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=='''Larranar: Six Kingdoms'''==
  
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[[Category:PBC]]
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[[Category:GURPS]]
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[[Category:Campaign Setup]]
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[[Category:Larranar: Six Kingdoms]]
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'''Welcome to the Larranar: Six Kingdoms GURPS campaign setting wiki.''' This site shall host all available history and knowledge, templates, and any other necessary information regarding the world of Larranar.<br>
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As much as I wish I could say this was endorsed by SJ Games, and an official setting, it's not. My rear is covered.
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==Larranar: Six Kingdoms rough background==
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The continent of Larranar is large, and roughly hexagonal, with small outlying islands a short distance from shore. The inhabitants are anthropomorphic animals of all sorts - the six major races being humans, wolves, cats, foxes, birds, and rodents. Almost everybody on Larranar can manipulate mana, which naturally infuses the area and the inhabitants within it.
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A hundred years ago, war tore through the land - the rising of the Rangers, an elite peacekeeping force, ended the wars and created the kingdoms as known today.
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Currents stir under the political harmony, and technology is slowly advancing. Possibly the most intimidating new discovery is that of Firedust - a black powder which, when lit, burns extremely fast, and if in enough quantity and compression, explodes with violent results.
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==Available Races==
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Any. Name an animal, and you can be it. Not all animals are equal, individually - but ALL are equal racially. Bears might be considerably stronger than wolves, but wolves are better pack hunters and there's more of them, so the bears swear fealty to them.
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Mythical animals are unavailable without an expensive Unusual Background. Ferals likewise require an Unusual Background, and are likely to suffer a social stigma.
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==Magic==
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GURPS Magic as written is disavowed. Magic will be emulated with appropriate powers, each with a -10% limitation 'Part of <element>'.<br>
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<br>
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There are eighteen elements, six primary and twelve secondary. They are as follows:<br>
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FIRE: The ability to conjure and alter fire.<br>
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Splits:<br>
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FLAME: The ability to manipulate and control flames.<br>
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HEAT: The ability to use temperature as a weapon.<br>
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<br>
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WATER: The ability to conjure, manipulate and control water.<br>
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Splits:<br>
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ICE: The ability to conjure and manipulate ice, as well as the ability to freeze water.<br>
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MIST: The ability to conjure, alter and manipulate mist and fog.<br>
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<br>
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AIR: The ability to conjure, manipulate and control the wind.<br>
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Splits:<br>
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LIGHTNING: The ability to conjure, manipulate and control lightning.<br>
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WEATHER: The ability to alter and control the weather (exceptionally difficult)<br>
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<br>
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EARTH: The ability to manipulate and alter the earth.<br>
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Splits:<br>
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NATURE: The ability to manipulate and control nature, such as plants.<br>
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LIFE FORCE: The ability to manipulate and alter auras.<br>
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<br>
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LIGHT: The ability to conjure, manipulate and alter light.<br>
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Splits:<br>
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TIME: The ability to shift in time-streams. Time travel is NOT POSSIBLE.<br>
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SUN: The ability to manipulate and use energy directly from the Sun.<br>
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<br>
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SHADOW: The ability to conjure, manipulate and control the shadows.<br>
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Splits:<br>
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DARK: The ability to manipulate and control true Darkness.<br>
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CHAOS: The ability to conjure and use Chaos. Uncontrollable, but guidable.<br>
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<br>
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Access to basic spellcasting for all costs 1 point as a Perk, except for Chaos, for which you must pay 5 points. The perk is "<element> Magus", and grants largely unmechanical spellcasting. For spells with mechanical effects, buy suitable advantages, apply the power modifier and appropriate limitations, and use as written.<br>
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<br>
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Energy Reserve costs 2 points per level, and grants one point of energy per level, which can be spent on magecraft as FP. EP recover at the same rate as FP, alongside them - if you have 7/10 FP and 5/10 EP, after thirty minutes of rest you will have 10/10 FP and 8/10 EP.<br>
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==Martial Arts==
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Larranar has its own martial arts styles, six seperate element-related style which can be mixed and matched. They are as follows:<br>
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FIRE: Burning Talon (Karate + Saber)<br>
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A style of martial arts focused on power and aggression, with a focus on attack and lacking in defense. The style emphasises speedy, crushing blows, and the bulk of attacks are focused into kicks. The traditional weapon of the style is the scimitar.<br>
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WATER: Flowing Fist (Judo + Two-Handed Staff)<br>
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A style of martial arts focused on balance and poise, with equal parts attack and defense. The style emphasises mobility, and the primary strength of the art is in counterattacks. The traditional weapon of the style is the staff.<br>
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AIR: Dancing Storm (Judo + Spear)<br>
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A style of martial arts focused on mobility and speed, with a focus on evasion. The style emphasises using your opponent's weaknesses against him, and many masters can win a fight without throwing a single punch. The traditional weapon of the style is the spear.<br>
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EARTH: Stone Embrace (Wrestling + Axe/Mace)<br>
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A style of martial arts focused on defense and grappling. The style emphasises blocking and deflecting incoming attacks before locking your opponent into a grapple, preventing him from striking. The traditional weapon of the style is the hammer.<br>
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LIGHT: Lucid Fury (Brawling + Two-Handed Sword)<br>
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A style of martial arts focused on reckless attack, with a focus on attack over defense. The style emphasises power, using heavy and crushing attacks to shatter through defenses. The traditional weapon of the style is the greatsword.<br>
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SHADOW: Shadow Palm (Karate + Knife)<br>
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A style of martial arts focused on deception and subterfuge, with a focus on mobility and speed. The style emphasises sleight of hand, feinting and confusing your opponent before striking under his guard. The traditional weapon of the style is the dagger.<br>
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For the most part, use appropriate skills and techniques from GURPS Martial Arts if you wish to take a martial art. There are no special prerequisites other than as listed in the books, though the GM will veto all techniques for each style on a case-by-case basis.

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