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All or nothing. This project will only be funded if it reaches its goal by Fri, November 22 2019 6:44 PM UTC +00:00.

Gaval Tales, Relaunch

Gavel Tales is a Fantasy RPG set in the Wild West/Victorian era. It is a different world to our own. With it's own horrors and Heros.

Gaval Tales, Relaunch

Gavel Tales is a Fantasy RPG set in the Wild West/Victorian era. It is a different world to our own. With it's own horrors and Heros.

CA$ 52
pledged of CA$ 57,500pledged of CA$ 57,500 goal
4
backers
49hours to go

All or nothing. This project will only be funded if it reaches its goal by Fri, November 22 2019 6:44 PM UTC +00:00.

About

A new continent has been discovered and all manners of races and peoples are heading there to seek it’s riches.  Will you be among it's wealthy?  Or will you be overcome by the dangers of this strange new land?

Farscar Main Gate

Things to know:

  • I will update my progress when I have parts done and in it's 1.0 version. (Things may be added or taken away from those posts.)
  • For physical rewards shipping is extra.
  • All tiers will receive updates.
  • The Part of Your World and Established in Your World Tiers will start after all character creation portions of this book are finished. (est May)
Book Prospect (Not finalized)

THE GAME

We have 8 Races to choose from including the normal; Dwarves, Elves, Goblins, Orc, Humans.  Plus a few original races such as the cursed Mulkir, the first sentient race of the Orinal, and the peace-loving Sarcophilus.  The Mulkir were once a group of 40 couples of Humans sent to explore an area in the Northern Mountains on the new continent.  After a few months they had gone missing within the mountains believed lost to the world.  However, while exploring a cave they came across a spider queen called Mulka.  She cursed the group and twisted their form into a new race of spider-like beings.  They gained two extra limbs that were long and slender and could cling to walls.  Skin that could blend in with their surroundings, and a small agile frame.  The Orinal are the original sentient race on Gaval, not unlike elves and you would be hard pressed to tell the difference between them.  The key feature for them is a golden undertone to all of their skin colours.  They are both very wise and very persuasive.  They have a sixth sense when it comes to determining people’s desires and motives making them excel in gathering information and swaying people to their ideals.  The last is the Sarcophilus, who call this new continent their home.  They enjoy that the other races have around them and enjoy conversing with them.  They seem to pick up language very easy and are very mystical in nature.  Their magical connection runs deeper than the elves, but on a more natural sense than an intellectual sense.

Dwarf Ranger

There is Gun Powder and Steam Power, but not Steam Power in the sense of what you’d find in a Steam Punk setting.  

A sub faction that started a war over the new continent.  Vanis Mortorvan, their leader an Elven Mage created the Orc race in order to create a more ferocious offensive line for the Elven people.  This did not go over well with the Elven counsel, however Vanis predicted this and with his warriors staged a coup and overthrew the counsel and used the Elven resources to fuel his war across the continent.  However, the Orcs he created were not so mindless as he had thought and turned on him and the Elven people.  An alliance of Humans and Dwarves based out of the city of Raem fought against Vanis defeating his armies at the city of Last Hope.  However Vanis escaped to continue experimenting on unwilling subjects.

Last Hope

Magic is known to exist, but you have to jump through a lot of hoops to be taught it.  Most of the population don’t want to see another Vanis emerge.  Magic items are rare and a big deal when someone finds one.  Though there are mages who specifically practice to become a magic weapon crafter though their services are expensive and not available to the common people.  Even if it were, in some regions you need to have a permit to carry magic weapons or to use magic if you have the ability.  Some magic effects on the upper end allow for illusions powerful enough that they effect your character’s physical health.  With enough Mages in a circle chanting and using their power they could permanently allow a city to float.  As well as effecting the fabric of reality such as making you a lord of a land, or something like the wish spell in D&D.  There are different forms, most comes from the Arcane or a mystical Force that can be manipulated by those trained to do so, others from a strong belief in higher powers granting them the ability, and lastly based in Nature where the very earth has chosen you to be it’s champion.  It has a will of it’s own in all forms, and in order to use it you have to overcome that will.  Therefor, if you fail to overcome the magic’s will you won’t be able to do what you were trying to do with it.  Which can lead to it’s own consequences, but failing to overcome the will of magic will attract attention of mystical creatures and not all are friendly.

There are normal hostile creatures like your Mountain Lions, Large Spiders and the like.  There are augmented creatures like the Giant Diamondback who will attack anything that gets too close to it’s lair.  Then there are the mystical creatures like Dragons, the Undead, Demons, and Angels.

Their are a few main elements that make the character.  First is attribute points; These describe how good your character is in their Physical, Mental and Social aspects.  Theses are called Muscle for your strength, Reflexes for your Dexterity, Cow Sense for Wisdom, Smarts for Intelligence, Sand for Constitution, and Taffy for Charisma.  The next element is the player’s skills.  These determine how good your character is at performing a skill set such as Riflery for shooting a rifle or Pistoling for shooting a pistol.  The skill combined with the attribute it’s associated with determines your die pool.  One point in ether the skill or the attribute is equal to having a d8.  Having one point in both the attribute and skill is equal to a d12.  This will be what you roll for making a check in a skill.  So an example is; Pistoling uses the attribute Reflexes, the Character has a 3 in Reflexes and a 2 in Pistoling.  This means when rolling any Pistoling check the player will roll 2d12 and 1d8 to determine success or failure.  The last element is Class Abilities.  Class Abilities are special actions or add-ons to your character that make some things easier for that character.  Like a Gunslinger, reducing the difficulty of a Pistoling check.  Each ability costs experience to increase and the more powerful the ability the more experience it will cost and will most likely take several sessions to obtain.

This is a class-based system.  You can buy abilities from other classes as you advance your character.  This is encouraged to experiment and some abilities cross really well with other classes, however it may also make your character unfocused and not as good as ones who level a single class.

Map of Gaval (A More detailed rendition will be given as a reward, this is just an idea of the map.)

Risks and challenges

Risks would be balancing issues between Characters and Monsters. We don't want to make them impossible, but we also don't want to make them a breeze either.

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