I am when I have time over the weekend, the RP itself will still launch on the 19th (next weekend not this coming). It's taking slightly longer than expected since I'm having to do a lot of the calculations myself and that means going to the local smith in Maryland to weigh and measure replicas.
General question to all participants so far (@TuskatheDaemonKilla @Keidivh @TechCaptain), time to make a vote on the map for the French provinces! Feedback requested for the following items on a scale of 1-10 (One being rare to ten being guaranteed): Regions afflicted by the Black Death outside of GM designated areas Ability to have your own command (would cap it at roughly a platoon each or 30 soldiers by late tier characters) Ability to leave France (ie: move to another European nation of the time frame) Affects the ability for a Crusade to be announced (yes, that means going to the Holy Lands) Rate of random events (I'm going to roll a dice to determine events) out of: IC discovered in region, leads to side quests or possible main quest Natural disaster, mostly affects outbreaks of the Black Death Brigand Camp in region (eventually leads to raids on settlements/villages and sieges against towns/cities) Tournament, festival, treaty signed (explained later in RP), marriage/divorce of royalty in the region DEATH OF CHARACTER! (Your character has to be above a certain age for this to happen or be seriously ill already) Loot found (ranges from a sacked caravan having a box of goods that were missed to a hidden cache) Blackmail: A person(s) has been either wrongfully or rightfully convicted of a crime(s) and now has a bounty on their head, chance of confrontation with bounty hunters or local militia or army elements This also has the capacity to be that you stumble across a prisoner who has a bounty and you can choose to kill the captors and claim the bounty (Think Game of Thrones here: "At the count of three, I want both of you to say the prisoners name!") This is also time to suggest a mechanic and I'll tell you whether or not it's being implemented or if it could be added. Most of the update to the Manifest will appear tomorrow afternoon, I don't plan on working on it much tonight as tomorrow I'm visiting Baltimore Knife and Sword, one of the most respected smiths in the region to consult weaponry and armours of the time period.
Appears people don't want the Black Death (Guess I'll just have to be really lucky rolling ones then MWAHAHAHAHAHAHA!) Thanks for the quick feedback. There will be a small update around midnight towards the manifest, mostly organizational. My goal is by Sunday to have everything you guys need for character sheets to be finished so those can be prioritized before the RP starts and so I can drop an additional interest ping for other players. By the way, I will state this now: you do not have to be all soldiers, in fact it works better for there to be more diversity than less over class types as certain segments of what I have planned will probably be a lot harder if everyone is just a militant with zero expertise in anything else. Such as having a practitioner, priest, or even a skilled craftsman. Remember that everyone can have some experience in combat but being only combat related will not always work out. There will be instances where combat won't even be an option and if you lack the skill sets for them, automatic failure to launch.
Okay so I wasn't able to finish the parts I wanted to yet, having to go offline for a while due to maintenance on the electrical grid so I'll post this before I have to shut off the breaker for the precinct block. The Manifest has been reworked as I will instead release a Word Doc that has the other information that I have deemed irrelevant to have on an excel spreadsheet Color coded the pages so you know what's being worked on and what's done Green - Finished, most likely not going to be changed unless I find something I want to add to it Orange/Yellow - In Progress, Orange is leaning towards almost finished with no more drastic changes from what is listed. Yellow is started but bound to change from what is viewable Burgundy - IT'S DEAD JIM! CALL THE APOTHECARY SO WE CAN REVIVE IT! Black - Classified, you will not be able to see anything or the page itself as it is hidden from public view I'm going to be using a TT standard for combat engagements to simplify damage to players as this is medieval, there is no real "heal" capacity so to avoid the complications of whether or not to self inflict wounds, they will be RNJesused. Better start praying to your God! GS: Gun Skill - Affects throwing weaponry, bows, crossbows, gunpowder weaponry, grenades (yes they did have them). The higher the skill is, the more likely you are to use the maximum rate of fire for a ranged weapon, the accuracy towards targets, ability to reload gunpowder based weaponry. MS: Melee Skill - The standard stat which dictates how skilled you are at parrying and attacking an opponent. The higher the skill is, the more likely you will parry an attack from an opponent and be able to counter strike or break an opponents guard. All combat in melee will use a representation of this from the target and player giving you a good estimate on how hard it is to beat an opponent ie: a Sergeant-at-Arm with a bill would have a very high MS and be hard to take out single handed compared to a Levy Spearman. Str: Strength - Straight forward, affects your carry weight, swing speed and ability to bring heavy weaponry to bear, equip heavy armour, and partially ties into your stamina in general For each point of Strength, your carry weight is increased by 8 kg For each point of Strength, you gain .25 Wounds Tou: Toughness - Straight forward, affects your capacity to take damage, note that this does not mean you can ignore damage from swords, it's mostly effective in cases where you may take environmental damage or get into a brawl where opponents aren't using weapons other than their fists. Ties into your wounds and stamina. For each point of Toughness, you gain .5 Wounds AG: Agility - Affects the capacity to dodge and recover from impacts. Having a high agility helps counteract movement penalties to a certain extent from equipping heavy armour. Also factored into stamina. Per: Perception - Straight forward, affects the capacity to discover opponents who are hidden, out of place items, an objective, night vision, etc. This does not mean having an obscenely high perception will make you able to see in pitch darkness. WP: Willpower - Not as useful as it would be in most of my RPs. Willpower instead will be the capacity to survive psychological damage such as interrogation or suffering the loss of a limb, comrade(s), or being under assault from flaming arrows. Yes, fire will cause psychological damage. Every ten points of Willpower increases maximum command size by 5 (starting from zero) LS: Leadership - Not useful at first, this affects the capacity to lead troops and otherwise acts as charisma. The higher this skill is, the more troops you can command effectively and the ability to convince an opponent to surrender when given the option. W: Wounds - Will most likely be reworked, wounds is as always, the amount of "life" you have before you die...permanently. Unlike in previous RPs, there is no way to regenerate wounds taken until after a battle over the course of a week or more meaning that each wound suffered has massive penalties and is localized. For instance, suffering a laceration across your primary sword arm will make blocking ineffective and slow down swing speed in addition to possibly making it impossible to wield a two handed weapon or anything in general with that limb. Should have the Armory finished by tomorrow evening after work and then will finish the second tab. Word document will be posted around Wednesday.