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Author Topic: Blunderbuss Rules and Discussion Thread - It's a Game Now!  (Read 25452 times)

Solifuge

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Re: Blunderbuss [World-building]
« Reply #30 on: October 22, 2011, 01:53:16 pm »

Races: The Kenku

  • +2 Dexterity, +2 Wisdom, -2 Constitution: Kenku are quick and keen, but have frail builds.
  • Medium: Kenku are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Kenku have a base speed of 30 feet.
  • Winged: Kenku have the Glide racial ability, and always treat Fly as a class skill.
  • Observant: Kenku receive a +2 racial bonus on Perception and Stealth checks.
  • Mimicry: Kenku can use the Bluff skill to reproduce any sound they know with surprising accuracy. They can duplicate an individual's voice or an environmental sound, though loud, complex, or inorganic sounds are more difficult to mimic.
Racial Ability - Glide:
Creatures with the Glide ability are capable of limited flight: as a move action, you may Fly 40' (average), with the following limitations: you must begin gliding from at least 5' above the ground, and descend at least 5' for every 20' you fly. You may not ascend or hover while gliding, but may descend in a tight downward spiral at up to 1/2 of your Fly speed. If you glide for less than half of your total Fly speed in a round, you begin to fall. If carrying a Medium load while gliding, you are checked, and must succeed at a DC 10 Fly check to stay airborn, or you begin to fall. You may not glide while carrying a heavy load, or while exhausted.

Physical Description: Kenku are birdlike humanoids, lighter and smaller than the average human. They have broad beaks ending in a short hook, four-toed feet and hands ending in talons, and a pair of feathered wings capable of limited flight. Except for their scaly hands and feet, colored feathers cover their bodies, and vary widely between glossy shades of black, brown, midnight blue, emerald, and rust-red, with lighter brown shades on their fronts. Females often have more subdued feathers with dark and light accents, while males sport more vibrant feathers with bolder accents. Both males and females have a fan of long, thin feathers on their heads which they can raise when proud, excited, or pleased, though male crests tend to be larger and more colorful. Their voices are capable of producing an impressive array of sounds, though they often croak and whistle while speaking.

Society: Kenku traditionally live a semi-nomadic lifestyle, following the seasons across the rocky southern plains of Draskar. During the wet season, they take up residence in great sloping vertical cities called Eyries, built into cliffs and around valleys. There, they grow food, hunt, sing songs, and celebrate the bounty the season has brought them. When the dry seasons come, a small population of hunters, tradesmen, the old, and the infirm remain behind in the Eyries, while most of them depart for the Draskari plains. They live out the rest of the year in mobile hunter-gatherer villages, herding flocks of flightless Great Moas, which provide them with mounts, large hard-shelled eggs, feathers, meat, and leather.

Kenku culture has only loose ideas of personal property, and they often treat ownership as something shared by a community, rather than an individual. Goods, tools, trinkets, and other possessions frequently change hands within their communities; a habit which has earned them a reputation as thieves and mischief-makers when living among other cultures. They are well-integrated throughout the known world, with closely knit "Kenku Nests" found in most cities.
« Last Edit: October 24, 2011, 04:36:11 pm by Solifuge »
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #31 on: October 22, 2011, 04:20:49 pm »

Races: The Flinds

  • +2 Strength, +2 Constitution, -2 Charisma: Flind are strong and resilient, but lack force of personality.
  • Medium: Flinds are Medium creatures and have no bonuses or penalties due to their size.
  • Fast: Flinds have a base speed of 40 feet.
  • Low-Light Vision: Flinds can see twice as far as humans in conditions of dim light.
  • Loyalty: Flinds get a +2 racial bonus on saves against mind-affecting charm and compulsion effects.
  • Toothy: Flinds have a bite attack that deals 1d4 Damage. This is a Primary Natural Attack, or a Secondary Natural Attack while wielding a manufactured weapon.
  • Scent: Flinds gain the Scent extraordinary ability.

