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Moulder Pitfighters > Archived Rules of Play > Rules



Title: Rules
Description: v.2.1


Morkskittar - June 28, 2006 11:58 AM (GMT)

Morkskittar - June 28, 2006 12:06 PM (GMT)
Introduction

Hello, and welcome to Moulder Pitfighters! Moulder Pitfighters is a campaign based on an Arena of Death. At it simplest, Moulder Pitfighters is simply an AoD with an interactive story behind it. You create beasts, fight with them, and try and sabotage the efforts of others. All in all, a very Skaveny campaign!

Moulder Pitfighters is based off of a sport in the Skaven Underempire: Rat Ogre pitfighting. This game is simply an RPG of Pitfighters. You can interact with anyone, from NPC’s to fellow players. Just remember, this is only a game!

Moulder Pitfighters is also, despite its form, a message board. All rules that normally apply to forums also apply here, and they will be punished in the same manner. The Packlords, becides running the game, are also moderators, so do not hesitate to talk to them about problems you are having with other members or the board in general.

Saying that, the Packlords wish to make one thing very clear: The Packlords know EVERYTHING that is going on (with a few exceptions), and you, as a player, do not. Do not presume that a Packlord is wrong about player interactions or get angry over something that appears extremely unfair. “Why is this NPC attacking me?” Life isn’t fair, and a lot of the time, the ‘NPC’s’ that attack you are actually in fact characters in disguise. Please, do not argue with the Packlords when players are interacting. The Packlords are right, and there is no argument. They have a wider view.

However, there can be mechanical mistakes, particularly in Mutation, Training, Research, Buying, Selling, Transferring, and Expeditions. If you believe you have spotted a mechanical mistake, please point it out to us, and we will be happy to correct the mistake (if it is in fact a mistake).

With that said, feel free to ask any questions you might have. Have a fun time here at Moulder Pitfighters!

-The Packlords

Morkskittar - June 28, 2006 12:13 PM (GMT)
Getting Started

Before You Sign Up
Before you sign up, please look at the different locations here.

Starting Out
After you sign up here, then a Packlord (usually Morkskittar) wil create you a Laboratory. A laboratory (or lab) is a forum in which your possessions and beasts are listed. In addition, you can post commands in your forum if you do not like to use PM’s. Your lab will be a sub-forum under the larger forum of your location. You will be given the power to Pin, Unpin, and Bump topics there.

Starting Inventory
In your inventory, you will start with the following:

Yourself ( a Master Moulder) with a starting statline of:
CODE
M WS BS S T W I A Ld
6  5  3 4 4 2 5 3 6


This statline can be changed, as we will see in the Mutating section of the rules.

4 Packmasters with these stats:
CODE
M WS BS S T W I A Ld
6  3  3 3 3 1 4 1 5


6 Giant Rats with these stats:
CODE
M WS BS S T W I A Ld
6  3  0 3 3 1 4 1 5


4 Rat Ogres with these stats:
CODE
M WS BS S T W I A Ld
6  3  0 5 4 3 3 3 5


And also the following parts/potions/pastes:
-3 Ogre Bulls
-100 rats
-Enlargening Potion (10)
-Shrinking Potion (10)
-Warpstone Paste (50)
-10 Small Blades
-10 Large Blades
-10 Gigantic Blades
-5 Warpstone Shards
-150 Warpstone Tokens

All characters start with a Hand Weapon and Whip. After every mutation, research, or action is done that involved inventory items, the inventory will be edited my the Packlord responsible, and the latest change will be shown in the Inventory title between parentheses.

Warpstone Tokens are units of money.

The Basic System
Unlike many other systems, this game operates on Real Time. This is not in any way a turn-based game. Because of this set-up, playing will require more effort from both the Packlords and the players, and more activity than a normal campaign will. Things will go by very quickly. If you didn’t do something before someone else, you’re out of luck. They have already done it. Be aware of this.

