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Topics - Haspen

Pages: 1 ... 12 13 [14] 15 16 ... 23
196
~~~~RULES~~~~

1. All kinds of questions, character sheet edits, story discussions and all non-IC stuff are to be posted at OOC Thread

2. Post formatting is mandatory:
"Coloured text for PC speech lines!"
Normal text for descriptions, etc.
Bolded text denotes action!

3. Order of posts:
In battle:
Player(s) -> GM -> Player(s) -> GM ... (until end of Player Phase) -> GM posts for Enemies -> GM posts for Allies -> End of Turn.
Outside battle:
Players -> GM, when needed

4. Unless GM explicitly mentions you/your character, you can't post in this thread. Do not PTW it either.

5. Table of Contents:
Prologue: A Little Leg Stretching
Chapter 1: The Overseasland
Chapter 2: A Simple Choice
Chapter 3: Spiral of Consequences
Chapter 4: Deadly Shadows
Chapter 5: The Usual Traveler Woe
Chapter 6: The Anvil and the Hammer
Chapter 7: An Unexpected Influence
Chapter 7x: The Trap Cellar
Chapter 8b: The Clueless Remnant

197
IC Thread is here!

Important links:
1.3 Player Handbook
Overseasland (Western Hemisphere) - Reichland (Eastern Hemisphere)
Troian Empire/Overseasland Chronology up to 385 - History of the Reich + About the Han
Memory Magic v0.1, replaces Call Magic provided by Handbook
Alchemy + Alchemist class and its promotions

Handbook 1.3 changes by Haspen (mostly):
Spoiler: General (click to show/hide)



Player/Chapter list:

Prologue: A young but experienced Reich Captain, Richard Astleich, takes his squad of 4 loyal volunteering Reich Soldiers to the Overseasland to investigate some strange reports. 3 Combat-oriented characters + 1 mage (healer preferably).
1. Gregory Zecklin, Shaman (Criptfeind)
2. Siegfried Jubastacheit, Knight (KingMurdoc)
Chapter 1: An aide to Overseasland' official, can be a native and of any class.
3. Shaelynn Peritz, Nun (BladeMasterModel42)
Chapter 2: Few Overseasland villagers that got themselves lucky during a very bloody incident.
4. Jann, Fighter (CrimsonEon)
5. Alissa Erite, Dancer (Twinwolf)
6. Cecil Ishim, Cavalier (ElfCollaborator)
Chapter 3: Two Reich servants/soldiers/tinkers/guards from Governor-General's or Chief Advisor's offices.
Chapter 4: A spy of some sort. Can be either Reichman or Overseaslander, but must be loyal to the government.
Chapter 5: Someone dispatched by the Reich Senate itself. (this is a very plot-related position so potential peeps will have to follow some rails laid by me)
9. Suzanne Vogt, Thief (Gaterhyme)
Also starring:
10. Malcom Ellison, Trobadour (I_Like_Pi) Joined during Chapter 7
11. Niccola Natoli, Cavalier (Deidei) Will join during Chapter 8
12. Sharon, Archer (Ochita) Will join during Chapter 8

Dropped/Abandoned:
1. Arnold Weissmuller, Priest (Mopsy) From Prologue to Chapter 4
2. Friderick von Heinrich, Soldier (darkpaladin109) From Prologue to Chapter 6
3. Altha Entlern, Mage (Furtuka) From Chapter 3 to 6
4. Beatrix Motte, Trobadour (F.O.E) Chapter 6 only
5. Flora Brandt, Alchemist (GiglameshDespair) From Chapter 3 to 7
6. Iris Brandt, "Spy" (swordstar) From Chapter 4 to 7

Current Party Gold: 790

Spoiler: FANART (click to show/hide)

199
It's a 'cardgame' with no cards because I'm a lousy graphical designer ;v

Magic: the Gathering, Etherlords, Elements Game; this follows the veins of all the more popular card games. You have your Mothership, you deploy your spaceships to defend it and to bring down the Mothership of your enemy.

