Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Thursday, 1 February 2018

MoT: Foundation of the magic system part 1.

Magic


Reading Magical Skills

  Magic is broken down into skills and styles within. When you take a Magic User boon, you gain access to specific magic skills and styles. As you train you may be able to develop more styles in the skills you know. Each skill is has a Stat focus that is used with the magical skill when using that type of magic. Some Skills break down into divisions as well. When you gain access to the skill you select one division, this can mean something different for different magical skills so read closely.


Reading Styles/spells

  Under each magical skill, there are a set of 'styles' or spells if you prefer. Each will give an effect of what it does and some qualifiers that may improve the effect, such as spending mana, regents or extra successes. Some Styles may even have style upgrades, that if you learn can improve the effect or potential of the spell further.


Mana Cost and Casting

  When casting a spell, unless stated in the effect it cost no additional mana on a success. Though there are often options for spending extra mana to improve the effect. However, when you fail to cast a spell, that is a different matter. When your character fails a spell roll, they must either pay one mana for every result of 1 on the spell dice or suffer one minor for each of those resulting 1 dice. That is the risk of magic. You may negate this effect by paying one mana before the dice are rolled.


Magic and range

  Unless stated otherwise when a spell is cast you must touch a target. This can be negated by proper Catalyst or medium that characters can learn or purchase.


Biomancy

  The art of strengthening the flesh and bone of the living.
Skill: Biomagic
Stat Focus: Endurance
Targets: Must be used on a living organic being.

Biomancy Styles


Bolster Form - Select one physical attribute each time you take this style.
Effect: Increase the physical stat chosen of a target by 1 for a short duration.
Additional Success: Increase the bonus to stats by one per additional success.
Spend mana: For each mana spend add an extra short duration to the time remaining on the effect.

Harden skin
Effect: Gain 1 armour for a short duration
Additional Success: add an extra short duration to the time remaining on the effect.
Spend Mana: +1 armour for the effect.

Regeneration
Effect: Convert 1 major wound to a minor wound.
Additional Success: Convert additional major wounds to minor wounds.
Spend Mana: Recover 2 minor wounds equal to mana spend. This cannot heal wounds caused by failed uses of magic.

More coming in the future, stay tuned.



Saturday, 20 January 2018

MoT: Shapershifters/wereforms (template)

  Shapeshifters are a common trope in many tales.  These rules will focus on the classic werecreatures of mythology.  Having an alternative animal form they become.  Dire in natural and more powerful than their natural counterparts.


Lycan (Template human only-For use with Prime Gates setting)
  Humans suffering from the Lycan or were virus.
Combine with human stat adjustments (If any). But not boons.
Major Boon: Were-form

Minor Flaw: Triggered form


Were-form (Major Boon)
New Skill:  Primal Shift
New points:  Virus, starts at zero
New Flaw:  Triggered form


Primal Shift (Skill)
  The ability for the inflicted to control their form and harness the new instinct granted to them with this connection.  When you attempt to enter your monstrous form on purpose you roll an endurance+primal shift, each success allows you to safely hold the form for 10 minutes outside of combat, or one turn in combat.  You may hold it up to double that by increasing virus by 1 for each additional success you would need.  Trying to control a triggered transformation is a willpower + primal shift, gaining control of the form for a number turns based on successes, before rampage continues.  If you gain more successes then turns the trigger would cause, you can choose not to transform at all.


Benefits of your Monstrous Form
  When a Monstrous form is assumed, They gain a bonus 3 stats based on what animal the virus bonded with.  In addition, all natural attacks are set with damage Strength+Skill+2 (4/6 damage).

Virus
  The virus that grants this transformation is also quite dangerous.  Each time you fail to you enter your form by your trigger, increase virus 2.  It also increases when you push your form, gaining 1 virus for each round or 10 minutes you push it.  If you enter your monstrous form in less then an hour from the last time, gain 1 virus.  When you suffer 1 or more major wound from a blow, while in Monstrous form, virus increases by 1.  If your virus ever gets higher then 10 times your Willpower, it could strip you of your higher thoughts and you could forever become a rampaging beast.

Lowering Your virus rating
  There are limited ways to reduce your virus rating.  When you cause a major damage to an organic target you may transfer one virus onto the target.  Once a session, you may attempt dangerous way to burn out parts of the virus.  At a location saturated in magic, you may roll an Endurance + Primal Shift, and spend mana in success rolled to reduce your virus by that much, however, this inflicts that much major damage as well.  Finally, if you go a session without transforming, you may lower your virus by 1d6.


Turning others
  If the virus is inflicted on target, the next time the target experiences your wereform's trigger, they must roll an Endurance + Willpower with setbacks equal to one fifth their virus rating.  If they succeed then all virus is lost and they remain human.  If not, then the virus is set to zero, and they become a were-creature transformed by the one that spread the virus.


