Strategic Fantasy Crossover RPG
Re: Strategic Fantasy Crossover RPG
Aye about the rules. So, are we doing just peer-control, or are we going to have a semi-GMish person for contentious disputes?
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Re: Strategic Fantasy Crossover RPG
Uh... Yeah... I could definitely use some control seeing as I made the idea.
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Re: Strategic Fantasy Crossover RPG
As i've done a bit of work helping get this project off the ground i offer to lend a hand in dealing with contention should it be needed.
Also as we've yet to settle on a name for this game.
SDNET Kingdoms?
Also as we've yet to settle on a name for this game.
SDNET Kingdoms?
STGOD SDNW4 player. Chamarran Hierarchy Catgirls in space!
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Re: Strategic Fantasy Crossover RPG
Yes.... Lets.. call it SD.Net Kingdoms.
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Re: Strategic Fantasy Crossover RPG
Sounds good to me. And yes to the no more rules bit.
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Re: Strategic Fantasy Crossover RPG
Since I played a very active roll in STGOD 2k8 I am very willing to help out in the moderating if it is needed.
On the rules subject, I will go with you trend of voting no more rules UNLESS NECESSARY (although I personally like making up the rules nearly as much as playing the game)
I am wondering, has this progressed to the point of making an OoB thread? Or are we gonna put up some fiddling first drafts? I am trying to decide how my country will work, but I have some cool ideas. Think Yawgmoth.
On the rules subject, I will go with you trend of voting no more rules UNLESS NECESSARY (although I personally like making up the rules nearly as much as playing the game)
I am wondering, has this progressed to the point of making an OoB thread? Or are we gonna put up some fiddling first drafts? I am trying to decide how my country will work, but I have some cool ideas. Think Yawgmoth.
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We're not just doing this for money; we're doing this for a shitload of money!
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Re: Strategic Fantasy Crossover RPG
Definitely first drafts. I'm thinking about making a good aligned Wizards of Thay like country.
Re: Strategic Fantasy Crossover RPG
Do first drafts go here or are we going to have another thread dedicated to them?
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Re: Strategic Fantasy Crossover RPG
I don't care. What do you think?
Re: Strategic Fantasy Crossover RPG
I think we're ready to start working on the kingdoms, the rules are as complex as they need to be. We can just post our OOBs here.
Alrighty. Now, a bit more on my mechanical contraptions:
The Witches of Thessaly are a group of magic users that serve the Sarreosi king. Their magic specializes in controlling the weather, such as controlling storms or high winds. This can be used to speed ships along, dry out lands for ease of marching, or subduing an enemy with lightning and storms.
Scorpions are small dart throwers. They can be wheeled about the battlefield to put fire on distant targets.
Onagers are engines used for hurling stones, firepots, and other large projectiles. They lack accuracy, so they are typically used for targeting city walls or large formations of troops.
Ballistas are larger versions of scorpions, firing large, man sized harpoons.
City Taker
The City Taker is a large, self propelled siege tower. It is covered with bronze plates to protect against fire. Inside the body are scorpions for shooting at defenders, and the top of the tower is a drawbridge that serves to let troops attack the city walls from the top. A City taker is a large and expensive piece of siege equipment, but with capable troops it is invaluable in a siege.
Here's the latest map. Anyone who hasn't claimed their lands yet had best do so now. And if the borders don't match what you wanted, let me have your email address, and I'll send you the map I'm using. It's an easily modifiable map, so minor corrections are no trouble.
Alrighty. Now, a bit more on my mechanical contraptions:
The Witches of Thessaly are a group of magic users that serve the Sarreosi king. Their magic specializes in controlling the weather, such as controlling storms or high winds. This can be used to speed ships along, dry out lands for ease of marching, or subduing an enemy with lightning and storms.
Scorpions are small dart throwers. They can be wheeled about the battlefield to put fire on distant targets.
Onagers are engines used for hurling stones, firepots, and other large projectiles. They lack accuracy, so they are typically used for targeting city walls or large formations of troops.
Ballistas are larger versions of scorpions, firing large, man sized harpoons.
City Taker
The City Taker is a large, self propelled siege tower. It is covered with bronze plates to protect against fire. Inside the body are scorpions for shooting at defenders, and the top of the tower is a drawbridge that serves to let troops attack the city walls from the top. A City taker is a large and expensive piece of siege equipment, but with capable troops it is invaluable in a siege.
Here's the latest map. Anyone who hasn't claimed their lands yet had best do so now. And if the borders don't match what you wanted, let me have your email address, and I'll send you the map I'm using. It's an easily modifiable map, so minor corrections are no trouble.
