Editing Broken Toys: Legacy 2nd Edition
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=The Homeland= | =The Homeland= | ||
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=Our World= | =Our World= | ||
==How it came to pass...== | ==How it came to pass...== | ||
− | '''The ecosystem had to change in strange and unexpected ways to survive the Fall.''' | + | '''The ecosystem had to change in strange and unexpected ways to survive the Fall.''' |
Cultivators, what was the first creature to be domesticated in recent memory? Was it husbanded like livestock, or was its taming a mutual interaction like that of dogs or cats? What is its role in the settlements today? | Cultivators, what was the first creature to be domesticated in recent memory? Was it husbanded like livestock, or was its taming a mutual interaction like that of dogs or cats? What is its role in the settlements today? | ||
Alternatively, describe a modern pet or pest known to be directly descended from one of humanity's companions in the golden age of biotechnology. | Alternatively, describe a modern pet or pest known to be directly descended from one of humanity's companions in the golden age of biotechnology. | ||
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Hive, this infrastructure is sound, but its power supply or activation is inconstant in most of the homeland. What's the ratio? Does it remain active in a perpetual brownout state most of the time but have irregular, hours-long blackouts, or is it more like its skeletal machinery occasionally resurrects itself in frightful, frantic periods of transmission and movement when powers elsewhere align? | Hive, this infrastructure is sound, but its power supply or activation is inconstant in most of the homeland. What's the ratio? Does it remain active in a perpetual brownout state most of the time but have irregular, hours-long blackouts, or is it more like its skeletal machinery occasionally resurrects itself in frightful, frantic periods of transmission and movement when powers elsewhere align? | ||
− | Hive: | + | Hive: |
'''The Fall was a sudden and terrifying event.'''<br> | '''The Fall was a sudden and terrifying event.'''<br> | ||
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Order: ''Mobility was survival but those warded against the horrific heat of their presence could get close. The husks hold greater secrets overlooked by the uninitiated. Remains of canisters that once held strange alchemy that harness the magic of winter.'' | Order: ''Mobility was survival but those warded against the horrific heat of their presence could get close. The husks hold greater secrets overlooked by the uninitiated. Remains of canisters that once held strange alchemy that harness the magic of winter.'' | ||
− | Hive: | + | Hive: |
'''A gargantuan carcass crawling with monstrous scavengers.'''<br> | '''A gargantuan carcass crawling with monstrous scavengers.'''<br> | ||
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Cultivators: ''Hope, that we were never powerless against even the dread threats of the Fall. A memento, of what we could do and what we survived. Fear, that even the height of our power wasn’t truly enough... '' | Cultivators: ''Hope, that we were never powerless against even the dread threats of the Fall. A memento, of what we could do and what we survived. Fear, that even the height of our power wasn’t truly enough... '' | ||
− | Hive: '' | + | Hive: ''Occasionally our agents sent to that location detect signals coming from somewhere in the lower sections. A voice, pleading for help, but the name it gives is Sareng. And no one can help the Sarengs.'' |
− | Merchants: | + | Merchants: |
==A great ending...== | ==A great ending...== | ||
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Cultivators: | Cultivators: | ||
− | Hive: | + | Hive: |
Merchants: | Merchants: | ||
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Merchants: | Merchants: | ||
− | Hive: | + | Hive: |
==And the smaller endings that hold our attention...== | ==And the smaller endings that hold our attention...== | ||
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To all but the Hive- are you conscious of this threat? Do you perceive it as such? | To all but the Hive- are you conscious of this threat? Do you perceive it as such? | ||
