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Author Topic: Gods Battle: Turn 8: Grendabarian humans have a bad day (12/10)  (Read 12859 times)

helmacon

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Re: Gods Battle: Turn 5: Now with demographics! (13/15)
« Reply #105 on: January 05, 2018, 01:34:27 am »

I do believe elves start at tech level 0, and your aspect is assigned by the gm's program. Just fyi.
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Roboson

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Re: Gods Battle: Turn 5: Now with demographics! (13/15)
« Reply #106 on: January 05, 2018, 02:10:09 am »

Yes, I am aware of that. He assigned it to me.
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helmacon

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Re: Gods Battle: Turn 5: Now with demographics! (13/15)
« Reply #107 on: January 05, 2018, 02:25:07 am »

Ah. My bad, Apologies.
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johiah

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Re: Gods Battle: Turn 5: Now with demographics! (13/15)
« Reply #108 on: January 05, 2018, 09:19:10 am »

Yeah it was a PM.
Roboson, you can indeed do an action.
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Roboson

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Re: Gods Battle: Turn 5: Now with demographics! (13/15)
« Reply #109 on: January 05, 2018, 09:48:02 am »

Pixum blesses his followers by mixing them with his divinity. He blesses them with Hands Of Pixum, a blessing which gives them additional arms below their existing ones (and adjusts and expands their torso appropriately to accommodate this).

He then orders them to set about working the lands and forest, Pixum didn't give them extra hands so that they would remain idle.
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crazyabe

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Re: Gods Battle: Turn 5: Now with demographics! (13/15)
« Reply #110 on: January 23, 2018, 11:19:07 am »

I Let the world progress on its own for now.
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johiah

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Re: Gods Battle: Turn 6: Soon(TM). THIS IS NOT DEAD!
« Reply #111 on: January 31, 2018, 10:31:21 pm »

I am happy to inform you all that this is not dead! My life is finally starting to settle down and the new games I was given are starting to become less addictive. Check back in tomorrow for the update.
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johiah

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Re: Gods Battle: Turn 6: The first global event! (12/10)
« Reply #112 on: February 01, 2018, 11:17:06 pm »

This took way longer to do than it should have, and I am sorry for that. There is no real excuse, as laziness doesn't cut it.

Reverion modifies her people some more. (6)
Her dwarves are now even more spider-like, Allowing them to secrete a gluey string like substance on their hands and feet. They can use this to climb walls and even ceilings, and a quirk in the modification allows a non sticky version to be harvested and turned into stab resistant armor. However, they are now somewhat more short lived. Spider secretions: +2 to ambush and scouting rolls, Spider kevlar armor adds 120% to defense rolls. Growth rate is multiplied by 0.95
The dwarves create mushroom farms underground for feeding the greater ability for population growth. (6)
The farms are a huge success, creating almost too much food to be used. Unfortunately, large creatures sometimes burrow their way in and dwarves are regularly lost in combatting these creatures. 2 dwarves lost. Underground farms: Each turn lose 1d10 dwarves. Growth rate is now 1.86.
(2+2)
Reverion's people continue to use bronze tools. 109 new dwarves are born.

Typhus attemptes to create shoggoths. (6)
His shoggoths are far more powerful than expected, massive creatures with tentacled appendages, constantly shifting. There is one downside, however. They are created with free will, and they are darn hungry. Before his priests can wrestle the three beasts under control, they eat 15 people. Shoggoths can live nearly forever, and as such, with only 3, there will be barely any population growth. Shoggoth: Epic unit, counts as 25 troops. Has 25 health points, recovers 25% of current health each combat turn. Requires priests to keep under control.
He then orders his people to create gates to the astral dimension. (3)
The gates work, opening a hole to the plane that contains the remains of the primordial soup used to make this dimension for but a moment before closing. This gate is open long enough for a single creature to pass through, but his priests cannot choose what kind of creature passes through. This could result in a potentially world ending event, though the chance is almost infinetsimally small. There are 6 gates currently, and each can only be opened once per turn. Astral gates: 30 year cooldown, opens a portal to the astral dimension for an incredibally short time, long enough to summon a single creature.
(18+10)
His people advance in technology, and now use copper tools. You have entered the chalcolithic era! 15 people become illithids. 3 people are eaten. 91 people are born.
MonkeyLord's diplomats inquire as to the meaning of the tablet, and what Typhus' intentions are. How do you respond?

