Rules for Nailstone
Nailstone :: Out of Character :: Crunch
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Rules for Nailstone
Setting:
Race Descriptions:
NON PLAYABLE RACES -
These are races which cannot be played due to a lack of sentience (ex: wolves) or a lack of balance (ex: fairies, dragons). They may be used for NPCs, and with some tweaking and balancing from a mod, could be made into playable versions. This would require explanations in setting, however.
Character Creation:
- Spoiler:
- Fantasy. The kingdom of Nailstone spans across the majority of the plains, and a good deal of the mountains and seas that border it. The royal government is fairly well liked, but every few years some warlord will decide that it should be destroyed, and attack the capital, which can easily defend against any and all attacks by land or sea. The kingdom is run by a mix of various races, with no race in the majority. Constructs, humans, elves, dwarves, orcs, dragonkin, halflings, goblins, and ghosts not only exist, but are treated fairly equally. Magic is simply a range of skills for one to learn.
Religion is a subject most don't speak of. It's a matter of everyday life, and most pray in private. Nonetheless, there are several common religions in the Kingdom: Royalism, Worshipping the royal on the throne, and those who held the position before; Draconism, the worship of dragons, who are very definitely real and powerful; Mechanism, holding faith for a point where technology will improve at an infinite rate, and so begin a full revolution of species as a whole; and Monoism, worshipping a single god from a pantheon of many, so that that god may grant and be granted peace. Minor cults of other sorts do exist.
Race Descriptions:
- Spoiler:
- Constructs: No one, not even the members of the race, is entirely sure how they came about. They possess mechanical bodies, animated by magic, and consequently can avoid several of the dangers that come with flesh, although they have different faults which even the odds. They aren't known for creativity, but are industrious, and many wander the world simply to explore it, and observe changes as they come over the centuries.
Dragonkin: If you need someone to lead a crusade, a dragonkin is right for you. They often take pride in being related to creatures that many of the races worship as gods, and quite a few also possess the ability to breath flames, albeit not to the degree that a proper dragon could. They place high value in honor, although just what honor is exactly seems to vary. A large amount find work as paladins.
Dwarves: One of the more inventive races. Many enjoy carving structures, and they are responsible for some of the more impressive engineering feats in the kingdom. Tend to respect Goblin's work, but are often at odds with their usual carefree attitude to building. They're often fairly gruff, and even the more verbose members of the race aren't usually of the sort to waste time speaking of minor issues. However, despite these notable traits, Dwarves are most often known and celebrated for their love of alcohol. To date, over 327 varieties of alcoholic drink exist, many of which would tear a hole through a lesser race's liver.
Elves: Rather little is known of these folk. They vary greatly in appearance, the only common trait being that they have pointed ears. They can be found in all manner of locations, ranging from thick forests to underground caverns to the open sea, but the one thing linking all locations where an elf town may be located is life. Many, many elves harbor a love of nature, and will take great pains to be near it. It's this same love of nature which results in many seemingly not caring of sentient creatures, coming across as aloof. A similar side effect of this isolation is that many develop talents as solitary hunters.
Ghosts: It doesn't matter which race a ghost used to be. The process of staying behind requires such character traits that they are a race unto themselves, as creatures of will. Many are held on the earth by their regrets, and spend a good amount of time angsting about it. Thankfully, this is only one portion, albeit a large and notable one. Many lack the ability to retain a completely physical form, and consequently can avoid physical dangers, though the intent to kill will harm them as well as the physical attack would have were they alive. Lastly, there is a fairly common trait of haunting people or objects, simply to scare unwitting creatures for a laugh. Not the nicest of folk to be around, but they can be great allies.
Goblins: A smallish race that gets a worse rap than it necessarily deserves. They tend to examine how things work by carefully throwing metaphorical, or on occasion, literal wrenches in the works, and so cause a great deal a mischief simply by being themselves. It is this same preoccupation which results in their creating all sorts of gadgets, ranging from the useless (the underwater telescope) to the incredibly useful (self-automated weaponry). They also have a reputation as thieves due to a common love of money. Many goblins will go out of their way to make money by any means, though quite a few will take a route general culture would see as ethical. They are often the lawyers in society, but there's no love for any species in particular, let alone their own.
Halflings: Occasionally mistaken for being a race of “Good Goblins”. They generally do not display any outward emotion, resulting in being halfway disturbing to many other creatures. This, combined with a very common trait of studying often results in them making excellent thieves and assassins. However, they are better known for their mastery of magic, as a halfling interested in magic will study it to an incredible depth and understanding.
