Armello is a video game board-game sort
of thing featuring furry characters. The game's lore and world is
pretty stock-standard fantasy fair besides the animal people, but has some
nice quirks to it and a theme of good vs evil. The thing about Armello though is it has rules for
dice, combat, and stats for characters since it has some RPG
elements. For this reason I sometimes consider how Armello could be
used to create a system for tabletop RPG adventuring- and I wrote one up.
If you converted the level up system for a to-gold traditional system, you could probably make this an OSR style game about cute animal people getting fucking murdered in dungeons.
But I'll leave that honor up to you.
But I'll leave that honor up to you.
Armello Dice Symbols
Armello uses
regular 6 sided dice for their rolling mechanics, but without numbers
and instead symbols. I've linked these up to numbers on a die that I
think are very close to their original symbols and intent, plus each
piece is on the exact other side as its opposite.
6- Wyld
5- Sun
4- Shield
3- Sword
2- Moon
1- Rot
Armello Stats
Armello uses 4
stats; Health, Fight, Wits, Spirit. Health is the number of hits you
take before falling; a single combat may not kill you, just the total
number of injuries over time exceeding your health will. Fight is the
number of dice rolled in combat, Wits is the number of dice used in
perils, and Spirit is the magic stat. All characters in Armello
itself start with a stat total of 15, you could adjust these numbers.
With a recommended soft cap of 5 in one single stat.
Armello Combat
Combat in Armello
deals damage both ways, both attacker and defender can die from an
attack. But combat in the board game is about an entire exchange, not
blow by blow, which would work better for this system. The problem
comes with party based gameplay, how are multiple characters supposed
to contribute to one battle? Maybe they do not, or maybe each
exchange only counts for a single few seconds of dueling, but is
still an exchange between a target and yourself either way. Maybe
everyone in the party just rolls combat, is hit with an enemy 'force'
die roll, and hope they overcome it. Here is a small bestiary.
Every Sword is a
hit. Every Shield is a block, which blocks one enemy hit.
In Armello, Suns
count as hits during the day and moons at night. Due to dungeon
crawling usually being a big aspect of OSR, this applies a lot less.
Instead moons count as hits when you are sneak attacking, and suns
count during pitched combat. Maybe instead it's based on light; Suns
count as a hit when you have enough torchlight. Maybe moons count as
a hit if your light level is as low as it can go, or only counts as a
hit for those with Infra-vision.
Then, there is
Wyld and Rot dice. Wyld and Rot dice count as hits in combat if
you're the right alignment, and they explode meaning after
registering it as a hit it rerolls again. The opposite alignment die
just counts as a miss.
Wyld die is
explosive and powerful for characters who are lawful or clean of the
Rot.
Rot die is
explosive and powerful for characters who are choatic or corrupted by
the Rot.
Armello Saving Throws & Skill
Checks
These
are called Perils. The DM rolls a certain number of dice, and you
need to roll the same symbols. You roll a number of dice equal to
your Wits stat, with a die of your alignment counting as a reroll.
Even if one of the symbols of the test is your alignment symbol, you
still receive a reroll after it is 'locked in'.
Armello Magic
You have a number
of spell points equal to your magic stat. Each spell point can be
expended to cast a first level spell effect, or can be combined to
cast a higher level spell effect. Your magic points only return at
dusk. Most spells and magic in Armello have a curse/buffing or
healing effect and are almost always tied to nature and natural
forces- such as letting out the inner beast of each of the anthro
characters, healing rot corruption, or calling a lightning strike on
a foe. Either make up your spells as you cast them or the DM will make some spells for you with appropriate costs.
Spells directed at
enemies get a save; the number of die rolled by the caster is
dependent on their magic stat vs the wit dice of the enemy getting
hit regardless of the number of spell points used. Characters high in
Spirit will have weak spells that are hard to resist from their sheer
force of will.
You could also
substitute something akin to the Sage magic system; with each magic
point being equal to 1 HD of 'power' you can use for a spell. The
magic system can be vague in the game, being tied to cards that you can
play. For this you can divorce it from the setting and make a more
general magic system with less nature-based effects to tie it into
your setting instead.
The final type of
magic are Spirit stones. Spirits stones are a general collection of Wyld power. Each spirit stone can be expended as a one time 1
point magic boost to cast a spell with or to empower another spell.
It is said collecting 4 spirit stones and performing a ritual can
totally cure a person corrupted with Rot, but this will result in the
person's death if they are truly evil on the inside.
