Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: Dwarmin on August 03, 2008, 08:54:37 am

Title: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on August 03, 2008, 08:54:37 am
So you want to be a deity

To add some spice to our Evo game, we need more more player deities-we have 2 so far, so feel free to contact me if you want the join the game. Heres the game mechanics as laid down by Faulkner, our previous GM.

First of all, they are run off the powers of worshipers. The more worshipers, the stronger they are. I'd say for every 10,000 (or so) of them there are, they'd get a deity point. With these points, they can perform different things. For instance, 1 point could teaching a single creature 2 EP worth of knowledge about something of their circles (For instance, A god of poetry could teach language, poetry, even perhaps culture in general.) That creature could then pass on the knowledge to the others at no penalty. I'd say more major stuff, like making a minor artifact, takes 3 points. Keep moving upwards from there. Also, deity points can stack, but only to the number they get on a turn. For example, a deity with 40,000 worshipers can stack to 4 points.

A deity should have a major circle (Nothing too encompassing, like death, but something like decomposition is okay.) and two minor circles (Should fit with the overall theme, but they don't have to.) and some sort of backstory and form while on this world. Yes, dieties can come to this world. However, this also allows them to fight more directly, and contact beings directly. This cuts EP usage by 2 points, but they can only ascend or descend once per turn, so they must spend at least one turn on the overworld. Additionally, deities get no points on the overworld, so they must use up the power they store up. There is another risk: You can be killed. The deity will be weak unless he invests points in permanent powers. These powers are something like Evolution powers, but they have to fit under the circles that the deity has. The powers have 10 levels of strength, and are upgraded by paying the preceding number of points. A new power costs 1 point, next level is 1, 3rd is 2, 4th is 3, etc. Only one power can be upgraded a turn, and only once. Assume a deity is basically a slightly above average person if they have no powers.

Once you've cleared your God/Goddess/Whatever with me in PM, make a post manifesting yourself in our game. You can try for just one race, or all-but the more spread out your followers are the less overall points you get. Questions and applications, send em in!
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 03, 2008, 09:04:01 am
Map and Populations

http://i36.tinypic.com/9vi0rr.png

Map Features
Spoiler (click to show/hide)

Kadesh:
Spoiler (click to show/hide)
Mii'Air:
Spoiler (click to show/hide)
Shrike:
Spoiler (click to show/hide)
Jhiar'd
Spoiler (click to show/hide)
Nahuantl
Spoiler (click to show/hide)
Plantwe
Spoiler (click to show/hide)
Lanlar
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 03, 2008, 09:36:58 am
Sentient Races of the World

Aqizzar's Kadesh
Spoiler (click to show/hide)

Sean's Mii'Ari
Spoiler (click to show/hide)

Duke 2.0's Shrike
Spoiler (click to show/hide)

Nilocy's Jhiar'd
Spoiler (click to show/hide)

NonAnonymous's Nahuantl
Spoiler (click to show/hide)

a1s's Plantwe
Spoiler (click to show/hide)

Draigh's Lanlar
Spoiler (click to show/hide)

Major Deities of the World

Nevon: God of Lava
Patron of curiosity and invention
Spoiler (click to show/hide)

Ta’zel: God of Metal
Patron of construction and tools
Spoiler (click to show/hide)

Aurora: Goddess of the Sun
Patron of victory and water
Spoiler (click to show/hide)


Mellanus: God of curiosity
Patron of knowledge and compassion
Spoiler (click to show/hide)

Lukat Cush Lhac: God of Unity
Patron of the flesh and Growth
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 03, 2008, 09:41:04 am
Lol Still waiting for Faulkner to send me the population program-In the mean time heres the two last people for this turn...Im starting the new turn ASAP....Raaargh! Remember if I mark it with a * you should deal with it next turn....
And Tokay has given up, so if you want to invade his island and make them your house pets you can  :P

Shrike

Migration D%=16
the massive Shrike move into freshwater is a complete disaster! Though they are slowly adapting to fresh water, the strain of the new environment pushes many over their limits. They are slow and sluggish in the new waters, easy prey for the more bloodthirsty Kadesh hunting parties that travel out this far. With the loss of warriors, comes the loss of the innocent to opportunistic predators-several groups of shrike are totally wiped out, and those that replace them only find the chilling sight of their bones littering the murky ground. The Shrike abandon their plans to move for now, and flee back to their homes-not giving up so much as awaiting a better chance. Of course, with the loss comes progress….
-2500 population
No movement
+2 Freshwater Adaptation

Far South Colony: D%=27
The finding of the spores was the only thing that kept them alive for those first hard years. Starvation was the most common killer, followed by a brutal parasite that ate from the inside out. With the imminent doom of the colony approaching, 250 Shrike, the oldest mostly, agreed that they should try to make it back North, and rejoin their home colonies-at the least their deaths would not burden the group anymore. Another 100 died, before the population stabilized-those who remained were exceptionally hardened to the new land. Now they fight to retain their sanity as well as their lives…

*Desperation: The colony is down to 400 Shrike due to the difficulty of living so far from their people. Some speak of fleeing, though it is unlikely that they will ever get back…others speak of cannibalism, arguing that there must be sacrifices for the greater good. And some say that if they have to resort to consuming their brothers, they are not worthy of survival.

EP
Base: 7
Failed Migration: -1
Colony Held On: 1
=Total: 7

Mii'Ari

Shelter Making D%=78
The construction attempt was a great success-The vines that the Mii’Ari found were not only strong and flexible, absorbed water at an amazing rate, enough to keep a roof dry for a week at least. The Mii’Ari have begun to cultivate these vines as well, as they were quite valuable-and seemingly unique to their forest.
+2 Construction
+1 Farming

Rescue Attempt D%=70
The rescue from the canyon went off without much difficulty. The naturally agile Mii’Ari were undaunted by the steep cliffs-only 100 would die in the ascent. Getting back was harder, as the sand-swarmers attacked with a renewed ferocity, taking the lives of another 300-but the Mii’Ari were prepared this time, driving them away with their new weapons. Whatever intelligence the odd creatures had, they knew enough to retreat when faced when a foe that fought back. Those that returned were clearly different from their brethren, and had adapted both physically and mentally to desert conditions-and they were eager to spread their knowledge.
300 Population returns to M27
-400 Population
Mii’Ari get plus one Food Density on any desert squares they occupy, and get a small bonus to all rolls that take place in desert squares.

Scouting D%=Varies…
M21-Find a lot of sand…and a recently abandoned nest of some sort…inspecting the odd thing, the Mii’Ari find many empty husks that look like the skin of some kind of insects…

M23-The fungus forest is a natural labyrinth of overgrown vegetation, beset with horrible predators and flesh eating spores. The Mii’Ari find it impossible to explore, as the very land grows and reshapes differently with every passing day. The most important thing they determine is that the fungus is rapidly growing-if it doesn’t stop it will one day infringe upon Mii’Ari territory.

N24-They found a hilly-forested area here, with ample sources of clean water and some slow herd animals that are easy to hunt. From the highest hill Mii’Ari scouts can see the river that winds south into the sea, and North they see some strange constructions, on the shoreline but it could be nothing.

O-25- the scouts found an ancient forest with large, strong trees that reached to the sky. Food was plentiful, and the trees made perfect shelter from the weather. They also found some strange shaped stone that must have been placed by intelligent creatures-more exploration could be useful here.

O-27-This river was filled long tailed reptilian creatures, and not much else. They looked slow from afar, but could move quickly in attack, Though some Mii’Ari were dragged under and drowned, they managed to kill some-their skins are quite valuable back home, and several free lancing Mii’Ari make the trip to gather pelts.

P-28-After a treacherous time wading across the river dodging long tailed reptilian monsters, scouts found an infertile land, swampy and full of sinkholes. It happened that as they were looking for something fuel for a fire so they could sleep in peace, one of them through an odd red plant on the fire, not thinking anything of it. Almost immediately the camp was full of a sweet smelling smoke-it eased nerves and calmed everyone down who inhaled it, and in no time at all the scouts had gathered bundles of the stuff for their return trip. As far as they know, it does'nt grow anywhere else in the wild except there.

*New Plant: The scout’s return with a strange red plant-when burned, its smoke produces a great sense of relaxation and calm. Many say they should begin to grow this plant, and use this gift to its fullest. Others, perhaps the wiser, say that dedicating growing time to an inedible plant is foolhardy-and they also note that even in the short time the scouts who first tried it are using it constantly. They insist they could stop anytime they want to, but why would they in the first place? The choice is up to you sovereign.
EP
Base: 7
Rescue: 1
Shelters: 1
=Total: 9
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 03, 2008, 10:21:47 am
you might want to edit the number of EP i have, i'm sure i've spent the 2 left over points at the end of my race details. And does the EP into spirituality count towards the nine that i have to spend?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Duke 2.0 on August 03, 2008, 11:57:46 am
 Well...

 As a note, I want the school in D10 to move to E11 in order to follow the Tokay and utilize the bay, particularly because the current square they are on is low on food. Also, the southern school(The one wayyyy down there) is now doing a check for a square with a good food density.

 And finally, I don't think I got EP for my post in the last thread yet. Other than that, looks good. The basic rules and details we already know.


 Link to previous thread, plz?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Sean Mirrsen on August 03, 2008, 11:59:50 am
Hm. It seems the fourth turn is still in effect. I thought I'd miss it with the few days I've been busy.

The Mii'Ari still continue the practice of play-fighting, sending 1EP into the overall physique. Specifically, the physique affects their combat and hunting performance, among other things, and proficiency in extreme situations.

Language upgrade: 2EP. As the needs rise, the Mii'Ari extend their long-range vocal language to include emotions.
Basic Tools upgrade: 3EP. Hunters in the forests frequently observe creatures using hanging vines as a means of passing from tree to tree. While the concept of travelling in this fashion is unusable, the vines themselves proved to be a solution to a local problem.

When the weather had cleared, the Mii'Ari rejoiced, as hunters were once again able to hunt in their full strenght, which they did, with great eagerness. The rain took a heavy toll on the morale of the common people and the children, however. Facing the possibility of bad weather returning, the chiefs of the twelve biggest families held a big meeting. It was decided that in order to prevail over the weather, the Mii'Ari would have to find protection and shelter, whether naturally existing or constructed by their own hands. After the meeting, the chiefs returned each to their families. They chose from each family three adult and competent males, and bade them this: take whatever the family can provide in companions or provision, and go into the surrounding wilderness, to see the lands as they are, whether or no they can better provide for the Mii'Ari, and also to search for a solution to the problem of shelters, either by finding a way to effectively build constructions, or by finding large natural shelters many families could settle in.
In the end, 36 groups, each consisting of 6 to 12 Mii'Ari of varying age and skills, went out into the wilds.

Even as they went away, messages were heard that a disaster stroke those who travelled into the deserts. Cut off from most of the food by raging waters, they would not survive long, and walls of the canyon were too steep to climb and too high to reach by standing on each other's shoulders. Two hundred Mii'Ari participated in the rescue effort, but what could they do that the trapped could not? By virtue of chance, a group of hunters came from the forests holding long, sturdy vines that they intended to show to the other people. Seeing the possibility, Airee, the younger chief who was leading the effort, asked the hunters to find and bring more of the vines. In several days, the first attempt was made. Scouts found a passable approach to the edge of the canyon, and several dozen strong males came to the edge with the longest vines found in the forest. Combining climbing and holding the vines, half a hundred Mii'Ari could escape the canyon before the vines became too worn to be used again. Over the course of the next month, continued attempts finally rescued all of the population who were willing to leave. Three hundred remained in the canyon, living on fishing in the river, free to leave if they would desire it. The vines of the unknown trees found in the forest have since become a valuable aid to the survival of the Mii'Ari.

