Copyright Frontiergaming 2020 Contents
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Sample file COPYRIGHT FRONTIERGAMING 2020 CONTENTS Introduction Page 1 Weapon Profiles Page 13 Setting the Scene Page 2 Weapon List Page 14 Introduction to Gameplay Page 3 Weapon List (Continued) Page 15 Actions Per Turn Page 4 Weapon List (Continued) Page 16 Taking Actions Weapon Creation Page 17 Renown Page 5 Weapon Upgrades Dice Rolls Page 6 Armour, The Defense Rating Page 18 Social Interaction Armour Profiles Page 19 Stealth And The Sneak Skill Armour List Page 20 Attacking From Sneak Page 7 Armour List (Continued) Page 21 Technical Skills Supplies And Equipment Page 22 Looting In-Game Inventory Environmental Investigation Supplies And Equipment List Page 23 Healing And Medicine Page 8 Axioms Page 24 The Healing Chart The Pragmatist Page 25 Combat Page 9 The Gnostic Page 26 Close Combat The Savant Page 27 Thrown Weapons and Objects Aspects Page 28 Dodge, Parry Or Block Sky Traits And Abilities Page 29-30 Damage And Wounding Page 10 Sea Traits And Abilities Page 31-32 Base Wounding Table Land Traits And Abilities Page 33-34 Focused Strikes, Aimed Shots Page 11 Heart Traits And Abilities Page 35-36 AdditionalSample Wounds War Traits And Abilities filePage 37-38 Weaponry Page 12 Underworld Traits, Abilities Page 39-40 Weapons In Gameplay Character Creation Page 41-48 CONTENTS Continued Experience Record Page 48 Storyteller’s Guide Page 51 Wounding Chart Page 49 Creating For Storytellers Page 52 Status Generating Weapons Additional Character Info Generating Armour Character Sheet Page 50 Generating NPCs Page 53 Forged In The Crucible: An Introductory Adventure Introduction Page 54 Early Rewards Page 57 Technical Terms Eye Of The Ocean Background Page 55 Passing In The Night Winning Iftika’s Favour The Shores Of Telathir Page 58 Influence Esecles Entry Points Page 59 Trial Of Might The Labyrinth Page 60 – 62 Gathering The Party Return To Therantyr Page 63 Setting Sail Page 56 NPC Guide Page 64 – 75 The Ship Group NPC Template Page 76 Therantyr At Night Acknowledgements Page 77 Sample file INTRODUCTION Sample file Ancients Of Gaia With the dawning of the concept of the City-State, Civilisation has advanced exponentially. Entire cultures have risen to glory developing the written word, advanced mathematics, and seeking to understand the nature of the stars along with as the celestial. In this age of legend, where the creatures of mythology can be found in living colour, and Magic is manifest by the faithful, the time of the Ancients is the time for adventure. The secrets held by the Universe are no longer beyond the understanding of the people of Gaia. The people are realising when their heart and mind unites, there is no limit to their power. Whether these gifts are born of the favour from superior beings, Pantheons of deities, or as an acknowledgement from the Universe itself, the yearning for and mastery of enhanced abilities are met with both awe and suspicion. For those who dare to take up the mantle, renown and heroism await. For those who wish to advance their lot, a world of treasure previously beyond the wildest of imaginations is now within their grasp. To live and experience deeds that will become legend and myth; that is the stuff of life. These adventurers of the mythic age of the Ancients of Gaia hold the key to unlocking Sampletheir own destiny and fulfilling their true potential. file This is their story. Page 1 Setting The Scene Ancients Of Gaia (AOG) is a tabletop role-playing game intended for two Players or more, with one Player assuming the role of Storyteller. You will never need more than 2d6, a pencil, some paper (and of course, your imagination) to create and play a full adventure. AOG is set during a wildly reimagined period of the late Bronze Age, and uses historical themes to bring mythology and legend to the tabletop. Within this manual are the core rules that will allow you to tell the story you wish to create, along with an introductory Adventure. There is no limit to the scope for the way in which this manual may be used . The Storyteller should factor in choices made by the Players and provide outcomes that further the story and the Character’s personal development. Keep in mind that just as the Party are pursuing their own agendas, forces will be aligning against them, and that which was won can also be lost. If any rule contained within conflicts with the narrative flow or stands in the way of role-play or expression, the Storyteller can make the decision to amend, discard or reinvent that rule for the good of the story. Sample file Page 2 GAMEPLAY Sample file Introduction to Gameplay The Ancients of Gaia found themselves in a time of Magic and myth, and those who manifested special abilities found that their skills were either revered