Civ 6: Hiatus until August 31

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Aegis J Hyena
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Posts: 4295

Civ 6: Hiatus until August 31

Post by Aegis J Hyena » Mon Jul 07, 2014 2:03 pm

Civilization Background
.[tabs: Population]

273 Chelydrians (+63 Rogue Faction)
1 Silver Pack of Garou
308 Ogres (+63 Rogue Faction)
60 Minotaurs
129 Dwarves
129 Orcs
118 Drow
95 Grippli
70 Maeterra
60 Skyborne
23 Pony-Unicorns
23 Earth Ponies
23 Pony Pegasai
1 Alicorn leader
140 Simple Celled
70 Formicid

91 Minodrow (+21 Rogue Faction)
91 Drogres (+21 Rogue Faction)
91 Bullfrogs (+21 Rogue Faction)

11 Drider Ogres (Dumb, but you point, they punch)
11 Drider Taurs (Completely Wild Animals - they don't take orders. Turn 'em loose and hope they don't hit you)
11 Drider Orcs
10 Drider Frogs
22 Driders
11 Drider Dwarves (Not happy about their situation!)
11 Drider-erra (Not happy about their situation!)
10 Winged Drider-beaked (Nearly insane)

80 Gryphons
35 Owlbears
206 Giant Spiders

Total Population: 2086 (not counting Gryphons, Owlbears and Spiders); 12 of these are casters (equal halves Divine and Arcane); only one of the Divine Casters can actually cast Healing Spells

[tabs: Society]

Orcs and Grippli are neutral around Dwarves, Ponies, Skyborne, Chelydrians, Formicids, Drow, and Halfbreeds, and nervous around Garou, Minotaurs and Ogres.
Skyborne and Chelydrians are neutral toward Dwarves, Ponies, Garou, Minotaurs, Ogres, Orcs and Grippli, are afraid of Humans, and dislike Formicids, Drow, and Halfbreeds.
Dwarves and Ponies are neutral to Orcs and Grippli, and somewhat dislike Skyborne, Chelydrians, Formicids, Drow, Halfbreeds, Garou, Minotaurs and Ogres. (Ponies replace dislike with Neutral)
Garou, Minotaurs and Ogres are neutral to each other, Dwarves, Ponies, Skyborne and Chelydrians, and dislike Formicids, Drow, and Halfbreeds. They will push Orcs and Grippli around but not

intentionally harm them.
Formicids, Drow, and Halfbreeds are neutral around Dwarves, Ponies, Skyborne, Chelydrians, Orcs and Grippli, and are nervous of Garou, Minotaurs and Ogres.
Maeterra and the Simple Celled are neutral to everyone.

[tabs: Statues of The Fallen] Nothin' here... yet. That of course... will change... O:)
[tabs: Magic Known]
Arcane (Level 0 of Max 1st Level Spells)

Abjuration 0 Resistance Subject gains +1 on saving throws.
Conjuration 0 Acid Splash Orb deals 1 Wound acid damage.
Divination 0 Detect Poison Detects poison in one creature or small object.
Divination 0 Detect Magic Detects spells and magic items within 60 ft.
Divination 0 Read Magic Read scrolls and spellbooks.
Enchantment 0 Daze Humanoid creature of 4 HD or less loses next action.
Evocation 0 Dancing Lights Creates torches or other lights.
Evocation 0 Flare Dazzles one creature (-1 on attack rolls).
Evocation 0 Light Object shines like a torch.
Evocation 0 Ray of Frost Ray deals 1 Wound cold damage.
Illusion 0 Ghost Sound Figment sounds.
Transmutation 0 Mage Hand 5-pound telekinesis.
Transmutation 0 Mending Makes minor repairs on an object.
Transmutation 0 Message Whispered conversation at distance.
Transmutation 0 Open/Close Opens or closes small or light things.
Universal 0 Arcane Mark Inscribes a personal rune (visible or invisible).
Universal 0 Prestidigitation Performs minor tricks.

Divine (Level 0 of Max 1st Level Spells)

Create Water Creates 2 gallons/level of pure water.
Cure Minor Wounds Cures 1 wound of damage 50% of the time.
Detect Magic Detects spells and magic items within 60 ft.
Detect Poison Detects poison in one creature or object.
Guidance +1 on one attack roll, saving throw, or skill check.
Light Object shines like a torch.
Mending Makes minor repairs on an object.
Purify Food and Drink Purifies 1 cu. ft./level of food or water.
Read Magic Read scrolls and spellbooks.
Resistance Subject gains +1 on saving throws.