------

Massive scouting this turn. In total, the scout groups go to 6 sectors: Desert at M-21, Fungus forest at M-23, Forest at N-24, Forest at O-25, River at O-27, Plain at P-28. The scouts not only evaluate the area, but also specifically search for land features suitable for inhabiting, or natural occurences that can be reproduced. The fungus forest is unknown to the Mii'Ari at this point, though they probably found the new species of fungus, but as they're carnivores, they rarely pay attention to plants. You can roll for casualties during the rescue from the canyon (I predict at least half, if my previous rolls are any indication), but take physique into account.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nonanonymous on August 03, 2008, 06:48:42 pm
Things had been going rather well for the Xahutec, but then, horror!  Monstrous changes to the world!  "This is an assault from the Ancient Horrors..."  Mused Loqoatl.  "These creatures will certainly be a threat to all of our kind, send messengers to our neighbors."  In addition to this, a Claw had begun experiments with some smaller bugs that secreted resins and lacquers, attempting to use them along with the  already useful bamboo of the forest.  And seeing the value of his knowledge, a veteran Fang called Goqxhol had begun trying to persuade Loqoatl to sanction him in teaching some significantly advanced forms of combat to his caste Brothers, and some lesser aspects to the Claws as well.  She eventually decided that no great harm could come of it, and awarded him her blessings.

[OOC:  The Fangs (Who also act as messengers, in addition to the main military force) are attempting to solidify a comprehensive martial art without the use of weaponry, and are bringing the remains of some of the killed Jhiar'd with them in an attempt to prove that they are both the mightiest troupe and that there is a greater foe that must be defeated by all Nahuantl.  Send a total group of 400 warriors, gathered from all hexes, on a hunt for the closest of the beasts, and an additional 1000, also from all hexes, to Q15 to set up defenses against the Jhiar'd.  The lone Claw is basically trying to figure out how to make lacquers and use them on bamboo, in order to make structures and things with it.]
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 03, 2008, 11:18:03 pm
TURN 4
EDIT:GRRR we are really on the fourth turn, you did'nt miss anything...God this is so confusing! Mind...breaking.... Updating map now!

The fungal spores are beginning to grow out of control, choking out native plant and animal life. Strange diseases cut down your strongest, and even small cuts become infected with growths that are often fatal. New predators quickly replace those that are pushed out, and they are worse than before. Even the waterways are not spared-deadly algae blooms caused by the nutrient runoff have killed vast swaths of river creatures, literally drowning them in air. The new deadly creatures reported to roam are such….

1. A 6ft long giant spider, that leaps at its prey from ambush, and quickly kills with its fangs. It seems to bond with the fungus somehow-it selects a mushroom cap and allows it to grow over its back, providing the perfect camouflage. It its guessed that the fungus does not attack the spider directly-the spider on the other hand spreads the spores far and wide.

2. A creature that looks feline-it is a relentless hunter and stalks its prey over long distances. It has sharp claws, which also secrete a poison that can kill the strongest warrior in a few minutes. If it does not disembowel its prey on the first pass, it merely waits for the poison to immobilize it before attacking again. It seems unaffected by the fungus somehow, though no one can tell why.

3. A massive putrescent worm that digs pits where ever it decides to settle. Along 24 pores in its back, pours foul smelling liquid that influences what type of fungus grows in a certain area-usually the kind that can defend it, or attract and capture prey for easy consumption. It cannot defend itself in any other way. At full size, it can render a square mile unihabitable to other life.

It is up to you whether to hunt them down and destroy them, or try something else… It is also clear that these foul growths must be dealt with somehow, or they will consume your people.

Global Climate: The skies are perfectly clear, and it’s starting to get warmer
Global Event: The fungus is growing out of control, hurting native plant life and animals.

OOC: All river and forest tiles suffer a population growth loss this turn, unless you find someway to deal with it.
Casualties inflicted by bad rolls will be much higher due to the spores or algae infecting open wounds.
Don't forget your events as well, marked with an *. You can leave them for later, but expect some problems.
Nonanonymous, just edit your post to combine it with any choice you make this turn
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 04, 2008, 04:18:51 am
Ok, i put my EP into my turn post, just so its easier to reference to.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Aqizzar on August 04, 2008, 04:47:05 am
Oh damn, did I miss a turn?  I think I missed turn 4, with the predators and what not.   Come on you only gave me... what, four days?  God I hate working nights.

Posting here to reserve a space for my turn, when I type it (sleep, I need sleep!) and to ask what happened to my frogs since I missed the turn, or if I can get some leeway with the confusion and take both turns now.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Aqizzar on August 06, 2008, 05:40:54 am
Double posting to bump this back to the front page.  Sorry I took so long everyone - I'm sure I was what's holding things up.  Did a bunch of writeups for a succession game and my Fiction Buffer overflowed.  Rushed, but here I go.  Let's keep this game alive people, it's too cool to lose.


From somewhere in the ocean of sound, past the clouds of effervescent inquiries and dim ponderings, came a bright flash of fear.  It strobed and pulsed, as only a mind filled with terror could.  The source revealed itself, a small spawn with small thoughts, as unknown as a fellow Kadesh could be unknown.  For Gra!ber knew all Kadesh, saw all Kadesh, and heard all the world.  Wherever the beautiful spores fell, wherever the calm sprouts grew, there would be his own mind, for there was all the world he would concern himself with.

And wherever the world was disturbed, there would be mind, to hear all, and feel all.  The vicious Stalkers, who thought only of death and lying, came to corrupt flesh and devour.  Gra!ber whispered to his friends to be watchful – those who listened lived, and he felt the deaths of those who ignored.  The Many-Legs, who knew only hunger and lived with the spores, had ended the watchful.  Gra!ber pleaded with them to sate their hunger elsewhere, and spread the spores.  Some left, some stayed, but fewer friends were eaten, and sprouts took root.  The great Warpers, who lived in confusion and pain, melded with the Fungus those who wished to remain separate.  Gra!ber questioned them, asked the Warpers all they knew, as all Seers did.  And in time, the Warpers answered, and after much conversation, a few would Change the Fungus to forms the Seers desired, and saw the world anew.

But oldest and most terrible were the Blur.  The Fungus filled their small and hateful minds with desperation.  They lived to kill, to extinguish the sounds of thought and feeling.  In all the painful eternity that Gra!ber had felt them end Kadesh, he wished for a way to reason with them, as he did all strange minds.

The spawn's light disappeared within the mass of the Fungus, and Gra!ber heard it's nightmare.  The Blur.  It's quarry lost, the living flame of spite looked for another to torment.  It found the Seer, and the Seer felt pain approaching.  The world of dirt and water could not save him, he did not move there now.  The Blur was beyond reason, and would accept nothing less than slaughter.  And in an instant, the world of thought and knowledge and wonder vanished, replaced by a universe of fear.  Primal, unthinking panic took over, and Gra!ber did all he could.  He screamed.

In the mundane world of dirt and water, the terrified Kadesh fleeing their greatest predator were awestruck.  The mad old fungus eater Gra!ber, left lame after most of his tail was burned off by a fungus worm's bile, had seemed a perfect sacrifice to save the rest of the Herd.  Now he stood, mouth open wide and making no sound, but all around heard clearly an unearthly croaking howl.  The Blur hung in midair, furiously shaking it's head, before it darted back into the sky.


[Behind the Scenes]  I'm dealing with the main predator that showed up in my turn response – seemed like the most pressing concern out of the four new things eating my frogs.  If it's not obvious, the Kadesh don't really have any way of defending themselves besides running and numbers, so it's time that changed.  I cleared the psychic bit with Dwarmin in PM.  Yes, the Kadesh are psychic.  No they don't read minds or throw stuff.

The fungi can unlock mental powers in some Kadesh, and since there's little else to eat, the sensitive ones are turning up quickly, and the whole population is changing.  As yet, their new mental ability is all but useless, and the few who can use it are driven mad anyway from sensory overload.  But they know the giant worms can influence fungus growth, and the awakening psychics are trying to domesticate them (after a fashion – it's more like coercion, since the worm's primitive brains can be easily communicated with).  Also, the world's a scary place now, and the Kadesh are starting to organize around the more coherent mystics.  If nothing else, they can sense danger coming and sometimes fend it off.

I'll put 25% of earned points this turn into Spirituality and the rest into Psychic Communication – it's just near uncontrollable shouting right now, but it will go from there.  No major migrations this turn, too many threats to deal with for the herds to move anywhere.

Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 06, 2008, 06:39:19 am
I would like to compliment you on Good RP Aqizzar
Players still to go this turn...

1. Shrike
2. Nahuantl
3 Jhiar’d
4. Plantwe
5.Mii'ari

With a possible war brewing on the Nahuantl/Jhiar'd border I'm thinking up a battle system-will post results later.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 06, 2008, 08:44:49 am
Right, i got very annoyed that it killed my turn when i pressed post. So the RP might not be as good as it was.

The heads are getting hungry for war again, their tried and tested tactics of striking under the cover of smoke has led to some interesting results. Their latest battle was won due to the volcano obscuring the views of those sand creatures, now named the Gurgo. The heads primitive minds have started to tick over the possiblities of using this new found resource (the lava) to their own means. Juts like the pools of water and the lake to the west, this lava flows like any other liquid. They can sense the great heat and power eminating and can only think of taming this beast. The call is sent out to investigate ways of using this new found power for their own good. Workers die, Heads fall, warriors perish in the investigation into this volcano. Nothing much is discovered except that it really does hurt when you touch it.

Due to the food shortage within the colony surrounding the volcano the workers start looking for alternative methods of hunting or foraging. Nothing new is found until a lonely scout on a patrol detects an unusual plant growing from the droppings of an indiginous creature. He returns periodically to find the plant doesn't come from this area of the forest and begins to wonder exactly how this is happening. He doesn't find out but he does call it to the attention of some forager workers. They check this out and confirm its not from this area of the forest. They start to find alot of other plants doing the same in similar situations and find that this new plant is starting to kill of all the others. Wondering if this plant could sustain a colony the workers gather some up and take it to the food piles within the colony walls. They begin to grow the food in rotten vegetable piles and start consuming it, it seems fine for the time being. [OCC - Dwarmin I'm wondering if I should continue this or let you decide what the plants do to my creatures when ingested, I'll update it when you reply to my message, thanks :D)

Meanwhile to the eastern border there are increased reports of large ape like creatures moving into our forests. More warriors are moved to these areas with the orders to K.O.S and return any unknown creature to their local head leaders.

While at the southern and northern borders exansion continues as planned. The plan to move back into the desert and back into the old lost colony after the tragic accident with the little maggots. Scouting will continue into the Plantwe and Nahuatl territory with the possible capture of specimins for food and genetic acquisition. Although this time all the involved bugs express concern that they should set up a smaller colony for the introduction of new genetic material as to control the damage if some bugs do go insane. (This will be situated in the old abandoned colony in the mountains, with very few bugs.)

The workers who were assigned to investigate the tree cutters and the tree maggots continue with their experiments to see what they can fully do. The tree cutters could prove useful in a hostile situation.
Workers try to tame the maggots into not eating the trees used for food collection but fallen ones they cut themselfs down.

Turn - Don't read this unless you want to meta game :P

Spoiler (click to show/hide)

EP spread
Spoiler (click to show/hide)

Edit - Just updated my turn after Dwarmin confirmed i could grow the fungus stuff.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nonanonymous on August 06, 2008, 06:44:58 pm
Oh, I've already edited my post, sorry for not saying anything.   :-\
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 06, 2008, 07:15:37 pm
THIS IS WAAAAAAAHR! ill enjoy this :D
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Duke 2.0 on August 06, 2008, 10:22:45 pm
 
 A great crackling emanated through the hearts of the schools. During the nights, some flashes could be seen in the eerie waters. Clicks and snaps echoes through the muddy waters, driving every creature to shelter. This noise could only come from a massive amount of Shrike.

 It was the Father School. The strong bodies of these hunters glided by eachother as they spoke. But with no noise they spoke. Only through the quick pulses of energy they spoke. While their communication was fast, they took several seconds to understand what was being said. And only if next to eachother. Thats why they school and collected together for communication. But their purpose today was more serious than mere chatter.

