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Rules (such as they are)
Life as a Creep is a play-by-post game run by me. Each player will be a Creep, looking to survive here.
You are a newly popped unit, not quite clear on what happens.
Your Stats are:
Combat 2, Defence 2, Hits 5, Move 4.
Move is probably the most important stat early on. It determines the number of actions you can take in a turn - move into other hexes, gather food, cut trees, build, etc. Each action uses up 1 move.
Combat equals how much damage a Creep does.
Defence equals the amount of damage a Creep can avoid from each attack.
Hits shows the amount of damage a Creep can take before it drops.
Rations
Each turn a Creep needs to eat. If a Creep is Hungry and there are rations available (Red dots) a ration will be consumed automatically for each Creep that needs to eat. If the stored rations run out, Creeps that were unable to eat will be hungry and need to spend an action to Gather food, and another action to eat. It's usually a good idea to have at least as much food left over at the end of a turn as there will be Creeps at the start of the next turn so no one has to waste actions on eating.
Creeps can gain special stats by a combination of focusing on certain tasks, performing amazing deeds, and sometimes a bit of luck.
There are four Creeps, so up to four players can start, but more will pop as we go, so more players can join.
I'll try to have a turn every 24 to 48 hours.
If you would like to play, indicate here. The first four players will get to start straight up, and others will be added to the pop queue.
The four Creeps spawn here, expecting to have the camp of Creeps waiting, but the whole place is empty of any other Creeps. The hut all your camps have looks old and unstable. There are three trees to collect wood resources from and two bushes to collect rations from. No wild animals, mineral deposits, or mines are in this starting hex. Each of you can begin taking actions.
Ok, so meant to end turn last nigth but have not had my laptop (which has my sprites) till now. Will post the update in a bit. Since no one claimed to other Creeps, here's a new rule about NPCs.
A PC creep can give an NPC Creep orders using 1 action. If multiple PCs give an NPC Orders, he accomplishes the most recent actions first, then if he has leftover actions he will try to accomplish those actions. For 2 actions, a PC can 'befriend' an NPC so that that Player can automatically give orders to the NPC that can only be over-ridden by another player spending an action to alter it's orders. Each PC can only have as many friends as it's Level, and NPCs can't befriend other NPCs.
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"But Iron - Cold Iron - Is Master Of Them All"
C1 Gathers Rations, Gathers Rations, Gathers Rations, Gathers Rations
C2 Tries collecting wood, but after punching a tree realizes this isn't minecraft. You'll need to find a tool to collect wood. Gathers Rations
C3 Does Nothing
C4 Does Nothing
5 Rations collected. Turn ends. 4 Rations consumed automatically. C5 spawns next to the Hut.
Just a note, if another player has ordered an NPC Creep and another person wants to join, they take over whichever Creep they want and override the orders given.
Just to be nice, I'll give two hint: Moving across a hex boundry is 2 actions.
And right now, you might want to check the shelter.
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"But Iron - Cold Iron - Is Master Of Them All"
I'll lay claim to Creep 4, but keep his actions as they are. Berries are yum!
How often are you thinking of updating this game, just so I know when to check in?
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. The cleric was walking through a forest when he heard a loud explosion. Upon investigation, he quickly uncovered the ruins of a large tower he couldn't remember seeing there before. He decided to search the rubble for anything worth looting. At that point, I told the wizard to start rolling to see if he would stabilise.
C1(HerbieRAI) Gives Orders to C3, Gives orders to C5, Scrounges up wood and stone, Creates a Crude Axe
C2(Lentrax) Searches Shelter (finding 1 Crude Club and 1 Crude Spear), Takes Crude Spear, 2 actions to go north. (C2 is no longer in contact with the other creeps, Lentrax will receive a PM on what they find)
C3 Gather berries, Gather berries, Gather berries, plant bush
C4(Taffimai) Gather Berries, Gather berries, Tend bush, Tend bush
C5 Scrounges up wood and stone, Creates a Crude Axe, unable to scrounge up any more spare materials.
Crude Axe grants +1 Combat, and allows chopping down trees for Wood
Crude Club grants +1 Combat
Crude Spear grants +1 Combat and Defence
5 Rations collected. 1 Berry planted. 1 From previous turn. 5 Rations remain. Turn ends. 4 Rations consumed automatically. C6 spawns next to the Hut.
C4 picks berries, picks up the club, and moves North to see where his buddy went (unless Lenthrax prefers to solo, then he discovers a new hex North-East).
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. The cleric was walking through a forest when he heard a loud explosion. Upon investigation, he quickly uncovered the ruins of a large tower he couldn't remember seeing there before. He decided to search the rubble for anything worth looting. At that point, I told the wizard to start rolling to see if he would stabilise.
Tending helped make it replenish an extra berry at the start of the turn (before they only grew back 1 berry a turn) and the dots next to the bushes show how many times they've been cared for. The berry that was planted has dots that have a similar purpose. Tending any plant only helps once a turn, to tending a bush multiple times will do nothing.
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"But Iron - Cold Iron - Is Master Of Them All"
I was waiting to see if anyone else wanted to join. I don't want to scare people off. Also, if the scouters are alive and well, feel free to come back and take some of the other Creeps with ya. Strength in numbers and all that.