2 testers needed. Make up your own Deck compositions and post them here.

Spoiler: Rules and whatnot (click to show/hide)
Spoiler: Terran Empire cards (click to show/hide)
Spoiler: Alien Swarm cards (click to show/hide)
Spoiler: Cyborg Council cards (click to show/hide)

200
General Discussion / Ultimate Poll of Bay12 Pizza Toppings!
« on: April 29, 2016, 12:53:42 pm »
Exactly what it says on the tin!

Almost everyone loves pizza, yet on another hand, everyone prefers different pizza toppings. Which ones do you fancy?

Fancy Rules Menu:
1. All kinds of ham/chicken/whatever meat goes into ham/chicken/whatever category.
2. Peppers are divided to two categories: normal (non-spicy bell/banana peppers), and hot (whatever spicy peppers you fancy)
3. Seafoods are divided into four categories: anchovies, big fish (salmon, tuna etc), crustaceans (shrimps, crabs, for example) and wriggly tentacle stuff like octopi.
4. Unless you pick Feta/Gorgonzola/Mozarella/whatever cheese on the list, let's assume you prefer the 'standard pizza cheese' mix.
5. If you do not see your topping on the list (cuz it's local specialty or something), do tell and I will add it to pizza! The votes can be changed so you can just switch to your toppings after I add them. I did dumb and they cannot be changed - request toppings first so I can add them so you can vote :v!


Please be civil in discussion about pizza toppings! Let's not begin a Pineapple War or the Olives Inquisition or something like that in here :P

201
Please keep all out-of-character discussion, critique, error-reporting and such to OOC Thread!



~~Pre-1000 (Turn 0)~~

With the coming of the end of the winter of the year 999, many powers are preparing themselves to begin the race for dominance and powers.

For example, diplomatic pacts and treaties should be reviewed and formed, not to mention that forces should be deployed in strategic positions just in case.


Quote from: Deployment availability (1 army auto-reserved for defense of Capital)
Grimazul Karaz: 3
Tower Federation: 3
Iänden Republic: 3+fleet
Holy Lansee Empire: 8
Heavenly Heart: 6



Let's say that, to keep this organized, I give you 48 hours counting from now to make your treaties and deploy your units.

202
Game Thread is here!

Welcome.

This is OOC Thread for a Medieval Fantasy spinoff of Era of Diesel.

I need 4 5 Players. I ask them that they try to use all 3 races (Hewmons, Elfs, Dorfs) and that at least 1 play as Theocracy and 1 as Magocracy.

Spoiler: Rules (click to show/hide)
----
Spoiler: Nation Traits (click to show/hide)
----
Spoiler: Research (click to show/hide)



Testgame Playerlist:
---
---
---
---

203
In the year 2060 of United Nation's Calendar, or as some might it remember more precisely, in 1838 of Chinese New Era, the C.S.S Wu Zetian (masquerading as United Nations spaceship Unity) has been launched toward Alpha Centauri, carrying the strongest, smartest and the best of humanity toward the distant planet.

And now, it has arrived.

Welcome to my Sid Meier's Alpha Centauri playthrough! This will be basically my 3rd game ever in SMAC, so hey it will be still a learning experience for me.

Hop in into your landing pod, because we're soon gonna do...

Update 0: THE PLANETFALL!!

Spoiler (click to show/hide)

Options! These are the ones I'm comfortable with. What I'm not comfortable with will be the difficulty - from by previous 'Citizen' (easiest) we will play this as Talent (3rd out of 6 difficulties). Earlier I focused on tech, trading with neighbours, keeping them happy, and then rolling technologically and economically into Trascendent victory. I guess this time I will be having some difficulties.

Spoiler (click to show/hide)

My authocratic/totalitarian/communist inner self devil speaks to me via Chairman Sheng-ji Yang, and so we will play as The Hive!

