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 Rules for Settlers Vs Nomads

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Bekah
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Bekah


Posts : 3343
Join date : 2010-09-13
Age : 52

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Rules for Settlers Vs Nomads Empty
PostSubject: Rules for Settlers Vs Nomads   Rules for Settlers Vs Nomads EmptySun Feb 16, 2014 5:43 pm

Alrighty then!  Once again, I am sorry it has taken me a week to get moving with this, but now I am getting myself into gear Smile

I have decided on Nomads and Settlers as names, simply because one group is defensive and therefore more static and the other group is offensive and therefore more mobile.  The divisions are as follows (anyone who wants to still join in can, even after it has started, but then they will automatically go to the group with the lowest number):

Nomads (8 ):

Omenio (E)
Colonel Ives (B)
Hespera (G)
Luffy (D)
Mysterie (A)
Roxanne (H)
Donte (F)
Toastini (C)
   

Settlers (8 ):


Aidann (C)
Kythera (E)
Ahlia (D)
Gilan (A)
John.Calico (G)
Chyler (F)
Trinity (B)
Mick (H)


The letters after your names indicate your starting positions on the map.

You are all free to move about the map as you please.  It is important to note that settlers have a fortification bonus if they are attacked within a one square radius of their home, if they are attacked outside of that zone, the fortification bonus does not apply.  The amount you can move each round is decided by the roll of one six sided die.  This roll will be the sum total of what you can do in that round.

Actions per round will include:

Building fortifications
Crafting Weapons
Moving
Initiating battle
Eating
Resting

If a player rolls the die and gets a 4, then they can divide this number up as they see fit.  So they can use one to build a fortification or craft a weapon, one to eat, then move two squares.

Dice rolls will also be used if a square has a random encounter factor on it.  If this happens, then six possible outcomes will be offered and the number corresponding to the dice roll is what will happen.  Example:

Nomad A walks to grid reference G7 and encounters the following:

1. A wild bear (fight or flee?)
2. A battered shield (+2 Defence)
3. A steel trap (unable to move for one round)
4. Food (increase stamina by 1)
5. Nothing
6. A locked chest (throw a six to open)

Nomad A rolls the die and gets a 2.  They now have a piece of equipment they can use, throw away or trade.

If they throw a one, then this would result in a choice between fight or flight.  If Nomad A chooses to flee, then they move to any free adjacent square.  If they choose to fight, then combat rules will apply.

Combat rules:

This is for random encounters as well as player to player combat.

To keep things simple, combat will be this:

Strength: Adds to the Attack dice roll
Intelligence: Adds to the Defence dice roll
Stamina: If this reaches 0 you have lost
Attack: This is the roll of one six sided die plus any weapons bonus
Defence:This is the roll of one six sided die plus any fortifications bonus

So, when combat happens, then the initiator (the player who is attacking or in the case of a random encounter, the player) rolls one twenty sided die, adds that to the sum of their strength, weapons and attack giving them the damage dealt

Then the other player (or the GM in the case of a random encounter) rolls two twenty sided dice, one for defence and the other for the counter attack.  The amount of the defence (intelligence + fortifications + defence + die roll) is subtracted from the attack and the difference is the damage taken.  If the damage taken brings the stamina to 0 then there is no counter attack and the player has lost the fight.

Strength, intelligence and stamina are random figures given to everyone at the start and can be increased with equipment, food, fortifications, etc.  At any stage, a player can flee, but they lose any equipment they have (only applies in PvP, not PvE) and if they are on their home square, lose their home too.  They then become homeless and both sides can attack them.  Defeated players on the other hand, become slaves of the victor and follow them around.  They also engage in combat alongside their master but only add a dice roll as their stats are reset to zero.

Tracking/Stealth:

While two players may be on the same grid reference, the following rules apply:

1. Same types do not attack, so nomads do not attack nomads for example.
2. Settlers may decide to hide.
3. Nomads need to track to find a hiding Settler
4. To evade detection a settler's hiding ability multiplied by the roll of one six sided dice must exceed the Nomads tracking ability multiplied by the roll of one six sided dice otherwise, combat is initiated.

Food/Rest:

Food found in random encounters or traded with settlers increases stamina by one six sided die roll if consumed.  Resting will also increase stamina by one six sided die roll.  Stamina has a maximum value of 150 and after that no food or resting will increase it.  Eating or resting is one action.

Crafting/Fortification:

Every individual will have a specific skill and will know how long it shall take to craft their speciality.

Trade/raid:

You do not have to be close to another player to trade/raid. Initiating trade/raid takes a whole round regardless of the dice roll.  Instead of a round die roll, you have a trade/raid die roll.  This determines the number of goods that are exchanged/raided.  If it is a trade, then items are swapped like for like example: weapons for fortifications, if it is a raid, then the other player also rolls a die and their number is deducted from the total (consider it a defence), if the result is a positive, then that amount of goods is taken from the player with nothing given in return.

The winner:

Is the person who has enslaved everyone else Very Happy


Character sheets:

These will be set up for each individual and will reflect the correct status at the beginning of each round (I am going to trust each person to be responsible for their own sheet Razz)

The sheets will look like this:

Name:  (you can use your regular login name or make up a name for this RP)
Type:  (Nomad, Settler, Homeless, Slave to ....)
Position: This will be the grid reference point at the start of each round.

Strength: Random start number, increased by equipment
Intelligence: Random start number, increased by equipment
Stamina: Random start number, increased by food/rest

Tracking: This is primarily a nomad skill - helps to find a person on a square
Stealth: This is primarily a settler skill - helps to avoid detection on a square

Attack: Random start number, increased by weapons
Defence:Random start number, increased by fortifications

Equipment: This will be a list of any equipment or items you pick up along the way.

Encounter effects:  Some encounters might have temporary effects, like: getting poison ivy, minus 4 stamina for three rounds, so these will be recorded here.

Special Ability: this will be about weapons crafting for Nomads and fortifications for Settlers.  Also may gain abilities in random encounters.

RP description: A short synopsis of how your character looks, any scars, quirks, etc.




I know this looks very complicated and it most likely is, but I will do my best to explain things as we go along Very Happy We can use this thread for all questions, co-ordinations etc.  I will set up the actual RP with the map so that everyone can get started with that and I will also set up a dice roll thread so that we keep the rp thread open for rp and not clutter it up.  Oh and I am going to be PM'ing you all with your starting stats too.  Don't forget that these can be modified throughout the game Very Happy

So, uhm, GOOD LUCK everyone Very Happy


Last edited by Bekah on Sat Feb 22, 2014 5:31 pm; edited 6 times in total (Reason for editing : to add the laat lammetjie and for stupid emote!)
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Bekah
Noble
Bekah


Posts : 3343
Join date : 2010-09-13
Age : 52

Character sheet
DDO character:
RK Profession: Blacksmith

Rules for Settlers Vs Nomads Empty
PostSubject: Re: Rules for Settlers Vs Nomads   Rules for Settlers Vs Nomads EmptySat Feb 22, 2014 5:32 pm

There has been a change in the line up, our lovely Ritaa has been replaced by Colonel Ives.
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