A következő címkéjű bejegyzések mutatása: Rolecraft. Összes bejegyzés megjelenítése
A következő címkéjű bejegyzések mutatása: Rolecraft. Összes bejegyzés megjelenítése
2012. március 12., hétfő
About Grenoria
The world is a semi mediaeval setting, but with lot of barbaric and chaotic area in the borderlands. In Grenoria Knights and Clerics control the society, but in the background they do their fight against each other. In this shadow war the hidden clans of assasins are important players.
In the forest rangers defend the unprotected living. But from the shadows more and more creatures comes to corrupt the natural realm. And in the forgotten catacombs powerful monsters and dangeorus traps are waiting for adventures to discover them.
Knights are organized in orders and the only and exclusive religion is organized too in church. The church maintains temples, monasteries, hospitals. A significant part of the leaders are corrupted, there are honest rulers, but rare. Ancient dark fractions are fragmented and isolated, but very dangerous, because they are still powerful. There are a lot of forgotten tomb, abandoned castle in the wilds.
In the desert live many little nomad tribes, they often attacks the civilization, but the tribs haven't enough power to occupy the civilized kingdoms.
In the realm of see pirates patrols the unpredictable territories to looking for treasure, glory and triumph. The kingdoms are not able to eliminate them, because their ships are swift and they know better the ways of shipping.
The most dangerous enemy of the chaos forces, currently the chaos isn't enough to demolish the city of order, but it will stronger and stronger, year-by-year. The order destroys itself because of corrupted and selfish leaders. Hidden civil wars and political game weakens the strength of the forces.
As I mentioned there are only one religion in Grenoria, but it is fragmented to fraction. God has seven manifestations: Creater, Destroyer, Maintainer, Keeper, Comforter, Feeder, Saviour. Each manifestation has worshipper fractions and each fractions has organized denominations. The fractions are fighting for the ruler position, currently the Keeper fraction is the most influential. This is eternal struggle, which will ends when the chaos forces attacks the civilization, but maybe it will too late.
2012. március 11., vasárnap
Orc Tribe Lair in Grenoria
There was a description in the fighting fantasy game book: Titan about an orc tribe lair. It was very intresting for me in my early life. And last week I saw a sideview description of the Wretched Catacombs in the blog A Character for Every Game. It was very similar, but a little bit smaller dungeon, but inspirational. So I made a Orc lair with this map for begginers.
Orc lair
1. Goblin Watchtower: d4+2 Goblin merceneries watch the surroundings of the lair.
2. Goblin room: Here live the hired goblins d10+4 Goblins stays here. (Treasure: d4 Silver/goblin)
3. Orc post: 2 Orc Warrior guards here with short bow (d6), they can attack the surroundings of the entrance.
4. Entrance: 4 Orc Warrior deffens this gate. (Treasure: d3 gold/orc )
5. The room of the Beggars: Here live the most common mebers of the tribe. (old beggars, handicapped or wounded poor orcs) d10+5 0. lvl orcs stays here. The room is very stinky, because of the sick monsters.
6. Living hall: All common member live here (3D10+10 0. lvl orcs) Dark, stinky and crowded.
7. Secret door to the Warriors room. Diff to find: 10.
8. Warriors room: It is the living place of the warriors and hunters. Here lives the leader of the clan (As Orc Warrior just +2 for all).
9. Guard Post: 2 Orc warrior deffends this place all time.
10. Lake of the Water-Ogre: This monster is the shaman's favourite pet. It can attack the intruders with water split. (Average Ref check for stay on the stair.) If the shaman wants to use its pet he charm it and the warriors pulls it from the lake with rope.
11. 15' wide pool with full of water. The hole is 20' deep.
12. Shaman's living place: The spiritual leader lives here. It can reach this place with levitate. (At the pool too) So common orcs can't disturb the shaman.
13.Inner Sanctuary: Shaman works here (20% chance to stay here.)
Monster Manual (Rolecraft RPG):
Goblin Mercenery:
Hd: d8-1 (3)
Defense: 13 (studded leather armor +3)
Move:20
Attack: +1 short sword(d6-1) or short bow (d6-1)
Save: 1/0/0
xp lvl: 1/2
Orc Warrior:
Hd: d8 (4)
Defense: 14 (studded leather armor +3, shield +1)
Move:30
Attack: +1 Long sword(d8)
Save: 1/0/0
xp: 1
Orc Shaman
Hd:2d8+2 (10)
Defense: 13 (Leather Armor +2, Dex +1)
Move: 30
Attack:+1 Qarter Staff (d6+1)
Save: 1/1/0
xp:2
Spec: Magic: as lvl2 priest
Spell levels: 3+1; 0.:4;
0. lvl orcs (children, female, old)
Hd: d8-1 (3)
Defense: 11 (Cloth +1)
Move:30
Attack: +0 (d4) (stone, club, tools, etc.)
