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Volant - Kingdoms of Air and Stone 
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Post Volant - Kingdoms of Air and Stone
Finally named the project formerly known as Avian Knights as Volant - Kingdoms of Air and Stone Role Playing Game. This is a continuation of the other thread, under the new name.

I've finished the first iteration of CharGen:

Character Generation To create a character:

1. Assign numbers to your attributes.
2. Select your Background Template
3. Select your Apprenticeship
4. Purchase your Professional Template(s)
5. Add up all Skill, Attribute, and Edge ranks from your templates
6. Add up the point cost from Professional templates to find out the character's age.

Professional Template Points

The number of points available for purchasing Professional Templates varies with the character’s Starting Age.

Physical Attributes are STR, COOR, AGY, or END.

15‐17 ‐ 0 Points
18‐21 ‐ 5 Points
22‐25 ‐ 10 Points
26‐29 ‐ 15 Points
30‐33 ‐20 Points
34‐37 ‐ 25 Points, Lose 1 Physical Attribute Point
38‐41 ‐ 30 Points, Lose 2 Physical Attribute Points
42‐45 ‐ 35 Points, Lose 3 Physical Attribute Points
46‐49 ‐ 40 Points, Lose 4 Physical Attribute Points
50‐53 ‐ 45 Points, Lose 5 Physical Attribute Points
54‐57 ‐ 50 Points, Lose 6 Physical Attribute Points
58‐61 ‐ 55 Points, Lose 7 Physical Attribute Points

Attributes

Method 1 Distribute the numbers 10, 9, 8, 7, 6, and 5 between the six attributes ‐ Strength (STR), Coordination (COOR), Agility (AGY), Endurance (END), Charisma (CHAR), and Intellect (INT).

Method 2 Distribute 45 points as you choose between the six
attributes, with none higher than 15.

Sample Background Template - there are 9 available

Template Name Petty Noble
Type Background
Prerequisite None
Attribute Bonus STR+1
Family Lifestyle Rich
Skill 1 Weather+1
Skill 2 Natural Philosophy+1
Skill 3 Ride+1 or Strike+1
Edge Wilderness

Sample Apprenticeship Template - there are 15 available

Template Name Apprentice Warrior
Type Apprenticeship
Prerequisite END 8 or Higher
Attribute Bonus STR+1
Lifestyle Middle Class
Skill 1 Athletics+1
Skill 2 Strike+1
Skill 3 Missile+1 or Ride+1
Edge None

Sample Professional Templates - there are 72 available

Template Name Avian Squire
Type Professional Template
Prerequisite Ride and Athletics
Points Required 2
Lifestyle Middle Class
Skill 1 Ride+1
Skill 2 Athletics+1
Skill 3 Fist+1
Edge None

Template Name Avian Scout
Type Professional Template
Prerequisite Avian Squire Template
Points Required 2
Lifestyle Upper Middle Class
Skill 1 Ride+1
Skill 2 Survival+1
Skill 3 Hunt+1
Edge None

Template Name Avian Knight
Type Professional Template
Prerequisite Avian Squire Template
Points Required 2
Lifestyle Upper Middle Class
Skill 1 Ride+1
Skill 2 Strike+1
Skill 3 Dash+1
Edge None

Template Name Avian Knight - Advanced
Type Professional Template
Prerequisite Avian Knight Template
Points Required 5
Lifestyle Wealthy
Skill 1 Ride+1
Skill 2 Missile+1
Skill 3 Strike+1
Edge None

Template Name Avian Knight - High
Type Professional Template
Prerequisite Avian Knight - Advanced
Points Required 10
Lifestyle Rich
Skill 1 Ride+1
Skill 2 Strike+1
Skill 3< Dash+1
Edge Flight

And here's an example character designed using these Templates.

Points Required = 19
Age = 32

Attributes

STR 8 (+1) (+1)= 10
COOR 6
AGY 9
END 10
CHAR 7
INT 5

Skills

Weather+1
Natural Philosophy+1
Ride+1 +1 +1 +1 +1 +1 = +6
Athletics+1 +1 = +2
Strike+1 +1 +1 = +3
Fist+1
Survival+1
Hunt+1
Missile+1
Dash+1

Edges

Edge Wilderness
Edge Flight

Also - Skills are down to thirty - five per attribute:

Alchemy, Art, Athletics, Build, Command, Dash, Discern, Fake, Fist, Hide, Hunt, Language, Lore, Menace, Missile, Music, Natural Philosphy, Navigate, Organize, Overdo, Persuade, Stone, Ride, Rope, Sail, Slight, Sneak, Strike, Survival, Weather.

All are broadly and centrally defined. For instance, Build is defined as "Making things"

-clash

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Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Tue Feb 28, 2012 10:23 am
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Post Re: Volant - Kingdoms of Air and Stone
My son Klaxon created about a dozen characters ranging in age from 18 to 60 last night. The average was close to ten minutes, but the typical time was around five, as the older characters took disproportionately longer - the largest amount of time was spent finding the templates in the list.

