Description: A melee class with a strong defence takes over all other matters as the party’s main tank. Although Swordsmen consume a higher degree of mana compared to other classes, they compensate this weakness by having a superior amount of vitality. Their weapon of choice is a one handed sword, along with a shield grasped in the other hand, used to block incoming attacks.
Description: A Mage is a character that possesses and impressive amount of intelligence and a wide array of magical powers. Although their defence is very weak, Mages can quickly shrink the enemy's health by launching a spell from the distance or by inflicting status ailments on them. Due to their range and their ability to control the flow of battles, it is no easy task to even land a blow on Mages. The weapon of choice for a Mage is the staff.
Starting Skill – LVL 1 Burn (Burns a single enemy for 3 turns, deals up to 3 damage per turn)
THEIF
Description: Exceptional evasive maneuvers and nimble movement are definitive of the Thief class. Along with the ability to confuse enemies into making critical mistakes, Thieves possess immense knowledge of pressure points, making them a force to be reckoned with. Although Thieves have low health and mana when compared to other classes, their skilful dodging enables them to outlive their enemies in numerous fights. As masters of the shadow techniques, Thieves are able to completely hide their bodies from the naked eye. Twin blades along with ninja stars are the weapons of choice for Thieves.
Starting skill – LVL 1 Sneak (Sneaks up to an enemy and deals +3 damage (Can only use once per enemy)
SCOUT
Description:
Scouts heavily depend on their sharp sight and perfect precision to hit targets from far distances. By firing arrows with excellent accuracy, a Scout can bring a brief end to any hostile enemy’s life. The Scout class is not limited to only these strengths; they also use well placed pits and traps to immobilize their enemies when triggered. Although Scouts have average health and mana, the strength of their ranged attacks is truly a call for respect and fear. Scouts prefer bows and guns as their weapon of choice.
Starting skill – LVL 1 (Max) field shot (Allows you to shoot anywhere on the field)
STATS
HEALTH POINTS - Obviously your health.
MANA POINTS - Determine how much you can use a magic ability/skill.
TO-HIT – Verses the enemy’s dodge (The more, the better).
STRENGTH (affiliates with Max Melee Attack damage) – Verses the enemy’s Defence.
DEFENCE – Reduces attack damage done to you (The more, the better).
INTELLIGENCE (affiliates with Max Magic Attack damage) – Verses the enemy’s Defence.
AGILITY (affiliates with dodge/Max Ranged Attack damage) – Verses enemy’s To-Hit (The more, the better).
BATTLE SYSTEM
I am using a custom dice online, entirely based on your characters stats to make sure there is no cheating.
Example: (Take it as if I am a LVL 1 Swordsman)
Kamrad rolls To-Hit... 4 (1d5 (5 is my max To-Hit) Orc rolls Dodge... 3 (YOU HIT! (You scored a higher To-Hit, than they did their Dodge) Kamrad rolls Damage...6 (1d7 (7 is my Strength/Max Melee Attack damage) Orc rolls Defence Chance...Pass (1d2... yes=1/no=2) Orc rolls Defence...3 (1dx (x= his defence) Total Damage...3 (Attacker Damage - Defender Defence = Total Damage) Orc dies. (0 Hp or less)
HOW TO PLAY (Regularly updated; READ THE LAST EDITED SECTION UNDERNEATH THE POST TO FIND OUT WHEN)
Moving: To move simply say (If you have 3 moves per turn) North x1, East x2, to move diagonally say North-East x2. You have a limit to how many steps you can take per turn.
Movment and attacking starts from a square ahead of you and counts!
Attacking: Make sure you are in range of your enemy. Then say “Attack, (enemy name), (coordinates)”. You CANNOT move/defend after attacking.
Defending: Rather than attacking, you may choose, to defend, increasing your DEF and AGI by 1.5x for the turn. You CANNOT attack/move after defending. To defend simply move or stay and say “defend”.
Counter attacks: If you attack and miss, the enemy has a chance do counter attack, as do you when enemies miss you.
First roll for the chance (1d2... pass=1/fail= 2), then attack system goes as normal.
Though, counter attacks only deal half the overall damage.
Must also be in range to counter attack.
Opening/Picking up: To open treasure chests and other things, simply walk up to it and say “open treasure chest” or “pick up item”. (ONLY THIEVES CAN OPEN TREASURE LOCKED CHESTS!)
Experience: It is EXP share, so everyone receives the same mount of experience in the game, although extra EXP is awarded to the killer.
