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Messages - NUKE9.13

Pages: [1] 2 3 ... 671
1
Quote from: One Brain Cellbox
The ChiTen Project (3): TricMagic, Kashyyk, NUKE9.13
Seeking the Sky (1): TCk
Chargers (1): Oakrose905
Cetric Wave Whalelocks ():
CW Pistol Mk. 12 "Lightbay" (1): TricMagic
Leviathan ():
Turtilus (4): Oakrose905, TCk, Kashyyk, NUKE9.13
Borgs and boats.

Currently, our cyborg tech is Wovenmen. That is, extremely expensive, not very effective. There's a lot of room to improve, and we have Toll's notes and Mutaxol to do it with. Also probably maybe hopefully a +1 for tying in eldritch forces? Even with all that, the last attempt at this was Impossible, so there might still be a penalty to the roll. But that's also a reason to do it now- better to front-load the hard stuff (since there are no pressing concerns at the moment, this is the time for radical innovation that we can build on once the fighting starts). We're almost certainly going to do something like this eventually either way, given the amount of precursor work we have.

As the more water-aligned faction, it would be downright shameful if we didn't show up to the fight with a fancy boat of some kind. More seriously, 5/9 regions overall, and 3/3 regions where the fighting starts, feature significant rivers, so riverine combat is going to be relevant. I'm not totally sold on the whole Entwined Ore thing, but I can't really think of an alternative right now.

2
The ChiTen Project
Spoiler: Motivation (click to show/hide)

Spoiler: It (click to show/hide)

Mechanics
Chichictlapanqui Tenacayo (Metallized Flesh), commonly shortened to ChiTen, is the newfangled name for an oldfangled concept- that of augmenting the human body with implants based on whale-stuff. These days, the implants are largely made of Orichalcum.
The ChiTen-Power Law states that the more ChiTen a person has, the more powerful all their ChiTen will become. That is to say, a ChiTenal with ChiTen legs (and no other implants) might be able to run at 20km/h; by adding ChiTen arms, they would be able to run 25km/h, despite making no changes to the leg implants. Why does this happen? Where does that extra power come from? That's due to [REDACTED] (see above).
There is a sort of corollary law. The ChiTen-Madness Law, aka 'going cetrimental'. The more ChiTen one has, the more likely it becomes that one will... succumb to 'the voice of the machine'. In the best case, this results in temporary madness, followed by forced recruitment into the service of some sort of government office responsible for, uh, 'special communications'. In the worst case, this results in indiscriminate homicidal fury. In a... medium case, this results in the afflicted seeming totally fine, but taking some time off to visit the ocean, then walking into the sea and never being seen again.

Common implants for ChiTenal Warriors are listed below. No ChiTenal could get all possible implants at once- that would guarantee ChiTen-Madness. Three or four is the limit for most (still giving a risk of centrimentality, but not an acutely suicidal one).
-Armour plating; covering exposed parts of the body in segmented metal plates capable of resisting some small-arms fire and shrapnel greatly increases survivability, especially useful with regards to the Southern Barbarians' rumoured use of flesh-exploding bullets that do nothing to inorganic materials.
-Augmented or prosthetic limbs; harder, better, stronger, faster. Withstand impacts, lock limbs for better aim, lift heavier weapons, run and jump faster/further.
-Serum Dispensers; injection ports, where easily replaced vials of serums can be administered to the body in controlled dosages. These include refined versions of most Wovenmen alchemical concoctions- stamina-boosting, reflex-enhancing, agility-increasing.
-Brain pins; these don't do anything by themselves, but these implants (which are incredibly painful to receive) have an outsized ChiTen-Power effect, greatly amplifying other implants- but do not increase the risk of ChiTen-Madness by the same amount (though they do increase it a little). Typically used by those who want to specialise- eg, a ChiTenal who only wants better legs might get Brain Pins to bolster them without risking going cetrimental by getting multiple other implants.

Spoiler: wat (click to show/hide)

3
As an alternative to the whale oil, may i suggest we do a telegraph? Jerick proposed a revision for it earlier as a revision of the Chains.

edit: improper attribution. Also, the original rev was both telegraph and voice but i think telegraph is a good start.
What features would it have to make it better than a regular telegraph? Or, you know, a phone. It's 1914.

