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File 144427495686.png - (62.09KB , 984x502 , Little People Cover good.png )
675337 No. 675337 ID: baef2f

After a millennia of slumber you are needed once again
Expand all images
>>
No. 675338 ID: 2ccbb3

Define "you".
>>
No. 675339 ID: 3bc92d

Yawn.

"...just a few more centuries, mom..."

Go back to sleep.
>>
No. 675340 ID: baef2f
File 144427554146.jpg - (49.01KB , 492x251 , Races.jpg )
675340

You are to be reborn into this realm once again; first however, from which tribe did you hail? It is hard to remember after all this time...

Kepo: The largest and strongest, the mud people are strong builders. Mud clover grows in their territory, and their favorite food is ferns

Jinasaa: The agile Jinasaa are creatures of the night that favor movement and grow ferns. They crave Wild Onion more than any other food

The'ootah: The heretic bark people are vicious and take what they need, exceling in raiding. The grow Wild Onions and favor Mud Clovers to all other food

Juhzu: Cleaved from the eath itself, the people of stone focus their efforts into gathering and making raw meterials. They posses Curly Grass but prefer to eat River Leaf

Pekatsoo: Grown among the moss under the great tree the leaf people are strongest at producing food and people. The moss they grow is valuable, but their hearts and stomachs are only truely saited by Curly Grass

Quch: Small and wet the rain hardly bothers these denizens of the river. Their small fingers excel at crafting like no other, and the grow the coveted river grass. However, their favored dish is the moss of the great tree grown by the Pekatsoo
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No. 675349 ID: 14712b

Eh, I pick quch
>>
No. 675350 ID: 9c86f0

Quch
>>
No. 675351 ID: 2ccbb3

Juhzu
>>
No. 675358 ID: 8c131f

Jinasaa
>>
No. 675363 ID: 3663d3

juhzu
>>
No. 675388 ID: 994890

Quch.
>>
No. 675389 ID: 99cfa8

Pekatsoo seems neat.
>>
No. 675391 ID: ad936f

The'ootah
>>
No. 675444 ID: 2eeb65

Pekatsoo, I choose you.
>>
No. 675465 ID: 2cc0e9

quch are adorable i pick them
>>
No. 675495 ID: baef2f
File 144435152874.png - (8.56KB , 331x243 , Difficulty.png )
675495

Ah yes, I remember now, it was the Quch...

As you take your physical form, you can immediately the trouble in the air. Something is coming. Something BIG

It's hard to tell exactly how far away it is- you unsure of the exact date it will hit;
750 Days? Easy Difficulty
500 Days? Norm Difficulty
375 days? Hard Difficulty
>>
No. 675497 ID: 14712b

Normal or hard difficulty will be fine by me, lean towards normal though
>>
No. 675498 ID: 2eeb65

Easy. Yep, I'm a filthy casual.
>>
No. 675500 ID: 0fc976

Hard. Go big or go home!
>>
No. 675502 ID: ad936f

HARD LIKE A DWAYNE JOHNSON!
>>
No. 675508 ID: f2461f

Normal should be fine.
>>
No. 675524 ID: 5c0bfb

Normal. Have some time to do sidequests.
>>
No. 675534 ID: 99cfa8

Yeah let's go with medium. Always the safe.
>>
No. 675689 ID: baef2f
File 144443890209.png - (7.75KB , 403x326 , Stats use.png )
675689

Yes, 500 days, that sounds right. We have a little over 1 year then to save these people. Before we get to work though, we have to identify what we're working with and craft our Avatar

STATS
Village- you have 72 points to assign between the 6 stats of the village. These determine what kind of start you have and for the most part of not permanant

Pop: Each point in population will give you 3 villagers.

Food: Each point of food withh give your people 20 starting food. Each villager needs 2 food a day

Happiness: Happiness increases your resource gain by x %. Each point in happiness increases it by 5% (cannot go over 100%)

Piety: Piety determines your base faith per day. Faith is used to do research, exert yourself on the world around you and ultimately win the game Each point in faith will increase your faith per day by 1

Reputaion: Changes how the other villages feel about you- helps with traiding, diplomacy, and gaining support. Each point increase the chance that other villages will like you by 2%

Resources: Increases your starting resources. Each point will increase your stock of basic resources by 1, and give you a 1% chance to start with additional resources (Can go over 100%, at which point you have a chance to gain additional resources again)

AVATAR
Your avatar stats affect how your body can interact with the world. You have 72 points to distribute between the 6 statistics. These are permanent but can be affected. All statistics help gather various resources, and may have uses or effects in addition to what the overview covers

Power: This stat determines how powerful your attacks are and assists in building big structures.

