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 Post Posted: Sat Jan 21, 2017 9:42 pm 
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This is the Official Game thread for the forum game "Knights of the old guard"

Notice one open spot

Each player will control his own knights actions. In round by round combat. For now please don't post in the thread. Discussion for the game will take place in the "Interest check Warlord forum game" thread. Here is the link viewtopic.php?f=23&t=13587. I will be listing game rules, character creation rules, and need links here over the next week. The game will start no later 1/27/16. We currently have ten players which is the limit of what I what I want to start with. Depending on how the game goes I may open it up to new players.

Important note- After I Post an action post "this post requires action on the part of the player". These posts could be a perceptions check, combat round, loot discussion, or other event. The player will have twenty four hours to make their post. After that time the turn will continue with your character having not acted. If you miss three action posts in a row or if it becomes a habit your character will be kicked from the game. How you are kicked will be decided by me. A critical during combat, depoping, wandering off, a rock falling from the sky and croaking you, ect. Now I understand this is a game and real life comes before pretend life. If you need to take a week off or something just let me know in private message. Your Character will be frozen for that time with no draw backs other than missing out on loot.

Important note- This thread will only be used for in game actions. Such as combat, skill checks, or in game conversations. All rule questions, commits, and other posts should be written in the discussion game thread

_________________
Erfspace rules
https://docs.google.com/document/d/1b1m ... l63E8/edit

side creation rules
https://docs.google.com/document/d/1HVm ... E4uww/edit

pad
https://edupad.ch/Erfspace


Last edited by cypermancer on Fri Mar 03, 2017 10:38 pm, edited 3 times in total.
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     Post Posted: Sat Jan 21, 2017 9:49 pm 
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    The Stack

    Upkeep: 0/1940 total unpaid

    1) Grigner played by Brimstone #4: upkeep 120
    Berserker level 3: 8(12)/14(16)/12/10-
    HP 9/9 save defense 17
    Specials-Knight, Blinding Rage 15 rounds, reroll 3/turn
    Skill focus- Intimidate
    Damage 1d10+2/1d10+2
    Equipment: MW two handed hammer, light armor, knife, MW Bucker, one two handed axe

    2) Cantious Theed Played by Theedman #6 Upkeep 120 unpaid
    HP 12/12 Save Defense 18 JP 30/30
    Shield Knight level 3: 1/16(20)/13/10(-2C),
    13/13 Save Defense 19
    Specials: Knight, Sturdy Defense, Improved Healer (1d6+2 3/turn), Habidasher
    Skill focus-Healer
    Damage 1d3+1
    Equipment: Kite shield, Cane, belt knife, ear-less glasses hanging on chain, baret, MW Med armor
    Attachment:
    theed v3 small.png
    theed v3 small.png [ 27.87 KiB | Viewed 2844 times ]


    3) Greyson: Played by Wurm D #20 upkeep 120
    Shiv level 3: 8(9)/15(17)/10/12,
    HP 10/10 save defense 18
    Specials- Knight, Improved Sneak Attack, Throw
    Skill focus- Acrobatics
    Damage 1d10+1/ 1D8+1 for knifes
    Equipment: one handed sword, light armor, buckler, 2 throwing knifes, belt knife, MW 1 handed sword
    Attachment:
    wyrm.png
    wyrm.png [ 19.84 KiB | Viewed 2705 times ]


    4) Aegis: Played by Wiz #13 upkeep 110
    Guardian level 1: 3/16(22)/14/8 (6) in combat only
    HP 12/12 save defense 22
    Specials- knight, sturdy defense, Danger sense
    Skill focus- Perception
    Damage 1d4+1
    Equipment: one handed sword, Heavy shield ,belt knife, Battle helm +1,Backpack Minor healing potion, Heavy armor,

    5) Apollion: Played by Jayson #3 upkeep 120
    Sniper Level 3: 6/13(14)/9/10 JP 45/45
    HP 9/9 save defense 17
    Specials- Knight, archery, rapid shot, Improved artificer
    Skill focus- Crafting
    Damage 1d6+2
    Equipment: , light armor, belt knife, tool set basic, eye glasses of identifiy. Great Bow

    6) Steve D Masters (SDM): Played by Requiem_Jeer #1 upkeep 120
    Warlord level 3: 4/12(15)/12/12(10)
    HP 12/12 save defense 12
    Specials- Leadership, Archer, Cutter, Add one, Rapid shot, Unlucky (7 turns)
    Skill focus- perception
    Damage 1d6
    Equipment: bow, Medium armor ,Bucker, belt knife, sword, quiver with 20 arrows, Cloak of leadership +1, Belt of misfortune

    Attachment:
    SDM tiny.png
    SDM tiny.png [ 7.85 KiB | Viewed 2407 times ]


    7) Empty

    8) Gustav: Played by Kyleraymond #8 upkeep 130
    Wind blade level 3: 6/11(13)/11/10 LP 6/6
    HP 10/10 save defense 14
    Special- Knight, Cutter, Archer, lucky, Blood Thirsty, Craft Fletcher 100/100
    Skill focus- crafting
    Damage 1D8+2
    Equipment: Great bow, light armor, MW buckler, belt knife, quiver with 20 arrows, Dire wolf cloak, one handed Sword, Psyblade's right eye, Umbrella, 2 rations of Orc meat

    9) Samantha: played by SeraphRedux #14 upkeep 120
    Defenestrator level 3: 7/11(13)/9/12
    HP 9/9 save defense 14
    Specials- Knight, Archery, Joust, Charming, Cupids Arrow
    Skill focus Diplomacy
    Damage 1D8+1
    Equipment: bow, light armor, buckler, belt knife, quiver with 20 arrows

