Expansions!
Nailstone :: Out of Character :: Crunch
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Expansions!
Figured I'd list contents to expansions on the Nailstone ruleset in this thread.
I'm putting expansions of my own to Nailstone's base here. Feel free to post your own in the thread, or feedback, or whichever.
- Help with Making Items For the Game:
- Easy enough, actually.
Items follow a fairly consistent cost pattern:
+1 Def (for armor) or +1 Dam (for weapons) will cost 10 Gp.
from there, costs are as follows:
-1 Def/Dam : -6 Gp (caps at zero)
-1 Hit : -2 Gp
+1 Hit : +2 Gp
+1 Def/Dam : +6 Gp
Granted Skill : 25 Gp
Granted Quality : 25 Gp
- Adding Races:
- Races are simple enough.
Come up with three words to describe them:- A personality trait common to the race (Violent, Possessive, Greedy, etc)
- The Nature of a member of that race (Etherial, Loves Nature, Stealthy, etc)
- A Profession that members of the race often partake in (Businessman, Soldier, Spy, etc)
- A personality trait common to the race (Violent, Possessive, Greedy, etc)
I'm putting expansions of my own to Nailstone's base here. Feel free to post your own in the thread, or feedback, or whichever.
- Vampirism:
- I decided to handle Vampires as a race.
Vampires are somewhat like ghosts in that while they were originally members of another race, they are no longer, and developed a unique set of characteristics all their own when they inherited the blood curse. The older members of the race tend to be aristocratic, having accumulated a fair bit of wealth along the way. These same Vampires often develop an acute arrogance, from having survived as long as they have. It's actually a myth that Vampires have to drink blood, or drain health in anyway for that matter, to survive. However, they are the only race to possess the ability naturally.
Vampires: Arrogant, Drains Health, Aristocrat
- Vehicles and Vehicular Combat:
- Vehicles are a complex system, so this will take a fair bit.
Now, a vehicle has HP, to represent the state of the vehicle as a whole. Should it hit 0, the vehicle will crash, stop, or sink. It has Def to represent the armor protecting the engine, and finally Dam to represent the number of Weapons aboard. It also has a Spd stat, describing its maneuverability. If Spd hits zero, the vehicle is gone. Essentially the same stats as a character, but there are distinctions when it comes to how combat works, see further down.
Vehicles can be upgraded, within reason, and those upgrades will cost. The cost of each additional point in Def or Dam increases by 6 Gp with each one present (starting from 1), and each is capped depending on the class. The HP of a vehicle can not be upgraded, though it can be restored.
Vehicles are then catagorized by type, there being a cheap type, a fast, weak type, a normal type, and a slow, powerful type for each type of terrain. The following list is a work in progress, suggestions are welcome. The lower value in each range is the default equipment.- Classes for Land Vehicles:
- Wagon: (3 HP, 1-3 Def, 0-2 Dam, 1 Spd) - 30 Gp
Classes for Seafaring Vehicles:
Rowboat: (3 HP, 0-2 Def, 0-1 Dam, 1 Spd) - 30 Gp
Light Ship: (5 HP, 1-4 Def, 1-4 Dam, 3 Spd) - 54 Gp
Medium Ship: (7 HP, 2-5 Def, 2-5 Dam, 2 Spd) - 60 Gp
Heavy Ship: (9 HP, 3-6 Def, 3-6 Dam, 1 Spd) - 66 Gp
Classes for Aerial Vehicles:
Glider: (1 HP, 1 Def, 0-1 Dam, 2 Spd) - 18 Gp
Biplane: (3 HP, 1-3 Def, 1-2 Dam, 4 Spd) - 54 Gp
Medium Plane: (5 HP, 3-5 Def, 3-6 Dam, 3 Spd) - 60 Gp
Zepplin: (7 HP, 5-8 Def, 5-10 Dam, 2 Spd) - 66 Gp
To hit - roll [Spd] d6. Handle as normal, Spd is the avoiding skill, use it as the counter stat. If it hits, the attacked ship loses 1 Def.
Damage - Against Vehicles: the attack ship rolls [Dam] d6. The beauty of a large vehicle is that it shoots back when its attacker is in range, so the defending ship rolls Def d6 in response. Damage is linear - the dice are arranged by value, and each row is compared. An uncontested row is considered an automatic success. The side with the most successes wins, and the overpowered vehicle loses 1 Def and 1 HP.
Damage - Against Soft Targets:To hit is calculated the same way the attacking vehicle rolls [Dam] d6 on a hit, and deals that much regardless of Def.
Defending - From Soft Targets: The Spd serves as the amount of skills to avoid a hit, as before, but in terms of damage taken, any successful hit takes 1 Def from the vehicle, unless there is no Def, in which case it takes 1 Spd. Damage rolls as before.
Turrets are vehicles, but Spd is always zero, and they do not die from losing Spd. An attack on Spd results in damage to HP.
Nailstone :: Out of Character :: Crunch
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