A Kingdom of Their Own

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    LokiLeader

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    A Kingdom of Their Own

    Post by LokiLeader on Tue Oct 11, 2011 1:53 pm

    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...


    Last edited by LokiLeader on Mon Mar 18, 2013 12:59 pm; edited 10 times in total


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    LokiLeader

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    Re: A Kingdom of Their Own

    Post by LokiLeader on Tue Oct 11, 2011 2:09 pm

    The Black Smith

    This hero is the one that will forge weapons and armor for other heros and even the town guard. The hero is diversed in all mannerisms of metal crafting and smelting. they strive for excelence in their work, for they know a lesser blade may well be the death of a hero they support. Smiths are also versed in the designs of seige weaponry and enchanted weapons or armor. They are also important as they are the only hero that can repair weapons and armor if they break, well repair it for free anyway.

    Starting abilities:
    Craft crude weapons -2 to base stat of weapon
    Craft crude armor -2 to base stat of armor
    Basic repair armor can only repair dented
    Basic repair weapon can only repair dented

    Leveled abilities:
    Armor/weapon creations: Untempered 1QP each -1 to base stat
    Normal 2QP each 0 to base stat
    High quality 3QP each +1 to base stat
    Grand Quality 4QP each +2 to base stat
    Magical Embodiment 5QP each + a magic ability (determined by stones)

    Repair Levels:
    Increased: can repair up to cracks 1QP each
    Advanced: Can repair cleaved 2QP each
    Magic: can repair magic items and even rebuild most incinerated items. 4QP each


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    Elit3Fla5h

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    Re: A Kingdom of Their Own

    Post by Elit3Fla5h on Tue Oct 11, 2011 3:07 pm

    I am always interested in a rpg.


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    Re: A Kingdom of Their Own

    Post by LokiLeader on Tue Oct 11, 2011 5:20 pm

    Knight Captain
    Bold, brave, relentless, and a true adventurer, the knight captain is the elite soldier of the monarch and he trains, controls, and monitors the whole defense force of the kingdom. The Knight may not be good at crafting, but he can always beat down whoever trys to get in his way.

    Starting abilities:
    Parry (May stop1 non magic attack during a fight)
    Sword and Shield training Lvl 1
    Basic Strike (Press X to swing)
    can wear any armor

    Learnable Abilites:
    Flourish : Strike hard, dealing more damage (add half of you attack score to the attack, rounded up) 2QP
    Dual Strike: shmash your enemy with both swords or a sword and shield (attack a second or third time in one sequence. Useable once per battle) Lvl 1: 1QP Lvl 2: 3QP (May stun the opponent giving others an advantage.)
    Axe training (LVL 1: 1QP Can use axes effectively) (LVL 2: 2QP +1 against armor and +1 to damage) (LVL 3:4QP +2 to damage and +2 against armor)
    Polearm Training (LVL 1: QP1 can use polearms) (LVL 2: 2QP +1 to reach and damage) (LVL 3:4QP +2 to reach and damage)
    Dual Weapon training (LVL 1: 1QP can dual wield) (LVL 2: 2QP +1 damage per weapon) (LVL 3:4QP +1 damage per weapon)
    Relentless Onslaught Stance (+8 attack -6 defence) 4QP
    Sword and Shield Training (LVL 1: Free can use sword and shield)(LVL 2: 2QP +1 to attack and defense) (LVL 3:4QP +2 to attack and defense)
    Balanced Stance (+2 attack/defense) 2QP
    Steel Posture (+8 Defense -6 Attack) 4QP


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    Re: A Kingdom of Their Own

    Post by LokiLeader on Tue Oct 11, 2011 5:48 pm

    Maybe I should switch this over to a pen and paper game...


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    Elit3Fla5h

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    Re: A Kingdom of Their Own

    Post by Elit3Fla5h on Tue Oct 11, 2011 6:07 pm

    It does sort of give that vibe. Down side is we wont always get to play it and rabbi doesnt like those types of games.


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    Boxpopper

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    Re: A Kingdom of Their Own

    Post by Boxpopper on Tue Oct 11, 2011 8:43 pm

    That and I would't be able to play Sad
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    Ippy
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    Re: A Kingdom of Their Own

    Post by Ippy on Tue Oct 11, 2011 11:52 pm

    Personally, I don't think I could handle another forum RPG, at least during schoolio. The story of this one would be great for one when we meet, seeing as it would be more disconnected. That, and when I think of those we play not on forum what comes up are mine and Wagner's space ones, neither of which are quite fleshed out. In the future I see possibly Ethan's nausuverse and my Leon Nine which I have high hopes for. As for Steve, he'll like it so long as the rules and story can take the hits from his hilarity. Since your you, I think you'd be completely open to his shenanigans. Obviously, final decision is up to you; you can always recheck the atmosphere once your more ready.
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    LokiLeader

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    Re: A Kingdom of Their Own

    Post by LokiLeader on Wed Oct 12, 2011 8:42 am

    Alright then its settled. Im goign to turn this into pen and paper and I will be fine with Steve's nonsense. afterall one of the quest i had in mind was fighting an army of frogs and another was trying to find a way to fend of the evil DIRE CHINCHILLAS! It was meant to be both funny and serious.


