Well, I have the vehicle rules all but finished - I still need to get the weapons balanced and maybe add some sidebars or reminders - but they're definitely functional. I've used them to build a car, tank, jet fighter, and a couple of mecha. I was expecting to have to go and change a lot of costs as I went though, but everything came out better than expected! I'm working on the Alignment section now, though, and I thought I'd start putting the rough drafts for that up right now, as it's a bit touchier. I'm going to start today with the four primary Chaos gods, then tomorrow I'll put up the three other Chaos alignments. If you see any problems with the descriptions, don't like the cults, think the morality stuff needs to be changed, let me know and I'll see what I can do to make it better for everyone. :)
Just to clarify before I drop the descriptions - the cults described are just sample cults, many more variations of worship exist for each god, but I felt it'd be good to have a starting point. The morality chart is a list of sins - at Morality X, Y is a sin, etc, so people know when to roll. Same thing as WoD's morality and Paths, really.
KHORNE
Basic Beliefs
Khorne is a god of battle, blood, and honor. He asks his followers to kill in his name and to offer up the blood and skulls of their enemies to him. Many of his followers are indiscriminate killers and murderers, but Khorne doesn't care for the blood of the innocent or weak. He wants the blood of the strong, for warriors to fight other warriors in the greatest of all battles. There's no glory or honor unless there is a challenge.
Cult 1: The Dethkvlt
Members of the Dethkvlt show their devotion to Khorne through the art of ritual murder. As part of their initiation, they must kill an armed opponent with their bare hands. On the whole, they function as something of a big game hunting club, going after only the most dangerous and exciting prey.
Most members of the Dethkvlt try to make every fight fair, giving the victims every chance to fight back, evening the odds, and tilting them in their opponent's favor when in doubt. There is no honor or glory in an easy hunt. The more skilled and dangerous the opponent the more exciting the battle at the climax.
Many in the Dethkvlt have their own personal preferences for prey. Some limit themselves to removing criminals and other dangerous elements, making the Wheel a better place and satisfying their blood lust at the same time. Others might only prey on police officers, women, other killers, or animals.
Cult 2: Outer Heaven
Outer Heaven was created as a place for warriors to be free from politics and agendas. It was funded by the deep pockets of an elite group of mercenaries who had been abused and treated as mere tools by governments and people alike. Building a space station outside of the reach of the most important crystal spheres, they ruled over a society where soldiers would be honored.
Khorne's worship quickly became the primary religion on the station. The majority of soldiers already spilt blood in his name, and others converted. They took on missions and operations of their own accord, and the only rule was that everyone involved in a mission had to fight - no one could use them to further their goals unless they were willing to fight for them too.
Outer Heaven was destroyed by political forces after only a decade. The people who had been living there scattered to the stars, but they brought the dream of Outer Heaven with them. On many worlds, there are enclaves and outposts that follow the rules set down before - to honor and respect those who fight.
Khorne's Morality
10 Giving mercy to a fellow warrior.
9 Allowing another to kill an innocent.
8 Traveling with a spellcaster.
7 Showing disrespect for another warrior.
6 Using stealth or trickery to avoid a fight.
5 Breaking your word of honor.
4 Killing an innocent.
3 Allowing a spell to be cast on you.
2 Refusing a challenge of combat.
1 Casting a Spell.
SPECIAL: Khorne's Champions
Khorne hates magic. If you have Khorne as your alignment there's a good chance that one or more of your Exalt or racial powers will just be impossible to use. Thankfully, there is another option. If you have an alignment to Khorne and you would gain a rank in a spellcasting school from your Exalt or racial powers, you may instead gain a rank in a sword school.
NURGLE
Basic Beliefs
There's life and there's death. They're really two sides of the same coin. A child is born, grows up to be a man, and dies. A building is built, wears out, and is eventually abandoned. The man's body rots and worms and bacteria thrive. The shell of the building becomes a home for stray animals and people. Everything rots, but rot is just another expression of life. It is inevitable and the ultimate fate of all things. But life is beautiful in all its forms, and one should never hesitate to be kind in the brief blossoming that life has.
Cult 1: Vectors
One of Nurgle's most obvious realms of influence is that of disease. The cult of Vectors is arranged around that belief. Their founder had been infected with a terrible disease and went on to spread it to countless others on many worlds. She created death and despair on a huge scale with almost no effort at all.
After her eventual death, she left behind a number of others who followed in her footsteps. Nurgle protected them from the worst ravages of the disease they carried in exchange for their prayers. They're mostly a ruthless bunch, not caring for the countless people that suffer or die in their wake. Those most in favor with Nurgle take a personal approach to it, guiding people to the other side - though those who die at their hands almost never know the person caring for them caused their sickness.
