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Messages - Mr.Zero

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136

The map


Spoiler (click to show/hide)


Map explained.


Brehonia
One of the 4 major kingdoms, once a part of the great empire of Brehonia alongside with Brufia and Bremia. Brehonia is full of open fields and forests with occasional hills. The great capital resides in Brehonia, build on the only real mountain range in Brehonia. Brehonia is considered a green zone and thus a minimal to no war-zone.

Brufia
One of the 4 major kingdoms, once a part of the great empire of Brehonia. Internal conflicts and disagreements led to the split of Brehonia. They are masters of horse combat and the knight order was created there. The terrain is flat, tundra-esque with lots of snow in the north, bordering Brehonia there are some forests and grasslands. Brufia is considered a green zone and thus a minimal to no war-zone.

Bremia
One of the 4 major kingdoms, once a part of the great empire of Brehonia. Internal conflicts and disagreements led to the split of Brehonia. They are highly skilled in the arcane arts and crafts because the Circle is located near the capital. Bremia is considered a green zone and thus a minimal to no war-zone.

Maran Kingdom
One of the 4 major kingdoms, an self-claimed kingdom by the men of the south. Many years of conflict between Old brehonia and the Maran, led to an uneasy truce which eventually became a friendly truce. Maran kingdom is famed for their tough as nails warriors and the ability to survive in the toughest of winters because of their origins. Maran Kingdom is considered an Yellow zone and thus a semi warzone.

Tavnonnis
A bufferzone between the warzones. The land is split by a great lake, perfect to withhold any demons from crossing over. Around the shores, marches are found further decreasing and quick attempts in crossing the lake. North of Tavnonnis are mountains which make it even more difficult to cross over. Tavnonnis is considered an Yellow zone around the human side and an orange warzone around the demon side.

Terjan Wilds
A neutral zone. Lands are owned by the spirit sages and the creatures that inhibit it. Lands are primarlily deepwoods, darkwoods, regular forests and magical forests with a lot of hidden caves spread around the mountains. Many creatures with a taste for human and demon live here, as such they are both fearful of going trough it and prefer to avoid it if possible. Terjan Wilds is considered an Yellow zone around the borders edging the demons and neutral elsewhere.

Tarkan Steppes
An extension of Brufia, though not officially claimed. The terrain is like that of Brufia but even more random with rivers and steep drops hindering the movement of whoever passes trough. Wildlife over there is also quite ferocious considering the demand for food is high and the potential targets being low. Most of the battles are fought around the rivers by the Brufian Impasse. Tarkan Steppes is considered an Yellow zone and thus a semi warzone.

Harathi & Harashi Deserts
A massive sea of sand spanning almost the entire left side of the continent, this now barren land once was the home of many animals and plants. The first and now second great demon war were fought there and these lands are considered demon lands. Anything there will attempt to kill you and if nothing kills you the blazing sun or the lack of water will.
The Deserts are considered red zones, meaning they are under demon control. Expect heavy resistance there, should you head there.

The Icefields
Frozen tundra's spanning the entire north and south of the continents. Barely anything lives here, however from the Southern wastes the people of the Maran kingdom did manage to somehow thrive despite the harsh climate. Battles are generally fought between man and beast for survival, demons rarely go there as they heavily dislike the cold.
The ice lands are considered neutral zones.

137
Rserved

139

Lore



Faction Lore



Spoiler: Slayers (click to show/hide)


Spoiler: The Church/Order (click to show/hide)

Spoiler: The Circle Wizards (click to show/hide)

Spoiler: Spirit Sages (click to show/hide)

Spoiler: Reapers (click to show/hide)

140
Roll To Dodge / old AOS
« on: November 24, 2014, 08:08:53 am »
This will be the discussion thread for the Age of Strife RTD. I'm currently looking for players so i can start this thing. Obviously some information will be given and the prologue. The rest of the information will be updated shortly after in this thread.


