Well I did it. Made all four threads.
Since Generation no longer needed replaced it with this. The links to the threads.
http://www.bay12forums.com/smf/index.php?topic=170468.0^ Glasses tribe
http://www.bay12forums.com/smf/index.php?topic=170469.0^ Leodandy
http://www.bay12forums.com/smf/index.php?topic=170470.0^ Crazyabes tribe
http://www.bay12forums.com/smf/index.php?topic=170472.0^ Madman’s thread. Well hope it picks up. Got situations in mind.
Well due to popular demand. The OP will discuss stats and things.
Clan stats.
Combat: At 1-4 Get a negative modifier on Combat. 5-8 Get no modifier at all. And from there every four levels is a plus. 9-12 is +1. 13-16 is + 2 And 17-20 is + 3 in Combat. Attacking, defending, how wired your readiness and reaction time is.
Tech: How well you work with complex ancestor tech in events. It also affects how complex your inventions in Arms Race can be. Because if your day level four and try making a teleported, well get minus modifier to it. Where at 20 Get a plus modifier to over ride complexity.
Explore: How fast your people move through wilderness and how likely not to be detected. Though sensors, scanners and stuff can null it. Also cuts travel time down, as in going through environments take less day travel. And finally modifies how likely your explorers survive in the wild should they sleep out in the wild.
Search: Dicates how likely to find and how useful it is. More points in, better results.
Craft: This is super important as it decides how well you craft home made items and the resource price of said item. Higher means only the minimal is needed.
Engineering: How likely building things base wise will work.
Farm: Okay this one is simple. Each level of this is represent with two zeros at end of stat. 1 is 100 food Units (plant) while 20 is in reality 2,000.
Tame: Like farm but animal food And decides to tame wild animals and bring them to fold. Also animal resources (meat, hide, chitin, and bone) And If one started in higher level got exotic critters at start (Beast Lords/Nonads are proof.)
Medical: The more points spent in this. More likely your people will survive injuries, poison, disease and chance of recovering fast. So less chance of cripple/retirement.
As for treasures. I am making the list treasures no one has or is npc controlled.
Idea Matrix: A super advanced computer lab that calculates many things.
Effect: Two Arms race things a turn.
Fortress: Basically a massive, well protected castle armed with many cannons.
Access Tunnels: As name sounds can now travel under the “ground” in service tunnels for extra quick travel and can even go under the walls
Fusion Engine: In reality o s Of Main engines of the ship. With this infinite battery charge. And can make Energy Sphere as currency, something with more juice than a power cell.
Clone Vats: + 15 to medical as endless supply of body tissue to repair flesh. Can take it a step further and clone up armies at will. Roll for people each time. Recharge every three turns there.
The Universal Memory: This treasure is a true power house. The secret knowledge of the fore fathers. Biggest computer ever.
Effect: Whatever your tech stat was? Now full 20. As you can get ideas and figure out all the advances that were once lost. Still got to try to reapply though. Also adds 1 point in Arms Race.
Weather Control Unit: With this treasure. One is able to control the controlled settings of weather in the Ark ship. In essence using the weather to your advantage.
Effect: Change weather once every two turns. From rain to boost food, to freak disasters to wreck enemy factions. Scholar/high tech rating dictates roll results.
The Organic Refinery: A Organic building. For weird industry.
Effect: Put food in as materials and crafts items like nano factory.
The Mana Tree: A massive tree that feeds on soil, energy in air as well. Also constantly growing.
Effect: Farm eating boosted by 15. Also generate 50 lumber units each turn.
The Battle Academy: State of the art combat stimulation academy that taught war fare before strife.
Effects: +8 Combat and generates three free tactics. Get to decide what or so forth.
The Hive Network: A array and system of implants. Grants one people, to act with precision of one mind, one goal, one super organism in action.
Effect: No morale issues. No disobedience. All function as long they can.
Eidolon Network: Basically tribe that has this Can now talk to o e another no matter the distance like blue tooth head sets with tracking units and unlimited distance.
Genetic Vault: It grows only organic material and synth meals. Can apply genetic tampering to pre existing things though.
Cyborg Factory: A factory that allows for cheap and easy replacement of cybernetic parts to graft onto willing human bodies. With this no need to research cyborg upgrades instead. Hold.
Dream Twister: Now in the soft science fiction section. If a tribe owns this, can take strong willed individuals and make them psionics capable. Closest thing to magic aside fudging with a quantum engine or something.
