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Post by Aguila Saber on Mar 30, 2008 2:30:08 GMT -5
Right, starting to take sign-ups for a new challenge. I will need to limit it to no more than 8 total this time too. (Any more is too much work to handle.)
You need to allocate stats to your character.
You have 6 stat points to allocate. Every 5 Rounds (6th, 11th, 16th) each character will heal 2D4 Health.
The stats are as follows: Strength: Permits you to hit easier and to do more damage with melee weapons. Grants you fortitude to resist various physical effects.
Speed: Decides how fast you react and how much you can move and do in a certain amount of time. Makes you harder to hit.
Eye: Increases your perception; you will find hidden items and secret doors more easily. This skill also increases your accuracy with all ranged attacks (physical and magical), and makes you overall more stealthy.
Mind: The skill you must have to use magic for best effect. You can wield spells as other wields weapons. Characters who want to be able to make use of psychic attacks and defences must also have points in this stat. Protection from domination.
No more than 4 points can be allocated to any one stat. It is permitted to have stats with a 0 score in them.
Each character can also select 3 bonus abilities which can be used and which are appropriate for the character’s class. Examples of these are: - Healing: Restoration of wounds over time - Psychic attack/defence: Gives the character ability to attack with their mind and defend when attacked psychically. - Effectiveness in a particular type of weapon (bludgeoning, cutting, swords, piercing, martial, or ranged) - Fast Mana recovery. (Mana permits characters to cast spells. If you are out of Mana spells cost Endurance instead.) - Domination. (A supernatural ability which permits you to control the mind of others, please notice that this effect may be resisted.) - Rapid Fire (Permits increased rate of fire with all type of ranged weapons.) - Magic shield. Protects the mage for a short duration. - Vigour. Increases the mage’s Strength for a short duration. - Other suggestions are welcomed. Most things that you would expect in a hostile settings may be found in this game. Secrets, locks, traps, monsters, traders and so on.
Characters with a Mind score of 2 or better gains access to a damaging ranged spell appropriate to their class, without spending a bonus ability on it.
Tentative entries so far: Beowuuf "Simey" eviltb
Need at least for ready to go characters before starting the challenge. (With abilities and equipment decided.)
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Post by Aguila Saber on Mar 30, 2008 2:36:59 GMT -5
Game Rules:
Combat statistics. It should be noted that monsters are considerably weaker than player characters. A base assumption for a grunt monsters is to have 0 in all stats, although there will be more powerful versions as well.
Round. Each round a character has 5 + Speed activity points to spend. While in combat unused points for one round is carried over to the next.
General round activities.
I’m sure this list will get amended as we go. Notice that I will determine Stealth and Perception activities on a round basis. When you start a round already involved in combat you cannot use Perception or Stealth for that round.
Room design. I plan for rooms to be 5x5 squares. Each room can have Doors to the North, East, West and South but few have the full complement. Note that most treasure is hidden. Each room will have 2-4 locations of interest. Each location of interest may be trapped.
Search. Increases Search for the current round by activity. Each point spent increases the chance to spot monsters and characters. Cannot be used when engaged in combat. For each activity spent note 1 section of interest. Choose between: - Location (Traps and Items) - Door (Traps) - Wall (Secret Doors) Locations not selected will have a -3 Penalty to Search checks. Secret Doors may only be present on Walls where there isn’t already a Door.
Stealth. Increases Stealth for the current round by activity spent. Maximum +3. Cannot be used when engaged in combat.
Move. 1 activity point per square travelled.
Doors. Contrary to the previous challenge I will now indicate when you enter a room the full status of the door. That is if it is: - Open. You can pass freely through it and look into the next room - Closed. You can not look into next room but you can pass into the next room, if you so wish. - Locked. You must open the Lock, before passing through the door.
There will be a chance that a Closed door is trapped.
Listen at Door. Gives you a chance to detect what (if anything) is in the room beyond. 1 activity points per check. Maximum of 3 per round.
Close Door Cost no activity point but this action must be declared or you will leave the door open.
Bash Door Break down the door triggering any trap on the door if any. Uses normal combat rules. Some weapons are much more efficient than others for this.
Swap items between PC:s To swap items, place yourself at adjacent squares at start of round or one character walks to the square the other character is on at the start of the round.
It costs 1 activity each for giving/taking or swapping one item. However, if an item from the backpack is offered the activity cost for the giver is equal to the activity cost of retrieving the item. Offering a declined item is free, no cost. Declinging an item is free, no cost.
To Loot you must be adjacient or on the square you want to loot; You can't loot from a diagonal away position.
