restart new game

Alright here is a new game for no one to play or ever learn to love.

Start:
This is a table top game. Any surface can be used on a grid or with a ruler i suggest one inch equals four feet (1/4'' scale) or a centimeter is a foot or really whatever.

Create a character who or what or how your character is represented as long as it fits the scale. Each character has 21 Stat Points which are divided among the following areas. (There must be at least one point in each category but beyond that the amount is what makes each character different)

Speed: How many feet a character can move on their turn, and the order of play goes from highest to lowest speed.

Attack: When a character makes an attack the attacker roll a D20 if the attackers roll is higher than the defense then the attacker does as much damage as it has Stat Points designated to attack.

Defense: When a character us attacked the defender rolls a D10 and adds the points designated to this aria to make their defense if this number is higher than the number rolled by the attacker then there is no damage done.

Range: From how many feet away an attack can take place.

Special! Twice a game a predetermined spacial can be used (charicters only get one special), it is +5 to a predetermined stat or one of the following:

Interrupt: A character that just rolled must roll again.

Slide: at any point move two feet

Push: All adjacent characters are moved three feet.

Assault: All adjacent characters on the same team may attack at once.

Batter: All adjacent characters on the same team may combine to make one attack.

Blockade: All adjacent characters on the same team may combine to make one defense.



Enjoy take this and see where it goes.
i haven't messed with this i a while if anyone is playing let me know i will add to it

Highs and Hives of Crowyach 0.01

"Watch, then, the band of rivals as they climb up and down
There steep stone gennels in twos and threes, at times
Arm in arm, but never, thank God, in step; or engaged"
-W. H. Auden-

Crowyach is a vast and decrepit city on the content of Yeats. In fact it takes up a little over 1/3 of the land mass and has a population of roughly 42milion. It is made of sky scrapers mind blowingly high, and a deep confusing underground of sewers, subways, secret passages. Beauty and technological splendors beyond belief abound, but the vast majority of the population lives in the overcrowded, ominous, sky scrapers in the area know as the Hives. To the north east is the Hights, where the 8.9% of the population that can afford to live there spend their days in luxury. Directly across the visible economic gap, is the Midds; here those that work in service industries in the Hights live. The quality of life drains out as the large nice sky scrapers fade to brick and white cement monstrosities known as the Hives. This is the part of town where cops rarely go, between the Mob, the gangs, the drug dealers and the average psychopath, corruption rules. There are no good guys here only the bad and those trying to survive. Even the Hives eventually fade into smoking factories and giant wearhouses. As they approach the grasslands the factories and wearhouses become more and more run down or abandoned. This is worst in the South Dock area where its only inhabitance are packs of wiled dogs, squatters, a few fishers and those that would like to light the whole area into flames. It is where the poorest of the poor live and mob assassinations take place.This is the only city of Yeats. This is Crowyach. This my friends...
...is your playground.

"It was the best of times, it was the worst of times... it was the season of Light, it was the season of Darkness, it was the spring of hope, it was the winter of despair, we had everything before us, we had nothing before us"
-Charles Dickens-

Writers Note

Hi, welcome to Caedmon, i'll be expanding the world but not until i get some of the kinks out. So enjoy the city of Crowyach and feel free to leave questions, or suggestions of things that deed to be addressed. If there's something i didn't cover let me know or make your own decision until i address it. Have fun and remember house rules are the best rules.

enjoy

b

Weapons and Items

Characters start with 100z [zange/ currency]

GUNS
[light]
Dragoon: R2, A6, %3D6, 50z [must be cocked]
Plinker: R6, A10, %1d6+3, 50z
9mm: R4, A10, %2d6, 50z
Glock:R4, A10, %2d6, 75z [never jams]
MAC10: R4, A30, %2d6, 100z [5 round burst or sweep]
bolt action rifle: R8, A5, %2d6, 100z [must be cocked, 2 hand]]

[medium] all 2 handed
lever action rifle: R7, A8, %2d6, 125z [must be cocked]
simi auto rifle: R9, A10, %2d6, 150z
assault rifle: R8, A20, %2d6+4, 175z
AK: R8, A30, %2d6, 175z [3 round burst or sweep]
MP: R5, A50, %2d6, 200z [3 round burst]
P90: R5, A60, %2d6,225z [3 round burst]

[heavy] 2 handed, and are the only weapon able to be carried
sniper rifle: R10, A1, %3d6, 250z
50. sniper: R15, A1, %4d6, 400z
Squad mach: R9, A200, %3d6, 300z [only fires 100 round sweeps]

