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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Round Five of Black and Blue Erik Dreyrugr Pretzel >Sylph vs. Blue Assassin (Shrapnel Bow) - Damage (40/2 - 5 = 15 damage) Sylph is hit with another of the assassin's many throwing knives. Erik lunges to the next crate over, and is just barely able to get atop of it and stand, no longer stuck underneath the catwalk. Pretzel opens the barrel, a stream of honeyed mead guzzling out of the spigot. Dreyrugr moves Pretzel's cart over to where it's directly underneath the bolas. Nessa bleeds all over the floor. Cat and Mouse - The Blue Assassin is attempting to escape. The heroes have five ten rounds to reach and engage him in physical combat. The timer will reset after the next engagement ends. - Rounds are run normally, but heroes have more freedom over their actions, such as examining or moving objects in the environment. - The heroes may attack the Blue Assassin with ranged weapons only at all times, but it will not count as an engagement. - If the Blue Assassin is not targeted, he will still deal free hits. He can be targeted with melee weapons, but nothing will happen. Enemies Blue Assassin Prodigy *Eight rounds until escape* Level 40 Dark Humanoid Health: 799/994 Special I: Bolas to the Feet – Blue Assassin Prodigy tosses throwing bolas, entangling the hero, dealing the Bound and Slowed effects for the duration of the battle until remedied. The hero cannot move until both effects are removed. Can only be used once per engagement. Special II: Bladestorm – Blue Assassin Prodigy rains the party with throwing knives, doing 20 damage, ignoring row to each of them. Can only be used once per engagement. Special III: Shroud – Blue Assassin Prodigy becomes invisible, making them unable to be targeted for the duration of the round. At the beginning of the next round, they will pull the hero that rolled Special Damage into the darkness, causing them to be Blinded for the next 3 rounds and Stunned. Blue Assassin Prodigy will attempt to flee immediately after doing so. Passive Special I: Deflect – Successful hits and spells on the Blue Assassin Prodigy have a 1/6 chance of being deflected to a random ally. Passive Special II: Clean Getaway – Blue Assassin Prodigy will break combat after three rounds to attempt to flee. Drops: Nothing Immune to all effects and sudden death. Specials used in order, but I and II can only be used once per engagement. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* Level: 18 Power Bonus: 0 Defense: 11 Health: 20/38 Ether: 4/23 Gold: 95 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Shackles of War (Prevents anyone from fleeing, accessory) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire), 70 gold, Scrap Metal, Garnet, Emerald, Neutralizer, Wand of Poking (WP: 10, double WP for physical attacks, wand), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 15 Power Bonus: 0 Defense: 8 Health: 10/22 Gold: 1 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), 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), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mulled Wine, Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Sharkskin Armour (SP +1, immune to water; bodywear), Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Stunned, Water, Wind, and Fire* Level: 18.5 Power Bonus: 0 Defense: 12 Health: 29/37 Gold: 237 Equipment: The Muckraker (WP: 13, earth and water elemental, deals the weakened effect, greatsword), 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) Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, 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), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), Shuriken (WP:5, Wind), Spinning Bolas (WP: 8, deals the Slowed effect, but the effect is removed when retrieved, throwing weapon) Nessa Anárion *KO'D* 59 years old female elven Ranger Level: 15.5 Power Bonus: 7 under negative effect Defense: 3 Health: 0/21 Gold: 13 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear), Mulled Wine Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* Level: 24.33 Power Bonus: 0 Defense: 5 Health: 10/40 Ether: 8/36 Gold: 115 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, Ranger's Quiver (WP +1 to bows and crossbows), Orcish Morning Star (WP: 9, mace), Mulled Wine Everyone, please choose an action. Party leader, create a battle order. -
Atramor stretched his arm slightly as it healed rapidly. "Good round, mates. Thalion, nice work on the blue-faced bitch, mind doin' the same to the Resourceful Star? Tesni, help Tarn out with her, she'll go down easy now that she's fragile. When she does, both of you go for the Resourceful Star. Benji, keep workin' on the Cloud Dragon, but aim a shot at the Jade Unicorn. Lee, you make sure the Protector's handled, but give Benji a hand - or, well, a fist - with the orc. Automatons should stay the hell back this time." The witch was quick to patch up Tarn and Nagure from the back row, blade still glimmering with an orange light. He wasn't a fan of staying back and healing, but he knew well enough when it had to be done. I've got a pretty easy plan for dealing with Tianlong. I just hope the Protector lives long enough.
