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===== Arakona =====
==== Arakona ====
(A collection of Spider themed dudes. [Maybe, not sure yet. Def Placeholders] )
(A collection of Spider themed dudes. [Maybe, not sure yet. Def Placeholders] )
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{| class="wikitable"

Revision as of 04:33, 13 July 2021

This page is for what was "The Void Cycle"

Lore pages start with: EOP

Summary

Echoes of the Past Skill List
General Social Combat knowledge Magic
Name Attribute Source
Alchemy Intellect Core Rulebook
Athletics Brawn Core Rulebook
Computers(Hacking) Intellect Shadow of the Beanstalk
Computers(SysOps) Intellect Shadow of the Beanstalk
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 Echoes of the Past
Religion Intellect Echoes of the Past
Society Intellect Echoes of the Past
InfoSphere Intellect Echoes of the Past
Name Attribute Source
Arcane Intellect Core Rulebook
Divine Willpower Core Rulebook
Meta Intellect Echoes of the Past

Placeholder Description of the Overall Setting

Important Groups

Garm Collective

A collection of systems ran by a Council. This group was the first to reach the stars, Due to this they own a good chunk of the galaxy. The most common species you will find in this group are the Garm, though you will find Hu'zark a close 2nd, followed by Humans.

Technology Level

Well beyond the space age, travelling across the galaxy only takes a couple days. [EXPAND LATER]

Races In the Milky Way

Human

Humans from the planet Earth, and for some reason Jiv'kun.

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.

Android

Androids come in many shapes and sizes. They can come from a large range of backgrounds. Some were created by the Arakona while others seem to appear at random. They are humanoid in form, most typically resembling humans. It is common for androids to be obviously robotic but not unheard of for them to pass as human.

Name Description
Made of Sturdier Stuff 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.
Machine You do not need any help traversing dangerous environments. You take no penalty for being in a bad environment and do not need any items to travel in space.

Hu'zark

Humanoid dragons created by the Garm a long time ago. They usually stand around 5-6 feet in height. Mutations within the species cause them to have many different layouts for their horns and sometimes digitigrade legs.

Name Description
Scaled hide Your rough scales help protect you from most impacts and physical attacks. You can add 1 to your SOAK.
Hard to Kill When you are either knocked unconscious from breaking the Strain threshold or from wounds. You can remain standing an amount of turns equal to your Willpower.

Garm

Large Bulky humanoids with large black eyes and no mouths. The Garm are on average 7 Feet tall.

Extra: Silhouette 2

Name Description
Telepathic Since you lack a mouth, you have to speak by projecting your thoughts. This allows you to easily sneak messages to select people. You can also send multiple different messages at once, albeit with some difficulty.
Overcharge Even Garm who are not spell casters know how to tap into their inner supply of energy to give them just a bit more ‘Mmmph’ when they need it.

A Garm can spend 2 Strain to upgrade a dice in their pool. (Turn an k to l)

Arakona

(A collection of Spider themed dudes. [Maybe, not sure yet. Def Placeholders] )

Name Description
Poison Claws When attacking with your fist. You can use claws instead that do +2 damage, and can spend 2 ADV to inflict poison onto a person. This does 2 damage a turn on the enemy for 2 Turns and gives the enemy a Setback die.
Amazing Climbers You can upgrade a die in your pool when climbing a surface.

Wasie

Wasie are shapeshifters and so are not defined by a notable size or shape. Despite being able to replicate other species’ forms, they are unable to replicate coloration. Instead, Wasie have their own unique color patterns.

Name Description
Change Shape At the cost of 1 Strain per silhouette increase or decrease , you are able to change your entire shape and size. This change can also be done per limb  to turn them into sharp melee weapons, a tool like a crowbar, or something of similar size and shape.
Another Face in the Crowd When hiding in a crowd, you can upgrade a  single dice in your pool. (Changing an k dice to a l dice)

NOT OF THIS UNIVERSE

Occasionally creatures from another reality make their way into our own. There are a couple ways to arrive here, as listed below. Choosing one of these backgrounds does not allot your character any particular bonuses, but gives you an idea of their past and placement in the world. You can also pick races from Star of Solestine and Gears in the Machine.