 The first to speak to the group was a female Shrike, with strong limbs for her school.
 *Shrikes, everybody. Hunt gone. Stay? For no Hunt?*
 A reply was shared from near the bottom of the school, a seasoned bull Shrike with many years of scars.
 *We Hunt in Strangewater. We...*
 Now here, there was an odd occurrence. A word that everybody knows the meaning of upon it's creation was made.
 ... BE Hunt.*

 The Shrike all click in approval, the energy of which causes a bit of silt in the water to flare up in the water. The Shrike became familiar with it after many large talks. They sense that it is of great power, but know it is far beyond what they could use in a hunt. This flare inspired a pup to use his hunters organ more than normal. Through years of neglect of his body, he has grown weak to many Shrike. Yet he carries something as mighty as any other hunter.
 *I lead Hunt. I get Hunt. This I say.*
 The old Shrike does a varied shock, showing doubt and general displeasure. He speaks up with a tone that others would call sarcastic.
 *You Hunt. You bring Hunt. You weak? How can you?*
 This was followed by a string of insults from the whole school, in doubt of this little ones ability to hunt. Granted every pup from his generation left him alone thanks to his shock blinding their senses, so nobody really knew of what he could do.
 *I challenge. I leader. I show.*
 The elder tensed up from this, preparing for a charge. That young one really wanted to attack him? Ha! Soon the whole school would know of the folly of moving away from their homes. The elder charged first, kicking way some other Shrike with his tail. The young one did nothing, noting the Shrike around him except for the female with the strong limbs stayed where she swam.
 Crackle!
 It was beyond a click, it was beyond anything they have ever heard. Their Hunters Organ each had something about them change. You know that feeling when you wake up, and your chest feels constricted? Like you can't breathe as fully as you should? The Shrike felt that way about their zaps. They saw their elder twitch violently, then slowly float up to the surface. They could still feel life in him, but from the young one was the feeling of power. The water around him was buzzing with a charge.
 *Now listen. Charge good. Charge, Change good. We change, we Charge. We strong. We Hunt.*
 The entire school started clicking approval, the whole school using zaps stronger than they used to in communication. They were ready to get better at zapping instead of ramming. Through relying more on the zaps, they would be better hunters. They would become THE hunters.

 The water that night not only flashed and glowed with energy, but also hummed. A collective bad thought was felt by creatures of the bay, like a terrible thing was being unleashed.

 The Southern School was going through a similar meeting that night. Most of the Shrike there were either good zappers or good hunters. No elder was there for staying put. They were meeting about finding a new home. Despite their feelings over their species, they were prepared to eat their own to survive. Only the old and sickly pups, however. They were prepared to expand their abilities to become tougher, more prepared to survive. However, as they were becoming more psyched to survive they started to loose their ability to communicate as a School. While tougher, they were started to grow apart, hunting more in small groups than in large collections.

 
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Aqizzar on August 07, 2008, 06:39:14 am
Maintainence post here, with some comments.  First a quick word about my Kadesh.  I was just looking through past responses, and noticed the phrase "bloodthirsty Kadesh hunting parties".  They're herds of twitchy froggy scavengers that eat what they can gather and run from what they can't.  That said, with past responses about madness and my plans for them, chalk it up to violent insanity.


Now then, the Battle System.  Since this is a forum game, loose abstraction works fine, so it's just as detailed as it needs to be, and should work fine.  What I have to comment on though is the Numbers part.  Offensive armies are almost always a tiny slice of the population that raises them.  At the height of WWII, the actual uniformed military of the Soviet Union was about 5-10% of the populace, and that's an extraordinarily large number.

What you see happen in history is that advances in technology, including logisitics, makes armies shrink.  More people are needed to maintain the more advanced economy, and fewer soldiers can project more force.  What logistics are mostly about is letting an army stay in the field longer.  An aboriginal tribe counts every able male as a warrior, and can attack with about a third of it's population, for a few weeks.  The 200 million man army of China (which is a gross, hypothetical inflation) is still only about 15% of the most militaristic nation extant.  Obviously, a defending force will be far larger by default from partisans, but 50% would be almost impossible, and completely untenable for even a year.

Think about how many people in a society are involved in just keeping everyone living day to day, and how few people it takes to screw all that up.  The system seems fine, I just think the numbers should be smaller.

Damn I love to write essays.  I ought to do something with this amazing talent.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 07, 2008, 04:36:13 pm
Okay, I'll switch the numbers around-you will be able to send 75% of your total pop max, and with logistic/military tech every 1% of soldiers fights more efficent so it would actually lower the maximum you can send. Partisans will be lowered to 20%. Thanks for the help, i was using too much video game logic lol
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Aqizzar on August 09, 2008, 02:40:52 pm
Bumping again.  Alright, who are we waiting on here?  Sean, and a1s?

OI!

EDIT: Sorry, NonAnon.  I thought that was for the previous turn or something.  The change over confused things a bit.  The irony is I'm acknowledging this with a back-edit myself, thus guaranteeing further confusion.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 09, 2008, 02:44:09 pm
Yeah...I don't want to go ahead without them cause we're running out of players...
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 09, 2008, 04:24:31 pm
"Cap'n, She's running outta player!"
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nonanonymous on August 09, 2008, 07:29:02 pm
Uhh...  I did edit my earlier post to fit the new circumstances, am I accidentally skipping a turn or something?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Sean Mirrsen on August 10, 2008, 04:11:29 pm
I eventually had to scrape the details of my turn's effects from the third post with the descriptions. I assume the scouts were successful? What happened in the canyon? I can't roleplay without details.
Granted, I'm fairly awful at roleplaying in general, but having nothing to work on makes it worse.

If no additional info will be forthcoming, I'll make my turn as is.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 11, 2008, 05:23:32 am
Maybe less edits are more new posts? Saves the confusion of things. Cause once this game gets going again, *looks at a1s :P* it might be a bit hard to keep track of the turns without trawling through the recent posts a few pages back.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: a1s on August 11, 2008, 07:20:44 am
*looks at a1s :P*
:-[

I'll try to keep this moving, OOC at the moment, I will add RP and possibly expand the turn if it's not processed later today (or not. don't wait).

The worm seem most threatening to the plantwee (as it erodes soil), so there is a massive hunt for those (with ponty sticks!), they way you take down a worm is by forming a circle around it, and closing in from all sides, this requires better coordination (dveloped in the process)

5000 Plantwe from S23 settle R22 for reasons of basic landgrabing (plus that get's us closer to other species, but the Plants don't know this)
similarily 7000 Plantwe from T24 settle U25.


Finally, small number of all the new creatires are killed and tatsed for nutritional values.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 11, 2008, 10:36:11 am
Well i'm running numbers and writing up results right now.
Please Faulkner! I need the population program sent to me-or maybe one of you guys can make on for me. +1EP to the player who brings me a population program that works, so we can finally continue.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 11, 2008, 10:40:57 am
send him a private message, barring that go round to his house and steal his hard drive.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: a1s on August 11, 2008, 03:22:30 pm
a population program that works, so we can finally continue.
what are the criteria of it working? specifically, should it just be based on common sense, or does it need to be compatible with the results Faulkner had in the last thread?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 11, 2008, 05:31:57 pm
Faulkner says he's working on it, I should get it soon.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Sean Mirrsen on August 12, 2008, 06:42:58 am
I don't get which turn it is now (I made... 4 turns. Is this the 5th?)

I'll make the turn anyways. Thanks for the heads-up Dwarmin.

------
Advancement:
1EP into physique.
3EP into Social Organization. With the first clusters of homes starting to appear throughout the land, Mii'Ari chiefs take it upon themselves to organize the smaller families into large clans, and form large villages, each guarded by its governing family. One of the first to appear is the village of Arimaya (you could roughly translate that to "people's settlement"), that eventually became the largest, and most important on the southern plains.

As the scouting groups started to return, the chiefs held a meeting again, in the depths of the forest. The news from the first groups, of ancient forests and fertile lands full of food, filled the younger chiefs with joy for their people, as it meant they could travel to these new territories if life ever became too difficult in this region. The older chiefs, especially Eer'Ra, often known as the wisest of the meeting, were unmoved. They knew that those who met the least danger would return first, and patiently waited for the others to come.
Several weeks later, the groups from the north returned, and many bore on them marks of battle, some could barely stand on their feet. The news they brought were of desolate lands and strange creatures and plants that inhabited them. The Kaerrah, the Misshapen Wood, was regarded as a possible danger, and it was agreed that the families of the northern territories would keep watch of its borders, and forbid anyone to enter it.
News from the east came latest of all. The scouts were weary, many were injured, some did not return at all. The dangerous creatures of the eastern rivers were discussed at length, and finally a decision was made to attempt to remove the creatures from the river, as they were of no value as food for the Mii'Ari, and were a danger to anyone who attempted to travel through the region. Three hundred of the best hunters were to assemble in seven days, and attempt to clear the eastern river of the threat, using own skill and hunting weapons.
The new plants were examined with great care, as their effect on the scouts who brought them seemed to hold them in its grasp. Though naturally curious, the Mii'Ari chiefs frowned upon the use of this plant. Left out of control, it could become a threat to all of the people. Already those who brought it long for it again. The meeting, persuaded by the older chiefs and the authority of Eer'Ra who first resented the plant, agreed to keep the true effects of the plant hidden, and instead present it as a poison that affects the perception of surroundings, until ways to control the effect can be devised. To this effect, samples of the plant are left in the care of the largest family of the eastern territory, and its use is forbidden until its true purpose can be defined.

Meanwhile, the construction of shelters continued through the entire land. Large parts of the forest were stripped of every thick bough and thin tree that was to be found there. None but the most experienced hunters could see the changes this done to the forest, as the mangled trees started dying slowly, and small flying beasts with high-pitched voices fled from such places.

The villages spread far and wide, not least because the Mii'Ari like when there is an extent of space that they claim as their own. Some even started delimiting this territory, defining it with single sticks equally spaced along a line around their home. The notion was noticed, and soon became widespread. Fights over territory were rare - all understood that outside of the village, land was plenty for all of them, and the shred of it around the shelter meant very little, but was still comforting.
Eventually, the idea progressed, and vines were added to the sticks, which created a somewhat soft, but clearly visible limit of territory. While rarely used to define the borders of individual homes, this design was frequently used to protect the borders of settlements in the more dangerous northern regions.
It was the farmers growing the new vines outside of Arimaya that took the idea to a new height. The vines, as well as they understood, wanted to climb upwards, as they did on trees. Originally, small patches of trees that sometimes occured were used for such farming on the open plains, but one day, a farmer noticed how a long stray vine began growing up using his own shelter as a support! In frustration, he tore it down, but then it occured to him that he could use the long sticks that comprised the frame of the shelter to create artificial support for the vines. Using what skills in construction he had, he created a single sheet of wooden sticks, and placed it upright over a patch of newly-planted vines. In several days, he saw the vines eagerly climbing up this construction.
After the idea was relayed to the farmers of the plains, they all started attempting similar designs.

-------------------------
in short:
No scouting or any "EVA" this turn. The villages are mostly just conglomerates of shelters, sometimes with borders defined, sometimes not. Each major village houses around a thousand Mii'Ari, and is guarded by warriors and hunters from a major family that united the families comprising the village. Smaller settlements also exist. You can roll for whether the "racks" augment vine harvest.
The fungus forest is left untouched, but guarded, so in case anything invades, long-range communication (vocal signals heard from up to a mile in calm weather) will ensure some time to prepare.
The force to drive the reptilians out of the rivers will be armed with the "spears" and the vines, for attacking and restraint. The aim in this case is to drive them out, not destroy them. The force of 300 will remain as population in O27.
The red plants brought by the scouts are revealed to the populace, but as a token of warning. The effects on the scouts are explained as sickness from the poisonous fumes of the plant.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: a1s on August 14, 2008, 05:37:36 am
Quote
brings me a population program that works, so we can finally continue.
seeing how this obviously isn't working... here, have this:
http://rapidshare.com/files/137244620/popcalc.exe.html
the only problem is that it seems to favor short living large littred species (actually this is true-to-life becuase we are all severely underpopulatedl. Accoring to earlier posts the population is supposed to plateau out at 100'000 per FD point), wich I find unfair.
so there's this plain version based solely on current and maximum sustainable populations:
http://rapidshare.com/files/137244724/popcalc2.exe.html
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Sean Mirrsen on August 14, 2008, 02:34:40 pm
Why do you need a population program anyways? What does it do/track that you can't on paper?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 14, 2008, 06:26:02 pm
Sean: I suck at maths.
Will update pops and scores soon...just glad to get started again.
Turn 4 Results

1.Shrike

Food search D10 D%=30
Scouring the seabeds, they can find little in the way of additional food. The whole area seems covered in empty shells and bones-locals say that strange sounds and lights are sometimes seen and heard at night…and all who have approached them never return…

Food Search C11 D%=13
The concerted attempt to find better food sources in this area doesn’t go well. Your scouts find a new form of prey, one that is not only meaty, but it doesn’t even try to run away! They are brought back for a grand feast, but the problems start soon. Many Shrike fall ill and die-others go mad and tear into their own clans, and it is realized that the prey is infested with some sort of disease that spreads itself by manipulating the minds of its host. Needless to say, Shrike armies descend on the area, lock it down and destroy EVERYTHING. Even innocents are not spared, as they cannot know who is infected or not. It was a small area though, but nothing can ever live there again.
-3000 population

Food Search C31 D%=97
The vicious waters hold no more fear the battle hardened Shrike, who even consume their own weak and infirm with fanatic zeal. The area is scoured, and a nearby reef reveals races of semi-intelligent Annelid-they are peaceful, and quickly subjugated for their weakness. They outnumber the shrike 10 to 1, but are terrified of them and obey their orders. These new slaves make a good food source, and are forced to gather food for their masters.

