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  1. #1
    Shadow141's Avatar Ordinarius
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    Default The Final Frontire version 2 [WIP]

    The Final Frontier

    The Final Frontier is an RPG set in a time of darkness. The Kingdoms of Men have been ripped asunder by many a civil war and the Great Enemy has taken the opportunity to strike. All have fled from this Continent, Ashrodil, except from a select few from the city of Ebereth, searching for a new world, a final frontier. You play as one of the citizens of Ebereth, preparing for the voyage.

    Stage 1 This stage last for 7 days (1 year). In this stage players are free to do what they want. All members of the government have gone and anarchy is on the streets. In the first 2 days people can leave at any time with what they have. In next 3 days people can by passage on the ship with stuff you have. But more man that you have with you more you will have to pay. In the last 2 days of stage 1 you will have to attack the harbour and steal the ship this is the best opction because if you steal the ship you can disassemble it for resorser when you come to new land. But there is a chance that you will not be able to take the ship and die in the old lands.

    Every player starts this stage with 3000
    crowns and 25 men that follow them. You can RP the reason why they are following you from a street gang to the young nobleman. Good RP about why are this men with you will be awarded with 1500 crowns at the end of stage 1. You can buy resources ( check resources) or steal them from the shops. Some shops will still be guarded by the guards and you will have to fight them to be able to steal other will be empty and already looted. To prevent people from looting every minute you will have Action Points (AP) in this stage. You start with 24 AP and you get new 24 every 24 hours. Every good looting RP is rewarded by 2 AP. Every fight with guard will take 4 AP and looting other shops or warehouses will take 3 A. Attaciking harbour takes 16 AP.

    You can make a deal with a shop owners to guard them during this stage if you are successful he will give you all of his resources but not crowns and will come with you as a specialist. NPC will attack the shops during this time. Also shop owner will sell it stuff to NPC so more he sells, less you have at the end. You can send some of your men to steal stuff from them, but there is a chance that a shop owner will find out and you will lose your deal with him.

    You can try and ally yourself with other NPC groups and get more men for later stages


    Stage 2 In this stage all of the players land on the shores of a New World. Those that did not make it, can create new characters but will start with 25 men and 3000 crowns. In this stage you can explore and find a place for your new settlement. You can also attack or allay yourself with other players so you will be stronger.

    You get 48 AP every day for exploration. Map will be divided into the fog of war and only you will know what did you discovered (put your map in the spoiler). To find Iron or Stone you will need a specialist of that type to tell you that there is that resource in the surrounding area. Specialist will not be able to be acquired in this stage. Once you are ready you can just settle down and establish a camp. In this stage you will maybe for the first time encounter natives. When you are ready to create camp stage 3 begins


    Stage 3 In this stage you are the master of your realm and now it is time to expand. If you have settled down on natives land prepare your defense because they are coming and they will show no mercy. You can trade your resources and continue to upgrade your settlement once you have extended your land and settlement enough you are able to create new villages. This is where you build your professional army and reserves.


    Resources
    There are 4 types of resources

    Iron
    Can be acquired by trade or from mining

    Stone
    Can be acquired by trade or from mining

    Food
    Can be acquired by trade or from animals, farming or hunting

    Wood
    Can be acquired by trade or from logging
    From resources specialist can create items

    Iron items
    Weapons
    Armor
    Tools

    Stone
    Use for creating walls and othere buildings

    Wood
    Use for creating walls and othere buildings
    Ships
    Siege equipment

    Food

    Consumed by population. No population growth if not enough food


    Specialist
    There are 4 tipe of speicalist

    Blacksmith
    Creates all things from Iron, can repere broken Iron items

    Stonemason
    Creates all the buildng from stone

    Carpenters
    Creates all building from wood and ships






    I have OK from stigwig to try and restart this.
    Last edited by Shadow141; January 04, 2014 at 10:55 AM.

  2. #2
    Shadow141's Avatar Ordinarius
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    Default Re: The Final Frontire version 2 [WIP]

    Character creation
    You can have one main character until stage 3. In stage 3 you can have to 5 character for the roles of generals and other.