Swapping/wielding equipment: To swap/wield equips you must first have that item in your inventory. Then simply say "Swap rusty dagger for bow" or "Wield rusty dagger". Only thieves may wield two weapons at once, and they must be daggers. (This does not count as a turn, but you must do it before an attack)
Death: You cannot die in this game; you are only knocked out until the battle ends! There is no penalty for dying.
Critical Hits: If you roll your max number of To-Hit then you do a critical, disabling the chance of the enemy to dodge, you then roll for extra damage.
Massive Hits: If you roll your max number of STR/INT/AGI you do a massive hit, causing you to do 1.5x the damage.
Money: The currency is gold. Every kill rewards you with gold.
Item Sharing: Items and Equipment are shared by "dibbing". Dibbing is where you say what you want, if the others do not want it, then you have it. If another, or more than one, player wants it as well, then I (Kamrad) will roll a 1d20 for each player - highest roll earns it. The same goes for Boss items/equipment, except that players can only have one piece of boss item/equipment per battle. Though please take equipment/item if it is really necessary. A good game is a fair game.
Levelling up: When a player reaches a certain amount of EXP, he/she will level up, awarding you with 5 Stat Points to spend on whichever stat you like, whether it is HP/MP or TH. You are also awarded with 2 Skill Points to spend on the skill of your choice.
You can only add points at the end of the round.
Mana/Health Regeneration: Mana regenerates by 2 after every two turn, at the start of the turn, unless use of a mana potion/elixir. Health regenerates by 2 after every two turn, at the start of the turn, unless use of a health potion/elixir.
Bosses: Bosses are the super mind of the battle, in most battles, the death of the boss means you win. But otherwise, killing a Boss will cause a -2 penalty on all other bad guy's rolls. A Boss doesn't need to roll a "Defence Chance" roll either, for they really are that cool :]. Bosses tend to have some awesome armour, usually the best on the field.
They also cannot take any status ailments.
Kicking:
Players that not make a turn for 3 or more rounds, will be kicked from the game.
ADD 3 STAT POINTS TO YOUR CHARACTER AT THE START!
Phew, glad I got that over with. If you have any questions, feel free to ask, as I am not sure if I have covered everything.
There is a set max of 5 players, unless I feel like making more, so join quick! Oh, and only join if you're truly going to dedicate time to this game please :].
Name: Kamrad
Class: Mage
Description: An orphan 'til the age of six, then adopted and raised by the "Brotherhood of the Talented" when the orphanarium started reporting mysterious things happening around me.
Now at the age of 16 and studying the arts of magic.
Even if one takes every reefer madness allegation of the prohibitionists at face value, marijuana prohibition has done far more harm to far more people than marijuana ever could
im in, usually i'd play tanks in rpg but anyway...
Name: Zyon
Class: Thief
Description: Age unknown, some say he was not from this world, but no one knows. Having lost most of his childhood memories except one: a blade representing some form of family heirloom, which he keeps as though it was his life. Currently lives by pickpocketing people who appear to be carrying large sums of currency.
Check it out ;D
This is somewhat the battle field.
The no go areas are the blacked out ones, usually I'll specify what the no go areas are before each round.
The winning conditions vary, sometimes it may be kill all the enemies, and others kill the boss.
The grid is there to help you know where you are aloud to move obviously.
I forgot to add coordinates, but they will also be there just to make things easier.
All enemies are named and numbered.
All players are named.
I also added little extras such as the torches.
Name: Kiserai
Class: Scout
Description: Almost looks as if he belongs more in behind a plow on a farm than in battle, wearing humble yet well-stitched clothing. Lanky build with blonde hair that hangs just above his shoulders. Easily mistaken for a commoner save for the bow he carries (obviously) and a certain demeanor and presence that settles somewhere just between brooding and distant-minded, yet always seems aware of his surroundings.
Name: Zoltrix
Class: Mage
Description: I have a huge bio of a mage character I used to play a long time ago. I will dig for it and post it if I am able to find it.
