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Heroica RPG - Quest #118: The Tale of the Stolen Spirits
Flipz replied to Flipz's topic in The Heroica Archive
QM Note: Urgh...camera angles. I might try a top-down view once everyone's a little closer together, should make the grid a little easier to label, too. Once I get confirmation that Ellaria still wants to move into Q2 (which is now J25 in the updated labeling--this should stay consistent unless/until we go back into the enclosed hallways) and Thormanil and Arx want to move as close as they can to the adjoining squares, I'll be able to run the next Round as well. AAAND remembered to split Thormanil's stats according to the new Dragoon rules! (I also went back and added the proper Act heading I forgot to put in before the start of the battle. Enjoy! ) Round 2 of Sanctuary Squares Ellaria consumes Nostrum Ellaria moves to J2 (now D25) Docken moves to ??? Docken consumes Smelling Salts Docken moves to A2 (now ???) Hybros moves to J2 J1 (now D24) Hybros consumes Mulled Wine Hybros does nothing Thormanil moves to H2 (now B25) Arx moves to G2 (now A25) Enemy Activity in Round 2 of Sanctuary Squares ??? Round 3 of Sanctuary Squares Ellaria moves to G25 Hybros does nothing Hybros does nothing Docken moves to ??? (previously D1) Docken moves to A1 (previously G1) Thormanil moves to E25 Arx moves to D25 The party cautiously crept forward, finding four unfriendly foes in formation just outside the entrance to the large, open space that could only be the Sanctuary, an impromptu campsite created around hastily-stacked crates and barrels. A shanty town of tents and sheets, 'twas uncomfortable, but filled their needs. Here, too, were bodies scattered 'round--some golem, some members of town. There was no sign of the Golem Alchemist from earlier, however. Enemy Activity in Round 3 of Sanctuary Squares >Female Golem (purple) moves to EE15 >Female Golem (purple) uses Neutralizer on EE14 (Male Golem (light gray), Small Golem (red), Small Golem (green), Female Golem (purple): All effects removed) >Male Golem (light gray) does nothing Small Golem (red) does nothing Small Golem (green) does nothing >Male Golem (blue) moves to ??? >Golem Skirmisher (silver) moves to DD22 >Golem Skirmisher (dark gray) drinks Mead (Golem Skirmisher (dark gray): Encouraged) >Golem Skirmisher (dark gray) does nothing >Golem Ranger (blue) fires at H25 - (no effect) >Golem Ranger (white) does nothing >Golem Ranger (red) fires at G24 - (no effect) The Golem Skirmisher from before has her ranged allies fire a few warning shots at the Druid, momentarily stopping her in her tracks. Meanwhile, a whole group of other golems begin moving around in the background, though as of yet is it impossible to tell what they might be up to. The Enemies: Female Golem (purple) *Immune to Lightning, Enamored, Slowed, Stunned, and Sleep* Type: Humanoid Level: 64 Defense: 3 Health: 535/535 Special: We Will Rock You - The Female Golem takes damage equivalent to the Hero's Miss (4) roll, but counters with damage equal to her Level, additionally pushing the Hero back in a straight line up to 6 squares; if this movement is interrupted by an obstacle, the Hero stops moving but takes damage equal to their level (ignoring Row and defense). Drops: (varies by roll) 1: Jill's Hair Clip (wearer is immune to Lightning and Enamored; accessory, suitable for females) 2-4: Sandman's Parasol (Protects from asleep- and fast asleep –effects; accessory.) 5-6: 16 gold Note: This Golem and all allies within 2 squares of her at the start of her turn are permanently Hastened for the remainder of the Round. Male Golem (light gray) *Immune to Blinded, Stunned, Sealed, and Asleep* *Ranged (ignores Row)* Type: Humanoid Level: 13 Health: 492/492 Special I: Bottle Rocket - The Male Golem launches a random effect-inducing bomb (see Dain Almight's shop in The Marketplace) at the target, max range 12 squares. Used in place of Damage rolls and Free Hits. Special II: Bottle Rocket Barrage - The Male Golem launches three random effect-inducing bombs (see Dain Almight's shop in The Marketplace) at the target, max range 12 squares. Drops: Jeff's Goggles (Protects from blind-effect; accessory.), 1-6 random bombs (amount and type varies by roll) Small Golem (red) *Nimble* *Deals Stunned and Slowed* Type: Humanoid Level: 56 Health: 450/450 Defense: 2 Special: Rock & Roll - The golem rolls out of reach, avoiding all action for the rest of the Round. Drops: (varies by roll) 1-2: 2x Feather of Lithe 3-4: Smoke Bomb 5-6: 20 Gold Small Golem (green) *Nimble* *Deals Stunned and Slowed* Type: Humanoid Level: 38 Health: 380/380 Defense: 2 Special: Rock & Roll - The golem rolls out of reach, avoiding all action for the rest of the Round. Drops: (varies by roll) 1-2: 2x Feather of White 3-4: Smoke Bomb 5-6: 20 Gold Golem Skirmisher (Silver) *Immune to Weakened and Fragile* *Back Row* *Ranged (ignores Row)* *Assistance* Type: Humanoid Level: 44 Health: 550/550 Defense: 20 Special: Phalanx - The Skirmisher crouches behind his shield in close formation with the rest of his party, halving his and their damage taken during the next three Rounds. If Special Damage is rolled against him again while his Phalanx is in effect, his Phalanx is extended by another three Rounds. Drops: (varies by roll) 1-2: Spear (WP:6), Pugilist's Gloves 3-4: 2x Mead, 2x Smelling Salts 5-6: 30 gold Note: The Golem Skirmisher attacks with a throwing weapon; after one roll of Damage or one Free Hit, the Golem Skirmisher will no longer be ranged. The thrown weapon will land in a random square next to the target; if the Golem Skirmisher retrieves it, they will once again become ranged. Golem Skirmisher (Dark Gray) *Immune to Weakened and Fragile* *Back Row* *Ranged (ignores Row)* *Assistance* *Hastened* *Encouraged* Type: Humanoid Level: 44 88 Health: 550/550 Defense: 20 Special: Phalanx - The Skirmisher crouches behind his shield in close formation with the rest of his party, halving his and their damage taken during the next three Rounds. If Special Damage is rolled against him again while his Phalanx is in effect, his Phalanx is extended by another three Rounds. Drops: (varies by roll) 1-2: Spear (WP:6), Pugilist's Gloves 3-4: Mead, 2x Smelling Salts 5-6: 30 gold Note: The Golem Skirmisher attacks with a throwing weapon; after one roll of Damage or one Free Hit, the Golem Skirmisher will no longer be ranged. The thrown weapon will land in a random