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Messages - Ross Vernal

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346
We should have two levels of Gladiator I think. We started with one on the post on page one where you first show our character sheet, and gained a level of Gladiator on page 10.

Yeah, thanks for catching that. I believe I edited it and fixed HP, but I'll tack on the bonus.

Undead tend to be immune to Death damage, barring a stronger necromancer (you're not, at all.) Not to say that the leech can't work, but expect that any direct damage with the Death subtype is useless against the vampire.

347
Oh, right.

Spoiler: Actions (click to show/hide)

348
Glad you caught the reference.:D

349
You proceed through Door 1, which turns into Impossible Geometry Hallway 1 before eventually turning into a large magical forge. You enter with mild confusion, and at once, you're swept up by assorted enchanters and such. While being measured, you look across the room to see a painfully thin and surprisingly dark-skinned vampire staring back at you. It grins without showing its fangs and nods with a degree of respect. You surmise that the vampire is the other gladiator, and upon further study, note that it's not a "traditional" vampire but a "variant" type with secondary energy sources and powers in lieu of the shapeshifting: in this case, a "Gehenna" type.  You're not entirely familiar with physiology, but you remember that their secondary source of powers are pain and anger, they can manipulate their bones, and that they are just as capable of frenzy as you are of rage.

You're fitted into Good Steel Chain and Good Steel Chestplate, as well as a Gold-Plated Steel Horned Helmet that actually fits over your horns (Effective: -5 Slash/-5 Pierce/-4 Bludgeon/-4 Ballistic); the vampire simply slips on a pair of rings (-???) and what looks to be an itchy and uncomfortable bit of loincloth. You get the sense that it's worn more for irritation than to cover anything, and lift up your feet to receive a set of Iron Shoes (+2 Bludgeon and +2 Piercing to Kick 2 = 8 Bludgeon+4 Piercing) You're handed a Perfect Shock Whip (5 Piercing Damage+3 Electric Damage) and a Steel Shortsword which you recognize as yours, although it's clearly been restored to Perfect condition (10 Piercing/8 Slash) for the fight.

With this, you're promptly shoved into another door, and after a short jaunt, emerge into a slightly bowl-shaped arena with spotless white floors and glaring overhead lights. Twenty unarmored figures, mostly humans, are waiting at the edges, bearing Clubs (6 Bludgeon), Spears (8 Pierce/4 Bludgeon), and, in a few cases, Sabers (7 Slash/4 Pierce). The vampire is at the other end, and after a moment of fanfare, your names and levels are announced.

Khünbish, Vampire Paragon 1 / Gladiator 1 / Hand-to-Hand Specialist 2 / Blood Mage 2 / Blood Priest 1
Olsha, Liagoran Monk 2 / Warrior 2 / Gladiator 2

The bell rings, the crowd cheers, and the combat begins. Many of the convicts turn to their neighbors and begin to fight crudely but painfully, although a small group of six with fresh coward-brands band together, handling their weapons like they know how to use them; the Vampire casually stalks towards one of the fights, its own Whip ready to strike as its hand caresses the handle obscenely. One of the convicts, clearly a Sea Elf sailor from the gait and experience with a saber, neatly shoves their blade up into their opponent's ribcage and twists before nearly gutting the competition and turning away from the wood elf. The crowd cheers, and you manage to contain your surprise as the first cannon shot goes off to mark the first death.

***

Khünbish, L7 Vampire Martial Artist Bloodmage: 45?? HP / 32?? MP
You, L6 Minotaur: 39/39 HP 24/24 MP
Coward Soldier Group: Healthy
Fight 1: Lightly Wounded v Lightly Wounded
Fight 2: Moderately Wounded, Disarmed, Bleeding v Healthy
Fight 3: Healthy v Dying, Bleeding
Fight 4: Healthy v Healthy
Fights 5 and 6: Healthy and Healthy vs Healthy and Lightly Wounded
Wary Convict 1 (Spear): Healthy
Wary Convict 2 (Club) Healthy

350
Raising of undead is not approved, except for certain circumstances in specific courts, and there are very specific guidelines limiting its use. Using death related magic is sort of a grey area, but having death type damage is generally considered to be acceptable. Assorted kinds of medical necromancies are fine, preventing bodies from being raised is acceptable, petitioning him to refuse Death temporarily for the purposes of war or combat, so on.

It's grey because he specifically extols martial virtues, but also provides power to those that ask it of him if they're worthy. Some particular Decaric cults are very strict, others more or less keep to "Don't actually raise the dead."

351
Player opinion: Both are suicide. I'd rather play the odds on escaping to the Temple and asking for Divine aid to revoke the slave magic than get the receiving end of a 40 MP direct damage spell. I don't know which is more in character, but figured that in the face of imminent death, the anger would inspire towards the goal (flight) as opposed to the fight.

352
It's 3 to 2 to 2, so I'm going to leave it open for a bit.

Criminals are, for the most part, murderers, thugs, etc. Th re might be an innocent person aside from you, but they all chose to enter the Arena. The Fire Giant started here.

Non voting player hat:

1. Free armor versus unarmored people with weapons they might not know how to use? Even if your armor is crap, all you have to do is play the edges and be ready for Gladiators to turn on you given the opportunity.

2. This seems to be a thing we are specifically trained for, but weaponry. They want us poor; a boar spear will probably be gods-awful expensive. Assuming that we even GET weapons.

3. I'd count on natural weapons. This is most definitely a situation where Warriors will reign supreme, but there's always the chance that someone (the Dryad, specifically, but any of them) having better gear.

4. NO. On our own, we'd probably have a decent shot at Fighter Twin, maybe Stavemage Twin, but together? Absolutely not. They're a dual feature, meaning that they are probably sponsored and familiar with each other. I'm not interested in receiving a Chrono Trigger style dual tech.

