Event Time [1]
Jul 20, 2012 22:55:11 GMT -7
Post by Beautiful Rogue on Jul 20, 2012 22:55:11 GMT -7
Table Top Madness
Waaaaaaaagh!
Waaaaaaaagh!
S
The fine mist hung in the air, which was quiet and cold. I could see my own breath as it escaped my open mouth as a I stared at the vast expanse before me. Complete annihilation of anything that had stood its ground here was evident. My blood ran colder than the air around me as my men could be heard speaking to their gods. Against any other foe, I may have followed suit, offering up a prayer to the gods, but not here, not when I know that even the gods could not prevent such an atrocity, there are just not enough prayers in the universe that could help us now. I'm not sure what to do here, there are no survivors, and those with bodies that are still sort of intact and beyond recognition, the only sensible thing to do is burn them and give them an honourable warriors send away.
These men died horrifically, but in doing so, they have reserved their spots in the beyond as heroes, guardians of our prayers, even if they are futile. Truth be told, I have not laid eyes on our foe, all the evidence I have seen are the mutilated remains of my fellow warriors. I don't know if these means they cannot die, or if they have a horrifically effective way of disposing of their dead. I would rather face a foe that devoured their own dead than a foe I could not kill. So far, we have spent weeks following this trail of corpses and destruction, and we have never even caught a glimpse of them, even though the lands we come across are freshly dessicated. We are not far behind, and with every resistance force they come across they are slowed even more, even if it is only by a day. As inhuman as it sounds, I need people to get themselves caught in the meat grinder so that I may catch a glimpse of our foe, so that we may research what we're up against, and come up with an effective counter measure.
Each resistance force seems to have tried everything from crystallizing them to burning them, and nothing seems to work, these creatures just continue on, devouring entire cities and their inhabitants as though there is nothing in their way. Even the vegetation is consumed. For what it is worth, I have taken note that with the massive consumption that this species goes through, there is nothing wasted. If a creature consumes, there is always something produced, such as the human digestive system, once all nutrients have been absorbed, their waste is excreted. With this new foe however, there is no excrement, there is no waste at all. This has lead me to conclude that this species is capable of producing more and more numbers depending on what they consume. This means that the only way to stop them for sure, would be to trap them and remove anything that they could consume. Unfortunately the only way I could do that, would be to scorch the earth and reduce all life to nothing.
If I am correct in assuming that they are able to reproduce using their consumption, then it means that as long as they can consume, they can replicate, meaning this species is capable of infinite capacity relative to the food they can acquire. This is alien to humanity, which has lead me to believe that we are now experiencing our first true contact with an alien species, and we are nothing but food to them. If this holds true, then we can expect to lose the earth to these things in mere weeks, as the more they consume, and the less damage we do to their numbers, the larger they will grow, and the more impossible to destroy they will become. When my research brings up any more information, I will be able to draw more conclusions against these creatures, which will hopefully allow us to continue our defence against them, and with marginal hope, turn it into an offence.
"I have seen God face to face, yet my life has been preserved"
When we first caught a glimpse at them from afar, we thought we were safe, but once they had finished ravaging their targets, it was like they knew we were there. The only way I can describe them, is as a sea of spines and terror, moving like locusts across the earth, consuming all in their path. I witnessed the atrocities first hand, and it is only due to a combination of luck and instinct that I survived. The same luck could not be afforded to my associates, as they were all destroyed, consumed and assimilated into the horde. I will not live past this recording, and even as I write, my life is slipping from me. There are multiple different genus of this species, each one more horrific and powerful than the one before, and I fear that these are merely a surface party, and that more are waiting for life to be consumed.
The first are the smallest, like snakes that have been mutilated and turned inside out, with deadly sharp spines that can tear through flesh and armour easily. Not that it matters much, they go for the throat, I witnessed many a man be devoured from the inside out as these creatures tore into the throats of men, burying themselves inside of the bodies, and beginning to feast. While these creatures are weak and easy to kill, the move with such swiftness and agility that a great deal of luck is involved in striking them. This initial wave is just to soften the meal though, but it never ends, even when the rest of the creatures descend upon you like a swarm of death, these violent little creatures continually assault and destroy a man, picking away at him. Worse yet, once they have finished consuming the flesh, they explode in a shower of gore that is readily feasted upon by the denizens of the swarm.