Cult 2: Hospitaleers
While it may seem odd at first glance for those who worship a god of disease and death to run a Hospice, there are in fact many clinics and hospices that ultimately have Nurgle as their patron. The Great Lord of Decay protects his followers against most of the symptoms of terrible diseases, caring for them as his own grandchildren.
For those who are beyond medical help, one of these Hospices is a welcome way to spend the short remainder of their lives. They aren't grim or terrible places, as Nurgle is not a morbid god, and his followers are gregarious and sentimental, making sure to comfort those who are suffering and allow them to enjoy what they have.
Though outright cures in Nurgle's hospices are extremely rare, it's not uncommon at all for those who have shown great faith or are simply blessed by the kindly hand of Nurgle to have their disease go into remission or to become asymptomatic carriers.
Nurgle's Morality
10 Refusing to comfort the sick or the dying.
9 Preserving anything - food, the environment, etc.
8 Doing unnecessary work.
7 Making great shows of emotion, positive or negative.
6 Attempting to chance your own fate.
5 Being unkind to those in need.
4 Curing someone of a disease.
3 Preserving a corpse.
2 Bringing another back from the dead.
1 Attempting to change the fate of the Wheel.
SLAANESH
Basic Beliefs
The basic tenets of the worship of Slaanesh are simple and easy for the majority of people to follow - enjoy yourself and don't let anything get in the way. That means not listening to advice, not restricting yourself with social mores. Those who worship Slaanesh have a tendency to fall to gluttony and decadence, and those who are spiritually weak stagnate or destroy themselves in trying to achieve perfection of self and experience. While most equate Slaanesh with lowly pursuits like drugs or sex, anything taken to an excess can be worship to her.
Cult 1: Noise Marines
One of the most common ways to worship Slaanesh is with music. The cult of Noise Marines exemplifies this. They're all musicians (of a sort), who have transcended the normal limits of music. Most have had surgery to increase the sensitivity of their hearing far beyond the norm, and then listen to music loud enough to make normal eardrums bleed.
That's the sort of thing that just happens when normal music stops being enough, when the very experience of music starts becoming dull. The Noise Marines hold massive concerts across the Wheel, almost always with free admission, showcasing the greatest acts they can sign. Because the gatherings tend to plunge entire Crystal Spheres into chaos (that is, breaking laws, not literally converting everyone to Chaos - though that's always a risk as well) the concerts are banned on many worlds. That doesn't stop them, of course. Illegal concerts are more exciting anyway.
Cult 2: The S Academy
Everyone wants to be good at something. But being good sometimes isn't enough. You have to be the best. The S Academy caters to those who seek to perfect themselves. It is an elite school. Some would say The elite school. Even getting into the school is a challenge, as they accept less than one hundred students per year, out of literally millions of applications.
The application process itself is by invitation alone. Agents and former students of the Academy search for talent among the Crystal Spheres, occasionally giving someone the contact information they need to begin the process. Those that actually manage to get into the S Academy and graduate find that every door lies open to them, and their only limit is their ambition.
The S Academy is ultimately a temple to Slaanesh, and they don't hide that fact. But it isn't a place of orgies and drug abuse, it is, in fact, almost completely devoid of distractions. It's a place to pursue perfection in music, martial arts, writing, whatever caught the eye of the agent who recommended the student to the academy. In the end, most students are left with an almost monomaniacal devotion to their single chosen talent, and it grows to consume their lives.
Slaanesh Morality
10 Refusing a new, but dangerous, experience.
9 Accepting a flawed experience.
8 Doing something you don't enjoy.
7 Doing less than your best at any task.
6 Refusing to do something you enjoy.
5 Denying another a new experience
4 Showing humility.
3 Not attempting to fix or overcome a flaw.
2 Doing less than your best at an important task.
1 Refusing a new, safe, experience.
TZEENTCH
A god of trickery, magic, and plotting and planning, Tzeentch is a chessmaster who treats his followers as pawns in his great game. His followers like to think themselves as more important pieces, queens and kings on their own little chessboards, or even players in their own right. Even those who know they're only being used hope to grow more important and gain control over their lives and the lives of others. Truth be told, with Tzeentch as a backer and guide, they do often achieve status and power they otherwise wouldn't, though the god never does it for their own benefit.
Cult 1: The Player's Club
Some men just want to see what happens when you pull some strings. The Player's Club is an elite group where elaborate events are set up and then the members bet on the outcome. Sometimes they bet on races or fights. Or the outcome of wars that they've started. There's no limit to what they'll wager on or with. Some will offer arcane secrets, gold, or entire worlds.
The most important thing about the Player's Club is that they always carefully set up their little games in advance. They don't find random events, they cause them. They create unrest and wager which country will be the first to strike, then wager which will win the ensuing war. They'll unleash a plague on a city and bet on the number of deaths. Fund a terrorist group and make wagers on their targets.
