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Sand_Dragon

RTD: Souls and Swords

242 posts in this topic

RULESET

General Rules

The GM (Game Master) posts a situation the players are in. The players then post their actions' date=' according to the conditions GM sets. The GM then rolls for the actions' results, and writes them out in his post. Then the players post actions again, ad infinitum.

The action results are defined by a six-sided die roll:

[1']: Epic Fail. Your efforts only worsened your situation.

[2]: Fail. Your skills or luck were insufficient.

[3]: Meager success: The situation didn't improve by as much as you have intended.

[4]: Success: Your efforts were sufficient to achieve your goal.

[5]: Epic Success: Your skills and luck have combined to ensure your success.

[6]: Overshot: Your efforts were more than required for the goal's completion, and your luck is such that unfortunate side-effects are inevitable.

If at any time something threatens a player character, that character makes a roll to avoid the threat (outside of Combat; for threats that occur in Combat or become a foe, see Combat Rules below.

For each action' date=' any number of rolls may be made, as determined by the GM. Primary causes for multiple rolls include, but are not limited to:

[list']

[*]Composite actions, each of which require a roll

[*]Actions that imply other actions that are not declared free

The GM however may decide to split certain actions depending on the time it would take to accomplish a stated action.

For every dodge roll, any number of additional rolls may be made, as determined by the circumstances, and any skills or special effects applied to the player.

Movement does not require a roll' date=' unless the movement involves [b']Difficult Terrain.

A player may attempt to assist another player in a non-combat action. Both players make their dice roll; the higher result is counted as the assistee's result,

Combat Rules

When engaged in Combat with any number of foes' date=' the player character may target foes that have been established to be adjacent or nearby with a [b']Melee attack, and any foes that have been established to be distant with a Ranged attack. A Melee attack against a distant foe requires two turns - one to close the distance, and one to actually deal the attack.

Upon attacking a six-sided die will be rolled. The defending character will get a roll of his or her own to successfully defend against the attack, whether blocking, dodging, or otherwise avoiding the attack. A higher number for the attacker results in a successful hit; a higher number for the defender results in a successfully avoided attack. An equivalent result goes to the attacker's benefit. If defender and attacker roll a defense and attack result of 4, the attacker's blow lands.

These numbers are affected by Bonuses and Penalties, whether innate to the character, equipment, or circumstances. For example, attempting to throw a weapon not designed for throwing would confer it a penalty.

Unlike the non-combat ruleset above, a roll of a Natural One is not an automatic miss, and neither is a Natural Six an automatic hit. The same goes for defensive rolls.

Initiative

When a combat round begins, all combatants make a six-sided die roll. The result, from highest to lowest, determines the order in which actions will take place. This is affected by combat bonuses (but not damage/attack bonuses) and generic bonuses and movement bonuses. Upon two combatants receiving the same result, the GM flips a coin to determine who will go first. The initiative roll is not affected by the critical success/failure rules, therefore a Natural One does not mean that you fail to take action; rather it simply means that you'll go last.

All actions play out simultaneously, but can be interrupted or receive a bonus/penalty by the action of the character who has a higher initiative than you.

When a successful hit is scored' date=' another six-sided die is rolled. The result of roll determines which location is hit.

[1']: Right Leg

[2]: Left Leg

[3]: Left or Right Arm

[4]: Lower Torso

[5]: Upper Torso

[6]: Head

It is much easier to hit the torso or left leg/right leg than it is to hit the head or arms, hence two possible results that cause torso damage. Upon a roll of a 3, the GM will flip a coin. Heads results in damage to the left arm, while tails results in damage to the right arm.

A character may attempt to make a called shot. The called shot allows the player to specify which body part he is aiming for. The attack receives a penalty of -1 to its roll, however a successful hit will bypass the Location stage and pass directly to the Damage phase.

After the location of the hit is determined, the GM now rolls for damage. A six sided die is again used.

[1]: No Damage/Cosmetic damage

[2]: Lightly Wounded

[3]: Wounded

[4]: Heavily Wounded

[5]: Mangled

[6]: The body part is ripped off/smashed beyond recognition/cut off/disintegrated/various other violent things depending on the action

Any result above [1] is cumulative. For example, two consecutive damage rolls of [1] will still do nothing. However if a body part has incurred a damage roll of [2], and again receives a damage roll of [2], that body part is now [3], Wounded. If, due to bonuses or penalties, the damage roll surpasses [6] or drops below [1], the result is treated the same as if it had been a normal roll of [6] or [1].

Note that not all foes may be humanoid. They may be given a larger representative die or have their body parts grouped into relative positions represented by the 1-6 scale.

A combatant may make up to two attacks in a single round' date=' barring any abilities that allow for otherwise. The attacks may be with a single weapon, or using an off-hand attack. Without a specific ability to so, it is impossible to attack twice in the same round with different weapon types; for example one cannot slash with a sword and then fire a pistol in the same round, nor headbutt a foe then stab him with a dagger. Similarly, one cannot attack with a two-handed weapon (like a Greatsword/Rifle/Crossbow) and a one-handed weapon (like a Lightsaber/Pistol/dartgun) in the same round.

The second attack takes a -1 penalty.

[/quote']

Each time a (humanoid) character receives a damage result of [4] or above to the limbs and torso or [3] and above to the head' date=' the GM rolls a die. If the result of the roll is lower than that of the damage result, the character collapses and is disabled. On his next turn another roll must be made to keep from dying (via blood loss), initially against a base score of [2']. Each turn the score that must be surpassed rises by 1. This is called the stabilizing roll. If the character fails a stabilizing roll by more than [2], he dies. If he meets it exactly, he stabilizes but is unconscious for the rest of the combat or until one of his allies chooses to revive him. If he surpasses it by more than [2] he revives.

A stabilizing roll of a Natural One results in death regardless of bonuses or penalties, while a roll of a Natural Six results in revival regardless of bonuses or penalties.

In addition to the above, a result of [5] on any limb renders that limb completely unusable. In other words, a damage result of [5] to the head knocks the character unconscious without a roll.

ERRATA: Injury Effects.

A damage result of [4] to the arms imposes a -1 penalty to attack and damage to attacks with the affected arm.

A damage result of [4] to the legs imposes a -1 penalty to defense and movement regardless of affected leg.

A damage result of [4] to both legs imposes a -2 penalty to defense and movement.

A damage result of [3] to the head imposes a -1 penalty to attack and defense.

A damage result of [4] to the upper torso imposes a -1 penalty to attack and damage.

A damage result of [4] to the lower torso imposes a -1 penalty to attack and defense.

Fire/Acid - In addition to whatever regular damage occurs' date=' a body part that is set on fire will receive increasing cumulative damage each round unless the fire is extinguished. In addition after two turns of being on fire, the GM rolls a d6. Results of =/< 3 mean that the fire spreads to the adjacent body part and begins damaging that as well. So don't get set on fire, it's bad for you. The same goes for a body part doused in a corrosive chemical like acid, sans the spreading.

[b']Electrical - In addition to whatever regular damage occurs, upon a successful (non [1]) damage result, the GM rolls a d6. Results of =/< 3 result in the shock status effect. Damage of this type to the arms causes whatever is being held to drop. Damage of this type to either leg results in the character falling over. Damage of this type to the head causes unconsciousness.

