Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6] 7 8

Author Topic: Zehlin Team Thread - FR20 [~4 Players]  (Read 8697 times)

The Adversary

  • Bay Watcher
  • ...Oh Deer God...
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #75 on: May 26, 2020, 05:24:39 pm »

I'm working on a master plan and a problem has occurred.

When you resolve an Intractable bug, it loses the Intractable trait and gains the Complicated trait instead.

When you partially resolve a bug, it drops by one severity level.

How do these two things interact?

A partially resolved bug will remain intractable, UNLESS it is minor and would be resolved by being reduced. If it is minor, intractable, and partially resolved, it will lose the intractable property and gain the complicated property instead.

Logged
The pure destructive force of a full speed taco truck is pretty bad, and adding a bomb on won't add that much."

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #76 on: May 26, 2020, 05:52:43 pm »

We need to get moving so let's do the megafauna zombies, scoop up the fascinating flaw on the hog knights while trying to sand down the rough edges, and do a research project into the specifics of piercing light arrows.


Quote from: Hog Knights Revision
Hog Spa: Attempts to treat the wounds of the boars have suffered from a common vice amongst those accustomed to being in charge: They've failed to heed the will of their partner and so made a mess of things. Rather than fight against the boars to administer medicine in their own way, our healers and animal handlers are trained in the art of pampering the great beasts, giving them lavish mud baths and hoof polishings. This often sedates the surly animals enough to set bones and apply other medical attention, particularly when masked by coarse brushing or massages.

As a bonus, being able to tend to the boars in any capacity should give our forces considerably more insight into their inner workings than chatting to the madman who rides them or grimacing doubtfully from a safe distance.

Melon Runs: While "domesticating" these beasts is about as likely as reducing granite to "excessively soft for use in pillows," we can boost recruitment rates by persuading our craziest citizens to meet up with our most social boars. This is done via an elaborate ritual mostly consisting of hurling melons at the wily hogs from carts drawn by panicked animals. The hogs get to eat melons and trash carts, the citizens get first hand experience with the friends they haven't met, and the draft animals are thoroughly and frantically displeased by the clear derangement of every other animal involved in this operation.
Quote from: Research Project, Research Leads
Faced with the armored menace to the south, Zehlin leadership are looking into the possibility of replicating the piercing light ability of the Sun Spears on arrows. Several key questions remain in this endeavor.

For one, the exact materials necessary to channel this power are of great interest. Can brass, bronze, or other materials handle such an ability?
Related, the precise shape and construction necessary is in doubt. Would a coating or core of precious material layered over or buried within a more practical material be sufficient for our purposes?

Finally, there are the usual questions of logistics and performance. We know piercing spears work great; beyond that we're in the dark about harnessing the sun to pierce through armor.
Alternatively we could just go for Striker Bows as detailed above and get what we get. I'd probably be doing that already, but they might be even more expensive than the Sun Spears which I think defeats the point. We already have 1/60 weapons capable of piercing through armor. Getting 1/80 weapons capable of piercing through armor is not going to help us all that much against commonly deployed heavy infantry.


Quote from: Votebox
Swampsteel Armour: (1) SC777
Deep Boar Castration: (1) SC777
Megafauna Zombifaction mk2: (2) SC777, IronyOwl
Hog Knights Revision: (1) IronyOwl
Research Project, Research Leads: (1) IronyOwl


In the future we might want to aim for an even spread of projects to hurry things along. I note that dgr consistently proposes megaprojects, Shadowclaw routinely proposes undead monstrosities, and I generally propose mundane logistics-oriented things. Until Detoxicated or a new recruit gets more opinionated, or we have more concrete foes to design around, we might want to default to assuming we'll have one undead, one superweapon, and one boring action per turn.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

The Adversary

  • Bay Watcher
  • ...Oh Deer God...
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #77 on: May 26, 2020, 06:15:51 pm »

Quote from: Hog Knights Revision
Hog Spa: Attempts to treat the wounds of the boars have suffered from a common vice amongst those accustomed to being in charge: They've failed to heed the will of their partner and so made a mess of things. Rather than fight against the boars to administer medicine in their own way, our healers and animal handlers are trained in the art of pampering the great beasts, giving them lavish mud baths and hoof polishings. This often sedates the surly animals enough to set bones and apply other medical attention, particularly when masked by coarse brushing or massages.