    *Predators: The abundance of predators takes its toll on the Kadesh…an organized response came too late, and not good enough-luckily the water shielded them from all but the flying ones…
-1000 population in all squares.

EP
Base: 8 
Colony Held On: 1
=Total: 9

OOC: Language and cultural skills are need for any advanced tech. Your limbs will be capable of basic movement on land at 10EP, and full movement at 15EP-you’ll also need to raise the Strong trait to reach full potential. This translates into battle and land colonization bonuses, as well as doing anything else on land. At the moment your shock does little on land, and only works at short ranges-it is a useful defense though, and the blur are more wary of attempting to snatch and grab. In the water, your shocks become greater, especially when combined-It takes nearly a dozen Shrike to take down something larger or of roughly equal size than them, but small fish and squid are easily caught.

2. Nahuantl

Construction, Lacquer D%=24
The Claw had worked night and day for a month on his strange constructions, shutting himself off from society, when he finally found the right type of resin, and had produced a simple work of art. As he raised a fist to the sky and damned the Gods for testing him so greatly, his own quite poor roof collapsed upon him under the weight of the fungus, crushing him and all his work. No one would know what he wrought in last moments of life, and he would be remembered as a fool for as long as he was remembered.

Martial Arts Training D%=63
in a way, relearning how to fight without weapons was more difficult than the other way around. The fangs were diligent, and they soon they had a revelation- looking at the corpses of Jhiar’d there noticed were weak spots-the lungs, joints and eyes-on their bodies, just like with themselves. So was developed a maxim that would be handed through the ages-“The hasty stroke goes oft stray-apply all your force to your enemies weakest point, and they will fall.”
+2 New Skill, Martial Arts

Gathering Forces D%=48
Many of the Nahuantl who do live on the border hardly believe the stories; even when clear evidence is produced. Nevertheless, many warriors are glad to fight something other than their fellow Nahuantl.
You can raise an additional 5% of your pop max for the next battle you have.

Beast Hunting D%=10
The beasts had quickly lived up to their fearsome reputations. Many Nahuantl found themselves victims of mind controlling fungus, forcing them to walk off cliffs or attack their friends-and as they’re numbers fell, the beasts ganged up and picked them off one by one. Few returned, and the loss of troops would sorely test the regional defenses against the un-slowed creatures.
-1000 population from all squares

EP
Base: 8
Martial Training: 1
Failed Hunt: -1
=Total: 8

3 Jhiar’d

Plantwe Scouting D%=88 (A1s rolls D%=21)
The scouting of the Plantwe is carried out flawlessly. Apparently only armed with little sticks, the creatures were unable to defend themselves from the organized hunting parties. They were found to be nearly inedible, save their sweet tasting roots-and about 10 were captured alive and brought back, out of 100 that died on the way.

Animal Husbandry D%=87
The taming of the maggot was not easy, but Jhiar’d inventiveness won the day. They found the creatures responded to simple aversion training-if it hurts, don’t do it. In this way they could keep them from attacking their own walls and workers, and soon even the offspring began to prefer to feed on what was given to them. A new, reliable source of protein has been established for most of the higher ups, and even the common bug can enjoy some on holidays every few years. The applications to construction were mostly useful for clearing away rotting vegetation from build sites, and it saves a lot of labor.
+2 New Skill: Animal Husbandry
+2 Construction
+1 FD to 4 different squares of your choice-will default to highest population if no answer, so no problems.

Fungus Farming D%=75
With the new food being available, few even noticed the basic dabbling in farming going on. Facing a food crisis potentially far in the future, the growing of the fungus was a wise decision, if ahead of its time. It was difficult to separate out the harmful and nutritious plants, and disease and parasites often took out more than half of the crop before harvesting. Nevertheless the experiment was a success, and the food was much easier for the lower class Jhiar’d to acquire-as an additional effect, the maggot tamers were glad to have a reliable source of feed.
+1 New Skill: Farming

Expansion Q21 D%=5
Marching over the corpses of the previous failed colony, they foolhardily went to the same fate. The forces of the “Blur” had only grown, and now they had a full size nest across the river. The muddy ground was as worse as before, and the Jhiar’d were left to the mercy of the elements too long. Without food or shelter they were all wiped out in a single fateful night, barely a month after settling there. The victory songs of the Blur echoed out from across the river, a song that spoke of death and consumption, and nothing else.
-4000 population
Colony Failure
New Blur Nest in O23

Expansion P16 D%=7
8 the desert was not kind to the Jhiar’d. The force was quickly scattered by sandstorms, and they spread to all directions looking for each other, compounding their problem more. The colony was never seen again-and few dared to go to the desert and tempt the same fate.
-4000 population
Colony Failure

Expansion R16 D%=45
Finding the “ghost hive” as it was called by the superstitous locals was fairly difficult, as few remembered anything about it, and none who had lived there had survived. Eventually, with the help of local trackers, they found the entrance to dilapidated nest. Old carapaces were strewn about, a grim testament to the final days, and most seemed to have died painfully. The most surprising find was that their was still a remnant of the Jhiar’d living there! They were suitably insane, and attacked the small band, which wisely fled. They estimated there to be nearly 2500 of them, secluded in the place, feeding on their strange bugs that had doomed them in the first place.
The small expansion into the abandoned colony was not a total failure, but it was decided that more bugs must be sent to re-colonize the area and destroy their poor brothers.
Colony Failure

*New Foe, “the Remnants”: These sad things are insane and mindless, somehow surviving without a queen, natures cruel mockery of what the Jhiar’d are now. They only breed and eat and dig, and have no intention of doing anything else with there lives other than that. They have no weapons or tactics, but seem to be physically stronger than an average Jhiar’d. Also the labyrinth of the nest they have constructed is its own defense. The party said there was close to 2500 that they could counted-they said that there was at least 2-dozen for every one of them.

*Predators: The abundance of predators takes its toll on the Jhiar’d…an organized response came too late, and not good enough.
-2000 pop in all squares.

EP
Base: 8
Colony Failures: -2
Farming and Husbandry: 2
New Foe: 1
=Total: 9

4.Plantwe

Great Hunt D%=57
The Plantwe assault on the worm beasts was a debacle. The strange fungus that surrounded them attacked and ate away the Plantwe skin, and it seems the spores were even interfering with scent-based communication, causing mass confusion The worms shrugged off the assaults, chuckled in their guttural language and began spreading closer to the Plantwe homes in revenge! The forced migration killed many, as they abandoned their ancestral homes to the vengeful worm beasts.
-1500 pop from all squares

Animal Tasting D%=33
Tasting the many new animals and plants didn’t reveal any great discoveries, but they at least learned what was harmful and not.

Expansion R22 D%=39
The Plantwe who moved North were the more wrathful ones, those who had lost seed relatives most of all. They were on their way to building a strong colony when they came under attack by the Blur… these were different and yet somehow similar to the other bugs who attacked them. Their attacks were not very often, but they were brutal- and they didn’t even consume the slain, merely killed for pleasure…Eventually there was only 1000 desperate Plantwe left, but the colony still stood
-3000 population
Colony success

Expansion U25 D%=93
The expansion into the nearby plains was a peaceful one-hidden from their foes by the wide green lands, they found an area amazingly fertile and free of hostile life. Another find was herds of plant eating mammals-they were merely grazers, and it seems they didn’t like the taste of Plantwe at all, and rarely bothered them. They do a fine job of chasing away large predators, and actually contribute to the defense of the land.
Land is easier to defend
Colony Success

*Jhiar’d Contact-A race of vicious insects raided your settlements! They killed with no mercy, and even captured some alive, and their destination was no doubt horrible. The Plantwe are angry and scared, and demand something, anything is done…
-250 Population

EP
Base: 8
Failed Hunt: -1
=Total: 7

5.Mii'ari

Reptile Repellant D%=74
    The long tailed reptiles make easy prey, being quite stupid. The      rivers are quickly cleared of these menaces, and they are forced into an adjoining river, which suits them just fine. The same thing happens on all the Mii’Ari shores, and now the young and elderly alike can catch a bounty of fish safely from the shores.
+1 FD on each Mii’Ari tile by water.

    Red Plant D%=53
    The Mii’Ari banning of the plant only makes it more mysterious to the foolish and defiant-most of the rest understand that it was banned for a reason, and abstain. Those unlucky few who become its slaves are a minority…but others cynically realize that the plant can be used to gain power over others for themselves….

    Defense D%=76
   The blockade around the fungal forest was a sound idea, as the sentries began to be attacked very soon by prowling beasts-the use of calls makes sure that the Mii’Ari gather when trouble calls, and they limit the effect on the civilian populace, but the military faces a long and brutal campaign. They win, but many brave Mii’Ari fall.
-1000 population in each square

EP
Base: 8
Brave Defense: 1
=Total: 9

6.Kadesh

Psychic defense D%=55
The Kadesh, spurred on by the consumption of the fungus have begun to develop psychic power. It is weak, and controlling even that small amount is exhausting. But the stress of their lives spurs them to greater heights-it is often that a psychic individual is called upon to unleash their power against the Blur and other foes, though they often die or lose their minds afterwards, many lives are saved. The toll taken is heavy, but the Kadesh survive…
-750 pop from all squares

Domestication D%=40
The worm’s primitive, but cunning minds speak to the psychics with some time. They are unanimous in the fact that they will not be enslaved, and they nearly kill the psychics that try-instead they ask instead for an accord to be reached…
*The Deal: What the psychics could gather from the worms faint thoughts were that they were hungry. If a tribute of food were to be given to them, they would turn their efforts to halting the spread of the worse fungus to Kadesh shores. The psychics themselves said that these creatures’ minds are filled with darkness-not literal as in evil, but they were guarded creatures that did not trust even their own kind. Betrayal is of course a concern…so is refusing the deal and risking their wrath, whatever it may be. The burden weighs on all, but the leader of the Kadesh is the one to make the final decision.

EP
Base: 8
Psychic Awakening: 1
=Total: 9

OOC: Yeah Bloodthirsty lol-I meant that even little frog creatures :P would take advantage of an easy kill, which is what it was. You be surprised how cruel the weak are when they get in a rare position of power.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nonanonymous on August 14, 2008, 10:31:10 pm
[OOC]  Dwarmin, remember in the old thread when the Xahutec essentially burned up the entire mountainside by mixing two incompatible plants together?  Shouldn't that be perfectly reproducible, if not uncontrollable?  Also, would I need to put EP into construction and resin production and use in order to get what I tried to from the previous turn?

And have the 10 EP I received from my previous turn's results been accounted for yet?  I had planned for it to be used as such:  +3 tool making, +3 construction (ropes and such with vines), +1 electromanipulation, +1 language, and +2 tactics.  Just in case you might have missed that post.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Aqizzar on August 15, 2008, 04:24:45 am
[All OOC]Alright, we're moving again.  This is just too stylish to let die.

Asking this publicly since I'm sure others will need to know.  What do the worms eat?  Or is The Deal as ominous as it sounds and I'll just have to find out by deadly trial and error?

