MyrMen: Final Action!

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Re: MyrMen 4th month 2nd year, week 3

Postby LAYF » Sun Oct 13, 2013 5:17 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, 5th month ( Month of the creeps) 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 the creeps, the Greater chance of creeps coming through the walls!


T “5” uses time to aim his actions, and punches the Red myrman in front of him! And kills him, but not before the myrman manages to hit him back, dealing 1 damage!
This was a warrior MyrMan, All Players gain 4 XP!

Zik “6” releases 2 fire wasps, there is a bit to long down to the red myrman for them to attack him this round, so she fires a bolt, slinging the myrman to the ground! He is still alive, but no longer on his platform!

D “2” takes to security in the tunnels!

Theis “1” Uses his dark arts to paralyse one of the MyrMen, then, summoning all his power, also casts Steal legs on the other!

Achilles “4” Tries his best to user a warcry, boosting the moral and will of his tribesmen! Somehow, what he yells is lost whne he runs forward, he gets to another red myrman, and strikes him! The myrman strikes back, but does not inflect any damage to Achilles “4”, only to his shield!
[spoil]Since you used a warfare point, I gave it a good chance, but you got only 04 on the d100 roll :(
Since you have no range weapon, you attack the first red myrman to stand in your way![/spoil]

Mint “1” & “4” Finally finishes the protection of the hut area! Glad by his work, and impressed by the worms help, Mint “1” gets the chance to improve one stat or gain one ability for the Worm:
- +2 HP
-Strength +1
-Worm sight Level 1: The worm will be able to see what materials is right in front of it
-Diamond head: The worm can dig through stone and other materials
-Calling: The worm can be send to other myrmen without them having to go get it!

Besides that, Mint “1” gets 10 XP for doing this job alone, and +2 XP for doing it without damaging the hut!
All other myrmen gets 1 XP for the task completed and +2 XP for doing it without damaging the hut!

8-1 “8” follows D into the tunnels, here, he looks at his wound, and sees it’s not as bad as it looked!

Mike “3” moves forwards, and kills red MyrMan in front of Achilles “4”, a spear is thrown at him, but it misses!

Dolan “9” runs up and attack the myrman Theis “1”had cast steal legs on!

///This is just to safe 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, 22XP, Speed 10
SA: 9. FH: 1.
Born Year 1, 2nd month, 1st week
-Climber
-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: 3.
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: 6. FH: 0.
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
-11 Sling bullets
[tabs: Achilles “4”] Nerre, Achilles “4” 3HP, 10XP, Speed 10
SA: 6. FH: 1.
Born Year 1, 6th month, 3rd week
-Hero level 2
-Inventor
- Aimed strike
-Diving for beginners
INVENTORY 9/10
-pick axe
-Simple Shield (2 HP)
-Battle Axe
-1 Seeing stone
[tabs: T “5”] ThroughTheWell, T “5” 2HP (1), 10XP, Speed 10
SA: 5. FH: 1.
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.
Sharman’s Talisman
[tabs: Zik “6”] Kida, Zik “6” 4HP, 9XP, Speed 10
SA: 2. 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(1) HP, 17XP, Speed 10
SA: 8. FH: 4.
Re-Born Year 1, 3rd month, 3rd week
-Forman
-Contractor
-Scientist
-Iron mining 101
INVENTORY 2/10
-Shovel Pickaxe
-Sling
[tabs: Dolan “9”] Nolandking, Dolan “9” 2HP, 13XP, Speed 10
SA: 4. FH: 1.
Born Year 2, 2nd month, 1stweek
-Guard
INVENTORY 2/10
Battle axe!
[tabs: Theis “1” ] Theis2, Theis “1” 2HP, 14XP, Speed 10
SA: 1. FH: 1.
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
-2 dragon beetle mandibles
-Spear
-Simple Shield (3 HP)

[tabs: Worker “1” ] “1” 2HP
[tabs: Worker “2” ] “2” 2HP
[tabs: Worker “3” ] “3” 2HP
[tabs: Tamed Cave Worm “4” ] “4” 2HP
-Tunneler level 3
-Length 13
-Shovel head
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: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: 22 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: 15 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: 15 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: 15 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:Battle axe]
1- Axe at X1
[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 -5]
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 -5]
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 - 4]
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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LAYF
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Location: 5 degrees to the north of the first point on the last square!

