DragonStorm: Looking for Interest
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#1 DragonStorm: Looking for Interest
Once again, I have been inspired to run a game.
Or, I should say Nitram is wanting me to run a game and we decided to see if anyone was interested.
Setting Background in the post below. If there's interest, I'll detail more about Character Creation and your role.
OH, did I mention you'll be the Bad Guys? Hated and hunted by all Right-Thinking Individuals?
Or, I should say Nitram is wanting me to run a game and we decided to see if anyone was interested.
Setting Background in the post below. If there's interest, I'll detail more about Character Creation and your role.
OH, did I mention you'll be the Bad Guys? Hated and hunted by all Right-Thinking Individuals?
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#2
The History of the World wrote:Grandilar is the name the Manilac nomads gave this land.
The roaming Humans clans claim to be the first inhabitants, their spirit ancestors recalling a time long ago before the Dragons came. But they are only humans, and spirits of the dead are riddlesome at best, and often untrustworthy if not murderous in these dark times.
What is known that the Dragons came to Grandilar, bringing with them their servants, the orcs. So too, it is said, came the Dragon's mortal Enemy, although none dare to even whisper that Enemy's name. Grandilar became a battle zone between these two powers, and portals were opened by both sides to bring allies and slave-soldiers to the battle. Grandilar suffered, but the Dragons finaly won. The Enemy fled, but those who had been summoned as soldiers were left behind. Thus the Elves, the Dwarves, the Vorn, the Vermites, the Tigerans and Foxwings were left with the Humans to find a way to survive on Grandilar, as the Dragons retreated to their Holds to lick their wounds.
Thus came a Golden Age, so it is said. Elven and Dwarven kingdoms grew and prospered, as well as the rare Human kingdom that lasted more than a generation or two. Scholars would petition the Dragons for knowledge, and the Dragons would give scraps that they felt the lesser races could understand. In this Golden Age, the Three Schools of Magic were formed: the primative spirit-based Shamanism, the religion-magic of the Earth-goddess Elethnay/Jikadel, which some called Witchcraft, and the formulative science of Wizardry. Great strides were made in these magics, and all prospered.
The Dragons even began to take mortal mates from the people of Gandilar, although not all mortals knew their loved one was Dragonic. Blood will tell, however, and chldren of these unions inheritated some of their parent's shape-changing power. Thus the Dwarven Gargoyles, the Elven Unicorns and Pegasi, and the Human Werewolves came to guard both the Dragon's Holds and the kingdoms of their mortal parents.
But Golden Ages end. Some say the Elves asked for and were denied the Dragons' immortality. Some say the Dwarves built great stone castles and stongholds for the Dragons, yet did not receive their just payment. Some say the Wizards and scholars felt the Dragon were hiding the best knowledge, keeping the secrets of Highest Magic out of their reach. Some were jealous of the power and influence of the Shifters. Some whisper in secret the Enemy returned, dripping these poisons into willing ears, offering to teach a secret of their own.
Out of Wizardry, a new class of magic appeared: Necromancy. While Shamanism borrowed from the spirit world, Witchcraft from the land, and Sorcery from natural law, Necromancy ripped energy from life itself, and left a stain on the world in its wake. Dragons spoke out against this new magic, as did the priests of Elethnay, but there were always those who seek power at all costs. That the Dragons did not want them to have it was merely more reason to use it. Kingdoms began to fall, as Necromancers rose to power, and their kingdom fell in turn to stronger Necromancers or to armies backed by Priests and Sorcerors.
Then came the end of the Dragons. On their highest holy day, the Day of the Dead, where Dragons left their bodies to commune with their spirit ancestors, the Necromancers struck. Led by dwarves, the Necromancers' army invaded the Dragon Holds via secret passages, killing all who stood in their way until at last they reached the Dragons themselves.
It is said on that day, the Dragons cursed the Necromancers, and Grandilar as a whole, as the DragonStorms began.
These are no mere storms, but massive vortexes of tainted magic that corrupted land and beast caught within its power. Those even brushed by the storm would fall ill with "The Tox", a sickness of life and soul that would kill the lucky and leave the rest twisted in body and mind. No kingdom was untouched, many left as ruins overrun by the 'mad spawn' of the storms, the remains of their population mindless inhuman beasts.
As Kingdoms fell, the Necromancers rose again. Strong from their victory over the Dragons, they fed on the misery of the land, offering protection from the Storms if people would follow. Slowly, the Necromancers took over the schools of Sorcery, turning Wizardry into a stepping stone to real power, driving the Shamans back to the wandering tribes, closing the temples of Elethnay, promoting worship of the Dark Twin Jikadel. The Necromancers then began hunting the last of the Dragons and their mortal bloodline descendants, the so-called Shifters, killing and draining their bodies for the Dragon magic within their blood. All the while, the Jikadel priests told one and all the Dragons caused the storms, and the DragonBlooded Shifters were there to continue the curse. With the wild magics of the Dragonstorms triggering many latent Shifters, the link between Storm and Shifter was easy to see. Despite the the Necromancers' purge of the Dragonblooded, the Dragonstorms only grew worse.
