Jump to content

Rage's Build a world thread.


Rage

Recommended Posts

First things first

 

THe Map, this world is made up of one super continent with little islands surrounding it. On the otherside of the world is a great deal of mass shallow areas that if their was a lower water level would be quite habitable land. Some of these shallow areas have become great seaweed beds. one of which is situated in a great current "dead spot." where all the currents in the world lead to. This dead spot has accumulated many many bits of debri and wood,enough infact to make a giant rotting wood "island" which is inhabeted by a people who were seeded from various emmigration's over the years of people trying to find the mythical counter continent and by people's who have been lost at sea, caught in a current and eventually drifted to the great mass of timber. Through out the sea there are freshwater geysers every hundred or thousand kilometers away.

 

The land mass that is on the counter map is infact The Titanosaur a Dragon who was supposedly made (in the first days of the earth) to guard the world against some very important threat. At no time in human history has it ever awoken, and it was settled thousands of years ago by a people who have changed into something not truley human.

 

 

This map is basic, it does not include topographic features, nor is it a political map. It just shows a vauge idea of what the world looks like.

Link to comment
Share on other sites

The incredible army

 

The incredible army is an army made up from an expansionest empire (that is yet to be named by me)

The empire itself is facist, with almost all it's money/food being pumped into it's military, this creates a very good economy. Even though the Empire is expansionist, it is meeting resistance in all areas that it is trying to colonise. It is felt that eventually the Empire will win, but at the rate they are going and judging by the size of the continent it will take atleast another 90-100 years before all know "the benifits" of the empire.

 

 

I submit, this basic army listing in it's word document as it is heavily footnoted and I cannot figure out how to get the board to support footnoting.

Link to comment
Share on other sites

The Blue Way

 

The Blue Way, developed by Penn the Magnificent, (later became the field marshal of the emperor’s armies)

The Blue way is about self realization. Once you realise self, and rid yourself of the illusions of reality you can start to alter yourself and (if you are actualized enough) the environment around you. There are three known ways you can begin to become self realised.

1. Meditation and centering yourself through yogic or tantric means.

2. Fasting and other forms of self denial. The acts of putting aside self reverence and making others more than yourself.

3. Passion, for one can find one self in the trying and destructive state that is the battle frenzy, or in the ecstatic state of passion, or any other number of ways. The key is getting so lost within the moment that everything else is forgotten and only the truth remains.

 

The Blue way revolves around first perceiving your true nature and later on altering it. What this means is the practitioner must first accept their inner energy and be able to use it (for example a monk who can turn himself into a basalt form, or a warrior who can swim and breathe underwater like a moray eel) before they can alter themselves and others around them and there after be able to perform the miraculous like turn invisible, fly, heal yourself and others, change form, move mountains or even capture the moon within your hand. At first a practitioner is limited to when he can use his power and in some people the activation can take an age, or cost them a lot of stamina or even make them blind for a short period of time. But as the practitioner grows within his magic he is able to set aside these distractions as they are merely the dishonesty of unreality, the counterweight of the distraction theory is the ability of those who have not fully actualised who use the magic to permanently alter the physical body so as to never require to go through the process activating their energy.

 

 

Game terms:

 

NOTE: level is just the stage of what the magic is allowed to do, for each level a different amount of points spent in a certain skill or ability is listed.

 

 

1st level:

1pt KS: The Blue Way

 

At first a person who buys a form of the Blue magic must buy something that is personal and part of them, this can be anything from density increase to having eco location. It is allowable to buy these abilities (even if they do not cost END) in EC’s. However they cannot be on all the time, and the activation penalty is quite large. If by Meditation it takes concentration, character may do no other action extra time one hour. If by self denial it takes a good day of fasting, if by passion it takes what ever your high energy moment is. It is suggested that if player characters use passion as an activator they choose hand to hand combat (– must have been injured or have injured) or enraged.

 

2nd level:

3pt Ks: The Blue Way

 

The Player is allowed to start buying back his activation costs (to nothing if he would like) OR start adding other things “not of himself†in his magic. The active points of these are half the total amount of points he has spent on his magic (the Ks, power roll, the actual magic) He is not allowed a Multi power.

 

 

3rd Level

5pt Ks: The Blue Way

1pt Ks: The astral plane or the philosophy of magic or philosophy of life.

 

The player is allowed to start permanently morphing his body gaining anything from extra limbs, any physical stat (IE not ego or intelligence) increased, Hand attacks, generally if there is a physical reason for it to be there it is allowed to be there. However if the player (at any level except 6th) does morph his body he is only allowed to continue morphing his body from then on. He is no longer allowed to progress the levels of Blue Magic.

