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==Links==
 
[https://forum.rpg.net/showthread.php?815012-Broken-Toys-Legacy OOC thread]
 
 
=The Homeland=
 
=The Homeland=
 
==Settlements==
 
==Settlements==
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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: ''"We must hold together for survival. The Carrier had no allies, only subordinates, and look at it now. Broken, torn to pieces. The monster is as well. If we band together, we can crush the monsters we can, and defend against the ones we can't."'' That is what they say, and what they ''try'' to believe. But deep down in their memory, below dozens of other files, they think that maybe that power of that level can't be stopped by anything. No matter how strong your bonds of fellowship.
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Hive:  
  
 
Merchants:
 
Merchants:
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Cultivators:  
 
Cultivators:  
  
Hive: For the most part, everything they said checks out. There were a lot of organic threats out there in the Fall, and a lot of synthetic ones too. That's why we had to bunker down as hars as we did.
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Hive:  
  
 
Merchants:  
 
Merchants:  
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Merchants:  
 
Merchants:  
  
Hive: ''We have a... "scout" there. He's rude, and awful to be around, so we sent him over there to report back every so often. It's a good arrangement.''
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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: ''Completely different. It has no emotions. NO. EMOTION. It's not even conscious at that point really. Just a drone doing what it's programmed. Just mindlessly spreading outward, careless as to what it overruns in the process. Emotionless things like that are to be destroyed with extreme prejudice.''
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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:
 +
  
 
=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: ''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.
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Doctrine: ''---'' - ---
  
Lifestyle :''Dispersed:'' The transport of goods and messages between settlements is another Stock in Trade for your Family. P
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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.]
  
'''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.
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'''---''': ---
  
 
===Resources===
 
===Resources===
 
'''Surplus''' <br>
 
'''Surplus''' <br>
Contacts (Intel)  <br>
+
--- <br>
Recruits (Companions)
+
---
  
 
'''Needs''' <br>
 
'''Needs''' <br>
Barter Goods <br>
+
--- <br>
Medicine <br>
+
--- <br>
Culture
+
---
  
 
'''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 1 <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>
 
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.)
+
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.
  
==(Steel Fellowship the Tyrant Kings), played by Funkadelic==
+
==(Tyrant Kings), played by Funkadelic==
 
Reach -1 |
 
Reach -1 |
 
Grasp 1 |
 
Grasp 1 |
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Style: Ordered and well-drilled precision <br>
 
Style: Ordered and well-drilled precision <br>
 
Governance: Battle companies sitting in council
 
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===
 
===Moves===
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'''Gear''' <br>
 
'''Gear''' <br>
Armoury 2 (Tags: ''Melee'', ''Ranged'', ''Brutal'', ''Silent'') <br>
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Armoury 2 (Tags: ''Melee'', ''Ranged'' ''Brutal'' ''TBD'') <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 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.)
 
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>
 
'''Tech''' 0 <br>
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Tyrant Characters get +1 to Force or Sway. <br>
 
Tyrant Characters get +1 to Force or Sway. <br>
 
Start with 1 point in Armoury (tag: brutal) and Companions.
 
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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