Experimental RPG Stuff

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Experimental RPG Stuff

Post by CharlotteC on Sun Feb 24, 2013 3:55 pm

Setting: The votes were as follows:
Modern or High Fantasy
Modern
Star Wars RPG (apparently)
Majority rules! Modern it is.

For rules I borrowed heavily from the Iron Kingdoms RPG, which is the same system used in Warmachine. I stripped it down to the bare elements and adapted them.

The basic mechanic for rolls is:
(Modifier) + 2d6 vs. (Target) (must beat the number for a success; ties don't count)
So...
Ranged Attack + 2d6 vs. Defense
Skill 8 +2d6 vs. Skill DC 15
etc.
Double 1s are always a failure unless the GM rules otherwise. Attacking a helpless target will generally autopass, as will skill checks that should be trivial for someone trained in it.
For damage rolls, roll the weapon's power against the target's toughness. Add your strength if it is a melee attack. The difference is the amount of damage the attack actually does.


Character Creation:

Your character's stats are as follows:
Ranged Attack – Used to make ranged attacks.
Melee Attack – Used to make melee attacks.
Strength – Used to make damage rolls for melee attacks.
Defense – The number that attack rolls must beat to hit you.
Toughness – The number that damage rolls must beat to wound you.
Willpower – Used to resist effects like fear.
Fellowship – Used for diplomacy rolls and the like.

When generating stats, everything except defense and toughness start at 1. Defense and toughness start at 8. You get 21 points to allocate. The first three points allocated to each stat raise that stat by 1 each. Raising a stat a fourth or fifth time (to 5 or 6, or 12 or 13 for def/tough) costs 2 points each. Each additional upgrade costs one more point (so upgrading to 7 costs 3, 8 costs 4, 9 costs 5, etc).

In addition to the above, there are two other stats: Speed and Wounds. Both of these start out at 6 and cannot be modified at character creation. Later on, you can upgrade them with XP.

Skills:
In addition, you receive 21 points to allocate to skills of your choosing. When making your character, pick three or four areas you are skilled in, and allocate any number of points to them. Skill checks are basically the same as attack rolls, just versus a DC instead of a defense.

When choosing skills, you can make up pretty much anything you want. The GM is the final arbiter as to whether a skill helps a particular task, but you can definitely argue your case if you can think of a way to apply your skills to a situation creatively. There are just three general guidelines to follow in choosing skills:

Obscure or silly skills will probably not be useful very often. You can give yourself the "walk through walls" skill, but you'll probably mostly just be good at identifying structural weaknesses in walls and the like. Not that such a talent isn't useful, but....

Skills can never directly assist rolls made using your core stats. If you are skilled in "Rifles," you possess the technical knowledge to repair rifles or produce ammo for them from scrap, but your ranged attack rolls are still beholden to your ranged attack.

General skills will be useful more often than specialized skills, but will face more difficult rolls. "History" might give you a DC of 20 to recall an obscure fact about both the Aztecs or the Mongols, but "Aztec History" might give you a DC of 10 or lower (or possibly even autopassing) for the Aztecs check – but would not help the Mongols check at all.


Leveling Up:

After each session, the GM awards each player with a certain amount of XP. 5 would be normal for an average session, though concluding quests or other notable tasks may grant extra. XP can be spent between sessions to upgrade various aspects of your character:

5xp – A point to spend on core stats. You are still subject to the increasing costs detailed in character creation.
3xp – A point to spend on existing skills.
5xp – Create a new skill. The skill starts at 0; you must spend additional XP to upgrade them. The exception is if the skill is a specialization of an existing skill – in this case, it only costs 1xp to create the new skill.
15xp – Increase your speed by 1, to a maximum of 8.
10xp – Increase your wounds by 1, to a maximum of 20.

Other upgrades may become available over the course of the campaign.

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Re: Experimental RPG Stuff

Post by CharlotteC on Sun Feb 24, 2013 3:57 pm

Note that character creation should take less than 2 minutes and an entire character sheet can fit on an index card.

Gear, money, and such will be distributed in-game; I don't have specific rules for any of that yet (though a gun is what, power plus range?).

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Re: Experimental RPG Stuff

Post by CharlotteC on Sun Feb 24, 2013 4:07 pm

Er, I totally left off part:

Focus: This is an extra stat I forgot to include. You start with 1 focus, and can't upgrade it at character creation. You can increase Focus by 1 for 20xp, to a maximum of 10. At the start of each session, you get one Focus point for each point of focus you have. You can spend a point of focus to boost any roll (before you roll it), or to make an extra attack during an attack action. You can make as many melee attacks as you feel like spending focus on, but ranged attacks are restricted by a given weapon's rate of fire. You can also spend 1 focus to instantly heal d3 wounds; you can do this at any time, including as a response to dropping to 0 wounds (which is generally fatal or at least crippling). Protip: These are basically fate points.

