Hidden 11 yrs ago Post by Sathanas Rex
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Sathanas Rex

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My nation is complete
Hidden 11 yrs ago Post by Jorick
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Jorick Magnificent Bastard

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Uskglass said
Quoted my NS; I'm told that the All Roads Lead to Rome flaw doesn't count towards my two. In that case, can I make a custom flaw to reach the right point?The Aerion's Burden:Alexavia's Aerions see themselves as a master race. Although there are some who they consider near equal (most orcs, some kinds of humans and dwarves, a few elves), they despise the majority of races, especially those lowly beast hybrids and disgusting subterraneans. This causes a great deal of conflict between them and any nation who welcomes such lowly peoples, and severely hinders diplomacy between them.If you like I'll draw up a full list of how they feel about each and every race. In fact, I'll probably do that anyways.


Custom traits and flaws don't count at all toward the 60 point thing.
Hidden 11 yrs ago Post by GreivousKhan
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Jorick said
Custom traits and flaws don't count at all toward the 60 point thing.


Shoot really? Cause I heard that somewhere before but wanted to wait for kad to confirm it, otherwise I think I have two more traits to pick...
Hidden 11 yrs ago Post by Jorick
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Yeah, he said it in the roll20 chat for sure, and probably somewhere in the thread. If you were counting 2 customs as taking points, then you do indeed have 2 more trait points to use.
Hidden 11 yrs ago Post by Slamurai
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You can either disregard or use my Dark Elf nation as an NPC, Kad; I'm going to go with an undead faction instead.
-WIP-

Nation Name: The Host of Albescland

Races of the Nation:
-Men (3)
-Ghouls (3)
-Dragons (10)
-Murioanthropes (2)

Nation History:
Men across the world tell tales of bloodthirsty creatures, birthed of night that exist only to prey on the living. From legends of dread nosferatu lords to the enormous batlike Terrorgheists, the species of the underdark have plagued the imagination of children and storytellers forever. Unfortunately for the living, these are no mere stories, for these nightmares are very real indeed. The damned land of Albescland is host to eternal night, and the winds of magic flow strongly here. It is the domain of hellish creatures; cannibal ghouls and wandering dead prowl its crypts, feeding on the corpses of the fallen. It is here where the world's concentration of vampires is strongest, who elect to carve their domains from the spires of long-forgotten castles.

Of these vampire lineages, the Dalca bloodline is the most powerful. Ovidiu Dalca, known as the Tyrant of Albescland by his allies and enemies, can commands legions of undead at a whim. Nobles from across Albescland vy for his favor, largely synonymous for power in the courts. The Tyrant has little interest of the squabbling of his underlings, however. When the time comes, it is he who will lead the dread warriors of Albescland to clothe the world in shadow and consume the living.

Important Characters:






Traits:







Navy Traits: (0)





Mechanist Traits: (0)



Army: (330/330 RP)
Skeletons:
29 Regiments of Human Skeletons [10 Melee, 19 Ranged] (87 RP)

Wights:
20 Regiments of Human Wights (80 RP)
5 Regiments of Human Wights on Skeletal Steeds (Beast Cavalry) (45 RP)

Revenants:
4 Regiments of Human Revenants on Hellsteeds (Beast Cavalry) (40 RP)

Ghouls:
15 Regiments of Experienced Ghouls (45 RP)

Murioanthropes:
5 Regiments of Elite Murioanthrope Light Cavalry (20 RP)

Dragons:
1 Dragon Revenant (Acts as mount for Hero of the Realm) (13 RP)

Command: (82 RP)
Lord Ovidiu Dalca (Hero of the Realm, Human Vampire, Arch-Mage) (23 RP)
Count Victor Moldoveanu (High Lord, Human Vampire, Arch-Mage) (21 RP)
Baron Mihai Negreuscu (Lord, Human Vampire, Arch-Mage) (20 RP)
2 Necromancers (Commander, Human, Mage) (18 RP)

Monsters: (82 RP)
360 Barghests (12 RP)
70 Crypt Horrors (Counts-as-Hook Horrors) (35 RP)
28 Varghulfs (Counts-as-Chokers) (35 RP)

Air Force: (80/82 RP)
80 Vargheists (Counts-as-Wyverns) (40 RP)
20 Terrorgheists (Counts-as-Chimeras) (40 RP)

Navy: N/A
Hidden 11 yrs ago Post by Uskglass
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Jorick said
Custom traits and flaws don't count at all toward the 60 point thing.


Well that's quite unfortunate.
Hidden 11 yrs ago Post by Elendra
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Aristo, "First make your unit as normal, except skip the Experience stage. Then apply the increased cost in accordance with their undead status."

Therefore, can't have "Experienced Skeleton" whatevers.
Hidden 11 yrs ago Post by WittyReference
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You don't know me, but I just spent the last four and a half hours putting a nation together only to come to the Army section and realize I'd apparently done every possible thing wrong. I needed to share that. Okay bye.
Hidden 11 yrs ago Post by Meth Quokka
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Meth Quokka This Was Nutter's Idea

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WittyReference said
You don't know me, but I just spent the last four and a half hours putting a nation together only to come to the Army section and realize I'd apparently done every possible thing wrong. I needed to share that. Okay bye.


