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Sandy

Eurobricks Fellows
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  1. CURRENT SIGN-UPS: Quest #1: Harvest Time 1. Bartholomew Docken, Level 1 Ranger (Brickdoctor) 2. Sir Christopher Daggerfall, Level 1 Knight (Fred Fred Burger) 3. Eric, Level 1 Barbarian (KhoRne) 4. Atramor Gibbin, Level 1 Rogue (CallMePieOrDie) 5. Tesni Hightribe, Level 1 Barbarian (Peppermint_M) 6. Sir Sven, Level 1 Knight (SirSven7) 7. Jess Islanti, Level 1 Rogue (cralegoboy) 8. Tomas, Level 1 Cleric (Captain Tamamono) 9. Sylph Solanum, Level 1 Cleric (Dannylonglegs) 10. Cronk, Level 1 Knight (CorneliusMurdock) 11. Thrain Longbeard, Level 1 Knight (Lego Picasso) 12. Luc Aragon, Level 1 Ranger (JediAnakin) Quest #2: Looking Through the Wares 1. Atramor Gibbin, Level 1 Rogue (CallMePieOrDie) 2. Bartholomew Docken, Level 1 Ranger (Brickdoctor) 3. Nyx, Level 6 Mage (Pandora) 4. Signor Bacari, Level 1 Ranger (Capt.JohnPaul) 5. Lord Lawrence Boomingham, Level 1 Knight (Zepher) 6. Alexis Fenral, Level 1 Ranger (Masked Builder) 7. Eric, Level 1 Barbarian (KhoRne) 8. Rufindel Galadhras, Level 6 Cleric (Rufus) 9. Tomas, Level 1 Cleric (Captain Tamamono) 10. Hybros, Level 1 Rogue (JimButcher) 11. Luc Aragon, Level 1 Ranger (JediAnakin) 12. Ruitath Jast, Level 1 Rogue (Forestboy) 13. Elgar Gligin, Level 1 Ranger (Jedi master Brick) 14. Henry Sicariul, Level 1 Rogue (Peanuts) Quest #3: The Missing Matriarch 1. Nyx, Level 6 Mage (Pandora) 2. Sir Gladius Stoat, Level 1 Knight (TazManiac) 3. Althior Emorith, Level 1 Mage (K-nut) 4. Rufindel Galadhras, Level 6 Cleric (Rufus) 5. Hybros, Level 1 Rogue (JimButcher) 6. Sylph Solanum, Level 1 Cleric (Dannylonglegs) 7. Cronk, Level 1 Knight (CorneliusMurdock) 8. Elgar Gligin, Level 1 Ranger (Jedi master Brick) 9. Luc Aragon, Level 1 Ranger (JediAnakin) 10. Signor Bacari, Level 1 Ranger (Capt.JohnPaul) 11. Bob, Level 1 Mage (Sirius Black) 12. Cinna the Dark, Level 1 Mage (darkdragon) 13. Namyrra Uq, Level 1 Mage (Quarryman) 14. Alexis Fenral, Level 1 Ranger (Masked Builder)
  2. I don't think I planned anything that concrete for the Barbarian adventure skill, I'm sorry to say. I was thinking more of situations where the party is stranded on some wasteland, and would need a Barbarian's assistance to make it through. I have to go through the adventure skills once more to see if any adjustments are needed. But to answer Peppermint's assumption, Barbarians will also need bedrolls to rest in the wilderness. This won't be necessary if the party has a cleric with enough ether to heal them all, though. I'll be dozing off again (whee, these days fly by), but I'll be back in 18 hours to check on this game. Happy shopping at the Marketplace, people!
  3. I guess I was talking about the books I've read that had similar situations like this. I don't remember the Mafia ever being vocal from Day One, only after the accusations start to hit home... Well, I already said earlier that I'm not blaming you for starting the vote, it was an honest thing to do, but it did catch fire very quickly, don't you agree? Isn't that usually a sign that there are people pushing for the lynch?
  4. Oh, sorry! I did see your question earlier, but forgot to answer to it. The quests will take more than a week, I assure you. It all depends on how fast the party members can get their actions in during battles. But everybody who gets to play in these quests should prepare for at least three weeks of non-stop adventuring. But already I can tell from the feedback I've gotten that there will be plenty of quests in the future. People just need to see what the quests are all about with their own eyes.
  5. I know she'll hate me for this, but may I suggest you vote for Barbara instead of Petr? At least in her case, its not very obvious she is innocent.
  6. No, it doesn't. The only "defenses" you have is your health, your position in the battle field (front row/back row), and in knights' case, their shields. I'm trying to keep the battle system as simple as possible, since too many variables would make it a chore to manage. I don't see why not, but you have to pay for each merging separately. And sure, the effects of the elements will stack in that case. If an enemy is weak to two elements imbued within the weapon, it will receive quadruple damage. On the other hand, if an enemy is weak to one element in the weapon and strong against another, the elements will cancel each other out and the weapon will cause normal damage.
