Post by Sir Not Appearing on Forum on Jun 27, 2008 11:39:49 GMT -5
Basicaly the same game as Savior, just that the players take on the roles of villanous characters who work for CREED. This is meant to be played when not all of the players for Savior can get together to continue on with the storyline.
Settings: 300 point stat cap, magic using jobs not available, Levasian Human and Elven sub-races avaialable.
Here are the quick write ups for the Levasian sub-races just in case players of this particular side campaign want to play as solid CREED soldiers and officers.
Levasian (Human)
Summary: Outcasts from the time of the High Elven Empire, these Humans were once members of primitive clans who worked alongside the Empire in its earlier days. Used mainly as cheap laborers and guardsmen to less popluated Elven cities, these Humans were treated teribly by their Elven masters, but nonetheless accepted things as they were. Born with the strange inability to generate ether, a small group of these people found themselves totally outclassed by their peers, and joined up with similar people of the time in order to gain protection in numbers. Since they were secretly helping the Elven sect of their hidden organization in the production of special machinery to gain them an advantage over magic, these Humans were banished from Dalros and were sentenced to Levasia, the frozen continent to the far east. Instead of dying out like was intended, these people managed to survive and use Levasia's rich resources of Mythril to create a civilization of their own away from their oppressors. Human Levasians are the most commonly found race on Levasia, and make up nearly 80% of the overall population there. While some of their resistances have gone down over time, their knowledge of machinery and crafting has given them a more fundamental edge over their Dalrosian cousins.
Racial Abilities: Levasian Humans receive the following racial changes to their character sheet.
Levasian (Elf)
Summary: The mainstay of the Levasian movement before it was banished, the elves of the secret order were the first to learn that they did not have any magical aptitude. Scared that they would be swallowed up by the magical learning explosion, these elves sought refuge among machines, asking underground groups of utlaw dwarves for help in attaining strength through other means besides magic. Over time they developed a strange exo-suit made of metal that was able to absorb the ether particles in the air and transform it into workable energy. This allowed the suits to cast spells for the wearers, but was unstable and had a potential to cause more harm then good. Having been found out by the empire, the entire sect was banished to die, and the small amount of elves involved were destined to meet the same fate as the Human laborers allied with them. Adapting to survive in the harsh cold of Levasia, these Elves developed hunting and tracking skills unheard of in the rest of their race. Even without the ability to use magic, Levasian Elves make up for this shortcoming with keener magical resistance and faster reflexes.
Racial Abilities: Levasian Elves have the following racial changes to their character sheet.
Thats should do it, what do you guys think?
Settings: 300 point stat cap, magic using jobs not available, Levasian Human and Elven sub-races avaialable.
Here are the quick write ups for the Levasian sub-races just in case players of this particular side campaign want to play as solid CREED soldiers and officers.
Levasian (Human)
Summary: Outcasts from the time of the High Elven Empire, these Humans were once members of primitive clans who worked alongside the Empire in its earlier days. Used mainly as cheap laborers and guardsmen to less popluated Elven cities, these Humans were treated teribly by their Elven masters, but nonetheless accepted things as they were. Born with the strange inability to generate ether, a small group of these people found themselves totally outclassed by their peers, and joined up with similar people of the time in order to gain protection in numbers. Since they were secretly helping the Elven sect of their hidden organization in the production of special machinery to gain them an advantage over magic, these Humans were banished from Dalros and were sentenced to Levasia, the frozen continent to the far east. Instead of dying out like was intended, these people managed to survive and use Levasia's rich resources of Mythril to create a civilization of their own away from their oppressors. Human Levasians are the most commonly found race on Levasia, and make up nearly 80% of the overall population there. While some of their resistances have gone down over time, their knowledge of machinery and crafting has given them a more fundamental edge over their Dalrosian cousins.
Racial Abilities: Levasian Humans receive the following racial changes to their character sheet.
- Proficiency: Since they spend most of their time tinkering with machines and other technical areas, Levasians have less time to hone their skills and so lose this ability.
- Craftsman: Unlike other members of their race, Levasian Humans are better at crafting and so get a +25% to crafting rolls instead of the usual amount.
- Skilled Machinist: Levasians live around machines and think of them as a part of their lives. For this reason, Levasians do not get a penalty to skill rolls when operating or repairing machinery even if they do not possess the right skills for the task. When using a skill that is machine based, they receive an additional +1 success dice bonus for every skill they already have.
- Resistance: Levasian Humans have a 50% resistance to the cold and 20% resistance to everything else.
Levasian (Elf)
Summary: The mainstay of the Levasian movement before it was banished, the elves of the secret order were the first to learn that they did not have any magical aptitude. Scared that they would be swallowed up by the magical learning explosion, these elves sought refuge among machines, asking underground groups of utlaw dwarves for help in attaining strength through other means besides magic. Over time they developed a strange exo-suit made of metal that was able to absorb the ether particles in the air and transform it into workable energy. This allowed the suits to cast spells for the wearers, but was unstable and had a potential to cause more harm then good. Having been found out by the empire, the entire sect was banished to die, and the small amount of elves involved were destined to meet the same fate as the Human laborers allied with them. Adapting to survive in the harsh cold of Levasia, these Elves developed hunting and tracking skills unheard of in the rest of their race. Even without the ability to use magic, Levasian Elves make up for this shortcoming with keener magical resistance and faster reflexes.
Racial Abilities: Levasian Elves have the following racial changes to their character sheet.
- Detect Magic: Levasian Elves lose this ability since they do not generate the ether necessary to track other forms.
- Heightened Hearing: Levasian Elves receive a +5 to perception checks when listening or noticjng something based on noise.
- Resistance: Levasian Elves have a 40% resistance to magic of all types.
- Quick Reflexes: Levasian Elves receive a +25% to defensive dexterity rolls, and to actions pertaining to dexterity actions.
Thats should do it, what do you guys think?