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gilzenaar
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PostSubject: Narutoheim   Mon 16 Feb 2009 - 11:51

I don't know if any of you know the anime/manga Naruto, but I recommend Naruto to everyone. And, since I really like Mordheim too, and there isn't any Naruto tabletop battle game, I came up with my alternative, using the Mordheim rules as a basis, I would just like to know if ay of you think this is a good idea?
And for those of you who don't know Naruto, it's a Ninja anime, and you really have to watch the first episode, which you can find here: http://www.anilinkz.com/naruto/naruto-episode-1/.

Well just let me know if you're interested,
thanks
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PostSubject: Re: Narutoheim   Mon 16 Feb 2009 - 19:02

Um, from memory, wouldn't that just be Mordheim with more spellcasters, no armours really, daggers, swords, great weapons and throwing weapons?


Last edited by Fallen on Tue 17 Feb 2009 - 1:45; edited 1 time in total
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PostSubject: Re: Narutoheim   Tue 17 Feb 2009 - 1:28

LOVE ANIME! If you've got a friend or two, that you could get involved doing Mordheim in an Anime setting would be cool [Naruto looks good; thanks for the intro]. I've got a Tim Burtonish view of Mordheim [AND life in general Suspect ] in mind, but more as a modeling project than a viable game: Corpse Bride meets Mordheim with Steampunk Thingys from HELL!

Good luck with the project! thumbsup
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PostSubject: Injury Chart   Tue 17 Feb 2009 - 6:30

I get your idea, but this is a much bigger and broade overhaul, there are a lot of jutsu (used kinda like spells indeed), more new equipment (more Ninja-suited, and prices and rarity changes for non-Ninja equipment), and lots of other changes/fixes to the game, like this new Serious Injury Chart.

But anyway, thanks for your reply.


Injury Chart, roll d66.

11-16 Dead.

Your warrior has died, and the winning group may dissect his body, or search for his equipment.

21-22 Multiple Injuries.

You have to roll on this table d6 more times, ignore all results of ‘Dead’, ‘Multiple Injuries’, ‘Captured’, ‘Robbed’, ‘Hardened’, and ‘Survives against the Odds’.

23-24 Leg Wound.

You suffer from -1 Movement.

25-26 Arm Wound.

Roll a d6: 1 Your arm is amputated, you may not wield 2- handed weapons, and if you lose an arm again, you must retire or transplant new arms.

2-6 You must miss the next game.

31 Madness.

Roll a d6: 1-3 You now suffer from Stupidity.

4-6 You now suffer from Frenzy.

32 Smashed Leg.

Roll a d6: 1 You may never run again, though you may still charge.

2-6 You miss the next battle.

33 Chest Wound.

You get -1 Toughness.

34 Blinded in One Eye.

You have Ballistic skill -1, and you may not use Doujutsu with one of your eyes anymore.

35 Old Battle Wound.

Roll a d6 before every battle from now on, on a 1, you may not fight in that battle.

36 Nervous Condition.

You now have Initiative -1.

41 Hand Wound.

You have -1 Weapon skill now.

42 Deep Wound.

You have to miss the next d3 battles recovering, you may do nothing during those battles, no exploring, searching for rare items, none of your allies may use any of your bonuses, etc…

43 Robbed.

You survive, but you lose all your equipment.

44-52 Full Recovery.

You have a total recovery, without any adverse effects.

53-62 Captured.

You are captured by your enemy, who may ransom you, sell you for d6*5 gc (and keep your equipment), execute you, (he keeps your equipment, and may dissect you, etc…), store you to do any of the above later, etc.

If you capture an animal, you can only sell them, for 2d6 gc (keep equipment).

If you capture an AI-enemy, who wasn’t your mission goal, you may only sell them, for 2d6 gc, and you may keep their equipment.

If you are captured by an AI-player, you have to pay your total natural statistics + your number of jutsu in gold coins, for your body, and you may buy your equipment for 25% of the original cost each. If you won the battle, you may ignore being captured by an AI-enemy.

63 Concussion.

You lose one randomly determined jutsu (may not be one that enables you to use a new chakra type).

