PROLOGUE: WAR IS NO PLACE FOR IGNORANCE! ACQUAINT YOURSELF WITH THE RULES OF WAR!:In Medieval Fodder: Symphony of Darkness, all you have is DESIRE TO SLAUGHTER! For the glory of your king!
It is RTD which has minimal amount of roll-play, basically only
two rolls: Hit roll, and damage roll.
Damage roll depends entirely on the weapon.
Hit roll (1d6) is more complicated:
Both players roll, add modifiers, and then the one who rolled lower is harmed. Ties result in no damage being dealt.
The complication comes in when actions are taken into account. Players can Attack, Defend, or Parry.
ATTACKing targets a single enemy player of your choice to roll a 1d6 against. It’s pretty basic and even the most base of creatures understand it.
PARRY causes the player to take no particular action that turn. However when you roll against an enemy player[ s ] attack roll, if you roll higher, you attack them. However you gain no bonuses to your rolls and if no one attacks you you’ve basically wasted your turn.
DEFENDing is where things get a little complex. If you choose to DEFEND you get a +1 to your attack roll. HOWEVER unlike with ATTACK or PARRY if you roll higher, you DO NOT deal damage. DEFEND is, as the name suggests, a purely defensive ability.
SHIELDS give additional bonuses to DEFEND'ing players just as if above rule is applied.
The maximum of the DEFEND bonus is +4; if you rolled a 1 against a 6, sorry - better luck next life!
Example:
RED attacks BLUE.
BLUE defends.
RED rolls 6, BLUE rolls a 3.
Well… It looks like our friend BLUE is going to meet his maker. Wait a second… BLUE defended so he gets a +1 to his roll.
So it actually happens that: RED rolls 6, BLUE rolls a 4.
Hm… That’s still not enough to save poor BLUE. Wait a second… He has a SHIELD, a Small Shield specifically so he gets another +2
RED rolls a hit of 6. BLUE rolls a 6.
Well that’s good news for BLUE! He gets to live to clash with RED again.
In case of operating a wheel or doing something, a standard 1d6 roll will be applied as well.
CHAPTER I: TO KNOW VICTORY YOU MUST KNOW YOURSELF! WHO ARE YOU?In Medieval Fodder, no back stories 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: one of the Classes, 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: LIFE SHAPES THE SOLDIER! HOW HAS LIFE SHAPED YOU?Character Classes of the game:
Barbarian: +1 DMG when holding weapons of the AX class. Starts with a random AX weapon.
Blademaster: +1 DMG when holding weapons of the SWORD class. Starts with a random SWORD weapon.
Caveman: +1 DMG when holding weapons of the CLUB class. Starts with a random CLUB weapon.
Commander: Can COMMAND as well as ATTACK/PARRY/DEFEND. Restricts Armor roll to HEAVY Armor class.
Inquisitor: +1 DMG when holding 2-handed weapons. Starts with a random 2-HANDED weapon.
Pikeman: +1 DMG when holding weapons of the SPEAR class. Starts with a random SPEAR weapon.
Rogue: +1 for Parry/Block rolls.
Warrior: Changes HP roll from 4-7 to 7-10.
CHAPTER III: LEADERSHIP IS THE GREATEST ASSET OF ALL! WITHOUT A LEADER AND ARMY IS A MOB!Commander can issue 'Commands' instead of attacking/defending that turn. There are two COMMANDS which both help the entirety of the team. They can be a great boon but the Commander must slay an enemy before they can issue another ‘Command’.
Rally grants a bonus to the teams DEFEND rolls. Outcome determined by a dice roll:
1: All your teams DEFEND rolls receive a -1 penalty due to your bumbling wording.
2: Your team cannot hear you over the sound of combat. Nothing happens.
3: Only the person nearest you hears you. Random ally gains a +1 to their DEFEND roll.
4: Your voice is loud and clear! All allies gain +1 to their DEFEND rolls!
5: You’re presence could inspire even the yellowest of cowards! All allies gain +2 to their DEFEND rolls!
6: You could inspire the gods themselves! All allies gain +3 to their DEFEND rolls!
Inspire grants a bonus to DAMAGE rolls. Outcome determined by a dice roll:
1: You give your team faulty information! -2 to all allies DAMAGE rolls!
2: Your incoherent shouts serve only to distract! -1 to all allies DAMAGE rolls!
3: You cannot be heard over the clang of steel! Nothing happens.
4: Only the person nearest to you hears you! Random ally gains a +1 to their DAMAGE roll.
5: You press your men forward with a hearty battle cry! All allies gain +1 to their DAMAGE roll.
6: You drive your men to a wild blood lust! All allies gain +2 to their DAMAGE roll.
Morale grants a small amount of healing. While risky it is effective. Outcome determined by a dice roll:
1: Your paltry words end up inspiring the enemy! +1 health to the entire enemy team.
2: You can barely breath yourself, this grants your adversary some morale! +1 health to random enemy.
3: You take a moment to catch your breath. Nothing happens.
4: You trade quips with a nearby ally! +3 health to a single random ally.
5: Your valor grants those who watch you a second wind! +3 health to two random allies.
6: Your unending courage brings morale to a record high! +3 health to all allies.
If Commander will be attacked during Issuing a Command, he will behave as though he used
DEFEND though he gains only 1/2 of his usual DEFEND bonuses [rounded down if neccesary].
