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Author Topic: Mercenaries of RTD: Turn 3.  (Read 4741 times)

Nirur Torir

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Mercenaries of RTD: Turn 3.
« on: June 24, 2011, 06:58:41 pm »

While browsing the forums, I came upon this post:
anyone tried out this new Gods & Heroes: Rome Rising game? Its been in development for AGES. not sure what took them so long.

A neat looking feature is that along with you avatar, you control a squad of hirelings, you control formation and how they attack and such. Seemed like a fun idea.
I doubt that the MMO pulled off the idea well, but the post instantly inspired me into making a forum game. Mix it with a vaguely Final Fantasy Tactics-esque system, throw in a dash of "Generic High Fantasy War" for plot, and we have an interesting premise for a game that I can't pass up using.

The rule system will be based on Sean's rules. Combat will be a single opposed roll of attack vs defense.

Players will have a stronger hero character, with a squad of weaker minions. The same classes are available for both, but a level 1 Fighter hero will usually be able to beat a level 1 Fighter minion.

At levels 4 and 10, a class upgrade is available from cities. Class upgrades may be further specialization in a field (Rogue to Archer), or a mixing of classes (Fighter to Paladin). Players define their own class upgrades, to be interpreted by the GM. Mages cannot multi-class to disciples and vice-versa.

Players start with up to three henchmen each, along with their hero. As players become more prestigious, they may be able to hire more, if they so desire. Initially, henchmen will be paid for by ... some king or something. Eventually, the players must pay the wages themselves.

Henchmen require a dedicated turn to directly control during battle, although a single general order to one/all per turn is allowed for free.

Spoiler: Basic Class List (click to show/hide)

Spoiler: Character Sheet (click to show/hide)

All players are on the same side of the war. I'll flesh out the backstory based on the backgrounds. (Perhaps the players want to be traditionally evil races?) The players' side is losing, because it's just not as fun if they start out winning, yet somehow fail to move the war at all with their actions.

It's possible for a player to only participate in combat as an 'accident', if they really want to aid the war by trading/crafting/prospecting/scouting/etc. XP will be granted for non-combat tasks.

Five players max.
1 - Taricus
2 - Riccto
3 - bdthemag
4 - FuzzyZergling
5 -IronyOwl
« Last Edit: June 28, 2011, 12:03:16 pm by Nirur Torir »
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Taricus

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Re: Mercenaries of RTD: Sign-ups
« Reply #1 on: June 24, 2011, 07:11:21 pm »

Race: Orc.

Name: Taric
Class: Fighter
Skills: Tactician, Master-at-arms, Charismatic
Abilities/Spells: Bash, Headbutt.
Background: An Orc captain, Taric is one of the frontline lower-level commanders and thus has a decent "Presense" in most places.

Name: Alaric
Class: Rogue
Skills: Scouting, Theft
Abilities/Spells: Combat disarming, Dirty fighting.

Name: Soyver
Class: Mage
Skills: Alchemist, Spiritual
Abilities/Spells: Fireball, Healing, Stone throw, Wrath.

Name: Rogash
Class: Fighter
Skills: Axeman, Aggresive
Abilities/Spells: Execution, Taunt.
« Last Edit: June 24, 2011, 07:42:48 pm by Taricus »
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We sided with the holocaust for a fucking +1 roll

Riccto

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Re: Mercenaries of RTD: Sign-ups
« Reply #2 on: June 24, 2011, 07:14:03 pm »

Here is my sheet. If Disciple doesnt work out I can switch to mage
Spoiler (click to show/hide)
« Last Edit: June 24, 2011, 11:03:58 pm by Riccto »
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Bdthemag

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Re: Mercenaries of RTD: Sign-ups
« Reply #3 on: June 24, 2011, 07:16:50 pm »

Race: Human

Name: Stiric
Class: Fighter
Skills: Hammers, Blacksmithing, Shield.
Abilities/Spells: Rage, something along the lines of when activated/angry goes beserk and does extra damage. Charge, cover a short distance and hit an enemy.
Background: Stiric was a blacksmith until he got drafted into the army. After many battles it was obvious he had some anger issues, but this turned out to be extremely helpful with fighting. After leaving the army, he got bored of his job as a blacksmith. So he got a few of his former squadmates to join him, to work as Mercenaries.