Now, hundred of years later, the Dragonstroms still rage across the land, some drifting with almost intelligent malevolence to the richest croplands, draining the land of magic and life. Some lands have been hit so often they are blasted, empty of magic and thus safe from the storms. Other lands are so corrupted by the taint left behind they are dangerous to simply walk across, even without the deadly madspawn creations of flora, fauna, and formerly intelligent being. The rare land is untouched by Taint, but instead so full of the natural land magic, or "Od", that it burns out mortals who attempt to live and till the land. Thus all the people of Grandilar are forced to dwell in the Blasted areas under control of the Necromancers or the Jikadel Temples, or risk the DragonStorms.
Yet the bloodline of Dragons is hard to kill. More than one servant of the Dragons survived the purges, and they remain a danger. Calling themselves Valarians, they teach the old Schools of Magic, keeping alive the old Draconic traditions, and claim to heal the land and people of taint whenever they can. Some say the Valarians are Shifters themselves, fighting the Necromancers and their tame Jikadel Priests. The Necromancers do try to kill any Valaran they find in their land, for no ruler wishes open rebellion. And still, scholars wonder if the Enemy still lurks in the shadows.
Thus is Storm Age of Grandilar, the land of DragonStorms.
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#3
Turning in a single shifter to a necromancer sets you up for life. Power, money, respect, enough to make even the lowliest peasant rich. Many even try to become necromancers, for immortality, sorcerous power, and the ability to ward off a dragonstorm is truly considerable power. Help the necros, and you're going to have a good life.
You're a Shifter. Tainted with the blood of dragons, you will emerge from that first storm without mutation. But banding together enough to evade the mercenaries, apprentices, and paid informants of the necromancers.. That's the hard part.
You're a Shifter. Tainted with the blood of dragons, you will emerge from that first storm without mutation. But banding together enough to evade the mercenaries, apprentices, and paid informants of the necromancers.. That's the hard part.
Last edited by SirNitram on Mon Mar 28, 2011 8:47 pm, edited 1 time in total.
Half-Damned, All Hero.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
Tev: You're happy. You're Plotting. You're Evil.
Me: Evil is so inappropriate. I'm ruthless.
Tev: You're turning me on.
I Am Rage. You Will Know My Fury.
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#4
At least you get nifty abilities!
Depending on your race, you can shapeshift into powerful beings. Unicorns may be healers, but never underestimate the sharpness of the horn or hooves. Pegasi are speedy fliers and potent magic-users. Werewolves are crafty hunters and dangerous opponents. Gargoyles are Rocks... literally. Flying Rocks, with stone fists. And then there is the purest of the Blood, the Dragons. Few in number, most powerful, and the Necromancer's favorite prey.
Depending on your race, you can shapeshift into powerful beings. Unicorns may be healers, but never underestimate the sharpness of the horn or hooves. Pegasi are speedy fliers and potent magic-users. Werewolves are crafty hunters and dangerous opponents. Gargoyles are Rocks... literally. Flying Rocks, with stone fists. And then there is the purest of the Blood, the Dragons. Few in number, most powerful, and the Necromancer's favorite prey.
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- frigidmagi
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#6
No one knows what it is. Can we get a link maybe?
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- Soontir948
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#7
If this gets anywhere, I'd like to play a gargoyle.
Edit: Oh I don't suppose I can't eat pidgeons, can I?
Edit: Oh I don't suppose I can't eat pidgeons, can I?
Last edited by Soontir948 on Thu Mar 31, 2011 11:41 pm, edited 2 times in total.
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#8
I'm interested. I need to put a concept together.
Gaze upon my works, ye mighty, and despair...
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Hotfoot: "Yes, which is reasonable."
Havoc: "So basically if you side against him, he summons Cthulu."
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#9
The main DragonStorm website. They are currently upgrading to version 1.1. Since the original is based on cards, I will be modifying it for ease of online play.
That actually will not be hard, as the cards are broken down into Anchors (always active/useable) and Aces (rechargeable). Ace cards break down into Variable (last as long as needed), Combat (lasts for combat or 10min outside combat), and Flash (Instant action, then it's gone). Ace cards recharge after rest.
@Soontir: Yes, you can be a gargoyle, but it means you will also be a dwarf. Pigeons are optional, if you can catch them.
@Havoc: Talk me with over the weekend, I'll give you more info.
That actually will not be hard, as the cards are broken down into Anchors (always active/useable) and Aces (rechargeable). Ace cards break down into Variable (last as long as needed), Combat (lasts for combat or 10min outside combat), and Flash (Instant action, then it's gone). Ace cards recharge after rest.
@Soontir: Yes, you can be a gargoyle, but it means you will also be a dwarf. Pigeons are optional, if you can catch them.
@Havoc: Talk me with over the weekend, I'll give you more info.
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#10
So... more Info, based on questions I've been asked:
1. Yes, you are REALLY shapeshifted into the full animal. Dragons are 8-10ft scaly winged beasts. Pegasi and Unicorns are well-built horses, although you don't have to be straight white or black. Gargoyles have small wings, stony skins and no hair, werewolves are upright lupines. Both have tails and sharply clawed hands.
2. You remain fully intelligent and fully YOU, but it's rather hard to talk in a non-human form. Communication will be a problem to start with.
