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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted January 30, 2009 10:42 PM |
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ICTC 4: Sewers
PROFILE:
Beauty is the lie of all the ages...
Town Music: "Menace Rising", http://www.youtube.com/watch?v=Cf8evPalxDQ&feature=channel
Combat Music: "The Fall of Highcrest",http://www.youtube.com/watch?v=JwSj_W5nJ_g&feature=channel
Adventure Map Music: "Wandering Predators", http://www.youtube.com/watch?v=EBzWIJQvat4&feature=channel_page
Town: Sewers
Alignment: Evil
Base Class: Abomination
Advanced Classes: Blackguard Abomination, Assassin Abomination
Aka: Licusclaens, "The Troglodytes"
Associated Colors: Yellow and Dark Gray
Core Philosophy: Survive and Thrive
Worship: None.
Country/Kingdom: "The Labyrinths of Ashan"
Capital: Urkussa Sangus
Primary Enemy: Dome
Secondary Enemies: Haven, Academy, Sylvan.
Symbols: The Pale Eye, the Whirlpool.
In your elation, you erected great statues of your petty heroes, doomed to death and decay. You built lofty towers to store your knowledge, you painted portraits of your royalty, you planted gardens for your leisure, you built vast granaries as if you would need to store countless quantities of your crops. O Highguard! If only you knew you had one month left to live, you would have devoted your time to more humble pursuits. You had it all, and in a few days, you had nothing. Stripped down to the brink of death, wallowing in your wastes, devouring one another like rats insane from the pangs of hunger. From your plight came we, and we are everything that you were not. We will not go away, we will not die, we will not wan.
We survive. We thrive.
-Grathgaurm Licus in The Sardonic Eulogy to Highguard.
HISTORY:
CREATURE LINEUP:
Eyewing -> Eyebiter / Virumoth
Eyewing: Eyewings are created when a special parasite burrows into the dead brain of a corpse, and will eventually grow flaps for wings and detach the head from the rest of the body, turning into the fanged Eyewing.
Life Drain: When attacking other creatures, this creature drains their health to restore their own, even resurrecting fallen creatures. Health gained is equal to half the damage that was dealt.
Eyebiter: Eyebiters are a viler creation of their Eyewing kin. The Eyebiter can remember fleeting moments of their past life in random splurts, sending them into a panicked and aggressive frenzy.
Stroke of Insanity: Each turn after the first, there is a 30% chance that a Stroke of Insanity will occur at the start of the creatures turn. The turn after the Stroke of Insanity triggers, this creature will go into a frenzy, as per the ‘Frenzy’ spell, for one turn.
Life Drain: When attacking other creatures, this creature drains their health to restore their own, even resurrecting fallen creatures. Health gained is equal to half the damage that was dealt.
Virumoth: Virumoth’s have grown a thick, sheen carapace to help protect themselves from certain attacks.
Carapace: All physical damage to this creature is reduced by 25%.
Life Drain: When attacking other creatures, this creature drains their health to restore their own, even resurrecting fallen creatures. Health gained is equal to half the damage that was dealt.
Carrion Monster-> Carrion Crawler / Carrion Devourer
Carrion Monsters Carrion Monsters are large beasts with tentacles that will consume and digest almost anything they can, preferably dead flesh. These hideous creatures have been, to an extent, domesticated by the Troglodytes to serve as a brunt melee force in battle.
Scavenger: A Carrion Monster may spend 0.5 ATB to consume any corpse on the battlefield within it’s movement range to replenish their health .Life gained is equal to 20% of the stack being consumed.
Large: This creature occupies a 2x2 area on the battle grid.
Carrion Crawler Carrion Crawlers are the ultimate metabolic machines. These creatures will transmute the food they devour into boiling waste, which they will spew onto enemy targets.
Scavenger: A Carrion Crawler may spend 0.5 ATB to consume any corpse on the battlefield within it’s movement range to replenish their health. Life gained is equal to 20% of the stack being consumed.
Boiling Breath: After consuming a corpse, a Carrion Crawler’s attack becomes a breath attack that deals +20% extra damage and will hit targets within two squares of their line of attack.
Large: This creature occupies a 2x2 area on the battle grid.
Carrion Devourer Carrion Devourers have grown two extra tendrils at their sides, which they can use for making attacks all around themselves as well as consuming corpses at a tremendously fast rate.
