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-   -   this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread (http://forum.shrapnelgames.com/showthread.php?t=9587)

Jack Simth August 19th, 2003 09:57 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Narf - looking forward to it.

SJ - That game is sooo unrealistic; people don't splatter when they fall long distances onto hard surfaces, they hit terminal velocity long before they reach a speed they'd splatter at. http://forum.shrapnelgames.com/images/icons/icon10.gif

[ August 19, 2003, 20:58: Message edited by: Jack Simth ]

narf poit chez BOOM August 20th, 2003 07:38 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
don't hold your breath. i'm tired. http://forum.shrapnelgames.com/images/icons/icon7.gif

Jack Simth August 20th, 2003 07:40 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
don't hold your breath. i'm tired. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Don't worry - I'm looking backward at it now. Now I'm looking forward to Jack's.

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Dang it, when is that Jack fellow going to post?

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Oh wait, I'm Jack. Back in a bit.

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Edit 1: Okay, I'm back.
As for the tree - I've seen professionals take trees down before; an old maple on my parents' lot. They took it down in three sections, and even with the chunks falling just the distance to the ground, you could feel the ground move under your feet each time. One chunk bounced and brushed the neighbor's truck - just brushed, mind you - and the door handle was pushed flat into the door. Had it actually hit the truck on the way down, it wouldn't have been recoverable. Imagine what an entire tree, dropped from a few hundred feet up, would do to those below. Even if everyone ran out of the way in time, it would have severe psychological impact. 300 feet gives about four or five seconds to notice and get out of the way; 100 yields two or three: Time = sqrt(HeightInFeet/16), roughly in standard Earth gravity, ignoring wind resistance; it would be possible to run out from under, if you were watching the sky. Not that anyone would be - they'd be watching the manor. Well, maybe after the forest incident, they would be. Hm.

Edit 2: You know, we really only need to delay the bandit army until the baron arrives with his men. Once that occurs, the bandit army will will be stuck between a larger army and the mannor's defended walls. Not a very safe location to be at.

[ August 20, 2003, 09:11: Message edited by: Jack Simth ]

Krsqk August 23rd, 2003 03:41 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Once again, Arthur's alter ego seems to have been irretreivably tangled in Real Life(tm). http://forum.shrapnelgames.com/images/icons/icon7.gif I've been getting ready this week for our school's open house so I can say hi to all the parents who didn't show up to see their kid's teacher. http://forum.shrapnelgames.com/image...s/rolleyes.gif I'll try to get a post in sometime this evening, once I see exactly what Jack's tree is all about. http://forum.shrapnelgames.com/images/icons/icon10.gif

[edit]This teacher used an apostrophe - s instead of a plural. http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif Obviously I have sleep deprivation.
[edit 2]I fixed the wrong apostrophe - s. http://forum.shrapnelgames.com/image...s/rolleyes.gif

[ August 23, 2003, 02:47: Message edited by: Krsqk ]

Krsqk August 23rd, 2003 04:42 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Ok, I've posted. I didn't do anything with the tree, although now it should make a small tidal wave as well as a thump. http://forum.shrapnelgames.com/images/icons/tongue.gif I figured one of you two could have fun with that. http://forum.shrapnelgames.com/images/icons/icon7.gif

narf poit chez BOOM August 23rd, 2003 06:16 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
well, it's my turn.
how come nobody used the magic items i gave both sides? http://forum.shrapnelgames.com/images/icons/icon9.gif

Jack Simth August 24th, 2003 09:34 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
how come nobody used the magic items i gave both sides? http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Two reasons:
1) I had a few things to take care of already (tree and weather suggestion, which made for an average sized post; a good place to stop)
2) I'm inclined to let you do most of the NPC control - you do a very good job of it.

Well, okay - three reasons:
3) I didn't have any good ideas for what to have them do.

narf poit chez BOOM August 25th, 2003 10:29 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
well, it's nice to know i'm good at something. for future reference, if you want to make a magic item, you can always take a normal item an change it. for example: grenades - glass spheres with a fireball inside.
toilet paper - really. long, winding sheets that seek and bind people.
cd's - sharp metal disks that cut through things and return to their owner.

except for the grenades, those are all objects in the room with me. and there's a squeeze tube of something that could be used as a model for an alchemical flame-thrower. ah. bathtub silicon sealant.

narf poit chez BOOM August 26th, 2003 06:40 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Krsqk, i hate to be a bother, but are you sure it would produce a yard of mud?

i really do hate to be a bother.