  7. This makes no sense to me. Do you guys still suspect Petr is Mafia after all that?! He maybe naive and illogical, but those are luxuries that a true scumbag cannot afford. Why on Earth would the scum make such a bold move on Day 1 of this game of life, just to gain some information which I'm sure they can gain in a more subtle way. Mobsters lie, sneak, and weasel their way through these type of situations, they just don't act the way Petr is acting, because they would gain nothing from it. I am now almost confirmed that this is the Mafia's attempt to use Petr's naivety as a way to push another Townie into conviction. Isn't it time we stop voting out the loudmouths and turning our eyes on the people hiding in the shadows? I really wish I'd have another option for you to vote for. The people on Petr's list are all playing this game of life privately on the background, that much I can tell. That doesn't make them automatically scum, but at least people to watch for. After the shock of my beloved Sarah's death, I'm really waiting for something positive to happen for a change. So how about a little miracle to this moment, before the Town votes out yet another Townie?
  8. The Marketplace is now open! Go splurge, but I warn you one last time: cheaters will be thrown out of the game.
  9. ~In this topic, you can buy and sell items with your Heroica RPG character. For other topics related to the game, see the Heroica RPG Index.~ EUBRIC MARKETPLACE The Marketplace is truly the heart of the Freeport of Eubric. The place is bustling with people from the break of dawn to the sunset, and the cacophony of sounds and scents will make the unaccustomed shopper dizzy. Traders, merchants and peddlers from all corners of the world come to sell their wares here, but most of them cannot be trusted to give a decent price for the items they sell. There are merchants that have earned the trust of Heroica, and all heroes of the noble organization are advised to trade with them. HOW TO BUY: In order to buy items, you post the name of the merchant you wish to buy from and a list of all the items you wish to purchase and their total cost, and then deplete their cost from your amount of gold. Make sure to adjust your information in the Hero Statistics topic accordingly, adding the bought items to your inventory and decreasing the amount of gold. The prices are marked in the description of each item, and they are not negotiable. None of the regular items will ever run out of stock. If there is an item with a limited amount available for purchase, it will be stated separately. Needless to say, you cannot buy more than you can afford. Thieves and cheaters will be thrown out of Heroica. Example: Ellaria walked to Portia's Potion Shack and purchased 2 potions for a total of 10 gold. 10 - 10 = 0 gold left. Poor Ellaria was now broke because of her shopping spree. HOW TO SELL: Selling the items in your inventory is trickier, so you need to pay attention when you do it. All items can be sold back to the shops at half their initial price, rounded down. In case of weapons and other equipment, their price is equal to their power times 10, so they can be sold for an amount equal to their power times 5. Items that do not have a set price cannot be sold at the Marketplace, but you might find another player more interested in them. To sell items, list all the items you wish to sell and the amount of gold you get from them, and then add that amount to your own gold. Again, make sure to adjust your information in the Heroica Statistics topic accordingly. It doesn't matter which merchant you sell the items to. It is not possible to retrieve sold items that none of the merchants offer. Again, cheating with this system will get you tossed out of Heroica. Example: Ellaria needed money, so she sold her Snake Staff (WP: 3) for 15 gold. 0 + 15 gold = 15 gold in possession. Poor Ellaria was now weaponless, but at least she could do more shopping. THE MERCHANTS: PORTIA'S POTION SHACK "Come one, come all, to Portia's emporium of brews and liquids! Bottles for the heat of battle, flagons against any dragon, vials to handle any trial! All this is possible thanks to the wondrous alchemists of the Guild of Invision! Come, have a taste of this potion... or is this poison? I sure don't know, I'm not a stinky alchemist!" ITEMS FOR SALE (Note: Usable only once!): Potion (Restores 10 health to the target.) Costs 5 gold. Tonic (Restores 5 ether to the target.) Costs 15 gold. Grand Potion (Restores 25 health to the target.) Costs 10 gold. Grand Tonic (Restores 15 ether to the target.) Costs 30 gold. Elixir (Restores 50 health and 10 ether to the target and removes all negative effects from the target.) Costs 40 gold. Remedy (Removes all negative effects from the target.) Costs 10 gold. Neutralizer (Removes all temporary effects from all allies and all opponents.) Costs 50 gold. Tiger Balm (Grants immunity to all effects - positive and negative - for one battle.) Costs 100 gold. Phoenix Essence (Revives a fallen ally with