Though there are no ‘turns,’ every week a newsletter (the Moulder Monthly) will be posted in the Chitters forum. In the update will be stories and tournament updates, just so you can keep up with the times. In addition to the updates, there will be, at the end, an influence ranking. The influence allows you to measure your playing level against other players. The system is not yet completely fair, and is often slanted towards the longer-playing characters, but actually has no effect on the game. It is purely for bragging rights.

Lastly, as I mentioned earlier, this game is an RPG based around an AoD. You will enter tournaments, and updates on them will, again, be in real time. There will usually not be any waiting.

Morkskittar - June 29, 2006 07:04 PM (GMT)
Locations, Travelling, and Apprentices

The Locations

You can choose from these places to have your lab:

Marienburg
Marienburg is a former Empire city in the middle of a swamp. The sewers beneath and around Marienburg (including the Skaven hold of Bitter-Stump) make up what is known to the Moulder world as the 'Marienburg Arenas.' Marienburg is currently one of the largest Moulder Pitfighting sites in the UnderEmpire, and is a very common place for Master Moulders to start out in.

Benefits: Will have special events (i.e., Swamp-Monsters) and acess to strange creatures.

Detriments: Bonus to those sabotaging Moulders in these areas.

The Badlands
The Badlands are what they sounds like: Badlands. The true value of the Badlands (in most Skaven minds at least) is beneath the surface, where a network of tunnels connect several different Skaven holds together to form a loose confederation of Clans and areas known to the Pitfighting world as the 'Badland Arenas.' The Badlands are a harsh place to live in, and is often under threat of attack from various Strigoi and Orc hordes. Ogrehold, the Badlands' most prominent Pitfighting hold, is very old, but only recently have the Badlands become a major site in the Pitfighting world.

Benefits: Sabotage against Badland Moulders is harder and less effective.

Detriments: Routine schedule is often interrupted here by special events and attack.

Overempire Arenas
After the Storm of Chaos, the Skaven took hold of many areas in the Northern Empire, most notably Zundap. The Skaven's presence there is reinforced, and the sports flourish here. Most Skaven who enter this zone, currently in a state of civil war, are expert politicians, fighters, or have an army to back them up. This makes sure that only the best Moulders can survive here, and the prestige one can win at the tournaments near Zundap, Hergig, and the Ulricsberg are phenomenal!

Benefits: Influence Bonus, More Money Awarded

Detriments: Sabotage Bonus Against Inhabitants, Routine Schedule is Often Interrupted by Riots and the Civil War.

Skavenblight
The capital of the Underempire, Skavenblight is a highly dangerous place to live in, with thieves and the like practically running the lower levels of the city. The Council of Thirteen is also situated here, and the Inquisition is often ruthlessly investigating random Skaven. Skavenblight, though the political capital of the UnderEmpire, is one of the smaller major Pitfighting sites.

Benefits: Lots of unique things to have the option to do.

Detriments: Frequent Inquitorial sweeps throughout the city will keep denizens on their toes.

Dead Rat's Peak
Dead Rat's Peak is the latest addition to the major Pitfighting world. It is a sustem of gigantic cave connected by countless tunnels. The majority of the caves on this mountain (of the World's Edge Mountains) are still unexplored, and it was in one of these caves that Clan Morkreek's infamous treaty of Morkreekia was signed. The custodians of the Peak are eager to please any Moulder who comes to them, and it is surprising how far they will go to do this.

Benefits: It is easier to sabotage others here

Detriments: It is rumoured that a great Daemonic War took place in the depths of the DPR, and thus Mutations will go wrong more often here.

Hell Pit
Hell Pit, Clan Moulder's Stronghold, is usually considered the capital of the Pitfighting world. Although few tournaments actually take place inside hell Pit itself, surrounding the Hold's crater is a vast network of labyrinthine tunnels officially under the jurisdiction of Packlord Verminkin of Clan Moulder. It is here that Hell Pit's tournaments take place. It is the best Moulders (and those with the best connections) that are based here, and there is a lot of competition.

