Star of Solestine: Difference between revisions

From Void Collection
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=== Elves ===
=== Elves ===
Tall thin creatures with long ears, know for there love for red tape and bureaucracy.
Tall thin creatures with long ears, know for there love for red tape and bureaucracy.
{{Ancestry
| name = Elf
| wound_threshold = 12
| strain_threshold = 10
| Talent1_Name = Glimpse into Another
| Talent1_Text = You can spend 2 Strain to reach into the mind of another creature. Letting you easily read their memories. If the person is unconscious this has no cost.
| Talent2_Name = In Touch With Nature
| Talent2_Text = You can communicate with the local Fauna, asking them simple questions and getting back either a yes or no. Plants are usually to simple to lie.
| ExpMod = -10
}}
{| class="wikitable"
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"  
|- style="background-color:#45818e;color:white;text-align:center;"  
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=== Dark elves ===
=== Dark elves ===
Tall think humanoid creatures with long ear and dark skin. Most live in the Old Forest of Mithral.
Tall think humanoid creatures with long ear and dark skin. Most live in the Old Forest of Mithral.
{{Ancestry
| name = Dark Elf
| wound_threshold = 10
| strain_threshold = 12
| Talent1_Name = Power of the Old and Forgotten
| Talent1_Text = 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 1 Round.
| Talent2_Name = Aspects of the Mithral
| Talent2_Text = You can commune with the Da'ji of the world. Da'ji are spirits that inhabit all things. These simple spirits can communicate like a normal person. But are not always truthful.
| ExpMod = -10
}}
{| class="wikitable"
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"  
|- style="background-color:#45818e;color:white;text-align:center;"  
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=== Hares ===
=== 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.
A group of  rabbitfolk originally created by a wizard for his own personal army. Live practically anywhere and aren't that picky about work.
{{Ancestry
| name = Hare
| wound_threshold = 10
| strain_threshold = 10
| Talent1_Name = Lucky Foot
| Talent1_Text = After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool.
| Talent2_Name = Combat Leap
| Talent2_Text = While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade your next combat checks against the target by 2.
(Don't worry about the ceiling. Just assume all rooms are big enough)
| ExpMod = +0
}}
{| class="wikitable"
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"  
|- style="background-color:#45818e;color:white;text-align:center;"  
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=== Corvids ===
=== Corvids ===
A group of Crowfolk, who mostly live in the high mountains of Shi.   
A group of Crowfolk, who mostly live in the high mountains of Shi.   
{{Ancestry
| name = Corvid
| wound_threshold = 12
| strain_threshold = 8
| Talent1_Name = Keen Eye
| Talent1_Text = When performing a Perception check, You can add 1 {{BonusDie}} to your pool. During a structured encounter, you can spend 1 Strain to add Pierce 1 to your attack. You can spend additional strain to increase the rank of Pierce.
| Talent2_Name = Glide
| Talent2_Text = 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.
| ExpMod = +0
}}
{| class="wikitable"
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"  
|- style="background-color:#45818e;color:white;text-align:center;"  
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=== Golem ===
=== Golem ===
Sentient figures made from rock and metal. Create by the god of the earth.
Sentient figures made from rock and metal. Create by the god of the earth.
{{Ancestry
| name = Golem
| wound_threshold = 8
| strain_threshold = 12
| Talent1_Name = Forceful Stone
| Talent1_Text = On a successful melee attack, you can spend {{Advantage}}{{Advantage}} or 1 Strain to push the character you are attacking. You can either use this push to knock them down, or send them to short range. At the cost of 1 Story point or a {{Triumph}} You can instead toss the character either into another character, or into conveniently placed scenery. Dealing your Brawn in damage to the target and knocking both down.
| Talent2_Name = Built To Last
| Talent2_Text = 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.
| ExpMod = -10
}}
{| class="wikitable"
{| class="wikitable"
|- style="background-color:#45818e;color:white;text-align:center;"  
|- style="background-color:#45818e;color:white;text-align:center;"  

Revision as of 19:19, 26 July 2022

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 Ruining Your Plans.
Agran Patron of Order.

[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".

Backgrounds represent your life overall. The things you focused on before adventuring. This determines your Attributes, starting skill, and your Wound and Strain Threshold.

Background

Backgrounds represent your life overall. The things you focused on before adventuring. This determines your Attributes, starting skill, and your Wound and Strain Threshold.

Well Rounded

You don't lean into any skill and treat them all as Equal.

Attributes
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 2 2 2

Skill: 1 Free skill rank in any non-Career skill. No Skill can go over 2 ranks in Character Creation.

Wound Threshold 10+Brawn
Strain Threshold 10+Willpower

Hard Labor

You spent a good amount of your life in hard labor.

Attributes
Brawn Agility Intellect Cunning Willpower Presence
3 2 2 2 1 2

Skill: You start with 1 Rank in any skill that uses Brawn. No Skill can go over 2 ranks in Character Creation.