Spoiler (click to show/hide)

*fffwwooooOOOOOOOSSHHHhhh...*

In this playthrough instead of usual Huge Planet map that I played previously, I went with custom generated Planet: 30-50% water coverage, medium erosion, planetlife, and so on, huge size.

Spoiler (click to show/hide)

This is our landing spot. No water in immediate area which is good. Sporadic fungus, and few supply pods in arm's reach. We will send the Scout Patrol and Colony Pod on immediate scouting mission.

Spoiler (click to show/hide)

Fastest ever I got an Alien Artifact!
On the same turn, the Colony Pod found a hydrology pod - a river was discovered running by The Hive and then south, pretty neat!

Spoiler (click to show/hide)

We will mix military and science. This way we can trade with Morgan for economy techs and Deidre for ecology techs.

If we find them fast, that's it.

Spoiler (click to show/hide)

A new town was created; unfortunately as the omniscient Advisor said in the screen I wasn't able to capture, Brother Lal of the Peacekeepers founded the first new city 2 mission years earlier.

Spoiler (click to show/hide)

Our lone scout was accosted by some ugly bolognese pasta, but managed to repel it and get a level up. Yay!

Spoiler (click to show/hide)

Our scout went east, and found another pod by the river- wait, Datapod? I don't remember these-

Spoiler (click to show/hide)

Awww yee. I always have gotten artifacts, resources tiles or energy credits or local maps, but never before a free tech. This is nice!

Spoiler (click to show/hide)

Our first breakthrough is in Applied Physics. LAZORS PEW PEW PEW.

Spoiler (click to show/hide)

Of course The University would get the first tech.

They always do.

Spoiler (click to show/hide)

Our Scout unleashed an earthquake and raised a hill. Also, have this as a map of our current antics in the region. The Colony Pod is moving to a tile just east of those 2 Minerals piles. With river nearby, the city founded there could be a good industrial center in the future.

That's all for now; it's mostly a thread set-up update than anything majorly important :P

204
What is this game?

Fast paced arena deathmatch of 7 players who take on Avatars of peoples from all across the timeline!

There are currently 9 classes, aka Avatars, to pick from. Every Player has to choose a different Avatar; there can be no copies.

The game continues until only one Avatar remains, who is then declared victor of the Arena!

---

Character sheet:

(Technically all you need to fill in when applying is 'Name' and 'Avatar')

Name: of your character (and your username in brackets, please)
Avatar: which Avatar you possess (also determines skills)
Health: goes 0, you die
Stamina: Most skills use this, the cost is labeled as (S)tamina. You regain 1 Stamina per Turn; 3 if you Idle.
Hit bonus: your basic bonus to hit others. default 0
Evasion bonus: your basic bonus to evade others. default 0
Speed modifier: changes the 'turn order' number. varies from -5, through 0, to +5 for different Avatars.

---

How to play:

You don't post actions once the Arena begins. Instead, you send the GM a Personal Message clearly labeled as 'Arena RTD Action, Turn [number]
You can make only 1 Action per Turn; choose wisely.
You cannot attack random targets; you must always specify whom do you attack.

Time limit:

Every player has 24 hours since latest Arena Update to PM the GM his/her action. All Players who do not send the PM before time limit will be assumed they Idle (no action).
The GM will try to process the Turn earlier if all players send their actions in faster than 24 hours since latest update.

How combat works:

After every player sends their PM to the GM, the GM rolls a number (between 1 and 50) for each Player. This gives their actions a processing order (lowest numbered action goes first, highest numbered last).
Speed rolls range is dynamically reduced; whenever an Avatar is elimnated, it's lowered by 5 (to minimum of 25 when last 2 Avatars remain).
Standard RTD d6 is used to roll for both the Attacker and that Target; if the Attacker rolls higher than the Target, the attack is successful and damage is dealt.
After all actions are processed, Health and Stamina is adjusted, and then a new Turn is announced.

