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File: SwordCountryTitle.png (1.61 MB, 2342x2041)
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https://www.youtube.com/watch?v=mEoN_Xe-B-s

In the wide stretches of plains surrounded by mountain , ancient mandoms and bloodied battlefields was the peoples that were resigned to a peaceful life afterwards oweing no allegiance to any king but the few capable lords and knights that kept to their vigil. Came and went these warriors and soon more too would be drawn to the indomitable plains of these lands seeking only the spirit of adventure and the colorful life within until the end of their days.

This was life in the Valnyres. And though many a dark lord or three rose up in power in these lands, it's always fallen by the hands of a likewise commoner king that passed from generation to generation of unknown warrior. Those who claim to be drawn to these lands boast of being of his blood whilst others simply seek escape from the obligations of their own dire kingdoms. Both a frontier and an ancient kingdom there is much to be envied about this otherwise isolated place for no fantastical rumor has ever found its start , middle or end , without going through a day in these fields.

===

We are but a humble mercenary group. With yet a name to decide on our band. Fact of the matter is a hurried dispatch was needed at the Southwest border of the Praedatoria Range where a critical border fortress lay and kept our neighbors from getting an idea of our availability. Once arrived however, we saw that our stake of the River Famta was indeed liberated by the jackals in the area -- and more people would be at risk as the days wore on. Our Neightbors from the other side watched and waited.

> Sword Sovereign is a Multiplayer Skirmish that posts turns once a day. As this is the first thread rules and errata may be explained here.
>>
File: SwordCountrySheet.png (2.15 MB, 1771x2208)
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To choose a character roll 3 sets of 2d6 , be sure to include a tag or you can't claim it !
>>
Rolled 3, 3, 2, 5, 3, 4 = 20 (6d6)

>>2865002
Like this?
>>
Rolled 2, 1, 3, 5, 6, 6 = 23 (6d6)

>>2865002
Wami needs a new pair of shoes!
>>
>>2865009
>>2865002
I guess I’ll be a woodsman with a pair of axes.
>>
Rolled 3, 6, 1, 6, 4, 1 = 21 (6d6)

>>2865002
>>
- Phaws the Woodsman. Come as predicted.

>>2865014
>-Your choices child, are Millitia. Ritter. and Tactician. A bright Future for one such as yourself is paved in blood.
>>
>>2865022
I'll be a worker with a pick, weapons of war must come from somewhere.
>>
Rolled 6, 5, 1, 1, 6, 6 = 25 (6d6)

>>2865002
>>
>>2865027
They who shapes the foundations shape the kingdom , Worker Sile.
>>
Rolled 3, 4, 3, 6, 1, 4 = 21 (6d6)

Let's see what we get...
>>
>>2865023
I'll go crossbow ritter then. Who needs shoes when you don't walk?
>>
>>2865038
The whole first row is mine to choose from.
I choose to be a red mage.
>>
>>2865044
I will probably have to the cleric, huh

How come all energy is written as "2/16" or something like that? Is it "energy you can use per turn/max energy"?
>>
Rolled 5, 5, 5, 4, 5, 2 = 26 (6d6)

>>2865002

Aight I'll give the dice a tickle
>>
>>2865051
About Energy.
Every act expended consumes energy. For this reason food and rest is necessary. At 0 energy , Health will drain at 1 HP per turn until one [Rests] It is possible to rest on the field, next to a fire, but it will immobilize you for 4 turns. Furthermore, Resting on the field doesn't have the same benefits as sleeping in a house which recovers health nigh instantly.
>>
>>2865063
Seeing as, as a Red Mage, I can pick any elemental spell, where should I pick it from?
>>
>>2865075
Your neighbors and any other existing source. Of which few others exist.
>>
>>2865063
So each turn spends 1 energy? Sou ds dangerous.

Guys, which type of cleric do you prefer? Both seem good.
>>
>>2865082
In this case, I'll select Stone Jut.
>>
>>2865083
Correction, every act. Health will drain at 1 per turn whenever [Exhaustion is reached however.]
>>
>>2865085
Feel free to Complete your sheet as such and update them regularly every turn.

Name - Class
Gear:
Hp:
Armor:
Energy:
Move Stat:
- Skills -
- Skills -
>>
>>2865058

I shall choose the Chef with the large chopping knife.
>>
>>2865088
OOF. Wished I get this many anons in my quest.

Would join but I'm sure I'll miss days due to being busy.
>>
>>2865088
Cristobal Junta - Red Mage
Gear: Wind Book (rng 4 dmg +2)
Hp 8/8 Arm 4 Mov 2 Act 2 En 16/16
[Expand Spell] Burn 4E
[Wind Arrow] Prepare or burn 2E
[Stone Jut] 2/2 Arm 6
>>
Name- Class: Lysander-Cleric
Gear:???
Hp: 10
Armor:7
Energy:2/14
Move Stat: 2
- Skills - Vidofnirs Blessing
- Skills - Heal
>>
Rolled 3, 1, 5, 3, 4, 5 = 21 (6d6)

>>2865002
Lets give this a try.
>>
>>2865099
The Weapons are as follow.
-Mashing Cane. 2Radius Aura. 2 Phys Reach
-Cross and Star. 3 Mag Range. 2 Phys Reach.
>>
>>2865103
Oh my your future glimmers into view now...
Your Choices will bring you to a world of
-Fighting
-Farming
-And Freighting Monstrous machines, child.

Whatever will you choose ?
>>
>>2865106
Sorry for messing up

Name- Class: Lysander-Cleric
Gear: Cross and Star
Hp: 10
Armor:7
Energy:2/14
Move Stat: 2
- Skills - Vidofnirs Blessing
- Skills - Heal
>>
Rolled 3, 2, 4, 1, 5, 6 = 21 (6d6)

>>
>>2865115
This has been a tough choice.

In the end I think I shall choose to be a porter and take the machine with the hammer. Give me a second to draw up my sheet.
>>
>>2865119
Ritter , Worker , Farmer.
>>
Wami - Ritter
Gear: Crossbow (Range 3) [14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 20
Armor: 12
Energy: 2 / 20
Move Stat: 4 (L) Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
>>2865121
What's the second recipe for Fertilizer? Manure and energy?

Hydr - Farmer

Gear: Rake
Hp: 10
Armor: 6
Energy: 2/18
Move: 2
- Farm -
- Raise-
- Mystery Egg -
>>
There are skills that aren't described, like Rush down or Battle Rhythm
>>
>>2865126
Conventional knowledge tells me that manure and yes- corpses will be sufficient.
>>
Rolled 1, 3, 2, 1, 4, 3 = 14 (6d6)

>>2865002
>>
File: PraedatoriaTurn01A.png (924 KB, 2186x1820)
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Alright, the first wave is here, and should serve for our first objective. And that's to clear the road to our border fort.

Combat Oriented Adventurers should scout ahead and pick off what they can without getting overwhelmed.

Farmers and Chefs should focus on preparing meals whilst builders and workers work on quarrying stone and wood for what will inevitably be a fortification project in the foreseeable future. We dont have Smiths you say ? Well... we'll just have to *hope* the second wave answers that ...

ACT PHASE !
https://www.youtube.com/watch?v=JDNUeG6zW-s

> We've entered act phase. You may act as many times as is indicated by your ACT stat [Lightnigh Symbol] But this will consume 1EN per ACT. Furthermore to denote actions you must Green Arrow them and collate them in a single post with your stats. Adventuring isn't easy friends !

>About Characters that move in Lengths. Units that Move in Lengths do not move in tiles but instead by the Length of their unit! So watch your spacing if you're riding mounts such as large cats or something similar.
>>
>>2865144
Feel Free to
>Deploy
As your first action once you have chosen your character.
>>
Is there any stone besides these walls? I don't really want to break those down, we might need them if there are more of those things around then what we can see to the south.
>>
Rolled 2, 6, 1, 1, 1, 5 = 16 (6d6)

>>2865002
rollan
>>
>>2865144
So, Tactician, Militia, or a Smyth
Decisions...
>>
>>2865146
>>2865148
>Deploy behind the south wall
>>
>>2865153
>>2865094
Perhaps our good Red Mage could attempt to prepare an earth spell.
>>
Rolled 6, 3, 5, 2, 1, 4 = 21 (6d6)

>>2865002
>>
>>2865144
Feel Free to
>Deploy
As your first action once you have chosen your character.
>>
>>2865153
Say, since you've nothing to mine for now, could you check what's in that box to your North?

>>2865146
>Move 2S
>Recall Mystery Egg care instructions

Gear: Rake
Hp: 10
Armor: 6
Energy: 2/18
Move: 2
- Farm -
- Raise-
- Mystery Egg -
>>
>>2865146
>move 1LW 1LS
>move 1SE (diagonal) 1LE(+remaining tile?)
>overwatch crossbow to SW (Range 3)

"Up and at 'em pup!"

Wami - Ritter
Gear: Crossbow (Range 3) [14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
>>2865153
>>2865176
Oh, never mind, it's just a building.
>>
Looks like a shed to me. Probably just holds the tools and supplies for this ... farm? I think its a farm.

Instead I think I'll go be a wall. With a claw.

>Move 2L S. 1L W. Turn S
>Overwatch south. 2 Reach. 2d6 damage.

Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 20
Armor: 12
Energy: 2 / 20
Move Stat: 4 (L) Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
>>2865164
I'm afraid I can cast it only twice per day, if I'm interpreting the class sheet correctly. So I'd prefer to save it for a crisis.

>>2865146

>Prepare Wind Arrow
>Prepare Stone Jut

Cristobal Junta - Red Mage
Gear: Wind Book (rng 4 dmg +2)
Hp 8/8 Arm 4 Mov 2 Act 2 En 16/16
[Expand Spell] Burn 4E
[Wind Arrow] Prepare or burn 2E
[Stone Jut] 2/2 Arm 6
Prepared spells: -
>>
>>2865144 (You)
>>2865146

>Deploy

Sango, Tactician
Gear: (I don't know what it is but assume it's some kind of musical instrument)
Hp: 10
Armor: 6
Energy: 2/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Rally Song : Units move w/ you this turn
•Fight Song : Units gain +1Hit, Match2 units regain energy = 1die
>>
>>2865002
Do the Alchemist/plaguedoctor and Farmer/commoner classes have proper names?
>>
>>2865201
Apologies on this I do believe I will decide on them now.

The alchemist is simply named Quemist. Whilst the Farmer is called a Keeper or simply a Farmer.
>>
>>2865146
>>2865154
>Deploy

Ever - Spear Soldier
Gear: Spear (+2Hit +2Dmg +1Reach) Shield (+1Dmg +2Arm)
Hp 12/12 | En 12/12 | Arm 7+2 | Mov 2 | Act 2
[Block]·ST Subtract dice from attacker
>>
Turn Will process.
>>
File: PraedatoriaTurn01B.png (968 KB, 2182x1820)
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World Phase.
Local Landkeeper : " Ah - At last you came ! Every day we had to endure our houses being beaten down by those those things ! And now even the Smyth was taken and he can no longer make repairs to the houses! Please, we'll help you in the only way we can. "


>Gain 10 MealStuffs, 10 Wood , 10 Stone,

https://www.youtube.com/watch?v=cEKQoV4kqqE
>>
>>2865199
"Hey Sango use your rally song and help us march forward"
>>
>>2865245
"Yes, that is my intent."
(It's world phase and I'm about to sleep. If you need my post sooner than I can providr, feel free to bot me:
Rally Song
Move X
>>
File: PraedatoriaTurn02A.png (1.02 MB, 2179x1836)
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Act Phase !
https://www.youtube.com/watch?v=xiMBc5og7iY

>Before we knew it, a hungry enemy had already rushed to the swelling town. We were sure to snuff that behaviour right out this very instant !
>>
Rolled 3, 1, 3, 1, 3, 6 = 17 (6d6)

>>2865002
>>
Rolled 3, 6, 4, 3, 1, 5 = 22 (6d6)

>>2865002
>>
>>2865260

>Move ES
>Move 2S

Cristobal Junta - Red Mage
Gear: Wind Book (rng 4 dmg +2)
Hp 8/8 Arm 4 Mov 2 Act 2 En 14/16
[Expand Spell] Burn 4E
[Wind Arrow] Prepare or burn 2E
[Stone Jut] 2/2 Arm 6
Prepared spells: Wind Arrow, Stone Jut
>>
Rolled 4, 4 = 8 (2d6)

>Move 3L S
>Attack the jackal I just bumrushed. 2 reach. 2d6 damage

Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 20
Armor: 12
Energy: 17 / 20
Move Stat: 4 (L) Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
Rolled 5, 4 = 9 (2d6)

>>2865260
"Very well then. Now is fine too.."

>Rally Song
>Move 1W, 1S

Sango, Tactician
Gear: (I don't know what it is but assume it's some kind of musical instrument)
Hp: 10
Armor: 6
Energy: 2/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Rally Song : Units move w/ you this turn
•Fight Song : Units gain +1Hit, Match2 units regain energy = 1die
>>
>>2865260
>>2865261
>Deploy

Obovata Pycea - Fighter
Gear: Fists [+2Hit vs Target Flank]
Hp: 14/14
Armor: 7
Energy: 2[12/12]
Move Stat: 3
- [X] Gain 1 Energy on Match.
- [*] Wheeling Blow: Punches to the side increase target Fatigue.
- [*] Flurry: Attack Three times w/ Full Act.
>>
Too late to join in now, I suppose?
>>
>>2865290
nope, go ahead and roll up a class.
>>
Rolled 2, 3, 4, 4, 2, 4 = 19 (6d6)

>>2865292
Ah, alright
>>
Rolled 1, 2, 1, 6, 6, 1 = 17 (6d6)

>>2865260
>shoot jackal SE (1 bolt, 2d6)
>move SE (bash, 2d6 + 2 tile knockback)
>shoot jackal 3SE (1 bolt, 2d6)

"A poor welcoming, pup. How about we return in kind?"

