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===General===
 
 
==General==
 
  
 
I’d like to run a game set in an otherworldy fantasy DnD world that references the spirit of Erol Otus’s exotic, vaguely sinister art. I aim to evoke a weirder, higher fantasy vibe than ordinary DnD by referencing  Otus’  ‘Sword and Sorcery ( Planet?)’  aesthetic. Twiddling some dials:  
 
I’d like to run a game set in an otherworldy fantasy DnD world that references the spirit of Erol Otus’s exotic, vaguely sinister art. I aim to evoke a weirder, higher fantasy vibe than ordinary DnD by referencing  Otus’  ‘Sword and Sorcery ( Planet?)’  aesthetic. Twiddling some dials:  
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'''System''': Savage Worlds but gritted up slightly- the no soak roll takes effect. Standard refresh rate for Fps is two bennies.  
 
'''System''': Savage Worlds but gritted up slightly- the no soak roll takes effect. Standard refresh rate for Fps is two bennies.  
  
'''Houserules''': tracking skill is subsumed by the survival roll, lockpicking by repair, throwing by shooting.  Knowledge skills are not needed-the Common Knowledge system with +2 mods for background will handle most situations. '<br/>
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'''Houserules''': tracking is subsumed by the survival roll, lockpicking by repair, throwing by shooting.  Knowledge skills are not needed-the Common Knowledge system with +2 mods for background will handle most situations. '<br/>
 
'''Level''': Novice <br/>
 
'''Level''': Novice <br/>
 
'''Races''': Recognisable but slightly off-beat (anti-Tolkien) races:   
 
'''Races''': Recognisable but slightly off-beat (anti-Tolkien) races:   
*sinuous, blue-skinned elves (remnants of a ruined magi-tech high civ); elegantly but oddly costumed;
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sinuous, blue-skinned elves (remnants of a ruined magi-tech high civ); elegantly but oddly costumed;
*wily dwarves with outlandish armour and (oblig. Bat-winged) helmets,  
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wily dwarves with outlandish armour and (oblig. Bat-winged) helmets,  
*ogrons (brutish half-somethings);  
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ogrons (brutish half-somethings);  
*lizardoids; lizardfolk bred as soldiers
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• gnomes (the creepier sort depicted in picture above);  
*blood-imps (small , goblinoid winged bloodsuckers)
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• lizardmen;
*Orcs and halflings removed <br/>
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blood-imp (small , goblinoid winged bloodsuckers)
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Orcs and halflings removed ( instead,  eanderthal-like beastmen and less the gnomes mentioned ) <br/>
 
'''Adventure''': a classic DnD module  (probably Keep on the Borderlands, much cut down for size) but restricted/ shifted to an Otusian aesthetic.
 
'''Adventure''': a classic DnD module  (probably Keep on the Borderlands, much cut down for size) but restricted/ shifted to an Otusian aesthetic.
  
'''World''': purplish blue sky, 2 moons, obligatory ringed planet in sky; arid semi-desert with weird cacti, landscape dotted with ruins of pre-Fall step pyramids, henges and ziggurats.  
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'''World''': purplish blue sky, 2 moons, obligatory ringed planet in sky; arid semi-desert with weird cacti, landscape dotted with ruins of pre-Fall steppe pyramids, henges and ziggurats.  
 
   
 
   
 
'''Culture''': human characters belong to a barbarian bronze age culture that emerged long after the Fall of an older, grander elvish civ. Rough halls and tents cluster around the mysterious palaces of the pre-Fall ruins. But the culture is not wholly unsophisticated. : gaudy stroytellers, glass-blowers and wizards cluster in the courts and cities. The lords retain their obsession with crude but stylised bling and maintain their barbarian castes: <br/>
 
'''Culture''': human characters belong to a barbarian bronze age culture that emerged long after the Fall of an older, grander elvish civ. Rough halls and tents cluster around the mysterious palaces of the pre-Fall ruins. But the culture is not wholly unsophisticated. : gaudy stroytellers, glass-blowers and wizards cluster in the courts and cities. The lords retain their obsession with crude but stylised bling and maintain their barbarian castes: <br/>
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'''Flora and fauna'''; fauna are analogues of terrestrial animals (razorcats, sand wolves, camel-like riding beasts);  plenty of reptiles including  wandering sailback predators , giant snakes and raptors;  even weirder stuff like carnivorous (LSOH-style) plants; walking fish, fungus folk cave-dwellers, etc.  
 
'''Flora and fauna'''; fauna are analogues of terrestrial animals (razorcats, sand wolves, camel-like riding beasts);  plenty of reptiles including  wandering sailback predators , giant snakes and raptors;  even weirder stuff like carnivorous (LSOH-style) plants; walking fish, fungus folk cave-dwellers, etc.  
 
