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Poll

How Should Round 2 Be Changed Regarding Combat?

Players are much tougher than standard enemy units.
- 7 (53.8%)
Introduce a Fatigue system.
- 1 (7.7%)
Options 1+2
- 5 (38.5%)
No Change
- 0 (0%)

Total Members Voted: 13


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Author Topic: -The Last Stand- Final Pre-Round 2 Poll: Combat  (Read 39786 times)

Remuthra

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Re: -The Last Stand- Necdum Spiritum Romanus: Classes Available!
« Reply #90 on: December 28, 2013, 10:46:35 pm »

No. It really isn't. If I say "A bunch of ninjas slaughtered my family!" versus saying "A bunch of ninja slaughtered my family!", it will be equally clear. Noone will claim I'm speaking gibberish. This is partly because it has been stolen and made an English word in some ways, and therefore follows English rules of grammar. This is partly because we are so used to hearing ninja(s), as awkward as it may look when written down, that the second sentence would actually cause more confusion at first than the first would.
In that case, explain all the other foreign words that retain elements of their origin languages' grammar.
Because English isn't very consistent?

GreatWyrmGold

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Re: -The Last Stand- Necdum Spiritum Romanus: Classes Available!
« Reply #91 on: December 28, 2013, 10:51:59 pm »

No. It really isn't. If I say "A bunch of ninjas slaughtered my family!" versus saying "A bunch of ninja slaughtered my family!", it will be equally clear. Noone will claim I'm speaking gibberish. This is partly because it has been stolen and made an English word in some ways, and therefore follows English rules of grammar. This is partly because we are so used to hearing ninja(s), as awkward as it may look when written down, that the second sentence would actually cause more confusion at first than the first would.
In that case, explain all the other foreign words that retain elements of their origin languages' grammar.
Because English isn't very consistent?
So you can't claim that words that have been "stolen and made an English word" will always "follows English rules of grammar."
...Is there an official way to chop off extra letters from quotes to make it fit the sentence better? I know that for adding letters, you can use brackets, but what about subtractions?
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TCM

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Re: -The Last Stand- Necdum Spiritum Romanus: Classes Available!
« Reply #92 on: December 28, 2013, 11:10:34 pm »

I'm fully aware that 'S' does not denote plurals in Japanese. I know you can say 'The Samurai' and it can refer to multiple Samurai. But you know what else? I made that post just before leaving the house. I'm busy sometimes you know, and sometimes I like to sneak it quick posts I make in a couple minutes just to check up on my players. So I'll do the best that I can when making these games, but if I happen to refer to multiple swords as 'Katanas', please don't criticize me. You'll still be allowed to, it's in your rights of course, but I'm also allowed remove your character from the game.

Y'all are allowed to bring up history and discuss and debate it. That's relevant to this game and my own interests. But for subjects like Grammar, I'd really appreciate it if you brought it over to the 'Official Grammar of the English Language'* in the General Discussion area than have it take over my thread. Thank you.


Thread does not actually exist. But really, c'mon guys.
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Remuthra

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Re: -The Last Stand- Necdum Spiritum Romanus: Classes Available!
« Reply #93 on: December 28, 2013, 11:16:00 pm »

No. It really isn't. If I say "A bunch of ninjas slaughtered my family!" versus saying "A bunch of ninja slaughtered my family!", it will be equally clear. Noone will claim I'm speaking gibberish. This is partly because it has been stolen and made an English word in some ways, and therefore follows English rules of grammar. This is partly because we are so used to hearing ninja(s), as awkward as it may look when written down, that the second sentence would actually cause more confusion at first than the first would.
In that case, explain all the other foreign words that retain elements of their origin languages' grammar.
Because English isn't very consistent?
So you can't claim that words that have been "stolen and made an English word" will always "follows English rules of grammar."
...Is there an official way to chop off extra letters from quotes to make it fit the sentence better? I know that for adding letters, you can use brackets, but what about subtractions?
I think for subtractions it's best to just enclose the entire modified word in brackets.

