http://brilliantgameologists.com
May 21, 2013, 05:47:27 PM *
Welcome, Guest. Please login or register.

Login with username, password and session length
News: These boards are now READ ONLY. We've started over! So don't try posting here. Go here www.minmaxboards.com
 
   Home   Help Search Members Login Register  
Pages: 1 2 3 »
  Print  
Author Topic: 13th Guard - A Savage Worlds Setting  (Read 8687 times)
0 Members and 1 Guest are viewing this topic.
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« on: June 08, 2009, 01:56:39 AM »

The 13th Guard

Logo design by Valo. (C) 2009

Foreword: The 13th Guard is a setting design using the Savage Worlds system. It was spawned from an idea I had where I attempted to incorporate everything my friends would like in a game - Being able to play as a werewolf/vampire, guns, mythical creatures, any other crazy shit that came to mind.  Drawing from Hellboy (the movies), X-men (part comics, part old Saturday morning cartoons), the Anita Blake series (the books), and a smattering of other places, I drew up an initial idea for this setting. I then approached my players, and they threw a literal shit-ton of ideas my way.  After a full night of basic brainstorming, I had a rough outline.  I set out writing it up and before long had a 1 page summary, which can be read below.  I proposed it to the internet and got a lot of good advice.  I've since realized, after initially running it a few times for my friends, that the setting is far from complete. And since Savage Worlds is so customizable, I want to complete it. Plus, I'm a completionist.  What follows will be a collection of everything I write/develop for this setting.  Hopefully I'll be able to run a fun, long lasting campaign for my players, both at the table and in the Play-by-Post I'm starting.

Original Write-up:
The year is 2027, and a lot has changed in the past 15 years. Some say it all started 18 years ago, but the changes really began just over 15 years ago.  In the spirit of full disclosure, however, we'll start a bit farther back.

In 2009, the United States Supreme court ruled, in the case of Small v. Zell, that vampires were 'alive' and gave them legal rights, as citizens. They still do not have the right to vote, however.  This created a mass immigration of Vampires into the United States. For the first time in history, Vampires entered the spotlight, so to speak.  Since that moment, a lot has happened.  The UN Human Rights Council is making amazing strides in fighting for better treatment for paranormal entities (Therianthropes, Vampires, certain human-like Nagas, etc) in first and second world nations, for example.

The real, arguable changes began in 2012, though.  The Mayan calendar ended.  And the Aztecs returned.  Although, to be fair, the world quickly learned that Mayans, Aztecs, and Incans were all one race.  And while they left as different cultures, they returned unified.  Overnight, they stormed through the gates at the top of their temples and re-conquered their lands.  From Mexico south, the Aztec Empire has reclaimed Central and South America, save for Argentina and Chile, which remain independent nations.  Then the first meta-humans were born.  No one's sure what caused it.  Some speculate nuclear testing.  Some believe evolution.  No one really knows for certain, but meta-humans (derogatory: mutants) exist.  And everything was fine, until the London Tragedy.

In that horrific event, the fate of most mutants was sealed.  And the world was changed forever.  The Meta-human Registration Act was passed in every nation almost unanimously.  And the world disarmed itself of nuclear weapons.  They had bigger fish to fry after all.  Where did all that nuclear waste go?  Australia.  In some horrid twist of fate, each nation had the idea to secretly dump its nuclear waste in the interior of Australia. (Think Mad Max and you have what the barely livable parts of Australia are now like).

Atlantis, Kumari Kandam, and Mu rose from the ocean floor not long after the Aztecs reclaimed South America.  In an effort to promote peace between Humans, Aztecs, and Atlanteans, superhighways connecting the continents were built, funded by the three races.  It is now possible to travel from the Aztec Empire to Mu and then to South Africa via car, for example.

Those are not the only national changes, of course. In an unforeseen strike, Israel conquered the entire Middle East in less than two weeks.  Within a week of their conquest, a wall that rivals the one built in ancient China was erected around all of Israel's new territory.  No one quite understands how they managed these two previously impossible feats.  The war alone should have lasted months or years in the desert. And the wall of stone should have taken hundreds of years to build, but it grew, almost overnight across the entire border that Israel claimed.  It is rumored that Israel moved because they had found a clue as to the location of the "Garden of Eden" but no evidence has been found to support this claim. Israel has since barred entrance to any outsiders since.  Hisui-Go, the sect that secretly controlled the Yakuza, saw an opening during all these events and united all of Eastern Asian countries under one banner.

In early 2020, a dark cloud rose over the Congo. Since then, the supernatural cloud of magic has grown to the point that only four countries on the continent are not blackened by the cloud.  Within this cloud, all manner of supernatural events and creatures run rampant.  While this unnatural storm is often attributed to Vaudan practitioners, it is not known for certain what dark arts have caused this African tragedy.  The nations that remain safe (for unknown reasons) are South Africa, Egypt, Madagascar, and Mauritania.

Other major world events of note: the northern most pieces of Antarctica have begun to thaw, and teams occasionally lead expeditions to see what strange things are uncovered in the land even Aztec history knows nothing about.  Likewise, Greenland to the north has thawed.  Some prehistoric paranormal activity has begun to occur in these locations.  Also, it's fairly common knowledge that Russia is a major source of lycanthropic outbreaks, although many are not sure why.

Synopsis: The 13th Guard is an alternate history setting.  Vampires, Were-creatures, and all manner of mythological beasts have existed alongside humanity for eons.  The year is 2027 and recently, things started changing. Vampires step into the spot-light, Atlantis rises from the depths and denuclearization destroys Australia...  just to name a few changes.  The world is in turmoil, and the 13th Guard, a top secret organization, is trying its damnedest to keep things in order.  You are all rookie members of this organization, and your goals are to keep the normals safe from the paranormals, and vice-versa.

Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #1 on: June 08, 2009, 01:57:08 AM »

Basics: The world in the 13th Guard is not completely unlike our world.  Granted Vampires & Werewolves exist alongside Mutants, but the way the world, society, and human culture evolved was very similar to our world.  The U.S. still gained its independence from Great Britain. Nelson Mandela still did his thing in South Africa. And China still has one gazillion people.  There are, of course, difference between our world and that of the 13th Guard.  This section is designed to cover those differences in detail.

The 13th Guard Timeline
What follows is a time-line of the major events that have occurred between 2009 and March 1st, 2027, which marks the beginning of the campaign.
  • June 10th, 2009 – United States Supreme Court Rules that Vampires are “alive” and gives them legal rights as citizens. *Note: They do not have the right to vote.
  • October, 2009 – Vampires begin to migrate into the United States in droves. The following six months become known as the Vampire Exodus in the United States. Movements to gain them more rights begin.
  • December 21st, 2012 – Mayan Calendar ends. Conspiracy theorists around the world wait for the apocalypse.
  • December 22nd-31st, 2012 – Aztecs return via rifts above their ancient temples. In a swift and brutal strike, they dethrone and conquer most of South America and Central America. Many Central Americans flee to the U.S.
  • January 1st, 2013 – Aztecs announce their sovereignty and demand recognition as Tenochca. Thus the 'Aztec Empire' was founded.  Tenochca also contacted the U.S. for tentative peace talks.
  • May 8th, 2013 – Atlantis rises from the ocean depths, flooding most of the North East coastline of the United States and devastating Portugal.  Millions were killed.
  • May 10th, 2013 – Atlantis makes a public apology to the U.S. and Portugal. They also request to hold peace talks with the United Nations and all its members.
  • June 1st, 2013 – Kumari Kandam and Mu rise from the ocean depths after Madagascar is evacuated and most seaside populations are moved inward.  The coastal devastations from these two events take 2-3 years to recover from.
  • June 8th, 2013 – Spain annexes Portugal after tense negotiations.
  • September 22nd, 2013 – Philippe Pierpont, the first natural meta-human is born.
  • February 7th, 2014 – The London Tragedy occurs. Two-thirds of London is destroyed in under a minute, including the Royal Family and Parliament
  • March 1st, 2014 – The Meta-human Registration Act passes in all of Europe and most African countries.
  • March 7th, 2014 – The U.S., Atlantis, Argentina, Chile, and all Asian countries (including Russia) sign the M.R.A.
  • March 10th 2014 – The Aztec Empire reluctantly signs the M.R.A after constant political pressure.
  • April 1st 2014 – Global denuclearization begins, as mandated by the M.R.A.
  • June 2014 – In a rush to meet deadlines mandated by the M.R.A., countries begin secretly dumping nuclear waste in Australia and its surrounding islands.
  • August 2014 – Global denuclearization is complete. Global-wide communication channels are open and talks begin. Historians mark this as the point where the United Nations’ power skyrocketed.
  • April 2015 – The U.N. leads a fundraising campaign to build the Inter-continental Superhighway System
  • August 2015 - Construction on the ISS begins after multiple countries and a few MNC pledge funding.
  • December 2015 – Construction on the ISS halts as economic turmoil in the U.S., Germany, India, and China cause wild fluctuations in FX.
  • May 2016 – Construction resumes as economies begin to temporarily stabilize.  The U.N. begins research on a worldwide currency to solve FX problems.
  • November 12th, 2016 – The “Peace Wheel” is announced by the United Nations. Although met with some initial disregard, it is accepted under the common name “pecel.”
  • January 1st, 2017 – The first Pecel is manufactured.  It held an image of the London watchtower, Big Ben, which was destroyed in the London Tragedy, on one side with a quad-lingual inscription of “Strive for Peace” on the reverse side. The inscriptions were in Latin, Mandarin, Atlantean, and Tenochcan.
  • April 11th-17th, 2017 – Israel conquers the Middle East in a series of surprise attacks and sudden destruction of several key cities/political personnel.  The exact method used is still unclear.
  • April 18th-24th, 2017 – A wall rivaling the Great Wall of China rises around Israel’s newly established borders. The wall is made of an unknown stone, seemingly sturdier than a diamond.  It stands an average of six stories tall (~60-70 ft. or 18-21 m.)
  • April 25th, 2017 – Israel sends a press release stating that they have closed their borders and will no longer be dealing with international politics.  There is one doorway from Egypt into Israel that will act as a passageway for Jews seeking sanctuary from the world.  Further attempts to contact Israel were met with silence.
  • May 1st, 2017 – A series of riots began to break out across China, then Korea, Japan, and moving south through most Asian countries.
  • May 3rd, 2017 – China and Japan appeal to the U.N. for help with their riot control.
  • May 4th 2017 – Leaders of all Asian countries suffering from riots are assassinated.
  • May 5th-10th, 2017 – Through strategic attacks, Hisui-Go performs a military coup and gains political control of Asia. It closes its borders and begins internal repairs from its riots.
  • June 1st, 2017 – India takes advantage of Hisui-Go’s closed borders to reclaim Tibet.
  • July 31st 2017 – Hisui-Go is recognized as a stable empire. It begins holding peace treaties with India and Russia.
  • March 20th, 2020 – A dark, supernatural storm rises over the Congo. It begins to expand at a rate of over 3 miles per day.
  • September 2023 – The first six expeditions, four into Antarctica and two into Greenland, are mounted to explore the once-frozen regions that have begun to thaw.
  • October 31st 2025 – Now covering all of Africa, except for Madagascar, Egypt, South Africa, and Mauritania, the dark, supernatural cloud stops expanding and stabilizes.