Re: MyrMen 5th month 2nd year, week 1

Postby kida » Sun Oct 13, 2013 5:39 pm

"Good shot, now to finish the job"

Zik releases 2 more fire wasps toward the red below.
If the red myrman is still in range of the bolt, zik tries to shoots bolt at him.
If he is not in range of bolt, but in range of thunder bolt, Zik shoots thunder bolt at him.
If he is out of range, Zik moves left to find another tunnel to the reds. If Zik encounter another red, zik will use SA to get another action and shoot bolt at him.
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Re: MyrMen 5th month 2nd year, week 1

Postby Nolandking » Sun Oct 13, 2013 6:48 pm

Dolan use his xp to gain 2 level in Guard

Action1 : Dolan will keep on attacking the red MyrMan
Action2: If that red MyrMan is dead he will attack the next 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.
Image
Image
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Re: MyrMen 5th month 2nd year, week 1

Postby Dlover » Sun Oct 13, 2013 11:34 pm

D darts out to T's position to do some doctoring.
My game:
Hunters of Letrua; Character list
Also Numbers!

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
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)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: MyrMen 5th month 2nd year, week 1

Postby Nerre » Sun Oct 13, 2013 11:35 pm

Achilles, inspired by the sucess of their attack so far, still is careful, especially about the spears. He takes cover behind the red's mother machine and asks Mike to do the same. "Get some cover, Mike and T!" Achilles yells, again trying to work on his leadership qualitis to grant his side some tactical bonuses. "They got ranged weapons two, be careful, both of you."
Achilles keeps his shield up and waits in the safety of the mother machine for the next melee fighter to advance. He will use an aimed strike to hit him. He also tries to spot what the purple thing is.

1: leadership skill attempt.
2: prepare aimed strike
3: strike on first red that comes by // if nobody comes, he will try to repair his shield, maybe using parts of the red corpse's clothes/items/skin.

Achilles uses 6 XP on hero 3, advancing on strength 4.
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Re: MyrMen 5th month 2nd year, week 1

Postby Theis2 » Mon Oct 14, 2013 1:09 am

Nolandking wrote:Dolan use his xp to gain 2 level in Guard

Action1 : Dolan will keep on attacking the red MyrMan
Action2: If that red MyrMan is dead he will attack the next red MyrMan.

Please don't attack the other red myrman.

Theis will let Dolan attack the red Myrman and make sure the other is fully paralyzed
Hey there, don't worry about this.. It won't hurt you too much and you should live through it. >:D

Action 1: Move closer to the myrman Dolan isn't attacking.
Action 2: Start grafting the mandibles into the face of the red myrman
Action 3: Cast steal the rest to further hold him paralyzed.
Free action: Give M0rt 12 xp back.

Btw Nerre I felt a little offended that you kicked me out of the tribe.. Not everyone is green and might be why your war cry didn't work.. (I don't really mean this except the bit where you excluded my myrman, but no hard feelings there, he is afterall a bit different :P )
Last edited by Theis2 on Mon Oct 14, 2013 12:45 pm, edited 1 time in total.
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Re: MyrMen 5th month 2nd year, week 1

Postby gamecreator » Mon Oct 14, 2013 1:13 am

Nerre wrote:Achilles, inspired by the sucess of their attack so far, still is careful, especially about the spears.
That's why I have 4 HP :P Oh, I can get fifth.
Theis2 wrote:Btw Nerre I felt a little offended that you kicked me out of the tribe.. Not everyone is green and might be why your war cry didn't work..
That part of his post confused me, because everyone is gray. Now I see why he said green.

Actions:
Free) Mike becomes level 2 inventor.
1,2) He goes along with Achilles's sugestion (help him invent the skill).
3,4) He shoots nearest red myrmen using aimed strike.
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Re: MyrMen 5th month 2nd year, week 1

Postby Nerre » Mon Oct 14, 2013 1:44 am

Sorry, should have been gray, not green. :>
Also that includes our purples and other allies like the pink cave worm. :)

@gamecreator: Maybe do not shoot the nearest, but one on the platforms above. The nearest seems to be melee, I can take care of him.