Sample Wereforms


Bear
Stats: +2 strength, +1 endurance
Trigger:  Disturbed sleep

Hyena
Stats: +2 agility and +1 Strength
Trigger:  Jealousy

Panther
Stats:  +1 agility, endurance and strength
Trigger:  Bright flashes of light.

Rabbit
Stats:  +2 agility and +1 perception
Trigger:  Attacked unexpectedly

Rat
Stats:  +2 perception and +1 agility
Trigger:  Hungry for more then a scene

Wolf
Stats:  +1 agility, strength and perception
Trigger:  Full moon




Minor Talents for Werecreatures
Deadly aggression:  Change natural attack damage from 4/6 to either 3/6 or 4/5.  You may take this boon talent twice to have 3/5 damage.

Rapid healing:  Regenerate injury while resting at the cost of virus.  Gain one virus for every 2 minor and 2 virus for every major.

Thursday, 11 January 2018

MoT: New Campaign - Prime Gates

The Plan

  In the near future, I will be running a science fantasy campaign in the system Moment of Truth titled Prime Gates.  It will follow a future where space travel is possible but is mostly done through gate networks on planets and space stations.  The PCs will be focused on a planet known as Medea Core.  There will be fantastic alien species, grand adventures, fantastic magic and comedy of the player characters... so much comedy.

The System 

  So as stated I will be using Moment of Truth by Stu Venable.  I will be making some small changes to the standard character creation.  First, all players will choose a species granting stat adjustments and possibly Boons and problems associated with them.  Second, I will be adding in some supernatural or hyper-tech options, like werecreatures, magic and mad science.  These rules will be found here at the blog along with other setting material. Finally, I hate tracking coin and credit so I will be making an abstract wealth system, that will include money and forms of goods in broad terms.

The Skills

  There are some changes to the standard skills.  First, Drive and Pilot are combined under the pilot for all controls.  Second some new standards are being added to reflect the common use of magic and technology in the setting, which will be described in more detail in later post.  These skills are as follows;  Arcane Artisan, Drift, and Magic Lore. These will beside the other supernatural skills that will come into play.  There will be more on full skills list in a later post.

The Goal

  I hope to both expand the Moment of Truth rules set, creating options for supernatural, and create a podcast over the 2018 year.  Let's hope both are glorious and entertaining to the masses.



Thursday, 4 January 2018

Moment of Truth (MoT): New Year, New Project (Limus - Species)

  This year I plan to focus some of my attention towards gaming and fledging game design on the upcoming RPG Moment of Truth by Stu Venable. I have many ideas and hope to get many ideas out there towards not only subsystems but settings as well.  I am looking to see how I can bend and work with the rule set to see what I can get.  So I am going to start with an ooze based race that is playable.  It will be my first attempt at this rules set for an upcoming game.  So let's see what happens.


Major boons
  These are supernatural boons that are either double the normal cost OR are given by a template.  Most templates will either be a Strange species or something added to a simple race.  MoT is not needed to use these boons.


Limus (Major Race)
  Ooze based creatures. Origin seems to be small pockets over the universe. The Procreates through self-mass division. Adult sacrifices itself into many young, leaving itself weakened and creating young of animal intelligence to find their way. Limus instinctively fight others of their species that are of the same size, but not 'family'. The loser is consumed to help the victor grow towards their next spawning. This is their way.
Stats Adjustment:  +1 agility , -1 strength
Major boon: Slime Growth
Flaw:  Hunger (Excessive material, mana or Technology.)


Slime Growth (Major boon)
  Possessed by slimes and even stranger beings, it grants the following below to your character sheet;
New Skill:  Morphic
New Derived stat:  Hunger Threshold  (Endurance + Willpower)/2-1 round down.
New Points: Morphic Size starts at one.



Morphic (Skill)
Restricted:  Must have a proper boon or Storytellers permission to take this skill.  As well you must have hunger threshold above 0.
  Morphic is a skill that lets you do a few different feats based on your transforming nature.  Each time you attempt these feats you gain hunger.  When you gain a rank in this skill gain a feat this skill can perform.  You must gain the number of successes needed by feat to gain benefit.  Note you gain hunger whether feat is successful or not.

Feats of Morphic
  • Humanoid or animal form:  You take on this form for a number of scenes equal to your morphic size.
  • Armoured:  Gain your morphic size in armour for as many rounds as successes against physical attacks.  If you suffer any major wounds after armour then you lose one morphic size.
  • Squeeze:  Fit through a small crack in an area with enough space for water to travel through.  
  • Drone:  Create one drone per extra success, to a max of your morphic size.  They will perform one simple task.
  • Blade limb:  Gain a weapon as an unarmed or natural attack.   Strength + Skill + Morphic size, with 4/5 physical damage.  
  • Spawn (All Limus gain this feat free):  Transform into a ball for ten minutes.  Then explode into a number of Limus equal to your morphic size+1.  Then reset your morphic size to 1.  The new Limus besides your are of animal intelligent and will be for the first year of life.  
  • Mana surge:  If successful produce one mana.
  • Sizable might:  Gain your morphic size in Strength for as many rounds as successes.  If you suffer any major wounds after armour then you lose one morphic size.
  • More options possible in the future.