[tabs: Resources]

Wyvernwyrm Soul: 100 (increases by 1 per 100 population per month, currently increases by 20)
Lloth's Rage: 100 (Drops by 3d4 - Spiritual per month, if it reaches 0, She acts; severity will increase the more it happens)
Food: 600 Units; increases at Spring Harvest, Midsummer and Fall Harvest (dependant on Food/Water Aspect level); drops by 1 per month, +17 for increased Metabolism

[tabs: The Aspects]

VillageLife 1 (0/125); HomeFamily 0 (0/100); FoodWater 0 (0/100); Wonders 0 (0/100); Population 0 (0/100);
Dungeoneering 1 (0/125); Traps 0 (0/100); Mazelooting 0 (0/100); DungeonCombat 0 (0/100); Sphinxology 0 (0/100);
Warfare 1 (0/125); Militia 0 (0/100); Group 0 (0/100); Single 0 (0/100); Magic 0 (0/100);
Technology 1 (0/125); Steampunkery 0 (0/100); Inventioneering 0 (0/100); Tools 0 (0/100); Metallurgy 0 (0/100);
Personal 1 (0/125); Occupation 0 (0/100); Skill 0 (0/100); Hobby 0 (0/100); Mastery 2 (0/150);
Spiritual 1 (0/125); Divine 0 (0/100); Healing 0 (0/100); Shaman 0 (0/100); Zealotry 0 (0/100);
Social 1 (0/125); People 0 (0/100); Trade 0 (0/100); Diplomacy 0 (0/100); Espionage 0 (0/100);
Sorcery 1 (0/125); Mana 0 (0/100); IME 0 (0/100); LeyLine 0 (0/100); Theory 0 (0/100);
Research 1 (0/125); Legends 0 (0/100); SpellSchool 0 (0/100); Cultural 0 (0/100); Library 0 (0/100);
Date: 968.6, AP: 50, MP: 25

[tabs: Perks and Gifts] Coming soon, once you achieve the proper levels of course :P
[tabs: Universe Tweaks/Civilization Notes]

Bonuses in () increase at a rate of 2% per year until the maximum bonus is reached.

Begin in an Abandoned Dungeon Maze
Begin with an Abandoned Citadel
Start with a Precious Metal Mine
First Contact never worse than Neutral
Increased Starting Population 30% of Chledryians, Halfbreeds, Ogres BUT 30% population bonus is a Rogue Faction
Descendants of an Ancient Wyrm (granting a special energy, measured as "Wyvernwyrm Soul"
Deal +2 Wounds to unarmed attacks (so 3 per wound during the damage phase, possibly 4 or 5)
Heal a total of 7 wounds a month before Rest, 8/Month 35%, All Wounds 15% (You're not invincible, but you can take a punch)
Mundivore: Eat anything
Pro: Roll twice, take better result, AP/MP generated from both rolls goes to the Action Pool
Fit as a Fiddle (+5 Wounds, +3 to All Saving Throws, take 1 less wound of damage, 2 wounds 35% of the time, 30% to ignore wounds outright)
Extremely Hardy (100% resistant to Disease, Sickness, Poison, Necromancy, Mutation (100% Ponies, 30% otherwise))
Battle Veteran (Crit Success on 81+ instead of 95+ in Warfare, Immunity to Fear/Morale Breaks, +18 to Warfare Actions, -20% Difficulty to Warfare, -30% if using Sword and Shield tactics.)
Magical Nexus (+1 Level for Spells, Divine/Shaman magic is 60% harder to dispel, Research Difficulties drop by 16)
Sorcery and Spiritual Power (+32 bonus and -30% Difficulty to Sorcery, +35(47) and -35%(60%) Difficulty to Spiritual)
Technical Knowledge (Begin with knowledge of Guns, "Advanced" Technology)
Technical Skill (Technology Difficulty reduced by 35%(55%), +11 to all rolls involving construction of any kind, -17 to all Technology rolls)
Animal Husbandry (+11 bonus to domesticate big/difficult creatures/magical beasts, start with Gryphon, Hippogryph, Owlbear allies/mounts, 11% own trainable Giant Spiders as pets)
Socially Unpredictable (-7 to all rolls, results 14% worse than normal, Social rolls twice and uses better result, stacks with Pro thus three rolls any time Social is called for)
Mystery Solvent (Something Interesting happens on a 65+(54+) and a Mysterious Event on 65+(63+))
Totemic Strength (Phoenix)