Wami - Ritter
Gear: Crossbow (Range 3) [12/14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12 (10)
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
>>2865268
Mage? Cleric? You're having a laugh! No, Steveish puts on his trousers one leg at a time just like everybody else.
> Deploy

Name - Steveish Franckly
Gear: Bloqsmith Tools (Chop!)
Hp: 10
Armor: 6
Energy: 3/16
Move Stat: 2
- Smith -
- Build -
>>
>>2865300
>>2865260
Meant to shoot 3SW instead but meh, them rolls.
>>
>>2865284
>>2865260
>-Get Rally Song'ed 1w 1s
>Move 3s1w -2En?
>-Sentry Stance


Ever - Spear Soldier
Gear: Spear (+2Hit +2Dmg +1Reach) Shield (+1Dmg +2Arm)
Hp 12/12 | En 10/12 | Arm 7+2 | Mov 2 | Act 2
[Block]·ST Subtract dice from attacker
>>
Dum-de-dum...

>>2865260
>Move 2W
>Seed Veg in E arc, using water nearby

Gear: Rake
Hp: 10
Armor: 6
Energy: 2/17/18
Move: 2
- Farm -
- Raise-
- Mystery Egg -
>>
>>2865298
Guess I’ll go with an archer. The 4th variant, with the Bow. Do I wait till I’m deployed?

>Deploy

Duke - Archer
Gear: Bow (Range 2-4) [20/20 Arrows]
Hp: 10/10
Armor: 7
Energy: 2/14
Move Stat: 2
-Move or Shoot
-Firing Line

I think I laid that out right? New to this sort of quest.
>>
Rolled 1, 4, 1, 5, 2, 3 = 16 (6d6)

Still accepting players?
>>
>>2865360
Aye feel free.
>>
>>2865360
I think I am an archer? Can I be a longbow sniper?
>>
Rolled 5, 4, 4, 6, 5, 6 = 30 (6d6)

Keheh, let's do this.
>>
>>2865260
S'pose that's just hot it is, eh?
>deploy

Crane - Blaksmyth
HP: 10
Armor: 6
Energy: 3/16
Move: 2
-Craft-
-Mine-
-Anvil-
>>
>>2865260
>Move 2 W, then 1S

Name- Class: Lysander-Cleric
Gear:???
Hp: 10
Armor:7
Energy:14/14 (-1 for acting, +1 because we are still during the day)
Move Stat: 2
- Skills - Vidofnirs Blessing
- Skills - Heal
>>
>>2865418
I made a mistake, the gear is cross and star
>>
Rolled 3, 4, 2, 1, 4, 5 = 19 (6d6)

Rollan if I can still join in
>>
Rolled 3, 5, 5, 1, 4, 5 = 23 (6d6)

>>2865002
Rolling for character
>>
>>2865442
Ok, I still have a problem understanding how to get my character =/
>>
>>2865260
“TREES. The most hated of my many hated foes! That forested cove with its branches gently swirling offends me!”

>Move 3S
>Move 3S

Phaws - Woodsman
Gear: Axe. Axe.
Hp: 10
Armor: 7
Energy: 2:16 [14 En]
Move Stat: 3
Throw.
Bloodied.
>>
>>2865260
>>2865441
>Deploy

Dibs - Militia (1st variant)
Gear: Rifle (Range 4), Iron Slug 10/10
Hp: 10/10
Armor: 6
Energy: 18/18
Move Stat: 2
ACT: 2
- Snipe -
- Aim -

I hope I did this right.
Are my iron slugs special modifiers, or are they all the ammo I have?
Do I get prone as well as a sniper, or is that just for the shotgunner?
I assume the R icon means I need to spend an ACT reloading my weapon after a shot?
>>
>>2865442
The class sheet has 5 rows and 3 columns. If you roll more then what the column or row has you lap back around. Each 2d6 refers to a row, column pair in which you pick from the three you rolled. In >>2865442 case

3, 5 : Ritter
5, 1 : Chef
4, 5 : Porter

After that pick an equipment loadout which comes with its own stats and skills then post your final choice in a character sheett along with a deploy command.
>>
>>2865365
That is in the dice.
>>
>>2865328
Armor should be 6. Other than that, all's in order. See you next phase.

>>2865461
Sheet's correct.
1. Both! Iron does +4 damage and counts armor at half, and it's also all you have.
2. Prone is shotgunner only.
3. Correct.

>>2865418
Energy is paid per act, not per turn, so you're actually at 13.
>>
File: PraedatoriaTurn02B.png (1.11 MB, 2172x1815)
1.11 MB
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World Phase - First blood has been taken - but this has only served to stoke their tempers. THey mean war !
>>
Time! Time to chop!
>>
File: PraedatoriaTurn03A.png (1.08 MB, 2195x1824)
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Contact ! They have the sounded the alarm !
MEET THEM AT SWORD POINT MEN !

https://youtu.be/Nl30nuhjFsQ
>>
>>2865560
Move those wheat farms over to the lake yeah and ol' Stevenish will throw up some walls, maybe a house and make this little hamlet just a little safer, yeah.
>>
>>2865578
Actually, I'll just head out. So long! I always wanted to build a cabin in the woods.
> Move South South South South West South

Name - Steveish Franckly
Gear: Bloqsmith Tools (Chop!)
Hp: 10
Armor: 6
Energy: 3/(13)16
Move Stat: 2
- Smith -
- Build -
>>
>>2865577
>Deploy
Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 2(+1)/12 (10)
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and KB's 2 tiles
-Appetite: Consumes twice as much food
(Is this right? Can I also get a bit of an explanation how my attacks work and energy?)
>>
>>2865586
Please confirm which roll you used to generate this :v
>>
Rolled 5, 2, 4, 2, 4, 5 = 22 (6d6)

>>2865002

Let's see who we are today.
>>
>>2865577
One more, for calculating range: Are diagonals an option? And if so, do they cost the same range, or do they cost 2?

>Move south south south south

Dibs - Militia (1st variant)
Gear: Rifle (Range 4), Iron Slug 10/10
Hp: 10/10
Armor: 6
Energy: 16/18
Move Stat: 2
ACT: 2
- Snipe -
- Aim -
>>
Toss me some corpses when you're finished with 'em, aye?
>>
>>2865442
>>2865462
>>2865586
>>2865590
Is this right?
>>
Rolled 1, 1, 1, 6, 4, 5 = 18 (6d6)

>>2865002
The name shall come later.
>>
>>2865577
>>2865593 (4,5)

"What be needin' a hole boys?"

>Deploy

Name - Bohren
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 20 / 20
Move Stat: 4 (L) Tiles. 1 to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L.
>>
>>2865594
This is silly, if they cost two, they aren't an option ¯\_(ツ)_/¯
>>
>>2865610
No. Roll your own set.
>>
Rolled 6, 2 = 8 (2d6)

>>2865629
I'm pretty sure that is what he rolled. The IDs match.

>>2865577
Aw geez, its gonna take forever to get that dent out.

>Attack the damaged jackal S
>Move 2L N, 1L W, face S


Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 11/20
Armor: 12
Energy: 14 / 20
Move Stat: 4 (L) Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
>>2865629
upon FURTHER LEERING. That was indeed one of your own sets. This is acceptable.
>>
>>2865638
Thank you, I shall now await deployment...
>>
Rolled 1, 3, 4, 4, 3, 3 = 18 (6d6)

>>2865002
Hoping for chef
>>
>>2865612
>>2865577

Chef Soup here! Come get yer soup!

>Deploy at earliest convenience.

Soup - Chef
Gear: Spatula (+3 HIT)
Hp: 8/8
Armor: 6
Energy: 2/16
Move Stat: 2
- Prepare -
- Flip Over -
- Flash Fry -
- Cook -
>>
>>2865577
>Move SW
>[Block]
>-Sentry Stance(+1 Reach)
>-3En?

Ever - Spear Soldier
Gear: Spear (+2Hit +2Dmg +1Reach) Shield (+1Dmg +2Arm)
Hp 12/12 | En 9/12 | Arm 7+2 | Mov 2 | Act 2
[Block]·ST Subtract dice from attacker
>>
Going to go somwhere so ID might change...
>>
>>2865683
Use a tag with #[a password]
without the brackets

Ex: Chulk [Ritter Lance] #123tag
>>
>>2865577
>>2865648
"Invaders? Guess we're going to be needing a lot more wood and stone, we all have to do our parts after all."
>Deploy

Margaret - Worker
Gear: Axe - +d6 vs Wood
Hp: 10
Armor: 5
Energy: 2/16
Move Stat: 3
- Skills - Chop
- Skills - Help: Adjacent Unit Spends 1 Less Energy
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
>>
>>2865002
Rolling for future chargen
>>
Rolled 4, 2, 5, 5, 4, 1 = 21 (6d6)

>>2865754

Relearning dice commands
>>
>>2865577
I need to seriously consider inventing a transportation spell.

>Move 2S
>Move 2W

Cristobal Junta - Red Mage
Gear: Wind Book (rng 4 dmg +2)
Hp 8/8 Arm 4 Mov 2 Act 2 En 14/16
[Expand Spell] Burn 4E
[Wind Arrow] Prepare or burn 2E
[Stone Jut] 2/2 Arm 6
Prepared spells: Wind Arrow, Stone Jut
>>
>>2865577
>Move 2 south
>Heal Birch (the porter with the hammer mech)

Name- Class: Lysander-Cleric
Gear:Cross and Star
Hp: 10
Armor:7
Energy:12/14 (- two acts +1 day regeneration) (hope I don't mess up this time)
Move Stat: 2
- Skills - Vidofnirs Blessing
- Skills - Heal
>>
>>2865779
Can I change my first action to "move one South then 1 West"?
>>
Rolled 3, 4, 5, 2, 2, 1 = 17 (6d6)

>>2865002
>>
>>2865090
>>2865088
>>2865577

"Zzzzz huh whut? Oh right my job, got it!"

>Move 2W
>Collect some [Potable Water] from the stream W

Orland - Chef
Gear: Chopping Knife
Hp: 8/8
Armor: 6
Energy: 16
Move Stat: 2
- Skills - 3 Tile Swipe
- Skills - Butcher
>>
Rolled 2, 6, 5, 6, 2, 4 = 25 (6d6)

>Chop wood.
>Chop. Wood.

En: 12 / 16
>>
>>2865823
3,4: Fighter
5,2: Alchemist
2,1: Woodsman

Banking these for later, will do character gen tonight.
>>
>>2865577
Still sort of unclear about what I'm doing, so

>Move 2S
>Move 2W

Duke - Archer
Gear: Bow (Range 2-4) [20/20 Arrows]
Hp: 10/10
Armor: 7
Energy: 2/14
Move Stat: 2
-Move or Shoot
-Firing Line
>>
>>2865851
Your energy is noted wrong. You've got 2 ACT(ions), and 14 max energy.

So, you've deployed which is free, and now after using your 2 ACTs for this turn, you've spent 2 energy moving.

So your energy is 12/14 right now.

>>2865638
OP, add a small legenda if you're going to use symbols to explain stats.
>>
>>2865879
Ah, alright.
>>
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Here's the most compact and efficient food production routine I could come up with, averaging out to 21 EN worth of food produced per turn, if all works as I suppose. A project to consider.
>>
>>2865950
That I could come up with given our lack of a kitchen, that is. Distribution of the food to where it's needed is also unaddressed here.
>>
>>2865577
>move: 1 north two east.
>Move: 1 north two east
Margaret - Worker
Gear: Pick- +d6 vs Stone
Hp: 10
Armor: 5
Energy: 2/16
Move Stat: 3
- Skills - Mine
- Skills - Safety: Adjacent Unit reroll's 1's
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
>>
Rolled 3, 2, 1, 4, 6, 5 = 21 (6d6)

>>2865002
>>
>>2865002
>>2865612
>>2865652

Turns out I got those wrong

1,1: Soldier
1,6: Tactician
4,5: Porter

Guess I'm going GURIGA DRILLU!
>>
>>2865652
>>2865577

>Deploy instead as a Porter.

Name - Bensen
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 20 / 20
Move Stat: 4L. 1L to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L. Crush.
>>
>>2865577
>Move 3South 3West

Obovata Pycea - Fighter
Gear: Fists [+2Hit vs Target Flank]
Hp: 14/14
Armor: 7
Energy: 2[10/12]
Move Stat: 3
- [X] Gain 1 Energy on Match.
- [*] Wheeling Blow: Punches to the side increase target Fatigue.
- [*] Flurry: Attack Three times w/ Full Act.
>>
Rolled 5, 6, 4, 4, 1, 2 = 22 (6d6)

>>2864997
Launching
>>
Rolled 4, 3 = 7 (2d6)

>>2865577
>recover bolts SE
>move 2L S (expecting less due to terrain)
>shoot southern most jackal of the group west (1 bolt, range 3)

"Time to harry. Let's go."

Wami - Ritter
Gear: Crossbow (Range 3) [12/14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12 (10)
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
>>2865779
The energy is actually 11/14, as healing consumes double the energy.
>>
>>2866138
>Use 1,2 roll

Oh boy it appears that this is now the turn of Zieg....I mean Miegfried the illustrious mage(also cannibal) to help everyone!

