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, 4th month ( Month of the dry) 1st Week
Places of interest (Frames):
Full map with grid:
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 third week in the month of the dry, the water levels goes back to normal.
ÔÇâ
Zik ÔÇ£6ÔÇØ crawls down, and as she suspects, this is a back way down, from here she throws a Bots spell, but misses the nearest myrman who turns around and starts to yell.. apparently he cannot hit her either!
Theis ÔÇ£1ÔÇØ learns [Steal the rest: completely paralyses a target hit by Steal legs last week making it unable to take actions] a normal spell.
***To be honest, I have no idea what you are trying to do, If you try to explain it, IÔÇÖll add it as a text update in the middle here..***
Achilles ÔÇ£4ÔÇØ: "Hey you. Give up, and we will not hurt you. You are not one of them!" he says, the purple guy open his mouth and show there is no tongue, then turns around and shows that he is bound.
Satisfied,
Achilles ÔÇ£4ÔÇØ continues and loots the corpses, he finds absolutely nothing except for the seeing stone...
He moves forward, ready to strike any Myrmen coming down.
T ÔÇ£5ÔÇØ builds a bridge to completely connect the statue to the landmasses. He then continues and frees the purple Myrman, unable to speak the myrman just nods and moves back up behind all the others.
There is nothing to loot from the red MyrMen after
Achilles ÔÇ£4ÔÇØ took the seeing stone!
T ÔÇ£5ÔÇØ then proceeds to move in and attack the first Red myrman he sees, itÔÇÖs a warrior myrman, but he still manages to hit it, and thanks to his prime statues, he even avoids its attack! It is still alive!
For freeing the first Purple MyrMan, the tribe receives a new skill type Diplomacy, and gains 4 points in it!
Mike ÔÇ£3ÔÇØ comes right behind him, and as soon as he is on the other side, he throws attacks the MyrMan Warrior, the attack looks to set him close to death, but he is still alive!
D ÔÇ£2ÔÇØ Heals
8-1 ÔÇ£8ÔÇØ who is now able to move normally, but should he take any damage in the next 2 turns he will die instantly. After than he will be back to 1 HP!
Another spear strikes down just besides them!
Mint ÔÇ£1ÔÇØ &
ÔÇ£4ÔÇØ continues, they are nearly there!
Dolan ÔÇ£9ÔÇØ stands around...
///This is just to safe it///
► Show Spoiler
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)
///----///
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: 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 ÔÇ£3ÔÇØ]
Gamecreator, Mike ÔÇ£3ÔÇØ 4HP, 1XP, 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 ÔÇ£4ÔÇØ]
Nerre, Achilles ÔÇ£4ÔÇØ 3(2)HP, 3XP, Speed 10 damage will be healed in 2 rounds)
SA: 5. 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 (3 HP)
-Battle Axe
-1 Seeing stone
[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.
SharmanÔÇÖs Talisman
[tabs: Zik ÔÇ£6ÔÇØ]
Kida, Zik ÔÇ£6ÔÇØ 4HP, 2XP, Speed 10
SA: 1. FH: 1.
Born Year 1, 2nd month, 2nd week
-Scientist level 3
-Dark artist Level 2
-Hero level 2
- Bolt- range 50 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 4 attack - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
-Charm beast - touch range, a 1d6-2 vs. opponent strength chance to charm target beast, the beast must have some way of felling affection - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
-Thunder bolt- range 60 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 5 attack, When it hits it also deliver a 1 damage attack of strength 2 to everyone within 10 pixels of target - Normal spell 50% chance of success
- Summon Fire Wasp - Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
INVENTORY 7/10
-Simple Shield (3 HP)
-Axe
-Shovel
-1 - 20 pixel rope!
[tabs: 8-2 ÔÇ£8ÔÇØ]
m0rtimer, 8-2 ÔÇ£8ÔÇØ 2(0) HP, 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
-Sling
[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
Battle axe!
[tabs: Theis ÔÇ£1ÔÇØ ]
Theis2, Theis ÔÇ£1ÔÇØ 2HP, 7XP, Speed 10
SA: 0. FH: 2.
