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Dearest Agnes, War. Again. We all thought we had been past this. Shouldn't we all be unified now, all under a single banner? It has been what, 15 years since all of the wars ceased? and Archea came to spread across the other three countries? All in the name of a concept of freedom, an equal share of power, a "democracy"? A promise of peace ever after? What a bunch of falsehoods. The well established cultures of our ancestors could never dream to remain eternally woven. The vision of the greater possibilities blinded many, and turned soldiers eager to defend their countries into warriors fighting alongside those who were once their enemies. Tersonis fell first to the sway of the Archeans. Then the Drusnians. And with the combined remaining might, even mighty and proud Esthernus fell. The entire continent was claimed, a single flag waving above the land. The brothers who started the concept? One died in the fighting. The other, following election, reelection, and years of rule, died of a mysterious illness. To replace this great man, what does this new system's blossoming seed? The power of the people comes together to bring forth... A ruthless and blackhearted general. He tore away the newly forged foundation slowly and tactfully, diplomatically, and sometimes intimidatingly. Thankfully, the mistake was realized before it was too late, and he was forcefully removed from office. But in doing so, other lords had been able to organize militias for the ousting of power. A power vacuum formed. Conflict rose. And it spread. Bloodshed in this civil war, as different groups are taking their ideas and trying to force it upon others. "We want to restore the ways of old, our countries worked much better!" "No, we must fight to preserve the union that the dead fought for!" "But the new system is clearly flawed! No, if we are to stand united, we must have common ground!" Unification is impossible. This much is clear. When will it be that people will finally be satisfied, and peace secured. At this time, with resources scarce, between food, economy, and materials all gripped with scarcity, will we all come out of this armageddon alive? Perhaps we shall, and time shall tell. ~Ghevius, a message to his family in Canter (Project Armageddon is using a homebrew gaming system known as the Open Gaming System. Rulebook and other such things will come in time, along with the campaign's current players, world view, additional backstory, etc.)
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Last Updated: about 1 month ago

Play Status: Currently Playing

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Project Armageddon

OGS

Rules Addition 2

Combat for the Masses!

March 15, 2008 20:16

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

Modification to Main Rules

OGS Rules Amendments

March 15, 2008 20:13

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.

Rulebook for OGS

March 12, 2008 22:24

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.

Getting started

It has begun

March 07, 2008 03:08

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.