64 Heavy Concussion.

You retain all your jutsu, but you may not learn any new ones.

65 Hardened.

You are now immune to Fear.

66 Survives against the Odds.

You survive, and gain +1 Experience.


I made this Serious Injury chart, because we always hated the fact that being taken out of action had a very big chance of coming out stronger then before, this makes being taken out of action a lot worse for your Shinobi (Ninja).
Fallen wrote:
Um, from memory, wouldn't that just be Mordheim with more spellcasters, no armours really, daggers, swords, great weapons and throwing weapons?
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Identity
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PostSubject: Re: Narutoheim   Tue 17 Feb 2009 - 17:30

gilzenaar wrote:
I made this Serious Injury chart, because we always hated the fact that being taken out of action had a very big chance of coming out stronger then before
I'm not sure what serious injuries chart you're using, but some quick calculations:

Dead: 11,12,13,14,15
Worse: 22,24(half),26,31,32,34,35,
Temporary bad: 23,25,35,36,61 (ignoring rolls of 1[which are very bad] for 23&25)
Good: 24(half),56,62,63,64,66
Special: 16,21 (dependent on if average roll is good or bad), 65(dependent on melee skills of hero)

So out of 36 options, 11.5(32%) are permanently bad (5[14%] of which are death), and 5.5(15%) are permanently good. Including the temporary bad rolls, 16.5(46%) are bad results. Ignoring death, 11.5(32%) are bad, which is significantly more than the good rolls, so this makes the multiple injury rolls also bad (they were considered special above). Thus add 2(6%) to the chances of bad rolls above.

From a percentage standpoint, odds are you're going to be worse off for rolling a serious injury. We didn't consider how bad or how good the improvements are. Lets take a look at the good results and their chances:
frenzy .5(1%) - great improvement, extremely rare
fear 1(3%) - great improvement
hatred 1(3%) - usually against a single model, not too useful.
ignore fear 2(6%) - decent utility
1 exp 1(3%) - minimal gain

Now bad results:
-1M 1(3%) - very bad
stupidity .5(1%) - extremely bad, also extremely rare
-1T 1(3%) - very bad
-1BS 1(3%) - very bad to minimal
old wound 1(3%) - very bad in longer campaign, minimal otherwise
-1WS 1(3%) - bad to minimal
-1I 1(3%) - very bad(dwarves) to minimal (skaven)

In summary, there's a ~4% chance to get a really good improvement, and a ~10% chance to get something really bad (not including death...). I'm not sure what injury table your group has been rolling on, but I'd love to start using it Wink

I realize that such an in-depth analysis probably wasn't warranted for this post, but I've been meaning to delve into the odds of the serious injuries table, and this was a good excuse.
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PostSubject: Re: Narutoheim   Tue 17 Feb 2009 - 18:29

Mmm... I once ended with a skaven assassin with both frenzy and stupidity (and before that he gained some combat skills, so even when stupid, enemies hardly can hurt him).

But I guess it's all prossible even when possibilities are small.

Now, let's get back to Naruto+Mordheim idea.

One little advice I learned the hard way:

One of the first things you MUST do when designing a new setting, or alternative rules, or a completely new game (or buying a new game box for that matter) is to check if you have somebody to play with.

It's very frustrating to spend several hours (even days, or your hardly earned money if you buy the system) planning and preparing a rulebook, just to find nobody is interested.

Your idea sounds cool, but check if your friends will play this.

And then, if all's ok, go ahead.

And please share with us your WIP.

Best wishes.
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PostSubject: Re: Narutoheim   Wed 18 Feb 2009 - 8:43

magokiron wrote:
One of the first things you MUST do when designing a new setting, or alternative rules, or a completely new game (or buying a new game box for that matter) is to check if you have somebody to play with.

It's very frustrating to spend several hours (even days, or your hardly earned money if you buy the system) planning and preparing a rulebook, just to find nobody is interested.

Your idea sounds cool, but check if your friends will play this.

