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Author Topic: [OOC] Numenera: Return of Fire [8/6]  (Read 4441 times)

Silcugar

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[OOC] Numenera: Return of Fire [8/6]
« on: February 28, 2015, 05:04:12 am »




"There are two sorts of honest captain. The brave, damned fools who cut through the storms and cross the Waste Sea, and the softhanded seabarons who concede what little skill they had by passing through the Falsehaven Levee."
-Pirate Lord Picen doMoore

"A place of death. Or perhaps, unlife? Salt clings to the air and chokes the earth, longing to return to the Lost Sea, seeping into any moisturous flesh in can find. Desert Folk skulk the sands, living the only life they've ever known, in this Saltrock Sea."
-Duneman occultist

"The League is the calming force this desperate land yearns for. These bountiful fields we have been blessed with, pinched between desiccate sands, fetid wastes, willful waters, and unknowable and unnavigable thickets... They are the sole blessing afforded to us. There are only two paths: steadfast order... or outright chaos."
-Adjunct Coulu of the Tersiac League

"There have been many worlds. This world is ours to mold. There are many gifts from previous worlds. These are our tools. Mysteries abound. Every discovery brings us closer to a greater understanding of the past, and thus, our future."
-Excerpt from 'The True Aeon Sentiment'


"There have been eight previous worlds. You may refer to them as ages, aeons, epochs, or eras, but it’s not wrong to think of each as its own individual world. Each former world stretched across vast millennia of time. Each played host to a race whose civilizations rose to supremacy but eventually died or scattered, disappeared or transcended. During the time that each world flourished, those that ruled it spoke to the stars, reengineered their physical bodies, and mastered form and essence, all in their own unique ways.

Each left behind remnants.

The Ninth World is built on the bones of the previous eight, and in particular the last four. Reach into the dust, and you’ll find that each particle has been worked, manufactured, or grown, and then ground back into drit—a fine, artificial soil—by the relentless power of time. Look to the horizon—is that a mountain, or part of an impossible monument to the forgotten emperor of a lost people? Feel that subtle vibration beneath your feet and know that ancient engines—vast machines the size of kingdoms—still operate in the bowels of the earth. The Ninth World is about discovering the wonders of the worlds that came before it, not for their own sake, but as the means to improve the present and build a future."
–Excerpt from the Numenera Corebook

Numenera has really revived my interest in making a high sci-fi setting, though I still like the personal nature of small party adventures taking place on one planet (well, mostly) as opposed to a space opera-like setting. And so, here is...
Numenera: Return of Fire

Lore
Spoiler: A General History (click to show/hide)

Gameplay
Spoiler: Character Sheet (click to show/hide)

Characters
Spoiler: Patrick Hunt, Tristan (click to show/hide)
Spoiler: wolfchild, Myreen (click to show/hide)
Waitlist
Andres
« Last Edit: March 14, 2015, 02:32:00 am by Silcugar »
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~Neri

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Re: [OOC] Numenera: Return of Fire (Sign Ups)
« Reply #1 on: February 28, 2015, 05:32:23 am »

So I could technically import the KX9 from one of my own settings? ((Offshoot branch of humanity that rapidly went Singularity multiple times in the span of a couple centuries after they utterly annihilated the Megacorp that made them. Based on how this is absurdly far future, they'd be.. Interesting to play as, I don't have the Late Cosmic Era part of them fleshed out yet, so this could always help.
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Lord_lemonpie

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Re: [OOC] Numenera: Return of Fire (Sign Ups)
« Reply #2 on: February 28, 2015, 05:57:34 am »

Ptw, seems interesting.
Might join eventually
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Cheesecake

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Re: [OOC] Numenera: Return of Fire (Sign Ups)
« Reply #3 on: February 28, 2015, 06:42:26 am »

Name: Tchatcha Ianmo
Appearance:
He is wrapped from head to toe in rags and bandages, reeking heavily of embalming fluid and rot. His eyes are cloudy and aimless, but Ianmo can see clearly for some reason. His frame is nearly skeletal and has no physical strength left, except only enough to shuffle around. His voice is raspy and unclear, and his speech is broken and guttural.
Skills/Profession/Moniker:
Stemming from the same force that's keeping Ianmo alive, he can inflict his curse onto other corpses, raising them temporarily. The zombies are completely enthralled to Ianmo, but if they move too far from him or Ianmo stops concentrating they die permanently. Ianmo excretes a strange fluid from his hand that he can lob at enemies to corrode their skin and anything they're wearing. It's also quite poisonous.
Bio:
For unknown reasons, Ianmo could not pass on to the next life, nor could he find the reason for this. The occultists and shamans say that his spirit was cursed. The more advanced 'doctors' thought it had something to do with nanites that lingered in the tomb Ianmo was buried in. He still isn't sure.