Physical Description: Flinds are doglike humanoids with broad, heavy builds, and bushy tails. Their bodies are covered in coarse fur, spotted and patterned in various shades of tan, brown, grey, and black, with dark manes of longer fur growing from their neck and shoulders. Their hands and feet are broad and paw-like, bearing small claws. Male and female Flinds look alike, though Females are slightly larger. They don't distinguish their sex but during courtship, and other races tend to assume most Flinds are male. Few Flinds are concerned with correcting others about the mistake.

Society: Flinds are natives to the northern reaches of Aberond and Draskar surrounding the Shattered Neck. Highly codependent, they traditionally organize themselves into a series of Houses, with anywhere from tens to hundreds of members. Each House is similar to a clan or family, in that its members share a surname, and owe their loyalty to the head of their House. Houses are also like guilds or businesses, in that each one specializes in certain trades, and individuals may leave a House to join another one more in line with their interests. The closest thing to Flind nobility are the Great Houses, which are highly exclusive, and often span many settlements. A special sort of House, known as Creche-Houses, are responsible for raising all the young in a given settlement, until are ready to be apprenticed to a House of their own.

At birth, Flinds are given a simple name by their Creche-House. At adolescence, they choose a second title-name for themselves, describing their personality, aspirations, or accomplishments, and take the surname of their new House. Flinds living in foreign lands may take their home city or district as a surname to reflect their ties to the community, while traveling Flinds may invent their own surname to reflect the group they travel with.

Names: Aki, Chigo, Hnan, Ji, Karr, Ranka, Shokari
Titles: Bright-Eye, Hunter, Peacekeeper, Steadfast, Sword-For-Hire, White-Coat, Wanderer
Surnames: (of) The Mariners, Bright Band, Stenhalsh, The Rocksplitters
* ex. Mokiri Skin-Stealer of The Glory Hounds
« Last Edit: June 15, 2012, 08:08:49 pm by Solifuge »
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Haspen

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Re: Blunderbuss [World-building]
« Reply #32 on: October 22, 2011, 04:53:53 pm »

Oh my, two races in one day? Dyamn, Solifuge, slow down a bit :P /terriblejoke

They are nicely written and I totally dig the Flinds now. They somehow remind me of Hyenas in Digger comic (just put a spear in that paw!)

Which means they be awesome.
« Last Edit: October 22, 2011, 05:08:00 pm by Haspen »
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #33 on: October 23, 2011, 12:29:22 am »

Not sure if you're familiar, but Flinds were an elevated subtype of Gnoll from First Edition AD&D... though in this setting, they diverged from a common ancestor to Gnolls, thus their similarities. They're based on snippets of Hyena biology and behavior, while their society is supposed to reflect a civilized sort of pack.

I need to add more details to the Kenku writeup, but I was pressed for time this afternoon... and I wanted to balance their crunch and fluff. I'll give their culture fluff a bit more love in the next few days, before moving on to more PC Races!
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Atomicdremora

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Re: Blunderbuss [World-building]
« Reply #34 on: October 23, 2011, 12:30:33 am »

Posting to say this is incredibly well thought out so far. Good luck Gordon Solifuge, and best of luck in your future endeavours.
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anzki4

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Re: Blunderbuss [World-building]
« Reply #35 on: October 23, 2011, 01:52:27 pm »

Definitely following.

Got to say that the religion reminds me of the Dustmen religion from Planescape: Torment.

EDIT: About the religion: If people die before achieving "ultimate personal perfection", will they be reborn to False World?

Also; what happens when people die again in the True World? Is everyone in a eternal loop between True and False worlds?
« Last Edit: October 23, 2011, 02:02:46 pm by anzki4 »
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #36 on: October 24, 2011, 04:18:42 pm »

Alright, added in some more Kenku cultural fluff. I'll probably hit the Orcs, Kobolds, or maaaaybe the Elves next.

Atomicdremora, thanks for the encouragement! I'm doing my best to make something new and interesting with this, while holding onto enough familiarity to tell a good fantasy story. Hope you keep enjoying it!