Found the BIO for my Mage, it was in a random folder on my computer I had to write this if I wanted to join and RP guild in World of Warcraft back when I used to play Alliance
Credible schools of magic flourished openly in Sanguine's streets, before The White Order took over garrison duties in the capital. To my own fortune it was this metropolis that fate drove me to in the first years of my life. Memory has no room for parents I never knew, having been raised by my aunt and uncle from as early as I can remember. They were direct opposites of each other, but worked tirelessly to put my cousins and myself through school. My uncle was a blacksmith by day, at that bastion The Citadel of the Sun. My auntie always seemed to end her housekeeping duties shortly after dusk, unlike most mothers I knew through my younger years. It was through a decade of suspicion before I admitted to myself that shopping was simply not something that was done through Sanguine's late night hours. Be it food, new clothes or the surprisingly odd book, the morning afters rarely failed to turn up something she was eager to share with us, after my uncle went to work. My eldest cousin was enrolled early in one of Sanguine's most demanding schools of magic, a topic I too took quite an interest in. Cost prohibited both of us from learning at the same venue. Always eager for him to return home from his weekly tutoring, I found myself prying for every facet his masters had revealed just hours before.
By age 15 my determination to master magics of my own came closer to realization. I became accustomed to journeying to the forests outside the city, shaking various sized branches high in the trees and throwing rocks great distances, notably without the use of my hands. These abilities advanced as my studies progressed, eventually opening the door to my service in the King's army. Honing the powers of fire and lightning, I came to pride the knowledge that would strike down a foe from afar, with a minor chant of an arcane language. I have met many powerful adversaries through my past, but few came to match the strength of Mercia's army, let alone the determination of the zealous warriors infrequently at our side. It is not the determination of the King's soldiers I write of, but rather the warrior monks of the great Church I knew little of through my youth. Now, as I travel the kingdom?s roads with my walking staff in one hand and spell book in the other, I am continually pulled by conscience to the service of a new cause, one that voraciously repels the Chaos with which my fellow man is continually challenged. May Our Lady of Light bid me the grace to meet this challenge, inwardly, while continuing to fight it outwardly with the magics I am adept to live by.
Name: Dernal
Class: Scout
Description: He lived with his family in the woods until he was 11. While he lived with his family, he practiced hunting daily. He went off to find fame and fortune in the world.
I didn't want to try with the description. A question, am I allowed to +2 to a stat instead of just +1? If so I'm going to edit this. +2 AGI instead of +1 DEF
Rollback Post to RevisionRollBack
[SIGPIC][/SIGPIC]
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
Name: Dernal
Class: Scout
Description: He lived with his family in the woods until he was 11. While he lived with his family, he practiced hunting daily. He went off to find fame and fortune in the world.
I didn't want to try with the description. A question, am I allowed to +2 to a stat instead of just +1? If so I'm going to edit this. +2 AGI instead of +1 DEF
Haha, that's ok.
Yeah you don't have to only have +1 :]
Haha, that's ok.
Yeah you don't have to only have +1 :]
I may right up a story later on. I'll post it somewhere. I don't expect anyone to read it. When I go plot/storyline/rp character description, I go whole hog. Prepare for teh pages!
Quote from "Kiserai" »
Name: Kiserai
Class: Scout
Description: Almost looks as if he belongs more in behind a plow on a farm than in battle, wearing humble yet well-stitched clothing. Lanky build with blonde hair that hangs just above his shoulders. Easily mistaken for a commoner save for the bow he carries (obviously) and a certain demeanor and presence that settles somewhere just between brooding and distant-minded, yet always seems aware of his surroundings.
I may right up a story later on. I'll post it somewhere. I don't expect anyone to read it. When I go plot/storyline/rp character description, I go whole hog. Prepare for teh pages!
You don't really need a description ;P
Do it if you like though.
I will start on the game in about 12 hours, as it is 12am here. I will make the storyline and all also, then the games shall begin!
Also, if anyone has not does so already read the full HOW TO PLAY section in my first post please.
have a few questions about this rpg (dunno if this is the right place to ask but, couldn't find the pm function)
1. as u stated, thieves can use two weapons (daggers), does that mean - when attacking, the to-hit is rolled twice, each time for one weapon, and damage is calculated seperately? or, is the 'power' of both weapons added together and calculates as a single attack?
2. for example thieves, the max stat at level 1 is agi (10), to do a 'massive hit', will i need to add to-hit to 10 (assuming i leave agility the same throughout level up)?
EDIT: i get 2 now, say i attack with melee and i have current strength of 6 (think str is for melee dmg?), if i roll 6 ill do massive hit?
have a few questions about this rpg (dunno if this is the right place to ask but, couldn't find the pm function)
1. as u stated, thieves can use two weapons (daggers), does that mean - when attacking, the to-hit is rolled twice, each time for one weapon, and damage is calculated seperately? or, is the 'power' of both weapons added together and calculates as a single attack?
