It's that time of the year after all.
CHANGES FROM PREVIOUS VERSHUN:
-Now there's 'Extras' section of inventory. Currently contains 4 entries. Unlike rest of inventory, you choose the Extra you want.
-Amount of Heirlooms greatly reduced.
-Little fixes and adjustments here and there.
Team A will be volunteer soldiers of
GLORIOUS EMPIRE OF THE OBSIDIAN SUNTeam B will be mercenaries hired by
PACIFIST THEOCRACY OF MOON-LOVERSOh and it will be just a simple deathmatch. 30 killed enemies = your team wins.
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 +5!
In case of both combatants rolling the same base number, a sneaky re-roll happens instead.
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
love~:
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 5 to 8 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!
Extra: Hey you actually choose this one!
*-Those are modified (at least partially) by skill you choose!
CHAPTER II: THY FATHER TAUGHT THEE WHAT?Skills of the game:
Agile: +2 for Parry/Block rolls.
Axemaster: +1 DMG when holding Hatchets/Axes/Battleaxes. Starts with a random Axe-type weapon.
Beard Friend: Instead of Aketon and Chainmail, your Armor roll consists of Dwarven Chainmail and Dwarven Plate Armor. Restricts weapon roll to Axes and Blunts.
Bluntmaster: +1 max.DMG when holding Flail/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. Can issue Tactics (refer to Chapter III for detailed instructions).
Draconic: You receive 1 DMG less from Swords and Axes, but 1 DMG more from Spears and Ranged (Blunts without changes). You regenerate 1HP per Turn.
Healthy: Changes HP roll from 5-8 to 9-11.
Leaf Friend: Instead of Aketon and Chainmail, your Armor roll consists of Elven Cape and Elven Chainmail. Restricts weapon roll to Swords and Spears.
Marksman: Instead of being melee fighter, you fight at distance (refer to Chapter IV for detailed instructions).
Noble Heir: You will get one of Heirlooms. Note that each Heirloom can be rolled only once. When all Heirlooms get 'taken', there can be no more Noble Heirs.
Spearmaster: +1 DMG when holding Spear/Halberd. Starts with a random Spear-type weapon.
Swordmaster: +1 DMG when holding Short/Long/Two-Handed Swords. Starts with a random Sword-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 Tactics. These are put into effect at beginning of the turn summary and last for 3 full turns.
If Commander gets attacked when issuing a Tactic, he/she will retaliate. Commander can issue another Tactic before previous one ends; it will override the previous one instantly.
The tactics are as follows:
Fierce Tactic: +1 to Hit and DMG, but -1 to Evasion
Offensive Tactic: +1 to Hit
Normal Tactic: default, no changes
Defensive Tactic: +1 to Evasion
Cowardly Tactic: +2 to Evasion, but -1 to Hit
(special, look below) Tactical Blunder: -1 to Hit and Evasion for 1 Turn
If two Commanders on the same Team try to issue a Tactic in the same turn, the Tactic switches to Tactical Blunder as a penalty!
Also, it's not possible to instantly switch from Fierce to Cowardly and vice versa; at least 1 Turn of Offensive, Normal or Defensive Tactic must pass first.
CHAPTER IV: OH, YE NOT FIGHTING IN CLOSE COMBAT? LISTEN CAREFULLY, THEN!Ranged units doesn't wear shields; instead they use Dagger and either Bow or Crossbow (player chooses which one).
Attacks of ranged units can be countered only by other ranged units.
If attacked in close combat, they counter with Dagger. When the player runs out of ammo - highly impropable but possible - his main weapon becomes Dagger.
Bows can be used every turn; Crossbows must be reloaded (takes a full turn (newcomer's crossbow is already loaded)) before another shot can be performed.
Attacking from range bypasses any Defenders of the targeted enemy (if he has any, that's it).
Marksman's Equipment:
Dagger: 1-3 damage, +1 to Evasion
Bow: 1-5 damage, +1 to Hit, 12 arrows.
Crossbow: 2-5 damage, +1 to Hit, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 2 (to minimum of 1), 6 bolts
CHAPTER V: THESE ARE AILMENTS THAT CAN HARASS THY BODY!Negative statuses that can befall your characters. In this version of the game, there are 2 statuses: Bleeding and Drunk.