Save: 0/0/0
xp: 1/3
Water-Ogre
Hd:4d8+8 (24)
Defense: 16
Move: 30
Attack:+6 Great Club (d12+2)
Save: 4/4/3
xp:4
Spec:
Spit:
If Water Ogre fighting in water (see, lake,stream,etc.) It can swallow water and attack its enemies with a split instead melee attack once a turn.
Range Attack: +4 (d8+2) If the attacked character has unsuccesful Average Ref. Save he will falls to the ground.
Orc lair
1. Goblin Watchtower: d4+2 Goblin merceneries watch the surroundings of the lair.
2. Goblin room: Here live the hired goblins d10+4 Goblins stays here. (Treasure: d4 Silver/goblin)
3. Orc post: 2 Orc Warrior guards here with short bow (d6), they can attack the surroundings of the entrance.
4. Entrance: 4 Orc Warrior deffens this gate. (Treasure: d3 gold/orc )
5. The room of the Beggars: Here live the most common mebers of the tribe. (old beggars, handicapped or wounded poor orcs) d10+5 0. lvl orcs stays here. The room is very stinky, because of the sick monsters.
6. Living hall: All common member live here (3D10+10 0. lvl orcs) Dark, stinky and crowded.
7. Secret door to the Warriors room. Diff to find: 10.
8. Warriors room: It is the living place of the warriors and hunters. Here lives the leader of the clan (As Orc Warrior just +2 for all).
9. Guard Post: 2 Orc warrior deffends this place all time.
10. Lake of the Water-Ogre: This monster is the shaman's favourite pet. It can attack the intruders with water split. (Average Ref check for stay on the stair.) If the shaman wants to use its pet he charm it and the warriors pulls it from the lake with rope.
11. 15' wide pool with full of water. The hole is 20' deep.
12. Shaman's living place: The spiritual leader lives here. It can reach this place with levitate. (At the pool too) So common orcs can't disturb the shaman.
13.Inner Sanctuary: Shaman works here (20% chance to stay here.)
Monster Manual (Rolecraft RPG):
Goblin Mercenery:
Hd: d8-1 (3)
Defense: 13 (studded leather armor +3)
Move:20
Attack: +1 short sword(d6-1) or short bow (d6-1)
Save: 1/0/0
xp lvl: 1/2
Orc Warrior:
Hd: d8 (4)
Defense: 14 (studded leather armor +3, shield +1)
Move:30
Attack: +1 Long sword(d8)
Save: 1/0/0
xp: 1
Orc Shaman
Hd:2d8+2 (10)
Defense: 13 (Leather Armor +2, Dex +1)
Move: 30
Attack:+1 Qarter Staff (d6+1)
Save: 1/1/0
xp:2
Spec: Magic: as lvl2 priest
Spell levels: 3+1; 0.:4;
0. lvl orcs (children, female, old)
Hd: d8-1 (3)
Defense: 11 (Cloth +1)
Move:30
Attack: +0 (d4) (stone, club, tools, etc.)
Save: 0/0/0
xp: 1/3
Water-Ogre
Hd:4d8+8 (24)
Defense: 16
Move: 30
Attack:+6 Great Club (d12+2)
Save: 4/4/3
xp:4
Spec:
Spit:
If Water Ogre fighting in water (see, lake,stream,etc.) It can swallow water and attack its enemies with a split instead melee attack once a turn.
Range Attack: +4 (d8+2) If the attacked character has unsuccesful Average Ref. Save he will falls to the ground.
2012. március 6., kedd
My special Ranger
In my world Rangers are hunters and trackers. They lives in the woods and defends it with his weapons and in fellowship with the inhabitants of the forest.
Here is the Ranger class as I modified:
Ranger:
HD: 1st lvl: D8+Const bonus. further lvls: +4+Const. bonus.
Attack: lvl*1.
Skills: Scientific: +2 Non Scientific: +1
Weapons and Armor: Simple weapons, and with light armor and shields (except tower shields).
Save: Fort: lvl/2 Ref: lvl*1 Will:lvl/4
Abilities:
Wild Empathy: As D20 SRD Check: d20+lvl+Wis bonus
Tracking: +1 in every 2 lvls for trackings in woods.
Hunter weapon specialization: +1 damage and attack for bow and jevelin.
Hide: +2 to hide in woods.
Endurance: +4 for endurance based checks in lvl 3. (Eg.: swimming, running, climbing)
Animal Companion: In lvl 6 a speciel animal joins to the ranger and helps him in his work. Choose from the following: Mouse, Cat, Dog, Wolf, Eagle, Falcon, Pony, Owl, Badger, Dire Rat.
Improved Companion: As the Animal Companion, just in lvl 12 and the following races allowed: Unicorn, Giant Bat, Giant Eagle, Brown Bear, Shaman Horse, Tiger, Lion, Griffon.
Here is the Ranger class as I modified:
Ranger:
HD: 1st lvl: D8+Const bonus. further lvls: +4+Const. bonus.
Attack: lvl*1.
Skills: Scientific: +2 Non Scientific: +1
Weapons and Armor: Simple weapons, and with light armor and shields (except tower shields).
