Avatar of Unraveller

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Recent Statuses

2 yrs ago
Current Fire Emblem. But STILL on a forum.
5 yrs ago
Fire Emblem. BUT ON A FORUM!
1 like
7 yrs ago
Roleplaying is the only thing that gives meaning to my mediocre existence. And cookies too.
6 likes
8 yrs ago
Wants to be a saikyou hero.
3 likes

Bio


I am a rather middling RPer who likes to believe they are actually at an advanced level. This is of course, nonsense created by my desire to be known as good at something. In otherwords, I'm kinda okay at things and stuff.

Most Recent Posts

KASSITE PHASE


KURUM: "The Lady of Fortune isn't with us this time lads. . ." The Dark Sun rider's wounds gout blood as he feebly calls back, with the last motes of his strength he kicks the side of his horse to herald him away. And swiftly thereafter his subordinates follow suit.



RAVINA: "Let's be after those two-timing snakes and finish them off eh?"

DOAN-NASIR: "Two-timing? Dishonorable perhaps, but many of us have no choice but to be cutthroat in these times. . . We won't pursue."

SIM-MA-SIHU: "Then let's turn about and back the boys up."

DOAN-NASIR: "No. We'll secure the perimeter. Iddin and his men are more than capable of handling this task. Let's be sure no more reinforcements will arrive." With that the three senior Hellions ride off, leaving the rest in the hands of their subordinates.


AM-ZIKAR: "Damn! So they've got lots'a little friends do they? Fine, men head toward the keep, we'll bolster the Angal's defense!"


KASSITE HUNTER #3 attacks ZARIF with their BRONZE SHORT BOW, dealing 6 damage! ZARIF counterattacks with his BRONZE SLING, dealing 7 damage! ZARIF receives 8xp!

KASSITE REBEL #11 attacks BALATHU TWICE with their BRONZE SHORT SPEAR, dealing 8 damage! BALATHU counterattacks with his IRON LANCE, dealing 16 damage! Killing them!





HELLIONS PHASE







FOES




ALLIES





KASSITE PHASE


KURUM attacks RAVINA with his BRONZE CURVED BLADE dealing 10 damage! RAVINA counterattacks with her BRONZE GREAT AXE dealing 23 damage!
DARK SUN CAVALIER #4 attacks SIM-MA-SIHU with their BRONZE SHORT SPEAR dealing 6 damage! SIM-MA-SIHU counterattacks with his IRON SHORT SPEAR, killing them!

KURUM: "G-GYAAAH!" The leader of the Dark Suns lets out an awful sound, striking at the mounted Axewoman only for her to take it and return with all the more force, her heavy greataxe digging deep into the cavalier's shoulder. At once all around him, the sellsword's numbers had been cut in half. "Damn! Form on me!"


AM-ZIKAR: "Surround 'em, cut 'em to shreds!" Sure enough, the blood-starved Kassite swordsman and his goons quickly began to engulf Ninil and Balathu near on all sides as the rest of the Hellions make their way up the main road.




HELLIONS PHASE







FOES




ALLIES



Ashür flicks the dark crimson off his blade and moves away hence, with a hawk-eye toward the gate, his allies had broken in and put down the bulk of the rebel forces, 'No doubt that idiot Siris is going to charge ahead. . .' He mired, gazing on to the majestic Salador's master. The bandit moves forth beside them, gripping hold of the hem of the camel's saddle.

"Quartermaster, I need not fall behind, those young fools are lost without me." He calls over the lull in battle.


ASHUR moves to 28-15
KASSITE PHASE



KURUM: "Aaah, Tremorous Doan. These barbarians hardly slaked our thirst, perhaps your band will be a more enticing drink?" The leader of the Dark Suns leads his men on a stampede out from the city-state they'd nearly just taken, the gate is swiftly slammed shut abaft as they charge.


CAPTAIN DOAN-NASIR: "Hmmph." Doan-Nasir, captain of the Hellions of Gir stamps at a choke in the road along with his trusted confidants. He raises his Horseslayer aloft toward his prospective foe, "Taking payment from the other side to turn on your kin, truly you are a despicable one. Even we sellswords must live by a code of honour or are we mere brigands?"
KURUM: "Fool, what makes you think I'm fighting for those degenerates?" Kurum lets out a devious grin before continuing their charge. The Hellions ride out to match.



NINIL: "Eehehe. . . We may have made a slip up." Scrambling in from the northern gates of the city-state, two more of the Hellions find their way through to the inner-quarter.

BALATHU: ". . ."