Deftness: This statistic helps reduce travel time, craft delicate material, and and gives you a small chance to dodge attacks.

Vitality: Increase your health and allows you to go longer without food

Wits: Usesful for gather intel on other villages and predicting future events

Aura: Helps use faith more echonomically and powerfully

Charm: Helps with trading and persuading others

FAITH TYPE-
choose one type that determines how you acrew additional faith per day

Worship: Requires workers to worship at a location. Additional workers increase the rate of faith gathered

Monuments: Buildings passively generate additional faith for you

Battle: Additional faith is earned through glory in combat, mainly by defeating foes, but additional circumstances apply

PERKS-
Choose 1 to start with. Others may become available to you later

Rain Gods- Generate additional faith when it rains

Ice Worship- Generate additional faith on cold days

Exalted Heat- Generate additional faith on hot days

Blind Faith- Generate additional faith when it is foggy

Missionaires: Gain additional faith from interacting with other villages

Pious Followers: Gain passive additional faith per day

Based on your choices you will be awarded 3 miracles you can preform at the cost of faith to assit you in helping your followers and ascending
>>
No. 675703 ID: 2ccbb3

Pop = 7
Food = 30
Happiness = 7
Piety = 10
Reputation = 8
Resources = 10

Power = 13
Deftness = 10
Vitality = 9
Wits = 12
Aura = 14
Charm = 14

Monuments

Pious Followers
>>
No. 675704 ID: f2461f

Pop = 7
Food = 21
Happiness = 11
Piety = 11
Reputation = 11
Resources = 11

Power = 11
Deftness = 11
Vitality = 10
Wits = 12
Aura = 14
Charm = 14

Monuments
Rain Gods
>>
No. 675774 ID: 99cfa8

>>675689
Pop = 7
Food = 14
Happiness = 21
Piety = 20
Reputation = 5
Resources = 5
(Invest in the future!)

Power = 15
Deftness = 6
Vitality = 18
Wits = 12
Aura = 12
Charm = 9

Faith type: monuments
(praying? Ain't nobody got time for that.)

Perk: climate perks are hard to know what's best without knowing the local climate. But I vote missionaries anyway. That's right we are Jehovah's Witnesses.
>>
No. 675796 ID: 2eeb65

Pop = 5 (15 villagers)
Food = 15 (300 food)
Happiness = 20 (100%)
Piety = 25
Reputation = 0 (Bah! Other villages? Who needs 'em? The only ones we need are the Pekatsoo, who we can ensl... ahem, I mean, "civilize" later)
Resources = 7 (That's why we should have Happiness at 100%, so that we can quickly overcome this shortage)

Power = 2 (Let our sla... ahem, I mean, loyal followers fight and build for us! We should focus on our unique powers)
Deftness = 10
Vitality = 20
Wits = 20
Aura = 20
Charm = 0 (See: Village/Reputation)

Worship ("Monuments" would require dumping lots of resources and workforce into what would ultimately become a hard cap on faith gain. And "Battle" would be too risky and also resource-heavy to be reliable)

Pious Followers (Climate is unreliable, and would ultimately impede on building a world-conquering evil emp... ahem, I mean, a climatically diverse global superpower. And as for Missionaries, again, see Village/Reputation)
>>
No. 675801 ID: 26ac98
File 144449201134.png - (8.71KB , 399x291 , Seasons use.png )
675801

A dice roll shall determine who has seen our path forward-

be aware LittleBeast >>675774 that our people cannot possibly be so happy- you may have to re-arrange your allotment

>>675796 Your choices are not unviable but be aware your people will not nessicarily recognize your avatar as an extension of your power and as such a lack of charm may harm us in convincing our own villagers of our divine power. We also cannot control our people individually, only affect them indirectly, so consider that before deciding fully on a path.