---

Gimmicks and whatnot:

Grevious Wound:
When you receive 15 or more Damage from an attack, there's 20% chance that you might receive a Grevious Wound.
Grevious Wound gives you -1 penalty to Hit and Evasion till the end of the current Arena. Grevious Wounds stack to maximum of -3/-3 penalty.

---

Common actions:

A set of actions available to every Avatar all the time. These include:

Attack (S): standard attack against single target with your Weapon
Evade (S): you gain +1 Evasion bonus against first attack targeting you this turn
Idle (-): you do nothing to protect yourself, and you regain 3 Stamina instead of 1 at start of next turn

---

Spoiler: Avatar list (click to show/hide)

Hall of Fame:
Arena I (testgame): Nix the Samurai (NRDL) was victorious. He had personally killed 3 enemies, including the last contestant, Tiruin the Crusader (Tiruin).

Arena of the Ages II playerlist:

1. -
2. -
3. -
4. -
5. -
6. -
7. -

205
Playthrough 1 (Chinese, Large Earth, Spaceship goal) is below. Status: Ended in Victory!
Playthrough 2 (Germans, Andala planet, Score/Time goal) is at this link. Status: Ended in Defeat!
Playthrough 2, Take 2 (Germans, Andala planet, Score/Time goal), is at this link. Status: Ended in Stalemate!
Playthrough 3 (Rise of Rome scenario, playing as Carthage) is at this link. Status: Decisive Victory!
Playthrough 4 (Celts, World Conquest, history-book update format) is at this link. Status: On-going!

Hello! As I'm playing a lot of Civilization II lately, and began to mod it a little (mostly by adding some stuff), I've decided that 'hey, maybe Bay12 wants to read at my progress?'.

But first, a spoilered list of the changes in my little mod plus a link to said mod.

Spoiler: README HASPENO (click to show/hide)

---

To help me with setting up the playthrough, take your time answering this little questionnaire:

Question A: Your mother is leaving for the marketplace to buy some groceries and other everyday supplies. Before she leaves, she asks 'Which world do you want me to procure for this playthrough?'

A) Andala, the world of huge landmasses and island chains.
B) Earth (Large variant).
C) Randomly generated large world (continental).
D) Randomly generated large world (archipelagos).

Question B: A renowed Chapter Master is briefing his marines on the upcoming operation. After a while, he turns to you, saying 'Which leader of a civilization shall we impersonate this time?'

A) George Washington of the FREEDOMLAND America.
B) Mahatma Gandhi of NUKE UTOPIA India.
C) Hammurabi of uhh something Babylon.
D) Wu Zetian the token female leader of China.

Question C: The local scribe is finishing the elaborate treatrise on the workings of the celestial plane, Earth and Divine Pantheon. You catch a glimpse of the last chapter, which working title seems to be...

A) How to Build an Ark capable of transporting Humans to the Alpha Centauri (space victory)
B) Live Long and Prosper till the Magical Date of 2020AD (high score victory)
C) The Bloodthirsty Swarms of Barbarians from the Vague Direction where Most of the Savage Civilizations lie (domination victory)

---

Once I get some amount of set-up answers, we will begin!

206
Forum Games and Roleplaying / Era of Diesel: Eurofrica 1! IC Thread
« on: March 11, 2016, 10:12:30 am »
Please keep all out-of-character discussion, critique, error-reporting and such to OOC Thread!



~~Pre-1900 (Turn 0)~~

With the coming of the end of the winter of the year 1899, many powers are preparing themselves to begin the race for dominance and powers.

For example, diplomatic pacts and treaties should be reviewed and formed, not to mention that forces should be deployed in strategic positions just in case.


Quote from: Deployment availability (1 army must stay in Capital!)
