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Underdeep Expansion Development (Long-Term)

Started by Steerpike, March 03, 2013, 08:26:22 PM

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Xathan

#45
I could see for them a melee caster that could treat other units the same way Derro mutants treat themselves only with less options, some kind of ooze for their mid level tank (similar to ceremorph brain golems or dark elf war spiders), a unit with assassinate that instead of killing their target begins transforming their target into an icthoyid unit (dominate by assassination), an infiltrator that is hardly transformed that can serve as a spy/emmisary on dry land, and some über defensive unit with crazy regen while in water.

Quote from: Steerpike
Yeah, I figure they'd be a very unique faction to play.

Any ideas for Icthyoid units, apart from the usual infantry/ranged/spellcaster type units that almost every faction has?  They'll have Krakens as a high-tier unit, of course, but I'm not sure what else to give them.  Giant frogs feel a little banal.  I'm thinking maybe something akin to the Star-Spawn of Cthulhu...?

Giant frogs are kinda meh, I'd agree. If you were going to go with an amphibian animal, I'd go with a salamander. And a star spawn unit would be awesome, IMO. Not sure if it fits the icthyoids, but then again it would give them a much needed flying unit.
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[/spoiler]

LD

#46
Icthyoid Unit Ideas:

Two-headed quill-maned crocodiles which get two attacks a round,

Poison dart spitting frogs with fearsome (Fear inducing) deep warbles (1 speed spend),

Sea Anemones (similar to Puffball explosion suicide units for the Glow except they deflate to only 1/2 health after they explode),

porcupine-like Pufferfish, who when hit deal damage to the unit hitting them if it is a melee unit and who can attach unobtrusive to a fleeing unit (if ordered before the battle) and either (pick one) 1. deal ongoing damage; or 2. act as spies in the enemy camp;

then the alien-like unit that impregnates your units with evil creatures that hatch 1d4 weeks later and kill them. (GM would need to keep track of the 'impregnated units' and the player would have no idea who was impregnated until it happens. (Some magic spells might be able to mitigate the risk).

HippopotamusDundee

Quote from: Xathan
Quote from: Steerpike
Yeah, I figure they'd be a very unique faction to play.

Any ideas for Icthyoid units, apart from the usual infantry/ranged/spellcaster type units that almost every faction has?  They'll have Krakens as a high-tier unit, of course, but I'm not sure what else to give them.  Giant frogs feel a little banal.  I'm thinking maybe something akin to the Star-Spawn of Cthulhu...?

Giant frogs are kinda meh, I'd agree. If you were going to go with an amphibian animal, I'd go with a salamander.

This was exactly what I first thought - give them something like the 7m or so long crocodile-salamander hybrids that used to be wandering around the planet back in the day :D

Rhamnousia

I'd be really interested in seeing more about the vanilla Deep Gnomes, since they make for an intriguing possibility if/when the Watchers get knocked out of the game.

Dolmar

Quote from: Superbright
I'd be really interested in seeing more about the vanilla Deep Gnomes, since they make for an intriguing possibility if/when the Watchers get knocked out of the game.

Seconded, in part because I'd like to see another faction that isn't gonna be trying to kill me. ^_^

LD

Idea: Magmadepths
[ic=Magmadepths]Home of the Jabberlings and the source of the rift-migrating devastator's lair, the Magmadepths are home to few creatures and they consist only of a few discontiguous regions that are connected by the rifts- 2 regions here, one region there, the Magmadepths do not present viable options for large empires.

The Magmadepths are inhabited by : Jabberlings, Deep Gnomes, Duregar, Magmids (a race of fire elemental-like creatures), FlameRoaches, and demonic creatures that are impervious to heat. Magmadepth regions have extremely hot magma pools, which give out negative effects at double the rate of regular magma pools. Magmids, Demons, and FlameRoaches do not suffer negative effects from magma. Magmadepths contain near liquid gold and metals and mines in those regions produce almost nothing, producing only a quarter of what the mines would produce in more geologically settled regions.[/ic]

As a way to expand the map by a few regions scattered here and there in the absolute lowest depths, introducing new opportunities and new challenges.

Steerpike

Cool idea; I think the name "Netherdeep" might actually work slightly better with the prevailing order, but it's a good concept.

EDIT: As Llum can tell you, there are a few Magma/Fire creatures down in the magma-pool caverns where the Duergar hang out.

Xathan

Quote from: Steerpike
Cool idea; I think the name "Netherdeep" might actually work slightly better with the prevailing order, but it's a good concept.