Krsqk August 26th, 2003 06:50 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
With the castle on a hill, I think it could have a yard of mud if it borrowed some from the hill. I don't remember my post and I need sleep--if it needs editing to conform to that, I'll do it tommorow. http://forum.shrapnelgames.com/images/icons/icon7.gif

Ahhhhh, sleep....................ZZZZZZZZZZZZZZZZZZZZZZZZZ ZZZZZZZZZZZZZZZZZz

narf poit chez BOOM August 26th, 2003 07:39 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
ok, that's what i was thinking. just wanted to be sure no laws of phsysics are broken.

i mean, more than you have to mess with them to include magic.

Jack Simth August 28th, 2003 06:36 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Krsqk - I believe it is your turn.

Krsqk August 28th, 2003 06:43 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
A post is already in the works...

[edit]It's up. Feel free to satisfy my curiosity about the lead. Arthur could always transmute something. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

[ August 28, 2003, 06:06: Message edited by: Krsqk ]

narf poit chez BOOM August 28th, 2003 10:41 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Arther only has three finger's on his right hand?

Jack Simth August 28th, 2003 11:10 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
He did pretty much say that, didn't he, with "on the three fingers of his right hand".

Krsqk, if you cut the "the" out, that part goes away, and it becomes "on three fingers of his right hand", which does not imply Arthur only has three fingers on his right hand, just that he limited his counting to three fingers. One little word can make a considerable difference.

If you meant to say Arthur only has three fingers on his right hand, leave it in; if you didn't, it can be easily fixed.

Oh, and narf - it's your turn.

narf poit chez BOOM August 28th, 2003 11:38 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
your talking to a guy who spent most of today on his feet. consequently, for some reason, his brain is tired.

ok, you can make jokes now. http://forum.shrapnelgames.com/images/icons/icon10.gif

Krsqk August 28th, 2003 10:10 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Yep, the "the" is supposed to be there. http://forum.shrapnelgames.com/images/icons/icon7.gif Of course, I did leave open the possibility of a thumb.

[ August 28, 2003, 21:11: Message edited by: Krsqk ]

narf poit chez BOOM August 29th, 2003 02:41 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
did Arther ever carry any evil ring of power? http://forum.shrapnelgames.com/images/icons/icon10.gif

that joke assumes you've read lotr.

narf poit chez BOOM August 30th, 2003 09:18 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
lead into gold, Jack? i have a feeling i should go 'tsh, tsh', so tsh, tsh. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 30, 2003, 08:18: Message edited by: narf poit chez BOOM ]

Jack Simth August 30th, 2003 09:56 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
lead into gold, Jack? i have a feeling i should go 'tsh, tsh', so tsh, tsh. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">As far as Jack is concerned, gold is little more than worthless ash, and he will treat it as such. http://forum.shrapnelgames.com/images/icons/icon12.gif Sure, it's pretty and lends itself well to jewelry (holding a harnessed uncertainty jewel on a finger, for example), but beyond that he's just going to bury it as garbage when he's done burning the lead.

Besides, it was an alchemist that discovered the process, and that was the touted goal of alchemy way back when it first started. Of course, after the process was discovered on Jack's world, the goal became turning gold into lead, as that was the new currency metal....

[ August 30, 2003, 08:57: Message edited by: Jack Simth ]

narf poit chez BOOM August 30th, 2003 10:24 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
you do realize now where going to have to do a financial revelution as well as a magical one, don't you? http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif

Jack Simth August 30th, 2003 04:40 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
you do realize now where going to have to do a financial revelution as well as a magical one, don't you? http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="Verdana, Helvetica, sans-serif">The transition could be smoother than you might think; at first, the only a few things happen: lead suddenly beocomes very valuable to mages, mages become more powerful, and mages get a new supply of gold. However, it is a destructive use of the lead, so over time there is progressively less lead and more gold in the system, making lead rare and gold common. Moreover, as people catch on that mages, especially the power hungry variety, are willing to pay well for lead (the process would return 95% of the weight of the lead in gold, so they would have much gold available for buying lead) lead is going to go up in value overall as people begin to charge more, and gold down in the same as it becomes more common. This would accelerate as magic becomes more commonly known, and after a while you'd get a gold/lead standard debate similar to the gold/silver standard debate that happened in the US a long while back. However, the above factors would continue to press the issue, and sooner or later people would start switching currencies, although there would likely be a transitional period where both made for perfectly acceptable currency. It could readily be a slow change, rather than a sudden revolution. http://forum.shrapnelgames.com/images/icons/icon12.gif

Besides, it may not affect MOTMA much; if only a few know the technique, it would cause no more impact than a few productive gold mines. The value of gold and lead would change locally, but globally things would stay about the same for a long, long time, unless the technique spreads.

narf poit chez BOOM August 30th, 2003 10:44 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
a bunch of power-hungry mages won't want to get there hands on a new power source? gonna have to keep it a secret in that case. http://forum.shrapnelgames.com/images/icons/icon7.gif

[ August 31, 2003, 00:58: Message edited by: narf poit chez BOOM ]

