Turn 29. Im sorry to say that this will be my last turn with this game. I just cant seem to motivate myself to do it anymore. Frelock, you may takeover GMing if you still want to do so. You seem to already know how to GM, but if you need any help, Ill try to help. (I had an idea to help balance it: each racial bonus gained from getting a "good success" might add a modifier to the roll needed. Currently the base is a 4, so it would go up to 6 for the Rodinians. Take the idea or not, it doesnt matter to me anymore). There shouldnt be a conflict of interests with a GM controlling a faction I did it a few times.
(Whatever you did to the dice to make them hate you so, I dont want to know)
Warboss Orgs Boyz
| Da Orks discover Blood Bronze. By putting the blood of fallen Orks into their bronze, itll be more Orky. They begin replacing all choppas with the new alloy.
Economy 6.7 + 0.1(ACT) = 6.8
Technology 6
Military 7 3(+1/turn)
Population 5.6 + 0.2(MRL) = 5.8
Infrastructure 6
Morale 6
Emperor_Jonathans Zaniah
| Propaganda posters are spread around the city. The government funded artist group misunderstands, and coins the slogan: The Zaniah military wants to train against you with our enemies. Several groups of citizens flee the city in fear thanks to the misunderstanding. The glider-scouts find a massive column of ants heading east.
Economy 9
Technology 7
Military 13
Population 7.5 1(ACT) = 6.5
Infrastructure 8
Morale (5)6 -1(+1/turn)=5
Frelocks Raiders of Rodinia
| The Rodinians create a market where stocks are sold. Their economy will now grow on its own as long as the economic strength is less then their population.
Economy 8.9 + 0.1(Rounding) + 0.1(Stock Market) + 1.5(ACT) = 10.6
Technology 7
Military 10 1(+1/turn)
Population 10.9 + 0.4(MRL) = 11.3
Infrastructure 11
Morale 6 1(INF) = 5
Bonus: +0.25 on defense
Bonus: +1% population growth
Bonus: +0.1 economy per turn if (POP > ECON)
Navians Bronze Colossi
| The Colossi rebuild their city above their current city. A few of the Colossi name the old layer Ankh-Morpork, much to the confusion of the remaining Colossi.
Economy 6
Technology 5
Military 9.6 + 0.1(Rounding) + 1(ACT) = 10.7 2(+1/turn)
Population 7.8 + 0.5(MRL) = 8.3
Infrastructure 8.9 + 0.1(Rounding) = 9
Morale 7 1(INF) = 6
Bonus: +0.25 when attacking
Shorukes Starforgers
| The Starforgers accidentally stumble upon the dark arts of summoning. They are taken by surprise, and fail to control the entities they summon. After a brief struggle against the military, the otherworldy beings escape somewhere into the world. Hopefully they wont be able to survive for long on this planet. They then scry on the ant colonies, but find nothing.
Economy- 5.7 + 0.1(Rounding) = 5.8
Tech- 5
Military- 6.8 + 0.1(Rounding) = 6.9 2(+1/turn)
Pop- 3.8 + 0.2(MRL) = 4
Infastructure 5
Morale 7 1(INF) = 6
R1cks Basinians
| The Basinians hatch the larva. There is a queen, a few workers, and a bunch of soldier ants. The ants are strangely loyal, and the generals suspect that giant ant cavalry will be highly useful in future conflicts.
(No rounding bonus is given if there is no decimal, but 8 + 0.1 = 7.9 was a slight addition error.)
Economy 5
Technology 5
Military 8.1 + 0.1(Draft) + 0.1(Rounding) + 1.5(ACT) = 9.7
Population 4.7 + 0.7(MRL) 0.1(Draft) = 5.3
Infrastructure 6
Morale (10)7 + 2(-1/turn)-1(INF) = 8
Bonus: Draft (ON). May convert 0.1 pop/turn into 0.1 MIL/turn as a free action. It will remain in the current state until turned back on.
Strife26s Zefies -
| The Zefies attack the ants! They find abandoned ant mounds. Exploration of the tunnel yields a small mythril vein! It is quickly annexed.
Economy 6
Technology 8
Military 12.5 + 0.1(Rounding) + 1(ACT) = 13.6
Population 7.5 + 0.7MRL) = 8.2
Infrastructure 9
Morale (8)7
Sombre Chapaeu
| You put runes of air and water on your axe.
+1 Pick of earth & fire
Boots of fire resistance
Seal of fire detection
Magma powered forge(+1 to metal crafting, able to forge or transmute any owned metal object),
☼mythril breastplate☼(+1 to piercing and slash absorb, -1 to enemy accuracy),
Slightly used Strange Ore(-1 to depletion rolls)
Glowing two handed axe with runes of air and water(
)
Glowing helm of protection and vision(-1 to concentration/perception, +1 to detect invisible.)
Unharmed.
Skilled Rune Crafter(4/8 xp needed)Forger(0/6 xp)