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ALSHARD (WIP)

compiled by Panzer Ritter !99rvkKG/eA

The Basics

tests are rolled on 2d6+modifier with the aim to roll over a certain target number
outside of combat, the modifier is your Ability Bonus for the attribute relevant to the
thing you're trying to do (e.g. a perception check would be 2d6+Perception bonus)
inside of combat, the modifier is the relevant Combat Attribute (e.g. 2d6+Magic to
cast a spell)
rolls of double 6 are automatic successes, rolls of double 1 are automatic failures
fractions always round down
Target number

Difficulty of action

6~8

Easy

9~11

Average

12~15

Difficult

16

Impossible

Character Creation
Attributes and Ability Bonuses are worked out as follows:

choose 3 Classes (one of which must be a Main Class)


choosing the same Class more than once levels the class up (picking Fighter twice makes
you a Level 2 Fighter, for example)
you can't pick two different Racial Classes for the same character
add the respective attribute scores of each Class together to find your base attribute scores
add 1 point to an attribute of your choice
divide each attribute by 3 to find the Ability Bonuses for each attribute

Combat Attributes are worked out as follows:

Hit = (Reflex Bonus+Perception Bonus)/2


Dodge = (Reflex Bonus+Luck Bonus)/2
Magic = (Intelligence Bonus)/2
Anti-Magic = (Intelligence Bonus+Luck Bonus)/2
Action = (Reflex Bonus+Intelligence Bonus)/2
Endurance = [Strength]
Spirit = [Will]
Classes add additional modifiers to Combat Attributes

Techniques are gained during character creation as follows:

for Main Classes, at level 1 you gain two level 1 techniques


for Secondary/Racial Classes, at level 1 you gain three level 1 techniques
for any class, at level 2 you gain one level 2 technique
at level 3 you gain one level 3 technique
spells count as half of one technique (2 spells = 1 technique slot)

To determine HP and MP, write down your final Endurance and Spirit scores respectively.
Short movement is the reflex bonus, skirmish movement is the action value + 5, and full movement
is skirmish movement x2.
Note down your character's Blessings and items for their classes, then roll 3d6x10 for starting galt.
You're now ready to play.

Main Classes
Fighter
Strength: 6

Reflexes: 5

Perception: 4

Intelligence: 2

Will: 3

Luck: 4

Blessing: Thor (damage, single) damage type becomes (Holy) and deals an additional 10d6
damage
Level 1 items

x1 weapon

x1 vitality potion

Level 2 items

x1 mana potion

x1 rabbit's foot

Level 3 items

x1 resist ring

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Fighter I

Fighter II

Fighter
III

Techniques

Type Timing

Test

Target Cost

Effects

Warrior's Skill Auto Always


(1)

Self

-1 to critical threshold of physical


attacks, to minimum of 9

Onslaught (1)

Damage

Self

2MP

+1d6 to the damage roll

Heavy Weapon Auto Always


(1)

Self

You can use weapons with a weight up


to [base Strength value] + [Fighter
level]

Heavy Armour Auto Always


(1)

Self

Action penalties from wearing heavy


armours are halfed

Power Attack
(2)

Self

2MP

Add 3+STR mod to damage, but -2 to


dodge rolls made until the next turn

Self

An additional -1 to critical threshold of


physical attacks, to minimum of 8

Eye of the
Warrior (3)

Major

Auto Always

Thief
Strength: 3

Reflexes: 5

Perception: 5

Intelligence: 3

Will: 3

Luck: 5

Blessing: Heimdall - (after test, self) cause your roll to automatically critical
Level 1 items

x1 weapon

x1 vitality potion

Level 2 items

x1 panacea

x1 vitality potion

Level 3 items

x1 protection ring

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Thief I

Thief II

Thief III

Techniques

Type Timing

Test

Target Cost

Effects

Sneak Attack
(1)

Major

Hit +1

1/wep 6MP Physical attack, damage +2d6. Usable


once per combat.

Dual Wield (1)

Always

Self

Add your offhand weapon's power to


your main weapon's.