NINIL: "Okay. . . Okay. . . I made a slip up, but don't worry! I'll make it right Balathu, as long as you've got my back!" The young girl's taut arms keep her bow drawn as she ducks stoops low for the shelter of brush, her heavy companion abaft as bootfalls sound after them.



AM-ZIKAR: "I won't forgive ya 'lil shit. My blade's aching to taste that sweet blood o' yers."




HELLIONS PHASE








CAPTAIN DOAN-NASIR: "Hm? Don't speak such rot."


DOAN-NASIR moves to 24-26 and attacks DARK SUN CAVALIER #2 with his HORSESLAYER dealing 36 Damage! Killing them!
RAVINA moves to 25-29 and attacks DARK SUN CAVALIER #5 with her BRONZE GREAT AXE dealing 25 damage! Killing them!
SIM-MA-SIHU moves to 25-26 and attacks DARK SUN CAVALIER #4 with his IRON SHORT SPEAR dealing 13 Damage! DARK SUN CAVALIER #4 counterattacks and hits for 6!


FOES




ALLIES



ASHÜR grimaces at the pain, first of his wound, then of the searing succor of Zuzu, and finally at the thought of how much glassen flesh was hidden 'neath a veneer of scars. Shaking the strange] off of himself, the dour man sends one eye toward the large cavalry detatchment leaving the southeastern gate, and the other eye toward the priest.

ASHÜR: "Join with the others and find safety within the walls. . ." His words are just as much pointed towards Etor as Iddin. "I'll take care of your woman." The bandit adds with some venom. And just so, he darts back past the priest as the likewise foreign merchant looses a volley of arrows that meet their mark. With a deft swing of his curved blade, the burly Kassite is felled.


ASHÜR moves 7 tiles to 33-15 and attacks KASSITE BRIGAND #1 with his BRONZE CURVED BLADE, killing them! He recieves 36xp and levels up!
DOAN-NASIR: "Onward, we'll draw them off!" The captain hefts his mighty lance, the Horseslayer, aloft straight-ahead down the path. He, Ravina, and Sim-Ma-Sihu charge, the beat of their hooves echoing to match their numbered foes.


DOAN-NASIR moves to 30-27.
RAVINA moves to 31-26.
SIM-MA-SIHU moves to 31-28.

KASSITE PHASE


With the utmost deftness, the greatest cutpurse among the Hellions of Gyr works his magic. With a quick jolt forward, Makeen fires twin knives through the air, severing the paltry mechanisms of the gate, and allowing it to fall. The sounds of battle grow closer, Kassites within the city assault their own tower, yet there is little time to consider the implications, one of the rebelling tribesman brandishes their spear and lunges forth from the opening toward Makeen.


KASSITE REBEL #6 attacks MAKEEN with their BRONZE SHORT SPEAR, dealing 9 damage!
MAKEEN counterattacks twice with his BRONZE LONG KNIFE, for a total of 6 damage! Makeen gains 8xp and two Blade proficiency!


KASSITE BRIGAND #4 attacks LYUN with their IRON HAND AXE, missing!
LYUN counterattacks with his BRONZE HAND AXE, also missing!


Regardless, a path opens itself to them, and perhaps a chance to evade the coming onslaught to the east. Abaft from Makeen and Siris, Ashur battles with an entrenched spearman. By an utterly narrow margin, he pivots away from the attack, slicing across the figure's throat with a sloppy flourish, realizing how close death had drawn near. . .


KASSITE REBEL #5 attacks ASHUR with their BRONZE SHORT SPEAR, missing!
ASHUR counterattacks KASSITE REBEL #5 with his BRONZE CURVED BLADE, for a CRITICAL HIT, killing them! ASHUR receives 24xp!


Further on another of the burly steppemen charges into the backline between Iddin and his younger bride.



CAPTAIN DOAN-NASIR: "We haven't time to tarry. Ravina, Sim-ma-sihu!"



RAVINA: "These boys, ahohoho~ always getting themselves into trouble."



SIM-MA-SIHU: "This won't be easy. . . Ain't those the Dark Suns?"





HELLIONS PHASE








CAPTAIN DOAN-NASIR: "We'll divert the Dark Suns attention best as we can. It's time to cut off the head of this serpent!"



ASHUR: "These reinforcements couldn't be more dramatically timed. . ."

The bandit twists his body abaft after having brushed with his own mortality. Despite the thick tension of battle, he clasps a hand upon the young Etor's shoulder. "There'll be time to stew and suffer after your dead, now get a move on!"


FOES




ALLIES



An exasperated groan emerges from the bandit's throat, looking on to Siris's advance forward and his egging on of their thieving companion without even having slain the defensive position. . . "Hop to Etor, we've to save a couple of fools, as per usual." In the brush where they lay, Ashür's slit eyes take a gander at the younger merc, still caught somewhat in there daze. He resolves to clasp his hand upon the boy's shoulder.

