@Brasslazer Yep, if the Gods wanted to come to do that, they could. bearing in mind it's XP though and not a guarenteed level :D It take 7 players to take a character from 0 XP to Lvl 2 in a skill :)
WOMAN TORCHBEARER head WESTWARD into the LOW HILLS. There are currently no ANIMALS here, but there is a CAVE IN THE HILL, a selection of BUSHES, a few MUSHROOMS and VARIOUS PLANTS that could be USEFUL.
WOMAN TORCHBEARER see no sign of PORKCHOP. You are starting to think you are TRAVELLING the WRONG WAY.
WOMAN has a GROWING NEED to BURN THINGS.
WISEAU'S speech has INSPIRED GOKU.
THE MYSTERIOUS MAN'S name cannot be spoken in this language. He is a TRAVELLER from the STARS who brings KNOWLEDGE to those in NEED. He will not charge you for these QUESTIONS, but he is AVAILABLE for INFORMATION.
Mysterious Man
A Man approaches the camp. He seems friendly and able to understand The Awesome One's Language.
Spend 1 Point to ask a question?: Example stuff to ask about: Tools Quality and Durability Exploration Clan Territory Wildlife Buildings
Spend 1 Point in exchange for 2 XP in a skill*? *may only be done once for each skill per character.
UG THE FABULOUS goes in search of a ROCK. He hasn't seen one recently, so he travels in a RANDOM DIRECTION and ends up in the SOUTHERN PLAINS. There are THREE BUNNIES, a HORSE, a STRANGE MAN and a COLLECTION OF PLANTS here.
TOM THE MUTE has spawned in the SOUTHERN PLAINS. Would you like him to join The Awesome One's Tribe?
WOMAN TORCHBEARER gains +1 XP in Exploration. UG THE FABULOUS gains +1 XP in Exploration. TOM THE MUTE gains +1 XP in Exploration. GOKU gains + 2XP towards Swarm Powers.
Camp Information
It is MORNING. The temperature is COOL. <UNNAMED TRIBE> have set up their home in a NICE CLEARING. SOME CROPS need TENDING. PORKCHOP is MISSING. BABY GOKU arrived today. A mysterious man is in the camp. TOM THE MUTE has arrive in the PLAINS.
Inventory: 1 Angry Spear Thing (in the PLAINS) WOMAN: 1 Torch UG the FABULOUS: 1 Axe WISEAU THE WISE, PRIESTESS of the LORD of FLIES: 1 Knife 1 Set of Clothes: Crudely made fur coat & top (previous owner: Wiseau) 2 Vines 1 Stringy Root 1 Mysterious Glowing Bean 1 Edible Root 2 Giant Oranges (4 Potions) 4 Giant Orange Peel & Rind 2 Pips 2 1/2 Sticks 2 Firewood 3 Flint 1 Pebble with a hole in
1 Small Hole 1 Orange Tree (Growing) 1 Unknown Fruit Tree (Growing) 2 Potato Seeds (Growing) 2 Shacks [4/4 Population] Unlit Camp Fire
>Ug go to the strange man ( Tom the Mute ) and ask him if he wants to join the tribe. >Ug show him your muscles to make him understand that the tribe is strong
WOMAN TORCHBEARER is not yet TRAINED in EXPLORATION. She is TOO FAR AWAY FROM HOME and SCARED to go SOUTH. If she TRAVELS FURTHER into the WILDERNESS, she will face MORE DIFFICULT MONSTERS and be at SERIOUS RISK OF GETTING LOST. Do you wish to PROCEED?
SHRINE: A Shrine to the Lord of Flies will need to include:
3 / 5 / 7 Rocks to build the shrine (for small, medium and large shrines respectively. Quality and shrine shall improve it's power.)
An offering will improve the shrine and adapt it's purpose: rotten food, dung, rotting corpse, fungi, host sacrifice
Worshipping at the Shrine
Required Skills:
Masonry Religion (preferranly: Lord of Flies) Optional: Gathering/Social/Hunting to aquire offering.
