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Author
Topic: A Call for Adventurers
Bajah
Thooooooor
posted 04-04-2007 02:59:05 PM
A Call for Adventurers

100 years ago, Drys D’Sart was a well-known mage of a caliber never before seen in the lands of Crestania. His kindness knew no bounds as he spent coin from his vaults to help the downtrodden, gave shelter to those that had no homes, and gave his time freely to those that needed his aid. This is not to speak of the tremendous powers at his very fingertips. They were so great that many nations flocked under his banners when a rival mage, Taranius, attempted to invade Crestania. Drys was the only hope that the people of Crestania had against the foul demonic and undead legions unleashed by Taranius.

Many cities fell during the years of the war, under the leadership of Taranius’ greatest general – Mortanu the Malignant. Several nations were under siege from all sides, losing many great people. This, in turn, led to many great heroes and leaders rising up from the populace of Crestania that may have lived their lives unnoticed otherwise. A wise and brilliant leader of the northern Orc tribes became known as the only person in Crestania who could match Mortanu tactic for tactic. Parcumon, Orc Chieftan, knew that the threat of Mortanu and Taranius would only be the beginning of an invasion from other realms if they could not be stopped there and then.

His troops, fueled by their fervor and devotion to Bajagon, the God of Battle, were able to drive back many of Mortanu’s forces while Drys was able to focus his efforts on matching powers with Taranius. This in turn led the other nations to rally and take back much of their lost homeland, ravaged though it was.

When Parcumon and the armies of the Nations of Crestania thought they were nearing victory, with the end of the war in sight, something happened. Something that scholars still today still debate but have no definite answer. An eruption of light occurred, wiping out most of the armies gathered on the field for battle. Once the light had passed and vision returned, only a crater remained where the battlefield (including Drys’ tower) once thrived. The remaining demons fled and the few remaining undead found themselves no longer under the control of Taranius. Mortanu was gone along with his advisors. Taranius had disappeared. The biggest and most noticeable loss was that of the mage Drys himself.

These 100 years have passed and Crestania has been in decline, having never recovered from the loss of so many good and noble people. Losing Drys has been a heavily felt gloom over the souls of all that remain in Crestania. The land has never really returned to its former glory.

Something could be changing, though. Messengers have been sent all over the small continent of Crestania, seeking out Adventurers to rise to a call for aid. The reports state that Mortanu has been trying to find a way to return to Crestania, to wreak vengeance for the loss of his lord Taranius. He has sent demons, undead, and recruited the local dark elves into aiding his plots.
The undead have returned under the leadership of the Avatar of Blackenoth, who has merely been waiting for a chance to return to the world of Crestania and finds the idea of a bleak landscape very appealing. The Avatar has had many lost friends and family from generations of Crestanians risen from the grave to further his ambitions. While Blackenoth has no concern of Mortanu’s goals, he has found an ally to help him gain strength.

The healers of Katrinitu have had an influx of wounded in their temples and fear the return of another war, but give hope that they do not tire from their duty. They continue to train their clerics and tend to the sick and injured, welcoming all that need their help.

The call for aid is being answered.

Parcumon, aged though he may be, still knows the threat of Mortanu. He sends his orcs to aid in turning back the demon once again. His leadership during the dark 100 years has only steeled his resolve to keep the people of Crestania protected and governed. While his guidance is seen harsh by some, it is known that he truly cares for the well-being of Crestania.
The Dwarves, under the leadership of the Mountain King Karnag Firebottom, have joined up with the Orcs in an effort to drive the filth of the demons and undead from their lands once and for all. Their allies, the humans led by the fierce and brave swordsman Seanicus, have also sent adventurers forth to stop this foul plague on the lands.

The gnomes, under the guidance of their favored deity Ja’Gorgo, and led by Chief Mechineer Gantzboro, enjoy the idea that they can test out a few new things they’ve been working on, for weal or woe. Perhaps the god of chaos will help them make things interesting. They take no side, choosing to just see what kind of results they can get from their equipment, good or bad.

Mortanu’s demons and Blackenoth’s undead are joined by the Dark Elves, so the free peoples of Crestania may find more than their match. The Dark Elves are led by Jo’Deth, who was once laughed out of the elven lands for his mullet and odd way of speaking. The Dark Elves understood what it was like to be persecuted by the elves and took him in. It was only a matter of time before he took to their leadership, discovering a tactical and scientific genius that was truly undiscovered by the elves.