Next are the bipedal creatures with sharp spines and scythes for hands, although considering that is the make up of almost all of the creatures, I will have to be more specific, these are the smallest ones, with twelve beady eyes that capture any movement, and a call that makes a man want to deafen himself. While they are about half a man in height, they are simply able to match a man once he has been cut down to size by the vicious blades, that could rend even steel in twain. These creatures are just as swift as the ones before, but possessing more weaponry, and a far tougher hide, and an insatiable appetite for human flesh. These atrocities number in the millions I am sure, the foot soldiers of this species; numerous, and requiring few resources to spawn from what I have seen to be spawning pools, where the smallest creatures that have survived the battle go to die, and where the larger creatures are born.
Next are the tall, snake like creatures with bulbous heads, reaching approximately ten men in height, and having no discernible figure, in fact, they are barely visible through the veil of magic the possess, which is able to deflect almost any weapon but the most powerful strike. These giant beings are capable of incinerating a man with just a thought, and apparently are the ones that can control the tide of small creatures, directing them to targets. I watched in horror as one, near death from innumerable attacks, redirected the horde towards it, killing all those who would have destroyed it. Then, in seconds, the wounds healed as if by magic. An example of the regeneration abilities they seem to possess. They seem to possess a high amount of psychic energy, but they are not the army commanders, no, they are simply high profile targets.
The commanders are creatures of incredible extravagance and physical versatility, some possessing monstrous scythed arms, four of them, each capable of annihilating anything they come into contact with, while others only possess two scythed arms, but also include a large, biomechanical weapon that shoots acid that can melt a mans flesh in a brutal and horrific way. Meeting one of these creatures in combat is fool hardy, and even in groups they should never be met. They extinguish life as though it is naught but an insignificant candle flame. These creatures are capable of controlling not only the small creatures, but even the monstrous ones, although they are high priority targets, heavy losses will ensue if they are approached. They are able to move like lightning, and strike even faster, devouring their prey in its wake.
Finally, the last creature that was sighted on the battle field, and easily the most powerful, while not being the most dangerous. This creature is a tank of the most violent proportions, capable of tearing the earth to pieces if it so chose. Like most of the creatures, it possesses two sharp scythes, but unlike anything else, the massive crab hammers it wields are capable of tearing heavy weapons into pieces as though it was a twig. Ballistas and siege towers were nothing before this creature, and I have no doubt that there is not a single thing on this planet that could best it in one on one combat. These are simple minded creatures, directed by the previous creature, but are capable of acting on their own, in fact, when not under direction, they become more dangerous, killing their own species in order to destroy the humanity.
My research ends here, I am incapable of going any further, and I hope that in some way, shape or form, that this helps any future combatants.
May we save the empire.
Location: Hogochou - The land of Birds
Rules:
Now, the skills of the player is determined by their specs and their TP. This means that the length of space they can move is determined by their characters type, and increased by the rank that they are. This goes for all aspects and is explained below.
Movement
The board is rather large in the real world, but when trapped in the world it is an entire battlefield with no end, and each turn, the user is capable of moving a certain amount of area before their attacking phase.
Taijutsu Masters -- Base 9 meters of movement, + 1 meter extra for every rank they are over D-rank.
Taijutsu Specialists -- Base 6 meters of movement, + 1 meter extra for every rank they are over D-rank.
Non-Taijutsu Users-- Base 3 meters of movement, + 1 meter extra for every rank they are over D-rank.
Physical Attacking
When coming into base contact with the enemies, they enter a physical attack contest, and the highest initiative shows which one goes first in the attack phase.
Taijutsu Masters -- Base 6 strength, + 1 for every extra rank over D-rank.
Taijutsu Specialists -- Base 3 strength, + 1 for every extra rank over D-rank.
Non-Taijutsu Users -- Base 1 strength, + 1 for every extra rank over D-rank.
Magic Spells
Spells are useful and quite powerful, and depending on what spells are used, the tide of the battle can change quickly. Spells are capable of increasing defence, hiding people, or even causing massive damage to all they touch.
Taijutsu Masters -- Base 0 Magical damage
Taijutsu Specialists -- Base 3 Magical damage, +1 for every extra rank over D-rank
Non-Taijutsu Users -- Base 6 Magical damage, + 1 for every extra rank over D-rank.
Spells & Ranged attacks
Some players are able to use ranged techniques, and some are able to use ranged weaponry depending on if they chose it at the beginning, these ranged attacks allow players to attack from a distance without taking damage.
