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Author Topic: Gotterdammerung IC Turn 2: Loyalty Rewarded  (Read 3631 times)

FallacyofUrist

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Re: Gotterdammerung IC Turn 0: Exodus
« Reply #15 on: September 16, 2017, 07:11:18 pm »

"... thank you. Much appreciated."
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micelus

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Re: Gotterdammerung IC Turn 0: Exodus
« Reply #16 on: September 17, 2017, 08:22:04 am »

Turn 0: Exodus

                                       
                                                               
                                                         Olf Isles
                                                        /
                                                       /
                                                   Oldfarer's Sea --- Kostadt
                                                    /
                                                   /
                                     Lysswald ----Torcoast
                                    /
                                   /
                                  /
Lands of Twilight ------Grottwald
                                 \
                                  \
                                   \
                                   Hills of Mist ----Krator's Rest
                                                           |
                                                           |
                                                           |
                                                           Highwald ---- Old Syrna ---?---?---?---Titanhold
                                                          /        \
                                                         /          \
                                                        /            \
                                                       /          Anvil of Moros --- Plains of Tros

                                                      /                 |
                                                                                           /                  |
                                                    /                   |
                                             Abandoned Megapolis ---- Court of Sylv

                                                   /  \                 |
                                                  /    \                |
                                                 /      \               |
                                                /       Grogantine Steppes

                                           Troz Hill


Tick: Confirm settling in the Anvil of Moros? Creation is only possible after settling.

Settling: Destroys the Periapt of Souls, stopping a god from wandering without followers, but also allows for the powers of Creation to be used. All Acts are transferred to the owning god.

New Areas

Torcoast: Windswept coastland, formerly famed for their grand bath resorts, their edifices have been buried by layers of silt, sea and sand. There is but dune and petrified foliage here.
Olf Isles: Fabled home of the Sivsson Brothers, its trees were always its greatest treasure. Now, the trees lie dead and its former denizens long descended into madness and degeneracy.
Kostadt: Former city renowned for its amberworks and ambersmiths, Kostadt burnt to cinders as the Age of Darkness began. Forests and hills now cover the area that was Kostadt, although amber still washes upon its shores.
Troz Hill: In better days, the Daemons of the land were secured here. After millenniums of Darkness, who can speak of their final fate?
Grogantine Steppes: The cursed Flesh of Highwald affects the Steppes as well. Its long grasses resemble hairs and its stones, faces. Malformed beasts still roam here, subsiding on the hairgrass and faces.
Court of Sylv: The god Sylv once held dominion over this land's forests, ruling them from his great copse. He refused to leave when the Darkness came over the land and no trace of the god has ever been found. The Flesh of Highwald is most strong here.
Plains of Tros: In the distant past, these plains were known as Daemonlands, until the mortal Trosva did battle the Daemon lords and imprison them in the distant south. Today, the Plains of Tros are cursed doubly, both by the Flesh of Highwald and the bound Elemental princelings whos' anger cause storms of thunder and fire in the area.

Spoiler: Known Areas (click to show/hide)
Spoiler: Tick (NUKE9.13) (click to show/hide)
Spoiler: Cavefriend(Jilladilla) (click to show/hide)
Spoiler: Lu (Roboson) (click to show/hide)
Spoiler: FIDeM (Powder Miner) (click to show/hide)
« Last Edit: September 17, 2017, 08:36:56 am by micelus »
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NUKE9.13

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Re: Gotterdammerung IC Turn 0: Exodus
« Reply #17 on: September 17, 2017, 10:12:33 am »

((Ah, I see. Yes, confirmed.))
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Roboson

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Re: Gotterdammerung IC Turn 0: Exodus
« Reply #18 on: September 17, 2017, 11:18:59 am »

Lu settles in Krater's Rest.
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Jilladilla

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Re: Gotterdammerung IC Turn 0: Exodus
« Reply #19 on: September 17, 2017, 02:26:14 pm »

Cavefriend wanders through the fungus covered forests of Lysswald, heading for the nearest cavern to inspect the state of the local Deeper Earth... Although he is sad that this appears to be the only major cave system in a very large area, it is still a place that he can gladly call home.