One witchdoctor witnessed something similar that happened many years ago, and in his studies of the man they found that he would live forever in great pain unless he found his 'true' death. Any other kind of death would render his body useless, but keep his mind fully conscious. They would rot away, but their spirit would linger there for eternity and suffer. Unfortunately, that man died the wrong death. Ianmo didn't want to suffer like he did.

Ianmo was contacted by people who knew his true death. They would not tell him, unless he used his skills to escort the caravan and follow the leader's instructions. Ianmo accepted right away. He didn't care how they knew about true death or his condition; all he cared about was ending his pain and meeting his ancestors.

((Is this fine?))
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I wish I could unwatch a thread because every time I look at this I can feel myself dying faster
Dying of laughter?
Dying of pure unbridled hatred, actually.

Patrick Hunt

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Re: [OOC] Numenera: Return of Fire (Sign Ups)
« Reply #4 on: February 28, 2015, 12:45:20 pm »

Spoiler: Character Sheet. (click to show/hide)
« Last Edit: March 01, 2015, 12:02:10 am by Patrick Hunt »
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

zacen299

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Re: [OOC] Numenera: Return of Fire (Sign Ups)
« Reply #5 on: February 28, 2015, 02:50:22 pm »

I might just need to make a sheet, oh hell I will it'll bug me if I don't.

Spoiler: Character Sheet (click to show/hide)


That any good or is it terrible?
« Last Edit: March 01, 2015, 09:45:36 am by zacen299 »
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

Pencil_Art

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Re: [OOC] Numenera: Return of Fire (Sign Ups)
« Reply #6 on: February 28, 2015, 03:00:44 pm »

Interested.
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Silcugar

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Re: [OOC] Numenera: Return of Fire (Sign Ups)
« Reply #7 on: February 28, 2015, 03:14:01 pm »

So I could technically import the KX9 from one of my own settings? ((Offshoot branch of humanity that rapidly went Singularity multiple times in the span of a couple centuries after they utterly annihilated the Megacorp that made them. Based on how this is absurdly far future, they'd be.. Interesting to play as, I don't have the Late Cosmic Era part of them fleshed out yet, so this could always help.

Possibly. That all depends on what exactly a KX9 is (or, maybe, what it appears to be) and what it is capable of. As long as it has very little to no knowledge of earths history, and perhaps only has a basic intuition about the numenera (say, equivalent to a nano of similar skill level), then I wouldn't have a problem with it. After all, the game is about adventure and discovery. It wouldn't be much fun if we had a walking encyclopedia pointing out that a dormant chemical weapon facility is actually just a 246th century car wash.

((Is this fine?))

At first, I thought your appearance would be troublesome. The age old "PC plays a goblin, gets chased out of every town" conundrum. However, I like the concept, and I think the NPC relations problems can be easily handled. Would you say the ragged bandaged appearance is enough to just make him look mostly human (if destitute) at a casual glance? Also, do you have an idea of what kind of limits your necromancy (for a lack of a better term) has/ specifics of how it works? How about other utility skills like knowledge of the numenera, first aid, streetwise, etc? You also might consider alternate, more mundane forms of attack for when raising the dead/ poison isn't an attractive option (say, when capturing someone alive, or when fighting with someone who might find it unethical).

Basically, I just need a few more talents/skills to flesh out his skill set.

Spoiler: Character Sheet. (click to show/hide)

Looks good. Later on I'll likely need you to expand on the details of your religious order. Unless you want to include any utility skills (beyond ones that fall under physical adeptness), you're good to go.

I might just need to make a sheet, oh hell I will it'll bug me if I don't.

Spoiler: Character Sheet (click to show/hide)


That any good or is it terrible?

Hm. I enjoy the concept from a narrative point of view. My concerns are two-fold.

One, the combination of powers seems very powerful. However, I like the gravity manipulation angle. Do you think we can merge the gravity control with the bow, so that you control the arrows by altering the gravity working on the arrow itself? Perhaps the bow and/or quiver is somehow attuned to you (maybe the arrows are made of dense materials that would normally be useless?). Of course, I think it would be a 'loose' kind of control rather than a fine manipulation.

Two, the 'cursed aura' usually ends up meaning the group finds out and gets pissed. Then we get stuck in the 'We really should kick you out, but since the story demands we stay together I will forfeit logic for now.' However, I have a few ideas to negate this. If you already have an idea what kind of curse this is PM me the details. If you want to leave it up to me, just focus on point one.
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Patrick Hunt

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Re: [OOC] Numenera: Return of Fire (Full, I think. Waitlisting)
« Reply #8 on: February 28, 2015, 03:23:10 pm »

I did consider some kinds of anti magic but I thought that might be a bit much.
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Caine's law.
And so, here at the end of days, you are as you’ve always been. Willing to die. Not willing to quit.

