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Author Topic: The Deeps - A Game of Dungeon Ecology Turn 6: I can get no Satisfaction...  (Read 11126 times)

micelus

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Re: The Deeps - A Game of Dungeon Ecology (5/5) - later more spaces
« Reply #15 on: November 13, 2014, 06:08:12 pm »

Waitlist!

Species: Phycalitrites. Are levitating glass orbs that consume the souls of 'prey' items. As more souls are gathered, the Phycalitrite becomes better at manipulating its surroundings as well as growing in intelligence.
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Prophet

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Re: The Deeps - A Game of Dungeon Ecology (5/5) - later more spaces
« Reply #16 on: November 13, 2014, 06:09:55 pm »

Should I add in more detail about Snakemen?
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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

Shadestyle

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Re: The Deeps - A Game of Dungeon Ecology (5/5) - later more spaces
« Reply #17 on: November 13, 2014, 06:19:00 pm »

Roulette mimic: when changing dungeon floors, the mimic's innards change into a different random monster. It's outsides remain a wood and gold ornate chest with teeth hidden just inside the chest however.

They consume flesh and treasure, and as they age, the Monsters they imitate become stronger and stronger, it is not uncommon fro a Chest to suddenly burst into a fully grown dragon in a Roulette mimic's nest.

A fully grown Mimic (as strong as it can possible become normally) will imitate any monster, and at complete random, but the beast imitated will be crafted from ornate gold and jewels, and nearly indestructible save for it's chest body.


Waitlist me purdy please.
« Last Edit: November 13, 2014, 06:22:52 pm by Shadestyle »
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Ama

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Re: The Deeps - A Game of Dungeon Ecology (5/5) - later more spaces
« Reply #18 on: November 13, 2014, 06:37:53 pm »

Please put me in the waitlist.

Species: Merfolk. Meter tall fishlike humanoids that drown prey in pools of water. They are very crafty making traps from kelp to trap their prey. They travel in small families of five. They love making giant piles of shinies at the bottom of pools of water to attract heros.
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Ghazkull

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #19 on: November 13, 2014, 06:40:35 pm »

huch so many waitlisters...

in any case the initial five have been added and can look at what they have in the OP, i will set up a turn post tomorrow.
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The Froggy Ninja

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #20 on: November 13, 2014, 09:50:34 pm »

djinn: a magically inclined race that subsits on a combination of magic and their home fire.

Ghazkull

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #21 on: November 14, 2014, 04:03:40 am »

Turn 1

Level 1 Cave
Total Space: 100
Sustenance: 50 Food, 10 Magic

Slimes
Claimed Space: 20
Food: 10
10 Slimelings Lvl 1 (0/2)
Slimepool (90/90) (spawns slimelings on command)

Goblins
Claimed Space: 20
Food: 10
10 Goblin Whelps Lvl 1 (0/2)
90 Goblin Newborn (turn into Goblin Whelps on command)

Ratmen
Claimed Space: 20
Food: 10
20 unusually Large Rats Lvl 1 (0/2)

Snakemen
Claimed Space: 20
Food: 10
10 Freshborn Lvl 1 (0/2)
90 Snakemen Eggs (turn into Freshborn)

The Undead
Claimed Space: 20
Residual Magic: 10
10 Zombies Lvl 1
90 Restless Corpses (turn into Skeletons or Zombies)


((i forgot another action you have: Claim Space, with this action you can take away living space of other species. Of course the affected races will try and defend their territory...))
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Prophet

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #22 on: November 14, 2014, 04:08:37 am »

Hunt Goblins.
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.... You've doomed us all. Granted. Everyone except for traps are executed. Random sci-fi nonsense is required to be taught in schools.
A cute intersex harem with everyone in love with the androgynous king and smart and useful enough into pushing the kingdom forward.

Ghazkull

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #23 on: November 14, 2014, 04:51:23 am »

you know you can give different orders to your individual specimens? aka: 5 hunt goblins, 3 claim space, 2 do nothing etc.
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Mopsy

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #24 on: November 14, 2014, 04:59:16 am »

Ratmen: 20 unusually large Rats hunt snakemen.
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10ebbor10

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #25 on: November 14, 2014, 05:44:15 am »

Do the slimepools regenerate, or do I need to genocide an entire dungeon level?

Also, how am I supposed to reach dungeon level 100 with a species whuch can't dig, while none of the others have any benefit going this deep?

Aldo, 1 food per unit?
« Last Edit: November 14, 2014, 07:22:48 am by 10ebbor10 »
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~Neri

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #26 on: November 14, 2014, 05:51:39 am »

Can we have an Other option? I has some ideas for later on.

Hunt Goblins.
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Ultimuh

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #27 on: November 14, 2014, 06:19:59 am »

Am I too late? Is there room for one more?
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~Neri

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #28 on: November 14, 2014, 06:30:33 am »

I think you can waitlist.
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Ghazkull

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Re: The Deeps - A Game of Dungeon Ecology (3/5) - later more spaces
« Reply #29 on: November 14, 2014, 09:21:37 am »

1. Slimepools do not regenerate, they are just the initial "eggnest" for your first hundred specimens so that you dont die immediately. Its the same as the Goblin Babies and the Snakemen eggs basically.
2. Slimes work differently you dont need to reach level 100 to get a slime mother. You just comibine ten large slimes on any level.
3. Aye 1 food per unit
4. there will be no Other option, i like to keep the game as simple as possible to not make it a ridiculous bookkeeping challenge for me.
5. Ultimuh: ill put you on the wait list.
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