Cavefriend settles in Lysswald
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FallacyofUrist

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Re: Gotterdammerung IC Turn 0: Exodus
« Reply #20 on: September 19, 2017, 09:43:57 am »

As promised, the Keeper spends another non-periapt Act to cross two known areas(Highwald and Old Syrna), then settles in the first unknown region in between the known lands and Titanhold.
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Powder Miner

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Re: Gotterdammerung IC Turn 0: Exodus
« Reply #21 on: September 19, 2017, 06:19:19 pm »

FIDeM took time (in the absence of civilization, the individual units meant very little) to consider Orgull's words, the construct god standing there completely motionless and soundless as he considered the pros and cons of what she was saying. Potential pro: two gods working together made for better potential of those they would be looking over. Potential con: two gods also made for places of potential conflict, and Orgull did not strike FIDeM as especially cooperative. Potential pro: Conflict of some sort was likely inevitable, and at least this could be some sort of non-aggression pact. Potential con: It could lead to conflict with enemies of Orgull later. ...but potential conflict later was more manageable than certain conflict now.

The marriage god spoke up, monotone as ever. "Understanding: a core of Pride would come with certain specifications. Considering: I believe that co-existence and this statement of non-aggression is sufficient, and I will thusly agree to these terms."

FIDeM settles in the Abandoned Megalopolis.
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AbstractTraitorHero

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Re: Gotterdammerung IC Turn 0: Exodus
« Reply #22 on: September 19, 2017, 09:42:34 pm »



Orgull was quiet for a long time. Just waiting things rushing through her head. Were they planning to attack her even now? Were they going to try to kill her like dishonorable scum?

I can't trust this...s-sack of bolts....Can I?

 The sweat that went down their face lightly at the thoughts was utterly ignored sensation not felt. They would be fine they knew that they were superior and could easily trounch FIDeM. Eventually after hearing the answer a slightly surprised look overtook their face before....one of relief took their face.

.......Heh.

Relief that they wouldn't have to fight again a small restrained girly chuckle being heard before being choked back and within a few moments, all traces of mirth vanished stony look replacing it. They answered mirthless arrogant and.....Perhaps....that strange underlying tone....is...Appreciation?


"As expected. I hope you enjoy the honor of being in my presence FIDaM. I'll make sure to lead you to greatness for such a wise choice.

As FIDeM and Orgull began to land Orgull went past them their voice soft quick jumbled together light and bearly hearable...murmured to themselves.Strained ever so slightly the echoy timber gone replaced by....the childlike female voice.

"Didentwantobealone."

Land with FIDeM in abandoned Megalopolis.
« Last Edit: September 19, 2017, 09:53:00 pm by AbstractTraitorHero »
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micelus

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Re: Gotterdammerung IC Turn 1: Strike The Earth
« Reply #23 on: September 21, 2017, 12:37:27 pm »

Turn 1: Strike The Earth


In the time before time, there was Nothing. Then the Primordials were born. By their existence, the laws of Creation were brought into being and ushered in the Age of Essence.
-Memorandum of Sor


                                 
                                                               
                                                         Olf Isles
                                                        /
                                                       /
                                                   Oldfarer's Sea --- Kostadt
                                                    /
                                                   /
                                     Lysswald ----Torcoast
                                    /
                                   /
                                  /
Lands of Twilight ------Grottwald
                                 \
                                  \
                                   \
                                   Hills of Mist ----Krator's Rest
                                                           |
                                                           |
                                                           |
                                                           Highwald ---- Old Syrna ---Darmont Range---?---?---Titanhold
                                                          /        \
                                                         /          \
                                                        /            \
                                                       /          Anvil of Moros --- Plains of Tros

                                                      /                 |
                                                                                           /                  |
                                                    /                   |
                                             Abandoned Megapolis ---- Court of Sylv

                                                   /  \                 |
                                                  /    \                |
                                                 /      \               |
                                                /       Grogantine Steppes

                                           Troz Hill

New Areas
Darmont Range: A gargantuan mountain range that divides the lands of the east and west, it was once one of the greatest sources of industrial metals in the world, though little metal now remains.

...

