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Author Topic: Extra Civ for Masterwork: The Revenants  (Read 11595 times)

Gamerlord

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Re: Extra Civ for Masterwork: The Revenants
« Reply #75 on: July 15, 2013, 08:45:40 am »

When you write anything for this, F, send it to me for editing/spellchecking. Please.

fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #76 on: July 15, 2013, 10:21:00 am »

sure also I don't have ADHD I just type WAAAAAY to fast...
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fire1666

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Re: Extra Civ for Masterwork: The Revenants SEARCHING FOR IDEAS!!!
« Reply #77 on: July 16, 2013, 02:35:11 am »

so, I think we need to start compiling ideas for the mod soon and some goals for the future. post them below people and i will add them to this post so all can see what the ideas are!

So far these are the concepts and ideas we have got for the Revenants faction
They will have undead characters in their arsenal of castes (if possible)
Possible usage of glass or "dark glass" material
"soul shard" like item that is used to craft / forge / build most post Teir II items and buildings.
Usage of spiritural items and weapons

Pending ideas
possibly have "quote Gamerlord" 'peaceful' and 'profane'. Sort of like, peaceful you'd get stuff that would allow you to convert farmed cattle into stuff, while the profane route would work a bit like the orc raiding system, taking captives and 'holy' items that can be corrupted/sacrificed.
maybe convert meat from cattle into somthing OR have a race specific cattle simular to jackrats that provide osmthing useful e.g. soul essence.




Post ideas for this and I will add if you want me to.
« Last Edit: July 16, 2013, 04:50:46 am by fire1666 »
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Gamerlord

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Re: Extra Civ for Masterwork: The Revenants
« Reply #78 on: July 16, 2013, 04:23:48 am »

Maybe instead of 'passive' and 'aggressive' it could use 'peaceful' and 'profane'. Sort of like, peaceful you'd get stuff that would allow you to convert farmed cattle into stuff, while the profane route would work a bit like the orc raiding system, taking captives and 'holy' items that can be corrupted/sacrificed.

fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #79 on: July 16, 2013, 04:49:02 am »

Maybe instead of 'passive' and 'aggressive' it could use 'peaceful' and 'profane'. Sort of like, peaceful you'd get stuff that would allow you to convert farmed cattle into stuff, while the profane route would work a bit like the orc raiding system, taking captives and 'holy' items that can be corrupted/sacrificed.
modifying the post now, seems like a wise change
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Isngrim

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Re: Extra Civ for Masterwork: The Revenants
« Reply #80 on: July 17, 2013, 06:29:24 pm »

sorry ive been gone for a while.
i was thinking about how the Revs would reproduce,what if we did a caste with the pet tag and a reaction like Mephs animal armoring reactions/building.not certain where the pet caste will come form though.
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08:43 PM The wild animals and insects sang a merry tune and the trees performed a dance. I know you're trying to cheer me up, Vishnu, but that was actually a bit creepy.-Rhons

Gamerlord

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Re: Extra Civ for Masterwork: The Revenants
« Reply #81 on: July 17, 2013, 10:20:23 pm »

Perhaps we just use sprites and changelings as placeholders for now?

Dwarf Kitty

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Re: Extra Civ for Masterwork: The Revenants
« Reply #82 on: July 18, 2013, 03:13:50 am »

Jumping into this.   :)
 
You know how some legendaries in worldgen strive to extend their lives by any means necessary, then become vampires and such?  They gotta figure those things out somehow.  What if the Revenant civ is an alliance of like-minded cults and cultists?
 
The base race are living souls who seek the darker magics.  Embrace death and become necromancers, extend life indefinitely through vampirism or lichdom, or raise the Carp God.  Loosely allied, they find safety in numbers.  Even the drow distrust them.  (Challenge:  Create a civ that contains representatives from the other races.) 
 
Their pets are anything from shades and ghosts (humanoid as well as ghost dogs and kitties) to Lovecraftian deep one abominations.
 
Citizens must study to become or be transformed into supernatural creatures, such as vampires and werebeasts or lichs.  (Think the transformations of the golem forge or the Masterwork temples.)  Anything that comes from the living and still has a semblance of life.
 
The cultists have sacrificed the ability to reproduce naturally, either as a vow of celibacy or enforced through more macabre means.  Reproduction (to answer Isngrim's question) would then be through recruitment or conversion.  Migrant waves would be of fresh recruits or converts.  Any invaders captured would be either converted or sacrificed.
 
Fallen untransformed citizens and fallen invaders could be ressurected as zombies or part-zombie convert slaves.  Ideally, these become citizens, but pets would work well enough if the other reproduction avenues are in place.
 
