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Author Topic: Titans of Gaea (God Game)  (Read 16875 times)

Gamerlord

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Re: Titans of Gaea (God Game)
« Reply #60 on: November 19, 2013, 07:53:17 pm »

Actually, forget my plus to GWG's idea, +1 to cheesemcmuffin88's instead.

Oblivion2007

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Re: Titans of Gaea (God Game)
« Reply #61 on: November 19, 2013, 08:56:13 pm »

E.) Create a small maybe corgie sized insect It will have the characteristic head, thorax, and abdomen. It is very much like the current earth ant, with a few exceptions they have a very adaptable melanin that allows them to change there color in one generation to one more suitable for there new environment, reproduction would be changed up a little the colonies still having a queen but the queen would only be able to produce 8-10 eggs per fertilization so the colony would have another figure head the king a male leader who unlike the queen serves more of a purpose then a simple breeder he can manipulate the colonies actions by setting off pheromones. The social change compared to the ant is first of all colony size the colonies max out at about fifty members after that the king will set off a certain reaction during reproduction that would cause the queen to give birth to another queen and king who would seek there own territory to establish a new colony taking 3-4 members of there parent colony with them. Also these creatures (name yet to be decided) though remaining omnivores primarily depend upon plants and fecal matter of other animals, Due to this the (insert name here) will take and transplant edible plants to richer low land soil to promote growth as well as herding pastoral animals towards better "pastures" so that (insert name here) may eat more poop. If the king decides that the present food levels grow to low beyond saving through cultivation of life he releases a pheromone that tells the rest of the colony to switch into migration mode while in migration mode the ants travel the land leaving there home territory eating any biological matter in there way including other creatures, any eggs laid in this time will produce smaller faster (insert name here) designed for preditation. Once the colony reaches its new home site the preditation form will be used as a food source as the colony establishes itself.
Interesting! This is all possible for you to attempt now in case anyone is worried.

Creature creation - 20 base
Medium sized - X1.0
+Trait camouflage - +5
+complex life cycle - +10
+complex social behavior - +10
+pheromone communication - +10
+complex feeding habits (primitive plant farming) - +25
+complex feeding habits (primitive ranching) - +25
- Create Life skill (5/20) - -25
Nature bonus - X.75
Total = DC 60

How it works is that I would first roll a 1d100 vs 60 to determine if you succeed. If you do then every five points more that you succeed I will add +1 to the next 1d100 which determines your degree of success and how long you took to do it. I high result on the second roll can add bonus traits or create a larger starting population. Low results on the second roll won't have you making a worse creature it will simply make it take more time.
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GiglameshDespair

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Re: Titans of Gaea (God Game)
« Reply #62 on: November 19, 2013, 09:06:32 pm »

Actually, yes, go with cheeseMcMuffin's idea.
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Oblivion2007

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Re: Titans of Gaea (God Game)
« Reply #63 on: November 19, 2013, 11:48:58 pm »

E) Create a new creature!

Creature Design Roll

1d100 → [93] = (93) vs DC 60
Great Success! +6 Creature Creation roll +1 Create Life skill


You design your creatures for survivability through complex behavioral systems. Though they larger than any current creature on Gaea you don't design for size but instead on allowing the species to diversify and spread all over the continent. You design them to work together led by a breeding pair and to specialize their morphology, different individuals in the species will have both wildly different form and specialization. All of this is fueled by their diet in their larval stage, a diet heavily watched over by the Queen who's sole job is to give birth to, monitor, and care for the young. The male of the breeding pair is the species' commander, using complex chemical pheromones he guides the colony and interprets the chemical signals his children give off. The male of this species, while not sentient nor sapient by any stretch of the imagination, is the most intelligent being on Gaea besides you and your siblings.

Creature Creation Roll
1d100+6+10 → [43,6,10]= (59)
Minor Success! No bonuses or penalties


You work patiently and diligently. Though not a quick process your patient approach ensures there are no mistakes and no time is lost redoing your previous work. When you finally finish you survey your work and observe the three colony groups you have created. With an eye to their future expansion you send off one group to the north and one to the south. The last you settle into your valley.

Give a name to this species!


Creature's Roll
1d100 → [31] = (31)
Minor Failure!


The colony in the valley has a bit of trouble getting settled. While they are by far the most advanced creatures in the valley they are new to this biome and have a bit of trouble adapting to the plants and animals within it. You are confident they will work this out in time but currently they are having trouble finding plants that provide enough edible food to support their larger size and more complicated physiology. They find the primitive fruit shrubs but have trouble transporting them to richer soil without damaging them.

