MyrMen: Final Action!

For all games that are now over.

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Re: MyrMen 5th month 2nd year, week 3

Postby LAYF » Sun Nov 03, 2013 9:14 am

Still missing Action from -m0rt/Nolandking and Theis
-Best regards LAYF
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Re: MyrMen 5th month 2nd year, week 3

Postby M0rtimer » Sun Nov 03, 2013 10:42 am

The only reason I haven't posted yet is obviously to try and stall the end of this game...

8-2 enraged by seeing a friend die, loads his sling and fires at one of the myrmen up on the platforms- Then uses 1FH in order to attack again against the same myrmen if it remains standing, or another one- He tries to stay in range of as many other myrmen as possible in order to provide them his bonus.
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Re: MyrMen 5th month 2nd year, week 3

Postby kida » Sun Nov 03, 2013 1:51 pm

LooksAtYouFunny wrote:Still missing Action from -Kida/m0rt/Nolandking and Theis

I've posted actions...
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Re: MyrMen 5th month 2nd year, week 3

Postby LAYF » Sun Nov 03, 2013 1:59 pm

ah.. yes... sorry :S
-Best regards LAYF
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Re: MyrMen 5th month 2nd year, week 3

Postby LAYF » Mon Nov 04, 2013 2:44 pm

Still /Nolandking and Theis missing.. will update tomorrow!
-Best regards LAYF
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Re: MyrMen 5th month 2nd year, week 3

Postby Theis2 » Mon Nov 04, 2013 3:11 pm

Theis will shield people and use telekinesis to move dissasemble the platform with the red myrman if possible. If not, then attack
Games I'm in
The island as Shackled by many
The goblin adventure league as Steals the tequilla (Free for all to join and wait for a quest/game)
PTU trinity isle as Drake the researcher of pokemon and the occult
Lair of the mountain king as Wakes in mountains

I'm a GM for Shipwrecked
And the Shipwrecked OOC thread
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Re: MyrMen 5th month 2nd year, week 3

Postby Nerre » Tue Nov 05, 2013 1:47 am

Theis2 wrote:Theis will shield people and use telekinesis to move dissasemble the platform with the red myrman if possible. If not, then attack


He can help Achilles if he tries to jump up with the telekinesis. :D
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Re: MyrMen 6th month 2nd year, week 1

Postby LAYF » Sat Nov 09, 2013 12:15 pm

All rules are now to be found in the recourses thread Here
SA and FH roll, here
Keep me honest if I forget actions or other things...
3rd year, 6th month ( Month of Heroes) 1st Week
Places of interest (Frames):
Image
Full map with grid:
[spoil]Image[/spoil]

Current missions:
[tabs][tabs: Historical sites I]
-a layer of dirt, 2 blocks thick must be removed all around the Hut site
-a layer of stone or reinforced walls, must be build
-all MyrMen Gets 2 XP
-the MyrMen removing the dirt and putting up the reinforcement will share an extra 10 XP (Equally divided among them, any extra point is lost)
BONUS:
-If this is done without damaging the hut, the tribe receives 4 History skill points and an extra 2 XP to all the MyrMen
[tabs: This means war]
[s]-The first red MyrMen worker that is killed will give 2 XP to all MyrMen[/s]
[s]-The first red MyrMen warrior that is killed will give 4 XP to all MyrMen[/s]
-The first red Master MyrMen that is killed will give 6 XP to all MyrMen
-Eradicating the red MyrMen will earn all MyrMen 10 XP.
BONUS:
[s]-Freeing a purple MyrMan prisoner will give the tribe a new Skill point type: Diplomacy, and 4 Diplomacy points.[/s]
-Each extra freed purple MyrMan will give the tribe a Diplomacy point and 1 XP to all MyrMen
-Unknown Bonus I
-Unknown Bonus II[/tabs]

This is the first week in the month of heroes, All players gain +1 FH!

Dolan “9” Still rages one! Slashing down the red myrman in front of him with 2 mighty attacks! receiving a hit himself!

D “2” continues doing all he can to keep his fellow MyrMen alive!

Achilles “4” Charges past Dolan “9” attacking the nearest Red MyrMan, Yelling advice and commands to his fellow myrmen! He strikes once, strikes twice! Both hits connect and draws blood, but the myrman still stand, bloodied and angry me makes mighty stab, splintering Achilles “4” Shield and drawing blood!
Achilles “4” is at 2/3 HP. This is another Marster MyrMan he fights!