Born Year 1, 4th month, 2nd week
-Dark artist level 5
-Doctor
-Protective aura; can be cast un up to 2 MyrMen at a time- Whenever struck by an attack, the damage dealt has 25% chance to affect the aggressor instead of the defender (touch range) Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Summon Fire Wasp - Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Glide; the target can glide 4 squares for each square they fall, falling more than 2 squares this way have 50% chance to deal 1 damage per square - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Lift; Lift 1 pixel/dark artist level of material at a distance up to 50 pixels.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Steal legs; stops one opponent, hindering them from moving. They have 10% chance/strength of doing actions in their place. - Normal spell 50% chance of success
INVENTORY 7/10
-1 Seeing stone
-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
Machines
.
ÔÇâ
Recourses
.
ÔÇâ
Free Tools and weapons
.[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]
ÔÇâ
Skill points
.
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 .
ÔÇâ
Enginering blueprints These are build manually by Master MyrMen (Player character). Only one Engineering item can be placed per player per round.
.[tabs: Mothermachine]
Cost 8 Building stones and 5 Iron.
[tabs: Wall support]
Cost 1 Iron or Building stone per 10 pixel length
[tabs: Ladder]
Cost 1 Iron per 10 pixel length.
[tabs: Free standing ladder]
Cost 1 Iron and Building stone per 10 pixel length.
Max height 40 pixels
[tabs:Simple bridge]
Cost 1 Iron and Building stone per 10 pixel length.
Max 40 pixel length.
[tabs: Farm tank]
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]
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]
cost 1 iron and 1 green food.
If connected to a green farm tank, it will produce 1 water each round.
[tabs:Water Screw]
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]
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]
ÔÇâ
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.
.
ÔÇâ
Enemies known
.[tabs: Cave Worms]
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]
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 whatÔÇÖs 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]
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]
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]
- 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]
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, 4th month ( Month of the dry) 1st Week
Places of interest (Frames):
Full map with grid:
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 third week in the month of the dry, the water levels goes back to normal.
ÔÇâ
Zik ÔÇ£6ÔÇØ crawls down, and as she suspects, this is a back way down, from here she throws a Bots spell, but misses the nearest myrman who turns around and starts to yell.. apparently he cannot hit her either!
Theis ÔÇ£1ÔÇØ learns [Steal the rest: completely paralyses a target hit by Steal legs last week making it unable to take actions] a normal spell.
***To be honest, I have no idea what you are trying to do, If you try to explain it, IÔÇÖll add it as a text update in the middle here..***
Achilles ÔÇ£4ÔÇØ: "Hey you. Give up, and we will not hurt you. You are not one of them!" he says, the purple guy open his mouth and show there is no tongue, then turns around and shows that he is bound.
Satisfied,
Achilles ÔÇ£4ÔÇØ continues and loots the corpses, he finds absolutely nothing except for the seeing stone...
He moves forward, ready to strike any Myrmen coming down.
T ÔÇ£5ÔÇØ builds a bridge to completely connect the statue to the landmasses. He then continues and frees the purple Myrman, unable to speak the myrman just nods and moves back up behind all the others.
There is nothing to loot from the red MyrMen after
Achilles ÔÇ£4ÔÇØ took the seeing stone!
T ÔÇ£5ÔÇØ then proceeds to move in and attack the first Red myrman he sees, itÔÇÖs a warrior myrman, but he still manages to hit it, and thanks to his prime statues, he even avoids its attack! It is still alive!
For freeing the first Purple MyrMan, the tribe receives a new skill type Diplomacy, and gains 4 points in it!
Mike ÔÇ£3ÔÇØ comes right behind him, and as soon as he is on the other side, he throws attacks the MyrMan Warrior, the attack looks to set him close to death, but he is still alive!
D ÔÇ£2ÔÇØ Heals
8-1 ÔÇ£8ÔÇØ who is now able to move normally, but should he take any damage in the next 2 turns he will die instantly. After than he will be back to 1 HP!