Jack Simth August 31st, 2003 07:09 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
a bunch of power-hungry mages won't want to get there hands on a new power source? gonna have to keep it a secret in that case. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Oh, they will, but there are some catches - if there are only a small handful of mages that can, the value of lead stays down and the value of gold stays up, both of which are very good financial incentives for that small handful to maintain the knoweledge as a secret. Moreover, if only a small handful know how, that handful can dominate those mages that don't reasonably easily, which grants the mages who know how power over their fellows who don't. There is as strong of incentive for the power-hungry mages to maintain it as a sectet as there is for other power-hungry mages to discover that secret - but the ones in the know have the advantage, as they have a lot more energy to play around with; unless the mindset of cooperation and information sharing is already present or becomes present, the situation would reach equilibrium with a very small number of mages knowing how to burn lead. Most likely, the knoweledge would die with that handful.

Also, there is another catch Jack hasn't mentioned, as it isn't important to him: even if the process is 99.9% efficient, there is still the matter of a waste energy release of the rough equivalent of burning 12,500 gallons of kerosene for every pound of lead converted, or the energy of about 430 pounds of TNT. Jack's immortal - he can just jump in a large body of water, do the conVersion there, and repair the burns that would normally be fatal (the water would absorb much of the energy, but the resultant steam would push away the rest for a bit; anything nearby would still be sorely burned). Those without really good healing skills and the ability to deal with a lack of air or without invulnerability to heat and radiation are going to be at a severe disadvantage when converting lead, as almost nothing could survive the inferno intact. This will sharply limit the energy most could gain by the process.

narf poit chez BOOM September 1st, 2003 08:31 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
a magical nueclear reaction chamber...but still, most mages wouldn't have the power or ability to make one.

Jack Simth September 1st, 2003 11:29 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
A magical nuclear reaction, anyway. The spell that does the conVersion includes the energy harvest, but it can't catch all the energy. The energy that escapes rules out most mages as surviving burning the lead, unless Jack's medium or advanced immortality techniques are known by the mage. It also rules out doing it remotely by enchantment, as the medium the spell is on wouldn't survive. The caster must be present, and must remain throughout, so the ability to ghost is pretty much required. To get good use out of the process, one needs to be able to return from ghost form to living form..

narf poit chez BOOM September 2nd, 2003 01:07 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
no, i mean an actual magical nuclear reaction chamber, built like a nuclear reacter.

Jack Simth September 2nd, 2003 02:22 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Ah, you mean to get around being at the center of the bLast? Possibly doable, but modern nuclear reactors don't have internal detonations - they accelerate radioactive decay and use the radiation to heat water in order to drive a steam engine, which is hooked up to an electric generator.

Of course, having the power generation in a building (a fixed location) would be a decidedly limiting factor on how much territory a mage relying on it could control, wouldn't it? Also, it would be a pretty major undertaking, as the physical building needs to be constructed, enchanted to absorb the useable energy, and enchanted to withstand the unuseable energy - likely without a major power source during construction. It would probably end up being a guild installation, not under the control of any one mage.

Interesting thought.

narf poit chez BOOM September 2nd, 2003 06:33 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
and if the alchemists and psionic's learn that the mage's guild is going to get more powerfull, they may have problems.

way i've been thinking, mage's are most powerfull in this world, but there's no real reason. on the other hand, two guild's just as powerfull, no real conflict...could be a good solution. both other guild's lean on the mage's to forget the whole thing...at least, until they find out a way to boost there power.

unfortuenatly, the only thing i can think of for psionic's is crystal's and my sense of cliche's doesn't like that. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

Jack Simth September 2nd, 2003 07:29 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
and if the alchemists and psionic's learn that the mage's guild is going to get more powerfull, they may have problems.

way i've been thinking, mage's are most powerfull in this world, but there's no real reason. on the other hand, two guild's just as powerfull, no real conflict...could be a good solution. both other guild's lean on the mage's to forget the whole thing...at least, until they find out a way to boost there power.

<font size="2" face="Verdana, Helvetica, sans-serif">Impregnate a structure with enough damping dust and the mages' guild can scarecly do a thing about it. Coat an explosive potion in damping dust and the mages' guild can't touch it nor see it coming magically.

And remember, the process started out as alchemy, with the full release of energy (5% of the mass - that's about five times the release of a normal nuke, per pound of active material) - the alchemists could take out a reactor quite easily, as it uses the principals of alchemy.

