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Re: Fire & Ice

Postby Sotiris » June 3rd, 2016, 7:01 am

Salvo moves
Sotiris rolled 2 6-sided dice:
6, 2
4E and heal Frost Wizard with my last point.
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Re: Fire & Ice

Postby MadMickyG » June 3rd, 2016, 9:39 am

Luther moves:
MadMickyG rolled 3 6-sided dice:
5, 5, 5

1E, 2N, 1W and 1N and holds the Tzeentch staff, and eot.
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Re: Fire & Ice

Postby Gold Bearer » June 3rd, 2016, 2:51 pm

MadMickyG wrote:1E, 2N, 1W and 1N and holds the Tzeentch staff, and eot.
I take you mean you want to attempt to draw on the power of the staff. You can use it as a normal weapon without using its power. You can attempt to use its power once per turn using your attacking action.
Gold Bearer rolled 1 6-sided dice:
6
You succeed but at the cost of 1BP, you get a random Tzeentch spell. You using one of my staffs so I get to know what the spell is.
Shield of Fire.jpg
You still have your casting action, do you want to cast it now?
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby MadMickyG » June 3rd, 2016, 5:06 pm

Sure.

Luther casts Shield of Fire,

then eot.
Last edited by MadMickyG on June 3rd, 2016, 6:49 pm, edited 1 time in total.
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Re: Fire & Ice

Postby Gold Bearer » June 3rd, 2016, 6:10 pm

Winds Of Magic:
Gold Bearer rolled 1 6-sided dice:
5
Power 1 and 2 spells can be cast this round.

Event:
Gold Bearer rolled 2 6-sided dice:
4, 1

Ice Warrior attacks Halt:
Gold Bearer rolled 4 6-sided dice:
2, 2, 6, 3
Gold Bearer rolled 2 6-sided dice:
6, 3

Fire Warrior moves 2E and attacks Halt:
Gold Bearer rolled 3 6-sided dice:
2, 2, 1
Gold Bearer rolled 2 6-sided dice:
5, 2

Pink Horror movement:
Gold Bearer rolled 3 6-sided dice:
4, 5, 1
5N, 2E and attack Salvo:
Gold Bearer rolled 3 6-sided dice:
5, 3, 4
Gold Bearer rolled 2 6-sided dice:
5, 6

E Marauder moves 1E.

Chaos Skeleton movement:
Gold Bearer rolled 3 6-sided dice:
2, 3, 1

W Marauder movement:
Gold Bearer rolled 3 6-sided dice:
2, 4, 6
ImageImageChaos Ice Warrior: :redheart: :redheart: :redheart: :greyheart:

Chaos
Chaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn. Anything with Chaos or one of the four Chaos gods in the title is part of the Chaos faction as well as Daemons.

Tzeentch Followers
Followers (not Daemons) of Tzeentch, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. The resistance roll is only made when the spell is initially cast for spells that remain in play and only one roll is made for spells that affect multiple targets with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.

Chaos Warriors
Chaos Warriors defend with an extra dice if they didn't move during their previous turn, including on the turn that they're revealed.

Chaos Fire Warrior
Melee attacks are Fire based. Immune to Fire based attacks. Vulnerable to Ice based attacks. Explodes on death, hitting all adjacent Characters with a one skull fire based attack.

Chaos Ice Warrior
Melee attacks are Ice based. Immune to Ice based attacks. Vulnerable to Fire based attacks. Can freeze targets, if a target takes any damage roll a combat dice, on a skull or white shield they add one dice to their defence until the end of the EWP's next turn and on a skull they also miss their next turn.

Vulnerability
Characters who lose any BP to something that they are Vulnerable to are automatically killed.

Pink Horrors
Pink Horrors are level 1 Magicians and get one random Tzeentch spell each that can't be traded for a replacement and they cast without using an action but can only cast once each per turn. They share their spells with all other Pink Horrors in play and one spell of their choice is discarded whenever a Pink Horror dies. A Pink Horror splits into two Blue Horrors when it dies, they must be placed on the same or adjacent squares. If there are no available adjacent squares then only one Blue Horror is created.

Undead
When an Undead Monster is reduced to 0BP, place them lying down on their square. Downed Monsters don't block LOS or movement but you can't end a turn on their square unless you're attacking them. The EWP rolls a dice for each Downed Monster at the start of their turn. On a skull it gets back up but can't take a turn that round, on a white shield it stays down and on a black shield it gets back and can take a turn that round. Downed Monsters always get back up with 1BP. An Adventurer can finish off a Downed Monster by moving onto their square and using their attacking action.