    10) Akatsuki Played by Deck of cards #15 upkeep 120
    Ninja level 3: 5(6)/11(13)/9/16
    HP 9/9 save defense 14
    Specils- Knight, scout, sneak attack, tagger: (9/9) 3 messages/turn
    Tagged: Samantha, Alaya (Shady-Elf Chieftain), Dash, Serina (Dateamancer), Zip(eager elf), Maple (woodsyerf), Nene
    Skill focus stealth
    Damage 1d6+1
    Equipment: MW one handed ninjatō, light armored stealthsuit, buckler, belt kunai, one handed ninjatō, 10 poison darts, 4 vials of croaker B poison, Book of copy, MW light armor

    Minions


    (George) Chimp lv 1 Upkeep 30 'Sam'
    3/13/4/12
    4/4 Save defense 14
    Specials- Forest capable, Battle crap, climber
    Damage 1d4 acid

    (Flag) Stag Lv1 Upkeep 90 "SDM
    3/14/10/16
    10/10 save defense 15
    Specials- Grazer, forest capable, mount, passenger (can carry a passenger)
    Damage 1D4
    Equipment: saddle

    (Brag) Stag Lv1 Upkeep 90
    3/14/10/16
    10/10 save defense 15
    Specials- Grazer, forest capable, mount, passenger (can carry a passenger)
    Damage 1D4
    Equipment: saddle

    (Nag) Stag Lv1 Upkeep 90
    3/14/10/16
    10/10 save defense 15
    Specials- Grazer, forest capable, mount, passenger (can carry a passenger)
    Damage 1D4
    Equipment: saddle

    (Tag) Stag Lv1 Upkeep 90
    3/14/10/16
    10/10 save defense 15
    Specials- Grazer, forest capable, mount, passenger (can carry a passenger)
    Damage 1D4
    Equipment: saddle

    (Rag) Stag Lv1 Upkeep 90
    3/14/10/16
    10/10 save defense 15
    Specials- Grazer, forest capable, mount, passenger (can carry a passenger)
    Damage 1D4
    Equipment: saddle

    (Jag) Stag Lv1 Upkeep 90
    3/14/10/16
    10/10 save defense 15
    Specials- Grazer, forest capable, mount, passenger (can carry a passenger)
    Damage 1D4
    Equipment: saddle

    Spoiler: show
    Stack Loot
    Purse- 303 Shmuckers
    Experience 5/288
    Blue= magical

    Coffer (empty) unlocked with key
    2 three hundred Shmucker Gems
    4 five hundred Shmucker Gems
    1 burlap sacks
    1 50ft bundels of rope
    1 lantern 1/4 fuel
    14 Carmel apples
    8 cat meat
    6 wolf meat
    2 meals of bread and cheese (these are considered 1/2 upkeep)
    2 silver back furs- Shmuckers convertible (100)
    32 Rations of ape meat each
    46 Rations of mystery meat
    200 Farm Rations (fruit and vegetables)
    22 Rations of fruit
    5 Bogboom furs
    1 chimp hide
    Dire wolf heart crafting material
    7 wolf pelts
    1 goat pelt
    60 small arrows
    1 two handed hammer
    9 throwing spears
    X3 rocks
    X4 fire wood bundles
    1 Pride lion pelt
    2 War cat pelts
    6 Alley cat pelts
    2 Potions of minor healing
    1 one handed swords
    2 suit of medium armor
    1 Powerball "New"
    1 work bench
    1 set of tools basic
    2 Light armor
    2 Bows
    1 buckler

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace


    Last edited by cypermancer on Sat Apr 01, 2017 3:20 am, edited 73 times in total.
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     Post Posted: Sat Jan 21, 2017 11:08 pm 
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    Character creation rules
    Starting stats
    Combat: 1
    Defense: 10
    hits: 8
    move: 8
    shown like this 1/10/8/8
    Special: Knight, pick one special, random special 1-20


    You have 11 points for character creation. Only five points can be spent on each stat. You gain the knight special and one special of your choice for free. You also gain one random special choice one thru 20.

    Raising your combat score, defense score, or hits cost one and raises the score by 1
    Raising your move total cost one, but raises your score by two
    A extra special cost four.

    Example: you want to raise your combat score by two, defense by 3, hits by 1, move by on and have an extra special here is what it would look like

    Combat-3, Defense- 13, hits-9, move-10 Specials- knight, two picked specials, one random special.

    Damage chart
    combat of 1 =1d3
    combat of 2 or 3= 1d4
    combat of 4 or 5= 1d6
    combat 6 or 7= 1d8
    combat of 8 thru 12= 1d10
    combat of 13 or 14 = 1d12
    combat of 15 plus = 2d6


    Gear basics
    Light armor +1 defense: normal movement
    Med Armor: +2 defense:  -2 move overland/ 1 combat
    Heavy armor: +3 defense: -4 move overland/ 1 combat
    Buckler: +1 Defense: Normal move
    Heavy shield: +2 Defense:  -2 move overland/ 1 combat
    Masterwork armor/ Shield: +2 move overland/ 1 combat
    Masterwork buckler: May be used with a two handed weapon

    Note* Armor effects your overland movement and combat move, Shields only effect combat speed. And no taking the armor off moving then putting it back on makes for messy book keeping. If you want the armor bonus accept the move loss or ride a mount.

