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These are just some sample ideas. It should be easy to make up your own setting, but more ideas will be added here over time!
Crime Drama
The character are cops, lawyers, or criminals. The game focuses on the justice system and hard city life, but there are sure to be a few car chases and shootouts.
- Starting CP: 12-20
- Sample Traits: Driving, small arms, high society, beurocracy, street smarts, sneaking, legalese, negotiation, oratory, procedure, drugs, abnormal psychology, first aid, forensics, research, computers, running, brawling, knives, drinking, smoking, stake out, disguise, lying, innuendo.
- Quintessence: Grit.
- Starting Quintessence: 3-4
- Quintessence Refresh: Daily.
- Sample Treasures: Power tie (+1 to oratory in formal situations), Ol' Betsy (+2 to small arms), '68 Mustang (+2 to driving in car chases)
- Sample Connections: The force, justice, kids, drugs, prisons.
Martial Arts
Tell me I don't have to explain this one.
- Starting CP: 20-30
- Sample Traits: Grapple, strike, kick, dodge, throw, blades, throwing, staffs, leaping, stealth, speed, resilience, meditation, horsemanship, balance, etiquette, religion, bureaucracy, mysteries, honorable.
- Quintessence: Ki, technique, or spirit.
- Starting Quintessence: 4-6
- Quintessence Refresh: Hourly.
- Sample Treasures: Blade of One-Hundred Storms (+4 to attack with blades), Focus Talisman (+2 to initiative), Black Demon Armor (+3 to resilience).
- Sample Connections: Mentor, emperor, family, syndicate, foreigners, ancestors, school, spirits, martial style, wisdom.
Survival Horror
In this kind of setting, the characters are everyday people suddenly faced with some kind of horrific catastrophe. It could be a viral outbreak, the dead rising from their graves, or a demon or other monster suddenly unleashed. The characters are weak compared to the threat, and must try to survive long enough to find it's weakness, or simply escape far enough away.
- Starting CP: 10-15
- Sample Traits: Occult knowledge, survivalist, unarmed combat, small arms, level-headed, spirit medium, rifles, demolitions, chemistry, hand-held weapons, first aid, running, pop culture, any modern profession, driving, sneaking, piloting.
- Quintessence: Adrenaline.
- Starting Quintessence: 2
- Quintessence Refresh: Daily.
- Sample Treasures: Paramedic's kit (+2 to first aid checks), the Tome of Glazbriuk (+3 to Occult knowledge regarding Demons), nightvision goggles (+4 to notice things in the dark).
- Sample Connections: Family, government, occult, company, escape, sex, home, vengeance, knowledge, rescue, capture.
Vampires
Being undead is super sad :(.
- Starting CP: 20-30
- Sample Traits: Animals, domination, shapechanging, blood magic, self-control, willpower, claw and fang, small arms, swords and such, appearance, goth poetry, rage, agility, strength, stealth.
- Quintessence: Blood.
- Starting Quintessence: 5-8
- Quintessence Refresh: Bleeding a human. Bleeding a human to death gives a +1 bonus to the recovery check.
- Sample Treasures: Billowy cape (+2 to stealth), Kris of Unbearable Angst (+3 to swords to hit other vampires), Sanguine Wand (+1 to blood magic)
- Sample Connections: Clan, humanity, beasts, blood, madness, knowledge, money.
Boilerplate Fantasy
Characters meet in a inn, venture to a locale (such as a dungeon) in search of treasure, and battle mosters (possibly dragons!) along the way.
- Starting CP: 6-20
- Sample Traits: Swords, bows, daggers, axes, lore, woodsman, music, shield, tough, healing magic, fire magic, ice magic, nature magic, shadow magic, mind magic, charisma, might, animals, shapechanging, unarmed combat, speed, brave, reserved.
- Quintessence: Technique, rage, focus, mana, spirit, stealth.
- Starting Quintessence: 4-8
- Quintessence Refresh: Daily.
- Sample Treasures: MAGIC SWORD (+1 with sword attacks), Helm of Tyrants (+2 to dominate others' wills), 7-league boots (+3 to speed checks to move large distances)
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