As a bonus, being able to tend to the boars in any capacity should give our forces considerably more insight into their inner workings than chatting to the madman who rides them or grimacing doubtfully from a safe distance.

Melon Runs: While "domesticating" these beasts is about as likely as reducing granite to "excessively soft for use in pillows," we can boost recruitment rates by persuading our craziest citizens to meet up with our most social boars. This is done via an elaborate ritual mostly consisting of hurling melons at the wily hogs from carts drawn by panicked animals. The hogs get to eat melons and trash carts, the citizens get first hand experience with the friends they haven't met, and the draft animals are thoroughly and frantically displeased by the clear derangement of every other animal involved in this operation.

This is the most beautiful revision I have ever read. Thank you for joining my AR.
Logged
The pure destructive force of a full speed taco truck is pretty bad, and adding a bomb on won't add that much."

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #78 on: May 26, 2020, 06:28:35 pm »

Aw shucks. :3
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #79 on: May 26, 2020, 07:54:30 pm »

Quote
Punji Egg Trap (Design): The Zehlinist people are often with their hunter and gatherer society in the Swamplands are often renowned from their ability to domesticate their wild animals, but their trapmaking skills are extremely specialized and sophisticated into an art, and we have adapted our common stick traps with the Devil Eggs to make a horrible surprise for our enemies. The Punji traps are sharpened sticks and than heated into a solid deadly form, these traps were often used around our camps and towns at home as a form of palisade and all the inhabitants knew where the trap fields were, and would come in a specific route and entrance to avoid them. The sticks were often camouflaged in the swamp’s natural undergrowth, crops, grass, or other similar resources. The preferred method were often known as “Hippo Traps”, pit would be dug with our excavating tools and the punji sticks in the sides pointing downwards at an angle. A soldier stepping into the pit would find it impossible to remove their leg without doing severe damage, and injuries might be incurred by the simple act of falling forward if the raw blunt damage while one's leg is in a narrow, vertical, stake-lined pit. Such pits would require time and care to dig the soldier's leg out, immobilizing the unit longer than if the foot or even armored boot were simply pierced, and be difficult to rescue them if it was even possible after all some of the sticks were even envenomed by the Frillneck’s venom or covered by fecal matter we won’t go into to... but make the wounds much severe then before.

The most interesting change to this common trap we deploy is the application of “Contact” Devil Egg mines that we surround the spike pits with, the urn’s that are possessed by the Deep are filled with a soft clay pot we make through pottery and it’s dormant energy is rallied up once the pot is broken and the horrifying mental energy that the Devil Eggs do are applied to the not only the person who fell into the trap, but any horrible passersby that we’re near the stick trap are then also suffering the horrible mental breakdown that the Eggs are given, thus we surround our fortifications and other areas we know we are going to defend, deployed in substantial number, we have the ability to protect against the advance of our enemies.


Quote from: Votebox
Swampsteel Armour: (0)
Deep Boar Castration (0)
Megafauna Zombifaction mk2: (2) SC777, IronyOwl
Hog Knights Revision: (1) IronyOwl, SC777
Research Project, Research Leads: (1) IronyOwl
Punji Egg Trap: (1) SC777
Logged

dgr11897

  • Bay Watcher
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #80 on: May 27, 2020, 09:54:26 am »

Quote from: Votebox
Swampsteel Armour: (0)
Deep Boar Castration (0)
Megafauna Zombifaction mk2: (3) SC777, IronyOwl, DGR
Hog Knights Revision: (3) IronyOwl, SC777, DGR
Research Project, Research Leads: (2) IronyOwl, DGR
Punji Egg Trap: (1) SC777
Logged
Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

The Adversary

  • Bay Watcher
  • ...Oh Deer God...
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #81 on: May 27, 2020, 01:20:45 pm »

