Skarpe RPG - Rules, Races and Classes. And Weapons...

Johan 72109

New member
Alot of these rules are simply taken straight from GC's CoN RPG - basically, if you've played that, you'll have a good idea of what's going on with this RPG. However, to avoid simply saying 'oh, just go read her thread, then look at the following exceptions...' I felt it would be better to repeat the rules the RPGs have in common. Feel free to skim read... :eek:
Any questions about the below, simply PM me... I'll be happy to explain anything you don't understand.

Gaming and Role Play for Beginners:

Common Courtesy Rules:

1.All out-of-character talking should take place OUTSIDE of the RPG. PMing is preferred.

2.You cannot post twice in succession – make sure to allow your fellow RPGers time to partake in conversations.

3.This RPG is unusual in that your characters will not actually know their own backstory - they will find out their past through the course of the game. Because of this, there's no need to make up your own background.

How to Start: To become a part of the game, you should PM me with details of what race and class you wish to be, and what weapons you have(clarified by the races and classes section), as well as a name (thoughts on this given in the races and classes section, though by all means make up your own from scratch). I will then roll up your attributes and abilities, and give a little information about your past career (i.e, you were a bounty hunter, a trader, a hunter, a mercenary etc.)

For example, our hypothetical friend Bob, with a hankering for being an aggressive warrior type, decides to join the game. He sends me a PM saying the following:

I'd like to join the RPG as a Half-orc Warrior with a claymore, called Sombark.

I roll up his stats, and PM him back, saying:

You are a Half-orc militiaman. You're good in a fight, and fairly quick on your feet, but are ignorant when it comes to complex matters and are fairly easily cowed. Like all Half-orcs, you have a magnificent singing voice, along with your various combat skills and, oddly enough, a sixth sense of when you're being watched...

After the game has been going on for a while, should any new people wish to join the RPG, while I will attempt to insert them into the RPG as quickly and easily as possible, it'll be tricky. Expect to be PMing back and forth for a little while while we sort out some of the finer points (for example, newcomers will have a background which will need to be sorted out without getting in the way of the plot).

Basics on Play: Each person will have the freedom to write dialogue, reactions, and actions for their own character, however, the DM will be the only person allowed to apply narrative to the story. You cannot speak for other characters or people, and players are not allowed to mess with the story. The DM has predetermined the plot, and the players may not change or mess around with it. (Think of it as being a character in a novel, and the DM is the author) The correct way to post should look like this (the below posts, of course, are grossly oversimplified):

DM: You reach a fork in the road, where the track splits to travel left and right.

Player 1: 'I say we take the left road,’

Player 2: ‘That sounds good to me, left it is!’

DM: You decide upon the left course and take it.

The DM: The DM (Dungeon Master) is the ruler of the world being played in. The DM is the only person allowed to write the narrative of the story as well as the reaction to all non-playable creatures and characters in the world. The DM also writes the effects of attacks in battle and determines when damage and wounds are inflicted upon party members. Though the player are free to ‘do as they please’ in the world provided by the DM, the DM reserves the right of ultimate control over her world. A person can say ‘I’m going to walk into that cave,’ but whether they find a golden ring or an angry bear in that cave is up to the DM.

The DM is also able to give certain people ‘revelation’ which means that they will be informed about something ahead of time or given a clue on a problem the company is facing.

Taking Turns: The Skarpe RPG is a turn-based game; simply put, it means that you take turns posting with your fellow RPG-ers and the DM. You cannot post twice in succession. (i.e. I make the first post; Bob makes the second – Bob CANNOT post again until someone else does)

This is essential in combat, as you will need to read the effects of your attacks against the enemy. It’s common courtesy to wait for at least half the members of the party to post again before you do; however, some people are bound to be more diligent in posting than others, so at the end of the DM’s post it will tell you when you can post again. i.e. the DM’s post may read something like ‘attacks are free to everyone in the group’ to indicate that anyone can post an attack.

When in Battle: Battle is simple. Should the company choose to attack an enemy then each player will post with a statement such as ‘I hacked at the thug’s leg, before drawing my pistol’. However, the players cannot write the effect of their own attack; that is a right reserved for the DM - so no saying 'the thug screamed in agony, before dying. Oh, yeah, as he died, he also fell on top of all his mates, so they now can't do anything, and we've won the fight...' ;) When sufficient members have attacked an enemy, the DM will write the attacks of the enemies, as well as results of previous attacks. i.e. ‘Two of the thugs lie dead or badly wounded upon the floor and a third is injured. he and his last remaining friend rush at Sombark and attack him. He manages to duck the first attack, but the second glances across his shoulder. Sombark is now lightly wounded.
One final point... You can only make one attack at a time, plus other, miscellaneous actions, so long as they're sensible. For example, you can stab with your sword, and then run, or stab and then draw a pistol, but you can't stab two or three times and then run over to another guy and do the same to him.