Fire/Acid - In addition to whatever regular damage occurs' date=' a body part that is set on fire will receive increasing cumulative damage each round unless the fire is extinguished. In addition after two turns of being on fire, the GM rolls a d6. Results of =/< 3 mean that the fire spreads to the adjacent body part and begins damaging that as well. So don't get set on fire, it's bad for you. The same goes for a body part doused in a corrosive chemical like acid, sans the spreading.

[b']Electrical - In addition to whatever regular damage occurs, upon a successful (non [1]) damage result, the GM rolls a d6. Results of =/< 3 result in the shock status effect. Damage of this type to the arms causes whatever is being held to drop. Damage of this type to either leg results in the character falling over. Damage of this type to the head causes unconsciousness.

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Tyr, Condottiere

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Mercenaries of the great merchant lords and nations, Condottieri can be found anywhere and fighting on any side. Some of them are men of great principle, like Bertdand du Gusslin - the Eagle of Brittany - while others are powerful and pitiless warmongers - like Verner von Urslingen, who declared himself "Enemy of God, enemy of Mercy, and enemy of Pity"... for the right price. While Condottieri are normally leaders of great mercenary companies composed of many barbute, and the individual Condottiere is normally accompanied by his Sergeant, many walk the Earth alone, especially in this age of personal duels, seeking to ply their trade on the edge of their blade. They are men who fight for power, for glory, for money - and some of them fight simply for the sake of the fight. Regardless, all Condottieri are skilled fighters and often shrewd negotiators.

Tyr was a member of one of Regensburg's great Condottieri companies, but has struck out on his own. In his current journey, he has vanquished several foes, including a pirate captain named Mercado and the traitorous merchant-captain Stavros.

Health Status

Head

Upper Torso

Lower Torso

Left Arm

Right Arm

Left Leg

Right Leg

Inventory

Equipped Arms

Longsword [5/6]

* +1 to damage if used two-handed

* Hardness 3

Hound Shield [6/6]

* Hardness 3, +1 defense

Armor

Warrior's Chainmail

Warrior's mail shirt: Torso, Arms

* [4/5]

* Hardness 3

Warrior's Chain Cap: Head

* [3/3]

* Hardness 2

Warrior's Chain Leggings: Legs

* [5/5]

* Hardness 2

Other Equipment

Sword of ??? [n/a]

* Hardness [n/a]

* Force Blade: Bypasses non-living materials. Cannot be parried or used to parry. -1 to damage, -1 to attack.

Pouch of Pistoles (39)

Ability Summary

Condottiere

* Condottiere Manners: A mercenary's years of service to many masters make him shrewd. +1 on any rolls having to do with negotiation or interrogation, whether via intimidation, cajolery, or carousal.

* Fighter training: Excellent in all kinds of weapon, a Fighter's skill allows them to do more damage and strike more accurately. +1 melee/ranged combat bonus.

Maneuvers

Shield Bash [1]

* Tyr's preference for his shield allows him to use it strategically.

- On a successful shield bash maneuver, the opponent does not take damage. Instead the damage roll divided by 2 is the size of the defense penalty the opponent takes until your next turn. You also lose your shield bonus until next turn.

Power Attack [1]

* By putting much more force into a blow, Tyr may sacrifice accuracy for damaging force.

- -1 to attack, +1 to damage. Only may attack once that turn.

Sir Ryn Lorril, Paladin of the Order

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Paladins are great holy knights, and then some. Warriors of renown and skill, the Paladin is a shining, peerless leader and a doer of good deeds. Like any knight, the Paladin is trained to hew his foe from close up, whether with the noble longsword, the fearsome lance, the brutal mace, or the terrible hammer. While the Paladin typically fights from the back of a horse, they are just as adept on foot. Unlike many knights, the Paladin is trained by his particular order to channel holy power and use it to heal those in need or smite the wicked, the heretic, and the infidel. Famous knights who were also Paladins were Sir Roland, Sir Galahad, and Sir Parsifal. Modern Paladins do not normally win as much renown as their legendary forebears, however - the modern world is not as appreciative of the cause of justice. The most famous Paladin of recent years - the great Don Quixote de la Mancha, was ridiculed for his quest. The world is bleak and unbearable - base and debauched as can be. The only recourse for a true Paladin is to bravely unfurl his banner and hurl his gauntlet down, and make the world a place worth living once more.

Ryn is a Knight of the Order of Malta, one of whose tasks is to protect the Gates at Rhodes. He travels the world, and has recently joined the quest to purge the Evil Sword Soul Edge. In his journey he has slain many foes, including a fearsome soldier named Solnhofen, and the villainous Lord Sorel's manservant Auguste.

Health Status

Head

Upper Torso

Lower Torso

Left Arm

Right Arm

Left Leg

Right Leg

Inventory

Equipped Arms

Σ Sword [Holy, Shortsword] [6/6]

* Hardness 3, +1 attack

* Holy Burst: On an unmodified damage roll of 5 or higher, the sword "bursts", damaging every part of the opponent's body besides the affected location by 1 step.

Pierced Heater Shield [5/6]

* Hardness 2, +1 defense

Pistol [small] [3/3]

* Hardness 1

Armor

Paladin's Surcoat: Torso, Legs, Arms

* [3/5]

* Hardness 1

Paladin's Breastplate: Torso

*[3/4]

* Hardness 2

Paladin's Bracers: Arms

* R Bracer [3/4]

* L Bracer [3/4]

- Hardness 2

Other Equipment

Paladin's Longsword [5/6]

* +1 to damage if used two-handed

* Hardness 3

Pistol Shot [7/8]

* Hardness 3

Glowing Ball of Divine Energy

* Properties unknown. Very pleasant to look at, though.

Ruby Ring

* Properties unknown. Pretty goddamn evil.

Ability Summary

Paladin

* Knightly Combat Training: A Paladin is well trained to work with sword, warhammer, pick, or lance. +1 to melee combat with those weapons. A Paladin's training includes the use of heavy armor. A Paladin in such armor reduces any penalties by one step.

* Social Graces: A Paladin's training includes the proper etiquette and bearing for people of high stature (non-evil ones, at least).

Maneuvers

Divine Energy

* The Paladin channels divine energy through his or her hands, healing or smiting to his or her choosing.

- Heal: Roll d6. The result is the amount of damage healed. This may be used on one body part or split among body parts to the player's choosing/maximum efficiency.

- Smite: Roll d6. The result divided by 2 is the amount of damage added to the next pair of attacks/single attack.

Kurojin, Dragon-Clan in Exile

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The dragon clans once ruled Japan, but their reign ended when Oda Nobunaga rose and united the feudal lords. After the dragon lords were destroyed, Japan fell back into warring chaos, but the remnants of the clans persisted. The dragon men retain some of the traits of their forebears (some call them their enslavers) such as their fiery breath, their horns, and their tough skin and talons, but had the manual dexterity to use weapons of both steel and gunpowder.

Kurojin is not merely a member of a dragon clan - he is THE dragon clan. His people have mostly been exterminated and their great masters, the dragons, destroyed. In Kurojin's recent wanderings he has encountered, and possibly slain, the mighty wizard Zasalamel.

Health Status

Head

Upper Torso

Lower Torso

Left Arm/Left Wing

Right Arm/Right Wing

Left Leg

Right Leg

Inventory

Equipped Arms

Longsword [5/6]

* +1 to damage if used two-handed

* Hardness 3

Heat-Damaged Longsword [2/3]

* - 1 to attack, + 1 to damage if used two-handed

* Hardness 2

Musket

(A "fire arm" like the pistol, the musket is a frightening weapon. However one must spend an action reloading it before it can be fired again.)

