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Post by Aguila Saber on Mar 7, 2009 12:10:48 GMT -5
You will each get your dedicated threads for the challenge.
Refer back to this thread for rules and similar. Beowuuf's thread is up. Hope to have one more thread up today, perhaps more.
In case you wonder. You can still switch weapons freely at the start of any one Round. So Doomy can switch to his Pistol and Fire, or he can strike with his axe. His pick.
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Post by eviltb on Mar 7, 2009 17:22:37 GMT -5
Are you waiting for anything more from me? This is my final equipment list.
Backpack containing: 1 Rope 2 Boom Powder x10 1 Book of Herbs 2 Healing Flask 3/5 doses 6 Acid flasks x3
Pouch: Empty
Weapons: 1 Poisonous Rapier: Fast, Brittle, Damage: 1d8, Piercing On Hit Poison DC 8: 50% chance, Condition: 10/10. 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5 1 Bor Pistol, Loaded, Eye, Damage: 2d5 Bludgeon + 2d5 Piercing -1 Bludgeon and -1 Piercing for each square beyond 1.
Worn: NAK Cloak: +2 Stealth Boots of Speed: +1 Speed
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Post by Aguila Saber on Mar 7, 2009 18:17:11 GMT -5
Addition for how to use the Book of Herbs
Using the Book of Herbs takes 3 activity. It is magical and can guide you to roughly the correct location in the book.
Chance of success: 60% Chance of failure: 20% Chance of false reading: 20%
You can spend additional Perception points to make sure you get proper readings. 1 Perception point spend reduces the chance of failure and false reading wioth 5% and increases the success chance with 10%.
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Post by Aguila Saber on Mar 7, 2009 19:14:43 GMT -5
Hmmm.... I think we need to finalize Trasken equipment before starting the thread.
So what does he take with him?
He has 1 free potion left, and one free Stat item or a Ring of Regen to claim, and then of course any smaller and cheaper items which he thinks are essential.
Then he also has one more Special Item to claim. You should do that now before this contest starts. Last chance to do so is now.
I guess Trasken is not literate (?) so the Book of Herbs is probably not usable by him.
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Post by dharn on Mar 8, 2009 12:35:03 GMT -5
Correct, Trasken is Illiterate. So here's the additional items
Backpack 1 Pouch with Salt 1 Waterskin 2 Meals x2 2 Potion of Healing x2 1 Potion of Graveweed
Clothes: Wolfskin cloak Wolfskin boots Bearskin Loincloth Ring of Regen
Weapon: 2 War Axe, Two-Handed, Damage: 1d6 Slashing, Condition: 5/5 1 Machete, One-Handed, Damage: 1d5 Slashing, Condition: 5/5 1 Dagger: Fast, Brittle, Damage: 1d4 Piercing, Condition: 5/5
Pouch: 5 Gold Crowns
Special Items: Talisman of Health: +5 Health. Old Bracelet : Reduces Rage recovery by 3 Rounds. Minimum Recovery time: 1 Round. Danaarg Lurker's Ash = +5 Stealth for 3 rounds. Needs to be sprinkled on body for maximum effect.
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Post by Aguila Saber on Mar 8, 2009 17:42:51 GMT -5
Danaarg Lurker's Ash = +5 Stealth for 3 rounds. Needs to be sprinkled on body for maximum effect. The first two are fine. This is a consumable, however. Special items are never used up, especially not when you only get it as a loan. I guess I can grant you it as a class item if you wish but then more powerful: Danaarg Lurker's Ash: Makes the target unvisible for 10 rounds or until an attack is made. Rage also cancels the effect and it cannot be used while in Rage recovery. How about this for your special item: Danarg War Horn: Instills Fear in everyone with 4 squares until save is made. Mind DC: 6. Can only affect any one creature once every 10 Rounds. 2 activity to use. Hope to start off Traskens thread tomorrow and will then start to handle your actions as well.
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Post by dharn on Mar 8, 2009 19:36:30 GMT -5
Danaarg Lurker's Dried Intestine: +2 Stealth. Wrapped around the waist.
Or if that is not ok then I'll take this.
Danaarg Lurker's Ash: Makes the target unvisible for 10 rounds or until an attack is made. Rage also cancels the effect and it cannot be used while in Rage recovery.
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Post by Aguila Saber on Mar 9, 2009 14:17:05 GMT -5
I guess you can have the belt, although a belt giving stealth is hard to explain.
How do you think the belt works? Why does it increase Stealth?
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Post by Aguila Saber on Mar 9, 2009 18:18:36 GMT -5
A little information. I changed the enemy generation of the Map. Enemies locations were generated randomly in the map and enemy size and type will be decided if you ever stray too close to them.
I've now made a brief look-through of my Map.
Beowuuf's and Doomy's maps have much more enemies than the others. I let them remain, but before the escort leaves he informs you of this fact. Be careful, and you are adviced to try to find a quick way to the Beacon.
For eviltb there were also much less hostile enemies but a rather large percentages of enemies that may be neutral, so I swapped the neutrals to hostiles in that part (already explained in eviltb's thread)
For Trasken there were even less enemies than for eviltb. On this Map I increased the number of enemies by making a large percentage of the Herb encounters hostile enemies instead. Still, Trasken's area is still low enemy density.
Despite the changes to eviltb and Trasken Maps they still have the better areas as far as enemies are concerned, but enemies are not the only hazards about.
Seems moves and respones will have to wait till tomorrow evening.
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Post by Doomy on Mar 9, 2009 18:47:27 GMT -5
That's fine, so long as all those extra enemies don't slow me down too much relative to the other players. My stealth is lousy, so I'll likely have to kill everything between me and the Beacon.
