New Artist: Steven Nomena- (Jan-29-2012 10:01 AM)
Steven Nomena has been kind enough to supply an image for the Elven Folk of Red Ash. Be sure to drop in to Stevens gallery and check out his other works at http://stevennomena.blogspot.com.


I have only spent a little bit of time on Red Ash as I have still been focusing on real life issue, work related. I do hope to get back on Red Ah in ernest by April or May.


All the Best,
Chris J
New Red Ash site delayed.- (Jan-11-2012 8:01 AM)
It have been my plan to do the eventually and I was planing on doing it with the new site update. The new site is getting delayed as I work on a few paid web design projects.

Since I will most likely not make my January update, I at least wanted to advise everyone that I have decided to move to a creative commons license for the Red Ash World Engine.

I will be making a few changes to the system, one being that powers will be renames traits as it is a better fit.

All the Best,
Chris J.
Happy New Year!- (Jan-01-2012 10:01 AM)
2012 is here and our thoughts turn to new goals for the coming year. I for one have a lot more work to get the next site design up, I am having issues selecting a font.

OK that's not entirely it, I have been slacking off playing Skyrim. I have played the other Elder Scroll games but never lasted long as I did not like some of the game mechanics, mainly in the spell caster arena. Skyrim looks to have improved on them a great deal.

I also have been working a secondary job on contract and hope to finish it up within 2-4 weeks and then I can get back to Red Ash business.


Have a great New Year!
Chris J.
Working- (Dec-12-2011 6:12 AM)
Just a quick note to say I have been working on a new site design for Red Ash and I will be adding a little something to the tools area to help with testing of the combat rules.

Till then!


All the best,
Chris J
Red Ash World Engine: RPG Combat Update and development status- (Oct-22-2011 10:10 AM)
Just a quick post to state I made a small patch to the combat page and the Combat Actions. I made a small error in my script that displayed the PAP (Physical Action Points) cost on the MAP (Mental Action Points) cost. This has been corrected and now displays correctly.

My current work is to add rules and melee skills that will cover dual weilding of weapons. These have been written but I am going to test these before uploading.

I have also been thinking about the character creation and specifically about adding a rule to allow players to move ability score around at charcter creation. I am think of a rule that a player can move a total of 10 points from one ability to another ability with a max increase of 5 points in one. This will permit players more freedom to tweak their characters to the build concepts they plan.

I also need to devote some time to a write up on the leveling of a secondary (or more) class than that of first level.

Till then...All the Best!
Chris J.
Finally! Finished overhauling the combat rules of Red Ash...- (Oct-15-2011 4:10 PM)
When I first started working on the Red Ash World Engine, I had a general idea of how I wanted the combat to go and tossed together some general rules that I honestly did not test. Well now I have and I will continue to do so for some time as the rules are expanded and tweaked.

So now I am presenting the new combat rules, fatigue system and a simple preview of a character (on a sheet even) and my combat log. With these I hope to shed some light on how the combat will unfold and provide a richer and more exciting combat experience to the players.

Here we go....

First the characters used in this series of combat testing are two twins; same size, same gear, same skill, same class and level. The idea of this is to test the combat with no unusual advantage to one character or the other. and to expose faults in the system. The combat starts with both of them within melee range and weapons ready.

So here we have Pete and Steve.
full size here
Since Pete and Steve are identical I just used one page and change the name on one page.

The combat rules and related information can be found on the combat page of Red Ash and the changes to the fatigue system can be found of the abilities page just about 3/4th the way down the page.


The combat log I used to track what was going on is here
full size here
As the spreadsheet hides some of the information will detail the play-by-play below here and provide some addition information I hope you will find useful. If you are feeling up to it, I hope that some of you will pick up Pete and Steve and roll try the combat out for yourself and let me know what you think.

There can only be one...


First the initiative is set by a roll of a 20 sided die. This determines where in the combat Pete and Steve can begin their attacks. Combat will start with both opponents at weapons reach.

Pete and Steve, being twins, both have 230 life points and 64 PAP. MAP will not be tracked as it will barely get used for this combat.


