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So far we've got a character creation system pretty well hedged out, and about 10 playable races decided on. Right now we are more focused on assigning appropriate racial traits for each race, 3 positive and 3 negative.

We've figured that we're going to be going to Proboards with this, as one of our elegen/tg/entlemen has figured out how to make fudge dice work on it.

We've also gotten the setting pretty well soused out. There is a new galaxy, with a massive station, officially called Nexus 0 but unofficially (and more commonly known) as the Donut for it's shape, is the main access point too it. Wormholes both natural and artificial connect to the Donut throughout the massive jupiter sized structure, but most of them seem to be centered around the inside ring, and the majority of the station lays unexplored.

Races use magic in a weird mix of Gurren-Lagan, Aldnoah.Zero, and Spell Jammer Mash Up, and races, for the time being, are fantasy based, but we're open to more being introduced.

Pastebin with very rough collected notes (Not all-encompassing)slightly out of date, but still a decent reference. To be updated): http://pastebin.com/VmaQKwdm

Old Threads : >>37555223
>>37571531

Open to any and all suggestions by anyone about just about anything.

Races: (explanations below)

Humans
Harpies
Dwarves
Elves
Goblins
Orcs
Satyrs
Naga
Lizardmen
Talatoceans
>>
>>37601439
I remember seeing a cool mecha drow idea awhile back what happened to that?
>>
>>37601535
some of the idea got subsumed into other things, but otherwise it was abandoned. Too many people weren't happy with the idea of drow in the game, even after he said it didn't have to be drow, per say.
>>
>>37601629
From what I read from the idea they weren't even drow though, they were basically disabled people who integrated themselves into mecha
>>
>>37601439
Humans: Dispersed from Earth after a nondescript apocalypse (to be expanded upon), they have travelled the galaxy for eons, until they eventually forgot where Earth even was,
The everyman, no positive or negative racials, and can choose an extra class trait during character creation.

Space Harpies: http://1d4chan.org/wiki/Space_Harpies
largely based off of this wiki page.
1)Can fly and has bonus to airborn maneuvering checks, but has hollow bones and takes a deficit to outright defending itself from physical damage.
2) Harpy culture focuses on fame and prestige above all else. Harpies gain a +3 bonus to any check they choose, provided they do it as flamboyantly as possible. Harpies however take a -5/6 to any subtle action, and must always leave behind a signature any time they were trying to be anonymous (such as when they steal something).
3) Harpies are drug addicts in the extreme and have a long, long, history of drug abuse to the point it is nearly endemic to the entire species. Harpies gain a bonus to resist the impairing effects of any drug (barring damage), however they must make a willpower test any time they're offered an intoxicant by anyone barring a mortal enemy.

Dwarves: Space trucking racists who are stuck in their old traditions. Have almost literally no magic and so make livings as Space Truckers because of the minimal magic required to operate one.

Elves: Elves have 'ascended' by replacing most of their bodies with Magitech, believing it the next logical step of evolution. Very magically powerful, and think very highly of themselves.

Goblins: Regular Goblins are little more than animals, having memories comparable to a goldfish. Their tendency to breed as quickly as they do, combined with their expendability leads them to be a wonderful source of cheap labour for most of the Galaxy. However, every once in a while, one is born a little smarter than the rest, and is able to live and function with the rest of society.
>>
>>37601646
Drow was just a placeholder name,but it stuck in peoples' minds. Plus it was felt that they were a little too close to the Fae and their augments, conceptually. Whether this is true or not is up for debate, but ultimately it just wasn't a popular concept.
>>
>>37601646
It might be neat to do that with Dwarves to a degree since we wanted dwarves to be partially synthetic didn't we?
>>
>>37601852
Not really. Dwarves shifted to full-truckers with mysticism and charms, they're more about mixing magitech, oldtech and newtech..
>>
>>37601439

>>37601535
They are easily the most divisive race proposed, as well as having overlap with Lizards and Elves.

Orcs: Tricked into this galaxy with the promise of a great war, they don't have the diplomacy to fit in very well with other races and don't have the power to conquer them. Either dismissed as less than Goblins or feared for their great strength, Orcs are an oddity.

Satyrs: One of the least developed races thus far. Very nature-centric. Able to terraform some planets with massive amounts of time, magic, and manpower.

Naga: Masters of Alchemy and biological manipulation, hailing from the same planet as Lizards.Often quite vain or self-serving.

Lizards: distant cousins to Naga, Lizards are not the most exceptional, intelligence-wise, though their strength and loyalty are to be respected. Are capable of very fast regeneration and are near unable to feel pain, and so implant and remove various magitechnical 'upgrades' to themselves quite liberally, just tearing off old ones and reattaching new ones after healing.

Talatoceans: Cephalopod creatures whose psychology and culture are based very strongly around familiartiy, patterns, and pattern recognition.
>>
>>37601923
They didn't have overlap with either Lizards or Elves though
>>
>>37602118
>Lizards aren't even in the question
>Because two races that upgrade their bodies with technology, aren't very good with magic, consider the upgrades solely as tools and weapons, and are able to swap them out and take them off liberally clearly isn't similar in their gimmick at all.

Both them and Elves replace their entire bodies with magitech as well, leaving two "robot body" races.

Honestly we haven't really defined Lizard culture much yet, we can probably intergrate some of what people like about NotDrow into Elf or Lizard culture.
>>
>>37602179
Drow didn't use magitech at all. Drow didn't have magic at all. Drow unlike lizards didn't have any physical attributes, being legless and armless from birth. Unlike Lizards they also focused on integrating themselves into something larger, rather than integrating smaller things into themselves.

Did you even read that guy's posts?
>>
>>37602265
Not using Magitech would rob Dwarves of their primary gimmick as well, which was not using much Magitech because they pretty mcuh don't have magic.

And regardless of whether or not it is Magitech, it is still having a robotic body, which people have said is already becoming a too prevalent theme.
>>
>>37602352
>Not using Magitech would rob Dwarves of their primary gimmick as well
Except it won't as dwarves use magitech?
>>
>>37602364
Were Dwarves not defined by having a tiny amount of magic, which made Space Trucking pretty much the only form of it they could use?

Again I didnt keep up to date with Dwarves very closely.
>>
>>37602265
Also saying this flat out. Some ability to use magitech is essential to the setting since all large vehicles, and ALL FTL runs on it.
>>
>>37602388
they use magitech however. But in infintesimally small amounts, and they prefer to use nonmagical weaponry and tools where they can.

I think there's probably a place for a race that uses cybernetics to replace their failing crippled bodies, but when we already have two cybernetics focused races right out of the gate do we really need a third?
>>
>>37602403
Magitech is the norm for most things, it's non magitech that's the odd-one-out. Even Goblins use it.
>>
>>37602446
>>37602388
No? Dwarves had changed if you guys weren't there, they use a complete mix of magitech and old tech.
>>
>>37602477
oh right! Jesus, sorry, in all the racial descriptions it got lost in the shuffle. Wish Wizard from the Moon was here keeping the pastebin up to date... well if he doesn't get it up to date later on, then I'll make a google doc or something.
>>
I don't dislike the idea of Drow if I remember them right from the previous threads, but I just don't think they need to be baseline.

When race creation rules are established it'd be easier to introduce them I think, and I figure this is the sort of setting where everything goes because Mary Sue forum roleplay aliens everywhere.
>>
>>37602477
Pls link to where that change started. Not that I dont believe you, just want to read it.

Also, FUCK IT, STRAWPOLL.
http://strawpoll.me/3481647
>>
>>37602533
I really think the strawpoll thing needs to stop... sometimes we can just disagree on this stuff. Really. It's fine. The Drow can return later on as a minor race.

We are not, by any means, saying that there will only be these 10 and no more than that. We just want to have 10 guys BASELINE for the thing to begin with, so that we have some limits, so we aren't at this constantly on just the goddamn races.

We have our 10. We need to sit down, hash out WHAT their traits are, and record it down. We need to make sure that much gets done, otherwise we'll be dicking around all day.
>>
>>37602725
I just like Strawpoll is all.

Next on the list is Dwarves.
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>>37602780
I can tell. But seriously. It's just becoming like a bludgeon, a way of saying "we can only do this one way" and to end discussion.

It's stupid.

The Drow, in whatever incarnation, can come back later. Right now. We shoudl focus on the races we KNOW we want.

So let's hear some traits for dwarves guys.
>>
I don't think the revamped Dwarves are in the 3rd thread actually. Can someone give me the rundown on what was decided for them?

>>37602846
Aw, I didn't see it that way :c
>>
>>37602896
when people ASK for a straw poll, put it up. Otherwise, don't.

Anyway, it's originally from the first or second thread, but since sup/tg/ fucked us over, and I don't think the other major archival website still functions...
>>
Dwarves still had the schtick of being traders and such, right? Could get like a 15% discount on all goods/10% more on selling them. Could simply be a bonus to "business and money" related rolls and a penalty to social rolls that don't involve that?
>>
>>37602943
It's called Archive Moe you stupid fuck

https://archive.moe/tg/thread/37555223/
>>
>>37603052
Thank you.
>>
>I was thinking something like a mix yeah. Like >>37561465 stated, they should be able to make workable anything from scraps of everything given enough time and the right tools. Whether that, in the end is, is a magic engine crossed over with fossil fuel or not.

This sounds veery Goblin.

