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View Full Version : Warforged, homebrew game (rough draft)



thurge namor
2009-10-19, 07:30 PM
so i worked for a ridiculous amount of time on this, and theres still a butt load of holes and what not... critisizms and ideas are wanted! this looks better on word doc, if youd like a copy to look at that way, send me a message

Part 1 and 2, About and In the Beginning
1.About: Warforged is an RPG about empires. You have to keep this in mind if you are to have the maximum experience with the game. The rules and graphs are just rough outlines of the game. If something makes sense, do it. This is a game of intuition more then it is a game of rules. All the players run the game, and the only object is to have fun.
2.In the Beginning: no game can happen without set up. To play this game you will need:
o Graph paper
o Note book paper
o 1 or 2 sets of dice
o 2 pencils
o This rule book
o Your creativity
2.a.Making your world: grab a sheet of graph paper and a pencil so you can make the big map. This will represent your world and will determine many things in the future of your empire. I draw my world using the steps that follow:
1. Draw Land Masses: keep in mind that if you have a bunch of islands it will be harder for everyone to get anywhere and the game will be extremely limited. I suggest you draw one continent with one or two islands.
2. Draw Lakes: you will only need one or two of these. Nuff said.
3. Draw rivers. Grab a map and look at it. Water runs away from high places (mountains) and pools in low places (lakes) keep this in mind as you draw rivers.
4. Draw land forms: these include the following : fields; forests; herds; mountains; swamps; volcanoes. Remember, the simpler the drawings the quicker the game goes. Also think about geography. Fields, forests, and herds are attracted to water This isn’t to say they are only around rivers, but there will be quite a bit around water.
2.b.Your Empire: Now it’s time to get personal. There are only two facts that you need to know. Name of Empire, and Race, but that makes for a bland game. make their flag, outline their culture, history. What drives them? Then stick to these facts. Roleplay them to the fullest.
2.c.Your Capital: you and the other player need to place cities. Keep in mind you can only gather resources easily from your 1 space border. Grab one piece of notebook paper. You can write down your resources on it and keep track of other parts of your empire with it. You start with:
o 200 gold
o 200 wood
o 200grain
o 200 alloy
Grab a piece of graph paper. This will represent your city. On it you get to draw the following:
o 5 houses
o 1 barracks
o 1 temple of your choice
o 1 guild of your choice
You and the other player need to decide if you will draw workers and trainers on the map, or just keep them in words. The plus side of drawing them is the trainers can help defend the city. The minus is that workers and trainers can be killed in battle.
o 5 workers
o 3 trainers of your choice
o 2 scouts
Also you might want to draw landforms. (edges of mountains, forests, fields, etc.) As of now, the game has begun.


Parts 3 and 4: cities and the turn
3.Cities: Buildings do not have a set size. If you wanted you could draw all buildings as one space buildings. Yes, this does make building quicker, but there are two reasons this is not advisable:
1. It makes the game, and battle boring. No strategy will be involved.
2. It’s unrealistic.
It is your game, though. Your choice. Nuff said.
4.The Turn: Now the fun begins. Your turn comprises of 3 phases, each individual phase is carried out by both players before moving on to the next phase (i.e. player A, phase 1, player B, phase 1, A-2, etc.) The turn comprises as follows:
1. Special Occurrences
2. Actions
3. Combat
4.a.Special Occurrences: this only happens once a turn. Bothe players do not do it, only one player once. This comprises of a roll of the d100 and a check of the graph in Ch5. A couple of things can occur:
o Nothing (of course)
o Natural disaster
o Growth
o Movement
o Nation founding
o Disease
4.b.Actions: in this phase you trade, get quests, move, buy workers, build, gather, etc. Everything but combat takes place in this phase.
4.c.Combat: Good ol’ combat. More on the subject in Ch.11


Part 5, special occurences
5.Special Occurrences: once at the beginning of the turn roll d100. There is a 15% chance something will happen. If so, roll again:
1-20 Natural Disaster
21-40 Growth
41-65 Movement
66-90 Nation Founding
91-100 Disease