Zik “6” slings two spells down at the dragon beetle! By summoning the Arcane knowledge of her tribe she destroys it outright! For each spell that hits, hte sound of more creeps only grows stronger! How many is down there?

Mike “3” Rips a spear out of the ground, and with great precession he throws it at one of the myrmen on a platform! But the myrman snatches the spear out of the air, and starts laughing at Mike “3”, only to receive a well places sling bullet right to the head! The red myrman plunges to the ground!

8-1 “8” Is furious of by the death of his friend, he storms forward and swings a sling bullet at the myrman on the top most platform, clearly drawing blood! The myrman Throws a spear at him! Thanks to Theis “1” it just bounces off! And 8-1 “8” slings another stone! Somehow this myrman still stands! Ready to throw again!


Mint “1” and “4” continues to flatten the route to the cave!

Only 2 Red MyrMen stands, both masters!

The MyrMen can still feel the pheromones of their workers, It is calming down, They must have defeated the Beast! But the signals from Worker 1 Is weak, he have taken a fatal blow, and risk dying if not stabilised this round!

///This is just to save it///
[spoil]Prime MyrMen gains one of the following benefits: (must be used right away)
The Prime MyrMan becomes accelerated, allowing them to perform 4 actions each week.
The Prime MyrMan have their inventory capacity are expanded to 15 units.
The Prime MyrMan need not to Eat but must Drink 2 units of water each week.
The Prime MyrMan need not to Drink but must Eat 2 units of food each week.
The Prime MyrMan gains one additional Hobby.
The Prime MyrMans strength is increased to 4 (5 if it is already 4)

Prime MyrMan gains two of the following bonuses: (Each only once)
The Prime MyrMan gains 5 XP.
The Prime MyrMan gains 10 of any one known recourses Except Jewels or Precious metal.
The Prime MyrMan gains a combination of any 8 Skill points to the tribe
The Prime MyrMan gains 1 manual (describe wish)
The Prime MyrMan gains 1 Blueprint (Describe wish)
The Prime MyrMan gains a shipment of 4 Tools of the MyrMans choice (Delivered to the MotherMachine)[/spoil]
///----///

Players & NPC’s
[tabs][tabs: Mint “1”] BadgeAddict, Mint “1” 2HP, 2XP, Speed 10
SA: 11. FH: 2.
Born Year 1, 2nd month, 1st week
-Climber level 4
-Metal miner
-Tunneler level 2
INVENTORY 4/10+10
-Pick axe.
-Shovel
-8 cobber
-8 iron
-Bag (- can hold 10 units of solids)
[tabs: D ”2”] Dlover, D ”2” 2HP, 10XP, Speed 10
SA: 6. FH: 4.
Born Year 1, 2nd month, 1st week
-Accelerated
-Analyst
-Doctor level 2
-Cure green gas sickness
INVENTORY 0/10
-Axe
[tabs: Mike “3”] Gamecreator, Mike “3” 4HP, 8XP, Speed 10
SA: 1. FH: 1.
Born Year 1, 2nd month, 1st week
-Accelerated
-inventor
-Mineral miner
-Aimed strike
INVENTORY 6/10+10
-shovel pickaxe
-bag (Can hold 10 units of non liquids. )
-Sling
-9 Sling bullets
[tabs: Achilles “4”] Nerre, Achilles “4” 3(2)HP, 4XP, Speed 9 rounds)
SA: 7. FH: 2.
Born Year 1, 6th month, 3rd week
-Hero level 3
-Inventor
- Aimed strike
-Diving for beginners
-Commanders vision: Whenever the Myrman with this ability fights, other myrmen on his side within sight and 60 pixels gains +10% to avoid and deal damage! Requires Hero or guard!
INVENTORY 9/10
-pick axe
-Battle Axe
-1 Seeing stone
[tabs: T “5”] ThroughTheWell, T “5” DEAD [s]2 (-1)HP, 6XP, Speed 10[/s]
SA: 6. FH: 2.
Born Year 1, 2nd month, 1st week
-Accelerated
-Inventor level 3
-Metal miner
-Builder
-Aimed strike
-Diving for beginners
-Farming 101
INVENTORY 9/10+5
-Gasmask (does not take up space, works for 3 rounds more)
-Bucket (Can hold 5 units of fluid)
-pick axe
-30 pixel rope.
-2 leather
Sharman’s Talisman
[tabs: Zik “6”] Kida, Zik “6” 4HP, 9XP, Speed 10
SA: 1. FH: 1.
Born Year 1, 2nd month, 2nd week
-Scientist level 3
-Dark artist Level 2
-Hero level 2
- Bolt- range 50 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 4 attack - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
-Charm beast - touch range, a 1d6-2 vs. opponent strength chance to charm target beast, the beast must have some way of felling affection - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
-Thunder bolt- range 60 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 5 attack, When it hits it also deliver a 1 damage attack of strength 2 to everyone within 10 pixels of target - Normal spell 50% chance of success
- Summon Fire Wasp - Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
INVENTORY 7/10
-Simple Shield (3 HP)
-Axe
-Shovel
-1 - 20 pixel rope!
[tabs: 8-2 “8”] m0rtimer, 8-2 “8” 3(2) HP, 9XP, Speed 10
SA: 5. FH: 5.
Re-Born Year 1, 3rd month, 3rd week
-Forman level 4
-Contractor
-Scientist
-Iron mining 101
INVENTORY 2/10
-Shovel Pickaxe
-Sling
[tabs: Dolan “9”] Nolandking, Dolan “9” 2HP, 9XP, Speed 10
SA: 4. FH: 2.
Born Year 2, 2nd month, 1stweek
-Guard level 2
INVENTORY 2/10
Battle axe!
[tabs: Theis “1” ] Theis2, Theis “1” 2HP, 2XP, Speed 10
SA: 1. FH: 2.
Born Year 1, 4th month, 2nd week
-Dark artist level 5
-Doctor
-Protective aura; can be cast un up to 2 MyrMen at a time- Whenever struck by an attack, the damage dealt has 25% chance to affect the aggressor instead of the defender (touch range) Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Summon Fire Wasp - Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Glide; the target can glide 4 squares for each square they fall, falling more than 2 squares this way have 50% chance to deal 1 damage per square - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Lift; Lift 1 pixel/dark artist level of material at a distance up to 50 pixels.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Steal legs; stops one opponent, hindering them from moving. They have 10% chance/strength of doing actions in their place. - Normal spell 50% chance of success
INVENTORY 7/10
-1 Seeing stone
-Spear
-Simple Shield (3 HP)