or the subject of much derision. Whatever their calling, those who were destined for more than the average life found eachother, and took the first steps on their path of adventure together. In gameplay terms AOG uses a system that will never require more than 2d6 to tell the story of a team of Characters who assemble together. Utilising any Skills, Traits and Abilities at their Character’s disposal, Players are encouraged to take an analytical and strategic approach in order to accomplish their goals. Interaction with the environment, Non-Player Characters (NPCs), and opponents can be carried out through roleplay or description, and successful actions are rewarded with Experience Points (XP) specific to the type of Skill (either Combat, Technical, Personal or Magical) they have used to execute that action. The Storyteller adjudicates over the outcomes of all actions and takes these into account when continuing the narrative. As previously state - if at any point gameplay comes into conflict with a rule,Sample a roll or a result that the Storyteller or the Party asfile a whole feels will detract from furthering this narrative, the Storyteller may choose to amend or overlook any of those aspects. The Storyteller always has the final decision on this. Page 3 Actions Per Turn The Storyteller may keep a mental, written or verbal note of the running During the course of an adventure turn order when ideas are flying thick there will be a certain amount of and fast, and can prompt a Player conversational planning within the where necessary to describe what Party. Interaction with the NPC’s and their Character is doing in order to the location in which the Party is complete the turn. The Character’s exploring can enhance immersion and physical positioning should be taken encourage strategic planning. An into account when taking turns, and adventure would not be such the dimensions and distances at however without the need for Action locations should also be described and the resolution of said Action. broadly upon the Party’s arrival to a There is no specific order for turns to new location. take place; but all Players must have described or roleplayed their Action Taking Actions for the turn to be completed. This is to encourage Players to express their Each Action taken in Morningstar is Character without rigid limitations. assigned a Difficulty Rating by the Turns become more significant during Storyteller. The difficulty should take Combat and some Abilities and Traits into account the circumstances, will require keeping track of turns. surroundings and the intention of the With any tabletop RPG experience it is declared Action. The Players, through helpful to be aware that a Party will role-play or giving a narrative contain unique individuals with description of what their Character is varying levels of confidence and doing, will have the chance to take experience. Players may wish to take Actions as the story unfolds. The quick and decisive Action to get the Storyteller will decide whether a best possible outcome, or might want description or role-play is sufficient for to analyse the minutia of a situation or the action to succeed, or if a dice roll is surrounding before moving forward. required from the Player. 2d6 are The Storyteller should provide enough rolled in an attempt to equal or better description and react to investigations the Difficulty Rating, described in more sufficientlySample to facilitate all Players. detail in the following file section. Page 4 gain an advantage in some way. It is Renown the Player’s responsibility to describe or roleplay the relevance of their Gaining Renown affects the way in Renown in-game when this request is which certain NPCs interact with the made. The Storyteller than makes any Party. Whether the Renown refers to adjustment to the Difficulty Rating fame amongst the general populace they see fit (if any). or infamy amongst the Party’s Renown will mean different things in opponents, Renown is a device used different situations, and is awarded for by the Storyteller to illicit a prescribed different Actions. Acts of heroism, response from an NPC or group of selflessness, grand strategy, or Actions NPCs. A Player may request for their specifically taken to enhance the Renown Rating to be taken into perception of a Character are all ways account when interacting socially, to to gain Renown. Sample file Page 5 Dice Rolls Once the Player has decided on their action, a difficulty rating for the action is assigned by the Storyteller. Two d6 are rolled and the result, taking into account any modifiers from the Character Sheet, must equal or better the difficulty rating assigned for the action to be considered a Pass. Passes, Extreme Passes and Blunders When an action has Passed, the result of that action comes to fruition.