Sky Pirates [ EDIT ]
This game has been retired! That means it's no longer being run.
Quote:
You embarked at the docks of Parsool and the sea voyage up the Gulf toward Satarla so far has been uneventful. You should glimpse the gleaming towers of the Jewel of Lemuria in about two days.Your mission, set by King Bley's vizier, is simple: steal a Sky Boat and fly it back to Parsool for examination. Fortunately, one of you has at least 0 rank in the sky pilot career …
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Legendary Rules.
Character Sheet
Combat streamlined for play by post, with fewer rolls:
1. You roll to Attack one opponent per "round".
1.1 Your Attack roll up close is Strength+(Melee or Brawling)+2d6+Weapon
1.2 Your Attack roll at a distance is Mind+Ranged+2d6+Weapon
1.3 If your Attack roll exceeds the opponent's Difficulty, you hit by an amount = the difference
2. You roll to Defend against each opponent who attacks you in a "round".
2.1 Your Defend roll is Agility+Defense+2d6+Armor
2.2 If your Defend roll is less than the opponent's Difficulty, you lose Luck* = the difference
*I am re-casting Lifeblood as Luck
3. If your Luck goes less than zero, roll 2d6+Strength: 12+ wind knocked out, you can get back up; 9+ you can't fight until healed by a physician rolling 9+; 6+ you can't walk until healed by a physician rolling 12+; 5- you're dead.
3.1 Same for opponents.
"Weapon" and "Armor" are Light 1, Medium 2, Heavy 4. I will tell you opponents' Difficulties for your Attack and Defend rolls before you fight. Physicians can do near-miraculous healing in Lemuria. But each attempt to heal takes 1 week.
Character Sheet
Combat streamlined for play by post, with fewer rolls:
1. You roll to Attack one opponent per "round".
1.1 Your Attack roll up close is Strength+(Melee or Brawling)+2d6+Weapon
1.2 Your Attack roll at a distance is Mind+Ranged+2d6+Weapon
1.3 If your Attack roll exceeds the opponent's Difficulty, you hit by an amount = the difference
2. You roll to Defend against each opponent who attacks you in a "round".
2.1 Your Defend roll is Agility+Defense+2d6+Armor
2.2 If your Defend roll is less than the opponent's Difficulty, you lose Luck* = the difference
*I am re-casting Lifeblood as Luck
3. If your Luck goes less than zero, roll 2d6+Strength: 12+ wind knocked out, you can get back up; 9+ you can't fight until healed by a physician rolling 9+; 6+ you can't walk until healed by a physician rolling 12+; 5- you're dead.
3.1 Same for opponents.
"Weapon" and "Armor" are Light 1, Medium 2, Heavy 4. I will tell you opponents' Difficulties for your Attack and Defend rolls before you fight. Physicians can do near-miraculous healing in Lemuria. But each attempt to heal takes 1 week.
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