Mass Scavenger: A Carrion Devourer may spend 0.5 of a turn to consume any corpse on the battlefield within it’s movement range to replenish their health and number. Life gained is equal to 20% of the stack being consumed. A Carrion Devourer will consume multiple corpses at a time if it is adjacent to more than one corpse.
Groping Tendrils: When making a melee attack on a unit, there is a 50% chance for each adjacent enemy unit that they will be attacked as well. These extra attacks do not trigger retaliation.
Large: This creature occupies a 2x2 area on the battle grid.
Slime -> Ochre Slime / Gray Slime
Slime: Slimes are living, thinking blobs of plasma, only somewhat less intelligent than troglodytes. They’re alien nervous system experiences pleasure equal to the pain they inflict on others. They have allied themselves with the troglodytes, and eagerly kill alongside with them.
Split Slime: Whenever a Slime is dealt damage, it will divide into two separate stacks of Slime, with each stack equal to one half of the total stack size. The divided Slimes can divide again, but they cannot divide after that (making a max of 4 stacks of Slime from 1 stack of Slime).
Ochre Slime: Ochre Slimes are potently acidic creatures that are not capable of attacking or defending. Instead, they have a highly acidic liquid that they can spew out of their plasma body each turn.
Non-combative: Ochre Slimes do not have the attack or defend commands.
Split Slime: Whenever a Slime is dealt damage, it will divide into two separate stacks of Slime, with each stack equal to one half of the total stack size. The divided Slimes can divide again, but they cannot divide after that (making a max of 4 stacks of Slime from 1 stack of Slime).
Acidic Liquid: Every enemy unit that the Ochre Slimes touches squares with as it moves is dealt damage from acidic liquid. If the Ochre Slime uses the wait command, all adjacent enemy units are dealt damage as well. Damage is equal to 25 + 3 x the number of Ochre Slimes.
Gray Slime: Gray Slimes are highly electrically charged and are bestowed with an exceptionally sinister intelligence.
Split Slime: Whenever a Slime is dealt damage, it will divide into two separate stacks of Slime, with each stack equal to one half of the total stack size. The divided Slimes can divide again, but they cannot divide after that (making a max of 4 stacks of Slime from 1 stack of Slime).
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 12
Spells: Lightning Bolt
Short Range Casting: This creature cannot cast spells on targets that are more than half the total distance of the arena away from them.
Spawnlite -> Mutant Spawnlinte / Spawnlite Twister
Spawnlite: Spawnlites are the front line troglodytes that agilely charge into battle, wielding their vicious blades with terrifying skill. Although small and lightly armored, their enhanced senses make them a tough foe to tackle.
Backstab: If this creature attacks a creature that cannot retaliate, it deals an additional +33% damage.
Battle Weave: This creature may move through, but not end on, squares that are occupied by friendly or enemy creatures.
Mutant Spawnlite: Mutant Spawnlites were born with extra thick bones and exceptionally potent aggression, and can use that aggression to devastating effects on the battlefield.
Powerful Backstab: If this creature attacks a creature that cannot retaliate, it deals an additional +50% damage.
Battle Weave: This creature may move through, but not end on, squares that are occupied by friendly or enemy creatures.
Spawnlite Twister: These elite warriors were born with knees and elbows that can bend both ways, giving them flexible and unpredictable attack patterns to confound their foes.
Backstab: If this creature attacks a creature that cannot retaliate, it deals an additional +33% damage.
Battle Weave: This creature may move through, but not end on, squares that are occupied by friendly or enemy creatures
Unnatural Twist: There is a chance (33%) that a target will not retaliate. If this effect triggers, the Backstab will apply as well.
Savant -> Unsavory Savant / Savant Destroyer
Savant: Savants are the academic elite among abominations, and through much meditation and practice, they can harness the negative energy within their very souls to cast spells if necessary.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 14
Spells: Eldritch Arrow, Confusion, Decay
Soul Bile: If this creature is out of mana, it may continue to cast spells by drawing from it’s hit points. For each 1 point of mana a spell would cost, it costs 25 hit points for the Savant.