3. Like D&D, you will all start from the same village (because it's easier on the GM ;) ). At this point in History it is normal for elves, humans, and dwarves to share a community, often under the protection of a Necromancer to whom the village owes fealty. This is normally a Lord's share of the village's crops, although sometimes young people are levied for guards or special tasks. Thus, depending on your personality/race, you have at the very least seen the others about.
4. Since Dragons are the most powerful and rarest of the shifters, once I get an idea of who's playing, I will have you roll for the 'honor' of being the dragon. Since dragons can be ANY race, this won't have to affect your choice of race. If you don't want to be the Dragon, you don't have to roll, but are more limited in what mortal race you can be.
5. The Playable Races of Grandilar:
Elves: While a couple kingdoms still survive, most elves have fallen on hard times, living in mixed communities with humans and dwarves. The hard time have lessened their long lives to barely 300yrs, with adulthood now starting about age 30.
Unicorn and Pegasus are the usual shifted forms Elves take, with the rare Dragon. They are never Gargoyles or Werewolves.
High (or Ivory or Farilan) Elves: Once their kingdoms filled every large forest, and they were masters of combat and wizardry. As the Golden Years waned, many of their wizards explored the uses of Necromancy, and the most powerful Necromancer, BlackBane, is said to be a High Elf. Most Unicorns were High Elf descent.
Ebony Elves: Darker skinned than their cousins, they are also more scholarly. In the past the Ebony Elf Kingdoms were havens of Elethney temples and Magical academies, but now only rumors suggest any of those remain. Even with this tendency towards magic and scholarship, many of the Elven Kingdoms best archers were Ebony Elves. Pegasi were the common shape gained by Ebony Elves.
Dwarves
Master craftsmen with many skills, Dwarves were the ones every race turned to for stonework, jewelry, weaponry, or armor. Their kingdoms were built on mountains and into hills, although most were open trading towns ran by Guilds. Every Guildhall had a SpiritSpeaker, who sought guidance from the Ancestors, and made sure techniques were not lost untimely death. Now living in mixed communities, Dwarves are still the craftsmen for the community, as well as crafty merchants and strong warriors. Guilds are still important, and most dwarves are apprenticed by age 25, living productive lives to over 200.
Gargoyles were once seen as the Ancestor's blessing to the Dwarves, the ultimate merging of craftsman, warrior, and stone. Dragons shifters were extremely rare.
Humans
Once simple animal & ancestor-worshiping nomads, the Humans caught up to the invading cultures quickly. Some remained nomads, some built kingdoms, some became priests and wizards and scholars. Humans were eager to learn everything, including better ways of warfare. More Kingdoms fell to other humans than to any other race. Magic use is hard-won in humans, with study needed for witchcraft or wizardry, although shamanism can fall down some lineages. Most humans find their places as hunters, scouts, farmers, or guardsmen and warriors for towns and necromancers.
Werewolves were seen by the animists and shamans as powerful guardians of their communities. Those who were Dragons were seen as proof of Noble Lineage, even if they weren't.
Mechanics
Your character is going to be based on a template, just like the original game. These templates have basic stats only. It will also have a CardPoints tally, which are used to purchase your Anchor and Ace card-abilities. Normally these purchases would include your Background, but I am considering either making Backgrounds freebies, or allowing you to add the CardPoint cost to the total you can spend. There are also purchasable Flaws which would add to your CardPoint tally.
Anchor cards never drain, are always active and usable. These are your backgrounds, your learned talents, and any special boons you may earn in the future.
To reflect the original game's idea of daily one-shot cards all "Ace" abilities will be One Use Daily, until you can purchase more uses with EXP. Ace cards include your shifted form(s), your special shifter abilities, as well as non-shifter abilities such as combat moves, spells, or racial bonuses. The better the Ability, the higher the CardPoints.
I will provide a list (or a link to a list) of Cards, and you may customize your character as you wish. This is where it will be strategy, as you will have limited CardPoints to start with, and there is a wealth of Cards to spend points upon. The trick is balancing combat with non-combat, Shifter with spells, etc.
1. Yes, you are REALLY shapeshifted into the full animal. Dragons are 8-10ft scaly winged beasts. Pegasi and Unicorns are well-built horses, although you don't have to be straight white or black. Gargoyles have small wings, stony skins and no hair, werewolves are upright lupines. Both have tails and sharply clawed hands.
2. You remain fully intelligent and fully YOU, but it's rather hard to talk in a non-human form. Communication will be a problem to start with.
3. Like D&D, you will all start from the same village (because it's easier on the GM ;) ). At this point in History it is normal for elves, humans, and dwarves to share a community, often under the protection of a Necromancer to whom the village owes fealty. This is normally a Lord's share of the village's crops, although sometimes young people are levied for guards or special tasks. Thus, depending on your personality/race, you have at the very least seen the others about.
4. Since Dragons are the most powerful and rarest of the shifters, once I get an idea of who's playing, I will have you roll for the 'honor' of being the dragon. Since dragons can be ANY race, this won't have to affect your choice of race. If you don't want to be the Dragon, you don't have to roll, but are more limited in what mortal race you can be.
5. The Playable Races of Grandilar:
Elves: While a couple kingdoms still survive, most elves have fallen on hard times, living in mixed communities with humans and dwarves. The hard time have lessened their long lives to barely 300yrs, with adulthood now starting about age 30.
