I am in new York because ponies. While I'd like to keep playing, it's currently 02:00 where I am and I'm probably not going to bed for another 4 hours. So my schedule is going to be a bit weird...
Sorry for that, by the bye. I thought I'd posted this, but my phone ate the update and I never replaced it. My faux pas
Well both Bellock and Ahdokdwin are going to see Agnorant. So you could have that scene happen and then character interaction will take over from there.
Well both Bellock and Ahdokdwin are going to see Agnorant. So you could have that scene happen and then character interaction will take over from there.
yeah, anyone consider posting? i've kinda been waiting for a post by diego, but i think he's waiting on the three-post rule. Maybe we could just ditch that rule for this roleplay?
I'm sorry! I'd like to post but my brain is full of derp right now. I'll try and do something tomorrow.
Know how that goes.
Trying to get Braz to post, but we have A LOT on our plates right now, and I can only get my posts in by slapping them into notepad and squeezing our a sentence or two when things get less hectic.
Okay, I have a little thing I would want everyones opinon on, becasue the metaplot I am sort of forming in my brain might lean apon it:
How does everyone feel about very rare, powerful magical objects hidden around the place? I dont mean a Belt of Giants ect, I am talking about a water-making gem or a totem dedicated to a wind god around the hills and such.
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Quote:
Originally Posted by Tychris1
Pokonic look what you have done! You fool, you`ve doomed us all!
Quote:
Originally Posted by Doorhandle
Oh Pokonic, never change. And never become my D.M.
Okay, I have a little thing I would want everyones opinon on, becasue the metaplot I am sort of forming in my brain might lean apon it:
How does everyone feel about very rare, powerful magical objects hidden around the place? I dont mean a Belt of Giants ect, I am talking about a water-making gem or a totem dedicated to a wind god around the hills and such.
Artefacts are cool, and they'd create some interesting storylines, since greedy dragons would want to find ways to control their powers and more moral dragons would question the implications of messing with them. Naturally, I'd be on the side of the second group.
__________________
When in doubt, use cute little dragons.
So, hey. I'm a gigantic, flying intelligent serpent whose very internal essence is a caustic acid, with a tail like a cleaver and flesh of the clear night sky. I'm gonna guess physics is sort of in hand-wavy territory? Like, the square-cube rule is right out, yeah?
So, hey. I'm a gigantic, flying intelligent serpent whose very internal essence is a caustic acid, with a tail like a cleaver and flesh of the clear night sky. I'm gonna guess physics is sort of in hand-wavy territory? Like, the square-cube rule is right out, yeah?
Dragon magic all the way down, yeah.
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Quote:
Originally Posted by Tychris1
Pokonic look what you have done! You fool, you`ve doomed us all!
Quote:
Originally Posted by Doorhandle
Oh Pokonic, never change. And never become my D.M.
I've got a couple questions now that I'm statting up some humans (and an elf). Firstly, are there stats for other weapons, like clubs, slings or crossbows? Second, do humanoids get points to spend the same way dragons do? The latter may or may not have been addressed before, but I don't want to have to find it myself.
__________________
When in doubt, use cute little dragons.
Most simple weapons, like slings or clubs, do around 1-3 damage. Assume that clubs do three and slings do one, (with con and agility modifiers, accordingly)and crossbows are just renamed bows.Well, most humans with better-than-average stats tend to be the sort that raid dungens, but I say that one could have around 10-15 points to start off with. Any more and they might be pushing it in the power catagory.
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Former avatar, had it since I started realy posting here.
Quote:
Originally Posted by Tychris1
Pokonic look what you have done! You fool, you`ve doomed us all!
Quote:
Originally Posted by Doorhandle
Oh Pokonic, never change. And never become my D.M.
Stats: 20+40=60 (Turns to stone in sunlight, regens full health after one hour. Never is permentaly wounded, exept by fire. Can be found in nearly any area around the map, but tend to be found in the hills or swamps.)
Strength: 45
Agility: 10
Intelligence: 10
Toughness: 50
Charisma: 5
Evilness : 70
Intimidation: 60
Stats: 25+40=65 (They come from the south, "dumb" giants are usualy misidentifed ogres or even trolls.)