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Re: Strategic Fantasy Crossover RPG
Warrior Monks...
Gains power whenever an enemy force has razed a village the monks protect. An enemy Performing evil acts increases the monk's physical powers. Force field(as strong as platemail) protects the monks while on the field of battle.
Mages...
Typically preserved from battle so they may research for the government. The mages can however use lightning bolts, and small spells for self-defense and might even be arranged in rare tactical squadrons.
Knights...
The knights are trained from a young age to fight and where armor. They have the power to use minor near magical abilities to give a temporary boost to their physical abilities once a day. Some knights are mounted, and others typically use Zweihanders.
Citizen's Defense Force....
Both the least powerful and the most powerful force of the Kingdom are the more numerous Defense Force. Every house has a sword. The most skilled of the Defense Force have arquebuses. Some members are assigned to use carefully crafted chemical weapons on their crossbow bolts that wear down enemy gates. In addition, the CDF also possess minor explosives the Chinese used against the Japanese invasion.(that failed)
Gains power whenever an enemy force has razed a village the monks protect. An enemy Performing evil acts increases the monk's physical powers. Force field(as strong as platemail) protects the monks while on the field of battle.
Mages...
Typically preserved from battle so they may research for the government. The mages can however use lightning bolts, and small spells for self-defense and might even be arranged in rare tactical squadrons.
Knights...
The knights are trained from a young age to fight and where armor. They have the power to use minor near magical abilities to give a temporary boost to their physical abilities once a day. Some knights are mounted, and others typically use Zweihanders.
Citizen's Defense Force....
Both the least powerful and the most powerful force of the Kingdom are the more numerous Defense Force. Every house has a sword. The most skilled of the Defense Force have arquebuses. Some members are assigned to use carefully crafted chemical weapons on their crossbow bolts that wear down enemy gates. In addition, the CDF also possess minor explosives the Chinese used against the Japanese invasion.(that failed)
Last edited by SisterMiriamGodwinson on 2008-10-20 01:35am, edited 1 time in total.
Re: Strategic Fantasy Crossover RPG
We also need a cool backstory
LIke, for example, Europe collapsed into barbarity after magic returned to the world in, say, 1100, and is only now scrounging back up, with the world infested with magical creatures and monsters...something cool to have a sense of history for the world.
LIke, for example, Europe collapsed into barbarity after magic returned to the world in, say, 1100, and is only now scrounging back up, with the world infested with magical creatures and monsters...something cool to have a sense of history for the world.
JULY 20TH 1969 - The day the entire world was looking up
It suddenly struck me that that tiny pea, pretty and blue, was the Earth. I put up my thumb and shut one eye, and my thumb blotted out the planet Earth. I didn't feel like a giant. I felt very, very small.
- NEIL ARMSTRONG, MISSION COMMANDER, APOLLO 11
Signature dedicated to the greatest achievement of mankind.
MILDLY DERANGED PHYSICIST does not mind BREAKING the SOUND BARRIER, because it is INSURED. - Simon_Jester considering the problems of hypersonic flight for Team L.A.M.E.
It suddenly struck me that that tiny pea, pretty and blue, was the Earth. I put up my thumb and shut one eye, and my thumb blotted out the planet Earth. I didn't feel like a giant. I felt very, very small.
- NEIL ARMSTRONG, MISSION COMMANDER, APOLLO 11
Signature dedicated to the greatest achievement of mankind.
MILDLY DERANGED PHYSICIST does not mind BREAKING the SOUND BARRIER, because it is INSURED. - Simon_Jester considering the problems of hypersonic flight for Team L.A.M.E.
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Re: Strategic Fantasy Crossover RPG
Itching to write another giant history post?PeZook wrote:We also need a cool backstory
LIke, for example, Europe collapsed into barbarity after magic returned to the world in, say, 1100, and is only now scrounging back up, with the world infested with magical creatures and monsters...something cool to have a sense of history for the world.
This is an empty country and I am it's king, and I should not be allowed to touch anything.
Re: Strategic Fantasy Crossover RPG
Go ahead and try it, Pezook. I'd like to see what you can come up with.
Re: Strategic Fantasy Crossover RPG
What year are we gonna be in at "present," though?
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Re: Strategic Fantasy Crossover RPG
So, how will this work? Their points value is doubled while fighting on the defensive, or against an enemy that's commited atrocities? Shouldn't be too difficult to RP. Although I have the sneaking suspicion that my magical forces might be somewhat underpowered...SisterMiriamGodwinson wrote:Warrior Monks...
