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Stone Horizons

Started by One Horse Town, August 05, 2007, 12:42:51 PM

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flyingmice

Quote from: One Horse Town55Gargoyle Halls

Deep in the bowels of the mountain, old halls sit forgotten in dust and darkness. No human footfall has disturbed these halls for hundreds of years. They are not empty, however. In the glow from the lava flow that frames one side of these halls can be seen line upon line of hideous statues. Imps, demons, tiny dragons and hoary animals of a dozen forgotten species sit on obsidian plinths. Jewelled eyes stare indifferently from these carvings – twinkling with reflected light.

If ever a traveller once more found these ancient delves, he could be forgiven in thinking that these rows of sentinels lived. If he resisted the urge to flee the crushing heat, the twitching shadows and crack of stone, he would be in no doubt. His screams would be short and his eyes would only briefly glimpse the majesty of a hundred statues taking flight and jabbering in a low, rumbling language, before his life was taken from him.

MWAHAHAHAHA!

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

One Horse Town

Quote from: flyingmiceMWAHAHAHAHA!

-clash

:evillaugh:

One Horse Town

A couple of the entries contained in the Politics table - which is one of 10 tables that can be rolled on after you have used the Problems & Politics master table. You roll once on the master table for each feature in the game, then roll on the table determined to find out what the feature problem is. :)

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Tradition Led: Little rituals and procedures that have been handed down over countless years dominate the daily life and work of the feature. Chances are that few people remember their relevance anymore, but tradition dictates their use. These traditions may be contained within musty tomes (or for a fantasy game, maybe a Records Room) or handed down orally. Failure to follow the traditions can be viewed as rude, bringing bad luck or may even be against the law. Local folk may see the residents of this feature as harmlessly charming, backward or simply as a curiosity.

Caste System: The hierarchy of the feature is aligned via a caste system, which is rigidly adhered to. Promotion to elevated positions may not be possible for certain castes and this may have a direct bearing on the perceived Status of the residents, NPCs and PCs. Create a simple caste system and inform the players about it. It will be little fun for a character created in this feature if he does not agree to the limitations imposed by a caste system, so make sure there is some leeway within it and that the player is onboard with your creation.

One Horse Town

So - combat...

As things stand at the moment, most combatants can probably be hit about 4 or 5 times before they meet their maker.

Is that too 'cinematic' for Stone Horizons?

flyingmice

Quote from: One Horse TownSo - combat...

As things stand at the moment, most combatants can probably be hit about 4 or 5 times before they meet their maker.

Is that too 'cinematic' for Stone Horizons?

That's about the ratio I use in StarCluster games, and no one thinks they are particularly cinematic.

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

Rob Lang

Depending on what they're hit with, it sounds good. Gives the player plenty of options to back out/change their mind.

One Horse Town

Quote from: flyingmiceThat's about the ratio I use in StarCluster games, and no one thinks they are particularly cinematic.

-clash

Fair enough! I'll probably leave well alone then. With Reflexive Combat Options, you should get the variety needed to make combats different, so that not every combatant falls at the same time.

One Horse Town

A special ability that those brave enough to make a living in some of the huge areas of crypts found in the castle get for their troubles.

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Glory Hound

Features: Crypts

You have a nose for danger and an intuitive grasp of where treasures lay. Whenever you attempt a Spot test when searching for treasure or to notice an ambush, you can add a number of dice to the total rolled equal to the number of successes rolled in a Free Glory Hound test.

Other effects
2 Successes: If you gain 2 successes in a Reflexive Glory Hound test, you may add 1 die to the total rolled for all actions targeting a Lurking Menace or Night Terror during the current scene.
3 Successes: You can temporarily raise your Status score by one point after defeating a Lurking Menace or Night Terror if you gain 3 successes in a Glory Hound test. This lasts until the end of the game session and is in addition to any other Status awards. You may only benefit from this once per game session.
4 Successes: You can force an adversary (bar Lurking Menaces, Night Terrors & Vermin) to make a Social Morale test, as you relate your deeds.

One Horse Town

An explanation of the various types of test used in Stone Horizons. :)

Assigning test difficulties will be covered in the final tome.

