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Wednesday, August 10, 2011

Iroas RPG

So, this is why I stopped writing stuff about Iroas for a while; I'm designing a tabletop RPG for the setting. This is a pre-alpha version of it, which is missing a few things to make it playable - mostly the armor and weapons, but I'm trying to work on that. In any case, if you have any comments at all, please let me know - I'm kind of spazzing out about this, and would love some feedback.

Iroas

Attributes

Represent raw ability. Rated on a 1-8 scale, with 1 being dismal, 3 average, 7 normal human maximum, and 8 legendary. Cannot go lower than 1.

Strength: Pure physical power, the Thirians are well known for their might.
Dexterity: Agility, this aids the Enkavmans in their raids, allowing them to get in and out quickly.
Stamina: Physical toughness, those without a nation depend on their durability to survive.

Charisma: Sheer force of personality, allowing you to impose your will on the world, much like the Aspidans do.
Manipulation: The ability to make others believe things that aren’t true, this is an important skills for the diplomats of the Eirini Guild.

Intelligence: Represents the extent of your knowledge, this is core to the Nazarian beliefs.
Wits: The ability to think on your feet is vital to the clever Alitheians.


Skills

Martial

Archery
Blunt Weapons
Edged Weapons
Heavy Weapons
Polearms
Small Weapons
Thrown
Unarmed

Physical

Acrobatics
Athletics
Ride
Sleight of Hand
Stealth
Thievery

Social

Art
Charm
Etiquette
Forgery
Haggling
Intimidate
Performance
Underworld

Mental

Craft (there is a separate skill for each type of ravdos which covers a corresponding regular craft)
Herbalism
Lore
Medicine
Navigation
Tracking


Secondary Stats

Defense: 3xDex + Weapon Skill or Acrobatics
Speed: Dex
Health: Double Strength + Stamina
Wealth: Special skill test; Charisma + (Etiquette or Underworld or Haggling) + Background modifiers

Rules

Basic die role: (Attribute)d6 + (Skill) + (Modifiers)

Combat:
To hit: Dex + Weapon Skill + Weapon Accuracy - Defense
Damage: Weapon Damage d6 + Strength(as if it is the skill) + (To hit roll - Defense)
Two types of damage: Bruising and Lethal. Bruising can’t kill, but will become Lethal when enough is dealt. Example: I have 6 Health. You hit me with 2 Lethal. You then hit me with 5 Bashing - afterwards I have 3 Lethal and 3 Bruising damage.
Armor: Downgrades damage; Lethal becomes Bruising, Bruising is prevented. Example: I have armor 5. You hit me with 5 Lethal damage. Because of the armor, I take 5 Bruising. If you hit me with 5 Bruising damage, I wouldn’t take any damage at all. If you hit me with 4 Lethal, I would only take 3 Bruising (Convert damage to Bruising, then take away one point because of left over armor rating.) If you hit with 6 Lethal damage, I would take 5 Bruising and 1 Lethal.

Character Creation

Start with one in every attribute.

Nation (7 options, each corresponding to an attribute)
Gender (Male or Female)
Size (Small, Average, Large, Huge)
Age (Youth, Adult, Middle Age, Elderly)
Early Life (Depends on Nation)
Environment (Not Thirian: City, Coast, Country, Wilderness)
Tribe (Thirian only: Bear, Crocodile, Eagle, Wolf)
Current Life (Depends on Nation)
Bonus
Calculation
Gear

Step One: Nation

Thirio: +1 Strength, +1 Herbalism, +1 Blunt Weapons
Enkavma: +1 Dexterity, +1 Underworld, +1 Heavy Weapons
Aspida: +1 Charisma, +1 Athletics, +1 Edged Weapons
Eirini Guild: +1 Manipulation, +1 Etiquette, +1 Forgery
Nazarian Alliance: +1 Intelligence, +1 Lore, +1 Stealth
Alitheian: +1 Wits, +1 Craft (Any), +1 Art
Unaligned: +1 Stamina, +1 Underworld, +1 Thievery or Medicine or Performance

Example: Corky decides he wants to create someone from the orderly nation of Aspida, so he writes this down and notes his starting stats:
Attributes: Strength 1, Dexterity 1, Charisma 2, Manipulation 1, Intelligence 1, Wits 1.
Skills: Athletics 1, Edged Weapons 1

Step Two: Gender

Male: +1 any Physical attribute
Female: +1 any Social or Mental attribute

Example: As a dude himself, Corky decides he’ll make a male character. He decides that his character is quite strong, so he chooses +1 Strength for his bonus
Attributes: Strength 2, Dexterity 1, Charisma 2, Manipulation 1, Intelligence 1, Wits 1.
Skills: Athletics 1, Edged Weapons 1