    When you create your character. You have to tell the story why does he have 25 men with him. You will be able to choose from 5 different professions. Every profession will have some negative and some positive traits. Have in mind that what you choose NPC will react differently to you

    Profesions:
    Gang leader +1 to fighting -1 on trust
    Merchant +1 on trade -1 on fighting
    Nobleman +2 on fighting -1 on trade
    Banker +1 on trust -1 on fighting
    Hunter +1 exploration -1 on trade

    You have 6 point for traits you have to put 4 on positive and 2 on negative

    On the end of stage 1 every character get 9 point 6 for positive and 3 for negative

    Positive traits
    Fighting (Attacking and Defending)
    Trust
    Trade
    Exploration

    Negative
    Anger
    Alcoholism
    Paranoia
    Poor vision




    Traits rules
    Postive
    Fighting every +1 gives a better roll when fighting NPC and othere characters for every -1 you get negative roll points
    Trust every +1 gives a better roll when negotiating with NPC if it is bellow 0 for every -1 you get negative roll points
    Trade every +1 prices are 5% cheaper if it is bellow 0 for every -1 prices are 10% more expensive
    Exploration every +1 gives a better roll to see negative side of the place you are trying to settle down

    Negative
    Anger for every +1 you get negative roll points when negotiating with NPC
    Alcoholism for every +1 you get negative roll points when fighting NPC and othere characters
    Paranoia for every +1 prices are 10% more expensive
    Poor vision every +1 gives a negative roll to Exploration


    Stage 1 AP
    Fighting gurads 4 AP
    Looting shops 2 AP
    Looting warehouses 2 AP
    Stealing 3 AP
    Negotiating with other NPC groops to joing you 10 AP
    Attacking harbour to take the ship 16 AP

    Every good RP is revorde with equal amount of AP that it consumes


    Stage 2 AP
    Fighting othere groops 4 AP
    Exploring 10 AP
    Negotiating with other NPC groops 15 AP
    Building a settlement 48 AP
    Huntig 12 AP from 20-40 food nead a roll (food last for 1 year)
    Every member of groupe neads 1 food per year


    Stage 3
    In this stage there are no AP you are a nation now. You can trade with other nations attack them... But you have to send your scout to discover othere players camps or settelments. When your scout come near you will see them and you can start with diplomacy when you want.

    Some natives will be peaceful there will be aggressive it is up to you to decide where you want to go.

    Every member of population requires 1 food in one year or he will die




    Building
    Population that works in the buildings can not go to regular army. It can go to war but then building do not produce resources

    Building a camp 100 wood palisade lvl 1 max 200 population
    Upgrating camp to lvl 1 250 wood palisade lvl 2 max 300 population
    Upgrating camp to lvl 2 400 wood palisade lvl 3 max 400 population
    Upgrating camp to lvl 3 600 wood palisade lvl 4 max 500 population
    Upgrating camp to settelment 600 wood 500 stone Carpenter Stonemason max 1500 population output 2000 crowns
    Upgrating settelment to town 1500 wood 1000 stone Carpenter Stonemason max 4500 population output 5000 crowns
    Upgrating settelment to castle 1200 wood 2500 stone 500 iron Carpenter Stonemason Blacksmith max 3500 population output 4000 crowns

    Number of mine and quarry depends on available natural resources in the area

    Iron mine lvl 1 100 wood Blacksmith output 150-200 iron neads a roll 50 population works in it
    Iron mine lvl 2 200 wood Blacksmith output 200-250 iron neads a roll 100 population works in it
    Iron mine lvl 3 300 wood Blacksmith output 300-400 iron neads a roll 150 population works in it

    Vegetable food last for two years before it spoils
    Farm vegetable lvl 1 50 wood output 200-400 food neads a roll 50 population works in it
    Farm vegetable lvl 2 100 wood output 400-600 food neads a roll 100 population works in it
    Farm vegetable lvl 1 150 wood output 600-900 food neads a roll 150 population works in it

    Animal food last for one year before it spoils
    Farm animal lvl 1 100 wood output 200-500 food neads a roll 50 population works in it
    Farm animal lvl 2 200 wood output 500-700 food neads a roll 100 population works in it
    Farm animal lvl 3 300 wood output 700-1000 food neads a roll 150 population works in it

    Hunting lodge lvl 1 150 wood output 500-700 food neads a roll 50 population works in it
    Hunting lodge lvl 2 200 wood output 700-1200 food neads a roll 75 population works in it

    Stone quarry lvl 1 100 wood Stonemason output 150-200 stone neads a roll 50 population works in it
    Stone quarry lvl 2 200 wood Stonemason output 200-250 stone neads a roll 100 population works in it
    Stone quarry lvl 3 300 wood Stonemason output 300-400 stone neads a roll 150 population works in it

    Lumber Camp lvl 1 50 wood output 200 wood 50 population works in it
    Lumber Camp lvl 2 100 wood output 300-450 wood neads a roll 100 population works in it
    Lumber Camp lvl 3 200 wood output 500-700 wood neads a roll 100 population works in it


    Character Battles only stage 1
    Player has 40 HP

    Roll
    2 D10
    Attack
    Higher Roll - |Alcoholism| - Lower Roll + Fighting + WeaponAT = Possible Damage;
    Defence
    2 D10
    Higher Roll - |Alcoholism| - Lower Roll + Fighting + WeaponDE = Defence
    if (Defence >= Possible Damage) np damage
    else Damage = Possible Damage