A player who does not permanently morph himself is allowed to start using a multi power at this level.

 

4th Level

7pt Ks: the Blue way

3pt Ks: The astral plane or the philosophy of magic or philosophy of life

 

The Player has no point cap on his magic.

 

5th Level

10pt Ks: the Blue way

7pt Ks: The astral plane or the philosophy of magic or philosophy of life

5pts ethereal perception: mental sense group activated, OR:

10pts Danger sense

 

The player is able to directly transform not just the inanimate, but the animate as well.

The player is able to purchase luck (which is not counted as magic.)

 

6th Level

 

14pt Ks: The Blue way

10 pt Ks: The astral plane or the philosophy of magic or philosophy of life

5pts ethereal perception: mental sense group activated

 

The player is considered actualized for all intents and purposes. At 6th level the Multi power and any other magical power (except the ethereal perception) can be taken away and the points used in creating a cosmic VPP.

Link to comment
Share on other sites

Re: Rage's Build a world thread.

 

I like the magic system as well. I've always had a fondness for "evolving" systems, both magic and skills: I've long felt that one should be able to "evolve" one's Skill Levels, Combat and otherwise, into something greater, character concept and campaign strictures allowing.

 

Also, the levels are both descriptive and focussing, without being too restrictive.

Link to comment
Share on other sites

A typical Emperors Chosen.

 

STR 30 15- 6d6

DEX 23 39- 14-

CON 23 26 14-

BOD 23 26 14-

INT 13 3 14-

EGO 18 16 13-

PRE 30 15- 6d6

Com 10

SPD 4 7

PD 6

ED 5

REC 11

END 46

STN 50

 

3: PS: Specialty division of the army (Cavalry, Rosarch, Elephanoe, Blooms men, etc)

3: KS: Specialty subject

3 KS: Specialty subject

3 Teamwork (14-)

7 Tactics (14-)

3 PS: Soldier (Officer) (PRE-based) (15-)

3 Paramedics (12-)

2 KS: The Blue Way (11-)

4 KS: Empirical philosophy (13-)

5 Defense Maneuver: I-II

7 Deduction (14-)

6 Survival (Desert, Temperate/Subtropical, Tropical) (13-)

3 Riding (14-)

8 +1 with All Combat

 

Mutations

6 1)Mental Defense (10 points total)

28 4)Life Support (Character is safe in High Magic, Extended Breathing, Immunity: All terrestrial diseases and biowarfare agents, Immunity: All terrestrial poisons and chemical warfare agents, Longevity: 400 Years)

30 5)+20 STR, Reduced Endurance (0 END; +1/2) (30 Active Points)

5 7)Lack Of Weakness (-5) for Normal Defense

10 8)Physical Damage Reduction, 25%

16 9)Enhanced Perception (+5 to PER Rolls for All Sense Groups; Telescopic (+1))

15 Danger Sense (12-) (Area: Immediate Vicinity, Intuitional)

17 Combat Sense 14-

15 Original Blue way ability

 

Runic Armour, all slots: OIF Expendable (Extremely Difficult to obtain new Focus; -1 1/2)

16 1)Armor (11 PD / 11 ED), Hardened (+1/4) (41 Active Points)

10 2)Flight 6" (Improved Noncombat Movement (x4)), Reduced Endurance (0 END; +1/2) (25 Active Points)

2 3)Flash Defense (6 points) (Sight Group) (6 Active Points)

15 5)Mind Link: Emporers chosen (Specific Group of Minds; Any distance, No LOS Needed, Number of Minds (x64)) (55 Active Points); Only With Others Who Have Mind Link (-1), Costs END To Maintain (Half END Cost; -1/4)

4 6)Knockback Resistance -5" (10 Active Points)

5 7)Life Support (Character is safe in High Pressure, Character is safe in Low Pressure/Vacuum, Self- Contained Breathing) (13 Active Points)

2 4)Flash Defense (6 points) (Hearing Group) (6 Active Points)

 

13 Emporers sword: Multipower, 40-point reserve, all slots: (40 Active Points); OAF Expendable (Extremely Difficult to obtain new Focus; -2)

1u Killing Attack - Hand-To-Hand 2d6 (plus STR), Autofire (3 shots; +1/4) (37 Active Points)