3 round burst (each attack takes A3)
sweep (attack 4 adjacent enemies, but uses 1/2 starting ammo)

BLADES
[light]
pocket knife: R1, %1d6, 15z [opening is a minor action]
switchblade: R1, %1d6, 20z
hunting knife: R1, %1d6+2, 30z
bowie knife: R1, %1d6+3, 50z
short sword: R1, %1d6+4, 65z
cain/umbrella sword: R1, %1d6+4, 100z [can be used as sword or cain, drawing is minor action]
machete: R1, %2d6, 75z [+3 against zombies] (it could happen)

[medium]
strait sword: R1, %2d6, 75z
saber: R1, %2d6, 100z [thrust can get around light armor if aim 5]
broad sword: R1, %3d6, 120z [2 handed]
katana: R1, %2d6+2, 150z [2 handed, can cut thru light armor]

[heavy]
electric sword: R1, %2d6, 200z [if hit enemy cant react next turn]
claymore: R2, %3d6, 250z [2 handed]

[axe]
woodsman's axe: R1, %1d6+3, 50z [can be thrown R2 by woodsman]
firefighter's axe: R1, %2d6, [must be stolen, 2 handed]

BLUNT
steal pipe: R1, %1d6, 15z
bat: R1, %2d6, 2d6, 30z [2 handed]
staff: R2, %2d6, 40z [2 handed]
cain/umbrella: R1, %1d6+1, 25z
chain: R2, %1d6+1, 30z
whip: R2, %1d6+2, 40 [can be used as rope]

[armor]
light armor: +3 defense
medium armor: +5 defense, -1 speed
heavy armor: +7 defense, -2 speed
battle armor: +10 defense, +2 speed
bike helmet: +1 defense [head attacks]
swat helmet: +5 defense [head attacks]
riot helmet: +6 defense [head attacks]
riot shield: roll 1d3 if 1 shield blocks attack

ITEMS
pack: can hold more
ammo box: extra ammo, amount specified by Keep
scope: increases aim
silencer: it's harder for enemies to hear shots
explosives: Yay!
meds: heals the injured, knowledge+ clarity + %1d3= HP returned
flash light: R3, helps characters see in darkness [can be used to blind if shone in eyes]
cellphone: characters can talk over long distance
books: +1 knowledge
food: returns 1 HP
drink: returns 1 HP, if alcoholic it can also dull pain [or get character dunk]

encounters

Stories are built on conflict and some times it's necessary to kick some ass. So here is how encounters are to be played out.

a die is rolled for each participating character and enemy, to determine order of play. To the roll, add the speed of each participant then take this number, the order of play goes from highest to lowest. Encounters can be talked out but it is better to make a board and markers where a visual representation of the encounter can be setup.

turn consists of 1 move 1 actions and 1 minor action. They can be taken in any order and the action can be traded for an extra move.

move: the number of spaces is the same as the characters speed.

action: anything from an attack, to reloading, or any other thing that requires physical exertion.

minor action: draw a weapon, cocking a gun, getting out an item, change stance, and any small movement that wouldn't take 3 seconds to do.

When a gun runs out of ammo at the beginning of the next turn the character must start by taking an action to reload, when this happens player rolls 1d3 if 3 the the gun jammed and this takes the rest of their turn.

ATTACK

-R [rang, number of spaces possible to attack enemy]
-A [ammo, how many shots of a gun before reloading]
-% [the number and type of die rolled, depends on weapon]

hand: speed + strength + clarity + skill [hand] + %1d6= attack
R 1

blade: speed + strength +clarity + skill [hand] + %= attack

blunt: speed + agility + strength + skill [blunt] + %= attack

gun: sense [sight] + clarity + aim + skill [gun] + %= attack

DEFENSE
hand: speed + agility + sense [sight] + skill [hand] + %1d6= Defense

blade or blunt: speed + agility + strength + skill [blade or blunt] + %= Defense

When defending against a gun use the same as hand because you can doge a bullet but can't stop it.


subtract the defense from the attack, the remaining number is how many HP lost [If defense is higher than attack the attack missed and no HP is lost]. When a character is out of HP it goes unconscious, it falls prostrate and each turn player rolls 1d3 if it lands on 1 the character wakes up if not the turn is void. When an unconscious character is hit next it is considered a finishing move and the character is dead.


Once a turn is over move to the next player.

An encounter is over when all enemies are dead.

At the end of the encounter add up the HP of all enemies that are dead that is the experience [#] gained from the encounter. Divide up the # among the remaining conscious characters.