TCM

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #94 on: December 29, 2013, 12:06:27 pm »

Necdum Spiritum Romanus: Phase 0 [The Invasion]


The township is not suited to defend itself against a mass of barbarians. There's no mountains or water nearby for a defensive position. There's no elaborate bridge that can be cut off, and the main way into town is just a simple dirt path. Matter of fact, there's no walls. Every building on the outer perimeter of the city is completely vulnerable. Yet, this place is the home to these men. Whether they've lived here all their lives, or have only been situated here for a few months for one reason or another, this is where they choose to meet their end. Anyways, there's no time to make it to any other city or township, as the roving bands of barbarians on the road will hack apart any lone soul trying to navigate his way through. This is it.

The 30-or-so men have arranged themselves into various positions and duties. A brave dozen have decided that they will form the first immediate line of defense. At the moment, each found themselves busy in preparation. Dalen checked the flexibility of his Bow. Anders helped Carl Anderson transport his Ballista to the flat roof of a house. Bigus of Dickus was just standing there and smiling, as always. That mercenary was always beaming with joy and pride, though no one could tell why. Maybe he was proud of his large estate, or perhaps his wife had delivered another beautiful child. Anyways, these dozen defenders were the first ones to hear the sound of the horn. It was not the sound of a traditional Roman horn, but one that producing a bellowing, blood-curdling, exotic audible note. From the horizon, a line of asymmetrical shapes appeared, and with each passing second, these shapes became bigger, and took on more tangible forms. The sound of hundreds of screams combined with stampeding feet and hooves came together into a choir of hellish noise. The first line yelled out to their reserves, the latter of which ran further into the town to evacuate the civilians. They would reappear later, to replace those that would fall.

Each man took up his allocated position on the edge of the town. Though they put on a facade of solemness or anger, each was truly terrified, anxious, and sudden reflective on his life. Yet they didn't run, for they were truly courageous men.
As the first wave of the Barbarians charged into the city, each defender took his move. The dance of the Last Stand had begun.


Barbarians:

Grunt (I) - A young barbarian who hopes to gain respect and wealth by participating in the sacking of Rome.
Inventory:
Club - A large wooden blunt weapon that ends in a spherical shape. While crude, it shatters limbs and heads.
Health: Fine
Point Value: 3

Grunt (II) - A young barbarian who hopes to gain respect and wealth by participating in the sacking of Rome.
Inventory:
Club - A large wooden blunt weapon that ends in a spherical shape. While crude, it shatters limbs and heads.
Health: Fine
Point Value: 3

Brute (I) - After a few skirmishes, most Grunts are killed, while the survivors attain this rank. They have become more ferocious and belligerent as a result.
Rage (Active) - The Brute has figured out how to utilize his recklessness into a proper weapon. +1 to Attacking and -1 to Defending. 1-Turn Cooldown.
Inventory:
Spiked Club - A variation of the Club that is covered in numerous sharp spikes, giving it piercing capabilities.
Health: Fine
Point Value: 5

Brute (II) - After a few skirmishes, most Grunts are killed, while the survivors attain this rank. They have become more ferocious and belligerent as a result.
Rage (Active) - The Brute has figured out how to utilize his recklessness into a proper weapon. +1 to Attacking and -1 to Defending. 1-Turn Cooldown.
Inventory:
Spiked Club - A variation of the Club that is covered in numerous sharp spikes, giving it piercing capabilities.
Health: Fine
Point Value: 5

Demolishers - All Barbarian warriors love to raid, but a few specific ones have a particular fondness for property damage and mayhem. They love to raze as much as to kill.
Incendiary Weapons (Passive) - Equipped with fire, the Demolishers are keen to using it to their advantage. Successful Attacks can burn and ignite flammable items, and even people.
Torch Toss (Active) - Having multiple flaming Torches land on and around you has quite a demoralizing effect. Upon Success, Target gets a -1 Penalty to Attacking during their next Turn.

