MyrMen: Final Action!

For all games that are now over.
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BadgeAddict
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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by BadgeAddict » Mon Sep 16, 2013 12:21 pm

Mint continues to worm with Wormy in making the room secure.

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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by gamecreator » Mon Sep 16, 2013 12:51 pm

Actions:
Free) Mike gains third HP.
1) Then he comes closer to the edge of statue island.
2,3) Mike shoots nearest red myrman, using Aimed Strike.

Can I use 3 SA instead of 1 FH to gain action after attack?
Also why is the gridless picture in this update so small?

Votes:
A) Get ÔÇ£1ÔÇØ to harvest green food from the lower pond (2: kida, gamecreator)
B) Get ÔÇ£2ÔÇØ to mine copper (2: kida, gamecreator)
C) Get ÔÇ£3ÔÇØ to collect material from the burial site (2: kida, gamecreator)
D) Get The cave worm ÔÇ£4ÔÇØ to help Mint (2: BadgeAddict, gamecreator)

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LAYF
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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by LAYF » Mon Sep 16, 2013 1:41 pm

gamecreator wrote: Can I use 3 SA instead of 1 FH to gain action after attack?
Also why is the gridless picture in this update so small?
Hmm.. yea.. why not...

Oh.. my bad.. I uploaded the cave map by a mistake (showing all connected caves that you have not yet visited) then panicked and uploaded a not enlarged image of the current map... fixed now...
-Best regards LAYF

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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by Dlover » Mon Sep 16, 2013 3:51 pm

D, seeing violence is certain to happen very soon, runs to the edge of the cliff, waiting at the top and watching. If anybody is grievously wounded (Brought to 0hp), he will spend any necessary SAs and FHs to reach them and heal them.

Votes:
A) Get ÔÇ£1ÔÇØ to harvest green food from the lower pond (2: kida, gamecreator)
B) Get ÔÇ£2ÔÇØ to mine copper (3: kida, gamecreator, Dlover)
C) Get ÔÇ£3ÔÇØ to collect material from the burial site (3: kida, gamecreator, Dlover)
D) Get The cave worm ÔÇ£4ÔÇØ to help Mint (3: BadgeAddict, gamecreator, Dlover)

Uhh, gamecreator, there's three vote limit, isn't there? You've got four votes right now.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

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-(Allways open) 3rd month, 2nd year, week 3

Post by ThroughTheWell » Mon Sep 16, 2013 8:16 pm

I, T5:
1, run up to the MM and deliver all the bluprints and manuals that I have
2, make the copper mining 101 maual for free (which "2" will learn before mining)
3, build a food unit at the gas station, and 1 at the farm tank (I'm a builder)
4, invent a grenade (a frangible gas container with a fire wisp detonator). Spend an SA on this, unless it is a DA item (GM ruling?) and I'd fail, in which case run back to the battle instead.

(I welcome alternate ideas on my actions.)

Votes:
A2) Get ÔÇ£1ÔÇØ to turn off the water screw, then A (1: TTW)
A) Get ÔÇ£1ÔÇØ to harvest green food from the lower pond (2: kida, gamecreator)
B) Get ÔÇ£2ÔÇØ to mine copper (3: kida, gamecreator, Dlover)
B2) Get ÔÇ£2ÔÇØ to learn from the "mining copper 101" manual then B (1: TTW)
C) Get ÔÇ£3ÔÇØ to collect material from the burial site (3: kida, gamecreator, Dlover)
D) Get The cave worm ÔÇ£4ÔÇØ to help Mint (3: BadgeAddict, gamecreator, Dlover)
Last edited by ThroughTheWell on Wed Sep 18, 2013 4:11 pm, edited 2 times in total.
I survived the forum move 4 times... yeah, I feel old.

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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by gamecreator » Tue Sep 17, 2013 12:14 am

Oh, sorry about votes. Fixed now.

A2) Get ÔÇ£1ÔÇØ to turn off the water screw, then A (1: TTW, gamecreator)
A) Get ÔÇ£1ÔÇØ to harvest green food from the lower pond (1: kida)
B) Get ÔÇ£2ÔÇØ to mine copper (3: kida, gamecreator, Dlover)
C) Get ÔÇ£3ÔÇØ to collect material from the burial site (2: kida, Dlover)
D) Get The cave worm ÔÇ£4ÔÇØ to help Mint (3: BadgeAddict, gamecreator, Dlover)

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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by Theis2 » Wed Sep 18, 2013 1:20 am

Theis will backstab the red myrmen if they advances on the others.

Free: Spend 3 SA on xp and get two levels in Dark artist
Normal spell: A spell capable of incapacitating the target
Simple spell: A telekinetic spell
Action 1: Buff himself silently with a shield spell.
Action 2: Wait for a red myrman to go forward then stomp on the gate (not stand on)
Action 3: Stab the red myrman with the spear!
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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by Nolandking » Wed Sep 18, 2013 2:18 pm

Dolan start creating blueprint for the bow.