Other than that I didn't see very much. Like one or 2 mentions of charms or something but not really anything conrete. Did the Utilitarianism thing keep? the "everything has a value philosophy?
>>
>>37603279
>Did the Utilitarianism thing keep? the "everything has a value philosophy?
No, since it completely contradicted with what they had and was blatantly ripping off the drow idea
>>
>>37603297
So still greasemonkeys?
>>
>>37603297
The idea is goblins scratch build stuff, Dwarves keep existing things running this edge of disaster.
>>
>>37603340
>>37603332
>>37603297
>>37603279
And this is why 4chan is the fucking shittiest place to do this unless you have someone who regularly compiles this information. Just let this shitty project die already.
>>
>>37603340
Got it. I can see Dwarves and Goblins working together alot then. Would have some nice flavour to it.

>>37603361
I'd be all for finding somewhere that wouldnt destroy things as we go, but being here means more people can come in and contribute whenever they want if they want.
>>
>>37603361
in the words of our ancestors, go fornicate thyself knave.

Anyway, I'm going to put together a 1d4chan page later tonight.
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>>37604052
I am also collecting notes
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I tried my hand at writefagging and wrote a story for the humans. I'd post it but dwarves seem to be whats being discussed write now.
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>>37604263
Go ahead and post. Human lore is pretty sparse.
>>
>>37604263
Nah, some write fagotry for dwarves might sort this out I think, give them some more direction.

Here is what is set in stone for dwarves:
1) They have low magical power
2) they are very much monetarily focused as a race, always seeking to get a buck.
3) They use a mixture of superstition, nonmagical devices, low powered magitech, and strange runes to keep stuff operating come what may at the lowest cost.
4) They prefer to use nonmagical tools and weapons where they can.

Beyond that? Not much has been made about them I think.

So if you want to writefag about dwarves, go for it.
>>
>>37604263
Here it is http://pastebin.com/ndbzMHRC
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>>37604488
I don't feel very inspired by dwarves so I might leave that for someone else.
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>>37604488
>Dwarves
>Set in stone

Any ideas on what exactly these 'runes' are? Is their magic more ritualistic in nature? Is it like carving runes on something imbue it with Dwarven magic?
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>>37604488
>4) They prefer to use nonmagical tools and weapons where they can.
That's wrong though. They use anything they can get their hands on
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>>37604620
The idea tossed around was that they're spell-circuits in their most efficient form, but nobody is quite sure HOW they work because the dwarves aren't exactly forthcoming with the uses of these runes or their exact implementation.

>>37604681
alright, fair. We can change 4 to 'no stigma against nonmagical tools, they use whatever is available and the best way of getting the job done'
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>>37604766
The name "Runes" implies something physical though. Do they like draw one in the air?

As for the nonmagical tools, I'm pretty sure Magitech is operated with your magic itself, so Dwarves wouldn't be the best at using Magitech that takes more than a Sace Truck because they don't have enough/their magic is too old/incompatible?
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>>37604874
>. Do they like draw one in the air?
Into their skin, and in the charms I think.

>I'm pretty sure Magitech is operated with your magic itself, so Dwarves wouldn't be the best at using Magitech that takes more than a Sace Truck because they don't have enough/their magic is too old/incompatible?
That's why they use a mixture of old tech and magitech
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>>37604897
>Into their skin

So they draw a magic thing that creates a spell effect or is it like "I have this rune carved in me, it gives me this effect" basiclly forever like a passive?

Sorry if all this was figured out.
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>>37604874
Spell circuits can be drawn in the air by the magus class, but mostly they're physical things. Same for runes. It's a rare dwarf who has enough mana to be an effective magus though.
>>
So yeah, idea on how magic works.

Magic is what happens when mana is run through a specific pattern to create an effect. These patterns are called Spell-Circuits. Mostly, they have to be created from mana conductive alloys and such, but with the right training and mind set, they can be created from raw mana itself, which is what a Magus does.

Spell-Crackers actually subvert spell circuits with abilities quite similar to those of a Magus. Only where a Magus produces the spell circuit from their own aura, the Spell-Cracker instead uses the mana already running through a spell circuit and diverts it to create a new spell circuit, or just to short out the existing one.

Thoughts?
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>>37606623
FTL is accomplished through an esoteric device that replicates the abilities of a magus. Normally, such a device holds no purpose beyond the purely academic, but by creating a spell circuit in the space directly in front of the space ship. This then allows the ship to accelerate itself and phase through most objects to reach it's destination.
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>>37606905
Some races create spell circuits in their very flesh, either by putting the physical circuits into them, or if one is willing to shell out for the naga-based technology, it can be a biological circuit.
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>>37607738
Spell Circuits are often used as magnifiers or catalysts for weaponry. You don't just use mana to create a laser, you use it to ignite a burning gas or to focus light far tighter than any physical material normally could.

The more you break the laws the physics, the more mana is required. The more you use things that naturally do what you want, and then simply magnify those effects (a discipline which is known as thaumaturgy), the more bang you get for you buck. Most races have found a cutoff point more on the side of mana than not, while other races, such as the dwarves, have incredibly high efficiency from their devices derived through 'science'. Many races speak of similar disciplines in their ancient past, but abandoned in favor of magical studies upon expanding past their homeworlds.

Others, such a goblins, never seem to have had any such discipline, but then such races rarely have recorded histories at all.
>>
>>37608116
Traits for Naga
1) Biology Mastery: Bonus to any form of crafting involving biological components, but have trouble dealing with nonbiological systems. No bonus or deficit to hybrid (cyborg) systems such as implants.
2) Hereditary Genemods: Gain 1 extra point in 2 different stats, but bioweapons are more effective against them.
3) Cobra Strike: Able to move instantly into Melee range to one enemy at the beginning of a combat encounter, but is otherwise slower due to having to maneuver in terrain made for much smaller beings.
>>
bumping before going to bed.

I think Talacoceans need an ability that plays into their pattern recognition... something about learning stuff quickly or finding patterns easily? They also probably should get a bonus to 0g movement cause of originally being from an oceanic environment.

Anyway, goodnight anons.
>>
So apparently my computer is slowly dying.
Me getting it even on is a bit of gambling at the moment so I can't keep these up to date with certainty.
So if someone else could take care of these from this point on it would be appreciated.

http://pastebin.com/3nW2MTGv Magic
http://pastebin.com/VmaQKwdm General Info
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>>37609524
I'll put together a doc tomorrow.
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>>37609728
http://suptg.thisisnotatrueending.com/archive.html?tags=transgalactic

thread archived, remember to vote.
>>
bump
>>
Is this still going to be forum based or can we use irc?
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>>37611344
Pls respond
>>
>>37611344
As far as I know we're still doing forum based.
>>
>>37609524
I've been lurking here, but want to get a better sense of the setting before contributing to it. Just a quick thing I wanted to check about the Baseline Goblins.

It says "They generally feel perfectly contempt living under the servitude of other higher races."

I don't want to criticize or anything - we're still building the world and stuff - but I'd like to clarify. Is this a misspelling or "perfectly content", and they're willing slaves? Or do they feel contemptuous about their position, and are inches away from a rebellion? Does it depend on the goblin?

Also - are we talking knee-height, simply kinda short, or something else? Large nose, ears, skinny, something closer to a monstergirl, or some other appearance entirely? Is their skin green, grey, white? Or is there variety?

I'd lurk around the dead threads, but the foolz archive is giving me an error.
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>>37613605
It's a typo; goblins are mostly okay working for the other races, mostly because they don't have the attention span to get angry about it.

Personally I've been imagining them being around waist to chest height on your average person, but I don't think there's any confirmation either way on the appearance.
>>
>>37614085
Okay, thanks; that makes sense. I've been considering playing a goblin character if this gets started, so I wanted to get a sense of how they might see the situation their species is in. Or how valid it would be for a character to carry around a goblin helper on their back or something for emergency repairs.
>>
>>37614804
One thing to note though is that while baseline goblins may be pretty content to be servants, uplifted goblins, the playable ones, probably wouldn't be quite as happy to be slaves, although I doubt most of them give a shit about the baselines' status.

I like the idea of a base goblin Kazooie though. Could make for something really entertaining
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>>37614804
I can't tell you how much I like this idea.

You're a cool dude Anon.
>>
So, Dwarf traits.

1) Dwarves aren't very magical, but can get the most from the least with whatever they have, so they get a bonus to using mechanics, but a penalty to use magitech
2) Something similar to the harpy's flamboyance trait, but involving money, maybe?
3)Something with the runes, maybe.

Anyone else have any ideas?
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>>37617877
I was thinking a bonus to repairs but a deficite to straight up crafting?
Maybe a bonus to any action they think they MUST do to get the money? But they take a deficit to any actions not completely self interested (or in the best interests of their closest family and companions) unless they're being paid?
And the last one... something about being stubborn fucks?
>>
>>37618123
Part of their background involves being less than stellar at magic, so that's gotta be in there somewhere. I like the first two traits you have, though, so the third one could be something like a bonus to magic involving the runes (which I'm still not sure I quite get), but a penalty to all other magic.
>>
>>37618597
runes are just their way of repairing shit and keeping things that shouldn't possibly be running still running.
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>>37618826
Really? I guess that just rolls into the first one then.

