DescriptionUsing Majestic 12 Games "Ares" fantasy skirmish system, (1.15MB Demo pdf available at http://mj12games.com/ares/aresdemo.pdf ) Each player will start with 300 points to develop their forces. No figure may have more then 75 points, initially. Any left over points will be converted to a pool of XP to be used for healing purposes (see below). The combined force will enter the Dungeons of Castle Blackmoor, explore, engage and attempt to survive. Room encounters will be built based on various iterations of Blackmoor's denizens using a fraction of the invading forces points. 'Experience Points' (XP) will be earned by those who participate in overcoming an obstacle. A pool of 10% of the opposing point values will be distributed to the survivors of any given encounter. If the invading force splits up, voluntarily or otherwise, only the figures engaging each encounter will split the experience. Any figure that does NOT have the 'Individual' Ability will receive only half their share of XP. XP can be 'spent' at any time the figures are not engaged to improve a figure's statistics. XP can also be used to recover wounds. Each figure will have a Heal Rate representing the cost in XP to heal 1 wound. Any figure can spend XP to heal another figures wounds. All downed figures will receive a Fate roll when the current engagement is completed: 2d6: 2: Dead 3-5: Permanent Wound, but a Survivor 6-11: Survivor 12: Captured / Missing A 'Permanent Wound' results in a statistic reduction: 1d6: 1: -1 Wound 2: -1 Morale 3: -1 Move 4: 1 die reduction on Close Combat rolls 5: 1 die reduction on Ranged Combat rolls 6: 1 die reduction on Magic rolls 'Survivors' are sorely wounded and have 0 wounds until healed via Magic or XP. 'Captured / Missing' figures have either been dragged off by fleeing enemy forces or have otherwise disappeared during the engagement. It may be possible to rescue them in future turns. A pdf map board will be distributed regularly to players. Players will be free to supply some form of icon for their figures or be content with whatever I can come up with. Players will have 'cooperative' turns when not engaged. Each figure can do one of the following: Move: 2x Move Rate, this represents a marching, fairly noisy move rate Stealth: Move Rate, this is carefully keeping noise under control and staying alert Trot: 3x Move Rate, a sustainable jogging movement, very noisy Search: Figure will remain stationary, but will engage in an active search for traps, pits, hidden panels, etc. Magic: Figure will remain stationary and attempt to employ a spell. Hold: Figure will hold in place, alert in all directions. When an engagement begins, normal Ares Initiative and actions will commence. In real time, each Game Turn will be approximately 2 days in duration. There will be a deadline imposed for submitting actions, after which an action will be taken for your figure. Email me for more information |
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Greg Lindahl