Though Indefatigable dawdled and waited alongside the Sea, the other Exiled did venture forth and lay claim to the cursed lands of the Dark. Though all chose lands close to the Light, and the consequences of such acquisitions, even these seemingly cautious acts could perhaps spell disaster in centuries to come. After all, one day, the lands they claimed would be of the Twilight in time and their lands actively besieged by the Dark. For now however they had relief and the freedom to act as they wished, or at last, the illusion of such freedom.

...

The rusting Tick had called upon his fellow Exiled to conquer the Anvil of Moros. None had answered his call. The great construct of Order cared not and trudged on forward, claiming the Anvil for himself and its conquest as its own undertaking. Regardless, it knew that the task ahead would be a difficult one. Even as it left the fleshforests of Highwald and trudged through the rocky hills that lead towards the Anvil, it felt something watching it. As the god neared the desolate plains surrounding the Anvil, the eyes became like daggers, paining the god's metal skin. Even so, it trudged on. As the crimson volcano itself came into view, the eyes stared at the god's mind itself, assaulting it with incoherent questions and phrases in a language unknown. Whatever dwelt in the Anvil was not an ally Tick could use, it seemed.

Even as the entity questioned and shouted, Tick remained aloof. In truth, the screams of a ravening creature was not at all harming the god, who even with years of rust, was still ultimately divine. Indeed, the god had spent more time watching the scurrying figures that inhabited the plains around the Anvil. They were grotty, hunched figures with rattish features and long beards. They seemed to live in small tribes around the Anvil and often made trips up and down its slopes. Some seemed to live in large caves on the volcano itself and it seemed that these one were of a higher status than the others. Or at least, so it seemed. Oddly, very few seemed to ever leave the volcano and the Anvil clearly could not support much in the way of agriculture nor were there many animals that could feed so many mortals.

And so, the god-machine waited and pondered its next move.

...

Whereas Tick had chosen to conquer the land of another, Lu instead took the realm of one already dead. Krator had been a tyrannical deity in his time, crowning himself godking of his fellows and of his mortal chattel. A god who had claimed dominion over Passion and Civilisation, he had a terrible weakness for laying with mortals. With terrible irony, he was slain by one of his slave-concubines through a specially prepared candle. Declaring himself godking by right of might, the boy-king was immediately smoted by Krator's supporters and his soul punished for his impunity. While the ensuing chaos destroyed nearly all traces of Krator's kingdom, his supporters did ensure that his tomb was built and properly furnished.

Krator's Rest, as far as can be seen, is utterly destroyed. Built on an island in the centre of a lake, the tomb's exterior was composed of several immense spires of various colours and materials, often changing with the sunrise. These have long collapsed. What remains are broken stumps where once might edifices once stood. The gardens that may have once existed here have grown rampant and wild, with masses of ambulant hands and eyes inhabiting the spaces between the spires. While odd, these creatures are largely benign, save for the fact that mortals tend to similarly degenerate into such creatures after some time. While Lu did not see any mortals around the exterior, he does detect what seems to be prayers from deep below ground, likely within the tomb itself. To enter the tomb would be...dangerous even for a god, but certainly a journey with some reward.

The area around the lake is as one would expect from the Darklands, dead. All the vegetation that once was here lies rotted or petrified with many a town now covered by layers of dirt and ash. A few shrines survive, protected by ancient wards, each praising the name of Krator or his subordinates. Shambling horses of fifty-two eyes and fifteen legs often gather around the shrines, as if grazing off their energies. Smaller but equally odd animals seem to crowd around the shrines as well, feeding on the energies or parasitically feeding on the horses.  Lu also detects the presence of less corporeal creatures, gathered in the lake. These seem to gather around the deepest parts of the lake.


...

As would be expected from the god, Cavefriend decided to settle in the Lysswald, where other explorers had discovered the grand cavern system which had seemingly created itself during the long Age of Darkness.