At 50# a character goes to level 2 and receives +1 HP and +1 skill. The # required to move to the next level doubles with each level. Each time a character gains a level it receives +1 HP and on odd levels also gains +1 skill. At level 10 a player uses a d10 for all attacks and defense, then upgrade to a d20 at level 20.

Keep

The Keep is the weaver of the story, the all powered creator and mover of events. Or just the GM.

The Keep is in total control of all dimensions in the game, as such the Keep is responsible for everyones enjoyment of the gam. Create fun, unique, and creative stories for the characters. The Keep is encouraged to create enemies that are appropriate to the story being played [i put some examples at the bottom]. Also weapons and items can be modified or broken if the Keep so chooses. Have fun be creative you've been provided with the foundation, roof and walls of the story but it's up to the Keep to fill the halls.



POLICE OFFICER

roll 4 dies for HP

assign one die to each of four attributes
speed
strength
aim
skill [gun]

light armor +3 defense [torso]
9.mm - R 4, A 10, % 2d6 v 1d6


S.W.A.T

roll 4 dice for HP

assign one die to each attribute
speed
strength
skill [gun]

heavy armor +7 defense torso
SWAT helmet + 1 defense [head]
MP - R 5, A 130, % 2d6 v 1d6


FEDERATION FORCES

roll 5 dice for HP

assign 2 lowest dice to one attribute and other 3 to other attributes
speed
agility
strength
aim

battle suit + 10 defense
any other medium or heavy gun

MUTY DOG

roll 3 dice for HP

assign one die to each attribute
speed
strength
sense [hearing]

bite % 1d6 v 1d6


RAT

roll 2 dice for HP

one die each
speed
strength

bite % 1d6 v 1d6


CENTURY BOT

roll 2 dice for HP

one dic each
speed
sense

century gun R 4, 3d6 v 2d6

Stats

Now comes the part where the characters abilities are added up to show their strengths and weaknesses.


-HP
To decide the how many hit points a character: roll 4d6 add this together

ATTRIBUTES
Roll 10d6, take out discard one, then assign each of remaining dice one to each attribute.

-speed
-agility
-strength
-sense [there are 4 minor sense, sight, hearing, nature, and sixth. Divide the number on the die assigned to sense among the four minor senses the whole number is the total sense (referred to as just sense) the others are minor senses.]
-knowledge
-communication [com]
-clarity
-aim
-skill [like sense there are minor skills, they are the proficiency with weapons gun, blade, blunt, and hand. When in an encounter minor skills are used based on what weapon is being used. The die assigned to skills is treated the same way as senses.]

BONUS
Add all the bonuses from the type and fighting stile to the appropriate attributes.


Once you have done this all thats left is up to you and your imagination.

fighting style

Every good rpg player loves getting in encounters because thats when they get to fight in a way you can't in real life (at least without getting arrested). Many ways of fighting have been developed through the century in Caedmon here are the most widely taught of those.

ANIMALIST
Based on animal movements. Developed from studying how animals fight. It's one of the oldest methods of hurting other people.

+1 speed
+1 agility
+1 sense [nature]

BASHER
The most basic fighting style it's taught by experience growing up in bad parts of town.

+2 strength
+1 skill [blunt]

SHARPSHOT
if staying away from the enemy and shooting at them then this is for you. They are patient, calm, quiet great at hiding.

+2 aim
+1 skill [guns]

MACHINER
Gung-ho, and probably crazy. They're thoughts on fighting, more led in the air the quicker the job gets done

+1 speed
+2 skill [gun]

DULER
No mater the weapon the competitive spirit drives them.

+2 speed
+1 aim

GHOST
Mind over matter, focus, this is one of the most intense fighting methods in all Caedmon. It holds deep secrets and what's left of the old magic.

+1 clarity
+2 skill [hand]

WRESTLER
Well that kind of says it. They take enemies to the ground and turn them into a pretzel.

+1 agility
+2 skill [hand]

Dr.
Someone needs to be rich and heal people. Okay there are some good doctors that really want to help people.
Can heal an adjacent character [knowledge+ 1d6= HP returned, takes one action and a minor action.]

+2 knowledge
+1 com

Types

Here are seven types right now, more will come, keep checking this page because it will be updated and expanded (eventually i'd like to give special abilities) as i learn more about the world i've created. These types give attributes and short descriptions. The types are: Pyro, Mariner, Woodsman, Techie, Athlete, Faithful, Leach


MARINER
These misty, misunderstood people live around the sea wether North Shore or the South Docks. Which one tells a lot about their social standings. They are called to the sea water makes them happy, swimming,boating, navigating, sailing, fishing, and any other aquatic activities.

