Settings specific rules
TECHNO-FANTASY
SETTING RULES:
Creative Combat: A raise on a Test allows the character to roll on a special table
that grants additional effects
Dumb Luck: Characters may spend a Benny after a Critical Failure, allowing another
chance for success in unusual and unexpected ways
Dynamic Backlash: A Critical Failure on an arcane skill roll forces the player to
roll on a special table with various chaotic results.
Gritty Damage: When Wild Cards take a Wound, they roll on the Injury Table and apply the results.
High Adventure: Spend a Benny to gain the one-time use of a Combat Edge.
More Skill Points: Player characters in advanced or specialized settings start
with 15 skill points decided against this sorry.
Multiple Languages: Characters know half their Smarts die type in different
languages at d6.
Wound Cap: Wild Cards never suffer more than four wounds from a single hit.
Technology:
The technology in the world is very new to the world. Things like flintlock pistols and rifles exists (black powdered) but not anything automatic (to your knowledge). Most travel is still be horse and carriage or beast. Some lords have things like steam powered carriages. Nothing flying exists in massive form so no airships but whispers of things exist.
Steam powered ships do exist but once again are usually owned by people of power and influence. Clockwork creatures are things of wonder but are very rare and uncommon with the exception of small creatures that mimic real world animals.
Streets lights are still powered by gas/oil/magic. Some vaults and things of such do exist.
Magic in the presents of technology tend to occasionally interfere with one another like there is an unseen battle taking place. Magic is weakened. Technology malfunctions more.
You can start with these technologies if you wish. Being a tinker is character is allowed. Traps and such is also pretty common.
Languages:
Common (Human): The common tongue shared among humans and widely spoken across Aeloria.
Dwarvish (Dwarves): The ancient and robust language of the dwarves, filled with intricate grammar and rich vocabulary.
Elemental Tongue (Elemental Scions): A mystical and fluid language spoken by the elemental scions, infused with the essence of the elements.
Elvish (Elves): An elegant and melodic language used by the elves, known for its poetic expressions and subtle nuances.
Fey Language (Fairies): A magical and ethereal language spoken by fairies, allowing them to commune with nature and other magical creatures.
Gnomish (Gnomes): The inventive and quirky language of the gnomes, filled with technical jargon and playfully coined phrases.
Goblin Tongue (Goblins): The crude and guttural language used by goblins, characterized by a mix of grunts, growls, and sharp sounds.
Half-Elvish (Half-Elves): A blend of human and elvish languages, spoken by half-elves, incorporating elements from both races.
Orcish (Half-Orcs): The fierce and assertive language of the half-orcs, marked by strong sounds and commanding tones.
Infernal Tongue (Infernals): A fiery and intense language spoken by infernals, often used for summoning and casting powerful spells.
Rodent Runes (Mouselings): The playful and animated language of mouselings, often using intricate patterns and gestures.
Rakashan Tongue (Rakashans): A graceful and agile language used by rakashans, incorporating a blend of sounds and purring.
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These languages cost 2 points for being uncivilized and harder to learn with the exception of half breeds such a Mouselings, half-orcs, and goblins which may get some of these as 1 point.
Rodentian (Ratlings): The chittering and high-pitched language of the ratlings, using a combination of clicks and squeaks to communicate.
Beast Tongue (Half-Giants, Orcs, Ogres, Goblins, Minotaurs): The guttural and primal language of the beast-like creatures, using a combination of growls, roars, and rough sounds to communicate.
Reptilian Tongue (Saurians, Serpentfolk): The hissing and reptilian language spoken by both saurians and serpentfolk, utilizing serpentine gestures and subtle nuances.
Chittering (Insectoids): The clicking and buzzing language of the insectoids, utilizing complex patterns of sounds and gestures.
Centaurian (Centaurs): The melodic and rhythmic language spoken by centaurs, incorporating elements of equine sounds and nature's rhythm.
Draconic (DragonFolk): The majestic and powerful language of the dragonfolk, echoing with the might of dragonkind.
Aquatic Tongue (Aquarians): The fluid and enchanting language spoken by the aquarians, evoking the calming rhythms of water.
Avian Call (Avions): The melodious and bird-like language of the avions, using whistles, chirps, and trills to communicate.
Aetherian Script (Magic) *READ ONLY*: The language of ancient magic and lost relics, spoken and written by powerful mages and scholars. Aetherian Script is a sacred and mystical language, imbued with the essence of the aether, the magical energy that flows throughout the world. It is filled with intricate symbols and sigils that hold the secrets of forgotten spells, ancient incantations, and the arcane wisdom of ages past.
Mechanite Script (Technology) *READ ONLY*: The language of clockwork, machines, and technological artifacts, used by skilled engineers, tinkerers, and inventors. Mechanite Script consists of intricate symbols and numerical codes, allowing those well-versed in technology to communicate complex instructions and access the inner workings of mechanical devices.
This message was last edited by the GM at 17:34, Mon 31 July 2023.