Its my first time making a forum game so please be gentle with me.
A clan of Kobolds has send you out to explore the region and build another mine.
After a long trip (always traveling at night to be hidden from the other races) you send some scouts into a small cave and are rewarded.
They find some rooms and in one of them a small gold vain.
Time to settle down
I'd like to have 5 PC's playing 5 of the 6 leaders auf a group of 18 kobolds building a new kobold settlement (aka mine)
And im talking about this guys
► Show Spoiler
► Show Spoiler
I will mercilessly steal ideas and parts of game mechanics from a few games I've seen here and mix them up with my own.
A short summary ofa few thingys
► Show Spoiler
1. PC Actions
Every PC can do three things per Turn.
Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, ect)
Passive Action (Crafting, Casting a Passiv Spell, Foraging, Barter with trader ect)
Training Action (gain xp in a skill you did not use. Can not be highest two skilsl or tied with them)
2. NPC Actions
Every NPC can do ONE of three things per Turn.
Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, ect)
Passive Action (Crafting, Casting a Passiv Spell, Foraging, ect)
Training Action (try to raise in rank)
3. Event
There are three types of events. Positive, negative, neutral.
For every type of event there is a chance per Turn it will happen.
4. Trader
A kobold trader of your clan will visit every few turns.
You can buy from them, sell them stuff and request trade goods.
There are at least 4 different traders and its random who will visit.
5. Wandering Monster
There are three types of monster (includes humanoids) in the region. Friendly, negative, neutral.
There are chances to encounter monster while working. (scouting, foraging, building outside)
There is a chance that a monster comes close to the cave.
Every PC can do three things per Turn.
Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, ect)
Passive Action (Crafting, Casting a Passiv Spell, Foraging, Barter with trader ect)
Training Action (gain xp in a skill you did not use. Can not be highest two skilsl or tied with them)
2. NPC Actions
Every NPC can do ONE of three things per Turn.
Active Action (Scouting, Fighting a Wandering Monster with known location, visiting a location, Casting a Active Spell, ect)
Passive Action (Crafting, Casting a Passiv Spell, Foraging, ect)
Training Action (try to raise in rank)
3. Event
There are three types of events. Positive, negative, neutral.
For every type of event there is a chance per Turn it will happen.
4. Trader
A kobold trader of your clan will visit every few turns.
You can buy from them, sell them stuff and request trade goods.
There are at least 4 different traders and its random who will visit.
5. Wandering Monster
There are three types of monster (includes humanoids) in the region. Friendly, negative, neutral.
There are chances to encounter monster while working. (scouting, foraging, building outside)
There is a chance that a monster comes close to the cave.
► Show Spoiler
Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma
Examples:
Kobold
Str 2 Dex 5 Con 3 Int 4 Wis 4 Cha 3
Kroga
Str 5 Dex 2 Con 5 Int 1 Wis 1 Cha 1
Human
Str 4 Dex 4 Con 4 Int 4 Wis 4 Cha 4
Examples:
Kobold
Str 2 Dex 5 Con 3 Int 4 Wis 4 Cha 3
Kroga
Str 5 Dex 2 Con 5 Int 1 Wis 1 Cha 1
Human
Str 4 Dex 4 Con 4 Int 4 Wis 4 Cha 4
► Show Spoiler
Not complete. If I see the need of another skill it will be added.
Meele ÔÇô Edge (Str)
Meele ÔÇô Blunt (Str)
Meele ÔÇô Spear (Str)
Meele ÔÇô Natural (Str)
Melee ÔÇô Magic & misc (Str)
Ranged ÔÇô Throw (Dex)
Ranged ÔÇô Bow & Crossbow (Dex)
Ranged ÔÇô Magic & misc (Dex)
Armor (Con)
Shield (Con)
Dodge (Dex)
Craft ÔÇô Stone (Int)
Craft ÔÇô Tailor (Int)
Craft ÔÇô Smith (Int)
Craft ÔÇô Jewels (Int)
Craft ÔÇô Wood (Int)
Craft ÔÇô Bone (Int)
Craft ÔÇô Food (Int)
Lead (Cha)
Persuade (Cha)
Lie (Cha)
Sence Motive (Wis)
Magic ÔÇô By Spell (Int or Wis or Cha or Con)
Knowledge ÔÇô Creatures (Int)
Knowledge ÔÇô Nature & Minerals (Int)
Knowledge ÔÇô Magic (Int)
Mine (Wis)
Forage (Wis)
Cut Trees (Wis)
Farm (Wis)
Stealth (Dex)
Perception (Wis)
A skill-check is made by rolling [Skill]d[Stat]. [Example: Kobold with Mine 3 and Wis 5 rolls 3d5 on a Mine-check.]
