Showing posts with label settings. Show all posts
Showing posts with label settings. Show all posts

Monday, 15 January 2018

MoT: Earth's history (Science Fantasy Setting-Prime Gates)



  So preparing for a campaign using a Moment of Truth.  Sci-fi with humans exploring the gate system that allows travel across the cosmos.  Here are some events on earth leading up to the start of the campaign.


Events in the Past of Earth

Founding of the first Prime Gate:  Quite by accident, a science experiment on earth interrupted a gate transport of Rei-la Scientists.  In order to return home, the Rei-la were required to pass on the gate building technology to humans of earth.  This led to a non-magic and only moderately technological species to have the secrets of gate creation and interstellar travel.  This is considered by many advanced species, a mistake.


The release of the Lycan virus:  Discovered early in mankind's expeditions to the unknown.  This advanced virus rooted deeply in magical arts was intended as a weapon.  Used to create savage warriors that infected more to their ranks, this lead to a 4-year quarantine on earth until it could get under control by the Lycan Tribal alliance.  A group of werecreatures policing others of their own kind.  No 'accepted' members of society, the werecreatures keep their own in line, often with savage and deadly punishments for breaking the accords set out.


Unified Earth:  With exploration and the Lycan outbreak, earth divided into 4 major factions;  The United Earth Market, a group of the upper financial uniting in the expansion of the human race.  The Guard, military, police protection and control over the criminal. The Lycan tribal alliance made up of the new shift-shaper subsect of mankind.  Finally, the smallest group, the Five, a group focused on the study of magic to bring mankind up to the level of other species encountered.


Discovery of Medea:  The first time that the people of earth discovered other humans in their travels.  The humans on the planet Medea are versed deeply in magic but were staggering behind in technology and population compared to earth.  This led to a strong alliance and currently a gradual incorporation into the power factions of the earth.  This is the first place that the people of earth have been able to fathom creating a real, undamaged Arcane Hearthstone to bring to earth.




Humans

Earth Born
Stats Adjustment:  +1 Education, -1 Perception or Willpower
Boon: Status or Wealth (Type)

Medea Born
Stats Adjustment:  +1 Willpower, -1 Education
Boon: Magic Conduit or Weapon Mastery (Select a weapon)

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.



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.






Saturday, 9 December 2017

Starfinder: Cyber Knights (Faction)

The Cyber Knights


Origin:  A splintered force from the original Prime Terra.  The Cyber Knights cared less about racial advancement and more about fight the darkness of the universe.  Less than 50 years since they were formed the Cyber Knights have worked hard in the name of the light against the forces of evil.  They are still considered a minor faction due to their size but are supported by most of the major factions due to their noble cause.

Mission:  There have always been forces of evil manifestations.  Demons and devils, corrupt and willing to follow.  These things must be stopped.   Cyber Knights stand against this in all its forms.  Crusaders across the universe, they fight back this evil where ever it can be found.  

Hidden Truth:  Though there are no secrets this faction holds, not all agree with their recruiting practice.  Beyond those that come to the Cyber Knights willingly, the faction also recruits prisoners of violent crimes to give them a second chance on the front lines of battle.  Those that endure such trials are often given their freedom.  Though they are strongly encouraged to stay as part of the Cyber Knights structure.  

Membership:  Cyber Knights allow any to join their ranks.  Though most come from the poor or as a way to wipe their past clean.  However, there is a fair share of those who have lost what they have to demons and other such beings, that join for a chance to get vengeance.  A chance that a Cyber Knight gets plenty of.


Centers of Power

Brightveil:  A warship build by the Architects for the Cyber Knight's flagship.  It currently is stationed at the world Noctar on a noble crusade.  It is a major base of operations for the faction.

Terra Stone I:  A large moon of Terra, a human homeworld.  It is an assembly station of Cyber Knight equipment.  The day to day operation is handled by the Foundry and its members.

Sub-groups within (Public and secret)

Iron Hand:  Advanced Mystic weapon and armour maker dedicated to the Cyber Knights cause.  They forge the elite weaponry for the highest ranking and renowned warriors of the faction.

Redemption Squad:  Criminals fighting for their freedom against the true evil of the universe.



Other Factions

Architects:  Thank you for your guidance, but advice alone will not combat evil.
Foundry:  If you don't allow your greed to consume you, our ire will be directed elsewhere.
Prime Terra:  We will not forget our roots, but we will cut what roots the tree of light.  