Another spear strikes down just besides them!
Mint ÔÇ£1ÔÇØ &
ÔÇ£4ÔÇØ continues, they are nearly there!
Dolan ÔÇ£9ÔÇØ stands around...
///This is just to safe it///
► Show Spoiler
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)
///----///
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: 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 ÔÇ£3ÔÇØ]
Gamecreator, Mike ÔÇ£3ÔÇØ 4HP, 1XP, 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 ÔÇ£4ÔÇØ]
Nerre, Achilles ÔÇ£4ÔÇØ 3(2)HP, 3XP, Speed 10 damage will be healed in 2 rounds)
SA: 5. 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 (3 HP)
-Battle Axe
-1 Seeing stone
[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.
SharmanÔÇÖs Talisman
[tabs: Zik ÔÇ£6ÔÇØ]
Kida, Zik ÔÇ£6ÔÇØ 4HP, 2XP, Speed 10
SA: 1. FH: 1.
Born Year 1, 2nd month, 2nd week
-Scientist level 3
-Dark artist Level 2
-Hero level 2
- Bolt- range 50 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 4 attack - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
-Charm beast - touch range, a 1d6-2 vs. opponent strength chance to charm target beast, the beast must have some way of felling affection - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
-Thunder bolt- range 60 pixels, damage 1d4-2. for purpose of hitting, it counts as a strength 5 attack, When it hits it also deliver a 1 damage attack of strength 2 to everyone within 10 pixels of target - Normal spell 50% chance of success
- Summon Fire Wasp - Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
INVENTORY 7/10
-Simple Shield (3 HP)
-Axe
-Shovel
-1 - 20 pixel rope!
[tabs: 8-2 ÔÇ£8ÔÇØ]
m0rtimer, 8-2 ÔÇ£8ÔÇØ 2(0) HP, 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
-Sling
[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
Battle axe!
[tabs: Theis ÔÇ£1ÔÇØ ]
Theis2, Theis ÔÇ£1ÔÇØ 2HP, 7XP, Speed 10
SA: 0. FH: 2.
Born Year 1, 4th month, 2nd week
-Dark artist level 5
-Doctor
-Protective aura; can be cast un up to 2 MyrMen at a time- Whenever struck by an attack, the damage dealt has 25% chance to affect the aggressor instead of the defender (touch range) Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Summon Fire Wasp - Summons a Fire wasp, The fire wasp must be thrown just after summoned, else it will attack the summoner.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Glide; the target can glide 4 squares for each square they fall, falling more than 2 squares this way have 50% chance to deal 1 damage per square - Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Lift; Lift 1 pixel/dark artist level of material at a distance up to 50 pixels.- Simple spell 75% chance to cast <- AUTO CAST DARK ARTIST
- Steal legs; stops one opponent, hindering them from moving. They have 10% chance/strength of doing actions in their place. - Normal spell 50% chance of success
INVENTORY 7/10
-1 Seeing stone
-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.
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STATUS:
► Show Spoiler
Machines
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Recourses
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Free Tools and weapons
.[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]
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Skill points
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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 .
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Enginering blueprints These are build manually by Master MyrMen (Player character). Only one Engineering item can be placed per player per round.
.[tabs: Mothermachine]
Cost 8 Building stones and 5 Iron.
[tabs: Wall support]
Cost 1 Iron or Building stone per 10 pixel length
[tabs: Ladder]
Cost 1 Iron per 10 pixel length.
[tabs: Free standing ladder]
Cost 1 Iron and Building stone per 10 pixel length.
Max height 40 pixels
[tabs:Simple bridge]
Cost 1 Iron and Building stone per 10 pixel length.
Max 40 pixel length.
[tabs: Farm tank]
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]
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]
cost 1 iron and 1 green food.
If connected to a green farm tank, it will produce 1 water each round.
[tabs:Water Screw]
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]
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]
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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.
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Enemies known
.[tabs: Cave Worms]
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]
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 whatÔÇÖs 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]
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]
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]
- 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]