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Author Topic: Titans of Creation: A Setup Game [World Two]  (Read 18761 times)

Iituem

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #60 on: August 18, 2015, 05:26:00 am »

((How about a compromise? We allow ice to reflect light, but only when it is treated with a certain substance. The substance would be rare, but would prevent the ice from melting, make it more durable, and allow it to weaken magic. Maybe we could make it come from various magical springs/wells/sources that dot the surface of the world, so as to conserve points.))

Feel free to alter physics to make it happen.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #61 on: August 18, 2015, 06:48:58 am »

((I don't have time for it tonight, but tomorrow morning I will write up some defense against the Fellbeasts. It won't be anything like a complete counter, just something to give heroes a bit of a helping hand should a beast be rampaging unchecked. That's OK with you, right?))

((After that comes a sapient race.))

((Yeah that's cool with me. I envisioned them as great beasts which would give heros something to slay and would bring the nations together because they had to address it. I also wanted a reward for the slayer, but I couldn't think of one except a power transfer or it dropping an artifact.))
« Last Edit: August 18, 2015, 06:57:25 am by Spiderking50 »
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endlessblaze

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #62 on: August 18, 2015, 06:55:12 am »

The artist sighed. His fellows had acted on ideas the limited his own. Oh well.

the artist makes it so that the magic disabling moon does not effect magic on his island
« Last Edit: August 18, 2015, 09:30:31 am by endlessblaze »
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Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #63 on: August 18, 2015, 06:58:10 am »

((The moon no longer disables magic))
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endlessblaze

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #64 on: August 18, 2015, 07:01:36 am »

((The moon no longer disables magic))
((Well whatever it is that negates the radiance))
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Iituem

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #65 on: August 18, 2015, 07:20:35 am »

Sunlight reflected from water ice dampens radiance.  Except that a Titan made it so that water ice no longer reflects sunlight, effectively neutering the previous change.  For sanity reasons, I have chosen not to flood the entire world because of the ice caps melting as a result of the world's albedo changing.
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Let's Play Arcanum: Of Steamworks & Magic Obscura! - The adventures of Jack Hunt, gentleman rogue.

No slaughtering every man, woman and child we see just to teleport to the moon.

Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #66 on: August 18, 2015, 07:42:51 am »

((tntney's solution was much nicer than mine. I was gonna turn off the sun. Consider yourselves lucky :P)

((As a clarification Fellbeasts are meant to be like boss raids in games. They are meant to be challenging, but in the end, Fellbeasts are meant to be slain. They add occasional large monsters which should challenge the races and bring heroism and a common goal to the world occasionally. They should be challenged by armies or a band of powerful heros.)
« Last Edit: August 18, 2015, 08:11:58 am by Spiderking50 »
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endlessblaze

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #67 on: August 18, 2015, 08:33:33 am »

Sunlight reflected from water ice dampens radiance.  Except that a Titan made it so that water ice no longer reflects sunlight, effectively neutering the previous change.  For sanity reasons, I have chosen not to flood the entire world because of the ice caps melting as a result of the world's albedo changing.
((In that case ignore that action))

The artist sits upon the gold leaves of a bough. He gazes at the earth, and the to the sky. And then he thinks....he realizes he forgot the freshwater

the artist places freshwater streams on the island, then goes back to thinking wondering what to make next

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Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #68 on: August 18, 2015, 09:09:50 am »

Marrow looked at the surface and saw that it lacked depth. It was flat in many places. This would not do, it would not do at all. He raised a craggy outland and a great mountain on the north shore of Wushkrag. This land would be rocky and barren, filled with deep crevasses and caves. The mountain itself has a few empty magma tunnels and a couple magma pits. Beyond the mountain to the north (badlands in other directions) is a desert which leads to the sea.

Marrow knew his time here would be coming to an end soon. He wished to leave a bit of himself in this world before he moved on. To this end he created a race to dwell within the mountain who were infused with a spark of his own being. The Marrowlings. They were crafted in Marrow's own image. They were humans who bore elephant heads with several trunks. Their bodies were grey and their will was strong. They had a will to live that was unparalleled by any other creature. Their ears made them adapt at listening to sounds of the caves and allowed them to hear the song of the world, thus tuning them to the use of earthly magics. A race as proud and stubborn as the mountain itself.

To populate the barren crags and depths of the world Marrow created bats, arachnids, and insects. These creatures were sensitive to the radiance of the world, which could have strange and magical effects on them.

Extend the landmass to twice it's length with a single large mountain, a rocky outland, and desert. Make Marrowlings. Make bats, spiders, and insects. -250

(This action can wait until the next update if it's too large for the upcoming one).
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Digital Hellhound

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #69 on: August 18, 2015, 01:44:58 pm »

(The map is shaping up really nicely. I like that you actually colored the poles black.)

The Great Eye came once more to Amparea. The continent now thrived with sparkling new lives. It had many hidden and alluring places for them to meet and explore, but Ultan-Tor saw that there could yet be much more. Places of wonder, places of terror, places of change, everything to shape and lift up the minds and hearts of mortals. The Eye began to fashion across Amparea, its tendrils stretching across the width of creation.