Nazush bestows a new boon upon his people. (6)
His people can now suck the blood (or equivalent) of a creature, gaining the positive aspects from that creature. This can stack multiple times, meaning the oldest dwarves will be inredibly powerful. There is a downside, however. All of this power in one place increases their lust for blood. The more a dwarf uses their powers and abilities, the greater that thirst grows. If they do not quench it, they will eventually go into a blood rage and consume the blood of everyone nearby. Aspect draining: Absorb traits from other creatures to become more powerful. Will take time to manifest bonuses. Adds a chance for blood rage to most powerful dwarves.
His people expand their agriculture system to feed the growing population and its animals. (4)
The system is a success, allowing more growth. Agricultural system: +20% growth rate, larger herds.
(6)
His people continue to use copper tools. The herds begin to give fruit, bolstering their diets with meat. 38 new dwarves are born.

Kuzzik-Harin expands upon the mind blank further. (4)
Now, he himself or his priests can guide a dwarf's actions from afar. Direct control of the mind blank hive mind will take some getting used to, but should help improve combat. Mind blank control: +10% to attack and defense multipliers.
Kuzzik-Harin then tries to teach the dwarves language. (1)
The attempt is a complete and utter failure, and the dwarves utterly refuse to adopt any formal language, instead communicating telepathically through the mind blank.
(1+2)
His people continue to use copper tools. 47 new dwarves are born.

Antangonten creates and then gives bows to his people, hosting a tournament. (5)
One young human is of particular skill. Her name is Ganna. You give her a book about beekeeping, and after beign slightly puzzled, she thanks you. You have gained a person of significance! Ganna is a mighty archer, a hero unit you can use for black ops missions.
(10+2)
His people continue to use copper tools. 99 people are born.

MonkeyLord again attempts to instill the power to lay things bare. (2)
This time, the attempt outright fails.
He then orders his people to create journals and write down the things they learn, to be passed down to their children, and their childrens' children. (5)
The attempt is an outstanding success, and the system allows for a rapid accumulation of knowledge. When a journal is no longer useful to a descendant, the journal goes to a building in which information still pertinent to the society is transcribed into educational books for everyone to read, keeping the original copies in storage. MonkeyMarkMario has the first library! Journal inheritance: +2 to next tech advancement roll when not advancing, +10% growth rate from better farming techniques.
(12+4)
His people now use copper tools! 81 people are born.

Grogar grants a boon to his people. (4)
The boon is a success! Now, even as his people age, death from time is no longer a threat. Each person lives their days as if they are in the prime of their youth. Only in battle, or through poison and disease, shall his people die. Nigh immortality: Your people no longer die a death from old age. +20% to growth rate, +1 to next tech advancement roll when not advancing.
He then instructs his people to learn agriculture. (3)
They succeed, to a degree. You are still somewhat reliant on hunting and gathering, but the beginnings of a farming system have allowed your people to spen less time looking for food, and more time thinking or making children. Agricultural system: +1 to next tech advancement roll when not advancing, +10% to growth rate.
(5+6)
His people continue to use stone tools. 137 people are born.

The True Meaning bestows a disbelief of their limits in its followers. (3)
Most people now believe that their brains are not yet perfected, but this belief is weak and somewhat slow acting. At the beginning of each turn, your tech advancement roll decreases by 1. This effect stacks a maximum of five times, ending with a tech advancement roll of 1d15, rather than 1d20.
Its people then gather tree saplings and head North away from the forest.
(13)
They continue to use stone tools. 65 new people are born.