The ranching goes similarly poorly. The spiny herbivore might have seemed ideal to ranch because of their behavioral tendency to stick together but is entirely offset by their instinct to root themselves in place as a mass of spikes when threatened. Whenever your creatures try to threaten the herbivores in a certain direction they herd closes ranks and settles in place.

The attempt to use the amphibious herbivore was met with two problems. While their need to be ranched next to the river was problematic it could have been adapted to but their habit of defecating in the river was a bigger problem. The water worm already fed on the dung of the amphibious herbivore as well as any other detritus that got into the river.

While the creatures advanced nature compared to their competition ensured they didn't starve, their initial difficulty adapting to the valley didn't allow for a growth in numbers either.



As you look over your work you are struck both by a surge of pride that your creation went off without a hitch and irritation that this group seems to be having difficulties.

========================================================================================================================================

Notifications and Reminders: 

!!NEW!! You have accepted the Titan of Air's offer and will join it in greeting your newly awakened sibling.


Spoiler: GM Note (click to show/hide)
========================================================================================================================================
What do you do?

Special: Must Decide

Name your new creature! (Write-in)

(Choose one)
A) This group has turned out to be somewhat disapointing, go follow one of their others!
--A1) The group that went north
--A2) The group that went south
B) Perhaps the problem is that lack of quality food? Create a new plant! (What?)
C) Perhaps you should modify one of the creatures in the valley? (Which? How?)
D) That turned out pretty good, if not as great as you hoped perhaps you should try again? Create a new creature! (What?)
E) Something else! (Write-in)

=======================================================================================================================================

Titan of Nature
Name: ??
??: ??
Aether in stock:
1
Traits:

Powers:
Nature - Master(6)

Skills:
Creating Life: (6/20)

Form Description: A large 4 legged creature, visibly similar to a turtle in appearance, but being mostly composed out of various forms of plant life, with the legs made mainly out of bark and clinging fungus, it's knees are formed from a oddly stretchy and durable cluster of vines, connecting the lower part of the leg to the upper part, the underside of its body, underneath the shell, has a large green crystal, which shines with a bright green light the more life is around it,with the top of its body, it's shell is mainly a massive amount of leaves encompassing a large root system below it, connecting the shell to the body, it's head is a dense cluster of dirt with a massive root system holding it toghether, it's eyes are two shining gems and the inside of its mouth has a large amount of bioluminescent fungus and bacteria, it can mostly communicate through telepathy, or control of other creatures temporarily.
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Re: Titans of Gaea (God Game)
« Reply #64 on: November 20, 2013, 12:03:31 am »

hmm, well if the problem is having trouble with the creatures and the plants, maybe e) modify the existing creatures to also to have a tendency not to pick up the entire plant, but to find the seed inside of the fruit, then plant that in richer soils.
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Cheesecake

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Re: Titans of Gaea (God Game)
« Reply #65 on: November 20, 2013, 12:11:44 am »

I have no idea for the name
B


Create a new plant which rises taller than most, with large berries growing on the stalks. The fluids inside will be most beneficial to the new species, but poisonous for others, so if one of the new species gets killed and eaten, the predator will be poisoned.
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micelus

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Re: Titans of Gaea (God Game)
« Reply #66 on: November 20, 2013, 03:38:59 am »

Name:Primfant [singular]/Primfants [plural opt.1]/Primfantes [plural opt.2]?

(Portmanteau of latin words for first and children...kinda).

E: Modify the workers to have a spitter organ that can fire pheromones. Enable the workers to  produce 'enthralment' pheromones which makes affected animals follow individuals of the <species>.

« Last Edit: November 20, 2013, 08:57:32 pm by micelus »
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The Froggy Ninja

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Re: Titans of Gaea (God Game)
« Reply #67 on: November 20, 2013, 10:21:39 am »

Yes. Also, we want minions but how does one get Aether? We wouldn't want to squander our only unit of a resource without knowing if it's nonrenewable now would we?

If I'm not mistaken, we get Aether through worship.
Is this true Oblivion?
Also,B) make plants that have very nutritious roots and leaves but also portable and durable nut/seed pods.
« Last Edit: November 20, 2013, 07:54:32 pm by The Froggy Ninja »
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jaass

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Re: Titans of Gaea (God Game)
« Reply #68 on: November 20, 2013, 03:49:10 pm »

Name:Primfant [singular]/Primfants [plural opt.1]/Primfantes [plural opt.2

E: Modify the King to have a spitter organ that can fire pheromones. Enable the King t  produce 'enthralment' pheromones which makes affected animals follow individuals of the <species>.
« Last Edit: November 20, 2013, 06:54:06 pm by jaass »
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Oblivion2007

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Re: Titans of Gaea (God Game)
« Reply #69 on: November 20, 2013, 06:17:20 pm »

Yes. Also, we want minions but how does one get Aether? We wouldn't want to squander our only unit of a resource without knowing if it's nonrenewable now would we?