Deflectable - Much to their dismay, several Romans are equipped with large shields that can simply bat away oncoming Torches. -1 to Attacking any Roman with a Shield.
Inventory:
Torch - A flaming stick intended to provide light, has now been improvised by the Barbarians as a means of destruction.
Health: 5/5
Point Value: 7

Soldier - An experienced Barbarian warrior whose training and equipment rival that of top-tier Romans.
Experienced Veteran (Passive) - The Soldier has much experience in combating Romans, knowing how to deflect their counter-attacks just to keep his own offensive streak going. +2 to Defending against Counter-Attacks.
Throw Axe (Active) - Soldiers keep a couple smaller Throwing Axes handy, which they can use as projectiles to tear apart their foes from a distance. +1 to Attack, 2-Turn Cooldown.
Offensive Technique - It's all just Offense in Defense for the Soldier, who finds it cumbersome to bother much with parries and disarming. -1 to Counter-Attacking.
Inventory:
Double-Sided Axe - A traditional weapon of experienced barbarians are their large, two-handed axes with an edge on either side. Both heads of this weapon cleave through armor and bodies.
Curved Blade - Besides his axe, the Soldier is equipped with his one-handed sword. Unlike Roman blades, this one is curved and made exclusively for deep, brutal cutting.
Circle Shield - Barbarians typically pull out this one-handed shield when equipped with a one-handed weapon. It is metallic, and despite lacking a metal centerpiece like the Roman Scutum shield, it certainly can be used as its own bashing weapon.
Two Throwing Axes - Two smaller axes balanced for throwing. The Mercenarius can utilize these axes in a variety of ways, like tossing them in conjunction with a charge, or a surprise move for an unsuspecting combatant.
Hide Armor Outfit - These mercenaries prefer to wear a full-suit of armor, head-to-toe, composed of hardened animal hides rather than metal. This type of armor sheds some protection in exchange for mobility.
Health: Fine
Point Value: 10

Horseman - Barbarians breed horses, and while they are a stockier build than Roman horses, they are ridden as fine cavalry.
Charge! (Active) - The Horseman puts his force into a full-out sprint in order to run into the Romans and deliver them a blow at maximum speed. +2 to Attacking with the Spear, +1 to Attacking with the Riding Axe, 1-Turn Cooldown.
Wild Horse (Passive) - The Horseman's steed is bound to his rider, and somehow seems to have some sort of emotional understanding by their connection. Thus, if the Horseman is killed, his Horse will replace him as an Enemy Unit, Attacking and Defending. The Horseman Unit is not defeated, and thus points and not allocated, until both rider and horse are killed. This Ability is not utilized if the Horseman and Horse are killed simultaneously. Also, this Horse can not be ridden by Romans.

Horseman Vulnerabilities - -2 in Combat against Spears, Polearms, and similar weaponry.
Inventory:
Horse: The Horse is the animal that transforms a barbarian from walking on foot to moving at speeds impossible for men. Of all of the Horseman's possessions, the Horse is his most valued.
Spear: A simple wooden shaft that ends in a metal tip. It is thrusted from horseback to make deep stabs.
Riding Axe: A one-handed axe specially crafted to be easily used from horseback. It is swung downwards through the helmets of enemies.
Hide Armor Outfit - These mercenaries prefer to wear a full-suit of armor, head-to-toe, composed of hardened animal hides rather than metal. This type of armor sheds some protection in exchange for mobility.
Health: Fine
Point Value: 12

Beserker - While some Brutes shape themselves into hardened Barbarian Soldiers, a few give in even further to their rage. Thus they become shock troops that drive into enemy lines without hesitation and little regard for their own safety, consumed by blood-lust.
Berserk! (Active) - The Beserker goes mad and attacks like a feral carnivore. +3 to Attack, -3 to Defense. 1-Turn Cooldown.
Steel Nerves (Passive) - The Beserker has reached the point where he will continue his assault, not even conscious of sensations that signal him being hurt. The Beserker is immune to Pain.

