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Waterbrick Down

Heroica Master
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Everything posted by Waterbrick Down

  1. Have Dark monsters' gem weaknesses and immunities ever been established?
  2. Edit: Nevermind, it's 1/6 not 1/3.
  3. QM Note: Just rolled for them, none were successful.
  4. Skrall turned his voice to the man above them, "Hey, what's the big idea, sickin' these folks on us?"
  5. Skrall crunched down on a Titan's Heart, "What makes ya think he could deliver on such a promise?"
  6. Actually Zepher's and mine, are the same location. There is an apothecary that Sandy has mentioned, where Ellaria lives and works in her non-questing time, but I'm not sure about any other details concerning that one.
  7. OoC: Sorry folks, both Zepher and I happened to be busy this weekend. "Barbarian, you want to tell me whether to let you have at them first or not?" Battle for Grishnod Round 1: General Mint - Dreyrugr - Counter (Mint: 72+5 HP-(35/10=3 Damage)=72 HP)(Dreyrugr: 24+13 HP-(67x2/10=13 Damage)=24 HP, Fragile) >Baradock - Smelling Salts >Baradock - Potion Hamilton vs. Heavy A - Critical Hit (Heavy A: 450+10 HP-(68 Damage)=392) Benji does nothing Dreyrugr vs. Mint - Arrogant Prick (Mint: 72 HP-(60+20=80/10=8 Damage)= 64 HP), 5x Mead, Steel Stone stolen) >Cinna vs. Mint - Deflected Damage (Cinna: 39+13 HP-(67/10=6 Damage)=39 HP, Fragile) Nerwen vs. Heavy B - Failure (-1 ether) >Purpearl - Potion >Matthias - Potion Hamilton - Free Hits (Heavy B)(Hamilton: 64+7 HP-(45 Damage)= 26 HP) Benji - Free Hits (Soldier A)(Benji: 51+9 HP-(20 Damage)=40 HP) Dreyrugr - Free Hits (Soldier B)(Dreyrugr: 24+13 HP-(20x2(fragile)=40 Damage)= 0 HP) Cinna - Free Hits (Dog A)(Cinna: 39+13 HP-(7/2=3 Damage)=39 HP) Nerwen - Free Hits (Dog B)(Nerwen: 45+14 HP-(7/2=3 Damage)=45 HP) Hoke & Tensi join Hamilton's Party The struggle is intense as Mint's Party pounds down on Hamilton's group, leaving Dreyrugr knocked out and other members badly damaged. Reinforcements soon arrive for Hamilton in the form of Hoke and Tensi. The Mint Party General Mint (Takes Suggestions from Baradok) Level 55.4 Beserker *Immune to Fragile* *Encouraged* Power: 67 Health: 64/72 Defense: 5 Gold: 70 Equipment: Mourning Star (WP: 10; Fire-elemental; inflicts Fragile-effect; mace), Heavy Armor (SP: 5, Immune to Fragile) Inventory: Baradok Segul Cannari (Cryos) *Party Leader* *Hastened* Level 6 Barbarian Power Bonus: 0 Defense: 2 Health: 11/12 Gold: 293 Equipment: Calcified Club (WP: 5, Earth-Elemental) Light Armor (SP:2) Inventory: Potion, Remedy, Phenoix Essence, Smelling Salts, Starter Halberd (WP:3), Doppel Vial, 2x Pumpkin Bombs, Raw Sushi (Restores 5 Health and 5 Ether), Mead, Grand Potion Four Boulder Heavy A Level 45 Humanoid Health: 392/450 Defense: 10 Special Damage: Heavy Boulder - The Four Boulder Heavy deals a powerful strike, giving the stunned, weakened and fragile effect. Drops: Grating Stone Four Boulder Heavy B Level 45 Humanoid Health: 450/450 Defense: 10 Special Damage: Heavy Boulder - The Four Boulder Heavy deals a powerful strike, giving the stunned, weakened and fragile effect. Drops: Grating Stone Four Boulder Soldier A Level 20 Humanoid Health: 250/250 Defense: 5 