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69, 51. 69 has a wide variety of locations and NPCs, but 51's character interaction with NPCs was more in-depth. Tough one....a lot of the ones we're facing off now in Quest 75 are pretty awesome. Dwarves. So neglected. I also really, really want to see what the Masked Man is all about. I think a simpler idea would be to have one QM do one Quest of a storyline, then another do the next, etc. Could be interesting.
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Doubt I'll have 30 classes total up by the end of the month, but I've still got a few ideas yet I've left to post. This is one of my personal favorites. GAMBLER These shrewd rogues use devious tricks to gain as much gold as they can from opponents. · Additional Health: +7 · Weapons: Gamblers wield small, concealable weapons like daggers, throwing weapons, whips, clubs, and maces. · Job Traits: High Roller – Gamblers may specify before attacking if they want to spend gold to reroll the battle die. Cost of rerolling is equal to the number of the roll times five. Die can only be rerolled once per round. Flee (See Rogue), Black Market – Gamblers receive an automatic 15% discount at all shops and merchants. · Battle Style: Risky: Gamblers aren’t afraid to take a chance for a shot at big money. 1. SHIELD: Blackjack: The gambler’s last seven rolls, excluding results that were rerolled, are added up (roll immediately as necessary until seven rolls have occurred in total). If the sum is equal to or less than 20, the gambler attacks that many times with strength equal to their weapon power added to their level, hits divided equally among the enemy party, each attacking having a 1/6 chance of gaining gold equal to damage dealt if the enemy carries gold. If the sum is 21, the 1/6 chance automatically succeeds. If the sum is over 21, the gambler attacks each member of the enemy party once, but must pay gold equal to the sum. 2. GREEDY CRITICAL HIT: The gambler deals damage equal to twice their weapon power added to their level, and has a 1/6 to gain gold equal to damage dealt if the enemy carries gold. 3. HIT: The gambler deals damage equal to their weapon power added to their level. 4. THE DIE IS CAST: The gambler gains one of the lucky-, encouraged-, hastened-, fragile-, weakened-, or doomed-effects. 5. PICKPOCKET: The gambler is struck by the opponent’s attack, but they manage to snatch gold equal to the opponent’s level if they carry gold. 6. SPECIAL DAMAGE: The gambler is struck by the opponent’s special skill.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
You have a reduced chance of eviscerating your own weapon, but an increased one for Pretzel smacking you in the face with a Steak for getting your demon germs all over his stuff. -
Since the recent clarification of Confused, I'm wondering if Hexed would cause any benefits granted to allies in an enemy's Special Skill instead be granted to our party? Say, the Cloud Dragon's Special would deal the damage to the enemies but the hastened effect to all of us? Also, I think Jade Unicorn's hit to Benji should've been redirected. "That we are," remarked Atramor to the berserker, scooping up the coins the enemies threw at him with a smirk. "You and Nagure keep at it. Nagure, ya' can stand in the front row on your first attack s'long as your second is in the back. Tesni, when ya' take out Double Clubs, go knock down the Blue-faced Beast. Thalion, try and make her fragile beforehand. Tarn, you're on her too, and I think Topazor can help out as well. Benji, aim for Cloud Dragon. Emeray can take a whack at Fiery Thunderbird or whatever her name is. Lee, focus on the Protector of Justice. We can keep the same order." Atramor waved around Conspirator until it began to glow with healing energy, and directed it at himself and Benji from the back row.