The 13th Guard World
Below is a map of the world, as it stands on March 1st, 2027

Legend -
Yellow: Tenochca
Maroon: Congo Cloud
Navy: Israel
Aqua: Atlantis
Orange: India
Red: Hisui-Go

The United States of America
Unlike the U.S.A. of our world, the United States in the 13th Guard setting is much more internally focused.
After World War II ended, the United States was caught up in the Cold War with the USSR.  When the iron curtain fell, a wave of relief washed over the U.S. But that’s when they noticed their own problems for the first time.  People in the Deep South were hunting America’s wildlife to near extinction. The Greater Smokey Mountain Troll had been hunted to extinction, and the U.S. government moved in to protect some of its rarer wildlife, including the Lesser Smokey Mountain Troll.

Political movements to protect people from animals and animals from people kept America’s primary focus inward and out of a majority of international politics that they would have otherwise been involved in.  However, the U.S. was still the land of the free, even in 2009, when the Supreme Court ruled in favor of Vampires in the Small v. Zell case.

But Vampires didn’t get the same public reception the bald eagle got when someone fought for its right.  Instead, many rose up in protest.  Thos protests quickly turned into riots.  New York, Atlanta, and Las Angeles suffered the most from Anti-Vampire riots.  Once the riots were under control, many continued their protest via political means. Thus the activist group Humans Against Vampires (HAV) was created.

Even that didn’t stop the Vampires though. They began to thrive in spite of activists and opposition.  The courts recognized them as alive. New businesses that sold blood began to appear in neighborhoods laden with Vampires.  Within a few short months a massive influx of Vampires in the United States occurred. It quickly became known as the Vampire Exodus. After all, it was illegal to hunt Vampires like monsters anymore.

With the population boom, it wasn’t long before Vampires entered the mainstream spotlight.  They began opening nightclubs, strip-clubs, and fetish bars.  The gothic and vampiric scene became the new risqué thing to do, and people were flocking to it, which of course eventually resulted in crimes rising.  Once crimes began rising, the courts began to have to deal with Vampire criminals a lot more.  Locking them in a jail cell was not an option, because it was quickly deemed an illegal execution when the sun came up.  Special cells were designed to avoid sunlight, but when the first Master Vampire tore through the cell door and killed half of the prisoners and guards before being destroyed, that was ruled out.

Thus, the U.S ruled that criminal Vampires were to be put to death. Such executions were initially performed by licensed Vampire Executioners, but that was thrown out the window after a year or so; too many innocent deaths. SWAT teams developed special divisions for Vampire executions.
All these changes were finally making citizens feel safe again, but it was 2012, and the world was truly beginning to change.  The Aztecs returned and the Southwest was suddenly overwhelmed with illegal immigrants.  By the time the National Guard arrived to see why, and the president was trying to establish contact with the Aztecs, it was too late. Ten miles on either side of the old border was a wasteland. So many people were killed in the fight against the Aztecs.  Although the Aztecs quickly cleaned up the area, those that saw it would be scarred forever.

Realizing what potential danger lay to the south, the U.S. was more or less bullied into peace talks with the Aztecs, on their terms.  Protests across the country made it clear – Americans wanted to close the Southern Border.  The Aztecs agreed to sign the peace terms, relatively neutral terms by most standards, including the closing of the Southern border, but only if the U.S closed the Canadian border as well.  Canada was surprisingly open to the idea.

Thus, with Vampires becoming such a major issue across America, and the country closing its borders, the U.S. began to slowly slide out of the international spotlight and began to rapidly lose its international strengths.  Even when Atlantis rose and flooded Manhattan with fifteen feet of water, there was not much the U.S. could do other than accept the apology and work towards peace with Atlantis.

However, the Atlantis and U.S. alliance did grow steadily as the U.S. “Go Green” initiative coincided wonderfully with Atlantis’ goals of cleaning the oceans.  The country had become very internally focused, constantly worried about keeping its citizens safe from outsiders, and each other.  With that concern always on the mind, it’s easy to see why the U.S. signed the Meta-human Registration Act.  Some believe they would not have signed it into law had the Atlanteans not signed it first, though.  Most likely, signing the M.R.A was due in no great part lobbyist pressure backed by Vampires.

The United States was also the first to start denuclearizing.  However, they were also the first to realize the time constraint placed on them by the M.R.A.  This constraint made denuclearizing in time impossible. Thus, the U.S. became the first country to secretly dump its nuclear waste offshore.  However, instead of dropping it in the bottom of the ocean, they chose Australia, mainly because relations with Atlantis were strong, and the U.S. feared negatively impacting that relationship.

There was talk of international sanctions for the dumping, which would have been difficult to prove, but those quickly fell to the wayside as other countries realized the folly of the M.R.A. Thus, the U.S. was inadvertently responsible for the eventual destruction of Australia.

The U.S. alliance with Atlantis continued to grow over the years, even as Atlantis supported the U.N. more and more as its power grew.  Thus, when Atlantis threw its support behind the Inter-continental Superhighway System, the U.S felt pressured into backing it as well.  And that’s when the economy hit a new low.  The stock market crashed, almost as severely as it had in 1929, just under a century beforehand.  The U.S. had to appeal to outside sources and with the U.N. growing in power each day, it made an appeal.

The stock market crash and resultant depression hurt U.S. trade, which hurt Aztec and Atlantean trade, and resulted in chaos among the foreign exchange markets.  With half of the world’s currencies being thrown for a loop, the U.N began the process that eventually led to the creation of the Pecel, which the U.S. was one of the only few countries to not have anything negative to say about it.

Once the Pecel was in circulation, the U.S. slowly retired the dollar, and things stabilized, economically.  Politically, HAV continued to fight against Vampires while the U.N. passed new regulations protecting endangered species and dictating what was proper treatment of paranormal entities (including therianthropes); all of which passed legislation in the U.S.

Then Asia fell into chaos.  In an effort to prove its backing of the U.N., the U.S. was among the first nations to send troops to the countries suffering from riots. But by the time U.S. forces reached Asia, the military forces turned them away.  Hisui-Go was already on border patrol.  Since that time, the U.S. and Hisui-Go have been on very tense terms.  Some refer to the relations between the two as the “New Cold War.”

Even in the midst of all this economic and political turmoil, the U.S. is still one of the leading scientific nations.  Grants from private investors in the U.S funded three of the initial six expeditions into what were once frozen wastelands.

The United Nations
The U.N. is now an actual political power, complete with the military might to back it up. As of November 1st, 2025, the U.N. no longer recognizes Australia or the nations under the 'Congo Cloud.'
The United Nations, founded at the end of World War II, was an establishment aimed to facilitate cooperation in international law, international security, economic development, social progress, human rights, and achieving world peace.  While it had some successes, it was ultimately merely a club, as any actual forces were voluntary units from member nations.

That all began to change when Atlantis rose from the depths. Once the flooding had hit the U.S. and Portugal, along with small portions of Canada, Spain and a few islands, many nations begin to panic. After-all, Atlantis was supposed to be a myth, and here it was rising from the depths.  Furthermore, when they sent out the apology, they also appealed to a “neutral third party that could negotiate” between Atlantis and the nations of the surface world.  It was not long before the U.N. was selected for this task.

At the U.N. temporary headquarters in The Hague, representatives from Atlantis explained that one of the major reasons they rose was the poison inflicting over one third of their population.  Humanity’s polluting of the world’s oceans was poisoning Atlanteans the world over.  With their superior naval forces, they rose to claim their ‘land’ and establish themselves in world politics in an effort to reduce ocean pollution.

Some nations initially resisted Atlantis’ claims, but after the U.N. worked on behalf of both sides, terms stating that a coastal nation could claim 20 miles out from their coast as part of their nation were negotiated. Thus, even the oceans now had an owner.

The U.N. managed to get enough volunteers to evacuate the locations Atlantis warned would be most damaged, but just barely. It was a sign of the Old U.N.’s weakness, and some argued that changes would have to be made for the world to survive, but it was too early.

Then, after the London Tragedy occurred, the most outspoken nations called for action, and the U.N. proposed the Meta-human Registration Act.  The world was in such a state of panic and fear that most nations signed it almost immediately. Even the most reluctant of nations eventually signed it and denuclearization began across the planet.

Once the world was done disarming its nuclear weapons, the M.R.A. called for the U.N. to lead peace talks.  By this time, the U.N. had re-established its headquarters permanently in The Hague, and it was not long after that The Hague became a standalone power, not unlike the Vatican.  With over 95% of the world represented at the peace talks, things went slow at first. But weariness of meta-humans, fear of the unknown Aztecs and Atlanteans eventually wore everyone down.  Historians mark this series of peace talks as when the U.N. began gaining true power.

They established their own ‘Emergency Response Squad.’ E.R.S slowly evolved into its own military force over the years.  Along with the E.R.S, the U.N. founded a police investigation force that subsumed Interpol in a matter of months.  Slowly but surely the U.N. was becoming a military and political power on its own, however, with no land to call its own, it managed to keep its core values intact.

