Editing Keep
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 17: | Line 17: | ||
*lizardoids; lizardfolk bred as soldiers | *lizardoids; lizardfolk bred as soldiers | ||
*blood-imps (small , goblinoid winged bloodsuckers) | *blood-imps (small , goblinoid winged bloodsuckers) | ||
− | *Orcs and halflings removed <br/> | + | *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 | + | '''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/> | ||
Line 35: | Line 35: | ||
==Races== | ==Races== | ||
− | '''ELVES'''. Survivors of an advanced blue-skinned elder race whose civilisation was destroyed in a magic apocalypse. | + | '''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/> |
− | |||
− | |||
'''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/> | ||
Line 44: | Line 42: | ||
'''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 | + | '''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/> |
− | |||
− | |||
'''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/> | ||
Line 56: | Line 52: | ||
'''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. | '''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. | ||
<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 | + | '''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 | + | '''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. | + | '''Warrior finery''': Gain +1 charisma bonus per Rank but at least half of accumulated wealth needs to be wearable/ portable gear or bling. |
− | |||
<br/> | <br/> | ||
''WARRIOR CASTE'': <br/> | ''WARRIOR CASTE'': <br/> | ||
Line 78: | Line 73: | ||
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''' | + | '''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 | + | '''Despised (=outsider)''' : also only 200 shards starting money.<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). |