Vengeance is mine saith the Lord but this morning. He's going to fucking well have to share.

Is she worth it, would you burn the city to save her? For her, I'd burn the world.

Boxman

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Re: [OOC] Numenera: Return of Fire (Full, I think. Waitlisting)
« Reply #9 on: February 28, 2015, 03:25:45 pm »

Spoiler (click to show/hide)

((How's that? Edited a bit))
« Last Edit: March 01, 2015, 01:25:27 am by Boxman »
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zacen299

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Re: [OOC] Numenera: Return of Fire (Full, I think. Waitlisting)
« Reply #10 on: February 28, 2015, 03:26:34 pm »

Hmmm, that's actually not a terrible idea on the arrows. Would probably make them quite effective if they weigh quite a bit. Just make 'em fall at people. I'll fix the sheet in a moment, as for the curse I leave it to you. Edit: Alright hows that?
« Last Edit: February 28, 2015, 03:31:25 pm by zacen299 »
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I (somehow) wield a marble coffin that i fill with the corpses of all I have slain (to make an already heavy object even heavier) in one hand, and the other holds a book made out out of fucking platinum. The book can crush skulls, and the coffin grows ever stronger and now that is has a few dead dragons in it, it sends people flying a mile backwards to explode in a pile of gore. Gore which I then place into the coffin,

Pencil_Art

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Re: [OOC] Numenera: Return of Fire (Full, I think. Waitlisting)
« Reply #11 on: February 28, 2015, 03:48:34 pm »

Name: Severo Alieus

Appearance:
A tall, dark haired man with wildly varying skin tones. He is sturdy and muscled, though this becomes strange to look at when coupled with his mutation. He often appears deep in thought and is quite quiet.He wears travel-worn clothes and is often seen with a large backpack on. He seldom lets others see the contents. He often changes his skin tone to camouflage himself, and his clothes and bag are made out a mysterious material that turn into colors as he sees fit. He also owns two mysterious and bulky metal gloves, in which a variety of installments can be found, detailed below. He often carries a sturdy walking stick. Goggles are wrapped around his head, and he uses them only occasionally. Otherwise he keeps his eyes uncovered.

Skills:
Metal Gloves: These gloves contain a huge amount of incredibly small nanobots that shoot out and start repairing tissue, bone, almost any living thing. They return on the will of the owner, in this case, Severo.

Backpack: Who knows anything about his backpack? I don't.
Spoiler: JK (click to show/hide)

Chameleon Skin: A strange mutation allows Severo to change his skin color and tone at will. It may also change to reflect his mood.

Tinker Tool use: Severo is skilled in using tools to tinker with his creations.

Survival Skills: Spending 8 years in the wild with a friendly computer has taught Severo many survival skills. He can use most survival skills, like lighting fires (He has a flint and steel), butchering animals, finding water, and tracking.

Bio:

From an early age, Severo's family noticed two things about him. He hated to see anyone hurt, and he loved to tinker. Severo grew up tinkering with scrap metal, computers, and other mechanical devices his parents brought home with them, purely for this purpose. His parents were archaeologists, and had the same mutation that he had: chameleon skin. They dug up ancient artifacts for a living, selling the objects to various museums. One day, they brought home with them an ancient nano-computer, one which they had decided to give to 'their little Sev' to play with. Who knew that after a day and a half taking apart and putting back together this wondrous thing, that Severo (aged 15) would have it talking back to him! Severo made great discoveries in this field, and had often thought of sharing them to the wider world, but decided to keep it to himself. It was too risky, he reasoned.

He studied archaeology with his parents and had this as a job. However, it was mostly a hobby, and he always spent more time on his machines.

When he turned 20, the ancient computer led him to several ruins far away from civilization. Here, the computer sent out a signal, and before Severo's eyes, a cloud of nanobots appeared. The computer told the nanobots to obey Severo's every whim. He now houses them in his metallic gloves. The computer taught him many things about what it had been life in the computer's time, giving Severo a massive boost in the knowledge of ancient computer technology.

However, sometime after he turned 25, things started to go awry. At this time he had been prototyping spider-like bots capable of following most orders Severo gave them. People accused him of dabbling in dark magic ("There is no such thing!" he complained) and chased him away from his home, like a classic angry mob, armed with inadequate but fearsome looking weapons. He had quickly packed his belongings into a large backpack he had kept just for this purpose, and left quietly.

He traveled around the world, picking up survival skills and travelling the various settlements. However, the station was always temporary, and he always left before anything bad could happen again. He tinkered with his machines where no one else could see, and hoped that no one did. He always left before the year was out, and sometimes long before that.

