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Author Topic: Mediva: SWORDS & SORCERY {150G Werewolf Capture!} - Unplugged -  (Read 3440 times)

piratejoe

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Re: Mediva: Guild Life {150G Werewolf Capture!} {Guard Duty Gratuity}
« Reply #45 on: March 14, 2017, 07:04:50 pm »

At a quick pace, Jonna walks off out of the town and follows the roads looking for any sign of carriages, carts, wagons, and so forth.
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Battleships Hurl insults from behind thick walls, Destroyers beat up small children, Carriers stay back in the kitchen, and Cruisers are a bunch of tryhards who pretend to be loners.

S34N1C

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Re: General of Shrewgust
« Reply #46 on: March 15, 2017, 09:47:14 pm »

General Shragnar's Guide to combat

Everyone should fill this out:

Spoiler (click to show/hide)
As it says, you have 7 points to distribute. You can put points into your health as well, and each point will increase it by 5.

Spoiler: What stats do (click to show/hide)

Weapons
Pending the appointment of a Deputy Master of Arms, there will be a basic template for weapons, as well as a couple basic weapons to start out with.

Spoiler: Template (click to show/hide)

So, for instance, a common sword looks like this:
Spoiler: Sword (click to show/hide)

And something like a throwing axe:
Spoiler: Throwing axe (click to show/hide)

If you want a specific weapon, make it and post it. I'll put it here.
Weapon system pretty much done. If anyone sees any glaring problems, let me know.
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As always, life is brief and transient, your posting history lasts forever, so always prioritise forum games.

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RoseHeart

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Re: Mediva: SWORDS & SORCERY {150G Werewolf Capture!} {Guard Duty Gratuity}
« Reply #47 on: March 26, 2017, 11:45:48 pm »

Thanks for playing guys.

This was not my longest living attempt at a Fantasy Kingdom RPG, but I really enjoyed it.

Feel free to discuss it OOC now.
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