Step Three: Size

Small: +1 Dexterity, +1 Wits, -1 Health
Average:  +1 Charisma, +1 Haggling
Large: +1 Strength, +1 Stamina, -1 Speed
Huge: +1 Strength, +1 Stamina, -1 Defense

Example: Corky’s character is gigantic, so he decides he’s Huge.
Attributes: Strength 3, Dexterity 1, Stamina 2, Charisma 2, Manipulation 1, Intelligence 1, Wits 1.
Skills: Athletics 1, Edged Weapons 1
Other: -1 Defense

Step Four: Age

Youth: +1 Dexterity, +1 Wits
Adult: +1 Strength, +1 Charisma
Middle Age: +1 Stamina, +1 Manipulation
Elderly: +1 Intelligence, +1 choose one of (Lore, Art, Etiquette, Archery, Herbalism, Medicine), +1 Ravdoi

Example: To make it interesting, Corky decides that his character is relatively young, not yet doing his mandatory military service. Therefore, he is still considered a Youth.
Attributes: Strength 3, Dexterity 2, Stamina 2, Charisma 2, Manipulation 1, Intelligence 1, Wits 2.
Skills: Athletics 1, Edged Weapons 1
Other: -1 Defense

Step Five: Early Life

Noble: +1 Charisma, +1 any Martial Skill, +1 Etiquette, +1 Ride, +2 Wealth
Peasant +1 Strength, +1 any Physical Skill, +1 Herbalism, +1 Tracking, +1 Archery or Blunt Weapons
Street Rat: +1 Stamina, +1 any Social Skill, +1 Stealth, +1 Underworld, +1 Sleight of Hand

Example: The reason he’s adventuring before he begins his military service? He was born on the streets, and thus wasn’t conscripted yet. Street Rat! In keeping with his size, Corky’s chooses Intimidate for his social skill.
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 2, Manipulation 1, Intelligence 1, Wits 2.
Skills: Athletics 1, Edged Weapons 1, Intimidate 1, Sleight of Hand 1, Stealth 1, Underworld 1
Other: -1 Defense

Step Six: Environment

City: +1 Intelligence, +1 Etiquette
Coast: +1 Manipulation, +1 Haggling
Country: +1 Strength, +1 Craft (Any)
Wilderness: +1 Stamina, +1 Tracking

Thirian Step Six: Tribe

Bear: +1 Strength, +1 Blunt Weapons
Crocodile: +1 Stamina, +1 Unarmed
Eagle: +1 Wits, +1 Archery or Thrown
Wolf: +1 Dexterity, +1 Small Weapons

Example: Because Corky is playing an Aspidan, he chooses from the Environment options instead of the Tribes. While his early life generally suggests a City environment, Corky decides that his character lived in a Coastal region.
Attributes: Strength 3, Dexterity 2, Stamina 3, Charisma 2, Manipulation 2, Intelligence 1, Wits 2.
Skills: Athletics 1, Edged Weapons 1, Haggling 1, Intimidate 1, Sleight of Hand 1, Stealth 1, Underworld 1
Other: -1 Defense

Step Seven: Current Life

Thirian
Champion: +1 Strength, +1 Charisma, +1 Edged or Heavy Weapons, +1 Ravdoi, +1 any Social skill
Hunter: +1 Dexterity, +1 Wits, +1 Athletics or Tracking, +1 Archery, +1 any Physical skill
Shaman: +1 Intelligence, +1 Manipulation, +1 Herbalism, +1 Intimidate or Charm, +1 any Mental skill
Enkavman
Dorean: +1 Stamina, +1 Charisma or Wits, +1 Edged Weapon, +1 Ride, +1 any Physical skill
Ethros: +1 Manipulation, +1 Intelligence or Dexterity, +1 Stealth, +1 Underworld, +1 Social skill
Thanatos: +1 Strength,, +1 Wits or Dexterity, +1 Intimidate, +1 Heavy Weapons, +1 any Martial Skill
Aspidan
Engineer: +1 Intelligence, +1 Wits, +1 Craft (Aspidan), +1 Medicine, +1 any Mental skill
Infantry: +1 Stamina, +1 Strength, +1 Edged Weapons, +1 Athletics, +1 any Martial skill
Officer: +1 Charisma, +1 Manipulation, +1 Charm, +1 Ride, +1 any Social skill
Eirini
Advisor: +1 Manipulation, +1 Intelligence, +1 Medicine, +1 Herbalism, +1 any Social skill
Diplomat: +1 Wits, +1 Charisma, +1 Etiquette, +1 Lore, +1 any Mental skill
Batsos: +1 Strength, +1 Stamina, +1 Tracking, +1 Ravdoi +1 any Martial skill
Nazarian
Explorer: +1 Stamina, +1 Wits, +1 Tracking, +1 Navigation, +1 any Physical skill
Librarian: +1 Charisma, +1 Intelligence, +1 Lore, +1 Charm, +1 any Mental skill
Spy: +1 Dexterity, +1 Manipulation, +1 Stealth, +1 Forgery, +1 any Social skill
Alitheian
Sailor: +1 Dexterity, +1 Stamina, +1 Navigation, +1 Underworld, +1 any Martial skill
Skafos: +1 Wits, +1 Dexterity, +1 Craft (Alitheian), +1 Craft (Any), +1 any Mental skill
Sofos: +1 Intelligence, +1 Charisma, +1 Lore, +1 Etiquette, +1 any Social skill
Unaligned
Mercenary: +1 Strength, +1 Wits, +1 Ride, +1 Haggling, +1 any Martial skill
Merchant: +1 Manipulation, +1 Intelligence, +1 Charm, +1 Haggling, +1 any Social skill
Pilgrim: +1 Stamina, +1 Charisma, +1 Art, +1 Medicine, +1 any Mental skill

