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[TURN NULL]Space Myth 2: Fate of the Future!

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    TalonrazorTalonrazor Registered User regular
    edited June 2008
    I blame my incredibly shitty starting rolls.

    Talonrazor on
    sig4.jpg
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    HorseshoeHorseshoe Registered User regular
    edited June 2008
    WARGH turn 0

    Expansion (4d3-8=0)+2 = 2

    The WARGH are not currently researching anything.

    The WARGH have exhausted all resources in their home system.

    Horseshoe on
    dmsigsmallek3.jpg
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    ScooterScooter Registered User regular
    edited June 2008
    This is not the attitude of a winner

    Scooter on
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    -SPI--SPI- Osaka, JapanRegistered User regular
    edited June 2008
    CIIP turn 1:
    Rolls
    Science (Expansion 1): -1+9 8
    Expansion: 3+4 7
    Resources: 0+0 0
    Construction (Defence 1): 2+9 11

    I also wanted some clarification on some rules things. The Construction stuff I'm not sure about, is it just for the system or the empire or...? The rules didn't make the way construction works entirely clear to me. And what's all this MoS MoF stuff (the second one might be a stupid question but I didn't quite get it)

    -SPI- on
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    ScooterScooter Registered User regular
    edited June 2008
    Superprojects are built in a specific system, and if the system is captured they'll be destroyed or captured. For some things, you can choose to have the bonus apply only to that system, but doubled. Margin of Success/Failure is a Fate term referring to how much you beat/lost the check roll.

    Scooter on
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    HorseshoeHorseshoe Registered User regular
    edited June 2008
    Scooter wrote: »
    This is not the attitude of a winner

    dude with this dice mechanic there's no reason for me to roll anything but expansion

    on average i will accrue two points every round

    for the others on average i will accrue zero points

    the WARGH basically have nothing to do until expansion is over

    Horseshoe on
    dmsigsmallek3.jpg
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    ScooterScooter Registered User regular
    edited June 2008
    For the four basic rolls you have a 1/12 chance of doing something even with a zero stat in it. That's, like, a 1/3 chance of getting something if you just roll. Your choice to have all those zeroes, but whatevs

    And points don't accrue in SMII btw.

    Scooter on
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    HorseshoeHorseshoe Registered User regular
    edited June 2008
    Scooter wrote: »
    For the four basic rolls you have a 1/12 chance of doing something even with a zero stat in it. That's, like, a 1/3 chance of getting something if you just roll. Your choice to have all those zeroes, but whatevs

    And points don't accrue in SMII btw.

    I must have read the wiki while it was in the process of being edited. I'll go back and read it again.

    Horseshoe on
    dmsigsmallek3.jpg
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    ScooterScooter Registered User regular
    edited June 2008
    Some stuff, like getting a positive in research or a good MoS in other stuff will lower the check for the next turn, which is kind of like accruing points. Rolling a 1 for science two turns in a row for example will get you a level 1 tech.

    Scooter on
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    HorseshoeHorseshoe Registered User regular
    edited June 2008
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    HorseshoeHorseshoe Registered User regular
    edited June 2008
    Scooter, I need a password or login key or something if I want to edit the wiki so's I can describe my species and home system.

    Horseshoe on
    dmsigsmallek3.jpg
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    ScooterScooter Registered User regular
    edited June 2008
    The wiki pass is 'galaxy'

    Scooter on
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited June 2008
    I thought I read that you can't do research and construction both in the same turn. Is that incorrect?

    INeedNoSalt on
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    SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2008
    I have no idea, I just copied the roll pattern from a previous poster.

    SanderJK on
    Steam: SanderJK Origin: SanderJK
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited June 2008
    I can't find where it said that, so I will just roll anyway to be on the safe side

    INeedNoSalt on
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited June 2008
    Opening Rolls:

    Expansion: 8
    Research (Expansion): 6
    Resources: -1
    EDIT: Construction: 4

    Expansion; Research; Resources (4d3-4=8, 4d3-3=6, 4d3-8=-1)

    Construction (Space Relays [Expansion], Sol) (4d3-6=4)

    Edit: Changed research from 'weapons' to 'expansion'

    INeedNoSalt on
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    ShamusShamus Registered User regular
    edited June 2008
    Little confusion - I forgot to roll Construction, which I plan on doing momentarily. But is there a list of projects we can construct I'm missing?

    Shamus on
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    ScooterScooter Registered User regular
    edited June 2008
    You can construct any of the stats, as for eactly what it's called and how it works in RP is up to you. If we do a SMIII I might come up with 50 generic type buildings but I figured you guys could use some creative thinking.

    Scooter on
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited June 2008
    Also I kind of assumed that for abilities that aren't relevant to specific systems you would not be able to 'specialize' a construct, is that correct (I mean how would a specialized Expansion building work, would it only apply if you hit adjacent territories or something?)

    INeedNoSalt on
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    ShamusShamus Registered User regular
    edited June 2008
    Scooter wrote: »
    You can construct any of the stats, as for eactly what it's called and how it works in RP is up to you. If we do a SMIII I might come up with 50 generic type buildings but I figured you guys could use some creative thinking.

    Cool, gotcha. I'll work on all that, plus the system, shortly.

    Shamus on
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    ScooterScooter Registered User regular
    edited June 2008
    Also I kind of assumed that for abilities that aren't relevant to specific systems you would not be able to 'specialize' a construct, is that correct (I mean how would a specialized Expansion building work, would it only apply if you hit adjacent territories or something?)


    As I'm pretty sure I put on the wiki, you can specialize any of the military stats, culture, or construction.