Oberon attempts to bestow another boon of beauty upon the forest. (1)
The boon ends up being a curse, and only the quick actions of the elves are able to contain the affected areas. Portions of the arboreal galleria and the beauty zone have become twisted by dark energies, and began to rapidly grow outwards, attempting to consume the untainted parts of the forest. The elves were able to contain most parts in small pockets, blocked off by a barrier of scorched, barren ground, as well as active weedwacking. The growths are aggressive, sprouting viny tendrils and venus flytrap-like mouths in an attempt to consume the elves for sustenance. Only their quick reactions allow for no casualties.
(1)
Due to being busy containing the corruption, the elves do not have time to learn more advanced architecture.
(14+3)
His people continue to use their wood tools. 12 elves are born.

Gerbil grants his people a rage at the beasts. (4)
His people attack the beasts in their free time, gradually whittling down the numbers in such a way to avoid injury or death, and also without impacting production. Many of the beasts have been destroyed.
He then order his people to tame some of the less aggressive animals and use them as beasts of burden. (4)
It is fairly successful, and allows for increased production. Beasts of burden: +10% pop growth, +1 to next advancement roll when not advancing.
(3+3)
His people continue to use copper tools. 46 dwarves are born.

A new god appears! Gogamog, god of atrocities, as well as 124 elven followers, appears East of the largest mountain. Immediately, he orders his followers to sacrifice to him. (2)
The sacrifices aren't very good, and he also loses a virgin elf. He also bestows a boon upon them. (3)
When blood is tasted, his elves now get bonuses to combat. Assuming someone dies in the first round of combat, all rounds after recieve a 20% attack and defense bonus.
(25)
His followers advance in technology, combining their skill at working with wood and stone and turning that same skill to copper. 12 elves are born, 1 is lost.

Pixum also forms. Pixum mixes, combines, and constantly changes whatever catches his fancy. 124 elven followers form along with him, Southwest of the largest mountain.
He bestows a boon upon them. (3)
The boon is mostly successful, and his followers now have a second row of arms. This second row is slightly weaker, but are still as dextrous as normal arms. This allows them to wield a second set of small weapons, and allows them to perform delicate tasks easier. +1 to to next tech advancement roll when not advancing in tech, 20% multiplier to attack and defense
He then orders them to work the area around them. (6)
His elves take to farming with reckless abandon. This results in large amounts of food, but some goes rotten instead of being eaten and several elves die from accidents. +30% to growth rate, 3 elves die.
(6)
His elves continue to use wooden tools. 16 elves are born.


Grendabar has left his people, for now. (1+3)
They do not advance in tech. 113 new humans are born.


Asmodius has left his people, for now. (4+3)
They do not advance in tech. 35 dwarves are born.


Bozhur the Brash has left his people, for now. (5+2)
They do not advance in tech. 106 gen 3 humans are born.


Argent debater, Crazyabe, and Imic, are leaving the game for now and their kingdoms are now godless NPC kingdoms. They may be reclaimed later.

Due to the somewhat large amount of work involved in this, as well as my general laziness, I am going to limit the max kingdoms to 10. If you already have a kingdom, but it is an NPC kingdom, you can still join.
There is a GLOBAL EVENT currently happening. Check back tomorrow for it, because I really need to go to bed. If you want a hint on what the potential catastrophe is, read Yottawhat's move.

Discord link.
Map, as well as kingdom/empire list and some demographics. (More to come (Maybe))
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helmacon

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Re: Gods Battle: Turn 6: The first global event! (12/10)
« Reply #113 on: February 01, 2018, 11:34:41 pm »

Grogar will grant a boon to his people. He will teach his craftsmen the proper enchantments to make things last. Their weapons, tools, and armor will become more durable when under this enchantment.

