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== The General Idea == Ogre Battle: Tabletop is a Homebrew Tabletop RPG developed by one Collector Mikhail. It attempts to bring the world of Ogre Battle onto the RPG scene, particularly Let Us Cling Together(LuCT), a typical Tactical RPG for the PSX and PSP, as well as Person of Lordly Caliber (PoLC), a Squad-Based Tactical RPG for the N64. It is still a Work in Progress, as Collector Mikhail has been at it on his own for the past month or so. == The Lore == There are two current settings for OB:T. '''Palatinus''' and '''The Valerian Isles''' === '''Palatinus''' === A major kingdom on the west end of Galicia. This land has seen its fair share of war and was said to be the very sight where Berthe and Virago "The Progenitor" Dulmare lead a charge against Asmodee, right to the heart of the Netherworld to rescue their daughter, Danika. Consisting of four separate regions and ruled by the Dulmare Royal Family, this kingdom is of great standing...and yet.. The nation has seen better times. Several years ago, Lodis had sent its armies in the name of their lord, conquering whatever "Heretic" Kingdom that stood in its way. Initially, Palatinus' lone ally, Nirdam, immediately declared war in self defense, hoping to quash this attack... ...They failed within a year... Lodis would soon attack Palatinus some weeks later. Though fighting was fierce, fueled by rage over the fall of Nirdam, King Procus Dulmare immediately surrendered and quickly accepted a treaty offered by Lodis. The treaty would let Procus retain his title, but introduced a highly flimsy "Class System" and forced those amongst the kingdom to worship Lodis instead of Lady Berthe. The Lodis Empire would soon begin a campaign against the Southern Region of Palatinus six months later, claiming them "Uncivilized". The Eastern Orthodox Church had risen to the occasion, taking the fight to the instigators and joining forces with the Southern Military and the Bolmauken Peoples of Nirdam. Procus soon brought his own army to strike them down. With too many enemies on all sides, this first revolution was quickly silenced. Its people are downtrodden, the nobles grow fat in both wealth and girth, the claws of Lodis reach as far as the capitol of Latium, and the peasantry is treated as little more than dirt, especially in the South region. There are rumors of a small but highly ambitious army rising under a man named Frederick. Dubbed the Revolutionary Army, these brave souls plan to overthrow the Nobility for the sake of the Common Man. It is a known fact that generals, knights, and so called "Heroes" stamp out any sort of dissidence among the citizens, yet this does not stop even those most ambitious of this fact. Rumors abound as to what their neighbors in Zenobia plan upon doing. A former lord has sent one of his greatest allies to aid the Revolutionary Army as Lodis begins sending the Knights Templar in DROVES, House Glendale leading the charge while darker forces begin to arise, in preparation for a SECOND Ogre Battle... ---- ==== '''Gods of the Land''' ==== Among the mortal races, there is a little known Pantheon situated in the continent of Palatinus. Though their reach is somewhat lacking, it has been claimed that these great beings helped forge the realm during its creation. Not much is known about them save the Lady of Earth (The clergy is tight-lipped), but what can be gathered is based upon their appearance in manuscripts. '''Zoshonel''': Clad in armor of burning Crimson, this Goddess represents combat, loyalty in thy fellow soldiers, and passion in all of its forms. She is deemed the Patron Deity of the Traveler, Footsoldier, Adventurer, and Worker. Wielding Flame with only the fervor that even the most fanatical zealot could only DREAM to muster, she is what many call strong-willed, clever, and above all else, strength given form. '''Harnella''': Thy eyes do not deceive, Harnella is as she appears: Queen of the Beasts! She represents adventure, savagery, cunning, and the thrill of the hunt. Patron Deity to the Hunter, Strategist, Barbarian and Gatherer. Riding amid the winds and wielder of Lightning, Harnella is never one to stay in a single place at a given time. Ever on the move, she leaves where she pleases. Her trail can never truly be found, let