2. for example thieves, the max stat at level 1 is agi (10), to do a 'massive hit', will i need to add to-hit to 10 (assuming i leave agility the same throughout level up)?
1. Usually weapons just add extra skill points, or extra damage to attacks. The dice is still rolled only once and the extra damage is added on after the attack.
2. Yes you are right with number 2 on your edit ;D
Quote from "Kanastag" »
12 hours is midnight for me. I won't be awake!
That's ok, I wait a day for everyone to make their post before I update :]
To join, simply choose a name for your character, a description if you like, and the class of your choice, and I'll pretty much do the rest.
Class system (Colour coded):
LVL 1 > LVL 10 > LVL 30
Swordsman > Warrior/Knight > Berserker/Paladin
Mage > Priest/Wizard > Saint/Warlock
Thief > Rogue/Ninja > Knave/Assassin
Scout > Gunner/Archer > Gunslinger/Ranger
Starting Stats for classes:
SWORDSMAN
Description:
A melee class with a strong defence takes over all other matters as the party’s main tank.
Although Swordsmen consume a higher degree of mana compared to other classes, they compensate this weakness by having a superior amount of vitality.
Their weapon of choice is a one handed sword, along with a shield grasped in the other hand, used to block incoming attacks.
Hit-points (HP) - 10
Mana-points (MP) - 5
To-Hit (TH) - 5
Strength (STR) - 7
Defence (DEF) - 7
Intelligence (INT) - 3
Agility (AGI) – 3
Starting skill – LVL 1 Slash (powerful blow, deals +3 damage)
MAGE
Description:
A Mage is a character that possesses and impressive amount of intelligence and a wide array of magical powers.
Although their defence is very weak, Mages can quickly shrink the enemy's health by launching a spell from the distance or by inflicting status ailments on them. Due to their range and their ability to control the flow of battles, it is no easy task to even land a blow on Mages.
The weapon of choice for a Mage is the staff.
HP - 6
MP - 12
TH - 6
STR - 2
DEF - 2
INT - 9
AGI – 3
Starting Skill – LVL 1 Burn (Burns a single enemy for 3 turns, deals up to 3 damage per turn)
THEIF
Description:
Exceptional evasive maneuvers and nimble movement are definitive of the Thief class. Along with the ability to confuse enemies into making critical mistakes, Thieves possess immense knowledge of pressure points, making them a force to be reckoned with.
Although Thieves have low health and mana when compared to other classes, their skilful dodging enables them to outlive their enemies in numerous fights. As masters of the shadow techniques, Thieves are able to completely hide their bodies from the naked eye.
Twin blades along with ninja stars are the weapons of choice for Thieves.
HP - 6
MP - 6
TH - 6
STR - 4
DEF - 3
INT - 5
AGI – 10
Starting skill – LVL 1 Sneak (Sneaks up to an enemy and deals +3 damage (Can only use once per enemy)
SCOUT
Description:
Scouts heavily depend on their sharp sight and perfect precision to hit targets from far distances.
By firing arrows with excellent accuracy, a Scout can bring a brief end to any hostile enemy’s life.
The Scout class is not limited to only these strengths; they also use well placed pits and traps to immobilize their enemies when triggered. Although Scouts have average health and mana, the strength of their ranged attacks is truly a call for respect and fear.
Scouts prefer bows and guns as their weapon of choice.
HP - 8
MP - 8
TH - 6
STR - 3
DEF - 2
INT - 5
AGI – 8
Starting skill – LVL 1 (Max) field shot (Allows you to shoot anywhere on the field)
STATS
HEALTH POINTS - Obviously your health.
MANA POINTS - Determine how much you can use a magic ability/skill.
TO-HIT – Verses the enemy’s dodge (The more, the better).
STRENGTH (affiliates with Max Melee Attack damage) – Verses the enemy’s Defence.
DEFENCE – Reduces attack damage done to you (The more, the better).
INTELLIGENCE (affiliates with Max Magic Attack damage) – Verses the enemy’s Defence.
AGILITY (affiliates with dodge/Max Ranged Attack damage) – Verses enemy’s To-Hit (The more, the better).
BATTLE SYSTEM
I am using a custom dice online, entirely based on your characters stats to make sure there is no cheating.
