After years of intrigue, politics and demonstration of capabilities the project Chimera was finally approved. The number of candidates was reduced to two. The dream of developing Elephant with the head of a Giraffe and a Dog with Bat’s wings and gain huge profits is closer than ever, with the only thing standing in the way is the other lab. The last requirement to win the contract is to show how the team handle a hostile fauna, and to show that each team received a half of the island and the goal of having their creatures taking over the other half.
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This is an arms-race based on the “Impossible creatures” RTS (mainly in the combining life forms way), you will split to two teams, each representing one of the labs, with the goal of creating new creatures and taking over your opponents lab, this post mainly inspired/ stolen from BFA of Nuke 9.13 and The Final prophecy of 10ebbor10.
I am more of checking how I handle the writing load and organizing with this one so have low expectation.
There are three phases for each turn:
Infrastructure /Animal scanning phase: In which you design one of the following:
Infrastructure: Designs that doesn't directly affect combat but instead expand the possibilities and ease for scanning and unit creation, like getting access to animals cages in the zoo or developing simulators to better understand how the different parts would interact with each other.
Animal scanning: Analyzing DNA samples, testing subjects and observations in the wild with the goal to enable the use of their parts in the unit creation phase.
Unit creation phase: In which you mix and match properties and training to create the units for battle.
Deployment phase: In which you decide which creatures to sent to battle
After that I will be writing the combat for that turn.
Rolls are done in the form of 2d4 modified by difficulty, those are:Trivial (+2), Easy (+1), Normal (+0), Hard (-1), Very Hard (-2), Ludicrous (-3), anything harder than Ludicrous is impossible to do for now.
Infrastructure: the setting is parallel to the modern setting besides the different way bio-engineering works.
Animals scanning: could be done away from the labs and could technically be done only on DNA alone (or maybe even less), benefits a lot from having many data points from a single cell’s actions to complete scans of walk cycle and other actions and becomes much easier to do in lab or freer access, so dogs for example would be trivial while pandas would be very hard at the start as the authorities won’t give you access to them for more than a few minutes and out-right forbid several of the test you would want to do on them.
Unit creation: not only limited to mixing two creatures, you can increase/decrease the size of a creature and do many other things all in the cost of difficulty, the closer related the creatures mixed are the easier it gets but also the less “specified” the part taken from them, so for example taking the entire snake hawed is easier than just the venom gland, in this stage you also determine the creature’s training, the farther it is then the part natural’s action in the wild the harder it would be.
Roll (probability): Result
2 (1/16): Utter failure. You get nothing except the knowledge of what not to do.
3 (1/8): Buggy mess. Whilst you managed to make something, it isn't really usable.
4 (3/16): Below average. It works. Not especially well, but it works.
5 (1/4): Average. You get what you asked for, more or less.
6 (3/16): Above average. It works, and somewhat better than might be expected. Not a lot better, mind.
7 (1/8): Superior craftsmanship. It does its job and it does it perfectly. Its performance is exceptional and it is as reliable as clockwork.
8 (1/16): Unexpected boon. Not only does it work, but it does things you never even expected it to. If no 'bonus features' make sense, then you just get experience with some related field.
This game will not deal with resources. Instead, things have a rarity that indicates how plentiful they are on the battlefield. Rarity is not (significantly) randomized, but is based on the complexity/cost of the thing in question, and cannot be lowered without reducing the complexity/cost. (ie, a revision that just says "We make X cheaper" is not always viable)
Note that rarity is measured on a 'unit' level, not necessarily an 'individual' level; a unit of rat size creatures may consist of 100 individual , a unit of large dogs might be only 10 individual soldiers, and some units may consist of only a single individual.
Rarity levels:
Common: The bulk of your forces.
Uncommon: Five times rarer than Common things.
Rare: Five times rarer than Uncommon things.
Unique: One unit exists, and must be deployed in the strategy phase.
Team A (http://www.bay12forums.com/smf/index.php?topic=177044.0)
Team B (http://www.bay12forums.com/smf/index.php?topic=177045.0)
(https://i.imgur.com/gBeI1pz.png)
Terrains:
Labs: Sparsely populated areas of two story buildings and open testing yards.
Mountain peak: A surprisingly high mountain for such a small island, with tall cliffs and thin lanes on them.
Abandoned testing farm: An almost completely open grasslands with a few fences and small strictures which where used for testing in earlier stages of the project.
River flats: In this flat with low vegetation flow many small but not negligible rivers and streams
Forest: Thick woods with high canopy making it difficult to freely walk in the area.
Swamp: Shallow waters and rotting dead plant life cover this area
Desert: Dry and sandy, but almost completely flat