>Deploy as Yellow Wizard
>>
>>2865577
Rolls on>>2866017

>Deploy

Name: Yorbas
Class: Yellow Mage
Gear: Earth Book (2 RNG +4 DMG)
Hp:8/8
Armor: 4
Energy:16/16
Move:2

=Skills=
-Marks Earth
-Expand spell (4E)
-Stone Jut
-Geyser
>>
>>2866168
A fellow of taste! I remember you not at the academy (because I don't rememberr) but we shall strike the earth as one!

Miegfried
Class: Yellow Mage
Gear: Earth Book (2 RNG +4 DMG)
Hp:8/8
Armor: 4
Energy:16/16
Move:2

=Skills=
-Marks Earth
-Expand spell (4E)
-Stone Jut
-Geyser
>>
Rolled 3, 6, 1, 5, 2, 2 = 19 (6d6)

Mhm-hmhm?
>>
>>2865835

>Deploy
"I'm up, I'm up, arthur's blade... why'd you let me drink so much?"

Woodsman lvl.1
Act 2/16
Def 7
HP 10
Move 3
-Blooded: Defeating creatures gives +1 hit dice against their kind.
-2 Axes: +1d6 Hit, *Throne, -1WPN, +2 Arc, Chop Wood
>>
Rolled 1, 2, 5, 5, 1, 6 = 20 (6d6)

Shake em up, shake em up, shake em up, shake em
>>
>>2866391
Ah, meine Kameraden - a well-organised militia we have here, oder?

>deploy

Katze - Militia
Gear: Blunderbuss (RNG 2 +1 DICE 1R), Tooth Shot x10
Hp: 10
Armor: 6
Energy: 2/18
Move Stat: 2
[Prone St.] Cover or Prone (1 Act): Armour x2 vs ranged
[Match 2] Knockback
>>
>>2865755
Going to go with 4, 1 for a Woodworker
>Deploy

Gwyneth - Worker
Gear: Axe (+1d6 vs. wood)
Hp: 10 | Armor: 5
Energy: 2/16 | Mov: 3
- Chop: Gather Wood
- Help: Adjacent unit spends 1 less energy
- Assist: Within workspace, perform ally actions
>>
>>2866538
"Gwyneth, didn't I tell you to cut me off at 6 cups? I swore I told you to cut me off at 6 cups."
>>
>>2866543
No one can stop you after 4, let alone 6.
>>
>>2865577
it's time
TIME TO FORGE
>kiln 1 stone into 1 ore
>kiln 1 ore into 1 metal
gah! WAIT!
BLACKSMYTH NEEDS FOOD BAD!


Crane - Blaksmyth
HP: 10
Armor: 6
Energy: 1/16
Move: 2
-Craft-
-Mine-
-Kiln-
-Anvil-
>>
>>2866772
You should start at full energy. The 3/16 on the smyth starter sheet is to show your consumption per turn.
>>
>>2866786
Thought it was how many actions per turn, and how many turns you can be active without rest.
>>
>>2866772
>>2866786
>>2866792
Ah. AHA! Okay.
Oh. We haven't built a kiln or an anvil that I need to do work!
Hm...
I'll think about this.
>>
>>2866792
I'm no expert, but I believe it does mark both how many actions per turn and how much energy you consume per turn. From >>2865063 your total energy is the limit you have before you start taking health damage.

Porters are special since we have an additional 1 energy upkeep per turn on top of the per action cost.
>>
>>2866824
It's a maximum threshold. You don't spend as much energy if you're not using all your possible actions on a turn.
>>
>>2866824
Oh okay that makes more sense. Missed that post clarifying it last night. Thanks!
>>
>>2866645
I put my axes away!
>by which I mean in their sheaths, on my belt
I can't be THAT bad.
>oblivious to the axe marks in the wall behind him
>>
File: PraedatoriaTurn03B.png (1.18 MB, 2182x1824)
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The 2nd and quite possibly the third has made its way here in earnest. Sit still everyone, and await for a battle plan to be drawn up ! Meanwhile we must concern ourselves with building up this hamlet into a proper headquarters. We can start by enclosing the space around these walls creating a Protected Space. Once this enclosed space is established, no matter how small, one would be able to both act AND move as a single operation.

World Phase.
>>
File: PraedatoriaTurn04A.png (1.31 MB, 2179x1820)
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Act Phase !
https://www.youtube.com/watch?v=U-phhrj1hvc
Tactician Scholar:
As I said earlier it seems our group is quite bunched up. Which brings me to my next topic, who among you would be willing to lead this band for the time being ? Myself ? I'm just a wandering Tactician Scholar of sorts, and I've come to the Valknyres simply to study the arts of war while making my keep with the Guilds in the meanwhile.

That said there seems to be 3 tasks that have presented itself before us.

-First is the routing of the enemy. It seems the Jackals here have gotten a taste of people if reports of missing persons are true. If that's the case, it's all the more reason to ensure that they don't multiply in the coming days.

-Secondly is the fortification of this hamlet, more specfically the two Houses that will currently serve as our rest spot in the coming days. As the day wears on , so too will our energy for this reason, meals and a steady rotation of rest will be key to success. But more than that, Fortifying will keep those within the walls SAFE from the elements.

- And Thirdly we can endeavor to acquire some natural resources in the surrounding areas. Wood makes for fine building material on the cheap but can also offer a source of kindling for Kilns. Stone is just as important since buildings and other rudimentary materials such as Ores, and Metals come from it.
Since there is already a supply of these things in Store feel free to utilize a Bloqsmith or Workers ASSISTING a bloqsmith to make a kiln.
>>
>>2867057
Finally, I'm close enough to the action to do something.

>Move NW
>Cast Wind Arrow 3S 3W (dmg +2, [Expand Spell])

Cristobal Junta - Red Mage
Gear: Wind Book (rng 4 dmg +2)
Hp 8/8 Arm 4 Mov 2 Act 2 En 12/16
[Expand Spell] Burn 4E
[Wind Arrow] Prepare or burn 2E
[Stone Jut] 2/2 Arm 6
Prepared spells: Wind Arrow, Stone Jut
>>
>>2867057
If I understand this correctly I have recived 3 points of damage and also lost 3 of energy due to the damage?
>>
Rolled 5, 2 = 7 (2d6)

>>2867063
>>2867057
A typo robbed me of the dice roll
>>
>>2867057
Someone get me one of those big sheep, I must ride it into battle!
>>
>>2867064
You have lost 3 EN due to a heal spell. That costs an extra 2 EN to perform. [This syntax turned out to be costly and will be balanced during mission break ]
>>
Rolled 5, 4, 2, 4 = 15 (4d6)

Huh, we actually made a pretty good line of battle.

After this I'm going to be down to just 3 turns of battle before this machine needs more juice. So lets try to finish off these ones and I'll go pound down that wall!

>Attack the damaged jackal.
>Attack the SE jackal

Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 15/20
Armor: 12
Energy: 11 / 20
Move Stat: 4 (L) Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
test
>>
>of course the blunderbuss user is German
>>2867057

>Move W W W W

>>2866424
Katze, meine Freund, good to see you again! Let us introduce these mongrels to our.. What did you call it, Eisemunizionen? Yes that's it! Our EISMUNIZION!

Dibs - Militia (1st variant)
Gear: Rifle (Range 4), Iron Slug 10/10
Hp: 10/10
Armor: 6
Energy: 14/18 | Move: 2 | ACT: 2
- Snipe | At will | -1 hit, +1 range
- Aim | 1ACT, once per turn | +1 hit
>>
>>2867074
I'm sure that it's my mistake, but you said at>>2865545 that I had 13 EN. Then I moved (-1 EN) I healed (-2) and I got +1 EN because it's daytime. Is there something that I'm missing?

Also, I will wait until after the Others act.
>>
Rolled 5, 5, 1, 6, 6, 6 = 29 (6d6)

?
>>
>>2867082
Fact: You do get +1 En a turn. This was not calculated at the end of the turn step. Carry on.
>>
>>2867089
As a reminder automatic actions such as procs need to be denoted as a tap.
>-tap action.
It is essentially a free event action that will nonetheless need to be processed as it is not guaranteed that automatic responses will be retained in memory.
>>
Rolled 3, 6, 4, 6, 4, 2 = 25 (6d6)

>>2867057
>move 1NW 1W (total 2L because of terrain?)
>-bash jackal(s) (2d6/e damage and 2 tile KB)
>shoot southern-most jackal (1 bolt, range 3, 2d6)

"How you holding up pup? Hold on for just a bit and we'll get you a treat for being such a good boy. Who's a good boy? It's you!"

Wami - Ritter
Gear: Crossbow (Range 3) [10/14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12 (6?)
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
>>2867057

Come all ye young fellows that follow the sea!
> Chop
> Chop
> Chop

Name - Steveish Franckly
Gear: Bloqsmith Tools (Chop!)
Hp: 10
Armor: 6
Energy: 3/(10)16
Move Stat: 2
- Smith -
- Build -
>>
>>2867093
Did he push the enemy to the position of the soldier (pushing the soldier) ?
>>
>>2867057
>-2 En (16/18)
>Rally Song "Hop, skip, or leap! We're racing the sun, so move your feet!"
>Move 2S, Bumping the Archer 1S "Oh, excuse me!"


Sango, Tactician
Gear: (I don't know what it is but assume it's some kind of musical instrument)
Hp: 10
Armor: 6
(Act)Energy: (2)16/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Rally Song : Units move w/ you this turn
•Fight Song : Units gain +1Hit, Match2 units regain energy = 1die
>>
>>2867057
>-Be 5 West of current
>Move 1 East, 2 South
>Move 3 South

Obovata Pycea - Fighter
Gear: Fists [+2Hit vs Target Flank]
Hp: 14/14
Armor: 7
Energy: 2[8/12]
Move Stat: 3
- [X] Gain 1 Energy on Match.
- [*] Wheeling Blow: Punches to the side increase target Fatigue.
- [*] Flurry: Attack Three times w/ Full Act.
>>
Rolled 2, 5, 6, 6, 1, 2, 1, 5 = 28 (8d6)

>>2867057
Finally in range to do something. I hope.

>Shoot Jackal 4S 1W Twice
>Shoot Jackal 4S 2W Twice

If I understand my ability correctly, I can shoot 4 times, since I've not moved, correct?
>>
>>2867057
4 questions: Can you move over rivers? and can you attack over friendlies if my reach is 2? This is for lateral thinking. Also, how many d6 do I have for my attack? 2 or 3 because of Rider Poise. (do not worry I will figure out this system very soon...) Thank you in advance for your answers

Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 12/12 (2(+1))
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and Kicks Back 2 tiles
-Appetite: Consumes twice as much food
>>
>>2867122
Looks like you can shoot twice, because you don't need to reload. That's assuming 1 attack needs 1 ACT (which you have two of)
>>
Rolled 2, 2, 2, 5 = 11 (4d6)

>>2867125
Hrm, you might be right. Damn, this is confusing.

>>2867057
Well, apparently I got it wrong the first time, so I guess I'll have to do this again.

>Shoot Jackal 4S 1W
>Shoot Jackal 4S 2W

Duke - Archer
Gear: Bow (Range 2-4) [18/20 Arrows]
Hp: 10/10
Armor: 7
Energy: 10/14
Move Stat: 2
-Move or Shoot
-Firing Line
>>
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>>2867057
>Move: SW, S, SE, S
Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 12/12 (2(+1))
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and KB's 2 tiles
-Appetite: Consumes twice as much food
>>
>>2867057
>Move SS
>Move SW


Ever - Spear Soldier
Gear: Spear (+2Hit +2Dmg +1Reach) Shield (+1Dmg +2Arm)
Hp 12/12 | En 8/12 | Arm 7+2 | Mov 2 | Act 2
[Block]·ST Subtract dice from attacker
>>
Phase will process at 14 actions :v unless I end up sleeping first woops.
>>
>>2867057
I'm interested in managing construction, expansion, and some of the resource gathering that entails. Tactics I'd prefer for someone else to manage, but I'll do it in a pinch. Is it possible to split the responsibilities?

And if so, anyone else care to step up?
>>
>>2867057
>Heal Birch
>Move two W

Does screaming like a girl count like an action?
Is the Cross and Star cleric actually a girl?

Name- Class: Lysander-Cleric
Gear:???
Hp: 10
Armor:7
Energy:7/14 (9-1 for moving - 2 for healing +1because clerics are actually plants that synthetize sunlight)
Move Stat: 2
- Skills - Vidofnirs Blessing
- Skills - Heal
>>
>>2867123
Rider Poise is one Dog Action to allow the rider to utilize spear and mount to full effect giving them +1 Dice in the next attack action.

-Move over rivers, one must be able to start and end their movement in non river tiles if they do, they risk being swept or drowned in the worst cases. Note also that waterways impose a movement penalty if opposed.

-As for linear reach weapons. Weapons that ARC go over friendlies and obstacles whilst melee weapons tend to have more FoF sensibility.

Linear projectiles ,ray spells, and melee AOE however do not.
>>
>>2866100
>>2867057

Bensen here! Coming through!

>Turn W, Move 2L W, Turn S
>Move 4L
>- 2EN + 1EN used

Name - Bensen
Class - Porter
Gear: Drill Mech (+2d6 damage. +1d6 to Structure.)
HP: 20/20
Armor: 12
EN: 20(-3) / 20
Move Stat: 4L. 1L to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L. Crush.
>>
>>2867057
>Move 2S,1E
>-Pats Gwen on the shoulder
>Move 3S
"Time to get to work then! You chop wood, I'll keep the moblins off ya, the usual. We should see if we can get the bloqsmith the wood to make a pasture for the sheep."