Taijutsu Masters -- Incapable of taking spells, but ranged weaponry does damage determined by base strength.
Taijutsu Specialists -- Capable of taking 2 spells, + 1 for every rank over D-rank, and a ranged weapon which does damage determined by base strength.
Non-Taijutsu Users -- Capable of taking 4 spells, +1 for every rank over D-rank, but unable to take ranged weaponry.
Wounds
Characters are capable of taking wounds over time in battle, some are capable of sustaining massive wounds that should fell them, while others are easily taken from the face of the earth.
Taijutsu Masters -- Base 4 wounds, + 1 for every extra rank over D-rank.
Taijutsu Specialists -- Base 2 wounds, + 1 for every extra rank over D-rank.
Non-Taijutsu Users -- Base 1 wound, + 1 for every extra rank over D-rank.
Defence
The ability to take damage and shrug it off is integral in war, and the tougher a player is, the greater the chance they have of surviving the onslaught of attacks.
Taijutsu Masters -- Base 4 defence, + 1 for every extra rank over D-rank.
Taijutsu Specialists -- Base 2 defence, + 1 for every extra rank over D-rank.
Non-Taijutsu Users -- Base 1 defence, + 1 for every extra rank over D-rank.
Wards
Although magical creatures and players are capable of taking so few hits and damage, they have strong faith and belief in their magic, and are capable of completely deflecting attacks with their magical aura, of course, this is if they're lucky.
Taijutsu Specialists -- Capable of having a ward work on a roll of 6.
Non-Taijutsu Users -- Capable of having a ward work on a roll of 3 or lower.
Saves
In battle, if the players defence is close to the attackers attack, the player has a chance to completely brush off the attack and receive no damage or wounds. In order to harm a unit, the attack must be higher than the defence, this means that if a player has +5 defence, then the attack must be over +5 in order to damage. The defence gets roll in order to put it over the attack, and gains a bonus for defence. In a tie, defence always wins.
Taijutsu Masters -- On physical attacks, player has +4 added to defence roll save. Against magic, Taijutsu masters get a +0
Taijutsu Specialists -- On physical attacks, player has +2 added to defence roll save. Against magic, taijutsu specialists get a +2
Non-Taijutsu Users -- On physical attacks, player has +0 added to defence roll save. Against magic, Non-taijutsu users get a +4
Weaponry
Weaponry is the only way to survive such a world, and unless the user is a skilled spell caster, there are few ways to combat the horde without weapons and the skills to wield them. A person is capable of utilizing two weapons at once, to increase their chances of attacking, or use one with a greater chance of hitting. Non-taijutsu users are only capable of wielding a single one hand weapon.
Crossbow -- Two handed ranged weapon, can shoot up to 20m, requires a roll of 3 or greater to hit.
Kunai -- A single handed ranged weapon, can shoot up to 10m, requires a roll of 4 or greater to hit.
Sword -- A single handed close quarters weapon, can hit on a roll of 4 or higher.
Spear -- A double handed close quarters weapon, can hit on a roll of 3 or higher.
Spells
Non-taijutsu users are capable of performing spells, and these spells can be incredibly destructive, or incredibly helpful on the field of battle.
Fireball -- Can travel 15m, explodes with a range of 6m diameter, this explodes if the user rolls a 3 or higher, otherwise it flies onwards without exploding.
Arc Lightning -- A bolt of lightning strikes any target within 30m, and can strike a target within three inches on a roll of 5 or higher. The bolt requires a roll of 3 or higher to hit.
Water Jet -- A fierce spray of water comes forth from the users maw, able to penetrate through one target and strike another behind. This jet is able to reach 20m, and strikes on a roll of 3, hitting the unit behind on a roll of 5.
Earth Shield -- The user calls forth the earth, bringing up a wall before them, which is able to block attacks. This wall is called forth on a roll of 3 or above.
Hidden World -- A hiding technique that adds a bonus of cover on the player, and players within 5m of them, this means they can hide from units outside of this area. This cover works on a roll of 4 or higher, and for three rounds.
Healing Magic -- Capable of restoring one wound to a target that is within 10m of the player. This works on a roll of 2 or higher.
Steel Skin -- A powerful spell that blesses any target within 10m of the player with heightened defence, increasing it by 4. This works on a roll of 3 or higher.
Teleportation -- On a roll of 2 or higher, the user is able to teleport anywhere within 20m of their position, allowing them to escape a battle, or perhaps rush into one.
