| Post/Author/DateTime | Post |
|---|---|
| #1The-Mage-KingDec 31, 2009 14:44:51 | Yes, folks, I'm attempting to restart that old forum game that we (mostly) love to play. Indeed, this will be the furth incarnation of the Edition war to grace these forums, and here's where the majority of our discussion of the game shall take place. Character Sheet:
Rules ~Winning: First team to 10 Advantages wins. Character Creation Level: X (Determines how powerful your character is, the maximum level is 10).
SPECIALS Tier 1 These are specials that can be chosen at 1st level and can be upgraded . Most upgrades cost 1 special point, but some can take more. On Your Feet: You resurrect on Sunday as well as Wednesday. ~Upgrade: Instead of the normal effect, you can resurrect on Wednesday as normal and once per week you can resurrect yourself at any time. Pet Master:You control a 1d6 Atk/1d6 def pet. If you die your pet does not die. You can continue to control your pet after your character has been killed. A pet can only be revived on Wednesday. ~Upgrade: Increase one die by one size. ~Secondary Upgrade: You can spend another point to increase the other stat. ~Tertiary Upgrade: If both you and your pet are in the same battle, increase your value by 1. Power Attack/Magic Missile/Inflict Light Wounds: Once per week, you can add 1d4 to your attack roll. ~Upgrade: For each special point invested in this special you can use it another time per week, just not in the same battle. Combat Expertise/Shield/Cure Light Wounds: Once per week, you can add 1d4 to your defense roll. ~Upgrade: For each special point invested in this special you can use it another time per week, just not in the same battle. Flee the Scene: You may leave a battle at any time before it is resolved. You cannot use this special if you are the only attacker or defender. Using this special cancels all of your specials for that battle. ~Upgrade: 1/week, if you would die, you can use this special to leave the battle after attack and defense are rolled. For each additional point put in this special it can be used an extra time per week. This does not cancel death required by the effect of All or Nothing. Ruthless Parry:For every 3 stat points put into Atk you gain a +1 bonus to your defense roll. This special can only grant a +3 bonus to defense. ~Upgrade: For every special point you invest in this special lower the amount needed for the +1 bonus (max 2). Counter Combo: For every 3 stat points put into def you gain a +1 bonus to your attack roll. This special can only give a +3 bonus to attack. ~Upgrade: For every special point you invest in this special lower the amount needed for the +1 bonus (max 2). Craft Item: 2/week you can "research" before a battle. If you win you have a 25% chance to gain a random item. ~Upgrade: For every point invested into this ability you gain a +10% chance to create a random item. |
| #2The-Mage-KingDec 31, 2009 14:49:46 | Sorry about the formating... I can't seem to get the new sBlocks to work right... |
| #3pigknightDec 31, 2009 15:57:15 | |
| #4ArmisaelDec 31, 2009 21:10:57 | And I'm going to say that I oppose doing this again. Only has-beens repeat themselves. It's time for something new. |
| #5Ragnar_LodbrokDec 31, 2009 22:03:06 | Eh, if it works, it works. If it doesn't, eh, nothing ventured, nothing gained. Character Sheet: Cormag Level: 1 XP: 0/5 Home Terrain: - Side: 4E Attack: 1d10 (Rapier) Defense: 1d4 +1 (Dagger, Clothing) Special Slot 1: Duelist's Expertise (Once per week, you can add 1d4 to your attack roll.) Special Slot 2: Parrying Dagger (For every 3 stat points put into Atk you gain a +1 bonus to your defense roll.) Sub-Faction: Other: A skilled duelist of some renown, Cormag usually challenges an enemy commander to single combat, where he excels. He likes food and strong drink. He is fairly impulsive and a spendthrift. |
| #6The-Mage-KingJan 03, 2010 13:16:37 | Good to have you with me, Rangar. Now we just need a dozen more players and we'll be set... |