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Finally... => Forum Games and Roleplaying => Topic started by: Zanzetkuken The Great on July 28, 2014, 09:23:33 pm

Title: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Zanzetkuken The Great on July 28, 2014, 09:23:33 pm
(I just know someone is going to make a rapper...)

Alright, this is going to be a mix of a suggestion game and a character-driven game.  In the 'Geoscape' mode, it is going to run with turns lasting 2 weeks at a time in a suggestion game format, though with the characters forming a 'board of directors' to decide the path that is going to be taken through IC debates.  From time to time missions will occur, and any number of people may leave on them; however, since the early staff is formed of only players, those that go out on the mission will lower production of whatever they were working on.

To change things from the standard of fighting an enemy with modern weaponry, this is going to be set during the Dark Ages of Europe, specifically, the year 900 AD.  The below map may not be entirely accurate, so if you can find a more accuate, please link me to one.
Spoiler (click to show/hide)
While I originally thought of allowing to use other areas of the world, I decided to have it set to Europe for two main reasons.  One, the feudalism prevalent would allow for an easier ability to hide an organization, as well as having there be a fair deal of chaos.  Two, the mythology is a bit more familiar than the eastern mythologies, making it more likely for people to have a general idea of creatures that are being mentioned.

As said in the title, rather than fighting aliens, you will be fighting creatures of mythology.  In this alternate history, at this point in time, the various creatures have begun forming coordinated attacks against various peoples.  Taking note of this, a few low class nobles have decided to create an organization that will find out about why this is occuring.  The place you start at will be decided in the sign-up sheet below.

Technology is going to work differently in this, since the mythological creatures would use natural weapons innate to their being.  Instead, advances will be secured through study and usage of various artifacts.  Eventually, you will be learning how to replicate and mix artifacts, effectively creating new technologies.  Beware, your enemies will start using artifacts of their own later on.

Equipment will fall under one of four categories: swords, spears, axes, and bows.  Each has their own overall advantages and disadvantages, but having further depending upon the model.  In addition, you can also have units mounted on horseback.  Mounted units move faster at both the Geoscape and tactical levels, but are more vulnerable.  Equipment stocks are to be given on the first turn.

Support and income works a bit differently.  You are only able to operate within areas that support you, meaning that you have to secure contact with more nobles to go to other locations and gain more artifacts.  As you rise in influence, you are able to contact higher and higher levels until rather than asking nearby estates if you can go to them, you would be in contact with the leaders of countries, some of which coming to you rather than having you go to them.  As I said, income works by rather than gaining money (at least, at this point) you would ask supporting nobles for specific supplies, and they would give you what they feel comfortable giving you.

If any clarification is needed, please ask.  I just know I messed something up.




Spoiler: Character (click to show/hide)



Spoiler: 1 (click to show/hide)

Spoiler: 2 (click to show/hide)

Spoiler: 3 (click to show/hide)

Spoiler: 4 (click to show/hide)

Spoiler: 5 (click to show/hide)

Spoiler: 6 (click to show/hide)
Title: Re: MC-COM: Mythological Creatures Combat Unit
Post by: Samarkand on July 28, 2014, 09:36:45 pm
Spoiler: Organization (click to show/hide)

Spoiler: Character (click to show/hide)


Let me know how these look!
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Salsacookies on July 29, 2014, 06:07:05 am
Organization Name: The Asgardian Hall
Flag Design: A long table amidst on top of a cloud, with the gods of Asgard sitting in their seats, doing activities representing their domain
Motto: To Battle My Brothers! For Asgard Awaits!
Country Founded Within: Norway

Equipment Distribution (5 points, more in a category means more of that equipment type.  Only 3 categories can have points in them):
_ Mobility (Horses and Light Armor)2
_ Defense (Portable Palisades and Heavy Armor)0
_ Short Range (Shorter Swords and Axes)3
_ Medium Range (Longer Swords and Spears) 0
_ Long Range (Bows and Throwing Spears)0
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Salsacookies on July 29, 2014, 06:18:23 am
Name: Knuser Ansitker
Gender: Male
Geographic Area of Origin: Scandanavia
Appearance: A battle hardened berserker, he is at the peak of strength and dexterity. Has scars all over his body, most notable being a scar that goes from his cheek lip to his ear. Has long,red, braided hair which goes to his shoulders and a beard that goes to his mid-chest. He is snow tanned
Backstory: He is a viking. When he was only 13 he was taken by his father onto a longboat, where he traveled the world with him. When he was 18 he was captured and tortured, one of which was taking a hook and dragging it through his cheek, giving him his scar. Otherwise, he pillaged and raided like the others, and when his father died, he took his place, and became leader of The Asgardian Hall
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Salsacookies on July 29, 2014, 06:23:21 am
HP:4
Will:5
Str:2+1
Dex:4
Move:10
Sight:6+1.5
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: MonkeyHead on July 29, 2014, 06:43:10 am
So very in...