Boosting Rolls: Some situations allow you to "boost" rolls. A boosted roll adds an extra die to the roll. Charging someone in melee is always boosted for free.

Combat is a move action and an attack action. Moving is not going to be heavily grid-based like 4e, but more DH-style. Attacking is, well, an attack roll, using whatever weapon you have on hand (or your bare hands if that's your thing).

I'm sure there's more to it but we can work it out.

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Re: Experimental RPG Stuff

Post by CharlotteC on Mon Feb 25, 2013 12:53 am

After working on it a bit with James, I think I should add a Perception stat in addition to the others. It starts at 1 and can be increased during character creation like the others. Perception is used both for awareness-type things and initiative rolls during combat. To compensate, increase your starting stat points to 24 instead of 21.

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Re: Experimental RPG Stuff

Post by CharlotteC on Mon Feb 25, 2013 5:49 pm

Reception has been pretty positive thus far, so I went ahead and made an outline of the setting I was thinking of. You guys can give your thoughts, and also suggestions for where you'd want to start (and maybe where your characters are from).

Empire of Tariha

An ancient empire ruled by the Tariha dynasty for nearly a thousand years. Though the largest power in the region by far, the Empire is wracked by internal strife and environmental issues.

The Royal Family

The current ruler is Emperor Tariha XXVIII, pushing 95 years of age and quite infirm. Up until the past year, his son and heir, Maximilian Tariha, ruled as regent in his stead. Maximilian was well loved by the people, so it goes without saying that he died tragically during the Imperial invasion of neighboring Grissan. The two remaining heirs are children of Tariha's disliked second wife, the fifteen-year old Nuzim and three-year old Tabitha. Between Nuzim's severe genetic disorder and Tabitha's age, neither are appealing replacements for the throne, causing widespread malcontent and fracturing of the noble families over which heiress should take power. As the elder, Nuzim should take the position by law, but her illness would contaminate the bloodline and prevent her from fulfilling basic royal duties. If the numerous noble-backed assassins fail to settle the issue before the Emperor's death, civil war is likely.

Tarihan Religion

The Tarihan religion worships a pantheon of five deities, the favored of which is their namesake, Tari. The Empire considers their gods to be one with the land, and thus their aggressive expansionism can be viewed as an attempt to protect the land – their patrons – from infidels. Ironically, the heavy industrialization and exploitation needed to fuel their war machine has had disastrous consequences for the Empire, rendering increasingly large tracts of land barren and causing severe urban decay.

Although, traditionally, the Tarihans have been tolerant (if contemptuous) toward other religions, of which the Empire contains many due to its sprawling conquests, popular sentiment has shifted since the Emperor's second marriage. His new wife was not of the Tarihan and also acted as a figurehead for increased rights for conquered lands; after a series of political missteps, she earned the hatred of most of the country's nationalists. Following her death, tensions between the Nationalist Tarihans and the border protectorates, under the leadership of Chieftain Fydlaen of the Zervian Confederation and supported by revolutionary liberals within Tariha proper, have reached an all-time high.

Grissan Succession War

Several years ago, the Empire declared war on the small neighboring kingdom of Grissan to press Maximillian's claim to the throne following the death of the old king, using some obscure succession laws. The Empire expected an easy victory, which would allow them to incorporate the resource-rich Grissan lands to rekindle its stagnating industrial base. Unfortunately, Grissan had vastly outpaced the Empire in technological development over the past decades, and after nearly 20 to 1 casualties in Grissan's favor and the death of Maximillian in battle, the hastily assembled regency council was forced to sign an embarassing peace offer in which they offered considerable war reparations to the Grissans.


Grissan

A small kingdom squashed between the Free States' League and the Tarihan Empire, and the last non-Imperial monarchy on the mainland. Historically, Grissan has been very poor, but massive pure seithr deposits – around 85% of the global total – have caused the country's wealth to skyrocket recently. The country is also home to many intellectuals fleeing from the Empire's religious pogroms; these factors have combined to make Grissan the foremost scientific nation in the world. Such progress has not come without a price, however; reactionaries against the recent social upheaval oppose the government and seek foreign allies to support them.

Grissan's bloodline is the oldest recorded among the aristocratic families of the mainland, having been founded 1,900 years ago, exactly. Over time, as the other royal families of the mainland died out or were replaced and Grissan was recognized as a significant power, the "Grissan Calender" became accepted as the official system used by historians and officials.