5.a.Disaster: roll 1d6 and consult the following list:

o 1: Volcano eruption
o 2: Tornado
o 3: Hurricane
o 4: Tsunami
o 5: Earthquake
o 6: Fire
How you resolve where these happen is up to you. You may take turns rolling every turn, so the person who rolls it decides. Maybe you have a roll off, highest number decides. Your choice.
1. Volcano Eruption: there are two types of volcanoes, land and underwater. Underwater volcanoes are easy: draw a bare island with a volcano in the center. As the world progresses add on herds, fields, forests, etc. if it is land, pick a land volcano. This volcano erupts catching all fields/forests on fire and killing all herds. If a space is caught on fire, draw flames on it. Every turn roll d100. There is a 50% chance it will die out. Otherwise it moves to ever adjacent flammable space. If a city if caught in flames, roll d100 for each building. There is a 50% chance it will burn down.
2. Tornado: Pick a space for it to start on. The tornado will be active for 1d6 more turns. Ever turn roll 1d8. Visualize numbers in the boxes around the tornado, one being at the top and the numbers getting progressively bigger as you go around clock wise. Move the tornado to the space number you rolled. If it reaches a city that city loses 1d20 troops.
3. Hurricane: a hurricane stays active for 1d6 turns, and moves the same way that a tornado would. If it hits shore, that space is submerged in water.
4. Tsunami: Pick one space on the coast. Each space next to it, and the space itself, are submerged.
5. Earthquake: create 2 spaces of mountain.
6. Fire: this acts the same way that the fire in Volcano Eruption works.
5.b.Growth: With this forests/fields grow. As to how many, and where… that’s up to the players.
5.c.movement: With this you may move around herds, creatures, tribal nations, anything that might move because of migration. You can also make new herds if the players deem it necessary/allowed.
5.d.Nation Founding: you can create a npc city anywhere on the map.
5.e.Disease the person who rolled this should pick one of their cities. This city has now been struck by a plague. Every turn there is a 15% chance you will find a cure for the plague. If not, you must erase one person, it is your choice as to what it is. If a shop keeper is killed this way you must put another worker as the shopkeeper (and pay the xp in some situations) before you can use that shop again. You may spend 1 research point (rp) to raise this percent permanently (at least for this plague) by 5%. If a city is abandoned because of Plague, whether it is because they are wiped out or because everyone evacuates it is not lost yet. Any empire may move units into it. The plague still affects them, but if they have workers with them they may attempt to find a cure like normal. They may still spend rp to make it easier.


Part 6, worker actions
6.Worker Actions: Every turn you get to pick what each of your workers will do. Apart from moving, which will be covered later, your workers can:
o Gather resources
o Build
o Worship
o Research


