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12b116.jpg
Bright High Brush
12b116
Stats
Should be fairly self explanatory, kobolds will roll these for some checks or to see if they can do a thing. Figuring out the brain on the drug pamphlet was a brain was a check against their knowledge, for instance.
Skills
Every 'bold has their own set of skills. Most of the skills are interchangeable and can be learned by anybody. Special powers can only be learned by magic or other means and can't be taught to other kobolds.
Slashing, Piercing, Crushing, Brawling, etc are all melee fighting skills. Throwing is used for sling use as well as throwing other things.
Speed is basically action points in combat and may also be checked against in certain situations
carry Is the carry limit, a chest is 5 pts and a bag is 1
HP Hitpoints, how many wounds a kobold can take
Fatigue Used for several things. Combat, powers, and attacking use fatigue.
Health How healthy a kobold is, used to check against poisons/sickness or other things. A barrel is 20pts, a basket is 10, an apple is 2
Madness, Terror. Rolled against when a kobold has to take a check for seeing something that breaks reality or is terrifying. Goes up on a failure, and also acts as resistance for future madness/terror checks. Kobolds start behaving erraticly if either one gets too high.
weapons Damage, and action cost Maybe also ammo.
The only skill that everyone can learn at the moment that nobody has is
handguns
The biogun uses the user's Fatigue as ammunition and can be used to learn the Handgun skill without wasting ammunition for something else.
I will spend points according to what people suggest. Raising stats is the most costly. Raising powers gets more costly as the level goes up. Raising skills costs more after every 5 points invested in the skill.
The point of this between thread activity is to suggest what kobolds should train in as the quest progresses. Suggestions do not need to be super specific or can go into detail with specific skills/stats
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