Kyuryr

Another small nation like Grissan, located as an enclave in a mountainous region within the League. Kyuryr's governmental status is somewhat confused – though nominally a monarchy, its royal family died off long ago, and by succession laws the dynasty which currently rules Grissan is now the country's de jure ruler. For political, geographic, and military reasons, however, Grissan has never sought to press this claim, nor has the League sought its annexation. Kyuryr is instead ruled by the Council of Lords, the seven noble family heads who control the country. The Council maintains the trappings of a regency council and even pays lip service to the Grissan monarch, but lacks any sort of official self-regulating laws, meaning that the country invariably falls into civil war every few decades. By this point, these wars have become highly ritualized affairs of honor, minimizing their impact on the nation as a whole while giving Kyuryr a strong military heritage obsessed with honor and prestige.


Free States' League

A tight-knit alliance between the formerly independent duchies, republics, and tribes of the mainland, originally founded to oppose the Empire's expansionist ambitions. Over time, the League has grown more centralized and oppressive in order to resist the Empire more effectively, but for the most part the populace still enjoys significant economic and social liberty compared to its neighbors. It is, however, the only mainland nation that still permits slavery.


The Island Nations

The various island states in proximity to the mainland take a variety of forms. Because of the Empire's weak navy, its influence over them is quite weak, except for the Imperial Archipalego (conquered many hundreds of years ago) and the reclusive people of "the Temple" (which requested to join the Empire for reasons unknown to the general populace). The most significant power is the Arkhor, a small Empire with control over many of the larger islands in the eastern part of the region and the foremost naval power for obvious reasons.


Drelnian Continent

To the west of the mainland lies a smaller continent most notable for providing slaves to the League. Much of the continent is tribal or colonized by the mainland's island nations, though the Empire of Greater Drelnia nominally lays claim to the more remote parts of the continent. Greater Drelnia's government actually consists of mainland colonists who seceded from their mother countries, and rules as a brutal military dictatorship that tyrannizes the native Drelnians as a national pasttime of sorts. Much of the continent remains inadequately explored, which attracts many prospectors hoping to find gold, seithr, or other valuables.


New Drelnia

A distant island nation to the south whose founding can be attributed to a massive slave revolt in the area now controlled by the League roughly a century ago. The Drelnian slaves, knowing that they would eventually be subdued by the surrounding states once again, began an exodus to the relatively unknown island, where they established an isolationist republic far from the sphere of influence of the mainland nations.


Seithr

The backbone of modern science and industry, seithr is a versatile chemical that shares many properties with fossil fuels, though it is far more volatile. Seithr is easily identified by its pale blue glow. Several types exist.

Pure Seithr: Relatively rare compared to hybrid seithr, pure seithr is the most desirable for civilian purposes. The vast majority of known pure seithr deposits are found in Grissan.

Hybrid Seithr: The more common version, called "hybrid" due to its contamination with fossil fuels. Hybrid seithr actually produces more energy per unit than its pure counterpart, but its volatility and toxicity is far higher. This actually makes it more useful for military weaponry; the notorious Grissan Shocktroopers use it as a spray weapon to cause horrific burns and poisoning. Advances in refining technology are slowly making hybrid seithr safer for normal uses, but it may be too late for the Empire – seithr contamination has rendered some areas uninhabitable.

Synthetic Seithr: Seithr has some properties that scientists do not yet fully understand, but by using small amounts of seithr in combination with other substances they can produce a synthetic substance that shares most properties with hybrid seithr. There are a variety of formulae used to produce the substance, each with its own minor quirks.

Applications: Seithr is primarily used as a source of energy. When the substance is energized – typically through a weak current, though sufficient heat or kinetic force also works and is the leading cause of seithr-related accidents – it radiates energy in quantities vastly higher than the input amount (the bluish glow is a byproduct of this process). Once seithr is spent, it becomes a dark bluish-black color and must be discarded; this refuse is extremely toxic and corrosive, making it popular as a weapon in Grissan and an environmental hazard worldwide. Seithr lasts a long time when its reaction is controlled (several months under a standard load), but when the input energy is sufficiently large the reaction goes critical, resulting in an explosion. Seither also degrades when exposed to extraneous energy sources such as sunlight. Grissan is also developing medical applications for seithr – when small amounts of pure seithr are injected into the bloodstream, it appears to rapidly heal injuries and disease (presumably through a similar energy-blooming process as its industrial uses), although the side effects are still under investigation.

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Re: Experimental RPG Stuff

Post by CharlotteC on Thu Feb 28, 2013 5:14 am

Common Equipment of 1900 AG

Bolt-Action Rifle
The current standard for military armament.
Two-Handed Ranged Weapon
Normal Range: 150m
Max Range: 300m (roll one fewer dice when making attacks at up to this range)
Rate of Fire: 1
Ammo: 5
Power: 10
Can be outfitted with a telescopic sight, increasing normal and max range by 100m.