    Scooter on
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited June 2008
    Oh, okay, righto

    INeedNoSalt on
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    ShamusShamus Registered User regular
    edited June 2008
    Updated Rolls.
    (1)Research: Science (Interplanetary Cybernet) - 1 (+7) = 8
    (2)Expansion: -2 (+4) = 2
    (3)Surveying: -3 (+1) = -2
    http://invisiblecastle.com/roller/view/1637324/

    Construction [Science: Muladhara (Meru)] : 2 (+1) = 3
    http://invisiblecastle.com/roller/view/1638947/

    Shamus on
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    Rob AnybodyRob Anybody Registered User regular
    edited June 2008
    Someone post something in the IC thread, already. I've been refreshing an empty page for several days now, I feel sad and hollow inside. :(

    Rob Anybody on
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited June 2008
    why don't YOU do it=

    INeedNoSalt on
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    Rob AnybodyRob Anybody Registered User regular
    edited June 2008
    I'm not playing, I only have the time to live vicariously through your (imaginary) glorious experiences.

    Rob Anybody on
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited June 2008
    When does Turn 0 end?

    INeedNoSalt on
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    ScooterScooter Registered User regular
    edited June 2008
    In 6 minutes.


    ...


    Ok now

    Scooter on
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    lonelyahavalonelyahava Call me Ahava ~~She/Her~~ Move to New ZealandRegistered User regular
    edited June 2008
    yeah.. guess i'm outta luck, was trying to get the castle to let me register and then figure out the rolls and aspects and all that...

    sorry.

    lonelyahava on
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    The Lord of HatsThe Lord of Hats Registered User regular
    edited June 2008
    I didn't even know the IC thread was up. Well, I've posted there now. Let's get this show on the road!

    The Lord of Hats on
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    ScooterScooter Registered User regular
    edited June 2008
    TURN 1

    map%20turn%201small.jpg

    key.jpg

    Scooter on
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    ScooterScooter Registered User regular
    edited June 2008
    The Prime Collective gets:

    Expansion Level 1 check lowered to 0
    Contact with The Combine


    The Combine gets:
    System 144
    Expansion Level 1 Tech
    Space Relay Level 1 on Sol, once Sol description entered
    Contact with The Prime Collective


    The Ardek gets:
    Expansion Level 1 Tech
    Orbital Factories Level 1 on 163, once description entered


    Formaxyl-42 gets:
    Research failure! Culture Level 1 check raised to 8
    System 11


    Anandans get:
    Defense Level 1 Tech
    Messiah Station Level 1 on 41, once description entered
    Contact with Assh Serai


    Varggath get:
    System 20
    Defense Level 1 Tech check lowered to 0


    Codettans get:
    Science Level 1 Tech
    2 TUs of Wormhole Bubbles (+3 Intelligence)
    System 157


    Concordance gets:
    Culture Level 1 Tech check lowered to 0


    WARGH gets:
    Expansion Level 1 Tech check raised to 8
    One (1) lump of coal


    Tvashtri :
    Science Tech Level 1


    Assh Serai gets:
    Espionage Tech Level 1
    Contact with Anandans


    Dolphoids get:
    Science Level 1 Tech
    1 TU Alien Ruins (+2 Culture)


    Virii get:
    System 131
    System 134
    Survey Level 1 Tech check lowered to 0
    10 TUs Survey Maps of the Ancients (+5 Resources, Unique)


    CIIP gets:
    Expansion Level 1 Tech
    System 154
    Defense Level 1 on 172, once description entered



    Remember to check the stats page and make sure we match up.
    Turn 2 rolls are due Noon on Saturday, the 28th.

    Scooter on
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    TalonrazorTalonrazor Registered User regular
    edited June 2008
    My peoples embark on a journey to find Earth and those who dwell there....

    and end up right next to it the first round.

    Awesome.

    Talonrazor on
    sig4.jpg
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    The Lord of HatsThe Lord of Hats Registered User regular
    edited June 2008
    http://invisiblecastle.com/roller/view/1639273/

    Woohoo, Cultural Tech Advancement! Not much else, though... :|

    The Lord of Hats on
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    delrolanddelroland Registered User regular
    edited June 2008
    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
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    INeedNoSaltINeedNoSalt with blood on my teeth Registered User regular
    edited June 2008
    Expansion, Research, Resources, Construction (4d3-1=6, 4d3-3=4, 4d3-8=-1, 4d3-6=3)

    Invoking Phase 3 Aspect (Space Flight and Nuclear Weapons) to reroll Research.

    Research Reroll (Aspect) (4d3-3=2)

    And being worse off for it.

    Expansion: 5 (added too much bonus)
    Research (Expansion 2): 2
    ResourceS: -1
    Construction (Defense 1, Sol Specific): 3

    Mehhh

    INeedNoSalt on
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    Cynic JesterCynic Jester Registered User regular
    edited June 2008
    Holy shite, +5 resources. I'm going to be rich! Will throw up new rolls and an IC post once I get back home from work later today.

    Cynic Jester on
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    SanderJKSanderJK Crocodylus Pontifex Sinterklasicus Madrid, 3000 ADRegistered User regular
    edited June 2008
    The Dolphoids invented the internet, and spent the rest of the turn pretty much wasting their time on forums and browsing for fish porn. Typical.

    Anyway, next turn:

    The fish still want to get out of here, so start researching Expansive. I guess that's Engines?

    (Doh another 2x "3" roll, sigh)

    Research (Engines) = 6
    Resources = 3
    Expansion = 3
    Construction (Construction) = 5

    SanderJK on
    Steam: SanderJK Origin: SanderJK
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    SUPERSUGASUPERSUGA Registered User regular
    edited June 2008
    So it seems like Formaxyl-42 is still incapable of inventing its own stuff. Guess it'll just have to continue the strategy of absorbing from others. Will update the wiki soon.

    SUPERSUGA on
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