Generation Rules:
Every twenty turns a generation passes. Each generation, leader characters get older and officers and more people show up in clans. Thinking current time limit is 120 or 6 generations. There are ways to extend time limit.
Also this is a different SG because here it affects growth of colony/tribe in stats and situation.
Book of Law: Basically allows or disbands new ideas.
Arms Race: Three rolls. 1/6 each.
Three catergories are actual realization of project. ( 1 means it never leaves resting, let alone usable. While 6 is mastery.)
Next is “price” or how easy to make.
1 means only one tops. 6 means whole base can have it with time.
Last is bugs/Bonus. At 1 bs fudge up system with a draw back. 3-4 means no bug but no boob. 5-6 means boom or a bonus feature that makes it even more useful.
To follow: Item list. Which is below. Will do stats of them latter.
Gear: Note can revise or make own stuff. The below are samples. Please note one can keep making new stuff in Arms Race.
Melee Weapons: Please Note. The melee Weapons Of Basic Get modifiers based on material. Scrap metal and ore generally highest plus modifier. Also everyone has cheapest weapons with cheapest quality (bone) Free.
1: Shiv: Very dimple easily concealed blade for surprise attacks. +1 to combat and surprise attacking but melee only.
2: Big Knife; Big freakken knife, starting melee weapon. + 2 attack but not conceal.
3: Claws: Fore arm blades for slicing and stabbing. Count as free from hands as tied to wrists. Also +!2 still.
4: Blade: Now a sword. Refined metallic weapon, comes in many sizes/shapes. + 3 melee.
5: Spear: Can Be for stabbing, slashing or throwing. + 5 attack, longer range and can toss as range weapon. Need to collect it back though.
6:Wrecking Rod: A shaft of metal with wires connect to a spherical end for smashing. + 6. Has to be metal and can slow down attack rate. Ignore basics armor.
7: Energy Blade: A blade of compressed energy. Kills stealth and needs battery, but does the job. The only protection from this is power armor/ Shields. + 9
8: Pyrotechnic Axe: A axe which the blade is super-heated to cook things with heat, while slashing. + 8 damage. however hits cause target to catch on fire for additional damage and can torch things.
9: Liquid Metal Weapon: A shaft, with base on buttons and skills, liquid metal shoots up and forms into blade in question. A surprise spear or sword. Ignores Armor like energy blade. +9 damage and pick the type of damage. Crush, slice, or pierce.
10: Power Glove: Gets to hold weapon, but can punch things to death or grab target and crush skulls. +10 damage and ignores defense. Including power armor. However costliest thing to build from this list.
Ranged Weapons: All start with bow/arrow. Ammo dirt cheap. Unless fancy designs. Ammo works through one turn and battery same based on energy weapon. Have to gather/craft more ammo. Batteries recharge on base.
1: Bow and Arrow: Basic starting ranged weapon. Only good news is easy to craft, also can reuse arrows until they break, ad can craft trick arrows. + 1 range Weapon really, though better arrows lead to better results.
2: Slug Pistol: Basic bullet based projectile held in one hand. + 3. However needs ammo and range not best.
3: Smart Gun: A Rifle, that has computer program with safety functions so only it’s “master” can use it or one who hacks those codes. It’s a semi-automatic rifle with a grenade attachment. + 6 damage. Can multi hit. Energy grenade attachment costs a battery but blows stuff up good.
4: Machine Gun: A big gun that sprays the area with lead. + 10 range damage. Big bullets, rapid pace. Can tear through cover and suppression fire.
5: Harpoon Launcher: A really big gun, fires harpoons which are basically spears. It penetrates and bleeds, not to mention big holes. A super version of bow/arrow. One shot then reload. But pierced all armor including power. +15 damage pre shot.
6: Bazooka: A tube that fires out shells that go boom. A explosive version of harpoon launcher.
7: Gaus Revolver: A big pistol with eight chambers, that fire gaus ammo. Ammo needed to be made. + 20 damage. A super slug pistol.
8: Alloy Gun: A shotgun that fires super-heated alloy bits. Low range, puts targets on fire. Ignores all but force fields. Eats through those energy barriers though. + 22 damage. Battery and ammo needed.
9: Lightning Gun: Short ranged electric gun. Can stun, or kill. A cone shape day of electric burst. Battery powered. Scrambles machines, can cry people fine. Limited range though. +22
10: Laser Rifle: It’s a sniper rifle, just fires quick moving energy to burn target. One battery for three turns. Long range precision shots. +25 damage
11: Plasma Thrower: A flame thrower, but it fires out plasma stream instead of flames. 40 damage. Poor range and eats three batteries at a time.