Officer's Pistol
The current standard for military sidearms.
One-Handed Ranged Weapon
Normal Range: 75m
Max Range: 150m
Rate of Fire: 1
Ammo: 6
Power: 9

Officer's Cutlass
One-Handed Melee Weapon
Power: 4

Combat Dagger
One-Handed Melee Weapon
Power: 3
Assassination: If you score a critical hit with this weapon (doubles on the attack roll), the damage roll is automatically boosted.

Zweihander
Two-Handed Melee Weapon
Power: 5

Seithr Grenade
One-Handed Ranged Weapon
Normal Range: 5m times Strength
Radius: 5m
Power: 10
One-Use

Shaped-Charge Lance
A heavy weapon that can pierce steel walls.
Two-Handed Ranged Weapon
Normal Range: 50m
Max Range: 75m
Rate of Fire: 1
Ammo: 1
Power: 14
Inaccurate: You suffer a -2 penalty to attack rolls using this weapon.

Early Machine Gun
Still highly experimental, but Grissan's victory in the war with the Empire is largely attribtued to this weapon.
Two-Handed Ranged Weapon
Normal Range: 125m
Max Range: 250m
Rate of Fire: 3 (10 bullets per attack)
Ammo: 120
Power: 10
Unreliable: On an attack roll of all 1s, this weapon jams and will require an attack action to fix.
Suppressive Fire: This consumes all your actions for a turn and requires you to fire the weapon continuously that round (30 bullets). Anyone who wishes to move into your firing cone that round must make a Willpower roll against the weapon's Power (10); if they fail, their nerve breaks and they cannot advance. If they succeed, they are able to advance into your firing cone, but you can make an immediate boosted attack roll against them.

Light Armor
Although the protection it offers isn't much against modern weaponry, light armor is minimally restrictive compared to heavier gear.
Toughness Bonus: +1
Slightly Cumbersome: Light Armor may penalize extremely difficult feats of agility or speed.

Heavy Armor
Toughness Bonus: +2
Defense Penalty: -1
Speed Penalty: -1
Cumbersome: Heavy Armor may penalize feats of agility or speed.

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Re: Experimental RPG Stuff

Post by PsychoBard on Sun Mar 03, 2013 10:27 pm

Dr. Gerhart Grabstichel

Ranged: 1
Melee: 5 (5 spent)
Str: 4 (3 spent)
Defense: 14 (10 spent)
Toughness: 11 (3 spent)
Will: 4 (3 spent)
Fellowship: 1
Focus: 1
Perc: 1
Wounds: 6
Speed: 6

Skills:
"Trust me, I'm a Doctor": People are inclined to habeeb my professional opinion. 7
"Warning: Surgeon General": I know surgery. 5
"Emperor Neroscience": I know the science of the brain. 4
"Lobot... Oh my": Lobotomy? No problem. 5

Equips:
Light armor: +1 toughness
Scalpel: Power 1. High crit.


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Re: Experimental RPG Stuff

Post by Belisarius on Sun Mar 03, 2013 10:37 pm

Ranged Attack – 1
Melee Attack – 6
Strength – 5
Defense – 11
Toughness – 10
Willpower – 1
Fellowship – 4
Perception – 5
Speed – 6
Wounds – 6
Focus – 1

Skills --
Thievery -- 8
Stealth -- 7
Bluff – 6

Combat Dagger
One-Handed Melee Weapon
Power: 3
Assassination: If you score a critical hit with this weapon (doubles on the attack roll), the damage roll is automatically boosted.

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Re: Experimental RPG Stuff

Post by SCV2400 on Sun Mar 03, 2013 10:46 pm

Orville Wright



Ranged attack: 5
Melee Attack 3
Strength 2
Defense 11
Toughness 11
WP 5
FP 5
Perc 2

Skills
"If man was meant to fly, he would build a machine": Aircraft 4
"Bratatat!": Machine Gun 5
"Turret going up!": Engineering 5
"I dabble in my reading here and there" History 2

Equip:
Early Machine Gun
Two-Handed Ranged Weapon
Normal Range: 125m
Max Range: 250m
Rate of Fire: 3 (10 bullets per attack)
Ammo: 120
Power: 10
Unreliable: On an attack roll of all 1s, this weapon jams and will require an attack action to fix.
Suppressive Fire: This consumes all your actions for a turn and requires you to fire the weapon continuously that round (30 bullets). Anyone who wishes to move into your firing cone that round must make a Willpower roll against the weapon's Power (10); if they fail, their nerve breaks and they cannot advance. If they succeed, they are able to advance into your firing cone, but you can make an immediate boosted attack roll against them.

