Search the Community
Showing results for tags 'Manifest Destiny Rules'.
Found 3 results
59 downloadsThe evolution of the Storypath system is tied to our work on Trinity: Continuum, a world of hope, heroism, and peril, and Scion, a world where the children of the old gods walk the earth. Early on, we found that both new editions of these games had similar system needs, because their characters are larger-than-life and fight in epic battles on a grand scale. We knew we needed a system that could accommodate everyday citizens on the street, superheroes soaring above skyscrapers, and gods of the sun and sky, but we also wanted rules to help facilitate the connection between the player-characters, their organizations (Allegiances for Trinity and Pantheons for Scion), and their values. To move forward, however, we needed to take a step back, because the first editions of Trinity: Continuum and Scion used custom variants of the Storyteller System which powered Vampire: The Masquerade and other classic White Wolf games. Despite the differences between those variants, however, at its core the Storyteller System was designed chiefly as a horror game for creatures that could be effectively fought by human opponents. In other words, the Storyteller System is great for vampires, but it didn’t excel at portraying superheroes…or gods! To us, this meant that the stories of these action-adventure games were hindered by their original systems. The Storypath System was designed as a new set of rules, inspired by the legacy of the Storyteller and Storytelling Systems, in addition to other story-centric rules. The Storypath System keeps the focus on narrative, story-built play, and action-adventure. It also draws inspiration from a number of other influences that focus on a cinematic high-octane action and storytelling, as well, to create a streamlined experience for epic stories. Within these pages, you’ll find a preview of the rules and examples for both Scion and Trinity: Continuum. We hope you enjoy the new Storypath System and are inspired to roll the dice and tell great stories! - Onyx Path Design Team
Tyanan House Rules System: D&D 5th Edition Genre: High Fantasy STs: Dawn, OOC Restricted Races: Dragonborne & Tieflings Restricted Classes: None from the PHB Setting At the heart of the Altherian Continent lies the Empire of Tyanan. The humans who hold this land have only done so for the last twenty years. Before that, the human lands were held by multiple kings. One king, Mael of Tyanan began a campaign that conquered each of his neighbors in turn. The new empire is ruled by an emperor, a senate of nobility composed of all the former kingdoms, and a popularly elected legislative body. The humans thrive under Emperor Maelâ€™s rule as his reign of peace has started a supported a surge in industry and learning. Factories are starting to turn out cheap material goods which threaten to turn the dwarven trade in metalwork into a niche market for the rich. Elves find that human industry is starting to match and exceed their own arts and farming. The Halflings still trade a steady supply of mutton and wool from their highland slopes, but they are the only people who havenâ€™t been impacted by human improvement. The human lands are open to travel and commerce which the other races grumble has improved the humans. In the last three years, Emperor Maelâ€™s heir, Crown Princess Maelira has told her four younger siblings to find their own kingdoms; she will not tolerate a divisive civil war which will undo their fatherâ€™s hard work. She has amassed resources to allow them to raise armies and hire adventurers to help them carve out territory in land currently held by pirates or goblinoids. History In the Primordial Age, magic was wild and untamed. During this era, the heroes of that time were able to gather power and magic into their bodies and ascend to godhood. It was a time of great progress and terror, leaving ruins that still exist to this day. As magic was trapped into the godsâ€™, the magic faded from the land. The gods set limits and bounds on the magic, forcing it to follow rules. The Age of Order was born, and the Six Great Races began to create their kingdoms on the continent. The gods led and governed their people but not always wisely. The Gods War began when the powerful deities came into conflict. The nightmare that was the Gods War altered the land and magic once more. When the conflict was done, one of the races had wiped out of existence, and their pantheon died. The gods were horrified by their thoughtlessness and vowed to never make war on each other again. Those that remained put their castles and temples in high places, where only the most stalwart and valiant could find them. The Age of Separation was a time of peace as each other remaining Races withdrew from one another. They made their lands as it pleased them, creating nations and countries. Each of the Races flourished, and then humans were united by one of their kind, who then made peace with the other four Races. That was when humans started to exceed the others. It is the beginning of the Age of Humanity. The Races