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File 125961247482.jpg - (212.13KB , 1024x1380 , Elemental Golem.jpg )
6816 No. 6816 ID: d1210a
So, this is a discussion thread for Golem Quest.

Any questions about the setting (like what different metals there are, how magic is understood to work, etc) can be asked here, and I will answer what I can.
Expand all images
>>
No. 6846 ID: d1210a
Okay, so, metals work pretty much like normal, with a couple exceptions.

Steel is referred to as Base Steel.

Blue Steel: forged with inbuilt Regenerative magicks infused into the metal as it is shaped. More durable than normal steel, keeps sharp longer than normal, and cannot rust. Makes excellent long term armor for any terrain.

Red Steel: forged with inbuilt Destructive magicks that let ever cut it makes be magically widened, such that even a small cut could end up a grievous injury. Causes sharp, vibrating tremors when forged into blunt weaponry. Can destroy Blue Steel with relative ease, but when faced against other Red Steel, will start to warp and wear so long as it is forced to clash against something of it's own nature. Can make armor that magically rusts Blue Steel or below quality metals upon contact. Starts to deteriorate if attacked with Red Steel (said weapons will suffer likewise). Prohibitively expensive, not seen in any mass production form.

Rune Steel:
Blue Steel with Runes inscribed into them during a second forging: The effects vary from rune to rune, so while some examples of Rune Steel may be nearly indiscernible from Blue Steel, some examples will have powerful magical enhancements. Price of manufacture varies in proportion with the quality of the rune used. Red Steel cannot be inscribed with runes.

Black Steel: Invention of the now fallen Mosmordren Empire, Steel with augmentive magicks forcibly infused into it by spilling the blood of those actively harvested for Soul Grave fuel onto the Base Steel while it is forged atop enchanted anvils, the souls of thousands ground to dust during their forging to give them a strong connection with death. Now the metal is poison, causing wounds inflicted to rot, and being impossible to wield for long without starting to decay. Only Soul Graves, the golems the metal was forged for, are safe to possess it without harm, as the blood in the metal forms a symbiotic connection with the souls and dark magicks that animate a Soul Grave. The metal is conventionally unbreakable, and causes non-soul/blood fueled magicks cast in the immediate vicinity to be weakened, sometimes outright negated, depending on proximity, the strength of the mage, and the amount of Black Steel present.
>>
No. 6854 ID: d1210a
Ok, so, Magic:

Magic is a relatively rare, costly and difficult to master line of talent within the setting.

Magic needs a feul source, and a type.

The Fuel Sources are, in order of relative average power:
Soul
Blood
Will
World
Word

The types of magic are:
Destructive
Regenerative
Augmentive

The types are straightforward: Destructive is causing damage/decay to something or otherwise causing something to wear down more quickly than it would naturally, Regenerative is repairing or reinforcing existing things, and Augmentive is adding new traits to something that already exists.

The sources are a little more involved.

Soul, be it the caster's own or those of the dead, is the most powerful magic fuel type, and it alongside Blood Magic were the mainstays of the Mosmordren empire, and were the source of much of their power. After their fall, Soul magic became a capital crime under any circumstance to practice.

Blood is less potent than Soul, but still a far cry above what one can usually expect out of Will. Blood requires a much larger amount of fuel for the same purpose as Soul does, and as such there are no blood mages who use their own blood exclusively (or at least they have very brief careers). Blood magic requires a special permit to be practice without being arrested and potentially executed. The permits can be notoriously difficult to obtain.

Will is the act of forcing magic to occur through the order and strength of one's thoughts. Will mages tire much more quickly than any other mage, and are more prone to burn out than most thanks to how easy it is for them to exceed their safe limits. Mages that become adept at Will magic can expect to be held in high demand and esteem for their prowess.

World is drawing power from the world around the caster, be it from a forest, an ancient mountain, a desert oasis or one of the planet's leylines, there are few accomplished mages that practice World alone, as there are many dead zones around the world where there are no ready sources. Knowledge of World magic usually indicates a laymen learner of magic has started to gain some decent knowledge of the mechanics of magic itself, and may be hired as an adviser or their word given more weight than a simple amateur.

Word is the known tonal combinations that can cause minor magics to occur, such as sparking a fire, snuffing a candle or moving a couple pounds of material about. Most anyone can attempt to learn these, and learning these spells are the firsts steps any would-be mage takes in most cases.

Learning any new magic both requires some source of knowledge from which to learn the spell in question, and the requisite amount of time for the individual to grasp the spell or magical theory in question through practice and study, varying in length by learner. The more advanced magics are harder to learn, and very few have the dedication and the means to become Grand Mages, those recognized in all lands as having master of magic, and because of this, it is no wonder there are less than 100 Grand Mages or better (Such as the Grand Elder Mages, those who command the greatest of power, influence and knowledge)

Hm. There any specific questions, about the setting or anything?
>>
No. 6871 ID: 697b23
I have question. There's been extremely little information provided about the shoulder-mortars. All we know is that they are "powerful" and "mid-range", and are loaded with one shot for immediate firing.

That leaves a lot unknown. What kind of ammunition do they fire? Is it designed for anti-personnel use (fragmentation rounds) or anti-fortification purposes (high explosive) or other (some sort of magical round)?

How does the mortar fire? Magnetic propulsion, black powder, magical means or something else?

What does 'mid-range' mean?

How are the mortars targeted? Line of sight, or is indirect fire possible? And for that matter, how accurate are they? Does accuracy decrease with range?

Do we have more ammo? Do we need to find ammo or are the rounds magically generated/created from consumed metal? If not, what is the likeliness of finding more? If so, can we customize the type of rounds we create? How long does ammo creation take/how much metal does it consume? Can we magically charge rounds by infusing them with souls?


