PROLOGUE: DOTH ART WELCOMED TO THE MEDIEVAL FODDER, LAD! PLEASE ACQUAINT THYSELF WITH THE RULES OF ENGAGEMENT:In Medieval Fodder: Slaughters of Swords and Magicks, all you have is DESIRE TO SLAUGHTER! For the glory of the Empire! Or Republic! Or the Union! Or whatever you're fighting for.
It is RTD which has minimal amount of roleplay, basically only
two rolls: Hit roll, and damage roll.
Damage roll depends entirely on the weapon.
Hit roll (1d6) is more complicated:
The person who wins the roll deals damage to the player who lost the roll.
The roll, however, is modified by actions. Each player can ATTACK, DEFEND or IDLE in his turn.
IDLE is an action that allows player to simply wait through the turn; it allows retaliation, but also doesn't grant any bonuses to Parry.
DEFEND'ing player doesn't retaliate in the same turn.
DEFEND'ing player gets +1 against ATTACK'ing player, but only if ATTACK'ers roll is higher.
DEFEND passes into the next turn, up to the beginning of the player's next move.
Player who DEFENDS can use that to cover his ally from one attack.
Shields give a bonus to DEFEND'ing player just as if above rule is applied.
Shields benefit the ATTACK'ing player as well, with a -1 modifier to the Shield's bonus.
WATCH OUT, because the defend/shield bonus will only equalize the rolls - you will never get higher roll than attacker.
The maximum of the Parry bonus is +4; if you rolled a 1 against a 6, sorry - better luck next life!
Example:
Hargh rolls a hit of 6. Phargh rolls a 3.
But, Phargh DEFENDS (+1) and is wielding a Small Shield (+2).
Thus, both rolled a '6', and the whole melee ends with few clanks instead of a gush of blood and pain-filled screaming.
In case of operating a wheel or doing something, a standard 1d6 roll will be applied as well.
CHAPTER I: THOU ART WHOM?In Medieval Fodder, no backstories are needed. No multitudes of labels and bonuses.
All you need is:
Name: pretty obvious
Side: which side you fight for (A or B)
Class: Fighter (melee weapons) or Magician (glass cannons&support)
Skill: one of the skills, look below
Spellbook: If you're a Magician, list your choosen spells here.
HP: You start with random of 4 to 7 HP*. Rolled by GM.
MP: If you're a Magician, you start with random of 4 to 7MP. Rolled by GM, of course.
Weapon: You start with random weapon*. Rolled by GM!
Armor: You start with random armor*. ROLLED BY GM!!
Shield: You start with random shield. GUESS WHAT!? YES! ROLLED BY GM!
*-Those are modified (at least partially) by skill you choose!
CHAPTER II: ARST THOU A SQUIRE OR A SCHOLAR?Fighter Class concentrates on melee, and is default class for everyone. Fighters cannot take 'Channeler' and 'Wise' skills (obviously).
Armor roll for Fighters is Aketon/Chainmail.
QUIRKS OF MAGICIANS:
Magician's armor roll is robes/mithril robes instead of aketon/chainmail.
Magician's weapon roll includes only weakest weapons of each type (Short Sword, Hatchet, Spear, Flanged Mace)
Magicians cannot use shields and (weapon)master skills are not available for them.
Magician also gets a roll for Mana Points (MP), said roll is 4-7. Of course, it's rolled by the GM!
CHAPTER III: THOU NEED TO CONSULT WITH THY MAGICKAL TOMES, O WIELDER OF MAGICKS!Magician can use 'Spells' instead of attacking/defending. The player can pick 3 spells for Magician's use:
Tier 1: These spells cost 1 MP each.
Energy Bolt: Deals 1-4 damage to the Target (Target's AP is nullified).
Heal Wound: Restores 1-4HP of the Target. Caster cannot be the target.
Hasten Self: Increases Parry of the Caster by 2 until caster's next move.
Focus Energy: Restores 4 MP of the Caster.
Drain Life: Deals 1-3 damage to the Target, and restores HP of the caster by amount of damage dealt.
Dispel Magicks: Lowers MP of the Target by 3 points, deals 1 dmg to the caster.
Metal Curse: All enemies currently alive, wearing Mithril Robes, Chainmail or Plate Armor (or variations of those) receive -1 to Parry until caster's next move. Unavoidable.
Tier 2: These spells cost 2 MP each and are available only to players with 'Wise' skill.