Strength: 60
Agility: 15
Intelligence: 10
Toughness: 50
Charisma: 10
Evilness : 70
Intimidation: 60
Thrown Stone:5+agility modifier=8
Large Scimitar :6+ Strength modifier=18
*Twiggy and pathetic, they do not have a Toughness score. Anything that could pierce them could kill them. But first, you must find them.
Basic attacks:
Dagger:1+Agility modifier= 7
Wizerd
Spoiler
Stats:
Health: 10+12=22
Strength: 15
Agility: 10
Intelligence: 60
Toughness: 15
Charisma: 20
Evilness : 50
Intimidation: 50
Basic attacks: Most mages can use three-four of the magical spells listed. Most mages, however, can use differnt spells than those listed, and depending on the individual they might be a tad more or less potent that this fully trained master of magic. Think of him as a template, of sorts.
Dagger:1+Agility modifier= 3
Health: 15+20=35
Strength: 20
Agility: 20
Intelligence: 25
Toughness: 25
Charisma: 20
Evilness : 20
Intimidation: 60
Basic attacks:
Hoof:3+Strength modifier=7
Horn:5+Charisma modifier=9
Holy Blast:2+Intelligence modifier=7
Heal: Heals 15 damage per-day with horn. This is effect of the horn, and happens even if not attached to the unicorn.
Elk
Spoiler
Stats: Elven mounts. Basic horses are horrible in miles of woodland.
Health: 15+26=31
Strength: 20
Agility: 30
Intelligence: 10
Toughness: 20
Charisma: 20
Evilness : 10
Intimidation: 20
Basic attacks:
Hoof:3+Strength modifier:7
Horn:5+Charisma modifier=9
Health: +20, not counting the Toughness score. Undead are resilent, but can only be healed by necromantic energy. Hence, why most ghouls rarly leave there own little graveyard.
Strength: + 10 No restraint with ones body lets a basic zombie do terrible things.
Agility: -10 if non-inteligent and zombish.
Intelligence:Effectivly 0 if non-sapient, same if it is.
Toughness: Depends on age of the corpse, but it could be anywhere from -15 if there is little to no meat on the body to +20 if is a unfeeling fleshy thing. Subject to situational ruling.
Charisma: 5 if non-sapient, -10 if it is.
Evilness : * Subject to discretion.
Intimidation: 80
Evil Realy Nasty Things that can Rip a Dragon a Few New Ones.
This is never ment to be used. Take a guess why?
HP: 10 +48=58
Strength: 15
Agility: 20
Intelligence: 10
Toughness: 60 (He is a giantic river-dwelling creature. Ever seen a Sturgen fight a fisherman?)
Charisma: 100 (Meet the most interesting serpent in the world.)
Evilness : 10
Intimidation: 10
Stats:Southern beasti, this is why there is no such thing as a "southern dragon".
Health: 40+32=72
Strength: 60
Agility: 40
Intelligence: 15
Toughness: 40
Charisma: 15
Evilness : 50
Intimidation: 70
Basic attacks:
Talon:7+Agility modifier:15
Beak:15+Strength modifier:27
__________________
Well, one time at Bard camp...
Former avatars & Quotes
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Former avatar, had it since I started realy posting here.
Quote:
Originally Posted by Tychris1
Pokonic look what you have done! You fool, you`ve doomed us all!
Quote:
Originally Posted by Doorhandle
Oh Pokonic, never change. And never become my D.M.
All right, I've got stats written up for all members of Northwestingville's guard force. I gave Arona some extra points since she's more experienced than the others. One more question, though. How does armour work? I don't think the guards would be wearing just tunics.