Humans: A nasty race, these. They're violent to an extreme, to the point where their solution to a problem comes down to destroying something in 90% of the cases. Need to cross a river? Stop the flow and walk across the dry land. Someone withholding information? Beat it out of them. Disease infecting the streets? Kill the disease with poisons. They're intelligent about how they apply their violence as well: if an enemy can't be hurt by conventional means, leave it to a human to find a way to obliterate the entire thing. Violence is at the heart of human culture. Thankfully, they keep themselves restrained enough to coexist with other races and often find work as soldiers where their violent impulses may be put to good use.
Orcs: A green-skinned people of simple needs and wants. Many ignorant creatures will mistake this for stupidity, but it seems to be a form of wisdom. It doesn't matter to an orc why they exist, only that they do, and what they should do next means more than how they got there. They live for the moment. Pick a fight with a random person to get their mind off of their romantic drama, drink heartily, and the best way to end a party is to blow the building sky high. Simply spectacular, albeit often at the cost of property. Many have a strict sense of ethics keeping themselves in check, but many see no problem doing mercenary work to pass the time.
Halfies, half'n'halfs, etc: Any pairing of the sentient races can bear a child, and while the child will bear the traits of both races, they will be infertile, as the races are indeed separate species. There are certain positions in society only held by halfies, though this tends to be through force of tradition.
NON PLAYABLE RACES -
These are races which cannot be played due to a lack of sentience (ex: wolves) or a lack of balance (ex: fairies, dragons). They may be used for NPCs, and with some tweaking and balancing from a mod, could be made into playable versions. This would require explanations in setting, however.
- Spoiler:
- Bats: Simple, Panicky
Tiny flying creatures.
Bears: Brutal, Hungry, Protective
They are large, animals that live in forests. They have sharp claws.
Cats: Arrogant, Agile, Explorer
Often kept as pets, though many run wild in the cities.
Dogs: Loyal, Speedy, Pet
Often kept as pets, though many run wild in packs.
Dragons: Ancient, Collector of the Strange, Destroyer, Elemental Breath.
The oldest race in the world, or close to it. They are powerful, ancient, wise, and often very proud of their lives. There is a VERY good reason why many consider them to be living gods.
Elementals: Elemental Enchantment (natch)
EWISOTT. They are a partial personification of an element.
Fairies: Mischievous, Magically Inclined
Hang around “interesting” places. While they are a sentient race, they rarely act outside of their home areas. Are usually talented with some area of magic, although they are equally limited to that area.
Gelatinous Cube: Acidic
This wouldn't be a DnD derivative without one.
Giant Spiders: Poisonous, Jumping, Industrious
Not sentient, but very productive when it comes to making traps.
Golems: Slow, Powerful, Mechanical
A non-sapient construct. Usually the result of an attempt at recreating a full construct. No attempt thus far has succeeded.
Hawks: Focused, Hungry
Birds of prey. What can ya do? Same basic run works for Eagles, Falcons, and the like.
Lich: Dedicated, Necromancer, Old
A necromancer who sacrificed his own body in exchange for immortality. Sentient, obviously.
Skeleton: Mindless, Undead
Mindless undead minus flesh
Slimes: Hungry, Affectionate, Peaceful, Elemental
An interesting species. Not sentient, but make excellent pets when tamed. They are often hungry, and will eat all sorts of things, leaving only metals behind. They are peaceful unless starved, and many have elemental traits.
Trolls: Foolish, Stupid
As stupid as people think Orcs are. Nonsentient, violent, brutish, beat em senseless and leave em.
Wolves: Loyal, Speedy
Like dogs, except wild, and more dangerous due to keeping in practice.
Youkai: Mysterious, Energetic, Egotistical, Magical.
Sentient, but incredibly varied. Youkai are EXTREMELY rare in Nailstone, but there are rumors of a land where they are more plentiful. Be careful, dealing with one. They often have power in spades, more than enough to wipe an unexperienced party. It would require an incredible amount of luck to defeat one without preparation. Each tends to have a specific ability their own, such as control over flowers, boundaries, etc. (Yes, fatman. This is so the rest of the Touhous can exist in setting. Don't expect me to let you use a major character. I might let Koa slide. Might.)