EDIT: As Llum can tell you, there are a few Magma/Fire creatures down in the magma-pool caverns where the Duergar hang out.

I'd love a Netherdeep type expansion, although I think it would be cool if some regions were instead filled with pools of acid (same effects as magma but different damage type), others filled with toxic gasses, some more watery regions, and maybe some more exotic hazardous terrain - an all magma netherdeep map expansion just seems kinda...dull.

It'd also be kinda cool if the Netherdeep wasn't a single, continuous region like the other parts of the Underdeep are; larger versions of M57, basically.

Any way you slice it, at this point what I'm looking forward to most in expansions are new map areas to explore/fight over. :)
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Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
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[/spoiler]

Humabout

If you do expand to a Netherdeep (or anywhere else), I'm pretty sure I'll take a serious shot at this game again - something more invested than just anther Waaagh!
`\ o _,
....)
.< .\.
Starfall:  On the Edge of Oblivion

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LD

Steerpike- good rename.


>>I'd love a Netherdeep type expansion, although I think it would be cool if some regions were instead filled with pools of acid (same effects as magma but different damage type), others filled with toxic gasses, some more watery regions, and maybe some more exotic hazardous terrain - an all magma netherdeep map expansion just seems kinda...dull.

Neat idea Xathan, though I don't think watery regions would really suit due to the depths- there are very few watery regions in the Lowerdeep currently. Your idea of acid and toxic gases is great. (Still, it's all up to Steerpike)

Regions that have a variety of characteristics widen the types of monsters that can be encountered as well: Acid-based creatures, anaerobic bacteria like Gelatinous Cubes.

Other race idea: Calcites- giant "fire" ants, termites, and beetles who build their structures with excreted calcium. Their buildings look like termite mound stalagmites. The termites can undermine wooden fortifications and are good tunnelers, the beetles are main battle tanks, and the ants are ranged fire-dispensers. Other units could spit acid.

>>It'd also be kinda cool if the Netherdeep wasn't a single, continuous region like the other parts of the Underdeep are; larger versions of M57, basically.
Thanks; that's exactly what I was thinking. I don't know if I explained it as well as you explain it in this sentence though :).

Xathan

Quote from: Light Dragon
Steerpike- good rename.


>>I'd love a Netherdeep type expansion, although I think it would be cool if some regions were instead filled with pools of acid (same effects as magma but different damage type), others filled with toxic gasses, some more watery regions, and maybe some more exotic hazardous terrain - an all magma netherdeep map expansion just seems kinda...dull.

Neat idea Xathan, though I don't think watery regions would really suit due to the depths- there are very few watery regions in the Lowerdeep currently. Your idea of acid and toxic gases is great. (Still, it's all up to Steerpike)

My thoughts for water are big, stagnant underground pools filled with brackish water that's scalding hot or teeming with disease. :P

QuoteRegions that have a variety of characteristics widen the types of monsters that can be encountered as well: Acid-based creatures, anaerobic bacteria like Gelatinous Cubes.

Exactly! It also means you can't just pump whatever your strongest-vs-fire unit it and be good going in there.

QuoteOther race idea: Calcites- giant "fire" ants, termites, and beetles who build their structures with excreted calcium. Their buildings look like termite mound stalagmites. The termites can undermine wooden fortifications and are good tunnelers, the beetles are main battle tanks, and the ants are ranged fire-dispensers. Other units could spit acid.

While that's cool, I think the Netherdeep shouldn't be too much new faction/units and more new terrain/monsters. Maybe if there's a new NPC faction or two, but I feel it should drawn mostly from the existing ones with maybe a few new units added...just so Steerpike doesn't have to drive himself crazy(er).

Quote>>It'd also be kinda cool if the Netherdeep wasn't a single, continuous region like the other parts of the Underdeep are; larger versions of M57, basically.
Thanks; that's exactly what I was thinking. I don't know if I explained it as well as you explain it in this sentence though :).

Thanks! Good to know 4 years of getting an English degree paid off!

Also, to make the Netherdeep more interesting as a point of conflict, there could be tunnels that connect down from the middle/upperdeep and bypass intervening levels - they'd be easily labeled on the map with two down arrows. :P
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

sparkletwist

Those chasms in the Lowerdeep could also lead down there.
(Hey, they should go somewhere!)

LD

The chasms were what gave me the idea, actually. :) ..."Home of the Jabberlings", so I concur.