Byzantine Empire: 9+3fleets, already deployed
Swiss Confederation: 4
Caliphate of Cordoba: 4
Eastern Commonwealth: 7
Kingdom of Sicily: none
Free Representatives of France: 4
Unified Isles of North Atlantic: 1+fleet
Socialist-Nationalist Arab Republic of Egypt: 5
Kongeriget Nordmark: 3


207
Forum Games and Roleplaying / Pixel Art Collaboration MINI
« on: February 20, 2016, 04:53:12 am »
Becayse bay12 people cannot get the big picture done, how about we doodle with the field 1/4 size instead? :P
I yanked rules (with tiny edits) from Mageziya's old thread for this purpose:

How It Works
You call dibs on making an edit. Obviously if some has called dibs before you then you can't make an edit until they're done.
It is required to make a dibs post before you start editing the image.
Upon calling dibs you have 30 minutes to make an edit.
The time rule is to mainly deal with people who disappear after claiming dibs.
If you are still trying to edit when time is up, let us know. We can wait a bit.
You can edit one square at a time.
The one pixel thick border around the square you edit is also considered part of the square and can be edited.
You can edit any square on the image, regardless of where the previous edit was. Try not to edit other peoples' squares unless they're OK with that.
Try not to mess up the quality when saving (use .png format).
When you're done, edit your post claiming dibs with the new image.
There is nothing wrong with going back and editing your one of your previous edits when you claim dibs. Just mention it when you post the image to prevent confusion.
Have fun! Though, maybe not !!FUN!!

I'll start off:


All in all this should be pretty interesting. Don't be afraid to remove your square's border or meld with other edits. You can work with people or work alone to slowly create multi-square pixel-y masterpieces.

208
Since your young age you had clear path set before you. You were going to join the ranks of Svagard's War Brothers, and become one of those that speak with authority of Svagard and the forest gods and who can wield arms just as well as they can control the weather or see the future through dreams and omens.

But once you joined the ranks of Svagard's War Brothers, you have learned of even more prestigious, if not much more dangerous trial: The Path of Walker. It is on the Path that brave War Brothers sail the long boats across the seas, to spread the faith of Svagard to other peoples and lands. You have decided to enter The Path of Walker when the opportunity presents itself.

And now, in the Eight Year of the High King Gunnarg, son of Ranor, one of the Eyes of Svagard have seen a fortunate omen; if an expedition would be launched this autumn, the Walkers would achieve great fame and perform mighty tasks...


Welcome to Svagard's War Brothers! This little game shall put 6 hardened men on the task of spreading the faith of Svagard. Will they do that by sword or word? Mayhaps they will sell idols and preach in the markets?

6 Players are needed. It's strongly recommended that there be at least 1 Eye of Svagard in the team.

All lore and introductional texts will happen after characters are created.


Generic Skills

Weapon Skills

Magic Skills


Playerlist: (LAST UPDATE: Start of Chapter 1)

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------

209
IC Thread is here!


The Byzantine Empire was once on verge of utter destruction. But in 1451, after series of victorious skirmishes against the Ottomans, Emperor Andronikos Palaiologos brought decisive defeat upon the heads of Ottomans at the Battle of Smyrna, where Sultan Mehmed II was killed. Ottomans were in disarray and by the 1500s, Asia Minor was again under the rule of Byzantines.

The Byzantine Empire heralded the Christian faith where the Holy Roman Empire failed to do so and shriveled into several duchies mucking in betrayal and warfare amidst the minor western nations. With the new powers coming and going, Byzantine experienced periods of low and high, with 'The Great Famine of 1670' being perhaps the second time when the Empire almost collapsed, this time to revolting peasants. But the Byzantines survived that too.

In the 1800s the earthly possessions of the Emperors and Empresses varied; some could boast ruling over Baltic Coast or the Nile River, some breathed down the necks of hated Venetians and Rus of the North, whilst some unlucky ones had to satisfy themselves with only Balkans and Asia Minor. In the 1898, known as the 'Year of Calendar Emperors', a civil war engulfed the Empire, with twelve pretendents fighting for the throne. Each ruled about a month, some less than three weeks, before the scheming Theodora III Komnenos managed to win the support of the army and then murder her nephew, the adolescent Emperor Iohannes XVI Komnenos, during a coup d'etat. She then spent whole year consolidating her power - and now she has a different goal:

To help other nations embrace the love of IESUS XRISTOS.