* +2 to damage. Hardness 1

Pistol [small] [3/3]

* Hardness 1

Pistol [small] [3/3]

* Hardness 1

Armor

---

Other Equipment

Musket Shot [5/6] (Ammo Hardness 4)

Pistol [small] [3/3]

* Hardness 1

Pistol Shot [6/8]

* Hardness 3

Pouch of Pistoles (6)

Pendant of the Lord Hephaestus

* Properties currently unknown

Ability Summary

Dragon kin

* Tooth and Fang

- the dragon kin are perhaps deadlier without weapons than with them. Your unarmed attacks count as Hardness 2.

* Flight

- the dragon kin can mostly fly. poor weather necessitates a movement check.

* Feared

- the dragon kin are often mistaken for the abominable Lizardmen. They are shunned and feared, and many would try to kill them on sight.

Steel scale

* +1 natural armor. However, a dragon kin cannot wear non-specially made metal armor due to their different shape.

Maneuvers

Firebreath

* The fiery breath of the great fire dragons is seen too in their lesser cousins. Kurojin may make opt to use your firebreath ability instead of his regular weapons. The attack deals regular d6 damage and may set the foe ablaze.

Tail Throw

* May flick objects on the ground at an opponent as an impromptu ranged attack. Damage dealt depends on the object.

--------------

Known NPC Warriors

Sophitia Alexandra, Holy Warrior

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There were only twenty four holy warriors in the world, and there are much fewer now. Chosen by the god Hephaestus at the dawn of the war of Souls and Swords, the holy warriors were sent out to destroy the evil sword Soul Edge to prevent it from staining his good name. All of them are Greek and trained in the ancient fighting style of the Hoplite. They are adept, therefore, with spear, sword, and shield. The leader of the Holy Warriors was the mighty Aeon Calcos, but with his disappearance the band was taken over by Sophitia Alexandra. Her mightiest champions are (or, perhaps, were) Adrastos the Strong and Lysander Karaakis.

Equipment

Ω Sword

* +1 attack

Elk Shield

* Hardness 4, +1 to defense

Palladium Armor

* Palladium Bracers [arms]

- Hardness 2, -2 to damage

* Palladium Greaves [legs]

- Hardness 2, -2 to damage

* Palladium Girdle [lower torso]

* Hardness 2, -2 to damage

Abilities:

Hunter's Swiftness

* A blessing of Artemis. Receives +2 to initiative checks.

Hoplite Training

* The fighting style of ancient Greek warriors; works just as well without heavy armor. +1 to attacks after a shield-parry.

* +1 melee combat bonus when wielding a shield with a shortspear, spear, or one-handed sword.

Maneuvers

Divine Palladium

* Divine lightning comes down to strike with an opponent. This is treated as a ranged Electricity attack with a damage die of d6.

* Critical Finish - on an unmodified roll of d6, Divine Palladium activates, dealing an additional automatic d6 damage to a random location.

Zasalamel, Magic Man: Deceased (probably)

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Sorcerers and Mages are rife throughout history, and no two are ever the same. The legendary Circe was such a mage; Maerlyn was one who got his powers via his demonic father. Some wizards are born, others are self-made. All that needs to be known is that the wizard is a person of great power and oftentimes very little virtue. One such wizard was Zasalamel, a powerful immortal mage. He was apparently slain in an encounter with the dragon man Kurojin.

Equipment

Kafziel, the Death of Kings [large]

* +1 to damage

* Hardness 3

Armored Robes [4/5]

* Hardness 2, all locations except head

Abilities:

Seen It All

* Zasalamel is impossibly ancient. He gains a +2 on initiative checks and a +1 melee combat bonus.

The Gate of Meslam

* Zasalamel may send himself or another nearly anywhere he desires.

Maneuvers:

Magic Man

* As a regular attack, roll d6. This attack may deal fire, lightning, or acid damage. Ignores metal armor.

Trip

* A called attack to either leg with -2 damage. If it hits successfully, the opponent falls to the ground and must use a move action to stand up (effectively only allowing them to attack once that round).

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Items Specific Rules

WEAPONS and ARMOR have two shared points of consideration. These are hardness and hit points. Hardness determines how much resistance to damage the weapon or armor has (also determining how much damage the armor protects its wearer from), and hit points are how much damage a weapon or suit of armor before suffering a loss to its usability. If a weapon strikes, or a a piece of armor is struck by, something with equal to or higher hardness than it, it loses a hit point. Armor reduced to 0 hit points loses 1 point of hardness and 1 point of total HP and becomes "battered". A weapon reduced to 0 hit points loses 1 point of hardness and 1 point from its damage. (In an extended fight where both combatants have equipment of equal quality, this can result them whittling each others' gear completely to splinters).

Ranged Weaponry does not have this kind of problem, (unless used to thwack something) but they DO have the problem of ammunition. A ranged weapon can only be used as many times as it has ammunition available, at which case it becomes useless (except in the case of such rare weapons as pistol-axes and other bizarre combinations).

Melee Weapons

Melee weapons come in three categories: [small], [medium], and [large]. In melee combat, a weapon user suffers a defensive penalty of -1 for every step that the opponent's weapon differs in size. For example, a Great sword user defending against a short sword user suffers a -2 penalty to defense - and vice versa. Some weapons may not have these kinds of penalties, such as the Halberd, the Flail, and the Morning Star. [small] weapons receive a +1 to attack due to their size, allowing them to be used in the off-hand with no penalty. Using a [medium] weapon in the off-hand confers a -1 penalty to attacking with it.

Unarmed Combat [n/a]

* A weapon of thugs in pubs and rowdy sailors, as well as the proud Dragon kin of Japan and shape-shifters like werewolves, fighting with one's fists, feet, or other body parts can be both dangerous and unwise. Using a body part to attack something with higher hardness will cause it to receive as much damage as it has inflicted. In addition, unarmed combat counts as one step smaller than [small].

* Hardness 0 unless specified otherwise; -2 to damage unless specified otherwise.

Blades

The tool of noble and rogue alike, the sword is almost universally considered a tool of the higher class, whether of the famous Doppelsoldner mercenaries of Germany and the Knights of that warlike land, or the rapier-armed dueling fops in the streets of Paris.

Dagger [small]

* Some people eat with them. Some people stab other people with them. The size of the weapon gives it a further +1 to attack, allowing one to wield it more effectively even in the off-hand. The dagger's size gives it a -1 to damage.

* A typical Dagger has Hardness 1 and [3/3] hit points.

Short sword [medium]

* A generic name for any number of swords that are meant to be wielded in one hand in conjunction with a buckler or a shield, or as a sidearm in conjunction with a Longsword or Great Sword. The Short sword has no special qualities.

* A typical Short sword has Hardness 3 and [6/6] hit points.

Longsword [medium]

* A large sword which can be used with one or two hands. Swinging it with both hands confers +1 to damage.

* A typical Longsword has Hardness 3 and [6/6] hit points.

Great swords [large]

* Not to be confused with the Longsword, the Great sword is a larger, heavier weapon that must be wielded with both hands to be swung properly at all. The Great sword deals an additional +2 damage, but like all [large] weapons it is harder to defend with.

* A typical Great sword has Hardness 3 and [6/6] hit points.

Rapier [medium]

* Narrower blades meant for thrusting attacks and precision, the rapier is a weapon emblematic of duels - a classier kind of pub brawl. The rapier receives a +2 on the attack, due to its increased finesse, but they are typically much more fragile than other blades.

