Echos of the Past: Difference between revisions

From Void Collection
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(Added Placeholer Text for Echoes)
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This page is for what was "The Void Cycle"
This page is for what was "The Void Cycle"


Same format as [[Star of Solestine]].
==Summary==
{| class="wikitable mw-collapsible mw-collapsed" style="margin-left:auto;margin-right:auto;"
|+Solestine Skill List
|- style="background-color:#45818e;color:white;text-align:center;"
|'''General'''
|'''Social'''
|'''Combat'''
|'''knowledge'''
|'''Magic'''
|- style="vertical-align:top;background-color:#fffff;"
|
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Attribute'''
|'''Source'''
|-
|Alchemy
|Intellect
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Athletics
|Brawn
|Core Rulebook
|-
|Cool
|Presence
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Coordination
|Agility
|Core Rulebook
|-
|Disclipline
|Willpower
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Driving
|Agility
|Core Rulebook
|-
|Mechanics
|Intellect
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Medicine
|Intellect
|Core Rulebook
|-
|Operating
|Intellect
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Perception
|Cunning
|Core Rulebook
|-
|Piloting
|Agility
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Resilience
|Brawn
|Core Rulebook
|-
|Skullduggery
|Cunning
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Stealth
|Agility
|Core Rulebook
|-
|Streetwise
|Cunning
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Survival
|Cunning
|Core Rulebook
|-
|Vigilance
|Willpower
|Core Rulebook
|}
|
{| class="wikitable" style="vertical-align:top;"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Attribute'''
|'''Source'''
|-
|Charm
|Presence
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Coercion
|Willpower
|Core Rulebook
|-
|Deception
|Cunning
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Leadership
|Presence
|Core Rulebook
|-
|Negotiation
|Presence
|Core Rulebook
|}
|
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Attribute'''
|'''Source'''
|-
|Brawl
|Brawn
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Melee Light
|Brawn
|Core Rulebook
|-
|Melee Heavy
|Brawn
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Ranged
|Agility
|Core Rulebook
|}
|
{| class="wikitable"
|+
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Attribute'''
|'''Source'''
|-
|Knowledge
|Intellect
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Spellcraft
|Intellect
|Star Of Solestine
|-
|Religion
|Intellect
|Star Of Solestine
|- style="background-color:#e2f4fd;"
|Society
|Intellect
|Star Of Solestine
|-
|Occult
|Intellect
|Star Of Solestine
|}
|
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Attribute'''
|'''Source'''
|-
|Arcane
|Intellect
|Core Rulebook
|- style="background-color:#e2f4fd;"
|Divine
|Willpower
|Core Rulebook
|}
|}Placeholder Description of the Overall Setting
==Important People==
[[Simon Balgrov]] : Simon is the kind Bishop of the [[Chuch of Bal]], and resides inside the Gran Hallow in [[Solestine]]. He leads the Clerics and Paladins specifically inside Solestine.  But also is the one who keeps tabs on all his churchs.
 
[[Iveus Goodwin]] : Iveus is an old Hare who makes the standards for learning the arcane arts. All the schools in the land follow his guide on how to properly teach those who are interested in the Arcane arts.
 
[[Kankai Ruk]] : Kankai is the cold witch that deals with cataloging all known witches throughout the land. Her and those that work under her keep track of each witch and deals with any that might endanger the land.
==Technology Level==
The world of Inus is roughly the same as Earth during World War II. Cars exist but are powered by the strange material called Aether. Cities are mostly powered by power plants, though many are slowly trying to replace the older systems that are in place. Communication can be done on a small scale using personal radios, or through the use of enchanted items referred to as "Talkers".
==Races of Solestine==
===Human===
Humans are know for their sea faring ways. Its common to see humans on most ships out at sea, or working down at the docks of any port town.
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Description'''
|-
|Ready for Antyhing
|Once per session (Or Once per Day) as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool.
|- style="background-color:#e2f4fd;"
|Cool Under Pressure
|When a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made.
|}
===Elves===
Tall thin creatures with long ears, know for there love for red tape and bureaucracy.
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Description'''
|-
|Elven Resistance
|Elves have an innate resistance to mind altering effects. When using Willpower to resist any of those effects you upgrade one die in your pool.
|- style="background-color:#e2f4fd;"
|Snappy Reaction
|Add a Bonus Die to your initiative roll.
|}
===Dark elves===
Tall think humanoid creatures with long ear and dark skin. Most live in the Old Forest of Mithral.
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Description'''
|-
|Power of the Old and Forgotten
|You can spend 1 story point to call on the power of the old gods to protect you or another person. This gives the person +2 Soak and +2 Defense for 2 Rounds.
|- style="background-color:#e2f4fd;"
|Aspects of the Mithral
|You can remove two Setback Die that come from being in a dark or poorly lit room
|}
===Hares===
A group of  rabbitfolk originally created by a wizard for his own personal army. Live practically anywhere and aren't that picky about work.
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Description'''
|-
|Lucky Foot
|when doing a check, a Rabbit can cancel  out one threat. You can also spend a Story point to cancel out a Despair or failure.
|- style="background-color:#e2f4fd;"
|Combat Leap
|While in Combat you can attempt to jump over an enemy as a maneuver. Which gives you an automatic advantage when attacking that enemy.  This is a Coordination check Vs the Target’s Perception.
|}
===Corvids===
A group of Crowfolk, who mostly live in the high mountains of Shi.
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Description'''
|-
|Keen Eye
|You can add a Bonus die to Perception checks related to seeing things. You also can use a Perception Check to spot a weakness in an enemies defense. Giving you an advantage against that enemy
|- style="background-color:#e2f4fd;"
|Glide
|While falling you can use  your arm and leg feathers to glide. Gliding requires an average coordination check. Doing so will stop any fall damage, you can also travel one range band while falling.
|}
===Golem===
Sentient figures made from rock and metal. Create by the god of the earth.
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"
|'''Name'''
|'''Description'''
|-
|Forceful Stone
|You can spend 1 Strain to push an enemy back to short  or 3 squares, to succeed at this action you need to pass a Melee combat check. You can spend a story point or a Triumph to upgrade this to a throw and deal your Brawl damage one other person you throw them into.
|- style="background-color:#e2f4fd;"
|Built to Last
|Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total.
|}
==Armor, Weapons, Gear==
[[SOS:Gear]]
==Talents==
[[SOS:Talents]]