Oh mate that sucks. Maybe if you're unsure post it up bit by bit and someone will have a look at it?
Hidden 11 yrs ago Post by GreivousKhan
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Hey Kad, Seeing as it's 500 years since history has started to be recorded.

I assume the Date would look something like: 500 PC (Post Cataclysm?)

500 PC Year of the Stag. :P

Vote for it nowz ppl.
Hidden 11 yrs ago Post by Uskglass
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WittyReference said
You don't know me, but I just spent the last four and a half hours putting a nation together only to come to the Army section and realize I'd apparently done every possible thing wrong. I needed to share that. Okay bye.


What did you get wrong?
Hidden 11 yrs ago Post by The Captain
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Hello there, folks! I'm stating my intent to create a Cho-Ja centric nation and I'd like to kick things off with a quick question.

Could traits such as heavily armored or various other things of that nature refer to natural armor (or weapons, as the case may be)? For example, I intended to have a heavily carapaced/exoskeletoned soldier caste who would shun all but padding (for fear of maces and warpicks and the like) and simple ornamentation in terms of protection and dress, respectively.
Hidden 11 yrs ago Post by Kadaeux
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@Aristo: Elendra is quite right, it isn't possible to have experienced/elite/royal guard undead. A Zombie is a mindless shuffling beast, a Skeleton has barebones equipment (sword, shield, maybe a helmet) and some combat instincts, Wights have armour on top of that and a little better combat instincts, Revenants have high quality gear and retain almost all the intellect they had when living, but no sense of self.

I'll get to the other questions etc when I get back.
Hidden 11 yrs ago Post by WittyReference
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Uskglass said
What did you get wrong?


I was intrigued by the "Raceless" thing Kadaeux had and thought what if the opposite were true? Basically I had these elaborate ideas for specialized units then found out nothing I had in mind fit the 60 trait limit or the regiment points. I've only myself to blame but still, it sucks to have lost all that work.
Hidden 11 yrs ago Post by SpartanDoesAcid
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Bleh. Alright, here is my nation.

Hidden 11 yrs ago Post by Meth Quokka
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Meth Quokka This Was Nutter's Idea

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SpartanDoesAcid said
Bleh. Alright, here is my nation.


You might want to check those Military numbers. I did a count and you total up to 241.

And each regiment in 100 men. So your 48 infantry = 4800 and 32 bowmen= 3200 not 48,000 and 32,000 respectively
Hidden 11 yrs ago Post by SpartanDoesAcid
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I don't know how you got those numbers, here's what I have.

Mountain Capital=34
Mountain Medium City=24
Forest Medium City=24
Large City=30
Mountains=40
Forests=24
Rivers=12
Plains=6

Add 'em all and its 194 points, actually less then what I initially calculated. I'll have to mess with the provinces a little. Thanks for spotting the regiment error though. Unless you meant the army, in which case I'll fix it later, I have to go.
Hidden 11 yrs ago Post by Slamurai
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Kadaeux said
@Aristo: Elendra is quite right, it isn't possible to have experienced/elite/royal guard undead. A Zombie is a mindless shuffling beast, a Skeleton has barebones equipment (sword, shield, maybe a helmet) and some combat instincts, Wights have armour on top of that and a little better combat instincts, Revenants have high quality gear and retain almost all the intellect they had when living, but no sense of self.I'll get to the other questions etc when I get back.


Ah, okay. I thought that 'skip' meant apply the undead modifiers first, then come back to the skill table. I'll change that; frees up more points to play with, I suppose!
Hidden 11 yrs ago Post by Meth Quokka
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SpartanDoesAcid said
I don't know how you got those numbers, here's what I have.Mountain Capital=34Mountain Medium City=24Forest Medium City=24Large City=30Mountains=40Forests=24Rivers=12Plains=6Add 'em all and its 194 points, actually less then what I initially calculated. I'll have to mess with the provinces a little. Thanks for spotting the regiment error though.


I meant how you spent your RP points on units.

Also you have Royal Guard of Elite experience. Maybe choose a different name?

Plus a total military cost of 245 by my count.

And a territory cost of 102 with RP of 194 from territory.
Hidden 11 yrs ago Post by Uskglass
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SpartanDoesAcid said
I don't know how you got those numbers, here's what I have.Mountain Capital=34Mountain Medium City=24Forest Medium City=24Large City=30Mountains=40Forests=24Rivers=12Plains=6Add 'em all and its 194 points, actually less then what I initially calculated. I'll have to mess with the provinces a little. Thanks for spotting the regiment error though. Unless you meant the army, in which case I'll fix it later, I have to go.


I'm pretty sure that when you apply a city over a terrain, it overrides the regiment points for that terrain. So for example your Capital only gives 30 regiment points, etc.
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