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Author Topic: Founding Families - A Semicompetitive Civ Building Game [Explore IV]  (Read 11092 times)

m1895

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Re: Founding Families - A Semicompetitive Civilization Building Game [Expand III]
« Reply #240 on: December 16, 2023, 03:04:57 am »

Mildly expanded upon for the experiment phase
Walls of Ghastly Aversion
With the risk of bears snooping around and the guaranteed trouble the spiders pose, some method of safeguarding our tunnels was deemed necessary.
A circle of glowrope is sized to a tunnel, two more lengths of rope are used to create a "doorway" at the center of the circle, and then the central ropes are vertically scoured along the sides. After that the whole thing is bundled together and plopped in mourning dew, an attuned is kept on hand to focus on the bundle as it marinates for the next couple hours. The bundle is then removed from the dew and secured in its tunnel as a fully finished wall of ghastly aversion, though physically unchanged any (un)living being can sense raw aura of death emanating from it.
Death by crushing force. Death by gnashing teeth. Death in all its forms understandable by all creatures. Of course if one passes through the wall they will come out the other side unharmed, for the wall is not made of death, but the fear of death. Humans are uniquely able to rationalize this fear, and our people's experience with mourning dew in general and Walls of Ghastly Aversion in specific means we are uniquely able to rationalize this fear among humans, so we can travel through about a half dozen walls in short order before being physically and emotionally exhausted. Now you may expect the Attuned to be hit harder by the death wall, and while that is true, they sense the one all-consuming fear as several smaller distinct "blocs" of fear that can be rationalized away individually, so on average they can make it through a few more before being exhausted.
Of course, our people naturally wondered why each wall felt minutely different. Little test walls were made, first only scouring specific spots along the rope, Then scouring particular patterns, and eventually crude carvings. The end result being rudimentary symbols covering a handful of broad fears of death, the crushing death, the bleeding death, the starving death, the... fearing death (among others)? All isolated in specific test walls, and if our people feel it necessary, walls of ghastly aversion can be made with these narrower concepts instead of the broad standard. Admittedly he biggest notable benefit is more in how our people can expand upon this knowledge base, with a minor boost to the ease of rationalizing through the walls, since we have a better understanding of how they work.
« Last Edit: December 16, 2023, 03:08:19 am by m1895 »
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Quarque

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #241 on: December 16, 2023, 04:32:43 am »

The Soul Drivers could benefit from a more detailed description but if it gets a highroll (and the odds are good) it would be a great help for both defense and offense. We do not have a lack of angry bugs to weaponize.

Quote from: votebox
Major Families:

Minor Families:
Soul Drivers (1): Quarque
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The Canadian kitten

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #242 on: December 16, 2023, 05:27:13 am »

Quote from: votebox
Major Families:
Soul Drivers (1.1): Minor families
Minor Families:
Soul Drivers (2): Quarque, TCK

I like the Soul spies as well, will be useful to determine whether the other tribes would remember us or something
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Crystalizedmire

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #243 on: December 16, 2023, 09:18:49 am »

Quote from: votebox
Major Families:
Soul Drivers (2.1): Minor families, Crystalizedmire
Minor Families:
Soul Drivers (2): Quarque, TCK
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NUKE9.13

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #244 on: December 16, 2023, 01:24:09 pm »

Quote
Souldiers:
All sorts of souls find their way into our chthonic domain. Many (most?) wind up in the Whispering Lake, on their way to their eternal rest. Some may find themselves flowing in other directions, however- recovering from trauma in the Misty Chamber, sent to the Magma Lake for... punishment(?), imprisoned in the Depths... all these features have their own functions in the complex system that is the afterlife, no doubt. Far be it from us to interfere.
...well, far be it from us to interfere too much. A little bit of interference here and there never hurt anybody. Well, except for that one time. But let's not worry about that.
See, we have a large number of threats facing us currently. We could be like the Whispering Lake spirits and take a passive stance- avoiding them or trying to persuade them to leave. Or we could be like some of the spirits who wound up in the Depths. Aggressive. Proactive. Deadly.
The Lake-Attuned thinks it might be possible for aggressive spirits to... purify themselves in their post-mortal existence, thereby allowing them to pass through the Whispering Lake like their more passive brethren. They need to purge themselves of the anger that holds them back. And what better way to purge that anger than by killing some spiders (or centipedes or bears or rival tribes)? They do require guidance, but we can provide that.