* A typical Rapier has Hardness 2 and [4/4] hit points.

Katana [medium]

* Weapon of the warrior class of the Far East, the famous katana has displaced the Longsword equivalents that the ancestors of the Samurai once used. The katana attacks more accurately than the Longsword, receiving a +1 to accuracy, and receives a +1 to damage if wielded with both hands, but it is fairly more fragile.

* A typical Katana has Hardness 2 and [4/4] hit points.

Striking Weapons

Often used by Clerics and Priests so as to obey, strictly speaking, the decree not to shed blood, the hammer, the mace, and the maul nonetheless can crush skulls, break bones, and most importantly shatter armor. These weapons are typically more effective against armor than blades, but the nature of their construction makes them more fragile - but also easier to repair.

Club [small/medium/large]

* The club is the most primitive weapon known to man, and comes in many sizes. There are clubs of metal or studded with nails, but their wooden material leaves much to be desired. However they are still quite adequate at bashing in an unarmored skull. Any long object qualifies as a club.

* A typical Club has Hardness 1 or 2 and [3/3] hit points. All clubs do -2 damage.

Mace [medium]

* An improvement on the club, the Mace is essentially the same principle. A shaft of wood with a metal head, the mace is quite adequate for dealing with foes both in armor and without.

* A typical Mace has Hardness 2 due to the wooden shaft and [4/4] hit points.

Morning Star [medium]

* A manifestation of man's desire to put spikes on every fucking thing it sees. The modern Morning Star is essentially a longer, heavier Mace with spikes on it. The steel shaft makes it more difficult to swing, giving it a -1 to attack. If swung two-handed, however, it deals an additional +1 damage. Such powerful weapons are usually found being used by mighty plate-armored knights.

* A typical Morning Star has Hardness 3 and [6/6] hit pointss.

Maul ("War Hammer") [large]

* The weapon typically called the "War Hammer" is in fact an adaptation of the sledgehammers wielded by archers to pound in defensive stakes. A huge weapon, this unwieldy hammer attacks at -1, but deals +2 damage and strikes armor as though it were one Hardness level higher - but takes damage at its normal Hardness. Great tribal berserkers are often seen carrying these huge hammers around.

* A typical Maul has Hardness 2/3 and [4/4]/[6/6] hit points.

Flail [medium]

* A steel spiked ball on the end of a chain attacked to a wooden shaft. In addition, defending against a Flail confers a -1 penalty to the defender due to its unpredictable nature.

* A typical Flail has Hardness 2 and [4/4] hit points.

Axes and Polearms

Polearms are the venerable signature weapon of the Italian merchant-states, and are impressively deadly on the battlefield. Their forebear, the spear, has seen hundreds of years of use and many soldiers of the Far East still wield them today, having perfected their martial forms to an art. Axes are unwieldy chopping tools that nonetheless can do a great deal of damage.

Quarterstaff [large]

* The Quarterstaff is the typical weapon of the peasant, the far Eastern monk, and the Friar. Because it can be used to strike with both ends, the wielder of a quarter staff may attack twice in a round, with a -2 penalty to the second attack.

* A typical Quarterstaff has Hardness 2 and [4/4] hit points.

Halberd [large]

* Utilized by footsoldiers of the great merchant-states as well as warriors of the Far East, the Halberd in any form is an excellent weapon. Its versatility means that the maximum defensive size penalty it suffers is -1, and it strikes for +1 damage.

* A typical Halberd has Hardness 2 and [5/5] hit points.

Spear [large]

* A weapon that has seen a great deal of use over the many years of warfare mankind has seen, the spear receives a defensive bonus of +1 due to its great reach.

* A typical Spear has Hardness 2 and [4/4] hit points.

Shortspear [medium]

* A shorter version of the Spear that can be wielded one-handed in conjunction with a shield. The Shortspear can also be thrown with great accuracy. The soldiers of ancient Rome carried two such javelins into battle.

* A typical Shortspear has Hardness 1 and [4/4] hit points.

Battle-axe [medium]

* The Battle-axe is a weapon commonly associated with the mighty Northern berserkers. This weapon receives a -1 to attack but a +1 to damage.

* A typical Battle-axe has Hardness 2 and [4/4] hit points.

Hatchet [small]

* Often wielded in the off-hand, the hatchet deals normal damage despite its size, making it a decent alternative to the dagger for the dual-wielding aficionado.

* A typical Hatchet has Hardness 1 and [3/3] hit points.

Ranged Weapons

The Ranged Weapon, much like melee weapons, come in sizes that dictate how easily they can be wielded - [small], [medium], and [large]. Only [small] weapons can be wielded in either hand at the same time, however.

All ranged weapons suffer a -1 to attack if used in melee unless they are built for it, and a -1 to damage. In addition, the size of the weapon, unlike with melee weaponry, dictates the difficulty of a called shot. A [small] weapon makes called shots at +1, a [medium] weapon at -1, and a [large] weapon at -2.

Man-powered weapons

The bow, crossbow, the dart-gun and the sling. Man-powered weapons are almost as old as man himself. They are no less deadly, however, and many merchant states and warring kingdoms still employ the deadly crossbow and longbow even in the new age of gunpowder.

Longbow [large]

* The weapon the English armies are famous for, Longbow users can strike quickly and efficiently. The Longbow's tremendous striking power gives it a +1 to damage.

* A typical Longbow has Hardness 1 and [3/3] hit points. Ammunition: Arrows.

Shortbow [medium]

* A medium sized bow, this is typically the bow used for hunting by the lower class.

* A typical Shortbow has Hardness 1 and [3/3] hit points. Ammunition: Arrows.

Additional Bow Ammunition

* Broadhead Arrow: +1 damage against unarmored

- An arrow with a wider, broader head that deals terrible wounds to naked flesh, but is no more use against armor than a normal arrow. Hardness 2.

* Bodkin Arrow: +1 damage against armor

- An arrow with a specialized point to aid in puncturing armor. The nature of the arrow means that it does more damage against an armored foe than an unarmored one. Hardness 2.

* Great Arrow: +2 damage, -1 to attack

- This heavy arrow does not fly as well as it should, but it can easily puncture the most well-forged plate armor or horribly wound a foe. Hardness 3.

Crossbow [medium]

* Precursor of the firearm, the Crossbow is a deadly weapon adept at hurling bolts over great distances and damaging armor. The Crossbow can be fired with one hands but in order to reload and fire in the same round one must be wielding only the Crossbow.

* A typical Crossbow has Hardness 2 and [4/4] hit points. Ammunition: bolts (+1 damage, Hardness 3).

Handbow [small]

* A Crossbow small and light enough to be wielded and reloaded with both hands, the Handbow suffers from a lack of accuracy due to its size, taking a -1 to attack.

* A typical Crossbow has Hardness 1 and [3/3] hit points. Ammunition: bolts (+1 damage, Hardness 3).

Blowgun [small]

* A weapon normally associated with tribal cultures. The blowgun's darts are too small to do any real damage, but they can be used to deliver toxins if they strike an unarmored body part.

* A typical Blowgun has Hardness 0 and [2/2] hit points. Ammunition: darts (-5 damage).

Blowgun Dart poisons

* Paralytic

* Withering

* Knockout

Sling [medium]

* A weapon normally denigrated by most people, the sling should not be underestimated. Hurling a stone across great distances, the weapon can easily mangle an unarmored foe or deal tremendous concussive damage even through armor. Ammunition is very easy to find.

