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DDF Splat

Aug 20th, 2012
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  1. This document contains information, skills, rules, etc. for use in Diamond Dog Quest 2: I Promise To Not Screw Up This Time edition.
  2.  
  3. Always remember: Losing is fun!
  4.  
  5. Starting location voting and character sheets:
  6. https://docs.google.com/document/d/1vdxxD4lBiSpK6eLGfb3pi_OpjRZe1UfI6Q37bzFOvQo/edit?pli=1
  7.  
  8. The Story:
  9. The party has set out from one of the diamond dog mountain homes because they are dissatisfied with their lot in life. You have all spent months traveling by wagon (or boat) and have finally arrived at your destination. The weather and the elements are ever-present threats, so getting down into the dark earth as soon as you can is a good idea.
  10.  
  11. The Game:
  12. The game is split into seasons, with each season being one session long. At the beginning of the first season each player will chose one Endeavor to attempt to accomplish and continue to work on it until they succeed, fail, or give up. Once an endeavor is completed (at the end of a session) choose a new one (at the beginning of the next session). Time is wishy-washy so long as you are not attempting to get direct help from another player with your endeavor. Players can combine their efforts and work on the same endeavor in order to increase the scope of it or the quality of the outcome. The time an endeavor takes to complete depends on several things; such as the competency of the person attempting it, the number of PCs and NPCs working together on it, the threats faced, etc. The scope of a task refers to how large it is. For example: Making enough furniture for a small room versus making enough furniture for many rooms. The length of time endeavors take and the scope of them are all individually judged and can even be dropped down a level (from Grand to Simple, for example) if you have enough help. Conversely, some tasks might not even be possible if you don't have a large workforce.
  13.  
  14.  
  15. Weapons and Armor:
  16. These play a much bigger role than in vanilla S10. Weapons are affected by the quality of their craftsdogship and the material with which they are made. Armor is affected by the quality of its craftsdogship, the material with which it is made, and the amount of the body covered by it.
  17.  
  18. Weapons:
  19. There are three types of damage: Slashing, piercing, and blunt. Slashing can cut off limbs and open grievous wounds, but is easily stopped by armor made of the same or better materials. Piercing can pierce armor and damage organs. Blunt transfers damage through armor and can break bones. For the most part the type of damage being dealt will not affect roles (see Exceptions). What does affect roles is when you pair a damage type with a material type. Note that some weapons can do multiple types of damage (slashing with the blade of a sword, stabbing with the tip of a sword, or hitting with the pommel of the sword). All damage is based on a D10 scale.
  20.  
  21. Slashing and Piercing: These are any weapons with an edge to them; such as swords and spears.
  22. Silver: Roll a d7
  23. Copper: Roll a d8
  24. Bronze, Bismuth Bronze: Roll a d9
  25. Iron: Roll a d10
  26. Steel: Roll a d10+1
  27. Adamantium: Roll 2d6
  28.  
  29. Blunt: These are any weapon that can bludgeon such as crossbows, maces, and hammers.
  30. Wood: Roll a d6
  31. Adamantium: Roll a d7
  32. Copper, Bismuth Bronze, Bronze, Iron: Roll a d10
  33. Steel, Silver: Roll a d10+1
  34. Platinum: Roll 2d6
  35.  
  36. Ammunition: Roll a d10 for any metal. Note that you cannot shoot in close combat, only bludgeon.
  37.  
  38. Armor:
  39. There is armor for the head, chest, arms, legs, and feet. In order to benefit from wearing armor in combat you must have at least three of the five locations covered.
  40. Unarmored: Maximum of 1 Hit plus any from a shield, Defense Mastery, Martial Defender, etc.
  41. Leather, Wood: Maximum of 2 Hits plus any from a shield, Defense Mastery, Martial Defender, etc.
  42. Copper: Maximum of 3 hits plus any from a shield, Defense Mastery, Martial Defender, etc.
  43. Bronze, Bismuth Bronze: Maximum of 5 hits plus any from a shield, Defense Mastery, Martial Defender, etc.
  44. Iron: Maximum of 7 hits plus any from a shield, Defense Mastery, Martial Defender, etc.
  45. Steel: Maximum of 9 hits plus any from a shield, Defense Mastery, Martial Defender, etc.
  46. Adamantium: Maximum of 10 Hits plus any from a shield, Defense Mastery, Martial Defender, etc. Also gives protection from instant Helplessness unless caused by a skill like Prayer of Healing or Fervor.
  47.  
  48. Types of Endeavors:
  49. There are three types of endeavors. Talk to your DM about what you want to do and how long you think it should take.
  50.  
  51. Simple: These will only take one season to complete. Examples of these are digging out simple areas for storage and sleeping and working after first arriving, filling a few barrels with trade goods, and digging exploratory mine shafts throughout a layer of rock.