full health during a battle.) Costs 50 gold. Mead (Causes the encouraged-effect, doubling the target's attack power for the duration of one battle.) Costs 15 gold. Smelling Salts (Causes the hastened-effect, allowing the target to act twice in one round for the duration of one battle.) Costs 25 gold. Nostrum (Causes the lucky-effect, allowing the target to roll the battle die twice and get the better result of the two for the duration of one battle.) Costs 35 gold. Soma (Causes the blessed-effect, allowing the target to recover a tenth of their maximum health at the end of each round for the duration of one battle.) Costs 45 gold. Mulled Wine (Causes the inspired-effect, doubling the target's current and maximum health for the duration of one battle.) Costs 55 gold. Ambrosia (Causes the reinforced-effect, double the target's defense for the duration of one battle.) Costs 65 gold. Myrrh (Causes the transcended-effect, restoring 1 ether per round to the target for the duration of one battle.) Costs 75 gold. Venom (Use on a weapon to make it cause the poisoned by 1-effect on any enemy it hits for the duration of one battle, making the poisoned enemy lose 1 health each turn. Several venoms can be used to increase the effect.) Costs 5 gold. Deadly Venom (Use on a weapon to make it cause the poisoned by 10-effect on any enemy it hits for the duration of one battle, making the poisoned enemy lose 10 health each turn. Several venoms can be used to increase the effect.) Costs 50 gold. DAIN ALMIGHT'S BOMB SHELTER "Tired of wailing at monsters with your sword? Why not just toss a bomb and be rid of them all at once? Buy your explosives here, courtesy of the Guild of Invision, or merge several of them together for one big bang! Bombs away!" ITEMS FOR SALE (Note: Usable only once!): Smoke Bomb (Allows the party to escape the battle.) Costs 5 gold. Air Bomb (Causes 5 wind-elemental damage to all enemies.) Costs 5 gold. Dirt Bomb (Causes 5 earth-elemental damage to all enemies.) Costs 5 gold. Fire Bomb (Causes 5 fire-elemental damage to all enemies.) Costs 5 gold. Floral Bomb (Causes 5 wood-elemental damage to all enemies.) Costs 5 gold. Holy Bomb (Causes 5 light-elemental damage to all enemies.) Costs 5 gold. Ice Bomb (Causes 5 ice-elemental damage to all enemies.) Costs 5 gold. Lightning Bomb (Causes 5 lightning-elemental damage to all enemies.) Costs 5 gold. Water Bomb (Causes 5 water-elemental damage to all enemies.) Costs 5 gold. Blind Bomb (Deals 5 damage and the blinded-effect to all opponents when used.) Costs 50 gold. Confuse Bomb (Deals 5 damage and the confused-effect to all opponents when used.) Costs 50 gold. Poison Bomb (Deals 5 damage and the poisoned by 1-effect to all opponents when used.) Costs 50 gold. Seal Bomb (Deals 5 damage and the sealed-effect to all opponents when used.) Costs 50 gold. Sleep Bomb (Deals 5 damage and the asleep-effect to all opponents when used.) Costs 50 gold. Stun Bomb (Deals 5 damage and the stunned-effect to all opponents when used.) Costs 50 gold. Aeolus Bomb (Deals 100 wind-elemental damage to all opponents when used.) Costs 100 gold. Agni Bomb (Deals 100 fire-elemental damage to all opponents when used.) Costs 100 gold. Baldur Bomb (Deals 100 light-elemental damage to all opponents when used.) Costs 100 gold. Demeter Bomb (Deals 100 wood-elemental damage to all opponents when used.) Costs 100 gold. Gaia Bomb (Deals 100 earth-elemental damage to all opponents when used.) Costs 100 gold. Neptune Bomb (Deals 100 water-elemental damage to all opponents when used.) Costs 100 gold. Rudra Bomb (Deals 100 lightning-elemental damage to all opponents when used.)Costs 100 gold. Skadi Bomb (Deals 100 ice-elemental damage to all opponents when used.) Costs 100 gold. SERVICES AVAILABLE: Combine Bombs: Merge two or more bombs into one, combining their effects. The newly crafted bomb must be given a name. The service costs 1 gold for each bomb combined. GNOMEO'S TOOLSHED "Tools for tools, nyeh nyeh! Here's a shovel, go dig your own grave with it! Nyehehe! Can I recommend this magnifying glass, so you can take a better look at your... What?! I'm just joking around! Give a gnome a break, will you? Just pick a tool... you fool, nyeh." ITEMS FOR SALE (Note: When you buy one, you never have to buy another of the same kind!): Bedroll (Allows the user to rest and regain health and ether in a safe place.) Costs 5 gold. Shovel (Allows the user to dig the ground in search of a treasure.) Costs 10 gold. Pickaxe (Allows the user to dig through a breakable wall or obstacle.) Costs 20 gold. Magnifying Glass (Allows the user to see trap triggers.) Costs 30 gold. Telescope (Allows the user to see far.) Costs 40 gold. Magic Compass (Allows the user to know the right direction to go.) Costs 50 gold. ANWYL SMOKEBEARD'S SMITHY "Dwarven-made weapons! Come get yours! Swords, spears, and staves, I've got weapons for every class! The only authentic dwarven equipment in Eubric! What do you mean, I'm not a dwarf?! Of course I am, I just happen to be tall for my