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Post by Aguila Saber on Mar 30, 2008 17:24:37 GMT -5
The one thing which makes you consider twice before firing the Bor pistol is the 1 round reload. Still you may not need to fire that often since you are a dwarf with weapon specialization.
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Post by Doomy on Mar 30, 2008 18:23:24 GMT -5
I'll be selective about what I shoot, rather than acting like a stumpy, bearded Chow Yun-Fat. I still think a Dwarven Gunner would carry more than 3-12 charges of powder though, considering he would probably know how to make the stuff. Ah well, I've got an axe too.
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Post by Aguila Saber on Apr 1, 2008 15:34:30 GMT -5
Right.
Still needing one more sign-up or for Simey to post his character ...
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Post by Agrarvyn on Apr 1, 2008 17:02:49 GMT -5
Well, I would join in with this, as this looks fun, but I'm off on holiday soon, so I won't be back for a fortnight!
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Post by Doomy on Apr 2, 2008 15:47:55 GMT -5
Does anything from the Avalar Challenge still exist? I'd like to be able to study the old posts.
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Post by Beowuuf on Apr 2, 2008 15:57:07 GMT -5
Nothing I have
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Post by Aguila Saber on Apr 5, 2008 0:11:51 GMT -5
Does anything from the Avalar Challenge still exist? I'd like to be able to study the old posts. The only thing I have in addition is for the DM's eyes only. The 1,000 post length topic is gone in the conflagration.
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Post by Doomy on Apr 5, 2008 1:27:58 GMT -5
That's a shame. I'm going to be away for most of the weekend, so will be unable to post my first moves in the Casiorn Challenge until after 10PM. Hope that's OK.
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Post by Aguila Saber on Apr 5, 2008 1:51:11 GMT -5
That's a shame. I'm going to be away for most of the weekend, so will be unable to post my first moves in the Casiorn Challenge until after 10PM. Hope that's OK. That will be fine. I will still need a fourth entry before starting the contest properly, but I will do the generation of the dungeon this weekend anyway. Also, unless someone objects I will for this contest include all your listed items as well, so you will not need to keep track of those. They will be listed in every forum post for the challenge.
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Post by Simey on Apr 5, 2008 12:33:57 GMT -5
Oops - in the move from PA, I'd half forgotten about this. I'd love to give it a go. Any chance of a promotional push in the North Watch to try and snag another couple of players? (The thread could always be deleted once the Challenge is underway.) Seren ChuvedroSeren describes himself as a Necropolis Investigator rather than a Tomb Robber; one day he might even persuade someone else to do the same. Strength 1; Speed 3; Eye 2; Mind 0 Abilities: Alertness to undead. Seren's career has seen him encountering various ghoulies and ghosties - he's getting used to spotting them, predicting their actions and avoiding their attacks. Manipulate mechanism. Unlocking doors and disabling traps are key to success Seren's dubiously chosen career-path. Rapid reload. Letting nasties get up close and personal is not recommended if survival is a priority: better to shoot the suckers as many times as possible from a distance - preferably in the back. Activity points per round: 8 Melee attack: 1d10 Ranged attack: 1d10+1 To hit: 8 Health score: 30 Items: Normal clothing, backpack, pouch, healing potion, short sword, crossbow plus bolts, lantern (with enough oil for 50 rounds ), thieves' tools. Customised item: silver charm - worn on a leather string around the neck, this small silver amulet in the shape of an upheld hand with a closed eye in its palm has some minor ability to protect the wearer's mind from psychic attacks made by undead creatures. Seren is out for what he can get. He'd like to see the High Mayor's son safe - mostly for the money, but partly because he's not entirely without empathy. Failing that though, he senses that there will still be interesting artefacts to be sought in this dungeon. He will merrily team up with anyone, so long as he suspects that they know less about what they are walking into than he does. I don't know how you would want to adjudicate my chosen abilities and customised item or even if you'll allow all of them. How much ammunition do we start with, by the way? Is it six arrows/bolts as per the Lone Wolf books? Let me know anything you want me to change.
