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Author Topic: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.  (Read 6647 times)

Demonic Spoon

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #60 on: March 14, 2016, 01:44:56 pm »

Minor: Find out who the strongest being in the Colony is.
You or Jadesea, with most of the Gargoyles and some of the stronger beastmen among the prisoners coming in after you. I can roll that as an action with a chance of finding a hidden gem among the masses if you like, but that'd leave you with a chance of deciding that some skinny goblin runt is the strongest guy in the colony.

Please note that there aren't very many trees around, so this isn't as useful as it might be.
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spümpkin

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #61 on: March 14, 2016, 01:52:43 pm »

(Question:
How would I phrase an alchemical combination? Would it be the same as a spell?)
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Quote from: Sergarr
When in doubt, use puns.
Quote from: Calidovi
in our own special way we are all shitpost
each day, when the sun shines and greets us with a smile, at least one of us finds that inner strength to spout bullshit on a forum revolving around the systemized slaughter of midgets
dont call me a shitposter, call me a spirit one with the shitpost atman
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that's pretty gay

Demonic Spoon

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #62 on: March 14, 2016, 01:57:20 pm »

(Question:
How would I phrase an alchemical combination? Would it be the same as a spell?)
Rough example: "Mix eye of worm, toe of snake and hair of bat to create potion of healing"

Power: Eye of worm, Toe of Snake and Hair of Bat

Effect: Potion of Healing

Mechanism: I mix together the ingredients in a big cauldron under a full moon to bring out their full power.

Materials: I store the potion in a jade bottle, making it last longer.

Strength: 2 (The potion works pretty well)
Scale: 1 (It only works on one person)
Stability: 2 (The potion can be stored a while before beginning to lose potency)
Sophistication: 1 (Healing is somewhat complex, but the potion itself isn't anything fancy)

Hope that clears things up.

Feel free to do stuff differently, this is just an example of how alchemy might work, I'm openminded as long as you largely follow the framework set out in the first post.

EDIT: If you're feeling lazy then you don't need to specify the SSSS values and can leave them to GM discretion. Similarly power source defaults to ambient mana.
« Last Edit: March 14, 2016, 11:59:24 pm by Demonic Spoon »
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adwarf

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #63 on: March 14, 2016, 02:18:21 pm »

Major Action: Take the miners under my wing, and have them begin to carve an underground cave area for myself and them. Ask them to create individual rooms for themselves, a room for me, and two spare rooms connected to mine for a workshop and a library. In return they'll get to stay inside a cave that I'll cover in defensive formations.

Major Action: Set up an array at the camp that will draw in ambient mana, and my mana that is meant to refine and power the steel sword.

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The Froggy Ninja

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #64 on: March 14, 2016, 03:01:42 pm »

While not exactly gentle, you're having a far smoother ride than than the otterweasel, whose misfortune you take a moment to chuckle at as you speed past the spatial tear it's stuck inside.

Just like weasalotter thing-thing before you, you fail to find any handholds, sliding down the hole. Fortunately, you are clever-clever and skilled-skilled, so you merely enter freefall rather than bouncing around like a marble. Gnoll superiority has been proven once more!
"Well that went the opposite of the way I wanted it to. And fuck you too."
Major Action: Try carving that mana dowsing rod again.
Minor Action: Look for a ley line.
Major Action: Carve a basic healing circle into the ground.
Spoiler: spell (click to show/hide)
« Last Edit: March 14, 2016, 03:27:06 pm by The Froggy Ninja »
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Detoxicated

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #65 on: March 14, 2016, 06:34:32 pm »

Major Action: Begin chanting to atract powerful peaceful spirits
Major Action: Gather rocks to create a binding circle
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crazyabe

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #66 on: March 14, 2016, 08:03:41 pm »

Minor: gather one stick per tree from Any Near by trees.
Minor: Find out who the strongest being in the Colony is.
Spoiler: Major: MAGIC! (click to show/hide)
Major: Mine any Rocks I Dug up.
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“Don’t quote me.”
nothing here.

Detoxicated

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #67 on: March 14, 2016, 08:53:15 pm »

Minor Action: Hang out with some rebelious farmers and petty criminals and listen to their tales
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piratejoe

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #68 on: March 14, 2016, 09:31:36 pm »

"You'd have to be a spatial magic archmage to get out of this teleport trap instead of just making things worse, which the Undying Court made sure none of you mages are. "
(((I know this was a while ago but i had to add this) If you want to escape from this hell please dial 1-800-YukariYakumo now! Yukari is not responsible for injury or death and consumption of your corpse,do not contact Yukari unless you are willing to pay with anything you may have.))
Spoiler: also a sheet (click to show/hide)
(I effectively made a scout animal whisperer mage...)
« Last Edit: March 15, 2016, 02:13:59 pm by piratejoe »
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

spümpkin

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #69 on: March 14, 2016, 09:51:58 pm »

(Alright then!)

Major Actions are in bold text.
Minor actions are in italic text.

Major Actions:
Mix together some magic infused-herbs with some ground lizard scales to create a potion of healing and stopping bleeding.
Spoiler: Alchemy Powers Go! (click to show/hide)

If successful above, command my cult into creating more, beginning mass-production. If unsuccessful, command them to forage for ingredients.

Minor actions:
Get my cult to spread the word, and try to amass more followers.

Speak to Jadesea about my proper identification as an Alchemist (see text below).


"Hey, Jadesea. I'd like to say that I'm actually an Alchemist, not a Fire Elementalist. Mm'Kay?"
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Quote from: Sergarr
When in doubt, use puns.
Quote from: Calidovi
in our own special way we are all shitpost
each day, when the sun shines and greets us with a smile, at least one of us finds that inner strength to spout bullshit on a forum revolving around the systemized slaughter of midgets
dont call me a shitposter, call me a spirit one with the shitpost atman
Quote from: Descan
that's pretty gay

piratejoe

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Re: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« Reply #70 on: March 19, 2016, 04:45:41 pm »

(poke)
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.
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