Finding that Jo’Deth was helping Mortanu was enough to convince the Elven nation to join the Humans, Dwarves, and Orcs. Their leader, Baetutisz, is known as an arrogant and unapproving type, but it is also known that once committed to a cause, he will see it through if just to prove his people can do it better.

It is a place crafted by Jo’Deth that the forces of Mortanu are gathering. It is this place that the adventurers are being called to fight.

Do you wish to join your peoples’ cause? Will you answer the call? Or are you one of Mortanu’s allies, looking to cause mayhem in the world of Crestania?

JOIN THE GAME!

If you wish to join the game, create a character!

Table One

The first step in joining the game is to roll 1d8 on this table to determine your race.


  1. Gnome
    a. Ingenuity - Gnomes may roll a 1d6 after using a Single Use Item. On a 5, they retain the item. On a 6, they retain the item AND double the effect.
    b. Gnomes gain a +1 to their Attack Rolls when using Wands.

  2. Orc
    a. Tough Bastards - After landing on a trapped room, an Orc may choose to lose a level instead of suffering the trap. Also, any time an Orc would lose more than one level (via combat, etc), they instead lose half the total, rounded up.
    b. Orcs gain a +1 to their Attack Rolls when using Two-Handed Weapons.

  3. Demon
    a. Dread - Any player fighting a demon must make a 1d6 roll. On a 1 to 3, they flee to the next room (+1 or -1) of the Demon’s choosing and continue their turn there. On a 4 to 6, they overcome the fear and fight as normal.
    b. Demons gain a +1 to their Attack Rolls when using Flails.

  4. Human
    a. Adaptive - If landing on a square they’ve hit before, roll 1d6. On a 5 or 6, the Human remembers the previous visit and gains double the bonus for beneficial rooms, halves the penalties for trapped rooms, or gains a +2 to his attack roll if facing a monster/player he’s fought before.
    b. Humans gain a +1 to their Attack Rolls when using Swords.

  5. Undead
    a. Regeneration - After losing a level due to combat, roll 1d6. On 5 or 6, regenerate 1 lost level. Undead may do this for each level lost, in the event they lose more than one level. Levels lost to traps or sacrifices do not regenerate.
    b. Undead gain a +1 to their Attack Rolls when using Hammers.

  6. Dwarf
    a. Strong Back - Ignore carrying capacity limits and may sell gear to merchants for twice the value. They love goooooold.
    b. Dwarves gain a +1 to their Attack Rolls when using Axes.

  7. Dark Elf
    a. Cliché - Dual wield regardless of class. If also a dual wielding class, offhand may wield a weapon normally restricted to mainhand.
    b. Dark Elves gain a +1 to their Attack Roll when dual wielding two weapons.

  8. Elf
    a. Better Than You - After defeating a monster, roll 1d6. On a 6, the Elf gains +1 treasure as they are better than you.
    b. Elves gain a +1 to their Attack Rolls when using Ranged Weapons (except Wands).

Table Two

After determining race, a player needs to know what their class is. This will be 1d10 on the following table.


  1. Ranger
    May Dual Wield. A Ranger may exchange their next roll to enter any room adjacent to their last roll (take previous roll +1 or -1 by choice). This ability may only be used once per actual roll. If a Ranger is in a room or 1 room away from a room where he suffered Trap effects, he can guide anyone else who lands in the same room past the trap without harm. If he does so, the Ranger gains 1 Level. This is automatic for anyone landing on a trap next to a Ranger.

  2. Berserker
    May add +2 to Attack Rolls when using two-handed weapons. If a Berserker fights a monster and loses, he may choose to enter a rage instead of losing a level. If the Barbarian enters a rage, he MUST stay and fight the monster again instead of moving on the next day. While in a Rage, the berserker gains a +1 per 2 levels (round up) to his Attack Roll. If he still fails, he will lose the original level, but will remain raged. This will continue until the monster is defeated.

  3. Assassin
    May Dual Wield. Will always roll 1d6 in addition to their Attack Roll. On 1 through 3, combat proceeds normally. On a 4 through 6, the assassin has ambushed his target and gains a +2 to his Attack Roll. If the Assassin does not enter combat, this roll has no effect. In addition, if the Assassin rolled a 6 on his assassination roll, he gains an additional level if he wins the combat due to a successful assassination.