[tabs: Worker “1” ] “1” 2(0)HP
War axe
Simple shield (3 HP)
[tabs: Worker “2” ] “2” 2HP
War axe
Simple shield (3 HP)
[tabs: Worker “3” ] “3” 2HP
War axe
Simple shield (3 HP)
[tabs: Tamed Cave Worm “4” ] “4” 2HP
-Tunneler level 3
-Length 13
-Shovel head
-Worm sight Level 1: The worm will be able to see what materials is right in front of it
INVENTORY 0/2[/tabs]

Awaiting characters:
Davecom3, 1/5 to a character.
Jrlans, 1/5 to a character.
Nolandking, 4/5 to a character
Ttwig, 5/5 to a character.
WearsHats, 4/5 to a character.

STATUS:
[spoil] Machines
[tabs][tabs:Mothermachine X1]
HP 20/20 - Activated
Builds:
1 Water screw - Deactivated
[tabs:Mothermachine X2]
HP 20/20 - Activated
Builds:
Non
[tabs:Farm tank F2]
HP 10/10 - Activated
Builds:
2 Water units
5 Green Food units
[tabs:Gas production tank G3]
HP 10/10 - Working
Builds:
1 Green food unit
Gas ready to be taped:
1/2[/tabs]

Recourses
[tabs][tabs: 17green food.]
STABLE!
1 Pixel of green food plants contains up to 5 units of green food
Green food plants that still grow, but are raised 2 pixels over water develops green gas.
No tool is needed to gather water
[tabs: 15 meat food]
STABLE!
Meat food comes from borrowing beasts, so far Cave worms are known to contain eatable meat
Meat food can neutralize green gas, but when it does it emits a strong foul smell.
No tool is needed to gather meat food
[tabs: 212 water.]
STABLE!
10 Consumed each week.
1 Pixel of water contains up to 5 units of water
No tool is needed to gather water
[tabs: 46 building stone]
1 Pixel of bed rock contains up to 5 units of building stone
The optimal tool to mine building stones is an pick Axe
[tabs: 17 copper]
1 Pixel of cobber ore contains up to 5 units of cobber
The optimal tool to mine cobber is an pick Axe
Cobber dos not corroded just by being exposed by water
Alloys can be made by mixing Copper with other metals.
[tabs: 0 green gas]
It has been known that Green Gas causes Sickness.
Green gas is a heavy gas that spreads by wind over flat terrain, it’s also capable of extinguishing normal heated fire.
Green gas can somehow be ignited, creating High temperature fire!
Green gas is the result of green food plants that still grow but are exposed to air by being raised 2 pixels above water.
[tabs: 12 iron]
1 Pixel of iron ore contains up to 5 units of iron
Iron can somehow be magnetized
The optimal tool to mine iron is an pick Axe
[tabs: 6 Leather, thin]
Thin leather is made from cave worms.
2 sheets is made from Cave worms when slaughtering them, this destroys 6 of the Meat wood and all the water in the cave worm
[tabs: 17 root wood]
Root wood can burn.
Root wood is flexible
Root wood might float
Root wood comes from a massive living organism
Root wood can be harvested with a shovel, but it is not optimal.
The optimal tool to harvest root wood is an Axe
[tabs: 0 Seeing stone]
Is a Jewel
Is a Dark art recourse
Can be found embedded within huge chunks of building stones.
Can damage whoever picks it up upon first contact (+10 vs. Dark artists lvl 1)[/tabs]