<br/>
 
<br/>
 
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===Races===  
==Races==  
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'''ELVES'''. Survivors of an advanced blue-skinned elder race whose civilisation was destroyed in a magic apocalypse. Steppe pyramids, ziggurats and henges of their lost cities are seen everywhere. Elegantly if simply attired, they are seen as mysterious and aloof by most humans. They are sworn secretly to discretely help humans whose post-apoc condition they pity and feel responsible for. <br/>
'''ELVES'''. Survivors of an advanced blue-skinned elder race whose civilisation was destroyed in a magic apocalypse. Step pyramids, ziggurats and henges of their lost cities are seen everywhere. Elegantly if simply attired, they are seen as mysterious and aloof by most humans. Many are sworn secretly to discretely help humans whose post-apoc condition they pity and feel responsible for. <br/>
 
 
 
Typical names have an exotic, perhaps subtly  not-Aztec feel, or use an evocative pseudonym: Azolon, Trana, Mundala, Joxolo the Wanderer, Rainbow Follower <br/>
 
 
'''Edges and Hindrances''':<br/>
 
'''Edges and Hindrances''':<br/>
 
'''Paragon''': Smarts, Agility and Spirit start at d6; 3 more points can be spent to advance attributes. <br/>
 
'''Paragon''': Smarts, Agility and Spirit start at d6; 3 more points can be spent to advance attributes. <br/>
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'''Sharp-eyed''': gain +2 to vision-using notice rolls and can see in the dark for 30’.  <br/>
 
'''Sharp-eyed''': gain +2 to vision-using notice rolls and can see in the dark for 30’.  <br/>
 
<br/>
 
<br/>
'''DWARVES''': Masters of iron and steel, the dwarves feel contempt for the clumsy technology of bronze-age man. They will never share their secrets with inferior human smiths, seeking instead to profit from their monopoly on iron and steel making. They are uniformly close-knit and greedy for gold. Dwarves are admired for their smithing, but also mistrusted in business dealings because of their greed. <br/>
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'''DWARVES''': Masters of iron and steel, the dwarves feel contempt for the clumsy technology of bronze-age man. They will never share their secrets with clumsy human smiths. They are close-knit and greedy for gold. Dwarves are admired for their smithing, but also mistrusted in business dealings because of their greed. <br/>
Names: have a less Nordic, more sci-fi feel: Zap Fireburner, Zodok, Xolo, Ironbringer Childthree
 
 
 
 
'''Edges and Hindrances''':<br/>
 
'''Edges and Hindrances''':<br/>
 
'''Worker race''': Dwarves start play with vigour d6. <br/>  
 
'''Worker race''': Dwarves start play with vigour d6. <br/>  
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<br/>
 
<br/>
  
'''Dwarven  gear''':  Human bronze-smiths can fashion heavy but effective medium (+2) scale armour.  Except for helmets, their (+3) heavy armour is too cumbersome for adventuring (generally unavailable in the setting).  Dwarven armour costs twice as much , but +3 iron armour is usable as in the RAW. Dwarven scale armour, their speciality, offers +2 protection but hardly encumbers the wearer.
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'''Dwarven  gear''':  Human bronze-smiths is crude can fashion heavy but effective medium (+2) scale armour.  Except for helmets, their (+3) heavy armour is too cumbersome for adventuring (generally unavailable in the setting).  Dwarven armour costs twice as much , but +3 iron armour is usable as in the RAW. Dwarven scale armour, their speciality, offers +2 protection but hardly encumbers the wearer.
 
<br/><br/>
 
<br/><br/>
'''HUMANS''': see above for state play re. human civilisation. Basically bronze age warrior people, analogous to celts/ mongols. All humans get a free starting Edge as usual. Humans Belong to a caste, see below, or are  casteless (no hindrances or edges). Crude human heavy armour is too heavy for adventuring.  <br/>
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'''HUMANS''': see above for state play re. human civilisation. Basically bronze age warrior people, analogous to celts/ mongols. All humans get a free starting Edge as usual. Humans can choose theri caste, or elect to be casteless (no hindrances or edges). <br/>
 
''CHIEFTAN CASTE'': <br/>
 
''CHIEFTAN CASTE'': <br/>
'''Martial upbringing''': start with d6 in fight, intimidate, taunt  and ride/drive. <br/>
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'''Martial upbringing''': start with d6 in fight and ride/drive <br/>
'''Warrior finery''': Gain +1 charisma bonus per Rank but at least half of accumulated wealth needs to be wearable/ portable gear or bling.  <br/>
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'''Warrior finery''': Gain +1 charisma bonus per Rank but at least half of accumulated wealth needs to be wearable/ portable gear or bling.   
'''Overconfident''': or giving the appearance of this, to maintain status.
 
 
<br/>
 
<br/>
 
''WARRIOR CASTE'': <br/>
 
''WARRIOR CASTE'': <br/>
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Scribes, magicians, traders, etc.  start with no special skills or hindrances, but should define their background for the purposes of Common Knolwedge roll bonuses.  
 
Scribes, magicians, traders, etc.  start with no special skills or hindrances, but should define their background for the purposes of Common Knolwedge roll bonuses.  
 
<br/><br/>
 
<br/><br/>
'''OGRONS''' : half ogre or other giant, these brutes are raised to do labour or other service for humankind. Their names carry a sense of their might but also perceived brutishness , e.g Munka, Pog, Zod. <br/>
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'''OGRONS''' <br/>
 
'''Mighty''': start with d8 strength; can purchase starting strength up d12+2 <br/>
 
'''Mighty''': start with d8 strength; can purchase starting strength up d12+2 <br/>
 
'''All Thumbs'''''<br/>
 
'''All Thumbs'''''<br/>
'''Despised (=outsider)''' : also only 50 shards starting money.<br/>
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'''Despised (=outsider)''' <br/>
 
'''Dumb''': 2 points required to raise Smarts <br/>
 
'''Dumb''': 2 points required to raise Smarts <br/>
 
'''Big''': average 7’ tall. +1 to toughness; +2 to Intimidation. Can use large weapons (axes, clubs) that do a  die type more damage. Metal armor and accoutrements very difficult to obtain (at least 5* price).  
 
'''Big''': average 7’ tall. +1 to toughness; +2 to Intimidation. Can use large weapons (axes, clubs) that do a  die type more damage. Metal armor and accoutrements very difficult to obtain (at least 5* price).  

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