His travels took him to Falsehaven. A conspicuous name if ever there was. He was offered by a caravan leader to be taken to somewhere where he could tinker with his machines and nobody would be frightened. He accepted the terms warily, but was glad to be there. A caravan was never temporary, and with it came the chance to not be so alone.

He is now 33.
« Last Edit: March 01, 2015, 10:18:19 pm by Pencil_Art »
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Harry Baldman

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Re: [OOC] Numenera: Return of Fire (Full, I think. Waitlisting)
« Reply #12 on: February 28, 2015, 03:56:20 pm »

Character in progress, will add bio later.

Spoiler: Character? (click to show/hide)
« Last Edit: March 01, 2015, 05:53:22 am by Harry Baldman »
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~Neri

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Re: [OOC] Numenera: Return of Fire (Full, I think. Waitlisting)
« Reply #13 on: February 28, 2015, 04:19:10 pm »

((Depending on the specific strain of KX9, they vary heavily. As in, certain late era strains are occasionally literally starships, compared to early era strains that are more or less just heavily modified and specialized humans in both genetic and mechanical. Excluding a few. Outside of KX9 space, they tend to travel in mixed groups, specially early strains due to their extreme specialization in some areas with occasional deficits in others. Early era strains tend up be the most common even in late era due to their millennias long lifespans and their rather high reproduction rate. Given, many early era strains tend to forgot things after a couple hundred years or so due to their mental specializations. Technically a couple strains can't remember three years prior without implants to aid them. Although what they do remember is photographic in those cases.

So as for your question, it really varies heavily. I can simply pick a strain that fits the criteria. [although there would be the question as to why it isn't with another KX9, a number of strains don't function well without others nearby.]))
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Silcugar

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Re: [OOC] Numenera: Return of Fire (Full, I think. Waitlisting)
« Reply #14 on: February 28, 2015, 11:44:31 pm »

Spoiler (click to show/hide)

((How's that? Edited a bit))

Well, because of the odd nature of currency in this setting, an ancient implant would not be able to correctly tell you the value of most objects. However, we can hand wave this by having the device give you random, untranslatable symbols that you have a loose understanding of. As in: "Oh, the device says this mine has four weird triangle things and a couple spiral conic sections... So explosive, violent, and about as valuable as four weak explosives." Besides that, everything checks out.

Oh, and a note to the others: Currency in this world takes the form of random valuable looking shards of inert tech, since any given valuable metal can likely be created by some machine. Therefore, money in this setting literally has power. Often, bits of unstable alloy or sometimes a much more destructive force. Most people, though, cannot detect it.

Hmmm, that's actually not a terrible idea on the arrows. Would probably make them quite effective if they weigh quite a bit. Just make 'em fall at people. I'll fix the sheet in a moment, as for the curse I leave it to you. Edit: Alright hows that?

Looks good. You can retain some amount of self control over the forces of gravity acting on your person, if you like. Maybe not so drastic as to allow fine control... for now. With training, though, you might be able to effectively fly (cue the 'controlled falling' joke).

((Depending on the specific strain of KX9, they vary heavily. As in, certain late era strains are occasionally literally starships, compared to early era strains that are more or less just heavily modified and specialized humans in both genetic and mechanical. Excluding a few. Outside of KX9 space, they tend to travel in mixed groups, specially early strains due to their extreme specialization in some areas with occasional deficits in others. Early era strains tend up be the most common even in late era due to their millennias long lifespans and their rather high reproduction rate. Given, many early era strains tend to forgot things after a couple hundred years or so due to their mental specializations. Technically a couple strains can't remember three years prior without implants to aid them. Although what they do remember is photographic in those cases.

So as for your question, it really varies heavily. I can simply pick a strain that fits the criteria. [although there would be the question as to why it isn't with another KX9, a number of strains don't function well without others nearby.]))

Well, I'll let you craft up a solution that is acceptable to your idea of what a KX9 is, so long as it's acceptable to me in this setting. It sounds like you're on the right track, since the early generations seem to fit my criteria. Just to reiterate the constraints:
1. No memory of the far flung past.
2. At most a vague memory of the earth at large in recent years (akin to a bardic knowledge setup.) As you say, these beings have a photographic memory, so perhaps this specific unit is flawed (by accident or just due to age), or the memory is limited to a reasonable amount of time.
3. You give me any relevant details regarding the characters abilities at generation. We can always make tweaks along the way, but I don't want to have the "But my character has resistances to that kind of attack!" argument down the line.



@Pencil and Harry: Looks promising so far, I'll hold off any further comment 'till you've finished.
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Quote from: Isaac Asimov
I write for the same reason I breathe — because if I didn't, I would die.
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