Benefits: Influence Bonus to those here, slightly more money won in tournaments.

Detriments: More sabotage performed by fellow NPC Hell Pit Denizens.

Other Places
One can also choose to have their lab in one of the other places of the Warhammer World. There are no specific bonuses or detriments attached to these places.

Overpopulation
Be aware that if there is an overwhelming number of players in a particular locale, the benefits normally associated with the location will diminish.

Travelling
Travelling is a strongly enforced issue. You absolutely CANNOT fight a tournament or buy Market goods from another place unless you are located there. Oftentimes, to do this, you must Travel. To Travel somewhere, send Morkskittar a PM entitled {Name} Travel. Inside the PM, indicate everything that you will bring with you. If you try to use something in your new location that you did not bring with you, it cannot be done. You cannot use materials you are not in the same location as.

After you send in the travel form, there will be a One Day wait as you travel. There will be risks in traveling, and not everything you bring might make it. The more guards you have, the more safely you’ll travel.

Also, when mutating outside of a lab, the chance of things gong wrong increases dramatically.

Apprentices
As you progress in the game, you will find that some Skaven will flock to you and beg to be taught (or you might force your teachings upon them). If any rat ever becomes a good enough Moulder to assist you in Mouldering and fighting and can do it on their own, they will become an Apprentice. Apprentices can have their own labs if you wish, and if they are in your personal lab, they can help mutations go more smoothly. Effectively, apprentices are additional players under your control. Any forms or mutations they wish to do must be sent under the Apprentice’s name.

There is an apprentice cap, however. You may not have more than three apprentices.

Morkskittar - June 30, 2006 02:07 AM (GMT)
Moulder Economics and Expeditions

Purchasing
Purchasing things is very simple. Simply send a PM to Morkskittar entitled {Name} Tokens. Then, fill out this form:

CODE
I wish to buy:

-{Item} from {Market Name}- {Cost}

Total Spoils Spent: {Number}


Feel free to buy multiple items in one order (it‘s easier for the Packlords that way).

The “Market name” entry is simply which market you buy the item from. There are several markets you can buy from. You can always buy anything from the Common Market (available items listed here or from one of the Location-specific markets, and the available goods are listed in an appropriate pinned topic.

Lastly, you can buy goods from the Black Market. To buy Black Market goods, simply send Morkskittar a PM telling him you are looking for in the Black Market. If it is available, he will tell you the cost, and you can from there request to buy it. Be warned, there is a chance that you will be caught if you buy stuff from here.

You can only buy from Location-specific Markets if you, an Apprentice, or a Packmaster are in that location.

After items are bought, a Packlord will put them into your inventory.

Selling
Selling is also relatively straightforward. To sell something to an NPC, send Morkskittar a PM entitled {Name} Selling. In the PM, simply tell the Packlord what you wish to sell. The Packlord will then remove the items from the inventory and add the appropriate amount of tokens to the inventory.

To sell to other players, first make a deal with that player. Then, both players send Morkskittar a copy of the order, saying who is buying what from whom. The Packlord will handle the rest.

Expeditions
Expeditions are another way to get creatures. There are two types of Expeditions: Professional and home-made.

Professional expeditions are simply hiring some hunters and telling them where to go and what to look for. Depending on the situation, there will be a time-debt as they search. You will be informed of the expedition’s success upon their return.

Home-Made Expeditions are you and some of your creatures going hunting (these can also be led by a Packmaster or Apprentice). There is a chance that you will lose creatures this way, and the chances of bringing something back is not as likely. There will also be a time-debt in wish you cannot use things on the expedition.

To send an expedition, PM Morkskittar this form (entitled {Name} Expedition):

CODE
Send a {Professional or Home-Made} Expedition to {Location}. The Expedition will consist of/I will pay {What you will pay or bring}.