If the purple thing advances enough so it is within shouting range, Achilles will yell. "You, purple one! We already freed two of your kind, one did not have a tongue. Join us like they did! Don't be a slave anymore! We will protect you."

vote on using 1 diplomacy point on that. After all Achilles earned them when he convinced the other purple to join the gray tribe.
Last edited by Nerre on Mon Oct 14, 2013 1:21 pm, edited 3 times in total.
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Re: MyrMen 5th month 2nd year, week 1

Postby BadgeAddict » Mon Oct 14, 2013 5:34 am

Mint will give the worm, worm sight 1..

Mint will build a new mothermachine in his current location. If this is not possible, he will try to level the area to the right or left to make this possible.
Colonizing the New WorldColonial Re-imagining
http://www.meandmypixels.com - A Webcomic Adventure by LAYF

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Re: MyrMen 5th month 2nd year, week 1

Postby ThroughTheWell » Mon Oct 14, 2013 2:02 pm

I , T5, try to do 4 things:
Assist Dlover who is healing me. I don't know what assist means, maybe it is following directions, saying this is where it hurts, putting my body between him and the spear, or using the mystical powers of invention or aid another.

Loot the red guy I killed. If he has armor or a shield, equip it. Same if he had a better weapon than mine.

Assist Nerre's leadership attempt. Maybe this is things like shouting in unison, saying "Yes sir", shouting "Remember Myrma!", or using mysical inventor skills. Follow his 'lead'.

If I'm healed, move up and fight using the best weapon I have. (I probably can't do the fight part this turn.)
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Re: MyrMen 5th month 2nd year, week 1

Postby LAYF » Thu Oct 17, 2013 5:30 pm

Still missing m0rt here :)
-Best regards LAYF
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Re: MyrMen 5th month 2nd year, week 1

Postby Nerre » Fri Oct 18, 2013 12:08 am

[spoil]In case he won't post, I got a suggestion for his move, so you don't have to come up with one. I know from my games that it might be more comfortable for the GM if players suggest moves than if he has to play a char of his players.[/spoil]

If he is the one in the tunnel with the 3 red corpses, I vote for 8 to join 3,4 and 5 but staying behind us, while taking care of his wounds (if he can). That way he will grant his foreman bonus to us (if it works in a battle) without being in much danger.
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Re: MyrMen 5th month 2nd year, week 1

Postby M0rtimer » Fri Oct 18, 2013 2:22 am

(Ack, sorry, last week has been kind of hectic.)

8-2 carefully moves back a bit and shoots at the red myrmen that Theis and Dolan are attacking!
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Re: MyrMen 5th month 2nd year, week 1

Postby ThroughTheWell » Fri Oct 18, 2013 7:26 am

M0rtimer wrote:8-2 carefully moves back a bit and shoots at the red myrmen that Theis and Dolan are attacking!


[spoil]>:? You mean at the 2 paralyzed reds, one of which Theis is performing grafting surgury on in the middle of battle, instead of forward towards the 3-4 of us involved in melee with the other 5+ reds where you could give us your foreman bonus? :x[/spoil]
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Re: MyrMen 5th month 2nd year, week 1

Postby M0rtimer » Fri Oct 18, 2013 7:31 am

[spoil]I already replied to that in a pm to Nerre. I'm still on "1 hit and I die", in which case I really don't want to move forward and risk having that happen.[/spoil]
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Re: MyrMen 5th month 2nd year, week 1

Postby ThroughTheWell » Fri Oct 18, 2013 7:34 am

M0rtimer wrote:[spoil]I already replied to that in a pm to Nerre. I'm still on "1 hit and I die", in which case I really don't want to move forward and risk having that happen.[/spoil]


[spoil]Okay, that make sense. And I understand the 1 HP argument. 8)[/spoil]
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Re: MyrMen 5th month 2nd year, week 1

Postby Nerre » Fri Oct 18, 2013 1:05 pm

I will be not here SA-SO-MO german time, please spread the word in case I missed a game. I will go explore lost places in germany and climb with a friend.

