OF THE DIVINE
Divine Crickets march beneath the waves, for only one god acts- that new one over there, by the name of Pitarr
MORTAL MATTERS
NARRATOR: The Godly Master or GM has been informed that he's going to be forced to work another 12 hour dayshift week, and that his next shift is in oh, 10 or so hours- thus to expedite things, he has decided to leave this most eloquent of explanations towards what the mortals did in the hands of one not associated with making said explanations: they did not much, thus it was as one tribe vanished and another appeared- that things continued.
[?]
The Sleeper - 7 FC - Inaction, Rest, Cold (+1, Blubbocracy)
Endless Dream of Void - 6 FC -Corruption, Fear, Pride
Tribulation - 6 FC - Challenge, Glory, Fire
The Green Muse - 6 FC - Inspiration, Alcohol, Amusement
Pitarr - 4 FC - Growth, heritage, day
Mortal Status
Civilization Name: The Blubbocracy
Species Name: Selkies
Species Description: Seal-people, who love to eat fish and take regular naps
Species Boons: Great Swimmers (+1 to rolls involving [swimming]), (Thick Blubber, +1 to rolls against [cold] threats)
Species Bane: Sleepy (roll 1d10 for each worker before acting, on '1'- they fail to act)
Located at: E1 - The Lonely Sheets
RESOURCES
5 Workers
6 'fish'
RESEARCH
"Spears" - 1 / 10, [+1 to 'fishing' and 'hunting']
/
Civilization Name: The Differentstein Communality
Species Name: Differentstein
Species Description: The Differentstein are known for their uniqueness: No two differentstein are alike, and each one is very different from each other in terms of both appearance and ability, as no two differentstein have the same set of abilities. The differences are so radical that it is impossible to give a generic species description. If you can imagine it, a differentstein might take that form.
Species Boons: Random Boon, Random Boon
Species Bane: Random Bane
Located at: I7
RESOURCES
Worker1 - Strength, Protective - Unintelligent
Worker2 - Flying, Camouflage - Unproductive
Worker3 - Speed, Agility - Blind
Worker4 - Swimming, Territorial - Ignorant
Worker5 - Speed Climbing - Hibernating
RESEARCH
/
Tiles, New and Used
[tiles currently inaccessible to mortals will only be marked in their *first* turn until made accessible][Tiles Accessible to mortals will have their descriptions cut off after (1) turn]
E1
Lonely SheetsResources - Plant (food) 10/10 + 1 per phase, Wood 0/0 + 0 per phase, Wildlife 0/0 + 0 per phase, Fish (food) 10/10 + 9 per phase, Mineral ?/? req relevant tech
Threat: [Cold], when acting in this tile roll 1d6- per worker, on 1 said worker dies- skip if not otherwise possible.
E10
Pride’s FollyResources - Plant (food) 20/20 + 1 per phase, Wood 10/10 + 1 per phase, Wildlife 20/20 + 1 per phase, Fish (food) 15/15 + 9 per phase, Mineral ?/? req relevant tech
Threat: [Wildlife], when acting in this tile roll 1d6- per worker on 1, said worker dies, on 2, said worker fails to act. (does not apply if [wildlife] is fully depleted)
I7
The Shifting FieldsResources - Plant (food) 20/20 + 1 per phase, Wood 10/10 + 1 per phase, Wildlife 15/15 + 1 per phase, Fish (food) 10/10 + 9 per phase, Mineral ?/? req relevant tech
Threat - N / A
H6
Wildheart NestThis river travels 6,972 miles from its source to the sea. It is 2,307 feet wide at its widest point and 225 feet at its deepest. It travels underground at times. The water is warm, quite clear and blue, and it flows quite slowly for the most part, making it perfect for swimmers. Fish are diverse and plentiful, making it a great place for fishermen, and the local plant and wildlife is limited.
Resources - Plant (food) 10/10 + 1 per phase, Wood 5/5 + 1 per phase, Wildlife 5/5 + 1 per phase, Fish (food) 20/20 + 9 per phase, Mineral ?/? req relevant tech
Threat - N / A
H7
Wildheart Nest(2)This river travels 6,972 miles from. . .
Resources - Plant (food) 10/10 + 1 per phase, Wood 5/5 + 1 per phase, Wildlife 5/5 + 1 per phase, Fish (food) 20/20 + 9 per phase, Mineral ?/? req relevant tech
Threat - N / A
1. Camouflage - +1 to [hunting] and [wildlife threat] rolls
2. Agility - +1 to area of activity [can act 1 tile further away]
3. Intelligence - +1 research each phase regardless of what this unit is doing
4. Adaptability - each time this unit survives a [threat] within [1] score of death, add [ADAPTED(threat)] to it, where (threat) is the [threat] survived, while adapted it does not roll against that threat.
5. Longevity - this unit can survive *1* extra cycle/phase without being fed, it consumes twice as much food the next cycle/phase
6. Endurance - this unit can survive *1* extra cycle/phase without being fed, it consumes twice as much food the next cycle/phase
7. Speed - may act (1) additional tile away
8. Strength - +1 to combat rolls
9. Climbing - +1 to rolls involving [climbing]
10. Swimming - +1 to rolls involving [swimming]
11. Burrowing - +1 to rolls against [undergound] hazards
12. Flying - [CONDITIONAL] +1 to avoiding threats, will be noted by relevant threats
13. Echolocation - +1 while [underground]
14. Migratory - 'home' tile for this Unit may be moved once per cycle.
15. Symbiotic - Choose another Unit to attach this one to, they share all Boons
16. Territorial - +1 in combat against
17. Social - +1 to cooperative actions
18. Protective -+1 when attacked, or threatened by [wildlife threat]s
19. Detoxifying - +1 against [toxic] threats
20. Regenerative - once per cycle, can survive otherwise fatal conditions
1. Berserk - any time combat is a possibility, this unit forces it
2. Obligate Carnivore - can not consume food that isn't [fish] or [meat]
3. Obligate Herbivore - can not consume food that isn't [plant]
4. Nocturnal - can only act in phase 3 and 4 of any given cycle
5. Diurnal - can only act in phase 1 and 2 of any given cycle
6. Jealous - this unit has a 1 in 6 chance of attacking an allied unit assigned to the same tile as it- if they bring back more resources than it
7. Frail - -1 to all rolls involving [combat] or [hazards]
8. Unintelligent - all science produced by this unit is half as effective
9. Toothless - This unit will [Starve] to death at the end of the cycle unless fed researched food
10. Unproductive - -1 to all [crafting] or [gathering] type rolls.
11. Wasteful - when this unit consumes resources, be it for crafting or eating, it consumes twice as many for the same result
12. Deaf - -1 to all rolls involving [combat] or [hazards]
13. Blind - -1 to all rolls
14. Lethargic - roll 1d10 before acting, on [1]- they fail to act
15. Slow-moving - all actions complete the following phase.
16. Hibernating - is marked as [Hibernating] every second cycle, while [Hibernating] it does not require any food, and can not take any action.
17. Ignorant - can't do any researched actions
18. Stupid - can not generate research
19. Unfaithful - can not generate FP
20. Cursed - all rolls involving this unit suffer a -1 while it is alive