Mit Google Docs veröffentlicht
Dino Arena Rules v1
Automatisch alle 5 Minuten aktualisiert

Dino Arena: A Roll To Raptor Game

By Joben, Last Updated January 2, 2014

This document: http://tinyurl.com/DinoArenaRules

Character Sheets and Status: http://tinyurl.com/DinoArenaSheets

Game Thread: http://www.bay12forums.com/smf/index.php?topic=131444.0

Table of Contents:

Introduction

What Is This?

Character Generation

Post Formatting Rules

Overview of How Turns Work

Combat Quick Reference

Distances & Movement

      Climbing On Large Creatures

Major Combat Actions

Minor/Free Combat Actions

Misc Action Rules

Combat Mechanics

        Initiative

        Attacking

        Stalemate/Clash

        Counter-Attack / Botch

        Damage

        Hit-Points & Wounds 

Status Modifiers

Stealth & Detection

Food, Fatigue, Healing

Running the Arena

Bestiary

Introduction

You are a Hunter. One day you woke up in this place, surrounded by stone walls. Some of your kin are with you. The door at the top of the exit ramp opens. They want you to fight again. You hear the grinding noise of the valves opening. The room will fill with water soon. You can't stay, you must enter the arena. You wonder what your foe will be today, and if it will taste good. They keep you hungry for the fights.

What Is This?

It's an arena combat game. You play as a pack hunting dinosaur like one of the Raptors from Jurassic Park.Specifically you are a Deinonychus. You weigh about 160 pounds (75 kilos) and are about 11 feet (3.5 meters) from your nose to the tip of your long thin tail. A lot of other dinosaurs are much bigger than you. You need to work together.

You are strong for your size, but not an unusually fast runner. You have large hook-shaped claws on your feet. Your bite is powerful. Your clawed hands can grasp and carry. If current theory is to be believed you have feathers. Scientists aren't sure, but Rule of Fun dictates that you are intelligent and social.

This game is based on the Roll To Raptor RTD/RPG rules set, but is intended to have little to no plot. The players get to enjoy some tactical combat and the GM gets to playtest rules tweaks and enemy designs. Player character death is likely, fights will often be tough, and not necessarily balanced.

Character Generation & Sheet

Name:

Your screen name is your character name. (They’re liable to get bitten at half at arbitrary intervals and replaced. This is strickly so the GM doesn’t have to remember unique names.)

Stats:

There are five attributes that affect your ability to perform various tasks. They are as follows.

All stats start at 0. But no character is without strengths and weaknesses. Pick one of these three methods for customizing your character

  1. Two stats to get a +1 and one to gets -1 to rolls.
  2. Three to get +1 and two  to get -1 to rolls.
  3. One stat gets +2, and two to get -1 to rolls.

Character Sheet Template:

If you want to play submit this, modified by one of the methods above.

Attack: 0

Defense: 0

Senses: 0

Cunning: 0

Stealth: 0

Other Stats:

Your character sheet will also have listings for Hitpoints, Vigor and Satiety maintained by the GM. See the combat related sections, and the Food, Fatigue and Healing subheading for more info. The higher these are the better, and they’re generally capped at 100 for player characters.

Post Formatting Rules

This is the style guide when using this for Play By Post.

Overview of How Turns Work

The important parts of what your character does are termed Actions. A Turn is complete when each player has declared what actions they wish to perform and the results are determined. In the game world turns last a variable amount of time best defined as long enough for your character to do one or two important things. Significant actions generally require a roll of the dice to determine if they are successful. Trivial tasks that are brief and have little possibility of failure will not take up your turn or require a roll. We call such things “Free Actions.”

You may make conditional/prepared actions. e.g. "Hide in the bushes near the waterhole. Pounce on any prey animal that comes close. Run if the Triceratops bull spots me." Or, "Attack Enemy 1, unless someone kills it first then attack Enemy 3." Try to limit the decision tree to only a layer or two deep please. Otherwise it can get unwieldy to process.

Talking is a Free Action. You can talk as much as you want, within reason, long speeches during combat are not practical. Feel free to chat in character between turns.

Combat turns are more rigid, they represent about 10 seconds of time. You get two actions per combat round, one Minor and one Major, or two Minor. A Minor action is something like maneuvering, climbing, getting up after being knocked prone, or anything else that will take a few seconds but isn't combative. A Major action is explicitly combat related, attacking something, defending yourself, or a tactical task to help your team.

See further sections on Combat for more information.

Combat: Player's Quick Reference

Distances & Movement

This game uses an abstracted distance scale for melee combat. Movements are not given in meters or hexes, but rather a simple consideration of ‘about as far as the actors can move in a few seconds’. Ignore any potential speed differences at this scale. This is about creatures maneuvering relative to each other, not about races. Hence we have general named distances increments.

