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Author Topic: Roll to Gods: Turn 4: End of an era  (Read 4487 times)

DreamThorn

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Re: Roll to Gods: Main thread
« Reply #30 on: August 16, 2013, 05:37:05 am »

Turn 2:

[5] The Consequence spreads around, giving advice to any god who listens.  This allows everyone to avoid unexpected consequences this time.

[5] The Herald gently cracks the magic that binds the planet together, allowing it to leak out and affect reality.  It merges with the radiation from the meteoric plutonium, turning it from lethal particle radiation to corrupting magic radiation.  (Mutergy)

[4] Holden connects several pieces of floating basalt into a stable raft, creating region B1.  Silicon is leached out of the feldspathoid components of these rocks and formed into thin impure crystal layers covering the region, allowing it to turn light into electricity.

[5] Nerjin creates thermovoric silicon-based bacteria in region B13 of the moon.  They replicate quickly, turning the region into a plain of basalt.  They stay near the surface, since the depths are too hot.

[3] Eskcanta mutates the mutergy into something more life-like, but it then mutates itself right back, except that it now varies randomly in strength.

[4] Argentia takes some of Nerjin's bacteria and modifies them to absorb dissolved radioactive elements and then use the radiated magic to sustain themselves.  She puts them in the archipelago, where they will thrive, thus giving them a base to expand from.

[5] The Shifter looks deeply into his meteoric mountains and sees that their fates are, for the moment, still entwined.  Pure metal alloys are elegant in their simplicity, but simplicity is just the lack of complexity.  Transmuting elements, arranging atoms into nano-machinery, threading crystalline fibers; all are simply tools the forge-god uses to create the ultimate metal: Celestial Iron.  Hard like diamond, yet durable as steel, and its density can be adjusted by careful application of the mutagenic energies from the ex-plutonium magic rocks.  The creative process, however, soaks up some of the mutergy.

[5] Gorgamast decides to start making some plants.  Plants?  I mean crabs.  Plant crabs.  And crab plants.  Whatever.  His island is covered in photosynthetic crabs.  Some of them absorb the mutergy and become crab plants.  The crab plants are reed-like with a shallow root system.  They bind the ground together and create soil, preparing the island for bigger things.  Their fruit are crab-like and walk around, looking for a good place to plant themselves.  A tiny meteorite misses one by three feet.

[3] Acheron smooths out some of the rough mountains on the polar continent, region A2, specifically.  The wind can now move freely there, sometimes bringing in warmer air that clears the skies.  He infuses the barren sands with magical life energy, but as the flattened land settles down, a volcano lets out one final burst of lava, covering it with pumice.

[2] Azahaam attempts to clear the stars from the area around the ecliptic, in preparation for things to come.  He rips open a wormhole by accident.
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Gamerlord

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Re: Roll to Gods: Main thread
« Reply #31 on: August 16, 2013, 05:39:39 am »

((Fuck yeah, first complex life!))
Hello little crab-friends.

Manifest a small temple on the island of the crab plants. YES I KNOW THERE IS NO ONE TO WORSHIP ME. YET.

wolfchild

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Re: Roll to Gods: Main thread
« Reply #32 on: August 16, 2013, 05:40:41 am »

Good, very good, for now what you need is time Argentia sets about protecting the new life, giving it all time to establish itself

Argentia places dormant wards in the areas currently possessing life, which will attempt to counteract any force that threatens to cause death in the area
« Last Edit: August 16, 2013, 06:18:40 am by wolfchild »
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Re: Roll to Gods: Turn 2: Crab plants and Mutergy
« Reply #33 on: August 16, 2013, 06:33:32 am »

"Mm, pumice. Well! Can never have enough pumice, I suppose."

Moving over to the remains of the Thicket, Acheron held out his hands.

Revive the Thicket in A1, transforming it into a massive living network of plant matter that spans the entire region. In addition to wooden branches and roots, it should possess leaves and fruit. It should also have occasional tree-like spires, especially for thicker leaf clusters.
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Imp

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Re: Roll to Gods: Turn 2: Crab plants and Mutergy
« Reply #34 on: August 16, 2013, 08:24:57 am »

Eskcanta watches Argentia for a time, then another time, and some more time.  Perplexed, she looks away, then wanders off.  "Doesn't make any sense.  Sense doesn't make any.  Anyone made sense yet?  I sense.... oh!"

