Malazan Empire: SPOILERS 79.75: Nepeth Drought - Malazan Empire

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SPOILERS 79.75: Nepeth Drought sand in the cracks.

#1 User is offline   Path-Shaper 

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Posted 02 January 2012 - 09:59 AM

stay out unless you are Vengeance, myself or Vengeance.
Our Vengeance will be swift, and he is a dish best served cold.





















i'm warning you.






Ok.

This post has been edited by Path-Shaper: 02 January 2012 - 11:07 AM

Only someone with this much power could make this many frittatas without breaking any eggs.
0

#2 User is offline   Path-Shaper 

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Posted 02 January 2012 - 10:00 AM

DAY ONE.

Player Storage/ Treasury:

Sukul anandhu (Toliptoth): 1 Water, 1 Slaves, 1 Weapons, 3 Skeletons/// 10k
Korvalain (Potedopeth): 1 Water /// 3k
D'riss (Turash of the Golden Infantry): 1 Slaves, 1 Weapons /// 5k
Olar Ethil (Keshket the Stalwart): 1 slaves, 1 weapons /// 3k
Emurlahn (Temulin Half-Blood): 1 water, (1 weapons - on bazaar) /// 0k
Galain (Alisa ibn Ben Khar): 1 Livestock (1 artefact, 1 weapons, 2 magic - on bazaar) /// 0k
HP (Sharif ibn Delat): 1 Magic, 1 Slaves, 1 Livestock /// 7k (4k purchased)
Kaschan (Omar ibn Deshmar): 6 Livestock, 3 Weapons, 2 Water, 1 Slaves ///
Anomandaris (Shemakh): 1 Weapons, 1 Horse, 1 Jewelry /// 3k
Shinrei - Liosan (Tepmashi): 2 weapons, 1 Livestock /// 11k
H.D. - Telas (Shenoshka): nothing. /// 0k
Omtose (Khaheris): 2 Livestock /// 3k
Serc (Tarkin the Bitter-hearted): 1 Slaves /// 2k
Eloth (Orphan): 1 Weapons /// 0k
Sukul builds 1 Retainer.

DAWN (PASSED OVER)

DAY
Liosan uses "Gather the raiders, Tepmashi" --> Omtose
Galain purchases the title of Tax Collector of the South (hereditary) for 15000 dinari.
Galain puts 2 magic (@ 8000 each), 1 artefact (@ 10.000) and 1 weapons (@ 8000) on the bazaar.
Telas sells 1 Water to P-S for the fixed price of 1000 dinari. He receives 1000 dinari at dusk.
HP uses her caravan + High Trader ability for 2000 dinari. She now has 7000 dinari.
HP buys a water clock for 4000 dinari.
Telas uses Live of the Land and takes 1 Water (from Emurlahn).
Telas sells 1 Water to P-S for the fixed price of 1000 dinari. He receives another 1000 dinari at dusk.
Emurlahn loses 1 Water.
[s]Sukul sells 1 water to P-S for 1000 dinari.[/s]
Kaschan puts 2 Livestock on the market for 2k each.
HP buys 1 Livestock from Kaschan for 2k.

BATTLE
Korvalain uses Daring Assault on Sukul and Telas. She (1CS) and Sukul (1CS) kill Telas (0Cs).
D'riss uses Challenge to Battle on Eloth. He has 4CS, Eloth 0, and so Elothn will die unless he has 5k dinari (which he has not).

DUSK
Telas gains 1000 dinari. +
HP receives her Water Clock. 4000 subtracted from her Treasury.
Telas gains 1000 dinari.
Galain gains cash from all factions for Taxcollector of the South.
Sukul gains 1000 dinari.
Galain gets their goods returned from the market.
HP gets their goods returned from the market.
Kaschan receives 2000 dinari and 1 Livestock is returned.
HP receives 1 Livestock
HP pays Kaschan 2k dinari for 1 Livestock.
Sukul gains 1 Skeletal Battallion
Hood's Path before Lynch is resolved, uses Trade to convert 1 Water into 1 Slaves (and lose 1000 dinari).
Liosan uses 3 livestock to upgrade his home to level 1.


NIGHT
Telas (Shenoshka) raids HP, pays 1000 dinari
Anomandaris (Shemakh) raids Galain (Alisa ben Khar). pays 1000 dinari
Liosan raids Anomandaris. pays 1000 dinari
Omtose raids Telas, who is dead.

Dawn


Kaschan
Use trader ability to create in this order 2 slaves from 2 livestock and 1 weapon from 1 metal (If I get robbed then change whatever you can). Create a Shackle in the workshop as my orders for the day.

Items for the bazaar: Sell 1 livestock to players for 2000 and 2 to PS . Sell 2 Water to players at 3000 and sell 1 to PS.

This post has been edited by Path-Shaper: 04 January 2012 - 01:35 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
0

#3 User is offline   Path-Shaper 

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Posted 02 January 2012 - 10:19 AM

ROLE PMS: THE NEPETH

General Keshket the Stalwart – Nepeth
(2 Command).

You are Keshket the Stalwart, general of the 3rd Army, which guards the Stone Flats. In your capacity as general of a border army, you have ample experience with fighting the White Foal, and have developed several tactics to deal with the desert raiders: your forces are light and mobile, require very little sustenance and are specialized at defense. All of this has earned you the nickname The Stalwart. However, now you are tasked with an invasion, and it remains to be seen how suited to that kind of warfare you are.

Home: The Barracks of the 3rd Army.
Treasury: 3000 dinari.
Well: 2 water per turn.
Surroundings: 1 Sandstone per turn.
Storage: 1 Slaves, 1 Weapons.
Workshop:
1 Slaves + 1 Weapons → 1 Slave Battallion.
1 Slaves → 2 Sandstone.

The Courtyard: 1 Slave Battallion (requiring 1 Command).

Your potential Retainers:

Slave Battallion.
Combat Rating: 1
Recruit Cost: 1 Slaves + 1 Weapons
Leadership Requirement: 1
Water Consumption: 1
“Just make sure they fear their officers more than the enemy, and they will suffice for most battles.”
General Potedopeth of the 4th Army.


Your Items:
none.

Titles:
General: a General can Attack another player in the Battle phase (cost: 3000 dinari).
The Stalwart: when defending against an attack, all your Retainers gain +1 Combat Rating.

Abilities:

Provoke attack (3000 dinari).
Phase: Day Phase only.

Target a player. During the next Battle Phase, he will attack you with all of his unused Retainers. The player cannot be killed in this battle (but you can, if you are the loser). If you use this ability, you cannot attack another player during this phase.

Guarded Supply Train (0 dinari). Passive.
Phase: NA

The first time per day + night cycle that a player targets you with a Raid or Theft ability, nothing is stolen from your Storage, Items and/or Treasury. For other players' abilities, the Raid still count as if it is successful.

Marching Rations (1000 dinari).
Phase: Dawn only.

Target one of your Retainers. They do not consume Water during this day + night phase.

Upgrades:

Upgrade 1 (Home upgrade). Cost: 2 Sandstone, 1 Water.
Upgrade A: Retainer Upgrade. Cost: 2 Slaves, 2 Weapons.
Upgrade B: ability upgrade. Cost: 2 Weapons, 1 Sandstone, 2 Water.
Upgrade I: Upgrade of Character. Cost: 3 Water.
Upgrade II: Upgrade of Character. Cost: 2 Weapons, 1 Slaves.


Upgrade 1 (Home Upgrade):
Your Well produces +1 Water.

Upgrade A: Retainer Upgrade:
the Retainer with the highest Combat Rating under your command gains +1 CR.

Upgrade B: upgrade of Provoke Attack ability.
If you use Provoke Attack on a player without Retainers, he automatically dies at the start of the battle unless he is healed or has a bullet proof.

Upgrade I: Character Upgrade.
Keshket the Stalwart no longer consumes Water.

Upgrade II: Character Upgrade:
Keshket the Stalwart gains +1 Command.


-----------------------------------------------------------------------------------------------

General Turash of the Golden Infantry – Nepeth .
(5 Command)

You are Turash of the Golden Infantry, one of the elite regiments of the Nepeth army. Perhaps a bit too elite: while no-one doubts the fighting prowess of your regiments, the amount of officer, resourcess and micro-management they require are a serious strain on your staff and own tactical and man management capabilities.
You have been given overall command of the Nepeth invasion force, and are very much aware that you command around a quarter of the total Nepeth military strength, and even a third of its human armies - losing is no option.
Your main strength is your army. It is elite and according to every scouting report you have seen, it is much stronger than any forces the enemy has right now.

Home: The Golden Infantry's Parade Grounds.
Treasury: 5000 dinari.
Well: 6 water per turn.
Surroundings: 1 Sandstone per turn.
Storage: 1 Slaves, 1 Weapons.
Workshop:
1 Slaves + 1 Weapons → 1 Slave Battallion.
1 Slave Battallion + 1 Armor → 1 Golden Infantry.
2 Metal → 1 Weapons.
The Courtyard: 2 Golden Infantry (requiring 2 command each).

Your potential Retainers:

Slave Battallion.
Combat Rating: 1
Recruit Cost: 1 Slaves + 1 Weapons
Leadership Requirement: 1
Water Consumption: 1
“Just make sure they fear their officers more than the enemy, and they will suffice for most battles.”
General Potedopeth of the 4th Army
.

Golden Infantry.
Combat Rating: 2
Recruit Cost: 1 Slave Battallion + 1 Armor
Leadership Requirement: 2
Water Consumption: 2
“Show a man you care, show a man what he can do when lead by you, and even the unwilling will brave mortal danger.” - Keshket the Stalwart.

Your Items:
none.

Titles:
General: a General can Attack another player in the attack phase (cost: 3000 dinari).
Of the Golden Infantry: you start each game with 2 Golden Infantry Retainers.

Abilities:

General of the Centre (0 dinari). Passive
Phase: NA.

At the start of each game, you learn the identity of all Nepeth Generals participating in the game.
Sukul = General-Necromancer Toliptot, Korvalain = General Potedopeth, Olar Ethil = General Keshket the Stalwart

Link Forces (1000 dinari).
Phase: Dawn only.

Target one of your Retainers and another Nepeth player. The Retainer is used for the remainder of this day + night cycle and will not participate in battles, not even as a defending unit. For the remainder of this day + night cycle, you and the target player can communicate off-thread.

A Challenge to Battle (2000 dinari).
Phase: Battle only.