-------------

One Life to Live (Cannot be Raised, Necromancy Forbidden)
Magical Weaknesses (Weak to Mind-Affecting Spells, Enchantments, Demons, Devils, Undead, Omens, Celestial Events, Dragonslaying, Divine Smites and Dreams/Nightmares)
Wild Magic (14% for spells to go Wild)
Attract large/giant magical monsters (approximately one per 5 years, this rate will increase with time)
One caster per 175 members, learn spells at half the normal rate; Only 1 in 5 Divine Casters can heal (need to research alternate heal spells at 90+)
Current Racial Wars are fragile truces; not guaranteed to stay that way
Cult of Extermination within the Civilization
Civilization Rival overwrites Tolerance (Tolerance will last about a year and a half)
Deviant Deity has very Strange Ways
Greedy (Big treasures heard about -must- be sought out)
Lloth's Vengance (Lloth could be a BIG problem against the Deviant Deity...)
Spidertouched (5% of entire population is Driders!)
Hoarders (There may be faction infighting over rare/valuable treasures)
The Black Spiral (Easily corrupted, especially if too much time spent in non-natural surroundings)
Stubborn to New Ideas (Aspects advance at 1/2 speed: 1d3/2d6 Minimum 5/2d7 Minimum 7)[/tabs]

.[tabs: Important NPCs]

(Allies)
Checkershell, chief of the Chelydrians
Shaman Brakk, Chief of the Ogres
Norgok One-Horn, Warchief of the Minotaurs
Bozdrak Nog, Chief of the Orcs
Laiawen Shadowknife, Matron of the Drow
Jumping Foot, Croakspeaker of the Grippli
Quick-With-Fists, Maeterra Warrior-Lord
"Squawky" Treeka, Heirophant of the Skyborne
Cobalt Comet, Alicorn of the Ponies
Tengar Bronzehammer, Dwarf Lord
Nae'Rhyia Deepthorn, "She-Who-Speaks-For-The-Driders"
Blorbloosh, Hivemind of the Simplecelled
Ketchak'trikk, Formicid Hivelord (Hivemind)

6 (Unnamed) Divine Casters (Will roll later for race, at least 2 are Dwarves))
6 (Unnamed) Arcane Casters (Will roll later for race, at least 2 are Drow))

(Neutral...?)
Gynnidarcia, giant Gynosphinx

(Hostile)
The 777th Layer (eight ships crewed mostly by human mages and necromancers with focus on water and weather magic, backed up by a large force of Sea Trolls)
Her Majesty's Scarlet Sky (At least fourteen large galleons manned by Humans, Centaurs and Elves mostly from Pontovia and Kayvensia; low in magic but what they have packs a massive punch)
Savala's Blizzard (anywhere from six to twelve Longships of the Norselands, but they don't go down because of what appears to be "divine protection"...)

[tabs: Important Places]

Home, of course
The Realm of Pontovia (Centaurs; Neutral)
The Realm of Rahadaisha (Elves; hostile to anything not an elf, Tolerance likely will *not* last (Drow!))
The Realm of Kayvensia (Humans, Skyborne; Neutral)
The Dark Lands (Humanoids; Neutral, but closed to visitors and not talking to anyone)
The Norselands (Human Valkyries; Neutral but damn Fearless)
Tethivego (Lizard Men; Neutral)

[tabs: Important Things]Strange Purple Crystal on top of Mile High Mountain
[tabs: Current Situations] "Named" story quest lines begin in 969.01.

* A Rival Religion (The Valkyries) is preaching Extermination
* Little is known about your New God
* The Driders are blaming each other for their situation; half seem insane, the rest potentially psychotic.
* A Cult of "Destroy the purebloods" has sprung up, led by the Rogue Halfbreeds. The Driders are looking interested.
* Gynnidarcia has Wyrmstink all over her.

[tabs: Over And Done With...] I'll be putting the "out of sight out of mind and ignored for the most part" things here.[/tabs]..
Last edited by Aegis J Hyena on Mon Jul 28, 2014 2:18 pm, edited 9 times in total.
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Aegis J Hyena
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Posts: 4295

Re: Civ 6: Myths And Legends: 968.06

Post by Aegis J Hyena » Mon Jul 07, 2014 2:03 pm

PLEASE NOTE THAT AT ANY TIME fall apart due to my living situation or outside circumstances.
I will try to keep it going for as long as I can.


------------------------------------------------------------------------

Prologue: 968.06: #1: Prelude -> #2: The Gods -> #3: Gynnidarcia -> #4: A Buried Discovery -> #5: Broken Crystals -> #6: The Worm's Moon
(During the Prologue, all Aspects advance at normal speed.)