Gains power whenever an enemy force has razed a village the monks protect. An enemy Performing evil acts increases the monk's physical powers. Force field(as strong as platemail) protects the monks while on the field of battle.
As for the year, I think we could do a new calendar.
Re: Strategic Fantasy Crossover RPG
Not the whole of my army list, but a start. Obviously, this, as a professional army, is going to set me back a fair deal.
Crimean Troops
Light Infantry: Archers
Militia
Atl-atl Javeliners
These troops are all armored identically, with simple leather vests and bucklers (for archers) or small shields (militia and javeliners). The archers are equipped with simple longbows and have hatchets in case they happen to get into melee. Militia are equipped mainly with maces or axes, depending on what they are provided with by the armory. The javeliners are equipped with a dozen javelins, an atl-atl, and hatchets. All these troops have some training, as training is mandated by the Republic for a period of 15 days every month during the winter, 10 days a month in the summer, and 5 days a month in spring and fall (so as to not interfere with planting and harvest). They are obviously not superiorly trained, but they can overcome most peasant levies.
Heavy Infantry: Crossbowmen
Spearmen
Halberdiers
The heavy infantry are all part of the professional armies of the Republic. They are well-paid, well-trained, and have superior morale because of their good wages and, usually, devotion to the Republic and its ideals.
The crossbowmen are fairly well-armored, with leather vests and chainmail. They have a windlass system for drawing the bow and pavises for protection. The crossbowmen utilize a “1/3rd” concept wherein 1/3rd of the group is firing, the other third is ready to replace them once they fire, and the last third is reloading the windlass.
Spearmen are well armored, with brigandine armor over chainmail, and large shields. They are equipped with long spears (11 ft. long) and simple maces, should worst come to worst. They utilize as many ranks as can get their spears into the enemy, which is usually around 3-4.
Halberdiers are extremely well armored, with solid steel cuirasses and chainmail. They are equipped with halberds that are 9 feet long, with a heavy axe blade, a spear point, and a hook on the side opposite the axe blade. They are some of the most well-trained Crimean troops.
Surtites
Super-Heavy Infantry: Launchers
Thanes
Chieftain Guard
Fire Shamans
Fire Guard
Launchers are the 'lightest' of the Surtites. They tend to be adolescent fire giants who are learning the ropes of warfare and, as such, have some of the poorest melee equipment. Their armor is simply metal bands (often brass) riveted onto heavy burlap padding. However, given the size of the plates and padding, it is often comparable to moderate human armor. They also carry small shields that are 4 feet in diameter Their melee weapons tend to be 'short' swords (though, for them, this often exceeds three feet in length). However, the most defining feature, and that for which they are named, is their launcher: a wooden and metal device resembling a jai alai cesta. The launcher is used to propel leaden bullets that are approximately 6 inches in diameter or about 25 pounds in weight. Because of the launcher, this can be done with extreme velocity and decent accuracy. While they have training, they are somewhat wild troops because of their youth and predilection for vainglory.
Thanes are the original warriors of the Surtites. They are fire giants charged with defending the land and those living on it. The quality of their arms and armor varies some, but is relatively consistent. They often utilize scale armor and chainmail, and are usually equipped with large two-handed swords that are up to 10 feet in length. They are fairly well trained, and are essentially professional soldiers. As such, they have decent training and morale.
The Chieftain Guard and Fire Guard are essentially identical, with each representing the best thanes chosen from Surtite society. They have the best arms and armor available to the Surtites, and while it is the same type as the thanes, it is of superior construction and quality. The main difference is that the Fire Guard receive some magical assistance from the Fire Shamans in the way of buffs.
Fire Shamans are some of the highest members of Surtite society, being the religious and magical leaders. They have mystic control over fire and can imbue the weapons and armor of the Fire Guard with flame, as well as healing the injured and sending gouts of flame at the enemy. They themselves are no slouches in combat, wearing solid brass cuirasses shined to a mirror finish and blessed to resist evil spirits and magic and carrying magical scepter-maces imbued with the rare fire-rubies pulled from the lava of the volcano Surt.
Iorikids
Light Infantry: Boar Scouts
Skirmishers
Boar Scouts are followers of the Boar totem and, while not being able to transform into boar-men, they are still able to go through forests quickly and relatively quietly, like the Boar they venerate. They are very lightly armored, in either leather, hide, or thick cloth, so as to maintain their speed and stealth. They are also fairly lightly armed, with simple bows, small battleaxes, knives, and other small edged weapons. They are well-trained and self-sufficient, so they are able to operate away from the main front in order to subdue small revolts through guerrilla warfare or to spy on troop movements.