Humans Since being united by their emperor, the humans have started to explore their adaptability and capability. Emperor Mael ordered the construction of his capital on the Isthmus of Pentr. The city, called Maelston, blocks travel across the isthmus, and within its walls, he built the City of the Gods and welcomed all human deities to live in the temples he built in their honor. This inner sanctum of the city is home to priests and gods alike; while a given god or goddess may not always be in attendance in their house, their presence ensure that anyone who attacks the city will incur the wrath of the gods. Socially, humans are egalitarian, though only in the last generation so some old-fashioned views still exist in the older populace. The emperor has declared that right of succession passes to the first-born, regardless of sex. The race prides itself on the arts and innovation. There is a definite sense of competition with the other races. Human PCs need to decide if theyâ€™re from Maelton or one of the other provinces and whether your character supported unification or not. Your PC grew up during the middle and end of the war; some of you might have fought for or against the Emperor. Dwarves Regal and stoic, the Dwarves are not called the Stone People just for their superior masonry skills. They pride themselves on not being overly emotional, particularly the men. They live in the caves and mountains on the eastern edge of Altheria, working their tools and forges to create items of amazing craftsmanship. Once they had a great nation but a war with the Halflings left them homeless. They were almost wiped out as a people but one of their gods, Truanfor, saved them by finding the caves under the gnomes. Today, the dwarves live in peace with their gnomish neighbors and have regained their pride in their people. They now follow only Truanfor the Savior, having forsaken their other gods. The focus on a single male god has shaped their nation into a patriarchy. Dwarven women are expected to tend to the home while her husband provides food for the family. Women who step out of their place must leave their lands. Many live with the gnomes, and the rest go adventuring. When young men come of age, they pledge themselves to a guild that oversees their interest. Every aspect of dwarven life is overseen by the guilds, which have the real power in the Stone Kingdoms. Itâ€™s said that the guilds must agree before the crown is set on a dwarven head. When choosing subrace, the player needs to keep the following in mind. The Hill Dwarves subrace lives closed to the surface and interacts with gnomes and the outside world the most. The Mountain Dwarves live deeper, and are usually the ruling class. They pride themselves on never seeing sunlight. Elves The Fairest Race divide themselves into sharply defined roles based on subrace and gender. Their deities are the divided the same way, based on the sacred space where the god chooses to live. Of all the races, the elves have endured the previous ages the best, holding their native northern lands. They are fanatics when it comes to holding their lands. Their cities are part of the land - buildings that flow with the plains and that are built around trees instead of removing them. Their gods dwell in remote, sacred places, tended by small gathering of powerful clerics. The elves believe in three pillars: warrior, priest and allmen. The genders have their own tasks within the pillar but all sexes are seen as equal. The warriors keep the peace within and without their borders, as well as hunting and any other task that requires them to pick up a bow. The priests tend to the gods as well as the spiritual needs of the people, offering comfort and guidance alike. The allmen tend to the remaining needs of elvin society, including leadership. Young elves choose their pillars as part of a magic ceremony at puberty; during the ceremony, they are mystically changed to the appropriate subrace for that pillar. Elves who change their pillar after the ceremony can do so but they are considered exceptions. Exceptions and those who do refuse to do the ceremony are strongly encouraged to go adventuring so they can â€˜grow upâ€™. To play an elf, youâ€™ll have one of three subraces to choose from: dark elves (they are not subterranean), light elves and wood elves. Dark elves are priests, light elves are allmen, and wood elves are warriors. You donâ€™t have to align your class to your pillar; you could be on your walk about for a few decades until you mature. Gnomes Of all the races, the gnomes are the least understood. Their culture prefers to focus on magic and science, the Naturalist Academy and the Engineering Academy, and is run by clades. As a people, they donâ€™t waste time with pretending to have leadership; they let the clades do everything in society, freeing an individual to follow their interests, hopefully to enlightenment. Gnomes donâ€™t worship gods; they aspire to become one themselves and believe that each reincarnation is a chance to come closer to that goal. Their gods are seen as Perfected Archetypes, gnomes who already reached that