Showing posts with label Legends of Steel. Show all posts
Showing posts with label Legends of Steel. Show all posts

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:



 

 

Friday, March 22, 2013

Legends of Steel: Shadows of Yar: the Tone of the Campaign

When I start a campaign, I always create a document for the players that gives them a basic introduction to the tone of the campaign and concepts that they should expect.

In 2011 and 2012, I ran a year long campaign based on the sword and sorcery world of Legends of Steel. We played a total of 23 sessions.

Here is a document that I created for my group at the very beginning of the campaign. It explained the tone of the campaign and what the PCs could expect.


Legends of Steel: Shadows of Yar

Tone
 
Swords and Sorcery

The PCs are all human. Most of your opponents will be other humans.

Treasure and equipment is easy come, easy go. You'll spend more money carousing and gambling than you will on mundane gear and supplies.

Clothing is optional. Loin cloths and chain mail bikinis (yeah, baby, yeah!) provide just as much protection as full plate.

Surrendering is ok. This goes against everything we believe in as gamers, but it works for this genre. Villains don’t kill heroes immediately. They take them back to their lair (which the heroes wanted to find anyway) for sacrifice or torture. This allows for a cinematic escape, complete with a rescue of the kidnapped princess. Oh, and you get to draw a Fate Chip for surrendering.

Elements of the Fantastic

Legends of Steel is a low magic world. Still, PCs can cast spells. Wizards can summon demons. Witches can brew potions in bubbling cauldrons. However, flashy spells that cause damage or powerful spells like those that can raise the dead are almost unknown. Spellcasting is slow and ritualistic.

Magic items are rare and always unique. Do not expect a village priest to have a potions of healing ready for you. Wizards do not have a scroll or wand for every occasion.

Legendary monsters will make an occasional appearance.

Heroes

In Legends of Steel, you should act heroically. You don't have to be “Good,” but you are most definitely not“Evil.” You don’t hurt the helpless or take advantage of the weak.

To quote the author of Legends of Steel, “The heroes of Sword & Sorcery tales were warriors and rogues, but not murderers and violators of the innocent. Such behavior should be for lesser men, and discouraged by the GM as it is eventually destructive to the spirit of the game.”