    One handed Weapons: Normal (can use shield/ buckler)
    Two handed Weapons: +1 damage (cannot use shields)
    Bows: two handed weapons, but no increase to damage. You can use a light shield with a bow.
    Masterwork weapon: +1 to combat, this does not increase your damage.


    Crafting

    Artificer/ Improved Artificer 15 Juice Points/Level
    10 JP- Identify a basic magic item ( more advance items will cost more)

    10 JP- Basic change- Change a animial hide into a cloak, Change a rope into a net. Basic changes with no real moving parts

    5 JP- Resize/ reshape/ - Make a non magical item resize 2 small items become 1 med size item. Make an axe into a throwing ax.

    20 JP- reworking items- Change non magical items into other non magical items. arrows to shears, Leather armor into saddles, ect

    50 JP- Light step boots- +1 to stealth checks
    50 JP- light ring creates a torch level power ball
    60 JP- Weather resistant cloak removes move penalty for weather
    60 JP Necklace of recovery Restores 1 hit if the wearer is a zero or below after combat. Necklace breaks after hp is restored
    80 JP Energy Bracers +1 to save defense against specific type of energy damage
    100 JP Cloak of Avoidance +1 to save defense against Area of effects
    120 JP Magic weapon add +1 to damage, must be cast on a Master work weapon
    120 JP magic armor +1 to defense, must be cast on Masterwork armor

    Habidasher 10 Juice Points/Level
    10 JP- Identify a basic magic item ( more advance items will cost more)
    10 JP- create hat- create basic headgear out of raw juice
    60 JP- Battle helm +1 defense
    50 JP Forest cap- +1 stealth in forest
    70 JP Miners cap- +10 gems a turn if you have the miner special
    50 JP Spotters cap- +1 perceptions
    80 JP Hard hat- Negate one critical a turn
    50 JP- Feathered cap- +1 diplomacy
    50 JP- Scary mask- +1 intimidate
    80 JP- Foil cap- +1 against mind affecting abilities


    Fletching special: 4 points
    Perquisite- Skill focus craft
    You can craft different types of arrows, bows, and Master work versions of both.

    You can craft 100 Shmuckers worth material a day, You must have the materials, tools, and a work space to do the crafting. The crafted items are in addition arrows that are popped each turn. You may not use the arrows you are popped with each turn to make items.
    You make a craft check when creating items when the roll is high enough you make a master work item instead. (atleast a 25)

    10S: Crafted Arrow- You create a normal arrow. single use.

    Materials- Shaft material, Head material, Fletching material (you may use two small arrows in your inventory to make a single crafted arrow. Single use

    30S: Masterwork crafted arrow- You create a normal arrow. Recoverable.
    Material- 1 crafted arrows

    10 S: Hunting arrow- You modify an arrow for use in hunting small game, The arrow does minimal damage to the flesh and hide of the target. The arrow does two die steps lower damage, but has a plus two to hit. Single use.
    Material- Crafted arrow

    60 S: Master work Hunting Arrow- You modify an arrow for use in hunting small game, The arrow does minimal damage to the flesh and hide of the target. The arrow does two die steps lower damage, but has a plus two to hit. The arrow is recoverable.
    Material- 1 hunting arrows

    10 S: Side cutter arrow-  You modify an arrow designed to cut ropes, thin branches and other materials. Single use.
    Materials- 2 crafted arrows

    60 S: Master Work Side cutter arrow- You modify an arrow designed to cut ropes, thin branches and other materials. The arrow is recoverable.
    Materials- 3 Side cutter arrows

    40 S: Stinger arrow- You create a poison arrow using the stinger of a creature. Crafted this way the poison will stay on the weapon until the arrow is used. On a roll of a natural 1 you poison yourself with the arrow. Single use.
    Materials- 1 crafted arrow- 1 poison stinger

    120 S: Master Work Stinger arrow- You create a poison arrow using the stinger of a creature. Crafted this way the poison will stay on the weapon until the arrow is used. Single use.
    Materials- 1 MW crafted arrow- 1 stinger

    80 S: Lucky arrow- Has a threat range of 19 through 20
    Materials- 1 MW crafted arrow, 2 Luck points

    20 S: Quiver- you create a quiver for holding crafted arrows. Holds 20 arrows.
    Materials- 2 leather

    100 S: Bow- you create a bow
    Material- Wood, horn or bone, string material

    300 S: Master Work Bow- you create a master craft bow
    Material- Rare wood, horn or bone, string material

    200 S: Great Bow- You create a great bow
    Materials- Wood, horn or bone, string material

    500 S: Master Work Great bow-
    Materials- Rare wood, horn or bone, string material

    Ninja tool crafting 10 Juice Points/level



    Smoke bomb JP 20
    The ninja crafts a small smoke bomb. The smoke offers total concealment. The smoke fills one hex and lasts until the start of the players next action or the start of the enemies action next round. The Smoke Bomb can only be used in the users hex or an adjacent hex. Drawing a smoke bomb uses two more, using a smoke bomb requires 2 move. Single use
    Materials-None

    Poison cloud bomb JP 40
    The ninja crafts a poison bomb. The smoke offers total concealment. The smoke fills one hex and lasts until the start of the players next action or the start of the enemies action next round. The Smoke Bomb can only be used in the users hex or an adjacent hex.  Drawing a Poison Cloud bomb uses two more, using a Poison Cloud bomb requires 2 move. The poison cloud bomb uses the wielders combat bonus -2 against save defense. Single use
    Materials- poison


