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Hidden 7 yrs ago Post by MacabreFox
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MacabreFox Wee Witchy Woo

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I be here ya scallywags D:
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Hidden 7 yrs ago Post by Mortarion
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I'm still here as well, my apologies for the silence as of late
Hidden 7 yrs ago Post by ButtsnBalls
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Hidden 7 yrs ago Post by MacabreFox
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MacabreFox Wee Witchy Woo

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The Master lives!!
Hidden 7 yrs ago Post by MacabreFox
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MacabreFox Wee Witchy Woo

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So... what exactly are we waiting on? Just others to finish posts or..?
Hidden 7 yrs ago Post by Dervish
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Dervish Let's get volatile

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So... what exactly are we waiting on? Just others to finish posts or..?


Some people are working on collabs and what not, the whole game kinda grinded to a bit of a halt for a bit for a variety of reasons, me thinks.
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Hidden 7 yrs ago Post by Mortarion
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I know Peik is working with Hank on a Bleakrock post, and on a collab with ROze about the nearby Tower of Vaermina. So we are waiting on that iirc (also, working on a post of my own, should be finished today)
Hidden 7 yrs ago Post by POOHEAD189
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I'm waiting on someone to collab with at Dawnstar, if at all possible.
Hidden 7 yrs ago Post by Hank
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Hank Dionysian Mystery

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I know Peik is working with Hank on a Bleakrock post


Aye, we've made a good start already. Shouldn't take too long.
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Hidden 7 yrs ago 7 yrs ago Post by Mortarion
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So my post is done. A few things, first of all, I'm sorry that it took me so long to post, I'll try that a situation like this doesn't happens again; second, sorry for not mentioning the name of Dawnstar's ruler, first I wasn't sure if it was a Jarl or a Thane and second I wasn't sure if the ruler of the city was murdered or not so I just went with Thane in the end, if someone could clear those confusions a bit, if it's not too much of a bother that is, I'd be more than happy to edit my post so that it's better. Thirdly, sorry if the post: a) doesn't flows too well with the rest of the RP, I kinda struggled a little with how to integrate it and b) my apologies if it ends up without moving things too much, I had thought of having it ending with Tsleeixth pleading to be able to help with the investigation or something but I wasn't sure if that'd be ok. Well that'd be all I wanted to say, once again my apologies for disappearing for so long, hope the post is good.

Took my post down for a bit so I can edit it, will post it again once it's fixed

And it's up, hopefully the reworked version is a lot better and flows better with the story that's currently going on.
Hidden 7 yrs ago 7 yrs ago Post by Peik
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Rolls for Bleakrock

For everyone in the Bleakrock mission, I'm going to go with a 10-sided dice system like the rest of the GMs when there's dice rolling involved. I'm stealing Dervish's system mostly, quoted below, but with a few modifications:

1-2 is a failure, your character will be injured and brought down, where a second roll of the dice will determine if the enemy will continue to focus on this character to finish the job or take on another target (less than 5, continue the attack, 5 and up, move on unless there’s no other characters to fight). Depending on the circumstances, GMs will decide if the situation will be fatal. Close characters may elect to intervene, where if a player says they wish to intercept, will have to do another combat roll to see if they both make it to the character in time and receive injury in the process

3-6 is a success, but with minor injury. Your character receives a minor wound that will have to be treated and will hinder their ability to fight somewhat, but it won’t take them out of the fight. Each subsequent roll with an injury will have a -1 penalty on the roll, and each injury added increases the penalty.

7-10 is a success where the best possible outcome for that engagement occurs.


However, as I said, I'm modifying the system a bit, so you have three options to proceed with and the rolls will be made accordingly.

1 - Lethal Attack: Your attack's meant to kill, pure and simple. A full success (7-10) is an instant kill. A regular success (3-6) means that your foe's wounded, and will need either another full success or another regular success similarly to die, but it also means they can hit you back. The effectiveness of the foe's strike will be also decided by a dice roll 1d2, 2 being a success, to see whether they miss or not (they don't get the instant-kill privilege you do, just a valid strike which will wound if successful). A failure (1-2) means your hit misses and they roll 1d2.

