Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3 ... 41

Author Topic: The Battle for Bay12 - Battle 1, Round 11 - Team Dwarf is in a pickle.  (Read 30563 times)

GlyphGryph

  • Bay Watcher
    • View Profile

A glorious day is before you, friends! Stolen from none other than the Sheb, I present to you a game of power, a game of conflict, a game that will determine the very future of our tranquil forum, in a way limited entirely to these threads.

This is not, however, the Battle for Bay 12. This is merely where it begins.

The Cursed Fields

In the wilds of the midlands that have grown up around the long-abandoned Temple to Armok, there have been rumours. A prophecy, spoken, telling of a gathering of great heroes and great forces. Of a treasure to be found and claimed. Two forces have arrived, the first to pursue this rumour, but surely not the last, but only one will have the opportunity to unlock it's secrets.

Black castles in opposite corners are starting areas. Red locations are threads teams should attempt to control. The cloudy place in the center is the abandoned Temple to Armok.

That is why you have come - you have every intent to be one of these heroes. To that end, you must choose a side, or rather let the sides fight to choose you.

Spoiler: Join the Game (click to show/hide)
Spoiler: How to Play (click to show/hide)

Fledgling Recruits
Player of Games - Sharp, Wealthy Modder Acolyte d'RTD
Pitchfork, Scale
Blast, Regeneration
8 hp - 0xp - 0 gold - 2 resist
Attacks:
Fork - Melee, 8-1, 85%
Blast - Magical Ranged, 6-1, 110%
Special: Once per turn, sacrifice a move point to regain 2 health.

Ottofar, Slow, Tough Troll Thug of the Mafia
12 hp - 0xp - 0 gold - 2 resist
Pitchfork, Leather
Attacks:
Fork - Melee, 8-2, 75%
Special: 1 less MP per turn.

Current Marketplace
Weapons
  • Fists (melee) -  0 gold
    2 damage
  • Club (melee) -  1 gold
    3 damage
  • Dagger (melee) - 3 gold
    4 damage
  • Pitchfork (melee) - 5 gold
    8 damage
  • Bag of Rocks (ranged) - 1 gold
    1 damage
  • Sling (ranged) - 4 gold
    2 damage
  • Bow (ranged) - 7 gold
    4 damage
  • Cloth (armor) - 0 gold
    0 resist
  • Leather (armor) - 5 gold
    1 resist
  • Scale (armor) - 15 gold
    2 resist
  • Blast (combat spell) - 10 gold
    6 damage, ranged attack, +25% chance to hit
  • Blessing (automatic spell) - 5 gold
    Your weapons deal +2 damage.
  • Enchant (cast spell) - 5 gold
    Adjacent players weapon becomes enchanted, dealing an additional point of damage. A weapon can only be enchanted once per battle.
  • Heal (cast spell) - 10 gold
    Action, Heal 8 damage on adjacent target not self.
  • Regeneration (automatic spell)  -  10 gold
    Regain up to 2 health per turn at the cost of one move action. This spell can be toggled on or off as a cast spell.

Spoiler: Class Upgrades (click to show/hide)

VETERAN UNITS:


Nirur - Sneaky, Wealthy Lurker Hunter of the Cutebolds
Bow, Scale
8/12 hp - 9/10xp - 18 gold - 2 resist
Attacks:
Fists - Melee, 2
Bow - Ranged, 4-2, 75%
Special: +10% evasion in the underground.
Special: Does not engage automatically. Can disengage for 2mp OR 1ap.
Wolfy, Husk of Armok
20/20hp - 0/20xp - 0 gold - 0 resist - 4mp - 1ap
Ragged Cloth
Attacks:
Hollow Touch - Melee Magical 3-1, 75%. This attack is not a spell. Targets hit by this attack, even if it does no damage, have their MP, AP, and Damage reduced to half (rounded up) until the end of their next turn, as well as losing 2 points of experience. When experience is drained in this way, every point of experience drained recovers two points of health for this unit.
Special: Soul Furnace - This unit may sacrifice a point of experience to heal two points of hp. This action costs 1mp.
Special: Undead - This unit is immune to poison, and can move through deep water.
Special: This unit takes half damage from all physical sources.