    Thrown weapon JP 20/60
    The Ninja crafts a throwing weapon that grants the user the throw special when using the item. The weapon must be a throwing star, knife, dart, or other ninja style weapon. The weapon breaks after it is thrown. If crafted with a Master work weapon the item retains its magic. However this triples the JP cost. Single use or recoverable
    Materials- thrown weapon or MW thrown weapon

    Lock Jim JP 30
    You create a single use item that can bypass a simple or average lock.
    Materials none


    Smoke goggles- JP 90
    The ninja crafts a set of magic goggles that allows the wear to see though smoke.  This takes up the wears head slot.
    Materials- Tinted Goggles, 1 smoke bomb or poison cloud bomb


    Wall climber boots- JP 120
    The ninja creates a set of magical boot that allows her to cling to objects with her feet. This can allow the wearer to run up walls, hang from ceilings, and other effects. Usable 10 rounds a turn. This item uses the foot slot.
    Materials- Boots


    Poison user gloves JP 60
    These gloves remove the chance of the ninja poisoning herself when applying poison to weapons and using poison weapons. Uses the hand slot.
    Materials- armored gloves, 1 poison

    Stealth blade JP 60
    You create a small easily concealed blade, that is easy to hide on your person in case of capture. The blade deals damage one die step lower than normal
    Materials- Master work Dagger
    Crafting materials can be added to an item during crafting, It will give an added effect in addition to its first effect.

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace


    Last edited by cypermancer on Fri Mar 31, 2017 12:21 am, edited 8 times in total.
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     Post Posted: Sat Jan 21, 2017 11:22 pm 
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    List of specials that can be used for character creation

    Knight- allows character to use and ride mounts, knight also add +1 to all damage dealt. This ability is always active.

    cutter- attacks ignore damage reduction. This ability is always active.

    sturdy defense- character can spend all their move actions to raise their defense by +2 You can also screen for any attack passing thru your hex or near your hex for two target rather than one. Full Move action to active. If you move you more than one combat square you lose bonus.

    archery- May use range weapon. Provokes attacks of opportunity if fired while threatened. Has a range of 10 combat hexes.This ability is always active.

    rapid shot- may make two attacks a round with range weapon, but loses full move action

    scout- add +5 to perception and stealth checks, This ability is always active.

    sneak attack- If unit hits while flanking or when hidden attack is a critical hit. This ability is always active.

    Joust- If attack is 5 points over defenders defense you dismount the rider. This ability is always active.

    Charge- you receive a +2 to your combat score as long as you have moved at least two combat hex toward the enemy this round. This ability is always active.

    Trap sense- you receive a +5 to your perceptions check to locate traps, Automatic roll.

    Tracking- +5 to perceptions checks to find and follow tracks.

    Baffled- You have a 20% miss chance against incoming attacks for a round, its a free action to active. Can use for 2 rounds/ level a turn.

    Pew- can fire one Hoboken 1D6+1/3 lv's at a range of 5 combat hexes. Attack ignores DR. Useable once every two level rounded up a turn. Attack action to active

    Resistant- 5 energy resistance for chosen energy type. This ability is always active.

    Healer- may heal a target 1d4+1/3 lv target must be adjacent. Useable once every two level rounded up a turn. Attack action to active.

    Tunnel fighting- Add +2 to combat score while underground.This ability is always active.

    Rage- +2 to combat, -1 to defense. 5 combat rounds/ level. Fearless while raging. Free action to active.

    Throw- may make a range attack with a thrown weapon as your attack action. Damage is one step down from combat score. Must have designed weapon to throw. Range three combat hexes

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace


    Last edited by cypermancer on Tue Jan 24, 2017 1:30 am, edited 1 time in total.
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     Post Posted: Sun Jan 22, 2017 3:46 am 
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    Movement explanation during combat

    So movement is simple North(N), North West (NW), and soo on.

    Redline- (N,N,NW) 3 combat move used
    Blue line- (NE,N,N,NW,SW) 5 combat move used



    Spoiler: show
    Attachment:
    Movement map 2.png
    Movement map 2.png [ 54.38 KiB | Viewed 3917 times ]

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace

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     Post Posted: Mon Jan 23, 2017 12:35 am 
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    The Rules
    First off no stacking bonus, this is not fitting for an individual game.

    You have three actions a round. An attack, move, and free.
     
    Attack action- you make your attack combat+ D20 roll + plus situational modifiers. If this exceeds the target’s defense you hit. You can also spend your attack action for a second move. Your attack action can also be used to active abilities or items.

    Move action- Combat movement is half your move score. So move of 8 gives you a combat speed of 4. Some actions use combat move see below.

    Free action- some actions/ abilities are a free action to use. Example dropping an item, dropping prone, talking, ect. You can use up to 3 free actions a round. For example you could drop an item, active the baffled special, and tell an ally something.

    Most in non attack actions in battle cost combat move. Drawing a weapon or item, screening an ally, picking up an item, standing up from prone, ect. All of these and most others will cost 2 combat move.

    Players start with an upkeep of 100 Smuckers. Every special added after character creation add +10 Smuckers to their upkeep. Every time a Player level’s they add +10 Smuckers to their upkeep.

    Screening- The character takes an attack for another player. Your defense is lowered by 2 while screening. Example Player 1 is screening for player 2. Player 1 had a defense of 16 while player 2 has a defense of 13. Gobwin 1 attacks Player 2 with a bow getting a 14. The attack would have hit player 2 but against player 1 defense the attack bounces off. A player can only screen for one target.