Trained Senses Auto Always


(1)

Self

+2 to your Perception attribute

Evasion (1)

Damage

Self

-1d6 to incoming damage, but you


become distracted (-5 to all actions)
until the end of the round

Sieze the
Moment (2)

Damage

2MP

Add +4 damage to a physical attack

Auto Always

Self

Your physical attacks ignore armour


when you roll an automatic success

Shot Dead
Center (3)

Black Mage
Strength: 3

Reflexes: 2

Perception: 4

Intelligence: 5

Will: 6

Luck: 4

Blessing: Odin (anytime, Blessing) counter the use of a Blessing


Level 1 items

x1 mana potion

x1 cane

Level 2 items

x1 panacea

x1 vitality potion

Level 3 items

x1 protection ring

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Black
Mage I

Black
Mage II

Black
Mage III

Techniques

Type Timing

Test

Target Cost

Effects

Thunder Fist (1) Spell Major Magic+2 1/touc 5MP


h

3d6 (Lightning) damage

Fire Arrow (1) Spell Major Magic+1 1/15m 3MP

2d6 (Fire) damage

Ice Bullet (1)

2d6 (Ice) damage

Spell Major
Spell

Knock (1)

Spell Major

10m

2MP

Open a locked door or other seal

Magic Candle
(1)

Spell Minor

Sight

1MP

Create a light that lasts for 3*[Black


Mage level] minutes

Fine Art (2)

Auto Always

Self

-1 to critical threshold of magical


attacks, to minimum of 9

Magical Force Auto Always


(2)

Self

All magical attacks gain an additional


+3 damage

Major

Self

6MP Magical attacks made next round gain


an additional +4 damage

Spell Major

Self

5MP Gain +10 to Action value until the end


of the next round

Haste (3)

1/20m 3MP

Quick (1)

Force Up (3)

Free

Magic

1/15m 4MP Target gains +2 to a Hit check (useable


once per round)

White Mage
Strength: 3

Reflexes: 4

Perception: 3

Intelligence: 5

Will: 5

Luck: 4

Blessing: Idunn (anytime, single) restore a dead player to full vitality and mana
Level 1 items

x1 vitality potion

x1 mana potion

Level 2 items

x1 panacea

x1 mana potion

Level 3 items

x1 resist ring

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

White
Mage I

White
Mage II

White
Mage III

Techniques

Type Timing

Test

Target Cost

Effects

Enchanted
Blade I (1)

Spell Major

1/15m 4MP

Target weapon now does (Fire), (Ice),


or (Lightning) damage

Heal (1)

Spell Major

1/15m 2MP

Target recovers 3(3*[White Mage


level])+2d6 HP

Magic Armour Spell Major


(1)

1/15m 3MP

Target gains +4 defence against


(Slashing), (Bashing), and (Piercing)

Magic Shield
(1)

1/15m 3MP Reduce damage by [White Mage level]


+1d6

Sight

Spell Damage

Moonlight (1) Spell Minor

1MP

Light Needle
(1)

Spell Major Magic+2 1/15m 2MP

Sympathy (2)

Spell Major

Slow (2)

1/10m 1MP

Illuminate the current area


2d6 (Light) damage
You know the target's current feelings

Spell Major Magic+2 1/15m 2MP Target loses 1d6 points of their Action
attribute for [White Mage level]
rounds

Enchanted
Blade II (3)

Spell Major

Heal Area (3)

Spell Major

1/15m 5MP

Self

Target weapon now does (Fire), (Ice),


or (Lightning) damage, and
additionally deals +1d6 damage

3MP Friendly targets within 2*[White Mage


level]m recover 3(3*[White Mage
Level])+2d6 HP

Secondary classes
Dragoon
Strength: 5

Reflexes: 5

Perception: 4

Intelligence: 3

Will: 3

Luck: 4

Blessing: Hermodr (anytime, self) teleport anywhere in your line of sight


Level 1 items

x1 spear

x1 vitality potion

Level 2 items

x1 mana potion

x1 rabbit's foot

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Dragoon
I

Dragoon
II

Techniques

Type Timing

Test

Target Cost

Effects

Barbarian
Strength: 5

Reflexes: 4

Perception: 5

Intelligence: 3

Will: 3

Luck: 4

Blessing: Idunn (anytime, single) restore a dead player to full vitality and mana
Level 1 items