  4. Thief
    May dual wield, but the total bonus cannot exceed +4. After winning a combat, the Thief may roll 1d6. On a 6, the Thief rolls for 1 additional treasure from the monster defeated. The thief also has the unique ability to steal levels from other players. If the thief lands in the same room as another player, he may roll a 1d6. On a 6, his victim loses 1 level and the thief gains 1 level. This ability cannot be used on level 1 players. The thief can automate this by rolling this along with his movement in the event someone lands on the same room as him while he’s away from the game.

  5. Cleric
    Gains a +2 to Attack Roll when fighting undead. May also heal poisons and diseases from other players up to 2 rooms away. The Cleric gains 1 level for each poison or disease removed this way (excluding his/her own). A Cleric may also access benefits at Churches (but not Shrines) for half the donation costs.

  6. Wizard
    A Wizard has the unique ability to use spells on enemies. When entering combat, a Wizard may roll an additional 1d6 along with her attack roll. On a 1, the wizard has turned herself into a sheep until the next day, causing the enemy to laugh at them quite a bit. This ends combat with no gains or losses. On a 2 through 4, combat proceeds normally. On a 5, the wizard’s arcane might adds a +3 to her attack roll. On a 6, the wizard has tapped directly into the ether, gaining a +5 to her attack roll and gaining an additional level if she defeats the enemy.

  7. Bard
    Any time a new weapon, item, or armor is gained as treasure from killing an enemy, the bard may roll 1d6. On a 5, the bard knows something extra about the weapon or item, enabling him to gain an additional +1 bonus from it. On a 6, the bard discovers special legendary magics within the item and increases the item’s value by +2 and the insight inspires the bard so much that he gains an additional level. A bard that shares a space with other players may lend his voice to their combat, lending them a +1d3 to their attack rolls while in the same square (this affects his own combat as well) - this ability cannot be used if the bard is alone in the room.

  8. Warrior
    May dual wield, but gains a +2 to his Attack Roll when wielding a shield in the offhand. When a warrior wins a combat, he rolls 1d6. On a 4 or 5, he learned a valuable tactic in that battle and gains a +2 to his next attack roll. On a 6, this lesson was especially effective and he gains an additional level as well as the +2 bonus.

  9. Paladin
    Any fellow adventurers within 3 rooms (+3 or -3 of his current location) may add half (rounded up) the Paladin’s level to their own when calculating their combat roll. If the adventurer wins their combat, the Paladin gains a level. When poisoned or diseased, a Paladin may roll 1d6 immediately after contracting the ill effect. On a 5 or 6, he is immune.

  10. Death Knight
    May roll a 1d6 in addition to their Attack Rolls. If faced with combat, this will have the following effect. On a 1, nothing happens. On a 2 through 6, the Death Knight gains a +1 to her Attack Roll while her opponent suffers a -1 to theirs. On a 6, the Death Knight also drains a level from the monster (she gains a level, monsters stats aren’t changed). If the Death Knight uses this ability and still loses combat, the Death Knight suffers an automatic -5 to their next Attack Roll due to exhaustion.

Rules

Every player starts at Level 1 with 10 gold coins. At the start of the game (or when they join), they will roll on two tables. First they roll on Table One to determine their race. Then they roll on Table Two to determine their class.

Each day (or round), each player rolls on the Adventure Chart (1d35), Table Three, and faces the challenges according to their roll. As characters increase in level, so too will the monsters they face and the traps they must try to avoid. There are currently Adventure Tables for characters of levels 1 through 10, 11 through 20, and 21 through 30. Depending on the length of the game, all tables can be used or just some of them.

Inventory

Each adventurer may carry only 3 weapons (including Wands) and 6 items (including armor and shields) at any given time (unless the player is a Dwarf). If the player goes over this limit, they must immediately choose something to drop, up to and including the new items received.

Weapons, Armor, and Shields ALL add their bonuses to your attack roll. For instance, if you have a +2 sword, a +1 shield, and +3 armor, you’ll have a +6 to your attack roll! Dual Wielding classes can add two weapons to their bonus and Berserkers get a bonus from two-handed weapons, but all classes are limited to one shield and one suit of armor. In the cases where a character is carrying more than one shield, unequipped weapons, or more than one suit of armor, they must identify which is worn and which is being hauled around to sell or sacrifice. Each character is also limited to one equipped amulet and two rings.