Special Damage: Light Boulder - The Soldier, wearing lighter armor, is able to deal a swift strike, dealing 40 damage and becoming hastened for the next three rounds. Drops: Grand Potion Four Boulder Soldier B Level 20 Humanoid Health: 250/250 Defense: 5 Special Damage: Light Boulder - The Soldier, wearing lighter armor, is able to deal a swift strike, dealing 40 damage and becoming hastened for the next three rounds. Drops: Grand Potion Four Boulder War Dog A Level 7 Beast Health: 120/120 Special: Nasty bite - The War Dog deals a nasty bite, dealing 7 damage and giving the bleeding for 5 effect. Passive Special: Pack-less - The War Dog does not take damage from AoE attacks. Drops: Bone Four Boulder War Dog B Level 7 Beast Health: 120/120 Special: Nasty bite - The War Dog deals a nasty bite, dealing 7 damage and giving the bleeding for 5 effect. Passive Special: Pack-less - The War Dog does not take damage from AoE attacks. Drops: Bone The Hamilton Party Hoke Ablesword The Krakenwhacker and Titan Smiter (UsernameMDM) *Party Leader* Level 30 Mystic Knight *Immune to Darkness, Fragile, Weakened, Sealed, and Confused* *+3 Defense* *+2 Defense* Power Bonus: 4 (+4 WP) Defense: 25 30 Health: 49/49 Ether: 19/30 Gold: 348 Equipment: Flagpole (WP:6, +3 SP to the whole party whenever equipped, lance), Steel Buckler (SP: 20, immune to darkness), Samurai Helmet (WP: 4, immune to sealed and confused, suitable to knights, dragoons, regulators, winged warriors), Pugilist Gloves (+2 to power, immune Weakened), Heavy Armor (SP:5, immune Fragile) Inventory: Vintul (WP: 16; greatsword), Warrior's Treads (SP:2, Health +1), Gladiator Trident (WP: 11, causes the Bleeding effect; spear), Electro Gear (Adds lightning-element to physical attacks and protects from lightning-elemental damage, accessory), Cultist Hat (damage vs undead), Opal (Ice), Ruby (Fire), Sapphire (Wind), Emerald (Wood), Aquamarine (Water), Amethyst (Darkness), Diamond (Light), Topaz (Lightning), Garnet (Earth), Scroll of Frailty, Scroll of Weakening, Scroll of Blindness, Scroll of Confusion, Scroll of Sealing, Scroll of Sleep, 4x Potions, 4x Grand Potions, Remedy, 3x Phoenix Essences, Phoenix Incense, 4x Mead, 4x Ether Core, x4 Dragon Scale (Grants lucky- and blessed-effects when consumed), Grating Stone, Zoot's Plaything (Special 3/4 Edition), Water Bomb, Dirt Bomb, 2x Smoke Bomb, 3x Venom, 3x Deadly Venom, Bedroll, Pickaxe, Shovel, Kraken Fang (grants hastened- and reinforced-effects when consumed), 2x Titan Heart (Grants encouraged- and inspired-effects when consumed), Level Up Mushroom, Pumpkin Bomb, Mulled Wine, Tonic, 2x Flame-Distilled Brandy, Smelling Salts Tesni Hightribe, Level 33.25 Beserker *Restoration* *Immune to Afraid* *+3 Defense* Power: 60 Power Bonus: 0 (+3 WP) Defense: 14 17 Health: 52/52 Gold: 1456 Equipment: Mellt (WP:10, ice- and lightning-elemental; hammer),Sir Roderick’s Shield (SP:11, Immunity to afraid), Bone Claws (WP:3, SP:2; handwear), Dragon Bone Armor (SP:4, Max. Health +2; bodywear), Barbarian's Boots (Changes “Natural Respite” job trait into “Restoration”, restoring full health after every battle; suitable for barbarians, chi monks and beast warriors). Inventory: Fàelàn (WP:20, 8x damage to enemies weak to fire, fire-elemental