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. 








Monday, 30 May 2016

Chained lands Project: Deities

Deities of the world, from the minds of the players. Needs to be cleaned up but a good holding spot.


Esther "The One Who Became"
True Neutral
Domains: tranquility, acceptance, violence
Starting as a human freedom fighter in one of the bloodiest skirmishes to hit the continent Esther was an everyday human. She started as a wet nurse before becoming a warrior and eventually came to lead the rebellion.

After being brought almost literally to hell and after countless  impossible decisions the God's saw fit to deity her for her astounding capability in the face of intense pressure and insane odds.


 
Turrok.  
NG
Domains: artifice, undead and earth.
Turrok loves all creations of earthly origins. Undead are not intrinsically evil, they just typically are created by evil beings. Turrok claims to fame: creating magic, the major land masses and two of the three moons.
Broot chaotic evil deity of all things evil and tiny. Domains are chaos, evil, and plant life.He is constantly plotting in whatever way will best allow him to gain power in this world. He is totally unpredictable in all ways except that he is predictably evil. He appears like a mobile Venus fly trap.
Peronell 
chaotic good deity of war. 
Retribution, , war, and strength are his domains. 
His followers are constantly testing their battle prowess, to glory in the thrill of battle and self improvement through combat. Peronell rejects the need of slaves as warriors are never slaves.


Altholos 
neutral evil 
Whereas the good deities care more for their fellow life forms, and creations, his focus is on the individual. Dream, repose, glory are his domains. Glorifying the individual over the benefits of society is what makes this deity true evil.

Bingnagian 
Chaotic neutral deity of shifting personas. 
A trickster deity with domains in retribution, charm, and trickery domains. 
Often meddling in the affairs of others (both mortal a deity) simply for the joy of inflicting entertainment (for her) on others

 

Janshae is the Goddess of magic. 
The method of conducting magic is the thought area which Is worshiped.
Alignment: lawful neutral (as all Magick has rules, even if we don't understand them). 
Domains: magic,Knowledge and learning


Binding chains (LG deity)
Domains: community, protection, and nobility.
Also known as the benevolent master and faithful servant, this deity focuses on the responsibility of protection and security for all, and the sacredly of life. Seeing death and a final resort and murder as the greatest sin. As well, Binding chains is the God of slavery, but has strict edicts of the treatment of those owned. From Sacred Slaves, to those punished for committing the greatest sin. Many in slavery pray to this deity, that their masters be held to Binding Chains accords.




Ly'lily, the godess of dark evolution. LEPortfolio: healing, fertility, mutations. Domains: Healing, Evil, and 'undecided'


This dark godess is often attributed to the creation of monsters in the world. As well the source of magical healing in th world. She encourages magical experimenting on the living and destests the undead.



Sunday, 13 March 2016

Hidden War: Siphon Gate City - Factions

The Player Factions of Siphon Gate City Brief Overview



The Angellan
  Beings of radiance that hide within unknowing mortals.  Sealed away tethered to the reincarnation of the human soul they are bound to.  These ancient forces have been dominant for centuries, but now as the balance of earth shifts to the darkness, they awaken.  Forces of light with a purpose have first awoken in Siphon city.  And now they aim to create a symbol of light out of this city.


The Dark Kin
  Creatures created in ancient time that feel of the darkness of mankind.  Growing strong by steering the morality of man downwards into the dark.  Sometimes called vampires, demons or other monsters in myths of man.  The hope to turn the city into a gate and breeding ground for there kind.


The Guardians
  With outside forces of the supernatural rise over the city.  Mortal mages begin to band together.  Earth is our realm, and only we and the humans of this world should guide it's course.  Our goal is to seal and banish the outsiders that attempt to take our world from us.




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

Monday, 19 August 2013

Divinity Duels: Forms

Here is a sample of something I have been working on for a game of battling mortal gods, done to the Fate Core system.



Forms of the Divine


The Divine beings of Divinity Duels do not exist in a vacuum  Many other 'creatures' exist on planes and in forms mortals cannot see or enter. Those of a pantheon can enter and take forms to interact with these other planes and the 'creatures' that inhabit them.

Changing Forms

At the end of each scene a Divinity can shift his form without problem. This can be done without a cost at this time only.