Rend -- If the player can get within 5m of a unit, they are capable of slashing their defence in half with a wave of their arm, and a roll of 4 or higher.
Annihilate -- A deadly technique capable of killing any non hero target that it strikes, that works on a roll of perfect 6. Can only affect units up to 20m away.
The board is rather large in the real world, but when trapped in the world it is an entire battlefield with no end, and each turn, the user is capable of moving a certain amount of area before their attacking phase.
Taijutsu Masters -- Base 9 meters of movement, + 1 meter extra for every rank they are over D-rank.
Taijutsu Specialists -- Base 6 meters of movement, + 1 meter extra for every rank they are over D-rank.
Non-Taijutsu Users-- Base 3 meters of movement, + 1 meter extra for every rank they are over D-rank.
Physical Attacking
When coming into base contact with the enemies, they enter a physical attack contest, and the highest initiative shows which one goes first in the attack phase.
Taijutsu Masters -- Base 6 strength, + 1 for every extra rank over D-rank.
Taijutsu Specialists -- Base 3 strength, + 1 for every extra rank over D-rank.
Non-Taijutsu Users -- Base 1 strength, + 1 for every extra rank over D-rank.
Magic Spells
Spells are useful and quite powerful, and depending on what spells are used, the tide of the battle can change quickly. Spells are capable of increasing defence, hiding people, or even causing massive damage to all they touch.
Taijutsu Masters -- Base 0 Magical damage
Taijutsu Specialists -- Base 3 Magical damage, +1 for every extra rank over D-rank
Non-Taijutsu Users -- Base 6 Magical damage, + 1 for every extra rank over D-rank.
Spells & Ranged attacks
Some players are able to use ranged techniques, and some are able to use ranged weaponry depending on if they chose it at the beginning, these ranged attacks allow players to attack from a distance without taking damage.
Taijutsu Masters -- Incapable of taking spells, but ranged weaponry does damage determined by base strength.
Taijutsu Specialists -- Capable of taking 2 spells, + 1 for every rank over D-rank, and a ranged weapon which does damage determined by base strength.
Non-Taijutsu Users -- Capable of taking 4 spells, +1 for every rank over D-rank, but unable to take ranged weaponry.
Wounds
Characters are capable of taking wounds over time in battle, some are capable of sustaining massive wounds that should fell them, while others are easily taken from the face of the earth.
Taijutsu Masters -- Base 4 wounds, + 1 for every extra rank over D-rank.
Taijutsu Specialists -- Base 2 wounds, + 1 for every extra rank over D-rank.
Non-Taijutsu Users -- Base 1 wound, + 1 for every extra rank over D-rank.
Defence
The ability to take damage and shrug it off is integral in war, and the tougher a player is, the greater the chance they have of surviving the onslaught of attacks.
Taijutsu Masters -- Base 4 defence, + 1 for every extra rank over D-rank.
Taijutsu Specialists -- Base 2 defence, + 1 for every extra rank over D-rank.
Non-Taijutsu Users -- Base 1 defence, + 1 for every extra rank over D-rank.
Wards
Although magical creatures and players are capable of taking so few hits and damage, they have strong faith and belief in their magic, and are capable of completely deflecting attacks with their magical aura, of course, this is if they're lucky.
Taijutsu Specialists -- Capable of having a ward work on a roll of 6.
Non-Taijutsu Users -- Capable of having a ward work on a roll of 3 or lower.
Saves
In battle, if the players defence is close to the attackers attack, the player has a chance to completely brush off the attack and receive no damage or wounds. In order to harm a unit, the attack must be higher than the defence, this means that if a player has +5 defence, then the attack must be over +5 in order to damage. The defence gets roll in order to put it over the attack, and gains a bonus for defence. In a tie, defence always wins.
Taijutsu Masters -- On physical attacks, player has +4 added to defence roll save. Against magic, Taijutsu masters get a +0
Taijutsu Specialists -- On physical attacks, player has +2 added to defence roll save. Against magic, taijutsu specialists get a +2
Non-Taijutsu Users -- On physical attacks, player has +0 added to defence roll save. Against magic, Non-taijutsu users get a +4
Weaponry
Weaponry is the only way to survive such a world, and unless the user is a skilled spell caster, there are few ways to combat the horde without weapons and the skills to wield them. A person is capable of utilizing two weapons at once, to increase their chances of attacking, or use one with a greater chance of hitting. Non-taijutsu users are only capable of wielding a single one hand weapon.
