HAI GUYS WATS GOIN ON IN THS THRED
The turn results are done at last... sort of. a1s (inactive since Friday) and Sir Edmund (inactive since the 21st) haven't responded, so I'll just have to consider them paused until they either come back, or another turn passes and they go feral. That means Nilocy's diplomacy doesn't happen, and to cop out and get done quicker, I skipped over on Duke's contact (still takes effect though). List Post will be updated when the turn is actually ended, since Iituem will need to rerun some population numbers for the map, and I'll add in his dividing factors.
The one remaining thing is the Jhiar'd / Nahuantl war. Iituem mentioned working on a more generational warfare system, since I couldn't figure out the battle-oriented one he wrote. Until that's out of the way, Nilocy and NonAnon can't really continue, but if Iituem doesn't do my work for me, I'll put at least something together right soon (no really). All that being said, I'm sure everyone else will want to take their next turn, and I can't really object so go ahead.
IMPORTANT NOTE: NonAnon, Nilocy, Asheron, Euchre - The war is still taking place in Turn 1, please don't jack me up by posting with new stuff regarding that. At the latest, the war results of Turn 1 will be up Monday.
Got university work to do again tomorrow and the next couple days, but my schedule is surprisingly clear after that, the next turn should come sooner. That's enough covering my ass for now, so here we go, a week and a half after the last turn. For time and simplicity, I've elected to skip Events except for extreme cases and godly actions. Instead, there's a Turn Event that everyone has to deal with in some way. No specific need to address it or how, just something to spur movement, not that it seems anybody needs it.
For just this turn, Gods' PP added 10 to the d100 results, because there were only a couple of them. With actual population numbers, I now have actual worship numbers, and PP will start flooding in. Each PP adds 1 to a d100 to achieve stuff as a God, and the amount of PP spent to do something will effect my decision on the outcome - generally the more PP, the more tangible effect, but the higher the d100, the more people take notice.
One new rule, trying to found multiple colonies is hard. -15 to each attempt for two colonies in one turn, an additional -10 to each attempt for every colonization beyond two. This is partly to reflect the difficulties of rapidly spreading into untamed lands (remember that sufficient abilities can easily make up the loss), and also a play balance issue of me trying to keep people from gobbling up the map.
SpeciesChiborRemove Parasites
Communication + (Weapons / 2(Parasites)) = 13
RNG > 26 + 13 – 10(Parasites) = 29, Fair
The Chibor's attempt to remove the Eni accomplishes little. Parasites are made to ward off such treatment after all. Nonetheless, the Chibor stay separated, the Eni are reduced somewhat, and fail to spread to other areas.
No Net Effect
Settling G-19
Speed + Weapons + Diet + Breeding = 50
RNG > 28 + 50 = 78, Good
Infest another Fungal forest was easier than the first one. Nothing in particular comes out to meet the Chibor, save all the usual predators.
New Colony, 300k Population
Base 10 + 2(Good Colonization) + 0(Random)
EP Gain: 12
YrbSundering of Mind
GM Blackbox > Stuff
Over the years, the glacial thoughts of the psychic mass rage and tear apart, tendrils and clumps breaking off into beings all their own. Huge masses die off as psychic defenses, poisons, and directed growths turn upon each other. Rapid, localized communication mutate the transmission buds and burn out receptive pathways. With great time, the local clumps begin to reform, after a fashion, and the superpsyche spirals off into a new existence. The end result is not a mind at all, but many, hundreds spread across the land the Yrb now covers, commingling and exchanging thoughts as never before. None have terribly much difference in personality, but all are fiercely jealous and defensive of their independence.
-5EP to Ranged Perception; +5EP Each to Language and Information Exchange
-50% to All Populations
Base 10 + 2(Rapid Mutation) + 1(Random)
EP Gain: 13 (+10 as noted)
Event: Confusion
The original spore is still out there, watching with a mix of satisfaction and trepidation as the divergent Yrb turns from one threat to it's will into many. Tendrils and Fungus spawned creatures range out from M-23 trying to infest the Yrb psychic network, though it finds little purchase in the chaos. As Yrbles form at last into distinct minds removing the chance of enraging a greater superpsyche, it attacks in full force, to what little effect attacking Yrble has. The spore is afraid, and now considers the Yrb true competition.