Zombies: Mindless, Undead
Mindless undead with flesh.
Character Creation:
- Spoiler:
- Pick a race and racial characteristic from the list below:
Constructs: Industrious, Mechanical, Explorer
Dragonkin: Proud, Flaming Breath, Paladin
Dwarves: Gruff, Drunkard, Mechanic
Elves: Aloof, Loves Nature, Hunter
Ghosts: Mournful, Ethereal, Haunting
Goblins: Mischievous, Tinkering, Thief
Halflings: Focused, Well Studied, Sorcerer
Humans: Violent, Adaptable, Soldier
Orcs: Scrappy, Demolitions, Mercenary
Should you decide to play a Half-Race, pick a characteristic from each race, use both, and sacrifice a skill point (see below) for it.
Then, write a background for the character. Keep it to a vignette, something short and to the point. Gender has no bearing on the character's stats.
Each character starts with 5 HP, 1 Defense, and 0 Damage. You then have 5 Skill points to spend as follows, unless you are a half-race, in which case you have 4 skill points to spend:
-On a skill (Archery, Engineering, Art History, Exploration, Lockpicking, etc.)
-On a Quality, though this may only be done once. (Cheerful, Brutal, Gentlemanly, Mercenary, etc.)
-On an additional 2 HP, this is limited to once every time Skill Points are awarded.
-On an additional point in Defense, which cannot under any circumstances exceed ½ of the character's maximum HP, rounded up.
-On an additional point in Damage, limited to once per time Skill Points are awarded.
In addition, the character is given 16 Gp to buy equipment as they will. See the item list further in.
Characters will be given 1-4 Skill points for events completed in game, at the mod's discretion. Generally, plot events should be rewarded, as well as interesting solutions to encounters.
- Spoiler:
Each turn will be 48 hours long at maximum. If all players get their actions done, we can go to the next turn that much faster. If you miss a turn, the DM will play your character, andmaywill have no issue with letting the character do suicidally stupid things like eating fire. I'm capping party size at 5, and most importantly, Rule 1: THE DM WILL HANDLE ALL ROLLS. This is mostly in place to prevent cheating. When you make your turn, you DO NOT KNOW THE RESULTS OF YOUR ACTION. This includes initiative. You can try to punch someone in the face, and the DM will tell you that you punched him across the room in about 8 pieces, but you CAN NOT say that you punched him across the room when you declare your action. Results are the DMs domain. Again, this is to prevent cheating. This is RULE 1. THOSE WHO BREAK RULE ONE will recieve a two-day ban (not worth much, but you'll miss a couple turns) and the DM will cancel, and then subvert your attempt. In other words, take the example of the player punching an NPC across the room. If they say "I punch the NPC so hard he flys into the wall at the other side of the room." The DM would be fully justified in editing the post into "I try to punch the NPC, only to break my arm when it hits the wall. Status: Crippled Arm" DMs will be given Moderator status so that they may do this. Seriously. This is the only strict rule. Don't break it.
All tasks are handled against a simple baseline: Take any skills your character has that could assist in doing a task, and roll that many dice plus one. Take the highest value, and any 6s rolled add one to the result. If you are doing a task against another character, they subtract one die for every skill they have that could counter your attempt. Minimum dice rolled is one. Interpret the results as follows:
Is the attempt successful?
1. No, and... (critical failure)
2. No.
3. Yes, but... (partial success)
4. Yes.
5. Yes.
6. Yes, and... (critical success)
7: Yes, and... and... (multiple critical success)
etc.
Each "and..." is an additional effect of the attempt. For example: If it's kicking down a door, and there's one "and..." rolled (total of 6) then not only did the player kick down the door, they also surprise attacked the enemy on the other side, and you should roll for the damage you dealt.
Attacking's similar to DnD in raw concept. Roll your chance to hit as any other task against another character first. Then, should it confirm, roll 1d6-1, add your Damage stat, subtract their Defense stat, and take the result from their health.
“and...”s are handled as a critical attack. Any enchantment on the weapon has first dibs, but if there is no enchantment, then consult the table below:
Roll 1d6:
1. Bleeding, 1 turn.
2. Bleeding, 2 turns
3. Double Damage
4. Stunned
5. Stunned 2 turns
6. Knocked Back
Status Effects: Just a quick list, with meanings.