Climbing On Large Creatures

Chases

(Work in progress)

If a creature wants to escape a Chase can start when it reaches Far distance from all combatants.

Pursuit rolls are 1d6, which have to exceed a target number based on the terrain. 1 for easy terrain, 2 for rough, 3 for very rough.

If the prey succeeds and the pursuer fails the lead increases by 2.

If the prey fails and the pursuer succeeds the lead decreases by 2.

If both succeed or both fail the lead changes by one in favor of whoever has the faster legs.

Spend 1 Vigor to increase your pursuit roll by 1.

Spend 5 Vigor to get an opposed Cunning roll.

If you win your opponent's difficulty increase by 1 this turn

If you lose your Lead drops 1 point.

Speed Chart

A simplified list of average relative speed by body plan is used for chases.

  1. Four legs plus armor. Stegosaurus, ankylosaurs.
  2. Four Legs, long necks long tails. Sauropods, Apatosaurus, Diplodocus.
  3. Two legs big. Large Theropods and ornithopods. T-Rex, Hadrosaurs
  4. Four Legs beak/frills/horns. Built like a rhino. Triceratops etc.
  5. Two Legs small. Average theropods, small ornithopods. Deinonychus, Tenontosaurus
  6. Two Long Legs, light frame. Ostrich-like.

Major Combat Actions

In combat you have three general options for your Major Action. You can choose to focus on Defending yourself. You can Attack a target. Or you can perform a Special action to create a tactical advantage for your side. This section describes the options and what bonuses and penalties they create. Attack and Defence modifiers apply for the entire turn, regardless of initiative order.

You get some control over the manner in which you attack and how much effort you expend. The modifiers below are optional, and you can use more than one. If you don’t want to use any you will attack with just the skill modifier listed on your character sheet.

The names of the combat actions are keywords with special meaning. Using them in a sentence in your posts is generally the easiest way to submit a turn. You may wish to capitalize them so they stand out.

“I Wildly Leap on the Tenontosaurus’ neck and Hold on.”

“I Warily strike at the Tenontosaurus’ left leg.”

“I Rush out to very far range and Rest while it bleeds out.”

Minor/Free Combat Actions

These are either Minor or Free Actions or unusual options affecting actions that are specific to combat.

Ambush: Gain +3 to Attack for the first strike anyone on your team makes at the start of a fight.. The attacker must be undetected prior to the attack. Other teammates can be visible as long as they are at least Medium distance away. Free Action.

Climb / Hold: You can note that you want to hold onto the creature if you hit. If it’s Large you will end up climbing on it. If it’s not you will be wrestling with it applying the Held status effect. If it’s of moderate size you should probably specify what you want to happen.

Flanking Strike: You and a teammate both declare this to coordinate and attack simultaneously from opposite sides. Even if you botch neither of you will take Counter Attack damage this turn. Free Action. (Ground based only, doesn't work with Riders. Initiative of faster Hunter is delayed to match slower one.)

Move: The prototypical Minor Action. Go in or out one distance increment, get up from Prone, climb to a different part of a creature you are holding onto..

Rush: Burn 2 Vigor to gain an extra Minor Action this turn. Can be done twice per turn. Free Action.

Sneak Attack: Free action. Narrate an explanation of how your character momentarily avoids notice. A successful roll grants you +1 Attack for this turn. (Governing Attribute: Stealth)

Wait: You can intentionally hold back on acting until a later part of the turn. Perhaps to wait for an advantage provided by a teammate. Free action.

Misc Action Rules; aka cool stuff you can do

You can try to do anything you can think of, but this is the stuff there are already specific rules about. As players try new thing and novel situations arise this list will be expanded.

Feed: If you’re in a hurry you can regain 2d6 Satiety every 3 minutes. You can have 1 if you insist on eating during a combat round.

Grit: Free Action. Trade 10 Hit-Points for 10 Vigor. (If this takes you above your current maximum Vigor it goes away at the end of this turn.) As they say, “You can sleep when you’re dead.”

Knowledge: Your character may know more about the game world than you do.  If you want info on something you can request this Free Action. If you roll well your character will have prior knowledge. Conceptually from their life before you started playing as them. Or representing common knowledge among their people. (Governing Attribute: Cunning)

Manipulate Creature: Make an NPC act the way you want. This is used in situations where other game systems use skills like Fast Talk, Persuade, Intimidate or Bluff. A specific application of this skill is given above as Mock Attack. May be Minor or Major depending on the circumstances. Certain logical restrictions apply, you can confuse something, but you probably can’t convince it to kill itself with the power of your intellect. (Governing Attribute: Cunning, opposed roll)

Spot Hidden: Free Action. Success can reveal things sneaking up on you, or obscure details. (Governing Attribute: Sense)

Combat Mechanics

This is the nuts and bolts of the combat system. It details the mechanics for determining who acts first, who hits whom and how much it hurts.

