Knights Over A Scarlet Sea: Difference between revisions

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1d4chan>Sicarius
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Starting Skill: Resilience (1)
Starting Skill: Resilience (1)


''':'''  Your character may add a total of 3 Boost (blue) dice to Brawn tests per session, gaining 1 Strain per dice added.
'''Moment of Glory:'''  Your character may add a total of 3 Boost (blue) dice to Brawn checks per session, gaining 1 Strain per dice added.


===Craftsman===
===Craftsman===
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Starting Skill: Mechanics (1)
Starting Skill: Mechanics (1)


''':''' Your character may add a total of 3 Boost (blue) dice to Intellect tests per session, gaining 1 Strain per dice added.
'''Journeyman's Learning:''' Your character may add a total of 3 Boost (blue) dice to Intellect checks per session, gaining 1 Strain per dice added.


===Profiteer===
===Profiteer===
Line 146: Line 146:
Starting Skill: Leadership (1)
Starting Skill: Leadership (1)


''':''' Your character treats all Presence skills as class skills.
'''Blue Blood:''' Your character treats all Presence skills as class skills.


===Intellectual===
===Intellectual===
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Starting Skill: Knowledge (1)
Starting Skill: Knowledge (1)


''':''' Your character may spend a Story Point to reroll up to 3 dice in an Intellect test.
'''The Liberal Arts:''' Your character may spend a Story Point to re-roll up to 3 dice when rolling an Intellect check.


=Careers=
=Careers=

Revision as of 19:04, 18 January 2020

A homebrew setting for a dieselpunk RPG, inspired by Porco Rosso, All Quiet on the Western Front, and Crimson Skies.

The Scarlet Sea

The Scarlet Sea
A map of the Scarlet Sea

People of the Scarlet Sea

Character Archetypes

Veteran

Brawn Agility Intellect Cunning Willpower Presence
2
3
1
1
2
1

Starting Wound Threshold: 11+Brawn

Starting Strain Threshold: 11+Willpower

Starting Experience: 110

Starting Skill: Ranged, Light (1)

Three Rounds Rapid: Once per encounter, your character may spend a Story Point to re-roll up to 3 dice when making a ranged attack.

Laborer

Brawn Agility Intellect Cunning Willpower Presence
3
2
1
1
2
1

Starting Wound Threshold: 12+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Resilience (1)

Moment of Glory: Your character may add a total of 3 Boost (blue) dice to Brawn checks per session, gaining 1 Strain per dice added.

Craftsman

Brawn Agility Intellect Cunning Willpower Presence
1
2
3
2
1
1

Starting Wound Threshold: 9+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Mechanics (1)

Journeyman's Learning: Your character may add a total of 3 Boost (blue) dice to Intellect checks per session, gaining 1 Strain per dice added.

Profiteer

Brawn Agility Intellect Cunning Willpower Presence
1
1
2
3
1
2

Starting Wound Threshold: 9+Brawn

Starting Strain Threshold: 9+Willpower

Starting Experience: 110

Starting Skill: Negotiation (1)

Spread the Wealth: Your character may distribute a total of 3 additional boost (blue) dice per session to rarity/acquisition checks by any player.

Aristocrat

Brawn Agility Intellect Cunning Willpower Presence
1
1
2
1
2
3

Starting Wound Threshold: 10+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 120

Starting Skill: Leadership (1)

Blue Blood: Your character treats all Presence skills as class skills.

Intellectual

Brawn Agility Intellect Cunning Willpower Presence
1
1
3
2
2
1

Starting Wound Threshold: 8+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Knowledge (1)

The Liberal Arts: Your character may spend a Story Point to re-roll up to 3 dice when rolling an Intellect check.

Careers

  • Soldier
  • Mechanic
  • Medic
  • Captain
  • Sergeant
  • Rogue
  • Quartermaster
  • Astrologer
  • Bard

Plane Building Rules

Manufacturers and Products