Wednesday, December 30, 2020

TITANOMACHY: TO EVERYTHING THERE IS A SEASON

From the storms' wake emerges the mighty Squallor, an amorphous monster embodying the anger of the planet's climate grief. What awakened this meteorological horror remain unknown, though drawn to battle the Lords of Plunder and Stellar Tyranny Remnant. Accompanied by a corona of uncharacteristic weather, the passage of Squallor breaks the worst blizzards with a summer day and smothers wildfires beneath a momentary super . Despite its alien demeanor, it pays no mind to Daikaiju Earth's other defenders and bears no malice to most of humanity.

 ATTRIBUTES
Agility d8 Smarts d4 Spirit d10 Strength d12+16 Vigor d10

SKILLS
Athletics d6, Common Knowledge d4, Faith d10, Fighting d8, Notice d4, Persuasion d6, Shooting d8, Stealth d8

PACE 6 PARRY 6 TOUGHNESS 46 (30)

HINDRANCES
Dependent (Major) - Emerging above the wreckage of Manila, Squallor bonded with Pinoy environmental activist Samira Perlas.
Hesitant (Minor) - It can take Squallor a moment to sort things out.

EDGES
Arcane Background (Miracles) - Starting powers: boost/lower trait, elemental manipulation, healing

SPECIAL ABILITIES
Cannot Speak - Squallor "speaks" by rapidly shifting through the seasons and localized weather events.
Colossal Crash - 3d12+16, AP 24
Leaf On the Wind - Squallor floats through the sky with Pace 6.
Hardy - A second Shaken result in combat does not cause a Wound.
No Vital Organs - Called shots do no extra damage to Squallor.
Primal Surge - The Earth's fury runs riot. Ranged Attack with optional Medium or Cone Template using Shooting. 5d10 damage, AP 30, ROF 1.
Size 12 (Gargantuan) - Smaller than your average Daikaiju, Squallor has Heavy Armor, can suffer three additional wounds and Stomp)

Titanomachy is a collection of sample characters for Dawn of the Daikaiju from Pinnacle Entertainment Group. Possibly a little too weird for most games. Then again, you are playing giant monsters. You can find the main rulebook here.

Saturday, December 26, 2020

Borchardbriar: THE ACCORD

 

THE LINE THAT HOLDS US
"The old songs say there was an order to things. Spring to summer to autumn to winter and back around again. Drawn up to check the wild magics so good Folk would have a chance to build something without the heather and ivy dragging down their hard work. Laying out the tenets of Thumb and Fist and overwriting the red laws of Tooth and Claw.

Now the cycle's broken with Reynard's arse wedged into Borchardbriar castle, stalling the others in their far flung corners 'til the wheel turns again. But the Accord still holds. Though with all these growling stomachs, I don't know how much longer."

- Cass, Raconteur of Some Renown

ACCORD - Every Wild Card starts with maximum Accord equal to 2 plus half their Spirit die type. As things unfold the GM may call for a Accord check with a modifier based on events. An Accord check is a Spirit roll, the results may modify your current Accord score.

Murder -  Killing Folk for any reason other than self defense causes an Accord check at -2. 
Backlash - A character with an Arcane Background who triggers Backlash must also make an Accord roll.
Fear - Fright and animal terror cut the noblest beast at the knees. When you fail a Fear check, lose 1 point of Accord.
Relic - Wielding a Relic is playing with fire. Each use of a Cursed Relic causes an Accord check.
Open Road - Out past the borderposts, the Land's wild magic warps Folk. Moreso when they're isolated. Each day you're on the Open Road, make an Accord check with a -2 penalty and adding +1 for each companion.
Viciousness - The Accord is built on trust. Being a bastard undercuts that. Predatory and cruel acts cause an Accord check, with a penalty (-1 or -2) at the GM's discretion.

LOSING ACCORD
The real risk of losing Accord is uncontrolled transformation as the Land's wild magic uses your flesh as a canvas, turning you into a worthy predator. But maybe a little monstrosity is fine, given the stakes. When you lose points of Accord, you temporarily gain a Tinge. Draw a card for each point lost and apply the card of your choice, gaining the corresponding Tinge. At your next Advancement you can choose to keep the Tinge instead, otherwise it blows away on the wind. Be sure to conceal you Tinges, the Wyld Breakers are always on the look for Folks meddling with the Old Times.

If your Accord reaches 0 then you're lost until the next full moon as the wild magic overwhelms you. The GM takes control of your character and draws 4 cards, applying all corresponding Tinges. 

RECOVERY
The most effective way to recover lost Accord is building trust and community. So lend a paw by helping out, doing things for others, pitching in without being asked, and taking nothing in return. Additionally, every lunar cycle, equinox, and solstice that goes by without any further Accord loss, you regain a point of Accord. You may want to promote one of the Network Contacts to a full fledged Cell Member and play them while your other character is on the mend.

Accord cannot go above the starting value, minus 1 for each Tinge. Nor can Accord go below 0.

New Edge:
DEFY FATE
REQUIREMENTS - Legendary, Spirit d10
Choose 1 Skill rated d10 or greater. When you make an opposed roll with that Skill, you may spend 1 Accord to succeed with a raise.