Tuesday, January 18, 2022

RPG Character a day 14, 15, 16, 17, and 18

 RPG Character a day 14, 15, 16, 17, and 18


It’s more Starforged content! You’ll take your medicine and you’ll like it.


Here’s another shared universe that I occupy with a friend in a cooperative game, a campaign that we are calling Trade Secrets.




Long ago, the ravages of a nuclear war forced humanity to flee the Milky Way. The perpetrators were an unlikely coalition of Abrahamic religions: Christians, Muslims, and Jews, all united against the discovery of an ancient alien artifact and the controversy that is negates the presence of one true god.


A defensive force bought off enough time for people to escape the zealot’s wrath, traveling instantaneously through the gate to The Forge, a new frontier where anything was possible, or so they said. The new frontier quickly gave way to new feudalism, with Banner families taking control to expanse their interests. 


People never forgot the destruction and ruin threatened by the religious zealots. Religions in the form are experiencing a neo-classical and neo-ancient revival of old Earth religions mingling and blending with other beliefs to create new institutions. 


As humanity huddled together in Terminus, the first point of The Forge that spacefaring ships traveled to, a trio of smart artificial intelligence arose whose mission was to help humanity along. This TriBune consisted of Monk, an AI to guide humanity spiritually and to avoid the corruption that plagued humanity in their exodus, Constable, a threat detection and analytical AI that became the foundation for the law and order oriented Keepers, and Deus Machina, a science and engineering-oriented AI that existed in all machines at one point but has since seemingly abandoned humanity or is otherwise lost.


Across The Forge, a few organizations do their best to maintain order. Among them are the Keepers, a set of peace-workers that enforce The Covenant, a set of laws enacted when humanity first arrived at Terminus that banned the use of nuclear and other weapons that made life unsuitable for humanity. Other Covenant-protected organizations include Couriers and Librarians, messengers and archivists that help humanity to stay informed and knowledgable. Trespass against these protected workers is one of the most egregious offenses in The Forge.


Littered throughout The Forge are remnants of a long-gone civilization, their mark on the lands left in the form of Black Iron, supposedly living metal resistant to damage and corrosion, making it a valuable commodity. Some say that the Black Iron is a byproduct of Precursor technology, the name given to the lost civilization. Rumors abound that Precursor technology can give people magic powers, a corrupting force that may have been the driving madness behind the religious zealots’ rash war. 


Across the frontiers of the Outlands and Expanse, Banner families wage proxy and actual wars against each other for control of resources, labor, discoveries, and new technologies. Explorative efforts mark new lifeforms and valuable material deposits, the most sought after being Precursor vaults. 




Talisman


The first character I’m introducing on this series is Talisman, who I am actively playing right now. Talisman is a believer in a small, decentralized cult of people that worship Deus Machina and believe that the AI’s disappearance is a mystery to be solved.  Talisman believes that Deus Machina appeared to him in a dream, and left behind clues to what happened in machines that contained his presence for a long while, called Vessels. His partner, Black Jack, toyed with the idea of believing these things, but ultimately isn’t as faithful as Talisman.


Talisman is unaware that he has been touched by a Precursor artifact, and that lurking inside of him is immense telekinetic power. Whether this was a gift from Deus Machina is something that we’re going to explore during play. He spends all of his time on the hunt for the missing AI. Additionally, as a devout follower of the machine god, Talisman could try to pray for help or guidance and occasionally a sign would manifest.


In spite of the seriousness of his convictions, Talisman is a goofy guy with a big heart. He’s stout and slow, and doesn’t always see the big picture, but that’s okay.



Edge 1

Heart 3

Iron 2

Shadow 2

Wits 1


Background Vow: I will find the truth about Deus Machina.


Assets


Path: Kinetic

⬛You wield kinetic powers. By focusing, you may remotely push, pull, lift, or constrict objects and beings that are about your size or smaller. When you are in a risky situation and draw on your powers to make a move, add +2 and Lose Momentum (-2) and you may remotely push, pull, lift, or constrict objects and beings that are about your size or smaller. ⬜As above, but you may instead draw on your powers in a desperate effort to change the outcome of an action. If you do, add +2 (after you roll) and Lose Momentum (-3).

