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Author Topic: Alikai Team Thread - FR20 [~5 players]  (Read 15023 times)

The Adversary

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Re: Alikai Team Thread - FR20 [~4 players]
« Reply #135 on: May 25, 2020, 03:32:29 pm »

w--
i, uh--
well--
if Passage of Adulthood is confirmed perfectly legit, since I missed Adversary's post previously in the sudden voting chaos
it's worth hanging onto the Captains until after we do it
I'm not sure if consolidating the two versions is legit without Chaos' input, but this vote shift should roughly make it ok anyway

I mean, I can't use the term perfectly legit, but the basic idea of what it concretely does (deepen your connection to your historic curse) is fine.

Is it going to make all transformations in the future trivial? No.
Is it going to revoke the one transformation limit? No, probably not.

Adversary, what does an increased mortal count do on the whole. If a unit cost 1 Mortal, do we gain any bonus for having more? And how will mortal cost work for designs? Larger units needing more people?

Another good question is, will the Fruits of the Land be what feed our Dire critters?

A high mortal count is needed for exceptionally well trained, elite, or otherwise extraordinary individuals. Also needed if you have something that needs sacrifices. Exceeding the resource requirement of a design does not gain increased deployment.

Fruit of the Land is one potential costs for voracious units. Fruit of the Land generally covers everything harvested above the surface that isn't fauna. Wood, silk, guano, crops, herbs, etc.

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Doomblade187

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Re: Alikai Team Thread - FR20 [~4 players]
« Reply #136 on: May 25, 2020, 03:34:01 pm »

So, who wants to try and remove the one transformation limit?

Edit: @GM, does the one transformation thing mean I can only upsize a frog and but can't enhance it's venom as well? Or would doing both at once count as one transformation?
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The Adversary

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Re: Alikai Team Thread - FR20 [~4 players]
« Reply #137 on: May 25, 2020, 03:48:11 pm »

So, who wants to try and remove the one transformation limit?

Edit: @GM, does the one transformation thing mean I can only upsize a frog and but can't enhance it's venom as well? Or would doing both at once count as one transformation?

One transformation means that someone can't both be a werewolf and a doppleganger. Each one of those is a separate and distinct transformation, and there is no individual who can have both.

The ruling is to make it so that each transformation has to be a gestalt concept, and you can't just pile on a bunch of smaller transformations together.  You can make a transformation that permanently causes a toad to become big and venomous. You can make a transformation that causes a toad to generate explosive chemicals within its body. Having both of those transformation does not allow you to automatically gain giant toads that explode in showers of venom.
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Doomblade187

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Re: Alikai Team Thread - FR20 [~4 players]
« Reply #138 on: May 25, 2020, 03:56:05 pm »

Excellent idea, thank you for it. :P
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

TricMagic

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Re: Alikai Team Thread - FR20 [~4 players]
« Reply #139 on: May 25, 2020, 04:04:42 pm »

So, who wants to try and remove the one transformation limit?

Edit: @GM, does the one transformation thing mean I can only upsize a frog and but can't enhance it's venom as well? Or would doing both at once count as one transformation?

One transformation means that someone can't both be a werewolf and a doppleganger. Each one of those is a separate and distinct transformation, and there is no individual who can have both.

The ruling is to make it so that each transformation has to be a gestalt concept, and you can't just pile on a bunch of smaller transformations together.  You can make a transformation that permanently causes a toad to become big and venomous. You can make a transformation that causes a toad to generate explosive chemicals within its body. Having both of those transformation does not allow you to automatically gain giant toads that explode in showers of venom.


Actually, for that I meant something like a primary turtle trait, and secondary trait, say venomous claws? As single transformation. The Turtle is the Primary, and Venomous Claws from another species Secondary.

Not being able to apply multiple transformations, but ease drawing from two species in the transformation more easily. I already know that each transformation requires it's own design, and they can't just be mixed just cause we have them.

