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Sleeper No More

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Sleeper No More
Waiting for A Distant Star Edition

There is but one goal.. Amass a fortune to build a universe
Welcome to a world of never-ending darkness. Surrounding you is a sea of "Sleepers" - Beings such as yourself who have not yet awoken. You are completely naked. You have no tools. There are no structures. There is only darkness above, darkness below, and darkness as far as the eye can see.
Death has no power here and thus life holds no meaning. If ever you are attacked, you may die, but can return at any time to exact revenge.
-Player Characters-
================
Awoken - The only creatures blessed by A Distant Star with the ability to conjure up two possessions from memory. Able to use any items/equips. Extremely gear dependant. Begins with one <3, two standard equips of choice, and three tealight tokens. Limitless inventory. Killing an awoken awards the killer with a tealight token. Loses all additional <3s upon death. Only the awoken may pray to A Distant Star. If they roll an 8 they may be blessed by a response. Revive with one tealight token if none are present upon death and if killed by another player. Max <3 limit (without equips) is eight.
Fire Eye - Eyes of a great dimensional beast trying to tear its way into this realm. They possess natural prowess in offense (IHP 1-4 & can attack two enemies at once). They are unable to use items or gear but can use successful dodge rolls to disengage and close up at any time, rendering themselves untargettable and unable to target until reopening. They begin with four <3s. No inventory.
Fire Imp - Offspring of Fire Eyes. They possess natural prowess in both offense and defense (IHP 1-4, dodge parameter includes 1s). They are unable to use gear, but are able to steal items with a successful roll (Success = 2/4/6/8, Fail = 1/3/5/7/9/0 - Failures count as a fumble). They begin with one <3. Can use items, including stardust. Limitless inventory. Max <3 limit is five.
Shadow Person - Offspring of the Hat Men. IHP 1-3. They possess natural prowess in defense (1's, 5's, & 9's contribute to dodge rolls). They are unable to use items but can use one piece of gear. All other items they acquire must be discarded or left behind, rendering them free for the taking. They begin with two <3s and cannot use stardust to acquire more. Can AHC on 1's and 0's for six <3s
<<< Please report your acquired stats/items/gear from previous threads at the beginning of every new thread for the sake of simplicity. Please put the appropriate <3 total by your trip, like so - "<3x2, <3x4, etc" >>>
>>
>>231421
========
-Combat-
========
Roll using dice+1d10 (unless otherwise noted) in options box

*Initial Hit - The first attack in a bout or the attack used to strike an opponent who has fumbled. *If you hit, you deal one stroke of damage, and your opponent must counter roll. If you miss, you have fumbled and can disengage but cannot attack again until your opponent has done so. Hits are only valid if posted with three complete sentences.

Disengage - Disengage posts must be four complete sentences detailing your getaway and must be posted before the defending anon strikes back to be validated. Even numbers are successes. If you fail a disengage you have failed completely and must wait for your opponent to either attack or ignore your antics.

*Counters & Dodging - After being attacked you have the opportunity to make a dodge & counter roll. Even numbers equate a successful roll. Odd numbers mean you failed the roll and are struck. Successfully rolling leads into an immediate counter, and your opponent must now make a dodge roll. *Once a contender fails a dodge roll, that same combatant must then make an initial hit roll. Successful dodge rolls must be two complete sentences long to be valid.

*Autohit Counter (AHC) - Counters and critical strikes rolled into one. If you roll a 0 during a dodge you've managed to pull off an Autohit Counter. Your opponent cannot dodge this attack and their life is reduced by *three <3s.
Strikes always reduce an enemies <3 total by only 1 unless autohit applies.
>>
>>231441
Rules of Engagement -

1) If attacked by multiple opponents, you don't take initial hit damage . Instead, you make an immediate dodge roll. One successful dodge roll against any of your attackers hits nullifies the other remaining hits, but you can only counter against a single enemy. The remaining enemies can either disengage or attack again, but the same rules apply. FSs and AHCs are only applied when/if you fail a dodge roll against the enemy making a counter roll against you. FSs and AHCs from your opponents allies do not apply.