pinnacle. They donâ€™t form family blocks; instead a gnome who gives birth turns the child over to the Child-Rearing Clade. The child is reared in blocks until their first Test, after which they are placed with other children of similar intellect to their own. As they grow, they experience more and more Tests, each designed to steer them to their appropriate Clade. Rather than denying the child the right to choose, this system is designed to ensure that the child finds the place where they are happiest. Gnomes can go through an appeal to retest if they donâ€™t like the results of their final Placement Test. Gnomes who seek jobs in a lower Clade than they qualify for are seen as lazy and work is harder to find. As a player, when you choose subraces for your gnome, youâ€™re determining what Academy your gnome was raised in. Use the forest gnome subrace for those raised in the The Naturalist Academy and the rock gnomes for PCs raised in the Engineering Academy. Adventuring is a perfectly normal avenue for gnomes, who see curiosity about other places and Races as a normal drive. Gnomes view adventuring as a type of field work. Halflings The other Races may call these people the Smallest Race, but their name for themselves in their language means the Mightiest Race. Fierce and hardy, the halflings carve a hard life on their high plateaus, herding sheep in the cold, damp crags. They ride the strongest of their rams, even in battle. They do not like sheep-fucker jokes, often reacting with a knife to the knee of the comedian. Their gods are intensely personal, with each clan and family picking a patron god. Clans and families build cairns for their gods to live in. The gods vary from clan to clan and family to family, even those with the same names. While they are generally weaker, when the halfling clans go to war, their gods go with them. Socially, the Halflings align themselves in Clans, led by a matron. In the society, the men are viewed as eternally children, free to live without much responsibility. The women run the clan and the families without much help from the males of their race. When they go to war, the men go as well but never in leadership positions. If you want to play a halfling, you need to know that Stouts high on the plateaus and are the main sheep farmers. Hill halflings live in the lower lands and process, weave, and sell wool cloth and yarn. They also arrange the sell of raw wool, mutton, and other sheep products to the outside world. Halfies Humans can breed with any sentient race (thereâ€™s rumor that they could do it with animals, too, but no one has admitted to or produced proof) and produce a half-breed. Humans tend to view these admixtures with interest or disdain, according to personal beliefs. As a whole, humans see them as being without a true people or heritage. The dwarves generally give their half-dwarves to the gnomes, either out of shame (if the dwarf parent is a woman) or convenience (if male). Gnomes see no issue with their half-blooded kin, so long the children Test and join an academy. They do note after much observation over the years that half-humans tend to not be as smart as their gnomish equivalents. Elves raise their half-breed children with sorrow, knowing that they will have the tragedy of watching those children grow old and die far too soon. The children are also excluded from the Pillars, leaving them as forever children in the eyes of their society. Halflings view their half-human kin one of two ways: if the childâ€™s father is a halfling, then the child is human. If the mother is a halfling, then the child is halfling and part of the clan. Halfies Stats Half Dwarf Ability Score Increase: +2 to Constitution, +1 to two other abilities. Dwarven Resilience (Advantage against poison and resistance to poison) Dwarven Toughness (+1 Hitpoint each level) Skill Versatility: Gain proficiency in two skills of your choice. Half Gnome Ability Score Increase: +2 Int, +1 to two others. Size: Medium Speed: 25 ft Darkvision Gnome Cunning Skill Versatility: Gain proficiency in two skills of your choice. Half Halfling Ability Score Increase: +2 to Dexterity, +1 to two other abilities. Size: Medium Speed: 25 ft Lucky Brave Skill Versatility: Gain proficiency in two skills of your choice. Character Creation Iâ€™m going to ask people come to me with a broad concept and weâ€™ll work together to fit the concept into the world. Donâ€™t put mechanics to paper until weâ€™ve hammer out what youâ€™re playing, please. Follow the stat generation from in the book. Donâ€™t roll stats until Iâ€™m in chat with you to see you roll them. I will put up a poll in this thread asking people which route they want to talk at the start of game. You will be adventurers hired by one of the nobles to help them secure a new kingdom. The choices are three: follow the eldest son (second child) to the Wild Islands to carve land from the pirates; follow the second son (third oldest) south into the goblin lands; follow the youngest daughter by boat to circle around the goblin lands and see whatâ€™s on the other side of their territory. A map of all of this will be forthcoming.