Example:
(Take it as if I am a LVL 1 Swordsman)
Kamrad rolls To-Hit... 4 (1d5 (5 is my max To-Hit)
Orc rolls Dodge... 3 (YOU HIT! (You scored a higher To-Hit, than they did their Dodge)
Kamrad rolls Damage...6 (1d7 (7 is my Strength/Max Melee Attack damage)
Orc rolls Defence Chance...Pass (1d2... yes=1/no=2)
Orc rolls Defence...3 (1dx (x= his defence)
Total Damage...3 (Attacker Damage - Defender Defence = Total Damage)
Orc dies. (0 Hp or less)
HOW TO PLAY
(Regularly updated; READ THE LAST EDITED SECTION UNDERNEATH THE POST TO FIND OUT WHEN)
Moving:
To move simply say (If you have 3 moves per turn) North x1, East x2, to move diagonally say North-East x2. You have a limit to how many steps you can take per turn.
Movment and attacking starts from a square ahead of you and counts!
Attacking:
Make sure you are in range of your enemy. Then say “Attack, (enemy name), (coordinates)”.
You CANNOT move/defend after attacking.
Defending:
Rather than attacking, you may choose, to defend, increasing your DEF and AGI by 1.5x for the turn.
You CANNOT attack/move after defending.
To defend simply move or stay and say “defend”.
Counter attacks:
If you attack and miss, the enemy has a chance do counter attack, as do you when enemies miss you.
First roll for the chance (1d2... pass=1/fail= 2), then attack system goes as normal.
Though, counter attacks only deal half the overall damage.
Must also be in range to counter attack.
Opening/Picking up:
To open treasure chests and other things, simply walk up to it and say “open treasure chest” or “pick up item”.
(ONLY THIEVES CAN OPEN TREASURE LOCKED CHESTS!)
Experience:
It is EXP share, so everyone receives the same mount of experience in the game, although extra EXP is awarded to the killer.
Attack Ranges:
Melee weapons - 1 Square; North, East, South, West
Two-handed weapons - 1 Square; North, North-East, East, South-East, South, South-West, West, North-West.
Shortbows - 5 Squares; North, East, South, West
Crossbows - 6 Squares; North, East, South, West
Longbows - 8 Squares; North, East, South, West
Thrown - 3 Squares; North, East, South, West
Magic - 3 squares; North, East, South, West
Swapping/wielding equipment:
To swap/wield equips you must first have that item in your inventory. Then simply say "Swap rusty dagger for bow" or "Wield rusty dagger".
Only thieves may wield two weapons at once, and they must be daggers.
(This does not count as a turn, but you must do it before an attack)
Death:
You cannot die in this game; you are only knocked out until the battle ends!
There is no penalty for dying.
Critical Hits:
If you roll your max number of To-Hit then you do a critical, disabling the chance of the enemy to dodge, you then roll for extra damage.
Massive Hits:
If you roll your max number of STR/INT/AGI you do a massive hit, causing you to do 1.5x the damage.
Money:
The currency is gold.
Every kill rewards you with gold.
Item Sharing:
Items and Equipment are shared by "dibbing". Dibbing is where you say what you want, if the others do not want it, then you have it. If another, or more than one, player wants it as well, then I (Kamrad) will roll a 1d20 for each player - highest roll earns it.
The same goes for Boss items/equipment, except that players can only have one piece of boss item/equipment per battle.
Though please take equipment/item if it is really necessary. A good game is a fair game.
Levelling up:
When a player reaches a certain amount of EXP, he/she will level up, awarding you with 5 Stat Points to spend on whichever stat you like, whether it is HP/MP or TH.
You are also awarded with 2 Skill Points to spend on the skill of your choice.
You can only add points at the end of the round.
Mana/Health Regeneration:
Mana regenerates by 2 after every two turn, at the start of the turn, unless use of a mana potion/elixir.
Health regenerates by 2 after every two turn, at the start of the turn, unless use of a health potion/elixir.
Bosses:
Bosses are the super mind of the battle, in most battles, the death of the boss means you win. But otherwise, killing a Boss will cause a -2 penalty on all other bad guy's rolls.
A Boss doesn't need to roll a "Defence Chance" roll either, for they really are that cool :].
Bosses tend to have some awesome armour, usually the best on the field.
They also cannot take any status ailments.
Kicking:
Players that not make a turn for 3 or more rounds, will be kicked from the game.
ADD 3 STAT POINTS TO YOUR CHARACTER AT THE START!
Phew, glad I got that over with.
If you have any questions, feel free to ask, as I am not sure if I have covered everything.
There is a set max of 5 players, unless I feel like making more, so join quick!
Oh, and only join if you're truly going to dedicate time to this game please :].
