Difference between revisions of "The Tiger Eye Cameo of Ibn-al Azrad"

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I wont write much about this, because its the campaign Id run again if we ever want to do a fantasy game.  [[user:maiasdaddy]] played in the preliminary portions of this, and [[user:BenofZongo]] was in one session.  Its a great campaign.
 
I wont write much about this, because its the campaign Id run again if we ever want to do a fantasy game.  [[user:maiasdaddy]] played in the preliminary portions of this, and [[user:BenofZongo]] was in one session.  Its a great campaign.
 
=Original Characters=
 
[[Glynt Scrufflebeard]]<br>
 
[[Azarel]], 'the fairy elf'<br>
 
[[Jakk of Smyth]]<br>
 
[[Aramil]], 'puddles', or 'waterboy'
 
  
 
=Reboot=
 
=Reboot=
Its a warm spring day in the town of Nuln.  It is finally time for Heinrich Klemperbad to train his apprentice in the art of wizardry.  There is just one catch: to learn these spells [[insert player name here]] needs to return with the physical components necessary for casting them.  An old friend of Heinrich's family, [[insert dwarfs name here]], is willing to help, and a few gold crowns can probably scrape up another willing companion or two.
+
Its a warm spring day in the town of Nuln.  It is finally time for [[Heinrich Klemperbad]] to train his apprentice in the art of wizardry.  There is just one catch: to learn these spells [[Zacharie]] needs to return with the physical components necessary for casting them.  An old friend of Heinrich's family, [[Janna]], is willing to help, and a few gold crowns can probably scrape up another willing companion or two.
  
 
What are the physical components?  Why the head and upper torso of a giant, humanoid creature of course; no less than 10 feet tall.
 
What are the physical components?  Why the head and upper torso of a giant, humanoid creature of course; no less than 10 feet tall.
 +
 +
=Setting=
 +
The southern Empire city of [[Nuln]] is a center for Reikland industry, especially artillery, given the presence of the [[Imperial War College]].  The Villages that surround it are fine wine country, mining colonies and farming hamlets.  By the grace of Sigmar and the emperor himself the forests are relatively safe, with little sign of the incursions of chaos rumored to ravage Kislev and Norsca. 
 +
 +
==Idle Chatter==
 +
Given the uneducated and superstitious nature of common folk combined with the abundance of drink and foreign travelers, stories abound of strange, mythical and heroic deeds of yore.  Players are encouraged to check the [[Rumors and Legends-Tiger Eye]] page often for inklings they may hear from passing folk, or mercenaries in a bar.  I will update this page as necessary, and will not warn players to check it.  If you miss them, well, you may have had one too many ales, havent you?
  
 
==Ideas and Themes==
 
==Ideas and Themes==
Line 17: Line 17:
 
Even though this game was played 1.5 times before, both versions were very different and it is not required that the new iteration match up with either.  In fact, the players may throw out the quest opportunity when it presents itself and do something else.
 
Even though this game was played 1.5 times before, both versions were very different and it is not required that the new iteration match up with either.  In fact, the players may throw out the quest opportunity when it presents itself and do something else.
  
==Warhammer?==
+
=System=
If we choose this campaign, we could use WFRP as the system.  If we do, the following rules will be implemented to supplement the current rules set.
+
To continue the current trend, we can use the same system as we currently do, with a few minor alterations.  Since this game will be taking place in [[The Warhammer World]], I have made a bunch of new skills.  There will probably be a few actual mechanical changes as well, and those will be noted here.
  
===Character Generation===
+
==Skills==
Players will have a choice for which method they choose to use.  They must choose before they begin.
+
Here are the new skills, and their appropriate characteristic.
  