alone be followed. Some scribes claim that she has either given birth to or had ordained beings known as Boreas, Euros, Notos, and Zephyros: The Four Wind Gods. There is no concrete proof, just hearsay and rumor of weapons bearing their names appearing during times of trouble. '''Grueza''': Youngest of the six, yet wise beyond her years. Though normally portrayed in robes fitting of her appearance, she may arrive clad in armor similar to Zoshonel. She represents serenity, wisdom, knowledge, and obsession. Patron Deity of the Artist, Dreamer, Cleric, and Collector. Forever bathing within the Waters, the waves whisk her away to wherever she is needed most...be it humble monk lost at sea or to those who seek knowledge for the sake of cataloging. '''Berthe''': Earth Mother, Life Binder, the Great Bear, Berthe is known by many names. She represents Love, Vengeance, Respect, and Protection. Patron Deity of the Caregiver, Parent, Atoner, and Seeker. It is said that she gave life to the mortal races, and sees them as her children. Every single one is seen as a child of her womb. Woe betide to those who attempt to use any for wicked purposes, for Berthe is Vengeance Unbound. Tales speak of her eldest daughter, Danika, being whisked away to the Underworld - The Ogre Realm, where Berthe and a human king took the fight to Asmodee to rescue her... or so we think. '''Ishtar''': Justice given a form befitting Virtue. Ishtar represents Law, Values, Honesty, and Might. Patron Deity of the Monk, Prophet, Royalty and the Clergy. Ever in an eternal war against her long time enemy Asmodee, she stands watch at the High Heavens, prepared in case another Ogre Battle is to ever take place. It is often said that the Angel Knights that lie within the Eastern Orthodox armies are her personal retinue, coming to Berthe's aid as the war draws on. Some say that she will strike down Asmodee in the final great conflict, wherever it may fall. '''Asmodee''': The Trickster, Death, Condemner and Hierophant of Bane. Asmodee represents Hatred, Destruction, and Terror. No one may refer to him as a Patron Deity but there are several cults scattered about that worship him as the true god. It is he who kidnapped Danika and brought her to the Underworld, instigating the Ogre Battle. A vile beast if there ever was, Asmodee delights in sowing destruction and insanity wherever he may venture. Of the Umbra, he counts them as his many sons and daughters, despite where their loyalties in the mortal realm may be. ---- ==== '''Factions''' ==== '''The Royal Family''': Palatinus' oft despised ruling body. "Lead" by Procus, the Flail Monarch of Latium. A physically weak king, Procus will not make his move unless it is a sure victory. He has borne two sons: Amrius and Yumil. In Amrius lies an ambitious man behind the calm, loving eyes that most of the nobles and the citizenry have come to respect. Yumil, though, is a kind-hearted soul who would rather aid the people instead of bow to a neighboring kingdom. '''House Glendale''': The Hand of Lodis, at least on this side of the continent. Lord Richard "The Dragonheart" Glendale is the current primarch of this noble line, with his younger brother Baldwin as next in succeed. Richard prefers to wait and see, whereas Baldwin recklessly dives in. Of the two, Baldwin is the one who hides a sinister, desperate need to conquer...he has been known to side with whosoever can grant him a higher advantage. Both are masterful manipulators, yet Richard is sincere to his word. '''The Eastern Orthodox Church''': Lying in the east of Palatinus, the clergy wields some might against all who would dare defile the sanctity of the land. Their greatest leader is Europea Rheda, a fiery woman with a heart of gold. Elsewhere, most of Palatinus will listen to the soft-spoken voice of His Holiness, Sir Odiron Balum. He has never steered the Church wrong in his 60+ years of service and some say he may well lead the kingdom in its time of dread. '''The Revolutionary Army''': Frederick Raskin's army that has waged a losing battle against both Lodis and the Dulmares in a war of attrition. With desperation setting in and enemies on all sides, Raskin has turned to outside elements to help free the peoples of the nation under a single banner, to take the fight to Lodis and drive them off from THEIR