Megafauna Zombification
[Uncommon Deployment]
[5 Beasts, 4 Mortal Dregs]
Much like their smaller zombie ken, Megafauna zombies are corpses that have deep entities coaxed into them. Two important differences, however, lie in the size of the carcasses being reanimated and the overall quality and treatment of the entities being conjured. Raising the corpses of large animals is a coup, as many such animals die either as the course of nature or accidents (or in the case of hippos, pest control), but this means that the rotting and increased entropy present more consternating issues. Few hippos die anywhere near the front line, and the only animals we currently use actively in battle are the frillnecks (who are soldiers are much happier with when attached to boats) and the boars which are fielded, at best, sparingly. This means that the bodies have to be transported to the field, or raised in the homeland and walked over while entropy rots them. While we can still field a substantial number of the beasts in the field, there is little chance of them being able to ambush the enemy when their corpses are putrescently bloated and most of their skin has sloughed or rotted away. While the quality and intelligence of the entity possessing has been increased, and such creatures are capable of rough tactics, the stench and unusual appearance of their host makes nuanced stealth and camouflage difficult. Frillnecks in particular are almost untenable as an auxiliary unit. Their naturally gelatinous flesh rots quickly even without a deep entity, and the accelerated decay combined with the depredations of water scavengers means that Frillnecks are reduced to animated skeletons in shockingly short order. This is an issue as skeletons have an excessively difficult time swimming.
[Minor Design, d6: 3]
[Moderate Bug, Simple]
A modest concern when fielding these creatures is that they can tend to rapidly lose their natural weapons. With the exception of cattle whose horns bind to their skull admirably, most other animals will begin quickly losing hooves, teeth, and claws as the putrefaction sets in- particularly with the deep entity accelerating the pace of natural decay and weakening bone. While they’re still frighteningly dangerous by weight alone, the most dangerous bits of animals tend to fall off over time.

Hog Knights Revision
[Revision Weights: 2, 5. Roll: 3, partial success!]
The decision to stop treating the giant Hogs like animals and more like fractious nobility is one that improves the lives of everyone. Healers assistants are no longer given impossible commands like ‘Just hold him still while I set the bone’, healers are no longer forced to put out help wanted bulletins that read ‘need expendable youths to distract giant boar while I set his bones’, and the farmers of giant cucumbers and therapeutic mud have made a mint on selling their products to the military.  Instead of being a place hellish pig-squeals and the tormented wails of crushed interns, hog knight medical facilities are now filled with sounds of scritching, light music, and satisfied oinking. Turns out that if you’ve got a really nice scratching pole, a masseuse, and a cucumber melon rinse, giant hogs are inured enough to pain that you can straight up set a bone without them caring. The issue before was more that they were angry about you touching them, not they were actually in serious pain from field surgery. Somewhat strangely, the hog knights themselves have demanded to be a part of this process with their mounts, with the insane knights receiving mani-pedis alongside their unspeakably ferocious steeds.

Research Lead: A point of interest, discovered during the grooming process, is the gelatinous mats of hog blood. Initially thought to just be normal mats from lack of grooming and constant exposure to mud, spa workers have found these to universally be caked shields of blood. Surgeons removing foreign bodies (such as barbed arrows, spears,and chunks of tree that the hogs ran through) have been able to watch the behavior happen under their very knives. The hog receives an injury, blood flows, touches their bristly hairs, and a reaction occurs. Instead of flowing normally, the blood almost immediately gels around the wound. While this should make it a hotbed of infection, only the outer, dried, layer of blood seems consumed by parasites, while the inner layers of these gel pads remain conspicuously free of disease.

The Melon Ceremony is, similarly, a cracking success. While most of the individuals who throw melons were volunteered by friends as a joke, drew the short straw in their legion, were submitted as criminal justice, or were very drunk when they though it was a good idea, there are definite success stories. The bonding experience is one of mutual fun*. If the giant hog is having fun with the melons, and the person on the cart is having fun with the melons and chaos, then something clicks within both about discovering a kindred spirit. Hog Knight Deirdre, for instance, was formerly an embroiderist who hated her life and just wanted everything around her to catch fire and explode. After committing arson on a whim, she was sent to the melon ceremony as a last ditch effort at reform. There she met Gracie and bonded strongly over a love of making animals run in panic, hurling heaving objects, and making things explode into showers of wet, red, chunks.

--[Serious Bug, Intractable]
While they have been the mounts of a few legendary individuals, all attempts to integrate them as a standard cavalry unit have failed. The hogs are, quite simply, nearly untrainable. Massive, shockingly intelligent, very used to having their own way, and downright mean, the boar of the Zehlin Bog resist all efforts at general domestication. To date, only the heroically insane have ever been able to ‘tame’ such animals, and even then their relationship should be considered more of a partnership than a master/animal bond. However, a wonderful event known as the melon ceremony has been put in place, allowing for partnership bonds to be formed in a more 'controlled' environment. [This, effectively, adds 7 to your resource deficit for this tech, making it deployed at about a hundred-and-twenty-fifth of its apparent resource capacity]

*The draft animals are excluded from this bonding experience as they rapidly develop PTSD, a fear of the scent of melon soap, and generally panic in future at the sight of pigs.

