[KAMB3E] OOC: Bumpkinville
Posted: Tue Jun 03, 2003 8:34 pm
All right all you little fuzzbags! King Torg (ALL HAIL KING TORG, KING OF ALL KOBOLDS!!!) has decided he'd like to have a grand old party, one that will be rememebered until the Housing Complex (Kobold-infested dungeon) is purged of all Kobold life. That means you and your little kobold buddies had better trot out to the nearest shopping center (The Sleepy Village of Bumpkinville) and get to finding ingredients (stealing babies)
So - make up your kobold, by rolling 2d6 four times and slotting them into these stats.
Brawn - Is how big, mean, tough and strong your Kobold is. When you want to break something, lift something, hurt something, or otherwise act mas macho you roll against Brawn. Brawn determines how hard your Kobold is to kill, called HITS, and how well they hig, called TOHIT.
Ego - Is the intelligence (used here as a relative term), knowledge and self-control (again, relatively speaking) of a Kobold. It determines how well you do at mental feats like casting magick spells, hiding, lighting farm animals on fire, or speaking with humans.
extraneous - Is a useless stat, for things like being a cleric of the Big Red God Vor, or constructing a killer deck of mimic bits for the next big tournament! When doing something that has no bearing on killing stuff, getting hurt, or blowing things up, roll against extraneous. extraneous determines your MOVEMENT.
Reflexes - Is how quick, athletic and dextreous your Kobold is. When you want to climb walls, jump, dodge, hit stuff, or run away, you roll against Reflexes. Reflexes determie how good you are at not getting hit, called COMBAT DICE.
Skills:
Kobolds are only so smart, and can only do four other things aside from killing things and eating them. Each attribute gives you one skill.
Brawn:
BASH - You break stuff good.
DUELIST - DANGER - You can reroll a failled attack
LIFT - You can carry an extra item for a little while.
SWIMMING - You can swim!
WRASSLE - You can wrestle stuff to the ground and subdue it. You can also chomp on small critters, up to an including Kobolds for 3 Damage.
Ego:
HIDE - You can hide from stuff, for baby stealin'.
LACKEY - DANGER - You can cast Kobold Magick.
TRACK - You hunt down stuff for the killin'
TRAPS - You can disarm, and set traps.
SPEAK HUMAN - You can speak and understand one word of human for every point of Ego.
Also, I neglected to say so before, but Kobolds have only the most rudimentary Speak Human skills. Every time you speak a full sentence of Human, you're cheating. And Cheating Kobolds get the big red angry lightningbolt in the baby-hole.
Human speech sounds like "Bob Bob, Bobbidy Bob bob Bob!" to kobold ears.
Kobold speech sounds like high pitched barking.
extraneous
BARD - You can lie your damn fool face off, and people believe you.
COOK - You can cook food and serve it up Hot!
COWER - DANGER - You can add an extra CD if you cower away from danger in an unkoboldy way.
TRADE - DANGER - You can get better stuff when you get stuff!
SPELUNK - You can do all the nifty stuff those blasted adventurers do, like climb rope, pound stakes, and generally mess up a good warren.
Reflexes
ATHLETE - Running, jumping, climbing, you were always first in Hide and Eat.
FAST - You can move extra squares.
THROW - You can throw stuff and make it hurt. Difficulty is the target's DC+ distance
SNEAK - You can move about unseen and unheard
STEAL - You make light with property laws.
The difficulty for all skills is based on your attribute, unless the Mayor tells you different.
All DANGER skills do not roll. Instead, you get a Horrible Death Check.
Edges and Bogies
All of you can:
+ Bark like a Kobold (Barking your fool head off will make a test a little easier. But you've really got to sell it.)
+ Kobold Senses (In spite of having no noses, you can taste the air so well you can identify any living thing within fifteen feet. Also, being brought up in the claustrophobic darkness of the Warrens for generations have given you the ability to see in complete darkness.)
But all of you are:
- Totally Fearless (You have no regard for your own lives, except for winding up in a cookpot.)
- Tasty Like Chicken (If you take two or more HITS in one attack, hungry animals and monsters within fifteen feet may decide to come take a bite out of you.)
You each get an additional Edge and Bogie - roll 2d6 for each.
You each get a weapon, a piece of armor and an item, all scrounged from the Bazar (a large pile of stolen garbage near the center of the Kobold Warren) And being Kobolds, and none too bright, you can only hold two things, one in your left paw and one in your right. Anything else is cheating and draws the ire of orbiting cows.
HOUSE RULES
Chicken Fat Rule - If a Kobold eats a Chicken, the Kobold regains One HIT, the Chicken must be alive.
