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Author Topic: Battle of the Gods 3 : Rule discussion, OOC talk and preparations  (Read 29587 times)

Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #15 on: July 11, 2008, 11:49:52 am »

this description is rather...err...short...

also

theme fucking music ?
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Strife26

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #16 on: July 11, 2008, 12:53:47 pm »

Sorry, I forgot to mention. That last post was short because I was in a hurry. It’s point was, I’m in. No one take my spheres or civ symbols.

Arkoma, theme music can be a very powerful tool for divine intervention. For simplicity’s sake, let’s use my hero, Yankee, attacking a giant camp (sorry Nhiph).


Hdom woke up to shouts of pain. He climbed out of his tent and tried to free his war hammer, which had gotten tangled up. The night was dark, lit only by the large fire in the middle of the camp. Suddenly, a tent in the corner of the encampment broke into flames. Hdom heard the most horrible sound imaginable. Like a scream of wind. Then, music? Horrible, loud, and impressive, it seemed to be coming from everywhere. It pulsed through his very mind. Shouts and screams came from other parts of the camp. Men were dieing or being maimed. Close by, another giant had gotten to his feet. Neither had had time to put armor on, but both carried their hammers. The music crescendoed. More fires started, sending flickering lines of light and shadow everywhere. Hdom thought that he saw a small black shape run past, then the other giant fell, red blossoming from his neck. Hdom felt pain in the back of his left leg, and he too went down. Around him, he saw the once proud army panicking. Their morale was gone. Hdom hoped that he wouldn’t be trampled to death.



Theme music can be a very powerful morale inducer. The zefie hero Yankee’s attack worked like this:

Yankee silently sneaks into the camp (Giant guards aren’t looking for small black fuzz balls). Staying in the shadows, he silently smears tar (or napalm) on several tents. When the moment is right he lights one off. (If the tech level is high enough, he might just use his rocket launcher though) He rushes into a tent and hamstrings one of the giants. Using his huge speed advantage, the zefie rushes to another part of the camp and cuts the windpipe of another giant. Strife uses divine intervention and starts blaring ’One-Winged Angel’ while Yankee continues to kill (loudly) and maim (also loudly) the giants. The screams and death combined with the unfamiliar and clearly magical music destroys morale. Giants trying to get their armament start more tents on fire. They never even get a good look at the zefie and the clearheaded giants conclude that they are under attack from ghosts.
   The disorganized survivors flee, trampling many of their own number. They are highly wary to approach zefie lands again, giving Yankee time to martial a large allied army and march on the giant lands . . .


Case made colorless one.  Theme Music can be a very effective pych weapon. Also, what better way to convince everyone of the zefie’s backing, then by having magical music sound when Yankee walks in?
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Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #17 on: July 11, 2008, 01:33:34 pm »

that is not my point Strife

we need their physiology, history, culture their weapons and combat abilities, as well as all tech and magic they can use.
it's to prevent that players make things up mid game, like "what do you mean? of course my elves know how to build supercomputers"

also, purple ?

with that kind of uncomplete description, you are far from being in, sorry
« Last Edit: July 11, 2008, 02:53:21 pm by Akroma »
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Find comfort in that most people of intelligence jeer at the inmost mysteries, if superior minds were ever placed in fullest contact with the secrets preserved by
 ancient and lowly cults, the resultant abnormalities would soon not only wreck the world, but threathen the very ingerity of the cosmos

Armok

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #18 on: July 11, 2008, 02:19:35 pm »

Another test whit the map, I only try the half I have done this time in waiting for the longer posts to start working.
This is the uper half of the map, whit the northern continent.
Spoiler (click to show/hide)
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So says Armok, God of blood.
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Sszsszssaaayysss...
III...

coelocanth

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #19 on: July 11, 2008, 10:51:06 pm »

SPHERES: NATURE 30, WATER 30, WEATHER 30, DEATH 5, LIFE 5
Population centre Symbol: F
Army/Group Symbol: f
Preferred Site: river, lakeshore or swamp

God:

Nerlor Starfallen, "The Deep One"

"Destroyer of worlds"
"Serenity at the end of time"
"The Liberator"
"The Fugitive"

"Crocrolen myths are self-contradictory and inconsistent, the true nature of Nerlor Starfallen, "The Deep One" is hard to determine" - Sage Brinn Talenar of the Elchandaar tower (1003-1048), in a footnote to his book "An Anthropological Study of the Crocrolen"

Race:

The Crocrolen ("frog-men")

Physiology:

The Crocrolen are an amphibious race, and as such they need to return to water to lay their eggs.  Although equally at home on land or in water, their skin loses moisture more rapidly than land-bound creatures so they rarely venture into dry or barren areas where they cannot find water and shade.
Their ideal climate is hot and humid, such as tropical swamps and rain forests.
Salt water is no problem for them, but they would not lay their eggs on an ocean shore unless protected by a salt marsh.

