Post by acclue lockheart on Feb 24, 2008 20:56:37 GMT -5
Evolution is a game made to simulate a fantasy world being created directly from the most base sentient beings right up to any given point in history. People come and go, years pass, races evolve, Gods become more powerful, and a world is made.
Everyone either plays a God or a race and goes about their own way to accomplish whatever ends they desire.
to learn how to play, see this website: ishtareh.awardspace.com/general.html
EDIT: turns out that site got closed, so I had to go look for the rules posted elsewhere
Everyone either plays a God or a race and goes about their own way to accomplish whatever ends they desire.
EDIT: turns out that site got closed, so I had to go look for the rules posted elsewhere
So what's Evo? To put it simply, its a game where you either play a Race (a collection of
creatures who are all the same general species) or a God (A single God entity that lives off
and gains power from the worship of the races). It's basically freeform, though for
game-mechanical reasons we have to quantify certain things, mostly when we have to compare
things. We'll get to the rules later.
The general format of the game is demi-turn based, in that for any single posting period we
deal with a period of time involving 1 game years which is equivalent to 5 earth years. Posting
periods will be 7 days per turn, though this is subject to change if I find the pace of play
especially fast or slow. What do you do during a turn, do you ask?
During any single turn every player that is a Race gets a certain amount of EP (Evolution
Points) to spend toward new abilities or to improve existing ones. No, we're not quite to the
point where we dive into that sticky quagmire of math with words like “diminishing returns”
waiting in ambush, venom of uncomprehending head-scratching dripping from their
algebra-based fangs. Don't worry, we have a nifty calculator to do it for you. But I digress.
Additionally, every turn each Race undergoes population growth, based on two major
statistics: Resilience and Adaptibility. Again, not into the math yet.
Every player who plays a God will get a certain amount of MP based on their worship,
temples, sacrifices, and other deific wankery. While actually in the play of the turn, Races
and Gods can interact with eachother in whatever manner they deem necessary, according to
how they want to roleplay their entity(ies).
While things like conflict, cooperation and Extremely Awkward Misunderstandings are bound to
happen, what will most likely happen first is that Gods will descend on Races like
four-year-olds on a disgruntled fat 33 year old in a plastic cartoon character costume in
search of their worship. This is good, since initially races will not be very populous and
race/race interaction will be low to nonexistant. That's good, because hey, it would suck to
get eradicated in the first 2 turns, right?
The Goal: Have fun. This is not a game you play to “win”. If you decide to make a race of
geno/xenocidal reaper-machines with a taste for nothing but the blood of innocent virgin
puppies, the world tends to gang up on you (the other players, not the DM. I don't
particularly care what you do.) If you do something like that, keep in mind that the other
players get more EP in total than you do, and even if you pump your EP into countering
categories in a spectacular display of metagaming, you will probably not win. Once again, I
find myself on 201 E. Tangent street. Its a semi-freeform RPG that people get into for the
long haul. I'm not saying you should avoid conflict, I'm saying the point of the game isn't
conflict. Conflict's just one aspect of it.
creatures who are all the same general species) or a God (A single God entity that lives off
and gains power from the worship of the races). It's basically freeform, though for
game-mechanical reasons we have to quantify certain things, mostly when we have to compare
things. We'll get to the rules later.
The general format of the game is demi-turn based, in that for any single posting period we
deal with a period of time involving 1 game years which is equivalent to 5 earth years. Posting
periods will be 7 days per turn, though this is subject to change if I find the pace of play
especially fast or slow. What do you do during a turn, do you ask?
During any single turn every player that is a Race gets a certain amount of EP (Evolution
Points) to spend toward new abilities or to improve existing ones. No, we're not quite to the
point where we dive into that sticky quagmire of math with words like “diminishing returns”
waiting in ambush, venom of uncomprehending head-scratching dripping from their
algebra-based fangs. Don't worry, we have a nifty calculator to do it for you. But I digress.
Additionally, every turn each Race undergoes population growth, based on two major
statistics: Resilience and Adaptibility. Again, not into the math yet.
Every player who plays a God will get a certain amount of MP based on their worship,
temples, sacrifices, and other deific wankery. While actually in the play of the turn, Races
and Gods can interact with eachother in whatever manner they deem necessary, according to
how they want to roleplay their entity(ies).
