I decided that I was going to try and run a second campaign and try to make it very themed to support a strong group effort. How its going to go is like this. In the game the GM will be the King and you each will choose a hero type from a list that i will give you, but there can only be 1 of each hero type. You will do quests, get new gear, get better at fighting, building,crafting,selling and more. You will add to your city to make it into a wonderful and glorious place so that all kingdoms around ours will stare in awe. You will travel upon the high seas, exploring unknown lands, battling pirates, pillaging if you so desire.
Now the class you choose will affect most missions. Some missions will require alot of running around the castle and others not so much.
Stats:
Strength (STR) (melee attack and physical labor)
Cunning (CUN) (Spell attacks and resisting influences)
Stamina (STA) (length you can run, fight, and how many hits you can take)
Maneuverability (MAN) (+ MAN lvl to your defense. Adds to ranged attacks.)
Charismatic (CHA) (adds to any rolls that may influence others.)
Wounds (Health) starts = to 2x you Sta. You take 1 wound for every 2 points above your defense you are hit (ex: you have a defense 13 and they hit for 17. you take 2 wounds.)
All Stats start at 4 and you have 5 QP to spend on stats. a stat cannot be higher than 20 and cannot start higher than 8. For every 2 points past 4 your stat is 50% better meaning that if 4 is the average, 8 is 100% better and 12 is 200% better.
To raise a stat by 1 it will cost 1 Quest Point (QP). this will change when a stat reaches level 8 were it will start to cost 2 from then on for a stat to raise a level. Stats are only able to go to 10. 4 is considered the average citzen level of a skill and 5 is the average hero. For every point above 4 you add 1 to any rolls. All rolls are made with a d10 and you add a weapon's base to your roll.
The available classes are:
BlackSmith
Knight Captain
Spy
Wizard
Physician
Merchant
I will describe each class with its own post after this
Weapon/armor Qualities:
Crude:-2 to base stat
untempered: -1
Normal:0
high quality: +1
Grand:+2
Magic:+ magic ability
Damaged levels of weapons and armor:
Incinerated: Scorched and brittle if used in this state even once it will shatter.
Cleaved: A large hole in your armor or maybe a blade has been broken in half. -5 to attack/armor
Cracked: chips and cracks are weak points in your gear -3 to attack/armor
Bent: you've got some dents here and there and now you blades are lopsided. -1 to attack/armor
Base score= basic damage or defense given by the item
Armor Types:
Light:
(100 Shilings)Leather base 1
(150 Shilings)Studded Leather base 2
(600 Shilings)Drake Leather Base 3 +fire resistance
Medium:
(200 Shilings)Lamar Armor 3
(350 Shilings) Chain Mail Base 4
(1200 Shilings)Bleak Wood Armor Base 5 + against magic
Heavy:
(500 Shilings)Plate Mail Base 5
(800 Shilings)Grand Stone Plates Base 6
(2000 Shilings)Dragon Bone and Scale Base 7 +Fire resistance and Magic resistance.
Shields:
(50 Shilings)Buckler base 1
(100 Shilings)Round base 2
(200 Shilings)Kite base 3
(300 Shilings)Tower Base 3 +1 against ranged attacks. +1 attack with polearms
Weapon Types:
(75 Shilings)Axe: (SB) base 3
(150 Shilings)2h Axe: (SB) base 6
(75 Shilings)Sword: (SW) base 3
(150 Shilings)2h sword: Base 6 (Cleave)
(75 Shilings)Warhammer: (AS) Base 3
(150 Shilings)2h Maul: (AS) Base 6
(100 Shilings)Polearm: (PF) base 3
(150 Shilings +2 Shilings per arrow) Long Bow: Base 6 (100 Ft -1 to attack for every 20 more feet)
(250 Shilings +3 Shilings per bolt)Crossbow: (SR) Base 9 (100 Ft -1 to attack for every 10 feet)
(10 Shilings per piece. Ammo can be retireved)Throwing weapons: (QA) base 3 (30 Ft -1 to attack for every 5 ft)
(50 Shilings +25Shilings per stone)Staves: base 1 melee and base (# of stones) ranged (SR)
(AS) Armor Smasher: If the enemy is wearing medium or heavy armor and you beat the enemies defense by more than 1/2 of their armor base (rounded up) then their armor becomes Bent. If you do this again their armor becomes cracked.
(SB) Shield Breaker: If you hit an enemy with a shield and you beat the enemies defense by more than 1/2 of their shield base(rounded up) then their armor becomes Bent. If you do this again their armor becomes cracked.
(SW) Slashing Weapon: If your opponent is unarmored you get a +1 to your wounds against them.
(Cleave): If your enemy is in light armor then you get +1 to your wounds against them. If they are unarmored you gain +2 to your wounds.
(PF) Phalanx Form: You gain a +2 to attack against creatures larger than you.
(SR) Slow Reload: It takes 1 of your 2 actions to reload or change the stones on the object.
(QA) Quick Attack: You may use both actions to do 3 attacks instead of 2.
Next up is the city itself. Your city also has stats that are determined by your buildings and population. All of these start at 2 except your population which starts at 1. Your city has a keep and a housing district.
Population: Raises occasionally. -1 loyalty, -1 happiness per population point past the first. -1 additional happiness if you do not have a housing district for each pop point.
Loyalty: Dangerous if left unattended to. May cause riots or civil war if unkempt.
Order: Cuts down on crime rates. the more crimes that occure the less loyalty and happiness people will have.
Science: the higher your science rate the more chances you have of making a breakthrough. This can give you new tech or improve current tech.
Happiness: When a city is unhappy crime rates and prices increase. An unhappy city looks good to someone who might want to "liberate" the people.