Skirmishers are followers of either totem and are mainly harassment troops, used to sneak up on archers and sow chaos in their ranks, or interrupt supply trains, or the like. They are usually only armored with thick leather vests, some chainmail, and rigid metal helmets (usually steel). They are equipped with axes, medium shields, and swords. They are moderately well-trained and fanatically loyal.
Heavy Infantry: Raiders
Berserks
Raiders are the mainstay of the Iorikids, comprising perhaps 50% of the adult male population of Iorikids living in the Republic. These men are primarily fishermen when not at war, but when war comes, they gird themselves admirably. Wearing a combination of chainmail and bronze cuirasses, they are often fairly adequately protected, while their large shields help defend them against most arrows and blows. They also wear steel helmets. Their preferred weapon is the battleaxe or a medium-length sword. They tend to be better trained then skirmishers, and hold lines better than they do, and in the Republican army, they act in conjunction with spearmen and halberdiers to fight off other melee troops.
Berserks are the shock troops of the Republican army, with their ability to transform into bear-man or boar-man hybrids. They often eschew armor, instead preferring mystical amulets that functionally provide similar protection as thick leather armor. They are equipped with large axes or maces, as well as their ferocious natural weapons. While unflinching in the face of any foe, they tend not to be all that organized on the field of battle, preferring to rush any troops they can and tearing them limb from limb, and moving onto their next victims. This often has an intense psychological effect on their enemies.
Deep Ones
Special Units: Deep One Predator
The Favored
Kraken
Dagon, Son of Mother Tiamat
Deep One Predators are simply adult Deep Ones. They are supreme swimmers, able to keep pace with any boat not given magical assists (and even some with). Even though water negates gravity, the Deep Ones are still much stronger than humans because of the inherent resistance of moving in their watery homes. Because of their gas bladders, they are able to swim adequately, even when carrying metal tools like saws, hatchets, knives, and harpoons. The Deep Ones are vicious anti-ship troops, boarding at night and overpowering and slaughtering human passengers. Because they can breathe air as well as water, they also make forays inland, especially at night, to raid and kill the foes of the Republic whom they are bound to.
The Favored are the shamans of the Deep Ones, worshiping Mother Tiamat and spreading her blessings among the Deep Ones, and controlling the oceans in which they live They have some control over ocean animals, able to summon dolphins, squid, and other normal sized animals, as well as sea birds and marine arthropods. They can also control currents and waves, but only in localized areas. Otherwise, they are almost identical to the Deep Ones they lead.
The Kraken is a monstrous beast, as large as a ship. It mixes the worst features of fish, lobsters, and squid. It's head is like a giant, armored cephalapod, with great bulging eyes, enormous tentacles, and a vicious beak. Its body is covered in a great arthropod carapace, with large chelicerae able to crush boats. The beast terminates in a large, whipping eel tail. It mostly does what it wishes, but Dagon has control over the monster.
Dagon, Son of Mother Tiamat, is a Deep One of enormous size. Whereas his lesser brethren are the size of humans, Dagon is larger than even the largest Surtite. He, though, in reality, Dagon is sexless, is around 20 ft. tall, and covered in golden crowns, necklaces, and rings, studded with the precious stones he so jealously covets. He is the one the Republic made contact with and bound in a contract with, and he executes it with ruthless hate against any daring to oppose the Republic. He is a powerful sorceror, able to summon mighty oceanic storms at a moment's notice, and able to make whirlpools of immense size and speed. He can pound ships into driftwood with his fists and devour men in two bites. He is the wrath of the sea incarnate.
Note: Depending on points value for the last two, I'm probably going to have to drop the Kraken.
Crimean Troops
Light Infantry: Archers
Militia
Atl-atl Javeliners
These troops are all armored identically, with simple leather vests and bucklers (for archers) or small shields (militia and javeliners). The archers are equipped with simple longbows and have hatchets in case they happen to get into melee. Militia are equipped mainly with maces or axes, depending on what they are provided with by the armory. The javeliners are equipped with a dozen javelins, an atl-atl, and hatchets. All these troops have some training, as training is mandated by the Republic for a period of 15 days every month during the winter, 10 days a month in the summer, and 5 days a month in spring and fall (so as to not interfere with planting and harvest). They are obviously not superiorly trained, but they can overcome most peasant levies.
Heavy Infantry: Crossbowmen
Spearmen
Halberdiers
The heavy infantry are all part of the professional armies of the Republic. They are well-paid, well-trained, and have superior morale because of their good wages and, usually, devotion to the Republic and its ideals.