Pete rolls 11
Steve rolls 2

Round 1, Turn 11
Pete attacks with a Hack Attack (Hack is 2 Chopping attacks and is a full turn action for a +2 attack, -2 defense)

Steve being the defender this turn and having the same melee level as his brother can read the attack and decides to use Avoid for both attacks (note defense actions do not have turn cost)

Pete scores 120 (Rolled 18 on 1d20 + 100 from coordination +2 from the aggressive hack attack action.)
Pete spends 11 PAP

Steve scores 100 (rolled 2 on a 1d20 + 98 (agility of 100-2 for his armor))
Steve spend 5 PAP

Steve scores 116 (rolled 18 on a 1d20 + 98 (agility of 100-2 for his armor))
Steve spend 5 PAP

Pete has a critical hit and a miss.
Steve takes 90 points of damage (57x2) chopping damage -24 damage reduction from armor vs chopping and shield protection value.

Pete now has a -2 to his defense until his next turn for using Hack.
Pete will go on 12 on the next turn do to the weapon he attacked with and its attack speed modifier.

Round 1, Turn 6
Steve will use the Pierce combat action (Pierce is a .5 turn pierce attack)
Pete is now the defender and can read Steve's attack action just as Steve read his on the previous turn. So now he get to select his defense based on that knowledge and chooses deflect for the bonus it grants to piercing attacks.

Steve scores a 110 (rolled 10 + 100 from coordination)
Steve spend 8 PAP

Pete scores a 116 (rolled 14 + 100 from agility - 2 from armor + 4 for shield bonus ? 2 from last hack attack +2 for using deflect vs piercing.)
Pete Spends 5 PAP

Steve missed!

Steve uses the slash combat action (slash is a .5 turn action that uses the slashing damage if a hit is scored.)
Pete can read Steve's combat actions and so selects avoid to counter the slashing attack.

Steve scores 115 (15 rolled + 100 coordination)
Steve spend 8 PAP

Pete scores 107 (11 rolled + 100 agility ? 2 armor - 2 from hack attack)
Pete Spends 5 PAP

Steve Hits!
Pete takes 33 points of damage. (57 slashing damage-24 damage reduction from armor and sheild)

Steve will go on turn 7 of the next round.


Round 2, Turn 12
Pete no longer suffers from -2 from hack attack.
Pete selects the barrage attack action (barrage is 2 piercing attacks and will use a full turn for a +2 attack, -2 defense)

Steve seeing the attack coming selects the defensive action Deflect for both attacks.


Pete scores a 106 (4 rolled and 100 from coordination +2 from barrage)
Pete spends 11 PAP

Steve scores 116 (12 rolled + 100 agility ? 2 from armor + 4 from shield +2 from deflect)
Steve spends 5 PAP
Pete Missed!

Steve scores 122 (18 rolled + 100 agility -2 from armor +4 from shield +2 from deflect)
Steve Spends 5 PAP
Pete Missed!
Steve gains a counter attack! (Deflect grants a counter attack when the defender scores 12 or more over the attacker. Counter attacks are treated as a surprise attack and so melee level does not grant knowledge of the attackers intent. Attacker can only use a half turn cost attack action for a counter attack.

Steve selects chop (chop is a .5 turn combat action and will use chopping damage on a hit). Steve does not reveal his attack to Pete.
Pete is surprised and goes with Evade as a defensive action. ( a good guess it turns out)

Steve scores 103 (3 rolled and 100 from coordination)
Steve Spends 8 PAP

Pete scores 104 (6 rolled + 100 agility -2 armor +2 for evade vs chop -2 from barrage)
Pete Spends 5 PAP
Steve Missed!
Pete goes on turn 13 of next round


Round 2, Turn 7
Steve selects knock-down as his attack action (knock-down is currently a Strength Check, but will most like change in the future. It does force the defender to use his strength as well and so comes down to the die roll and strength score. This is a .5 turn action)

Pete melee is of no use here as the selection is taken away....


Steve scores 106 (6 rolled + 100 strength)
Steve spends 8 PAP

Pete scores 115 (17 rolled + 100 strength ? 2 from barrage attack.)
Pete spends 4 PAP
Steve fails to knock-down Pete

Steve selects Piercing
Pete sees the attack coming and selects deflect.