12: Crusher Beam: Fires out raw compressed particle/kinetic energy to punch targets with holes or outright crush them. 50 damage, kinetic energy impacted.
13: Shrapnel Grenade: Pull pin, toss, explodes and the sharp metal aspect does damage. Cost is grenade pre use. Explosion and shower of metal fragments. Does up to 40 damage.
14: Fire Bomb: Just like above, but lights target zone in fire. Does 60 damage and lights things on fire.
15: Kinetic Grenade: Toss and what it hits gets hit with a ton of force. For breaking armor, vehicles and bodies. Does 80 damage and ignores armor.
16: Sticky Grenade: Press button and toss. Air exposure turns on adhesion field. It hits, sticks, then blows up in target area. 120 damage. Super rare and can blast armor off.
Defense:
1: Animal Hide: Chemically treated anial hide, as basic as it comes. 3 defense.
2: Bone Armor: Now replaced by animal bones, the tougher bones that is. 6 defense.
3: Rattan Armor: Made from Wood d Plant Fiber, protects well against low powered cutting, sucks against flame. 12 defense. Extra projection to slashing/pierce. Take double damage from flames.
4: Chitin Armor: Armor made from remains of plates, big bug plates. 16 defense.
5: Metal Armor: Junk armor. It is made from junk/scarp. 20 defense. Can become over heated and burn wearer.
6: Ceramic Armor: A thick fiber suit with plates on inside woven in to absorb extra damage. Best non powered armor. 28 defense. Sadly hard to move in it with vision (think Batman Armor Dark Knight the first suit Batman wore. But looks like armor.)
7: Exoskeleton: Plated armor that has muscle motors to allow the cripple to walk. Or a automail arm to replace lost arm. Almost power armor, but has lamer fueling process. 45 defense. But has flaw spot with exposed pilot and vital spots of suit gears.
8: Power Armor: Motorized power armor that keeps people alive. 60 defense. Individual units, beds juice once every four turns and enhances user strength.
9: Jotun: It’s a Hulk Buster style powered armor. 80 defense. Big stat boosts, can come equipped up to four weapon systems.
10: Phoenix Armor: it flies, tanks damage and comes stored with rocket guided pods of destruction. 100 defense. Can fly. Needs juice three turns, and comes with micro rocket bomb attack.
11: Force Wall: Toss ball, energy field springs up to soak damage for a bit. Soaks up to 125 damage then vanishes for good.
12: Adaptive Shield: Halo style regenerating energy field. Only protects 80 defense but can repair/regen So never runs out.
Vehicles:
1: Sky Cycle: A flying motor cycle. Fast, does not offer much protection. 15 defense, 9 Go, flies. Travels up to five days worth of travel in one turn. Needs oil.
2: APC: A armored personal carrier that can transport troopers. Also decently armed, the problem is their ground bound. So less mobile. Three days a turn. 50 defense, 20 hp. Can hold 16 people. Driver, gunner, and 13 troops. Oil powers or coal.
3: Behemoth: A tank. Yes, an honest to goodness tank. It is solid, but not as mobile as others. Travels up to three days worth a turn and has big ass Guns, crew of three. Driver, gunner and the maintence crew member. Fueled by oil, coal, or lumber. Defense is 70, hp is 50.
4: Crawler: A tank on spider legs for easier mobility. One crew member, only oil, five day travel a turn, has small cannon and legs as weapons. 55 defense. 30 hp.
5: Sky Runner; A small air craft that is akin to fighter or bomber. That has wings that beat like a birds. 12 Days Travel a turn, needs fuel once every thre turns. Lumber, coal,plant fibers, and oil fuel it. Hp is 15, defense is 60, no weapons.
5: Soldier: A exo frame that is humanoid and is armed to the teeth. 3 Days Travel a turn. Fuel is oil or power cell. Defense is 80, 60 hp, can come up to four weapons, has strength value of 20 due to limbs.
6: Hopper: A massive machine that walks or does jet booster assisted jumps. Armed with heavy mounted rocket launchers. Six days Travel a turn, refuel every three turns. Defense is 75, Go is 40. Fun is +90 damage with splash.
7: Thunder Saur: A robotic dinosaur from Hell that is armed to the teeth. Hp is 95 defense is 120, Strength is 60, three Days Travel a turn, can House up to six weapons. Refuel once every three turns. Power cell recharge, oil, coal, lumber. Anything that produces tons of powe. Starting weapons are 140 in strength (mouth cannon, tail, claw arms and shoulder guns.)