Target another player. You start regular combat with the player, unless he has 5000 dinari or more, in which case, they'll lose 5000 dinari and combat is cancelled.

Upgrades:

Home:
Upgrade 1: upgrade of your Home's . Cost: 3 Sandstone, 2 Slaves, 2 Weapons.
Upgrade A: upgrade of ability. Cost: 3 Weapons, 1 Slaves.
Upgrade B: new passive ability. Cost: 1 Sandstone, 2 Slaves.
Upgrade C: new passive ability. Cost: 2 Weapons, 2 Sandstone, 1 Slaves.
Upgrade D: new active ability. Cost: 3 Slaves, 3 Sandstone.



Upgrade 1 (Home upgrade):
Well: produce +1 Water.
Workshop: 2 Metal → Armor.

Upgrade A (Link Forces ability):
Whenever you use Link Forces, the designated Retainer comes under control of the other Nepeth player and can be used for his actions. It does not count towards that player's maximum Command.

Upgrade B (new passive ability):
Infantry Pincer Maneuver (Passive).
You can attack two players instead of 1 per Battle phase (paying 3000 per attack) through the standard ability of a General. Retainers that fight in one battle cannot be used in the other.

Upgrade C (new passive ability):
Plunder the Enemy Camp (Passive).
Whenever you win a battle, in addition to the Slaves gained, you gain +2 Slaves and +2 Metal.

Upgrade D: New ability.
Slaving Raid (1000 dinari).
Phase: Dawn only.
Target one of your Retainers. It counts as used for the remainder of the day + night and cannot participate in battle. Gain 1 Slaves.

-------------------------------------------------------------------------------------------------------------------

General Potedopeth – Nepeth
2 Command.

You are general Potedopeth, a rather impetuous (you prefer gallant) young officer, newly promoted and eager to prove yourself. Your methods are less than refined and highly aggressive, perhaps too much so, in the eyes of other commanders. However, all agree that you are talented. You are eager to strike down the most foes and make a name for yourself. Your army is less strong than it might have been if you were given more time to prepare, however, since you are inexperienced, upgrades come cheap to you.

Home: The Barracks of the 4th Army.
Treasury: 3000 dinari.
Well: 2 Water per day + night cycle.
Surroundings: nothing.
Storage: 1 Water.
Workshop:
1 Slaves + 1 Weapons → 1 Slave Battallion.

The Courtyard: 1 Slave Battallion (requiring 1 Command).

Your potential Retainers:

Slave Battallion.
Combat Rating: 1
Recruit Cost: 1 Slaves + 1 Weapons
Leadership Requirement: 1
Water Consumption: 1
“Just make sure they fear their officers more than the enemy, and they will suffice for most battles.”
General Potedopeth of the 4th Army.


Your Items:
none.

Titles:
General: a General can Attack another player in the Battle phase (cost: 3000 dinari).

Abilities:

Skirmish (1000 dinari).
Phase: Day Phase only.

Target a player. You learn how many Retainers he has.

Slash and Burn (1000 dinari).
Phase: Dusk Only.
Target a player. If the player has fewer Retainers than you, take 2000 dinari out of his Treasury and add it to your own.

Daring Assault (1000 dinari).
Phase: Battle only.

Target two players. You attack both of them. If any of them is Nepeth, they fight on your side in the battle, if of any other faction, they both oppose you.

Upgrades:

Upgrade 1 (Home upgrade). Cost: 2 Sandstone, 1 Water.
Upgrade 2: Home Upgrade. Cost: 2 Weapons, 1 Slaves.
Upgrade A: Retainer Upgrade. Cost: 2 Slaves, 2 Weapons.
Upgrade B: Provoke Attack ability upgrade. Cost: 2 Weapons, 1 Sandstone, 2 Water.
Upgrade I: Upgrade of Character. Cost: 3 Water.

Upgrade 1 (Home Upgrade):
Your Well produces +1 Water.

Upgrade 2: Character Upgrade:
Workshop:
1 Slave Battallion + 1 Weapons = Potedopeth's Veterans Retainer

Potedopeth's Veterans:
Slave Battallion.
Combat Rating: 2
Recruit Cost: 1 Slave Battallion + 1 Weapons
Leadership Requirement: 2
Water Consumption: 1
“They lack discipline and require a strong hand and a good whipping, but they have tasted of freedom and plunder and their hearts burn with desire for both.” - General Potedopeth of the 4th Army.

Upgrade A: Retainer Upgrade:
the Retainer with the highest Combat Rating under your command gains +1 CR.

Upgrade B: upgrade of Slash and Burn ability.
If you use Slash and Burn on a player without Retainers, you also take 1 Livestock, 1 Jewelry or 1 Artefact from their storage, in that order.

Upgrade I: Character Upgrade.
YOU no longer consume Water.

---------------------------------------------------------------------------------

General-Necromancer Toliptoth - Nepeth
(1 Command)

You are general-necromancer Toliptoth, and have been entrusted with command of the rear-guard in the Nepeth expedition towards Ishktar. Personally, you would have preferred the vanguard - what better place for an army of expendable bones, after all? But you will have to make do.
Your main strength at arms lies in the specialist Skeletal Champions, which require no sustenance and do not count against your limited command capability. To produce them, yuo will need Armor, which is something you can't get from the crypts of your Home.


Home: The Sepsuth Necropolis.
Treasury: 10000 dinari.
Well: 1 Water per day + night cycle.
Surroundings: 1 Magic per day + night cycle.
Storage: 1 Water. 1 Slaves, 1 Weapons, 3 Skeletons.
Workshop:
1 Skeleton + 1 Weapons → 1 Skeleton Battallion.
1 Skeleton Battallion + 1 Armor → 1 Skeletal Champion
1 Slaves → 1 Skeleton
1 Slaves → 1 Magic

The Courtyard: empty.

Your potential Retainers:

Skeleton Battallion.
Combat Rating: 1
Recruit Cost: 1 Slaves + 1 Weapons
Leadership Requirement: 1
Water Consumption: 0, a Skeleton Battallion requires 1 Magic per turn instead.
“They are obedient, expendable and impervious to starvation”.
“And who cares about the bones of farmers and enemies, anyway?”
- Generals Kushket and Kushlet, Necromancer-Generals.


Skeleton Champion
Combat Rating: 1
Recruit Cost: NA
Leadership Requirement: 0
Water Consumption: 0
Special: Skeletal Champion is killed instead of you if you lose in combat during an Assassination.
“They make marvellous bodyguards for anyone: utterly loyal, don't need rest or sleep, and very, very discreet.” - Princess Qedishi
Your Items:
none.

Titles:
General: a General can Attack another player in the Battle phase (cost: 3000 dinari).
Necromancer: you can summon Skeletal units, which do not consume Water.

Abilities:

Harvest the battlefield (0 dinari). Passive.
Phase: NA.

After a battle you survive: gain a number of Skeletons equal to the number of dead Retainers.

Sustain Undead (2000 dinari).
Phase: Dawn Only.

Target one of your Skeleton Retainers. The Retainer does not consume anything this day + night cycle and does not count towards your Command limit. It is destroyed after this day + night cycle.

Raise Skeletal Champion (4000 dinari).
Phase: Night only.

After a battle in which you killed a player, spend 2 Magic and 2 Slaves to raise a Skeletal Champion Retainer. You can only control one Skeletal Champion at any time.

Skeleton Champion
Combat Rating: 1
Recruit Cost: NA
Leadership Requirement: 0
Water Consumption: 0
Special: Skeletal Champion is killed instead of you if you lose in combat during an Assassination.
“They make marvellous bodyguards for anyone: utterly loyal, don't need rest or sleep, and very, very discreet.” - Princess Qedishi

Upgrades

Upgrade 1: Home upgrade. Cost: 3 Sandstone, 2 Magic.
Upgrade 2: Home upgrade. New section. Cost: 2 Sandstone, 2 Slaves, 1 Magic, 1 Water
Upgrade A: Upgrade of Character. Cost: 2 Magic, 1 Slaves
Upgrade B: Upgrade of Character. Cost: 2 Slaves, 1 Magic, 1 Sandstone.
Upgrade I: New ability. Cost: 3 Magic, 3 Sandstone, 1 Slaves.

Upgrade 1: Home Upgrade.
Workshop: Gain +1 Magic per turn.

Upgrade 2: Home Upgrade: new section.
Your Home gains a new section, the Master's Study. Unlike the Well and the Surroundings, the Master's Study, is activated by events happening in the game, and does not regularly produce something.
Master's Study (Embalming Room):
Every time another player dies, you gain 1000 dinari, 3000 if he is Nepeth.

Upgrade A: Character Upgrade.
You now also gain Skeletons for battles in which only players die.


Upgrade B: Character Upgrade.
Gain +1 Command.

Upgrade I: new ability.
You gain the following ability:

Storm of Bones (5000 dinari).
Phase: Battle Only.
Target a player. Instead of starting a battle against target player, all of your Retainers are destroyed. The target player loses 1 Retainer for each of your Retainers, starting with the highest Combat Strength. If he has fewer Retainers than you destroyed, he dies as well. There is no loot or plunder from this battle. You cannot die from this battle.
Only someone with this much power could make this many frittatas without breaking any eggs.
0

#4 User is offline   Path-Shaper 

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Posted 02 January 2012 - 10:24 AM

MISCELLANEOUS ROLES: QADI + NIGHT PROPHET

Tarkin the Bitter-Hearted, Qadi of Loathing.
(0 Command)

You are Tarkin, the Qadi of Loathing. Qadi are immortal creatures of magic, shaped from a human from whom the heart is removed and replaced by a magical gemstone, infused with an emotion or desire that defines your magic and your mindset. In your case, your maker infused your replacement heart with a loathing so big that in an unguarded moment, you risk suicide or murder. Not that suicide really matters: as long as your real heart beats, you will reassemble yourself, even when hacked to pieces. What drove your maker to choose this emotion, you don't know - you are not interested, anyway, because you hate him or her.

Your main problem is that the Khalif holds your heart, and thereby your survival. You have to do her bidding. This time, she dragged you from your pit to mediate in a war. Well, sun burn her, you'll be damned if you're going to talk to those fucking ants. Let's just see who's standing after you've stepped on them a few times, eh?