Hang on - Psionicists are immune to alchemical defenses; mages have spells that block psionics, and alchemists make powder that neutralize magic. Skilled/powerful of each can get around the restrictions (mage overloads dust, psi catches mage off gaurd, alchemist uses exploding potions), but still - it's a rock/paper/scissors situation, isn't it? That could lead to a balance quite quickly; psionicists aren't a threat to the mages' guild, but the mages' guild will hire them if need be to get the alchemists off their back. The mage's guild has good reason to keep the psionicists available, and aren't threatend by them. The alchemists' guild isn't threatened by the mages' guild, but will hire them if need by to get the psionicists off their back. The alchemists have good reason to keep the mages available. The psionicists aren't threatened by the alchemists, but will hire them to get the mages' guild off their backs if need be, and so has good reason to keep the alchemists available. Hmm....

Quote:

Originally posted by narf poit chez BOOM:
unfortuenatly, the only thing i can think of for psionic's is crystal's and my sense of cliche's doesn't like that. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif
<font size="2" face="Verdana, Helvetica, sans-serif">Some ideas:

Hive mind: similar to a circle of mages, but for telepaths. Increses the functional distance of psionic effects and their power (harder to resist mental influence, more mass can be moved via telekenisis, et cetera), as well as pooling abilities, knoweledge, and skill from those involved in the hive mind.

Mindswap: A forbidden practice used by some skilled telepaths to prolong life. The psi trades bodies with the victim, keeping all abilities of the target based on physiology, but not their skills, memories, nor abilities based on mental ability.

Borrow skill: The psi temporarily borrows a skill from the target. Using the skill requires an active telepathic connection to the target, but it does not inherently alert the target to the psi's presence.

Lend skill: The psi temporarily lends a skill to the target. Using the skill requires an acive telepathic connection to the target.

Learn skill: The psi learns a skill from a target, without the target's knowledge. Requires telepathic contact with the target, but the learned skill is permanent. The time required to learn a skill depends on the complexity of the skill, the skill level of the target, and the skill level of the psi.

Teach skill: The psi teaches a skill to the target. Requires telepathic contact with the target, but the learned skill is permanent. The time required to teach a skill depends on the complexity of the skill and the skill level of the psi.

Rider: The psi can hitch a ride inside another's mind. The psi is limited to their own psionic or magical abilities for information, communication, or action, and does not have access to the target's memories, skills, senses, actions, et cetera unless the psi would be able to do so under normal circumstances via psionics or magic. Hitching a ride on another requires that the target be in telepathic contact with the psi when the ride is hitched; after that, the psi is not present in his/her body, and uses the target as the base for any range determination, including getting back into the psi's original body or jumping to another host.

Borrow senses: similar to borrow skill; the psi sees what the target sees, feels what the target feels, hears what the target hears, et cetera. This is limited to physical senses only; for psionics, see relay.

Lend senses: similar to borrow senses; the target gains access to all the psi's senses that the psi cares to lend.

Relay: allows a psi to act as a relay for another psi's abilities, allowing the distant psi to use their abilities as though they were at the relay's location. Multiple relays can be used. The psi whose abilities are being relayed must be within the relay's range.

Psionic projection: allows a psi to separate from their body, and travel without it. The body is unoccupied while the psi is away. The psi's skill determines how long the psi can go without a body, and how long the psi's body can go without a mind. The psi can rest as a rider, above, if the psi has that ability. While projecting, the psi can only interact with the normal world via psionic abilities or magic, as per rider, above.

Clairvoyance: The ability to see at a distance. Very useful for riders or projectors.

Claiaudiance: The ability to hear at a distance. Very useful for riders or projectors.

Clair(other): Of course there is one of these to match each base sense, but I don't remember all the names....

Psychometry: The art of learning the past of an object, person, or place available to the psi. Skill determines how far into the past the psi can read, power determines how close the target has to be to qualify as available.

Possess: A forbidden practice. The psi takes full control of the target, including the target's senses, skills and abilities (mundane, magic, or psionic). The victim does not remember anything from the moment of possession to the moment of release.

Imprint: The psi can imprint a memory or message into a physical object, which is then easily read by any psi with psychometry (similar to reading and writing, but for psi's only and based primarily on memory; any sense impression or thought can be imprinted).

Dreamwalk: Allows a psi to use any of their abilities normally under concious control while sleeping or unconcious (but not if killed).

[ September 02, 2003, 06:41: Message edited by: Jack Simth ]

narf poit chez BOOM September 2nd, 2003 08:17 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
hmm...
Quote:

Hive mind: similar to a circle of mages, but for telepaths. Increses the functional distance of psionic effects and their power (harder to resist mental influence, more mass can be moved via telekenisis, et cetera), as well as pooling abilities, knoweledge, and skill from those involved in the hive mind.

more cliche than crystal's

Mindswap: A forbidden practice used by some skilled telepaths to prolong life. The psi trades bodies with the victim, keeping all abilities of the target based on physiology, but not their skills, memories, nor abilities based on mental ability.

i don't really want to turn psionic's evil.