x1 vitality potion

x1 rabbit's foot

Level 2 items

x1 mana potion

x1 panacea

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Barbarian
I

Barbarian
II

Techniques

Type Timing

Test

Target Cost

Effects

Hunter
Strength: 4

Reflexes: 4

Perception: 5

Intelligence: 4

Will: 3

Luck: 4

Blessing: Teal - (damage, self) when you receive damage, change the total to 0
Level 1 items

x1 weapon

x1 vitality potion

Level 2 items

x1 vitality potion

x1 rabbit's foot

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Hunter I

Hunter II

Techniques

Type Timing

Test

Target Cost

Effects

Bright Knight
Strength: 5

Reflexes: 4

Perception: 4

Intelligence: 3

Will: 4

Luck: 4

Blessing: Shahar (damage, single) deal additional damage equal to [Endurance]-[remaining HP]
Level 1 items

x1 weapon

x1 vitality potion

Level 2 items

x1 vitality potion

x1 mana potion

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Bright
Knight I

Bright
Knight II

Techniques

Type Timing

Test

Target Cost

Effects

Samurai
Strength: 5

Reflexes: 5

Perception: 4

Intelligence: 3

Will: 3

Luck: 4

Blessing: Takemikadzuchi (damage, single) when you receive damage equal to or less than your
Endurance, your opponent receives damage of the same amount
Level 1 items

x1 vitality potion

x1 rabbit's foot

Level 2 items

x1 vitality potion

x1 mana potion

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Samurai I

Samurai
II

Techniques

Type Timing

Test

Target Cost

Effects

Outlaw
Strength: 3

Reflexes: 4

Perception: 5

Intelligence: 4

Will: 3

Luck: 5

Blessing: Hermodr (anytime, self) teleport anywhere in your line of sight


Level 1 items

x1 vitality potion

x1 rabbit's foot

Level 2 items

x1 vitality potion

x1 mana potion

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Outlaw I

Outlaw II

Techniques

Type Timing

Test

Target Cost

Effects

Vagrant
Strength: 3

Reflexes: 3

Perception: 4

Intelligence: 5

Will: 4

Luck: 5

Blessing: Bragi (anytime, single) restore the use of a Blessing to a single ally
Level 1 items

x1 vitality potion

x1 knife

Level 2 items

x1 vitality potion

x1 mana potion

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Vagrant I

Vagrant
II

Techniques

Type Timing

Lady Luck (1) Auto

Test

Target Cost

Effects

Free

1/sight 3MP

Target re-rolls any test (useable once


per round)

Performing Arts
(1)

Major

Will

Sight

Put on a performance: you earn


2*[Vagrant Level] galt

Well Informed
(1)

Major

Int+2

Self

+2 to an Intelligence check if having


heard rumours on the subject might
help

Wizard
Strength: 3

Reflexes: 3

Perception: 4

Intelligence: 5

Will: 5

Luck: 4

Blessing: Baldur (after test, single) cause anyone else's dice roll to automatically critical
Level 1 items

x1 mana potion

x1 rabbit's foot

Level 2 items

x1 mana potion

x1 panacea

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Wizard I

Wizard II

Techniques

Type Timing

Test

Wizardry
Training (1)

auto always

Philosopher's
Stone (1)

auto
item

free

Power Spell (1)

minor

Target Cost
Self

Varies 4MP
Self

2MP

Effects
-1 to critical threshold for all Magic
tests (minimum 9)
add area of effect to any spell
+1d6 damage to any damage spell