So for the last one, the penalty should still be something about low magic, but what's the upside there?
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>>37618918
hmmm... perhaps the upside is the super repair and 'keep shit this side of working' ability? Downside is having a massive penalty to magic use?
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>>37618953
That's sort of what the first one is; we could just change the downside for that to a magic penalty and go an entirely different route for the third trait. Something that gives a bonus for trucking but a penalty to flying non-cargo ships, maybe?
>>
I'm almost getting the sense that for dwarves, there should be a modifier where the age of a device has an effect on how easy it is for them to use. For instance, they'd get penalties for operating devices under five years old, and bonuses for operating devices over ten years old.

Might be a bit complex, though.

And also - I'm sort of wondering if they should get any points towards "recycling" used equipment. Like, haphazardly duct-taping completely different types of spacecrafts together to make a larger one, or making weapons out of blenders and mops, or installing massive cannons from destroyed fighters on civilian vehicles that shouldn't be able to handle them. Don't know if that's more of a goblin-y thing, though.

>Captcha: are orksfers

Might be closer to orc style too, yeah.
>>
>>37619401
I think the crafting one is more of a goblin thing, yeah. Dwarves are more along the lines of having half their truck be made of duck tape, their engine being fifty years old and millions of miles deep, and their controls attached to the console with sticky tack, but it still runs like a dream, dammit.

I like the age modifier idea, though. I can just imagine a grumpy old dwarf complaining about these newfangled starships and how back in his day they travelled in tin cans with engines strapped to the back and by gum they liked it.
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Whipped up a quick concept of non-huge Lizards with notefaggotry
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Another option might be to have their "classic" racial ability to know direction and depth underground apply to FTL travel. This pseudo-mystical sense in the undervers/alternate dimension of FTL to give them an inherent bonus to find their way from point A to point B.
>>
Shit. Forgot to remove my name. Sorry.

>>37619912
Not bad, but they don't look like creatures actually designed to walk upright. The tail is in the wrong position, and would drag on the ground. Maybe a more saurian shape? A lot of people liked the idea of them being more closely related to dinos than lizards, anyway. (Myself, admittedly, included.)
>>
>>37620178
And AGAIN...!
>>
>>37620077
>>37620178
Or, keep a humanoid shape, but just kill the tail entirely. There are good, biomechanical reasons why the apes, including humans, lost theirs. They simply aren't practical for creatures that walk upright and/or sit on their haunches.
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>>37572048
>>37572599

I was told there was to be two varieties
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>>37620077
That's a really good idea, honestly. Maybe the downside could be some sort of penalty for staying put for too long?
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>>37620357
Did not know that.

>>37620402
Do they need a penalty for it? It's a nice bonus, but fairly limited in scope from a PC perspective, and not a game changing one.
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>>37620496
The general trend has been that every trait has a penalty, which is why I brought it up, but I'd generally agree with you that it's minor enough to not really need one.
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>>37620553
We'll leave it to the masses to decide, then. If they want a balancer, we'll make one.Otherwise, I'm all for leaving it as is.
>>
>>37620655
So, bar any changes, Dwarf traits are:
1) Bonus to repairing and mantaining things, but a penalty to using non-runic magic
2) Bonus to do things that they think they have to do to get money, but a minus to any actions that aren't in their best interest, their very close friends' and family's best interest, or getting them paid.
3) Bonus to navigation through space

Sound good to everyone?
>>
>>37620553
I'd give them a penalty to navigation through space, might be that they have a very VERY small deficit towards people who aren't fellow spacers?
>>
>>37620802
If we want to make it a general bonus to navigation, then that would be fitting, although make it non-dwarves instead of non-truckers. It's already been established that they're pretty specie-ist, anyway. However, if the bonus only applies to FTL navigation, as first suggested, then a penalty isn't needed, IMO.
>>
Alright guys what did i miss.
>>
>>37621136
Mostly just brainstorming about dwarves.
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>>37621147
Gimme some backstory/general ideas about them so i can contribute plase.
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>>37621170
it's all earlier in this thread. Running a rogue trader game otherwise I'd take the time to outline what we have so far.
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>>37621170
Basically, insular space truckers who don't like anyone who's not a dwarf, have nearly no magic, but an ability to make the most of it as "fuel" for the trucks, a hankering for cold, hard cash, and a knack for keeping vehicles running past the point when they shouldn't.
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>>37621297
Oh, and possibly a bonus to navigating FTL-space due to their ability to know depth and direction underground. (The idea is that the ability expands vastly on entering subspace, allowing them to intuit direction more easily.)
>>
>>37621215
I... I want to play Rogue Trader. No one ever wants to do things like that where I am. All I can ever find is D20 crap.
>>
>>37621297
Alright cool i have an idea.

The dwarves do have magic but it is of a different kind. Their innate magical potential only manifest when interracting with machinery. Because of this no other race can identify their magic cause it is of a totally different kind.

It powers their trucks and keeps wreckages together. It helps give them the insight to build weapons and vehicles and tech. But it doesnt help them with anything else. It only manifest when tech or machinery is involved and it gives them supernatural skill with those things.

How does that sound?
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>>37621629
Not bad, but it's already been decided that they're virtually non-magical. They can use magic items, and what little magic they do have makes good fuel, but mostly their seeming "magic" comes from the fact that they understand science better than any other race. While everyone else focused on magic, they stuck to the old ways of gears and circuits. They do blend a little magic into it, mostly in the form of runes, but science and technology are their thing.
>>
>>37621629
We already had that down with the charms/mysticism.
>>
>>37621723cause, as well as t energize
This is why they can fuel things with their magic when they have so little. Other races use their magic to Cause as well as to Energize, meaning that magic is not only the fuel, but the source of the action intended. Dwarves, on the other hand, use technology to enact the action, and magic just to fuel the tech.
(At least, that's what I've gathered from the discussions I saw. /tg/'s opinion might differ.)
>>
>>37621830
Example; A typical magico-tech engine can be thought of as just a non-living version of an idiot mage. It takes in a set amount of magic. Half of that magic is then used to hammer the other half into Thrust, which is then ejected from the rear to propel the vehicle forward.
Dwarven magico-tech, though, is much more scientifically sophisticated. It can be likened to an idiot-savant mage, in that it can take in the same amount of magic, but can use a far smaller amount of it to shape the remainder into Thrust for the ship.
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>>37622190
this anon gets it.
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>>37622239
I figured. I was really just having fun typing it up.
>>
So what are the traits then for the guys?
>>
>>37620732
Here
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>>37620732
I like this. I say it's a keeper.
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>>37622508
If we're all solid there, shall we move on to Elves?
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>>37622576
sounds good
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>>37622576
Agreed. Let's get that started
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>>37622849
>>37622719
So the only thing I can think of is a bonus to magic, but a social penalty due to their general disconnect from the other species. Any other ideas?
>>
Bit of writefagging. Tell me if I got anything wrong here.

Small puffs of smoke crawled over the horizon - and where there's smoke, there's usually a dwarf. Sure enough, the Quartz Bullet was breaking down on schedule. The rusty engine protested against the crates and canisters tied to the roof. It wobbled far worse than usual, tail wing nearly getting flung off.

With a grunt, the pilot scratched his beard. He eyed the dashboard, its chunky buttons' labels having long since disappeared. The monochrome screen had a small crack in it, but was still legible. The ground was solid enough. Grabbing a greasy crank, and moving a squat finger over the wood stilt attached to support it, the dwarf activated the landing gear for some quick repairs.

His charms fell over the place as the ship hit the soil. A bit of sweat dripped down his neck; the repairs could wait. He carefully picked each talisman individually, putting them in their correct places. First, he tied the fluffy cubes back to the top. Next, he grasped the ancient runes - smelling them to make sure they hadn't lost their pine scent - and placed them near the wheel. The oldest of the charms, a magical bobblehead of a famous runner, nodded at him; he nodded back in respect as he put it upright.

With a tiny kick, he opened the door, scooping up his backpack. He trotted around to the front, smelling the magic from his old vehicle. Something wonderful about that old smell.

"Don't make them like they used to."

With a tap of his backpack, a goblin popped out, yawning. As if on instinct, the passenger grabbed a hammer, tossing it to the dwarf. He swiftly caught it, and pryed some metal off, punching it a little. The goblin looked as excited as ever at the sight of the engine, entranced by the movement of gears and pulleys - but still remembered to hand the pilot adhesives from the sack.
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>>37622993
"You sure this will hold together?"

The dwarf laughed a bit, holding his stomach for a second before twisting the tape around his machine. "A wise man once said, duct tape is like... Love, I think it was. It has a light side, a dark side, and holds the universe together. 'Least, it was something like that." He brushed his beard. "They both get pretty sticky, too."

The goblin chuckled, crawling over the dwarve's head to look at the work. The little thing was tempted to join, but knew how much dwarves liked to do things their own way when possible. "Y'know, it would probably be better if we replaced this ship with something less... broken."

"A wise Northener once said, if it ain't broke, you're not trying." Taping the metal back on, patting it gently before giving it a kick, he nodded. The dwarf handed his tools back to the goblin in his backpack, whistling as he went back to re-start the engine.

Placing the goblin on the passenger seat - a high position of esteem for non-dwarves - he fiddled in one of his many pockets. His large fingers traced the carvings in the familiar runes attached to his keychain. He sat back, putting it in.

The vibrations of the Quartz Bullet's seat made his gut wobble - combined with the welcoming sputter of gears, and a puff of smoke in the smiling, bearded face. It lifted off the ground with nothing more than a gentle wobble. She was pretty cranky sometimes, but that just made her that much more fun to pilot. Added to her personality. And once you got her going, no ship was more reliable.

