Zelda Universe RPG

[Quest] 3/31/18 - The Battle Tank - Printable Version

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[Quest] 3/31/18 - The Battle Tank - Orithan - 03-07-2018

Premise
Thoughter and his army have been oddly quiet as of late, not causing disruptions or tussling for land with the Moblins like usual. But as it appears, their security has become much tighter as of late. From the intelligence the Hylian Guard can muster up; they are building a series of large wooden tanks, dubbed the Battle Tanks in preparation for an attack on Hyrule. Sporting a large revolvable cannon, metal wheels and tread and space for a crew of men on deck; it resembles a compact land-based warship.
While Thoughter bears no threat to Central Hyrule as of now, anywhere adjacent to his territory are under threat. While he has no way of navigating the Lost Woods, he can potentially pose a threat to Zora's Domain by taking a river running through the woods.
One known location of a Battle Tank is in a small fortification hidden away in woods on the outskirts of Thoughter's territory; near the border of Ospraiser's Brigade. It is your task to infiltrate this fortification and steal the tank. Hidden in the Salvadman ranks at the fortress is a mole; who will fill you in on what to do when you secure the tank. They will give you your next task.
Good luck!
This is a veteran quest, designed for veteran characters. New characters can join, but they may very well find themselves outgunned by their allies and their enemies.

Starting equipment
The party gets the following
  • One Ten-Sided Coin
    • This is the only Ten-Sided Coin you will get for the quest. Use it with care!
    • Oh, and fair warning on this one; Flip it at your own risk. If you die or screw everything up as a result, don’t complain to me about it. They are here in case you want to tempt fate to make things more interesting for both the players and DM...

Each player gets the following:
  • Red Medicine
  • Chateu Romani
  • Reroll Point x2

New characters get the following, on addition to the above, to help them keep up with the stronger players:
  • One Augment Scroll
  • Pick one of the following:
    • Spell Scroll x2
    • Skill Scroll x2
    • Spell Scroll & Skill Scroll
  • Full Rejuvenation Potion
However, only one new player can receive this bonus. Said character is also expected to follow through with the quest.
Rewards are TBD.

This quest will likely span 4-5 sessions, potentially even more.
Quest Ruleset
  • Player Permadeath is turned OFF. Fallen player characters will revive to 1 Heart at the end of a battle if you survive and can retrieve them. If you can’t retrieve their bodies and pull them to safety or you meet a party wipe, they will respawn… where you first started the quest at 3 Hearts and 3 Magic. If you happen to meet a party wipe, expect your current mission to fail before you respawn, so let’s not die guys.
  • Mercy is allowed. If you would otherwise kill a target with an attack, you can optionally leave them at 1 Heart, but Incapacitated. An Incapacitated target has any Regen they have shut off and can’t use Actions for a while or until they recover to more than 1 Heart.
  • Party Splits are permitted. Up to one party split is allowed per active quest. Attempt any more and well I might just remove the people causing them until everyone rejoins the main party.
  • Changing Sides is permitted. If you somehow want to defect, you may switch to their side and fight the other players. Don’t abuse this though, as nobody may trust you otherwise.
  • Only One Character Per Player is allowed for this quest. This is to prevent players from taking up multiple slots in the roster.
In order to join the quest, post in this thread. A minimum of 3 and a maximum of 5 players may participate in the quest.

List of Players
First session can start with any number of players, but sessions later on in the quest I require 3 or more players for.


RE: [Quest] 3/??/18 - The Battle Tank - Orithan - 03-17-2018

Heads up, gonna start the first session next weekend; probably Sunday CST. Anyone who wants to join the quest should either PM me or post in this thread.


RE: [Quest] 3/??/18 - The Battle Tank - Orithan - 03-31-2018

Salvadaman Grunt
Salvadaman Highwayman
Salvadaman Sage
Salvadaman Sentinel
Salvadaman Sniper



