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Author Topic: Sending Wizards to Colonize a Death-World: Casualties Inbound.  (Read 8216 times)

Nirur Torir

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Congratulations! You have been chosen to colonize a horrible death-world! The Bureaucracy would appreciate you shipping back some valuable resources before your inevitable and unsightly deaths.


The players will be on their own, and must decide carefully whether to have personal power or to bring more resources. (A wizard who spends all his time locked in a tower mastering magic won't have nearly as much wealth as the head of a trading company.)

Each turn will be a month. Players will have two major actions and an undefined number of minor actions available. Minor actions generally don't have much impact on the colony - Tell the head miner to mine out underground housing, respond to an event, or mess up that demonologist colleague's summoning. Major actions are what you'll spend most of your time in a month doing - Cast a big spell to create a stone wall around the colony, personally lead the hunters to hunt some shadow boars, or help with the plant mage's spell to create a plant monster.

Spoiler: Skill Levels (click to show/hide)

Spoiler: Metamagic (click to show/hide)

Spoiler: Starting points (click to show/hide)


Sign-ups will be randomly chosen.
For now, only buy your skills, saving points as desired to buy goods or minions. Remember that you won't have free support. After characters are chosen, you'll have a second buying phase, to discuss what you're each spending the rest of your points on. You may not buy xp during the second phase. (Even with a heavy combat focus, consider some sort of multi-classing. Spending all your time patrolling would get boring.)

You may also buy unique traits which cannot be treated as skills, but grant significant advantage over human-norm. Trait power scales with point investment, capped at 5 each.

Spoiler: Character Sheet (click to show/hide)

Feel free to offer suggestions for death worlds, even if you're not playing. I'll weight world creation based on interest and where people spend their points.

Let's go with six players for this. I expect this to run for 12 turns of 1 month (in-game) time each, unless you die sooner than that. The colony should be decently stable by then. I'll then run a playable epilogue with longer turns and less structure, where we find out what happens to the colony and any survivors.

((IronyOwl and Demonic Spoon haven't updated in a few days; the genre's due for a revival.))
« Last Edit: March 31, 2016, 07:27:46 pm by Nirur Torir »
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Detoxicated

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #1 on: March 13, 2016, 11:19:26 pm »

Definitely interesting, but can you tell me what kind of skills I can buy. And also I did not understand how I pick a metamagic skill and if it is truley relevant.



Edit:
Spoiler (click to show/hide)
« Last Edit: March 13, 2016, 11:38:56 pm by Detoxicated »
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Shadestyle

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #2 on: March 14, 2016, 12:37:44 am »

Name: Literally Unlimited Minions
Race: Summoner
Physical Description: A humble man in a purple robe, he only wishes to be known as the greatest summoner in the world
Mental Description: Highly arrogant, and hyper focused, he only cares about being the best, which he believes he is.
Backstory: As a young summoner, he devoted to his studies with unimaginable fervor, or study, of a single spell, "Summon Small Slime"
Skills:
Summon Small Slime Minion 40
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RAM

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #3 on: March 14, 2016, 01:50:36 am »

Spoiler (click to show/hide)
I should rather like to be expert, but I see only prices for skilled and master. I should also like to have metamagic, but is that only available from assistants? I believe that there is an error in "construction materials", I suspect that "enough" is only supposed to appear once...
« Last Edit: March 15, 2016, 01:37:38 am by RAM »
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Read the First Post!

Demonic Spoon

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #4 on: March 14, 2016, 03:24:26 am »

Quote
Unskilled - Jake understands that fire magic exists.
Dabbling[1] - Jake can light a candle. Arthur can sense a re-animated skeleton in the darkness.
Novice[2] - Jake has a flamethrower spell. Arthur can ritually re-animate a skeleton to follow simple orders.
Competent[3] - Jake can lob an explosive fireball over a wall. Arthur can ritually bind a ghost and empower it to cast ghost-magic, or animate skeletons at will.
Skilled[5] - Jake can lob a fireball through a stone city wall, then explode it. Arthur can drain the life from a squad of soldiers.
Expert[8] - Jake can create a loosely controlled firestorm, causing significant property damage. Jake can ritually create a vampire lord.
Master[13] - Jake can create a tightly controlled firestorm that lobs explosive fireballs. Lich Jake can turn civilians into vampires under his control with little effort.
I like how Jake has killed Arthur at Expert level and taken over his duties. Anyway, not sure if I'll join this, though I'll note that the update on my version have been largely delayed by sleeping problems.
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Nirur Torir

