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Shh it's a secret!

Started by Nomadic, December 17, 2013, 07:14:13 PM

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Nomadic

I'm working on something, not finished though so until I get it more complete this will be my dumping ground.

[spoiler=Character Creation]
- Pick your species: You may choose any of the five "crafter" races (Aerlin, Gerrag, Maeri, Nicu, or Tilei).

- Pick your culture: You may choose a pre-existing cultural group or you may consult with me on the creation of an entirely new society if you don't feel that the current ones offer the necessary influence for the kind of character you're looking to create.

- Choose your aspects: These are exactly the same thing as Fate aspects.

- Allocate 8 points to your traits, no trait may exceed +3 at the start of the game.
Traits are:
power (speed, strength, might)
grace (coordination, style, charm)
vitality (toughness, resilience, stamina)
senses (perception, instinct, reflexes)
mind (intellect, wit, aptitude)

- Allocate 20 points to skills, no skill may exceed +4 at the start of the game. Furthermore skills must follow the structure of the skill pyramid (in short each skill requires an equal or greater number of lesser skills. To take a skill at +4, you must also have a skill at +3, one at +2, and one at +1)

- Pick 4 advantages/special abilities

- Determine your derived stats:
HP = 6 + VIT + Endurance
MP = 6 + VIT + Willpower
SP = GRC + Senses
Phys MV = 6 + PWR
Ment MV = 6 + MND
[/spoiler]

[spoiler=Advantages & Special Abilities]
Combat Poise:
Prereq: +2 to any combat skill
A character with Combat Poise is ready for combat at a moment's notice and excels at gaining the initiative. They recieve +2 to initiative, and may spend a Stunt Point to get an additional +4, making the total bonus +6. They are also able to recover from failures in combat more easily, and do not suffer any adverse effects for a wild miss unless it is -8 or worse.

Duelist:
Prereq: +2 to any combat skill
Duelists excel at singling an enemy out. As long as a combat is one-on-one, a duelist inflicts an extra d6 of inherent damage on attacks, and gets an additional mb+2 on maneuvers. In a group combat, once per scene, a duelist can spend a SP to compel an enemy to fight one-on-one, regardless of that enemy's aspects.

Martial Artist:
Prereq: +2 Brawling
Martial Artists are trained in combat techniques beyond mere street fighting. This Advantage replaces the Brawling skill with Martial Arts, but the Martial Arts skill retains the "Brawling" keyword. All Advantages and other abilities that applied to Brawling also apply to Martial Artist. Upon gaining this Advantage, choose what trait to add when making a Martial Arts attack. In addition, the Martial Artist Advantage also gives insight into the spiritual and cultural aspects of combat. Martial Artists are able to use the Martial Arts skill as a knowledge or social skill when the situation warrants it, such as to deduce an opponent's fighting style or to know the proper protocols to greet a master of a certain combat art.

Skill Flair:
Prereq: Varies (See: Skill Flair)
Special: You may acquire this single-level advantage multiple times
Characters with Skill Flair have a special knack for using a skill in a stylish, unique way that negates many of the penalties for special actions, or perhaps gives a bonus when some other special circumstances are met. The net effect should be around +2 to +4, depending on how frequently it happens. Players should discuss the exact talent with the GM. Each version of this advantage applies to only one skill.

Skill Linkage
Prereq: Varies (See: Skill Linkage)
Special: You may acquire this single-level advantage multiple times
The circumstances in which the character acquired a skill are unusual, and, as a result, its purview is somewhat expanded. Perhaps he has the ability to substitute one skill for another in a situation where it would otherwise not be applicable, or link it to a Trait that it would not ordinarily be linked with. Players should discuss the exact talent with the GM. Each version of this advantage applies to only one skill.

Special Abilities:
These represent extraordinary talents that the character possesses. Using a special ability comprises the application of these potent capabilities to overcoming a problem. As they represent the pinnacle of a character's capabilities they are especially taxing and may generally only be used freely once per session (with some exceptions). Players who wish to use a special ability more than once per session may do so by spending a stunt point. Doing so falls within the limits of standard stunt point usage.

Social Awareness:
The character has an innate or learned ability for applying their strengths towards influencing those around them. Once per session they may apply a +2 bonus to a relevant social skill. A con artist might choose to boost their deceit while a warrior could add the +2 towards intimidation. The application is limited only by what would seem a reasonable application for the character utilizing the ability. It represents a single-minded attempt to influence one or more people, therefore making the character unaware of when they should stop, even when it would work against them. As such this ability lasts until the end of the scene in which it is activated and may not be ended prematurely by the player. Additionally any action in opposition to the skill being boosted will receive a -2 penalty while the ability lasts (such as trying to look friendly while receiving a boost to intimidate).

Opportunist:
The character is especially adept at reading situations and exploiting split second openings when the odds are stacked against them. Once per encounter they may offset a penalty of up to -2 (such as those due to range, consequences, positional advantage, adverse circumstances, etc) or counteract a single enemy stunt bonus. This is not just a +2 bonus, and it is not useful in situations in which there are no penalties, stunts, or other factors aligned against the character.

