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The Empire was made by a guy in our local who used to work with the deathwatch team until he retired (67? Not bad). With experience under his belt, he made one last one for us as thanks for the fun. Now, there's a 40k side, or a Fantasy side. He played Empire and Imperial Gaurd, so befittingly called, The Empire: RPG. I can post a poll for this on 40k vs. WFB, I just need to know do people want to play. Don't worry, he's not some stingy fella who keeps it from people, he said share the game and play it, but never print it or show pictures, so it's ok to play. The game revolves around 2d10, one being a unit and the other your 10. Usually the lower the better, but certain tasks vary. Character creation is simple, the 40k version you are an Imperial Strike Squadron, (so a good mix of men) and the fantasy one is about the "The Questing Lions" a mercenary group hired by the captain. So would anybody like to play? I can probably update daily, but school means it'l be about 5pm GMT before updating. Also, if this thing starts up, in two weeks I will have my state exams, so no posting (but I will really try and squeeze in time) Ok guys, any questions, feel free to ask!
Darkminion24 Jan 2013
Hey Brain, thanks for the PM. I am willing to give this a try. I am a total 40k noob and know nothing about its fluff so I would only start in a fantasy setting. I'll keep watch on this thread to see where this goes!
D...
Ogre Achievements: 20 / 101
Brainfreezer24 Jan 2013
Okay cool! I just have to intice 3 more players (You need 4 to play) Any idea on what class you have in mind?
MaanNaam25 Jan 2013
I'd be happy to join, don't really care which one. I've been playing fantasy and 40k for a while now.
There is only news. There is no good or bad.
Darkminion25 Jan 2013
Brain, I have no idea on a class as I do not know the possibilities there are. some info would be welcome..
D...
Ogre Achievements: 20 / 101
Torg25 Jan 2013
No idea what I would be doing, but I am game!
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer25 Jan 2013
Okay, it seems the game is steering towards the fantasy side of things. Stats are determined differently by class, but most are 2d10 plus 10. The following are your stats: Weapon Skill Ballistic Skill Strenght Toughness Agility Intelligence Fellowship WillPower Perception Classes: Warrior: The warrior is a very balanced choice, focusing on any particular role. All of his stats can be upgraded (as everyone else) but at a more even price range. Advantages: Good at most things. Stats: Weapon Skill and Ballistic Skill are 2d10 plus 12 instead. Berserker: A much stronger warrior, they can use heavier weapons and carry better armour. Bonuses: High damage output with lower damage recievable. Stats: 2d10+15 for Strenght and 2d10+15 for Toughness. 1d10+10 however for Agility. Mage: Magic. Nuff said. Bonuses: A wide variety of spells. Stats: Willpower is 2d10+15 and Intelligence also. 2d10-8 for weapon skill and ballistic skill. Engineer: Brings heavy ballistic weapons, fixes stuff and woros with maths. Bonuses: Powerful weapons Stats: 2d10+15 for Ballistic Skill and Intelligence but only 2d10 for Toughness and Agility. Rogue: Good at stealth and agility, and a balance in ranged vs. melee. Bonuses: Can lay traps and you're sneaky. Stats: 2d10+15 for Agility and Perception, but only 2d10 for Fellowship and Intelligence. Prophet: A priest that can bestow benefits to people and Banish Daemons. Bonuses: Add efects to team members. Stats: 2d10+15 to Fellowship and Will Power, but only 2d10 for Weapon Skill and Ballistic Skill. A long list I know, but nonetheless, a good game.
Brainfreezer25 Jan 2013
So for example: The GM has a set stat line, and only I can know it. But lets say "John Smith" here wants to be a Berserker. So we begin on Weapon Skill: He rolls 5,7. So he gets 12+10 for Weapon skill=22 Ballistic Skill: He rolls 6 because he only gets d10+10 for Ballistics aswell.=16 Strenght, he rolls: 0,5 (0's are 10's really). So he would get a whopping 15+15=30 for Strenght. And so on so on. Everybody gets points to spend on skills, called XP. To earn them, you complete missions or accomplish feats of your class (Like if John were to puch a hole in a concrete wall, he would gain +5 to spend on Strenght etc.) Upon completing missions, I can tell you what XP you have gained, and what you can spend it on. However, some feats are better then others, so some award more. Also, a certain stat can reach a thresh-hold where it costs twice as much to increase. Any questions please post and I will answer. I won't go through retinue/solo modes yet, (frankly, they're pointless)
Torg25 Jan 2013
Ok, I will be an Engineer: WS:18 BS:22 S:22 T:16 A:10 I:30 F: 20 WP:19 P:27. Hope I did that right. I used a random number generator.
Current skills WS:18 BS:31 S:22 T:18 A:10 I:30 F:20 WP:10 P:27 Current equipment sword, Iron Boots, Iron Gauntlest, Iron Armour and an Iron helmet (all Gromil). Hochland Long Rifle and Grenades. 95 gd.
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
MaanNaam25 Jan 2013
Let's see, I'll be a soldier (warrior class): WS:29 BS:24 S:25 T:26 A:20 I:23 F:13 WP:20 P:24
Damn I got some epic rolls (I used the D&D dice roller) Will write up some backstory somewhere this weekend.
There is only news. There is no good or bad.
Brainfreezer25 Jan 2013
Okay, good job Torg. So do you want a rattling gun or a Rumbust Barrel Longshot? (Rattling gun fires lots but takes full actions to both reload and fire) (Rumbust is long range with armour piercing quality, can be reloaded same turn as firing it) You also come with a Powder-Bomb (like a grenade, but can blow up in your hands) I have to asky you, what path of engineering will you pick? Once you pass a certain level and but a skill, you can invent stuff! Clockwork Mecha-Designs: Better quality inventions but restricts you to only handguns and canons. Armour is durable and comes in light or heavy. Imperical Steel Pattern: Heavy duty weaponry but limits you to the rattle gun family and mortars. Heavy duty protection. Blast Radius Cheque: Lots of explosive weaponry, but you can only use explosives. Armour is flame retardent.
Brainfreezer25 Jan 2013
Okay MaanNaam, some good rolls there Unlike Torg, you come with a Steel sword and Steel shield. You have a toughness higher then 25, so you can choose heavy chest armour or light armour.
Torg25 Jan 2013
I'm thinking Clockwork Mecha-Designs, but how to pistols and cannons work in this game? Also, what type of inventions can I make? I like having minions.
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer25 Jan 2013
I'm thinking Clockwork Mecha-Designs, but how to pistols and cannons work in this game? Also, what type of inventions can I make? I like having minions.
Pistols are basic firing: 2d10, pick the dice to be your 10, apply modifiers and get lower then your Ballsitic Skill. Eg: Captain Storm Gale chooses to shoot his pistol at a bandit. I have a green and red dice. The green dice will be my ten dice. I roll 2,5 accordingly. So I have scored 25. Now Storm Gale's ballistic skill is 50. It is below the Ballistic skill, so he hits. He is half or under his BS, so he shoots a critical spot. The pistol that Storm Gale has does 1d10+5 damage. He rolls 4, so he does 9 damage. The critical hit halves the armour in the hit spot (I know where he'l hit by your roll) so the bandits bracers block a wound, so he suffers 8 wounds, and dies. Cannons, require not just a ballistic test, but a Perception test aswell. You roll for perception first, and try to get it as low as possible. Then if you succeed, take a Ballistic test. (Some GM stuff up next) By the amount of degrees of success, the cannonball hits better. You'l never ever, ever get a critical shot. Bouncing happens if you pass your Perception test. You miss if you fail your Ballistic check.
Torg25 Jan 2013
I shall take Clockwork Mecha-Design path and have a Rumbust Barrel Longshot and heavy armor.
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer26 Jan 2013
I shall take Clockwork Mecha-Design path and have a Rumbust Barrel Longshot and heavy armor.
Well no, you need to be Lv.4, and spend 8XP on it. You start off with a decent armour set, midpoint of and light. Okay, so just waiting on Darkminion, in the mean time, you guys can write up backstories to your guys.
Darkminion28 Jan 2013
Ok, I think I will try a mage for once. Here are my rolled stats:
WS 5 / BS 6 / Str 20 / T 18 / Agi 26 / Int 30 / F 17 / Will 28 / Perc 24
Further, could you give me some more info on mages? Do I pick a specialised school of magic or how does it work?