UmgranMigration, West Side
Legs + Digestion = 30
(Armor + Spitting + Language / 2(Migration)) = 17
RNG > 3 + 47 = 50, Fair
Successful, -25% Population Growth for This Turn in V-26
Migration, Middle
Legs + Digestion = 30
(Armor + Spitting + Language / 2(Migration)) = 17
RNG > -11 + 47 = 36, Fair
Successful, -25% Population Growth for This Turn in W-25/27
Migration, East Side
Legs + Digestion = 30
(Armor + Spitting + Language / 2(Migration)) = 17
RNG > -16 + 47 = 31, Fair
Successful, -25% Population Growth for This Turn in X-26
Base 10 + 0(Random)
EP Gain: 10
Event: The Greatest Rock of All
While making their way north out the mountains, a light appears in the sky bright to attract even the Umgrans' attention. For days it glows brighter than any star, before suddenly hurtling from the sky and slamming into the peaks (at W-27). There the meteor still sits, glowing and sending deep vibrations through the earth.
..●....●.●...●●...●.●...●..●...●.....
(Do what you want with a glowing meteor, I'm not even really sure what to do with it. It was born out of frustration at trying to make traveling rocks interesting. No offense man, just coming up with something.)
AhkariiInvestigate the Maelstrom
Flight + Bones + Hierarchy = 20
Communication + Wind Manipulation = 17
RNG > 66 + 37 – 20(Maelstrom) = 83, Good
The Maelstrom doesn't do much more than babble, and for a while seems to be arguing out loud with something the Ahkarii cannot perceive. After some lengthy attempts at getting it to respond again, the Maelstrom suddenly makes a proclamation, and the Ahkarii find guiding the wind even easier.
+5EP to Wind Control
Improve Huts
Hierarchy + (Communication / 2(No Language)) = 10
RNG > -49 (holy crap) + 10 = -39, Bad
The new stilt-hut designs seem appealing enough, but scatter disastrously in windstorms. The Ahkarii who lived in them are terrified of trying to live without their native trees.
-1000 Population from All Regions, No Colonizing Plains/Deserts Next Turn
Settling T-6
Hierarchy + (Communication / 2(No Language)) = 10
Huts + Wind + Breeding + (Flight + Bones / 2(General)) = 30
RNG > -19 (no luck) + 40 – 10(Separate) = 11, Middling
Traveling across the open plains is dangerous and tiring with the constant windstorms. Despite the danger, the Ahkarii establish a small foothold in the faraway forests.
New Colony, Population 2000
Base 10 + 1(Colonization) + 2(Random)
EP Gain: 13 (+5 for Wind Control)
Event: The Maelstrom Speaks
"My delightful airmen, do you not desire my beneficence? My power? My will? I desire from you in turn. Such great spirits airmen have. I enjoyed sending my breath through their homes. They are all quite content now in my splendor. I am sure others would like to join them. I will of course reward such amiability. If you doubt my magnificence, then consider my gift a demonstration. But I am quite lonely, and I will not wait long..."
LanlarSettling D-26
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Language + Telekinesis = 19
RNG > -32 + 35 – 10(Mountain) – 25(Multiple Colonies) = -32, Bad
A brief calm season lulls the colonists before the ocean unleashes generations of fury. The stormswept cliffs prove too much for the Lanlar, and all attempts to recover the colony are lost.
-1000 Population Each From D-22 E-25
Settling F-26
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Language + Telekinesis = 19
RNG > -18 + 35 – 25(Multiple Colonies) = -8, Middling
The same ocean storms ravage the other side of the bay, but in sheltered environment of the jungle, the Lanlar settle in and survive.
New Colony, Population 3000
Settling G-25
Feathers + Breeding + (Physique + Flight / 2(General)) = 16
Nest Building + Language + Telekinesis = 19
RNG > 11 + 35 – 25(Multiple Colonies) = 21, Fair
Meanwhile, the Lanlar moving into the southeast encounter only slightly less difficulty traveling so far from their homelands.
