Difference between revisions of "The People of the Lake"

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(MOVES)
(MOVES)
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==MOVES==
 
==MOVES==
  
''' The People always have enough breathing equipment to function on land and in water.'''
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The People always have enough breathing equipment to function on land and in water.
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Inheritance
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Pioneer characters get +1 to Force or Steel. Quick characters pick an inheritance move:
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'''The Call of the Deep:''' If you’re near a large body of water you can summon a beast from its depths. It’ll arrive within a few hours, but will rampage heedless of your wishes.
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'''Breathing Apparatus:''' You can always breathe easy, no matter the circumstance, and can puff out vapours that intoxicate those around you.
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'''Entangling Nets:''' If you get your nets around someone, everyone else has advantage when assaulting or escaping them.
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'''Pirate’s Code: ''' So long as you always accept other’s surrender, intelligent foes are willing to give you a chance to parley.
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'''Tempest-tossed: '''When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.
  
 
==TREATIES==
 
==TREATIES==

Revision as of 12:24, 25 September 2019

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Pioneers of the Depths

ATTRIBUTES

If the Homeland is only partially covered by seas and oceans

  • Reach: -1
  • Grasp: +2
  • Sleight: 0

Doctrine: Preservers of the Seas: The seas’ wealth is yours for the taking. Gain Surplus: Barter Goods, Trade or Transport at the start of every Age.

(Lifestyle) Dispersed: Your domains are vast, but your people know how to make use of the resources of others.

When you Call in a Debt and take one of their Surpluses, also gain Surplus: Safety, Morale or Leadership.

RESOURCES

Mood 0
Tech 0
Data 0

Surpluses

  • Morale
  • Scouts

Needs

  • Progress
  • Land
  • Transport

ASSETS

  • How do you fight? With serrated fishing spears (melee, brutal)
  • How are you defended? With pressure hardened scales (regal, tough)
  • How do you travel? With amphibious crawlers salvaged from the Fall (land, water)

MOVES

The People always have enough breathing equipment to function on land and in water.

Inheritance

Pioneer characters get +1 to Force or Steel. Quick characters pick an inheritance move:

The Call of the Deep: If you’re near a large body of water you can summon a beast from its depths. It’ll arrive within a few hours, but will rampage heedless of your wishes.

Breathing Apparatus: You can always breathe easy, no matter the circumstance, and can puff out vapours that intoxicate those around you.

Entangling Nets: If you get your nets around someone, everyone else has advantage when assaulting or escaping them.

Pirate’s Code: So long as you always accept other’s surrender, intelligent foes are willing to give you a chance to parley.

Tempest-tossed: When you hurl yourself into a storm, natural disaster or cataclysm, roll +Steel. On a hit, you end up somewhere safe once the disaster’s over. On a 10+ you still have your gear and health.

TREATIES

Given

Gained

History