Feirgon
2018-12-06, 04:33 PM
You pause as you take in the view before you. You have spent weeks travelling west and these last few days have been the hardest. Though there are roads, this mountain range is not to be traveled by the faint of heart and more than once you have feared the trek would be too much.
But you have reached a semi-apex; an opening from which you can make out the lands of your, soon to be, new home of Vaeldor. You survey the rich landscape nearly nine-hundred square miles surrounding the city. You make out a river that flows down from these mountains, passes near the city, and into the ocean far to the west. To the north is a dense greenery, presumably a forest, but unbroken and vast. Even from your vantage point you cannot see past it. The lands to the south lose their color and look craggy and barren. But in the center of your view are the rolling hills and lush green of viable farmlands. From here, it is not hard to see why Vaeldor is where it is.
But you have a few more weeks of travel before your trip is concluded. So you take a deep breath, log the view to memory, and continue your trek.
Welcome to Vaeldor.
You have traveled as far west as civilization can carry you and you now find yourself at the gates of the exploration city of Vaeldor. It seems the stories hold true, this is no mere outpost. The streets are bustling with life. Most notably are the many adventurers who seem to come and go from the city. This city maybe civilized, but there is wilderness not too far from it's walls... Which is why you are here. You dream of practicing your art of craft but could not make a foothold in the stuffy guilds of the central lands.
It is here you hope to make a name for yourself and hone your craft.
You are an artisan of great skill but little renown. Your goal is to have your name/skill/legacy be known far and wide. However, you will need to manage a shop to ensure you don't end up on the street (also not a helpful look for one's renown). And you are aware that you will not be able to do this all alone. As such, you will find an apprentice here to both aid you and to ensure that your knowledge and work will not be lost.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Homebrew 1d100 System
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Medieval Fantasy Crafting
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Any number
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS
5. What is the characters' starting status (i.e. experience level)?
Master Artisan
6. How much gold or other starting funds will the characters begin with?
10 Wealth, 5 Common Materials, Level 1 Workshop, 1 Apprentice
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Each player must fit a different supply of goods or niche. For example, if there are only a few players, one could be a blacksmith. But if more than one player would like such a role, then they could agree that one is a weaponsmith while the other is an armorsmith. Also, the goods you create must be in a form that is readily usable to an adventurer. As such, you cannot be a gemcutter, but you could be a jeweler. Ask if you are unsure.
NOTE: If multiple people want a specific specialty and cannot come to an agreement, I will select the submission with a stronger background.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
The average person in this world is human. But if you wish to play a certain race, you must describe how that race fits in civilized society in this world. Yes, I am asking you to world-build for me, but that's because I am putting my world-building energies elsewhere :P.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Full array: 80, 60, 60, 50, 50, 40, 40
Half array: 80, 60, 60 (4*8d10)
NOTE: Talking the half array is a gamble, so no rerolls and no switching to full array. You have been warned.
10. Does your game use alignment? What are your restrictions, if so?
Not applicable
11. Do you allow multi-classing, or have any particular rules in regards to it?
Not applicable
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Make dice rolls in a spoiler at the end of a IC post. If necessary, you can make a dice roll in the OOC and link to an IC post if forgotten/erroneous.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
This entire system is homebrewed. Technically, you don't need to know all the details as I will be providing end of turn results for every player. However, the rules will be added below.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
A one paragraph background is the minimum requirement and must include how your character set-up shop in Vaeldor. However, background will be what I use to break ties if multiple players want the same mastery. Possible other stuff to include in a background: personal tutelage and previous master, your failure to break into the guilds of the central lands, the place where your grew-up, major life events, etc.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Roleplaying is the only one that applies here, but there is a bit of "shop management" as well.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Since this is all homebrew, ask if you want add something not included.
Name:
Occupation/Craft:
Workshop/Store Name:
Appearance:
Background:
Skills:
Full array: 80, 60, 60, 50, 50, 40, 40
Half array: 80, 60, 60 (4*8d10)
Assign these stats to the skill below.
Craft:
Sell:
Gather:
Mentor:
Research:
Hunt:
Explore:
Apprentice Name:
Apprentice Description:
Apprentice Skills:
Roll these stats in order.
Craft: 5d10
Sell: 5d10
Gather: 5d10
Mentor: 5d10
Research: 5d10
Hunt: 5d10
Explore: 5d10
Gameplay Overview:
Each game turn represents one month.
Each game turn you will provide three actions for your master crafter.
Each game turn you will provide one action and three "practice" skills for each apprentice.
Skill checks are 1d100+skill level.
Certain actions will generate renown.
Renown limits max skill level, workshop level, sale price of goods, and number of apprentices.
Characters will gain skill levels by taking actions and through training.
Apprentice training becomes less effective as their skills increase.
At a certain skill level apprentices will leave or the player may choose to retire their master to allow the apprentice to run the shop.
Each game turn, your shop will automatically sell the highest grade good available.
