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Messages - Man of Paper

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331
Pirate Informers would be Easy. There's nothing too difficult about getting people to slip you some information on a regular basis outside of them being in the right places at the right times.

Gauss Harpoons are Easy, being what are ultimately physical tractor beams with all the vulnerability that would imply.

The Spaceballs reference is just over the line into Normal on account of being a fancy new type of weapon for your faction to be producing in-house (rockets/missiles), but simple crude enough to avoid being a real hurdle. Being single-salvo goes far to reduce complexity as well. Just about any weapons development experience would probably see it tip downward.

332
The Dagger Ram would be Hard, mostly due to the difficulties of constructing a ship meant to survive penetrating another.

The Improved Boarding Party is Theoretical, being a lot of big changes wrapped up into one package with no design experience yet.

333
The Restrictorizer is Theoretical, well within the realm of reality but a larger ask technologically for a pirate band just starting to (re)build itself. Time and some buildup alone would make this easy enough to drop to Very Hard, and working with weapons and electronics systems both would likely be related in some way enough to impact that further.

The Tractor Beam is Normal. It's a solid and acceptable sci-fi tech that isn't quite cutting edge, and has intentional drawbacks and set rules in the proposal that keep it from being hit with a difficulty any higher than that.

As-written I'd say the Example-Class is Very Hard, since it appears to be attempting to make a ship improving or modifying every aspect of everything you have to work with (and not just a proposal mining for difficulty) wrapped up in a new hull. This is assuming "better than" means a minimum amount of change required to make a fairly noticeable difference.

334
They start perfect.

The cruiser is perfectly normal technology but in no way helps to make anything else.

Engines are a proprietary blend of eleven herbs and spices that make up a Hyperdrive. They’re handwavium that you can bullshit into what you need, with the caveat that no one type of engine is going to outperform another based on anything other than the design results.

You’re building your ships from scratch (mostly so I don’t have to worry about the implications of every single ship I send down the pipes).

There is ftl comms, but when you’re compressing potentially tens of thousands of light years in Hyperlane travel there’s still going to be a significant amount of time between calls for help and the arrival of aid. If you take a week or two  to loot a ship then you might be having some issues with responders.

Looting is not limited by cargo capacity. Pirates will leave crates stacked in the stairwells if need be to get the loot they worked for home. Although the bungee cord thing is also on-brand.

335

The Reavers have finally split from those treacherous Buccaneers. You must rebuild and strengthen your band of pirates and outwit, outplay, and outlast your rivals.

Where did your faction set up their base of operations and install the Laneripper?

A: An abandoned space station in orbit around the local star. The hydroponics module was largely left intact, allowing your band to sustain themselves a little better. The faction produces 1 Food for use each turn. The food from this bonus will not be stockpiled, and will be used before stockpiled food.

B: On a (barely) habitable planet. The environment is harsh icy hellscape with blinding blizzards and unbearably low temperatures, but the vast amount of minerals just under the rocky surface are readily available for fabrication. The faction produces 1 Materials for use each turn. The material from this bonus will not be stockpiled, and will be used before stockpiled material.

C: From the bridge of the light cruiser your faction managed to steal away with after the Sons collapsed. The light cruiser (to be named by you if you choose this option) is armed with a spinal 210mm coilgun, twelve torpedo tubes (six fore, two each port, starboard, and aft), and a single fore Point Defense Laser. Armor is light for the class. The light cruiser also has two Cargo Bays. The ship is Unique with a Unit Size 1 and comes Moderately Damaged. As with all larger ships, it requires 1 Fuel to deploy.



It is the Design Phase.

In addition to providing an answer for the above, you can also propose Designs. Some guidance will be provided this turn in the form of feedback regarding difficulty and plausibility of proposals. Remember that you will be selecting Two Proposals.

Spoiler: Arrrmory (click to show/hide)


TURN INDEX:
Turn 1 Design

336

The Buccaneers have finally split from those treacherous Reavers. You must rebuild and strengthen your band of pirates and outwit, outplay, and outlast your rivals.