A Packlord will take care of the rest.

Morkskittar - June 30, 2006 02:34 AM (GMT)
Mutations
Mutations are the heart and core of Moulder Pitfighters. A Mutation is any change done by a Moulder onto a beast. It is the beasts that you mutate that you send into the arena to fight.

To Create a Beast, send in the following form under the title “{Name} Mutation”:

QUOTE

Name:

Base Creature:

Mutations:

-{Mutation or Augmentation}
---{Appendage or Mutation Upgrades if Applicable}
-----{Potions/Salves Used}

-{Mutation or Augmentation}
---{Appendage or Mutation Upgrades if Applicable}
-----{Potions/Salves Used}

-{Mutation or Augmentation}
---{Appendage or Mutation Upgrades if Applicable}
-----{Potions/Salves Used}

Potions Used On Whole Beast:

Total Number of Mutations:

Parts Used:

Description:

Basic Tactics:


Explanation of Form:

Name: The name of your beast.

Base Creature: All mutations have a Base Creature. The Base Creature is the creature that serves as the basis for the mutation (i.e., a Rat Ogre or maybe a fusion of three Giant Rat heads). Stats and size will be based off of this creature.

Mutations: These are the changes done to the Base Creature. You can mutate a beast more than three times. For each time, simply fill out the same form. First list the basic mutation being done to the beast (i.e., “Extra Arm from Fangless Rat Ogre). Make sure you ALWAYS list where the mutation is coming from. The mutation can come from any beast in your inventory. Simply tell the Packlords which beast you are removing the part from. After the basic mutation, add any mutations on that mutation that there might be (on the second line, such as “Large Blade”). Lastly, tell the Packlords of any potions you used on hat particular limb, such as an enlargement potion or a Warpstone Salve (Potions Covered Later).

Potions Used On Whole Beast: Any potions that affect the whole beast, such as LightningDrink© or Reflex Potions, are to be listed here. (Potions Covered Later).

Total Number of Mutations: This will be a number that tells the Packlords how extensively the beast’s body has been altered. The number of mutations is simply the number of mutations listed under mutations. The Packlords will usually check this number. This number determines the likelihood of something going wrong during mutations. The more mutations, the more likely things won’t happen the way you want to.

Parts Used: This is simply a master list of all the parts that you used (and their sources). For example, 1 Rat Ogre, 1 Arm from Fangless Rat Ogre, 2 Legs from Heartless Troll. If you do not describe the donor (you just give the donor’s name), then the Packlords will assume it comes from an unharmed beast.

Description: A description of the Beast’s appearance.

Basic Tactics: What your beast will normally do in a fight (see Fights below).


Please delete any unused parts of the form as not to clutter it up.


Potions, Salves, and Pastes:
Essential for every Moulder are Potions, Salves, and Pastes (usually just called Potions). These allow your beast to be put together and modified. A description of what the potions do can be found here. However, there are three very commonly used potions that will be explained here:

Warpstone Salve: Also known as Warpstone Paste, Warpstone Salve is what you use to bind limbs together. For every mutation or Augmentation (unless otherwise noted) that is done to a creature, one Warpstone Salve will be required. Sometimes, when fusing whole bodies together, more will be required, and this will be noted by the Packlords.

Enlargening and Shrinking Potions: These potions increase things in size. They are very expensive, and if used on a whole creature, often cause that beast’s metabolism to go overdrive. There are four sizes of things: Small things (like rats and bats), Man-size things (like Skaven and Goblins), Ogre-sized things (like Trolls and Kroxigors), and Gigantic Things (like Dragons and Giants). To increase something’s current size to the next level, use the following chart:

Small->Man-Sized: 1 Potion
Man-sized->Ogre-sized: 2 Potions
Ogre-sized->Gigantic: 4 Potions

When enlargement an entire creature, however, these numbers change.