Loot location. Costs 2 activity points. You find and take items which have been noticed while searching. Looting also counts as seaching the looted Location.
Loot, Armour Costs 1 full round to strip clothing/armour from a corpse. Costs 1 full round to don clothing. Costs 3 full rounds to don armour.
Don worn items Putting on or exchanging Boots, Cloaks, Gauntlets, Bracers and Belts all take 1 activity point.
Solving a riddle/Solving a puzzle This is a full-round action.
Guessing at a numerical puzzle. Guess wildly takes 2 initiative. Thinking and making a calculated guess is a full-round action.
Combat moves.
Movement is usually indicated by stating intention but can be managed if you so want.
Melee attack. Strength + 1d10-1 must meet or exceed the to hit number. If attack hits, then damage is 1d5 + Strength If unarmed, then damage is 1d2 + Strength. Each attack costs 2 activity points.
Magic ranged attack. (Requires access to this ability and costs Mana/Endurance) Mind + Eye + 1d10-1 must meet or exceed the to hit number. If attack hits then damage value is xd4+x where x is the number of Mana put into the attack, maximum the characters Mind score. Each attack costs 3 activity points.
Ranged attack. (Requires a loaded weapon and ammunition.) Eye + 1d10 -1 must meet or exceed the to hit number. If attacks hits then damage is 1d5. Each attack costs 2 activity points.
Stealth melee attack If the enemies are unaware of you at the start of a round, you may walk up to the nearest monster and hit it for maximum damage in melee in one attack.
Cost: 2 additional activity. (Beyond what you need to walk up to the monster and make a normal melee attack.)
An attack on an unaware enemy always auto-hits, but you will not automatically get maximum damage unless you select this option.
Area attack. If you have access to a spell or item that grants you an area attack, then state under which circumstances you will use the area attack. Stealth and area attack items combined can be deadly.
Other stats:
Health score (Player characters; Monsters have overall lower scores and they are rolled individually.) 30 Health
Mana score: 5 for each point put into the Mind score. Regenerates at a rate of 1 every second round.
To hit number (Player characters; Monsters have predetermined values depending on type): 5 + Speed
Items
For item selection and allocation, it will be Lone Wolf style, but with some additional rules.
You can carry up to 4 weapons on your person. (You are assumed to find sheathes and scabbards and similar along with the weapons.)
Clothing is carried on the body. Only one item of each type can be worn at any one time. (Only one set of armour, only one cloak, only one pair of boots, only one belt, only one backpack, only one ring on each index finger etcetera. Excess items worn on the body may be carried in the backpack, but armour of any type cannot be carried there, though normal clothing can.)
Remaining items are carried in the Backpack which can hold up to 12 items. See backpack rules below for which items are permitted.
Backpack rules: You can carry extra clothing in your backpack, but you can't carry any leather or metal armour in your Backpack. You must loot it and don it or leave it behind. Overall, I will tell you what you may carry in the backpack. Most smaller items will be permitted. Larger weapons and armour will not.
Each character also has a Belt Pouch which can be used to keep items that takes virtually no space at all. This includes for instance coins, gems and rings.
Each of you will be granted: - 1 Set of normal clothing. (No properties and no need to keep track of it. Takes no space.) - 1 Backpack. - 1 Pouch - 1 Healing Potion or Mana Potion (of your choice) - 1 standard Melee Weapon of your choice. - 1 Ranged Weapon with ammunition (Can be replaced by Random Choice. 1 Additional Healing Potion. (Can be replaced by Random Choice.) - 3 Random Items
I will allow you to choose one of the random item as a customized item.
As long as the item is in the game and I deem it to be in character for you to possess it, it will be allowed. Though Do not expect me to give you major artifacts like the New Order Kai Weapons or the Sommerswerd.
As a bonus to previous Avalar challenge characters may select any item in their possession in the Avalar challenge. (This is as long as you play the previous character, of course.)
Healing Potions give +4d3 Health when used. Mana Potions give +4d3 Mana when used. (I've made them a litte more reliable by tweaking the dice rolls a bit.)
Taking 1 item out of Backpack (A little more generous): 1 activity: when 1-5 items in Backpack. 2 activity: when 6-9 items in Backpack. 3 activity: when 10-12 items in Backpack.
Dungeon Size
I've decided on a smaller dungeon this time. A mere 9x9 layout with 81 Rooms instead of the mega-dungeon Avalar was with 12x12 layout and 144 rooms.
Mission: A Thief has broken into High Mayor Kordas personal strongroom and escaped with many artificats from his horde as well as a vast sum of gold.
