| A Kingdom Divided A RPG based on the setting of PoP 3, taking place roughly a century after the end of the unification wars |
| | A Kingdom Divided : Rules and game mechanics | |
| | Author | Message |
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Jing Ming Admin
Posts : 711 Join date : 2013-01-20
| Subject: A Kingdom Divided : Rules and game mechanics 08.02.13 10:27 | |
| THIS THREAD IS OLD, GO HERE FOR THE NEW; https://popshadowwar.forumotion.com/t129-character-creation-and-rulesHi. What you see here are the rules that ensure that the players' actions have fair results. There are rules for combat, rules for earning and spending renown, and any miscellaneous rules that we felt necessary to develop.
It is good to have a quick look on them, but you are not required to memorize them or Bookmark this page - this is a job for the GMs, and you will rarely see the inner workings of the system.
By the way, you're all invited to comment and suggest changes for them in the discussion mirror of the this thread.A note on Order numbers: The number of player-characters, and the troops they command, are not the only troops of the Order. Most of each Order will likely be made up of NPCs. In the event of a large-scale war brewing, Order numbers will be clarified. General RP Guidelines - Spoiler:
1. No godmoding / Power-emoting. This means don't RP an action as well as the result of that action. Obviously this applies to things of consequences. Sheathing a sword is fine, posting that your character stabs another character with it is not. Type such actions as attempts.
2. Don't use other peoples' characters without their permission.
3. No metagaming (OOC-into-IC). Your character can only act on the information available to them. Just because you've read someones bio doesn't mean your character knows that other character's life story.
Last edited by Jing Ming on 10.02.13 13:46; edited 2 times in total | |
| | | Jing Ming Admin
Posts : 711 Join date : 2013-01-20
| Subject: Re: A Kingdom Divided : Rules and game mechanics 08.02.13 10:28 | |
| Renown represents nearly any type of currency within the RP. This includes denars/money, personal charisma, fame/popularity, and influence. When your character gains anything from this list, it is up to you to create the story as to why/how they have gained it.
Starting Renown Note: PCs begin with 1 weapon of their choice, armor of their choice, Courser. Additionally, 120 renown is awarded to each new character which must be spent on troops alone. (Equipment for Adventurers is allowed.) In addition to this, another 50 renown is awarded which may be spent on either troops or additional equipment. If it is appropriate/necessary because of the character's backstory, that 50 renown may be used to purchase a Masterwork/Lordly piece of equipment, any horse save for Noldor/Ironbred/Netherworld horses, an Economic Asset, or a Village. This is 'discount' is only allowed if it is necessary because of the backstory, however.
Renown Costs
Equipment (Weapons)
5 Renown : New 1 Handed Weapon (Normal Quality)* 5 Renown : New Throwing Weapon* (set of 5) 10 Renown : New 2 Handed Weapon (Normal Quality)* 10 Renown : New Ranged Weapon* 10 Renown : Weapon Upgrade (Poisoned, Crushing) - Stacks with Masterwork 5 Renown : Weapon Upgrade (Keen or Balanced) - Does not stack 100 Renown : Weapon Upgrade (Masterwork) - Stacks with Poisoned / Crushing 5 Renown : Shield* (Reroll failed defence) 10 Renown : Large Shield* (-1 Enemy Ranged Skill, Reroll failed defence (rereoll twice against ranged)). May not be used while mounted. ' Shields may not be Upgraded. * Characters may only carry as many weapons as it's sensible. GMs will judge the effects of the quantity. 3 weapons, or 2 weapons and a shield.
Equipment (Armour)
10 Renown : Light Armour (+1 WP) . 20 Renown : Medium Armour (+2 WP, -1 Speed ) 30 Renown : Heavy Armour (+4 WP, -2 Speed) 60 Renown : Armour Special (Mettenheim) - (+2 WP, -1 Speed). May be purchased as light, Medium, or Heavy. 60 Renown : Armour Special (Barclay) - (+1 Speed). May be purchased as Light, Medium, or Heavy. 10 Renown : Armour Upgrade (Thick) - (+1 WP) - Does not stack with Lordly Upgrade 100 Renown : Armour Upgrade (Lordly) - (+1 WP, +1 Speed, + 1 Command Level) - Does not stack with Thick Upgrade
Equipment (Horses)
10 Renown : Mule (carries all your stuff everywhere!) 10 Renown : Courser* 15 Renown : Hunter* (+1 Charge, +1 mobility) 30 Renown : Larian Hunter* (+1 Charge, +2 mobility) 15 Renown : Light Warhorse* (+2 Charge) 20 Renown : Heavy Warhorse* (+3 Charge) 30 Renown : Armoured Warhorse* (+3 Charge, +1 WP) 40 Renown : Dragon Destrier* (+3 Charge, dragon bonus) 60 Renown : Ironbred Warhorse* (+4 Charge, +1 WP) 220 Renown : Noldor Horse* (+4 Charge, +2 mobility) 300 Renown : Netherwold Charger (+6 Charge, +1 WP, Free "Intimidation" Trait, horse does not get tired) - NPC characters will be suspicious of Characters mounted on these. * Allows Character to Charge.