That's not to say that the Player's Club is evil. Or that their motives are evil. They're just agents of change, and change is as often good as it is evil. Ultimately their plotting and planning seems to be about alleviating boredom, but there are hints of a grand design to their plans.
Cult 2: Illuminati
There's always a conspiracy behind things, and the ones running that conspiracy probably pray to Tzeentch. The Illuminati is an ancient organization of people who like to run the game of politics from behind the scenes. They have their hands in almost everything, meeting in secret temples and speaking only in code that even they only half-understand.
Now, when they say 'ancient', it's more appropriate to say 'revival'. Most Illuminati cults are in fact less than a century old, often less than a decade, and the members are more playing at being important than anything else. Or so they think. The cults are layers of secrets on secrets. Some actual members of important conspiracies use them as a way to manipulate the little fish in the pond, as they're comparatively easy to herd. Some cults have, somehow, actually managed to become important enough to deserve their trappings of secrecy and mysticism.
10 Failing to spend at least two hours per day planning and plotting.
9 Failing to kill for the sake of knowledge.
8 Putting another's needs before your plans.
7 Clinging to the old and refusing to change.
6 Refusing to take advantage of a situation.
5 Sharing knowledge with another except as part of a broader plan.
4 Improvising when there's a chance to make a plan.
3 Turning down a chance for increased power.
2 Failing to respect those who possess greater wisdom.
1 Failing to pursue arcane knowledge
I apologize for any strange formatting or errors. I'm just c/ping this from my open notepad workspace.
Wednesday, September 14, 2011
Wednesday, July 20, 2011
I am still alive, so is book 2.
Howdy, folks! I know it's been a while since I posted anything, but that's mostly because there isn't terribly much I can preview right now. Most of what I've been working on is a bit dry or cross-linked with so many other parts of the book that it'd be mostly useless without the rest of the book backing it up (namely classes and feats). Things are still coming along - despite the temptations of Team Fortress 2. I'm just mostly down to the nitty-gritty stuff with a lot of bulk writing to do. Feat descriptions, chapter openings and the like. Turning dev notes into something other people can use (and learning just how much of a system was all in your head and not actually committed to paper yet).
There's also a bit of artistic work to do, which I am not terribly great at. My photoshop skills are not strong. I've been working on improved page backgrounds from the version seen in the ship rules preview. Because it's a fairly large image, I'll link it rather than posting the whole thing.
Book 2 new page background
Now, there is one part of the book I could use a little help from people on. I haven't started listing the new magical items and artifacts yet, and I'd like to know what people want to see. What are your favorite magical items? Why do you like them (so I can be sure to include the parts you actually care about)? Original ideas are great, too.
There's also a bit of artistic work to do, which I am not terribly great at. My photoshop skills are not strong. I've been working on improved page backgrounds from the version seen in the ship rules preview. Because it's a fairly large image, I'll link it rather than posting the whole thing.
Book 2 new page background
Now, there is one part of the book I could use a little help from people on. I haven't started listing the new magical items and artifacts yet, and I'd like to know what people want to see. What are your favorite magical items? Why do you like them (so I can be sure to include the parts you actually care about)? Original ideas are great, too.
Wednesday, June 15, 2011
Book 2 Preview!
Alright. I'm sorry this took so long to get out, but I have compiled the ship building and ship combat rules that I've been toying around with into a PDF for people to try out. It's still somewhat incomplete, but it should be enough to get people started and get some feedback.
Book 2 Preview: Spelljammers
I can't wait to hear feedback! Try building a ship or two and seeing how it all works. If anything looks broken, needs to be added, or is clearly a mistake (besides spelling - god knows I spell like an Int 1 Barbarian), let me know in the comments, in the rizon chat (#dtdchat) or on the forums.
Book 2 Preview: Spelljammers
I can't wait to hear feedback! Try building a ship or two and seeing how it all works. If anything looks broken, needs to be added, or is clearly a mistake (besides spelling - god knows I spell like an Int 1 Barbarian), let me know in the comments, in the rizon chat (#dtdchat) or on the forums.
Tuesday, June 7, 2011
Race Preview: Kobold
Kobold
Kobolds are one of the races with little stature in Wheel politics. They're insular, xenophobic, and extremely clever. They, like the Dragonborn, are a client race of the old Draconic Empire. Where the Dragonborn were soldiers and favored servants, the Kobolds toiled in obscurity as miners and builders. After the fall of the Empire they were left to their own devices. And they've done very well for themselves, considering their natural ability (or lack thereof).
The Kobolds have great industrial and mining ability, reproduce quickly, and have cutthroat business sense that makes them a mercantile force to be reckoned with. Also, they have more literal cutthroat tactics as well. With knives.
