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Author Topic: Zehlin Team Thread - FR20 [~4 Players]  (Read 9302 times)

dgr11897

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #15 on: May 19, 2020, 07:00:05 pm »

Question for the GM, are physics roughly the same here just with magic? (Gravity bends spacetime, E=MC^2, quantum physics and turbulence are weird, etc)
And as a secondary question, what does the Miad use as a reference frame for the purposes of acceleration and speed?
Oh, final question, how hard is it to work with/shape Miad crystals?
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Shadowclaw777

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #16 on: May 19, 2020, 07:09:36 pm »

Quote from: Votebox
Magic mastery
The Communion of the Deep: (3) SC777, IronyOwl, DGR, Detoxicated
Designs
Sea chariots: (3) DGR, IronyOwl, SC777
Quicken the dead: (3) DGR, IronyOwl, SC777
Lightning bomb: ()
Renewable Infantry Gear: (4) IronyOwl, DGR, Detoxicated, SC777

Why not we got armed zombies on chariots
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The Adversary

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #17 on: May 19, 2020, 07:17:23 pm »

Question for the GM, are physics roughly the same here just with magic? (Gravity bends spacetime, E=MC^2, quantum physics and turbulence are weird, etc)
And as a secondary question, what does the Miad use as a reference frame for the purposes of acceleration and speed?
Oh, final question, how hard is it to work with/shape Miad crystals?

Standard physics will apply unless I say otherwise.

The rough material properties are given for each of the crystals. Dull is kenned to gypsum with the density of lithium. Quicksilver (inactive) is kenned to osmium.

Interaction of Velocity and Interaction of Acceleration are in reference to the ground. However, active quicksilver miad amplifying acceleration is relative to whatever acceleration vector the object had when the active miad first came into contact with it.
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dgr11897

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #18 on: May 19, 2020, 07:21:16 pm »

Question for the GM, are physics roughly the same here just with magic? (Gravity bends spacetime, E=MC^2, quantum physics and turbulence are weird, etc)
And as a secondary question, what does the Miad use as a reference frame for the purposes of acceleration and speed?
Oh, final question, how hard is it to work with/shape Miad crystals?

Standard physics will apply unless I say otherwise.

The rough material properties are given for each of the crystals. Dull is kenned to gypsum with the density of lithium. Quicksilver (inactive) is kenned to osmium.

Interaction of Velocity and Interaction of Acceleration are in reference to the ground. However, active quicksilver miad amplifying acceleration is relative to whatever acceleration vector the object had when the active miad first came into contact with it.
Fringe scenario, but if an object is closer to a different planet or moon, does it use the ground of that celestial body for the purposes of Interactions? And if it does, does it switch over when it gets closer, or upon making contact with the ground, resetting its frame of reference.
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The Adversary

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #19 on: May 19, 2020, 07:22:52 pm »

Question for the GM, are physics roughly the same here just with magic? (Gravity bends spacetime, E=MC^2, quantum physics and turbulence are weird, etc)
And as a secondary question, what does the Miad use as a reference frame for the purposes of acceleration and speed?
Oh, final question, how hard is it to work with/shape Miad crystals?

Standard physics will apply unless I say otherwise.

The rough material properties are given for each of the crystals. Dull is kenned to gypsum with the density of lithium. Quicksilver (inactive) is kenned to osmium.

Interaction of Velocity and Interaction of Acceleration are in reference to the ground. However, active quicksilver miad amplifying acceleration is relative to whatever acceleration vector the object had when the active miad first came into contact with it.
Fringe scenario, but if an object is closer to a different planet or moon, does it use the ground of that celestial body for the purposes of Interactions?

Great question. I think we'll find out when you send someone to fantasy-space.
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dgr11897

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #20 on: May 19, 2020, 07:31:17 pm »

Question for the GM, are physics roughly the same here just with magic? (Gravity bends spacetime, E=MC^2, quantum physics and turbulence are weird, etc)
And as a secondary question, what does the Miad use as a reference frame for the purposes of acceleration and speed?
Oh, final question, how hard is it to work with/shape Miad crystals?