Unsavory Savant: Unsavory Savants can curse the targets of their spells with a crippling effect that reduces their movement on the battlefield.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 17
Spells: Wasp Swam, Eldritch Arrow, Confusion, Decay
Soul Bile: If this creature is out of mana, it may continue to cast spells by drawing from it’s hit points. For each 1 point of mana a spell would cost, it costs 25 hit points for the Savant.
Sloth Hex: When choosing a spell to cast, the Savant may also put a hex on that spell for an additional 3 mana. Targets hit with the hex receive –3 to their speed for the next 4 turns. If the spell is resisted, so is the hex.
Savant Destroyer: Savant Destroyers can curse the targets of their spells with severely unfortunate effects.
Caster: This creature can cast spells, drawn from their mana pool.
Total Mana: 17
Spells: Sorrow, Eldritch Arrow, Confusion, Decay
Soul Bile: If this creature is out of mana, it may continue to cast spells by drawing from it’s hit points. For each 1 point of mana a spell would cost, it costs 25 hit points for the Savant.
Maniacal Hex: When choosing a spell to cast, the Savant may also put a hex on that spell for an additional 3 mana. Targets hit with the hex randomly receive either –2 morale or –2 luck for the next 4 turns. If the spell is resisted, so is the hex.
Venom Drone -> Venom Spawn / Phasm
Venom Drone: Venom Drone’s are grotesque, gray skinned aberrations that stand upright at around 3 meters, but often slouch down as they move through narrow corridors and prey on whatever they may find.
Needlestorm: Once per combat, a Venom Drone may shoot forth a storm of needles in a 4x4 area. Damage is equal to 8 x the number of Venom Drone’s. Additionally, the damaged targets are inflicted with venom. Envenomed creatures are dealt 2 x the number of Drone’s in damage at the beginning of their next three turns.
Venom Spawn: Venom Spawns are a grotesque, green and yellow skinned cousin of the Venom Drones. They are endowed with more needles and more potent venom than their Venom Drone cousins.
Maddening Needlestorm: Twice per combat, a Venom Spawn may shoot forth a storm of needles in a 4x4 area. Damage is equal to 9 x the number of Venom Spawns. Additionally, the damaged targets are inflicted with a maddening venom. Envenomed creatures are dealt 3 x the number of Venom Spawns in damage at the beginning of their next three turns, and receive –2 to their morale due to the insidious effect on the brain.
Phasm: Phasms are a translucent type of Venom Drone, with their organs and yellow-greenish blood veins visible to the naked eye. These creatures, contrary to their horrid appearance, possess potent healing qualities.
Regenerative Needlestorm: Twice per combat, a Phasm may shoot forth a storm of needles in a 4x4 area. Creatures are dealt 2 x the number of Phasms in damage. Additionally, those hit by the needles receive the ‘Regeneration’ spell and +2 morale from the euphoria of the drug for the next four turns. The 'Regeneration' counts as a special effect, not as Light Magic, and can thus affect abominations.
Onslaughter -> Mawed Onslaughter / Smog Onslaughter
Onslaughter: On rare occasions, a troglodyte will birth a massive, immensely powerful mutation. As infants, these creatures are already half the size of the mother, and the mother is always killed giving birth. The majority of these creatures are completely insane and must be killed after birth. However, some of them maintain the soundness of mind to be kept alive. They are raised to be the ultimate killing machine on the battlefield that can rip apart their foes with nearly unstoppable momentum.
Eviscerate: Special Ability: This creature may attack an adjacent enemy with four consecutive attacks. The first two attacks deal 75% of their normal damage. The following two attacks deal 25% of their normal damage, and do not trigger retaliations. You cannot move when using this ability.
Large: This creature occupies a 2x2 area on the battle grid.
Mawed Onslaughter: This creature was born with a jaw that can unlock itself that allows it to open it’s mouth three times as wide as a normal Onslaughter. These creature possess all of the raw power of the Onslaugther in additional to their massive mouths.
Eviscerate: Special Ability: This creature may attack an adjacent enemy with four consecutive attacks. The first two attacks deal 75% of their normal damage. The following two attacks deal 25% of their normal damage, and do not trigger retaliations. You cannot move when using this ability.
Mouth Clap: When this creature attacks any small sized creature, it claps it’s mouth onto them, making them unable to move. You may only Mouth Clap one creature at any given time. This effect lasts until the Mawed Onslaughters die, move to another square, or Mouth Clap a different creature. This ability does not trigger on retaliations.