If you can't answer any of these questions because we wouldn't know the answers in game, that's fine. Just whatever info you can provide would be greatly appreciated.
>>
No. 6874 ID: d1210a
>>316671
The mortars are 'mid-range' in that they can fire their charge at any range from thirty to two hundred feet with significant accuracy.

They fire slugs formed within the barrels when empty as you feed, that are designed with special stress points so that on impact they break in hundreds of metal slivers that radiate outward at high speed. The ball is approximately the size of a honeydew, for size reference. Spread of slivers is some fifty foot radius, but they stop hitting much once they have spread past thirty feet. Anything within twenty feet without HEAVY armor will be severely injured if not outright killed. Your load-out is specialized in anti-infantry, although it could be changed if you learned of alternate settings.

The Mortars fire by pressurizing a bit of ambient Soulfire that gathers around you by means of your method of function, along with a magically derived magnetic burst that throws and primes the projectile.


Mortars can be fired wherever Mordre desires, he simply has to choose a location to propel them towards. Part of the magicks that make Soul Grave's such potent weapons of war are several algebraic and geometric spell equations in-built to their function.

Rounds are regenerated in about two hours with enough food. Each round requires 5 pounds of metal.


further questions?
>>
No. 6877 ID: 697b23
>>316674
Excellent, thanks. One last mortar-specific question and then I'll think of others later: Can rounds be generated in advance and stored somewhere, like if we created some sort of storage compartment?

I can't see why not, but figure it's better to make sure in advance in case it ever comes up.
>>
No. 6879 ID: d1210a
>>316677
No. They stay anchored to your body within the mortar cannons until used, as their form needs to be properly secured so that each missile able to split completely into shards on impact.

If other rounds that did not require such bracing were learned of, they might be able to be prepared in advance.
>>
No. 6882 ID: 697b23
>>316679
Ah, alright thanks. That's good to know.

I'll probably have more questions later.
>>
No. 6894 ID: 6faa8c
>>316679
Hurm. Why am I thinking of merging the two cannons into a single high-caliber super-mortar, with a huge revolver chamber so as to properly brace them and prepare multiple in advance? Like, his waist and some of his chest, as well as that area of the back, becoming a huge spinning storage compartment that braces the 'bullets', with a central shaft for it to rotate on...
>>
No. 6895 ID: 6faa8c
File 125965723557.png - (12.38KB , 640x480 , revolvergolemidea.png )
6895
>>316694
pic related for clarification.The spinner area should lock while the golem is moving, and while firing. Furthermore, specific special mortars may be loaded in each canister, allowing for, say, if discovered, a fireball shell, a 'slug' cannonball, and four normal shots to be loaded, and switched between at a moment's notice.
>>
No. 6896 ID: 6faa8c
>>316695
>not loaded, grown
>>
No. 6920 ID: b12bc5
>>316695
I have a feeling there's probably something important in the part you want to put mechanisms and stuff in. Even if not, such a design will greatly decrease maneuverability, and long-range capability is hardly our top priority.
>>
No. 6931 ID: d1210a
>>316695
>>316695
You would need to understand the mechanics behind revolvers or otherwise repeating weapons first. Only the desert kingdoms to the south and a few of the island nations that trade with them hold such things.

And mounting it on the back like that would greatly increase range, but push the minimum range that it can be fired WAY out.

But pretty much, anything you find and consume can be used to try and reshape yourself.
>>
No. 6940 ID: 8a8213
>>316731
I think the idea was that he would get on his hands and knees to fire, thus making it direct fire rather than arcing.
>>
No. 6948 ID: d1210a
>>316740
Hmm. That could work, I guess.
>>
No. 6971 ID: 6faa8c
That's the general idea, yes. Or we could do a miniature roundabout for each shoulder, maybe for two each. The idea is to maximize how many we can launch, and versatility of our cannons.

>>316720
Who says this is what WE will use? Certainly we will liberate our colleagues.
Not to mention keeping several designs in mind for several occasions.

I've got several other ideas. This one, for instance, is a gate defender sort of dealie, who spins his entire upper body at high speed. Once doing so, some of the weight from the heavily armored and armed upper body is negated due to the weight not pulling down but out. Once spinning, he becomes more manueverable.

>>316731
Assuming we can get our huge hands on such things, could Mordre intuitively understand them?
>>
No. 6972 ID: 6faa8c
File 125973190416.png - (9.79KB , 640x480 , Spincrushidea.png )
6972
>>316771
imagederp
>>
No. 6975 ID: 8a8213
>>316771
>Certainly we will liberate our colleagues.
That seems to me like a rather bad idea. We were not subjugated by magic. Who's to say that other golems would not be the same?

Also, your grasp on how spinning works is flawed. He would become less maneuverable, not more. He would still have downward force to contend with, he would merely have even stronger centrifugal force to deal with as well.

Potential use for that design is next to none.
>>
No. 6976 ID: 6faa8c
>>316775
Bah. Not everything is a winner.
>>
No. 6977 ID: d1210a
-CLAY:
The first type of golem ever made, a basic form has been perfected in efficiency of craft that nearly every town has, a seven foot tall, seven hundred pound vague, rotund humanoid shape. Other designs are seen as well, but none are nearly as easy to make, and are thus rarer. Clay golems are made with clay from dead volcanoes and crystals from live volcanoes, upon which control runes are inscribed. The runes for the default clay golem are readily known, though access to the materials needed is not.


-STONE:
Vary in size, shaping and purpose greatly, as they are crafted almost exclusively with World magic, by drawing on the power of mountains or rock quarries (preferably over leylines for best results) to imbue stone with life. Not frequently used in warfare, as the time and energy required to craft even relatively simple ones is not worth the relative ease most common stone golems can be shattered with.