square next to the target; if the Golem Skirmisher retrieves it, they will once again become ranged. Golem Ranger (Blue) *Back row* *Ranged (ignores row)* Type: Humanoid Level: 32 64 Health: 228/228 Special: Homing Arrows – Causes 32 64 damage to opponent and all allies within 2 squares regardless of row. Drops (varies by roll): 1-2: Composite Bow (WP:11, ignores defense, bow) 3-4: Quiver of Homing Arrows (Rolls of AIM become HIT; can only be used with a bow or a crossbow; backwear) 5-6: 10 gold Golem Ranger (White) *Back row* *Ranged (ignores row)* Type: Humanoid Level: 32 64 Health: 228/228 Special: Homing Arrows – Causes 32 64 damage to opponent and all allies within 2 squares regardless of row. Drops (varies by roll): 1-2: Composite Bow (WP:11, ignores defense, bow) 3-4: Quiver of Homing Arrows (Rolls of AIM become HIT; can only be used with a bow or a crossbow; backwear) 5-6: 10 gold Golem Ranger (Red) *Back row* *Ranged (ignores row)* Type: Humanoid Level: 32 64 Health: 228/228 Special: Homing Arrows – Causes 32 64 damage to opponent and all allies within 2 squares regardless of row. Drops (varies by roll): 1-2: Composite Bow (WP:11, ignores defense, bow) 3-4: Quiver of Homing Arrows (Rolls of AIM become HIT; can only be used with a bow or a crossbow; backwear) 5-6: 10 gold The Party: Ellaria Arbour (Sandy) 23 years old female human Druid Level 31 *Immune to Sealed, Poisoned, Bleeding, and Hexed* *Ignis Fatuus: permanently poisoned by 15* *Lucky* *Party Leader* Power: 44 (31+13) Defense: 7 (3+4) Health: 49/49 (9+30+7+1+2) Ether: 27/43 (5+29+5+1+2) Gold: 253 Equipment: Ignis Fatuus (WP:13, permanently poisoned by 15, fire- and lighting-elemental staff), Robe of the Archmagi (SP:3, Max Ether +5, protects from sealing; bodywear), Sterile Gloves (immunity to poisoned and bleeding, handwear), Spider Helmet (SP:4, passes poisoned and bleeding effects to the enemy when the wearer is hit; headwear), Paper Doll (Protects from hexed; accessory) Inventory: Weapons Sylvania's Crossbow (WP:10, wood-elemental crossbow), Pan Flute (WP: 7, instrument), Wizard's Staff (WP:1, fire-, wind-, water- and earth-elemental staff), Quill Pen (WP:1, retrievable throwing weapon), Skull Shield (SP:6; immunity to Darkness-elemental damage; suitable to Black Knights only; shield.), Spear (WP:6), Halberd (WP:6), Mace (WP:5) Artefacts: Ranger's Quiver (WP: +1 to bows and crossbows. Suitable for rangers, beast warriors, infiltrators, and winged warriors), Spirit Robe (Renders wearer invisible to the enemy for the first three rounds of battle so they do not take free hits; backwear), Black Bandana (Power +3, pirate lingo; headwear), Spell Items: Scroll of Inspiration (Inspired for rest of battle, 10 ether, 50/50 chance) Scroll of Sealing, Scroll of Frailty, Scroll of Weakening, Serenade of Water (Causes Water damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 10 ether per round. Battle Song), Ruby (Fire) Consumables: 3 Potions, 2 Grand Potions, 4 Health Cores, 4 Tonics, 4 Grand Tonics, Ether Core, Elixir, 3 Remedies, Neutralizer, Tiger Balm, 2 Phoenix Essences, Emergency Essence, 2 Meads, Soma, Ambrosia, 2 Smoke Bombs, Flash Bomb, 3 Fire Bombs, Ice Bomb, 2 Lightning Bombs, 2 Water Bombs, 2 Holy Bombs, Blind Bomb, Diluted Arc Potion, Hyper Arc Tonic, Last Resort, Bad Breath, Currency: Gold Ore (worth 80 gold) Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass Quest Items: Hybros (played by JimButcher) 53-year-old male imp Chi Monk *Permanently Hastened* *Immune to Cursed, Asleep, Blinded, Confused, Fragile, Weakened* *Immune to all elements except wood* *Intimidation* *Natural Respite* *Life Drain* *Encouraged* Level: 33.75 Power Bonus: 3 (8 in front row) * Defense: 0 Health: 54/54 108/108 (7+32+12+3*) Ether: 17/37 (32+3+2) Gold: 713 Equipment: Golden Armor (user is permanently hastened and cursed, fire-, water-, earth-, wind-, ice-, lightning-, darkness-, light-elemental, grants immunity to Sleep, Blindness, Confusion, Frailty, and Weakening; bodywear), The Black Hat (Suitable for anyone, grantsIntimidation, immune to darkness and cursed, headwear), Fighting Boots (Power +5 on the front row; suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators and winged warriors), Metal Claw (Unarmed attacks drain health from the enemy equal to 50% of the strength of the attack (rounded up); handwear) Inventory: • Sword of Ancestral Hatred (WP: 45.25 gains 1/4 WP every kill made with it; longsword), Zoot's Reaper (WP:15; scythe, suitable to Hybros), Clock Cog (WP:14, retrievable), Banana Bladerang (WP:9, damage all, retrievable), Justice (WP:8, causes blinded-effect, dagger), Twin Kunai (WP:6, dual strike, daggers), Hollow Dagger (WP:6, hollow blade [nothing]; dagger), Spinning Bolas (WP: 5, deals the Slowed effect, but the effect is removed when retrieved; retrievable), Nimbus Broomstick (WP:5, long range, usable by mages and clerics; Broomstick, sells for double usual price), Training Longsword (WP:5, Longsword), Wrench (WP:3, decreases the target’s level by 1, retrievable), Pan (WP: 1, +1 Health; suitable for all classes), Skirmisher's Shield (SP:10, shield), • Sticky Gloves (gains 50% more gold, suitable for Rogues, handwear), Baron's Epaulets (Suitable for short heroes, grants Command over short NPCs), Cloak of the Blue Assassin (SP:1, suitable to Rogues; backwear), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; backwear), Sterile Gloves (grants immunity to poisoned- and bleeding-effects, handwear), Pugilist's Gloves (Power +2, protects from Weakened-effect; handwear), Swift Boots (Changes HIDE into STEAL & HIDE, allowing the wearer to STEAL gold equal to the target’s level if it carries gold, in addition to hiding; suitable to rogues; footwear), Enchanted Bracelet (protects from Sealed, accessory) • Emerald, Garnet, Amethyst, Diamond, Ruby, Sapphire, Opal, Scroll of Luck (grants Lucky-effect for one battle, costs 10 ether) • 12 Potions, Diluted Arc Potion, 13 Grand Potions, 17 Health Cores, 11 Remedies, 2 Neutralizers, 3 Elixirs, Diluted Arc Tonic, 2 Grand Tonics, Soma, Feather of White, Wyvern's Breath, 2 Phoenix Essences, 4 Phoenix Incenses, Fenghuang Essence (After being consumed, automatically revives the target with full health once when knocked out; cannot revive targets that are already knocked out), 2 Deadly Venoms, 4 Smoke Bombs, 3 Holy Bombs, 5 Nostrums, Mead, Minimizing Dust, 2 Pumpkin Bombs (causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used), 2 Gold