kind." ITEMS FOR SALE (Note: Just 50 gold each!!!): Axe (WP:5; suitable for barbarians, alchemists, beast warriors, infiltrators, regulators and winged warriors.) Bow (WP:5; ranged; suitable for rangers, beast warriors and winged warriors.) Broomstick (WP:5; ranged; suitable for mages, clerics, artisans and necromancers.) Club (WP:5; suitable for barbarians, alchemists, beast warriors and infiltrators.) Crossbow (WP:5; ranged; suitable for rangers, beast warriors, infiltrators and winged warriors.) Dagger (WP:5; suitable for mages, rogues, alchemists, harlots, infiltrators, marauders and regulators.) Flute (WP:5; ranged instrument; suitable for minstrels.) Greatsword (WP:5; suitable for barbarians, knights, beast warriors, necromancers and regulators.) Halberd (WP:5; suitable for barbarians, knights, dragoons and skirmishers.) Hammer (WP:5; suitable for barbarians, clerics, alchemists, artisans and regulators.) Hand Cannon (WP:5; ranged; suitable for rangers and cannoneers.) Lance (WP:5; suitable for knights, dragoons and skirmishers.) Longsword (WP:5; suitable for knights, rogues, beast warriors, infiltrators, marauders, regulators, skirmishers and winged warriors.) Mace (WP:5; suitable for clerics, knights, alchemists, infiltrators, marauders and necromancers.) Scythe (WP:5; suitable for rogues, alchemists, artisans and necromancers.) Shield (SP:5; deflective; suitable for knights, dragoons, regulators and skirmishers.) Shuriken (WP:5; ranged; retrievable throwing weapon; suitable for rangers, rogues, beast warriors, infiltrators, scholars and winged warriors.) Spear (WP:5; suitable for barbarians, dragoons, skirmishers and winged warriors.) Staff (WP:5; suitable for clerics, mages, artisans, necromancers and regulators.) Wand (WP:5; suitable for mages, necromancers and scholars.) Whip (WP:5; suitable for rogues, artisans, beast warriors, harlots, marauders and necromancers.) SERVICES AVAILABLE: Upgrade equipment (+1 point): Any weapon can be upgraded with this service, adding one point to its power per upgrade. Each upgrade costs the amount of WP the weapon has after the upgrade times ten. For example, when a Sword (WP: 3) is upgraded to a Sword (WP: 4), it costs 40 gold. When an Axe (WP: 6) is upgraded to an Axe (WP: 7), it costs 70 gold. You can also upgrade the SP of shields this way. You can order several upgrades for your weapon or shield, but the costs will stack. For example, upgrading a Mace (WP: 3) to a Mace (WP: 5) will cost {40 + 50 =} 90 gold. Merge equipment with an elemental gem: You need a weapon and an elemental gem for this service. Merging the gem will give the weapon the elemental attribute of the used gem, but the gem itself will not be available to use anymore. A shield can be equipped with a gem as well, granting immunity to the respective element. This service costs 50 gold. The merging can be undone to get the gem back, but it will cost another 50 gold. Multiple gems can be imbued into one weapon or shield, but they all need to be merged separately. Mythrilize equipment (+10 points): You need a weapon or a shield and some Mythril Ore, which is a very rare item, for this service. Forging the equipment with Mythril Ore will increase its power by ten points, but the ore will be expended. This can only be done once to any piece of equipment, and it will be renamed with the "Mythril"-prefix. An adamantine weapon or shield cannot be mythrilized. This service costs 100 gold. Adamantize equipment (+25 points): You need a weapon or a shield and some Adamatite Ore, which is an incredibly rare ancient item, for this service. Forging the equipment with Adamatite Ore will increase its power by twenty-five points, but the ore will be expended. This can only be done once to any piece of equipment, and it will be renamed with the "Adamantine"-prefix. A mythril weapon or shield cannot be adamantized. This service costs 250 gold. FABIAN FANCYFEATHER’S FANTABULOUS FASHION BOUTIQUE “Do you fancy a new silken robe, Miss Mage? Maybe a stylish hat for you, Mr Ranger? This armour would look fantastic on you, Mr Big Burly Barbarian! I’ll give you a make-over so fantabulous even your own mother won’t recognize you!” ITEMS FOR SALE (Note: the amount of artifacts you can equip at once is limited by your level): Headwear: Eyepatch (1/2 chance to prevent blinded-effect; headwear.) Costs 20 gold. *2 IN STOCK* Peasant’s Hood (Max. Health +1; headwear.) Costs 20 gold. Helmet (Max. Health +1; headwear.) Costs 20 gold. *4 IN STOCK* Leather Cap (SP:1; headwear.) Costs 30 gold. Gentleman's Hat (SP: 1; the wearer has a 1/2 chance to not be affected by asleep; suitable for men; headwear.) Costs 30 gold. *1 IN STOCK* Orcish Helmet (SP:2, suitable for non-humans only; headwear.) Costs 60 gold. *1 IN STOCK* Explorer's Dented Helm (SP:2; suitable for Rangers, evokers, wardens, and marauders; headwear.) Costs 60 gold. *1 IN STOCK* Duplovian Helmet of the Guard (SP:2, immune to magic and healing; headwear.) Costs 300 gold. *1 IN STOCK* Tricorne (SP:3; headwear.) Costs 120 gold. Mystic