Spoiler
Name: Oslan. Gender: Male. Species: Human. Stats: Health: 30
Strength: 15
Agility: 10
Intelligence: 15
Toughness: 20
Charisma: 15
Evilness: 50
Cruelty: 50
Intimidation: 50
Fame: 0
Trustworthiness: 50 Personality: Oslan is a laid-back, patient type, with a lot of tolerance for the unusual. Anything from dragons to demons to wizards is accepted as long as it doesn't cause any more trouble than usual from the kind of thing it is. However, this does not mean he's weak or stupid - he has a sharp wit, and he can be quite stubborn about not letting things go wrong. History: Oslan was born and raised in Northwestingville, and decided to join the town guards. That's about it. Attacks:
Spear: 8 Armour:
Leather (+4 Health)
Name: Santiago. Gender: Male. Species: Human. Stats: Health: 26
Strength: 20
Agility: 15
Intelligence: 15
Toughness: 15
Charisma: 10
Evilness: 50
Cruelty: 50
Intimidation: 50
Fame: 0
Trustworthiness: 50 Personality: Santiago is alert and always prepared for the worst. He's not a particularly trusting person; anything he's told had better have evidence to back it up, and any potential allies had better prove themselves. Ultimately, he wants what's best for everyone around him, and will get it no matter who tries to stop him. History: Santiago was born and raised in Northwestingville, and decided to join the town guards. That's about it. Attacks:
Sword: 7 Armour:
Leather (+4 Health)
Name: Arona. Gender: Female. Species: Human. Stats: Health: 26
Strength: 20
Agility: 15
Intelligence: 20
Toughness: 15
Charisma: 15
Evilness: 50
Cruelty: 50
Intimidation: 50
Fame: 20
Trustworthiness: 50 Personality: Arona is an affable, carefree woman, and seemingly absent-minded as well. However, underneath this lies a brilliant mind and a strong devotion to duty, and she can be quite fierce with those who try her patience. She maintains control around Northwestingville with a mixture of cleverness, charm, and combat skills. History: Arona was apparently in some army or other at one point, proved her worth on the battlefield, attracted the attention of some superior who didn't want her taking over their position, and got "reassigned" to Northwestingville's defence to get her out of the way. That's all she'll tell anyone who asks. Attacks:
Axe: 8
Crossbow: 6 Armour:
Ring (+4 Health, -1 damage taken)
Name: "Scouty". Gender: Male. Species: Elf. Stats: Health: 22
Strength: 15
Agility: 25
Intelligence: 15
Toughness: 15
Charisma: 20
Evilness: 50
Cruelty: 50
Intimidation: 40
Fame: 0
Trustworthiness: 50 Personality: Scouty is a somewhat naive, cowardly young elf. He doesn't always think things through, and tends to overreact or flee when an unexpected situation comes up. Still, he's genuinely well-meaning, and he does his best to get things right. History: Few know Scouty's real name, and those who do don't really care. "Scouty" is simply a nickname he picked up among the humans. His reasons for being in the service of Northwestingville's guards are obscure as well, but it's believed that he was exiled from the elven lands for ticking off some noble or other. In any case, he has a fondness for humans, and has little desire to go back to the elven lands. Attacks:
Sword: 6
Bow: 8
All right, I've got stats written up for all members of Northwestingville's guard force. I gave Arona some extra points since she's more experienced than the others. One more question, though. How does armour work? I don't think the guards would be wearing just tunics.
I am kind of wondering about that, myself. I mean, yes, it could be a damage reduction sort of thing, but that might get a little complicated if we put in individual peices of armor and such.
Oh, any comment on the new beasties?
__________________
Well, one time at Bard camp...
Former avatars & Quotes
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Former avatar, had it since I started realy posting here.
Quote:
Originally Posted by Tychris1
Pokonic look what you have done! You fool, you`ve doomed us all!
Quote:
Originally Posted by Doorhandle
Oh Pokonic, never change. And never become my D.M.
the answer is already written out, though it takes a minute to find it.
Spoiler
•Armor increases toughness for HP only, while decreasing agility.
•A dragon with a much stronger, armored hide gains a lot of toughness, at the cost of mobility.
•The dragon is allowed to add this toughness to it's toughness based attacks, but that is because the armor also functions as part of the natural weapons; a dragon wearing iron scales over it's own skin would not gain this benefit.
•The extra HP makes more sense than damage reduction because armor does get damaged. When all 5 extra HP from a breast plate, say, dissappears, it's because the breastplate has massive holes in it.
•The dragon gains more toughness than it loses agility because the scales are part of its own body. Wearing armor would probably have a bigger discrepancy, because the armor isn't part of your natural state of equilibrium.
This fits with the current rules, and seems like a fair trade; a human with low agility will benefit more from that +4 HP than from the +1 agility, since he probably couldn't have dodged the attack anyway.
This all occurred to me when I reread Iron Scales; I was going to use them for Ophiokasha until I saw someone else say -10 agility on their character. I thought, before that comment made me go back and read the mutation, that it was just narrative protection.