====Method 1====
+
Brewing: Potions  (Knowledge)<br>
The player rolls 9 sets of 2d10 and drops the lowest. They will then be allowed, if they wish, to take Shallya's Mercy. The remaining 8 are placed where they wish. Wounds, Fate Points and career are rolled as stated in the book, except that with career players may choose either die to be the tens die after they are cast.
+
Casting: Spells (Spirit)<br>
 +
Charm  (Mien)<br>
 +
Evaluate (Knowledge)<br>
 +
Conversation  (Mien)<br>
 +
Haggle  (Mien)<br>
 +
Row  (Strength)<br>
 +
Hypnotism  (Mien)<br>
 +
Lip Reading  (Cognition)<br>
 +
Navigation  (Cognition)<br>
 +
Prepare Poison  (Knowledge)<br>
 +
Sailing  (Deftness)<br>
 +
Secret Language  (Smarts)<br>
 +
Secret Signs  (Smarts)<br>
 +
Shadowing  (Nimbleness)<br>
 +
Ventriloquism (Mien)<br>
  
====Method 2====
 
The player rolls the characteristics in order and places them.  They will be allowed to take Shallya's Mercy.  They may also switch any two characteristic rolls.  Finally, the player is granted one re-roll that may be used at any time (including on fate, wounds or career).  If the re-roll is not used, it can be traded in for a free advance or an extra roll on the beginning talents table.  When rolling for career either die may be declared tens after they are cast.
 
  
====Method 4====
+
Academic Knowledges<br>
The player rolls the characteristics in order and places them.  If they roll less than 95 points total, the remaining points may be placed by the player in any way they choose up to the maximum for their race (or higher with GM permission and appropriate explanation).  The player may use Shallya's Mercy after all points are placed.  When rolling for career either die may be declared tens after they are cast.
+
Arts, Astronomy, Chaos, Daemonology, Dark Lore, Engineering, Genealogy/Heraldry, History, Law, Magic,
 +
Necromancy, Philosophy, Runes, Science, Strategy/Tactics, Theology
  
===Race===
+
Trade Skills<br>
Players may choose which race they would like their character to be.  Humans are the most common race in the Empire, but, as we all know, many races have significant advantages.
+
Apothecary, Armorer, Artist, Bowyer, Brewer, Calligrapher, Candlemaker, Carpenter,
 +
Cartographer, Cook, Cooper, Embalmer, Farmer, Gem Cutter, Goldsmith, Gunsmith,
 +
Herbalist, Merchant, Miller, Miner, Prospector, Shipwright, Shoemaker, Smith,
 +
Stoneworker, Tailor, Tanner, Weaponsmith
  
====Humans====
+
==Edges and Hindrances==
Humans are exactly as written in the rulebook.
+
What follows are some new edges and hindrances, the effects and costs will be listed eventually.
  
====Dwarf====
+
===Edges===
Dwarves must pay 110 experience points for an advance.
+
Consume Alcohol 1<br>
 +
[[Dwarf-Race]] 3<br>
 +
[[Elf]] 3<br>
 +
Readin'/Writin' 2<br>
 +
Off Hand 1<br>
 +
Magic Resistance 1<br>
 +
Chaos Resistance 1<br>
 +
Magical Attunement 3<br>
 +
Channeling 5<br>
 +
Magical Sense 3<br>
  
====Halfling====
+
===Flaws===
Halflings may pay 80 experience points for an advance.
+
[[Halfling]] 2<br>
 +
Taint of Chaos 1-5<br>
 +
Magical Ineptitude 2<br>
  
====Elf====
+
==Mechanics==
Elves must pay 150 points for an advance.
+
Some system changes will be notated here.  Larger, more sweeping changes, will get their own pages.
  