+1 strength
+2 sense [sight}
+1 knowledge
+1 clarity
+1 skill [blade]



PYRO
If you get excited with fire and find you're emotionally moved by it, if flaming tennis ball is your favorite sport, if you are regularly caught zoned out staring at a candle, this character may be for you. Pyros enjoy fire and lighting things on fire be it a candle, furness or a 800 square foot industrial complex. These sneaky and sly arsons are never found without a lighter or matches. They come of all walks of life, but spend most of their time at South Docks where their antics won't be reported and if they are no one will care to investigate.

+1 Speed
+1 agility
+1 knowledge
+3 com
+1 clarity
+1 aim




WOODSMAN
Loves the out doors at home in the middle of nowhere, has a green thumb, and is good at tracking, and knows everything that is needed to know about survival in the wiled. They thed to live out side the city ether in the grass lands, or work as rangers in the Klaivs Nature Reserve. This is our ECO friendly choice for those that are trying to lower their carbon admissions. A Woodsman lets of 75% less co2 than other types of characters.

+1 strength
+4 Sense [+2 Nature, +1 Sight, +1 hearing]
+1 Clarity
+1 aim
+1 skill [hand]



TECHIE
Computer, gadgets, and machines, bizarre complicated games, and pasty white skin, it's the nerds. Yes techies are the ones that may have been picked on in high school but Crowyach is built on them. Someone has to take care of all the cities technical issues. Physical acts may not be their forte but they are smart, quick, and have all sorts of useful skills.

+2 speed
+3 knowledge
+3 com



ATHLETE
Caedmon doesn't have the Olympics but it dose have it's fair share of sports. From slaw ball to skid racers, somebody has to compete, wether only at the school level or professionally, and these are those somebody's. They are at physical peak in a city where many have let their body go to waste. Oh, and did i mention they are competitive?

+3 speed
+2 agility
+3 strength



FAITHFUL
Religious, dedicate to self discipline, study and knowledge they fallow one of many religions. They meditate and contemplate philosophical and theological ideas, often tend to be extremely moral and ether very overbearing or very understanding. "Blessed are the peace makers" -Matthew 5:9

+3 knowledge
+2 com
+3 clarity


LEACH
They feed on others life force. They try to evoke emotions in others, they like crowds, and events that of high emotion and feed off it. They don't need food and don't have to sleep [are not nocturnal or diurnal and don't get the bonuses for them]. They are cunning, clever, and crafty, their feeding often leaves people feeling drained.

+1 all attributes
+2 speed
+2 sense [+1 hearing, +1 sixth]
+1 knowledge
+1 clarity

-Special ability
HOST
Once per encounter pick 1 character and at the end of each of it's turn it gives 1HP until ether parasite or host pass out.

People Groups

There are three major people groups in Caedmon.

The Kea: The basic humanoid race on Caedmon. They keep myths of magical days and ancient lands long lost to time, traded for miraculous wonders of science and technology.

Muties: Once Keas, now distorted and changed. These low lives are often looked down on in the Hights for being the results of genetic experiments and long term effects of living near toxic waste. They can be anything from those slightly deformed and disfigured to those with horns tails or other animal features. They suffer some discrimination from a few extreme prejudice groups, but they've got their own extremist groups too.

Cyborgs: Ether Kea or Muties that are part mechanical for both medical or dubious reasons. If chosen the Keep may grant special bonuses depending on the prosthetic.


While the streets of Crowyach never sleep, people generally are ether nocturnal or diurnal. There are prose and cons to both and both can go out at any time day or night it is just when they become tired. After two days or two nights of being awake all senses are dulled (-1 sinse) and continue loosing 1 sense every four hours after that until sleep is gotten. Every hour of sleep regains 2HP.

Diurnal
-Aren't as easily blinded by bright lights, but can't see well in the dark.
-They are more aware of passing time and changes in weather (+2 nature).
-Power napes can be taken to regain energy and health of 1HP in 20mn.
-they get +1 to a stat of their choice during the day.

Nocturnal
-Have night vision and can see in all but pitch-black, but also blinded by bright lights shown in their eyes.
-The night and darkness has improved their hearing and sight (+1 hearing, +1 sight).
-In shadows they can not be seen by non adjacent opponents, and can shadow move (if enemy's attack misses, move to an adjacent square).
-they get +1 to a stat of their choice at night.

Create a Character

1. pick people group

2. type

3. fighting stile

4. stats

5. background and details