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 15-20kg
Languages: Trade, Draconic
Common Personality Traits: Practical, vengeful, spite-filled, impatient, demanding.
Common Physical Traits: Shorter than short, ratlike tail, clawed fingers, glowing eyes, yapping voice.
Example Names: Meepo, Ark'er, K'irk, A'thrin, S'sko, P'kard
Racial Statistics
Characteristic Bonus: +1 Charisma or +1 Dexterity
Skill Bonus: +1 Arcana and Stealth
Power: Power in the Blood: Kobolds are spiteful and strong-willed enough to demand power now that they can't handle. Once per round as a free action, they may spend two Hit Points to gain a resource point which must be immediately spent. However, this does not count against the number of resource points they may spend in a round.
Size: 2
Physical Qualities
Kobolds are extremely small sentients, and not terribly physically adept compared to most species. For many races, being weak and relatively fragile would turn them cowardly or at least nonviolent. Kobolds are not those races. They're scrappy fighters, and downright mean when they get provoked.
Kobolds resemble tiny Dragonborn, reptilian humanoids standing only barely more than a meter tall with scaled skin and small ivory horns. Their scales tend toward orange and muddy red, though a rare few are bright blue or green. They never have much of a build. Kobolds are always scrawny and thin. Not that many ever really see them at all. Kobolds almost always wear complete suits of armor, and often void suits as well. This is both a practical consideration and symbolic. Kobolds are miners, and while they're used to mine gasses, no one ever gets used to being crushed under ten tons of rock.
Kobolds are adapted to conditions that would be very harsh for other races. Their lungs and biologies are adapted to toxic gasses and high pressures. While they can adjust to more normal environments if they spend some time decompressing (though they can just tough it out with some vomiting and pain if they really have to just do it).
Playing a Kobold
Kobolds are known for their cunning and bloody-mindedness. They are natural survivors and have managed to hang on in places and against odds that should by all rights be almost impossible. They show up in asteroids, carving out communities in the lower decks of spelljammers, deep underground, and even in middle-class suburbs.
Most other races have mixed views on Kobolds. They tend to mentally divide Kobolds into ones that have integrated themselves into Wheel society and the ones that act like little more than vermin. Kobolds do this too. K'vend'l are the kobolds who have gone to live among the other races. They tend to be heavily involved with the local marketplaces and often command surprising wealth - they don't care about charity or other silly things like that, just profit. The K'sten'mannav, on the other hand, cling more strongly to tradition, would much rather wall themselves off from the rest of the Wheel than live with it, and they'd never be seen outside of a pressure suit and full armor if they had to interact with other races - though they'd much rather use an interpreter or go-between if at all possible.
Because Kobolds are just so practical, they don't have many of the cultural niceties that would be considered common courtesy in other races. They will ambush their enemies if at all possible and would rather set traps than put themselves in danger at all.
Kobolds are one of the races with little stature in Wheel politics. They're insular, xenophobic, and extremely clever. They, like the Dragonborn, are a client race of the old Draconic Empire. Where the Dragonborn were soldiers and favored servants, the Kobolds toiled in obscurity as miners and builders. After the fall of the Empire they were left to their own devices. And they've done very well for themselves, considering their natural ability (or lack thereof).
The Kobolds have great industrial and mining ability, reproduce quickly, and have cutthroat business sense that makes them a mercantile force to be reckoned with. Also, they have more literal cutthroat tactics as well. With knives.
Physical Characteristics
Average Height: 1.0-1.2m
Average Weight: 15-20kg
Languages: Trade, Draconic
Common Personality Traits: Practical, vengeful, spite-filled, impatient, demanding.
Common Physical Traits: Shorter than short, ratlike tail, clawed fingers, glowing eyes, yapping voice.
Example Names: Meepo, Ark'er, K'irk, A'thrin, S'sko, P'kard
Racial Statistics
Characteristic Bonus: +1 Charisma or +1 Dexterity
Skill Bonus: +1 Arcana and Stealth
Power: Power in the Blood: Kobolds are spiteful and strong-willed enough to demand power now that they can't handle. Once per round as a free action, they may spend two Hit Points to gain a resource point which must be immediately spent. However, this does not count against the number of resource points they may spend in a round.
Size: 2
Physical Qualities
Kobolds are extremely small sentients, and not terribly physically adept compared to most species. For many races, being weak and relatively fragile would turn them cowardly or at least nonviolent. Kobolds are not those races. They're scrappy fighters, and downright mean when they get provoked.
