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- $name : Door generator for RPGs
- $author : JesterRaiin
- $description : <b>This generator provides a random gate/portal to be used in the RPG of your choice.</b><br><br>- Concerning "magic": spells, sorcery, magical items, etc. <br><br>- Concerning "Powers": only applicable to games based on AMBER RPG
- $amount : 1
- $picture : https://rfclipart.com/image/thumbnail/d3-45-1e/double-leaf-open-door-in-a-dark-room-Download-Royalty-free-Vector-File-EPS-32417.jpg
- $button : Generate again
- $surroundings
- inside of a populated building
- just outside of a populated building
- inside of an abandoned building
- just outside of an abandoned building
- inside of an active installation (think: heavy industry or a scientific base)
- just outside of an active installation (think: heavy industry or a scientific base)
- inside of an inactive installation (think: heavy industry or a scientific base)
- just outside of an inactive installation (think: heavy industry or a scientific base)
- among barely recognizable ruins
- in a back alley
- in an underground tunnel (a subway, a railroad)
- in the middle of nowhere just standing there, or hanging in an air a feet or two above the ground
- inside of a vehicle (a submarine, an enormous machine, a spaceship etc)
- in an unsuspected place (in a tree trunk, inside a cave)
- $size
- rather small (enough for a child to use it, or for an adult to squeeze through)
- of normal size (exactly what you'd expect of an object of this kind)
- huge (a whole group of adults might walk through them)
- massive (you could walk a battalion through them)
- gargantuan (a star destroyer could fly through them)
- $design
- a typical door relevant to surroundings
- a typical door or a gate, but entirely out of place
- a window
- a painting
- a drawing on a wall
- a carving on a wall
- a definitely suspicious portal (neon-like outline of a door, or something equally uncommon)
- an ancient gate
- a high tech gate
- both high and ancient tech (think STARGATE)
- $looks
- are in a perfect condition
- are touched by time, but still well preserved
- look like they went through much, but aren't beyond repair
- look like they went through much, and might break after few uses
- look like they barely keep together
- are so devastated that they might not resemble a door at all
- $material
- might be destroyed by mundane means
- might be destroyed by mundane means, but are gonna withstand the time, elements, weather etc
- might be destroyed by mundane means, but it's gonna require very destructible force (nukes!)
- might be destroyed by magic
- might be destroyed only by a Power
- are indestructible by any means
- $lock
- unlocked, everyone might open/activate them
- locked with a typical, mundane lock
- locked with a tricky but mundane lock
- locked and require very special, material key to open (one of its kind, non-replicable)
- locked and require very special, material key to open (one of its kind, but it's possible to make a copy of it)
- locked and require very special, material key to open (there are only a few of them in the world)
- locked and require very special material thing (like a gem, a piece of special wood, a knife) to open
- locked and require very special non-material thing (like a catchphrase, a mantra, a gesture) to open
- locked and require a combination of things to open (for example: a special trumpet playing a specific song or tunes)
- locked, only special people might open it (members of a specific family, people with certain bloodtype, those who suffered during war, etc)
- locked, they open on their own in specific circumstances (once a moonlight lits them, on a special date, when no less than 4 people are around, etc)
- locked, but spells may open them
- locked forever, only people wielding special Power might open them
- $destination
- the other side of door (as expected)
- the other side of door but in different time (future, or past)
- the other side of door but on a different layer of reality (world of dead souls, hellish version of same place, etc)
- another place (via similar portal) within the same world
- an entirely different world
- Labyrinth (a web-like place with door and gates leading to all worlds in existence)
- to the Void (dark and silent infinite emptiness with scraps and bits of worlds floating freely without any order or purpose)
- $direction
- you can go back at any time
- you can go back, but only limited amount of times
- you can go back, but it's complicated (generate another door for specifics)
- there's no turning back
- they disappear
- $special
- you exit unchanged
- you grow tired
- you feel invigorated
- you get a sickness
- you become healed
- you become healed beyond expectations: if you were missing a limb, or one of your organs was severely damaged, they are back and working in 100% perfect condition
- something small is missing from your inventory: a coin from your pocket, a watch from your wrist, etc
- something big is missing from your inventory: your clothes or something you carried on you disappear or gets torn to shreds
- something small is replaced in your inventory: one or more small items get replaced by some other stuff
- something big is replaced in your inventory: all of your items get replaced by some other stuff
- something small appears in your inventory
- something big appears in your inventory
- there's very tiny change in you, one you may as well overlook: a small scar on your back disappears, or you get a mole somewhere on your body
- there's small and visible change in you: your hair color changes, a tattoo you once got disappears
- there's big but invisible change in your body: your heart switches sides, one of your organs becomes damaged or healed
- there's big and visible change in your body: your gender, skin color, height, weight change
- there's big, visible and very disturbing change in your body: you grow additional limbs (even an additional head), your skin becomes rock-hard... You're clearly a mutant, baby!
- there's total translation: you exit as an entirely different person, perhaps even a member of different species
- $gate
- <br><br><br><br><b>THE DOOR:</b><br><br>- PLACEMENT:<br> You may find them [surroundings].<br><br>- LOOKS:<br> They are [size] and look like [design]. They [looks].<br><br>- DURABILITY:<br> They [material].<br><br>- HOW TO OPEN THEM:<br> They are [lock].<br><br>- THE DESTINATION:<br> They lead to [destination] and once you enter them [direction].<br><br>- SPECIAL QUALITIES:<br> Most of times, when you walk through them [special], but every now and then, probably under specific circumstances [special].
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