Combat

For combat, it's a simple matter of who has the higher Attack Roll. For example, Player 1 is an Elf Berserker with a +2 two-handed sword. He is facing an Monster (Attack Roll 12). The elf berserker gets a +2 to his Attack Roll for his two-handed sword due to his class ability. This puts him at a +4 to his roll versus the Monster at a 12. Finalizing the math problem, Player 1 also gets to add his level to the roll. Player 1 would need to roll an 8 or better to win this combat.

The formula for a combat roll is as follows: [1d20 Attack Roll] + Player Level + Total Bonus from Equipped Gear

Things to note at this point: Ties go to the monster. If a player fights a monster and loses, the player suffers whatever negative effect the monster has. Once combat is lost, the player may either move on to another room on the next day OR they may choose to forfeit their move roll for another attempt at killing the monster.

Player 1 can also put to use any 'Use Only Once' items he has or any other gear to help him win. Although two players in the same room fight the same monster, they cannot help each other (they each get their own copy, like an instance!). Players with abilities that can affect other players cannot use theses abilities in a room with a Monster, as the Monster has their full attention, until they've defeated their monster. If they lose to their monster, they forfeit PVP in that room unless someone attacks them.

Winning a combat against a monster will yield a gain of one level in addition to whatever treasure the monster drops. You’ll always face monsters geared towards your level groups, rolling on a Table appropriate to your current level. Each Monster will have a pre-assigned Attack Roll (which can be modified in combat by Single Use Items, etc) and a certain amount of Treasure they drop. The Treasure will be rolled on matching Tables.

Losing a combat is always going to cost you a level in addition to any other effects the monster has, as dictated by the tables. Also, note that some monsters have special conditions when you fight them. Pay attention, it could save your life!

Death
There is no death. If you’re at level 1 and you ‘Lose a Level’ or are otherwise reduced to 0 or lower, you’re instead back at level 1. However, if you’re reduced to what would normally be Level 0 or lower, you will suffer a -3 to your Attack Rolls until you win a combat.

Winning the Season

The winner of each season will simply be the person who is the highest level (ties then go by amount of gold). The winner of each season will start the following season with a bonus to their character, along with bragging rights. In the event that the same character wins multiple seasons in a row, more bonuses could be heaped on. However, if a character wins a season, then loses the next, they lose the bonus as well (or a bonus, if they have more than one).
Each Day will have its own thread, so do not post any starting Adventure Rolls yet. In each DAY THREAD, the proper posting format should be like some form of the following:

Name: Sample
Race: Human
Class: Cleric
LEVEL: 1
GP: 10
WEAPONS: None
ARMOR: None
ITEMS: None
STATUS: Healthy
MOVEMENT ROLL: [.roll]1d50[./roll] +/- #
ATTACK ROLL: [.roll]1d20[./roll] +/- # (total bonuses from equipped) + Level

Remember, you can choose to use your Single Use Items AFTER you've made your attack roll.

PVP!

Players of opposite factions can attack each other. That’s Dwarves, Humans, Orcs, Elves, vs Demons, Undead, and Dark Elves. Anyone can attack Gnomes and Gnomes can attack anyone. Combat is treated exactly the same as if facing a monster, though if the combat occurs in a room that has a monster, both combatants MUST fight and resolve the fights with their monsters first.
The winner of a PVP combat can choose to either take a level from the loser or 1 item (weapon/armor/etc).

Ties mean nothing happens!

The Merchant!

Any player may give up a turn to go visit the Merchant. However, there is one exception. If the player just lost a battle or hit a trap, they cannot go visit the merchant. They will have to wait until they have hit a positive event or defeated a monster before they can take advantage of visiting the Merchant.

Welcome to Mad Kagrama's Shop of Wonders! While he is quite difficult to understand, you learn that he will buy any items you no longer wish to carry. He will purchase any item for 10 gold per bonus it has (ie, 10 gold for a +1, 20 gold for a +2, etc). He will pay 20 gold for Single Use Items.

HE SI ALLSO SAELLING STFFU!!11 You can purchase the following items from Mad Kagrama.