Bleeding: Whenever 3 or more Damage is dealt, Bleeding occurs. At end of each turn, there's 50% chance that Bleeding will deal 1 Damage or the Bleeding will stop.
Drunk: After you use Flask o'Wine, you get this status. +1 DMG in exchange for -1 Evasion, lasts till end of next turn after drinking.
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 Evasion
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 Evasion
Spears:
Spear: 1-handed, 1-4 damage, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 1 (to minimum of 1)
Halberd: 2-handed, 2-6 damage, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 2 (to minimum of 1)
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:
Elven Cape*: 1 AP, +1 Hit and Evasion
Aketon: 1 AP
Elven Chainmail*: 2 AP, +1 Hit and Evasion
Chainmail: 2 AP
Dwarven Chainmail**: 3 AP
Plate Armor***: 3 AP, -1 to Evasion
Dwarven Plate Armor**: 4 AP, -1 to Evasion
*Available for Leaf Friends
**Available for Beard Friends
***Available for Commanders
SHIELDS:
Buckler: +1 to Parry
Small Shield: +2 to Parry
Large Shield: +3 to Parry
EXTRAS:
Flask o' Wine: 1 use, +1 DMG dealt for -1 Evasion till the end of next turn.
Helmet: You can't receive more than 4 DMG per strike.
Spare Quiver: +3 Ammo. Marksmen only.
Weed: 1 use, restores 2 HP.
CHAPTER VII: THOU ART HEIR OF THESE PEOPLE? BY HEAVENS, I WOULD'VE NEVER GUESSED!Basically just a list of heirlooms that you might get via Noble Heir skill. Currently, there are 8 Heirlooms available.
Swords:
Demontongue: 1-handed, 2-5 damage, inflicts Bleeding when at least 1 damage is dealt
Axes:
Eviscerator: 2-handed, 4-10 damage, bypasses Helmets
Spears:
Drakefang: 1-handed, 1-5 damage, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 2 (to minimum of 1)
Blunts:
Lifedrinker: 1-handed, 1-5 damage, 1 point of damage guaranteed to pass through armor, restores 1HP of the wielder when dealing at least 2 points of damage
Ranged:
Solar Messenger: 1-6 damage, +2 to Hit, 9 arrows (also gives Dagger).
Armors:
Cape of Winds: 0AP, +2 Hit and Evasion
Armor of Terror: 3AP, enemies fighting against wielder get -1 to their Hit/Evasion rolls
Shields:
Lady's Grace: +3 to Parry, restores 1HP per Turn if wounded
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.
---
Heirlooms taken (7/8): Demontongue (Alphanti), Solar Messenger (Adira Salome), Eviscerator (MayBe the Sorted), Cape of Winds (Getting the Sorted), Lifedrinker (Betarous), Drakefang (The Second William), Armor of Terror (Rueprect the Third)17.
Name: Broseph Baker (StrawBarrel)
Side: B
Skill: Agile
HP: 5/5
Weapon: Axe: 1-handed, 2-6 damage
Armor: Aketon: 1 AP
Shield: Large Shield: +3 to Evasion
Extra: Weed (used)
24.
Name: Sir Elias (Sarrak)
Side: A
Skill: Commander
HP: 5/5
Weapon: Short Sword: 1-handed, 1-4 damage, +1 to Evasion
Armor: Plate Armor: 3 AP, -1 to Evasion
Shield: Small Shield: +2 to Evasion
Extra: Weed
26.
Name: Inaluct I (inaluct)
Side: A
Skill: Healthy
HP: 2/10
Weapon: Flail: 1-handed, 1-4 damage, 1 point of damage guaranteed to pass through armor.
Armor: Chainmail: 2 AP
Shield: Buckler: +1 to Evasion
Extra: Helmet
27.
Name: Randall (Hawk132)
Side: A
Skill: Two-handed Mastery
HP: 7/7
Weapon: Morning Star: 2-handed, 1-7 damage, 1 point of damage guaranteed to pass through armor.
Armor: Aketon: 1 AP
Shield: none (2H weapon)
Extra: Helmet
29.