Woodsman lvl.1
HP 10/10
Fatigue 2/16
Act 2
Def 7
Move 3
-Blooded: Defeating creatures gives +1 hit dice against their kind.
-2 Axes: +1d6 Hit, *Throne, -1WPN, +2 Arc, Chop Wood
>>
>>2867079
(Na ja, fast...)
A fine plan as ever, Herr Dibs! These Hurensöhne will regret being born.

>>2867057
>move 2S 1W 1S

Katze - Militia
Gear: Blunderbuss (RNG 2 +1 DICE 1R), Tooth Shot x10
Hp: 10
Armor: 6
Energy: 2/16(18)
Move Stat: 2
[Prone St.] Cover or Prone (1 Act): Armour x2 vs ranged
[Match 2] Knockback
>>
>>2867057
"Axe is all nice and sharp, fair wind's blowing. Today'll be a good haul. If any of you Smyths needs help with building anything feel free to let me know."
>Move E-S-S
>Move S-E-S
Margaret - Worker
Gear: Axe - +d6 vs Wood
Hp: 10
Armor: 5
Act: 2
Energy: 14/16
Move Stat: 3
- Skills - Chop
- Skills - Help: Adjacent Unit Spends 1 Less Energy
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
>>
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Whether I end up in a leading position or not, here are things that could use some doing.

We now have Yellow Mages, and thus a source of stone at last. We'll get more use out of mining stone than building a kiln, at least until we have a surplus and walls around us.

We have 3 Workers and a Blaksmith in town to mine stone, vs a Woodsman and Bloqsmith by the forest. And we need the Bloqsmith back in town soonest, to start getting the walls up. Since our potential stone income is so much higher than for wood, I say we build proper stone walls.

>>2865950
On review, I made a mistake here. The Chef uses one more energy each turn he flashfries, so a total of 6 energy is spent by the end, not 4.
>>
Rolled 5, 6, 6, 4 = 21 (4d6)

>>2867057
>Move 2W, 1S
>Chop WOOD.
>-did defeating wood earlier give +1d6?

En: 10:14
>>
>>2867495
If I might suggest? Leave the wall clear at the water area, we can put in a water wheel. We also might want a rear gate, as well as to break up those 2x2 wall semgnets behind the house to make more wall segments. They'll save us 2 spaces total, since one of them will replace the original wall.

Another thing we might want to consider making with wood is platforms at each of the corners.

We also have to consider eas of access to fields, sleeping areas, and such. This is a town after all with 22 souls in it.
>>
>>2867495
We need a viable source of water right? Cant we just not put a wall there? Most enemies that try to enter that way will probably run the risk of drowning. Unless they or we build a bridge over it.
>>
>>2867515
Also a good idea
>>
>>2867515
I'd also suggest no more than 1 gate per direction, and preferably no more than 2 gates into the city at all. That's just me though. We also need to choose where to put farming fields, irrigation, and pastures for the animals. Plus industrial areas. I might suggest we make our plans based upon the idea of capturing the fort the moblins are in right now.
>>
Rolled 5, 5, 2 = 12 (3d6)

>>2867057
>Move: 2 east 1 north.
>begin mining down.

Sile =]- Worker
Gear: Pick- +d6 vs Stone
Hp: 10
Armor: 5
Energy: 2/14
Move Stat: 3
- Skills - Mine
- Skills - Safety: Adjacent Unit reroll's 1's
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
>>
>>2867057

>Turn West, Move west 3
>Turn South, Move South 3

Name - Bohren
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 2 / 20: 17
Move Stat: 4 (L) Tiles. 1 to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L.
>>
>>2867515
>>2867582
I've considered most of this, minus water wheel and corner platforms.

Breaking up the 2x2s I'm leery of, because they're helping to protect housing that would be expensive to replace if destroyed. Plus, short term, they're too far away.

The number of gates is a fair concern. On the other hand, the two southern ones at least face known territory, and serve to accomodate Porters' movement limitations the best. If it comes to replacing the doors with walls, I'd prefer to start with the east.

As to taking the jackals' fort and building within completed walls, I don't consider that viable in our current situation. We're limited by stamina, and replenishing it outside town, by a fire, is a 4-turn activity. If we have completed walls and a kitchen, we can make use of the existing grain crops to make Yasaihan, which will facilitate longer expeditions for our troops. If we want to fuel ourselves with Riceballs instead... I admit I haven't considered the investment and payoff if we go that route, and I don't have time at the moment. It will involve bringing corpses to our farmers so they can expand, though. At a glance, the timeframe seems similar enough that it seems better to take the option that also builds toward the extra benefits of a town. I wouldn't mind seeing someone's breakdown of any route alongside my own.

>>2867516
Fair question. Depends on whether water counts for enclosing an area like a wall does. The move-act bonus of such an area is what I'm after, here.
>>
>>2867495
Psssh, best stick to farming the fields laddie, you know what you're doing with the plow. Sure stone walls are stronger and'll last a good while but you need twice the rocks to put em together! Nor do we have a mine yet and we need those rocks for ore. Don't worry, Stevenish has a solution. All he needs is... about 30 logs, though 40 would be better. So get chopping!
>>
>>2867747
So, 15-20 Energy worth of construction, and at least 7 more energy lost to movement? Whatever plan we go forward with, we need you mobile, because you're the only one that can grant building ability to our Workers. So, at te very least, you need to stop gathering after this turn, if we want to finish building within a reasonable timeframe.
>>
>>2867783
We're talking availability here as well. We don't -have- the stone to make stone walls. We do have plenty of wood however, and it might be wiser to use the wood we have available to get -something- up than -nothing-.
>>
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>>2867783
Yes yes yes, busy busy bee! You just make sure that you've growed me my breakfast by morning! And yes, make sure that corn is gone before I get there because that is a fine spot of housing it's growing in!

>>2866538
Worker! Mind moving over to that southeast-most tile with the corn on it, I'll be moving back that way with some wood and I want you to do a bit of carpentry if you don't mind. Big thick bit of wooden wall down in the corner, like this!
>>
>>2867823
Workers can't build. Only bloqmasters.
>>
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>>2867832
How very astute of you.
>>
>>2867883
If you included your designation in your name I'd know what you are. My point is workers can't do jack to carpentry up a wall there... and carpentry is used to make things from wood, workers can -log- for you to get you wood, and then you can carp.

Out of curiosity, did we pick a mayor? If we haven't we might want to instead make a council. One for the warriors, one for the gatherers, one for the crafters/builders?
>>
>>2867057
How is mining done anyways? Do I just strike the earth or do I need to go somewhere to get me stone?
>>
>>2867955
Gotta find a boulder. You can then carve the boulder into a wall, or break it up for stone resources.
>>
>>2867967
Hm. Well I don't see any boulders in sight, so we'll have to settle for tearing down that little fort in the southwest.
>>
>>2867979
Please don't destroy a perfectly fine wall just to build another wall 6 tiles NE
>>
>>2867823
A. Don't call me "worker."
B. You've got the wrong worker, I'm on the left. I can't make it in range to do that action in a single turn.
>>
>>2868005
No, no, I mean THEIR wall!
In the southwest, even!
Just gotta deal with these enemies first.
>>
>>2867823
>>2868015
I'll move back over there next turn, I think I can get in assist range with one action if I stand below you instead of above you
>>
>>2868024
that is not their wall, that is our wall, well the wall of our future fort as soon as we clean it
>>
I still thing we should be tower rushing them while our scout steals their sheep
>>
>>2868033
Ooh, you have foresight. Ambition!
Okay, okay, compromise.
You find me a boulder, and I WON'T tear down the wall.
(i probably won't anyways though, you make a good point)
>>
>>2868031
No, you are fine where you are, continue towards gathering that wood as you're closer. I'll figure out a way to coordinate so that next turn I'm in position for that, while still being useful this turn.
>>
>>2867823
>>2868044

Turns out I lied and also misunderstood you. While I can move to this tile in preparation for next turn, I will wait to act until I've considered all options. Also, technically I can move to that tile in a single action because of rally song.
>>
>>2867057
I am assuming I am wizard 1.

>Move 2W 2S
>>
>>2868092

Miegfried
Class: Yellow Mage
Gear: Earth Book (2 RNG +4 DMG)
Hp:8/8
Armor: 4
Energy:16/16
Move:2

=Skills=
-Marks Earth
-Expand spell (4E)
-Stone Jut
-Geyser

Missing your stat block is for dummies, and I am no dummy.
>>
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>>2868071
Only asking because I only noticed after I made my move than chopping wood costs 2 energy per try! Ouch. I think I'll need a helper or two with [Help] and a lot of energy for building if I'm going to wall around the entire hamlet before bedtime.

If we're quick, the yellow mages give us a hand and the woodsmen are working hard, I think we'll be able to extend that north wall out to the river then down past the house. We'd need a few stone juts cast, then smoothed into walls. Energy-wise it'll be tight but I think we can do it.
>>
>>2867057
What do the abilities that aren't described do? Like Rushdown or Mark Earth
>>
>>2867057
What do the abilities that aren't described do? Like Rushdown or Mark Earth
>>2867292
Also I have 7 ho
>>
>>2867808
We're halfway to the necessary stone, and we have two Magi who can cast Stone Jut. We can thus get stone almost as easily as wood, for a better long-term base. Our only bottleneck is availability of our Bloqsmyth before he tuckers out.

>>2867823
I'm to the SW. The NPC farmer will probably deal with the grain, though, note that we have nothing to spend grain on except a food recipe that requires a proper town to cook it in.

>>2868239
2 per chop? It's just 1.
>>
>>2869036
>We're halfway to the necessary stone, and we have two Magi who can cast Stone Jut. We can thus get stone almost as easily as wood, for a better long-term base. Our only bottleneck is availability of our Bloqsmyth before he tuckers out.
you should have the mage stone jut every other space along the wall then for them to shape the stone directly rather than breaking it up and then building.
>>
>-Rally song move 1S
>Move 3E

Gwyneth - Worker
Gear: Axe (+1d6 vs. wood)
Hp: 10 | Armor: 5
Energy: 15/16 | Mov: 3 | Act: 2
- Chop: Gather Wood
- Help: Adjacent unit spends 1 less energy
- Assist: Within workspace, perform ally actions
>>
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Due to complications in syntax there will be a slight change and overall simplification to energy expenditure going forward.

-All actions will have a minimum cost of one unless listed otherwise. And they will never stack if listed with an EN cost.

-Actions that cost more than one will simply pay that cost instead of one.

-Actions that require an action to activate are simply that. There is no added energy cost save for the minimum.

The " Dot # " next to your character should serve as an indicator of your current EN levels however there may still be errors.

Processing will now commence, we apologize for the delay !
>>
>>2869050
That's a good idea. Mining boulders would yield more than 1 wall worth of resources, but what you suggest certainly simplifies coordination quite a bit.
>>
Fertilizer! Yessss.

>>2867057
>Move E S
>Move S E

Gear: Rake
Hp: 10
Armor: 6
Energy: 2/15/18
Move: 2
- Farm -
- Raise-
- Mystery Egg -
>>
>>2867904
Assist lets Workers use the abilities of adjacent allies. That's where he's coming from here.
>>
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Blue: Doors/double doors
Yellow: Stone Juts
Orange: Porter jobs
Green: Walls
Pink: Steve spots
Purple: Worker spots

Optimal energy cost: 12 for worker, 8 for Steve

In summary:
Yellow Mages Miegfried and Yorbas, get Stone Juts up in the yellow circles, priority SW.
Porters Bensen or Bohren, try moving the western house as shown. It's fine if you can't, but move on to the L-block in the east afterward.
Bloqsmyth Stevenish and Workers Gwyneth or Margaret, work together to build walls and doors from the SE to the NW. Tactician Sango might be able to help ferry you around.

Details:
Margaret or Gwyneth, maybe both, one of you would be needed north of the first Steve spot next turn, using Assist to borrow his skills and build a block wall. Next turn, Steve can use your Help aura to build the doors/wall for no energy cost, and then you can move to the next worker spot.

You'd continue this way around the town, building the SW corner double door and wall, then the lake door and W wall segment.

Possible sticking point here: I'm not sure what constitutes "large" for a Porter. I only know that Porters can pick up wall segments. It's ideal if they can drag housing, but if not, the housing will form part of the wall for now. We don't have any means of building walls further west of it within our current energy situation, but maybe our mages can Stone Jut without line of sight. We'll have to see.

Regardless, you'd then go to the NW and finish up the walls there. That leaves lynchpin Steve at about 2 energy, not enough to reach the W wall. But with Sango's marching song, he can reach just fine. Haven't figured that out precisely, but we'll cross that bridge when we get to it.

