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Author Topic: You are Islanders--Turn 4: A Surprisingly Good Day  (Read 13679 times)

10ebbor10

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #165 on: November 30, 2012, 11:13:21 am »

I'm going to call the smeerp a rabbit.
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #166 on: November 30, 2012, 05:53:25 pm »

Maya grabs the adze he made, while two others grab these improvised weapons, three men took shell knives, and three women took the last three knives.
((Combat notes: Adzes and axes are 1d8 damage, but adzes are at -1 to hit. Picks are 1d8 as well, also with the -1. Stone knives deal 1d3 damage, shell knives deal 1d2, and fists also deal 1d2 but with no bleeding. Obsidian deals an extra +2 damage, or +1 if it's knives or arrows, and also prolongs bleeding another turn. Shock (-1 to all rolls) sets in after an attack of at least half of the current HP; unconsciousness sets in at 0 HP; and death follows at negative-half HP.))

The Glorious Settlers, except for a few women grabbing the children, rushes at the canoe. The archers get off a couple more shots each; Maya takes two and the others with dangerous tools each take one arrow. Both arrows miss Maya, but they strike his compatriots in the chests. (-7 HP, -9 HP) The injured men charge heedlessly into combat.
Maya strikes at one of the archers but misses. His followers also miss, the adze-wielder actually hitting himself with the adze (-7 HP, total -2 thanks to bleeding) and falls unconscious from blood loss. The knife-wielders swarm around the boat, but only two can reach anyone. One connects with an archer, dealing one damage after armor.
((Hide armor only subtracts 1 damage. It's not much good against real weapons, but does wonders against knives, smaller wild animals, and helps against everything.))

Statuses:
Maya, 8/15 HP
Pick-wielder, 6/15 HP
Adze-wielder, -1/15 HP, shock, bleeding, unconscious
Other Settlers: 15/15 HP
One archer: 14/15 HP, bleeding
Other raiders: 15/15 HP

Has Maya changed his mind? Probably not, but worth asking.
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LordSlowpoke

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #167 on: November 30, 2012, 06:44:02 pm »

DON'T JUST RUN AWAY YOU IDIOTS

SET FIRE TO THE BOAT WHILE THE WARRIORS ARE BUSY
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #168 on: November 30, 2012, 07:11:59 pm »

Maya orders the women to set fire to the shell-covered canoe.
He and the picker attack the warrior in front. Both fail to connect. Another knifer, the woman with the obsidian knife, reaches the front; she successfully stabs, dealing two damage plus two turns of bleeding to him.
The archers fire again. Both aim at Maya, but only one hits, stabbing into his shoulder. (-2 HP) The warrior in front swings a deadly axe at Maya, but he dodges the blow.
Another man, probably the leader, shoves to the front and swings his fine axe at Maya. It just hits, nicking his shoulder (-3 HP), but it's obsidian, so two turns of bleeding.
A brave woman grabs a chunk of firey wood and runs forward. She aims for the canoe, but hits Maya. (-2 HP)

Statuses:
Maya, 3/15 HP, shock, dbleeding
Pick-wielder, 6/15 HP
Adze-wielder, -2/15 HP, shock, unconscious
Other Settlers: 15/15 HP
One archer: 13/15 HP
One warrior, 13/15, dbleeding
Other raiders: 15/15 HP
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Maxinum McDreich

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #169 on: November 30, 2012, 09:29:32 pm »

oh lord... fighting seems hellish.

I assume how finely crafted something is gives bonuses to hit/damage. Such as a good pickaxe. Or in the case of a deficit, a bad axe.

Also, I confer a +1 to all of Maya's people with the power of cheerleading!!!!
LET'S GO MAYA, LET'S GO!

That works, right...?
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #170 on: November 30, 2012, 09:33:08 pm »

oh lord... fighting seems hellish.

I assume how finely crafted something is gives bonuses to hit/damage. Such as a good pickaxe. Or in the case of a deficit, a bad axe.

Also, I confer a +1 to all of Maya's people with the power of cheerleading!!!!
LET'S GO MAYA, LET'S GO!