D...
Ogre Achievements: 20 / 101
Brainfreezer28 Jan 2013
Okay good. As a mage, you have a Wizard Level. Beginners start at 1, and can level up by performing feats of spellcasting. There are different lores you can take your spells from, but you are specialized in one. There are the lores of Fire (destructive magic) Death (life drain and hexing) Metal (more augments than anything) Life (healing and augments) Shadow (hexes and illusions, mind controll, some damage too) Aquamancy (Storms, oceans, lakes etc. are under your command, a few damage spells and a few buffing spells) Earthen Lore (animals and natural features under your command, small few buffs and damage) There is a Common Lore aswell, which hosts spells like Levitation, Mind Read etc. You must pick a specialised lore, and you can take spells from the common lore. Note that, you cannot be specialised in Common Lore, as everyone is kind of fluff-wise. You start off on Magic Level 1. You always know spells equal to your ML (magic level) plus 1. When casting, you look at the spells value. Most are 7+, but common lores are generally smaller. To cast, roll as many d10 equal to your ML (so 1 for a while). Next, plus your will power bonus (a bonus is the "10" figure in a stat, so 2 in your case) and your magic level. If the spell is from the specialised lore, then you plus 1 again. If you get higher, you cast it. If you score double, you count as having cast the most powerful version, but there are some Magical drawbacks (like: "The Mage cannot cast for x amount of turns". If you would like, you can take a look at some spells from the BRB, as most are inspired by them.
Darkminion28 Jan 2013
Ok Brain, thanks for the aditional info!
Another question....I know we are in the Empire, but are more races allowed to be played? I understand that a Liche Priest would not walk around in the Empire, but would for example an Elf be allowed to be played?
D...
Ogre Achievements: 20 / 101
Brainfreezer28 Jan 2013
Ah yes! I forgot about the race section! Sorry, just a lot to take in (I know how you guys feel ) These are the races: Imperial native (Better relations with Humans and Elves) Breton-born (Hates Beastmen and Skaven automatically) High elfish (Magically adept. Snobbish to lesser beings (Ogres for example)) Dwarven (Magically resistant. Best at making weapons and armour.) Void born (you can be born anywhere! But the bad thing is you roll for it. 10 is North Born!) Also, races have a few rules aswell: Some races get along fine, some not so much. Dwarves and High Elves suffer a -5 penalty to any Fellowship they are involved with each other (like swapping weapons etc.) Empire and Bretonnians have no quarrels. Bretonnians and Dwarves get +5 to Fellowship tests. Empire and High elves get +5 to Fellowship tests also. Here are a list of Void Born possibilities: Low-land born (Experienced Skaven raids and Beastmen attacks) Highland Born (Run for longer durations: rarely occurs) Jungle Born (Immune to Food Poisoning) Forest Native (Immune to Woodland Venoms) North Born (Can secretly attract the eye of the gods, used to the cold) If you do turn chaos and someone sees, they will instantly attack you. If not, you gain different abilities.
Darkminion29 Jan 2013
Thx Brain!
I guess I will try out a High Elf mage. More questions:
You mention magically adept. What is this, does it give a bonus on something?
Also, Can Elves pick High Magic for their specialisation lore as well?
D...
Ogre Achievements: 20 / 101
MaanNaam29 Jan 2013
I think I'll stick with being an Empire soldier (maybe a deserter) I'll still get around to posting my background fluff, I've just been a bit busy lately.
There is only news. There is no good or bad.
Torg29 Jan 2013
I was thinking dwarf, but how bad is a -5 fellowship? My second choice was being a Bret, just to be weird.
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer29 Jan 2013
@ Torg Not bad really, it's mitigated when your Fellowship increases though. And don't worry, you have an Empire player also, so why would you be doing things like swapping weapons with an Elf? Haha @Darkminion Magically Adept: The wizard counts all spell's value from his specific lore as one point lower then usual. (Handy enough, so you would basically get 1d10+4 to cast) Your equipmet for a mage is: A staff (for protection) Robes
Torg30 Jan 2013
Sweet, I'll be a dwarf then.
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer30 Jan 2013
And now: We have 1 last member to find before we can play, so if no one joins, I will make one.
MasteroDisaster31 Jan 2013
This sounds like it could be a laugh. I've never played an RPG like this before so it'll be a new experience for me. I'm in... I've always enjoyed playing the Healer / Supporting role so an Empire Priest/Prophet sounds like my cuppa'tea.
I'm at work at the moment so can't roll any dice but when I get home I'll come back to this thread and roll up some stats and put my thinking cap on for a back story.
Couple of quick questions though:
What sort of items, weapons or armour would I start with? How does the this buffing thing work, is it similar to magic or something else all together?
MasteroDisaster31 Jan 2013
OK so I just got home and let the dice gods decide my character's fate, here's what I ended up with:
Empire Prophet WS - 13, BS - 11, S - 21, T - 19, Agi - 25, Fellow - 29, Will - 30, Perc - 20
I got some nice roles at the end, shame about the earlier ones
Brainfreezer31 Jan 2013
Right! You are Imperial, so you believe in the Great Sigmar and in the preachings of the Emporor. Your armour is a light hide armour covered by your priestly rolls. Weapons: Your beleiefs. Yes, you can pick 2 Prayers now. You are Imperial, so you already know Healing 1: Belcaming Whispers: By whispering a soothing melody, low intelligence Humans and Beasts will not attack. (7+) 2: Hand Of Sigmar: By trusting your might in Sigmar, you can feel your power increase. Double Strenght or Toughness. May be cast on allies. (9+) 3: Act Of Rightousness: By guiding your allies movements, there accuracy improves. Weapon Skill of an all is increased by 10. May be cast on self. (7+) 4: Shield Of Gold: A protective aura that protects everyone within a 2 metres from enemy attacks. Whilst in the wall, your armour increases by 12. (9+) 5: Sword Of The Empire: A sword created from the greatness of the Empire. A shooting attack that does 2d10 damage with high Piercing power. (7+) 6: Voice Of The Emporor: A shout explodes from the priests mouth, damage those caught in the vicinity. An area effect with 1d10+8 damage to those within 2 metres of the Priest. (8+) You'l probably notice the numbers in brackets next to the powers. To pray, you use your Willpower bonus and roll a d10. If you beat the score, you preach the prayer. Also, because you are a Preacher, the squad suffers no minuses to Fellowship or Willpower tests.
MasteroDisaster31 Jan 2013
Ooo! They all sound so cool!
I think I'll try and balance out with an offensive and defensive prayer to begin then look to get others later. So I'll start with Shield of Gold and Sword of the Empire. They sound like a good place to start with.
Brainfreezer31 Jan 2013
Very nice! When you level up, you can learn another prayer. When you reach level 6, you get to lear newer prayers. (I reccomend you keep note of what prayers you have once you reach level 6 and up) Okay Everyone! We have a team! I'l post up a mission and background tomorrow, and in the mean time, you guys can create your background! Okay everyone! Have fun!
MasteroDisaster01 Feb 2013
Right guys, I've managed to write up a back story and a small narrative for my character. When I get home this evening I'll write it up and develop it a bit more. Should I post it in this thread or start a new one and post a link here?
Brainfreezer01 Feb 2013
Right guys, I've managed to write up a back story and a small narrative for my character. When I get home this evening I'll write it up and develop it a bit more. Should I post it in this thread or start a new one and post a link here?
Post it here. Incase, of new arrivals, they will be posted here, this post is kinda like an organisation thread. In the case of new players and current missions, you guys recieve reinforcements or I'll tie them in to the mission somehow. There are no rules against the size of the Mercenary Group, only that there are minimum 4 players plus GM. I also have the beginning of the mission posted up. You guys can chat now on it as if you are your character. Okay, Have Fun!
MasteroDisaster01 Feb 2013
Character Background and a Short Story for Anders van Hurstmann, Priest of Sigmar
Anders was born in one of the poorer areas of Wissenburg, just south of Nuln. Born into a fairly small family he was the youngest of two brothers. Gruber his older brother was 10 years older than him and had a natural flair for fighting with the sword. During his youth Anders idolized Gruber and would often tag along to watch him train. When he became old enough to wield a sword and shield he followed in his brother's footsteps and he trained vigorously in the hopes of one day becoming a member of the local town watch or even a fabled Greatsword of the Empire. Over the years Gruber became quite adept at wielding two swords at once and made a name for himself as a duelist. In the height of his day there were few men capable of matching his speed, skill and technique.