Dice Rolls, and all that scary stuff: No one needs to know about dice rolls and statistics besides the DM. (Statistics are, however, available upon request by PM) Upon the start of a battle the DM will post (based on the statistics of the team) the probability of a successful attack against an enemy. i.e. the company encounters four dwarves. The post about the enemy would contain a statement to the extent of ‘the group was going to find this tricky...’ to indicate that it will be a hard battle and could eventually lead to death. The company will then have the option to either continue with the attack, or flee.

Death; Yes, it can happen to you!: Death is indeed a possibility in this RPG. Death will occur when 1) you are engaged in battle with a particularly difficult enemy and lose, 2) if a player continues to flout the rules, and hinders the game for other players. In the latter, the DM reserves the right to kill such people. (So play nice! ), and 3) you do something rather stupid like try to climb up a cliff without ropes and then the dice decide they don't want to play anymore...

Fate; You’re ALIVE!: Your characters are all heroes. They aren't going to be killed by the first runaway chicken that passes their way (well, not unless they're really bad...) For this purpose, we have Fate. Your character may, occasionally, find that an attack that would certainly have been the death of him/her misses by a whisker, or is parried at the last minute by a lucky flick of the sword. this enables your characters to stand head and shoulders above the rest of the common populace.
It's a limited resource, even for heroes though, and one day, you may find that it runs out, and you die. And there's no such thing as resurrections.

Looting and Treasure; the Adventurer’s Reward: So why fight in battles when it’s possible to die, you may ask? Simple. The loot! Every time that a battle is won the company will be rewarded with something – new armor, new weapons, gold etc. These will all be added to the players’ arsenal, and a player will be informed of his spoils by PM. If enough gold is acquired (The DM will keep track of the gold…don’t worry) the DM will permit certain transaction to occur. Namely, the buying and selling of goods. Don't worry about cash - you will be informed if it's running low, or if it's soaring. All players start with a bit of cash, at least enough to see them through a few days of hectic bribing of guards and securing of victuals and beds for the night. A few days, mind...

They Grow-up so Fast: As the game progresses, your character will get stronger, and more able to fight tougher enemies. Characters will be awarded experience depending upon opponents they kill, situations they handle well, and the skill of their role playing. When a character can improve, the player will be PMed concerning in what ways they'd wish to extend themselves, e.g, in combat, with courage, with missile accuracy etc. When a section ends the DM will post the finishing statistics for every player; including number of enemies killed, amount of loot acquired, times you lost Fate…etc.

Ending Comments: These are the basics of the rules; questions and comments are encouraged, and I hope people PM me with suggestions on how to make the game better. Make sure to tell me what you think of the game-play and how you think it could be improved, please. I hope no one is discouraged by the length of these rules – the only way to learn how to play is by diving in headfirst and I hope to see people doing so. Believe me, it's nowhere near as complex as it looks. And I’ll be happy to help out anyone who doesn’t think they have a good handle on anything in this thread.

Have Fun. :)
 
Last edited:
Races and Classes

Here I will explain the four different races you can choose your character to be, and the four different classes. A character will always be both a race AND a class - giving a total of sixteen (well, fifteen actually, see below) different possibilities of who you can be (and no two people from any Race-Class combination will be the same.)

Races
Allow me to briefly note that races aren't quite what you might assume... no stubborn little coal mining Gimlis wandering around... :D

Humans: Humans are... well... humans. A little shorter than modern people due to diet (this is a generalisation bear in mind) and a little more superstitious, but still the same old adaptable humans. Names for your characters will most likely be English names, though shortened names (Bob, Bill, Harry etc) will be unlikely. However, any name is fine, whether Russian, German, French, Italian, or even just pure fantasy.

Dwarves: The second most common race in the human lands of Skarpe, and widely accepted, Dwarves are short and stocky. Prone to laugh, and prone to anger, they have rather flexible moral standards, usually. This, coupled with their excellant seamanship, makes many of them pirates, or at best, sailors, (which in Skarpe isn't that much better). Names will be very similar to human names, on the whole, though there is far more flexibility, and feel free to add on a fearsome nickname (Klaus Tanhide, Thomas Ratsbreath etc)

Goblins: Goblins are relatively rare in human lands, and in some places are completely non-existant. Short, thin, and sallow-skinned, with very sharp, pointed features and carefully oiled hair and pointed beards (in the case of the men), goblins are not beautiful, but have a mysterious quality about them that some humans find interesting. Goblins are exceptional craftsmen and smiths, and so their weaponry and toys can often be seen in human lands, for a high price. Goblin names are very similar to traditional fantasy orc names - something harsh and gutteral will do nicely.