Research Project: Sunlight Arrows

Materials are very important choices for transformation candidates, and gold seems (at present) to be the easiest and most powerful choice for harvesting solar energy. Brass and bronze both show potentially, but fewer materials survive the transformation, and those that do cannot capture the same level of energy, or capture it as quickly, as gold does. Of other alloys tested, rose gold showed strong performance, capturing a hybrid of the sun’s light and heat rather than simply its light, allowing it to accomplish about 80% of gold’s effects. Of course, this results in an even lower melting point and makes the arrows unsuitable for firing at longer range (reasons discussed below). A curious candidate is the naturally occurring material iron pyrite. Its sunlight transformation is unstable, only capable of gaining and releasing a charge once before crumbling into fragments, but it only shortly behind rose gold in terms of efficacy.

As for different mechanical configurations of the materials, cores are unsuitable as the core must be directly charged by bathing it in light, and, when activated, it is the core that releases energy. Sheathing the core causes the exterior to melt, or generate Burning miad crystals, on activation. Melting the exterior generally causes the innards of the core to melt, destabilizes the arrow in flight, and generally doesn’t work well. A thin outer coating works, but runs into an issue where it burns itself off in flight. The archer has to activate the arrow as they fire, and the arrow will burn throughout the flight. For spears, they could briefly withstand their own thermal load, but arrows are of such lower mass that they begin to burn away rapidly. A thin coat of material burns away even faster, causing the material below to be superheated but burning off the outer coat.

As for an investigation of how the burning penetration happens, testing strongly indicates that the nimbus of light around the arrow translates rapidly to heat, melting the contact point, and allowing the bulk of the weapon to push through the semi-molten material. Essentially, it’s a hot knife going into wax. The light itself appears to primarily act as an energy carrier for the heat, with characteristic nimbus acting as a sort of rate-limiter for the thermal discharge and preventing the transformed objects from melting themselves to slag in a singular burst of energy.

(You can pick one, or more, aspects of this to incorporate into a design. No matter how many you incorporate, the bonus to your roll doesn’t change as long as you have at least 1)



It is the 3rd Design, Revision, and Research Phase

REMEMBER: The Event is due this turn.

Logged
The pure destructive force of a full speed taco truck is pretty bad, and adding a bomb on won't add that much."

dgr11897

  • Bay Watcher
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #82 on: May 27, 2020, 07:23:05 pm »

Glimmering Steel
Heated using a furnace powered by transformed gold or rose gold, based on the burning aura, but directed to heat up metal, which has been imbued with superior temperature resistance and a higher melting point via Juxtematics. The iron has small amounts of bone, including some bones from undead which became too damaged, added into it. Creating steel, except this steel is somewhat special, beyond being steel in an iron age world. Heated/imbued with the light of the sun, and imbued with the darkness of the deep indirectly through the bones, it has a touch of both light and darkness within itself. Granting the steel supernatural abilities. Primarily this takes the form of a unique golden shimmer and dark purple sparkle, and the way it seems to drink in both shadow and light, blending into both. When used in armor, this allows the wearer to be surprisingly hard to spot, or hit, with their edges blending into their surroundings, be they blackest night or brightest day. These properties, combined with steel armor greatly increasing survivability when hit, make someone wearing this armor incredibly hard to kill. As such we will be using Glimmering steel primarily for plate armor, specifically plate armor for high ranking generals and Hog knights, along with their Hogs.
Logged
Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #83 on: May 27, 2020, 08:52:04 pm »

Quote from: Revision: Megafauna Mummification
Tooth and Nail: The first step to preparing a large corpse for service in battle is to nail its pointy bits back on... or just replace them. Sure, a hippo with iron points bolted into its skull lacks some of the majesty of the original, but it'll keep what good looks it does have well past Ol' Gummy's last dentist appointment. For a horse with reinforced hooves or a boar with iron-plated tusks, the advantages are even more obvious. Whatever the form, this should keep our giant corpses well armed for longer.

Salt in the Wound: The next step to preparing a large corpse for service in battle is to mummify it. In some regions, this is trivial. In others... well, that's why we have sea salt. Desiccating the corpses prior to transport and animation ensures that they remain intact for longer, and might even bolster their toughness in battle.
I don't entirely know what I want to do this turn, but the megafauna zombies seem pretty effective so fixing their slight kill deficiency seems like a good start. That's so easy that I think we can pile on a feature or two, though.

