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Sandy

Eurobricks Fellows
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Everything posted by Sandy

  1. Trust me, it's been done plenty before. I know I'm town, and I know I need to vote someone. I am ready to change my vote if a more convincing case is presented, though. I'm not known to hold back a lynch either.
  2. (Sorry, I'm browsing on mobile and signatures are disabled here, so I can neither see or edit my signature. ) With aggressive I meant pushy, and time has shown it's a perfect place for the scum to hide. Rarely do people vote out those who are pushing and prodding others since they seem to be contributing to the town's cause - but of course scum know who to push and who to not.
  3. You can vote me, sure, but I really don't understand what you're saying. If I say I hope Daphne wasn't the cop (since people pointed out she's a detective character and all), that means I'm congratulating the scum... What?!
  4. Haha, you're funny. I didn't say anything about not doing anything. I was merely answering to our elven friend who claimed I was speaking without saying anything. If I had remained silent, she still would've said I ping scummy. Tauriel is an aggressive player, with her it's damned if you do (speak) and damned if you don't (speak). So, I'm not going to hush hush, darling! Vote: Hinckley (Tauriel)
  5. I already admitted that I have nothing much to contribute. I'm not one to deeply analyze any half a word someone utters, since I know they're meaningless until we start getting some night action results. I do find it interesting that certain people are trying to find a literal reason for the scum to kill Daphne, when all it really takes to get killed is to be a semi-active player. I'm not sure what you expected to happen. We've all been in this situation before, there's no rookies blurting out their roles in public or getting into fights with each other. Of course it would be easy if there were people like that among us, but we didn't come here to have it easy, did we?
  6. ... Now I need to wash my hands. Ugh, I'd hate to end up like Daphne here, so we better get going with tracking out the mafia. I unfortunately have no insight to add to the conversation, although I am glad everyone is participating more actively now. Yeah, we should definitely watch our words here. For the Town's sake I really hope Daphne wasn't the cop, but of course that's always a possibility...
  7. I vote Raphael (Sir Stig) for trying to make me an alcoholic. It seems getting a lynch is a far stretch with this group, anyway, but let's see what the night brings... I apologize for my unintended quietness, my mind was on a different party as I celebrated my birthday yesterday.
  8. Hey, guys! Wanna play that fun game called "Let's Spend Day One Arguing Whether It's Smarter To Lynch Randomly Or Not" again?
  9. *Looks at the bottle of tequila he brought and throws it away* Aww sh*t, no use of that now. Gotta keep my head straight if we're playing Mafia here. There's no actual killing involved, is there? Hmm, do you maybe want us to focus on a spinning bottle so you can stab one of us in the back?
  10. Kylo Ren has arrived to take over this party by Force! ... Anybody up for a game of Beat Saber?
  11. Here's the rule sheet that I have written. Like I said, it's just "Heroica Lite", with a turn-based combat and exploration elements taken from BrickQuest, and everything trimmed to the bare bones. Let me know what you think! DUNGEONS OF HEROICA A realm of infinite possibilities awaits daring adventurers! STATISTICS: Speed shows how many steps the character can move and the order of their turn in combat. Equipment can increase the number. The character with the highest number goes first, and in case of a tie the turn order is randomly selected by the Dungeon Master. Attack shows how many 6-sided dice the character rolls when attacking. Weapons’ attack power is added to the result. The result of the dice and weapon’s power is compared to the target’s defense roll, and if the number is higher, the target loses health equal to the difference between the rolls. Defense shows how many 6-sided dice the character rolls when defending. Armor’s defense power is added to the result. If the number is higher than the attacker’s, the defender doesn’t lose health. Health shows how many hit points the character has. Equipment can increase the amount. If health is reduced to zero, the character dies. Mana shows how many spell points the character has to use on spells. Equipment can increase the amount. If mana is reduced to zero, the character cannot cast anymore spells Melee attacks are made to a target standing within one step from the character. Ranged attacks are made to a target standing two or more steps from the character. Ranged weapons have a specified range of how far they reach. Element refers to the nature of certain spells and enemies that are twice as effective against one other element and half as effective against another. The four elements are fire, water, air and earth. Fire burns earth, earth suffocates air, air dries water and water extinguishes fire. RACES: Each player chooses a race for their character that not only affects their appearance but also their basic statistics. Each race also has a unique trait. HUMANS The most versatile race, humans have the most balanced stats and are good at any job. They