Kobolds resemble tiny Dragonborn, reptilian humanoids standing only barely more than a meter tall with scaled skin and small ivory horns. Their scales tend toward orange and muddy red, though a rare few are bright blue or green. They never have much of a build. Kobolds are always scrawny and thin. Not that many ever really see them at all. Kobolds almost always wear complete suits of armor, and often void suits as well. This is both a practical consideration and symbolic. Kobolds are miners, and while they're used to mine gasses, no one ever gets used to being crushed under ten tons of rock.
Kobolds are adapted to conditions that would be very harsh for other races. Their lungs and biologies are adapted to toxic gasses and high pressures. While they can adjust to more normal environments if they spend some time decompressing (though they can just tough it out with some vomiting and pain if they really have to just do it).
Playing a Kobold
Kobolds are known for their cunning and bloody-mindedness. They are natural survivors and have managed to hang on in places and against odds that should by all rights be almost impossible. They show up in asteroids, carving out communities in the lower decks of spelljammers, deep underground, and even in middle-class suburbs.
Most other races have mixed views on Kobolds. They tend to mentally divide Kobolds into ones that have integrated themselves into Wheel society and the ones that act like little more than vermin. Kobolds do this too. K'vend'l are the kobolds who have gone to live among the other races. They tend to be heavily involved with the local marketplaces and often command surprising wealth - they don't care about charity or other silly things like that, just profit. The K'sten'mannav, on the other hand, cling more strongly to tradition, would much rather wall themselves off from the rest of the Wheel than live with it, and they'd never be seen outside of a pressure suit and full armor if they had to interact with other races - though they'd much rather use an interpreter or go-between if at all possible.
Because Kobolds are just so practical, they don't have many of the cultural niceties that would be considered common courtesy in other races. They will ambush their enemies if at all possible and would rather set traps than put themselves in danger at all.
Friday, May 27, 2011
Exaltation Preview: Wraith
Hey, everyone. Sorry about the sparse updates to this. I've been hard at work on a ship system. It's looking pretty good! It's borrowing a lot from Rogue Trader at the moment (feel free to suggest other ship combat systems or ideas if you've used them or like them), but I've actually pulled a few things from Star Trek Online, mostly some of their options for building ships. It should make for some really versatile shipbuilding.
Anyway, today, I have a new preview - the Wraith exalt! I don't have a pretty picture for this one, I'm afraid. If anyone does, leave me a link in the comments and I'll update this post with it!
Wraith: The Unquiet Dead
Some people acieve great things in life. That's pretty easy stuff compared to getting things done while you're dead. A Wraith is a ghost, but not just any ghost - they're a ghost that can still affect the living world. They build bodies of ectoplasm that seem nearly alive and wear them like skin suits, forms that almost look like they did while alive, reflecting their somewhat spotty memory.
The time a Wraith can stay manifested is somewhat limited - they don't have an infinite amount of spiritual energy, and they can only regain their ectoplasmic energy while in the Umbra, that shadowy realm of the dead halfway between the real world and the screaming chaos of the Warp. Every Wraith must return to the Umbra from time to time, and can be forced there by the destruction of their shell.
No one is sure exactly how a Wraith comes to be. Just having unfinished business can't be enough - plenty of people die with work undone and don't come back as a Wraith. However it happens, Wraiths stay around for a long time. They're effectively immortal (since, after all, they're already dead) until someone goes and kills them. A difficult prospect for anyone who can't enter the Umbra.
A Wraith makes an excellent thief or assassin, as they're able to get into places others simply can't go, do things others can't manage, and simply have nothing to fear any longer from the prospect of death.
Power Stat: Synergy
Resource Stat: Plasm - A Wraith has maximum Plasm equal to their Synergy plus their Resolve. They cannot recover Plasm in the world of the living. In fact, a Wraith will slowly lose Plasm (at the rate of one per day) unless they surround themselves in the ritual and symbolic trappings of death. While in the Umbra, a Wraith recovers two Plasm per hour.
Static Powers
Dematerialize - A wraith isn't really a living creature as such. Their bodies are vessels made of ectoplasm that mock life for a time. A wraith may spend one Plasm as a half action to become incorporeal (as per the Phasing trait) for a number of rounds up to their Resolve. A wraith may choose to enter the Umbra instead of becoming incorporeal, though they must then spend one Plasm and a half action to return to their physical form (and thus cannot return if they have only one Plasm remaining). They may not become incorporeal while in the Umbra. A Wraith's personal equipment becomes incorporeal and enters the Umbra with him while he uses this power.
Second Death - A Wraith's physical form is only a created shell. They have the Undead trait. If they would take critical damage, ignore its effects. They instead lose that much Plasm. If their Plasm reaches zero in this or any other way, the shell is destroyed and the Wraith is forced into the Umbra until they can create a new shell, which takes one day. Their personal equipment is left behind, typically dripping with ectoplasm as their body collapses. During this time, they do not recover Plasm. If they would take damage while in this decrepit state, they die (again).