RE: [Quest] 3/31/18 - The Battle Tank - Orithan - 04-25-2018

Field Combat Rules
Terminology
  • Unit - A person.
  • Squad - A group of Units.
  • Space - A square on the Map. A Space is considered to be 20x20 feet in size
  • Player's Turn - The phase in which the players act. In the Initiative, this is placed at the start of the round.
  • Ally's Turn - The turn in which your allies act. In the Initiative, this is placed after Player's Turn but before Enemy's Turn.
  • Enemy's Turn - The turn in which the enemies act. In the Initiative, this is placed at the end of the round.
  • Melee Combat - Combat that occurs at melee range.
  • Ranged Combat - Combat that occurs at range.
Turn Order
  • Each round is divided into three turns, going in order:
    • Player's Turn: You and your party move and attack. Player Units and Squads are signified with a blue glow around their icons on the map.
    • Ally's Turn: Allied squads move and attack. Ally Units and Squads are signified with a yellow glow around their icons on the map.
    • Enemy's Turn: Enemy squads move and attack. Enemy Units and Squads are signified with a red glow around their icons on the map.
Unit types
  • Units are divided into one of four general types:
    • Infantry: Units traveling on foot. They have standard movement and, among those on land, are the least affected by adverse terrain.
      • Default Move: 5 Spaces.
      • Terrain Movement penalty: 1 per space.
    • Cavalry: Units riding on horseback. Cavalry Units have an extended movement range and have the ability to move again, if they haven't used all their movement, using whatever remainder they have after attacking. However, they move poorly through unstable terrain and struggle to move through thickets. Quadripedal monsters that move particularly fast on the ground are also treated as Cavalry.
      • Default Move: 7 Spaces
      • Terrain Movement penalty: 3 per space
      • Can move again after attacking if Unit has remaining move.
      • If Unit or Horse take a total of 10 or more Damage from a single attack; the Unit is knocked off the Horse and has to re-mount at the cost of a Support Action
      • The Horse is considered to be a separate target.
    • Flying: Units that are flying through the air. Flying Units have increased movement range and ignore terrain and also get the ability to move again, if they haven't used all their movement, using whatever remainder they have after attacking. They, however, are vulnerable to getting attacked themselves; having low Hearts and Armor as well it being easy to knock riders off. This category is restricted to monsters for the most part, as few non-monsters have the ability to fly.
      • Default Move: 6 Spaces
      • Can move again after attacking if Unit has remaining move.
      • Unit can override any Melee Attack rolls aimed at them or the Flyer with the Flier's Courage.
      • If Unit or Flyer take a total of 5 or more Damage from a single attack; the Unit is knocked off the Flier, potentially resulting Fall Damage, and has to re-mount at the cost of a Support Action
      • The Flyer is considered to be a separate target.
    • Armor: Units operating or riding on heavily armored equipment (eg. Ballistae, the Battle Tank). To compensate for the raw power and durability Armor gets; they have reduced movement, are blocked by obstacles and do especially poorly on bad terrain; sometimes even being trapped on said terrain. Most large boss-like Monsters are considered to be armor units.
      • Default Move: 3 Spaces
      • Terrain Movement penalty: 2 per space
      • Can not move through thickets.
      • Can get stuck in bad terrain
      • Many Armors can carry and protect a Squad
Movement
  • All Squads use Move to move to a location before they attack. This does not take up an Action
  • All movement types except Armor gain a Bonus Space of movement for every 5 Courage above 20 Courage the Squad has on average. They get additional spaces if all Units of the Squad have the appropriate speed multipliers (eg. Bunny Hood). The only way in which Armor can gain Bonus Spaces in movement is through conditions in their profile.
    • Instead of multiplying movement, movement speed multipliers instead add Bonus Spaces to movement.
      • The formula for converting multipliers into Bonus Spaces of movement: Total multiplier - 1. (eg Bunny Hood grants 2x movement, you gain 1 Bonus Space of movement).
  • Any active movement-based skills that grant you extended movement range (eg. Spirit Dive) do take up Actions and are used in place of Move.
  • Squads can only move between Spaces in one of the for cardinal directions. Moving diagonally takes 2 Spaces for each diagonal space moved.
Combat
  • There are two types of combat; Melee Combat and Ranged Combat.
  • Melee combat can be initiated when enemy Squads move onto the Battle Tank during Enemy's Turn or player (or allied) and enemy Squads move to spaces adjacent to each other. The attacking Squad's Units make attacks get to use an attack and any Support Actions.
  • Ranged Combat involves a Squad attacking with ranged weapons. By default, all ranged attacks have a range of 2 Spaces. For every 20 Dice the ranged attack has to it, it gets an additional 1 Space of range (eg. A ranged attack with 40 Dice has a range of 4 Spaces).
    • If the target Unit is on the last Space of your range (eg. An attack with a range of 2 Spaces hits a target 2 Spaces away); the amount of damage dealt to the target Unit is halved.
      • Attacks that already do half damage don't get halved even further.
  • In either type of combat, the defending Units may wish to use Support Actions as Reactions. This counts towards the total number of actions allowed per round of combat.