Combat Dagger
One-Handed Melee Weapon
Power: 3

Light Armor
Toughness Bonus: +1
Slightly Cumbersome: Light Armor may penalize extremely difficult feats of agility or speed.

BIO: Orville is a 24 year old native of Grissan. He is a war veteran from the Grissan Succession War which is where he got his machine gun from. Before the war, he was studying primarily engineering with some dabbling in history. His mother and father were intellectuals from the Empire, but are both dead now (his mother from child birth with Orville and his father during the initial fighting of the war). After the war ended, Orville and his only brother Wilbur started Wright Brother Sciences. Recently, they have gotten government and private funding for work on their main company project the airplane. A design Orville and his brother had been messing around with before the war and have been patented for copy right protection. Other projects both government and private are being worked on down the pipeline, but not as much man power can be put into them due to the company only being slightly over a year old.


Last edited by SCV2400 on Thu Mar 07, 2013 2:50 pm; edited 2 times in total

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Re: Experimental RPG Stuff

Post by Your Local Hooker on Sun Mar 03, 2013 10:58 pm

Terri Sednara



RAT 7
MAT 1
S 1
D 10
T 9
Will 4
Fellow 1
Speed 6
Wounds 6

Equipment:

Bow and Quiver

Pistol and Holster

Light Armor

Camo Cloak: Allows this character to blend in better with natural terrain. Does not help much in an urban environment.

Skills:

Blighted- Too much exposure to raw sethir has caused this character to become one of the feared blighted. They are social outcasts and have a deep understanding of how sethir works as many blighted used to be engineers or had other roles that gave them prolonged exposure. They appear albino which ofc is creeeepy Shocked

Seithr Chemist- I'm a chemist who knows how to use seithr

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Re: Experimental RPG Stuff

Post by SCV2400 on Tue Mar 05, 2013 10:17 pm

Hey, Anthony since I am still doing that whole working every other Sunday thing, let's just say my character is off running his company and working on improving airplane designs. Heck, I could even make engineering checks and fellowship checks for the company stuff for on those Sundays when I can't make it. Characterwise, it would make sense

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Re: Experimental RPG Stuff

Post by CharlotteC on Wed Mar 06, 2013 3:10 am

Sure.... it'll definitely be something like that... a lot like that....

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Re: Experimental RPG Stuff

Post by CharlotteC on Wed Mar 06, 2013 3:30 am

Oh god, Tony. I read your character description. I think you need an update on the Temple.

"The Temple": The island from which the blanks hail. Extremely isolationist; the only information most mainlanders have about it is from rumors, which paint it as a den of witchcraft and corruption.

"Blanks": People from the Temple. At first a derogatory term, originating from the mainland, but the blanks themselves adopted it and don't seem interested in presenting a replacement.

There are two main groups of blanks found on the mainland.

Highborn: The Temple is part of the Tarihan Empire, and as part of an agreement made with the royal family long ago they act as a secret police force within it. One or two are assigned to each aristocratic family, where they relay information to the royal family about possible threats to their power. Highborn blanks are easily identifiable by a birthmark-like tatoo under their left eye, and have a reputation as much more sober than their counterparts.

Lowborn: Although most details of Temple society are unknown, the most well-known fact is that, every year, a shipload of five-year-old children are sent from the Temple to a random spot on the mainland, where they are abandoned and left to fend for themselves. Most perish, though in recent decades an increasing number are found by mainlanders and brought to orphanages. These lowborn blanks generally don't remember much about their home, or why they were even sent away. They do not possess the tatoo of their counterparts and adopt the culture of their new homes, but must generally survive on the fringes of society due to general mistrust of their race. This discrimination is actually worse in Tariha, since the highborn seem to hate the lowborn.

You can be a lowborn blank with no problem. If you want to be a highborn, you should talk to me a bit first to make sure you're in line with their cultural requirements.

And no, they have no special affinity or anything like that with seithr. They are albino due to a quirky, inbred gene pool.

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Re: Experimental RPG Stuff

Post by CharlotteC on Wed Mar 06, 2013 4:39 am

And for Chase, here's a basic outline for your history skill....

Early Era:
1 AG – King Lutz the Great proclaims the Kingdom of Grissan.
800s – The Kator and Tari people fight a number of territorial battles in the mainland's north.
910 – The Kator and Tari reach a final peace agreement, leading to a close alliance between their peoples beneath one king. Eventually, this leads to their unification and the formation of the Empire of Tariha.