An Attuned delves into the Depths, and makes a contract with one or more violent spirit(s) who wish for a second chance at the afterlife. The Attuned ('Souldier') gains the ability to channel the violence/anger/hatred of the spirits into waves of death, that will outright kill smaller creatures, and significantly weaken larger ones. Once a spirit's soul has been sufficiently cleansed, it is brought to the Whispering Lake. The Lake-Attuned will assist it in letting go of the last vestiges of anger, and ease its passage into the afterlife.
A handful of such Souldiers would be enough to keep a lot of angry wildlife at bay.
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Quarque

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #245 on: December 16, 2023, 02:12:31 pm »

The souldrivers and walls of ghastly aversion are both great ideas.

But I like the souldiers even more. No trying to be cute; a brutal and direct approach. I feel this is what the situation calls for.

Quote from: votebox
Major Families:
Walls of Ghastly aversion (0):
Soul Drivers (1): Crystalizedmire
Souldiers (0):
Minor Families:
Walls of Ghastly Aversion:
Soul Drivers (1): TCK
Souldiers (1): Quarque
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #246 on: December 16, 2023, 02:32:38 pm »

I’m currently rewriting Soul Drivers, but I’m not completely sure how to expand on it…

Here’s what I have so far

```Soul Drivers (Builds on: Soul Scouts, Requires access to: Mourning Dew)

The spiders are a serious threat.  But they could be made to do our bidding.

Soul Drivers are similar to Soul Scouts, except that they create a sense of fear, dread, and uneasiness that frightens and repels targeted creatures.  By carefully coordinating their movements, the Soul Drivers can herd creatures from one area to another.  This can have multiple uses.  It can be used to dispose of pests by driving them into something (such as magma) that is sure to kill them… or it can be used to “weaponize” such pests by herding such that the their only route to “safety” is through our enemies..  And we all know how vicious something can become if it is trying to escape and something is standing in it’s way.  Thus we can turn them into our own personal “armies”, and send them forth to terrorize our foes!```

What do you think?  Any suggestions?  Was the original suggestion better?
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NUKE9.13

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #247 on: December 17, 2023, 12:35:33 am »

Quote from: votebox
Major Families:
Walls of Ghastly aversion (0):
Soul Drivers (1): Crystalizedmire
Souldiers (1.1): Minors
Minor Families:
Walls of Ghastly Aversion:
Soul Drivers (1): TCK
Souldiers (2): Quarque, NUKE9.13
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #248 on: December 17, 2023, 04:11:54 am »

I’ve updated Soul Drivers with the changes noted in my previous post (and in Discord).



Quote from: votebox
Major Families:
Walls of Ghastly aversion (0):
Soul Drivers (1): Crystalizedmire
Souldiers (1.1): Minors
Minor Families:
Walls of Ghastly Aversion:
Soul Drivers (2): TCK, A_Curious_Cat
Souldiers (2): Quarque, NUKE9.13

Not sure how to update “Souldiers (1.1): Minors” in the Major Families votebox.  Also not sure why the minor families vote counts for more than a vote from a major family… I’m confused…
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Quarque

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #249 on: December 17, 2023, 08:13:21 am »

Quote from: votebox
Major Families:
Walls of Ghastly aversion (0):
Soul Drivers (1): Crystalizedmire
Souldiers (0):
Minor Families:
Walls of Ghastly Aversion:
Soul Drivers (2): TCK, A_Curious_Cat
Souldiers (2): Quarque, NUKE9.13

Fixed it. There is now a tie in the minor votebox, so the vote can't carry over for the moment.
When the minor family vote does carry over it counts as 1.1 to break ties in the major family votebox.
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The Canadian kitten

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #250 on: December 17, 2023, 05:10:47 pm »


Quote from: votebox
Major Families:
Walls of Ghastly aversion (0):
Soul Drivers (1): Crystalizedmire
Souldiers (1.1): Minor Families
Minor Families:
Walls of Ghastly Aversion:
Soul Drivers (1): A_Curious_Cat
Souldiers (3): Quarque, NUKE9.13, TCK

In interest of breaking the minor families tie, and also I like the idea of the Souldiers, switching over to that Idea.
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Powder Miner

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Re: Founding Families - A Semicompetitive Civ Building Game [Experiment III]
« Reply #251 on: December 19, 2023, 10:59:49 pm »

I choose execution via nuke; I REALLY like the lore work NUKE does in Souldiers despite liking the mechanical idea maybe a little less; aspecting the individual Dew lakes is actually an incredibly fucking cool idea and has the potential to make that side of the game a lot, lot cooler.