One fateful day in Anders 16th year, during a duel for the hand of a beautiful woman called Isabel, Gruber was humiliated during a duel against an extremely skilled Elf by the name of Isaldor. Isaldor not only defeated Gruber in a matter of seconds, he proceeded to boast his skill and challenged Gruber to a re-match which he again won. Left alone, his pride beaten and embarrassed in front of his family, comrades and worst of all Isabel, Gruber swore vengeance against Isaldor. The humiliation did not phase Anders, he was always proud of his older brother but this was not enough for Gruber. Over the following weeks Anders noticed his brother becoming more distant, he would stay out later and later each night returning drunk and covered in blood. He would come back to their homestead beaten, his knuckles often broken or bruised. He was slowly changing from a once honorable man into something of a monster who's only purpose was revenge. Anders suspected he was looking for fights to regain his honor. One evening, Anders waited for his brother to leave. He donned his cloak and followed him keeping a fair distance and keeping to the shadows.
His earlier suspicions were not quite accurate. Gruber had indeed been out late each night fighting but it was with a singular purpose in mind. He was hellbent of getting revenge on Isaldor and had been killing everybody who stood in his path to find the Elf who had so easily bested him only weeks before. On this night his mission of vengeance was almost complete. Gruber found Isaldor and stalked him until he walked down a dark, dank alleyway. The alleyway was riddled with rats, refuse and all manners of grime you would expect to find in this area of their living quarter. Anders followed the couple down the alley and watched from a distance hidden behind an empty ale barrel. From here Anders couldn't make out what was being said between Gruber and Isaldor so he crept ever closer. By the time he got close enough as to not attract attention but could hear what was going on Gruber was shouting at Isaldor.
Suddenly Anders saw the flash of cold hard steel in the moonlight. Gruber had drawn from under his cloak a bloodied axe and was pointing it towards Isaldor in one hand as if to issue another challenge. Isaldor had no wish to fight again as he was certain he could defeat Gruber once more. Isaldor turned his back on Gruber and with that one simple action Gruber became enraged. Like an angry bull he roared and charged towards Isaldor in a flurry of attacks, his axe swinging in wild arcs barely missing Isaldor. He could barely dodge the onslaught Gruber was throwing his way. Anders could feel something horrible in the air, it was a cold, dark aura. He could feel a sense of blood lust and frenzy coming from his brother the likes of which sent chills down his spine. Anders began to feel scared and thought of running but at that moment he knocked over a glass bottle behind him which drew the attention of Isaldor. Here was Grubers opening and he took it, he swung his axe from left to right cleaving Isaldors right arm at the elbow. Isaldor let out a scream and fell to the ground clutching his wound desperately. Anders knew something had to be done about his brother but what could he do? Gruber was always much bigger and much stronger than he ever could hope to be but if he did nothing the wounded elf would surely meet his end. His legs wouldn't move, he was frozen at the sight of the wild animal that had replaced his brother and the dark aura around him was growing. Anders offered up a short prayer to Sigmar and bolstered what little courage he could muster. He knew this could not go on, surely if anybody could help it could be him. Anders ran towards Gruber who spun on his heels swinging his axe as to decapitate the would be attacker. Anders barely managed to duck and dodge the blow and stood between Gruber and Isaldor, his arms stretched out with a defiant stare in his eyes. Gruber looked at him as though he didn't even recognize his younger brother. Instead he bent down, picked up Isaldor's arm and drank from the blood spewing onto the floor relishing his prize. "Out of my way boy, I have no business with a pathetic whelp such as you!" snarled Gruber. His voice was gutteral and coarse.
Immediately Anders noticed Gruber had changed physically as well as mentally. His features where warped and mutated and he knew the taint of chaos had infected his brother. Gruber's eyes where as black as obsidian with a raging fire for pupils, his nose had pulled back and resembled that of a wild beast. His teeth had come fangs and his tongue now had a fork like that of a viper. Gruber licked his lips and pushed Anders to one side raising his axe above Isaldor's head to deliver the finishing blow. Again Anders stood between Gruber and his foe. Gruber was laughing with joy as he tightened the grip he had around his axe. "You will move or you will die with this pointy eared scum" said Gruber. Anders shook his head defiantly. "No brother, this is not the way, this is not Sigmars way!" replied Anders in a pleading tone. "Bagh!" Spat Gruber "What use has one such as I for false idols? Sigmar has done nothing for me. I am in the favour of the Lord of Skulls. Look upon my form and tremble, am I not magnificent?" roared Gruber laughing at the sight of his smaller brother. "No brother! You are damned! You have become an abomination, an affront to nature itself! I cannot let you do this. You will have to kill me if you want to get to Isaldor! I will stop you what ever it takes!" cried Anders, a tear rolling down his cheek. He was fully prepared to die if it would save Isaldor. "Poor fool! You are unarmed, first I will end you then I will send that wretched elf to the Lord of Skulls!" said Gruber in his new coarse tone, he seemed to enjoy the prospect as he said these words. "Then do what you will fiend! I will not yield, I will stand my ground like a proud warrior. Not like the coward who stalks his quarry late at night!" replied Anders as he closed his eyes and accepted his fate. Gruber roared and brought his axe down in a flash of fury.
Anders stood there with his eyes closed praying for Sigmars aid. He cried out with all his soul for the strength he required to survive and save Isaldor who was now crawling towards safety. Anders felt a strange peaceful sensation come over him. "Is this what death feels like? Am I to meet my ancestors so soon?" thought Anders. "Be calm child, you have not yet left the mortal plane. You are safe, open your eyes" replied a soothing calm voice. Anders looked around but could not see anybody. Then he realized he still had his brother's axe directly above his head and he flinched, the look of sheer brutality in Grubers eyes scared Anders but only for a second. Anders couldn't understand what was happening. Everything was frozen, it was though time had stopped. He could still smell the rats and stale beers from the nearby taverns and brothels but nothing was moving. "Your prayer has been answered child. You have shown great and unwavering faith in my name under such overwhelming odds. You would protect and serve even those not of your kin. Submit to Sigmar's divine will and you shall have the power to save all those that deserve it" said the strange voice once more. "I submit! I'll do what it takes to rid the world of my brothers corruption, I cannot bear witness to his horrible form anymore" said Anders desperately. "Good!" replied the voice "You shall be a vessel for my wrath and purity, you will act in my name and mine alone. You will become a warrior against the vile, the corrupt and the evil. Now go, your mission starts here. Smite down your brother in my name and you will begin your journey. You are bound for greatness, do not disappoint me" replied the voice. "It will be done holy one, but what can I do?" asked Anders. "You will know what to do when the need calls for it" Said the voice as it faded away.
Anders looked up and saw the axe still had some distance to travel before it struck home but before he could think another thought time sped up and the mighty blade came hurtling down at him. "Sigmar protect me" whispered Anders and he clapped his hands together. With that a radiant, almost blinding flash of light and flame burst from Anders body and it started to form a globe around him. A second later the bloodied axe of Gruber rained down on him but Anders knew it could not reach him, he did not know how he knew but he knew he was safe. His soul was burning with conviction and anger. "How could Gruber do this to himself? To his family? To me? Well he was about to pay the ultimate price" thought Anders. It was a strange yet calming sensation he was experiencing. It was as though his soul had left his body and was protecting him from Grubers furious assault. Dozens of blows rang off the globe but each was repelled time and time again. Anders could see this was enraging Gruber even more but there was nothing he could do to penetrate the holy shield of golden light and fire. Gruber had had enough and was now making his way towards Isaldor who had now passed out due to blood lose and sheer pain. As suddenly as it had appeared the shielding aura around Anders faded into a cloud of golden smoke and he started looking for something around him he could use to fight Gruber. Before Gruber could reach Isaldor, Anders realized the smoke had now formed a sword which he was holding in his hand. He instinctively began chanting an ancient prayer. He knew not how he knew these holy words but he sped up the chant, faster and faster he chanted until the sword began to hover in front of him. When his prayer reached it's crescendo he shouted down the alleyway to his brother. "Gruber! You have been judged by the holy lord Sigmar and you have been found guilty. Prepare for your reckoning!" Gruber was now standing above Isaldors body relishing his victory over his hated foe. With Anders declaration Gruber raised his axe and brought it down towards Isaldor's skull with an almighty roar. "I will not be denied what is rightfully mine! I deserve vengeance!" roared Gruber. Before he could finish the attack Anders pushed out his palm towards Gruber and the sword shot through the air with such speed it sounded as though reality itself was being torn apart. Mortar and bricks we being ripped apart, the ground itself was trembling as the sword sped down the narrow alley. It struck Gruber between the ribs and pierced his heart in one fell blow, it's force lifting him from his feet and carrying him through the air with it. Gruber went crashing through the alley like a cannonball and landed some distance from where he was originally stood.