Best wishes.

lol! well this is taken care off, I'm already test-playing some of the rules with some friends, and they (and I) really like it, so that isn't the problem, but I'm just hoping that the final result will be balanced,
but any way thnx Sir, yes sir!
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PostSubject: Re: Narutoheim   Wed 18 Feb 2009 - 8:46

Identity wrote:
I realize that such an in-depth analysis probably wasn't warranted for this post, but I've been meaning to delve into the odds of the serious injuries table, and this was a good excuse.
affraid lol
But really thanks for the feedback, it's always nice to know if you're doing it right/wrong.
Ifyou like the idea, check this page sometimes, I think I'm gonna add some of the other WIP,
Sir, yes sir!
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PostSubject: Re: Narutoheim   Wed 18 Feb 2009 - 8:51

Here are some of the new experience rules, kinda the same, but you can't learn the normal skills, instead you gain skill points, which you require to learn jutsu



Experience:

Take someone out of action +1 xp.

Take the enemy leader out of action +1 xp.

If you are the winning leader +1 xp.



Whenever you gain an experience point, you also gain a skill point, you also gain a skill point for surviving the battle, and you start the campaign with d3 skill points, which you may use for any of the following:



Take an extra Statistic Increase roll 8 SP

Learn a new skill (you don’t have to pay for this before campaign start) 1 SP

+1 Puppet mastery (up to a maximum of 10) 4 SP

+1 Kunai skill (up to a maximum of 4) 2 SP

You may use one more Inferior War Animal (up to a maximum of 5)

3 SP

Choose one extra basic chakra type 10 SP

Choose one non-basic chakra type 19 SP



Animal Experience chart.

Roll 2d6: 2 +1 Initiative.

3 +1 Initiative.

4 +1 Attack.

5 +1 Movement.

6 +1 Strength.

7 +1 Weapon skill.

8 +1 Toughness.

9 +1 Leadership.

10 +1 Wound.

11 You may now use close combatweapons, if you are already allowed to use close combat weapons, then you may roll on this table again.

12 You now have the ability to speak, you now count as a normal member of the group, so you may use weapons, armour, and any other equipment, gain experience as normal, may use jutsu, get an exploration dice, use the normal experience tables, etc… Also you may now choose one basic chakra type.





Whenever you normally would roll on the Experience table, you may now roll on the Statistic Increase table.



Statistic Increase

Roll 2d6: 2 +1 Leadership.

3 +1 Movement.

4 +1 Initiative.

5 +1 Attack.

6 +1 Toughness.

7 You may choose either +1 Weapon skill, or +1 Ballistic skill.

8 +1 Strength.

9 +1 Wound.

10 +1 Initiative.

11 +1 Leadership.

12 +d3 Skill points.

Feedback is always welcome!!!
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PostSubject: Re: Narutoheim   Mon 13 Apr 2009 - 15:55

Hey guys!

Iam one of the friends Gilzenaar was talking about (actualy his only friend playing mortheim and narutoheim, the other one didn't like getting owned ^^)

But yeah Narutoheim is very sweet! I love the injury cart and we use it for normal mordheim too. We are still testing it and we are still balancing things out.

Btw I only did a small part in Narutoheim. Gilzenaar has done almost everything but we both play it and try to balance things out. One of the best things about Narutoheim is that you can use jutsu. You have chakra types and try to make them work togheter. For example if you have Fire/Wind chakra types you can perform stronger jutsu.

Oh btw iam new to this forum so is this an active mordheim forum??

So good bye or as they say in Japan: Jya ne.
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PostSubject: Re: Narutoheim   Tue 14 Apr 2009 - 3:10

yep this is an active mordheim forum good sir Very Happy

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PostSubject: Re: Narutoheim   Tue 14 Apr 2009 - 5:55

We are very active here, while not taking naps. Siestas. Long walks on the beach, and so on Cool Welcome aboard and grats on your Narutoheim. Sounds like a good time.
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PostSubject: Re: Narutoheim   Tue 14 Apr 2009 - 10:51

Hey stoytje, welcome to the Narutoheim topic...
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PostSubject: Re: Narutoheim   Tue 19 Jan 2010 - 16:29

wouldnt the hand wound and amputation injury immediatly render you unable to make most seals. the only ones that use 1handed seals in the naruto universe are itatchi and haku and itatchi is one of the most talented shinobi and haku could only do them because of his bloodline limit.