A2) Get ÔÇ£1ÔÇØ to turn off the water screw, then A (3: TTW, gamecreator, Nolandking)
A) Get ÔÇ£1ÔÇØ to harvest green food from the lower pond (1: kida)
B) Get ÔÇ£2ÔÇØ to mine copper (4: kida, gamecreator, Dlover, Nolandking)
C) Get ÔÇ£3ÔÇØ to collect material from the burial site (2: kida, Dlover)
D) Get The cave worm ÔÇ£4ÔÇØ to help Mint (4: BadgeAddict, gamecreator, Dlover, Nolandking)
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-(Allways open) 3rd month, 2nd year, week 3

Post by LAYF » Fri Sep 20, 2013 1:18 am

Awaiting m0rt..
Please vote for him,
Still have auto actions for Nerre..

I Will update tomorrow
-Best regards LAYF

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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by M0rtimer » Fri Sep 20, 2013 5:51 am

Ack sorry, I completely forgot I had yet to post.

Let's see...

8-2 begins mining iron- But makes sure to keep enough actions at ready to move back to the mothermachine, depositing his blueprint and ore while granting everyone nearby his bonus.

A2) Get ÔÇ£1ÔÇØ to turn off the water screw, then A (4: TTW, gamecreator, Nolandking, M0rtimer)
A) Get ÔÇ£1ÔÇØ to harvest green food from the lower pond (1: kida)
B) Get ÔÇ£2ÔÇØ to mine copper (4: kida, gamecreator, Dlover, Nolandking)
B2) Get ÔÇ£2ÔÇØ to learn from the "mining copper 101" manual then B (2: TTW, M0rtimer)
C) Get ÔÇ£3ÔÇØ to collect material from the burial site (3: kida, Dlover, M0rtimer)
D) Get The cave worm ÔÇ£4ÔÇØ to help Mint (5: BadgeAddict, gamecreator, Dlover, Nolandking, M0rtimer)

(I see we're beginning the assault? Shall I make a sling or battleaxe and come help you all with my passive bonus next turn?)

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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by ThroughTheWell » Fri Sep 20, 2013 1:27 pm

M0rtimer wrote:(I see we're beginning the assault? Shall I make a sling or battleaxe and come help you all with my passive bonus next turn?)
Yes please. I'd say sling. I think there may be a battle axe already at the MM, and or other weapons, you might pick them all up to distibute to the group, or more complicatedly actualy you could look through the list of player sheets that are there and see who still needs a weapon.

Also, I edited in a B2 up above.
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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by M0rtimer » Fri Sep 20, 2013 1:50 pm

I see. Yeah, he should- I'll edit my post as well in light of that. And I'll get started on that next turn then.

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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by gamecreator » Fri Sep 20, 2013 10:56 pm

What? B2, seriously? You cheaters...
Don't ever edit additional options into your post if you want people to vote for them (unless it's last post in the thread).

A2) Get ÔÇ£1ÔÇØ to turn off the water screw, then A (4: TTW, gamecreator, Nolandking, M0rtimer)
A) Get ÔÇ£1ÔÇØ to harvest green food from the lower pond (1: kida)
B) Get ÔÇ£2ÔÇØ to mine copper (3: kida, Dlover, Nolandking)
B2) Get ÔÇ£2ÔÇØ to learn from the "mining copper 101" manual then B (3: TTW, M0rtimer, gamecreator)
C) Get ÔÇ£3ÔÇØ to collect material from the burial site (3: kida, Dlover, M0rtimer)
D) Get The cave worm ÔÇ£4ÔÇØ to help Mint (5: BadgeAddict, gamecreator, Dlover, Nolandking, M0rtimer)

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Re: MyrMen-(Allways open) 3rd month, 2nd year, week 3

Post by Dlover » Fri Sep 20, 2013 11:56 pm

A2) Get ÔÇ£1ÔÇØ to turn off the water screw, then A (4: TTW, gamecreator, Nolandking, M0rtimer)
A) Get ÔÇ£1ÔÇØ to harvest green food from the lower pond (1: kida)
B) Get ÔÇ£2ÔÇØ to mine copper (2: kida, Nolandking)
B2) Get ÔÇ£2ÔÇØ to learn from the "mining copper 101" manual then B (4: TTW, M0rtimer, gamecreator, Dlover)
C) Get ÔÇ£3ÔÇØ to collect material from the burial site (3: kida, Dlover, M0rtimer)
D) Get The cave worm ÔÇ£4ÔÇØ to help Mint (5: BadgeAddict, gamecreator, Dlover, Nolandking, M0rtimer)
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

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-(Allways open) 3rd month, 2nd year, week 3