Just in case there are more than 1 updates until then.
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Re: MyrMen 5th month 2nd year, week 2

Postby LAYF » Fri Oct 18, 2013 3:34 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, 5th month ( Month of the creeps) 2nd 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 second week in the month of the creeps, the Greater chance of creeps coming through the walls!


Zik “6” releases another 2 fire wasps that flies around, one of those from before sets fire to the rope up to the platform! seeing as the red myrmen are out of reach, she decides to walk back up and see if there is other targets.. she does find something she could shoot at!

Dolan “9” strengthen himself and smacks one of the red MyrMen, killing him! But not whit out taking a hit himself, nothing that does any damage do!

D “2” runs out and does some doctoring on T “5”, with the help of T “5” himself, he gets him to full health!

Achilles “4” strengthen himself, he then starts to yell commands to T “5” and Mike “3”, somehow, he feels his adrenalin running, his voice turns to steal as he yells these commands, Achilles “4” gains [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!]
He then covers down behind his shield, just in time to receive 1 spear to it! He cannot repair it under these conditions!

Theis “1” starts his evil grafting! Taking his, old, half rotten mandibles and his dark arts knowledge for a spin, at the same time, using magic to hinder the myrman from moving, the myrmans Eyes screams of pain, but no sound leaves his body! The mandibles are giant on the myrman’s head, but they are grafted in place soon enough, now only time will tell if they are usable and will stay there! Or just infect their host and kill him!

Mike “3” , strengthened by his own will and Achilles “4” words, takes aim and fires a stone right to the head of another red myrman! That shot should have killed him, but somehow, it did not, instead, the myrman takes an double axe from his mother machine, he looks really angry!

Mint “1” looks at “4” , satisfied with their work, as he sees 2 small pieces of black stone on the worm, as he tries to remove them he instead peels off a thin layer of dead skin, suddenly, the worm... blinks? I has grown eyes!
Even more glad, Mint “1” build as mother machine at his current location!

T “5” after getting healed by D “2” , loots the red myrman in front of him, finding only 2 sheets of leather! The commands from Achilles “4” also rings true to his ears, and he runs out, striking at the myrman that Mike “3” had attacked, sure to kill him now, sadly, he hits and does damage, but the myrman still stands and strikes back with his double axe! Dealing amazing 3 damage, T “5” Will need 1 Doctor and 1 helper this round to heal him, or he will die! He is at -1

8-1 “8” is now stable and at 2 HP! He then moves back and want to attack one of the red myrmen up on the cliff, but the only one left is the one Theis “1” is doing his evil rituals on!

Suddenly, The MyrMen can feel the pheromones of their workers reacting in shock, a Dragon beetle have been spotted!

///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, 22XP, Speed 10
SA: 9. FH: 1.
Born Year 1, 2nd month, 1st week
-Climber
-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: 3.
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: 6. FH: 0.
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
-10 Sling bullets
[tabs: Achilles “4”] Nerre, Achilles “4” 3HP, 4XP, Speed 9 rounds)
SA: 6. FH: 1.
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
-Simple Shield (1 HP)
-Battle Axe
-1 Seeing stone
[tabs: T “5”] ThroughTheWell, T “5” 2 (-1)HP, 10XP, Speed 10
SA: 5. FH: 1.
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: 2. 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, 29XP, Speed 10
SA: 8. FH: 4.
Re-Born Year 1, 3rd month, 3rd week
-Forman
-Contractor
-Scientist
-Iron mining 101
INVENTORY 2/10
-Shovel Pickaxe
-Sling
[tabs: Dolan “9”] Nolandking, Dolan “9” 2HP, 9XP, Speed 10
SA: 4. FH: 1.
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: 1.
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” 2HP
[tabs: Worker “2” ] “2” 2HP
[tabs: Worker “3” ] “3” 2HP
[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: 16 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:Battle axe]
1- Axe at X1
[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 -5]
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 -5]
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 - 4]
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 5th month 2nd year, week 2

Postby M0rtimer » Fri Oct 18, 2013 3:57 pm

8-2, now stabilized, rushes into battle- Being the one helper for T5, while still providing his bonus to others.

