Difference between revisions of "Broken Toys: Legacy 2nd Edition"

From RPGnet
Jump to: navigation, search
(Created page with "=The Homeland= =The Families= ==The Digital Wardens (Synthetic Hive), played by Verenes Aoene== Reach 1 Grasp 0 Sleight 0 The Wardens are nonhuman machines living in an un...")
 
Line 1: Line 1:
=The Homeland=
+
=The Families=
  
 +
==The Digital Wardens (Synthetic Hive), played by Verenes Aoene==
 +
Reach 1 |
 +
Grasp 0 |
 +
Sleight 0
  
=The Families=
+
''Traditions'' <br>
 +
Populace: <br>
 +
Style: <br>
 +
Governance:
  
==The Digital Wardens (Synthetic Hive), played by Verenes Aoene==
+
===Moves===
Reach 1
 
Grasp 0
 
Sleight 0
 
  
The Wardens are nonhuman machines living in an underground complex lined and filled, every centimeter of it, with advanced technology.
+
''Treaty Move - When a Family or Faction overcome their biases and seek you for support or trade, gain 1-Treaty on them on top of any deals you make.''
  
 
Doctrine: ''Shepherds of Humanity'' - Your factories could rebuild civilization from scratch, if given the proper blueprints. You can spend 1-Data to manufacture 3-Tech.
 
Doctrine: ''Shepherds of Humanity'' - Your factories could rebuild civilization from scratch, if given the proper blueprints. You can spend 1-Data to manufacture 3-Tech.
Line 15: Line 19:
 
Lifestyle: Settled - Your drones can be easily repaired. Spend 1-tech to provide professional care to any synthetic inside the Hive's holdings.
 
Lifestyle: Settled - Your drones can be easily repaired. Spend 1-tech to provide professional care to any synthetic inside the Hive's holdings.
  
'''Nanofabricators''': You alone control the miracles of nanotechnology. When you use your foundries to break down resources and reassemble them, pick one:
+
'''Nanofabricators''': You alone control the miracles of nanotechnology. When you use your foundries to break down resources and reassemble them, pick one: <br>
• Spend 3-Tech to create any physical Surplus.
+
• Spend 3-Tech to create any physical Surplus. <br>
• Erase a physical Surplus to gain 3-Tech.
+
• Erase a physical Surplus to gain 3-Tech.  
  
 
'''Terraformers of Tomorrow''': When working together with another Family, the effect of one of their long term moves will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.
 
'''Terraformers of Tomorrow''': When working together with another Family, the effect of one of their long term moves will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.
 +
 +
===Resources===
 +
'''Surplus''' <br>
 +
--- <br>
 +
---
 +
 +
'''Needs''' <br>
 +
--- <br>
 +
--- <br>
 +
---
 +
 +
'''Gear''' <br>
 +
Armoury 1 (Tags: ''Melee'', ''Ranged,'' ''Inconspicuous'') <br>
 +
Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <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>
 +
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''' 5 <br>
 +
'''Data''' 0
 +
 +
''Inheritance'' - Hive characters get +1 to Steel or Lore. The family starts with 1 point permanent in Armoury (tag: inconspicuous) and Vehicle.
  
 
==(Cultivators of the New Flesh), played by Cannonball==
 
==(Cultivators of the New Flesh), played by Cannonball==
Reach 2
+
Reach 2 |
Grasp 0
+
Grasp 0 |
 
Sleight -1
 
Sleight -1
  
Traditions  
+
''Traditions'' <br>
Populace: a mutual corporation of tradesmen and ranchers  
+
Populace: a mutual corporation of tradesmen and ranchers <br>
Style: sterile and analytic  
+
Style: sterile and analytic <br>
 
Governance: a pantheon – taking on nature’s aspects
 
Governance: a pantheon – taking on nature’s aspects
 +
 +
===Moves===
 +
 +
''Treaty Move - When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.''
  
 
Doctrine: ''Sculpting a New Humanity'' - When your family creates or tames a new species, they inherit one of its minor or cosmetic traits.
 
Doctrine: ''Sculpting a New Humanity'' - When your family creates or tames a new species, they inherit one of its minor or cosmetic traits.
Line 35: Line 65:
 
Lifestyle: Settled - Your family’s farms and facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously.
 
Lifestyle: Settled - Your family’s farms and facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously.
  