Free Tools and weapons
[tabs][tabs:Bucket]
1- Bucket by the upper pond
[tabs: pick axe]
2 - pick axe at X1
[tabs:Shovel]
1- Shovel X1[/tabs]

Skill points
[tabs][tabs: Diplomacy -4]
[tabs: Engineering -4]
[tabs: Forbidden art -4]
Used to develop spells
Used to learn from spell manuals
[tabs: History - 3]
Can be used to find secret historical locations if you are near them when using a point.
[tabs: Monster lore -3]
This skill can be used when fighting monsters or when trying to figure out info about them.
[tabs: Nature lore -6]
Used to learn from farming manuals
[tabs: Physical -3]
[tabs: Science -8]
[tabs: Warfare - 0]
Used to design weapons[/tabs]

Possible tools and weapons to create Chose for or against. If more are for, the tool will be created by the mothermachine if the recourses needed are there [tabs][tabs:Axe]
Cost 1 iron or copper to produce
An axe can be used to harvest root wood
Takes up 2 inventory space
[tabs:Bag]
Cost 2 thin leather
Increase the inventory by 10 units, this cannot be liquids
Takes up 0 inventory space.
[tabs:Battle Axe]
Cost 1 iron and 1 root wood
can be used as an Axe or a weapon
1d2 damage
Increase the strength of the attack by 1
Takes up 2 inventory space
[tabs: Bow]
Cost 5 pixels of rope and 2 units of root wood - deals 1d4-1 damage 50 pixels range -OR- 1d4 damage 100 pixels range Takes up 2 inventory space
[tabs:Bucket]
Cost 1 iron or copper,
Increase the inventory by 5 units, this includes liquid
Takes up 2 inventory space
[tabs:Gasmask]
Cost 1 iron and 1 copper
A gasmask hinders the effect of any gas for 5 rounds. The rounds are not used when not in gas.
Takes up 0 inventory space
[tabs:Pick axe]
Cost 2 iron
A pick axe is required to harvest minerals and metals.
A pick axe can also be used to remove dirt, at a speed of ½ a square per action
Takes up 2 inventory space
[tabs: Sharman’s Talisman]
Cost 1 building stone and 1 forbidden lore point -
Produced at the mothermachine with 1 spell, this spell must exist as a manual - when used, any dark artist can fill the talisman with any spell he knows, Only one talisman can be carried at a time, or the carrier have 10% chance to take damage for each week he have more than 1.
[tabs:Shovel]
Cost 2 iron
A shovel is used to move dirt, up to 1 square per action used.
A shovel can be used as a crude axe, harvesting 1 pixel worth of root wood by destroying 2 pixels.
Takes up 2 inventory space
[tabs:Shovel-Pickaxe]
Cost 2 iron and 1 Cobber
As a pick axe it is required to harvest minerals and metals.
As a pick axe it can also be used to remove dirt, at a speed of ½ a square per action
As a shovel it is used to move dirt, up to 1 square per action used.
As a shovel it can be used as a crude axe, harvesting 1 pixel worth of root wood by destroying 2 pixels.
Takes up 2 inventory space
[tabs: Simple Shield]
Cost 1 thin leather, 1 iron and 1 cobber
a Simple shield have 3 HP and a 20% chance to absorb any physical damage given to the MyrMan carrying it.
Takes up 3 inventory space
[tabs:Sling]
Cost 5 pixels of rope
deals 1d4-2 damage
20 pixels range
-OR-
1d4-3 damage
60 pixels range
Takes up 2 inventory space
[tabs:Sling bullets]
Cost 1 building stone
creates 5 standard sling bullets for use with a sling
Takes up 1 inventory space
[tabs:Spear ]
Cost 1 metal or Mineral and 1 root wood to create,
1 Damage
range 30 pixels horizontal and up, unlimited down.
-OR-
1d2 Damage
Takes up 2 inventory space
[tabs: Vampire Amulet]
Cost 1 seeing stone and 1 forbidden lore point
The vampire talisman can be used as a touch weapon, draining its target for 1 strength, this strength can at any time be released to the wearer, increasing his strength for 1 week, only one point can be stored in this amulet. When the effect is over or the amulet is destroyed, strength is restored in the original target
[tabs:Wheel]
Cost 2 wood to create,
Can support up to 20 pixels or 100 units weight.
Takes up 2 inventory space[/tabs]