longsword)), Qilin Blade (WP:15, damages undead, ignores row and SP; longsword), Cysgodion (WP:14, darkness-elemental; greatsword), Dryw ar Zoot (WP:14, light-elemental; longsword), Cryfder (WP:6),Party Maracas (WP:4, user is hastened, instrument), Rebel's Dagger (WP: 5), 2 Shackles of War (prevents all fleeing, accessory), Red Dragon Plume (artifact, accessory, immunity to Weakened and Fire, suitable to Barbarians, Knights, Skirmishers, Winged Warriors), King's Crown (Headwear, protects against Doom and Petrified, Suitable for all classes), Scroll of Sleep, Tiger Balm, Elixir, 2 Phoenix Essences, 5 Venoms, 2 Deadly Venoms, 4 Meads, 3 Smelling Salts, Nostrum, Soma, Deadly Venom, Smoke Bomb, Bright Polish, Aquamarine Lamp of Summoning, Mod Rod (WP:10, causes the afraid-effect; lightning-elemental staff suitable for staff members only). Mulled Wine, 3 Potions, 3 Remedies Benji Carvenhall, the Dragonslayer Level 36.5 Beastwarrior *Natural Respite* *Gains Triple XP* *Immune to Asleep, Blinded, Confused, Fragile, and Weakened Effects* *+3 Defenses* Power: 52 (36+16) Defense: 9 12 (3+6) Health: 40/62 (6+34+15+6) Gold: 716 (owes 500 to Alexis Fenral) Equipment: Meduiak (Precision Bow; WP:16; AIM's become HIT's; darkness-, ice-, fire-, wind- elemental), Medal of Glory (accessory, mark of true talent that allows the wearer to gain triple experience from battles, immunity to asleep, blinded, confused, fragile, and weakened effects), Tricorne (headwear, SP:3), Overkill Gloves [borrowed from Galen] (handwear, +1 gold for every point of damage done extra when defeating an enemy), Scaly Skin of the Allanoid (SP:6, backwear, suitable for Ranger and Barbarian Oriented Classes and Beast Warriors) Inventory: Crossbow of the Pongcanis (WP:15; earth-, wood-, water-, lightning-, light-elemental), Brown Dragon Girdle (bodywear, power +3; immunity to wood; suitable to rangers, rogues, alchemists and beast warriors), Ratmancer's Cowl (headgear, the wearer's physical attacks deal double damage against vermin), Trickster's Mask of the Gender Swap (artefact, accessory), Health Core (5), Grand Potion (6), Potion (2), Remedy (6), Phoenix Essence (5), Phoenix Incense (2), Dragon Scales (3), Nostrum (4), Smelling Salts (4), Mead (5), Mulled Wine (4), Venom, Smoke Bomb (3), Skeleton Decoy, Lightning Bomb, Fire Bomb 2x, Water Bomb, Bone, Magic Compass, Pickaxe, Bedroll, Shovel, Puglist's Gloves (Handwear, +2 Power, Immune to Weakened Effect), Chaotic Bomb, Cosmic Essence, Flame-Distilled Brandy (4), Ambrosia Nerwen Calmcacil (played by Chromeknight) Level 24.33 Paladin *Immune to Sealed* *+3 Defense* Power bonus: 0 Defense: 14 17 Health: 45/45 Ether: 34/35 Gold: 218 Equipment: Magical Staff (WP: 15; Water-, Darkness-elemental; staff), Robe of the Archmagi (SP:3; Max Ether +5; Immune to Sealed; bodywear), Seal of the Warrior Priestess (Accessory, Suitable for Paladins, At the beginning of the battle the user has a 1/6 chance to be Transcended, a 1/6 chance to be Blessed, and a 1/6 chance to be Inspired), White Cloak (Max HP +3; backwear), Orc Barbed Shield (SP: 11) Inventory: Bent Crowbar (WP: 8; 3x damage to Mechanic enemies; hammer), Axe of the Minotaur Champion (WP: 30; user is Slowed and Immune to Hastened; cannot be equipped