Spoiler: Organization (click to show/hide)


Spoiler (click to show/hide)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Varee on July 29, 2014, 06:58:52 am
I wont be making an organisation
Spoiler (click to show/hide)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Harbingerjm on July 29, 2014, 07:35:35 am
Spoiler: Organisation (click to show/hide)

Spoiler: Character (click to show/hide)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 09:50:07 am
Can I use crossbow? I like the idea of powerful weapon that take longer to shoot and reload.

I'll include them.

Organization Name: The Asgardian Hall
Flag Design: A long table amidst on top of a cloud, with the gods of Asgard sitting in their seats, doing activities representing their domain
Motto: To Battle My Brothers! For Asgard Awaits!
Country Founded Within: Norway

Equipment Distribution (5 points, more in a category means more of that equipment type.  Only 3 categories can have points in them):
_ Mobility (Horses and Light Armor)2
_ Defense (Portable Palisades and Heavy Armor)0
_ Short Range (Shorter Swords and Axes)3
_ Medium Range (Longer Swords and Spears) 0
_ Long Range (Bows and Throwing Spears)0
Name: Knuser Ansitker
Gender: Male
Geographic Area of Origin: Scandanavia
Appearance: A battle hardened berserker, he is at the peak of strength and dexterity. Has scars all over his body, most notable being a scar that goes from his cheek lip to his ear. Has long,red, braided hair which goes to his shoulders and a beard that goes to his mid-chest. He is snow tanned
Backstory: He is a viking. When he was only 13 he was taken by his father onto a longboat, where he traveled the world with him. When he was 18 he was captured and tortured, one of which was taking a hook and dragging it through his cheek, giving him his scar. Otherwise, he pillaged and raided like the others, and when his father died, he took his place, and became leader of The Asgardian Hall
HP:4
Will:5
Str:2+1
Dex:4
Move:10
Sight:6+1.5

...you can modify your posts using 'modify' in the upper right hand corner of the post.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Samarkand on July 29, 2014, 09:59:10 am
We have quite a few organizations. When do we start voting? A few of us will have to make character changes in response to the result.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Wwolin on July 29, 2014, 09:59:43 am


EDIT: Fixed character skills.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 10:00:26 am
We have quite a few organizations. When do we start voting? A few of us will have to make character changes in response to the result.

When we have 5.  We currently have 4.

Ninja'd by a sheet.  Let me edit the OP for the voting.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Culise on July 29, 2014, 10:02:13 am
Spoiler: Organization (click to show/hide)

Character pending on the organization vote. 
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Hawk132 on July 29, 2014, 10:02:41 am
Max 2 increases or decreases.

Also, might have a character sheet coming soon-ish.

Spoiler: Organization (click to show/hide)

Character pending on the organization vote. 
Only 3 categories can have points allocated to them.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Culise on July 29, 2014, 10:04:45 am
Whoops, sorry.  I'll fix that.
Title: Re: MC-COM: Mythological Creatures Combat Unit
Post by: Zanzetkuken The Great on July 29, 2014, 10:08:02 am
Stats:
HP: 4 -
Will: 5
Str: 2 +
Dex: 4 +
Move: 10
Sight:6

Just noticed this.  You have one unused increase due to that decrease.

Also, poll is up.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: adwarf on July 29, 2014, 10:58:37 am
Spoiler: Organisation (click to show/hide)

Spoiler: Character (click to show/hide)

+1
Title: Re: MC-COM: Mythological Creatures Combat Unit
Post by: Samarkand on July 29, 2014, 11:03:46 am
Stats:
HP: 4 -
Will: 5
Str: 2 +
Dex: 4 +
Move: 10
Sight:6

Just noticed this.  You have one unused increase due to that decrease.