Enginering blueprints These are build manually by Master MyrMen (Player character). Only one Engineering item can be placed per player per round.
[tabs][tabs: Mothermachine]
Image
Cost 8 Building stones and 5 Iron.
[tabs: Wall support]
Image
Cost 1 Iron or Building stone per 10 pixel length
[tabs: Ladder]
Image
Cost 1 Iron per 10 pixel length.
[tabs: Free standing ladder]
Image
Cost 1 Iron and Building stone per 10 pixel length.
Max height 40 pixels
[tabs:Simple bridge]
Image
Cost 1 Iron and Building stone per 10 pixel length.
Max 40 pixel length.
[tabs: Farm tank]
Image
Cost 5 iron and 5 building stones.
Connecting green food units or green food water units to this tank will produce food and water. If operated by a farmer, all unites connected to the tank will produce +1.
[tabs: Green food unit]
Image
cost 1 iron and 1 green food.
If connected to a green farm tank, it will produce 1 green food each round.
[tabs: Green food water unit]
Image
cost 1 iron and 1 green food.
If connected to a green farm tank, it will produce 1 water each round.
[tabs:Water Screw]
Image
cost 1 iron and 2 building stones.
Must be created close to a mother machine, can be placed in water up to 150 pixels away and will then transport up to 10 pixels worth of water (50 units) each round to the Mothermachine unless turned off.
[tabs:worm tube]
A 15 pixel air tight tube.
To create a tube requires a dead cave worm, doing so will ruin 5 meat food and all the water in the worm
Workers can also make this
[tabs:Gas production tank]
Image
Cost 4 Copper, 4 iron and 5 building stones.
by attaching green food units to this machine, green gas will be produced instead of green food, up to 5 green food units can be attached at a time
[tabs:Material collector ]
-[Blueprint - Material collector - Must be delivered to the mothermachine to use - -cost 1 seeing stone 2 iron and 2 copper to build - A material collector can teleport materials to the mothermachine no matter the distance, it fills a full 6 units in the inventory][/tabs]


Manuals to teach from
- Chose up to 1 for or up to 1 against. If more are for the chosen MyrMan will learn the skill, any cost can be paid in XP by players instead if they want to learn it.
[tabs][tabs: Aimed strike]
Cost 1 physical lore to use.
-teaches a MyrMan that If using a tool or weapon, the Myrman can use one action to deal +1 Damage
[tabs: Diving for beginners]
Cost 1 physical lore to use.
-teaches a MyrMan to swim and dive, the MyrMan must surface at least once per 2 weeks.
[tabs:Farming 101]
Cost 1 nature lore to use
-teaches a MyrMan to gain 1d4 Green food per pixel of green food, instead of 1.
[tabs:Growing poisonous plants]
Cost 1 nature lore to use
-teaches a MyrMan to convert 5 green food, 1 copper and 1 green gas into a biting viper plant.
[tabs:Iron ore 101]
cost of 1 Physical skill point to use
-Those who learn this gets 1d4 iron per pixel when mining iron instead of 1
[tabs:Cobber mining 101]
cost of 1 Physical skill point to use
-Those who learn this gets 1d4 cobber per pixel when mining cobber instead of 1
[tabs:Normal spell, Thunder bolt]
Cost 1 Forbidden art to use
Range 60 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 5 attack, When it hits it also deliver a 1 damage attack of strength 2 to everyone within 10 pixels of target - 50% chance of success - Must be delivered to a mothermachine - Cost Dark art or XP to learn
[tabs: Simple spell, Summon Fire Wasp]
Cost 1 Forbidden art to use
Teaches the MyrMan the simple spell - Summon Fire Wasp: Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- 75% chance of success
[tabs: Simple spell, - Protective aura]
Cost 1 Forbidden art to use
Teaches the MyrMan the simple spell - Protective aura; can be cast un up to 2 MyrMen at a time- Whenever struck by an attack, the damage dealt has 25% chance to affect the aggressor instead of the defender (touch range) Simple spell 75% chance to cast
[tabs: Simple spell, - Glide]
Cost 1 Forbidden art to use
Teaches the MyrMan the simple spell - Glide; the target can glide 4 squares for each square they fall, falling more than 2 squares this way have 50% chance to deal 1 damage per square - Simple spell 75% chance to cast.[/tabs]

