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Post by Beowuuf on Mar 25, 2010 15:09:07 GMT -5
Real life is a pain, never worry!
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Post by Aguila Saber on Sept 21, 2010 8:41:38 GMT -5
Since our brave adventurers are approaching level 2 I'm taking new intakes. The new intakes will be dumped in the dungeon in a surprise event.
Deadline: Applications must be in within 2 weeks.
Volunteers sign up here.
You will start with nothing except your skills but will have good opportunity to equip yourself more or less fully early on, or face an early death.
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Post by Doomy on Sept 21, 2010 12:53:26 GMT -5
New people joining would be fab!
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Post by dharn on Sept 23, 2010 22:08:41 GMT -5
I'm in! Yeah good net speed!
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Post by Aguila Saber on Sept 24, 2010 12:42:36 GMT -5
The first post still contains much of the releveant information ...
Sign-up to the: Tomb of the Elements
Background.
The entrance to the Tomb of the Elements located in the north-eastern Cener Mountains has recently been unearthed. A large amount of adventurers and expeditions have already gone there or is planning to go there to uncover the riches buried in the tomb.
Rumours have it that the Tomb is from the The Golden Age of the Shianti and Shianti markings have been found in the tomb. The tomb is located very close to the border between Salony and Lyris and its discovery has already caused diplomatic turbulence between the nations. Both are now massing troops and enlisting additional mercenary regiments.
In addition to the rulers of these two nations many domestic and foreign guilds have organized expeditions to the tomb.
Details on how the character heard of this tomb, and way he/she is undertaking the mission to explore it is left to the characters/players to decide.
About the Tomb.
Rumours about the tombs so far.
Encounters include: - Elementals - Undead - Underground and mountain creatures - Other adventurers
Some places are lit, but many passages have no light. The would-be adventurer would be wise to include a light source.
Some places are difficult to traverse without proper tools and/or protections.
Details about this game
Game length: Game will last until it is ready. Expect it to be a couple of months at least.
Needed Participation: Fairly small, a couple of posts per week. Possible to take a week or two breaks and still play.
Character You can play a new character created for this game or your regular forum character.
For characters the following is needed: Needed from those who sign-up:
1. You need to allocate stats to your character. 2. You need to decide bonus abilities for your character.
Post stats to the thread and PM me bonus abilities. Bonus abilities may be revealed to all participants also. I might try to hold on to them until they are used for the first time.
1. Stats
You have 6 stat points to allocate.
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. May substitute Strength for the Attack roll when using a Fast weapon.
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 3 points can be allocated to any one stat. It is permitted to have stats with a 0 score in them.
2. Bonus abilities (specials):
Each character can also select 3 bonus abilities which can be used and which are appropriate for the character’s class.
Characters who have played 3 or more challenges gets to choose one additional bonus ability. (Those who qualify for this is: Doomy, eviltb, Beowuuf)
Special abilities are agreed between player and myself depending on what is suitable for the character.
Some examples of exisiting special abilities:
Magic users: Can select 3 spells which they can cast for each special. (These three spells can be quite flexible in their applications and uses.)
Kai Lords: You are required to pick Kai Training as one special. This will give you advantages like a Psychic attack of 1, Psychic defence of 1, and Healing. Basically, you have mastered the basic Kai disciplines.
Kai Lords may in addition use their specials to select 2 Kai disciplines which they have developed to a higher level.
For balance reasons I envisage that Kai will have powers on Magna-Kai level. Anything beyond that and this tournament would not be a fair fight.
Examples of other specials 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. - Fast Mana recovery. (Mana permits characters to cast spells.) - Stat boost. You get one extra stat point to spend. This can increase your stat to 4. You cannot select this special more than once. - Specials of the players design. You can ask for mostly everything.
3. Gear
You start with nothing.
Plenty of opportunity to get everything you need fairly quickly though. Failing to do so will probably get yout killed quite quickly.