Questions?
>>
File: PraedatoriaTurn04B.png (1.38 MB, 2182x1829)
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World Phase.
https://www.youtube.com/watch?v=ucNDH51WNDc&t=9s
" Hark a cave ! If my guess is right, it's likely a dwelling for the Jackals. But ware , there's a chance that there could be TOO many !"
>>
>>2869897
"I don't think I can get to the worker spot above Steve this turn, unless Sango gives me a move order. I'm pretty sure that while its less optimal I can make it to the spot below him to Assist with the block wall building and then cycle up next turn. Is this ok? If Gwyneth can make it to that optimal spot, where should I head instead then?"
>>
>>2869925

>Deploy as estoc tactician >>2865167

Gear: Estoc +2 hit
Hp: 10
Armor: 6
(Act)Energy: (2)18/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Lunge: Move 1 and attack
•Mark Enemy: +1d6 to hit
>>
>>2869934
Aha. From our current positions, you can build the block this coming turn, and Steve can complete the SE corner on his action. At the moment, it's looking best for Gwyneth to help him with the W when he gets there.
>>
File: PraedatoriaTurn05A.png (1.39 MB, 2179x1824)
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Act Phase !
https://www.youtube.com/watch?v=ucNDH51WNDc&t=0s

" They've launched rocks beyond the walls ... ?? Wait... that's too short a throw for a catapult I know ... "
>>
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>>2869897
Adjustments for new positions. Only changes are worker and Steve spots in the SE and SW. As it is now, things could go an action or two faster than I anticipated!
>>
Note to self , porters are 2x2
>>
>>2870105
Wew, looks like there's a big fella that needs killing as well.
>>
>>2870162
Someone move that rock so I can kick the pigs out of our new fort
>>
Rolled 2, 4, 1, 4 = 11 (4d6)

>>2870105
>Chop Trees (Rolling 3d6 in case 'to hit' applies)
>Chop Trees (rolling 3d6 in case 'to hit' applies)

"I'll clear out the wood here, and be ready for any jackalish types that try to pull anything. Though I'd suggest we seal up the cave for the time being."

Woodsman lvl.1
HP 10/10
Fatigue 4/16
Act 2
Def 7
Move 3
-Blooded: Defeating creatures gives +1 hit dice against their kind.
-2 Axes: +1d6 Hit, *Throne, -1WPN, +2 Arc, Chop Wood
>>
Rolled 4, 4 = 8 (2d6)

>>2870187
should have been 6d6, so adding two dice just incase.
>>
Rolled 2, 5, 5, 3 = 15 (4d6)

>>2870162
>Move SW, SW
>Attack jackal and bash jackal
(So 4d6? Unless riders poise doesnt apply? Still a bit confused so please do tell me if I am making any nistakes)
Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 10/12 (2(+1))
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and KB's 2 tiles
-Appetite: Consumes twice as much food
>>
>>2870162
"Hey Boss, should I assist in building a Wall or Double Doors? If its a wall I guess we're making stone?"
>>
>>2870105
>overwatch SW (1 bolt, range 3, 2d6)

"Perhaps they're looking to sneak around? Would mean they're clever."

Wami - Ritter
Gear: Crossbow (Range 3) [10/14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12 (5)
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
>>2870167
I was wondering why I had shrunk.

>>2870181
I'll give it a shot, but the juice in my baby just hit halfway. Not much longer now before she starts to sputter.

>Move 3 S, turn W
>Pick up boulder W.

Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 20/20
Armor: 12
Energy: 11 / 20
Move Stat: 4 Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
>>2870105

"Ya'll had better git out the way you want them boulders moved."

>Move 4 south
>Move 2 south, Turn West, Move 1 West

Name - Bohren
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 2 / 20: 14
Move Stat: 4 Tiles. 1 to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L.
>>
>>2870181
Kick them out with your 8 energy? Content yourself with bloodying their nose and find somewhere to settle down within two turns at the latest. If you go in, the jackals will eat you alive, but if you maintain Sentry stance outside of boulder range, maybe we can keep them contained.

>>2870258
Build the corner block, please. Leave the door or wall to Steve.
>>
Rolled 4, 1, 1, 2 = 8 (4d6)

"Mulched these ones real good, did you folks. Yesssss."

>>2870105
>Make Fertilizer E
>Make Fertilizer W

Gear: Rake
Hp: 10
Armor: 6
Energy: 2/13-2/18
Move: 2
- Farm -
- Raise-
- Mystery Egg -
>>
>>2870294
"Ah, ok. That makes more sense"
I completely missed that we can interact diagonally, at least this time it optimized our positioning.

>>2870105
"Alright, cutting wood can wait. I've got building to do!"
>Margaret moves NW
>Margaret Assists Steve by building a Stone Block NE
Margaret - Worker
Gear: Axe - +d6 vs Wood
Hp: 10
Armor: 5
Act: 2
Energy: 12/16
Move Stat: 3
- Skills - Chop
- Skills - Help: Adjacent Unit Spends 1 Less Energy
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
>>
>>2870259
As a note, realized i have a little 9 next to the character, so would be at 8 energy left?

>>2870255
Looks like you responded to the blueprint post and not act phase.
>>
>>2870363
I did woops, thanks for the heads up
>>
Rolled 1, 4, 1, 5 = 11 (4d6)

>>2870105
>Move SW, SW
>Attack jackal and bash jackal
(So 4d6? Unless riders poise doesnt apply? Still a bit confused so please do tell me if I am making any nistakes)
Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 10/12 (2(+1))
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and KB's 2 tiles
-Appetite: Consumes twice as much food.
>>
>>2870105
>>2870162

Will try chief!

>Turn N, Move N, Turn W
>Grab Building 2W
>- 2EN + 1EN used.

Name - Bensen
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 17(-3) / 20
Move Stat: 4. 1 to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Tow L. Crush.
>>
Rolled 6, 4, 4 = 14 (3d6)

“A cave dwelling? Its gritty exterior and solid home-like environ... offends me!”

>Move S, E (into cave)
>Chop anything choppable within reach ( 3d6 )

EN: 8:14
>>
Yellow Mages Miegfried and Yorbas, have a heart and jut some stone where indicated. Blaksmyth Crane's aching for something to do besides wonder about making a Kiln or not.

Crane, feel free to drop a Kiln anywhere Porters won't step on it. If it's a tile-sized object, it probably acts an an obstacle. If you see a stone jut, mine it. We'll likely get as much or more stone from it than we need to build the walls they're meant to form. If you see Bloqsmyth Stevenish or a Worker nearby, make sure to announce quite clearly that you're mining a boulder they might attempt to use, so they can word their own actions accordingly.
>>
>>2870105

> Move North, West
> Complete exterior wall with wooden 1/2 walls
> - Help (-1 Energy Cost)
> Move West, West and bump the Red Mage

Name - Steveish Franckly
Gear: Bloqsmith Tools (Chop!)
Inv: 18x Wood
Hp: 10
Armor: 6
Energy: 3/(5)16
Move Stat: 2
- Smith -
- Build -
>>
>move 4S

Gear: Estoc +2 hit
Hp: 10
Armor: 6
(Act)Energy: (2)18/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Lunge: Move 1 and attack
•Mark Enemy: +1d6 to hit
>>
I don't like the look of this cave, can't we collapse the entrance until we're more ready to investigate? We've got enough beefy mechs to do the job at least.

Otherwise, I suggest we start smoking out whatever's in there, taking them down as they trickle out!

>Move East, South
>Overwatch South

Dibs - Militia (1st variant)
Gear: Rifle (Range 4), Iron Slug 10/10
Hp: 10/10
Armor: 6
Energy: 12/18 | Move: 2 | ACT: 2
- Snipe | At will | -1 hit, +1 range
- Aim | 1ACT, once per turn | +1 hit
>>
>>2870105
>move 1S 3W

Katze - Militia
Gear: Blunderbuss (RNG 2 +1 DICE 1R), Tooth Shot x10
Hp: 10
Armor: 6
Energy: 2/14(18)
Move Stat: 2
[Prone St.] Cover or Prone (1 Act): Armour x2 vs ranged
[Match 2] Knockback
>>
>>2870162

>Prepare Stone Jut
>Cast Stone Jut 2W of my position

Miegfried
Class: Yellow Mage
Gear: Earth Book (2 RNG +4 DMG)
Hp:8/8
Armor: 4
Energy:16/16
Move:2

=Skills=
-Marks Earth
-Expand spell (4E)
-Stone Jut
-Geyser
>>
>>2870105

>>2869972
>>2867103
if one of you can spare an order please move me 2W

>[Block]
>[Sentry Stance]

Ever - Spear Soldier
Gear: Spear (+2Hit +2Dmg +1Reach) Shield (+1Dmg +2Arm)
Hp 12/12 | En 6/12 | Arm 7+2 | Mov 2 | Act 2
[Block]·ST Subtract dice from attacker
>>
>>2871043
>>2867063
Likely a good bump. (you)ing Cristobal for the extra chance to notice.
>>
Rolled 6, 1, 1 = 8 (3d6)

>>2870105
>Move the rocks to where they are south of me.
>Continue mining downwards.

Sile Worker
Gear: Pick- +d6 vs Stone
Hp: 10
Armor: 5
Energy: 2/14
Move Stat: 3
- Skills - Mine
- Skills - Safety: Adjacent Unit reroll's 1's
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
>>
Processing begins.
>>
>>2870105
>Enter [Porter 2]'s storage

Obovata Pycea - Fighter
Gear: Fists [+2Hit vs Target Flank]
Hp: 14/14
Armor: 7
Energy: 2[5/12]
Move Stat: 3
- [X] Gain 1 Energy on Match.
- [*] Wheeling Blow: Punches to the side increase target Fatigue.
- [*] Flurry: Attack Three times w/ Full Act.
>>
>>2870105
*cough* "Excuse me, I need to get past. If you could just... there."
> -2 En (14/18)
>Order! Duke (1S of my position) Move 1N, bump me 1S, face S
>Move 2S

Sango, Tactician
Gear: (I don't know what it is but assume it's some kind of musical instrument)
Hp: 10
Armor: 6
(Act)Energy: (2)14/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Rally Song : Units move w/ you this turn
•Fight Song : Units gain +1Hit, Match2 units regain energy = 1die
>>
File: PraedatoriaTurn05B.png (1.42 MB, 2182x2156)
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World Phase
! ! ! !
>>
File: PraedatoriaTurn06A.png (1.56 MB, 2189x2153)
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- About Resources and Storage-

> While gathering resources you must record what you're holding in your inventory. Every unit has 4 slots. These slots can hold 4 unique item stacks up to 99 small items, 10 hand items, and 1 piece of equipment. In the case of common resources such as Wood , Stone , and Ores, they are considered as Hand Items and thus each unit can only hold a maximum of 40.

> When deposited into a Storage shed, every unit will then be able to access it even while on the field, regardless of box.

> In the event that a box is destroyed, the item cap will reduce by 10. Any surplus resource that is lost this way is gone as well :(

> ACT PHASE !
https://www.youtube.com/watch?v=zxpkijK44S4
>>
Rolled 3, 5 = 8 (2d6)

>>2873950
Does it cost 2 Energy to move through an occupied tile and is bumping now optional? I'm trying to understand how I expended 7 Energy.
>Use 7! Energy (7/18)
>Move 1W
>Fight Song!

Sango, Tactician
Gear: (I don't know what it is but assume it's some kind of musical instrument)
Hp: 10
Armor: 6
(Act)Energy: (2)7/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Rally Song : Units move w/ you this turn
•Fight Song : Units gain +1Hit, Match2 units regain energy = 1die
>>
>>2873997
I just did an audit and I think I see what the -7 is (1 Energy difference to my own bookkeeping due to a logic error resulting from a typo I didn't catch until just now. That also explains why Duke wasn't bumped the first time. Oops!

>Fix to Energy totals: 11/18
>>
>>2873997
That value is a counter that is accumulating. You should have expended 2En last turn.
>>
>>2873950
>move NW, (jump) 1L W
>move 1L N, 1L W
>overwatch W (1 bolt, range 3)

"C'mon pup, let's scout a bit before heading back."

Wami - Ritter
Gear: Crossbow (Range 3) [10/14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12 (3)
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
>>2873950
I'm starting to feel rather peckish. And tired.

>Move WS
>Prepare Wind Arrow

Cristobal Junta - Red Mage
Gear: Wind Book (rng 4 dmg +2)
Hp 8/8 Arm 4 Mov 2 Act 2 En 6/16
[Expand Spell] Burn 4E
[Wind Arrow] Prepare or burn 2E
[Stone Jut] 2/2 Arm 6
Prepared spells: Stone Jut
>>
>>2873950

"Ah! Dick! Why'd you do that?

>-Take 4 damage.
>Move 1E, 3N, Move Farmer aside.

"I've acquired Water, I will begin to cook Rice rations shortly with some of the food in the shed, but I could use someone to port it because my ass is reeeeeal slow."

"Could still /really/ use that Kiln."

Orland - Chef
Gear: Chopping Knife
Hp: 4/8
Armor: 6
Energy: 13/16 (-2)
Move Stat: 2
- Skills - 3 Tile Swipe
- Skills - Butcher
Stuff:
-10oz of Water
>>
>>2873950

"Hey you! Yeah you, Farmer Brown! I'm workin' 'ere!
Get outta the way I've got a job here to do! I'm repossessin- er moving this here building.
Wouldn't want you to file a lawsui- er get hurt from me."
>>
>>2873843
I moved east, not west. Did I get bumped without noticing?
>>
Rolled 4, 1, 3 = 8 (3d6)

Return to sender!!

>Hold the boulder in front of me like a battering ram and move full speed 4 W.
>Batter down the wall and whatever is behind it with the rock chunk.

Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 20/20
Armor: 12
Energy: 8 / 20
Move Stat: 4 Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
File: PraedatoriaTurn06Areal.png (1.45 MB, 2175x1974)
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ATTENTION
It would SEEM that the map has relayed the wrong geographical information due to a layer error in the environment layer. As a result, the turn must be reset and actions resubmitted.

- If you wish to submit a new action with new rolls. This is fine.
-If you feel that this development does NOT affect your post and WISH to retain the infromation therein along with its rolls then link to your post with a
> Re-Orient Action.
and record the rolls therein.

