Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
We should stick with what we are doing, but I wonder what you guys think of this. Maybe we should do some game-development together!
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OUR SYSTEM, REVISION 1
specifically designed by our Vault of the Vampire group for awesome pbp games! based loosly on Daniel Bayn's Wushu RPG-lite system. Google it for the free rules:)
Core Mechanic
On your post you describe what you do. If success is not guaranteed, then you get 1d6 just for posting, then another 1d6 for EACH embelishment up to your max allowed. You're aiming to roll equal to or less than your character's most appropriate trait (rated 1-5) on a D6.
For example:
Grim who has 'honorable knight trait (3)' posts
I jump and grab the hanging chandilear [D6], swing across the room and kick the first goon through a flowery paper wall [+D6], then roll
with the momentum over a sloshing fish tank [+D6] and connect my boot into the face of another orc[+D6].
In this case Grim would roll 4d6 and count anything 3 or less as a success. But the dice don't determine success of his actions...EVERYTHING HAPPENS EXACTLY AS GRIM DESCRIBES.
Combat
So after Grim posts as described above, the GM posts what the monster's do next in the same way and roll as described above. Side with the
least successes is the loser, and loses 1HP (Characters starts with 3). Once a character is reduced to zero they are incapacitated and the combat
ends.
Skill Checks
The GM sets a difficulty (number of successes you need). Player posts their actions, embellish, and roll as previously described. If the
number of successes exceeds the difficulty, they succeed exactly as they described. Otherwise, the GM narrates the failure!
Action Points
At the descretion of the GM, characters may earn ACTION POINTS. A player may ask for them if their post does any of the following:
(a)adds a dilemma; 'but just as Grim jumps for the Chandelier Jahena realizes it's not tied off! She must decide whether to drop her
weapons and grab the rope or Grim will fall in the fish tank!'
(b)raises the stakes; 'but there is a shark in that fish tank so if Grim looses the roll he falls in!'
(c)adds a story hook; 'Grim suddenly recognizes one of the goons as the bastard who killed his father!'
Characters
(a)Described by 2 traits (rated from 1-5). The total rating can't be more than 3 to start with.
(b)start with 3 HP
(c)start with 3 max dice allowed
Advancement is handled by leveling or getting gear, which adds to trait rating, getting additional traits, adding total HP, and adding max dice allowed.
I feel this is a little abstract for some players IE me.
What if all characters had the same 3 stats
Physical =rock
Magic= paper
Psionic= sicisors
You do the same as above, but if its a physical action you roll under your physical number. If you are doing a physical task.
Every enemy and task or skill has a strength and weakness. If you use the trait its strong in you get negatives. If you choose the weak trait positives. The other trait no + or -
So to jump a pit using Physical is going to give a bonus. Magic is netural. And Psionic will give a negative.
Or I am attacking a Wizard. He is strong in Magic so if I use Psionic I will get bonuses.
We gotta figure out what is strong vs what is all. Like what should magic be weak aginst?
Then the you just do the same thing of creating a scenario with your chosen trait.
Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
Totally. This is a pathfinder game. In fact after Dave's last post I got to thinking...why would I think I could make up rules better than the ultimate game??? Millions of play test hours...it's the best game in the world. We are playing pathfinder.
Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
Not sure. I PMed him yesterday 'bout noon to check on him, no response. He hasn't posted on the boards. Probably busy fighting a Cubic Ooze at home or something. Or maybe he got the plague too?!
Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
Well, it's just the same as any other game accept your character is reported to Paizo. You can take that character to other games or conventions. You play the Adventure Paths approved for that year. I'm a member but never GMed a society game. GMs get stars or whatever.
It doesn't have to be a society game. I could pick up an AP on my way home tonight. Ever done Skulls and Shackles??
I have allways wanted to try Bard but the singing seems so Fu Fu to me. So I got the Idea from the Hobbit cartoon with all the dwarves singing in deep dwarf voices. Bam a not gay bard!
Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
Yeah. Unless you have peeps you want to invite? If you email it, I'll read the AP tonight and start the thread. It's be something like:
Dave the Dwarf and Andy the Succubus will be playing through **fill inthe blank** and there is space for X more players. Daves a Bard. I'm a GM. So we need the rest of the classes to beat up on the evil ABC and take their treasure. PRD characters only...no talking sticks:)
Then I'll give them our take on rules-lite initiative, ect.
Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
Thanks Dave. You know what looks fun to me is Haunting of Harrowstone. I've got a thing for gritty horror. But I will do Stolen Lands too...Let me know what you're up for and I will post for recruitment.
Antoni I still see you posting, wanna come along?
I will still GM this game if anyone ever posts on it:)
I think I will do bard after all in Carrion Crown. How does the arcane strike feat work?
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Can you just do that every round? Could you do that and keep a bard song going?
Well, I'll admit I'm feeling a bit lost in this game now. Not that there was anything wrong with it, but when there was 20 or 30 posts every time I turned around, I really felt inadequate. I know you didn't want to DM something complex, but I kinda like the complex. *shrug*
I'm always open to playing something, I'm just not as quick as others :)
I think i will do cleric instead. I got a cleric in a game I love but the game is going no where. Dwarven cleric of Caden I think. I realized I was building a bard to heal and buff the party....so a crappy cleric.
Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
yeah, a cleric should be like viking-like or nothing. Remember the show a few years ago 'Legend of the Seeker?' Even the bad nun ladies in red robes, the sisters of the slaughter or whatever, they could toss knives at peoples freakin heads and hit!
Still around, not sure how to approach this game anymore, since I stuck Antonia in dm night-shade's Carrion Crown game. I'd have to make up a new character for this one.
Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
Yeah, I've been putting lots of effort into that Carrion Crown Game. I might have trouble running this one full speed. But it an be a slow poster. Everyone was talking to the angel by the shore of the river styx. Getting directions. You know me, i'm up for anything!
Male Robot Fighter 1; Fort +4, Ref +2, Will +0; AC 17, touch 12, flat-footed 15 (+5 armor, +2 Dex) hp 16 (1d10+6)
I think I'm going to retire this game ladies and gents. I don't see it picking up again. I did get the dm night-shade alias out of it, so thanks! We can storm the underworld another day.
I ran ROTRL last winter but when my twins were born I just couldn't keep going...I think my players left happy though:)
I've got some time now though, for a rules lite version of Fighting Fantasy. If you don't know what that is, here is a link to an awesome short adventure called 'the love cure'. This is the same gamebooks series that birthed the amazing 'house of hell' by Steve Jackson, the book the scared me half to death when I was about 13.
The rules are basically 1 page long. Any and all character concepts are fine.
The game will be heavy on Role-Playing. Lite rules should make it a fun fill-in between your more serious games. Players will basically resolve combat themselves as described in 'the love cure' and I'll referee, bumping up or toning down challenges via story intjection, ect. We'll throw out lots of cool artifacts to make your characters more powerful as you go, instead of the standard 'leveling' concepts.
We can run any kind of game you want: horror, fantasy, gritty, sci-fi...players decide! Dot in if this sounds like your bag.
I ran ROTRL last winter but when my twins were born I just couldn't keep going...I think my players left happy though:)
I've got some time now though, for a rules lite version of Fighting Fantasy. If you don't know what that is, here is a link to an awesome short adventure called 'the love cure'. This is the same gamebooks series that birthed the amazing 'house of hell' by Steve Jackson, the book the scared me half to death when I was about 13.
The rules are basically 1 page long. Any and all character concepts are fine.
The game will be heavy on Role-Playing. Lite rules should make it a fun fill-in between your more serious games. Players will basically resolve combat themselves as described in 'the love cure' and I'll referee, bumping up or toning down challenges via story intjection, ect. We'll throw out lots of cool artifacts to make your characters more powerful as you go, instead of the standard 'leveling' concepts.
We can run any kind of game you want: horror, fantasy, gritty, sci-fi...players decide! Dot in if this sounds like your bag.
This sounds awesome! I'd be very interested in a fantasy/ high fantasy horror . That would be excellent
doesn't look like we are getting any bites Golard. I think folks want to play full pathfinder. I need rules lite though or I won't have the steam. I really want to be sure I can be a good DM and stick with it...
I am interested :) I grew up playing the "Vault of the Vampire," which is fun and with lots of tension. These games had lots of unavoidable deaths, and part of the fun would be to figure out a path to the end (there could me multiple), which does not quite apply to more humanized games, how are you planning do deal with failures in the tests?