6.a.Gathering Resources:
o Taxes- You gain 5 gold per worker assigned to this.
o Wood- you gain 1 wood per worker assigned to this per forest square in the city’s boundaries. You gain 2 wood per specialist assigned to the job, and wood production is doubled for spaces with a lumber mill. Specialists are Lumberjacks
o Grain- you gain 1 grain per worker assigned to this per field square in the city’s boundaries. You gain 2 grain per specialist assigned to the job, and grain production is doubled for spaces with a farm. Specialists are farmers.
o Alloy- you gain 1 alloy per worker assigned to this per mountain square in the city’s boundaries. You gain 2 alloy per specialist assigned to the job, and alloy production is doubled for spaces with a mine. Specialists are Miners
o Hide- you gain 1 hide per worker assigned to this per herd square in the city’s boundaries. You gain 2 hide per specialist assigned to the job, and hide production is doubled for spaces with a poacher’s camp. Specialists are Poachers
o Bone- you gain 1 bone per worker assigned to this per herd square in the city’s boundaries. You gain 2 bone per specialist assigned to the job, and bone production is doubled for spaces with a poacher’s camp. Specialists are poachers
o Sand- you gain 1 sand per worker assigned to this per costal square in the city’s boundaries.
o Crystal- You get 1 crystal per worker assigned to this per mountain square in the city’s boundaries. There is a 50% chance you will lose the load. If you do, there is also a 50% chance you will lose all the workers too. Specialized workers only have a 25% chance to lose the load and be lost along with it. Specialists are crystal miners. You can only gather this in mines.
o mythril- You get 1 mythril per worker assigned to this per mountain square in the city’s boundaries. There is a 50% chance you will lose the load. If you do, there is also a 50% chance you will lose all the workers too. Specialized workers only have a 25% chance to lose the load and be lost along with it. Specialists are mythril miners. You can only gather this in mines.
o diamond- You get 1 diamond per worker assigned to this per mountain square in the city’s boundaries. There is a 50% chance you will lose the load. If you do, there is also a 50% chance you will lose all the workers too. Specialized workers only have a 25% chance to lose the load and be lost along with it. Specialists are diamond miners. You can only gather this in mines.
o Volcano ore- you may only use specialists for this. There is a accumulative 10% chance you will cause a volcano eruption every turn in a row you gather. Specialists are volcano miners
o Gold ore- you gain 1 gold ore per 2 workers per space, or 1 gold ore per specialist. This is doubled with a gold mine. Specialist are gold miners.
o Silver ore- you gain 1 silver ore per 2 workers per space, or 1 silver ore per specialist. This is doubled with a silver mine. Specialist are silver miners.
6.b.Specialists: Specialist get you more resource faster, and some can do special actions no other workers can do, but they can only gather their type of resource, so they are limited. Costs to convert workers to specialists, and any special actions are following:
o Lumberjack: 50 gold, 50 wood per 1d6
o Farmer: 50 gold, 50 grain per 1d6
o 100 gold per 1d6 poachers: instead of gather their basic resources, poachers can gather mounts. This can only be done from camps, and only with creatures that have an Revered or better relation with your empire. For sentient beings this can be achieved by doing quests for them. For others you may raise your relation with them by 1 per poacher per turn spent befriending them. After this, you may gather 1 of them a turn per poacher up to the number of said creature there is there (that is to say, only one with dragons, etc.).
o Miners- 50 gold, 50 alloy per 1d6. You may further specialize them into crystal/diamond/mythril/silver/volcano/gold miners with 50 of said resource per 1d6, with all except volcano, who will specialize 1d6 for 50 gold.
6.c.Building: Workers can build one space a turn. Keep in mind size, realism and strategy. Remember, there is a good chance a battle will be staged in your city, so you may want to prepare for it beforehand.
6.d.Worship: you get 1 faith point (fp) with the god of the temple you are worshiping at per worker per turn they worship. Nuf said.
6.e.Research: If you have a library built you may gain research points. When you assign workers to research roll 1d6. On a 1 you gain no rp, on 2 you gain half(rounded down) rp per worker, 3 or 4 or 5 you gain 1 rp per worker, and on a 6 you gain 2 rp per worker.


Part 7, trade and movement
7.Trade and Movement: not everything you need will be right next to your city. You will have to move around to get what you want.
7.a.Movement Basics: each of your citizens can move 5 spaces a turn. Many land forms will cost you more then just one space. When moving, if you don’t have enough move left to move to a space, don’t move. Wait till next turn.
1 move Open/field/herd
2 move Forest/river
3 move Mountain/swamp

7.b.Gathering: it’s a sad fact of life, not everything you want or need can be found at home, or sometimes, even close to home. But there is a solution… move some workers to the space where your resource that is needed is, and gather. Same rules apply as in a city. Then, when you have enough resource, bring it back to a city so your empire can use it for the greater good.
7.c.Settling Down: This starts out just like gathering, move some workers, this time with some resources and protection, to a space where you would like to place a city, and begin to build there. When you get an equal amount of houses as you have workers, it is now and outpost. You have permanently settled there. This outpost doesn’t have a border, yet, but it will with some work. When you meet the requirements in the outpost type section you gain a 1 space border, and when you connect a trade route this outpost you may share resources with your other cities.
7.d.Outpost types: You have an outpost when you build an equal number of houses to your workers, but not all outposts turn into cities.