> No Matter what happens however, you MUST post again or bot those who may not be in a position to re-post.

Memory Expunged , Act Phase AGAIN*
>>
>>2874220

>move 2s
>overwatch lunge south

Gear: Estoc +2 hit
Hp: 10
Armor: 6
(Act)Energy: (2)16/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Lunge: Move 1 and attack
•Mark Enemy: +1d6 to hit
>>
>>2874220
>>2874114
>Re-Orient Action.
>>
Rolled 3, 3, 6 = 12 (3d6)

>>2874220
Return to sender!!

>Hold the boulder in front of me like a battering ram and move full speed 4 W.
>Batter down the wall and whatever is behind it with the rock chunk.

Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 20/20
Armor: 12
Energy: 8 / 20
Move Stat: 4 Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
>>2874220
>Move 2E
>Overwatch S
"I saw something move in that cave, can I get some support? And a bloq master or yellow mage to seal the entrance?"

Woodsman lvl.1
HP 10/10
Fatigue 4/16
Act 2
Def 7
Move 3
-Blooded: Defeating creatures gives +1 hit dice against their kind.
-2 Axes: +1d6 Hit, *Throne, -1WPN, +2 Arc, Chop Wood

Inventory
1)6/10 Wood
2)
3)
4)
>>
Rolled 1, 2 = 3 (2d6)

>>2874220
I may as well post anew and fix my energy

>Used 2 (11/18)
>Move 1W
>Fight Song!

Sango, Tactician
Gear: (I don't know what it is but assume it's some kind of musical instrument)
Hp: 10
Armor: 6
(Act)Energy: (2)11/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Rally Song : Units move w/ you this turn
•Fight Song : Units gain +1Hit, Match2 units regain energy = 1die
>>
>>2874285
also at 5/6 Fatigue assuming that I don't attack anything.
>>
File: 1536506295412.png (1.41 MB, 2175x1974)
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>>2874220
Here, plans for the town that would be the easiest and least resource intense for us to construct.
>>
>>2874363
gate sections could be expanded to two portions if necessary as well. I'd suggest the east gate be expanded 1 south, and the north gate expanded one east if such a measure was necessary.
>>
>>2874371
The mill could also double as a cooking house I should add. Historically speaking you don't do that because flour dust is explosive so you don't want any open flames near the place you grind grain into flour, but hopefully Monday will be kinder to us than that given everything.

I'd suggest we leave the gates besides the southern gate until -later- however for one simple reason. Our focus is in the south, when we begin expanding in other directions we can open up those gates.
>>
>>2874363
Already in the works >>2869897 is the current plan
>>
>>2874383
Which requires far more resources and actions, compared ot breaking up the ill formed walls and using them, it also leaves us with less space than the plan I made. We should use the river blockage as a natural advantage, and plan on expanding across the river and placing a river gate and bridge eventually. Basically everything we're seeing right now will become part of our town in time. Imagine the two forts are Soduku pieces, they mark the corner stones of the territory we eventually want to hold, and we should build with that in mind.
>>
>>2874220
>Move 2S, 2w
>Is there a way to regain energy like rest? Because that would be cool for me and doggo.
>Rest
Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 7/12 (2(+1))
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and KB's 2 tiles
-Appetite: Consumes twice as much food.
>>
>>2874220
Fuck it, I guess I'll run with my new location.

>MOVE S S S W, (next to the bridge, facing the fort)
Seeing as our porter is going to ram the wall, I should be able to move here, yeah?

Dibs - Militia Rifleman
Gear: Rifle (Range 4), Iron Slug 10/10
Hp: 10/10
Armor: 6
Energy: 10/18 | Move: 2 | ACT: 2
- Snipe | At will | -1 hit, +1 range
- Aim | 1ACT, once per turn | +1 hit
>>
>>2874363
Yes: Moving shed more centrally. Good idea.

Maybe: Water and buildings as aides to enclosure. Not being certain it works that way, I planned around using walls and doors entirely, and I'll stand by that until I know that water-as-a-wall isn't an assumption that we'll have to spend -more- time to go back and correct.

Impractical: Lack of Porter doors. (That wooden section SE is just wall). Breaking down those 2x2s. Until we're working on plans to expand N, there's little need to commit positioning and energy to correct something that's already doing its job.

Later: All not mentioned above, though I'm sure that's how you figure it anyway. Just acknowledging that it's there.
>>
>>2874371
>>2874480
I see you acknowledged the gates already, so I'll retract that point.
>>
>>2874480
My assumption is that both forts are marking out the space we will -oneday- have full claim over.

>>2864997
If you look at the first post, you'll see that the other side has a MUCH broader bank and a cliff, that is FAR more sure a defense. And opens up the town to trade, and we should plan on expanding in that direction to claim the full river bank.

Imagine sudoku pieces, the two forts form the corner stones of what we will one day possess. The river is a temporary barrier. We use it for now to save resources for making crafting stations like a kitchen, mroe houses, roads, pastures, fields, and equipment at the blaksmyth.

We need to build with a mind to the future, and we -want- the river and stream banks clear if we can at all help it.
>>
>>2874363
>Blocking the cave
I say we give a couple turns to try clearing that out first. If we can we can turn it into a stone mine and that'll be a massive boon.
>>
>>2874504
I don't disagree, but I feel like we should do it after we secure the far bridge.
>>
>>2874515
Fair enough, though we've already got a Woodsman in there engaging the first wave. I feel like we can spend 1 or 2 of our soldiers to probe that and still be able to easily clear out the midfort. We'll have to let it be for a few turns anyway while we finish building the town wall.
>>
>>2874528
I getcha. I'm the woodsman engaging, and I'd prefer to engage when we have less woods in the way.
>>
>>2874536
Ah, now I feel silly. Careful retreating if those Jackals decide to follow you out. Maybe one of our two combat porters can cave it in?
>>
>>2874541
You misunderstand. I don't want to PERMANENTLY close it off. I want to put a big honking rock in the cave mouth to prevent them from getting out, then remove it -later-
>>
>>2874549
I meant that another porter could clear the rubble back out later, but yeah that's a lot less overkill.
>>2874220
"Wall's starting to look a lot safer now, moving on to my next assignment!"
Thanks for scooting Sango, I won't bump anyone now.
>Move SW-W-W
>Move W-NW-N
Margaret - Worker
Gear: Axe - +d6 vs Wood
Hp: 10
Armor: 5
Act: 2
Energy: 10/16
Move Stat: 3
- Skills - Chop
- Skills - Help: Adjacent Unit Spends 1 Less Energy
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
>>
>>2873950
>>2874114
>When deposited into a Storage shed, every unit will then be able to access it even while on the field, regardless of box.

No need to go to the Shed. That said, riceballs use Veg, and not Grain (which is what we have). We'll have to ask that NPC farmer to grow some Veg instead, and then we might get some in 4 turns.

>>2874490
Oh, I agree that jackal fort's going to be ours one way or another, and also that a river on our current town's west would be sufficient for defense if that were our main concern. But it isn't. Energy is. Half of us could start conking out within 4 turns or so, and the game will change for us. I'm willing to bet that's when the creatures will start getting nastier, too.

Grain is what we have in quantity, and cooking it requires a Town and Kitchen.
>>
>>2874570
No diagonal movement, unfortunately.
>>
>>2874129
Just a lazybones NPC farmer. I'm the only farmer of our outfit.
>>
>>2874601
My bad, guess I should take the long way and let Gwenyth handle the next step
>>2874570
>Correcting movement to E-E-N-N-N-W, if that's allowed
>>
>>2870822
Ack, I dunno if it's within me (impressively large) skill set to CONSTRUCT a Kiln, as it were.
That's more of the blocksmyth's job, I'm just here to use the damnable thing.
>>
A few hiccups due to bump-shuffle, but we're doing great!

>>2874673
Going by the structure of the rest of the character sheet, if it's under you, it's yours to do.

That aside, it's looking like we'll need a Kitchen sooner than a Kiln at the moment. Mind mining that rock that popped 3W N of you? You can hand the resources off to a Worker or Stevenish when they get close.

>>2874022
Cristobal, could you start jutting rocks N and NE of Crane's current position? Now that our Smyths and Workers are about to cluster up again, it's not as important to jut the rocks at future wall sites. I'll see about getting Yorbas to help out. Mind Bensen's actions, he might bump you again.

>>2874504
Margaret, you'll probably be helping Crane mine.

>>2869325
Gwyneth, Stevenish will probably work on the gate next, so be in position to Help. We need his energy conserved.
>>
>>2874728
Thas' the thing, it's not under me, as it were.
Anyways, time to be useful, heheh.
>>2874220
>move 2W
>mine rock NW
>mine rock NW
Strike the earth!

Crane - Blaksmyth
HP: 10
Armor: 6
Energy: 13/16
Move: 2
-Craft-
-Mine-
-Smything-
>>
>>2874728
>>2874022
>>2871909
Whoops, meant to ask Miegfried.
>>
>>2874220
Rolled 6, 1, 1 = 8 (3d6)

>Move the rocks to where they are south of me.
>Continue mining downwards.
Sile Worker
Gear: Pick- +d6 vs Stone
Hp: 10
Armor: 5
Energy: 2/14
Move Stat: 3
- Skills - Mine
- Skills - Safety: Adjacent Unit reroll's 1's
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to know
>>
>>2874022
>>2874220
>Re-Orient Action
>>
If anyone could bump me E now, that would be great.

>>2874220
>>2870177
>Move 4 N, Bump Duke S

Gear: Rake
Hp: 10
Armor: 6
Energy: 11-2/18
Move: 2
- Farm -
- Raise-
- Mystery Egg -
>>
Rolled 4, 2, 5 = 11 (3d6)

>Move 1E
>Chop Tree SW

Gwyneth - Worker
Gear: Axe (+1d6 vs. wood)
Hp: 10 | Armor: 5
Energy: 13/16 | Mov: 3 | Act: 2
- Chop: Gather Wood
- Help: Adjacent unit spends 1 less energy
- Assist: Within workspace, perform ally actions
>>
>>2874220
>Move 2S, 1E

Name- Class: Lysander-Cleric
Gear:???
Hp: 7
Armor:7
Energy:8/14 (-1for moving, +1 for being in the sun one turn +1 for being in the sun last turn)
Move Stat: 2
- Skills - Vidofnirs Blessing
- Skills - Heal
>>
>>2874728
Aye aye Boss, I'll get to mining next turn.
>>
>>2874220
>move 2S
>overwatch SW

Katze - Militia
Gear: Blunderbuss (RNG 2 +1 DICE 1R), Tooth Shot x10
Hp: 10
Armor: 6
Energy: 2/12(18)
Move Stat: 2
[Prone St.] Cover or Prone (1 Act): Armour x2 vs ranged
[Match 2] Knockback
>>
Well, now that we've got a few plates spinning handily, here's another; Cranking out food in ~3 turns.

Tacticians Sango and Allenz, get me standing 2S of the town flag when I begin my next turn. Wait for next turn to do this.
Chef Orland, store 4 water in the shed.
Mage Miegfried, revise my earlier request, and make sure not to put any stone 2S of the flag.
Mage Yorbas, you out there?
Porter Bensen, revise my earlier request, and move the housing 2E N. Then see about moving the shed to W of the flag, or even 1 tile further SW.

I need to be standing 2S of the town flag before I begin my turn, but after Bensen vacates that space, finished with attempting to shift the housing. Once there, I can fertilize the surroundings and plant a crop of Veg, which we'll hopefully be able to turn into food 2 turns later. I don't know if it will reach our folks in the field, but it will at least feed the town until production ramps up.

We'd still need a kitchen or at least a kiln to get cooking, but building either can wait until we have Veg to cook. Mining still takes priority until then.

I know Kiln is a Blaksmyth buildable because I helped test Blaksmyth. Didn't want say so, but there it is.
>>
>>2874220

"Hey you! Yeah you, Farmer Brown! I'm workin' 'ere!
Get outta the way I've got a job here to do! I'm repossessin- er moving this here building.
Wouldn't want you to file a lawsui- er get hurt from me."

>>2875514

"Gotcha. Let's see if this baby's got what it takes for the job.
With my size, and the space given, best I can do is 3E."

>Tow Building by moving 2E, followed by Turning N, moving S
>Position myself behind the Building by Turning W, Move W, Turn N, and Push Building N

>-2EN + 1EN used.

Name - Bensen
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 11(-3) / 20
Move Stat: 4L. 1L to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L. Crush.
>>
>>2875514
>>2875547
Ignore that last tidbit, I'm moving it 2E, N.
>>
>>2875514
We have raw food, we need to cook it.
>>
>>2874220


> Move 2 tiles west
> Build Wood Block NW
> Build Wood Gate N and NE

Name - Steveish Franckly
Gear: Bloqsmith Tools (Chop!)
Inv: 16x Wood
Hp: 10
Armor: 6
Energy: 3/(7)16
Move Stat: 2
- Smith -
- Build -
>>
>>2875514
"Hmm, I'll see what I can do."

Could you link me by post if you need something from me? The additional cue makes it easier to find.

>>2874227
"Allenz? How busy are you at the moment? Plans? There's a Farmer, Atikn, who's asking for assistance."
>>
>>2875514
I am unsure of what you desire right now fellow fleshy food maker, repeat your designs so that I may help you and the others get things done.
>>
>>2875761
There are two different crops under the Farmer entry in the character sheet. Of those two, we have Grain. Under the Cook entry, the only recipe that includes Grain also requires a Town and Kitchen.