Whatever its reasoning, over the years the U.N. has not become a power mongering nation. It maintains its core values of peace, protection, and security.
When political tensions began to grow strained, the U.N. stepped in with a proposal for the Intercontinental Superhighway System.  It was quickly accepted, because the U.N. had not led anyone wrong yet in these times.  Once construction stalled due to funding issued, the U.N. stepped in again.
Although this action eventually led to the creation of the Pecel, a secondary benefit was that all countries allied with the U.N. added a small tax that went to fund the U.N. and its endeavors.  It was at this moment that the U.N. was no longer merely ‘voluntary.’  They had developed a standing military force, a strong political presence, and the entire world was paying their taxes, even if many citizens were unaware.

Currently, the U.N. has many ongoing projects.  The Human Rights Council is consistently fighting with European nations for the better treatments of Vampires, a battle even it seems to be losing.  Agents work with Russia everyday to create treatment centers for therianthropy, but they always seem to be destroyed or otherwise go unused in the nation.  It seems the H.R.C. is fighting in almost every member nation for the better treatment of some paranormal entity. In Atlantis, Nagas are hunted for their skins, and the U.N. is actively seeking to end that practice.

In an effort to keep peace among nations, the U.N. ambassadors have quarterly peace talks between tense nations. Atlantis and Tenochca have their talks frequently, but not as frequently as Hisui-Go and the U.S., against which it harbors much political anger, still.

The 13th Guard Organization
Work In Progress: This will be an introduction to the organization, a little bit of background knowledge, standard protocol, how different aspects are associated with the Guard, and any important cover identity issues.

Parkham, Parkham, & Johnson - PP&J is a private investigation firm that was founded by the Parkham couple and a sensitive, Luis Johnson.  Founded in South London, Mr. & Mrs. Johnson were victims of the London Tragedy. Luis Johnson moved to California and rebuilt the company. In the years following the tragedy, Johnson and his agents have solved numerous mysteries and become world renown investigators.  They're known for their high prices, but also for their willingness to step out of the lime light for government officials.  Unknown to many, 13th Guard agents are granted Contract Investigator Status when on missions.  The caveat for this status is that group members are only to use it in facilitating investigations and aiding government officials. They are also expected to uphold expectations, such as avoiding the lime light, something the Guard encourages, regardless. (More to come, likely)
« Last Edit: August 25, 2009, 01:43:26 PM by AfterCrescent » Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #2 on: June 08, 2009, 01:57:22 AM »

Races

Below are the races available to players making characters for the 13th Guard. They are not the sentient races in the setting, but they are the most common, and the most likely to join the 13th Guard.  If your character concept cannot be met with the available races, contact your GM.
Atlantean
Atlanteans are a water-breathing human-like race.  They are scientifically classified in the Hominidae Family.  Atlanteans are average height when compared to humans. They range from 5'3" to 5'7" and are a hardy people.  Their skin ranges from bright blue to a greenish tint, varying much as humans do, but matching the ocean in color.  Some 30% of Atlanteans have varying pigmentation not unlike certain fish - stripes for example is a common pattern.  They have large, generally black (occasionally one will be born with gray or white) eyes with three sets of eyelids, only one of which is not transparent.  Atlanteans lack hair follicles and have small, barely noticeable gills at the base of their necks, by their shoulders,  and behind their ears.  Their fingers and toes have slight webbing, but this is also not as noticeable as one would expect.  Atlanteans reach puberty a few years later than humans do, generally not until after 16 years of age.  Their lifespans are also longer than humans, with the average life expectancy of an Atlantean at approximately 108 years old (2027 est).  Atlantean garb is generally skin-tight, in an effort to reduce drag while swimming.  Although modern human fashion has begun to invade Atlantis, and vice-versa, most Atlanteans still prefer one-piece, skin-tight outfits, not unlike wetsuits, which are designed to be functional and modest.  As for jewelry and other decorations, they are generally unknown in Atlantis, save for shell necklaces, which hold the same meaning as engagement and wedding rings, although they are generally far more elaborate and decorative than traditional wedding bands.

Tough: Atlanteans can survive in the harsh depths of the world's oceans. They start with a d6 in Vigor instead of a d4.
Aquatic: Atlanteans can breathe in water and have a pace in water equal to their Swimming skill.
Natural Swimmer: Atlanteans are natural born swimmers, and begin the game with a d6 in Swimming.
Paranormal Aspects: Batman, Evolved Meta, Family Guardian, Vaudan, Zealot

Human
Humans are a generally adaptable race, mentally and physically able to quickly learn and forget new things.  For millennia, humans believed they were the only higher intelligence life forms on the planet. Many have been slow to accept the quickly changing state of the world. Others have grasped small bits and clung to what they can accept.  In general, though, humans are a much more varied race than the others they now share a world with.

Free Edge: Humans begin the game with one free edge.
Able Learner: Humans begin the game with a d6 in one skill of their choice, representative of their life experience and adaptability.
Paranormal Aspects: Humans, being the most versatile of the races, have access to any Paranormal Aspect.

Tenochca (Aztec)
The Tenochca were an advanced race that abandoned their lands long ago.  Some believe them to be a haughty people, but they are generally not a cruel race. They just have different values from the majority of humanity.  Tenochca average a few inches over six feet tall.  Even with all the time spent in a world without light, they are still surprisingly golden skinned.  With dark hair, traditionally kept over shoulder length, it would be hard to tell a Tenochca apart from a tall, attractive, tanned human save for their eyes. Odd color eyes that would never appear in human blood are a trademark of the Tenochca - red, silver, pure onyx, gold, and bright orange are the most common eye colors.  Tenochca do not wear much when it comes to clothing. They are a bit minimalistic in that regard. Generally, when they do wear clothing, it is not much more than a loin cloth and a grass mini-skirt/kilt.  Large ear and nose piercings are common in the Tenochca, as is much tattooing of the arms, neck, and back.

Intellectual: Aztecs are an advanced race and their intelligence has evolved beyond that of humans. They start with a d6 in Smarts instead of a d4.
Otherworldly Beauty: Aztecs are strangely beautiful and attractive to humans and human-hybrids.  They're often known for the impressive libidos, as well. They gain +2 Charisma when dealing with the opposite (or in some cases, the same) gender of the appropriate race. This choice is made at character creation and is rarely changed.
Thermal Vision: Their vision evolved while they were outside reality. Due to the darkness of that place, Aztecs have developed thermal vision in addition to their normal vision. It takes an action for an Aztec to switch between the two different visions.
Paranormal Aspects: Batman, Family Guardian, Sensitive, Witch, Zealot

Hal (Half-Human, Half-Atlantean)
In the years since Atlantis has risen, humanity has proven able to breed with Atlanteans.  Although two different races, the DNA of these two races are able to combine to breed children.  As of yet, scientists are not sure if the offspring will be fertile and able to breed.  Hals, as they are commonly called, have an appearance closer to that of their human parent, although there are some revealing characteristics of their Atlantean heritage.  Hals have no body hair, except for their head, which grows much slower than human hair. The rest of their body is hairless. Hals have gills behind their ears, which are just as unnoticeable as on an Atlantean. They, surprisingly, lack the gills at the base of their neck.  The only other differing characteristic of a Hal is their eyes. Generally shaped like a humans, they always have solid colored eyes like that of their Atlantean parent, be it black, gray or white.

Young: Similar to the Hazs, the oldest Hals are not yet turning 14 at game start. Hals begin the game with the Young hindrance.
Tough or Free Edge: Hals have been known to inherit either the Tough ability of their Atlantean parent or the flexibility (and free edge) of their Human parent.
Aquatic: Hals can breathe in water and have a pace in water equal to their Swimming skill.
Natural Swimmer: Hals are natural born swimmers, and begin the game with a d6 in Swimming.
Paranormal Aspects: Batman, Born Meta, Therianthrope, Vampire

Haz (Half-Tenocha, Half-Human)
Tenocha history indicates that they can interbreed freely with humanity. While their records indicate that the offspring are not sterile, the Hazs, as they are called now, born since the return of the Tenochca have not reached puberty, yet. Modern scientists are hesitant to accept millennia old records as accurate. Wikipedia, however, is not.  Since Tenochca are already physically very similar to humans, it is often very hard to tell a halfbreed from the full blooded Tenochca. All Hazs, as they are called, inherit their Tenochan parent's eye color, exactly. Their skin color varies as much as is expected, so that can occasionally be an indicator of a Haz, but if both parents are golden-skinned, it becomes much more difficult to tell the difference.

Young: The Aztecs only returned at the tail end of 2012, meaning even the oldest Haz will just be 14 at game start. Hazs begin the game with the Young hindrance.
Free Edge: Like their Human parent, Hazs begin the game with one free edge.
Natural Intellect: Hazs gain a free d6 in a Knowledge skill of their choice. Haz are naturally intelligent and seem to strive to learn as much as they can in their early years, often studying an obscure subject.
Aztec Vision: Like their Aztec parent, Hazs possess thermal vision in addition to their normal vision.
Paranormal Aspects: Batman, Born Meta, Sensitive, Therianthrope

Tal (Half-Tenochca, Half-Atlantean)
Within days of the first Hal and Haz being born, scientists across the globe began to speculate on the possible interbreeding of Tenochca and Atlanteans. Unbeknown to them, a Tal, as they are called, was already in the making. Tals are a very unique race, and relatively rare.  As it turns out, Tenochca and Atlanteans can breed, it is just uncommon because the two cultures have very little in common.  Physically speaking, though, Tals are almost indistinguishable from Atlanteans. In fact, the only difference between a Tal and a purebred Atlantean is its eyes. As it turns out, Tenochca eyes are an incredibly dominant trait.  A Tal looks exactly like a true Atlantean save for the color of his eyes, which varies drastically from the norm. Even if the Tenochca parent had onyx eyes, the Tal will never have eyes of a simple, Atlantean color.