I also petition that there be a sliding scale; high-toughness armies should be able to ignore weak weapons. Leather (tough +5) just gives health. Chains (+10 or so?) might protect against damage 1 weapons; a dagger will do no damage except for the user's agility, as the chains catch the blade and the arming cost rule force, only the twisting and stabbing into the armor would do anything. Plate would likewise make one terribly slow, but also protect against, say, small projectiles and peasant weapons. Note that this means dragons will probably not be hurt so much by daggers, and iron flesh would prevent all but the strongest dragon's layers from bein able to ride up and just smash you with a sword until you die. Which just means dragon slayers have to be smart, or massive. Which fits literature.
And of course, I'm not the GM. I'm just pointing out something that looks obvious to me, given what I have read already.
This all occurred to me when I reread Iron Scales; I was going to use them for Ophiokasha until I saw someone else say -10 agility on their character. I thought, before that comment made me go back and read the mutation, that it was just narrative protection.
Bwah? May need to reread it again. It gives +10 to toughness.
A mite more than narrative protection, I would think.
Quote:
I also petition that there be a sliding scale; high-toughness armies should be able to ignore weak weapons. Leather (tough +5) just gives health. Chains (+10 or so?) might protect against damage 1 weapons; a dagger will do no damage except for the user's agility, as the chains catch the blade and the arming cost rule force, only the twisting and stabbing into the armor would do anything. Plate would likewise make one terribly slow, but also protect against, say, small projectiles and peasant weapons. Note that this means dragons will probably not be hurt so much by daggers, and iron flesh would prevent all but the strongest dragon's layers from bein able to ride up and just smash you with a sword until you die. Which just means dragon slayers have to be smart, or massive. Which fits literature.
Methinks it would just be a flat health bonus, rather than a actual toughness increase, but yes, some form of damage reduction is sound. Now, I would rather think that any bonus a dragon gets from being well-armored can be found in there health score, but perhapes some form of armoring scale is in order.
All righty then: Should armor be simply reprisented in the toughness score, or is there a need for a more detailed way of figuring what someone is wearing?
__________________
Well, one time at Bard camp...
Former avatars & Quotes
Spoiler
Former avatar, had it since I started realy posting here.
Quote:
Originally Posted by Tychris1
Pokonic look what you have done! You fool, you`ve doomed us all!
Quote:
Originally Posted by Doorhandle
Oh Pokonic, never change. And never become my D.M.
Bwah? May need to reread it again. It gives +10 to toughness.
A mite more than narrative protection, I would think.
Methinks it would just be a flat health bonus, rather than a actual toughness increase, but yes, some form of damage reduction is sound. Now, I would rather think that any bonus a dragon gets from being well-armored can be found in there health score, but perhapes some form of armoring scale is in order.
All righty then: Should armor be simply reprisented in the toughness score, or is there a need for a more detailed way of figuring what someone is wearing?
I think a flat health bonus/slight damage reduction would be good enough, and we don't need to specifically cover every part of every kind of armour. Also, a problem with the toughness bonus is that it improves damage for certain weapons, but a flat health bonus doesn't. Anyway, here are some proposals.
Bwah? May need to reread it again. It gives +10 to toughness.
A mite more than narrative protection, I would think.
well, yes, I know that. Initially, I read it so fast I didn't see ANY numbers attached. And I believe it's +15/-10, isn't it? Ah, no. +10/-15, not nearly as useful. Ah well.
Quote:
Methinks it would just be a flat health bonus, rather than a actual toughness increase, but yes, some form of damage reduction is sound. Now, I would rather think that any bonus a dragon gets from being well-armored can be found in there health score, but perhapes some form of armoring scale is in order.
All righty then: Should armor be simply reprisented in the toughness score, or is there a need for a more detailed way of figuring what someone is wearing?
I don't think it should be any more complicated than "dragons are immune to 1-point weapons". Arrows from longbows and crossbows would work. Assaulting a dragon with a kitchen knife wouldn't, unless you were stabbing them in the soft fleshy bits. But really...
I just want symmetry. If armor gives DR to dragons, it should to everything. If armor does not give DR to dragons, it shouldn't give DR to anything. That's all.
Quote:
Originally Posted by PurityIcekiller
I think a flat health bonus/slight damage reduction would be good enough, and we don't need to specifically cover every part of every kind of armour. Also, a problem with the toughness bonus is that it improves damage for certain weapons, but a flat health bonus doesn't. Anyway, here are some proposals.