⬜When your momentum is at its max, you may attempt great kinetic feats, such as manipulating large objects and creating destructive bursts of concussive force. To do so, reset your momentum. Then, as you

make a single move fueled by your powers, take an automatic strong hit. If you are in a fight, mark progress.


Path: Devotant

⬛You worship a god, power, or entity. Name it and choose one of your stats to represent its nature. When you Secure an Advantage or Gain Ground by calling on it for guidance or blessings, roll +linked stat. On a hit, take +1 momentum or +1 spirit. On a strong hit with a match, a miracle or sign manifests; take another +1 momentum or +1 spirit.

⬜When you Swear an Iron Vow in service to your faith, roll +linked stat. On a strong hit, mark progress. When you Fulfill Your Vow on a divine quest (formidable or greater) and score a hit, also mark 2 ticks on your bonds legacy track.

⬜When you Hearten through contemplation or sharing of your faith, you may roll +linked stat. If you do, take +1 spirit or +1 momentum on a strong hit.


Path: Lore Hunter

⬛When you Swear an Iron Vow (formidable or greater) to recover valuable knowledge or an extraordinary relic, reroll any dice. When you Fulfill Your Vow and score a hit, also mark 2 ticks on your discoveries legacy track.

⬜When you make a move to conduct extended research or study, you may reroll your action die if its value is less than your wits. On a hit, take +1 momentum. On a match, you piece together a surprising or harrowing new theory; also mark 1 tick on your discoveries legacy track.

⬜ "When you recall esoteric knowledge to Secure an Advantage or Gain Ground, add +1. On a hit, envision the obscure but helpful fact, theory, or technique you put to use, and take +1 momentum."



Link


Another person that I could see existing in this universe is a Courier, especially one that was left for dead, a blatant violation of the Covenant. No, you’ve played too much Fallout: New Vegas. Anyways a mailman would be a great vessel for a story about charting a path through the unknown, deadset searching for answers. 


So this is the basis for Link, who I think would totally own a fast and stealthy starship, in addition to being an incredibly driven person. As I’m creating this, I realize that there’s a real tragedy waiting to happen, a great inciting incident in which he doesn’t have access to his ship to begin with.



Edge 2

Heart 3

Iron 1

Shadow 2

Wits 1


Background Vow

I will find whoever left me for dead and took the only delivery I ever failed to deliver. 


Assets


Command Vehicle Module: Engine Upgrade

⬛Your vehicle’s finely-tuned engines speed your travels. When you Undertake an Expedition (+edge) and score a strong hit, take +1 momentum; on a strong hit with a 6 on your action die, take +2 momentum instead of +1.

⬜When you Enter the Fray, choose one (before rolling).

✴ Maneuver: Add +1 and take +1 momentum on a strong hit.

✴ Boost: Take +2 momentum on a hit.

⬜When you make a desperate move to pursue a foe, escape a threat, or get in range, you may push your engines to their limit. If you do (decide after rolling), reroll any dice and count a weak hit as a strong hit. Then, Withstand Damage (-2).



Command Vehicle Module: Stealth Tech

⬛When you make a move against a specific foe or threat to avoid detection, add +1. If you Enter the Fray by ambushing an unaware foe, add +1 and mark progress on a strong hit.

⬜When you Undertake an Expedition (+shadow), and roll a 1 on your action die, you may reroll it.

⬜When you are poised to Strike from hiding, you may roll +shadow. If you do, choose one (before rolling).

✴ Strike true: Reroll any dice.

✴ Strike hard: Mark progress on a hit.

On a strong hit with a match, you also remain totally undetected; take +2 momentum and add +1 on your next Strike



Path: Bannerworn (Couriers)

⬛You are bound to a clan, faction, or creed. When you Swear an Iron Vow in service to this ideology, reroll any dice. On a hit, mark 1 tick on your bonds legacy track

⬜When you or an ally Sojourn and score a strong hit with a match, you may envision meeting someone of the same ideology. If you Make a Connection with them and score a hit, mark 1 tick on your bonds legacy track. When you Forge a Bond with anyone of your ideology, make the legacy reward one rank higher (1 extra box if already epic).

⬜When you make a progress move in direct service to your ideology, you may reroll one challenge die. If you then score a strong hit with a match, mark 1 tick on your bonds legacy track.




Havoc


There’s a notable lack of big, strong unstoppable folks on my Starforged character rosters. It’s time to do something about that. I also envisioned a character sort of like Boba Fett in the new series, where he finds himself in a leadership position that he is somewhat unprepared for. Cry Havoc and let loose the dogs of war. 