This was a dwarven ship, all right.
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>>37622993
I like this a lot. Definitely captures the spirit of the Dwarves we're going for.

Also, backpack goblins might be one of the best things to come from this thread.
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>>37623010
I give this my highest possible rating; 1 out of 10 stars. (Don't ask what the lowest possible rating is. it involves angry badgers and insufficient lubricant. You really don't want to know.)

Add this to the archive.
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>>37623038
Agreed.
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>>37622984
Maybe a bonus to use mechanics that they find beautiful, but a penalty to using mechanics otherwise?
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>>37623411
Mm.. no. That doesn't quite fit. Their thing is integrating magico-tech into themselves, not necessarily using machines in general. I would thing that their primary benefit would be in their ability to give themselves the enhancements and capabilities they want.
Or, possibly their thing is less the ability to integrate, as nearly all races can use cybernetics, but the fact that they do so more naturally than any other species, giving them bonuses to use their implants. In D@D terms, any implant they receive gets an automatic +1, or more, upgrade.
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>>37623592

Other races integrate, elves become.

Pic related is an elf with 100% combat/stalker integration. She can show a elven face and can reproduce but if neither of those needs to be done she looks like this.

The reason? She has become one with her implants. On a biological and almost metaphysical level she has joined with her implants in a way that only elves can do.

Over time the more implants an elf receives the more magical said implants become yet the more the elf become the implants. The implants start to mesh, spread, and transform the flesh on an elf into metal due to elven magic, a process thaf can be sped up with magic.

At one point there will be no flesh in or on the elf and there will be no "implants" on the elf becajse the elf is the implants and the implants are the elf.

All biological processes still work but they are now biometallic. Any children from these elves will either be partly or all biometallic and if partly will become more biomettalic naturally as they age.

How does this sound?
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>>37623979
that sounds pretty boss...
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>>37623979
I believe it was decided in an earlier thread that Elves still prize flesh. They integrate rather than transforming completely.
Someone came up with the idea that the richer and more high ranking an elf is, the more flesh they will still have, as it shows that they can afford to have fewer alterations. They still have a good number of implants, mind, but they don't forgo the flesh quite as much as a poorer/lower ranked person who has to rely on them more in their day to day life.
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>>37624136
No, that was part of the drow thing. Elves wee still 100% metal
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>>37624136
And children, assuming they are even possible for the elf in question, would be born normal, I should think. Far be it from a parent to dictate how their child will choose to integrate. Integration is art. It must be left to the artist to decide its form.
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>>37624147
Ah. My mistake. I was misremembering. It all blurs together after a while. My apologies.
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>>37623979
From the thumbnail, I thought the elf was pic related.

I support shiny elves with implants taking them over.

When I first read the post, I felt like the implants were taking over the elf's soul, too - just the cliches my brain forms from too many corny sci-fi things. But looking over it, I realized that wasn't really the problem. She's got complete combat/stalker integration, and can't move from that.

I could see overspecialization from implants being a very real danger for elves, and they have to balance what they get or risk passing on shitty implants to their children.

That, and/or having a thing where implants are much, much easier to replace and acquire for elves than any other race, and give bonuses, but they tend to wear out quickly and have to be replaced.

>>37624186
My inner weeaboo is having flashbacks to Tanizaki's "The Tattooer" somehow.
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>>37624136
Makes sense but you know if they just were like "lel were good with implants" thats not all that special. Look at harpies

Harpies
>Litterraly need their drugs to survive
>Go into euphoria when in danger
>Geniuses limited by drive for pleasure
>Average drug is the equovalent of heroine for everyone else. To them its what theyve taken from birth

Harpies nees their drugs to survive, have a totally different reaction to danger, are really smart and skilled when dedicated to a task.

Harpy specialty is chemistry, luck, and drive

Elven specialty should be implants and those implant mold themselves based on desires, thoughts, and actions.
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>>37624227
>Overspecialized

Shes not. For another race 100% combat implants are probably

>Missles
>Target lock
>Radar
>highly enhanced speed and strength

For an elf who is smarter and better with implants its.

>Claws able to cut through the toughest metals
>Camoflouge inbuilt
>MASSIVELY increased speed and strength(lift an elephant, move faster than the human eye can process)
>Inbuilt thermal vision
>Maximum dark sight
>Hacking module for enemy vehicles and tech
>Magical shield and sensor for locating mages
>Skin and flesh harder than katana-folded 1million times steel
>Inbuild tool compartment

That is elven superiority in combat. They think of everything thats combat related. Also the metal is shaped by desires and personality+thoughts.

A violent elf gets good combat implants that mold with him, a pacifist gets good defense implants that mold him.

An allaround jack of all trades elf would be a good mix of both.
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>>37624227
"Taking over" might be the wrong phrase. It's a magical merger, not an invasion by a foreign body.
I would say, rather, that the more integrated they become, the more distant and strange. There's a reason people call Elves "Fae", and it's because the more they transform, the harder it is for them to relate, gaining larger and larger penalties for social interactions.

Bad choices and over-specialization would be a major handicap, as you said. I imagine their ability to so fully integrate with the tech would make it far more difficult to change it out if they decided they wanted something else. So, very careful thought would go into what they get, and the hope that their lives and situations don't change so much over time that what once was an advantage becomes a hindrance, instead.

As for passing to their children, I still think that any kids would be born normal. Fully integrated or not, the tech isn't biological in nature, so wouldn't be transmitted genetically. (Yes, I know, "magic". Even magic has to take a back seat to logic once in a while, though.) Besides, the elves are all about changing themselves to express their individuality. You can't do that if you're born with the changes already in place.)
The tech would definitely explain why Fae have a traditionally low birthrate. You may live exceptionally long lives thanks to nature and your implants, but get changed too much too soon, and you won't have any way to carry a child.
>>
I was honestly thinking that elves were fully transcendent. They'd forgone biology, and were magical auras stuck into magitek bodies.
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>>37624741
?

Maybe they are? I thought they were cyborgs. In fact, the comparison was made to non-creepy Borg, physically. Maybe things got changed after that and I missed it.

I think we need to look at the pastebin to see what's been established.
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>>37624836
I think they've gone through a few revisions, but I think most recently they were cyborgs, yeah.
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>>37624532
I dont like the lose "self" part. Its WAY to cliche. Rather they dont because they are used to implants
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>>37624931
Okay. Good. Ascendence would have had a completely different feel to it. Not worse, but I was picturing them as Borg with emotions that see their bodies and implants as sculptures to be improved and displayed.

Fully ascended Fae would have been more like graceful Warforged.
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>>37624999
Well, the whole point of the distancing was to provide a penalty to counteract their gift, whatever form it ultimately takes. If we don't like it, we'll have to come up with something else, which I'm fine with. (Personally, I see it as less a losing of self than of just becoming stranger(er). But, that's just me.)
>>
Leaving the implants aside for the moment, we really need to flesh the Fae out some more. At this moment, they're pretty bland. with nothing to them but the metal and a desire to be artistically beautiful. It's a start, but it doesn't tell us much about their personalities or culture, and therefor what other advantages and flaws they might have.
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>>37625230
I find that so hilarious since the Drow guy wrote up an entire race, all the way down to culture/flaws/advantages and people chucked him out because he named them drow
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>>37625019
Actually this could be a really neat way to do it.

What if Elves are those who haven't completely transcended to mana auras inside of machines? Those are called "Fae"
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>>37625592
It was more than that. Too many people felt that they sort of stepped on the Fae and Dragonmens' toes with the implant thing. But, yeah, the irony is there. Frankly, I don't even care that much about the Fae. They're the least interesting if the chosen races, as far as I'm concerned. I've just been spitballing because someone said they wanted to work on them.
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>>37625703
>Stepped on the fae's toes
>Radically different in their approach, tech levels, appearance and everything else
>Lizards don't even count
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>>37625639
Might not be a bad way to go. "Fae" is what happens to a PC who ultimately succumbs to the Elven desire to constantly "improve" themselves. Take it too far, get a bad roll or two, and you become an NPC. That would make for an interesting penalty to counteract their abilities. The question is how to implement it.
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>>37625718
Dude, I didn't say it was logical.
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Eh. Honestly, guys, it's getting late and I'm just not coming up with anything for these guys. Let me sleep on it, and I'll get with you again tomorrow. Maybe a fresh brain can find some way to make them into more than just Elf-Borgs.
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>>37625897
Or, even better, maybe we can work on one of the interesting races, like the Satyrs and Naga.
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>>37625924
We could also bring back the drow if we wanted to be lazy, and considering this thing is half dead that might be useful
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>>37625990
I disagree that it's half dead, some of us have just been going off and on on it, and I think some of the namefags dropped their names early on because it seemed to be sending the wrong message.

but >>37625924
has the right of it I think. Let's work on Naga and Satyrs. Satyrs as our naturalist terraformers, and Naga as our drug dealing chemo-biologists.
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>>37626842
So for satyrs we're going for more of a religious "praise the land" vibe, rather than scientists, right? Maybe they believe that every planet has a mother spirit or something, and their goal is to please that spirit.
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>>37627002
Expanding on this, maybe not every planet is terraformable, and those that aren't are thought to lack a mother spirit and are thusly passed by.