Other priorities include:
-Fixing hog knights more
-Devil Egg Mines
-Fixing Devil Eggs? They seem fine, but another action or two could make them fine-er
-Something to handle Desert Heavy Infantry. Sun Arrows? Large hammers? Is this what the megafauna are for? We'll be meeting them in two turns so we better make it good, whatever it is
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

The Adversary

  • Bay Watcher
  • ...Oh Deer God...
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #84 on: May 28, 2020, 12:07:33 pm »

Glimmering Steel
Heated using a furnace powered by transformed gold or rose gold, based on the burning aura, but directed to heat up metal, which has been imbued with superior temperature resistance and a higher melting point via Juxtematics. The iron has small amounts of bone, including some bones from undead which became too damaged, added into it. Creating steel, except this steel is somewhat special, beyond being steel in an iron age world. Heated/imbued with the light of the sun, and imbued with the darkness of the deep indirectly through the bones, it has a touch of both light and darkness within itself. Granting the steel supernatural abilities. Primarily this takes the form of a unique golden shimmer and dark purple sparkle, and the way it seems to drink in both shadow and light, blending into both. When used in armor, this allows the wearer to be surprisingly hard to spot, or hit, with their edges blending into their surroundings, be they blackest night or brightest day. These properties, combined with steel armor greatly increasing survivability when hit, make someone wearing this armor incredibly hard to kill. As such we will be using Glimmering steel primarily for plate armor, specifically plate armor for high ranking generals and Hog knights, along with their Hogs.

A characteristic misconception of the iron age is that the tools used were ordinary iron. The iron age is actually typified by steel tools (if poor steel tools). The reason it's called the iron age is it's the time when mankind got around to making iron decent enough to replace bronze/copper tools at scale, since ordinary worked iron is kinda shite.

To be clear, the final art that's used in this material is Sacred Lunacy, right?



Logged
The pure destructive force of a full speed taco truck is pretty bad, and adding a bomb on won't add that much."

IronyOwl

  • Bay Watcher
  • Nope~
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #85 on: May 28, 2020, 08:35:23 pm »

Quote from: Hog Knights Revision
Hogsercise: It is well known that our boars are prone to overheating during battle or in warmer climes. It is the opinion of some (very brave) generals among the Zehlin that there is one simple, overwhelming reason for this:

Our hogs are soft.

Certainly, that's a bold stance to take at first glance, but the argument being made is that the hogs generally have no reason for building up proper stamina outside their favored conditions and behaviors. Much as a perfectly healthy Zehlian (Zehlinan? Zehlinite?) might nonetheless be insufficiently conditioned for long marches or pitched battle, so too are our berserker war hogs lacking in formal exercise. These visionary individuals propose vigorous exercise routines to build endurance, while graciously leaving the details of persuading a giant berserk hog to keep running when it wants to stop to their capable underlings.

Bring Out The Boar In YOU!: Feeling themselves on a roll, these aforementioned generals propose vigorously exercising potential hog knights in similar fashion, reasoning that boundless stamina will assist with attempts to bond with potential mounts. They advocate shouting inspiring slogans at the recruits as they do so.
Logged
Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #86 on: May 28, 2020, 08:38:28 pm »

I'M ABOUT TO MAKE FLEX SEAL, LETS GO

Quote
Walking Talking Trees, Research Project, Proto-Design:
Zehlinist Communers wish to desire an even stronger tank and shock unit that even Hippoes couldn’t be compared to, and generally just more disturbing to approach. It is easy to just have a Deep possess the object, however making sure it uproots itself and begin the walking part is more challenging

Prototype Design (Possessed Trees):
The Possessed Trees are objects inhabited by the Deep, however the form has changed a great deal before they are fully animated into the construct after its modifications take place. Currently with the utilization of Juxtemancy, the common Resin or Sap that these tree produce is utilized to transmute its adhesiveness or bonding properties to four areas or rather patches of the chopped down tree, two on the upper sides and two on the bottom sides, then with our advanced woodcarving techniques we construct two wooden limbs with a sharpened claw at the end, and two stout wooden legs designed for durability. The parts that connect to the tree are also transmuted to the tree’s resin and sap adhesiveness for a strong bond between the appendages in the limbs. Also to increase the intimidation factor, two half spherical cuts are applied to the upper half with a carved line that looks like a grin to represent its eyes and mouth. After all the carving is done, the Deep is then communed into the Tree where it then the vast and strange powers that apply with Souldregs, allows the Deep to animate and move the tree on its own as well making a frightening continuous demoralizing sound generating from the trees which represents the “talking part”  that it can turn to a shriek to destroy eardrums and push back soldiers.