* A typical sling has Hardness 0 and [2/2] hit points. Ammunition: stones (-1 damage, Hardness 2).

Fire Arms

In the age of gunpowder, the ability of fire arms to neutralize armor should not be underestimated. A musket ball or the shot of a harqebus will penetrate lighter armor with no real problems, and will deal significant damage even through tougher armor. They deal regular damage against naked flesh, however, due to the problems of overpenetration. Only armor specifically built to stop ball and shot can negate this damage.

Harquebus [medium]

* Meant to be used in conjunction with a pavise shield, the Harquebus is a powerful weapon that requires a stable base to fire. Firing it without resting the weapon on a pavise shield or a ledge of some kind imposes a -2 penalty to attack.

* The typical Harquebus has Hardness 1 and [3/3] hit points. Ammuntion: ball (Hardness 4).

Musket [large]

* A large, powerful weapon that deals increased damage due to its longer barrel. The Musket deals +2 damage, but it fires and reloads slowly. During combat the user must spend a round reloading before they may fire again.

* The typical Musket has Hardness 1 and [3/3] hit points. Ammunition: shot (Hardness 4).

Pistol [small]

* A small weapon favored by shipmasters, privateers, sailors, and pirates, the pistol is small enough to be carried in sufficient number to reduce the problem of reloading, as well as being wielded in both hands easily.

* The typical Pistol has Hardness 1 and [3/3] hit points. Ammunition: pistol shot (Hardness 3).

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Armor is one of the more important things to wear, due to the simple fact that all of the dodging and defensive ability in the world will be no help if someone tags you in the gut with a good slash from a sword. As previously mentioned, Armor has two important characteristics - Hardness and hit points - but what also must be noted is the amount of one's body that the armor carries. IT only provides that protection to the body parts covered. full suits of armor, such as Plate Armor or Chainmail, are divided into their individual parts, as some parts of the armor are weaker than others.

Note that fighting unarmored gives the unarmored character +1 to defense and movement checks. This applies even if the character is naked, though all the disadvantages of being naked apply. One of these disadvantages, of course, is being naked.

Armor Sets

Sets of armor are basically what one would call a "suit" of armor. They can be divided into their individual parts based on body coverage; individual pieces provide different levels of protection in some cases. Another problem is that certain individuals can't quite wear full suits of armor due to their different body shape - such as the Lizard Men, the Dragon kin of Japan, and shapeshifters like Were-wolves and Vampires. These individuals have to rely on individual armor sets.

Mass-Produced Plate Armor (aka: Munitions Plate)

* The armor of the mercenary armies loaned out by powerful merchant-states and patricians, Mass-Produced Plate harnesses are some of the best armor one can buy. Providing tremendous protection to the chest and a fair deal of protection to the arms, head, and legs, The type of protection varies. A whole suit of Mass-Produced Plate Armor imposes -1 to defensive checks due to a loss of mobility and -1 to movement checks.

* Head: Plate Helmet

- A shaped and tempered piece of steel with a visor through which the wearer can see. The Mass-Produced plate helmet has Hardness 3 and [6/6] hit points, providing +3 against damage. Many mercenaries use helmets of a different design for intimidation purposes or for sheer aesthetics.

* Upper/Lower Torso: Plate Cuirass and Pauldrons

- A shaped and tempered piece of steel. This heavy piece of armor is the centerpiece of any Plate Armor and is the main cause of the loss of defensive mobility - something well compensated for by its heavy protection. This piece has Hardness 4 and [8/8] hit points, providing +4 against damage. Additionally the heavy armor makes the wearer easier to hit, causing a -1 to defense.

* Arms: Plate Armguards

- Vambrace and guards shaped out of steel, this armor piece slots under the pauldrons. This piece of armor has Hardness 3 and [6/6] hit points, providing +3 against damage. The gauntlets of the armor allow for a superior grip, giving +1 against attempts to disarm. Unarmed attacks with this piece strike at Hardness 3 with -2 to damage.

* Legs: Greaves, Sabatons, and Thighguards

- Heavy armor meant to provide superior protection for the legs, these armor pieces have Hardness 3 and [6/6] hit points, providing +3 against damage. Heavy mass-produced armor like this may sometimes be hard to move in, giving a -1 to movement checks.

Custom Plate Armor

* Varied in design, suited only to the person for which they are made, custom Plate Armor often integrates unorthodox material and aesthetic choices, such as using chainmail to cover joints or adding protrusions and stylized pauldrons. The end result of all of this is an armor that has a much better degree of protection and mobility, regardless of design. However the tighter fit of the armor results in it taking more damage when hit by a blunt striking weapon.

* Head: Plate Helmet

- Often heavily stylized to match the preferences of the one who ordered the armor suit, a custom Plate Helmet has Hardness 4 and [8/8] hit points. It may have other effects depending on its design.

* Upper/Lower Torso: Plate Cuirass and Pauldrons

- A shaped and tempered piece of steel. This heavy piece of armor is the centerpiece of any Plate Armor and because it is custom-made to fit the user, the wearer suffers no loss of mobility. This piece has Hardness 4 and [8/8] hit points, providing +4 against damage.

* Arms: Plate Armguards

- Vambrace and guards shaped out of steel, this armor piece slots under the pauldrons. This piece of armor has Hardness 4 and [8/8] hit points, providing +4 against damage. The gauntlets of the armor allow for a superior grip, giving +1 against attempts to disarm. Unarmed attacks with this piece strike at Hardness 4 with -1 to damage.

* Legs: Greaves, Sabatons, and Thighguards

- Heavy armor meant to provide superior protection for the legs, these armor pieces have Hardness 4 and [8/8] hit points, providing +4 against damage. Despite the custom fit of this armor the greaves and sabatons still cause movement issues, causing -1 to movement checks.

Chainmail (aka Chain Maille, Chain Armor)

* Typically worn under a surcoat or tabard, which provides a second layer of protection for the wearer, chainmail provides a decent amount of protection even compared to heavy plate. Although it is quite outdated in this new age of gunpowder, old suits of chainmail are still being used, both from West and East.

* Head: Chain cap

- A hood of chain links hammered together, the chain cap provides decent protection against blows, usually preventing a cut from severing something important. Unlike single steel pieces, the chain cap is easier to damage and has Hardness 2 and [3/3] hit points.

* Upper/Lower Torso and Arms: Mail Shirt

- The Mail shirt was the standard method of protection for many years, and even now provides decent amounts of coverage and resistance against attack. The Mail shirt has Hardness 3 and [5/5] hit points, giving +3 against damage.

* Legs: Chain leggings

- Essentially pantaloons of hammered Chain, these leggings provide adequate protection against blows and arrows - though they should be worn with a surcoat to maximize protection. Chain leggings have Hardness 2 and [5/5] hit points.

Tosei-Gusoku

* Heavy armor made out of leather and shaped iron plates, Tosei-Gusoku type armors provide more adequate protection than heavy Kozane armor and are far less cumbersome. They are the rough equal of the Mass-Produced Plate Armor of the wealthy merchant-states.

* Head: Helmet

- A fearsome heavy iron helmet, the samurai wore these to protect themselves from foes and also to strike fear in the hearts of their enemies. This piece has Hardness 3 and [5/5] hit points, with a +3 against damage.