While things like conflict, cooperation and Extremely Awkward Misunderstandings are bound to
happen, what will most likely happen first is that Gods will descend on Races like
four-year-olds on a disgruntled fat 33 year old in a plastic cartoon character costume in
search of their worship. This is good, since initially races will not be very populous and
race/race interaction will be low to nonexistant. That's good, because hey, it would suck to
get eradicated in the first 2 turns, right?
The Goal: Have fun. This is not a game you play to “win”. If you decide to make a race of
geno/xenocidal reaper-machines with a taste for nothing but the blood of innocent virgin
puppies, the world tends to gang up on you (the other players, not the DM. I don't
particularly care what you do.) If you do something like that, keep in mind that the other
players get more EP in total than you do, and even if you pump your EP into countering
categories in a spectacular display of metagaming, you will probably not win. Once again, I
find myself on 201 E. Tangent street. Its a semi-freeform RPG that people get into for the
long haul. I'm not saying you should avoid conflict, I'm saying the point of the game isn't
conflict. Conflict's just one aspect of it.
RACES
EP
What is EP?: EP is short of Evolution Points, which are how you designate how weak or strong
an ability is. In general, this only matters when taking into account adaptibility and resilience,
or when two races or a race and a god end up in a conflict. In general, when two aspects of
different creatures conflict, the higher EP wins. The simple example would be the race of
Ugga-Uggas arm wrestling a race of Bugga-Buggas, in which the UU's have 5 strength and
the BB's have 70. BB's win, every time.
How do I get EP?: You get EP in a set amount per turn based on the age of the world. In
the first age, it will be fixed at 10 EP per turn,and will increase to 20 in the 2nd age, 30 in
the 3rd age, etc. You start with 100 EP to place as you see fit, though there are certain
categories that you should have in your race regardless of your concept. They are:
Intelligence/Thinking Thing: What your race thinks with and how they think. All races must
be sentient (a brain rating of at least 1). Intelligence also caps how high technology skills can
go before stacking.
Toughness: How much physical punishment a race can take. Leave it at zero if you want
passing butterflies to be a serious hazard.
Agility: How your race moves around. You could make a race incapable of moving, but that
would be mighty boring, wouldn't it?
Strength: You won't go far if you can't pick anything up.
Language: Most sentients have some way to communicate. It doesn't have to be verbal
communication, your race could use sign-language, telepathy, smell communication, or
interpretive dance. Be as creative or vanilla as you like.
Grasping Appendage: Not technically necessary, as if you have a decent excuse or don't plan
on using technology at all you don't really need one. Still a good idea, though.
What to do with everything else? Whatever you like. There are some established rules on
certain things, like magic and technology, but I'll get to that later.
What does my race start with?
In a word, nothing. You can live in your selected environment (land or water), and by that I
mean you can breathe there. Everything else is what you spend your initial EP on. In general,
if you want to have a race that can breathe in both atmosphere and water, you'll need to
put in an SP investment of at least 10.
How does EP turn into SP (stat points)?
First, the difference between the two; EP is a set figure you get every turn and represents
the amount of change you can place in a single category per turn. SP is the value we actually
use to compare things. EP turns into SP on a dynamic ratio following diminishing returns (See,
I told you. Now take the fangs out of your neck and pay attention), based on the number of
SP already in a specific category.
In general, 1 SP costs (Current SP+10) / 10 rounded down. If you don't like formulas, here's
the ratio in a neater format.
0SP-10SP: 1 EP per SP
11SP to 20 SP: 2 EP per SP
21 to 30: 3EP per SP
31 to 40: 4 EP per SP
you get the idea.
What does this mean?
This means that as your race gets better at something, it gets harder to make it better at
that thing. This is in place to stop someone from simply dumping most of their EP into a single
category and becoming unstoppable. There are, however, ways around it, most specifically in
technology.
