WaylanderX
2014-09-24, 10:35 AM
This Thread is for the EMPIRE! players who are joining the Terror in Zargrim VENTURE!. If you are not joining, please refrain from posting here. You are allowed to read any materials posted in this thread however.
Starting time: 19.45
Players:
Player
Prefered Day
Skype Yes/No
WaylanderX (GM)
Tuesday/Wednesday both
Yes
Morph Bark
Wednesday
Yes
QuintonBeck
Wednesday
Yes
Aedilred
Wednesday
Yes
SamBurke
Wednesday
Yes
LordBurch
Wednesday
Yes, Typing only
RainDragon
Wednesday
Yes
BladeOfObliviom
Wednesday
Yes
Char Creation
Stats
If you use a Ruler from the game, you use that Ruler’s stats.
If you start a new character, use roll 1d4+1 for each stat (you can switch the dice around if you wish), after which you assign a +1 to one distribute of your choice.
Hitpoints
Militairy Score + Luck Score
Armor
Half Luck + Equipped Armor (+1 leather, +2 mail, +3 plate, +1 if using a special material that increases defense)
Slipperiness
Luck + Curiosity – Equipped Armor (-1 leather, -2 mail, -3 plate, -1 if using a special material that increases def, +1 if it’s a light material)
To Hit
Roll 1d12+ Militairy, if roll > target Slipperiness, you hit.
Damage
One handed: 1d4+one third Militairy+1 if special material weapon. Twohanded: 1d8+half Militairy+1 if special material. Target’s armor score is substracted from the damage.
Duelwielding
Making a second attack while dualwielding takes a -3 penalty to hit.
Equipment
One Weapon, one set of armor, one of which may be a special metal (both if player plays a ruler), basic supplies (luxury if ruler), 25% chance on having a mount (non-flying), rations for a week, any non-crunch fluff equipment.
Interaction rolls
Will be called by the GM, including what type of stat the roll requires. All interaction rules use a 1d6+relevant stat.
Combat
Round
Every Character can act once each round. You can move and attack, move and perform a special action or do something more complicated which requires more time but doesnt require you to move. The GM has the final say how long an action will take.
Initiative
The order in which actions are taken is from the character with the highest Curiosity to the one with the lowest Curiosity.
This story takes place in the year 451
Starting time: 19.45
Players:
Player
Prefered Day
Skype Yes/No
WaylanderX (GM)
Tuesday/Wednesday both
Yes
Morph Bark
Wednesday
Yes
QuintonBeck
Wednesday
Yes
Aedilred
Wednesday
Yes
SamBurke
Wednesday
Yes
LordBurch
Wednesday
Yes, Typing only
RainDragon
Wednesday
Yes
BladeOfObliviom
Wednesday
Yes
Char Creation
Stats
If you use a Ruler from the game, you use that Ruler’s stats.
If you start a new character, use roll 1d4+1 for each stat (you can switch the dice around if you wish), after which you assign a +1 to one distribute of your choice.
Hitpoints
Militairy Score + Luck Score
Armor
Half Luck + Equipped Armor (+1 leather, +2 mail, +3 plate, +1 if using a special material that increases defense)
Slipperiness
Luck + Curiosity – Equipped Armor (-1 leather, -2 mail, -3 plate, -1 if using a special material that increases def, +1 if it’s a light material)
To Hit
Roll 1d12+ Militairy, if roll > target Slipperiness, you hit.
Damage
One handed: 1d4+one third Militairy+1 if special material weapon. Twohanded: 1d8+half Militairy+1 if special material. Target’s armor score is substracted from the damage.
Duelwielding
Making a second attack while dualwielding takes a -3 penalty to hit.
Equipment
One Weapon, one set of armor, one of which may be a special metal (both if player plays a ruler), basic supplies (luxury if ruler), 25% chance on having a mount (non-flying), rations for a week, any non-crunch fluff equipment.
Interaction rolls
Will be called by the GM, including what type of stat the roll requires. All interaction rules use a 1d6+relevant stat.
Combat
Round
Every Character can act once each round. You can move and attack, move and perform a special action or do something more complicated which requires more time but doesnt require you to move. The GM has the final say how long an action will take.
Initiative
The order in which actions are taken is from the character with the highest Curiosity to the one with the lowest Curiosity.
This story takes place in the year 451