  52.  
  53. Grand: These will take two seasons to a year to complete. Examples of these are digging out a large number of individual bedrooms or large and opulent rooms, filling many barrels with trade goods, and constructing a road for migrants and caravans to come to your fortress on.
  54.  
  55. Legendary: These will take more than a year to complete. Examples of these are creating a large statue outside your fortress to show off for visitors, seeking out magma then piping it up to power furnaces or forges or doomsday weapons, or creating a series of artificial rivers and channels to power machines and traps.
  56.  
  57. Seasons
  58. This section will become more fleshed out after a starting location has been chosen. Seasons determine which crops can grow, which crops can be found in the wild, which animals and monsters can be found roaming near the fortress, which traders visit, the climate, and the temperature.
  59.  
  60. Species:
  61. There are many species that exist in this world, meaning there are also many conflicts.
  62.  
  63. Diamond Dogs: Gorilla dogs that live and dig deep underground. The love gems almost as much as dragons do and love grand works of architecture almost as much as gems. Vests and collars have great cultural significance to them, and from the make and style of these trappings other dogs can tell where they are from, what their role in the fortress is, and even what they outlook on life is.
  64.  
  65. Ponies
  66. They come in earth, pegasus, unicorn, and crystal varieties. They are led by alicorn princesses and princes. Despite being colorful and having goofy names, they can be surprisingly bloodthirsty.
  67.  
  68. Donkies: They are like ugly ponies and are at one with nature. They can often be found living in forests and jungles and can easily become enraged if they are offered wooden trade goods or see that too many trees have been cut down around the fortress.
  69.  
  70. Zebras: Strange ponies with black and white stripes. They hail from deserts and savannahs and often have interesting, if not immediately useful, trade goods.
  71.  
  72. Gryphons: Proud, warlike, and nearly extinct because of it. A few gryphon aeries can still be found in the high places of the world, and gryphons interested in trading always have high quality weapons and armor for sale.
  73.  
  74. Buffalo: These live on the open plains. Their traders always have a variety of seeds, fruits, veggies, and cloth for sale.
  75.  
  76. Bears: Mysterious dwellers of the frozen tundras. They command the ancient and powerful Bearforce and deal not with the lesser races.
  77.  
  78. Roles:
  79. There are certain roles that must be filled in each fortress. NPCs can fill these roles of players are not willing. Most diamond dogs that fill roles expect slightly better accommodations than their commoner brethren.
  80.  
  81. Alpha: He (or she) is the boss and has authority over everydog in the fortress. He can issue Endeavors to any NPC he wishes and make demands that must be met. It is not uncommon for overbearing Alphas to accidentally be locked out of the fortress during a goblin attack or have magma accidentally piped into their rooms.
  82.  
  83. Manager: The Alpha's second-in-commmand when it comes to giving orders in the fortress. The Alpha speaks, and the manager ensures that his words reach the ears of the workers.
  84.  
  85. Guildsdog: The guildsdog represents the workers in the fortress and speaks for them to the Alpha. He can issue orders and Endeavors to the workers if they do not conflict with the Alpha's orders.
  86.  
  87. Bookkeeper: The Bookkeeper keeps a record of all the items, wealth, livestock, and people in the fortress as well as records of purchases, sales, losses, and gains.
  88.  
  89. Broker: The Broker judges the worth of the trade goods and other items in the fortress, as well as conducting negotiations with traders.
  90.  
  91. Sheriff/Captain of the Guard: The Sheriff works on his own or with a few deputies until the fortress grows to the size where he requires a squad to keep the peace. At that point in time he becomes Captain of the Guard. The Captain of the Guard is not the leader of all armed forces within the fortress. Instead, he leads a squad of ten dogs who act as police in the fortress. They keep the peace, make arrests, and administer beatings as the law requires.
  92.  
  93. Militia Commander: The Militia Commander is the head of the military in the fortress. He is second to the Alpha, but during times of war this can become a mere technicality. He can issue Endeavors to any militia squad so long as they don't interfere with the Alpha's orders.
  94.  
  95. Militia Captain: Anydog that controls a squad of ten warriors and isn't Captain of the Guard is a Militia Captain. He can issue Endeavors to his own militia squad so long as they don't interfere with the Alpha's orders.
  96.  
  97. Chief Medical Dog: The Chief Medical Dog is the authority on health and healing in the fortress. He commands the Hospital and all that work within it.
  98.  
  99. Hammerer: The Hammerer is the fortress's executioner and exists to punish those whose crimes are too severe for beating, imprisonment, or exile to make right.
  100.  
  101.  
  102. Events:
  103. These are things that would take less than a season to do. Examples of these are conducting negotiations with a trader or a visiting dignitary, or dealing with a goblin thief or pup-snatcher. Note that full-scale wars will have Endeavor timescales.
