Last Children of the Gods
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Last Children of The Gods Adventures in a fantastic world broken by the Gods By Xar [email protected] Version: alpha 9 Portals of Convenience Portals of Convenience 1 List of Tables 3 List of Figures 4 1 Childrens Stories 5 1.1 Core Mechanic ............................................... 5 1.2 Attributes.................................................. 6 1.3 Approaches................................................. 6 1.4 Drives.................................................... 7 1.5 Considerations ............................................... 8 2 A Saga of Heroes 9 2.1 Character Creation............................................. 9 2.2 Player Races ................................................ 9 2.3 Talents.................................................... 11 2.4 Class..................................................... 13 2.5 Secondary Characteristics......................................... 14 2.6 Bringing the character to life ....................................... 14 2.7 Considerations ............................................... 14 3 Grimoire 16 3.1 Defining Mages............................................... 16 3.2 The Shadow Weave............................................. 16 3.3 Elemental Magic .............................................. 16 3.4 Rune Magic................................................. 16 3.5 True Name Magic.............................................. 16 3.6 Blood Magic ................................................ 17 3.7 Folklore ................................................... 17 3.8 Arcanum, Ancient Magic.......................................... 19 3.9 Ideas..................................................... 19 4 Testaments of Divinity 20 4.1 Vecna, The Enlightened .......................................... 20 4.2 Moradin, The Sunsmith .......................................... 20 4.3 Aleene, The Huntress ........................................... 20 4.4 [name].................................................... 20 4.5 Death, The Grim Reaper ......................................... 20 4.6 Nature.................................................... 20 4.7 Karma.................................................... 20 5 Equipment 21 1 5.1 Weapons................................................... 21 5.2 Magical items................................................ 21 5.3 Considerations ............................................... 21 6 Old War Stories 22 6.1 Simultaneous Action............................................ 22 6.2 Combat Structure ............................................. 22 6.3 Stunts and effects.............................................. 22 6.4 Action Points................................................ 23 6.5 Health.................................................... 23 6.6 Team Work................................................. 24 6.7 Ideas..................................................... 24 7 Manual of Games 26 7.1 Setting the Difficulty............................................ 27 7.2 Flavor.................................................... 27 7.3 Dangerous World.............................................. 28 7.4 Scale..................................................... 28 7.5 Traveling .................................................. 28 7.6 Survival................................................... 28 7.7 Trust or Trick................................................ 29 7.8 Importance of Flaws............................................ 29 7.9 Rewards................................................... 29 7.10 Meta Points................................................. 29 7.11 Handling traps ............................................... 29 7.12 Stealth.................................................... 30 8 Atlas and Legends 31 8.1 Overview of the Setting .......................................... 31 8.2 Adventures in Fantastic Locations .................................... 31 9 Monstronomicon 33 10 Flavor 35 11 Math, Tables and Figures 38 12 Design Decisions 44 2 List of Tables 1.1 Attributes and Discarding........................................... 5 2.1 Cost of Attribute and Approach Scores ................................... 9 6.1 Actions and their cost............................................. 23 11.1 25% CoF marker................................................ 39 11.2 50% CoF marker................................................ 39 11.3 75% CoF marker................................................ 39 11.4 90% CoF marker................................................ 39 11.5 Peak Values................................................... 39 11.6 Average Values................................................. 39 11.7 Average bonus for Approach ......................................... 39 11.8 Average bonus for Attribute.......................................... 39 3 List of Figures 11.1 Given Attribute with varying Approach ................................... 40 11.2 The four figures depict each a derived attribute level of 1 to 4 in which six graphs is shown where they represent rounding the lowest die. ...................................... 41 11.3 The six figures depict each a derived approach level of 1 to 6 in which four graphs is shown where they represent a die discarded. ........................................... 42 11.4 The six figures depict each a derived approach level of 1 to 6 in which four graphs is shown where they represent a die discarded. ........................................... 43 4 Chapter 1 Childrens Stories 1.1. Core Mechanic Classes They are just niche protection. Characters are primarily defined by attributes and ap- proaches and these two characteristics combine, one of Combat each, to to make a test to overcome adversity. Attributes Players have their own turn for the most part, but en- are ranked from zero to four and approaches are ranked emies act along with the player. Action points are to from zero to six. A test consists of rolling 4d6, discard- Effect point ing one die according to the attribute level as seen in Table 1.1 and then increasing the lowest die up to the Complex tests approach rank if applicable. The sum of the remaining There's two types of complex roll, synergy or complica- three dice is then compared to the difficulty class to de- tion. Synergy (or compliment) is when multiple effects termine success or failure, with higher roll being success. (or persons) combines strength to makes a task easier. Most of the time a test also cares about the Degree of Complication means the difficulty increases as there are success, how much the the roll beat the DC. For a quick multiple instances where things can go wrong. recap and take a look at the example 1.1 to learn how; If two attributes pertains to a single test, roll 4d6. 1. Roll 4d6 Using the attribute that pertains most to determine 2. Discard a Die according to attribute, Table 1.1 which die is rerolled. Then take the secondary attribute 3. Round Up lowest die to approach if aplicable to discard a flavor die as normal and finally round up 4. Sum the remaining 3 dice according to approach. Alternatively roll 5d6 and discard two dice and then round up. These two methods are still Score Description Discarding untested and have no math to back either up, but the 0 Poor Highest die first seems simpler to handle. 1 Average Highest die If two approaches pertain to a single test roll 4d6 and 2 High 2nd Highest die discard a flavor as according to attribute as normal. Then 3 Exceptional 2nd Lowest die round up the lowest according to the most pertaining 4 Extraordinary Lowest die one first and round up according to the second approach Table 1.1: This table shows the link between attribute (possibly the same die). score and what die to discard. Team rolls Many times during an adventure all the characters will have to make the same test. Instead of each rolling This is an easy way to box text within a document! determine an internal ranking and only make one roll. If the test succeeds the first person succeed and so does the next characters up to the Degree of Success for the Flavor Dice team roll. Some of the dice, if not all, will have a flavor which The team roll can be a synergy or a complication as will affect the outcome. The flavor is determined by the well. Everyone could be watching out for a sneak thief or discarded die. The default roll is all blank dice and the try to resist poison gas. This could also determine what player and Game Master can both add flavor dice to the attribute and approach is actually used for the team roll. dice pool up to a maximum of 4 dice total. Circumstance bonus can be very important in making the internal ranking because it may turn the least likely The short Version one to fail into the most likely to succeed. Tie-breaking is handled by Protagonism by default. Willingly placing Rolling lower is still up for discussion on how to be handled. Roll 4d6, discard one die, round up lowest, sum the 3 dice. Using Attributes and Approaches Scores and Points As characters wander through the world there will be Score is the important value and is used by the system. challenges that require the player to roll the dice to see Points are just bookkeeping for how much the score cost if their character overcomes the challenge. The task at and all starter point have equal value in xp, they are just hand and how the character handles it determines what locked in for expenditure at start. combination of attribute and approach. Under both 5 Attributes and Approaches sections there are common handwork left over