Elemantaler
Strength: 3

Reflexes: 3

Perception: 5

Reason: 5

Will: 4

Luck: 4

Blessing: Nord (anytime, single) make a magical attack with 10d6 (Fire), (Ice), or (Lightning)
damage
Level 1 items

x1 mana potion

x1 mana potion

Level 2 items

x1 mana potion

x1 rabbit's foot

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Elemanta
-ler I

Elemanta
-ler II

Techniques

Type Timing

Test

Target Cost

Effects

Oracle
Strength: 2

Reflexes: 4

Perception: 3

Intelligence: 5

Will: 5

Luck: 5

Blessing: Freyr (anytime, single) copy a single character's Blessing


Level 1 items

x1 vitality potion

x1 mana potion

Level 2 items

x1 mana potion

x1 rabbit's foot

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Oracle I

Oracle II

Techniques

Type Timing

Test

Target Cost

Effects

Missionary
Strength: 3

Reflexes: 4

Perception: 4

Intelligence: 4

Will: 5

Luck: 4

Blessing: Idunn (anytime, single) restore a dead player to full vitality and mana
Level 1 items

x1 vitality potion

x1 mana potion

Level 2 items

x1 mana potion

x1 rabbit's foot

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Missionar
-y I

Missionar
-y II

Techniques

Type Timing

Test

Target Cost

Effects

Dark One
Strength: 5

Reflexes: 3

Perception: 5

Intelligence: 3

Will: 5

Luck: 3

Blessing: Hel - (damage, single) damage type becomes (Holy) and deals an additional 5d6 damage
Level 1 items

x1 vitality potion

x1 mana potion

Level 2 items

x1 vitality potion

x1 rabbit's foot

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Dark One
I

Dark One
II

Techniques

Type Timing

Test

Target Cost

Effects

Sorcerer
Strength: 3

Reflexes: 5

Perception: 3

Intelligence: 5

Will: 4

Luck: 4

Blessing: Odin - (anytime, Blessing) counter the use of a Blessing


Level 1 items

x1 mana potion

x1 rabbit's foot

Level 2 items

x1 vitality potion

x1 mana potion

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Sorcerer I

Sorcerer
II

Techniques

Type Timing

Test

Target Cost

Effects

Panzer Ritter
Strength: 5

Reflexes: 4

Perception: 4

Intelligence: 4

Will: 3

Luck: 4

Blessing: Hermodr (anytime, self) teleport anywhere in your line of sight


Level 1 items

x1 lance

x1 vitality potion

Level 2 items

x1 weapon

x1 vitality potion

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Panzer
Ritter I

Panzer
Ritter II

Techniques

Type Timing

Panzer Eins (1) item always

Test

Target Cost

Effects

Self

You own a Panzer Eins - when


mounted, your full run becomes 60m

Self

2MP

Summon your vehicle to your current


location

1/wep 2MP

Make a physical attack with


+3(vehicle's action) damage (mounted
only)

Valet (1)

auto

free

Charge (1)

auto

major

Hit

Runabout (2)

major

Hit+1

all in
range

6MP

Make a physical attack against all


enemies in the combat (mounted only)

Soldat
Strength: 5

Reflexes: 4

Perception: 3

Intelligence: 4

Will: 4

Luck: 4

Blessing: Thor (damage, single) damage type becomes (Holy) and deals an additional 10d6
damage
Level 1 items

x1 vitality potion

x1 rabbit's foot

Level 2 items

x1 vitality potion

x1 armour

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Soldat I

Soldat II

Techniques

Type Timing

Test

Target Cost

Effects

Alias
Strength: 3

Reflexes: 4

Perception: 4

Intelligence: 4

Will: 4

Luck: 5

Blessing: Freyr (anytime, single) copy a single character's Blessing


Level 1 items

x1 vitality potion

x1 vitality potion

Level 2 items

x1 mana potion

x1 panacea

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Alias I

Alias II

Techniques

Type Timing

Test

Target Cost

Effects

Agent
Strength: 4

Reflexes: 4

Perception: 4

Intelligence: 4

Will: 4

Luck: 4

Blessing: Aegir (after test, single) cause any test to automatically fumble
Level 1 items