Also, full-scale terraforming should require a fucking lot of biomancy; one satyr on his own (are there female satyrs? Maybe they're nymphs?) could probably do some terraforming for a few hectares, but sculpting a planet or even a continent should take special tools and a fucking lot of manpower. To help do this most efficiently, and to rule out spiritless planets, the Empire of the Blessed Children sends out catalogers, who explore uncharted planets and catalog the conditions and environments of these planets.
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>>37627505
>>37627505
Possible race traits:
1) Ability to use biomancy to terraform/maybe plant magic, but take a big penalty to use mechanics that aren't made by satyrs.
2) Get a bonus to to attempt to stop violence in a nonlethal way, but take a penalty to take lethal action against a sentient being.
Not sure for the last trait. Any ideas?
I'm so lonely ;_;
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>>37627839
>>37627869
Terraforming is a bit largescale for biomancy, but altering plants and having symbiotic ships would be pretty cool.
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>>37628037
Terraforming's been brought up a lot, so I figured I'd throw that in there, but I do think that any significant terraforming should take like, a fucking lot of satyrs. I also just really like the idea of satyrs floating through space in a massive fucking bioengineered whale.

I don't post that often, I hoped no one would notice ;_;
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>>37628145
Giant space whale would be hilariously awesome, just for the reactions of other races. "How does it survive?!" "It's a whale? Don't all whales do this?"
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>>37628287
I'm just imagining a dwarf fresh through the wormhole in his rustbucket truck pulling into a dock at the Nexus, going to dock his spaceship, and in the middle of cargo ships, trucks, fighters etc., there's just a whale sitting in the middle of the dock. Pic related
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>>37628415
Also, can you imagine a whale moving at FTL speeds?
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>>37628723
Imagine if the whale was attacked while going lightspeed! Massive whale guts everywhere, hurtling through space at constant speed until they hit something. Dear lord imagine being the bystander that gets hit with a random colossal whale heart!
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>>37628831
A drug deal goes wrong. Some poor human chick is about to get her ass kicked by a Naga and his lizardmen enforcers. As they close in on her, she resigns herself to her fate, and prays to whatever god she worships that they take kindness on her.

Then the lizardmen get crushed by a giant fucking whale heart out of nowhere.

Beautiful.
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>>37628908
And if we ever get this off the ground, this MUST happen.
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>>37629616
So Naga are masters of microbiology while Satyrs are masters of macrobiology?
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Heading to bed guys. Night all. Try to keep the thread alive come morning alright? I like this direction of conversation.
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of topic but the elf leader or lead magitechnition should be Sotha Sil
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>>37630964
morning bump, going to do some write fagotry about a naga later.
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>>37630693
More that Naga are masters of biological manipulation, while Satyrs are masters of environmental manipulation, with a gift unique to them in that they can fuse the essences of two natural materials, like stone and wood, to produce something greater than the whole.
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>>37633491
Alright, I'll keep that in mind.

And now I'm having a bit of writer's block... I originally envisioned a scene between a Naga and an Orc arrived for the boss' "Protection Money" with the Naga figuring out a way to sell the Orc something at the same time, but it's just not coming...
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>>37633966
Maybe she offers him a snack/drink/her body secretly laced with the Nagas' latest and most addictive drug. Suddenly, the Orc is working for her instead of the boss.
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>>37633491
>>37633966
I seem to remember, now that I think about it, that the basic premise was that Naga had a gift for manipulating existing bio-spheres, while the satyrs had the ability to create new ones where they didn't exist before. Top that with the fact that the Naga see such manipulations as fun and potentially profitable science experiments, while the Satyrs see it as an expression of their devotion to Gaia. The two species often work together to terraform various places, but their conflicting ideologies can cause shenanigans.
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>>37634192
yeah I can see how that'd work... hmmm

>>37634137
wondering if I shouldn't do some sort of Satyr v. Naga piece instead?
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Got some shitty writefaggotry to post.
The silence of the outer reaches of the Donut was broken by the sound of lasgun fire.

Shit shit shit shit, Britta thought, ducking into a hallway out of the fire. She leaned up against the wall, catching her breath for a moment. This was supposed to be a fucking easy mission. The plan was simple enough. She got a tip that a harpy drug lord was making a big deal on the outer rim, and in the true dumbass harpy fashion, he had left a calling card that made it abundantly clear exactly where the plan was going down. All she had to do was get her ass out there, bring him back dead or alive, and collect that sweet, sweet bounty money.

Of course, no one mentioned he had fucking orc bodyguards. Now he had flown the coop and she was left to deal with the two big green sons of bitches he left behind.

“Gonna tear your head off, little human,” one of the orcs bellowed, taking a few more shots for emphasis. “Gonna rip out your spine and use it to stir my soup!” Orcs. Such a way with words.
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>>37636967

Britta checked her transmitter, desperately hoping for service. Dead. She was still too far from the central hub to make contact. Fuck. She could only hide for so long; with all the holes in the hull of the uncivilized part of the Donut, Britta only had the air in her tank, which gave her a couple hours, tops. And the path to her ship went through the orcs.

“Fuck it,” she muttered to herself. “If I’m going out, I’m taking a couple orcs with me.” She pulled her lasgun out of its holster, steadying it with her other hand. Deus almighty, give me the strength to pass all my obstacles, and if I cannot, give me forgiveness in your eternal kingdo-
Britta jumped as a loud splat echoed throughout the rim. What the fuck was that? Working up the courage to move, she peered out from behind the corner.
Where the orcs stood about ten seconds ago was a massive, pulsating grey blob of…something, oozing some sort of vile green fluid. Looking closer, she saw a muscular green arm coming out from underneath, feebly clutching at a laser pistol.
Britta paused, then burst into an uncontrollable fit of laughter. Her pastor told her Deus worked in strange ways, but this was something else.

------
The whale slowly returned to normal speed, blowing a huge gust of air out of its blowhole. Thyrgios took a deep breath of relief and leaned back into his seat, hoof still tapping with adrenaline. “I think we made it out of harm’s way, Lacanos. Curse those pirates, attacking a peaceful vessel like ours.”
The other satyr twitched his horn in agreeance. “The mother spirits are watching over us. Any damage to note?”
“Nothing life-threatening; there’s a big gash in the skin, and a good sized chunk of the gallbladder is gone, but nothing time and effort can’t fix.”
“Well, at least no one was hurt.”
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>>37636986
win.
>>
So question about the space whales?

Are they really whales? Or are they more some kind of almagamation of parts that have been transformed by the Satyr's magic into something LIKE a living organism? But not just something they stick an embryo and a sperm in a giant fucking cloning vat (or equivalent) and out pops a ship?
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>>37637755
The idea I had in mind was that they were an actual whale, but 'infused' in the same sense that ironwood is made, but with other living organisms; e.g algae to supply air to the whale and its passengers while in space, hummingbirds for maneuverability, something for speed (falcon maybe?)
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>>37637801
so is it a terrestrial whale pulled into space? or an actual living species that is naturally evolved for the void?

Keep in mind the wormholes are big enough for say, supply shuttles but not for full blown ships, so the Satyrs would have to be making these things at the Donut itself.
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>>37637858
I was thinking more along the lines of the earth whale in space; since they're organic, I can kind of imagine them bringing embryos in a smaller whaleship across the wormhole and having satyr scientists work on them at the Nexus. It would probably take some time, though, since they have to wait for the whales to mature to full size (which I would say varies from about orca size for a very small shuttlecraft to several times blue whale size for a big transport ship)
>>
Missed this and last thread. What's the progress looking like in regards to actually getting a forum up and running?
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>>37638221
Pretty much jack and shit; Gate was the forum guy and he hasn't been here, or at least he hasn't been tripfagging. I managed to get fudge dice working at one point, but we haven't really done much on getting the actual forum set up since then.
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>>37638288
I'm still around. I dropped my name because it felt like the name was alienating new people. Couldn't have that, so I dropped it.

We can get a forum up today if you like? I've been waiting on the person who said they got fudge dice working on the forum to show up again was all. You got it on proboards right?
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>>37638505
Yeah; to be completely honest, I found a dice plugin for proboards and replaced the default images with fudge dice images, so it's not exactly an incredibly code intensive task.
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>>37638567
huh, I thought it was going to be more involved than that tbh.
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>>37638581
I mostly just got lucky and found something somebody already made; the only problem was that I couldn't get negative rolls to work, so it's just a visual representation of a regular d3 roll
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>>37638688
well we can always just tell people to total up the numbers themselves in that case, and I can look at the code and see if there's a way to make it work.
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>>37638819
Yeah, it's a pretty minor problem all things considered, but I figured someone with actual coding ability might be able to figure it out.
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>>37636967
>>37636986
This needs to be cannon
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>>37638857
Well we need to set up the forum... let me go to proboards and start the process.
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>>37638994
Have fun
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>>37639018
http://transgalaxia-tg.freeforums.net/
Got the basic thing set up. Registration at the moment requires staff to approve somebody getting on, so leave your name in the thread after you register it and then I'll enable you. We'll disable that feature once everything is set up.
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>>37639218
I should mention I'm on a bit of a time limit here, I need at least one person to turn into staff to keep this running while I run out for an hour or two. If everybody's cool chilling for another couple hours then it can wait I guess.
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>>37639390
I can do staff for the time being; username is OrcishDiplomacy
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>>37639218

Just registered as KynderFag. Not sure what staff do, but if someone can give me a quick rundown, I'll backup OrcishDiplomacy
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>>37639602
>>37639425
Okay, it's basically just approving people who have real skills they can contribute to the forum. The guy who got the dice rolls specifically. Both of you are global admins for the time being. We'll sort shit out officially later today.
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>>37639664
Sounds easy enough. I'm free for the evening, so I can be here.
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>>37639692
I assume we're allowed to accept cash bribes, right?