Physical Abilities:
Biology is a miraculous thing, and there a number of extremely useful abilities a race could
have that are just the way their body works. Stuff like excreting fossil fuels, manufacturing
biological diamond, flying, breathing underwater, burrowing quickly, big crazy claws, having
fifteen heads, shooting napalm from their foreheads, biological jetpacks, little tiny poisonous
snakes for hair, hydra-esque regeneration, or Golden Fleece are all within the realm of
possibility for physical abilties. Anything and everything about the looks, thoughts, society,
personality, and habits of your race are under your control. Go nuts. Keep in mind, though,
that even if you say your race can shoot black holes from its pinky finger, if you have 1 SP
in “Shoot black holes”, it will still only function as a 1 SP offensive ability for battle purposes
(really, really tiny black holes). Use common sense.
Special Physical Rules:
Mineral Eating: Rather than feeding as carnivores or herbivores, a race may choose to gain sustenance from minerals. This allows the race to use inverted fertility. This means that if the land has a fertility of 0, they will use it as 10, and vice-versa
Size (Bigger): All races start small. To get larger, you must invest EP into size(bigger). For
every 20 effective SP in this category, you go up one (DnD) size category (small medium
large huge gargantuan colossal colossal+) Strength and toughness both have 100% stacking
for this category. For every size you go up, you get one more resilience and lose one
adaptability.
Size(Smaller): All races start small. To get smaller, you must invest EP into size(smaller). For
every 20 effective SP in this category, you go down one (DnD) size category (Small Tiny
diminutive fine fine- fine--) For every size you go down, you gain one adaptability and lose
one resilience.
Herbivore: You can choose to have your race eat nothing but plants. This makes them one
size category larger, and penalizes them one adaptability (in addition to the adaptability
penalty from going up a size). It also should have a significant effect on how you roleplay
them, though this is of course up to you.
Technology:
Stacking:
Stacking is something you get to increase your effective SP in a category without investing
more EP into it. There are several ways to get stacking for a category, but a general rule is
that if another category that you have SP in can help that category, you'll get some kind of
stacking. How exactly do you get stacking?
One category that is a logical successor to another one gets FULL stacking with the thing it
replaced. A simple example, Stone tools get full stacking from bone tools. If you have 5 SP in
bone tools and put 5 SP in stone tools, you'd have 10 effective SP in stone tools (5 SP and 5
from stacking).
A General Technology stacks for 50% with a specific one: For example, Chemistry (a very
general category) would stack for 50% with gunpowder, for instance, because better
understanding of chemistry would lead to more refined gunpowder, better ways to make it,
etc.
Tools and Material technologies stack for 30% with things made with them. For example, if
you have 10 in metallurgy and 10 in Ironworking, you could get 6 points of stacking in Land
Vehicles, provided the land vehicles in question are made of iron.
Specialized Tools stack for 100% with what they're made for (and nothing else): If you have
15 in agricultural tools and 20 in agriculture, you have 35 effective SP in agriculture.
Specific stacking rules:
There are some rules that we've come across that need to be put down simply hard and fast.
Here they are:
NO technology can get more total stacking than it has invested SP. That means that even if
you could possibly get 300million stacking points in a category, it can never have an effective
SP more than double its invested SP. An ability with 20 SP can never go higher than 40, for
example.
NO technology can exceed a race's brain statistic. (before stacking)
Language counts as a technology for that purpose
A language has a written form if it has 15 or more SP.
Stacking DOES NOT apply to anything other than technology. Just because you used to spin
on your head to get around and walking is headspinning's logical successor doesn't mean you
walk any better.
Exception to the above rule: If you have a magic system that works like technology (for
example, very specific rune magic), it may get stacking. Run it by the DM first.
Prospecting:
Since the game is a freeform exercise, you can dig for just about anything and will probably
find it. However, in higher fertility squares (a concept we'll go into later) minerals are rare.
This is not Earth. You can dig for just about anything and will probably find it, and I must
emphasize this part WITHIN REASON. No, you can't dig for atomic weapons, gunpowder,
the fountain of youth, room-temperature superconductors, or ectoplasm. When your race
looks for a mineral, tell the DM, and the DM will tell you what you find. You will probably find
what you're looking for unless its in a high-fertility square or just plain dumb.
Plausibility:
Your race does not have to follow a technological progression mirroring that of humanity. If
you have a good explanation or biological reason, it is possible to understand nuclear physics
before you discover fire (if you see in the X-ray spectrum, for example). Exactly what
counts as plausible? What I say counts as plausible. If you aren't sure, the answer is
probably no, but ask anyway.