New Colony, Population 4500
Exploring the Fungus E-25
(Physique + Flight + Weapons + Senses / 2(Fungus)) = 15
Language + (Breeding /3(Exploration)) = 11
Farsense + Kinesis + (Creation + Coercion / 4(Fungus + Predators)) = 13
RNG > 45 + 39 + 10(Strategy) - 20(Fungus) = 74, Good
The Lanlar scouts' mix of strengths and careful advance rob the Fungus of it's secrets. The will from deep in the jungle stems from a great nest of vines, or stemmed until the Lanlar tore it apart. With the 'brain' gone the entire area is notably calmer.
No Fungus Penalty to Predation or Action Difficulty in E-25
Base 10 + 2(Colonization) + 1(Random)
EP Gain: 13
ShrikeExperiment with Creatures (Gristle Fish)
Language = 12
RNG > 19 + 12 = 31, Fair
While not a great source of food, the tough river creatures have many other useful parts.
+2EP for Civil Abilities
Experiment with Creatures (Locust Birds)
Language = 12
RNG > 0 + 12 = 12, Middling
The Shrike have little luck keeping the birds away from their simple farms. Many crops are lost as fast as they can be harvested. Nothing about the birds is strange except that they seem attracted to the plants the Shrike favor, but there's just too many of them for the Shrike to fend off.
Farming Bonus to Food Supply Halved
Scouting West
Limbs + Strength + Swimmer / 2(Exploration) = 15
Language + (Breeding / 3(Exploration)) = 15
RNG > 25 + 30 = 55, Fair
Just as the ancient legends expected, the hunters who searched through the western passes found the giant amphibians the Shrike once hunted.
Familiarity with Kadesh
Base 10 + 0(Random)
EP Gain: 10 + 2 to Civil Abilities Only
(Basically skipped the diplomacy for time. I'll make it up to you when we do the actual contact, I assume next turn. With this at least, there's no penalty later for unfamiliarity.)
Jhiar'dThe Great Wall
Language + Specialization = 17
(Hierarchy + Construction / 3(Experiment)) = 6
RNG > 52 + 23 – 25(Scale) + 5(Plan) = 55, Fair
The Heads' plans come to life, and a great barrier of dirt and stone is erected across the entire eastern border of what they consider Jhiar'd land. Just in time, as the Nahuantl have come to test it...
Simple Earthen Barrier Built as Described
Settling P-20
Breeding + Pioneering + Construction + Language = 32
(Specialization + Hierarchy / 2(Colony)) + (Farming / 4(Colony + Desert)) = 12
RNG > 67 + 44 – 15(Multiple Colonies) = 96, Good
More land falls to the advance of the Jhiar'd without incident.
New Colony, Population 25000
Settling N-16
Breeding + Pioneering + Construction + Language = 32
(Specialization + Hierarchy / 2(Colony)) + (Farming / 4(Colony + Desert)) = 12
RNG > -7 + 44 – 15(Multiple Colonies) = 22, Fair
The far away desert is not as readily settled as the nearer lands, but still claimed.
New Colony, Population 15000
Base 10 + 2(Good Colonies) - 1(Random)
EP Gain: 11 (+5 to Farming, see below)
Event: Magma Irrigation
The magma vents at O-19 erupt again, but this time the lava flows with recognizable will and purpose. The channels spur the growth of the Far-sur plants, and in time, other Jhiar'd adapt the channel patterns to water-based farms with similar success. The worshipers of Nevon insist it is all the will of their fiery god, and it's hard to deny. While the Heads certainly appreciate the improved farming, they don't particularly like their will being upstaged by molten rock.
NahuantlSettling U-17
Language + Breeding + (Climbing + Swimming / 2(Plains)) = 22
Construction + Tools + (Farming + Caste / 2(Colony)) = 14
RNG > 1 + 36 – 10(Disunity) = 27, Fair
Despite and because of the recent fractures, pioneering Nahuantl strike out across the mountains. Their journey is difficult, but the still manage to make a living on the far away lowlands.