    Other NPC characters, members of your group and other have Alcoholism on 0 Figihtig 0
    In the stage 1 you roll for every member of a group that is in battle


    Weapons
    Light
    Short sword +1AT, Light armor +1DE (3 iron)

    Medium
    Sword +2AT, Medium armor +2DE, Shield +1D (9 iron)

    Long sword +3AT, Heavy armor +3DE (11 iron)

    Bow +1AT (4 wood)
    Long bow +2AT (6 wood)

    Every soldier can carry this weapons in every stage iron is so you know how much do you need so you can create weapons for your armies. Every soldier has to have armor


    Armies Battles
    Every soldier that has a Bow or Longbow is Archer other are Light Infantry, Medium Infantry Heavy Infantry

    Archers can fire one shot before infantry attack

    Battle roll for both sides

    2 d8 Roll Archers
    ([Higher Roll + Weapon - Lower Roll])/Armor of Infatry = percentage of Infantry dead for every tipe
    ([Higher Roll + Weapon - Lower Roll]) = percentage of Archers dead

    Infantry attack
    2 d10
    [Higher Roll + Weapon - Lower Roll] = Potential Damage done for every infantry type

    Potential damage - Infantry armor (of enemy) = X
    for othere grupe the same but Y

    if(X<Y) Y wins

    After battle

    2 d20

    Winner
    [Lower Roll/Higher Roll] * number of solders. Max dead 10%

    Loser
    [Higher Roll/Lower Roll] * number of solders. Max dead 20%

    Routing enemies


    d10 Roll
    If it rolls 6-10 enemy escaped
    If it rolls 1-5 50% of enemy escaped new 50% of enemy battle

    Winner can request a routing roll


    Sieges
    Every camp lvl gives 6 RL hours before attack can begin.

    Settelment gives 36 RL hours before attack can begin

    Town gives 48 and Castle 72 RL hours before attack

    When battle begins battle rules are in use but wiht some modifications.

    Attacker
    2 d8 Roll Archers
    ([Higher Roll + Weapon - Lower Roll])/(Armor of Infatry + fort bonus) = percentage of Infantry dead for every tipe
    ([Higher Roll + Weapon - Lower Roll])/ fort bonus = percentage of Archers dead

    Defender 2* this
    2 d8 Roll Archers
    ([Higher Roll + Weapon - Lower Roll])/Armor of Infatry = percentage of Infantry dead for every tipe
    ([Higher Roll + Weapon - Lower Roll]) = percentage of Archers dead

    Infantry same as normal battle

    Fort bonus
    camp lvl 0 0
    camp lvl 1 1
    camp lvl 2 2
    camp lvl 3 3
    settelment 4
    town 4.5
    castle 5.5




    Other rules coming soon. If anyone has any suggestion please tell
    Last edited by Shadow141; January 13, 2014 at 11:12 AM.

  3. #3
    Ace_General's Avatar Praeses
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    Default Re: The Final Frontire version 2 [WIP]

    Hmmm, sounds interesting, I want to RP a group of soldiers in the city taking a rest after a campaign. Would having like 2 dozen veterans of the last war, and one guy whos a blacksmith, then perhaps have most guys have basic carpentry and hunting skills(making huts and field fortifications, siege lines, winter bivouacs etc on campaign). And also perhaps a Priest guy who has some basic medical skill too. Then we can go out, and find our familes and bastard children and baby mommas, pay a visit to the house of the noblemen and officer who is the reason my characters company has only 2 dozen guys instead of a hundred, jack his stuff, then maybe get some chow and get on a boat

    Though I would like to have some kind of class or combination of classes that represents a low level military officer/mercenary captain bro. Like the third son of a minor noble who got roped into the army and was given a bunch of semi-savage peasant dudes and turned them into rather effective but undiscplined light infantry, something like the Croat Border infantry in the 1600-1700s



    Question though, what is the rough time period and level of technology were dealing with here? Can we have matchlocks and new world plants like potatoes or are we more like 1400s-1500s?

    And why do we have to fight the natives, for example, the Pilgrims were pretty cool with the indians until it really became a crown colony

    And
    Last edited by Ace_General; January 04, 2014 at 03:48 PM.
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    Default Re: The Final Frontire version 2 [WIP]

    Technology is medieval, but we can have potatoes.

    As of your man being blacksmith at this time by the rules that is not possible. Only way you can have blacksmith or carpenter is that you make a deal with them in stage 1 but I am thinking of changing something in that area but that people still have a good advantage if they are able to help them in the stage 1

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    Default Re: The Final Frontire version 2 [WIP]

    Quote Originally Posted by Shadow141 View Post
    Technology is medieval, but we can have potatoes.