Tarihan Expansion:
1131 – Tarihan Annexation of Zundri.
1248 – The last Kyurian monarch dies, leaving the country technically under Grissan vassalage by law. Intimidated by the vastly superior Kyurian army, Grissan does not press for administrative control.
1370 – Tarihan Annexation of Uktor.
1382 – The Temple petitions to join the Tarihan Empire.
1469 – Arkhorian explorers discover the Drelnian continent.
1482 – Arkhoria's monarch is executed and republicans seize power. Country renamed Arkhor.
1483 – Arkhor's head of state proclaims himself Emperor.
1484 – The Emperor of Arkhor is assassinated. A royal pretender takes the throne.
1485 – Arkhor is invaded by one of the Southern Kingdoms, who executes the monarch and installs a puppet on the throne.
1486 – Arkhor's puppet government is overthrown. A military dictatorship is formed.
1487 – Arkhor's government, now massively in debt and terrified of further unrest, conducts an initial public offering of its political power. The firms which run the new government establish a constitution that perpetuates this mercantile oligarchy, which continues to the present day.
1500s – Arkhor and the Southern Kingdoms begin to colonize Drelnia. Tariha begins to conquer tribes in the Zervish Basin.
1640 – Tariha formally annexes the Zervish Basin.

The Tarihan War of Honor:
1642 – The Southern Kingdoms form the informal League of Free States. Grissan accepts its invitation, but Kyuryr refuses.
1659 – The Tarihan War of Honor against the League begins.
1676 – Grissan occupied by Tariha.
1678 – Outraged by the League's refusal to provide relief, the Grissan government-in-exile walks out of the League and allies with Tariha.
1679 – Arkhor forms the Blue Alliance with several other island countries.
1685 – The Drelnian Revolt. The colonies of the League revolt and form an independent power.
1687 – Arkhorian colonies join the Drelnian Revolt.
1698 – With both sides exhausted and no end in sight, the involved parties in the War of Honor sign a peace agreement, preserving current boundaries while recognizing Drelnian independence. The League begins reforms to unify the Southern Kingdoms into a single entity to oppose future Tarihan ambitions.

The Free States' Civil War:
1739 – The Free States' Civil War breaks out as a response to anti-centralization pressures.
1740 – The Great Slave Revolt occurs while the League's military is preoccupied.
1741 – The Drelnian Exodus occurs. Foundation of New Drelnia. Tarihan plans to attack the League stall.
1744 – End of the Civil War, with League hegemony assured in the region.

Seither Era:
Mid-to-Late 1700s – The Seithr Revolution. Seithr becomes a cornerstone of industrial and agricultural work.
1801 – The Kyurian Crisis occurs as the League attempts to annex Kyuryr. Grissan, Arkhor, and Tariha intervene on behalf of Kyuryr, and most armed conflict is prevented.
Early 1800s – Unbeknownst at the time, seithr contamination begins to affect the environment. Grissan's pure seithr reserves, the League's reliance on non-seithr-powered slavery, Kyuryr's and Drelnia's underdevelopment, and Arkhor's reliance on commerce and trade spare them from most of the effects. Tariha's agricultural and industrial growth, however, begin to slow and eventually reverse.
1802 – The Grand Accords are signed, establishing the modern boundaries of the world. Believed to herald a new age of peace, as modern society must no longer resort to war.
Mid 1800s – Seithr's impact on Tarihan lands is sufficiently large to become widely known, causing fear and discontent among the Tarihan people.
Late 1800s – The price of elevated land in Tariha skyrockets as nobles attempt to buy up as much seithr-free real estate as possible. Over a million serfs are displaced as increasingly large tracts of land become uninhabitable, driving up the price of food worldwide. The royal family contemplates renewing its expansionist policies to acquire more untouched land to reignite its failing economy.
1897 – The Grissan-Tarihan Succession War.
1899 – With the death of Prince Maximillian, Tariha concedes defeat to Grissan.
1900 AG – Present Day


Last edited by Gigamalon on Tue Jun 25, 2013 1:13 pm; edited 1 time in total

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Re: Experimental RPG Stuff

Post by CharlotteC on Tue Jun 25, 2013 1:02 pm

We might be picking this up again. James suggested you all start as a mercenary company or something (you can keep your characters, though).

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Re: Experimental RPG Stuff

Post by Your Local Hooker on Tue Jun 25, 2013 2:43 pm

I am very up for this! Will we use the DnD video thing? The non table version since WoTC hates everyone?




Charlie Mcphearson

RAT 1
MAT 6
S 6
Def 11
T 11
WP 2
Per 4
F 1
Spd 6
W 6
 
Skills:

Intimidation 7 I est scary and am good at threatening people!

Athletics (Rugby) 7 I play rugby among other things, (cough hired muscle cough), so I can run a good deal and have above average strength/stamina. Granted I know how to play rugby, but that is about the limits of my intelligence.....

Brawler 7 I know how to fight, but it is more of tavern fighting than any dedicated marshal arts. I focus on punching, kicking or whacking someone with anything that is close by.