Assets 75 Renown : Economic Asset (mine, shop, pension, etc)- Grants the Wealthy Trait 100 Renown: Outpost: a simple watchtower with wooden walls. May be bought by several players in a joint effort, including players from different orders. 100 Renown : Village - First grants "Sir/Dame" title and Noble trait. Required for Estate 50 Renown : Estate - First grants "Baronet" title, required for Wooden Fort (150 Total) 100 Renown : Wooden Fort - First grants "Baron" title, 1 free Regular Warband (does not count against Command in defensive encounters), required for Stone Keep (250 Total) 250 Renown : Stone Keep - Grants "Count" title, maximum 1 per Player (500 Total)
Troops
7 Renown : Order Retainer 10 Renown : Order Knight 10 Renown : Adventurer (Customisable. Must be bought gear at 1/4 price rounding up. All Adventurers in the party must be uniformly equipped.) 11 Renown : Barclay Conquistador (Heavy charger cavalry) 11 Renown : Veccavian Knight (Medium cavalry with bows) 12 Renown : Mettenheim Forlorn Hope (Super heavy Infantry) 70 Renown: Galley 120 Renown: Barque
Last edited by Jing Ming on 23.05.13 3:13; edited 1 time in total | |
| | | Jing Ming Admin
Posts : 711 Join date : 2013-01-20
| Subject: Re: A Kingdom Divided : Rules and game mechanics 09.02.13 2:15 | |
| Date and time keeping
Year: is counted from the founding of Pendor (0 AF). A year has 12 months. Months are divided by season: Green (Spring), Red (Summer), Yellow (Autumn), Blue (Winter).
Months: each season has three months. These are named thus: Primus, Secundus and Tertius.
Days: don't bother about that (although we're open for suggestions in this regard). Instead, we'd rather count by weeks: week 1, week 2, etc.
A pendorian year:
499AF, Green season, Primus 499AF, Green season, Secundus 499AF, Green season,Tertius
499AF, Red season, Primus 499AF, Red season, Secundus 499AF, Red season, Tertius
499AF, Yellow season, Primus 499AF, Yellow season, Secundus 499AF, Yellow season, Tertius
499AF, Blue season, Primus 499AF, Blue season, Secundus 499AF, Blue season, Tertius
Last edited by Jing Ming on 05.03.13 5:36; edited 1 time in total | |
| | | Jing Ming Admin
Posts : 711 Join date : 2013-01-20
| Subject: Re: A Kingdom Divided : Rules and game mechanics 11.02.13 1:32 | |
| NPCs
Below you may find a list of samples of order knights, along with their equipment (and its effects). The numbers only reproduce the effects you are already familiar with (polearms vs. cavalry; cavarly vs. archers, etc.)
Adventurers (Note: This is initial purchase, they will vary with customization) Heavy armor: +3wp -2speed Sword-and-Shield: Roll Defense one more time
Forlorn Hope Mettenheim heavy plate: +4 WP, -1 Speed. Not usable but characters with natural WP lower than 2. 2h Greatsword: cause 2 WP damage instead of only 1 WP
Mounted Barclay Conquistadore Heavy armor: +3wp -2speed Sword-and-shield: Roll Defense one more time Lance: allows dogfights and "jousting" between horsemen Heavy Warhorse +3
Dragon Knights Plate armor: +3wp -2speed Dragon Destrier +3 Sword-and-Shield: Roll Defense one more time
Dragon Drake Medium armor: +2wp -1speed Sword-and-Shield: Roll Defense one more time
Griffon Knights Plate armor: 3wp -2speed Sword-and-Shield: Roll Defense one more time Lance: allows dogfights and "jousting" between horsemen Heavy Warhorse +3
Griffon Foot Archers
Light Armor: +1wp Bow: ranged, 1 WP damage Sword-and-shield: Roll Defense one more time
Clarion Call Rangers Medium armor: +2wp -1speed Lance: allows dogfights and "jousting" between horsemen Horse Archer: 2x Skill against unshielded opponents Bow: ranged, 1 WP damage Sword-and-shield: Roll Defense one more time. Hunters +1: +1 mobility
Larian Outriders Light armor: +1wp Lance allows dogfights and "jousting" between horsemen Horse Archer: 2x Skill against unshielded opponents Bow: ranged, 1 WP damage Sword-and-shield: Roll Defense one more time. Hunters +1: +1 mobility
Radiant Cross Knights Heavy armor: +3wp -2speed 2H Hammers: ignore enemy’s armor rating. Entire party gets -1 mobility.