Pure Offense - The Beserker will barely even dodge, much less bother with Counter-Attacks. The Beserker can not Counter-Attack.
Inventory:
Double-Sided Axe - A traditional weapon of experienced barbarians are their large, two-handed axes with an edge on either side. Both heads of this weapon cleave through armor and bodies.
Hands - If need be, any combatant will use his hands as weapons if he loses all his weapons. It's just be noted that the Beserker is prone to resorting to his. If he loses his axe, that won't stop his momentum.
Health: Fine
Point Value: 12

Executioner - An odd-looking barbarian, enshrouded in a black cloak. He appears much more reserved and calm than the others, yet he is just as brutal, especially when one considers that he mainly serves to dispatch of enemies that his brethren have previously wounded.
Execution (Passive) - The Executioner serves to perform the coup de' grace on soldiers that are already hurt and injured. He gets a Bonus to Combat relative to the extent of the Health of his Target; the worse their Health is, the bigger his Bonus is. For example, he gets a +1 against someone who is lightly bleeding, +3 against someone with a broken or missing limb, and up to a +5 when Attacking someone that's Unconscious.
Inventory:
Double-Sided Axe - A traditional weapon of experienced barbarians are their large, two-handed axes with an edge on either side. The Executioner prefers going for the head or the neck with this weapon.
Curved Blade - The Executioner's alternate weapon is the single-handed curved sword, which he performs decapitations with.
Black Cloak - An ominous outfit which fits over the Executioner's body. No Roman is sure whether it's made from traditional animal skins, or was looted from Rome.
Health: Fine
Point Value: 13

Pseudo-Legionary - A barbarian that had been trained and equipped by the Romans in his days as a mercenary. Now he's using the skills he was taught and arms he was given on the same men that mentored him.
Testudo Formation (Passive): The Pseudo-Legionary has been trained in the famous Testudo Formation, which involves packing in closely with other soldiers to form a collective protection unit. Utilizing this tactic means that the Pseudo-Legionary gets a +1 to Combat when Attacking an Enemy Unit that is simultaneously being Attacked by another Barbarian.
Throw Plumbata (Active): The Pseudo-Legionary throws the Plumbata, a long lead-tipped dart, at an enemy in an attempt to impale them. +1 to Attack when used, 2-Turn Cooldown.

Group Specialist: The Pseudo-Legionary is taught to train as a synergized unit with other soldiers, not on his own. -1 to Combat with a Roman Unit not being attacked by another Barbarian.
Inventory:
Gladius - The key weapon in the Pseudo-Legionary's arsenal, the Gladius is a one-handed sword that delivers both long swings and deep thrusts.
Scutum - A large, semi-cynlindrical shield that defends its wielder from all sorts of oncoming attacks and projectiles. A spherical piece of metal is welded onto the center of the Scutum, giving it offensive capabilities.
Galea - Metal helmet that offers protection for both the head and the facial region.
Lorica Squamata - Metal scale armor on top of a fabric foundation, developed to stop penetrative attacks.
Health: Fine
Point Value: 10

Fleetfoot - The Fleetfoot is not the strongest Barbarians, but he is among the fastest. Using this talent, he can engage multiple enemies quickly, and kill them off accordingly.
Swift Fighter - The Fleetfoot is so fast that he is able to deliver two attacks before his enemies even realize that he's moved. The Fleetfoot can Attack twice in a single Turn.
Dual-Hand Axes - Two smaller axes, each wielded in both hands, allowing the Fleetfoot to easily follow-up one swing with another. The handles are slightly curved for an increased chopping angle.
Hide Armor Outfit - These mercenaries prefer to wear a full-suit of armor, head-to-toe, composed of hardened animal hides rather than metal. This type of armor sheds some protection in exchange for mobility.
Health: Fine
Point Value: 10

Colossus - Rumored to be a legend by the few Romans ever to live through the encounter with one, the Colossus is a fearsome Barbarian to behold. He is not as 'tall as a tree' as the legends go, but he stands with an extremely developed body, reaching over 2 meters (6 1/2 Feet) in height. The fact that he is as fast and brutal as any other Barbarian does not help quell fears.
Giant (Passive) - The Colossus is immensely powerful, and his reach is well beyond that of anyone else on the battlefield. It is not wise to attack him without alone, and without a plan. +2 to all Melee Combat.
Stunning Blow (Passive) - Even the lightest attack from the Colossus will send a Roman flying. Once you're hit, it will take some time to recover to attack once again. Players that are hit by the Colossus will be unable to Attack their following turn, (They will still be able to Attack via Counter-Attack and Guarding though.)