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Normal tests

You can attempt to use any skill in Stone Horizons – even if you do not have it on your profile. If you do not have the relevant skill, then you roll a number of dice equal to the statistical rating of the parent stat for the skill. For skills that you do have, you add your skill rating to the parent stat and roll that number of dice.

Normal skill tests are those that take 1 round or less during a Scene to attempt. You can attempt 1 Normal test during each round in a Scene and you take it once your Initiative Number has been reached.

Reflexive tests

Reflexive tests are actions that are carried out in response to an immediate danger or represent your instincts. One Reflexive test may be attempted in addition to a Normal test in each round of a Scene. Reflexive actions can be skill tests or uses of Special Abilities. Roll a number of dice equal to your skill rating & parent stat, for skill tests, or equal to your Special Ability rating, for Special Abilities. Reflexive tests can be attempted at any time during the round.

If you do not have a skill rating on your profile, then you may not attempt RCOs or RSOs listed for that skill.

Free tests

Free tests are similar to Reflexive tests in that they can be attempted at any point during the round. Unlike Reflexive tests, however, any number of Free tests can be made during a round. Free tests represent characteristics that are innate to your character. As such, they need no concentration to activate. Stamina, strength of mind, and speed of thought are all examples of Free tests. Some Special Abilities are represented by Free tests.

Extended tests

Extended tests are those actions that do not fit into a combat round. These actions may take several minutes or several hours (even days) to complete. It is possible to make Free tests whilst in the midst of an Extended test, but if you have to make (or choose to do so) a Reflexive test during this time, your Extended test suffers a 1 dice penalty to the attempt.

Difficulties

In Stone Horizons, characters can attempt every skill in the game and be relatively successful at it. Assigning a success condition to tests should only be demanded when the activity being attempted is above average in difficulty. The GM decides how many successes are needed to carry out the task satisfactorily.

Difficulty Successes Needed

Easy Instant success
Average Instant success
Challenging 1
Hard 2
Very Hard 3
Next to Impossible 4
Luck of the Mage-Folk 5


(P.S: This section needs clarifying somewhat, but should give the genral gist!)

flyingmice

Quote from: One Horse TownAn explanation of the various types of test used in Stone Horizons. :)

Assigning test difficulties will be covered in the final tome.

-----------------------------------------------

Normal tests

You can attempt to use any skill in Stone Horizons – even if you do not have it on your profile. If you do not have the relevant skill, then you roll a number of dice equal to the statistical rating of the parent stat for the skill. For skills that you do have, you add your skill rating to the parent stat and roll that number of dice.

Normal skill tests are those that take 1 round or less during a Scene to attempt. You can attempt 1 Normal test during each round in a Scene and you take it once your Initiative Number has been reached.

Reflexive tests

Reflexive tests are actions that are carried out in response to an immediate danger or represent your instincts. One Reflexive test may be attempted in addition to a Normal test in each round of a Scene. Reflexive actions can be skill tests or uses of Special Abilities. Roll a number of dice equal to your skill rating & parent stat, for skill tests, or equal to your Special Ability rating, for Special Abilities. Reflexive tests can be attempted at any time during the round.

If you do not have a skill rating on your profile, then you may not attempt RCOs or RSOs listed for that skill.

Free tests

Free tests are similar to Reflexive tests in that they can be attempted at any point during the round. Unlike Reflexive tests, however, any number of Free tests can be made during a round. Free tests represent characteristics that are innate to your character. As such, they need no concentration to activate. Stamina, strength of mind, and speed of thought are all examples of Free tests. Some Special Abilities are represented by Free tests.

Extended tests

Extended tests are those actions that do not fit into a combat round. These actions may take several minutes or several hours (even days) to complete. It is possible to make Free tests whilst in the midst of an Extended test, but if you have to make (or choose to do so) a Reflexive test during this time, your Extended test suffers a 1 dice penalty to the attempt.

Difficulties

In Stone Horizons, characters can attempt every skill in the game and be relatively successful at it. Assigning a success condition to tests should only be demanded when the activity being attempted is above average in difficulty. The GM decides how many successes are needed to carry out the task satisfactorily.

Difficulty Successes Needed

Easy Instant success
Average Instant success
Challenging 1
Hard 2
Very Hard 3
Next to Impossible 4
Luck of the Mage-Folk 5


(P.S: This section needs clarifying somewhat, but should give the genral gist!)


