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Author Topic: [OOC Coldforged] 1423: The Crusade Against the Circle of Ketange-Ishatal  (Read 25502 times)

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Offline Ancient Gamer

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Simplifying combat
Do we want that?

As a longtime proponent of realism, I wholeheartedly love the RuneQuest / Call of Cthulhu base rules.
While we have a simplified ruleset, combat is very much in the spirit of RuneQuest.

But, it has come to my attention that it makes combat long winded. Especially now that you have entourages.

WHAT IF:
- The GM rolled initiative for everyone (Streamlines fight sequence process, and lets us avoid waiting for people to just roll their initiative)
- The GM rolled hit locations (1d20) when you attacked, removing the burden of location from your rolls (unless you targeted a specfic hit location)
- The GM rolled attack rolls and such of your henchmen. You still can order them around, but the combat mechanics are moved to the GM.
- The Player rolled: A) To hit roll and B) damage roll for his/hers/its PC only

Would that be smooth and desireable?

Say Yea if you are in favor of these simplified simplified rules
Say Nay if you wish to retain the current level of control
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Offline Gossamer

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Say Yea if you are in favor of these simplified simplified rules
Say Nay if you wish to retain the current level of control




But in all seriousness, yes, that would be desireable for me.  :)
« Last Edit: April 17, 2014, 01:14:19 PM by valadaar »
Samotny Osovjaltek - Dwarven Guild – Level 1
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Ok.

I take val's silence as another Yae.

Unless he objects, I hereby control all henchmen dice rolls, hit locations and initiative.

You guys attack and damage stuff, pluss roll skill rolls.

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Offline Ancient Gamer

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In about 30 hours from now, your window of posting about what your pc did the 3 days of rest closes.

My question now is; what do you guys do now?

Are you gonna do something?

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Offline Gossamer

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I'm waiting on the remaining three day descriptions. SE's idea of checking out the next village is as good as any idea I can think of atm. How does the landscape look, where can we go?
Samotny Osovjaltek - Dwarven Guild – Level 1
STR: 3 | END: 3 | CON: 3 | DEX: 5 | CHA: 2 | INT: 4

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You have reached the forested outlands of Silmar. Behind you are the rolling foothils; vast areas of forested rough terrain, and even further behind you are the Cyllerean Mountains wherein the P'tuah Plateau and the Ketange Ishatal Monestary can be found.

Right now you are at the edge of the vast Ardenwald Forest, a mythic forest where even the infamous Hexenjaegers of Silmar have failed to exorcise all traces of sorcery.

Further down the road from the mountains you will likely encounter many hamlets and villages, before you hit the first real town.

What you know is that Dieter Sachshoff had an affair with the witch of Treskenmauer. According to the letter Elquin read, he also had another lover deeper into the kingdom. According to the Master, he was supposed to get something from within Ardenwald. Also according to the master, he was burnt at the stake somewhere within the kingdom.
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Offline Shadoweagle

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Much as i would love to run through the forest, at the moment it seems we will have more luck finding traces of Dieter if we head further into the kingdom, and that is our main task. Elquin is waiting for the masters to direct though.
if i have time before ags next post, ill make a post saying Elwuib scouted further down the road towards the next village in the 3 days, perhaps. Not engaging anyone, just looking at the terrain and such.
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Offline Gossamer

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So it's either visit Dieter's remains ooooor fight a dragon.  :D Who's feeling confident? Heck, we may not even need to fight it, maybe we could talk to it, glean some info.
Samotny Osovjaltek - Dwarven Guild – Level 1
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Offline Shadoweagle

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Elquin's vote is on Dieter. Shadoweagle's vote is on scary cave :D
he will defer to the will of the masters!
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Offline Gossamer

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It's a bloody stupid idea, but I have to say my vote's on scary cave as well. ;) val, what say you?
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Online valadaar

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Maybee :)  Could even take on a Dragon form himself given time...

   
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Offline Ancient Gamer

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Bueller? Bueller?

Have you guys fallen asleep?

Will move the game further forwards, with or without your involvement.