    As of your man being blacksmith at this time by the rules that is not possible. Only way you can have blacksmith or carpenter is that you make a deal with them in stage 1 but I am thinking of changing something in that area but that people still have a good advantage if they are able to help them in the stage 1
    Well at least will my guys know how to like built huts and chop firewood and like put up a palisade, thats sorta like mediaeval military living 101

    And why would you need stone to make a basic camp, I could only see that being useful to make forges or permanent fortifications
    Last edited by Ace_General; January 04, 2014 at 06:13 PM.
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  6. #6
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    Default Re: The Final Frontire version 2 [WIP]

    About building that is WIP so everything can be changed this is some basic idea.

    About wood your guys will be able to create all food buildings and lumber camps. Every camp where you live has some form of palisade I will change it so that camps do not need stone or Carpenter. Lvl of camp will decide lvl of palisade

  7. #7
    Ace_General's Avatar Praeses
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    Default Re: The Final Frontire version 2 [WIP]

    Quote Originally Posted by Shadow141 View Post
    About building that is WIP so everything can be changed this is some basic idea.

    About wood your guys will be able to create all food buildings and lumber camps. Every camp where you live has some form of palisade I will change it so that camps do not need stone or Carpenter. Lvl of camp will decide lvl of palisade
    Another thing historically, troops like archers and skirmishers were very rarely equipped with armor, and when they were, it was rarely metal, now that I think about it, unless you were a knight or man at arms or very highly skilled mercanary, until the late middle ages you made do with leather, maybe a helmet, and a really big shield, like look at viking and Scottish armies before 1400 for example(I've read FAR FAR to much of the Osprey books in my life)

    And another very important resource you may be overlooking is leather and cloth. You can make armor out of it, sails, was a hugely important trade good, and most importantly, clothes for both cold and warm weather.

    And will there be a way to have your people level up into proffessions perhaps, like if a guy hunts or farms alot he will increase skills then become a speicalist.

    What alot of what Im basing this off and a game you should look into is Colonization.
    Last edited by Ace_General; January 04, 2014 at 07:55 PM.
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  8. #8
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    Default Re: The Final Frontire version 2 [WIP]

    Leather and cloth were in plan then I decided not to put them in. I am now thinking to simplify weapons and armor joining them i one. People to become specialist and give more resources and this point no but I am trying to find a way that everyone can get all the specialists. I can take out archers armor but will need to modify battle system

    And this is why for all above. Games with too many rolls last very little here because people don't like very complicated thing so only way this game can start and survives is that rules and everything is as simple as possible

  9. #9
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    Default Re: The Final Frontire version 2 [WIP]

    Well for the later uses of the game, I propose you have raw material goods, like Iorn, Timber, Food, and stone, then finished/consumer goods like tools, weapons/armor, alcholhol(also very useful as a firestarter, antiseptic/disinfectant, preventing food posiening, and for making water safe to drink), Cloth, Tobacco, and leather

    Actually, I have been watching alot of Surivial Youtube videos to prepare for this RP and I also find it really interesting. Like this video which shows all the uses for grain booze



    I would also say have a choice of development between a city or a fortress

    Also, with the interesting with the residual interest in GSTK to tie my idea of a apocalypse ending the Original and biggest GSTK universe and making it this game. The game ended in the 1470's or 80's so that would be a perfect starting point for this game.
    Last edited by Ace_General; January 06, 2014 at 11:49 PM.
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  10. #10

    Default Re: The Final Frontire version 2 [WIP]

    Quote Originally Posted by Ace_General View Post
    Well for the later uses of the game, I propose you have raw material goods, like Iorn, Timber, Food, and stone, then finished/consumer goods like tools, weapons/armor, alcholhol(also very useful as a firestarter, antiseptic/disinfectant, preventing food posiening, and for making water safe to drink), Cloth, Tobacco, and leather

    Actually, I have been watching alot of Surivial Youtube videos to prepare for this RP and I also find it really interesting. Like this video which shows all the uses for grain booze



    I would also say have a choice of development between a city or a fortress

    Also, with the interesting with the residual interest in GSTK to tie my idea of a apocalypse ending the Original and biggest GSTK universe and making it this game. The game ended in the 1470's or 80's so that would be a perfect starting point for this game.
    ^ Link fixed

    -----
    "Careful little Lord. The North is ruled by more than samurai alone..."

  11. #11
    Shadow141's Avatar Ordinarius
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    Default Re: The Final Frontire version 2 [WIP]

    I will continue this tomorrow it is Christmas in my country today

  12. #12
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    Default Re: The Final Frontire version 2 [WIP]

    I can not see the video it seas it is not there.

    Do you have any idea on what we can spend finished googds

  13. #13
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    Default Re: The Final Frontire version 2 [WIP]

    Added some more rules not certain if anybody is interested in this because so many RP are going to start in next couple of weeks so do I put this one on hold

  14. #14

    Default Re: The Final Frontire version 2 [WIP]

    I am very interested in this idea.

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