game thread
recruitment thread
Kobold pictures:
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You start with the attributes of a normal kobold.
Strength 2
Dexterity 5
Constitution 3
Intelligence 4
Wisdom 4
Charisma 3
Mine (Wis) 1
Stealth (Dex) 1
You can add 1 to a Stat and gain 1 Skill lvl 1. You can sent me a PM to ask for a piece of special equipment you have ... well ... taken with you. While you are at it send me your name and color.
Your default Fight Presetting is:
1st Round: Run away.
2nd Round Run away. If being held gravel for mercy.
3rd Round Run away. If being held gravel for mercy or try to bribe the enemy.
You can change this when you post an action. You can have up to 3 different Combat presets, depending on the situation. e.g. Fighting alone/with allies/against an overwhelming force.
Strength 2
Dexterity 5
Constitution 3
Intelligence 4
Wisdom 4
Charisma 3
Mine (Wis) 1
Stealth (Dex) 1
You can add 1 to a Stat and gain 1 Skill lvl 1. You can sent me a PM to ask for a piece of special equipment you have ... well ... taken with you. While you are at it send me your name and color.
Your default Fight Presetting is:
1st Round: Run away.
2nd Round Run away. If being held gravel for mercy.
3rd Round Run away. If being held gravel for mercy or try to bribe the enemy.
You can change this when you post an action. You can have up to 3 different Combat presets, depending on the situation. e.g. Fighting alone/with allies/against an overwhelming force.
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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, etc)
Passive Action (Crafting, Casting a Passive Spell, Foraging, Barter with trader etc)
Training Action (gain XP in a skill you did not use. Can not be highest two skills 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, etc)
Passive Action (Crafting, Casting a Passive Spell, Foraging, etc)
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, etc)
Passive Action (Crafting, Casting a Passive Spell, Foraging, Barter with trader etc)
Training Action (gain XP in a skill you did not use. Can not be highest two skills 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, etc)
Passive Action (Crafting, Casting a Passive Spell, Foraging, etc)
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.
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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
Gnome
Str 2 Dex 3 Con 4 Int 3 Wis 3 Cha 3
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
Gnome
Str 2 Dex 3 Con 4 Int 3 Wis 3 Cha 3
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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)
Sense Motive (Wis)
Magic ÔÇô By Spell (Int or Wis or Cha or Con)
see separate magic spoiler
Knowledge ÔÇô Creatures (Int)
Knowledge ÔÇô Nature & Minerals (Int)
Knowledge ÔÇô Magic (Int)
Knowledge ÔÇô Defensive Strategies (Int)
Knowledge ÔÇô Heal (Int)
Knowledge - Appraise (Int)
Mine (Wis)
Forage (Wis)
Cut Trees (Wis)
Farm (Wis)
Stealth (Dex)
Perception (Wis)
Ride (Dex)
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)
Sense Motive (Wis)
Magic ÔÇô By Spell (Int or Wis or Cha or Con)
see separate magic spoiler
Knowledge ÔÇô Creatures (Int)
Knowledge ÔÇô Nature & Minerals (Int)
Knowledge ÔÇô Magic (Int)
Knowledge ÔÇô Defensive Strategies (Int)
Knowledge ÔÇô Heal (Int)
Knowledge - Appraise (Int)
Mine (Wis)
Forage (Wis)
Cut Trees (Wis)
Farm (Wis)
Stealth (Dex)
Perception (Wis)
Ride (Dex)
A skill-check is made by rolling [Skill]d[Stat]. [Example: Kobold with Mine 3 and Wis 5 rolls 3d5 on a Mine-check.]
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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 Encumbrance
Skill Shield Every 5 points rolled give +1 Soak
Skill Dodge Every 5 points rolled give +1 Defense
Initiative (Dexterity)d(Intelligence). Highest go first. Draw act at the same time.
Defense
Dexterity + boni (Dodge, Items)
To hit an enemy you have to roll a skill-check scoring higher than the enemy's Defense
Every 5 point you roll over Defense 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 automatically hit and a roll of 10 to 14 will deal +1 Damage. 15 to 19 will result in +2 Damage etc.
Weapon-stats:
To Hit - raises or lowers the appropriate 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
Encumbrance - lowers all physical Stats while using skills
Shield stats
Soak - maximum Damage prevented per hit
Durability - the hit points of an Item
Encumbrance - lowers all physical Stats while using skills
Maneuver - Soak lost per attack taken in this combat turn
Damage is dealt 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 Encumbrance
Skill Shield Every 5 points rolled give +1 Soak
Skill Dodge Every 5 points rolled give +1 Defense
Initiative (Dexterity)d(Intelligence). Highest go first. Draw act at the same time.