Name: Tricton
Class: Rogue
Skills: Crossbow, Lockpicking, Speech.
Abilities/Spells: Backstab, Stealth.

Name: Erick
Class: Fighter
Skills: Sword, Combat Medic, Dual Wielding.
Abilities/Spells: (Two each for fighter/thief. Three for disciples. Four for mages.) Give me a general idea, and leave the specifics up to me.

Name: "Brick"
Class: Fighter
Skills: Unarmed, Axe, Spear.
Abilities/Spells: (Two each for fighter/thief. Three for disciples. Four for mages.) Give me a general idea, and leave the specifics up to me.


« Last Edit: June 24, 2011, 07:42:23 pm by Bdthemag »
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Well, you do have a busy life, what with keeping tabs on wild, rough-and-tumble forum members while sorting out the drama between your twenty two inner lesbians.
Your drunk posts continue to baffle me.
Welcome to Reality.

FuzzyZergling

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Re: Mercenaries of RTD: Sign-ups
« Reply #4 on: June 24, 2011, 07:40:16 pm »

Spoiler: Character Sheet (click to show/hide)
Is this fine, or should I change something?
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IronyOwl

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Re: Mercenaries of RTD: Sign-ups
« Reply #5 on: June 24, 2011, 07:41:58 pm »

If we're allowed to reserve spots without posting a sheet, I'm doing so.

Actual sheet up soon in any case.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

Nirur Torir

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Re: Mercenaries of RTD: Finalizing
« Reply #6 on: June 24, 2011, 08:05:53 pm »

Rules I failed to post:
You will not have direct control over henchmen during battle unless you take a turn to specifically command them. Yelling out a general order to one OR all is fine.
Mages cannot multi-class to disciple, and vice-versa. A human-like body simply cannot control both types of magic. Those few who tried died swifly and painfully.

Taricus: What does Spiritual do?

FuzzyZergling:
That's fine, but how powerful do you want Control Other to be? A level 1 disciple would have to spend nearly all of his mana for a moderate success chance against a standard-willed human for a fairly short duration of complete control. Soldiers would be better at resisting, due to adrenaline and training.
I like the idea of a pure magic-user party of dwarves.
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Taricus

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Re: Mercenaries of RTD: Finalizing
« Reply #7 on: June 24, 2011, 08:13:31 pm »

Boosts magical damage.
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Quote from: evictedSaint
We sided with the holocaust for a fucking +1 roll

IronyOwl

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Re: Mercenaries of RTD: Sign-ups
« Reply #8 on: June 24, 2011, 08:50:30 pm »

Spoiler (click to show/hide)

Not certain I'm completely happy with this, but time to get it up there.

EDIT: God and spell altered. Spiderfolk deities evidently like cycles.
« Last Edit: June 24, 2011, 09:15:48 pm by IronyOwl »
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.

adwarf

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Re: Mercenaries of RTD: Finalizing
« Reply #9 on: June 24, 2011, 08:54:57 pm »

If there is a waiting list please put me on it.
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FuzzyZergling

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Re: Mercenaries of RTD: Finalizing
« Reply #10 on: June 24, 2011, 09:04:48 pm »

FuzzyZergling:
That's fine, but how powerful do you want Control Other to be? A level 1 disciple would have to spend nearly all of his mana for a moderate success chance against a standard-willed human for a fairly short duration of complete control. Soldiers would be better at resisting, due to adrenaline and training.
I like the idea of a pure magic-user party of dwarves.
Maybe force them to obey an order from the character/see the character as an ally for one turn? Feel free to do whatever you want with the spells if you think my effects are over/underpowered, you're the GM.
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Riccto

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Re: Mercenaries of RTD: Finalizing
« Reply #11 on: June 24, 2011, 11:08:04 pm »

Sheet Posted.
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Nirur Torir

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Re: Mercenaries of RTD: Finalizing
« Reply #12 on: June 25, 2011, 12:33:27 pm »

Potions may be used as a free action once per turn per character. Transferring potions during a battle takes an action, but is otherwise free.