In other words: Further delay indicates you guys lose the initiative to whatever lives down in that cave.
« Last Edit: April 22, 2014, 08:10:30 AM by Ancient Gamer »
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initiative:

(09:29:08) Minion: valadaar rolls 1d10 and gets 8.  (6 after mods)

Feck

Will attempt to return fire with fire...

https://www.youtube.com/watch?v=xjlgUx7_aN0&feature=kp
   
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Offline Gossamer

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(15:04:35) Minion: Gossamer rolls 1d10 and gets 4. Initiative 4 -3 = 1

(15:04:38) Minion: Gossamer rolls 1d100 and gets 19. For spell effect, I was trying to use the crane style kung fu peck.
Samotny Osovjaltek - Dwarven Guild – Level 1
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Offline Shadoweagle

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initiative roll: (00:16:03) Minion: Shadoweagle rolls 1d10 and gets 1.
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The Combat Round (6 seconds)

The combat round starts at initiative 0 (pre-initiative attacks) and ends at the highest initiative anyone rolled.
The more initiative segments in a round, the more chaotic and action filled that particular round is.

During any one round, a character may do any of the following actions:

1 melee attack + 1 melee attack (same weapon - each attack is at half close combat skill)
1 melee attack + 1 melee attack (two weapons (or weapon + shield) - off hand attack is at -30 skill, unless ambidexterity is at play)
1-3 missile attacks (depends on the weapon, each attack at full skill)
1 melee attack + 1 magic item activation (for instance hit with staff, plus use telekinetic shield staff effect)
1 monk martial arts magic activation + 1 melee attack (One combined dice roll for magic and close combat)
1 melee attack + 1 dodge
1 melee attack + 1 parry (actively parry a melee attack)
1 melee attack + 1 shield block (hold shield against arrows and the like)
1 dodge + 1 parry
1 dodge + 1 shield block
1 magic + 1 dodge
1 magic  + 1 magic item activation (for instance a firebolt plus then activate a ring of invisibility)

The Ketange School of Martial Arts

Led by Urst, the Master of Bodily Enchantments and a Stone Fisted Martial Artist, the Ketange School of Martial Arts is a genre of fighting dedicated to the combination of deadly fist fighting techniques improved by impromptu and instantaneous magic.

This section here goes into detail on the Ketange Monk special attack, using their unique martial arts school combat style.

Remember: Any special success on martials arts (or with piercing weapons) doubles the base damage of the attack.

Base damage martial arts:
Fist 1d3
Kick 1d6
Grapple 1d6
Head butt 1d4

Basically the recipe for creating a Ketange Monk Attack is like this:

Ketange
+ the enchantment used (sometimes put after the attack form).
+ Animal Style
+ Attack Form
+ Some attack forms also are named after the maester that invented it.

For instance:
Ketange Telekinetic Monkey Punch - This is one of the basic Ketange attacks, and is a plain punch boosted by a telekinetic burst. 1 Mana, +1d6 extra damage. Initiative +1. Roll 1d20 under agility, or be knocked back as many meters as the telekinetic damage dealt.

Ketange Shadowstyle Monkey Grapple - The Ketange Monk turns to misty shadows for a split second, before materializing on the back of his opponent, grappling him. 3 mana, Initiative -5, automatically escapes any bonds or other means of confinement, even solid iron bars.

Ketange Tiger Rake - The Ketange Monk's Hand turns into a tiger's paw for 1-4 rounds, and during those rounds he does 1d10 damage (plus damage bonus) with his razor sharp tiger claws. 2 mana. +3 initiative first round

Ketange Fist of Iron Fury - The Ketange Monk's Hand turns into granite for 1 round, dealing 2d6 damage + damage bonus to those who are hit. 1 mana. +1 initiative

Ketange Palm of Flaming Fury - The Ketange Monk's Hand is enveloped in flames, burning for 1d6+2 rounds. Extra damage is 1d6 during those rounds. 2 mana. +2 initiative first round

Ketange Crane Quadruple Flying Kick - The Ketange Monk's Jump is enhanced, both increasing jump height and range, as well as speeding him up, giving him the opportunity to kick four times during the jump. Each attack at normal damage, but he has four of them (and any special hit is double base damage!!)

Offline Ancient Gamer

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Special success and the Ketange School

Special success doubles base damage, but what does that even mean?
Here are some examples of ordinary and special successes, using the Ketange School of Martial Arts.



Urst was fighting a Cave Bear, wearing nothing but his enchanted tattoos and a loincloth. Suddenly the Monstrous Cave Bear lunged at him, and Urst solidified his thoughts, channeled his essence into his infamous stone fist.