Anzki4, I've never played Planescape: Torment, but I always thought it looked like a really neat setting. In regards to the religion, what happens to a person after death is unknown, but it is said to depend on their spirituality. The Exemplars would say that the faithful of the False World's Gods who died would give their spirits over to that god, to do with as they wish... if lucky, they would merely be trapped within that God's domain for the rest of their afterlife. Those who forsook the Gods would return to the world in a new life, to try again to attain Personal Perfection, transcend life and death, and experience what existence was intended to be. As for the True World, not even the Exemplars can know what existence there would be like, but it would be something wholly different than the process of life and death experienced in the False World.
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #37 on: December 02, 2011, 04:08:59 am »

Technology: Protective Equipment



Time for some more rules-crunch. I've put together a set of alternate To-Hit mechanics, in which Armor is made up of multiple worn pieces, and provides the wearer with Damage Reduction instead of increasing their Armor Class (which prevents attacks from damaging the wearer altogether).

In order to hit an opponent in combat, the attacker first makes an Attack Roll to determine if they are able to hit them. If their Attack Roll is greater than the defender's Armor Class, the defender may choose to take the blow, or attempt to defend against the attack. If defending, they make a Defense Roll; if it is greater than the Attack Roll, they avoid the attack. Otherwise, the attacker makes a Damage Roll to determine how well they hit; subtract the defender's Armor Rating from the damage roll, and deal the remainder to the defender as damage to their Hit Points. Note: each time they choose to make a Defense Roll, they take a cumulative -2 penalty on future Defense Rolls until their next round; even strong defenders in heavy armor can be overwhelmed by many attackers.

My goal in using this design for armor is to add depth to your defense strategies; you can enhance your Armor Class with shields and keep your Max. Dex Bonus high in hopes to avoid attacks entirely, or increase your Damage Reduction by wearing heavier armor to shrug off most hits. This has the added effect of making heavy armor less effective against high-damage weapons like firearms, while the lightly-armored are better at avoiding hits entirely (but are damaged more heavily when hit). The wound-tracking system is also getting an overhaul to accommodate for the higher incidence of damage, but that'll have to wait for later!


Spoiler: Light Armor Sets (click to show/hide)

Spoiler: Medium Armor Sets (click to show/hide)

Spoiler: Heavy Armor Sets (click to show/hide)




--
* When carrying a buckler, you can use your shield-arm as though it were empty, but you take a –1 penalty on attack rolls while doing so.
** Bracing and Tower shields may be deployed as a standard action, to provide cover along one edge of your square. Cover strength varies by shield.


Armor and Coverage:
Body Armor: Chest, Torso, Neck
Leg Armor: Legs, Feet
Arm Armor: Arms, Hands
Head Armor: Head

Attack Rolls/Scores:
Attack Roll = [1d20] + [Base Attack Bonus] + [Str Mod.] + [Weapon Bonus]
Damage Roll = [Weapon Dmg. Dice] + [Str Mod.] + [Weapon Bonus]

Defense Rolls/Scores:
Armor Rating = [Armor Hardness/Enhancement] + [Natural Armor] + [Damage Reduction/Misc. Bonus]
Defense Roll = [1d20] + [Base Defense Bonus] + [Dex Mod.] + [Shield Bonus/Enhancement] + [Deflection/Misc. Bonus]
* When Flat-Footed, you can still defend, but gain no bonuses from Dexterity, Class Defense, or Shields.

Blocking: When defending, you may elect to block, positioning your shield to directly intercept an attack instead of dodging/parrying. Lose your Shield Bonus to your Defense Roll (note: this makes you easier to hit). If the attack hits, it damages the shield first; reduce the damage by your Shield Bonus, and deal any excess damage to the HP of the shield. If the shield is reduced to 0 HP, it is broken, and any excess damage is applied to you as normal.
* If you don't have a shield, you may block with a weapon or another appropriate held object; reduce damage dealt to the object by it's Hardness (as its Shield Bonus), but treat it as though it were 2 points lower (a -2 non-proficiency penalty for using an improvised shield).


