Avatar of Antarctic Termite
  • Last Seen: 2 yrs ago
  • Old Guild Username: Antarctic Termite
  • Joined: 12 yrs ago
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    1. Antarctic Termite 12 yrs ago
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8 yrs ago
Current ( ͡° ͜ʖ ͡°)
1 like
8 yrs ago
If you're not trying to romance the Pokemon, what's the fucking point?
7 likes
8 yrs ago
Can't help but read 'woah' as a regular 'wuh', but 'whoa' as a deep, masculine 'HOO-AH!'
1 like
8 yrs ago
That's patently untrue. I planted some potassium the other day, and no matter how much I watered it, all I got was explosions.
2 likes
9 yrs ago
on holiday for five days. if you need me, toss a rock into the fuckin' desert and I'll whisper in your dreams
3 likes

Bio

According to the IRC, I'm a low-grade troll. They're probably not wrong.

Most Recent Posts

Actually- maybe not so active. Here's another one, but with arbitrary values I can sort of see happening, if the player is willing to save often and rush a useful Holy Site as fast as realistically possible, but is also fairly active.

1 - 0+4 - spend 4, level, end 0
2 - 0+5 - spend 5, level, end 0
3 - 0+6 - spend 5, level, end 1
4 - 1+7 - spend 8 on a Holy Site, end 0
4 - 0+11 - spend 10, level, end 1
5 - 1+11 - spend 10, level, end 2
6 - 2+12 - spend 12, level, end 2
7 - 2+13 - spend 10, don't level, end 5
7 - 5+13 - spend 14, level, end 4
8 - 4+13 - spend 14, don't level, end 3
8 - 3+13 - spend 10, level, end 6
9 - 6+14 - spend 10, don't level, end 10

At this point making more Holy Sites becomes easy and Might ceases to be a limiting factor. So levelling every turn doesn't let up very fast if you're active, which is good.

This one is for a very Might-hungry player with only one Site and assumes that progress to new levels carries over across turns.

1 - 0+4 - spend 4, level, end 0
2 - 0+5 - spend 5, level, end 0
3 - 0+6 - spend 6, level, end 0
4 - 0+7 - spend 5, don't level, end 2
4 - 2+7 - spend 1, spend 8 on a Holy Site, end 0
4 - 0+11 - spend 11, level twice, end 0
6 - 0+12 - spend 12, level, end 0
7 - 0+13 - spend 13, don't level, end 0
7 - 0+13 - spend 13, level, end 0
8 - 0+14 - spend 14, level, end 0
9 - 0+15 - spend 15, level, end 0

I'm so used to having levels as a constant pressure on potential Might expenditure that these tables feel weird to look at. Any thoughts?
@Kho When you account for Holy Sites, you can still very easily level every turn using current Might mechanics and a 2 x Lvl creation value. This table assumes that Might spent on Holy Sites don't count for levelling purposes.

Level at start of turn - Carryover Might + Might generated - expenditure, level/don't level, Might at end of turn

1 - 0+4 - spend 2, level, end 2
2 - 2+5 - spend 4, level, end 3
3 - 3+6 - spend 6, level, end 3
4 - 3+7 - spend 8 on a Holy Site, end 2
4 - 2+11 - spend 8, level, end 5
5 - 5+11 - spend 10, level, end 6
6 - 6+12 - spend 12, level, end 6
7 - 6+13 - spend 14, level, end 5

Of course, even if there's a 2 Might cap on creation value, you'd have to be extremely active to level at this rate, but maybe it would still be best to compromise and have a cost set on every level.
@Kho there would have to be another factor adding to the 'cost'. At that rate, players would easily level up every turn and still have a tonne of Might spare, even without Sites.

Half again or twice your current level sounds more appropriate to me, personally. Haven't crunched numbers yet though.

