Thursday, April 11, 2013

Cultural Archtypes for Legends of Steel: Shadows of Yar


Legends of Steel: Shadows of Yar


Cultural Archetypes


The first step of character creation is to choose a cultural background.


Savage


Savages include warriors from the frozen north and witch-doctors from the snake-infested jungles of the south. Savages tend to have a close connection with nature, but are easily spooked by things outside of their normal expectations.

Savages have the following racial traits:

·         Strong: start with a d6 Strength

·         Feral: start with a d6 in Survival

·         Superstitious: You suffer -2 to Fear checks (as the Doubting Thomas Hindrance)

Example starting areas:

·         Green Death Jungle

·         The Great Forest

·         Erendor Forest
 

Nomadic


Nomads roam the empty wastes beyond the civilized cities; quick to strike and bound by no laws. Nomads live with their animals and usually ride into battle with them; they feel ill at ease without them.

Nomads have the following racial traits:

·         Agile: start with a d6 Agility

·         Horselord: Start with a d6 in Riding

·         Bowlegged: Base land speed is 30 feet per turn (5” or 5 squares)

Example starting area:

·         Sikkar Plains
 

Rural


Rural folk have the following racial traits:

·         Healthy: start with a d6 Vigor

·         Hunter: Start with a d6 in Tracking

·         Luddite: -2 to Repair rolls

Example starting areas:

·         Belsa

·         Taurus

 

Civilized


Civilized peoples cultivate the land, build great cities; develop trade; and study medicine, mathematics, languages, and other areas of knowledge. In the civilized lands dwell noble knights, wise kings, and learned sages — as well as greedy merchants and cunning thieves.

Civilized people have the following racial traits:

·         Smart: start with a d6 in Smarts

·         Professional: start with a d6 in a Knowledge skill

·         Frail: -2 to all Fatigue checks (as the Anemic Hindrance)

Example starting areas:

·         Albena

·         Emesa


Ascendant


Some civilizations rise above others. These nations dominate the area around them or even the entire world. People of ascendant cultures are builders of cyclopean monuments, explorers of distant lands, conquerors of neighboring lands, delvers into esoteric knowledge, or sorcerers of great power.

Ascending cultures have people with the following racial traits:

·         Wise: start with a d6 in Spirit

·         Imposing: start with a d6 in the Intimidate skill

·         Conceited: -2 Charisma outside of your society

Example starting areas:

·         Akkar

·         Yar

 

Decadent


Great civilizations reach their peak and eventually start to decline. Such fallen empires are ruled by jaded nobles, corrupt priests, and self-serving bureaucrats. Drinking, drug abuse, and the need for entertainment are all too common in these cultures. The bureaucracy expands to dominate the government.

Decadent people have the following racial traits:

·         Tempting: +2 to Charisma

·         Insidious: start with a d6 in Persuasion

·         Corrupt: Decadent people cannot resist a good time and have the Quirk Minor Hindrance related to a need to party, drink, have a good time, and be entertained.

Example starting areas:

·         Crascia

·         Pyrani

·         Tyros

 

Degenerate


The last survivors of decadent civilizations start to feud over dwindling resources, or are driven away by stronger cultures. Fleeing into the wilderness, or deep underground beneath their ruins, they start to inbreed and devolve into something no longer entirely human. Degenerates may outwardly resemble savages, but they carry the evil taint of fallen empires.

Or

Inbred cannibal hillbillies are fun!

Degenerates have the following racial traits:

·         Tough: start with a d6 in Vigor

·         Nocturnal: Degenerates ignore penalties for Dim and Dark conditions.

·         Unwholesome: Degenerates always have a physical deformity, usually caused by inbreeding, which sets them apart from other humans. This unwholesomeness can never be fully concealed. Choose one of the following Hindrances:

o   All thumbs (misshapen hand)

o   Anemic (pox ridden)

o   Bad Eyes (Minor) (pus filled tumors over your eyes)

o   Hard of Hearing (pus filled tumors over your ears)

o   Slow (misshapen leg)

o   Obese (hideously bloated)

o   Ugly

o   Stinky (-2 Charisma)

Example starting areas:

·         Jandahar

·         Radu

 

 

Major source (d20):



 

More inspiration:



 

 

Wednesday, April 3, 2013

Dio, Magic Swords, and Savage Worlds

I found a great article on heavy metal swords on Jeff's Gameblog:

http://jrients.blogspot.com/2013/08/heavy-metal-swords.html

I'm a fan of Ronnie James Dio, so I've taken some of his songs and Savaged them.


Master of Insanity


- Scimitar

- Cast Confusion, Arcane d10, 20 Power Points

- If you roll a 1 on the Arcane die, you are Shaken.


Country Girl


- Scimitar

- The pommel of this scimitar is plain and unadorned. The blade is highly polished.

- Taunt die is increased one step when the sword is drawn and in your hand.

- 1d10 on a Raise.

- If you roll a 1 on your Fighting die, you are Shaken


Scream


- two-handed sword

- Intimidate die is raised one step

- mass Intimidate check: Place a Medium Burst Template adjacent to your character. Make an Intimidate roll. All creatures within that template, enemies and allies, make an opposed Spirit check against your roll.

- If you roll a 1 on your Fighting die, you are Shaken. In addition, you gain the Hard of Hearing Hindrance (Minor) for 2-5 days.


Time to Burn


- Long Sword

- Cast Quickness, d10 Arcane, 10 Power Points.

- If you roll a 1 on the Arcane die, you are Shaken.


Turn to Stone


- Short Sword

- Any creature Incapacitated by the sword is turned to stone instead.


One Foot in the Grave


- Rapier

- The blade is rusted and pitted, and appears to be of no use. However, the blade is quite sharp, durable, and usable.

- Any creature hit by the rapier with a Raise must make a Vigor roll or suffer a level of Fatigue.


Straight through the Heart


- Long Sword

- The pommel of the sword contains a heart-shaped ruby. "Straight through the Heart" is inscribed in Latin on one side of the blade.

- AP 3

- If you roll a 1 on your Fighting die, you are Shaken.


Rainbow in the Dark


- Long Sword

- The blade is forged of some unknown metal and sparkles with the many colors of the rainbow.

- +2 vs. Fear checks

- Permanent Light spell when the sword is drawn.

- If the lighting conditions are Dim or Pitch Dark, the blade can Cast Prismatic Spray (Stun), d10 Arcane, 20 Power Points. If you roll a 1 on the Arcane die, you are affected by the Stun spell.

- If you roll a 1 on your Fighting die, you are Shaken.


Heaven and Hell


- Two-handed sword. One side of the blade has images of angels and devils cavorting together. The other side is inscribed with the words, "You Have to Bleed for the Dancer"

- Cast Dispel Magic, d10 Arcane, 10 Power Points. If you roll a 1 on the Arcane Die, you are Blinded for 2-5 rounds.

- If an ally adjacent to you takes damage, you automatically take the damage instead.

- You deal an extra d12 damage to anyone who has ever lied to you.


Tim