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World's Fable

oman1666 Mar '18  /  edited Mar '19
1.
Character Creation.

Go forth gods, and shape the peoples of the World.

1.1
Brief.

World's Fable is a role-playing / resource management game that is surprisingly close to Core Fabletop. It starts of reasonably simply, but gets more complex as players advance.

You are playing as the god of a cilivisation in a fantasy world. Your task if to shape your people into the greatest civilisation in the world, from the stone age, to the modern day.

You are not necessarily the god of anything specific (war, fire etc.), though you can roleplay this if you wish, you are first and fore-most the god of a specific civilisation (think Athena to Athens)

Players are encouraged to roleplay with one another, as the gods all dwell in the same plane and may talk to one another.

1.2
Name and role.

Your name is the name of your god.
For the start of the game, enter 'Primitive Tribe' as your role. Certain actions may lead the GM to instruct you to change your role.

1.3
Race and Base stats.

Base stats should add up to 7 and define the basic abilities of your god's people (not the god themselves).

Each possible spread corresponds to a unique race. Your god's people are of this race. You can find your race on the list below. Key: 1/2/4 = 1 might, 2 agility, 4 wisdom

2/2/3: Human:
An unending curiosity has made these otherwise average primates very intelligent.

3/2/2: Dwarf:
An unyielding and stubborn people of smaller, stockier build.

2/3/2: Halfling:
Small, and able to go unnoticed when they wish. Their peaceful nature disguises their skill with a bow.

1/3/3: Elf:
Whilst they may look weak at first glance, a keen eye and expert agility make the Elves a force to be reckoned with.

3/1/3: Elemental:
These creatures of rock, wood and water are mighty and wise... but do everything at their own slow pace.

3/3/1: Orc:
A powerful warrior race. These masters of combat are let down by a simple mind.

4/2/1: Troll:
A much larger cousin of the Orc. It's huge size may slow it, but leaves it with a deadly punch.

4/1/2: Giant:
Enormous sub-species of human. Slower and less intelligent than their cousins, but of awesome size, towering at 10 foot tall.

1/4/2: Drow:
A race of Elves said to have fallen long ago into the service of darkness. No one moves quicker or more silently.

2/4/1: Goblin:
A small, but exceptionally quick sub-race of orcs. Strong warriors at a distance.

1/2/4: Gnome:
The creativity and intelligence of the Gnomes are unmatched, but they make poor warriors.

2/1/4: Demon:
An evil twisted race, with knowledge beyond that of the mortal plane. Their long life spans make them reluctant to take any action too quickly.

1.4
Traits
You begin the game with 1 bonus trait and gain additional traits as you level up. Each age has it's own selection of bonuses.

Stone Age bonuses;
Endurance: 1 - Move on the map, retreat from battle.
Strength: 1 - Tribesman's Melee fighting, assists building.
Stealth: 1 - Hunt deer.
Throwing: 1 -Tribesman's Ranged fighting.
Perception: 1 - Gather food, gather resources. Initiative.
Intelligence: 1 - Assists building, Initiative.

Some bonuses are initially move powerful than others, but as your civilisation progresses through the ages, certain attributes will increase in usefulness.

1.5
Life and Power

Your life and power add to 8.

Your life tracks your maximum total population, with your current life noting the current population you possess. Every player begins on 3 life, but can have different maximum life totals.

Your power notes the current power of your god. A power point can be added to any roll to divinely intervene and add 1 star to the result. Use this power sparingly, as you only get a 50% power refresh every 5 turns.
oman1666 Mar '18  /  edited Mar '19
2.
Stone Age

The greatest societies come from humble beginnings;
Let's drag these animals out of the dirt.

2.1
Starting Resources

Copy and paste the following into your notes;

--Resources;--
Wood: 3
Stone: 0
Food: 10

--Population: 3:--
Tribesmen: 3

2.2
Turn Order;
Start of turn
-Growth Phase
-Movement Phase
-Work Phase
-Upkeep Phase.
End of turn

2.3
Growth Phase

Pay 5 food to add a unit to your population; You may do this as many times as you wish.