Initiative:

This determines what characters act first during a combat round. There are four phases of each round.

  1. 'Bosses' may act or certain special circumstances may be applied at GM discretion.
  2. The first half of the players act, following post order
  3. Most non-player characters act in arbitrary order.
  4. The second half of the players act, in following post order.

Attacking

When one creature attacks another a ten sided die is rolled for each. The aggressor adds their Attack bonuses and the victim their Defense bonuses. If the Attack value exceeds the Defense value the attack is Successful. We call the integer that results from subtracting Defense from Attack the Attack Total.

Therefore attacks look like this: (1d10 + Modifiers) - (1d10 + Modifiers) = (Attack Total)

Stalemate / Clash

If Attack Total is 0 the creatures struggle against one another. No damage is done, but it’s not really a miss.There is a Luck roll on a 1d6 with results as follows.

Quadrupeds significantly larger than the thing they're fighting can't fall over this way unless they have a wounded leg. Don’t feel obligated to enforce this if the result is otherwise situationally absurd.

Counter Attack / Botch

If the Attack Total is -5 or less the defender strikes a Counter-Attack which automatically hits. This strikes the part used to make the attack if applicable. e.g. Attacker kicks, Defender swipes leg with claw. Counters always do minimum damage, whatever that is for that creature. If that doesn’t make sense in context you could deal a few d6 worth of damage to represent a fall or other mishap.

Damage

Each creature has a damage multiplier which correlates roughly to it’s size and strength. When an attack is Successful it does damage equal to (Attack Total) * (Attacker's Damage Multiplier) Here are some examples.

Hit-Points and Wounds

Hit-points are an abstraction of physical injury. They are lost when a creature is harmed.

The wound system simulates the effects of injury in a roughly realistic fashion. It’s very hard to instantly disable a creature unless it’s central nervous system suffers catastrophic damage. Instead as it is injured it’s condition spirals downward due to exhaustion, blood loss, and shock. Each wound reduces the number of turns that the creature can continue to function.

Players have a different but roughly equivalent energy sapping mechanic. Their Vigor can never be greater than their current Hit-Points.

Status Modifiers

These terms have special meaning. When playing by post they will generally be capitalized or in bold when used in describing the results of an action as a reminder. They are conditions that modify the rolls or stats of the affected creature.

Combat Advantage: When a creature is at a disadvantage it’s opponents receive bonuses to their combat rolls whether attacking or defending.

Crippled: Inflicted when a leg reaches 0 HP, creature can only make one combat action. (Unless it pays for Rush.)

Defending: +1 or +2 Defense. The result of the Major Action Defend.

Held: Creature's movement is restricted by some other being or an environmental hazard. Attacks against it receive a +1 bonus, and it can’t move unless it breaks the hold.

Impaired Vision: Grants Combat Advantage of +1 to this creature’s opponents. May be temporary from a major blow to the head, something in eyes, etc. Permanent when granted by Head region reaching 0 HP.

Pinned: Something big is standing on you. Like Held but worse, you can't act until you are extricated. Doing this yourself is a roll on a 1d6, 5-6 and you're Free. If you're being held down by a creature a team-mate successfully damaging the leg or distracting it may free you with a Luck roll of 4 or better. Grants Combat Advantage +3. (Does not stack with Prone and Held)

Prone: Creature has fallen over, and can not move or fight effectively. It can stand up at the end of it’s next turn. Standing is a Minor Action.  It grants Combat Advantage of +2. The Prone can only strike Close foes regardless of it’s size or reach.

Stealth and Detection Mechanics

Assisting With a Spot Hidden

        Rather than rolling on your own you can choose to assist another player. If you succeed in your Sense roll they get +1 to theirs. You must declare that you are assisting before you roll. Some creatures may be undetectable under certain circumstances by players rolling separately.. For example a stealthy creature (+1) in a dense forest (+1), at night (+1) that rolls 5 of better would be completely undetectable even by a Hunter with a +2 Sense bonus. But if a keen eyed Hunter (+1) is assisted by 2 friends who make their checks (+2) there is once again a chance.

Food, Fatigue, Healing

You have stats that track how much energy you have and how hungry you are. Vigor is a measure of stamina, and is replenished by sleeping. If you run yourself to exhaustion you won't be able to fight well and might faint or fall into involuntary sleep. Satiety is a measure of how hungry you are. Too long without food and you will weaken and die.

