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Author Topic: Penal Mage Colony (7/7): Turn 0, Turtles all the way down.  (Read 6345 times)

Demonic Spoon

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Penal Mage Colony (7/7): Turn 0, Turtles all the way down.
« on: March 03, 2016, 03:59:37 pm »

((IronyOwl gave me permission to crib from his Expedition Arcane))

The Undying Court is not pleased. More specifically, they are not pleased with you. Your crimes, real or imagined, have gained you a spot on the latest colonial expedition to new lands, this time a penal colony, after the last several waves of previous settlers were lost, presumed eaten by the locals.

But that's okay! With your mastery of magic, even this is merely a minor hindrance on your inevitable path to ultimate arcane power followed by revenge on those fools who thought to exile you!

Now, you have been given some minders, but you're sure that won't be a problem to someone of your scintillating intellect. Really, the dangers of the hostile environment are likely to be the bigger problem.

Spoiler: Mechanics (click to show/hide)
Spoiler: Magic (click to show/hide)
Spoiler: Metamagic skills (click to show/hide)

Spoiler: Character Sheet (click to show/hide)
Spoiler: Expedition Sheet (click to show/hide)
7 players, as that is a magically significant number probably, selected via rolling. You may submit an Expedition Sheet even if you do not submit a Character Sheet and vice versa. Expedition Sheets may omit portions you don't feel strongly about. Contents of Expedition Sheets are not guaranteed to make it in, but are not linked to whether you make it in as a player.

((Got a bit lazy with editing the expedition sheet for my version but it should probably be fine.))
« Last Edit: March 07, 2016, 10:57:22 am by Demonic Spoon »
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Demonic Spoon

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Re: Mage (Penal) Colony (0/7)
« Reply #1 on: March 03, 2016, 04:00:48 pm »

Players:

Thomas, Male Human Botanist
Blorgath War Spell, 'Mail' Troll Thaumaturge
Goggmagog, Male Gnoll Shaman
Pyriette, Female Fire Elemental Alchemist
Mordenor, Male Elf 'Former' Cult Leader
Vlad Numar, Human Male Runic Mage
Gerod Ald'age, Male Otterweasel Ritualist
« Last Edit: March 14, 2016, 09:11:32 am by Demonic Spoon »
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FallacyofUrist

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Re: Mage (Penal) Colony (0/7)
« Reply #2 on: March 03, 2016, 04:55:14 pm »

Thissssss.


Spoiler: Thomas (click to show/hide)
« Last Edit: March 03, 2016, 06:55:48 pm by FallacyofUrist »
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Generic Arms Race.

Would you like to play a game of Mafia? The subforum is always open to new players.

crazyabe

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Re: Mage (Penal) Colony (0/7)
« Reply #3 on: March 03, 2016, 05:43:27 pm »

Spoiler: Character Sheet (click to show/hide)

Spoiler: Expedition Sheet (click to show/hide)
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nothing here.

Nirur Torir

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Re: Mage (Penal) Colony (0/7)
« Reply #4 on: March 03, 2016, 06:18:20 pm »

Spoiler: Expedition suggestion (click to show/hide)

And, because I'm greedy and have to apply to both games:
Spoiler: Nevermind (click to show/hide)

I don't remember what safety is.

Edit: The plan with anchor stones is for them to need at least one dedicated turn to create, and be large and stuck in place (they're sensitive to the peculiarities of local power sources and need to be carefully arranged and carved with the site in-mind). Teleportation can be made from them to other anchor stones, or to/from runic jewelry specifically linked to the stones. With more risk, teleportation could be done to scryed or well-known areas. (Alternatively, I could teleport to line-of-sight distances with demons [or longer if I trust them to get me where I want to be], use demons to power attack spells, or design an anchor stone that I can basically use as a magic wand for a specific combat spell. Given the power of space magic, portable runic components work poorly for combat use.)


Edit2: I don't want to play that character anymore.
« Last Edit: March 04, 2016, 03:54:33 pm by Nirur Torir »
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Detoxicated

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Re: Mage (Penal) Colony (0/7)
« Reply #5 on: March 03, 2016, 08:53:52 pm »

Spoiler (click to show/hide)

Spoiler (click to show/hide)
« Last Edit: March 04, 2016, 03:42:52 am by Detoxicated »
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Demonic Spoon

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Re: Mage (Penal) Colony (0/7)
« Reply #6 on: March 04, 2016, 03:37:53 am »

Edit: The plan with anchor stones is for them to need at least one dedicated turn to create, and be large and stuck in place (they're sensitive to the peculiarities of local power sources and need to be carefully arranged and carved with the site in-mind). Teleportation can be made from them to other anchor stones, or to/from runic jewelry specifically linked to the stones. With more risk, teleportation could be done to scryed or well-known areas. (Alternatively, I could teleport to line-of-sight distances with demons [or longer if I trust them to get me where I want to be], use demons to power attack spells, or design an anchor stone that I can basically use as a magic wand for a specific combat spell. Given the power of space magic, portable runic components work poorly for combat use.)
That seems fine.

@Detoxticated, you also get a adept metamagic skill and a second tertiary skill.
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spümpkin

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Re: Mage (Penal) Colony (0/7)
« Reply #7 on: March 04, 2016, 04:33:34 am »

Well, I guess I'll join this while I wait for Expedition Arcane!
Spoiler: Character Sheet (click to show/hide)
So many puns.
« Last Edit: March 06, 2016, 09:45:58 pm by DigitalDemon »
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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: Mage (Penal) Colony (0/7)
« Reply #8 on: March 04, 2016, 05:36:39 am »

Quote
Primary Skills: Alchemy (?)
I would allow xianxia style alchemy if you'd be interested in that (burn ingredients in a fire to somehow make a pill)
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Tomcost

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Re: Mage (Penal) Colony (0/7)
« Reply #9 on: March 04, 2016, 12:48:13 pm »



Everything good with this?

Demonic Spoon

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Re: Mage (Penal) Colony (0/7)
« Reply #10 on: March 04, 2016, 01:07:21 pm »

Looks good.
« Last Edit: March 04, 2016, 01:10:08 pm by Demonic Spoon »
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spümpkin

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Re: Mage (Penal) Colony (0/7)
« Reply #11 on: March 04, 2016, 02:05:17 pm »

Quote
Primary Skills: Alchemy (?)
I would allow xianxia style alchemy if you'd be interested in that (burn ingredients in a fire to somehow make a pill)
Yeah, that's good with me.
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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

Nirur Torir

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Re: Mage (Penal) Colony (0/7)
« Reply #12 on: March 04, 2016, 03:56:59 pm »

I realized that that character would have had really boring turns. Application rescinded while I try to think of something more fun.
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adwarf

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Re: Mage (Penal) Colony (0/7)
« Reply #13 on: March 04, 2016, 04:46:02 pm »

Spoiler (click to show/hide)
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The Froggy Ninja

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Re: Mage (Penal) Colony (0/7)
« Reply #14 on: March 04, 2016, 05:20:20 pm »

Spoiler (click to show/hide)
Don't really have a preference on the expedition location right now but I might edit it in later.
Spoiler: Expedition suggestion (click to show/hide)
« Last Edit: March 04, 2016, 05:30:05 pm by The Froggy Ninja »
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