Where did your faction set up their base of operations and install the Laneripper?

A: An abandoned space station in orbit around the local star. The hydroponics module was largely left intact, allowing your band to sustain themselves a little better. The faction produces 1 Food for use each turn. The food from this bonus will not be stockpiled, and will be used before stockpiled food.

B: On a (barely) habitable planet. The environment is harsh, dense jungle covering what little of the planet isn't covered by salt water, but the vast amount of minerals just under the surface of the land and sea are readily available for fabrication. The faction produces 1 Materials for use each turn. The material from this bonus will not be stockpiled, and will be used before stockpiled material.

C: From the bridge of the light cruiser your faction managed to steal away with after the Sons collapsed. The light cruiser (to be named by you if you choose this option) is armed with a spinal 210mm coilgun, twelve torpedo tubes (six fore, two each port, starboard, and aft), and a single fore Point Defense Laser. Armor is light for the class. The light cruiser also has two Cargo Bays. The ship is Unique with a Unit Size 1 and comes Moderately Damaged. As with all larger ships, it requires 1 Fuel to deploy.



It is the Design Phase.

In addition to providing an answer for the above, you can also propose Designs. Some guidance will be provided this turn in the form of feedback regarding difficulty and plausibility of proposals. Remember that you will be selecting Two Proposals.

Spoiler: Arrrmory (click to show/hide)


TURN INDEX:
Turn 1 Design

337

Since the discovery of Hyperspace Lanes (Hyperlanes) linking distant star systems a number of centuries ago, humans have been able to rapidly expand throughout the galaxy. Distant stars that once would have necessitated expensive and risky generational ships were now accessible with just a few weeks of travel thanks to the Gates constructed at their ends. Nations, corporations, and special interest groups of all flavors utilized the wealth, prestige, and power they had in order to carve out their own private sector of space. An unprecedented era of peace washed over humanity, as most disagreements could be settled simply by paying for the other party's trip to fuck off into space. Ideological conflicts still occurred, but there was little to worry about in regard to scarcity of resources and territory. Hyperspace drives were developed for ships, at best a rural backroad compared to the expressway of the Hyperlanes, and provided humanity the chance to go where no man had gone before.

But some people get bored of stability, of a life without the excitement of staring down death and laughing. Or they just want benefits without the work that comes along with them. Perhaps they're just psychopaths. Regardless, this astounding Golden Age of Humanity was also a Golden Age of Space Piracy. Small factions of like-minded criminals often trolled the space around small colonies and out of the way outposts, preying on the weak or ambushing juicy targets that passed through their area outside of Hyperlanes. These bands of pirates may scrape by, but none of them can amount to you.

One larger pirate faction within the Sagan Sector, known as The Sons of Sinners, came across a battered, structurally and atmospherically compromised research station drifting alone in deep space. Somehow, intact within was a set of instructions and the resources required to construct a pair of devices referred to as "Lanerippers". A Laneripper let (relatively) nearby ships cut into a Hyperlane without needing to be at the entry or exit points, and with no requirement for additional infrastructure like the Gates. Most importantly, ships within a Hyperlane could be ripped back out and forced into their equivalent location in real space and even pulled back through to their point of origin.

As fate would have it, four oft-used Hyperlanes cut "through" (Hyperlanes are essentially pocket dimensions but still have positioning relative to real space, so this isn't necessarily an accurate description - maybe alongside? Within? Scientists still don't know) the Sagan Sector within range of a pair of star systems.

Also as fate would have it, two distinct and dominant factions within The Sons of Sinners had come to an increasing number of disagreements to the point of outright hostility. In-fighting left most of their ships torn asunder, their resources low, and their numbers reduced. But both Laneripper schematics and supplies survived and, as fate would have it yet again, they fell into the hands of the two now separate factions who limped off to find their own new bases of operations.