Maps:
► Show Spoiler
In the beginning, there were the Six Major Realms:

To the Northwest, the Realm of Pontovia, the home of the Centaurs. Good luck trying to get close without being shot down unless you go through "official" channels.
To the Northeast, the Realm of Rahadaisha, homeland of the Elves. Normally hostile to anything not an elf, you have Tolerance. That likely will *not* last (Drow!)
To the West, the Realm of Kayvensia home to Humans and the Skyborne. They're technically at an undeclared war, but since the humans can't fly, the Skyborne are safe... for now.
To the far South, the Dark Lands, filled with Humanoids. (Neutral, but closed to visitors and not talking to anyone)
To the far North, the northern Norselands, swarming with human Valkyries immune to the Frozen North. (Neutral but damn Fearless)
And finally to the Far East, Tethivego, the Jungles of the Lizard Men. (Neutral, no navy, but the jungles are near-impenetrable).

Thanks to your Tolerance, all six civilizations are currently Neutral to you. However, neutrality wears thin as deals are made and battles are fought...

Since time unrecorded, two wars have kept the nations' attention. First, the Valkyries of the Norselands and the Lizard Lordships of Tethivego, mostly because the amazons of Tethivego escaped so long ago to become the ancestors (ancestresses?) of today's Norselands. With their control of weather magic, they sent storms and hurricanes to rip through the warm waters of the ocean to rip and tear into Tethivego. The Lizards responded in kind, summoning huge sea monsters and dragons to swallow Valkyrie longships whole... up until the time a new deity taking the form of a giant yeti with three horns gave the Valkyries a divine blessing... and now they seem all but unstoppable in their home waters.

The other war is that of Kayvensia versus the Dark Lands. The Humanoids mostly just want to be left alone to themselves, but the plunder-seeking humans and elves have other ideas and with allied sharpshooters and snipers from Pontovia they have besieged the Dark Lands for multiple decades. The sharpshooters are armed with a large supply of a mineral called Rozivium... a sharp, white quartz-like mineral that has a chemical side effect of sucking all the oxygen out of blood and water when powdered (and -evaporating- any form of acid on contact into lethal toxic clouds). The Humanoids, mostly without much of a navy to begin with, usually adopt lure-them-in-then-hit-and-run tactics... beach the ships, swarm them. Right now Kayvensia is rebuilding while getting new supplies from their centaur allies.

The Toryash Ocean keeps these realms isolated from one another, forcing sea trade to become the means of getting goods and ideas to and from various places. Spices from Tethivego would fetch routine high prices in Kayvensia, while magic items and theory from the finest teachers in Rahadaisha would be highly valued in uncultured lands like the Norselands and the Dark Lands... and slaves from the centaur lands of Pontovia would be priceless in places that needed cultivating, such as Tethivego.

And of course, there are the Pirates.

1000 years ago, an unknown beggar-boy went from nobody to the one only known as "Admiral-Liege Verdante" --- forever known as simply "The Pirate King." Aboard his flagship Lawrence's Broadsword he single handedly carved out an island for his fleet to use; the entire place was constructed of the remains of conquered ships joined together at various seams yet built in such a way that the loss of any one piece of the graveyard would not be a great loss. Sadly, the Admiral was slaughtered when the dragon he was riding turned on him mid-flight; the dragon pulled him off his back and swallowed him whole (then went after the militants who bribed him to do that in the first place). After that his army fragmented into bits and pieces. Legend has it that the dragon literally pooped out the Admiral's black soul into a pearl just as black, and that the pearl is somewhere on the bottom of the ocean. Nobody knows where the pearl is or even if it exists, but everyone's spun tales at the Jaded Crossbow (-the- pub/inn of the Grand Shark's Demise, the name of the ship graveyard the Admiral built) about how it holds untold power.

With the Grand Shark's Demise in play as an example of anyone being capable of anything, no matter what their station in life, the Humanoids of the Dark Lands finally got tired of Pontovia and Kayvensia's constant attempts at looting and wars of genocidal extermination. The Skullbouncer tribe of ogres left their lands with some hired minotaur mercenaries to combat the human menace, and bolstered by the boasting of the ogres, a tribe of orcs united with them. The orcs brought their slaves (Grippli) and they began to build a fleet to break the constant Kayvensia blockades. Knowing that the ogres' brute force would not be enough to stop the well-roundedness of the humans and their allies, a large group of Drow fleeing Lloth's wrath (but still loyal to Her) joined forces with them to provide much needed magical backup (as well as sail material in the form of their giant spiders). Naturally there was a great deal of intermingling, resulting in various half breeds bringing extra force to the united Monster Fleet after a time.