    Flanking- Flanking add’s a + 2 to your combat score. This bonus does not change your damage dice.

    Surprise- Surprise add’s a + 2 to your combat score. This bonus does not change your damage dice.

    Skill checks are such as taming, diplomacy, climbing, stealth, perception, ect…. Are done with a D20 roll. D20+lv+other modifiers. The result must exceed to succeed. Some checks can be attempted more than once such as taming a unit, climbing a wall, ect. Some can’t such as diplomacy. Failing by more than 5 can have bad results depending on the skill Example Dorf a level 2 warlord is trying to tame a wolf using a piece of goat meat. The DC to tame the wolf is 13. Dorf rolls a d20+2 for his level+2 for having food the feral likes. If Dorf rolls a 10+2+2=14 he succeeds in taming the wolf. If he rolls a 9 the check fails, but he may try again. Dorf offer the wolf another piece of meat. D20+2 for level, +2 for the meat+2 for ongoing taming. Dorf rolls a 2 for a total of eight and the wolf attacks.

    Natural 20 is an auto success on attacks and skill checks. Natural one is an auto failure.
    A natural 20 on an attack roll is a critical hit and does max damage.

    Save defense. Ok each unit has a static defense against spells, area effects, traps, turning, taming, and many other things. This static defense is your defense score+your lv+magic gear+condition modifiers/ specials.  The effect makes an attack against your save defense if it exceeds your save defense the effect takes place. If it fails you made your save. *note some area effect, traps, and other effects. Have an effect if your make your save. For example a Red dwagon breaths on a knight but the dwagons attack got under the knights save defense. Because of this the knight takes half damage instead of full. GM will let you know if a condition modifier is given.

    Attacks of opportunity. Long story short same as DND/ pathfinder. Archery in close combat provokes, casting spell provokes, moving thru a threatened area provokes. You can move one combat hex away without provoking. If you need more guidance on this rule let me know. Unit can only take one Attack of Opportunity a round.

    To start hiding you need cover and/or concealment. You make a stealth check 1d20+lv+special+gear. This is opposed by a perception check from the enemy. While using stealth you move at half speed. Sniping (attacking in the same round as you try to hide) gives you a -10 penalty on your stealth check for the round. You cant attempt a stealth check if someone is looking at you, but if you gain full concealment you may.

    More to come!

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace


    Last edited by cypermancer on Tue Mar 28, 2017 12:13 am, edited 2 times in total.
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     Post Posted: Mon Jan 23, 2017 1:14 am 
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    Initiative and Combat

    When an action post is posted. Initiative will be determined by post speed. What this means is after an action post is posted. The first one to post is the first one to go. In the action post I will also post any skill checks I need. Such as Perception check, stealth check, ect.

    Heres what I want the posts to look like

    Quote:
    Gm played by Cypermancer
    6/14/10/8 level one Game Master
    1d20+6 1d8+1

    Move- N,N,NE: To attack "Archer 1"

    Attacks:
    Rolled on: 1/22/2017 10:56:36 PM Mountain Time (GMT -7)

    [1d20+6] = 20+6 = 26 with spear [1d8+1] = 3+1 = 4
    (since I rolled a 20 the damage would be changed to 9)

    Perceptions check:
    Rolled on: 1/22/2017 10:59:19 PM Mountain Time (GMT -7)

    Perceptions check [1d20+1] = 11+1 = 12


    Now you don't know if you hit or croaked "in most cases" you would have to wait until I tell you the result.

    Now what happens if another player attack a target that was already croaked?. Three options.

    One put a secondary targets in your post "I highly recommend this"

    1st target: N, N, NW: Archer 1
    2nd target: N, NE, N: Archer 2
    3rd target: NE, NE, NE: Archer 3

    Second: Hold your post until results are known " I don't recommend this" Because the enemy will be acting. After I'm done with resolving combat turns.

    Third: Leave it to the GM ":twisted:"

    I will only be updating the combat map at the start of a new round.

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

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    https://edupad.ch/Erfspace

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     Post Posted: Mon Jan 23, 2017 6:14 am 
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    Stack specials: " these are obtained at random and can not be selected during character creation"

    Reroll: Once a turn/lv you may reroll any d20 roll and take the higher of the two results. This special is reactive. Meaning you can roll see that you rolled a 1 and choice to roll again. Post both results and that you are using this ability

    Dance fighting: You know the basic combat dance +2 combat and basic defense dance +2 defense. They can only be used in combat. Starting a dance will cost 2 move, but maintain it only costs one. Switching to a new dance will cost you two. If you take equal to over your current hit total you are thrown off and stop dancing. New dances can be learned with practice or training. Bonus to combat do not effect your damage die.

    Danger sense: You can sense when you are about to be put into harms way. You can always act in a surprise round. Enemies can not surprise you, or sneak attack you from hiding. However you can be flanked.

    Artificer: You have limited understanding of Dollamancy magic items you can use your juice to craft magic items. You get 10 JP a level. This juice can only be spent on crafting or identifying magic items.

    Add One: you can add a +1 to your combat, defense, hits, or move. This bonus lasts the whole turn, but disappears after turn is over. (bonus does effect your combat dice)

    Trackless: You leave no tracks or scent. This adds a +2 to your stealth check when moving thru forests or swamps. As the trees, bushes, and other plants barely slow you down.