Borrow skill: The psi temporarily borrows a skill from the target. Using the skill requires an active telepathic connection to the target, but it does not inherently alert the target to the psi's presence.

see above.

Lend skill: The psi temporarily lends a skill to the target. Using the skill requires an acive telepathic connection to the target.

used in a 'hivemind' way, is less cliche. possible.

Learn skill: The psi learns a skill from a target, without the target's knowledge. Requires telepathic contact with the target, but the learned skill is permanent. The time required to learn a skill depends on the complexity of the skill, the skill level of the target, and the skill level of the psi.

still don't want to turn them evil.

Teach skill: The psi teaches a skill to the target. Requires telepathic contact with the target, but the learned skill is permanent. The time required to teach a skill depends on the complexity of the skill and the skill level of the psi.

used in a 'hivemind' way, is less cliche. possible.

Rider: The psi can hitch a ride inside another's mind. The psi is limited to their own psionic or magical abilities for information, communication, or action, and does not have access to the target's memories, skills, senses, actions, et cetera unless the psi would be able to do so under normal circumstances via psionics or magic. Hitching a ride on another requires that the target be in telepathic contact with the psi when the ride is hitched; after that, the psi is not present in his/her body, and uses the target as the base for any range determination, including getting back into the psi's original body or jumping to another host.

well, it wouldn't be evil if the target agrees. somewhat cliche'd

Borrow senses: similar to borrow skill; the psi sees what the target sees, feels what the target feels, hears what the target hears, et cetera. This is limited to physical senses only; for psionics, see relay.

we could include that in skills.

Lend senses: similar to borrow senses; the target gains access to all the psi's senses that the psi cares to lend.

same.

Relay: allows a psi to act as a relay for another psi's abilities, allowing the distant psi to use their abilities as though they were at the relay's location. Multiple relays can be used. The psi whose abilities are being relayed must be within the relay's range.

and if the mage trying to sense the psi sensed the psi who was sending and not the relay's, would make a great stealth attack. might wreck our rock-paper-scisser's. not very cliche. otherwise, fodder. evil.

Psionic projection: allows a psi to separate from their body, and travel without it. The body is unoccupied while the psi is away. The psi's skill determines how long the psi can go without a body, and how long the psi's body can go without a mind. The psi can rest as a rider, above, if the psi has that ability. While projecting, the psi can only interact with the normal world via psionic abilities or magic, as per rider, above.

ok, cliche'd but i like it anyway. more possiblilities: stealth look around and attack, nearly invulnerable, um...can get through most protections. might unbalance rock-paper-scissers. actually, some of this stuff might be more usefull against alchemists. i don't think there's much a psi can do against an alchemist or vice-versa. well, an alchemist could use potions which alter their mind's characteristics. but, while their 'stealthed' in various ways, a psi could unbalance an alchemists potions. maybe telekinisis would be very hard if stealthed to make up for it?

Clairvoyance: The ability to see at a distance. Very useful for riders or projectors.

the psi we were fighting had that; i was calling it clairaudience.

Claiaudiance: The ability to hear at a distance. Very useful for riders or projectors.

ah well. guess she has both.

Clair(other): Of course there is one of these to match each base sense, but I don't remember all the names....

let's not do telling the future. i don't want to do that whole 'fate or free will'.

Psychometry: The art of learning the past of an object, person, or place available to the psi. Skill determines how far into the past the psi can read, power determines how close the target has to be to qualify as available.

sounds good. cliche'd, but i still like it. well, i like cliche'd stuff to, i just try to aviod it if i'm writing the stuff. doesn't mean i'm going to force the rp to avoid it.

Possess: A forbidden practice. The psi takes full control of the target, including the target's senses, skills and abilities (mundane, magic, or psionic). The victim does not remember anything from the moment of possession to the moment of release.

i really don't want to do the whole 'psi are evil' storyline.

Imprint: The psi can imprint a memory or message into a physical object, which is then easily read by any psi with psychometry (similar to reading and writing, but for psi's only and based primarily on memory; any sense impression or thought can be imprinted).

good. not cliched at all, ran into it once i think and less complex Version's a few times.

Dreamwalk: Allows a psi to use any of their abilities normally under concious control while sleeping or unconcious (but not if killed).

good. a little cliche'd.
<font size="2" face="Verdana, Helvetica, sans-serif">and there's me, monosylabic. oops.

Jack Simth September 2nd, 2003 07:08 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Much of the stuff you object to on ethical grounds changes as soon as the psi has permission (as you noticed on the rider); If I obtain permission from you beforehand about borrowing your medical skills every now and then so there will be a doctor nearby, perhaps paying you for the priviledge, then borrowing your medical skills hurts nothing. Ditto for learning a skill in such a manner; it then becomes similar to paying an instructor, but less time consuming for both. Further, it allows for multigenerational preservation of knoweledge, much like writing.