Exceptional Defender:
Prereq: Martial Artist
The character has mastered the tactics of active and passive defense. Until the end of the scene they throw these talents into frustrating the attacks of those who oppose them, granting themselves +1 DR when attacking, maneuvering, or defending. This increases to +2 DR when carrying out a full defense with Martial Arts. When performing a Martial Arts block action to protect someone or something, the Martial Artist has no DR bonus but the protected target gets +2 DR instead; this bonus applies even if the protected target is not normally eligible for DR and even if the target's defensive effectiveness is greater than the martial artist's block strength.

Unarmed Expert:
Prereq: Martial Artist
The character has devoted extensive time to shaping their body into a natural weapon. Unarmed fists hit like hammers, sashes and cloaks become razor-sharp, and even the tiniest trinket becomes a deadly improvised weapon. Until the end of the scene this ability grants a +2 to inherent damage during a Martial Arts attack, and allows the use of unarmed attacks to do anything that weapons can, like breaking stone or parrying attacks. The bonus damage die for a resoundingly successful combat maneuver is also increased to a d8.
[/spoiler]

Nomadic

#1
[spoiler]
The Hazy Z, Zend, The Sea of a Million Tribes, Zendakol. Call it what you like the names all mean the same thing, opportunity... and danger. Out here neither the Pearlers nor those stuck up squidbrains hold any real power. In Zendakol ideas like civilization aren't so cut and dry and all that matters is who you can trust and who you can't. It's a place where anyone with brass balls and two brain cells to rub together can take a shot at a new life. We do it in all sorts of different ways. A lot of folks out here are always on the prowl for new resources, miners and cog hunters seeking to strike it rich on the next lode. Occasionally they settle down, you find a few bastions of law and order where people can hold onto it. You shouldn't ever get too comfortable out here though, almost everyone in Z will drain you for all you're worth if you let em, we're a bastard lot and we're proud of it. Still, as long as you're smart, it's a good place to make a new life for yourself.

- Alnette Alnette

[/spoiler]

[spoiler=Common Knowledge]
Calliea: The largest settlement on Dorania, a city of nearly 18,000 people. Most of the population is comprised of miners with a small number of other professionals (largely those devoted to supporting the population including butchers, bakers, tailors, carpenters, etc, etc). Though Dorania is largely a backwater it is still large enough to support a small stream of mercenaries, bounty hunters, and fortune seekers who will stop off from time to time to resupply or hook up with contacts.

Devourer: A creature that has been driven insane by spending too much time near to the clockwork. They will attempt to eat just about any non-devourer thing that their warped mind could conceivably see as food. As they do not react to pain large swarms of them can be incredibly dangerous for settlements and they are almost without exception killed on sight.

Dorania: a barren world on the fringes of Zendikol's lawless regions. Roughly 70 miles wide on average, it is a largely circular rock home to the only permanent settlements within 400 miles. It is a brown world with no flourishing life beyond lichen and algae and the creatures that thrive on such fare. Dorania is a dark place as there are few windows that breach its surface and for this reason its interior is known as the Shadowlands. The primary exports are raw ore, which bring in just enough trade to make it a viable location for settlement. Most trade is done through the markets on Nordalus.

Nordalus: One of the bastions of civilization in Zendakol it functions as the closest thing to a trade hub that the loosely governed region has. Its largest port is Aurma, a sprawling city of a hundred thousand permanent residents.
[/spoiler]

[spoiler=Prelude]
Dorania wasn't exactly what you'd call the most pleasant of places, a dark cavern of a world with nothing to look at but lichen and the occasional devourer that got close enough to Calliea's walls. Still there was work to be had and so with a bit of sweat you've managed to get the funds to get your sorry butt off this fatherless pile of granite. You hope when your transport makes port at Nordalus that you can pick up better employment then the limited selection of mine work here.

The trip to sea doesn't offer much of a view. Ignoring the fact that you're sitting in a cargo hold with almost no windows, Dorania is a shadowy world with few places that let light into the interior. Even if you could get a clear view outside all you would see is black water and cave walls, perhaps tinged by the submarine's own navigation lights. You sit in the most comfortable spot you can, listening to the grinding of machinery and burbling of the currents as your ride glides silently through the passageways. The Emerald Dream is about as far from its namesake as you could imagine a submersible could be and still be considered a ship. It's a clunky rust bucket that would be right at home in a scrap heap and you're sure if the forward cargo hold had any proper lighting you would be horrified at what you saw. As it is you find a nice flat spot on the floor, with nothing to do and little light to see by you lie down and close your eyes. For awhile you listen to the sounds of the few passengers nearby. Some idly chat about this thing or that but most of the people here have a similar idea. Best to sleep now and wake up later. Drifting off to sleep your last thoughts are of how much better life will be once you get to Nordalus.
[/spoiler]

Nomadic


sparkletwist


SA