Rings (Worth 15 gold; can be given to someone to make them enamored with the giver), Skeleton Decoy, Bone, • Bedroll, Shovel, Pickaxe, 4 Mythril Shards, Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Grating Stone Bartholomew Docken, Dragonslayer (Brickdoctor) 34-year-old human male, Warden Level 49.4 *Gains Triple XP* *Takes Halved Damage from Free Hits* *Scary* *Immune to Defense Reduction, Removal of Positive Effects, Confused, Blinded, Poison, Fragile, Fire, Earth, Wind, and Sudden Death* *Counterstriking* *Hastened* *Dearly Beloved Party Second-in-Command* Power: 59 (Level 49 + WP: 10) (Power Bonus: 0) Defense: 23 (SP: 20 + SP: 3) Health: 75/83 (base HP: 6 + Level bonus: 48 + Class bonus: 8 + permanent boost: 21*) Gold: 541 (1 Gold loaned to Lord Lawrence Boomingham [Zepher]) GP: 27 Equipment: Darksteel Crossbow (WP: 10; inflicts the Blinded-effect; Crossbow), Mythril Shield (SP: 20; Shield), Dread Hat (permanent Scary effect; immune to Defense Reduction, Removal of Positive Effects, Confusion, Blindness, Poison, Fragile, Fire, Earth, and Wind; suitable for anyone; Headwear), Mail of the Renegade Commander (SP: 3; Damage of all Free Hits is halved; suitable for anyone; Bodywear), Cobweb Cowl (immune to Sudden Death; suitable for anyone; Backwear), Medal of Glory (Mark of true talent that allows the wearer to gain triple experience from battles; suitable for anyone; Accessory), Counterstrike Gloves (After the wearer is struck by a Free Hit, he counters with strength equal to his Level; suitable for anyone; Handwear) Inventory: • Pan (WP: 1; +1 Max HP; suitable for all classes), Fishstick (WP: 7; deals double Damage on ships; club), Unlucky Horseshoe (WP: 13; inflicts the Jinxed-effect; Throwing Weapon [borrowed from Arthur Justus Regulus VII (Flipz)]), Training Longsword (WP:5, Longsword), Lieutenant's Sword (WP:6, longsword), Throwing Knife (WP:3, retrievable throwing weapon), Skirmisher's Shield (SP:10), Training Longsword (WP:5) • Large Water Canteen (Carries 6 portions of water; Accessory), Aqua Gear (Adds Water-element to physical attacks, immune to Water, Accessory) • Potions (4), Grand Potions (11), Health Cores (3), Remedies (10), Phoenix Essences (3), Phoenix Incense, Meads (2), Mulled Wine, Feather of Lithe, Feather of White, Smoke Bombs (5), Water Bombs (5), Lightning Bombs (5), Bones (11), Venom (5), Deadly Venom, Skeleton Decoy, Teleportapple, Grating Stone, Adamantite Shards (3/4 Adamantite), Writ of Blacksmith Service (Voucher for one free weapon or shield upgrade at Anwyl's Smithy), Inkwell (consumable, causes a weapon to deal the Blinded-effect for one battle) • Bedroll, Shovel, Magnifying Glass • Silver Ore (60 Gold) • Incomplete Formula (Quest Item, note, found: Blacksmith), Portia Butcher's Diary Entry (Quest Item, note, found: General Store), Storekeeper's Note (Quest Item, note, found: General Store Cellar), Clerk's Note (Quest Item, note, found: Mayor's Office), Clara Butcher's Letter (Quest Item, note, found: Town Hall Meeting Room), Barkeep's Note (Quest Item, note, found: Inn of the Wayward Angel), Butcher's Note (Quest Item, note, found: Butcher's Shop), Baker's Note (Quest Item, note, found: Bakery) Thormanil Nihai, Dragonslayer, Orc-kin (Played by swils) Level 44.2 Dragoon *Immune to Darkness, Light, Water, Fire, Air, Earth, Lightning, and Asleep, Blinded, Bound, Confused, Fragile,Slowed, and Weakened* *Gains Triple Experience* *Reflects physical damage* Power Bonus: +1 Defense: 18 Health: 63/63 Gold: 1681 Equipment: Shishkebab (WP: 16, dual-strike, darkness-elemental, lance), Iris Shield (SP: 15; reflects physical Damage back to the attacker regardless of Row or Defense, if the user survives the attack.), Bright Armor (SP: 3, Null Darkness), Winged Sandals (Wearer is immune to Light, Water, Fire, Air, Earth, and Lightning, and the Asleep,Blinded, Bound, Confused, Fragile, Slowed, and Weakened-effects), Medal of Glory (Wearer gains triple experience, accessory) Inventory: • Dragonsbane Lance (WP: 20, triple damage to enemies with 'Dragon' in their name, lance), Gladiator Trident (WP: 11, Spear, causes bleeding-by-5 effect), Guardian Halberd (WP: 5, target's defense is used as additional WP, halberd), Duplovian Swift Halberd (WP:3, deals Stunned, halberd), Tongue on a Stick (WP:1, Miss -> "Aim"), Frozen Saber (WP: 9, longsword, Stuns enemies), Repeater Crossbow (WP: 7, crossbow. Hastened for first round of combat while equipped.), Schoolyard Sword (WP: 8 great sword), Skirmisher's Shield (SP:10, shield), Wooden Shield (SP:5, Null Wood), Crossbow (WP:5), Mercutio's Dagger of Mugging (WP:5, +5 gold from stealing; dagger), Notched Greatsword (WP:5), 2x Throwing Knife (WP:3, retrievable throwing weapon) • Trickster's Mask of the Gender Swap (Accessory), Trickster's Mask of the Weredog (Accessory), Trickster's Mask of the Elf (Accessory), Fighting Boots (Footwear, Power +5 on the front row, suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators, and winged warriors), Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up)), Pugilist's Gloves (Power +2, protects from Weakened-effect; handwear), Aqua Gear (Wearer deals and is immune to water-elemental damage) • Pickaxe, Shovel, Magnifying Glass • 2x Amethyst (Darkness), Emerald (Wood), Opal (Ice), • Potion, 2x Remedy, Phoenix Essence, Neutralizer, Milk • Mead, 2x Nostrum, Smelling Salts, 2x Mulled Wine, Jinxy Juice, Feather of Lithe, • 2x Fire Bomb, Lightning Bomb, 3x Smoke Bomb, Ice Bomb, 5x Water Bomb • 3x Venom, 2x Deadly Venom, • 2x Grating Stone, Bright Polish, Teleportapple Arx the Youngling (pet Dragon controlled by Thormanil Nihai (swils)) Level: 44.2 Health: 73/73 (30+43) Element: Ice- 506 replies
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Heroica RPG - Quest #118: The Tale of the Stolen Spirits
Flipz replied to Flipz's topic in The Heroica Archive
QM Note: I've taken care of as many actions as I can, but I do need actions for Thormanil and Arx before I can finish running. Oh, and a rule I forgot to edit in: allies provide cover, but do so by absorbing 5 damage of the attack themselves; they also block line-of-sight for ranged attacks.- 506 replies
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I, personally, would probably have just copied the Q96 smithy wholesale, if I was looking to make something unique. Then again, cribbing off of other QMs does seem to be my style. That's got to be one of the best low-Level Artifacts I've seen in a long while.
