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Author Topic: Sending Wizards to Colonize a Death-World: Casualties Inbound.  (Read 8237 times)

AbstractTraitorHero

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #15 on: March 14, 2016, 04:19:29 pm »

So my sheets fine?
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Nirur Torir

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #16 on: March 14, 2016, 04:28:40 pm »

Yep, you're fine.
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crazyabe

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #17 on: March 14, 2016, 05:14:51 pm »

Spoiler: Character Sheet! (click to show/hide)
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Criptfeind

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #18 on: March 14, 2016, 10:53:31 pm »

By the way, about metamagics? I have a whole mess of questions that I'm just going to dump here. Do they have different levels the same as other skills and are purchased the same way (only with the thing that you get two for the price of one) or some other way? Also if they do have different levels can we get some idea of how powerful they are at different levels? There is mention that low level+metamagic is weaker then higher level, but how far does that go? Like does a expert fire mages magic burn hotter then a skilled fire mage with master strength metamagic? Also is that the case in all categories? The increased in power seems obvious when thinking about strength metamagic and scale metamagic, but what about safety? Is a master class mage safer then a expert (with nether of them having metamagic?)
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RAM

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #19 on: March 15, 2016, 01:32:02 am »

Ooooooh, riiight, you add value of the skill level to the value of all the previous skill levels in order to determine the cost. So novice costs 3 and competent costs 6...
And metamagic is just a skill, like all the others, and being a master of metamagic would be kind of freaky...

If we are not buying luggage yet, do we not need to save up for luggage?
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Nirur Torir

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #20 on: March 15, 2016, 03:04:03 pm »

By the way, about metamagics? I have a whole mess of questions that I'm just going to dump here. Do they have different levels the same as other skills and are purchased the same way (only with the thing that you get two for the price of one) or some other way?
They act the same as any other skill, and are bought the same way.
Also if they do have different levels can we get some idea of how powerful they are at different levels?
Your spells will be slightly less than twice as effective in the given areas if you have X level spell and X level metamagic. I haven't figured out the strength difference for different levels.
There is mention that low level+metamagic is weaker then higher level, but how far does that go? Like does a expert fire mages magic burn hotter then a skilled fire mage with master strength metamagic? Also is that the case in all categories? The increased in power seems obvious when thinking about strength metamagic and scale metamagic, but what about safety? Is a master class mage safer then a expert (with nether of them having metamagic?)
A master pyromancer will be able to cast the basic fireball spell better than a skilled pyromancer, in all relevant categories. The master will be safer with weaker spells, but will have the same failure rate at top-level spells. The master would see proportionately less safety from a dabbling safety metamagic than the skilled would, for their top-level spells.

If we are not buying luggage yet, do we not need to save up for luggage?
If you want to buy luggage, yes.
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RAM

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #21 on: March 15, 2016, 04:23:38 pm »

So metamagic is weaker for its cost, but can give a master somewhere else to improve, multiply its value by buffing multiple different disciplines, and can allow several wizards to combine their powers to summon Captain Deathworld...
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Criptfeind

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #22 on: March 15, 2016, 10:59:35 pm »

Cool. Cool. I think I'll take Mastery of... Huh. What's a good term for plant magic? Nature magic and Druidism both imply both plants and animals. But things like Chloromancy or plant magic sound a bit lame... Hum... Well, anyway, I'm going to take mastery of that I guess. 13 is a lot of points. It'd certainly go towards a lot of followers, but eh.

Also I noticed you mentioned sugguestions for the death world were possible. I can't think of anything interesting, so I'm just going to repeat my sugguestion I made for IronyOwls game! If that's permissible at least, I figure since it wasn't (at least fully) used for his game it'd be okay to repeat and to be honest I do like that world. Although I suppose there might be an issue of being too close if some of the features do make it in... Hah hah! I guess the process of mixing the world from suggestions should make for a suitably interesting alloy anyway.

Spoiler: The Death World (click to show/hide)
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AbstractTraitorHero

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #23 on: March 16, 2016, 01:21:06 am »

Oh my this is the exact same world as ironyowls crossover is  confirmed +1 though my character knowing miya already makes it set in the same universe.
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Criptfeind

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #24 on: March 16, 2016, 01:33:51 pm »

Oh my this is the exact same world as ironyowls crossover is  confirmed +1

Hopefully not. Luckily we already have turtle land in contention though.
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AbstractTraitorHero

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #25 on: March 16, 2016, 01:44:06 pm »

I imagine We would land somewhere very different.
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Detoxicated

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #26 on: March 16, 2016, 02:33:49 pm »

I say the death world should be as its name states. A place where the dead rise and bones and meat is open. A living organism, this world feeds and feeds upon its inhabitants.
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Happerry

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #27 on: March 16, 2016, 03:56:58 pm »

Character Creation still open? If so, have my own submission.

Name: George
Race: Just a normal boring human.
Physical Description: A normal boring human wearing wizard robes and a wizard's hat.
Mental Description: A boring mind that enjoys reading books far more then manual labor or combat. Ok, it's also a lazy mind.
Backstory: A normal wizard who, once upon a time, got bored and pranked a few people. Sadly, one of those people was high ranking, and assigned George to a deathworld colony for revenge.
Skills: Skilled Summoner, Novice Healing Magic, Novice Summoner's Metamagic (Stability/Safety), Novice Air Mage, Novice Enchanter

16 Laborers, 8 Soldiers, 4 Craftsmen (Blacksmith, Herbalist, Carpenter, Mason), 2 Leaders, 100 Food Units
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Nirur Torir

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #28 on: March 16, 2016, 07:15:18 pm »

Character creation is still open. I'll aim to start sometime this weekend.

Cool. Cool. I think I'll take Mastery of... Huh. What's a good term for plant magic?
Floramancy? Not to be confused with the true man's art of floralmancy.

Oh my this is the exact same world as ironyowls crossover is  confirmed +1 though my character knowing miya already makes it set in the same universe.
Hmm.
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RAM

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Re: Sending Wizards to Colonize a Death-world, Redux.
« Reply #29 on: March 16, 2016, 11:33:02 pm »

Lets imagine for a moment, that there was a civilisation, a civilisation of insects, and there were two or more societies within this civilisation. And then, let us suppose that these societies found that they did not agree on everything, and perhaps sought different solutions for the betterment of their world. Let us further suppose, that one society thought to better their world by creating microscopic self-replicating harvesters, and another sought to better their world by creating insect/stone-elemental/missile hybrids that could last forever and were conditioned to cooperate and obey orders, but were quite entirely too insane to understand the concept of orders. And perhaps, just possibly, other groups also found ways to better their world...

So, lets us imagine that the harvesters converted all matter to a depth of half a kilometre and then exhausted all available energy reserves, and then, over time, were(mostly) reduced to sand. And lets also imagine that the hybrids found that they were not entirely comfortable with those events and left, and now the planet has some lovely rings around it, bit of which may get curious from time to time and pay a visit, and maybe even the entirety of the rings might get curious if ever anything REALLY interesting happened.

So endless sand, with water (and the occasional viable but inert(for now) grey goo) in the lower reaches. There would be resources under the sand, but the deeper you go the more likely you are to encounter some sort of extremely hostile secret military-style science-gone-mad project sealed in some sort of difficult-to-process or deeper-then-the-goo-reached container. And occasionally a monster falls from the sky, unless you fail to control your emissions, in which case the sky falls and it is made of monsters...

Or perhaps the worlds could be combined?
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!
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