-WOOD: crafted with World magic in ancient forests (also benefiting from from being over leylines), wood golems can be made relatively easily out of any tree and at great speed if necessary, but different trees make different golems, and the time spent shaping the golem impacts the quality. They cannot have runes inscribed on them, and can be burned fairly easily.

-LIFE:
Life Golems are made with Blood Magic, and are the grafting of traits onto a base living form to create a new species that can be controlled as a sapient slave. Morgrens are examples of this. Approval from the local government is required to make life golems, and learning Blood Magic is rare on it's own, so very few Life Golems have been made since the fall of the Mosmordren Empire.

-METAL:
The only golems forged of metal, Soul Graves were the invention of the Mosmordren Empire, and their greatest military strength. Can only be forged with Soul and Blood Magic, and the souls of many fresh dead are needed to power the golems. Nonetheless, their power is considered vastly superior to most other mid-to-large production model golem.
>>
No. 6978 ID: d1210a
MORGREN:
Morgren are a Life Golem species crafted by the Mosmordren Empire as shock troops, and they were bred and molded to be violent and powerful, vicious fighters. Made from a base Premen (The great, hairy and freakishly strong barbarians to the north. They have little civilization.) augmented with Gorilla, Tiger and Rhinoceros, they are eight to ten feet tall, have some seven hundred to twelve hundred pounds of slabs of ropey muscle, have patches of thick, pelt-like hair on their shoulders, forearms and pelvis, and have rough, pebbly skin, their hide tougher than good leather armor. Their jaws are massive and ludicrously overdeveloped, with viscous fangs and a horn protruding from their forehead, their necks and spines heavily reinforced.

They have formed a strange, perpetually warring set of Clans since the fall of the empire of their masters, and now fight both each other and everyone they find, pillaging and raiding as they go, only submitting to those they deem stronger.
>>
No. 6980 ID: d1210a
Above the variants of magically infused steel, there are two metals rarer than all others that are seen on occasion.

Necronostrium:
Called 'Death Metal' or 'The Reaper's Steel', Necronostrium was invented and crafted in small amounts by the Mosmordren empire during the height of it's power. A collection of powerful magics allowed the metal to make edge implements of unparalleled viciousness, even the smallest wound made with such a materiel magically being enhanced until even a shallow cut could be a dire injury. Further, wounds will fester, rot and reject the power of leylines flowing in the area, causing agony and some mutation to those struck. The wounds are unable to be treated, magically or otherwise, until the wounded has been exposed to the light of dawn. This metal can claim dominion over all earthly materials, able to cleave a path through any conventional defense. It's forging process was lost with the fall of Mosmordre.

Lortoxite:
A.K.A. Starmetal, A.K.A. The Blessings of Lortox, the patron deity of the asteroid ring around the planet Zakrath. Lortoxite (conventionally, a predominantly Tungsten-Carbide alloy) falls from the asteroid ring as blazing meteors. If the fallen metal is sufficiently heated and infused with enough magic, it can be forged into unbreakable equipment, making particularly effective instruments of combat, as the power of the reforged meteors gives otherworldly impact to blows. Conversely, armor made out of Lortoxite has the capacity to absorb and nullify tremendous impacts delivered to the wearer, in correlation with the amount of Lortoxite-forged armor they were and what hit them. The drawback is that any piece of Lortoxite can only be forged ONCE, and once shaped into a knife, hammer or helmet, it will forever hold that form. Some astronomers make significant wealth, predicting the fall of new pieces of Lortoxite.
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No. 7009 ID: 6faa8c
So do the Soul Graves work more like Sheild Gaurdians, then?
>>
No. 7010 ID: 6faa8c
>>316809
In terms of ownership, I mean.
>>
No. 7011 ID: d1210a
>>316809
>>316810
They are designed to be....

Think of them like computers. Given a problem, they can solve it. But they need to be given direction on what to do.

So, once an owner dies, if there is no one else listed as next in line to be master (such as in a military setting), the golem goes inactive. It must then be awoken to bind it to a new owner. In theory anyone could do this, but the tools needed to activate golems are rare and expensive, especially for Soul Graves.

That does not stop people from selling dubious knock-offs and fakes to unwitting and desperate individuals, though....
>>
No. 7037 ID: 632862
>>316811
Wait, then how is Mordre active?

Something odd is going on...
>>
No. 7038 ID: 43d730
>>316837
I'm guessing an overly powerful soul has taken the helm somehow, or possibly several, to represent the many voices of /tg/.
>>
No. 7351 ID: 7139d7
Questions: Do we know the various metals do when we consume them? Can we consume blue steel, or red steel, or Necronostrium? How does one golem consume another?
>>
No. 7383 ID: d1210a
>>317151
Soul Graves innately can identify most metals when they come into contact with them. As to the enchanted metals, if a Soul Grave had a big block of Red Steel, or Necronostrium, they could consume it (even if they were made of bronze, the enchantments in Soul Graves let them eat any metal) and convert themselves into the material, without issue.

However, to be able to eat another Soul Grave, a Soul Grave must either have an overwhelmingly larger amount of souls in their possession, or render the other Soul Grave inoperative before attempting to consume it.

Hope that cleared that up.
>>
No. 7384 ID: 4d96ca
>>317183
we must collect tens of thousands of souls
>>
No. 7392 ID: 6faa8c
File 126046647932.jpg - (180.25KB , 754x1100 , berserk_v07_199.jpg )
7392
>>317183
So if we were to face a heavily armored but slow enemy... eating their armor off of them would be a viable tactic?
>>
No. 7393 ID: 23bee4
Repeating the question here, because I can't remember if it was mentioned, but is Arkus male or female?
>>
No. 7395 ID: d1210a
>>317192
Yes, so long as they are not a Soul Grave, in which case, the consumer must either have a much larger reservoir of souls, or have rendered their meal to be inactive.

