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Forum Games and Roleplaying / Castle: Fear for your Weakness OOC
« on: August 09, 2015, 06:54:50 am »
This will be the OOC Chat for the Castle:Foxhound Chronicles game and the Castle: [Insert Squad name here] Chronicles game.
Game TV trope: Bay 12 Castle Foxhound Squad (Roleplay) - TV Tropes
Games Non-Canon Wiki: Castle Gate Raiders
Games Discord: Castle D/O
Game TV trope: Bay 12 Castle Foxhound Squad (Roleplay) - TV Tropes
Games Non-Canon Wiki: Castle Gate Raiders
Games Discord: Castle D/O
Races: Akras has access to two planets. As such, Akras has access to nonhuman species to employ. This doc holds the stats for encountered races. It is occasionally updated with additional races. There are quite a few more planned.
This is the partly defunct original doc for the game. Relevent data includes skills, and available gear. Refer to the doc above this one for racial stats.
The new Gear Catalog. Check this one before you check for gear in the above doc. It's more accurate. Has tweaked pricing, and has more stuff. It's also a less bland read. Keep in mind that it is a current Work In Progress by both players and myself. It's not complete and checking the above doc during chargen and purchasing of gear may be advantageous for the time being.Spoiler: Example Character Sheet (click to show/hide)
Specifics involving chargen are as follows:
Unless the race permits it, one cannot go lower then 8 in a given stat.
Stats cost 5 xp per. One cannot spend chargen experience on stats. You can however move around stat points so long as you do not go above 12 in a given stat. This restriction only applies for chargen. You can go above 12 in a stat with statpoints purchased with xp.
Vigor and Hitpoints run on a 2 for 1 system. 2 Vigor is worth 1 stat point. Same goes for hp.
Ignore the magic skills in the defunct doc. We aren't running with that. Magic works as follows:
Magic comes in two main classes: Occultism and Arcanism
Arcanism involves split second invocations, good for combat. Think standard swords and sorcery style magi. Throwing a fireball is normally Arcanism. Blinking is Arcanism. Shooting lightning is Arcanism.
Occultism involves setup, rituals, and warding. Occultism will generally hit much harder then the Arcanism equivalent but will have a significant setup time. Enchanting a sword to shoot beams of fire is Occultism. Creating a stable portal between one location and another is Occultism. Invoking a ritual to create a directed tornado is Occultism.
All magic skills are Very Hard, with the exception of Elves, for which it is Hard due to their racial abilities.
Magic skills function as follows:
Type>School>Dicipline
So for example. A necromancer who uses rituals to reanimate corpses would have something like:
Occultism>Necromancy>Bone 1 and Occultism>Necromancy>Flesh 1
If a necromancer focused on manifesting spirits instead of corporeal minions, or perhaps indulged in eating souls and primarily invoked such on the spot they'd want
Arcanism>Necromancy>Souls 1
As you may or may not see. Specifics with magic aren't really fixed. If one can reasonably infer that a specific magic skill would be able to do something, then odds are is they can do it with a bit of effort. Although the easier something can be related to the dicipline the better.
If ya have questions, feel free to ask.
Of note. Due to events in the other thread. Certain gear items are free for new gate teams. Notably Mag Assault Rifles and underslung grenade launchers/cannons.
Recommended but not required reading:
Mission Report 1
Mission Report 2
Mission Report 3 and Summary of Cowbell Incident
Operation Absolutely Inconspicuous This one was functionally a short involving the players controlling members of a terrorist organization and attempting to survive a plague of giggling undead that Foxhound Squad unleashed upon them primarily 'To see if they could.' It's a good read for setting building.
Gaian Initial Exploratory Log