ASHÜR: "Just as before, you'll get a grasp, just follow my lead."

With that, the sellsword darts forward, quickened of pace, flanking the Kassite in the trees off one side closest to the road and his ever brash compatriots. With a flourish his blade strikes true.


ASHÜR moves to 20-31 and attacks KASSITE REBEL #5 with his BRONZE CURVED BLADE, dealing 6 damage!

KASSITE REBEL #5 counterattacks with their BRONZE SHORT SPEAR, dealing 9 damage! ASHÜR receives 9xp and 1 Blade Proficiency!

KASSITE PHASE


KURÜM: "Ho' humble barbarian. Your salvation has arrived." Having just crushed the advance force in defense of the city Der, a small contingent of the Dark Suns return, their coin-purses heavy, yet still hungry for more. The horses charge into the inner city gates, the Kassites about are full of trepidation, mistrust, perhaps rightly placed given that this band and several others had just slaughtered many of their comrades. But they are simply too unacquainted with the way of the mercenary.
KASHTILAHSU: "Humble? Barbarian? I am the great Angal Kashtilashu, and you will address me as such! I would have your tongue sellsword."
KURÜM: "So be it. . . If you'd like to see your hard work undone." The horseman flashes a wry grin up the stairways leading to the escarpment where Kashtilashu stands, who returns only with a growl. "Your word that Der's coffers are ours to pilfer after we save your hides?"
KASHTILASHU: "Grrr. . . It is so. Leave none alive."
KURÜM: "Good little Angal, that's what I like to hear. Onward men!"


Few of the Kassite rebels who'd taken the city-state of Der from within remain within the outer quarter, but the sweat on their brows and the blood of their kin in the streets, drying in the rocky soil, calls them to fight on and join with them in the hereafter. Two bearing spears take up positions in the brush alongside the road, ready to ward of the Hellions with their last bits of strength. One of them, still clinging onto life after a deep wound from Siris' blade, charges north, catching Makeen from abaft.

KASSITE REBEL #3 attacks MAKEEN with their BRONZE SHORT SPEAR, dealing 9 damage!

MAKEEN counterattacks with his BRONZE LONG KNIFE, dealing 3 damage, killing them! He receives 28xp and 1 blade proficiency!

Further on, just within the inner city, the Kassites begin to surround their kinslayer, and traitor to their cause. Lyun continues to catch his breath, readying an axe all the while the Hellions advance.


HELLIONS PHASE






FOES




ALLIES


--- FOREWORD ---

Hey there gentle reader, if anything below catches your eye, inspires your vision, or perhaps something amidst this sea of text makes you believe you'd be interested in this kind of forum game, then great! Feel free to comment on this post with any such thoughts. . . Especially if you've more ideas for content, I certainly won't steal it. . . Nope.

'Throne Saga' The working title of this forum game is mainly inspired through the SRPGs and TRPGs of my youth. Fire Emblem, Dragon Force, Final Fantasy Tactics, Disgaea, Romance of the Three Kingdoms etc. As well as some modern schmootz with Paradox's games as well as a big heaping of inspiration from Dominions 5.


--- TO DO ---

-- Conceptualize and balance point costs for everything.
-- Add more diverse variety of traits
-- Conceive proper battle formulae
-- Expound upon rules for every stage of the game
-- Create technology/research content
-- Create building/structures/Provincial development content
-- Create continental world map (probably based on number of players)
-- Create Terrain list and effects
-- Create example sheet from all this



--- BASIC PREMISE ---

The Throne Saga is a continent spanning player-driven roleplay with a competitive PvP lean. Players do not take control of a single character, but rather a host of officers, nobles, or other cadres of characters at the top of their nation. In effect, you, the player, are seeing to the control of your nation albeit with most affairs beyond militarily being obfuscated for the sake of gameplay.

Each player begins by creating their nation, the process of which is detailed below. For now, consider the ideas of what your nation may look like -- thematically we are creating the setting through this, and thus there is a great deal of leeway as to how one wishes to shape the look and feel of their nation. Whether that be a band of warmongering tribal orks, a collection of robed daemon worshipping men, an old kingdom of stalwart soldiers, or anything in between so long as the feel of everything in totality is not too in-congruent with one another.