>>317193
Arkus is male.
>>
No. 7408 ID: 23bee4
Thank you. Arkus is rather ambigious, and I want to visualize just what little fleshling we're carrying with us.

>>317183
And, from this, I know that Black Steel we could use to upgrade ourselves. How would using divine metals effect upgrades?
>>
No. 7409 ID: 23bee4
And, actually, more important question: Will the metal we consume override upgrades? Say we only consume bronze, despite our iron body and black steel fist: Will our fists go back to bronze?
>>
No. 7567 ID: 6164e0
>>317208
The type of metal a given body part of a Soul Grave is made out of will not effect the runes already inscribed, with one exception: Any body part molded into Lortoxite by consuming asteroids and forging them while channeling the metal to a given body part, will not be able to be inscribed with new runes thereafter (unbreakable, can't be changed, etc.) Otherwise, ust eat a sufficient amount of metal and have enough time, and BAM, you altered Mordre's composition.
>>317209
Metal consumed for sustenance normally hasno effect on one's composition, with the exception of metals eaten to aid recovery from having lost large chunks of metal (like an arm or leg) will be the basis of the newly crafted limb.

So say Mordre is made entirely out of Black Steel, someone manages to de-arm him, and he eats a bunch of bronze. He will reform the arm, but it will be bronze, and any enchantments exclusive to the lost arm are gone.


Granted, if you can reclaim lost limbs, you can graft them back into place, and everything will be like normal.

I hope that answers your questions. Any other questions?
>>
No. 7572 ID: 7139d7
Ok, so if we never loose a limb or such, and keep eating bronze, it won't change our compision? Awesome.

Ok two questions: Can we eat Lortoxite that has already been formed into another obeject? And the Preman hero is Zodd. Are we gonna have Griff pop up any time soon? EvilQuest or actual Berzerk, just wondering how worried we should be.
>>
No. 7573 ID: 6faa8c
>>317372
He's probably just using Zodd's picture. Real Zodd doesn't fight like he did.
>>
No. 7611 ID: 23bee4
What can a prestine soul be used for? And, if that's too vague, what would happen if we spent a pristine soul on say, jump or fighting or eating metal,or using our soulfire?
>>
No. 7622 ID: 6164e0
>>317372
Any Lortoxite that has been forged and shaped into something, be it sword, shield, etc, will be unconsumable. Only fresh Lortoxite chunks can be eaten under most circumstances. This would mean a Soul Grave made entirely out of Lortoxite would be conventionally invulnerable, except to magics designed to effect is Soulfires that sustain it, or otherwise bypass it's form's durability.
>>317373
Shot is correct, I used Zodd's pictures as reference. Lorgk is not Zodd.
>>317411
Any action Mordre takes can have a Pristine soul used on it, and here are some examples.

If used on a breath of Soulfire:
Would greatly increase size and spread of flames, and cause the flames to burn hotly enough that Soul Graves could start to melt and soften within the inferno produced.

If used in fighting, it could be used to drastically boost general performance for a few seconds, or could be applied to a singular attack to radically multiply it's potency.

If a Pristine Soul were used when eating metal, Mordre would be able to consume worked Lortoxite for a short time (only long enough to eat a couple hundred pounds at most per Pristine Soul used) Similarly, it could be used to allow a consumed metal to permeate your body much more thoroughly than normal (eat a siege fist sized chunk of Blue Steel, whole body could be converted).

Pristine Souls are highly situational, but always beneficial when used.


Any more questions?
>>
No. 7623 ID: 6faa8c
What if we use one while 'coming up with a plan'?
>>
No. 7627 ID: 6164e0
>>317423
Depends on the complexity of the plan. Figuring out how to get past another Soul Grave's defenses, fine.

Plotting the assassination of a king, not so much, unless the plan was for you yourself to do the act.

Hope that clears that up.
>>
No. 7650 ID: 534df4
How about we use one in the "Getting-Arkus-Kill-Yeti-happily-ever-after" plan.
>>
No. 7651 ID: 6495a3
>>317450
We can come up with something on our own, dude. Lets save our Pristine soul in case we need it later. Who knows when we'll get another?
>>
No. 7656 ID: 534df4
We'll get another one the next time I go Conan. lol.

In any case your right, we should'nt use it unless the situation is truly desperate.
>>
No. 7662 ID: ab04d4
So, let me see if I'm getting this right. Pristine Souls are Deus Ex Machina in a jar. That is, we can use them to pretty do our work for us; Mordre will come up with the plan that the OP wanted us to come up with on his own, or he will succeed at a task normally impossible.

So, portable Railroad/Deus Ex Machina. Just add water. Right?
>>
No. 7664 ID: 7ea1ff
I have a feeling this Pristine Soul will be used to make Arkus not dead. Which would mean we have to use it before his death is confirmed, presumably.
>>
No. 7665 ID: 6164e0
>>317462
Not.... really. It just means you perform better at a given task.

A sufficiently daunting challenge will still be challenging, just not as challenging. More like an 'EASY MODE' button that applies to only one thing per use, and can't stay active for long, if you want to put in in general terms. But applying EASY MODE to a nigh-impossible task will not, by any means, guarantee success, only improved odds from before.

And as to being used for plans, the Pristine Soul will only effect how well Mordre can plan his own part in a given event. It will not give him insight on what others will do/outside forces that will impact the plan, unless he already knows them.

Not really sure if that clarifies anything, but that is how Pristine Souls are supposed to work.
>>
No. 7667 ID: 6164e0
>>317464
Can't... really be done. You have no means to make someone resurrect or anything related to that, and so you have nothing to apply a Pristine Soul to for the purposes of resurrection.
>>
No. 7670 ID: 6faa8c
>>317467
Exactly.