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Because that's maintaining the status quo that male characters are almost always overrepresented--particularly in the fantasy genre and RPGs in particular. (Not to mention that when female characters do appear, they tend to get shoehorned into minor supporting roles and/or end up written poorly.) The idea that a male player should "default" to a male character is sexist and wrong. If someone wants to play a male character, fine, it's their choice, but that doesn't mean we shouldn't encourage a more diverse fictional world. See also: http://itswalky.tumblr.com/post/107508605242/rewatching-s1-for-like-the-100th-time-at-what At first I was hesitant to post this here, but then I realized that no, this is a cognitive bias that we as writers need to be aware of and work actively against. My "main" characters may be relatively gender-diverse (it's not a perfect 50-50 but it's a lot better than I did when I was doing stuff with Arthur's backstory), but plenty of times I catch myself making my "mooks" or throwaway enemies automatically male, and then I have to stop myself and say "no, that's unrealistic, there's nothing about these characters that's inherently male or female so they should be a diverse mix". It's one of the things I noticed all the way back in 66, actually--Sandy's Wolfgang mooks are a mix between male and female, while the vast majority of them presented elsewhere tend to be male. (Even the Sewer Wolves, some of my favorite Wolfgang NPCs, are pretty much all-male now that Little Red's gone to work for the Eubric Herald.) I think the post puts it best: "I try to think about that when writing new characters— is there anything inherently gendered about what this character is doing? Or is it a toaster?"
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Heroica RPG - Expert Job Class Discussion
Flipz replied to LEGOman273's topic in The Heroica Archive
EDIT: moving discussion to General Discussion, link here. EDIT 2: let's try that link again. -
...dafuq? Ohh, you're going Dragoon, aren't you? Jeez, it really is the Month of Major Class Change, isn't it?
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Heroica RPG - Expert Job Class Discussion
Flipz replied to LEGOman273's topic in The Heroica Archive
The requirement would be more than just "be female", though, it would be "be female AND complete specific Quests for the Sisters of Danab". Alternatively, the Quests that offer the class could restrict their entry requirements to females only, but that still doesn't account for the Mask of Gender Swap. (Perhaps a line somewhere in the Quest description stating that the Hero temporarily reverts back to their original class if they become male for any reason?) -
Heroica RPG - Expert Job Class Discussion
Flipz replied to LEGOman273's topic in The Heroica Archive
Fair enough, it's just...I can imagine Skirmishers, or Alchemists, or even Dragoons as NPCs existing in the game world independent of the faction that normally grants them to Heroes (as the Skirmisher enemies in my Quest demonstrate). But for some reason the thought of a Regulator not connected to the Wren storyline feels somehow...wrong, you know? Like seeing an Infiltrator unconnected to the Town Watch, or a Winged Warrior unconnected to the Rito (although, granted, both could stand to be interacted with more often, and I think that the Town Watch should be handing out Infiltrator more often when they DO show up as well). On a similar but separate note, I had a weird idea about Expert Classes--namely, if someone went on a Quest offering access to an Expert Class they already had. My thought was that, perhaps, in this situation the player could instead be offered the opportunity to train one other Hero in said class--just like if a Harlot obtained a second copy of Fifty Shades of Bley, they could give it to another player and thus grant that player access to the class. Obviously, it would be a per-QM decision, but I think that it could be a fair compromise in certain situations. -
Heroica RPG - Quest #118: The Tale of the Stolen Spirits
Flipz replied to Flipz's topic in The Heroica Archive
QM Note: Don't forget, you now have individual control of Arx, swils; this means he moves and attacks independently of Thormanil. Also, due to the size of this area, the labels are likely to end up shifting around like this quite a bit; I'll do my best to keep them as consistent as I can though. EDIT: Larger versions of these images should be publicly visible on my Flickr; just click the image and it should take you to the relevant page for each image. Didn't realize they'd be this cramped at this size! Round 1 of Sanctuary Squares Thormanil investigates bodies - 25 Gold found (roll of 3) Thormanil moves to C2 Arx moves to C3 Docken moves to L3 Ellaria investigates bodies - Mace (WP:5) found (roll of 2) Ellaria moves to A2 Hybros moves to D3 Hybros drinks Mead - Encouraged! The party hesitantly moved forward, the Druid and Dragoon pausing to strip the bodies of all of their remaining usable items. Upon reaching the doorway into the next room the Druid saw a sinister sight similar to one they had just witnessed previously: a Golem Skirmisher wearing a Dark Gray helmet, and a Golem Alchemist wearing a Blue hat. Enemy Activity in Round 1 of Sanctuary Squares Golem Alchemist (Blue) uses Cloud of Celerity on L2 (Golem Alchemist (Blue), Golem Skirmisher (Dark Gray): Hastened) Golem Alchemist (Blue) moves to O3 Golem Alchemist (Blue) moves to ??? Golem Skirmisher (Dark Gray) moves to O1 Golem Skirmisher (Dark Gray) moves to ??? The Golem Alchemist immediately drops a Cloud of Celerity, summoning swiftness to both. Once Hastened, both golems swiftly sped away out of sight, no doubt to warn their allies of the party's approach. The Party: Ellaria Arbour (Sandy) 23 years old female human Druid Level 31 *Immune to Sealed, Poisoned, Bleeding, and Hexed* *Ignis Fatuus: permanently poisoned by 15* *Party Leader* Power: 44 (31+13) Defense: 7 (3+4) Health: 49/49 (9+30+7+1+2) Ether: 27/43 (5+29+5+1+2) Gold: 253 Equipment: Ignis Fatuus (WP:13, permanently poisoned by 15, fire- and lighting-elemental staff), Robe of the Archmagi (SP:3, Max Ether +5, protects from sealing; bodywear), Sterile Gloves (immunity to poisoned and bleeding, handwear), Spider Helmet (SP:4, passes poisoned and bleeding effects to the enemy when the wearer is hit; headwear), Paper Doll (Protects from