Note: there are two general types of technology categories; those that dictate how much you
understand a concept, like for example, chemistry, and categories that dictate how much you
can actually use a concept, for example, gunpowder. Gunpowder is an application of chemistry,
and a race with a mid-level understanding of chemistry will understand why gunpowder works,
and you can plausibly say that your chemists just discover it without any more explanation.
However, your race does not have to understand how all their technology works, provided you
can explain how they stumble on it. The more you have your race blitz past their
understanding of the world, the harder it is to keep explaining fortuitous accidents, and the
more likely that any single development will garner you NRP (Negative Roleplaying Points),
which I will go into later. Keep in mind, I'm hard to BS. I know a lot of science and I can
look up way more.
Tech Levels:
from 0-20 SP is considered a stone age understanding of a concept
from 21-40 is considered medieval
from 41-60 is a renaissance understanding
from 61-80 counts as a modern level ability
81-and up are considered high-tech.
Huh? If that's how it works, what's a “Stone age” understanding of computers?
Before you ask that question, you must take into account 2 things.
1. It is very easy to get stacking for high-level technologies, unless your race is full of
lucky bumblers, in which case you've probably gone far ahead of the age of the world.
Assuming you've got enough stacking to get 30 stacking in computers (for example, a
modern-age understanding of electronics, with 60 effective SP) than the 50% stacking from
that should give you modern computers with a modest SP investment of 30.
2. Those guildelines are for general technologies, such as physics, nuclear physics,
chemistry, medicine, etc. They don't really apply to specifics, such as computers. 20 SP in
computers may be a very useful device, depending on what kind of tech you have backing it
up.
Teaching:
A race that has at least 5 SP in a technology can teach a race that doesn't have or has a
worse version of that technology. This confers a bonus of 1 SP provided the taught race gets
at least 3 SP the turn they're taught.
Magic:
There are no DM imposed restrictions on the kinds of magic a race can use, nor on the
powers those magics can exert. However, the intensity of any magic category is limited by
the amount of SP it has. There are also some stipulations as to the effect of magic (or
psionics, or vodoo, or whatever).
Every magic category must be tied to a stat. For example, magic that is roleplayed as
sorcery would be tied to the toughness stat, memorized and codified spells would be tied to
intelligence, nature magic would be tied to some kind of nature lore skill, etc. A magical
ability can never exceed the stat it is tied to. When you make a magic category, note in your
race post what stat it is tied to.
Magic categories all have a single drawback, such as being tiring, being time consuming, taking
a large amount of concentration, setting yourself on fire in the process, etc. Generally, the
closer the magic category is to the stat it is tied to, the more this drawback plays a part in
the full use of an ability.
Be Specific. Putting 10 SP into “Fire magic” is veeeeery nebulous, and very open to DM
interpretation. Tell me exactly what your 10 SP in fire magic does. If you have a single
category that does a massive number of things, it will be very bad at doing those things.
Supernatural Abilities:
Want your race to breathe fire? Manipulate crap with the power of its mind? Put a pink spot
on a wall through force of will? Want to do stuff like that without dealing with the drawbacks
of magical abilities? Make it a supernatural ability.
Supernatural abilities require a power source ability, that does not do anything other than
power a supernatural ability. Possible power sources involve soul energy, absorbing the sun's
rays, eating uranium, internal hydrogen fusion, subsisting on the beliefs of small children, a
very powerful psyche, the alignment of the planets, etc. Put SP into them, and they work.
The only problem is that a supernatural ability can never be higher than its power source.
Resistances:
In order for a supernatural ability, physical attack, or magical phenomenon to work correctly
on another race, it must first overcome that race's resistance to it. Base resistances work a
number of ways:
A non-dodgeable supernatural ability (such as a cold wave, disease cloud, or poison (once its in
the bloodstream/whatever) must overcome 1/3rd of the race's Toughness rating, plus
whatever specific resistance that race has to it. (Temperature tolerance, Robust Immune
System, or Poison resistance, for the above examples)
A dodgeable supernatural ability or physical attack (Such as fireballs, lightning strikes,
thrown weapons, or melee weapons) must have more than 1/3rd of the target's agility to hit.
