Angst
Rambling and inconsistent
Rules changes done before thread goes live:
Two handed weapons – certain weapons now have a “Two handed” stat. This means that if the weapon is only supported by one limb, it has an attack penalty. In order to use the weapon effeciently, it requires another limb that “can wield weapons”. When the secondary limb has been chosen, the two handed weapon now lists “Two handed - Supported by <secondary limb>” and the secondary limb has the “Supporting <limb>” stat. The weapon’s weight becomes the average value between the two limbs’ weights.
Leveling up – Each player now has a Level stat which gives a flat bonus on all rolls. The amount of work necessiated to level increases for each level gained. Level is displayed as N (X/Y), where N is the current level, X is the amount of experience gained this level, and Y is the amount of experience required to level again. Training in barracks gives experience, training with a personal trainer gives more, and fighting in battle gives experience as well.
Special conditions – In order to differentiate conditions more, each can inflict a special condition upon different sorts of things. Whether a weapon can perform this is listed under the Effects segment of the individual equipment, with the chance listed as with other effects, miniscule, minor, average, major, significant as other effects. You cannot cause special conditions if it isn’t stated in the equipment.
Maiming – may render the defendant’s armor Broken, meaning it is useless until repaired in the smithy. The chance to Break ignores the target’s Armor. This costs gold depending on the armor in question.
Poisoning – may cause the defendant’s limb to become Infected, giving the limb a chance to spread the Poisoned condition into one limb each combat round. The Infected special condition doesn’t spread. The affliction is cured for a gold cost by the necromancers in between battles.
Disfiguring – may cause the limb to become Weirded. Weird limbs are incurably disfigured but have a high mutation rate, so fast that the limb has a chance to regrow into some form during battle. However, as the process isn’t controlled by necromancers or librarians, the limb usually grows into something formidably useless, such as a big unbendable thumb or exterior bowels. There is of course a slight chance the limb becomes a powerful benefit to the afflicted. If not regrown during battle, the limb will be treated as normally done after combat is done, costing gold if you won, and such. If regrown, you have to pay money to remove it, although fainting or dying gives you a random chance to have the limb changed, as always.
Burning – may cause the limb to become Seared, giving it a chance to become Severed each round. The chance to Sear ignores the target’s Armor. The Seared condition is removed by mekamages for a gold cost.
Hexing – may cause the limb to become Darkened. Darkened limbs spread curses everywhere, giving the limb a chance to spread the Hexed condition into to two limbs each combat round. However these two conditions are randomly spread between all limbs present in the arena, so Darkening an opponent is a double edged sword which may end up hurting yourself. Hexed limbs
Banishing – may cause the limb to become Eradicated, a state so far from reality that it cannot be restored by normal means. Each combat round, if a limb was Eradicated last turn, another limb has the chance to become Eradicated into the Abyss with it. Eradicated limbs don’t count as lost limbs, so the champion won’t bleed out, but they also cannot be targeted by the attacker. Librarians are the people most proficient of restoring your body after Eradication, but you will lose a bit of Experience during the restoration process as your body has lost essence. You can’t lose levels this way.
Maddening – may cause the limb to become Crazed, which causes it to perform random actions each turn, attacking its own body or trying to run the wrong way. Crazyness is cured for free in the Asylum, nobody knows how. Nobody remembers anything leaving that place.
Two handed weapons – certain weapons now have a “Two handed” stat. This means that if the weapon is only supported by one limb, it has an attack penalty. In order to use the weapon effeciently, it requires another limb that “can wield weapons”. When the secondary limb has been chosen, the two handed weapon now lists “Two handed - Supported by <secondary limb>” and the secondary limb has the “Supporting <limb>” stat. The weapon’s weight becomes the average value between the two limbs’ weights.
Leveling up – Each player now has a Level stat which gives a flat bonus on all rolls. The amount of work necessiated to level increases for each level gained. Level is displayed as N (X/Y), where N is the current level, X is the amount of experience gained this level, and Y is the amount of experience required to level again. Training in barracks gives experience, training with a personal trainer gives more, and fighting in battle gives experience as well.
Special conditions – In order to differentiate conditions more, each can inflict a special condition upon different sorts of things. Whether a weapon can perform this is listed under the Effects segment of the individual equipment, with the chance listed as with other effects, miniscule, minor, average, major, significant as other effects. You cannot cause special conditions if it isn’t stated in the equipment.
Maiming – may render the defendant’s armor Broken, meaning it is useless until repaired in the smithy. The chance to Break ignores the target’s Armor. This costs gold depending on the armor in question.
Poisoning – may cause the defendant’s limb to become Infected, giving the limb a chance to spread the Poisoned condition into one limb each combat round. The Infected special condition doesn’t spread. The affliction is cured for a gold cost by the necromancers in between battles.
Disfiguring – may cause the limb to become Weirded. Weird limbs are incurably disfigured but have a high mutation rate, so fast that the limb has a chance to regrow into some form during battle. However, as the process isn’t controlled by necromancers or librarians, the limb usually grows into something formidably useless, such as a big unbendable thumb or exterior bowels. There is of course a slight chance the limb becomes a powerful benefit to the afflicted. If not regrown during battle, the limb will be treated as normally done after combat is done, costing gold if you won, and such. If regrown, you have to pay money to remove it, although fainting or dying gives you a random chance to have the limb changed, as always.
Burning – may cause the limb to become Seared, giving it a chance to become Severed each round. The chance to Sear ignores the target’s Armor. The Seared condition is removed by mekamages for a gold cost.
Hexing – may cause the limb to become Darkened. Darkened limbs spread curses everywhere, giving the limb a chance to spread the Hexed condition into to two limbs each combat round. However these two conditions are randomly spread between all limbs present in the arena, so Darkening an opponent is a double edged sword which may end up hurting yourself. Hexed limbs
Banishing – may cause the limb to become Eradicated, a state so far from reality that it cannot be restored by normal means. Each combat round, if a limb was Eradicated last turn, another limb has the chance to become Eradicated into the Abyss with it. Eradicated limbs don’t count as lost limbs, so the champion won’t bleed out, but they also cannot be targeted by the attacker. Librarians are the people most proficient of restoring your body after Eradication, but you will lose a bit of Experience during the restoration process as your body has lost essence. You can’t lose levels this way.
Maddening – may cause the limb to become Crazed, which causes it to perform random actions each turn, attacking its own body or trying to run the wrong way. Crazyness is cured for free in the Asylum, nobody knows how. Nobody remembers anything leaving that place.