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Re: Experimental RPG Stuff

Post by Dr. Mctrollenstein, M.D., on Wed Jun 26, 2013 12:18 am

Ava Bontrager


Ranged Attack – 1
Melee Attack – 6
Strength – 5
Defense – 11
Toughness – 10
Willpower – 1
Fellowship – 4
Perception – 5
Speed – 6
Wounds – 6
Focus – 1

Skills --
Sleight of Hand (illusion magic) -- 4
Stealth -- 8
Bluff -- 6
Gambling Prowess -- 4


2x Combat Dagger
One-Handed Melee Weapon
Power: 3
Assassination: If you score a critical hit with this weapon (doubles on the attack roll), the damage roll is automatically boosted.

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Re: Experimental RPG Stuff

Post by CharlotteC on Wed Jun 26, 2013 1:05 am

Things you guys should come up with for your mercenary band:

Name
Base of Operations (popular ones are Kyuryr for its neutrality and Port Gunster, an island in the south)
Size (just you guys or part of a larger company)
Regulations (code of conduct, never work for X country, etc)
Specialty

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Re: Experimental RPG Stuff

Post by Schala on Wed Jun 26, 2013 1:29 am

Name: Kaja
Race: Tarihan

RAT 5
MAT 2
STR 3
DEF 11
TGH 13
WP 4
FEL 1
PER 4
FOC 1
HP 6
SPD 6

Riding: 7
Husbandry: 7
Nature Survival: 7

Scoped Bolt-Action Rifle
Two-Handed Ranged Weapon
Range: 250m
Max Range: 400m
RoF: 1
Ammo: 5
Power: 10

Alpha Bloodclaw
Mount
Speed 6
RAT 0
MAT X
STR 4
DEF 13
TGH 11
WP X
FEL 0
PER 5
FOC 0
HP 6
SPD 7

Bloodclaw Claws x2
One-Handed Melee Weapon
S+P: 7

Bio might come later.

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Re: Experimental RPG Stuff

Post by CharlotteC on Wed Jun 26, 2013 2:15 am

Each culture practices a different tradition in their attempt to uncover the mysteries of the divine and the arcane. Each system works slightly differently. For every two skill points you have in a skill, add another general effect that you are adept at using. Magic effects consume an attack action and require a skill check, with DC varying on the strength and difficulty of an effect.

Dabbler: Dabblers don't follow any particular tradition, their skills coming from firsthand experience and basic knowhow. Those who haven't yet spent XP to use a particular tradition are considered part of this tradition. Dabblers use skill checks to produce arcane effects; however, these effects are limited in power and scope, being limited to minor prestidigitations – producing an eerie sound, making a light source, etc. On the plus side, dabblers are extremely versatile and can attempt pretty much anything within that small scope. Dabbling relies on tried and true scientific and arcane principles common to all traditions, and is risk-free.

Tarihan Elementalism: Tarihan tradition invokes the power of their five deities to produce elemental, geological, and weather-oriented effects. While these invocations can be powerful, the user's ability relies on the presence of naturally occurring leylines linked to mythos of the Tarihan gods. The abilities one can manifest are dependent on the type of leyline that runs through a given area, and if no leyline is near enough one's powers may not function at all. Using Tarihan magic requires extensive education in their religious tradition and ordination by the Tarihan church, as well as an expenditure of 20xp.

Highborn Lumenomancy: Highborn Blanks use artifacts from the Temple to evoke very particular effects. Each artifact produces a specific effect, which varies widely; most Highborn only carry a couple of these, making them inflexible in their abilities. On the plus side, lumenomancy functions very reliably and has low skill checks to use. Lumenomancy can only be used by Highborn Blanks, requiring an expenditure of 10xp, as well as the requisite artifacts.

Grissan Seithrcraft: Grissan's "magic" is even less distinguishable from science than the other traditions listed here. It uses the Grissan military's advanced seithr brews to produce a variety of alchemical effects. Seithrcraft requires seithr to be expended in its use, and more creative uses of the tradition require relatively higher skill checks. Seithrcraft is available after intensive training by the Grissan Seithr Research Division, and costs 20xp.

Kyurian Warmind: Kyuryr has developed a sophisticated communication system which they use to streamline the chain of command in their military, evolving out of increasingly advanced signals work. Warmind allows those trained in its use to instantly communicate with each other across vast distances, and in close proximity can be used to link the senses of comrades to improve cohesion and morale. The main drawback of Warmind is that it only functions when used with others also trained in its use. Warmind requires training by the Kyurian Signal Corps and costs 10xp.