Sweet! Nice work, Dan! :D

-clash
clash bowley * Flying Mice Games - an Imprint of Better Mousetrap Games
Flying Mice home page: http://jalan.flyingmice.com/flyingmice.html
Currently Designing: StarCluster 4 - Wavefront Empire
Last Releases: SC4 - Dark Orbital, SC4 - Out of the Ruins,  SC4 - Sabre & World
Blog: I FLY BY NIGHT

One Horse Town

Just a quick update. 30 features complete, only 62 to go...;)

Skills are about 2/3rds done, same with special abilities. Equipment lists yet to be started.

Hopefully still on schedule for a June playtest - which i'll announce in that other thread, so folk don't miss it. :)

One Horse Town

A little description of one of the fantasy races in the game.

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Rafters

Rafters are a peculiar species that have adapted to the unique environment of the castle. Sages believe that they are descended from wall crawling lizards, which over countless years have been warped by the castle into their current form. Reaching heights of between four and four and a half feet, they seldom actually gain their full height, being hunched over to better clutch the stonework and wooden beams of their homes. As the name suggests, Rafters live in the lofts, vaulted ceilings and remote tower-tops, crawling along the beams, carrying out repairs and destroying any vermin that they come across. They are uniquely adapted for this life. They are able to change their skin colouration to match their environments, have a long tongue that can be shot out to 3 feet to catch food, and an extra pair of arms with which to carry out work whilst clinging onto a beam, or to assault enemies whilst doing the same. In fact, they have few human characteristics at all; only a discernable skull and the extra pair of limbs being recognisably human in appearance alter their fearsome countenance. Despite their alien appearance, Rafters are generally well thought of for the work that they do in repairing the castle and repelling (and eating) vermin. Over the years, they have managed to master the local human languages and can converse as well as any human adult, showing equal intellect in many cases.

Rafter nests are communal affairs, with members claiming any available space and all helping with defensive and cleaning duties. Young are born live, unlike their ancestors and usually number 2 or 3 individuals. These young look no different than the lizards that can be seen clinging to the walls all over the Stone Horizons, so predation is a problem. For this reason, the young are normally kept to the nest until they start to develop their second pair of arms; thus distinguishing them from normal lizards. Rafters have an intense dislike for another of the Stone Horizon's anthropomorphic races - Ratlings. Where Rafters build and repair, the Ratlings destroy, and confrontations are not uncommon between them.

One Horse Town

How the noble art of cartography can help you in extremis.

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Cartography (Reasoning)

(RCO) Cartographer's Eye: Your eye for detail transfers itself to the encounter environment – you have a mental map of the battlefield. If you gain 2 successes in a Reflexive Cartography test, you add 1 die to the total rolled in a single test made by an ally within 10 feet or subtract a number of dice equal to your Bearing statistic from the weapon test of 1 opponent directly attacking you.

One Horse Town

Table 2-1 Problems & Politics Master Table

Roll 1d100 for each feature and then roll on the relevant sub-table. Implement any special instructions contained in the feature entry before rolling on these tables.

Entries marked with an (F) suffix are generally only suitable for a fantasy game. Details on special features are available in the forthcoming Architects sourcebook.

01-10Vermin
11-20Special Features (F)
21-30Night Terrors (F)
31-40Supplies & Resources
41-50Structural & Environmental
51-60Disease
61-70Lurking Menace (F)
71-80Politics
81-90Unsolved Crimes
91-00Magical (F)

One Horse Town

37Grottos

The water made a relaxing sound as the waves washed under the huge stone overhang of the castle walls above. Young Driftwood meandered across the shadowed beach, his bare feet delighting in the texture of the sand beneath his feet. He guffawed to himself. He remembered the old tale that his grandma used to tell him about the sand of the grotto being the crumbled bits of the castle walls that hung over it. "The waves wash the bits of rock off the walls and they fall onto the floor," she used to say. Driftwood never believed her, but he missed the story anyhow.

The sound of the echoing waves changed as a small sloop heaved to under the gigantic shroud of the castle and made towards the small wooden docks. Pale-faced men and women emerged from their tiny huts on the beach and awaited the new arrival with hope in their eyes. Maybe this boat carried the tools they needed to repair their own craft. Ever since the pirate raid they had gone hungry. Maybe this time, maybe this time.