Superior Thermal Vision: Something about the breeding between an Atlantean and a Tenochca causes their offspring to have excellent vision. A Tal has both normal vision and thermal vision, but both are consistently active.  The thermal vision overlays their regular vision, but they are so adjusted to it that they take a -2 on Notice rolls against a creature that does not emit heat.
Aquatic: Tals can breathe in water and have a pace in water equal to their Swimming skill.
Natural Swimmer: Tals are natural born swimmers, and begin the game with a d6 in Swimming.
Paranormal Aspects: Batman, Born Meta, Sensitive, Witch
« Last Edit: June 25, 2009, 11:00:37 PM by AfterCrescent » Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #3 on: June 08, 2009, 01:57:35 AM »

Paranormal Aspects

All members of the 13th Guard are special. Most have some manner of paranormal ability, although there are a rare few who fight only with their own force of will.  In addition to selecting a race (above) each player character must pick one Paranormal Aspect available to him or her through the racial choice made above.
"Batman"
You're one of the few elite members of the 13th Guard who have no paranormal powers.  That's not to say that you never will, but you'd like to avoid that if at all possible.  After all, catching a disease, mutating, or dying is not exactly your idea of a stroll in the park.  Working in an organization that wants to make the world safe for normal people and the paranormal, it only makes sense that they'd recruit some of the best normal people, and you are one of those people. Whether you accept paranormal entities for what they are, or believe in the power of humanity (or whatever race you are), you are determined to prove that you are a valued member of the Guard without any 'unnatural' assistance.  Let's face it, Batman doesn't actually have any cool super powers and he manages to hang with the best of the best.

Gifted: You are one of the best, and while you may have mastered only a few select skills, you've trained hard to be at least moderately competent at everything you try to do.  You do not suffer the -2 penalty to untrained skill checks.  There may still be some skills that you are unable to use, depending on the situation, however.
Free Edge: Instead of all those fancy powers from a paranormal aspect, you get a bonus edge, which you must qualify for, as normal. You'll need it.

Born Meta-human
You were born different. Ordinary parents or not, no one knows quite why your 'kind' was born different, but you were. Some argue you were born better, others see it as a freak accident. Something nature never intended for. Regardless, your life has been hell. People always whisper about the London Tragedy when you’re nearby, but no one will tell you exactly what it was. The ID card you are supposed to carry is a constant reminder of the tracking implant they injected into your neck. Sometimes you have to wonder if you're really a person, or just some kind of cattle. Whatever you believe, you know that your powers keep you alive. You're a survivor, even if you are just a child. You've been forced to mature quickly.

Child: The oldest Born Meta-human has not yet turned 14. Any human with this aspect gains the Young hindrance.
Cattle: When you were born, a tracking implant was designed and implanted into your body.  You were also issued a government ID card indicating your name, known powers, and known weaknesses, if applicable.  You have grown up knowing you have none of the rights a non-meta has. Whether you accept or resent that the government views you as a tool is up to you. At least they can't take that away.
Meta-power: Born Meta-humans have 15 Power Points to spend on powers available to them.
Powers Available: Absorption, Altered Form, Aquatic, Armor, Attack (Melee & Ranged), Burrowing, Chameleon, Copycat (Touch modifier required), Damage Field, Darkvision, Decay, Duplication, Earthquake, Energy Control, Ensnare, Explode, Extra Actions, Extra Limbs, Flight, Growth (Monster modifier required), Heightened Sense, Immunity, Infection, Leaping, Malfunction, Negation, Paralysis (Extra Range modifier disallowed), Regeneration, Speed (Vibrate modifier disallowed), Storm, Stun, Super Attribute, Super Skill, Swinging, Toughness, Wall Walker, Whirlwind

Evolved Meta-human
Freak accident involving a volcano, radioactive explosion, weird mutated spider bite, or just good old secret genetic experimentation resulted in the mutation of your genetic code.  Who knows exactly what caused it? You do. Whatever happened to you, you remember it vividly. Sometimes you think back on it fondly, or maybe your nightmares wake you in terror. Everyone's experience is different, of course, but whatever it is, you have power now. Before, you were just a nobody, another face that could be added to the missing person's list without a second thought and no one would miss you. But now, now you're someone, and you want people to know that.

Renegade or Cattle: The Meta-human Registration Act dictates that all Meta-humans must register with their nation's Meta-human Registration Department (MRD). Born Meta-humans are registered at birth, but Evolved Meta-humans are supposed to turn themselves in (or be turned in by their neighbors).  As an Evolved Meta-human, you either have turned/been turned in to the MRD and have had a tracking implant installed, along with being issued an ID card, or you are wanted by those who know of your powers (and no, you can't claim 'no one knows').  As such, you either have a custom tracking implant and are aware that you are merely government property with no legal rights, or you have the Wanted hindrance.
Evolution: Evolved Meta have 10 Power Points to spend on powers available through their evolution.
Powers Available: Absorption, Altered Form, Aquatic, Armor, Attack (Melee & Ranged), Burrowing, Damage Field, Darkvision, Decay, Earthquake, Energy Control, Ensnare, Extra Actions, Extra Limbs, Fearless, Growth (Monster modifier required), Heightened Senses, Immunity, Infection, Leaping, Paralysis (Extra Range modifier disallowed), Regeneration, Speed (Vibrate modifier disallowed), Super Attribute, Super Skill, Toughness, Wall Walker

Family Guardian
You are a shapeshifter, but unlike Therianthropes, your method of shifting is not linked to a disease. You are not contagious, although you may be very dangerous.  There are two manners of shapeshifters that are not Therianthropes: those who inherit it from their family and those who have been cursed.  No one truly knows why some members of a family will manifest the power to shift into an animal, although it is always the same animal for that bloodline.  Some say it always manifests during a time of strife for the family, and indeed these are troublesome times, but there is no way to prove that.  As for those under a curse, in the olden days, and in fact even recently, there have been stories of a witch, hag, demon, or other creature that would curse a haughty person to a humble animal form.  One such known person was a Scandanavian Were-Swan, the "Swan Prince." Whatever the case, you are not one of the "Lesser Shifters" that have their abilities tied to the moon.  You are always in full control of when you shift; it comes as naturally to you as walking or chewing your food.  Generally, Family Guardians are smaller animals, often not overtly predatory, although it is not unknown. Some common animals include swans, dogs, nonvenomous snakes, racoons, and crows. Tenochca tend to have owls and spiders as their Family Guardians, although constrictor snakes are not unheard of.  In Atlantis, Family Guardians have been known to manifest as octopi, tuna, dolphins, and dwarf sperm whales.

Altered Form: As an action, a Family Guardian can shift between his or her normal form and either a hybrid or animal form. This ability is similar to the Altered Form power, without any modifiers, save for activation, and does not grant reach. The size of the animal or hybrid form is naturally Size +0.
Trait Boost: A Family Guardian increases vigor and either agility or smarts by one die step, depending on the animal chosen. The GM has final ruling on the animal's attribute increase.
Natural Weapons: When in an altered form, a Family Guardian gains natural weapons appropriate for its shape that do Str+d6 damage.
Level Headed: Family Guardians draw 2 initiative cards and act on the better of the two.
Low Light Vision: Family Guardians have excellent night vision and do not suffer penalties for dim or dark areas, although total darkness modifiers (-6) still apply to them.
Combat Agility: Family Guardians are adept at avoiding injury and staying out of combat. They gain +2 to their parry score.
Weakness (Flame): Family Guardians take +4 damage from weapons that deal fire damage.
Powers Available: (All powers function only in Altered Form and thus require the Activated modifier. If the activated modifier does not normally apply, add it to the power for no cost.) Animal Control (Shapechanger, Summoning, & Superpowers modifiers disallowed; Applies only to the animal associated with their transformation), Attack (Melee), Burrowing, Extra Actions, Extra Limbs, Fear (All modifiers, 1 point, activated when shifting to animal or hybrid form), Growth (Monster modifier disallowed, Max level of Size +2 or the animal type's true size, whichever is larger), Heightened Senses, Leaping, Regeneration, Speed (Vibrate modifier disallowed), Super Attribute (Agility, Strength, Vigor only, may not increase an attribute above one step higher than the animal's actual attribute)

Sensitive
Sensitives are a lot more common these days, but no one really understands them, so it's anyone's guess as to why. Not all sensitives train their mind to handle and develop the power that lays dormant inside it, but you have. You've honed your skills. You've travelled and seen the worst that this world has to offer, and you've conquered it all, with your mind.  Sensitives come in many varieties, although the two most common are Telepaths and Kineticists. Telepaths have learned to master their own mind and often can communicate their thoughts directly into the minds of others, if not outright control another's mind. Kineticists vary from generic telekinetics to a specific elemental control, like pyrokinetics.  There are those that train in both arts, or even dabble in some other methods of controlling paranormal energy with their minds.  Whichever method you've trained in, you still don't feel like a master. Something about the way the mind works makes you feel like something is still locked away, deep inside. It's a dark place in the depths of your mind, floating through all the power you have, all the terribleness you've seen, and the horrors you've locked away. So dark, in fact, that if you're not careful, something might crawl its way out...

Fearless: A trained sensitive's mind has seen dark horrors and lived to see another day. They are immune to fear and cannot be intimidated.
Sensitivity: A sensitive is aware of paranormal activity and energy around him. From the frail signs of lingering spirits to the aura of a Master Vampire, a sensitive is able to determine paranormal energies in this vicinity. Whenever a sensitive enters a new location for the first time (or after a major power change), he may make a Smarts roll to determine if there is any paranormal activity or energy in the area. Raises reveal more details about the power, if any, such as source, strength, duration, etc.  A sensitive may also use this power to gauge the relative power of another paranormal entity. In the event that the entity wishes to keep its power secret, it must make a Spirit role to oppose the sensitive's Smarts roll.  In combat, it requires a touch attack as the only action for the round for the sensitive to maintain hold long enough to make the roll.
Psionics: Unlike most other paranormal entities, a sensitive's power comes from mental training. A sensitive must use the Psionics skill (linked to Smarts) to activate any and all of his or her powers. The Psionic skill begins, for free, at d4. Any power that is not instantaneous has a duration equal to the sensitive's Spirit in rounds with a success and Spirit in minutes with a raise. Sensitives may only maintain one power at a time. However, they may activate instantaneous powers while maintaining another power. Thus they may use Attack, Ranged or Stun while maintaining another power. Sensitives start with 10 points to spend on powers available. All powers require the activated modifier, if applicable. If the activated modifier does not normally apply to the power and it is not an instantaneous power, apply the activated modifier for no cost. As such, all powers require an action to activate in combat.  A sensitive's power comes from his or her mind, and as such does not require speaking or hand movement to activate, but still creates audio or visual trappings, as normal.
Psychic Shout: The dark horrors in a sensitive's mind are quite real. If the Psionic skill die ever comes up as a 1, regardless of wild die, a horror has begun to creep out. The sensitive is automatically shaken. If the sensitive ever rolls a critical failure, a psionic shout is emitted in a large bust template, making all creatures shaken. This shout can cause a wound. Some also say the shout releases Something That Should Not Be, but no one has verified that.
Powers Available: Attack (Ranged), Awareness, Deflection, Ensnare, Flight, Force Control, Illusion (Targeted modifier required, Film Quality modifier disallowed), Jinx, Malfunction, Matter Control, Mind Control, Mind Reading, Negation, Speed (Vibrate modifier disallowed), Stun (Smarts modifier required), Telekinesis, Telepathy

Therianthrope
Your disease is a potent one, and you are treated as an outcast by many who know your condition. People would rather spend time with bleeding HIV positive victims than you, and who can really blame them? Odds are, you didn't ask for this. No one asks to get this disease. Whether you got it during an attack and are lucky to be alive, or you're one of those poor souls who got a bad vaccine, you've contracted what is commonly referred to as 'lycanthropy.' You live with this cursed disease now. And you can only hope to be strong enough to control it.  Therianthropy is a disease with almost as many strains as influenza.  The disease breaks down into four categories, though, based on strain and the animal form it infects you with. Canine include wolves, coyotes, hyenas, and other predatory canines, with wolves being the most common. Felines include jaguars, panthers, cougars, leopards, tigers, and other predatory cats. Serpents are venomous snakes such as the King Cobra. The fourth category is commonly referred to as the "Lesser Weres" because they are smaller animals, although the were-versions are nothing to laugh at. This grouping includes the dominant rat strain, and lesser strains such as foxes.