I'd really, really love to be convinced otherwise so I wouldn't see the need to put people through all these motions, but I'm working with what the sheet is showing me here.

>>2875903
This here, >>2874728, incorrectly mentioned Cristobal the first time. Jut a stone 2S 1W of the flag, please.
>>
>>2874220

>Prepare Stone Jut
>Cast Stone Jut 1 east of myself

Miegfried
Class: Yellow Mage
Gear: Earth Book (2 RNG +4 DMG)
Hp:8/8
Armor: 4
Energy:16/16
Move:2

=Skills=
-Marks Earth
-Expand spell (4E)
-Stone Jut
-Geyser
>>
>>2874220
>move NW, (jump) 1L W
>move 1L N, 1L W
>overwatch W (1 bolt, range 3)

"C'mon pup, let's scout a bit before heading back."

Wami - Ritter
Gear: Crossbow (Range 3) [10/14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12 (3)
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
>>2874220
>Move NW
>Sentry stance


Ever - Spear Soldier
Gear: Spear (+2Hit +2Dmg +1Reach) Shield (+1Dmg +2Arm)
Hp 12/12 | En 4/12 | Arm 7+2 | Mov 2 | Act 2
[Block]·ST Subtract dice from attacker
>>
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90 KB JPG
Late posting notice. We are printing pages for a con today = w=)/
>>
>>2874220

>Grab boulder with claw
>Move 3 West

Name - Bohren
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 2 / 20: 11
Move Stat: 4 Tiles. 1 to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L.
>>
File: PraedatoriaTurn06B.png (1.74 MB, 2182x2175)
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World Phase. Will put up an act phase after I eat = w=
>>
>>2867084
5,5

>Deploy as a Rapier wielding Alchemist.

Woeldenspar, lvl1
2/14En
5arm
10hp
2mob
>>
File: PraedatoriaTurn07A.png (1.72 MB, 2186x2165)
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>>2879224
Pretend you're 1S of the Flag.

https://www.youtube.com/watch?v=ia9uOLIzoow


" It would seem that the elder has whipped up a humble meal for the arrivals. Just in time, everyone is likely banked on their reserves.

=About Rest, Campfires , and Shelter =
There are many ways to recover ENERGY however they are all crtical in their usage.

1 [Resting] on the field is typically the least advisable way to regain EN. It can be argued that it is not feasible at all. Resting in any random spot, will come with a Full Turn Act to Activate followed by a gradual exchange of 2En, per turn. While at the same time 1HP is decreased.

2. Campfires- To alleviate the hostile elements its advised that one start a fire, using 1 wood and 1 stone. Not only can one recuperate their Energy , they may also recover their health at 1 HP per turn spent resting next to a bonfire. Additionally, meals can be enjoyed and cooked on said fires along with the ability to achieve
[SLEEP at 4 turns] - Allowing a reset on daily skills.
[Partaking] in a meal is also an option when camping with food on the open fire.

3. Shelter- Sleeping in a House, cabin, or sheltered structure within a Protected Zone will instantly regain their HP, ENERGY on the first legal turn of Rest. and Daily Abilities at 4 Turns. This costs 1Wood and 1Grain or other Foodstuffs. Otherwise it is treated as if you are resting in a Campfire without these things.

4. ? ? ? ? Other luxuries exist in the world which may even boost your stats or cure you of ails. Seek a Librarian or Bard for knowledge such things !


Act Phase.
>>
>>2879238
>Move 1 south 2 west.
>Enter the house north west and rest?


Sile Worker
Gear: Pick- +d6 vs Stone
Hp: 10
Armor: 5
Energy: 2/14
Move Stat: 3
- Skills - Mine
- Skills - Safety: Adjacent Unit reroll's 1's
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to know
>>
Rolled 6, 2, 6 = 14 (3d6)

>>2879238
>move 1L W, 1t NE
>-bash x3 (deals damage, knockback 2 tiles, 3d6 total)
>SHOUT TO THE GROUP "NORTH WALL IS OPEN!"


"GOT EYES ON AN ENTRANCE! NORTH WALL IS OPEN!"

Wami - Ritter
Gear: Crossbow (Range 3) [10/14 Bolts]
Hp: 14/14
Armor: 7 (+2 moving)
Energy: 2(+1)/12 (2)
Move Stat: 2L
* Track Scent *
- Bash - Entering enemy space damages and knocks back 2 tiles.
- Appetite - Eats twice as much food.
>>
Rolled 5, 1, 1 = 7 (3d6)

>>2879238
>>2879259
((forgot the default is 2d6/atk. here's the missing dice))
>>
>>2879238
Mother in heaven, gates are expensive. Can't finish the walls without some more wood.

> What are the numbers with the dots next to our characters? I thought that they were energy spent.
> Build Storage Shed SW
> Move North, North (Bump Gwen North)
> Smooth Stone NW
> Helpers (-1 EN spent)

Name - Steveish Franckly
Gear: Bloqsmith Tools (Chop!)
Inv: 6x Wood (-4, Shed)
Hp: 10 (-?)
Armor: 6
Energy: 3/(0)16 (-?)
Move Stat: 2
- Smith -
- Build -
>>
Rolled 1, 3, 1, 4, 2 = 11 (5d6)

BREACH!

>Break the wall
>Break the big jackal's face.

Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 20/20
Armor: 12
Energy: 5 / 20
Move Stat: 4 Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
>>2879238
Ah, what a delicious aroma!
Smell like... salvation from a death by hunger.

>-The map states I have 10 En, but by my count I should be at 4
>Move 4N, opening the gate on the way

Cristobal Junta - Red Mage
Gear: Wind Book (rng 4 dmg +2)
Hp 8/8 Arm 4 Mov 2 Act 2 En 4/16
[Expand Spell] Burn 4E
[Wind Arrow] Prepare or burn 2E
[Stone Jut] 2/2 Arm 6
Prepared spells: Stone Jut
>>
>>2879293
That counter ticks upwards. It seems people are knowledgeable of how much they are spending so I'm probs going to turn off the counter for it.
>>
>>2879238
>Move SW, SW, SW, W

Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 7/12 (2(+1))
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and KB's 2 tiles
-Appetite: Consumes twice as much food

Rider Poise is one Dog Action to allow the rider to utilize spear and mount to full effect giving them +1 Dice in the next attack action.
>>
>>2879238
Sorry, was busy for a while there.
>Move 4S

Duke - Archer
Gear: Bow (Range 2-4) [18/20 Arrows]
Hp: 10/10
Armor: 7
Energy: 8/14
Move Stat: 2
-Move or Shoot
-Firing Line
>>
>>2879238
Could I get confirmation on Atkins' position? They were east of the house and just this phase it looks like they popped over to the west side of it by the fire.
>>
Rolled 3, 6, 3 = 12 (3d6)

>>2879238
>Chop Trees SW
>Overwatch SouthWest

Woodsman lvl.1
HP 10/10
Fatigue 6/16
Act 2
Def 7
Move 3
-Blooded: Defeating creatures gives +1 hit dice against their kind.
-2 Axes: +1d6 Hit, *Throne, -1WPN, +2 Arc, Chop Wood

Inventory
1)6/10 Wood
2)
3)
4)
>>
>>2879536
I'm the one just north of the new gate.
>>
>>2879238
Can eating only occur during Rest?

All:
• I think we're going to need to set up at least a partial withdrawal on the front line soon -if we can get people to start running food up to the front line, we won't have to do a full withdrawal behind the wall and hopefully we can start pushing in to clear out the fortress.

• Do we have anyone to seal off that cave?
>>2876392 Miegfried? How are you on energy? If possible, do you think you can Jut some stone to block off the cave entrance?
We can mine it open again later. We need to secure the perimeter on that side for the time being and buy some time to establish ourselves for a proper offensive into that space.
>>
>>2879280
You should have more wood in your inventory, since you've been spending the town's instead of your own.
>>
>>2879635
Alright. Porter 03 is in that space you requested to be moved to. They're also flipped over/prone from the Jut. I don't think I can have you bump him, considering size. Is there some other place you want me to send you?
>>
>>2879661
The food event pushes our need for food production back by a turn or so. I might still want an extra action thrown my way, but it can wait a turn.
>>
>>2879643
I should clarify on something: If we can eat without Rest, we should start running the Elder's meal up to the front.
>>
Workplace accident #2! Acceptable outcome but happened on my call, pardon.

Good news! Housing's moveable, and we have some food ahead of schedule.

As energy runs low, our army's going to have to adopt a more conservative approach. Someone needs to oversee campfires, overwatch nets, maybe even a partial retreat. My first picks to lead the effort are Sango and Lysander, but I'll work with anyone with the vision for it.

Get a plan going and settle the troops. I'll see what the folks back at town can do to supply you.
>>
>>2879238
Whites of their eyes and all that.

>overwatch breach SW

Katze - Militia
Gear: Blunderbuss (RNG 2 +1 DICE 1R), Tooth Shot x10
Hp: 10
Armor: 6
Energy: 2/11(18)
Move Stat: 2
[Prone St.] Cover or Prone (1 Act): Armour x2 vs ranged
[Match 2] Knockback
>>
>>2879238

"Startin' to run outta power here boys!"

>Move West 1
>Steady Drill wall North West


Name - Bohren
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 2 / 20: 8
Move Stat: 4 Tiles. 1 to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L.
>>
>>2879238
"Now to prop this hou- WOAH NELLY!
Good thing I took those safety courses otherwise this big ol' lug woulda crushed my entire body."
>>
>>2879238

"Well back to work! Accidents happen, just make sure to not have anymore 'round me."

>Stand up
>Grab 'L' Wall 2E 1N
>2EN + 1EN used.

Name - Bensen
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 14/20
Armor: 12
Energy: 11 / 20
Move Stat: 4L. 1L to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L. Crush.
>>
>>2879280
Stevenish, you're handling the walls well, so I'm turning the remainder of the project over to you. Arrange whatever's necessary for completion. I only ask that you add access to the water outside the walls and finish as much of the wall with stone as possible. Whether that involves handoffs with our Blaksmyth and Workers or a shed for them to put stone in is up to you.

>>2874734
Crane, your stone's a wall now, so continue mining the new rock. Bump me E on your way, if you don't mind.
>>
>>2879238
>move 2E
>-bump FarmerHydr E
>>2880087
This work?
>mine rock NE
>mine rock NE

Crane - Blaksmyth
HP: 10
Armor: 6
Energy: 10/16
Move: 2
-Craft-
-Mine-
-Smything-
Inventory:
Slot 1: Stone x2
Slot 2:
Slot 3:
Slot 4:
>>
>>2880137
That it do.
>>
>>2879238

>move 4 W

Gear: Estoc +2 hit
Hp: 10
Armor: 6
(Act)Energy: (2)16/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Lunge: Move 1 and attack
•Mark Enemy: +1d6 to hit
>>
>>2879238
>Move E N
>Fertilize

Gear: Rake
Hp: 10
Armor: 6
Energy: 9-2/18
Move: 2
- Farm -
- Raise-
- Mystery Egg -
Inv: 2-1 Fertilizer
>>
Rolled 6, 6, 6 = 18 (3d6)

>>2879238
Well, since I'm here, its what I'm good at, and we need it...time for me to chop away!"
>Move W
>Chop trees E

Margaret - Worker
Gear: Axe - +d6 vs Wood
Hp: 10
Armor: 5
Act: 2
Energy: 8/16
Move Stat: 3
- Skills - Chop
- Skills - Help: Adjacent Unit Spends 1 Less Energy
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
>>
>>2880966

=About Matches, and Crits=

- Typically Hit Dice that Match double in value. If one of those dice is also the damage dice then that damage increases in turn, while hit increases exponentially. This concept of 2 dice matching is Match 2.

- On Match 3, various effects may occur depending on weapon. But instead of doubling, the dice values will triple.

Weapons with Match Effects.
There are weapon skills and learned combat skills that have Match Properties. Unlocking them in guilds or by masterworking them using a recipe will let you access them.
>>
>>2879238
I hold position, overwatching. If an enemy moves into range I fire and reload. You can roll for me if that happens, OP.

Dibs - Militia Rifleman
Gear: Rifle (Range 4), Iron Slug 10/10
Hp: 10/10
Armor: 6
Energy: 10/18 | Move: 2 | ACT: 2
- Snipe | At will | -1 hit, +1 range
- Aim | 1ACT, once per turn | +1 hit
>>
Rolled 2, 3 = 5 (2d6)

>>2879238
>Used 2 (9/18)
>Move 2W
>Fight Song!

Sango, Tactician
Gear: (I don't know what it is but assume it's some kind of musical instrument)
Hp: 10
Armor: 6
(Act)Energy: (2)9/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Rally Song : Units move w/ you this turn
•Fight Song : Units gain +1Hit, Match2 units regain energy = 1die
>>
>>2879238
>>2875514
>Store the 4oz of Water as requested
>Withdraw 6oz of Food.

"Right I see a Kiln and I have food, do you want [Rice Rations] or [Yasaihan] making with this?

Orland - Chef
Gear: Chopping Knife
Hp: 4/8
Armor: 6
Energy: 11/16
Move Stat: 2
- Skills - 3 Tile Swipe
- Skills - Butcher
Stuff:
-6oz of Water
-6oz of Food
>>
>>2881511
I don't think you can do either with available resources. The recipes seem to specify Veg, which we have none of at the moment. I hope to have some ready to harvest 3 turns from now.

