Alosvalophos wrote:
All right, done and reborn at N5.
Power Generation: 4d6 + 6 ⇒ (1, 2, 1, 5) + 6 = 15 Starting Power: 2
Growth:
Create Settler H10: Cost 2 power, new pop: 5 Move Settler to I9, found settlement Grow I9: 0 power, new pop: 2
Advance in H9, gain 10 science
Miracle: Raise Terrain on J9, 4 power New Power: 0
Bring on Armageddon.
Reposting turn! Power: 3d6 + 2 ⇒ (3, 6, 6) + 2 = 17 Starting Power: 7
Miracle: Raise Terrain x2 in I9. Cost: 8 power
Growth in H10: 3 power
Growth in H9: 7 power
Remaining totals: 2 Power, 0 Science.
Power: 3d6 + 2 ⇒ (3, 6, 6) + 2 = 17 Starting Power: 7
Miracle: Raise Terrain x2 in I9. Cost: 8 power Growth in H10: 3 power
Settler moves to I9 and settles.
Miracle: Raise Terrain x2 in J9. Cost: 8 power. Settler moves to J9 and settles.
Miracle: Lower Terrain in G8. Cost: 4 power. Advancement in H9: +8 Science. Total 11.
Remaining totals: 1 Power, 3 Science.
Tendrils of the Source extend into the sea, as a mat of vegetation grows out from the shores, towards the approaching herald. Power: 3d6 + 2 ⇒ (5, 2, 3) + 2 = 12 Starting Power: 11
Grow H9: 6 power. Now Pop 8.
Armies rise, ready to combat the Herald. 4 armies in H9: 8 power. Remaining Power: 7. H10 advances, 4 science. Total Science: 10. Spend 7 science, get Armor 2. Remaining science: 3.
Power: 3d6 + 2 ⇒ (1, 6, 6) + 2 = 15
The Cordyceps continues to die back, and the very land shrivels beneath them, returning them to a small island. Miracle: G9, Lower Terrain x2, 12 power.
Grow Rhizome (H10) to 3, 1 power. 1 power remains. Advance at Sporefall (H9) and Rhizome, 10 Science. Total 12 Science. Gain Armour 1. 6 science remains.
We should play this out as is, no tweaks. In many ways, this is a playtest, and we should understand what the good and bad sides of the game are. It's fascinating, it's fun, it's interesting. Once we've had enough with this game, we can reset with a new board and new powers and new rules and try again. Umbral Reaver, this is just the start of a really fun experience!
Yes, but a person with Religion X gains X power per settlement, while someone with Agriculture X saves X power per settlement, unless the settlement is of size X or less. Since you can't grow a settlement more than once a turn, there is no situation in which Agriculture nets you more power than Religion, while there is always a situation where Religion nets you more power than Agriculture.
Power Generation: 3d6 + 3 + 2 ⇒ (2, 5, 5) + 3 + 2 = 17 Grow Sporefall (H9): 6-1=5 power
Sporefall advances: +7 Science.
Rhizome settler moves to G10, settles Fruit Cap.
Fruit Cap army to F10, invades Southern Harbor.
Ending Power: 0
Animals start pouring out of the forests, enter the swamps, all inexorably drawn to a source of power hidden in the swampy lands...
Starting Power: -1
Power generation: 3d6 ⇒ (5, 4, 6) = 15 Settlements: Sporefall H9, Rhizome H10 Grow Sporefall: Cost 5-1=4.
Advancement: 2 ranks of Survival, 1 rank of Religion. Cost: 9 Science. Ending Power: 2
Increasingly at home in their new world, the Cordyceps continue their expansion and find themselves able to handle far more environments in this world. Their hosts travel beyond their borders, finding home in the jungle as well.
I hope I'm doing this right. Starting power: 0
Power gathering: 3d6 ⇒ (3, 2, 4) = 9 Grow Settlement 5 -> 6 in H9. Cost: 4 (5 +0 terrain -1 Ag)
Ending Power: 0
Search Posts
So here is my idea for a really interesting barbarian/alchemist build. Basically it is Thor + Hulk + Capt. America Lvl 1 barbarian w/ 2handed Earthbreaker (Thor)
Will having the throw anything feat allow me to utilize the throwing shield without taking a penalty because I don't have the Ex. Weap. Prof. feat for throwing shield. I think I would lose the trip ability, but could I still throw it like normal and it still be a free attack? So could I throw my shield as a free action as stated by Throwing Shield, and then charge with my Earth breaker?
I am looking at building a titan mauler barbarian and taking two levels of alchemist to receive the mutagen benefits. I am thinking to take the discovery vestigial arm to grant me a free arm. At 6th level of titan mauler I take no penalty with a large sized weapon. With the two weapon fighting feat, can I use a large great sword with two hands (no jotungrip penalty), and use my vestigial arm to use a large short sword. Both at a -2 penatly due to two weapon fighting. This would give me the ability to hit with 3d6+ 1.5*str dmg from the great sword and 1d8+str damage from short sword, only taking a -2 on both attacks because of two-weapon fighting and off hand being a light weapon. |