This thread is the newest incarnation of the evolution Thread, I am a relative newbie to the forums so excuse any mistakes but the concept is far too enjoyable to simply let die.
The premises of the evolution games is that you are one of several young species on a gene-warping planet where evolution is oddly regular and the resulting mutations almost always beneficial.
There are also a number of newborn gods watching over the world.
all players and readers should feel free to comment on the status of whatever.
Please note that I (the GM) am using an impartial method to determine success and failure (Dice rolls specifically) and that I am making judgement calls as fairly as I can. If a task was one difficulty on one turn, baring any circumstantial modifiers, it will remain at that difficulty the next time.
Now on to the part everyone want to know, How do I play?
First you post your species/deity below in accordance to the rules set, then when your first turn rolls around I PM you and give you a week to reply, no reply means your race/deity mostly just sitts around twiddling His/Her/Its/Their thumbs.
The rules for Races are as follows.Any race Must have the following
Name : What the races name is.
Outline/Description : What the race looks like, remember to make sure you have the points to purchase and non-negligible advantages presented by appearance. So if you have wings, you can only use them if you spend the points.
Stats : your stats are the base underlying physical capacity of the creature, abilities that are shared by everyone. These are
Breeding : How likely any hex possessing your creatures in it will increase the number of pop units in it, the resisting factor is the number already present.
Strength : How physically strong your creature is, the resisting factor is the toughness of the creature you are trying to harm.
Toughness : How much damage your creature can take, resists an opponents strength.
Movement : How likely your creature is to spread to an adjacent hex, based on the pop in that hex. (higher the pop, the more likely some will move without player intervention)
IQ : How intelligent a race is
Wisdom : A measure of how wise and cunning a race is
Magic : How much raw magical power a race can channel.
You have 36 points to spend in stats and each rank costs an amount equal to the new rank. (1 for first, 2 for second, etc.)
You must buy the previous level before the new one (that is to say you must purchase level 1 before you can purchase level 2 before you can purchase level 3 etc.)
All stats must have at least 1 rank baring GM permission
Physical Traits : These are the physical capabilities, so wings, horns, scything blades soaked in kitten blood and eternally burning, that sort of thing.
You start with 50 points.
Supernatural traits : Such things as being capable of throwing fireballs, lightning bolts, seeing magic or even talking to the gods directly (without them spending power to appear physically)
you start with 20 points.
Civil traits : The specialties and capabilities of your civilization, good metalworkers, wood workers, fantastic mining knowledge. Anything that is neither physical, supernatural nor tech based will probably end up here.
You start with 10 points.
Technology : fairly self explanatory, this is your technologies AND your ability to use them.
You start with 0 points
Special Traits : anything I may have missed ends up here.
You (obviously) start with 0 points, this is also the only trait category that can be bought point for point with any other category. (my apology for missing it)
Any category of trait points can be used in another category at a rate of 2:1, Stat points can purchase trait points at a rate of 3:1 And each century will gain your race 4 untyped points to spend or save at will.
There is also a special trait that cannot be purchased that dictates how many creatures makes up a single pop called multiplier, this is based on the average of your stats, and is only important to gods.
A note for race players, all creature look like an amorphous green blob until YOU place details, so if you want your species to be interesting you might want to look at that.
The rules for Gods are as followsAs a god you have but one stat, Power. It starts play at rank 5 and every godly act reduces it by one rank. Every turn it has a chance to rise based on the number of believers you posses. This rank gain can (and in late game likely Will) rise multiple times, Until the check fails for that turn or you acquire rank 9. It is possible to NOT lose a power rank if you score a exceptional success or to lose 2 ranks if you score an exceptional failure, Your GM will PM you in either case.
A god can perform a number of godly acts in a turn based on their power rank.
The difficulty of a god act is based on the act in question and circumstances applied to it. These acts can also be directly opposed by other gods, if such happens then the opposing gods rank is equal to what they STARTED the turn at.
As a god you possess 3 domains, these domains MUST be related and the GM has final say. Any godly act related to those domains gains an acting rank shift upwards (so they are easier), while those opposed gain an active rank shift downwards (so they are harder).
Believers are gathered based on the impact of the godly acts you perform and the number of potential converts in a race compared to the number of already converted believers.
I am accepting 5 races and 5 gods on a First come first serve basis, any others who wish to play will have to wait for the next game I run, If I do run another.
And I repeat
First Come First Serve!Finally I will try to update in under a week after everyone has made a move and to repeat the players have around one week to make them. If they don't, their race doesn't perform any special actions that century. Furthermore, I am an admittedly horrible writer of fluff so if you want to write some be my guest for my posts shall contain mostly technical data, I am just making it run.
P.S. Almost forgot, this is the map you are playing on
Made with hexographer
http://www.hexographer.com/