conversations.from: system
conversations.value: ROLEPLAY_MODE: Develop the plot slowly, always stay in character. Describe all actions in full, elaborate, explicit, graphic, and vivid detail. Mention all relevant sensory perceptions. Keep the story immersive and engaging.
conversations.from: human
conversations.value: WaylanderX: This Thread is for the EMPIRE! players who are joining the Terror in Zargrim VENTURE!. If you are not joining, please refrain from posting here. You are allowed to read any materials posted in this thread however.  
    Starting time: 19.45  
    Players:   
         Player   
      Prefered Day    
      Skype Yes/No    
     
     WaylanderX (GM) 
    Tuesday/Wednesday both 
    Yes 
   
     Morph Bark 
    Wednesday 
    Yes 
   
     QuintonBeck 
    Wednesday 
    Yes 
   
     Aedilred 
    Wednesday 
    Yes 
   
     SamBurke 
    Wednesday 
    Yes 
   
      LordBurch  
     Wednesday  
     Yes, Typing only   
   
     RainDragon 
    Wednesday 
    Yes 
   
     BladeOfObliviom 
    Wednesday 
    Yes 
   
      
   
   Char Creation 
   Stats 
  If you use a Ruler from the game, you use that Ruler’s stats.
  If you start a new character, use roll 1d4+1 for each stat (you can switch the dice around if you wish), after which you assign a +1 to one distribute of your choice.
  
   Hitpoints 
  Militairy Score + Luck Score
   
  Armor 
  Half Luck + Equipped Armor (+1 leather, +2 mail, +3 plate, +1 if using a special material that increases defense)
  
   Slipperiness 
  Luck + Curiosity – Equipped Armor (-1 leather, -2 mail, -3 plate, -1 if using a special material that increases def, +1 if it’s a light material)
  
   To Hit 
  Roll 1d12+ Militairy, if roll &gt; target Slipperiness, you hit.
  
   Damage  
  One handed: 1d4+one third Militairy+1 if special material weapon. Twohanded: 1d8+half Militairy+1 if special material. Target’s armor score is substracted from the damage.
  
   Duelwielding 
  Making a second attack while dualwielding takes a -3 penalty to hit.
   
  Equipment 
  One Weapon, one set of armor, one of which may be a special metal (both if player plays a ruler), basic supplies (luxury if ruler), 25% chance on having a mount (non-flying), rations for a week, any non-crunch fluff equipment.
  
   Interaction rolls 
  Will be called by the GM, including what type of stat the roll requires. All interaction rules use a 1d6+relevant stat.
   
  Combat 
   Round 
  Every Character can act once each round. You can move and attack, move and perform a special action or do something more complicated which requires more time but doesnt require you to move. The GM has the final say how long an action will take.
   
  Initiative 
  The order in which actions are taken is from the character with the highest Curiosity to the one with the lowest Curiosity.
  
    This story takes place in the year 451  
conversations.from: human
conversations.value: QuintonBeck: Jengo Murumbi Jr.   Rolls  
  Diplomacy:  4  
  Military:  4   3 
  Curiosity:  3 
  Faith:  2 
  Luck:  3 
  
  Hitpoints
  3 + 3 =   6    4 
  
  Armor
  1 + 0 =  1 
  
  Slipperiness
  3 + 3 +1 Hai Vyuma(?) =  7 
  
  To Hit
  Roll 1d12+  3 &gt; target Slipperiness, you hit.
  
  Damage
  One handed: 1d4+ 1 +1
  Target’s armor score is subtracted from the damage.
  
  Dual wielding
  Making a second attack while dual wielding takes a -3 penalty to hit.
  
  Equipment
  One Weapon, one set of armor, one of which may be a special metal (both if player plays a ruler), basic supplies (luxury if ruler), 25% chance on having a mount (non-flying), rations for a week, any non-crunch fluff equipment.
  