4

1u Dispel 3 1/2d6: magic, Reduced Endurance (0 END; +1/2), Affect All Powers Of A Given Special Effect (All Powers Simultaneously; +2) (37 Active Points)

1u Hand-To-Hand Attack +5d6, Reduced Endurance (0 END; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2)

1u Hand-To-Hand Attack +5d6, Affects Desolidified (Any form of Desolidification; +1/2) (37 Active Points); Hand-To-Hand Attack (-1/2)

4

 

 

Sword Art

4 Fast Strike: 1/2 Phase, +2 OCV, +0 DCV, Weapon +2 DC Strike

5 Defensive Strike: 1/2 Phase, +1 OCV, +3 DCV, WeaponStrike

4 Sacrifice Disarm: 1/2 Phase, +2 OCV, -2 DCV, Disarm, +10 STR to Disarm roll

3 Takedown: 1/2 Phase, +1 OCV, +1 DCV, WeaponStrike; Target Falls

4 Weapon Bind: 1/2 Phase, +1 OCV, +0 DCV, Bind, +10 STR

4 Counterstrike: 1/2 Phase, +2 OCV, +2 DCV, Weapon +2 DC Strike, Must Follow Block

 

-15 Distinctive Features: Bald slightly gray/blue scarred man standing at 7 feet tall with red tinted eyes., Concealable, Always Noticed and Causes Major Reaction, Detectable By Commonly-Used Senses

-10 Sword art style disadvantage

-20 Psychological Limitation: Code of Penn, Very Common, Strong

-25 Social Limitation: Emporers chosen, Very Frequently (14-), Severe

 

 

The Emperors Chosen are the most powerful group in the entire Empire. Lead and given spiritual guidance by Field Marshal Penn, these men use the abilities they have gained through the blue way and have augmented that through the use of technomancy.

 

 

the Code of Penn is Feild Marshal Penn's hard disipline which is used to create the most powerful changes in the shortest amounts of time. Instead of the gental inner knowledge forged through self enlightenment, these men use extreme physical torment and self denial to gain power. this is a perversion of Penns original teachings of the Blue way, but Penn himself is a perversion of his teachings.

 

The Code of Penn includes:

- Cutting ties to everyone who is not part of the Emperors chosen

- Forbidden to eat cooked food

- Weeks of not being allowed to eat vegtable matter, and weeks not being allowed to eat meat.

- Self Flagelation

- Arena style fights to the death

 

Once a warrior is "advanced" enough and has proved his loyalty to the emperor enough he is allowed to go through the final test for entry into the Chosen.

He must first go and without weapons kill a buffalo, he must then take the buffalos raw hide and be sewn up in it, the hide is then covered in clay and the warrior is left in the desert for two weeks. this is to test his ferocity and strength (the battle with the buffalo), and his endurance + self presevation (the buffalo hide).

 

If he survives, the warrior is given his armour and his sword and he joins the chosen.

 

 

Note: No PC is meant to be an Emperors Chosen, I see the entire organisation being slightly psychotic and therefore the perfect "scare the pants off the heroes" guys.

Link to comment
Share on other sites

  • 2 weeks later...

Re: Rage's Build a world thread.

 

Im working on a whole heap of stuff right now (including the start of my "dramatis Persons" with art to go with them) but it is also exam week at university, and I have been performing a play called roomservice for the last two weeks, the final night is tonight and I move house on monday so I am a little busy. When I get my scanner running on tuesday there may be an update, or there may be a tired rage sleeping. I'm not going to comment on which it will be yet.

Link to comment
Share on other sites

  • 3 weeks later...

Belated update

 

I have just finished writing this up in notepad, please forgive the multitude of grammatical and spelling errors. IF you don't I'll kill you. I have more things coming up soon, but I won't post them until I have proper art.

anywho

----------

----------

 

The Very Annointed Order of the Aeronautical Brotherhood

The Aeronautical Brotherhood are commonly refered to as the Wind Knights, and that sums up what they are, this mercenary order use objects called Steeds to fly. These steeds are created by the Matguiran Technomancers and offer an almost unique role in any battle. Based in the Matguire Emirate (In the deep south of the continent) the Brotherhood is a very exclusionistic order who only allow the most accomplished warriors admitance, however the rewards are great for anyone who does belong: Weapons and armour that cost more than an entire kingdom each, Glory and prestige, and ofcource the chance to fly.