Large: This creature occupies a 2x2 area on the battle grid.
Smog Onslaughter: Exceptionally mentally stable Onslaugthers (by Onslaugther standards) can learn from the Savants how to harness their inner power to teleport across the battlefield, leaving behind large puffs of smog.
Eviscerate: Special Ability: This creature may attack an adjacent enemy with four consecutive attacks. The first two attacks deal 75% of their normal damage. The following two attacks deal 25% of their normal damage, and do not trigger retaliations. You cannot move when using this ability.
Flyer: This creature can teleport to any open square within it’s movement range, regardless of any obstacles in the way.
Smog Wormhole: When this creature teleports, it leaves behind a lingering smog until the start of their next turn. ‘Abominations’ that move into the smog are teleported next to the Smog Onslaughter. Once one friendly stack moves through the Smog, it disperses (you may hold ctrl while moving through the Smog if you don’t want to teleport).
Large: This creature occupies a 2x2 area on the battle grid.
*ALL SEWERS CREATURES ALSO HAVE THE ‘ABOMINATION’ ABILITY*:
Abomination: This creature is a mutated creation, separate from the creations of the dragon deities. It is immune to Light Magic from all sources.
DEPICTIONS:
TOWN SETUP:
Common Buildings:
Village Hall: The Village Hall allows you to purchase town structures and earns your kingdom 500 gold per day
Cost: 0gold
Town Hall: The Town Hall allows you to purchase town structures and earns your kingdom 1000 gold per day.
Cost: 2000gold
Requires: Town Level 3, Village Hall.
City Hall: The City Hall allows you to purchase town structures and earns your kingdom 2000 gold per day.
Cost: 5000gold
Requires: Town Level 9, Town Hall.
Capitol: The Capitol earns your kingdom 4000 gold per day.
Cost: 5000gold
Requires: Town Level 12, City Hall.
Fort: The Fort provides your town with defensive walls.
Cost: 5000gold, 10wood
Requires: Town Level 6
Citadel: The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.
Cost: 5000gold, 10stone
Requires: Town Level 9, Fort
Hall of Might: This structure unlocks the “Alchemist Battler” advanced class for all Alchemist heroes, and unlocks the “Alchemist Battler” for the City Guard.
Cost: 1500 gold
Requires: Citadel
Castle: The Castle adds two arrow towers, fortifies your town's defenses, and doubles base creature growth. Also, this structure provides a special ‘Defender’ for the town. A Defender is present during a siege if no hero is present, and they may move up to 12 movement points outside of town. A Defender’s level is equal to 1/4th of the town’s level (rounded up). If you have the appropriate buildings, you may choose for your Defender to be either a ‘Seer’ or a ‘Battler’ for the respective bonuses in each advanced class. Once you have chosen which advanced class to make your Defender, you may not switch it. A Defender levels up just like an ordinary hero (you pick the skills when you build the City Guard, and you can level them up as the town gains in levels by selecting the City Guard building).
Cost: 5000gold, 10wood, 10stone
Requires: Town Level 15, Citadel
Mage Guild Level 1: Allows a visiting hero to learn the spells kept within. Keeps 3 spells of the first circle.
Cost: 2000gold, 5wood, 5stone
Mage Guild Level 2: Allows a visiting hero to learn the spells kept within. Adds 3 spells of the second circle.
Cost: 1000gold, 5wood, 5stone, 1crystal, 1gem, 1sulfur, 1mercury
Requires: Mage Guild Level 1
Mage Guild Level 3: Allows a visiting hero to learn the spells kept within. Adds 2 spells of the third circle.
Cost: 1000gold, 5wood, 5stone, 2crystal, 2gem, 2sulfur, 2mercury
Requires: Mage Guild Level 2
Hall of Magic: This structure unlocks the “Alchemist Seer” advanced class for all Alchemist heroes, and unlocks the “Alchemist Seer” for the City Guard.
Cost: 1500 gold
Requires: Magic Guild Level 3
Mage Guild Level 4: Allows a visiting hero to learn the spells kept within. Adds 2 spells of the fourth circle.
Cost: 1000gold, 5wood, 5stone, 3crystal, 3gem, 3sulfur, 3mercury
Requires: Mage Guild Level 3
Mage Guild Level 5: Allows a visiting hero to learn the spells kept within. Adds 1 spell of the fifth circle.
