Day 4!
Zedalb
I just started a Patreon!
- Location
- Washington
Current actions
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[]Recruit green skins
[]Gather wood
[]Gather Metal
[]Build X
[] Train squad (Choose one) in (Health, melee skill or courage)
[] Write in (Not always effective but always canon that you tried to do it)
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Current Quests:
3)Goblins
-Build a Barracks
-Write an omake about attacking the goblin tribe
-----------------------------------
One bonus die all manual collect
Unlock goblin related buildings
Recruitment Roll: 2d10
Current Green Skin Pool:120
Wood Gathering Roll: 1d10
Current Wood:147
Metal Gathering Roll:1d10
Current Metal:21
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A leader has emerged among the orcs, a "orcenstien" who experiments and tortures other orcs. With a small following he is the first organized military force, though his boys, refuse to fight until a propa barracks is built. With some kicking and punching the orcs manage to get a few goblins working in both the farm and the mine, where they will produce resources needed for the tribe. With some metal working the tribe will soon be able to make metal weapons and armor, so that they can fight in a propa battle against the savage orcs in the area and whatever is in those mines.
Some of the goblins are saying there are shadows at night running around. It might be nothing, but it may be something. Two of the local feral tribes have joined forces under one feral warboss, it may become a problem in the future.
Buildings:
Wood Stock Pile (Level 1) Each level gives one automatic dice to wood gathering every turn. Cost 50 Wood, 25 green skins and 2 actions to Improve
Wood Working Station (level 1) Each level unlocks more options for wood or various bonuses. Cost 50 Wood, 25 green skins and 2 actions to Improve (max level 1/2 wood stock pile level rounded up)
Level 1 bonus- The Wood Stock pile gets "open 9s" on it's rolls and will get one more open every 3 levels of the wood working station. (4,7,10,etc)
Mine (level 1) Each level gives one automatic roll to metal gathering every turn and allow manual gathering. Cost 50 Wood, 25 green skins and 2 actions to Improve
Metal Work Shop (level 0) Each level unlocks more options for metal or various bonuses . Cost 25 Wood, 10 Green Skins and 1 action to build.
Farm (level 1) Each Level Raises the green skin recruitment roll by 1 die. Cost 100 wood, 25 green skins and 2 actions to Improve
Squig Farm (level 0) Every even level gives an automatic recruitment roll every turn, every odd level unlocks squig related options and bonuses. Max level 1/2 of farm. Cost 25 Wood and 1 action to build.
Hops Farm (level 0) Necessary for giants level needed to attract giants unknown. Max level 1/2 of farm.Cost 25 Wood, 10 Green Skins and 1 action to build.
Barracks (level 0) Each Level Raises the maximum squads you can build by one, and unlocks squad rules. Cost 200 Wood, 50 green skins and 10 actions to build.
Wall (level 0) Each level increases the defensive bonus you get defending your camp. Cost 200 Wood, 50 green skins and 10(9 left) actions to build.
Units: 1 of 0 size allowed
@Sinsystems Orcenstien and his pain boys
----------------------
[]Recruit green skins
[]Gather wood
[]Gather Metal
[]Build X
[] Train squad (Choose one) in (Health, melee skill or courage)
[] Write in (Not always effective but always canon that you tried to do it)
------------------
Current Quests:
3)Goblins
-Build a Barracks
-----------------------------------
One bonus die all manual collect
Unlock goblin related buildings
1A) Archery
-Build a level 2 wood working station
-Write an omake about a green skin archer
-------------------------------------
Unlocks Fletchers hut
Unlocks Archers
1B) Handles
-Build a level 2 wood working station
-Build a level 2 metal working station
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Allows wood to be used to reduce weapon crafting cost
Adds one bonus dice to Melee weapon damage
-Build a level 2 wood working station
-Write an omake about a green skin archer
-------------------------------------
Unlocks Fletchers hut
Unlocks Archers
1B) Handles
-Build a level 2 wood working station
-Build a level 2 metal working station
---------------------------------------
Allows wood to be used to reduce weapon crafting cost
Adds one bonus dice to Melee weapon damage
2A) Heavy Armor
-Make 10 sets of armor
-Have a green skin pool of over 1000
-Have a level 3 Barracks
------------------------------
Orc Big un's unlocked
Heavy armor crafting unlocked
Barding Quest unlocked
2B) Better Blades
-Make 10 sets of Choppas
-Have a level 2 metal workshop
-Cost 150 Metal
------------------------------------------
Unlock Shields
Unlock Dual Choppas
Unlock Great Choppas
2C) Industrial smithing
-Have a named Black smith
-Have a level 3 Metal Workshop
-Spend 1000 Metal
------------------------
Double the output of weapons and armor
2D) Legendary weapons
-Have a Veteran 3 named shaman
-Have a veteran 3 named black smith
-Have a level 5 Metal Workshop
------------------------------
Ability to make magical weapons
-Make 10 sets of armor
-Have a green skin pool of over 1000
-Have a level 3 Barracks
------------------------------
Orc Big un's unlocked
Heavy armor crafting unlocked
Barding Quest unlocked
2B) Better Blades
-Make 10 sets of Choppas
-Have a level 2 metal workshop
-Cost 150 Metal
------------------------------------------
Unlock Shields
Unlock Dual Choppas
Unlock Great Choppas
2C) Industrial smithing
-Have a named Black smith
-Have a level 3 Metal Workshop
-Spend 1000 Metal
------------------------
Double the output of weapons and armor
2D) Legendary weapons
-Have a Veteran 3 named shaman
-Have a veteran 3 named black smith
-Have a level 5 Metal Workshop
------------------------------
Ability to make magical weapons
Current Green Skin Pool:120
Wood Gathering Roll: 1d10
Current Wood:147
Metal Gathering Roll:1d10
Current Metal:21
-----------------------------------------
A leader has emerged among the orcs, a "orcenstien" who experiments and tortures other orcs. With a small following he is the first organized military force, though his boys, refuse to fight until a propa barracks is built. With some kicking and punching the orcs manage to get a few goblins working in both the farm and the mine, where they will produce resources needed for the tribe. With some metal working the tribe will soon be able to make metal weapons and armor, so that they can fight in a propa battle against the savage orcs in the area and whatever is in those mines.