The area had not changed in the least since first being charted. The forest still lied dead. Mushrooms still grew. Small animals still fed on them, and larger ones on the small. Even the rumours of mortals in the caves was a fact that was quickly discovered to be true. Hairy brutish knuckle-walking humans with nary a thought in their mind. To call them mortal at this point was stretching the meaning of the word; cunning predators was a more apt description. They wore no clothing, made no tools and inhabited primitive beds of rotten leaves. Some used what their ancestors had used, but clearly without the intelligence to comprehend their use. What had been fishing rods were used as ineffective spears, while actual spears were often used as shovels. All-in-all, attempting to draw worship from these 'mortals' would be a pointless affair.

And yet, as Cavefriend travelled through the caves, he discovered something most interesting. The various human bands practised cannibalism of their dead and while interesting in of itself, it was also quite interesting that their skeletons were exactly identical to a normal human, even if these bands had changed in their years of isolation. What Cavefriend could do with this information was of course, his decision.

...

The Keeper flew and settled in the Darmont Range, the most distant of the gods from the Lands of Twilight. The Range has little history of its own and very few settled here, save for the outlaw or odd monster. Indeed, much wealth and time was spent creating other ways to traverse the Range, which had led to to a grand array of tunnels and artificial mountain passes throughout it. However, migratory settlements often appeared here due to the rich veins of metal found in the Range, with the population growing and shrinking as veins were found and exhausted. Even the Darkness seems to have mostly ignored this area, with there being little to corrupt in any case.

As such, the Keeper could do to the Range anything he wished, it seemed, with little interference.

...

The only gods who had deigned to travel together had been gods of Marriage and Pride. Marriage because bonds were needed, and Pride because one could not be prideful without another to compare with.

In their journey they may have discussed many things. Love, duty, stories, home, friends or family long gone. None of this truly mattered of course, but to have a companion on the road was always a pleasure, even for the divine. Even as they reached the Megapolis, they knew that whatever laid inside, at least they would not have to face them alone.

The Megapolis had been the grandest city of the world, or at least it liked to think so. Whatever name the city once had, few save the savants and historians dared remember. For most of its inhabitants, it had always been The City. Amongst whispered breath, some said that it had been older than the gods, and while never confirmed, the oldest gods knew that this was indeed, true. When the Darkness came, the city's rulers had done everything it could have to survived. Great magics were weaved, intricate machines installed. The gods themselves were staffed on the city borders, holding off the Darkness as it came. By their efforts, the City held off for far longer than the surrounding lands. In the end however, it was but a city trying to hold off entropy and corruption that was inherent to Creation. As such, it fell one day and now none amongst the living know for sure as to how the City fell, nor exactly when it fell.

Regardless of the Megapolis' grand past, the two gods entered the city with little fanfare, through the ruined gates that once gleamed with artificial lights and into the City's 'suburbs'. Here stood homes of the workers, those who served the Meapolis' 'true' citizens. Fallen towers of gigantic proportion, husked out and devoured by insects and fleshbeings. Odd malfunctioning constructs, still barely active, trudged on, attempting to clean streets or serve customers that had long died. The two gods were aware that to journey further in the City would be to find yet more of the same. Supposedly, at least.



Spoiler: Known Areas (click to show/hide)
Spoiler: Tick (NUKE9.13) (click to show/hide)
Spoiler: Cavefriend(Jilladilla) (click to show/hide)
Spoiler: Lu (Roboson) (click to show/hide)
Spoiler: FIDeM (Powder Miner) (click to show/hide)
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Do you hear that, Endra? NONE CAN STAND AGAINST THE POWER OF THE DENTAL, AHAHAHAHA!!!
You win Nakeen
Marduk is my waifu
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Roboson

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Re: Gotterdammerung IC Turn 1: Strike The Earth
« Reply #24 on: September 21, 2017, 01:53:24 pm »

Lu was immensely interested in the strange beings around the area. The eye-hand beings were of the greatest interest to Lu, their physiology usual and their lives too must be so. The incorporeal beings and the strange horse things were also of interest and consequence. While Lu had long ago decided to delve into the depths of the great tomb, the mysterious life surrounding it had ensnared his attention and given reason to pause and wonder. This was not a rare thing for the brash god. He had a curiosity and interest that was often overlooked and overshadowed in light of his brutish ideas and his indifference. In many ways, the two were one and the same. Strength comes in many forms, and even to the god of strength, they were not always readily apparent. While mortal echos whispered out of the resolute and decrepit tomb, here lay life that had survived the darkness and carried forth into the present. The inkling that this would require a great deal of strength dawned on Lu. One day he would set his sights on the entrails of the dead divine's final resting place, but for the moment, he would learn the strength of these twisted beings.