Also, poll is up.
I'll go edit that. Thanks for noticing!
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Mephansteras on July 29, 2014, 11:16:58 am
Name: Siggurd Olafsson
Gender: Male
Geographic Area of Origin: Orkney Isles
Appearance: A tall, thin man with extraordinarily bushy eyebrows. His blond hair is long and braided, beard included.
Backstory: A viking warrior from the Orkney Isles, he has heard tales of many disturbing things happening around the world and feels that it is his duty to the gods to destroy such monsters. He came looking for this organization after hearing rumors of it and its goals.

His primary combat function is a scout/archer.

HP: 4
Will: 5+
Str: 2 
Dex: 4
Move: 10
Sight: 6+
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 12:07:10 pm
+1

You make your own character and vote in the poll for the organization.  We're not following one character.  As I said in the OP, the suggestion part is the Geoscape where the Player Characters debate for various actions, and you control your character on the tactical level.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Hawk132 on July 29, 2014, 01:05:23 pm
Finally finished my character sheet. I blame the backstory for making this take 2 hours. And it isn't even that long.

Spoiler: Character (click to show/hide)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 03:41:01 pm
I find it interesting that, for a short time, Attila's Auxiliary and The Imperial Guard were tied in votes.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Samarkand on July 29, 2014, 04:03:53 pm
I'm surprised. Especially in a game where mobility will matter. I thought going Hun was a good strategy, but everyone else thinks carrying walls with us sounds smart.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Culise on July 29, 2014, 04:17:04 pm
Honestly, it's the fluff that stopped me.  It's 900 AD: if we're going to go to other countries in Christian Europe and convince them to let us help them with their manticore infestations and what have you, it'll help to not be a bunch of horse-riding pagan tribal barbarians fresh off the steppes eagerly singing the praises of someone who sacked the heart of their civilization and made the name of his very people a byword for generalized and indiscriminate brutality, especially when our particular band of horse-riding pagan tribal barbarians has either just brutally invaded and crushed is about to invade and crush all of its neighbors (the Carpathian Basin in 895, the Balaton by 900, Great Moravia by 907).  It is a bit limiting on character options if you aren't already Hungarian. 

Besides, we can have wagenburgs, fancy shining armor, and broadswords.   Yes, even though plate armor is still quite expensive, to say the least, and will remain so until the High Middle Ages. ^_^
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Samarkand on July 29, 2014, 04:25:00 pm
Honestly, it's the fluff that stopped me.  It's 900 AD: if we're going to go to other countries in Christian Europe and convince them to let us help them with their manticore infestations and what have you, it'll help to not be a bunch of horse-riding pagan tribal barbarians fresh off the steppes eagerly singing the praises of someone who sacked the heart of their civilization and made the name of his very people a byword for generalized and indiscriminate brutality, especially when our particular band of horse-riding pagan tribal barbarians has either just brutally invaded and crushed is about to invade and crush all of its neighbors (the Carpathian Basin in 895, the Balaton by 900, Great Moravia by 907).  It is a bit limiting on character options if you aren't already Hungarian. 

Besides, we can have wagenburgs, fancy shining armor, and broadswords.   Yes, even though plate armor is still quite expensive, to say the least, and will remain so until the High Middle Ages. ^_^
Fine, the fluff might have been a little limiting. But mobile armies with competent bowmen won more battles than longswords hiding behind mobile palisades. That's just a terrible strategy...
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: MonkeyHead on July 29, 2014, 04:26:45 pm
All irrelevant when we don't actually know what we will be fighting.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Culise on July 29, 2014, 04:35:11 pm
Honestly, it's the fluff that stopped me.  It's 900 AD: if we're going to go to other countries in Christian Europe and convince them to let us help them with their manticore infestations and what have you, it'll help to not be a bunch of horse-riding pagan tribal barbarians fresh off the steppes eagerly singing the praises of someone who sacked the heart of their civilization and made the name of his very people a byword for generalized and indiscriminate brutality, especially when our particular band of horse-riding pagan tribal barbarians has either just brutally invaded and crushed is about to invade and crush all of its neighbors (the Carpathian Basin in 895, the Balaton by 900, Great Moravia by 907).  It is a bit limiting on character options if you aren't already Hungarian. 