GP-01 Satellite Communicator

x1 vitality potion

Level 2 items

x1 rabbit's foot

x1 panacea

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Agent I

Agent II

Techniques

Type Timing

Test

Target Cost

Effects

GA-SS
Bulletproof
Business Suit

item always

Self

you own a GA-SS only you can use


it and it cannot be taken away

GC-XX
Handheld
Cannon

item always

Self

you own a GC-XX only you can use


it

GS-32
Shockproof
Briefcase

item always

Self

you own a GS-32 only you can use it

Racial classes
Alf
Strength: 3

Reflexes: 4

Perception: 4

Intelligence: 5

Will: 4

Luck: 4

Blessing: Freyr (anytime, single) copy a single character's Blessing


Level 1 items

x1 vitality potion

x1 rabbit's foot

Level 2 items

x1 mana potion

x1 panacea

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Alf I

Alf II

Techniques

Type Timing

Test

Target Cost

Effects

Merrow
Strength: 3

Reflexes: 3

Perception: 5

Intelligence: 5

Will: 4

Luck: 4

Blessing: Aegir (after test, single) cause any test to automatically fumble
Level 1 items

x1 mana potion

x1 rabbit's foot

Level 2 items

x1 vitality potion

x1 mana potion

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Merrow I

Merrow
II

Techniques

Type Timing

Test

Target Cost

Effects

Fairy
Strength: 3

Reflexes: 4

Perception: 4

Intelligence: 5

Will: 4

Luck: 4

Blessing: Baldur (after test, single) cause anyone else's dice roll to automatically critical
Level 1 items

x1 weapon

x1 rabbit's foot

Level 2 items

x1 mana potion

x1 panacea

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Fairy I

Fairy II

Techniques

Type Timing

Test

Target Cost

Effects

Vuahana
Strength: 2

Reflexes: 5

Perception: 5

Intelligence: 4

Will: 3

Luck: 5

Blessing: Bragi (anytime, single) restore the use of a Blessing to a single ally
Level 1 items

x1 mana potion

x1 rabbit's foot

Level 2 items

x1 vitality potion

x1 panacea

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Vuahana
I

Vuahana
II

Techniques

Type Timing

Test

Target Cost

Effects

Valkyrie
Strength: 5

Reflexes: 5

Perception: 3

Intelligence: 3

Will: 4

Luck: 4

Blessing: Freyja (initiative, single) make a physical or magical attack; you automatically critical
Level 1 items

x1 weapon

x1 vitality potion

Level 2 items

x1 mana potion

x1 rabbit's foot

Hit

Dodge

Magic

AntiMagic

Action

Endurance

Spirit

Attack
Power

Valkyrie I

Valkyrie
II

Techniques

Type Timing

Test

Target Cost

Effects

W.A.R.S. (1)

auto always
item

Self

You have Angel's Wings installed


and can fly as a minor action

Image Projector
(1)

always

Self

You appear human unless W.A.R.S. is


active

Discharge (1)

minor

Self

4MP

Your weapon's damage type becomes


(Lightning)

Combat
The combat round

each participant in the combat rolls an Action check


characters act in the order of highest to lowest result on the Action check
one complete pass from top result to bottom result is one round
one round is 10 seconds of game time
Combat actions

on a player's turn, they may perform an action


there are 3 kinds of actions: free, minor, and major
free actions are things like hand gestures, looking at something, or saying short sentences
a free action can be taken at any time during the character's turn
minor actions are things like casting some spells or using an item
major actions are usually attacks or techniques
Movement in combat

characters in combat can elect to make a short move, a skirmish move, a full move, or not
move at all
characters who do not move may make both a major action and a minor action in the same
turn
characters who make a short move may make either a major action or a minor action
characters who make a skirmish move may make a major action
characters who make a full move may only ever make a free action
characters who have made a skirmish move or a full move cannot cast spells or make ranged
attacks
Resolving non-magical attacks

the attacker rolls a Hit check


if the attacker succeeds, the defender can roll a Dodge check
if the Dodge check yields a higher result than the original Hit check, the attack misses
if the attack hits, roll 1d6+total attack power, subtract the defender's relevant armour score
from the damage, and inflict any damage not saved by armour to the defender's HP
Resolving magical attacks

the attacker rolls a Magic check


if the attacker succeeds, the defender can try to dismiss the spell by rolling Anti-Magic
if the Anti-Magic check yields a higher result than the original Magic check, the spell is
dismissed
if the spell is successful, put the spell's effects into action and lose MP as dictated
if the spell deals elemental damage, the defender must have defence against the element
damaging them or the attack will ignore armour
some people and creatures have negative armour for certain elements, meaning an offensive
spell of those elements will deal even more damage than usual