Are we know truly on Turn 5?  Oh and to save Sean the trouble, you forgot the Mii'ari EP earns.

I was going to ask why there was no global event, but I guess it really isn't needed.  Welcome to Mushroom Planet!  Population: Screwed
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 15, 2008, 04:40:42 am
[OOC] Woo! Go Dwarmin! Erm just a few little questions, I'm not entirely sure how much EP I have left over? (Theres that 2 Left Over EP still hanging around on my character profile... lol) And will those character profiles get updated soon? Oh and, this game is too classy to die out, I acctually salivate when i see my turn to find out whats happened that how much enthusiasm i have for it!
Title: Re: Evolution: Not a debate, a forum game 2
Post by: a1s on August 15, 2008, 06:22:17 am
[OOC] I'm not entirely sure how much EP I have left over?
seconded. Also, I just looked at the Plantwee profile thoroughly and it seems to be missing some stuff, while having other I didn't describe. weird.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Duke 2.0 on August 15, 2008, 06:42:36 am

 And uh, apparently my fish didn't evolve this turn.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Sean Mirrsen on August 15, 2008, 08:58:16 am
5.Mii'ari

Reptile Repellant D%=74
    The long tailed reptiles make easy prey, being quite stupid. The      rivers are quickly cleared of these menaces, and they are forced into an adjoining river, which suits them just fine. The same thing happens on all the Mii’Ari shores, and now the young and elderly alike can catch a bounty of fish safely from the shores.
+1 FD on each Mii’Ari tile by water.

    Red Plant D%=53
    The Mii’Ari banning of the plant only makes it more mysterious to the foolish and defiant-most of the rest understand that it was banned for a reason, and abstain. Those unlucky few who become its slaves are a minority…but others cynically realize that the plant can be used to gain power over others for themselves….

    Defense D%=76
   The blockade around the fungal forest was a sound idea, as the sentries began to be attacked very soon by prowling beasts-the use of calls makes sure that the Mii’Ari gather when trouble calls, and they limit the effect on the civilian populace, but the military faces a long and brutal campaign. They win, but many brave Mii’Ari fall.
-1000 population in each square

Well, that was interesting. If a little short. :) I think you are quite determined to make this world a desolate fungi wasteland. ;)

If I'm any good at prediction, I see 9 EP coming my way, with 8 base and 1 for either the driving out of reptiles or the organized defence that still led to casualties (at least the Mii'Ari have proven themselves in combat this turn).

I'm not sure why there are 6 spaces in "the      rivers", I suppose "east" was going to be there. I got no specific info on the farming and stuff as well, but I suppose that was relatively unimportant anyway. Also, I think I have a drug problem on my hands. :P Speaking of which, is that thing a relative of the catnip by any chance? 'Cause it does rather different things to felines...
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 15, 2008, 07:20:51 pm
Back, back you fiends! I mean FRiends! Har har har
I was really going to finish this yesterday, but…*insert poor excuse*

Nonanonymous: Nah, I’ll assume that 10 points into construction and you can get lacquerware automatically. And yeah, assume that anything I write, or Faulkner wrote is “Canon” and you can do whatever you what with it. Do things that surprise us.

Aqizzar: The worms like to eat any kind of meat or fish; as such foods rarely wander into their kill zones of poison fungi. Most of the time they are forced to any plant life grows near them.

Nilocy: I’ll do it now….

A1S: Give me any new descriptions for any of your skills, and tell me what your missing skills-PM or here.

Duke2.0: Humbly sorry sir. *Brands self with shame mark*

Sean: I meant all rivers bordering your lands, those crocs get around you know. The casualties were shared by most of the larger more aggressive races-those that would make good prey. But it would have been worse if you didn’t do anything. I honestly can’t think why I didn’t make yours longer. The “drugs” are at the time a non-problem at the moment, but your looking at problems in a couple turns if the criminals get more power than the rulers…and you can never make it go away permanently, save mass imprisonment and genocide. If it makes you feel better, they’ll be exporting the drug to all the other races when mass trading begins, heh. 

Everyone: Don’t worry the fungus plague will soon end! To be replaced by another plague! Like asteroids, the ice age, the A.I rebellion and post modern nililism.

Really though, In these first turns expect an angry and extreme environment-it is essentially the main protagonist until your races all start shooting plasma rifles at each other in outer space. On the bright side, you can take all the revenge you want once your pop is advanced enough. Burn the land, boil the seas, take the sky for yourself. Did I miss anyone?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: a1s on August 15, 2008, 09:43:40 pm
I manged to find the following posts:
I'll spend 1 EP to speed the Plantwee up (Movement 2, from experience a better regimen of rest and movement is developed to get a sustained speed of 0.4 miles per hour)
Also (off-screen  ;D) 5 EP go into food storage (Food storage 5: by sucking the insects dry rather than digesting them, a durable source of food can be obtained.)
And 1 EP goes into object manipulation (for a total of 6)
//it would seem I didn't get EP last turn (or any rolls really, all my [very simple] actions had just enjoyed moderate sucess). I'll just assume I got 5. I'll develop movement by 1 more point (to 3), object manipulation by 2 (to 8 ) and 2 go into language (to 11)
After rereading I realized that "food storage" makes no sense, and should be part of storage (for 9 points total, which now says "*Plantwe* have a small sack near the roots called a *Rootsack*, that contains about a day's worth of fertilizer, in refined form for when it is unplanted. Once that is used up, the *Plant* has to increase his animal food intake tenfold or face rapid starvation. A technique of preserving insects by drying has been developed to supplement this, further enhancing scouts' ability to move without replanting")

So it should be:

Movement: 3 "a *Plant* can unplant itself and slowly (0.4-0.5 miles per hour sustained, 200 feet in a minute if there is urgent need) move to a better location"
Object manipulation: 8
"*Arms* can stick to things allowing effective use of tools"
Language: 11 -||-
and I have 9 (Or 5, with the other going to tools and weapons by design? how did that work?) unspent EP from turn 3, because they were posted before my turn (with the rest of the turns) :-\

P.S. I plan on developing tactics and coordination, will my language levels be enough?

edit: formatting
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 16, 2008, 04:49:31 am
Well i've fixed it now I hope. I knew there would be some confusion with I took over, so I'm glad we are getting this over with now. I'll give you +9 EP, and Your language is good enough-I guess make sure your tactics does'nt go higher than language and your fine. This was the turn you got tool making/weps in...make sure to tell me if anything else is amiss.

Quote
Tool Making D%=80
The councilors arose from their lofty seats-before they even “spoke” out loud the scent of affirmation had already begun to spread through the chamber. Bigtwig was given the go ahead to procure more of these tools, and teach others how to gather and use them  The naturally inquisitive Plantwe quickly adapt-Bigtwig even figures that some can be used to kill and others can be made to build.
+3 Tool Making
+1 Weapons
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 16, 2008, 07:42:45 am
Thank you very much Dwarmin. Your doing a massive workload for us forum users :D. I very much appreciate what your doing here! I'll get my turn posted asap.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 16, 2008, 08:28:15 am
There all your points are in. I've made some minor tweaks..
-Battleaxes are a bit too advanced for 1 point, so i've just changed it to handaxe. Its just flavor text though..
-"New Colony Establishment" has been changed to "Pioneering" Again same thing diffrent word. It just sounds better to me.

Now you offcialy should wait for the next turn to post your response, so you can respond to anything that happens, but if you remember to edit your post all is well.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 16, 2008, 09:19:29 am
heh, sorry dwarmin, i was out all last night and i was ill this morning so im not thinking straight lol. Yeah ill repost it at somepoint, and thanks for the pointers on wording.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 16, 2008, 10:29:15 am
I'm figuring up your battle results now for your skirmish. I've decided to put in a system of leadership..This post is reserved for the turn 5 btw.
Edit: Questions

Generals
If a general survives the battle, you can use them for any future battles-the first is your free general-you can keep 1 extra General per 5 points into language and tactics each, so you could fire them in the next turn and try to get a better commander in the next battle if you want. But for the turn your stuck together. You can only get a general by fighting, or specially saying your looking to recruit one. Even the worst general gives good bonuses to combat-this is modified by thier nature and skill level. Their personality exact effects will only be known by me.  :-X
And since every turn is about 10? years I guess, your generals will retire or die off in time-assume they are all middle age when recruited. Mwa hah har you'll never see the same Jhiar'd general more than twice.  ;D
 
And for example...this is Nilocy's first commander
Jhiar'd
Leader: Brood Queen Hordouw’z Skill 56-Careful nature
The general chosen to lead the Jhiar’d forces was chosen more for her cautiousness than total skill-the ruling body don’t want to lose an army to these monsters with a much larger war brewing with the Nahuantl. Rumor says she once lost 100 Jhiar’d to a Blur ambush, and has been wracked with indecision and depression ever since over the loss of her men.


If anyone wants to rename or apply certain titles to their commanders, just ask.

Nilocy: Generals names ranks and demeanor can be decided by you. I'll still roll their skill points and overall mood, and why they are like that. Generals skills give a bonus to all combat, reduce casualties, allow them to retreat fast-and they gain experience as they age, so you could tell me if you want your general to practice discipline, or learn how to defend his forces better. If you make a good custom general, i'll keep them as long as I can stretch your age limits.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Fualkner on August 16, 2008, 11:51:04 am
Commanders, eh? Great idea, Dwarmin.

Yep, just poking my head in. I don't see any issues with the Generals, so good job.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 16, 2008, 01:52:49 pm
Alright, so do you make the generals up? or do we? And what are the kinds of skills these generals have? and whats a good skill?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nonanonymous on August 16, 2008, 02:51:03 pm
[OOC:  Just a nitpick, but I'd changed the description of the Nahuantl to this: 
Spoiler (click to show/hide)

I had thought it was fixed in Fualkner's post along with everything else when I finalized them, but I guess not.]
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Asheron on August 16, 2008, 03:42:32 pm
Well uh... it seems religion isn't really developing as of yet. I'll guess Nevon will stay a shady cult object for now.
Anyway, I wished I joined in on this one. Ah well.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: a1s on August 16, 2008, 05:14:26 pm
are you a god of some kind?
you could try manifesting (like that *Smellnobird* guy)...
what are you a god of anyway?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Asheron on August 16, 2008, 05:17:58 pm
are you a god of some kind?
you could try manifesting (like that *Smellnobird* guy)...
what are you a god of anyway?
I submitted a diety back in the first thread, and was accepted. Uh... I guess that makes me a god. But I'm fairly weak though. Too little followers, not enough sacrifices!
I'll go have a look at my application again.

EDIT:
Spoiler (click to show/hide)

I guess having a diety should have both cons and pros. Naturally, having a diety can lead to both unity and disunity, slight boosts in activities around the god's spheres, but it could also be reason for war,...
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nonanonymous on August 16, 2008, 05:19:09 pm
OOC: 
Spoiler (click to show/hide)

[To Nilocy:  If any of the Nahuantl are captured, their attitudes are going to vary from frantic, babbling penitence, to vehement resistance.  And to Dwarmin, I'm going to expect morale bonuses to any Traitor Legions I might encounter.]

Ti-uax was one of the many Blood Children of Loqoatl, and was specifically raised to take over the Xahutec Clan.  With time, Loqoatl had grown old, and stepped down from the ruling position with Ti-uax to ascend her.  In such a time of strife, help from their fellow Nahuantl alone would not suffice.  Ti-uax requested that the Fangs and Claws make an effort to domesticate whatever animals they could to aid them in their defence.  In addition, she requested an  attempt to utilize the combustible plant combinations as best they could, be it as a weapon or whatever else they could manage.  Her military strategy was rather simple, entrench the positions that the Xahutec already controlled, and send warriors to do ritual combat with their neighbors Spirit Mothers, in order to prove themselves the superior Clan and gain control of their populaces. 
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 17, 2008, 07:56:20 am
TURN 5

The age of Twilight-in all languages, of all peoples from high to low, some variant of this would be what it was called. It was a term for the massive cosmic event that surely saved the world from the encroaching fungus…
Those who woke up to the world on that fateful morning realized that the sky had changed-the first moon in the sky, which had been always been the most predictable of the 3 that orbited the world, was gone! And the sun had changed position, and color! What was once a normal yellow sun that rose in the North and set in the South was now a pale green sun that seemed to hang in the air and go from East to West. For the first few days, the shock immobilized all, but their eyes began to adjust to the new light. They noticed that many plants were dying, (poor plantwe, how will they survive ;) ) but the fungus most of all seemed to be eroding at a rapid pace. Only the massive fungal forest known to the Mii’Ari seemed to be partly immune…what will this strange portent mean? Was this a gift from the Gods, or a curse? Chief among the concerns of the wise was, 2 different things…first that it was getting colder-and second that their people were starting to be effected in some odd way….

