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BatMUD Forums > Guilds.alchemists > Re: It's.. alive?

 
 
#1
16 May 2018 00:41
 
 
So i was entertaining the idea of Alchemists getting a bit more enthusiastic
with their homunculi or the creation of artificial life. They have the
ability to generate a metal framework and bind organs of various parts to
said framework.

Abomination! It has tentacles!!

Anyway! Once the ground work has been established, essences could be bound
to the frame to bring it to life and imbue it with certain human like
abilities. Inevitably it will go on a blood soaked rampage and try to kill
all living things but until then, hijinks!

I like the idea of essences, organs and metals worked together to build
something with a semblance of life. Defintely has some frankenstein overtones
and there seem to be elements already in game that are similar but i
thought i'd throw it out there.

 
 
 
Turnip
262d, 0h, 19m, 20s old
Level:
98
 
 
#3
20 May 2018 16:33
 
 
Turnip wrote:
So i was entertaining the idea of Alchemists getting a bit more enthusiastic
with their homunculi or the creation of artificial life. They have the
ability to generate a metal framework and bind organs of various parts to
said framework.

Abomination! It has tentacles!!

Anyway! Once the ground work has been established, essences could be bound
to the frame to bring it to life and imbue it with certain human like
abilities. Inevitably it will go on a blood soaked rampage and try to kill
all living things but until then, hijinks!

I like the idea of essences, organs and metals worked together to build
something with a semblance of life. Defintely has some frankenstein overtones
and there seem to be elements already in game that are similar but i
thought i'd throw it out there.
That sounds awesome!

Perhaps potions can be adapted as reagents in its creation or infused later to
give it different abilities or properties as well. Perhaps even some
unexpected!

Things like floating and frost insulation could just maintain their usual
effect, but what happens when they infuse their creature with a potion of
fire_building? Suddenly it burns with an internal fire that heals allies in its
presence, or deals extra damage? Camping: maybe it watches over everyone, and
anything that attacks while they sleep will be blocked from hurting anything
else? A potion of lumberjacking could give it suddenly a slashing attack with
a damage bonus, and an even greater damage bonus against plants? Rain could
protect vs fire damage and give a bonus when fighting creatures of fire?

Some, like your blasts, could perhaps be loaded into the beast and used, like
potions of fire_blast, and the tentacled horror might randomly cast these while
fighting? Maybe it could be set to do so on enemies and on allies, perhaps
even individually for each potion, so that it might occasionally heal allies
and occasionally blast at enemies?

The organs themselves could be very variable and interesting in effect -
another thing to play with!

For example, one could require only a few base organs to make a creature, like
kidney, liver, brain, spleen, and so on. And one could technically make a
quivering mass of flesh with little movement but rolling and a simple bump
against them attack. However, it could have slots for more organs: slots for
at least the proper number for one of each of the basic organs in question,
plus a number of fungible slots for other features - e.g. 2 legs imply more
movement, 3-4 legs implies kick and trample attacks and even more movement, 1+
arms imply an attack each and can be armed with weapons or use their natural
stats for attacks, 1+ tendrils implies tentacles each and gives attacks and
movement but no wielding capability, every additional liver implies more poison
and disease resistance and constitution, every additional heart implies much
greater con and some strength, more brains implies greater int and wis and
perhaps the ability to load more potions (mentioned above), and so on.

Obviously organ quality would affect each thing. I don't know if its possible
– if quality is a single-number value or something, or if it maintains some
link to the creature from whence it came – but perhaps the creature from
whence it came could affect the stats too, based on the creature from whence
they came – like a green barbarian's arm could imply more strength while a
green wizard's arm could imply less strength? And a fighter's brain could
imply more attacks and fighting skills while a wizard's brain could imply
occasionally casting a spell the wizard from whence it came could cast (e.g.
magic missile?)?

 
 
 
Piffle
80d, 1h, 12m, 11s old
Level:
49