This game is Copyright ? 2009 by Kamil Szczucki
Class: Mage
Description: An orphan 'til the age of six, then adopted and raised by the "Brotherhood of the Talented" when the orphanarium started reporting mysterious things happening around me.
Now at the age of 16 and studying the arts of magic.
HP - 6 +1
MP - 12
TH - 6 + 1
STR - 2
DEF - 2
INT - 9 +1
AGI – 3
Class: Swordsman
Description: Unknown
HP - 10 +1
MP - 5
TH - 5
STR - 7 +1
DEF - 7
INT - 3
AGI - 3 +1
Name: Zyon
Class: Thief
Description: Age unknown, some say he was not from this world, but no one knows. Having lost most of his childhood memories except one: a blade representing some form of family heirloom, which he keeps as though it was his life. Currently lives by pickpocketing people who appear to be carrying large sums of currency.
Stats:
HP - 6
MP - 6
TH - 6+1
STR - 4+2
DEF - 3
INT - 5
AGI – 10
You have read everything though, right?
EDIT:
http://i296.photobucket.com/albums/mm181/kamrad/game2new.png
Check it out ;D
This is somewhat the battle field.
The no go areas are the blacked out ones, usually I'll specify what the no go areas are before each round.
The winning conditions vary, sometimes it may be kill all the enemies, and others kill the boss.
The grid is there to help you know where you are aloud to move obviously.
I forgot to add coordinates, but they will also be there just to make things easier.
All enemies are named and numbered.
All players are named.
I also added little extras such as the torches.
Class: Scout
Description: Almost looks as if he belongs more in behind a plow on a farm than in battle, wearing humble yet well-stitched clothing. Lanky build with blonde hair that hangs just above his shoulders. Easily mistaken for a commoner save for the bow he carries (obviously) and a certain demeanor and presence that settles somewhere just between brooding and distant-minded, yet always seems aware of his surroundings.
Stats:
HP - 8
MP - 8
TH - 8 (+2)
STR - 3
DEF - 2
INT - 5
AGI – 9 (+1)
Class: Mage
Description: I have a huge bio of a mage character I used to play a long time ago. I will dig for it and post it if I am able to find it.
HP - 6
MP - 12
TH - 6 +1
STR - 2
DEF - 2
INT - 9 +2
AGI - 3
http://i296.photobucket.com/albums/mm181/kamrad/worldmap.png
I'll give more info about it when the game starts.
Class: Scout
Description: He lived with his family in the woods until he was 11. While he lived with his family, he practiced hunting daily. He went off to find fame and fortune in the world.
HP - 8
MP - 8
TH - 6 +1
STR - 3
DEF - 2
INT - 5
AGI – 8 +2
I didn't want to try with the description. A question, am I allowed to +2 to a stat instead of just +1? If so I'm going to edit this. +2 AGI instead of +1 DEF
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
Haha, that's ok.
Yeah you don't have to only have +1 :]
I may right up a story later on. I'll post it somewhere. I don't expect anyone to read it. When I go plot/storyline/rp character description, I go whole hog. Prepare for teh pages!
Ah, frick. Gotta make a new hero. Forget my scout. I can't stand being what someone else is. It burns us...
DAMMIT! All the classes have at least one person. Friggin a... Yeah I'll do the scout then...
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
You don't really need a description ;P
Do it if you like though.
I will start on the game in about 12 hours, as it is 12am here. I will make the storyline and all also, then the games shall begin!
Also, if anyone has not does so already read the full HOW TO PLAY section in my first post please.
1. as u stated, thieves can use two weapons (daggers), does that mean - when attacking, the to-hit is rolled twice, each time for one weapon, and damage is calculated seperately? or, is the 'power' of both weapons added together and calculates as a single attack?
2. for example thieves, the max stat at level 1 is agi (10), to do a 'massive hit', will i need to add to-hit to 10 (assuming i leave agility the same throughout level up)?
EDIT: i get 2 now, say i attack with melee and i have current strength of 6 (think str is for melee dmg?), if i roll 6 ill do massive hit?
12 hours is midnight for me. I won't be awake!
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
1. Usually weapons just add extra skill points, or extra damage to attacks. The dice is still rolled only once and the extra damage is added on after the attack.
2. Yes you are right with number 2 on your edit ;D
That's ok, I wait a day for everyone to make their post before I update :]
Thank teh FSM! I was worried I would be cut out. I was scarededed.
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org
Here's to hoping His Noodly Appendage touches you and may His Sauce rain down upon you,
-GM
RAmen
Church of the Flying Spaghetti Monster website: www.venganza.org