Unicorn and Pegasus are the usual shifted forms Elves take, with the rare Dragon. They are never Gargoyles or Werewolves.
High (or Ivory or Farilan) Elves: Once their kingdoms filled every large forest, and they were masters of combat and wizardry. As the Golden Years waned, many of their wizards explored the uses of Necromancy, and the most powerful Necromancer, BlackBane, is said to be a High Elf. Most Unicorns were High Elf descent.
Ebony Elves: Darker skinned than their cousins, they are also more scholarly. In the past the Ebony Elf Kingdoms were havens of Elethney temples and Magical academies, but now only rumors suggest any of those remain. Even with this tendency towards magic and scholarship, many of the Elven Kingdoms best archers were Ebony Elves. Pegasi were the common shape gained by Ebony Elves.
Dwarves
Master craftsmen with many skills, Dwarves were the ones every race turned to for stonework, jewelry, weaponry, or armor. Their kingdoms were built on mountains and into hills, although most were open trading towns ran by Guilds. Every Guildhall had a SpiritSpeaker, who sought guidance from the Ancestors, and made sure techniques were not lost untimely death. Now living in mixed communities, Dwarves are still the craftsmen for the community, as well as crafty merchants and strong warriors. Guilds are still important, and most dwarves are apprenticed by age 25, living productive lives to over 200.
Gargoyles were once seen as the Ancestor's blessing to the Dwarves, the ultimate merging of craftsman, warrior, and stone. Dragons shifters were extremely rare.
Humans
Once simple animal & ancestor-worshiping nomads, the Humans caught up to the invading cultures quickly. Some remained nomads, some built kingdoms, some became priests and wizards and scholars. Humans were eager to learn everything, including better ways of warfare. More Kingdoms fell to other humans than to any other race. Magic use is hard-won in humans, with study needed for witchcraft or wizardry, although shamanism can fall down some lineages. Most humans find their places as hunters, scouts, farmers, or guardsmen and warriors for towns and necromancers.
Werewolves were seen by the animists and shamans as powerful guardians of their communities. Those who were Dragons were seen as proof of Noble Lineage, even if they weren't.
Mechanics
Your character is going to be based on a template, just like the original game. These templates have basic stats only. It will also have a CardPoints tally, which are used to purchase your Anchor and Ace card-abilities. Normally these purchases would include your Background, but I am considering either making Backgrounds freebies, or allowing you to add the CardPoint cost to the total you can spend. There are also purchasable Flaws which would add to your CardPoint tally.
Anchor cards never drain, are always active and usable. These are your backgrounds, your learned talents, and any special boons you may earn in the future.
To reflect the original game's idea of daily one-shot cards all "Ace" abilities will be One Use Daily, until you can purchase more uses with EXP. Ace cards include your shifted form(s), your special shifter abilities, as well as non-shifter abilities such as combat moves, spells, or racial bonuses. The better the Ability, the higher the CardPoints.
I will provide a list (or a link to a list) of Cards, and you may customize your character as you wish. This is where it will be strategy, as you will have limited CardPoints to start with, and there is a wealth of Cards to spend points upon. The trick is balancing combat with non-combat, Shifter with spells, etc.
Last edited by LadyTevar on Sun Apr 03, 2011 9:14 pm, edited 2 times in total.
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#11
You wanted a Link for more info?
The 1996 Original Rules, in pdf format.
Basic Stats
The basic character stats are familiar to any gamer:
Str: Strength. Determines damage and strength stunts.
Cor: Coordination. Used in Ranged combat for to-hit and for damage. Dexterity by another name.
Def: Defense. Whenever damage is done, Def soaks a small number of points. Gargoyles are hi-DEF monsters.
Spd: Speed. Reaction time and Movement. Used for Initiative, Melee Combat, and Dodge.
Wis: Wisdom, the all around Mental score. Used in Spells, Seek/Search, and all Mental/Social challenges.
HP: Hit Points. Your Life, don't waste it.
Cap: Capacity. How much you can carry. Yes, this is separate from Strength. ShapeShifting to bigger shapes can change this. If you are carrying another Character, his Cap will affect you.
Dice Used
The Game was built to be simple, and thus uses only 2d6 for the majority of rolls. Your basic stats and any appropriate cards then add extra points to your roll. Some card/abilities will use more than 1d6, depending on effect.
It still breaks down simply:
Encounter Chance : 1d6. a 1 signals an Encounter of some kind.
Initiative: 2d6 + Speed
Combat, Melee to-hit: 2d6 + Speed
Combat, Ranged to-hit: 2d6 + Coordination
Combat, Spell to hit: 2d6 + Wis
Dodge Melee or Ranged: 2d6 + Speed
Spell Resist: 2d6+ Wis
Damage: 2d6 + (Strength, Coordination) Spell damage varies with spell.
As with all games, there are Crits and Botches. SnakeEyes (1 1) is a botch. BoxCars (6 6) is a Crit, and you may reroll the dice to see just how bad it is. SnakeEyes don't count on Crit rerolls.
Card Points
Why I'm Using Them.
The easiest answer to this is "Because that's how the Original was Made". The not-so-easy answer involves Game Balance. Mark & Susan VanCamp have created a system where the Total Party Card Points (CPs) determine the Card Points the GM can use to create encounters. If the party has 30CPs, then as long as the GM spends 30pts it's a challenging encounter, whether it's one monster, a gang of bandits, or a swarm of skeletons.