Global Climate: The skies are clear and glow an eerie green. It’s starting to get colder and darker, and the days are longer.

Global Event: Your planet is going through a long eclipse that hides your yellow sun and shows the green one. This strange event will accelerate evolution-but backwards or forwards no one can tell. The fungus is slowly beginning to erode-not fast enough to destroy it entirely, but is slowing. All the people of the world are now looking to a higher power for guidance....

OOC: Deus ex Machina!
Surprise! Turns out your planet is in a Binary star system, and every so often the rotation of the planets and suns has interesting effects! I refer you to the movie “Pitch Black” lol
http://en.wikipedia.org/wiki/Pitch_Black_(film)

No living being can recall when something like this ever happened before-maybe it would happen again in the future, maybe not. Expect to get a major change in points this turn, but whether it is devolving or evolving is up to the dice.

The fungus predators have begun to die off-except for the fungus worm, which has changed what it grows to conform to the new ecosystem. It is responsible for the fungus forest self sufficiency, and perhaps in time they would make new varieties that could thrive in this new light as well.

All battles will be handled before the main phase of effects and EP distribution, but after most of everyone has posted a response! Have at it, and remember if you made any changes before I posted this turn, that I see them. Dont be in any major rush to post your response, i wont stick to any strict time tables, but we should be done in a week at least.

On the subjects of Gods-your free to allow your people to pray to as many or few as you want. As logn as you can connect with the Deity in some way they will start to gain followers from now on.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nonanonymous on August 17, 2008, 08:37:43 pm
Ahhh...  How drastic of a climate shift is this going to be?
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Dwarmin on August 17, 2008, 10:52:03 pm
For now its about 50-60 degrees Farenheit on average, no snow or ice.
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Asheron on August 18, 2008, 07:45:59 am
With all of the people of the world looking to a higher power for a guidance, former, obscure religions blossom. One of them is the cult of Nevon.

The Jhiar'd were the first to embrace the thought that a higher god could exist.
Ever since they encountered lava, there have been different lava cults who try to please the "spirits" that lived in these firy liquids.
However, their beliefs were unorganized and shady at best.
Now, with the worlds changing, religion is becoming a more solid part of life.
One of the many lava gods, Nevon, has risen from obscurity.
Nevon's first believers were struck with awe when they saw how small lizards-like things lived along the borders of the volcanoes, despite the harsh temperatures. Soon, they started to belief these creatures were guardians of the lava, avatars of Nevon, who is believed to be a bipedal lizard-like creature.   
For the first time, small groups of believers follow rules other then the normal moral codes.
Spoiler (click to show/hide)
Nevon's believer are still small in number and are still considered as a cult, though. The Jhiar'd themselves are still not sure what to do what these new religions ( Nilocy is free to either embrace these new religions or ( to try ) to destroy them ).
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 18, 2008, 08:45:35 am
Ok, well heres my turn, and also my decision with the religousness.


Ok, so my 11 EP shall go into:
An extra 3 EP into colony establishment. New colonies bring more experiances that can be passed down through the genetic line.
An extra 3 EP into Language. The establishment of tactics had furthered the Workers and Warriors uses of language. They improve on what they already had, now being able to describe the colours they now see.
An extra 3 EP into Senses. The more the bugs investigate new things, the better they begin to understand themselves and what their bodies are capable of. The workers now see shades of colours, while the warriors now see distinct shapes.
1 EP into weapons use. The Jhiar'ds Heads have realised the potential of the cutting axe used as a weapon. They begin to train with the battle axe.
1 EP into workers claws. A sudden and random mutation that caught on has allowed the workers more powerful claws than before.

The extra food production will go into the 3 biggest colonies. And the last into the volcano colony.

The sudden change in the sky was a new experiance for the Jhiar'd, because of their very short lifetimes this new sun was never heard of in any form, no warning was given, no sign the world would change again. Rejoice comes as the fungus that ravaged their communities starts to receed, but the farms are still in production in the protection of the fungus silos. This new even sparks a new yearn to pass down information to new generations. The question plaguing the new generations minds; Why weren't we informed? Why was there no warning? Surely this has happened before has it not? Several new thought processes involving some higher intervention come and go, a few 'believers' lingering around claiming the green sun is some sort of higher creature the Jhiar'd will never understand. Meanwhile the questions that still plague the minds of the Jhiar'd's Heads and minds, are how their going to warn future generations of such an event.

A war council: [OOC: or near enough lol] Scouts reports of more of their kind going missing on the eastern borders, as well as the new race of Jhiar’d, have found the cause. There is a new race harbouring to the east of the mountains away from our colonies. The Heads discuss the possibilities of an impending assault and decide it is time to gather information required to understand these interesting looking creatures. Their first course of action is to send large scouting parties to the other creatures to acquire some specimens for testing. The second action is to test these creatures to find their weaknesses. The third act will to bolster the defences along the eastern borders. But first, the Heads agree that it’s time to quell the separate colony near the mountains. They’re becoming troublesome and need to be exterminated soon or else they could become a potential threat. Meanwhile, the captured Plant’we’s are going to be tested. The Heads start to fool around with them trying to understand what they are, what their primative senses tell them is that they’re like the trees around them, mostly a green colour. They start to experiment with the newfound fungas’s on them, the maggots and eventually the cutting axe’s seeing what they’ll do. This is a good day indeed for the Jhiar’d, “Knowledge is power” as the saying goes.

There is also the issue of the Blurs and the predators hunting the Jhiar’d. Gi’ord, a scout, had returned with what seems to be a fellow Jhiar’d in his claws carried on his back. He wanders through the colony into the Heads lair. The Heads, after noticing the scout, went silent.
“I found this creature along the river beds were our colonies recently failed.” Tells the scout. “It was still alive when I found it but died while I was returning.”
Intrigued the heads move closer. Its obvious they’re thinking of using this to the Jhiar’ds advantage through acquiring its genes. They nominate a head and two mother bugs to travel to distant part of the forest, along with several hundred warriors and workers, to start a small colony with the genes of this new creature.

Meanwhile near the volcano: The workers are starting to investigate the hot stuff with more curiosity now, after the Heads decision to utilise the power given to them by the gods they attempt to find a way to direct the magma through the irrigation channels. [OOC: I’m so sorry for making this sound like DF :D] H’dio, a lowly worker, while out for the usual routines of looking for prey to catch in the mountains notices suddenly catches a glimpse of something shiny imbedded into the stone. After furious attempts to get to stone out of the rock he is left with slightly sore claws and a very sore head. Later he returns with the help of a warrior bug to attempt to take this thing out of the mountain. [OOC: If successful can he run back to the colony with it raised telling everyone what he found? If not, then he gives up and continues to forage]

The cult of Nevon:
These new lizard creatures were an interest at first, some heads keeping them in their homes as pets, sort of, then the thought occured, no-one had seen these lizard until they discovered the hot stuff. It was curious also how these creatures lived here for so long in the heat and smoke, maybe the Heads could use them to evolve their race quicker. Only time will tell.

As usual the Jhiar'd continue their expansion, specifically away from the predators this time.

What my turn entails:
Spoiler (click to show/hide)






Title: Re: Evolution: Not a debate, a forum game 2
Post by: Aqizzar on August 18, 2008, 05:46:11 pm
EDIT: Alright, so I can check the forum afterall.  May not be around too much though.  Still don't have time to write right now.  I'll try to later.

God I hate computers.  I'll probably be offline for a week or so thanks to some inane problems and my trusting nature.  I don't have time to write a big RP on this borrowed terminal (probably shouldn't be here at all), but I hope this will suffice.

Housekeeping- My psychic junk isn't listed in my Kadesh profile, and I think the pop numbers are out of date, like the listing on waters I'm not in anymore.  On to the turn-

Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game 2
Post by: a1s on August 19, 2008, 02:56:36 pm
I will use my EP in the following way:
5 go into tactics (as a result of the worm hunting fiasco, plans of action are now developed before the operation).
2 go into tools (just randomly sprouting improvements)
3 go into weapons (turns out bone-tipped sharp sticks are much more sturdy)
2 go into religion (more on that later)
2 go into stealth and scouting (also described later)
the final 3 go into defense (This includes all sort of safety practices that help to get advanced warning and keep Saplings and Plansmalls  out of harms way. It does not include fortifications)
the pop numbers are out of date
yup. they haven't been updated since 14/08 (which was still during turn 4).

now, back to our regularly scheduled program:

The Plantwe are scared, first the monsters attack them and then the sun turns green decreasing the effectiveness of sun-feeding and, many believe that the end of the world is near. At this point a formerly small cult of the birdsmellNot begins to gain numbers by saying that this is in fact punishment for not listening to the their god and that it can all be fixed if they observe the rules (most of the rules are fake, as birdsmellNot, hasn't manifested in generations  ::)  however they do seem reasonable).

The more action oriented Plantwe decide to take revenge on the monstrous creatures that stole their brothers. They follow whatever trail was left by the Jhiar'd to their settlements and discover 2 things:
One is that the Jhiar'd are a numerous, highly intelligent insects, and have something remotely resembling a civilization. ans as such they would be hard to attack with the forces they had with them.
The other is that generations of hunting by pretending to be plants had taught them perfect stealth skills: anyone who hasn't already seen a Plant would hardly recognize some plant as a spy. A small group (4 branches or about 80 Plants) is left behind to observe from a distance as well a catch and transport a few specimens back home.

The Plants of U25 try to befriend their large animal neighbors further, so that they could give some to the other tribes.

Title: Re: Evolution: Not a debate, a forum game 2
Post by: Tuv on August 19, 2008, 03:22:41 pm
I am also a deity!

This is my sheet!
Spoiler (click to show/hide)

And this is my manifestation! (For Nonanonymous, and Dwarmin)
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nilocy on August 19, 2008, 04:30:58 pm
I am also a deity!

This is my sheet!
Spoiler (click to show/hide)

And this is my manifestation! (For Nonanonymous, and Dwarmin)
Spoiler (click to show/hide)

Goddammit, i need you as a god! Infact, both lava and construction would be handy. Cant win them all i guess :D
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Nonanonymous on August 19, 2008, 04:33:48 pm
Reposting my turn to make some changes.  Also, maybe we should change the title to include a 'deities wanted' message?  Considering that the Kadesh and Shrike are being left out in the cold, and pantheons might make for some interesting gameplay, especially if deities with conflicting spheres came to the attention of the same race.

Now, on to the actual turn. [OOC:  A repost of the EP:  2 EP into weapons making, 2 into armoring.  These are frequently combined into a weapon that consists of a stone or blue and white mushroom wrist/forearm guard with a short stabbing implement strapped onto it.  This weapon is referred to as a 'Tenqgor,' and is cemented as the weapon of a true warrior, and almost considered mandatory for ritual combat.  The other 4 EP will be divided as:  1 EP electromanipulation, 1 EP tool making, and 2 EP into egg laying.]