On the north-east, where the mountains ended and gave way to plains, Ultan-Tor reached beneath the soft surface of the earth and brought a vast bastion of stone onto the surface, a new mountain marked at its highest point with a blade's edge of a peak. This was Atema, Cloudhorn, reaching high into the sky. With it came a surging stream of Radiance from the core of the world, breaking out across the land around the mountain in geysers of luminous water. Few places on this world had such raw power, and the storms that passed through here crackled down with lightning of all colors.

To the south, where the black glaciers met cold, hard badlands, the Great Eye gave voice to a wind. Harsh, hungry whispers rushed into the land and lay claim to it as to any kingdom, falling upon those who now dwelled there. And those beings the wind changed, devouring who they had been, placing something else in its place. Those who could not escape came back wearing the same faces, the same flesh, but with their minds and souls altered to the core. Kind ones could become wild and angry, the patient short-tempered and rushing, the cool and collected raving lunatics. The wind changed no-one the same way, but all it caught were forever different, their friends and family barely recognizing them. It was as if their loved ones had been replaced by strangers, and so the Wind That Ate Souls came to be.

In the eastern part of the continent, Ultan-Tor found an arid plateau and at its center raised a broad tower of pale stone that pierced the heavens. Steps ran round its length from the ground to the very top, a flat surface open to the glaring sun. The Eye let its stare fall on the tower and focused power into it. The future was too great and complex for even the Eye to know, but the watchful could see glimpses. Here, even mortals could meditate and see into their futures. Those with wisdom could interpret their destinies, and the destinies of their peoples - and act on them.


Ultan-Tor creates Atema, the Cloudhorn, in the north-east of Amparea, a great mountain that also acts as an enormous channel for Radiance. This Radiance breaks through in geysers around the mountain.

Ultan-Tor creates the Wind That Eats Souls in the south of Amparea. In the region, travellers can be caught in a wandering wind that radically changes the personalities and behavior of those who hear it.

Ultan-Tor creates the Tower of Augury in eastern Amparea. The Tower allows those of strong will and patience to glimpse the future - generally, things from their own futures or the futures of things important to them.

[Three Landmarks: -25, -25, -25. Altering the laws of physics to allow (difficult) divination of the future: -250. Total: -325]
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Spiderking50

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #70 on: August 18, 2015, 02:08:12 pm »

(I think the effect for future seeing counts as a limited area cost, and so is only -20. If I remember correctly.)
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Iituem

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #71 on: August 18, 2015, 03:15:57 pm »

(I think the effect for future seeing counts as a limited area cost, and so is only -20. If I remember correctly.)

I'm interpreting the Tower as allowing you to use it to attempt to see the future, but the law of nature change as making it possible to see the future through other means as well, which mortals would presumably need to discover for themselves.
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Digital Hellhound

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #72 on: August 18, 2015, 03:31:25 pm »

(I think the effect for future seeing counts as a limited area cost, and so is only -20. If I remember correctly.)

I'm interpreting the Tower as allowing you to use it to attempt to see the future, but the law of nature change as making it possible to see the future through other means as well, which mortals would presumably need to discover for themselves.

Pretty much. I thought I'd save anyone else the extra cost if they wanted to make things relating to future-telling, too.
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Iituem

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #73 on: August 19, 2015, 03:47:41 pm »

Sky Bamboo begins growing on the shells of Sky Lords on the Giant, sustained in a symbiotic relationship with their predators, the Sky Pandas, great winged bears of a solitary bent, grazing from Sky Lord to Sky Lord.

Four Sky Spires of titanium and magical levitation stones hang in the atmosphere at cardinal points, channelling the lightning from the Polar Nodes to destroy ecological threats and calming the atmosphere around them.

The Spirit of Ice is forged from a three metre rod of platinum and hidden on Cath.  When wielded by one with magical power, it can transform Black Ice into true White Ice, reflecting the light necessary to negate Radiance.

Northern Ur extends into a vast desert and outlands, shadowed by a great mountain.  Trees fail to take root here, but fungi and hardy shrubs have some success.  The mountain's innards become riddled with caves and tunnels, becoming Vash-Ur-Gur.

Bats, spiders and insects fill the world, spreading outwards from Northern Ur.  These creatures are attuned to the Radiance of the world, and whilst it usually has few noticeable effects, sometimes it will change these creatures.  The most obvious effect is the occasional creation of giant spiders, insects or bats, larger than nature should support them.  Others are less so.

Marrowlings appear within Vash-Ur-Gur, sapient humanoids with the heads of elephants and multiple trunks.  They have grey bodies, potent willpower, and are attuned to magic affecting the movement of the earth, growth and solidity.  On the other hand, their patience and solidity encourages a way of life that does not lend itself to haste - they move slowly, even ponderously, and they are not ones to jump at new ideas (although they are fond of maintaining old ones).