Example: Looking at the Aspidan options, it’s fairly clear to Corky that his character is destined to be Infantry. He decides to use his Martial skill point on Edged Weapons, raising it to 3.
Attributes: Strength 4, Dexterity 2, Stamina 4, Charisma 2, Manipulation 2, Intelligence 1, Wits 2.
Skills: Athletics 2, Edged Weapons 3, Haggling 1, Intimidate 1, Sleight of Hand 1, Stealth 1, Underworld 1
Other: -1 Defense

Step Eight: Bonuses

+1 to any attribute, +1 Ravdoi

Example: Corky looks at his character and decides that he wants him to be a smooth talker and gives him +1 Charisma.
Attributes: Strength 4, Dexterity 2, Stamina 4, Charisma 3, Manipulation 2, Intelligence 1, Wits 2.
Skills: Athletics 2, Edged Weapons 3, Haggling 1, Intimidate 1, Sleight of Hand 1, Stealth 1, Underworld 1
Other: -1 Defense, Ravdoi 1

Step Nine: Calculation

Defense (Parry): 3xDex + Weapon Skill
Defense (Dodge): 3xDex + Acrobatics
Speed: Dex
Health: Double Strength + Stamina
Wealth: Special skill test; 1d6 + (Etiquette or Underworld or Haggling) + Background modifiers

Example: A simple step, Corky does the math for his Defense, Speed and Health. He then rolls for Wealth, getting a 2 and adding either his Underworld or Haggling rating, both of which are 1.
Parry Defense: 8 (when wielding an Edged Weapon)
Dodge Defense: 5
Speed: 2
Health: 16
Wealth: 3

Step Ten: Gear

Decide what mundane equipment you have, choosing anything of your wealth or lower. You can also spend your Wealth for additional Ravdoi, spending 2 Wealth for 1 Ravdoi. This can only be done during character creation and is a permanent decrease. Then spend your Ravdoi points.

Example: With only a single dot for Ravdoi, Corky decides on an Eternal Torch.

Ravdoi: Magic Items

Level 1: Various minor magical effects.
Eternal Torch
Everlasting Quill
Privacy Signet
Level 2: Small stat increases
Beast Totem: Minor stat increases
The Wall: Unmovable, +Str +Sta when stationary
Craftsman’s Aide: Little helper robot, bonuses to crafting
Level 3: Minor magical attacks
The Caress: Damages minds
The Third Eye: MIND READING
Level 4: Greater magical attacks
The Rings: Compels obedience to a deal
Lesser Beastmaster’s Crown: Shapeshifting to the totem animal
Level 5:
Claws of the Destroyer: Makes any weapon deadlier
Dire Beastmaster’s Crown: Dire version of totem animal
Armor of the Champion: Ultimate armor
Level 6:
Sword of the Destroyer: Ultimate melee weapon
The General’s Table: Ultimate tactical tool
Skyship: Uh… it’s an airship. Duh
Variable Level:
Warlord’s Mark: Various stat increases

Each level past one can give either 3 points OR 1d6. Level 1 can give 1 point. Level 6 breaks the rules and can only be gained through gameplay, not at character creation.

Equipment

Wealth 1-8

Weapon stat block
Name (type)
Accuracy:
Damage:
Strength:
Special:

Armor stat block
Name
Rating:
Strength:
Penalty:

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