Ti-uax was one of the many Blood Children of Loqoatl, and was specifically raised to take over the Xahutec Clan.  With time, Loqoatl had grown old, and stepped down from the ruling position with Ti-uax to ascend her.  And now, the Brightest Star had been replaced with a new, cool, soothing green object, quick to be regarded as a higher being.  However, despite their shared hue, it seemed to have a detrimental effect on the crops.  Even more odd than all of this, a rock has been arriving and retreating from the mountains towards the settlement.  This has caused much of a stir, and many are drawn near to it.  As the conventional Nahuantl religion only ever turned to the stars for guidance, Ti-uax worries that the base of her power could be disrupted, and makes the journey herself to confront the rock.  In such a time of strife, help from their fellow Nahuantl alone would not suffice.  Ti-uax requested that the Fangs and Claws make an effort to domesticate whatever animals they could to aid them in their defence.  In addition, she requested an  attempt to utilize the combustible plant combinations as best they could, be it as a weapon or whatever else they could manage.  Her military strategy was rather simple, entrench the positions that the Xahutec already controlled, and send warriors to do ritual combat with their neighbors Spirit Mothers, in order to prove themselves the superior Clan and gain control of their populaces.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Shikogan on August 20, 2008, 01:52:49 am
And now to add my diety to the list seeing as i cant have a creature

Name - Aurora

Major - Sun
Minor - Victory and Water
Spoiler (click to show/hide)

And for the Mii'Ari Lanlar
Spoiler (click to show/hide)

Hope you like the new diety Sean, feel free embrace/discriminate the religion, hopefully embrace ;D

So yeah made it completely different for Draigh and yeah seeing as it was my god that gave them sentient thought and mental powers hopefully you'll like her and worship ect...

EDIT - yeah completely changed my god around because i felt like it and i really like Draigh's new race of bird's it unique as no other one has thought of flight. and yeah it's awesome
Title: Re: Evolution: Not a debate, a forum game 2
Post by: Tuv on August 20, 2008, 05:18:04 am
I am also a deity!

This is my sheet!
Spoiler (click to show/hide)

And this is my manifestation! (For Nonanonymous, and Dwarmin)
Spoiler (click to show/hide)

Goddammit, i need you as a god! Infact, both lava and construction would be handy. Cant win them all i guess :D
Seeing as how you are... both kinda... THERE, if im not mistaken, I kinda thought that two gods competing over two races that are competing would make for some interesting happenstance...

Question for Dwarmin though...
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: a1s on August 20, 2008, 06:28:37 am
well one would expect
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: mutant mell on August 20, 2008, 11:46:18 am
Hey, so I guess this is still going on.  Anyways, I made a God in the last thread, and was accepted, so here's what I am.

Spoiler (click to show/hide)

Backstory purposefully exaggerated, of course.  Anyways, will make an actual RP post later.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on August 20, 2008, 04:06:15 pm
Yeah thats about right A1s. But either side could choose expend more power points to try to force their will-it would essentialy be a contest of wills, with the God who wants to sacrfice more would win, or at least draw. Of course, depending on how points go into this fight, it could have wide ranging effects on both your followers and the world as a whole.
Edit:Points

          Example:
Graknar, God of Water is trying to unfreeze the polar North so his race can send trading ships through. Rankrag, God of Ice doesnt want this at all! They each have 10 DP (Deity points), and both draw out all their points and cancel each other out, but in the process all the seas rise and boil, killing millions. And now the followers of both Gods are pretty much dedicated to killing each other-just as the followers power flows to the God, so does the Gods mood swings subtly affect his followers!

        Gaining Points
I'm gonna say you make a half a power point per turn, per 10,000 followers. So if you have 50,000 followers you can get 2.5 points a turn, and save up to 5 points total. Sound good?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Asheron on August 20, 2008, 05:46:28 pm
Can we "save up" power points?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Tuv on August 20, 2008, 06:05:44 pm
To the max you could earn a turn.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: a1s on August 20, 2008, 06:28:26 pm
the absolute maximum? or the ammount you earned (so at the end of the turn you cannot have more points than you were given on that turn)?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nonanonymous on August 22, 2008, 08:32:04 pm
Where did everyone go?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Tuv on August 22, 2008, 08:52:51 pm
*shrugs*
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: a1s on August 22, 2008, 10:44:43 pm
Which of the players haven't submitted their turns yet?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on August 23, 2008, 07:17:20 am
Im pretty sure everyone has made their turn. I'm just testing out some new rules-my files pertaining to the game seem to have poofed from my computer...so im trying to do some new stuff. Mostly I want every skill to actually DO something. I'm thinking of a -50% to -75% pop growth for all races to start-and food and survival skills give a point for every EP you put in. What does everyone think?
Also, someone sent me a PM asking to join. If I do let him in, he'll get maybe +20 points for missed turns. Yea or nay?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nilocy on August 23, 2008, 09:15:35 am
Im pretty sure everyone has made their turn. I'm just testing out some new rules-my files pertaining to the game seem to have poofed from my computer...so im trying to do some new stuff. Mostly I want every skill to actually DO something. I'm thinking of a -50% to -75% pop growth for all races to start-and food and survival skills give a point for every EP you put in. What does everyone think?
Also, someone sent me a PM asking to join. If I do let him in, he'll get maybe +20 points for missed turns. Yea or nay?

I know its a but unfair on every other race, but with my race having such short lifes and reproducion so quickly I think the pop growth nerf wouldn't do me any favours at all, even if otherse get it. It means i die really quick and reproduce in tiny wittle batches. Maybe like a -30% for the Jhiar'd. Well its up to you really, but i think it'll be a bit unfair.
And yeah, sure let him join, so long as you get to pick where he starts, or just where your race used to be Dwarmin.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: a1s on August 23, 2008, 11:50:31 am
but with my race having such short lifes and reproducion so quickly
well look at the Kadesh, or, heck, the Plantwe: we all have short lives, and I'm still not on board with my plants having "litter size" of 1 (they don't give birth, do they now?).
P.S. just how many queen Jhiar'ds are there?
P.P.S. yes, let them join. you can give them one of the unused races (Tokay or Morrosur), so they'll already have a location and everything.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nilocy on August 23, 2008, 11:56:42 am
but with my race having such short lifes and reproducion so quickly
P.S. just how many queen Jhiar'ds are there?

Oh, about 10 or 20 per colony. They just sit there making eggs all day.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on August 23, 2008, 12:12:34 pm
Hmm how about -30% for the Jhiar'd, -50% for everyone else? Or should this whole idea be consigned the halls of mandos evermore? I'll wait for you guys input.

On litter size, every one with a 1 gets...a 2! And i'll increase it as your new pop growth percentage gets higher.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nonanonymous on August 23, 2008, 12:42:44 pm
I was planning for the Nahuantl to have two to three eggs per batch, too.  I'd say let them join, but I'm not sure I agree with all the people saying to make them use one of the races that's already extant.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Sean Mirrsen on August 23, 2008, 01:01:43 pm
I think I forgot my turn.

Anyways, 8 physique and 13 EP? Whoa. My Physique count should be 11 by now, and only 9 leftover EP.

Alright, the turn. 1 EP goes into furhter physique, which brings the total to 12 EP and 11 points.
4 EP into science/lore - Herbology. The introduction of a plant with strange properties prompted the naturally curious Mii'Ari to examine and find out properties of various plants throughout the land. There's currently no way to store the information, except remembering it, and some Mii'Ari have devoted themselves to this cause of collecting information.
5 EP into technology - Fire use and handling. While the Mii'Ari could use, and learned to respect fire, it was still a chaotic element to most of them. As more and more dangers beset the Mii'Ari in the outside world, they started to look for ways to control this element. Among the results of this activity was a method of setting up smokeless fires, and better ways of igniting the fire.


The Mii'Ari were greatly dismayed with the changes in the sky at first, but since the slightly reduced light intensity made little difference to their eyes, and the change of hue wasn't immediately noticeable (they are colorblind...) the strange event was soon largely forgotten. Some proposed a more inquisitive study of the event, but no amount of effort on their part could begin to form an explanation. The colder weather that came with the change in the sky had little effect on common hunters, since their fur protected them most of the time. Only the fishers have noted the cold waters, and how colder it is now if you get wet.

As the fungus and the predators that spread with it started to abate, the Mii'Ari were relieved. Despite the fact that the immediate threat from Kaerrah was removed, the meeting of the chiefs held to discuss the changes in weather (that, unbeknownst to the chiefs, were the reason to the fungus' downfall) still paid due attention to it and its presence. The Misshapen Wood was still regarded as a possible threat, and it still occupied a territory very near to the living space of the Mii'Ari, so the meeting has decided that a method should be devised for its elimination. A younger chief has mentioned the study of fire that was taking place in his village, and some of the results that were reported were of great importance to this task.
The study of various plants has suddenly brought forth an unexpected result - a certain plant growing in the dried swamps found on the plains was found to burn in a steady flame, without giving off much smoke. Since it was natural for the fur-covered Mii'Ari to not let the fire get too close to them, the eventual design of the new tool included a long wooden stick wrapped with a wad of this meaty plant. The uses of this tool were limited, because there was no immediate need for a constant, transportable fire source, but maybe it could be used to bring ruin to the Kaerrah, by setting it alight?
The chiefs discussed this development at great length. The changes in weather, that troubled farmers and hunters, have hardly received their attention. In the end, this was decided: samples of the plants growing in the Kaerrah must be taken, and burned far away from the settlements of the people. The effects of the burning leaves of the herb, that the chiefs ultimately failed to contain, have made the Mii'Ari cautious of the smoke, and the recent study of fire has taught them that setting an entire forest alight may have consequences much more devastating than poisonous smoke.

Away from the heavy decisions and lengthy discussions, the Mii'Ari people continued to live their, mostly happy, lives. The eastern forests and riversides, finally cleared of the predators there, were settled by numerous families seeking to move away from the somewhat crowded settlements. Some lesser families have banded together, and went into the wilds, seeking better places to live.
------
<ooc:>not much happening here. The cold, the darker light, and the different hue of light, all have little effect on the Mii'Ari. I think they were particularly well-suited to this kind of change. :D
The populations move around a bit. 4000 move from M25 to M27, and from N26 and N28, 3000 (from each) move into O25 and O27, respectively. What can be considered scouting groups have made their way as far as K27 and P28. A hundred adventurous Mii'Ari have moved into L25 to try the life in the canyon.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nonanonymous on August 23, 2008, 01:45:16 pm
Uh.. Y'know, Sean, cats aren't color blind, they just mostly see red, blue, and yellow pascals.

Edit:  Why am I so dumb?  That's basically what color blind means, not to mention that the new sun is green.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Duke 2.0 on August 23, 2008, 02:51:24 pm

 Wait a second... I have 18 EP? Where the heck did I get all that? I don't want to invest it 'till I know if it is a typo or something.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: a1s on August 23, 2008, 03:05:32 pm
Hmm how about -30% for the Jhiar'd, -50% for everyone else?
let's ask people how much they think their annual natural population growth* is, and why.
and then you can adjust from there.

*)or whatever that thing is called where you subtract your deaths form your births and divide it by the population.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on August 24, 2008, 06:18:19 am
A1S: I must of added an extra "1"
I lost all my files so of course I cant check  >:(
fixing
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Duke 2.0 on August 24, 2008, 12:42:19 pm
A1S: I must of added an extra "1"
I lost all my files so of course I cant check  >:(
fixing

 And I think you replaced what my creatures currently have in some stats(Say hunters organ had 2) with how much I invested in it(So instead of adding 5 to make 7, I have 5).
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on August 25, 2008, 04:59:14 am
Fixed Duke.
Draigh is our new player-Hes playing the Lanlar. Will update today hopefully!
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Draigh on August 25, 2008, 05:39:29 am
Hey all
Here the short introduction to my species:

The sun rose, its green light illuminating the sky for the first time. Some would call it eery, he did not. He just watched as he sat on the rocky cliff, looking down on the lands below him. Slowly intelligence dawned in his sharp eyes where before only instinct ruled. As the sun reached its highest point in the sky, he kicked off from the cliff and hurled downwards.
And in his fall he opened his majestic wings and took flight into the green emerald sky. There he went looking for others like him, touched by the green sun, ready for a new age.


A visitor would find it a strange meeting. The forest was filled with big birds on the branches of trees, yet with all them here there was barely a sound. Just a random ruffling of feathers or a soft chirp now and then. And those eyes seemed to glow in the afterlight of the setting sun, all birds continuously watching the same birds and as if on an invisible sign shifted from bird to bird. One would almost say they were in a meeting, yet no sounds revealed anything. Then all of a sudden a shivering went through the collected birds and as if they were one, they took off in the now dark sky. The birds scattered into all wind directions and then once again, the forest was silent.


