Eltacolibre |
A steampunk world, with a blooming industry, black powder technology and magic. Fantasy AGE is roughly the same system used by Dragon age rpg but has some modifications, such as a different magic system and the ways backgrounds are rolled or made.
The steampunk world of Nora, has your standards of fantasy races:
-Elves
-Orcs
-Humans
-Gnomes
-Halfling
The system has a very simple approach to classes choice:
Mage, Rogue, Warrior but each class has the possibility of specializations at level 4 and above.
Also stunts, when you manage two of the same dice, as a house rule for this system, if you manage to roll three 6 , not only you will get to do your awesome stunt, it will be legendary, as in people will talk of your deed across the world for years to come.
Anyway expect trains, airships, machines, black smoke, swords and pistols with fireballs.
So what's the conflict?
In this game, you are explorers and monster hunters, as it is a fantasy world and some people are willing to pay monster hunters and adventurers like you handsomely for your services, maybe some entrepeneur needs a mine and it has been invaded by Ogres? Air skypirates?
Anyway, it will be somewhat a mix of Swashbuckling adventures with steampunk as a setting. I didn't write down every single details about the setting, as I would prefer to build it as we go along.
Since I imagine some people don't have the system, it's actually fairly to teach and wouldn't mind helping people without the books and plus the character generation has a few rolls involved.
Character creation:
-1st level
attributes , roll 3d6[add the total together] for each:
-Accuracy (include finesse and ranged weapons)
-Communication
-Constitution
-Dexterity
-Fighting (heavier weapons like axes)
-Intelligence
-Strength
-Willpower
Once you are done you can swap two abilities.
Choose a race: Dwarf, Elf, Human, Gnome, Halfling, Human, Orc,if you want to play a hybrid (half elf dwarf? Yeah possible), its possible fairly easy to do just let me know. Each race will give a benefit then you will 2d6 for a random racial benefit.
Then you will 1d6 twice for your background, it will determine what social class you are part of and what's your background, giving you a focus essentially.
Then after all that, you finally get to choose your class, starting talent and spending money for your equipment but we will worry about that, after.
YoricksRequiem |
Did you mean to leave off Perception?
Communication: 3d6 ⇒ (4, 4, 4) = 12 = 2
Constitution: 3d6 ⇒ (2, 4, 6) = 12 = 2
Dexterity: 3d6 ⇒ (6, 2, 5) = 13 = 2
Fighting: 3d6 ⇒ (1, 3, 2) = 6 = 0
Intelligence: 3d6 ⇒ (2, 4, 5) = 11 = 1
Strength: 3d6 ⇒ (3, 2, 5) = 10 = 1
Willpower: 3d6 ⇒ (1, 5, 6) = 12 = 2
Social Standing: 1d6 ⇒ 5 = Middle Class
Background Focus: 1d6 ⇒ 3 = Innkeeper
I'm not sure if you intentionally left off Perception. so I'll roll that last.
Perception: 3d6 ⇒ (5, 2, 5) = 12 = 2
[EDIT] Forgot Racial Benefits
Racial Benefit #1: 2d6 ⇒ (3, 2) = 5
Racial Benefit #2: 2d6 ⇒ (1, 2) = 3
Lots of options. I'll think on this a bit.
DominoMasque |
All the attribute rolls...
Accuracy: 3d6 ⇒ (5, 1, 2) = 8
Communication: 3d6 ⇒ (6, 5, 3) = 14
Constitution: 3d6 ⇒ (4, 6, 6) = 16
Dexterity: 3d6 ⇒ (3, 3, 5) = 11
Fighting: 3d6 ⇒ (4, 6, 5) = 15
Intelligence: 3d6 ⇒ (4, 2, 6) = 12
Strength: 3d6 ⇒ (5, 6, 5) = 16
Willpower: 3d6 ⇒ (3, 4, 5) = 12
Perception: 3d6 ⇒ (2, 6, 3) = 11
Good at Con and Strength and Fighting...
So lets go with an Orc
Racial: 2d6 ⇒ (4, 4) = 8 +1 Fighting
Racial#2: 2d6 ⇒ (2, 3) = 5 Focus: Dexterity (Stealth)
Social Class: 1d6 ⇒ 6 Upper Class
Background: 1d6 ⇒ 3 Noble
Well that's interesting...
DominoMasque |
Taken some liberties with background perhaps... will adjust if required.
Orc Noble Warrior
Accuracy 0
Communication +2 (Etiquette)
Constitution +3 (Stamina)
Dexterity +1 (Stealth)
Fighting +4
Intelligence +2
Strength +4
Willpower +2
Perception +1
Speed 10 (10+1Dex-1armour)
Health 35 (30+3Con+2dice)
Languages: Orcish, Common
Special
Dark Sight - see 20 yards in darkness
Weapon Groups: Brawling, Heavy Blades, Black Powder, Polearms.