About worshippers: I am really fond of BBeast's idea of Sites being effectively mortal spaces for divine benefit, that require mortals to maintain and/or capture. I personally don't think mortals should influence Might otherwise.
Also, given that this is meant to be Divinus but lighter and faster, I propose we name it

Godspeed

(a Divinus Studios production)
I could /probablymaybe/ play the mystery lady if post speed doesn't get too wild and post length remains short. Beyond that I dunno. Having Might always tempts me to spend it and make a big fuss.

Maybe a Hero.

Also, for levelling up, how about you can Level Up only if you have spent at least 1 MP Might equal to your current level on something else since your last Level Up (including at the start of the game).


This work?
Throwaway idea: thoughts on having Divinus formally moved to Advanced and Divinus Lite dropped in here? Post length limit still about three brisk paragraphs for the latter.
@BBeast@Kho y'all keep saying Free Section like it's a zoo, guys. We should just advertise ourselves well and keep a reasonable standard for applicants, and we should be good. Divinus is an advanced RP in the wrong section, we're basically making a truly casual version.

Also I haven't gone over level costs yet but they might need to be redid.

  • I quite like the idea of all unspent Might being lost at each Turn change. This encourages people to spend, which is what we want in Divinus Lite.
  • However, if we have such a mechanic, then requiring that people spend all their Might the previous Turn to be allowed to Level up might be redundant and onerous. Also, Might spent on Levelling Up would count for Might spent, so it doesn't fix too much except for finding a way to get rid of the loose change. (But if you want to keep it, that's fine too. It does ensure that only active players get to level up.)


Haven't read the draft OP yet, but I'd like to raise that some gods will play cautiously with their Might simply because they don't know when they next need it, even if they're active, in which case we shouldn't punish them for actively choosing to stay quiet. Also, losing excess Might at the end of the turn is also incentive to try and level up with your spare Might if you have it, and it's enough.

I think the Might cap / Might expiry should be merged into a simple cap = 2 x Might per turn rule. That way you can still save a little, if you feel like playing that way.

I also would still like to keep the level-up-available-if-Might-is-spent rule, amended somehow, maybe so that Might spent on levelling doesn't count.
In line with BBeast's suggestion that 'the threshold for ascending to godhood can be reduced to, say, Level 6 or 7', I've edited it in the proposed OP to level 6.


I'm opposed to general concept of demigodhood, tbh. Having an established bank of creations and a few extra levels beside should be enough. We can say that divine power really comes into its own around levels three or four, or such. Our starting gods do tend to disappear too, after all.

I also think it would be better if new characters could choose their own manner of entry. They could be a product of creation by another god or gods, but there should be the option for them to be imported from another universe or spontaneously generated a la the first few gods.

What I had in mind is that Mater Lei* has access to many 'doors' of some kind, or pools or dreams or whatever, in her headquarters**, from which both the first and any other truly newborn gods can emerge in a manner entirely of their own choosing. From there she can do the routine of either filling them in or sending them off into the tutelage of another god, allowing elder-younger relationships to form even if players don't have the plot-space to give birth (though I'd definitely miss it if that stopped altogether).

*looking back, naming and characterising her before we had any kind of vision for this project was a massive mistake

**if we want to have a Right Hand that's accessible but not overly active, putting her on the map in a literal sense could be a good move.
I'd call them all contrivances, for a start. This feeds into my feeling that the domain system has always been something to bend, break, and work around rather than a mechanic that was enjoyable by any means. Your response there also doesn't address my distaste for how they force you to lump added portfolios in with the same general theme instead of truly branching out.

Why shouldn't a newly created god simply be allowed to have 1-3 portfolios that could be closely related, unrelated, or even in opposition with one another?


No reason at all, tbh.

I've just never seen it as a big deal. Look at Jvan- she has a vaguely beauty-related ideology, and then... almost exclusively flesh powers. Her current additions are space travel and mathematics, and her future ones will be psychokinesis, unarmed combat, and memetics. So nothing she does bar maths and memetics really have anything to do with her domain, and even then it's tangential. Beauty's just an overall theme for her personality.

ed: Over time I've come to think of ports as predominantly a mechanic that lets you specify anything your god doesn't need Might for.
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