I tried not using any forms of magic to make this work, though Deep possession magic probably just reduces the difficulty of the creatures, with Lunacy to enhance the size of them and Awakening to instill complacency would assuredly help.

Quote
Great Hornet Riders: Flying animals, even when the size of a large horse, is with that part of hollow bones that amount them the ability to fly is that they still would have difficulty with carrying a human on top, thankfully exoskeleton of the Giant Hornet and their very fast rapid wings allows it carry a large human. Usually, the Giant Musk Hornets that prowl the swamps, in their massive wood fiber constructed nests with the rest of their hive that they form on the top of cypress trees, comparable in size to even larger than a man and the Queens that guard which could be the size of a shire horse and thus the nest of these terrifying creatures to hunt or even gather other forms of food when they prowl the swamp with their ravenous patrols of a significant section of our swamps, are closely guarded. They, however, have been seduced by their riders through tricking them with wood fiber as a resource to build their foods and sweetened food that gives them a sort of complacency until they are saddled upon

The riders of the creatures have a strong inclination towards lightweight gear due to the aerial battles they are upon, carrying javelins on the back and a long-pole spear and a minor wooden shield on their other hand to harass the enemy, not including the envenomed giant stinger from the Hornet, as well as carrying slings equipped or if they prefer to just drop them on the ground of Devil Eggs, they take with them as the fly about. The soldier generally wears a lamellar armor and helmet for general protection, though the Hornet contains a carapace it used to ward off blows as well.

Great Hornets Riders often serve a multi-role purpose in the battlefield, as both an observation aerial scout, an interceptor against any other aerial units on the field, and the generally harassment with throwing down Devil Egg Pots and javelins from up high. The riders train mostly in unison with these alien-minded beasts, and to effectively provide close air support to the infantry, with removing sentries and bulked-up forces with their variety of unique tools they bring to the fight.


Question, can you apply Juxtemancy only to things that are considered material and objects, but not living beings but they become objects once their heart stops pumping (died)? Even if so, does that still aloow the ability to transfer the properties of material to flesh and another resource such as stone, and have them switch physical properties with each other. Do you have to designate the entire the epidermis area for this to be possible or could you designate the head, a part of the torso, etc? As well only Lunacy and Communion of the Deep has a sort of deteriation effect with the matieral, but does Juxtemancy affect this at all or only adds the half-life part to the Design? Thus is it possible for instance to apply the density or durability of stone with the rotting skin of a corpse?[
Logged

The Adversary

  • Bay Watcher
  • ...Oh Deer God...
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #87 on: May 28, 2020, 09:16:11 pm »

Question, can you apply Juxtemancy only to things that are considered material and objects, but not living beings but they become objects once their heart stops pumping (died)? Even if so, does that still aloow the ability to transfer the properties of material to flesh and another resource such as stone, and have them switch physical properties with each other. Do you have to designate the entire the epidermis area for this to be possible or could you designate the head, a part of the torso, etc? As well only Lunacy and Communion of the Deep has a sort of deteriation effect with the matieral, but does Juxtemancy affect this at all or only adds the half-life part to the Design? Thus is it possible for instance to apply the density or durability of stone with the rotting skin of a corpse?[

You can apply juxtemancy to something alive, as long as you're transferring a material property. Juxtemancy treats everything as inert matter, so a fat cell is the same as a quartz crystal bud. The less homogeneous things are, however, the more difficulty juxtemancy will have.

For your example, giving skin the hardness of stone (and a few other relevant properties) to increase its resistance to the corrosion of the deep. Yes, you can do this, as well as designating partial (even non-contiguous) sections BUT you're only going to be effecting skin with one 'cast'. The subcutaneous fat, the fascia, and all the other layers of tissue beneath will remain rotting away.

The half-life of the transfer just means that, over time, the skin will gradually revert back to its normal properties.