Easy Target - Despite the advantages gained from towering over all other men, being big does mean that you're easier to hit from a distance. -1 to Defending against all Projectiles.
Inventory:
Huge Club - Similar to the normal Club, except proportionally fitted for the Colossus. The sheer size of this weapon, along with the strength of its user, means that it has enough force behind it to injure opponents through shields and armor. Anyone smaller than the Colossus who attempts to use this club will incur Combat Penalties.
Hide Armor Outfit - These mercenaries prefer to wear a full-suit of armor, head-to-toe, composed of hardened animal hides rather than metal. This type of armor sheds some protection in exchange for mobility.
Health: Fine
Point Value: 15


Spoiler: Romans (click to show/hide)
« Last Edit: December 29, 2013, 12:34:02 pm by TCM »
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GreatWyrmGold

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Re: -The Last Stand- Necdum Spiritum Romanus: Classes Available!
« Reply #95 on: December 29, 2013, 12:23:20 pm »

-snip-
Sorry. I was uncertain if you knew or what.

Bane of All (Passive) - -2 to Melee Combat.
Glass Cannon
Um...I suspect a mistake.



Shoot the Colossus. Hopefully, I can take him down in one shot, or at least--most?--in a few. That should destroy their morale, maybe let us prevail.

Are there really only about a dozen barbarians?
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TCM

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Re: -The Last Stand- Necdum Spiritum Romanus: Classes Available!
« Reply #96 on: December 29, 2013, 12:36:00 pm »

-snip-
Sorry. I was uncertain if you knew or what.

It's fine, just no big ole' grammar debates please. :P

Quote from: GWG
Bane of All (Passive) - -2 to Melee Combat.
Glass Cannon
Um...I suspect a mistake.

Fixed.

Quote
Are there really only about a dozen barbarians?

I fixed the Demolishers, as they are a Group Unit composed of 5 Barbarians.

These Barbarians just happened to reach the front line of defense first. More will spawn every turn.
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GreatWyrmGold

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #97 on: December 29, 2013, 12:48:32 pm »

Alright, good to know.
Please let there only be one Colossus...
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Rolepgeek

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #98 on: December 29, 2013, 01:39:53 pm »

Derres grins at the sight of these barbarians, beating his weapons together as he jumps over the barest fence of one of the houses. He screams obscenities at the barbarians, smashing his weapons together, and bellows at the Executionerin particular.

"FIGHT ME, YOU CRAVEN WHOREBRED MONGREL OF A FLEA-RIDDEN DOG-FUCKER!"
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anailater

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #99 on: December 29, 2013, 01:54:26 pm »

Asinus surveys the approaching hoard and shouts "TONIGHT WE DIE BROTHERS, BUT WE DIE NOT AS MEN BUT AS HEROES!"
Activate charge and attack the barbarian horsemen with all my might!
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GreatWyrmGold

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #100 on: December 29, 2013, 01:55:07 pm »

"That's not pessimistic..."
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aattss

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #101 on: December 29, 2013, 01:55:46 pm »

Shoot the Demolishers with fire arrows

Best to provide support for the others.

Remuthra

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #102 on: December 29, 2013, 01:57:51 pm »

Attack the Demolishers with my spear of justice!

zacen299

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #103 on: December 29, 2013, 02:12:35 pm »

Taunt Grunt 1 while staying near the edge of our lines. Avoid any groups or particularly large individuals.


"Come on little boy I bet you couldn't hit the broad side of a barn with that thing!"


I'll take the grunts and brutes to get them out of the game before they're able to cause problems while we're killing the bigger guys.
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kj1225

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Re: -The Last Stand- Necdum Spiritum Romanus: Phase 0 [The Invasion]
« Reply #104 on: December 29, 2013, 02:30:03 pm »

Despite the dire situation Bigus does not seem upset. Because he's been drinking to get ready to show his fellows why Romans feared the beserker.
Charge the demolishers while throwing an axe.
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