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    Re: A Kingdom of Their Own

    Post by Ippy on Sat Oct 15, 2011 2:35 pm

    I like the concept of building the kingdom (I've always liked games where you improved on a home base) and the inclusion of such classes as the merchant and blacksmith. As for stats, I'm not sure what's in your head, but can't ING/CUN/TRI and possibly SEN be combined? Additionally, STE seems an aspect of MAN.
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    Re: A Kingdom of Their Own

    Post by Ippy on Tue Oct 25, 2011 10:25 pm

    Any chance this will be ready by the next weekend or two? It'd be cool if you put all the char creation stuff here so that when we meet we're already ready to play.
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    Re: A Kingdom of Their Own

    Post by LokiLeader on Wed Oct 26, 2011 2:51 am

    I haven't worked on it but i will later today.


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    Re: A Kingdom of Their Own

    Post by LokiLeader on Wed Oct 26, 2011 10:32 pm

    Spy

    The spy is one of the most resourceful people in the crew with sharp shot to couple it with. The spy tends to be busy with side quests involved within the main quest of the group and is the only person that can pick a lock. They are also the stealth class, able to kill silently and even sneak undetected through hostile areas.

    Starting Abilities:
    Bow training
    Silent step
    Light armor training

    Learnable skills:
    Thrown weapons Training QP1
    Decieve (trick an enemy during combat, making there next attack miss unless its a critical) QP2
    Dual Wield. QP1
    Tri-shot (shoot three arrows or throw 3 throwing weapons at a target. 3x damage ) QP4
    Quick draw (shoot twice in a turn. can't use trishot with this.) QP3
    Marksmanship (Use once in a fight and instant max damage if a hit. If a crit it deasl double damage) QP4
    Between the legs (You win ties.) QP4
    Shadow Meld (Can hide in shadows, so long as they are the adequate size) QP2
    Back Stab (Kill an opponent silently while stealthy.) QP 1
    Free Runner (Can climb most obstacles) QP2
    Swivle (with a successful defense save the spy may turb abd get one flanking attack against the opponent if the spy has a melee weapon.) QP4


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    Re: A Kingdom of Their Own

    Post by LokiLeader on Wed Oct 26, 2011 11:10 pm

    Wizard

    The wizard casts spells... oh and they enchant things. In order for a Wizard to work their mojo they need to memorize their spells before hand. A wizard may memorize spells by using magic to carve rune stones that, when absorbed and memorized in a certain order can create a spell. Now I have a large list of spells to go through but ima give a few here and let the wizard tinker later on. A rune works by carving into the stone a symbol that represents a rune power and then exposing the rune to its power source. Take for example the fire rune. First you would magically carve the fire symbol into it, then drop it in a fire for a few seconds, then it will be ready to absorb. When a spell is memorized it can be used as many times during the day as possible, however, when a spell is cast, the cast begins to build a cumulatice upkeep of -1 to their attacks, meaning, that if a wizard casts a spell his next spell will have -1 on the attack and the spell after will have -2 and so on.

    Starting skills:
    Level 0 runes and spells
    Runes: Wind, fire, water, earth
    Spells: Flaming stone: base 4 physical damage and 2 fire damage wind, fire, earth
    Hot water: You can magically boil water Wind, Fire, Water
    Gust: fast winds (cause enemies to roll for falling) Base 2 damage if check is failed (Wind, Earth, Water)
    Staff Training

    Learnable skills:
    Level 1 runes and spells: QP2
    Rune: Dark
    Spell: Drown base 6 physical target is scared (flees if fails check) Dark, Water, wind
    Blind target can't see Dark, Fire, Earth
    Level 2 runes and spells: QP4
    Rune: Light
    Spell: Growth renourish and grow plants Light, Earth, Water
    Madness Target attacks nearest person for a turn Light, Dark, Wind
    Flare: Create an orb of light Light, Fire, Dark
    Level 3 runes and spells QP6
    Rune: Force
    Spell: Lightning Bolt base 2d8 damage electrical, if a crit fail it hits the caster at half damage if a normal fail it hits an ally at half damage.
    Fireball: Base 8 fire damage with 50% chance to ignite foe for 1 damage per turn for the rest of combat. Force, Wind, Fire
    Mind Spike: Deals 2d10 to caster and instantly kills a non magic resistant target. Dark, Force, Earth
    Detect Magic: QP2
    Detect Magic Type and Resistence: QP3
    Teleport to portal: 2 QP
    Teleport to party member: 3 QP
    Minor enchant: 3QP (plus 1...)
    Major Enchant: 5QP (Plus 2...)


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    Re: A Kingdom of Their Own

    Post by LokiLeader on Sun Oct 30, 2011 12:30 am

    Bard basics: Troubador(+1attack with drums, +1 def with Lute, +1 magic rolls with Harp)
    Sooth Say (Harp: Reduce attack from enemies by 1)
    Drums of war (+1 damage from allies)
    Lyrical muse: (+1 magic save)

    Merchant Basics: Haggle (+5 on diplomatic rolls)
    Navigator(Can navigate the night sky and land marks)
    Appraiser (you know how much things are worth)
    Compendium of language (You can speak all cultured languages Elven, Human, Troll, Fairie)
    Axe Training


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    Ippy
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    Re: A Kingdom of Their Own

    Post by Ippy on Mon Nov 07, 2011 9:56 pm

    Status?
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    Elit3Fla5h

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    Re: A Kingdom of Their Own

    Post by Elit3Fla5h on Tue Dec 06, 2011 11:33 pm

    Yes, status?


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    LokiLeader

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    Re: A Kingdom of Their Own

    Post by LokiLeader on Tue Dec 06, 2011 11:59 pm

    Status.... ummmm. I forgot this existed... I guess i can work on it but again its more of a table top


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