at the same time as a shield; axe), Shield of the Red Lizard (SP: 2, Immune to Blind), • Crocodile Handbag (Max Ether +2; Immune to Water; accessory) • Opal, Topaz, Diamond, Garnet, Sapphire, Emerald • Scroll of Sleep, Scroll of Sealing, Scroll of Blindness, Scroll of Weakening, Scroll of Fragile, Scroll of Confusion • Grand Tonics (4), Potions (3), Elixirs (3), Remedies (7), Potion, Phoenix Essences (2), Phoenix Incense, Tiger Balm, Neutralizers (2), Essence of Sorrow (50% assassination chance on non-immune target), Venom, Fire Bombs (2), Ice Bombs (2), Lightning Bombs (2), Water Bombs (2), Dirt Bombs (2), Air Bombs (2), Bone, Milk (restores 15 HP and 15 Ether), Carrot (restores 5 HP, 10 to rabbits), Bright Polish, Double Rainbow, Ether Core, Copy of Eubric herald (inspired and transcended, one battle), Grand potion, Phoenix Essence, Venom, Ambrosia, Smelling Salts • Shovel, Bedroll, Magnifying Glass General Hamilton (Takes suggestions from Nerwen) Level 42.5 Guardian Knight *Immune to Fire, Ice and Blinded* *+3 Defense* *Reinforced* Power: 55 Health: 26/69 Defense: 7 20 Gold: 20 Equipment: Lizard's Tongue (WP: 13, Fire-Elemental, Longsword), Shield of the Red Lizard (SP: 2, Immune to Blind), Armor of the Red Lizard (SP: 3, Immune to Fire and Ice) Inventory: x1 Nostrum, Cinna the Dark (darkdragon) *Party Leader* Level 26.33 Mystic Knight *Immune to Stunned, Lightning and Earth* *Fragile* *+3 Defense* Power Bonus: 2 Defense: 13 16 Health: 39/45 Ether: 26/39 Gold: 135 Equipment: Mauryl (WP:19 + Darkness, broomstick), Turtleshell Shield (SP:13), Black Dragon Robe (Max. Health +6; immunity to earth; suitable to mages, rogues and chi monks; bodywear), Anniversary Medal:Y2 (+2 to all stats per year; accessory) Inventory: Healing Staff (WP:9, heals target; staff), Naginata (WP:10; halberd), Lumber Axe (WP: 8, wood-elemental axe), Party Maracas (WP:4, user is hastened, instrument), Pointy Hat (Max. Ether +2, suitable for mages and clerics; headwear), Blue Dragon Cape (Immunity to slowed and water; suitable to knights, rangers and dragoons; backwear), Amethyst (Darkness), Topaz (Lightning), Ruby (Fire), Emerald (Wood), Diamond(Light), Sapphire (Wind), Garnet (Earth), Aquamarine (Water), Opal (Ice), Scroll of Sleep, Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether), Scroll of Sealing, Ether Core, 5 Grand Potions, 5 Remedies, Elixir, Phoenix Essence, 5 Meads, 2 Smelling Salts, Soma, Tiger Balm (Grants immunity to all effects for one battle), 3 Deadly Venoms, Fire Bomb, Floral Bomb, Air Bomb, Aeolus Bomb (100 wind-elemental damage to all enemies), Bedroll, 2 Pumpkin Bombs, Raw Sushi (Consumable, Restores 5 Health and 5 Ether), Ambrosia Dreyrugr (Vash the Stampede) Level 20.66 Black Knight *Immune to Stunned, Water, Wind, and Fire* *KO'd* Power Bonus: 0 Defense: 13 Health: 0/39 Gold: 195 Equipment: Sharkjaw Scythe (WP:15, WP x2 against Aquatic type enemies, Darkness,Ice), Gloves of the Undead Assassin (For every enemy the wearer kills, it gains 5 HP, Immunity to Water, Usable by anyone, Handgear), Dragonbrand Shield (SP: 8, immune to wind and fire, shield), Black Knight's Armour (SP:4, protects from stunned-effect), Cloak of the Blue Assassin (SP: 1, backwear, suitable for anyone) Inventory: Venom