You may also increase your maximum population (life) by 1. Multiply your current maximum life by 5 and pay that amount of food.

Tribesman; life 1.
Is armed with a spear, which can thrown once using its race's throwing (agility) stat or used to stab by using it's races strength (might) stat.

2.4
Movement Phase

Roll for endurance (might). If you roll 0 or 1 stars move your tribe up to 1 space. If you roll 2 or 3, move your tribe up to 2 spaces. If you roll 4 or more stars, move your tribe 3 spaces.

Whilst wandering the world, you may come across an NPC encounter or another player. If you come across an NPC encounter, you may end up fighting something powerful for a reward, or come across a special resource. If you come across another player, you may trade with them or attack them! If you attack them and win, you may take half of their resources (rounded down).

To climb hills subtract 1 from your movement roll. To scale mountains subtract 2 from your movement roll.

You may attempt to cross a 1 wide river or ocean space on your turn. Doing so is risky. Make an endurance roll. If you roll at least 2 stars, your tribe make it across safely. If you do not, half of them drown!

2.5
Work Phase

Divide your work force by emoting who you assign to each task. You may perform tasks either on the square your tribe are currently on, or the square directly north, east, south or west. In the Stone Age, your tribesmen can perform the following tasks;

Gather Food.
Roll for perception (wisdom) Each tribesman assigned to this task retrieves 1 food per star. You retrieve 1 less food in the desert.

Gather Resources.
Roll for perception (wisdom) Each tribesman assigned to this task, retrieves 1 wood or 1 stone per star. (alternating wood, stone, wood, stone etc.). If you are performing this action in a forest, instead retrieve 1 wood per star and no stone. If you are performing this action in a desert, instead retrieve 1 stone per star and no wood.

Hunt Deer
Roll for stealth (agility) If you roll 2 or more stars, gain 3 food per hunter.

Hunt Boar
Encounter fight between your tribesmen and a heard of boar. 1 boar spawns per star on a 10 dice roll from the GM. Boars have 1 attack and 1 life. Each boar killed yields 3 food, but your population may die in the encounter.

Hunt Mammoth
Encounter fight between your tribesmen and a single mammoth. Attack 6, life 6. If killed you get 10 food but your population may die in the encounter.

Build Village
This action takes workers of any type and costs 10 wood and 5 stone. Building a villages allows you to have a permanent settlement from which to launch your civilisation. Both strength (might) and Intelligence (wisdom) are rolled for your race. Each star furthers progress of building the village by 5% per villager working on the project. It is recommended that at least 4 workers are used to complete this action.

2.6
Upkeep Phase

Decrease your current food count by 1 per member of your population.

If you cannot feed a member of your population, they starve to death.

Decrease your current wood total by 1 to cook food and keep warm. Spend an additional wood per village square or wandering army that is on tundra terrain. If you do not have enough wood to meet this cost, villages or armies that are not warmed loose 1 unit each.

2.7
Advancement
From 0 – 10 xp, you gain xp by completing stone age goals. Once you hit 10xp, you are no longer in the stoneage and can no longer gain xp by completing these goals.
-Reach 5 Tribesmen: 3xp
-Reach 7 tribesmen: 3xp
-Have 30 stored food: 3xp
-Kill a mammoth: 1xp
-Successfully raid another player: 2xp
-Complete an encounter: 2xp
-Build a village: 7xp
oman1666 Mar '18  /  edited May '18
The Bronze Age

Why survive, when you could thrive?

3.1
Welcome to the Bronze Age!

Choose a new trait, and update the one your selected at the start of the stone age to the description below.

New Traits;
Endurance: 1 - move on the map, retreat
Strength: 1 - Melee fight with various units, assists building, wood cutting.
Stealth: 1 - Hunt deer
Throwing: 1 - Ranged combat with tribesmen.
Perception: 1 - Gather food, gather resources, initiative.
Intelligence: 1 - assists building, initiative, build boats.
Archery: 1 - combat with archers.
Melee Skill: 1 - combat with warriors.
Mining: 1 – mining tin, mining copper, mining stone.
Dexterity: 1 - Fishing.
Botany: 1 - Tending crops.
Animal Interaction: 1 – domesticate animals, milk cattle, breed livestock.

