Tuesday, August 14, 2012

Olde Realm Revamp

1682

Gutty looked around. He was hiding from them! The Clankies were a following. Used to be only clankies were in Kingsland but now they was everywheres. They was steam and elementium they was and they had small cannons on them and a spinning blade. Worst of all they sees in the dark they do! He should have never stolen from the Nobles and now he was going to die if they caught him! He knew right away he would take to the thieves highway! The road above where the clankies could not follow. Upon the roofs buildings as far as the eye could see in every direction, he went into the domain of the roof dwellers and the clankies were only a sound in the distance below.

Ancient is Westfort and it's great three mountaintop canons! An ancient city of over 10,000 years! Ancient castles and rotting buildings with tanks and boilers all over with pipes connecting and intertwining amongst everything. A city of stone and steel. Sword and gun, magic and science, power and sex, the decadent versus the scum! All of these things are the streets of the Olde Realm. In between the cities are the wildernesses of pain and fear. Where the lost dwell. Only small and insane walled communities live beyond the cities.

The scum are the scum in places like The Stink. The world famous slum of Westfort. As deep as it is high some say the entire place is one big building. With it's buildings built between buildings, on top of buildings, pipes, elementium, and steam stolen from outside The Stink. Once lost inside you may never come back out. All manner of flesh is for sale in The Stink and anything you want is there. Life is cheap and for sale as they have plenty of victims to choose from. Only the most vile rise to the top in The Stink.




I am revamping the rules.

Stats
How they work

The olde realm is goverened by the eight elements. There are eight attibutes that correspond to the eight elements.

Action-Storm- Agility and Athletics as well as Light Weapons
Coordination-Flame-Percesicion and Accuracy as well as Missile Weapons
Might-Wood-Strength and Power as well as Heavy Weapons
Stamina-Stone-Health and Resistance
Perception-Spirit-Notice and Senses
Cunning-Shadow-Sneaking and Guile
Will-Ice-Mental Strength
Intelect-Luminance-Knowledge and Curiosity

To generate stats roll 5d10. Any matches add to the total and any 10s add to the total. If you keep getting matches or 10s you keep re-rolling and adding to the total.

These correspond to a number form 1-100. The average is 25%. Roll that number or below on D100 and you succeed. There are modifiers to the roll as given by the game master. Very Hard Actions -20, Hard Actions -10, Moderate has no modifier, Easy +10, Very Easy +20.


Every person has Hit Points equal to their Stamina.
So far initiative is Action plus Will. I may average it out but I don't know yet.

Equipment
Combat
Base hand to hand Damage is Might divided by 10 plus 1-5 damage.
Average Hand to Hand Damage is 1-5 +3.
Most Weapons do 1-10 damage.
You add 1.5 your damage modifier for two handed weapons.
Most Weapons do 1-10 +3 damage.

or


Fore every +5 you do an additional 1d10 damage instead of counting the +5.
For instance you would not do 1d10 +7 you would do 2d10+2 damage.
Not 1d10+6 but 2d10+1.
Not 1d10+5 but 2d10.
Every 10 you reroll and add to the total. Every match you reroll and add to the total.

Initiative is your Action and Will.

Action
Modifier
1st 0
2nd -10
3rd -20
4th -40
5th -80
6th -160
7th -320


There is minor damage and fatal damage. Minor you recover in minutes and fatal you recover in days.

01-15 Head x 3
16-30 Torso x 2
31-40 Abdomen
41-55 Right Arm
56-70 Left Arm
71-85 Right Leg
86-00 Left Leg

Armor starts at 1 point and goes up from there per location.

Skills and such are done by the background of the character. All this depends on the story and background you and your character comes up with. In most cases an attribute roll is made. There are many stories to be told in the Olde Realm.