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CivQuestanon

Technomancers

Jul 6th, 2015
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  1. >Name: The Technomancers
  2. >Fluff:
  3. http://pastebin.com/prKB7Ymz
  4. >Stats:
  5. http://pastebin.com/EJwaTjXA
  6.  
  7. >Population:
  8. 2504
  9. >Military:
  10. 85 Soldiers
  11. 5 Clockworkmen
  12. + Clockworkmen are now super-reliable (more than AK-47) and production of new ones is perfected with all the enhancements
  13. + 11 Plantbominations
  14. + Plantbominations now come with ability to fly; including the existing ones
  15. + 5 Fixing Bots
  16. >Economic level: 10
  17. >Tech Level: 10
  18. >Magical Bonus: +5 to magic and technology research rolls
  19. >Bonus: +10 to construction rolls while still inside The Crater
  20. Inventory:
  21. Genie in a Lamp
  22. Djinn in a Bottle + Genie Gun working prototype
  23. FOUR FLYING SHIPs
  24. + Flying Ships capable of short-distance teleportation in suitable conditions; allows to avoid collision
  25. + Magical Gloves To Spank All The Lazy Workers Red
  26. + Cold Mountain is now known as Tropical Mountain, hosting Fort Warm Paradise holiday resort, with all facilities your higher-tier hotel can have
  27. + Docks For Flying Ships; located at Fort Warm Paradise
  28. +OMNI-FINDING WAND
  29. + Flying Core
  30. + 2 Broken (IMPOSSIBLE!) Clockworkmen
  31. + 2 VERY Crude Cyborgs; based on recovered mages
  32. + Collection of Magical Objects; from Highvale
  33. + Partymancy; makes affected subjects into having fun and enjoying themselves
  34. + UNIQUE Ferility Gem; greatly affects reproduction and biological growth
  35. + Experimental magically-enhanced farm
  36. + One turn faster free diplomatic action with Highvale
  37. + HEALING TENTACLE SLIME (TM)
  38. + Teaching Crystal Balls
  39. +Philospher's Stone
  40. +Content Genies
  41. +ECONONMIC BUBBLE (MASSES AND MASSES OF WEALTH)
  42. +Valley-Crater Greater Aetherine Trade Company (nat 100); powerful trade organisation based on public and state charter, able to freely trade with everyone
  43. + Economic Advisors
  44. + Economancy; more efficient management of everything, even the chaos!
  45. + Prototype Laser Cannon; big, needs to warm up for few hours, uwieldy and yet weak
  46. + Practical teleporters
  47. + Commonplace teleporters, making transportation trivial
  48. + Power Crystal; massive source of energy
  49. + 6390 Constructo-Clockworkmen
  50. + Magic-Sucking Crystal
  51. +CENTURION FACTORY - Produces 100 Clockworkmen PT (based on finished design input)
  52. + The factory is running; constructo-bots until further instructions, 100 per turn
  53. + Creation Laser Prototype; heavy, needs to warm up for few hours
  54. + Improved Creation Lasers
  55. +Massive Creation Lasers
  56. + Economancy 2.0, now making things 50% more efficient!
  57. + Transmutation lasers
  58. + Masive Transmutation Lasers
  59. + Improved Transmutation Lasers
  60. + Laser Engineering
  61. +GIANT CRATER ON THE MOON
  62. + Magic Sucking Lasers
  63. + Improved Magic Sucking Lasers
  64. + Massive Magic Sucking Laser
  65. + Magical Anti-Hostile Governance Enablers [M.A.G.E.]
  66. + Improved M.A.G.E. units
  67. + Massive M.A.G.E. units
  68. + Crysticular Computers
  69. + Improved Crysticular Computers
  70. + Crysticular Super Computers
  71. + New Energy Sources; can drain almost anything as energy
  72.  
  73. + Quantum Magineering
  74.  
  75. + Trained human workers; making complex and abstract tasks easier to conduct
  76. +The Technomagical Pinnacle of Industry (nat100)
  77. http://pastebin.com/XK1U7H22
  78.  
  79. + Ideology of Magic Superiority
  80. http://pastebin.com/kEdpTsyT
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