Hmm... Going to take a look into what I can spend all my precious EXP's on...
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Re: MyrMen 5th month 2nd year, week 2

Postby BadgeAddict » Fri Oct 18, 2013 4:20 pm

Mint will pick up all the resources in the room with him and place them into the mother machine. (this includes the ones he has in his inventory)

Mint will then Create a pick/hammer combo tool. (if time allows)

Also, Mint will increase his climber level to 4 for 20xp.

Edit: Mint also asks for the worm to begin flattening out the ground to the left of the mother machine.
Last edited by BadgeAddict on Tue Oct 22, 2013 12:21 pm, edited 1 time in total.
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Re: MyrMen 5th month 2nd year, week 2

Postby ThroughTheWell » Fri Oct 18, 2013 5:04 pm

I, T5, if I am able, do the following:
Spend 4 XP to gain a HP.
Assist whomever comes to help and heal me.
Retreats to the tunnel to complete my heal.

I find it... right at the bounds of believability, and anoying, that my last turns actions involved doing 3 things, plus sprinting forward past everyone else to get hit for 3. I see how it happened, but, hey people (Zik, Theis, Mint), how about getting in this fight!? And Achillies... do you plan to do anything more than learn how to lead?
I survived the forum move 4 times... yeah, I feel old.
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Re: MyrMen 5th month 2nd year, week 2

Postby Dlover » Fri Oct 18, 2013 6:19 pm

D will move to heal T5.
My game:
Hunters of Letrua; Character list
Also Numbers!

My characters:
Tugs Tails, the goblin that was sort of a trapper and wears a bear's tail at his neck, for some reason - Lair of the Mountain King (Run by Thinks)
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)
Mehriv Turajin, a Noble Dragonborn Sorcerer sent from his clan because he wasn't dragony enough. - The Wandering Archipelago (Run by Thinks)
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Re: MyrMen 5th month 2nd year, week 2

Postby kida » Fri Oct 18, 2013 10:50 pm

ThroughTheWell wrote:I, T5, if I am able, do the following:
Spend 4 XP to gain a HP.
Assist whomever comes to help and heal me.
Retreats to the tunnel to complete my heal.

I find it... right at the bounds of believability, and anoying, that my last turns actions involved doing 3 things, plus sprinting forward past everyone else to get hit for 3. I see how it happened, but, hey people (Zik, Theis, Mint), how about getting in this fight!? And Achillies... do you plan to do anything more than learn how to lead?


[spoil]I think you did a great mistake rushing into battle.
You should have held the high ground (as I told you) or come from the other size with Zik (as I told you). Plus we should have sacrifice a worker to get NPC fighter (as I told you).
Not to mention the reds mother macine we should have destroyed before the battle began so they couldn't create spears and axes.
After all the tactical mistakes, you charge alone to battle against many red enemies + purple monster with only 2HP. You are lucky LAYF let you stay alive with -1 HP. Zik is trying to come to battle from the other side. Lucky for us she encountered the reds pet beatles before they realesed them against us.[/spoil]

Zik will use sceince point to analyze the prison walls meterial.
Zik will use a second sceince point to analyze the brown material at the prison wall.
Finally Zik will attack one of the beatles with bolt.
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Re: MyrMen 5th month 2nd year, week 2

Postby gamecreator » Fri Oct 18, 2013 11:22 pm

Annoyed by persistence of red myrman, Mike decides to put an end to it.

Actions:
Free) Grab a spear.
1) Mike goes closer to this undying myrman (20 px).
2,3) He shoots red using aimed strike.
If red refuses to die, Mike spends 4 SA to act after attack (3 SA) and get fifth action (1 SA).
4,5) He shoots red again using aimed strike.
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Re: MyrMen 5th month 2nd year, week 2

Postby ThroughTheWell » Sat Oct 19, 2013 12:49 pm

This is proabably a vote action since it involves the workers:
Recommend the workers build shields if there is leather for it, and attack the beatle near our MM enmass.
2 of the workers should have had picks from way back when they were mining, which should make for an okay weapon.
If the MM can build enough stuff quickly, the last worker might also build a weapon before the enmass attack.
Basicaly I'm saying the workers switch from resource gathering for a round or 2.

LAYF, let us know why this probably won't work.
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