The tadpole form hatches after 14 days, at just 2-3 centimetres long.  It subsists on algae and plankton until the jaw has fully developed.  At a size of 50cm (usually 4 months) the tadpole will be hunting small fish and metamorphosis begins with the development of forelegs, followed by hindlegs, lungs and loss of the tail.  The 1% of eggs that survive to adulthood typically emerge from the water after 6 months.
Juveniles reach full size at the age of 2 years (after emergence).
A fully grown crocrolen has a body length of 0.8m, hind legs of 1m when fully extended and forelimbs of 0.7m long.  The hind limbs end in four webbed toes, and the fore limbs in three webbed fingers with an opposable thumb.
The hands are as nimble as a human's, although the grip strength is weaker.
Crocrolen are prodigous leapers, capable of a 15 metre long jump or 4 metre high jump from a standing start.  Normal movement is a sequence of smaller hops or a slow waddle.
Crocrolen usually stand in a frog-like squat, ready to leap immediately if they need to.

Sexual maturity is reached at 5 years.
A Crocrolen colony has a 3:1 ratio of females to males, and the asexual juveniles will develop to maintain this balance if it has been disrupted.  In rare cases, for example if all males in a colony have been killed, spontaneous sex change in adults is possible.  The process takes around one year, during which the affected adult experiences mood swings and mild discomfort due to hormonal changes.
Each female is capable of spawning 100 eggs per year, although this is usually reduced in a mature colony.
The reproductive organs are internal, so there is little sexual dimorphism.  When in her spawning season, a female will exhibit coloured vertical stripes on her back to attract males.  At this time, there may be fighting among the males.

The skin of crocrolen has mimicry ability similar to that of a chameleon or octopus. There is limited conscious control to express coloured patterns.  The mimic ability is limited by their wet appearance, so it is much more effective in a swamp or during the rain than on the open plains.  A crocrolen suffering from dehydration will be unable to use mimicry.

Crocrolen can regenerate a severed limb eventually, but this takes a long time.  The regenerative ability becomes slower with age, as it is related to the metamorphosis process.

Crocrolen have good night vision but cannot see in the dark, they need at least some light source such as starlight.  They tend to be more active at night than day, but are not strictly nocturnal.

History:

The Rrorolen were a limbed aquatic race similar to a coelocanth or axlotl, who evolved into the Crocrolen.  A meteor strike destroyed the Rrorolen civilisation beneath the ocean, leaving the Crocrolen to build a new civilisation on the rivers.

Legends speak of lost artifacts in deep ocean ruins (the lost cities of the Ancestors) and a perfect metal found in meteor shards.

The Great Ancestor, a water dragon.

The Great Ancestor was the last surviving member of the Rrorolen race, he may even be the ancestor of some of the Crocrolen today.  Over the centuries, he grew to a great size while losing none of the natural regenerative abilities.
He has gained strong and unusual magical powers:
Telekinetic flight
Summoning thunderstorms and lightning
Telekinetic deflection (immune to missile weapons)
Water mimicry (appear as if his body is made of water - 99.99% invisible when in water)
Thermal imaging vision
Water cannon "breath weapon" attack
Healing aura

He needs to return to water after a few hours.
He can sense the thoughts of Crocrolen, but not communicate with them.
Some crocrolen cults consider him a living avatar.

He was the original keeper of Hengist Starforged

Culture:

Crocrolen are considered born* when the adult form emerges from the water for the first time.  The tadpole form are considered to be just animals, although Crocrolen do not cannibalise their young.

*Crocrolen use the word "emergence" rather than "birth"

Crocrolen use a mixture of agriculture and hunter-gathering for food.
Typical crops include: muck root, bloated tuber, rope reed, wick wheat and salt rice.
Fisher berries are considered a tasty treat but not cultivated.
Nutruk (fermented rat weed) is the most popular alchohol, and the Crocrolen can't understand why other races would refer to it as "sewer brew".

Crocrolen are somewhat expansionist, preferring to form new villages rather than large cities.  They are not very warlike but are suspicious of strangers and ready to defend their homelands.  Wars or raiding parties are started as revenge over some perceived attack.

There is no central government, but a loose theocracy of village shamans.  The shaman's role is that of philosopher, arbiter and judge rather than any kind of nobility.  The village chief is responsible for the village, and not answerable to the shaman (although the shaman is normally a trusted adviser).  The chief is elected, often on the basis of being the mightiest warrior or the best hunter (it is a popularity contest).  The shaman appoints their successor.