 

The order itself does not let price be the only deciding factor when choosing which wars to join and which side to fight on, they also have a stringent code of ethics. If a a potential employer has sometime in the past wronged a member of the group or the group itself and has not dealt with it satisfactorly he is unable to engage the services of the brotherhood. The rule is so stringently enforced that a potential employer can also be denied the assistance

of the order if a member of his family have wronged brother Knight or the Order.

A partial Code of Conduct is found later in this post.

 

The Brotherhood is lead by the Tanzibar (which is similar to a baron but closer to a duke) Franco. He commands more loyalty from the Wind Knights than they give to the king. A member knight who does not himself own his own lands (or house/villa/castle/keep) is automatically given free board and lodging at his Chatau.

 

In the time of the GhostMoons when the first steeds were yet to be made and they warriors rode upon griffen, pegasi and giant birds, the Benevolent Master of Ceremoneys made The Brotherhood an official Knightly Order, sanctified by the God of Gods and all members were therefore able to access the rights that all knights of the Emirate, namley to own land and be allowed to look at the royal family. A Later Benevolent Master of Ceremoneys granted the Order of the Aeronautical Brotherhood priesthood so that they were able to enter the inner sanctum of the first Temple of Ceremony (to save the life of the Benevolent Master and his priestesses from an enraged Emir who had been excomunicated.), so to this day the Knights of The Very Annointed Order of the Aeronautical Brotherhood are allowed to conduct marriages funerals, processionals, annointments and exorcisms with full permission from the mother church.

 

To become a member of the Aeronautical Brotherhood a warrior must prove himself as not only a feirce fighter, but also as a thinker and a principaled man, he must also be able to ride well. If a Member of the Brotherhood decides that someone may be Wind Knight material he will spy on him and set challenges for the warrior to overcome. If the warrior succeds to a point that the Wind Knight and atleast two of his brother knights agree upon he is approached and offered a chance to win a place in the Brotherhood, the test itself is different each time, but it is always hard and always involves heights, combat, and pain. It is always judged by one of the Tanzibars generals and a highly ranked Technomancer. If the applicant succeds in winning a spot he is given a steed and is fitted for his Glide Vest and Helm, he is then placed at the Chateu Ua Gildan where he recieves training in the ways and weapons of the Wind Knights.

 

 

The ranking of a Wind Knight is shown with the use of feathers, due to a legend that the founding members of the Brotherhood were each turned into a different bird as when they died. Each feather representing a different warrior. The tail feathers of a Kotuku for Antiopus the white haired, Raven feathers for Septos blessed of the Morag, Lyre bird feathers for the poet Yahvet, peacock feathers for the proud twins Brush and Frost, and finally Pukeko feathers for the Giant Giadard whose hair was dyed the same brilliant indigo, and was the first to die.

So the ranking is as follows:

Pure white Kotuku (a type of heron)Feathers used for the highest of ranks

Raven feathers

Lyre Bird Feathers

Peacock Feathers

Eyeless Peacock Feathers

Pukeko Feathers, for the lowest of ranks.

 

The Code of Honour: (Common, Total -20pts)

One must live by the word of ones superiors

One must let the bonds of The Brotherhood be more tight than any other.

One must love his Brothers of the Brotherhood as if they are oneself.

One must never use a net to entrap another whether that net is physical or verbal or other, for this is beneath one.

Ones steed is ones life, and ones life is ones steed.

One may have a family, and shall never covet anothers.

One must never give up in the face of hardhship, whatever form that takes

 

Weapons and items unique to the Brotherhood:

 

Glide Vest, all slots: OIF -1/2 Magic Item modifier +1/4

11 Gliding 3", NCM x8, 13 AP, Turn Mode -1/4

1 Gliding 1", Trigger: wearer being unconcious/incapacitated and falling. +1/4

4 Knockback Resistance -2",

14 Armour: 4 PD / 4 ED, Hardened +1/4, 18 Active Points.

total cost: 29pts

street value: 900-2000crowns on the black market.

 

The Glide vest is the last saftey of the sky knights. If a sky knight is knocked of his steed he can still keep fighting until he can call it back. If the steed is destroyed he can glide to the ground safley instead of plumeting like a sack of potatoes. If the wearer is knocked out for any reason he will start floating slowly downwards, this saftey feature was added recently. The Aeronautical Glide vest has armour in the form of iron and bronze plates which cover the technomantic (magical item) aspect of the vest. This plating is the maximum armour able to be put on the vest before it starts to become unbalanced by the weight.