Armour Training Novice (can wear leather and mail without penalty to Dexterity (only to speed)
Two-Hander Style Novice (when hit with a two-handed weapon melee attack can move target 2 yards in any direction)
Unarmed Style Novice (unarmed damage is d6)
Gear 36 silver; 8 copper
Backpack, Travellers Garb & waterskin
Heavy Leather Armour (4 armour, -1speed)
Pistol (1d6+3+Per dmg, range 8/16 Major Action reload)
Two-handed Sword (3d6+Str dmg)
Blast Grenade
Fire Grenade
Thunder Grenade
Powder & Shot (10)
Chalk
Dining Utensils
Hook
20 yards silk rope
Background
Grezzia is a scion of the Ironstone clan, a clan which has dragged itself into the current century through unusually savvy leadership. A hundred years past the clan started minding and found their lands rich in Iron and gemstones. Rather than just use such finds to forge more weapons and armour the clan started to trade it's excess with the nearby humans, initially surprised at how successful they were they slowly turned from hunter-gatherer-raiders to tradesmen, eventually sending heavily armoured caravans to other peoples for new trade.
A hundred years later the clan is more of a merchant house, though internal politics are still savage and violent affairs with clan leadership determined by brutal no-holds barred duals. As a result it is common for children of the rulers and high placed officials to adventure or hire out as mercenaries to hone their skills.
Grezzia herself is a product of the situation, practicing her skills and abilities, intending to return to the clan in later life and carve a place for herself.
Appearance
Grezzia imitates human fashion, in a manner. She stands a good 6 1/2 feet tall, with the broad, muscular physique common to her species, as her family before her she has learned to adopt a more upright posture than her less civilised cousins and she dresses in a close approximation of human styles. Simple blouse and trousers, usually covered by her armoured greatcoat, her massive sword sheathed across her back.
DM Jelani |
Accuracy: 3d6 ⇒ (5, 5, 1) = 11 = 1
Communication: 3d6 ⇒ (6, 1, 3) = 10 = 1
Constitution: 3d6 ⇒ (6, 4, 6) = 16 = 3
Dexterity: 3d6 ⇒ (4, 5, 2) = 11 = 1
Fighting: 3d6 ⇒ (5, 6, 3) = 14 = 2
Intelligence: 3d6 ⇒ (6, 5, 3) = 14 = 2
Strength: 3d6 ⇒ (6, 2, 3) = 11 = 1
Willpower: 3d6 ⇒ (3, 4, 3) = 10 = 1
Perception: 3d6 ⇒ (1, 6, 2) = 9 = 1
I want to switch Con and Str. So I'll have:
Accuracy 1
Communication 1
Con 1
Dex 1
Fighting 3 (1 race benefit)
Int 2
Str 4 (1 race)
Willpower 1
Perception 1
With those rolls, I'm feeling an orc.
That means +1 str, con (stamina) focus, dark sight, speed 11
Racial benefit: 2d6 ⇒ (5, 3) = 8 +1 fighting
Are we only rolling once? The rulebook says to roll twice.
Background: 1d6 ⇒ 21d6 ⇒ 1 Lower class, Artist
Beauty drives you. It’s really all that matters. Whether beauty takes the shape of a painting, a sonnet, a sculpture, or something else entirely doesn’t matter. The fact that it’s beautiful and, most importantly, you made it, does. You’ve either apprenticed with another artist, perhaps in a studio with other would-be artists, or you have exceptional natural talent. Regardless, you likely specialize in a particular form of art. Now you just need to figure out how to make a living at it.
Intelligence (Evaluation) focus
That's kind of a weird background for a dude who appears to be made to be a bruiser. Can I just write my own background, or choose one?
DM Jelani |
Is this going to be urban? Wilderness? I'm thinking my dude grew up in a primitive compared to the rest of the world place where war was the norm, corruption ran rampant, etc. His particular tribe were religiously anti-technology, but he was always curious about the outside world. They would sometimes hear stories from traveling merchants, or see tech in merchant caravans they raided. Soon as he was old enough, he left __________ and went to the biggest city there is. He used his natural strength, intimidating appearance and skills for violence to find work.
How does that sound?
His focus would be Communication (Persuasion) as I'm sure he'd end up threatening people a lot in that kind of work.
Rhys Talloran |
I think I have my crunch done, unless I did something wrong or missed something. I'm going to work on the backstory some this afternoon.
Lower class, Artist
Intelligence (Evaluation) focus
Hi friend Jelani!