Altered Form: As an action, a therianthrope can shift between his or her normal form and either a hybrid or dire animal form. This ability is similar to the Altered Form power, without any modifiers, save for activation, and does not grant reach. In addition, whenever a therianthrope shifts form twice or more in less than 6 hours, he or she must make a vigor roll or fall into a deep slumber for 6-24 hours. This can be countered by the Alpha Therianthrope Edge. The size of the animal or hybrid form is naturally Size +0.
Attribute Boost: Upon shifting into an alternate form, a therianthrope gains an attribute increase based on which category of strain he has. Canines increase Vigor and Strength by one step. Felines Increase Agility and Strength by one step. Serpents and Lesser Weres increase Vigor and Agility.
Natural Weapons: Therianthropes have natural weapons in their alternate forms, appropriate to their form, claws or a bite. Canine natural weapons deal Str+d8 damage. Feline and Lesser Were natural weapons deal Str+d6 damage. Serpents have venomous bites that deal Str+d4 damage. If the bite would cause a Shaken result or worse, the victim must make a Vigor roll or gain a Fatigue level.
Infection: Whenever anyone is exposed to a therianthrope’s bodily fluids (intercourse, natural weapon damage, blood transfusion, etc) they must make a Vigor roll or catch that strand of therianthropy. A therianthrope is immune to other forms of therianthropy. The first signs of therianthropy will emerge at the next full moon.  Canine therianthropy is highly infectious and causes the Vigor roll to be made a -2.
Danger Sense: Therianthropes gain the Danger Sense (SWX p.33) as a bonus edge.
Immunity: Therianthropes are immune to other diseases and most poisons (HIV, syphilis, anthrax, etc).
Low Light Vision: Therianthropes have excellent night vision and do not suffer penalties for dim or dark areas, although total darkness modifiers (-6) still apply to them.
Weakness (Moon): The full moon lasts for a 5 day period, the two days prior to and after the full moon. On the first and last night of the full moon, a therianthrope must make a spirit roll at +2 to resist shifting into animal form for the night and hunting, animal or human, whatever happens to be around. On the second and 4th night the roll is made with no bonus, and on the third night the roll is made at -2 starting an hour after sundown and every hour thereafter, if the therianthrope has not shifted, it must make the roll again at a cumulative -2.
Weakness (Silver): Therianthropes take double damage from silver weapons and suffer a -1 penalty on all trait rolls when within 1" of silver.
Weakness (Aconite): Therianthropes must make a Vigor roll at -2 if they ingest Aconite (Wolfsbane) or die immediately. Wolfsbane is incredibly toxic to them.
Invulnerability: Therianthropes are also difficult to kill. An effect that would normally kill someone only incapacitates Therianthropes, except for the following. If the killing blow is dealt via silver, if Wolfsbane is ingested, if the body is cremated, or if the head is separated from the body.
The Diseased: Therianthropes must first accept themselves in order to control their animal spirit. They either have the outsider hindrance and others know and judge them as Therianthropes or they lose control and become an NPC during their full moon shifts.
Powers Available: (All powers function only in Altered Form and thus require the Activated modifier. If the activated modifier does not normally apply, add it to the power for no cost.) Animal Control (Shapechanger, Summoning & Superpowers modifiers disallowed; Applies only to the animal associated with their strand), Attack (Melee), Extra Actions, Fear (All modifiers, 1 point, activated when shifting to animal or hybrid form), Growth (Monster modifier disallowed, Max level of Size +2 or the animal type's true size, whichever is larger), Heightened Senses, Leaping, Regeneration, Speed (Vibrate modifier disallowed), Super Attribute (Agility, Strength, Vigor only, may not increase an attribute above one step higher than the animal's actual attribute), Toughness

Vampire
You have been turned. Whether you were held captive or willingly allowed your blood to be drained for three consecutive nights is irrelevant.  You have gained 'immortality' and have paid the price, as irrelevant as you may think it was.  Whether you're over a hundred years old, or were only turned last week, you're still an ‘infant’ vampire where it counts - power.  There's much to learn about your kind, and many of your latent paranormal powers to awaken.  Who knows, maybe one day you'll become a Master Vampire. And if all goes well, you could be granted dominion over your own territory.  Some of you may even strive to make it onto the Council; although at this point the rumors of the terror and power of the Council likely just cause you to cringe enough that you avoid the conversation in all but the most unsavory gatherings.

Undead: As a member of the un-living, you gain +2 toughness and +2 to rolls made to recover from being shaken.  Also, save for the exception below, you do not suffer penalties for called shots.  Furthermore, Vampires ignore up to two levels of wound modifiers.
Claws: Your fingers, like your entire body is stronger than when you were human. Useable as a weapon, you effectively have claws that deal STR+d6 damage.
Frenzy: Vampires gain the Frenzy Edge as a bonus.
Level Headed: Vampires draw 2 initiative cards and act on the better of the two.
Attribute Boost: Vampires increase their Strength and Vigor by 1 die step.
Darkvision:  Vampires live and thrive in darkness, thus they have darkvision, and suffer no penalties for bad or no lighting.
Weakness (Sunlight): A Vampire exposed to direct sunlight catches flame, taking 2d10 damage per round until death (and summarily explodes into ash). Armor does not protect against this damage. During the day, Vampires enter a death-like coma, unable to move or act.
Weakness (Holy Water): A Vampire doused with Blessed Holy Water backed by Faith gains a fatigue level. Immersion in the substance acts like Sunlight exposure.
Weakness (Holy Symbol): A Vampire may not attack someone who brandishes a Blessed Holy Symbol backed by Faith.  A Vampire may make an opposed Spirit Roll against the possessor of the symbol and, if successful, attempt to knock the symbol away.
Weakness (Invitation): Vampires may not enter private residences without being invited. They may enter public locations as they see fit.
Weakness (Running Water): Vampires moving through running water take a wound immediately (rivers, lakes, etc). Continued exposure to the substance results in an additional wound each minute.
Weakness (Stake to the Heart): As a called shot (-4) a vampire may be staked in the heart. With a successful attack, a Vampire must make a vigor roll or become incapacitated.
Invulnerability: Vampires are incredibly difficult to kill. Any effect that would normally kill someone would only incapacitate a vampire, except for the following: Complete immersion in running water and/or holy water will eventually kill a vampire, as will exposure to direct sunlight.  The only other way to kill a Vampire is to stake it, cut off its head and cremate the body and head separately.
Powers Available: (Vampires may not choose the activated modifier) Animal Control (Shapechanger, Summoning & Superpowers modifiers disallowed; A Vampire must choose one animal to be attuned to - the Vampire's "Animal to Call"), Attack (Melee), Extra Actions, Fear (Base 3 points, including the Terror modifier), Heightened Sense, Infection, Jinx, Leaping, Mind Control, Paralysis, Parry, Regeneration, Speed, Stun, Super Attribute (Vampires must increase their attributes in a pattern - Agility, Strength, Vigor), Toughness

Vaudan Practitioner
You worship the dark gods, and practice certain rituals. Whether you're leaning towards the dark, or staying just a gray shade away from the white, is completely up to you. Either way, you feel almost as oppressed as Therianthropes. I mean you can't even enter a cemetery at night without a permit. Prejudices, they’re tearing the world apart, or so certain fanatics like to scream from their soapboxes. Nevertheless, your religion and practices have taught you how to properly draw Verve, and what incantations to speak to summon the Lao to do your bidding. Some say you'll have to pay your debt back one day. But who knows when that will be...

Darkvision: Spending so much time in the dark practicing Vaudan rituals does things to a person's sight. Vaudan Priests have darkvision, and suffer no penalties for bad or no lighting.
Dark Arts: Unlike most other paranormal entities, a Vaudan's power comes from rituals. A Vaudan priest must use the Dark Arts (linked to Spirit) skill to activate any and all of his or her powers. This skill begins, for free, at d4. All powers have a duration equal to the Vaudan priest's Smarts x10 minutes with a success and smarts in hours with a raise. Any power that would be instantaneous instead has a window of opportunity through which the Vaudan may activate it equal to this duration. It still costs an action to use the power. Vaudan practitioners start with 10 points to spend on powers available. All powers require the activated modifier, if applicable. If the activated modifier does not normally apply to the power apply the activated ability with no modifier to the cost. Since it is the Dark Arts, any attempt to perform a ritual in daylight or any illuminated place suffers a -4 to the Dark Arts roll.
Rituals: Vaudan Priests gain their power by performing a ceremony to summon the Lao. This requires Verve (symbols) to be placed around an altar. A ritual takes at least a minute to perform and requires a sacrifice of a creature of at least bird size (-3). Spending ten or more minutes grants a +2 to the roll. A sacrifice grants a +2 to the roll, along with an additional bonus for each size bonus of the sacrifice (so a bird the size of a pigeon, size -3, grants a -1 to the roll). Also, a white goat (human) sacrifice generates an automatic raise if at least ten minutes are spent on the ritual and it is fully performed. Some say the white goat sacrifice can cause unexpected boons from the Lao.
Powers Available: Absorption, Altered Form, Animal Control, Animation, Armor, Damage Field, Decay, Deflection, Earthquake, Fear, Flight, Growth, Illusion, Immunity, Infection, Invisibility, Jinx, Malfunction, Matter Control, Mind Control, Minions, Parry, Shrink, Speed, Storm, Swinging, Whirlwind

Witch
Very few people believe in witchcraft these days. Most think magic is nothing more than parlor tricks.  After the trials a few centuries ago, practitioners become scarce and allowed the mainstream world to forget they exist.  But every so often, one of them comes out of the woodworks, and this time it's you.  On the plus side, it's highly unlikely people will recognize you for what you do, they'll probably think you a Vaudan priest or maybe even a vampire, thus avoiding the chance of the witch hunts rekindling.  However, there are those who will recognize what you do, and so you must use tact, or else all you've studied for these long years will be in vain.