For the example of weapons, this would be a combination of strength and grasping appendage.
How well they work is determined by the formula below.
Dodgeable Attacks that land (Sword strikes, arrows, bullets, rocks, fireballs, lighning
strikes, etc.) must have more invested EP than the targets' total armor, for physical
attacks (natural or otherwise) + 1/3rd of their toughness rating. So a human in Kevlar body
armor (10 toughness + 45ish armor) would need an attacker with a weapon with greater than
48 1/3rd SP invested to be damaged. How well they work is dependent upon the attackers SP
after resistances are subtracted compared with the subject's toughness rating. While
magical attacks are rarely affected by armor, they may be, and specific resistances can still
work.
Mind-Affecting Supernatural or Physical abilities (Hallucinogenic spores, mind control,
mind-affecting psionics) must overcome 1/3rd of the target's intelligence rating, plus
whatever specific resistances the target has (Resistant to drugs and Iron will, for example)
to work. How well they work is dependent upon the attackers SP after resistances are
subtracted compared with the subject's intelligence rating.
Adaptability and Resilience:
A and R are figures that represent how well your race can cope with different environments
and feed itself (adaptability) and how much punishment it can take, how long they live, and
their position on the food chain (resilience). At the beginning of every turn, I'll post if your
race has changed adaptability or resilience. They start at 0/0. In general, you increase
adaptability by putting EP into categories that increase the number of individuals that can fit
into a single square, like farming, hunting, scavenging, etc. Anything that makes a race live
longer through moving up on the food chain or an increase in general health counts for
resilience. Is there a system for determining either? Yes, but it makes for metagaming if I
tell you what it is.
Growth:
Populations grow every turn based on several factors: how many of them there are in a single
place, how fertile the area is, their adaptability, and their resilience. To find an area's
population growth for a single turn, simply enter the relevant numbers into the calculator.
Advice for Races:
You can't have it all instantly. Sometimes you need to have patience to get where you want
when you want. You don't start a dnd campaign and then complain that you can't cast wish,
do you?
Don't metagame: Yeah, you as a player can see that the race you haven't met has fire
breath, but if you put EP into fire resistance for no good reason, everyone secretly hates
you.
Make Characters: Pick out a few individuals of your race for other players to interact with.
Name them. Give them personalities. It makes your race feel more “real”, gets you RP, and
can drive a plotline.
Don't think of your race as a single entity: Sometimes intra-race conflict is the most vicious
kind, and you shouldn't decide that your race is made up of ultra-cooperative altruists that
never conflict with each other. Make lots of political entities and roleplay their interactions.
Do not play to “win”: The point of the game is not to win. The point of the game is to have
fun. If you eradicate everyone, are you really having fun?
EP
What is EP?: EP is short of Evolution Points, which are how you designate how weak or strong
an ability is. In general, this only matters when taking into account adaptibility and resilience,
or when two races or a race and a god end up in a conflict. In general, when two aspects of
different creatures conflict, the higher EP wins. The simple example would be the race of
Ugga-Uggas arm wrestling a race of Bugga-Buggas, in which the UU's have 5 strength and
the BB's have 70. BB's win, every time.
How do I get EP?: You get EP in a set amount per turn based on the age of the world. In
the first age, it will be fixed at 10 EP per turn,and will increase to 20 in the 2nd age, 30 in
the 3rd age, etc. You start with 100 EP to place as you see fit, though there are certain
categories that you should have in your race regardless of your concept. They are:
Intelligence/Thinking Thing: What your race thinks with and how they think. All races must
be sentient (a brain rating of at least 1). Intelligence also caps how high technology skills can
go before stacking.
Toughness: How much physical punishment a race can take. Leave it at zero if you want
passing butterflies to be a serious hazard.
Agility: How your race moves around. You could make a race incapable of moving, but that
would be mighty boring, wouldn't it?
Strength: You won't go far if you can't pick anything up.
Language: Most sentients have some way to communicate. It doesn't have to be verbal
communication, your race could use sign-language, telepathy, smell communication, or
interpretive dance. Be as creative or vanilla as you like.
Grasping Appendage: Not technically necessary, as if you have a decent excuse or don't plan
on using technology at all you don't really need one. Still a good idea, though.