Sai flew back towards his mountain peak and the comfortable nest that was located there. Tomorrow would be a long day as he, and others like him, would fly around and try to find all Lanlar and unite them as one new species. The meeting has gone well, a lot of questions were asked and several answered. There would be enough time to find out the limits of their new abilities, but for now they needed to work on survival first. And for this, they needed to know with just how many they were and where everyone lived.
Sai also secretly hoped to find a nice mate to share his nest with. The nights were cold, especially up in the mountains. Tomorrow he would see...


As for turn orders:
I wish scouts to fly out and check the surrounding areas, and trying to keep their heads down and out of trouble. They are still getting used to the new situation.

Edit:
Do I need to include the stats here? Or is the summary post in the beginning going to be edited?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Sean Mirrsen on August 25, 2008, 02:31:35 pm
The summary in the first post was edited, but...  Dwarmin, are we EVER going to get a map update?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Asheron on August 25, 2008, 04:30:28 pm
Is the turn ever going to end? I want some godly action in here ^^.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Draigh on August 26, 2008, 12:28:50 am
Just curious, which Gods are currently available?

These are the ones I have found:
Nevon; Lava, curiosity and invention
Ta'zel; Metal, Construction, Tools
Aurora; Sun, Victory, Water
Mellanus; Curiosity, Knowledge, Compassion

I think the Lanlar might be interested in Mellanus or Aurora (hint to the players of those Gods).
Is it possible to worship a pantheon of gods? And what would the effect be of worshipping multiple instead of focusing on just one? Except making that one more powerful due to focus?

Awaiting the turn!
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Shikogan on August 26, 2008, 01:41:09 am
Just letting everyone know that i edited my diety especially you Draigh. I personally think she is way cooler now and just awesome.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Draigh on August 26, 2008, 05:18:31 am
Thanks for the special update. But wouldnt that make the manifestation of your Goddess be useless?

And the Lanlar don't have much with victory, at least not at the moment.
So it would still be between Aurora and Mellanus. Although her Sun-dominion does give her an edge.   May the best one win their hearts. ;)

Anyway, this is why I asked about the pantheon. The Lanlar would probably have no trouble worshipping them both side by side. Although Nevon and Ta'zel wouldnt get much attention, at least not at the moment. :)
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Asheron on August 26, 2008, 06:06:57 am
Heh, I just noticed Mellanus and Nevon have a common sphere. That makes them some sort of "allies', no? Especially since knowledge and invention are tied with eachother.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nilocy on August 26, 2008, 07:54:58 am
I wouldn't mind two gods. We'll sacrifice like theres no tomorrow if you just tell the right people :D
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: a1s on August 26, 2008, 09:44:54 am
i edited my deity. I think she is just awesome.
Just curious, which Gods are currently available?
we really need to have some central post about deities where all this info can be easily accessed...
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Duke 2.0 on August 26, 2008, 09:50:58 am
 The Shrike were hungry. They were always hungry. As much as they hunted, hey could never get enough. They were too small and fragile for the deep oceans, and all who have ventured onto the shores have died. It is almost like there is something up there unseen killing everything. The freshwater has proven dangerous, but they Shrike would sense food. They could sense their ancestral prey.

 A large hunting party gathered again, almost like a migration. Hunters from each school except for the lost Southern School, all heading East to see what they could do. Could they finally get a foothold on this new territory?

 To the south the Southern School was still struggling, yet they survived. With the changing of the skies the waters became notably colder. It also got darker, good for the hunt. They didn't need their eyes when they could feel the movements inside their prey. But they needed better commutation to get it done effectively, so they spoke more. Their prey were spooked from the clicking of electricity, but could not run. Nobody was as well-adapted to using electricity as the Shrike.

 Meanwhile, as the hunt on the East started, another gathering happened. The waters glowed with an eerie light that mimicked the skies. The Shrike circled this light they created, the older ones noting that there has never before been as great a show of energy as now. They also noted the Barbels (http://en.wikipedia.org/wiki/Barbel_(anatomy)) on the sides of their mouths, where they could feel their electric powers pouring out. These were indeed strange times.
 The first Shrike to speak was traditionally a female with the strongest limb muscles. The fastest of them all. Her words were clicks of energy, messages only the Shrike could understand.
 "The Hunt. Now, East. We go, hunt good."
 Now was the traditional eldest fish who could still hunt rebuttal. This guy had strong body muscles, while his limb muscles were somewhat suffering. Many scars on his flesh betrayed his age.
 "What if hunt bad? We go bad hunt?"
 Now keep in mind generally they take turns through the traditional speakers, 'till eventually the Shrike are all allied with one or two. This was one of the few where it ended quickly. This time by the third speaker, the one with the strongest shock. His barbels were larger and longer than the others, large enough to move in the flow of the waters. His 'voice' was very loud, betraying his power. He could not do silent, he was a powerhouse in the hunt.
 "We go. Above would not stay."
 The elder did a laughing-like message here and spoke back.
 "Above? What Above?"

 Now you must understand at this point that despite these being fish, the one with the large shock did something like a grin to the fish world. Did he know something was happening?

 It was then a great pillar of light crashed down from the skies, a resounding sonic boom heard many miles away. It came and was gone in an instance, striking the shaft of lit water. All members of the gathering were incredibly disoriented. They got this feeling from being near too many Shrike shocking, known as Shock Sickness. Of course, none of them had ever felt something like this. It was as if some great Shrike just sent down a pillar of electricity, showing his might.
 Despite being the one most disoriented, the Good Shocker was the first to speak up through the now-dark meeting.
 "Now you see. Above. Master. Master of the Hunt!"

 Alright, time for OOC stuff! I invest 3 into the Hunters Organ, because they always need to develop that. 3 more goes into language, as it is more needed to hunt. One goes into spirituality, just a basic idea that there is something up there. They don't know what, but Lightning is new new God. The last one goes into the limbs.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Shikogan on August 26, 2008, 11:04:02 pm
...But wouldnt that make the manifestation of your Goddess be useless?

Uum how would that make her useless? they fly and the yworship the sun wouldn't it make her a more powerful diety? if you mean like physical manifestation she would control the light like awesome laser beam type stuff ;D and... yeah she can make the light solid and.... yeah
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Draigh on August 27, 2008, 01:24:59 am
I was referring to her manifestation in a previous post towards the Mii’Ari species. I really liked that post.

As for the laserbeams and other possible hostile stuff.. I think my Lanlar prefer to find a different solution. They prefer to subdue instead of kill. :)
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: a1s on August 27, 2008, 03:07:51 am
this is a bit obscure, but in the previous thread Mellanus had manifested to the Plantwe as a bird with no smell, but didn't convey his name or anything much. So now there is a small (but growing) sect of worshipers (described in my turn).
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Draigh on August 27, 2008, 04:07:51 am
@ Dwarmin
The Lanlar are not (yet) worshipping any specific Deity, as they have yet to experience one. (right?)
There is just the tendency for them to actually start worshipping Mellanus and Aurora. But I don't think they know either one of them. They just have that strong feeling there is/are higher powers and that the sun is one aspect of it. They are respectful of their surroundings and have their little rituals of respect for certain things (like when they start eating).

@ Deities
Go be special and win the souls of the Lanlar. ;)

@ a1s
I found the previous thread and have been reading through it. Interesting meeting there.
I wonder what they would think when they meet my species. Not going to happen soon, I guess.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Gantolandon on August 27, 2008, 06:29:49 pm
Spoiler (click to show/hide)

Manifestation (Kadesh):
Spoiler (click to show/hide)
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nonanonymous on August 27, 2008, 08:46:11 pm
Spoiler (click to show/hide)

Manifestation (Kadesh):
Spoiler (click to show/hide)

"This is Xerxes. Can you not feel the glory of the flesh? Do you not yearn to be free of the tyranny of the individual?"
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Gantolandon on August 28, 2008, 05:13:23 am
"What is a drop of rain, compared to the storm? What is a thought, compared to a mind? Our unity is full of wonder, which your tiny individualism... cannot even conceive."
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on August 28, 2008, 08:06:13 pm
Silence the DISCORD!

Oh and the Update is coming soon, been a little busy lately...  ;)
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Aqizzar on August 28, 2008, 10:12:24 pm
Quote from: Gantolandon
Awesome stuff.

Sweetness, I've attracted the attention of a god!  Which even fits quite well with my long term plans for the Kadesh.  I'll try to fit this in with some actual fiction I never got around to writing tomorrow.  Consider this space reserved.

I really need to play System Shock (2?).  I even have it, I've just never been able to make it run.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Shikogan on August 29, 2008, 01:21:48 am
G'day to all of you who read this thread.

Anywho i was just wondering if I would be allowed to make a game of this forum game. As in use the idea, rules, map, and players creatures, evolutions, deities, and each player's previous and subsequent turns. The game is for a project down the road and may or may not be published it depends on me entirely.

Anywho just wondering if all would be okay with that, if made i would most likely post the link somewhere around these forums at some point and stuff.

So thanks and yeah keep on playing tis a great game.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Shikogan on August 29, 2008, 03:20:42 am
I was referring to her manifestation in a previous post towards the Mii’Ari species. I really liked that post.

As for the laserbeams and other possible hostile stuff.. I think my Lanlar prefer to find a different solution. They prefer to subdue instead of kill. :)

That's not really what i meant by that i meant that she could manipulate light in that way not that she has homicidal tendencies and such just to clarify that bit. and yes she does prefer that solution as well. And to your question Dwarmin yes why the hell not, i may as well offer it to the Mii'Ari.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nilocy on September 01, 2008, 11:39:31 am
*bumb* Dwarmin, hope you havn't forgotten about us...
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Draigh on September 02, 2008, 03:31:21 am
@ Dwarmin
You still alive?

@ Shikogan
Shouldnt you be writing an RP post appearing to my people? Because technically they cannot be worshipping you yet, as they havent experienced you yet. :)
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on September 02, 2008, 08:43:47 am
I'm still here. I've been kinda busy, and I don't really feel like doing anything lately. I'll eventually get around to updating this, and then I want to hand it off to someone else.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Nonanonymous on September 04, 2008, 04:42:17 pm
Before the turn starts, I'd like to expand for the second time ever, heading to T-14 and P-11.

EDIT:  1,000 strong each, by the way.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Aqizzar on September 05, 2008, 03:32:29 am
Damn...  Hey Dwarmin, if you're serious about handing the game off, I'll take it.  It's in need of a kickstart and few more players, but I'd be more than happy to take over.  Just send me whatever materials you've been using, though I'll probably just make up what I feel like I need.

I've never run a forum game before, but I was thinking of starting one til the frontpage exploded with RTD's.  Can't guarantee more than one update a week, but I'll squeeze out as much as I can.  Give me a word as soon as you like, and I'll get started.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Draigh on September 05, 2008, 05:57:49 am
I do have experience with running games (both on forum and others). But I am yet looking around in this one, so maybe later when I get a better feeling for the people here and the game.
Am curious as to what is going to be made from this.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Dwarmin on September 07, 2008, 05:40:38 am
Aqizzar has offcially taken control of the game! Praise him with great praise! I personally had fun, and was glad to play with you guys-sorry about the end though. I leave you now, passing the game on..good luck Aqizzar! Fight the good fight lol

Take up our quarrel with the foe:
To you from failing hands we throw
The torch; be yours to hold it high.
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Gantolandon on September 07, 2008, 07:54:04 am
Aqizzar's race is still in play, or should I seek new worshippers?
Title: Re: Evolution: Not a debate, a forum game 2, Now accepting new deities!
Post by: Aqizzar on September 08, 2008, 10:03:16 am
If anyone has any real objections I'll take myself out of the game, but I'd rather not abandon my frogs right when things are getting interesting.  I promise I'll be playing by all the same rules and odds.

I'll post a new thread a little later today, and try to get started with at least rule mongering on Wednesday (pretty busy today and tomorrow, but schedule's clear after that).  When the game relaunches proper then, I'll have some new clear rules, clean up pop numbers, trait lists, and maybe even things out a bit.  Old races will be about as they are now, and new players will get a boost to balance things a bit.  Gods needed!

Oh and Dwarmin, feel free to join in with your old warthog guys.  They were cool.