Post by LAYF » Sat Sep 21, 2013 3:26 am

Hmm.. seems there is some vote differences... I'll give it 12 hours (as it already had some) and Add it to the title...
-Best regards LAYF

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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Sat Sep 21, 2013 4:11 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...
2nd year, 4th month ( Month of the dry) 1st Week
Places of interest (Frames):
Image
Full map with grid:
► Show Spoiler


Current missions:
.[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]
-The first red MyrMen worker that is killed will give 2 XP to all MyrMen
-The first red MyrMen warrior that is killed will give 4 XP to all MyrMen
-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:
-Freeing a purple MyrMan prisoner will give the tribe a new Skill point type: Diplomacy, and 4 Diplomacy points.
-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 dry, nothing happens.
ÔÇâ

IMPORTANT:
► Show Spoiler
ÔÇâ
Zik ÔÇ£6ÔÇØ shovels to the left of the hut (along the way the worm dag), careful not to trigger any traps.
► Show Spoiler
D ÔÇ£2ÔÇØ runs to the edge of the cliff, watching out for any casualties!

8-1 ÔÇ£8ÔÇØ mines iron, gaining 4 iron before depositing it at the mothermachine.

T ÔÇ£5ÔÇØ gets to the mothermachine and delivers all his blueprints, he also makes a Copper mining 101 manual, and on top of that, places a green food unit on the Gas Farm tank.. starting the production of green gas.

Achilles ÔÇ£4ÔÇØ Follows T ÔÇ£5ÔÇØ.

Mike ÔÇ£3ÔÇØ empowered by his experience, moves to the edge and throws a spear at the nearest red myrman, killing him out right!
All myrmen gains 2 XP, as first part of the ÔÇ£This means warÔÇØ quest is compleated

Theis ÔÇ£1ÔÇØ becomes more learned in the dark arts! buffes himself with a shield spell. Then stomps on the gate! Nothing happens!

Mint ÔÇ£1ÔÇØ and ÔÇ£4ÔÇØ continues to safe the burial site.

Dolan ÔÇ£9ÔÇØ successfully creates a Bow blueprint [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 ]

Theis ÔÇ£1ÔÇØ A message have arrived for you by telepathy from the main colony ÔÇ£Master MyrMen It has come to our attention that soon, it will be your anniversary, marking one yearsÔÇÖ service in our front most settlement, to show you our appreciation you are each promoted to Prime MyrMen; Following are a list of the extended benefits of your new status, Congratulations, and keep up the good work.ÔÇØ
► Show Spoiler
ÔÇâ
Players & NPCÔÇÖs (10/20 spots taken)
.[tabs: Mint ÔÇ£1ÔÇØ] BadgeAddict, Mint ÔÇ£1ÔÇØ 2HP, 6XP, 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 ÔÇØ2ÔÇØ] Dlover, D ÔÇØ2ÔÇØ 2HP, 3XP, Speed 10
SA: 5. FH: 3.
Born Year 1, 2nd month, 1st week
-Accelerated
-Analyst
-Doctor level 2
-Cure green gas sickness
INVENTORY 0/10
-Axe
[tabs: Mike ÔÇ£3ÔÇØ] Gamecreator, Mike ÔÇ£3ÔÇØ 3HP, 7XP, 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
-14 Sling bullets
[tabs: Achilles ÔÇ£4ÔÇØ] Nerre, Achilles ÔÇ£4ÔÇØ 3HP, 3XP, Speed 10
SA: 5. FH: 1.
Born Year 1, 6th month, 3rd week
-Hero level 2
-Inventor
- Aimed strike
-Diving for beginners
INVENTORY 7/10
-pick axe
-Simple Shield (3 HP)
-Battle Axe
[tabs: T ÔÇ£5ÔÇØ] ThroughTheWell, T ÔÇ£5ÔÇØ 2HP, 3XP, 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.
[tabs: Zik ÔÇ£6ÔÇØ] Kida, Zik ÔÇ£6ÔÇØ 4HP, 6XP, Speed 10
SA: 3. FH: 1.
Born Year 1, 2nd month, 2nd week
-Scientist level 3
-Dark artist Level 2
-Hero
- 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 ÔÇ£8ÔÇØ] m0rtimer, 8-2 ÔÇ£8ÔÇØ 2HP, 10XP, 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
-[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: Dolan ÔÇ£9ÔÇØ] Nolandking, Dolan ÔÇ£9ÔÇØ 2HP, 6XP, Speed 10
SA: 3. FH: 1.
Born Year 2, 2nd month, 1stweek
-Guard
INVENTORY 2/10
[Bow Blueprints- 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: Theis ÔÇ£1ÔÇØ ] Theis2, Theis ÔÇ£1ÔÇØ 2HP, 2XP, Speed 10
SA: 0. FH: 2.
Born Year 1, 4th month, 2nd week
-Dark artist level 4
-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 ÔÇ£1ÔÇØ ] ÔÇ£1ÔÇØ 2HP
[tabs: Worker ÔÇ£2ÔÇØ ] ÔÇ£2ÔÇØ 2HP
[tabs: Worker ÔÇ£3ÔÇØ ] ÔÇ£3ÔÇØ 2HP
[tabs: Tamed Cave Worm ÔÇ£4ÔÇØ ] ÔÇ£4ÔÇØ 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.
ÔÇâ
STATUS:
► Show Spoiler
-Best regards LAYF