'''Culture''': When your family starts cultivating a new product, erase Surplus: Progress, Surplus: Medicine, or Surplus: Barter Goods. After a few months ,get the surplus back, plus:
+
'''Culture''': When your family starts cultivating a new product, erase Surplus: Progress, Surplus: Medicine, or Surplus: Barter Goods. After a few months, get the surplus back, plus: <br>
•Progress: get Surplus: Medicine, and 1 use of a medicine that can heal any harm box instantly.
+
•Progress: get Surplus: Medicine, and 1 use of a medicine that can heal any harm box instantly. <br>
•Medicine: get Surplus: Crops, and a slow but steady population growth in the Family. At the end of the age, if you still have the surplus, gain Surplus: Recruits.
+
•Medicine: get Surplus: Crops, and a slow but steady population growth in the Family. At the end of the age, if you still have the surplus, gain Surplus: Recruits. <br>
•Barter Goods: get Surplus: Livestock and gain a few exemplary examples of the bred animals. If they’re used as mounts, add +2 to your Vehicles Investment when statting them.
+
•Barter Goods: get Surplus: Livestock and gain a few exemplary examples of the bred animals. If they’re used as mounts, add +2 to your Vehicles Investment when statting them. <br>
 
At the start of each Age, you can skip straight to the harvest.  
 
At the start of each Age, you can skip straight to the harvest.  
  
'''Domestication''': When a novel life form is brought back to your family’s farm, and reshaped to suit your needs, choose one:
+
'''Domestication''': When a novel life form is brought back to your family’s farm, and reshaped to suit your needs, choose one: <br>
•Archive one of its traits. From now on you can add that trait to the crops and animals created by Culture, and have the drugs you create temporarily grant it to their users.
+
•Archive one of its traits. From now on you can add that trait to the crops and animals created by Culture, and have the drugs you create temporarily grant it to their users. <br>
•Corral a small breeding population of the organism.
+
•Corral a small breeding population of the organism. <br>
•Find a way for you to resist its abilities or avoid its dangers.
+
•Find a way for you to resist its abilities or avoid its dangers.  
 +
 
 +
===Resources===
 +
'''Surplus''' <br>
 +
Progress (boosts Armoury, Vehicle, or Intel) <br>
 +
Barter Goods (boosts any)
 +
 
 +
'''Needs''' <br>
 +
Land <br>
 +
Culture <br>
 +
Medicine
 +
 
 +
'''Gear''' <br>
 +
Armoury 0 (Tags: ''Melee'', ''Ranged'') <br>
 +
Outfit 1 (Tags: ''Utility'', ''Camo'', ''Regal'', ''Tough'') <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>
 +
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>
 +
'''Data''' 0
  
 +
''Inheritance'' - Cultivator Characters get +1 to Sway or Lore. The family starts with 1 point permanent in Outfits (Tag: Tough) and Vehicles.
  
 
==(Order of the Titan), played by Factol Pentar==
 
==(Order of the Titan), played by Factol Pentar==
 +
Reach 1 |
 +
Grasp 1 |
 +
Sleight -1
 +
 +
''Traditions'' <br>
 +
Populace:  a tribe of unhinged zealots<br>
 +
Style: flowing robes of adaptive camouflage<br>
 +
Governance: a council of the dead occasionally channeled for guidance
 +
 +
===Moves===
 +
 +
''Alliance Move - Gain 1-Treaty when you Lend Aid to groups under a Kaiju Threat Alert.''
 +
 +
Doctrine: ''Hell Crusaders'' When a Behemoth attacks, say where you can find a Surplus to help you fight it off.
 +
 +
Lifestyle: Dispersed - When any other family's holdings is menaced by a Behemoth, you may narrate the arrival of a group of the Order.
 +
 +
'''Kaiju Threat Alert''': When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on one Alerted group on any other. <br>
 +
•If the behemoth is stopped before the threat becomes plausible, each Alerted Family or Faction gets 1-Treaty on you. <br>
 +
•If you stop it whilst it’s a clear threat, gain 1-Treaty on every Alerted Family or Faction, and redistribute Treaty on them as you like. <br>
 +
•If someone else stops it whilst it’s a clear threat, you and whoever stopped it gain 1-Treaty on every Alerted Family or Faction. <br>
 +
•If the behemoth assault happens as you foresaw, you and every Alerted Family or Faction gain a Need of your choice.
 +
 +
'''---''': ---
 +
 +
===Resources===
 +
'''Surplus''' <br>
 +
Recon (Boosts Intel) <br>
 +
Weaponry (Boosts Armoury)
 +
 +
'''Needs''' <br>
 +
Leadership <br>
 +
Transport <br>
 +
Recruits
 +
 +
'''Gear''' <br>
 +
Armoury 2 (Tags: ''Melee'', ''Ranged,'' ''Elegant,'' ''[---]'') <br>
 +
Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br>
 +
Intel 2 <br>
 +
Vehicles 0 ( [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.)
 +
 +
'''Tech''' 0 <br>
 +
'''Data''' 0
 +
 +
''Inheritance'' - Order characters get +1 to Lore or Force. The family starts with 1 point permanent in Armoury (tag: elegant) and Intel.
  