By force, if need be!


Another EoD game! This time comes with expanded map containing the remainder of North Africa and NPC Nation being slightly more aggressive, teehee.
8 players needed!

Spoiler: Rules (click to show/hide)
Spoiler: Nations Traits (click to show/hide)
Spoiler: Research (click to show/hide)

Nation List:
Spoiler: NPC (click to show/hide)


Emergency pastebin storage for National histories.

I reserve myself the right to reject applicants based on their activity on forums and in previous games, as well as their ability to post often.

210
It's that time of the year after all.

CHANGES FROM PREVIOUS VERSHUN:
-Now there's 'Extras' section of inventory. Currently contains 4 entries. Unlike rest of inventory, you choose the Extra you want.
-Amount of Heirlooms greatly reduced.
-Little fixes and adjustments here and there.

Team A will be volunteer soldiers of GLORIOUS EMPIRE OF THE OBSIDIAN SUN
Team B will be mercenaries hired by PACIFIST THEOCRACY OF MOON-LOVERS

Oh and it will be just a simple deathmatch. 30 killed enemies = your team wins.



PROLOGUE: DOTH ART WELCOMED TO THE MEDIEVAL FODDER, LAD! PLEASE ACQUAINT THYSELF WITH THE RULES OF ENGAGEMENT:

In Medieval Fodder: Slaughters of Swords, all you have is DESIRE TO SLAUGHTER! For the glory of the Empire! Or Republic! Or the Union! Or whatever you're fighting for.

It is RTD which has minimal amount of roleplay, basically only two rolls: Hit roll, and damage roll.

Damage roll depends entirely on the weapon.

Hit roll (1d6) is more complicated:

The person who wins the roll deals damage to the player who lost the roll.
The roll, however, is modified by actions. Each player can ATTACK, DEFEND or IDLE in his turn.

IDLE is an action that allows player to simply wait through the turn; it allows retaliation, but also doesn't grant any bonuses to Parry.

DEFEND'ing player doesn't retaliate in the same turn.
DEFEND'ing player gets +1 against ATTACK'ing player, but only if ATTACK'ers roll is higher.
DEFEND passes into the next turn, up to the beginning of the player's next move.
Player who DEFENDS can use that to cover his ally from one attack.

Shields give a bonus to DEFEND'ing player just as if above rule is applied.
Shields benefit the ATTACK'ing player as well, with a -1 modifier to the Shield's bonus.

WATCH OUT, because the defend/shield bonus will only equalize the rolls - you will never get higher roll than attacker.
The maximum of the Parry bonus is +5!

In case of both combatants rolling the same base number, a sneaky re-roll happens instead.

Example:
Hargh rolls a hit of 6. Phargh rolls a 3.
But, Phargh DEFENDS (+1) and is wielding a Small Shield (+2).
Thus, both rolled a '6', and the whole melee ends with few clanks instead of a gush of blood and pain-filled screaming.

In case of operating a wheel or doing something, a standard 1d6 roll will be applied as well.

CHAPTER I: THOU ART WHOM?

In Medieval Fodder, no backstories are needed. No multitudes of labels and bonuses.

All you need is love~:

Name: Pretty obvious
Side: Which side you fight for (A or B)
Skill: One of the skills, look below
HP: You start with random of 5 to 8 HP*. Rolled by GM.
Weapon: You start with random weapon*. Rolled by GM!
Armor: You start with random armor*. ROLLED BY GM!!
Shield: You start with random shield. GUESS WHAT!? YES! ROLLED BY GM!
Extra: Hey you actually choose this one!

*-Those are modified (at least partially) by skill you choose!

CHAPTER II: THY FATHER TAUGHT THEE WHAT?