hexed; accessory) Inventory: Weapons Sylvania's Crossbow (WP:10, wood-elemental crossbow), Pan Flute (WP: 7, instrument), Wizard's Staff (WP:1, fire-, wind-, water- and earth-elemental staff), Quill Pen (WP:1, retrievable throwing weapon), Skull Shield (SP:6; immunity to Darkness-elemental damage; suitable to Black Knights only; shield.), Spear (WP:6), Halberd (WP:6), Mace (WP:5) Artefacts: Ranger's Quiver (WP: +1 to bows and crossbows. Suitable for rangers, beast warriors, infiltrators, and winged warriors), Spirit Robe (Renders wearer invisible to the enemy for the first three rounds of battle so they do not take free hits; backwear), Black Bandana (Power +3, pirate lingo; headwear), Spell Items: Scroll of Inspiration (Inspired for rest of battle, 10 ether, 50/50 chance) Scroll of Sealing, Scroll of Frailty, Scroll of Weakening, Serenade of Water (Causes Water damage equal to the minstrel's level to all enemies per round for as long as the song is sung. Costs 10 ether per round. Battle Song), Ruby (Fire) Consumables: 3 Potions, 2 Grand Potions, 4 Health Cores, 4 Tonics, 4 Grand Tonics, Ether Core, Elixir, 3 Remedies, Neutralizer, Tiger Balm, 2 Phoenix Essences, Emergency Essence, 2 Meads, Nostrum, Soma, Ambrosia, 2 Smoke Bombs, Flash Bomb, 3 Fire Bombs, Ice Bomb, 2 Lightning Bombs, 2 Water Bombs, 2 Holy Bombs, Blind Bomb, Diluted Arc Potion, Hyper Arc Tonic, Last Resort, Bad Breath, Currency: Gold Ore (worth 80 gold) Tools: Bedroll, Pickaxe, Telescope, Magic Compass, Magnifying Glass Quest Items: Hybros (played by JimButcher) 53-year-old male imp Chi Monk *Permanently Hastened* *Immune to Cursed, Asleep, Blinded, Confused, Fragile, Weakened* *Immune to all elements except wood* *Intimidation* *Natural Respite* *Life Drain* *Encouraged* Level: 33.75 Power Bonus: 3 (8 in front row) * Defense: 0 Health: 54/54 108/108 (7+32+12+3*) Ether: 17/37 (32+3+2) Gold: 713 Equipment: Golden Armor (user is permanently hastened and cursed, fire-, water-, earth-, wind-, ice-, lightning-, darkness-, light-elemental, grants immunity to Sleep, Blindness, Confusion, Frailty, and Weakening; bodywear), The Black Hat (Suitable for anyone, grantsIntimidation, immune to darkness and cursed, headwear), Fighting Boots (Power +5 on the front row; suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators and winged warriors), Metal Claw (Unarmed attacks drain health from the enemy equal to 50% of the strength of the attack (rounded up); handwear) Inventory: • Sword of Ancestral Hatred (WP: 45.25 gains 1/4 WP every kill made with it; longsword), Zoot's Reaper (WP:15; scythe, suitable to Hybros), Clock Cog (WP:14, retrievable), Banana Bladerang (WP:9, damage all, retrievable), Justice (WP:8, causes blinded-effect, dagger), Twin Kunai (WP:6, dual strike, daggers), Hollow Dagger (WP:6, hollow blade [nothing]; dagger), Spinning Bolas (WP: 5, deals the Slowed effect, but the effect is removed when retrieved; retrievable), Nimbus Broomstick (WP:5, long range, usable by mages and clerics; Broomstick, sells for double usual price), Training Longsword (WP:5, Longsword), Wrench (WP:3, decreases the target’s level by 1, retrievable), Pan (WP: 1, +1 Health; suitable for all classes), Skirmisher's Shield (SP:10, shield), • Sticky Gloves (gains 50% more gold, suitable for Rogues, handwear), Baron's Epaulets (Suitable for short heroes, grants Command over short NPCs), Cloak of the Blue Assassin (SP:1, suitable to Rogues; backwear), Cloak of the Red Assassin (Chance of Assassination is 1/3, suitable for Assassins; backwear), Sterile Gloves (grants immunity to poisoned- and bleeding-effects, handwear), Pugilist's Gloves (Power +2, protects from Weakened-effect; handwear), Swift Boots (Changes HIDE into STEAL & HIDE, allowing the wearer to STEAL gold equal to the target’s level if it carries gold, in addition to hiding; suitable to rogues; footwear), Enchanted Bracelet (protects from Sealed, accessory) • Emerald, Garnet, Amethyst, Diamond, Ruby, Sapphire, Opal, Scroll of Luck (grants Lucky-effect for one battle, costs 10 ether) • 12 Potions, Diluted Arc Potion, 13 Grand Potions, 17 Health Cores, 11 Remedies, 2 Neutralizers, 3 Elixirs, Diluted Arc Tonic, 2 Grand Tonics, Soma, Feather of White, Wyvern's Breath, 2 Phoenix Essences, 4 Phoenix Incenses, Fenghuang Essence (After being consumed, automatically revives the target with full health once when knocked out; cannot revive targets that are already knocked out), 2 Deadly Venoms, 4 Smoke Bombs, 3 Holy Bombs, 5 Nostrums, Mead, Mulled Wine, Minimizing Dust, 2 Pumpkin Bombs (causes stunned-, poisoned-, asleep-, blinded-, sealed- and confused-effects to all opponents when used), 2 Gold Rings (Worth 15 gold; can be given to someone to make them enamored with the giver), Skeleton Decoy, Bone, • Bedroll, Shovel, Pickaxe, 4 Mythril Shards, Crimson Haze (Causes a weapon to deal the poisoned by 7 and cursed effects permanently), Grating Stone Bartholomew Docken, Dragonslayer (Brickdoctor) 34-year-old human male, Warden Level 49.4 *Gains Triple XP* *Takes Halved Damage from Free Hits* *Scary* *Immune to Defense Reduction, Removal of Positive Effects, Confused, Blinded, Poison, Fragile, Fire, Earth, Wind, and Sudden Death* *Counterstriking* *Dearly Beloved Party Second-in-Command* Power: 59 (Level 49 + WP: 10) (Power Bonus: 0) Defense: 23 (SP: 20 + SP: 3) Health: 75/83 (base HP: 6 + Level bonus: 48 + Class bonus: 8 + permanent boost: 21*) Gold: 541 (1 Gold loaned to Lord Lawrence Boomingham [Zepher]) GP: 27 Equipment: Darksteel Crossbow (WP: 10; inflicts the Blinded-effect; Crossbow), Mythril Shield (SP: 20; Shield), Dread Hat (permanent Scary effect; immune to Defense Reduction, Removal of Positive Effects, Confusion, Blindness, Poison, Fragile, Fire, Earth, and Wind; suitable for anyone; Headwear), Mail of the Renegade Commander (SP: 3; Damage of all Free Hits is halved; suitable for anyone; Bodywear), Cobweb Cowl (immune to Sudden Death; suitable for anyone; Backwear), Medal of Glory (Mark of true talent that allows the wearer to gain triple experience from battles; suitable for anyone; Accessory), Counterstrike Gloves (After the wearer is struck by a Free Hit, he counters with strength equal to his Level; suitable for anyone; Handwear) Inventory: • Pan (WP: 1; +1 Max HP; suitable for all classes), Fishstick (WP: 7; deals double Damage on ships; club), Unlucky Horseshoe (WP: 13; inflicts the Jinxed-effect; Throwing Weapon [borrowed from Arthur Justus Regulus VII (Flipz)]), Training