Anders let out a sigh of relief and walked over to Gruber's body which was now slumped in a heap among the debris the sword had left in it's wake. He went to retrieve the holy blade but found no sword, instead he found a gaping wound of torn flesh and twisted bone where it had struck him. The sword was no more, instead he saw the same cloud of golden smoke that had enveloped him seconds earlier. "Judgement is done" said Anders. He felt the holy power within him recede, it was like the world had been removed from his shoulders and with that he passed out next to his brothers tainted corpse. When Anders finally awoke he found himself in a simple room with white walls, nothing extraordinary lay about the room with the exception of a bronze symbol hanging above his bed. It was the symbol of Sigmar, a comet with twin tails. Suddenly there was a commotion outside of the room he was in and a Priest dressed in simple red robes rushed in. "Where am I?! What has happened to me?" questioned Anders. "Fear not child, you are safe. You have been touched by Sigmar and were brought to our order here in Nuln by an elf. He was badly wounded and claimed you had saved his life from a tainted warrior of chaos." "Thank the heavens" said Anders. "Isaldor is alright" He thought to himself and once again passed out.
Anders gave up on his original dream of becoming a great swordsman and spent many years training with the Priesthood and eventually became a fully fledged member of the order. Upon his 25th birthday he left the monastery and began to travel the world spreading Sigmar's holy word and helping all that he could. In his travels he encountered many unholy scourges, each of which he dispatched using his holy scripture and unrelenting faith in his one true god. He never saw or met Isaldor again but had heard rumor he had returned to his mysterious homeland of Ulthuan to receive healing from the fabled Evlen mages. He never forgot that fateful night where he was forced to slay his brother but that only made his conviction that much stronger as that was where his holy mission had started, he had been touched by the gods and would not waste his gift. Eventually Anders found himself travelling with a group of companions that became known as The Questing Lions. A ragtag band of adventurers, some searching for gold, others glory. Anders cared not, he was in Sigmar's service and where the taint of chaos spread, he would soon follow.
(Hope you enjoyed reading! )
Brainfreezer01 Feb 2013
My balls hit the floor having read this! THIS... IS... AAAAAMMMMMAAAAZZZZZIIIINNNNGGGG!!!!!
MasteroDisaster01 Feb 2013
My balls hit the floor having read this! THIS... IS... AAAAAMMMMMAAAAZZZZZIIIINNNNGGGG!!!!!
Hehe thanks, I literally drafted this at work today and added more meat to the bones when I got home. Glad you enjoyed the read. I just re-read it and had to change some typos and grammar mistakes which were bugging me. Probably a few I've missed but meh. I'm looking forward to seeing what the other guys come up with for their characters
Brainfreezer01 Feb 2013
Same. Here is the past, of my OC Captain Storm-Gale Born on a little praire outside of the main Empire heartlands, Storm Gale learned to watch the land and grew wheat with his father. There were 3 families nearby, each growing different food. Times were peaceful, and the young boy would go to school, and learn about Sigmar and the Early Imperial history. The boy loved history, of rich inventions like the Gran-Alexander Clocktower, or the Great Eagle Castle Vault. It wasn't long until news had reached the Gale family of the Northern War. The boy's parents feared for the safety of their youth, but they believed the Empire could hold off the men. They were wrong. It was winter, and even colder then before. The ground became infertile eventually, and nothing would grow. The harvest was poor, and so the winter income was hard-stretched. Taxes to support the war were increasing, and food prices sky-rocketed due to raiding parties and bandits. On a particular day, snow began to fall. The boy never seen such a marvellous creation, but his parrnts warned him not to taste it. He never knew why. Without warning on that same day, mad men attacked the farms and nearby village. They shouted praises to their Gods, and butchered countless people in their wake. The boy was never so afraid in his life. His father instructef that he be evacuated with his uncle, along with his brother. The uncle never bore children of his own, and felt it a duty to protect those he could. On horseback, they rode off, far into the Empire's Core. The boy was due for conscription training, and underwent 8 months of military training. His uncle, would mentor him about various things, and would teach him Swordsmanship whenever he could. The boy's sister came of age, and married an inventor, much to the now-teenager's surprise. From him, he learned many things about building and guns. His brother, Lancelus enrolled in the army, and was immediately dispacthed up North. The young Captain would continue his training down South, and eventually enrolled also. However, he was dispatched to the North aswell, and learned his brother was Knighted. Under Lancelus' commands, the "Deliverer Of Virtue" reclaimed many lands, outmatching the fabled Chaos Knights. On one mission, Lancelus was betrayed. His Knight unit was ambushed, having information being given by an informer. The young captain, saw only his brother be towed away in chains on a crucifix. Back home, he learned that his uncle had passed on, and the young man was left his sabre. The sabre was never touched, not even by the Uncle. The young man once again joined the army, and fought in many more battles with the sabre by his side. He always used it, and found it brought him great luck. Rank after rank, the fame of the budding Captain grew amongst the soldiers until the day when Storm-Gale became Captain. With no test for the weary, his regimental force was placed eastwards, to hold off the dreaded Beastmen and the Orcs, and to investigate the prescence of the Under-Empire. Realising a 500 man regiment would not be suffice, the captain called upon the aid of: "The Questing Lions". "My duty to my country, my duty to my people, my duty to my family; Must be upheld"
Darkminion04 Feb 2013
just posting to let you guys know Im still in. Bit swarmed at work and all, but will write my backstory as soon as I can to jump into the game.
Name will be Lavaralynn Villiealian, will be a typical Elf of noble birth who has not yet had much contact with the other races so may seem haughty at first.
Brain....to get back to my earlier question...Is it allowed for an Elf to have acces to High Magic lore? (why bother with magic that lesser races can wield right?)
D...
Ogre Achievements: 20 / 101
Brainfreezer04 Feb 2013
Having read through the book, each mage can be classed as follows: Beginner: From lv.1-3 Apprentice: 3-5 Adept: 5-7 Expert: 7-9 Master: 10+ So, the numbers mean Wizard Level, as explained earlier. After reaching Adept level, you can choose a new lore to learn spells from. Expert can choose a new lore also and Masters can learn all Lores once they complete a lore. Unfortuneately, (Haven't a clue how you spell that sorry ) there are no High Lore, but I can make one up if you want or ask him for insights on High Lore. I would probably use spells like that from the in-game lore with some fluffy spells like a spell to give somebody the Speed Of Asuryam etc.
Darkminion04 Feb 2013
It's fine either way with me man. Perfectly ok with me to not have acces to High Magic at novice level. Might be easier for you to get started with what you have already. I do want it to be something close to Elven stereotype though, so will probably go with life or light or something like that, not something vile or destructive.
D...