Action
Cost
Goal
Result<50 (Fail)
50<=Result<100 (Mitigated Failure)
Result>=100 (Success)
Craft: Goods
1 Common Material
Create goods to sell (profit)
Poor goods (.5 sale price of Normal goods)
Normal goods
Premium goods
Craft: Recipe
Depends on recipe
Using exotic materials to create more valuable goods (renown and profit)
Double cost of common material and wealth
Spend 1 extra common material and wealth
No additional cost.
Sell
-
Sell more goods at a higher price (profit)
Sell 1 extra good
Sell 1 extra good at +2 sale price
Sell 2 extra goods at +2 sale price
Gather
-
Add to stockpile of common materials (resources)
Gain 2 common materials
Gain 3 common materials
Gain 5 common materials
Mentor: Skill
1 Common
Material/ Apprentice
Increase a skill of your apprentice(s)
+3/2/1 to a skill
+5/4/3 to a skill
+10/8/6 to a skill
Mentor: Apprentice
2 Wealth
Add a new apprentice or replace an existing one: dependent on renown.
Spend an additional 2 Wealth, Gain an average apprentice
Gain an average apprentice
Gain a gifted apprentice (+10 to all skills)
Research: Recipe
1 Exotic Material (once when starting research)
Increase knowledge of a given exotic material: bonus +5% per level of workshop (recipe)
+0% recipe completion
+10% recipe completion
+25% recipe completion
Research: Area
1 Wealth
Reveal location of an undiscovered exotic material
+25% location discovered
+50% location discovered
+100% location discovered
Hunt: -
2 Wealth
Discover an exotic material or gather a known exotic material (resources and renown)
+2 common material
+1 rare material
+1/+2 exotic material
Explore: Area
2 Wealth
Chart unexplored lands (resources, profit, and renown)
Find/Discover POI (lose something)
Discover POI (gain something)
Discover/Find Location (bonus exploration in location)
Explore: Location
See System Details
Unlock hidden secrets and find hidden treasures (resources, profit, recipes, artifacts, renown)
Wealth
Minor reward(s)
Major reward(s)
Hire Employee
Increase Monthly costs by 1 for each employee
Gain a boost in production in either Crafting, Selling, or Gathering: must be the first action of the month (resources and profit)
N/A
N/A
N/A
Upgrade Workshop
Next Level^2 Wealth and Next Level*5 Materials
Increase limits and bonuses related to workshop level: renown must be hire than workshop level
N/A
N/A
N/A
When talking any explore action, include [rollv]5d100 for possible different results on multiple tables.
System Details
This game uses d100 rolls to determine if a given action is successful.
But you have reached a semi-apex; an opening from which you can make out the lands of your, soon to be, new home of Vaeldor. You survey the rich landscape nearly nine-hundred square miles surrounding the city. You make out a river that flows down from these mountains, passes near the city, and into the ocean far to the west. To the north is a dense greenery, presumably a forest, but unbroken and vast. Even from your vantage point you cannot see past it. The lands to the south lose their color and look craggy and barren. But in the center of your view are the rolling hills and lush green of viable farmlands. From here, it is not hard to see why Vaeldor is where it is.
But you have a few more weeks of travel before your trip is concluded. So you take a deep breath, log the view to memory, and continue your trek.
Welcome to Vaeldor.
You have traveled as far west as civilization can carry you and you now find yourself at the gates of the exploration city of Vaeldor. It seems the stories hold true, this is no mere outpost. The streets are bustling with life. Most notably are the many adventurers who seem to come and go from the city. This city maybe civilized, but there is wilderness not too far from it's walls... Which is why you are here. You dream of practicing your art of craft but could not make a foothold in the stuffy guilds of the central lands.
It is here you hope to make a name for yourself and hone your craft.
You are an artisan of great skill but little renown. Your goal is to have your name/skill/legacy be known far and wide. However, you will need to manage a shop to ensure you don't end up on the street (also not a helpful look for one's renown). And you are aware that you will not be able to do this all alone. As such, you will find an apprentice here to both aid you and to ensure that your knowledge and work will not be lost.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Homebrew 1d100 System
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
Medieval Fantasy Crafting
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Any number
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
OOTS
5. What is the characters' starting status (i.e. experience level)?
Master Artisan
6. How much gold or other starting funds will the characters begin with?
10 Wealth, 5 Common Materials, Level 1 Workshop, 1 Apprentice
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
Each player must fit a different supply of goods or niche. For example, if there are only a few players, one could be a blacksmith. But if more than one player would like such a role, then they could agree that one is a weaponsmith while the other is an armorsmith. Also, the goods you create must be in a form that is readily usable to an adventurer. As such, you cannot be a gemcutter, but you could be a jeweler. Ask if you are unsure.
NOTE: If multiple people want a specific specialty and cannot come to an agreement, I will select the submission with a stronger background.
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
The average person in this world is human. But if you wish to play a certain race, you must describe how that race fits in civilized society in this world. Yes, I am asking you to world-build for me, but that's because I am putting my world-building energies elsewhere :P.