New Colony, Population 300
Defensive Domestication (Quetza)
Language + (Electroshock + Tools + Caste / 3(Experiment)) = 13
RNG > -4 + 13 = 9, Middling
The Quetza prove as dumb as they appear, and are quite difficult to tame. With time, the effort drifts away and nothing of note is accomplished.
No Net Effect
Base 10 + 1(Colonization) + 0(Random)
EP Gain: 11 (+5 to Martial Arts, see below)
Event: Monkey Fu?
In the faraway corners of the Nahuantl lands, the mad worshipers of the fire-spirits have been training in secret. Their visions and proclamations are as ridiculous as ever, but they've emerged from hiding with new and extraordinary skill at combat, eager to teach it to anyone who will listen that it will be of great use fighting the Jhiar'd. Never ones to deny an advantage in battle, the warrior clans quickly adopt the new fighting style.
KadeshSettling G-11
Breeding + Language + (Amphibious / 2(Plains)) = 21
RNG > 20 + 21 = 41, Fair
Wedged on land between ancient predators and the dangerous Fungal forests, the Kadesh manage to hold the land and survive under the direction of their Chiefs.
New Colony, Population 15000
Settling H-14
Breeding + Language + Amphibious = 28
RNG > 34 + 28 = 62, Good
The quiet southern wetlands make a much more welcoming new home, and the Herd spreads there with ease.
New Colony, Population 25000
Attack on The Blur at G-9
(Speed + Vibration Sense + Eyesight / 2(Attack)) = 15
Language + Communication + Domestication = 30
RNG > 38 + 45 = 83, Good
The mixed force of Kadesh put their prey senses, newly acquired defenders, and the Seers' visions to good use and strike into the heart of the Blur nests. Bestial and incapable of seeing such an attack coming, the Blur find themselves preyed upon for the first time.
No Extra Predation Around G-9
Base 10 + 2(Good Colonization) + 1(Major Action) + 0(Random)
EP Gain: 13
GodsLukut Cush LhacInvigorate the Faithful
d100 > 22 + 10 = 32
The Seers are seen as a necessary but dangerous part of the Herd, their great psychic powers needed for domesticating and other tasks, yet deadly to be around. Seeing them break out in welts and boils is certainly an impressive display of the power they invoke, but doesn't endear anyone to their frightening visions. The Seers seem to enjoy their added strength though, and their warped forms bring them closer to their capricious god.
Chose Species Gains EP
Worship Base 6 + 5(Faithful Actions)
PP Gain: 11
NevonMagma Irrigation
d100 > 79 + 20 = 109
The Jhiar'd are awestruck by the lava channels, and recognize the utility of the pattern instantly. The ashlands become key farming territory, as Jhiar'd elsewhere try replacing the lava with water to similar effect.
Chosen Species Gains EP; +1 Food Density in O-19; Faith Spreads
Worship Base 9
PP Gain: 9
(I subsumed irrigation into the Jhiar'd's general farming ability.)
EuchreClaim Power over Maelstrom
d100 > 29 + 10 = 39
Battling the very temporal spirit of the Maelstrom proves fruitless. It shudders and strains in thought, but ultimately rejects any control or offer, and you fail to usurp it's will over the sustained storm.
"The air is mine, Starry Groundling, and the airmen within it. We of the world have no need of your condescension from beyond. I will suffer no interference."
No Net Effect
Dreams of Monkey Fu
d100 > 38 + 10 = 48
In the fractured warrior clans of the Nahuantl, the prophets continue to make little headway in convincing others of the glory of the Simian God. However, the visions of combat take root quickly, and spread through the Nahuantl warrior cults.
Chosen Species Gains EP
Worship Base 1 + 5(Faithful Actions)
PP Gain: 6
EventStorm SeasonAcross Pangaea the old, the wise, the observant, and the fearful see an upswing in the frequency of thunderstorms. Before long, the monsoons are obvious to all. Lightning and wind rage across the continent. Forests are ripped apart and rivers surge. In a generation, the weather returns to normal, but not before scattering all before it.