MyrMen: Final Action!

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

Postby LAYF » Sat Oct 19, 2013 12:57 pm

No special reason it should not work.. just remember Workers strength is only 2 vs the dragon beetles 6. so even all 3 vs 1, they only have 50/50 chance of hitting it (3 times do) and it does more damage than them
-Best regards LAYF
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Re: MyrMen 5th month 2nd year, week 2

Postby ThroughTheWell » Sat Oct 19, 2013 1:47 pm

Well, 2 other choices are:
Do nothing and hope the invisible workers stay out of the way and the MM does not get damaged.
Vote to explicitly tell the workers to avoid the beatle.

I don't have a strong preference, but I do think players should choose.

Edit:
male beatle info:
-Standard Strength 6
-Standard damage 1d3-1
-Average health 5

Workers have 2 HP. A shield, if they made them, has a 20% chance of absorbing a HP or 3 of damage.

Looking at those numbers, I'd say if a worker gets caught alone without a shield, he's toast. If 3 workers with shields attack at once, some of them might live. 3 workers total HP = 6. 3 workers with shields maximum total 'HP' = 15. I'd say some chance is better than no chance, unless someone wants to run back there.

My vote is for build a shield and battleax and have the workers attack the male beatle enmass.
Last edited by ThroughTheWell on Sat Oct 19, 2013 6:13 pm, edited 2 times in total.
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Re: MyrMen 5th month 2nd year, week 2

Postby LAYF » Sat Oct 19, 2013 2:03 pm

Sure... if players do not choose, the workers will just defend them self!
-Best regards LAYF
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Re: MyrMen 5th month 2nd year, week 2

Postby ThroughTheWell » Sat Oct 19, 2013 2:32 pm

Ohh, if they built Battle axes, they'ed gain +1 strenght (each?). Equiped with battleaxes and shields, I'd say they'ed likely win.

So LAYF, can the MM build 3 shileds and 3 battle axes for the workers to pick up this turn? It has been awhile since we've built things or used resources, so I'd just like to know what the correct answer is. Thanks.
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Re: MyrMen 5th month 2nd year, week 2

Postby LAYF » Sat Oct 19, 2013 2:50 pm

Well.. yea'ish each player can order one of each, so you need 3 players to order the things. but sure...
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Re: MyrMen 5th month 2nd year, week 2

Postby kida » Sat Oct 19, 2013 3:22 pm

I also order battle axe and shield
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Re: MyrMen 5th month 2nd year, week 2

Postby Nolandking » Sat Oct 19, 2013 3:41 pm

Dolan use 4 xp to increase his health

Action 1: Dolan continue his battle against the red by heading down the ladder to attack the next red MyrMen

Vote on using 1 warfare point to go into a "berserk mode"
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Re: MyrMen 5th month 2nd year, week 2

Postby ThroughTheWell » Sat Oct 19, 2013 6:17 pm

Ohh, that is an idea. Can something like a warfare or monster lore skill point be used by the workers, and help them in the fight against the beatle? Sort of a know your enemy and how to fight them kind of thing. If so, I'll happily vote FOR allowing them to use 1 of each of those too, or even 1 of one of those each, say 3 Monster Lore for the 3 workers total.

Edit: Monster Lore explicitly says it can be used to help in a fight against monsters, so the remaining question is can the workers use that if we vote for that?

Also, the Status says there is 1 battle ax already at X1, aka the MM, so all we need is for 1 more player to build a shield and all 3 of the workers would be equiped with a battle axe and shield.
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Re: MyrMen 5th month 2nd year, week 2

Postby LAYF » Sat Oct 19, 2013 7:04 pm

ThroughTheWell wrote:Ohh, that is an idea. Can something like a warfare or monster lore skill point be used by the workers, and help them in the fight against the beatle? Sort of a know your enemy and how to fight them kind of thing. If so, I'll happily vote FOR allowing them to use 1 of each of those too, or even 1 of one of those each, say 3 Monster Lore for the 3 workers total.

Edit: Monster Lore explicitly says it can be used to help in a fight against monsters, so the remaining question is can the workers use that if we vote for that?