After patching the holes in the few ships they had left over, Ragnarr's Reavers and The Black Hole Buccaneers found themselves unable to strike a finishing blow without irreplaceable losses on their own ends. They have instead returned to piracy, using their Lanerippers to conduct attacks on shipping and engaging in the occasional skirmish should they come across one another.

As one of the creative minds within the Reavers or Buccaneers it will be your job to come up with new tools, vessels, and tactics to ensure your pirates can sustain themselves and thrive in the area - perhaps even enough to carve out a small pirate empire. But your focus will not be one of outright conquest. Instead, you are driven to take what you need/want and deprive your enemies of the resources they need to survive.

Familiarize yourself with the equipment both sides start with, look over the questions you need to answer in your first turn (alongside your standard actions), read the rules, and get to your team threads to start the stellar swashbuckling! If you're worried about forgetting or missing rules, don't worry! I'll go over most of it again as we continue onward.

Small note I'll include here because I know some people don't bother with spoilers anymore: The setting is not quite hard or soft sci-fi and there is a lot of flexibility in interpretation of science, however one thing that is static is the use of "vertical" arrangements of decks within most ships. The engines are responsible for gravitational pull, so they are the "bottom" of the ship. This means that walking around when engines are on requires your feet be pointed toward them. If you want an idea of ships that operate this way, look into The Expanse as opposed to having gravity run perpendicular to the engines for reasons as in Star Wars. If you don't want to do that, imagine building a skyscraper vs a mall.

Spoiler: Starting Armories (click to show/hide)

Spoiler: Turns and Phases (click to show/hide)
Spoiler: Designs and Revisions (click to show/hide)
Spoiler: Resources and Rarity (click to show/hide)
Spoiler: Piracy And You (click to show/hide)

Time to pick a team, stick to their thread, be a good sport, and have fun!

338
Forum Games and Roleplaying / Re: You are an EVIL CASTLE!
« on: September 08, 2022, 10:17:39 pm »
I mean, I said my piece too. A more mature response from roseheart ("yeah I could tone that down", "i just want to make sure someone doesn't steal my thunder", or literally anything other than throwing out the strawman argument defense) could have easily swayed me. Anyway, hope you have fun with it.

339
Forum Games and Roleplaying / Re: You are an EVIL CASTLE!
« on: September 08, 2022, 10:06:27 pm »
Because at the time you weren't really doing much to make yourself look good, my guy. As you said, it was seven months ago and you and I haven't butted heads in that time. Shit, I've even given you permission to use some of the things I've cooked up. Maybe, just maybe, I like the concept and want to engage with it when the gm isn't acting like a baby?

"I'm pretty chill" and a whole OP that is a rant do not mesh together, guy.

340
Forum Games and Roleplaying / Re: You are an EVIL CASTLE!
« on: September 08, 2022, 09:54:28 pm »
My guy, I was going to participate up until the op devolved into a petty unhinged rant that you might say is intended to be tongue-in-cheek but just comes off as a little sad. Protip: Focus on your own game and don't make 98% of your OP about how your game got stolen and how it was a bad thing. It just makes it look like a tantrum. You could have used that effort to go into more detail about your own actual game instead.

341
Exploitation III: Tree Amigos

With the lack of an immediate threat to draw the tribe's attention, the Baobabi were able to focus more readily on developing themselves. In order to facilitate this change in direction, the tribe has begun to harvest the Rubber Tree Copse in 47-C at the behest of one of the Major Founders (Powder Miner +1I). Thanks to their well-crafted stone tools, the tribe was able to make quick work of the trees they required for whatever purposes they deemed necessary.