Veil (Max. Health +1, Max. Ether +2, suitable for mages, clerics, chi monks, decamon drafters, minstrels, necromancers, scholars and weather mages; headwear.) Costs 120 gold. *1 IN STOCK* Pointy Hat (Max. Ether +2, suitable for mages, clerics, necromancers, scholars and weather mages; headwear.) Costs 80 gold. Magical Tiara (Max. Ether +3; headwear.) Costs 120 gold. *1 IN STOCK* Sedge Hat (Max. Ether +4; headwear.) Costs 160 gold. *1 IN STOCK* Sage’s Mitre (Power +2, Max. Ether +4, suitable for sages; headwear.) Costs 200 gold. Thorny Diadem (Power +3 but Max. Health -6; headwear.) Costs 160 gold. *1 IN STOCK* Sterope’s Headdress (Grants the ability to spend a turn to fly out of a battle and return to it later if it is still going; the wearer cannot affect the battle in any way when they are away from it; suitable to winged warriors only; headwear) Costs 50 gold. *1 IN STOCK* White Ninja Cowl (Once per battle, the wearer can choose to hide for up to three rounds, avoiding Free Hits; the effect ends if the user targets an enemy; suitable to rogues, beast warriors, chi monks and infiltrators; headwear) Costs 60 gold. Tin Helmet (Protects from confused- and hexed-effects; headwear.) Costs 80 gold. Death Mask (Increases assassination chances to 1/3 when the target’s health is lowered to 1/3; suitable to assassins; headwear) Costs 300 gold. Bodywear: Armor of the Draugr (Max. health +2; bodywear.) Costs 40 gold. *1 IN STOCK* Leather Armour (SP:1, suitable for barbarians, knights, rogues, rangers, beast warriors, cannoneers, dragoons, harlots, inflitrators, marauders, minstrels, regulators, skirmishers, vindicators and winged warriors; bodywear.) Costs 30 gold. Knight’s Armour (SP:3, suitable for knights; bodywear.) Costs 90 gold. Light Armor (SP:3, suitable for knights and clerics; bodywear.) Costs 100 gold. *1 IN STOCK* Nordic Stomach Guard (SP:3, suitable for barbarians, regulators and beast warriors; bodywear.) Costs 120 gold. *1 IN STOCK* Paladin’s Armour (SP:4, Max. Ether +2; suitable for paladins; bodywear.) Costs 200 gold. Black Knight’s Armour (SP:4, protects from stunned-effect; suitable for black knights; bodywear.) Costs 200 gold. Unholy Armour (SP:5, immunity to light and darkness, suitable to paladins and dark knights; bodywear.) Costs 500 gold. *1 IN STOCK* Heavy Armour (SP:5, protects from fragile-effect, suitable for barbarians, knights, dragoons, skirmishers, regulators and vindicators; bodywear.) Costs 230 gold. Shamanic Plate (Max. Health +2, Max. Ether +2; Blood Ritual does double damage to the target; suitable for shamans; bodywear.) Costs 150 gold. Carapace (SP:3, immunity to SP Reduction, bodywear.) Costs 140 gold. *1 IN STOCK* Robe of the Magi (SP:1, suitable for mages, clerics, alchemists, chi monks, decamon drafters, necromancers, regulators, scholars and weather mages; bodywear.) Costs 30 gold. Robe of the Archmagi (SP:3, Max. Ether +5, protects from sealed-effect, suitable for mages, clerics, necromancers, scholars and weather mages; bodywear.) Costs 300 gold. Robe of the Elven Necromancer (SP:4, suitable for mages, clerics and necromancers; bodywear.) Costs 160 gold. *1 IN STOCK* Robe of the Pongcanis Champion (Power +1 on the front row, SP:1 on the back row; suitable for barbarians and mages; bodywear.) Costs 60 gold. *1 IN STOCK* Dastan Armor (SP: 3, Immune to Earth and Fire, +2 SP for all other Dastan Equipment, Suitable for Knights, Regulators, Winged Warriors, Dragoons, and Vindicators; bodywear) Costs 300 Gold. *1 IN STOCK* Backwear: Cloak of the Barbaric Runecaster (SP: 3; wearer creates and deploys a Skeleton Decoy at the start of every battle; Suitable for Battle Mages, Necromancers, and Scholars; Backwear) Costs 500 Gold. *1 IN STOCK* White Cloak (Max. Health +3, suitable for clerics, alchemists and scholars; backwear.) Costs 60 gold. Tailored Overcoat (SP:1, suitable for rangers, rogues and beast warriors; backwear.) Costs 30 gold. *1 IN STOCK* Lesser Ethereal Cloak (SP:1, Max. Ether +3; backwear.) Costs 150 gold. *1 IN STOCK* Ethereal Cloak (SP:2, Max. Ether +4, suitable for mages, clerics, necromancers, scholars and weather mages; backwear.) Costs 220 gold. Marauder’s Mantle (Grants permanent reinforced-effect, doubling defense; suitable to marauders; backwear) Costs 500 gold. Tridentian Cape (Max ether +3, immunity to blinded; suitable for mages, clerics, necromancers and scholars; backwear) Costs 160 gold. *2 IN STOCK* Desert Cloak (Immunity to fire-, earth- and wind-elemental damage; backwear.) Costs 300 gold. *1 IN STOCK* The Rat Queen's Cape (All vermin enemies are enamored with the wearer for the first three rounds of combat, suitable for alchemists, beast warriors, chi monks and witches; backwear.) Costs 120 gold. *1 IN STOCK* Cloak of the Blue Assassin (SP:1, suitable to rogues; backwear.) Costs 30 gold. *1 IN STOCK* Ranger’s Quiver (WP +1 to bows and crossbows, suitable for rangers, beast warriors, infiltrators, weather mages and winged warriors; backwear.) Costs 20 gold. Quiver of Homing Arrows (Rolls of AIM