I mean, it would be silly to do something like this without the possibility of abusing our positions for personal gain.
>>
So yeah, dice rolling pretty much works.
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>>37639889
Good to know. Nice and easy to read, too.
>>
So for satyr traits, I'm thinking
1) Ability to use biomancy to do the infusion thing/minor plant control/maybe terraforming, but big penalties to using non-organic mechanics
2) Bonus to take nonlethal action to stop violence, but a penalty to take any lethal action
3)Bonus to know things about biological/environmental topics, but a penalty to knowledge about other sapient races and their customs
Not really sure about the third one, but I can't come up with anything better.
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>>37640610
What's with the sudden pacifism? Is there a reason for it, r do you just like the flavor?
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>>37640610
I liked it as a flavor thing; since their whole deal is that they're nature lovers who are trying to please the spirits of the planets, I figured they might culturally have distaste for killing and violence. Definitely not a set in stone thing, though.
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>>37640712
Why the fuck did I reply to my own post
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>>37640712
Might be an interesting wrinkle. It would need a reason other than their love of nature, though. Nothing is more violent and bloody than nature
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>>37640610
>>37640658
>>37640712
>>37640752
>>37641020

I like it, and an idea might be that perhaps they think that when one is able to act as a surogate parent to entire biospheres, it's rather poor form to go around and then begin killing shit for it? Might be they take on a form of Jainism, which prohibts eating not only animals, but root vegetables, because it kills the plant to get those?
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>>37641124
But, then we get to the whole "Not every member of a species is exactly like the rest" thing. What about Satyrs that don't give a particular fuck about nature? Why would they feel any compunction against killing? And, don't get me started on the sociopaths among them.

Don't get me wrong, I'm not opposed to the pacifism. I just want a solid reason for it.

Now, if we have some way to buy off flaws, then it's not a problem. Those who don't subscribe to the religious vision of the masses can simply lose the penalty. (Of course, this risks a wave of Satyr Reverse-Drizzt's, rebelling against a basically good society. But, nothing's perfect.)
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>>37641372
Well it's not a case of not every species is like another, it's a case of "Satyrs have, as a whole, pretty much decided that they're above killing except when absolutely necessary. No reason to drop biodiversity unnecessarily."

They consider themselves to be beyond unnecessary killing. They might not try to prevent other species from doing so, it's just a personal choice on their part that's become steadily ingrained in their culture.
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>>37641892
Ehhh... I woin't oppose it if /tg/ in general likes the idea, but I'm not wild about it, personally. Even the Jains recognize the need for killing on occasion. They have an actual hierarchy of sin based on how physically sophisticated a creature is.

Personally, I like the idea of Satyrs being Greeks-in-space, with all the horrors of Greek religion. Their view of Gaia is a goddess red in tooth and claw who wants her people to prosper, but also wants the wilds to flourish. Their religion is a balancing act, then. Make as few changes as necessary to accomplish the desired effect.
This would explain the problem they have with the Naga, who have absolutely no problem manipulating genomes to alter lifeforms to suit their needs.
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>>37642255
That's why they don't have a forbayance from killing, just a negative modifier. They don't LIKE killing, they have an aversion towards it. They're not going to be particularly good at killing, but fairly good at disabling with modern tech.
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>>37642255
>Personally, I like the idea of Satyrs being Greeks-in-space, with all the horrors of Greek religion. Their view of Gaia is a goddess red in tooth and claw who wants her people to prosper, but also wants the wilds to flourish. Their religion is a balancing act, then. Make as few changes as necessary to accomplish the desired effect.
>This would explain the problem they have with the Naga, who have absolutely no problem manipulating genomes to alter lifeforms to suit their needs.
this works too.
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>>37642304
Fair enough.
>>
You know, maybe we could even split the difference. More moderate and reasonable Satyrs could be basically Ancient Greek Space-Hippies who try to be reasonable about things, while the more hardline elements of their society/religion can be better described as Ancient Greek Space-Greenpeace.

Either way, their inherent tendency towards non-lethal violence can simply be explained by the fact that their goddess created them from goats. Goats can be very violent creatures, but they aren't killers by nature.
>>
>>37642774
We could probably do an alternate racial trait thing based on what philosophy they follow too; pacifist for the first kind and something more on the violent side for the hard liners.
>>
>>37642774
And, that leads me to a possible third trait for characters; A bonus to unarmed damage, 'cause being karate kicked by a hoof or head-butted by someone with little horns would SUCK. At the same time, they would receive penalties to swim, because hooves aren't great for that.
>>
>>37642819
I like that. Maybe even a third one for the moderates.
>>
>>37642819
>>37642893
I'd prefer us keep it to only a single faction per, or at least, the traits are derived from something that is inherent to the species as a whole, not just one faction or another?
>>
>>37642934
I can definitely see the value in that. Keep it simple to help avoid system conflicts and abuse. So, leave it as is, with the value system of individual chars being fluff. (As it should be, really)
>>
>>37643028
Pretty much. Culturally they follow a 'avoid combat except when it must be done, and only kill when necessary' rule. Even their psychopaths are hindered by that upbringing and cultural background.

Just as Harpies are hindered in trying to be austere with their cultural backing. There are totally harpies who are teetotalers, but they're the exception, not the rule.
>>
>>37643136
I would still prefer to say that the pacifism is "genetic", if such a term actually applies in space fantasy. I think that would go a long way to inform how their culture responds to threats of any kind. Social constrictions can be ignored pretty easily when push comes to shove. Genetic behaviors are a whole other story, though.

I personally think the Harpy's behavior is more genetic then cultural, too. Their drive for flamboyance comes from their mating rituals, and has led them to develop a society that praises ostentatious behaviors. (At least in males. Females might actually tend to be the opposite. Their drab coloring is a defensive mechanism to help them hide themselves and their chicks. So, males strut and flash and try to get attention, while females are naturally more subdued, physically. Their ostentatious displays would be in the form of their "nests". The bigger and fancier a females' house is, the more successful.)
>>
>>37643360
well they are based on a herd species?
>>
>>37643857
True, so an inherent clannishness would be appropriate as well.
>>
>>37643857
See >>37642774
>>
>>37644008
yeah sorry, missed that part under the segmentation of society bit. Apologies.

Another question is "What do we want to do for people's stats and displaying them."

Do we have people link their account to a character? Or do they make their character separate?
>>
>>37644078
Don't apologize. I was just showing my thoughts on it.

As for the chars, I don't know. What are the pros and cons of each? I've never dealt with a setup like this, so I just don''t know which might be a better choice.
>>
>>37644413
Well one locks players into a character period, but we can probably jury rig a system on the player's own account so their stats are displayed with each and every post.

The other hasn't got that nifty feature, but it lets players more easily create and play characters, and they can just link the character creation post in their sig, which is how we did it on drowtales.
>>
>>37644535
If they just linked to the character creation post, we'd have to also link in the sig to any type of progression the character made.

Sorry if this was handled in another thread, but this raises a question on how we handle character death. It's a thing, right? If we have a character locked to an account, we'd have to allow the system to accommodate a complete change to the character in case of death, and potentially carry some sign of previous characters played. I'm not the best with forum stuff; how easy would that be to do?
>>
>>37644535
Number two seems liek the best choice. If, through some miracle this thing ever goes anywhere (not really holding my breath, knowing /tg/'s history) then there will undoubtedly be people who wan
t to run multiple characters. The second option would allow them to switch out more easily, I should think.
>>
>>37644897
I imagine death is going to be a thing, with strict rules for how and when it can happen. How it will be implemented, I don't know.
>>
>>37644897
>Sorry if this was handled in another thread, but this raises a question on how we handle character death. It's a thing, right? If we have a character locked to an account, we'd have to allow the system to accommodate a complete change to the character in case of death, and potentially carry some sign of previous characters played. I'm not the best with forum stuff; how easy would that be to do?
not really easy at all... yeah, best to have it set up another way.

Also we can just turn off the edit time-stop for the character creation forum? Allow people to edit their source character page that way?
>>
>>37645070
Only if there's a way to track changes made and when. If people can alter their chars at will, you can be guaranteed that some of them will cheat.
>>
>>37645252
Hmm, true. The way it could be done then is an admin or moderator has to edit the post for them. So they make the request for the new trait, and then it gets approved and the person approving edits the original post?
>>
>>37645325
That seems like the best course. A bit of a pain for the mods, but that's why they get paid the big bucks. Right?
>>
I would also say that mods should initial any changes they make so others can know who did what. My one time playing on a forum was a disaster because the mods liked to play favorites. Anything we can do to avoid that would be good.
>>
>>37645394
well they'd have to approve it in the thread in question, so you create a new character right? That's a new thread in the character creation forum. Then the Mod approves it, that's an actual post by the mod. So you can track anything in particular because the mod has to SAY that they're approving it.
>>
>>37645458
Cool. As long as all decisions and changes are trackable, that's fine by me. I hate to sound like I don't trust future Mods, but it's really because I don't trust people in general.

