You are an Automaton, something build for entertain people while you fight in an arena. According to these peoples that found you, you are a Core. Let's try to win the game, then.
User | Total |
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Abyssius | 4 |
Clarified the voting format, hoping it to be more clear v.v[X][ELEMENT] Dance, chipmunks and horror
@Abyssius vote like this?
Evil Alvin and the chipmunks dungeon core
I'm a bit confused about what type of minions you can do with Sentience and Reason, actually. Do you have something already planned?You made a quest? A dungeon core one?
Well well well, this'll be interesting.
[X][NAME] The Gentleman
For one such as he, displaying class to please.
[X][ELEMENT] Holy
[X][ELEMENT] Sentience
[X][ELEMENT] Reason
With the first, I agreed with Woody.
The second and third? A game. A particular game. A certain one, made from a certain company, that has another game, that is inferior to the game I am referencing. A company, which is located overseas in an asian country. An asian country, where the flag is primarily red with gold stars. The company, which has a three syllable name and is quite popular with kids in the US.
Oh, well now that you ask, I do. It's simple really:I'm a bit confused about what type of minions you can do with Sentience and Reason, actually. Do you have something already planned?
I would change "Sentience" to "Mind" to make it more "general". I assume that all the minions are, at least, partially sentient, so with Mind you would have minions that interact with the minds of other and are more intelligent. So they could use allucinations and other things affecting mind and perception. I think it would be more general and opening you more doors.Oh, well now that you ask, I do. It's simple really:
Sentience correlates with intelligence, so monsters born with this kind of element wouldn't be your average everyday minion, but gifted senteince.
They'd be able to think for themselves right from the get-go, and be able to take rarer actions and have more options open. Now with their powers, they'd be more 'magically' inclined, and a good portion of attacks and abilities (I mean I'm guessing; this is your quest) would revolve around being able to interfere with the minds and conciousness of others, whether to make them hallucinate, to give them the power to think for themselves, to impair their ability to act and turn thm into vegetables. Things along that kind of scheme.
Reason also correletes to intelligence, but with a more focused view, logic. I don't have any fully formed plans for this, but I just had the idea of the minions being able to deconstruct things in their heads, nad reconstruct them. Analzying problems, looking at their situation, figuring solutions and what not from there. I had thought that with these kinds of minions, we could use them for more problem-solbing types of things, like testing magic powers, studying the limits of magic, maybe even building things, understanding technology we haven't seen, identifying the weaknesses in a living and breathing organism, deducing it's powers from it's build and manner.
*shrugs* Just that sorta stuff I guess.
Should I not vote for them?
I would change "Sentience" to "Mind" to make it more "general". I assume that all the minions are, at least, partially sentient, so with Mind you would have minions that interact with the minds of other and are more intelligent. So they could use allucinations and other things affecting mind and perception. I think it would be more general and opening you more doors.
Reason ... what about a more concrete "Technology"? You could do the same thing (like studying and analyzing), but if you want simpler cannon fodder, you can go with mechanical stuffs and that would be still inside the Aspect. What do you think?
The issue with overspecialization is that I think it can be troublesome creating varied minions, but I'm not very strict on that. Picking an Aspect in place to another won't kill you: you just need to describe the same things differently. So I think it shouldn't be a problem, I can work with.Yeah, I figured if the effects were weakened and things, both of them could be broadened to others. Overspecialization can usually be amounted to that, especially if powers are hard to determine. (Though building things is just one part of reasoning that comes from the ability to reason. Mind is a bit too strong for my liking, with so many diferent uses that it's cakewalk to make it incredibly destructive, reconstructive, and useful.)
But I just wanted the fun of estoric elements and having to think up creative solutions with them. If there's no Hard Mode button, then I have to make one myself. If the elements aren't fine to choose, that's alright. I can pick another.
You're right about that, but I don't expect both of the overspecs to win. We're definitely going to have broad options as our other elements, so I figured "Why not on them"The issue with overspecialization is that I think it can be troublesome creating varied minions, but I'm not very strict on that.
Watch my frontal lobe collapse just to prove you wrong.Picking an Aspect in place to another won't kill you: you just need to describe the same things differently
I look forward to it! And I hope you retain information as you study.EDIT: I'm also hoping to write a summarize of the mechanics for the quest later, after studying.
Just to be completely clear: swarm is also a type of minion that you can have from the start. But I get the gists of Combo and Stealth.[X][NAME] Zerg
[X][ELEMENT] Stealth
[X][ELEMENT] Swarm
[X][ELEMENT] Combo/Teamwork
what it says on the tin
basically, making minions for ambush, to overwhelm the enemy in numbers and if that fails the next wave using the previous one's remains to hit harder.
like, first spiders to bind and poison them, then oily slugs to make them slip and to corrode their armor, and at last fire ants to burn them while being eaten alive. but i understand if that is too much.
sooo what you are saying is, i have a free element slot?Just to be completely clear: swarm is also a type of minion that you can have from the start. But I get the gists of Combo and Stealth.
I see you too, sir, are an enjoyer of specialization.[X][ELEMENT] Stealth
[X][ELEMENT] Swarm
[X][ELEMENT] Combo/Teamwork
Basically, in my current set of rules, Swarms work like this:
fair enough imo, though it does make them a bit unprofitable at the begining.Basically, in my current set of rules, Swarms work like this:
They are made by multiple creatures of one size lower the picked size and they get multiple dices, one for each member of the swarm. When they take damage, if it's enough to kill one member of the swarm, they lose the dices related to the creature.
Quick Example of a Small Swarm:
Sun Scarabs Swarm: 5 Tiny creatures
HP: 10 (2 HP for creature)
MP: 5 (1 MP for creature)
Damage: 5d2 (1 dice for creature)
Defense: 5d1 (same as above)
Trait: Swarm (the describtion above about their working, basically)
Ability: //
So, if the Swarm get attacked and it takes 3 damage, HP goes to 7. It's enough to lose one member of the swarm, resulting in them going to 4 MP, 4d2 for damagae and 4d1.
They are very consistent with damage (lot of dices), but get progressively worn off in combat.
What do you think?
Not sure about this, but I can always modify things if we see that they are not working against a same size creature (Small Swarm - Small creature).fair enough imo, though it does make them a bit unprofitable at the begining.
Also, changed Swarm to speed in my plan.
I still need to decide the starting number of creatures, I'll decide according to the dices that I'll use for each creature.It's simple, and efficient. Nice.
Though I do need to know, what's the minimum a swarm can be, and what's the maximum a swarm can be?
And at what point does a group of monsters become a swarm? Is it a concious decision? What about minions that are swarms from the get-go, like "we summon a swarm of bees for a minion"? Can they be different sizes, just like the swarm rules indicate? What's the maximum size for minions?