can make a stronger attack by giving up defense, or prepare to take less damage by weakening their attack. Speed: 5 Attack: 3 Defense: 3 Health: 12 Mana: 12 Racial Trait: Tactics – Each turn in battle, a human character may decide to take one die from their attack or defense and allocate it to the other. They cannot undo this decision before their turn comes up next time. ELVES Elves are fast but physically weak. Each elf is bound to one of nature’s elements: fire, water, air and earth. Their elemental affinity gives them immunity to their own element but weakness towards the opposing element. Speed: 6 Attack: 2 Defense: 2 Health: 12 Mana: 15 Racial trait: Elemental Affinity – The player chooses one element (fire, water, air and earth) for their elf character. Spells of that element do double damage when cast by the elf, and they are immune to the same element themselves. However, opposing element does double damage to the elf and spells of that element are only half effective. DWARVES The diminutive dwarves are slow but tough. Their health and defense are without comparison but speed and magical prowess are poor. Speed: 3 Attack: 3 Defense: 4 Health: 15 Mana: 6 Racial trait: Resistance – If inflicted by a lasting condition such as poison, sleep, blindness or silence, a dwarf character has 50% chance of automatically recovering from them each turn they take. ORCS Orcs are prone to violence and are built to deliver devastating blows. Their high attack is countered by low health and mana. As they deal and receive damage, they build up rage that can be unleashed against their foes. Speed: 4 Attack: 4 Defense: 3 Health: 8 Mana: 8 Racial trait: Rage – An orc character has a special rage counter in their statistics that goes up by one every time they deal or take damage. That counter can be used anytime with a normal attack to boost the attack’s damage by the counter’s number. The counter is then reset. JOBS: Each player character has a certain job they specialize in. Each job has its advantages and disadvantages, as well as unique skills only they can utilize. FIGHTER Fighters can use all melee weapons well, but ranged weapons poorly. Their defense is bolstered as well. Attack Bonus: +1 if melee weapon is equipped, -1 if ranged weapon is equipped. Defense Bonus: +1 Job Skills: Swing (action) – Fighters can attack all characters standing adjacent to them by swinging their melee weapon. Each target rolls for their own defense. Allied characters are affected by a swing attack as well. Break (passive) – Fighters can lower their target’s defense by one if their attack roll causes 5 or more damage. HEALER Healers can restore weary adventurers with their miraculous powers. Health Bonus: +3 Mana Bonus: +3 Job Skills: Heal (action) – Instead of attacking, healers can use any number of their attack dice to restore health to their comrades equal to the roll’s result. The target doesn’t throw defense in that case. Healing costs mana equal to the number of dice used. Exorcise (passive) – Healers’ attacks cause double damage to undead enemies. KNIGHT Bound by duty, the sturdy knights defend their allies from danger. Defense Bonus: +2 Job Skills: Cover (action) – By choosing to cover their allies, a knight automatically takes damage instead of any ally standing adjacent to them that gets attacked before the knight’s next turn. Shield Smash (passive) – If knights roll higher than their attacker when they defend, they cause damage equal to half the difference of the rolls. RANGER Opposite of fighters, rangers excel in using ranged weapons like bows and guns. They are not that good in close combat, though. Attack Bonus: +2 if ranged weapon is equipped, -1 if melee weapon is equipped. Job Skills: Aim (action) – Rangers can concentrate their attack on an enemy to cause damage without the target defending. Aiming rangers cannot move on the same turn. Track Down (passive) – Rangers can track down and follow enemies by finding traces they have left behind. ROGUE Rogues make the fastest adventurers and they have a few tricks they can use. Speed Bonus: +2 Job Skills: Steal (action) – Rogues can try to steal one item from an enemy. For the attempt, dice are rolled equal to the speed of both the rogue and their target. If the rogue rolls higher, the stealing succeeds. Backstab (passive) – If a rogue sneaks behind an enemy, they can deal damage without the target being able to defend. WIZARD Wizards make the best use of spells with their high mana, but suffer from low attacks. Attack Bonus: -1 Mana Bonus: +6 Job Skills: Seal (action) – Wizards can seal or unseal a door or a chest in the dungeon by spending 5 mana. Magically sealed doors and chests cannot be opened. A seal can be elemental, in which case it can only be opened by knowing a spell of the opposing element. Wisdom (passive) – Wizards always roll one extra die when casting spells that require dice. ACTIONS: Jobs have their own actions but all characters can perform the following actions on their adventure. Move – The character can move to a space within the steps dictated by the character’s speed. Closed doors and obstacles hinder moving. Moving can be combined with any other action on a turn. Attack – The character can spend a turn attacking an enemy within their weapon’s reach. If an enemy attacks the character, they automatically roll for defense. Interact – The character can spend a turn to use an object or open