What to do with everything else? Whatever you like. There are some established rules on
certain things, like magic and technology, but I'll get to that later.
What does my race start with?
In a word, nothing. You can live in your selected environment (land or water), and by that I
mean you can breathe there. Everything else is what you spend your initial EP on. In general,
if you want to have a race that can breathe in both atmosphere and water, you'll need to
put in an SP investment of at least 10.
How does EP turn into SP (stat points)?
First, the difference between the two; EP is a set figure you get every turn and represents
the amount of change you can place in a single category per turn. SP is the value we actually
use to compare things. EP turns into SP on a dynamic ratio following diminishing returns (See,
I told you. Now take the fangs out of your neck and pay attention), based on the number of
SP already in a specific category.
In general, 1 SP costs (Current SP+10) / 10 rounded down. If you don't like formulas, here's
the ratio in a neater format.
0SP-10SP: 1 EP per SP
11SP to 20 SP: 2 EP per SP
21 to 30: 3EP per SP
31 to 40: 4 EP per SP
you get the idea.
What does this mean?
This means that as your race gets better at something, it gets harder to make it better at
that thing. This is in place to stop someone from simply dumping most of their EP into a single
category and becoming unstoppable. There are, however, ways around it, most specifically in
technology.
Physical Abilities:
Biology is a miraculous thing, and there a number of extremely useful abilities a race could
have that are just the way their body works. Stuff like excreting fossil fuels, manufacturing
biological diamond, flying, breathing underwater, burrowing quickly, big crazy claws, having
fifteen heads, shooting napalm from their foreheads, biological jetpacks, little tiny poisonous
snakes for hair, hydra-esque regeneration, or Golden Fleece are all within the realm of
possibility for physical abilties. Anything and everything about the looks, thoughts, society,
personality, and habits of your race are under your control. Go nuts. Keep in mind, though,
that even if you say your race can shoot black holes from its pinky finger, if you have 1 SP
in “Shoot black holes”, it will still only function as a 1 SP offensive ability for battle purposes
(really, really tiny black holes). Use common sense.
Special Physical Rules:
Mineral Eating: Rather than feeding as carnivores or herbivores, a race may choose to gain sustenance from minerals. This allows the race to use inverted fertility. This means that if the land has a fertility of 0, they will use it as 10, and vice-versa
Size (Bigger): All races start small. To get larger, you must invest EP into size(bigger). For
every 20 effective SP in this category, you go up one (DnD) size category (small medium
large huge gargantuan colossal colossal+) Strength and toughness both have 100% stacking
for this category. For every size you go up, you get one more resilience and lose one
adaptability.
Size(Smaller): All races start small. To get smaller, you must invest EP into size(smaller). For
every 20 effective SP in this category, you go down one (DnD) size category (Small Tiny
diminutive fine fine- fine--) For every size you go down, you gain one adaptability and lose
one resilience.
Herbivore: You can choose to have your race eat nothing but plants. This makes them one
size category larger, and penalizes them one adaptability (in addition to the adaptability
penalty from going up a size). It also should have a significant effect on how you roleplay
them, though this is of course up to you.
Technology:
Stacking:
Stacking is something you get to increase your effective SP in a category without investing
more EP into it. There are several ways to get stacking for a category, but a general rule is
that if another category that you have SP in can help that category, you'll get some kind of
stacking. How exactly do you get stacking?
One category that is a logical successor to another one gets FULL stacking with the thing it
replaced. A simple example, Stone tools get full stacking from bone tools. If you have 5 SP in
bone tools and put 5 SP in stone tools, you'd have 10 effective SP in stone tools (5 SP and 5
from stacking).
A General Technology stacks for 50% with a specific one: For example, Chemistry (a very
general category) would stack for 50% with gunpowder, for instance, because better
understanding of chemistry would lead to more refined gunpowder, better ways to make it,
etc.
Tools and Material technologies stack for 30% with things made with them. For example, if
you have 10 in metallurgy and 10 in Ironworking, you could get 6 points of stacking in Land
Vehicles, provided the land vehicles in question are made of iron.
Specialized Tools stack for 100% with what they're made for (and nothing else): If you have
15 in agricultural tools and 20 in agriculture, you have 35 effective SP in agriculture.