@DragonRider: rules are super ease cheeze. I will post an example combat tonight for you, but go ahead and check out 'the love cure' link i posted earlier!
As for death traps and how I will handle them: Yes they would be handled in a more table top manner, but they would exist for sure. I don't know if you ever read "Night of the Necromancer?" It was one of the better FF books in my opinion. You played a ghost and half way through you were told you gained a new ability; you could add up the letters of the names of any character you'd met thus far and go to that page and VWALA! You could posses their bodies! It was gritty good fun. But to the point, in Night of the Necromancer if you died from a death trap you would find yourself in the after-life and have the chance to fight your way through a few challenges, earning the right to come back from the grave...either as yourself if you fought well, or as something else if you didn't.
I would have tricks up my sleeves for the unsuspecting victims of FF deathtraps!
Check back tonight for an example of how i envision a FF combat going...
and hopefully we can drum up a few more players too:)
I'm going to dot for interest. While I AM a huge pathfinder fan, what with rules and formulas and quantum mechanics, I am mostly in all of it for the role-playing. I'd love to see your example and possibly go from there.
DM: suddenly the skeleton comes to life and totters toward you brandishing an ax! You must resolve combat with the skeleton before you can proceed:
skeleton SKILL 13 STAMINA 9
Maltheus the wise SKILL 9 STAMINA 12 LUCK 11: I take it head on! Here we go!
me:2d6 + 9 ⇒ (3, 5) + 9 = 17skeletor:2d6 + 13 ⇒ (1, 4) + 13 = 18 17s, looks like we cross swords
me:2d6 + 9 ⇒ (5, 3) + 9 = 17skeletor:2d6 + 13 ⇒ (2, 3) + 13 = 18 ouch! that hurt...-2 for me, Stamina now 7...your turn Corona! (you go till you get hit}
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Bruzion the Magical SKILL 4 STAMINA 8 LUCK 31 I'm going to cast a lightning bolt at this beeezoch! That costs 8 luck so now i'm down to 31-8=23, but it shocks him for
2d6 ⇒ (5, 4) = 9. that leaves him with No STAMINA left.
What now DM?
DM: Nice work everyone. The skeleton does crumple to the ground. And that's when you notice the chest in the back of the room. Book options for you:
1. open the chest 2. search the skeleton's body 3. continue looking for the lost princess 4. anything else you can image!
Maltheusluck:2d6 ⇒ (1, 6) = 7 that's less than 11...I think i'm safe. Now my luck drops to 10 you subtract 1 from LUCK every time you choose to use it or must roll to test it
Corona Starfreya I drink my LUCK POTION before the lightening hits me so i'm back to full Luck: 18 luck:2d6 ⇒ (3, 2) = 5 AND I MAKE THE ROLL TOO! Luck now 17!
CHARACTER CREATION
1. Roll 1d6+4, this is your SKILL
2. Roll 1d6+10, this is your STAMINA
3. Roll 1d6+6, this is your LUCK
keep track of these scores like this: SKILL 11/11 STAMINA 9/9 LUCK 5/12.
4. You may accept these scores or choose a focus.
If you decide to focus on magic user style, add 5 to your LUCK, subtract 2 from both your SKILL and STAMINA.
If you decide to focus on fighting style, add 2 to your STAMINA, subtract 2 from your LUCK.
If you decide to focus on theif style, add 2 to your SKILL, subtract 2 from your STAMINA.
5. You are assumed to already have basic equipment suitable to your chosen character. DM reserves rights of course. Also, you may Select one of the following potions to start with:
potion of SKILL, which restores your skill to it's initial score potion of STAMINA, which restores you to full health potion of FORTUNE, which restores all your luck points
6. Write a compelling backstory in the high fantasy, gothic horror genre. You will fend off foul creatures of the night, meet sumptuous ladies in waiting, explore twisted castle towers tottering on the cliffs which overhang the violent waves of the Pearl Sea. Make your character accordingly. Anything goes: werewolf is even fine.
COMBAT
You will be told what your challenge is, and give it's SKILL and STAMINA. Then resolve the situation yourself as follows.
