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Why do you like Medieval Fodder?

It has simple and neat rules
It is quick-paced and has short waitlist
MURDERMURDERMURDER
All of the abov~

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Author Topic: Medieval Fodder Simple-RTD (v1.2retro)! Game completed!  (Read 38223 times)

Haspen

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Medieval Fodder Simple-RTD (v1.2retro)! Game completed!
« on: July 20, 2013, 02:22:02 pm »

PROLOGUE: DOTH ART WELCOMED TO THE MEDIEVAL FODDER, LAD! PLEASE ACQUAINT THYSELF WITH THE RULES OF ENGAGEMENT:

In Medieval Fodder: Slaughters of Swords, 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)
Skill: one of the skills, look below
HP: You start with random of 4 to 7 HP*. Rolled by GM.
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: 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.
Bluntmaster: +1 max.DMG when holding Flanged Mace/Morning Star. Starts with a random Blunt-type weapon.
Commander: Starts with weapon of his/her choice. Restricts armor roll to Chainmail and Plate Armor.
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.
Spearmaster: +1 DMG when holding Spear/Halberd. Starts with a random Spear-type weapon.
Two-handed Mastery: +1 DMG and +1 to Parry rolls when using two-handed weapon. Starts with a random two-handed weapon.

CHAPTER III: 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 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 Commander will be attacked during Issuing a Command, he will retaliate as if he ATTACK'ed this turn.

CHAPTER IV: 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:
Flail: 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/Evade

*Available only to characters with 'Commander' skill

SHIELDS:
Buckler: +1 to Parry
Small Shield: +2 to Parry
Large Shield: +3 to Parry

EPILOGUE: HEAVENS, THOU ART BLEED- Aww shit, he's dead...

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.

---

Spoiler: Playerlist! (click to show/hide)

Spoiler: Waitlist! (click to show/hide)

Spoiler: Ze Graveyard! (click to show/hide)
« Last Edit: August 31, 2013, 08:50:04 am by Haspen »
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scapheap

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #1 on: July 20, 2013, 02:25:25 pm »

This again? Yay.

Name: Berry Smiles(The wraith)
Side: B
Skill: Spearmaster
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MonkeyHead

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #2 on: July 20, 2013, 02:29:07 pm »

YES! More!

Charlton Govier.
Side A
Axemaster.
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kj1225

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #3 on: July 20, 2013, 02:33:25 pm »

Name:  Kyle
Side:  b
Perk:  agile.
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Krath

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #4 on: July 20, 2013, 02:33:44 pm »

Oh yes.

Name: Sir Biff
Side: B
Skill: Healthy
« Last Edit: July 27, 2013, 08:51:46 am by Krath »
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draco1234

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #5 on: July 20, 2013, 04:25:52 pm »

Name:  Danath
Side:  B
Skill:  Spearmaster
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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #6 on: July 20, 2013, 07:22:37 pm »

Name: Lordo
Side: A
Skill: Commander
Weapon: Axe
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Xanmyral

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #7 on: July 20, 2013, 08:38:10 pm »

Name: Tallow Knight
Side: B (Not gonna disrupt this rhythm)
Skill: Spearmaster
« Last Edit: July 20, 2013, 08:40:27 pm by Xanmyral »
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Remuthra

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #8 on: July 20, 2013, 09:28:29 pm »

Name: Meatshield McGuffin
Side: BA
Skill: Healthy
HP: You start with random of 4 to 7 HP*. Rolled by GM.
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!
« Last Edit: July 21, 2013, 12:17:03 pm by Remuthra »
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GreatWyrmGold

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #9 on: July 20, 2013, 09:50:43 pm »

Spoiler: Charlie Charleston (click to show/hide)
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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #10 on: July 20, 2013, 10:10:04 pm »

Name:Luke
Side:A
Perk:Axemaster
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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #11 on: July 21, 2013, 02:45:36 am »

Name: Cromwell Jackson
Side: B
Skill: Healthy
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Haspen

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Re: Medieval Fodder Simple-RTD (v1.2retro)!
« Reply #12 on: July 21, 2013, 03:40:29 am »

Two more people for Side A, and we can start.
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Name: John Skinner
Side: A
Skill: Two-Handed Mastery

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Hm. :/

Spoiler: Ok, I'm in. (click to show/hide)
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