Spirit Form

Spirit form is often the most bizarre for those new to their divine power. When taking spirit form your physical body dissolves into the location, while allowing your senses, both mundane and divine, to continue to function. Although you can see a much greater range of those senses, individuals in spirit form must be careful to focus on one thing so that they do not become overwhelmed. Time becomes more fluid and things with strong emotional attachments and individuals with strong convictions stand out as bright images. People and events of one's domain take center stage in a divinity's perceptions.

In this form a divinity can attempt to alter the paradigm, and in certain conditions, the landscape of the mortal world. Uncontested this change isn't too hard, and becomes very easy under the watch of a spectral fate. While in spirit form a divinity can attempt to alter an event in their domain within the recent past to change what happens in their future. They do this in one of two ways.

The first way involves using your domain skill to alter the paradigm. When using the domain skill you must choose an event or thing to change that falls under the domain of your divinity. The character spends a point of the divinity pool and rolls.  The difficulty of the roll is determined by the chart below. If the roll is successful the divinity may change an aspect, or add a skill fitting with their domain to the location.

(Chart, will be created soon)

The second option is to use a divine skill to manipulate the scene. This option has different penalties but does not cost a point from the divinity pool to use the first time it is used in a scene. Another way that divine skills can be used in the spirit form is to twist the perceptions of others.  The first use of a divine skill used in this way in a scene also does not cost a point from the divinity pool.

In both cases the amount you exceeded the check by is the strength of the effect and determines how easy or hard it is to make the effects permanent  This is done by spending pantheon potential, or creating paradox, unless the change is done during a contest set by the Spectral Fates.

(Example to come)


Shadow Form

Sometimes called the true or divine form. In this form the divinity can interact with the shadows and nightmares that plague mankind, as well as the guardian angels and ancestor spirits that watch over their charges. This is the form taken to deal with true supernatural matters. Though the shadow does veil reality, making buildings and ordinary mortals appearing as nothing more then dancing shadows.

In the shadow the Divinity takes on the form aligned to their domain. Often upon entering the appearance of the immediate landscape changes or alters to match their domain. A Divinity does have form and can be as easily injured in this form as their mortal one. Many divinity train to exist in both this and mortal form at the same time. Though this takes a great deal of practice and concentration.

The shadow isn't restricted by the subtle effect. Beings that see you remember and your divine effects degrade much slower then in mortal form. Also creatures of this realm often possess inhuman abilities and house paradoxes created from spirit form changes.

Mortal Form

Your mortal, sometimes called mundane form, lives in mortal reality. Though you can sometimes sense supernatural events, witnessing them is impossible. This is the form of Man and as such it is bound by the rules of the subtle, which we will get into later. 

Wednesday, 17 July 2013

Creature Code KR684: Scrap Imp

The art was done by Jeff Preston.  Released under Creative Commons.

  Scrap Imps are notorious little creatures of the that hunt through the refuse of any tribe.  Hunting for abandoned tech and magic to sell to those of their own tribe.  They work well supporting other imps and can commonly be found as advisers to some powerful, gear focused leaders.  Though any who work with Scrap imps long enough learn to keep them on a short leash.


True Traits



Alignment:  Technology
Aspects:  I can find what you seek, FIREPOWER!

Skills:  4- Craft, 3- Stealth, 2- Notice and 1- Investigation


Stunts

If I shake it just so:  +2 for effect to get magical gear activated.



Base Code (The Imp Empire)


Alignment:  Technology
Aspect:  FIREPOWER!
Skills:  3- Craft, 2- Tribal Skill, and 1- Notice






Sunday, 14 July 2013

Creature Code Lt236: Lady Tali Severance

'Art used with permission by Vanschlick Productions'

  Lady Tali Severance is the guardian of Alenter Forest.  She is wary of the sudden change in her world and isn't sure what to do.

True Traits


Alignment:  Talent
Aspects:  Forest Guardian, Swords women of the forest winds

Skills:  4- Athletics, 3- Will, 2- Lore and 1- Rapport

Stunts

Dexterous strike: Spend a fate point to substitute Athletics for fight if attacking with a sword.



Base Code (Lantern)


Alignment:  Talent
Aspect:  Forest Guardian
Skills:  3- Athletics, 2- Tribal Skill, and 1- Lore


Saturday, 13 July 2013

Question to the Fate Community

So I know I have been gone a while, and my wife and I are working on something new involving fate.  (I will let her tell everyone about that later.)  But I must ask, is there anyone one out there that wanted to see Tournament Magi or Two worlds settings here continued at all?

Well thanks for a moment of your time.