Cost: 1000gold, 5wood, 5stone, 5crystal, 5gem, 5sulfur, 5mercury
Requires: Mage Guild Level 4
Tavern: The Tavern allows to recruit heroes. Increases morale of troops defending the city by +1.
Cost: 500gold, 5wood
Blacksmith: The Blacksmith provides your armies with war machines.
Cost: 1000gold, 5wood
Marketplace: With the Marketplace you can buy and sell resources (exchange rates increase with each Marketplace you own).
Cost: 500gold, 5wood
Resource Silo: The Resource Silo provides your kingdom with an additional +1mercury per day.
Cost: 5000gold, 5stone
Requires: Marketplace
Shipyard: The Shipyard allows you to purchase ships.
Cost: 2000gold, 20wood
Requires: Town Level 12
Special Buildings:
Circles of Compulsion: This building enables the hero to ‘hire’ minions at exceptionally cheap prices for a limited amount of time.
Cost: 4000gold, 5wood, 5stone, 1crystal, 1 gem, 1suflur, 1mercury
Requires: Town Level 6
Black Torches of Will: This building increases the attack and defense of minions by +1. This effect stacks with other Black Torches of Will.
Cost: 1500gold, 5wood
Requires: Circles of Compulsion
Carrion Butchery: The Carrion Butchery boosts Carrion Monster growth by +2 each week.
Cost: 1500gold, 5mercury
Requires:
Lead Pipes: Lead Pipes boosts Slime growth by +2 each week.
Cost: 1500gold, 5mercury.
Requires:
Slaughterhouses: Enables a secondary means of paying for Calls of Compulsion. You may slaughter non-construct creatures here (including undead) and 3/4th of their gold value pays for any Calls of Compulsion you make in the future until their value is expended.
Cost: 3000gold, 5wood, 5stone.
Requires: Town Level 6
Black Mist: A supernatural black mist swirls throughout the town.
Your town produces an additional 4,000 gold per day, and the cost of Calls of Compulsion is reduced by 20%.
Requires: Tear of Asha
Cost: Nil
Foreboding Whirlpool: A whirlpool, crackling with bolts of electricity, swirls in the center pool of your town.
In addition to the damage from the town’s archer towers each turn during a siege, a black bolt of lightning will randomly strike one enemy stack each turn, dealing 1,500 damage. This bolt cannot be resisted and immunity does not apply. Additionally, the attack and defense of all minions is increased by +6 at all times.
Requires: Urgash’s Brazier
Cost: Nil
Creature Dwellings:
Morgue: The Morgue allows you to recruit Eyewings.
Cost: 500gold, 5stone
Morgue of Horrors: The Morgue of Horrors allows you to recruit Eyebiters and Virumoths.
Cost: 1400gold, 5stone
Requires: Morgue
Feasting Grounds: The Feasting Grounds allows you to recruit Carrions Monsters.
Cost: 1000gold, 5wood
Requires: Town Level 3
Grounds of Gluttony: The Grounds of Gluttony allows you to recruit Carrion Crawlers and Carrion Devourers.
Cost: 2500gold, 5wood, 5stone
Requires: Feasting Grounds
Copper Pipes: The Copper Pipes allows you to recruit Slime.
Cost: 2250gold, 2mercury
Requires: Town Level 6
Iron Pipes: The Iron Pipes allows you to recruit Ochre Slime and Gray Slime.
Cost: 3500gold, 2mercury
Requires: Copper Pipes
Gauntlet of Blades: The Gauntlet of Blades allows you to recruit Spawnlites.
Cost: 2000gold, 5wood, 5stone
Requires: Town Level 9, Fort
Gauntlet of Perils: The Gauntlet of Perils allows you to recruit Spawnlite Twisters and Mutant Spawnlites.
Cost: 4000gold, 5wood, 5stone
Requires: Gauntlet of Blades
Forum of Lore: The Forum of Lore allows you to recruit Savants.
Cost: 2500gold, 10wood, 5stone, 2crystal, 2gem, 2sulfur, 2mercury
Requires: Town Level 9, Mage Guild Level 1
Forum of Forbidden Lore: The Forum of Forbidden Lore allows you to recruit Unsavory Savants and Savant Destroyers.