Animals: Depends on Tame rating as to what’s available for farm animals. Beast steeds, and helpers.
Creatures, as the Ship was part Ark for People and beasts. Some run loose on the ship now. Below are creatures on ship. Note for sake of farming, everyone has horses, chickens, cows, and other normal animals, including puppies. All animal steeds are one day travel. But flying critters is ten.
1: Dire Wolf: Big, strong, powerful wolves. Tame rate is 8. Handy as Battle pets or stress. Meat value 15, bones 30, hide is 15. Common
2: Dire Ape: A forty foot tall and broad prime ape. Big ape, very strong. 30 meat, 30 hide, 60 bones. Tame rate of 10. Uncommon
3: Terror Birds; Big birds, meat eaters who are capable of being mounts. Fearsome fighters, tame rate is 5 tame. Fast on attack, 12 hides, 36 bone and 24 meat. Common. Love wood lands.
4: Gigantic Frog: Great for moist areas of map and leaping with tongue, and can eat a man whole? Great stuff. Uncommon, live near places of water. Have a tongue attack and smash via jumping. Can swim. 60 meat, 120 bone and hides are useless. Too slimet. Tame rate is 14.
5: Mega Lizard: A Lizard the size of a Hippo. Big, powerful meat eater. Tame rate is 16. Can carry up to five warriors on back, powerful jaws. Tough hide. 50 meat, 50 hide. 100 bones.
6: Psi Dog: Dogs that can talk with one’s mind. Not a steed, handy in can read thoughts and tell them to master. Their food and resource quaint is too small as a advantage. They are Rare. Tame rate is 20.
7: Thunder Bug: Large flying steed, named for how loud their wings are. Tame rate 15. Flies. Meat is 20. Chitin is 40. Handy at fly by striking. Uncommon
8: Elephant: Enough said. Big siege critters. Uncommon. Tame rate is 9. Hide is 80. Meat 120 and bones are 160.
9: Titan Boa: Really big snake that is hungry. Not a steed, attack pet, ambush predator. 16 tame rate. Rate. Prey of rocks. Meat is 30. Bones 150, hide is 60.
10: Scyth Scales: Basic Jurassic Park version of a velociraptor. Common on grad land/high grass. Tame rate of 10. Meat is 10, bones 20, and hide is 10. Best for attack pets to distract and bigger elders as steed.
11: Horned Bills: Triceratops style dinosaurs. Rare. Tame rate 18. Powerful, meat 90. 180 bone and 240 hide. Great for attacking or farming.
12: Quake Makers: Sauropods. Tame rate 20. Biggest creatures. Even more than turtles. Really rare, could be mobile outpost critters. Meat? 300. Bones? 600 hide 600.
13: Maw Beast: Big meat eating dinosaur. For combat as siege steeds mostly. 240 meat, 240 bones, 240 hide. Tame rate is 18.
14: Armadon: Gigantic turtle. Not that fast, but easy to maintain and can carry a ton of weight. They are uncommon, prefer grad lands, claws and mouth are deadly. So big no predators. Can store up to a small family and supplies on their back. Tame rate 12. Can knock down trees with ease and meat value 160, 50 chitin And 200 bones.
15: Dire Wolverine: Big mean weasels that can wreck your stuff. Can be riden. Tame rate 6. Common as hell in some parts, meat 40, bones 40, hide 40.
16: Beast: Big dinosaur basically. Like a meat eating stegosaurs/predator hybrid thing. Closest thing to Godzilla here. Tame rate 20. Ultra rare. Meat 240, bones 480, hide 480. They hit as hard as mecha wbut organic.
17: Sword Teeth: T Rex basically. Can be steed. Tame rate 18. 90 meat, 180 bones and hide. Can do serious damage.
18: Plate Face: A gigantic armadillo that is quite useful. Tame rate 16. Uncommon. Great at farming (poop) And well fighting too. 80 meat, 240 chitin, 160 bones.
19: Roc: Big, huge flying bird. As a steed or combat. Massive bird that feeds on elephants and Titan boa. Sometimes dinosaurs. Flies, is huge enough for crew of five. Meat is 160, bone is 320. And they love flying. 20 tame rate.
20: Gigantic Spider: Enough said, spiders the size of a car. Can be trained to attack, steed, or even use silk as a resource. Cannot he ridden, tame 20. Can spin web traps and hunt enemies/prey though. Also venomous so careful if thinking of eating them, chitin is 200.