(Namefags should just be assumed to be cheating, untrustworthy, baby-punching scum from the start, IMO.)
>>
Petition to include Asesina Fagota/ Faggotkiller/Faggotmonger/Fagophage in the lore.
>>37646017
>>
>>37646217
Why not? Long as we can find a suitable position for her. And get the artist's okay. Some sort of harpy or satyr goddess? A notable figure in politics?
>>
>>37646328
A consumer of gays, I think, would be most fitting.
>>
>>37646217
I'm a little confused. What are we talking about now?
>>
>>37646392
Okay I see, I'd give her a different name honestly if only to avoid the constant whining that would inevitably occur from those slighted by the name, but I love the character design.
>>
>>37646515
The name is descriptive, unfortunately. This is stupidity on a high level.
>>
Bump.

Also question.

How do weapons work? Do they fire lasers of magic? do they propel bullets? Can you make a magic circuit that does direct damage?

What happens when you run out of mana entirely?
>>
>>37647424
I know the Dwarves use actual black powder weapons. I don't know about everyone else.
>>
Some of this is Spelljammer based, so I don't know if the idea was supposed to be lasers and magic, or crossbows in space.
>>
The way things have gone so far, I imagine that magically enhanced missile weapons is how it's going to wind up
>>
>>37647762
>>37647855
well I was thinking more rail guns only instead of magnetism it's magic.
>>
>>37648919
That works, too. Actually, It would be nice to give every species their own unique style. Naga like needlers laced with drugs/roxins/whatever. Orcs like magico-tech rail guns. Lizards like atl-atls with explosive darts. Dwarves like black powder. Satyrs like energized crossbows, à la Wookie bowcasters. And harpies like to par-tay!
>>
Alright guys im back for a short while. What we talkin about now?
>>
Not much, honestly. it's been pretty dead in here, today. Only a couple of us active. In fact, I was getting ready to sign off and go to bed. I have to be up in about 4 hours, and I need a little sleep.
>>
bump
>>
>>37649170
we've gotten the forum up and running and are talking on how to make it more functional.

What features it needs. etc.
>>
bump
>>
>>37653512
http://support.proboards.com/thread/446262/vdice-dice-rolling-proboards-v5

To go along with the fudge dice that one anon made
>>
Btw I just registered as GooseIsAwesome.
>>
So are we good on Satyr traits being:
1) Ability to use biomancy to do the infusion thing/minor plant control/terraforming with a fucking lot of manpower/energy/time, but big penalties to using non-organic mechanics
2) Bonus to take nonlethal action to stop violence, but a penalty to take any lethal action
3)Bonus to unarmed attacks due to hooves/horns, but a penalty to actions that hooves hinder (swimming, climbing trees, moving through uneven terrain etc.)
>>
>>37655575
thanks dude!

>>37658116
I'm totally okay with this.

Who next? Do we want to tackle Orcs right now?

They should definitely be getting a bonus to intimidation checks.
>>
>>37659487
Bonus to intimidate, yeah, at a penalty to all other social interactions.
I was also thinking that, considering that Lizardmen are so good with implants, to differentiate them a little bit make Orcs better with mechsuits.
>>
>>37660052
what if orcs are averse to 'unnatural' modifications like implants? They see them as a sign of weakness. An Orc who gets an implant had to COMPENSATE for something.

In return, they get bonuses to use of mechsuits and other combat gear?
>>
>>37661515
I like that a lot. Very orcy, I think. "Only a weak orc replaces his Orcgod-given body!"
Maybe the last trait could be something along the lines of a bonus to strength based actions (smashing things, wrestling, melee combat), but a penalty to academic abilities.
>>
>>37658116
I would say no penalty to rough terrain. I think goats and sheep prove that hooves are quite good for that. Otherwise, this is quite good.
>>
>>37661515
>>37661723
Agreed. That fits well, especially since they're supposed to be transplanted 40K Orks, anyway.
Perhaps a moderate bonus to combat in general, since they're supposed to be a very war-like race, but a similar penalty to anything scholastic/scientific based? They're not stupid by any means, but book learning isn't exactly encouraged, either.
>>
>>37661723
doesn't even have to be orc-god related. Could just be seen as a sign of weakness.

Orcs stop short of saying weapons are a sign of weakness (but probably admit orcs who can kill barehanded are more badass), but implants take away the strength of training and body.
>>
>>37661723
I would say a bonus to combat rather than strength. Orcs would prize warriors more than strongmen. An Orc who can kill the enemy through agility and speed is just as valued as one who uses strength of arm, especially in a world where ranged weapons reign supreme.
>>
>>37662101
Well a straight up bonus to any Athletics action then? Provided he's using his own body?
>>
>>37662101
Yeah. Okay. That might work better than a general combat bonus, actually. Not as powerful in the long run, but still very useful.

Maybe for the third bonus, a plus to using a specific type of weapon? (Pistol. One-handed Sword. Machine Gun. Etc.) I can see Orcs fetishizing their favorite type of weapon, and becoming particularly good with them. Not sure what would be a good balancer for it. Perhaps an unwillingness to use anything else if the fetish weapon is available, even if the fetish is inappropriate to the situation.
>>
>>37662266
Or, we could have some real fun and completely invert the Orcs. Have them be a race of artistes and scientists who prefer not to get their hands dirty. It would be a nice change from the hundred thousand versions of WAAAAAAGH! presented by every other iteration.
>>
Or, since we already have a couple of scientifically-minded races in the Naga, Goblins and Dwarves, make them natural mages and smooth-talkers.
>>
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>>37662914
Orc bankers that control the wealth of the Donut due to them flooding the place with orcs?
>>
>>37662957
That, or magical, green-skinned Lando Calrisians who've managed to con everyone into thinking that the WAAAAAAGH! stories are true.

Or both.
>>
>>37662266
>>37662957
>>37662569
I kinda like the idea of them, but I like the idea of them in the same way Crysopraise from Diskworld is awesome. He's the exception to the rule, not the normal.

I say we keep out Khanate like tribes for the time being and then throw in those who adopt these 'soft ways' and excel at them.

I like the fetishized equipment though. I say we give them a bonus to using ONE piece of equipment, for ANYTHING.

There can be an orc cook who has his LADEL as his fetishized equipment. He gets the bonus for using it regardless if he's killing you with it or cooking a meal.

That orc banker? Do not fuck with him when he has his calculator out.
>>
Thoughts from while I was in the shower;
1. Orcs are unique in three respects. First, they come from another universe entirely. Exactly how and why this happened is up for debate, but it is true.
The second thing is that Orcs are the only truly non-magical race. Even the Dwarves have some mana flowing through them, minute though it might be. But, Orcs have none whatsoever. What they do have, and the third thing that makes them unique, is psionics. Psionics are neither better or worse than magic, but it is different, and noone else understands it. (By the same token, magic confuses the heck out of Orcs, who can see it's effects, but can't tap into it the way other races can.)
>>
>>37663940
2. Psionics are half of the reason that Orcs so rarely use cybernetics. Parlty it's because, as mentioned before, an Orc with cybernetics is an Orc who screwed up, somehow. Partly, though, is that most cyberware draws on a persons' mana to function. Orcs have no mana to draw. Only Dwarven cyberetics will work for them, because only Dwarves rely on scientific principle. Orcs can't even supply their own cyber, since it's a technology still in its infancy for them.
>>
>>37663994
By the same token, they can't use any magical device that requires the user to act as a battery. Items with self-contained power sources are fine, though.

3. Psionicists who focus on physical enhancement are part of the reason the Orcs managed to con everyone into believing the WAAAAGH! stories. Since noone else knows from psi, noone else realizes that instances of small groups of Orcs overcoming large groups of enemies through sheer seeming badassery is actually a case of adepts using their powers to rain hell on their foes.
>>
>>37664085
4. Orcs like to play dumb, but they're really quite intelligent and canny. It took the oyther races some time to realize that they're not the dumb brutes everyone thought, and by then the Orcs had become a poiltical (and criminal) force to reckoned with.
>>
>>37663940
>>37663994
>>37664085
>>37664132
Nah... I'm really not feeling this one...

Unless everyone else loves this, I'm kinda against it, because it means they wouldn't be able to use ANY of the standard equipment at all.
>>
>>37664197
Why? Most things are self powered. very few are going to rely on the user, most being cybernetics. I mean, hell, if being the power source was required for everything, the Dwarves would be screwed. They have a smidgen of power, yes, but not nearly enough to be used on a regular basis.
>>
These were just ideas, mind. I'm not wedded to them if /tg/ doesn't like them. I am, however, liking the idea of them being a bunch of smooth operators instead of "HULK... Uh, I mean ORC SMASH!!!" types. It's gotten old, and that sort of thing is already the purview of the
dino-lizardmen.

Besides, if we're going to insist on using the same tired old races used in every fantasy game, ever, we should go about making them as different from the norm as possible.
>>
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>>37664378
Different person from >>37664197 here.

That's fair enough. I agree that orcs should have some variety to them. But we should remember: the reason cliches exist in the first place is because they work. They serve as a shorthand for things people already know, and can easily recognize; from there, we can play around with them.

If you change orcs entirely, and make them as far from the norm as possible, you might as well not call them orcs. But if you have a race of orcs that's close enough to the already-sorta-wide range of "mainstream" orcs (think Tolkien or Warhammer or Warcraft), but with some major differences, it pulls in people who like those orcs; and it interests other players by being all, "you know what orcs are like? What if they were the same, but this changed?" Thus, people's ideas of what constitutes an orc are changed, which makes them more compelling than if they were exactly the same or completely different.

For this, I really love your ideas of half the Orc stories being great cons from charismatic Orcs - it makes one wonder how many legends of orcs are true in other stories. And having them as a criminal organization is a nice way of updating their standard role of "brutish thug", not completely forgetting it, while adding a new aspect to it.