Music is rhythmic with a strong drum beat.  Wind instruments and voices are used as well.
Art is focused around wearable jewelry and weapon decoration.
Drama tends to be tales from the age of myth, or stories of historical heroes.

Crocrolen adventurers are common when villages are large, uncommon in new settlements - building a new village is exciting enough.

Combat and weapons:

Fighting among the crocrolen for spawning rights or for matters of honour are ritualised unarmed combats in which both fighters will leap into the air and attempt to grab and pin the opponent on their back.

When hunting, crocrolen typically use a long spear with both hands and leap from ambush.  Another style is to leap and drop or throw a net to ensnare larger prey.  Blowguns with poison darts are only used when exterminating dangerous predators, not when hunting for food.

In war, there are several fighting styles.
AMBUSHER - hunting techniques are used.  This is popular with scouts and when defending and in their native wetlands.
LEAPING LIGHTNING - The warrior leaps high into the air, and attacks the enemy from above with a two handed spear.  The warrior's weight helps to drive the spear through armour or thick hide / shell.
SKIRMISHER - The warrior leaps around and behind enemy formations to cause confusion in their ranks.  Ranged weapons such as blowgun, crossbow, thrown knives are used, with a short blade as backup.
GRABBER - The warrior fights unarmed, and leaps while holding an opponent they have grabbed.  The environment is used as a weapon - for example dashing the opponent against a rock or drowning him in a river.
BLADED FURY - The warrior fights with two short swords and spurs on their feet.  Leaping into the heart of an enemy formation, knocking one to the floor while lashing out with swords before leaping away again.

Armour is rarely used, as Crocrolen disdain the reduced mobility and inability to use camouflage mimicry.  In special circumstances, they will use a shell armour and fight toe to toe using a short spear and shield.  This fighting style, known as ROLLING HIPPO, is unpopular and rarely seen outside of an organised army.

The preferred approach to a siege is to leap over the walls.  When this is not possible, catapults, fire and flood are used to try to lure the enemy out into an open fight.

Crocrolen do not build fortifications themselves, preferring to use traps and ambushes in defence.

Crocrolen hate to fight underground or in a confined space where they cannot use their mobility.
They are more likely to abandon pursuit and set up ambushes waiting for the enemy to come back out.  Setting fire to buildings is also acceptable.

Crocrolen usually retreat when wounded, as they can regenerate even serious injuries eventually.

Magic and Technology:

Crocrolen have not discovered the blast furnace or advanced metallurgy so they can not make iron or steel.  They use bronze, copper, gold to some extent but wood, bone and shell are much more common.
Flint, Obsidian and Glass are used, although glass is rare because it is difficult to find pure sand in their preferred habitats.

They are accomplished engineers in the field of irrigation and terraforming, and can eventually transform tiles around a settlement into a more favourable type (e.g. plains->swamp).  Blocking and diverting rivers to cause a flash flood is sometimes used as a weapon.
Construction of buildings is quite basic, usual settlements have simple huts as they do not care about the damp.  Only in unfavourable terrain would they build more complex constructions to retain water.

They are competent at extracting medicines, poisons or narcotics from plants and animals.  They rarely dabble in mineral based alchemy.

Magical talent is uncommon but present.  Usually it is in the field of expanded awareness or locating resources.  There is little formal training, although an ageing village shaman will train an apprentice.
examples of magic talents:
ability to sense the location of a mineral/gem deposit
ability to find lost artifact when exploring a ruin
ability to predict flight paths and thus dodge arrows
ability to sense a hidden enemy nearby or an approaching army several miles away
shaman - shaman telepathy

Champion:

Korkel Selan, Warrior Shaman

He is unusual in being both an expert warrior and having mastered shaman talents.
He fights with the artifact weapon formerly carried by the Great Ancestor.

Weapon: Hengist Starforged, a Meteorite Steel long spear.
This is a meteorite steel long spear.  All craftsrrorolenship is of the highest quality.  It is engraved with an image of a meteor and a rrorolen in meteorite steel.  The meteor is striking a menacing pose.  It is decorated with hanging rings of adamantine, gold and aluminium.  It is encircled with rrorolen leather and menaces with spikes of rrorolen bone.

The bearer of this weapon can call for rain at will. A light drizzle will appear almost immediately, it takes a few hours to work up a thunderstorm.