Hunger and Morphic size
 As your morphic size increases, it becomes harder to feed your hunger.  To reduce your hunger you must consume your morphic size work to decrease it by 1.  Therefore if you consume mana, you must consume as many mana as your morphic size to reduce your hunger by 1.  If you consume more then that when you reduce your hunger from one to zero you may attempt to increase your morphic size.  Roll Hunger threshold + Morphic, if you get more successes then your current size, your size increases by 1.  As well you may consume an opponent with the same morphic size that you slain to satisfy up to 2 hunger and grow morphic size by 1.

Exceeding hunger threshold
  Suffer major damage equal to your Morphic size and lose one size each scene you are active until you have a chance to bring hunger below Threshold.


Minor boons for the Limus

Evolving colour:  When you feed enough to increase your size you may choose to rearrange your feats chosen for Morphic instead.

Masterfully Morphic:  +3d6 to morphic skill when used.







Starfinder: Evolution Crystals (Items/resource)

Basic Information


Evolution crystals are a classification of material found in the universe that could be processed through advanced technology, magic and genetic manipulation to create powerful transformations that can help on small and large scales.


Raw forms


The most often found inert, in large enough quantities can be triggered to have a  minor effect on a large scale. The architects have colour-coded the uses of these crystals in order to better process and market them. Many of these crystals affect creatures on a bio or evolutionary level.

Green: The flow of diversity and adaptation. In large amounts, it can allow a species to adapt rapidly to an extreme change in their habitat. Making evolutionary jumps by leaps and bounds. Large deposits of this colour of crystal hidden on the developing world Dessa.

White: The flow of moving space and communications across the universe. It is the processing of this crystal that allows communication and travel across the stars to the level it has been reached. Often used to make great feat interstellar communication, of smaller vessels and important cargo quickly across the stars. Although any travel provided by this crystal beyond the line of sight will not transport other crystals.

Red:  The flow of Paragon and polarization.  Bringing out the idealized form of its targets.  Bonds with the DNA of those that use them, they can allow one to bring out there best.  Strengths are bolstered at the price of greater flaws.  That is the power of Red.


Sample items Shards

Note:  Shards are Evo crystal items that are one use and have a 1d6 x 10 minute duration in their effects.


Gene Pulse Shard (Red):  Bringing out the paragon of a person's species genetic code, the shard will a different effect on your based on your species.  Below are a few examples;
Humans:  +2 racial ability bonus increases to +4 for the duration.
Wenlsu:  When rolling stealth, you may reroll any result of 10 or less once every 10 minutes.


Gene Spread Shard (Green):  This shard writes a little bit of genetic code of another species to yours.  You must apply DNA of the creature you wish to gain the benefit of.  Once attuned to a species, it will give that benefit when used.  Examples of some race effect below.

Elven:  receive a +2 racial bonus to caster level checks to overcome spell resistance.
Wenlsu:  If you fail a save against poison restore half your stamina points.

Star Messanger Shard (White):  Send a short message of up to 25 words to one person you know in the multiverse.  I will be recieved 24 hours later.  If the target is not of mind to recieve the message, it will be delayed until they can.



Any thoughts on price value??

Sunday, 24 December 2017

Starfinder: Alternative History - Humans


Alternative History:  Humans

Story


  Humans, the last experiment of the forgotten war species defeated by the Architects long ago.  Cultivated on a select few scattered worlds with a few common traits;  Diverse bio-domes, low to know magic wellsprings and no other advanced intelligent competition.  Humans were designed to have a strong, but malleable to DNA alterations from external technology and magic.  As well, to have a natural paranoia of the unknown.  They would become the ideal soldiers and assistance in their war to conquer the galaxy.  Fortunately, it never came to that, mankind's creators were destroyed long ago.

  So forgotten for a time, humans flourished on Earth, Terra and Prime.  Though violent and warlike, they did grow.  After a time they flew to the stars themselves.  Meeting one another, among the other species of space.  Most ignored the humans for their vast lack of magical knowledge, and some were even put to slave work by the foundry.  But in less than a decade, and the fall of Earth, humans revolted, raged and fought back.  They carved out a bloody war for 7 years, the universe was not used to such a drastic change in a short period.  They forced the other factions to recognize them as equals and not lesser beings.  This is when Prime-Terra was born, though some humans flocked to other factions, now being placed as equals with full memberships.  That is except for the Architects, they still often ignore what they consider memories of a time best forgotten.