home. Barring Pope Balum, Frederick is seen as the new leader of the country, given his solemn talk of unity and extensions of brotherhood. '''Devas of Zenobia''': An outside element, called to arms by Frederick Raskin in his darkest hour. These men and woman are the ones who declared Zenobia free after deposing the Black Queen and her vizier, the ominous Rashidi. Their ringleader is the elusive Destin Faroda, a young man of great deed and heroic compromise. His best friend and greatest Ally, Quass the Debonair, rides alongside him and Gilbald O'Brien, the Wild Man. Rounding out their unit is the fair Aisha Knudel, healer of wounds and banisher of evil, and the Great Magus, Saradin Carm. '''The Caliginous Order''': A group of Templar Knights who have preformed great deed with greater strength, all in the name of Lodis and its leaders. Though the quiet Amazeroth Ludon, who prefers to fight then talk, and Vapula Simberg, their resident mage, are considered some of their best knights, most of the credit falls to Pruflas Watts, an ambitious and young knight who is too foolhardy for his own good. He seeks to arise to greater heights then Baldwin could even dream, by any means necessary. '''Zeda''': A mysterious woman who speaks of great strength and ill fortune. Not much is known about this foul being, but what is that she has taken to the company of Goblins....some say...she is able to summon Ogres, much to the horror of those who seek her out. She even has left a sleeper agent within the royal family, a simple and naive woman named Meri, to seduce Yumil so Zeda may use the prince as a pawn to further her own needs. ---- === '''The Valerian Isles''' === A medium-sized archipelago that spans in the Equator of Zeteginia. What makes this land unique compared to Palatinus or Zenobia is thus: It is populated by several rival clans that are at constant war with each other, separate by color of skin, hair, eyes, and traditions. A great man by the name of Dorgalua Oberyth, once organized the warring tribes under a united banner that spanned the entirety of the islands. His reign was just, not a soul save the few dissidents who warred with him had a complaint in the world. He had supported clan interbreeding to unite the tribes, and although his initial idea was successful, all would not be peaceful in the long run. In the end, his passing had fractured the peace Dorgalua fought so long to maintain. The clans had split into Three, with several others spanning the continent... The Galgastani are amongst the most numerous of the peoples, counting as 7 of 10 amongst the citizens of Valeria. They are led by Balbatos, a noble who, though ruthless against any who would slander him, is a mighty man that will not suffer fools in his court. The Galgastani are the most warrior like, with the Bakram as their second. For years now since the fall of the Dynast King, they have raged a war that seeks to erase the smallest of the tribes. The Bakram currently hold the most territory of the kingdoms, counting 2 of 10 amongst Valeria's people. Fewer in number yes, it is thanks to Lord Brantyn's tactical genius that they claim such amounts. Though less warrior and more of modern livelihood, the Bakramy peoples will not back down without a fight if a challenge is presented. Brantyn has crowned himself Regent to the North-Eastern chunks of the continent, with his people standing by his side. Finally, the Walister, a most buggered lot in all of Valeria, sadly lasting as no more then 1 of 10 within the continental borders. At heart, they are a peaceful tribe who would much rather speak instead of drawing blood. Juda Ronwey is the only man who was strong enough to stand in defiance against both the Kingdom of Galgastan and the Bakram-Valerian Nation. For this insult, he has been interned within his own home of Almorica, laying in wait for a possible "hero" that he can use for his own gain. ---- ==== '''Factions''' ==== '''The Walister Resistance''' - Those few men who have taken sword and staff in the name of their tribe. Small in number but great in courage...though some say foolhardy or outright crazed. Their leader is Ronwey, who plots to topple Balbatos or die trying. Among his lieutenants are the steward Sir Leonar and the Thunder Maiden herself, Arycelle. Some say, depending on the