The High Mayor's son is also missing and is believed to have been abducted in conjunction with the mission.
A vast search party was mounted and the traces lead out into the Desert and to a small ruined keep with a dungeon.
The search party entered the dungeon but were decimated to a single survivor who where hunted back to Casiorn screaming and shouting as if he was mad.
Shortly afterwards the City Cries announced a reward on 10.000 Gold for the person or persons who safely brings back his son and another reward on 10.000 Gold for restoring the lost artifacts.
Note: If you do this to get the reward or to keep all the loot for yourself is up to you.
Do state your general intention since I will group do-gooders with do-gooders and evil-doers with evil-doers.
Your team mate if any will have met up with you inside the city of Casiorn.
Time Limit: I will give you a starting deadline of maximum 50 rounds. Dally around longer and the birds have fled the nest.
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Post by Doomy on Mar 30, 2008 5:31:53 GMT -5
The even more current version - I have dropped the disarming ability in favour of Rapid Reload since it will probably save more Activity Points in the long run. Hope I get more than three rounds of ammo.
Doomy, Gunner of Bor
Attributes Strength:2 Speed:2 Eye:2 Mind:0 Health: 30 Mana: 0 To hit: 7 Activity: 7
Abilities Crack shot- Base gunshot damage is 2d6+1 piercing, 2d6+1 bludgeoning Rapid Reload - Reloading gun only costs 2 Activity and is possible during combat. Axe mastery - When using Axes, does 1d8 melee damage
Inventory Bor Musket Bullets and 3d4 charges of Boompowder Bor War Axe Backpack Pouch 2 Healing Potions Platemail (reduces all physical and elemental damage by 2 points), -5 Stealth penalty. 2 random items
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Post by eviltb on Mar 30, 2008 6:06:59 GMT -5
(Porting over from AON to make it official)
eviltb, NAK Grand Hunstsmaster
Str: 0, Mnd: 2, Spd: 3, Eye: 1
Abilities: Psychic attack/defence; Weapon Specialization (light weapons); psychic fear affect
Possessions: NAK Hunter cloak (custom item), Rapier, bor pistol with 6 shots (carried over from AV challenge), 2 heal potions, 2 random items
Motivation: eviltb is evil. Says it all really.
Can you elaborate on what we can do with a "custom" item? Id like to make my cloak my custom item, what are the limitations on that? Eg can it give like a +1 stealth bonus or 2/magic dmg reduction?
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Post by Doomy on Mar 30, 2008 6:11:27 GMT -5
If my character is accepted and custom gear does indeed gets bonuses I'd like my suit of armour to incorporate some sort of magic resistance.
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Post by Aguila Saber on Mar 30, 2008 7:57:53 GMT -5
What kind of skill are you after with the gun?
Reload faster? (Normally a full round, but I could let you reload for 2 activity and permit doing so while in combat.)
I could also increase the damage dice from to 2d5 to 2d6+1 for both piercing and bluedgeoning damage below.
Does the two above sound good for you?
Axe mastery will increase damage die from d5 to d8 when using Axes of any type.
I might as well post the Bor Pistol description here.
Bor pistol, Boompowder and Bullets for 3d4 shots.
Bor pistol: 2d5 piercing and 2d5 bludgeon damage to adjacent square, reduce damage of both types with 1 for each square travelled beyond 1. Uses Eye and failing check halves the damage.
The Boompowder can be thrown for damage. Same damage as a Fireseed 1d6 Fire damage. DoT. Reduce initial damage by 1/round. 1AP. Eye. Miss = Half.
(Affects 4 squares in a square or 5 squares in a plus).
Both of you will have to accept rolling for number of Bullets/Boompowder charges, that is you will get 3d4. I'm actually just keeping track of the Boompowder since you are assumed to have enough Bullets, but Boompowder is harder to acquire.
eviltb: Items can give bonuses to more or less anything. How is this item:
Robe of Blending. Gives +2 to Eye when using Stealth.
For Doomy I recommend one of the following armours:
Chainmail. All physical and elemental damage taken is reduced by 1 point. (3 rounds to don)
Platemail. All physical damage and all elemental damage is reduced by 2 points. -5 Penalty to all Stealth rolls. (5 rounds to don)
Of course you start with the armour on.
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Post by Doomy on Mar 30, 2008 8:22:40 GMT -5
Since it looks like ammunition will be fairly limited, I think taking the option to increase damage per shot would be more useful. If you mean the skill would give both benefits that's great. I'll also have the platemail armour, I think I'll need the maximum available protection from elemental magic even if it means having to live with bad stealth. I'm also thinking that with so few shots available rapid fire might be a waste of a skill. Can I exchange it for a bonus to disarm traps?