As for those that are unethical under virtually any circumstances, well, some things are forbidden, and only criminals do them. That is one of the primary functions of the psionics guild - enforcing such rules for the protection of those who can't defend themselves, much as modern police enforce 'don't shoot people unless in self-defense' for the protection of those who don't carry guns. It might be interesting to be hired by the guild to help track down a psi in violation. Can you imagine how hard it would be to track down a mindswapper, or a rider who routinely uses possesion? You'd need a police rider with you to scan potential victims.

As for things that are cliche, well, yes, a lot of things are. It's tricky to come up with something that is both new and widely useful. Sure, you can have a geokenetic, who can controls earthquakes, but that is pretty much just destructive, and wide area. About the only thing you can do with it is destroy things, perhaps prevent earthquakes. Great for blackmailing the local nobility and merchants, but that's about it; you can't really risk being caught in your own earthquake.

As for the rock-paper-scissors balance, simply make anything that would be unbalancing as a difficult task limited to the most skilled. For instance, we've already established that enough energy will penetrate damping dust - highly skilled/powerful magic can beat standard alchemy. Jack's mention of the origins of burning lead on his own plane imply that a highly skilled alchemist can indirectly cast spells - perhaps the magical mind block. By psionically projecting, a skilled psi can get past magical mind shielding on an area. Thus, a highly skilled psi can beat a standard mage, a highly skilled mage can beat a standard alchemist, and a highly skilled alchemist can beat a standard psi. The rock/paper/scissors only applies when the skill is about even. A highly skilled alchemist can make a mind block potion, sure, but a highly skilled psi can project in under that defense. However, when a highly skilled psi tries that on a highly skilled mage, the psi discovers that the mage gridded the psi defenses, rather than making it a stationary bubble, so that even after the psi has projected inside, the psi can't do anything as the psi is limited to effects that operate in litttle one inch cubes. A highly skilled mage can overload damping dust, but a highly skilled alchemist can make damping dust that can't be overloaded nearly as easily. At high skill levels, the balance is again restored.

Oh, and a psi could always telekenetically throw stuff around at random to mess up an alchemist. Imagine what happens to the poor alchemist who doesn't have defenses against psionics but maintains exploding potions.

narf poit chez BOOM September 2nd, 2003 08:32 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
i'll do a real rundown when i wake up. few hours.

Krsqk September 3rd, 2003 06:37 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
New post is up. I had company come Fri. before I was able to get on, so I was delayed. Evil minions of Sauron. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif I don't mind having psis be evil. I don't see it as psis with evil powers, but evil psis with powers. Most would be good (or at least restrained/compelled by the good ones/the guild), a few would be rogues and/or criminals, much like our current society. I would classify the psi we just fought as evil, although she might not label herself as that.

narf poit chez BOOM September 3rd, 2003 07:15 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
right, rundown.

hive mind: well, wizard's can pool their power. now, how would alchemists pool there power? i'm tired again, and i don't have a clue

Mindswap: given the limitation's on mind-to-mind fight's, possible, very few of the criminal class could manage it with good chances.

Borrow Skill: as long as people have some chance of knowing if someone's doing this, to aviod mob panic.

Lend Skill: nothing more to say.

Learn Skill: see Borrow.

Teach Skill: more Psionic's being scholar's? possibility of the learned skill coming with most of the other person's problem's with that skill? no real, instictual famaliarity untill it's been used for a while?

Rider: nothing more to say.

Borrow Senses: if the person has a chance of detecting it.

Lend Senses: nothing more to say.

Relay: stealth attack at Alchemists?

Psi Proj: nothing more to say.

Clair stuff: nothing more to say.

Psychometry: sounds ok. mage's could do a limited Version and alchemists could do an analysis?

Possess: memories could be recoverable with psi, mage or alchemist help?

Imprint: nothing more to say.

Dreamwalk: would require guards, so wouldn't be to overpowered. especially if timesense was hard to keep track of and power+skill/2 was how long you could stay awake. and, of course, bodily needs.

so, our rock-paper-scisser's looks like alchemists-mage's-psionics.

I'll post tommorrow.

[ September 03, 2003, 06:20: Message edited by: narf poit chez BOOM ]

Jack Simth September 3rd, 2003 08:04 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
right, rundown.

hive mind: well, wizard's can pool their power. now, how would alchemists pool there power? i'm tired again, and i don't have a clue

<font size="2" face="Verdana, Helvetica, sans-serif">They could pool prepared ingrediants (e.g., if it takes a few days of work to properly dry the mandrake root, properly moisten the chedrack mushrooms, and safely powder the deer antler, then several alchemists could each take a portion of the task, and get it done in less time), or mix potions of the same type to get a larger Version, or just pool finances in getting the best ingrediants.
Quote:

Originally posted by narf poit chez BOOM:

Mindswap: given the limitation's on mind-to-mind fight's, possible, very few of the criminal class could manage it with good chances.