Branding iron: Denote animals as property, prevent other clans or wanderers from stealing them Bucket: can gather water, milk and other liquids or items. Butcher's Knife: Better meat yield from game, more efficient vs animals. Brush: Improve relationship with tamed animals and clan relationships (so long as characters are already amicable)
Carving Knife: Used for more advanced carpentry, increases carpentry skill gain, prepares wood to be imbued Cauldron: Used to create Potions
Fishing Rod: Improves fishing, better fish drops Flint and Steel: Guarenteed fire creation, longer lasting fires, must be used for forges and charcoal mounds.
Grindstone: Can be used to improve weapon quality, masonry as well as used in creating flour for baked goods.
Imbuement Post: Location will dictate what imbuement station the post creates. Used to enchant items with magic.
Hoe: Improves Gardening // Crop yield
Leggat: Used to create thatch roofing, mostly useless Leather Working Knife: For creating leather garments and items
Needle and Thread: For basic tailoring or working with cloth
Pickaxe: Able to mine for minerals and gems Pottery Wheel: creating pottery Press: Used to create paper, written writings, press flowers, or pressing fruits.
Rope tool: mostly used in shipbuilding and mass production, better quality ropes and more variety of produce
Saw: used to improve wooden structures upon construction, better quality planks for ships and refubishment. Sickle: improves yield from gathering, can prune trees and bushes to gain seedlings without harming the main plant Sieve: Sifting through sand/dirt/flour/ect. Can be used for improved baking goods and sieving for gold or prospecting. Shears: for harvesting wool and creating topiaries Shovel: Improved Digging, chance to find rarer resourcers Spinning Wheel: Improved tailoring or working with cloth, can work with rarer materials and spin raw materials into thread to work with. Stake: as well as good for killing some mythical creatures, the stake can be used to claim more territory for a clan, or found a new camp.
*List needs to be added to and improved, Mae got distracted by IRL stuff and lost her train of thought. I will ping when this is properly updated.
Housing: Allows breeding, required for adults to stay in the clan. (has various forms and levels of quality)
Archery Point: Can be a tower or high point: archery has an increased bonus in these areas. May even prevent ammo from being used up. Effect depends on quality of the area, and defense bonuses are only granted for more advanced structures. Arena: Can be used to enhance combat abilities without suffering fatal damage. Aquiduct: transport water and improve nearby irrigation.
Blacksmith/Armory: Improves the creation of weapons and armour, and safely stores them. Bar: Distributes alchohol. Can prevent mental effects and issues, or used to forget terible memories. Barn: for protecting animals during night, can be used for clan capacity in a pinch and breeding (positive effects for animals, negatives for humans) Brewery: For creating alchohol beverages, fermenting items, and is an appropriate place to store a cauldron without penalty. Bridge: For crossing areas of water safely. Butchers: Using this building increases quality of produce, prevents ghosts and protects raw meat from predators.
Cave: a versitile location that requires little construction; can be used for a myriad of purposes - artistic ends, mining, storage, food cooling to limited extent, mushroom growing, basic housing (has hidden effects) Cell: Used to kidnap NPCs and convert them to the clan. A character will need to act as Warden and remember to feed the "guest". or not. Also useful for punishing criminals and giving them time to cool off. Downside: Lower Social during initial conversion. Charcoal Mound: Can be used for cooking or creating charcoal over a period of time. Church & graveyard: Built in the name of a specific religion, the graveyard is also used to appropriately dispose of corpses without issue.
Granary: preserves food and increases portions available.
Fort // Barracks: For training soldiers and combat, forts are highly defensive and grant housing capacity (characters living within will not be able to breed until they move out of the barracks/fort) Farms: More prolific, require less tending and better produce then basic planting techniques. Farmhouse: Passively improves nearby crops, hidden bonuses if inhabited. Fishery (must be by a river or lake): passive fish gain, bonus produce if manned. Firing Range: Can be used to improve archery skills without danger or using up ammo (requires an appropriate weapon and ammo to use)
Healer's Hut: improves healing taking place within the hut and healing-based skill gains. Has hidden bonuses. Hunting Lodge: passively collects game, bonuses to hunter
Library: Requires attainment or creation of written material. Bonus skill gain XP for appropriate reading material. Can give a character the "inspired" trait. Also has hidden effects.
Justice: A law-enforcement area that deals both in legality and in punishment. Using a Justice building against an NPC will lessen the negative effects as other cultures will recognise a need for law in some form.