Yes, the monster lore can be used for anyone, (all lore can) but it must be voted on, in case of ties, players gets first..
Monster lore grants bonus vs monsters, and warfare a smaller bonus, but against anything. if used to gain a bonus, the same point cannot be used to invent something!
-Best regards LAYF
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Re: MyrMen 5th month 2nd year, week 2

Postby ThroughTheWell » Sat Oct 19, 2013 7:20 pm

[spoil]Cool. I'm of course hoping that our well equipped and Knowledgable workers wipe out the beatle in a fury of defending the MM.[/spoil]
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Re: MyrMen 5th month 2nd year, week 2

Postby Dlover » Sat Oct 19, 2013 9:10 pm

If the workers are not fully equipped, D will order a battleaxe and shield for them.
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Re: MyrMen 5th month 2nd year, week 2

Postby Theis2 » Mon Oct 21, 2013 8:32 am

With a nice and calm voice Theis says "Now you should just stay here okay? If you are nice and quiet then you will remain out of future harm now and I'll come back and make sure you don't die of this procedure. Fighting back would be futile since you can only run into my tribe at the moment, and I doubt they will look at you with any kind of mercy." to the red myrman

Action 1: Move down into the fighting area
Action 2: Cast shield on allied myrmen closest to the fighting
Action 3: Cast shield on allied myrmen closest to the fighting (including T-5)

If necessary Action 4: spend SA to get another action and move close enough to the frontline to cast the shield spell on them (including self)
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Re: MyrMen 5th month 2nd year, week 2

Postby M0rtimer » Mon Oct 21, 2013 9:45 am

Alright- I'm going to spend 20 EXP and become a lvl4 foreman- Now THAT should be helpful...
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Re: MyrMen 5th month 2nd year, week 2

Postby Nerre » Tue Oct 22, 2013 6:10 am

M0rtimer wrote:8-2, now stabilized, rushes into battle- Being the one helper for T5, while still providing his bonus to others.

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

Dlover wrote:D will move to heal T5.


"Get him out of there! And the rest come and help us, we have to destroy their mother machine, they keep arming themselves!" Achilles shouts, alarming the others about T5's situation. 8-2 and I will give you cover!"
That said, 8-2 and Achilles rush into the battle, trying to shield themselves and especially T5. As soon as they reach T5, Achilles will defend the others while they drag him back into the cover behind the mother machine and let D take care of T5. If he can, he will hit the guy who just armed himself hard if he gets close enough.

I am spending a SA this turn for an extra action.

1 - throw spear sticking in his shield at the first red myrman (battle-axe wielding?)
2- go forward to where T5 is. If after 8-2's action an enemy is close enough to get hit in melee, hit him, focus on the armed master myrman at the mother machine, if he is not killed by the spear. If he is already down by the spear, go for the next.
3 - I think the others take care of T5, so attack once again with an prepared strike. If they do not for some reason: Grab T5, drag T5 back behind the mother machine so he is a bit more save.
4 - boost the second attack with aimed strike if there is one, else the first. If there is no attack to boost with the extra action, I will not spend the SA.

In any case: provide cover and commander bonus on those around the mother machine (especially the +10% to not get hit might become important this turn), as this sounds like a passive ability, so no action requiered for it.

@Through the well: I really hope we can save you and not get another one of us shot down into the minus points. If not more join the fight, we might think about sabotaging the mother machine and retreat until we are healed back. This is why I wanted to hit it this turn.
Last edited by Nerre on Wed Oct 23, 2013 1:35 pm, edited 2 times in total.
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Re: MyrMen 5th month 2nd year, week 2

Postby gamecreator » Tue Oct 22, 2013 12:18 pm

We don't really need to destroy their mother machine only because some puny red master myrman managed to survive previous turn and arm himself. He is the only one who can benefit from mother machine and he will be dead soon.
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Re: MyrMen 5th month 2nd year, week 2

Postby ThroughTheWell » Tue Oct 22, 2013 12:42 pm

IMHO, if one of us is forward of their MM, then they can't use it to build stuff. Therefore, I'd recommend hitting it only as you retreat past it, and instead focus on hitting red guys as the best way of keeping them from using it. Killing the MM is a 'salt the earth' tactic, which is a "we're losing" stance. If we will ALL fight, I don't think we total are losing, and I'd not mind so much dieing if we gained their functioning MM.