Kobold Fat Rule - If a Kobold eats a another Kobold, the Kobold regains Two HITS, the Kobold must be alive.
Baby Fat Rule - If a Kobold eats a baby, the Kobold regains 1d6 HITS, the baby must be alive.
KOBOLDS ATE MY BABY Rule - If a Kobold eats a baby, and a human is present, the Mayor may scream at the top of his lungs "KOBOLDS ATE MY BABY!" and then roll 3 times on the Random Human Chart.
KOBOLD DRINKING SONG Rule - If all of the living kobolds sing a kobold drinking song, they can force a Mayor Reroll, but only once per game. And all kobolds must get up and sing or it doesn't work.
KOBOLD SOLILLOQUY Rule - If a Kobold dies, the player can stand and recount the heroic deeds of his dead fuzzhead, then make up a new Kobold.
AND ME BOSS Rule - I had to go looking for this one, it's not a House Rule in 1st ed. Any time you and other kobolds kill something, the kobold that started the attack gets to hand out the victory points, even if he takes them all.
BABY NEGILGENCE - If you do something stupid with a baby, there's a 50% the baby will suffer BABY HORRIBLE DEATH.
TMI Rule - If you leave the game, the Mayor may do stupid and inane things with your Kobold, but he cannot kill your Kobold while you are away.
YOU KILLED MY FATHER Rule - should a kobold die, and his Solliloquy progeny engage and kill the killer, he earns double Victory Points.
KOBOLD HORRIBLE DEATH
Many things lead to horrible death checks, failing skills, doing magic, irking the mayor, being a coward, using DANGER skills and the like.
Horrible Death checks lead to horrible death. Simple, neh?
Victory Points
Victory Points are like Karma.
You can spend them instantly to eat up Kobold Horrible Death Checks. But any change in your Kobold Horrible Death Status, I will make a Kobold Horrible Death Test.
You can spend them as needed to subtract one die from any test, or add a die to an opponent's test.
You can spend them any time you return to the Kobold Caves
Burn 2 VP to reroll weapon or armor chart
Burn 2 VP to roll on Gear Chart
Burn 2 VP to get a roll on Magick Spell Chart, or 4 VP to select one (need Lackey skill)
Burn 1 VP at church of VOR with VORLELUJAH! to gain 1 hit. Burn 3 VP to gain 1d6 HITS.
Burn 6 VP and get you an extra skill
Burn your current attribute of VP's will get you +1 to that attribute -
Burn 12 VP's get you an Outfit, like a character class, only koboldy.
Outfits I will address in my next post, there's no sense in plagarizing more than I have to.
Let me know if you have any questions or suggestions.
So - make up your kobold, by rolling 2d6 four times and slotting them into these stats.
Brawn - Is how big, mean, tough and strong your Kobold is. When you want to break something, lift something, hurt something, or otherwise act mas macho you roll against Brawn. Brawn determines how hard your Kobold is to kill, called HITS, and how well they hig, called TOHIT.
Ego - Is the intelligence (used here as a relative term), knowledge and self-control (again, relatively speaking) of a Kobold. It determines how well you do at mental feats like casting magick spells, hiding, lighting farm animals on fire, or speaking with humans.
extraneous - Is a useless stat, for things like being a cleric of the Big Red God Vor, or constructing a killer deck of mimic bits for the next big tournament! When doing something that has no bearing on killing stuff, getting hurt, or blowing things up, roll against extraneous. extraneous determines your MOVEMENT.
Reflexes - Is how quick, athletic and dextreous your Kobold is. When you want to climb walls, jump, dodge, hit stuff, or run away, you roll against Reflexes. Reflexes determie how good you are at not getting hit, called COMBAT DICE.
Skills:
Kobolds are only so smart, and can only do four other things aside from killing things and eating them. Each attribute gives you one skill.
Brawn:
BASH - You break stuff good.
DUELIST - DANGER - You can reroll a failled attack
LIFT - You can carry an extra item for a little while.
SWIMMING - You can swim!
WRASSLE - You can wrestle stuff to the ground and subdue it. You can also chomp on small critters, up to an including Kobolds for 3 Damage.
Ego:
HIDE - You can hide from stuff, for baby stealin'.
LACKEY - DANGER - You can cast Kobold Magick.
TRACK - You hunt down stuff for the killin'
TRAPS - You can disarm, and set traps.
SPEAK HUMAN - You can speak and understand one word of human for every point of Ego.
Also, I neglected to say so before, but Kobolds have only the most rudimentary Speak Human skills. Every time you speak a full sentence of Human, you're cheating. And Cheating Kobolds get the big red angry lightningbolt in the baby-hole.
Human speech sounds like "Bob Bob, Bobbidy Bob bob Bob!" to kobold ears.