become HIT; can only be used with a bow or a crossbow; backwear.) Costs 200 gold. Hunter’s Quiver (WP +2 to bows and crossbows, allows the hunter to favour two types at the same time, suitable for hunters, beast warriors, infiltrators, weather mages and winged warriors; backwear.) Costs 240 gold. Handwear: Counterstrike Gloves (If the wearer is damaged by a Free Hit, they counter with strength equal to their level; handwear.) Costs 80 gold. Pugilist’s Gloves (Power +2, protects from weakened-effect; handwear.) Costs 80 gold. Spellbound Gloves (Spellpower +5; handwear.) Costs 100 gold. Magician’s Gloves (Spellpower +10; suitable to mages; handwear.) Costs 150 gold. Sterile Gloves (Protects from poisoned- and bleeding–effects; handwear.) Costs 80 gold. Rubber Gloves (For Mixture, the die is rolled three times instead of twice, and the highest two results determine the created item; suitable to alchemists; handwear.) Costs 300 gold. Sticky Gloves (Increases the amount of gold stolen by 50% (rounded up), suitable for rogues and beast warriors; handwear.) Costs 500 gold. Nunchaku (Gives unarmed attacks the Dual Strike property, allowing the wearer to hit two enemies listed next to each other in one turn, or one enemy twice; suitable to chi monks; handwear.) Costs 500 gold. Metal Claw (Unarmed attacks drain health from the enemy equal to 50% of the strength of the attack (rounded up); handwear.) Costs 250 gold. *1 IN STOCK* Footwear: High Heels (Power +1; suitable for women; footwear.) Costs 40 gold Barbarian’s Boots (Changes “Natural Respite” job trait into “Restoration”, restoring full health after every battle; suitable for barbarians, chi monks, beast warriors and winged warriors; footwear.) Costs 50 gold. 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.) Costs 60 gold. Winged Sandals (Protects from bound- and slowed-effects; footwear.) Costs 80 gold. Fighting Boots (Power +5 on the front row; suitable to barbarians, knights, rogues, beast warriors, chi monks, dragoons, harlots, infiltrators, marauders, skirmishers, regulators, vindicators and winged warriors; footwear.) Costs 200 gold. Accessories: Arm-Mounted Shield (Max. Health +1; accessory.) Costs 30 gold. *1 IN STOCK* Crocodile Belt (Max. Health +2; accessory.) Costs 40 gold. *2 IN STOCK* Crocodile Handbag (Max. Ether +2; accessory.) Costs 60 gold. *1 IN STOCK* Blessed Amulet (Protects from cursed-effect; accessory.) Costs 40 gold. Goggles (Protects from blind-effect; accessory.) Costs 40 gold. Heart Locket (Protects from enamored-effect; accessory.) Costs 40 gold. Mage’s Muffler (Protects from sealed-effect; accessory.) Costs 40 gold. Enchanted Bracelet (Protects from sealed-effect; accessory.) Costs 40 gold. *1 IN STOCK* Sandman’s Parasol (Protects from asleep- and fast asleep –effects; accessory.) Costs 80 gold. Shackles of War (Prevents anyone from fleeing battles; accessory.) Costs 20 gold. Snake Eye Charm (Protects from petrified-effect; accessory.) Costs 40 gold. Paper Doll (Protects from hexed; accessory.) Costs 40 gold. *1 IN STOCK* Magic Viper Skin (Restores 1 health to wearer each round of battle unless knocked out; accessory). Costs 60 gold. *1 IN STOCK* Encore Plectrum (If the same Battle Song is sung for more than one round in a row, the song’s ether cost for the consecutive rounds is halved; suitable to minstrels; accessory.) Costs 100 gold. Trendy Handbag (Protects from whichever negative effect was last inflicted in battle to someone else; accessory.) Costs 200 gold. Bad Luck Charm (Makes the sorcerer’s spells - including Razzmatazz and Sleight of Hand - cause an additional jinxed-effect but increases their ether cost by 1; suitable for sorcerers; accessory) Costs 200 gold. Witch’s Talisman (Makes the witch’s poisonous attacks cause poisoned by 10-effect instead of poisoned by 1; suitable for witches; accessory.) Costs 400 gold. Alchemist's Cheatsheet (1/3 chance to make two of the same Mixture on rolls of Shield, suitable to alchemists; accessory.) Costs 200 gold. *1 IN STOCK* Beast Totem (The wearer may choose to enter battle in Beast Form, suitable for beast warriors; accessory) Costs 200 gold. *1 IN STOCK* SERVICES AVAILABLE: Merge an artefact with a gem or a scroll for added protection: Any artefact can be imbued at this store with elemental gems or effect scrolls. Merging will give the artefact an added power to protect the wearer from the element of the gem or the effect of the scroll during battles. The gem or scroll will not be available for use after being merged. This service costs 50 gold. The merging of gems can be undone at the price of another 50 gold, but scrolls cannot be recovered. Sell artefacts for resale: Any artefact can be sold to Fabian, and he will add said item to his stock. The seller must name their price, and Fabian will either accept it or make a counter offer. The sold artefact will be put on sale for twice the price that Fabian paid for it. Note that artefacts permanently sold by Fabian can be automatically sold back to him for half their original price.