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #5 on: March 14, 2016, 10:04:02 am »

Definitely interesting, but can you tell me what kind of skills I can buy. And also I did not understand how I pick a metamagic skill and if it is truley relevant.
Example skills: Elemental magic, fire magic (More focused skills get stronger results), sword fighting, mining, leadership, lute playing.
To get a metamagic skill, pick two from the list of (Strength, efficiency, scale, finesse, stability, safety), then give it a name. It's relevant, but you will see stronger results in one skill from just spending 32 points on mastery than you will from splitting those points. Of course, you won't be as versatile, and won't be able to assist others.
Please do not buy minions and resources yet.

Race: Summoner
Summon Small Slime Minion 40
That is not a standard race, please describe it.
Can't take a skill beyond master, at 32 points, and that's really an intensely focused skill, when I was expecting something along the lines of 'summoning magic.' I could allow it, but I'm not sure how interesting it would be to spend every action summoning slimes.

I should rather like to be expert, but I see only prices for skilled and master. I should also like to have metamagic, but is that only available from assistants? I believe that there is an error in "construction materials", I suspect that "enough" is only supposed to appear once...
Expert costs 19.
Anyone can buy metamagic. You'll be able to use one metamagic of your own to enhance your spells.
Typo fixed, thanks.

I like how Jake has killed Arthur at Expert level and taken over his duties. Anyway, not sure if I'll join this, though I'll note that the update on my version have been largely delayed by sleeping problems.
Oops .. I think I'll leave that typo in.
« Last Edit: March 14, 2016, 10:05:43 am by Nirur Torir »
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Demonic Spoon

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #6 on: March 14, 2016, 10:48:39 am »

Eh, I'll bite. Is there a skill rank above master?

Name: Oertung
Race: Earth Elemental
Physical Description: A massive creature of solid rock and metal
Mental Description: He likes building things
Backstory: Born from earth, he shapes it as he pleases.
Skills: Master Earth Elementalist -32 Points
Novice Enlarger (+Scale, +Safety) -3 Points
Trait: Earth Elemental -5 Points: The Earth Elemental's earthy constitution makes him highly resistant to damage, and immune to many mundane dangers such as poison, disease, asphyxiation, starvation, dehydration etc.
« Last Edit: March 14, 2016, 01:32:33 pm by Demonic Spoon »
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Shadestyle

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #7 on: March 14, 2016, 11:42:32 am »

Name: Literally Unlimited Minions
Race: Summoner, so he says, (Human)
Physical Description: A humble man in a purple robe, he only wishes to be known as the greatest summoner in the world
Mental Description: Highly arrogant, and hyper focused, he only cares about being the best, which he believes he is.
Backstory: As a young summoner, he devoted to his studies with unimaginable fervor, or study, of a single spell, "Summon Small Slime"
Skills:
Summon Small Slime Minion 32
Slime Micromanagement 8


Better?
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crazyabe

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #8 on: March 14, 2016, 01:10:49 pm »

PTW
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AbstractTraitorHero

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #9 on: March 14, 2016, 01:15:14 pm »

Yolo!!
Spoiler (click to show/hide)
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Nirur Torir

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #10 on: March 14, 2016, 03:54:17 pm »

I really should have anticipated nearly everyone min-maxing. Just remember that six specialists with a few sapient minions (and absurd quantities of slime) probably isn't the most reliable method of colonizing a deathworld. For example, taking master healing is pretty much dedicating yourself to keep everyone nearby in Absolute Perfect Health, all of the time, and there might be more pressing things you could be doing with your time.

Better?
If you really want to, I'll allow it. I'm bumping your magic skill up to Slime Summoning.