Age of Strife RTD Discussion thread


What kind of setting does the AOS rtd have?
The RTD will be mostly medieval-fantasy, though there are some thing like revolvers albeit limited. The world is in upheaval after another gate leading to the demon world opened, from that gate demons poured into the lands, causing a lot of destruction and sowing death wherever they are. Humanity had faced this threat once before, and the successfully repelled it at a great cost.


Sign Ups


Sign-up sheet
Here's a link to the sign-up sheet.
SIGN-UP sheet

or the code for the lazy ones, though you most probably will still have to take a look at the documents.
Code: [Select]
[spoiler=Character creation sheet]

[b]Name:[/b] No explanation
[b]Age:[/b] Minimum of 20 years, younger under special circumstances after consultation.
[b]Skin color:[/b] Keep within realism, so things like African, Caucasian, Asian, whatever.
[b]Facial characteristics[/b]: Things like hair length, hair color (Strange hair colors allowed, E.G: white,red, blue,green), eye color ( Maybe 2 different eye colors), mustaches. Some facial characteristics are overwritten by class characteristics.
The more information you provide, the better i can write. You can use pictures as well, but please put them in spoilers.

[b]Bio:[/b] This part has to be fleshed out properly, describe your character as much as you can since it gives you a higher chance to enter the RTD. I value good bio’s

Note: Every character is a human.[/spoiler]


Ruleset


Spoiler: General Game mechanics (click to show/hide)

Spoiler: Spells/moves mechanic (click to show/hide)

141
Roll To Dodge / old AOS main
« on: November 24, 2014, 08:02:25 am »
OOC Thread
SIGN UPS IN THE DISCUSSION THREAD!!!

Age of Strife RTD


Welcome to the Age of Strife RTD, any playing will be done here. Anything else than playing will be held in the discussion thread, that includes things like lore, questions or comments.


Turn Index


Chapter 1: Prologue
        Katrianne Ellen
        Leo Westerland and Ronald Bones
        Ahrian and Raphael Markus
Chapter 2: New beginnings
        Turn 1: Bandits Amock
        Turn 2: The hills have eyes
        Turn 3: Into the cave we go!



Prologue

A hooded figure walks trough the desert. Oceans of sands covering everything as far as the eye can see, with the blazing sun in the back scorching the sands he walks. He encounters some rubble, rubble that is not from this world.
"Kha ra za Mo Tha'ak" he mutters.

The rubble starts moving and rearranges itself into 2 small arches. The rubble around it indicates that the arches were a lot bigger than it is now.
He takes a rusty dagger and slits his hand, letting the blood flow over the rubble.
"Ka Zat Hum Mo Rey Dei Mo" he mutters once again.

A tear appears in the fabric of space inside the arches, it rips open until a perfect spherical portal is created. A heat even worse than that of the sun emanates from the portal. There's also a slow creep of redness slowly corrupting the sands around the portal.
"Come forth, for it is time...."

A tall large red demon appears from portal, he takes a deep breathe and looks around him.
"You have done well, servant. Now go, make notice of our coming."

"Yes, great one Ayer.", said the servant before turning around and walking trough the desert again.

2 more demons appear from the portal, this time they are hell hounds.
"Go forth minions, destroy and kill whatever you can find."

The hell hounds run off into the distance.
"You may have had the help of a demi-god, humans. But who will save you now?"

Uncertain of their time of arrival, the humans eventually found out that another gate had opened. The humans feared for this moment, but they knew that it was unavoidable. Thus they prepared for the second great demon war. You, the new adventurers, come in play 6 years after the opening of the second gate.