We need to use the soul to SAVE ARKUS. Before he dies.
>>
No. 7671 ID: ab04d4
Just a thought. When we rescue Arkus, it's entirely possible that he'll no longer fear us due to how much we apparently risked to save him. Building on this fact we might be able to convert him into someone of a fanatic to your cause, or a friend. Whichever TG wishes. The former if we go for a more militaristic roleplay, the latter if we go "Hug Arkus Read Runes" style.
>>
No. 7683 ID: 534df4
>>317471
The way we were going, I think he's pretty much used to us.
>>
No. 7689 ID: ab04d4
>>317483
I'm going more for a fanatic cause. Right now, he's still kinda in a subservient tone. A bit more of what we did back when Arkus was working on that deathmask's runes, encouragement and all that, may cause him to see us as more of a friend. Alternatively we can try to inspire militaristic loyalty to him. Either way, we need to make him feel like an equal without actually making him one.
>>
No. 7926 ID: f3db7b
OK I need some clarification. Is the world magic spirit going to help us in any way, or is it just going to observe and take over if it deems us useless?
>>
No. 8024 ID: 6164e0
>>317726
It could address you if it chose to, or you could address it and attempt to cause a conversation.

Whether the spirit responds, let alone helps you, is based entirely on the individual event.
>>
No. 8392 ID: 597b9b
I have one more question regarding Pristine souls:

You've described mainly how they can be used to boost performance and attacks and skills.

What about defenses? Could we use a pristine soul to, say, help resist a Soul magic spell thats about to drain us dry? Or soak a hit from a soul grave anti-golem cannon?
>>
No. 8400 ID: 6164e0
>>318192
Depends. If you have anything that can resist magic on you (as in part of your form, like the Black Steel claws), then the Pristine Soul can be applied to that to amplify it's effects.

Granted, Black Steel does not disrupt Soul or Blood based magic, so it would still be ineffective against such magic.

Further, if Mordre is bombarded with artillery fire or something of that nature, the Pristine Soul could be channeled into his body to reinforce it for a short period. However, this would be much less effective than applying the Pristine Soul to some form of defensive enchantment to boost it's performance for the same time period.
>>
No. 11047 ID: d1210a
So yeah, if anyone wants to create specific spells that can be used in the setting (preferably with a specification of what kinds of magic fuel is used, and what other conditions are necessary, if any)

Or, if you have any specific questions about how the setting works, shoot them out, I'll answer them as best I can.
>>
No. 11180 ID: e04c9b
Questions!
1. What powers do we, Mordre, have on hand? I sometimes get confused as to what powers we have and what they do. If they could be collated down to a stat sheet, that would be helpful.

2. How could we make spells? I mean, in-game. We're a bit punch happy and I can't remember you saying anything about Mordre being able to cast spells.

3. I know you've done this before, but what is the make up of the various nations? Power structures, social political makeup, economics, anything intresting about the various nations we are going to tromp over and conqure. I mean I'd like to know they look like before we go and turn them into a batter collection of city states and then absorbe them into our vast empire.

Spells!

1. Can we make a 'Find Arkus' spell?

2. Can we make a bog standard 'Fireball' spell?

3. Can we make a lower level 'distant lighter' spell? A spell that makes a small flame at a distance - possibly within visable range.

4. Can we make a 'Kill God Damn Zombie' or a 'Turn God Damn Zombie Back Into Useful Person' spell?

Comments!

1. Seriously, Arkus better not be dead. I will be very upset if they're not.
>>
No. 11181 ID: e04c9b
Comments!

2. *cough* They are. Not 'they're not'.
>>
No. 11198 ID: d1210a
As of this Moment, Mordre has the following abilities/powers:

Soulfire:
At the cost of three souls, creates a penultimate fire, able to burn stone, water, metal, anything but a Soul Grave can be reduced to ash by this conflagration. However, there is a limit to how long the flames will persist, and as the souls used to fuel them are used up, the flames will dissipate. Approx. lifespan of flames: 30 seconds

Soul Nexus, Left Hand:
-ACCELLERATOR: When activated, anything that comes into contact with Mordre's hand will, upon losing contact, have it's velocity greatly amplified. This can lead to thrown objects achieving incredible speeds, as well as other potential applications.
-FANG TAKER: When activated, a ghostly skull of gigantic proportions will manifest through Mordre's hand, and phases through inorganic matter while rending living tissue with spectral fangs. Can venture up to three feet from Mordre's hand.

Amaranthine Annihilator:
Passively builds a charge by drawing power from Mordre's body movement. All collected charge is then stored, until such point the Amaranthine Annihilator is activated. At this juncture, all charge is expended, creating a beam with strength in proportion to the amount of charge gathered. The beam rapidly pushes huge amounts of heat out of whatever it impacts, with such force and speed that sufficient power can cause those nearby to be burned or even outright incinerated. Conversely, the target becomes frozen so swiftly it explodes, showering the nearby vicinity in razor sharp shards. A charge of one day spent traveling or otherwise engaging in significant action will provide a sufficient charge to be lethal to all but the largest (or sufficiently magically warded) targets.

Armaments:
-Steel Fist: Left hand of prodigious size, designed to smash through walls and doors, three feet across at the knuckles.
-Sable Executioner: Customized claw on right arm, made of Black Steel, wounds caused by it have a high chance of infection, are prone to higher amounts of bleeding, and heal more slowly. The claws are able to saw through hardened targets with sufficient force.
-(Right Shoulder Mount) Anti-Vanguard Blade Launcher: Carries up to six large, fanged circular blades that can be launched individually. Each blade is capable of cleaving through armor far more effectively than the standard Anti-Infantry rounds. Each blade takes 1 hour to regenerate. Range 10-250 ft
-(Left Shoulder Mount) Anti-Golem Cannon: An enlarged and elongated cannon with heavy rifling, that fires a massive, spiral etched spike, designed to punch through even large masses of metal. The round is larger and more complex than normal, and takes three hours rather than one to regenerate. Further, the cannon itself takes up extra room, the massive cylinder of the cannon protruding both to the front and rear of the golem’s shoulder. Range 30-1,250 ft

More stuff coming in near future
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No. 11214 ID: f52552
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11214
>>320998
>Amaranthine Annihilator
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No. 11946 ID: 2aaaf1
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11946
So just chill... Til tha next episode.