Home: Tarkin's Crypt of the Seven Hundred Scorpions.
Treasury: 2000 dinari.
Well: 1 water per day + night cycle.
Surroundings: 1 Magic and 2000 dinari per day + night cycle.
Storage: 1 Slaves.
Workshop:
1 Slaves --> 1 Magic.
2 Livestock + 1 Slaves + 2 Magic --> 1 Tarkin's Scorpions
The Courtyard: none.

Your potential Retainers:

Tarkin's Scorpions
Combat Rating: 0
Recruit Cost: 2 Livestock + 1 Slaves + 2 Magic
Leadership Requirement: 1
Water Consumption: 0
“Ugh. Tarkin's vermin are like Tarkin himself, you just don't want them under you, not even under the soles of your feet.” Silenah, Qadi of Corrupting Pleasure.

Your Items.
Nehut, The Voice of Vengeance's Barrel of Blood.
Until you summon Nehut, The Voice of Vengeance, you cannot have bullet proofs or lynch proofs and you cannot be healed.
Summoning Nehut requires 3 Slaves, 5000 dinari, 1 Jewelry and 2 Weapons.

Nehut, the Voice of Vengeance.
Retainer. Djinn.
Combat Rating: 4
Recruit Cost: -
Leadership Requirement: 0
Water Consumption: 0
Special 1: while you control Nehut, you gain +2 Command.
Special 2: while you control Nehut, you can attack other players during the battle phase as if you were a General.
Special 3: target a player. He must Raid, Attack or Assassinate you, if he is able.
Special 4: Nehut adds his Combat rating to yours when you are the target of an Assassination.
"Nehut whispers, and if his voice reaches your ear, it removes what comfort and compassion you might have with those who wronged you once. Instead, you seek to return the pain you once felt tenfold. Few live long enough to right all their wrongs this way." - The Khalif, Qadi of Cold Justice.

Titles:

* the Bitter-Hearted. You cannot be healed and lover relations aimed at you automatically fail. Any time you are healed or someone tries to forge a lover relationship with you, P-S will inform you. From then on, once per Day + Night Phase per player, you can use The Mirror of Loathing ability on that player without paying its cost.

* Qadi. You have a bullet proof and a lynch proof. If you die, you are revived after 3 full day+night phases since the moment you died, without the bullet proof and lynch proof, even if one or both of them was not yet consumed.
Qadi's are Summoners.

* of Loathing. Whenever you are chosen to be lynched or when an Assassination or Battle kills you, you kill the person who causes your death.

* Summoner. You can summon Djinn from magic items.

Abilities.
Force Suicide.
Phase: Night only.
Cost: 3000 dinari and 1 Artefact
.
Remove one of your Items from the game, and target a player. Unless the player is healed or has a bullet proof, compare the Item's value (in units of 1000 dinari) to the player's Combat Strength as if this was an Assassination. If the Item's value is higher, you kill the player.

The Mirror of Loathing.
Phase: any.
Cost: 1 Magic
.
Target a player. He cannot perform actions this phase, and he cannot be healed.

Turn Your Back in Disgust.
Phase: day only.
Cost: 2000 dinari.

Target a player. All of his lover relationships are severed for the duration of this day + night phase.

Upgrades:
Upgrade 1: upgrade of your Home. Cost: 3 Sandstone, 2 Slaves, 2 Magic.
Upgrade A: upgrade of ability. Cost: 2 Sandstone, 3 Magic, 1 Artefact.
Upgrade B: new passive ability. Cost: 3 Magic, 2 Slaves.
Upgrade C: new passive ability. Cost: 2 Sandstone, 1 Slaves, 1 Artefact.
Upgrade D: new active ability. Cost: 3 Slaves, 3 Sandstone, 3 Magic.

Upgrade 1:
Your Home now produces 1 additional Magic and 1000 additional dinari per day + night phase.

Upgrade A: Upgrade of the Mirror of Loathing.
you can target an unlimited number of players per phase with The Mirror of Loathing, as long as you pay the cost for each use.

Upgrade B: new passive ability.
You can summon 2 Djinn per day + night cycle.

Upgrade C: new passive ability.
The first time per day/ night cycle you use one of your abilities that requires Magic to be used, it's Magic cost is waived.

Upgrade D: new active ability.
You gain the following ability.

Drain Djinn.
Phase: night only.
Cost: 1000 dinari.
Target one of your summoned Djinns. Lower its Combat Rating permanently by 1 to gain 3 Magic. Alternatively, you can also destroy 1 Artefact to gain 3 Magic.

-----------------------------------------------------------------------------------------

Orphan of the Desert
(0 command)

Home: Ishktar Orphanage
Well: none.
Surroundings: 1 Metal.
Storage: 1 Weapons.
Workshop: none
The Courtyard: none.

Your potential Retainers:
none.

Your Items:
Throwing Dagger (value: 3000).
Destroy Throwing Dagger. Start an assassination against target player.

Titles:
* Orphan: if you are the only Night Prophet Character in the game, you will adopt the victory condition of the first faction of whom a player dies.
* Of the Desert: you do not consume Water.

Abilities:

Son of the Night Prophet
Phase: Night only. Cost: 1000 dinari.
For the duration of this night phase and the next, gain +1 Combat Rating.

Son of the Sands
Phase: any. Cost: 2000 dinari.
Target a player. You lure him into the desert. He cannot use abilities during this phase and the next.

Scum of the Street
Phase: day only. Cost: 3000 dinari.
Target a player. Take one of his Goods (if any) from the bazaar, starting with the one with the lowest selling value. You learn his alignment.


Upgrades:

Home:
Upgrade I: upgrade of your Character. 2 Jewelry, 2 Metal, 1 Weapons
Upgrade II: upgrade of your Character. 2 Jewelry, 3000 dinari.
Upgrade 1: upgrade of your Home. 3 metal, 1 weapons
Upgrade A: new passive ability. 1 Water, 1 metal, 1 Weapons.
Upgrade B: new passive ability. 4 water, 1 Jewelry

Upgrade I:
You gain +1 Combat Rating when assassinating.

Upgrade II:
You gain the Thief title and can use Theft.

Upgrade 1:
Upgrade of your workshop. You can now produce:

3 Metal --> 1 Shiv.

Shiv.
Item.
If you have no Items other than Shiv, destroy Shiv to gain +1 Combat Rating until the end of the phase. You cannot destroy more than 1 Shiv per phase.
"A crude little weapon, hidden in a crude little place." - The Daughter of Blades.

Upgrade A:
New passive ability.

Desert Rat
Passive. No cost.
The first time you lose in combat when Assassinating another player, you do not die.


Upgrade B:
Welcome to the Brotherhood.
You become the Brother of Water and your name is changed to this. You gain the Brother and of Water titles.

* Brother: once per phase, you can heal a player of your choice.
* Of Water: your Well produces +4 Water, permanently. Instead of paying 1000 dinari to satisfy the cost of one of your abilities, you can pay 1 Water instead.
Only someone with this much power could make this many frittatas without breaking any eggs.
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#5 User is offline   Path-Shaper 

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Posted 02 January 2012 - 10:26 AM

Tepmashi, Tar-Khan of the White Foal Clan
(2 Command)

You are Tepmashi, daughter of the Khan of the White Foal, and his Tar-Khan (heir). For a nineteen year old, that is a massive achievement, especially in the aggressive and deadly meritocracy that is the Khanate upper society.
Now, you face the deadliest assignment of your short life: leading the raiders of the Clan, all willful individuals, in the fight against the Nepeth while your father gathers the White Foal horde.
It seems impossible: your own five hundred followers (a powerful elite) plus a few hundred raiders against the might of an Empire. But you never intended to face the Nepeth in battle: instead, you plan to leave them to die of thirst by poisoning the wells and raiding their water supplies until not a drop remains.

Home: The White Foal's Vanguard
Treasury: 10.000 dinari.
Well: 3 Water per turn.
Surroundings: 3 Livestock per turn.
Storage: 2 Weapons, 4 Livestock.
Workshop:
2 Livestock → 1 Horse
1 Horse + 1 Weapons → 1 White Foal Riders
2 Metal → 1 Weapons

The Courtyard: 1 White Foal Riders (upgraded to Tar-Khan's Guard at the start of play).

Your potential Retainers:

White Foal Riders
Combat Rating: 1
Recruit Cost: 1 Horse + 1 Weapons
Leadership Requirement: 1
Water Consumption: 1
“The average White Foal Rider is an O-legged savage clad in dirty leather, living of mare's milk and dried meat. Not very imposing, until they storm your caravan.” - Alisa ben Khar, Merchant.

Tar-Khan's Guard
Combat Rating: 2
Recruit Cost: -
Leadership Requirement: 1
Water Consumption: 1
Special: When Raiding, Tar-Khan's Guard carries 1 extra Water from the target player's Storage. If there is no Water there, it takes 1 Water from the player's Well, which will produce 1 less Water next day.
“Chosen for their abilities as well as their ambition and loyalty to the Tar-Khan, his or her Guard exemplifies the flower of a new generation within a Clan of the Khanate. They are an obstacle, but also an opportunity, for when dealt with, only the mediocre remain.” - Keshket the Stalwart.

Your Items:
none.

Titles:
Tar-Khan (Khanate)
The Tar-Khan is a hereditary title. It is transferred to the next highest Khanate player of the same clan (or of another Clan if there is no player from the same Clan) upon death of the Tar-Khan, preferring a Warrior over a Raider.
The Tar-Khan is both a Raider and a Warrior and can thus Raid as well as Attack. He gains +1 command and his first Retainer of lower CR than 2 becomes the following Retainer:

Quote

Tar-Khan's Guard.
CR: 2
RC: -
Leadership: 1
Water Consumption: 1
Special: When Raiding, Tar-Khan's Guard carries 1 extra Water from the target player's Storage. If there is no Water there, it takes 1 Water from the player's Well, which will produce 1 less Water next day.


Raider: a Raider can raid other players during the Night Phase (1000 dinari).
Warrior: you can attack other players during the Battle Phase (3000 dinari)

Abilities:

Attack the Foragers (5000 dinari).
Phase: Battle

Target a player. You and he start a battle, in which there is no resolution and therefore, no players or Retainers can die apart from player abilities. If you have a higher Combat Strength than your opponent, you gain 1 Livestock, 1 Slaves and you take 1 Water from that player's Storage.

“Tepmashi, gather the raiders.” (4000 dinari).
Phase: Day
Use this ability. You will establish a permanent lover connection with the richest Khanate player with whom you currently have no lover bond.