9. By what method should Players generate their attributes/ability scores and Hit Points?
Full array: 80, 60, 60, 50, 50, 40, 40
Half array: 80, 60, 60 (4*8d10)
NOTE: Talking the half array is a gamble, so no rerolls and no switching to full array. You have been warned.
10. Does your game use alignment? What are your restrictions, if so?
Not applicable
11. Do you allow multi-classing, or have any particular rules in regards to it?
Not applicable
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
Make dice rolls in a spoiler at the end of a IC post. If necessary, you can make a dice roll in the OOC and link to an IC post if forgotten/erroneous.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
This entire system is homebrewed. Technically, you don't need to know all the details as I will be providing end of turn results for every player. However, the rules will be added below.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
A one paragraph background is the minimum requirement and must include how your character set-up shop in Vaeldor. However, background will be what I use to break ties if multiple players want the same mastery. Possible other stuff to include in a background: personal tutelage and previous master, your failure to break into the guilds of the central lands, the place where your grew-up, major life events, etc.
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
Roleplaying is the only one that applies here, but there is a bit of "shop management" as well.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
Since this is all homebrew, ask if you want add something not included.
Name:
Occupation/Craft:
Workshop/Store Name:
Appearance:
Background:
Skills:
Full array: 80, 60, 60, 50, 50, 40, 40
Half array: 80, 60, 60 (4*8d10)
Assign these stats to the skill below.
Craft:
Sell:
Gather:
Mentor:
Research:
Hunt:
Explore:
Apprentice Name:
Apprentice Description:
Apprentice Skills:
Roll these stats in order.
Craft: 5d10
Sell: 5d10
Gather: 5d10
Mentor: 5d10
Research: 5d10
Hunt: 5d10
Explore: 5d10
Gameplay Overview:
Each game turn represents one month.
Each game turn you will provide three actions for your master crafter.
Each game turn you will provide one action and three "practice" skills for each apprentice.
Skill checks are 1d100+skill level.
Certain actions will generate renown.
Renown limits max skill level, workshop level, sale price of goods, and number of apprentices.
Characters will gain skill levels by taking actions and through training.
Apprentice training becomes less effective as their skills increase.
At a certain skill level apprentices will leave or the player may choose to retire their master to allow the apprentice to run the shop.
Each game turn, your shop will automatically sell the highest grade good available.
Action
Cost
Goal
Result<50 (Fail)
50<=Result<100 (Mitigated Failure)
Result>=100 (Success)
Craft: Goods
1 Common Material
Create goods to sell (profit)
Poor goods (.5 sale price of Normal goods)
Normal goods
Premium goods
Craft: Recipe
Depends on recipe
Using exotic materials to create more valuable goods (renown and profit)
Double cost of common material and wealth
Spend 1 extra common material and wealth
No additional cost.
Sell
-
Sell more goods at a higher price (profit)
Sell 1 extra good
Sell 1 extra good at +2 sale price
Sell 2 extra goods at +2 sale price
Gather
-
Add to stockpile of common materials (resources)
Gain 2 common materials
Gain 3 common materials
Gain 5 common materials
Mentor: Skill
1 Common
Material/ Apprentice
Increase a skill of your apprentice(s)
+3/2/1 to a skill
+5/4/3 to a skill
+10/8/6 to a skill
Mentor: Apprentice
2 Wealth
Add a new apprentice or replace an existing one: dependent on renown.
Spend an additional 2 Wealth, Gain an average apprentice
Gain an average apprentice
Gain a gifted apprentice (+10 to all skills)
Research: Recipe
1 Exotic Material (once when starting research)
Increase knowledge of a given exotic material: bonus +5% per level of workshop (recipe)
+0% recipe completion
+10% recipe completion
+25% recipe completion
Research: Area
1 Wealth
Reveal location of an undiscovered exotic material
+25% location discovered
+50% location discovered
+100% location discovered
Hunt: -
2 Wealth
Discover an exotic material or gather a known exotic material (resources and renown)
+2 common material
+1 rare material
+1/+2 exotic material
Explore: Area
2 Wealth
Chart unexplored lands (resources, profit, and renown)
Find/Discover POI (lose something)
Discover POI (gain something)
Discover/Find Location (bonus exploration in location)
Explore: Location
See System Details
Unlock hidden secrets and find hidden treasures (resources, profit, recipes, artifacts, renown)
Wealth
Minor reward(s)
Major reward(s)
Hire Employee
Increase Monthly costs by 1 for each employee
Gain a boost in production in either Crafting, Selling, or Gathering: must be the first action of the month (resources and profit)
N/A
N/A
N/A
Upgrade Workshop
Next Level^2 Wealth and Next Level*5 Materials
Increase limits and bonuses related to workshop level: renown must be hire than workshop level
N/A
N/A
N/A
When talking any explore action, include [rollv]5d100 for possible different results on multiple tables.
System Details
This game uses d100 rolls to determine if a given action is successful.