Editing Fate of the Serpentine
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Daring deeds of derring-do in the exquisitely evanescent empery of Eversink! | Daring deeds of derring-do in the exquisitely evanescent empery of Eversink! | ||
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=Helpful Resources= | =Helpful Resources= | ||
− | *[https://forum.rpg.net/index.php?threads/ | + | *[https://forum.rpg.net/index.php?threads/the-fall-of-delta-green-is-paris-burning.837850/ In Character Thread] |
− | *[https://forum.rpg.net/index.php?threads/ | + | *[https://forum.rpg.net/index.php?threads/the-fall-of-delta-green-is-paris-burning.837849/ Out of Character Thread] |
− | *[https://forum.rpg.net/index.php?threads/interest-recruitment- | + | *[https://forum.rpg.net/index.php?threads/interest-recruitment-fall-of-delta-green-campaign-setting-cold-war-france-1960s-is-paris-burning.836414/ Recruitment Thread] |
− | *[https:// | + | *[https://wiki.rpg.net/index.php/Is_Paris_Burning:_Weapons Fall of DELTA GREEN 1960s French theatre weapons types] |
− | *[https:// | + | *[https://forum.rpg.net/index.php?threads/the-fall-of-delta-green-is-paris-burning.837849/page-63#lg=post-22733386&slide=0/ FoDG Combat Options Summary] |
− | + | *[https://site.pelgranepress.com/index.php/call-of-chicago-organisation-claude/ Organisation Claude] | |
− | *[https:// | ||
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− | + | =Characters= | |
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=System Details and Special Rules= | =System Details and Special Rules= | ||
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==Sorcery== | ==Sorcery== | ||
− | The sorcery system works as follows. Sorcery is powered by the Lore skill, and in most cases, consists of straight Lore-based attacks against physical or mental Stress. The Sorcerer rolls their Attack roll based on their Lore skill level plus any modifiers, and the target rolls their Defend roll - if any. (GM decides what skill is appropriate for Defend rolls, if any - default is Physique for physical Stress, and Will for mental Stress. | + | The sorcery system works as follows. Sorcery is powered by the Lore skill, and in most cases, consists of straight Lore-based attacks against physical or mental Stress. The Sorcerer rolls their Attack roll based on their Lore skill level plus any modifiers, and the target rolls their Defend roll - if any. (GM decides what skill is appropriate for Defend rolls, if any - default is Physique for physical Stress, and Will for mental Stress. Ingenious Sorcerers may be able to devise a spell form that gets around a particular defence. |
For spell-casting where there is no specific target or harm intended, the action is an Overcome against a Difficulty set by the GM. Create Advantage can be used to boost chances of success. The GM will also balance the Difficulty against the power of the intended effect - greater power means greater Difficulty. | For spell-casting where there is no specific target or harm intended, the action is an Overcome against a Difficulty set by the GM. Create Advantage can be used to boost chances of success. The GM will also balance the Difficulty against the power of the intended effect - greater power means greater Difficulty. | ||
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The detail comes in the different Spheres of magic which govern the description and nature of the magic, as well as the sorts of magic the Sorcerer could perform outside straight Attack spells. For instance, a Sorcerer whose Sphere is Water could fill opponents' lungs with liquid - or drain a canal to allow allies to walk across it. A Sorcerer whose Sphere is Plants could ensnare and strangle foes in creeping vines - or grow strange and reviving fruit to heal injured characters. A character gets one Sphere for each level of the Lore skill they have. | The detail comes in the different Spheres of magic which govern the description and nature of the magic, as well as the sorts of magic the Sorcerer could perform outside straight Attack spells. For instance, a Sorcerer whose Sphere is Water could fill opponents' lungs with liquid - or drain a canal to allow allies to walk across it. A Sorcerer whose Sphere is Plants could ensnare and strangle foes in creeping vines - or grow strange and reviving fruit to heal injured characters. A character gets one Sphere for each level of the Lore skill they have. | ||
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'''Sorcerous Spheres | '''Sorcerous Spheres | ||
''' | ''' | ||
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Aging | Aging | ||
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Demonology | Demonology | ||
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Disease | Disease | ||
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Flesh | Flesh | ||
− | Ghosts | + | Ghosts and Spirits |
Ice | Ice | ||
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Lightning | Lightning | ||
− | Love | + | Love |
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Luck | Luck | ||
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Statuary | Statuary | ||
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Swamp | Swamp | ||
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Worship | Worship | ||
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Unfortunately, using Sorcery isn't a free ride. Each use of Sorcery exposes the Sorcerer to Corruption. | Unfortunately, using Sorcery isn't a free ride. Each use of Sorcery exposes the Sorcerer to Corruption. | ||
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Corruption is the result of exposure to, or use of, the warping energies from outside mundane reality that power magic and Sorcery. They steadily degrade and denature a person, place or other object, until the target becomes totally unnatural, twisted, and malevolently alien. | Corruption is the result of exposure to, or use of, the warping energies from outside mundane reality that power magic and Sorcery. They steadily degrade and denature a person, place or other object, until the target becomes totally unnatural, twisted, and malevolently alien. | ||
− | Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. | + | Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. Each time that a spell is cast - or that certain special Corruption stunts are used, or as a result of certain curses and magical attacks - the character fills one segment of the clock. Once all four segments are filled, the character has to rewrite one aspect into a Corrupted aspect, a twisted version of what came before, and then clears their Corruption clock. The process continues until all five aspects are Corrupted, finishing with the Trouble aspect and finally the High Concept. Once all a character's aspects are corrupted and they have used up their last empty Corruption segment, they cease to be a playable character and become an NPC monster. |
If a character can make it through a session of play without taking a single instance of Corruption, they can clear one segment on their Corruption clock. There may be other ways of clearing Corruption, or even purifying Corrupted aspects, but these are not part of normal play - the more usual intervention by the Church in Eversink is to burn the offender. | If a character can make it through a session of play without taking a single instance of Corruption, they can clear one segment on their Corruption clock. There may be other ways of clearing Corruption, or even purifying Corrupted aspects, but these are not part of normal play - the more usual intervention by the Church in Eversink is to burn the offender. | ||
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6+ - This sanity-blasting rift in reality pierces the world and can theoretically corrupt an entire nation if allowed to spread long enough. Effects are as Stage 5, but the | 6+ - This sanity-blasting rift in reality pierces the world and can theoretically corrupt an entire nation if allowed to spread long enough. Effects are as Stage 5, but the | ||
affected area spreads. Never heals, and slowly spreads unless sealed from the other side. | affected area spreads. Never heals, and slowly spreads unless sealed from the other side. | ||
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==Spirit Sight== | ==Spirit Sight== | ||
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Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands. | Spirit Sight is the only opening to the world of spirits and magical forces available to non-Sorcerers - those natural sensitives with points in Lore but no knowledge of Sorcery. With Spirit Sight, the gifted sensitives can see ghosts, and sometimes use their natural powers to heal Corrupted places, detect Sorcerers and follow their spoor, and spot Corruption. However, in Eversink the Church and the authorities frown on anyone with Spirit Sight acting as a free agent, and those sensitives who reveal their secret will either be drafted into the Sentinels or the Inquisition, or suffer at their hands. | ||
− | + | =Important People= | |
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− | + | *Mr. Green, your ice-cold and so far utterly mysterious DELTA GREEN handler | |
+ | *Pascal Carbone, Unione Corse capo and sometime ally | ||
− | + | =Investigative Leads= |