Equipment
Weapons
Name

Damage

Req'd Strength

Accuracy

Critical Threshold

Knife

1S

10

Short sword

2S

10

10

Bastard sword

6S

13

-1

10

Cane

0B

-1

12

Spear

4P

11

-1

10

Lance

7P

13

-2

10

Halberd

6SBP

13

-3

11

Bow

2P

11

10

GC-XX

5P

11

10

GS-32

4P

10

12

Armours
Name

Defence
(S/B/P)

Req'd Strength

Dodge

Anti-magic

Action

Quilted armour

(2/1/0)

-1

Robe

(1/1/0)

Breastplate

(4/3/4)

12

-2

-3

Platemail

(7/5/6)

15

-3

-1

-5

GA-SS

(3/2/3)

GS-32

(Lightning) 2

10

Vehicles
Name

Hit

Dodge

Magic

Anti-Magic

Action

Panzer Eins

Consumables
Name

Effect

Vitality potion

Restore 1d6 HP

Mana potion

Restore 1d6 MP

Panacea

Cure poison

Rabbit's foot

Change a single automatic failure into a regular


failure (can only carry one at a time)

Magic items
Name

Effect

Resist ring

+1 to anti-magic

Protection ring

+1 to defense against S, B, and P damage

Setting glossary

Midgard
the name of the continent the game is set on
fantasy not-Europe viewed through the goggles of Final Fantasy I-VI with a heavily nordic
tint
has a lot of cultural variation, so go nuts with making the setting your own
is currently threatened by Wahres Reich and the ever-present Abyss
the currency is galt

Abyss
hell itself (well, 40k's Warp would be more in line with it)
is empowered by wasted mana
despair

Aegis
defenders of Midgard from the Abyss
members are called Rune Knights
rivalled with Excalibur

Agartala
a previously neutral city-state, due to the invasion by the Kyumon family 50 years ago, they
unconditionally surrendered to Yashima
currently ruled by Kyumon Kaminarizen
Alf
ancient giants currently slumbering away in a great ark called Utgard, a ship the size of a
continent which is shifting through dimensions to escape the Abyss
created the gods and the Valkyries
using crystals embedded in their foreheads called receptors, they can control relics...like
orbital weaponry, laser swords, and deflector shields
Alfs corrupted by the Abyss are known as Fomor

Alias
human clones made by the powers of Deus Ex Machina (ha) that are generally used by the
Reich for espionage missions and stuff
cyberpunk as fuck

Asgard
a utopia in another realm, essentially as it is in the myths
it's said that the gods that died during Ragnarok reside here

Berserker
a nickname given to combat constructs built by the Alfs long ago which have gone a bit
crazy and attack anything that dares come near it
found in Meteor ruins, which are in the center of the Westori kingdom
the ruins have been pronounced a danger zone

Dark Ones
the advance guard of the Abyss, complete with a maddening atmosphere of despair and such
similar to the Dark Ones from Metro, but human

Dvergr
proper dorfy dorfs
great blacksmiths, love to drink, and also invented rock 'n' roll
also infamous for their skill in air-to-air combat

Excalibur
the knights of the round table (they dance whenever able), its members are all over the
world
dedicated to finding about about the Abyss and stopping it from fucking Midgard up
don't actually know all that much about the Abyss, which is still more than the average guy
their main base is the airship Avalon
using a special coin with a sword symbol on it, its members can keep in touch with each
other
own the Wincaster Fortune Service, a company that sells the future and tends to help
adventurers
its founder is currently missing

Jarheads
tribes of humans living out in the desert
every Jarhead wears a protective mask and suit as according to religious law
have clockwork firearm technologies called Gears which don't use mana to fire
look up Desert Punk, Jarheads are essentially that

