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| |+ | | |+ |
| | '''Mood''' | | | '''Mood''' |
− | | 2 | + | | 0 |
| |- | | |- |
| | '''Tech''' | | | '''Tech''' |
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| |- | | |- |
| | '''Data''' | | | '''Data''' |
− | | 1 | + | | 0 |
| |} | | |} |
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| * Morale | | * Morale |
| * Scouts | | * Scouts |
− | * Barter Goods
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− | * Transport
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| '''Needs''' | | '''Needs''' |
| * Progress | | * Progress |
| * Land | | * Land |
| + | * Transport |
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| ===ASSETS=== | | ===ASSETS=== |
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| * ''How do you fight?'' '''With serrated fishing spears''' (melee, brutal) | | * ''How do you fight?'' '''With serrated fishing spears''' (melee, brutal) |
| * ''How are you defended?'' '''With pressure hardened scales''' (regal, tough) | | * ''How are you defended?'' '''With pressure hardened scales''' (regal, tough) |
− | * ''What useful expertise can you draw on?'' '''Battle hardened raiders''' (1 Quality, Intimidation and extortion) | + | * ''How do you travel?'' '''With amphibious crawlers salvaged from the Fall''' (land, water) |
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| ==MOVES== | | ==MOVES== |
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| The People always have enough breathing equipment to function on land and in water. | | The People always have enough breathing equipment to function on land and in water. |
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− | '''Lords of the Deep'''
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− | The water cycle and the life cycle are one, and your Family understands them better than any other. When you erase a Surplus, recover 1 Tech from the depths.
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− | '''The Dragon in the Sea'''
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− | You are free from the hope that the sea will ever rest. Instead, you’ve learned to sail through the tempest. When your Family hits -2 Mood, you can roll +Grasp: on a hit gain 2 of Surplus: Barter Goods, Trade, or Progress, and erase a Need. Say how the sea provides for you in your moment of need. On a miss, the GM can make as hard a move as they like.
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| Inheritance | | Inheritance |
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| ==TREATIES== | | ==TREATIES== |
− | Which one of you is partly descended from Pioneers who turned their back to the sea? Gain 1-Treaty on each other.
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| ===Given=== | | ===Given=== |
− | Which one of you was our sole contact with drylanders for a long time? What happened to reveal our existence to the other Families? They take 2-Treaty on you. Olympus
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| ===Gained=== | | ===Gained=== |
− | 2 Treaty: The People Suffer as Thralls: And can't 'leave' because of loyalty conditioning and drugs in their cybernetics.
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− | Which one of you hosts an explorer who relies on our secrets? Take 1-Treaty on them. Keepers of the Way
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| ===History=== | | ===History=== |
− | The People or "those people" as they are colloquially known are neo pagan techno primitives. They are descended from the preppers, survivalists and crazies who used to live around Salt Lake City. The Great Salt Lake is now a medium sized inland sea. Most of their income is from raiding and the artifacts they scrounge from the Lake
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− | ''Landmarks''
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− | '''Before:''' A haunted offshore research facility. '''Station 2''' is the closest thing the People have to a permanent settlement. It used to be an observetory. Now it's that and a ham station. It's on the largest island in the Lake.
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− | '''The Fall: ''' A sunken city. Salt Lake City drowned in the Fall, the shift in climate quintupled the rainfall and the dams were destroyed or sabotaged.
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− | '''A Threat: ''' An invading flotilla. Whoever they are the are not The People. They do not glide through Mother Sea like we do. They worship a jealous and angry god. They wear metal and carry a crude blade they call a chete.
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− | '''Home: '''The Nest is the true home of the People. This is their winter camp and where the sick or pregnant reside. It's also where criminals are punished. A common sentance is to be tied upside down with your head in the water. Since most of the People have cybergills this is more an annoyance then anything. It is on the northmost island in the Lake.
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