Saturday, 16 February 2013

Two Worlds: Types of code

  In Two Worlds code is what makes up everything of Paragon.  Originally people, as coders, sot out codes from the world of Paragon.  Since the entrance into our world and the government involvement in limiting the system that these coders entered paragon, there is little chance in finding code to trade on earth.  So those coders recruited by the government enter paragon to seek out new code through the now private system.

What is the code used for?

  Before entering the system the Coders configure up to ten finished codes into their profile.  These collections of codes are often stored within a computer drive as the system can only hold up to ten finished codes at one time.  Some codes must be linked with other.  Fore example, most gear must be linked to a creature code in the profile.  You may only alter your profile during milestones in the game.

Types of Code


Creature Code

Almost every creature within Paragon of any worth has a base creature code.  These codes contain some of the creatures traits, though often not as powerful as the original creature you scan.  These codes can be produced into finished codes.  Finished creature codes in your profile allow you to assume the creature in question, more on this later though.

Components of creature codes

Name
Tribe-origin of the creature
Alignment- The heart of the creatures focus; Talent, instinct, magic or technology.
Aspect- The aspect the coder takes on when assuming this creatures form.
Skills - A skill column the creature grants/has access to.
Power/stunt

Gear Code

Equipment and items create codes as well.  They can be scanned and finished like other codes.  Gear codes have a natural affinity with certain properties of cards, most often the alignment of finished creature codes.  

Components of Gear

Name - of the gear
Origin - which tribe produced the gear
Rarity - how common the gear is to find
Value - The cost of the gear for trade or processing
Effect - What the gear does
Advance (X) - An additional or boosted effect if the creature wielding the gear has X.

Location Code

Places you visit in Paragon grant a code as well.  Coders can use these codes when not using a creature code to go there instantly.

Wednesday, 13 February 2013

Two Worlds: Coder (Character) Creation - Rough Draft

I feel I haven't done enough to fully do a character creation for Two worlds, but feel I need a skeleton for it to go any further.


Aspects

High concept - Who your character is at their core.  An undisputed center of what your character concept is.

Trouble - Something in your characters life that cause them problems.  Whether a personal problem or an external one.

Connection to Earth - An aspect associated with the world you were born to.

Connection to Paragon - An aspect you have forged in the world you visit.



Skills

One skill at 3, two at 2 and three at 1.


Refresh and extras

As per fate Core


The champion

The champion is a creature code that you have advanced and are syched with.

Three other codes

Select 3 other codes, making sure at least one is a location code.


Next article will be about the different kinds of codes.

Tuesday, 5 February 2013

Two Worlds: Tribes of Paragon

  In Paragon tribes is the name used for groups that have banded together under a single cause.  These groups share certain qualities and skills that help them to relate to one another.  Below is a sampling of some commonly seen tribes so far;

The Common Tribes of Paragon


Lanterns

  The Lanterns are creatures of knowledge and compassion.  This however, they are also organized and discipline.  The home of the Lanterns tribe is the city of Esculla, surrounded by the forest of Raine.  Humanoids and nature fey make up the majority of it's members.

Tribal Skills:  Rapport, Will and Lore
Tribal Aspects:  'Enlightened and Proud' and 'Harmony of Mercy'



Kree-Ter

  The creatures of the Kree-Ter are not only alien to Earth but to Paragon as well.  They are insect like, and evolve at an unnatural rate.  Controlled by a hive mind, though rumour is that the mind is divided.  The members of this tribe command from the spire Torrant, near the crystal glade pass.


Tribal Skills:  Physique, Notice, survival
Tribal Aspects:  'For the Hive' and 'Evolution is the key to survival'



Under Depths

  There is no shortage of seas and lakes within Paragon.  Beneath the depth hides many sorts of creatures, and treasures.  This tribe uses members that survive and thrive under the waves.  Though many can breathe air as well as water.

Tribal Skills:  Athletics, Will, Resources.
Tribal Aspects:  'Hidden Riches' and 'domain over water'


The Imp Empire

  Imps are normally small, weak, and entirely fascinated with making the lives of other miserable.  In Paragon they have banded together and brought forth magic and technology to make them a force of reckoning that most would have never expected.

Tribal Skills:  Intimidate, Shooting, and Stealth
Tribal Aspects:  'We will cheat to win.' and 'No sacrifice is too great to crush an enemy.'

Well here was a sampling of some of the tribes.  Next post should be character creation.