At one point I read the Dragonkin bio and assumed inherent magic proficiency meant +1 school of magic.
I think it just means your magic is stronger than other races' magic.
This was the OP Arcane Magic/Warrior build:
Race: Dragonkin [+4]
Trait 1: Magic Wielder [Void] [+1]
Trait 2: Strong [+2]
Trait 3: Military [+2]
Trait 4: Unstoppable [+3]
Trait 5: Durable (take less damage) OR Regenerative (very hard to kill) [+2]
Trait 6: Efficiency [+1]
Trait 7: Compulsive [-3]
Trait 8: Heroic Compulsion [-1]
Trait 9: Lightning Rod [-1]
Inherent Trait: Hunter
Inherent Trait: Magic Proficiency
Inherent Trait: Can turn into a dragon
This build makes an unstoppable strong tank that can use any weapon/armor, and channel the strongest magic type (arcane). And he can turn into a dragon...
*edit* basically if we're in an emergency situation, pull out the Void Dragon to save our asses, lol.
*Edit * AlTERNATIVELY
Replace Strong AND Military with 2 more schools of magic and make sure you have BOTH regerative and durable.
Maybe add in Elusive and a Phobia. This will make you a pure magic wielding tank.
*edit* I'd go for the build I suggested to be honest. With Strong I can make you OP armor that you can wear
*last edit* whatever, lol - just want to start soon
Last edited by Frog; September 11th, 2016 at 06:56 AM.
I think I'll go
Name: Aiden
Race: Dragonkin [+4] (Male)
Traits: Magic Wielder (Void Magic & Arcane) [+2]
Lucky [+1]
Regenerative [+2]
Durable [+2]
Strong [+2]
Responsive [+2]
Efficiency [+1]
Compulsive [-3]
Mentally Unstable [-2]
Electrophobia [-2]
Elusive [+1]
Background: Aiden was a little dragonkin that was born in a scientific research involving Void Magic on advanced species. Since he was little, the friends Aiden made dissapeared after a while, never to be seen again. This caused the dragonkin to get extremely furious and often try to escape from the prison that he was in, but he immediately would get electrified with a collar that he had around his neck.
After some months, it was Aiden's turn to dissapear.... (or not). He was taken to a small room where he was (to continue)
Last edited by Gyrlander; September 17th, 2016 at 06:03 AM.
Thank you Anonymous Donor
Lol, kind of certain all my machines and ship weapons will fire electricity :-D
Hope plasma and lasers don't count against your weaknesses :-D
Full disclosure. This is my plan...
1) Main Spaceship
A) Hangar bay for smaller specialized machines that can be piloted or controlled by my AI:
-1 Stealth Drone [can be fitted with weapons/bombs/etc.]
-1 Engineering Vessel [Drill, Laser, Hands, 360• propulsion jets for stability and retractable wheels for --ground/air work]
-1 Fighter Mech Suit [armored, enchanted, weaponized]
-1 Armored Personnel Transport Vessel [heavily armored, can fit many people and equipment]
-1 Armored Freight Vessel [heavily armored, can fit a large volume of contents]
B) Weapons for the main ship, sub ship, machines, companions
-I'd like a tri-railgun with magically enchanted/protected projectiles for the main ship
https://www.wsj.com/articles/a-first-...gun-1464359194
-I'd like similar variants that can be attached to ships/machines and smaller variants that can be carried by players
-Projectile Variants [Modifiable, size, weight, magical enchantments]
-Explosive variants that can be loaded with what is required- Magically enchanted (all of the elements), Nuclear variants, IEDs, Sleep powders, Mind Control gas, whatever.
-Varying degrees of electromagnetic devices that could work as traction beams for anything made of metal.
-smaller rotatable rail gunners spaced for the main ship [can be loaded with any projectile variant, manually piloted or by AI]
-Enchanted Melee Weapons [of course for players and ships
-Lasers [power/size variance for welding to aggressive]
-Experimental AI personnel [carry out ship tasks, connected to AI]
C) Armor for the main ship
-Enchanted for magical defense
-Ability to activate any of the elements (e.g. Activate Element X)
-I'd like similar variants for ships/machines/players
D) Armory
-The place where the magic happens
-Drop off your raw materials to pay main ship rent, and so I can make stuff for you and repair all the stuff
E) Bunks
-A place for fleshy friends who need sleep
F) Cargo Bay
-Drop your stuff off in the bay in your own personalized area, it's monitored and secured for a price
-If you enter the wrong code twice in a row, be warned...
-If you don't want to pay, use the unsecured storage bay
G) Captain's Deck
-Communication links
-Access to ship's AI and functions [ships/machines/gunners/personnel/weapons/armor]
-Place to congregate
-I need a captain, I'm just an engineer who can pilot
H) Kitchen
- I don't eat, bring your own fridge and cooking devices
- If you ask me to prioritize building this I'll need raw materials and some incentive
More thoughts coming with edits
I'm coming straight out of a lab with all of it
I'm more of a host and player support
*edit* THINK BIG
Ok
Now think bigger
Not enough
Bigger
For anyone interested, I've not abandoned the game my schedule is just a bit tight right now, and I've been going through some personal issues. However I will update this by/at Wednesday with player's characters being put in the OP, along with potentially some new traits!
Lol! MOAR TRAITS?!