Kobold speech sounds like high pitched barking.
extraneous
BARD - You can lie your damn fool face off, and people believe you.
COOK - You can cook food and serve it up Hot!
COWER - DANGER - You can add an extra CD if you cower away from danger in an unkoboldy way.
TRADE - DANGER - You can get better stuff when you get stuff!
SPELUNK - You can do all the nifty stuff those blasted adventurers do, like climb rope, pound stakes, and generally mess up a good warren.
Reflexes
ATHLETE - Running, jumping, climbing, you were always first in Hide and Eat.
FAST - You can move extra squares.
THROW - You can throw stuff and make it hurt. Difficulty is the target's DC+ distance
SNEAK - You can move about unseen and unheard
STEAL - You make light with property laws.
The difficulty for all skills is based on your attribute, unless the Mayor tells you different.
All DANGER skills do not roll. Instead, you get a Horrible Death Check.
Edges and Bogies
All of you can:
+ Bark like a Kobold (Barking your fool head off will make a test a little easier. But you've really got to sell it.)
+ Kobold Senses (In spite of having no noses, you can taste the air so well you can identify any living thing within fifteen feet. Also, being brought up in the claustrophobic darkness of the Warrens for generations have given you the ability to see in complete darkness.)
But all of you are:
- Totally Fearless (You have no regard for your own lives, except for winding up in a cookpot.)
- Tasty Like Chicken (If you take two or more HITS in one attack, hungry animals and monsters within fifteen feet may decide to come take a bite out of you.)
You each get an additional Edge and Bogie - roll 2d6 for each.
You each get a weapon, a piece of armor and an item, all scrounged from the Bazar (a large pile of stolen garbage near the center of the Kobold Warren) And being Kobolds, and none too bright, you can only hold two things, one in your left paw and one in your right. Anything else is cheating and draws the ire of orbiting cows.
HOUSE RULES
Chicken Fat Rule - If a Kobold eats a Chicken, the Kobold regains One HIT, the Chicken must be alive.
Kobold Fat Rule - If a Kobold eats a another Kobold, the Kobold regains Two HITS, the Kobold must be alive.
Baby Fat Rule - If a Kobold eats a baby, the Kobold regains 1d6 HITS, the baby must be alive.
KOBOLDS ATE MY BABY Rule - If a Kobold eats a baby, and a human is present, the Mayor may scream at the top of his lungs "KOBOLDS ATE MY BABY!" and then roll 3 times on the Random Human Chart.
KOBOLD DRINKING SONG Rule - If all of the living kobolds sing a kobold drinking song, they can force a Mayor Reroll, but only once per game. And all kobolds must get up and sing or it doesn't work.
KOBOLD SOLILLOQUY Rule - If a Kobold dies, the player can stand and recount the heroic deeds of his dead fuzzhead, then make up a new Kobold.
AND ME BOSS Rule - I had to go looking for this one, it's not a House Rule in 1st ed. Any time you and other kobolds kill something, the kobold that started the attack gets to hand out the victory points, even if he takes them all.
BABY NEGILGENCE - If you do something stupid with a baby, there's a 50% the baby will suffer BABY HORRIBLE DEATH.
TMI Rule - If you leave the game, the Mayor may do stupid and inane things with your Kobold, but he cannot kill your Kobold while you are away.
YOU KILLED MY FATHER Rule - should a kobold die, and his Solliloquy progeny engage and kill the killer, he earns double Victory Points.
KOBOLD HORRIBLE DEATH
Many things lead to horrible death checks, failing skills, doing magic, irking the mayor, being a coward, using DANGER skills and the like.
Horrible Death checks lead to horrible death. Simple, neh?
Victory Points
Victory Points are like Karma.
You can spend them instantly to eat up Kobold Horrible Death Checks. But any change in your Kobold Horrible Death Status, I will make a Kobold Horrible Death Test.
You can spend them as needed to subtract one die from any test, or add a die to an opponent's test.
You can spend them any time you return to the Kobold Caves
Burn 2 VP to reroll weapon or armor chart
Burn 2 VP to roll on Gear Chart
Burn 2 VP to get a roll on Magick Spell Chart, or 4 VP to select one (need Lackey skill)
Burn 1 VP at church of VOR with VORLELUJAH! to gain 1 hit. Burn 3 VP to gain 1d6 HITS.
Burn 6 VP and get you an extra skill
Burn your current attribute of VP's will get you +1 to that attribute -
Burn 12 VP's get you an Outfit, like a character class, only koboldy.
Outfits I will address in my next post, there's no sense in plagarizing more than I have to.
Let me know if you have any questions or suggestions.