The crossbowmen are fairly well-armored, with leather vests and chainmail. They have a windlass system for drawing the bow and pavises for protection. The crossbowmen utilize a “1/3rd” concept wherein 1/3rd of the group is firing, the other third is ready to replace them once they fire, and the last third is reloading the windlass.
Spearmen are well armored, with brigandine armor over chainmail, and large shields. They are equipped with long spears (11 ft. long) and simple maces, should worst come to worst. They utilize as many ranks as can get their spears into the enemy, which is usually around 3-4.
Halberdiers are extremely well armored, with solid steel cuirasses and chainmail. They are equipped with halberds that are 9 feet long, with a heavy axe blade, a spear point, and a hook on the side opposite the axe blade. They are some of the most well-trained Crimean troops.
Surtites
Super-Heavy Infantry: Launchers
Thanes
Chieftain Guard
Fire Shamans
Fire Guard
Launchers are the 'lightest' of the Surtites. They tend to be adolescent fire giants who are learning the ropes of warfare and, as such, have some of the poorest melee equipment. Their armor is simply metal bands (often brass) riveted onto heavy burlap padding. However, given the size of the plates and padding, it is often comparable to moderate human armor. They also carry small shields that are 4 feet in diameter Their melee weapons tend to be 'short' swords (though, for them, this often exceeds three feet in length). However, the most defining feature, and that for which they are named, is their launcher: a wooden and metal device resembling a jai alai cesta. The launcher is used to propel leaden bullets that are approximately 6 inches in diameter or about 25 pounds in weight. Because of the launcher, this can be done with extreme velocity and decent accuracy. While they have training, they are somewhat wild troops because of their youth and predilection for vainglory.
Thanes are the original warriors of the Surtites. They are fire giants charged with defending the land and those living on it. The quality of their arms and armor varies some, but is relatively consistent. They often utilize scale armor and chainmail, and are usually equipped with large two-handed swords that are up to 10 feet in length. They are fairly well trained, and are essentially professional soldiers. As such, they have decent training and morale.
The Chieftain Guard and Fire Guard are essentially identical, with each representing the best thanes chosen from Surtite society. They have the best arms and armor available to the Surtites, and while it is the same type as the thanes, it is of superior construction and quality. The main difference is that the Fire Guard receive some magical assistance from the Fire Shamans in the way of buffs.
Fire Shamans are some of the highest members of Surtite society, being the religious and magical leaders. They have mystic control over fire and can imbue the weapons and armor of the Fire Guard with flame, as well as healing the injured and sending gouts of flame at the enemy. They themselves are no slouches in combat, wearing solid brass cuirasses shined to a mirror finish and blessed to resist evil spirits and magic and carrying magical scepter-maces imbued with the rare fire-rubies pulled from the lava of the volcano Surt.
Iorikids
Light Infantry: Boar Scouts
Skirmishers
Boar Scouts are followers of the Boar totem and, while not being able to transform into boar-men, they are still able to go through forests quickly and relatively quietly, like the Boar they venerate. They are very lightly armored, in either leather, hide, or thick cloth, so as to maintain their speed and stealth. They are also fairly lightly armed, with simple bows, small battleaxes, knives, and other small edged weapons. They are well-trained and self-sufficient, so they are able to operate away from the main front in order to subdue small revolts through guerrilla warfare or to spy on troop movements.
Skirmishers are followers of either totem and are mainly harassment troops, used to sneak up on archers and sow chaos in their ranks, or interrupt supply trains, or the like. They are usually only armored with thick leather vests, some chainmail, and rigid metal helmets (usually steel). They are equipped with axes, medium shields, and swords. They are moderately well-trained and fanatically loyal.
Heavy Infantry: Raiders
Berserks
Raiders are the mainstay of the Iorikids, comprising perhaps 50% of the adult male population of Iorikids living in the Republic. These men are primarily fishermen when not at war, but when war comes, they gird themselves admirably. Wearing a combination of chainmail and bronze cuirasses, they are often fairly adequately protected, while their large shields help defend them against most arrows and blows. They also wear steel helmets. Their preferred weapon is the battleaxe or a medium-length sword. They tend to be better trained then skirmishers, and hold lines better than they do, and in the Republican army, they act in conjunction with spearmen and halberdiers to fight off other melee troops.
Berserks are the shock troops of the Republican army, with their ability to transform into bear-man or boar-man hybrids. They often eschew armor, instead preferring mystical amulets that functionally provide similar protection as thick leather armor. They are equipped with large axes or maces, as well as their ferocious natural weapons. While unflinching in the face of any foe, they tend not to be all that organized on the field of battle, preferring to rush any troops they can and tearing them limb from limb, and moving onto their next victims. This often has an intense psychological effect on their enemies.