Longsword (WP:5, Longsword), Lieutenant's Sword (WP:6, longsword), Throwing Knife (WP:3, retrievable throwing weapon), Skirmisher's Shield (SP:10), Training Longsword (WP:5) • Large Water Canteen (Carries 6 portions of water; Accessory), Aqua Gear (Adds Water-element to physical attacks, immune to Water, Accessory) • Potions (4), Grand Potions (11), Health Cores (3), Remedies (10), Phoenix Essences (3), Phoenix Incense, Meads (2), Smelling Salts, Mulled Wine, Feather of Lithe, Feather of White, Smoke Bombs (5), Water Bombs (5), Lightning Bombs (5), Bones (11), Venom (5), Deadly Venom, Skeleton Decoy, Teleportapple, Grating Stone, Adamantite Shards (3/4 Adamantite), Writ of Blacksmith Service (Voucher for one free weapon or shield upgrade at Anwyl's Smithy), Inkwell (consumable, causes a weapon to deal the Blinded-effect for one battle) • Bedroll, Shovel, Magnifying Glass • Silver Ore (60 Gold) • Incomplete Formula (Quest Item, note, found: Blacksmith), Portia Butcher's Diary Entry (Quest Item, note, found: General Store), Storekeeper's Note (Quest Item, note, found: General Store Cellar), Clerk's Note (Quest Item, note, found: Mayor's Office), Clara Butcher's Letter (Quest Item, note, found: Town Hall Meeting Room), Barkeep's Note (Quest Item, note, found: Inn of the Wayward Angel), Butcher's Note (Quest Item, note, found: Butcher's Shop), Baker's Note (Quest Item, note, found: Bakery) Thormanil Nihai, Dragonslayer, Orc-kin (Played by swils) and Arx the Youngling (Ice) Level 44.2 Dragoon *Immune to Darkness, Light, Water, Fire, Air, Earth, Lightning, and Asleep, Blinded, Bound, Confused, Fragile,Slowed, and Weakened* *Gains Triple Experience* *Reflects physical damage* Power Bonus: +1 Defense: 18 Health: 63/63 Gold: 1681 Equipment: Shishkebab (WP: 16, dual-strike, darkness-elemental, lance), Iris Shield (SP: 15; reflects physical Damage back to the attacker regardless of Row or Defense, if the user survives the attack.), Bright Armor (SP: 3, Null Darkness), Winged Sandals (Wearer is immune to Light, Water, Fire, Air, Earth, and Lightning, and the Asleep,Blinded, Bound, Confused, Fragile, Slowed, and Weakened-effects), Medal of Glory (Wearer gains triple experience, accessory) Inventory: • Dragonsbane Lance (WP: 20, triple damage to enemies with 'Dragon' in their name, lance), Gladiator Trident (WP: 11, Spear, causes bleeding-by-5 effect), Guardian Halberd (WP: 5, target's defense is used as additional WP, halberd), Duplovian Swift Halberd (WP:3, deals Stunned, halberd), Tongue on a Stick (WP:1, Miss -> "Aim"), Frozen Saber (WP: 9, longsword, Stuns enemies), Repeater Crossbow (WP: 7, crossbow. Hastened for first round of combat while equipped.), Schoolyard Sword (WP: 8 great sword), Skirmisher's Shield (SP:10, shield), Wooden Shield (SP:5, Null Wood), Crossbow (WP:5), Mercutio's Dagger of Mugging (WP:5, +5 gold from stealing; dagger), Notched Greatsword (WP:5), 2x Throwing Knife (WP:3, retrievable throwing weapon) • Trickster's Mask of the Gender Swap (Accessory), Trickster's Mask of the Weredog (Accessory), Trickster's Mask of the Elf (Accessory), Fighting Boots (Footwear, Power +5 on the front row, suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators, and winged warriors), Sticky Gloves (Handwear, Increases the amount of gold stolen by 50% (rounded up)), Pugilist's Gloves (Power +2, protects from Weakened-effect; handwear), Aqua Gear (Wearer deals and is immune to water-elemental damage) • Pickaxe, Shovel, Magnifying Glass • 2x Amethyst (Darkness), Emerald (Wood), Opal (Ice), • Potion, 2x Remedy, Phoenix Essence, Neutralizer, Milk • Mead, 2x Nostrum, Smelling Salts, 2x Mulled Wine, Jinxy Juice, Feather of Lithe, • 2x Fire Bomb, Lightning Bomb, 3x Smoke Bomb, Ice Bomb, 5x Water Bomb • 3x Venom, 2x Deadly Venom, • 2x Grating Stone, Bright Polish, Teleportapple- 506 replies
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Take a look at how Scuba handled a similar shop in Quest 96 (I'm typing up a Round right now, so no reference link, sorry), it should give you a good idea of how to handle this shop.
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http://www.eurobricks.com/forum/index.php?showtopic=76799&st=125#entry1475879 Seems most fair.
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Heroica RPG - Expert Job Class Discussion
Flipz replied to LEGOman273's topic in The Heroica Archive
While a lot of these could stand to be offered more (*cough*Harlot, Skirmisher, Winged Warrior, Infiltrator*cough*), I have to disagree with regard to Regulator; in that case, it was always meant to be an incredibly specific award to a very specific group of people for participating in a very specific plotline. Unlike most (if not all) of the other Expert Classes, Regulator doesn't represent a profession or type of fighter so much as it does a remembrance of certain people fighting certain enemies at a certain time. I'd actually be a little disappointed if I saw a bunch of Regulator NPCs out there, because to my mind the class is so incredibly specifically tied to Felton and Hans. (Yes, I know O'blix is a thing, but I'm still holding out for Zepher to find some way to retcon that character into the Wren backstory, perhaps that Hans and Felton developed their final fighting style after meeting him in between 38 and 53 or something.) If Hans had lived and continued to put out Quests, maybe I'd be singing a different tune, but to me it makes sense that only those who knew him in life get to emulate his style after death. Having said that, I wouldn't be opposed to a Sisters of Danab class that's gender-locked, and I don't think we need a male counterpart to balance it out. The Sisters of Danab are a group that have already been well-established in lore to be female-only, so it would only make sense for them to refuse to train those who are not women. We don't need to make a counterpart class for males, since we already have more than a dozen other classes that are open to male characters already--male characters can buy a Trickster's Mask of Gender Swap (and be required to wear it at all times in order to continue using the class), or else just train in a different class. -
Guts? He ain't invincible. He just hits like a truck. Toss him up against a few high-Level Ice Wraiths and he'll be singing a different tune; it's our fault as QMs that he's constantly against Humanoids that he already hits for massive damage. I, too, would like to know what happened.