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Well, he's a paladin. And Jensen is an orc. Which just about sums it up.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
The hand of God was clumsy. It should still be up there. -
:thumbup: :thumbup: Absolutely agree.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Round Four of Black and Blue >Pretzel vs. Blue Assassin (Flying Cross) - Deflected Damage (40/2 - 11 = 9 damage, no deflect) Dreyrugr Erik >Sylph vs. Blue Assassin (Shrapnel Bow) - Aim (10 damage, no deflect) Pretzel and Sylph keep the Blue Assassin busy. The paladin flies up to him, but receives only another throwing knife embedded in his shoulder. Sylph's arrow only grazes the murderer. Dreyrugr manages to get his Spinning Bolas wrapped around the corner of the catwalk above him, but only one end is left hovering several feet above him. He'd have to get a boost somehow in order to climb it. Erik, meanwhile, just barely manages to scramble atop of the barrel behind Pretzel's angel, but it's currently underneath the catwalk - he can't even stand up on it. Judging by the fact it didn't fall over, there's likely something quite heavy in it. It'll be difficult to move with raw manpower. Cat and Mouse - The Blue Assassin is attempting to escape. The heroes have five ten rounds to reach and engage him in physical combat. The timer will reset after the next engagement ends. - Rounds are run normally, but heroes have more freedom over their actions, such as examining or moving objects in the environment. - The heroes may attack the Blue Assassin with ranged weapons only at all times, but it will not count as an engagement. - If the Blue Assassin is not targeted, he will still deal free hits. He can be targeted with melee weapons, but nothing will happen. Enemies Blue Assassin Prodigy *Nine rounds until escape* Level 40 Dark Humanoid Health: 799/994 Special I: Bolas to the Feet – Blue Assassin Prodigy tosses throwing bolas, entangling the hero, dealing the Bound and Slowed effects for the duration of the battle until remedied. The hero cannot move until both effects are removed. Can only be used once per engagement. Special II: Bladestorm – Blue Assassin Prodigy rains the party with throwing knives, doing 20 damage, ignoring row to each of them. Can only be used once per engagement. Special III: Shroud – Blue Assassin Prodigy becomes invisible, making them unable to be targeted for the duration of the round. At the beginning of the next round, they will pull the hero that rolled Special Damage into the darkness, causing them to be Blinded for the next 3 rounds and Stunned. Blue Assassin Prodigy will attempt to flee immediately after doing so. Passive Special I: Deflect – Successful hits and spells on the Blue Assassin Prodigy have a 1/6 chance of being deflected to a random ally. Passive Special II: Clean Getaway – Blue Assassin Prodigy will break combat after three rounds to attempt to flee. Drops: Nothing Immune to all effects and sudden death. Specials used in order, but I and II can only be used once per engagement. Party Monk Pretzel and His 99 Pieces, (Played by Palathdaric) 463-year-old male "hermit" Paladin *Party Leader* *Immune to Fragile* Level: 18 Power Bonus: 0 Defense: 11 Health: 20/38 Ether: 4/23 Gold: 95 Equipment: Cross of Light (WP:10; Light; Staff), Fashionable Shield (SP:7), Lighter Armor (SP: 4, immune to fragile, bodywear), Shackles of War (Prevents anyone from fleeing, accessory) Inventory: Heavy Flail (WP: 5; deals "Fragile" effect; Mace), Flying Cross (WP:6; Darkness, Fire, Wind; Broomstick), Steak (WP:1, instantly kills vampires on successful hits, suitable for all), Potion (2), Grand Potion (4), Ether Core (2), Remedy, Soma, Phoenix Essence, Venom (2), Deadly Venom (5), Paralyzing Venom (2), Holy Bomb, Commerz Cannonball, Scroll of Sealing, Bedroll, Magnifying Glass, Pickaxe, Shovel, Magic Shovel (will always find something when used, limited to three uses per quest), Bone (3), Rito Feather (consumable, grants the hastened- and blessed-effects