CHAPTER IV: YOU LIVE AND DIE BY YOUR EQUIPMENT! BE SURE TO FAMILIARIZE YOURSELF WITH ALL SORTS OF WEAPONRY!Damage: Referred to as DAM. This is how much health you reduce your opponents health by on a successful hit! Some items [Armor specifically] has a negative DAM. This means that when you are hit you take that much less DAM.
Example: RED hits for 3 damage but BLUE wears Full Plate armor and so he takes no damage. [3 – 3 = 0]
Short Sword: 1d4 DAM, +1 to DEFEND rolls, +1 to PARRY rolls, 1 handed
Long Sword: 1d6 DAM, +1 to PARRY rolls, 1 handed
Claymore: 1D8 DAM, +1 to PARRY rolls, 2-handed
Hatchet: 1d4+1 DAM, 1-handed
Ax: 1d6+1 DAM, 1-handed
Battleax: 2d4+1 DAM, -1 to DEFEND rolls, 2-handed.
Spear: 1d4, +1 DAM to HEAVY armor, 1-handed
Pike: 1d6, +1 DAM to HEAVY armor, 2-handed
Halberd: 1d6, Ignores HEAVY armor, 2-handed
Club: 1d4-1 DAM, Ignores LIGHT and MEDIUM armor, 1-handed
Flail: 1d6-1 DAM, Ignores LIGHT and MEDIUM armor, 1-handed
Morning Star: 1d8-1, Ignores LIGHT and MEDIUM armor, 2-handed
Armor reduces the damage you’ll take when hit by weapons. Some armors carry special bonuses.
Cloth: -0 DAM, +1 to DEFEND rolls, LIGHT armor.
Leather: -1 DAM, LIGHT armor
Studded: -2 DAM, -1 extra damage from spears, MEDIUM armor
Chainmail: -2 DAM, -1 damage from swords, MEDIUM armor
Full Plate: -3 DAM, -1 to DEFEND rolls, HEAVY armor
Centurion Armor: -3 DAM, HEAVY armor, Available only to Commanders
Shields grant you a bonus to your DEFEND rolls however they can only be used with 1-handed weapons.
Buckler: +1 to DEFEND
Small Shield: +2 to DEFEND
Tower Shield: +3 to DEFEND
EPILOGUE: YOU WILL NOT BE MISSED! THERE ARE PLENTY MORE WHERE YOU CAME FROM!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 class, GM will roll equipment, and back into slaughter you go!
This will happen all the way until one of the 'sides' is victorious.
Name: Elton
Class: Blademaster [+1 to DAM with Swords]
Health: 6
Weapon: Long Sword [DAM: 1d6+1]
Shield: Small Shield [+2 to DEFEND rolls]
Armor: Chainmail [-2 to DAM received, -3 DAM received from swords]
Name: Henry of the Holes
Class: Caveman [+1 to DAM with Club]
Health: 4
Weapon: Club [1d4] [Ignores non-HEAVY armor]
Shield: Tower Shield [+3 to DEFEND rolls]
Armor: Cloth [-0 to DAM received, +1 to DEFEND rolls]
Name: Knight Matis
Class: Rogue [+1 to DEFEND/PARRY rolls]
Health: 7
Weapon: Morning Star [1d8-1] [Ignores non-HEAVY armor]
Shield: None
Armor: Chainmail [-2 to DAM received, -3 to DAM received from Swords]
Name: Alex Shater
Class: Warrior [7-10 health]
Health: 9
Weapon: Morning Star [1d8-1] [Ignores non-HEAVY armor]
Shield: None
Armor: Chainmail [-2 to DAM received, -3 DAM received from swords]
Name: Roliep
Class: Pikeman [+1 DAM with Spears]
Health: 7
Weapon: Spear [1d4+1] [1d4+2 against HEAVY armor]
Shield: Small Shield [+2 the DEFEND rolls]
Armor: Chainmail [-2 to DAM received, -3 DAM received from swords]
Name: Fane Ravien
Class: Commander
Health: 6
Weapon: Hatchet [1d4+1]
Shield: Tower Shield [+3 to DEFEND rolls]
Armor: Centurion [-3 DAM received]
Name: James
Class: Inquisitor [+1 DAM with 2-handed weapons]
Health: 4
Weapon: Claymore [1d8+1]
Shield: None
Armor: Chainmail [-2 to DAM received, -3 to DAM received by Swords]
Name: Jenny Longhorn
Class: Caveman [+1 DAM with Clubs]
Health: 4
Weapon: Club [1d4-1
Shield: Buckler [+1 to DEFEND rolls]
Armor: Chainmail [-2 to DAM received, -3 DAM from swords]
Name: Cromwell Jackson
Class: Warrior [7-10 health]
Health: 10
Weapon: Hatchet [1d4+1 DAM]
Shield: Buckler [+1 to DEFEND rolls]
Armor: Chainmail [-2 to DAM received, -3 to DAM received from Swords]
Name: Ms. Pretty Obvious
Class: Blademaster [+1 DAM with Swords]
Health: 4
Weapon: Short Sword [1d4+1]
Shield: Tower Shield [+3 to DEFEND rolls]
Armor: Leather [-1 DAM received]
Luke [Lukeinator]; Side A; Barbarian
Axe the Not-Yet-Undead Pre-Zombie [Tomio175]; Side A; Barbarian
Sam [Cain12]; Side B; killed by A