* Upper/Lower Torso: Breastplate and Pauldrons

- Iron lamellar scales and a heavy iron breastplate provide protection from blades and adequate protection against arrows. This cumbersome set of armor gives the user -1 to defense. This set has Hardness 3 and [6/6] hit points, giving a +3 against damage.

* Arms: Armguards

- Strong armguards of leather and iron protect the wearer's arms from attack. The guards have Hardness 2 and [3/3] hitpoints, giving a +2 against damage.

* Legs: Leg guards

- Leather and iron plates protect the legs with this kind of armor. The guards have Hardness 2 and [3/3] hit points, with a +2 against damage.

Individual Armor Pieces

Individual armor pieces are not meant to provide comprehensive protection in the form of a set but rather take various shapes and forms, allowing users to wear any combination thereof without any real problems.

Cloak

* A cloak is a typical garment that protects against the cold. Due to its bulky and voluminous nature it helps prevent damage from reaching through to the wearer, having HArdness 1 and [5/5] hit points.

Surcoat

* The surcoat is a knee-length coat of thick padded cloth that protects every part of the body except for the head. It has Hardness 1 and [5/5] hit points, with a +1 against damage.

Jack Coat/Leather Armor

* Stiff boiled leather, sometimes with chains or plates that protect against blows to the arms, this type of armor protects the torso and arms. It has Hardness 2 and [4/4] hit points, with a +2 against damage.

Breastplate

* A single breastplate, often worn by noble duelists. Depending on the material, the breastplate may have Hardness 2, 3, or 4, with [4/4], [6/6], or [8/8] hit points. It protects the whole torso. The armor provides better protection against firearms than that of plate armor.

Greaves/Leggings

* A pair of Greaves or Leggings. These provide protection for the legs and depending on the material may have Hardness 2 or 3 with [4/4] [6/6] hit points. They protect both legs.

Bracers/Gauntlets/Guards

* These pieces of armor protect the arms and depending on the material may have Hardness 2 or 3 with [4/4] or [6/6] hit points.

Helmets

* Helmets have various designs and shapes, but most easily acquirable versions have Hardness 2 or 3 with [4/4] or [6/6] hit points.

Girdle

* Usually made out of cloth or rope, some kinds of girdle qualify as armor. They may be anywhere from Hardness 1 to 3 with [2/2], [4/4], or [6/6] hit points.

Headband/Crown/Tiara

* Though normally associated with royalty and not ordinary warriors, these headgears may provide a protective edge - but are typically extremely fragile with Hardness 1 and [1/1] hit points.

Shields

Shields are unusual pieces of armor in that they are not worn per se, but rather are strapped to the arm or held in the hand. They tend to provide a defense bonus and take damage instead of the weapon on a parried attack (a parry occurs when a defensive roll defeats the attacker's roll by 2 or more. Parry chains are possible.) In addition both failed and successful defensive rolls against ranged attacks strike the shield first, instead of the body, stopping the attack cold if the attack had equivalent Hardness, or subtracting its Hardness from the damage of the ranged attack if the ranged attack had higher Hardness (the attack will then proceed to strike the wielder of the shield).

Kite Shield

* Kite Shields were once the standard knightly shield, shaped in a roughly diamond form. They provide +1 to defense. Kite shields may have Hardness 2 or 3, with [6/6] hit points. They provide cover against ranged attacks that would strike the shield-arm, the upper and lower torso, and the shield-leg.

Buckler

* A smaller, more manageable, but overall much more maneuverable shield, the buckler provides +2 to defense and has Hardness 1 with [4/4] hit points. Some bucklers come with serrated edges, spikes, or the like. These bucklers deal +1 on a shield bash. However they cannot stop ranged attacks.

Round Shield

* The type of shield wielded by the Greek warriors. Their shape and construction makes them much more robust than Kite Shields, having Hardness 3 or 4 with [6/6] or [8/8] hit points. They provide cover against attacks that would strike the shield-arm, the upper torso, or lower torso, and provide a defense bonus of +1. Their weight, however, makes it harder to strike with them - shield bashes with this kind of shield have +1 damage, but -1 to attack.

Pavise Shield

* A sort of hybrid between an ancient Tower shield and the Kite Shield, the Pavise allows a harqebuser to fire properly whilst standing up. However, it gives no defense bonus. The Pavise has Hardness 3 with [4/4] hit points, though tougher Pavises might be found.

Heater Shield

* A smaller version of the Kite Shield, the Heater Shield has superior construction, and therefore resistance to attacks, but only provides protection against ranged attacks to the upper and lower torso as well as the shield arm. It has Hardness 3 or 4 with [6/6] or [8/8] hit points.

A weapon may also be used as a "shield" in the off-hand; however against ranged attacks unless otherwise noted they have no Hardness value against ranged attacks.

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The ancient dragons have long since fallen, leaving only their humanoid kin behind in a world filled with people who are slowly beginning to turn in magic and the divine for the view of the rationalist, the mathematician, the scientist. The wizard has lost his place, and gradually the ways by which a man may carve his life out with a sword are vanishing.

Magellan's ships have sailed around the world - proving that it is round, and not flat. Huge advances in industry and technology, and an explosion of merchant wealth in the great trader-states of the world has heralded a new age of artistry, craftsmanship, and enlightenment - and also brutal exploitation of the native populations of colonies. Wealthy nations compete for the favor of the mighty Pope of Rome. Japan tears itself apart in brutal conflict, as does the Ottoman Empire.

Tyr

Hired by a merchant captain to provide mercenary protection for his goods and crew, you stand aboard a great trader galleon on the way to Genoa in Northern Italy. It's been an uneventful journey so far, and the biggest danger is the salt-sea spray rusting your chainmail. Thankfully, the captain says the ship will reach port before nightfall - then, you might be able to collect your pay, look for a new job, or even get a little rest and relaxation in the famous streets of Genoa...

Ryn

The life of a wandering Paladin is always an ordeal, and yours is no exception. You have bartered your way into passage on a merchant ship to Genoa, seeking to right wrongs as you pass by and perhaps lend the experience of the Paladinate to those who need it. However, disturbing rumors have reached even your ears - of a brewing war between powerful individuals who will change the fate of the world. A war of souls and swords - and men and women who would do anything in their power to claim a weapon, reputed to once have belonged to the fabled King Arthur, whose immense power can redirect a nation's destiny...

Kurojin

Japan, your homeland, and birthplace of your great ancestors, is destroying itself in a great feudal war. You seek to reclaim your birthright, but upon the request of your clan, you have set sail to find a weapon that will change the tides of the war, or a foreign army that will serve at your side. The crew gives you a wide berth - even sailors, superstitious and gullible as they are, have a hard time dealing with dragons. Yet against the feuding warlords of Japan, such superstition might yet be turned into faith and loyalty...

Clouds roll overhead, as though out of nowhere, signaling an oncoming storm. The ship coasts onward as the sky darkens.

Post an action.

[this is the introductory post. Nothing much is happening, and as always in an RTD, feel free to do whatever you wish, even a silly action like Jump overboard (okay, maybe not that - you might drown). Put your actions in BOLD text.]

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A storm, a good omen in my opinion. Though perhaps not so much at sea. Nonetheless, I feel a sense of unease. I should find the captain, and see when exactly we will make landfall.

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Stares at the clouds. A storm approaches... We must make preparations...

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A storm approaches. Figuring the crew may need some assistance in preparing, I offer to assist with preparations.