Fire Ball: Deals 2-5 damage to the target, and 1-3 damage to 2 random allies of the Target,
if the Target was hit by Fire Ball. AP of the Targets is nullified, and damage rolls are individual for each Target.
Group Heal: Restores 1-3HP to caster's group (caster excluded). Heal rolls are individual for each person affected.
Perfect Shield: Target is invulnerable to melee damage until caster's next move. Caster can be the Target.
Death Grip: If the Target rolls a 1
or the Caster rolls a 6 during the Parry Roll (bonuses are exluded), the Target is killed. If not, then: If Caster wins the roll, Target's HP is halved (rounded up). If Target wins the roll or rolls are equal, nothing happens.
'Offensive' spells (Energy Bolt, Drain Life, Dispel Magicks, Fire Ball) have a hit roll, as if it's normal attack (parry bonuses included); the only difference is that the target cannot retaliate.
If a Magician will be attacked in the same turn he/she cast a spell, he/she will retaliate as if normal attack occured instead.
CHAPTER IV: THY FATHER TAUGHT THEE WHAT?Skills of the game:
Agile: +1 for Parry/Block rolls.
Axemaster: +1 DMG when holding Hatchets/Axes/Battleaxes. Starts with an Axe-type weapon. Only for Fighter-class.
Bluntmaster: +1 max.DMG when holding Flanged Mace/Morning Star. Starts with a random Blunt-type weapon. Only for Fighter-class.
Channeler: Energy Bolt, Heal Wound and Drain Life get +1 modifiers to their 'damage' rolls. Only for Magician-class.
Commander: Starts with weapon of his/her choice. Restricts armor roll to Chainmail and Plate Armor. Only for Fighter-class.
Healthy: Changes HP roll from 4-7 to 7-10.
Swordmaster: +1 DMG when holding Short/Long/Two-Handed Swords. Starts with a random Sword-type weapon. Only for Fighter-class.
Spearmaster: +1 DMG when holding Spear/Halberd. Starts with a random Spear-type weapon. Only for Fighter-class.
Two-handed Mastery: +1 DMG and +1 to Parry rolls when using two-handed weapon. Starts with a random two-handed weapon. Only for Fighter-class.
Wise: +1 to amount of Spells, unlocks Tier 2 spells. Only for Magician-class.
CHAPTER V: THY LEADERSHIP SHALL PROVIDE GUIDANCE TO THE MEN!Commander can issue 'Commands' instead of attacking/defending (one command per turn, obviously). These commands are:
Command: Rally - Forces Commander's Fighter-class allies to attack/defend choosen target instead of whatever they want to do this turn. Outcome determined by a dice roll:
1: Nothing happens.
2: Like above.
3: One random ally's turn is overriden by Command: Rally.
4: Two random allies' turns are overriden by Command: Rally.
5: All allies' turns are overriden by Command: Rally.
6: Like above.
Command: Inspire - Commander tries to rouse the spirits in his warrior's hearts. Outcome determined by a dice roll:
1: Nothing happens.
2: Like above.
3: One random ally's hit/parry roll will be increased by 1.
4: Two random allies' hit/parry rolls will be increased by 1.
5: All allies' hit/parry rolls will be increased by 1.
6: Like above.
If Commandewr will be attacked during Issuing a Command, he will retaliate as if he ATTACK'ed this turn.
CHAPTER VI: THOU ART ALLOWED UNTO THE ARMORY!Damage: obvious
AP: Armor points, how much damage is nulified when you get hit.
WEAPONS:
Swords:
Short sword: 1-handed, 1-4 damage, +1 to Parry/Evade
Long sword: 1-handed, 1-6 damage
Two-handed sword: 2-handed, 2-7 damage
Axes:
Hatchet: 1-handed, 1-5 damage
Axe: 1-handed, 2-6 damage
Battleaxe: 2-handed, 3-8 damage, -1 to Parry/Evade
Spears:
Spear: 1-handed, 1-4 damage, +1 to Damage against Chainmail/Plate Armor
Halberd: 2-handed, 2-6 damage, +2 to Damage against Chainmail/Plate Armor
Blunts:
Flanged Mace: 1-handed, 1-4 damage, 1 point of damage guaranteed to pass through armor.
Morning Star: 2-handed, 1-7 damage, 1 point of damage guaranteed to pass through armor.