Movement Table (tiles per game turn)
Tropical Biomes
BiomeSunRain
Savanna47
DesertR4
Palm Forest46
Rain Forest88
Swamp1010
Water Biomes
Biome
River9
Lake9
Ocean3
Temperate/arctic biomes (use summer in tropical area)
BiomeSummerSpring/AutumnWinter
Temperate forest66R
Wasteland66R
Taiga4RR
Tundra4RR
GlacierRRR
Plains76R
Rocky Hills44R
MountainsRRR

R = restricted, i.e. 0 or 1 with suitable equipment / subject to RP

Population Growth: 30%

Population capacity table (includes hunting/fishing, farming and gathering)
BiomePopulation Supported
Savanna25
Desert0
Palm Forest20
Rain Forest50
Swamp70
River50
Lake40
Ocean30
Temperate forest30
Wasteland5
Taiga5
Tundra0
Glacier0
Plains25
Rocky Hills5
Mountains5

Starting Location:

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│≈≈≈↑≈≈≈≈ ≈≈≈≈≈&"" "$""└#"" """"≈≈≈≈│                         " """"≈≈  │≈≈≈↑≈≈≈≈ ≈≈≈≈≈""" """"└┐"" """"≈≈≈≈│
│≈≈≈≈≈≈$≈ ≈≈≈≈≈""" """""│"" """""≈≈≈│                            """"≈  │≈≈≈≈≈≈↑≈ ≈≈≈≈≈""" """""│"" """""≈≈≈│
│≈≈≈≈≈≈≈≈ ≈≈≈≈≈""" """""└─┐ """""≈≈≈│                                   │≈≈≈≈≈≈≈≈ ≈≈≈≈≈""" """""└─┐ """""≈≈≈│
│104                                │104                                │104                                │
└───────────────────────────────────┴───────────────────────────────────┴───────────────────────────────────┘

Population Centres:
LocationNamePopulationPop Cap
23,86Tel Sarangis200630
« Last Edit: July 19, 2008, 05:47:51 pm by coelocanth »
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Istrian

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #20 on: July 12, 2008, 02:19:22 am »

Coelocanth : you forgot to tell us the percentages of your spheres (these actually determine how powerful your god is, in a field, compared to others and are used to determine the outcome of two gods using opposing powers at the same time and in the same place).

Join us on IRC too :
server : irc.worldirc.org
channel : #BotG

BTW, admitting to know nothing of something is a thing a Tower mage would never do.
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Poltifar

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #21 on: July 12, 2008, 02:27:46 am »

((ok, i finally decide to post my race. Also, Istrian, I'm 99.99% sure i know from which book you got your ideas for your organization. If I'm right, then you definitely chose the best possible reference :D. As discussed on the IRC, I will use a bit similar ways of manipulating magic, so that we have a more standarized magic system and a bit less confusion.))

Organization: The Renegades
Deity: None
Civ symbol: §
Hero symbol: ∞
Army symbol: w
Prefered site type: Forests (they got used to hiding and moving in forsets)

Physiology

Members of the Renegades are all of a single race, the Ul'Fanir. They are (for lack of imagination) very similar to humans, with slighly paler than usual skin. Most of the race has black or dark navy-blue hair. Their eyes are usually amber, black, or brown. They are normally of a height slightly less than the average human height, although some specimens can reach up to 1.9 meters. They look as frail as elves, and most are infact as frail, but if they endure intense physical and mental training, they can become much stronger and faster, although their outer appearance of frailness does no change.

Please note that since I will be playing with an organization of mostly elite units instead of a whole civ, the physiological descriptions of frail would not apply to most if not all of them, since they are the highly trained individuals of that race and not average citizens.

The Renegades are a magic-centered organization, yet they are not all mages. Many are weapon wielding warriors, and some might be both magic and melee users.


Background

The Renegades are not a civilization in itself, instead a fragmented group of such a civ seperated completely from that civ. They are now an organization, much like Istrian's Mage Guild but with goals quite different. They could even be considered as a contrast to the Tower.

The Renegades originated on a far away continent, beyond the oceans and probably even beyond this world. Long ago, on their continent, known as Salqirna, the Ul'Fanir race prospered and grew, for it was the only race existing their. The Ul'Fanir were a quite cultured rice, and knowledgeble in many facets of magic, artisanship, and architecture. They enjoyed beauty and art, and were mostly a peaceful race, their continent divided into many nations ruled by monarchies, councils, or any other type of rule, depending on the nation. Sadly, about a century ago, a great warlord, known as Klanguan, gathered an army and decided to take over all of Salqirna. Klanguan had little problems taking the small nations one by one, unprepared for war and battle as they were. After years of bloody slaughter and destruction, the warlord had taken over the whole continent, and named himself Emperor to his newly built Empire, which he vainly named the Klang Empire after his own name. For centuries the Emperor and his descendants has ruled with opression, crushing any opposition. The Empire even has extremely strict rules about the usage of magic, and the researching and discovering of new knowledge. Among all these damned laws and evil order, a few remained who thought they could still live freely, governing their own lives and controlling magic as they wished. Not all had good intentions, some wanting to overthrow the Emperor to rule themselves, others wanting to control the incredible powers of magic to rediscover ancient and forbidden knowledge and become unstopable. Thus was the organization simply known as the Renegades formed. Throughout the Klang Empire, they caused chaos, disorder, and discention whenever, wherever, and whowever they could. This invisible war between law and order, opression and freedom had been ongoing for more than a hundred years, until the last emperor, Hanmarus Klang, decided to put an end to the Renegades ounce and for all. He was almost successful in his attempt, diverting all his forces to storm known Renegade hideouts and stop Renegade operations, even managing to kill their leader. When all seemed lost for the Renegades, a completely unknown entity stepped forth and claimed the title of Leader amongst them. That entity, through brute magical power and lost arcane knowledge, as well as a bit of stealth and trickery here and there, managed to create an incredible riot, spanning the whole Empire. As the last emperor Hanmarus was seeing his empire crumble before him, he ordered a last attempt of revenge. Thus, the Renegades were chased to the coastline, were they had hidden many vessels of all shapes and sizes that they had built or stolen, and finally set of to the ocean. There, they were incountered by a massive thunderstorm, and after many weeks of being lost in that storm, a single ship appeared from it, the lead ship, were the Leader and all the greatest members of the organization were. They were shipwrecked on this new continent, not knowing where they were, and where the other ships were, if they had even survived the storm.