  10. Actually, I only learned of the Kingdom of Ennon today. But I replaced the "Lost Kingdom of Fortaan" with it on my map, which means it now lies in ruins (yes, because of the orcs). Eubric on the other hand is an independent city-state, except it doesn't have a ruler, so it's more of an organized chaos than a real state. And since it lies on an island, it was not involved in the Orcish Invasion.
  11. I am making one currently, as I said in an earlier post to this topic.
  12. Heroica Hall would be in Eubric Freeport, which would be off the coast on the main island of a group of isles called the "Free Islands", since they don't belong to any kingdom. But it's about a day's ship journey from Eubric to Draida Bay, so they're not that far a part.
  13. Scheherazade watched as the odd woman left. "How can she expect to join any quests when she didn't even tell anything about herself?" she thought to herself. "And where did that snow on her clothes come from, anyway?" ~Scheherazade has some new rumours to share, so check the first post of this topic.~ ~The three beginning quests have all been adjusted to allow six people to participate in them.~
  14. I'm back, and it's Answer Time again! Yay, glad to have you join us, Whitey! And of course you can use your sigfig, there is nothing inappropriate about it for the setting. But then again, if you want to explore other classes, it's alright too. We do have a distinct lack of Mages currently. 1) Your character can own anything you want - a horse, a griffin, a dragon, a beach house by the sea. I'm not planning on using gametime on travels, though, so you might not get to use your mount that much. And you certainly can't bring a dragon into the battles with you! 2) You can upgrade your avatar, of course, but it is not necessary or required. I just want to see what your character looks like in general. 3) The fictional world is huge, and I've only established a small area around the island that Eubric Freeport lies in. I've left the rest of the world to be added by the other players and quest hosts, so it's entirely possible that there's a Kingdom of Morcia somewhere in the world - it just can't be the neighborign city of Eubric, since there are no other cities on the island. You're right, Eubric Freeport lies to the south, and it very rarely snows there. You can tell it from the architecture and the way people are dressed, can't you? Now if you'll excuse me, I need to go read through the seven pages worth of posts you've created in the Heroica Hall topic. I'm honored, but it's obvious you people need some questing action as soon as possible. EDIT: Note that I've now edited the quest descriptions to allow a full party of six adventurers to each of them, so that as many of you as possible can start the game for real.
  15. I love that you made the effort to make an entire MOC to introduce your character into the game, and the background story was really nice to read. It gave your character instant sympathy points. The MOC itself is quite charming, and I especially like the fantasy feel it's got.
  16. Thank you for pointing these out, I hadn't noticed the website was updated. I'm actually drawing a map of the regions near Eubric and the Free Islands, and it already included all the boardgame locations, but I'll make some adjustments to it based on this new information. I'll reveal the map when I open the Heroica Library topic in the near future (yay, more topics to manage!).
  17. Okay, so my vote did not count, but apparently Petr's proxy on my vote did. That's odd... But I have a bad feeling (not in my gut, but in my brain, mind you) that we're making a mistake in voting Petr. I don't blame Yan for starting the vote on him, he certainly has valid reasons, but taking into account Petr's behaviour in these two days and the fact that I can't believe the other members of the Mafia would allow him to pull such a risk-laden stunt, I actually believe Petr is either working on his own, or is a townie. Sure, a Townie with such a haphazard and risky behaviour is less desirable than a level-headed Townie, and at this point we have no other names to point our finger to, but I just don't feel like the Town is doing the right thing here. The votes are coming in too soon, too, since we haven't even heard Petr's reply to this accusation. It just seems to me that the scum are pushing the vote, since Petr is such an easy target, and losing him wouldn't seemingly be such a big loss in the minds of many. I wish there was someone else for people to vote for, but since there isn't, it looks like Petr will be voted out. But if he turns out to be innocent tomorrow, we must really turn this game of life around and see just who is pushing these votes against Townies through. Not really. A double-voter uses their second vote privately, so it might well be that Big Voice only adds it to the final tally.