I still think Lucky Trait is probably the most OP overall beneficial trait that affect every action.
I prioritized more abilities over OP Lucky for combo breaker, but maybe I'd better think about adding it if it changes 1 in 4 failures to 1 in 5. Just For the first 20 turns, that's 5 failures/20 vs 4 failures/20. Hmm, 1 less failure/20 probably isn't worth another skill? The dilemma! :-D
Yeah, but that would defeat the point of piloting, and we don't have any other pilots.
I guess starting out I could work as a forge master/machinist/or ship builder
I'd like to make things that I pilot.
Like the ship for all of us, and a gundam type suit for myself.
If I start with the gundam suit first, I can test making all of the parts of need for the ship on a smaller scale.
For the suit, this is what I have in mind:
A) Elemental Enchanted Armor (as many elements as I can)
B) Weapons
- 2 retractable tri-barrel rail guns on the forearms
- Elementally enchanted projectiles for each barrel clip (e.g. Frost/Fire/Lightning loaded in each of the two guns tri-barrels, additional ammo feeds in from the upper arm clips)
- 2 retractable lasers on the shoulders
- retractable propulsion jets on the legs
- stabilizer jets on the wings
- Earth enchanted hammer on the back
- Electromagnets that can be activated/dis activated in the hands and feet
C) Power Source
- fuel rods connected to the jets on the legs
D) Comm link
- for communications with others elsewhere
- for visuals from my AI Stealth Drone
Just realized I could be the suit and upgrade my body as I go along. Lol. I just liked the piloting aspect idea.
Should probably start by working in a forge to acquire more cash and basic stuff I just outlined.
Then work on the main ship:
A) Cargo bay doesn't require anything special, it's just space
B) The lab only requires an actual forge, tools, raw materials, which could easily be in the cargo bay anyway. Just need the Forge and tools on board, which I'd have anyway.
C) The kitchen requires a microwave and a fridge.
D) Beds - easy to make if I have the materials
E) Ship Weapons, Amor, Fuel, Jets, Comms - larger scale versions of everything else I'll have made, just need the raw materials at that point
Seems pretty doable now that it's scaled down by processes.
I'm excited to get this started :-D
Good to have a vision, but who knows what happens once the game starts.
Probably if I start in a ship yard, there will be more scraps that I can work for.
Ok I'm super stoked now.
@SuperJack
@RLVG
@Calix
@secondpassing @Gyrlander
Make sure your characters are in so Deathworlds can start
I'm also ready
Thinking up a mech pilot character now... Lol
Homemade Mechanoid (+1)
Military (+2)
Strong (+2)
Pilot (+2)
Programmer (+1)
Responsive (+2)
Inherent Traits:
Immune to telepathic attacks
Doesn't need to eat/drink/breathe
Bio:
Gundam Pilot was created to pilot mech suits and machines for land, air, or space combat. Or something.
If someone does this I can make you sweet mech suits/machines
Last edited by Frog; September 15th, 2016 at 10:26 AM.
I'm considering modifying my character.
If I'm going pilot, I'd just do the pilot build.
If I'm going crafter, I should just go pure crafter dwarf.
Adding pilot in my build is just kind of meh. Like yes, I can make my own stuff to pilot, but I'm lacking the raw potential of:
Responsive
Strong
Military
and I'm missing Geology from a pure crafter build.
I'm kind of splitting pilot with crafter but neither is really optimized.
I'd probably have more fun being either, but not my current. As is, they're both support type roles, but pilot build would be much more aggro, and crafter would be pure support/no aggro.
I guess I'm worried is be missing out if I didn't have strong/military. But as a pilot it's probably not a big deal as I'd already have proficiency, especially if stuff if make.
It's the lack of resnposive that's the biggest drawback.
I'm tempted to add:
Efficient
Compulsive
Responsive
But that compulsive aspect kind of scares me.
I mean as a pilot, i guess I'd already be efficient... Meh. Kind of annoyed.
@deathworlds - I keep second guessing my build! Lets start
Lore Segment #1: Conventional Weaponry
.
In current times, the use of pre-modern weaponry has brought back into use after the invention of ultralight armor, allowing infantry to be as agile as guerrilla fighters, yet as armored as a knight. Swords, spears, axes and all sorts of maces are as commonplace as ballistic based weaponry. Combinations of force increasing enchantments and new materials have allowed "simple" weapons to be just as effective as premodern and present day technology. Most biological army compositions consist of about 20% melee warriors, 5% heavy weapon operators, 5% light vehicle pilots, 10% heavy vehicle pilots, and 60% troopers. Psionic warriors do not typically engage in non-guerrilla warfare, as their abilities are more prone to friendly fire, along with the simple fact that they are difficult to regulate.
I may or may not be here for the start of this. In a week or two's time, I'll be on vacation~
My character background is pretty much done, so if you could spawn her in a cryostasis chamber because her feet had been injured that would be great.
@deathworlds - do any of these help when piloting if I already have pilot trait?
Responsive
Strong
Military
Dropping this here:
https://nationalinterest.org/blog/the...per-ship-14100
Railguns + lasers + nuclear power
There's also a lot of talk of plasma shields via radiation and electro magnets.
Energy requirements basically mean nuclear powered for all.
@deathworlds
This is pretty much the only thing that can keep the site alive. :P