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Author Topic: Of evil Wizards and Nefarious Overlords: Forum game (6/6) Turn 11  (Read 21172 times)

Fortis

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #90 on: August 21, 2012, 05:00:39 pm »

I'd like my base on one of the mountain peaks between human and elven lands. As for the base traits. I'd like to keep what I have.
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #91 on: August 22, 2012, 07:25:20 am »

My base is on the human capital, wherever that is.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #92 on: August 23, 2012, 12:24:43 pm »

Btw, Dariush, can I have your turn?

You're allowed to suggest one free bonus and minus for your base.
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #93 on: August 23, 2012, 01:15:15 pm »

Spoiler: Base (click to show/hide)

I'll recruit one trader and one apprentice.
Me and one apprentice will research weather manipulation for the sake of conjuring snow to make the sides of my volcano slippery and harder to attack.
Two regulars steal resources, two steal money.
Base traits: lowers enemy morale but increases detection risks (due to, you know, my minions being living fire entities).
« Last Edit: August 23, 2012, 01:33:10 pm by Dariush »
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (6/6)
« Reply #94 on: August 23, 2012, 01:22:03 pm »

Turn 2:


Self, apprentice: Research Infernalism more
Trader: Set up illegal business
1 Regular: Scheme
2 Regulars: Steal money

Progress on infernalism goes well, and soon you got yourselves as good an understanding of demons as you hope to get without ever seeing one(Ie, no further progress on infernalism possible till you reach 1.0 on summoning) Feeling in a productive mood, you continue with your research and manage to fabricate a basic imp summoning spell. Imps are your basic demonic servant. Not evil, but simply mischivous. Good as a servant to aid others, or as a distraction. Due to the nature of the spell, imps will be brought back to their original plane after 1 turn. Imps do not count towards the minion cap. (Any suitable caster (apprentice, or yourself) can cast the spell while doing their other things, albeit at a penalty. Only one instance of the spell may be cast per caster at the same time.)

Your trader has no succes in setting up his businneses.
You're regular has more succes though. He manages to spot a small farm nearbye, which probably contains some money.

Your minions attempted to steal some money from what they though was an unguarded farm, but met the farmer and his help on the way out. The fight went on a bit, and when one of your minions was knocked out, the other decided to run away with what he got. (-1 regular, + 400 money, +2 infamy)

Self, Apprentice: Research Mundane Engineering (Focus is Defensive structures. So ..Walls for now?)
4 Regulars, Steal.


Your minions research into mundane engineering, and while doing that come up with the concept of walls. The technique isn't perfect yet, but they're getting there.

Your minnions decide to split up, and all look for cash. One of your minnions managed to buglar a rather important merchant,atracting quite a lot of attention but providing a lot of money.. (+3600,+5 infamy)

[/spoiler]
I'll recruit one trader and one apprentice.
Me and one apprentice will research weather manipulation for the sake of conjuring snow to make the sides of my volcano slippery and harder to attack.
Two regulars steal resources, two steal money.
Base traits: lowers enemy morale but increases detection risks (due to, you know, my minions being living fire entities).
You recruit one trader and one apprentice. (Due to headcount limits, this will require you to fire 2 regular minions.)

The research in snow conjuration progresses, but you just can't grap it.

Your first minion makes a perfect haul (+15 resources), the second one is less succesfull, but equally unnoticed (+5 resources).
Stealing money is less succesfull. (+500 money)


Brigand: attempt to steal book from merchant
2 regulars: keep searching for more information
Trader:Set up a general store in the street-level as a business front that can double as a fence.

Your brigand utterly fails at stealing the book. He attracted attention when breaking in to the shop, and had to flee for the city guard. He manages to avoid arrestation.

Your regulars fail to find anything. There's like nothing happening at all.

Your trader is unsuccesfull in setting up a general store. (I don't quite get your intention on this, but the action failed anyway so,...)


Regulars try to gain money.

Brigade try to hunt down the politician who backstabbed me. No one crosses our organisation.

Apprentice Research magic engineering.

Myself try to set up a illegal business.

Trader try to bribe another politician.

One of your minions manages to come back with a decent haul (+600), while the other had succeeded equally, he failed any point of tact and manages to loose the money in the ensuing chase (+5 notority.)