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Tyr

Captain Stavros, the Greek merchant, turns to answer your question with a wide grin under his bristling mustache. "Land fall? Ah, you mean, the port!" Even after this long journey, you can't place his accent - it sounds like no Grecian man you've ever heard.

The merchant places his calloused hands on his ship's railing and peers over. "I can see the great Genoa from here - it should be no more than a few hours, perhaps less if we drop oars. I'd not like to tax the men, any more than necessity - but the storm, she is coming - we must use the oars, or lose the mast."

"This journey, he has been uneventful," Stavros says, resting a hand on one of the culverins mounted on the deck. The guns have only been fired once this entire voyage, and that was by an overeager sailor who mistook a whale breaching for a pirate skiff. "Yet, I hired a mercenary like you - and took on passengers like this knightly fellow and the dragon-man. I had heard the rumors - rumors of piracy along the route, and wished to insure the safety of my goods and crew." The large man laughs and nudges you. "No goods are safe from the bankers, though, eh?"

Kurojin

Stares at the clouds

Roll = 3

You brace your great wings and turn to face the oncoming storm. There is something horrifically wrong with the clouds, though your eyes can't tell exactly what. A scent as of death or decay reaches your nostrils, leaving a foul taste on your tongue - something, somehow, is approaching - but this damnable storm covers it.

Perhaps sorcery? You have heard the Captain speak of pirates - a pirate crew allied with, or under the command of a sorcerer, a lich, or one of the fabled Oni of your homeland would use such a storm as cover...

Ryn

Offer to assist with preparation

Roll=5

You make your way over to the sailors occupied in taking down the sails and raise your hand in greeting. An offer to help in the preparations soon follows, and the sailors, though doubtful of the utility of a fighting-man on a seafaring vessel, gladly accept. They need every hand they can get.

Helping them bind the great galleon's massive sails is no easy task, but you persevere. Below you, many sailors are occupied in lashing the culverins and guns to the deck, so that freak mischance or ill weather will not send them careening into each other - or worse, the mast.

It's a small good you're doing, but a good nonetheless.

----

Preparations for the storm over, Captain Stavros gives the order to drop oars and make best speed for the Port of Genoa. Stormclouds roil and churn, lightning flashes and strikes the sea.

A black shape appears on the horizon, just beneath the clouds - and it appears to be going impossibly fast. The shape hurtles towards the galleon at speeds no ship should be able to attain.

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I notice the shape hurtling towards the ship and Brace for its probable impact with the ship.

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As I stand with the captain, the storm begins in earnest. As the rain and thunder pours down, I spot movement that might be easily dismissed by an unwary seaman. I alert the captain to the possible incoming danger, and insist that he prepare the crew for a possible hostile encounter.

(ooc: I love the portraits so much! They are perfect! By the way ronin, the command for bold is "[ b ]" (insert text here) "[ / b ]" (no spaces) You can hit new reply at the bottom of the thread and it should take you to the advanced editor, and you can just do it that way as well.)

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(I had been trying instead... I opened the editor and I couldn't find the tags.)

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We must make haste! I ran back to my cabin and ready my gear.

((OOC: I was thinking more of a human with a Dragon Tail and wings... and/or two horns or dragon ears... Cause damn i look scary... Also if you need artist I can do them... gives me practice. @Ronin: It's not <> use []))

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(I know. I got that from what firefly said. I was merely explaining my personal experience with the issue. Doesn't help that I just finished a Web Dev class using HTML.)

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Tyr

alert the captain to the possible incoming danger, and insist that he prepare the crew for a possible hostile encounter

Roll=3, 6

At your warning, the fat man whirls around. "Danger! It looks as though the sword arm of yours will be usable, lad!"

He dashes to the stern at surprising speeds, hollering at the men to ready the guns. It seems as though they are a fair bit too enthusiastic - while some of them man the culverins mounted on the deck, the rest pile onto the starboard edge of the ship, swords and pistols at the ready, prepared to fall on whatever threat it is that comes so rudely.

Kurojin

I ran back to my cabin and ready my gear.

Roll=5

At the imminent danger, you make your way below deck to your quarters and ransack your stores for your swords, musket, and shot, strapping them on at an accelerated pace and without encountering any trouble. You fling open your cabin door, ready for trouble.

Ryn

Roll=4

The black shape streaking towards the ship catches your eye. Almost instinctively, you reach for the nearest rope and wrap it around the sleeve of your surcoat, gripping the thick hemp in one fist. You bind the other end of the rope to the mast. You're as ready as you'll ever be.

----

As the black shape nears, it takes concrete form - a ship of some kind, but with black protrusions and unnatural growths. Borne on fierce storm winds, sails stretched to breaking point, the black ship streaks across the surface of the ocean, sometimes barely seeming to touch. A collision is imminent.

"FIRE!" hollers Captain Stavros, and the guns thunder. (Roll=2, 1, 4, 1, 2) The six starboard guns thunder, but the speed of the black ship is such that only one of them strikes true, blowing directly through two of its three masts, robbing the vessel of much as its speed.

Just as the great galleon begins to wheel around to minimize the impact, the black ship (Roll=5) plows into its starboard side and carries the larger vessel what feels like a few knots forward, splintering wood and pitching many of the sailors gathered at the edge of the deck into the roiling ocean, rendering the starboard guns unusable. The impact knocks many of them unconscious, including the Captain, felled by a flying piece of wood. Debris and loose cannons kill several others, scattering their weapons. Thanks to Ryn's aiding the sailors with preparations for a storm, the masts all manage to hold, though they creak under the strain.

(Roll=3) Flinging out his sword, Tyr plunges the blade into the galleon's deck and barely manages to hold on as the ship rocks from the collision. His prone position saves him from the worst of the hurtling debris)

Ryn's rope holds, the impact causing a deal of strain on his arm - but it holds nonetheless. Loose pieces of wood and shot fly by, but none of them close enough to be dangerous.

Below deck, (Roll=2) Kurojin is knocked to the ground and smashes his head on the deck, knocking him for a loop (1 damage to head). The great dragon-kin gets to his feet, slightly hurt but otherwise good to go.

Howling battle cries, four pirates leap onto the Galleon's deck, wielding short swords and pistols. It looks as though the culverin shot earlier succeeded in reducing their number. "Kill anyone standing!" cries their leader, a short, swarthy man with a great cutlass. "As for the rest, bind them, and take them back to the ship - we shall drag them screaming back to great Cervantes!" The leader and his companion advance on Tyr, while the other two move on the Paladin Ryn.

Below deck, a compartment just beneath the black ship's prow (which has penetrated almost through to the other wall of the Galleon's hold) falls open. Three more pirates leap through the hatch. "Kill everything you see!" cries the one in the lead, moving towards Kurojin.

As the combatants ready for battle, Kurojin hears a soft voice beside him. "It looks like you could use some help, dragon-lord." A stranger in a cloak steps out of the cabin next to yours, drawing an imposing short sword and a circular shield from beneath the cloak.

INITIATIVE ROLL

Tyr=6+1 (7)

Ryn=3+1 (4)

Mercado, the Pirate Leader=5

Pirate 1=3

Pirate 2=4

Pirate 3=2

Kurojin=5

Cloaked Stranger=3+2 (5)

Maria the Boatswain=6+1 (7)

Pirate 1=2

Pirate 2=4

Above-deck battle turn order

1. TYR

2. MERCADO

3. RYN

4. Pirate 2

5. Pirate 1

6. Pirate 3

Below-deck battle turn order

1. MARIA

2. KUROJIN

3. Cloaked Stranger

4. Pirate 2

5. Pirate 1

COMBAT BEGINS.