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Post by dharn on Mar 9, 2009 20:28:39 GMT -5
The original idea for the Danaarg lurker was an elusive creature in the Danaarg that specializes in hiding. It became a believe between Trasken people that once capture, it's essence can be used to hide oneself from the swamp's creatures. The creature's body seems to attract darkness to itself, and wearing them for hunting became a must for any tribe member that manages to catch one.
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Post by Beowuuf on Mar 9, 2009 20:32:38 GMT -5
Practically, could the hide belt deaden the sound of everything attached to it like weapons and pouch?
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Post by dharn on Mar 9, 2009 20:37:46 GMT -5
That maybe so but Trasken people are mostly superstitious lot, when they held the creature to a light, they seem to absorb the light leaving only darkness. My original idea was more like a potion but this could work also, I think...
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Post by Aguila Saber on Mar 10, 2009 14:29:22 GMT -5
Reposting thsi here with some revisions.
Game Rules:
Round. Each round a character has 5 + Speed activity points to spend on general actions and in addition the character has 2 Perception points/round. The Perception points are not given out while the character is active in a combat. Points must be all spent in a round. With the exception of Perception and Stealth an action is not required to complete the same round as it is started.
General round activities.
Map design. 40 x 40 squares. Some squares will not be passable.
Perception points While the character is involved in combat the character is automatically visible for all characters within 5 squares, and cannot use Perception points or related actions. The hit character becomes aware when hit. All others within the area becomes aware at start of next Round. Combat is ended immediately upon death of the last visible remaining enemy.
When not involved in combat the character has 2 free Perception points/ round. These Perception point are used for Stealth or for Search actions. The character can add Perception points from their normal activity points as well, but the bonus cannot be greater than +3 total.
Search current Location (May use Perception Points) The area around the character is searched for interesting features. No more than 1 Location Search is permitted per Round. Cost: 1 point. Every additional point spent on searching gives a +1 bonus up to a maximum of +3.
In earlier games there was an automatic end of round search. This is no longer free and characters will now have to actively use search to detect enemies, traps and other features.
Cannot be used when engaged in combat.
Ranged Search (May use Perception Points) Looks for enemy in the indicated direction (North, South, West and East). Cost: 1 point. Every additional point spent on searching gives a +1 bonus up to a maximum of +3. The area where enemy is detected is fairly narrow. No more than 1 Ranged Search is permitted per Round. Detection range penalties are as follows: 1-10: No penalty 11-15: -1 16-20: -2 21-25: -3 26-: Out of visibility range.
Cannot be used when engaged in combat.
Stealth (May use Perception Points) Increases the character’s Stealth value for the current round by the number of activity spent. Maximum +3. Cannot be used when engaged in combat.
Move 1 activity point per square travelled.
Loot
To Loot you must be adjacent or on the square you want to loot; You can't loot from a diagonal away position.
Loot Corpse, Loot item. Costs 2 activity points. Anything which has been given a name label or similar and has a position on the Map can be looted. Any corpse of a defeated monster is loot able.
Loot, Armour You will not find armour which can fit you during this quest. If you want armour then start the adventure with it.
Don worn items Putting on or exchanging Boots, Cloaks, Gauntlets, Bracers and Belts all take 1 activity point.
Book of Herbs Using the Book of Herbs takes 3 activity. It is magical and can guide you to roughly the correct location in the book.
Chance of success: 60% Chance of failure: 20% Chance of false reading: 20%
You can spend additional Perception points to make sure you get proper readings. 1 Perception point spend reduces the chance of failure and false reading wioth 5% and increases the success chance with 10%.
Combat moves.
Movement is usually indicated by stating intention but can be managed if you so want.
Weapon switch Is free at the start of every round. Switching weapon mid-round costs 2 activity
Melee attack. Strength + 1d10-1 must meet or exceed the to hit number. If attack hits, then damage is decided by the weapon type + Strength If unarmed, then damage is 1d3 + 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.) Bor Rifles and Longbows Uses the Rules in the Marksmanship competition. Other Ranged weapons have their own (shorter) Rules.
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.
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 have and 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 Additional Healing Potion. (Can be replaced by Random Choice.) - Book of Herbs (Optional; Backpack Item) - Any class items your character is entitled to. - Your two Magnamund Rescue Special Items. - One additional Special Item of your choice (Loan item) - A Ring of Regeneration (+1 Health every second Round) or +1 Stat boost item. (Loan item)- Any remaining Potions to which your character is entitled.
Healing Potions give +4d3 Health when used. Mana Potions give +4d3 Mana when used.
Taking 1 item out of Backpack: 1 activity: when 1-5 items in Backpack. 2 activity: when 6-9 items in Backpack. 3 activity: when 10-12 items in Backpack.
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Post by Aguila Saber on Mar 10, 2009 16:56:06 GMT -5
Map related info.
All of you enter from the north-west of your map. You cannot walk or go further to the north or further to the west, well you can but you will get some bad random encounters and zero loot if you go outside the map limits for wahtever reasons.
The entrance to the beacon area is always somewhere in the south-east quarter of the map, but exactly where you do not know.
A=WEST, higher letters are further EAST 1=NORTH, higher numbers are further SOUTH
A little note on movement as well.
The Maps I made was 20x20 because 40x40 maps turned out to be too large to handle and generate. This means that each square is a 2x2 mini square.
When planning movement I recommend you to not move more than one square per round.
Some squares contain traps and traversing them in one round will often mean that you trigger them. For this reason I recommend that you move and search each square as you pass.
Each square here means each 2x2 area. I will start to keep track of where in each square you are each time. In this respect Doomy's first combat had the monsters mislocated.
Locations in new system were:
Doomy. A1: NW Mage: A1:SW, A1:SE Adepts: A1: NE and A2: NW.
All of your start locations are A1:NW.
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