PROLOGUE: DOTH ART WELCOMED TO THE MEDIEVAL FODDER, LAD! PLEASE ACQUAINT THYSELF WITH THE RULES OF ENGAGEMENT:In Medieval Fodder, all you have (and need) is THE UNCONTROLLABLE 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 is a 1d6:
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 Evasion.
DEFEND'ing player doesn't retaliate.
DEFEND'ing player gets full Evasion bonus from the Shield they carry (if you do not have a Shield, you get +1 to the roll instead).
You can also DEFEND another player, to redirect 1 attack from them at you.
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 4.
But, Phargh DEFENDS and is wielding a Small Shield, which grants him +2 bonus.
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*. ALSO 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: +2 for Evasion rolls.
Axemaster: +1 DMG when holding Hatchets/Axes/Battleaxes. Starts with an Axe-type weapon of their choosing.
Bloodthirsty: +2 max.DMG with any Weapon, +1 to Hit rolls and -1 to worn Armor's AP rating. Cannot DEFEND.
Bluntmaster: +1 max.DMG when holding Flail/Morning Star. Starts with a Blunt-type weapon of their choosing.
Commander: Starts with weapon of his/her choice (and Large Shield, if weapon is One-handed). Restricts armor roll to Chainmail and Plate Armor. Can issue Tactics (refer to Chapter III for detailed instructions).
Invincible: Changes HP roll from 5-8 to 9-11. Immunity to Bleeding and Stun.
Marksman: Instead of being melee fighter, you fight at distance (refer to Chapter IV for detailed instructions).
Spearmaster: +1 DMG when holding Spear/Halberd. Starts with a Spear-type weapon of their choosing.
Swordmaster: +1 DMG when holding Short/Long/Two-Handed Swords. Starts with a Sword-type weapon of their choosing.
Two-handed Mastery: +1 DMG and +1 to Evasion rolls when using two-handed weapon. Starts with a two-handed weaponof their choosing.
There's also a special Skill you get if you score 3 kills:
CHAMPION: +1 to Hit rolls, +1 DMG with any Weapon. Unfortunately, CHAMPIONS are worth 2 Points...
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
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.
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!
CHAPTER IV: OH, YE NOT FIGHTING IN CLOSE COMBAT? LISTEN CAREFULLY, THEN!Marksmen doesn't wear shields; instead they use Dagger and either Bow or Crossbow (player chooses which one). Ranged attacks cannot be countered.
If attacked in close combat, the Marksmen 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) before another shot can be performed. A newcomer's crossbow is always pre-loaded.
Attacking from range bypasses any Defenders of the targeted enemy (if he has any, that's it).
CHAPTER V: THESE ARE AILMENTS THAT CAN HARASS THY BODY!Negative statuses that can befall your characters. In this version of the game, there is only 2 statuses: Bleeding and Stun.
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 cease.
Stun: If a Blunt weapon rolls a 1 during Stun roll, you're Stunned and receive -1 to Hit and Evasion rolls. At end of each turn, there's 50% chance that Stun will cease.
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, 2-5 damage
Two-handed Sword: 2-handed, 3-7 damage
Axes:
Hatchet: 1-handed, 1-4 damage, +1 to Hit
Axe: 1-handed, 1-6 damage
Battleaxe: 2-handed, 4-8 damage, -1 to Evasion
Spears:
Spear: 1-handed, 1-4 damage, If enemy is wearing Chainmail/Plate Armor, lowers their Armor by 1 (to minimum of 0)
Halberd: 2-handed, 2-6 damage, If enemy is wearing Chainmail/Plate Armor, lowers their Armor by 1 (to minimum of 0), +1 to Evasion
Blunts:
Flail: 1-handed, 1-4 damage, 1 point of damage guaranteed to pass through armor. 1 in 4 Stun chance.
Morning Star: 2-handed, 1-7 damage, 1 point of damage guaranteed to pass through armor. 1 in 4 Stun chance.
ARMORS:
Aketon: 1 AP
Chainmail: 2 AP
Plate Armor*: 3 AP, -1 to Evasion
*Available for Commanders
SHIELDS:
Buckler: +1 to Evasion
Small Shield: +2 to Evasion
Large Shield: +3 to Evasion
MARSKMAN:
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, lowers their Armor by 1 (to minimum of 0), 6 bolts
EPILOGUE: HEAVENS, THOU HEAD IS SPLI- 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.
---
1.
Name: Giantdad (BlitzDungeoneer)
Side: A
Skill: Two-Handed Mastery
HP: 5/5
Weapon: Two-handed Sword: 2-handed, 3-7 damage
Armor: Chainmail: 2 AP
Shield: none (2H weapon)
2.
Name: George Ironside (Deidei)
Side: B
Skill: Invincible
HP: 7/10
Weapon: Long Sword: 1-handed, 2-5 damage
Armor: Aketon: 1 AP
Shield: Small Shield: +2 Evasion
3.
Name: Kienne Leyweh (Ailemma)
Side: A
Skill: Axemaster
HP: 5/5
Weapon: Hatchet: 1-handed, 1-4 damage, +1 to Hit
Armor: Chainmail: 2 AP
Shield: Large Shield: +3 Evasion
4.
Name: Sir "Pretty Obvious" (Coolrune206)
Side: B
Skill: Commander
HP: 8/8
Weapon: Short Sword: 1-handed, 1-4 damage, +1 to Evasion
Armor: Plate Armor: 3 AP, -1 to Evasion
Shield: Large Shield: +3 to Evasion
5.
Name: Tallow Knight (Xanmyral)
Side: A
Skill: Invincible
HP: 3/9
Weapon: Halberd: 2-handed, 2-6 damage, If enemy is wearing Chainmail/Plate Armor, lowers their Armor by 1 (to minimum of 0), +1 to Evasion
Armor: Aketon: 1 AP
Shield: none (2H weapon)
6.
Name: You Bastard (Harry Baldman)
Side: B
Skill: Bloodthirsty
HP: 7/7
Weapon: Flail: 1-handed, 1-4 damage, 1 point of damage guaranteed to pass through armor. 1 in 4 Stun chance.
Armor: Chainmail: 1! AP
Shield: Large Shield: +3 Evasion
7.
Name: Oziiz (ziizo)
Side: A
Skill: Agile
HP: 6/6
Weapon: Short Sword: 1-handed, 1-4 damage, +1 to Evasion
Armor: Chainmail: 2 AP
Shield: Small Shield: +2 Evasion
8.
Name: Sir Ravenhold (Sarrak)
Side: B
Skill: Bloodthirsty
HP: 6/6
Weapon: Halberd: 2-handed, 2-6 damage, If enemy is wearing Chainmail/Plate Armor, lowers their Armor by 1 (to minimum of 0), +1 to Evasion
Armor: Chainmail: 2 AP
Shield: none (2H weapon)
9.
Name: Primus Cordius (nosaneinme)
Side: A
Skill: Spearmaster
HP: 8/8
Weapon: Halberd: 2-handed, 2-6 damage, If enemy is wearing Chainmail/Plate Armor, lowers their Armor by 1 (to minimum of 0), +1 to Evasion
Armor: Aketon: 1 AP
Shield: none (2H weapon)
10.
Name: Sir Aahfuck (melkor)
Side: B
Skill: Marksman
HP: 6/6
Weapon: Crossbow: 2-5 damage, +1 to Hit, If enemy is wearing Chainmail/Plate Armor, lowers their Armor by 1 (to minimum of 0), 6/6 bolts
2nd Weapon: Dagger: 1-3 damage, +1 to Evasion
Armor: Chainmail: 2 AP