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Broken Toys: Legacy 2nd Edition
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=The Families= ==The Digital Wardens (Synthetic Hive), played by Verenes Aoene== Reach 1 | Grasp 0 | Sleight 0 ''Traditions'' <br> Populace: <br> Style: <br> Governance: ===Moves=== ''Treaty Move - When a Family or Faction overcome their biases and seek you for support or trade, gain 1-Treaty on them on top of any deals you make.'' Doctrine: ''Shepherds of Humanity'' - Your factories could rebuild civilization from scratch, if given the proper blueprints. You can spend 1-Data to manufacture 3-Tech. Lifestyle: Settled - Your drones can be easily repaired. Spend 1-tech to provide professional care to any synthetic inside the Hive's holdings. '''Nanofabricators''': You alone control the miracles of nanotechnology. When you use your foundries to break down resources and reassemble them, pick one: <br> • Spend 3-Tech to create any physical Surplus. <br> • Erase a physical Surplus to gain 3-Tech. '''Terraformers of Tomorrow''': When working together with another Family, the effect of one of their long term moves will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration. ===Resources=== '''Surplus''' <br> Weaponry (Armory) <br> Knowledge (Intel) '''Needs''' <br> Energy <br> Defenses <br> Transport '''Gear''' <br> Armoury 2 (Tags: ''Melee'', ''Ranged,'' ''Inconspicuous'' "aberrant") <br> Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br> Intel 1 <br> Vehicles 1 ( [With Vehicles 1, describe either two types of vehicle each with one of "Land," "Water," "Air," or "Space," or one vehicle type with that and any second tag.] ) <br> Companions 0 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.) '''Tech''' 5 <br> '''Data''' 0 ''Inheritance'' - Hive characters get +1 to Steel or Lore. The family starts with 1 point permanent in Armoury (tag: inconspicuous) and Vehicle. ==(Cultivators of the New Flesh), played by Cannonball== Reach 2 | Grasp 0 | Sleight -1 ''Traditions'' <br> Populace: a mutual corporation of tradesmen and ranchers <br> Style: sterile and analytic <br> Governance: a pantheon – taking on nature’s aspects ===Moves=== ''Treaty Move - When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.'' Doctrine: ''Sculpting a New Humanity'' - When your family creates or tames a new species, they inherit one of its minor or cosmetic traits. Lifestyle: Settled - Your family’s farms and facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously. '''Culture''': When your family starts cultivating a new product, erase Surplus: Progress, Surplus: Medicine, or Surplus: Barter Goods. After a few months, get the surplus back, plus: <br> •Progress: get Surplus: Medicine, and 1 use of a medicine that can heal any harm box instantly. <br> •Medicine: get Surplus: Crops, and a slow but steady population growth in the Family. At the end of the age, if you still have the surplus, gain Surplus: Recruits. <br> •Barter Goods: get Surplus: Livestock and gain a few exemplary examples of the bred animals. If they’re used as mounts, add +2 to your Vehicles Investment when statting them. <br> At the start of each Age, you can skip straight to the harvest. '''Domestication''': When a novel life form is brought back to your family’s farm, and reshaped to suit your needs, choose one: <br> •Archive one of its traits. From now on you can add that trait to the crops and animals created by Culture, and have the drugs you create temporarily grant it to their users. <br> •Corral a small breeding population of the organism. <br> •Find a way for you to resist its abilities or avoid its dangers. ===Resources=== '''Surplus''' <br> Progress (boosts Armoury, Vehicle, or Intel) <br> Barter Goods (boosts any) '''Needs''' <br> Land <br> Culture <br> Medicine '''Gear''' <br> Armoury 0 (Tags: ''Melee'', ''Ranged'') <br> Outfit 1 (Tags: ''Utility'', ''Camo'', ''Regal'', ''Tough'') <br> Intel 0 <br> Vehicles 1 ( [With Vehicles 1, describe either two types of vehicle each with one of "Land," "Water," "Air," or "Space," or one vehicle type with that and any second tag.] ) <br> Companions 0 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.) '''Tech''' 0 <br> '''Data''' 0 ''Inheritance'' - Cultivator Characters get +1 to Sway or Lore. The family starts with 1 point permanent in Outfits (Tag: Tough) and Vehicles. ==(Order of the Titan), played by Factol Pentar== Reach 1 | Grasp 1 | Sleight -1 ''Traditions'' <br> Populace: a tribe of unhinged zealots<br> Style: flowing robes of adaptive camouflage<br> Governance: a council of the dead occasionally channeled for guidance ===Moves=== ''Alliance Move - Gain 1-Treaty when you Lend Aid to groups under a Kaiju Threat Alert.'' Doctrine: ''Hell Crusaders'' When a Behemoth attacks, say where you can find a Surplus to help you fight it off. Lifestyle: Dispersed - When any other family's holdings is menaced by a Behemoth, you may narrate the arrival of a group of the Order. '''Kaiju Threat Alert''': When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on one Alerted group on any other. <br> •If the behemoth is stopped before the threat becomes plausible, each Alerted Family or Faction gets 1-Treaty on you. <br> •If you stop it whilst it’s a clear threat, gain 1-Treaty on every Alerted Family or Faction, and redistribute Treaty on them as you like. <br> •If someone else stops it whilst it’s a clear threat, you and whoever stopped it gain 1-Treaty on every Alerted Family or Faction. <br> •If the behemoth assault happens as you foresaw, you and every Alerted Family or Faction gain a Need of your choice. '''---''': --- ===Resources=== '''Surplus''' <br> Recon (Boosts Intel) <br> Weaponry (Boosts Armoury) '''Needs''' <br> Leadership <br> Transport <br> Recruits '''Gear''' <br> Armoury 2 (Tags: ''Melee'', ''Ranged,'' ''Elegant,'' ''[---]'') <br> Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br> Intel 2 <br> Vehicles 0 ( [With Vehicles 1, describe either two types of vehicle each with one of "Land," "Water," "Air," or "Space," or one vehicle type with that and any second tag.] ) <br> Companions 0 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.) '''Tech''' 0 <br> '''Data''' 0 ''Inheritance'' - Order characters get +1 to Lore or Force. The family starts with 1 point permanent in Armoury (tag: elegant) and Intel. ==(Company of Gilded Merchants), played by ApparitionsStalkTheNight== Reach 0 | Grasp -1 | Sleight 2 ''Traditions'' <br> Populace: Interconnected Households <br> Style: Uniformed Pride <br> Governance: Branches ruled by proven heirs. ===Moves=== ''Alliance Move - When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them. '' Doctrine: ''Cut-throat Extortionists:'' When a customer wants your goods but can’t afford them, your Family can convince them to perform any favour as payment instead. Lifestyle :''Dispersed:'' The transport of goods and messages between settlements is another Stock in Trade for your Family. P '''Stock in Trade''': Your Family has a particular product range they trade in, and you can expect to have those wares around unless your Family is deeply in need and Mood is at -3. Once per session, you can draw on one of your Stocks in Trade to boost a roll's results by one category: 6- to 7-9, 7-9 to 10+. <br> [Choose 1, 2, or 3: • Arms and ammunition. • Art, music and culture. • Books, maps, and instruction manuals for forgotten things. • Drugs, spices or venoms. • Food, fresh or preserved. • Living creatures, bred or captured. • Mementos of the World Before.] '''Brand Loyalty''': When you would use Diplomacy to meet someone you've traded with before, instead automatically get an audience. They will always be willing to at least hear you out. ===Resources=== '''Surplus''' <br> Contacts (Intel) <br> Recruits (Companions) '''Needs''' <br> Barter Goods <br> Medicine <br> Culture '''Gear''' <br> Armoury 0 (Tags: ''Melee'', ''Ranged'') <br> Outfit 1 (Tags: ''Utility'', ''Camo'', ''Regal,'' ''Tough'') <br> Intel 1 <br> Vehicles 1 ( [With Vehicles 1, describe either two types of vehicle each with one of "Land," "Water," "Air," or "Space," or one vehicle type with that and any second tag.] ) <br> Companions 1 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.) '''Tech''' 0 <br> '''Data''' 0 ''Inheritance'' Merchant Characters get +1 to Sway or Lore. The family starts with 1 point permanent in Outfit (tag: tough) and Vehicle. ==(Steel Fellowship the Tyrant Kings), played by Funkadelic== Reach -1 | Grasp 1 | Sleight 1 ''Traditions'' <br> Populace: Vassal villages giving tribute and warriors <br> Style: Ordered and well-drilled precision <br> Governance: Battle companies sitting in council The basic structure of the Steel Fellowship, is a warrior class ruling over a series of Fiefdoms. Ideally, the warriors protect the civilian classes from the dangers of the Fall and the civilians grow the food and the other dull work of making civilization work. The warriors class is made up of companies, that administer their territories and send representatives to a governing council where decisions that effect the entire Fellowship are made. While still an expansive authoritarian military state, the formation of the Homelands and the Steel Fellowship's roll in stabilizing the area is starting to make some in the Fellowship question how it interacts with the other families. ===Moves=== ''Alliance Move:'' When you give another Family a position of power in your empire’s hierarchy, gain 1-Treaty on them. Doctrine: ''The Tides of Conquest:'' If you have both Surplus: Recruits and Morale, you gain +1 Grasp. Your legions march as one against the world. Lifestyle: ''Dispersed:'' Your Family are masters of destruction and can reliably sneak saboteurs and arsonists into any location. '''Always Outnumbered, Never Outgunned:''' <br> A huge, bristling cornucopia of weaponry gives your Family a ferocious edge in battle. <br> Start with 3-Arsenal. <br> When you go all-out on an enemy, you may spend 1-Arsenal to: <br> • Dismay and overwhelm your foes. <br> • Drastically alter the battlefield or your place in it. <br> • Leave the battlefield in whatever direction you wish. <br> At the start of a new Age, reset to 3-Arsenal. '''Dominion''': When your Family takes over a settlement, roll +Grasp. On a 10+ pick 2, on 7-9 pick 1: <br> • The heads of the settlement conspire with the Tyrants to keep the people peaceful and cooperative. <br> • They uneasily send tribute. Gain 2 Tech. <br> • Your Family terrifies their neighbours; gain 1-Treaty on each nearby settlement. ===Resources=== '''Surplus''' <br> Recruits (Companions) <br> Weaponry (Armory) '''Needs''' <br> Leadership <br> Land <br> Transports <br> '''Gear''' <br> Armoury 2 (Tags: ''Melee'', ''Ranged'', ''Brutal'', ''Silent'') <br> Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br> Intel 0 <br> Vehicles 0 <br> Companions 2 (When you raise Companions, you can either create a group with a particular specialty and Quality 1, or give an existing group +1 Quality.) Commandos Quality +2, Specialty: Unconventional military actions '''Tech''' 0 <br> '''Data''' 0 ''Inheritance:'' <br> Tyrant Characters get +1 to Force or Sway. <br> Start with 1 point in Armoury (tag: brutal) and Companions. ===Treaty=== The Digital Wardens (Synthetic Hive) - 1 Treaty (You fought side by side with a Family in a vicious battle. Take 1-Treaty on each other: Battle versus pirates) Order of the Titan - 1 Treaty (The greatest hero of the last war is now a respected member of another Family.(Say which one and Take 1-Treaty on each other)
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