Civic Buildings:
Cathedral - 1 allowed - +1 loyalty, +1 happiness - 1 science.
Tavern - 1 Per Housing District - +2 Happiness -1 order.
More buildings soon...
Now the class you choose will affect most missions. Some missions will require alot of running around the castle and others not so much.
Stats:
Strength (STR) (melee attack and physical labor)
Cunning (CUN) (Spell attacks and resisting influences)
Stamina (STA) (length you can run, fight, and how many hits you can take)
Maneuverability (MAN) (+ MAN lvl to your defense. Adds to ranged attacks.)
Charismatic (CHA) (adds to any rolls that may influence others.)
Wounds (Health) starts = to 2x you Sta. You take 1 wound for every 2 points above your defense you are hit (ex: you have a defense 13 and they hit for 17. you take 2 wounds.)
All Stats start at 4 and you have 5 QP to spend on stats. a stat cannot be higher than 20 and cannot start higher than 8. For every 2 points past 4 your stat is 50% better meaning that if 4 is the average, 8 is 100% better and 12 is 200% better.
To raise a stat by 1 it will cost 1 Quest Point (QP). this will change when a stat reaches level 8 were it will start to cost 2 from then on for a stat to raise a level. Stats are only able to go to 10. 4 is considered the average citzen level of a skill and 5 is the average hero. For every point above 4 you add 1 to any rolls. All rolls are made with a d10 and you add a weapon's base to your roll.
The available classes are:
BlackSmith
Knight Captain
Spy
Wizard
Physician
Merchant
I will describe each class with its own post after this
Weapon/armor Qualities:
Crude:-2 to base stat
untempered: -1
Normal:0
high quality: +1
Grand:+2
Magic:+ magic ability
Damaged levels of weapons and armor:
Incinerated: Scorched and brittle if used in this state even once it will shatter.
Cleaved: A large hole in your armor or maybe a blade has been broken in half. -5 to attack/armor
Cracked: chips and cracks are weak points in your gear -3 to attack/armor
Bent: you've got some dents here and there and now you blades are lopsided. -1 to attack/armor
Base score= basic damage or defense given by the item
Armor Types:
Light:
(100 Shilings)Leather base 1
(150 Shilings)Studded Leather base 2
(600 Shilings)Drake Leather Base 3 +fire resistance
Medium:
(200 Shilings)Lamar Armor 3
(350 Shilings) Chain Mail Base 4
(1200 Shilings)Bleak Wood Armor Base 5 + against magic
Heavy:
(500 Shilings)Plate Mail Base 5
(800 Shilings)Grand Stone Plates Base 6
(2000 Shilings)Dragon Bone and Scale Base 7 +Fire resistance and Magic resistance.
Shields:
(50 Shilings)Buckler base 1
(100 Shilings)Round base 2
(200 Shilings)Kite base 3
(300 Shilings)Tower Base 3 +1 against ranged attacks. +1 attack with polearms
Weapon Types:
(75 Shilings)Axe: (SB) base 3
(150 Shilings)2h Axe: (SB) base 6
(75 Shilings)Sword: (SW) base 3
(150 Shilings)2h sword: Base 6 (Cleave)
(75 Shilings)Warhammer: (AS) Base 3
(150 Shilings)2h Maul: (AS) Base 6
(100 Shilings)Polearm: (PF) base 3
(150 Shilings +2 Shilings per arrow) Long Bow: Base 6 (100 Ft -1 to attack for every 20 more feet)
(250 Shilings +3 Shilings per bolt)Crossbow: (SR) Base 9 (100 Ft -1 to attack for every 10 feet)
(10 Shilings per piece. Ammo can be retireved)Throwing weapons: (QA) base 3 (30 Ft -1 to attack for every 5 ft)
(50 Shilings +25Shilings per stone)Staves: base 1 melee and base (# of stones) ranged (SR)
(AS) Armor Smasher: If the enemy is wearing medium or heavy armor and you beat the enemies defense by more than 1/2 of their armor base (rounded up) then their armor becomes Bent. If you do this again their armor becomes cracked.
(SB) Shield Breaker: If you hit an enemy with a shield and you beat the enemies defense by more than 1/2 of their shield base(rounded up) then their armor becomes Bent. If you do this again their armor becomes cracked.
(SW) Slashing Weapon: If your opponent is unarmored you get a +1 to your wounds against them.
(Cleave): If your enemy is in light armor then you get +1 to your wounds against them. If they are unarmored you gain +2 to your wounds.
(PF) Phalanx Form: You gain a +2 to attack against creatures larger than you.
(SR) Slow Reload: It takes 1 of your 2 actions to reload or change the stones on the object.
(QA) Quick Attack: You may use both actions to do 3 attacks instead of 2.
Next up is the city itself. Your city also has stats that are determined by your buildings and population. All of these start at 2 except your population which starts at 1. Your city has a keep and a housing district.
Population: Raises occasionally. -1 loyalty, -1 happiness per population point past the first. -1 additional happiness if you do not have a housing district for each pop point.
Loyalty: Dangerous if left unattended to. May cause riots or civil war if unkempt.
Order: Cuts down on crime rates. the more crimes that occure the less loyalty and happiness people will have.
Science: the higher your science rate the more chances you have of making a breakthrough. This can give you new tech or improve current tech.
Happiness: When a city is unhappy crime rates and prices increase. An unhappy city looks good to someone who might want to "liberate" the people.
Civic Buildings:
Cathedral - 1 allowed - +1 loyalty, +1 happiness - 1 science.
Tavern - 1 Per Housing District - +2 Happiness -1 order.
More buildings soon...
Last edited by LokiLeader on Mon Mar 18, 2013 12:59 pm; edited 10 times in total