Radiant Cross Plaguewardens Medium armor: +2wp -2speed Sword-and-shield: Roll Defense one more time Crossbows: ranged, 2 WP damage. Double to-hit Skill against unshielded opponents. 1 round cooldown
Dawn Knights Heavy armor: +3wp -2speed Lance: allows dogfights and "jousting" between horsemen Sword-and-shield: Roll Defense one more time Heavy Warhorse: +3
Dawn Wyvern Medium armor: +2wp -2speed Sword-and-shield: Roll Defense one more time 2H Axes: cause 2 WP damage instead of only 1 WP
Eventide Knight Heavy armor: +3wp -2speed Lance: allows dogfights and "jousting" between horsemen Sword-and-shield: Roll Defense one more time Mace Heavy Warhorse: +3
Eventide Ghilmen Light armor: +1wp Sword-and-shield: Roll Defense one more time Horse Archer: 2x Skill against unshielded opponents Bow: ranged, 1 WP damage Hunter +1: +1speed
Shadow Legion Centurion Heavy armor: +3wp -2speed Sword-and-shield: Roll Defense one more time Javelins: ranged, 2 WP damage, destroy shields with one hit Ironbred Horse: +4. +1wp
Shadow Legion Marinus Light armor: +1wp Polearms: get double Skill points against cavalry, triple if they are charging
Silvermist Ranger Light armor: +1wp Sword-and-shield: Roll Defense one more time Bow: ranged, 1 WP damage
Silvermist Halberdier Medium armor: +2wp -1speed Polearms: get double Skill points against cavalry, triple if they are charging. Deals 2 WP damage instead of only 1.
Ebony Gauntlet Knight Heavy armor: +3wp -2speed Sword-and-shield: Roll Defense one more time Crossbows: ranged, 2 WP damage. Double to-hit Skill against unshielded opponents. 1 round cooldown
Ebony Gauntlet Hammers Medium armor: +2wp -1speed 2H Hammers: ignore enemy’s armor rating. Entire party gets -1 mobility. | |
| | | Isabel Tenorio Admin
Posts : 1696 Join date : 2013-01-20 Location : The Sea Viper
| Subject: Re: A Kingdom Divided : Rules and game mechanics 16.02.13 14:56 | |
| Character creation: the Background
- Spoiler:
Besides numbers, your character will need a background and some traits. As mentioned before, most of these are qualitative: they serve to give you a solid reason to roleplay what you roleplay. It also makes evident to others how your character's personality is perceived.
Backgrounds
- Backgrounds are not classes. They are the most relevant background on which your character was raised. They have shaped your character's personality to some extent, and - They are not balanced, and they will remain that way. Choose what you find best, no one will judge you. Consider this your difficulty slider.
This is how your character was raised and what he was doing before starting his training at his respective order. One may also create other "professions" if needed. This background helps by giving us a loose personality to RP and develop upon. It also gives the character a specific set of skills that can be used when the opportunity arises. Our current list is as follows, with the explanation of their effects right after, in italics:
Adventurer: you are a free spirit and have decided to take control of your own destiny. You quested for a long time, and have learned a lot from the world. In your journeys you have found quite a number of quality items and equipment, but sold most of them, keeping only a few. Your weapon specialization varies.
Warlord: you were a man-at-arms, either independent or a king’s army, and eventually became the leader of a small warband, until the time you joined your order. You know how to handle all weapons, and, being part of many battles you also don’t lack the practical experience of battlefield.
Scholar: you know a lot about a lot of things. You speak most of the known languages, and you have memorized castle designs, Pendorian geography, and history books, and you know well the lore of the kingdom. Your martial skills, however, are severely lacking, and you must do a lot of effort in order to become competent on the field.
Ranger: you have lived in the wilderness for a long time. If you did not undergo Silvermist education, you may even seem a bit uncivilized for the townsfolk, eating with your hands and such. You are an excellent hunter and trapper, and in the wilderness you often see what other people cannot. You are highly skilled in the use of bows or crossbows, but your real advantage over the others lies in your knowledge of the wilderness, its beasts and its dangers.
Scout: similar to the ranger, but on horseback and on open terrain. You are among the fastest riders in Pendor, and in this category fit both Windriders and Clarion Rangers.
Priest: you are the priest of a goddess. You may perform blessings on people (thus improving your relation with them in that context), make curses (works well on the illiterate), and act as a minor representative of the respective church. Commoners often follow your suggestions, instead of that of the local authorities.
Noble: you know how to deal with nobles. You have memorized every banner of every major Pendorian lord - and of some respectable foreign lords too. You know how to ride, how to fight with gentlemen’s weapons, and you have your own family signet ring and banner – even if it flies only over a small estate in Pendor’s countryside. Nobles are usually more pleased with your presence, but commoners fell a bit uneasy. Swords, crossbows and horseback fighting are natural to use.
Commoner: you speak the tongue of the people and will be able to mingle easier among them, possibly making a good agent, preacher or merchant. Your manners, however, greatly displease the nobles. You also know the basics of farming, woodworking, fishing and hunting, and has learned how to use bows and polearms.