also if u ever set this up ill come playtest it with ya as i have a ninja warband already and im also in NL Razz

i would also reccomend reading the manga as opposed to watchin the naruto anime ( its 70% filler) wich is just a waste of time most of the time.
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PostSubject: Re: Narutoheim   Wed 20 Jan 2010 - 14:22

thnx for the reply
well i read the manga, so that's in there
and the whole idea isn't just the known naruto world (fire, wind, water country) but the whole naruto world, so this includes all areas ever mentioned, and areas never mentioned.
Also I've been working on the idea of starting and managing a village, so you can have multiple times after a while, and change the teams for different missions etc.
If you're really interested, I could send you my work so far, just don't panic, cause there are a lot of jutsu, a lot of equipment (including mordheim equipment, like blackpowder weapons and mounts), and it's not experly balanced, because we havent playtested everything yet
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PostSubject: Re: Narutoheim   Wed 20 Jan 2010 - 16:36

The option to send your character off on a training venture might be worth including, as its something they do in the show a lot.
In exchange for not participating in missions and earning wage, they'd instead make steady gain in exp, possibly to learn a single ability. Not something you'd want your whole team to be doing, but it could help towards learning a complicated jutsu or when you have a more complicated combination build in mind. That, and you could include rules for when a character suddenly returns dramatically mid-battle and can do a rasengan or a chidori, that'd be pretty useful. :3
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PostSubject: Re: Narutoheim   Thu 21 Jan 2010 - 1:48

Ah we have something in comen Gliz I like Naruto myself, good work
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PostSubject: Re: Narutoheim   Sun 24 Jan 2010 - 6:03

thanks for reopening the subject again
on the experience system, i'll post my work in progress:


Experience:

Take someone out of action +1 SP.

Take the enemy leader out of action +1 SP.

If you are the winning leader +1 SP.



You start the campaign with d3 skill points, which you may use for any of the following:



Take a Statistic Increase roll 8 SP

Learn a new skill (you don’t have to pay for this before campaign start) 1 SP

+1 Puppet mastery (up to a maximum of 10), access to Puppets required 5 SP

+1 Kunai skill (up to a maximum of 5), access to Tools required

4 SP

You may use one more Inferior War Animal (up to a maximum of 5)

3 SP

Choose extra chakra types:


Number of other chakra types

Cost for a basic chakra type

Cost for a non-basic chakra type

2

7 SP

13 SP

3

10 SP

19 SP

4

12 SP

23 SP

5

13 SP

25 SP

6

14 SP

27 SP

7

15 SP

29 SP

8+

18 SP

35 SP




Animal Experience chart.

Roll 2d6: 2 +1 Initiative.

3 +1 Initiative.

4 +1 Attack.

5 +1 Movement.

6 +1 Strength.

7 +1 Weapon skill.

8 +1 Toughness.

9 +1 Leadership.

10 +1 Wound.

11 You may now use close combatweapons, if you are already allowed to use close combat weapons, then you may roll on this table again.

12 You now have the ability to speak, you now count as a normal member of the group, so you may use weapons, armour, and any other equipment, gain experience as normal, may use jutsu, get an exploration dice, use the normal experience tables, etc… Also you may now choose one basic chakra type.



Statistic Increase

Roll 2d6: 2 +1 Leadership.

3 +1 Movement.

4 +1 Initiative.

5 +1 Attack.

6 +1 Toughness.

7 You may choose either +1 Weapon skill, or +1 Ballistic skill.

8 +1 Strength.

9 +1 Wound.

10 +1 Initiative.

11 +1 Leadership.

12 +d3 Skill points.

This cannot take any stat above this:

M Ws Bs S T W I A Ld

5 10 10 6 5 4 10 6 10

If you roll a result you already have the natural maximum value for, you have to roll again until you roll a statistic which you can still increase.