Tepmashi's Kiss (3000 dinari).
Phase: Night.
Target a player. You Raid him, but instead of the regular results of a Raid, you destroy 1 Water in his storage and set his Water Production for the next day + night cycle to zero. Tepmashi's Kiss also raids 1 Water from that player's Storage.


Upgrades

Upgrade 1: Home upgrade. Cost: 3 Livestock
Upgrade 2: Home Upgrade. Cost: 2 Water, 3 Livestock.
Upgrade A: Upgrade of Character. Cost: 2 Livestock, 1 Horses, 1 Water
Upgrade I: Upgrade of ability. Cost: 1 Weapons, 1 Horse, 2 Water.
Upgrade II: Upgrade of ability. Cost: 3 Weapons, 2 Sandstone



____________________________


Khaheris, Raider of the White Foal Khanate.
(1 Command).

You are Khaheris, the finest raider of the last generations of the White Foal, and a legend in your own right, not just in your clan, not just in your faction, but children in Madeena al-Salaam all want to be Khaheris when playing caravan raider, and last time you were in the city, you watched an actual play with a perfumed actor with a silk beard playing you. Naturally, he didn't look anything like you: less sunburn and more silks, for one, but still, you were impressed. You prefer to work alone, and have always been self-sufficient. Now that the war comes, you may need to step up your efforts and accept someone by your side. The problem: you currently don't have enough resources to slake the thirst of even your own blood brother.

Home: Khaheris' Hide-Out
Treasury: 3000 dinari.
Well: 1 Water per turn.
Surroundings: none.
Storage: 2 Livestock
Workshop:
2 Livestock → 1 Horse
1 Horse + 1 Weapons → 1 Brother of Khaheris

The Courtyard: empty.

Your potential Retainers:

Brother of Khaheris
Combat Rating: 1
Recruit Cost: 1 Horse + 1 Weapons
Leadership Requirement: 1
Water Consumption: 1
Special: Brother of Khaheris carries 1000 dinari away when Khaheris succesfully Raids another player.
“Khaheris is a solitary predator. The only ones who can get even close to him are his horse and his family, and the only ones he will accept at his side, are his brothers.” - Tepmashi, White Foal Tar-Khan.

Your Items:
Khaheris' White Mare (value: 7000 dinari).
If you are Khaheris, you can raid twice per night. You may not target the same player twice and you must pay the cost in dinari for both raids. If you are not Khaheris, you gain the Raider title.

Titles:
Raider: a Raider can raid other players during the Night Phase.

Abilities:

Khaheris' Exploits. (0 dinari). Passive.
Phase: NA.

Each day following a successful raid by you, Path-Shaper will mention in a story who was raided by you, revealing that player's faction, name and (some or all of their) titles.

Ghost in the Night (0 dinari).
Phase: NA
If you have no Retainers, then you cannot die while Raiding.

Disappear into the Sea of Sand.
Phase: Battle only.
This ability only works while you have no Retainers and while you have more than 5 goods in your Storage. When targeted by another player's action that would start a Battle or Assassination against you, that player gains control of all goods in your Storage and the Battle/ Assassination is cancelled, instead.

Upgrades

Upgrade 1: Home upgrade. Cost: 3 Livestock, 1 Horse.
Upgrade 2: Home Upgrade. Cost: 2 Water, 1 Livestock.
Upgrade A: Upgrade of Character. Cost: 4 Horses.
Upgrade B: Upgrade of Character. Cost: 2 Weapons, 2 Livestock.
Upgrade C: New ability. Cost: 3 Weapons, 2 Horses


--------------


Shemakh, Raider of the White Foal Khanate.
(1 Command).

You are Shemakh, the self-styled Terror of the Sands. For years, you have scoured the Sea of Sand for loot and slaves, and you have acquired a taste for blood. For almost as long a time, there has been a fierce rivalry between Khaheris and you over who is the foremost raider amidst the yurts of the White Foal. But now, war has come, and with it comes a whole new opportunity. The White Foal Khan has sent his daughter and Tar-Khan to command the resistance against the Nepeth, but you'll be damned if you're foregoing a chance to win booty and glory by listening to the orders of a nineteen year old girl's battle plans when you've been raiding since before she sat a horse.

Home: Shemakh's Camp
Treasury: 3000 dinari.
Well: 2 Water per turn.
Surroundings: none.
Storage: 1 Weapon, 1 Horse, 1 Jewelry.
Workshop:
2 Livestock → 1 Horse
1 Horse + 1 Weapons → 1 White Foal Riders

The Courtyard: 1 White Foal Rider.

Your potential Retainers:

White Foal Riders
Combat Rating: 1
Recruit Cost: 1 Horse + 1 Weapons
Leadership Requirement: 1
Water Consumption: 1
“The average White Foal Rider is an O-legged savage clad in dirty leather, living of mare's milk and dried meat. Not very imposing, until they storm your caravan.” - Alisa ben Khar, Merchant.

Your Items:
none.

Titles:
Raider: a Raider can raid other players during the Night Phase.

Abilities:

Fearsome Reputation. Passive.

Phase: NA.
Whenever you have 7000 gold or more, all of your Retainers gain +1 Combat Strength.

“Take what you can, burn and kill what you can't!” (4000 dinari).
Phase: Night
Once per game, target another player. You take everything in his Storage and all his dinari.

Shemakh's Battle Cry.
Phase: Day. Cost: 0 dinari.
Target a player. If that player targets you with an action and/or attacks you during the Battle phase, he must pay twice the normal amount of dinari for each ability to take effect, half of which goes to you.


Upgrades

Upgrade 1: Home upgrade. Cost: 3 Livestock, 1 Jewelry.
Upgrade 2: Home Upgrade. Cost: 2 Water, 1 Livestock.
Upgrade A: Upgrade of Character. Cost: 2 Livestock, 1 Horses, 1 Water
Upgrade I: New ability. Cost: 1 Weapons, 1 Horse, 2 Water.
Upgrade II: Upgrade of ability. Cost: 3 Weapons, 2 Sandstone


---------------------------


Shenoshka, Outrider of the Black Stallion Clan
(0 command)

You are Shenoshka, the Khan-of-Khan's Outrider, meaning you are his ambassador as well as his chief scout. Even more than your regular Khanate rider, you are hardened to live on very little sustenance and to live of the land. In the Sea of Sands, that means mostly strapping your belt tight, and tighter. Your master is not willing to unleash the might of the Hordes onto the Nepeth, not just yet, but he has sent you to link up with the White Foal warleaders, and see how the struggle progresses, and aid them with your unique scouting skills.
Your main strength is that you are completely self-sufficient, but that is also your weakness. Your upgrades are cheap, but getting the initial resources is going to be a bit of an issue.

Home: Shenoshka's Tent
Treasury: 0 dinari.
Well: 1 Water per turn.
Surroundings: nothing.
Storage: nothing.
Workshop:
2 Livestock → 1 Horse
2 Horses → 1 Black Stallion Scouting Team.

The Courtyard: nothing.

Your potential Retainers:

Black Stallion Scouting Team.
Combat Rating: 0
Recruit Cost: 2 Horses
Leadership Requirement: 1
Water Consumption: 0
“The task of the scout is not combat, but studying the lay of the land, finding sites for ambushes, for battles, for retreats, for camps, for hide-outs. The true scout can find water when there is none to be seen.” - Khaheris, White Foal Raider.

Your Items:
none.

Titles:
Outrider: the Outrider can, as a day action (cost: 0 dinari) do a find on a target player, learning their alignment and the number of Retainers and Items they possess. The Outrider also is a Raider.

Abilities:

Live of the Land.
Phase: Day

Target a player. You raid him during the day phase, robbing him of either 1 Livestock, 1 Water or 1000 dinari, in that order.

“Link up with our brothers” (4000 dinari).
Phase: Day
Use this ability. You will establish a permanent lover connection with another player, starting with the Khan of Khans over a Khan, a Khan over a Tar-Khan, a Tar-Khan over a Warrior, and a Warrior over a Raider.

A Gift of the Khan-of-Khans (0 dinari).
Phase: Night.
Target a player you have a lover connection with. You may transfer any amount of goods, items or dinari to that player.


Upgrades

Upgrade I: upgrade of Home, cost: 3 Livestock.
Upgrade A: new Character ability. Cost: 2 Livestock, 3000 dinari.
Upgrade B. new Character ability. Cost: 1 Horse, 3 Water.
Upgrade C: Upgrade of ability. Cost: 2 Livestock, 1 Horse, 1 Water.
Upgrade I: Upgrade of Character. Cost: 2 Water.

This post has been edited by Path-Shaper: 04 January 2012 - 02:17 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
0

#6 User is offline   Path-Shaper 

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Posted 02 January 2012 - 10:26 AM

Temulin Half-Blood, Caravan Trader
2 Command

You are Temulin Half-Blood, born of a White Foal mother and a trader father. You have been leading caravans through the Sea of Sand for two decades, and in that time, no White Foal has ever raided you, courtesy of your mixed blood. It has made you a very valuable asset to House Delat, the Merchant House of Transport. However, war looms at the horizon, you are stuck with an empty depot and you can only wonder how long it will be until the White Foal's need to fuel their war-effort will severe what clemency your watered down blood buys you. And you guess that now, you'll discover if that White Foal blood of your mother will make a fighter of you, as well.
Your main strength lies in your metal production. Metal and Weapons are likely to be a sought after commodity, and will fetch decent prices on the market.

Home: Temulin's Caravanserai
Treasury: 0 dinari.
Well: 2 water per turn.
Surroundings: 2 Metal, 1 Livestock.
Storage: 2 Water, 1 Weapons.
Workshop:
2 Metal → 1 Weapons.
2 Metal --> 1 Jewelry
2 Livestock + 1 Slaves --> 1 Caravan
The Courtyard: nothing

Your possible Retainers
Caravan
Combat Rating: 0
Recruit Cost: 2 Livestock + 1 Slaves --> 1 Caravan
Leadership Requirement: 1
Water Consumption: 1
"Camels and mule carts, and by extension, caravans, are the lifeblood of Madeena al Salaam, importing spices, food, riches and cloth. Those who control the trade, control the city." - Sharif ibn Delat.

Your Items:
none

Titles:
* Caravan Leader. You can use the Transport ability.
* Half-Blood. Khanate players will not raid you during the first two days of a game.

Abilities:

Temulin's Transport Efficiency
Phase: dawn. Passive.

You gain 1000 dinari for each of your Caravans.