Meele ÔÇô Edge (Str)
Meele ÔÇô Blunt (Str)
Meele ÔÇô Spear (Str)
Meele ÔÇô Natural (Str)
Melee ÔÇô Magic & misc (Str)
Ranged ÔÇô Throw (Dex)
Ranged ÔÇô Bow & Crossbow (Dex)
Ranged ÔÇô Magic & misc (Dex)
Armor (Con)
Shield (Con)
Dodge (Dex)
Craft ÔÇô Stone (Int)
Craft ÔÇô Tailor (Int)
Craft ÔÇô Smith (Int)
Craft ÔÇô Jewels (Int)
Craft ÔÇô Wood (Int)
Craft ÔÇô Bone (Int)
Craft ÔÇô Food (Int)
Lead (Cha)
Persuade (Cha)
Lie (Cha)
Sence Motive (Wis)
Magic ÔÇô By Spell (Int or Wis or Cha or Con)
Knowledge ÔÇô Creatures (Int)
Knowledge ÔÇô Nature & Minerals (Int)
Knowledge ÔÇô Magic (Int)
Mine (Wis)
Forage (Wis)
Cut Trees (Wis)
Farm (Wis)
Stealth (Dex)
Perception (Wis)
A skill-check is made by rolling [Skill]d[Stat]. [Example: Kobold with Mine 3 and Wis 5 rolls 3d5 on a Mine-check.]
► Show Spoiler
If a player is in a fight the first three turns will be done by a preset fighting sequence.
You can have three fight settings. Two are for for different situations one is 'Presetting "Fight not included in the other two settings"
For the first round you can define an action. [Example: Throw a rock at nearest enemy]
For the second round you can define an action and a reaction [Example: Throw a javelin or if in melee stick it into enemy]
For the third round you can define an action, a reaction and a priority reaction [Example: Throw a javelin or if in melee stick it into enemy or if an enemy cast a spell try to charge him]
Before a combat starts all combatants roll:
Skill Armor Every 5 points rolled give -1 Encumberance
Skill Shield Every 5 points rolled give +1 Soak
Skill Dodge Every 5 points rolled give +1 Defence
Initiative (Dexterity)d(Intelligence). Highest go first. Draw act at the same time.
Defence
Dexterity + boni (Dodge, Items)
To hit an enemy you have to roll a skillcheck scoring higher than the enemys Defence
Every 5 point you roll over Defence you get +1 Damage
Example:
Kobold [Str3 Meele-Blunt2] with club attacks a human fighter [Dex4]. He rolls 2d3 on 2 and 3 he misses on 4 to 6 he lands a solid blow.
The fighter[Str5 Meele-Blade6] fights back rolling 6d5. The kobold [Dex5] is automaticly hit and a roll of 10 to 14 will deal +1 Damage. 15 to 19 will result in +2 Damage ect.
Weaponstats:
To Hit - raises or lowers the apropiate skill
Break - chance an attack looses the weapon 1 Durability
Damage - how many Constitution is lost by a hit
Durability - the hit points of an Item
Armor stats
Soak - maximum Damage prevented per hit
Durability - the hit points of an Item
Encumberance - lowers all physical Stats while using skills
Shield stats
Soak - maximum Damage prevented per hit
Durability - the hit points of an Item
Encumberance - lowers all physical Stats while using skills
Maneuver - Soak lost per attack taken in this combat turn
Damage is dealed directly to the Constitution Stat. If a creature is at 0 Con there is a chance every turn it will die or suffer permanent damage.