==Other Changes==
+
[[Equipment-Tiger Eye]]<br>
In my opinion the easiest way for something to be abusive or unbalancing is for there to be no consequence to its use.  The most abusive things in WFRP, therefore, are 'free actions'.  Besides talking, no player may perform more than one 'free action' per turn.  The second or successive such action costs a half action.
+
[[Magic-Tiger Eye]]<br>
  
===XP Costs===
+
===Combat===
Not all advances are created equalI am not gonna get all bugnuts crazy about this, but there are two that stand out head and shoulders above the restThose are Magic and AttacksAdvancements in Magic cost double; advancements in Attacks cost tripleThis means that Magic would only be available to take at the beginning of the game if the players uses both their free advance and has a re-roll available for another, and Attacks is not possible to begin with.
+
Smaller weapons are less deadly than larger onesTo represent this, weapons deemed small (daggers, sling stones etc) will have their strength damage add limited to no greater than the damage the weapon itself doesDamage adds due to hit location go directly to the weapon damage.
 +
 
 +
Example: A rogue with Strength 3d6 attacks a foe with a dagger (damage 1d6).  First he rolls the weapon damage and gets a 5He rolls his strength and gets 6, 3 and 1There is no need for the 6 to explode, for it cannot account for more than 5 damage.
 +
 
 +
Weapon speed factors are the number of actions it takes to attack with a weapon.  During a round when a weapon is not attacking the player may move but not attack with another weapon.
 +
 
 +
Defensive bonus is the number added to the target number to hit a character.  A player may declare a dodge and forfeit an action to roll his dodge level.  Doing so adds an additional one to his target number for each success and raise.  If a character is being attacked by multiple attackers he must split his defensive bonus evenly among them, truncating any fractions.
 +
 
 +
=Characters=
 +
[[Janna]] A dwarven Runesmiths Apprentice with a tragic past.<br>
 +
[[Otell]] Loud-mouthed berserker from Norsca.<br>
 +
[[Zacharie]] Noble born wizards apprentice.<br>
 +
[[Caelyn]] Elven outrider and bow expert.<br>
 +
[[Karl Gustav]] Human Priest.<br>
 +
 
 +
==Character Generation==
 +
Each character shall draw 14 cards.  All 2's and Jokers must be used. The cards should be separated into three stacks.  One containing 10 cards, and 2 containing 2 each.  The 10 cards are arranged how the player likes among their characteristics.  Each one will generate a score for that characteristic.  Of the two remaining stacks, one is discarded while the final one is for skills on table 1.  Use table one to generate the die types and add those numbers, this will be starting skill points. Starting skills will be limited to 3 in each.
 +
 
 +
{| border ="1"
 +
|-
 +
! !!Human (0)       !!Dwarf (3) !!Elf (3) !!Halfling (-2)
 +
|-
 +
|Cog ||1 ||1 ||3 ||1
 +
|-
 +
|Kno ||1 ||1 ||1 ||1
 +
|-
 +
|Mien ||1 ||2 ||1 ||3
 +
|-
 +
|SMA ||1 ||1 ||1 ||1
 +
|-
 +
|SPI ||1 ||3 ||1 ||2
 +
|-
 +
|DEF ||1 ||2 ||3 ||3
 +
|-
 +
|NIM ||1 ||1 ||3 ||1
 +
|-
 +
|STR ||1 ||3 ||2 ||4
 +
|-
 +
|QUI ||1 ||4 ||3 ||1
 +
|-
 +
|VIG ||1 ||3 ||2 ||4
 +
|-
 +
|Edges  ||                      ||Night Vision ||Night Vision          ||
 +
|-
 +
| || ||Magic Resistance ||Longevity              ||
 +
|- 
 +
| || ||Longevity              ||                      ||
 +
|-
 +
|Flaws  ||                      ||Lame                  ||                      ||
 +
|-
 +
|Skills ||                      ||Language ||Language ||Trade: Cook
 +
|-
 +
| || ||Trade || ||Language
 +
|-
 +
| || || || ||Knowledge: Heraldry
 +
|-
 +
|Other  ||Extra Card ||+1 Co Spirit ||+1 Co Cognition        ||
 +
|-
 +
| || ||+2 Co Vigor ||+1 Co Deftness                        ||
 +
|}
 +
 