The secondary Trait is mostly referring to the individuals' ancestry, since no rhyme or reason details what traits one has, other than breeding and clan, since differing traits can still pop up.
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Powder Miner

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Re: Alikai Team Thread - FR20 [~4 players]
« Reply #140 on: May 25, 2020, 05:14:20 pm »

After discussion with m and Doom, I’ve changed the extra feature I’m springing for on the Akibara bugfix to changing organization at the squad level to being of one animal type, which should help with communication thanks to the Passage of Childhood featurebug. This should be trivial so we should be quite able to nail both the bug fix and this.
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TricMagic

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Re: Alikai Team Thread - FR20 [~4 players]
« Reply #141 on: May 25, 2020, 05:23:46 pm »

Quote from: Votebox
Turtles of Taratan: (5) TricMagic, Powder Miner, Chaoskl21, Doomblade, Happerry
The Turtle Captains: (1) Happerry
Heritage Ritual: Passage of Adulthood V2: (4) TricMagic, Doomblade, Powder Miner, Choaskl21
Aqueduct Revision, Dire Sand Scorpion: ()
Mines of Earthreach: (0)
Akibara Specialization: (0)
Yelling At The Akibara Until They Move Faster: (4) Powder Miner, Happerry, Doomblade, TricMagic
Toad Cavalry: (0)
[/quote]

I think this is everyone? Enough to bug the other team tomorrow anyway. Night.
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The Adversary

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Re: Alikai Team Thread - FR20 [~5 players]
« Reply #142 on: May 27, 2020, 01:27:29 pm »

Turtles of Taratan
[Common]
[Beasts: 3, Minerals: 1, Auspicious Hours: 4]
The Turtles of Taratan are somewhat troubled as vessels. Roughly circular and approximately 20-30ft in diameter, the turtles are sufficient to carry small groups of infantry and supplied from place to place. However, they’re also rather austere vessels. The only fittings given to the turtles is an outer cage of steel to keep soldiers and supplies in during rough weather, and these leaves those on board with several striking problems. There’s no roof. The vagaries of the elements are free to ravage those on board, as is fire from enemy arches. The frame at the sides of the boat is just that, a frame, with water free to rush in over the sides of the turtle’s shell. With no internal storage space available (as the floor is a shell) it’s extraordinarily difficult to keep anything dry, and soldiers are frequently reduced to lashing their belongings to the sides of the frame while huddling at the highest point of the turtle’s shell, holding cloth over their heads to protect them from the sun while simultaneously praying it doesn’t rain. The other issues with the Taratan turtle is that while sea-turtles are marvelously quick and graceful, they’re typically marvelously quick and graceful under the water. For some strange reason, the crew of the turtles have a deeply vested interest in breathing, and thus the pilots of the vessels are instructed to keep the beasts from diving at all costs. This also makes life frustrating for the Taratan turtles, as they have to spend literally all of their time at the surface, far from their usual environment. On the good side, the ‘ship’ itself is marvelously tough, and even after all its crew is dead, the creature’s hard shell will likely enable it to survive and return to its home port.
[Minor Difficulty, d6: 6]
[Moderate Bug, Feature]
One issue in particular with the way that turtles swim at the surface of the water is that isn’t, particularly, a graceful motion when they need to move quickly. There’s a lot of but wiggling and side clawing that throws up water. This is going to make it very difficult to shoot off a turtle that is either in panic or being coaxed into rapid combat maneuvers, but, silver lining, it’s going to make it difficult for enemy ranged units to aim at the crew as well. The crew will also be miserably soaked, but that isn’t new.
[Minor Bug, None (Cluster)]
The increase in size for the great Turtles has done nothing to alleviate their historic fears, even of creatures that they’re now much larger than. This does, occasionally, result in the vessel immobilizing itself or attempting to speed off at great haste when injured. Pilots are able to talk down the worst of these effects, but there’s still a small chance for these vessels to panic, briefly rendering them useless, during combat.
[Minor Bug, Hidden. (Turtle Fears)]
The Turtles of Taratan are still, at heart, beasts. They’re big beasts, gentle, and noble, but they’re still very, very dumb. Unlike a normal ship which you can put on a heading and just keep steady, the pilots of Taratan have to constantly make minor course correction to keep their beasts from chasing fish, heading towards sunny looking rocks, looking after a funny smell, etc. While this has very limited impact in most circumstances, it means that every Turtle needs at least two pilots to rotate shifts, and losing a pilot is very serious unless the rest of the crew can work out a way to communicate with the turtle.
[Lucky Break!]