    Lucky: You have always been lucky. You have a luck pool of 2 per level. you may spend a point to increase your die roll by one. This changes your die roll. Making a 19 a 20 so your critical or a 1 to a 2 so you have a chance of hitting. This special is reactive, but you must add before you know the die roll

    Charming: You get a static +5 to your diplomacy check and turning attempts on non hostile units. Also units just tend to like you.

    Tagger: You may tag 3 units a level. You may send one short message a turn a level to any unit you have tagged. Using this ability is a attack action.

    Forest capable- +2 stealth in forest. Movement not slowed by forest hexes

    Scent- +5 perception to find hidden enemies/prey. +5 bonus to track. If target has a scent.

    Will of the pack- Is always considered flanking as long as friendly unit also has the will of the pack special and is threating the same target.

    Grazer special- May use use one move to pay 10 shmucker of its upkeep. This ability can be used to pay a units entire upkeep for the turn. As long as the unit has enough move. The hex must have enough plants to beable to reduce the upkeep. Subject to the gm.

    Mount- may carry a rider, mount screens for rider unless the ride says otherwise.

    Mountain capable- unit suffers no move penalty for

    Call to arms- Awakens any sleeping allies, reroll of failed perception check with +2 bonus. Used when unit is alerted to enemy

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace


    Last edited by cypermancer on Mon Feb 20, 2017 7:35 pm, edited 6 times in total.
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     Post Posted: Mon Jan 23, 2017 6:15 am 
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    Action list

    This is a list of how your actions can be used

    Attack action
    -Make an attack on an enemy
    -active an ability that uses an attack action( pew, spell, ect)
    - gain a second full move action

    Move action Combat move is 1/2 your move score.
    -one Combat move: move one hex
    - two combat move: enter a hex that provides cover
    - two combat move: draw a weapon or item.
    - two combat move: activate most skills (stealth, body building, ect)
    - two combat move: screen for a target
    - two combat move: standing from prone
    - one combat move: maintaining a skill and some specials
    - two combat move: Avoiding AOO and move one hex
    - varies cost: active a special that requires move (example rapid shot, dance fighting, ext.)

    Free actions three a round
    - speaking
    -drop a weapon or item
    - activate a special with the free action description
    - perceptions check
    - move 1 hex (if this is the only movement for the round)
    - drop prone

    More will be added as we go if necessary

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace


    Last edited by cypermancer on Sat Jan 28, 2017 3:57 am, edited 2 times in total.
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     Post Posted: Mon Jan 23, 2017 6:15 am 
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    Skills list


    All skill checks are a D20+lv+ attribute  bonus(A.B.). Specials, gear, skill focus, and other factors will give a bonus or negative.

    Attribute bonus you receive a bonus of skill checks. Based on how many points you have placed in the attribute. For example if you have placed 4 points into move you will have a +2 on the your stealth checks.( this is just an idea make more fleshed out character. We don’t have to use this if players don’t want to.)

    Attribute bonus chart
    1 to 3 points= +1
    4 to 6 points= +2
    7 to 10 points= +3



    Acrobatics (move based)- covers jump checks, balance checks, and avoiding attacks of opportunity.

    (cost 2 move) Avoiding AOO will be against a target's save defense. This is a flat defense+ level. Your rolling against.

    Bodybuilding (hit based) covers climb checks, swim checks, and strength checks)

    Perceptions (Attack) Your awareness of your surroundings. Covers spot, listen, search, trap finding and tracking,

    Diplomacy (defense) covers diplomacy, turning, and taming.

    Stealth (move) covers hiding, move silently, and other actions such as pick pocket and quietly opening doors

    Disable Device (Move) covers opening locks and disabling traps

    Intimidate (attack) scare people

    Crafting (Defense) making of basic items with proper tools

    First aid (Defense) able to stabilize injuried units and posiabley heal hit points DC15 to stabilize, DC 25 to heal 1D3 hit points.

    Spell craft Identify spell cast by other casters and the effects of those spells. caster only

    Knowledge magic used for researching new spells and general knowledge of magic. Caster only

    Bluff the ability to lie and mislead someone

    Sense motive tell when someone is lying and how someone feels about a subject.

    K Geography Information on types of hexes in general, what could pop in them, penalties, chances of finding natural resources ect

    Knowledge nobility Information on noble sides or remembering the info that you picked up while reading

    Knowledge ferals This would give you information on ferals you notice help you figure out specials, stats and upkeep. You wont get all the info, just general info.
    More may be added as needed.

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace


    Last edited by cypermancer on Mon Apr 17, 2017 11:50 pm, edited 4 times in total.
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     Post Posted: Mon Jan 23, 2017 6:30 am 
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    Action Post 1 Turn 1

    POP!!

    You feel the sun on your face blinding you slightly as your eyes adjust to the sun for the first time.  The wind blowing across your face is slightly cold. You realize you are not alone. Standing around you are nine allied knight. Almost at the same time you realize you are also a knight. You belong to no side. You are a freshly popped Barbarian! If you look around you see that you are standing in a little valley surrounded by mountains. Ankle high green grass covers the hex. There is a small group of fruit trees on the West side of the hex. In the south west corner of the hex is an old ruined building. To the North a large group of trees cover almost half the hex. Several groups of large rocks are spread around the hex. An old road showing signs or serious disrepair leading to the South East seems to be the only way out of the hex.

    Standing in front of your group is a man wearing a gleaming metal breast plate. A large two handed hammer on his back. His openly friendly face breaking into a huge smile as he see’s the ten of you. You can tell immediately that this is your Warlord, your commander, and your chief!