Alchemist: a general physician. You know how to heal people, and may have moonlighted as warrior, merchant, or even healer-for-hire.
Shaman: same as alchemist, but only in the North. You know the traditions of Ravenstern and the Mystmountains, and you can use local flora with much more efficiency. You don’t know anything about the medicines and ailments from other regions.
Medic: same as alchemist, but only in the East. You know the traditions of the East, and can use Empire flora with much more efficiency. You don’t know anything about ailments and plants from other regions.
Outlaw: whether your order knows it or not, you were once an outlaw. You know how bandits think, where they would like hide, and how they fight. You also know where rich people like to store their valuables. As the ranger in his forest, you can find your way and survive well in any urban environment. Knows where to hide, where to find food, and where to ambush his enemies. Knows “people” in nearly every city. You may or may not have redeemed yourself and work against your former brothers in crime.
Merchant: before becoming a knight, you were once a merchant, and thus part of the blooming and wealthy Pendorian merchant class. You are the best at creating caravan routes or offering trade agreements. You may or may not have become a fighter to defend your goods, or a politician to gamble at higher stakes. You may also have bought your way into the nobility, becoming a lesser noble yourself.
Seaman: you were a man of the sea. You know how to sail, and can identify ship designs and flaw at a distance.
Adventurer: basically the most generic class. You can specialize in up to three weapons, instead of only one, as happens with all the other Backgrounds (except the warlord). You may forsake three free traits for one free quality item (a super keen sword, a rare piece of armor, an expensive cloak, a good horse, etc.).
Warlord: “good” proficiency in all weapons (thus granting him an overall +1 Skill).
Scholar: Has “good” proficiency only the order’s weapons of choice (is allowed to learn others during the RP, though). Can succeed in most engineering, medical or strategic problems, and grants the order a metagame bonus in these areas. Has two three extra mental traits. I doubt anyone will choose this one, but here is is.
Ranger: “Exceptional” in bow or crossbow. Knowledge of trapmaking, hunting, foraging, and hiding. Can predict the weather fairly well, and can track parties and detail their nubers and composition.
Scout: “Exceptional” in bow, crossbow, or spear. Extremely fast rider. Can track, forage.
Noble: “good” proficiency with one-handed swords and crossbows; horseback fighting, noble benefits.
Commoner: “good proficiency” with bows and simple polearms. Commoner skills.
Priest: “good” proficiency in any weapon of choice.
Alchemist: can treat a wide variety of wounds and illnesses. Cannot treat serious wounds.
Shaman: Extremely skilled in Northern illnesses. Know the effects of every single herb of old Ravenstern. Some say they can even cure serious wounds.
Medic: Extremely skilled in Eastern illnesses. Know the effects of every single herb of old Empire. Some say they can even cure serious wounds.
Outlaw: is the ranger of the city. Has combat bonuses in sieges or in any urban battles. If not redeemed, may contact Red Brothers and get espionage bonuses as well.
Merchant: Instead of the free traits, the player can choose the trait “noble background”, symbolizing that the character has spent all his resources to become part of the nobility, while also retaining his merchantile skills.
Seaman: Knows everything about ships, boats, Vanskerries and pirates.
Examples of background adaptations. At the right side of the background is what the character has become during the RP, not the name of his class (let’s keep this simple and avoid that kind of thing. It's too limiting.).
Warlord ---> master horseman ---> legendary footsoldier ---> commander
Noble ---> Advisor/steward ---> Diplomat ---> High officer at an order
Priest ---> Frontline preacher (battle cleric) ---> Inquisitor/ high priest
Outlaw ---> Counteragent (works against the outlaws) ---> Agent (secretly works for the outlaws) ---> Independent outlaw ---> Survivalist
Ranger ---> Trapmaster ---> Assassin ---> Pendorian ambassador at Elacrai
Alchemist ---> Healer ---> Multitasking knight
Further examples of regular order members (not players):
Radiant Cross would fighters with alchemist background. Ravenspear would be fighters with scholar background. Dawn knights would be fighters with priest background, or priests with fighter background. Clarion rangers would be fighters with noble background. Silvermists are rangers. Alternatively, they could be fighters with commoners, outlaws or nobles.
Traits
- Everyone can pick three. Adventurers can pick five. Some Backgrounds offer the possibility of choosing something else instead of These free points.
Not all traits must have evident effects. Some may work as guidelines for our RP – both the PC and the other players. I, for example, would like to know when my character is talking to someone who has the manners of a commoner (Commoner) or of a lord (Noble), or wheter he is maimed, intimidating, or slave-marked. It would certainly affect my RP, and enrich the IC scenes in general.
Initial suggestion of traits, just to get the idea:
- General traits
Foreigner : his manners and accent give away his foreign descent. (Free when applicable)
Slave marked : he was a slave once, and the typical owner brand in his face or back is evidence of that.
