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Messages - Haspen

Pages: 1 ... 590 591 [592] 593 594 ... 2254
8866
Another chest was opened, another book was procured.

Gregory gets Secret Book!

~~Enemies Turn!~~

Bonefaz marched up to Shaelynn, who tickled him with light magic.

"Wretch! You think you can defeat me with your holy powers? Prepare to witness the true might of magic!" And then a pillar of fire engulfed Shaelynn.

Quote from: Archibald Bonefaz vs Shaelynn
Shaelynn has Vantage!
Hit: 115-15-30 = 70
Hit roll: 24, hit!
Damage: 18-1-17 = 0dmg

Archibald Bonefaz finally attacks!
Hit: 124+15-10-38 = 91
Hit roll: 26, hit!
Damage: 32+1-6 = 27dmg

The two mooks went after Siegfried, but it didn't turn out that well for them.

Quote from: Axeman A vs Siegfried
Hit: 102+15+10-10-18 = 99
Hit roll: 62, hit!
Damage: 19+1-20 = 0dmg

Quote from: Commando A vs Siegfried
Hit: 108-15-10-18 = 65
Hit roll: 18, hit!
Damage: 39-1-20 = 18dmg

Siegfried counterattacks!
Hit roll: 98+15+15-28 = 100, autohit! Crit roll: 1!
Damage: 17+1-7 = 11x3 = 33dmg

Then Dafeng moved up to Bonefaz, muttering some chant as his hand shook the bell four times.

~~Player Turn 2~~



Spoiler: HP (click to show/hide)

8867
General Discussion / Re: Things that made you sad today thread.
« on: August 06, 2017, 03:39:34 pm »
Sounds like he is in cahoots with someone in management maybe? A relative of sorts ;v

8868
Added as well!

8869
Both added to Playerlist!

8870
Added as well!

8871
Added. Nice to have you :3

8872
I've brought back Medieval Fodder, in its raw, frag-heavy, bloody team deathmatchy version, for the good or worse!

8873
PROLOGUE: DOTH ART WELCOMED TO THE MEDIEVAL FODDER, LAD! PLEASE ACQUAINT THYSELF WITH THE RULES OF ENGAGEMENT:

In Medieval Fodder, all you have (and need) is THE UNCONTROLLABLE 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 is a 1d6:

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 Evasion.

DEFEND'ing player doesn't retaliate.
DEFEND'ing player gets full Evasion bonus from the Shield they carry (if you do not have a Shield, you get +1 to the roll instead).
You can also DEFEND another player, to redirect 1 attack from them at you.

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 4.
But, Phargh DEFENDS and is wielding a Small Shield, which grants him +2 bonus.
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*. ALSO 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: +2 for Evasion rolls.
Axemaster: +1 DMG when holding Hatchets/Axes/Battleaxes. Starts with an Axe-type weapon of their choosing.
Bloodthirsty: +2 max.DMG with any Weapon, +1 to Hit rolls and -1 to worn Armor's AP rating. Cannot DEFEND.
Bluntmaster: +1 max.DMG when holding Flail/Morning Star. Starts with a Blunt-type weapon of their choosing.
Commander: Starts with weapon of his/her choice (and Large Shield, if weapon is One-handed). Restricts armor roll to Chainmail and Plate Armor. Can issue Tactics (refer to Chapter III for detailed instructions).
Invincible: Changes HP roll from 5-8 to 9-11. Immunity to Bleeding and Stun.
Marksman: Instead of being melee fighter, you fight at distance (refer to Chapter IV for detailed instructions).
Spearmaster: +1 DMG when holding Spear/Halberd. Starts with a Spear-type weapon of their choosing.
Swordmaster: +1 DMG when holding Short/Long/Two-Handed Swords. Starts with a Sword-type weapon of their choosing.
Two-handed Mastery: +1 DMG and +1 to Evasion rolls when using two-handed weapon. Starts with a two-handed weaponof their choosing.

There's also a special Skill you get if you score 3 kills:
CHAMPION: +1 to Hit rolls, +1 DMG with any Weapon. Unfortunately, CHAMPIONS are worth 2 Points...

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

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.

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!

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

Marksmen doesn't wear shields; instead they use Dagger and either Bow or Crossbow (player chooses which one). Ranged attacks cannot be countered.
If attacked in close combat, the Marksmen 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) before another shot can be performed. A newcomer's crossbow is always pre-loaded.
Attacking from range bypasses any Defenders of the targeted enemy (if he has any, that's it).