Magic

Having had centuries to research such arcane knowledge, the Ul'Fanir race had amassed a substantial amount of magical know-how. Sadly, the Klang Empire's opressive laws hid as much of that knowledge as possible from common people and prohibited any more discoveries and research. The Renegades had stolen as much of the ancient books and manuscripts as possible before fleeing, as well as having the greatest scholars and thinkers of the race among them, since they were also wanting to escape from the Empire's opressive ways.

Thus, here is the basics of all the race's magical abilities, which are linked with The Elchandaar Arcane Tower's magic system, although the two organization have never met before:

Like the Tower Mages, The Renegades meld and shape flows of different elements to create magic. However, The Renegades, having less use for order and precision, do not divide the types of flows as meticulously as the Tower Mages. Instead, they recognize 5 basic types of flows: Fire, Water, Wind, Earth, and Spirit. By melding these types of flows, they are able to create more precise and varied flows and magical effects. Also, they do not draw a precise line between the ways of controlling the flows like the Tower Mages do, thus their spells might well be made completely of willpower, of an incanted spell, a gesture, a material component or focus, a rune, any other way, as well as any combination of any or all of these and more. This gives such magical variation and flexibility that even the same spell could be cast by two different mages in entirely different ways. But basically, the more powerful a spell, the more control is needed to create it, lest it creates very dangerous effects (as those described by Istrian) when flows collide into one another instead of melding properly. Because of that, the normality is that the more powerful a spell, the more of these perequisites are needed to cast it, so a weaker spell might function with only an incantation or a gesture, while a more powerful spell might require a large runecirle made of gold and platinum and ten powerful mages incanting a precise chant while gesturing and wielding arcane staves and focuses in their hands. Also, another factor is the power of a mage. The more powerful a mage, the less of these prerequisites needed, so a powerful mage might be able to cast a spell on sheer willpower when a weaker mage might need a gold bar as big as his head and a chant an hour long to cast the same spell.

As for affinities, the whole Ul'Fanir race has no precise inclination to a certain flow element. The affinity for a flow type for a given individual depends on that individual's personality, his experience with and usage of the flows, practice, etc...

Now for the Renegades' more specialized abilities (Remember, all these abilities rely on the above rules and magic system). Being free-minded and encouraging new unthought-of research and discovery no matter the consequences, the Renegades have discovered many secrets, some of them being secrets of Alchemy, being able to transmute materials and distill their essences to be used in spells and forging. Another domain they have specialized in is the forging of items wich can affect the magic flows or are linked to a permanent melding of such a flow. In other words, a magic item. These can range from a simple mirror that allows you to see some far away place to a flaming sword to dessicate your ennemies. Yet another uncovered secret is that of soulmelding, the usage of the magic flows to affect souls in many ways, including their imprisonment and using them as spellcasting material or forging material. This practice is still in its infancy, so few know of how to use it. Finally, by combining their smithing and alchemical abilities with their knowlegde of souls, they are able to build Golems, although these are still only theoretical, and even if built, would be incredibly expensive and thus very uncommon and used only for the greatest tasks.

The Renegades have retained the love of beauty and art that there race has always had, liking to use precious metals and gems in as many things as they might be able to, and also shaping items and structures in artistic ways. Other than that, they like litterature and poetry, thus have many books where it is possible for them to have them and alot of their items and structures are insribed with ancient sayings and poetry, and even their spells might be actual poems or philosophical sayings.

A short note about weapons, they have basically medieval-style weapons, raging from swords, daggers, spears, and halberds, to bows, crossbows, javelins, and quarterstaffs.