Energy Burn:

Doing things is tiring and makes you hungrier.

Every morning:

Baseline hunger and natural healing is applied every day at dawn for simplicity.

Vigor Recovery:

After Combat:

When you’re done fighting you can catch your breath, bleeding stops, and your condition improves a little.

Effects of Starvation, Exhaustion and Injury on Player Characters:

Running The Arena

No character ever remembers how they came to the arena. It is operated but unknown forces. There are no visible spectators or captors.

It is a large circular enclosure with walls too high and smooth to climb. Very far above is an artificial sky which can be lit to varying degrees to approximate time of day and various atmospheric conditions. The arena floor can be any landscape imaginable and it changes mysteriously between combats. The size of the arena should be kept vague to allow you to stage any sort of scenario you want. If pressed say that it’s huge, and that the opposite side is far enough away to be hazy and indistinct. If you desire a more enclosed scenario temporary walls can easily be installed by the operators.

All around the perimeter are doors of varying sizes. Behind the doors are holding rooms for the various beasts. They are rather boring, with little more than a pool of water and a ramp leading up to the door into the arena. When it is time to fight the door opens. If the players refuse to leave the room the pool floods forcing them out. When they leave the door closes behind them. After the combat ends the door back to their cell will open, and the arena will start becoming uncomfortably cold. They will have time to eat, but if they delay too long the cold becomes dangerously intense eventually resulting in death by freezing. Their cell is warm, dry and inviting. If any characters were killed in the combat perhaps they find a replacement pack member sleeping peacefully on the floor. Perhaps it is even one that they know to be dead returned to them alive and well.

        Several days of rest are given after each fight. This will allow them to heal at least partially, and for hunger to mount. You can make the interval suited to your needs or you might choose a randomized interval. Keep in mind that after many days without food the characters will be significantly weakened.

        In each scenario the characters will be presented with a new landscape and at least one creature or type of creature in the arena with them. The creature(s) will either be aggressive, or the player’s hunger will motivate them to attack it for food. Foes could be presented in an obvious manner, standing in the open or walking out through one of the doors. If they are stealthy by nature, they could already be present and hidden in the arena when the players enter.

At least some of the fights should be very hard, and most should be challenging. If a fight ends too easily just add more foes. For example, while the players are consuming the corpse of the first challenger a large predator, or a pack of small ones, arrives to steal the kill. If the players object a fight would naturally ensue.

Handling Player Requests and Plans

        When players ask if they can do something, roll dice or say ‘yes.’ (Thank you Dogs In The Vineyard.) E.G. “Is there a bush to hide behind?” If they are in a desert make them roll Luck to see if there is one nearby. (6 or better on 1d10)  If they are in a forest the answer is yes. You can alter the target number if you think the thing in question is more or less likely than 50/50.

        If the question is not whether or not the circumstance or item exists, but if the character can do something roll whatever stat seems most appropriate rather than Luck.

        Say yes more often when there is little at stake and low risk. Rolling for results should create drama, not to arbitrarily keep the players from acting. Do more rolling when there is danger or time constraints. Climbing a tree is fairly easy for the player characters. Climbing a tree in ten seconds flat while something is trying to eat you is hard.

Only give a flat no if the request is clearly absurd in context. If the question makes the other players laugh you might want to say no.

Bottom line if the players want to do anything that isn’t completely impossible give them a chance. Let them do cool stuff, make plans and have fun.

Bestiary

Here are some example creatures that fit various archetypes. When you want to make a creature from a similar species you can base it off these with minor tweaks as you see fit. Most creatures should have their hit-points split up between body segments. The most common exception is small critters with less than 50 HP total. You can try running larger creatures with a single hit-point total if you don’t want to do the bookkeeping for injury, but be aware that it will change game balance considerably. A Utahraptor with 200 HP spread across 8 sections can be killed with 50 damage to it’s head due to the way the location based damage system works. One with just a flat 200 HP will obviously require 200 damage.

Name: “Bigtooth” Acrocanthosaurus

Description: Theropod, Carnivore, Biped, 40 feet long. 7 tons. Think T-Rex, but heavier. Notable raised spinal ridge and heavy musculature on back, shoulders and neck.

Stats: +1 Defense, +1 Sense, -2 Attack, Damage x28, Large Creature

Notes: Takes 1d8 damage to Body and Head on being knocked Prone.