Specific stacking rules:
There are some rules that we've come across that need to be put down simply hard and fast.
Here they are:
NO technology can get more total stacking than it has invested SP. That means that even if
you could possibly get 300million stacking points in a category, it can never have an effective
SP more than double its invested SP. An ability with 20 SP can never go higher than 40, for
example.
NO technology can exceed a race's brain statistic. (before stacking)
Language counts as a technology for that purpose
A language has a written form if it has 15 or more SP.
Stacking DOES NOT apply to anything other than technology. Just because you used to spin
on your head to get around and walking is headspinning's logical successor doesn't mean you
walk any better.
Exception to the above rule: If you have a magic system that works like technology (for
example, very specific rune magic), it may get stacking. Run it by the DM first.
Prospecting:
Since the game is a freeform exercise, you can dig for just about anything and will probably
find it. However, in higher fertility squares (a concept we'll go into later) minerals are rare.
This is not Earth. You can dig for just about anything and will probably find it, and I must
emphasize this part WITHIN REASON. No, you can't dig for atomic weapons, gunpowder,
the fountain of youth, room-temperature superconductors, or ectoplasm. When your race
looks for a mineral, tell the DM, and the DM will tell you what you find. You will probably find
what you're looking for unless its in a high-fertility square or just plain dumb.
Plausibility:
Your race does not have to follow a technological progression mirroring that of humanity. If
you have a good explanation or biological reason, it is possible to understand nuclear physics
before you discover fire (if you see in the X-ray spectrum, for example). Exactly what
counts as plausible? What I say counts as plausible. If you aren't sure, the answer is
probably no, but ask anyway.
Note: there are two general types of technology categories; those that dictate how much you
understand a concept, like for example, chemistry, and categories that dictate how much you
can actually use a concept, for example, gunpowder. Gunpowder is an application of chemistry,
and a race with a mid-level understanding of chemistry will understand why gunpowder works,
and you can plausibly say that your chemists just discover it without any more explanation.
However, your race does not have to understand how all their technology works, provided you
can explain how they stumble on it. The more you have your race blitz past their
understanding of the world, the harder it is to keep explaining fortuitous accidents, and the
more likely that any single development will garner you NRP (Negative Roleplaying Points),
which I will go into later. Keep in mind, I'm hard to BS. I know a lot of science and I can
look up way more.
Tech Levels:
from 0-20 SP is considered a stone age understanding of a concept
from 21-40 is considered medieval
from 41-60 is a renaissance understanding
from 61-80 counts as a modern level ability
81-and up are considered high-tech.
Huh? If that's how it works, what's a “Stone age” understanding of computers?
Before you ask that question, you must take into account 2 things.
1. It is very easy to get stacking for high-level technologies, unless your race is full of
lucky bumblers, in which case you've probably gone far ahead of the age of the world.
Assuming you've got enough stacking to get 30 stacking in computers (for example, a
modern-age understanding of electronics, with 60 effective SP) than the 50% stacking from
that should give you modern computers with a modest SP investment of 30.
2. Those guildelines are for general technologies, such as physics, nuclear physics,
chemistry, medicine, etc. They don't really apply to specifics, such as computers. 20 SP in
computers may be a very useful device, depending on what kind of tech you have backing it
up.
Teaching:
A race that has at least 5 SP in a technology can teach a race that doesn't have or has a
worse version of that technology. This confers a bonus of 1 SP provided the taught race gets
at least 3 SP the turn they're taught.
Magic:
There are no DM imposed restrictions on the kinds of magic a race can use, nor on the
powers those magics can exert. However, the intensity of any magic category is limited by
the amount of SP it has. There are also some stipulations as to the effect of magic (or
psionics, or vodoo, or whatever).
Every magic category must be tied to a stat. For example, magic that is roleplayed as
sorcery would be tied to the toughness stat, memorized and codified spells would be tied to
intelligence, nature magic would be tied to some kind of nature lore skill, etc. A magical
ability can never exceed the stat it is tied to. When you make a magic category, note in your
race post what stat it is tied to.
Magic categories all have a single drawback, such as being tiring, being time consuming, taking
a large amount of concentration, setting yourself on fire in the process, etc. Generally, the
closer the magic category is to the stat it is tied to, the more this drawback plays a part in
the full use of an ability.
