candescence: (2+2)+0+14+0+0= 18 (A:6+5) Sho'ka'tal: (5+2)+0+7+0+0= 14 (B: 6+5) Turn Order: Sindoh, Rogue, Mighty, Candescence, J3loodT4lon, Sho'ka'tal, Calico, Orochi, Shredder Skype conversation: http://skype:?chat&blob=yX0tOW6F6WBdfExXqR_2D70G7iOjw5A1pREEKZkHwNPMdF5ZESfL3yHH5wdDodSroyNLX-Efjetb1Q * (A: x+y), etc are bonus rolls that are made to determine who goes first when two people rolled the same amount of power. Besides that they don't do anything. ** The turn order changes every turn. The highest roll always goes first, followed by the second highest, etc. However, being the first to make your turn isn't necessarily a good thing. While you usually have most points to spend you're unable to react to stuff other people throw at you! So if you're first and fear a confrontation, be sure to garrison armies in your cities! Power Table: Template: Information: (Edit your shit in yourself!) https://docs.google.com/document/d/1LUBkYRaI6pfgf-ii6hslqDz1lgArfDhRP17IFN_K6Kg/edit Rules: http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf Additional rules: Clarifications:
  12. The Sho'ka'tal [turn 1] Summary Power Available: [15] Actions taken: [Diggy diggy hole] - [Command Race 8 cost] Power Remaining: [7] Running Bonus: [0] Actions [Diggy diggy hole] The First growls to himself as the Obsidian Bulwark (which is oddly made of ice, not obsidian) rose up to block the Sho'ka'tal. Every one of the alien species felt the First's frustration, as well as what he wanted them to do. They immediately began working, digging a tunnel under the Bulwark. Many of the Sho'ka'tal lost their lives from cave-ins, but they kept digging. It is unclear how far they have gotten, as they have not breached the surface on the other side just yet.
  13. Aion, The Great Eye [turn 5] Summary Power Available: [17] Actions taken: [Rivers, Brah ] - [shape Land: River x4 & Shape Land: Delta x1, 10 cost] [The Redwood] - [Cosmetic change to coloring only] Power Remaining: [7] Running Bonus: [0] Actions [Rivers, Brah] Aion sits back and observes as rivers naturally form through the Forest of Xan, forming a delta as they feed into the body of water on eastern Eriad. [The Redwood] The Forest of Shelderon slowly alters its leaves over the last 500 years, the entirety of the forest changing from vibrant blues, greens, and purples to a deep red, the everlasting twilight having taken its toll on the forest. Shelderon is now known as The Redwood.
  14. The 5th Era of the Age of Land Year 2000 You find yourself on the outskirts of a new world. The ground is barren and devoid of life, the azure sea seemingly empty. These lands, at the brink of the new world are a blank canvas. There might be life hidden away in the cracks of the dry earth or the depths of the ocean or new life may spring up in these hostile lands. It's up to your divine will. When doing shape land, please make sure to edit the STANDARD version of the map, then upload it AND the inverted version of your edits. That way, if/when the inversion is removed, everything will go back to normal wil little to no headache. The grey hexagon represents 1 unit for the purposes of shape land/climate. It's only a rough estimate, so it's completely acceptable if you go up to 30% over the amount represented. Current Event: Tranquil Echo The lands seem more docile than normal. All races gain +1 purity. As the only race currently on Eriad, the Sho'ka'tal are the only species affected. They are now at -4. Power rolls : Temporary Template (turn 3/3): {3d8(drop lowest) + 2} + running bonus* + leftover points + misc + capital points = total power available Template is: 2d6 + running bonus* + left over points + misc + Capital points= total power available * Running bonus: Every time you end a turn with 5 or less points you get a cumulative +1 on your next turn, this stacks up to a total of +3 at which point it will stop increasing. If you end a turn with more than 5 points your running bonus is reset to 0. J3loodT4lon: (7+7+2)+1+0+0+0= 17 (A: 4+6) Sindoh: (3+3+2)+0+33+0+0= 41 Stranger: (4+4+2)+0+7+0+0= 17 (A: 6+3) Orochi: (2+8+2)+1+5+0+0= 18 Rogue: (4+5+2)+0+14+0+0= 25 Mighty: (7+8+2)+1+1+0+0= 19 Calico: (8+1+2)+1+2+0+0= 14 (B: 2+4) (B2: 6+4) Shredder: (2+6+2)+0+19+0+0= 29 Candescence: (4+7+2)+1+0+0+0= 14 (B: 1+5) (B2: 5+6) Sho'ka'tal: (8+5+2)+0+0+0+0= 15 Turn Order: Sindoh, Shredder, Rogue, Mighty, Orochi, J3loodT4lon, Stranger, Sho'ka'tal, Candescence, Calico Skype conversation: http://skype:?chat&blob=yX0tOW6F6WBdfExXqR_2D70G7iOjw5A1pREEKZkHwNPMdF5ZESfL3yHH5wdDodSroyNLX-Efjetb1Q * (A: x+y), etc are bonus rolls that are made to determine who goes first when two people rolled the same amount of power. Besides that they don't do anything. ** The turn order changes every turn. The highest roll always goes first, followed by the second highest, etc. However, being the first to make your turn isn't necessarily a good thing. While you usually have most points to spend you're unable to react to stuff other people throw at you! So if you're first and fear a confrontation, be sure to garrison armies in your cities! Power Table: Template: Information: (Edit your shit in yourself!) https://docs.google.com/document/d/1LUBkYRaI6pfgf-ii6hslqDz1lgArfDhRP17IFN_K6Kg/edit Rules: http://www.clanwebsite.org/games/rpg/Dawn_of_Worlds_game_1_0Final.pdf Additional rules: Clarifications:
  15. Aion, The Great Eye [turn 4] Summary Power Available: [34] Actions taken: [Forest of Xan ] - [shape Land: Forest x12, 24 cost] [Xan] - [Create Avatar, 10 cost] Power Remaining: [0] Running Bonus: [+1] Actions [Forest of Xan] Aion looks upon the barren center of Eriad. He once again sends out a wave of cosmic energy, causing a dense forest to grow. [Xan] Aion finally feels ready to create the beginnings of his grand design upon Eriad. Another wave of cosmic energy spills forth from the center of the galazy that IS Aion, flowing into the small island of stone that was once covered in forest. From the stone, a 10ft tall, 4000lb humanoid creature is molded. (I'll finish this when I get home from work. Gotta blast!)