Raiders
Posted: Wed Apr 20, 2005 6:55 pm
In a world ruled by corruption and rich lords and nobles, those who are not on top, have nothing. And thus, people have resorted to raiding these places to steal and plunder whatever they can. It's usually not very easy however, and is very dangerous.
You have found two other raiders to break into places and raid various lord's manors and castles, each with their own skills. There's a variety of ways to go about this, so how you approach it is up to you.
To join create 3 characters using the following form.
Name:
Age:
Sex:
Description: Post a quick physical description and a line or two about personality and history.
Skills: You have 20 points to add.
Equipment: Post which of the equipment each member holds you bought with the 1000gp.
You can use a point to improve your skill in it. You may take weapon skill more than once. 0 is untrained, 1-2 is proficient, 3-5 is skilled to a point of good chance of success. All skills except armor skill and Magic Skill max out at 20. Magic skill stops getting stronger at 20, but you may keep learning new spells infinitely.
Combat
-Accurate: People with the Accurate skill can hit things quite well.
-Armor Skill: People with armor skill can wear heavier armors without penalty. Maxes out at 10.
-Backstab: Be more successful with unaware attacks.
-Dual Wield: Wield two weapons at once.
-Endurance: People with endurance can take hits better.
-Strong: People who are strong can deal more damage, and lift more.
-Weapon Skill: Skill with a weapon of your choice.
Athletics/Stealth
-Acrobatics: Perform flips, handsprings, and other acrobatic feats.
-Balance: Keep your balance much better than normal.
-Climb: Allows you to climb difficult surfaces.
-Disguise: Disguise yourself as someone else.
-Escape Artist: Allows you to escape when bound.
-Hide: Allows you to hide better.
-Jump: Jump higher and further.
-Stealth: Moving stealthily and silently
-Tumble: Allows you to stick landings when you fall or are thrown.
Communication
-Bluff: Allows you to lie more believably.
-Diplomancy: Negotiate and barter better.
-Distraction: People with distraction are more likely to attract attention when trying to.
-Innuendo: Hide code within your speech.
-Intimidate: Intimidate others with speech and threats.
-Sign language: Speak silently with gestures to others who know how.
Misc
-Awareness: People with high awareness can react quickly and are rarely surprised by anything.
-Direction Sense: Keep track of what direction you're facing.
-Find/Remove Traps.
-Heal: Allows you to stop bleeding and treat wounds some.
-Magic Skill: People with magic skill can use magic. You can make up two spells that do what you will. You get a new spell at skill levels 5, 10, 15, etc
-Rope: Allows you to use rope more effectively.
-Security: Picking locks and finding/disarming traps.
-Sleight of hand: Perform tricks with the hands, palm things more discretly, pickpocketing, anything that can be done with sleight of hand.
Equipment: You have 1000gp to buy equipment with.
Weapons are given for free based on any weapon skills among the group.
Armor: All metal armors are loud. More protection it provides usually sacrifices mobility and stealth. All armor besides leather, pauldroms, greeves, cap helm and buckler requires Armor skill. Shields cost half listed price for wooden ones. Armor Skill required is listed after price under ASk.
-Leather Armor: Absorbs some blows to the chest. (80gp) ASk: 0
-Chainmail: Absorbs many blows to chest. (150gp) ASk: 2
-Breast Plate: Absorbs most blows to chest. (300gp) ASk: 5
-Gauntlets: Provides good protection to hands. (25gp) ASk: 1
-Bracers: Provides protection to arms. (25gp) ASk: 0
-Pauldrons: Provides protection to shoulders (25gp) ASk: 1
-Greeves: Provides protection to legs. (50gp) ASk: 1
-Cap helm: Provides protection to head, but not face. (25gp) ASk: 0
-Iron boots: Protects the feet. (20gp) ASk: 1
-full Helm: Provides protection to head and face. (50gp) ASk: 3
-Buckler: Deflects attacks. (25gp) ASk: 0
-Round Shield: Absorbs some attacks. (50gp) ASk: 1
-Kite Shield: Absorbs most attacks on shield side. (100gp) ASk: 3
-Tower Shield: Absorbs all attacks on front side if hiding behind it. (200gp) ASk: 5
Clothing
-Cloak: Grants minor protection, and allows you to cover face. (40gp)
-Robe: Sacrifice some agility, but it allows you to conceal a weapon, and has pockets inside to carry up to 4 medium items. (20gp)
-Common Clothing: Peasant clothing, may get mistaken for a servant. (10gp)
-Fancy Clothing: Fancier clothing, a little bit more durable, you may get mistaken for a minor noble, but not likely. (30gp)
-Gloves: Gloves protect your hands from injuries and allow for better grip. (5gp)
-Soft Boots: Good for stealthy movement. (10gp)
-Travel Boots: Better for balance and agility, but makes more noise. (10gp)
-Belt: Allows you to hold weapon sheathes or pouches. (Max of 3) (5gp)
-Sash: Like a belt, but across shoulder. (5gp)