Well, I did specify toughness bonus to health only. The idea being the armor gave a bonus equal to the penalty on agility. Because lets be honest; more cumbersome armor tends to make you easier to hit, just harder to hurt.
Toughness also means that at the bottom end,leather armor is going to give you +4 health. That makes sense, where any other health boost is too small to be worthwhile.
Please let me know what you think. These values can be adjusted as is seen fit.
Of these, I'm going to say 3 is closest to what I would think works.
However, a small rant from my recent stint patching the armor rules for Amtgard; the difference between padded armor an leather armor is almost nothing. Padding won't protect you at all, until it is thick enough to be as treated and cumbersome as leather. Arming costs weren't armor (save a jack of plates, which is equivalent to you sewing rebar into a denim jacket), and any actual fabric armor is usually treated. There is a roman one, white, whose name I forget. The bias of around 30-40 layers were staggered and it was held together via bone glue- and at about 1/3" thick, was as protective as treated leather of the same density.
Same with scales. Scale armor is just chain armor. By the time the scales are big enough and thick enough to be differentiated, you have what is functionally a plate armor, like lammelar or lorica segmentata.
Since humans operate in the 0-20 range, any differences between the armies are too small to really be an issue. The difference between leather lamellar and chain is pretty small, compared to whether or not you're being eaten by a hydra or chimera.
I think a flat health bonus/slight damage reduction would be good enough, and we don't need to specifically cover every part of every kind of armour. Also, a problem with the toughness bonus is that it improves damage for certain weapons, but a flat health bonus doesn't. Anyway, here are some proposals.
Please let me know what you think. These values can be adjusted as is seen fit.
I have to say, option three works out nicely from what I can tell. Padded would not realy be needed, tho, considering that anything that can take more than a few damage to a unarmed creature is going to eventual kill it. Also, might a well ask everyone to note that, now, due to my easly swayed veiw, that dragons would have immunity to one damage weapons if we go by this, and ones with iron scales would have -5. Which, in hindsight, makes that warp more balanced.
__________________
Well, one time at Bard camp...
Former avatars & Quotes
Spoiler
Former avatar, had it since I started realy posting here.
Quote:
Originally Posted by Tychris1
Pokonic look what you have done! You fool, you`ve doomed us all!
Quote:
Originally Posted by Doorhandle
Oh Pokonic, never change. And never become my D.M.
Oh, decided to make some sample dragonic magic effects. Look in awe as your dragon can now sort its hord by magic!
Spoiler
Cloudflight: with proper use of ones inner power, your dragon can now fly in the air with little to no effort whatsoever. Wingless dragons can fly using this spell, while injured dragons with flight capabilitys use this as a quick excape method. This spell brings a storm with you, and dragons often use this spell to create a rainy backdrop to attack a settlement without fear of identificaton. Dragons with the ability to breath lightning or strong sonic winds often use this to create the appereance of a living storm
attacking a settelment without fearing rebutal from others.
Overcast Flight: You can now fly in even the harshest natural storms without fear of harm. While normaly a dragon would avoid a storm at all cost, you can manuver in the rain and winds without risk of injury or getting lost.
Gemeating: not so much a spell as a talent, some dragons can take nutriants from there own hord. This is a natural spell, and requires no casting,but it takes magical energy to eat a inorganic substance and take something out of it. Dragons with this spell would need to eat half the amount of meat it would need in gems/metal each time it would normaly eat, but many good-natured drakes have seen there hord slip away into there tummies.
Metalcasting: Some dragons, fearing a great assult, will actualy fuse part of there hord into there bodys (usualy there undersides) as added protection. For every ten pounds of there hord they fuse to themselves, they gain 3 health. However, this natural armor is shed after sleeping, so take that as a warning when you sacrafice a part of your hord.
Breathshape: You can inhance a enviroment of your choosing with your own breath weapons essance. This can cause anything from heavy winds to long-term enviromental harm, so one should understand what there breath could do before they use such a spell.
Just a few things off the top of my head, so ask if there is anything you would want you dragon to be able to do.
__________________
Well, one time at Bard camp...
Former avatars & Quotes
Spoiler
Former avatar, had it since I started realy posting here.
Quote:
Originally Posted by Tychris1
Pokonic look what you have done! You fool, you`ve doomed us all!
Quote:
Originally Posted by Doorhandle
Oh Pokonic, never change. And never become my D.M.