With the blockades shattered after multiple successful runs, the "Monster Fleet" began looking for a place to make a base of their own. What they found was a hilly island, loaded with natural places to hide. At the center of this island was a huge box canyon valley, with the lowest point of the valley being at sea level and the highest being the Mile High Mountain at the far north of the place. The Monster Fleet made landfall here and immediately set about making the valley their own when they ran into the island's original inhabitants.

Above ground, a tribe of Maeterra, the Light-Over-The-Opal-Moon tribe with their Pony allies (brought here from an alternate dimension). Below ground, Dwarves (The Water-Over-The-Anvil Clan) in a symbotic relationship with Formicids (tunnel diggers) and Simple Celled (acid etchers that feast on the clan's cast offs and waste). While the Dwarves and Orcs originally didn't like each other, the Water-Over-The-Anvil clan had escaped from the humans as well and had been shamed in ancient times past, so as to be a clan of outcasts. In exchange for no open war, the dwarves would build weapons of war against the humans (and especially the elves and centaurs) for the orcs and ogres to use (just as long as the orcs, the war, and the drow kept far, far away from them).

One year passed, and two other races made landfall to the island independant of the ogres and orcs (at the exact same time, from opposite sides of the island). The first was a tribe of Chelrydians, the Blackstripe Shell clan. Having been harassed by the elves and the humans for their meat, they joined the ogres willingly to both give them extra meat for the grinder (such as it was) and the added power of Divination to know where and when to strike best. The second was the Takawashi clan of Skyborne, fleeing the humans and their attempt to "shoot great explosives into the sky" and try to bring down their cloud cities. The Skyborne brought owlbears and gryphons to the party, trained for aerial combat but no experience at assaulting or attacking large ships (or having non-Skyborne ride them).

Recently, your fleet of thirty ships was smashed due to a "divine storm" brought forth from the Valkyries of the Norselands; they were aiming for Tethivego (leaving icebergs and ice floes in tropical waters for a time). It wiped out your fleet, it wrecked most of Pontovia's fleet, and highly damaged the fleets of Kayvensia and Rahadaisha so that trade has been cut off for now. The Dark Lands, not having much of a fleet, were spared while the costal areas of Tethivego were shredded beyond comprehension and they are in the process of rebuilding. You've managed to re-establish yourself quickly; of the original fleet, seven ships survived but need to be refitted. With what materials you currently have harvested through the land's bounty, you have enough metal, wood and stone for building three more small ships, one larger and one smaller ship, or one gigantic carrack or galleon if you allocate everything to repairs. Whatever above-ground dwellings you had were obliterated by the divine storm, so repairs might be better suited there.

After the storm, something washed ashore from one of the melting icebergs that had been generated by the "frozen hurricane". This was an ornate ornamental cutlass with a hilt of gold, inset with dark red-black garnets and a rich clear red ruby that almost burns to the touch. The blade is made of enchanted turquoise (treated as mithril; it's identified as a Vorpal Blade +4, +6 vs Magic Using Creatures) with six indentations and gem-fittings around these indentations suggesting gemstones once fit inside the blade. Your detection spells put it at an artifact-level of power, but when swung it does not seem to pierce the skin; the blade is completely dull and no amount of sharpening will work. Nor does the Vorpal effect trigger, despite its enchantment being perfectly preserved. A MASSIVE gynosphinx fully fifteen feet long and as wide as two ogres (weighing in at over a ton) came to claim the blade, but you drove her off and she flew to the opposite side of your island home where she lairs to this day, planning to take the blade back. Her name is Gynnidarcia the Haloed (aptly named; she does have a halo as well as two sets of wings), and due to her extreme interest in the blade, you believe that if she got the blade it would be very very bad for all involved.

Finally, many of those who are more spiritual among the drow, ogres, chelrydians, and orcs say that a new force has fallen onto the island... more of a presence. Those who are in tune with the spirit are saying it is the birth or arrival of a new god. This new deity has taken a shine to the pirates of the region (and they're also saying a second new god has laid claim to the Grand Shark's Demise...) and has left a token of its presence on Mile High Mountain. This token has taken the shape of a huge sculpture of purple crystal shaped like an "S" with horizontal lightning bolts through the curves of the "S". While having no regular powers, this sculpture is completely preventing Gynnidarcia from crossing the mountains to where the rest of you live (and forcing her to adopt a seafood diet, her home is right on the coast). Most of the population have converted to this new deity, which they call Zenkal the Unshaken. A shrine and temple are being built on the surface to honor him. He has made no demands or given no information as of yet, other than "Don't mess with the purple crystal, or even go near it." Attention attracted by the arrival of this "new god", Mother Nature herself sent a pack of druidic werewolves (The Garou) to investigate and to make sure said new being did not fall to the Wyrm.