Ogre Achievements: 20 / 101
Brainfreezer04 Feb 2013
Okay cool, here is a list of spells from Light and Life: Light: Golden Bolts Of Burning: Rays of hot sun that scorch those it touches. Cast on 7. Does one shot of d10+5damage. Macro cast (so on you rolling double it's value) does d5 hits at d10+5 damage. Banish: A powerful incantation that sends daemons back to their realm, vanquishes undead and crumbles necrotic skeletons. d5 daemons/d10 skeletons or 2d10 zombies are banished. Cast on 8+. Macro: Banish d10 daemons, 2d10 skeletons or 3d10 zombies instead. Guiding Light: Light moves the attacker's strikes, guiding them to weak spots. Team-mates re-roll 1 miss they make a turn, in shooting or melee. Cast on 7+. Macro: Critical hits are scored on any roll of an even number when rolling to hit. Speed Of Light: The wizard and his team move with deft grace, and such, avoid enemy attacks. Enemy suffers -5 to hit team-mates. Cast on a 9+. Macro: Enemies suffer -10 to hit instead. Angelic Blessing: The weapons of the team glow with a holy light, and cut through solid steel. Teammates ignore armour bonuses when calculating damage done to enemies. Cast on 11+. Macro: The weapons ignore the benefits of unholy resiliance and armour bonuses. Heaven's Word: A word spoken by the wizard, which carries great power in it towards the villinous kind. Any enemy within 15m suffers d10+5 damage. Daemons and Chaos Madmen do not recieve unholy might or unholy resilience in the vicinity for a turn. Cast on a 13+. Macro: Teammates recieve a +10 bonus to Fellowship and Willpower tests this turn. Furthermore, Chaos Icons or symbolry cannot work with 20m for one round. The above affect also happens. Life: Blossom Heart: The hearts of men pump vigourously and in pace, providing energy and strenght. +5 to Agility, Strenght and Toughness tests for one round. Cast on 8+. Macro: Heals d5 wounds also. Skin Of Stone: The skin is hardened until it resembles that of the rock itself. Doubles armour bonuses of the teams. Cast on 8+. Macro: Adds +5 Toughness to everyone for Toughness tests. Regrowth: The team can see their wounds, but notice they stitch up as fast. Team-mates have the regeneration ability (When suffering wounds, roll a d5 and subtract it from the wounds sufferred.) Cast on 9+. Macro: Regeneration is increased to d5+2 wounds healed instead. Thorn Lash: Thorns of poison wrap around foes, causing damage. D5 enemies suffer d10 damage. This is poisoned. (Those not immune to poison suffer +3 to any wounds they may recieve. However, if none are suffered, no poison takes place) Cast on 9+. Macro: Damages d10 enemies instead. Throne Of The Vineyard: A group of vines gather around at the mages feet, and protect him from harm. The mage is considdered to have a total armour of 22. Cast on 12+. Macro: Enemies within 1m suffer a d10 damage hit. Rejuvination: The wizard calls upon the Life energy of his surroundings to help his team. Team-mates and the wizard regain d5 wounds, and gain +5 to all Physical characteristic Tests. Cast on a 13+. Macro: Recover d5+3 and team-mates recieve +10 to all characteristic tests for the round. I know some have a hefty price, but once you reach level 4 or so, they should get easier to achieve seeing as you are rolling 4 dice. Also, these are just beginner spells: there are Expert and Master spells out there too.
Brainfreezer11 Feb 2013
For Darkminion: Lore Of Fire: Fireball: Cast on *. * Fireball can be cast dual or trial or singular. Singular is cast on a 5+ and does d10 damage. Dual is cast on 8+ and does 2 1d10 damage. Trial is cast on 12+ and does 3 1d10 damage. Macro casting adds another d10 of damage. Fire Cloak: Cast on 7+ All enemies in 0.5m suffer 1d10+5 of damage. Macro extends range to 1m. Overheat!: Cast on 11+ All enemies within 5 metres suffer 2d10 damage. Macro increases range to 10m. Blast Burn: Cast on 15+. Does 3d10 damage. Macro cast causes 3d10+5 damage. Flaming Swords Of Rhuin: Cast on 10+. All allies recieve an extra d10 to damage rolls and can hurt ghosts. Macro: Ghosts suffer burning damage. Drought: Cast on 9+. All enemies suffer -10 to any physical charactetistic test they make for 3 turns. Macro cause the drought to last for 5 turns. **All spells (except Drought) inflict Burning Damage to all enemies except Ghosts, and Dragons and any Aquatic Enemies. (Oooh, spoiler :-)*** Burinig damage inflicts d5 damage every enemy turn.
MaanNaam12 Feb 2013
Cortez the bounty hunter
Cortez crouched next to the corner of a building in the middle of the night watching... Waiting... His quarry has evaded him for far too long this night, but not for much longer. The streets were quite this night and probably for the best seeing as his target almost killed Cortez twice already this night. The area was as silent as death itself, but Cortez knew his target was close by. Cortez had to admit the man was good, probably a deserter from the brotherhood like Cortez himself. If that was true then the bounty hunter would have to be extremely careful. The stillness seemed to be pressing down on the area this night, as if the whole city was holding its breath in anticipation for what is about to unfold in its streets. Suddenly Cortez saw movement of a broken shadow heading for the mouth of an alley way. Readying his crossbow Cortez thought about how he ended up where he was today
"Your hands are quick child, but your approach and your silent move could use some work." The old man spoke to the street orphan as he gripped the boy's wrist in his hand with a strength one would not expect from such an elderly man. Cortez couldn't get his arm free from the mans hold; if he dragged him to the guard post on the corner then Cortez would definitely lose his hand or end up in jail. There was little love in this city for street orphans, and even less love for pickpocket street orphans. "You might have some potential child, and it seems you don't have many personal bonds to keep you back." The old man spoke ignoring the boy's struggles to get loose. "If you want an opportunity to better yourself and change the hand life dealt you, meet me at the eastern city gate tomorrow at noon." With the last words the man let go of his arm and turned to walk away. Cortez stood there dumbfounded and with his mouth hanging open. He had just tried to steal an elderly man's coin pouch and instead of turning him in the man offered him... something. Cortez wasn't sure if he might have missed some of the old man's words but he was certain he said something of a better life. Not having much to live for and thus not much reason to question or care about whether the old man was a threat or not he started making his way to the eastern gate before dawn the next day...
Cortez waited, holding his breath while looking down the sights of his crossbow. The next moment something entered the street from the alley, Cortezs finger moved to fire but stopped just in time when he realized that the figure moving into the street was a simple street dog. Cursing softly to himself he holstered the crossbow on his back and started making his way down the street, still on the lookout for his quarry but finding his mind drifting to his past
Crouching underneath a table in a study room Cortez waited for the patrolling guard to pass by before moving on. If he failed this test again the Disciples of the Brotherhood who was training him might not stop beating him until he truly was dead. He had thought of running away, but any apprentice that tried to leave the Brotherhood of Night was hunted down to make certain they could not betray the secrets of the Brotherhood, their heads displayed in the apprentice grounds as a warning to the rest. When the guard passed by the study room, Cortez made his way into the hallway and in the opposite direction the guard was moving. After sneaking down the hallway for a while he spotted the room with the red door. Keeping as silent as he can and moving as fast as he dared he stepped up to the door and picked the lock faster than most disciples could do. When the door swung open he saw the idol standing on a pedestal, a golden idol of a bulls head, his target. As he stepped into the room a magical alarm started sounding and he could hear guards running in his direction. I will not be beaten for this again! he thought as he ran for the idol. He grabbed it and stuffed it into his bag, as he turned he saw 3 guards waiting between him and the door, smiles across their faces as they started drawing out wooden clubs and moving towards him. In that moment of fear Cortez realized: this test wasn't about sneaking in and back out again, this test is about taking a risk to avoid capture! With that in mind he started running at the side wall, gaining speed as he approached the side of the room and finally launching himself into the air and through a window in the side. As he broke through he could feel coloured glass cutting long gashes in his arms. He started falling, and just before hitting the ground he spun his legs down and fell into a roll. As he lifted his head he saw one of the senior Disciples standing in front of him with a look of pride on his face. Well done child, after many trial and error you have finally passed this test. Sometimes it is necessary to risk ones own safety in order to escape a worse fate
Thinking back, Cortez wasnt always sure how he had survived training with the Brotherhood of Night. As he walked past the entrance to the alley way suddenly a dagger came flying out of the darkness and towards his head. He didn't have time to think, instinct took over and he fell to the ground pulling free his crossbow and firing into the darkness. As the bolt vanished into the shadows Cortez heard a loud thunk as the bolt struck wood, the next second the shadowed figure of a man came rushing out of the alley abandoning the wooden buckler with the crossbow bolt in it and drawing a huge two-handed blade from behind his back.