time, a sour-looking man by the name of Vyce acts as Ronwey's right hand. '''The Bakramy Liberation Front''' - Another resistance force opposed to any who would stand in the way of peace. Greater then the Resistance yet they would be slaughtered in direct combat against the Galgastani. They strive to create peace by any means, which has led them to be looked down upon by the remaining free peoples. They are lead by a trio of sisters who have sworn to see their mission done, aided by the knight Sir Folcurt and the Magus, Bayin. '''The Kingdom of Galgastan''' - Lying to the west, Galgastan's military arm, as commanded by Lord Balbatos. Numerous, strong, powerful, and mystic are but a few titles given to this group. Of special note, Galgastan has been desperate enough to allow Nybeth Obdilord, a powerful Necromancer, to begin his experimentation with the dead. If that was not enough, there are numerous heroes, brigands, and mercenaries that they may call upon at a moment's notice. '''The Order of Waterscale''' - A wildcard amongst the factions, it is not known where they shall lay their lot. It is led by the son of an imprisoned Abuna, by the name of Denam Pavel and his sister Catiua. Not much is known of Denam himself, but his sister is of gentle heart and purest soul. Its group is formed of various peoples and creatures amongst the isles, and even a few not native to these lands. '''The Dark Knights Loslorien''' - By order of Lodis, the DKL have come to Valeria to over see where Fate shall lay her hand. Comprised of swordsman, knights, magicians, beast masters, and priests, those of Loslorien are one of the mightiest opponents in the land. Let it not be said that they'd rather stay OUT of this war, they'd prefer to observe. Of note, their ringleader is a hero in his own right, one Lanselot Tartaros. It is claimed that he had a hand in a major crisis several years prior to the arrival of Dorgalua. '''The Order of Holy Knights''' - An exiled group of Heroes originating from the beleagued land of Zenobia. These greats have been thrown out of their home for reasons unknown, but they will lend their might to any group in dire need. Among their number is the Astromancer himself, Warren, and at his side, the mighty Canopus Wolf - Wind Caller. It is also claimed that their is another Knight with claims to be a Paladin by the name of Lanselot as well. '''The Bakram-Valerian Nation''' - Brantyn's personal army, set to conquer the land by any cost. These men and woman aid the Regent in conquering Valeria by whatever means is possible, using his claim of Bloodline as their reasons. Whether this claim holds true or not is anyone's guess, considering that Dorgalua had taken a hand-maiden for a scandalous affair...that may have birthed an heir, much to Brantyn's horror and Chagrin. == Character Creation == Every new character in OB: T starts at Level 1 unless the GM states otherwise. Before selecting a class, the player must first select their '''Race''' and '''Nationality'''. Nationality is only applicable to Humans and Winged characters. Valeria: '''Galgastani, Walister, Bakram, Lodissian, Zenobian''' Palatinus: '''Paladian, Lodissian, Zenobian, Bolmauken''' Once chosen, each player must roll to determine their six stats. Upon doing so, compare to any class you may want to see if you can start as that class. Otherwise, each player defaults into a Warrior. Stat System: '''Strength: How hard one physically hits.''' Level + Strength / 2 = Strength Bonus '''Vitality: How hard one can physically suffer. Also determines HP''' Base Vit x 2 = HP, Level + Vitality / 2 = Vit Bonus '''Intellect: How hard one hits magically''' Level + Intellect / 2 = Intellect Bonus '''Mind: How much one can magically suffer''' Base Mnd x 2 = MP, Level + Mind / 2 = Mind Bonus '''Agility: Determines Speed, Hit Rate, and how hard one physically hits from afar''' Base Agi x 2 = Initiative, Level + Agility / 2 = Agility Bonus, Half of Base Base Agi + 1d20 = Hit Rate '''Dexterity: Determines Dodge Rate and Critical Hits''' Base Dex + 10 / 2 = Critical Hit Rate, Dex / 2 = Dodge Percentage For stats, roll 1d20. Then add 5 to find the result (1d20 for Str. 1d20 = 9+5 = Base Str 14) '''A note on MP''': New characters do not start with full MP. Rather, classes that use MP generate over time. For every 15 minutes *Real Time* passes by, gain 10 MP. Mana CAN be stockpiled whenever adventuring for an in game day, but all MP vanishes upon Resting for the night. This can be mitigated via Magic Leaf use For classes that do not use MP, they use TP instead. Techs are relegated to each class, and some MP exclusive classes have TP abilities as well. TP rises each time the character lands a successful blow, suffers physical/magical damage or use a related item such as Skill Potions. The maximum amount of TP any character can accrue in a single fight is 200, and TP resets every fight. Also of note, each character begins with 100 Skill Points that they may spend to begin. The base bonus for skill points is dependent on how many have been accumulated prior to level up. Some categories may have sub species.. === The Alignment System === There are 3 settings for character alignment. The player may choose any upon the start of character creation '''Law''' upholds justice....sometimes through any means '''Neutral''' wishes to attain a balance for inner peace '''Chaos''' lives however it damn well wants....despite certain consequences Every character begins with an Alignment Frame. Depending on creation, it may start from 0 (Truly Chaotic) to 100 (Upholder of Law). As the game continues, the DM may choose to offer the players a choice as a group or separately. These choices may affect allies, enemies, and neutral parties throughout the campaign. A choice may affect a player's Frame by no more then 15 to 25 points. For example, player 1 has been allied with a Knights Templar unit, acting as an agent of the Holy Lodis Empire. But the player takes pity on a group of Palatians who had been stealing food to support their respective families. The DM gives the player a choice. Spare the Thieves or Execute order If the player chooses to execute them, the DM grants them +15 to their AF, turning them Semi-Lawful. They will be considered a reliable friend of the Lodis Empire and its allies such as the Glendale Family and the Paladian Nobles, but the Revolutionary Army (whom the player briefly worked with to stop an attack by Satyrs and Goblins) will no longer consider them friend; rather, they will call him out for it and attack on sight. Note that some Prestige Classes and a few Tier 2 Classes have some restrictions concerning who is allowed to become part of that Class. The Order of Philara will NEVER ordain any man or woman who is beyond Neutral etc. === Leveling Up! === When playing, the character may grow stronger by accumulating a set of experience. Upon LEVEL UP!, the character will be granted stat bonuses based on the character's Class, accessibility to new equipment, new Classes if the GM appointed the "Class Prerequisite" Rule, new Class Skills, and access to a greater inventory of consumables at every shop. When granting a level up, factor the base amount of experience by x1.5 for the next level up...Each level up grants +1 to all stats save Chaos Frame and Movement Range. Example: Jeremiah has finally achieved 1000xp to reach Level 2. To reach level 3, he must gain 1500 xp, starting from 0. At level 3, he must gain 2250, at level 4 he must gain 3375 etc. == COMBAT == To strike an opponent, roll 1d20 plus half your Agility *without enhancements* vs Half of the enemies Dexterity. To deal damage, roll the given amount for a weapon plus Strength Bonus plus Weapon/Armor matchups when applicable. For ranged attacks, do the same, but add the Agility Bonus instead. Note on Critical Hits: All critical hits deal x2 the total damage based on the Weapon + Str/Agi bonus. x3 if the opponent is using an armor that is weak toward your weapon and x1.5 if the opponent is wearing armor that is strong vs your weapon. For magic, 1d20 + 1/4th of your Base Intellect to cast, then 1d6 + the Spell Modifier from a given Staff or Cudgel. The difficulty of a spell is stacked depending on the following: How far the caster is from the enemy (+4-+1 Bonus to cast depending on how close the target is) The spell in question (-2 for all Level 2 Spells, -4 for Level 3 Spells etc) Weather (+2 If the Weather is in sync with the spell) The "Channeling" passive skill See the Spell list for the Difficulty Check to cast a given spell. More to be added as the days go by!
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