-clash

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Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Tue Feb 28, 2012 10:28 am
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Post Re: Volant - Kingdoms of Air and Stone
When I used to play Traveller all the players ended up aiming to generate skilled middle-aged characters. Besides not having their physical characteristics subtracted from, are there any other mechanical benefits to having a younger character* ?

(*maybe it's easier to gain fame, be trained or something)

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Wed Feb 29, 2012 5:30 pm
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Post Re: Volant - Kingdoms of Air and Stone
sean wills wrote:
When I used to play Traveller all the players ended up aiming to generate skilled middle-aged characters. Besides not having their physical characteristics subtracted from, are there any other mechanical benefits to having a younger character* ?

(*maybe it's easier to gain fame, be trained or something)


No, Sean. I recommend that the GM establish the age ranges for the characters, and there are some roleplaying compensations, but no mechanical benefit.

-clash

_________________
Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Wed Feb 29, 2012 6:08 pm
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Post Re: Volant - Kingdoms of Air and Stone
Taking a look at creating Regions in Volant.

Resources

Each Region will have Animal, Vegetable, and Mineral Resources. A region can be Mountanous, Fertile, Arid, or Mixed.
Mountainous Regions
Mountainous Regions produce 3 Mineral, 2 Vegetable, and 1 Animal Resource Points.
Fertile Regions
Fertile Regions produce 3 Vegetable, 2 Animal, and 1 Mineral Resource Points.
Arid Regions
Arid Regions produce 3 Animal, 2 Mineral, and 1 Vegetable Resource Points.
Mixed Regions
Mixed Regions produce 2 Animal, 2 Vegetable, and 2 Mineral Resource Points.
To find out what your Region Produces, you can roll on the Animal, Vegetable, and Mineral Resource Tables, select from the tables, or come up with your own.

Cities

Each Region has a variable number of cities in it. Large Regions have 6 City Points, Medium Regions have 4 City Points, and Small Regions have 2 City Points. You can use these points to purchase Cities. Youcan have multiples of the same size of City.
A Large City costs 3 City Points and produces a Tertiary manufactured Good. Large Cities may also produce Great Ships.
A Medium City costs 2 City Points and produces a Secondary Manufactured Good. Medium Cities may also produce Large Ships.
A Small City costs 1 City Point, and produces a Primary Manufactured Good. Small Cities may also produce Small Ships.

Manufactured Goods

Decide what the manufactured goods are based on your Regional resources - for example, from sheep, one can manufacture Preserved Meats (Tertiary), Wool Clothing (Secondary), or Wool Cloth (Primary).
Primary Goods
Primary Goods require access to three resources to produce, whether through the Region’s own resources, or through trade.
Secondary Goods
Secondary Goods require access to two resources to produce, whether through the Region’s own resources, or through trade.
Tertiary Goods
Primary Goods require access to one resource to produce, whether through the Region’s own resources, or through trade.

-clash

_________________
Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Thu Mar 01, 2012 12:14 am
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Post Re: Volant - Kingdoms of Air and Stone
Cultural Traits

You may choose various Traits to further define any given culture. Traits can be picked from the example list or crafted by the GM to fit the culture. These Traits are the default Personality Traits for anyone from this culture, though these Traits can vary in individuals.

How many traits for a culture?

Each culture has seven trait points. These are divided up into at least 3 traits, with a maximum of 4 points in any one trait. Example: Standoffish 3, Honorable 2, Prim 2.

How to use traits

Cultural Traits are mostly used as descriptors, but they could be used mechanically, if you see a way to do so - perhaps in warfare, negotiation, or any other culture-wide endeavor. Traits give a bonus to any other action when used, so long as the Trait could believably be of value in that situation..The GM is the sole arbiter of whether a trait is applicable to the situation. Each trait point used adds a bonus to the skill check. Traits are a resource which are used up in play, and are refreshed at the beginning of every game session.

Example Traits

Spacey, Standoffish, Hot-Tempered, Carefree, Sly, Greedy, Glib, Sarcastic, Foul-Mouthed, Argumentative, Sleazy, Methodical, Sloppy, Poker-faced, Pious, Prim, Jumpy, Loyal, Friendly, Motor-mouth, Sweet Disposition, Indecisive, Judgemental, Pompous, Iconoclastic, Arrogant, Studious, Off-Kilter, Laid-Back, Patient, Sour, Upright, Audacious, Meticulous, Boring, Boorish, Dour, Stubborn, Officious, Honorable, Practical, Nefarious, Roguish, Bombastic, Gregarious, Prudish, Inspirational

Conditions

You may choose various Conditions to further define any given Region. Conditions can be picked from the example list or crafted by the group to fit the Region. These Conditions are the default descriptors for this Region, though these Conditions can vary in different areas - A mountainous Region can have lush valleys, and an arid Region can have pools and intermittent streams - as well as seasonally.

How many Conditions for a Region?

Use your judgement on many you need to describe the Region, but if in doubt, roll a d6

How to use Conditions

Regional Conditions are mostly used as descriptors, but they could be used mechanically, if you have appropriate Edges - perhaps in travelling, survival situations or anywhere the efforts of the PCs are using the physical characteristics of the region, so long as the Edge could believably be of value in that situation.The GM is the sole arbiter of whether an Edge is applicable to the Condition. Each Edge point used adds a Small bonus to the skill check.