Name Description
Void Refugee You were rescued from the void. Either your original universe was thrown into the void or you were cast there by yourself. Due to this your introduction to your current universe was Kol-No.
Misplaced A spell that went wrong, an old artifact that supposedly removes people, or maybe you were in the wrong place. Either way you were misplaced and somehow landed in this universe.
Reclaimers Experiment A mysterious faction of people who claim to be researching the ‘Abyss’. You were living a normal life when they brought you here against your will. They might have given you a job, or maybe you are a part of one of their experiments.

Elf

A humanlike species that is taller, thinner, and that have long pointed ears. Elves are often associated with magic and nature in their original domains.

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.

Goblin

A humanlike species that is short with green skin.

Extra: Silhouette 0

Name Description
Anything Food if You're Brave enough Goblins are able to consume a good amount of things that most races can’t. When rolling a resistance check to resist the effects of something you ate, you can add a j to the roll. You can also add a j to survival checks when looking for food. Though the stuff you find might not be edible for everyone else.
Goblin Luck Goblin’s just seem to have a good amount of luck with them at all times. When rolling they can spend 1 story point to re-roll a die and take the better result.

Dwarf

A humanlike species that is shorter, thicker, and hairier. Most dwarves sport beards of some length. Many dwarven societies put a focus on mining and blacksmithing.

Name Description
The Power of Beard Your Beard doesn’t just serve the purpose of being cool. You can use that beard of yours to detect vibrations. When it's pressed against a surface, you can feel any vibrations going on. Pressing  your beard against a door lets you feel if anyone is talking. Or against the floor gives you a vague idea of where people are up to medium range.
Stout and Sturdy Add 1 to your soak.

Paziki

Humanoid rat creature with Digitigrade legs.  Used to be apart of a hivemind.

Name Description
Strange Sense Paziki have an innate sense of smell for aether or mana in general. They can smell nearby magical items and gain a j for identifying if something is magical.
The Old Collective Paziki work best with others. When supporting or when being supported you add an additional Bonus Die to the dice pool.

Corvids

Crowfolk. [Placeholder]

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 a 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.

Kobold

Small humanoid creatures with dragon features. Known most for their diminutive stature, Kobold can pack a surprising punch due to their connection with fire.

Extra: Silhouette 0

Name Description
Connection to the Vul You gain 2 soak against attacks that are fire based.
Dragon breath You always have a Fire breath weapon...well unless you can’t open your mouth.
Name Skill DAM CRIT RANGE SPECIAL
Breath, Fire Ranged (Light) 3 2 Short Cone 2, Burn 1

Cone: You can spend two advantage to have the attack hit  2 enemies in the same range band as your target, if your attack missed its main target, you can spend 3 to hit the other targets in the cone.

Burn: You can spend two Advantages to set the target on fire. Causing them to take burn damage 4 for 2 turns

Moth

Its a Moth

Name Description
Flight As a moth you have two perfectly working wings to use. Getting hit while in the air requires a hard coordination check to remain in the air.
Night Guide You can add one j when you are navigating, either by Astrocartography or by Survival.

Salamanders

(Salamander-like Humanoids)

Name Description
Regenerative Limbs Once per day you can spend a story point to instantly recover from any critical wound. This can be done as a Maneuver while in a structured encounter.
Toxic Spit You can spit  a ball of poison at your enemies, unless you can’t open your mouth.
Name Skill DAM CRIT RANGE SPECIAL
Spit, Poison Ranged (Light) 4 5 Short 'Burn' 2

Burn: You can spend two Advantages to inflict poison on your foe. Causing them to take poison damage 4 for 2 turns

A Fragment

You are nothing more than a fragmented memory of someone, split by a powerful force, you only remember flashes of your former life. You appear as a humanoid blob, with two glowing eyes.

Name Description
Connected to the Universe You can spend One Story Point to cast a Meta spell with no strain cost. You do not choose what spell is cast, and you treat it as if you gained 1 Success.

This can only happen once per encounter.

A Moment Remembered At the cost of 2 Strain, you main use any talent as if you had 2 ranks in it.

In addition to the above. You can regain shards of yourself. How you get these are left up to your DM. Though it doesn't have to be your goal. Doing this lets you 'Return to your Former self'. Both of these are really something you should talk to your DM about ahead of time due to the effect these shards can have.