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Post by dharn on Sept 28, 2010 9:38:43 GMT -5
Brother Melor - The unlucky scholar
Strength: 1 Speed: 2 Eye: 3 Mind: 0
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Post by Aguila Saber on Oct 7, 2010 12:22:48 GMT -5
OK. Will start new thread with the deeper level during weekend.
If there any questions or actions you want to perfrom then do them before then, please.
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Post by Aguila Saber on Oct 18, 2010 13:05:59 GMT -5
Reposting this from previous challenge.
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.
Reading, eating, travelling and conversation and similar activites can take many rounds. You will not always be required to specify round activities when using these. The Tomb is far too big to try to turn every stone.
Map design. Huge. Longer travel between the main areas. (Size of maybe 30 rounds to move between them at a fairly good pace. More if you move slowly and with care.)
General round activities.
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.
Watching a combat does not make you involved. Moving within striking range of one of the combattants or attacking will automatically make you involved, being targetted by an attack automatically makes you involved.
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.
Characters will automatically make search rolls when they pass close enough to an interesting feature. Any Search points spent for the location will be added to such rolls.
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.
Dark areas which are very common in the Tomb will have a much reduced visibility range. Many areas allows you to see only around 10-15 sqares.
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 Some armour may fit you, most will not. Looting an armour is time consuming and depends on the armour looted.
Don worn items Putting on or exchanging Boots, Cloaks, Gauntlets, Bracers and Belts all take 1 activity point.
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.
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 Nov 3, 2010 13:22:12 GMT -5
The current thread is getting a bit messy and I have to go page digging for latest info. Seems you are all getting into your separate challenges/quests now, or have a choice of path soon, so at round 50 I will give Doomy and Beowuuf new and separate threads.
Seren and Melor may either get separate threads, or maybe one combined thread depending on if you go different ways or stay together. You will soon get a couple of options proposed to you and explained where you are.
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Post by Beowuuf on Nov 3, 2010 15:25:30 GMT -5
As a warning, I am about to be distracted to the point of not really being able to post by having my mother down from tomorrow until tuesday. So I might have to leave deciding on tactics until next Tuesday!
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Post by Aguila Saber on Nov 3, 2010 15:32:50 GMT -5
Right now it is a matter of asking additional questions.
Then it will take 5 rounds to move to the area of the map.
So at round 50 you will enter that area.
I probably won't have a map ready for you until then either.
I will also add names, worn items, stats and weaponry for all in your group by then.
Tactics I think is up to the Knight once you reach the area, although I gather he will take the priest's advice and look around first.
So details on how to handle things when you are there will be later-ish.
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Post by Simey on Nov 11, 2010 12:52:26 GMT -5
The current thread is getting a bit messy and I have to go page digging for latest info. Seems you are all getting into your separate challenges/quests now, or have a choice of path soon, so at round 50 I will give Doomy and Beowuuf new and separate threads. Seren and Melor may either get separate threads, or maybe one combined thread depending on if you go different ways or stay together. You will soon get a couple of options proposed to you and explained where you are. Is this place so big that we stand little chance of meeting each other if we split up? Though Seren and Melor might be about to fall out if Seren's perception happens to be really good right now. 
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Post by Aguila Saber on Nov 19, 2010 13:38:27 GMT -5
This place is huge. So while moving around you have little chance to meet each other. I do not even try to map that.
While you are in the main hubs (there are 6 of these where you could easily go, also a 7th but it is inaccessible for reason that may be revealed), you could fairly easily meet other players.
There will be no real problems in finding people you want to co-operate with if you are good or neutral. A bit more difficult for evil players but there is no lack of evil either. It is just that you can't go to the hubs and look for evil too openly.
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Post by Simey on Nov 21, 2010 18:16:18 GMT -5
Okay. Haven't forgotten this thread. Busy the last few days and tomorrow as well. Will try to make updates for you all on Friday. Don't panic on my account at least. Enjoying the game, but bit of a crazy week just gone and another to come, so the brief pause is welcome!
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Post by Beowuuf on Nov 21, 2010 18:47:32 GMT -5
Yeah, lots of work and away all weekend = not updated myself yet!
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