21: Pit Bull Ants: tame rate 3. Ants the size of really big dogs. They fight and tear, only valuable thing Dead is their 30 chitin.
22: Giant Sloth: Cannot be ridden, noir can they becattack animals. But they can carry heavy gear for exploring and will defend their masters. Only tame rate 4. Provide 60 meat. 120 bones, and 120 hide.
Last thing to do is Resources. Looking them up again as I got it on this thread.
Resources:
1: Meat: Sometimes you do not want to know what kind. But is capable of fending off hunger. 1 food unit.
2: Fruits: Exotic plants with mild acidic juice and has sugar/vitamins. 1 food unit.
3: Vegetables: Super healthy home grown plants packed with minerals. 1 food unit. Includes wheat/bread and rice are types here.
4: Synth Rations: Artificial food packets for the military. Counts as ten dinners.
5: Spices: Doubles the taste factor of meat so cuts feeding price down from one whole unit a person to half.
6: Oils: Used in medicine to treat minor injuries. Fuel vehicles and can mix salad with it (or straight up eat it.)’Oil in this game is not fossil fuel but bio diesel that is capable of consumption.
7: Bones: Can Craft things from these animal bones.
8: Plant Fibers: Long strains of plant fiber, this stuff can be crafted to useful things like additional armor or rope.
9: Batteries: Most useful form of currency/worth its weight in gold. It also powers all hand held tools that need power (including most fire arms.) and they all can recharge at charging stations at home bases.
10: Hides: Animal skin, can be used in ways.
11: Lumber: For trade, craft, fire or even fuel.
12: Ore: Chunk of metal. Either mine the ship (Which can cause structure damage.) Melt down scrap to this refined form, or the lithosphere.
13: Scrap Metal: Recyclable Metal.
14: Runic Core: Computer Chips With runes on them. They are for programming and power. Mainly crafting. Said runes house AI programs.
15: Power Cell: Big battery, for vehicles.
16: Spare Parts: Many useful spare parts to aid on engineering and crafting.
17: Computer Chips: Money or actual data files used to teach new things.
18: Coal: Fuel or trade.
19: Seeds: For planting/farming.
20: Ammunition: Could be money due to usefulness. But these bullets are for non energy guns. Bullets/slug throwers.
21: Alcohol: Drink that clouds the mind but makes one forget the troubles of the world.
22: Medical Supplies: needed only when people are injured/poisoned/sick. Enhances medical stat roll when applied in situation.
23: Chitin: Gigantic shell scales, has many uses.
24: Slaves: if one makes book of law with Slavery. Then this is allowed.
25: Stone: Special stone from Lithosphere maker. Or from bio domes.
26: Fusion Sphere: Made from the Fusion Engine treasure. A sphere in a malleable conhension field and clean energy means safe to be hand held. Mega boost to power demands. Be warned if damaged can go off like a nuclear device though.
27: Magnetic Ore: Ore that has properties to scramble electronics.
28: Genesis Pods: Kind of like Clone Vats or Genetic Vault, as long attached to a power source. Can grow new biological matter. Including people.
And I know I keep throwing the term tactics. So here we go with that.
Using the surrounding area and gear to maximum efficiency. Like using cover and spray tactics if one can find cover. Using explosives with air power for bombing runs, conserve vehicle ammo by running over/ramming things. S icing at the enemy who gives orders to minions. Without battle academy one must drill it into heads. Higher combat skill easier it is to learn/invent these things.
Another note: Officers.
Their roll: Extend 3 commands a turn up to 7. ( need two for that. As max a person can do is three.) and the rest? Plus modifiers in tribe actions.
Say have a warrior officer that leads troop, they get modifier.
Doctor officer? Less people dying.
Scholar? More likely to use the old tech.
And so forth.
If/when a leader dies a officer replaces them. If there is no chain of command, redo leader picks as one of the tribe takes over. As generations go by, people will die/be hindered due to old age. ( so unless invested in some things. People will die.) Though each generation turn (set at twenty) well. A bunch of villagers/tribals added into ranks anyway.
Last and final, the hidden stat revealed. Hope.
Everyone starts off 10/10 in Hope. If many people die or turn lag so people do nothing. It causes fall of hope. At first, negative modifiers. If 4 or below a tribal civil war may break out. At zero tribe dissolves as a power house and scatter. Becoming people resources to be picked up.