Mechanics


Alternative Racial trait

Mutable DNA:  Gain an extra personal advancement slot.  This replaces the +1 skill point per level.






Thursday, 23 November 2017

Starfinder: Noctar - Brightveil (Starship)

The Brightveil is the pride of the Cyber Knights attempting to claim Noctar in there crusade against the darkness.  Stats created using the website http://jamesturneronline.net/starfinder-ship-builder.  You should check it out when you have a chance.  I will begin spacing my starfinder posts to once every two weeks.  Sorry for the short one.




BRIGHTVEIL (TIER 19)
Colossal dreadnought
Speed 4; Maneuverability clumsy (turn 6)
AC 16; TL 2
HP 600; DT 15; CT 120
Shields Light 70 (forward 18, port 17, starboard 17, aft 18)
Attack (Forward) solar torpedo launcher (2d6×10), gravity cannon (2d6×10), heavy emp cannon (Special)
Attack (Port) gravity cannon (2d6×10), heavy antimatter missile launcher (10d10), x-laser cannon (8d6)
Attack (Starboard) antimatter mega-missile launcher (4d10×10), x-laser cannon (8d6)
Attack (Turret) gyrolaser (1d8)
Power Core(s) Gateway Ultra (500 PCU), Gateway Ultra (500 PCU); Drift Engine None; Systems advanced long-range sensors, crew quarters (common), mk 14 armor, mk 3 defences, mk 1 trinode computer (tier 9); Security anti-hacking systems mk 1 (DC +1), computer countermeasures (alarm); Expansion Bays arcane laboratory, guest quarters (common) (2), cargo hold (2), medical bay, science lab (general), shuttle bay (2)
Modifiers +1 any three checks per round, +4 Computers; Complement 16

Saturday, 11 November 2017

Starfinder: Foundry (Faction)

The Foundry


Origin:  The Foundry was forged long ago by 3 species looking to break from their ties to racial tradition and build a society focused on the ideals of better living through the use of the universes endless resources.  This was not easily done, the Dwarves and others had a rough time cutting such ties for what others saw as selfish and as far as a betrayal.  The biggest turning point was the freeing of the androids, who choose the Foundry as their new employer over many advanced species expecting their servitude.  

Mission:  To gather natural resources from undeveloped worlds to improve those that are starfaring and advanced races.

Hidden Truth:  The reality of the Foundry is that the ones they improve are not the most advanced, but those that are the wealthiest and willing to pay the most to get things done.

Membership:  The Foundry has species of all sort join them.  The call of wealth and independence is strong in many, so they are never short for those looking to work.  Androids are often found as Foundry members, due to finding no judgement about their origin.


Centers of Power

Smelting Golemships:  Lead starships of the Foundry that help the faction stay in communication and strike fear into those that would attempt military tactics against the merchants.

Black Web:  A star system that is hard to jump to.  It is where the foundry develops it's larger starships and tests new technologies. 

Sub-groups within (Public and secret)


The analysis:  A small forward group that scans and researches planets for gathering and extraction of natural resources.  Fill with linguist and diplomats, seen by those with advanced technologies as con artists.  (Public)

Heartless:  A hit squad that the Foundry uses if they find the savages of a planet unresponsive to 'reason' and capitalism.  (Secret)




Other Factions

Architects:  Let the past die, it's time for diversity over blood to decide the future.
Cyber Knights:  They serve a purpose.
Prime Terra:  Weapons of the past.  Too bad they don't have the same sense the androids did.


Thursday, 26 October 2017

Starfinder: Prime Terra (Faction)

Prime Terra

Origin:  Prime Terra has formed only a few centuries ago when a few worlds seeded with humans managed to take to the stars and find others.  Though there were several other races out there that knew of humans, legends kept them from interfering before they managed to become able to space travel.  Seeing earth as not the only world of humans, they began to band together, and unite as Prime Terra.  One thing all the humans had in common was a lack of magical lore on their respective worlds.  Now humans have expanded to the stars with settler ships and terraforming technology.  Prime Terra also rushes to bring their technology and magic to speed with the other universes factions.

Mission:  To expand and advance the human race.  They are not xenophobic but put humans advancement as the focus of their advancement. Though they attempt to do this through legal means, they often think the older factions too hesitant to act.


Hidden Truth:  Mistakes have been made.  There is a number of times that Prime Terra has made errors in their quest, and they have taken a great deal of effort to ensure such situations don't get discovered by outsiders.  Noctar is the first public incident of a public mistake by Prime Terra.

Membership:  Nearly all members of Prime Terra are humans. Though the Prime Terra does practice a standing of open membership.