Temulin's Recruitment Drive
Phase: NA.

Mercenaries and White Foal Rider Retainers do not count against your command limit.

Temulin's Fortifications
Phase: Dawn. Cost: 3000 dinari + 4 Sandstone.

Gain +1 Combat Rating until the end of the game.

Upgrades

Upgrade 1. Home upgrade. 4 Livestock, 2 Slaves.
Upgrade 2. Home upgrade. 2 Sandstone, 1 Magic, 2 Metal
Upgrade A. New ability. 3 Slaves, 4 Livestock, 2 Jewelry
Upgrade B. New ability. 1 Magic, 2 Livestock, 2 Slaves
Upgrade C. New ability. 1 Weapons, 2 Livestock, 2 Jewelry


Upgrade 1:
Your Caravan-Leader ability produces 2000 dinari instead of 1000.

Upgrade 2:
Your Workshop can now produce the following:
2 Metal + 2 Magic --> 1 Artefact

Upgrade A:
you gain the following new ability:
Delat Banking. Passive.
Phase: NA.

You can go into negative numbers when buying items or creating contracts on the Bazaar.

Upgrade B:
You gain the following new ability:
Guard Stations. Passive.
Phase: NA. Cost: -
While you control one or more Mercenary Retainers, the first Raid and Theft per Night against you, fails.

Upgrade C:
You gain the following ability:

A modest fortune. Passive.
Phase: NA
Cost: -
Gain 25.000 dinari.

----------------------------------------------
Omar ibn Deshmar, Trader
(1 Command)

You are Omar ibn Deshmar, trader of House Meshkir, which specializes in livestock of all kinds. Throughout the years, you have developed good relations with the Nepeth, the principal source of cheap labor slaves: the Nepeth usually sell their prisoners of war, and a good eye like yours knows quality flesh for the mines and tanning camps of the north and Madeena. Luxury and pleasure slaves are a trade you haven't dabbled in, unless of course for your personal and private benefits: you prefer to buy and sell by the hundred rather than seeing a trade cancelled because of an unfortunately placed mole on an otherwise perfectly good woman. But now, war is coming, and you're in the middle of it, facing your erstwhile trading partners. You don't know tactics, you don't know weaponry, but you know how to cajole slaves into marching, sitting, eating, sleeping and shitting where you want them to. It can't be too hard to whip them into adding fighting to that list, now can it?

Home: The Ishktar Oasis Coral

Treasury: 0 dinari.
Well: 4 water per cycle.
Surroundings: 2 Livestock, 2 Metal, 1 Sandstone, 1 Slaves per day/night cycle.
Storage: 6 Livestock, 3 Weapons, 2 Water, 1 Slaves.
Workshop:
2 Metal --> 1 Weapons
1 Livestock + 2 Slaves --> Caravan
2 Livestock + 2 Slaves --> Omar's Train of Shackles
The Courtyard: none.

Your potential Retainers:

House Meshkir Caravan
Combat Rating: 0
Recruit cost: 1 Livestock + 2 Slaves
Leadership Requirement: 1
Water Consumption: 2
"House Meshkir caravans pack none of the surprises of the Delat ones, nor the riches. Still, they're good practice for our youths." - Khaheris, White Foal Raider

Omar's Train of Shackles
Combat Rating: 0
Recruit Cost: 2 Livestock + 2 Slaves
Leadership Requirement: 1
Water Consumption: 2
Special 1: Omar's Train of Shackles counts as a Caravan.
Special 2: destroy Omar's Train of Shackles to gain 10.000 dinari.
“Omar ibn Deshmar is a connaisseur of flesh, regardless of whether it sits on 4 legs, on 2, or on a plate.” - Alisa ibn Ben Khar

Your Items:
none.

Titles:
Trader: Characters who have the Trader title can exchange one good in their storage for another good that they also have in their Storage. The cost for this is 1000 dinari.

Abilities:

Human Shield
Phase: Day only. Cost: 3000 dinari.

Gain 1 Bulletproof for the remainder of the day + night cycle.

Omar's Inventiveness
Phase: any. Cost: 5000
Destroy any 3 of your Goods to gain 2 Goods of your choice.

Hostile Takeover
Phase: day only. Cost: 3000 dinari.
Target another player. You and he exchange all the Goods in your respective Storages.

Upgrades:

Home:
Upgrade I: upgrade of your character. Cost: 3 Weapons, 2 Slaves, 4000 dinari.
Upgrade 1: upgrade of your Home. Cost: 1 Sandstone, 3 Slaves, 3 Water, 2 Jewelry
Upgrade A: new ability. Cost: 5 Sandstone, 2 Water, 2 Jewelry.
Upgrade B: new passive ability. Cost: 1 Slaves, 1 Livestock, 3000 dinari.
Upgrade C: new active ability. Cost: 3 Slaves, 3 Sandstone, 3 Weapons.

Upgrade I:
You gain +1 Command Rating and +1 Combat Rating.

Upgrade 1:
Your Workshop can now produce
2 Metal --> 1 Jewelry
1 Jewelry --> 2 Metal

Upgrade A: new ability.
You gain the following ability.

House Meshkir Largesse.
Phase: any. Cost: 3000 dinari.
Target a player. The cost of any of your items on the Bazaar is lowered to 0 for that player until the end of the phase. Any actions targeting you target that player instead for the duration of the next phase.

Upgrade B: new passive ability.
You gain the following passive ability:

Flee!
The first time you are killed in a game, you are instead removed from the game. Your estate will be removed from the game and you'll start the next game you'll appear in with Omar's Begging Spot, a Home without any production except for 1 water per day/night cycle from the well. Still, it is better than nothing....

Upgrade C: new active ability.
You gain the following ability.

Arm the Slaves
Phase: day.
Cost: 4000 dinari, 1 Slaves.
All of your Caravans gain +1 Combat Rating for the remainder of this day and night cycle. While this ability is active, you can attack other players as if you were a General.

-------------------------------------------------------------------------

Alisa ibn Ben Khar
(1 Command)

You are Alisa ibn Ben Khar, and you are a bit of an odd one. For starters, you're very much a woman, but your name indicates you are the Son of Ben Khar. For another, the Ben Khars were a very influential family in Ishktar, almost its hereditary rulers, but you are now subject to the House of Transport of Merchant Prince Delat. Finally, you are a Trader in a House of Transport, but you've never left Ishktar.
The reason for all this? Well, in the backwater that is the oasis, only sons can inherit. And your father had no sons, so he kept your gender hidden and committed suicide before you developed breasts and hips. Nobody was fooled but it stood. However, to seal the inheritance, you had to deal with the Delats, who needed a representative, so now you're their subject. Having said that, your power lies in Ishktar, and that is where you do the most good, so you stay there, and combine ruthless trading with the leisurely pursuits of a lady of noble station. The only issue is finding a husband - because technically, you are still a man...

Your strength lies in the diversity of your production.

Home: Ibn Ben Khar's Trading Emporium
Treasury: 15000 dinari.
Well: 2 water per day + night cycle.
Surroundings: 1 Metal, 1 Gemstones and 2 Slaves per day/night cycle.
Storage: 1 Livestock, 2 Magic, 1 Artefact, 1 Weapons.
Workshop:
2 Metal --> 1 Weapons
2 Metal --> 1 Jewelry
1 Gemstones --> 1 Jewelry
5 Livestock --> 1 Alisa's Peacocks
The Courtyard: none.

Your potential Retainers:

Alisa's Peacocks
Combat Rating: 0
Recruit Cost: 5 Livestock
Leadership Requirement: 1
Water Consumption: 2
Special: Alisa's Peacocks produce 1 Politics during the Dawn phase.
“Many noble women breed peacocks to adorn their gardens. No-one's birds are more splendid than Alisa's.” - The Khalif

Your Items:
none.

Titles:
Trader: Characters who have the Trader title can exchange one good in their storage for another good that they also have in their Storage. The cost for this is 1000 dinari.

Abilities:

Delat's Representative:
Phase: NA.
You know the number of HoA players in the game. Every day, you may pay 2000 dinari to learn 1 alt-name with the HoA alignment.

Alisa Has What You Need (passive):
Phase: NA.
Every time you sell a good or item, you learn the buyer's alignment and the contents of his Storage.

The Queen of Isktar Oasis:
Phase: Dawn only. 2000 dinari.
While you control a caravan, you may double the production of your well and surroundings OR you may gain 2 resources of your choice.

Upgrades:

Home:
Upgrade 1: upgrade of your Home . Cost: 3 Sandstone, 2 Slaves, 4 Water.
Upgrade 2: upgrade of your Home. Cost: 3 Sandstone, 3 Slaves, 3 Water
Upgrade A: new ability. Cost: 5 Sandstone, 5 Water.
Upgrade B: new passive ability. Cost: 4 Politics.
Upgrade C: new active ability. Cost: 3 Slaves, 3 Sandstone, 3 Politics.

Upgrade 1:
Double your Water production.

Upgrade 2:
Double your Water production.

Upgrade A: new ability.
You gain the following ability.

Isktar's Aquaduct.
Phase: Night only. Cost: 3000 dinari.
send X water to target player.

Upgrade B: new passive ability.
You gain the following ability:

First Citizen
While you have the title of Governor of Isktar Oasis, your Workshop can produce 3 Water --> Y, where Y is a Good of your choice.

Upgrade C: new active ability.
You gain the following ability.

Trade Reports
Phase: day.
Cost: 2000 dinari, 1 politics.
Target a player. You learn which goods and/or items he is selling on the bazaar, as well as the contents of his Trade request to P-S, if any.

-----------------------------------------------------------

Sharif ibn Delat, High Trader of House Delat
3 Command

You are Sharif ibn Delat, heir to the House of Transport, and like your father, you are a mage, specialized in Illusion magic. You're stuck in Ishktar just as the Nepeth invaded, but far from being deterred, you realise that war is opportunity, and where there is opportunity, there is a reason for a Delat to be the first in line. If this involves sticking your nose into other people's business and upsetting their fortunes, so much the better. All that being said, you have no clue what actually is required to fight a war. Instead, your strength is in manipulating the market and cheating and cajoling others into serving your purposes.