City:
o Temple
o Guild
o Troop producer
Blade Well:
o Barracks
o Warrior guild
o Heavy armor merchant
o Expert leatherworker
o Basic armory
o Basic weapon smith
o Arena
o Superior sword crafter
o Axe smith
o Superior hammersmith
o Warrior trainer
o Rogue trainer
o Mount trainer
o Special: you can deploy troops anywhere within your border. If your border is adjacent to an ally border you may deploy anywhere in that adjacent ally border.
Scholar District:
o 3 temples
o Library
o Arcane sanctum
o Alchemist’s workshop
o Special: double rp and fp produced
Worker’s district:
o 5 workers with houses
o 5 specialty workers with houses
o Inn
o Gambling house
o Mint
o Special: the border of this merges with any adjacent ally city border to make an increased size border.

7.e.Scouting: when you move to an unexplored space, there is a chance there will be something already there. Roll d100 and consult the following graph to see what it is:
Fields/Plains:
1-5 Place
6-20 Creature
21-35 Nation
36-90 Nothing
91-100 Raiding party
Herd:
1-20 Creature
21-35 Nation
36-95 Nothing
96-100 Raiding party
Forest:
1-10 Place
11-25 Creature
26-45 Nation
46-95 Nothing
96-100 Raiding party
Mountains:
1-15 Place
16-25 Creature
26-35 Nation
36-90 Nothing
91-100 Raiding party

1. Place: this is any place that could have a special meaning to it. Ruins, dungeon, ancient remains of a city, etc.
2. Creature- consult your world data and roll on that chart. If you have scouts with you there is a 30% chance (originally, this may go up with technologies) that you will see it before it sees you and can avoid it if you want. Otherwise, a battle may ensue depending on what it is. If you kill it, mark the space as explored, otherwise draw a representation of the creature on the map so you know it is there if you ever return.
3. Nation- consult your world data and roll on that chart. If you have scouts with you there is a 30% chance (originally, this may go up with technologies) that you will se the city before they see you. Depending on what nation it is and what resources you have, you may want to approach it and trade, or get quests. This is all covered in the next chapter.
4. Nothing
5. Raiding party: This is a war party/camp of people that are enemies for some reason. It may be a camp of bandits raiding the surrounding cities; it may a goblin war party getting ready for war. Anyway it goes, they are enemies. Again, 30%chance you will see them first, otherwise, it’s war.


Part 8, relationships and quests

8.Relationships and Quests: many times in your adventures you will come across other nations that are not controlled by player characters. You will have the trade table from your world data. In this it shows what their starting relationship level is. Consult the following chart to see where they stand:
-100 Hunted
-60 Hated
-30 Hostile
-10 Unfriendly
0 Neutral
10 Friendly
30 Honored
60 Revered
100 Exalted