ARMORS:
Leather Aketon: 1 AP
Chainmail: 2 AP
Plate Armor*: 3 AP, -1 to Parry
Robes: 0 AP, +1 Parry
Mithril Robes: 1 AP, +1 Parry
*Available only to characters with 'Commander' skill with appropriate Class
SHIELDS:
Buckler: +1 to Parry
Small Shield: +2 to Parry
Large Shield: +3 to Parry
EPILOGUE: HEAVENS, THOU ART BLEED- AWW SHIT, HE'S A GONER, GUYS...If you die, your adventure doesn't end!
Just tell the GM if you want to play again, and you will be tucked right on the bottom of waiting list!
Pick a new name, maybe a new skill, GM will roll equipment, and back into slaughter you go!
This will happen all the way until one of the 'sides' is victorious.
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1.
Name: Fane Ravien (Tiruin) [Metal Curse on!]
Side: B
Class: Magician
Skill: Wise
Spellbook: Focus Energy, Metal Curse, Dispel Magicks, Fire Ball
HP: 7/7
MP: 4/5
Weapon: Short Sword (1H, 1-4dmg, +1 Parry)
Armor: Robes (0 AP, +1 Parry)
Shield: none (Magician)
2.
Name: Berry Smiles the undead (scapheap)
Side: B
Class: Fighter
Skill: Spearmaster
Spellbook: -
HP: 2/6
MP: -
Weapon: Halberd (2H, 2-5dmg, +2dmg against metal armors)
Armor: Aketon (1 AP)
Shield: none (2H weapon)
3.
Name: The Mauve Knight (Spaghetti7)
Side: B
Class: Fighter
Skill: Healthy
Spellbook: -
HP: 8/9
MP: -
Weapon: Two-handed Sword (2H, 2-7dmg)
Armor: Aketon (1 AP)
Shield: none (2H weapon)
4.
Name: Richard Tallent (Ochita)
Side: A
Class: Magician
Skill: Wise
Spellbook: Group Heal, Dispel Magicks, Focus energy, Metal curse
HP: 6/6
MP: 5/6
Weapon: Spear (1H, 1-4dmg, +1 against metal armors)
Armor: Robes (0 AP, +1 Parry)
Shield: none (Magician)
5.
Name: Artemovich (Dariush)
Side: A
Class: Fighter
Skill: Commander
Spellbook: -
HP: 1/5
MP: -
Weapon: Axe (1H, 2-6dmg)
Armor: Plate Armor (3 AP, -1 Parry)
Shield: Large Shield (3 Parry)
6.
Name: Arseni Feodor (borno) [Hasten Self!]
Side: A
Class: Magician
Skill: Healthy
Spellbook: Drain Life, Hasten Self, Focus Energy
HP: 8/8
MP: 3/4
Weapon: Flanged Mace (1H, 1-4dmg, 1dmg guaranteed)
Armor: Robes (0 AP, +1 Parry)
Shield: none (Magician)
7.
Name: Maurice "Mo' Magic" Thomas (Harry Baldman)
Side: B
Class: Magician
Skill: Wise
Spellbook: Focus Energy, Dispel Magicks, Heal Wounds, Perfect Shield
HP: 6/6
MP: 5/6
Weapon: Hatchet (1H, 1-5dmg)
Armor: Aketon (1 AP)
Shield: none (Magician)
8.
Name: Oscar 'Wildman' Livingstone (Zako)
Side: A
Class: Fighter
Skill: Agile
Spellbook: -
HP: 4/4
MP: -
Weapon: Long Sword (1H, 1-6dmg)
Armor: Chainmail (2 AP)
Shield: Small Shield (2 Parry)
10.
Name: Tallow Warrior (Xanmyral)
Side: A
Class: Fighter
Skill: Healthy
Spellbook: -
HP: 10/10
MP: -
Weapon: Morning Star (2H, 1-7dmg, 1dmg guaranteed)
Armor: Chainmail (2 AP)
Shield: none (2H weapon)
11.
Name: Mr.Blast
Side: B! B!! B!!!
Class: Fighter
Skill: Spearmaster
Spellbook: -
HP: 7/7
MP: -
Weapon: Spear (1H, 1-4dmg, +1dmg against metal armors)
Armor: Chainmail (2 AP)
Shield: Buckler (1 Parry)
12.
Name: Axe the Zombified Zombie's Zombie
Side: GLORIOUS SIDE B
Class: Fighter
Skill: Commander
Spellbook: -
HP: 4/4
MP: -
Weapon: Axe (1H, 2-6dmg)
Armor: Chainmail (2 AP)
Shield: Large Shield (+3 Parry)
Axe the Zombie's Zombie, re-killed by Oskar 'Wildman' Livingstone's long sword.