Havoc is a mercenary currently working for the Slater Banner family, serving as a vanguard identifying targets for mass raiding actions. She’s not particularly loyal, but that’s who is signing her paychecks right now. Like other mercenaries, she is responsible for her own equipment, which includes a robust set of armor and a very good boy. Wicked big and equal parts courageous and competent, Havoc’s downfall is a seemingly cursed inability to tell a lie.


She’s followed by a space wolf that she imprinted on, a fiercely loyal monster from a planet with dense gravity that makes it stronger and faster on most other worlds. To create this asset, I’m going to mix and match abilities from some Ironsworn and Starforge companion cards.


Havoc’s grand goal is to one day be the boss of a powerful Banner family, rather than a lackey for whoever needs her services at the time.


Edge 1

Heart 2

Iron 3

Shadow 1

Wits 2


Background Vow

I will be head of a Banner family.


Assets


Companion: Space Wolf

⬛Sharp: When you Gather Information with your Space Wolf’s help, add +1 and take +1 momentum on a hit.

⬜Intimidating: When you use the threat of violence to Compel or Gain Ground while the space wolf bears its multiple rows of fangs, you may roll +its health. If you do, take +1 momentum on a hit. On a strong hit with a match, the beast’s display is especially persuasive; take another +1 momentum.

⬜Loyal: When you Endure Stress in the company of your space wolf, add +1. On a strong hit with a

match, take +momentum equal to their health.



0

+1

+2

+3

+4

Health



Path: Armored

⬛When you Face Danger, React Under Fire, or Clash against physical attacks or impact, you may put trust in your armor’s strength. If you do, preset your action die to 4. On a strong hit with a match, take +2 momentum as you build confidence, make an impression on your foes, or improve your position.

⬜You add an important new piece to your set of armor, or upgrade its materials. As above, but preset your action die to 5 instead of 4.

⬜When you must Endure Harm, you may instead let your armor take the hit. If you do, roll your action die. On a 4 or greater, ignore the harm. On a 1-3, ignore the harm but your armor is now broken; you must Repair and spend 5 repair points to bring it back to working condition.



Path: Weapon Master

⬛You are a walking armory, with a weapon for every occasion. When you Enter the Fray in personal combat, add +1 and take +1 momentum on a hit. Once per fight, when you Gain Ground by switching weapons or changing tactics, take an automatic strong hit.

⬜When you Strike using a personal weapon that has limited ammo or a single-use mode, add +1 and mark progress on a hit. Then, Sacrifice Resources (-1). If you score a strong hit on this attack and immediately Take Decisive Action, you may retain the value of one challenge die from your Strike action instead of rolling that die.

⬜When you Secure an Advantage by suiting up and gathering your gear for a perilous encounter or mission, you may roll +supply. If you do, take +2 momentum on a hit.



Beacon


But maybe there are people that are out there that want to get away from it all, away from the constant in-fighting and rat-race of human society. Someone concerned with the struggle of man versus nature in an unnatural place, on the hunt for big space game and horrors, far beyond the fringes of society. A real survivalist type, unafraid of anything, not even the harsh nothingness in the cold grasp of the void of space. Out beyond where the space whales fly, in the furthest depths of the Expanse and the Void, where the real monsters are.


Not necessarily a hermit, Beacon does what he can to avoid conflict with big factions. When a Banner family moves into a sector, Beacon moves out. Perhaps he has a past history that makes him feel this way about the Banners. He’s always down to help others survive, especially groups of communities that he admires for their frontiership. He wants to live a good life and die a good death doing what he loves: pushing himself to the limits.



Edge 3

Heart 1

Iron 2

Shadow 1

Wits 2


Background Vow

I will complete the hunt of a lifetime (Epic)


Path: Vestige
⬛You are all that remains of a people, culture, or tradition. When you Face Death or Face Desolation, memories or visions of your heritage give you the strength to carry on. Envision how this manifests, and reroll any dice. On a strong hit with a match, a surprising new aspect of your heritage is revealed; take +2 momentum and mark 2 ticks on your bonds legacy track.  

⬜When you Secure an Advantage or Compel through a tale, performance, or ceremony, envision what you reveal of your legacy. Then, add +1 and take +2 momentum on a hit.  