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

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

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 cease.
Stun: If a Blunt weapon rolls a 1 during Stun roll, you're Stunned and receive -1 to Hit and Evasion rolls. At end of each turn, there's 50% chance that Stun will cease.

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, 2-5 damage
Two-handed Sword: 2-handed, 3-7 damage

Axes:
Hatchet: 1-handed, 1-4 damage, +1 to Hit
Axe: 1-handed, 1-6 damage
Battleaxe: 2-handed, 4-8 damage, -1 to Evasion

Spears:
Spear: 1-handed, 1-4 damage, If enemy is wearing Chainmail/Plate Armor, lowers their Armor by 1 (to minimum of 0)
Halberd: 2-handed, 2-6 damage, If enemy is wearing Chainmail/Plate Armor, lowers their Armor by 1 (to minimum of 0), +1 to Evasion

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

ARMORS:
Aketon: 1 AP
Chainmail: 2 AP
Plate Armor*: 3 AP, -1 to Evasion

*Available for Commanders

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

MARSKMAN:
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, lowers their Armor by 1 (to minimum of 0), 6 bolts

EPILOGUE: HEAVENS, THOU HEAD IS SPLI- 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)

8874
@Turkey:

*Skipped*

Turkey->Spain->Germany

(map is the same as in previous update)

Code: (STATUS TABLE) [Select]
STATUS:

Nation               #Provinces  #Armies  Max Armies  PI/Turn RP/Turn Current
Denmark&Iceland      4           4+2      6+2         3       3+4     Long-Range Aircraft (7/80)
Greece               2           3+1      4           3       1       Oil Revolution (1/80)
Romania              1           1        6+2         3       -1+4    Long-Range Aircraft (3/80)
Yugoslavia           2           4        4           3       1       Oil Revolution (1/80)
Czechoslovakia       2           2        4+2         3       5+4     Vaccinations (9/125)
Finland              4           6        6+2         3       7+4     Advanced Tanks (11/80)
-
Turkey               4           7+1      7+1         4       9+2     Oil Revolution (0/80)
Spain                7           6+3      9+2         4       12+4    Advanced Tanks (16/80)
Germany              7           9+2      10+1        4       8+2     Long-Range Aircraft (10/80)
Italy                10          11+3     12+2        4       12+4    Long-Range Aircraft (16/80)
United Kingdom       8           8+4      12+2        4       13+4    Nuclear Fission (17/125)
France               12          11+3     13+2        4       17+4    Oil Revolution (21/80)
Soviet Union         13          6+4      17+2        5       10+4    Oil Revolution (14/80)

POPULOUS:

Kiev (#20): Soviet Union
Stalingrad (#22): Soviet Union
Izmir (#26): Turkey
Transylvania (#39): Romania
Poland (#43): INDEPENDENT
Bavaria (#49): Germany
North Germany (#50): Germany
Milan (#61): Italy
Seville (#76): Spain
Morocco (#77): France
Alexandria (#84): United Kingdom
Leningrad (#87): Soviet Union

Code: (DIPLOMATIC CHARTER) [Select]
DIPLOMACY: Pending: Alliance Finland-Denmark&Iceland

Denmark&Iceland:
Wars:
Alliances: United Kingdom, Spain, France, Germany
Exchanges: United Kingdom, France

Greece:
Wars: France
Alliances:
Exchanges:

Romania:
Wars: Soviet Union
Alliances: Czechoslovakia
Exchanges: Turkey, Czechoslovakia

Yugoslavia:
Wars:
Alliances:
Exchanges:

Czechoslovakia:
Wars: Soviet Union
Alliances: Romania
Exchanges: Finland, Romania

Finland:
Wars:
Alliances: Soviet Union
Exchanges: Czechoslovakia, Soviet Union

Turkey:
Wars:
Alliances: United Kingdom
Exchanges: Romania

Spain:
Wars:
Alliances: United Kingdom, Denmark&Iceland, France
Exchanges: United Kingdom, France

Germany:
Wars:
Alliances: Denmark&Iceland
Exchanges: Italy

Italy:
Wars:
Alliances:
Exchanges: Germany, Soviet Union

United Kingdom:
Wars:
Alliances: Denmark&Iceland, France, Spain, Soviet Union, Turkey
Exchanges: Spain, Denmark&Iceland

France:
Wars: Greece
Alliances: United Kingdom, Spain, Denmark&Iceland
Exchanges: Denmark, Spain

Soviet Union:
Wars: Romania, Czechoslovakia
Alliances: United Kingdom, Finland
Exchanges: Finland, Italy

8875
Forum Games and Roleplaying / Re: SPAMKINGDOM#: King Yoe of Methiant!
« on: August 06, 2017, 06:35:41 am »
Nah? Must be good rolls oir something.

