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Author Topic: Dawn of Worlds  (Read 8128 times)

bowdown2q

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Re: Dawn of Worlds
« Reply #90 on: December 15, 2010, 10:19:07 am »

I have 16 (12+1+3) points. I create a avatar, the onmichromatic elder dragon Zachina (-10=6 points), From her loins come every color of dragon (command avatar, (6-2=4), and multiple different types within that.

Zachina can change the color of her skin twice per minute. While her skin is in a certain color she has the basic attributes of a dragon that color (eg. red=fire breath, fire heals it, weakness to ice. white= immunity to ice, ice breath, fire weakness. green=acid breath, immunity acid, golden=light based breath attack.). In addition she has access to potent magical abilities. Zachina right now is living on top of the head of the turtle.

Dragons are (generally) limited to living one per hex (which means no cities are possible, and orders are very hard to manage), and generally live in areas that are the same type as their color (eg. white in snow, green in acid). Dragons have, depending on their age magic abilities, younger dragons have little to no magic powers, while elder dragons have powers nearly unmatched in the mortal world (eg. shape shifting, magic attacks, hypnosis). They have the standard ability to fly as well, since they are dragons. Intelligence is quite high, generally higher then human. Breeding is rare, and due to the time spans involved, after the end of the first age will stop (so if a dragon dies in a hex, then that hex won't ever get any other dragons basically).


In general dragons are Neutral (+0), but some dragons (eg. black, green) are generally pretty nasty and evil, while others (white, gold) are considered forces for good.

Red=fire breath, fire/intense immunity, weakness to cold
White=fire breath, immune to cold, weakness to heat
Blue=electric breath, electricity heals it
Green=Acid breath, acid immunity
Black=Life drain breath, strong at magic
Golden=Light attack, strong at magic
Glasslike= Extra strong at magic, weak physically, can turn invisible
Orange= Shoots a glob of magma, extreme weakness to cold

If anyone has any other ideas they want to add, tell me

Each of those colors is a subrace :/

monk12

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Re: Dawn of Worlds
« Reply #91 on: December 15, 2010, 06:12:42 pm »

Yeah, the colors are subraces. I'd say play with it and have Zachina give birth to some kind of base dragon from which all others are derived. This also gives the opportunity to flesh out each color and the hexes they inhabit as it comes up, helps with the narrative, etc.

I also vote that Zachina should live on the mountain on the back of the flying turtle.

Furtuka

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Re: Dawn of Worlds
« Reply #92 on: December 15, 2010, 06:27:29 pm »

living on the flying turtle is gonna be a death sentence by the time this is through isn't it -_-
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It's FEF, not FEOF

lemon10

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Re: Dawn of Worlds
« Reply #93 on: December 15, 2010, 07:26:24 pm »

Meh thats lame, i guess they will all start out being red dragons then.
« Last Edit: December 15, 2010, 10:17:38 pm by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

lemon10

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Re: Dawn of Worlds
« Reply #94 on: December 15, 2010, 11:48:27 pm »

I have 16 (12+1+3) points. I create a avatar, the onmichromatic elder dragon Zachina (16-10=6 points), From her loins come many colorless dragonlings (command avatar, (6-2=4).

Zachina can change the color of her skin twice per minute. Unlike other dragons Zachina is bound to the whole world allowing her access to extreme quantities of magical energy and the ability to change which area of land she is using at one time, changing her skin color and strength and weakness. Zachina right now is living on top of the head of the turtle.

The dragonlings are colorless and non sentient, they possess magic but it is extremely limited and almost useless. They are unable to fly. They are much smaller and weaker then full grown dragons. They can live for up to 300 years.
If a dragonling is alone in a hex they are able to draw power out of the land, and they transform over time into a full dragon.
Full dragons have a breath weapon (or other unique power) depending on the type of hex that they bond to. weaknesses,strengths and a color also dependent on the hex as well. Since they draw their power from the land they bond, their is a limit of one dragon per hex, and dragons kill all other dragons/dragonlings in their area so that they are able to retain all of their power. They almost always have the ability to fly, and depending on the magical energy of the hex that they bond, they have magic powers that can range from low to extreme. They are significantly more intelligent then most races. They can live forever as long as they as their bond to the land they are living in lasts.
Generally dragons are neutral, but some (depending on the land they bond) are good, while some others are chaotic and evil.
(so that should mean that it is all one race right?)


I create a large pool of lava (4-1=3, orange hex)
I create a hex that is shaded in eternal darkness, where the very light seems to die (3-1=2, black hex), only to be funneled into a hex opposite it, making it extremely bright (2-1=1, yellow hex)
I melt the top 100 feet of a area to form scratch proof glass that slowly goes to opacity, covered in a inch thick diamond covering.(1-1=0, white hex).
EDIT: slight changes to my turn
I create a pool of liquid nitrogen opposite the pool of lava (1-1=0, light blue hex)


« Last Edit: December 16, 2010, 04:31:51 pm by lemon10 »
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

monk12

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Re: Dawn of Worlds
« Reply #95 on: December 16, 2010, 12:15:10 am »

Ooh, fancy. Like the way you handled that. Now to spread them across EVERY HEX IN THE WORLD!

lemon10

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Re: Dawn of Worlds
« Reply #96 on: December 20, 2010, 12:39:48 am »

BUMP! is it time for the next turn?
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

monk12

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Re: Dawn of Worlds
« Reply #97 on: December 20, 2010, 09:23:23 pm »

Think so- need OP to do his crap.

bowdown2q

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Re: Dawn of Worlds
« Reply #98 on: December 26, 2010, 11:14:42 pm »

11 pts. Hording for later.