Steve score 112 (12 rolled + 100 coordination)
Steve Spends 8 PAP
Pete scores 105 ( 3 rolled + 100 agility -2 armor +2 deflection vs piercing -2 from barrage)
Pete spends 5 PAP

Steve hits!
Pete takes 34 damage (58-24)

Steve goes on turn 8 next round


Round 3, 13
Pete no linger has a -2 to defense from barrage attack last round.
Pete uses barrage again
Steve will deflect

Pete scores 107 ( 5 rolled + 100 coordination +2 barrage)
Pete spends 11 PAP
Pete now has a -2 to defense until next turn.

Steve scores 103 (1 rolled + 100 agility -2 armor + 4 from shield)
Steve spends 5 PAP
Steve earns a fatigue counter and PAP is reset to 75% of 64, or 48
Steve now has a -1 to attack, defense and skills. Land and air speed is reduced by 1 (0 minimum)
Pete Hits!
Steve takes 34 (58-24)

Steve scores 122 (20 rolled + 100 agility ? 2 armor +4 from shield)
Steve spends 5 PAP
Pete Missed!
Steve gains a counter attack!

Steve selects a Bludgeon combat action (bludgeon is a .5 turn attack that uses the bludgeon damage of the weapon). Steve does not show Pete his selection.
Pete is surprised again and selects the Evade defensive actions.

Steve scores 113 (14 rolled + 100 Coordination ? 1 fatigue)
Steve spends 8 PAP
Pete scores 99 (3 rolled + 100 agility -2 armor -2 from barrage attack)
Steve hits
Pete takes 36 damage (54-18)
Pete goes next on turn 14 next turn

Round 3, Turn 8
Steve decides to use the Combat action Trip (Trip is .5 turn action that forces a balance check on the defender)
Pete must roll a balance check

Steve scores 117 (18 rolled + 100 coordination -1 fatigue)
Steve spends 8 PAP
Pete scores 103 (7 rolled + 100 agility -2 armor -2 from barrage)
Pete spends 4 PAP

Pete earns a fatigue counter!
Pete earns a fatigue counter and PAP is reset to 75% of 64, or 48
Pete now has a -1 to attack, defense and skills. Land and air speed is reduced by 1 (0 minimum)

Steve succeeds!
Pete is prone!
Pete has a -2 attack, -4 to melee defense and +4 to ranged defense

Steve selects the chop combat action (chop is a .5 turn attack and does chopping damage if it hits)
Pete is prone and can only avoid or brace as a defense. Pete selects avoid.

Steve scores 106 (7 rolled + 100 coordination -1 fatigue)
Steve spends 8 PAP
Pete scores 96 (5 rolled + 100 agility -2 armor -2 from barrage -4 from prone -1 for fatigue)
Pete spends 5 PAP

Steve Hits!
Pete takes 34 damage (58-24)
Steve goes on turn 9 of next round

Round 4, Turn 14
Pete is no longer affected by the -2 from barrage.
Pete Stands
Steve gets an opportunity attack on Pete and selects the Pierce combat actions

Pete scores 94 (1 rolled + 100 agility -2 armor -4 prone -1 fatigue)
Pete spends 4 PAP
Steve scores 112 (13 rolled + 100 coordination -1 fatigue)
Steve spends 8 PAP
Steve Hits!
Pete takes 34 damage (58-24)


Pete selects the Slash Combat Action
Steve select avoid

Pete scores 108 (9 rolled + 100 coordination -1 fatigue)
Pete spends 8 PAP
Steve scores 119 (20 rolled + 100 agility - 2 armor +2 from avoid vs slash -1 fatigue)
Steve spends 5 PAP

Pete missed!
Steve wins a counter attack!

Steve selects the Slash attack
Pete selects avoid

Steve scores 116 (17 rolled + 100 coordination ? 1 fatigue)
Steve spends 8 PAP
Steve gains a fatigue counter -2 atk, def, skill and -2 to land and air speed 0 min
Pete scores 100 (1 rolled + 100 agility - 2 armor + 2 from avoid vs slash -1 fatigue)
Steve hits!
Pete takes 29 damage (57-28)

Pete goes on turn 15 next round.

Round 4, Turn 9
Steve selects the slash combat action
Pete reacts with avoid


Steve scores 108 (10 rolled + 100 coordination -2 fatigue)
Steve spends 8 PAP
Pete scores 119 (20 rolled + 100 agility -2 armor +2 avoid vs slash -1 fatigue)
Pete spends 5 PAP
Steve missed!
Pete gains a counter attack! (He won defense by 12)

Pete Tries to use the action Trip
Steve must roll balance.