Witchcraft: Unlike most other paranormal entities, a witch's power comes from years of training. A witch must use the Witchcraft skill (linked to Smarts) to activate any and all of his or her powers. This skill begins, for free, at d4.  Any power that is not instantaneous has a duration equal to the witch's Smarts in minutes with a success and Smarts x10 minutes with a raise. Witches start with 10 points to spend on powers available.  All powers require the activated modifier, if applicable. If the activated modifier does not normally apply to the power and it is not an instantaneous power, apply the activated modifier at no cost.  As such, all powers require an action to activate in combat. Because a witch is actively weaving the strands of magic about himself or herself, a witch must be able to speak and use his or her hands in order to activate his or her powers.
Spell Maintenance: Witches are able to maintain any or all of their spells, due in large part to the years of study they've devoted to the art.  However, this maintenance comes at a cost. For each additional spell beyond the first that the witch wishes to maintain, he or she suffers a -1 penalty to all trait rolls for the duration of the maintenance.
Magic: The spells that a witch casts come with a cost. If a witch should ever fail his or her roll while attempting to cast a spell, the broken magic rips into any current spells the witch is maintaining, shutting them off.  Also, unlike Sensitives which have their powers automatically shut off when they begin maintaining another spell, witches must spend an action to end an ongoing spell if the effect is no longer required before the duration expires.
Powers Available: Absorption, Animal Control, Animation, Armor, Attack (Ranged), Chameleon, Damage Field, Deflection, Duplication, Earthquake, Energy Control, Ensnare, Fear, Flight, Healing, Illusion, Immunity, Infection, Invisibility, Matter Control, Negation, Parry, Shrink, Speed (Vibrate modifier disallowed), Storm, Stun, Telekinesis, Toughness, Whirlwind

Zealot
The common man doesn't know what Faith is anymore. Even many religious leaders don't seem to have the amount of Faith that you do, and it makes you sad sometimes.  How can these people continue shuffling around on this mortal coil without the Faith that keeps you warm at night?  While you occasionally ponder that question, you don't dwell on it too much, after all you have your Faith and more important moral questions on your mind.  You are a Zealot. You have absolute Faith in your religion. Whether you actively try to convert others or accept their mistaken beliefs depends on which religion you serve and the ideas it teaches.  While you may not be a religious leader, you probably have friends that are more willing to ask you a theological question than their religious leader.  Your Faith is so strong that you have been rewarded for it by your (G)god(s).  Nothing can shake your faith, or so you believe...

Religious Sustenance: Zealots are so determined and inspired by their Faith that they are able to shrug off otherwise bodily concerns. They gain a +2 on rolls to resist Fatigue, regardless of the source.
Faith: Your power comes not from a mental training, but a spiritual one.  Zealots use the Faith skill (linked to Spirit), which begins for free at d4, to activate their powers.  As such, all of a zealot's powers require the activated modifier, if applicable. If it does not apply, add the activated modifier for no cost.  Any power requires an action to use in combat, as well.  Any power a zealot has that is not instantaneous has a duration equal to the zealot's Spirit in rounds with a success and his or her Spirit in minutes with a raise.  Zealots start with 10 points to spend on powers available.  A zealot requires the ability to speak or make some prayer/meditative sound and a symbol of their Faith in order to use a power.  Most zealots tattoo a symbol on their arm or head, but some favor the original method of carrying a symbol around their neck.
Mortal Limitations: Regardless of the strength of a zealot's Faith, a mortal vessel can only handle so much divine energy at one time. A zealot may have two powers active at any time. This includes activating instantaneous powers. For example, a zealot could activate Attack (Melee) while maintaining Flight or maintain Flight and Deflection at the same time. But that same zealot could not activate Attack (Melee) while maintaining Flight and Deflection.
Heresy: Your faith is unshakable, but you are not perfect. You suffer no penalties for failed rolls of Faith, but if you should roll a critical failure on a Faith roll, the divine energies leave you due to some sin you have committed.  All your active powers shut off and may not be reactivated until you take a minute to pray/meditate and atone for your transgression.
Powers Available: Animal Control, Armor, Attack (Melee), Attack (Ranged), Awareness, Darkvision, Deflection, Duplication, Earthquake, Energy Control, Fearless, Flight, Force Control, Healing, Immunity, Infection, Jinx, Leaping, Malfunction, Matter Control, Minions, Negation, Paralysis, Parry, Regeneration, Speed (Vibrate modifier disallowed), Super Attribute, Toughness, Wall Walker
« Last Edit: July 01, 2009, 03:09:53 PM by AfterCrescent » Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #4 on: June 08, 2009, 01:57:52 AM »

Hindrances
Hindrances are character flaws that help you role-play your character more accurately.  When used in such a manner that you bring detriment to yourself, you can earn a benny through a Hindrance. For example, staying to fight with a stubborn ally because you are loyal, even in the face of imminent death.

Color Blind (Minor): Work in Progress
You can't see color. Everything is a shade of gray to you.

Racist (Minor/Major)
You are a bigot.  Whether you hate everyone who isn't like you, or have extra hate for a specific "people", you're a racist.  You can't control yourself when people you dislike are around, always feeling the need to insult or mock them in some way.  As a minor hindrance, you take a -2 to Charisma and all NPCs you harbor racism against automatically shift one step towards Hostile when you speak to them.
As a major Hindrance you are unable to even deal with others.  You suffer a -4 to all social skills dealing with anyone who isn't of the same race as you.  When someone of a different race is within 12" of you, you suffer a -2 to all trait and skill rolls, except those made specifically against, and to the detriment, of someone you're racist against.

Far-sighted (Minor)
Similar to the Bad Eyes hindrance, except that you cannot see up close.  When without glasses you suffer the -2 penalty to sight based actions within 5" (10 yards).

Chronic Depression (Minor/Major)
The character is afflicted with melancholies that make him/her unmotivated and disinterested in life. The character, when in a dreary mood, is difficult to rouse to action.
Minor: Anytime you want to use a benny, make a Spirit check. If you fail, the benny is wasted and has no effect. You may not use a benny for this roll.
Major: As above, but with a -2 penalty.

Motion Sickness (Minor)
Whenever the character makes a trip by plane, boat, car, or other fast moving vehicle for more than an hour, s/he must make a Vigor roll. If s/he fails, s/he suffers a point of fatigue. A character cannot suffer more than one point of fatigue in this way and the fatigue is removed once s/he has a few calm minutes off the vehicle.

Panicky (Major)
This character does not perform well under stressful situations and cannot focus on committing to a target when in combat. Anytime the player pulls an Ace or a face card during combat, he must redraw until he pulls a ten or lower. A character with this Hindrance cannot take the Quick or Level-headed edges.

Slow-Witted (Minor/Major)
The Character is either very gullible or easily distracted (or both).
Minor: -2 penalty to resist one type of Trick (either Smarts or Agility).
Major: The penalty affects both types of Tricks.

Edges
Edges are abilities your character has, either from background, training, or profession. Some are combat oriented, some are social, and some have varying affects depending on the situation.  What follows are Edges specific to the 13th Guard, organized by the Rank at which they become available

Novice Edges
First Mark (Novice, Human blood, Spirit d8): This edge is only available to those with the Batman, Witch, Vaudan Priest, Sensitive, or Zealot paranormal aspect.  You've been chosen by a Vampire to become his Human Servant.  A bit of his power has been placed with you.  When making an opposed roll against a Vampire's power, you gain a +2 on your roll.  Also, when making a Spirit roll to recover from being shaken, you gain a +2 on the roll. These benefits are lost if/when the Vampire that marked you dies.

Gadgeteer (Novice, Aztec, Smarts d8): This works as the Mechanical Genius Edge from the Necessary Evil Setting.

Go for the Throat (Novice, Predatory strain of therianthropy, Fighting d10): Predatory animals instinctively go for the throat in combat, and a Therianthrope with this edge has developed that predatory blood-lust as well.  When fighting with its natural weapons, a therianthrope hits its target's most weakly-armored location with a raise on the attack roll.

Member of the Brotherhood (Novice, Wanted Meta-human, Smarts d8): This edge cannot be taken by a Meta with a tracking implant. You have joined the Brotherhood. The resistance is not as glamorous as you would have thought from reading those old X-men comics.  Disorganized and poorly led, it’s barely even a resistance. You are not even sure if there is a leader. And those like you that you've met are more concerned with hiding than fighting back. The best you can get out of them is the occasional safe-house.  Whenever you are in a city of at least 10,000 people, you can make a Streetwise roll, with a +2 bonus if you have the Contacts edge with the Brotherhood, to locate a safe-house, and a route to it, so that you may evade forces coming after you. It takes 1-2 hours to locate a safe house contact. The time is cut in half with a raise on the roll.

Seasoned Edges
Call Shadows (Seasoned, Vampire or Vaudan, Spirit d10, Vigor d8): Some vampires and Vaudans have been known to be able to call shadows, cloaking an area in darkness.  They tend to use this ability to enclose their safe haven from intruders.  With a successful Vigor roll, a character with this edge can cloak a large burst area in darkness for a number of minutes equal to their Spirit die.  With a raise, the area becomes a circle with a radius of the character's Smarts die and the duration increases to hours with a second raise. This takes a minute of concentration to perform.