Short version: Yep, you can do it. Yes, it will slow the deterioration at the skin level. You will need to have it recast regularly to maintain the effect. The non-homogeneous nature of tissue also means that you're liable to slough off a great big sheet of stoneskin at some point.

Possessed Trees
So... you're using Juxtemancy, to temporarily make parts of the tree as sticky as the sap you got from the tree. Which will cause all the tree's limbs to fall off after the juxtemantic transposition wears off.

Is there a reason you're not just, you know, smearing sap on those locations?
Logged
The pure destructive force of a full speed taco truck is pretty bad, and adding a bomb on won't add that much."

dgr11897

  • Bay Watcher
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #88 on: May 31, 2020, 06:46:02 pm »

Right, we need to finish making some designs and stuff then vote...
Quote from: sun arrows
Made using transformed Iron Pyrite heads enchanted/enhanced with Juxtemancy to grant the arrow increased heat resistance. These arrows are based on the sun spears, absorbing sunlight to generate a burning aura, allowing the arrows to punch through armor with disturbing ease. Using Iron Pyrite rather than gold makes these arrows single use, which is fine, while Juxtemancy is used to make sure they don't break down/apart mid flight.
Logged
Quote from: evicted Saint on discord
Weaponizing Jesus isn't something you do turn 4
Quote from: Alice on a different discord, to iridium, kind of.
hold on, let me keep blowing kisses at him until he stops
My Power armor arms race

Shadowclaw777

  • Bay Watcher
  • Resident Wisenheimer
    • View Profile
Re: Zehlin Team Thread - FR20 [~4 Players]
« Reply #89 on: June 01, 2020, 08:50:01 pm »

Quote
Possessed Trees:
The Possessed Trees are objects inhabited by the Deep, however the form has changed a great deal before they are fully animated into the construct after its modifications take place. Currently with the utilization of the common Resin or Sap that these tree produce is utilized to transmute its adhesiveness or bonding properties to four areas or rather patches of the chopped down tree of various sizes, two on the upper sides and two on the bottom sides, then with our advanced woodcarving techniques we construct two wooden limbs with a sharpened claw at the end, and two stout wooden legs designed for durability and the ability to dig and walk on most grounded surfaces. The parts that connect the tree to its appendages, apply a strong deal of the tree’s resin and sap adhesiveness for a strong bond between the appendages in the limbs. Also to increase the intimidation factor, two half spherical cuts are applied to the upper half with a carved line that looks like a grin to represent its eyes and mouth. After all the carving and gluing its limbs is done, the Deep is then communed into the Tree where it then the vast and strange powers that apply with Souldregs, allows the Deep to animate and move the tree on its own, these Possessed Trees are disturbing to look at, most come from the common cypress trees though young tree saplings and lumbering oaks are in the mix. All of these trees make a  well frightening continuous demoralizing sound generating from the trees which represents the “talking part”  that it can turn to a shriek to destroy eardrums and push back soldiers that this effect of the tree also created the communion of the Deep Ritual. As well as giving the Deep that inhabit these Trees the ability to do what all Deep desire, and the consuming of souls is possible with these constructs.

Other ideas I will create for the future, Stoneskin Zombies, A Deep Mine to generate more Deep, some sort of Advanced Stables or Breeding Centers for Wild Beasts?, we have three designs already using them, to generate more Beasties. Stoneskin Zombies would upgrade to Heavy Infantry would it not?, perfect for protecting our vital Sun Archers and Spears. Oh right, eventually a Light Cannon for the Chariot at least, to blast against their turtles. We want to have a strong navy to our designs because we come from more marshlands right? We have our infantry backbone, some sort of cavalry and a mix of "shock" forces, as well as ranged. Maybe we're just missing siege weapons?, even though they really weren't used in battles and we already have a battering ram...

Two Questions GM, can a creature still move if its entire epidermis layer (or wooden body for trees) still be able to move if it had the adhesiveness with resin sap with Juxtemancy were swapped or would it just make it very difficult to move lol, the more important question is towards the stone skinning of the body, now I imagine digesting microbes and whatnot would still be able to get inside even skins with the hardness of stones, but shouldn't it still severely reduce the rot of their internal organs and as well still protecting them from rotting away in water?

Quote from: Votebox
Megafauna Mummification: (1) SC777
Sun Arrows: (1) SC777
Possessed Trees: (1) SC777

Contest:
Elder's Keep: (1) SC777
Logged
Pages: 1 ... 4 5 [6] 7 8