Skeletons
Skeletons defend on white shields and skulls against piercing weapons, either shield against other non-crushing weapons and black shields against everything else.

Pit Fighter
Bravo
RACE:
Human
CLASS: Pit Fighter
Blacksmith
bRuno
RACE:
Dwarven (Dwarf)
CLASS: Blacksmith
Paladin
Salvo
RACE:
Human
CLASS: Warrior-Priest
Frost Wizard
Vladimir Stormbringer
RACE:
Human
CLASS: College Wizard
MOVE: :roll6: :roll6: MOVE: :roll6: :roll6: MOVE: :roll6: :roll6: (Max Run 8) MOVE: :roll6: :roll6: :roll6: (Lowest two)
ATTACK: :skull: :skull: :skull: +/ (Reroll :blackshield:s)
(Flail)
ATTACK: :skull: -/~
(Two Knives)
ATTACK: :skull: :skull: +
(Spiked Club)
ATTACK: :skull: :skull: :skull: (Ice based)
(Broadsword)
DEFENCE: :whiteshield: :whiteshield:
(Tough Skin)
DEFENCE: :whiteshield: :whiteshield: :whiteshield:
(Very Tough Skin)
DEFENCE: :whiteshield: :whiteshield: (+1^)
(Padded Armour, Helm)
DEFENCE: :whiteshield: :whiteshield: (Counts :blackshield:s as :whiteshield:s)
(+1 for Magic Aura)
BODY: :redheart: :redheart: :redheart: :greyheart: :greyheart: :greyheart: :greyheart: :greyheart: BODY: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: :redheart: BODY: :redheart: :redheart: :redheart: :greyheart: :greyheart: BODY: :redheart: :redheart: :redheart: :greyheart: :greyheart:
MIND: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb:
INVENTORY: RUNES: :greenorb: :greenorb: :greyorb: SPIRIT: :greyorb: :greyorb: :greyorb: SPELLS: :greenorb: :greenorb: :greyorb: :greyorb:
INVENTORY: INVENTORY: INVENTORY: 100gp, Potion Of Magic Defence,
15 Arrows, Ice Bridge & Finger Of Death Scrolls.


Ranger
Halt
RACE:
Human
CLASS: Ranger
Monk
Sifu
RACE:
Human
CLASS: Monk
Rogue
Kai
RACE:
Human
CLASS: Thief
Bright Wizard
Luther Flamestrike
RACE:
Human
CLASS: College Wizard
MOVE: :roll6: :roll6: MOVE: :roll6: :roll6: :roll6: (Lowest two) MOVE: :roll6: :roll6: (Max Run 8) MOVE: :roll6: :roll6: :roll6: (Lowest two)
ATTACK: :skull: :skull:
(Sword)
ATTACK: :skull: :skull: +/
(Pole)
ATTACK: :skull: :skull: :skull: or :skull: -/
(Evil Broadsword, Dagger)
ATTACK: :skull: :skull: :skull: or :skull: :skull: +/(Fire based option)
(Broadsword, Tzeentch Staff)
DEFENCE: :whiteshield: :whiteshield:
(Leather Armour)
DEFENCE: :whiteshield: (+ Enhanced Evasion)
(Martial Skill)
DEFENCE: :whiteshield: :whiteshield: (+ Dodge)
(Evil Padded Armour)
DEFENCE: :whiteshield: :whiteshield:
(+1 for Magic Aura)
BODY: :redheart: :redheart: :redheart: :redheart: :redheart: :greyheart: :greyheart: :greyheart: :greyheart: :greyheart: BODY: :redheart: :redheart: :greyheart: :greyheart: :greyheart: BODY: :redheart: :redheart: :redheart: :redheart: :greyheart: BODY: :redheart: :redheart: :redheart: :redheart: :greyheart:
MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :greyorb: :greyorb: :greyorb: :greyorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb: MIND: :blueorb: :blueorb: :blueorb: :blueorb: :blueorb:
INVENTORY: KARMA: :greenorb: :greenorb: :greenorb: :greenorb: :greenorb: INVENTORY: SPELLS: :greyorb: :greenorb: :greenorb: :greenorb: :greenorb:
:greenorb: :greyorb: :greyorb: :greyorb: :greyorb: INVENTORY:
:greyorb: :greyorb: :greyorb: :greyorb: :greyorb:
:greyorb: :greyorb: :greyorb: :greyorb: :greyorb:
:greyorb: :greyorb: :greyorb: :greyorb: :greyorb:
INVENTORY:
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby MadMickyG » June 3rd, 2016, 9:22 pm