Update your notes!

Resources:
Food: X
Wood: X
Stone: X
Metal: 0

Population:
Tribesmen: X
Lumberjacks: 0
Farmers: 0
Fishermen: 0
Miners: 0
Warriors: 0
Archers: 0

Live Stock
Dogs: 0
Horses: 0
Cattle: 0

--Buildings--
0/2
None yet!

3.2
Growth Phase

At the start of your Growth Phase you may increase your maximum population by 1. Multiply your current maximum life by 5 and pay that amount of food.

During your Growth phrase you can also recruit new units and begin construction of new buildings.

3.2.1
Units

You may pay 5 food to gain one of the following units. Their abilities are outlined in the work phase) You may do this as many times as you wish
-Tribesman.
Life 1, attacks with strength (might) or throwing. (agility)
-Lumberjack.
Life 1, attacks with strength. (might)
-Farmer.
Life 1, attacks with melee skill. (might)
-Miner.
Life 1, attacks with strength (might)
-Fisherman.
Life 1, attacks with melee skill (might)

If you have built a blacksmiths (see buildings) you may buy one of the following units;
-Warrior. (5 food and 2 metal or convert another unit into a warrior for 2 metal)
Life 2, attacks with strength (might) or Melee skill (might) (whichever is higher)
-Archer. (5 food, 1 wood and 1 metal) or convert another unit into an archer for 1 wood and 1 metal)
Life 1, can make unlimited ranged attacks using the archery skill (agility)
-Chariot. Convert 1 warrior, 1 archer, 1 horse and 3 wood into a Chariot. On it's turn a chariot makes a ranged attack using the archery skill (agility), then may charge in a straight line. If it reaches an opponent, it may make a melee attack (melee skill) and roll 1 extra die.

3.2.2
Buildings

You may also begin construction of new buildings during your growth phase. Assign workers of any kind to begin a new building or buildings. As with villages, both intelligence (wisdom) and strength (might) are rolled to build. But, for buildings within villages, each star rolled counts as 10% progress per worker.

You may have a maximum of 2 buildings per square your settlement occupies. To expand your territory to another square, pay 10 wood and 5 stone per existing square you occupy.

You may construct the following buildings for the following costs;

-House (10 wood or 10 stone)
Each time you build a house, increase your maximum life by 1.
-Farm (5 wood)
Allows farmers to work. At the start of each turn, each farm gives you 1 food, or 2 food if it's adjacent to a river space. Farms can only be built on plains terrain.
-Blacksmiths (10 wood, 3 metal)
Allows you to hire more advanced combat units in the form of Warriors and Archers.
-Docks (10 wood)
Allows you to hire fishermen and boats, which can be sent out to fish for food. A maximum of 2 boats per dock are permitted. Docks can only be built adjacent to river or ocean terrain.
-Tin Mine (5 wood, 5 stone)
Both a tin and copper mine are required to make metal. Up to 3 miners can use a single mine(see miners under the work phase)
-Copper Mine (5 wood, 5 stone)
Both a tin and a copper mine are required to make metal. Up to 3 miners can use a single mine (see miners under the work phase)
-Stone Quarry (5 wood)
Allows miners to mine stone. Up to 3 miners can use a single mine.

3.3
Movement Phase

Your civilisation is now settled, but if you like you may no dispatch a sub group of your village to travel outside of the village. This group may gather resources or move to encounters.

Roll for endurance (might). If you roll 1 or 2 stars move your tribe up to 1 space. If you roll 3 or 4, move your tribe up to 2 spaces. If you roll 5 or more stars, move your tribe 3 spaces.