Finally, there are three main pirate groups plying the waters (besides yours) of the ocean, descendants of The Pirate King's original navy (this is not counting dozens of smaller no-name hotshots and groups trying to make a name for themselves). Despite your Tolerance, these three main groups are hostile to you and have their own "bases of operations" elsewhere when away from The Grand Shark's Demise, so don't get any ideas about uniting them for a grand army. The entire ship graveyard that makes up the Grand Shark's Demise is considered neutral territory for all pirates and raiders, each with its own areas and means of access; the control points are respected territory and -only- at the Jaded Crossbow do the groups ever normally "officially" come together for deals or otherwise (where there is no combat on pain of death; the mages employed by the Jaded Crossbow are quite the accomplished Demonologists).

The three hostile factions include The 777th Layer (eight ships crewed mostly by human mages and necromancers with focus on water and weather magic, backed up by a large force army of Sea Trolls); Her Majesty's Scarlet Sky (At least fourteen large galleons manned by Humans, Centaurs and Elves mostly from Pontovia and Kayvensia; low in magic but what they have packs a massive punch) and Savala's Blizzard (anywhere from six to twelve Longships of the Norselands, but they don't go down because of what appears to be "divine protection"...). All have smaller "scout" longboats, but these almost never stray from the bigger fleet. If you see a scout ship, the rest of them can't be far behind.

I'll get to your Tweaks, perks, problems and lair and other information in future Prologue updates and explain more about your Deviant Deity, "Wyvernwyrm Soul" and Lloth's little timer; this is large enough a post as it is and completely ran away from me.

WILL YOU... (Pick 3 as usual, Chelrydian Divination reveals difficulties and the result of one option chosen at random; this roll whether used or not WILL credit AP/MP)

A) Focus on allocating resources to build more ships to rebuild the fleet? (75+)
B) Allocate those resources to mostly rebuilding homes and what ships you have, instead? (80+)
C) Spend time trying to learn and research Zekhal the Unshaken? (95+)
D) Research just how a Gynosphinx can have a halo? She's obviously Hallowed for a reason. (80+)
E) Begin training with the Gryphons so they accept non-Skyborne riders? (80+)
F) Prepare a ship to visit the Grand Shark's Demise, having never actually been there? (75+)
G) Research the "Unvorpal Blade?" Its handle reminds you of a star chart. (90+)


Chelrydian Divination (A): 94 + 3 (Technology 1) + 0 (Steampunkery 0) + 11 (Construction Bonus) - 17 (Maeterra Antitech) + 0 Action Points = 91 vs Modded 74 - 26 (35% Bonus) - 0 MP = Final Modded 48 (Base 75) (Action Succeeded) [23: +5 AP, +3 MP]
Chelrydian Divination (A, Pro): 22 + 3 (Technology 1) + 0 (Steampunkery 0) + 11 (Construction Bonus) - 17 (Maeterra Antitech) + 0 Action Points = 25 vs Modded 74 - 26 (35% Bonus) - 0 MP = Final Modded 48 (Base 75) (Action Failed)

The Hazard Bar has increased by 23... (23/100)
► Show Spoiler
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madmartin26
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Re: Civ 6: Myths And Legends: 968.06

Post by madmartin26 » Mon Jul 07, 2014 2:35 pm

A) 1 Madmartin26
B) 0
C) 0
D) 0
E) 1 Madmartin26
F) 0
G) 1 Madmartin26

I don't mind having Pro cancel out the aspect and magic user limits (in fact, i think that would be awesome).

Will the jobs we chose for our 70 (or more) come into play once our characters arrive?

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ChuckDaRighteous
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Posts: 2298

Re: Civ 6: Myths And Legends: 968.06

Post by ChuckDaRighteous » Mon Jul 07, 2014 2:36 pm

Wow that was a lot to take in.

I'm going to vote for:

A) (its guaranteed success)
D) (I'd like to know something about our enemy)
E) (lets put those mounts to good use)

As far as pro goes, I completely understand the reasons it needs to go. Go ahead and change it. However, considering it was 3 tweaks worth, I'm not sure removing both of those penalties are "equally beneficial" but their disappearance does simplify a lot of things, which may itself be worth it.
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Nolandking
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Re: Civ 6: Myths And Legends: 968.06

Post by Nolandking » Mon Jul 07, 2014 2:59 pm

A) 3 (Madmartin26,ChuckDa,Noland)
B) 1 (Noland)
C) 0
D) 1 (ChuckDa)
E) 3 (Madmartin26,ChuckDa,Noland)
F) 0
G) 1 (Madmartin26)
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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kida
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Re: Civ 6: Myths And Legends: 968.06