 +
 
 +
 
 +
 
 +
Characteristic Tables
 +
{| border ="1" 
 +
|-
 +
! !!1    !!2    !!3    !!4
 +
|-
 +
|d4 ||2 ||2-3 ||2 ||2-4
 +
|-
 +
|d6 ||3-8 ||4-9 ||3-7 ||5-10
 +
|-
 +
|d8 ||9-J ||10-Q ||8-10 ||J-A
 +
|-
 +
|d10 ||Q-K ||K-A ||J-Q ||Jo
 +
|-
 +
|d12 ||A ||Jo ||K-A ||X
 +
|}
 +
 
 +
Coordination: Each characteristic has an associated coordination (Co) based on its suit: Clubs 1; Diamonds 2; Hearts 3; Spades 4
 +
 
 +
=Original Characters=
 +
[[Glynt Scrufflebeard]]<br>
 +
[[Azarel]], 'the fairy elf'<br>
 +
[[Jakk of Smyth]]<br>
 +
[[Aramil]], 'puddles', or 'waterboy'

Latest revision as of 10:02, 12 September 2009

I wont write much about this, because its the campaign Id run again if we ever want to do a fantasy game. user:maiasdaddy played in the preliminary portions of this, and user:BenofZongo was in one session. Its a great campaign.

Reboot

Its a warm spring day in the town of Nuln. It is finally time for Heinrich Klemperbad to train his apprentice in the art of wizardry. There is just one catch: to learn these spells Zacharie needs to return with the physical components necessary for casting them. An old friend of Heinrich's family, Janna, is willing to help, and a few gold crowns can probably scrape up another willing companion or two.

What are the physical components? Why the head and upper torso of a giant, humanoid creature of course; no less than 10 feet tall.

Setting

The southern Empire city of Nuln is a center for Reikland industry, especially artillery, given the presence of the Imperial War College. The Villages that surround it are fine wine country, mining colonies and farming hamlets. By the grace of Sigmar and the emperor himself the forests are relatively safe, with little sign of the incursions of chaos rumored to ravage Kislev and Norsca.

Idle Chatter

Given the uneducated and superstitious nature of common folk combined with the abundance of drink and foreign travelers, stories abound of strange, mythical and heroic deeds of yore. Players are encouraged to check the Rumors and Legends-Tiger Eye page often for inklings they may hear from passing folk, or mercenaries in a bar. I will update this page as necessary, and will not warn players to check it. If you miss them, well, you may have had one too many ales, havent you?

Ideas and Themes

This campaign is conceived with a literary bent. There will be flashbacks, moral dilemmas, tragedy, difficult choices and the opportunity to right age old wrongs. Players will need to be flexible with what their characters do and want. Hopefully everyone will have a chance to grow.

Even though this game was played 1.5 times before, both versions were very different and it is not required that the new iteration match up with either. In fact, the players may throw out the quest opportunity when it presents itself and do something else.

System

To continue the current trend, we can use the same system as we currently do, with a few minor alterations. Since this game will be taking place in The Warhammer World, I have made a bunch of new skills. There will probably be a few actual mechanical changes as well, and those will be noted here.

Skills

Here are the new skills, and their appropriate characteristic.

Brewing: Potions (Knowledge)
Casting: Spells (Spirit)
Charm (Mien)
Evaluate (Knowledge)
Conversation (Mien)
Haggle (Mien)
Row (Strength)
Hypnotism (Mien)
Lip Reading (Cognition)
Navigation (Cognition)
Prepare Poison (Knowledge)
Sailing (Deftness)
Secret Language (Smarts)
Secret Signs (Smarts)
Shadowing (Nimbleness)
Ventriloquism (Mien)


Academic Knowledges
Arts, Astronomy, Chaos, Daemonology, Dark Lore, Engineering, Genealogy/Heraldry, History, Law, Magic, Necromancy, Philosophy, Runes, Science, Strategy/Tactics, Theology

Trade Skills
Apothecary, Armorer, Artist, Bowyer, Brewer, Calligrapher, Candlemaker, Carpenter, Cartographer, Cook, Cooper, Embalmer, Farmer, Gem Cutter, Goldsmith, Gunsmith, Herbalist, Merchant, Miller, Miner, Prospector, Shipwright, Shoemaker, Smith, Stoneworker, Tailor, Tanner, Weaponsmith

Edges and Hindrances

What follows are some new edges and hindrances, the effects and costs will be listed eventually.