Quick hands : the character's hands and fingers are very quick and nimble, a trait that can be used for good or evil.
Keen senses : the character is able to see, hear and smell better than most Pendorians. He also receives lower penalties in situations that deprive him of one of his senses.
Finesse : his high agility allows him to use small weapons better.
Strong : he is strong, and get all benefits that come from that.
Basher : after a long time of practice, he becomes skilled in bashing with his shield.
Charger : the character is skilled in riding heavy horses, and is quite efficient in leading or conducting charges.
Horse archer : he is able to use a bow or crossbow on horseback as if he were on foot.
Horseman : he can ride most horses.
Diplomat : he knows how to handle politics.
Survivalist : knows how to survive in the wilderness.
Good Swordsman (or Spearman/axeman/maceman/etc.) : is as skilled as most knights in swordfighting.
Exceptional Swordsman (or etc.) : is more skilled than the average Pendorian in swordfighting. Good Swordsman trait required.
Master Swordsman (or Spearman/axeman/maceman/etc.) : is much more skilled than the average Pendorian in swordfighting. The character can use complex sword techniques. Exceptional Swordsman trait required.
Legendary Swordsman (or etc.) : is much more skilled than the average order knight in swordfighting. The character has created a personal fighting style, and is deadly in the battlefield, doing feats deemed impossible by most. "Master Swordsman (or etc.)" trait required.
Martial artist : despite the name, this trait means that the character is skilled in unarmed combat.
Sharpshooter : this character rarely misses a bolt or an arrow. "Master Archer" trait required.
Skilled weaponsmith (or craftsman/armorer/jewelcrafter/librarian/healer) : has expertise in an specific field.
Tactician : character has insights (meaning GM tips) about tactical matters during a battle.
Command 1-10: character receives command points according to the command rules.
Stealth : character is stealthier than the average.
Wealthy : the character has a huge amount of gold stored somewhere.
Tracking : tracker.
Trapping : trapper.
Siege engineering : siege engineer. Knows fortifications and their weaknesses, as well as how to build them.
Hardy : the characters is more resistant to pain and injury than most. Injuries that would maim a regular knight become simple wounds on him.
Unflappable : the character is able to keep a steady mind under stress, and thus avoids psychological scars and traumas that would crush the lesser soldier (i.e. amnesia; afraid of death, etc. traits that a character may get after being knocked down or seeing terrifying things).
Battle wounds (unless otherwise specified, they last for only one season):
- This is what you character may get after being knocked down in a fight. Mind you that, besides getting the wound, he will most probably be made prisoner as well.
Amnesia : player has memory lapses.
Twisted ankle : becomes slower and less agile.
Broken arm : attacks and actions that use one arm fail more often.
Broken leg : player cannot run (horseback riding is ok, though).
Scarred 1 to 10: each level means a new major scar in one’s body. They are permanent. Characters with scars receive relation bonus with military NPCs (symbolizing the prestige of surviving a death wound) and proportional negative relations in diplomatic affairs, and also towards most nobles.
Maimed (limb): during one of his battles the character has lost a limb. Permanent and cannot be cured.
Blind : one of the player’s eyes was damaged during a fight. Permanent.
Lost an ear : lost an ear. Keen senses become regular senses. Permanent.
Demonic curse : he was hit by a demonic weapon and survived. The strike has left a scar that has a faint red glow. Its effects are unknown, but religious NPCs tend to consider the character’s survival a miracle.
Afraid of dying : he has survived a brutal attack and is now afraid of dying. Penalties during life-or-death situations for one season. Can be cured before that.
Ill : battlefields are a great way of transmitting diseases. After falling on a puddle of blood and dirt, the character has contracted a debilitating disease. Can be cured (this one also by lesser skilled healers).
*. Most of these wounds can be cured by master healers (or any medic or shaman).
Character Creation: the Stats
- Spoiler:
For the sake of fairness, character creation has to follow rules. This is what we essentially have in mind:
- Characters have stats, but they are more qualitative than quantitative. The traits were designed to give you a basis for you roleplay. - There is no levelling up. As your character becomes more experienced, he will gain either more skills or more scars. - If you don't understand the meaning of the stats, take a look at the "Combat" section of the rules. Or ask a GM.
Wound points (WP): health, hardiness and armor rating. Skill: skill, experience and equipment quality. Speed: speed and agility.
WP
Each player has 2 WP. Each successful hit cuts down one WP (so you can take two). 0 WP means knockdown. Hardier orders have 3 WP (Dragons, Legion, Gauntlets) Silvermists, Clarion Call and Radiant Cross have 1 WP.
Skill
Players start with 0 in most cases. Training and quality of the weapon increases that number.