Cost: 9000gold, 100wood, 5stone, 2crystal, 2gem, 2sulfur, 2mercury
Requires: Forum of Lore
Poison Pond: The Poison Pond allows you to recruit Venom Drones.
Cost: 5000gold, 15stone, 10sulfur
Requires: Town Level 12
Venom Pond: The Venom Pond allows you to recruit Venom Spawns and Phasms.
Cost: 7500gold, 10stone, 5wood, 10sulfur
Requires: Poison Pond
Asylum of the Gifted: The Asylum of the Gifted allows you to recruit Onslaughters.
Cost: 9500gold, 10wood, 10stone, 15mercury
Requires: Town Level 15
Asylum of Prodigies: The Asylum of Prodigies allows you to recruit Mawed Onslaughters and Smog Onslaughters.
Cost: 16000gold, 5wood, 5stone, 15mercury
HISTORY:
HEROES:
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted January 30, 2009 10:46 PM |
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*Reserved Post*
Update 1: Creature Line-up added
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baklava
Honorable
Legendary Hero
Mostly harmless
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posted January 30, 2009 11:43 PM |
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Yummy ^^
By the lyrical side of that written part, I can tell that lore is going to be one of the stronger sides of this one
Maybe rework Savants a bit? They look too... human (or elvish, or dark elvish), just greenish-skinned. Then again, I don't know their background so I can't say anything about that.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted January 31, 2009 12:11 AM |
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That's the one depiction I was iffy about because it seemed too elegant looking for a faction that is going to have a 'yuck' theme throughout it. I'll probably just ditch the female altogether and turn the faction into a sausage fest, but we'll see. The "Bog" faction looked kind of similar to the idea I wanted to develop, so I wanted to get my foot in the door before I looked like I was plagiarizing. , but I guess with as many contestants as there are, some things are bound to overlap.
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Golemcrafter
Promising
Famous Hero
Unlimited Fantasy Master
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posted January 31, 2009 09:45 AM |
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Well that's reminds me one of SBister's faction, where he used such nightmare creatures as well! But that town still got my attention, since the creature line-up seems great!
I have two questions for you:
1. Did you listed the creatures from level 1 to level 7? (Further words after the answer...)
2. How about one more human-like creature?
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted January 31, 2009 11:32 AM |
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Woot - Ettercaps!
Nice faction, I'm looking forward too see more
____________
Coincidence? I think not!!!!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 31, 2009 11:34 AM |
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Where do you allways get such pics, bliizzardboy?
One could be envious
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 31, 2009 11:34 AM |
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Where do you allways get such pics, bliizzardboy?
One could be envious
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Lexxan
Honorable
Undefeatable Hero
Unimpressed by your logic
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posted January 31, 2009 11:59 AM |
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You just have to know where to search, Jiriki
____________
Coincidence? I think not!!!!
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted January 31, 2009 12:20 PM |
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whoa, thanx, lexxan
... no more offtopic now, sorry, blizzard
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 02, 2009 12:26 PM |
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What can I say..I really really wish you had finished the history and such. This faction really looked amazing.
____________
Message received.
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blizzardboy
Honorable
Undefeatable Hero
Nerf Herder
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posted May 02, 2009 12:37 PM |
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I had an internet outage on March 26th
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 02, 2009 12:39 PM |
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ICTC 5 ftw?!?
____________
Message received.
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friendofgunnar
Honorable
Legendary Hero
able to speed up time
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posted May 02, 2009 10:35 PM |
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jiriki9
-Sewers: Good start, but it remains rather unfinished somehow. Still, 30 points.
Dark Crystal
Sewers
Cohesiveness 10/10 – faction is pretty cohesive
Storyline/History 2/10 – aww, no history (without minding their history details in Dome faction) and nor campaign.
Creativity 13/15 – very creative and original, but I cannot give a full score for this unfinished info.
Battle facets 5/10 – there are some really interesting creatures’ abilities, but no info about heroes. A pity.
Discretionary 3/5 – I like the entry. Too bad it isn’t finished.
Total score: 33/50
Mytical
Sewers - 39/50.
Jiriki: 30 (25%) + DarkCrystal: 33 (25%) + Mytical: 39 (50%)
Final score= 35.25
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