The balance is so finely tuned that even two CPs over the party can turn into a party wipe on the turn of a bad die roll. Two CPs under, and the party smacks the encounter around like a rag doll and walks away nearly unharmed. (This is experience talking, as a party I was in had both happen)
Card Points (CPs) also give a LOT of flexibility to players. As you gain EXP, you can purchase more Cards, but also replace Ace Cards. While my party joked about forgetting abilities, it's once again a matter of strategy to take a little-used card that's worth 2CP and add it to your EXP to get a 4CP card you will use.
Unfortunately only Ace Cards can be replaced in this way. Losing/Replacing an Anchor would be a matter of great RolePlay, such as overcoming a flaw, or upgrading your Scout to a Hunter. While you can purchase a new Anchor by losing Ace Cards, it hurts in the long run as you lose those CPs for future trades. Again, Strategy.
EXP
Experience is gained just like D&D: Beat the monster, survive the situation, impress the GM, etc. Combat EXP is split evenly amongst the party, and is once again based on the Encounter's CardPoints. Impressing the GM is individual EXP. But since EXP is rather easy to get, turning it into CardPoints (CP) is a little harder. There is however an easy chart (created by my GM long ago) to cover this.
Character CP total : EXP Needed
0-50 CP : 10EXP = 1CP
51-100 CP : 15EXP = 1CP
101-150 CP : 20EXP = 1CP
151-200 : 25EXP =1 CP
I know you're asking why the raise, but since EXP is based on the Encounter, which is based on the party's CP total, after 50CP there is a SERIOUS PowerCreep. The higher EXP cost keeps this from becoming a problem, while still allowing growth. (Again, experience talking here. Even with these rules I wound up with a 300+ CP Character).
The 1996 Original Rules, in pdf format.
Basic Stats
The basic character stats are familiar to any gamer:
Str: Strength. Determines damage and strength stunts.
Cor: Coordination. Used in Ranged combat for to-hit and for damage. Dexterity by another name.
Def: Defense. Whenever damage is done, Def soaks a small number of points. Gargoyles are hi-DEF monsters.
Spd: Speed. Reaction time and Movement. Used for Initiative, Melee Combat, and Dodge.
Wis: Wisdom, the all around Mental score. Used in Spells, Seek/Search, and all Mental/Social challenges.
HP: Hit Points. Your Life, don't waste it.
Cap: Capacity. How much you can carry. Yes, this is separate from Strength. ShapeShifting to bigger shapes can change this. If you are carrying another Character, his Cap will affect you.
Dice Used
The Game was built to be simple, and thus uses only 2d6 for the majority of rolls. Your basic stats and any appropriate cards then add extra points to your roll. Some card/abilities will use more than 1d6, depending on effect.
It still breaks down simply:
Encounter Chance : 1d6. a 1 signals an Encounter of some kind.
Initiative: 2d6 + Speed
Combat, Melee to-hit: 2d6 + Speed
Combat, Ranged to-hit: 2d6 + Coordination
Combat, Spell to hit: 2d6 + Wis
Dodge Melee or Ranged: 2d6 + Speed
Spell Resist: 2d6+ Wis
Damage: 2d6 + (Strength, Coordination) Spell damage varies with spell.
As with all games, there are Crits and Botches. SnakeEyes (1 1) is a botch. BoxCars (6 6) is a Crit, and you may reroll the dice to see just how bad it is. SnakeEyes don't count on Crit rerolls.
Card Points
Why I'm Using Them.
The easiest answer to this is "Because that's how the Original was Made". The not-so-easy answer involves Game Balance. Mark & Susan VanCamp have created a system where the Total Party Card Points (CPs) determine the Card Points the GM can use to create encounters. If the party has 30CPs, then as long as the GM spends 30pts it's a challenging encounter, whether it's one monster, a gang of bandits, or a swarm of skeletons.
The balance is so finely tuned that even two CPs over the party can turn into a party wipe on the turn of a bad die roll. Two CPs under, and the party smacks the encounter around like a rag doll and walks away nearly unharmed. (This is experience talking, as a party I was in had both happen)
Card Points (CPs) also give a LOT of flexibility to players. As you gain EXP, you can purchase more Cards, but also replace Ace Cards. While my party joked about forgetting abilities, it's once again a matter of strategy to take a little-used card that's worth 2CP and add it to your EXP to get a 4CP card you will use.
Unfortunately only Ace Cards can be replaced in this way. Losing/Replacing an Anchor would be a matter of great RolePlay, such as overcoming a flaw, or upgrading your Scout to a Hunter. While you can purchase a new Anchor by losing Ace Cards, it hurts in the long run as you lose those CPs for future trades. Again, Strategy.
EXP
Experience is gained just like D&D: Beat the monster, survive the situation, impress the GM, etc. Combat EXP is split evenly amongst the party, and is once again based on the Encounter's CardPoints. Impressing the GM is individual EXP. But since EXP is rather easy to get, turning it into CardPoints (CP) is a little harder. There is however an easy chart (created by my GM long ago) to cover this.