Pete scores 103 (4 rolled + 100 coordination -1 fatigue)
Pete spends 8 PAP
Steve scores 111 (15 rolled +100 agility -2 armor -2 fatigue)
Steve Spends 4 PAP

Steve uses the other half of his turn to once again slash at Pete
Pete responds with avoid

Steve scores 104 (6 + 100 coordination -2 fatigue)
Steve spends 8 PAP
Pete scores 119 (20 + 100 agility ? 2 armor +2 avoid vs slash -1 fatigue)
Pete spends 5 PAP
Steve missed!
Pete gains a counter attack! (He won defense by 12)

Pete tries to use Trip again.
Steve must use balance

Pete scores 102 (3 rolled + 100 coordination -1 fatigue)
Pete spends 8 PAP
Pete gains a fatigue counter. Pete now has a -2 to attack, defense and skills. Land and air speed is reduced by -2 minimum of 0
Steve scores 97 (1 rolled + 100 agility -2 armor -2 fatigue)
Steve spends 4 PAP
Pete succeeds
Steve is prone! He can only select avoid or brace for defense.
Steve has a -2 attack, -4 to melee defense and +4 to ranged defense.
Steve goes on turn 10 of next round.

Round 5, Turn 15
Pete selects Hack ( hack is a full turn action with 2 chopping attacks and 1 roll)
Steve will avoid for both attacks.

Pete scores 108 (8 rolled + 100 coordination +2 from attack -2 from fatigue)
Pete spends 11 PAP
Steve scores 101 (9 rolled + 100 agility -2 armor -2 from fatigue ? 4 from prone)
Steve spends 5 PAP
Pete hits!
Steve takes 33 points of damage (57 chopping ? 24 damage reduction)
Steve scores 110 (18 rolled + 100 agility -2 armor -2 from fatigue ? 4 from prone)
Steve spends 5 PAP
Steve gains a fatigue counter
Steve has a -4 to attack, defense and skills. Land and air speed is reduced by 3 with a minimum of 0
Pete missed!
Pete goes on turn 16 of the next round.


Round 5, Turn 10
Steve is prone and so stands up
Pete takes advantage and selects the pierce action.

Steve scores 91 (1 rolled + 100 agility -2 armor -4 fatigue -4 from prone)
Steve spends 4 PAP
Pete scores 108 (8 rolled + 100 coordination +2 from hack -2 from fatigue)
Pete spends 8 PAP
Pete Hits!
Steve takes 34 damage (58 piercing ? 24 damage reduction)

Steve select the slash attack
Pete sees this and responds with avoid

Steve scores 105 (9 rolled + 100 coordination -4 fatigue)
Steve spends 8 fatigue
Pete scores 106 (12 rolled + 100 agility -2 from armor -2 from fatigue ? 2 from hack)
Pete spends 5 PAP

Steve will go on turn 11 next round

Round 6, Turn 16

Pete selects hack (Hack is a full turn attack with 2 chopping swings)
Steve will counter with evade for both attacks

Pete scores 115 (15 rolled + 100 coordination +2 from hack -2 from fatigue)
Pete spends 11 PAP
Steve scores 101 (7 rolled + 100 agility -2 armor +2 evade vs chop -4 from fatigue)
Steve spends 5 PAP
Pete hits!
Steve takes 33 (57 chopping-33 damage reduction)
Steve has his 4th fatigue counter
Steve is now at -6 to atk, def and skills, he is all set to a maximum movement of 1 step per turn and can not run or fly.
Steve scores 96 (2 rolled + 100 agility -2 armor +2 for evade vs chop -6 from fatigue)
Pete hits!
Steve takes another 33 points of damage and drops to -27, unconscious and bleeding out at 1 per turn (or 3 rounds and 13 turns). Once his damage reaches the negative of his health (-100) he will be dead.