Deathsight - A Wraith always sees into the Umbra like a pale shroud overlaid over the vitality of the real world. This allows them to see lingering magical auras, get a general idea about the 'feel' of a place, and so forth. They can also see through the eyes of the dead. If they touch a corpse and spend a Plasm, they view the deceased's final moments from their point of view.
Ghost Dice - When a Wraith spends Plasm for extra dice, make sure to keep those dice separate (using different colored dice is one easy way to handle it). Whenever a Wraith rolls a 1 on these Ghost Dice, something bad happens regardless of the success/failure of the action. Conversely, a 10 means something good happened.
EXAMPLE: Let's say you were trying to eat a telephone.
1) You equal or beat the TN, and roll a 10 on a Ghost Die: You eat the telephone and not only is everything fine, but you're left feeling refreshed and charged up, recovering a level of fatuge.
2) You roll less than the TN, and roll a 10 on a Ghost Die: Your teeth aren't strong enough, but in attempting to eat the phone you accidentially dial a number and end up with a hot date!
3) You equal or beat the TN, and roll a 1 on the Ghost Die: You successfully swallow the last bite only to realize you've forgotten to turn the phone off! It starts ringing and vibrating inside you.
4) You roll less than the TN, and roll a 1 on the Ghost Die: You get the phone caught in your mouth and have to go to the hospital for some expensive and embarrassing oral surgery.
Synergy
1 Whispers - The Wraith can always hear the faint murmurs of the unquiet dead. They may use the Divination spell Augury at will, rolling Synergy + Wisdom instead of the normal Focus Power test.
2 Poltergeist - By spending a Plasm, you can manipulate objects at a distance for one scene. You effectively have a reach of three meters per dot of Synergy. You cannot control objects well enough to make attacks with this ability. The effective Strength score for moving objects using this power is equal to your Willpower. At Synergy 4, their control is fine enough to make melee attacks out to that range, though they cannot make opportunity attacks using Poltergeist.
3 Curse - As a half action, the Wraith chooses someone within range of their Poltergeist ability. That person must immediately roll on the Psychic Phenomena chart. If this would result in Perils of the Warp, reroll it unless the Wraith spends 3 Plasm. The Wraith is immune to any effects caused by the result of this Curse (they are not knocked down by Spectral Gale or The Earth Protests, etc.).
4 Shroud - Gain Armor equal to your Resolve. This doesn't stack with worn armor. If you become incorporeal, this ability provides Aura instead of Armor.
5 Ectoplasmic Form - A Wraith's body is really little more than solidified ectoplasm. Once per session, they may loose its bonds, turning the ectoplasm back into a liquid. They gain Amorphous. but instead of doubling hit points, they gain number of temporary hit points equal to their current Plasm. They lose these temporary hit points first. At the end of the scene they lose Amorphous and any remaining temporary hit points.
Anyway, today, I have a new preview - the Wraith exalt! I don't have a pretty picture for this one, I'm afraid. If anyone does, leave me a link in the comments and I'll update this post with it!
Wraith: The Unquiet Dead
Some people acieve great things in life. That's pretty easy stuff compared to getting things done while you're dead. A Wraith is a ghost, but not just any ghost - they're a ghost that can still affect the living world. They build bodies of ectoplasm that seem nearly alive and wear them like skin suits, forms that almost look like they did while alive, reflecting their somewhat spotty memory.
The time a Wraith can stay manifested is somewhat limited - they don't have an infinite amount of spiritual energy, and they can only regain their ectoplasmic energy while in the Umbra, that shadowy realm of the dead halfway between the real world and the screaming chaos of the Warp. Every Wraith must return to the Umbra from time to time, and can be forced there by the destruction of their shell.
No one is sure exactly how a Wraith comes to be. Just having unfinished business can't be enough - plenty of people die with work undone and don't come back as a Wraith. However it happens, Wraiths stay around for a long time. They're effectively immortal (since, after all, they're already dead) until someone goes and kills them. A difficult prospect for anyone who can't enter the Umbra.
A Wraith makes an excellent thief or assassin, as they're able to get into places others simply can't go, do things others can't manage, and simply have nothing to fear any longer from the prospect of death.
Power Stat: Synergy
Resource Stat: Plasm - A Wraith has maximum Plasm equal to their Synergy plus their Resolve. They cannot recover Plasm in the world of the living. In fact, a Wraith will slowly lose Plasm (at the rate of one per day) unless they surround themselves in the ritual and symbolic trappings of death. While in the Umbra, a Wraith recovers two Plasm per hour.