<OOC: Casts Ketange Fist of Iron Fury and gets 18 - a Special Success>
<The base of Iron Fist is 2d6, on a special success that is doubled to 4d6. Urst strength bonus is 1d6, for a total of 5d6 damage.>
<Rolling for hit location, Urst got 11, in the stomach region, and rolling for damage he got 22>


Urst's fist cracked and groaned as it turnt into stone, and just at that moment he hammered it into the solar plexus of the cave bear; making it topple over and fall sideways, groaning painfully.

Urst had felled the Cave Bear with but one strike, and his apprentices cheered wildly.



Urst's senior apprentice, Gregor, was fighting a neophyte Monk in an introduction fight. The two faced off, staring menacingly at each other. Gregor could see how the other opponent, a mountain of a man of the Ugeroth tribes, was smirking at the thought of facing little hairy Gregor in a fight. He could also see the stiff movements of his opponent, and knew he was not an agile man.

Reacting before the huge man could even move, Gregor opted for the Ketange Telekinetic Monkey Punch; moving like a monkey on all four, until he was right by the opponent and channeled all his essence into one strike, emulating the jabs of monkeys.

<OOC: Casts Ketange Telekinetic Monkey Punch and gets 7 - a Special Success>
<The base of Monkey Punch is 1d3, normal punch damage, and on a special success that is doubled to 2d3. Gregor's strength bonus is 0, but in addition to that he gets an extra telekinetic burst of 1d6 for a total of 2d3 + 1d6 damage.>
<Rolling for hit location, Gregor got 12, in the chest region, and rolling for damage he got 7 damage (4 telekinetic)>
<The giant has to roll 1d20 and try to get his agility of 8 or below. He rolls 11, and fails, which means he will fly 4 meters back through the air>


Gregor struck the gigantic opponent in the chest with his monkey punch. The Giant's eyes open wide as two of his ribs are cracked, and he sails 4 meters through the air, landing in the small herb garden of old Vitorius Vitory.

The Ugeroth newcomers take two steps back; respect suddenly visible in their eyes.

 

Remember that you may come up with any Ketange Monk Martial Magic you want, within limits.

So whether it is Crane Style Blinding Peck, Monkey Palm Heartstopper or whatever, do your thing: Work that magic!
« Last Edit: April 25, 2014, 02:55:27 AM by Ancient Gamer »
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Offline Ancient Gamer

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Combat Round

(09:58:13) Ancient_Gamer: tentacles
(09:58:19) Minion: Ancient_Gamer rolls 1d10 and gets 8.

(09:58:25) Ancient_Gamer: Worm
(09:58:28) Minion: Ancient_Gamer rolls 1d10 and gets 8.

1: Aeomi, Elquin
3: Vitoriel, Caldu, Enhtri
5: Ronal, Rune, Cydia
6: Kuth
8: Strong tentacle #1 (chokes Vitoriel), Strong tentacle #2 (attacks Caldu) and weakened tentacle #1 (attacks Aeomi)
8: Worm Bite (Attacks Kuth)
9: U'Kriel
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Mind if I make a separate thread for my CS? It would be easier to keep track and keep it updated that way.
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Offline Ancient Gamer

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Good initiative!
Mind if I make a separate thread for my CS? It would be easier to keep track and keep it updated that way.
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It is hiatus time
 :cthulhu: :cthulhu: :cthulhu: :cthulhu: :cthulhu: :cthulhu: :cthulhu: :cthulhu: :cthulhu: :cthulhu: :cthulhu: :cthulhu:

That means I will be gone for a short period of time. I am talking about a few weeks.
Completely gone, like not on Strolen's at all.

You will all get a Private Message when I return.

If you want I can send you an email notifier. If you want that, send me your email address in a private message.

We are also closing in on the end of the chapter.

The next chapter will be 4 Colforged gaming months into the future, and those of you who wish to play in that chapter are welcome to do so!

AG out. Seeyas kiddos!
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Offline Ancient Gamer

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Using this game as the base for a table top game this weekend.

Or, the character creation bit at least.

Perusing the notes makes me wistful and filled with sorrow.

T'was such a nice premise for a game.

*Hugs every player and reader of the game*
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I am thinking about a christmas special in Coldforged.

Will send you all private messages.
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