 
==(Company of Gilded Merchants), played by ApparitionsStalkTheNight==
 
==(Company of Gilded Merchants), played by ApparitionsStalkTheNight==
 +
Reach 0 |
 +
Grasp -1 |
 +
Sleight 2
 +
 +
''Traditions'' <br>
 +
Populace: Interconnected Households <br>
 +
Style: Uniformed Pride <br>
 +
Governance: Branches ruled by proven heirs.
 +
 +
===Moves===
 +
 +
''Alliance Move - When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them. ''
 +
 +
Doctrine: ''---'' - ---
 +
 +
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>
 +
[Choose 1, 2, or 3: • Arms and ammunition.
 +
• Art, music and culture.
 +
• Books, maps, and instruction manuals for
 +
forgotten things.
 +
• Drugs, spices or venoms.
 +
• Food, fresh or preserved.
 +
• Living creatures, bred or captured.
 +
• Mementos of the World Before.]
 +
 +
'''---''': ---
 +
 +
===Resources===
 +
'''Surplus''' <br>
 +
--- <br>
 +
---
 +
 +
'''Needs''' <br>
 +
--- <br>
 +
--- <br>
 +
---
 +
 +
'''Gear''' <br>
 +
Armoury 0 (Tags: ''Melee'', ''Ranged'') <br>
 +
Outfit 1 (Tags: ''Utility'', ''Camo'', ''Regal,'' ''Tough'') <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>
 +
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>
 +
'''Data''' 0
 +
 +
''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==
 
==(Tyrant Kings), played by Funkadelic==
 +
Reach -1 |
 +
Grasp 1 |
 +
Sleight 1
 +
 +
''Traditions'' <br>
 +
Populace: <br>
 +
Style: <br>
 +
Governance:
 +
 +
===Moves===
 +
 +
''Alliance Move - --- ''
 +
 +
Doctrine: ''---'' - ---
 +
 +
Lifestyle: --- - ---
 +
 +
'''---''': ---
 +
 +
'''---''': ---
 +
 +
===Resources===
 +
'''Surplus''' <br>
 +
--- <br>
 +
---
 +
 +
'''Needs''' <br>
 +
--- <br>
 +
--- <br>
 +
---
 +
 +
'''Gear''' <br>
 +
Armoury 0 (Tags: ''Melee'', ''Ranged'') <br>
 +
Outfit 0 (Tags: ''Utility'', ''Camo'', ''Regal'') <br>
 +
Intel 0 <br>
 +
Vehicles 0 <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.)
 +
 +
'''Tech''' 0 <br>
 +
'''Data''' 0
 +
 +
''Inheritance'' - ---

Revision as of 00:45, 2 September 2017

The Families

The Digital Wardens (Synthetic Hive), played by Verenes Aoene

Reach 1 | Grasp 0 | Sleight 0

Traditions
Populace:
Style:
Governance:

Moves

Treaty Move - When a Family or Faction overcome their biases and seek you for support or trade, gain 1-Treaty on them on top of any deals you make.

Doctrine: Shepherds of Humanity - Your factories could rebuild civilization from scratch, if given the proper blueprints. You can spend 1-Data to manufacture 3-Tech.

Lifestyle: Settled - Your drones can be easily repaired. Spend 1-tech to provide professional care to any synthetic inside the Hive's holdings.

Nanofabricators: You alone control the miracles of nanotechnology. When you use your foundries to break down resources and reassemble them, pick one:
• Spend 3-Tech to create any physical Surplus.
• Erase a physical Surplus to gain 3-Tech.

Terraformers of Tomorrow: When working together with another Family, the effect of one of their long term moves will be implemented on a new scale of magnitude - either a much broader scale, or a far longer duration.

Resources

Surplus
---
---

Needs
---
---
---

Gear
Armoury 1 (Tags: Melee, Ranged, Inconspicuous)
Outfit 0 (Tags: Utility, Camo, Regal)
Intel 0
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.] )
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 5
Data 0

Inheritance - Hive characters get +1 to Steel or Lore. The family starts with 1 point permanent in Armoury (tag: inconspicuous) and Vehicle.

(Cultivators of the New Flesh), played by Cannonball

Reach 2 | Grasp 0 | Sleight -1

Traditions
Populace: a mutual corporation of tradesmen and ranchers
Style: sterile and analytic
Governance: a pantheon – taking on nature’s aspects

Moves

Treaty Move - When you freely give someone the perfect resource to solve a problem, gain 1-Treaty on them.

Doctrine: Sculpting a New Humanity - When your family creates or tames a new species, they inherit one of its minor or cosmetic traits.

Lifestyle: Settled - Your family’s farms and facilities are extensive, and can work on the creation of multiple new Surpluses simultaneously.