Not going to bother updating the map for those 4 spaces. Next turn I will.

monk12

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Re: Dawn of Worlds
« Reply #99 on: December 26, 2010, 11:19:21 pm »

PP- 3 + [6][2] + 3 = 14

This is turn four, yes? Meaning that next turn we can vote to advance the age?
I GATHER MY POWERS.

PP- 14

lemon10

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Re: Dawn of Worlds
« Reply #100 on: December 27, 2010, 03:44:49 am »

11 pts. Hording for later.

Not going to bother updating the map for those 4 spaces. Next turn I will.

OHHH, yay, i had given up hope for this game.
I have (3+6+5)+3 (for less then 5 last turn)=17
A vast metal obelisk rises from the ground (17-1=16, effect giant magnet in center of hex), during the next storm something strange happens, a bolt of lightning that crashes down is interceppted, and begins to go in a circle around the obolisk, as the the storm progresses a vast amount of electrical energy is circling around the obelisk (16-1=15, effect, permanent electrical storm)
The southern island terrain (below the giant plateau) changes to a dusty orange rust, and soon the land is covered by a strange substance (known as otataral), while on it, all magic that isn't sufficently powerful is destroyed (anything magic epic level will be completely destroyed, epic level will be reduced to be a weak power spell), and weapons and armor made of it have the same effect, however prolonged exposure to the substance causes bizzare unpredictable effects, ranging from near immunity to magic to death. (15-1=14, magic immune)
Around the top three islands 5 giant balls of fire form (top half above the water, bottom half below), each gives off no heat and has a slight barrier surrounding it, but anything that goes inside it even a bit will be completely consumed, and even a finger inside the flame would burn your entire body to a crisp (14-3=11). They rotate around their islands, after 30 minutes they do a complete revolution.
Giant explosive fungal growth in a hex (yellow+brown+green, 11-1=10)
EVENT (dangnabbit, wish i could do this cheaper, but i got something i wanna do): Above the world, two vast orbs circle each other, descending across the spy in a double helix, as they descend vast waves of energy emanate from them, clashing garishly. The Green Orb shoots pulses of green, while the Black Orb has a steadily creeping aura, that advances in between the waves of green, and falls back slightly when hit. Everything living on the world can sense their battle, so titanic are the raw energies involved. The Gods and the Avatars are smart enough to stay out of it, the gods from curiosity, the avatars from caution, since one of these Orbs would be able to squash them like a bug if it so chose.
One of the fully grown dragons isn't so smart, and fly closer so that it can see better. The green orb is loosing, its waves pushed back before the relentless black aura, and it becomes clear that unless something is done it will be destroyed. The orbs pass above the otataral isle, and something old within the rusty metal awakens, and the forces in conflict fragment, their perfectly crafted magic whiplashing the Orbs and flinging them far apart, one lands far northwest, the other lands slightly southeast.

As the black orb lands, it drains the life from the surroundings, killing everything within a large radius (hex it is in), and nothing but grass survives in area outside of that zone (hex's around the hex it is in).
This could only be THE ORB OF DEATH (basically, it drains the life of anything within the hex, more as you get closer, touching it is instant death)
As the green orb lands, it gives life to the surrounding area, and soon trees grow from nothing, one in particular gets lucky and grows right below it, pushing it up, and becoming a tree the likes of which the world has never seen (one mile tall), the animals of the earth appear out of nowhere, and soon the area is teeming with life. But something is strange with the life in the area, they are both stronger and strangely more vital, as if they can contain a infinite amount of life. The feeling appears to you that if you chopped the head off one, it would just grow back.
This could only be THE ORB OF LIFE (it gives excess life to anything in the area, more as you get closer, too much life energy will kill you, touching will explode you). (10-10=0)

Ah, i have many plans. I will spread the dragons out next turn i guess, if anyone wants a specific type of dragon then just create a new type of hex, and you will be able to chose their powers and such.
EDIT: putting picture up now
« Last Edit: December 27, 2010, 03:47:40 am by lemon10 »
Logged
And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Furtuka

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Re: Dawn of Worlds
« Reply #101 on: December 28, 2010, 02:32:11 pm »

10+5+5=20

I empower the flesh/ground/mass/land/thingy as my avatar and call it The Hive.

From it I have it spawn a race called Dreshes to serve it. They appear at first glance to be skinless humans with tails but upon closer inspection have multiple bone spikes protruding from their upper arms and wrists and various other areas. They actually have skin but it is extremely transparent. They also have external ribs and a club at the end of their tails. Dreshes do not reproduce and are instead simply formed out of the mass of The Hive when it so chooses

I then use create order to create a organization in their ranks referred to as Hunters whose purpose is to venture beyond The Hive to hunt food for it and the Dreshes in time of need. They are highly respected and command much power in their society.
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It's FEF, not FEOF

lemon10

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Re: Dawn of Worlds
« Reply #102 on: January 02, 2011, 02:48:37 am »

Two things, first: BUMP!

Second, i think that you (EDIT:should) say that this thread is open for more people to join, since more people would be nice, as it seems that we only got 3 right now
« Last Edit: January 02, 2011, 04:12:37 am by lemon10 »
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Vorthon

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Re: Dawn of Worlds
« Reply #103 on: January 02, 2011, 03:58:27 am »

I'd like in. I'll read the rules when I get the chance. I won't really be able to update the map, though. Slow interwebs connection and all. (I hate dial-up. 'Nuff said.)
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bowdown2q

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Re: Dawn of Worlds
« Reply #104 on: January 02, 2011, 11:40:09 am »

More people can hop in when we switch ages. Either this turn or next, then.

I'mma continue hording points, and, once again, leave the map as is until photoshop stops hating me :/


Fakeedit: sry for the delays, guys. Real life is being a BITCH.
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