Act(?): Spend time observing the three sets of beings in the area. Attempt to learn their life patterns and their intelligence levels from a distance. If promising, attempt communication and subjugation.

After spending some time with the surface creatures of all kinds, Lu will descend into the tomb to find whatever wonders lay within.
« Last Edit: September 21, 2017, 03:52:06 pm by Roboson »
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NUKE9.13

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Re: Gotterdammerung IC Turn 1: Strike The Earth
« Reply #25 on: September 21, 2017, 03:23:35 pm »

On the fourth face of the clock, dials spun, and formerly hidden numerals were revealed. Notably, the big hand grew close to the numeral of the Mangy Rat. Tick knew this, and saw that it was right. The rat-men had no place in an ordered world. They would be exterminated. That was an undeniable fact, not a threat.
That being said, Tick would endeavour to be the one to exterminate them. Somone had to.

To exterminate, he would require soldiers. Would that he had mortal followers to do the job- but to rear a tribe of mortals into a society capable of producing sufficient warriors to wipe out an entire volcano's worth of beings... would take Time. Not to mention the risk of the ratmen striking first.
Instead, he remembered beings that would serve tirelessly, things crafted in his perfect image. He struck the earth, and summoned the various metals below to him. These he took, and deep within him, he forged fresh UnLiving, beings of metal and steam as he was, of humanoid stature, with a degree of intelligence, but no soul. He released one hundred UnLiving upon the world, and bid them first to replicate themselves. They set about delving into the earth, building mines, smelters, and forges.
In no time at all, the second generation rolled off the assembly line- though they were not, Tick noted with extreme displeasure, without flaw. Evidently he had erred when creating the first, for them to be incapable of perfect self-replication.
They would have to do, for now.

Act: Create 100 first generation UnLiving
Have the UnLiving replicate themselves.

Now, the second hand of the third face struck two: the (relatively brief) Era of Settling was over, and the Era of Reconquest had begun.
The UnLiving- only a few short years after the creation of the first generation- were now an uncountable (except to Tick, obviously) horde.

"TICK", spoke Tick, ordering his minions forwards. The ratmen had no idea what hit them, as unflinching machines laid waste to their hovels, and cut them down as they fled. Steadily the tide of steel flowed up the slopes of the volcano, divisions of third generation UnLiving led by second generation sergeants, commanded by the first generation. And amongst them strode Tick himself, crushing caves beneath his great legs, blasting ratmen with scalding steam, and speaking doom at them.

Act: Lay waste to the ratmen, in an attempt to exterminate them.

Tick watched impassively as the UnLiving performed their methodical slaughter. He did keep an eye on the ratmen, for though the species as a whole was a blight on the world that needed to be erased, it may be possible for certain individuals to show greater promise. Whenever he spotted a particularly talented or well-organised member of the species, he bid the UnLiving capture them rather than kill, and had them brought before him.
As he examined the minds of his captives, some he dismissed as worthless, consigning them to a quick death- but others were more 'fortunate'. Where he saw the spark of Order and Industry, he took their bodies and made certain changes. Aesthetically, he cleaned up their matted fur, somewhat straightened their crooked backs, and trimmed the beards from their faces. Mechanically, he increased the dexterity of their already nimble fingers, gave them the strength to hold a hammer, and invigorated their brains, giving them the potential for greater intelligence.
He was not done, however. He also delved into their minds, and tinkered with them, instilling a fascination with machinery and its workings, a desire to create, and a burning hatred for their lesser brethren. With that, he was satisfied, and released his subjects back into the world. As a parting gift, he gave them a name: the Igundan. He would observe their actions, for now, to see if the changes he made were enough to exempt them from his prophesied extermination of the Mangy Rats- rats they may be, but perhaps no longer mangy.