x3, Bedroll, Remedy, 6x Smelling Salts, Mead x3, Net (if used in combat, 1/3 chance to slow enemy, 1/3 chance to be useless, 1/3 chance slow self, lasts 3 rounds, retrievable), Nostrum x2, Throwing Dagger (WP:3), Fauxthril Scythe (WP:5), 5 Bones, Bow (WP: 4), Grand Potion, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack), Shuriken (WP:5, Wind), Grand Elixir (Restores full health and ether to target and remedies all negative effects), Pseudos Hood (can damage undead with normal attacks), Deadly Venom, Scroll of Ice Armour, Neutralizer, x5 Mead, The Steel Stone (WP: 12, Earth Elemental, Greatsword) Purpearl Berthadhiell (Purpearljellyblob) Level 5 Mage *+3 Defense* Power Bonus: 1 Health: 9/9 Defense: 0 3 Ether: 8/9 Gold: 43 Equipment: Crimson Arcanon (Wand WP:3), High Heels (Power +1, suitable for women; footwear) Inventory: Bedroll, Party Bomb (x2) (20 damage to all enemies, 1/3 chance to stun every enemy), Ruby (Fire), Topaz (Lightning), Amethyst (Darkness), Scroll of Weakening, Raw Sushi (Consumable, Restores 5 Health and 5 Ether), 2x Tasty Pretzels, Grand Tonic, Mead, Ambrosia, Smelling Salts, Grand Potion Matthias (nstickney) Level 3 Ranger *+3 Defense* Power Bonus: 0 Defense: 4 7 Health: 8/8 Gold: 43 Equipment: Tinker's Crossbow (WP: 3), Hunter's Plate (SP: 4, wearer gains 10 gold for each Humanoid killed, suitable for rogues, rangers, barbarians, beast warriors, infiltrators, regulators, and winged warriors) Inventory: Smoke Bomb, Bedroll, Grimmau's Clothespin (Prevents the first negative effect inflicted on the wearer during a battle, headware), Mead, Smelling Salts x2, Grand Potion PvP -All damage dealt by a hero to another hero will be divided by 10. -The rounds will alternate which party acts first. This round, the Mint Party will act first. Enemies who have their stats structured as "enemies" will not get an "action" - they will only act when the other party acts (free hits, damage, special damage, etc.) -Any hero can join the fight on either side. That will count as their turn for that round.
  8. " "Alright then, well if I'm ever in need of some nickin', you'll be the first one I come to see." Skrall turned back to his group, "I agree, not much but the lower belly of society around here it seems."
  9. "Findin' not nickin', my good chap, or do I need to toss ya across the yard as well to fix yer hearin'. Wolfgang's the association, ever hear of 'em?"
  10. This time, Skrall made sure to keep his Meads tucked away in his satchel as he turned back to the other two, "Now as I was sayin' some Mead, or perhaps a little gold? I'm in the market for findin' someone."
  11. Skrall annoyed at the elf's impertinence grabs the elf by the scruff of the neck and flings him off to the side, "Allow me to show ya a little manners, before ya go swipin' a fella's spirits like that again."
  12. Skrall turned back to the trio of men around the barrel. "Like I was sayin' rough neighborhood. Anyone up fer a little Mead?"
  13. "Sure thing," Skrall helps Nyx to scale the scaffold. "Pardon me a moment gents."
  14. "No need to get yer fur in a ruffle, friend." Skrall moved over to the other fire barrel, "Rough crowd, huh?"
  15. "Any idea where a fella could get a drink to warm his insides as well as his hands?"