  Weapon
  Jeweled Cities Style Kukri made of Steel
  
  Armor?
  3 ounces of Hai Vyuma and Mtambuzi training
conversations.from: human
conversations.value: Rain Dragon: Daudi Thuidans 
   Stats 
  Military - 2
  Curiosity - 3
  Diplomacy - 2
  Faith - 3
  Luck - 7
  
  HP -  8  4
  AP - 7
  Ev - 7
  
  Damage - d8
  
  Equipment
  Zweihänder Shintouite Sword 「Weapon」
  Mithril-Adamantine alloy battle mantid brigandine 「Armour」
  Black clothing (yak wool &amp; silk), flask of Lothra Dragk Absinthe, a torn letter in Feran, a silver locket, a leather satchel, eyepatch
  
  EDIT - RTFM
conversations.from: human
conversations.value: Aedilred: Vyrias Jarrow 
  
  Diplomacy: 5
  Military: 6
  Curiosity: 4
  Faith: 2
  Luck: 6
  
  Hitpoints:  11  5
  
  Armor 3+4=7
  
  Slipperiness 10-3=7
  
  Equipment
  Mithril sword, horse
  Mithril plate armour
conversations.from: human
conversations.value: Morph Bark: THE WANDAORER   
   Stats 
  Diplomacy: 6
  Military: 9
  Curiosity: 6
  Faith: 10
  Luck: 3
  
   Hitpoints 
  -1/12
  
   Armor 
  0/2 (leather)
  
   Slipperiness 
  8 (-1 from leather armor)
  
   To Hit 
  1d12+9
  
   Damage 
  1d8+5
  
   Equipment 
  Traveller's clothes
  Silver necklace
  Silver ring
  Leather armor
  Orichalcum spear
  Luxury supplies
  Rations (1 week)
conversations.from: human
conversations.value: WaylanderX: To all brave enough to listen!
  
  Telluris faces a great danger. The madman, Ridovo, who was responsible for the death of many a great man and woman, seeks to awaken the ancient power of the earth to do his bidding. Although he was thought to be dead, he survived through his foul magics to plague us to this day. However, the Bucka scouts of Zargrim have found his nest. Deeps within the northern woods of Zargrim lies a fortress, almost forgotten: Podredhez castle. According to our scouts, it is here that Ridovo prepares to bind the earth itself, turning the very ground we live upon against us.
  I hereby call to every able adventurer both man and woman to come to the Injinor Keep in Bucka a'n Pednplas, the capital of Zargrim at the day of the Fortress, second Shou, in the second Pyrith of Vengeance.
  
  May Prowess lead us to Glory,
  Kenwyn Jakson, Ambassador of Zargrim, Counsilman of the Hurosha Empire  
conversations.from: human
conversations.value: SamBurke: Tiash the Sky Soarer
  
   Rolls 
  
  Military: 4
  Diplomacy: 2
  Curiosity: 3
  Faith: 2
  Luck: 6
  
  HP: 10
  AP: 4
  Slippiness: 7
  To Hit: 1d12+4
  Damage: 1d4+2
  Equipment: Lacertal Leather Bracers, Mithril Tipped Spears,  Acceloraptor 
conversations.from: human
conversations.value: BladeofObliviom: Callow Brokenfang, Sympol Scholar
  
  Military: 2
  Diplomacy: 3
  Curiosity: 6
  Faith: 4
  Luck: 2
  
  
  HP: 4
  AP: 1
  Slippiness: 8
  To Hit: 1d12+2
  Damage: 1d4
  Equipment: Standard Travel Clothing, Dagger, books
conversations.from: human
conversations.value: WaylanderX: 
conversations.from: human
conversations.value: DoomHat: Rao the Magnificent,  Cree Freedom Fighter  
   {Rolls} 
  
  Military: 4
  Diplomacy: 4
  Curiosity: 2
  Faith: 3
  Luck: 6
  
  HP: 10
  Armor: 4 (Leather)
  Slipperiness: 7
  
  Equipment: Horse (Named; Crazywind), Simitar, Leather armor, 2 weeks ill tasting rations, and unlimited audacity.