2 - Nonlethal Attack: Your attack's meant to stun, which will obviously help you from making a mess, and a captured foe means a hostage and information, and also means Dumhuvud will hate you slightly less for doing a good job. A full success (7-10) is an instant KO. A regular success (3-6) means your attack hurts enough to stun them from hitting you, but they're still going to be up unless you land a full success or decide to go lethal. A failure (1-2) means they get to strike at you, for which they'll roll 1d2, 2 being a successful hit.

3 - Kick: This Spartan maneuver's meant to kick your opponent off the bridge, which means the fight's much shorter. It also gives you one bonus success in your roll for momentum. A full success (7-10) kicks them off the hill completely and they fall, upon which a 1d3 roll will be made to see if they are killed by the impact (1), get stunned (2) or survive and help their two friends below against Sadri and Narzul (3). A regular success (3-6) means that you both fall down the hill, upon which they still make the 1d3 roll, and you get a minor injury. A failure (1-2) means an epic fail that you miss and lose your balance, and fall down the hill yourself, while your foe is undamaged.

Those who are below (Narzul, Sadri, whoever falls alongside their opponent/falls on their own in a failure) do not have the kick option.

Three failures in a row will cause major injury, and any wound received after a major injury can be fatal. Fleeing, falling down or asking for help is always an option, but given Dumhuvud, there will probably be consequences.

Name your opponent. One is dead, so there are nine Armigers. Armigers 1 and 2 are below and facing Sadri and Narzul respectively. Those above can pick Armigers 3 to 9.

Make your choice and post them here, and then the rollening shall commerce.
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Hidden 7 yrs ago Post by Hank
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Narzul, hesitant to incriminate himself if things go south by killing one of the Armigers, goes for a nonlethal attack on Armiger 1.

Niernen hangs at the back of the party and will attempt a ranged lethal magical attack (as violent as possible) against one of the topside Armigers. Let's say number 6?
Hidden 7 yrs ago Post by Dervish
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@Peik DK is gonna go for a non-lethal takedown on whichever one happens to be on the opposite end on Niernen's magic, since it's become a meme that she's a hair breath away from incinerating him at any given moment.
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Hidden 7 yrs ago Post by MiddleEarthRoze
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Roze will be shooting from a medium-ish distance at Armiger #5. As her main goal is to incapacitate, she's not going to be taking much care to focus on non-lethal shots, so I guess I'll let you (and the dice, haha) decide whether her arrows kill or not.
Hidden 7 yrs ago Post by ButtsnBalls
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Getting caught between fireballs and cat sticks, 6 once again proves itself to be the unlucky number.
Hidden 7 yrs ago Post by MacabreFox
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MacabreFox Wee Witchy Woo

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Sevine will go for Armiger #9, and she'll be going with a full lethal attack.
Hidden 7 yrs ago 7 yrs ago Post by Peik
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Right, so far we got Hank, Fox, Roze and Dervs declaring their orientation.

When @Spoopy Scary and @POOHEAD189 also declare, I can make the rolls and then you guys can write the results as you wish.

Attacking is not necessary (looking at you, Wylendriel) and in fact saves you from getting attacked, but that also means that the Armiger who would have been fighting you will get a free swing at whoever's closest instead.

Roze will be shooting from a medium-ish distance at Armiger #5. As her main goal is to incapacitate, she's not going to be taking much care to focus on non-lethal shots, so I guess I'll let you (and the dice, haha) decide whether her arrows kill or not.


I'll just say that a 8 and a 10 will be an instant kill and a 7 and a 9 will be a combat-ending injury that leaves them alive.

And for the record Sadri will be making a lethal attack against Armiger 2.
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Hidden 7 yrs ago Post by POOHEAD189
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Will be caught up by tonight.
Hidden 7 yrs ago Post by ButtsnBalls
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@Peik, Wylendriel is at Dawnstar.
Hidden 7 yrs ago Post by Peik
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Peik Peik

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@Peik, Wylendriel is at Dawnstar.


Oh, my fault. I've been following an old roster, it seems.
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