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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!
 
== Current Aspects and Conditions ==
 
 
Well-heeled: +1 boost to Resources
 
  
 
== Characters ==
 
== Characters ==
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! Player
 
! Player
 
! Character
 
! Character
! Phys Stress
+
! Physical Stress
 
! Mental Stress
 
! Mental Stress
! FP
+
! Fate Points
 
! Consequences
 
! Consequences
 
! Corruption
 
! Corruption
! Sorcerous Spheres
 
 
|-
 
|-
 
|[https://forum.rpg.net/index.php?members/llayne.162426/ Llayne]
 
|[https://forum.rpg.net/index.php?members/llayne.162426/ Llayne]
|[[Lanz Lowborn]]
+
|[https://wiki.rpg.net/index.php/The_Inanna_Protocol:_Mustafa_Cetin Lanz Lowborn]  
 
|OOOOOO
 
|OOOOOO
|XXXX
+
|OOOO
|3/2
+
|2/2
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
 
|[ ] [ ] [ ] [ ]  
 
|[ ] [ ] [ ] [ ]  
|None
 
 
|-
 
|-
 
|[https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]
 
|[https://forum.rpg.net/index.php?members/nightgoblyn.56962/ NightGoblyn]
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|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
 
|[ ] [ ] [ ] [ ]  
 
|[ ] [ ] [ ] [ ]  
|Demonology, Ghosts & Spirits
 
 
|-
 
|-
 
|[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]
 
|[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]
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|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
 
|[ ] [ ] [ ] [ ]  
 
|[ ] [ ] [ ] [ ]  
|None
 
 
|-
 
|-
 
|-
 
|-
 
|[https://forum.rpg.net/index.php?members/timon.85118/ Timon]
 
|[https://forum.rpg.net/index.php?members/timon.85118/ Timon]
 
|[[Waldgren]]
 
|[[Waldgren]]
 +
|OOO
 
|OOOO
 
|OOOO
|OOO
 
 
|3/3
 
|3/3
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
 
|[ ] [ ] [ ] [ ]  
 
|[ ] [ ] [ ] [ ]  
|None
 
 
|-
 
|-
 
|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky]
 
|[https://forum.rpg.net/index.php?members/astronocky.176732/ Astronocky]
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Anto_Scritti Anto Scritti]  
+
|[https://wiki.rpg.net/index.php/The_Inanna_Protocol:_KyungminJang ?]  
 +
|OOOOOO
 
|OOOO
 
|OOOO
|OOOOOO
+
|2/2
|2/0
 
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
|[X] [X] [X] [X]  
+
|[ ] [ ] [ ] [ ]  
|Decay/Entropy, Memory, Secrets, Ghosts & Spirits
 
 
|-
 
|-
 
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]
 
|[https://forum.rpg.net/index.php?members/dannyk.1750/ DannyK]
|[https://wiki.rpg.net/index.php/Fate_of_the_Serpentine:_Nick_Buonastella Nick "Lucky Bastard" Buonastella]
+
|[https://wiki.rpg.net/index.php/The_Inanna_Protocol:_Evelyn_Rousseau ?]
 +
|OOOOOO
 
|OOOO
 
|OOOO
|OOO
+
|2/2
|3/3
 
 
|OO-OOOO-OOOOOO
 
|OO-OOOO-OOOOOO
 
|[ ] [ ] [ ] [ ]  
 
|[ ] [ ] [ ] [ ]  
|Luck, TBD, TBD
 
 
|-
 
|-
 
|}
 
|}
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=Helpful Resources=
 
=Helpful Resources=
  
*[https://forum.rpg.net/index.php?threads/fate-of-the-serpentine.901205/ In Character Thread]
+
*[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/fate-of-the-serpentine.901206/ Out of Character Thread]
+
*[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-fate-of-the-serpentine-fate-condensed.901040/ Recruitment Thread]
+
*[https://www.worldanvil.com/w/the-eversink-joenan/map/3c91fe36-c357-44a9-ab68-b00009ec8e35/ Large scale map of Eversink]
*[https://www.enworld.org/media/eversink-map-screenshot-jpg.85270/full/ Large scale map of Eversink]
 
 
*[https://www.worldanvil.com/w/the-eversink-joenan/map/76e1308c-73d5-4ef9-b85b-5be36a4f2348/ The World of Swords of the Serpentine]
 
*[https://www.worldanvil.com/w/the-eversink-joenan/map/76e1308c-73d5-4ef9-b85b-5be36a4f2348/ The World of Swords of the Serpentine]
*[http://monstar.co.nz/matt/sotstools/ Swords of the Serpentine Tools]
 
*[https://www.projectmultiplexer.com/ Emily Dresner's blog, full of Swords of the Serpentine material]
 
  
 
=Factions and Allegiances=
 
=Factions and Allegiances=
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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.) Ingenious Sorcerers may be able to devise a spell form that gets around a particular defence.
+
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.  
 
A Sorcerer can choose to pull their punch, and use less than their full rating of Lore, if they want to exert a more controllable, less Corrupting, volume of Sorcery. This should make the subsequent roll to resist Corruption easier.
 
  
 
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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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. After 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 makes a roll of their Will skill against the total value of the Lore put into the Sorcery action, from both the character's own Lore and any other sources, such as potions, etc. If the Will roll is higher, there's no Corruption; if it's lower, the character fills one segment of their Corruption clock. (Essentially, the character either succeeds or fails in resisting the insidious appeal of Sorcerous Corruption.) 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.
+
Each character comes with a Corruption clock - usually with four segments, although a gifted or lucky, or exceptionally powerful Sorcerer may have more. After 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 makes a roll of their Will skill against the total value of the Sorcery action (skill +/- roll +/- any other modifiers such as Advantages). If the Will roll is higher, there's no Corruption; if it's lower, the character fills one segment of their Corruption clock. (Essentially, the character either succeeds or fails in resisting the insidious appeal of Sorcerous Corruption.) 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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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.
 
Spirit Sight acts like typical Sorcery, with rolls of the Lore skill, but no Corruption. However, its effects are far more circumscribed. It usually costs 1 point of mental Stress per point of the final effect, given the wrenching results of seeing the Spirit plane. It can be used to grant you 1 point of spiritual armour per point of the final effect, against attacks on the Spirit plane and magical attacks affecting Mental stress, for the duration of the conflict. It can be used to make insubstantial creatures vulnerable to physical attacks - for you, and for 1 additional person per point of the final effect. It can be used to admit you to the Spirit world in weak places where the Veil is thin - and 1 additional person per point of the final effect. You can use it to heal such spiritual rifts and Corruption in the world - at a cost of 1 point per level of Corruption erased, and a long and dangerous ritual.
 
  
 
=Weapons and Armour=
 
=Weapons and Armour=
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Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For Class 2 crossbows, this becomes 2 turns. For Class 3 crossbows, it becomes 5 turns.
 
Thrown weapons and strung bows require one turn to prepare a fresh shot before shooting at the start of the next exchange. For Class 2 crossbows, this becomes 2 turns. For Class 3 crossbows, it becomes 5 turns.
  
=Notable Characters, Groups, Places=
+
=Interesting Leads and Developments=
 
 
'''Ancient Nobility''': Friendly - Marino (Candelora Marino); Hostile - Vecoli
 
 
 
'''Assassins''': Harbor Claws, Impatient Murderers
 
 
 
'''Commoners''': Agostino Scaramucci, armourer
 
 
 
'''Mercanti''': Commisso, Sorentino
 
 
 
'''Secret Societies''': Nautilus
 

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