Skills of the game:

Agile: +2 for Parry/Block rolls.
Axemaster: +1 DMG when holding Hatchets/Axes/Battleaxes. Starts with a random Axe-type weapon.
Beard Friend: Instead of Aketon and Chainmail, your Armor roll consists of Dwarven Chainmail and Dwarven Plate Armor. Restricts weapon roll to Axes and Blunts.
Bluntmaster: +1 max.DMG when holding Flail/Morning Star. Starts with a random Blunt-type weapon.
Commander: Starts with weapon of his/her choice. Restricts armor roll to Chainmail and Plate Armor. Can issue Tactics (refer to Chapter III for detailed instructions).
Draconic: You receive 1 DMG less from Swords and Axes, but 1 DMG more from Spears and Ranged (Blunts without changes). You regenerate 1HP per Turn.
Healthy: Changes HP roll from 5-8 to 9-11.
Leaf Friend: Instead of Aketon and Chainmail, your Armor roll consists of Elven Cape and Elven Chainmail. Restricts weapon roll to Swords and Spears.
Marksman: Instead of being melee fighter, you fight at distance (refer to Chapter IV for detailed instructions).
Noble Heir: You will get one of Heirlooms. Note that each Heirloom can be rolled only once. When all Heirlooms get 'taken', there can be no more Noble Heirs.
Spearmaster: +1 DMG when holding Spear/Halberd. Starts with a random Spear-type weapon.
Swordmaster: +1 DMG when holding Short/Long/Two-Handed Swords. Starts with a random Sword-type weapon.
Two-handed Mastery: +1 DMG and +1 to Parry rolls when using two-handed weapon. Starts with a random two-handed weapon.

CHAPTER III: THY LEADERSHIP SHALL PROVIDE GUIDANCE TO THE MEN!

Commander can issue Tactics. These are put into effect at beginning of the turn summary and last for 3 full turns.

If Commander gets attacked when issuing a Tactic, he/she will retaliate. Commander can issue another Tactic before previous one ends; it will override the previous one instantly.

The tactics are as follows:

Fierce Tactic: +1 to Hit and DMG, but -1 to Evasion
Offensive Tactic: +1 to Hit
Normal Tactic: default, no changes
Defensive Tactic: +1 to Evasion
Cowardly Tactic: +2 to Evasion, but -1 to Hit
(special, look below) Tactical Blunder: -1 to Hit and Evasion for 1 Turn

If two Commanders on the same Team try to issue a Tactic in the same turn, the Tactic switches to Tactical Blunder as a penalty!

Also, it's not possible to instantly switch from Fierce to Cowardly and vice versa; at least 1 Turn of Offensive, Normal or Defensive Tactic must pass first.

CHAPTER IV: OH, YE NOT FIGHTING IN CLOSE COMBAT? LISTEN CAREFULLY, THEN!

Ranged units doesn't wear shields; instead they use Dagger and either Bow or Crossbow (player chooses which one).
Attacks of ranged units can be countered only by other ranged units.
If attacked in close combat, they counter with Dagger. When the player runs out of ammo - highly impropable but possible - his main weapon becomes Dagger.
Bows can be used every turn; Crossbows must be reloaded (takes a full turn (newcomer's crossbow is already loaded)) before another shot can be performed.
Attacking from range bypasses any Defenders of the targeted enemy (if he has any, that's it).

Marksman's Equipment:

Dagger: 1-3 damage, +1 to Evasion
Bow: 1-5 damage, +1 to Hit, 12 arrows.
Crossbow: 2-5 damage, +1 to Hit, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 2 (to minimum of 1), 6 bolts

CHAPTER V: THESE ARE AILMENTS THAT CAN HARASS THY BODY!

Negative statuses that can befall your characters. In this version of the game, there are 2 statuses: Bleeding and Drunk.

Bleeding: Whenever 3 or more Damage is dealt, Bleeding occurs. At end of each turn, there's 50% chance that Bleeding will deal 1 Damage or the Bleeding will stop.