+1 Sword - Main Hand Only (20g), Either Hand (30g)
+1 Hammer - Main Hand Only (20g), Either Hand (30g)
+1 Axe - Main Hand Only (20g), Either Hand (30g)
+1 Dagger - Main Hand Only (20g), Either Hand (30g)
+1 Flail - Main Hand Only (20g), Either Hand (30g)
+1 Wand - Main Hand Only (20g), Either Hand (30g)
+1 Armor - 25g
+1 Shield - 25g
+2 Two-Handed Sword - 30g
+2 Two-Handed Axe - 30g
+2 Two-Handed Hammer - 30g
+1 Longbow - 20g

************************************************************************

If you're interested in playing, generate your characters here. Also feel free to ask any questions here or through PMs. I plan on running this up until Parce's game is ready to start, at which time I will wrap this up.

Each "Day" will be posted in a new thread, so there is less clutter and confusion. It'll be a few extra threads, but it's not like the board is so busy that it's gonna cause problems, imo.

I'll give until after Easter for people to join the initial startup, then start this bad boy on MONDAY THE NINTH. People can of course join and start playing on any day. I would prefer that people only play with one account, for those that have 'alt' accounts.

As BATTY was the winner of my last season, he will start with 50 gold (instead of the default 10) AND he gets to choose his starting race and class instead of randomly generating it.

Good luck!

Bajah
Thooooooor
posted 04-04-2007 03:00:46 PM
Sweet, I can sticky threads in this forum. Glee!
Sentow, I Guess
Pancake
posted 04-04-2007 03:25:03 PM
Posting in a legendary thread.

Race - 1d8 => 8
Class - 1d10 => 2

KIERKEGAARD

Sigpic shamelessly stolen from Kate Beaton.

Karnaj
Road Warrior Queef
posted 04-04-2007 03:31:50 PM
I AM LEGEND!

Race: 1d8 => 3
Class: 1d10 => 10

That's the American Dream: to make your life into something you can sell. - Chuck Palahniuk, Haunted

Under capitalism, man exploits man. Under communism, it's just the opposite. - John Kenneth Galbraith



Beer.

Sentow, I Guess
Pancake
posted 04-04-2007 03:35:07 PM
So I'll get +3 Attack when using a bow?
KIERKEGAARD

Sigpic shamelessly stolen from Kate Beaton.

Bajah
Thooooooor
posted 04-04-2007 03:38:19 PM
quote:
Out of a possible 10, Sentow, I Guess scored a straight 1 with:
So I'll get +3 Attack when using a bow?

No, while a bow requires 2 hands, it's not classified as a "Two-Handed <Noun>".
Tarquinn
Personally responsible for the decline of the American Dollar
posted 04-04-2007 03:45:59 PM
Is there a perk for coming in second in the last season?
~Never underestimate the power of a Dark Clown.
Bajah
Thooooooor
posted 04-04-2007 03:49:46 PM
You get to say "Woot, I came in second last season! Take that, non-second-place people!"
Inferno-Spirit
Sports Advocate
posted 04-04-2007 04:20:08 PM
1d8 => 8
1d10 => 9
"He lets the last Hungarian go, and he goes running. He waits until his wife and kids are in the ground and he goes after the rest of the mob. He kills their kids, he kills their wives, he kills their parents and their parents' friends. He burns down the houses they grew up in and the stores they work in, he kills people that owe them money. And like that he was gone. Underground. No one has ever seen him again. He becomes a myth, a spook story that criminals tell their kids at night. 'If you rat on your pop, Keyser Soze will get you.' And nobody really ever believes." - Roger 'Verbal' Kint, The Usual Suspects
Vorago
A completely different kind of Buckethead
posted 04-04-2007 04:22:04 PM
1d8 => 8
1d10 => 6

I do think picking race/class is better than random

Getting the same class or race again (In my case, potentially a third time as an elf) just isn't all that fun

Or poor IS getting the paladin AGAIN

Inferno-Spirit
Sports Advocate
posted 04-04-2007 04:22:20 PM
I wish I could choose my race/class. Stupid paladin, again.
"He lets the last Hungarian go, and he goes running. He waits until his wife and kids are in the ground and he goes after the rest of the mob. He kills their kids, he kills their wives, he kills their parents and their parents' friends. He burns down the houses they grew up in and the stores they work in, he kills people that owe them money. And like that he was gone. Underground. No one has ever seen him again. He becomes a myth, a spook story that criminals tell their kids at night. 'If you rat on your pop, Keyser Soze will get you.' And nobody really ever believes." - Roger 'Verbal' Kint, The Usual Suspects
Vorago
A completely different kind of Buckethead
posted 04-04-2007 04:22:48 PM
Bajah
Thooooooor
posted 04-04-2007 04:26:03 PM
Those of you that have played some of the past games please note that a decent amount of the classes and races have changed.