Crossbow -- Two handed ranged weapon, can shoot up to 20m, requires a roll of 3 or greater to hit.
Kunai -- A single handed ranged weapon, can shoot up to 10m, requires a roll of 4 or greater to hit.
Sword -- A single handed close quarters weapon, can hit on a roll of 4 or higher.
Spear -- A double handed close quarters weapon, can hit on a roll of 3 or higher.
Spells
Non-taijutsu users are capable of performing spells, and these spells can be incredibly destructive, or incredibly helpful on the field of battle.
Fireball -- Can travel 15m, explodes with a range of 6m diameter, this explodes if the user rolls a 3 or higher, otherwise it flies onwards without exploding.
Arc Lightning -- A bolt of lightning strikes any target within 30m, and can strike a target within three inches on a roll of 5 or higher. The bolt requires a roll of 3 or higher to hit.
Water Jet -- A fierce spray of water comes forth from the users maw, able to penetrate through one target and strike another behind. This jet is able to reach 20m, and strikes on a roll of 3, hitting the unit behind on a roll of 5.
Earth Shield -- The user calls forth the earth, bringing up a wall before them, which is able to block attacks. This wall is called forth on a roll of 3 or above.
Hidden World -- A hiding technique that adds a bonus of cover on the player, and players within 5m of them, this means they can hide from units outside of this area. This cover works on a roll of 4 or higher, and for three rounds.
Healing Magic -- Capable of restoring one wound to a target that is within 10m of the player. This works on a roll of 2 or higher.
Steel Skin -- A powerful spell that blesses any target within 10m of the player with heightened defence, increasing it by 4. This works on a roll of 3 or higher.
Teleportation -- On a roll of 2 or higher, the user is able to teleport anywhere within 20m of their position, allowing them to escape a battle, or perhaps rush into one.
Rend -- If the player can get within 5m of a unit, they are capable of slashing their defence in half with a wave of their arm, and a roll of 4 or higher.
Annihilate -- A deadly technique capable of killing any non hero target that it strikes, that works on a roll of perfect 6. Can only affect units up to 20m away.
The Basics
The player gets a movement phase in which they are allowed to move on the board according to their stats, and an attack phase. If no actions can be made after the user has moved, the turn ends. If attacks can be made, everyone who is able to attack rolls a die, the highest roll goes first, if it is a tie, then the tied die roll until a winner is decided. Once an attack is made, and a die is cast to determine if it hits, then the player is capable of attacking their target. Each attack gets a roll to add onto their attack, which increases it to a specific amount. In order to damage, the users attack must be higher than the defenders defence, otherwise the attack does nothing. If being attacked, the user is allowed to roll a defensive save to add onto their defence, which automatically gets a save bonus. This means if the attack is +7 [roll4] the damage is 11, if the user possesses a defence +5 [roll3] they fall beneath, but gain a save that could put them over, if the player in this scenario is a taijutsu master, they do not get wounded, but if it was any other kind, they would have gained a wound.
Once the user fills all of their wound slots, they die.
Defence is used against magic and physical attacks.
Just because the game is primarily roles, it does not excuse the player from RPing efficiently, describing the environment and such. If at any time, I feel the player has started to do nothing, I will inflict a 'god wound' which is simply a wound caused by an environmental hazard.
IIC Length: 48 Hours
Prize(s): 10 Tags - Elemental: Lightning
60,000 Ryo per survivor
NPC's:
Michael Mitchells
Rank: C
Specialities: Trap Craftsman
Weaponry: The Horde
Description:
Michael is a worm of a man, hiding behind his figurines like the worm of a manchild he is. Not obese or disgusting like one would expect him to be, his true ugliness is hidden inside, his want to hurt people, but not in the way that usual killers enjoy it, he wants no part in the actual death. No, his wish is to feed his prey to the horde, in hopes that one day, his technology will allow him to bring these figures to life, so they may devour all in his path, including him, in order for him to achieve his true goal, to be consummated into the horde, one with the swarm, and connected to his beloved hive mind.
These are, of course, the dreams of a madman who has spent his life shutting humans out, and working solely with figurines and technology, acquiring the intelligence he required in order to build a machine that was capable of transmitting an illusionary technique that affects a persons mind, trapping it within a figure that he builds especially for each of his sacrifices. In reality their deaths within the figurines do nothing, but he is sure that with each true soul the horde acquires, the closer to true life they become, but unfortunately, this is not true.