Drunk: After you use Flask o'Wine, you get this status. +1 DMG in exchange for -1 Evasion, lasts till end of next turn after drinking.

CHAPTER VI: THOU ART ALLOWED UNTO THE ARMORY!

Damage: obvious
AP: Armor points, how much damage is nulified when you get hit.

WEAPONS:
Swords:
Short Sword: 1-handed, 1-4 damage, +1 to Evasion
Long Sword: 1-handed, 1-6 damage
Two-handed Sword: 2-handed, 2-7 damage

Axes:
Hatchet: 1-handed, 1-5 damage
Axe: 1-handed, 2-6 damage
Battleaxe: 2-handed, 3-8 damage, -1 to Evasion

Spears:
Spear: 1-handed, 1-4 damage, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 1 (to minimum of 1)
Halberd: 2-handed, 2-6 damage, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 2 (to minimum of 1)

Blunts:
Flail: 1-handed, 1-4 damage, 1 point of damage guaranteed to pass through armor.
Morning Star: 2-handed, 1-7 damage, 1 point of damage guaranteed to pass through armor.

ARMORS:
Elven Cape*: 1 AP, +1 Hit and Evasion
Aketon: 1 AP
Elven Chainmail*: 2 AP, +1 Hit and Evasion
Chainmail: 2 AP
Dwarven Chainmail**: 3 AP
Plate Armor***: 3 AP, -1 to Evasion
Dwarven Plate Armor**: 4 AP, -1 to Evasion

*Available for Leaf Friends
**Available for Beard Friends
***Available for Commanders

SHIELDS:
Buckler: +1 to Parry
Small Shield: +2 to Parry
Large Shield: +3 to Parry

EXTRAS:
Flask o' Wine: 1 use, +1 DMG dealt for -1 Evasion till the end of next turn.
Helmet: You can't receive more than 4 DMG per strike.
Spare Quiver: +3 Ammo. Marksmen only.
Weed: 1 use, restores 2 HP.

CHAPTER VII: THOU ART HEIR OF THESE PEOPLE? BY HEAVENS, I WOULD'VE NEVER GUESSED!

Basically just a list of heirlooms that you might get via Noble Heir skill. Currently, there are 8 Heirlooms available.

Swords:
Demontongue: 1-handed, 2-5 damage, inflicts Bleeding when at least 1 damage is dealt

Axes:
Eviscerator: 2-handed, 4-10 damage, bypasses Helmets

Spears:
Drakefang: 1-handed, 1-5 damage, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 2 (to minimum of 1)

Blunts:
Lifedrinker: 1-handed, 1-5 damage, 1 point of damage guaranteed to pass through armor, restores 1HP of the wielder when dealing at least 2 points of damage

Ranged:
Solar Messenger: 1-6 damage, +2 to Hit, 9 arrows (also gives Dagger).

Armors:
Cape of Winds: 0AP, +2 Hit and Evasion
Armor of Terror: 3AP, enemies fighting against wielder get -1 to their Hit/Evasion rolls

Shields:
Lady's Grace: +3 to Parry, restores 1HP per Turn if wounded

EPILOGUE: HEAVENS, THOU ART BLEED- Aww shit, he's dead...

If you die, your adventure doesn't end!
Just tell the GM if you want to play again, and you will be tucked right on the bottom of waiting list!
Pick a new name, maybe a new skill, GM will roll equipment, and back into slaughter you go!
This will happen all the way until one of the 'sides' is victorious.

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Heirlooms taken (7/8): Demontongue (Alphanti), Solar Messenger (Adira Salome), Eviscerator (MayBe the Sorted), Cape of Winds (Getting the Sorted), Lifedrinker (Betarous), Drakefang (The Second William), Armor of Terror (Rueprect the Third)

Spoiler: Playerlist! (click to show/hide)

Spoiler: Waitlist! (click to show/hide)

Spoiler: Ze Graveyard! (click to show/hide)

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