Defense
Dexterity + boni (Dodge, Items)
To hit an enemy you have to roll a skill-check scoring higher than the enemy's Defense
Every 5 point you roll over Defense 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 automatically hit and a roll of 10 to 14 will deal +1 Damage. 15 to 19 will result in +2 Damage etc.
Weapon-stats:
To Hit - raises or lowers the appropriate 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
Encumbrance - lowers all physical Stats while using skills
Shield stats
Soak - maximum Damage prevented per hit
Durability - the hit points of an Item
Encumbrance - lowers all physical Stats while using skills
Maneuver - Soak lost per attack taken in this combat turn
Damage is dealt 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.
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There are three types of items :Raw materials, basic components/tools, items
Raw materials are unprocessed things:
Stones:
soft stone (sandstone, soapstone)
hard stone (granite)
precious stone (marble)
semi precious gem (quartz)
gem (diamond, opal)
magical gem (fire-stone, arcanite, blood-crystal)
woods:
wood (ash, birch)
hard wood (ironwood, black maple, oak)
rare wood (lightning struck oak, treant wood)
metals:
copper
iron
silver
lead
gold
mithril
meteoritide
other:
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
alchemist tools
Spell: Summon lesser Fire Elemental
chest
A Crafting recipe look like this:
Craft pole, wood
Skill Craft-Wood
Material 1 wood
Tool needed x
Yield 3 pieces
Difficulty 5
Craft axe head, copper
Skill Craft-Smith
Material 1 copper
Tool needed 1 anvil, 1hammer, 1thong
Yield 1 piece
Difficulty 5
Craft axe
Skill Craft-Smith
Material 1 axe head, 1 pole
Tools needed x
Yield 1 piece
Difficulty 10
You are welcome to write you own recipes and PM them to me. I will approve or change them as I see it fit.
When you announce that you want to craft an item you have to say how many turns you want to invest. Every turn you roll a appropriate Skill check. At the end you sum your rolls and compare them to the Difficulty.
<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)
boni due to better than normal quality:
good quality: +5 durability
fine: +5 durability, chance to prevent durability loss
masterwork: +10 durability, chance to prevent durability loss.
Fire hardening is only functional for points and edges. You have no benefit from doing it, but make your weapon black. If you use a all-wood weapon it gives +1 Durability.
Repairing an item
To repair an item, use a piece of material used to make it and same skill as crafting the item at 1/2 dc. Repairing an item reduces max durability by 1
Raw materials are unprocessed things:
Stones:
soft stone (sandstone, soapstone)
hard stone (granite)
precious stone (marble)
semi precious gem (quartz)
gem (diamond, opal)
magical gem (fire-stone, arcanite, blood-crystal)
woods:
wood (ash, birch)
hard wood (ironwood, black maple, oak)
rare wood (lightning struck oak, treant wood)
metals:
copper
iron
silver
lead
gold
mithril
meteoritide
other:
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
alchemist tools
Spell: Summon lesser Fire Elemental
chest
A Crafting recipe look like this:
Craft pole, wood
Skill Craft-Wood
Material 1 wood
Tool needed x
Yield 3 pieces
Difficulty 5
Craft axe head, copper
Skill Craft-Smith
Material 1 copper
Tool needed 1 anvil, 1hammer, 1thong
Yield 1 piece
Difficulty 5
Craft axe
Skill Craft-Smith
Material 1 axe head, 1 pole
Tools needed x
Yield 1 piece
Difficulty 10
You are welcome to write you own recipes and PM them to me. I will approve or change them as I see it fit.

When you announce that you want to craft an item you have to say how many turns you want to invest. Every turn you roll a appropriate Skill check. At the end you sum your rolls and compare them to the Difficulty.
<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)
boni due to better than normal quality:
good quality: +5 durability
fine: +5 durability, chance to prevent durability loss
masterwork: +10 durability, chance to prevent durability loss.
Fire hardening is only functional for points and edges. You have no benefit from doing it, but make your weapon black. If you use a all-wood weapon it gives +1 Durability.
Repairing an item
To repair an item, use a piece of material used to make it and same skill as crafting the item at 1/2 dc. Repairing an item reduces max durability by 1
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Succeeding a skill- check gives 5xp. Failing a check gives 1xp. A Training Action gives 10xp.
LVL1 - 10xp
LVL2 - 20xp
LVL3 - 40xp
LVL4 - 60xp
LVL5 - 90xp
etc. or in words every two lvl the xp you need to raise one lvl increases by 10
(+10+10+20+20+30+30+40+40)
LVL6 - 120xp
LVL7 - 160xp
LVL8 - 200xp
LVL9 - 250xp
LVL10 - 300xp
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
Specialist +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 - 40xp
LVL4 - 60xp
LVL5 - 90xp
etc. or in words every two lvl the xp you need to raise one lvl increases by 10
(+10+10+20+20+30+30+40+40)
LVL6 - 120xp
LVL7 - 160xp
LVL8 - 200xp
LVL9 - 250xp
LVL10 - 300xp
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
Specialist +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
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Spells are Items. Every time you use a spell it looses Durability until it is destroyed.
