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Komdak : The Broken World


A floating-rules, perpetual retro-futuristic-fantasy RPG. Built around the idea that everyone is replaceable, even me! Komdak allows players to jump in and out whenever they want, just create a character and follow the rules (there are only, like, four pages of rules)! If the thread dies or a player goes inactive, someone else can jump right in and pick up the adventure where it left off!

If it intrigues you, and you have no experience in tabletop RPGs, then come and join us!

Komdak Manual
Google Dice Dice with Friends

CURRENT PARTY :
(Mutliple players can be the same class)
1. The Brawler (Spots Open!)
2. The Marine (Spot Open!) - e-bag
3. The Apothecary - Antagonist, PrivateInspectorKidd
4. The Tinker (Spot Open!) - BroncoBoy18
5. The Outlaw (Spot Open!) - JustABitJaded
6. The Charmer - aprzn123, SriLankanDevilBird

BEFORE YOUR FIRST POST IN THE THREAD
Please post your character in the following format (quote this block in order to copy-paste it)
Character Name :
Player Pronouns : 
Character Gender : (If you care)
Species: (Human / Elf / Giant / Dwarf / Batman) or (Human/Mirnon/Ajunt/Astuung/Iplum)
Class : The Brawler / The Marine / The Apothecary / The Tinker / The Outlaw / The Charmer

-=-=-=-=-=-=-=-=-STAT BLOCK-=-=-=-=-=-=-=-=-=-
PHY : XX  |  INT : XX  |  DEX : XX
CHR : XX  |  POW : XX  |  HP : XX
VULN  :
-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-

Inventory :
Bio :
  
Taking spell ideas for the Charmer class. If you have an idea for a (non-combat, non-healing) spell that would be interesting to play with, please feel free to post it.
  
Is this like a D&D type sort of thing?
  
Yes and No. It's more Fantasy-But-With-Guns, and a world heavily rooted in sarcasm and fantasy.

Similar concept to how D&D is played, but with heavily simplified rules, classes, and abilities.

The first draft of the manual is almost done to give you an idea of how it plays.
  
Kylljoy said:
Taking spell ideas for the Charmer class. If you have an idea for a (non-combat, non-healing) spell that would be interesting to play with, please feel free to post it.

"Pennies from Heaven", creates a small amount of money out of thin air. Usually not enough to really do anything, but sometimes you'll get lucky.
  
Danke
  
No problem.
  
The game is already sarcastic?
  
The game's god is, according to lore, Siri. Also, I'm the GM behind it. I tend to run very sarcastic and irreverent campaigns that mock the source material.

Game Manual Sample, for those interested.

If you are planning on playing the game when it goes active, please let me know. That way, I can figure out if it's worth investing time into writing the manual.
  
If you're already mocking it, I feel superfluous.
  
I'll definitely play,
  
Same here
  
I'll give it a shot, at least
  
How would this be played?
  
Post-by-post using OCS. If I use OCS right, people can create a character and drop in or out as often as possible, with streamlined rules determining the results of skill checks and combat. Players who stick around will be rewarded with level ups and more powerful loot as time goes on.

The manual should be linked up in about ten minutes if you want to read it.
  
The "Beta" Komdak Manual is here! Scroll past all the lore and stuff if you don't care about it. Focus on the class information, and there should be a character creation guide at the end. I'm hoping for around six players (one for each class) for this first little bit of "beta", but the joy of OCS is that it allows both more or less players as necessary.

Also, we do not necessarily need one player of each class. Doubling up on certain classes is fine, just be sure that you don't have, like, three Tinkers on one team.

The rules to the game will probably change as we figure out that some classes are horribly broken and some are extremely underpowered. This "beta" is to figure out those problems via actual play.

I suggest people write down their character species, class, and stats somewhere (here in the thread, and also maybe on a physical note somewhere). Feel free to add character backstory, etc. if you want. It's not really listed in the manual, but the game takes place around 150-300 years post-crash.

I will be working on a small bestiary/enemy list and item guide to help provide enemies to fight and rewards to obtain from quests. I also suggest you use something like Google Dice to help you do rolls. Unless you want to physically collect and roll dice, in which case you do you.

I'll start the game when we feel like we have enough people. Probably Saturday at the latest.

Sorry for the double-post
  
I shall become a Marine.