Small->Man-Sized: 8 Potions
Man-sized->Ogre-sized: 10 Potions
Ogre-sized->Gigantic: 12 Potions

Shrinking Potions do what Enlargening Potions do, except they only need one to shrink any part of a beast, and 10 for a whole beast.


After a mutation is sent, the Packlords will make a stat-line for the beast and post it in your Beasts thread, in addition to taking the used parts out of the inventory. If you don’t follow the form, the mutation will still be done, but the Packlords cannot pretend that it will be appreciated.

It is okay to leave out the total mutations if you wish, as well as the parts used - it just makes it easier for the Packlords.

Morkskittar - July 1, 2006 01:02 AM (GMT)
Training and Research

Training
Training is exactly what it sounds like: training a beast to do something that it normally couldn’t do, like a special attack, a trick, or learning how to do something better. You can train a beast to do almost anything. To train a beast, simply send the following form to Morkskittar (entitled {Name} Training {Beast’s Name}:

CODE
I wish to train {Beast} to {what you want them to do}


There will usually be a time-debt while you actually train your beast, depending on the difficulty. The more detail, the better! After the trianing is done, it will be marked down and you will be notified.

Research
There are some things that one doesn’t seem to be able to do in this game, or things that you don’t know how to do. Research is the answer to that. Researching is simply finding out more about something or learning how to do something, like ways to make eye-balls explode. Research requires two things: a form sent to Morkskittar (see below) and subjects. The subjects are things that you use to further your research, like the rats whose eyes you will make explode.

The form is this (entitled “{Name} Research”):

CODE
I wish to research {What you Wish to Research} and will use {Subjects} to do this.


The Packlord will then send you back comments and will tell you what will happen with the research. When it is done, it will be marked down and you will be informed. You can also request information on the research’s progression at any time.

Morkskittar - July 1, 2006 01:14 AM (GMT)
Sneaky Stuff

Sneaky Stuff includes Sabotaging, Spying, Assassinating, and Stealing from your opponents, as well as Special Projects.

Sabotaging
Very straightforward. You try and damage another player’s assets. To sabotage somebody, simply send Thrask a form entitled “{Name} Sabotage saying:

CODE
I wish to attack {Player} by sabotaging {what you are sabotaging}. {Describe Method of Sabotage}. I will spend  {Number of tokens you will spend}.


You can sabotage an enemy beast, their lab, or anything else you can think of. They might have Defenses, but if your attack succeeds, you will be informed of the results. Sabotaging might kill beasts or destroy things in an opponent’s lab. The Tokens you will spend will determine the effectiveness of the sabotage.

Spying
Also simple. You try and get information about something. Simply send this form to Morkskittar entitled “{Name} Spying”:

CODE
I wish to Spy on {Player}, looking in particular for {what?}


Fill in who you are spying on, and if you are looking for something in particular, what that is (stat-lines? How many beasts?). After a possible time-debt, the results of the mission will be sent to you.

Stealing
Stealing is almost identical to sabotaging, except instead of them losing things, you steal them. Send this form to Morkskittar entitled “{Name} Stealing”:

CODE
I wish to attack {Player} by stealing {what you are stealing}. I will spend  {Number of tokens you will spend}.


The results will come back to you.

Assassination
Assassination attempts will rarely succeed, and a character will only die if they are willing to part with their character. Assassination is very rare, and is very expensive. To attempt to assassinate someone, send this form to Thrask entitled “{Name} Assassinating {Target}”:

CODE
I wish to assassinate {Player}. I will spend  {Number of tokens you will spend}.


The results will come back to you.

Special Projects:
This is something that you can do that doesn’t fit into any other category. Special Projects are projects that you undertake, such as building a gas chamber or learning to creating flesh vats. These can really be anything; free your mind!

To create a Special Project, simply PM Morkskittar (with the title {name} Special Project) with your idea. The Packlords will get back to you on it.