The game will consist of two separate 'phases', the first being the 'Organization' phase, in which the players will control the details of their nation such as technological research and advancement, constructing buildings or other works, recruiting units, securing new territory or preparing to attack another nation. While the second is the 'Battle' phase, in which players of two or more nations scale down to a 'tactical map' and do battle with the characters and units they've created for the control of territory. These phases will alternate in turns until at last an undisputed ruler of the land is decided or until one nation controls the central throne for X AMOUNT OF TURNS.


--- NATION CREATION ---

In Throne Saga, nations are created by the choice of their player through the spending of DESIGN POINTS. All players begin with X DESIGN POINTS in order to create their nation and leaders within it.


NAME: All nations need a name! Ex. -- The Republic of Kal'Shtaa, Gronk's Kingdom, Men of the West.
DESCRIPTION: You may be as terse or as in-depth as you please. At the very least, describe the type of people/creature that rule or inhabit your nation as well as they ruling structure/government.

NATIONAL ORIGIN: You may choose between TINY, SMALL, MIDDLING, LARGE, or HUGE. This statistic controls the STARTING amount of territory under control of your nation.
REBEL UPRISING:
DISPARATE TRIBE:
AWAKENED ONES:


LEADERS: Leaders are characters designed by the player of a nation and are required in order to control armies. Leaders must be individually designed and the process for this is described in the section below. All nations begin with five leaders, not including their ruler. Spending design points on this statistic will increase the starting number of leaders a nation may have, and thus, the amount of armies they may control and territory they may easily defend. Every additional leader costs 2 Design Points.

TECHNOLOGY: All nations begin with limited technology, thematically, consider them beginning between the bronze and iron ages. A player may spend design points to purchase a limited amount of starting technologies to put them ahead of their peers. They are listed below


UNIT-TYPES: Units are the main vehicle for the 'Battle Phase'. These are the components that your leaders will control in battle against other nations on the tactical map. All nations begin with three distinct unit-types, more starting unit-types can be purchased with 2 Design points per type. The creation of Unit-types will be detailed in another section.

OTHER TRAITS: Perhaps there are qualities to your nation that don't quite fit into any mold previously described. Here you may purchase traits that further define your nation.





--- LEADER CREATION ---

Leaders are the driving force behind your nation's expansion and control. They are individual characters with as little or as much thought put into them as you'd like. They are required in order to lead armies into battle or defend territory. All leaders are created with the ability to spend up to 10 free points specific to them. However, you may also spend from your general pool of 'design points' in order to better define your leaders.


NAME: Everyone needs a name!
APPEARANCE: A short description or image will suffice.
PERSONALITY/HISTORY: Feel free to get as in-depth with your leaders as you'd like, it'll be all the better for your investment when they perish in a pitched battle.

Points may be spent in order to increase any of the following stats; Vitality, Might, Skill, Toughness, Resistance, Movement, and Command. One point linearly increases a statistic by one.

MIGHT: Determines how powerful a leader's direct actions in combat are.
SKILL: Determines how precise a leader's actions are in combat, as well as their chance for critical successes
RESISTANCE: Reduces chance of negative effects during combat.
COMMAND: How well the leader can control armies. Directly influences how many units can be placed under their direct control as well as their morale-boosting command radius in battle.

RETINUE: Which of your unit-types do they personally lead?

TRAITS & ABILITIES: Further define your leaders with purchasable traits.



--- UNIT CREATION ---


NAME: Every gang of gribbly goblins needs a title!
DESCRIPTION: Short (or long) description of what the unit is like/what it's composed of. This doesn't necessarily have to be the same as your nations main polity. Even if you're a kingdom of humans, perhaps your 'skirmisher' units are small drakes.

UNIT-ARCHETYPE: What type of unit this is.


PREFERRED TERRAIN: What terrain your unit is more powerful on.


MIGHT: Determines how powerful the unit is in direct combat
SKILL: Determines how precise the unit's attacks are as well as chances of critical successes
TOUGHNESS: Reduces physical damage the unit receives in combat.
RESISTANCE: Reduces chance of negative effects during combat.
MOVEMENT: How many map tiles one can move in a turn. Base is 4
MORALE: Affects many calculations in combat, this changes frequently during battle depending on the circumstance. If it reaches 0, the unit will attempt to flee.
DISCIPLINE: Acts as toughness for your morale, determines how well trained and unlikely to flee a unit is.

COST PER 100: How much food is required to raise one-hundred of this unit-type
UPKEEP PER 100: How much food is deducted per month for each hundred of this unit-type in your armies
RESOURCES PER 100: How many resources are required to raise one-hundred of this unit-type

TRAITS & ABILITIES: Further develop your units by purchasing traits to define them and their abilities, many traits on units will increase or decrease their cost, upkeep, or resources.



--- EXAMPLE NATION SHEET ---


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