Whilst wandering the world, you may come across an NPC encounter or another player. If you come across an NPC encounter, you may end up fighting something powerful for a reward, or come across a special resource. If you come across another player, you may trade with them or attack them! If you attack them and win, you may take half of their resources (rounded down).

3.4
Work Phase

Divide your work force by emoting who you assign to each task. In the bronze age, different workers can do different things. Tribesmen, Warriors and Archers can still perform any of the stone-age actions if they are outside of the village (see movement phase)

3.4.1
Lumberjack

Lumberjacks may journey into the forest, either on their own, or with an escort to protect them.

Strength is rolled, and 2 wood per lumberjack per star is retrieved.

Lumberjacks must return the wood they collect to the village before they can journey again.

3.4.2
Farmer
Farmers may perform any of the following actions;

Tend the Fields
Roll for botany (wisdom). If you get at least 1 star, gain 1 food. If you get 3 or more stars, gain 2 food. This action can only be performed once per farm you possess.

Milk Cattle
Roll for animal interaction (wisdom). If you get at least 1 star, gain 1 food for every 3 cattle you possess. If you get 3 or more stars, gain 1 food for every 2 cattle you possess. This action can only be performed once per turn.

Slaughter Cattle
Roll for strength (might). Decrease the number of cattle you posses by a number up to the number you rolled. Gain 3 food for each cow lost.

Breed Animals
Roll for animal interaction (wisdom). Gain an additional animal of a type of your choice you already possess. If you roll 3 or more stars, gain 2 of that animal.

3.4.3
Miner

In the bronze age, both copper and tin must be mined to make metal. Assign miners to both the copper and tine mines. Then make a mining roll (might) for each mine and multiple the result by the number of miners. Take the lower of the two results and gain that much metal. The excess tin or copper is wasted.

Miners can also work at the Stone Quarry. Make a mining roll and gain 1 stone per miner per star.

When mining for any resource on mountain terrain, roll an additional die.

3.4.4
Fisherman

Fishermen may roll for intelligence (wisdom) to build a boat. 5 wood is paid to make the roll. If the roll is a success (1 or more stars) the boat is built, otherwise the boat sinks and the wood is lost.

One a boat has been built, up to 2 fishermen per boat may go out on the river to fish for food. A dexterity (agility) check is made. 1 food per fisherman per star is gained.

3.5
Upkeep Phase

Decrease your current food count by 1 per member of your population.

If you cannot feed a member of your population, they starve to death.

Then decrease your current food count by 1 per domesticated animal in your village.

If you cannot feet an animal in your possession, it starves to death.

Decrease your current wood total by 1 to cook food and keep warm. Spend an additional wood per village square or wandering army that is on tundra terrain. If you do not have enough wood to meet this cost, villages or armies that are not warmed loose 1 unit each.

3.6
Advancement

From 10 – 20xp, you gain xp by completing bronze age goals. Once you hit 10xp, you are no longer in the bronze and can no longer gain xp by completing these goals.
-Reach 10 total population: 3xp
-Have 5 different different kinds of worker or soldier: 3xp
-Have 15 stored metal: 3xp
-Have 20 stored wood and 20 stored stone: 3xp
-Domesticate your first animal: 1 xp
-Successfully raid another player: 2xp
-Complete a level 2 encounter: 2xp
-Have 3 buildings: 3xp
-Have 6 buildings: 6xp
oman1666 May '18
4
The Classical Age.
Art. Money. Mythology. Power. Law. Writing. Business.
Now this is a society!

4.1
Welcome the Classical Age

Choose a new trait and update your current traits;
Endurance: 1 - move on the map, retreat
Strength: 1 - Melee fight with some weapons, assists building, wood cutting.
Stealth: 1 - Hunt deer
Throwing: 1 - Ranged combat with some weapons
Perception: 1 - Gather food, gather resources, initative.
Intelligence: 1 - assists building, build boats, researching, iniative.
Archery: 1 - combat with some ranged weapons
Melee Skill: 1 - combat with some melee weapons
Mining: 1 – mining tin, mining copper, mining stone
Dexterity: 1 - Fishing
Botany: 1 – Tending crops
Animal Interaction: 1 – domesticate animals, milk cattle, breed livestock.
Diplomacy: 1 - Trading

Update your notes!