8.a.Other Realms: Not all npc empires are single cities. Not all of them will be friendly like the rest of their race. When you roll a nation you need to write out some information about it. Some stuff is optional, like their culture, their history, but other stuff is needed.
o Their Leader: you need to decide the traits of their leader. This will help with trade and recruiting mercenaries.
o Their qualities: you need to decide the traits of their nation. This will help with influence and missions.
o Their enemies
o Their allies.
Here are the nation traits you have to pick from (feel free to use others, this is just my list that I use)
o Fey: this is only for elven races, and is required in elven races.
o Tribal: this is only a single city. It has no border, and they are subject to migration.
o Warring: these are a warlike people. They will have less allies then enemies and will be impressed by feats of strength.
o Spell-weaving: this nation has advanced spell weavers.
o Holy: this nation is devoted to a single god.
o Evil: this nation is, at heart, evil
o Demonic: this nation is demon spawn
o Forest dwelling: this nation always lives in the forest
o Mountain dwelling: this nation always lives in the mountains
o Swamp dwelling: this nation always lives in the swamp
o Peaceful: this nation abhors combat
o Battlemasters: this nation has advanced battle techniques.
o Nomadic: this nation is subject to migration
o Empire: this nation has other cities and a border.
This is not the only traits, these are just a few. Think about the nation you are talking about. If there is something not listed here, add it. You can tell a lot about what you can do in a nation by what traits they have. If they are Battlemasters, you can learn new techniques and skills from them that are not necessarily in the rule book (roleplay). Also you can tell the types of missions you will get, and what will impress them. Roll with it.
Leader traits are much like the nation’s traits. I wont list any here, as no two people are alike, there are too many traits to list. Make sure you assign stats to the leader.
If you deal with a nation’s enemy, you will lose influence with them. If you kill the enemy, you gain influence. How much influence? ROLEPLAY! Do you get the picture yet? Just roll with it.
If a nation is an empire it has a border, as to how much (must I say it again) roleplay. Think about who they are and what the city is like. This border may be connected to another of their cities, because they will have other cities. You can try and get a map from their leader if you really need to find out where the other cities are. Roleplay out encounters where the other player represents the npc, and you represent yourself. More on this in roleplaying skills.
8.b.Trading: If you are neutral, friendly, or unfriendly with them then you can buy and sell goods with them using the amount shown on the table. If they are hostile towards you, you can buy for double, and sell for half the amounts shown on the chart. If you are Hated, they will refuse to trade with you.
8.c.Quests: There are 8 types of quests you can get from nations. They will only give you quests if you are unfriendly or better, if you are less then that you must use special measures to gain relationship points with them. The quests types are:
o Vanquish: this is your run of the mill kill quest. Whether it is a dragon, a camp of bandits, or an entire empire is up to the nation you are asking.
o Escort: help Person A get from point A to point B without being killed.
o Find: we need this resource/this item. Get it.
o Gather: we need a special mount/resource. Get it.
o Capture: go get this thing/person/city for us.
o Rescue: someone or thing we had was captured. Help us get it back.
o Delivery: get this item from point A to point B
o Discovery: we need to know about this thing. Go do some research.
Every mission you complete will get you a certain number of relationship points. Also, every mission you refuse, or fail, you lose the amount of relationship points you would have gained. Points go as follows:
Point modifier Mission Size
1d10 Skirmish
2d10 Battle
3d10 Warband
4d10 Army

The mission size isn’t literal, it just shows relative hardness. What needs to be done in these missions is up to you and the other player. It could be as simple as gain this many rp’s, or it could be as hard as find this dungeon, and clear it of enemies. Unfriendly and neutral will only give you skirmish size quests. Friendly will give you battle size also, and revered will give you warband and army.
8.d.Hostile and Less: if your relationship with a nation is less then Unfriendly then you have to some hard work to gain back points. You may inquire (discuss with the other player) who they are at war with, what resources they may need. Basically, do things without being asked and give them gifts. You and the other player can decide upon an amount of points you will gain for this action, so that you will be able to gain relationship with them. If you are Hated, they are effectively at war with you. They will attack on sight, and not trade with you. You can still gain points, it is just extremely hard to do so. If you are Hunted, it is impossible to gain relation with them. The only thing to do is to destroy them all.
8.e.Troops: each nation has at least one building listed under their name. these buildings can only be built when you have the listed number of relationship with them. These buildings will give you the power to build that race’s troops. These troops will have special skills and stats that are unique to that race. If you lose the set number of relationship you also lose all the troops, and can buy no more of those troops till you gain back your relationship.
8.f.Mercenaries: if you have a good standing with a nation you may hire mercenaries from their city. The better your influence with them and the stronger troops you may hire. Price and stats of these troops are up to you and your opponent. You may hire a number of troops equal to 3 times your recruit skill per 5 turns


well, theres a lot more i have written... 21 chapters total, with chapter 21 being the appendix (longest part of the rules) ill post more as i get time... please, feedback! im stuck on what to fix, so i need help. and again, if you want a full copy just message me...