Aside from these differences, the normal rules of combat applies, like the total number of Actions to be made per round.
Attack and Effect types
Rules on Attack Types
  • Single-target attacks hit one Unit.
  • Hit-all attacks hit all Units that the attack would normally hit in one Squad and also any units in Spaces adjacent to the target at half the damage.
    • If the attacker has 40 Dice on their roll, it instead also hits anyone in Spaces adjacent to the target and also anyone 2 Spaces away from the target at half the damage.
  • Attacks that redirect off targets can target the next target if they are in within the attack's original range from the original target (eg. Boomerang hits target 3 spaces away, it can then redirect to a target 3 spaces away from original target)


Rules on EFFECT types:
  • Single-target EFFECTS affect a single unit.
  • EFFECTS that affect "All Allies" or "Everyone" affect all Units and Squads within 3 Spaces away from the effect's origin
    • On the third space away, any Numerical Effects they grant are halved.
  • Field Effects affect an area of the field 6 spaces away from where it is cast in all directions.
    • On the 6th space away, any Numerical Effects they grant are halved.
    • Field Effect EFFECT areas are shown on the map through spaces shaded.
    • If two or more Field Effect EFFECT areas overlap; the most recent one cast takes precedence over the other.
Special Rules for specific items
  • Explosives
    • Small explosives (eg. Bombs, Bombchus) hit everyone in the targeted Squad, medium explosives (eg. Super Bombs) also hits everyone in Spaces adjacent to the target at half the original damage and large explosives (eg. Powder Kegs) also hit everyone 2 Spaces away at quarter the original damage on top of that.



RE: [Quest] 3/31/18 - The Battle Tank - Orithan - 04-27-2018

Field Combat map

Key



The Battle Tank

Moblins
Moblin Bruiser
Moblin Buckler
Moblin Fighter
Moblin Mage



Tank Lord Gorea Wisper
[/spoiler]


RE: [Quest] 3/31/18 - The Battle Tank - Orithan - 06-06-2018

Bandit King Thoughter
Gaunthome
Drops



RE: [Quest] 3/31/18 - The Battle Tank - Orithan - 07-26-2018

Really, really late to the punch folks.

So it appears I will have to pre-emptively end the quest at this point. I was going to try to extend it, but the quest is at a good stopping point considering what happened *cough*Nuking the place*cough* and I am running out of time to get things in order before they have to be done.

With that out of the way, here's what's happening.

"Baegba, Lumin and Wolfgang Moddey Baskerville/Dhoo were sent off by the Hylian Guard on a quest to steal a Battle Tank from Rekion Fortress with Moblin backup in tow. After a particularly loud entry and a variety of shenanigans (and multiple deaths), they eventually managed steal the tank and drive off with it. Now out on the field, they are joined by several Moblins as they rampage across the landscape and murdering Keaton Soldiers. As they killed soldiers, the Keaton picked off at their ranks as they went through. It eventually came down to Lumin entering a standoff with Lord Magnus on the field. Alone, he fired the superchest filled with his belongings and supplies. Under the immense decompression of the chest as it collided with Magnus, the contents of the chest became nuclear and blew him and everything around it. Even though the explosion ripped the tank to shreds, he and the engineer survived and continued to Spryte Village."

Drops and Artifacts:
  • All participating players receive 4 [Heart Containers], from the two minor boss kills.
  • Random Item Drops have been rolled; Each player participating gets 2 Recovery Hearts, 4 Magic Jars and 1 Reroll Point
  • Each player is receiving a total of 5000 Rupees, from a combination of both the reward and the Rupee drops the enemies had.
  • Any unclaimed Artifacts have been plopped into the Global Shop, under a special donation pool.

Quest reward:
Due to the failure to retrieve the tank (but thankfully you put it out of commission), each player gets as their reward:
  • See Drops and Artifacts for the total number of Rupees being given out.
  • Either one of the following:
    • 1x Augment Scroll
    • 2x Force Gem
  • Either of the following:
    • 1x Lost Skill Scroll
    • 1x Lost Spell Scroll
  • 2x Reroll Points

All the drops (sans the Artifacts) can be found Here

Also you guys have an additional Ten-Sided Coin going into the next quest.

See you all next quest; which is gonna start soon.