But sure I will toss more diseases and assassinations at Yoe dynasty in the future, don't worry :)

8876
Forum Games and Roleplaying / Re: SPAMKINGDOM#: King Yoe of Methiant!
« on: August 06, 2017, 05:28:40 am »
You offer him the throne of Lametania if he swears loyalty to you and becomes your vassal.

Quote
6*

He thinks for a while, and then grins.

"Fine. As the third of Salus' sons, I was always pushed into the margin by my father and my brothers, but not anymore! I will show them that bullying me all my life was a gross mistake on their part!" He shakes hands with you to seal the deal.

Next morning, three-quarters of Alac's army marches out of the Asortum Castle; your officers quietly praise that you struck a deal with Alac, as it turns out that he had about two thousand men at the castle. Even after the castle would be ruined by Blackheart barrages, fighting or just displacing such large garrison would be hella difficult to accomplish. The remaining five hundred men stay at Asortum to repair the damage and man its walls.

Prince Alac also sends the envoy to the border keep ways in the north, as it is garrisoned by his followers as well.

Prince Alac himself provides you valuable information on the Republican mercenaries, who have been recently bought by Salus to provide defense of the capital. Also, Queen Karkhuta has been invited to conquer Lametania by Prince Gothem, a disowned son of Salus; as far as he heard, Karkhuta had him killed for battlefield incompetence recently.

He also explains to you the deal between his father and the bow champion, Regius, who have slain The Pillar of Quiet Disturbance; apparently, Salus swore to reward Regius with anything in Salus household the hero might want if the monster is killed. After the deed was done, Regius, either smart or arrogant (or both) decided to take Princess Ostia as his prize. Salus spent several hours discussing the demand with his sons, and ultimately decided to go against their advice and give Regius the hand of Ostia in marriage, and you know how that went.

Next morning, your officers convene with you, with Prince Alac sitting near you. Lots of ideas are exchanged; your officers want to besiege the capital now that the road is open to it, but Prince Alac wants to get rid of Felonsine invaders first, as he isn't that keen to become a King only to get his country chomped to bits by Felonsines.

You finally decide that the priority goes to...

A) Forced eviction of Queen Karkhuta and her army outta Lametanian soil.
B) Swift conquest of Lametanian Capital to remove Salus from the equation.

8877
Forum Games and Roleplaying / Re: SPAMKINGDOM#: King Yoe of Methiant!
« on: August 06, 2017, 02:23:47 am »
You put on your negotiation trousers and seat yourself in your tent, as Prince Alac is let in.

"Greetings, King Yoe, I'm here to discuss the terms of our surrender to your forces."

"Oh?"

"You can't expect me to surrender my loyalty to my own father." He says with a frown. "What is there for me to gain when you will gain, perhaps, even entirety of Lametania?"

A) "You can have this necklace and certain modicum of wealth if you and your men join my forces."
B) "I will put you on a throne as my vassal if you help me conquer your land."
C) "I guarantee your safety, and I might even help you retire to a small but cozy manor somewhere north."

8878
Six hours left for ATHATH.

EDIT: Six hours later and still no move from ATHATH, so he has been kicked out and Turkey is up for grabs if anyone wanna join.

8880
Forum Games and Roleplaying / Re: SPAMKINGDOM#: King Yoe of Methiant!
« on: August 05, 2017, 04:56:40 pm »
You tell the messenger that you will accept the surrender of the fortress only if the garrison joins your forces as followers or prisoners of war!

The envoy leaves quickly.

Few hours later, in the middle of the night, you're woken up from your nap by your guards.

"My liege, Prince Alac and four of his men are awaiting near the edge of the camp. Prince Alac wishes to negotiate with you personally as a sign of trust."

A) "Capture him and toss that fool into a cage!"
B) "Repeat my terms to him, as he's clearly deaf!"
C) "Fine, just let's me put on my negotiation trousers."

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