Revision as of 16:57, 11 May 2021

This page is for what was "The Void Cycle"

Summary

Solestine Skill List
General Social Combat knowledge Magic
Name Attribute Source
Alchemy Intellect Core Rulebook
Athletics Brawn Core Rulebook
Cool Presence Core Rulebook
Coordination Agility Core Rulebook
Disclipline Willpower Core Rulebook
Driving Agility Core Rulebook
Mechanics Intellect Core Rulebook
Medicine Intellect Core Rulebook
Operating Intellect Core Rulebook
Perception Cunning Core Rulebook
Piloting Agility Core Rulebook
Resilience Brawn Core Rulebook
Skullduggery Cunning Core Rulebook
Stealth Agility Core Rulebook
Streetwise Cunning Core Rulebook
Survival Cunning Core Rulebook
Vigilance Willpower Core Rulebook
Name Attribute Source
Charm Presence Core Rulebook
Coercion Willpower Core Rulebook
Deception Cunning Core Rulebook
Leadership Presence Core Rulebook
Negotiation Presence Core Rulebook
Name Attribute Source
Brawl Brawn Core Rulebook
Melee Light Brawn Core Rulebook
Melee Heavy Brawn Core Rulebook
Ranged Agility Core Rulebook
Name Attribute Source
Knowledge Intellect Core Rulebook
Spellcraft Intellect Star Of Solestine
Religion Intellect Star Of Solestine
Society Intellect Star Of Solestine
Occult Intellect Star Of Solestine
Name Attribute Source
Arcane Intellect Core Rulebook
Divine Willpower Core Rulebook

Placeholder Description of the Overall Setting

Important People

Simon Balgrov : Simon is the kind Bishop of the Chuch of Bal, and resides inside the Gran Hallow in Solestine. He leads the Clerics and Paladins specifically inside Solestine. But also is the one who keeps tabs on all his churchs.

Iveus Goodwin : Iveus is an old Hare who makes the standards for learning the arcane arts. All the schools in the land follow his guide on how to properly teach those who are interested in the Arcane arts.

Kankai Ruk : Kankai is the cold witch that deals with cataloging all known witches throughout the land. Her and those that work under her keep track of each witch and deals with any that might endanger the land.

Technology Level

The world of Inus is roughly the same as Earth during World War II. Cars exist but are powered by the strange material called Aether. Cities are mostly powered by power plants, though many are slowly trying to replace the older systems that are in place. Communication can be done on a small scale using personal radios, or through the use of enchanted items referred to as "Talkers".

Races of Solestine

Human

Humans are know for their sea faring ways. Its common to see humans on most ships out at sea, or working down at the docks of any port town.

Name Description
Ready for Antyhing Once per session (Or Once per Day) as an out of turn incidental, you may move one Story Point from the GM’s pool to the Player’s Pool.
Cool Under Pressure When a Cool roll is required you can spend 1 strain to add a Bonus Die, this can be used after the roll is made.

Elves

Tall thin creatures with long ears, know for there love for red tape and bureaucracy.

Name Description
Elven Resistance Elves have an innate resistance to mind altering effects. When using Willpower to resist any of those effects you upgrade one die in your pool.
Snappy Reaction Add a Bonus Die to your initiative roll.

Dark elves

Tall think humanoid creatures with long ear and dark skin. Most live in the Old Forest of Mithral.

Name Description
Power of the Old and Forgotten You can spend 1 story point to call on the power of the old gods to protect you or another person. This gives the person +2 Soak and +2 Defense for 2 Rounds.
Aspects of the Mithral You can remove two Setback Die that come from being in a dark or poorly lit room

Hares

A group of rabbitfolk originally created by a wizard for his own personal army. Live practically anywhere and aren't that picky about work.

Name Description
Lucky Foot when doing a check, a Rabbit can cancel  out one threat. You can also spend a Story point to cancel out a Despair or failure.
Combat Leap While in Combat you can attempt to jump over an enemy as a maneuver. Which gives you an automatic advantage when attacking that enemy.  This is a Coordination check Vs the Target’s Perception.

Corvids

A group of Crowfolk, who mostly live in the high mountains of Shi.

Name Description
Keen Eye You can add a Bonus die to Perception checks related to seeing things. You also can use a Perception Check to spot a weakness in an enemies defense. Giving you an advantage against that enemy
Glide While falling you can use  your arm and leg feathers to glide. Gliding requires an average coordination check. Doing so will stop any fall damage, you can also travel one range band while falling.

Golem

Sentient figures made from rock and metal. Create by the god of the earth.

Name Description
Forceful Stone You can spend 1 Strain to push an enemy back to short  or 3 squares, to succeed at this action you need to pass a Melee combat check. You can spend a story point or a Triumph to upgrade this to a throw and deal your Brawl damage one other person you throw them into.
Built to Last Unlike the meatbags of the world, a couple of stabs isn’t going to put you down so quickly. When rolling for Critical wounds, your roll takes a -10 to the total.

Armor, Weapons, Gear

SOS:Gear

Talents

SOS:Talents