Possible PBBB laptop RPG game

Personally my thinking for this is that even after 500 years most Europeans, bar the serfs and maybe even them, would have heard of people like Charlemagne. Or even Arthur and Merlin. Since this is a reality where Merlin could have been a real wizard I don’t think it’s too much assume that Jabril would know of a famous magi of the era. Especially one that fought in a war protecting the homeland from Christian invaders.

He’d likely know of a few names, some of which might even be historically accurate.

The problem is that there were thousands of battle wizards serving in the Wazifi army at the time (all magically adept Wazifis are required by law to spend two years with the army). And in all the Wazifi armies since then. And the really famous ones spent their time flinging thunderbolts on the front lines, not excavating warehouses in the hills. :slight_smile:

A few.

Just make up an appropriate-sounding name if you want to try it in the narrative thread.

And the really famous ones spent their time flinging thunderbolts on the front lines, not excavating warehouses in the hills.

I’m going to be one of those players :slight_smile:… ready?

Who else would they trust burying a hefty bit of banestorm kit to? I can’t see them trusting it to Rincewind.

Then again… militaries always cut corners.

You make a perfectly valid argument.

Now somebody make a post on the narrative thread and see what happens. :slight_smile:

How far forwards? How close to the guards?

The sequence previously was halberds to guard position at five yards, stab at four.

Five yards for now.

BTW:

TLDW: despite appearances, halberds are mostly poking weapons.

PS: if you want to try more names, post on the narrative thread and go for it. Assume that the 5yd/4yd pattern holds until I tell you otherwise.

Because I’m going to be away from the computer a bit, here’s a little split in the trousers of time to be sown up seamlessly back in the narrative thread.

IF the guardian’s repeat their initial challenge when Nic comes back through the door, THEN

Nicolas de Courcy
De Courcy saunters back in, with an air of dismissive confidence. Like he knows that no matter how much more money you have he’ll always be your better. Like a nobleman. Surprisingly, it seems to fit him like an old coat

As the old mans’s voice fades he replies in as unaccented Arabic as he can.
“Caliph Abu Hafsa ibn Moktada al-Wazifi.”

And walks forward four feet, planning to continue just past the guardians if the halberds don’t come down.

IF the challenge doesn’t repeat, THEN:
Nicolas de Courcy

De Courcy saunters back in, with an air of dismissive confidence. Like he knows that no matter how much more money you have he’ll always be your better. Like a nobleman. Surprisingly, it seems to fit him like an old coat.

He pauses for a second, then seems to almost shake himself off.

“Always hated being that…” he mutters under his breath, before looking to the group.
“Huh, thought that might have reset them. Maybe everybody needs to do it?”

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Rulesdump: if something does get knocked down, it usually takes them two seconds to rise. One turn to get to your knees, one more turn to get up. Skill rolls and defences are substantially penalised while downed.

More rulesdump, not required knowledge but relevant to the fighters:

  • The halberds have a range of up to four yards, but it requires a one-second Ready maneuver to change the reach. So, if you get inside the point, the halberdiers need to spend a turn adjusting their grip.

  • Keep in mind that they can Step while they attack, though. So if they’re in a reach-4 grip and you move to range 3, they could step back one yard and then hit you at reach 4.

  • Your Move score is listed on your character sheet; it’s usually in the 4-7 range. That’s the maximum you can move in one turn while not making an aimed attack (you can have no attack but normal defence, or a wild attack and impaired defence). For a normal Attack, your move is just a one-hex Step; on a Committed Attack, up to two Steps; on an All-Out Attack, up to half Move (full move if you’re doing a Slam).

  • If you get into a position where an opponent can’t see your attack, you can make it Telegraphic (+4 to hit) for no real cost (they won’t be defending, so the defence bonus is irrelevant). If you’re in a position where they can’t strike back, you can make it an All-Out Attack (either +4 to hit, +2 to damage, or attack twice).

  • Remember the bit upthread about Homogenous and Unliving targets. Impaling and piercing damage are best against things that breathe and bleed; against other targets, cut and crush are ideal.

It’s hard to come up with a way to NOT write the word, “programmed.”

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I’m pretty sure bullets would have a piercing type effect on them but I’m hoping that registering a second threat will keep Jabril from being double teamed

@nimelennar @Daaksyde @Mitchell @William_George @daneel

Immediately after Jibrīl and Ranar’s charge, the situation looks like this:

Jibrīl and Ranar both did a Move; Thwip Aimed at the right-side guard. The halberdiers have not yet counterattacked, but they have moved their halberds to guard position again (both still at Reach-4).

We’re at the start of a new turn; turn sequence is in order of Basic Speed, so it’ll be Jibrīl, de Courcy, Thwip, Ranar, Hawk, Aronn, Guards. In other words, you all get one more second of action (Jibrīl attacking, Thwip shooting, Ranar charging, etc) before the guards get to act.

Thwip, for your shot: you’ve aimed for one turn (+1 bonus from the gun’s Acc), and if you make it an All-Out Attack you’ll get another +1. You also get +1 because the targets are big.

Range of 8yds gives a -4; no darkness penalty due to Thwip’s night vision. So, in total, assuming that you make an all-out attack and are aiming for centre mass, you’ll need a 14 or less to hit.

Jibrīl, for your swing you get a +1 for size and no darkness penalty (I’m assuming that you still have your lantern in your left hand). Hitting the shoulder is -5, but will cripple the arm if you manage to deliver more than HP/3 injury (going for the arm instead of the shoulder would reduce the hit penalty to -2, but raise the crippling threshold to HP/2).

The armour is decently articulated plate; no straps visible.

So, +1 for size, -5 for target, +4 for making it Telegraphic…which gives us an unmodified skil roll (14 or less) but with a +2 to the guard’s defence due to the Telegraphic. You can also Step one hex and change facing to whatever you want during the attack.

In for a penny, in for a pound. All out center mass.

@discbot roll 3d6 vs to hit of 14.

@William_George the 3d6 dice reads: 10 vs to hit of 14. (5,1,4)

A hit!

Roll your damage (2d6); the guard isn’t dodging.

@discbot roll 2d6 for damage

@William_George the 2d6 dice reads: 8 for damage (5,3)

Grappling typically requires at least one free hand; Ranar has a shield in one hand and pickhammer in the other.

Getting close and bashing knees is certainly a viable plan, though. If you’re keen on the grapple idea, though, you might try to hook a knee with your hammer:

That is a bit of a finesse move, though; it’s tricky to successfully pull off, and Ranar isn’t really a finesse kind of fighter.