  104.  
  105.  
  106. Races:
  107. Players can only play as diamond dogs.
  108.  
  109. Diamond Dog: The standard Diamond Dog.
  110. Dig Dog: Bigger but not as intelligent as a normal Diamond Dog. Actions requiring strength are made at DC-1 and actions requiring intelligence are made at DC+1.
  111. Runt: The smallest of the Diamond Dog breeds. Actions requiring strength are made at DC+1 and actions requiring intelligence are made at DC-1.
  112.  
  113.  
  114. Classes:
  115. Barring any major uproar, Necromancer and Mage are restricted.
  116.  
  117.  
  118. Skill Rules:
  119. Everyone starts with 3 Splat Skill Points (SSPs) points and will earn another every two years (this may change if it feels too slow or fast.) Additionally, players may choose to spend half a year focused on learning a new skill or improving an existing one in order to earn another splat skill point. This will not affect the rate of naturally acquiring splat skill points
  120. Regular Skill Points (SPs) are acquired at a rate of 1 per year.
  121.  
  122.  
  123. Skill DCs:
  124. Splat Skills can have up to three points spent on them. Every PC is able to attempt to use these skills without purchasing them, but the DC to succeed is high.
  125. Regular skills and their DCs exist as normal in S10.
  126.  
  127. 0 points spent: DC8 to succeed.
  128. 1 point spent: DC6 to succeed.
  129. 2 points spent: DC3 to succeed.
  130. 3 points spent: DC3 to succeed and immune to critfails.
  131.  
  132.  
  133. Splat Skills:
  134. Miner - An extension of a Diamond Dog's natural talent. Diamond Dogs with the skill have a better idea of where gems and other underground resources can be located and can get to them more easily than their brethren.
  135. Carpenter - Can cut down trees and make various items out of wood. Examples are shields, doors, arrows, beds, mugs, and doodads.
  136. Bookkeeper - A very important skill. It allows you to keep stock of what is in the fortress and conduct trades with traveling traders and caravans.
  137. Stone Crafter - Can make various item out of stone. Examples are furniture, trade goods, etc. Cannot make tools.
  138. Farmer - Understands how to make plants grow and take care of animals. This applies to both above ground and underground plants.
  139. Cook/Brewer - Understands how to cook delicious meals and brew delicious alcohol.
  140. Trap Maker/Machinist - Can make mechanisms and other things used in machines. These can be used to create all manner of traps, as well as build wells, windmills, waterwheels, etc.
  141. Gem Cutter - Can cut and polish gems and cut them. They can encrust items with gems or make the gems into things by themselves.
  142. Fisherdog *USELESS IF THERE IS NO WATER ON THE MAP* - Fishing seems like a simple enough task, but you are one of the few Diamond Dogs that has mastered this ancient art.
  143. Leather Worker/Clothier - Knows how to make hides into leather and leather into useful things like armor and clothing. Can also make clothing, bags, sacks, etc out of various fabrics and turn various fibers into fabrics.
  144. Smith - Works with metal to turn ore into bars and bars into weapons, armor, decorations, tools, trade goods, etc. Smoths start with one point spent in this skill. This point is subtracted from their starting amount.
  145. Hunter - Tracks, kills, and cleans animals to help feed the fortress. Hunters are also the first line of defense against (and the first targets of) enemies sneaking around the fortress. Trackers start with 1 point spent in this skill. This point is subtracted from their starting amount.
  146. Doctor - Clerics with heal and Shamans with Natural Remedy start with 1 point spent in this skill. This point is subtracted from their starting amount. People without Heal, Natural Remedy, etc are assumed to use non-magical first aid to help their patients.
  147.  
  148.  
  149. Deities:
  150. Worshiping a deity has no real advantage. It's just for RP.
  151.  
  152. Oracle the Taught Plan, deity: scholarship, wisdom
  153. Mountain Rocktowers the Boulder of Irons, deity: minerals, fortresses
  154. Cave, deity: twilight, dusk
  155. God Superiornoble, deity: metals, thralldom
  156. Glitter Bronzelilac, deity: love, jewels, wealth, trade
  157. Weather Finpacked the Moistness of Pine, deity: hunting, fishing
  158. Ward Castleloves the Symmetric Blankets, deity: loyalty, oaths
  159. Spine, deity: mountains, volcanos
  160.  
  161.  
  162. --------A Note on Using Skills
  163. When using a skill say what you wish to do with it and roll. When trying to accomplish many things the degrees of success and failure are lower. For example: Trying to carve ten wooden bowls could result in ten very good wooden bowls on a cirt success, and 10 ruined pieces of wood on a crit fail. Trying to carve a single wooden bowl can result in a severed finger or an absolutely wonderfully made bowl.
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