Backstory:From the town of Fairport mori hanged out with a young girl in his childhood she was always looking down upon herself and he eventually pushed her away.... He regrets it and heard she recently ran away so he's going on a journey in the hope to find her
Expert lightning magic.[/spoiler]
I suspect that learning Black Lightning Magic would have worked better for keeping the girl.
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AbstractTraitorHero

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #11 on: March 14, 2016, 03:56:44 pm »

Yeah that black lightening is way more attractive then regular lightening pain oh so good or so I've heard.
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Criptfeind

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #12 on: March 14, 2016, 04:03:54 pm »

Name: Wanahca

Race: Dryad (A race or perhaps the female representatives of a race of plant based humanoids)

Physical Description: Wanahca natural biology coupled with her mastery of magic has lead to her taking control of her species natural biorhythms to create two distinct forms for her to take depending on her needs and the environment around her. Currently she is almost always in her Nyctinastic form during the groups journey and colonization of such a harsh land. She appears as an eight foot tall wooden humanoid, her body composed of sharp edged and rough barked wood. Long and thin limbs end in pointed wooden stakes for finger. Thorns jut from her body, and a tangled mess of briers falls from her scalp to frame a rough wooden face with sharpened wood teeth and glowing amber eyes. When Wanahca changes to her flowering form her whole aspect is changed. The rough bark of her skin twists and loosens, lowering her height as previously bound pliant plant flesh pushing up and out until her rough bark is reduce to a soft pattern on her light green skin. Thorns bulge and soften, erupting into a riot of colorful flowers that fill the air around her with a exotic perfume. Even the rough dead looking bush of her hair springs with life, harsh brambles softening and growing into a waterfall of willowy strands intertwined with more flowers. Her hands soften into thin digits made of flexible and soft plant matter. Even her face changes, wooden fangs and harsh wooden looks soften and hide behind a plush face of light green. Only her eyes of glowing amber stay the same.

Mental Description: Wanahca is (in her mind at least) the absolute pinnacle of plant life. The queen of trees, the princess of the flowers and the Sovereign of fauna. As such she has quite a high opinion of herself and her own importance. She believes that she is naturally destined and perhaps the only one capable to lead society into a pristine future. She's of the opinion that the environment is highly important, and should not be ruined by rampant industry.

Spoiler: Backstory (click to show/hide)

Skills: Master Floramancy

So. Then. How much would it cost to buy seeds for plant based magics? I was thinking of racial abilities to buy, but I'm not sure if I want any in particular at all. Maybe some protection against damage from bark skin. Also if I wanted to take greater then human for the role workers, would it make sense to represent that with skilled? Or maybe Quality arms. (An example, say I wanted something like, treemen soldiers, tough skin, very strong, that sorta thing.)
« Last Edit: March 16, 2016, 07:17:59 pm by Criptfeind »
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FallacyofUrist

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #13 on: March 14, 2016, 04:15:34 pm »

Spoiler: Walter (click to show/hide)

Also...
Spoiler: The Death World: (click to show/hide)
« Last Edit: March 14, 2016, 06:10:26 pm by FallacyofUrist »
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FoU has some twisted role ideas. Screw second-guessing this mechanical garbage spaghetti, I'm basing everything on reads and visible daytime behaviour.

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

Nirur Torir

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #14 on: March 14, 2016, 04:19:05 pm »

So. Then. How much would it cost to buy seeds for plant based magics? I was thinking of racial abilities to buy, but I'm not sure if I want any in particular at all. Maybe some protection against damage from bark skin. Also if I wanted to take greater then human for the role workers, would it make sense to represent that with skilled? Or maybe Quality arms. (An example, say I wanted something like, treemen soldiers, tough skin, very strong, that sorta thing.)
Seeds: Probably free, unless you want them to offer a particular advantage, like instantly growing a combat plant at low skill levels. At high skill levels, you could just instantly grow a mutated plant from normal acorns, or enchant seeds while eating lunch, and it wouldn't make much sense to charge for magic seeds.
Yes, treemen soldiers being renamed skilled soldiers works well for me.
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