Standard physics will apply unless I say otherwise.

The rough material properties are given for each of the crystals. Dull is kenned to gypsum with the density of lithium. Quicksilver (inactive) is kenned to osmium.

Interaction of Velocity and Interaction of Acceleration are in reference to the ground. However, active quicksilver miad amplifying acceleration is relative to whatever acceleration vector the object had when the active miad first came into contact with it.
Fringe scenario, but if an object is closer to a different planet or moon, does it use the ground of that celestial body for the purposes of Interactions?

Great question. I think we'll find out when you send someone to fantasy-space.
Cool, Main reason I was wondering is because with that, swapping of reference frames, it is possible to break the 7200 meters per second rule, if probably only briefly before... SOMETHING happens. Possibly the generation of some form of ultra high energy Miad, my current headcanon name for this is Radiant Miad or similar, maybe Gold or Silver, following the pattern of increasing shininess with increasing amounts of energy being involved (Dull->Quicksilver). Also just a note for myself and the rest of the team, Quicksilver Miad is going to be a B*tch to make in large quantities, since it's probably going to be generated with significant amounts of dull miad as well. which releases electrons when it decays, which will attract any activated quicksilver Miad, possibly leading to evaporation of it as well. However, we can exploit it by flying into sunlight, since any formed dull Miad will begin breaking down, along with any activated quicksilver, improving energy efficiency. As for achieving flight, usage of dull, quicksilver, and burning miad could allow the generation of significant amounts of acceleration. (Dull miad could make a good hull material, as long as it is kept out of the light, since it's unaffected by gravity, and is incredibly light. While Quicksilver has obvious uses, and burning miad, if we can stabilize/slow the evaporation, would let us use A-Grav for thrust.)
Edit: Final note for later, Juxtematics, can they be used to transfer the properties of Miad.
« Last Edit: May 19, 2020, 07:39:22 pm by dgr11897 »
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Rockeater

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #21 on: May 19, 2020, 07:44:51 pm »

Ignore me
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The Adversary

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #22 on: May 19, 2020, 07:46:54 pm »

Edit: Final note for later, Juxtematics, can they be used to transfer the properties of Miad.

Yes.  If a material evaporates it will prematurely end the juxtematic transfer.
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The Adversary

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #23 on: May 19, 2020, 11:50:33 pm »

Renewable Infantry Gear
[Ubiquitous Deployment]
[1 Mineral, 1 Fruit Of the Land]
Much as a foundation of stone sunk and anchored to the wet depth of the Zehlin bog speaks volumes of the civilization determined enough to lay it, the neat and orderly state of the Zehlin general infantry uniform in spite of the filth it’s often forced to wade through speaks volumes of the military. Basic armor is provided by the long gambeson, woven from sedge fibers and stuffed with batting derived from a mixture of plant and animal fibers. Waterlogging is minimal, prevented primarily by a waxy coating applied and maintained by infantry as part of their camp routine. Helm, carved from gourds and worked for comfort, cap the outfit and are frequently given some minimal additional carving by the soldier for good luck or simple personalization.

Armaments making sparing but good use of metals. Each soldier is issued a plain wooden round shield, a spear with a worked iron head, and a brace of four short javelins with iron tips.

