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Author Topic: Gridhood: Aspects of the Divine!  (Read 141010 times)

Nakéen

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Re: Gridhood: Aspects of the Divine!
« Reply #1695 on: August 14, 2018, 01:56:47 pm »

"A weapon to fell the vile beasts who took residence in the ruins of our forefathers!"
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Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #1696 on: August 14, 2018, 02:13:37 pm »

Nagas begins Divine Project: Irredentist's Fang at I6, adding up to 5FP! The Irredentist's Fang is a slim, hooked dagger enchanted with a venomous bite, which it drives hardest when wielded for the sake of claiming land.
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helmacon

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Re: Gridhood: Aspects of the Divine!
« Reply #1697 on: August 14, 2018, 03:01:40 pm »

Amastay creates a new avatar (at least until his old one can be found. He spends 10fp. His avatar is that of a giant, like the jotun. It is far stronger and faster than any regular mortal though. This avatar comes into being at D4, and his first act is to go retrieve the artifact hoe of plenty from where he created it.
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Science is Meta gaming IRL. Humans are cheating fucks.

Supernerd

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Re: Gridhood: Aspects of the Divine!
« Reply #1698 on: August 14, 2018, 04:59:38 pm »

Jotun Oligarchy

Having received the tile that they wanted, the Jotun Oligarchy wastes no time constructing an Orchard on it. Food is almost under control; should just be a bit more effort needed before they finally get back to where they were at before the end of the stone age and are able to start doing new things.

Spoiler: Doublecheck (click to show/hide)
Spoiler: Action Post (click to show/hide)
Spoiler: Passive Tech Effects (click to show/hide)
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websim.ai is coming dangerously close to being able to run Gridhood. Maybe I'll live to see the day if I exercise, eat right, and somehow convince the world's governments not to nuke everyone.

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1699 on: August 15, 2018, 11:46:43 am »

waits.
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The_Two_Eternities

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Re: Gridhood: Aspects of the Divine!
« Reply #1700 on: August 15, 2018, 12:37:29 pm »

The People
Action 1:
3 scouts explore H5 with 3 crude spears
Action 2:
3 workers harvest at H4 with 3 crude tools
Action 3:
3 workers farm at H4 with 3 crude tools
Action 4:
3 workers research Crop Rotation
Action 5:
2 workers research Stone Tools
Action 6:
2 workers research Stone Spears
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http://www.bay12forums.com/smf/index.php?topic=177472.0
Roll to Multitask, seeking new players.
Yeah sorry, someone blew up a street in my state and took the internet down for multiple days with it.
This really happened. 2020 was wild.

andrea

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Re: Gridhood: Aspects of the Divine!
« Reply #1701 on: August 15, 2018, 02:59:06 pm »

Tellus creates an outcropping of Polyferrite in B6

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1702 on: August 17, 2018, 06:34:05 am »

Right. Are we missing any actions? What's the update on Game Status GM?
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Iris

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Re: Gridhood: Aspects of the Divine!
« Reply #1703 on: August 17, 2018, 10:43:11 am »

Back. Since I have 24 FP and no real plans yet, anyone need anything?
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Quote from: AseaHeru (on Discord), Monday, June 20, 2022 10:41 PM
I still want the D. The D is love, the D is life. The D is bully.
Rewind, can't keep going
My mind keeps replaying
That night when we dove in
But now I'm sinking

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1704 on: August 17, 2018, 11:33:32 am »

How about a book all about Shrine Magic? Purifying Light Spells and Healing. Wards and Barriers. All that for 15 FP. Could use an Arcanum MysticShi
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Maximum Spin

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Re: Gridhood: Aspects of the Divine!
« Reply #1705 on: August 17, 2018, 01:29:55 pm »

Back. Since I have 24 FP and no real plans yet, anyone need anything?
How about a set of enchanted smithing tools for my lil Dipnoi that will enable them to make cool magic items?
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TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1706 on: August 17, 2018, 01:40:58 pm »

Looks at Dipnoi techs...

They would at least need Magic Runes to make enchanted gear, or at the very lowest point, actual Magic Tech. Gifting an artifact set without the ability to use it is not the brightest of Ideas.

You could also go the Forge path, but they don't have that researched either. Just Math and soon Geometry. Magic takes a lot to get into, let alone advance. We have a medieval tech in Advanced Magic.

We kinda aim rather high actually. The whole Magic Difficulty has been addressed by the GM before. And we do tend to be a bit prickly about others thinking it's easy. It requires much discipline to it's path, and new spells often require research.
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Iris

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Re: Gridhood: Aspects of the Divine!
« Reply #1707 on: August 17, 2018, 01:45:05 pm »

Looks at Dipnoi techs...

They would at least need Magic Runes to make enchanted gear, or at the very lowest point, actual Magic Tech. Gifting an artifact set without the ability to use it is not the brightest of Ideas.

You could also go the Forge path, but they don't have that researched either. Just Math and soon Geometry. Magic takes a lot to get into, let alone advance. We have a medieval tech in Advanced Magic.

We kinda aim rather high actually. The whole Magic Difficulty has been addressed by the GM before. And we do tend to be a bit prickly about others thinking it's easy. It requires much discipline to it's path, and new spells often require research.

What would you suggest, then? A comprehensive magic book or similar?
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Quote from: AseaHeru (on Discord), Monday, June 20, 2022 10:41 PM
I still want the D. The D is love, the D is life. The D is bully.
Rewind, can't keep going
My mind keeps replaying
That night when we dove in
But now I'm sinking

TricMagic

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Re: Gridhood: Aspects of the Divine!
« Reply #1708 on: August 17, 2018, 01:49:25 pm »

If they travel along the path of Geometry, a Star Book detailing the Seasons and the stars of those seasons could jumpstart their Travel beyond their currant lands. A way to Navigate.

They still need to learn camping, but it is something.


Another Option is the Formula Mathematics, which details all the various Formula for various Maths. No clue what it would do though.



My race has a major advantage at Magic, and Advanced Magic still took us a long time. You're looking at a 30 to 50 point requirement to even enter Magic, Let alone use it.



Last age I had a suggestion of a Divine Project called Yggdrasil. You can always save up the 50 FP for that. Though it was more to help us even further. It will take a lot to create without Divine Intervention. The Shrine Research is simply our first step.
« Last Edit: August 17, 2018, 01:54:49 pm by TricMagic »
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Lenglon

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Re: Gridhood: Aspects of the Divine!
« Reply #1709 on: August 17, 2018, 02:15:10 pm »

Researching roads might be a faster way for the dipnoi to learn magic - through trade.
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((I don't think heating something that is right above us to a ridiculous degree is very smart. Worst case scenario we become +metal statues+. This is a finely crafted metal statue. It is encrusted with sharkmist and HMRC. On the item is an image of HMRC and Pancaek. Pancaek is laughing. The HMRC is melting. The artwork relates to the encasing of the HMRC in metal by Pancaek during the Mission of Many People.))
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