Character CP total : EXP Needed
0-50 CP : 10EXP = 1CP
51-100 CP : 15EXP = 1CP
101-150 CP : 20EXP = 1CP
151-200 : 25EXP =1 CP
I know you're asking why the raise, but since EXP is based on the Encounter, which is based on the party's CP total, after 50CP there is a SERIOUS PowerCreep. The higher EXP cost keeps this from becoming a problem, while still allowing growth. (Again, experience talking here. Even with these rules I wound up with a 300+ CP Character).
Last edited by LadyTevar on Sun Apr 03, 2011 8:05 pm, edited 1 time in total.
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
- LadyTevar
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#12
And, just for amusement (and to explain a long-running joke):
THE ORDER OF PLAY
Step 1. Terrain Movement
Step 2. Exploration
Step 3. Daily Upkeep
Step 4. Running Encounters
Step 5. Acquire Loot
Step 6. Repeat for next day.
THE ORDER OF PLAY
Step 1. Terrain Movement
Step 2. Exploration
Step 3. Daily Upkeep
Step 4. Running Encounters
Step 5. Acquire Loot
Step 6. Repeat for next day.
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
- LadyTevar
- Pleasure Kitten Foreman
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#14
OK!
5 people have shown interest, which is enough to start the game.
CHARACTER CREATION:
Mix and match from below to get your base character, which will in turn lead to your possible Shifter Form. The Card Points (CP) will be added together to purchase your abilities after you have your base Characters selected.
Basic races (elves have two): Each starts with 2 Card Points (CP) and 1d6 HP
Human
Dwarven
Farilan (High) Elf
Ebony Elf
The Backgrounds: CHOSE ONLY ONE!
Bard (+2 CardPoints): The minstrel, traveling or homegrown. Bonus to persuasion, charm, performance and lore
Elethay Acolyte (5 CP): A initiate on their Journeyman Quest before taking full vows. +4 HP. Can read/write Gennish (common), can sense the magic of a land, can cast Witchcraft spells.
Hunter (4 CP): A hunter and provider for the town. +1 COR. Bonus to Hunting, Stealth, and Perception rolls
Peasant (2 CP): A hard-working farmer who's survived everything thrown at them. +8 HP
Remorseful Apprentice (4 CP): A necromancer's apprentice, starting to realize this was a bad idea. Can read/write Gennish, sense magic of a land, can cast Wizard spells but no Necromancy yet.
Scavenger (6CP): No home, no family, doing anything to survive. +1 COR, +1 SPD. Bonus to Search/Loot rolls, Charm, Perception, Stealth, and Thievery.
Scout (2 CP): with the Hunter, a guardian of the townfolk. Bonus to exploration, tracking, and finding safe campsites.
Spirit Speaker (2CP): The dead speak to you, whether you want it or not. May speak to any willing spirit, can sense the magic of the land, can use Shamanism spells.
Witch (4CP): Not all are priestesses of the Goddess, some are merely wise laypeople who still follow the Old Ways. May read/write Gennish, can sense the magic of a land, can cast Witchcraft spells.
Wizard's Apprentice (5CP): A student of one who remembers Wizardry before there was Necromancy, the apprentice is taught the Old Way of Doing Things. +4HP from this training. May read/write Gennish, sense the magic of the land, and can cast Wizardry spells.
Shifter species: Starting Stats without bonuses from Race & Background.
Dragon (any race) 12 CP, STR 0, COR 1, DEF 3, SPD 1, WIS 1, HP 26
Gargoyle (dwarf) 14 CP, Str 1, COR 1, DEP 3, SPD -1, WIS 0, HP 22
Pegasus (90% ebony elf, 10% farilan): 14 CP STR 0, COR 1, DEF 3, SPD 2, WIS 1 HP 24
Unicorn (90% farilan elf): 14 CP, STR 0, COR 2, DEF 3, SPD 2, WIS 1, HP 22
Werewolf (werewolf): 14 CP, STR 0, COR 1, DEF 3, SPD 1, WIS 1, HP 22
5 people have shown interest, which is enough to start the game.
CHARACTER CREATION:
Mix and match from below to get your base character, which will in turn lead to your possible Shifter Form. The Card Points (CP) will be added together to purchase your abilities after you have your base Characters selected.
Basic races (elves have two): Each starts with 2 Card Points (CP) and 1d6 HP
Human
Dwarven
Farilan (High) Elf
Ebony Elf
The Backgrounds: CHOSE ONLY ONE!
Bard (+2 CardPoints): The minstrel, traveling or homegrown. Bonus to persuasion, charm, performance and lore
Elethay Acolyte (5 CP): A initiate on their Journeyman Quest before taking full vows. +4 HP. Can read/write Gennish (common), can sense the magic of a land, can cast Witchcraft spells.
Hunter (4 CP): A hunter and provider for the town. +1 COR. Bonus to Hunting, Stealth, and Perception rolls
Peasant (2 CP): A hard-working farmer who's survived everything thrown at them. +8 HP
Remorseful Apprentice (4 CP): A necromancer's apprentice, starting to realize this was a bad idea. Can read/write Gennish, sense magic of a land, can cast Wizard spells but no Necromancy yet.
Scavenger (6CP): No home, no family, doing anything to survive. +1 COR, +1 SPD. Bonus to Search/Loot rolls, Charm, Perception, Stealth, and Thievery.
