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Twilight's Rise


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Concept: Far future low-tech post-apocalyptic. Humanity split between 6 species who are beginning to encounter each other.

History

The Fall

After The Fall

The Forgetting

Rebirth

Races

  1. Thall (thall): Tall, thin, long-fingered, tree-living. Can move silently in forests. Can leap long distances, tree-to-tree, with powerful legs. Often found solo in jungles.
  2. Stamb (stam-buh): Brutish and powerful, run on all fours but walks mostly upright, herbivores with bottom-jaw tusks for defense. Sapient, but not tool-users. Herd protectors.
  3. Delling (dell-ing): Cave and canyon dwellers, known for using and keeping fire. Small and furred, aggressively protective, uses primitive weapons. Some amount of agriculural knowledge.
  4. Konxa (kong-sha): Seaside people, use of dugout canoes and basic rafts. Use barbed reed spears for fishing and defense. Use a high-whistling language that can carry for long distances. Short of stature, but strong upper body.
  5. Hyunpe (he-oon-pay): Desert people, “those who weave/make cloth”. Live on the edge of deserts where they know how to survive but outsiders don't. Very insular, but willing to trade (no knowledge of money). Dark skinned, cover themselves with cloth, with woven stories across them.
  6. Lalent (Lall-ent): Also known as pole/Stick-draggers. Nomadic survivors and trade people. They survive by travelling between the other groups. Negotiators and peaceful, out of necessity for survival. They create A-frames to transport goods.

Core abilities: All abilities are between three and ten points. Roll a d10 until within that range.

  1. Power: Physical strength or force exerted or capable of being exerted
  2. Speed: Swiftness of physical action
  3. Will: Purposefulness and independent determination
  4. Sapience: ability to apply knowledge or experience or understanding or common sense and insight

Derived abilities: These are simple averages between the listed core attributes (rounded up).

  1. Attack (Power+Speed)/2: Amount of damage with a physical non-weapon attack.
  2. Constitution (Power+Will)/2: Ability to withstand damage and continue acting.
  3. Accuracy (Power+Sapience)/2: Chance to hit in combat or hunting.
  4. Dexterity (Speed+Will)/2: Ability to perform non-combat physical feats or create things.
  5. Derivation (Speed+Sapience)/2: Ability to guess outcomes, resolve puzzles, use experiences in new situations.
  6. Resolve (Will+Sapience)/2: Ability to overcome mental challenges, withstand difficult mental or emotional challenges.

The game works by only the derived abilities and role-playing. If a situation does not fall into the derived abilities, role-play it to succeed.

GameMechanics

BuildingSkills

start.1584928028.txt.gz · Last modified: 2020/03/23 01:47 by greg