Save: Fort: lvl/2 Ref: lvl*1 Will:lvl/4
Abilities:
Wild Empathy: As D20 SRD Check: d20+lvl+Wis bonus
Tracking: +1 in every 2 lvls for trackings in woods.
Hunter weapon specialization: +1 damage and attack for bow and jevelin.
Hide: +2 to hide in woods.
Endurance: +4 for endurance based checks in lvl 3. (Eg.: swimming, running, climbing)
Animal Companion: In lvl 6 a speciel animal joins to the ranger and helps him in his work. Choose from the following: Mouse, Cat, Dog, Wolf, Eagle, Falcon, Pony, Owl, Badger, Dire Rat.
Improved Companion: As the Animal Companion, just in lvl 12 and the following races allowed: Unicorn, Giant Bat, Giant Eagle, Brown Bear, Shaman Horse, Tiger, Lion, Griffon.
2012. február 15., szerda
Some ideas about my development
I would like to introduce my brand new hombrew rpg development.
This system is based on D20 core, but it is inspired by old dnd systems and retroclones.
Main changes:
-average attribute values (with lowest reroll)
-lower attribute bonus allocation ( normal characters have only maximum +3 bonus)
-DC: 6-10-14-18-22
-No feats
-Skills: divided by 2 main category: scientific and common. First category hes int bonus, second has
dex bonus. Generally every character has D4+dex/int+classmodefier skills. The values of the skills are half of the character level.
-Classes: Fighter, Rouge, Cleric, Wizard plus: Knight, Assasin. (The latter two classes are because of the setting.) In world of Grenoria there aren't Paladins, Clerics haven't turn undead ability. (It will particular spell.) Assasins are common in this world, because the leaders use them in the political game. Knights are the leaders of the armies, or the noble elite. They haven't magical powers, just they are stronger in combat and wear heavy armor. They have leading ability and diplomatic sense. Other classes are similar than the basic d20 instances, but redesigned to the new rules.
-HP: little bit lower HD in 1st level and half of the maximum per level. (For example: Fighter: HD: d8+Const. Bonus +4HP/level+Const. Bonus)
-Base attack: (3 category: lvl*1, lvl/2, lvl/4 ), No multiple attack, I am thinking about it, how can I implement in my system.
-AC: As usual, but I would like to incrementing AC. (For example: Fighter: +1 AC/3lvls; 1-4-7-10-13-16)
-Magic: I would like to simplify it: Magic user classes has x slots/lvl, every spell costs as its lvl. X is equivalent to the amount of Spells per Day. It would be simple daily mana system.
-Saving System: As usual, but I created 3 categories: lvl*1,lvl/2,lvl/4.
These are my ideas first time. Nothing is set in stone. If anyone would like to comment it please do it. Any feedback is welcome.
G.
This system is based on D20 core, but it is inspired by old dnd systems and retroclones.
Main changes:
-average attribute values (with lowest reroll)
-lower attribute bonus allocation ( normal characters have only maximum +3 bonus)
-DC: 6-10-14-18-22
-No feats
-Skills: divided by 2 main category: scientific and common. First category hes int bonus, second has
dex bonus. Generally every character has D4+dex/int+classmodefier skills. The values of the skills are half of the character level.
-Classes: Fighter, Rouge, Cleric, Wizard plus: Knight, Assasin. (The latter two classes are because of the setting.) In world of Grenoria there aren't Paladins, Clerics haven't turn undead ability. (It will particular spell.) Assasins are common in this world, because the leaders use them in the political game. Knights are the leaders of the armies, or the noble elite. They haven't magical powers, just they are stronger in combat and wear heavy armor. They have leading ability and diplomatic sense. Other classes are similar than the basic d20 instances, but redesigned to the new rules.
-HP: little bit lower HD in 1st level and half of the maximum per level. (For example: Fighter: HD: d8+Const. Bonus +4HP/level+Const. Bonus)
-Base attack: (3 category: lvl*1, lvl/2, lvl/4 ), No multiple attack, I am thinking about it, how can I implement in my system.
-AC: As usual, but I would like to incrementing AC. (For example: Fighter: +1 AC/3lvls; 1-4-7-10-13-16)
-Magic: I would like to simplify it: Magic user classes has x slots/lvl, every spell costs as its lvl. X is equivalent to the amount of Spells per Day. It would be simple daily mana system.
-Saving System: As usual, but I created 3 categories: lvl*1,lvl/2,lvl/4.
These are my ideas first time. Nothing is set in stone. If anyone would like to comment it please do it. Any feedback is welcome.
G.
2012. február 1., szerda
Hello Guys,
Long time wrote I post. I decided, that I develop an oldschool inspired rpg, but with D20 rules and with feudalistic emotions in a low fantasy world.
If you intrested in please support me: http://www.rockethub.com/projects/5671-rolecraft-rpg
Thank you in advance.
Grungi
Long time wrote I post. I decided, that I develop an oldschool inspired rpg, but with D20 rules and with feudalistic emotions in a low fantasy world.
If you intrested in please support me: http://www.rockethub.com/projects/5671-rolecraft-rpg
Thank you in advance.
Grungi
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