He then instructs his people to learn to fish from the nearby river, to accompany their agriculture developments.
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Jilladilla

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Re: Gods Battle: Turn 6: The first global event! (12/10)
« Reply #114 on: February 02, 2018, 12:24:08 am »

Pleased at these successes, Nazush orders his Dwarves to figure out how to leverage their animal herds towards work... And war.

While they are doing so, Nazush cast's a blessing, once more enhancing the Dwarves bloodsucking capabilities; When blood is sucked the dwarf will enter a temporary state of rejuvenation; soothing the rigors of old age, and conferring a small amount of regeneration.

After this, Nazush sends 40 dwarves, armed as well as they can, to eliminate one of the corrupted forests to the northeast of his camp. (K26)
« Last Edit: February 03, 2018, 02:44:19 pm by Jilladilla »
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FallacyofUrist

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Re: Gods Battle: Turn 6: The first global event! (12/10)
« Reply #115 on: February 02, 2018, 10:04:06 am »

Antangonten:

Send a message to my people: "Do not beware! There is not deadly corruption spreading throughout the northern woods! You must not be ready for the corruption that is not there!"

Gift a magic arrow to Ganna. The arrow will invert anyone it hits(skin on the inside, vital organs on the outside).
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crazyabe

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Re: Gods Battle: Turn 6: The first global event! (12/10)
« Reply #116 on: February 02, 2018, 10:45:01 am »

I return from my short vacation from goding and gift my dwarves with (Litteral) Fiery rage against the corruption in the forest.

Then I order them forth to fight it.
« Last Edit: February 02, 2018, 06:41:30 pm by crazyabe »
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Failbird105

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Re: Gods Battle: Turn 6: The first global event! (12/10)
« Reply #117 on: February 02, 2018, 11:37:44 am »

The True Meaning once again bestows disbelief, however not upon those humans that had begun to understand the Truth, but rather, upon the plants they had brought with them. Granting the saplings powerful disbelief in any supernatural taint, which would spread to the life and land around them.(specifically I'm referring to the disbelief spreading)

Then the humans would be made to plant many of the saplings in the surrounding lands, creating the beginnings of a new forest

For the containment of the corruption, two group of thirty will head to the corruption tiles at E14 and M13(one each) to destroy them
« Last Edit: February 03, 2018, 09:34:32 am by Failbird105 »
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Shadowclaw777

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Re: Gods Battle: Turn 6: The first global event! (12/10)
« Reply #118 on: February 02, 2018, 11:38:26 am »

They got Kevlar armor now?, they need machine guns now fam, but that will wait. Reverio blesses his population of dwarves even further. They become even further-Spider like as four extra Spider appendages/arms come out of the torso of their body, with a sharpened end, for piercing foes and the like

The dwarves of Reverio, shall create Spider-silk Kevlar walls against the Oberon's forest border. We need to make sure we don't have to deal with these horrible vines!
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johiah

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Re: Gods Battle: Turn 6: The first global event! (12/10)
« Reply #119 on: February 02, 2018, 06:18:21 pm »

The global event:
In the elven woods, a corruption is spreading. The plants have come alive in odd and unseemly ways. They consume plant life around them, using the energy to spread and grow. But this is not limited to just plant life. They also consume animals. The elves have managed to contain is partially for now, but it will eventaully break through and continue to spread.

Each uncontained tile will spread one tile in any direction it can. The spread can be blocked by placing 10 or more people in each of the adjacent tiles. When doing so, the corruption will attack with a 1d10 attack roll vs a standard defense roll. if the first number is larger by less than 5, some of your people die, but the spread is contained. If first number is 6 more or greater, some of your people die, and the corruption spreads into that tile. If the defense roll is higher, the spread is contained. Yottawhat, (And anyone who chooses to assist him), must tell me which tiles they move people to for containment. A corruption tile can be eliminated with a standard attack roll vs a 1d20 defense roll against the corruption. Each turn that the corruption persists, it will gain a 10% bonus to all future rolls as it learns how to fight.
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