Arahael the Watcher, Sneaky, Sharp Forum Guide of The Wildlands
12/16 hp - 9/17xp - 5 gold - 0 resist
Bow, Dagger
Attacks:
Dagger - Melee, 5-1, 85%
Bow - Ranged, 5-2, 85%
Special: +10% evasion in forests and underground.
Special: Does not engage automatically. Can disengage for 2mp OR 1ap.
Special: (Pathfinder) All terrain has a movement cost of 1 for you.
Special: +1 melee damage, +1 ranged damage, +1 ranged attacks

Commander Flame - 2 Follower
The Scholarly, Clever Lurker Hunter d'GM
1/12hp - 0/8xp - 20 gold - 0 resistance
Bow and Dagger
Attacks:
Dagger - 4-1, 75%
Bow - `4-2, 75%
Special: Your units gain an additional point of experience every time they use a spell, and you may purchase spells even if you are not an acolyte. If you are an acolyte, the cost of spells is reduced by half for you, and you may teach a spell you know to any one other acolyte at the beginning of each battle in which you command.
Special: +10% evasion in forests.
Special: Experience costs reduced by 20%. Only 8 experience required to next level.
« Last Edit: July 06, 2014, 08:23:55 pm by GlyphGryph »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12
« Reply #1 on: May 09, 2014, 07:36:22 pm »

I'll join as a soldier.


Name: Nirur
Quirk: Sneaky
Class: Lurker Hunter
Equipment: Bow, Leather, 1 gold
Allegiance: Cutebolds

Choose 'cutebolds' allegiance, start with whichever commander I do, and I'll draw your token.
« Last Edit: May 09, 2014, 08:45:02 pm by Nirur Torir »
Logged

darkpaladin109

  • Bay Watcher
  • has no intention of returning here
    • View Profile
Re: The Battle for Bay12
« Reply #2 on: May 09, 2014, 07:56:17 pm »

Anyone midn making a token using the provided picture as a template?
Spoiler (click to show/hide)
Name: darkpaladin
Quirk: Healthy
Class: Regular Farmer
Equipment: Leather Armor, Pitchfork
Allegiance: Lower Boards!!DWARVES!!
Token: ((Credit goes to adwarf))
« Last Edit: May 09, 2014, 08:43:06 pm by darkpaladin109 »
Logged

Playergamer

  • Bay Watcher
  • Dance dance hadoken!
    • View Profile
Re: The Battle for Bay12
« Reply #3 on: May 09, 2014, 07:58:36 pm »

Name: Player of Games
Quirk: Wealthy
Class: Modder Acolyte
Allegiance: RTD
Equipment: Pitchfork, (5) Scale, (15) Blast, (10) Regeneration, (10)
Coins: 5

(That works, right?

Edit: Dropped Bless)

If anyone could use this for a token, I'd appreciate it.
« Last Edit: May 10, 2014, 05:42:59 pm by Playergamer »
Logged
A troll, most likely...But I hate not feeding the animals. Let the games begin.
Ya fuckin' wanker.   

My sigtext

adwarf

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12
« Reply #4 on: May 09, 2014, 08:16:42 pm »

I'll sign up as a commander!

Name: adwarf
Quirk: Scrappy
Class: Regular Farmer
    HP: 16
    Bonuses:
          +4 to Melee Damage

Equipment: Pitchfork, Leather
Allegiance: !!DWARVES!!

Token:
« Last Edit: May 09, 2014, 08:22:19 pm by adwarf »
Logged

ShadowHammer

  • Bay Watcher
  • God is love.
    • View Profile
Re: The Battle for Bay12
« Reply #5 on: May 09, 2014, 09:40:22 pm »

I'd like to reserve a spot as a soldier. Sheet should be up in about half an hour.

Name: Arahael the Watcher
Quirk: Sneaky
Class: Lurker Hunter
    HP: 12
    Bonuses: +1 ranged attack, +10% evasion in favorable terrain

Equipment: Bow, Dagger
Allegiance: The Wildlands
Token:
« Last Edit: May 09, 2014, 10:46:48 pm by ShadowHammer »
Logged

Worldmaster27

  • Bay Watcher
  • Doop
    • View Profile
Re: The Battle for Bay12
« Reply #6 on: May 09, 2014, 09:58:21 pm »

I'll join as a soldier!
Name: Worldmaster
Quirk: Wealthy
Class: Modder Acolyte
Equipment: Leather (Armor), Club, Blast (Spell), Regeneration (Spell), Heal (Spell)
Allegiance:
!!DWARVES!!
Thanks to GlyphGryph for the token.
« Last Edit: May 10, 2014, 05:58:51 pm by Worldmaster27 »
Logged

flame99

  • Bay Watcher
  • Lady Stardust & her songs of darkness and disgrace
    • View Profile
Re: The Battle for Bay12
« Reply #7 on: May 09, 2014, 10:56:43 pm »

Name: Flame
Token:
Quirk: Clever
Class: Lurker Hunter
Race: GM
Market: Bow (7 gold) and Dagger (3 gold)
EDIT: Joining as a soldier, though since we're getting so few commander applicants, I'd be willing to become one if another is needed.
« Last Edit: May 09, 2014, 11:00:21 pm by flameboy99 »
Logged
It/its, they/them, in order of preference.