Disposition: Aggressive, Short Attention Span, Highly Reactive

Status Effects:

Vigor:

Base 220

-5 Per Turn @ 0 Wounds

Health: 300

^Head

Base: 135 Wound: 70

*Arms

Base: 90 Wound: 45

^Body

Base: 180 Wound: 90

* Legs

Base: 120 Wound: 60

*Tail

Base: 135 Wound: 70

*In reach from ground if you're both standing.

^Vitals, death threshold -100% of base HP.

Special Attacks:

Super-Persistent Predator: Receives +1 When making a basic attack on the same target it attacked last turn.

Foreclaws: +1 Attack, Close only, can Hold, x4 Damage Multiplier

Tail Swipe: Target 1-2 Close hunters at +0. x12 Multiplier. Roll Separately. On hit knock to Medium and Prone.

Pin: Attack a Prone Hunter at +1, if successful Hunter is Pinned by a leg.

Rend: Bite a Pinned Hunter at +1 (including effects from Pin). Afterward Target is no longer Pinned.(Or possibly in once piece.)


Name: Deinonychus, “Hunter”

Description: Small theropod, bipedal, carnivorous.10 feet long, 5 feet high, 175 pounds. Agile and powerful, but not particularly fast. One toe of each foot sports an oversized claw which is their primary natural weapon. This is the default player species.

Stats: Nominal +0 to all. (See character gen if you want a non-generic one). x6 Damage multiplier.

Disposition: Social, Cares For Young, Clever, Makes Plans, Persistent, Long Attention Span, Teamwork, Has Culture.


Name: Tenontosaurus

Description: “Duck Billed Dinosaur”, herbivore, bipedal or quadrupedal at will. Front limbs smaller, have hands Long thick tail. Weight is about 1-2 tons on average. May be found in herds. Cares for young.

Stats: +1 Def, +1 Sense, +1 Stealth, -1 Cunning. x5 Damage Multiplier

Disposition: Generally avoids confrontation unless young threatened or with support of herd. Cautious. Not particularly curious.

Health: 200

Vigor: 200

Vigor:

200

Base 200

-5 Per Turn, 0 wounds

Health:

^Head

70

Base: 70 Wound: 35

Arms

70

Base:  70 Wound: 35

^Body

80

Base: 80 Wound: 40

Legs

75

Base: 75 Wound: 40

Tail

80

Base: 80 Wound: 40

*In reach from ground if you're both standing.

^Vitals. Death Threshold is -100% of Base HP.

Special Attacks:

Buck: Costs 5 Vigor. Roll 1d6 for each clinging Hunter. It loses it’s grip on 4 or better. Knocked prone on 6.

Trample: +1 Vs Prone Hunter or similar size creature.


NOT UPDATED BELOW. STATS STILL IN MAJOR FLUX

Name: Utahraptor

Description: Theropod, Carnivore, 23 feet, 1000 pounds. Sickle-Claw approaching 10 inches. This is probably what the players wish they were. Twice as big and twice as deadly.

Disposition: Social, Cares For Young, Clever, Aggressive tempered with Cautious, Makes Plans, Persistent, Long Attention Span, Teamwork, Has Culture.

Stats: All +1, 4x Damage Multiplier

Health: 200 Base

Vigor: 150 Base

Special Moves: Same optional modifiers and teamwork bonuses as the players.

Vigor:

150

Base 150

-5 Per Turn, 0 wounds

Health:

*^Head

25

Base: 25 Wound: 12

*Right Arm

25

Base:  25 Wound: 12

*Left Arm

25

Base:  25 Wound: 12

*^Body

25

Base: 25 Wound: 12

*#Belly

25

Base: 25 Wound: 12

*Right Leg

25

Base: 25 Wound: 12

*Left Leg

25

Base: 25 Wound: 12

*Tail

25

Base: 25 Wound: 12

*In reach from ground if you're both standing.

#Hard to strike if it’s standing because it’s low to the ground. -2 to roll.

^Vitals. Death Threshold is -100% of Base HP.


Name: Sauropelta

Description: Quadrupedal, Nodosauridae/Ankylosauria, Herbivore, relatively long legs for type. Spikes on neck that may be either large or huge. Small spines run along sides of tail. Very tough hide, particularly on back and sides, resembling scale armor.

Disposition: Grumpy, Conservative

Notes: Attacks against it’s head receive double damage on botch.

Stats: +2 Defense. -1 Sense, 7x Damage Multiplier

Health: 400 Base

Vigor: 150 Base

Special Moves: 

Defend: Receives the full +2 bonus without spending extra Vigor.

Riposte: Preemptive action. The first non-riding creature to attack you in a round is first immediately attacked by you with a +1 bonus.  If you hit their attack is canceled. Costs 5 Vigor. You may not make any other actions this round.