The Organization

The Renegades is more of an adventuring party than an organized group. Their members adopt a new name ounce they prove themselves, to reflect that they have left their old lives and now follow the life of the outlaw. There are no precise ranks it it, though some members are considered superior due to their power, wisdom, and experience and thus are the leaders. The Renegades reach this continent with only 1 ship containing 19 members, all other ships lost in the storm. They have no precise goals, so they might be mercineries one turn, treasure hunters the next, forge-mages yet another turn... they themselves never know what they are going to do. One thing they do know, is that they want to get their hands on more magical knowledge and items, to study and use to their own ends. Also, they disregard any laws they do not feel like following, and are wary and suspicious of strangers until they are atleast sure they can trust them not to enslave them as they were enslaved in the Klang Empire. They might even allow more people to join, but that is only if these people are outlaws or running away from some greater entity. The Renegades will also create 'settlements', although they are not actual towns, more like HQs or camps. They have no population growth themselves, only more people joining would increase their numbers. Also, they might accept to work for other forces and even governments... for the right price. (I would probably work for any civ except Akroma's... she already described how her people would eat me when I stopped being useful XD)

Now for the members of the current group (As would be expected, most of the members are still very young, since the old don't normally have the determination and strenth to stand against the empire):



Poltifar Chaoswielder: The current leader of the Renegades, little is known about his past. Many rumors circulate about him, some saying the former leader had proclaimed him the new leader in his dying breath, others saying Poltifar himself killed the leader to claim the title. However he got to his position, what is known for sure is that he has lead the Renegades to their greatest victory to date, managing to create a riot the engulfed the whole Klang Empire. When they had to escape the losing Emperor's wrath, Poltifar also lead the groups fleeing across the ocean and tried to save as many of their numbers as possible.

Poltifar's hair is snow-white, not because of age. Some say he was born that way, others say it changed to that color because of ancient forbidden rituals that gave Poltifar his incredible power. His eyes are also unusually colored, shifting from black to red to gray depending on his mood. He is a bit taller than usual for a Ul'Fanir. He is thought to be young, about 17 years old, although that cannot be confirmed since wielders of the magic flows have their aging speed distorted.

Poltifar didn't reach his postion by chance, neither did he achieve victory by luck. He knows many dark arcane secrets, and unleashes incredible power when it is needed. He is no fragile mage either, since he knows how to wield weapons and moves with incredible dexterity. Thus, his favorite style in battle is charging into the enemy lines wielding a longsword in a hand and using the other for magical gestures. Combining powerful magic and swordplay, he can increase his speed and strength to incredible heights while also being able to throw all manners of offensive spells at enemies. The above picture depicts him during a battle or any other important event, and when he isnt in battle, he removes his iron mask and pulls down his hood, although he keeps wearing the cloak and the cape, alond with the armor beneath it.

More than a simple battle-mage, Poltifar is also a genius scholar and researcher in the magical domains, having mastered many arcane secrets and always seraching for more knowledge and artifacts. He is also a great magesmith and alchemist, and has learned the basics of soulmelding. Personality-wise, Poltfar's moods shift in a seemingly random and sudden way, with the most prominent moods being intensly focused, distant and day dreaming, and incredibly angry. Some say these moods are also due to the immense magical power that he controls, that these powers have driven him completely insane.


The other important members:

-Seandar Ironfist: A grizzled old warrior, favoring the greatsword. He has lived through many battles and campaigns, and thus has alot of experience. 49 years old.
-Jonil Truestrike: Seandar's young son, and an already well-trained user of the greatsword, as his father is. 17 years old.
-Emily Dawnbow: A very skilled bow-user, also dables in the arcane arts, allowing her to shoot magically enhanced amunition. 16 years old.
-Terna Farstrider: An experienced explorer, having seen alot of the old continent and wanting to explore the new one even more thouroughly. Experienced with the bow and spear. 27 years old.
-Ernest Windwalker: A daydreaming scholar who has great power in the wind and weather domains. 25 years old.
-Klin Diceking: A merry rogue and gambler with incredible luck and great skill in stealth and light weapons. 21 years old.
-Farn Earthmover: A stubborn yet sympathetic earth-wielding mage, also a good fighter when using the hammer and axe. 24 years old.
-Inglan Steelshaper: A young magesmith who still hasn't really proven himself. 19 years old.