Base chance of success for non-combat skills varies based on the difficulty of the task. Unskilled herbalism checks have a 1d3 chance for success, for example. If there's an alchemist explaining what a healing herb looks like, it would go up to 1d4, and the unskilled searcher wouldn't taste test that nightshade on a {1}. (But they berries are so pretty! How could they not be delicious?)

Spells usually deal 50% - 100% of their listed damage. Some foes might have magic resistance or even magic immunity (Don't cast fireball on fire elementals. It never ends well).

Squad target spells include the leader.

Disciples only start with three spells if they start with three spheres.

Riccto: Your magic schools are technically illegal. Your squad has been carefully selected of people who don't care that the guy ordering them around is summoning unholy beasts of unknown power, for one whatever reason. Other soldiers will accept you, to a degree, so long as your minions aren't endangering them and you don't sneak up on them with a horde of minions. Try to avoid summoning your 'friends' near civilians unless you want to be the cause of a riot, however.

Quote from: Taricus
Race: Orc - +1 melee attack, +10% HP, -10% MP, -1 int.

Spoiler: Taric (click to show/hide)
Spoiler: Rogash (click to show/hide)
Spoiler: Alaric (click to show/hide)
Spoiler: Soyver (click to show/hide)

Spoiler: Inventory: (click to show/hide)

Quote from: Riccto
Race: Humans

Spoiler: Donavan (click to show/hide)
Spoiler: Rasputin (click to show/hide)
Spoiler: Harold (click to show/hide)
Spoiler: Soyver (click to show/hide)
Spoiler: Inventory: (click to show/hide)

Quote from: Bdthemag
Race: Humans

Spoiler: Stiric (click to show/hide)
Spoiler: Erick (click to show/hide)
Spoiler: Brick (click to show/hide)
Spoiler: Tricton (click to show/hide)

Spoiler: Inventory: (click to show/hide)

Quote from: FuzzyZergling
Race: Dwarves - +10% HP, +1 defense, -10% MP, -1 charisma

Spoiler: Zergman the Bearded (click to show/hide)
Spoiler: Ling (click to show/hide)
Spoiler: Muta (click to show/hide)
Spoiler: Ultra (click to show/hide)
Spoiler: Inventory: (click to show/hide)

Quote from: IronyOwl
Race: Driders - +1 attack, +1 int, cowards.

Spoiler: Srall (click to show/hide)
Spoiler: Shara (click to show/hide)
Spoiler: Siria (click to show/hide)
Spoiler: Alisera (click to show/hide)

Spoiler: Inventory: (click to show/hide)

We'll start after I make the map, or 12 hours, whichever comes later. Now's your last time to change stuff.
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Riccto

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Re: Mercenaries of RTD: Finalizing
« Reply #13 on: June 25, 2011, 02:16:06 pm »

I thought I was permitted 3 spells as a disciple? And if so I would like to switch that third spell to Hellfire
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IronyOwl

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Re: Mercenaries of RTD: Finalizing
« Reply #14 on: June 25, 2011, 02:37:55 pm »

Disciples only start with three spells if they start with three spheres.
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Quote from: Radio Controlled (Discord)
A hand, a hand, my kingdom for a hot hand!
The kitchenette mold free, you move on to the pantry. it's nasty in there. The bacon is grazing on the lettuce. The ham is having an illicit affair with the prime rib, The potatoes see all, know all. A rat in boxer shorts smoking a foul smelling cigar is banging on a cabinet shouting about rent money.
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