This is a short list of spells you know so far.
Type
Identity (Int) - active - Identifies something
Dragonskin (Con) - passive - Gives Soak
Dragonfire (Con) - weapon - Deals fire Damage
Summon lesser [fire, acid, earth] Elemental (Cha) - passive - Summons a elemental (must be activated as Passive Action every turn or it vanishes)
Create lesser Undead (Con) - active - Creates a Zombie or Skeleton. You can control up to Wisdom+Constitution Undead
Forgefire (Con) - passive - Fuels smelter and forges
Enchant (Wis) - active - Adds minor enchantments to Items
Poison (Int) - active - Poisons Items (Weapons, foodstuff)
Healing (Wis) - passive, weapon - weapon: heals a lot of constitution damage to one creature in combat, passive: heals more than one creature
Blind (Int) - weapon - blinds a creature
Revive (Wis) - passive - revives one creature
Charm Rodent (Cha) - passive, weapon - weapon: charms rodent creature(s) in combat, passive: ???
Blood Magic (Wis) - weapon - heals self for sacrifice
note on Blood magic:
Difficulty:10 -2 minor effect, -2 self only, +3 fast cast, +3 no self-sacrifice = 12
I will write a exacter rule in time but I will go for +3 Difficulty for everything negative and -2 for everything positive in the casting I can come up with
Crafting a spell:
[And you just need the spell and skill. Crafting the spell you can use EVERYTHING.
Take raw material. Refine it. Craft spell.
Using raw material that makes sense gives a bonus to Durability (uses). Using fire-stone for summon lesser fire elemental -> bonus.]
more detailed explanation:
Crafting a spell you use any two materials.
If you make an enchant spell from refined clay and refined water you don't have to be surprised it has only durability 1.
Fire stone is magical equals higher durability for spells. it is better suited to build fire spells (even higher durability).
You need a second material to craft the enchant spell.
To refine stuff: Knowledge - Magic (Int)
Refine 1 [whatever] has Difficulty 15
Refine Raw Material
Skill: Knowledge ÔÇô Magic
Material: 1 [Raw Material]
Tool needed: [1 refining tool]
Yield: 1 piece
Difficulty: 15
To craft the spell: skill in this spell.
Craft Spell Circle 1 [most of the spells you know]
Difficulty 25
This is a short list of spells you know so far.
Type
Identity (Int) - active - Identifies something
Dragonskin (Con) - passive - Gives Soak
Dragonfire (Con) - weapon - Deals fire Damage
Summon lesser [fire, acid, earth] Elemental (Cha) - passive - Summons a elemental (must be activated as Passive Action every turn or it vanishes)
Create lesser Undead (Con) - active - Creates a Zombie or Skeleton. You can control up to Wisdom+Constitution Undead
Forgefire (Con) - passive - Fuels smelter and forges
Enchant (Wis) - active - Adds minor enchantments to Items
Poison (Int) - active - Poisons Items (Weapons, foodstuff)
Healing (Wis) - passive, weapon - weapon: heals a lot of constitution damage to one creature in combat, passive: heals more than one creature
Blind (Int) - weapon - blinds a creature
Revive (Wis) - passive - revives one creature
Charm Rodent (Cha) - passive, weapon - weapon: charms rodent creature(s) in combat, passive: ???
Blood Magic (Wis) - weapon - heals self for sacrifice
note on Blood magic:
Difficulty:10 -2 minor effect, -2 self only, +3 fast cast, +3 no self-sacrifice = 12
I will write a exacter rule in time but I will go for +3 Difficulty for everything negative and -2 for everything positive in the casting I can come up with
Crafting a spell:
[And you just need the spell and skill. Crafting the spell you can use EVERYTHING.
Take raw material. Refine it. Craft spell.
Using raw material that makes sense gives a bonus to Durability (uses). Using fire-stone for summon lesser fire elemental -> bonus.]
more detailed explanation:
Crafting a spell you use any two materials.
If you make an enchant spell from refined clay and refined water you don't have to be surprised it has only durability 1.
Fire stone is magical equals higher durability for spells. it is better suited to build fire spells (even higher durability).
You need a second material to craft the enchant spell.
To refine stuff: Knowledge - Magic (Int)
Refine 1 [whatever] has Difficulty 15
Refine Raw Material
Skill: Knowledge ÔÇô Magic
Material: 1 [Raw Material]
Tool needed: [1 refining tool]
Yield: 1 piece
Difficulty: 15
To craft the spell: skill in this spell.
Craft Spell Circle 1 [most of the spells you know]
Difficulty 25