Getting to his feet Cortez unsheathed his short sword and before he could do anything more the man was on him. As the two-handed sword came swinging down towards his head he dodged to the side, rolling into the wall but evading his enemys blade. The man started swinging to the side, aiming to remove Cortezs head from his shoulders. Dropping to the ground for a second time he took the opportunity given to him and thrust his short sword into his enemys foot. Holding his leg and screaming in pain, the wounded man was so focused on his bleeding foot he didn't even notice Cortez coming up and swinging his sword in a wide arc upwards. His sword made contact just below the mans chest and cut a gash all the way into his neck and coming to a stop lodged into his chin. As he pulled his blade free the man tumbled to the ground, choking to death on his own blood. Cortez stood over the soon-to-be body and looked down at his target while thinking to himself. This is how I survived instinct...
There is only news. There is no good or bad.
Brainfreezer12 Feb 2013
WOWOWOWOWOWOWOWOWOEOWOEOWOEOW! Very nice story! If I might say, would you preferr to be the Assassin class instead of the warrior? The warrior only has a sword and shield at the start and can only get a crossbow once 4 missions are completed. Also, warriors aren't exactly as skilled in Stealth than as Assassins. (Plus assassins start off with either a bow or a c rossbow) I personally don't mind you wanting to stay as is, but wont be able to use your crossbow yet. I also don't mind if you want to change classes, you can just roll for your stats and post them up here if you want to change. Okay, cool story bro!
MaanNaam12 Feb 2013
Glad you liked the story I've always enjoyed writing short stories.
I didn't know there was an assassin class, I'll happily change to get my crossbow. Does the assassin fall under the rogue class or is it something on it's own? I'm going to assume it's part of the rogue class, but if it's not then I'll reroll my stats for the assassin class.
New stats (as assassin class under rogue class): WS:24 BS:25 S:24 T:26 A:28 I:14 F:11 WP:22 P:28
Hmmm, looks pretty good, except for that fellowship, but that probably makes sense since I trade people for money
There is only news. There is no good or bad.
Brainfreezer12 Feb 2013
Yes I forgot to mention that, the rogue has branches in it to lean towards the Thief(Good at stealing, laying traps, good agility, light armour) Assassin(Good at stealth, fighting, good agility, light armour) The Ghost(The best at stealth, can perform stealth takedowns better then any other, master of disguise) The Thief can use any weapons except two handed weapons, and heavy weapons. They do get traps like spike traps, gas traps etc. Assassins get a secret blade for take downs, mid range weapons, and blades. They can't equip two handed weapons. (So you're sword would change to a dagger at Lv.1) Ghosts can use long range weapons, throwing weapons, secret blades and daggers. They also have smoke bombs aswell to hide. They can't equip anything over a weight of 19Kg, so they are the lightest ones there. If you have any questions, don't hesitate to ask.
Brainfreezer12 Feb 2013
Okay, this post is to further avoid confusion, call it an index or a glossary or sumfing: Stages of a Turn: GM effects (like fire or daemons are summond etc.) Everyone takes 2 actions (like running, walking, attacking, shooting, reloading, casting, praying) Enemies retaliate! (GM is in their controll) New Turn. Melee basics: Higher Agility goes first Score under your Weapon Skill. (Score under half your Weapon Skill and you recieve an extra dielce of damage!) 1 close combat attack per close combat weapon (everybody has a knife) Roll for damage with weapon's profile. ( exmp: 2d10+5) If hit, then you can block or dodge an attack! (Block uses Weapon Skill. Dodge uses Agility. Only 1 attack per turn can be dodged!) Shooting Basics: See targets Declare how many shots. (Note that you can fire a different shot at each, but only within 1m range of each other) Roll and try to score under your ballistic skill (Remember! Score half or under and you recieve a critical shot which ignores armour in that spot!) If you have an action to spare, you can reload for next turn! Casting Spells: Pick your known spells. (2 for a Beginner. 3 for an Apprentice, 4 for Adept, 5 for Expert and 6 for a Master! Upon Master, you can start again to be a beginner and choose a different lore whilst knowing all the spells in your old lore.) Declare what spell and the target. (Or none if an area spell) Roll dice equivalent to your Wizard Level (1 for Beginner, 2 for Apprentice, 3 for Adept and so on so forth) Apply any bonuses like Will Power Bonus, or High Elf Arcane Artisian tp the roll See if you past the Casting value. See then if it's Macro casted! See if a Magical Miscast has occured! (On the roll of any double 10's or double 1's. I'll discuss that later when it happens.) Resolve the spells effect. (Sometimes powerful Mages can dispell you! Try not to let this happen!) Praying: Choose the prayer you wish to pray. (Unlike Mages, you know every Prayer there is. Upon becoming a higher rank, you can learn new prayers!) Roll a dice and plus your Will Power bonus. See if you passed the threshold of the prayer. Resolve the prayer's effects! Assassinating: Take an Agility test to see if you can make it there without being spotted. (Sometimes other enemies can see you, so penalties and bonuses apply like usual) Take a Weapon Skill test. If passed, you have killed the target swiftly. (If failed, you might have allerted others or the victim retaliates etc.) Dispelling: Trace sight to the enemy caster. Wait until they show their casting value. Roll as if you were casting a spell and try to beat the caster's score. (Apply normal bonuses as usual) If passed then the spell is nullified. If failed the spell goes off and you can only cast 1 spell in your turn. Stats: Torg WS:18 BS:22 S:22 T:16 A:10 I:30 F: 20 WP:19 P:27 Darkminion WS 5 / BS 6 / Str 20 / T 18 / Agi 26 / Int 30 / F 17 / Will 28 / Perc 24 Mastero Disaster WS - 13, BS - 11, S - 21, T - 19, Agi - 25, Fellow - 29, Will - 30, Perc - 20 MaanNaam WS:24 BS:25 S:24 T:26 A:28 I:14 F:11 WP:22 P:28
Brainfreezer12 Feb 2013
Equipment for each Character: Torg: Long Rifle: Range-65m Damage-2d10+10 Reload-1bullet per Action Round-4 bullets in each chamber SpecialRules- Penetrating Bombs: Range-d10 metres Damage-3d10+10 No reload, Special Rules: Explosive, Powder Iron Chestplate (, Gauntlets(3) and Iron Boots(3) Armour rating is 14. Dakminion: Arcane Staff: Allows the dispelling of spells for Beginner mages Padded Cloth Tunic (2), Gloves(1), Leather Boots (1) Wizarding Hood(1), Begginer's cloak (2) Armour rating is 7 MasteroDisaster: Prayer Book (All disciples must preach Sigmar's words. +10 Fellowship during PeaceMaking) Thick Robes (3), Hardened Boots (2), Old and Rugged Gloves (2), Cloth Under Tunic (1) Armour Rating is 8 MaanNaam: Crossbow: Range-20m Damage-2d10 Reload- 1 Bolt per half action Special Rules: Quiet, Light, Short Sword: Combat Range Damage-2d10+5, Special Rules: None Secret Blade: Combat Range Damage-1d10+10 Special Rules: Enables Melee Assassinations Leather Armour (4), Leather Bracers (2), Leather Boots (1) Leather Helmet (3) *All Characters* Knife: A knife allows those who do not have a melee weapon to attack. Although, if a melee weapon is present and usuable, the player must substitute the knife for that weapon. Also, knifes do not conferr extra attacks to those with Melee Weapons. Damage-1d10+ Strenght Bonus, Melee range,
MaanNaam13 Feb 2013
What dice should we roll when attacking? Do we roll a D50 and try to get below our stats or do we use 2D6 and use one as the 10s and 1 as the singles?
There is only news. There is no good or bad.
Brainfreezer13 Feb 2013
The game revolves around 2d10. Anything else and the whole gameechanics would have to be changed because Stats can go upto 100! Althogh the possability of failure is extremely slim, a double 10 is always a fail. When rolling for characteristic tests, roll 2d10; pick one to be your ten dice (so if a 4 was rolled on it then it would be 40) and your unit dice (if a 5 was rolled then it becomes 5) You then see if you scored lowef then your characteristic test. Because you guys are starting off, you will see a good few failures here and there. So, thats why there is a thing called "Fate Points" Fate points allow the re-roll of any characteristic test for 1 Fate. Everybody has 3, and they replenish after every battle. Or, if the test is near impossible, yoi can "burn" a Fate Point. This means that, your max number of Fate Points goes down (to 2, to 1 and to 0). When burnt, you can not replenish them after battle. exmpl: Cortez attacks a Daemon Prince Of Nurgle with a -20 Modifier. The test is failed and Cortez feels this strike needs to hit. He 3 fate points. He burns 1, so he will replenish 2 next game but he hits the Daemon Prince.