Empathic Voice Manipulation (Seasoned, Vampire, Spirit d10, Persuasion d8): Certain Vampires have been known to develop this ability.  When experiencing an emotion that matches their general personality, they have shown the ability to, through vocal communication, cause this emotion to rise in their audience.  When you take this edge, choose an emotion tied to your personality (Joy, Sadness, Fear, etc). When you are exhibiting this emotion and dealing with others, you may transfer the emotion to them. If used in conjunction with a social skill, you gain a +2 to the roll.

Gris-Gris User (Seasoned, Vaudan, Spirit d10):  A Gris-Gris is a small bag or other cloth filled with herbs, spices, leaves, and/or small bones that someone wears around their neck or arm. It is a charm made to do a specific task.  There is a thing that must be done to keep its power and a thing that must never be done, lest its power falter.  When a Vaudan Priest performs the requisite ritual, they can form a single Gris-Gris with a minor effect (+2 to certain rolls, a die increase for a certain skill, a minor ability - the exact nature is fluid and up to the GM). There is also a task that must be done to keep its power (generally once per week) and something that must never be done, or the Gris-Gris will cease to function.  It takes a 24 hour ritual to make a Gris-Gris and it only functions for the one who made it.  A Gris-Gris user can only have one Gris-Gris in existence at a time.

London Tragedy (Seasoned, Born Meta, Spirit d10): You were born a Meta, and no one truly knows what it's been like to grow up as mistreated as you have been.  It's been tough, but you've learned to turn that hate and fear around on people who would keep you down.  Whenever you are dealing with a non-Meta Human who knows about the London Tragedy, you may reference it nonchalantly to drive your point home, gaining a +2 bonus on intimidate, persuasion, or taunt, as the situation deems.  People fear you, and rightfully so.

Master of the Beast (Seasoned, Therianthrope, Family Guardian, or Vampire, Smart d10, Animal Control Power): With an opposed Spirit roll, a Master of the Beast may apply his or her Animal Control power to a therianthrope or Family Guardian of the appropriate animal variety.  This edge will even apply to the animal companion modifier, although if the therianthrope/guardian wishes to free itself, it may attempt an opposed Spirit roll once per day to free itself from a Master of the Beast.

Mental Focus (Seasoned, Sensitive, Smarts d10): Your mind has been trained to fight off the constraints of your body.  You gain a +2 bonus on rolls to remove the shaken condition and may use your smarts die instead of spirit in a test of wills where the opponent is attempting to intimidate you.

Rise Early (Seasoned, Vampire, Vigor d10): Unlike most vampires, you do not fall into a coma at dawn. While you still require ~6 hours of sleep, you can choose when to sleep. The sun still burns you, and you must avoid daylight as normal, but now you can wake during the day (a useful ability to combat Vampire Hunters).

Second Mark (Seasoned, First Mark, Spirit d10): You now have taken the second Vampiric Mark. Even normal vampires can detect your marks now.  You are one step closer to becoming a Vampire servant. As long as you are within your vampire master’s Smarts range and you would succeed on a spirit roll to recover from being shaken, you succeed as if you had gotten a raise.

Student of the Thin Veil (Seasoned, Vaudan, Smarts d10): They say that some Vaudans practice not in the bewitching hour, but in those brief moments when the night becomes day and the day becomes night.  This time, known as the Thin Veil, is a difficult time for Vaudan practicioners.  The Loa that answer your call at this time ask for you to supply the sacrifice yourself.  You offer your own blood instead of another sacrifice. You now only take a -2 instead of -4 in non-darkened areas when performing rituals. Also, you take no bonus/penalty for the sacrifice, with the following exception: If you inflict a wound on yourself, you gain a +2 on the roll.  You may still use the white goat sacrifice option.
« Last Edit: August 25, 2009, 01:47:28 PM by AfterCrescent » Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #5 on: June 08, 2009, 01:58:07 AM »

Setting Rules

Benny Uses
If the players are ever completely stumped or feel the need for extreme advice, they may all, as a group, decide to use this ability. Every player must agree and spend one benny to use this ability.  One game related hint or message, such as an answering machine message, newspaper headline, etc. Will provide an epiphany on what to do or how to find out what needs to be done. Bennies spent in this way will be added to the GM's benny pool.

Character Creation:
In addition to the normal usage of points gained from hindrances, during character creation, a character may spend two points, gained from hindrances, to get 5 additional points to purchase powers from their paranormal aspect. This benefit may be used only once.

Combat
Bull Rush: The attacker makes a Fighting roll to connect, and then an opposed Strength roll instead of damage. The opponent is moved back an inch with a success. With a raise, the opponent moves back 1d4"/raise and is Shaken. Raises on the attack roll give a cumulative +2 on the Strength roll. If the defender gets a raise, the attacker is knocked prone and his movement is ended.
Joker Bonus: The +2 to damage and trait rolls, at the choice of the player, may be given to any of the extras that act on his or her turn, if desired.
Kinetic Knock-down: If a Shooting roll results in a raise, the target must pass an Agility test or be knocked prone. Additional raises beyond the first cause the Agility roll to be made at a cumulative -2 penalty.

Death & Dying:
Upon taking the fourth wound (and reaching the incapacitation stage) a character must make a vigor roll, as normal.
Raise: The hero is only stunned, as normal. He has 3 wounds, but is not incapacitated. He is Shaken, though.
Success: The hero is unconscious, as normal. He regains consciousness after an hour or with a successful Healing roll.
Failure: The hero is unconscious.  He regains consciousness after an hour or with a successful Healing roll. Roll 2d6 on the injury table. The injury lasts until all the character's wounds are removed. When that occurs, make a Vigor roll, a success indicates the injury is removed, failure indicates a permanent injury.
Critical Failure: The hero is bleeding out. Roll 2d6 on the injury table. The injury is permanent.  The next time the hero's initiative would come up, they must make another vigor roll. Failure indicates the character dies, success indicates the character is merely unconscious. His bleeding has stopped.

Finishing Moves: Under this Death & Dying rule, heroes are more resilient than normal. However, they are still subject to the Finishing Move rule, making this attack method more potent than normal.

Knowledge Skill:
  • Knowledge (Vampires) – In depth knowledge. Sunlight weakness is a Common Knowledge roll. A Master of the City’s animal to call requires a Knowledge (Vampires) roll.
  • Knowledge (Therianthropy) – Covers all strands of the disease. Silver weakness is a Common Knowledge roll. Proper etiquette in a Lupanar or diagnosing a wound to determine which strand requires a Knowledge (Therianthropy) roll.
  • Knowledge (Mystical) – Covers Witchcraft, Vaudan rituals, magic, etc. Specifics on how a spell works or details on a Family Guardian’s origin requires a Knowledge (Mystical) roll.
  • Knowledge (Cryptology) – Covers creatures not in another category. Gorgon research, Hydra mating habits, North Brazilian Coatl Dragonoid eating habits all require Knowledge (Cryptology) rolls.
  • Knowledge (Paranormal) – Covers Paranormal entities, including sensitives, ghosts, and non-sentient undead (i.e. not Vampires). Exorcisms, Zombie creation, and fortune telling are all Knowledge (Paranormal) rolls.
  • Knowledge (Metanormal) – Covers Metas in detail. Specifics on the London Tragedy, new technology on the Meta-implants, and known Meta weaknesses are all Knowledge (Metanormal) rolls.
Languages
Language Choices: A Wild Card with a d4 Smarts knows the language he grew up learning. For each additional increase in Smarts, the Wild Card learns two more languages (d6 Smarts = 3 Languages, d8 = 5, etc) and is considered fluent in these languages. This applies only to his starting languages chosen during character creation.
Knowledge (Language): This skill allows a player to learn a new language. A d4 in the appropriate language allows you to understand the language and speak enough to get around. A d6 allows for fluent speaking and a moderate amount of reading. A d8 allows for fluent reading and lets the user make a roll to understand a native speaker speaking a specific dialect (for this purpose, Mandarin & Cantonese are two separate languages). A d10 is advanced knowledge, including ancient dialects. A d12 allows you to break codes in a foreign language to discover hidden messages in the language.

Poison Types
There are multiple different poisons, with varying strengths. However, all poisons fall into one of the following categories for effect purposes.
  • Damage: Results in a Wound and the Shaken status.
  • Death: Results in Two levels of Fatigue, Three levels of Wounds, and Incapacitation.
  • Pacify: Results in Pace being decreased by 1/2 and the inability to take aggressive actions, including running.
  • Paralysis: As the Paralysis power. (Necessary Evil setting)
  • Sickness: Results in a Fatigue level and the temporary reduction of Vigor by one die type.
  • Slow: Results in Pace being decreased by 1/2.
  • Stun: Results in being Shaken for 1d6 rounds.
  • Weakness: Results in the temporary reduction of Strength by one die type.
Monster Abilities
Soak Benny: Some minor creatures are not designed to be Wild Cards, but are stronger than general mooks. This ability grants a monster one benny that may be used only for soaking a wound.
« Last Edit: August 25, 2009, 01:49:44 PM by AfterCrescent » Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #6 on: June 08, 2009, 01:58:21 AM »

Gear
Weapons, armors, and other gear may be priced differently than in the sourcebook or completely unavailable. Such items will be indicated here. Also, items that may not exist in other settings will be listed here.

Standard Issue: A Flak Jacket, a Billy Club/Baton, a Glock (9mm), and three (3) clips are standard issue for a mission with the Guard. These items are all free, if needed. You may not sell them for half price. You either accept them, or do not take them with you. Note: Characters with the young hindrance are not granted a gun and ammo. They may still be given body armor, if the mission deems it necessary.

Requsitions: coming soon

Modern Armor
Motorcycle Helm: 50p

Medieval Hand Weapons
Dagger: 20p
Great sword: 200p
Flail: 120p
Katana: 450p
Long sword: 175p
Rapier: 75p
Short sword: 120p
Axe: 120p
Battle Axe: 175p
Great Axe: 225p
Maul: 200p
Warhammer: 150p
Halberd: 150p
Lance: 175p
Pike: 200p
Staff: 20p
Spear: 65p

Medieval Ranged Weapons
Throwing Axe: 50p
Bow: 150p
Crossbow: 225p
English Long Bow: 120p

Mundane Items
Backpack: 25p
Concealed Weapon Permit: 20p

Ammunition/Projectiles
Silver Ammunition: Ammunition made of silver, due to the nature of certain creatures in the world, is commonplace, but still more expensive than regular ammunition. Silver ammo costs double the cost of regular ammo.
Holy Water (flask): Thrown Weapon. Range 3/6/12, Weight 1. Flasks break upon impact, splashing a small burst template.
Taser Shot: 2d6 electrical damage and causes a Vigor roll at -2 or be shaken for 1d4 rounds. 25p per shot.