Na-na-na-na-na, it's the mothafuckin D-R-E.
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No. 12050 ID: 903f16
Hey Bob, Kyorto requested five unbroken skins of mages that practice world magic. What exactly are the restrictions this implies? I mean obviously we can't go hacking on them with the Sable Executioner, but is say death by blunt force workable or will we just end up ruining the skin if we do that? If we can't kill them in those ways then are we supposed to use a more sneaky method to terminate the mages, such as with the use of poision or suffocation?
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No. 12111 ID: d1210a
>>321850
This is a question of magical significanse in the metaphysical 'wholeness' of the skin.

Even if the skin gets damaged from beating, as long as it does not outright tear open it should be perfectly viable. It is the act and concept of cutting and parting that disrupts the energies Kyorto needs.

And if someone wants to make up some sort of spell to liquefy internals to harvest skin easily, go for it. If you go for an entry level power source like World, let alone Word, come up with some fort of requirement to implement it, be it contact, some command line, or a specific set of circumstances ala Stands. The more confining the restriction, the more potent a spell can be, given it's power source. One of the core rules of magic in this setting.
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No. 12112 ID: 601a90
so grabbing them in our steel fist and squeezing them just hard enough to keep their lungs from expanding would be perfect, like a constrictor snake. too hard could cause a bone to pierce the skin.
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No. 12113 ID: d1210a
>>321912
Yes, that could work.
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No. 12147 ID: 903f16
About how many Premen tribes are under the control of Goran? Goran seems to control the majority of the local Premen population, but I don't think we've been a rough estimate or anything like that.
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No. 12151 ID: d1210a
>>321947

Goran controls eleven clans besides his own Gorkin Clan, all subservient to the Gorkin Clan.

Goran and the Gorkin Clan he founded and commands are the big players in the mountains anywhere near the Drazken Clan. Goran commands several tribes, and controls them with the strength of the Gorkin Clan, which under his leadership has grown to hold more than five thousand warriors, all who follow Goran's will without question. However, fully half of his clan is devoted to policing and taxing the clans he has conquered, forcing them to labor for him and his clan so that they as warriors one and all need not.

Be aware, the mountain range is somewhere on the range of four thousand miles long, and more than a thousand miles deep. There are is a LOT of space up there, and in any habitable regions, expect Premens and/or Yetis to be somewhere.

That answer your question? And does anyone have any other questions?
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No. 12155 ID: 601a90
can we restart a soul-grave's fire if it has gone out by regurgitating souls into them?
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No. 12156 ID: d1210a
>>321955
That depends what you mean by 'fire going out'

If you mean one running out of fuel, as in it is still intact but has consumed every last dreg of soul it had, then yes, yes you can.

But if you mean one that was damaged to the point it no longer functions, then no, it's spell matrices have collapsed, and you pretty much have nothing more than an empty husk, the spells would need to be remade before anything could be done.

Any other questions?
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No. 12157 ID: 601a90
if a grave is restarted in such a way would it's system reset or would it still be under it's last master's control?
i ask because we could conceivably win a fight with another grave with attrition. it is told to destroy us and we just stay away from it but close enough to have it follow us. only thing we have to worry about would be morter shots but if it is able to not get any metal to eat it would not get any more ammo. we just dance around it until it powers down.
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No. 12163 ID: e04c9b
We got a list of awesome Traits And Talents And Powers that Ugrokk, the Tall, had. Would it be possible to get the same list for Oggroth, the Mountain, and Arkus, the Bad Ass Mage?

And will any of the 20 Premen in our squad be able to develop awesome personalities yet, or will we have to wait?
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No. 12168 ID: d1210a
>>321957
A restarted golem would be capable of being commanded by the next person who had the inclination to do so. Re-powering one is the equivalent of having the user preferences reset, with all locks and such open until a user is registered.

However, a Soul Grave only loses one soul a month, and 3 souls per use of Soulfire. Further, a Soul Grave needs at least twelve souls to function, so unless specific order countermanding it are given, a Soul Grave will avoid using Soulfire when too close to it's minimum fuel requisite. But yes, if you dropped a golem to below twelve souls (or more, if the Soul Grave has been changed enough since creation to require more passive power) then the remaining souls would immediately disperse, and the now immobile form could be manipulated however desired.

>>312963


Reposting Ugrokk, then going from there.

Ugrokk's Traits And Talents:
--Blood Of The Long-Bones:
Ugrokk's blood is thick with the blood of the Cromagg, an ancient rival of the Premen. This makes Ugrokk far taller than his contemporaries, and gives him a reach advantage when using any of his limbs.
--Adaptive Joints:
Born more flexible than most, Ugrokk's joints allow a wider range of motion, allowing for more unconventional movements. Further, this flexibility means Ugrokk is exceedingly difficult to grapple, and is adept at escaping holds.
--Mobile:
Ugrokk is faster and lighter on his feet than most of his size range could claim.
--The Axeman:
Ugrokk is most familiar and competent with axes, which he combines with his reach and irregular movements for deceptive, whipping hacks and chops, preferring to distract and hinder foes with rapid attacks before finding a chance to land a deeply biting strike.
--The Open Hand:
Ugrokk's unarmed combat style is oriented around redirection of force, rather than blunt trauma, to rely on the leverage his height provides. Ugrokk can flip, throw, or cause to stumble almost any foe he can get his hands on. As far as direct strikes go, he prefers to chop and stab with a stiffened hand, rather than with a closed fist.