Quote from: if i fix the votebox fast enough maybe m won't make fun of me for breaking it
Major Families:
Walls of Ghastly aversion (0):
Soul Drivers (1): Crystalizedmire
Souldiers (2.1): Powder Miner, Minor Families
Minor Families:
Walls of Ghastly Aversion:
Soul Drivers (1): A_Curious_Cat
Souldiers (3): Quarque, NUKE9.13, TCK
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Man of Paper

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Founding Families - A Semicompetitive Civ Building Game [Explore IV]
« Reply #252 on: December 30, 2023, 10:16:22 pm »

Experimentation III: Like A Man Possessed (Roll: 1)

With a firm grasp of what it meant to be Attuned, a Minor Family decided it was time to revisit The Depths that once haunted The Wardens of The Lake before they were Wardens (or knew of the Lake) [Nuke9.13 -2I].

Some very limited communication, mostly through feeling and emotion rather than any words projected to the mind, allowed Attuned the opportunity to learn about the nature of the spirits within the Dew. These individuals met their ends at the height of their rage, and this reflected in the roaring and shouting amid the growling, snarling, and whooping that assailed the Attuned. Those that had the strength of will to maintain some composure whispered to be let in, to be freed from the chains that tormented them. Some Attuned obliged.

Violent spiritual energy possessed the Attuned who had allowed themselves to be open to it, and each Attuned quickly found themselves in devastating spiritual struggles to maintain control of themselves. Unfortunately, any doubts meant that the Deep Spirits had a weakness to exploit, sometimes to violently explosive effect, freeing themselves from the body but being cursed to return back to The Depths. Out of those that survived the possession process, two subAttuned arose:

An Attuned who could definitively dominate the possessing spirit found themselves in a symbiotic relationship where they served as a vessel to carry the spirit and the focus through which it could "cleanse" itself and achieve a spiritual "neutral buoyancy" that would allow them to pass through The Whispering Lake. Cleansing was done by releasing the concentrated negative and aggressive energies that tainted the spirit. These energies collected in and projected from the lungs and manifest as deafening shouts, screams, and roars. The pure potent rage frightened the tribefolk even before it was concentrated and directed, and now, properly channeled, this rage could strike such a strong fear in those caught by the bellowing that any living creature would feel the need to flee if not outright die of shock.

This power doesn't come freely, though. Deepcriers who subject their foes to the horrifying howls of the Deep Spirits can do significant harm to themselves if they exert themselves too hard or often. Injury often starts with damage to the throat and mouth causing bleeding, gums and lips splitting, teeth cracking, and eventually bleeding from the nose, ears, and eyes until they lose consciousness. Even if they don't push themselves beyond their physical limits, using these powers is mentally exhausting and requires some moderation and self-control to practice successfully.

Unfortunately the vast majority of attempted Deepcriers weren't incredibly more powerful than the possessing spirits and found themselves quickly succumbing to the will of the Deep Spirit. The first incident occurred a few days after the first possessions. Those who hadn't burst apart had thought themselves clear of danger and were familiarizing themselves with their new partners when one of the Deepcriers began to fidget and twitch. The spasms were quickly accompanied by involuntary barks and yaps before they just snapped, yelling and screaming as loud as they could while trying to tear apart their fellow tribesfolk with their bare hands and gnashing teeth. A number of villagers were caught in the ensuing shouting match, resulting in a good few debilitating injuries and deaths. The Shrieker managed to survive and fled, killing more villagers in brutally violent attacks as it escaped. The few surviving Deepcriers isolated themselves from the rest of the tribe until they could be sure they wouldn't fall to their possessors as well.

The Shrieker plagued the tribe for a time, wandering the caverns until it came across someone it could tear apart. It constantly yelped and barked with ferocious and deadly intent as it went, inflicting harm on Wardens even when it's voice was simply echoing from a distant tunnel. The fear it instilled struck deep and immediately, so to keep The Shrieker from unexpectedly and consistently interfering with the tribe's day-to-day efforts small plugs of clay were crafted that could be pressed over the ears. They effectively blocked out sound, which initially hampered the tribe more than the Shrieker would, but the Wardens eventually developed a very basic hand-and-body language to communicate nonverbally to one another while they worked. This language spread throughout the tribe as time went on thanks to the clay buildup in the ears that plagued the tribe's workers especially badly. At this point the tribe is stuck between two forms of communication, with a rudimentary fusion language forming between them.