Weapons Improvised: -2 Skill Regular: +0 Skill Balanced: +1 Skill, solves to-hit ties (i.e. rolls that would otherwise end in a "parry") Keen: +1 Skill, +1 WP damage. Masterwork: +2 Skill, +1 WP damage. Poisoned: +0 Skill, additional 10% killed enemies after the battle. Crushing: -1 Skill for the enemy during the entire battle [this weapon may breaks the enemies'.]
The last five characteristics are cumulative. “Crushing” and “poisonous” should fit the weapon’s design (don’t try to poison a hammer).
Weapon modifiers Swords, 1H maces, 1H axes, 1H pickaxes, 1H hammers, etc.: nothing, they are the standard. Sword-and-shield (or maces, axes, hammers, etc.): roll defense one more time. Bows: ranged, 1 WP damage. Crossbows: ranged, 2 WP damage. Double to-hit Skill against unshielded opponents. 1 round cooldown. Javelins, throwing axes, etc: ranged, 2 WP damage, destroys shields with one hit. Polearms: get double Skill points against cavalry, triple if they are charging. 2H Axes: cause 2 WP damage instead of only 1 WP. -1 Speed. 2H Maces and hammers: ignore enemy’s armor rating. -2 Speed.
Armour
Light Armour (+1 WP, +1 Speed) . Medium Armour (+2 WP) Heavy Armour (+3 WP, -1 Speed) Armour Special (Mettenheim) - (+2 WP, -1 Speed). May be purchased as light, Medium, or Heavy. Armour Special (Barclay) - (+1 Speed). May be purchased as Light, Medium, or Heavy. Armour Upgrade (Thick) - (+1 WP) - Does not stack with Lordly Upgrade Armour Upgrade (Lordly) - (+1 WP, +1 Speed, + 1 Command Level) - Does not stack with Thick Upgrade
Horse: can charge (= adds horse value to Skill value). Horseback ranged weapons: 2x Skill against unshielded opponents.
Horses Charge value: Hunters +1 Light Warhorses +2 Heavy Warhorses +3 Dragon Destrier + 3 Ironbred +4 Netherworld Chargers +5
Special modifiers: Destrier +1 WP Ironbred +1 WP Netherwords +1 WP Hunters +1 mobility
Speed
Its most common use is to determine the number of attacks that a characte has per combat round. This is made proportionally to the enemy's mobility value. A character with high speed, for instance, can attack three times while his heavily armored opponed do it only once (3:1 ratio).
Last edited by Jing Ming on 22.05.13 7:11; edited 1 time in total (Reason for editing : new rules) | |
| | | Isabel Tenorio Admin
Posts : 1696 Join date : 2013-01-20 Location : The Sea Viper
| Subject: Magic 09.05.13 8:44 | |
| MagicSince we have varying tastes for the levels of magic present in the RP, we've concluded that any use of magic will require direct GM approval in each instance. Magic is a part of Pendor, with divine intervention, the Noldor, Snake Cult, etc. That said, many of us have expressed a preference for a more realistic fantasy. Hence the policy. A key part is that it is required in each instance. Getting approval for fireballs out the eyes (and bolts of lightning out somewhere else...) would need to happen each time... it isn't a blank check for future use. Largely this is to help avoid any miscommunications about what magic ability has been approved and the extent of it, but it is also to help ensure we don't go overboard with frequency at any point. If you'd like to discuss, please make use of the discussion thread. (Don't post here! ) | |
| | | Jing Ming Admin
Posts : 711 Join date : 2013-01-20
| Subject: Re: A Kingdom Divided : Rules and game mechanics 22.05.13 6:22 | |
| Combat System
Weapons (stat version)
One-handed Swords: the basic. Nothing fancy.
Daggers, knives, short-swords: Quick: +1 Speed. Short weapon: automatically loses the first initiative (due to the range). Repeat for every enemy the PC engages. Repeat if enemy already engaged decides to gain distance and disengage.
Fighting picks: great for close distances. Awkward: -1 Skill. Piercing: +1WP damage against mediuma and heavy armor.
Axes: heavier than a sword, but it also hurts more. Shield breaker: a natural max (e.g. 6 in a 1d6) instantly breaks the opponent’s shield. May or may not be short. Slow: -1 to speed.
Morningstar: Piercing: +1WP against medium and heavy armor Slow: -1 Speed.
Maces, hammers and flails: slow, but great for one-hitting anything. Clank: A natural max (e.g. 6 in a 1d6) automatically knocks target unconscious (and breaks a few of his teeth) if the hit lands. Slow: -1 to Speed.
Two-handed
Glaive-like polearms: Polearm: 2xSkill against cavalry. 3xSkill against charging cavalry. Long weapon: always win first initiative roll. Always lose initiative for shorter weapons after that (unless you disengage and gain distance again). Very slow: -2 to Speed. Extra damage: 2WP damage Spear-like polearms: Polearm: 2xSkill against cavalry. 3xSkill against charging cavalry. Long weapon: always win first initiative roll. Always lose initiative for shorter weapons after that (unless you disengage and gain distance again). The length of this weapon allows you to reach the enemy before he reaches you.