Half-Orcs: The Orc clans and their way of life are slowly becoming extinct, but they still maintain their very violent ways. Occasionally, on a raid, something will be produced that never should have come to pass - a Half-orc. The poor mother of the child will usually die giving birth to the unnaturally large creature, and most Half-orcs are killed at birth. However, some survive, and manage to eke out a semi-existance in life. Half-orcs are tall and broad, with a similar skin tone to humans, though most will have dark skin, as most Orcish clans are located to the south of Skarpe. By their very nature, they make fantastic warriors, but unfortunately are not very well suited to anything else. Half-orcs cannot be of the Academic class. Orcish names are rather Entish in quality - they have an affinity with nature. A Half-orc may either have an Orcish or a human name, depending upon where he was raised.

Classes

Warrior: Soldiers, marines, militiamen, bodyguards, even your average thug - All are warriors. These guys are usually best up close and personal, and provide the muscle of a group. They will automatically carry a knife and either a sword or axe, but also will have one of the following; musket, pistol, buckler, claymore (two-handed sword) or bill.

Ranger: Hunters, scouts, woodsmen, bounty hunters, wardens - these are rangers. These folks will be pretty good in a fight, but their chief use is in the wilds, where their knowledge of hunting and tracking comes in useful. They will automatically carry a knife, but also have one of the following; musket, pistol, sword, axe, net and rope, or another knife.

Rogue: Theives, pirates, sailors, jailors, cutthroats, buskers and beggars - all are rogues, or considered rogues at least. These people vary from proper fighters, almost as good as warriors, to light fingered pickpockets with more... interesting... duties in a group. These folk will be good for getting money in a tight spot, but also will provide invaluable help in many of the jobs you are given, especially when stealth and a light fingered nature is needed. They automatically carry a knife, but also may have one of the following; pistol, sword, axe, club, another knife, or a throwing knife.

Academics: Students, Alchemists apprentices, clerics, scribes, Artisan's apprentices, traders - these are known as academics. They aren't amazing in a fight by any means, but can be relied upon to provide useful information in the role playing side of things. They are also far less conspicuous than, say, a fully armed warrior, so are good for undercover work, (so long as it isn't too dangerous.) They automatically carry a knife, but may also carry a club or a sword.
 
Last edited:
Weapons

Weapons

Knife: Fairly simple really. Not a great weapon, but useful in a tight corner.

Sword: Again, fairly simple. Average, run of the mill thing here, it isn't rocket science... :p

Axe: Fairly simple, but is slower (but slightly more powerful) than a sword or knife.

Club: Crude, but effective. Less likely to kill than another weapon, it's useful for silencing oppenents in a (relatively) painless way.

Net and Rope Both very useful. A net will tangle an opponent, if used correctly, making them easy prey for a group, while a rope can either be used as a lasso, or, even more usefully, as a method of climbing. Cliffs, buildings, you name it, this'll help you climb it.

Musket: Slow, clumsy and inaccurate, the musket is one of the best missile weapons in the game (really! :p ) Because when it hits, it's going to do a LOT of damage. And it terrifies the heck out of your opponent. Bear in mind this is slow to reload, so have a contingency plan if things go wrong.

Pistol: Basically like a musket, but with a woefully short range. However, it is less unwieldy, and quicker to reload.

Throwing knife: fairly simple, again. Bear in mind this is a one-shot weapon - you need to pick it up from where it's landed before you use it again. Apologies for being patronising, but I'm used to a group of muppets as role players, who are prone to forget simple facts like this (along with rather more important facts like their character's names... :confused: )

Bill: A nasty combination of spear, axe, and hook, this thing is mean. However, against most people it's a little unwieldy. It's best used in combination with other bills, in narrow spaces where you can't be outflanked, or against horsemen, against whom it's just NASTY.

Claymore: Two-handed sword, essentially, though a little smaller than the medieval versions. It strikes hard, but it's very slow, and heavy.

Buckler: A small, light shield, about the same size as a large plate. While it's not much good against musketry, it's useful for parrying, and can also be used as a weapon, in a pinch.
 
Last edited:
ah ok i am a Human, a Ranger with the following: Pistol, 2 Throwing knifes, and 2 swords that i carry on my back and 1 claymore (if we use horses that will be the only time i use it because i could not possibly carry it with every thing else!)
ps i hope that its ok with the stuff that i chose! :D
 
Back
Top