Resources:
Food: X
Wood: X
Stone: X
Metal: X
Gold: 0

Population:
Tribesmen: X
Lumberjacks: X
Farmers: X
Fishermen: X
Miners: X
Warriors: X
Archers: X
Chariots: X
Light Cavalry: 0
Horse Archers: 0
Slaves: 0

Live Stock
Dogs: X
Horses: X
Cattle: X

--Buildings--
Your existing buildings.

--Technology--
Science; 0/50
Art and Culture; 0/50
Invention; 0/50
Warfare; 0/50

No current tech bonuses.

4.2
Growth Phase

4.2.1
Trading

At the start of the Growth phase, if you have built a market, you may trade with the surrounding godless tribes who come to visit your settlement. Once you begin hiring units and building buildings you can no longer trade. You may make 1 trade per market you own.

To trade, first reduce a resource of your choice by one of the following amounts; Wood: 7, Stone: 5, Metal: 4, Gold: 3

Then, select a resource you wish to gain. Roll for diplomacy (wisdom) and gain 1 of that resource per star.

You may make 1 trade per market you have built per turn.

4.2.2
Units

You may hire any of the units in the Bronze age. Some additional units may be unlocked for this age by building certain buildings and researching certain technologies.

4.2.3
Buildings

As well as the buildings available in the Bronze Age, you may build these additional buildings;

Temple (10 stone, 5 gold)
The first temple you build gives you +1 to your god's power. Additional power points can be gained for having a total of 2, 4 and 8 Temples.

Iron Mine (7 wood, 5 stone or upgrade from a Tin mine for 2 stone.)
Produces metal. Up to 3 miners can use a single mine (see miners under the work phase)

Gold Mine (7 wood, 5 metal or upgrade from a copper mine for 2 metal)
Produces gold. Up to 3 miners can use a single mine (see miners under the work phase)

Market (10 wood, 2 metal, 2 gold)
Allows you to convert resources and build trade cararvans. (see growth phase)

Road (10 stone)
Roads are constructed outside of villages and change the map's terrain. They are visible on the map so do not need to be noted. A unit beginning it's turn on a road space on in a village adjacent to a road may move one spacemore than the result of its movement roll. All of this movement must be along roads.)

Bridge (30 wood or 15 wood 10 stone)

Roads are constructed outside of villages and change the map's terrain. They are visible on the map so do not need to be noted. Units may walk over bridges on the map. Bridges also count as road terrain.

Walls (10 wood or 10 stone per tile your city is on.)

Walls are constructed around the outside of a town and do not count towards it's building limit. Once built, if the town is attacked the battle scene will feature a wall on the defender's side with 10 life (wooden wall) or 20 life (stone wall).

4.2.3
Wonders
Additionally, a new class of buildings is available; Wonders.

Wonders are unique buildings that unlock their own special bonuses for your civilisation. Once a wonder has been built by a society, no other civilisation can build that wonder. When all wonders have been built once, they are unlocked to be built by anyone again. Wonders are very expensive and take a long time to build. Progress on them is 2% per worker per star. The type of wonder is not chosen until building is complete.

Additional wonders are unlocked at each tech level.

Wonders;
-Great Libabry
Can only be built if you have the 'written word' technology. You immediately gain 1 random technologiy you do not have. Each time you enter a new age, you gain 1 technology at random from that age, ignoring prerequirements.

-Colleseum
You can convert 2 warriors or 4 slaves into a special 'Champion' unit. Champions: Life 4, attack with melee skill (might) +1 die.

-Tower to Heaven
The player who builds the Tower to Heaven increases their power by 2.

-Pyramid
The player who builds the Pyramid increases their power by 1, and rolls an additional die to all building rolls.

-Hanging Gardens
The Hanging Gardens produce 2 food and 1 gold per turn.