C1: Orders C5, Orders C6, Orders C7, gives axe to C7
C3: Gather Berries, Gather Berries, Gather Berries, tend bush
C5: Chop wood, chop wood, chop wood, build spear
C6: Gather Berries, tend bush, tend bush, plant bush
C7: chop wood, build spear, build shield, chop wood
People are always welcome to join. Even in an NPC has been given orders, new players can be put in the pop Que so when the next Creep spawsnt hey automatically start playing it.
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"But Iron - Cold Iron - Is Master Of Them All"
The scouts have been updated, was gonna wait 2 more hours, but I want to get this thing moving. Also, if a Creep was given an order in a previous turn that they didn't finish (like building an item) they will finish making it first. Once an Item has been built I will leave the cost below. Also, when making an item, the Creep will automatically equip it if they can do so. If they could not equip the item, they will simply set it on the ground. For spears, they can only be wielded one handed when paired with a shield, they cannot be paired with other weapons.
C1(HerbieRAI) Orders C5, Orders C6, Orders C7, gives axe to C7
C2(Lentrax) ???
C3 Gather Berries, Gather Berries, Gather Berries, tend bush
C4(Taffimai) ???
C5 Chop wood, chop wood, chop wood, Start making spear
C6 Finish spear, Gather Berries, tend bush, tend bush
C7 chop wood, Start making spear, Finish Spear, Start making wooden shield
Crude Axe grants +1 Combat, and allows chopping down trees for Wood, requires 1 action and 1 wood
Crude Club grants +1 Combat, Requires 1 action and 1 wood
Crude Spear grants +1 Combat and Defence, Requires 2 actions and 2 wood
Wooden Shield grants ???, Requires 2 actions and 2 wood
4 Rations collected, 2 From previous turn. 6 Rations remain.
4 wood collected, 2 from previous turn. 6 Wood Used. 0 Wood remains.
Turn ends, 5 Rations are consumed automatically.
C8 spawns next to hut.
On the advice of our DM, C4 takes a moment between his busy activities to shout across the border:
"We're fine, but we could use an extra pair of hands, could you send someone over?"
(Had to choose an unused colour for speech because C4's clothes are black )
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78% of DM's started their first campaign in a tavern. If you're one of the 22% that didn't, copy and paste this into your signature. The cleric was walking through a forest when he heard a loud explosion. Upon investigation, he quickly uncovered the ruins of a large tower he couldn't remember seeing there before. He decided to search the rubble for anything worth looting. At that point, I told the wizard to start rolling to see if he would stabilise.
Remember, the creeps get hungry at the start of a turn, and will automatically eat any rations that have been gathered. If there are not enough to feed everyone, those that do not eat become Hungry. They must spend an eat action to not be hungry. They'll then need to eat again at the start of turn unless there are not enough rations. Also introducing a new option for Creeps: Guard. NPCs that are not given any actions will automatically go into Guard mode. They will stack up with other Guards and automatically attack non-allied units that enter the hex. A unit that is set to Guard can not take any action to harvest or craft; they can eat, pick up or drop equipment, and use movement actions.
C1(HerbieRAI) Orders C5, Orders C6, Orders C7, Orders C8
C2(Lentrax) ???
C3 Gather berries, gather berries, gather berries, gather berries
C4(Taffimai) ???
C5 Finish Spear, chop wood, chop wood, chop wood
C6 Tend bush, tend bush, tend bush, plant bush
C7 Finish shield(equips), chop wood, chop wood, chop wood
C8 Plant bush, plant bush, Start building watchtower, Finish watchtower
Crude Axe grants +1 CDR, and allows chopping down trees for Wood, requires 1 action and 1 wood
Crude Club grants +1 CDR, Requires 1 action and 1 wood
Crude Spear grants +1 CDR and DNR, Requires 2 actions and 2 wood
Wooden Shield grants +2 Defence, Requires 2 actions and 2 wood
Watchtower Grants +2 Defence against ranged attacks, +1 Combat to ranged attacks, Automatically deals 1 damage to 1 invading stack, can hold 3 units. Counts as a shelter. Takes 2 actions to get in or out of. Units set on Guard inside a Tower can watch 1 adjacent hex and learn whats in it every turn. Costs 3 wood and 2 actions to construct.
The two bushes that have been tended for the past 4 turns no longer require tending. They will now always grow 2 berries at the start of each turn.
4 Berries are collected, 3 are planted, 1 from previous turn. 2 Rations remain.
6 Wood collected, 3 Wood used. 3 Wood remains
Turn ends, 2 Rations are consumed. (By C1 and C3)
C9 spawns next to hut.
If you don't mind taking C9, since I already befriended C3. C9 is fed this turn so no need to worry about eating. Also, unless more people join you can befriend 7 (who already is heavily equipped)
Hope you northerners want some creepers.
C1: Order C5, Order C6, Order C9, Order C8
C3: gather berry, gather berry, gather berry, gather berry
C5: gather berry, eat, move North (2)
C6: gather berry, eat, move north (2)
C8: gather berry, eat, move North (2)
C9: tend bush, tend bush, tend bush, gather berry
Last edited by HerbieRAI : 11-08-2012 at 03:24 PM.