Home: The Delat Residence
Treasury: 5000 dinari.
Well: 6 water per turn.
Surroundings: 2 Iron, 1 Magic, 3 Water, 2000 dinari.
Storage: 1 Magic, 1 Slaves, 1 Livestock.
Workshop:
2 Metal → 1 Weapons.
2 Livestock + 1 Slaves --> 1 Caravan
The Courtyard: 1 Caravan

Your possible Retainers
Caravan
Combat Rating: 0
Recruit Cost: 2 Livestock + 1 Slaves --> 1 Caravan
Leadership Requirement: 1
Water Consumption: 1
"Camels and mule carts, and by extension, caravans, are the lifeblood of Madeena al Salaam, importing spices, food, riches and cloth. Those who control the trade, control the city." - Sharif ibn Delat.


Your Items:
none

Titles:
* High Trader: hereditaty title. It is passed to a Merchant over a Caravan-Leader. The High Trader is both a Caravan Leader and a Trader, and the Caravan Leader Transport action produces 2000 dinari instead of 1000 per use.

Abilities:

Illusionary Treasury.
Phase: any. Cost: 1000 dinari, 2 Magic.

Whenever you spend Dinari on a contract or purchase, you may use this ability instead. The payment is considered complete for your side, but the other party does not receive anything.

Phantom Goods
Phase: dawn only. Cost: 2000 dinari, 2 Magic.
Target a good you can produce. You put 3 items of that type on the Market against a price of your choice. If it is bought, the item is returned to your Storage and you gain the dinari the other player paid. He gains nothing.

Illusionary Guards
Phase: battle only. Cost: 1 Magic
All of your Retainers with a combat strength of 0 count as if they have a combat strength of 1, but only for the purpose of determining if a battle will be fought. When you use this ability, your total CS can never be higher than that of the player attacking you.

Upgrades

Upgrade 1. Home upgrade. 4 Sandstone, 2 Metal, 4 livestock, 3 Magic.
Upgrade 2. Home upgrade. 2 Sandstone, 2 Magic
Upgrade A. New ability. 3 Slaves, 2 Livestock, 1 Sandstone, 1 Jewelry
Upgrade B. New ability. 3 Magic, 2 Livestock, 2 Slaves
Upgrade C. upgrade of ability. 2 Weapons, 2 Magic


Upgrade 1:
the initial production of your Surroundings and Well is doubled.

Upgrade 2:
Your Workshop can now produce the following:
2 Metal --> 1 Jewelry
1 Metal + 1 Magic --> Jewelry

Upgrade A:
you gain the following new ability:
Teleportation
Day only. Pay 4000 dinari and 2 Magic.
Your Surroundings produce 1 of each good that is put on sale on the Bazaar by P-S

Upgrade B:
Mastery of Magic. Passive
You become a Mage and can now summon Djinn.

Upgrade C:
Upgrade of Illusionary Guards. Your Retainers with 0 CR get +1 Combat Rating for the duration of the battle phase in which you activated Illusionary Guards.

This post has been edited by Path-Shaper: 02 January 2012 - 09:16 PM

Only someone with this much power could make this many frittatas without breaking any eggs.
0

#7 User is offline   Path-Shaper 

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  • Joined: 01-October 08

Posted 02 January 2012 - 10:32 AM

The role division:

Tattersail - Sukul anandhu (friends) - Toliptot
Lyca - Korvalain (chips) - Potedopeth
ansible - D'riss (television) - Turash of the Golden Infantry
Silencer - Olar Ethil (aftermath) - Keshket the Stalwart
HiddenOne - Emurlahn (music) - Temulin Half-Blood
JLV - Galain (fireworks) - Alisa ibn Ben Khar
D'rek - HP (cocacola) - Sharif ibn Delat
twelve - Kaschan (girls) - Omar ibn Deshmar
GH - Anomandaris (disapproval) - Shemakh
Shinrei - Liosan (alcohol) - Tepmashi
H.D. - Telas (family) - Shenoshka
Mentalist - Omtose (clapping) - Khaheris
JA - Serc (pizza) - Tarkin the Bitter-hearted
Khellendros - Eloth (spare) - Orphan of the Desert

I'm curious as to how this will go down :D

P-S: luchador
SH: canada
Manager: sand

This post has been edited by Path-Shaper: 02 January 2012 - 11:05 AM

Only someone with this much power could make this many frittatas without breaking any eggs.
0

#8 User is offline   Path-Shaper 

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  • Joined: 01-October 08

Posted 02 January 2012 - 10:34 AM

Olar Ethil, on 02 January 2012 - 09:46 AM, said:

I. Am. So. Confused. Right now. O.o


Thank you muchly for the 48 hour day one. You've outdone yourself on this one, mate. :S



Path-Shaper, on 02 January 2012 - 09:49 AM, said:

Olar Ethil, on 02 January 2012 - 09:47 AM, said:

NB: It does actually all make sense to me. Just figuring out how it's all going to go together and so on, that is the confusing part. :D



The first bit is definately good, means I did I a decent job of explaining as well as straying not too far from what one would expect from a game like Civilization (which this really is, only with mafia mechanics).



Path-Shaper, on 02 January 2012 - 09:58 AM, said:

Olar Ethil, on 02 January 2012 - 09:55 AM, said:

Yeah, the mechanics are pretty clear. There's just a lot of stuff to consider at first glance, and the various potential outcomes of actions/abilities make the complexity somewhat...exponential. That being said, you're taking this from the guy who invented the 'CFUM' games. Which were pretty much a monster mashup of roles and VC's, with no real effort at 'balance'. :p

I think this has the potential to stagnate due to complexity; either getting bogged down in details, or throwing the book out the window and just running with it. I hope that doesn't happen though, because this game looks like it took you a decent while to set up, and if we all play properly, we might actually have reached new heights of gameplay. :D

Well, it is a mini for a reason :p
I don't expect the game to be perfect, really - 0.33 and 0.66 are tests for 1.0 to get stuff like the market and Retainer and Item strength right, and I have held back on the 0.66 design to give me plenty of chance to adjust that game based on experience in this game. I do hope the Contract mechanic kicks off, though :D

Only someone with this much power could make this many frittatas without breaking any eggs.
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#9 User is offline   Path-Shaper 

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Posted 02 January 2012 - 10:35 AM

Path-Shaper, on 02 January 2012 - 09:37 AM, said:

Telas, on 02 January 2012 - 09:32 AM, said:

What about my +1 Ring of Drunkeness? When do I get that?

Answer: Probably tomorrow night.

I hate strategery.

We'll see what I put together in my dreams.



hehe, sleep on it, then rob people dry :D



Path-Shaper, on 02 January 2012 - 09:46 AM, said:

Telas, on 02 January 2012 - 09:42 AM, said:

Yeah, I'm pretty bare bones except for the water. Quick question: Is my status as a Raider separate from my ability to "Live off the land?" The Raider rules seem different than what my ability would net me (i.e., more favorable) and would work in good conjunction with my Outrider ability to find factions and possessions.

Quick way to level up some of my tent. Christ, I'm more Spartan than a Spartan except for the bucket of water.



Yeah, they are seperate :D. The Live of the Land ability is Day Phase, where Raiding is a night mechanic - so essentially, you can "raid" twice per day + night cycle.



Path-Shaper, on 02 January 2012 - 09:52 AM, said:

Telas, on 02 January 2012 - 09:51 AM, said:

So, could I "Outrider" Path-Shaper, Live Off the Land Hugin and Munin, and Raid Mentalist?

Or, more simply, can I use both the ability and my Outrider as two separate day actions on the same day? I don't see anything in the language saying I can't do both?



Ah, I think I'll need to add to the OP then. it's one action per phase only (unless you buy the Water Clock off the bazaar).


As an aside, I did write it down in Post 2 of the game thread, but I can guess that with the massive amount of info to absorb, people overlook it.
Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 02:45 PM

Liosan, on 02 January 2012 - 02:34 PM, said:

Hey!

Purchase a Water Clock and spend another 4000 dinary on: Tepmashi, gather the raiders.” (4000 dinari). target - Emurlahn.

Also, Recruit Tar-Khan's Guard pleeze.

If I'm totally fucking up, it's because I spent the last 5 hours drinknig heavily with afmilzis er familiaze fuCk family.

Mafia and booze, Macros owuld be rpourd and not tip his fucking waiteress.

I will crush all y'all dijns nstuff.

seriously though, I think this is all smart now, but if Im being a total fucking idjit from the booze, give me a pass or something and I'll be more soberzin teh morning

Path-Shaper, on 02 January 2012 - 02:40 PM, said:

Considering you have only 1 day action and Water Clock stipulates you can't use the same ability twice per day, spending 4k on it would not be the best move, imho, so I'll put it on hold for you until you are soberized.

White Foal Riders is upgraded to Tar-Khan's Guard.
Tepmashi, Gather the raiders is used.

You are now lovers with Khaheris, White Foal Raider, who is Omtose. I will initiate the talk.


You have 11000 dinari left.



Talk between the two has been established. Khaheris and Shemakh both have 3000 dinari, I gave the talk to Ment because I clicked his PM open a bit earlier.
Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 06:54 PM

very pleased with how things are going. D'rek is being her meticulously organized self looking for any edge, and JLV has the economic system by the balls.
H.D. is going to raid her tonight, and he's getting away with the haul of a lifetime unless she sells a shedload of swag.
Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 07:08 PM

Path-Shaper, on 02 January 2012 - 06:40 PM, said:

Telas, on 02 January 2012 - 06:24 PM, said:

Assuming I have 1000 dinarri at the end of the day, provisionally Raid Hood's Path this evening.



Noted.

Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 09:09 PM

Eloth, on 02 January 2012 - 03:16 PM, said:

These past few days I've been thinking about what my strategy in this game will be - and I came to the conclusion that everything revolves around water. Access to it, reserves of it, etc, it all comes down to having enough water.

And what do you do - give me a character who couldn't give two craps about water. I didn't even think anyone from this faction would appear in this game! What am I doing here?

Looks like I'm going to have to go back and do some more reading.

One thing I was going to say: You know how you've stated that if a contract cannot be paid out, then the player who's completed it learns the giver's alt, faction, etc.? Well, could this also be a way of making yourself known to allies?

Say you know someone in your faction, but they don't know you. You tailor a contract specifically for them that you know they won't be able to resist, and put up a reward that you can't possibly pay. That way, after completing the contract, they learn that you are actually on their side. Very risky and very convoluted, I know - but wouldn't it be awesome if someone pulled that off deliberately? :p



Path-Shaper, on 02 January 2012 - 03:25 PM, said:

Eloth, on 02 January 2012 - 03:22 PM, said:

Am I right in saying that I have no money whatsoever? Apart from selling my dagger, what exactly can I do? Wait for a contract and fulfil it to earn money? Ah, what about this 1 Metal in my surroundings.....



yup, you're strapped for cash. Being an orphan is no fun. But you can sell your Metal, I think it may fetch decent prices when people start building the economy.