So, you have the difference between experience to gain better stats, and skill points to gain skills, this works with the following roster, made by myself:

EDIT: Using black font color on a dark grey background makes your post unreadable. Please do not do this again...unless, of course, you want to be ignored. Thanks...DeafNala
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PostSubject: Re: Narutoheim   Sun 24 Jan 2010 - 6:19

you need different chakra types for different jutsu, like fire for Katon jutsu
This is your roster, that you use to record every jutsu yur ninja has, and any equipment he is carrying:

Name:
Skill Points:
Equipment:
Clan:
Injuries:

Mutation:
Pets:
Titles:
Jutsu:
Kunai Skill:
Chakra Types:
Other Notes:


Last edited by gilzenaar on Sat 30 Jan 2010 - 12:27; edited 3 times in total
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PostSubject: Re: Narutoheim   Sun 24 Jan 2010 - 6:21

And this is a wip on te village idea:


Village.

You may store (and transport) as much equipment as you want.



If you have a village, you roll all your exploration dice at the same time, and may use as many of the Doubles, Triples, etc, as you have Ninja teams.



You share your gold coins, Gelel Stones, and stored equipment with all other teams.

You have to guard and pay upkeep for your village every battle.

If you are over size 3, you must also pay Gelel Stones every battle.

You may always hire extra guards for 10 gc per battle, and you may use either these hired guards, of your own Shinobi as village guards, and you must always have at least the required guards on duty.

You may never have more Ninja’s then there are supported by your village, and you may never have more different clans then your village can support.



It costs 80 gc, to start a village with size 1.





Size

Upgrade Costs

Number of Ninja Capable Inhabitants

Ninja’s Supported

Teams Supported

Guards Required

Gelel Stones

Clans Allowed

1

X

5

3

1

2

0

1

2

30 gc.

10

5

1

3

0

2

3

40 gc.

20

7

2

4

1

3

4

50 gc.

40

9

3

5

1

4

5

100 gc.

70

15

4

6

2

6

6

150 gc.

100

19

5

7

2

8

7

200 gc.

130

24

6

8

2

10

8

250 gc.

160

27

8

9

3

13

9

300 gc.

200

30

10

11

4

16

10

400 gc.

250

35

15

15

5

20


Last edited by gilzenaar on Sat 30 Jan 2010 - 12:28; edited 1 time in total
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PostSubject: Re: Narutoheim   Sun 24 Jan 2010 - 6:24

thanks for the advice btw deafnala
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PostSubject: Re: Narutoheim   Fri 29 Jan 2010 - 15:02

Here's some more of the WIP on narutoheim, it's the list of modifications and base rules used in Narutoheim:


Basic.

If you want to start a village, you get 1000 gc at the start of the campaign, of which at least 150 gc must be invested in your village, if you choose not to choose a village, you just get 900 gc.

At the start of your campaign, your leader may choose either 3 basic chakra types, or one basic chakra type and one non-basic chakra type. All other members of your group may choose either one non-basic chakra type, or 2 basic chakra types.



You may change your teams to another exotic location every 6 mission rounds, you must have at least one active team in every location you have any shinobi (you have to fight with at least one team in the exotic location). You do not start in any exotic location, but may go to one after the first 6 mission rounds. You have to be in the exotic location marked with the jutsu or item to buy/learn it. And you may only hire a warrior with a clan or training of the area you are in, or at the start of the campaign.

Far North FN

Ancient Tunnels AT

Jungle JU

Desert DS

Industrial City IC

Konoha KO

Dragon Island Chain DI



Even if a jutsu is evaded, the negative effect on its user is still used, unless it was evaded by the option in the skill description.



In battle, you may only carry 3 missile weapons, 3 close combat weapons, up to 5 one use thrown missile weapons, one suit of armour, 5 drugs, 1 set of claw weapons, 2 scrolls, 8 rings and one cloak.



Shinobi don’t ever take all-alone tests, and never have to fire at the closest target.



If a puppet is affected by an instant-kill jutsu, it is destroyed, and may not be repaired in any way.



Your leader always has 2 exploration dice instead of just one, but he doesn’t have the Leader-ability, but still takes all rout tests which are taken after a third (rounded down) of the warband is taken out of action.



Whenever you rout, all models, who aren’t in combat, may flee without any repercussions, all standing models in base contact may be hit for one more round, they aren’t hit automatically, but may not parry, and if they take any kind of injury, they are taken out of action. All models who are knocked down or stunned, in base contact with an enemy, get taken out of action.



