Fight for survival (Started)

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Re: Fight for survival

Postby The Colonel » Thu Nov 08, 2012 12:18 am

I am no good with plans,
I leave that to the khans,
Mainly cause I am sans,
Large attention spans.

http://en.wikipedia.org/wiki/Khan_%28title%29
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Re: Fight for survival

Postby bob the 6th » Thu Nov 08, 2012 1:12 pm

not related is not part of his name, just a point.
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Re: Fight for survival

Postby 0beron » Thu Nov 08, 2012 1:14 pm

I feel like we should cap the casters now. 4 on a brand new side is unrealistic, and we now have more casters than warlords..... If a 5th person shows who wants to play a caster, maybe I'll switch to being a Warlord.
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Re: Fight for survival

Postby WhirdCheese » Thu Nov 08, 2012 11:01 pm

Oh... I finally made that conection. It's been changed.
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Re: Fight for survival

Postby bob the 6th » Thu Nov 08, 2012 11:14 pm

Tried to keep in line with the comics obscure references... though this one might be a bit to obscure.

what ever, what does trap magic emply? Will it be open ended, up to the player to make up like rym-o-mancy? or is it a set system that must be figured out? either way, will be fun to play with.
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Re: Fight for survival

Postby WhirdCheese » Thu Nov 08, 2012 11:41 pm

You can create basic traps but need to describe them in detail I'll then decide how effective it is through how detailed it is and a die roll.

I'll have your current units up in a moment.
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Re: Fight for survival

Postby bob the 6th » Thu Nov 08, 2012 11:48 pm

is digging implied in trap creation? what about explosives? Hell, what about springs?
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Re: Fight for survival

Postby WhirdCheese » Thu Nov 08, 2012 11:56 pm

Here is the list of ERFNESS's starting forces. As you can see the taking of the city has decimated your side. You have exactly 3 stacks through dicy goodness. (Spoiler alert each attacking side has at least 10)

Spoiler: show
7 Gobwin infantry
1 Gobwin Warlord 5 combat 3 Defense 13 move 7 hits
2 Horses
5 Stabbers
3 Pikers
6 Archers
3 Knights
1 Giant 10 Combat 8 Defense 12 Move 15 hits
Archer Warlord Stabber Leader "Arc"
Knight Warlord Quick Leader "Sir Hammertime"
Caster Rhym-o-mancy "Tim"
Caster Turnamancer "On Target"
Caster Cwoakamancer "James"
Knight Warlord Knight Leader " Knee"
Caster Dirtamancy "Nickolas A. Firebaugh"
1 Overlord 1 combat 0 defense 1 Hit 10 move
Last edited by WhirdCheese on Thu Nov 15, 2012 8:54 am, edited 1 time in total.
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Re: Fight for survival

Postby WhirdCheese » Thu Nov 08, 2012 11:57 pm

You can do whatever you want to. You have magic. You'll have some way to create an explosion.
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Re: Fight for survival

Postby bob the 6th » Fri Nov 09, 2012 12:17 am

Ok, so could he make a quicksand moat? Magically dig a 10ft deep, 10ft wide trench around the walls. add sand, add water, magically transmute to a lovely quicksand( sand suspended in water, easy to dig through but with proper action not hard to escape). Trench lies against the wall, so the only way to exit is to swim back, or bridge the mote.
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Re: Fight for survival

Postby WhirdCheese » Fri Nov 09, 2012 12:20 am

You could. Again it would depend on the success of a die roll. It might go off sectacularly and defeat the entire enemy army on its own. Or it might fail compleatly, turn into a quicksand elemental and lay waste to everything in the hex.

Those are the extremes though so don't get your hopes up. Or down for that matter.
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Re: Fight for survival

Postby Lord of Monies » Fri Nov 09, 2012 7:00 am

That's a question then. What level and class of capability are we? I'm guessing we're not the likes of lvl 1 novices, so instead we are...
With the dawning of each new day, my evil machinations inch me closer to world domination. And also breakfast.
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Re: Fight for survival

Postby CroverusRaven » Fri Nov 09, 2012 8:23 am

I'll be Lv 4, Knee can be a 7. Knee and Hammerstyle work together constantly with their Knights.

Warlord Arc, Lv 5, leads the handful of archers, with Stabbers in stack to act as a screen.

The casters, Lv 3, 5, 5, and 6 can command the other troops as they choose.

Edit: I randomly rolled those numbers on a 2d4 >.>
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Re: Fight for survival

Postby 0beron » Fri Nov 09, 2012 8:55 am

"Well then, we've got a city to defend and not much to do it with. We're gonna need as many Archers as I can pop to meet our conquest timeline. Make it happen people!"
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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Re: Fight for survival

Postby WhirdCheese » Fri Nov 09, 2012 9:28 am

Nope. Everyone's Level one. Exept for arc who rolled an eight on his starting xp roll. He gets to increase on stat by one!

Also the next person to sign up (because I rolled to many times) will be level two as well.
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Re: Fight for survival

Postby ETheBoyce » Fri Nov 09, 2012 9:46 am

Combat Increase! I shall lead our Archers and Stabbers in a valiant skirmishing effort!
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Re: Fight for survival

Postby CroverusRaven » Fri Nov 09, 2012 10:01 am

Sir Hammertime follows Knee, acting as his second and increasing the move of them and any knights they stack with
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Re: Fight for survival

Postby The Colonel » Fri Nov 09, 2012 10:04 am

To counter our fate,
An increased pop rate,
We need for our date,
to avoid a checkmate.

OOC: I use this rhyme to increase the pop rate.
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Re: Fight for survival

Postby 0beron » Fri Nov 09, 2012 10:11 am

*Looks at the Rhyme-o-mancer with a raised eyebrow* "Was that REALLY neccessary? Now we're double ahead of schedule."
"I'm afraid I don't understand. And also afraid that I do."
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.
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Re: Fight for survival

Postby The Colonel » Fri Nov 09, 2012 10:46 am

Once is good, twice is better,
We want this to be a stomper.
Last edited by The Colonel on Fri Nov 09, 2012 8:26 pm, edited 1 time in total.
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