Two-handed axes: Shield breaker plus: any to-hit success breaks the opponent’s shield. Very slow: -2 to Speed Extra damage: 2WP damage.
Two-handed maces and sledgehammers: Clank plus: any to-hit success knocks the opponent unconscious. Yes. Very slow: -2 to Speed
Two-handed swords: Long weapon: always win first initiative roll. Always lose initiative for shorter weapons after that (unless you disengage and gain distance again).
Ranged
Throwing items: Multi: doubles as melee weapon (with -2 Skill due to lack of balance and poor design) Shield breaker.
Bow: nothing special. Crossbow Reload: requires one turn cooldown to reload. Extra damage: 2WP damage.
Weapon traits
So you see that some general weapon traits were added. Many of our fighting rules have been transferred to those traits in order to avoid excessive text. For instance, the 2x/3x polearm property against cavalry is now a trait, not a rule. As such, we (and you) are able to customize or create new weapons without the GMs having to rewrite the official rules or add exception upon exception. Another reason, as before, is to put more emphasis on strategy and teamwork. Here a handy list of the traits:
Polearm: 2x Skill against horsemen, 3x Skill if those horsemen are charging at you. Short weapon: Always loses initiative against longer weapons. Wins initiative when the enemy is closer. Long weapon: Always wins initiative against shorter weapons. Loses at closer distances. Piercing: +1WP damage against medium and heavy armor. Clank: A natural max (e.g. 6 in 1d6) knocks opponent unconscious if to-hit is successful. Clank plus: Any successful hit knocks enemy unconscious. Shield breaker: A natural max Breaks opponent’s shield, always. Shield breaker plus: Any successful hit breaks opponent’s shield. Quick: +1 to Speed. Slow: -1 to Speed. Very slow: -2 to Speed. Extra damage: 2WP damage. Awkward: -1 Skill.
Additional/customizable traits: Improvised: -2 Skill (non-cumulative). Keen: +1 WP damage (non-cumulative) Balanced: if the to-hit roll resulted in a tie, roll again (non-cumulative). Heavy: +1 WP damage, -1 Speed. Masterwork: +1 WP damage, +1 Speed.
Armors and armor traits
Shield: roll defense one more time. Player may choose to assume defensive position behind the shield and earn bonuses against strikes made against him. Pavese shield: immunity against frontal attacks from arrows and bolts. Heavy.
Light armor: +1 WP Medium armor: +2 WP Slow: cumulative with weapon heaviness. Heavy armor: +4 WP Very slow: cumulative with weapon heaviness. Can’t use bows due to stiffness of upper-body armor.
Barclay steel: lighter and stronger steel. [medium armors only] Armors with “heavy” penalty become normal and lose their speed penalty. There are no full-body heavy armors in present-day Barclay - the quality of their steel is so high that they don't need it. Upgradeable. Mettenheim design: superior smithing [heavy armors only] +1 WP (total of +5 WP)
Upgrades and modifiers:
Rusty/damaged: -1 WP Thick: +1 WP Lordly: +1 WP, Command bonus. (non-cumulative)
Last edited by Jing Ming on 22.05.13 8:28; edited 2 times in total | |
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Posts : 711 Join date : 2013-01-20
| Subject: Re: A Kingdom Divided : Rules and game mechanics 22.05.13 6:31 | |
| Character traits (stat version)
I was made aware that many traits were confusing. Now some of those traits have gone to weapons and armor, which now have much more importance (in the fights only). For all the other stuff you have the character traits.
This was made also to separate fighting and RP elements, although I didn't have much success in that. Hopefully things will be smoother and actually make sense now.
Poor (weapon): -1 skill.
Regular (weapon): the standard for all weapons. As an order member you’re expected to be as skilled as this level.
Good (weapon): +1 Skill
Exceptional (weapon) +1 Skill.
Master (weapon): +1 Skill.
Legendary (weapon): No bonus, but literally becomes a local legend. Requires payment of 100 renown.
Quick hands: (RP only).
Quick feet: +1 Speed when on light armor or lesser.
Agile: +1 Speed.
Iron nerves: +1 WP.
Strong: (RP only).
Hidden weapon: allow the players to not inform the short weapon or weapons he is carrying.
Master smith: May craft complex stuff and assess the quality of any equipment.
Acrobat: feats such as climbing and not falling when someone bashes you.
Pyro: knows fires in all their varieties.
Pious: having drawn attention of one of the good gods, you are particularly resistant to the dark arts – e.g. poisons –, and more proficient in healing wounds. Requires great in-game sacrifice to earn this.
Corrupted: having drawn attention of one of the dark goddesses (Azi Dahaka or Erida Occisor), you are particularly efficient when using the destructive arts – fires, poison, murders. Requires great in-game sacrifice to earn this.
Herbalist: your healing works more efficiently. You’re also a good cook.
Poison maker: make deadlier poisons.