<< Ex - Distant Star dodges one of two hits from two opponents and chooses opponent A to counter. Opponent B attacks again with opponent A (who successfully dodged into a counter). If Distant Star fails her roll she will take two hits. Distant Star successfully dodges A's attack but changes her counter target to opponent B. Opponent B fails his check and dies, but A attacks again. A Distant Star must now make a dodge roll against A >>

2) If you fail a dodge roll, ALL HITS AGAINST YOU STRIKE.

<< Ex - Fire Eye fails a dodge against one of three attacking opponents. Two of the three attacks are hits. Fire Eye takes two hits >>

3) All hearts are restored to the victor after combat. Canteen is refilled to max after combat.

4) Upon dying, you must give up a single equip to leave behind for the victor to acquire. All other goods in your inventory are returned to darkness (gone completely). Only two equips returned to darkness can be reconjured. Any gear left behind cannot be conjured again until you reacquire said equip. You can not give up items; you must leave an equip behind.

5) Before engagements, post an "approaching" post to your enemy along with the equipment template detailing the gear you intend to do battle in.

==================
-Weapon Bonuses -
==================
These are the guidelines to follow for all conjured weapons. Idc if you conjure a megaton hammer, gatling crossbow, great lord tower shield, or hellfire/divine tome - these are the standard bonuses and IHP for each category.

(IHP = initial Hit Parameter)
(FS = Free Strike)

// Melee // Bonus: +1 <3 (*IHP 1-4)

// Ranged // Bonus: *Deadly Accurate (IHP 1-3, *FS on Dodge roll 0&1 <still take dmg on a 1 roll>)

// Tomes // Bonus: Attack two enemies at once, or One Enemy Twice (*IHP 1-2 / dice+2d10)

// Shields // Bonus: enemy AHCs do -2 damage if equipped, blocks initial hits, your AHCs deal -1 damage

// Gauntlets // Bonus: your AHCs do +1 damage if equipped

// Backpack // Bonus: +1 Canteen Capacity

Adjust (x) in "dice+(x)d10" to accomodate equipped items for IHP

First roll(s) = Main Hand // Second roll(s) = Off Hand
>>
>>231443

==================
==================
- The following template must be posted proceeding an engagement, so all parties involved are aware of eachothers combat kit -
MH: <Weapon>
SA: <Weapon>
OH:
Back:
Head:
Chest:
Hands:
Legs:
Feet:
Acc1:
Acc2:

===================
-Summons & Drops-
===================
The following creatures can be summoned via Tealight Tokens. Choose the appropriate number of tokens and make a roll/summoning post to figure out which enemy you summon.

<< Ex - Two tokens and a dice roll of 7 summon a Goblin Tinkerer)

Once summoned, the necessary amount of tokens are removed from the inventory and each Summon follows standard combat rules. The summoner always attacks first. The IHP of summons is 1-3. Every Summon comes with a set amount of <3s and the summoner must roll for himself as well as the Summon. If the summoner dies or disengages against a Summon they are unsummoned. The summoned creature always targets the one who summoned it if attacked by multiple enemies.

<< Ex - A Distant Star summons a Skeleton and rolls a 4. This counts as a fumble. A Distant Star then posts the attack roll of the NPC and reacts accordingly (either with a dodge, or if the NPC fumbles, an attack) >>

After defeating an enemy, you make a loot roll with a "looting" post. The loot roll determines what items you obtain. The loot post and loot roll must be made by the summoner, and completely out of combat.

( Every <3 requires an additional Tealight Token to summon, +X next to creatures name indicates additional HP but does not require an additional token to summon)