Tenochca Tech
The Tenochca are widely considered to be a relatively advanced race. Their technology is more advanced than humanity's in certain aspects, but not all of them. They clearly have certain advanced devices, such as their temples, which reportedly can open a dimensional rift to their previous home.  Some of their technology has been shared with humanity. Such examples can be seen in transportation - vehicles finally run on renewable resources. It can also be seen in the superhighways between continents.  While some Tenochca Tech is classified, other tech has become public knowledge. Yet still there is some tech that is kept racially segregated. This type of Tenochca Tech is governed by both Tenochca and U.N. law.  Tenochca law dictates that such technology cannot be given to a non-Tenochca. It may not be used, borrowed, stolen, or sold to one.  Violation of this law is punishable by 3 years of slavery. Likewise, the U.N. law states that when taken out of the empire, it must have a permit and remain in its owner's possession at all times. Upon death or arrest, the technology must be immediately shipped back to Tenochca.

Shotguns, Rifles, Assault Rifles, and Machine Guns - Guns larger than the size of a pistol are bulky and obnoxious to carry around.  The Tenochca have designed weaponry with the ability to be compressed.  These guns can be compressed to the size of pistol, minus the magazine, with little effort.  Compressing and decompressing such a weapon to its full or compact size takes an action and a bit of time, so the gun may not be fired in the same round it assumes its normal size.  However, it can be drawn and decompressed so that it is ready for firing on the next round.  These guns have a Tenochca-style appearance and are easy to discern from a normal gun of the same variety, but otherwise function exactly like its human-tech level counterpart.
« Last Edit: July 09, 2009, 08:52:17 PM by AfterCrescent » Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #7 on: June 08, 2009, 01:58:46 AM »

The 13th Guard Bestiary
There are numerous beasts, monsters, critters, and creatures that live in this world with us. Some are peaceful, while others are not. Here is a collection of creatures that Guardsmen have encountered.

Manticore
Native to: India
A large quadrupedal creature leaps out of the dense jungle brush.  It's over a foot longer than some of the largest Bengal Tigers.  It's burgundy-red fur is marked by jet-black stripes.  The thick fur lays across its dense, muscular figure.  Although the overall body reminds you of a tiger, the large, scorpion tail and stinger belies it monstrous quality.  As it turns its head towards you, you see not the face of a cat, but something almost human-like.  It's eyes are feral and its nose is scrunched.  Then it opens its mouth... Its jaw splits in the center as its mouth opens wide, revealing multiple rows of teeth, like a shark.  It lets out a bestial howl as its lower jaw snaps back together.  That's when you remember having seen a jaw like this before, in that classic movie you watched years ago: Predator.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d10
Skills: Climbing d6, Fighting d10, Guts d8, Intimidation d6, Notice d8, Shooting d8, Stealth d8, Survival d6, Tracking d8
Pace: 8; Parry: 7; Toughness: 11
Edges: Improved Frenzy, Quick
Special Abilities:
  • Armor +2
  • Bite/Claw: Str+d6
  • Tail Sting: Str+d8 (Used with Improved Frenzy) & Paralysis for 1d6 rounds
  • Size +2
  • Low Light Vision
  • Fear (Activates when it Pounces)
  • Pounce (1d6” leap, +4 attack/damage, -2 Parry)
  • Soak Benny
« Last Edit: June 25, 2009, 11:02:18 PM by AfterCrescent » Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #8 on: June 10, 2009, 09:17:39 PM »

I added the U.N. backstory and the first 3 races, with some fluff. I'm wondering if I should add more, though... Thoughts?
Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
bhu
Organ Grinder
*****
Posts: 6783


Convincing the rich whale fat enemas are healthy


« Reply #9 on: June 11, 2009, 05:05:47 AM »

More races or more fluff?
Logged

AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #10 on: June 11, 2009, 09:59:57 AM »

For that question - fluff.
I know I still have to work on the Half-Aztec and Half-Atlantean races. I'm just wondering if current fluff for the three is enough. I'm beginning to think it's not. Hrm. Plotting

Edit: Did some map editing - Tenochca, after some research on Inca (and learning they did in fact occupy Chile), got all of S. America. India got Tibet and surrounding land, like they're supposed to, per the first errata. Wink  And Atlantis' islands got a size increase to their accurate ratio.
« Last Edit: June 11, 2009, 07:54:04 PM by AfterCrescent » Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
Generic_PC
Donkey Kong
****
Posts: 714



Email
« Reply #11 on: June 11, 2009, 09:01:05 PM »

Hals should probably have no hair either, probably drab eyes and gills as well. those who aren't aquatic just have vestigal gills.

They should probably also have blue/greenish skin...

Haz should probably also have interesting eyes, but other than that, probably indistinguishable from humans.
Logged

Witty sayings? Nah, not right now. Currently playing Dwarf Fortress and League of Legends. I really recommend League of Legends.
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #12 on: June 11, 2009, 10:51:24 PM »

Hals should probably have no hair either, probably drab eyes and gills as well. those who aren't aquatic just have vestigal gills.

They should probably also have blue/greenish skin...

Haz should probably also have interesting eyes, but other than that, probably indistinguishable from humans.
I've been updating the stuff for a bit, so I don't know if this was before or after I posted the Hals and Hazs.  I figure Hals can have varying skin colors. Some can have a bluish tint, but not all do/have to. They do have the solid color eyes, though.  Not sure vestigal gills are necessary...

That's a good thought though. I'll think on that one.

Also, I updated a lot of stuff. No fluff tonight, since I wrote Tenochca up and then realized I majorly messed some stuff up. So maybe that'll be up tomorrow.
Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #13 on: June 13, 2009, 12:01:31 AM »

As it stands, there's no reason not to choose Hals over Hazs... That's not a good idea. I'm going to rebalance the races tomorrow, I think.
Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #14 on: June 13, 2009, 11:28:15 PM »

Completely redid races. Hopefully they seem much more balanced now. Shrug If anyone notices a serious problem, let me know.

Paranormal Aspects will be up next, naturally. I doubt they'll change much, if at all.
Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
Generic_PC
Donkey Kong
****
Posts: 714



Email
« Reply #15 on: June 14, 2009, 12:10:38 AM »

Wanna be a Tal. It'll be even better for bullying. I'll probably be able to finalize my sheet, as long as Tal get Born Meta as an aspect.
Logged

Witty sayings? Nah, not right now. Currently playing Dwarf Fortress and League of Legends. I really recommend League of Legends.
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #16 on: June 15, 2009, 10:28:38 PM »

So hitting up on my inspiration, I don't like how I initially did Were-creatures.  Here's a rough shot of what I'm thinking now. I added Zealots, which I've described as: "Zealots are new, they're religious fanatics who are so faithful that it grants them mystical powers - Buddhist monks levitating would be zealots."

Any and all input would be good. I don't like what I've got 100%, but I think it's a good start. Do any of the races/aspects not match up? Am I missing an aspect somewhere?
Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
EjoThims
Grape ape
*****
Posts: 1945


The Ferret

jeiph@mac.com EjoThims
Email
« Reply #17 on: June 16, 2009, 07:45:03 AM »

Just out of curiosity, what, if any, is the actual mechanical distinction between each group of were-creatures, and are you keeping the idea that some are more contagious than others?

I also do not see why Atlanteans can be lesser weres and were-serpents but never family guardians.

I am also confused slightly by the "Batman" entry. Is this referring to Bruce Wayne, or to a single specific other were-creature?
Logged

Generic_PC
Donkey Kong
****
Posts: 714



Email
« Reply #18 on: June 16, 2009, 09:33:24 AM »

It's referring to someone without "super powers". In this game it seems like a huge disadvantage.
Logged

Witty sayings? Nah, not right now. Currently playing Dwarf Fortress and League of Legends. I really recommend League of Legends.
AfterCrescent
Honorary Moderator
Organ Grinder
*
Posts: 4220


Here After

AfterCrescent
« Reply #19 on: June 16, 2009, 11:02:44 AM »

Just out of curiosity, what, if any, is the actual mechanical distinction between each group of were-creatures, and are you keeping the idea that some are more contagious than others?
They'll each have customized abilities and separate power selections. For instance, were-serpents are poisonous, in addiction to transferring their disease. Felines are much more Agile, while Werewolves are stronger, etc. I don't have all the specifics laid out yet, but I have some rough ideas. It'll be a balancing act to get it functional, I'm sure. >.>

I also do not see why Atlanteans can be lesser weres and were-serpents but never family guardians.
Good question... I hope the reasoning they can be were-serpents makes sense, at least.  Family Guardians come from old stories and I didn't see Atlanteans, being sea-dwelling, having those stories where they could magically turn into a bear or swan or some shit.  The only reason they got lesser weres was because I was trying to balance it out. Each race (save humans) got 6 of the 12 (not including batman) Aspects.  Any ideas what they should have instead? Should I have another aspect that I'm not seeing? I have been known to overlook inspiration before... Or hell, should I limit it to 4-5 non-Batman aspects?

I am also confused slightly by the "Batman" entry. Is this referring to Bruce Wayne, or to a single specific other were-creature?
It's referring to someone without "super powers". In this game it seems like a huge disadvantage.
What he said. Necessary Evil (the setting I'm stealing powers from) grants a modified version of an edge, called Arcane Background (SuperPowers) to each PC. If a PC doesn't want to be one, they can trade it for another edge, but it's a pretty big gimp. It does have RP finesse though.  Same effect here, except slightly less suck (I'm hoping).  Some people don't want to be 'freaks'...
Logged

The cake is a lie.
Need to play table top? Get your game on at:
Brilliant Gameologists' PbP Forum. Do it, you know you want to.
The 3.5 Cleric Handbook
The 13th Guard - An alternate history campaign idea.
Clerics just wake up one morning and decide they need to kick ass, and it needs to be kicked NOW. ~veekie
Pages: 1 2 3 »
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2008, Simple Machines LLC Valid XHTML 1.0! Valid CSS!