When acquiring shards you can choose to embrace them or forget them. Embracing gives you some small bonus. While Leaving behind gets you nothing. No matter what you gain a hint of who you were. The only exception is on the 4th fragment, where you are given back all your memories and can choose to embrace fully or forget. If you Embrace the 4th your character is replaced with your original form. Keeping only some skills, while Leaving the 4th behind will let you keep the memories, but you will stay as you are.

A Shard can take on any form, but in most cases it takes on the form of something related to the character. They can spread anywhere, but do move around from time to time.

Fragment Embraced Leave Behind
1 You gain a concrete memory from your former life. This can be plot relevant or just a random memory You gain a concrete memory from your former life. This can be plot relevant or just a random memory
2 You gain 1 Career Skill from your Previous Life, and another memory hinting at who you were You remember another memory hinting at who you were
3 You gain 1 Racial Talent from your Previous Life, and a fact about your previous life You remember a fact about your previous life
4 You are Whole once again. You lose your racial talents in favor of your original Races. Your skills are replaced with your Original forms skill list. You can keep 2 Skills from your fragmented form. You Know fully who you once were. But for your own reasons decide to let go of this former life.

Armor, Weapons, Gear

EOP:Gear

Talents

EOP:Talents

Meta Magic

Lore Page: Meta

Meta spells are a list of powerful spells that those with the Meta skill can cast, unlike normal magic these have a unique cost that changes depending on your ranks in Meta.

Meta magic are spells that mimic certain unseen functions of the universe. Using these spells takes a large amount of energy at first, but as a caster gets more experience with these spells the cost decreases.

Anyone can learn these spells but it's not common for someone to learn about them by themselves. It can happen but most of the time the knowledge is passed on from someone who has already figured it out.  You can only put ranks into Meta If you have at least 2 rank in either Arcana or Spellcrafting.

No matter what the cost of Meta magic starts at 7 and goes down by 1 per rank in Meta.


To cast a spell you make a Hard (kkk) Meta Check. Every success makes the spell stronger. If the check is a wash or failure then the spell fizzles out and you take the strain cost, plus any additional gained from Threat.

Structured Encounters

Spell Effect
Sight For some turn equal to your Success. Any attacked targeting the caster increases its Difficulty by 2.
Revert Negate the action of a number of Targets based on your success.
Pause Every Success gives you a bonus action or Maneuver. If Successfully cast you may ignore the Maneuver limit.

You cannot Spend strain to get additional actions while using this spell

Meta spells can cancel each other out, in a simple rock, paper, scissors way.

Sight counters Revert, Revert counters Pause, and Pause counters Sight.

Any Meta caster can cast a Meta spell as a reaction to another caster. Both losing Strain but neither gains the bonus effects of the spell.

Narrative Encounters

Meta spells generally function the same in both structural and narrative encounters, they still have the same cost. With each rank the effect should be a bit stronger. Example,

Meta Descriptions

Spell Effect
Sight The caster gets a hint of some event about to happen. How useful the hint is depends on the dice pool.
Revert The Caster is able to return to a previous moment in time they have marked.

Every hour increases the Strain cost by 1, this is canceled out by the amount of success the caster has in their pool.

Pause The Caster is able to stop the flow of time around them. The caster can move freely for a minute per each success.

Spending Threat and Despair on Meta rolls

With the power these bring, there is also a chance it will backfire. While threats might make the spell cost a bit more, it could do other things depending on the spell cast.

Cost Result Options
h Or d The caster loses their connection to the Arcane, and is unable to cast for a round.
h h Or d The Strain cost of the spell is Doubled.
h h h Or d Something goes wrong while they are casting, until their next turn the caster gains 2 setback dice. As if the universe is actively trying to make them fail.
d The caster is overwhelmed by the spell. The spell increases their wounds instead of their strain.

The Caster falters during the casting and the spell backfires. Pause freezes them in time for one turn. Sight increases the difficulty of all checks by 2 for a turn, and Revert misplaces the caster into a dangerous spot.

ddd The caster is unable to control the spell and the energy blast back. Fragmenting them slightly. Until they are able to reform, all skills and Attributes are capped at 2. This can be reverting through the story (The caster is able to find their fragment) or via a Formidable Arcane check.

Do not do this unless the player is ok with it.