!! Enemies Cannot Perform AHCs - 0's count as dodge rolls for summons !!
>>
------------
(1-3) Fire Imp <3 // (1-3) tealight token (4-9) Standard Boots (0) Imp Wing
(4-6) Thirsty Ghost <3 // (1-6) ghost paste (7-9) dog bowl (0) Stardust
(7-8) Goblin <3 // (1-3) bubblegum (4-7) tealight token x2 (8-9) Rocks (0) tealight token x2
(9) Mimic <3 // (1-3) Rocks (4-6) matches x2 (7-9) tealight token x2 (0) Standard Shield
(0) Skeleton <3(+1) // (1-3) Lantern (4-6) Standard Boots (7-9) Belt w/ Canteen (0) Flea Cape
-------------
(1-3) Imp Lord <3<3 // (1-3) Rocks (4/5) Standard Pants (6-9) dynamite x2 (0) Imp Wing
(4-6) Fire Eye <3<3 // (1-3) Lava Tear (4-9) tealight token (0) Stardust
(7-8) Goblin Tinkerer <3<3 // (1-5) Crafting Kit (6/7) Standard Pants (8/9) Standard Robe (0) Tinkerers Tools
(9) Fallen Star <3<3 // (1/2) Stardust (3-6) Rocks (7-9) Tealight Tokenx2 (0) Stardustx2
(0) Skeleton Captain <3<3(+1) // (1/2) Standard Tome (3-6) Bottled Flame (7-9) Standard Sword (0) Flea Cape
-------------
(1-3) Fire Phoenix <3<3<3 // (1-3) Bottled Flame (4) Stardustx2 (5-9) Lava Tear (0) Stardust x2
(4-6) Hat Man <3<3<3 // (1-4) Standard Robes (5/6) Belt w/ Canteen (7-9) Standard Hat (0) Suitcase Nuke
(7-8) Hungry Ghost <3<3<3 // (1-3) Coffee Grounds (4-6) Ghost Paste (7-9) Standard Gloves (0) Stardust x2
(9) Ent <3<3<3 // (1-4) Building materials x2 (5-9) Standard Shield (0) Building Materials x4
(0) Skeletal Lord <3<3<3(+1) // (1-3) Standard Shield (4-6) Standard Breastplate (7-9) Bottled Flame (0) Lords Breastplate
-------------
>> All of the enemies below can AHC, and make use of the WEAPONS they drop; shields & gear don't apply <<
(1-3) Fire Dragon <3<3<3<3(+2) // (1-4) Claw Dudes Claw (5-6) Lava Tearx2 (7-9) Clerics Holy Tome+0 (0) Scorpion Tail
(4) Heroic Awoken <3<3<3<3(+3) // (1-4) rocks (5/6) Mirror Shield (7-9) Lords Breastplate (0) Madmans Machete
(5) Lone Awoken <3<3<3<3(+3) // (1-4) Doom Helmet (5/6) rocks (7-9) Lords Breastplate (0) Outlaw Star
(6) Blessed Awoken <3<3<3<3(+3) // (1-4) Doom Helmet (5/6) Mirror Shield (7-9) rocks (0) Tome of the Rising Sun
(7-8) Ancient Ent <3<3<3<3(X2) // (1-3) Flea Cape (4-9) Buiding Materials x4 (0) Dank Robes
(9) Shadow Lord <3<3<3<3(X3) // (1-3) King Killer (4-6) Shadow Suit (7-9) Imp Wing (0) Manamuramusashi
(0) Awoken Star <3<3<3<3(X4) // (1) Crow (2-6) Dead Wizards Spellbook (7-9) Bubblegum (0) A Distant Moon

/ Conjured Items & Equips //

*Items must be used during dodge/counter rolls, or after successful disengages
*Items cannot be used during initial hits.
You can use up to two items per dodge
Item usage requires a single sentence, "I use ______ etc"
Items usage requires a sentence per item used.
Compound sentences totally validate your dodge.
Dodge rolls require an additional sentence is one item is used.
Dodge rolls don't require an additional sentence if two items are used..
Using only one item allows you to AHC.
Using two items compeltely negates landing a AHC.
!! free hits and bonus damage from gear still apply !!
Negated AHCs are instead treated as standard dodges.
>>
=================================
Tealight Tokens // Used to summon NPCs, these do not disappear upon death. Tealight Tokens can also be used at the time of a dodge roll to 1) negate the effects of incoming free strikes against you for THAT TURN 2) safeguard against damage from an upcoming dodge fail, until the next opportunity to dodge arises. Failing to dodge under the saftey of a tealight token results in no damage is taken, but your opponent gets to make an initial hit roll against you.

Dark Stone // If used on a successful dodge roll, your next initial hit can pierce through shields. Lasts until your next initial hit roll fails or passes.

*Belt w/ Canteen // The canteen can be used once (unless modified) per battle to recover one <3. It can be used IMMEDIATELY after taking a fatal blow to recover and continue fighting. Has no effect on a failed dodge roll. Refills after every battle or when the enemy engaged by your group is killed. It can be given away. It is not lost upon death. *If an ally successfully counters it locks the enemy into a dodge roll letting you disengage and use your canteen without having to worry about rolling to recover.