⬜When you Hearten by taking solace in the power of your legacy, add +1 and take +1 momentum on a hit.


Path: Slayer
⬛When you make a move to investigate, track, or stalk a hostile creature, add +1 and take +1 momentum on a hit.

⬜When you Swear an Iron Vow (formidable or greater) to slay a hostile creature in service to a community, reroll any dice. When you Fulfill Your Vow and score a hit, also mark 2 ticks on your bonds legacy track.

⬜When you Enter the Fray with an objective to slay a hostile creature, take +2 momentum. If you choose to face the creature on its own terms as you begin the fight, envision the crucial weapon, protection, or aid you set aside, and set the objective one rank higher. If you Take Decisive Action after making this sacrifice and score a strong hit, take a trophy of your victory and mark 2 ticks on your quests legacy track.


Path: Voidborn

⬛You are most suited to life in the limitless void. When you are in space (or a space-bound vehicle or station), increase your momentum reset by 1. When you enter a planetside or high gravity environment, Lose Momentum (-1).

⬜When you Sojourn or Make a Connection within a spacebound community, add +1. If you Hearten there and score a strong hit, take +1 spirit or +1 momentum.

⬜When you make a move to perform an agile physical maneuver (such as leaping or evading) in a low gravity environment, add +1 and take +1 momentum on a hit. On a strong hit with a match, you build speed or put yourself in perfect position; take another +1 momentum. 




Shepherd


One of the aspects of the worldbuilding that we maybe didn’t pay that much attention to was the Exodus Gate, the mysterious portal that bridged the Milky Way to The Forge instantaneously. What happened to the Gate on the Milky Way side? Was the last effort to buy time and then detonate the gate enough? Are the zealots still out there, lurking? Will they return?


Enter Shepherd, a military scientist (emphasis on military) tasked with identifying new Gates and other Precursor artifacts. Shepherd and her assistant, military scientist Daytripper (emphasis on scientist) maintain a secret mission, as members of a secret order who view their purpose as keeping humanity safe. 


It’s a difficult task to do, what with Black Iron being such a hot commodity. Shepherd prefers to profit off of the hard work of others, breaking into secure Banner family sites and copying their homework. When she’s not doing that, she’s keeping watch and planning an attack from far away, behind the safety of a scope on a long gun.



Edge 2

Heart 1

Iron 2

Shadow 1

Wits 3


Background Vow

I will uncover the secrets of the Precursor Gates and return to the Milky Way.


Assets


Companion: Sidekick

⬛ Your sidekick has a helpful expertise. When you make a move outside of a fight directly aided by their expertise, you may reroll your action die if its value is less than your sidekick’s health. If you then score a strong hit with a match, mark 1 tick on your bonds legacy track.

⬜When you Enter the Fray with the support of your sidekick, take +2 momentum on a hit. When you Clash together, add +1.

⬜When your sidekick acts to get you out of a tough spot, you may Face Danger or React Under Fire and roll +their health (instead of your own stat). On a hit, take +1 momentum


Path: Agent

⬛When you make a move to break into a secure site, infiltrate a protected area, or hack or manipulate a secure system, add +1 and take +1 momentum on a hit. On a strong hit with a match, access is easier than expected; take another +1 momentum.

⬜When you Face Danger or Secure an Advantage to establish a false identity, add +1. On a hit, you may add +1 when using that identity to deceive or influence others. If you score a miss with a match when using that identity, your deception is completely and dramatically undone.

⬜When you Check Your Gear for a device with a specific function to aid in infiltration, espionage, or sabotage, add +1. On a hit, you may reroll any dice the first time you make a move aided by the device. 


Path: Sniper

⬛When you Face Danger outside of a fight to preemptively take out a single minor foe from a distance, add +1. On a hit, they are out of action and no longer a threat. If other foes remain and you Enter the Fray against them, mark progress.  

⬜When you Strike from a distance with time enough to line up your shot, you may roll +wits. If you do, mark progress on a hit.  

⬜When you Secure an Advantage by studying a distant situation through the scope of your rifle, or Gain Ground by readying your shot and taking careful aim, you may sacrifice time in exchange for greater certainty. If you do (decide before rolling), Lose Momentum (-1, -2, or -3) and add that amount. Then, take +1 momentum on a strong hit.



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