Will anyone else vote for allowing our workers to use Monster Lore skill points to fight the beatle by our MM?
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Re: MyrMen 5th month 2nd year, week 2

Postby Nerre » Wed Oct 23, 2013 12:49 am

I repeatedly read "if we all fight". That is what some of us tried to do for many turns: rally most of us so we can overwhelm then. But for some time we were only 2 fighting, now 4, with a second battle on the top of the hill. Now those on top of the hill are coming down, so we might have a better chance. But so far, "if we all fight" just did not even remotely happen. :/

We need ranged fighters, the dark artists abilities read so powerful, how about joining us and shoot some of the spear throwers down from their platforms. :)

I will change my post, hope it works out fine.



I vote for the workers to use Monster lore to learn how to fight known monsters. Maybe we are lucky and one of them gets a trait from it he can later teach the rest.
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Re: MyrMen 5th month 2nd year, week 2

Postby BadgeAddict » Thu Oct 24, 2013 5:01 am

yeah....im not gonna fight... i've got work to do.
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Re: MyrMen 5th month 2nd year, week 2

Postby LAYF » Thu Oct 31, 2013 3:55 pm

LooksAtYouFunny wrote:An important announcement
[spoil]Hay all. So, this game, have been a great experience for me, and I really like it..
but a combination of the fact that MANY things in it is wrong, both with stats, rewords and actions... and the fact that my private life is getting more and more clustered currently, with both the things that happened to my sister, and work requiring more of my time now! Well.. I have to end it.. sorry...

I don’t know if it’s just me, or if you share the feeling I have. Each and every update, I make multiple mistakes.. Not just small and few, but many, and some with big effects on the game.. this really annoys me, and takes the pleasure away from what I actually think is a really nice game...
I would like to know if this is just me?

THAT SAID! I won’t just end it here and now.. I’ll let this battle play out, as it was meant as a chapter in the game, so it seems like an appropriate place!

I’ve learned A LOT of things from this game, I’ve made many mistakes, but that is good, as that will help me in the future.. there is already a new game brewing in my mind, that will be more balanced and require less of me.. This game, as with the other I’ve talked about, is in the future.. but if anyone would like to influence it, I invite you all to tell me (PM please) and you will get a chance to get a look into it and influence it before it even get announced! One of the most important things about this game, is that I’m currently writing a script to handle all the math for me, making sure I don’t forget things like food usage and gain, XP for players and teconology updates.. this will be a HUGE help, as in the current game... I go through 17 pages for each update, here among 14 of pure data and PHPBB codes....[/spoil]























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) 3rd 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!


8-1 “8” Rushes into battle, trying to get a hold of T “5” D “2” quickly follows, and together, the 3 MyrMen does all they can to save T “5” but even with the great advices from 8-1 “8” and D “2” ’s battle hardened medical experience his injury is simply too severe, and slowly, his life drains out of him, and down into the water below!
[spoil]Sorry TTW, the rolls were not with you :( RIP T “5”[/spoil]

Zik “6” using the knowledge of the tribe, analyzes the walls that keeps the beetles in! It is some kind of iron/crystal combination, making a strong surface that would take weeks to dig through even with the best of tools and is at the same time highly resistant to acid!
She then decides to fire a bolt at a beetle, causing it to scream and roar, suddenly she hears, the sound of many more down there than she can see!

Mike “3” enraged by the death of one of his tribe members, rushes forward, grabs one of the spears on the ground, and with the knowledge that his friends are near, throws the spear with all his might! Killing the persistent MyrMan that destroyed his fried!

Dolan “9” flies down the stairs, foam around his mouth, the distress pheromones in the air have triggered some kind of rage in him, attacking the first 2 non allied he runs into! Killing one red myrman out right, and hurting the purple myrman thing! The other Red myrmen is furious, and 3 myrmen throws spears at him, and 2 hits, but he keeps moving, his rage fuelling him he does not know what damage he have suffered, he knows only rage!
[spoil]so, you asked for a rage, it will work like this, until the rage wears off, or you call it off, you cannot distinguish between targets as anything but My Tribe/Not my tribe you will attack 2 targets within reach, or one twice, if its alone. You also have 50% chance to do +2 damage for any damage you receive! Any damage done to you, that is less than twice your total health, will NOT affect you before it is over, but when it is, you better get medical attention ASAP! Should you receive more than twice your health in damage, the rage will ware off, and you’ll be in the negatives, needing medical attention ASAP![/spoil]

Achilles “4” stands vigilant and defends the body of T “5” and his alies around him, but no one comes close, and now one attacks them, they are all to occupied with the raging Dolan “9”

Theis “1” rushes forward, as he releases his hold on the red MyrMan in front of him, it just falls lifelessly down the cliff ending its fall with a dull *Dump* he continues forward and shields his allies, including T “5”, but first after he has cast the spell, he notes that the body does not move!