Bottled Flame // Reconjure unconjurable items (1 use) does not disappear upon death

Dynamite // Used to destroy forts (1 use)

Lantern // Let's you receive 1 additional stardust from ghosts when scoring an autohit counter. Cannot be given away. Cannot be lost upon death.

*Ghost Paste // Can disengage from battle during a dodge roll. Take no damage that turn if roll passes. (1 use) A successful hit from an enemy puts you back into battle but deals no initial hit damage unless modifiers activate. A failed hit from an enemy lets you run away. Essentially lets you back out of a fight long enough to bail, or drink from your canteen without rolling.

Cleric Tear // Revive an ally with original items & one additional item (all other items are lost) the revived must accept revival (1 uses) Ally revives immediately back into battle

Bubblegum // "Useless"

*Rocks // If used on a successful dodge roll, your enemy can fail by rolling a 2 while dodging

Lava Tear // Safeguards against the next Autohit Counter received (1 use)

*Coffee Grounds // Can dice+2d10 a dodge (1 use) Slightly stacks with shields (dice+3d10)

Dog Bowl // "Useless"

Stardust // <3 +1 upon use (1 use) All <3s acquired vanish upon death

Matches // Used in burn attempts (1 use)

Building materials // Use to build constructs

Crafting Kit // Can combine building materials (x3) with lava tears (x1) and ghost paste (x2) into tealight tokens (x8)

Tinkerer's Tools // Can break rocks, dog bowls, and bubblegum into building materials x1

Suitcase Nuke // kills user but kills all those attacking the user if used during a successful roll (1 use)
>>
Basic Hat // Head // hit parameter includes 7's
Basic Breastplate // Chest // Reduces AHC damage by 1, +1 <3
Basic Robes // Chest // Reduces AHC dmage by 1
Basic Pants // Legs // +2 <3s
*Basic Gloves // Hands // Increases AHC dmg by 1
*Basic Boots // Feet // +1 <3

// Special Gear //
Special Gear cannot be conjured until acquired. Anything the awoken summons from memory counts as standard equipment and follows standard IHP & weapon bonuses unless stacked with equips listed below. Once special gear is given up it cannot be conjured again without a bottled flame or until it is reacquired.
----------------

Flea Cape // Acc // 9's count towards dodge rolls

King Killer // Acc // Increases AHC damage by 2, 3's count toward dodge rolls

Doom Helmet // Head // hit parameter includes 7's & 8's, free strikes on IHP roll 8

Lords Breastplate // Chest // Reduces AHC damage by 2, +2 <3

Madmans Machete // Melee // Canteen capacity increased by 1. Can be reconjured even if relinquished, cannot be broken down into building materials. Can only be conjured/reconjured upon revival.

Scorpion Tail // Melee // Four turns after your first dodge (the dodge turn doesn't count), attempt a free strike (determined by a successful dodge), with a followup attempt on turn six. Each free strike can be targetted at only one enemy at a time, and these strikes can only take effect once per battle

*Shadow Suit // Acc // can attempt to steal items (even # = hit, odd # & 0 = fumble, can disengage), ignores 3 free strikes per fight

Cat Ear Crown // Head // hit parameter includes 7's, +1 <3, using your canteen during a successful dodge roll results in a free strike against your enemy if their next dodge roll is a success. If their dodge roll fails, the cat ear crown modifies the initial hit parameter of their main hand weapon by (min+1)-(max-1)

Manamuramusashi // Melee // IHP dice+2d10, +1 <3

Dank Robes // Chest // Reduces AHC damage by 1, IHP for Tomes is increased by (min+0)-(max+1), canteen capacity increased by 1

Clerics Holy Tome+0 // Tome & Acc // Adds 1 <3 for every hat man or shadow lord killed (up to 3) Resets upon death.

Mirror Shield // Shield // Reflect 1 point of AHC damage & 2 free strikes (per battle) back at the attacker, +1 <3

Dead Wizards Spellbook // Tome & Acc // Lands a free strike on all attacking enemies if the enemy countered fails their dodge roll. Free strike is not applied to enemy who failed their dodge roll.