Deep Ones
Special Units: Deep One Predator
The Favored
Kraken
Dagon, Son of Mother Tiamat
Deep One Predators are simply adult Deep Ones. They are supreme swimmers, able to keep pace with any boat not given magical assists (and even some with). Even though water negates gravity, the Deep Ones are still much stronger than humans because of the inherent resistance of moving in their watery homes. Because of their gas bladders, they are able to swim adequately, even when carrying metal tools like saws, hatchets, knives, and harpoons. The Deep Ones are vicious anti-ship troops, boarding at night and overpowering and slaughtering human passengers. Because they can breathe air as well as water, they also make forays inland, especially at night, to raid and kill the foes of the Republic whom they are bound to.
The Favored are the shamans of the Deep Ones, worshiping Mother Tiamat and spreading her blessings among the Deep Ones, and controlling the oceans in which they live They have some control over ocean animals, able to summon dolphins, squid, and other normal sized animals, as well as sea birds and marine arthropods. They can also control currents and waves, but only in localized areas. Otherwise, they are almost identical to the Deep Ones they lead.
The Kraken is a monstrous beast, as large as a ship. It mixes the worst features of fish, lobsters, and squid. It's head is like a giant, armored cephalapod, with great bulging eyes, enormous tentacles, and a vicious beak. Its body is covered in a great arthropod carapace, with large chelicerae able to crush boats. The beast terminates in a large, whipping eel tail. It mostly does what it wishes, but Dagon has control over the monster.
Dagon, Son of Mother Tiamat, is a Deep One of enormous size. Whereas his lesser brethren are the size of humans, Dagon is larger than even the largest Surtite. He, though, in reality, Dagon is sexless, is around 20 ft. tall, and covered in golden crowns, necklaces, and rings, studded with the precious stones he so jealously covets. He is the one the Republic made contact with and bound in a contract with, and he executes it with ruthless hate against any daring to oppose the Republic. He is a powerful sorceror, able to summon mighty oceanic storms at a moment's notice, and able to make whirlpools of immense size and speed. He can pound ships into driftwood with his fists and devour men in two bites. He is the wrath of the sea incarnate.
Note: Depending on points value for the last two, I'm probably going to have to drop the Kraken.
SDNet: Unbelievable levels of pedantry that you can't find anywhere else on the Internet!
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Re: Strategic Fantasy Crossover RPG
Yeah.. They do much better when fighting enemies that commit atrocities.Setzer wrote:So, how will this work? Their points value is doubled while fighting on the defensive, or against an enemy that's commited atrocities? Shouldn't be too difficult to RP. Although I have the sneaking suspicion that my magical forces might be somewhat underpowered...SisterMiriamGodwinson wrote:Warrior Monks...
Gains power whenever an enemy force has razed a village the monks protect. An enemy Performing evil acts increases the monk's physical powers. Force field(as strong as platemail) protects the monks while on the field of battle.
As for the year, I think we could do a new calendar.
Re: Strategic Fantasy Crossover RPG
Not really, but I'll try and whip something upKarmic Knight wrote:Itching to write another giant history post?
I think I'll start with the entire Crusading army going stark-raving mad after they stumble upon the Tomb Of Christ...who turns out to be a sleeping god of immense power, not quite what the ridiculous legends told
Or something like that
JULY 20TH 1969 - The day the entire world was looking up
It suddenly struck me that that tiny pea, pretty and blue, was the Earth. I put up my thumb and shut one eye, and my thumb blotted out the planet Earth. I didn't feel like a giant. I felt very, very small.
- NEIL ARMSTRONG, MISSION COMMANDER, APOLLO 11
Signature dedicated to the greatest achievement of mankind.
MILDLY DERANGED PHYSICIST does not mind BREAKING the SOUND BARRIER, because it is INSURED. - Simon_Jester considering the problems of hypersonic flight for Team L.A.M.E.
It suddenly struck me that that tiny pea, pretty and blue, was the Earth. I put up my thumb and shut one eye, and my thumb blotted out the planet Earth. I didn't feel like a giant. I felt very, very small.
- NEIL ARMSTRONG, MISSION COMMANDER, APOLLO 11
Signature dedicated to the greatest achievement of mankind.
MILDLY DERANGED PHYSICIST does not mind BREAKING the SOUND BARRIER, because it is INSURED. - Simon_Jester considering the problems of hypersonic flight for Team L.A.M.E.
Re: Strategic Fantasy Crossover RPG
So Jesus was really Cthulu all along?