Drelnian Spirit-Calling: The Drelnians developed their own shamanistic practices revolving around communication with their spirit world. When invoked, spirit-calling summons nearby spirits who feel favorably disposed toward the user to assist them in whatever way the spirit feels best. Spirit-calling can be extremely unreliable, but carefully maintaining relations with the spirit world in general and a few powerful patrons in particular can improve things considerably. Low skill checks or unreasonable requests can result in hostile spirits appearing instead. Spirit-calling requires direct contact with the spirit world (most easily through a Drelnian shaman) and bargaining with the spirits within for the ability to summon them, and costs 20xp.

League Antimagic: The League banned the use of magic following numerous unfortunate incidents with it, especially during the Drelnian Slave Revolt. Inventive researchers found a way around this prohibition by developing antimagic – a catchall for the variety of means they use to shut down and dispel other arcane arts. League antimagic is very useful in countering arcanists, but is completely useless in nonmagical situations. Training in antimagic is readily available in League universities and costs 15xp.

Arkhorian Sorcery: Though officially banned in Arkhor, many of its naval crews are purported to have made deals with otherworldly entities to guide their ships safely through the seas. These beings are not from the spirit world like the Drelnian's tradition, but seem to lurk in the depths of the ocean, communicating with the desperate through dreams and portents. Sorcerers can invoke very bizarre and potentially useful effects, but their patrons demand increasingly large sacrifices in return lest they cut off these powers. Sorcery costs 20xp.

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Re: Experimental RPG Stuff

Post by PsychoBard on Wed Jun 26, 2013 9:08 am

Richard “Slick” Dobson
Race: Grissan
RAT: 4
MAT: 1
S: 1
Def: 11
T: 11
WP: 1
Per: 5
F: 7
Spd: 6
W: 6
24/24

Skills:
Assessment of Wealth: roll to try and identify wealthy npc’s. roll against perception. (4)
Assertion of Greed: roll to try and convince an npc to buy into the scammer’s scheme (insurance, pyramid scheme, investments, etc) roll against fellowship. (7)
Down payment: roll to try and purchase an item in an allotment of payments, rather than all at once. Roll against fellowship. (5)
Blameless: roll to try and convince an npc that it wasn’t the pc’s fault that something went wrong. Roll against fellowship. (5)

Items:
1x officer’s pistol: One-Handed Ranged Weapon
Normal Range: 75m
Max Range: 150m
Rate of Fire: 1
Ammo: 6
Power: 9

Seithr Grenade
One-Handed Ranged Weapon
Normal Range: 5m times Strength
Radius: 5m
Power: 10
One-Use
Light Armor
Although the protection it offers isn't much against modern weaponry, light armor is minimally restrictive compared to heavier gear.
Toughness Bonus: +1
Slightly Cumbersome: Light Armor may penalize extremely difficult feats of agility or speed.


We definitely hail from the fair shores of Port Gunster. I think our specialty should be "acquisitions".

Oh, and I vote that our mercenary group be dubbed the "Smooth Operators".

edit: as for our "regulations", I am pretty sure that we should always get paid up front. Maybe we should simply take contracts out for the highest bidder? We could work for them until the contract is finished and then hold another auction for our services.


Last edited by PsychoBard on Wed Jun 26, 2013 10:17 am; edited 1 time in total

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Re: Experimental RPG Stuff

Post by Your Local Hooker on Wed Jun 26, 2013 9:40 am

Lol, I agree with all of Gwyd's suggestions actually. I would like to join the warmind if possible.

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Re: Experimental RPG Stuff

Post by CharlotteC on Wed Jun 26, 2013 11:44 am

Here are some potential offers that are readily available to your new company. By the rules of the Gunster Mercenary Compact which your company signed in order to operate out of the port city-state, you are obligated to keep each offer strictly confidential due to their occasionally sensitive nature. Failure to do so would result in the revocation of your charter, making you subject to the Grand Accord's (unpleasant) rules regarding piracy.

Nobles from both sides of the Tarihan Succession Crisis are offering sizable bids for armed support.

A notable Arkhorian merchant is hiring mercs to assist him in a prospecting expedition to one of the Drelnian colonies.

The Grissan Intelligence Corps is seeking volunteers for a delicate extraction operation in Kyuryr. Further details will only be provided upon accepting this contract.

The Drelnian Empire is hiring large numbers of mercenaries to help them deal with ongoing rebel conflicts overseas.

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Re: Experimental RPG Stuff

Post by Your Local Hooker on Wed Jun 26, 2013 12:52 pm

The extraction because we are totally "delicate". What could go wrong?

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Re: Experimental RPG Stuff

Post by CharlotteC on Wed Jun 26, 2013 4:22 pm

I finished posting some stuff in stickies so it's easier to find than in here. Please refrain from cluttering those with unnecessary posts. Also, refer to the combat section in particular - there is more detail about the rules, as well as some updated stats for weapons.

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