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Post by Aguila Saber on Apr 5, 2008 13:21:56 GMT -5
Alertness to undead. Seren's career has seen him encountering various ghoulies and ghosties - he's getting used to spotting them, predicting their actions and avoiding their attacks. Manipulate mechanism. Unlocking doors and disabling traps are key to success Seren's dubiously chosen career-path. Rapid reload. Letting nasties get up close and personal is not recommended if survival is a priority: better to shoot the suckers as many times as possible from a distance - preferably in the back. Activity points per round: 8 Melee attack: 1d10 Ranged attack: 1d10+1 To hit: 8 Health score: 30 Items: Normal clothing, backpack, pouch, healing potion, short sword, crossbow plus bolts, lantern (with enough oil for 50 rounds ), thieves' tools. Customised item: silver charm - worn on a leather string around the neck, this small silver amulet in the shape of an upheld hand with a closed eye in its palm has some minor ability to protect the wearer's mind from psychic attacks made by undead creatures. Seren is out for what he can get. He'd like to see the High Mayor's son safe - mostly for the money, but partly because he's not entirely without empathy. Failing that though, he senses that there will still be interesting artefacts to be sought in this dungeon. He will merrily team up with anyone, so long as he suspects that they know less about what they are walking into than he does. I don't know how you would want to adjudicate my chosen abilities and customised item or even if you'll allow all of them. How much ammunition do we start with, by the way? Is it six arrows/bolts as per the Lone Wolf books? Let me know anything you want me to change. Four players will do, no problem there. Any late comers can join while the game is in progress. Alertness towards Undead: I can give you +2 to Eye vs. Undead (both Stealth and Perception). Still Undead have horrible Perception and are not abundant so in all likelhood this will be a weak ability. Manipulate mechansism: I can give you the 2 activity cost to Disarm Traps, same deal as Doomy is offered. I'm afraid no doors will be locked with mundane means. You will be required to solve Puzzles or Riddles to open them , so this will be a skill the player has to provide the character with. Rapid Fire: The first ranged attack in each round costs 1 activity instead of 2. Applies to all ranged weapons where the attack usually takes 2 activity. Oh, and in regards to the Lantern. You can have it for free. The dungeon will be lit. There might possibly be places where you could use the item though. You can also have the Oil. I will levy you with the charge of these items occupying 2 places in your backpack (Oil + Lantern) ... and you cannot carry the Lantern while using such a cumbersome weapon as the crossbow. While using the crossbow you will not be permitted an item in your off-hand. (But you could take out an item to use it immediately, while still holding the cross-bow.) The thieves tool could decrease the cost of Disarming Traps with 1 activity. This will stack with your special, so it will cost you only 1 activity. I will allow you to use the Tools 5 times before they are exhausted. A quiver can contain 10 arrows/bolts. I will let you start with a full quiver. As per the previous game. You may be able to recover arrows/bolts after you shoot them, but there is a 50%chance they are rendered unusable each time you fire them. The silver charm is fine as an item. It will reduce psychic damage from any enemy by 1 points. Oh, and I forgot. Ranged attacks with a crossbow do 1d5 damage.
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Post by Simey on Apr 5, 2008 13:46:45 GMT -5
If Alertness towards undead is a bit weak, could he also get a bonus on his To Hit stat against them (9 instead of 8) due to his understanding how they tend to attack? I can't really think of another ability - I'll let you know if I come up with something better. Do I need to think of a item to replace the lantern if he gets it for free? Four players will do, no problem there. Any late comers can join while the game is in progress. Make sure Agrarvyn knows this as he seems keen to join in except that he's away for a couple of weeks.
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Post by Aguila Saber on Apr 5, 2008 14:12:11 GMT -5
If Alertness towards undead is a bit weak, could he also get a bonus on his To Hit stat against them (9 instead of 8) due to his understanding how they tend to attack? I can't really think of another ability - I'll let you know if I come up with something better. Do I need to think of a item to replace the lantern if he gets it for free? I could always be a wrong about this. The dungeon is not generated yest but tentatively Undead make for 15% of the monsters, possibly 20% depending on what I can use for a few vacant monster slots. So if the die rolls on undead often then it will be a very useful ability to you. I did give you both stealth and perception boni so you would have a better chance to take the undead unawares. Taking somebody unawares is a very good thing as it allows you to automatically hit, so the boni I gave you will probably give you oppurtunity to auto-hit more often, since the Undead must be able to see you in order for them to not be auto-hit. No, you do not need to replace the Lantern. You will get your random allotment as per the rules.