  16. Skrall took a moment to take in his surroundings. "Well, I'm assumin' we're in Strivvi, air seems about the same. Where though is a different question entirely. Just be a moment." Skrall shifted over to the fire with the Minotaur, "Chilly night, eh?"
  17. Boris stands up. "Um... Well... You see... Yeah, I don't think our benefactor would be too keen on us just divulging their identity seeing as how they wanted this whole thing under the table anyways. They did say it was for the good of the Kingdoms though." The conjurer shrugs, though he continues to nervously twiddle his fingers across his staff. The Grumpkin with the circus troupe jumps up excitedly. "We won the greenskin fair and square from the Nord's, he's rightfully our prisoner now anyways. There ain't no way we're goin' back on the job." "Hush Glup, we'd like to avoid any more fighting if we can help it."
  18. It would keep heroes in fights longer and give them more of a chance of winning, but I think QM's would just boost the difficulty of the battle to compensate for heroes getting replaced as fast. Though if a battle is balanced correctly in the first place it shouldn't make a difference. I'll shift the battle balancing conversation to the QM lounge.
  19. I found the exact opposite to be true in nearly all other RPG's (D&D, FATE, Marvel HRP, Archmage) which is why Heroica seems like the breaker in tradition to me, not that there is anything wrong with breaking from tradition.
  20. I wouldn't lobby for a straight implementation of the rules, I'd suggest either make the effects ever other round, or at least permanent for the next battle. My main thing is the consequence of lost experience rarely motivates people to either avoid being KO'd or to revive someone, thus the consequence isn't fulfilling its purpose. Thus we should just allow everyone to gain XP (which helps with the gap) and come up with a more suitable consequence for being KO'd, like Scuba's suggestion.
  21. The gap exists because low level heroes don't gain experience because they are considered low priority on the revival spectrum. If a party member is going to be injured (I'd suggest every other round) as opposed to only a level of experience lower than you, you are much more likely to revive them. I wouldn't say the problem is the gap, there's always going to be a gap, the issue is revivals don't happen because the consequence of being KO'd is too mild and doesn't really affect the party as a whole.
  22. Interesting idea, it gives people more of an immediate incentive to raising their allies as opposed to just dealing with them being 1/2 level lower than them due to a lack of experience.
  23. I don't think any party wants to forgo strategizing, otherwise they run the chance of failing all together. Thus they will strategize, they will win, and victory will keep it's meaning. Also what is wrong with battles being matters of life or death? All battles should be failable if things go horribly wrong, not that they will be probable but they should be possible. Characters should care if they live or die, because it should make a difference on the outcome of the battle. Just because you're getting experience even if you are KO'd doesn't mean you'll make stupid decisions, because those stupid decisions may mean the whole party isn't going to make it to the end of the battle. Also if we hold onto our battles, planning quests, taking pictures, and spinning an interesting plot so much that we are willing to do anything to ensure that our hard work is recognized, sooner or later it results in fudging, plot twists, deus ex machina, and the players actions no longer have any real impact because "the story must go on". If players fail that should have an impact on the game/story and we as QM's should be accepting of that. I'm not sure that's the best analogy. Have you ever watched a sports game where the losing team gained nothing from the experience of actually playing the game? The clearest solution might be to have failure (KO'd) lead to death eventually, otherwise you might as well be deducting gold from a character as much as experience, however I doubt that idea will ever catch on as suggest by Scuba. I guess what I'm more mulling over is the consequence doesn't match the crime.
  24. Thanks for listening, I'm not lobbying for a change at the moment, the most recent battle in Quest 88 just got me thinking. I would say the consequence of being KO'd is your party should have a more difficult time achieving victory. Again this goes back to battle design though. My point is that the consequence of being KO'd is more often than not a problem for the individual player and not a problem for the party both mechanically and role-playing wise. Aside from reviving someone to help win a battle (again only usually happens in boss battles), there's little RP incentive to revive someone.
  25. Skrall shouldered his equipment. "Nay, time's a wastin'. I'm all set if the rest of you are."
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