upon use for one battle), Soothing Slippers (Footwear, Meditate restores 5 ether), Grating Stone, Smoke Bomb, Magnificent Magniscope (Magnifying Glass/Telescope), Scroll of Disenchantment (Removes all positive effects from all opponents at the cost of 5 ether, 50/50 chance of casting), Impervious Shield (SP: 5) (Grants immunity to Fire), 70 gold, Scrap Metal, Garnet, Emerald, Neutralizer, Wand of Poking (WP: 10, double WP for physical attacks, wand), Strategist's Shako (Suitable for anyone, +5 power while in the front row, +5 SP while in the back, headwear) Erik Tyrvarr (Myrddyn) 19 years old male human barbarian. *Immune to Fragile* Level: 15 Power Bonus: 0 Defense: 8 Health: 10/22 Gold: 1 Equipment: Titanic Axe (WP:11, Earth-elemental, has 1/6 chances of inflicting petrified-effect; axe), 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), Emerald Hood (SP: 4, headwear, protects from Fragile) Inventory: Spear (WP: 9, spear), Mead, Peacekeepers totem (Grants the "Diplomacy"-job trait; suitable to Erik only; accessory), Twin Axe (WP: 5, dual strike-axe), Phoenix Essence, Smoke Bomb, Diamond, 2 Bones, Barbarian's Boots (Natural Respite>Restoration; footwear), Mulled Wine, Voltedge (WP: 13, Lightning-elemental; greatsword/longsword), Sharkskin Armour (SP +1, immune to water; bodywear), Dreyrugr (Vash the Stampede) 1000 year old Male Vampire Black Knight *Immune to Stunned, Water, Wind, and Fire* Level: 18.5 Power Bonus: 0 Defense: 12 Health: 29/37 Gold: 237 Equipment: The Muckraker (WP: 13, earth and water elemental, deals the weakened effect, greatsword), 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) Inventory: Venom x3, Bedroll, Remedy, Smelling Salts, Mead x2, 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), 4 Bones, Bow (WP: 4), Grand Potion x2, Phoenix Essence x2, Soma, Mulled Wine, Crow-Claw Dagger (WP: 6, 50/50 chance to stun enemy on successful attack, Darkness), Shuriken (WP:5, Wind), Spinning Bolas (WP: 8, deals the Slowed effect, but the effect is removed when retrieved, throwing weapon) Nessa Anárion *KO'D* 59 years old female elven Ranger Level: 15.5 Power Bonus: 7 under negative effect Defense: 3 Health: 0/21 Gold: 13 Equipment: Darkness Silver Crossbow with Raven-Slayer Bolts and Newty Mag (WP: 8, darkness elemental (WP: +3 vs. werefolk (removable)) (WP: +4 vs. Aquatic vermin (removable) (usable by ex-Amphibians only)), Tricorne (Headwear; SP:3), Hide of The Suffering (Bodywear, Power +7 when under a negative status effect. Doesn't stack.) Inventory: Bedroll, Magic Compass, Venom (2), Nostrum (2), Mead, Phoenix Essence, 7 Potions, Merry Bow (WP:7, ranged, steals 1 gold with each successful hit except Shield-skills), Opal, Pseudos Hood (can damage undead with normal attacks), Ranger's Quiver (WP: +1), 2 Bones, Ranger's Cowl (Suitable to rangers, SP: 2, headwear), Mulled Wine Sylph Solanum (Dannylonglegs) unknown age, unknown race Druid *Immune to Sealed* *Second Party Leader* Level: 24.33 Power Bonus: Defense: 5 Health: 25/40 Ether: 8/36 Gold: 115 Equipment: Shrapnel Bow (WP: 10, Bow. Every successful hit drops the target's SP by 1) , Ethereal Cloak (Backwear; SP:2; Max Ether +4), 20-20 glasses (headwear, +1 turn of effect for scrolls), Robe of the Archmagi (Bodywear; SP: 3; Max Ether +5, immune to "Sealed") Inventory: Scroll of Frailty, Scroll of Sleep, Scroll of Blindness, Scroll of Sealing, Scroll of Confusion, Scroll of Ice Armour, 2 Potions, 1 Grand Potion, 3 Tonics, 1 Venom, 2 Fire Bombs, 1 Ice Bomb, 3 Water Bombs, 2 Lightning Bombs, 1 Floral Bomb, 7 Bones, Trial Brew x3, Helmet (Max. health +1)), Emerald, Bedroll, Shovel, Pickaxe, Magnifying Glass, Signet Ring, Saber Teeth, Journal of The Bleeding,Tale of the Invincible King, Psych Documents, Journal of The Wound, Suffering's Journal, Robe of the Magi (Bodywear, SP: 1), Smoke Bomb, Ranger's Quiver (WP +1 to bows and crossbows), Orcish Morning Star (WP: 9, mace), Mulled Wine Everyone, please choose an action. Party leader, create a battle order. -
The irony of this statement is hilarious.
