BLANDCorporatio wrote:is the map a torus? Ie does it wrap around both ways? Or one? Or none?
I will run Turn 11 for the Elder Gods on Saturday.
Highlights of Turn 10:
2 Scouts find 2 Elder god cities.
Best ruins searched:
+3 shield of defense
+3 belt of attack
One side has two level 5 cities and a level 4 city (Plainboot is level 5, though the map still shows 4).
A side popped his first warlord.
One side has about 8 full stacks gathered together ready to march on the Elder Gods. They are currently about 50 moves away from City 14.
Map at the End of turn 10. Let me know if anything is wrong (other than Plainboot).https://docs.google.com/open?id=0B6CKjN ... U3YzIzNmQw
Note to self: Roll caster ability for all level 5 casters (See page 19). (Random number: 0169) Lucky roll for the Western Kingdoms. Three of the four eligible casters get the special talent. the number after the casters name is the percent of their juice cap that can be spent on spells outside their school.
Just realized that Baldrick already has this ability, so I am giving all three eligible casters the special ability. (Three out of four were supposed to get it.)
Lex Luthor: 25%
Taxes: 10% (At the beginning of turn 10, you can cast "Nobody Saw That," and go for something better than 10%.
Jai the Acute: 15%
I changed this rule (in version .39) so that a level 5 or 10 caster who gains a special talent will have more juice to use on the extra discipline.
As a caster gains experience, there is a chance that they develop the ability to cast from other disciplines within their class if they were not already able to do so. At level 5 casters have a 10% chance to develop this talent, and a 20% chance at level 10. If the roll is successful, roll an additional d100 and divide by 2 (rounded to the nearest 5, minimum 10) This is the percent of their juice cap that can be spent on spells outside their school in a given day, as above.