Example Conditions

Chilly, Searing, Well-watered, Dusty, Choking, Stinking, Fresh, Inviting, Fetid, Aromatic, Muddy, Windswept, Hardscrabble, Rocky, Flinty, Rolling, Lovely, Wretched, Mountainous, Arid, Hellish, Wet, Allergenic, Polluted, Baking, Populous, Empty, Crowded, Desolate, Heavily-modified, Sculpted, Virgin, Muddy, Jungle-clad, Huge, Beautiful, Harmonious, Cloudy, Rough-hewn, Bitter, Windy, Warm, Flowery, Gaudy, Spicy, Dessicated, Hilly, Deep-cloven, Stony, Wooded, Carved, Eroded, Bushy, Terraced, Wild, Cultivated, Managed, Tended, Rolling, Treeless, Grassy, Narrow, Broad, Ridged

-clash

_________________
Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Thu Mar 01, 2012 8:56 pm
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Post Re: Volant - Kingdoms of Air and Stone
For inspiration, check out this (quasi tongue-in-cheek) random table of sky encounters from The Dungeon Dozen: http://roll1d12.blogspot.com/2012/03/near-hovering-archipelago.html.

Near the Hovering Archipelago
d12
1. Cloud terraces of the Wind Sultans
2. Locust-like swarms of sky krill
3. Ram scoop-feeding aero-rays
4. Gas-bladder jellies w/ miles-long tentacles
5. Demi-material sky manse of the alien observers
6. Web-parasailing giant spiders
7. League of sorcerer's dirigible laboratory
8. Way station for the Sun Chariot
9. Cloud-hive of the hornet-men
10. Domain of Miasmus the Mist Lord
11. Sky mine of the bat-winged dwarfs
12. Air elemental's bacchanal: where hurricanes are born


Wed Mar 07, 2012 4:42 pm
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Post Re: Volant - Kingdoms of Air and Stone
doomfistmonk wrote:
For inspiration, check out this (quasi tongue-in-cheek) random table of sky encounters from The Dungeon Dozen: http://roll1d12.blogspot.com/2012/03/near-hovering-archipelago.html.

Near the Hovering Archipelago
d12
1. Cloud terraces of the Wind Sultans
2. Locust-like swarms of sky krill
3. Ram scoop-feeding aero-rays
4. Gas-bladder jellies w/ miles-long tentacles
5. Demi-material sky manse of the alien observers
6. Web-parasailing giant spiders
7. League of sorcerer's dirigible laboratory
8. Way station for the Sun Chariot
9. Cloud-hive of the hornet-men
10. Domain of Miasmus the Mist Lord
11. Sky mine of the bat-winged dwarfs
12. Air elemental's bacchanal: where hurricanes are born


Pure awesome, Doomfistmonk! I think 1, 2, 3, 4, and 6 would be particularly suitable! :D

-clash

_________________
Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Wed Mar 07, 2012 7:01 pm
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Post Re: Volant - Kingdoms of Air and Stone
Nations

Nations are political entities. A Nation consists of one or more Regions under the same government.

Multi-Region Nations

Regions can be joined together physically, by trimming and binding with cables and chains. After a couple of years, they begin to grow together. By five years, the joint is stable, and not easily broken again.

There are may ways for a Region to be joined to a Nation. A Region may be empty, and claimed by any nation. A Region may be taken by conquest, and joined to another nation by force. An independent National Region may also voluntarily unite with another Nation for many regions - commonality of culture, protection from duress, strong economic ties, and others.

Nations may be made up of any number of regions. To a certain extent, the bigger they are, the safer they are, but big Nations made up of many Regions are like machines with many moving parts. The more parts there are, the higher the chance that one may fail.

Regional Cultures may take much longer to grow together than the physical skylands they are made of. Some never do grow together - sometimes Regions revolt and attempt to separate themselves from their constituent Nations. Other times civil wars can wrack a Nation in two - physically and spiritually.

Thus many Nations prefer their constituent regions to be uniform in culture if possible. This can merely mean they refuse Regions with different cultures admission to their Nation. Other possibilities are cultural pressures to conform, breaking up the troublesome culture with forced resettlement in small pockets among the main culture, even genocide in extreme cases.
Some Nations, however, welcome the diversity of many cultures. Making it work is never easy, but can be accomplished with determination and tolerance.These virtues, of course, have never been distributed in over-abundance among humans, so such places are rare among Nations.

-clash

_________________
Flying Mice Games/Better Mousetrap Games: http://jalan.flyingmice.com/flyingmice.html
Designing: Lowell Was Right!
Last Release: IHW: Pigboats, Volant - Kingdoms of Air and Stone
I FLY BY NIGHT Blog: http://iflybynight.blogspot.com/


Mon Mar 12, 2012 2:43 am
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Post Re: Volant - Kingdoms of Air and Stone
The setting is already throwing up some interesting possible themes, this is way cooler than having them imposed.

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Mon Mar 12, 2012 5:35 pm
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