The Rot
This
is a maddening disease that slowly corrupts and kills those infected
by it. It is a perversion of nature and bringer of ruin. Banes and
other creatures deep within dungeons have the rot- and can spread it
to characters by defeating them in combat. Once infected with the
Rot, the character takes 1 point of damage each sunrise.
When
a character has 1-4 Rot, they are considered “infected” by the
rot. At this point, they can, if willing, roll a number of dice equal
to their spirit and spend 2 magic once per day when sitting at a
place of natural beauty. If they get at least enough Wyld dice equal
or greater then their rot, they can cure 1 rot for that day. This is
one of the few ways to heal rot, the other methods involving rare
potions and talismans.
Once
a person reaches 5 Rot though they are considered Corrupted. Their
body starts to change; and while they still take 1 damage per day at
sunrise, the rot gives them power and they start to depend on it. Rot
dice now count as wild and the Wyld dice count as useless rot dice in
combat. Additionally, once a character is corrupted, anytime they
fight a character with any amount of rot less then them, they get to
add a number of dice equal to the lesser rot character's rot stat.
Therefore a character with 5 rot gets to add +2 dice to hit attack
against a character with 2 rot. This also applies to magic saves.
Prestige & Leveling Up
Each
time you complete a general quest objective, solve a worthy
challenge, or defeat a creature of darkness you get +1 prestige.
Prestige is the closest thing Armello has to a social mechanic; so
assume characters with higher prestige have more sway with commoners,
nobles, and the various factions in the lands of Armello.
Each
time you complete one of these major quests, you also get a level up.
You may select any stat to increase, and gain that benefit
permanently. You cannot choose the same stat twice in a row, and can
level up a maximum of 4 times.
Armello Story Seeds – 1d10
[1] The
King is said to have been totally corrupted to the core with rot, and
is slowly going mad. His sorcerers are summoning banes and other
creatures of darkness to the countryside, is putting a bounty on the
heads of the heroes of the animal clans, and his laws become more
paranoid and cruel each passing day. End his reign of terror.
[2]
Darkness grows in the dungeons beneath the world; dark forces and
their followers are attempting to grow a creature of blackness so
foul that it will consume the entire world in rot. Travel to the
stone circles in the world, collect spirit stones and hold them close
as you will face corruption you can't even imagine in your pursuit of
purity.
[3]
War among the animal clans is coming. The relative peace between them
is ending after years of prosperity- and now they vie for more power.
You must pick a side or fight to maintain the peace. There are rumors
of a conspiracy putting these clans against each other for their own
benefit- perhaps they could be the key to ending this conflict before
it begins.
[4]
The rot has spread to a small and sleepy town- and as the King's
Guard fight to keep it contained it spreads. Then again, and then
again. The corruption of both mind and body is seemingly spreading
among the population, one step ahead of the law. Then, rumors of a
strange drink called “Hot Rot Wine” seem connected; the highly
addictive drink being traded in secret among the poor and sad
populations of Armello- peddled by animals in black. How will you
stop the sale of this illegal drug?
[5]
Foreigners from across the sea are invading! They're bug people, or
lizards, or something else entirely, and they are no good. Enslaving
the kind animals of Armello; raise the armies of the clans and march
against them to free your people.
[6]
There is a new young animal to ascend to the throne, but his innate
magical talent is so extreme that is risks unraveling the kingdom if
not controlled. You must take this boy across the land to the far off
mountain valley where the druids can teach him to control his
incredible power over the Wyld.
[7]
The Helm of Heroes has been found! This magical item has once
belonged to many of the most famous hereos of Armello's past, and is
now being fought over by many rival groups. Collect it for your own
use, or to keep it safe from those who wish to abuse its power.
[8]
The furless cat known only as The Stranger has been causing trouble
to the more powerful nobles and leaders of Armello. His events and
tricks are not random; but the moment anyone gets close to him he
disappears the moment he's not being watched. Everything he's doing
is leading to something big, to rock the foundation of the clans and
kingdom.
[9]
The forsaken clan, “The Bandit Clan”, seeks more power and
recognition in Armello. These outcasts are no longer satisfied
working with the more prestigious clans and under their shadow- now
they are preparing for an armed revolution. Will you join them, or end the uprising?
[10]
The King is dead and Armello is safe. But the dungeon's underneath
the palace are still crawling with monsters and strange experiments.
Somebody's gotta clean it up.
Hey, I'm crating a Armello Roleplaying Game, can i use your work as an inspiration ? (sorry for my english, i'm french.)
ReplyDeleteSure. Your real concern should be with the actual Armello developers and copyright holders- League of Geeks.
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