    “ Oh good I didn’t pop alone. Wow ten of you all knight’s as well. Excellent! Earning our upkeep may be a challenge. However the Titan obviously believe we are up to the task, but before we get into that. Each of you introduce yourself and tell us all what you can do!”

    While it comes off as a as a request it carries the weight of a silent order.

    Post a brief description of yourself as well as a brief verbal introduction of your name and skills.

    Also time to roll some dice. Please post a perceptions check with your introduction!

    This post is the exception to the 24 hour rule. The game will not progress until Thursday. So take your time.
    Spoiler: show
    Attachment:
    Action post  turn 1.png
    Action post turn 1.png [ 219.99 KiB | Viewed 3862 times ]

    _________________
    Erfspace rules
    https://docs.google.com/document/d/1b1m ... l63E8/edit

    side creation rules
    https://docs.google.com/document/d/1HVm ... E4uww/edit

    pad
    https://edupad.ch/Erfspace


    Last edited by cypermancer on Sat Jan 28, 2017 4:00 am, edited 1 time in total.
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     Post Posted: Mon Jan 23, 2017 7:24 am 
    This user is a Tool! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    Location: Bay Area, California
    Grigner played by Brimstone #4: upkeep 100/ unpaid
    Berserker level 1: 6/14/9/10-
    Specials-Knight, Rage, reroll
    Damage 1d8+1/1d10+1
    Equipment: axe, armor, knife

    Looking at Grigner you see red-haired towering mass of man. Dark deep set eyes looked around him as if searching for trouble already. On his back rests a two handed axe. He is popped with the same style of matching armor as the rest of the stack, with a knife stuck in a scabbard at his side.

    "I am Grigner, barbarian knight with the rage special. I hope that we may find enemies this turn to pillage so we can cover our upkeep!

    Grigner looks around to his stack mates and to check the surrounding areas.

    Perceptions check
    Rolled 1/23/2017 5:07:13 AM EST (GMT-5)
    [1d20+1] = 20+1 = 21

    edited to bold text.


    Last edited by BrimStone on Mon Jan 23, 2017 10:11 am, edited 1 time in total.
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     Post Posted: Mon Jan 23, 2017 9:48 am 
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    Aegis: Played by Wiz #13 upkeep 100/ unpaid
    Guardian level 1: 3/15/12/8
    Specials- knight, sturdy defense, Danger sense
    Damage 1d4+1
    Equipment: sword, armor ,shield ,belt knife

    Pop!

    Aegis took a moment to adjust to suddenly existing as he blinked his eyes for the very first time. Looking around he realised he was in the middle of a stack of knights, his stack mates. Instantly an overwhelming urge to protect them rushed over Aegis, that was what he was he popped to do, to protect and he knew he would screen for everyone of these new companions using his body itself if he had to.

    Aegis snapped to attention as soon as the Warlord began to speak, without a side it was this man that he ultimately had duty to so his words would be treated as though they were orders from the Titans themselves. When the red haired Grigner began to speak Aegis looked over at the other knight and began to compare himself to him. He was not quite as tall as Grigner but he was sturdily built none the less, he wore the same breastplate armour as Grigner did but instead of a double handed axe he carried a sturdy shield with a strange eye on it. A sword in a sheath hung from his belt as did a much smaller blade on the other side.

    "My name is Aegis and I was popped to protect!" the newly popped knight declared. "I am also a barbarian knight but I have the sturdy defence and danger sense special..." Aegis continued. "I believe I am best suited to taking the brunt of attacks while others deal damage to defeat our foes" he added.

    With his piece said Aegis began to look around the hex attempting to familiarise himself with his new surroundings. They would have to make upkeep for the turn soon and hopefully there was something nearby that could provide upkeep for 10 knights and a warlord.

    Perception [1d20+1] = 18+1 = 19

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     Post Posted: Mon Jan 23, 2017 9:55 am 
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    PsyBlade played by tigerusthegreat #9 upkeep 100/ unpaid
    Crusader level 1 :5/13/8/8-
    Specials- Knight, Pew, Healer, and Dance fighting
    Damage 1d6+1
    Equipment: sword, armor, belt knife


    Almost from the moment he popped, the lean Crusader named PsyBlade was moving. His feet tapped out a beat that was barely audible on the soft grass, and he seemed to be moving to some cosmic, titanic beat. Potion bottles sloshed around on his belt, and jolts of lightning arced between his fingertips as he snapped. His armor, originally grey and drab, seemed to shift and change slightly, and when he started signing it took on the black and white coloring of a tuxedo.

    "And now...the start is here....
    Until we face our final curtain....
    My friends, the day is clear....
    I'll state my name, of which I'm certain....

    If your life's not full,
    Call for me, night or day,
    No matter where or when,
    Just call for PSYYYYYYYYYYBLAAAAAAAAADE!"


    The baritone voice bellows out throughout the hex.

    (I am going to be Robin Williamsing this, so each post is going to be a different singer. See if you can guess them :)

    Also, GM, unless I specify otherwise, I am always dance-fighting, with my bonus to Defense. My armor is going to shift colors a bit for RP reasons, if that's okay. )

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    Last Updated 07/14/2017


    Last edited by tigerusthegreat on Mon Jan 23, 2017 11:48 am, edited 2 times in total.
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     Post Posted: Mon Jan 23, 2017 10:25 am 
    This user is a Tool! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    10) Akatsuki Played by Deck of cards #15 upkeep 100/ unpaid
    Ninja level 1: 4/10/8/16
    Specials- Knight, scout, sneak attack, tagger:
    Damage 1d6+1
    Equipment: sword, armor , belt knife

    Move (NW, SW)

    The swift motion comes from a short female warrior stepping toward her commander and kneeling beside him. Her head low, showing submission. Her skin was a pale tone, her hair a near raven-black dark purple and in a pony tail flowing from the top of her head. Her armor was scale reinforcements over the vitals, blending well with the rest of the stealth suit whose dark green tone was well suited for moving through forest or around a hex at night.