Name: Rob the Baby (Salsacookies)
Side: B
Skill: Beard Friend
HP: 8/8
Weapon: Hatchet: 1-handed, 1-5 damage
Armor: Dwarven Chainmail: 3 AP
Shield: Small Shield: +2 to Evasion
Extra: Helmet
28.
Name: Pretty the Sorted (Detros)
Side: A
Skill: Leaf Friend
HP: 7/7
Weapon: Two-handed Sword: 2-handed, 2-7 damage
Armor: Elven Chainmail: 2 AP, +1 Hit and Evasion
Shield: none (2H weapon)
Extra: Helmet
31.
Name: Rueprect the Third (Rueprect)
Side: B
Skill: Noble Heir
HP: 6/6
Weapon: Long Sword: 1-handed, 1-6 damage
Armor: Armor of Terror: 3AP, enemies fighting against wielder get -1 to their Hit/Evasion rolls
Shield: Buckler: +1 to Evasion
Extra: Weed
32.
Name: Gorgeous George (SaberToothTiger)
Side: B
Skill: Two-handed Mastery
HP: 7/7
Weapon: Halberd: 2-handed, 2-6 damage, If enemy is wearing Chainmail/Plate Armor (including Elven/Dwarven versions), lowers their Armor by 2 (to minimum of 1)
Armor: Aketon: 1 AP
Shield: none (2H weapon)
Extra: Helmet
Broderick the Brave (darkpaladin109), got himself counter-killed by Lucius (Hawk132)
Bert the Brainless (Salsacookies), yet another who got counter-slain by Lucius (Hawk132) and his halberd
Adira Salome (Tiruin), had her guts spilled across the ground by Eviscerator wielded by MayBe the Sorted (Detros)
MayBe the Sorted (Detros), slayer of Adira Salome, lost too much blood and ultimately perished.
Lucius (Hawk132), killer of Broderick the Brave and Bert the Brainless, bled to death amongst poppy flowers.
Brother Ham (StrawBarrel) dropped dead after leaking too much blood.
Taskmaster Mu (Harry Baldman) had critical existence failure due to all the bloodloss.
Alphanti (GiglameshDespair) had his neck chopped in two by Old General Henderson (Gamerboy4life)
Tallow Knight (Xanmyral) suffered blunt yet lethal trauma thanks to Baruth the Beard (Tiruin)
Astrah (Sarrak) had his neck opened by Lance Corporal Mooning's (darkpaladin109) long sword.
Baruth the Beard (Tiruin), killer of Tallow Knight, had his skull turned into a crater thanks to morningstar wielded by Ulric (Hawk132).
Lance Corporal Mooning (darkpaladin109), slayer of Astrah, almost got cleaved in half by Fron Fronadad (Lord Brassroast).
Ulric (Hawk132), bane of Baruth the Beard, was killed by stabmaster Vurt-e (H4zardZ1)
Vurt-e (H4zardZ1), the spearmaster and conqueror of Ulric, met his ironic end with the help of Getting the Sorted's (Detros) spear.
Old General Henderson (Gamerboy4life), death of Alphanti, has been dispatched to the other side by Fron Fronadad (LordBrassroast).
Getting the Sorted (Destros), killer of Vurt-e, enjoyed a little eye-scream, courtesy of Cap Ten (SaberToothTiger).
Bob the Brute (Salsacookies), overestimated his abilities and ended with throat cut open by William (O.Wilde).
William (O.Wilde), destroyer of Bob the Brute, became another kill on Cap Ten's (SaberToothTiger) scoreboard.
Daka (TheMoonlitShadow), died because his brain bled out through his ears.
Brutus the Brutalizer (darkpaladin109) had his face chopped up by Fron Fronadad (LordBrassroast)'s battleaxe.
Fron Fronadad (LordBrassroast), slayer of Lance Corporal Mooning, Old General Henderson, as well as Brutus the Brutalizer, was dealt with by Broseph Baker's (StrawBarrel) ax.
Betarous (GiglameshDespair) was shot to death by marskman called Cap Ten (SaberToothTiger).
Cap Ten (SaberToothTiger), doom of Getting the Sorted, William and Betarous, saw the end of his murderous career thanks to Sir Elias (Sarrak) and his short sword.
The Second William (O.Wilde) had his skull crushed to mush by the giant ham that was Randall (Hawk132).