Hit sequence: -Strike First/Last rules.

-Charge.

-Initiative value.

-Who has the first allied turn.

-Roll to see who attacks first.



You may not use ranged jutsu when running, only when moving, and jutsu require two arms (unless otherwise noted), but you can still do jutsu when you lose an arm.



Any knocked down Ninja in close combat isn’t hit automatically, and may still parry, however if you are wounded, you are still automatically taken out of action if you are wounded, and you may still not fight back. The only jutsu you may use while knocked down are Kawarimi no Jutsu and Missile Evasion.



Fear: If being charged by a Fear-causing enemy.

You have to do a Leadership-test, if failed, you can only hit on a natural to-hit roll of 6, if passed, you may fight as normal.

If trying to charge a Fear-causing enemy.

You have to take a Leadership-test, if you fail, you may not charge, but stay where you are, and may not use any jutsu/shoot during this turn, if passed, you charge as normal.

If you are immune to Fear, if you cause Fear automatically, and if you are immune to Fear, Terror only counts as Fear to you.

Terror: If being charged by a Terror-causing enemy.

You have to take a Leadership-test, if failed, you run 2d6” straight away, and have to pass a Leadership-test during your next Recovery Phase or run away another 2d6” to the closest table edge, and so on. If passed, you may fight as normal.

If trying to charge a Terror-causing enemy.

You have to take a Leadership-test, if passed, you charge as normal, if you fail, you run away (from your starting position) as above.

You are immune to both Fear as Terror, if you cause Terror.

Immune to Fear: You don’t have to take Fear tests, and you take Terror tests as Fear tests instead.

Immune to Terror: You don’t have to take Fear or Terror tests.

Immune to Psychology: You don’t have to take Fear or Terror tests, or any other kind of Psychology tests, except for Rout-tests if you’re the leader of your warband.

Frenzy: You get +1 Attack.

You must always charge if you’re able to, you then charge the closest model.

Immune to Psychology.

If you are knocked down/stunned, you lose all effects of Frenzy for the remainder of the battle.

Stupidity: You have to take a Leadership-test at the start of every turn, unless if you’re in close combat, if it is failed, you may not use ranged attacks or any jutsu, and you move your Movement value in a random direction.



Mounted Rules.

When mounted, you use your mounts Movement value, and you may only use missile jutsu, when stationary, no base-contact jutsu may be done (exceptions: Kawarimi no Jutsu and Missile Evasion). You use one hand to guide your horse (in close combat, and when moving/running/charging). When marching/charging, you may jump over obstacles up to 1” high. You may not climb, or enter building while mounted.

You may (dis)mount at the start of any of your movement phases, which costs you your movement, but you may still double it by charging/running in this way, in which case, you may still move your movement value for the charge/run.

When stunned/knocked down, you are automatically dismounted.

When your mount is knocked down/stunned/taken out of action, you are automatically knocked down and dismounted.

You may not use Blackpowder weapons when mounted.

There is stuff in there that needs explaining, so if you want to know anything about anything in this text, ask me, and I'll try to explain


Last edited by gilzenaar on Sat 30 Jan 2010 - 12:27; edited 1 time in total
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DeafNala
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PostSubject: Re: Narutoheim   Sat 30 Jan 2010 - 0:12

gilzenaar wrote:
thanks for the advice btw deafnala

You're welcome, Amigo. You've got some interesting ideas & I wouldn't want folks passing on the thread solely because of difficulty reading the text.
BTW red is reserved for the Admins. & Mods. to make Edits stand out.
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PostSubject: Re: Narutoheim   Sat 30 Jan 2010 - 12:26

ow oops, srry, I'll change it right away
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PostSubject: Re: Narutoheim   Sat 30 Jan 2010 - 13:03

gilzenaar wrote:
ow oops, srry, I'll change it right away

That's okay...it was rather funny that you unintentionally hit all the Taboo color in a single VERY INTERESTING thread. I felt bad having to point it out. Thanks for your cooperation, Amigo!
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