-Pouch: Holds up to 4 small items. 50gp = 1 small item. Cannot hold Large or small items. (5gp)
-Backpack: Holds up to 8 medium items. (20gp)
-Sack: Holds up to 6 medium items. Large items count as double, Small as half. (15gp)
Basic Equipment
-Rope: (5gp per 10ft)
-Grappling Hook (10gp)
-Magic Wand: Makes casting magic less fatiguing. (100gp)
-Compass (5gp)
-Lantern (20gp)
-Flint & Steel Used to light fires. (5gp)
-Mirror (5gp)
-Hammer (20gp)
-Spike (5gp)
-Whistle (5gp)
Limited Use Equipment
-Caltrops (5gp per 10)
-Lock pick(5gp per 3)
-Probe: Used to disarm traps(5gp per 2)
-Bomb: Can destroy weak walls, doors. Likely chance of death if caught in explosion. (75gp)
-Flash Bomb: Blinds enemies for several minutes, and you if you don't cover eyes. (50gp)
-Smoke Bombs: Covers room with smoke making it difficult to see. (25gp)
-Burst Bomb: Instead of a powerful explosion it releases flames onto everything nearby setting flamable materials on fire. (100gp)
-Stun Dart: Stuns one target for one minute. (10gp)
-Sleep Dart: Puts one target to sleep. (25gp)
-Poison Dart: Poisons one target, killing them within 5 minutes. (75gp)
-Poison Vial: Allows you to poison a weapon up to three times. Poison lasts for five minutes each dose, and if it strikes a target in that time, will kill the victim within 2 minutes. If the bottle is quaffed, it kills instantly. (150gp)
-Potion: Heals all wounds. (50gp)
-Bandages: Stops bleeding. (10gp)
-Ether: Recovers from magic fatigue. (100gp)
-Antidote: Heals from status conditions. (25gp)
-Oil: Fuel for lanterns, and can be used to set things on fire. (5gp)
-Torch: Burns for a short time in poor area. (5gp)
----
There are no stats in this. Damage is caused by weapons and is reduced by armor. Where you take the wound is recorded, and you will bleed if its a major hit from a deadly weapon, and die after a few rounds if serious and not attended to. Stealth is a major goal in these kinds of things, you have to hire new people if your current members die. If your leader dies, you can have a current member take over, if all members die, you'll have to start the raid over.
If you can cast spells, every spell you cast will make you more exhausted and less likely to succeed on casting any more spells. To more you cast magic, the more times you can use magic before getting exhausted.
[ April 20, 2005, 06:43 PM: Message edited by: Marth ]
You have found two other raiders to break into places and raid various lord's manors and castles, each with their own skills. There's a variety of ways to go about this, so how you approach it is up to you.
To join create 3 characters using the following form.
Name:
Age:
Sex:
Description: Post a quick physical description and a line or two about personality and history.
Skills: You have 20 points to add.
Equipment: Post which of the equipment each member holds you bought with the 1000gp.
You can use a point to improve your skill in it. You may take weapon skill more than once. 0 is untrained, 1-2 is proficient, 3-5 is skilled to a point of good chance of success. All skills except armor skill and Magic Skill max out at 20. Magic skill stops getting stronger at 20, but you may keep learning new spells infinitely.
Combat
-Accurate: People with the Accurate skill can hit things quite well.
-Armor Skill: People with armor skill can wear heavier armors without penalty. Maxes out at 10.
-Backstab: Be more successful with unaware attacks.
-Dual Wield: Wield two weapons at once.
-Endurance: People with endurance can take hits better.
-Strong: People who are strong can deal more damage, and lift more.
-Weapon Skill: Skill with a weapon of your choice.
Athletics/Stealth
-Acrobatics: Perform flips, handsprings, and other acrobatic feats.
-Balance: Keep your balance much better than normal.
-Climb: Allows you to climb difficult surfaces.
-Disguise: Disguise yourself as someone else.
-Escape Artist: Allows you to escape when bound.
-Hide: Allows you to hide better.
-Jump: Jump higher and further.
-Stealth: Moving stealthily and silently
-Tumble: Allows you to stick landings when you fall or are thrown.
Communication
-Bluff: Allows you to lie more believably.
-Diplomancy: Negotiate and barter better.
-Distraction: People with distraction are more likely to attract attention when trying to.
-Innuendo: Hide code within your speech.
-Intimidate: Intimidate others with speech and threats.
-Sign language: Speak silently with gestures to others who know how.
Misc
-Awareness: People with high awareness can react quickly and are rarely surprised by anything.
-Direction Sense: Keep track of what direction you're facing.
-Find/Remove Traps.
-Heal: Allows you to stop bleeding and treat wounds some.
-Magic Skill: People with magic skill can use magic. You can make up two spells that do what you will. You get a new spell at skill levels 5, 10, 15, etc
-Rope: Allows you to use rope more effectively.
-Security: Picking locks and finding/disarming traps.
