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Messages - Haspen

Pages: 1 ... 1634 1635 [1636] 1637 1638 ... 2254
24526
Alex strikes me more like a traumatized POW or something.

24527
She already left :P

But yes, she was talking about Olison. YOu guys have all the cool backstories and make stuff around them and Crimson is that kind of 'sad raisin' in the bag.

So, yeah :P

Also yer rolls were terribleh.

24528
Quote from: Charlotte vs Female Sniper C
Hit: 118+10+10+10+5+7-44 = 116, autohit!
Damage: 22+1-15 = 8dmg

Quote from: Tantallos vs Female Sniper C
Hit: 113+5-44 = 74
Hit roll: 86, miss!

Female Sniper C retaliates!
Hit: 120-5-46 = 69
Hit roll: 14, hit!
Damage: 24-11 = 13dmg

Quote from: Edwin casts Sleep on Sage C
Sleep hit: (30+[{23-15}x5]+20)-(10x2) = 30+40+20-20 = 70
Hit roll: 92, miss!

Spoiler: HP (click to show/hide)

24529
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 +4; if you rolled a 1 against a 6, sorry - better luck next life!

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:

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 4 to 7 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!

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

CHAPTER II: THY FATHER TAUGHT THEE WHAT?

Skills of the game:

Agile: +1 for Parry/Block rolls.
Axemaster: +1 DMG when holding Hatchets/Axes/Battleaxes. Starts with an Axe-type weapon.
Bluntmaster: +1 max.DMG when holding Flanged Mace/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.
Healthy: Changes HP roll from 4-7 to 7-10.
Swordmaster: +1 DMG when holding Short/Long/Two-Handed Swords. Starts with a random Sword-type weapon.
Spearmaster: +1 DMG when holding Spear/Halberd. Starts with a random Spear-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 'Commands' instead of attacking/defending (one command per turn, obviously). These commands are:

Command: Rally - Forces Commander's allies to attack/defend choosen target instead of whatever they want to do this turn. Outcome determined by a dice roll:
1: Nothing happens.
2: Like above.
3: One random ally's turn is overriden by Command: Rally.
4: Two random allies' turns are overriden by Command: Rally.
5: All allies' turns are overriden by Command: Rally.
6: Like above.

Command: Inspire - Commander tries to rouse the spirits in his warrior's hearts. Outcome determined by a dice roll:
1: Nothing happens.
2: Like above.
3: One random ally's hit/parry roll will be increased by 1.
4: Two random allies' hit/parry rolls will be increased by 1.
5: All allies' hit/parry rolls will be increased by 1.
6: Like above.

If Commander will be attacked during Issuing a Command, he will retaliate as if he ATTACK'ed this turn.

CHAPTER IV: 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 Parry/Evade
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 Parry/Evade

Spears:
Spear: 1-handed, 1-4 damage, +1 to Damage against Chainmail/Plate Armor
Halberd: 2-handed, 2-6 damage, +2 to Damage against Chainmail/Plate Armor

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:
Leather Aketon: 1 AP
Chainmail: 2 AP
Plate Armor*: 3 AP, -1 to Parry/Evade

*Available only to characters with 'Commander' skill

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

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.

---

Spoiler: Playerlist! (click to show/hide)

Spoiler: Waitlist! (click to show/hide)

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

24530
This sounds like some comedy script.

"How do we break this spell!?"
"WHACK HIM WITH SOMETHING HEAVY!"

24531
No, def stays the same.

...

Bosses are immune to statuses by the law of GM.

C:

24532
No you don't v:

24533
Yes.

Why? v:

24534
Silly FFS, lvl ups happen after the end of turn, didja forget already? :P

24535
Forum Games and Roleplaying / Re: Fantasy Conquest
« on: July 20, 2013, 08:55:53 am »
All is quiet in the kingdom of Fae - except those five provinces in which the armies are trained. Those are pretty loud.

Now active: LARKA (Kaferian)!

Spoiler: Provinces (click to show/hide)


24536
Bling~

Quote from: Ami heals Gregor
10+20 = Up to 30HP healed

//Level up! V: Oh and previous heal broke your heal staff.