As for climate- each season has a chance for types of weather- hot is most likely in the summer, rain in the spring, cold in the winter, and fog in fall, which will make you more powerful in a specific season but weaker the rest of the year.

after these clarifications, please either confirm or edit your suggestions
>>
No. 675802 ID: 2eeb65

>>675801
Okay, thanks for the clarification. So our first goal would be to convince our own subjects to obey our ord-- ahem, I mean, heed our words of wisdom. Fair enough.

Then my suggestion would warrant a bit of rearrangement:

Pop = 5
Food = 15
Happiness = 20
Piety = 25
Reputation = 0
Resources = 7

Power = 2
Deftness = 10
Vitality = 10
Wits = 15
Aura = 15
Charm = 20

Worship

Pious Followers
>>
No. 675803 ID: 2ccbb3

>>675801
Winter - the Quch are amphibious, so the cold is their greatest foe while near the rivers. Being capable of protecting them during this time will help greatly.
>>
No. 675877 ID: f2461f

I'll keep choices the same.
>>
No. 675946 ID: 99cfa8

>>675801
Oh, missed that. Well, just transfer that extra point to faith, then.

And since charm is more important than I thought, it can have three of the vit points.

Also, I'm going to vote for whichever climate faith lines up with the season it'll be when our timer is up, rather than missionaries.
>>
No. 676959 ID: baef2f
File 144504473689.png - (15.12KB , 434x600 , creation use.png )
676959

rolled 1 = 1

Dice 1d4

You pour a fraction of your energy into a vessal, an "Avatar" if you will. This will allow you to interact with other villagers and affect the mortal coil more directly. Your avatar can be a divine mouth piece, or direct link to your people to help them and garner faith. Theyv may have trouble believing you are a true mouthpeice of the gods without a miracle or two to back it up though.
>>
No. 676970 ID: baef2f
File 144504920654.png - (6.71KB , 580x486 , Stats 2 use.png )
676970

>>676959 >>675703
It seems Kome has seen the way forward.

Pop = 21
Food = 600 units ~ 2 weeks
Happiness = 35%
Piety = 10 faith gained per day
Reputation = 16% chance to make a good impression
Resources =
10 Dirt Clods
10 Bark
10 Twigs
10 Stone
10 Plant Matter
No rare materials

Power = 13
Deftness = 10
Vitality = 9
Wits = 12
Aura = 14
Charm = 14

Monuments
Ice Worship

Your people are food focused, pray to you via monuments and honor cold above all else. For this you have unlocked the ability to preform the following Miracles:

Blessed Harvest - 30 faith: All food production buildings gain +1 to food produced this week
Empower - 30 faith: Empower a building to gain double the happiness bouns for a week
Heat Sinks - 30 faith: All miracles preformed during the next cold spell cost 50% less

Now it is time for you to guide your people to salvation. Your people will automatically build, craft, harvest, deal with other villages, and garner faith. However it will not be enough for them to ascend. You must feed them knowledge unlocked via faith until they can ultimately ascend. It will cost roughly 15000 faith to ascend. You will have to guide them in the right direction and create a place of power for your avatar to direct your villagers more precisely. Keep in mind however they may not recognize you as the mouth peice of a god- an Avatar has walked amoung them since before the Great Drought. For now, decide what you would like to do:

1: Interact with Villagers
2: harvest ___________ resource
3: Craft/build ________
4: Leave the village to ___________
5: listen to prayers
6: ________
>>
No. 676977 ID: 2ccbb3

First up, build some irrigation plots. Dig across the river bank into relatively organized streams to maximize the area-spread of the river, thereby growing more river leaf. Use the town's resources to reinforce the plots so that the streams don't cave in over time, as well as a few bridges so that they can walk across.

Next, build some shelter around the river streams. Having residential built around miniature islands and close to any food source will increase their safety while ensuring that they have a backup source of food.

Earn your people's trust by storing a fair amount of food for the winter, and then harvest piety during the cold. Trade for moss if you have the time.
>>
No. 677426 ID: 99cfa8

>>676970
Gotta start by proving ourselves, right? Interact with the villagers, see what they want and need. I mean sure we could do that by listening to prayers too but NAH.
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