− | Hive: | + | Hive: |
Cultivators: ''We don’t know about the threat as such. It’s not made of flesh and blood, so why seek it? Best to avoid things like that entirely.'' | Cultivators: ''We don’t know about the threat as such. It’s not made of flesh and blood, so why seek it? Best to avoid things like that entirely.'' | ||
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Merchants: | Merchants: | ||
+ | =Landmarks= | ||
+ | <br> | ||
=The Families= | =The Families= | ||
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===Resources=== | ===Resources=== | ||
'''Surplus''' <br> | '''Surplus''' <br> | ||
− | + | --- <br> | |
− | + | --- | |
'''Needs''' <br> | '''Needs''' <br> | ||
− | + | --- <br> | |
− | + | --- <br> | |
− | + | --- | |
'''Gear''' <br> | '''Gear''' <br> | ||
− | Armoury | + | Armoury 1 (Tags: ''Melee'', ''Ranged,'' ''Inconspicuous'') <br> |
Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br> | Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br> | ||
− | Intel | + | 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> | 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.) | 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.) | ||
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''Alliance Move - When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them. '' | ''Alliance Move - When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them. '' | ||
− | Doctrine: '' | + | Doctrine: ''---'' - --- |
− | Lifestyle : | + | Lifestyle: --- - --- |
'''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> | '''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> | ||
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• Mementos of the World Before.] | • Mementos of the World Before.] | ||
− | ''' | + | '''---''': --- |
===Resources=== | ===Resources=== | ||
'''Surplus''' <br> | '''Surplus''' <br> | ||
− | + | --- <br> | |
− | + | --- | |
'''Needs''' <br> | '''Needs''' <br> | ||
− | + | --- <br> | |
− | + | --- <br> | |
− | + | --- | |
'''Gear''' <br> | '''Gear''' <br> | ||
Armoury 0 (Tags: ''Melee'', ''Ranged'') <br> | Armoury 0 (Tags: ''Melee'', ''Ranged'') <br> | ||
Outfit 1 (Tags: ''Utility'', ''Camo'', ''Regal,'' ''Tough'') <br> | Outfit 1 (Tags: ''Utility'', ''Camo'', ''Regal,'' ''Tough'') <br> | ||
− | Intel | + | 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> | 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 | + | 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> | '''Tech''' 0 <br> | ||
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''Inheritance'' Merchant Characters get +1 to Sway or Lore. The family starts with 1 point permanent in Outfit (tag: tough) and Vehicle. | ''Inheritance'' Merchant Characters get +1 to Sway or Lore. The family starts with 1 point permanent in Outfit (tag: tough) and Vehicle. | ||
− | ==( | + | ==(Tyrant Kings), played by Funkadelic== |
Reach -1 | | Reach -1 | | ||
Grasp 1 | | Grasp 1 | | ||
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''Traditions'' <br> | ''Traditions'' <br> | ||
− | Populace: | + | Populace: <br> |
− | Style: | + | Style: <br> |
− | Governance: | + | Governance: |
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===Moves=== | ===Moves=== | ||
− | ''Alliance Move | + | ''Alliance Move - --- '' |
− | Doctrine: '' | + | Doctrine: ''---'' - --- |
− | Lifestyle: | + | Lifestyle: --- - --- |
− | ''' | + | '''---''': --- |
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+ | '''---''': --- | ||
===Resources=== | ===Resources=== | ||
'''Surplus''' <br> | '''Surplus''' <br> | ||
− | + | --- <br> | |
− | + | --- | |
'''Needs''' <br> | '''Needs''' <br> | ||
− | + | --- <br> | |
− | + | --- <br> | |
− | + | --- | |
'''Gear''' <br> | '''Gear''' <br> | ||
− | Armoury | + | Armoury 0 (Tags: ''Melee'', ''Ranged'') <br> |
Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br> | Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br> | ||
Intel 0 <br> | Intel 0 <br> | ||
Vehicles 0 <br> | Vehicles 0 <br> | ||
− | Companions | + | 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.) |
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'''Tech''' 0 <br> | '''Tech''' 0 <br> | ||
'''Data''' 0 | '''Data''' 0 | ||
− | ''Inheritance | + | ''Inheritance'' - --- |
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