Centers of Power

Earth:  The second human group to reach the stars.  Though Prime was first, that world was lost to the swarm infection.

Terra:  The third human growth world.  Now the hub of most Prime Terra fleet construction and Advanced settler training.


Sub-groups within (Public and secret)

Lords of Bone:  This small group focus exclusively on the magical study.  Their goal is not only to reach the same power of races practising magic much longer but to exceed them.  They are willing to take greater risks then Prime Terra will admit to.  (Secret)

Settler Core:  A group focused on colonizing the human race across the galaxy.  They train and fund colony missions as well as study terraforming technology.  (Public)



Other Factions

Architects:  The so-called voice of reason among the stars.  In honesty, they are just a subtle upper class keeping others down.
Cyberknights:  A faction younger than our own.  We can admire their zeal.  But maybe are too trusting with whom they call brother.
Foundry:  I don't like their treatment of undeveloped races, but they are too big to make an enemy at this time.  Maybe once we expand and catch up, we can afford a much nobler stance against them.



Thursday, 19 October 2017

Starfinder: Noctar - Concept (Planet)

Noctar


Planet Statistics
Gravity:  0.9 of standard rating
Atmosphere:  Clean rich atmosphere

History:  The dark world as most of the common universe has come to know it.  A world of floating isles, deeply infused magic, and one of the most dangerous worlds charted.  The reason for all of this is a strong connection to a demonic realm, of an undisclosed name.  In fact, it is common for rifts and portals between their realm and ours to open on Noctar.  For this reason, in millennium before, the Architects had forbidden entering this world.  However, in their explosive expansion, Prime-Terra, sent several settler groups to Noctar.  This will always be remembered in history as a mistake. 

  The first several years, the settlers, established urban colonies and fought off the demon threat, with a moderate effort.  Over time though, corruption spread and demonic influences found roots through subtle methods into the settlers of Noctar.  When a generation had passed and the half-breeds emerged, chaos erupted.  Some began to side and even worship the demons.  Many lives were lost quickly, and for the first time in millennia, demons were given a chance and the technology to build starships.  This is when Prime Terra admitted they had made a grave mistake, and informed the Architects.  Prime Terra then spent great effort to contain the Darkness coming from Noctar and support those that still fought against them on the planet.  


Current State:  Prime Terra has done what it can to quarantine Noctar for 5 years.  The Architects spent this time building the Brightveil for a small faction called the Cyberknights.  The cyber knights are a group sworn to fight the darkest evils in the universe and defend those it preys upon.  The Brightveil is the first warship the Architects had built in 3000 years.  It uses the best technology at the Architect's disposal.  It has recently arrived on Noctar with the Cyberknight faction.  It's drift engines were immediately ejected.  There is no turning back for the cyber knights, they will succeed on Noctar, or fall trying.


Locations of Note

Brightveil:  Both a colony and warship, it is the current HQ of the cyber knights and one of the most powerful warships the universe has seen.  Led by Luke Angelguard, it will be a beacon of light in the fight against Noctar's demonic forces.

Harmony Prime:  One of the first settlements established by Prime Terra, the settlement spans 3 floating isles, held together by a gravity tether.  This settlement has been left relatively untouched by the darkness and is a bastion to fight against the evil below.

Crossroads Dukes:  The first settlement to make a pact with the demons.  It is a neutral zone for corrupted and innocent alike.  On the edge of the demonic strongholds, they get few willing to enter or trade.  After all, what price did they pay for this safety?


Hooks that may lead PCs here

  • The PCs are hired to help a half breed escape Noctar.
  • The PCs are convicts fighting for the cyber knights to earn their freedom.
  • PCs are sent to tap into the magical energies of a node on the surface of the planet.


  

Friday, 13 October 2017

Starfinder: Dessa - Wenslu

Wenslu


A once peaceful, nature minded, tribal people of Dessa.  Transformed by hyper evolution on a now toxic, polluted world.  Are now a degenerate, addiction drawing, vulgar people.  They thrive in poison and welcome the chaos around them.  Wild, venomous and loud-mouthed, they just now spread to the stars, seeking greater thrills and crushing ideals of decency and self-control.  The Wenslu are a species reborn.

Mechanics


HP:  2
Ability Adjustments:  +2 Con, +2 Wis, and -2 Cha.

Racial abilities

Twisted view:  When making skill checks that rely on charisma, if target has 9 or less charisma, you gain a +2 on those rolls.  As well, those targets gain +2 charisma bonus against you.

Toxic evolution:  Gain +2 to saves against poison, disease, and pollution based environmental hazards.  If you fail a save against poison, recover your level in stamina points.

Swamp life:  The swamp is a large part of the Wenslu, gain +2 to stealth and survival.