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Is he, though? I feel like, with me going either Chi Monk or Weather Mage for the next Quest (leaning Weather Mage because yes) and then likely swapping back to Dragoon afterwards, Arthur may be tying with him soon. Ooh, I second that second suggestion! EDIT: ...
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Eh, I'll probably just roleplay it as him reenacting the Legend of Zelda Skyward Strike when he rolls a Jump Hit instead of actually jumping...when he goes back to Dragoon. For now, he's got a family member to visit ( ), and dragon to train...by not using her directly in battle...because reasons!
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Heroica RPG - Quest #118: The Tale of the Stolen Spirits
Flipz replied to Flipz's topic in The Heroica Archive
QM Note: You can pass through each others' spaces (though you can't end a move in the same space as an ally), and you may step freely in the blood if you wish. The bodies occupy a square, however (per the "if you can see the stud" rule) and cannot be passed through or stood upon. For purposes of positive effects and experience, the entire grid battle is one fight.- 506 replies
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Heroica RPG - Expert Job Class Discussion
Flipz replied to LEGOman273's topic in The Heroica Archive
I approve of the name Vindicator, it would even out the Expert Class list. Here's my first truly original proposal ( ), the Mystic Warden. As I mentioned earlier, this would be a Master Class to complement Pie's Virtuoso: Mystic Warden knight – mage – ranger These mystical defenders focus fire on their foes with blade, spell, and arrow. · Additional Health: +10 · Additional Ether: +20 · Weapons: Mystic Wardens wield weapons suitable for knights, mages, and rangers, including gems, scrolls and shields. · Job Traits: Spellcasting (See Mage), Gossolalia (See Prophet), Arcane Wisdom (see Scholar/Archmage), Enchanting Personality - Mystic Wardens can cast minor charms on the weak-minded to get what they want, Mystic Veil - Mystic Wardens are immune to any element or negative Scroll effect they are currently casting, Fountain of Ether - Any other Ether-user in the party may draw from the Mystic Warden's Ether pool if they run out of their own Ether. · Battle Style: Arcane: Mystic Wardens use powerful but unconventional methods, increasing their own strength to take down foes. 1. SHIELD: Omnislash: The Mystic Warden enchants their weapon with one of the elements available to them at the cost of 1 Ether, then attacks the target twice and every other enemy once. If the target survives and the Mystic Warden has Ether remaining, the Mystic Warden then spends an additional 1 Ether to Mark the target, causing all damage to and from the enemy party during the next Round to be redirected to the target. 2. CRITICAL HIT/GREAT SPELL/CRITICAL ENCHANTED HIT: The Mystic Warden attacks or spends 1 Ether to cast an elemental spell equal to two times their weapon power added to their level. Alternatively, the Mystic Warden can spend 1 Ether to enchant their weapon with an element available to them and attack, dealing damage with the weapon equal to their critical attack. 3. HIT/SPELL/ENCHANTED HIT: The Mystic Warden attacks or spends 1 Ether to cast an elemental spell equal to their weapon power added to their level. Alternatively, the Mystic Warden can spend 1 Ether to enchant their weapon with an element available to them and attack, dealing damage with the weapon equal to their attack. 4. AIM/SPELL AIM/ENCHANTMENT: The Mystic Warden attacks or spends 1 Ether to cast an elemental spell equal to their weapon power. Alternatively, the Mystic Warden can spend Ether to permanently enhance their weapon or shield, increasing the chosen piece of equipment's power by one at a cost of the power of the weapon or shield after the enchantment; if there is not enough Ether, nothing happens. 5. DEFENDED MIRROR DAMAGE: The Mystic Warden is struck by the opponent's attack. The power of the Mystic Warden's shield decreases the effect of the attack and has a 1/6 chance of blocking the attack completely; if the Mystic Warden survives the attack, they reflect it to cause the same amount of damage to the opponent regardless of the opponent's defense or distance. 6. SPECIAL DAMAGE: The Mystic Warden is struck by the opponent’s special skill. Obviously still needs a lot of work, but I wanted to throw the concept out there. My main debate is whether or not to include the spell rolls at all; I'm leaning heavily towards "not", since the Mystic Warden can keep their ranged elemental ability by using Ranger weapons or broomsticks, and it would make the class a lot more unique. I'm also thinking that Aim needs to be replaced with something more unique, perhaps a reverse version of Weather Mage's Mist (i.e. the Mystic Warden becomes immune to all magic/absorbs all elements until the end of the next Round), or else an effect-based variation (i.e. the Mystic Warden carves a magical rune into the enemy that nullifies their effect immunities until the end of the next Round). (Or we could go the simple route and give it Archmage's Absorb Ether, now that I think about it it would be both fitting and useful. ) I very much think that Enchantment needs to depend on whether or not the MW is taking the option to enchant their weapon or not, though; I feel that making it a choice is important. -
The light in Arthur's eyes goes cold. "You have no idea what I've been through. Neither of you...though maybe Alexis could guess." Miirym stares in open surprise at Arthur's outburst, the slightest glimmer of respect in her eyes. A little of the usual warmth returns to Arthur's gaze, albeit in a somewhat fiery smolder. "But I can't really blame you for not knowing what I try not to talk about anyway." Arthur shoots a quick glance at Tesni, hoping she'd pick up on the hint. Arthur sighs. Sometimes I wonder why I ever associated myself with either of these two. A particular memory flashes into his mind, and beneath his helmet he grins. Okay, that explains one of them, he jokes to himself, before the memory of a different night with Alexis comes to mind. Pushing down the familiar sensations of shame, he addresses Alexis seriously. "Look," he says somberly, "Alexis. It's been almost two years. Two years. I accidentally hurt you horribly, and I am truly sorry for that. Believe me, it was the last thing I wanted to do. But I did, and there's nothing I can do to change that. I loved...heh. 'Loved.' I loved you, but I've moved on with my life. I get the impression that this grudge you're carrying around is hurting you way more than it hurts me--maybe you ought to move on, too." Arthur shoots a look at Althior. "That goes for you, too, you know." "Tarn went to Dastan to be with Ella," Arthur responds. "He left because of his heart, not a lack of it. In fact, he was pretty damn happy about doing so. Hel, he probably has a family by now." And speaking of family... "Either way, it's not really my business to judge. He followed his arrow path. That's all there is to say." Arthur wipes his hands with an old rag, then picks up his gear and rises. "On that note, I have some family business of my own to take care of. Tensi, it was lovely talking to you. Alexis..." Arthur shrugs, at a loss for words. "I hope you find what makes you happy," he finally manages. "Miiryim!" The little dragon stares at him, momentarily contemplating defiance, before deciding that antagonism was not worth the effort. She affectionately nips Tesni's hand, then takes wing after Arthur, the pair soon vanishing through the Hall's great doors. --------------- Arthur slowly, hesitantly walks up the steps to Number 14, Heron Street. He raises a fist to the door, then pauses. Should I? He lowers his hand, strokes his chin, then swiftly removes his helmet, exchanging it for the Pointy Hat he had received nearly a year ago, now dyed blue and embroidered with stars to match the hat he'd first worn when he came to the city, that particular piece of headwear now little more than a tattered rag buried beneath the bulk of junk at the bottom of his bag. After one last moment's hesitation, and a glance at the unusually-compliant Miirym sitting on his shoulder, he raises his fist once more. *Knock knock knock*
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Psst...Zeph, you never gave Boris his level-up Ether for Level 2.