Enemies known
[tabs][tabs: Cave Worms]
Image
Cave worms are non intelligent egg eaters, in rare occasions they can attack MyrMen by falling down upon them in numbers, they are blind and hunt only by touch and there extreme good seismic sense, their mouths contains a digestive enzyme that can turn egg shells and MyrMen exoskeletons to goo in few minutes.
-borrowing beast
-Standard Strength 1
-Standard damage 1
-Average health 2
-Cave worms consists of 1d10+5 meat food and 1d5 water.
-Cave worms can be made into 15 pixel tubes, ruining 5 food and all the water in the worm.
-Cave worms can be made into 2 sheets of thin leather, ruining 6 food and all water in the worm.
[tabs: Cave Worms, Tamed]
Image
Tamed Cave worms are semi intelligent, they only attack if ordered or threatened. As they are blind if they explore new areas by themselves, only the form of the room and what’s in it will be shown, no colors or materials.
-Tamed borrowing beast
-Standard Strength is 1, maximum strength is 3 with a lot of training.
-Standard damage is 1, may be able to be increased somehow.
-Average health 2, maximum of 5 with training.
-Can carry 2 units in its inventory, this is inside the cave worm, so any food carried will be useless to others than the worm, tools cannot be carried.
-Its head counts as a shovel for the purpose of digging.
-They have Tunneler level 3. But any tunnel they dig is no wider than 1 pixel.
-They can only eat meat food, they do not need water.
-They can swim and dive at a speed of 5 squares per action. But must surface each week or drown.
-They have 3 actions per week.
-They can cross any gab or cliff 2 pixels shorter than themselves.
-Behind their heads they changes color to that of the tribe they belong to.
-2 Tamed Cave Worms of opposite Tribes will attack each other no matter orders and will not stop before one is dead.
-Cave worms consists of 1d10+5 meat food and 1d5 water.
-Cave worms can be made into 15 pixel tubes, ruining 5 food and all the water in the worm.
-Cave worms can be made into 2 sheets of thin leather, ruining 6 food and all water in the worm.
[tabs: Dragon beetle, Male]
Image
Dragon beetles belongs to the borrowing beast section of monsters, The small male borrows through the dirt, making hallways big enough for a female to move through, then, they will go hunt for food, eating it and then puking it up somewhere in its big tunnels. At some point, this should attract the attention of a female. While the female eats, the male beetle starts to cover up its tunnels, making them smaller. When the female is trapped, he will starve her, forcing her to go into a sleep period of 3 months, during this period he will repeatedly mate with her, partly to reproduce, but also partly to fill her body back up with nutrition. After these 3 months, the male begins to hunt, from time to time coming back and deliver food to the female who guards the eggs.
-borrowing beast
-Standard Strength 6
-Standard damage 1d3-1
-Average health 5
[tabs: Dragon beetle, Female]
Image
The Female dragon beetle is more than two times bigger than its male counterpart. From the moment a female dragon beetle is hatched, it will do nothing but wander around as a larvae, eating whatever it can find that does not oppose it, if cornered however, it will attack and try to kill, even other dragon beetles, male or female. It continues this until its is grown and turns into a beetle. If captured and mated by a male dragon beetle, the female will lay eggs 3-4 months after the first mating, when this happens, she goes into another stage of its life, it will guard its eggs with its life, newer get far away from them, not even if it starves. When the eggs hatches, the female beetle will commit suicide on top of its new born larvae, using its own carcass as their first meal.
-borrowing beast
-Standard Strength unknown 6+
-Standard damage unknown
-Average health unknown 5+
[tabs: Fire Wasp]
Image
- Fire wasp - Fire wasps are small fire elementals with low strength. They fly aimless around until they find something they can ignite, when that happens they will always attack that over anything else, if successful in the attack, the object ignites. No matter if they are successful, the Fire wasp dies.
-Elemental
-Standard Strength 1
-Standard damage 1d2-1
-Average health 1[/tabs][/spoil]
-Best regards LAYF
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Re: MyrMen 6th month 2nd year, week 1