Besides, we can have wagenburgs, fancy shining armor, and broadswords.   Yes, even though plate armor is still quite expensive, to say the least, and will remain so until the High Middle Ages. ^_^
Fine, the fluff might have been a little limiting. But mobile armies with competent bowmen won more battles than longswords hiding behind mobile palisades. That's just a terrible strategy...
I wouldn't say it's terrible, per se, not given the performance of the tabor (and its eastern cousin the Wu Gang) and much later, the streltsy, but it is more suited to anti-cavalry tactics than the sort of battle we may face.  Still, your comment does make me realize that I did kinda botch my submission - I wanted that knight/holy order feel, but Mobility/Defense/Medium Range would have suited that better than Defense/Medium/Long, not to mention making it something that's not an accidental clone of the Imperial Guard.  Ah, well, a bit late for that now. ^_^
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 05:43:28 pm
Reset poll after removing 2 with the lowest totals.  This time, could everyone please use both votes?  Many used only a single vote.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Samarkand on July 29, 2014, 05:45:27 pm
Reset poll after removing 2 with the lowest totals.  This time, could everyone please use both votes?  Many used only a single vote.
But, the only other two I was considering got dropped... I don't want no mobility advantage :P
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 05:56:39 pm
But, the only other two I was considering got dropped... I don't want no mobility advantage :P

In that case, vote for the one that could be easiest to utilize horses with.  The values are only for the starting equipment, not what you can get.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 09:34:57 pm
Huh.  The only difference between 4 and 6 is fluff.  Did not notice that.  Oh well.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Harbingerjm on July 29, 2014, 09:43:42 pm
Reset poll after removing 2 with the lowest totals.  This time, could everyone please use both votes?  Many used only a single vote.
Oops. Chalk an extra vote for 3, then.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 09:51:03 pm
Reset poll after removing 2 with the lowest totals.  This time, could everyone please use both votes?  Many used only a single vote.
Oops. Chalk an extra vote for 3, then.

Really, they are a bit more different than that, since the areas change the mythological creatures you are going to encounter.  Edit: also, what did you vote on that you want to change to 3?
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Samarkand on July 29, 2014, 09:59:09 pm
Reset poll after removing 2 with the lowest totals.  This time, could everyone please use both votes?  Many used only a single vote.
Oops. Chalk an extra vote for 3, then.

Really, they are a bit more different than that, since the areas change the mythological creatures you are going to encounter.
If the creatures are all fluffy than the choices are back to not being different!
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 10:01:15 pm
If the creatures are all fluffy than the choices are back to not being different!

They're going to have abilities based on their myths and myths tend to have a fair amount of variety depending on the area...
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Samarkand on July 29, 2014, 10:03:57 pm
If the creatures are all fluffy than the choices are back to not being different!

They're going to have abilities based on their myths and myths tend to have a fair amount of variety depending on the area...
I meant in the fuzzy/cuddly sense. Can I please have a wambler?
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Harbingerjm on July 29, 2014, 10:13:33 pm
Reset poll after removing 2 with the lowest totals.  This time, could everyone please use both votes?  Many used only a single vote.
Oops. Chalk an extra vote for 3, then.
Edit: also, what did you vote on that you want to change to 3?
I didn't, is the point. You asked us to use 2 votes, I only put one in.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 29, 2014, 11:06:51 pm
I didn't, is the point. You asked us to use 2 votes, I only put one in.

Ah.  Well it looks like we now have a 3 way tie.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 30, 2014, 12:42:06 pm
Winning by 2 votes is the Twelfth Legion.  Initial turn will be posted soon.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: MonkeyHead on July 30, 2014, 12:44:53 pm
Well, I did not expect my submission to beat Harb's... hehe.

I await the first turn with much anticipation.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Culise on July 30, 2014, 01:24:11 pm
And now that I know the appropriate fluff, my character.

Spoiler (click to show/hide)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages)
Post by: Zanzetkuken The Great on July 30, 2014, 03:53:55 pm
(http://i.imgur.com/a4D1uCf.png)

You are The 12th Legion.  You have been established within the Theme of Sebastea by decree of the Emperor, as advised by some of the nobility, to do a search into attacks by various beasts that are know to have existed within the myths of ancient civilizations that inhabited the area.  If the reports of attacks by these creatures are found to be false, it has been decided that you would be shifted into a force to fight against the Muslim invaders in the case that they launch an attack, or the Emperor decides to strike back and retake some of the old lands that have been conquered by their forces.