Static Powers
Dematerialize - A wraith isn't really a living creature as such. Their bodies are vessels made of ectoplasm that mock life for a time. A wraith may spend one Plasm as a half action to become incorporeal (as per the Phasing trait) for a number of rounds up to their Resolve. A wraith may choose to enter the Umbra instead of becoming incorporeal, though they must then spend one Plasm and a half action to return to their physical form (and thus cannot return if they have only one Plasm remaining). They may not become incorporeal while in the Umbra. A Wraith's personal equipment becomes incorporeal and enters the Umbra with him while he uses this power.
Second Death - A Wraith's physical form is only a created shell. They have the Undead trait. If they would take critical damage, ignore its effects. They instead lose that much Plasm. If their Plasm reaches zero in this or any other way, the shell is destroyed and the Wraith is forced into the Umbra until they can create a new shell, which takes one day. Their personal equipment is left behind, typically dripping with ectoplasm as their body collapses. During this time, they do not recover Plasm. If they would take damage while in this decrepit state, they die (again).
Deathsight - A Wraith always sees into the Umbra like a pale shroud overlaid over the vitality of the real world. This allows them to see lingering magical auras, get a general idea about the 'feel' of a place, and so forth. They can also see through the eyes of the dead. If they touch a corpse and spend a Plasm, they view the deceased's final moments from their point of view.
Ghost Dice - When a Wraith spends Plasm for extra dice, make sure to keep those dice separate (using different colored dice is one easy way to handle it). Whenever a Wraith rolls a 1 on these Ghost Dice, something bad happens regardless of the success/failure of the action. Conversely, a 10 means something good happened.
EXAMPLE: Let's say you were trying to eat a telephone.
1) You equal or beat the TN, and roll a 10 on a Ghost Die: You eat the telephone and not only is everything fine, but you're left feeling refreshed and charged up, recovering a level of fatuge.
2) You roll less than the TN, and roll a 10 on a Ghost Die: Your teeth aren't strong enough, but in attempting to eat the phone you accidentially dial a number and end up with a hot date!
3) You equal or beat the TN, and roll a 1 on the Ghost Die: You successfully swallow the last bite only to realize you've forgotten to turn the phone off! It starts ringing and vibrating inside you.
4) You roll less than the TN, and roll a 1 on the Ghost Die: You get the phone caught in your mouth and have to go to the hospital for some expensive and embarrassing oral surgery.
Synergy
1 Whispers - The Wraith can always hear the faint murmurs of the unquiet dead. They may use the Divination spell Augury at will, rolling Synergy + Wisdom instead of the normal Focus Power test.
2 Poltergeist - By spending a Plasm, you can manipulate objects at a distance for one scene. You effectively have a reach of three meters per dot of Synergy. You cannot control objects well enough to make attacks with this ability. The effective Strength score for moving objects using this power is equal to your Willpower. At Synergy 4, their control is fine enough to make melee attacks out to that range, though they cannot make opportunity attacks using Poltergeist.
3 Curse - As a half action, the Wraith chooses someone within range of their Poltergeist ability. That person must immediately roll on the Psychic Phenomena chart. If this would result in Perils of the Warp, reroll it unless the Wraith spends 3 Plasm. The Wraith is immune to any effects caused by the result of this Curse (they are not knocked down by Spectral Gale or The Earth Protests, etc.).
4 Shroud - Gain Armor equal to your Resolve. This doesn't stack with worn armor. If you become incorporeal, this ability provides Aura instead of Armor.
5 Ectoplasmic Form - A Wraith's body is really little more than solidified ectoplasm. Once per session, they may loose its bonds, turning the ectoplasm back into a liquid. They gain Amorphous. but instead of doubling hit points, they gain number of temporary hit points equal to their current Plasm. They lose these temporary hit points first. At the end of the scene they lose Amorphous and any remaining temporary hit points.
Thursday, May 26, 2011
Race Preview: Thri-Kreen
Thri-Kreen
One of the most mysterious races in the Wheel in some ways, the Thri-Kreen are an insect race. Outsiders typically know almost nothing about them - they live in cities that are designed like hives. They have very little use for personal space and a great respect for common areas.
Most Thri-Kreen live fast and die hard. They naturally have a life span less than half that of most races - it's virtually unknown for them to go past the age of fifty. However, this is because of a natural hyperactive metabolism. They don't sleep, and get the most out of every day of those short years.
Physical Characteristics
Average Height: 2.0-2.3m
Average Weight: 100-120kg
Languages: Trade, Thri-Kreen
Common Personality Traits: Restless, Conformist, Inscrutable, Curious, Jumpy
Common Physical Traits: Sand-Colored Exoskeleton, Long Antennae, Constantly in Motion, Dark Compound Eyes, Short-Lived
Example Names: Chak-tha, Drik-chkit, Kacht-ta, Kat’chka, Pak’cha, Ptekwe.