While the gourd helms are symbols of each individual infantryman, it’s the thick swamp-leather boots that have become the symbol of the infantry. Fitted for long campaigns, they’re one of the oldest symbols of the hunters who brave the deep bogs. So iconic are they that ‘Being fitted for his/her boots’ is a common way of saying that a young Zehlin is undergoing the struggles associated with transitioning from a child to an adult.
[Trivial Difficulty, d4= 1. 0 Bugs]

Quicken The Dead
[Ubiquitous Deployment]
[1 Mortals, 1 Soul Dregs]
The principle of quickening the Dead is simple. A communer reaches out to the simplest of creatures from the Deep, nearly formless beings that congregate around bodies to look for the tidbits of mortal dregs. Such beings are of minimal intelligence, but certainly still able to enticed to inhabit the body of the recently deceased in exchange for passage to the other side and morsel to feed on. This reanimates the bodies of the fallen and allows them to be put to work again. The enhanced entropy caused by the Deep spirit inhabiting the body causes decay to progress more rapidly, but the Deep being is capable of animating even a skeleton- although that is a frail form with little strength or substance. With little understanding of life, the reanimated are guileless combatants. They frequently strike with savage clubbing blows, regardless of how well this suits their weapons, and can only be shouted into the barest facsimile of tactics.

Despite their stupidity, they are relentless combatants that feel no hunger, fatigue, infirmity, or fear.
Special Deployment: After gaining or losing territory in a region, you can opt to burn 1 Soul Dreg resource to double your number of undead infantry on that territory. Burned resources cannot be spent for anything else on that turn.

[Minor Difficulty, d6= 1. 0 Bugs]

Sea Chariots
[Common Deployment]
[1 Beast, 1 Fruit Of the Land]
Functioning as much as a covered wagon as a boat, variations on this design have been used for decades as fishing and mercantile vessels. For military intentions, the design is primarily reinforced, streamlined, and increased slightly in size in order to accommodate supplies for longer journeys and more hostile encounters. Shallow bottomed and single-sailed, the Sea Chariot runs light on the water and can easily be propelled by its oars for moderate distances. The Frillnecks newts, however, typically make that a non-issue. Enormous and mostly tractable, the creatures are broken in at a young age and accustomed to long hauls and the sounds of soldiers. With them as beasts, Sea Chariots can glide without manpower for hours at a time before the beasts need to be fed (which can be done with most vegetation and almost any fish) and rested. A slight weakness of the creatures is that, as newts, they are relatively soft and fragile creatures. While few other beasts enjoy their flavor, they can be wounded easily by weapons fire and are difficult to armor.
[Minor Difficulty, d6= 2. 1 Bug point]
[Minor Bug, Complicated]
One small issue with the Military Sea chariots is in their shallow bellies. While this serves them admirably in terms of speed across Sargasso and keeps the motions of the frillnecks from pitching the vessel significantly, it can be problematic on choppy or stormy water when a sudden wave can overwhelm the deck more easily than other craft. (This vessel randomly may perform more poorly outside the Stillreach. Effect is worst in the Mossteeth)



It is the 1st Design, Revision, and Research Phase

Your troops, whatever you have, will begin advancing on all available fronts. Regardless of the hazards involved, they will probably succeed in advancing, but there will still updates in core about their progress as both feedback to you and information for you enemy.

Think of it as advanced scouting data.

Your resources have been (or will shortly be) added to the OP of this thread.
« Last Edit: May 19, 2020, 11:52:36 pm by The Adversary »
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dgr11897

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #24 on: May 19, 2020, 11:58:34 pm »