Kirsche
a former principality of Westri, now its own neutral armed country

Kojima Academy
a floating city high above in the clouds built by the ancient Alf
mages are trained into elite wizards here (the mark of which is a portion of the Philosopher's
Stone embedded in a wizard's palm)
pretty prestigious, probably full of pricks as a result
a prime location for Metal Gear jokes

Lynx
catfolk
have cat eyes, ears, and tails, human everything else
pretty good hunters, skilled with bows
also do tribal magic and martial arts

they live in the kingdom of Zoanesheim, which is located in the Golden Forest

Merrow
merfolk
look them up, they appear to be a direct rip from the Irish/Scottish version of mermaids of
the same name
live in Vanaheim, a maritime kingdom which is a legal entity of Wahres Reich
their king is treated as a president under Reich laws
Norn
a guild of monster hunters
there are three sections: Urd, Verdandi, and Skuld
the Hunter class is a member of Norn

Panzer Ritter
the name given to the mounted knights of the Reich which ride motorcycles (Panzers)

Primrose
anti-Reich resistance movement led by Hans Wilmar and his sister, Sophie
funded by General Material, a shipping company rivalled by Reich-owned Jormungand

Ragnarok
a war amongst the gods in which most of them snuffed it
caused the creation of Deus Ex Machina (and presumably a lot of suicides among writers)
some gods survived, most didn't
Amaterasu is a notable survivor

Saurus
intelligent lizardmen that live in the subterranean empire of Among
the largest criminal syndicate in Midgard is ran by Sauruses

Schwarz Kreuz
40k's Inquisition, only without the space part

Silber Kreuz
the imperial guard of the Reich
devoted to the state
they even monitor the Imperial Army's loyalty to the Reich
their coat of arms is a symbol worthy of fear, even in the Reich
can judge people on the spot (and also play the role of jury and executioner)
probably liable to shout I AM THE LAW

Silvestri
a republic formed after a revolution
Primrose are centered here

Shards
mana crystals containing the essence of a god
blessings differ depending on the god it was a part of
Shards with complete power are called Alshards

Sirius
deeply philosophical nomadic werewolves with strong martial arts skills
culturally similar to Tibetan monks

Soldat
the term given to the cyborg footsoldiers of Wahres Reich

Sorcerer
Reich technomages that operate a Kabbalistic computer named Sephirot to cast their
spells

Valkyries
gynoid war machines built by the Alf pre-Ragnarok
look like real human beans until WARS (Weapons Administration Retractability System) is
activated, at which point wings fold out from their back and whatever weapons systems they
have installed reveal themselves
considered to be intelligent

Virtues
the Reich's militia of the church

Vuahana
small (2 or 3 feet tall) hamster people
live on the floating island of Shemel as its keepers

Wahres Reich
totally not the Nazis
worship the machine god, Deus Ex Machina
have the most advanced technology in the setting, including Panzers, Zeppelins, and
motorcycle paladins, and are also the most feared military power on the continent
the empire is made up of 10 or so arcology cities (cyberpunk as fuck), the biggest of which
is Gladsheim (which is also the capital of the Reich)
megacorporations, son
use a technique called Kaballah to move machine with magic, resulting in Wahres Reich
taking over Midgard
Kaballah is insanely wasteful on the mana side to it
are led by a Kaiser (who also doubles as the Pope)
each Kaiser is birthed from a Blessed Virgin, whom the public is told is one woman but
there are actually clones of her
the Kaiser commands their own secret police force called the Kaiser Schwert
the current Kaiser is Gustav Joseph II, aged 412
people with Shards (so, the PCs) are labelled as an enemy of the state, unless authorised to
use them due to being in the military or something
Westri
a kingdom made up of 7 provinces
was fucked up pretty bad by the invasion of Wahres Reich and the subsequent riots of
hundreds of robots
currently in a coalition with the Reich after the High King was slain, but unity is fragile

the prince of Westri is currently in exile and rumoured to be in Silvestri


the crown princess is currently missing

Yashima
an island nation to the east
literally feudal Japan
technologically advanced enough to have airships
currently have a non-aggression pact with Wahres Reich

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