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[[SOS:Talents]]
[[SOS:Talents]]
[[Category:Solestine]]
[[Category:Solestine]]
{{Solestine}}

Revision as of 16:37, 9 July 2021

Lore pages start with SOS:

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


The City of Solestein is the shining capital of the Solentien Empire. This sits on the Kalimov Strait, which connects the Hilsto Sea with the Balramic Sea.  

The Tech of this world can be best described as WWII era. With a Slight bump to Telecommunication due to the use of magic.

The Church manages the magical aspects of things. Witches are required to register due to them being used as tools by patron’s to sometimes do more nefarious things, and Wizards are taught in the nearby campus.

Wizards and Clerics do somewhat dislike Witches since they are somewhat seen as Easy mode versions of both. Clerics must build some form of connection with a god to use magic, and wizards must spend time researching and learning how to use magic. A Witch gains their magical ability and understanding from a patron. Either given directly or taught by a creature of the patron’s choosing.

Paladins are those who choose to fight for the church, usually gaining favor among the gods to use some light magic.

Most Paladins are mockingly referred to as Choir Boys.

Gods and Patrons

Name Domain
Daidh God of the Sea and Commerce
Derma God of Metal and Rock
Kainosis God of Weather and Seasons
Gamabo God of Strife and War
Xiphabo God of Death and Celebration
Losova Patron Saint of The Wrench in Your Plans.
Agran Patron of Those who strive for power.

[Text from the Doc]

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 j, 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 j 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 j 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 h. You can also spend a Story point to cancel out a d or f.
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 j 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.

Game Specific Mechanics

Sigils

(THESE RULES ARE SUBJECT TO CHANGE)

A Sigil is a set of runes that can be triggered to cast a spell. Making a Sigil requires a spell effect and the Trigger for this effect.

Drawing a sigil requires a check,  this is used to determine the power of the sigil and to see if you're successful at drawing it. This does not use any strain during a narrative scene, but uses the standard 2 strain when doing a structure encounter.

Charge

The Charge of a sigil is determined by the casters skill ranks and linked Characteristics. Each time the sigil is activated a charge is used. It can be recharged by either the Caster or anyone with a skill that can also cast the spell. Recharging requires re-doing the check for the spell.

Recharging can be done in the middle of a structured scene but upgrades 3 die in the difficulty pool.

Cause and Effect

Every Sigil has a spell effect and trigger. A Trigger is something that causes the spell to trigger

Type Explanation Difficulty Mod
Power Word The user shouts out a specific word to activate the spell.  Using a power word is an incidental action.
Reactive The spell auto triggers when a specific action is done. EX: The user getting hit, or the user swinging k

Armor, Weapons, Gear

SOS:Gear

Talents

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