Halt attacks Chaos Fire Warrior:
MadMickyG rolled 2 6-sided dice:
3, 1


Chaos Fire Warrior defends:
MadMickyG rolled 4 6-sided dice:
6, 4, 4, 5


Sif will use Movement action and change from Water Stance and change to Fire Stance. Changes AD to 3, DD to 1, using 1Kp and uses Attack action to attack Chaos Fire Warrior diagonally:

MadMickyG rolled 3 6-sided dice:
1, 4, 4


Chaos Fire Warrior defends:
MadMickyG rolled 4 6-sided dice:
4, 1, 2, 4


Luther attacks Chaos Fire Warrior with Tzeentch Staff:
MadMickyG rolled 2 6-sided dice:
6, 4


Chaos Fire Warrior defends:
MadMickyG rolled 4 6-sided dice:
1, 4, 5, 3


Luther moves:
MadMickyG rolled 3 6-sided dice:
4, 5, 6

1S and eot.
Check out my dabblings in writing.
https://www.facebook.com/pages/Madhouse ... 4179561807
Feel free to let me know what you think. All comments/criticisms welcome.


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Re: Fire & Ice

Postby Sotiris » June 4th, 2016, 2:50 am

Frost Wizard
Vladimir moves (lowest 2)
Sotiris rolled 3 6-sided dice:
5, 4, 2
1N of Luther. Before i attack the fire warrior, i'm grumbling to Luther remind him this
"Vulnerability: Characters who lose any BP to something that they are Vulnerable to are automatically killed."
attack Fire Wzarrior
Sotiris rolled 3 6-sided dice:
2, 4, 6

defense
Sotiris rolled 4 6-sided dice:
3, 3, 1, 5
cool! he's dead! but we have to defend his explosion too.
Vladimir's defense
Sotiris rolled 2 6-sided dice:
1, 3
(ouch! Halt shall roll too)
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


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Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby Sotiris » June 4th, 2016, 3:00 am

Pit Fighter
Bravo moves
Sotiris rolled 2 6-sided dice:
6, 1
full north, full west and attack
Sotiris rolled 3 6-sided dice:
1, 1, 6
re-roll :blackshield:
Sotiris rolled 1 6-sided dice:
3
defense
Sotiris rolled 4 6-sided dice:
5, 1, 3, 5
My new unpublished boardgame on Tabletopia free platform:
https://tabletopia.com/games/stellar_omega


Rewards:
Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Encountered a menacing Chaos Warlock!
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Re: Fire & Ice

Postby Sotiris » June 4th, 2016, 3:05 am

Paladin
Salvo attacks horror
Sotiris rolled 2 6-sided dice:
2, 3
defense
Sotiris rolled 3 6-sided dice:
6, 4, 5
and moves (max 8)
Sotiris rolled 2 6-sided dice:
4, 3
1W of Halt.

Blacksmith
bRuno moves
Sotiris rolled 2 6-sided dice:
4, 6
3S (or 2S if fits Rogue better. MM decides) and attacks
Sotiris rolled 1 6-sided dice:
4
My new unpublished boardgame on Tabletopia free platform:
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Re: Fire & Ice

Postby Gold Bearer » June 4th, 2016, 3:59 am

Sotiris wrote:Before i attack the fire warrior, i'm grumbling to Luther remind him this
"Vulnerability: Characters who lose any BP to something that they are Vulnerable to are automatically killed."
Yes, you're making it much harder for yourselves. Two four combat dice attacks that I needn't have had.

Okay, four things to clear up, easiest first.

1.
Sotiris wrote:and moves (max 8)
Your maximum movement is 12, it's just your running roll that's restricted to 8. Your normal movement would be restricted by a reduction of dice if you were slowed by your armour like Kai's is (2 dice instead of any 2 from 3).

2. I assume Luther attacked with the staff because you think the fire warrior would have been immune to your fire based sword attack. You have the option of a fire based melee attack, it doesn't have to be fire based like Vladimir's ice based attack does. Also you can make a melee attack with any weapon fire based, including the staff. I now think that you didn't mean to draw on the power of the staff last round. If you hadn't have cast shield of fire I would have attacked Luther causing 1BP of damage on him instead of Halt but Luther wouldn't have lost 1BP to the staff, so I'm going to give Halt back 1BP. The only reasons to use the staff instead of the broadsword are if you're attacking diagonally or you need a magical melee attack.