Edges

Consume Alcohol 1
Dwarf-Race 3
Elf 3
Readin'/Writin' 2
Off Hand 1
Magic Resistance 1
Chaos Resistance 1
Magical Attunement 3
Channeling 5
Magical Sense 3

Flaws

Halfling 2
Taint of Chaos 1-5
Magical Ineptitude 2

Mechanics

Some system changes will be notated here. Larger, more sweeping changes, will get their own pages.

Equipment-Tiger Eye
Magic-Tiger Eye

Combat

Smaller weapons are less deadly than larger ones. To represent this, weapons deemed small (daggers, sling stones etc) will have their strength damage add limited to no greater than the damage the weapon itself does. Damage adds due to hit location go directly to the weapon damage.

Example: A rogue with Strength 3d6 attacks a foe with a dagger (damage 1d6). First he rolls the weapon damage and gets a 5. He rolls his strength and gets 6, 3 and 1. There is no need for the 6 to explode, for it cannot account for more than 5 damage.

Weapon speed factors are the number of actions it takes to attack with a weapon. During a round when a weapon is not attacking the player may move but not attack with another weapon.

Defensive bonus is the number added to the target number to hit a character. A player may declare a dodge and forfeit an action to roll his dodge level. Doing so adds an additional one to his target number for each success and raise. If a character is being attacked by multiple attackers he must split his defensive bonus evenly among them, truncating any fractions.

Characters

Janna A dwarven Runesmiths Apprentice with a tragic past.
Otell Loud-mouthed berserker from Norsca.
Zacharie Noble born wizards apprentice.
Caelyn Elven outrider and bow expert.
Karl Gustav Human Priest.

Character Generation

Each character shall draw 14 cards. All 2's and Jokers must be used. The cards should be separated into three stacks. One containing 10 cards, and 2 containing 2 each. The 10 cards are arranged how the player likes among their characteristics. Each one will generate a score for that characteristic. Of the two remaining stacks, one is discarded while the final one is for skills on table 1. Use table one to generate the die types and add those numbers, this will be starting skill points. Starting skills will be limited to 3 in each.

Human (0) Dwarf (3) Elf (3) Halfling (-2)
Cog 1 1 3 1
Kno 1 1 1 1
Mien 1 2 1 3
SMA 1 1 1 1
SPI 1 3 1 2
DEF 1 2 3 3
NIM 1 1 3 1
STR 1 3 2 4
QUI 1 4 3 1
VIG 1 3 2 4
Edges Night Vision Night Vision
Magic Resistance Longevity
Longevity
Flaws Lame
Skills Language Language Trade: Cook
Trade Language
Knowledge: Heraldry
Other Extra Card +1 Co Spirit +1 Co Cognition
+2 Co Vigor +1 Co Deftness



Characteristic Tables

1 2 3 4
d4 2 2-3 2 2-4
d6 3-8 4-9 3-7 5-10
d8 9-J 10-Q 8-10 J-A
d10 Q-K K-A J-Q Jo
d12 A Jo K-A X

Coordination: Each characteristic has an associated coordination (Co) based on its suit: Clubs 1; Diamonds 2; Hearts 3; Spades 4

Original Characters

Glynt Scrufflebeard
Azarel, 'the fairy elf'
Jakk of Smyth
Aramil, 'puddles', or 'waterboy'