Intelligence (Cultural Lore) is the other option for Lower Class / Artist, which might make more sense with your suggested background - growing up with reservations about technology, hearing lots of stories, and traveling around for x years?
wicked_raygun |
Accuracy: 3d6 ⇒ (2, 2, 2) = 6 =0
Communication: 3d6 ⇒ (6, 1, 2) = 9 =1
Constitution: 3d6 ⇒ (5, 2, 6) = 13 =2
Dexterity: 3d6 ⇒ (2, 4, 4) = 10 =1
Fighting: 3d6 ⇒ (6, 5, 5) = 16 =3
Intelligence: 3d6 ⇒ (6, 4, 6) = 16 =3
Perception: 3d6 ⇒ (3, 6, 5) = 14 = 2
Strength: 3d6 ⇒ (1, 4, 1) = 6 = 0
Willpower: 3d6 ⇒ (6, 1, 6) = 13 =2
The dice have spoken. A mage it is. I'll just switch fighting with accuracy. Now for a race. I'll get back to this.
wicked_raygun |
I've decided to go Halfling Mage. Let me roll benefits here:
Halfling Benefits: 2d6 ⇒ (2, 1) = 3
Halfling Benefits: 2d6 ⇒ (6, 5) = 11
Focus communication (persuasion)
Focus strength (climbing)
Hmm, interesting.
Social Class: 1d6 ⇒ 6 = Upper Class
Background: 1d6 ⇒ 4 = Official
Very, interesting. I already have persuasion, so I'll need to take leadership.
wicked_raygun |
Well, here is my crunch. Minus the spell descriptions.
Tenpenny Berryhill
Halfling Mage 1
HP 23
MP 18
Defense 12
Speed 10 yards (5 squares)
Primary Abilities
Accuracy +3
Intelligence +3
Perception +2
Willpower +2
Secondary Abilities
Communication +1
- bargaining, persuading, leadership
Constitution +2
Dexterity +2
Fighting +0
Strength +0
- climbing
Background: Upperclass Official
Languages: Common, Elvish, Halfling
Weapon Groups: Brawling, Staves
Spellpower: 10 + Willpower + Focus (if available)
Arcane Blast: +3 (1d6+2)
Club: +3 (1d6)
Equipment: backpack, traveler’s garb, waterskin, club, wand,
Wealth: 111sp
Talents
Earth (Novice)
Fire (Novice)
Linguistics (Novice)
Class Powers
Level 1: Arcane Blast, Arcane Device, Magic Training, Magic Points, Starting Talent
wicked_raygun |
I'm thinking I might change Tenpenny's family name. Haven't quite decided yet though.
And I'd be willing to play even with only three players if it comes to it. Anyways, here's the backstory.
Tenpenny was born into a rich, respectable family of mages. Their matriarch had been one of the most powerful mages of her time and an adventurer. And she amassed a fortune in her youth when her company bested a dragon and took its hoard.
Afterwards, Tenpenny's descendents used their wealth and prestige to affect politics. Tenpenny comes from a long line of political movers and shakers. Although, they were always content to be the power behind the throne, rather than take power for themselves.
Tenpenny himself is well-versed in politics but finds himself yearning for adventure. And so to his family's dismay he has resigned an important position within the local magistrates office to pursue this wanderlust.
Rhys Talloran |
I added a (brief) backstory to my profile as well, and would also be interested in playing with 3. We'd be short a Thief type, though. I'd totally be willing to reroll if you wanted a more balanced party, but we'd then lose out on the healing (unless Ray wants to change his Talents, which I don't want to push him into), so it seems like a tradeoff either way.
Xynen |
Looks good for a rogue type, going to switch perception and strength just to round out my class abilities.
Let's go with Dwarf because why not? So that's +1 Con and I'll take drinking focus
racial benefit 1: 2d6 ⇒ (2, 6) = 8
racial benefit 2: 2d6 ⇒ (6, 5) = 11
+1 fighting and focus:intelligence (engineering)
Social Class: 1d6 ⇒ 6 Upper Class
Background: 1d6 ⇒ 2 Dilettante I already get drinking focus from being a dwarf so it looks like I'm a Gamblin' man.
health: 25 + 10 + 1d6 ⇒ 25 + 10 + (6) = 41
starting wealth: 100 + 3d6 ⇒ 100 + (5, 5, 4) = 114
Odryk |
Background has been fleshed out, numbers have been crunched. I just have two questions regarding black powder weapons.
Seeing as their are no black powder talents, can I rename the Archery talent "Marksman" and use those bonuses exclusively for guns instead of bows/crossbows? If yes, could I substitute this for the archery requirement of the Sharpshooter specialization?