MaanNaam13 Feb 2013
Thanx, one last question about the dice rolling. Do you choose your 10s dice before you roll the 2 D10s or after you rolled them?
There is only news. There is no good or bad.
Brainfreezer13 Feb 2013
Before.
MaanNaam13 Feb 2013
ok cool, got it!
There is only news. There is no good or bad.
Brainfreezer31 Mar 2013
Price of Weapons: All weapons come under category, and all categories have a price. Imperial Weaponry: Dagger.....10gd Short Sword.....20gd Sword.....30gd Longsword.....40gd Mace.....30gd Axe.....25gd Throwing Knives.....30gd for 6 Throwing Axes.....45gd for 6 Imperial Armour: Leather boots.....10gd Leather Helmet......25gd Leather Armour......50gd Leather Bracers.....5gd Iron Armour.....70gd Iron boots.....20gd Iron Helm.....30gd Iron Gauntlets....15gd Full Plate Armour....180gd
Brainfreezer31 Mar 2013
Gromril Weapons: Daggers.....10gd Sword.....20gd Longsword.....40gd Axe....45gd Mace.....45 Runic Hammer......80gd Hammer.....50gd Warhammer.....65gd Battleaxe......60gd Gromril Armour: Iron Boots.....20gd Iron Gauntlest.....15gd Iron Armour.....70gd Iron Helmet.....30gd Gromril Full Heavy Armour Set....260gd
Imperial Ballistics: Short Bow.....15gd Bow.....25gd Longbow.....35gd Crossbow.....50gd Pistol....30gd (x2 for a brace) Duelling Pistol.....60gd (x2 for a brace) Gromril Ballistics: Crossbow....40gd Hochland Long Rifle.....85gd Gattling Gun.....80gd Pistol....30gd Duelling Pistol.....55gd Repeater Pistol.....65gd (x2 for a brace) Ithilmar Ballistics (prepare for bows) Short Bow.....15gd Bow.....20gd LongBow.....25gd Hunting Bow.....30gd Elven Bow.....40gd Javelins.....6 for 30gd
Brainfreezer31 Mar 2013
Crafting Types are what the weapons can be made out of. Obviously Steel is harder then Iron, but not as strong as Gromril steel. When you buy a weapon, you can get it crafted in different materials, but they cost a little more. You can do the same for.armour too. Iron: No cost Steel: x1.5 cost Gromril Iron: (For dwarves) none. (Others) x3 cost Gromril Steel: (Dwarves) x1.5 (Others) x4 cost Ithilmar Iron: (Elves) no cost (Others except dwarves) x2 cost Ithilmar Steel: (Elves) x1.5 (Others except dwarves) x3 cost Sigmarite Iron: (Empire only) x2 cost Sigmarite Steel: (Empire only) x4 cost Rhulic: (Except Elves): x5 cost Metoric Iron: x5 cost Metoric Steel: (Empire only) x6 cost Steel weapons do +5 more damage Gromril Iron does +15 more damage Gromril Steel does +20 damage Ithilmar iron does +5 more damage but gives +5 Agility Ithilmar Steel does +10 more danage and +5 Agility Sigmarite Iron does +10 more damage and a further +10 against Chaos beings (not followers) Sigmarite Steel does +15 more damage and a further +15 against Chaos Beasts and Daemons Rhulic does +20 more damage and a further +10 against Magical things Metoric Iron does +20 more damage. Metoric Steel does +25 more damage and never breaks.
MasteroDisaster02 Apr 2013
It dawned on me that my Prayers have a fairly limited range and only packing padded or ragged leather armour leaves me fairly exposed to a beat down so...
For Anders I'm going to buy Iron Armour, Boots and Gauntlets all upgraded to Steel for a total of 157.5 coins. (Figured having a Helm isn't very Priestly as it restricts my ability to preach, knowing my luck this is where I get head shotted next mission and die lol)
Additionally I'm going to go all out fluff with a weapon and take a Mace made of Sigmarite Steel for 120 coins leaving me with 22.5 coins.
Brainfreezer could you let me know what these items' armour values and damage rating are so I can keep a record on my character sheet please?
Brainfreezer02 Apr 2013
Sigmarite mace is 2d10 +25 damage. (+10 for Daemons or chaos creatures.) When rolling a 10 on a d10, you get an extra d10 for damage. Iron Armour: 20 (30 for steel) Iron Gauntlest: 10 (15 for steel) Iron Boots: 10 (15 for steel)
Brainfreezer02 Apr 2013
Training: Training is an exchange of gold or magic items for increases in statistics. The higher the stat, the more it costs to upgrade. Also, any stat that your class is not good at (like Mages and Strenght for example) then it costs more. Once a stat is more then 20 it can be upgraded. All upgrades raise your chosen stat by 5. Prices vary from stats so 20 would be cheaper then 50 etc. 20-24: 45gd 25-29: 50gd 30-34: 65gd 35-39: 80gd 40-44: 95gd 45-49: 110gd 50-54: 125gd 55-59: 140gd 60-64: 155gd 65-69: 170gd 70-80: 200gd 80-90: 300gd 90-100: Noone can train you! Training limits: Everyone starts at a level, called "Renoun". The more renoun you have the better gear you can buy and more training you can purchase. You can only train equal to your renoun, so all of you can only train once. Renoun for weapons have to be equalled or bettered by you to purchase them. The renoun are as follows: Iron: none Steel: 1 Gromril Iron: (Dwarves) 1 (Other) 2 (Elves) 4 Gromril Steel: (Dwarves) 1 (Other) 3 (Elves) 6 Ithilmar Iron: (Elves) 1 Other 2 (Dwarves) 4 Ithilmar Steel: (Elves) 1 Other 3 (Dwarves) 6 Sigmarite Iron: (Priest) 1 (Empire) 1 (Other) 3 Sigmarite Steel: (Priest) 1 (Empire) 1 (Other) 6 Rhulic: (Empire Warrior) 4 (Dwarf) 3 Meteoric Iron: (Empire) 4 Meteoric Steel: (Empire) 6 There are many more weapons and materials, but their renoun is a little high atm, so we will focus on these.
Torg03 Apr 2013
I am going to train by bs once for 50 gd. I am going to buy a sword, Iron Boots, Iron Gauntlest, Iron Armour and an Iron helmet. All of those will be Gromril. The total should be 205 gd, leaving me with 95 gd.
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Sigmarite Steel Short Sword Steel Throwing Knives (6) Iron Armour
That puts me on a total of 195 (I believe) and leaves me with 105 I'll probably put into training later (don't have my character sheet on this pc)
There is only news. There is no good or bad.
Brainfreezer08 Apr 2013
2d10+10 for the Short Sword and 1d10 +5 for each throwing knife. Also you can buy ammo for all shooting weapons. Crossbow Bolts (x10) : 65gd Long Rifle Bullets (x10) : 85gd (Ill just post those because thats all anyone has) (Will also post the fluff for next mission, in a new thread today in Maw-Pit Sagas. Does anybody know if Darkminion is around? A loss of a mage is heavy, and I could fit in fluff if he doesn't want to play.)
MasteroDisaster10 Apr 2013
Can't say I've seen darkminion around on the forum lately. It's a shame but maybe he's got stuff that needs sorting? Looking forward to trying out me new shineys in the next mission though
Brainfreezer10 Apr 2013
Hmm. Indeed. I'll PM a few others at random and ask if they wanna play. A bigger team means more power, but slightly less gold. Okay, on Saturday, I'll post Mission 2: Mountain Pass. The reason why is because newer members (if any can get accustomed to the rules etc. and my sister is making her Confirmation on Friday, so busy busy!) Ok thats it.
Brainfreezer13 Apr 2013
Okay guys the background to the mission is up and just post here if you are ready to undertake the task at hand. Mission Rewards: Camp Base! (Its handy for storage, rest, training etc.) Gold 1400 rationed out amongst those present.