Scout (2 CP): with the Hunter, a guardian of the townfolk. Bonus to exploration, tracking, and finding safe campsites.
Spirit Speaker (2CP): The dead speak to you, whether you want it or not. May speak to any willing spirit, can sense the magic of the land, can use Shamanism spells.
Witch (4CP): Not all are priestesses of the Goddess, some are merely wise laypeople who still follow the Old Ways. May read/write Gennish, can sense the magic of a land, can cast Witchcraft spells.
Wizard's Apprentice (5CP): A student of one who remembers Wizardry before there was Necromancy, the apprentice is taught the Old Way of Doing Things. +4HP from this training. May read/write Gennish, sense the magic of the land, and can cast Wizardry spells.
Shifter species: Starting Stats without bonuses from Race & Background.
Dragon (any race) 12 CP, STR 0, COR 1, DEF 3, SPD 1, WIS 1, HP 26
Gargoyle (dwarf) 14 CP, Str 1, COR 1, DEP 3, SPD -1, WIS 0, HP 22
Pegasus (90% ebony elf, 10% farilan): 14 CP STR 0, COR 1, DEF 3, SPD 2, WIS 1 HP 24
Unicorn (90% farilan elf): 14 CP, STR 0, COR 2, DEF 3, SPD 2, WIS 1, HP 22
Werewolf (werewolf): 14 CP, STR 0, COR 1, DEF 3, SPD 1, WIS 1, HP 22
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
- Soontir948
- Disciple
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#15
Name: Geoff
Race: Dwarf (2 CP 1d6 HP)
Background: Spirit Speaker (2 CP)
Shifter Species: Gargoyle - 14 CP, Str 1, COR 1, DEF 3, SPD -1, WIS 0, HP 39
Gargoyle Abilities:
Gargoyle Form(1CP) +2 Str, +3 Def, 1-hour limited low-level flight
Stone Meld (2CP). Lasts until dropped. Gargoyle made meld into any stone object larger than themselves. This renders them invisible to anyone searching for them. Gargoyles may see and hear as normal, but may not move, speak, or use magic or abilities until emerging.
Stone Walk (2CP) 1 Combat Round or 10 Min.
Allows the Gargoyle to walk through 20ft of stone per combat round.
Shaman Spells:
Dismiss Spirit (2CP) 2d6+WIS Success banishes a spirit from the physical world for a month.
Free The Dead (2CP) 2d6+* Destroys Undead. *+1 vs Zombie, +3 vs Skeleton.
Healing Hands (2CP) Heals 1d6+2+WIS to living target. Does not remove Poison.
Sense Undead (1CP) 2d6+WIS senses any undead within 200ft. Very useful against Necromancers.
Universal Abilities:
Boosted Strike (1CP) Combat Only Add +1 STR to Melee Attack
Fancy Footwork (1CP) Combat Only Play at any time to add +COR to dodge. Success allows a dodge without moving away from attacker.
Anchor:
Health (4CP): +12 HP
CP Earned: 18
CP Spent: 18
CP Available: 0
Race: Dwarf (2 CP 1d6 HP)
Background: Spirit Speaker (2 CP)
Shifter Species: Gargoyle - 14 CP, Str 1, COR 1, DEF 3, SPD -1, WIS 0, HP 39
Gargoyle Abilities:
Gargoyle Form(1CP) +2 Str, +3 Def, 1-hour limited low-level flight
Stone Meld (2CP). Lasts until dropped. Gargoyle made meld into any stone object larger than themselves. This renders them invisible to anyone searching for them. Gargoyles may see and hear as normal, but may not move, speak, or use magic or abilities until emerging.
Stone Walk (2CP) 1 Combat Round or 10 Min.
Allows the Gargoyle to walk through 20ft of stone per combat round.
Shaman Spells:
Dismiss Spirit (2CP) 2d6+WIS Success banishes a spirit from the physical world for a month.
Free The Dead (2CP) 2d6+* Destroys Undead. *+1 vs Zombie, +3 vs Skeleton.
Healing Hands (2CP) Heals 1d6+2+WIS to living target. Does not remove Poison.
Sense Undead (1CP) 2d6+WIS senses any undead within 200ft. Very useful against Necromancers.
Universal Abilities:
Boosted Strike (1CP) Combat Only Add +1 STR to Melee Attack
Fancy Footwork (1CP) Combat Only Play at any time to add +COR to dodge. Success allows a dodge without moving away from attacker.
Anchor:
Health (4CP): +12 HP
CP Earned: 18
CP Spent: 18
CP Available: 0
Last edited by Soontir948 on Sun Apr 10, 2011 5:41 am, edited 1 time in total.
- LadyTevar
- Pleasure Kitten Foreman
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#16
Very good start.Soontir948 wrote:Name: Geoff
Race: Dwarf (2 CP 1d6 HP)
Background: Spirit Speaker (2 CP)
Shifter Species: Gargoyle - 12 CP, STR 0, COR 1, DEF 3, SPD 1, WIS 1, HP 26
That gives you 16 CP to finish your character. Now the fun part begins, buying abilities and spells. Card Points are spent 1/1.