Postby kida » Sat Nov 09, 2013 1:33 pm

Zik attack the beetle with lightning bolt
FH: Attack the beetle with lightning bolt again
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Re: MyrMen 6th month 2nd year, week 1

Postby gamecreator » Sat Nov 09, 2013 1:58 pm

As the myrman on top platform is out of reach, Mike goes for the one on the ground.
1) Come closer to the red myrman on the ground (within 20 px)
2,3) Shoot him with aimed strike
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Re: MyrMen 6th month 2nd year, week 1

Postby Dlover » Sun Nov 10, 2013 12:30 am

D spends the necessary XP, SAs, and FHs (In that order of preference) to gain a third HP, then spends an FH to try to heal Achilles faster than normal.
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Alex Sparo, A city boy, poor of sight, who has learned to manipulate people and make the most of what he, and others, have - Trinity Isles (Run by Mort)
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Re: MyrMen 6th month 2nd year, week 1

Postby Nerre » Sun Nov 10, 2013 2:11 pm

Achilles spends 1 FH, 3 SA and 4 XP to get a 4th HP.

He continues his epic battle against the red master myrman. He broke his shield! Achilles cannot let that go unpunished! He notices D swiftly doing something to his wound, then he lets an roar out and attack the master myrman again.
1 prepared strike
2 attack him
if he is not down yet and another attack is neccesary:
3 attack him
4 using prepared strike (spending 1 SA if if clause is met)

else:
3 check the dead enemies for armor and equip it.


* passive bonus from Achilles: Commanders vision to all in range.

OOC: My inventory should be on less than 9/10 after the shield broke and is gone.
Last edited by Nerre on Mon Nov 11, 2013 2:31 am, edited 2 times in total.
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Re: MyrMen 6th month 2nd year, week 1

Postby BadgeAddict » Sun Nov 10, 2013 4:47 pm

Mint finishes up what he is doing, then he leaps across the small gap with Mr. Worm and mines the building materials that are there. He asks that Mr. Worm explores a little bit west (Left) of where Mint currently is.
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Re: MyrMen 6th month 2nd year, week 1

Postby M0rtimer » Sun Nov 10, 2013 4:48 pm

8-2 intends to finish the job, flinging yet another stone- Or at another myrmen should he already be downed.
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Re: MyrMen 6th month 2nd year, week 1

Postby LAYF » Fri Nov 15, 2013 11:45 pm

Still missing action from Theis and Nolandking, anyone hear from them?
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Re: MyrMen 6th month 2nd year, week 1

Postby Nolandking » Sat Nov 16, 2013 12:21 am

Dolan still in rage attack another red myrman.
Haven't played this signature game in a long while but I'll try it out again.

Help these poor little guys hatch.
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Re: MyrMen 6th month 2nd year, week 1

Postby LAYF » Sun Nov 17, 2013 10:11 am

this will be one of the last rounds, please vote for Theis2
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Re: MyrMen 6th month 2nd year, week 1

Postby gamecreator » Sun Nov 17, 2013 10:14 am

Vote for him to heal whoever is the most wounded.
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Re: MyrMen 6th month 2nd year, week 1

Postby Theis2 » Mon Nov 18, 2013 10:09 am

Theis moves forward and cast shields on two myrmans and casts steal legs on the red myrman above them.
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Re: MyrMen 6th month 2nd year, week 1

Postby Nerre » Tue Dec 31, 2013 9:12 am

I wish all of you a Happy New Year in which we will have as much goblinism and fun as in the last one!
Euch allen ein frohes neues Jahr, in dem wir genausoviel Goblinismus und Spaß haben werden wie in diesem!

best regards, Viele Grüße
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Re: MyrMen 6th month 2nd year, week 1

Postby LAYF » Wed Feb 19, 2014 12:56 am

Disclaimer:
Okay, first of all... Everybody, I'm so very sorry that it have taken this long!
One thing is that the feel for updating has not really been with me, Another is that. well... I wanted to make one of those Epic graphical endings!
You know, one of those like we see from ECR?

Well... sadly... I did not manage to do it :(
I have made a ton of diffrent attempts, but none of them really made me happy...