Oggroth The Mountain's Traits And Talents:
--Heir To Parran Thropus Clan:
Oggroth The Mountain's ancestry were long members of the Parran Thropus Clan, broken and scattered shortly after Oggroth's birth by Goran and the Gorkin Clan. The blood he carries comes from the Parran Thropus's Clan's distinct lineage, separate from most Premen, and makes him larger, hardier, and more primal. Oggroth's size, strength and durability all are greatly amplified by this Trait.
--Known No Pain:
Oggroth The Mountain is titled such for his phenomenal ability to ignore pain. He is able to ignore his flesh being sliced or flayed, not flinch when he is set aflame, and laugh at an attempt to beat him to death. Oggroth will continue to act with full control of his body until it literally starts to fall apart.
--The Way Of The Doban
Oggroth's signature weapon when he does not just use his bare hands, a massive sphere of iron some four feet in diameter, is a fighting style he claims to have picked up from an old, leathery-skinned Premen with shockingly white hair, who nonetheless was able to resoundingly trounce a younger, more arrogant Oggroth who was incredulous at the old one's claims. Now, Oggroth can apply devastating force to opponents up to thirty feet away, either by hurling the sphere at them, swinging it about in a circle with a shortened chain before extending it, or outright bringing it down with both hands upon an opponent like a hammer from the sky. While the speed his fighting style holds isn't much, it's destructive force and potential range are both exceptional.
--The Clenched Fist
Oggroth fights by balling his fists and using his overwhelming strength and weight to literally beat his foes to a pulp, preferring to stand and trade blows with a foe rather than try to fight evasively. Oggroth fights to dish out as potent of a blow as he can, every time he strikes.


Arkus:
--Adaptable Analytical Psyche:
As a result of having grown up under rather dismal conditions, with poverty, famine, death, plague, and all manner of traumatizing events all bombarding him. Yet instead of retreating from the harshness of reality, or being warped by it, Arkus became obsessed with understanding the world around him. As he matured, this tendency likewise evolved, leading to Arkus being able to restore himself to a rational state of mind much more quickly than would normally be possible by all but the most grizzled veterans, all of whom would have far worse mental scars than Arkus.
--World Mage:
Arkus has successfully learned at least one spell that taps world magic, and how to reliably correctly cast it. He now qualifies as an entry level mage by the Mortal Coil's standards.
--Well-Traveled:
Arkus has traveled widely throughout the warring lands south of Castiliathen, and knows the area well. Whenever Arkus is asked a question concerning anything within the demesne of that knowledge, he will have current information as of his last visit to any major city, given at least three days to check known places to pick up gossip and news.


Anything else someone wants to ask? Maybe someone wants to give a shot at outline a type of spell they would like to see?
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No. 12169 ID: d1210a
>>321963
Oh, and traits/talents are only listed when they are noteworthy enough in terms of setting a character apart from others. Thus far, none of the other Premen have demonstrated anything out of the ordinary, though this could change over time as they are exposed to more things.

And again, open to any and all questions.
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No. 12179 ID: e04c9b
Ok, I would like to get a universal translator spell going - but I have no idea how to write it here. Could you maybe show us an example, and I'll try after that?
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No. 12184 ID: d1210a
>>321979
Well, it could be:

Word based, activated by both parties desiring translation to 'sync up' by saying the spell Words at the same time. Unwieldy, and only one-to-one, but it works on simple magic.

Then there could be Will based, where the mage uses a spell to directly interpret the intended meaning of verbalized thoughts by directly probing the mind and then converting words heard to match what was heard with what was being communicated. Universally translates when active, rather than crossing a single language.

Basically, pick some method of using whatever fuel choice you end up with that more ore less matches it's theme, and that the more flexible a spell is, the more power it needs, the less flexible, the more potent for the same amount of effort.
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No. 12191 ID: 45be60
>>321984
Could the word magic spell could be taught to basic premen warriors? How much magical ability is really required to be part of the casting of such a spell?
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No. 12210 ID: 903f16
What about a spell for communications over long distances. I can see managing our empire will become increasingly difficult as the distance between our captured cities and peoples grows. Even now it'd be useful to communicate with Modreden from the road. We could have it be powered by Word and have it be focused by having to envision the targets name and leave a message.
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No. 12211 ID: 601a90
maybe a simulacrum of your head at each town you control, with but a thought you can switch to it's viewpoint and talk through it.
>>
No. 12228 ID: d1210a
>>322011
Very easy to do, so basic even Arkus could guide you through it, given the following:

Crafting replicas of your head with similar material composition (don't need to be identical, but still need some form of ruby eyes, a silver skull mask, iron base, etc.), and placing them everywhere you want to be able to see.

Tying the power of whatever leylines are nearest to said false heads, so that all are connected to what can be considered the magical equivalent of the internet (in SOME ways, not all), would then create a network, where as long as Mordre accessed it, he could use any of the heads to see and speak out of. This part can be hard, as directly interfacing with leylines is a learned skill with a steep learning curve.

The final requirement would be for Mordre to become a mage, which still has not happened, as insufficient numbers of magic users have been feasted on.

But yes, this could work exceptionally well for letting Mordre keep a close eye on distant parts of his empire, as it grows.

Go ahead and come up with a name for this spell (preferably alliterative), this is a solid concept.

>>321991
The word magic spell could be taught to them, but would first need to be learned. But yes, this spell will now exist in the setting, and all it is waiting on is for the group to find someone or something they can learn it from. Given how widely used Word magic is, this shouldn't be hard.

If you have any idea what you would want this basic translation spell called, shoot it out.