Re: Strategic Fantasy Crossover RPG
So, does this make the Crimean Republic the nation with the closest relation to Christ, what with the Deep Ones and all?Setzer wrote:So Jesus was really Cthulu all along?
SDNet: Unbelievable levels of pedantry that you can't find anywhere else on the Internet!
- Karmic Knight
- Jedi Master
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Re: Strategic Fantasy Crossover RPG
Brief description of the Empire.
The Empire of the Seine (L’empire De La Seine)
The Empire of the Seine is a mostly human totalitarian state run by an omnipresent Eternal King whom is worshipped as a god. ‘Magical’ species in the Empire are given the same treatment as any ‘normal’ human in the Empire, they must pray to the Eternal King or they will be destroyed.
Order of the Knights of the Eternal King:
The Knights of the Eternal King are the best troops the Empire has to offer. They normally act as elite troops or officers in lesser units. They field both heavy and light varieties, and the Imperial Order of Priests is usually close by any member of the Order. The Knights are professional troops, and do not generally own property in the Empire. The Knights are armed with Maces, Poleaxes, or crossbows, and normally ride horses. They contain a back-up ceremonial sword that is kept razor sharp at all times. The Knights have received moderate conditioning, nothing like that given to the Imperial Order of Priests or the King’s Corps, but a fair amount.
De Facto leader of the Knights of the Eternal King: Brother Jean-Paul De Paris, Protector of the Seine, Lord of Castle Rheims, High Priest of Rheims Cathedral
Imperial Order of Priests, Servants of God, and Followers of the Eternal King:
The Imperial Order of Priests control the population of the Empire by installing a healthy fear, reverence, and trust in the Eternal King, and God. The Order’s battlefield uses are few but important, as they bring the best out of even the most skeptical force by channeling divine will through their personage. Many see the Order as the official extension of the Blasphemers, a group that had risen along with the Eternal King and whose existence mere acknowledgment is enough to for an Order’s Priest to put the person to death. The Order also maintains the High Keep in Paris and are said to be the only people worthy of meeting the Eternal King in the flesh.
De Facto Leader of the Imperial Order of Priests, Servants of God, and Followers of the Eternal King: Lord Partik La Fortunate, Follower of the Eternal King, His Majesty’s Voice, His Majesty’s Eyes, His Majesty’s Will, His Majesty’s Divine Messenger, Supreme Commander of His Majesty’s Forces in Combat and in Peacetime.
Normal Forces of the Imperial Army of His Eternal Majesty
Operating a decently standard field of combat, the National Imperial Army (NIA) encompasses ever person in the Empire, as the Agricultural Corps, the Urban Home Corps, and the Mysticism Corps, hold many of the possible combatants away from the field. Forces operated by the NIA include spearmen; axmen; swordsmen; medical personal; mages of various schools; cavalry, both horse-drawn, and that which rest on magical abominations.
Leader of the National Imperial Army: Lord Partik La Forunate, Follower of the Eternal King, His Majesty’s Voice, His Majesty’s Eyes, His Majesty’s Will, His Majesty’s Divine Messenger, Supreme Commander of His Majesty’s Forces in Combat and in Peacetime.
The Imperial Sea Navy:
Alongside normal transports and warships, the Sea Navy fields a beast known only as Nessiteras rhombopteryx, whom act as submarines for the navy. The beasts were liberated from the rule of some great tyrant by the Eternal King, and they are much more submissive to members of the Order of Priests than the average Imperial Citizen.
The Imperial Navy of the Seine:
Along with a wide selection of riverboats, the Navy of the Seine also field the Kappa, controlled via potent drugs mixed by the Imperial Order of Priests.
The Imperial Air Corps:
The Empire Fields no air assets at this time.
edit: I just realized, I forgot the Kings Corps, damn.
The Empire of the Seine (L’empire De La Seine)
The Empire of the Seine is a mostly human totalitarian state run by an omnipresent Eternal King whom is worshipped as a god. ‘Magical’ species in the Empire are given the same treatment as any ‘normal’ human in the Empire, they must pray to the Eternal King or they will be destroyed.
Order of the Knights of the Eternal King:
The Knights of the Eternal King are the best troops the Empire has to offer. They normally act as elite troops or officers in lesser units. They field both heavy and light varieties, and the Imperial Order of Priests is usually close by any member of the Order. The Knights are professional troops, and do not generally own property in the Empire. The Knights are armed with Maces, Poleaxes, or crossbows, and normally ride horses. They contain a back-up ceremonial sword that is kept razor sharp at all times. The Knights have received moderate conditioning, nothing like that given to the Imperial Order of Priests or the King’s Corps, but a fair amount.