But I Must! Simply MUST! Finish this....

So you get my (not fully completed) collection of thumbnails with the text I intended to write... sadly I never got to make all hte images I wanted, But I did get to make images fro all the Actions that were posted... so that is a good thing!

So without further ado!

[hr]

[align=center]Myrmen
Final Action!

[hr]

"So, what ever did happen to the myrmen you ask?

Well. I will tell you!



Feeling her power grow fast, Zik went into a frenzy and stroke down the defenseless Dragonbeetle not once, but twice with deadly lightning bolts summoned from the skies!
The smell of roasted chicken filled the air!

Image



[hr]

And while D started to heal Dolan, and Theis made some magical chants to protect both Dolan and Achiles...

Image



... Mike and 8-2 Held the red Myrman down by slinging stones at him from a distance so he would not attack...

Image



... Before Achiles and Dolan could make a all out attack, ripping him limb from limb!...

Image


... Thus they freed The purple Myrman Queen! And this made both her and her last surviving tribes member so happy! So happy in fact, that the Queen promised that she would give the tribe a full six eggs every month hence forth, so that they could expand their tribe, and maybe, just maybe, become a full grown kingdom! Of cause...

[Here should be a picture of the queen and her worker with a handful of eggs:(]



... Any kingdom needs riches! And there the Red myrmens mothermachine came in handy

[And here should be a picture of the mothermachine being broken and a lot of resources flowing out of it :(]

[hr]


And what about Mint? Well Mint and his pal Mr. Worm made a jump across a gap in the ground to continue exploring, And that was some luck, because not half a meter in the new dirt, Mint found a big shiny! He named the new kind of stone Emerald, and it became his most pried gem in a soon fast growing collection!

Image

[hr]


Victory assured, lots of celebration happened.

[Here should be a picture of all the myrmen having a party, with the Queen and her worker standing and smiling in the bg :(]

[hr]


But wait...

Did I forget something?

Did I?

Oh... yes... You wonder about the last red myrman....
The one on the platform?


Well, I can say that the others never manege to throw a single stone at him...

So instead they decided to guard him around the clock, In case he should ever decide come down...


But really...

After seeing what they did to my tribe, I decided I'd rather stay up here thank you!"

[And here the last image, showing a red myrman, thin from hunger, sitting on a platform with A horde of our own myrmen on the ground below][i][/align]



So... that was actually it... You made it... so on that congratulations!
I had intended to make some more end story, but not being able to make even the images I wanted killed my mood :(

But please, ask any questions you might have... And with that!
I hope you enjoyed playing!
-Best regards LAYF
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Re: MyrMen: Final Action!

Postby Nerre » Wed Feb 19, 2014 1:16 am

FINALLY! :D

Thanks a lot for bringing up the spirit and finishing it in such a fine way! Dolan and Achilles really look mean when they attack, a bit like the little aliens in Galaxy Quest. :D
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Re: MyrMen: Final Action!

Postby kida » Wed Feb 19, 2014 7:09 am

Thank you LAYF - it was a great game.

What is the beetle prison, Did it belong to the reds?
The fight against the refs was pretty smooth (aside from one myrman who charged alone), did you expected it?
more questions to follow ;)
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Re: MyrMen: Final Action!

Postby LAYF » Wed Feb 19, 2014 11:55 am

Nerre wrote:FINALLY! :D

Thanks a lot for bringing up the spirit and finishing it in such a fine way! Dolan and Achilles really look mean when they attack, a bit like the little aliens in Galaxy Quest. :D


Tanks :)
Yea... the ears should have become antennas in the finished versions... but.. I wanted to get it uploaded :)
And yes... I figured with how furious they had fought, they would also look a bit mean!


kida wrote:Thank you LAYF - it was a great game.

What is the beetle prison, Did it belong to the reds?
The fight against the refs was pretty smooth (aside from one myrman who charged alone), did you expected it?
more questions to follow ;)


Thank you... I did try my best :)

Yes, the beetle prison was the reds secondary defense, (The primary being the iron wall) making you unable to follow them. There was supposed to be more missions involving the rest of them, this was just an outpost...

And nope, I had them planned to attack early on, but random role had them explode instead, losing 3 men... So, that delay, giving you time to become stronger combined with the fact that you got to attack instead of them (giving you the height advantage).. so all in all, this fight was much more easy than it should had been... You were supposed to NEED to fight together... but.. yea... sadly that did not go as planned....


and more questions, please, ask away :D
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