You can have three fight settings. Two are for for different situations one is 'Presetting "Fight not included in the other two settings"
For the first round you can define an action. [Example: Throw a rock at nearest enemy]
For the second round you can define an action and a reaction [Example: Throw a javelin or if in melee stick it into enemy]
For the third round you can define an action, a reaction and a priority reaction [Example: Throw a javelin or if in melee stick it into enemy or if an enemy cast a spell try to charge him]
Before a combat starts all combatants roll:
Skill Armor Every 5 points rolled give -1 Encumberance
Skill Shield Every 5 points rolled give +1 Soak
Skill Dodge Every 5 points rolled give +1 Defence
Initiative (Dexterity)d(Intelligence). Highest go first. Draw act at the same time.
Defence
Dexterity + boni (Dodge, Items)
To hit an enemy you have to roll a skillcheck scoring higher than the enemys Defence
Every 5 point you roll over Defence you get +1 Damage
Example:
Kobold [Str3 Meele-Blunt2] with club attacks a human fighter [Dex4]. He rolls 2d3 on 2 and 3 he misses on 4 to 6 he lands a solid blow.
The fighter[Str5 Meele-Blade6] fights back rolling 6d5. The kobold [Dex5] is automaticly hit and a roll of 10 to 14 will deal +1 Damage. 15 to 19 will result in +2 Damage ect.
Weaponstats:
To Hit - raises or lowers the apropiate skill
Break - chance an attack looses the weapon 1 Durability
Damage - how many Constitution is lost by a hit
Durability - the hit points of an Item
Armor stats
Soak - maximum Damage prevented per hit
Durability - the hit points of an Item
Encumberance - lowers all physical Stats while using skills
Shield stats
Soak - maximum Damage prevented per hit
Durability - the hit points of an Item
Encumberance - lowers all physical Stats while using skills
Maneuver - Soak lost per attack taken in this combat turn
Damage is dealed directly to the Constitution Stat. If a creature is at 0 Con there is a chance every turn it will die or suffer permanent damage.
► Show Spoiler
There are three types of items.
Raw materials, basic components/tools, items
Raw materials are unprocessed things:
soft stone (sandstone, soapstone)
hard stone (granite)
precious stone (marble)
semi precious gem (quarz)
gem (diamond, opal)
magical gem (firestone, arcanite, bloodcrytal)
wood (ash, birch)
hard wood (ironwood, black marple, oak)
rare wood (lightning struck oak, treant wood)
copper
iron
silver
lead
gold
mithril
meteoritide
clay
fur
skin
bone
meat
entrails
horn
blood
poison
slime
bark
mushroom
mushroom (unidentified)
herb (unidentified)
herb
and much more.
Basic components/tools are made from raw materials:
pole
axe head
pick head
rope
leather
anvil
refined magical gem
biface
Items are made by combining basic components/tools (and Raw materials)
axe
sword
alchimist tools
Spell: Summon lesser Fire Elemental
chest
A Craft recipts look like this:
Craft pole, wood
Skill Craft-Wood
Material 1 wood
Tool needed x
Yield 3 pieces
Dificulty 5
Craft axe head, copper
Skill Craft-Smith
Material 1 copper
Tool needed 1 anvil, 1hammer, 1thong
Yield 1 piece
Dificulty 5
Craft axe
Skill Craft-Smith
Material 1 axe head, 1 pole
Tools needed x
Yield 1 piece
Dificulty 10
You are welcome to write you own recipts and PM them to me. I will aprove or change them as I see it fit.
When you anonce that you want to craft an item you have to say how many turns you want to invest. Every turn you roll a apropiate Skill check. At the end you sum your rolls and compare them to the Dificulty.
<20% almost unusable
<50% crude
<100% rugged
<200% (normal)
<300% good
<500% fine
500%+ masterwork
You can only get maximum the quality of the components. (an almost unusable sword blade will never become a masterwork sword)
Raw materials, basic components/tools, items
Raw materials are unprocessed things:
soft stone (sandstone, soapstone)
hard stone (granite)
precious stone (marble)
semi precious gem (quarz)
gem (diamond, opal)
magical gem (firestone, arcanite, bloodcrytal)
wood (ash, birch)
hard wood (ironwood, black marple, oak)
rare wood (lightning struck oak, treant wood)
copper
iron
silver
lead
gold
mithril
meteoritide
clay
fur
skin
bone
meat
entrails
horn
blood
poison
slime
bark
mushroom
mushroom (unidentified)
herb (unidentified)
herb
and much more.