Roll your 1d6 and add to your Gargoyle HP. Then purchase your abilities from the list below. You may purchase more than one but only up to your CP total. I will be counting.
Ace Abilites
Aces may be used once per day, unless multiple uses are purchased. They recharge after 8 full hours sleep. Aces may be lost through fatigue or spells, and may be traded for new Abilities when spending EXP.
Gargoyle Abilities
Gargoyle Form (1CP).
You get one use of this free, but extra uses per day may be purchased for the listed price. Form Cards last until dropped or removed. Gargoyle Form gives a +2 STR and a +3 DEF while active, and allows limited low-level flight (1 Hour max flight time)
Rock Fist (3CP) Gargoyle Form Only
Add +3 STR to any melee attack
Stone Daggers (3CP) Combat Only
Turns a stone into a ranged attack weapon that adds +4 COR to both attack and damage.
Stone Meld (2CP). Lasts until dropped.
Gargoyle made meld into any stone object larger than themselves. This renders them invisible to anyone searching for them. Gargoyles may see and hear as normal, but may not move, speak, or use magic or abilities until emerging.
Stone Healing Trance (3CP) Gargoyle Form Only.
Turns the Gargoyle into a deaf, blind, unmoving statue for 8 hours. Heals all physical damage, as well as removes poison and poison damage.
Stone Skin (4CP) Gargoyle Form Only
Add +4 DEF for 1 Combat Round
Stone Walk (2CP) 1 Combat Round or 10 Min.
Allows the Gargoyle to walk through 20ft of stone per combat round.
Stone to Clay (1CP)
Use to turn 1 cubic foot of stone into clay.
Swoop Attack (5CP) Gargoyle Form Only, while in Flight
Gain +7 STR to melee attack.
Shaman Spells
Dismiss Spirit (2CP) 2d6+WIS
Success banishes a spirit from the physical world for a month. Stronger spirits may roll to resist at GM's option. Spirits who return may not be happy.
Free The Dead (2CP) 2d6+*
Destroys Undead. +1 vs Zombie, +3 vs Skeleton.
Healing Hands (2CP)
Heals 1d6+2+WIS to living target. Does not remove Poison.
Inner Spirit Eye (1CP)
While the Shaman can always hear spirits, seeing into the spirit plane is harder. Caster may see all spirits within 500', but all sight-based rolls on the physical plane are -6.
Muddle the Dead (2CP)
2d6+1+WIS confuses target Spirit or Undead for 1d6+1 combat rounds.
Sense Undead (1CP)
2d6+WIS senses any undead within 200ft. Very useful against Necromancers.
Warding (2CP)
The Shaman asks a minor spirit to watch over a campsite or room for 8 hrs. Any intruder larger than a rat causes the spirit to emit a loud wailing alarm.
Universal Abilities
(Usable by any PC or NPC, any form)
Boosted Strike (1CP) Combat Only
Add +1 STR to Melee Attack
Fancy Footwork (1CP) Combat Only
Play at any time to add +COR to dodge. Success allows a dodge without moving away from attacker.
First Aid (1CP) Use once per person per combat.
Roll 1d6. On a 2-6, 3HP are healed.
On a 1, do 1HP damage.
If PC also has Bind Wounds, ignore all 1s and add +6HP healed
Good Moves (1CP) Combat Round or 10min.
Adds +2SPD
Listen (1CP)
2d6+1+WIS to listen for faint sounds or eavesdrop on conversations. GM determines what you hear.
Vigorous Strike (2) Combat Only
Add +2STR to any melee attack
Anchors
These are Learned Skills available all day. They are never lost, forgotten, or stolen. I am including only those that might be in your reach
Bind Wounds (6CP) Once per person per day
Roll 1d6. On a 2-6, 6HP are healed.
On a 1, do 1HP damage.
Charm (4CP)
Roll 2d6+1+WIS to influence any intelligent being. GM may roll to resist
Health (4CP)
Adds +12 HP permanently. Only one Health per PC.
Last edited by LadyTevar on Sun Apr 10, 2011 12:11 am, edited 3 times in total.
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
- Soontir948
- Disciple
- Posts: 783
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#17
Oops, I copied the stats from dragons. I've fixed that though I see gargoyles are at a slight (?) disadvantage with 0 Wis.
Not sure if I am done yet as part of me feels like I should prune one or two aces to give multiples to others (ie. combat aces).
Not sure if I am done yet as part of me feels like I should prune one or two aces to give multiples to others (ie. combat aces).
- LadyTevar
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#18
The real disadvantage to the Gargoyle is the lack of SPD. Once you're moving, however, you are a juggernaut in combat. Gargoyles are very much the Tanks in combat. Not many things have such a high DEF score.Soontir948 wrote:Oops, I copied the stats from dragons. I've fixed that though I see gargoyles are at a slight (?) disadvantage with 0 Wis.
Not sure if I am done yet as part of me feels like I should prune one or two aces to give multiples to others (ie. combat aces).
You may tinker with your CharSheet until I start the game. :)
Dogs are Man's Best Friend
Cats are Man's Adorable Little Serial Killers
#19 *lurk*
I'll come if I can stalk Havoc. >_>
(>@_#)>{--] Please sir, *hic* can I has smore? *hic
Cute but psycho. Things even out.
Cute but psycho. Things even out.
- Soontir948
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