Eskcanta has noticed one of the crab-like crab-plant crabwalking seeds, one which has blundered further into the waves than is good for it.  Intrigued, she watches the water's force push it this way then that, and its little leg-like structures trying to carrying it that way, then this.

Comprehension dawns.  "Ohhh, you don't want to be here, you're trying to get away!"  Eskcanta snatches up the drowning seed and swoops away with it, crooning to it of the delights of change, chaos, and staying faithfully with its fellows through thick and thin, even as she obliviously carries it far from all others of its kind.

Her random flight takes carries her over A9, and she spots what to her seems a perfect place.  Not to far from the shore, nor to far from a magnetic mountain, not to far from the vague border where semi-tropical unclearly becomes tropical, and not far enough for her to have started becoming bored.

She places the seed down in this perfect spot, heedless that it is not perfect for the seed, itself not very perfect after the events that carried it here.  "No, you're here to live," croons Eskcanta, and she tends determinedly to the crab-seed as it becomes a crab-grass under her care telepathy allowing it to be crabbily aware of her and each and every one of its fellow stalks, all of them sharing a camaraderie of grumpy, grumbly disarray as they stay 'together' while clumpily spreading across much of A9.

Transplant a lost and dying crab-walking-crab-plant-seedling to A9 and mutate it into a crab-grass like plant which is telepathic to other crab grasses, tends to grow in spreading clumps, and stays tightly together.  Neither highly intelligent nor very good natured, this grumpy grass for the nonce will resist sharing the space of A9 with any other life form it can push out - it's already trying (ineffectively) to push Eskcanta away.  It is not aware of bacteria or similiarly tiny forms of life, and by 'chance' developes some symbiotic relationships, further strengthening its roothold on survival and reproductive success.
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Harry Baldman

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Re: Roll to Gods: Turn 2: Crab plants and Mutergy
« Reply #35 on: August 16, 2013, 08:34:40 am »

Holden was pleased. This was a beginning of something beautiful, most certainly. Now for the next step.

In the depths of the Isle of Light (B1), add a structure formed of solid metal that takes the shape of a sphere, within which exists a net of currently-unconnected golden nodes and wires suspended in vacuum.
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BFEL

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Re: Roll to Gods: Turn 2: Crab plants and Mutergy
« Reply #36 on: August 16, 2013, 09:55:20 am »

The Consequence decides that the Gods have had enough of his calculations for now, and that it would be best to attend to other matters. He notices the creation of the Celestial Iron and grabs a small amount, putting it into his pocket for later, when sentient beings arrive.
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Nerjin

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Re: Roll to Gods: Turn 2: Crab plants and Mutergy
« Reply #37 on: August 16, 2013, 02:18:14 pm »

Nerjin watches curiously as A9 becomes a bastion for the Crabgrass. "Life that rejects other life? Hm... I may have to step in later... But for now."

Nerjin once again focuses on the moon and evolves the bacteria into something more complex. Lave-worms for instance.
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Re: Roll to Gods: Turn 2: Crab plants and Mutergy
« Reply #38 on: August 16, 2013, 03:17:29 pm »

The Shifter's power descended upon the region It claimed, the five islands becoming wreathed in blue flame. Drawing Its' power towards the sky, the flames spiraled up to the mountain peak, and concentrated on a single point. There they burned brightly, and finally extinguished. Where they once were, now rose black pillars, made of the same invulnerable metal the Shifter itself was composed of. Connected, they acted as a focus for the Shifter's power, protecting the five islands from outside threats. Should a true threat arise, or should the Shifter will it, a forcefield will cover the islands, shielding them from harm. It titled them the Silent Stones.

The Shifter creates the Silent Stones - Black, octagonal pillars at the peaks of the five islands It claimed. They are indestructible and immovable, and act to focus the power of the Shifter, both actively and passively, protecting the five islands from outside threats.

It also ignored the Consequence's acquisition of Celestial Iron.
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BFEL

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Re: Roll to Gods: Turn 2: Crab plants and Mutergy
« Reply #39 on: August 16, 2013, 07:38:55 pm »

It also ignored the Consequence's acquisition of Celestial Iron.
((shit, didn't mean to do that....er is there some way to remove a post?))
((well might as well say what I meant to put in the OOC now. "Are you sure you want to do that? It could have....CONSEQUENCES!!!!" Ba dum tish.))
« Last Edit: August 16, 2013, 07:41:41 pm by BFEL »
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Fniff

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Re: Roll to Gods: Turn 2: Crab plants and Mutergy
« Reply #40 on: August 16, 2013, 08:00:50 pm »

The Herald decided to make himself a base of operations... He'd need it later.