_____________________________________________________________________________
Player/world actions
_____________________________________________________________________________

_____________________________________________________________________________
World Actions
_____________________________________________________________________________

_____________________________________________________________________________
Player Actions
_____________________________________________________________________________
Dwarmin (Leo Westerland)
Quote
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Blazing Glory (Katrianne Ellen)
Quote
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DarkArtemisFowl (Raphael Markaus)
Quote
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Lenglon (Ahrian)
Quote
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Salsacookies (Ronald Bones)
Quote
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_____________________________________________________________________________
Player sheets
_____________________________________________________________________________

Quote from:  Leo Westerland (Dwarmin)
Spoiler:  Player Information (click to show/hide)
Spoiler: Stats (click to show/hide)
Spoiler:  Player Condition (click to show/hide)
Spoiler: Skills (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: class (click to show/hide)
Spoiler: Notes (click to show/hide)

Quote from:  Katrianne Ellen (Blazing Glory)
Spoiler:  Player Information (click to show/hide)
Spoiler: Stats (click to show/hide)
Spoiler:  Player Condition (click to show/hide)
Spoiler: Skills (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Class (click to show/hide)
Spoiler: Notes (click to show/hide)

Quote from:  Raphael Markaus (DarkArtemisFowl)
Spoiler:  Player Information (click to show/hide)
Spoiler: Stats (click to show/hide)
Spoiler:  Player Condition (click to show/hide)
Spoiler: Skills (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Class (click to show/hide)
Spoiler: Notes (click to show/hide)

Quote from:  Ahrian (Lenglon)
Spoiler:  Player Information (click to show/hide)
Spoiler: Stats (click to show/hide)
Spoiler:  Player Condition (click to show/hide)
Spoiler: Skills (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Class (click to show/hide)
Spoiler: Notes (click to show/hide)

Quote from:  Ronald Bones (Salsacookies)
Spoiler:  Player Information (click to show/hide)
Spoiler: Stats (click to show/hide)
Spoiler:  Player Condition (click to show/hide)
Spoiler: Skills (click to show/hide)
Spoiler: Inventory (click to show/hide)
Spoiler: Class (click to show/hide)
Spoiler: Notes (click to show/hide)

142
Also when your opponent rolls a 1 or 2 on the to hit table, and you roll a 3 or higher on the dodge/block roll, you get off a free parry.
I would say here that if it's a 1 or 2 the requirement should be a 4 and if it's a solid 1 then it can be a 3.

As for the new critical hit chance I think it's too high at the moment. Criticals should be critical to a fight and should be apparent in their relative rarity. Maybe decrease it to a 2 in 12 and up to a 4 in 12 with a +1 to crits.

Hmm. I see, thanks. Btw if you intent to hang around for a while or don't have anything to do would you like to help me with a few other issues regarding my rtd? If yes, then join the IRC chat #bay12rtd(Opening post has a link). If no, then i appreciate the help given anyway.

143
Well, firstly, I think that rolling a 6 on attacking should be rewarded less. The enemy rolls and if he gets a 6 the attack is blocked/cancelled but with no counter-attack.
Secondly, I would say reduce the effective chance of getting a crit from one in five to one in ten.
Thirdly, I think rolling a 6 would mean rolling on the critical hit chart. So as not to unbalance attacking and defending, the x1.4 bonus should be replaced with the critical x2 bonus. If a critical hit isn't rolled then it stays as a x1.4.
Fourthly, I think counter-attacks should still be available if the defender rolls a 6, but should also be available if the attacker rolls a 1. For example, if the attacker rolls a 1 and the defender rolls a 3, the defender gets to counter-attack.
Finally, if if the attacker rolls a 1 and the defender rolls a 6, or the defender rolls a 1 and the attacker rolls a 6, a critical hit should be automatically granted.

With this system, the attacker should still have an inherent advantage over the defender, but not quite so high as to be too punishing.

good thinking.

So you mean something like this?
I'm having some troubles with thinking up a better critical hit dice chart and blocking/dodge chart. Because tbh you either critically hit or you don't same for blocking. This is what i currently have. I'm open to suggestions or is this good enough?

Quote
Swinging a sword is one thing, but hitting something with that swinging sword is another. To see if you hit something you need to look at this chart. For melee it’s called to hit and for ranged it’s called accuracy.