Heritage Ritual: Passage of Adulthood
[Ubiquitous]
[Auspicious Hours: 1]
The Second Heritage Ritual, timed for the height of puberty, is a rough experience. It’s an essential transformative period, but it’s bad enough to try and figure out exactly what you want to do with these sudden squishy hot feelings you have for other people when half of you wants to go play nudist camp doctor behind a sand dune and the other half wants to extend your throat pouch fully, croon sonorously, and then spooge in a bowl so your sweetheart can later fertilize their eggs in the shallow waters of the oasis. Dating is rough for Alikai teenagers. Under no circumstances should you attempt to sandstorm-watch and chill with a young redheaded spidergirl. Shit gets real.

After the awkward years are done and the transformations have been mastered, the practical effects are strikingly useful, and lead to a civilization which is supported by what amounts to a hybrid vigor of a people that is disparate in form but united in mind.
 [Minor Difficulty, d6: 3]
[Moderate Bug, Cluster]
Increasing the power of the old king’s curse is not without its risks, and the rituals that bring one closer to the power of the beast heritage also herald from moonlight. The stress from the heritage rituals are modest, but not insignificant, and on rare occasions they can compound horrifyingly -- resulting madness, death, and suffering for all involved. (Your mortal costs for Sacred Lunacy transformations may be increased, additionally likely for more complex transformations)

Yelling at the Akibara
[Bug Weights, 2, Feature Weight 1: Roll: 6. Bugfix Success, No Features]
While incorporating a few ‘motivational speakers’ into the ranks of Akibara is simple enough and nets excellent returns on investment in getting the soldiers to overcome the basic rules of the desert that they were drilled on as youths, attempting to consolidate squads encounters surprisingly difficulties. It’s not disagreement per se, but Akibara are traditionally drawn from villages and kept in rough village units. This has, previously, enabled them to bear the emblems of their homes as squad symbols, and there is some, very mild, resistance to changing this longstanding tradition by breaking up the military units by transformation type.



It is the 3rd Design, Revision, and Research Phase

REMEMBER: Your contest entry is due at the end of this phase.
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Doomblade187

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Re: Alikai Team Thread - FR20 [~5 players]
« Reply #143 on: May 27, 2020, 01:54:20 pm »

Okay, two main thoughts. First, toad Cavalry. Second, turtle captains that can breathe underwater. Third, revise a watertight wooden housing over the top of the turtles.

Fourth:

I think we should take a minute and try and remove/ease up the one transformation limit. @GM, is this possible?
« Last Edit: May 27, 2020, 01:57:02 pm by Doomblade187 »
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.

The Adversary

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Re: Alikai Team Thread - FR20 [~5 players]
« Reply #144 on: May 27, 2020, 01:59:08 pm »

Okay, two main thoughts. First, toad Cavalry. Second, turtle captains that can breathe. Third, revise a watertight wooden housing over the top of the turtles.

Fourth:

I think we should take a minute and try and remove/ease up the one transformation limit. @GM, is this possible?

It's a rule of magic. What you've already done by making some things a racial feature is about as close as you can get. It's be like summoning deep ones without entropy, having Juxtemancy not require proportional volumes, etc.

It would be very very very very very very very hard to do. You should read this as impossible.
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TricMagic

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Re: Alikai Team Thread - FR20 [~5 players]
« Reply #145 on: May 27, 2020, 02:01:12 pm »

Revision: Turtling the Fort

A simple solution to make minor mutations to the shell. Spires of bone extend up from the shell, which is then used as the base to build multiple stone/wood buildings to make travel easier and store supplies.

In general, there are two buildings. One near the back that has an arcing shape along the turtle shell, and a flat deck atop, used for storage. One in the center for sleeping with a spire extending through the center, that has a crow's nest built in. Likewise, the shell extension also creates a simple wall around the whole edge, and these buildings are built to be able to remain as part of the turtle's back. For as we know, there may be turtle captains coming aboard, making these ships perfectly fine to dive if crewed by them.