That said, you're free to try. I'd love to be wrong. Just note that once resources are placed in a shed, you don't have to go to a shed to access them.
>>
>>2879254
please include your job class in your name.
>>
>>2879280
Please list your [Job] with your name.
>>
File: PraedatoriaTurn07B.png (1.91 MB, 2181x2147)
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World Phase.
>>
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=About Processing=
despite popular belief most processing is done by robot. Ok that is popular belief. However I am not the robot. Processi is the robot. To save time looking through the board and fetching extraneous information the bot catches all legal posts, collates them and orders them. Dice are rolled in the event that none exist or are available.

> What am I going to do with this information ?
Any post without a green arrow is typically filtered out leaving the rest of the thread for me to enjoy at reading pace. Partial or follow up posts lacking a green arrow, usually those without dice, do not happen in processing and are given substitute dice.

-Furthermore, correction actions are not legal unless warranted or due to a fault on processing's part.

When is it Processing's Fault ?
> We will inform you.

What if it directly contradict they game's rules ?
>Ah. Good spotting etc. A forward resolution is passed simply because extraneous back and forth exchanges aren't ideal in a multiplayer wargame. Retrogressive resolutions very rarely happen as they result in lost time, wasted resources, and a delay in gameflow. Forward resolutions simply allows players to bypass any inconvenience caused to them by misprocessing. If they so choose.

Sometimes there is auditing.
One typically angry llama is in charge of this. Llamas are prone to stress and biting off human heads when tested. Otherwise they are great at conducting this kind of thorough business.
>>
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Act Phase.
https://www.youtube.com/watch?v=U5HBuZCc3us

. . . We've clashed with the enemy. Already our riders have been overwhelmed. On the walls our porters charge bravely but endanger themselves just as greatly. This enemy has tasted man. That already puts them a level above some recruits who have never murdered before....
>>
>>2883385
That's a minus 6? Or am I at 6 EN?
>>
>>2883385
Also... Lunchtime? How do I get in on this food? Mind you I am the Blue guy at the bottom =/
>>
>>2883392
EN used up.
>>
>>2883395
You must be connected to a chalk tile that is connected to the location you wish to go. That is the town where the pot is. Then Full Move.
>>
>>2883385
>Move E 3S

Cristobal Junta - Red Mage
Gear: Wind Book (rng 4 dmg +2)
Hp 8/8 Arm 4 Mov 2 Act 2 En 4/16
[Expand Spell] Burn 4E
[Wind Arrow] Prepare or burn 2E
[Stone Jut] 2/2 Arm 6
Prepared spells: Stone Jut
>>
>>2883385
>Make way back to town
>Move E, NE, NE, NE, N, N
>Entrance of town? Eat / Event
"Saw another bigger entrance in the South of that fort and its open"

Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 0/12 (2(+1))
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and KB's 2 tiles
-Appetite: Consumes twice as much food

Rider Poise is one Dog Action to allow the rider to utilize spear and mount to full effect giving them +1 Dice in the next attack action.
>>
>>2883408
What I mean to say is, fast travel isn't available until you find a road.

>You may redo the action
>>
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seems i missed an action.
>>
>>2883401
Oh no. I'm about to be undone by my topogrpahic cretinism.
If anyone happens to pass by with a bite of food, I'd be most grateful.
>>
>>2883439
Even just bumping me N would be nice.
>>
Rolled 1, 3 = 4 (2d6)

>Grab big jackal
Not sure if I can throw attack dice in this for a more aggressive grab since I have no intention of being gentle.

>Turn E, move 3E, dragging the thing into warm embrace of spear.
>-Take 1 damage from energy upkeep. Begin to bleed for every action taken from here on out.

Name - Birch
Class - Porter
Gear: Hammer Mech (+2d6. +1d6 to Structure. Crush)
Hp: 9/20
Armor: 12
Energy: 2 / 20
Move Stat: 4 Tiles. 1 to turn
Pound Lot : Break down rubble. Full turn.
Claw : Reach 2, Hold M, Drag L.
>>
Next turn I'll be able to get to the farm assuming nothing kills me, but I will need the area directly north of the gate clear.
>>
>>2883385
>Move 2W
>Prepare Stone Jut

Miegfried
Class: Yellow Mage
Gear: Earth Book (2 RNG +4 DMG)
Hp:8/8
Armor: 4
Energy:12/16
Move:2

=Skills=
-Marks Earth
-Expand spell (4E)
-Stone Jut
-Geyser
>>
>>2883385
>Move E, E, E, N, N, N
>(Or at least as far as I can go back to base)
"Saw another bigger entrance in the South of that fort and its open"

Chulk - Ritter (Blue)
Gear: Spear (Reach 2), Hit+2
Hp: 14/14
Armor: 7(+2 Moving)
Energy: 0/12 (2(+1))
Move Stat: 2 Length (Diagonals=1 Tile)
ACT: 2
- Hit+2
- Rider Poise (Rider gains +1d6)
-Bash: Entering Enemy Space Damages and KB's 2 tiles
-Appetite: Consumes twice as much food

Rider Poise is one Dog Action to allow the rider to utilize spear and mount to full effect giving them +1 Dice in the next attack action.
>>
"Watch your steps, folks. You can almost tell this stuff used to be jackal."

>>2880916
>>2883385
>Last turn would have put me E of the rock I'm currently W of, unless porter blocked me. If possible, requesting that fertilized patch and myself be re-centered E of the rock
>Regardless, Seed Veg N, -1 town water
>Seed Veg S, -1town water

Gear: Rake
Hp: 10
Armor: 6
Energy: 7-2/18
Move: 2
- Farm -
- Raise-
- Mystery Egg -
Inv: 2-1 Fertilizer
>>
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>>2883385
Can I get a worker standing where that red mage is, to smooth the stone jut again and fill in that gap in the wall? I think we need to smooth it multiple times!

Oi, chef, save me a bowl yeah?

> Move north, north
> Move west
> Build thin stone wall on my tile and north of me, facing west
>>
>>2883742

Name - Steveish Franckly
Gear: Bloqsmith Tools (Chop!)
Inv: 2x Wood
Hp: 10
Armor: 6
Energy: 3/(4)16
Move Stat: 2
- Smith -
- Build -
>>
>>2883742
I'd say your best bet is Gwyneth for that, I can't get back in the village without bumping people. Thanks for building that shed, by the way.

>>2883385
"Fantastic haul from that, guess I'll take the long way around to help Sile mine or get to that next pack of trees. I don't know which would be more convenient for our current plans. Maybe I should get something to eat, man cannot live off of satisfaction alone."
>Deposit 18 Wood into the shed SE of me
>Move E-E-E

Margaret - Worker
Gear: Axe - +d6 vs Wood
Hp: 10
Armor: 5
Act: 2
Energy: 7/16
Move Stat: 3
- Skills - Chop
- Skills - Help: Adjacent Unit Spends 1 Less Energy
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to knows
Inventory
-10 x Wood
-8 x Wood
-
-
>>
Rolled 5, 3, 4, 3, 2, 6 = 23 (6d6)

>>2883385
>[Flurry] Large Jackal.
>-not sure if flanking, note gear bonus if so

Obovata Pycea - Fighter
Gear: Fists [+2Hit vs Target Flank]
Hp: 14/14
Armor: 7
Energy: 2[4/12]
Move Stat: 3
- [X] Gain 1 Energy on Match.
- [*] Wheeling Blow: Punches to the side increase target Fatigue.
- [*] Flurry: Attack Three times w/ Full Act.
>>
Rolled 1, 1, 1, 2 = 5 (4d6)

>>2883385
Oh hey, guess I'll finally get to shoot something this turn.

>Move 2W
>Shoot the big Jackal, and the small Jackal 4W & 2N of my new position

Duke - Archer
Gear: Bow (Range 2-4) [16/20 Arrows]
Hp: 10/10
Armor: 7
Energy: 6/14
Move Stat: 2
-Move or Shoot
-Firing Line
>>
>>2883385
>Rest for the turn.


Sile Worker
Gear: Pick- +d6 vs Stone
Hp: 10
Armor: 5
Energy: 2/14
Move Stat: 3
- Skills - Mine
- Skills - Safety: Adjacent Unit reroll's 1's
- Skills - Assist: Perform action an ally in the same "Workspace" or adjacent to know
>>
>>2883385
Aha, Volltreffer! Nimm dies, Schweinehund!

>reload
>shoot Jackal 1S 2W

Katze - Militia
Gear: Blunderbuss (RNG 2 +1 DICE 1R), Tooth Shot x8
Hp: 10
Armor: 6
Energy: 2/9(18)
Move Stat: 2
[Prone St.] Cover or Prone (1 Act): Armour x2 vs ranged
[Match 2] Knockback
>>
Oy, whas' the plan fer buildin' anyways? I'm itchin' to get me kiln up to do some work.
>>
>>2883385
Did my action go through? >>2880013
>>
Rolled 4, 5 = 9 (2d6)

>>2883385

>Face South
>Drill orc from behind

Name - Bohren
Class - Porter
Gear: Drill Mech (+2d6. +1d6 to Structure.)
Hp: 20
Armor: 12
Energy: 2 / 20: 8
Move Stat: 4 Tiles. 1 to turn
Steady Drill: 6 dmg vs Stationary
Claw : Reach 2, Hold M, Drag L.
>>
>>2883385
>[Sentry Stance] (+1Reach)
>[Block]


Ever - Spear Soldier
Gear: Spear (+2Hit +2Dmg +1Reach) Shield (+1Dmg +2Arm)
Hp 12/12 | En 2/12 | Arm 7+2 | Mov 2 | Act 2
[Block]·ST Subtract dice from attacker
>>
>>2884991
Given current constraints, we need stone income more than your crafts.

That said, what do you plan to craft, and how will you make the town's layout work for you? Who and what will you need to make it happen?
>>
>>2885391
Well, I need metal out of me kiln to make an anvil, yeah? An' with an anvil, we can start distributin' better weapons n' the ones the poor men gettin' slaughtered out in front are gettin'.
An' with ores also, we can get an alchemy kitchen up for some proper alchemitizing, with what you.

Anyways, the kiln I can probly' build meself in the southeast corner, there. Think someone drafted a plan saying as much?

I'll snap to minin' if thas' your idea of what to do.
>>
>>2885405
Far as I can see, we'll want a kiln for cooking and metal. The right ingredients for cooking are about 2 turns out, and sufficient ore to convert into an anvil, likely a turn or so further. Keep mining for now, unless you see something I don't.

SE kiln should fit well, though. Would even suffice as a wall piece, in a pinch.
>>
>>2885537
Usin' a kiln for cookin'? That don't seem quite right, farmhand.
>>
Rolled 4, 3, 1, 1, 1, 1 = 11 (6d6)

>>2883385
>mine rock NE
>mine rock NE
>mine rock NE
Might needta' stop soon. Gettin' a wee bit peckish.

Crane - Blaksmyth
HP: 10
Armor: 6
Energy: 7/16
Move: 2
-Craft-
-Mine-
-Smything-
Inventory:
-Stone x5
>>
>>2885556
's hot, ain't it? Boil copper, boil glue, boil rice... Might be the wrong one to ask, I grant you. I'd just as soon eat my crops raw for the tickle in the throat.
>>
Rolled 3, 4 = 7 (2d6)

We're in it now! Keep the line together and hope they don't start piling in before we finish these few!

>>2883385
>Used 2 (7/18)
>Be Frog and get in the water! Move 1W,1S, Face W
>Fight Song!

Sango, Tactician
Gear: (I don't know what it is but assume it's some kind of musical instrument)
Hp: 10
Armor: 6
(Act)Energy: (2)7/18
Move: 2
•Order! : 1 Act to order unit to Move, Atk, Perform skill w/ matching wpn
•Rally Song : Units move w/ you this turn
•Fight Song : Units gain +1Hit, Match2 units regain energy = 1die
>>
Rolled 1, 6 = 7 (2d6)

>>2883385
"After this turn I'm retreating back to the walls.
>-1 Energy from overwatching going off
>Chop Wood near by
>Overwatch SW

Woodsman lvl.1
HP 10/10
Fatigue 8/16
Act 2
Def 7
Move 3
-Blooded: Defeating creatures gives +1 hit dice against their kind.
-2 Axes: +1d6 Hit, *Throne, -1WPN, +2 Arc, Chop Wood

Inventory
1)9/10 Wood
2)
3)
4)
>>
After this turn, I'd recommend that we (the front line) start falling back. Keep fighting as we go. We're running low on energy and the shorter the distance supplies have to travel, the sooner we get food and energy! We'll also buy a little more time as those Jackals to the north of the fort will need to cover more ground.

I'm concerned we might see Jackals from that cave soon, if that rib cage is any hint. We need that stone put in place sooner than later!
>>
After today i will be gone for the weekend to table at a con and survive various storms. However if im bored enough in the hotel, the opposite situation might happen !
>>
>>2886194
Seconded.
>>
>Aim, FIRE at the big jackal

Dibs - Militia Rifleman
Gear: Rifle (Range 4), Iron Slug 10/10
Hp: 10/10
Armor: 6
Energy: 10/18 | Move: 2 | ACT: 2
- Snipe | At will | -1 hit, +1 range
- Aim | 1ACT, once per turn | +1 hit
>>
Rolled 1, 6, 5 = 12 (3d6)

>>2888506
>>2883385

Hurr, it didn't roll
>>
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Since we're hitting page 10 be sure to keep your ears on the ground on the next thread using the patreon page here:

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> Phase is Processing ???
>>
>>2888506
And I forgot to reduce my energy. 8/10 now.
>>
Rolled 1, 3 = 4 (2d6)

>>2883385
>>2884734
Hoppla...





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