-Sleight of hand: Perform tricks with the hands, palm things more discretly, pickpocketing, anything that can be done with sleight of hand.
Equipment: You have 1000gp to buy equipment with.
Weapons are given for free based on any weapon skills among the group.
Armor: All metal armors are loud. More protection it provides usually sacrifices mobility and stealth. All armor besides leather, pauldroms, greeves, cap helm and buckler requires Armor skill. Shields cost half listed price for wooden ones. Armor Skill required is listed after price under ASk.
-Leather Armor: Absorbs some blows to the chest. (80gp) ASk: 0
-Chainmail: Absorbs many blows to chest. (150gp) ASk: 2
-Breast Plate: Absorbs most blows to chest. (300gp) ASk: 5
-Gauntlets: Provides good protection to hands. (25gp) ASk: 1
-Bracers: Provides protection to arms. (25gp) ASk: 0
-Pauldrons: Provides protection to shoulders (25gp) ASk: 1
-Greeves: Provides protection to legs. (50gp) ASk: 1
-Cap helm: Provides protection to head, but not face. (25gp) ASk: 0
-Iron boots: Protects the feet. (20gp) ASk: 1
-full Helm: Provides protection to head and face. (50gp) ASk: 3
-Buckler: Deflects attacks. (25gp) ASk: 0
-Round Shield: Absorbs some attacks. (50gp) ASk: 1
-Kite Shield: Absorbs most attacks on shield side. (100gp) ASk: 3
-Tower Shield: Absorbs all attacks on front side if hiding behind it. (200gp) ASk: 5
Clothing
-Cloak: Grants minor protection, and allows you to cover face. (40gp)
-Robe: Sacrifice some agility, but it allows you to conceal a weapon, and has pockets inside to carry up to 4 medium items. (20gp)
-Common Clothing: Peasant clothing, may get mistaken for a servant. (10gp)
-Fancy Clothing: Fancier clothing, a little bit more durable, you may get mistaken for a minor noble, but not likely. (30gp)
-Gloves: Gloves protect your hands from injuries and allow for better grip. (5gp)
-Soft Boots: Good for stealthy movement. (10gp)
-Travel Boots: Better for balance and agility, but makes more noise. (10gp)
-Belt: Allows you to hold weapon sheathes or pouches. (Max of 3) (5gp)
-Sash: Like a belt, but across shoulder. (5gp)
-Pouch: Holds up to 4 small items. 50gp = 1 small item. Cannot hold Large or small items. (5gp)
-Backpack: Holds up to 8 medium items. (20gp)
-Sack: Holds up to 6 medium items. Large items count as double, Small as half. (15gp)
Basic Equipment
-Rope: (5gp per 10ft)
-Grappling Hook (10gp)
-Magic Wand: Makes casting magic less fatiguing. (100gp)
-Compass (5gp)
-Lantern (20gp)
-Flint & Steel Used to light fires. (5gp)
-Mirror (5gp)
-Hammer (20gp)
-Spike (5gp)
-Whistle (5gp)
Limited Use Equipment
-Caltrops (5gp per 10)
-Lock pick(5gp per 3)
-Probe: Used to disarm traps(5gp per 2)
-Bomb: Can destroy weak walls, doors. Likely chance of death if caught in explosion. (75gp)
-Flash Bomb: Blinds enemies for several minutes, and you if you don't cover eyes. (50gp)
-Smoke Bombs: Covers room with smoke making it difficult to see. (25gp)
-Burst Bomb: Instead of a powerful explosion it releases flames onto everything nearby setting flamable materials on fire. (100gp)
-Stun Dart: Stuns one target for one minute. (10gp)
-Sleep Dart: Puts one target to sleep. (25gp)
-Poison Dart: Poisons one target, killing them within 5 minutes. (75gp)
-Poison Vial: Allows you to poison a weapon up to three times. Poison lasts for five minutes each dose, and if it strikes a target in that time, will kill the victim within 2 minutes. If the bottle is quaffed, it kills instantly. (150gp)
-Potion: Heals all wounds. (50gp)
-Bandages: Stops bleeding. (10gp)
-Ether: Recovers from magic fatigue. (100gp)
-Antidote: Heals from status conditions. (25gp)
-Oil: Fuel for lanterns, and can be used to set things on fire. (5gp)
-Torch: Burns for a short time in poor area. (5gp)
----
There are no stats in this. Damage is caused by weapons and is reduced by armor. Where you take the wound is recorded, and you will bleed if its a major hit from a deadly weapon, and die after a few rounds if serious and not attended to. Stealth is a major goal in these kinds of things, you have to hire new people if your current members die. If your leader dies, you can have a current member take over, if all members die, you'll have to start the raid over.
If you can cast spells, every spell you cast will make you more exhausted and less likely to succeed on casting any more spells. To more you cast magic, the more times you can use magic before getting exhausted.
[ April 20, 2005, 06:43 PM: Message edited by: Marth ]