Red Ash is about painting the role playing landscape with a broad brush stroke. Providing a rich and diverse mix of different playable species for the players to encounter. The base of this diversity is a large group of variables and their values paired to describe the physical, mental and errata that defines a species. These are further grouped into common areas to better organize them as a whole and are defined here:

Ability Scores

Abilities are used to define the physical and mental aspects of a given species. It is what defines the strength, force of will, sense of self, health and more that makes up an individual of a given species. Red Ash has 10 base abilities and a number of other statistics. While looking over these keep in mind there is a certain vagueness to some rules like on air speed. This is to reflect my belief in the effect and not the mechanics of an specific result. If the race can fly the player can decide on how this flight works, wings, mind power, whatever, the end result is the race CAN fly and all flight follows the same rules. Two special abilities are PAP (Physical. Action Points) and MAP (Mental Action Points). These are a derived value based on eight of the ten base abilities. They are used in combat to purchase combat actions, use skills or defend. These are both a limiting resource and should be watched as closely as your life points.

Size, Weight & Encumbrance

Red Ash has 14 size categories, 9 of which are to be used for non-playable species only. This will leave 5 different sizes for a playable race. Size is vary much a part of the Red Ash system with pros and cons to each. There is also body types, which will increase or decrease a species height (or length if longer) and width.

Status & Effects

Status is a general container that will list the effects your character is influenced by. Effects can have one or more effects active at the same time, including death.

Powers

Powers is a bit of a misnomer as those listed will include some rather mundane options like gore (horns). Adding these relatively simple features to your race will allow you to make it more distinct and they will give it an extra attack option. This is not to say, that a race can not be described with horns, its just they would not gain the benefit of using them in combat. Activating a power requires the expense of fatigue just like any other action in the system. You are not required to purchase a power.

Skills

Red Ash uses an open point buy skill system that is best described as a multi-tree, multi-tier skill system in which each tier is more costly to master. Every set of skills has a root skill that must be related to the class to allow the purchase of skills at a lower cost. Non-related skills are much more expensive. Every related skill in a tier requires 2 levels of its parent tier first, except for the root tiers of course. So in order for a character to learn to use a short sword effectively with the skill Swords, One-Handed, Double Edged (with 1 level), they must have 2 levels in Melee its parent skill. This translates into a cost of 6 skill points for a class the has melee as a related skill or 9 skill points for a class that has melee as a non-related skill. For characters that want Doctor or Surgeon (a 3rd tier skill) this means you must have 4 levels in First Aid, 2 levels in Heal for 1 level in Doctor (or Surgeon). The Cost would be 14 for a related skill and 21 for a non-related skill. Any character can spend points into a non-related skill and gain the benefits of that skill...its just more expensive. This means that a player can have a Soldier that has also learned a few arcane spells he can cast.

Magic is a skill

Magic is simply another type of skill with 3 distinct roots; Arcane, Ritual and Foci. There maybe further rules added by the games DM to place more restriction on casters. Arcane is the educated spell caster and studies magic to understand, control and hopeful master it. The Arcane caster can continue expanding a spells casting or release it on a round by round basis. The Ritual caster believes the source of there power is given to them by divinity. They spend their time in service to their source and proving their worth as one of the faithful. As a ritual caster you can link with other of your faith, or in extreme cases another faith of the same pantheon, and combine MAP into one massive resource. Such joining is usually lead by a high level caster. The Foci caster is one who is gifted (or some may say cursed) with a casting ability brought out by training or sometimes by accident. These caster can maintain any activated spell for a small cost in MAP. Unlike the other casters the Foci Caster does not chant, use spell components, nor do they have to move to cast many of their spells. All casters regardless of the amount of MAP they have access to are limited by their skill levels. The skill level of a spell determines, among other things, the amount of MAP you can push into a casting in one round. For spells that require more than you can push in a round your casting time increases to the next round. While you can pay a maintenance cost for an active spell already cast, you can not modify the current spell or start another spell until you have finished the casting of the current one.

Classes

A class is a predefined level progression for describing a trained and/or educated member of a society for characters. Keep in mind that the classes you define now are the only ones your people have access to. After race creation it is difficult to start a new class, unless you have a specific power or via in game device like the training of a number of outsiders that later begin training others. Your class then becomes generally available. An example of a typical class is the Soldier, a pure fighter that is trained to use armor, shields, and a select few weapons. Classes are also related to a city building. Player characters are governed by this building and it affects the maximum training (level advancement) they can gain at the building once they have acquired the experience to go to the next level. Once a character is past level 50 they can self level without the need for a master or building to train them. All classes have a total of 100 levels with level 50 requiring many hours of game time to obtain. A defined set of classes are included for a quicker game start.