Physical description

  The Wenslu look like there human ancestry with a few exceptions.  First, the skin is constantly appearing oily, giving them a slick and unclean look.  Second, their hair is often colour blue or green shades, and often straight.  Finally, they are a great deal paler then humans.


Home World

  The Wenslu homeworld is Dessa, However, many genetic testing points to human ancestors in the species past.  Dessa was once a swamp covered world, full of water and natural poisons.  Recently an interstellar organization called the foundry arrived and began mass industrialization of the planet, creating an excess amount of pollution.   Luckily for the Wenslu, their species underwent a period of rapid evolution.  However, this change was not only physical.  The Wenslu have gone from nature-loving pacifists to toxic wild ones, seeking greater thrills and deceptively confusing ideas.  Many questions what will happen to Dessa, but the Wenslu seem the least concerned.


Relations

  Those outside the Wenslu have a difficult time interacting with them.  This leads to a great deal of stress to those more diplomatic and charismatic species, as the Wenslu seem to react harshly to those of strong and kind personalities.  Due to the Foundry's use of Android, the Wenslu have seemed to have taken a liking to them for being the lead cause of the species change.


What are people's thoughts?


Wednesday, 4 October 2017

New Project: Starfinder - Dessa

  After vanishing for almost a year, I have returned.  I am back with a new revitalization to create and build.  I have played many new games and have a batch of new ideas.  I plan to start off with an introduction to the planet Dessa, a world I will be building up to add to setting.  This will be done to the Starfinder ruleset, maybe others as I get time.  So without further ado.



Dessa

Planet Statistics
Gravity:  Normal
Atmosphere:  Heavily polluted, but survivable.


History:  Dessa was discovered about 60 years ago by the Foundry.  It was a hot and humid world, rich in water and little depths.  Nearly covered in swamp and a very underdeveloped race, The Wenslu, the Foundry noticed an opportunity and went quickly to work establishing heavy industrialized areas.  The main plan was two-fold, extract water for terraforming other planets and escape any environmental concerns of the untied systems to increase material output in factories.  


Current state: Despite the rapid rise in toxicity, the Wenslu have adapted and evolved quietly and bizarrely.  This has led to an investigation into the planet seeking a new source of evo crystal by the Architects and Prime Terra.  The pollution has also...The Foundry has profited heavily from this endeavour and has funded the creation of a starship factory station in nearby orbit.  This factory is focused on developing the Swamp Livy and the SC Torma.

Locations of note


Central Node city:  The centred amidst the mega-factories, this domed city houses the majority of offworlders that live and visit Dessa.  The majority of the inhabitance are androids and the city is under the firm control of the Foundry.

Swamp Haven:  Considered the capital of the newly evolved Wenslu.  The city is would most others would consider a disaster of chaos and filth.  Overpopulated and under the whims of what the offworlders have nicknamed the Wretched Queen, the Wenslu still seem to be thriving despite it.

Ruins of the field:  A large energy based anomaly that prevents scans within.  Recently become an interest to outside organizations due to the Wenslu's evolutionary leap.  Unknown forces seem to prevent proper investigations of the location.


Hooks that may lead PCs here


  • Sent to pick up supplies going out to terraforming projects.  However, a local group raids the facility while the PCs are there.
  • Looking to study the Wenslu transformation or maybe their odd new culture.
  • The PCs are hired to see what happened to a Terra Prime research group sent to the Ruins of the Field. 








Tuesday, 5 April 2016

At the End of the Worlds: Race, The Wretched Part 2 (Mechanics - Fate )

Fate

Aspects: Sickening Appearance, Twisted Heart, Love of Dance, and Oil Covered.

Racial skill: Defile
Defile is the racial skill of the wretched. It is the urge to twist and wreck what is decent and virtuous. This is the lingering power of their dark history and curse. It raises doubt in what's good and encourages sin.

Create Advantage
Defile can create advantages of illness or weakening. Sickened or nauseas are common advantages used against living. Rotting or tarnished are common against none living targets.

Overcome
Defile allows a character to overcome illness, both physical and mentally. If sickened or poisoned or similar advantage played against them. They may use this skill to overcome.

Attack
This skill can be used as a mental attack. Causing hopelessness, repulsion, or torturous guilt.

Defense
This is not a defensive skill.


Stunts

Plague touch: Spend a fate point and use defile in place of fighting for one roll. If target takes harm, they must take a sickened consequence.

Culling the weak: Gain +2 to when attempting to attack physically against someone with a sickened or similar condition.

Poison immunity: You are immune to all natural poisons and disease.

Twisted arousal: Spend a fate point to use Rapport for a mental attack while flirting with another.