I'll make stats n' stuff tomorrow.
  
I'm planning on making an Outlaw, but before I finalize anything, I have some notes/questions on the manual:
  • Maybe touch up the pronunciation guides in the lore section. I can certainly guess as to would the actual pronunciations are, but they're still guesses. The higher-effort option is to put them in IPA or some other established phonetic notation system, but if you care then I think the bare minimum would be to put them in lowercase with the stressed SIH-luh-buhl in caps
  • The Iplum (dis)advantages still say "Mirna," not "Ipla"
  • What is going on with the armor table? The manual says it shows "vulnerability reduction" and "Physique and Dexterity penalties." So light leather armor is a vuln reduction of 1, meaning it decreases vuln by 1, and the net change to vuln is -1, right? And then, light leather armor has a dex penalty of -1, meaning… I'm not sure. If I had to guess, it decreases dex by 1. So it's still a net change of -1, even though the sign in the table is the opposite of that in the vuln column. I think I have that all right now, but it took a surprising amount of time for me to figure out which sign meant what in which column.
  • During character creation, are we allowed to choose two one-handed weapons, or just one? If it is just one, how much playtime will it likely take before we can acquire a second weapon?
  • How exactly is Vuln calculated? What exactly does the "(independent of each other)" mean in the rules?
  
I think I'll be a charmer.
  
I'll be a tinker
  
Is it acceptable to sign up if I know I'll be away over the weekend? If so, Apothecary.
  
Wait.
  
I'm planning on making an Outlaw, but before I finalize anything, I have some notes/questions on the manual:

Yeah, the last half was hastily written in the last half hour before bed, so it's rushed and pretty unclean

  • Maybe touch up the pronunciation guides in the lore section. I can certainly guess as to would the actual pronunciations are, but they're still guesses. The higher-effort option is to put them in IPA or some other established phonetic notation system, but if you care then I think the bare minimum would be to put them in lowercase with the stressed SIH-luh-buhl in caps
  • The Iplum (dis)advantages still say "Mirna," not "Ipla"

I'll revisit those today
What is going on with the armor table? The manual says it shows "vulnerability reduction" and "Physique and Dexterity penalties." So light leather armor is a vuln reduction of 1, meaning it decreases vuln by 1, and the net change to vuln is -1, right?

Yes. Your Vulnerability is decreased by the amount in that column.
And then, light leather armor has a dex penalty of -1, meaning… I'm not sure. If I had to guess, it decreases dex by 1. So it's still a net change of -1, even though the sign in the table is the opposite of that in the vuln column. I think I have that all right now, but it took a surprising amount of time for me to figure out which sign meant what in which column.

Yeah, that's fair. The point is that some armors (Power Armor, Strike Armor, and some others) increase certain stats while decreasing others. So most armors will have negative stat changes, whereas some will have positive. I think I need to clean up the table, though.
During character creation, are we allowed to choose two one-handed weapons, or just one? If it is just one, how much playtime will it likely take before we can acquire a second weapon?

Damage Cores may choose two weapons, any other Core may choose one. Weapons are typical rewards of bounties, so you will probably be able to get one after your first adventure.
How exactly is Vuln calculated? What exactly does the "(independent of each other)" mean in the rules?

Vuln starts at 16. Every seven points in dexterity and physique lower that by one, down to a maximum of eleven. So, for example, a Dexterity of 14, and Physique of 8 means you have only 13 Vuln. (2 points removed for a minimum of 14 DEX, 1 point removed for a minimum of 7 PHY).
The "independent" part was just to make it clear that it is not based on the sum of the two stats, but the two stats themselves. For example, even though having 5 DEX and 3 PHY means you have eight points cumulatively, neither has a total of seven and so you gain no Vuln reduction.
Vuln is further reduced by what armor you're wearing.
Is it acceptable to sign up if I know I'll be away over the weekend? If so, Apothecary.

You can jump in whenever you want. That's why we're testing this out.
  
I'd like to be a charmer.
  
As a note for all players playing The Charmer (and Apothecary and possibly Tinker as well), you may have more abilities added to the manual, or other ones reworked. I'm expecting The Charmer to be the class that will change the most as time goes on.

The first post has been edited with the new manual and a character sheet template. Once you have your characters, feel free to post them here.
  
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