The Dome of Ages springs up in the desert, a vast dome of that familiar perfectly black stone/glass.  The dome has a doorway on the northern side, leading through a corridor to a domed room at the centre of the structure.  By speaking the name of a living person, with clear intent in your mind, the walls of the dome will display the history of their birth, where they were born and their parentage.  If asked, it will display the date and circumstances of their death as well.  Of course, this is all written in the language of the gods.

The Sadrafi appear near the dome, a race of vaguely humanoid scorpions, which is really starting to stretch anatomy.  They resemble primarily a scorpion, with a squashed humanoid face (made of plates of chitin and soft skin) at the front of their bodies, surrounded by mandibles.  They have six legs.  They have chitinous plates over their skin, two large pincers and a barbed, poisonous tail.  Tough as they are, it is hard to perform fine tasks with pincers, and they are possessed of a terrible temper which causes friction amongst their people.

The Fell Pit is bored into the deep sea south-east of Wushkrag, filled with black ichor and hundreds of Fellbeast eggs.  The eggs hatch at random intervals, usually decades apart, and give rise to a Fellbeast of uncertain and often hideous visage.  Such beasts will go on a Tarrasque-like rampage, killing and eating all they find until they are killed - killing one will give rise to an artefact from their ichor, usually related to their nature in some way.  [-85, 25 from pit, 10 from beasts, 50 from effectively an artefact generator.]

Very rarely, perhaps once every thousand years, two Fellbeasts will awaken at the same time and mate, laying hundreds more of the eggs in the Fell Pit.

Humans finally appear on Amparea, although to the rest of the races they look like some weird copy of them.  Humans have no particular strengths or weaknesses - they are the 'vanilla' of the world.

The Raffguffins are adorable 6m wooly rhinocerouses, grazers who quickly spread to all the grazing land overground.  They could be easily domesticated for meat, wool or riding.

Sailemandros, 2m long lizards, appear in the Wushkrag, feeding on bats, birds, glow slugs and movifungi.  They often find themselves in competition with Mole Wolves, hunting in packs.

The Island Fly Trap is an impressive sessile predator - it grows up from a thick trunk on the sea shallows, initially subsisting off photosynthesis, until its roots and branches combine at the water's surface to form a large platform.  This mass captures sand and soil from the tides, gaining the appearance of a sandy atoll.  The sediment on its surface is ample grounds for other plants to grow upon it, particularly ferns, coconut trees and other tropical delights.  It grows its own 'trees' into the mix, thick with inviting fruit, and diffuses pheremones into the air to lull, confuse and attract creatures to certain parts of the island - where the ground opens up and literally swallows them, crushing and digesting prey over a long time.  New ones emerge over a course of 50 years, and every now and again an island will collapse from disease or decay.

A number of these take root off the coast of Uth-Vel, forming the Shifting Isles.

Terrortails emerge in the caverns, horrifying megaworms capable of tunnelling through rock and stone, devouring pretty much everything in their path.  Fortunately, a low breeding rate keeps the ecosystem barely in check.

Trancertrees appear throughout the forests of the world, small oak-like trees with brilliantly coloured fruit inclined to give one visions, nightmares or one hell of a bender.

Uth-Vel raises slightly in the centre, giving a space for freshwater streams to form, which flow out to sea.

Atema, the Cloudhorn, spears up into the sky from north-eastern Amparea, a blade-edged mountain top to crest it.  It brims with Radiance, channelled up from the core, and escapes in geysers of colour and light from the sides.

In the south of Amparea, where badlands meet black glacier, the Wind that Eats Souls begins to blow, a wind filled with hungry, harsh whispers that tear a piece of one's mind and soul when one passes through it, changing one's personality and nature.  If you were to meet the Wind often enough, it might take your soul completely.

In eastern Amparea, the Tower of Augury is shaped into being, a tall pale tower with steps from base to summit.  At the very top, one can catch glimpses of the future, but beware the trap of Destiny - that which you see must come to pass.

Beyond the tower, the fabric of the world is rewoven also, making Pre-Cognition possible through powerful enough magic or other means - yet this also is subject to the trap of Destiny.  What is seen, must come true.


Spoiler: Map (click to show/hide)
Spoiler: Details (click to show/hide)
Spoiler: Titans (click to show/hide)

[I think that's everything.  I also think I gave everyone far too many points and made sapients far too cheap.  o_o]
« Last Edit: August 20, 2015, 07:01:35 pm by Iituem »
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FallacyofUrist

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Re: Titans of Creation: A Setup Game [8/7]
« Reply #74 on: August 19, 2015, 04:18:40 pm »

For the finale, En uses a 100 points to modify the Enos species with Boons. After the first 3 times an Enos uses the Enos teleport, they randomly receive one of four Boons. The Boon of Physique improves their physical capabilities, to the point where an Enos can fly normally on the earth-water world and incredibly well on the gas giant. The Boon of Grace boosts the Enos' intelligence and artisticness. The Boon of Life causes the Enos to heal faster and live twice as long, and the Boon of Magic allows the Enos to use the Enos Teleport an infinite number of times(causing headaches and burns if done rapidly) and increases their capacity for usage of magic.
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