Showing posts with label end worlds. Show all posts
Showing posts with label end worlds. Show all posts

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.


Tuesday, 22 March 2016

At the end of worlds: Race - Steel Elves part 2 (Mechanics - Fate)

Fate

Aspects: My blade is an extension of myself, Blacksmith of Elven Steel, Nature is the enemy, and

Racial skill: Metal Bond
Metal Bond is the racial skill of the Steel Elves. It represents to the connection that these elves have made with the elemental forces of metal, such as steel. When working to craft, identify or find steel this skill may be used.  Also select one stunt below.  You may select more by spending stunts.

Stunts

Reap Mana from Steel:  When attacking with a weapon made from steel, you may change a die into a Mana die for every rank in this skill.  See here for more information.

Against the Enemy, that is nature:  When wearing armour in an outdoor, above ground environment.  Defence rolls against physical attacks increase by 2.

Masterful Metalworks:  When making a craft roll while working with Metal, you may make up to half the skill in dice bound.  See here for more information.




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.