>>322010
Long range communication like that takes a good bit of juice, and unless the trigger mechanisms for the spell are incredibly specific, Word would not be able to provide enough power for such a spell. Maybe a more potent source of magic could be used.


Any other questions?
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No. 12232 ID: 42500c
>>322028
Welll, the talking-head thing is easy enough to name, considering Mordre will be building his own empire. The "Eye of the Emperor" is upon you. Look busy.
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No. 12264 ID: 903f16
Can a Soul Grave grow in size if given a large enough supply of metal, or are they locked into the measurements that they were originally manufactured in? Could a pristine soul be used to cause this process if it is not normally possible? I read all the questions and skimmed through the first thread again, but I don't think this has been brought up.
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No. 12268 ID: 903f16
>>322064
I have an addendum to this actually, looking again I see the mention of a Soul Grave called the Grey Destroyer in possesion of the Golden League which has been modified to become thirty feet tall and several thousand pounds. I assume then that is possible through some means, although requiring an exorbitant amount of metals. Still, input would be appreciated as to the general process.
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No. 12275 ID: d1210a
>>322064
You need the following:

Enough of a given type of metal that it's total mass equals that of the larger body sought. MUST be all the same type of metal.

Either a salvaged blueprint or a newly derived one from old texts, but a schematic of the desired form complete with diagrams on how the Soul Grave's spell matrices need to be molded.

Five mages capable of World, Will, and Blood magic, to guide the evolution of the spell matrices within as the form shifts.


Technically, Mordre could try to reshape himself without a given schematic or mages to guide his spell matrices, if there is enough confidence that his sapience will be able to guide his own reforging. I'm not saying it won't work.... but I'm not saying it would, either. There would be a do-or-die roll where if it was too low, Mordre would accidentally detach the magicks that animate it from it's physical form, if Mordre did not properly keep them attuned to the shifts in the golem's form. If this happens, Mordre is gone. Poof. No more Mordre. So bear that in mind. Though the more Mordre knows about the specifics of what a desired form should be, and it isn't too different, the chance it would end in worst case scenario would be very low.


Any more questions?
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No. 12276 ID: 61d96f
so if he ate a bunch of Golden League mages and gained their knowledge of golem craft it would make the risk drop by a ton? sweet.
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No. 12300 ID: 076099
One thing have been bugging me : a bronze *mine*?
Last time I checked, bronze is an alloy that doesn't exist in natural state.
Any plans on expanding on that or is it a case of "writer didn't research"?
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No. 12301 ID: 1ac39d
>>322100
magic.
>>
No. 12303 ID: d1210a
>>322100
Clearly a case of writer didn't do research, unless there is some crazy, convoluted reason for it farther down the mine tunnels, the tunnels which never got explored farther than several hundred feet, and have no known end.....
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No. 12304 ID: 1ac39d
>>322103
..... are you suggesting we dig too deep and fight some demons?
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No. 12305 ID: ab04d4
>>322104
You have struck Bronze! Praise the Miners!
>>
No. 12353 ID: 076099
>>322103
I suppose stright answer would be too much to ask for.
Well, from the description of mines, they are almost certainly not natural. Lets mark it for the future exploration after we get Small Tomb.

Another question: So far, all 'Graves we had seen are anthropomorphic - two arms, two legs, head and vertical torso. Is there any other variants? Humanoids don't scale up very well. Quad or hexapod are almost mandatory if we grow too big, unless there are some magical ways to negate weight - but this will certainly increase soul consumption.
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No. 12362 ID: d1210a
>>322153
Yes, most of the larger ones stop resembling the traditional humanoid biped form. The Iron Shell's Soul Grave has six legs to brace it's much larger form, and Castiliathen's Soul Grave is likewise not modelled as a biped due to it's size.

And yes, there are magical ways to decrease weight, but not only does this carry an increased cost in souls to power the golem, but the reduction in weight will mean they are easier to knock over. Spells to passively reduce weight are relatively rare, so a large city inclined towards magic might be the only place to find such spells.
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No. 12400 ID: a6ca77
Is there a rough map of the world available or did I miss it in the thread? It's a little difficult figuring out roughly where things are.
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No. 12455 ID: 7857d9
What kind of Steel is Mordre currently composed of? The answer to this question will help me to determine if we are made up of magnetic form of steel or not, and whether or not we can just tell Verther to screw himself.
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No. 12462 ID: d1210a
>>322255
Mordre is currently (excluding his full steel left fest and Black Steel claw, both of which have enough magic/properties about them that they cannot directly be magically magnetized except by a very powerful force) almost all iron, with limited carbon in him.

So, Carbon steel, of a low Carbon content for the type of steel.... I guess in the sub-1% range, in terms of amount of carbon. So still magnetically active, so a Megnetomancer CAN play around with the rest of your body.
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No. 12464 ID: 7857d9
>>322262
Curse you and your ferromagnetic composition! CURSE YOU, I SAY!
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No. 12475 ID: 716eb0
>>322262
Damnit, I studdied metallurgy in college. I cannot let this stand.

Low carbon steel has carbon content in the one-tenth of a percent range. 1% carbon is the border between high carbon and VERY high carbon steel.

That said, you have to do a LOT to a steel to make it not magnetic. We are talking 20% other metals before we are even ready to start talking about noticable effects.

(Of course anything is magnetic if you have a strong enough field to play with. They have been levitating live frogs with magnets for years.)
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No. 12609 ID: 445c48
>>322275
They did it with a mouse a while ago, I think.
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No. 12618 ID: 445c48
>Further, your magical stamina will recover much, much faster than a human's would, as a result of having many more souls to provide ambient recharging to your magical reserves.

Also, this means the more souls we have the faster our magic regenerates, right? So if we spam soulfire, our magic will get a bit sluggish, and if we eat a city, we'll be able to cast nonstop?
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