-Titan
If battling in the settlement with the titan, or a tile adjacent to it, a god who has built the 'Titan' may select 2 units in their army. These 2 units gain +1 attack for the battle.

-Stone Army
The player who builds the stone army immediately gains 1 light cavalry, 1 warrior and 1 archer unit. At the cost of 2 power points, the player who builds this wonder can trigger this ability again each turn during their growth phase.

4.2.4
Research

In the growth phase you can direct your society to research one of four areas. A roll is made for intelligence (wisdom). Players may pay 10X gold to add X dice to the roll. Each star adds 5 points of progress in that field, as noted in the player's 'technology' notes.

Each field has four technologies per age that can be unlocked. One is given to you randomly when progress in that field reaches 50. When you reach 150, you gain an additional randod technology. Finally, upon reaching 300, the remaining two technologies from that field are unlocked.

Tech bonuses assist your civilisation in many different ways. When they are unlocked, add the name of the bonus to your notes, replacing 'no tech bonuses' with a list of technologies. The technologies are listed by field below;

Science;
-Food Preservation: During the feeding phase, 1 less food is consumed by your people
-Medicine: When a unit dies in battle, roll for intelligence (wisdom). If 2 or more stars are rolled, the unit survives!
-Mineralogy: Each time you gain metal as a result of mining, gain 1 additional metal.
-Machinery: When you roll to construct a building, add 1 star to the result.

Art and Culture;
-Written Language: +1 die is added to all research rolls
-Archetecture: Settlements may have an additional building per 2 squares they occupy.
-Organized Religion: Your god gains +1 to their power stat.
-Festivites: In your feeding phase, you may choose to increase your food cost to 2 per unit (livestock remain at cost 1). If you do so, regain 1 power point and on your next turn, roll an extra die for all actions in the work phase.

Invention
-Saddles: You can combine Warriors and Horses into Light Cavalry (life 3, attack with melee skill, charge bonus) and Archers and Horses into Horse Archers (life 2, attack with archery)
-Ships: Boats can now hold 4 people and can be used to carry up to 4 people across rivers and oceans (moving by standard movement rolls)
-Armour: Warriors and Archers gain 1 life.
-Aquaducts: Farms that are exactly 2 spaces away from rivers are treated as being adjacent to rivers, and therefore yield 1 extra food per turn.

Business;
-Conscription: Convert any unit into a Warrior at no cost.
-Slavery: You may hire a new unit; Slaves have 1 life and roll strength to attack with a -1 star penalty. They cost only 3 food to hire. Slaves can build buildings or work as farmers or miners.
-Currency: Roll an extra 2 dice when trading gold away for another resource.
-Taxation: Passively gain 1 gold at the start of each turn.

4.3
Movement phase

As in the bronze age, you may dispatch a sub group of your civilisation to move outside of your settlements. They may gather resources or engaged in warfare.

New to the classical age, a group can be given resources to take to another player. Upon reaching their settlment (if they allow you in) you may trade those resources to them in exchange for goods that both players agree on. Resources, livestock and slaves can be traded.

4.4
Work Phase

The work phase for the classical age is more or less the same as for the bronze age. Miners can now work at the iron mine or gold mine as well as other buildings built in the bronze age.

Slaves can be assigned to work as builders, miners or farmers.

4.5
Upkeep Phase

The upkeep phase remains the same as in the bronze age.

4.6
Advacement
From 20 – 30 xp, you gain xp by completing classical age goals. Once you hit 30xp, you are no longer in the classical age and cannot gain xp by completing these goals.

-Have two villages: 2xp
-Upgrade a village to a town by having at least 4 buildings and wooden walls: 1xp
-Upgrade a town to a city by having at least 8 builds and stone walls: 4xp
-Have 5 or more military units: 2xp
-Have 20 gold: 2xp
-Have 50 wood, 50 stone and 25 metal: 4xp
-Build a Wonder: 5xp
-Research 1 technology from each field: 2xp
-Research all technologies from any field: 3xp
-Research all technologies for this age: 6xp.

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