Path-Shaper, on 02 January 2012 - 03:27 PM, said:

Eloth, on 02 January 2012 - 03:24 PM, said:

Question the Second, though this will likely be answered anyway once someone dies - do I find out who else is in the faction whose victory conditions I gain?



Nope, you won't. Mind, yuo only get the victory conditions, you don't become a part per sé of that faction. It is part of the Orphan bit... first to die is your "parent". In the end, you'll remain a Night Prophet character.



Path-Shaper, on 02 January 2012 - 03:43 PM, said:

Quote

One thing I was going to say: You know how you've stated that if a contract cannot be paid out, then the player who's completed it learns the giver's alt, faction, etc.? Well, could this also be a way of making yourself known to allies?

Say you know someone in your faction, but they don't know you. You tailor a contract specifically for them that you know they won't be able to resist, and put up a reward that you can't possibly pay. That way, after completing the contract, they learn that you are actually on their side. Very risky and very convoluted, I know - but wouldn't it be awesome if someone pulled that off deliberately?


Yup, you're allowed to try :D I don't mind people trying, but the results can be quite shitty. Suppose a few Raiders or Thieves or Assassins learn you are not in their faction? That would quite certainly lead to a few unwanted actions against you.... :p
But then, you already pointed that out! :D



Path-Shaper, on 02 January 2012 - 03:46 PM, said:

Eloth, on 02 January 2012 - 03:16 PM, said:

These past few days I've been thinking about what my strategy in this game will be - and I came to the conclusion that everything revolves around water. Access to it, reserves of it, etc, it all comes down to having enough water.

And what do you do - give me a character who couldn't give two craps about water. I didn't even think anyone from this faction would appear in this game! What am I doing here?

Looks like I'm going to have to go back and do some more reading.


To be fair, only when sign-ups closed did I notice I hadn't read Ment's IN, so I had to tailor the game for 14. So I added the Orphan. And yes, imho, Water is going to be insanely important for most of the players. Nice to not be dependant on it, right? :p



Path-Shaper, on 02 January 2012 - 05:33 PM, said:

Eloth, on 02 January 2012 - 05:29 PM, said:

Another question: Items such as Water, Sandstone, Metal, Livestock, etc. How do I find out what they can be combined with in order to make something out of these base items?

Also, the 1 Metal which is now in my Surroundings. When does that go into my Storage? Can I put it up for sale now or do I have to wait? Should I read the rules again? :p

Normally, if I'm playing an epic RPG, it's at this point where I turn to an online walkthrough. That would be you. So, how do I find/create the greatest items, and how do I win? :D



The Metal in your surroundings enters your storage at dusk. You can't put it up for sale until tomorrow, as a consequence.
Basically, the only recipes you know, are the ones you know. Your Workshop produces and those recipes are the only certainties you have. But watch the market, and you may see what resource is hoarded, and what is sold or remains on the market.

Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 09:21 PM

Path-Shaper, on 02 January 2012 - 01:58 PM, said:

Emurlahn, on 02 January 2012 - 01:49 PM, said:

Do you want questions in this conversation or a new one?

When we offer items for sale, what are the rules for pricing? For example, use certain increments like 100 den. or 500 den., or anything goes like 2999 den.?

Is the Transport Efficiency ability the same as the one mentioned in the OP list of role abilities? I think there it said we could sacrifice the use of the caravan for 1000 den. while the one in the PM says passive.

For defense, I can hire Mercenaries. Where do White Foal Riders come from? Something to buy in the bazaar?


Pricing is per 1000 dinari, unless popular demand suggests 500 is better and necessary split to allow versatility in pricing.

The Transport Efficiency skill is entirely disconnected from the OP's title abilities.
Transport Efficiency gives you 1000 dinari for each Caravan you have during the dawn phase, the Caravan-Leader title gives you Transport, which does allow you to use 1 caravan for 1000 dinari once per day + night cycle at a time you like.

Temulin is just so good at transporting that his every caravan is always profitable.

White Foal Riders are a White Foal Khanate unit. They may or may not become available in this game, but for now, they aren't :D



Path-Shaper, on 02 January 2012 - 06:41 PM, said:

Emurlahn, on 02 January 2012 - 06:25 PM, said:

I want to put my weapons up for sale - 8000 d.

If you allow smaller increments, make it 8500 d.

Can we post dawn actions in advance, or do we actually have to be online during dawn?



You can post them in advance, but to do so now is going to create a massive web of changeable provisionals, so before you order, please think it through :D



Path-Shaper, on 02 January 2012 - 06:52 PM, said:

Emurlahn, on 02 January 2012 - 06:50 PM, said:

This is an awesome game you've devised. I hope your head doesn't explode from it



I hope too. I'm thinking I ought to have developed an excel sheet to help me and calculate stuff.


HDelas strikes!

Path-Shaper, on 02 January 2012 - 07:11 PM, said:

Someone stole 1 Water from your Storage.

Remaining in Storage:
1 Water
(1 Weapons - on the Bazaar)



Emurlahn, on 02 January 2012 - 08:27 PM, said:

Probably Olar Ethil for that crack I made about him...


If Olar struck, you'd be dead :D
Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 09:24 PM

D'rek's Path:

Path-Shaper, on 02 January 2012 - 06:21 PM, said:

Hood, on 02 January 2012 - 06:08 PM, said:

Always a good sign when I've created an entire folder for notes before the game even starts!

Well, my initial questions/comments/add-on notes for the Role PM are in RED:


Path-Shaper, on 02 January 2012 - 07:13 AM, said:

Sharif ibn Delat, High Trader of House Delat
3 Command <--- is this the same as my Leadership rating?

yes.

Quote

I assume then that my character's own CR is 0 since it is not listed?

yes.

Quote

Sharif's Water Consumption per turn = 1

yes.

Role types acquired:

Quote

Trader - from High Trader title - can use the Trade action
Caravan Leader - from High Trader title - can use Transport action (and get 2x the dinari)
yes.

Quote

Mage??? - from my character description??? - can use Djinn

If it isn't listed under Titles, so you don't have it. You are a son of Delat, you are producing it,you have magic related abilities et cetera, but you aren't one officially. Just a very talented amateur.


Y

Quote

ou are Sharif ibn Delat, heir to the House of Transport, and like your father, you are a mage, specialized in Illusion magic. You're stuck in Ishktar just as the Nepeth invaded, but far from being deterred, you realise that war is opportunity, and where there is opportunity, there is a reason for a Delat to be the first in line. If this involves sticking your nose into other people's business and upsetting their fortunes, so much the better. All that being said, you have no clue what actually is required to fight a war. Instead, your strength is in manipulating the market and cheating and cajoling others into serving your purposes.

Home: The Delat Residence
Treasury: 5000 dinari.
Well: 6 water per turn.
Surroundings: 2 Metal, 1 Magic, 3 Water, 2000 dinari. <-- is there any significance to my well producing 6 water and my surroundings 3 water per turn, as opposed to the well producing 9 per turn?

There might be.

Quote

Storage: 1 Magic, 1 Slaves, 1 Livestock.
Workshop:
2 Metal --> 1 Weapons. <--presumably Iron and Metal are not the same or equivalent?
my bad, nothing to see here :D

Quote

2 Livestock + 1 Slaves --> 1 Caravan
The Courtyard: 1 Caravan

Your possible Retainers
Caravan
Combat Rating: 0
Recruit Cost: 2 Livestock + 1 Slaves --> 1 Caravan
Leadership Requirement: 1
Water Consumption: 1
"Camels and mule carts, and by extension, caravans, are the lifeblood of Madeena al Salaam, importing spices, food, riches and cloth. Those who control the trade, control the city." - Sharif ibn Delat.

No ability listed for the Caravans, so they are only good for the Caravan Leader Trade ability and as bullet-takers in Battle, then, unless I use Illusionary Guards.

Yes.

Your Items:
none

Titles:
* High Trader: hereditaty title. It is passed to a Merchant over a Caravan-Leader. The High Trader is both a Caravan Leader and a Trader, and the Caravan Leader Transport action produces 2000 dinari instead of 1000 per use.

Abilities:

[

Quote

b]Illusionary Treasury.
Phase: any. Cost: 1000 dinari, 2 Magic.[/b]
Whenever you spend Dinari on a contract or purchase (spending Dinari, so I guess that would be purchasing resources/items or offering a contract? Or could it include taking a contract where I would have to spend lots of Dinari and with this ability I complete the contract without said spending?), you may use this ability instead. The payment is considered complete for your side, but the other party does not receive anything.

Anything that asks you to spend money directly, so paying someone who completed your contract is, but paying the resources you need to fulfill a contract isn't.

Quote

Phantom Goods
Phase: dawn only. Cost: 2000 dinari, 2 Magic.
Target a good you can produce. You put 3 items of that type on the Market against a price of your choice (presumably I have to actually have 3 of that item, right?). If it is bought, the item is returned to your Storage and you gain the dinari the other player paid. He gains nothing.

No. You just have to be able to produce it, quantity is not important :D

Quote

Illusionary Guards
Phase: battle only. Cost: 1 Magic
All of your Retainers with a combat strength of 0 count as if they have a combat strength of 1, but only for the purpose of determining if a battle will be fought. When you use this ability, your total CS can never be higher than that of the player attacking you. Not passive, so I have to guess when I'm going to get battled and use this, and if I don't submit to use this and get battled it won't help at all, right?

Yeah. Basically, you're sitting on your camel under a parasol eating figs, and whether or not something comes over the horizon with harmful intentions isn't discernable by you before they've chopped some outlying extremities off that contain your thinkymeats, so you'd better be prepared.

Quote

Upgrades

Upgrade 1. Home upgrade. 4 Sandstone, 2 Metal, 4 livestock, 3 Magic.
Upgrade 2. Home upgrade. 2 Sandstone, 2 Magic
Upgrade A. New ability. 3 Slaves, 2 Livestock, 1 Sandstone, 1 Jewelry
Upgrade B. New ability. 3 Magic, 2 Livestock, 2 Slaves
Upgrade C. upgrade of ability. 2 Weapons, 2 Magic



Hood, on 02 January 2012 - 06:38 PM, said:

Path-Shaper, on 02 January 2012 - 06:21 PM, said:

Quote

Mage??? - from my character description??? - can use Djinn

If it isn't listed under Titles, so you don't have it. You are a son of Delat, you are producing it,you have magic related abilities et cetera, but you aren't one officially. Just a very talented amateur.