Torg13 Apr 2013
I hope to see more people on fire.
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer14 Apr 2013
I hope to see more people on fire.
If any new players want to join or if Darkminion is back, then prepare to see some fire. Or you could shoot things to set on fire etc.
MasteroDisaster16 Apr 2013
If our Mage doesn't turn up I have a friend in RL that has been tempted to sign up to the forum to join in our RPG. I'm calling him later anyways as his Daemons are in dire need of a bludgeoning so I'll see if he wants to take over our absent Mage (Can't see that happening as he hates high elves plus he knows nothing about their fluff) or he could perhaps start his own new character.
MaanNaam16 Apr 2013
I suppose He could always jam an Empire mage. Maybe a dude who got lost after a battle and only recently been able to find his way back into the heart of the land...
There is only news. There is no good or bad.
Brainfreezer16 Apr 2013
Thats quite fine by me. Even he could be an Other race. He just rolls a d10 and concernes this chart: 1: Orphaned 2: Wild Born (forests etc.) 3: Plains born (some prairie was home to him) 4: Mountain Born 5: Savahna Born (sand and rocks) 6: Rugged Born (rocky areas) 7: Desert Born (sand) 8: Sea Born (really born BY the sea and not in it) 9: Fire born (born near a volcano) 10: Northern Waste Born (Where Chaos rules, this child emerged a rose from concrete)
MasteroDisaster17 Apr 2013
Sounds good, I'm seeing him tomorrow night because he's my partner in a doubles league so I'll ask him then if he's up for it and if so I'll give him the details for our threads so he can get in on this.
MasteroDisaster19 Apr 2013
Unfortunately my friend isn't able to join us at the moment as he has a lot going on but hopefully in the future he can get involved.
Brainfreezer19 Apr 2013
Thats cool. Seems nobody else around the forums wants to join in either. ON WITH DA MISSION!
gantherogue23 Oct 2013
Good to see someone has the dedication to run an Rpg! I hope it goes well!
8th edition Win/loss/tie ratio: 6/1/1
First we beat 'em. Then we eat em.
Brainfreezer29 Oct 2013
Thanks Gan! Would you like to join? I could easily rope you in on our mission!
gantherogue30 Oct 2013
Thanks Gan! Would you like to join? I could easily rope you in on our mission!
Oh that would be lovely my good man!
8th edition Win/loss/tie ratio: 6/1/1
First we beat 'em. Then we eat em.
gantherogue30 Oct 2013
I was thinking of a displaced brettonian knight, a knight who lost everything when a horde of beastmen came razed his land, manor, and villages. Not one peasant survived the onslaught having been caught unawares. The knight disgraced and broken now roams the land as a mercenary, to protect the weak and regain what he has lost.... His horse, arms and armor are his only real companions.
Until now.
I will write a better back story for him later,but I will roll up his stats (and maybe a second character if you don't approve)
8th edition Win/loss/tie ratio: 6/1/1
First we beat 'em. Then we eat em.
gantherogue30 Oct 2013
Here we go!
Hamilton âme Perdue
Ex-Knight of the Realm (warrior), Breton-Born
Weapon skill 26
Ballistic skill 22
Strength 25
Toughness 21
Agility 21
Intelligence 14
Fellowship 22 +5 to tests
Willpower 20
Perception 17
3 fate points
Equipment (hopefully)
Full plate
Sword and shield
Lance
Matilda the Horse
8th edition Win/loss/tie ratio: 6/1/1
First we beat 'em. Then we eat em.
Brainfreezer07 Nov 2013
Ok cool. I can rope him in quite easily actually! You're gonna be in right now, so if you wanna swing on over to "Empire RPG: Episode 4: Dark Times Approach..."
MasteroDisaster16 May 2014
For my level up in "Episode 4: Dark Times Approach" I'll add +5 Ws and for the Hug Me! Achievement I'll take the +1 Toughness.
Also if we are able to learn a new skill from our tree then I REALLY want Zealot so I can Pray twice and still move! *drools*
Brainfreezer17 May 2014
Seeing as you are Level 3... Go ahead!
Torg17 May 2014
I will also use my lvl up to get Gun Rest and add 5 to my BS. I take it there is no way to raise it higher at this point?
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer17 May 2014
Well you can upgrade a skill to 90 maximum (beacuse even the best can fail sometimes) but focusing on a single stat is generally a bad idea because the game tests you on all aspects of combat. (Besides you can only reach lv.100, so only 5 skills can get maxed out).
Torg18 May 2014
Any advice on what I should do to be more effective in combat?
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer18 May 2014
Combat is mainly 3 stats: WS, Agility and Dexterity. So upgrading WS means you can hit easier, Agility means you can dodge better and Dexterity means you can block better (if you have a Cumbersome weapon and you don't have the required DEX, then you suffer to hit penalties using it)
A friend on mine is interested in getting in on this RPG so I'm gonna send him a link to this thread so he can create a character if that's cool?
Brainfreezer19 May 2014
Of course The more the merrier!
MasteroDisaster20 May 2014
Well at the moment me and Torg are just sort of fumblin... ahem..... skilling our way through missions. It would be nice to have an extra person to act as meat shield so we can do what we do best.
MasteroDisaster21 Jul 2014
Here is the copy of Cortez's statline I had which should be up to date based on when he took a break from the game
Nice work Anders! I'll recover his weapons and gear and I'll send em on to him.
Brainfreezer30 Jul 2014
Right guys, I'm considering adding in a new stat called "Energy" which governs how much actions we can do before the NPC's act. I think a sum of everyone's AP should dictate how much actions the PC team receives,and then users can decide amongst themselves etc. I think a D3 could easily decide how much AP we each get.
Torg31 Jul 2014
Have you used that system before? It seems like it would complicate things more.......or does that mean we can use other peoples actions if they are not around?
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer01 Aug 2014
Essentially, everyone has an AP stat, however, everyone is still bound to the "2 actions" a phase. When members are away or whatever, combine the AP stat of the party, and each can use the AP to perform an action, taking them above the 2 action limit. This can cause minor disputes as to who feels their Actions are more important in the turn or whatever, but easily solvable. It does, however, speed things along when players are absent maybe more than 1(?)/2(?)/3(?) days.
Brainfreezer24 Feb 2015
As in, 3 stat increases. You increased your stats 13 times
If you are interested in video games and want better prices than Steam, but still have the games on Steam check this out https://www.g2a.com/r/eoinmc97
MasteroDisaster25 Feb 2015
Oh! Well... Yeah... Guess I wont be increasing any stats for a while then!
Torg27 Feb 2015
+25 weapon skill (18 to 43)=335g. +25 T ( T:16 to 41). 335g. I think that's all I'm going to cheat the system now. Did I do it right?
You shall fear the warppuppies for the warppuppies have teeth and are hungry, and forsooth they have decided that thy are crunchy and taste good with ketchup
Brainfreezer27 Feb 2015
Yes, you cheated correctly
If you are interested in video games and want better prices than Steam, but still have the games on Steam check this out https://www.g2a.com/r/eoinmc97
Brainfreezer27 Feb 2015
Borii, you are a Brawler, which is a class down from the Slayer class. Every level, you gain a skill. On your 10th level, you can move up classes. The brawler class is handy because it sets up a lot of K.O moves for being a Slayer, who gets bonuses against certain races etc.
Bear Hands: The character does x1.5 Damage in Unarmed Combat. Rough-Houser: The character adds 2 to all Slams, Locks, Throws when fighting an enemy. Scrapper Grit: The character adds +1 to Attack and Strength, but deducts 1 from his Agility. Must be level 4. Dizzy Punch: The character may expend all actions to punch a target senseless. The Dizzy Punch hits as normal and damages as normal, but always hits the head. (usually just info for the GM) If the attack succeeds in causing 1 point of damage, the enemy loses it's turn. All Out Attack!: The character may only perform this attack when the character has less than 6 HP. One attack (of the player's choice before rolls are made) has the Armour Penetration doubled, and leaves creatures smaller than Monsters Stunned. Must have Scrapper Grit to unlock. Fea (will continue this tomorrow!)
If you are interested in video games and want better prices than Steam, but still have the games on Steam check this out https://www.g2a.com/r/eoinmc97
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