Editing Broken Toys: Legacy 2nd Edition
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=The Homeland= | =The Homeland= | ||
==Settlements== | ==Settlements== | ||
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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 power system is in a state of constant flux, patches losing power while other patches regain it, those patches losing power to another set, then finally the first group regaining the power- at the cost of the third of course. The Wardens have managed to install ways for sections to feed off of others, but this fix while useful still keeps the power fluxing dangerously, leaving the populace dependent on batteries and capacitors. A way to lessen this problem would be greatly appreciated by the Wardens. |
'''The Fall was a sudden and terrifying event.'''<br> | '''The Fall was a sudden and terrifying event.'''<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: |
Merchants: | Merchants: | ||
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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: | ||
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=The Families= | =The Families= | ||
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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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