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Post by Simey on Apr 5, 2008 15:47:45 GMT -5
Cool and cool. Looking forward to this....
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Post by Aguila Saber on Apr 6, 2008 13:56:19 GMT -5
Right assigning you positions.
Beowuuf starts at A1 in the North-West corner
Doomy starts at I9 in the South-East corner
Seren starts at A9 in the South-West corner
eviltb starts at I1 in the North-East corner.
Beowuuf, Vakeros Knight: Strength 2, Speed 2, Eye: 0, Mind 3 Activity: 7. Mana: 15. Health: 30
Specials: Psychic defence: 3 Power Word: Hold Power Word: Concussive Blast Power Attack: Works with melee non-light weapon. Trade up to X to hit for X damage. Where X is your Strength.
Worn equipment: BA: 2 Bluesteel sword (Weapon. Slashing. Good condition.) BA: 0 Bow (Weapon, Piercing.) Quiver with 10 Arrows (Shoulder) Vakeros Tunic (Clothing. No properties) Cerulean Cloak (Cloak. No properties.) Boots of Speed. (+1 Speed)
Backpack: 2 healing potions 1 Poison Pellet. Throw using Eye. AoE. Poison DC: 6. 1 additional Quiver with 9 Arrows.
Pouch: Empty.
Note: with the Boots of Speed, it is 2 random items not 3. Hmmm... wonder where you got that poison from... but it seems you are in now danger of running out of arrows at least.
Doomy, Dwarven Gunner: Strength: 2, Speed: 2, Eye: 2, Mind:0 Activity: 7, Health: 30
Specials: 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
Worn items: BA: 2 Bor Pistol (Weapon, Loaded. Bludgeoning and Piercing) BA: 2 Bor War Axe (Weapon, Slashing, Good Condition.) Platemail (Armour. Reduces all physical and elemental damage by 2 points, -5 Stealth.)
Backpack: 2 Boompowder and Bullets, 8 charges. 4 Healing Potions
Pouch: Empty.
Note: Hmmm 2 random Healing Potions as additional items. Well, you are well at least protected and can now take a lot of damage before getting worried.
eviltb, NAK Grand Huntsmaster Strength: 0, Speed: 3, Eye: 1, Mind: 2.
Specials. Psychic attack: 1 Psychic defence: 1 Weapon Specialization (light weapons) Psychic fear for target of the psychic attack.
Worm items. BA: 3. Rapier (Weapon, Light, Piercing, Good condition) BA: 1. Bor Pistol (Weapon, Loaded. Bludgoening and Piercing.) BA: 0. Broadsword (Weapon, 2 handed, Slashing, Good condition) NAK cloak (Cloak, +2 Stealth)
Backpack: 3 Healing Potions 2 Boompowder and Bullets, 7 charges.
Note: A Healing Potion and a Broadsword. You probably looted a corpse on the way to the ruin...
Seren Chuvedro, Necropolis Investigator Strength 1; Speed 3; Eye 2; Mind 0 Activity: 8; Health: 30, Mana: 0
Specials: Alertness to undead: +2 to Perception and Stealth when facing Undead. Manipulate mechanism: Disarm Traps cost 2 activity. Rapid reload: First ranged attack in each round cost 1 activity. Psychic defence: 1 (From Silver Charm)
Worn items: BA: 3. Shortsword (Weapon, Slashing. Light. Good condition) BA: 2. Crossbow (Weapon, Piercing) BA: 1. Spear (Weapon, 2 hands, piercing damage. Good condition) Quiver (Shoulder, 10 Bolts) Thieves Tool (Attached to Belt. 5 charges) Silver charm (Necklace)
Backpack: 1 Lantern 1 Oil for 50 Rounds. 2 Healing Potions 2 Acid 6 charges/vials. 1d6 Acid; DoT; 1 activity. Eye. Miss = Half.
Pouch:
Beowuuf's poison and Seren's acid are AoE item. They affect an area in form of a plus or a square.
Read out the short notation means: 1d6 Acid damage. Damage Over Time. Reduce initial damage by 1/round. 1 activity to Throw. Attack uses Eye score. Miss= Half damage.
Any questions or comments???
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