The psyonic thing is where I'm less-than-certain it'll work. We already have dwarves for the whole "can't use tech" thing. I can see orcs as being the race who are intimidating due to charisma, cunning, and ability to use their reputation well, but just as much for their brute strength and innate bravado - and I don't think we need psyonics for that.

Also, if I'm not mistaken, I think all the races come from some other place. The Donut really strikes me as a cultural crossroad - a blank slate, but with old stories building it.

A quick thing that bugged me about >>37661952 - I'm not a 40K dude, but if we go with "no body modifications", that's probably pretty far from da Ork Boyz. I like that.
>>
>>37664664
You raise some good points. The psionics thing was actually the least of my ideas, as far as I'm concerned. I have no problem dumping it. Making them a race as cunning as they are physical works just fine for me. I could have some real fun with that. Combine that with >>37663861 , and you have something really interesting.
>>
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>>37664800
Yeah, I'd like to see those ideas in play. I'm not entirely against psionics, I'd probably need a bit more convincing that the Orcs need it.

There does run the potential risk of having orc intelligence and strength making them overpowered. I can see some sort of limits to their weaponry, vehicles, or implants - possibly through psionics, possibly through their natural tendencies - as a way to balance that out. As well as potential downsides to any form of diplomacy or relations that doesn't involve intimidation - making negociations and even interracial friendship with orcs possible, but passive-aggressive at best and violent at worst. Just thoughts.

As a quick note: this will probably not fit the setting, but I've always entertained the idea of an Orcish philosopher, fed up with his race's lack of culture beyond war, kidnapping elves, dwarves and humans, slamming them against a wall, and forcing them to reveal their race's worldviews and artistic achievements so that he can loot them.
>>
>>37665120
I can see a way to incorporate your philosopher by having the Orcs be cultural magpies. Maybe they really were primitve brutes before coming here, but the transition somehow increased their intelligence. Unfortunately, their society has always been based on the principle of "I'z da' biggest. Do what I sez, or I'z dakka you in da' face." This was fine before, but now they want more, a desire that has led them to become cultural magpies.
You haven't live until you've seen an Orc in a resplendent, multi-colored coat with feather-like fringes, posing and preening like the most egotistical Harpy that ever lived.
>>
>>37665751
Repeated myself, there. Sorry

As for the psionics, we can kick it entirely, or it
>>
>>37665775
can just be their "flavor" of magic.

If we want to limit their use of cyberware, it can be explained by the simple fact that their biology doesn't really interact well with magico-tech. Their best otpion is to go to the naga bio-mancers and have themselves healed/upgraded. Upgrades aren't as powerful as cyberware, but it works, and has the slight advantage of being undetectable much of the time.
>>
>>37664664
>Also, if I'm not mistaken, I think all the races come from some other place. The Donut really strikes me as a cultural crossroad - a blank slate, but with old stories building it.
this guy gets it. Most of the wormholes lead to entirely different galaxies. A few species share borders of one sort or another, but I kinda imagine it being a very closely packed galactic cluster. Impossibly far into the future.

>>37665120
This could totally fit the setting. No reason that once the orcs are thrown into the cultural grinder of the Donut there'd probably be a few who really are less interested in killing shit and more about finding answers outside their own culture perhaps?
>>
>>37666233
I didn't know that all of the species came from other universes. I missed the first few threads.
>>
>>37666391
not other universes, other galaxies. "Some Other Place" as it were.

Though if the Donut is completely separate from the original universe of these races then that works too I guess?
>>
>>37666409
Unless we have active, demonstrable gods in this 'verse, everyone being drawn from alternate universes would make more sense. Otherwise, how do you explain how so many humanoids evolved in so many separate galaxies?

One race could be from this 'verse, though, which would add some interesting background elements. How would they feel about all these interloping aliens colonizing their universe?
>>
>>37666495
Same reason we have artifical wormholes. No one knows why, but the prevailing theory might be that whoever built the nexi, also seeded the original species?

Just a thought.
>>
>>37666788
Eh. Seeders get used so much. Let's go with alt 'verses, instead. Unless we want to he seeders as a precursor race whos ruins we can raid. Still overdone, but useful for sci-fi-fantasy dungeon crawls.
>>
>>37666409
This kinda leads into a question I've had in the back of my mind: how does the galaxy (the Donut in particular) itself look up-close? We might've gotten into this in some early threads, so apologies in advance if this has been brought up already.

I know that there's definitely going to be some variety - and since we're handling races now, it might now be the best time for it. Still looking at what some important landmarks might be, common biomes, and perhaps some strange physics or oddities about the galaxy might help us think about the constitution of some races, in terms of body, mentality, and governments.

For some reason, I always pictured a bunch of disconnected, tiny settlements built closest to the center, together in loose alliances (like human federations or harpy empires), with the nations becoming more solid and large - but also more distilled in terms of population - around the outer rings. For the Donut, I'm seeing a lot of creepy, wide corridors, with large patches of artificially-grown grass and jungles and such.

I'm wondering - is the Donut considered a place where all the nations are peaceful and stuff, able to travel and conduct business independently? Or is it more of a contested area between races? Does one race hold special control over it?

If this isn't the best time, maybe we'll just keep the questions in mind for when races are sorted out.

>>37666495
I remember hearing something somewhere about how the bipedal, humanoid shape is well-suited to a lot of environments, but I wouldn't take my own word for it.

I'm cool with universes or galaxies, and I'm cool with one race being native. They could probably have some cool relation to the galaxy that possibly gives them bonuses to lore and/or elemental manipulation stuff.

And that one writer made a quick mention of a human "Deus" that sorta intrigued me. But like the galaxy and the Donut, religion's a whole other thing if we want to go into that.
>>
>>37666936
*might not be the best time, sorry.

>>37666918
The 14-year-old inside of me browsing the Mega Man Legends forum in his youth wants space ruins. Precursors or not, ruins are cool.
>>
>>37666936
The Donut I think looks exactly like it sounds, a Donut. It's a jupiter sized space station. Almost all civilization on it is based around the inner ring. There are some other populated areas reached by shuttle on the outside of it, but mostly it's unexplored and/or deliberately left alone because of random wormholes opening up and tearing up parts of it/criminal activities+bribes.

>>37666936
>>37666918
Fun idea.

Goblins are native to the Galaxy the Donut is located in. That's why they're found in every other galaxy. Nobody knows why, but some disreputable scientists claim GOBLINS are the precursors and they somehow fell?

Also I like seeding and precursors because it fits with what we already have without requiring multiple universes, which is a can of worms akin to time travel.
>>
>>37666936
This is just fine a time. Stuff like this needs to be hammered out. I really need to go back and read the initial threads, though, before I can comment on the galaxy and doughnut. I really don't know what has already been decided for them.

>>37667008
Word. Like I said, useful for dungeon crawls. And, let's be honest, just fun to have around. Speculating on the precursors alone can give hours of fun.
>>
>>37667072
We already have at least one other universe. It was decided that Orcs aren't native. Still, I'm fine with both. I can do entire campaigns around exploring precursor ruins. It's just fun.
>>
>>37667072
Also, liking the idea of Gobs as fallen precursors.
>>
>>37666936
I would love to have the gods of this setting be "realistic" in that most people believe in them in one form or another, but no one has proof that they exist.
>>
>>37667157
Uh, I don't think it was decided, I thought we were still discussing that?

Also, my thought is that Orcs aren't psionic, but their magic is focused on personal physical improvement. Other races put their magic into machines, an Orc goes all DBZ and forces their magic through their own body (something considered insanely dangerous by other races, even Magus' just use their mana to draw a circuit of pure mana, not just shove it out their body). Adds another flavor of magic to the mix, and potentially another class?

>>37667234
well said.
>>
>>37668985
I could be wrong. It's hard to keep track. Hell, at this point, I don't think much of anything is set in stone, anyway.

And, thank you. I liked it.
>>
>>37668985
Also, Orcs as muscle wizards? Works for me. Let's avoid classes, though. Can't stand systems like that.
>>
>>37669212
we already have classes involved KynderFag, as starting traits.

They give the players three abilities right out of the gate, 3 class features. Like space truckers use less mana/SP/whatever when powering vehicles.
>>
>>37669736
bump.

Muscle wizard orcs for the win.
>>
>>37672270
will remake thread tomorrow, keep an eye out guys, we're about to autosage anyway. Alternatively, somebody else remake it before I get up, either way. Night.
>>
>>37674008
remember to vote guys:
http://suptg.thisisnotatrueending.com/archive.html?tags=Forum%20RPG
>>
>>37669736
The trait packages aren't classes, just species features. Everything after that is supposed to be point buy.
>>
>>37676306
We decided against point buy for anything except the initial stats where player's have got 15 points to spend as they like.

After that they pick a race, a class, and 2 weapon proficiencies. From there, they can petition for new abilities from the GMs after they feel the character has completed suitable adventures by posting in their character creation thread with links on the adventure's they've completed. Or a GM can do it themself.
>>
>>37676887
Well... shit.
>>
>>37676887
The character traits are more personalized rather than from a list, right? I remember that being discussed.
>>
>>37677117
After the choose class function? Yeah. From there they're entirely personalized. Wouldn't be opposed to people submitting new classes like we plan to allow people to submit new races. Or even to suggest tweaks to their initial class package if it seems reasonable.
>>
New thread >>37677304



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