The politician seems to have a rather enforced mansion. Killing him would attract lots of attention, and be rather hard to do. (Note, this is a mission you can attempt at any time, and is rather hard. )

Your apprentice makes some, but not much progress on magical engineering.

Setting up an illegal bussines is again unsuccesfull, but no money is lost.

Bribing doesn't work, but no money is lost. The politician just said no.

Karen the Ravenous and Apprentice: Continue researching magic Weather Control: Summon Fog
1 Minion: Build the library
3 Minions: Raid the farmstead, focus on gathering as much food/resources/money as possible. Fly away if any significant resistance or guards arrive. Do not risk extended battle.


And that's pretty much what I envisioned for harpies. Swift, but weak in battle. I imagine they'd have thin bones much like birds would.
The library is build without problems, but sadly, a failed mist spell results in some minor damage and a small release of activated, random magic. It dissipates over time, so as long as it doesn't get too high, it shouldn't be aproblem. Even with the setback, the spell is optimized, the spell is researched.

While getting in and out was needed, the nesicity to avoid extended combat made the haul a bit less lucrative. Nevertheless, you got a nice um of money (+2000)



Self: Research a life magic spell to stimulate the pleasure centers of the brain. (Primarily as a reward for success to increase loyalty.)
2 apprentices: Improve my wall tech.
Trader, 2 regulars: Set-up an illegal business in the nearby port town, probably as a fence, with $1000 seed money.

The life magic spell, was not a big succes. In fact, it was a bit strong, and applied to the brains of various types of vermin as well. As a result, the library was heavily damaged.

Improving the wall tech does work, however, but it gets some hindrance from the vermin.

Setting up the illegal business is succesfull. It is expected to bring in 400 gold coins a week, thanks to the gratious use of seed money.


Spoiler (click to show/hide)


Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)

Spoiler (click to show/hide)



« Last Edit: August 24, 2012, 02:07:08 am by 10ebbor10 »
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #95 on: August 23, 2012, 01:34:15 pm »

Done my turn.

That spell research looks suspiciously like Wurm's skill trees. Is that coincidental?

Also, can I please have a TON of parameters regarding all aspects of the game? Right now I can't help feeling like I'm flailing in the dark.
Which parameters do besieging heroes have? Is their number separately tracked? Are there classes or stuff? Can we get besieged by armies of good, as opposed to individual heroes?
Do we steal stuff from specific factions or from the world in general? If the latter, WHY WOULD YOU DO THAAAAAT?! Which parameters do our minions have that affect it?
Is there any limit on the amount of buildings we can have? Which parameters does our base have? What do specific buildings actually do, along with hard number changes?

I DEMAND NUMBERS. OM-NOM-NOM. NUMBERS.
« Last Edit: August 23, 2012, 01:37:09 pm by Dariush »
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #96 on: August 23, 2012, 02:46:41 pm »

1. Yes. Never played Wurm
2. No
3. They have some parameters: Some measure of skill, knowledge of different evil organisations, and hate towards them. Probably some different combat parameters too.
4. The amount of idiots heroes is infinite. Though killing/ driving one back  will give you a moment of respite.
5. The game focusses on the evil organisations, not the heroes. All heroes will have some differentiating abilities though.
6. Of course
7. At the moment, you aren't stealing that much money. Later missions, especially plotted, plot and such missions, might target different factions.
8. Simplicities sake. If I have to track 2 organistions for 7 players, each with 2-3 stats, that's already 42 extra things.
9. ???
10. Nope, the larger your base becomes, the more noticeable it's gets though.
11. Some stuff relating to magical fields, and some others.
12. What there effects states them to do, of course.

No numbers for you. All mine.
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Terenos

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #97 on: August 23, 2012, 03:27:19 pm »

(Gratuitous RP Fluff.)

The minion was nervous. Hasidor was striding back and forth across the room at the top of the tower. It had taken some remodeling, but now it served as a workshop/living quarters. The minions were never allowed here, so any nervousness was completely understandable.

Hasidor spoke then, in a solid, stable voice that filled the room with purpose and lay dormant of any emotion.

"So. You decided to rob a very wealthy merchant. A merchant whos wealth no doubt buys him friends and influence. This will bring a great deal of attention towards us."

"Please! Sir, it wasn't li"
Hasidor held up a hand, silencing the minion.