    "My warlord, I'm am Akatsuki, your ninja. I possess a keen understand of how units are put together... or rather how to take them apart. I also have skill in the stealth and natural thinkamancy of a high class scout, able to report to you unseen from hexes away. Be it as a scout or as a master of the silent kill, I am but your tool upon this Erf."

    Akatsuki is a bit to preoccupied with her warlord's signamancy, the raw potency of her first order, first breath, first... everything, to actually give her surroundings a good looking over.

    Rolled on: 1/23/2017 7:49:20 AM Mountain Time (GMT -7) Proficient skill roll [1d20+6] = 2+6 = 8


    Last edited by Deck of Cards on Mon Jan 23, 2017 10:46 am, edited 1 time in total.
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     Post Posted: Mon Jan 23, 2017 10:38 am 
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    Print Book 2 & Draw Book 3 Supporter Shiny Red Star Pin-up Calendar and New Art Team Supporter Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter This user is a Tool!
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    3) Greyson: Played by Wurm D #20 upkeep 100/ unpaid
    Shiv level 1: 6/13/9/12,
    Specials- Knight, Sneak Attack, Throw
    Damage 1d8+1/ 1D6+1 for knifes
    Equipment: sword, armor, 2 throwing knifes, belt knife

    "Oh hey! I'm Greyson!" he chirps entusiasticaly
    "Great thing you're here big bro!" he slaps Aegis on the shoulder gard "You can keep our squishy brothers safe" pointing at the archer types "while Grigner CUTS the enemies in half, and me stabs them in the kidneys if they remained standing" ^_^

    Perception! pfft.. [1d20+1] = 1+1 = 2

    He doesn't seem to care about his surroundings, "March forth big bro! And I'll follow" ^_^

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     Post Posted: Mon Jan 23, 2017 11:40 am 
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    9) Samantha: played by SeraphRedux #14 upkeep 100/ unpaid
    Defenestrator level 1: 6/10/8/12
    Specials- Knight, Archery, Joust, Charming:
    Damage 1D8+1
    Equipment: bow, armor, belt knife, quiver with 20 arrows


    Samantha looked down at herself, plated in nice yellow and white armor. The first words out of her mouth were: "Reh? Why am I the 9 ball? I hate yellow! Maybe if I change into gold and velvet…"

    The second was a recognition of an order, nobody else seemed as interested in the freckled brunette's signamancy plight. That's just how orders were. Of course, there was a certain order to introductions, and she could feel her own turn coming up.

    "Ello darlings. Y'all can call me Sam. My speciality is sweeping units off their feet." She raised her bow and arrow, which had an oversized boxing glove on the end. The arrows in her quiver had different makes of Boot and Glove on the tip of each, where one would expect an actual arrowhead. "I can knock 'em on their knockers with a well placed shot, and if need be, I'll do it with a smile. I'm actually pretty charming, after all."


    Non-Perception check: [1d20+1] = 3+1 = 4

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     Post Posted: Mon Jan 23, 2017 11:57 am 
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    Psyblade danced over to Samantha (NE-SE-SE-NE), and straightened his armor's "bowtie."

    "Yowza, baby, you are a real knock-out." Psyblade smiled with a million shmucker grin. "And you're a puzzle, baby, but I love the way the pieces fit."

    As if the titanic music changed in his head, he began singing again.

    "Ohhhhh! Isn't she lovely? Isn't she wonderful?
    Isn't she precious, less than one turn old?
    I never thought through war you'll be,
    making war as lovely as she?
    Isn't she lovely? And she's made of love"


    ( To all the women in the audience, I'm sorry, but I've committed to this bit, and now I'm stuck with it :lol: )

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    Last Updated 07/14/2017

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     Post Posted: Mon Jan 23, 2017 1:09 pm 
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    'An order? Already? And such a needless one' Thought Gustav as he twirled an arrow in his fingers. A dangerous game if ever there was one but Gustav had always had a streak of luck with him wherever he went. 'Very well.'

    "This one is Gustav. This ones' arrows halt not for Armour or Carapace and nought but the impenetrable...well...the word is berock...but this one knows not how that knowledge is reacher."

    A quick glance at Akatsuki, and a glance back to that colossus of a warlord.

    "This one hopes he can demonstrate his worth."

    Hmm...whats that?: [1d20+1] = 12+1 = 13

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     Post Posted: Mon Jan 23, 2017 1:09 pm 
    This user is a Tool! Here for the 10th Anniversary Has collected at least one unit Erfworld Bicycle® Playing Cards supporter
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    Move (SE, SE, SE, S, S)

    There is a blur of motion which seems to go to no where as Akatsuki hides behind her own stack mates. Suddenly the ninja is visible, with her knee striking toward Psyblade's sternum, intending to knock the wind out of him.

    Rolled on: 1/23/2017 11:05:12 AM Mountain Time (GMT -7) Non-damaging blow to the sternum [1d20+8] = 5+8 = 13 [2 more if stealth and surprise are different bonuses]

    "My lord, is it all right if I shut up this pervert so the others can introduce themselves?" She asks with demure respect to their warlord... after the fact.

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