(http://i.imgur.com/M5mPXKq.png)
(950 was the closest I could find.  Red is your base, Green is possible missions)

The home fortress of operations was built a distance away from the geopolitical center, focused more towards the border with the Muslims.  Two reports have come in.  The northern is a single unnatural creature having been spotted among the terrain.  The southern, a village destroyed through means deemed to be through weaponry unused by any conventional military.  Both are a three day journey by foot to reach from the base of operations.  You have been given full autonomy for actions, as long as you do not compromise the laws of the empire, or betray the Emperor.

The Council (all PC's) now meet to determine their course of action for the coming weeks...

Spoiler: Base (click to show/hide)

Spoiler: Military Supplies (click to show/hide)

Spoiler: Organization Members (click to show/hide)

(Long delay due to having to do a lot of research to make sure this was historically accurate.

Note to Everyone about RP'd conversations that compose the council meeting: don't forget the time period.  General attitude towards females would be that they were lesser and did not belong on the battlefield, so, just before the first fight, have the males be a little bit dismissive at least.  A battle could change this, but for a fresh recruit, keep that in mind.)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Samarkand on July 30, 2014, 04:01:57 pm
Sonya studied the map carefully. She seemed unwilling to be the first to speak, for fear she might say something which would cause the others to look down upon her. This was her big shot at chasing her dreams; she couldn't screw it up with a few stupid words.

EDIT: ((Can I at some point go back and change the fluff in small ways, since it mentions a nonexistent group?))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Mephansteras on July 30, 2014, 04:02:18 pm
Siggurd: I say we investigate this village. If it is a monster, we can see about slaying it. If it was by human hand, we can give a report to the armies of the Empire so they may retaliate.


(For equipment, I'll go Bow, a quiver of arrows, and a battle axe. Since my role is scout, I'd rather not be weighed down by armor)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Samarkand on July 30, 2014, 04:08:49 pm
Siggurd: I say we investigate this village. If it is a monster, we can see about slaying it. If it was by human hand, we can give a report to the armies of the Empire so they may retaliate.


(For equipment, I'll go Bow, a quiver of arrows, and a battle axe. Since my role is scout, I'd rather not be weighed down by armor)
Sonya: "I agree, whatever attacked the village poses a more immediate threat to the people here. The beast in the north may not kill anyone, so long as people avoid it."

Sonya was quick to jump on the proposed plan. At least now there had to be one person who agreed with her.

(I'll take a javelin, if we're picking equipment. Also scout-like, so I'll also pass on the armor.)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: MonkeyHead on July 30, 2014, 04:15:19 pm
Owain: "Aye, I too say we should go look at this burned village. At least that is a real thing - I for one do not trust what stores come from the wilderness from the peasants. Be the village burned by  moors or something more foul, we can deal with either by force of arms.  For a woman, you speak a surprising amount of sense Sonya."

((If we are claiming gear already, I will help myself to an axe and a set of armour please))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Culise on July 30, 2014, 04:17:02 pm
Sister Irene bowed slightly at the others who spoke up.  "I am not a military specialist, so I will defer to your judgment.  It is unsettling that something could wipe an entire village of God's children off the map so easily, and I believe the people of the region will rest easier if we can find the cause."

((As far as equipment, the religious prohibition on shedding blood means she'll use the classic loophole and grab a mace.))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Samarkand on July 30, 2014, 04:18:43 pm
Owain: "Aye, I too say we should go look at this burned village. At least that is a real thing - I for one do not trust what stores come from the wilderness from the peasants. Be the village burned by  moors or something more foul, we can deal with either by force of arms.  For a woman, you speak a surprising amount of sense Sonya."

((If we are claiming gear already, I will help myself to an axe and a set of armour please))
Sonya smiled politely and bowed her head, accepting the compliment as humbly as she could. She was genuinely pleased, but she wasn't sure how these hardened men would feel about grinning.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Salsacookies on July 30, 2014, 04:30:36 pm
Knuser:He simply stays silent, for he feels his part of the council has not been reached yet. He does however, ask a simple question."Why have you allowed a norseman here? Have you not heard of our reputation.