The rest: I wanted to flesh-out all members and give them all names now, but I will only give their profession and develop their characters during the game as they are needed. But consider them all as powerful as the ones above.:

-1 medic/healer
-2 swordsman
-1 spearman
-1 crossbowman/hunter
-1 builder/architect
-1 scholar/philosopher
-1 ice mage
-1 fire mage
-1 enchanter/diviner/spirit mage

Other
Code: [Select]
                   plains  forest  jungle  hills   swamp   dessert rocky hills     tundra  high montains   sea     on river
Normal Speed       8       9       5       8       4       7       8               6       1               N/A     5
Pop Cap            80      90      70      60      20      10      20              8       5               60      +40


Ok, thats finally done. Now please leave any comments if you want to, but remember, this is an organization of 19 people with no way of gaining numbers withought people joining from other civs, thus we logically should have some powerful stuff to balance it out and have a chance at not being crushed by the first civ we meet.

That is probably the longest post I ever made. Time to go celebrate!

EDIT: After some discussions on the IRC, I would like to specify some things. The magic available to the Renegades is very wide-ranged and diversified, so it is impossible to desribe it all at ounce. Some forms of magic unmentioned above are summoning magic and portal magic.
« Last Edit: July 19, 2008, 03:06:44 pm by Poltifar »
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Quote
<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #22 on: July 12, 2008, 04:18:55 am »

for any race except mine ?

welllll excuuuuuse me, but I think that non of your renegades actual know of what their creator talked about on IRC. And my people are not going to greet them with "hello thar, my future food"

that kind of meta-gaming is not allowed
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Poltifar

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #23 on: July 12, 2008, 04:26:28 am »

um, Akroma, i was kidding :|
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<@Poltifar> yeah i've played life for almost 23 years
<@Poltifar> i specced myself into a corner, i should just reroll
<@Akroma> eh
<@Akroma> just play the minigames until your subscription runs out

Armok

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #24 on: July 12, 2008, 09:53:02 pm »

and now for the lower half:

Another test whit the map, I only try the half I have done this time in waiting for the longer posts to start working.
This is the lower half of the map, whit the southern continent.
I will also add rivers and ruins and such, and maybe do minor modifications.
Spoiler (click to show/hide)
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Akroma

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #25 on: July 13, 2008, 08:47:56 am »

Looks like all that is needed are rivers and we are ready to go

Armok, can you please post the finalized rules next time as well ?
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Mel_Vixen

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #26 on: July 13, 2008, 11:46:53 am »

This Post has been edited for better sight.
« Last Edit: July 16, 2008, 12:24:28 pm by Heph »
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Strife26

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #27 on: July 13, 2008, 03:32:33 pm »


<Serious Wall of Text Warning!>

Wait for me people! Like I said before, I didn’t have time to do a full write up for the zefies, so I just posted my spheres to claim them. I would have gotten around to writing it sooner, but with a line like

‘Theme fucking music?’
I had to justify theme music as an acceptable sphere. Anyway, with limited commercial interruption, I now present:


Zefies, a Guide

Appearance
   Zefies look like small (aprox. 1 meter) high fuzz balls. All zefies are black in color, although there is some differences in shades. The only visible feature on a zefie are two glowing yellow eyes. Zefie fuzz is usually kept unkempt although this is not always true. Zefies distinguish each other through clothing (generally sashes) or by voice.
   Zefies internal body composition is relatively mysterious. Somewhere near their center, vital organs are located. Zefies do not bleed although they have what seems to be a heart. To some extent, zefies are resistant to fire. They also lack a nervous system, zefie philosophy generally uses this as evidence for an immaterial soul.
   They lack any type of limb although they can easily grasp objects. Held items are generally held in the fringe of the zefies body. The fuzz itself does not move, although thing holds the item there. This is concluded as another example of the soul being used. In practicality, there is little difference from a two-armed being.
   Zefies move by scooting on the ground. They can also jump into the air. Heights for the jump vary largely with training. Professional soldiers may use jumps to enter or leave combat, but this is rare, usually restricted by armor. Experts in jumping can do amazing feats.

Temperament and Culture
   Zefies act intrinsically good. They are almost always cheerful and optimistic. During the day, zefie workers go about their duties with enthusiasm and effectiveness. During off hours, zefies often chill out and drink root beer of vodka (personal preference) in taverns where they chat and occasionally dance. Organized activities such as theater or operas vary in frequency depending on the community, but are generally well received. Magic shows are often popular.
   Zefies are highly loyal allies; cities often become focal points for large refugee populations. In the event they or a friend are attacked, zefies are determined enemies, willing to field massive armies for freedom.