First person to post rolls until they get a loss, then the next person rolls. OR you may cast a spell or perform some other feat your character has learned.
1. Roll two dice for your opponent. Add its SKILL score. This total is the opponents Attack Strength.
2. Roll two dice for yourself. Add the number rolled to your current SKILL score. This total is your Attack Strength.
3. If your Attack Strength is higher than your opponent’s is, you have wounded it. Proceed to step 4. If your opponent’s Attack Strength is higher than yours is, it has wounded you. Proceed to step
5. If both Attack Strength totals are the same, you have avoided each other’s blows – start the next Attack Round from steps 1 above.
4. You have wounded your opponent; so subtract 2 points from its STAMINA score. You may use LUCK here to do additional damage (see below). Proceed to step 6.
5. Your opponent has wounded you; so subtract 2 points from your STAMINA score. You may use LUCK to reduce the loss of STAMINA (see below). Proceed to step 6.
6. Make the appropriate adjustments to either your opponents or your own STAMINA scores (and your LUCK score if you used LUCK – see over).
7. Begin the next Attack Round, starting again at step 1 with your current SKILL score. This sequence continues until the STAMINA score of either you or your opponent reaches zero (death). If your
opponent dies, you are free to continue with your adventure. If you die, your adventure ends and you must start all over again by creating a new character.
Luck - at any time during combat you may test your luck by rolling 2d6. If the result is less than your current LUCK you deal an EXTRA 2 points damage on that hit. Or, you may reduce the amount of damage you take on that hit from 2 to 1. In either case, whether you succeed or fail at the test, you must immediately reduce your LUCK by 1 point. So as you can see if you rely on it too much your LUCK will eventually run out!
TESTS
Situations that don't call for full combat will be resolved by testing your SKILL, STAMINA or LUCK similarly to that described above. Roll 2d6 and see if the result is less than your current score. Success or failure will be narrated accordingly. Luck, however, is the only score that get's reduced with use.
Magic is available to anyone. You can select 2 initial spells, subject to DM approval. The rest of your Spells will be found during the game. Casting a spell costs LUCK points. Your initial spells should each cost 2 luck points and be about as powerful as a normal level 1 Pathfinder Character, but you pick the effect. If you choose to permanently FORGO ALL MAGIC you may add 2 to either your SKILL or STAMINA score.
pets No pets to start with. You can find them in the game.[/b]
TREASURE AND ADVANCEMENT
While there is no 'leveling' in FF, you character will grow and find all manner of equipment and special abilities that allow him/her to modify rolls, do extra damage, make 'get outta jail free' type privelges, ect. You may find a genie to grant you wishes, or a black powder pistol good for one free shot per encounter, who knows!
Here's Antoni Kettler, protector of the innocent, destroyer of evil and lover of ladies and ale. I gave up magic to buff up his skill. I'll try and iron out a back story tomorrow.
How in-depth do we need to be about equipment? Is sword and chainmail fine or should we list the tent and such as well? I'll probably take a potion of Stamina to start with.
What do you think of a skeletal knight cursed to undeath for past deeds? Play him melancholy and lamenting for his deeds. He would be quick to sacrafice himself for others. Im not sure what direction to go in the way of spells is all.
I'm interested in possibly playing a ratfolk gunslinger or a ratfolk sorcerer Although I'm not sure if gunslinger would be allowed I just think it would be fun to role-play Especially in a horror fantasy setting
Ok here is my idea its a little generic but let me know what you think.
Story in the profile.
I would play him in a funny depressing manner with old sensibilities of chivalry. He would constantly lament the loss of his body and such. Kinda Marvin the robot from Hitchhikers Guide to the Galaxy.
If I'm going too far over the top I have also been wanting to do a dwarven bard. Thats more a concept for pathfinder though.
Good question Grim. So most of the spells and special attacks your character gets will be the result of equipment you either find or buy. Since you can only have what you can reasonably carry, lots of the game's strategy will be based on the decisions you make in equipment as we go along. I'll just make up a few example effects to give you the idea...