If the playerbase would rather choose race and class, I could allow it and give Batty a different bonus. I would just worry then about balancing the factions.

Inferno-Spirit
Sports Advocate
posted 04-04-2007 04:31:15 PM
quote:
Bajah impressed everyone with:
Those of you that have played some of the past games please note that a decent amount of the classes and races have changed.

If the playerbase would rather choose race and class, I could allow it and give Batty a different bonus. I would just worry then about balancing the factions.


What about balanced assignment of races, or randomly generate races, and let the players choose their class?

Obviously some level of balance needs to be maintained, though.

"He lets the last Hungarian go, and he goes running. He waits until his wife and kids are in the ground and he goes after the rest of the mob. He kills their kids, he kills their wives, he kills their parents and their parents' friends. He burns down the houses they grew up in and the stores they work in, he kills people that owe them money. And like that he was gone. Underground. No one has ever seen him again. He becomes a myth, a spook story that criminals tell their kids at night. 'If you rat on your pop, Keyser Soze will get you.' And nobody really ever believes." - Roger 'Verbal' Kint, The Usual Suspects
Jajahotep
Vader to Deth's Obi-wan
posted 04-04-2007 04:50:23 PM
1d8 => 4
1d10 => 7

Jajahotep
Vader to Deth's Obi-wan
posted 04-04-2007 04:51:38 PM
*steeples fingers This pleases me.

Jajahotep fucked around with this message on 04-04-2007 at 04:51 PM.

Aaron (the good one)
posted 04-04-2007 04:52:06 PM
1d8 => 1
1d10 => 3
Galbadia Hotel - Video Game Music
I am Canadian and I hate The Tragically Hip
Aaron (the good one)
posted 04-04-2007 04:52:37 PM
Consider your knees gone
Galbadia Hotel - Video Game Music
I am Canadian and I hate The Tragically Hip
Aaron (the good one)
posted 04-04-2007 05:00:34 PM
QUESTION: If I go visit the merchant, and another player is visiting the merchant, can I attack him or her? Or am I still considered on the same square I landed on before I chose to go to the merchant?

Edit: I renouce my wand question since Kagrama sells offhand wands, thus I can duel wield or there would be no point.

Delidgamond fucked around with this message on 04-04-2007 at 05:01 PM.

Galbadia Hotel - Video Game Music
I am Canadian and I hate The Tragically Hip
Bajah
Thooooooor
posted 04-04-2007 05:06:25 PM
quote:
Out of a possible 10, Delidgamond scored a straight 1 with:
QUESTION: If I go visit the merchant, and another player is visiting the merchant, can I attack him or her? Or am I still considered on the same square I landed on before I chose to go to the merchant?

Edit: I renouce my wand question since Kagrama sells offhand wands, thus I can duel wield or there would be no point.


While this is a good question, the Merchant is considered Neutral Ground - unless the player has been "Marked for Death," which is something you'll see in the adventure table.

Bajah
Thooooooor
posted 04-04-2007 05:11:06 PM
All right. I'll make this little adjustment. You can choose your starting race, but still must random your class. If you elect to do this, though, you actually start at level 0 with 0 gold coins. Batty is exempt to this. Those of you that already rolled are welcome to take advantage of this if you wish.
Karnaj
Road Warrior Queef
posted 04-04-2007 05:15:14 PM
I like my guy. Demon Death Knight in your face, motherfucker.
That's the American Dream: to make your life into something you can sell. - Chuck Palahniuk, Haunted

Under capitalism, man exploits man. Under communism, it's just the opposite. - John Kenneth Galbraith



Beer.

Talonus
Loner
posted 04-04-2007 05:35:49 PM
1d8 => 2
1d10 => 4
Inferno-Spirit
Sports Advocate
posted 04-04-2007 05:51:48 PM
I'll change to a Human Paladin, then.
"He lets the last Hungarian go, and he goes running. He waits until his wife and kids are in the ground and he goes after the rest of the mob. He kills their kids, he kills their wives, he kills their parents and their parents' friends. He burns down the houses they grew up in and the stores they work in, he kills people that owe them money. And like that he was gone. Underground. No one has ever seen him again. He becomes a myth, a spook story that criminals tell their kids at night. 'If you rat on your pop, Keyser Soze will get you.' And nobody really ever believes." - Roger 'Verbal' Kint, The Usual Suspects
Aaron (the good one)
posted 04-04-2007 05:56:45 PM
QUESTION: Say me and someone else PVP. The next day, can I attack him first, then move?
Galbadia Hotel - Video Game Music
I am Canadian and I hate The Tragically Hip
Bajah
Thooooooor
posted 04-04-2007 06:45:24 PM
I haven't fully fleshed out the PVP stuff yet, but I'll have to say no to that, as it benefits the people who manage to get online to do their next day's adventures first. I want to make it fair for people of all different time zones.