New Resource Exploited: Rubber Tree Copse (Wood x2, Chemicals)

The regular movement of Baobabi gatherers in the area did draw some unwanted attention from the local Cheetahs. While the creatures aren't likely to hunt outside of their territory, 47-C is indeed what they would consider their own stomping(/stalking/sprinting) grounds. Trespassing within their homeland has seen the occasional attack on your gathering parties should someone get just a little too separated from the bulk of the group. Fortunately, as their sudden intense bursts of speed often left the Cheetahs winded and vulnerable, and your people did do their best to stick together, attacks were kept to a minimum. It is likely however that any increase in human presence will require an active defense.


It is now the Experimentation Phase. You can now propose a new technology or advancement to give your people a significant step forward. Now that you have more Wood you can also decide to fund the Baobabi Longbow's upkeep or let it go unpaid and slowly fade into obscurity.

Spoiler: Available Resources (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Resources By Region (click to show/hide)
Spoiler: Tokens (click to show/hide)

Spoiler: The Master List (click to show/hide)

342
I'mma have to ask you to not do that.

343
Get any last words in now, my dudes. I'll be doing the thing at some point in the near future.

344
Proposal: Sympathetic Sentries
Difficulty: Hard
Result: (2+1)-1=2, Utter Failure

Some projects are just cursed. Sympathetic Sentries were supposed to be advanced magical security devices that would have propelled our extraplanar allies' surveillance capabilities by a significant margin. What we got instead were larger, artistically insulting clay statues crudely shaped into any number of un-unassuming objects. Attempting to apply multiple enchantments with widely varied triggers and effects fell through to an absolute degree, so these statues are simply an additional means of deploying our extant Sympathetic Eyes.

The one thing we did manage was allowing the mirror to show a brighter picture, but preliminary trials show most people prefer "Dark Mode" over the new "Light Mode", as the increased brightness can wash out sections of the image. Dark Mode is also generally seen as superior in any medium.

Sympathetic Eyes are rebranded as Sympathetic Sentries and maintain their current availability of Common.


Proposal: Breezewalker Gear
Difficulty: Hard Easy
Result: (5+1)+1=7, Average

Protection is a beautiful thing, as made abundantly clear by the Blackcrag Reavers. Breezewalker Gear is our attempt at making a lighter armor constructed of a leather lamellar suit protecting the torso, waist, shoulders, upper arms, and thighs. An iron helmet with additional protective leather flaps provide defense against strikes to the head and neck. Gloves and boots are constructed with rough gripping surfaces to provide the wearer with better, well, grip, whether it be on their weapons or to the floor. A lot of effort is put into construction of the boots, an often overlooked piece of equipment that soldiers greatly appreciate having in high quality.

Breezewalker Gear sets itself apart from other armor thanks to the Air-based enchantments woven into each piece during construction utilizing well-regarded Dwarven techniques. This enchantment is extremely potent, twisting the winds themselves to come to the aid of the wearer with little to no input on their behalf. Breezewalkers, picked from the more athletic (Sometimes) Swords, find themselves able to move in greater strides than they would otherwise, almost carried by the winds as they walk, run, or sprint. With each movement aided by the boundless power of the wind, Breezewalkers find themselves more capable of scaling objects, able to leap from lethal heights with relatively soft landings, and nudge themselves just a little more out of the way of incoming attacks.

While Breezewalkers exert no control over the winds that support and assist them, the currents of the Air seem to anticipate their movements and work with them at a level that makes it seem as though they practically do anyways.

Breezewalkers are Uncommon, as although the armor itself is easy and cheap to produce, the powerful enchantments placed upon them are not.


----------------


It is now the Revision Phase. Remember that you have two revisions with which to work with!

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: Bonuses (click to show/hide)
Spoiler: The Map and Key (click to show/hide)

345
Proposal: "Vintner's Folly" Amaretto Grapes
Difficulty: Normal
Result: 2+1=3, Buggy Mess

Amaretto Grapes are largely a decorative plant in the mortal plane, boasting red-purple veins running through vibrant green leaves on tough vines. The grapes themselves grow in large bunches and are a deep red-purple. The fruit is sweet with a mild bitter aftertaste that made it popular among those with the means to procure them up until they were identified as the cause of the universally average "Mumbling King's" mental and physical deterioration.