Also, would thrown Boompowder have an Area of Effect?
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Post by Aguila Saber on Mar 30, 2008 8:45:57 GMT -5
Since it looks like ammunition will be fairly limited, I think taking the option to increase damage per shot would be more useful. If you mean the skill would give both benefits that's great. I'll also have the platemail armour, I think I'll need the maximum available protection from elemental magic even if it means having to live with bad stealth. I'm also thinking that with so few shots available rapid fire might be a waste of a skill. Can I exchange it for a bonus to disarm traps? There is no skill to disarm traps. The problem is spotting the trap. However, since traps are now more common I will add a possibility to disarm traps. New action. Disarm trapCost: 4 activity. I could give you a special which decreases the cost to disarm traps to 2 activity. Yes, Boompowder has an area of effect. Four squares in a square, or five squares in a plus.
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Post by Doomy on Mar 30, 2008 8:48:37 GMT -5
Great, I'll take the special version of that action instead of Rapid Fire.
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Post by Beowuuf on Mar 30, 2008 9:01:44 GMT -5
Repost from Aon:
Beowuuf, Vakeros Knight: Strength 2, Mind 3, Eye 0, Speed 2 (1+1 boots), Health 30, Mana 15, Activity 6
Combat: To hit - 7 Melee - 2+d10 (dam 2+d5) Range - 0+d10 (dam d5) Magical range - 3+d10 (dam xd4+x)
Abilities: Psychic defense (Tier III) Power Word: Concussive Blast Cost: X Mana, up to your Mind score. Blasts all adjacent squares with sonic energy. All creatures caught in the blast takes X damage. (No to hit and no saves for this attack.) Power Word: Hold. Cost: 1 Mana. Creature must make a Mind check as per Hold Enemy above or be held for the current round. (Can still perform free actions though.)
Power words can be cast at the very start of combat only, free action)
Power attack - reduce strength for additional damage, strength melee weapon only (Swords, Hammers, Axes, Spears etc not finesseabe/ranged)
Possessions: Vakeros tunic Cerulean cloak Bluesteel sword Bow and X arrows 2 healing potions Boots of Speed (increased Speed by 1 point) +random 3 items
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Post by eviltb on Mar 30, 2008 10:33:32 GMT -5
Cloak sounds excellent, l'll go with that.
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Post by Aguila Saber on Mar 30, 2008 11:36:58 GMT -5
Repost from Aon: Beowuuf, Vakeros Knight:Strength 2, Mind 3, Eye 0, Speed 1, Health 30, Mana 15, Activity 6 Abilities: Concussive power word, hold enemy spell, power attack (like the d20 ability to inflict damage for accuracy) Possessions: Vakeros tunic and cerulean cloak, bluesteel sword, bow and arrows, 2 healing potions, +random 3 items Sounds fine. I will give you two spells for 1 ability and give you the two you asked for plus the third ability of psychic defence (all 3 points put in protection) like you had in the Avalar challenge. We can't have you suddenly susceptible to enemy psychic attacks... For Power Attack there is two restrictions. - Attack must be made with a Melee Weapon which will not benefit from Speed bonus instead of Strength. (Swords, Hammers, Axes, Spears will do, finessable weapon and ranged weapons will not work.) - You cannot trade more than your Strength score. In your case maximum 2 points unless you find a way to boost your Strength. I will give heroes 1 week to register their characters, so I will tentatively start with the challenge Sunday next week.
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Post by Beowuuf on Mar 30, 2008 12:31:49 GMT -5
Sounds good to me! I need to go back over my list of Avalar possessions, remember what I used in the wolf fight, then pick an item for my bonus item. Will update the list when I know what I want
Edit: I'll probably go wit hthe leather armour actually, might chance it fro the boots of speed now i remember, unless there was a final goodie i am forgetting better than both!
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Post by Doomy on Mar 30, 2008 12:50:11 GMT -5
Have updated my stats above.
Edit: And again. I'm so fickle.
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Post by eviltb on Mar 30, 2008 17:06:52 GMT -5
Doomy, TBH I dont think ammo will be a great concern to you. I used a bor pistol in the last challenge and made it through a good 60 rounds and still hadnt used all of my 6 shots (I think I got 6). Still, if your gonna be a gun-totting hero, then maybe ammo will come into it for you! Just watch your back wandering round the dungeon
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