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Messages - Haspen

Pages: 1 ... 937 938 [939] 940 941 ... 2254
14071
Helmet has been beefed up - now limits received damage to 4.

14072
Posting for Tiruin:

Quote from: Tiruin
Name: Adira Salome
Side: B
Skill: Noble Heir
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: Helmet

14073
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.

---

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)

14074
Forum Games and Roleplaying / Re: FEF: Clashing Ideals IC Thread
« on: December 24, 2015, 12:36:05 pm »
8.5 and heal Cyryl?

14075
I will eventually be another healer, for the record

Yes, from about Chapter 10 onwards.

Such an advantage. Much safety. Wow v;

14076
It's now PowderMiner's turn.

14077
I've been told that tomorrow's evening-ish is kinda short deadline (xmas and whatnot) so I'm extending it one day extra, so you guys have time till Saturday evening instead.

14078
the entitiy that holds all ur fef related information

basiclly the extension of my MIND!

14079
Announcing peeps for Chapter 3, 4 and 5:

Chapter 3, with randome foresty wanderer:
Reworked Iolani
"Right then. Surely you wouldn't stop poor little innocent me from joining your group, right?~"

Chapter 4, where I decided to just go with 3 merc-o-wanderers:
"It ain't NO PARTY without THE KING!"

Titus "THE King" King
"So when do we start the fightin'?"

Cyrus "Mad Dog" Rowan
"Oh, you're travelers? So am I. May I go with you? ...Please?"
Spoiler: this took forever ;-; (click to show/hide)
[Edit] It occurs to me I may have, slightly, typed too much.

Chapter 5 aka the one with desert wanderer bandito escapee:
"Trying this again, are we? Fine by me."

Spoiler (click to show/hide)

Which brings me to the matter of Chapter 6.
There are 2 slots needed to be filled. I refuse to accept any but sheets of Characaters that have been specifically furbished to be part of Carn Fortress garrison or the commander's aides/soldiers/assistants, so no random wanderers of any kind.
Whoever wishes to be in Ch.6 should do that. From what I see, Light Magic isn't in yet and there's only one Staff user so far, therefore I will be prioritizing classes using these.

Recruitment continues till tomorrow Saturday evening-ish time.

PS: BMM42 First Class-ify your char or else.

14080
Forum Games and Roleplaying / Re: Era of Diesel: Fall of Europa: OOC Thread
« on: December 24, 2015, 02:18:57 am »
It appears my Black Sea fleet has gone AWOL.

Crimean Tatars ate it ;v

14081
With Kansa's new info, I have finally updated all the sheets. People currently in, pls check your sheets and scour for potential mistakes v;

14082
Not certain Hasp will allow two PSes that give the same bonus, but otherwise that looks legit

Nuuuup v: Not gonna happen as of, uhhh, FEF4 I think.

* Haspen pokes Kansa to change it again.

14083
P.12 heal Punnyeka.

14084
Quote from: Hafiz vs Bandit A
Hit: 111-9 = 102, autohit!
Damage: 9+2-5 = 6dmg

Quote from: Ayzebel vs Bandit A
Hit: 112-9 = 103, autohit!
Damage: 11-5 = 6dmg
Bandit A is poisoned!

Ayzebel strikes again!
Hit: 112-9 = 103, autohit! Crit roll: 21!
Damage: 11-5 = 6x3 = 18dmg

Quote from: Noel vs Archer B
Hit: 95+10-19 = 86
Hit roll: 29, hit!
Damage: 17-2 = 15dmg

Quote from: Giuseppina vs Thief A
Hit: 97+10-15-31 = 61
Hit roll: 54, hit!
Damage: 16-1-2 = 13dmg

The last of the bandits have fallen.

~~Chapter 3 Complete!~~

"We will rest only for a moment so Irios can heal the wounds.

14085
~~Player Turn 8~~

Quote from: Poison rolls
Amberly: 4
Baurus: 3
Elanore: 5
Ethan: 2



Spoiler: HP (click to show/hide)

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