De Facto leader of the Knights of the Eternal King: Brother Jean-Paul De Paris, Protector of the Seine, Lord of Castle Rheims, High Priest of Rheims Cathedral
Imperial Order of Priests, Servants of God, and Followers of the Eternal King:
The Imperial Order of Priests control the population of the Empire by installing a healthy fear, reverence, and trust in the Eternal King, and God. The Order’s battlefield uses are few but important, as they bring the best out of even the most skeptical force by channeling divine will through their personage. Many see the Order as the official extension of the Blasphemers, a group that had risen along with the Eternal King and whose existence mere acknowledgment is enough to for an Order’s Priest to put the person to death. The Order also maintains the High Keep in Paris and are said to be the only people worthy of meeting the Eternal King in the flesh.
De Facto Leader of the Imperial Order of Priests, Servants of God, and Followers of the Eternal King: Lord Partik La Fortunate, Follower of the Eternal King, His Majesty’s Voice, His Majesty’s Eyes, His Majesty’s Will, His Majesty’s Divine Messenger, Supreme Commander of His Majesty’s Forces in Combat and in Peacetime.
Normal Forces of the Imperial Army of His Eternal Majesty
Operating a decently standard field of combat, the National Imperial Army (NIA) encompasses ever person in the Empire, as the Agricultural Corps, the Urban Home Corps, and the Mysticism Corps, hold many of the possible combatants away from the field. Forces operated by the NIA include spearmen; axmen; swordsmen; medical personal; mages of various schools; cavalry, both horse-drawn, and that which rest on magical abominations.
Leader of the National Imperial Army: Lord Partik La Forunate, Follower of the Eternal King, His Majesty’s Voice, His Majesty’s Eyes, His Majesty’s Will, His Majesty’s Divine Messenger, Supreme Commander of His Majesty’s Forces in Combat and in Peacetime.
The Imperial Sea Navy:
Alongside normal transports and warships, the Sea Navy fields a beast known only as Nessiteras rhombopteryx, whom act as submarines for the navy. The beasts were liberated from the rule of some great tyrant by the Eternal King, and they are much more submissive to members of the Order of Priests than the average Imperial Citizen.
The Imperial Navy of the Seine:
Along with a wide selection of riverboats, the Navy of the Seine also field the Kappa, controlled via potent drugs mixed by the Imperial Order of Priests.
The Imperial Air Corps:
The Empire Fields no air assets at this time.
edit: I just realized, I forgot the Kings Corps, damn.
Last edited by Karmic Knight on 2008-10-20 03:09am, edited 1 time in total.
This is an empty country and I am it's king, and I should not be allowed to touch anything.
Re: Strategic Fantasy Crossover RPG
Yeah! And he decides he's had enough of a nap and decides to fuck people over.Setzer wrote:So Jesus was really Cthulu all along?
The crusaders are converted into his prophets, and as they spread across Europe, magical horrors follow them! The dead rise from the ground, goblins and faeries and other things of legend and myth reappear, random people go mad and start biting other's faces off, the skies turn red and ominous music plays in the background!
JULY 20TH 1969 - The day the entire world was looking up
It suddenly struck me that that tiny pea, pretty and blue, was the Earth. I put up my thumb and shut one eye, and my thumb blotted out the planet Earth. I didn't feel like a giant. I felt very, very small.
- NEIL ARMSTRONG, MISSION COMMANDER, APOLLO 11
Signature dedicated to the greatest achievement of mankind.
MILDLY DERANGED PHYSICIST does not mind BREAKING the SOUND BARRIER, because it is INSURED. - Simon_Jester considering the problems of hypersonic flight for Team L.A.M.E.
It suddenly struck me that that tiny pea, pretty and blue, was the Earth. I put up my thumb and shut one eye, and my thumb blotted out the planet Earth. I didn't feel like a giant. I felt very, very small.
- NEIL ARMSTRONG, MISSION COMMANDER, APOLLO 11
Signature dedicated to the greatest achievement of mankind.
MILDLY DERANGED PHYSICIST does not mind BREAKING the SOUND BARRIER, because it is INSURED. - Simon_Jester considering the problems of hypersonic flight for Team L.A.M.E.
Re: Strategic Fantasy Crossover RPG
Yeah, I definitely didn't factor magic into my plans enough. Oh well, I'll think of something.
- Darkevilme
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Re: Strategic Fantasy Crossover RPG
Put the Starfall Dominion somewhere in the neighbourhood of france. And Setzer, magical knights and such will probably be more expensive than the regular sort you have so your strengths are just conventional leaning instead of magical.
STGOD SDNW4 player. Chamarran Hierarchy Catgirls in space!