Some of the goblins are saying there are shadows at night running around. It might be nothing, but it may be something. Two of the local feral tribes have joined forces under one feral warboss, it may become a problem in the future.
Buildings:
Wood Stock Pile (Level 1) Each level gives one automatic dice to wood gathering every turn. Cost 50 Wood, 25 green skins and 2 actions to Improve
Wood Working Station (level 1) Each level unlocks more options for wood or various bonuses. Cost 50 Wood, 25 green skins and 2 actions to Improve (max level 1/2 wood stock pile level rounded up)
Level 1 bonus- The Wood Stock pile gets "open 9s" on it's rolls and will get one more open every 3 levels of the wood working station. (4,7,10,etc)
Mine (level 1) Each level gives one automatic roll to metal gathering every turn and allow manual gathering. Cost 50 Wood, 25 green skins and 2 actions to Improve
Metal Work Shop (level 0) Each level unlocks more options for metal or various bonuses . Cost 25 Wood, 10 Green Skins and 1 action to build.
Farm (level 1) Each Level Raises the green skin recruitment roll by 1 die. Cost 100 wood, 25 green skins and 2 actions to Improve
Squig Farm (level 0) Every even level gives an automatic recruitment roll every turn, every odd level unlocks squig related options and bonuses. Max level 1/2 of farm. Cost 25 Wood and 1 action to build.
Hops Farm (level 0) Necessary for giants level needed to attract giants unknown. Max level 1/2 of farm.Cost 25 Wood, 10 Green Skins and 1 action to build.
Barracks (level 0) Each Level Raises the maximum squads you can build by one, and unlocks squad rules. Cost 200 Wood, 50 green skins and 10 actions to build.
Wall (level 0) Each level increases the defensive bonus you get defending your camp. Cost 200 Wood, 50 green skins and 10(9 left) actions to build.
Units: 1 of 0 size allowed
@Sinsystems Orcenstien and his pain boys
Veteran level (1) Size (1)
Health:19 (4,6/9)
Armor: Unarmored: 0 Dice
Melee Skill:14 (5/9)
Melee Damage: Crude wooden clubs and spears :1 Die
Courage:15 (6,9/0)
Leadership:No totems or figures: 0 Dice
-------------------------
Champion Skills
Heroic Might:0 (Each rank adds 1 die reroll to combat)
Figurehead:0 (Each rank increases veteran level for courage and courage alone by 1)
Xperminten:0 (each rank lets you roll one dice before combat the total is your brew points, brew points can be spent to increase training stats for that fight by 10 points per die added)
Monster Maker:0 (Locked until squig farm is built, each level will unlock quest for you and the tribe to undertake creating new options for creatures and units)
Health:19 (4,6/9)
Armor: Unarmored: 0 Dice
Melee Skill:14 (5/9)
Melee Damage: Crude wooden clubs and spears :1 Die
Courage:15 (6,9/0)
Leadership:No totems or figures: 0 Dice
-------------------------
Champion Skills
Heroic Might:0 (Each rank adds 1 die reroll to combat)
Figurehead:0 (Each rank increases veteran level for courage and courage alone by 1)
Xperminten:0 (each rank lets you roll one dice before combat the total is your brew points, brew points can be spent to increase training stats for that fight by 10 points per die added)
Monster Maker:0 (Locked until squig farm is built, each level will unlock quest for you and the tribe to undertake creating new options for creatures and units)
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