Origin Matthulhu - e-sam Entered by Azus
Created on 2011-01-13 00:04:06
Modified 2011-03-15 01:33:07
Class see rules
Lives See rules
Count 10 second
* Fortifications are considered nonmagical and part of the terrain while they are in effect.
* Multiple fortifications can exist at a time, but a player can only participate in creating one at a time.
* Unless otherwise noted, fortifications are considered objects and can carry enchantments like siege weapons.
* Fortifications never block movement by flying creatures.
* Creating a fortification takes three players working in place (not fighting or casting magic) for the specified duration. In most cases, a fortification can be destroyed either by physically damaging it or by having three players working in place for a certain amount of time.
* A new fortification cannot be placed so that it overlaps an existing fortification or an active fixed enchantment.
Sniper's Nest (50 count)
M: Green strip up to 30 ft long laid in a circle around (or adjacent to) a tree or tall bush
E: A sniper's nest grants Camouflage to a single player as long as they stand inside the circle, and the sniper must recite the incants for Camouflage in order to climb into or climb out of the sniper's nest. If two or more players enter the sniper's nest, it does not function for either of them. A sniper's nest is cancelled by Tracking or by the sniper making two or more attacks from inside the nest.
Spiked Pit (50 count)
M: a black circle up to 10 ft in circumference
E: Players who step into a spiked hit take a point of damage or a hit against Invulnerability to two hit locations (their choice) and must state "Climbing" x10 to escape the pit.
L: May be destroyed in half the creation time (25 count) by three players working in place (not fighting or casting magic).
N: This fortification is considered a trap and can be Poisoned as though it were a weapon.
Trench (100 count)
M: Green strips laid in a rectangle up to 10 ft long and up to 3 ft on the short side
E: Players kneeling inside the trench are immune to non-Siege attacks outside of 20 ft (except from flying creatures)
L: May be destroyed in half the creation time (50 count) by three players working in place (not fighting or casting magic).
N: Cannot be enchanted.
Wall of Spikes (100 count)
M: Brown and black strip up to 10 ft long
E: Blocks movement but not line of sight, magic, or projectiles. Anyone who crosses the wall takes a point of damage or a hit to Invulnerability to two hit locations (their choice). Tracking allows a player to pass through unhindered. A wall of spikes can be destroyed like a siege weapon.
N: A wall of spikes is considered a trap and can be Poisoned as though it were a weapon.
Wall of Wood (100 count)
M: Brown strip up to 10 ft long
E: Effects are identical to a Thornwall, except that flying creatures are not hindered in any way.
N: Walls of wood are considered to have ten points of armor. It can be destroyed by a flame effect (Fireball, Flameblade, Flame Arrow, etc), or by a single hit from a siege weapon. If struck by a flame effect, the wall is treated as a nonmagical Flamewall for a 100 count before being consumed and disappearing.
Moat (300 count)
M: Silver tarp up to 15 ft across, or a silver strip up to 50 ft long forming any closed shape
E: Effects are equivalent to Deep Water terrain (see below), with a 30 count allowed to hold one's breath.
L: May be destroyed in half the creation time (150 count) by three players working in place (not fighting or casting magic).
N: May not be enchanted, but a player with Poison Weapon can use their ability on the Moat. If this is done, anyone previously wounded who enters the Moat's area becomes Poisoned.
Oil (300 count)
M: Orange strip up to 50 ft long forming any closed shape
E: Has no effect when initially placed, but this fortification becomes lit once any kind of active flame effect hits or touches the ground within its area (including shields struck by a Flame Arrow being tapped out). Any non-flying players caught inside the area once the Oil has been lit are slain unless immune to flame. Any non-flying player entering this area with Invulnerability loses one point and is ejected from the point at which he entered. Against Invulnerable Armor this counts as one hit to every hit location and has a full effect on the target if any hit locations have no points of Invulnerable Armor.