Welcome to Damion the Dwarf's Adventuring Outfitters! For sale today:
1. Boots of the Avenging Spirit if you wear these boots, upon getting hit you take your -2 STAMINA, but you can instantly spend 2 luck points to call upon this familiar spirit, which screaming like the banshee, reflects -2 STAMINA damage back upon your foe. 700 gp
2. Scroll of Backfire this is a magic spell. It can be used once per combat by receiting the magic words written upon it. Spend 2 luck points to roll 2d6. You enemy instantly takes that much STAMINA damage, but your hero also takes STAMINA damage equal to the lower of the two dice.450 gp
3. Blood Rage while wearing this amulet whenever you score two consecutive hits during your turn you go into a blood rage: temporarily increase your SKILL by 2 and decrease your STAMINA by 2 for the remainder of the combat. 350 gp
4. Magician's Gloves of the Last laugh while wearing these white gloves You may force your opponent to re-roll their dice one time during combat. You must accept the re-rolled results.200 gp
5. midas' ring while wearing this ring, automatically double the amount of gold that the text (DM) says you find!5000 gp
A general rule I go by as DM is that in every case, a condition of the effect is that it must be adequately role played!!!
This type of rules opens up many, many possibilities. The nice thing is that role-playing is highly decoupled from combat, so I can create the character whichever way I want, and when combat mechanics are rolled out, the attributes decide what happens.
A black bear from the forest. He speaks.:
Background
The evil emanating from the Castle has been withering the woods around it. With the passing of the last few months, more and more trees have dried out and the animals are being driven away.
The black bear decided to venture into the Castle and destroy the evil that lies inside.
Abilities
SKILL 8, STAMINA 15, LUCK 9.
Items
Wild spirit: the bear invokes the spirits of nature for an effect that acts exactly as a potion of STAMINA; (for consistency purposes, to cover for scenarios in which all equipment can be lost, e.g. in a running river, the spirits may withdraw or deny assistance to the bear).
Once a lab rat of a deranged alchemist, Rattus was given a soul and consciousness though sadly few morals. Now grown, he's a blunderbuss for hire after nightfall and a social pariah when the sun comes up.
With his creator long passed, Rattus has few loyalties. His one constant in life is his devotion to money.
Stats
Skill:1d6 + 4 ⇒ (5) + 4 = 9
Stamina:1d6 + 10 ⇒ (6) + 10 = 16
Luck:1d6 + 6 ⇒ (4) + 6 = 10
Items
His creator's blunderbuss, it's old, prone to misfiring. A run down model, hand made and infused with a beautifully ancient patina... And some of his dead masters insanity.
Okay, i need one more roll from everyone: FAITH 1d6+3. This will be put to the test!
Go ahead and post 'ready' when you are ready to start. Once i see everyone ready we can move to the gameplay thread. I chould be able to submit the first post tonight!
Gruk-Gruk is a goblin witch from a small tribe in the area. He was chosen by his clan to get rid of this new evil, and he plans to do so the only way he knows how; starting it on fire. Gruk-Gruk stands roughly 3 and half feet tall, with clawed hands and feet, a large maw full of jagged dirty teeth, muddy green skin, and big red eyes.
Equipment:
Gruk-Gruk wears a luxurious (goblin-standard luxurios, that is) fur and leather robe and a necklace of large fangs, with wrappings of leather on his feet for shoes. His weapons include a gnarled wood staff roughly as long as he is, covered with red markings, the head adorned with various feathers and teeth. He also carries a small crude knife with an extremely jagged 7 inch blade
Spells:
Throw The Fire: Gruk-Gruks hand becomes engulfed in flames, he can then hurl the flames at anything he wishes.
Let It Burn: Gruk Gruks staff starts on fire, then he hits someone with it, making them start on fire.
oh, and his one item will be a small tub of blood red chew that acts as a Potion of Fortune
i was thinking that the throw fire spell would do x damage, and the light on fire would do like half, but do it every turn on my turn, or something like that
The last time I played Vault of the Vampire was this January, and I died soon and did not play again. It has been about 17 years since the last time I completed the adventure (if ever), or at least played it intensely, so at decision points about whose possible outcome I know something, I will refrain from participating the decision, so as to avoid any "supernatural knowledge".
Yeah, that can work...'light of fire' will do 1d2 damage each roll on your turn until the end of your turn. But it can't do more than 4 damage in a given turn.