"Do it again."

-----
Self, Apprentice: Research some manner of training room, to improve the talents of my minions
4 Regulars, Steal Resources
« Last Edit: August 23, 2012, 03:47:59 pm by Terenos »
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Dariush

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #98 on: August 24, 2012, 03:19:24 am »

Are you kidding me? Why can't you give some nice things for us (okay, me) numbernuts?  :'(

Nirur Torir

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #99 on: August 24, 2012, 08:47:25 am »

Are you kidding me? Why can't you give some nice things for us (okay, me) numbernuts?  :'(
((It's more fun this way, and makes it easier for him to make small changes for better balance.))


Buy resources and repair that library.
Myself, both apprentices: Research conjuration in an attempt to create resources.
Both regulars: Re-appropriate funds towards my goals. (One will repair the library if I need manpower)
Trader: Gather information if not needed to run the business.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turn one
« Reply #100 on: August 24, 2012, 12:59:41 pm »

Yup, also, some of the late game parts haven't been finished yet.
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Fortis

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #101 on: August 24, 2012, 07:15:40 pm »

Karen the Ravenous's pale, gaunt face peered over the library, surveying the damage the apprentice's miscast had done to it. All told, for a spell backfire, they had been lucky. There were a few new cracks, a couple holes in the roof, but the library was still intact. She could feel a magical charge in the air, making her feathers tingle, but so far, only a minor ethereal contamination. In of itself not dangerous, though several such miscasts would be most inconvenient. Karen swooped down out of the air and landed with a thump near the apprentice, a younger male harpy with dull brown feathers. Naturally, the apprentice promptly flung himself down into the snow, prostrating himself before Karen.

"Forgive me, master," The apprentice mumbled. Karen merely chuckled, the apprentice was probably expecting some form of retribution. As belligerent as most harpies can be, it wasn't an unreasonable fear. But Karen had fought long and hard to master the natural instincts of the harpy. Even the clutching, gnawing hunger that constantly harried her sanity. After keeping that at bay, the tendency to snap and argue was simple to deal with.

"Come now, my dear, there is no need for that. I do not blame you," Karen said, causing the apprentice to get up, showing an expression of surprise and confusion. "You have much to learn about magic. It is a living, breathing thing, as alive and emotional as any harpy. Sometimes it smiles upon you. Sometimes, it frowns. And sometimes, it betrays you. It has even turned on me in the past, from time to time. You are still learning to feel the mood of the aether. In time, you will learn when it is best to ask favors of it."

"But the library," The apprentice began, but Karen just waved off his objections with a wing.

"It will be fixed within the week. Now, I imagine you are eager to test out this new spell we have devised. Go to the storm tower, and command the sky. Send a mist to hide the raiders from the prying eyes of the land dwellers." Karen said. Eagerly, the apprentice took wing, shouting thanks behind himself as he flew for the storm tower. Karen just chuckled, as she went to the library. He would learn in time, and eagerness will be tempered with wisdom and experience. For now, she herself had research to do. The gods' ancient curse on her race would not break itself. It was a long flight ahead of herself, and no doubt it would rain blood before the end. When it did, she hoped it would be the blood of the very gods that had cursed her ancestors. And if fortune favored her, the blood would be spilled by her talons.

--------------
Actions:
Karen the Ravenous: Research magic (Weather control, summon snowstorm)
Apprentice: Cast Summon Fog from the storm tower to conceal the regular minions.
1 regular minion: Repair the library
3 regular minions: Raid human lands for food, resources, and money.
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IronyOwl

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #102 on: August 24, 2012, 07:23:51 pm »

Self, Apprentice: Research Summon Imp, move along to some other summoning spell if completed
Trader: Set up business
Regulars: Steal money

Recruit second apprentice
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Teneb

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #103 on: August 24, 2012, 08:13:44 pm »

Brigand: Stay out of town until the guards forget about him.
Trader: Become a fence in the sewers in order to secure a steady income for the organization.
Regulars: Search for victims to rob.
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10ebbor10

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Re: Of evil Wizards and Nefarious Overlords: Forum game (7/6) Turnt two
« Reply #104 on: August 26, 2012, 05:10:50 am »

Just a little reminder that turn 2 is indeed completed.
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