Tuesday, 29 March 2016

At the End of the Worlds: Race, The Wretched Part 1

So I have decided to do a number of posts I am going to call End of Worlds.  One post will be fluff or history of the topic.  The another post or two will mechanics to use the idea across multiple rpg systems (Thinking Fate, D6, Savage Worlds and Pathfinder to start).  Let's see how it goes shall we.


The Wretched


Origin: The Wretched began as a dark breeding experiment, between demonic forces and humans. Over time a new race was created, as tainted as their demonic heritage and as adaptable as humans. This was to be a chosen race of its overlords, until they betrayed them. Crippling the forces that created them, but being cursed by their once owners with plague and poison. Although the curse did disfigure and twist their minds, they adapted, as they were created to do, they became carriers of disease and accustom to poison in their veins.

Description: The wretched are humanoid with a pale grey to peach skin. Their eyes are a dark grey or bright green. Aside from this, their skin and hair always seems to shine with a clear oil. Their otherwise human appearance seems to unnerve those of other races.

Homeland:  Dessa Swamps.

Society:  The most distinct drive of the Wretched society is twisted sense of beauty and fascination, nearly worship, of the unclean.  They see beauty in the loss of what many find beautiful.  Appearance, art, strength, stripped away and destroyed in thin strands is the greatest of goals for these people.  With one exception, Dance.  Dancing is an art that the majority of the society respects and honours as beauty itself.  Of course the dancers are rare common examples of what the rest of the world claims as beauty.  The wretched are ruled by a Queen, who upon taking the crown loses her name is referred to only as the Wretched Queen.

Food:  The most common foods of the Wretched are charred and smoked snake, extracted venoms and weed cakes made from the swamp.

Values:  The Wretched prize Cleverness over Kindness and Fear over Honesty.


Friday, 18 March 2016

Fate Core: Let's look at the Dice



  So I was glancing over the Fate tool kit once again and noticed the weapon and armor dice option, which got me think, 'What an interesting concept, but there is so much more that could be done with it.'  So that's what I plan to do here.  Come up with some mods for dice that your could add to your game as extras or maybe work into stunts.  That is what I plan to do in some later articles.


Dice Power Mods

Skilled Die:  When you roll a - on this die, count it as a 0.

Potent Die:  When you roll a + on this die, count it as +2 instead of +1.

Bound Die:  This die is not rolled in the test.  You cannot ever have more then two bound dice.

Extended Effect Die:  Added to an effect die, effects now trigger on / rolls as well.


Dice Effect Mods


Alchemic Die:  When comes up -, restore one to your alchemy pool.  See here for Alchemy.

Command X, Die:  When you roll -, you may make die give -2 instead and then have Minion X act immediately. 

Comrade Die:  When you roll a +, you may add the plus one to an ally's next turn if they are in the same zone as you, and the skill they use is equal or less then yours before modifications.

Evolution Die:  When you roll a -, gain 1 evo point or trigger evolution pool.

Mana Die:  When this die comes up -, you restore one mana.




Monday, 14 March 2016

At the end of worlds: Race - Steel Elves part 1

Origin:  Steel elves rose from the ashes of the the Fallen Elemental wars that left the great forest of their ancestors burned and the ground salted.  Left with just the shores for food and the ore deposits that were revealed from their ruined homeland.  The Elves refused to leave, and took the ore they could gather for the land that had abandoned them.

Description:  The average Steel Elf have skin grey as the metal they work, though there is the rare bronze or copper skinned.  Their hair is either a coal black, or white as snow.  With eyes of gold and silver.  However, an oddity is sometimes born with eyes and hair a deep blue sapphire.

Homeland:  The Ashes Valley.

Society:  Steel elves are as passionate and prideful as their woodland counter parts.  However, that pride and power is turn towards forged steel rather then nature.  Steel Elves preach that the spirits of the forest turn against them in their weakest hour.  That woodlands cannot endure the same passion that the steel they forge possess.  The Steel elves see metal as their savoir an worship the forge god Thorgrim.  The Steel Elves are ruled by an elected council named the Elven Anvil.

Food:  Grapes, berries and field mice are the staples of the Steel Elves diet.  As well as wine produced by them.

Values:  Honesty over Gain, and Perfection over Leisure.


Saturday, 22 November 2014

Fate Core: Inspired Machines - (Introduction)

  Will be returning to Tournament Magi next week, but here's another idea that I have been working on.  Wondering what people think of it.  I would be a setting for Fate Core.

  What is the heart and soul of a machine?  That is the concept that is at the core of Inspired Machines.  Robots that have emotions and are capable of existing beyond a simple machine or A.I., whether through evolution of their own or growing beyond their programming.  This would be a futuristic game, where technology has advanced a great deal.  Utopia as a dream has been achieved and lost once more as the feelings behind its ideal diminished.  Inspiration for this game is drawn from things like Ghost in the Shell, Astro boy, Megaman X and Transformers.  These examples help to establish the feeling of such a setting.