Racial Statistics
Characteristic Bonus: +1 Dexterity or +1 Wisdom
Skill Bonus: +1 to Acrobatics and Perception
Power: Multi-Armed: A Thri-Kreen's smaller pair of arms allow them to take a Ready action as a free action once per round and reload their weapons in half the listed time.
Size: 4
Physical Qualities
Thri-Kreen resemble bipedal praying mantids. Their exoskeletons come in a variety of colors, typically earthtones with occasional grays and blue markings. They have six limbs, with two normal-sized arms and two smaller ones. They have mandibles and compound eyes, joints in places that other races don't, long antennae, and are just generally alien in every way.
Thri-Kreen are an egg-laying species. They mature quickly after being hatch, passing through a series of forms that would be familiar to any entomologist until they reach adulthood at about five. They live quick lives, though they don't really age like other races. There are very few visual cues to tell a Thri-Kreen's age, even scars vanishing as they molt once a year.
Most Thri-Kreen have a bit of a sweet-tooth. They prefer foods that are very high in sugar, especially candy and pastries. This helps fuel their overactive metabolisms.
There are essentially no easy ways to determine the gender of a given Thri-Kreen on sight. Unless you can detect the pheromones they use, in which case it's actually quite simple.
Playing a Thri-Kreen
Thri-Kreen excel at adapting to new situations. They tend to see things in simple terms, cutting to the heart of situations and acting instead of waiting. However, this should not be taken to mean they act rashly - they see information gathering and spying as a matter of course. While they might be mysterious to others, they are almost always quite well informed.
Thri-Kreen prefer to use cutting-edge technology rather than settle for anything less, preferring high performance over reliability even when lives are on the line. Their computing and information technology is among the most advanced in the Wheel, but owing to their species' predatory lineage,
At a young age, Thri-Kreen are extremely impressionable. They imprint with those that they knew, and usually defer to them. Thri-Kreen society is one fairly common to insects - females imprint their young, the new generation defers to them, and it all ends up being rather dynastic and matriarchal.
Many Thri-Kreen adopt things from the cultures they're exposed to - not always the most obvious things either. For example, it has become something of a trend among female Thri-Kreen to wear rather elaborate and formal dresses. This has definitely made it easier for other races, who tend to have some trouble telling their genders apart, to identify them as female.
Because of a Thri-Kreen's short natural life, they often have little regard for personal safety. Of themselves or others. They usually just don't have time for lengthy approval times or experimentation. A few tests, simulations, and educated guesses are good enough for most purposes.
Sunday, May 22, 2011
Dungeons The Dragoning: 40k: 7th Edition: Book II: For A Few Subtitles More
So, I thought I'd post something interesting for people today - the list of stuff that I'm working on for the next book. This is not a complete list. I'm sure more will end up being added. But this should give you some idea of what's going on.
RACES:
Thri-Kreen
Kobold
Kenku
EXALTATIONS:
Wraith
Changeling
CLASSES:
Arcane Knight
Monk
Techpriest
Gunslinger
Temple Assassin
FEATS/ASSETS:
More Exaltation Assets for everyone
MAGIC:
New spells for each school
Possibly new schools
SWORD SCHOOLS:
Gun Kata for ranged weapons
Sniping School
Gunslinger School
Etc.
ALIGNMENT:
New gods!
Lolth
The Omnissiah
Secular Humanism
EQUIPMENT:
Weapon Creation System
New Specific Weapons
New Armor
New Bionics
ARTIFACTS:
You better believe there are going to be new artifacts.
VEHICLES:
P-scale vehicle rules, for using cars, planes, and the like alongside characters.
S-scale (Ship Scale) rules for spelljammer combat!
If there's anything else you'd like to see that's not on the list (and isn't ponies/meguka - those are going in their own book), yell at me for not including it!
RACES:
Thri-Kreen
Kobold
Kenku
EXALTATIONS:
Wraith
Changeling
CLASSES:
Arcane Knight
Monk
Techpriest
Gunslinger
Temple Assassin
FEATS/ASSETS:
More Exaltation Assets for everyone
MAGIC:
New spells for each school
Possibly new schools
SWORD SCHOOLS:
Gun Kata for ranged weapons
Sniping School
Gunslinger School
Etc.
ALIGNMENT:
New gods!
Lolth
The Omnissiah
Secular Humanism
EQUIPMENT:
Weapon Creation System
New Specific Weapons
New Armor
New Bionics
ARTIFACTS:
You better believe there are going to be new artifacts.
VEHICLES:
P-scale vehicle rules, for using cars, planes, and the like alongside characters.
S-scale (Ship Scale) rules for spelljammer combat!
If there's anything else you'd like to see that's not on the list (and isn't ponies/meguka - those are going in their own book), yell at me for not including it!
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