Basic components/tools are made from raw materials:
pole
axe head
pick head
rope
leather
anvil
refined magical gem
biface
Items are made by combining basic components/tools (and Raw materials)
axe
sword
alchimist tools
Spell: Summon lesser Fire Elemental
chest
A Craft recipts look like this:
Craft pole, wood
Skill Craft-Wood
Material 1 wood
Tool needed x
Yield 3 pieces
Dificulty 5
Craft axe head, copper
Skill Craft-Smith
Material 1 copper
Tool needed 1 anvil, 1hammer, 1thong
Yield 1 piece
Dificulty 5
Craft axe
Skill Craft-Smith
Material 1 axe head, 1 pole
Tools needed x
Yield 1 piece
Dificulty 10
You are welcome to write you own recipts and PM them to me. I will aprove or change them as I see it fit.
When you anonce that you want to craft an item you have to say how many turns you want to invest. Every turn you roll a apropiate Skill check. At the end you sum your rolls and compare them to the Dificulty.
<20% almost unusable
<50% crude
<100% rugged
<200% (normal)
<300% good
<500% fine
500%+ masterwork
You can only get maximum the quality of the components. (an almost unusable sword blade will never become a masterwork sword)
► Show Spoiler
Succeeding a skill- check gives 5xp. Failing a check gives 1xp. A Training Action gives 10xp.
LVL1 - 10xp
LVL2 - 20xp
LVL3 - 30xp
LVL4 - 60xp
ect.
You get a Stat-Point for:
Getting 1 skill to lvl 10
Getting 2 skills to lvl 6
Getting 3 skills to lvl 3
Getting 5 skills to lvl 1
NPC-Ranks
Common Standard creature
Craftsman +1 Skill-LVL
Expert +1 Skill-LVL, +1 Skill-LVL, +1 Stat-Point
Specalist +2 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL
Master +2 Skill-LVL, +2 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL, +1 Stat-Point
LVL1 - 10xp
LVL2 - 20xp
LVL3 - 30xp
LVL4 - 60xp
ect.
You get a Stat-Point for:
Getting 1 skill to lvl 10
Getting 2 skills to lvl 6
Getting 3 skills to lvl 3
Getting 5 skills to lvl 1
NPC-Ranks
Common Standard creature
Craftsman +1 Skill-LVL
Expert +1 Skill-LVL, +1 Skill-LVL, +1 Stat-Point
Specalist +2 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL
Master +2 Skill-LVL, +2 Skill-LVL, +1 Skill-LVL, +1 Skill-LVL, +1 Stat-Point
► Show Spoiler
Spells are Items. Everytime you use a spell it looses Durability until it is destroyed.
This is a short list of spells you know so far.
Type
Identity - active - Identifies something
Dragonskin - passive - Gives Soak
Dragonfire - weapon - Deals fire Damage
Summon lesser [fire, acid, earth] Elemental - passive - Summons a elemental (must be activated as Passive Action every turn or it vanishes)
Create lesser Undead - aktive - Creates a Zombie or Skeleton. You can control up to Wisdom+Constiution Undead
Forgefire - passive - Fuels smelter and forges
Enchant - active - Adds minor enchantments to Items
Poison - active - Poisons Items (Weapons, foodstuff)
Healing - passive, weapon - weapon: heals a lot of constitution damage to one creature in combat, passive heals more than one creature
Blind - weapon - blinds a creature
This is a short list of spells you know so far.
Type
Identity - active - Identifies something
Dragonskin - passive - Gives Soak
Dragonfire - weapon - Deals fire Damage
Summon lesser [fire, acid, earth] Elemental - passive - Summons a elemental (must be activated as Passive Action every turn or it vanishes)
Create lesser Undead - aktive - Creates a Zombie or Skeleton. You can control up to Wisdom+Constiution Undead
Forgefire - passive - Fuels smelter and forges
Enchant - active - Adds minor enchantments to Items
Poison - active - Poisons Items (Weapons, foodstuff)
Healing - passive, weapon - weapon: heals a lot of constitution damage to one creature in combat, passive heals more than one creature
Blind - weapon - blinds a creature
Anyone interested?