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The dungeons - Mechanics of the explorers

humon Jan '16  /  edited Jun '16
WARNING! everything you see here has been mostly scrapped. I will still use some features, but from now on the npcs who assist you will be actual GM-made npcs who you can hire/charm/help etc. to be able to fight on their side. (like the dude who gives you the quest is a fighter himself so he will come too)

Explorers are simple PC characters: they have a starting party, and of course they are the leader

A starting party consists of 3 person:
-One high tier member
-Two low tier member
-*OR*-
-Two medium tier member
-One low tier member

Later on new members can be hired in taverns (or summoned if given conditions met)

Don't worry about complexity, ill make character cards for every member so when you give them an action i can roll for them with maximal precision

Some rare characters may have extra upgrades, so you could even find a footman who can beat a knight in melee combat, those things are called "special tier upgrades", here's a list of them:

Special tier upgrades:
- Unique: a random special trait is accompanying the member, it is quite unique indeed
- Last standing: more stat points than usual
- Skilled: extra trait point
- Legendary: two of the above
- Godlike: insane amounts of both traits and stats, extremely limited, this includes demi-gods and summoned gods, you'll probably never meet anyone like this, and if you do, it'll probably just be a once-in-a-life meeting
humon Jan '16  /  edited Feb '16
Low tier members:
*-Footmen:*
-Footmen are highly customisable, and they dont have many bonuses
- 8 base stat (min. 4 life) and 7 base trait with 1 custom trait
*-Archers:*
-Archers are similar to footmen, but are more skilled, altough with less body-built
- 7 base stat (min. 3 life) and 7 base trait with 2 custom trait
*-Animals:*
- Animals are not sentient, but their high customisability fixates this problem
- version 1: 6 base stat and 7 base trait with 1 custom and 1 tier 2 custom trait (eg: animal insticts: 1 - senses, stealth; wolf teeth: 2 - melee, pulling strenght, grip)
- version 2: 8 base stat (min. 3 life) and 6 base trait with 2 custom trait
*-Explorer:*
- Explorers are simple wanderers who may be the least special of all, but their skill is in their skills in search and other rolls like these
- Not to confuse with dungeon explorers, regular explorers just explore lands not specifically dungeons
- Explorers are usually unique characters
- 7 base stat, 6 base trait, 2 custom trait, 1 preset trait: Explorer: 1 - Better skills at searching, pathfinding, tracking

...more coming soon (insert ideas as comments)...
humon Jan '16
Medium tier members:
*-Barbarians:*
-Barbarians are good damage dealers and can usually take a lot of damage, but they are usually bad at blocking
-They have 9 base stat (min. 4 life) and 7 base trait along with 2 custom traits
*-Snipers:*
-Snipers are similar to archers, but lack health and instead have a lot of PP
-They have 8 base stat (min. 5 pp) and 7 base trait along with 2 custom trait, they also have a set trait: Sniper: 1 - Stealth, ranged attacks, senses
*-Gunners:*
-Gunners are extremely specialised people capable of wielding the all expensive pistols, which are one of the newest inventions around the world, they use arcane coal and metal (most usually lead) balls to function
-They have 7 base stat and 7 base trait along with 2 custom and 1 set trait: Gunner: 2 - Capable of using pistols, when shot, they take a full turn to reload, when a pp is used for pistols, it gives 2 instant star but decreases dice amount by 2 (cannot use 2 pp)
*-Hunter:*
-Hunters are capable of using many types of weapons, they excel at most things, both ranged and melee
- 8 base stat (min. 4 pp) and 8 base trait with 2 custom trait
*-Apprentice:*
- Apprentices are the weakest magicians all over the world, they have way lesser skills than most other magic users
- 8 base stat (min. 4 pp) and 6 base trait with 2 custom trait, when they use a PP, it also gives a dice (the same way as how it is for the mage)
*-Beasts:*
- Beasts are the larger versions of animals, they have slightly better stats, many of them are sentient as well
- There are multiple preset combinations for them: Stat/min. life
/base trait/custom trait:
- 7/3/8/3, 8/4/8/2, 9/5/7/2, 10/6/7/1, 11/5/6/1, 11/7/7/0
- In other language (custom way), total stat and total trait must be an exact amount of 18, min. 7 stat, max 8 base trait, and max 3 custom trait, min. life is total stat minus 4 unless if the creature has 6 base trait
*-Duelists:*
- Duelists are quite similar to footmen with the special of having a bonus on 1 v 1 combat
- 7 base stat (min. 3 life) and 7 base trait along with 3 custom traits and a preset trait: Duelist: 1 - Better reaction and combat on one-on-one battles, he and his opponent rolls twice on the second turn of combat

...more coming soon (insert ideas as comments)...
humon Jan '16  /  edited Jan '16
High tier members:
*-Magical creatures:*
-Magical creatures range from ents to flying rats, its a free choice
-They have an usual amount of 10 base stat and 6 base trait with 3 custom ones, high life and pp being their core of strenght
-Base stat variety: life/power 8/2 7/3 6/4 4/5 3/6 2/7 (too much power decreases total amount!)
*-Mages:*
-Mages, wizards, sorcerers, those people are lower tier users of magic, they have high pp with low traits, and their high custom trait limit pull up their weaknesses
-Powers count as +1 dice along with the star Eg: /roll wisdom 3 + Willful 1 + PP 1 + power 1
-They have 8 base stat (min. 4 power) and 6 base trait along with 3 custom trait
-Even though they dont have many stat points, their strong pp is good enough to fixate the problem
*-Knight/paladin/lancer:*
-Knights, lancers and paladins excel at defensive moves and magic, and have a lot of life
-They have 9 base stat (min. 5 life) and 7 base trait along with 2 custom trait and one of-choice trait
-Of choice trait: Paladin: 1 - Healing, lesser curing, defensive magic
Knight: 1 - Defensive magic, blocking
Lancer: 1 - Tackling, mid range combat, blocking, agressive magic (cannot use more than one pp for each defensive roll, cannot use more than a total of 3 pp for defensive rolls throughout a single dungeon)

*-Grenadier:*
- Grenadiers have low life but with the perfect combination of arcane fuel and arcane coal, they have access to a special weapon called "grenades"
- 9 base stat (min. 5 power), 7 base trait, 1 custom trait, 1 preset trait: Grenadier: 2 - Can create and use grenades as his weapon

...more coming soon (insert ideas as comments)...

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