 

Aeronautical Helm: OIF -1/2

3 Life Support: Char is safe in Low Pressure/Vacuum, Extended Breathing 20 mins 4 AP

2 Flash Defense: 2 pts, Sight Group, hearing group 4 AP

total cost: 5pts

street value: 450-600crowns on the black market.

 

The aeronautical helm is a technomantic helmet made from bronze platinum and a strange glass made out of quartz, These full face helmets are adorned with a line of feathers. the type of feather used as the headress is used as a sign of which rank the WindKnight is. The Helms themselves are of great use as they not only store air for when the knights fly high, but they also provide ample wind and glare protection for the eyes. the helmet can become air and water tight at a thought, and this reflects its value on the black market as many illegal salvagers find it useful in their work.

 

 

 

Steed: Magic Item modifier (+1/4)

 

STAT CHAR COST ROLL OTHER STUFF

40 STR 10 17- HTH damage 8d6

14 BOD 0 12-

4 SIZE 20 Length 2.5m, width 1m, area 2,5m3, 1.6tonne -4KB

21 DEX 33 13- OCV=7 DVC=4

5 DEF

4 SPD 3,6,9,12

5 LEAP (5 foward 3 upward)

86pts

25 Flight 10" (Improved Noncombat Movement (x4))

8 Change Environment 4" radius (-2 PER Roll: Hearing Group) (18 AP); Explosion -1/4,Nonselective Target -1/4, Linked to Flight -1/2, can only be used when greater Power at full value -1/4

33pts

Total Cost: 149pts

Street value: Priceless/worthless

 

The Steed's are the most important item to a Wind Knight, They are even more important to them than a horse is to a regular knight, this is because a horse can be replaced, but a steed can only be won in a contest of entry. If a knight who has but one steed (the higher ones rank the more steeds one has the privilage to keep.) looses that steed he must leave the order and try again from the beginning to earn membership and a steed, unless he can gain the use of another knights steed (usually by promising vasselship, or giving the other knight lands. However close brother knights may just gift a steed to the other). this culture and the extreme expense of building a steed (only the most highly expert technomancers in the Matguire emirate are allowed to attempt the building of a steed) The steed itself looks rather like a saddle and barding shaped around a slighly curved triangle. there are no

straight lines on the steed which allow it to reach top speeds. however at top speeds they can get very very loud

 

 

Calling ring

59 Summon Steed (149pts), Magic Item modifier(+1/4), Reduced End (0 END; +1/2), Specific Steed (+1), Slavishly Devoted; +1, Arrives Under Own Power (-1/2), IIF Ring (-1/4) (73 AP);

total cost: 59pts

Street value: Priceless/worthless

A steed is linked to the thoughts and wishes of the wearer of its ring, this allows the ring bearer to control it without the use of his hands or from far away. The wearer of the ring can also call his steed no matter how far away it is. It is the bonding with the ring that makes the Steeds street value worthless: Only the bearer of the steeds specific ring can control it, to anyone else it is worthless. And as no Wind Knight would ever hock his steed the only way to get ahold of a steed and its ring is to steal it, and if that happens you would soon find an angry Wind Knight hunting you.

 

Bowlance

10 Energy Blast 4d6 (vs. PD), Autofire 3 shots; +1/4, Armor Piercing +1/2, OAF -1, Activation Roll 14-, Jammed -1, 8 Clips & 4 Charges -1/4, Reduced By Range (-1/4)

total cost: 10pts

Street value: 30-40crowns

 

The Bowlance is a heavy crossbow that can fire four bolts before needing to be reloaded, its ingenuity is that only the top bow needs to be wound back as it will automatically draw the next one down allowing for rapid fire motion. Bows have been historically used by the Wind Knights for both battle and hunting since the near Legendary Sir Christian of Eiyres defeated the southern manticore with it 200 hundred years ago, the move to cross bows was made soon after they were made as it allowed the Knights to fire without stopping as firing a normal bow caused the Steed to sway dramatically making it very hard to aim. The Bowlance is favoured not just for its quick fire, but also for its relativly short length and easy storage. The Bowlance has long been considered a useful tool by people not of the Aeronautical Order, and is somewhat available through out the southern kingdoms. The best makers of Bowlances are definitly Brush, Chrome and Son, who are located in the capital city of Matguire Emirate: Froststad

 

Gildan Saber:

28 HKA 2d6 plus STR, 1.5x KB; +1/2; OAF -1, Increased Endurance Cost 2x END; -1/2 + Stretching 2", END: 9

total cost: 28pts

Street value: 300 Crown

The Gildan Saber (named after Chateu Ua Gildan where they are traditionally made by the expert sword smith of The Tanzibar Franco)is considered to be the ultimate evolution of the cavalry saber, the weapon itself is longer than a man is tall and is razor sharp. A Wind Knight is able to attack warriors on the ground from the relative saftey of the air, and with the extreme speeds afforded on the Steed a Wind Knight can figurativly cut through a unit. This is very useful for the Wind Knights and has taken the place of the more traditional lance (which is still used by Knights of the ground.) Often Wind Knights keep Shorter swords with them as well as the Gildan. This is because if combat does become hand to hand and close up while in the air the usefulness of the extremley long and heavy weapon is significantly hampered.