To hit/Accuracy table:
(1)Miss: You completely missed your target.
(2)Block : The enemy blocked your hit.
(3)Glancing Hit : You barely hit your target, but the damage is lessened, 0.8x damage applies.
(4)Successful hit: Regular hit, normal damage applies.
(5)Crushing Hit: You strike a weak spot, 1.2x damage applies.
(6)Epic Hit : You perfectly strike your opponent, you get to roll on the critical hit chart. If you succeed you do 2x damage, if not you do 1.4x damage.

The damage applied takes your weapons damage and amplifies it by whatever your rolled.

2b. Fortunately you don't have to get stabbed but unfortunately neither does your opponent since both of you can attempt to dodge or even parry. Dodging is simple, you either dodge, parry or you don’t dodge. You can dodge into something unfortunate, but I will assume that you will always dodge towards the least dangerous way.

(1) No dodge: You failed to dodge.
(2) No dodge: You failed to dodge.
(3) No dodge: You failed to dodge.
(4) Dodge: You dodged the attack:
(5)Dodge: You dodged the attack.
(6)Parry: You parried the attack and counterattacked.

Parrying an attack invokes an additional attack which cannot be dodged or blocked by mundane means since the target failed that part already. Successful hits cancel whatever the target wanted to do after trying to hit you.

Also when your opponent rolls a 1 or 2 on the to hit table, and you roll a 3 or higher on the dodge/block roll, you get off a free parry.

2c. You epic hit your target, he failed to dodge, can it get any better? Hell yeah it can, critical hits! Now you can utterly kill your target instead of ‘simply’ killing. Like dodging, you either critically hit or you don’t. Since it drastically increases your damage, they won’t be easy to get.

Before you look at the chart do any of these 2 situations apply to you?
Did you roll a 6 and the attacker a 1? Your attack automatically critically hits.
Did you roll a 1 and the attacker a 6? The attacker's parries and critically hits you.


If neither of these situations apply look at the chart below.

(1) No critical hit.
(2) Critical hit.
(3) No critical hit.
(4) No critical hit.
(5) No critical hit.
(6) Critical hit.
(7) No critical hit.
(8) No critical hit.
(9) No critical hit.
(10)Critical hit.
(11) No critical hit.
(12) No critical hit.


Critical hits increase the damage done from 2a by 2x instead of 1.4x. Some weapons, passives or perks can increase this to higher values.

If you have a to critical modifier, like +1 to critical hits, and you roll a 3 then it will not increase to 4 where you don’t get a critical hit.

And i refer to 2a, here's the piece of text for that bit.


I also upped the critical hit chart. You now have a 3/12 chance to critically hit and 6/12 if you get a +1 to critical hit chance rolls. I find this a fair increase and especially when i don't plan to add a lot of + to critical hit chance on passives/etc.


144
I'm having some troubles with thinking up a better critical hit dice chart and blocking/dodge chart. Because tbh you either critically hit or you don't same for blocking. This is what i currently have. I'm open to suggestions or is this good enough?

Quote
2b. Fortunately you don't have to get stabbed but unfortunately neither does your opponent since both of you can attempt to dodge or even parry. Dodging is simple, you either dodge, parry or you don’t dodge. You can dodge into something unfortunate, but I will assume that you will always dodge towards the least dangerous way.

(1) No dodge: You failed to dodge.
(2) No dodge: You failed to dodge.
(3) No dodge: You failed to dodge.
(4) Dodge: You dodged the attack:
(5)Dodge: You dodged the attack.
(6)Parry: You parried the attack and counterattacked.

Parrying an attack invokes an additional attack which cannot be dodged or blocked by mundane means since the target failed that part already. Successful hits cancel whatever the target wanted to do after trying to hit you.

2c. You epic hit your target, he failed to dodge, can it get any better? Hell yeah it can, critical hits! Now you can utterly kill your target instead of ‘simply’ killing. Like dodging, you either critically hit or you don’t. Since it drastically increases your damage, they won’t be easy to get.

(1) No critical hit.
(2) Critical hit.
(3) No critical hit.
(4) No critical hit.
(5) No critical hit.
(6) Critical hit.
(7) No critical hit.
(8) No critical hit.
(9) No critical hit.
(10)Critical hit.