Post by kida » Mon Jul 07, 2014 3:25 pm

A) 3 (Madmartin26,ChuckDa,Noland)
B) 2 (Noland,kida)
C) 0
D) 1 (ChuckDa)
E) 4 (Madmartin26,ChuckDa,Noland,kida)
F) 1 (kida)
G) 1 (Madmartin26)

Grippli slaves again - Badge will not like it... :)

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NewOneAround
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Re: Civ 6: Myths And Legends: 968.06

Post by NewOneAround » Mon Jul 07, 2014 3:26 pm

A) 4 (Madmartin26,ChuckDa,Noland, NOA)
B) 2 (Noland,kida)
C) 0
D) 1 (ChuckDa)
E) 4 (Madmartin26,ChuckDa,Noland,kida)
F) 2 (kida, NOA)
G) 2 (Madmartin26, NOA)
____________________
I don't mind you ditching Pro. But I like to say it's IMMENSLY powerfull and dropping it will lower our chances of survival drasticly.
How about you getting rid of the two penalties and giving us a lesser version of PRO.
Instead of rolling double for everything just reroll critical failures. This will make us last longer and removes MOST of your work with the extra rolls.
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Cutting, building and assembling inside of Castle Heterodyne [Salpicon]
Being on hold while working under the D'Jinn [Zeun]
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Re: Civ 6: Myths And Legends: 968.06

Post by D34dlock » Mon Jul 07, 2014 3:27 pm

A) 5 (Madmartin26,ChuckDa,Noland, D34dlock, NOA)
B) 1 (Noland)
C) 0
D) 3 (ChuckDa,kida, D34dlock)
E) 4 (Madmartin26,ChuckDa,Noland,kida)
F) 2 (kida, NOA)
G) 3 (Madmartin26, D34dlock, NOA)
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Re: Civ 6: Myths And Legends: 968.06

Post by kida » Mon Jul 07, 2014 3:28 pm

I voted for B not D...


A) 5 (Madmartin26,ChuckDa,Noland, D34dlock, NOA)
B) 2 (Noland, kida)
C) 0
D) 2 (ChuckDa, D34dlock)
E) 4 (Madmartin26,ChuckDa,Noland,kida)
F) 2 (kida, NOA)
G) 3 (Madmartin26, D34dlock, NOA)

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BadgeAddict
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Re: Civ 6: Myths And Legends: 968.06

Post by BadgeAddict » Mon Jul 07, 2014 3:29 pm

Yeahhhhh...slaves...hrmm.....so where are the halfbreeds?

A E F

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Re: Civ 6: Myths And Legends: 968.06

Post by Jibjib » Mon Jul 07, 2014 3:32 pm

ADG for me :)
Psychosis is such an ugly word... I prefer Internalised Reality Warping.

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Re: Civ 6: Myths And Legends: 968.06

Post by Alaen » Mon Jul 07, 2014 3:36 pm

AFG
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Re: Civ 6: Myths And Legends: 968.06

Post by Kelten » Mon Jul 07, 2014 3:41 pm

ACE
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kida
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Re: Civ 6: Myths And Legends: 968.06

Post by kida » Mon Jul 07, 2014 3:47 pm

A) 9 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten)
B) 2 (Noland, kida)
C) 1 (kelten)
D) 3 (ChuckDa, D34dlock, Jib)
E) 6 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten)
F) 4 (kida, NOA, Badge, Alaen)
G) 5 (Madmartin26, D34dlock, NOA, Jib, Alaen)

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Re: Civ 6: Myths And Legends: 968.06

Post by Davecom3 » Mon Jul 07, 2014 4:35 pm

ACG

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Re: Civ 6: Myths And Legends: 968.06

Post by Quarg » Mon Jul 07, 2014 4:47 pm

A) 10 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave)
B) 3 (Noland, kida, Quarg)
C) 3 (kelten, Quarg, Dave)
D) 3 (ChuckDa, D34dlock, Jib)
E) 6 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten)
F) 5 (kida, NOA, Badge, Alaen, Quarg)
G) 6 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave)
Really...why are you reading this?