The Herald creates a temple deep within one of the meteor mountains. It should be made out of stone, sufficiently radiation-proofed, and should be as accessible as possible. Perhaps put a few teleporter runes here and there for ease of teleporting people there.

DreamThorn

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Roll to Gods: Turn 3: Mutation, evolution and premature temples.
« Reply #41 on: August 17, 2013, 07:04:20 am »

Turn 3:

[3] The Herald enters a meteor mountain and creates a bubble of air inside its Celestial Iron Ore core.  He pushes outward, creating a square room.  The Ore protects the room from radiation.  He decides he'll do the rest later.

[5] The Shifter forges five magnificent octagonal pillars of pure VOID and hammers them into the tops of his five mountains.  The shock waves interfere with each other, shaping the ocean floor between the pillars into an intricate five-pointed star pattern.  The will of The Shifter rules absolute in the region known as The Silent Stones.

[1] Nerjin attempts to mutate the thermovoric silicoid bacteria into lava worms.  They turn into hideous lave-worms instead, capable of penetrating most organisms and, at first, laving them of their pains.  This is soon followed by laving the organism of all feeling and thought and then layving its red-hot eggs inside.  Even if the eggs are removed and the host survives the process, there is no lave of its mind.

[2] The Consequence steals some Celestial Iron away into a pocket dimension, which it promptly loses track of.  There will be consequences, of course. 8)

[6] Holden creates his golden-noded vacuum sphere of pure unspecificium beneath the Isle of Light.  In its eagerness, Holden makes it bigger than planned; big enough to lift the Isle off the lava sea.  It is unbalanced, so one end of the Isle of Light stays on the sea, and that end is eventually pushed into the sea.  Only half of the Isle remains above the surface, and it is perpendicular to the surface. [1] The Isle collapses under the strain; only the sphere remains.

[5] Eskcanta brings a crab plant to the archipelago and mutates it into crabby-grass.  The crabby-grass quickly spreads across the islands.  Near one of the mutagenic mountains, the crabby-grass mutates further, becoming crabby-palms; amphibious palm-like trees that walk around on crab legs and drop hairy crab-nuts on anything that provokes it.

[2] Acheron finds that inside the thick trunks of the Thicket, some life remains.  He quickly infuses it with some elan vital and it quickly overtakes the whole thicket, and more.  It grows roots into the icy ground and pine-like spires on top.  They have thin leaves and use cones for reproduction.  However, some of the roots grow into remains of the mutagenic meteor that hit it earlier.  It is corrupted and mutates, growing its spires warped and muscular.  They wave around, seeking blood.

[5] Argentia, in a bid to protect the young life, places arches of white marble inlaid with silver swirls in each region with life.  This ensures that no species will ever go extinct in their home region.

[6] Gorgamast creates a magnificent temple of bones on his island.  The crab plants find their habitat shrinking.

[2] The nuclear bacteria form a parasitic symbiosis with the crabby-grass.
[4+1] With Argentia's help, the crab plants survive and adapt to the bone temple, infesting it.
[1+1] The plant crabs are saved by the life-giving power from Argentia's ward, but the population pressure causes them to adapt to living under water.  They are now sub-marine creatures.
[2] The generic bacteria evolve into poisonous sea-sponges in region A18.
[5] The thermovoric silicoid bacteria are thriving.  They spread to regions B12 and B14, creating andesite and rhyolite plains respectively.
« Last Edit: August 17, 2013, 07:08:57 am by DreamThorn »
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Harry Baldman

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #42 on: August 17, 2013, 07:16:53 am »

Hm. The photoelectric cells were gone now. How unfortunate.

Salvage the photoelectric cells and cover the top of the sphere with them. If not possible, create new ones on it.
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Gamerlord

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #43 on: August 17, 2013, 09:29:24 am »

Little friends? Why are you leaving?

GIVE THE PLANT CRABS WINGS SO THEY CAN FLY AND LIVE IN MORE PLACES. ALSO EXPAND THE ISLAND SO THERE IS MORE ROOM TO LIVE ON IT.

Nerjin

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Re: Roll to Gods: Turn 3: Mutation, Evolution and Premature Temples.
« Reply #44 on: August 17, 2013, 10:19:43 am »

"Not quite what I had in mind but I can't complain. Now to give them something to burrow into."

Create rock golems using some rock capable of withstanding the heat of the lava. If none exists make it first.
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