Project Armageddon

Summer Campaign Rules Update

The rulebook has been updated for starting things up for the summer.

Changes are as follows:

Can no longer level augment.

Cancelling actions is required first if you have executed an action. AT = 10 – REA.

Violence check recovery changed.

Weapon and Armor charts have been created. Follow as guidelines.

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Rules Addition 2
Combat for the Masses!

Large scale combat rules (simplified)
- Each player now would have under their leadership a group of units (up to 20 in the same square)

- A space in combat is now 20m per square (may adjust later if this is problematic)

- Units require a cost per person in the unit.

- All actions simultaneously taken by one side. A combat round takes 6 minutes, as opposed to 6 seconds.

- Leadership – Your skill in leadership determines how many squares away you can actually command your own individual units. Also, any units with skills that the leader has are enhanced towards all units within the leadership range (typically within the same square).

- A unit can contain a cluster of people with different skills. However, the lowest stat across each group is used for each combat stat.

- A player may set up formations for their unit as well. This can make a unit more or less vulnerable against siege weapons and offensive spells, as well as increase or decrease battle statistics.

- The team sets up the order in which players are able to declare their actions.

- Units are detailed as follows: (Health, Damage, Absorption, Movement, Special, Cost)

- Foot Soldiers

o Blademen: 5, 3, 2, 3, +Damage per success against Archers/Axemen, $50

o Axemen: 5, 4, 1, 3, +Damage per success against Archers/Pikeman, $50

o Pikemen: 5, 3, 2, 3, +Damage per success against Archers/Blademen/Cavalry, $60

o Heavy Armor: 6, 3, 3, 2, +Absorption against Archers $75

- Archers: 4, 2, 1, 4, May take aims on a square for extra damage, ranged attack, $50

- Mages

o Healers: 5, 0, 1, 4, May heal a single adjacent character to full as an action. $150

o Offensive Casters (Unavailable in first fight)

o Communicators: 5, 0, 1, 4, May send messages to other units. $100

o Enchanters: 5, 0, 1, 4, May increase attributes of other units for 3 rounds. $150

- Cavalry

o Horse Archers: 5, 2, 2, 6, ranged attacks. $150

o Front Combat Cavalry: 5, 3, 3, 6, may charge through an enemy unit. $100

- Siege Weapons

o Catapults: 4, 4, 2, 1, Damage hits all units in a square. $200

o Trebuchet: 4, 5, 2, 1, Damage hits all units in a square, extended range. $300

o Ballistas: 3, 5, 2, 1, Fires shots in a line, farther than Archer units. Has a chance to hit multiple units in a square. $250

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Modification to Main Rules
OGS Rules Amendments

Changes in the rules:
- All ranged touch spell ranges have ranges increased to 2R in meters.

- All spells with augmented costs also have an increased range (50% per augmentation)

- Bolt ranges and Line ranges have increased to 5R meters.

- Cone’s range has increased to 3R meters.

- All spells developed from now on get more complex in terms of components to cast. Each spell level (Initiate, Apprentice, Adept, etc) requires an additional component without taking a rating point to remove said component. The requirements are: Material components (more expensive for higher level spells), somatic, verbal, or environmental conditions.

- Exploding Bolt spells have the range of bolt spells and still R meters for an explosion radius.

- Reactions may be used at any time to stack an action, but all appropriate penalties are taken into place for the duration of both actions. This may be done for all actions other than Move actions. (Stacking aims is allowed now)

- Players are required to have AT’s prepared for the sake of speeding up non-mass combat.

- Armor will now give a bonus to all body checks against specific types of checks as opposed to reducing Target Numbers for dice (which basically gave an all or nothing approach before). It may revert back to the previous format if armor is deemed not powerful enough now.

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Rulebook for OGS

Follow this link to get a word document for the current version of the OGS rulebook, currently in development. Copyright Ryan Walters, Matt Knox, and Joshua Knox.

people.rit.edu/~rbw0665/OGS_Rulebook_2.doc

I will be doing some more modifications on this, particularly the numbers associated with the current weapons and armor, as well as the magic rules. A subset of rules will need to be developed for Saturday’s session, regarding mass combat.

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Getting started
It has begun

So, this is the campaign I’ve joined Obsidian Portal to post. It is run using a custom system known as the Open Gaming System, OGS for short. In concept, it was created by Matt Knox, and it has been expanded and made my own. It is a skill centric system that borrows concepts from Shadowrun, AD&D, and modern style RPGs. It is intended to be an overarching backbone from which many different campaigns can be played, from medieval to western to futuristic. The dice of choice are d10s, and the system models the way life would function in as much simplicity as can be cultivated. It is in alpha testing with my group in Rochester. I have decided now to use this website as a baseline for further developments of not only the campaign, but the system as well.

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