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Yaay the Training Room is even again! ...except not because Weather Mage is now split between rows. I'd still prefer "Jump Hit" being renamed "Skyward Strike", but I understand I'm in the minority of people who actually enjoyed (watching someone else play) Skyward Sword.
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Heroica RPG - Expert Job Class Discussion
Flipz replied to LEGOman273's topic in The Heroica Archive
Trying so hard not to make a Marvel reference here. That said, I too like the idea of Avenger being bestowed by different factions associated with different deities, for exactly the reasons Zepher outlined above. -
Heroica RPG - Quest #118: The Tale of the Stolen Spirits
Flipz replied to Flipz's topic in The Heroica Archive
Order of Request What had appeared at first to be one note was actually three official letters, all of which were very boring and formal. The first appeared to be a formal request for assistance addressed to Mayor Persephone from Captain Sloane and then forwarded to the Alchemists' Tower, signed by both Captain Sloane and Mayor Persephone. The second was an order from the Mayor--apparently a reply to a previous letter, from the wording--approving the Alchemists' proposal to provide aid to the guards via golem. This official correspondence, too, was signed by both Sloane and Persephone, but the former had apparently attached an addendum outlining her reservations, a page not included with this copy of the letter. Finally, the third looked to be an order approving the use of a technique referred to simply as "Soul Tap". As with the two previous cases of official correspondence, this one was signed by Mayor Persephone and Captain Sloane, but there was something off about the latter's signature. Lab Notes: The next few notes were too smudged to read, but the entries continued clearly later on. Perhaps perplexed, or perhaps feeling pressed for time, the fivesome traveled back to the Security Room, activating the door controls as they had been asked. But the moment they did... *CLANK-click* *CLANK-click* *CLANK-click* *CLANK-click* Following the sound of mangled machinery, the party ended up where they'd entered, seeing the Sanctuary door almost fully opened... ...and carnage beyond. The door part-jammed by a dead man's now-mashed mace, the echoes of grinding gears reverberated loudly throughout the space, rendering any attempt to speak through the vents void. By the blood and bodies, however, the party knew they would have to... PREPARE FOR GRID BATTLE! Rules for Grid Battle (totally not ripped off from Brickdoctor ) The map will be laid out as a grid of squares, with the fog of war covering what you cannot yet see. A "square" is any 2x2 area with a single stud in the center; if you can see the stud, you may move into it (provided there are no other obstacles in the way). In a battle, you can move up to three squares with each turn; diagonal moves are allowed. You may attack or use an item once at any time during these moves. Hastened heroes may move up to six squares, and attack or use an item twice at any time during these moves. Outside of a battle, you're free to move around as much as you want and investigate things or move up. You must be standing in a square adjacent to an enemy in order to melee attack. Line-of-sight is required for a ranged attack. I'm going to be fairly lenient with this, since it can be hard to judge. Bombs can be tossed anywhere, rather than at a specific target, even at squares you can't see. You can try to bounce them around corners, or you can target a specific square that you can see. Why is this important? Well, because AoE actions — Magic Bursts, group heals, Auras and Guardian Angels, bombs, any actions and abilities affecting more than one target — affect all targets within a radius of two squares (not including the square of origin, so a diameter of five squares), so you need to be careful about where you aim them. (For simplicity's sake, offensive actions such as Bombs will not harm your allies, and defensive actions such as group heals will not heal your enemies. In-universe, you're expecting the action and they are not.) Back Row/Front Row still works as usual. Think of it as a defensive versus an aggressive approach to your action. Objects in the battlefield will provide cover from attacks, granting a +5 SP bonus to a target standing next to them if they're between the target and his attacker. Objects that are taller than head-high break line-of-sight. Dual-strike attacks may strike any one target adjacent to the main target; this includes diagonally and behind the target. When defeating an enemy at melee range, you will automatically move into their space unless you specify otherwise. Special rule for Dragoons: rolling Jump Hit will interrupt any additional movement specified. The "landing" portion of Jump Hit allows the Dragoon to land in any square adjacent to the target at no movement cost; this takes place before any further movement can occur. Special rule for Wardens: Aura draws in all enemy ranged attacks (IF the enemy has line-of-sight), but follows the standard AoE rule for melee attacks. As always, creative solutions are welcome — you don't need to confine your thinking to what I've defined in these rules! (I mean, obviously you can't break them, but...)- 506 replies
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Oh, I know, I just can't stop pairing the disconnected ends of every single love triangle now.
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One of the best bits of characterization we've seen from Alexis in quite a while! Also...trying not to ship them, trying not to ship them...ah, screw it, fine, I'll figure out a way to tease the nonexistent "Arthior" fans. I swear, Korrasami has utterly spoiled me for love triangles forever... Now we just need Lynne to show up for maximum awkwardness.
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Arthur and Miirym share identical expressions of utter incomprehension. Arthur looks at Miirym for support, but the Dragon snorts, nips lightly at him, and takes wing... ...only to alight aloofly on the shoulder of a Necromancer in shining...robes? Miirym sniffs Althior gingerly, wrinkling her nose at his scent but choosing to remain on her new perch regardless. That is, until... Miirym takes flight a moment before Alexis' blow lands, shrieking indignantly as she flutters awkwardly to the arm of Tesni's chair. She begins viciously preening herself again in protest. Arthur drops the remains of his devoured drumsticks and immediately puts on his face - covering helmet. He awkwardly searches for something to say. "Erm...ah..."