Trap maker: make a large assortment of traps.
Pack rat: at the cost of -1 Speed for each, you may carry additional weapons.
Beast repellent: while you look just like any other human, animals seem to be frightened in your presence. You can’t mount (but so can’t your enemies if they’re around you).
Keen senses: the character is able to see, hear and smell better than most Pendorians. He also receives lower penalties in situations that deprive him of one of his senses.
Slave marked: he was a slave once, and the typical owner brand in his forehead or back is evidence of that.
Horseman: you can ride horses. Including the undead ones.
Survivalist: you known how to survive in the wilderness.
Urban survivalist: you known how to survive in cities.
Martial artist: despite the name, this trait means that the character is skilled in unarmed combat, even if he doesn't belong to Kamos Academy.
Resistant: the characters is more resistant to pain and injury than most. Injuries that would maim a regular knight become simple wounds on him.
Unflapppable: the character is able to keep a steady mind under stress, and thus avoids psychological scars and traumas that would crush the lesser soldier (i.e. amnesia; afraid of death, etc. traits that a character may get after being knocked down or seeing terrifying things)
Command 1-10: If you want to become a leader instead of a lone wolf, you should definitely invest in these, as they affect the complexity and number of orders you can give in a skirmish.
Scar 1-10: Each level represents a major scar in one’s body. They are permanent. Characters with scars receive relation bonus with military NPCs (symbolizing the prestige of surviving a death wound) and proportional negative relations in diplomatic affairs, and also towards most nobles.
Amnesia : player has memory lapses.
Twisted ankle : becomes slower and less agile.
Broken arm : attacks and actions that use one arm fail more often.
Broken leg : player cannot run (horseback riding is ok, though).
Maimed (limb): during one of his battles the character has lost a limb. Permanent and cannot be cured.
Blind : one of the player’s eyes was damaged during a fight. Permanent.
Lost an ear : lost an ear. Keen senses become regular senses. Permanent.
Demonic curse : he was hit by a demonic weapon and survived. The strike has left a scar that has a faint red glow. Its effects are unknown, but religious NPCs tend to consider the character’s survival either a miracle or a curse.
Ill: battlefields are a great places for transmitting diseases. After falling on a puddle of blood and dirt with your body full of open wounds, the character has contracted a debilitating disease. Can be cured easily.
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Posts : 711 Join date : 2013-01-20
| Subject: Re: A Kingdom Divided : Rules and game mechanics 22.05.13 6:44 | |
| Character backgrounds (stat version)
Please remember that a background does not only refer to the character’s origin, but also his values and priorities. So, for instance, according to Red Player’s bio, he can be a noble, a scout and a master-of-arms. If he chooses to adhere to his noble education, you pick the Noble background. If he, despite being highborn, chooses the life of an army officer, you pick Master-of-arms. But if he clearly prefers riding, scouting and such adventurous stuff, pick Scout.)
Only the following backgrounds are available. Specializations can be made by getting the desired traits (for instance, an alchemist can get Herbmaster if he wants to follow the healing path, or Poisonmaker if he wants something more aggressive).
Alchemist May heal people. May spend 10 renown to create one of the following poisons. Deadly powder: a few drops in a liquid kills the target. Numbness: coated on a blade or arrow, which then blurs the senses of the target upon successful hit. Booster: a potion that acts on the targets nervous system and increases the production of adrenaline and other hormones, making him run faster or fight better. Slightly impairs target’s reasoning.
Ranger Exceptional in bow OR crossbow. Survivalist skills Trapper Stealth
Scout Proficient (=good) in polearms and bows. Horseman Tracking
Outlaw Possible connection with the Red Brotherhood underworld (at the player’s choice) Urban survivalist skills.
Seaman/seawoman: Stellar navigation (RP only. Works on dry land too). Seamanship (RP only) May spend all starting renown on a ship. Adventurer A jack-of-all-trades that has been everywhere and done everything.
Pick one extraordinary item, weapon, or horse at character creation OR Get 3 free traits instead of the usual.
Slave
+1 WP. Branded (RP only) Player may choose to resist all kinds of intimidation (RP only)
Master-of-arms Good proficiency in all weapons.
Noble Start with proficiency in sword and crossbow. Get a free horse. Noble knowledge (heraldry, customs, geography)
Commoner Start with proficiency in polearms and archery. Commoner knowledge (farming, fishing, woodworking)
Scholar Terrible proficiency in all weapons (-2 Skill) Scholar skills (lore, history, heraldry, engineering, languages, royal law) Fast learner: if able to witness their use calmly, he mimics non-combat skills of other characters (for example: poisonmaking, healing, pyro, smithing, etc.). This ability has no cap.
Priest May influence commoners and act as local authority in uncivilized regions. Beware of persecution by enemy priests.
Merchant Naturally wealthy.(RP only) At least one lord is in your pocket, and at least one other wants you dead (RP only)
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