Be Specific. Putting 10 SP into “Fire magic” is veeeeery nebulous, and very open to DM
interpretation. Tell me exactly what your 10 SP in fire magic does. If you have a single
category that does a massive number of things, it will be very bad at doing those things.
Supernatural Abilities:
Want your race to breathe fire? Manipulate crap with the power of its mind? Put a pink spot
on a wall through force of will? Want to do stuff like that without dealing with the drawbacks
of magical abilities? Make it a supernatural ability.
Supernatural abilities require a power source ability, that does not do anything other than
power a supernatural ability. Possible power sources involve soul energy, absorbing the sun's
rays, eating uranium, internal hydrogen fusion, subsisting on the beliefs of small children, a
very powerful psyche, the alignment of the planets, etc. Put SP into them, and they work.
The only problem is that a supernatural ability can never be higher than its power source.
Resistances:
In order for a supernatural ability, physical attack, or magical phenomenon to work correctly
on another race, it must first overcome that race's resistance to it. Base resistances work a
number of ways:
A non-dodgeable supernatural ability (such as a cold wave, disease cloud, or poison (once its in
the bloodstream/whatever) must overcome 1/3rd of the race's Toughness rating, plus
whatever specific resistance that race has to it. (Temperature tolerance, Robust Immune
System, or Poison resistance, for the above examples)
A dodgeable supernatural ability or physical attack (Such as fireballs, lightning strikes,
thrown weapons, or melee weapons) must have more than 1/3rd of the target's agility to hit.
For the example of weapons, this would be a combination of strength and grasping appendage.
How well they work is determined by the formula below.
Dodgeable Attacks that land (Sword strikes, arrows, bullets, rocks, fireballs, lighning
strikes, etc.) must have more invested EP than the targets' total armor, for physical
attacks (natural or otherwise) + 1/3rd of their toughness rating. So a human in Kevlar body
armor (10 toughness + 45ish armor) would need an attacker with a weapon with greater than
48 1/3rd SP invested to be damaged. How well they work is dependent upon the attackers SP
after resistances are subtracted compared with the subject's toughness rating. While
magical attacks are rarely affected by armor, they may be, and specific resistances can still
work.
Mind-Affecting Supernatural or Physical abilities (Hallucinogenic spores, mind control,
mind-affecting psionics) must overcome 1/3rd of the target's intelligence rating, plus
whatever specific resistances the target has (Resistant to drugs and Iron will, for example)
to work. How well they work is dependent upon the attackers SP after resistances are
subtracted compared with the subject's intelligence rating.
Adaptability and Resilience:
A and R are figures that represent how well your race can cope with different environments
and feed itself (adaptability) and how much punishment it can take, how long they live, and
their position on the food chain (resilience). At the beginning of every turn, I'll post if your
race has changed adaptability or resilience. They start at 0/0. In general, you increase
adaptability by putting EP into categories that increase the number of individuals that can fit
into a single square, like farming, hunting, scavenging, etc. Anything that makes a race live
longer through moving up on the food chain or an increase in general health counts for
resilience. Is there a system for determining either? Yes, but it makes for metagaming if I
tell you what it is.
Growth:
Populations grow every turn based on several factors: how many of them there are in a single
place, how fertile the area is, their adaptability, and their resilience. To find an area's
population growth for a single turn, simply enter the relevant numbers into the calculator.
Advice for Races:
You can't have it all instantly. Sometimes you need to have patience to get where you want
when you want. You don't start a dnd campaign and then complain that you can't cast wish,
do you?
Don't metagame: Yeah, you as a player can see that the race you haven't met has fire
breath, but if you put EP into fire resistance for no good reason, everyone secretly hates
you.
Make Characters: Pick out a few individuals of your race for other players to interact with.
Name them. Give them personalities. It makes your race feel more “real”, gets you RP, and
can drive a plotline.
Don't think of your race as a single entity: Sometimes intra-race conflict is the most vicious
kind, and you shouldn't decide that your race is made up of ultra-cooperative altruists that
never conflict with each other. Make lots of political entities and roleplay their interactions.
Do not play to “win”: The point of the game is not to win. The point of the game is to have
fun. If you eradicate everyone, are you really having fun?