Star of Solestine
Summary
Solestine Skill List | General | Social | Combat | Knowdedge
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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. |