4
It's not very exciting, but we've reached the point where practicality is a concern. Using millenia-old battery technology in the 20th century would be suboptimal.
Quote from: TheVotebox
Age of Refinement (3): TricMagic, m1895, NUKE9.13

5
Mutaxol:
The Twelvers ruled the northern half of the continent, but some of their citizens... began to question their allegiance to distant coastal cities. Of course, society was dependant upon whale-stuff imported from said coastal cities, so most people recognised that rocking the boat would do them no good. But those who didn't caused trouble, especially as increased industrialisation led to inland regions gaining greater prosperity- they began to argue that they could survive alone. Occasionally, they needed to be reminded of the benefits of cooperation. A bullet to the head served well to clear their thoughts.
Furthest south, the Twelve Bay Confederation did not take any risks. An uprising on the border could potentially be exploited by the southern barbarians to expand their territory, so forces were constantly stationed in the region to discourage disloyalty and quickly put down anyone who didn't get the message. Naturally, these permanent armies could only be led by Wovenmen. Which... was a problem.
The Wovenmen, pinnacles of the Protectors, felt the pressure of modernity just like everyone else. With thunderarms becoming more and more efficient, their status as Protectors became more and more symbolic- their crude augmentations no longer provided an unbeatable advantage on the battlefield. In the Twelve Bays themselves, this was harder to notice- not a lot of conflicts in which their inadequacy could be demonstrated. In the south, though, it became glaringly obvious.
So, after many centuries of making only incremental improvements to their implants, a council of Wovenmen finally permitted radical new research in the field.
MECHANICS
The scientific establishment was unleashed. They demystified the Wovenmen, isolating the substance that allowed their crude techniques to work at all. Dubbed Mutaxol, extracted from Whaleblood through alchemical processes, the substance enabled flesh to be shaped and bonded to other materials. This allowed for new, safer, more extensive, more powerful implants to be designed. These implants were developed in the border regions, both because that allowed them to quickly be tested, and because it kept them as far away from the existing Wovenmen as possible- though they had recognised the need for reform, they didn't like it.
Whaleblood tattoos made way for Orichalcum implants that gave far greater control over cetricity. Crude flesh-pockets were replaced by sterilised injection ports, where alchemical serums could be safely introduced to the body in controlled dosages. Some even created entire prosthetic limbs, connected directly to the nervous system, with full range of motion- and some extra hidden fun stuff, like built-in whalelocks, blades, or ichor truncheons. They even- at the insistence of the Wovenmen- designed improved self-destruction devices, both more reliable (harder to trigger accidentally) and more potent.

When the Wovenmen elders saw what science had wrought, they were forced to acknowledge its superiority. Future generations of Wovenmen would adopt more and more of these innovations, reclaiming their position as peak Protectors. 

6
Tiebreak.
Quote from: Zappbox
Tewwibwe cuwse (U)w(U):
medics ():
Implantation and Prosthesis: ():
The Cetrical Revolution (0):
Whalelock Rifle: (1): Jerick
Liesel limbs ():
Whalelock Cannon (0):
Whalelock Rifle (supplant gunpowder edition) (5): Powder Miner, Doomblade, D7, Maxim, rockeater
Crossing the red lines (7): TricMagic, Quarque, Andrea, m1895, Kashyyk, Lightforger, NUKE9.13

7
MoP says that unless we define otherwise, the center of the map will be a stateless frontier. This bugs me, so I wrote a short thing defining that


Edit: Dropping this, since I appear to have misintepreted MoP's intentions.

8
I'm not locked in to this- I wouldn't mind hybrid-, but I think Powder's arguments add up to making this my slightly preferred option.
Quote from: Zappbox
Tewwibwe cuwse (U)w(U):
medics ():
Implantation and Prosthesis: ():
The Cetrical Revolution (0):
Whalelock Rifle: (3): Maxim, Jerick, Quarque
Liesel limbs ():
Whalelock Cannon (2): Doomblade,
Whalelock Rifle (supplant gunpowder edition) (3): Powder Miner, TricMagic, NUKE9.13

9
Powder Miner was concerned that having a hybrid armoury of railguns and gunpowder could get messy, that our attention would get split, or more likely that we'd simply not do much with gunpowder. Thus, a version of the whalelock that phases out gunpowder weaponry:

Whalelock Rifle (supplant gunpowder edition)
Zappo-Tech. This is the name given to the many cetricity-utilising devices that were created by early-modern Twelve-Bay scientists.
For many, the biggest Zappo-Tech breakthrough was the Whalelock Rifle. Though termed a rifle at the time, due to its accuracy, it would later be referred to as a railgun. Two rails (made from treated whalebone) propelled an iron projectile to considerable speeds- greatly exceeding that of a musket-ball. Power was provided by a canister of Ichor. Though it could be carried by a single soldier, it was quite bulky, therefore was typically mounted on a bipod when in use.
Though contemporaneous with early gunpowder weaponry, it initially had its own niche- too expensive (and bulky) to arm every soldier with, but more accurate at long range. It is worth noting that, while impressive at the time, the first Whalelocks were very primitive, and 'more accurate at long range' meant 'could conceivably hit a target at 400 meters'.
Thus, armies of the Twelve Bay Republican Theocracy dabbled in gunpowder-armed troops, the technology having been introduced from abroad. However, as time went on and the Whalelock became more compact, muskets began to get phased out. Come the age of pike-and-shot, the 'shot' was almost éxclusively Whalelocks.

[See Whalelock Rifle for lore]

10
Is it possible to use the King for a Mercenary Action on the turn we design it? Even if not, Bishops and Knights are of Complex Intelligence, so we're not taking a big malus to our attempt.
We need a "(very complex) or (specialized complex)" intelligence unit to negotiate at the +2 level.

11
This post contains lore for entertainment purposes only. It is not required reading. Not that any lore is required reading, but this is extra not required.

I mention the Twelve Guarantees in the lore of the Whalelock Rifle post. The idea is that it was a Magna Carta-esque proto-constitution, with the first version having twelve clauses, hence the name (and, uh, in case it isn't obvious, it's a reference to the fact that we're guaranteed to roll a 12 this turn).
Anyway, I was thinking about what the actual contents would be. I've put together a list, although I haven't given it that much thought, so don't take this as set in stone or anything.

12
Tric suggested a larger cannon-railgun would be easier than the man-portable version. While I prefer the rifle version, here's a cannon version.



Whalelock Cannon
Zappo-Tech. This is the name given to the many cetricity-utilising devices that were created by early-modern Twelve-Bay scientists.
For many, the biggest Zappo-Tech breakthrough was the Whalelock Cannon. Though termed a cannon at the time, it would later be referred to as a railgun. Two rails (made from treated whalebone) propelled an iron projectile to considerable speeds- greatly exceeding that of a ball shot from a gunpowder cannon. Power was provided by a canister of Ichor. Another benefit over a gunpowder cannon was the lack of a heavy barrel, making a Whalelock Cannon easier to move around (although they still required a carriage, usually pulled by horses).
Though contemporaneous with early gunpowder weaponry, it had its own niche- gunpowder cannons still found some use as cheaper, 'short range' artillery, with Whalelocks reserved for long-range 'sniping'. It is worth noting that, while impressive at the time, early Whalelocks were very primitive, and 'long-range sniping' generally did not extend over the horizon. This was both due to a lack of precision engineering and the limitations of the materials used.

[See Whalelock Rifle for lore]

13
I reckon we should advance prosthetics in the revision (fixing the Wovenmen, essentially), and use our design to break into a new field.
Motors are a bit bland to my taste, not to mention MoP has all-but vetoed the Cetrical Revolution proposal as it is now.
Railguns are something we will want in the game proper, so laying the foundations now will be useful. I expect it to be difficult, but we have a guaranteed 12, so we definitely don't want something easier than Normal.
Quote from: Zappbox
Tewwibwe cuwse (U)w(U):
medics ():
Implantation and Prosthesis: ():
The Cetrical Revolution (1): Doomblade
Whalelock Rifle: (3): Maxim, Jerick, NUKE9.13
Liesel limbs (1): TricMagic

14
I'm gonna point out that missing out on mercenaries is bad action economy. And that we aren't able to gain or lose territory yet, so there's no reason to prioritise combat-focused units.
Not that the King would be useless in combat. A high-level commander will probably have a substantial impact. Whilst also letting us request mercenaries effectively.

15
Though, mind if I repurpose Mimatqui. Seems an inventor could fit mine too just as easily.
Everyone must use Mimatqui.

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