Experimentation revealed the grapes could be pressed into a mash that, once mixed with water and boiled into a sticky reduction, remained sweet-tasting while retaining a concentrated amount of toxin. While there was little reason to utilize this discovery within the Auran lands, contact with the Magic Planes made their utilization as more than a decorative plant something worth looking into further.

The reduction could be easily disguised in food and drink as a sweetener and remain undetectable to all but the most knowledgeable botanists and alchemists, and those facts made Vintner's Folly an item of interest within the Magic Planes. The only issues came in the form of accessibility. Attempts to cultivate the vines in the other planes were largely unsuccessful. The vines would grow and produce fruit, but outside of their optimal plane the grapes were much smaller and produced less of their tempting toxin. The Planes of Fire and Chaos are particularly inhospitable environments for the vine plant. Transport of the grapes themselves was also difficult, as the grapes had delicate skins and were prone to bruising and bursting. This has resulted in the production of the Vintner's Folly to be performed almost entirely within the Mortal Plane, which also proves to be something of an issue due to their heavily reduced status from food crop to decorative plant.

"Vintner's Folly" Amaretto Grapes are Rare but produce a potent poison that is sure to provide some impact on the bodies and minds of our extraplanar enemies, slightly more in the Planes the plant can grow and supplement our supplies.


Proposal: Orcish Slammer-Ranners
Difficulty: Hard
Result: (6+5)-1=10, Superior

Being a god has some benefits. The capacity to draw life from nothing is one of them, and one you practiced with the introduction of Orcs into the Mortal Plane.

The Orcs themselves are pretty standard for their species, bearing skin in green and brown hues stretched over thick masses of muscle. Unlike the "original model", these Orcs have better control of their temper, insomuch as they can refrain from going berserk without warning and losing control. The Slammer-Ranners can (metaphorically) bottle up their rage and tap into their most potent of emotions at-will and, usually, calm themselves once their fury is no longer required. This testosterone-fueled rage sees the Orcs more readily able to ignore pain and move and strike swiftly and with brutal(er) strength.

The equipment utilized by the Slammer-Ranners only helps to further increase the brutal efficacy of their fighting capabilities. Each Orc wields a pair of large Orcish Choppers boasting a fairly sharp edge with cutting power greatly amplified by the weight of the reinforced, slightly upcurved spine. These weapons are absolutely useless for stabbing with their flat, blunt tips, but stabbing is for losers anyway. The weight of the blade makes for an incredible cleaving tool (as one should expect from a cleaver), and would be difficult to wield one-handed for a lesser being than an Orc.

The more potent aspect of the Slammer-Ranner's kit is the runed bronze plate armor protecting the torso, shoulders, forearms, and shins (padded clothing is worn to protect elsewhere, much to the protest of some Orc who prefer to "fight naturally"). The runes inscribed on the armor glow with a very, very faint light blue and provide the wearer with increased physical speed and stamina. Orcs with this armor move half again as fast as they would without it, providing them with greater speed on the move as well as increased velocity for their brutal charges and strikes. While not necessarily fans of formation fighting, the Orcs are proficient enough in combat to know to maintain some semblance of unit cohesion. They make for a sufficient melee skirmishing unit, but do somewhat suffer from their desire to keep pressing the fight until there's no choice but to pull back/be killed.

Orcs are a naturally numerous species in any Plane, and the Cleavers are fairly brutal but simple weapons. The enchanted armor is somewhat costly in time and resources to produce, but is fairly minimalist, allowing the Orcish Slammer-Ranners to show up on the field at an Uncommon level.


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It is now the Revision Phase. Remember that you have two revisions with which to work with!

Spoiler: Equipment (click to show/hide)
Spoiler: Control and Influence (click to show/hide)
Spoiler: Bonuses (click to show/hide)
Spoiler: The Map and Key (click to show/hide)

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