an unlocked door or chest within the dungeon. Pick/Force Lock – If a door or chest is locked by a normal lock, a character can attempt to pick or force it by rolling a die. Rolling 5 or 6 means the actions succeeds. Search – The character can spend a turn investigating any object or item in the dungeon. Use/Pick Up/Discard Item – The character can spend a turn to use any items they possess, pick up any items within their reach, or discard items to the ground. Throw – The character can throw any item they possess 5 steps away from them. Trade Items – Two or more characters standing next to each other may trade any number of items by spending their turn doing so. ITEMS: There are three types of items found in the dungeons: equipment that a character can wear and get bonuses from, consumable items that are spent after they are used, and permanent items such as spell scrolls and treasure that aren’t spent when used but cannot be equipped either. EQUIPMENT Equipment falls into one of five categories: Weapon – Depending on the type, a weapon uses one or two hands, is melee or ranged, and may even have an elemental property, but they always have a designated attack power that is added to the character’s attack roll. Shield – Shields are used in pair with a one-handed weapon, and they have a defense power that is added to the character’s defense roll. Headwear – hats, helmets, hoods, etc. that provide bonuses to health and mana Bodywear – armor, robes, dresses, etc. that provide bonuses to defense Footwear – shoes, boots, etc. that provide bonuses to speed CONSUMABLE ITEMS Examples include: Potion (Restores 5 health when consumed.) Ether (Restores 5 mana when consumed.) Phoenix Essence (Revives a character back to life.) PERMANENT ITEMS Examples include: Spellbook (Contains several spells that the holder can use.) Shovel (Can be used to dig the ground.) Gold Ore (Worth 50 gold.) SPELLS: All races and jobs can use spells, but elves and wizards excel in them because of their high mana. A character has to have a scroll or a spellbook containing the spell before being able to use it. Spells have no specified range but target of the spell has to be within the line of sight of the caster with nothing or nobody standing in the way. Enchanted Flame Mana Cost: 1 Radius: 1 Effect: Creates a bright flame into the air that stays there for 5 turns. Anyone who shares the same space with the flame suffers fire-elemental damage equal to a single die roll. Fireball Mana Cost: 3 Radius: 3x3 Effect: An explosive ball of fire causes fire-elemental damage to the target and everyone standing adjacent to them equal to a single die roll. Icicle Mana Cost: 2 Radius: 1 Effect: A freezing arrow of ice causes water-elemental damage to the target equal to a single die roll. Waterfall Mana Cost: 5 Radius: 3x3 Effect: A spout of rushing water causes water-elemental damage to the target and everyone standing adjacent to them equal to the roll of two dice. It also extinguishes any fire within the radius. Thunderbolt Mana Cost: 3 Radius: 4x4 Effect: A crackling bolt of electricity causes air-elemental damage to the target equal to a single die roll. The bolt deals half damage to other targets within the radius. Gust of Wind Mana Cost: 5 Radius: direct line of 7 steps from the caster Effect: A mighty wind blows straight from the spellcaster, causing air-elemental damage to everyone within radius equal to the roll of two dice and pushing them back as far as possible within the area-of-effect. Bewitched Vine Mana Cost: 2 Radius: 1 Effect: A thorny vine rises from the ground, causing earth-elemental damage equal to one die roll. The vine traps the target in place, but the target can attack the vine to release themselves on their turn. Stone Spire Mana Cost: 3 Radius: 1 Effect: A pillar of stone rising from the ground causes earth-elemental damage to the target equal to the roll of two dice. Doesn’t affect flying targets. Dark Cloud Mana Cost: 3 Radius: 2x2 Effect: Has 50% chance to cause blindness to each target within radius for three turns. Blinded characters cannot use physical attacks. Magic Bubble Mana Cost: 3 Radius: 1 Effect: Has a 50% chance to cause silence to the target for three turns. Silenced characters cannot use spells or skills that consume mana. Teleport Mana Cost: 8 Radius: caster Effect: The caster teleports themselves to any point in the dungeon they have previously been. ENEMIES: The dungeons are crawling with all sorts of foes for the players to encounter. BAT Speed: 5 Attack: 2 Defense: 1 Health: 5 Mana: 0 Element: Air Loot: - Skills: Blood Suck (passive) – Each time the bat does damage, it recovers 2 health. Flying (passive) – The bat is unaffected by traps and terrain hazards. RAT Speed: 3 Attack: 2 Defense: 1 Health: 7 Mana: 0 Element: - Loot: - Skills: Poison Bite (passive) – Each time the rat does damage, it causes poison condition where the target loses 1 health per turn. The effect is cumulative. SPIDER Speed: 4 Attack: 1 Defense: 1 Health: 4 Mana: 0 Element: - Loot: - Skills: Cobweb (action) – The spider creates a cobweb into the ground that causes anyone moving there to cease their turn immediately. SKELETON Speed: 1 Attack: 3 Defense: 2 Health: 10 Mana: 0 Element: Earth Loot: Bone (Can be thrown at enemies to distract them for a turn.) Skills: Undead (passive) – The skeleton is immune to poison but takes damage from healing and double damage from exorcism.