Wound Threshold 12+Brawn
Strain Threshold 8+Willpower

Long Study Nights

You spent a good amount of your life studying and learning things

Attributes
Brawn Agility Intellect Cunning Willpower Presence
2 1 3 2 2 2

Skill: You start with 1 Rank in any Knowledge Skill or any Skill that uses Intellect. No Skill can go over 2 ranks in Character Creation.

Wound Threshold 8+Brawn
Strain Threshold 12+Willpower

Socialite

You spent your life partying and/or being around others.

Attributes
Brawn Agility Intellect Cunning Willpower Presence
1 2 2 2 2 3

Skill: You start with 1 Rank in Cool, or any Social. No Skill can go over 2 ranks in Character Creation.

Wound Threshold 10+Brawn
Strain Threshold 10+Willpower

Divine Worshiper

Your life had a focus on prayer and meditation

Attributes
Brawn Agility Intellect Cunning Willpower Presence
2 2 2 2 3 1

Skill: You start with 1 rank in Divine Magic ((If the skill exist) or any skill that uses Willpower. No Skill can go over 2 ranks in Character Creation.

Wound Threshold 8+Brawn
Strain Threshold 12+Willpower

Something Unaccounted For

None of the above really sit with what you want. Or Maybe you just want to min-max. Either way you are free to create your own Backstory using the following Setup

1: Pick one attribute to be your best attribute, something that your character used a lot as they lived. This stat will have 3 in it.

2: Pick one attribute to be your worst attribute, something your character ignored or didn't focused on as they lived. This stat will have a 1 in it.

3: Pick a skill related to your Best Attribute.

4: Every other attribute is at 2.


For Wounds and Strain. Take a base of 10 for each. You can take points from one to increase the other

So you can decrease your Wound Threshold by 1 to give you 11 Base Strain Threshold , but 9 base Wound Threshold

After that add your Brawn to your Wound Threshold and Willpower to your Strain Threshold.


After picking your background, pick a Race below. This will give you two free talents.

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 Anything 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.

Elf
{{{RaceDesc}}}
Glimpse into Another In Touch With Nature
You can spend 2 Strain to reach into the mind of another creature. Letting you easily read their memories. If the person is unconscious this has no cost. You can communicate with the local Fauna, asking them simple questions and getting back either a yes or no. Plants are usually to simple to lie.
Name Description
Glimpse into Another You can spend 2 Strain to reach into the mind of another creature. Letting you easily read their memories. If the person is unconscious this has no cost.
In Touch With Nature You can communicate with the local Fauna, asking them simple questions and getting back either a yes or no. Plants are usually to simple to lie.

Dark elves

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

Dark Elf
{{{RaceDesc}}}
Power of the Old and Forgotten Aspects of the Mithral
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 1 Round. You can commune with the Da'ji of the world. Da'ji are spirits that inhabit all things. These simple spirits can communicate like a normal person. But are not always truthful.
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 1 Round.
Aspects of the Mithral You can commune with the Da'ji of the world. Da'ji are spirits that inhabit all things. These simple spirits can communicate like a normal person. But are not always truthful.

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.

Hare
{{{RaceDesc}}}
Lucky Foot Combat Leap
After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool. While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade your next combat checks against the target by 2.

(Don't worry about the ceiling. Just assume all rooms are big enough)

Name Description
Lucky Foot After rolling a check, a Rabbit can spend 1 SP to remove one negative die from the pool.
Combat Leap While in combat you can jump into the air, or over your enemy to gain the upper hand. This cost 2 strain and cost a maneuver to perform, but after doing this you can upgrade your next combat checks against the target by 2.

(Don't worry about the ceiling. Just assume all rooms are big enough)

Corvids

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

Corvid
{{{RaceDesc}}}
Keen Eye Glide
When performing a Perception check, You can add 1 j to your pool. During a structured encounter, you can spend 1 Strain to add Pierce 1 to your attack. You can spend additional strain to increase the rank of Pierce. 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.
Name Description
Keen Eye When performing a Perception check, You can add 1 j to your pool. During a structured encounter, you can spend 1 Strain to add Pierce 1 to your attack. You can spend additional strain to increase the rank of Pierce.
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.

Golem
{{{RaceDesc}}}
Forceful Stone Built To Last
On a successful melee attack, you can spend aa or 1 Strain to push the character you are attacking. You can either use this push to knock them down, or send them to short range. At the cost of 1 Story point or a t You can instead toss the character either into another character, or into conveniently placed scenery. Dealing your Brawn in damage to the target and knocking both down. 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.
Name Description
Forceful Stone On a successful melee attack, you can spend aa or 1 Strain to push the character you are attacking. You can either use this push to knock them down, or send them to short range. At the cost of 1 Story point or a t You can instead toss the character either into another character, or into conveniently placed scenary. Dealing your Brawn in damage to the target and knocking both down.
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 Number of charges a sigil has is based on your Linked Characteristic or Skill, whichever is higher. 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

Talents {{#invoke:Navbox|navbox}}