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Re: Civ 6: Myths And Legends: 968.06

Post by Dlover » Mon Jul 07, 2014 4:52 pm

A) 11 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave, Dlover)
B) 3 (Noland, kida, Quarg)
C) 3 (kelten, Quarg, Dave)
D) 4 (ChuckDa, D34dlock, Jib, Dlover)
E) 6 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten)
F) 5 (kida, NOA, Badge, Alaen, Quarg)
G) 7 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave, Dlover)
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Re: Civ 6: Myths And Legends: 968.06

Post by SuperVaderMan » Mon Jul 07, 2014 6:35 pm

C, D, G

A) 11 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave, Dlover)
B) 3 (Noland, kida, Quarg)
C) 4 (kelten, Quarg, Dave, SVM)
D) 5 (ChuckDa, D34dlock, Jib, Dlover, SVM)
E) 6 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten)
F) 5 (kida, NOA, Badge, Alaen, Quarg)
G) 8 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave, Dlover, SVM)

D34dlock
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Re: Civ 6: Myths And Legends: 968.06

Post by D34dlock » Mon Jul 07, 2014 8:46 pm

Pro is Huge & cost three Tweaks. As much as I'd like to keep it for the Power I can see why you want it gone. I can see why you wouldn't want to drop Pro for the other Tweaks that got picked. The chance at getting space is tempting but it's too late for that. Giving EVERYONE the Roll Twice ability to balance the Power would make your job much harder. Getting Casters would be nice allowing the Aspects to advance at normal speed is also good but even both together is nowhere near as strong as Pro. Pro almost cancels both of those on it's own. Roll Twice Doubles the growth of Aspects. Casting, Spell Research, & Combat become less risky as well. Pro locked us out of some Tweaks: Resource Poor-, Accelerated Maturity, & Extra Arms. Two of those are Great & the third isn't so bad either. Monster Zoo is whats giving the big bonuses & Tolerance will wear off. Pro was for most of them a way to get ahead of the curve before the collapse... but if it's too hard.. guess it would have to go.

I already said I like the stat block with each update. It may need to be posted after the main post though.

In other news, a new version of Dwarf Fortress has been released today. If we don't see our beloved GM that might also be the reason.
I'm still reading shifters.

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Re: Civ 6: Myths And Legends: 968.06

Post by Aegis J Hyena » Mon Jul 07, 2014 9:00 pm

I've never played Dwarf Fortress, so it ain't gonna happen; I've had my fill with world building for now. Well, besides here. :) . Anyway, I'm going to aim for one post a day, with a one day break between game years.

Really leaning toward dropping Pro, and I'll post the statblock in a spoiler at the top of each entry.

There WAS a reason I put up research the new god as an option, despite saying I'd explain in the next post... hehehehehe what, you didn't think I'd make it easy for you did you?
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kida
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Re: Civ 6: Myths And Legends: 968.06

Post by kida » Mon Jul 07, 2014 9:14 pm

Drop the pro if it's a burden.

Didn't you say you'll vote with us this civ?

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Aegis J Hyena
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Re: Civ 6: Myths And Legends: 968.06

Post by Aegis J Hyena » Mon Jul 07, 2014 9:38 pm

Yup. Not until the Prologue ends, though.
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Re: Civ 6: Myths And Legends: 968.06

Post by Bahamut » Mon Jul 07, 2014 10:13 pm

A) 12 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave, Dlover, Bahamut)
B) 3 (Noland, kida, Quarg)
C) 4 (kelten, Quarg, Dave, SVM)
D) 5 (ChuckDa, D34dlock, Jib, Dlover, SVM)
E) 7 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten, Bahamut)
F) 5 (kida, NOA, Badge, Alaen, Quarg)
G) 9 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave, Dlover, SVM, Bahamut)

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Re: Civ 6: Myths And Legends: 968.06

Post by nikohl » Tue Jul 08, 2014 2:12 am

I'm down for ADG. I'm on my phone, can't list. Sorry :3

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GathersIngredients
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Re: Civ 6: Myths And Legends: 968.06

Post by GathersIngredients » Tue Jul 08, 2014 2:42 am

I added nikohl's votes and mine (A, E, G) to Bahamut's count.

A) 14 (Madmartin26,ChuckDa,Noland, D34dlock, NOA, Badge, Alaen, Jib, Kelten, Dave, Dlover, Bahamut, nikohl, Gathers)
B) 3 (Noland, kida, Quarg)
C) 4 (kelten, Quarg, Dave, SVM)
D) 6 (ChuckDa, D34dlock, Jib, Dlover, SVM, nikohl)
E) 8 (Madmartin26,ChuckDa,Noland,kida, Badge, Kelten, Bahamut, Gathers)
F) 5 (kida, NOA, Badge, Alaen, Quarg)
G) 11 (Madmartin26, D34dlock, NOA, Jib, Alaen, Dave, Dlover, SVM, Bahamut, nikohl, Gathers)


@ Aegis: Are A and B mutually exclusive, btw? The way they are worded, it sounds like it, but it's not spelled out. Not that it makes that much of a difference with the votes being cast the way they are... 8)
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