  12. Hmm, I have to check it out... I already wrote a system for a dungeon romp that might work in a forum-context, based on BrickQuest, but it's your cliched high fantasy theme... I 'd like to come up with something more unique. Sci-fi is just not my forte, but I could write something in science-fantasy style (like Star Wars... But not Star Wars itself).
  13. Great to see people still following this subforum. Okay, I have a few ideas we could try out: One is a traditional dungeon crawler, a la Heroquest. One person is the DM and other players form a party. Since this is a lego forum, we could use perimeters offered by our beloved bricks (just like in BrickQuest ). The group could make up stats and job classes and the DM would build a dungeon with monsters for the others to explore. Then it'd be just a matter of getting the dice rolling! Another option would be a more story-driven, choose-your-own-adventure thing. The host would make up a situation for the players to be in - preferably accompanied by a MOC - and the players could make choices for their own characters. There wouldn't be much rules but of course the host and the setting would dictate what is possible. This could be for example a post-apocalyptic romp or set in a space station. (I've tried out this sort of storytelling here on EB before, but not with players.) What do you make out of these ideas? They would both be one-off things with potential for becoming repeating (just like the Mafia games).
  14. I've got my eyes on this, especially since they mentioned roleplaying elements. Just have to make sure it isn't one of those "pay to win" type of games...
  15. 1. I have indeed. Last time was a year ago in Imperial Officers Mafia. 2. I have time to post at least once a day, no problem. 3. Why wouldn't you invite me?! We gays bring the fun where-ever we go!
  16. I don't know if it's the spring energy or what, but I have a really bad craving for roleplaying right now. My head is brimming with ideas and they keep returning back to Heroica. Obviously many things have to change if there's ever going to be a similar phenomenon here, and honestly I don't know if the current active users of Eurobricks would even support such an endeavour, but it's a nice thought to entertain. It would be a shame if I never got to use my huge collection of fantasy minifigs and sets again, either. Perhaps there's some small-scale solution we could try out... I can't promise another five years of my life, but I can offer the aforementioned collection and my vast experience and knowledge about boardgame, videogame and - obviously - forum-based rpgs. The question remains, is there still interest in another roleplaying experience in EB?
  17. *blows off the dust* Here I return, months after the hubbub has died, to find out how it all ended. Looking back, I wish I had had the time and the energy to be there with you guys on the final length of our creation, but I'm so thoroughly proud you all made it to the end, either way! Looking at Waterbrick's recreation of the Hall MOC (I disassembled mine a few years ago) and reading the farewell posts of the players who were here from the start, it literally brought a tear in my eye. Again, I wish I had been there with you alongside my character Ellaria, and written about what happened to her during the finale and after that, but in life you have to make choices - you can't have everything. I have a sense that my "second dark age" is coming to an end as I have a newly vigorated hunger to return to my beloved hobby, but let's see how things process. Maybe one day I'll be back with new ideas and games for us all to share. I at least hope so. But for now, I just wanted to express my gratitude for taking Heroica to the end. It deserved to end on a high note, not just die out. We did great, guys!
  18. I'm planning the Elves Mafia for July at the earliest, so on my behalf please go ahead with the hosting, Bob.
  19. I still have all my pictures stored on my harddrive, and many of them are uploaded to the wiki already, but if there's anything particular you need, just give me a holler.
  20. And here I thought the pictures disappeared because I ended my Photobucket subscription, but apparently it was some other problem with the site. If I ever host another game here, I now know not to make the rules in picture form.
  21. I would love to host the Elves Mafia, I just need to start building the treetop city I've been planning for years. I've just had a busy couple of years now and my lego hobby has taken a sort of backseat where I collect stuff but don't do much with the collection. But this summer I think I'll devote more time to my lego and Eurobricks.
  22. Yaaay! Congratulations to our team! We got lucky, but we also worked together very well. So apparently fhomess killing jluck overrode jluck's kill, since Peanuts was watching me as I protected myself on Night Three but he saw nobody targetting me. I don't understand how legoracer got a town result from investigating mediumsnowman, but maybe we'll hear that soon.
  23. I can almost understand Thrawn's panicking, but why do you care which one is lynched and which one is killed in the night? Your role will be confirmed anyway. If I haven't missed anything, you still haven't told who you investigated on Night 1. We could really use that info.
  24. Thrawn was blocked, that's confirmed. Isn't that the simplest explanation for a lack of scum kill?
  25. There's still the option that Thrawn, Dellus and Greer are all working together, though. Greer only needs to survive to win, after all. I am still inclined to vote: Thrawn (mediumsnowman) because his voting has been more scummy than Needa's. I'll change the vote if a lynch is jeopardized.
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