That works, right...?
Yeah, fighting is bad. Just be glad I decided to see how this combat went before implementing damage to different body parts...and the impairment implied...
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LordSlowpoke

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #171 on: November 30, 2012, 09:47:01 pm »

PFFFFFFF

GET THAT GLORIOUS LEADER OUT OF THERE GODDAMN

IT WAS NICE TO SPEARHEAD BUT YOU JUST CAN'T GET FORMATIONS RIGHT

RELEASE THE FOXRAT!

ALSO BUMRUSH THE LEADER INSTEAD OF FIGHTING INDIVIDUALLY WHAT ARE YOU EVEN
« Last Edit: November 30, 2012, 09:48:49 pm by LordSlowpoke »
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #172 on: November 30, 2012, 11:57:09 pm »

((They're bumrushing as much as they can when they are attacking people in a canoe.))

Maya retreats. The others swarm in, one climbing into the boat before getting slain by a single blow from the leader's axe. Unless he doesn't need that head. Anyways, this display of power scares some, but the woman with the obsidian knife and the men keep fighting. Admirable, but unsuccessful. The archers fire at Maya, one actually hitting. Maya tried to dodge, but only made it hit a different part of him...(-6 HP, ouch).
Maya falls unconscious...

He awakes, bound, in the canoe of the raiders. Some of them are wounded, most are not.
They won.
A new, hopefully temporary leader has been appointed in Maya's absence. They're trying to figure out if and how to save Maya.

-----

OP being updated; please post or link to your actions.
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Rolepgeek

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #173 on: December 01, 2012, 01:12:55 am »

I think we've learned something today.

Attacking semi-fortified, okay fighters with basic armor and crude weapons, using unarmored, poor fighters with no armor and shitty weapons, is a bad idea. Maybe worse than attacking heavily fortified, highly skilled fighters with advanced armor and high quality weapons using okay fighters with basic armor and crude weapons.

Especially when you don't have the advantage of OVERWHELMING NUMERICALS.
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Nerjin

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #174 on: December 01, 2012, 06:50:23 am »

Alrighty then. We need wood and such for the huts don’t we. But we also need food and more gardens so…

Urist McFarmer plants the Fallow Garden.
Odin, Sir Drakonis, Lumpkin, Rose, and Magatha equip shell knives and hunt.
Nerjin equip Adze and get wood.
Meh, Human Shield, Cannon Fodder, Sacha, and Gobluck make another Garden.
Steve, the most powerful Steve in all of Stevedom shall work on taming the Cupcake.
Doc and Zoey should work on making an axe each.

Also you left the Muffins off of the NPC list.
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GreatWyrmGold

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #175 on: December 01, 2012, 07:40:58 am »

You don't have any idea how many there are, or what they have. I'll add them anyway, just don't expect details.
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LordSlowpoke

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #176 on: December 01, 2012, 10:50:21 am »

The women will tend wounded, while the other able people will gather as much food as possible. In the evening, under the cover of the night, food will be loaded onto the canoe, and the entire group will head towards the rising moon.

yeah we're done here

having all of our tools taken by an armed group which will steal everything we make and pillage everything we stand for will certainly do wonders for long-term expansion

actually wanted to build some kind of ridiculous catapult but given the raiders are probably a little annoyed by now they'd just kill everyone halfway through construction
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mesor

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #177 on: December 01, 2012, 11:01:02 am »

(( If you can find me your welcome to come join my little group, My island has plenty of food to support us both. ))
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Caerwyn

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #178 on: December 01, 2012, 12:14:53 pm »


One Man will continue to build that well!
Two Men will go and fish in the canoe!
One Man will try and create a simple Smokehouse!
Two Men will go wood-cutting!

Two Women will start some furrows in good soil or silt, for future crops!
Two Women will gather reeds, seaweeds or whatever else can be used to grow!
One Woman will lay out the base for a simple four-person hut! Or three-person, I guess!
One Woman will watch over the children!

The Three Children will go searching for cool stuff to find!

Dogs cannot be controlled, but they love the kids, so they will follow and protect them!
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mesor

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Re: You are Islanders--Turn 2: Three First Contacts
« Reply #179 on: December 01, 2012, 12:55:00 pm »

(( Are we allowed to make moves now? ))
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