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kida
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Re: MyrMen 4th month 2nd year, week 1

Post by kida » Sat Sep 21, 2013 4:53 pm

Zik continue to dig toward the hole and looks down.
If there is red enemies Zik will release a fire wasp on their head and attack them with bolt.
If there are no enemies and there Zik will try to climb down using the rope if the rope is long enough.
If the rop is not long enough Zik will build a free standing ladder.

A few questions:
► Show Spoiler

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LAYF
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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Sat Sep 21, 2013 5:29 pm

kida wrote: A few questions:
► Show Spoiler
► Show Spoiler
-Best regards LAYF

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Re: MyrMen 4th month 2nd year, week 1

Post by kida » Sat Sep 21, 2013 5:35 pm

► Show Spoiler

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LAYF
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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Sat Sep 21, 2013 5:41 pm

kida wrote:
► Show Spoiler
► Show Spoiler
-Best regards LAYF

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Re: MyrMen 4th month 2nd year, week 1

Post by Dlover » Sat Sep 21, 2013 10:37 pm

D will move most of the way down the cliff, prepared to work on healing anyone who gets injured.
My game:
Hunters of Letrua; Character list
Also Player / Monster stats, skill lists.

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 4th month 2nd year, week 1

Post by BadgeAddict » Sun Sep 22, 2013 6:10 am

Mint will (can you guess) that's right. He will continue with what he is doing.

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Theis2
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Re: MyrMen 4th month 2nd year, week 1

Post by Theis2 » Sun Sep 22, 2013 8:13 am

Time to get offensive!

Prime myrman: Increase dark artist to level 5, gain 5 xp, 4 DA points and the rest of the skill points can be distributed randomly as you see fit.
Action 1 part 1: Move down to the red myrman.
Action 2: Stab the red myrman! if he doesn't die ignore the post below this
Action 1 part 2: move as close to the next myrman as needed to cast steal legs. (Use an FH to be able to act after an attack)
Action 3: cast Steal legs on the Myrman near the purple myrman.
Free action: Purple one, grab the paralyzed red myrman and drag him over to me!
OR: if the purple myrmans arms are restrained Hurry up and get behind be purple guy!
Last edited by Theis2 on Sun Sep 22, 2013 8:40 am, edited 1 time in total.
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I'm a GM for Shipwrecked
And the Shipwrecked OOC thread

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Re: MyrMen 4th month 2nd year, week 1

Post by LAYF » Sun Sep 22, 2013 8:25 am

Theis2 wrote:Time to get offensive!

Prime myrman: Increase dark artist to level 5, gain 5 xp, 4 DA points and the rest of the skill points can be distributed randomly as you see fit.
Action 1 part 1: Move down to the red myrman.
Action 2: Stab the red myrman! if he doesn't die ignore the post below this <-- Attack, You'll need to use an FH to take an action after an attack :S
Action 1 part 2: move as close to the next myrman as needed to cast steal legs.
Action 3: cast Steal legs on the Myrman near the purple myrman. (FH if necessary which I think it is)
Free action: Purple one, grab the paralyzed red myrman and drag him over to me!
OR: if the purple myrmans arms are restrained Hurry up and get behind be purple guy!
-Best regards LAYF

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Theis2
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Re: MyrMen 4th month 2nd year, week 1

Post by Theis2 » Sun Sep 22, 2013 8:32 am

LooksAtYouFunny wrote:
Theis2 wrote:Time to get offensive!

Prime myrman: Increase dark artist to level 5, gain 5 xp, 4 DA points and the rest of the skill points can be distributed randomly as you see fit.
Action 1 part 1: Move down to the red myrman.
Action 2: Stab the red myrman! if he doesn't die ignore the post below this <-- Attack, You'll need to use an FH to take an action after an attack :S
Action 1 part 2: move as close to the next myrman as needed to cast steal legs.
Action 3: cast Steal legs on the Myrman near the purple myrman. (FH if necessary which I think it is)
Free action: Purple one, grab the paralyzed red myrman and drag him over to me!
OR: if the purple myrmans arms are restrained Hurry up and get behind be purple guy!
That part was covered in action 3 I edited the action 1 part 2 into it after I had posted and didn't think about it :)
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