conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: CyperWizWurmD: This thread is for the players to plan out the actions of the side of Arkum. New players are always welcome. New turns will be posted here
conversations.from: human
conversations.value: CyperWizWurmD: The Void is all and nothing. You would say the void was all you knew, but without a mouth it’s hard to say anything. You could think the void was all you knew, but without a mind, deep thinking is slightly beyond you. The Void wasn’t warm or cold. Not beautiful or ugly, because without a body you couldn't experience these things. The Void is all and nothing until it wasn’t.
  
  
  A swirling blood red portal was the first thing her eyes saw. Her eyes! Looking down she saw that she also had arms, hands, fingers, legs, and all the other things a women should have. That's right she was a woman! And not just any woman. She was a caster! And not just any caster, a Shockamancer! Looking around the room she realises she was in the portal room of a side, her side! Each new sight, sound, and thought seemed to pull her in a new direction, making her lose focus.
  
  
  After awhile the onrush of new sights, ideas, and stimuli finally stopped overwhelming her mind and her personality rooted itself loosely in place. She was Harley Tesla. Noble Shockamancer of the side of Arkum. Daughter of…
  
  
   “Wait, daughter! I have a father and I’m a noble that makes me a princess!” 
  
  
  Pleased with her rise in station Harley began looking at her regalia. She was wearing a rather modest Dark Red gown, which disappointed her. The large two sided hammer in her had however did not. The yellow Smiley faces on the blunt end of each side sent giggles down her spine.
  
   “Now where is my father, I would think he would have summoned me at..” 
  
  Harley was interrupted as the portal room began to shake and shrink at the same time. Harley mind was again overcome as she was again overloaded with new senses. Harley realized she had just become the heir of the side of Arkum! Before she could process that, she was again bombarded as she became ruler of the side!
  
  All the new information was too much for Harley's new mind. To go from newly popped to ruler in less than five minutes fractured her mind, filling her mind with different facets to handle the rush of information. With that, Harley passed out.
  
  
  A strange warmth awoke Harley. She was lying on the floor of the now smaller portal room. Looking at the portal she could now see other colors faintly mixed in with the red. Flashes of orange, blue, yellow, and black swirled inside the deep red portal. As she sat up Harley could sense the other units of her side and the state of her capital as a new turn dawned.
  
  
  Side information
   
   Spoiler 
  Capital City Arkum
  Level 1
  Building Slots 0/2
  Tower lv 1 0/200
  Income 1000 shmuckers
  Upkeep 192
  Treasury 1257
  Production: 2 scouts
  
  
  Units
  
  Queen Harley Tesla
  Level 1 Shockamancer
  Juice 100/100
  2(3)/2/6/8 “Combat/defense/hits/Move”
  Specials: caster “Shockamancy”, Noble
  Upkeep 120 shmuckers
  Equipment: Blunted smile
  
  
  X8 Pikers
  Level 1
  1/2/6/0
  Specials: Garrison
  Upkeep: 6 shmuckers each
  
  X2 Scouts
  Level 1
  0/1/6/12
  Special: Scout
  Upkeep: 12 Shmuckers each
   
  
  
  
  
  
  
  
  Brushing off her dress. Harley picked up her enchanted hammer and headed for the stairs.
conversations.from: human
conversations.value: CyperWizWurmD: As she walks Harley starts pondering about her spells
  
   
   Originally Posted by Spells 
   Shockamancy special: caster level is doubled for all shockamancy spells.
  
  
   Hoboken 
  Range: same hex
  Juice: 25
  Duration: instant
  Casting time: 1 round
  A basic single target spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. This spell deals raw arcane damage.
  
  
  
   Power Orb 
  Range: touch
  Juice: varies
  Duration: one turn
  Casting time: 1 round
  Create a heatless smokeless free-floating light source. Triple the juice costs makes the light permanent and anchored to an object.
  10 juice: candle light level
  20 juice: torch light level
  30 juice: lamp light level
  
  
  
   Grounded
   Range: personal
  Juice: varies
  Duration: 1 attack
  Casting time: response
  A shockamancer may negate energy damage directed at them. This spell negates 1 damage for every 2 juice used. This spell can negate raw arcane damage, fire, electricity, and cold. This spell can be cast in response to being hit with energy damage.
  
  
  
   Energy shot
   Range: same hex
  Juice: 25
  Duration: instant
  Casting time: 1 round
  Advanced shockamancy spell. Attack roll of combat+ caster level + 2 vs targets defense. Deals 2d6+ ½ caster level. Spell can deal fire, electricity, or cold damage. Critical hits have added effects.
  
  
   Fire blast 
  Range: same hex
  Juice: 25
  Duration: instant
  Casting time: 1 round
  Advanced shockamancy spell. Area effect blast can hit up to four targets in one stack. (At random or screeners first) Attack roll of combat+ caster level vs defense. A miss deals half damage. Deals 1d6+ ½ caster level. This spell deals fire damage.
  
  
   Resistance
   Range: touch
  Juice: 30
  Duration: 1 turn or until used
  Casting time: 1 round
  The caster give the target energy resistance 10. After the spell as absorbed ten points of energy damage. The spell ends. More juice can be used to increase the resistance. Caster must pick type of energy resistance when the the spell is cast. 
   
  
  And she realizes she should be able to create new spells through research
  
  Then it hits her the types of units she can have popped
  
   
   Originally Posted by Units 
   Pikers
  1/2/6/8
  Upkeep 12
  Specials none
  Production: two/ turn
  
  Scout
  1/1/6/12
  Upkeep 12
  Special: scout
  Production: two/ turn
  
  Stabbers
  2/2/6/8
  Upkeep 14
  Specials none
  Production: one/ turn
  
  Archer
  1/1/6/8
  Upkeep 14
  Special: archery
  Production: one/ turn 
   
  
  And that she can upgrade the current Garrison Pikers to Field by double their current Upkeep!
conversations.from: human
conversations.value: CyperWizWurmD: BAM!BEM!BUM! Information hits her like blows, one after the other
  - 1000 shmuckers for each level of the unit to promote a unit to a Knight
  - 5000 shmuckers per level of the unit to promote a unit to Warlord
  - 20000 shmuckers to promote a unit to be an heir
  - 10000 shmuckers to Upgrade the city to level 2
conversations.from: human
conversations.value: CyperWizWurmD: *She mentally orders all units to courtyard while quickly marching there herself*!
  
  As she arrives she commands  "WHAT BEFELL HERE!? SPEAK!"
   
conversations.from: human
conversations.value: CyperWizWurmD: Your troops assemble in the court yard
  
  The two scout are standing together looking confused.
  
  The eight pikers stand together stacked and at attention. They look a little confused, but one steps forward.
  
  
   What do you mean your grace? Do you mean the turn starting? Because the turn started! 
  
  He smiles and steps back into formation seeming to be proud of his answer.
conversations.from: human
conversations.value: CyperWizWurmD: *deep breath*  (calming down and composing ourselves)
  
   "My dear subjects, I fell like I was just popped and am in need of counsel. How old are each of you?"  
conversations.from: human
conversations.value: CyperWizWurmD: Pikers:  "4 turns old Your Majesty!" 
  Scouts:  "We just popped this turn.." 
conversations.from: human
conversations.value: CyperWizWurmD: "Was this city always a level 1?" 
conversations.from: human
conversations.value: CyperWizWurmD: Piker:  "It was level 3 last turn, but was reduced early in the turn." 