Not gay as in happy, queer as in fuck you.

GlyphGryph

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12
« Reply #8 on: May 09, 2014, 11:10:42 pm »

Those who were signed up when I started updating have been added to the OP - check to see your random abilities, and adjust accordingly! Trading back equipment at this point is free if you wish to.
Logged

GlyphGryph

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12
« Reply #9 on: May 10, 2014, 07:28:11 am »

Okay, new applicants added.

Soldiers, if you want to support a leader, make sure you let me know.  They need two followers to obtain that status officially, and it means you'll be the first to appear on the map as well.

Also, Hunters, I'll need you to also pick a terrain from the following list for your bonus:
Forest
Swamp
Rough
Mountain
Urban
Virtual
Underground
Desert
Logged

darkpaladin109

  • Bay Watcher
  • has no intention of returning here
    • View Profile
Re: The Battle for Bay12
« Reply #10 on: May 10, 2014, 07:32:26 am »

I support adwarf, as per our agreement.
Logged

Mesa

  • Bay Watcher
  • Call me River.
    • View Profile
Re: The Battle for Bay12
« Reply #11 on: May 10, 2014, 07:43:56 am »

This seems interesting. Posting to watch.
Logged

Ottofar

  • Bay Watcher
  • Wait, spinning?
    • View Profile
Re: The Battle for Bay12
« Reply #12 on: May 10, 2014, 07:56:24 am »

In as a soldier.

Name: Ottofar
Token:
Quirk: Tough
Class: Troll Thug
Equipment: Pitchfork, Leather
Allegiance: Mafia
« Last Edit: May 11, 2014, 08:14:13 am by Ottofar »
Logged

Nirur Torir

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12
« Reply #13 on: May 10, 2014, 09:34:22 am »

Do would-be commanders get a standard trait instead of their leadership trait if they end up as a soldier?
Do the starting castles grant any income?
Do castle tiles grant the same healing bonus as threads?
Do we use every possible attack in every combat? If so, Scholarly seems to be a significantly more powerful leadership trait than Disciplined.
Since we're mercenaries, I assume we can defect. How does that work?
Can stealthy characters decide to auto-engage everyone who approaches, on any given turn?
Can a character choose to save money and not eat on any given turn? Those with regeneration or the scrappy trait could just move at 80% speed and not get hurt from starvation.
Is that rough terrain around the northwest castle?
What are virtual and underground terrain?
Logged

GlyphGryph

  • Bay Watcher
    • View Profile
Re: The Battle for Bay12
« Reply #14 on: May 10, 2014, 10:34:43 am »

Good questions!

If a commander rerolls as a regular soldier, yes, they'll get a different trait.

No, but each team gets a basic income depending on the map - on this one, it's three.

No, although castle tiles do provide a 25% defense boost, and are the tiles newly recruited characters are spawned on.

Not exactly. The details of attacking work like this:
If someone attacks you with a melee attack (and they must choose which one), you may counterattack with any one of your attacks. If they attack with a ranged attack, you may only counterattack with a ranged attack. Some attacks can be used multiple times, and that's where the trade-off rules come into play - right now, that's just ranged attacks by hunters, but as better equipment becomes available this will be more of an issue.The benefits of ranged attacks are that you can attack with a hex between you and your target, and melee-only targets can't counter-attack. If it's not mentioned for the attack description I'll automatically choose the attack with the highest damage potential, so if you want to, say, use another weaker attack with higher accuracy, let me know!

Yes, defection is allowed - I was actually going to post the rules for this before we started, but since you asked might as well describe them now.
When you are recruited, you'll appear on a keep space. You can flee the map at any time by moving off an edge, but you can't return to the battle. You can petition an enemy commander to join their side even mid battle (or they can petition you, presumably with a large bribe attached), and as long as both parties agree the switch is instaneous, although side effects don't occur until the beginning of the next turn. If a commander is defeated, their units become unaffiliated - they lose their ability to cause other enemies to auto-engage when moving by them (no Zone of Control, though other units may choose to force the auto-engage to stop you fleeing), but will remain on the map until they leave it, they join another side, or the battle ends.

Yes, you can decide whether to force others to auto-engage or not, and even to engage them by moving next to them without attacking for free. The sneak ability is strictly optional, just let me know what you want. By default it will be assumed you don't want any auto-engaging to happen.

I've been thinking about this, and I've decided that upkeep is optional, but not paying upkeep will also prevent all healing done on that turn. Said characters may still benefit from being able to recover from skipping a couple turns of upkeep, but it makes it a bit more serious.

There's no rough terrain on the current map.

Other terrains that are not on the current map.
Logged
Pages: [1] 2 3 ... 41