Mint “1” and “4” , gets to work, the worm by flattening out the ground, and Mint “1” by hauling all the building stones to the mothermachine, while working Mint “1” thinks up new ways to climb! A lot of new ways!

Only 4 Red MyrMen stands!

The MyrMen can still feel the pheromones of their workers rage, they are fighting the Dragon beetle and while it is really hurt, because of their team work, and the tools you ordered for them! it sadly also managed to damage one of them! One worker is hurt, but still alive, the beetle is still alive, barely

///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: 10. FH: 1.
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: 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” DEAD [s]2 (-1)HP, 6XP, Speed 10[/s]
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, 9XP, Speed 10
SA: 8. FH: 4.
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: 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” 1HP
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 -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 - 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 5th month 2nd year, week 3

Postby Dlover » Thu Oct 31, 2013 10:31 pm

D continues his battlefield doctoring, despite the failure.
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 3

Postby Nerre » Fri Nov 01, 2013 3:40 am

"T5!!!"
Achilles roars through the cave. Enraged by the death of his friend, he charges past Dolan, furiously attacking the red myrman still standing, ignoring the purple ones. "Take revenge!" he shouts. If one is disarmed or without weapons, he will take him captive.
If all red myrmen he can reach on the ground are dead before Dolan's and his actions are used up, he will pick up spears from the corpses and throw them on the red myrman on the platforms.
"Shoot down those two up there!" he yells at his friends.
If all red myrmen he can reach on the ground are dead before Dolan's and his actions are used up, and there is no spear around, he will ask Dolan to give him a boost, trying to jump to the lower platform.

Actions:
1,2,3 charge and attack, attack twice if possible.
Passive: granting Commanders vision to those around.

Vote on the armed workers to gang up on the bug before it can damage the pump.
Vote on the mute purple guy, if he already recovered enough, to come down and help us to convince the large purple being to join us as well. (Maybe a queen)?

As the game ends: vote on using physical points for the attacks and the jump (if the jump happens).
Last edited by Nerre on Sat Nov 02, 2013 5:54 am, edited 4 times in total.
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Re: MyrMen 5th month 2nd year, week 3

Postby gamecreator » Fri Nov 01, 2013 4:36 am

Mike will grab nearest spear and throw it into a red myrman on the lower platform, using aimed strike. If his target is still alive, Mike will shoot him using aimed strike and whatever SA needed (I believe it's 4: 3 for second attack + 1 for 5th action) .
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Re: MyrMen 5th month 2nd year, week 3

Postby kida » Fri Nov 01, 2013 4:52 am

Zik use XP to become 3rd level dark artist.

Actions:
1. Fire lightning bolt at the beetle using SA +dark art point to get extrra damage
Use FH to get a second turn
2. Fire lightning bolt at whatever beetle still standing using SA + dark art point to get extra damage

Ye, I know i'm spamming but it's end of game.
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Re: MyrMen 5th month 2nd year, week 3

Postby BadgeAddict » Fri Nov 01, 2013 5:10 am

mint and mr. worm will continue flattening out the ground to the left, if he reaches the other side, he will begin making a 45 degree angle slope down and to the right. (after reaching the end of this Plateau)
Colonizing the New WorldColonial Re-imagining
http://www.meandmypixels.com - A Webcomic Adventure by LAYF

The ones who challenge and break the rules created by the current Authorities, are the harbingers of change.
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Re: MyrMen 5th month 2nd year, week 3

Postby gamecreator » Sat Nov 02, 2013 3:54 am

I just re-read previous turn in light of what TTW and LAYF said in OOC. And I think that workers still could lose their battle. So:
Vote for workers to use 1 Monster lore skill point to help them in battle (1 for: gamecreator)
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