Culture: When your family starts cultivating a new product, erase Surplus: Progress, Surplus: Medicine, or Surplus: Barter Goods. After a few months, get the surplus back, plus:
•Progress: get Surplus: Medicine, and 1 use of a medicine that can heal any harm box instantly.
•Medicine: get Surplus: Crops, and a slow but steady population growth in the Family. At the end of the age, if you still have the surplus, gain Surplus: Recruits.
•Barter Goods: get Surplus: Livestock and gain a few exemplary examples of the bred animals. If they’re used as mounts, add +2 to your Vehicles Investment when statting them.
At the start of each Age, you can skip straight to the harvest.

Domestication: When a novel life form is brought back to your family’s farm, and reshaped to suit your needs, choose one:
•Archive one of its traits. From now on you can add that trait to the crops and animals created by Culture, and have the drugs you create temporarily grant it to their users.
•Corral a small breeding population of the organism.
•Find a way for you to resist its abilities or avoid its dangers.

Resources

Surplus
Progress (boosts Armoury, Vehicle, or Intel)
Barter Goods (boosts any)

Needs
Land
Culture
Medicine

Gear
Armoury 0 (Tags: Melee, Ranged)
Outfit 1 (Tags: Utility, Camo, Regal, Tough)
Intel 0
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.] )
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
Data 0

Inheritance - Cultivator Characters get +1 to Sway or Lore. The family starts with 1 point permanent in Outfits (Tag: Tough) and Vehicles.

(Order of the Titan), played by Factol Pentar

Reach 1 | Grasp 1 | Sleight -1

Traditions
Populace: a tribe of unhinged zealots
Style: flowing robes of adaptive camouflage
Governance: a council of the dead occasionally channeled for guidance

Moves

Alliance Move - Gain 1-Treaty when you Lend Aid to groups under a Kaiju Threat Alert.

Doctrine: Hell Crusaders When a Behemoth attacks, say where you can find a Surplus to help you fight it off.

Lifestyle: Dispersed - When any other family's holdings is menaced by a Behemoth, you may narrate the arrival of a group of the Order.

Kaiju Threat Alert: When you scout for signs of behemoth attack, pick a danger in the world as an omen of an incoming assault. Say how it threatens Families of your choice, who become Alerted. You can spend Treaty you have on one Alerted group on any other.
•If the behemoth is stopped before the threat becomes plausible, each Alerted Family or Faction gets 1-Treaty on you.
•If you stop it whilst it’s a clear threat, gain 1-Treaty on every Alerted Family or Faction, and redistribute Treaty on them as you like.
•If someone else stops it whilst it’s a clear threat, you and whoever stopped it gain 1-Treaty on every Alerted Family or Faction.
•If the behemoth assault happens as you foresaw, you and every Alerted Family or Faction gain a Need of your choice.

---: ---

Resources

Surplus
Recon (Boosts Intel)
Weaponry (Boosts Armoury)

Needs
Leadership
Transport
Recruits

Gear
Armoury 2 (Tags: Melee, Ranged, Elegant, [---])
Outfit 0 (Tags: Utility, Camo, Regal)
Intel 2
Vehicles 0 ( [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.] )
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
Data 0

Inheritance - Order characters get +1 to Lore or Force. The family starts with 1 point permanent in Armoury (tag: elegant) and Intel.

(Company of Gilded Merchants), played by ApparitionsStalkTheNight

Reach 0 | Grasp -1 | Sleight 2

Traditions
Populace: Interconnected Households
Style: Uniformed Pride
Governance: Branches ruled by proven heirs.

Moves

Alliance Move - When you make another group part of your trading operation (suppliers, distributors or vendors) gain 1-Treaty on them.

Doctrine: --- - ---

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+.
[Choose 1, 2, or 3: • Arms and ammunition. • Art, music and culture. • Books, maps, and instruction manuals for forgotten things. • Drugs, spices or venoms. • Food, fresh or preserved. • Living creatures, bred or captured. • Mementos of the World Before.]

---: ---

Resources

Surplus
---
---

Needs
---
---
---

Gear
Armoury 0 (Tags: Melee, Ranged)
Outfit 1 (Tags: Utility, Camo, Regal, Tough)
Intel 0
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.] )
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
Data 0

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 | Grasp 1 | Sleight 1

Traditions
Populace:
Style:
Governance:

Moves

Alliance Move - ---

Doctrine: --- - ---

Lifestyle: --- - ---

---: ---

---: ---

Resources

Surplus
---
---

Needs
---
---
---

Gear
Armoury 0 (Tags: Melee, Ranged)
Outfit 0 (Tags: Utility, Camo, Regal)
Intel 0
Vehicles 0
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
Data 0

Inheritance - ---