Goals for this project;

  • PCs as advanced feeling machines or human personas transferred into machines.  
  • A way to customize modular parts that can be switched out.
  • Chips as items and effects.
  • A world of machines and questions on what makes something 'human'.
  • The ability to establish a base of Operations and Research.



Things I don't want to do with this;

  • Space travel
  • Magic

Saturday, 8 November 2014

Tournament Magi - Part 6: Restructure

  As mentioned in an earlier post I have finally got back to fleshing out the rules for this sports based fate setting/game.  I will be going a different route then before.  Rather then each player having a character as a member of a single team, each player will establish their own team in a league.  I know this may lead to a more board game feel but this seems more true to the idea of Tournament Magi.

  Also The game will be more akin to the fate accelerated then fate core.  Stunts and other qualifying capabilities will be known as talents for this setting.  So I think I will dive into a little bit of team building design which will replace some of the earlier posts and brain storming.  Team creation is covered in four parts:  Home regions, Hire Team members, Armory and Training facility.  This article will cover the first two and the next will go into more details on the others and wrap up.


Home region

  To start we build our team's Home land or region and the type of people they represent.  To do this we establish two things.  First, what approach the team and/or homeland is known for.  This will be important in later team creation.  Second, you select a species, class or people or something else the team represents.  At creation, team funds can be spent to advance these traits at a cost shown below.  Finally, select a role the team has an edge in.

+$30, 000 add another representation
+60, 000 add a second approach the team specializes in.
+30, 000 add another role the team has an edge with.


Home region creation example
  Darren and Jenna prepare to start a Tournament Magi season.  Darren decides his team will revolve around Minotaurs, so he selects Forceful as his approach and Knights as his edge team members.  Since he already choose that his team represents Minotaurs he calls his team the Labyrinth Walkers.   Jenna goes for a different angle.  She wants to have sneaky as her teams approach.  She in visions that ninjas will make up her team so she chooses them from the scouts alternative names to be her edge.  She decides since she uses ninjas that her team will be representative of a clan of ninjas.


Hiring the Team

  The next step is hiring your active team members.  Your basic team member starts with two skills at rank one, a role at rank 1 and a talent from it's role.  (All roles will be shown in a later post and linked back here.)  As well the team members receive a bonus skill rank in their specialized approach.  Finally the team member gains a single aspect that must contain both their role, or one of it's alternative names, and the thing the team represents.  Prices are shown below.  A team must have at least 5 members.

+50, 000 Basic team member.  Reduced to 40, 000 if role is that which the team has an edge in.
+10, 000 a rank in an approach you don't possess.
+15, 000 bring a rank 1 approach to rank two.
+20, 000 Increase Rank of team members role

Tuesday, 11 March 2014

Crypt Crawl 2: Pregens

Pregenerated Character Options

- 1 -

HC: Joyful Mage
T: Too many secrets
A: Fire Magic

Skills
5- Magic
3- Will and Provoke
1- Athletics, Lore and Rappor

Stunts
Flame burst: spend a fate point when making a magic atk. All in zone of target are hit with attack.

Crypt knowledge: +2 to lore when attempting an overcome action in tombs.

Stress
Physical OO
Mental OOO

- 2 -

HC: Wild Ex-slave
T: Great Self Doubt
A: Primordeal Strength

Skills
5- Physique
3- Athletics and Fighting
1- Notice, Stealth and Will

Stunts
Powerful Kicks: May spend a Fate point to use Physique in place of fighting to attack.

Wild Endurance: May spend a Fate point to use Physique in place of fighting to Defend.

Animal Instincts: +2 to overcome with notice when it involves immediate danger.

Stress
Physical OOOO
Mental OOO
+1 minor physical conquence

- 3 -

HC: Nimble Shiv
T: Disgraced Prince
A: Noble Teachings

Skills
5- Lore
3- Burglary and Fighting
1- Athletics, Deciet and Empathy

Stunts
To regain my Crown: +2 to Fighting defense when face a single opponent.

To my side: Spend a fate point, move a willing ally to the same zone as you. You may only use this one per turn.

Royal Blood: Gain +2 Armour against unnatual attacks.

Stress
Physical OO
Mental OO


- 4 -

HC: Knight of the Realm
T: Code of Honour
A: "I will not fall before my enemies."

Skills
5- Fighting
3- Contacts and Physique
1- Lore, Ride and Shooting

Stunts
My shield: +2 armour against physical attacks

My Blade: Weapon 2.

My Valor: Spend a fate point, you may take a physical attack meant for another in the same zone as you.

Stress
Physical OOOO
Mental OO



Crypt Crawl 1: Introduction.

So I am planning a short dungeon crawl to help my player learn fate.  As an exercise I thought I would post my notes here.