Spoiler: HP (click to show/hide)

24537
PTW!

Spoiler: DarkDXZ (click to show/hide)

24538
You should rename yourself to 'Loud Slowpoke' :P

That's a thing for at least a day now.

24539
Forum Games and Roleplaying / Re: Fantasy Conquest
« on: July 20, 2013, 07:03:20 am »
The Damloks set out to conquer Province #16, and after a prolonged siege, they've captured the largest of cities and the golden banner of NEEVROND was put on the towers of the city.

Quote
1st Damloks of NEEVROND vs Neutrals: Battle in Province #16!
5+1 vs 6
6+1 vs 3
Neutrals decimated!

Now active: SEIOS (kj1225)!

Spoiler: Provinces (click to show/hide)


24540
AW NAWM NAWM NAWM.

Quote from: Riven uses Concoction
Up to 30HP restored

Fwooosh, stab!

Quote from: Seyena vs Axeman D
Hit: 126-15-26 = 85
Hit roll: 51, hit!
Damage: 21-1-11 = 9dmg

~~Enemy Turn!~~

The sages got a bit closer and began to fling their long-range magics at the Gregor's friends.

Quote from: Sage A casts Sleep on Alexander
Sleep roll: (30+[{21-8}x5]+18)-(7x2) = 30+65+18-14 = 99
Hit roll: 66, hit!
Alexander is Sleeping!

Quote from: Sage C casts Bolting on Gregor
Hit: 105-3-41 = 61
Hit roll: 40, hit!
Damage: 33-5 = 28dmg

After that, Sniper C and Myrmidon A attacked the grieviously wounded sentinel. The sword tinked against Gregor's armor, who then stabbed the myrmidon.

Quote from: Sniper C vs Gregor
Hit: 123-3-5-41 = 74
Hit roll: 28, hit!
Damage: 24-1-19 = 4dmg

Quote from: Myrmidon A vs Gregor
Hit: 123-15-3-5-41 = 59
Hit roll: 50, hit! Crit roll: 4!
Damage: 19-1-19 = 0x3 = 0!

Gregor counters!
Hit: 114+15+3+5-46 = 91
Hit roll: 86, hit!
Damage: 30+1-7 = 24dmg

Tantallos found himself under attack from Knight B who tried to use the trees as a cover from the black magic. It didn't work very well.

Quote from: Knight B vs Tantallos
Hit: 92-5-42 = 45
Hit roll: 7, hit!
Damage: 25-11 = 14dmg

Tantallos counters!
Hit: 128+5+10-20-22 = 101, autohit!
Damage: 24-3 = 21dmg

Tantallos counters again!
Hit: 128+5+10-20-22 = 101, autohit!
Damage: 24-3 = 21dmg

In the end, Sage B cast his magic and healed the myrmidon stabbed by Gregor a moment ago.

Quote from: Sage B physics Myrmidon A
10+21 = Up to 31HP healed

Meanwhile...

Matilda turned her head toward the hill she and her troops left when she heard the mighty thunder of Bolting roar.

"Louis, hand me the telescope glass." She took the tool from one of her knights and brought it to her eye, looking at the battlefield, checking on the mercenaries. At one moment, she gasped, took the telescope from her eye, and then looked again.

"Impossible..."

"Something wrong, Matilda?"

"I think I saw one of my companions... from the times when I still served that Berebian idiot as a troubadour in his knightly ranks... But all people from that unit are dead as far as I know. Must be someone else..." She paused, and then handed the tool back.

"Let's go, we have a delivery to make!"

~~Allies Turn!~~

Anja took the shoes from Christopher. Then she hugged him, before pulling away with a smile.

"Just don't get yourself killed, spy guy."

In the meanwhile, Danya snapped at her pegasus with the reins and rushed toward Gregor, stabbing the nearby myrmidon on her silver lance, and easily evaded his counterattack.

Quote from: Danya vs Myrmidon A
Hit: 125+15+5-46 = 99
Hit roll: 71, hit!
Damage: 29+1-7 = 23dmg

Myrmidon A retaliates!
Hit: 125-15-5-15-49 = 41
Hit roll: 78, miss!

~~Player Turn 5~~

Quote from: Poison rolls
Female Sniper B: 2
Female Sniper C: 3



Spoiler: HP (click to show/hide)

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