Why exactly if they can handle underwater? With the design down, we can do a revision.
« Last Edit: May 27, 2020, 04:20:10 pm by TricMagic »
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The Adversary

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Re: Alikai Team Thread - FR20 [~5 players]
« Reply #146 on: May 27, 2020, 02:08:17 pm »

Revision: Turtling the Fort

A simple solution to make minor mutations to the shell. Spires of bone extend up from the shell, which is then used as the base to build multiple buildings to make travel easier and store supplies. Of particular note is Awakening. Iron is used to give these buildings wood and stone material the durability of an armored battleship.

In general, there are two buildings. One near the back that has an arcing shape along the turtle shell, and a flat deck atop, used for storage. One in the center for sleeping with a spire extending through the center, that has a crow's nest built in. Likewise, the shell extension also creates a simple wall around the whole edge, and these buildings are built to be able to remain as part of the turtle's back. For as we know, there may be turtle captains coming aboard, making these ships perfectly fine to dive if crewed by them.



Why exactly if they can handle underwater? With the design down, we can do a revision.
Awakening is to transfer things away from living beings. Juxtemancy to transfer things away from nonliving beings. Also, remember that juxtemancy still decays over time and requires equivalent volumes of exchange.

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Doomblade187

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Re: Alikai Team Thread - FR20 [~5 players]
« Reply #147 on: May 27, 2020, 02:10:14 pm »

Tric, we can use Lunacy to transform wood to be harder. Also, Powder has said he's working on a toad grenadier research.
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Powder Miner

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Re: Alikai Team Thread - FR20 [~4 players]
« Reply #148 on: May 27, 2020, 02:10:23 pm »

Big F for the turtles
BUT
with this (slightly) edited version of the Capitaines, we should be able to make a looo-oo-oot more use of that underwater turtleness, and also just handle some of those bugs a lot better.
Quote
The Turtle Captains

In addition to transforming turtles into seacraft, the Lunatic Mages of Taratan have focused their efforts on creating the ideal "sailors" to man them.

As the coast of Taratan has sea turtles as frequent visitors, when the original rituals that transformed the people of Alikai came, many of those in the city and around the more rural villages of the coast beyond it manifested qualities of the turtles that live there. Thanks to the Passage of Childhood, they can communicate with turtles, and so they were the immediate pick for work concurrent with the work on turning the turtles themselves into seacraft. In this case, this means that volunteer sailors from the city, many eager to finally prove their worth to wider Alikai, were selected to undergo rites of Sacred Lunacy and bring their turtle elements to the fore.

The result is a people with broader chests ensconced in shells of turtles, with scales across their limbs and up to their cheeks. They have no ability to retract into those shells, as their bodies are still largely humanoid, but the end result still makes them quite a bit tougher. Their shells are capable of withstanding arrows from all but the strongest of bows, and though their scales aren't capable of quite that feat, they may possibly deflect more glancing blows (say, blows that would bounce but poison from a totally hypothetical poisoned blow). This does mean that the Turtle Captains are actually rather slow, and they're really not suited for land combat, where they do not appear at all, (sailing with a large, heavy shell and tromping around with one are entirely different things), but they are at least quite specialized for the sea. They're able to commune especially well with fellow turtles, are often already experienced sailors in the trouble of the Mossdeep, and can swim well as well as hold their breath and submerge for long periods of time -- something very useful with the Turtles of Taratan, as crews entirely composed of Turtle Captains may even be able to go underwater with the turtles.

They're also given relatively lightweight throwing spears, as well as a spatha, which ought to allow them to be able to, you know, actually fight, whether that be throwing spears from ship to ship or fighting during boarding.

I'm also going to make a toad grenadier unit with toad grenades, but I'll want to Research that one since it'll have a lot of features.
« Last Edit: May 28, 2020, 12:41:54 pm by Powder Miner »
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Doomblade187

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Re: Alikai Team Thread - FR20 [~5 players]
« Reply #149 on: May 27, 2020, 02:24:14 pm »

They're going to be Croakadiers.

As for the third design, I would like to resolve the aqueduct issue soonish, but my other priority is some heavy firepower/something to kill undead hippos. Maybe a giant beetle shock troop?
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In any case it would be a battle of critical thinking and I refuse to fight an unarmed individual.
One mustn't stare into the pathos, lest one become Pathos.
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