<font size="2" face="Verdana, Helvetica, sans-serif">Moreover, the mages' guild probably sells protective charms....
Quote:

Originally posted by narf poit chez BOOM:

Borrow Skill: as long as people have some chance of knowing if someone's doing this, to aviod mob panic.

<font size="2" face="Verdana, Helvetica, sans-serif">Perhaps it causes a headache in the target (overworked neurons?), or makes the skill harder for the target while the skill is borrowed/being learned.
Quote:

Originally posted by narf poit chez BOOM:

Lend Skill: nothing more to say.

Learn Skill: see Borrow.

<font size="2" face="Verdana, Helvetica, sans-serif">See Borrow.
Quote:

Originally posted by narf poit chez BOOM:

Teach Skill: more Psionic's being scholar's? possibility of the learned skill coming with most of the other person's problem's with that skill? no real, instictual famaliarity untill it's been used for a while?

<font size="2" face="Verdana, Helvetica, sans-serif">All three work for me; perhaps learned/taught skills act more like a local instruction manual - specifics must be "looked up" the first several times a specific is needed, so the one with the new skill won't think of a lot of the uses, as they are harder to reference. Physical skills would require drilling, as a person wouldn't have the muscle memory, appropriet calluses, nor specific muscle strength at first.
Quote:

Originally posted by narf poit chez BOOM:

Rider: nothing more to say.

Borrow Senses: if the person has a chance of detecting it.

<font size="2" face="Verdana, Helvetica, sans-serif">Perhaps a slight headache, or a slight dulling of the borrowed sense?
Quote:

Originally posted by narf poit chez BOOM:

Lend Senses: nothing more to say.

Relay: stealth attack at Alchemists?

<font size="2" face="Verdana, Helvetica, sans-serif">Well, the relay has to be in range, and there would probably be a limit on how much the Relay can relay at once.
Quote:

Originally posted by narf poit chez BOOM:

Psi Proj: nothing more to say.

Clair stuff: nothing more to say.

Psychometry: sounds ok. mage's could do a limited Version and alchemists could do an analysis?

<font size="2" face="Verdana, Helvetica, sans-serif">Alchemists could double as modern police forensic analyists; mages could, um, use power-hungry entropic regression spells (?) to determine previous arrangements of matter in the area (e.g., determine how the air was disturbed, and where people-sized gaps in the air were at a given instant) - progressively more power-hungry and less reliable as time passes from the event in question, as well as only giving generalities of people doing events (e.g., height, overall body type, but not facial characteristcs [too fine of a detail] nor skin tone [colors wouldn't disturb the air any]).
Quote:

Originally posted by narf poit chez BOOM:

Possess: memories could be recoverable with psi, mage or alchemist help?

<font size="2" face="Verdana, Helvetica, sans-serif">Makes sense - memories are blocked, unblocking possible.
Quote:

Originally posted by narf poit chez BOOM:

Imprint: nothing more to say.

Dreamwalk: would require guards, so wouldn't be to overpowered. especially if timesense was hard to keep track of and power+skill/2 was how long you could stay awake. and, of course, bodily needs.

<font size="2" face="Verdana, Helvetica, sans-serif">The idea was using time more effectively, as psi's have a harder time setting traps against invasion than mages or alchemists do - mages can enchant traps and alarms into stuff, as well as use golem gaurds; alchemists can put tripwires on potions and feed enhancements to loyal pets (giant mantis, anyone?). Without such a skill, a psi is helpless while sleeping. Also, my original intention on this one was that the psi stays resident in the body, using it as a base (unlike projection and rider), being limited to their psionic abilites for action; anything that would wake a person up normally (noise, hunger, thirst, other bodily needs) will wake a dreamwalker (the dreamwalker is in their body), but not a rider or projector (a rider/projector is not in their body, but elsewhere).
Quote:

Originally posted by narf poit chez BOOM:

so, our rock-paper-scisser's looks like alchemists-mage's-psionics.

I'll post tommorrow.

<font size="2" face="Verdana, Helvetica, sans-serif">Looking forward to it.

narf poit chez BOOM September 3rd, 2003 08:33 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
ok, the Dreamwalk makes fits right in. ignore my earlier comments, i was thinking they'd actually move from there bodies. perhaps they'd need a bit more sleep? call it Dreamtrance?

narf poit chez BOOM September 4th, 2003 08:35 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
um. sorry, ran into the novelization of the X-2 movie.

narf poit chez BOOM September 5th, 2003 07:48 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
posted. ok, suggested additions to alchemists:

'Although alchemists use the physical properties of elements and molecules, their main use is there psuedo-magical properties, which are generally dirivations of the physical properties. Thus, mercury can be used in a potion to make something change or become more bendable, while sulpher is often an ingrediant in an exploding potion. The flowers of a hardy mountian plant can be used in a potion of endurance.'