Claw Dudes Claw // Melee // IHP increased by (min+0)-(max+1), FS if IHP roll lands an 8
Imp Wing // Acc // 3's during dodge rolls result in a free strike, but damage is still taken if the roll fails

A Distant Moon // Shield // Adds 1 <3 for every 4 <3s the wielder possesses, Canteen capacity increased by 1

Crow // Firearm // Rolling a successful dodge after landing an AHC results in a second AHC from that dodge roll
>>
Tome of the Rising Sun // Tome & Acc // Whoever holds this tome can use his canteen on an ally in battle. Increases canteen capacity by 1.

Outlaws Star // Firearm // Every time you are victim of an AHC, you retaliate with a free strike. 1's count toward dodges.

// Craftable Gear & Summons //
> Requires Crafting Kit<

(Okay, so Musashi was right. Duelists Gauntlets supersped the pace of battle. They were essentially ripping enemies apart before fights even made it to the dodge-lock phase. They are an equipment piece that are supposed to punish enemy failures though, so instead of removing their ability I've just modified it to fit combat more comfortably)

Duelists Gauntlets // Gauntlets // Reflect 1 points of AHC damage back at the attacker, recover 1 <3 on IHP rolls of 8. Deals a free strike when an opponent misses their counter roll after being victim of an initial hit. Raises IHP by (min+0)-(max+1)

Brutes Gauntlets // Gauntlets // Reduces AHC damage by 2, <3 +2, AHC dmg +1
(Recipe: 3 Dark Stones, 2 Rocks, 1 Lava Tear)

Starlight Gauntlets // Gauntlets // Canteen capacity +1. After landing an initial hit, regain one canteen swig and deal 1 damage if your opponent fails their immediately following counter roll. Canteen cannot refill beyond 1.
(Recipe: 3 Dark Stones, 1 Stardust)

Tower Shield // Shield // Reduces AHC damage by 2, +1 <3
(Recipe: 3 Dark Stones, 1 Dog Bowl, 1 Bubblegum, 1 Rock)

Bag of Phantoms // Back // Begin each fight with a ghost pastex2
(Recipe: 5 Dark Stones, 2 Ghost Paste)

Bag of Beans // Back // Begin each fight with coffee grounds x1
(Recipe: 5 Dark Stones, 1 Coffee Grounds)

Charlie Brown Bag // Back // Begin each fight with rocks x3
(Recipe: 5 Dark Stones, 5 Rocks)

= Summoning the following creatures requires no tealight tokens. These creatures are instead summoned with a Belt / Canteen and a dice roll. Their drops are at a 100% rate =

(1) Shadow Imp <3 // 1 Dark Stone, 1 Stardust, 2 Tealight Token
(2-6) Fading Star <3<3 // 2 Dark Stones
(7-8) Black Blob <3<3<3 // 2 Dark Stones, 1 Tealight Token
(9) Iron Mimic <3<3<3<3 // 1 Coffee Grounds, 1 Rock, 1 Ghost Paste
(0) Hungry Skeleton <3<3<3<3<3 // 3 Dark Stones, 1 Tealight Token
>>
- Structures -
===========
Structures supply some afk defense while you're away doing other things. The downside is that they can be burned down by with matches via burn attempts. Burning only succeeds if the player rolls a 3, 6, 9, or 0 - all other rolls simply use the item up. To destroy a fort, standard explosives or a spellbook must be used. No one inside a destroyed construct is hurt, they are simply revealed and open to engage in combat.

Tent : Requires Building Materials x2
(Owner + 1 Untargettable by 1 enemy, targettable by 2 or more)

*Cottage: Requires Building Materials x3, or Tent x1 & Building Materials x1
(Owner + 2 Untargettable by 2 or fewer enemies, targettable by 3 or more)
(Can fight summons (<3x1 or less) within without fear of ambush)

*Big Cabin: Requires Cottage x1 & Building Materials x2
(Owner + 3 Untargettable by 4 or fewer enemies, targettable by 5 or more)
(Can fight summons (<3x2 or less) within without fear of ambush)

*Fort: Requires Cabin x1, Cottage x1, & Building Materials x4
(Owner & All Inside are untargettable. Cannot be burned down.)
(Can fight summons (<3x4 or less) within without fear of ambush)
>>
B
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