(The stats/gear of all enemies/NPCs can be found in the first post.)

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I'd appreciate it! I shot my musket at Maria. After shooting I dashed towards Maria and swiped my right hand sword toward her neck.

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I'd appreciate it! I shot my musket at Maria. After shooting I dashed towards Maria and swiped my right hand sword toward her neck.

[[You need both hands to fire your musket' date= so your called headshot will take place as your next action :< If you do wanna attack twice, you could try doing it with both your swords, or twice with the same sword (which has roughly the same effect as doing it with both swords) ]]

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I unwrap my arm and reach for my longsword, wielding it with both hands. I kick the nearest pirate in the shin (right leg) with my left leg to attempt to stagger him, then slash down from his left shoulder to his opposite hip.

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Though outnumbered, I am glad that there appears to be another seasoned fighter alongside me in this battle. Though one of the two approaching me is clearly more seasoned than the other, I should focus my attacks toward dispatching his companion first, for if I were to engage in a furious fight with the more skilled of the two first, the other could easily take advantage to land an easy blow.

"Honor and glory" I recite to myself, and enter the fray.

I strike at the captains companion, with any luck I will dispatch him immediately

(ooc: Where did the combat rules go? Wouldn't mind being able to reference them during a fight. For example, wouldn't roninvoid's post above me consist of two turns?)

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(It might... I actually kind of forgot about turns when writing it and figured it could be multi-action/referred to Kuro's post as an example.)

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[[the combat rules are back in the original thread, though yeah, that'd take two turns.]]

COMBAT!

Above-Deck Combatants

Tyr: strike at Pirate 1

Attack: 3+1 (melee combat bonus) = (4)

Defense: 1+1 = (2) [hit!]

Location: 6 [head]

Damage: 4+1 (melee combat bonus) = (5)

Hefting your longsword, you dart towards the pirate leader's companion, sending a vicious strike whirring through the air towards him. Your blow catches the pirate full in the head, slicing through his face and knocking him to the ground, unconscious and bleeding.

Ryn: kick nearest Pirate in the shin

Attack: 6-1 (called attack) = (5)

Defense: 3+1 (4) [hit!]

Damage: 5-2 (unarmed) = (3)

You lunge at the nearest Pirate and aim a savage kick at his shin before he can react. The kick connects, but fails to do any real damage.

Mercado: attack Tyr

Attack: 2-1 (Cutlass) = (1)

Defense: 5+1 (Shield bonus) +1 (melee combat bonus) = (7) [parry!]

Bellowing, the pirate leader takes a heavy swing at Tyr, angling his sword at the fighter. Tyr shoves the clumsy strike aside with his shield and counterattacks!

Attack: 4+1 = 5

Defense: 3 [hit!]

Location: 4 [lower torso]

Damage: 2+1 (melee combat bonus) - 2 (jack coat) = 1

Tyr brings his sword around to bisect the pirate leader, but the man leaps back. The blow tears into the pirate leader's leather armor, but leaves him otherwise unharmed.

Pirate 2: attack Ryn

Attack: 6

Defense: 1+1 (melee combat bonus) = 2 [hit!]

Location: 5 [upper torso]

Damage: 4 - 2 (rusty short sword) - 2 (Paladin's Breastplate) = 0

Incensed and pained by the kick, the pirate jabs at Ryn with his rusty short sword. The blow catches Ryn off guard and the pirate succeeds in striking his torso... but the blow merely dents Ryn's iron breastplate.

Pirate 1: attack Tyr

Stabilizing Roll against damage 5: 4 [DEAD]

Pirate 3: shoot Ryn

Attack: 5

Defense: 2 [hit]!

Location: 1 [right leg]

Damage: 3

The other pirate levels his pistol at the Paladin engaged with his comrade and fires! The shot strikes Ryn in the right leg.

New Turn Order:

1. Tyr

2. Ryn

3. Mercado

4. Pirate 2

5. Pirate 3

[[below-deck fight results will follow in the next hour and a half]]

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(I assume my secondary action was cancelled? Also, I'm not sure if I'm just missing it or what, but I can't seem to find a spot where our total health is listed.) I suddenly feel a burning pain in my right leg as the bullet pierces flesh. I quickly attempt to decapitate the pirate before me in an attempt to end the engagement. While the guy with the gun poses the more immediate threat, reacting would leave me vulnerable to a potential back-stab at this point.

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[[yeah, it was, although I was going to use it as your next-turn action. Total health is listed in your status/inventory thing on the first page :) ]]

COMBAT!

Maria: Fire a pistol each at the dragon man and the cloaked stranger

Attack: 1+1 (Gunslinger) = 2

Defense [Kurojin]: 6 [miss!]

Attack: 3+1 (Gunslinger) - 2 (second attack) = (2)

Defense: 2+2 (Shield) = 4 [blocked!]

The pirate in the lead brings up her pistols and pulls the triggers! Kurojin neatly sidesteps before the weapon goes off, and the shot buries itself in the wall behind him. The cloaked stranger's shield catches the shot, which shatters on the bright metal.

Kurojin: fire musket at Maria

Attack: 6

Defense: 4+1 (Gunslinger) = 5 [hit]

Location: 6 [head]

Damage: 1+2 = 3

Unslinging your musket, a relic of your old homeland, you take aim and fire! The bullet streaks at the pirate leader, grazing her temple (roll to stay conscious = 5). She staggers, bloud pouring down from the wound, but remains standing.

Cloaked Stranger: "disarm" the closest pirate

Attack: 6 + 1 (??? sword) = 7

Defense: 4 [hit!]

Damage: 2 + 1 = 3

The stranger darts at the nearest pirate and thrusts at his arm - deeply gashing his bicep, but causing no real other harm.

Pirate 1: Shoot the person in the cloak

Attack: 5

Defense: 1+2 (Shield) = 3 [hit!]

Location: 4 [lower torso]

The pirate proceeds to fire at the cloaked stranger despite his wounds. The attack is right on target, but ricochets off the shield's bright metal!

Pirate 2: Stab the cloaked person in the face

Attack: 3-1 (aimed attack) = 2

Defense: 5 + 2 (??? shield) = 7 [parry!]

The second pirate leaps at the cloaked figure and angles his short sword at where the stranger's face would be - but the stranger brings the shield up and redirects the pirate's clumsy attack!

Attack: 3+1 = 4

Defense: 4 [hit!]

Location: 2 [left leg]

Damage: 6+1 = 7!

Quick as lightning, the cloaked stranger darts forward and plunges the sword directly into the pirate's thigh, snapping bone and rending sinew. The pirate screams as his leg is rendered useless. The stranger steps back, and a bright pillar of electrical energy strikes clear through the deck above, splintering wood, and [roll=2] blasts into his other leg, [roll=3] charring it slightly (roll to stay conscious=4).

NEW TURN ORDER:

1. MARIA

2. KUROJIN

3. Cloaked Stranger

4. Pirate 1

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(Specific numerical rating [cumulative equipment rating?], or merely colour-coding for limb-specific damage?)

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[[body damage basically goes like this:

Perfect Health

Lightly Injured

Injured

Heavily Injured

Mangled

Missing/Damaged beyond repair]]

EDIT: [[yes, the pirate is within melee range - pistols are usually used in melee range anyway, and unless I mention that they're at long range, assume that they're not :) ]]

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