Suggestion for something we should do, can we use a being of the deep to generate and maintain an object at a specific temperature/temperature transfer, aka, can we use a being of the deep to allow for more prolonged growth of Burning Miad crystals. Also, we should work on some kind of lightning based weapon, possibly using a being of the Deep to transform the electricity released from evaporating dull miad (a substance relatively easily obtained by dropping objects from great height at night, or down into deep tunnels) into a coherent/directed bolt of electrical energy.
Quote from: Lightning staff
Our abilities at range could use some work, as could our offensive power in general, as such, we have developed this, a weapon to shoot bolts of low power lightning at a target.
A simple combination of Dull miad and our ability to conjure beings of the deep, this weapon functions by using conduits of dull miad to direct electricity from evaporating canisters of Dull miad into a focusing orb. This orb is composed of stone, not known for being conductive, but it doesn't need to be, it just needs to be able to survive the entropic effects of being host to a being of the deep. The beings that are called up to inhabit the focusing orb are of a... Stormy disposition, able to shape the raw electrical energy from the rest of the staff into a directed bolt of electricity, frying a target. The needed dull miad is simple enough to synthesize using fast falling objects and towers built up over pits, giving the maximum distance to fall for minimum effort, combined with keeping it out of the light.
Quote from: Deep wells
We need soul dregs, that much is obvious. So, we have created some rituals to help us extract more from the Deep. Reaching down and scooping out the raw material of souls.
Logic for the second thing, Quicken the dead is going to be... Useful, if we can make sure to have enough of a surplus of Soul dregs to pay that cost at every opportunity.
Edit: Holy crap we've rolled really well. No bugs and only one minor bug for our main design.
« Last Edit: May 20, 2020, 12:17:25 am by dgr11897 »
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The Adversary

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #25 on: May 20, 2020, 12:20:52 am »

Suggestion for something we should do, can we use a being of the deep to generate and maintain an object at a specific temperature/temperature transfer, aka, can we use a being of the deep to allow for more prolonged growth of Burning Miad crystals. Also, we should work on some kind of lightning based weapon, possibly using a being of the Deep to transform the electricity released from evaporating dull miad (a substance relatively easily obtained by dropping objects from great height at night, or down into deep tunnels) into a coherent/directed bolt of electrical energy.

It'll probably take a bit more than dropping. You'd need to drop something off a 3.5 km tall cliff, with no air resistance, for it to start accreting dull Miad.
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dgr11897

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #26 on: May 20, 2020, 12:26:02 am »

Suggestion for something we should do, can we use a being of the deep to generate and maintain an object at a specific temperature/temperature transfer, aka, can we use a being of the deep to allow for more prolonged growth of Burning Miad crystals. Also, we should work on some kind of lightning based weapon, possibly using a being of the Deep to transform the electricity released from evaporating dull miad (a substance relatively easily obtained by dropping objects from great height at night, or down into deep tunnels) into a coherent/directed bolt of electrical energy.

It'll probably take a bit more than dropping. You'd need to drop something off a 3.5 km tall cliff, with no air resistance, for it to start accreting dull Miad.
Fair enough, but it is easiest for us to reduce the threshold at which Miad forms right? Combine that with shooting an arrow or something downwards or upwards, and we could start synthesizing small amounts. Mostly though dull miad is going to be a pain if we ever try to do anything that goes at high speed.
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The Adversary

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #27 on: May 20, 2020, 12:29:23 am »

Fair enough, but it is easiest for us to reduce the threshold at which Miad forms right? Combine that with shooting an arrow or something downwards or upwards, and we could start synthesizing small amounts. Mostly though dull miad is going to be a pain if we ever try to do anything that goes at high speed.

This is correct. I actually used the acceleration and velocity numbers from an arrow fired from a semi-modern bow to create the limits for the Interactions of Velocity and Acceleration.
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dgr11897

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #28 on: May 20, 2020, 12:39:36 am »