Military
   Traditionally, zefies almost exclusively join military professions. Other races would usually do civilian work, allowing the zefies to focus on defense. However, due to the lack of other races here, they’ll do anything. Many zefies will arm themselves on their own hook, and home guard forces are often nearly everyone. Most civvies carry a dirk wherever they go.
   The regular army is very well trained and organized. The soldiers weapons are usually based on personal preference (they are allowed to choose and purchase their own sword and then get a rebate). Swords are the most popular CQC weapon, although axes and occasionally glaives are used. All soldiers are required to train with the spear.
   Armor is very often used by soldiers. Very light troops will wear only bangles. They cover the general shoulder area and are often thick metal. Bangles tend to deflect slashing attacks and complement the zefie’s normal resistance to stabs. The stab resistance is not super-effective but does impact fights. Unless a stab is dead-on, it will often hit non-essential fuzz instead of a lung.
   Heavier armor usually takes the form of chain mail. Plate is used by some soldiers. Zefies have the advantage of small size, which allows them to build thicker armor with less metal.
   Zefies will often build there cities as fortresses. In some cases, the entire population will live entirely under cover. Static defenses are always used. If the zefies can hold the first attack back, it is hoped that they will be able to mobilize and fight back.
Hero
   The hero of the zefies will be, once again, Yankee. In the homeworld, all of the zefies are wiped out, leaving only the young prince, Yankee. He escaped the fall of the fortress carrying two swords. The zefies have (had?) three legendary blades that were their symbol. They lack crosspieces and have only the blade, a small non-sharp section and pommel. (Imagine a pin). The three legendary swords got their names from the pommel colors, Red, Blue, and Yellow. The yellow sword was lost, but Yankee carries the other two. After the fall of the zefies, Yankee wandered the universe, killing monsters for people (and generally not accepting payment). He became an unparreled master with the swords and is also skilled with rocket launchers, if available.
   Yankee rarely wears armor but is ungodly fast in combat. He is also a master of stealth. Attacking at night, Yankee can use his abilities to tremendous damage (see earlier story). Yankee is the prince of the zefies and his authority is unquestioned. He is generally even-headed but may fly off the handle if civvies are threatened.

Tech.
   This is the hard one, as no one bothered to tell me what tech we’re going for here, and I can’t get on the IRC with my computer. I think that I came up with a solution that will allow me to manipulate their technology that makes sense. If given the right materials, zefie technology would easily surpass modern day things (although no nukes).
   Gouzzi and Felu won’t be joining Yankee this time around, however, each wrote up a manual for Yankee to take with him. Felu, having incomplete knowledge wrote a slim volume that details some things about robotics and supercomputers. It also describes radios in detail/ The robots and supercomputers both require a large power source.
   Gouzzi gave Yankee a volume, written by his brother Fouzzi, entitled , Everything you could possibly need to know about Black Crystals. It details pretty much the entire scale of technology step by step (it’s about 26 pounds). Here’s a sampling of the important stuff.
   Black Crystals are created when energy crystallizes. The vary greatly in size and density. Although many applications can use low density, powerful guns and reactors require dense or super dense crystals. Black Crystals can be found on most planets, although high quality ones are found commonly on only a few.
   Black Crystals can be used to produce projectile weapons. Consider these guys to be similar to a Star Wars type blaster. They do not have to be reloaded, but they can overheat. The blast itself causes an energy spike in living things, this may or may not kill outright but is quite effective against immaterial things ghosts. Armor can block some of the damage but will suffer accordingly.
   Black Crystals warp the universe around them. Normally, the effect is very small. However, if two super-dense crystals are aligned properly, a infinite feedback-paradox generator can be created. For all intents and purposes it’s a nuclear reactor that can’t make nukes. If critical mass would happen, the reaction would fizzle as opposed to exploding.
   
I think that this is an elegant tech concept. It is entirely dependent on these crystals which may or may not be present. In the homeworld, there are several deferent ways to go about this, but Yankee isn’t an expert on any of them.

   Zefies also have advanced metal working techniques.


Active Magic
   No.

Passive Magic
   Zefie constructions are difficult (but not impossible) to damage by missiles. The effect is most concentrated in the capital and other larger forts. Also, if the capital is defended by the three legendary blades, it is supposedly unconquerably. One is in another Omni-verse so it doesn’t matter though.
   When performing rear-guard actions, zefie soldiers often fight like they’re carrying Townsaver. They would fight to the death to protect civvies.

How’s that for a novel? Did I describe zefies enough yet?

PS Purple is a sphere because I like purple. :P
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Frelock

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #28 on: July 13, 2008, 09:15:29 pm »

Would anyone be too terribly disappointed/(insert negative adjective here) if I used the Ipetians again?  It's just that I would like to continue along with my character developent, especially Leef, Tod, and Onschuld (I know Tod and Onschuld don't have much development yet, but I have plans...) 

If I don't get too many complaints, I'll make a full write up for them.
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Armok

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Re: Battle of the Gods 3 : Rule discussion, OOC talk and preparations
« Reply #29 on: July 13, 2008, 10:52:39 pm »

I'd love if you reused the Ipetians actually, we need then as a fast breading temperate forest race! :D
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