You're welcome to examine where everyone lands each day and then decide what you did that day before rolling the new day, but that's it. And when a new day is up, the old day can't have things added onto it like late players, etc.

Snoota
Now I am become Death, shatterer of worlds
posted 04-04-2007 06:54:42 PM
I want to be a Gnome Beserker.

Mr. Parcelan fucked around with this message on 04-05-2007 at 12:29 AM.

Mooj
Scorned Fanboy
posted 04-05-2007 01:22:31 AM
Hay guys, what's going on in this thread?

1d8 => 4
1d10 => 4

Tarquinn
Personally responsible for the decline of the American Dollar
posted 04-05-2007 01:48:35 AM
Woot, I came in second last season! Take that, non-second-place people!

Race: 1d8 => 3
Class: 1d10 => 3

~Never underestimate the power of a Dark Clown.
Blackened
posted 04-05-2007 01:59:11 AM
Should I roll? I might break your lore.

Although my distaste for you as a human being is brobdingnagian,
what I'm about to do isn't personal.
Aaron (the good one)
posted 04-05-2007 02:39:09 AM
quote:
Rockstar games presents; Blackened;
Should I roll? I might break your lore.

Get lost, rookie.

Galbadia Hotel - Video Game Music
I am Canadian and I hate The Tragically Hip
Blackened
posted 04-05-2007 05:33:22 AM

Blackened fucked around with this message on 04-05-2007 at 05:33 AM.


Although my distaste for you as a human being is brobdingnagian,
what I'm about to do isn't personal.
Batty
Doesn't Like You. Specifically you.
posted 04-05-2007 05:49:43 AM
quote:
From the book of Blackened, chapter 3, verse 16:
Should I roll? I might break your lore.

No more so of a problem than I or anyone else, I shouldn't think.

Pvednes
Lynched
posted 04-05-2007 08:55:45 AM
I'm in.

Race: 1d8 => 8
Class: 1d10 => 10

Pvednes
Lynched
posted 04-05-2007 08:57:30 AM
Awesome.
Bajah
Thooooooor
posted 04-05-2007 10:26:33 AM
Don't worry about the lore. If you wanna play, play!


Edit: And before someone tries to "Pull a Delid," Kagrama the Merchant's sales are final. Items bought from him cannot be sold back.

Bajah fucked around with this message on 04-05-2007 at 10:51 AM.

Batty
Doesn't Like You. Specifically you.
posted 04-05-2007 10:56:04 AM
Also, I shall be a Demon Cleric, unless Bajah nerfs me. In which case I shall be something else.
Aaron (the good one)
posted 04-05-2007 12:03:59 PM
quote:
Rockstar games presents; Bajah;
Don't worry about the lore. If you wanna play, play!


Edit: And before someone tries to "Pull a Delid," Kagrama the Merchant's sales are final. Items bought from him cannot be sold back.


I was so totally within the rules

Galbadia Hotel - Video Game Music
I am Canadian and I hate The Tragically Hip
Norim Stumpfighter
Milkmaid
posted 04-05-2007 12:21:59 PM
1d8 => 3
1d10 => 6
Bajah
Thooooooor
posted 04-05-2007 12:31:05 PM
The Teams so far:

THE GOOD (Attacks Bad and Ugly)
Sentow, Elf Berserker
Inferno-Spirit, Human Paladin
Vorago, Elf Wizard
Jajahotep, Human Bard
Talonus, Orc Thief
Mooj, Human Thief
Pvednes, Elf Death Knight

THE BAD (Attacks Good and Ugly)
Karnaj, Demon Death Knight
Tarquinn, Demon Assassin
Batty, Demon Cleric
Norim, Demon Wizard

THE UGLY (Attacks Good, Bad, and Ugly)
Delidgamond, Gnome Assassin

All times are US/Eastern
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