((For weapondry, i'l have an axe and some light mail and a shield, nothing to weigh me down, but I will be fighting in the thick of it.))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Samarkand on July 30, 2014, 04:35:13 pm
((For weapondry, i'l have an axe and some light mail and a shield, nothing to weigh me down, but I will be fighting in the thick of it.))
((Light mail isn't an option, since people didn't vote for any mobility :P :)  ))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: MonkeyHead on July 30, 2014, 04:39:03 pm
Knuser:He simply stays silent, for he feels his part of the council has not been reached yet. He does however, ask a simple question."Why have you allowed a norseman here? Have you not heard of our reputation.

((For weapondry, i'l have an axe and some light mail and a shield, nothing to weigh me down, but I will be fighting in the thick of it.))

Owain:"As by the looks of ye lads you can handle an axe at least well enough to stand beside me."
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Mephansteras on July 30, 2014, 04:41:46 pm
Knuser:He simply stays silent, for he feels his part of the council has not been reached yet. He does however, ask a simple question."Why have you allowed a norseman here? Have you not heard of our reputation.

((For weapondry, i'l have an axe and some light mail and a shield, nothing to weigh me down, but I will be fighting in the thick of it.))

Siggurd: Why wouldn't they allow us to be here? It is for our reputation that they'd want us!
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Salsacookies on July 30, 2014, 04:45:46 pm
Knuser: Content, he sits back down. So, what creatures of the night will there be? I doubt the hot sands will carry the same threats the fjords held.

(( I'll have an axe, shield, and heavy armor. ))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Hawk132 on July 30, 2014, 05:09:02 pm
Charles:I have no preference on which report we investigate.

((I'll grab an axe and a suit of armor.))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Salsacookies on July 30, 2014, 05:14:31 pm
Knuser:I say we leave for the village, like the others.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Samarkand on July 30, 2014, 05:20:29 pm
((Is it valid to split up, or no?))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Zanzetkuken The Great on July 30, 2014, 05:27:10 pm
((Is it valid to split up, or no?))

(You can.  Question is, do you really want to without knowing whether I am using Oldcom's (original) or Newcom's (2012 remake) difficulty?)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Samarkand on July 30, 2014, 05:42:20 pm
((Is it valid to split up, or no?))

(You can.  Question is, do you really want to without knowing whether I am using Oldcom's (original) or Newcom's (2012 remake) difficulty?)
((Not even a little. I just enjoy knowing.))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Harbingerjm on July 30, 2014, 09:12:23 pm
Query: Why does a chest piece lower sight?
Anyway, Iliana grabs a bow, a quiver of arrows, a battle axe and a Lamellar Chest piece. disregard I don't have the Strength.

"In that case, I believe we have a majority in favour of investigating the village."
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Aklyon on July 30, 2014, 09:25:51 pm
ptw, I like this idea.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Zanzetkuken The Great on July 30, 2014, 09:35:32 pm
Query: Why does a chest piece lower sight?

It's not just the chest piece, it's the entirety of the armor.  Chest piece is labeled to differentiate armor types.  What lowers sight is the helm.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Wwolin on July 31, 2014, 12:32:32 am
"I'm all for going to the village. Monsters or not, if the infidel stirs up trouble, it is my duty as a knight to put them down!"

Guillaume takes a mace and a set of full armor.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Varee on July 31, 2014, 03:14:50 am
((damn it no horse or crossbow ....., I will take 3-6 jevelin and axe then, no armor))
Vech leave the decision to the other to see their decision making skill.
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Zanzetkuken The Great on August 01, 2014, 03:20:01 pm
(So everyone is going on the mission?)
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Samarkand on August 01, 2014, 03:21:52 pm
(So everyone is going on the mission?)
((I think so))
Title: Re: MC-COM: Mythological Creatures Combat Unit (Xcom in the Dark Ages) (Turn 1)
Post by: Culise on August 01, 2014, 03:27:58 pm
(So everyone is going on the mission?)
((Anything we should do back at the base at the same time?  Don't really have much to research, yet - we don't have any artefacts or monsters, alive or dead to poke and prod.  We could buy horses and light armor, expand the facility, or the like, but we don't seem to have money to pay for any of it yet.))