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You may want to use it on Tesni or Atramor, obelix, if you think it's necessary. And good point, Peppermint_M. In that case, Lee's second target can be Protector of Justice, but make sure he doesn't use an element, Rumble Strike.
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Atramor struggled to remain standing, the vicious slash left by the Great Blade not helped by the stab from Xiaolin. "Alright...I'll go first this time, then Nagure, then Thalion. We can't risk that happening again, so Nagure will take Great Blade's free hit. Make sure you're figtin' from the back, mate. Same targets, everyone...mostly. Thalion, make Cloud Dragon fragile. Tarn, once Panther Head is down, take a swing at him. Lee, go punch out Blue-faced Beast and the Resourceful Star. Tesni, for your second attack, go ahead and hit the Protector of Justice, but don't bother changin' weapons, Dryw and Cysgodion won't do any good against that armor. Nagure's second attack should also come after Tesni's, to make sure Double Clubs doesn't wreak too much havoc." The witch dumped a Grand Potion into Nagure's mouth, then healed Lee with Conspirator, both from the back row.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Be creative. -
Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
Yes, and no. He can use the broomstick to fly in and attack, of course, but he can't just fly around freely. I meant, he can try, obviously... -
"Right," mumbled Atramor, bearing the Tiger Claws. McCafferey flew up to one of the rocky crags at once upon seeing Tianlong, though for more reason than a chicken fleeing from a predator. "We can ignore Fiery Thunderbolt and Tianlong. Me or Nagure can take the former's hits, while the dragon won't be able to do a thing to Thalion with that helmet of his. First, Nagure should smash in Stardust's head with his hammer. Thalion, try and make Great Blade fragile, will ya'? Tesni, use that Minimizing Dust of yours on Panther Head, we can't afford to all go berserk no matter how good you and Nagure are good at it. Then, go ahead and hit Double Clubs. Faelan or Geofon would both deal some serious damage on him. Lee, go ahead and smack around Great Blade. Tarn, bring Panther Head down to size once he's been Minimized with Helbarend. Benji can shoot Jade Unicorn and Cloud Dragon. I'll handle the blue-faced bastards. The automatons should stay back." Atramor lunges towards the Blue-faced Beast and the Protector of Justice from the back row with the Tiger Claws, aiming both claws at his target both times.
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Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
You'd have to try it first. This section is meant to encourage creativity. Experiment, do whatever. I really want to see what everyone comes up with. -
Heroica RPG - Quest #69: The Hook on the Other Hand
CMP replied to CMP's topic in The Heroica Archive
To engage means to be close enough to the Blue Assassin to enter physical combat. -
Well, Ulric's plan makes sense...
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You want to keep people like Donny and Violetta around when you're trying to fix the city?
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Probably, but I doubt he mugs random innocent commoners for the hell of it. In the epilogue he implied getting rid of his generals was kind of part of the plan of attacking the Theatre. And I think it was mentioned somewhere the thugs and such didn't really have a place in the new Eubric, but I'm not sure where. Yes, and the Wolfgang's main goal is to help the common people, which is fairly clearly far less selfish. I think so. And who took it upon themselves to slaughter all the innocent commoners?
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Their target was the houses. And again, nobody died besides the Moon Elf who I'm sure wasn't a specified target of the Wolfgang. And have they ever stolen from anyone that wasn't a hero? Not every incident involving the Wolfgang is going to be one that was ordained by Ulric or one that serves the cause. Yes, there are many common thugs that associate themselves with the Wolfgang, but my point is, they're at least trying to help the common people. When have the Houses ever done so? His main goal is to dismantle the Houses. If he wanted them all dead, nobody would've walked out of the Theatre in Quest 66 alive. Obviously the path of the Wolfgang trying to gain enough momentum to make Eubric a better place for everyone involves more risk and probably more damage than the Houses trying to expand, but the ultimate goal is far nobler than what any of the Houses can claim.
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The Six Houses have done much worse collateral damage, by far.
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Again, I can't recall them killing anyone other than their own followers who know very well what they've gotten themselves into, and the two paid assassins in Quest 34 who should know by now the risks they take.
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Destroy the Houses maybe, but not the people.