I'll be starting a game similar to A_Fey_Dwarf's Treasure sound a lot like Treachery. To save me a bit of effort, I'll be taking requests for weapons, races, and the like. Once I have a few, I'll sit down and hammer out a rule set and scenario. You will have a chance to change you character before we start, if you don't like my manifestation of your weapon.
Rules for SCRPGTG:
These'll be rewritten sometime in the near future to be clearer.
Your goal is whatever you want it to be. I recommend that you try to retrieve the artifact that I have located within the ruins. I’ll give you basic information regarding the artifact’s location. At the same time, if you want to try to kill off the others, feel free. They’ll be plenty of non-player controlled opposition though, so be advised.
Combat will work like this:
Zombie attacks Strife.
Zombie has a sword.
Strife has a sword, plus shield and Platemail.
Facing penalties work with a -1 if in front, -2 from the sides, and a minus three from the back
Zombie rolls for attack: (sword is 3-6, roll is four) 5
Strife rolls for his sword: (sword is 3-6) 3
Strife gets plus 3 to his block (1 for armor, 2 for shield) 3 + 3 = 6
Text: Strife hastily parries but the zombie’s thrust is to strong. Luckily, Strife gets his shield up in time.
This is tough to explain. First, we have the two weapon rolls (Strife would get a penalty, but the sword negates the facing penalty). If Strife would have beaten the zombie’s roll with just his sword, he would have gotten an attack into the zombie. Because the zombie beat him, his armor came into play. The armor was enough to stop the attack (ties are a reroll), but Strife doesn’t get a counter.
As far as damage goes:
Strife attacks with is sword!
Strife has a sword plus plate and shield!
Zombie has a sword!
Strife roll for attack: 4
Zombie roll: 6
The zombie stops Strife’s weak slash and counters! (Strife would now have to make up the distance with his armor, and he does) Strife blocks it.
Nothing happens here, let’s try again.
Strife attacks the Zombie!
Strife’s roll: 6 (okay, I cheated)
Zombie roll: 3
Target roll ( 1 – 8, miss on a 1; 2&3 hit legs; 4&5 hit arms; 6&7 hit body; eight is a headshot)
6, body hit.
Damage roll (1-6, 1 is minor, 2&3 is moderate, 4&5 is severe, 6 is critical. Strife gets + 1 for his sword against unarmored opponent. Headshots are always insta-kills): 6
The heavy slash slams into the zombie’s unprotected chest. It blows apart! The zombie is struck down.
Okay, it’s tough to explain. I’ve got the rules down in my head; I’ll describe the process when we actually get to fighting.
Races:
Elf:
+2 to movement (irregardless of encumbrance).
Half chance of setting off traps
-1 to finding traps
May not wear heavy armor.
Orc:
Tough- Does not black out and damage is effectively one level less.
Adrenaline- May move an extra space if it allows an attack to be made
Stupid – -1 to nonstrength related rolls.
Human
No weapon penalties.
Plus one to all miscellaneous rolls.
Perceptive – May get odds for misc. rolls.
Dwarf
May carry extra ultra heavy item.
+ 1 to weight limit
Always resets traps.
Weaponry:
Sword: 3-6; gets a plus one for facing penalties (so zero from the front). + 1 for damage against unarmored opponents.
Axe: 2-7; heavy; unaffected by armor and bucklers (Shields get full bonus).
Hammer: 1-6; Heavy; does not give minor damage (reroll); +2 to misc rolls requiring strength.
Mace: 3-6; facer; +1 to damage against armor
Spear: 1-9; heavy; -2 to damage against organless opponents.
Pike: 1-12; ultra-heavy; -1 to damage against organless opponents, mid range attack.
Whip: 1-6; mid range attack (may attack over ally; -1 to close defend roll
Cross/bow: 3; long range.
Armor:
Buckler: + 1 to block
Shield: +2 to block; heavy.
Leather Armor: -1 to damage rolls
Platemail: -2 to damage; + 1 to block; ultra-heavy; noisy.
Boots: Heavy; -2 to trap damage; noisy.
Weight and Movement
You can move four spaces per turn, and then use an action.
Items have weights:
Light (no description) - .5
Heavy - 1
Ultra Heavy -2
If the weight is under one, you may interrupt the movement with your action (move a space, attack, move three spaces).
If it is under 2, there is no change.
If under three, three spaces per turn.
If under four, two spaces per turn
If under five, two spaces per turn + -1 to block
Five or more: Two spaces per turn + -1 to all rolls.
You may carry more than one weapon; one must be drawn but can be switched instead of moving a space.
Dropping things will take an action.
Found objects have weights as well.
Traps:
Their might be traps scattered throughout the area. I’ll have them positioned when we start. If you step on one, there is a chance that it’ll trip. For an action, you may scan for traps, with a 4/6 chance to spot any traps within five tiles. An action may be spent to defuse traps from one tile away (4/6 as well, but a one causes the trap to trip.). Traps may be jumped for an extra move
☼^+
To
+^☼
Takes three moves (have fun heavy armor people!).
There will be other rolls as well, (bashing down a door). I’ll determine them as we go.
There will be a max player limit of eight for now:
1) Org the ork with an axe to grind and leather on the side. @
2) inaluct: an elf with a
sword and shield whip.
g3) A mysterious elf with unelfish armor and a bow:
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