Tribefolk who survived encounters with The Shrieker noted how it had appeared to be withering away as if starving, with visible decay the last couple showings before it never came back. While no longer haunts the tribe, The Shrieker has left a mark that will be felt for a long time.


NEW DISCOVERIES:
Deep Spirits: Spirits that inhabit The Depths. Filled with a barely contained rage that carried over from their final moments. Difficult to restrain but extremely potent, Deep Spirits are best suited for tasks requiring violence. There is no direct cost for Deep Spirits, as any upkeep is reflected in the discoveries that utilize them.
Deepcriers: Attuned possessed by a Deep Spirit. Deepcriers channel the energies from the spirit in order to inflict harm on enemies in exchange for purifying the spirit and easing their passage to The Whispering Lake. The possessing process kills the weakest-willed individuals outright and leaves the weaker-willed susceptible to turning into Shriekers. Deepcriers use shouts and screams to manifest their power. Shriekers also do this, but are little more than feral beasts lashing out at everything until they die. The [Shrieker] modifier has a chance to be added to any tile being explored during the Exploration Phase while Deepcriers is funded. A potent combat unit with a major drawback. Requires exploitation of The Depths, and 4 Mourning Dew Upkeep thanks to the low success rate of the possession ritual.

Clay Earplugs: Small balls of elastic clay that can be formed and pressed over the ears to block out noise. Residue builds up in the ear over time. Requires 1 Clay Upkeep.

Semiverbal Communication: A mixture of rudimentary verbal language and a newly developing body language. Acts as a foundation for further language development. Not quite wholly adopted by the tribe at this time.



The few Deepcriers that survived until now have recently been found in their little cave home wrapped in silken strands and drained of all their life essences. At least, that's what the few Wardens traveling that way that made it back have said.


It is the Exploration Phase once again. You may choose to make a proposal to develop for your people that could aid them in exploration in some way, or you can propose a route to explore. Stonebreakers allow you to explore up to two tiles. These tiles must neighbor an already explored tile, and must connect to one anotherl. Soul-Scouts may also be used to scout another tile neighboring a previously explored tile independent of any other action you take during the phase. When proposing exploration plans, be sure to include whether or not you will be deploying Soul-Scouts. Remember that diagonal zones are considered neighboring.


Spoiler: The Age of Attunement (click to show/hide)
Spoiler: Available Resources (click to show/hide)

Spoiler: Map (click to show/hide)
Spoiler: Resources By Region (click to show/hide)

Spoiler: Families (click to show/hide)
TURNTURNTURN
« Last Edit: December 31, 2023, 01:51:23 pm by Man of Paper »
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A_Curious_Cat

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Re: Founding Families - A Semicompetitive Civ Building Game [Explore IV]
« Reply #253 on: December 30, 2023, 10:42:57 pm »

I think we should explore 18-M and 18-N, and use soul scouts to explore 17-L.


Quote from: votebox
Major Families:

Minor Families:
Explore 18-M and 18N, use soul scouts to explore 17-L(1): A_Curious_Cat
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Powder Miner

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Re: Founding Families - A Semicompetitive Civ Building Game [Explore IV]
« Reply #254 on: December 30, 2023, 11:01:31 pm »

I do want to maybe try making horrifying Shrieker zombies as one-way warcrime weapons if we survive the immediate future and get the Depths exploited. For this phase, though... I don't think we actually have a wait to get out to the 18 tile without waltzing out the tunnel right in front of the red tribe, UNLESS we send ghosts who can go through fucking walls and who aren't as intuitively going to be tracked by whoever the hell the pink guys are.

Quote from: votebox
Major Families:
Explore 16-L and 17-L, use soul scouts to explore 18M (1): Powder Miner
Explore 18-M and 18N, use soul scouts to explore 17-L (1.1): Minor Families
Minor Families:
Explore 18-M and 18N, use soul scouts to explore 17-L (1): A_Curious_Cat
Explore 16-L and 17-L, use soul scouts to explore 18M (0):
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