Act: Create (from captured ratmen) the Igundan.
Release the Igundan to do what they will.
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crazyabe

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Re: Gotterdammerung IC Turn 1: Strike The Earth
« Reply #26 on: September 21, 2017, 03:30:53 pm »

PTW
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Jilladilla

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Re: Gotterdammerung IC Turn 1: Strike The Earth
« Reply #27 on: September 21, 2017, 03:32:31 pm »

Cavefriend is pleased with the state of the caverns in Lysswald, although the state of the mortals living in the caverns saddens him.... However, some things come first, and the Souls of his followers have languished for long enough, the time has come for them to be free once more. Their new bodies bear striking resemblance to Cavefriend's, although nowhere near as massive (although still larger than a human), and without the aura of protectiveness/awe/fear that Cavefriend possesses. The single eye of these 'Pale Ones' is perfectly adapted to darkness, and can see in even nearly-lightless conditions. In addition, like many cavern dwelling creatures, their metabolism is extraordinarily slow, allowing them to go extreme lengths of time without food in a near-hibernative state.

But still, as Cavefriend's thoughts turns back to the near hopeless plight of the native mortals, he is a God, and as such can actually do something about it. So as such, he uses an Act to grant a Gift of Intelligence and Darkvision to the cavemen, however, Cavefriend knows that while mortal minds can be unexpectedly resilient, they are so fragile at the same time. Unfortunately, Cavefriend is a God of the Deeper Earth, and not minds or knowledge, so a more gentle approach was needed...



"Denizens of the Deeper Earth! I am Cavefriend, the Friend of Caves! Many of you are likely confused at your newfound mental capabilities... Do not fear though, for both me and my people are here to guide you through this troubled time, and protect you from those who would seek to harm and slay you. So, stand up all of you, and forge our way unto a new age of prosperity."

Act: Create the Pale Ones, denizens of the Deeper Earth who are particularly well adapted to normal conditions in the caverns
Act: Bestow a Gift of Intelligence and Darkvision upon the cavemen here, very little in the way of hard knowledge is imparted upon them in this process (with the exception being the common language of Cavefriend's followers), but the ability to perform higher level thinking and reasoning is granted.
Mundane Act: Sit down and council any who seek guidance in their newfound intelligence, or just in general.
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FallacyofUrist

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Re: Gotterdammerung IC Turn 1: Strike The Earth
« Reply #28 on: September 23, 2017, 11:21:27 am »

"To think I would stumble across one of the safest areas by pure chance... all the better for me. Arise, those who served me faithfully in their last life. Be born anew in the forms you sought, the forms of darkness!"

1 Act: Reincarnate 1 Act's worth of followers as Dark Ones. The Dark Ones are humanoid by default, but can change their form to anything they want, within the limits of physics and conservation of mass, in sufficiently dark darkness. This is a fairly painful process that has years of cooldown. The darker it is around a shifting Dark One, the less pain will be felt, the quicker the changing will go, and the more control the Dark One will be able to exert over their biology. Dark Ones have all organs their chosen form would, plus one: A crystal that acts as their brain. A Dark One is not truly dead until their crystal is destroyed, and even if their body may seem like a ruined corpse, they can still shapeshift if their crystal is intact and the ability is off cooldown. Make sure to place the first Dark Ones on a relatively flat area. Dark Ones can see in darkness magically. Use an additional Act if necessary to obtain these magical properties.

1 Act: Create a (small) city for my followers, complete with areas for agriculture and enclosed dark rooms, in the flat area I placed the Dark Ones in.
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AbstractTraitorHero

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Re: Gotterdammerung IC Turn 1: Strike The Earth
« Reply #29 on: September 26, 2017, 11:14:47 pm »

The goddess of pride breathes out looking over at their companion a sly smile spread on their face as they wandered throughout the city looking for something thinking quietly silently. They would restore.....Revitalize. Moving and moving faster exploring rapidly bounding over rubble and flying about.

Act: Gather up a ton of the broken robots and damaged robots and fix them....this fixing may include making them more humanoid and maybe just maybe that humanoid form looks similar. NARCISSISM HO!

Second act: Have them be possessed by the souls of some of my loyal followers.
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