Also, corpse bone and flesh and blood would be important materials.  Maybe sanctify their weapons and armor?  Give the butcher shop or slaughterhouse an "extract blood from fresh corpse or victim" reaction, then use bone and blood as reagents in forging.
 
The soul shard would have to be harvested easily if you're going to require them for items.  Perhaps a certain type of mage would take a sentient being's corpse and magically distill it down into a crystal.  If the soul distilled had already become a ghost, the ghost disappears as if memorialized.  Or the shard is dropped from some corpse-munching animal like the golden goose drops gold bars.
 
Ooh, idea:  Revs create special dark glass for various uses, take raw dark glass and sentient being's corpse to make soul shard!
 
And I vote that blood or bone meal is the special ingredient to make dark glass.   ;)
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fire1666

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Re: Extra Civ for Masterwork: The Revenants
« Reply #83 on: July 18, 2013, 05:17:41 am »

Jumping into this.   :)
 
You know how some legendaries in worldgen strive to extend their lives by any means necessary, then become vampires and such?  They gotta figure those things out somehow.  What if the Revenant civ is an alliance of like-minded cults and cultists?
 
The base race are living souls who seek the darker magics.  Embrace death and become necromancers, extend life indefinitely through vampirism or lichdom, or raise the Carp God.  Loosely allied, they find safety in numbers.  Even the drow distrust them.  (Challenge:  Create a civ that contains representatives from the other races.) 
 
Their pets are anything from shades and ghosts (humanoid as well as ghost dogs and kitties) to Lovecraftian deep one abominations.
 
Citizens must study to become or be transformed into supernatural creatures, such as vampires and werebeasts or lichs.  (Think the transformations of the golem forge or the Masterwork temples.)  Anything that comes from the living and still has a semblance of life.
 
The cultists have sacrificed the ability to reproduce naturally, either as a vow of celibacy or enforced through more macabre means.  Reproduction (to answer Isngrim's question) would then be through recruitment or conversion.  Migrant waves would be of fresh recruits or converts.  Any invaders captured would be either converted or sacrificed.
 
Fallen untransformed citizens and fallen invaders could be ressurected as zombies or part-zombie convert slaves.  Ideally, these become citizens, but pets would work well enough if the other reproduction avenues are in place.
 
Also, corpse bone and flesh and blood would be important materials.  Maybe sanctify their weapons and armor?  Give the butcher shop or slaughterhouse an "extract blood from fresh corpse or victim" reaction, then use bone and blood as reagents in forging.
 
The soul shard would have to be harvested easily if you're going to require them for items.  Perhaps a certain type of mage would take a sentient being's corpse and magically distill it down into a crystal.  If the soul distilled had already become a ghost, the ghost disappears as if memorialized.  Or the shard is dropped from some corpse-munching animal like the golden goose drops gold bars.
 
Ooh, idea:  Revs create special dark glass for various uses, take raw dark glass and sentient being's corpse to make soul shard!
 
And I vote that blood or bone meal is the special ingredient to make dark glass.   ;)
holy shit, im loving these ideas!
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somebears

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Re: Extra Civ for Masterwork: The Revenants
« Reply #84 on: July 19, 2013, 07:43:34 am »

I never really played other race mods, but this looks awesome!

some Ideas:

Base Race:
Basics
  • All Things require a soul to operate/move.
  • farming yields no food.
  • cavern level 3 should be some soul-area (soul-trees/wild souls/....)
  • you can destroy each creatures body and make it into a basic soul



Spoiler (click to show/hide)

Tier 1

Spoiler (click to show/hide)

Tier 2
Spoiler (click to show/hide)

Tier 3
Spoiler (click to show/hide)

Still needs waaaaaaay more creatures/buildings, but that's what i came up with. Also more things than I expected^^

Let me know what you think!
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Gamerlord

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Re: Extra Civ for Masterwork: The Revenants
« Reply #85 on: July 19, 2013, 08:17:43 am »

Sounds really good, but most of it will need dfhack to work.

somebears

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Re: Extra Civ for Masterwork: The Revenants
« Reply #86 on: July 19, 2013, 08:38:16 am »

why that? Isn't it possible to have specific castes with specific bodies? so all you need to do is change the caste of eg a soul, into a caste that has a real body
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Gamerlord

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Re: Extra Civ for Masterwork: The Revenants
« Reply #87 on: July 19, 2013, 08:40:33 am »

Yes, but it means NO breeding.

somebears

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Re: Extra Civ for Masterwork: The Revenants
« Reply #88 on: July 19, 2013, 08:48:00 am »

NO breeding for any caste? Doesn't Meph use something like that for his magic system?
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Gamerlord

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Re: Extra Civ for Masterwork: The Revenants
« Reply #89 on: July 19, 2013, 08:54:20 am »

The basic acolytes you mentioned will have to have breeding disabled if you choose to allow them to have any race.
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