The Gildan Sabers themselves are worth alot as the prestige for owning one legally (killing a Wind Knight in battle) is incredible especially in the less civilised areas of the world, and it is alot safer to buy one of someone who has a saber than it is to fight somone who has one.

 

Fried Egg (Oil balls):

 

10 RKA 1/2d6, Area Of Effect Nonselective Target One Hex; +1/4, Sticky Standard; +1/2 3 Continuing Charges lasting 1 Minute each -1/2, Range Based On Strength -1/4

total cost: 10pts

Street value: 1/4 Crown

No one knows where the nickname Fried Eggs came from, but popular annicdotes say it is because the original inventor of these bombs thought them up when after his breakfast was burnt up in an oil fire. A Fried Egg is a very primitive grenade/molitof cocktail. High proof alcohol and animals fats are bound in a tight ball of fire baked clay with a wick attached. When thrown the clay bursts open covering the attacked in a burning mess. This weapon has been used effectivley both in combat and in seiges where it can be used to set fire to the beseiged fortress. Gun Powder has not been shown to the Southern lands yet, but when it becomes more commonplace we may see nastier Fried Eggs being made. Anyone who is not associated with one of the Armed forces/Noble Orders/Knightly brotherhoods found with a supply of Fried Eggs can be (and often is) sentanced to death as it is considered a treasonable offence to have these in your possesion.

 

The Martial Art of The Brotherhood

 

Flying combat Maneuvers

0 Weapon Element, blades: Default Element

3 Sunder: (Takedown) 1/2 Phase, +1 OCV, +1 DCV, WeaponStrike; Target Falls

5 Swipe:( Passing Strike) 1/2 Phase, +1 OCV, +0 DCV, Weapon+v/5; FMove

5 Passing Disarm: 1/2 Phase, -1 OCV, -1 DCV, Disarm, +10 STR to Disarm roll; FMove

4 Storm: (Charge) 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove

4 Dash: (Killing Strike) 1/2 Phase, -2 OCV, +0 DCV, HKA 2 DC

5 Flight: (Flying Dodge) 1/2 Phase, -- OCV, +4 DCV, Dodge All Attacks, Abort; FMove

5 Buffet: 1/2 Phase, +0 OCV, -2 DCV, HKA 2 DC, v/5, F move

31pts

 

Bowlance Maneuvers

0 Weapon Elements bowlance: Default Element

3 Shoot Down: 1 Phase, +4 OCV, -2 DCV, Range +3, Strike, fmove

4 Carom: 1/2 Phase, +1 OCV, +0 DCV, Range +0, Strike, +2 DC

5 Moving Shot: 1/2 Phase, -1 OCV, +0 DCV, Range +0, Strike, FMove

5 Far Shot: 1/2 Phase, +1 OCV, -1 DCV, Range +4, Strike

3 Defensive Shot: 1/2 Phase, -1 OCV, +2 DCV, Range +0, Strike

20pts

 

Skills and Perquisites of all the Brotherhood.

5 Riding

5 Combat Piloting

3 PS: warrior

3 PS: Aeronautical Brother (INT-based)

7 Fringe Benefit Wind Knight ( 8- Contact: The Tanzibar Franco, leader of the Aeronautical brotherhood), Knight, Low Justice, Right to perform marriage ceremony)

---------

---------

---------

 

 

So what do you think? Opinions? flames? mightybecs?

 

Well its 3:36am and I'm off to bed.

Link to comment
Share on other sites

Guest Worldmaker

Re: Rage's Build a world thread.

 

Well... this makes me feel a bit johnny-come-lately-ish... me and Mightybec and the Amazing Andy Mathews are beginning to reconstruct my own FH gameworld, and I was thinking of posting bits and pieces of it here for comment and to see if anything already created is worth saving.

 

Now I'll just have to sit and pout.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...