If I'm not mistaken, we get Aether through worship.
Is this true Oblivion?
Also, make plants that have very nutritious roots and leaves but also portable and durable nut/seed pods.

No it isn't. Aether can intentionally be gathered through an action once you learn how. On a Great Success you will gather a unit of Aether and on a Critical Success you will gather an Aether and up your Aether Gathering skill by 1. You will eventually learn how to gather Aether by accident, or if someone you are in contact with learns how to. (Considering the personalities it would probably be the Titan of Air or Titan of Earth when it wakes up. The Titan of Water is currently in a bit of a funk on using it's powers for various reasons. The ToD is very secretive and the ToF is an anti-social douche so you probably won't learn from them.)

As a note I'm pretty fluid on the length of a turn, and you can say something like "Do this until we succeed" and as long as you don't roll a CritFail or Complete Failure I will keep rolling for it until you succeed. A much longer time will pass then normally does because your turn took more time but it saves time for us because you don't have to keep repeating the order.




Name: Primfant / Primfantes seems to be winning.

Also a note on giving the King a pheromone spitter: It currently spends most of it's time in the colony receiving 'reports' and sending pheromone signals to the Primfantes in the colony. For this to work the King would have to join the ranching parties and leave the colony meaning he wouldn't be there to help direct it.
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Re: Titans of Gaea (God Game)
« Reply #70 on: November 20, 2013, 06:30:21 pm »

Well, why not a plant which grows out horizontal stalks with hanging fruit and leaves from a bambo like central stalk,being about the hight of half a normal trees,  it's main reproduction method is not seeds, but rather it grows through its roots to allow for more specified growing, it will naturally head for richer soils,
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IronyOwl   But Kyuubey can more or less be summed up as "You didn't ask."
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jaass

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Re: Titans of Gaea (God Game)
« Reply #71 on: November 20, 2013, 06:54:39 pm »

Change my vote to B.
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The Froggy Ninja

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Re: Titans of Gaea (God Game)
« Reply #72 on: November 20, 2013, 07:52:54 pm »

Name:Primfant [singular]/Primfants [plural opt.1]/Primfantes [plural opt.2]?

(Portmanteau of latin words for first and children...kinda).

E: Modify the King to have a spitter organ that can fire pheromones. Enable the King t  produce 'enthralment' pheromones which makes affected animals follow individuals of the <species>.
+1 but as a random mutation in some the eggs instead of the king
« Last Edit: November 20, 2013, 07:56:43 pm by The Froggy Ninja »
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GiglameshDespair

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Re: Titans of Gaea (God Game)
« Reply #73 on: November 20, 2013, 07:57:18 pm »

B]/b] The plant has root nodes that enhance the soil about it. It grows relatively sparsely so it doesn't choke other plants. It grows large, highly tasty fruits with seeds inside (think tomatoes or apples) to be excreted, and that's how it spreads.
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Oblivion2007

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Re: Titans of Gaea (God Game)
« Reply #74 on: November 20, 2013, 08:02:26 pm »

There doesn't seem to be any concrete consensus in regards to what plant to make, though making a new plant seems to be winning.

To help I'll put the format for designing a plant here and list the difficulty modifiers of any traits you guys are adding.


Plant Creation - 0 Base
Size modifications:
Tiny(Example: grasses, non-giant flowers, carrots) - X0.5
Small(Example: small shrubs, ferns, tomato plants) - X0.75
Medium(Example: berry bushes, reeds, corn stalks) - X1.0
Large(Example: bamboo, cherry trees, apple trees) - X1.25
Huge(Example: Pine trees, Oak trees, etc.)           - X1.5
Gargantuan(Example: Redwood trees)                  - X1.75

Durable Seed pods - 5 Points
Extra Nutrition - 10 points per part (having extra nutrition in both roots and fruit would cost 20)
Poisonous - 5 points per part

Create new life = -30 DC
Nature = X0.75

As you can see most of the plants you are trying to make would be trivially easy compared to your skills. You can create much more exotic plants with your powers. Get creative guys!


Fake Edit: Soil enhancing powers - 20 points (boosts the fertility around it)
The fruit being tasty doesn't cost extra points because it doesn't actually boost the nutrition and it isn't supernaturally tasty.
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