L: Once lit, an Oil area will continue to burn for 10 minutes, then disappears.
N: Frozen or Entangled players inside a lit Oil area are freed after a 10 count and then killed unless protected from flame.
Tower (300 count)
M: Rectangle of brown strips up to 10 feet on a side, with one side being a different shade of brown to represent the entrance
E: Players inside the tower are immune to ranged magic and projectiles from players outside and are considered out of line-of-sight to players outside, but players inside can attack without any restrictions. Non-flying creatures and players outside cannot enter a tower without the permission of anyone inside (the door is locked, barred, etc).
N: Can be destroyed like a siege weapon, except that towers are immune to non-Red melee weapons.
Wall of Stone (300 count)
M: Gray strip up to 10 ft long
E: Effects are identical to a Thornwall, except that flying creatures are not hindered in any way and Tracking has no effect.
N: A wall of stone can be destroyed by ten hits from a Red melee weapon or by a single hit from a siege weapon. It is immune to flame and non-Red melee weapons.
Before the game begins, both teams allowed to pre-place a up to certain number of fortifications. The actual limits of each can be determined ether by fortification category (light, medium, or heavy) or by the specific type of fortification.
Example List A (by category)
15 light fortifications
10 medium fortifications
5 heavy fortifications
30 total fortifications
Example List B (by specific type)
8 spiked pits
8 walls of wood
4 walls of stone
2 sniper's nests
2 walls of spikes
1 oil area
30 total fortifications
Description of Deep Water terrain
Players entering this area may move on their knees for a predetermined count to be declared by the Reeve before the start of the game (somewhere between 10 and 30 seconds, depending on the scenario). After that time, the player drowns and dies, regardless of armor or Invulnerabilities. Only Aquatic, flying and Large creatures are immune to this effect, and even the Large ones might be in jeopardy if the Reeve declares the water to be especially deep. Players in Deep Water may not engage in missile combat or cast spells.
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Optional Incantations for Fortifications
As an alternative to the stated counts for building fortifications, the reeve/gamemaster might call for incants to be done instead. Some suggested incants to use, which will be similar in nature to those of Doomsday and Mass Sleep, and the verbal count required is equal to the physical count (thus the incant for building a Tower would be "Tower 1, Tower 2, Tower 3..." through "Tower 300".) At least one of the workers needs to be speaking the incant, but all three need not. They may take turns reciting as long as there are no words misspoken nor a break of more than 2 seconds between syllables. Switching to incants may allow fortifications to be completed faster.
Fortifications can be 'conjured' by players, allowing fortifications to be instantly created at the beginning of the game. Different classes are allowed to conjure different fortifications, but the sacrifices are uniform. Conjured fortifications must be declared to the reeves and be placed before the game begins. They may not be placed within 100 ft of an enemy base or Nirvana. (On smaller fields, conjured fortifications may be allowed to be placed anywhere on the field so that one's own base is clearly the closest one--Nirvana is also counted as a base for this purpose.)
Fortification costs (sacrificing one level grants one conjurable fortification)
Light fortification: all traits and class abilities gained from 4th, 5th, or 6th level (player's choice)
Medium fortification: all traits and class abilities gained from 5th or 6th level (player's choice)
Heavy fortification: all traits and class abilities gained from 5th AND 6th level
As expected, the minimum class level for conjuring fortifications is 4th level for light, 5th for medium, and 6th for heavy.
Classes and allowed conjurable fortifications (these are not to be interpreted as limitations on what classes can work together to build fortifications the hard way)
Anti-paladin: all light and medium fortifications, towers
Archer: sniper's nests, oil (cf. Flame Arrow)
Assassin: sniper's nests, spiked pits
Barbarian: all light and medium fortifications, moats, towers
Druid: walls of spikes, walls of wood
Paladin: all light and medium fortifications (except sniper's nests); oil, towers
Scout: all light and medium fortifications, oil
Warrior: all fortifications