Morkskittar - July 1, 2006 01:28 AM (GMT)
Fighting and Gambling

Fighting and Gambling
This is the secondary heart of the game, and the place where you get to prove your beasts’ worth. Fighting is done by the Packlord’s between beasts, but there are ways that players can affect the match (not counting sabotaging the match). The easiest way is telling Morkskittar what you wish your beast to do during the match. If no specific plan is filed, then your beast’s basic tactics will be used.

There are some of the attacks that all beasts know:

Attack: Creature uses Normal Attacks.
Blind: The creature throws sand into its opponents eyes or scratches them out. If the beast hits, the beast its fighting will either be temporarily or permanently blinded, which will make its performance go down.
Pick Up And...: For things with arms only. If the beast passes an Characteristic Test (the average of the strength and Initiative) and depending on the relative sizes of the creatures in question, the beast lifts up the other, and from there you can:
-Attack It: You attack it defenselessly in the air. If you don't drop it, you do some seriosuly reduced damage to to it.
-Smash Down: The smashed beast suffers hits.
-Throw Away: The thrown beast suffers hits and lands on the ground at a dustance from the thrower.
Impale: For Creatures with blades only. You can impale once per bladed limb (for more than one limb, all other hits count at WS-1). If successful, the creature will be pushed to the verge of death or die.
Throttle: The beast attempts to choke his opponent. If he hits and passes a strength test, the other beast will be choking and has a chance of dying, suffering wounds, and going unsonscious. Every turn after, if the beast being throttled hits and wounds with ONE attack (use most powerful), then the throttling beasts lets go. Creatures with Chains have a bonus to Throttling.

Note that the rules system behind the fights is NOT the Warhammer system, and is more similar to Mordheim than Warhammer.

To fight a battle, simply enter a tournament of a challenge. State what creature you will be using, and PM the tournament runner with whatever special tactics you may want to use. We will take care of the rest.

If you wish to enter privately, one must pay a non-negotiable fee of 10 Tokens (this rule does not apply to apprentices).

After things have been fought out, in the appropriate Tournaments forum in the appropriate locale, Morkskittar will post the results of the match in a fluffy style.The owners of creatures that are injured will be privately notified as to the extent of the injuries.

Please be aware of this: YOUR BEASTS WILL DIE. They will live a lot of the time, but some beasts will die. Remember, this is a game, so don’t take things too personally.

Gambling
What game would be complete without the chance to gamble on it? Gambling is very simple: Simply post in the appropriate Gambling thread or PM Morkskittar with your bet (in tokens) on the outcome of the match. After the match, the Packlords will edit the Token balances.rest.

Morkskittar - July 1, 2006 01:41 AM (GMT)
Tournaments

Most tournaments throughout the UnderEmpire are run in the same way, with five rounds:

Preliminary Rounds: This is where all of the contestants duke it out against a random opponent and the 16 best (according to the judges) go to the next round.
Initial Rounds: Consists of 16 Moulders, and the eight winners advance.
Secondary Rounds: Consists of 8 Moulders, and the 4 winners advance.
Semi-Finals: Consists of 4 Moulders, and the 2 winners advance.
Finals: The winner wins the tournament.

Any other special tournaments (such as Hell Pit's The Rejected and Flames of Revenge) and well as "Best of Show" contests will have their own rules attached to them.

The UnderEmpire Tournament has a different layout which will be released when the first one comes around.


In the UnderEmpire, different major locations have differnet seasons. Here are the city seasons here:

Marienburg/Skavenblight Seasons

Overempire Arenas/Dead Rat's Peak Seasons

Badlands/Hell Pit Seasons

UnderEmpire Grand Tournament


Those are the rules of this game, and they may seem daunting at first, but feel free to ask questions! We are all always happy to answer, and good luck!

-Morkskittar and Warwolt, Moulder Pitfighters Packlords




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