  18. CURRENT SIGN-UPS: Quest #1: Harvest Time 1. Bartholomew Docken, Level 1 Ranger (Brickdoctor) 2. Sir Christopher Daggerfall, Level 1 Knight (Fred Fred Burger) 3. Eric, Level 1 Barbarian (KhoRne) 4. Atramor Gibbin, Level 1 Rogue (CallMePieOrDie) 5. Tesni Hightribe, Level 1 Barbarian (Peppermint_M) 6. Sir Sven, Level 1 Knight (SirSven7) 7. Jess Islanti, Level 1 Rogue (cralegoboy) 8. Tomas, Level 1 Cleric (Captain Tamamono) 9. Sylph Solanum, Level 1 Cleric (Dannylonglegs) 10. Cronk, Level 1 Knight (CorneliusMurdock) Quest #2: Looking Through the Wares 1. Atramor Gibbin, Level 1 Rogue (CallMePieOrDie) 2. Bartholomew Docken, Level 1 Ranger (Brickdoctor) 3. Nyx, Level 6 Mage (Pandora) 4. Signor Bacari, Level 1 Ranger (Capt.JohnPaul) 5. Lord Lawrence Boomingham, Level 1 Knight (Zepher) 6. Alexis Fenral, Level 1 Ranger (Masked Builder) 7. Eric, Level 1 Barbarian (KhoRne) 8. Rufindel Galadhras, Level 6 Cleric (Rufus) 9. Tomas, Level 1 Cleric (Captain Tamamono) 10. Hybros, Level 1 Rogue (JimButcher) 11. Luc Aragon, Level 1 Ranger (JediAnakin) 12. Ruitath Jast, Level 1 Rogue (Forestboy) 13. Elgar Gligin, Level 1 Ranger (Jedi master Brick) 14. Henry Sicariul, Level 1 Rogue (Peanuts) Quest #3: The Missing Matriarch 1. Nyx, Level 6 Mage (Pandora) 2. Sir Gladius Stoat, Level 1 Knight (TazManiac) 3. Althior Emorith, Level 1 Mage (K-nut) 4. Rufindel Galadhras, Level 6 Cleric (Rufus) 5. Hybros, Level 1 Rogue (JimButcher) 6. Sylph Solanum, Level 1 Cleric (Dannylonglegs) 7. Cronk, Level 1 Knight (CorneliusMurdock) 8. Elgar Gligin, Level 1 Ranger (Jedi master Brick) 9. Luc Aragon, Level 1 Ranger (JediAnakin) 10. Signor Bacari, Level 1 Ranger (Capt.JohnPaul) 11. Bob, Level 1 Mage (Sirius Black)
  19. Heroica RPG is open to new players for as long as it lasts (which hopefully will be a long time). Once you create a character and introduce it, you're in no matter what. And leaving the game is as easy as not posting in it anymore (although I hope nobody stops posting when they are on a quest). I will be signing off for another round of sleep and work, but luckily I have my little helpers here ready to answer any questions you guys might still have.
  20. Scheherazade overhears this and lets out a big guffaw. "Town watch?! You mean that useless bunch of sloths at the gates? Don't you know what kind of a city you have come into? We have no government here, only six powerful houses pulling the strings ever which way they choose, and several vibrant criminal organizations doing their best to stir the pot. The town watch get their pay from whoever they manage to blackmail it from, they cannot be trusted to cross an old lady across the road, let alone catch thieves! I swear, if it weren't for Heroica, there wouldn't be an ounce of honour and decency left in Eubric nowadays..." The matron walks away, shaking her head.
  21. It isn't? The first three quests are admittedly quite restricted, but they shouldn't last long, and there's still choices to be made during the quests. But they're definitely not "do whatever you want"-type of things. I think the main difference to D&D here is that there is no single campaign lasting for weeks or months, but rather numerous small quests that may or may not be linked together by a bigger plot. It's more akin to a MMORPG videogame than a free-roaming tabletop RPG, except since we're all humans here, there's room for much flexibility.
  22. I do not like the direction this discussion is going. First of all, I am not Mafia, and secondly, that kind of a plot sounds way too elaborate to even be true. You all saw what happened yesterday: I voted normally like everyone else, and for some reason my vote was not counted. Do you really think I faked that? Hell, the whole hijack is just a theory anyway, I have no idea if I'm actually just a voteless townie or something else even. I know you're just discussing possibilities here, but I've been nothing but open with you on my disability. Please don't turn it against me. And please, Big Voice, wouldn't you post the Vote Tally to let me out of this suffering of not knowing?!
  23. I won't even consider taking you in before you put your character into your signature. For shame! And all the quest hosting offers are very much appreciated. It's not that hard to do, once you know how the game works by heart.
  24. I'm guessing you two are talking about something like a revisitable dungeon? It sounds great, but I currently don't have the resources to design something like that. But later, with help, maybe.
  25. I can resize it for you a bit later. May I ask that you change "hobbit" to a "halfling", since hobbits are exclusive to the Lord of the Rings franchise, while halfling has become the generic term for that type of a fantasy race. Thank you!
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