Critical hits increase the damage done from 2a by 2x. Some weapons, passives or perks can increase this to higher values.

If you have a to critical modifier, like +1 to critical hits, and you roll a 3 then it will not increase to 4 where you don’t get a critical hit.

And i refer to 2a, here's the piece of text for that bit.
Quote
Swinging a sword is one thing, but hitting something with that swinging sword is another. To see if you hit something you need to look at this chart. For melee it’s called to hit and for ranged it’s called accuracy.

To hit/Accuracy table:
(1)Miss: You completely missed your target.
(2)Block : The enemy blocked your hit.
(3)Glancing Hit : You barely hit your target, but the damage is lessened, 0.8x damage applies.
(4)Successful hit: Regular hit, normal damage applies.
(5)Crushing Hit: You strike a weak spot, 1.2x damage applies.
(6)Epic Hit : You perfectly strike your opponent, 1.4x damage applies.

The damage applied takes your weapons damage and amplifies it by whatever your rolled.

145
((MB!))

Strange. The hunter may about to become the hunted. Nothing to be seen on the ground, that means it's in the trees. Fighting without seeing is a death wish against stealthy predators, so i need more light.

Make 2 smaller fires around the first, the fires form a triangle shape. I will sit in the middle. Be cautious for sounds from the direction which the previous ones came from, prepare for an air ambush.

146
Maybe it was the wind, but taking unnecessary risks is not my thing. The wilds are rarely predictable and I'm still alive not because of assumptions but precautions.

Burn off the spores from the scimitar. Keep it close by.

While i may potentially be someones dinner, my dinnertime is close by as well. Just gotta get rid of the nasty bits.

Skin and de-gut the squirrel thing, slowly roast it over the fire while keeping an eye out.

147
Time to get a fire started. Unfortunately because I'm clumsy I've lost my spark stone, which makes things quite difficult. However some fellow learned me to make fire using wood only and a string.

Attempt to create a fire using the bow drill method, using found materials.

Let's see if i still got it, stomach is starting to rumble and my scimitar needs to be cleansed.

148
((Can my scimitar reflect light? Or is it made out of some darkish material.))

149
I've seen these creatures skulking around in the shadows, never though I'd catch one, let alone eat one. But desperate times call for desperate measures. All i now need is a fire to burn off the spores from my sword. The middle tree layer is drier than I expected, so I'll gather the firewood there.

Once again, climb the tree and cut off a couple branches. Keep an eye out for dry leaves,moss,poo,bark.

Despite my kill, the meat is still untouched. So let's see if it will attract something else. Using my scimitar is out of question because of these damned spores.

Keep an eye out for another creature/animal, don't attempt to battle large ones though.

150
Yuk, pink slime. There goes my saved meat, although it might still be good for something. When it comes to meat, creatures of all sizes adore it. So i could use it as bait and maybe catch something else. I don't have any tools to set up a trap, so i will have to ambush it from above.

Throw away some of the meat at a visible and open spot with a tree branch overhanging it.

Climbing trees is not something new for me, but I've always considered it a risk and these trees being slippery doesn't help at all. But falling from a height is the least of my concerns in this forest as there are more gruesome ways to die here. I also remember that herbivores like to roam just above the ground but just out of the reach of the archeotrapix, so i might have a shot at catching one of those buggers. That is if i manage to stun them with my staff from a distance.

Climb the tree above the bait by making indents using the scimitar. Then either wait for a prey to approach the meat or if visible and within a safe distance, sneak upon a herbivore and stun it with my staff.

The wood here is not great for fire stoking but the inner wood should be dry. Simply skinning a tree or some of the thinner branches from its bark should be sufficient to create some firewood.  ( Is there a different word to get rid off the bark of a branch/tree? Skinning sounds more towards skinning animals and not trees.)

Cut or break off a couple branches and get rid off the bark using the scimitar.


Spoiler (click to show/hide)

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