Status - Effect - Countered by
Bleeding - -1 HP per turn - Heal Potion, Bandages, First Aid check
Stunned - Skip turn - Recovery Potion, Recovery check
Poisoned - -1 HP per turn - Antidote
Frozen - Skip turn - Flame magic
Burning - -2 HP per turn - Water magic
Slowed - -1 to Hit - Haste Potion, Wind Magic, Recovery check
Crippled Arm - -1 Defense and -1 Damage until healed - First Aid check +1, Heal Potion
Crippled Leg - -1 to Hit until healed - First Aid check +1, Heal Potion
Silenced - Unable to use magic skills - Recovery Potion, Recovery check
Charmed - Reverses who plays who - Recovery Potion, Recovery Check
Fear - Runs away - Will Check
Hastened - +1 Movement - Slow Potion, Earth Magic
Strengthened - +1 Damage - Crippled Arm, Crippled Leg
Drunken - -3 to Hit - Heal Potion
Item List:
Weapons:
Unarmed – 0 Gp – [-1 Dam]
Brass Knuckles – 2 Gp – [+0 Dam, -1 Hit]
Leather Gauntlet - 4 Gp - [+0 Dam]
Plate Gauntlet - 10 Gp - [+1 Dam]
Chainmail Gauntlet - 12 Gp - [+1 Dam, +1 Hit]
Knife – 2 Gp – [+0 Dam, -1 Hit]
Short Sword – 4 Gp – [+0 Dam]
Longsword – 10 Gp – [+1 Dam]
Katana – 12 Gp – [+1 Dam, +1 Hit]
Claymore – 16 Gp – [+2 Dam]
Daikatana - 20 Gp - [+2 Dam, +1 Hit]
Club – 4 Gp – [+0 Dam, -1 Hit]
Hammer – 4 Gp – [+0 Dam]
Wrench – 8 Gp – [+0 Dam, +1 Hit]
Warhammer – 10 Gp – [+1 Dam]
Staff – 10 Gp – [+0 Dam]
Shortbow – 2 Gp – [+0 Dam]
Longbow – 4 Gp – [+0 Dam, +1 Hit]
Crossbow – 10 Gp – [+1 Dam]
Simple Arrow – 1 Gp – [+0 Hit]
Refined Arrow – 2 Gp – [+1 Hit]
Armor:
Clothing – 0 Gp – [-1 Def]
Leather – 4 Gp – [+0 Def]
Platemail – 10 Gp – [+1 Def]
Chainmail – 12 Gp – [+1 Def, +1 Hit]
Potions:
Small Heal Potion – 2 Gp – [+3 HP, limited to the character's max HP.]
Small Haste Potion – 2 Gp – [Haste, 1 turn]
Small Slow Potion – 2 Gp – [Slow, 1 turn]
Small Poison Potion – 2 Gp – [Poison, 1 turn]
Small Beer – 2 Gp – [Drunken, 2 turns]
Heal Potion – 8 Gp – [+6 HP, limited to the character's max HP.]
Haste Potion – 8 Gp – [Haste, 2 turns]
Slow Potion – 8 Gp – [Slow, 2 turns]
Poison Potion – 8 Gp – [Poison, 2 turns]
Wine Bottle – 8 Gp – [Drunken, 4 turns]
Large Heal Potion – 20 Gp – [+12 HP, limited to the character's max HP.]
Large Haste Potion – 20 Gp – [Haste, 4 turns]
Large Slow Potion – 20 Gp – [Slow, 4 turns]
Large Poison Potion – 20 Gp – [Poison, 4 turns]
Bottle of Dwarven Ale – 20 Gp – [Drunken, 8 turns]
Recovery Potion – 4 Gp – [Recovery from a mental status effect]
Antidote – 4 Gp – [Recovery from poison]
Revive Potion – 20 Gp – [Revives a fallen character]
Misc:
Explosive Powder – 4 Gp – [Requires demolitions or similar]
Rope – 4 Gp
Lockpicks – 4 Gp
10' Wooden Pole – 4 Gp
Iron Spike – 1 Gp
Personal Item – 1 Gp
Naming/Enchanting Items:
Naming or Enchanting an item costs 25 Gp, or may be granted by the mod for a discount, or even for free, should it fit the character's background.
Ex: Brass Knuckles [+0] could become Love and Hate [+0, Grants Roughing Up]
Available enchantments to use: +1 Damage, +1 Defense, +1 to Hit, Granted Skill, Granted Quality
Nailstone :: Out of Character :: Crunch
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