3. I forgot the freeze attack of the ice warrior. Doh! Luckily it doesn't matter if Halt misses his turn because he didn't move and the fire warrior he attack is now dead. He gains +1 defence dice on a skull or white shield.
Gold Bearer rolled 1 6-sided dice:
5

4. Explosion of the fire warrior, it gets Halt and Sifu.
Halt:
Gold Bearer rolled 2 6-sided dice:
2, 4
Sifu:
Gold Bearer rolled 2 6-sided dice:
1, 2
[img]-1BP%20for%20Sifu.download/file.php?id=3856&mode=view[/img]ImageChaos Ice Warrior: :redheart: :redheart: :redheart: :greyheart:
Pink Horror: :redheart: :greyheart:

Chaos
Chaos troops are expert warriors and so roll an extra dice when they attack if they don't move during the same turn. Anything with Chaos or one of the four Chaos gods in the title is part of the Chaos faction as well as Daemons.

Tzeentch Followers
Followers (not Daemons) of Tzeentch, the god of sorcery, are resistant to hostile magic and roll a combat dice when they're affected by an enemy spell, on a white shield the spell fails and on a black shield the spell fails and is lost. The resistance roll is only made when the spell is initially cast for spells that remain in play and only one roll is made for spells that affect multiple targets with Magic Resistance. Followers of Tzeentch are surrounded by magical energy, their melee attacks are classed as magical.

Chaos Warriors
Chaos Warriors defend with an extra dice if they didn't move during their previous turn, including on the turn that they're revealed.

Chaos Ice Warrior
Melee attacks are Ice based. Immune to Ice based attacks. Vulnerable to Fire based attacks. Can freeze targets, if a target takes any damage roll a combat dice, on a skull or white shield they add one dice to their defence until the end of the EWP's next turn and on a skull they also miss their next turn.

Vulnerability
Characters who lose any BP to something that they are Vulnerable to are automatically killed.

Pink Horrors
Pink Horrors are level 1 Magicians and get one random Tzeentch spell each that can't be traded for a replacement and they cast without using an action but can only cast once each per turn. They share their spells with all other Pink Horrors in play and one spell of their choice is discarded whenever a Pink Horror dies. A Pink Horror splits into two Blue Horrors when it dies, they must be placed on the same or adjacent squares. If there are no available adjacent squares then only one Blue Horror is created.

Undead
When an Undead Monster is reduced to 0BP, place them lying down on their square. Downed Monsters don't block LOS or movement but you can't end a turn on their square unless you're attacking them. The EWP rolls a dice for each Downed Monster at the start of their turn. On a skull it gets back up but can't take a turn that round, on a white shield it stays down and on a black shield it gets back and can take a turn that round. Downed Monsters always get back up with 1BP. An Adventurer can finish off a Downed Monster by moving onto their square and using their attacking action.

Skeletons
Skeletons defend on white shields and skulls against piercing weapons, either shield against other non-crushing weapons and black shields against everything else.

Kai.The first thing you need to do is decide what square you want the blacksmith to be on.

Edit:
As you forgot about the vulnerability rule and I'm feeling generous you can move Sifu or Halt so that Luther can cast a spell on the fire warrior if you like. I don't know if you've got an appropriate power 1or 2 spell (or you might want to save them), I know you've got burning head but that's not really well suited to a heavily armour target, it's best used against a group of lower enemies. It could kill the ice warrior and make the marauder run away though so it might be worth a go, you've got the option if you want it. If you move Sifu though it will cost you the extra karma points.
You do not have the required permissions to view the files attached to this post.
:goblin: 1BP, :orc: 2BP, :fimir: 3BP, :skeleton: 1BP, :zombie: 2BP, :mummy: 3BP, :chaoswarrior: 4BP, :gargoyle: 5BP. US :chaoswarrior: 3BP, US :gargoyle: 4BP.

Upcast/Overcast/Combined Spells + New Combined Fusion Spells: viewtopic.php?f=38&t=7219

General Rules Including Element Effects & Dynamic Turn Order: viewtopic.php?f=38&t=7089


Rewards:
Grin's Stone Map Hosted a Play-by-Post game. Played a turn in five (5) Play-by-Post games. Created a Hot Topic. Slain a measly Goblin! Slaughtered an Orc! Killed a mighty Fimir! Destroyed a Zombie! Shattered a Skeleton! Unravelled a Mummy! Crushed a powerful Chaos Warrior! Encountered a menacing Chaos Warlock!
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