Additional ideas. A research project, and another design or two
Research project: The search for more transitions, First steps
Electric transition: Burning miad emerges from rapid heat transfer, can we make a different version using electricity?
Designs
Dull Miad synthesis: Through a combination of deep holes, tall towers, those who can manipulate the properties of the Miad, and a humble bow and arrow, we can hopefully begin synthesizing Dull Miad by launching objects downwards or upwards with great speed, with those who can control the properties of Miad lowering the threshold of the transition to improve the efficiency of the process. This process is to be done at night, reducing decay and giving us time to get it into safe storage. The resulting Dull Miad can be applied in various ways and experiments.
Entropic blast: By calling up beings with two properties, we can weaponize the entropic nature of deep beings when they inhabit objects. These two properties are the ability to transfer between objects once summoned, the second is increasing the rate of entropy for the object they inhabit at will. By conjuring these beings into small stones, our mages can then use them to destroy inanimate objects by transferring them into a target, then asking them to ramp up their entropic field, causing decay on whatever the target is, rotting it away.
Miad Flare: By conjuring Deep beings related to heat into objects, we can create objects which can generate and maintain heat transfers at the levels needed to create and grow Burning Miad crystals. Their main use right now is as flares and illumination, releasing large crystals into the sky which glow brightly for a short time, illuminating the battlefield. And also emitting a rather massive amount of heat. Be wary, the unwary use of these flares could result in fires. Big ones.
Sin Eaters: Soul dregs can grant power to humans at the cost of sanity, we have known this. So we have done it, creating soldiers imbued with soul dregs, making them stronger, faster, and more durable than the average man. However, arguably the greatest of their abilities are as follows, they can harvest additional soul dregs from those they kill, and consuming them will further empower them, each person they kill simply adding to their power. It is rumored that the Greatest sin eaters can develop the power to fly, cross battlefields in the blink of an eye, or even release blasts of power capable of throwing people back. In order to combat the loss of sanity from consuming soul dregs requires caution however, especially with the power they can accrue, these soldiers are subject to regular mental health checkups, to ensure they have a strong grip on their sense of self and reality as a whole. Those whose sanity degrade too much will be pulled back and placed in great luxury to recover with the help of our wisemen and shamans, who can help piece their minds back together until they can be sent back out onto the battlefield. (The sin eaters are meant to be basically vampires)
Recovery ward: For those who work with the Deep, Sanity is a resource, and one we should learn to replenish. On its own war can cause mental damage, throw magic into the mix and people can break. So, in order to ensure the sanity and mental state of any of us who use Soul dregs or lunamancy, or any other magics which can damage the mind, we need to develop a standardized, effective regiment for repairing the mind, just as we repair the body. Thus, the Recovery ward. A place of luxury, good companionship, and wise elders, along with those who study the mind, to help piece it back together. Calm, but with work to be done, simple, honest work, expanding out the ward, tending to the gardens, and so forth, to mend the souls of soldiers, and to give those who are repaired something to fight for. The main organizational challenge comes from establishing a means to screen for people who haven't gone off the deep end but are about to, a set of questions and observations that can be checked against a person's baseline to tell if they're about to snap, or if their grasp on reality and themselves is as strong as ever.
Lunar-Deep blade
A simple enough concept, using a Lunacy transformation to counteract the decay caused by a Deep being inhabiting an object. By using a transformation to reinforce the concept of longevity in a sword, it can be made to transform into a silvery blade which doesn't rust or decay normally, though it can be chipped and broken. The deep being inhabiting it hungers for death, and will consume soul dregs to enhance it's power, namely, these blades are abnormally sharp and can cut targets at range. They can Cut, and as they grow stronger this power grows more pronounced.
Death reinforcement
By using a shard of bone, which has a connection to death, we can use lunar transformation to create an object of death, a blade which inflicts death onto a targets. At short range at least. The resulting knife is an artifact of death, he who wields it can kill in a single blow any who come within reach, once per day.
Ritual of Death bringing
Every living thing has a bit of death in it, for with time, they will pass from this world. This ritual weaponizes it. A transformation. From living to dead. Enhanced through the power of soul dregs, objects of Death and mortality. This ritual when performed, will KILL everything in a target area. The area is about 1/2 a kilometer in diameter, and roughly circular. Notably, due to the way the ritual works, any who are not seen by the moon (exposed to moonlight) are not effected. However, any who are seen by the moon, shall die, transforming from living to dead.
« Last Edit: May 20, 2020, 01:33:02 am by dgr11897 »
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dgr11897

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Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #29 on: May 20, 2020, 01:11:03 am »

Important question for the GM, can the sanity loss from consuming soul dregs be repaired?
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Weaponizing Jesus isn't something you do turn 4
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hold on, let me keep blowing kisses at him until he stops
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