I'd go 1-3-2-escape attempt-4, but I can't vote. :p

353
Imagine a wild boar combined with a porcupine, more or less.

It's not so much emphasis on bounties so much as the challenge of the hunt.

354
You purchase your rights, and watch your slave-tattoo shift and change to reflect your new status. The Revenge-sigil of Liagora manifests itself upon your forearms as well to mark your status with them, although you don't sense any power flowing through it aside from a slight comforting presence. With this being done, you return to the temple to pay the appropriate rents before heading over to the Factory Canton. Most of the owners turn you out rather impolitely once they discover your lack of funds, but one of them, who has neatly trimmed facial hair, simply replies that he'll consider giving you a discount if he thinks you're entertaining enough next month. You accept this, and return to your new home. Over the remaining twenty-four days, you study the Scrolls of Revenge, selected interpretations of assorted signs in nature, and various biographies of other saints. In between this, you find time to participate in the morning and evening services and exercises, as well as eating with and generally interacting with your fellow monks. At the moment, you're the only one of your kind to be an active Monk in this region, although you're lead to understand that there's more shrines and Liagoran caravans to the steppes West and North of the megalopolis.

Finally, on the first day of the month, the sigil burns in the manner indicating your presence is required in the Arena. You proceed to enter, but this time, you aren't presented with papers, simply locked in a cell. Unlike the previous times, you can clearly hear a large audience, and if you strain, you can almost see part of the opposite end of the arena, which also appears to have someone straining to look out.

Your cell door opens, and you exit to find four doors. For some unknown reason, you decide to number the doors from left to right as 1 through 4, even though they're pretty much identical.

Which do you enter?

****


1 - Penal Fights: 5+2d10 possibly armed criminals, 1d4 armed and (free) armored gladiators; free-for-all.
2 - Wild Beasts: 12 Boarcuswine, 3+1d6 Lions
3 - Darwin's Joke: Fire Giant, Djinn, Dryad, powers disabled, last two living
4 - Twins: Human Fighter 5/Gladiator 1 & Human Mage 3/Stavefighter 2/Gladiator 1

355
Last bit before officially going afk:

http://www.bay12forums.com/smf/index.php?topic=126265.0

You will find most of the Universe and game rules here. Search feature is important, too; corrected armor, stuff about Gods, description of classes, and other things are hidden away in there.

356
By the way, I am likely to be slow this weekend. I spent yesterday tearing up the carpet and laying floors for some very good friends of mine who are about 3 weeks away from welcoming baby Juniper. This weekend, my Lover Girl and I are going to be occupied as well.

I'll try to get the fight-chains set up over the weekend, but if not, soon.

357
Three, you'd have a harder time justifying. It would require a very specific faith to be able to reconcile the conflicts in faith. You can certainly be a lay member, but climbing up the non-levelling tiers to reach 7 in the faith to even qualify to be eligible for Monk/Priest/Fanatic/Prestige/Cult classes might be difficult.

To illustrate this, here's the hierarchy for Shin's religion:

Fides
Custos
Bellicus
Tirones
Discens
Imaginifer
Tesserarius
Princepale
Pilus (Lay Priest)
Centurion
Primus
Tribuni
Praefectus
Tribunus
Legatus
Pontifex
Pontifex Maximus
Defender of the Faith


Mingan's:
Disbeliever
Initiated
Diamond Novice
Crimson Novice
Sable Novice
Black Novice
Dark Novice
Reflective Novice
White Novice
Shuurai: Lowest priest rank
Kysine Priest
Citrine Priest
Amber  Priest
Ruby Priest
Bloodkissed Priest:
Free Priest:
The Nine:
Defender of the Faith

And, just for fun, Ingram:

Believer
Defiant
Footpad
Beggar
Thug
Prowler
Assassin
Gambler (Lowest Priest rank)
Joker
Trickster
Fence
Cat
Blackheart
Deciever
Chemeleon
Invisible
Deviant
Defender of the Faith

358
Sounds similar to Shaman.

Shaman - Similar to a Priest, although less dedicated to a single God and more of a belief system as a whole. Generally, Shamans are to Priests what Warriors are to Soldiers or Chaos Mages to Ritual Mage, although it's closer to say they are to mystic/auric what witches are to magic.

But yes, yes you can. You can sense cult enmity as one of your cult bonuses later once you have enough favor and in gen eral if the enemy is disfavored enough.

359
Also, you can convert later. Shin is fine with his followers deciding to go worship his son, provided that they do something to earn it.

This isn't universal, but some Gods are just fine with it. 

360
Yes, you can apply levels of Intuitive towards enchanting.

Base cost for a first-level enchant is 15 MP. Armor increases by 5 MP per enchant; weapons/items go up by 10 per enchant. There is a 10% chance of failure for objects in Pristine condition, and the failure odds increase by 10% for every level of quality below. Enchanting an object has a 50% chance of degrading the quality, and the percent of failure goes down by 5% for every level of Enchanter class you have. If you're not trained in enchantment at all, prices and failure rates are double. If you have a small degree of training, as in levels in a primary magic class or Adventurer, costs and fail rates are 150%.

So, basically, right now, you have a 1.5x failure modifier. Still, you can turn your sword into a different damage type or put a spell in it.

This is very rough, but each of the following constitutes a "tier" of enchanting:
- 10 MP pool
- 10% power reduction cost / damage amplification (limit 50%)
- +1 Soak / +1 Damage (generally limited to 5)
- Alignment
- Extra Damage Type (generally limited to 1)
- 2% to-hit / 2% dodge
- 2% Hiding
- Level of sentience
- Anti-degrade 1% (generally limited to 5%)
- Increase degrade 2% (generally limited to 10%)
- 1 spell up to Tier 4

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