When wearing armor pieces with different scores, you always use worst score on all the armor pieces you're wearing (Note that helmets don't carry the usual penalties, but instead grant a perception penalty when worn). Armor Hardness is one exception to this rule; you always use the AH of the armor worn on your Body slot, unless against a Called Shot (an attack aimed at a specific part of the body), which uses the AH of whatever area the attack targets (Armor coverage listed below). Called Shots are more difficult to land, but may bypass armor, and can also cause debilitating effects depending on where they hit. More on that when we get to wound tracking!
« Last Edit: June 05, 2012, 04:13:45 am by Solifuge »
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Trapezohedron

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Re: Blunderbuss [World-building]
« Reply #38 on: December 02, 2011, 04:31:29 am »

I am amazed by the concept. It's simply wonderful.

What makes this whole thing more wonderful-er, is for it to be adapted into a roguelike.
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Criptfeind

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Re: Blunderbuss [World-building]
« Reply #39 on: December 02, 2011, 09:32:51 am »

How does armor scale in levels? The heaviest armor seems to have quite a bit of DR. I have a slight worry that they will be OP at lower levels, and then under powered perhaps at higher levels if you get a lot of damage going.

But. Uh... I don't play path finder, so I don't know.
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #40 on: December 02, 2011, 03:54:51 pm »

I was concerned about how it'll scale with level too. I'm running it through some tests now, and am trying to find a good way to keep the Damage Reduction powerful enough to be useful later, without making low-level combatants untouchable.

Luckily, there are a lot of d20 systems to crib ideas from!
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Knight of Fools

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Re: Blunderbuss [World-building]
« Reply #41 on: December 03, 2011, 10:36:50 am »

You could do tiers for quality and material, which may make things more complex (And thus harder to predict), but would solve the useless weapons at higher levels problem. D&D does this to a pathetic degree, so in order to make weapons and armor more than the sum of their enchantments you'd have to rework that system, too.

Materials better than steel could be exponentially more expensive and rarely found in easy-to-get-to places, making it more difficult for a level 1 guy to get a demon-forged blunderbuss. It'd also make a fun running side-quest of gathering rare materials from interesting places. ("The bandits have set up shop in an old mithril mine...", at which point the players nearly wet their pants in anticipation of mithril goodies) Add in a requirement for unique conditions for crafting high-end gear (A full moon, skill in magical crafting, the Anvil of Flowers, deep underwater) and you've got a bunch of conditions that you can easily use to prevent low-level characters from making, finding, or even buying high-end stuff.

Just an idea, though. Probably stemming from my obsession with Terraria.
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #42 on: December 03, 2011, 07:24:10 pm »

Hmmm... the setting is low-magic, and the campaign/plot I'm working on puts a bit more focus on PC self-reliance and hand-crafting. I like the notion of making materials more important, as a way to fill the gap left by the rarity of enchanted equipment; special hides/scales, crystals, metals, and such all make for good ways to tack on special properties to weapons and armor.
« Last Edit: June 05, 2012, 04:15:50 am by Solifuge »
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Solifuge

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Re: Blunderbuss [World-building]
« Reply #43 on: June 02, 2012, 04:53:48 pm »

Things in my life have settled out enough that I can spend a decent chunk of time working on Worldbuilding once more. I'm still getting back into the swing of things, but to kick things off, have something pretty!




If there's something specific about the campaign setting (sentient races, regions, technology, character-building rules) you'd like to hear more about, let me know; It'll help me structure where to focus on next. In any case, I'll be picking up with info about some of the more familiar PC races soon.

**Mini-Update: I adjusted the armor types/rules listed in the previous few posts. I'll have to detail the rules/changes to wound-tracking soon.
« Last Edit: June 02, 2012, 08:48:45 pm by Solifuge »
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Korbac

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Re: Blunderbuss [World-building]
« Reply #44 on: June 04, 2012, 06:37:59 am »

Hob's sound interesting!  :)
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