Awwwww. There goes my plan of racing for the Amaq Djinn and being awesome (ie practically immune to assassination and able to win most battles).

Looks like I'm stuck just stocking up on caravans and using Illusionary Guards every day then.

Hmm, I'll probably push for acquiring home upgrades then. I want to go for stuff that can't be stolen and from that title-purchasing scene looks like other member(s) of my factions have their money situation well in-hand. Maybe I'll grab an item or two, but with no defence against thieves and assassins, I don't want to take too much risk there.



Path-Shaper, on 02 January 2012 - 06:59 PM, said:

Your Caravan produces 2000 dinari thanks to being the High Trader. You now have 7000 dinari.
You purchased a Water Clock for 4000 dinari. It will be sent to your home during dusk and your Treasury will then be modified to contain 3000 dinari.

Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 09:27 PM

JLVain:

Path-Shaper, on 02 January 2012 - 05:28 PM, said:

Galain, on 02 January 2012 - 04:55 PM, said:

My tentative plan is to monopolize as many markets as possible, especially water as soon as possible. I can make some serious cash if no one else has the same idea. The problem with my trading strategy is that I'm going to have issues if someone attacks me. Makes me nervous, and I'm not quite sure what kind of balance I need.

A few questions: What exactly do politics do? I keep missing where this is explained, apparently.

Do I have no caravans, then?

Oh, one of my abilities says I need to have a caravan. How do I get them? :D

edit: Also part of my strategy: I intend to have as little as possible in my treasury and storage at all times, in case of raid or theft. I'm gonna make this market my bitch, or die trying.

Probably the latter.


You currently have 1 command (see just under the role name).
Politics are goods like any other. Minor spoiler: I suspect few are willing to buy it.
You currently have no Caravans, but they may come available on the market at a later date, depending on how the economy runs.



Path-Shaper, on 02 January 2012 - 05:29 PM, said:

Galain, on 02 January 2012 - 04:58 PM, said:

Before anyone else does, can I Buy Tax Collector of the South?

That title's ability is a dusk action, so I will be able to gain the dinari the same dusk I recieve it, correct?



Consider it bought. You are now Tax Collector of the South in addition to your other titles.



Path-Shaper, on 02 January 2012 - 05:31 PM, said:

Galain, on 02 January 2012 - 05:08 PM, said:

I either don't understand what leadership is, or I don't know how to get it. Do I have any? Could you clarify please?

Sorry for all the questions... this is awesome!

edit: Do weapons make my retainers stronger? If not, what is their use?

Edit2: So if I bought the djinni bottle thing, I couldn't summon it? Just reread the summoner thing.

If that's true, I might buy it later just to throw it back up for + 10k dinari. Hmm

edit3: I don't understand what jewelry is for... just to sell to the bazaar or what?

You ahve 1 Leadership. Leadership is basically your max-cap of Retainers - Generals, Politicians, royalty, officials, warriors have a lot of it, others less.
Weapons are a good. They're needed to produce certain martial retainers. Items make you stronger.

Yeah, you can't use the Djinni bottle but it will deny someone else from having it. And you can resell it, or try to.



Path-Shaper, on 02 January 2012 - 05:53 PM, said:

Galain, on 02 January 2012 - 05:50 PM, said:

Thanks for all the clarification. I want a fucking caravan...

Is it safe to assume that the bazaar prices are constant? I don't need to worry about being undercut by you, do I?

Dawn is 0 hours, so that means it must be based upon provisionals.

In that case Provisional Sell:

1 artefact, at 10,000 dinari.
2 magic, at 8,000 dinari each.
1 weapon at 8,000 dinari each

The rules say you get your surroundings once per day/night cycle. Does this mean I can choose to not get them until night, after all the actions have happened, so as to not risk them to raiders?



Produced goods from the surroundings and the well arrive at dusk, as do purchases and unsold items, as do goods made in the workshop, as do produced Retainers/ Items. Raiders and Thieves have their choice of richest pickings in the game.

I will put your provisional sales on the market. I do not aim to undercut players, it is in my interest to keep the economy circulating.



Path-Shaper, on 02 January 2012 - 07:23 PM, said:

Galain, on 02 January 2012 - 07:22 PM, said:

Okay. I'm going to edit my first response to a replica of your first post, then update it as needed. Hope you're enjoying all the work :D



Heh, it is exciting to so far see it all come together.

Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 09:43 PM

Serc Around is not happy with the game:


Path-Shaper, on 02 January 2012 - 07:32 PM, said:

Serc, on 02 January 2012 - 07:28 PM, said:

Holy shit what the hell?

I think I should really start reading the OPs before the games start



yup :p
It translates to POWERHOUSE though :p



Path-Shaper, on 02 January 2012 - 07:48 PM, said:

Serc, on 02 January 2012 - 07:43 PM, said:

Seriously Tapper, that's the first time I see 11 OPs just to explain what the hell is happening.

Followed by 2 tiny sentences with the victory conditions, which took me a while to find :D

Now if I could just understand what team I'm in. The Khalif, right? And he seems to be a tiny team with the same victory condition as the biggest team. Not sure I follow everything yet.


I'll take a look at the action thing, to figure out what I can do. You seem to be playing the same German boardgames as my Belgium friend who spends more time every time explaining the game than we do playing it :D


Well, at the least the manual isn't only available as an english pdf when playing with people who only can read in Italian :D

You have the same victory condition as everyone who isn't of the Nepeth faction, the issue where everyone's having trouble with is twofold.
One: why precisely you are named as an extra... and the reason for that is: answer:
1, storywise, you don't give a fuck about who wins;
2, balance wise, I had designed the game for 13 but Ment was also in and I missed his sign-up, so I had to add a player.

Two: the Qadi are indeed the Khalif's faction, but in this game, multiple factions share the same goal (you might even say they play as a 'town' against Nepeth 'scum'). However, there is also a meta-game so the more of your own team survive/ the more of other teams you manage to get rid off, the better you are in the meta-game :p.



Path-Shaper, on 02 January 2012 - 07:55 PM, said:

Serc, on 02 January 2012 - 07:54 PM, said:

Hmm, ok.

I need some Jewelry to make that Djinn, but none is being sold. I have to wait until someone produces some, correct? Or I can make a contract?



You can make a contract. You can also request me to sell some tomorrow, and I might - not a 100% guarantee. With only 2k in your treasury, you aren't exactly rich though...



Serc, on 02 January 2012 - 07:56 PM, said:

Path-Shaper, on 02 January 2012 - 07:55 PM, said:

Serc, on 02 January 2012 - 07:54 PM, said:

Hmm, ok.

I need some Jewelry to make that Djinn, but none is being sold. I have to wait until someone produces some, correct? Or I can make a contract?



You can make a contract. You can also request me to sell some tomorrow, and I might - not a 100% guarantee. With only 2k in your treasury, you aren't exactly rich though...


A contract is an action? Anyways I should start another convo thread to put my actions.



Path-Shaper, on 02 January 2012 - 07:57 PM, said:

Serc, on 02 January 2012 - 07:55 PM, said:

Anyways, I got no money. How the hell did someone buy a 15000 dinari stuff on day 1??



Merchants... they swim in the stuff. Then again, that Djinn is worth a lot of money, too, and you start with it for free.


He's going to be in even direr straights because although his holding produces 2k, as the only Qadi, he'll owe JLV 1k every Dusk.
Then again, his role is all about patience. He is a killer on team inno, he is almost indestructable and he has that massively big djinn at his disposal, once he manages to summon it. It is just waiting until someone puts jewelry out there for a much lower price. I think once people realise that undercutting me by 1k is not going to work, we're going to see a massive dump of goods. That will be on day 2, though.
Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 09:55 PM

Currently, the day is very much dominated by the Merchants. They're the one who purchased goods and titles, and they have a plan. Before long, I expect them both to start investing in Retainers to build up bullet proofs. It will be very interesting to see what the Nepeth and the Khanate do.

The Nepeth hopefully see that they are the clock faction and that time is not on their side. They need to go into offense. Lyca recognized that, but I am not too sure about the others. It is still early in the day, however.
Turash has a guaranteed kill tonight if he attacks with all units, he must attack. I fear he'll go for the 5k option, however.

The Khanate needs to raid and needs to raid massively and indiscriminately. At soon as people see they really need Water, they'll start hoarding it and we'll get an economy where the daring Nepeth with overkill can sell Water and Sandstone and the Khanate can sell what they raid back to those who they raided it from.
Only someone with this much power could make this many frittatas without breaking any eggs.
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Posted 02 January 2012 - 10:37 PM

Sukulsail gets a move on:


Sukul Ankhadu, on 02 January 2012 - 10:16 PM, said:

Sukul Ankhadu, Day One, Bazaar.

SELL Water



Path-Shaper, on 02 January 2012 - 10:35 PM, said:

Sukul Ankhadu, on 02 January 2012 - 10:17 PM, said:

Combine 1 Skeleton and 1 weapon

Create Battalion

1 Skeleton + 1 Weapons → 1 Skeleton Battallion.


noted :D



Path-Shaper, on 02 January 2012 - 10:35 PM, said:

Sukul Ankhadu, on 02 January 2012 - 10:18 PM, said:

Turn slave into Magic

1 Slaves → 1 Magic



noted :D

Only someone with this much power could make this many frittatas without breaking any eggs.
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#20 User is offline   Path-Shaper 

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Posted 03 January 2012 - 10:29 AM

View PostEloth, on 03 January 2012 - 10:27 AM, said:

I reckon the activity at the Bazaar will be a big clue as to what's going on, and who's doing what, and I've been pretty disappointed by the lack of commentary on this side of the game thus far. For example, this person who put out a contract for Armour - that looks to me like a Nepeth trying to strengthen themselves for a future Battle, no?

Someone earlier bought a Water Clock, so they likely have abilities that they want to use simultaneously - and probably soon, if they've invested in a water clock already.

Combine this kind of information with a close study of who's saying what, and it could go a long way to identifying who stands where in this game.

Best post of the game so far.
Only someone with this much power could make this many frittatas without breaking any eggs.
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