Mill: effectively grinds, crushes or cuts a resource inside, e.g. wheat or barley. Mills can be powered by water, wind, animal, manpower Mine: higher chance of mining ore and gemstones; (generally) safer and quicker then mining by hand, can dig far deeper. Mint: can be used to produce currency out of rare materials.
Jewellers: for turning rare materials into jewellery and selling them to passer by.
Pier: Required for building ships and traversing oceans.
Roundhouse: building that passively increases relationships between those who use it.
Stable: Home for horses, helps build social bond passively and easier to train. Needed to breed horses. Stage: Faster XP gain for performance based abilities, can be preventative for mental damage and decrease mental damage effects, bonus to social actions taking place near an active stage.
Tailors: Bonuses to cloth based items. Trading Post: For trading with NPCS and other clans. Trappers Den: Increases the quality, duration and amount of traps created when used. Passively defended.
Quarry or pit: For extracting things like stone, marble, clay, ect. passively or more efficiently if manned.
Walls: protection from danger and attacks Watchtower: When watchtowers are manned, they can warn the camp ahead of time for danger. The belltower form can be used for unmanned audio-based warnings - but there must be subsequent belltowers built on other spaces for it to carry (e.g. a line of belltowers to the east will let you know if anything enters those tiles, but will not tell you about dangers to the west) Well: for drawing water, useful during fire. Wizard Tower: improved magical effects, has odd hidden effects on the nearby landscape. Works better if built in a magical area and safer if built away from town. Woodcutter's Lodge: Sustainable planting and harvesting. Must be located in the forest or by the forest edge, If situated near a carpenter, receives bonuses. Wharf: for the creation of war vessels.
GOKU attempts to use his SWARM POWERS. He concerntrates REALLY HARD, but needs MORE PRACTICE.
Mysterious Man
A Man approaches the camp. He seems friendly and able to understand The Awesome One's Language.
Spend 1 Point to ask a question?: Example stuff to ask about: Tools Quality and Durability Exploration Clan Territory Wildlife Buildings
Spend 1 Point in exchange for 2 XP in a skill*? *may only be done once for each skill per character.
UG THE FABULOUS approaches TOM THE MUTE and FLEXES. He FLEXES SO HARD that RESIDUE FABULOUS is ABSORBED into TOM'S BEING, into his VERY SOUL.
DAMN. OF COURSE TOM THE MUTE will JOIN THE AWESOME ONES.
or he would, if there was a FREE HOUSE for him to LIVE IN. If TOM wants to JOIN THE CLAN, they will have to BUILD A HUT for him.
MEANWHILE, Ug attempts to CATCH A RABBIT. He's never done any HUNTING before and he SCARES two RABBITS into their dens. Some form of RABBIT CATCHING DEVICE might make this easier.
WOMAN TORCHBEARER gains +1 XP in Exploration. UG THE FABULOUS gains +1 XP in Hunting GOKU gains + 1XP towards Swarm Powers. TOM THE MUTE gains +1 XP to FABULOUS. UG THE FABULOUS gains +1 XP in FABULOUS. WISEAU THE WISE gains +3 Social. Hilarious, the fly-woman LEVELS UP.
Camp Information
It is MORNING. The temperature is COOL. <UNNAMED TRIBE> have set up their home in a NICE CLEARING. SOME CROPS need TENDING. PORKCHOP is MISSING. BABY GOKU arrived today. A mysterious man is in the camp. TOM THE MUTE wishes to join The Awesome Ones. WOMAN TORCHBEARER is exploring.
Inventory: 1 Angry Spear Thing (in the PLAINS) WOMAN: 1 Torch UG the FABULOUS: 1 Axe WISEAU THE WISE, PRIESTESS of the LORD of FLIES: 1 Knife 1 Set of Clothes: Crudely made fur coat & top (previous owner: Wiseau) 2 Vines 1 Stringy Root 1 Mysterious Glowing Bean 1 Edible Root 2 Giant Oranges (4 Potions) 4 Giant Orange Peel & Rind 2 Pips 2 1/2 Sticks 2 Firewood 3 Flint 1 Pebble with a hole in
1 Small Hole 1 Orange Tree (Growing) 1 Unknown Fruit Tree (Growing) 2 Potato Seeds (Growing) 2 Shacks [4/4 Population] Unlit Camp Fire