'Alchemists can use psyco-reactive and psyco-active potions to detect and block psionic influence, although the result's are as reliable as a mage blocking damping powder. They can also, with a little more success, mimic some psionic abilities.'

Alchemists would store potions. proposal: alchemist healing potion's as good as mage potions, since there's no reasen for them not to be.

proposal, sort of. my mind is foggy and tired.

each class of AMP can mimic the other's abilities, although the imitation's are not as good. not sure how not as good, though. alchemists can use complex potions to imitate complex spells, and use other potions to replicate psionic powers. mage's can cast spells on a container of water to make it act like a potion, or use other spells to imitate psionics. psionics can replicate the effects of spells, but i'm not sure how they would do potions. altering the chemical structure would be to hard. there would also be stuff that would be common to two or three of the classes, like all of them can make someone stronger/faster.

as a suggestion for allowing psionic's to store energy, putting kinetic energy in the molecular bonds of something, then drawing it out. i just realized this could create an explosion, to.

[ September 05, 2003, 08:07: Message edited by: narf poit chez BOOM ]

Krsqk September 6th, 2003 03:34 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
That stupid Narp. Jack didn't want the gold, anyway. Let him suffer--he probably doesn't even have a use for money. http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Interestingly enough, I originally had Narp ask for the gold, then thought John might be a better fit. D's character is rather hard for me; he was developed so little, and I can't quite get a handle on him. Maybe Jack could attach an enchanted one to him. http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

Then again, maybe we should enlist the SE4Bot to inject commentary every so often. http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

narf poit chez BOOM September 6th, 2003 04:23 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
*sticks his tungue out*

D is a wise and mysterious menter. give him wise and mysterious lines. he was David E.G.'s character for a bit.

side note to Jack: did you take the flour most of them have into account?

[ September 06, 2003, 06:03: Message edited by: narf poit chez BOOM ]

Jack Simth September 6th, 2003 08:00 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Quote:

Originally posted by narf poit chez BOOM:
did you take the flour most of them have into account?
<font size="2" face="Verdana, Helvetica, sans-serif">I haven't been thinking about it, but Jack did teleported all but flour tagged stuff on one occasion - he's presumably leaving scatterd sacks of flour around the battlefield. If the bandits dust themselves, they can't effectively use the magic items they carry anymore, which removes some of their advantage. Even if they do, all Jack needs to start doing is teleporting rocks and stuff....

By the way, Krsqk - it's your turn.

[ September 06, 2003, 07:00: Message edited by: Jack Simth ]

Jack Simth September 10th, 2003 05:46 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Krsqk - you okay? It's been your turn for about four days....

narf poit chez BOOM September 10th, 2003 08:05 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
there's a 'ping Krsqk' thread at: http://www.shrapnelgames.com/cgi-bin...;f=23;t=009906
has some explanations.

[ September 10, 2003, 07:07: Message edited by: narf poit chez BOOM ]

Krsqk October 10th, 2003 05:53 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Found it. Back on page 4 or 5.

Jack Simth October 10th, 2003 06:18 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
The board puts the meaningful thread navigation variables in the URL, so you can just bookmark a thread if you don't want to lose it, so if you wanted to remember where a thread was - say, the one where my screen name is discussed - you can just bookmark it like normal and have it saved if you ever need it again. I've done this with this thread, the roleplay thread, and the jokes and riddles thread, to name three, so I don't need to go searching every time I want to read them over.

narf poit chez BOOM October 10th, 2003 06:28 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
well, that explains why looking for 'DO' didn't find it.

Krsqk October 11th, 2003 02:11 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
I have the actual RP thread bookmarked, but there hadn't been any need to hunt for this one. At least, not until I got busy. http://forum.shrapnelgames.com/images/icons/icon9.gif

[ October 11, 2003, 01:13: Message edited by: Krsqk ]

Jack Simth October 11th, 2003 05:30 AM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Okay. Well, Looking forward to seeing what you come up with.

Krsqk October 13th, 2003 11:33 PM

Re: this is a thread to attract SE4 forumers to the first Dungeon Oddessy roleplay thread
 
Well, I posted. Two days ago, in fact. Was it really so horrid as to make everyone sick for half a week? http://forum.shrapnelgames.com/images/icons/tongue.gif http://forum.shrapnelgames.com/images/icons/icon12.gif I mean, I'm rusty, but I didn't think I was that rusty. http://forum.shrapnelgames.com/images/icons/icon10.gif


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