Steampunk Amahara: Difference between revisions
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'''Shinto Ritual''' | '''Shinto Ritual''' | ||
:Opens up the | :Opens up the Arete stat and gives a solid background of training and knowledge in shinto rites, rituals and ceremonies. | ||
'''Tracking''' | '''Tracking''' | ||
:Allows a user to follow tracks and trails. | :Allows a user to follow tracks and trails. | ||
''' | |||
'''Ritual Magic''' (req. Shinto Ritual) | |||
'''Kagura''' (req. Shinto Ritual ''and'' Close Combat ''and'' Athletics) | '''Kagura''' (req. Shinto Ritual ''and'' Close Combat ''and'' Athletics) | ||
:Kagura is the sacred unarmed combat form of the shrine maidens that evolved from the various ceremonial dances and rituals associated with the shinto religion. It is a highly acrobatic, striking martial art with an emphasis on flexibility, acrobatics, kicks and dodging. In the real world, its closest cousin would be capoeira. In addition to enhancing unarmed combat, it can strike immaterial targets. | :Kagura is the sacred unarmed combat form of the shrine maidens that evolved from the various ceremonial dances and rituals associated with the shinto religion. It is a highly acrobatic, striking martial art with an emphasis on flexibility, acrobatics, kicks and dodging. In the real world, its closest cousin would be capoeira. In addition to enhancing unarmed combat, it can strike immaterial targets. | ||
'''Spiritualism''' (req. Shinto Ritual) | |||
:This allows the summoning of spirits and the invocation of the kami to assist you. This type of magic still works in the homeland but its usefulness drops rapidly in other areas. In civilised areas, the kami find it difficult to manifest for any length of time if at all. In other places untouched by Amahara Shinto, they may behave in unexpected, even hostile ways and against the traditions and rituals that have long governed the norm of interaction between the worlds of gods and humans. Changing this situation by spreading Amahara Shinto is of course a primary directive of your mission. | |||
===Stats=== | ===Stats=== |
Revision as of 22:08, 15 May 2011
Introduction
Amahara
Amahara is a large archipelago about the size and climate of Japan - in short it is mystic Japan. It has just recently gone through the equivalent of the Meiji Restoration.
Magic and Religion
The religion of Amahara is Amahara Shinto, an aggressively proselytising form of Shinto believing in a vast pantheon of gods who govern every aspect of the world from weather and earthquakes to steam engines and the fine moving parts of clockwork. The new Dominion of Amahara sees itself as having a responsibility to spread this faith, most commonly by establishing and protecting countless small shrines all over the world and encouraging people to recognize the role of the kami in day to day life. It is inclusive rather than exclusive, which is part of its attraction, readily absorbing local gods, spirits, and folk heroes into the pantheon. It promises spiritual progression through reincarnation (especially after dying well) and does not treat many of the things other religions frown on (like alcohol or casual sex) as misdemeanors. Its main conflict with the Abrahamic faiths is in the doctrine of monotheism, resulting in Christian, Jewish and Muslim clerics dragged through the streets and lynched or beheaded. A recent imperial edict has declared all monotheistic religions illegal.
Amahara Shinto has multiple ranks of clergy based on their role in the service of the gods and attendant level of devotion. The most revered and respected lead highly regimented lives full of taboos, restrictions, vows of devotion, and ritual duties. In theory, their word is law as they speak for the gods themselves. The highest of these is the Dominion's head of state, the Apostle of Amahara, a girl periodically selected in the traditional manner, through the consultation of complex astrological tables and the analysis of shifting geomantic and meteorological patterns.
Character Creation
Classes
Shrine Maiden
- The only absolutely critical class for the game to start - there needs to be at least one, but hell, we could have nothing but shrine maidens we you like. Shrine Maidens are always female and start with Shinto Ritual as well as one other art that has Shinto Ritual as a prerequisite.
Ronin
???
???
Arts
Each character has 2 class Arts which they start with and may choose y other additional Arts. Unless otherwise specified, having a relevant Art lowers the success threshold to 6 from various unpleasantly high numbers depending on how necessary training, knowledge and experience are for that task. It is hence a pretty good idea to make sure your starting Arts reflect what it is you want to do. Arts also have various other beneficial special effects that are always active.
Example Arts
Animal Friendship
- The ability to make friends with animals and other creatures, and failing that to at least quickly make sense of their habits and behaviours. This extends to blatantly magical creatures of course.
Athletics
- A general proficiency to jumping, tumbling, climbing, swimming, and running around which adventurers into wild and forgotten lands are wont to often do.
Close Combat
- A general proficiency in fighting at close quarters.
Endure
- Allows long term endurance, and to resist hits. In effect gives 5 additional hit points.
Firearms
- This gives familiarity with firearms, allowing you to shoot at difficulty 6 as well as to maintain them.
Stealth
- Improves stealth, allowing a character to become all but invisible.
Shinto Ritual
- Opens up the Arete stat and gives a solid background of training and knowledge in shinto rites, rituals and ceremonies.
Tracking
- Allows a user to follow tracks and trails.
Ritual Magic (req. Shinto Ritual)
Kagura (req. Shinto Ritual and Close Combat and Athletics)
- Kagura is the sacred unarmed combat form of the shrine maidens that evolved from the various ceremonial dances and rituals associated with the shinto religion. It is a highly acrobatic, striking martial art with an emphasis on flexibility, acrobatics, kicks and dodging. In the real world, its closest cousin would be capoeira. In addition to enhancing unarmed combat, it can strike immaterial targets.
Spiritualism (req. Shinto Ritual)
- This allows the summoning of spirits and the invocation of the kami to assist you. This type of magic still works in the homeland but its usefulness drops rapidly in other areas. In civilised areas, the kami find it difficult to manifest for any length of time if at all. In other places untouched by Amahara Shinto, they may behave in unexpected, even hostile ways and against the traditions and rituals that have long governed the norm of interaction between the worlds of gods and humans. Changing this situation by spreading Amahara Shinto is of course a primary directive of your mission.
Stats
You have z points to design your character. Any excess points can be saved for increase later.
Level 1 - 1 CP
Level 2 - 3 CP
Level 3 - 6 CP
Level 4 - 10 CP
Level 5 - 15 CP
Level 6 - 21 CP
Level 7 - 28 CP
Level 8 - 36 CP
Level 9 - 45 CP
Level 10 - 55 CP
In short, to improve a stat costs (current level + 1)
Stats
Skills
You may also buy Specialties, which are substats giving you additional strengths in one field. Each specialty is bought as per regular stats cost and adds during the appropriate situation. In especially appropriate situations, Specialties may add even more points to the stat.
Example for Dexterity: Duelist (swordsmanship), or Strength: Big Guy (brawling, clobbering, not-dying), etc.
Equipment
Weapons
The only ones that matter, obviously.
Tanto
- A knife.
Katana
Naginata
Staff
Yumi
Derringer
- A derringer is a single-shot pistol that comes in a pair. They fire once each and don't do much damage, but are nevertheless a positive way to begin or end a fight.
Revolver
- A revolver normally fires once every other round
Rifle
- A rifle is a slow weapon and typically has an init rating of -2 and takes two rounds after firing in order to load, prime, and be ready to fire again. However, it deals a fuckton of damage if it hits and has, as far as the game is concerned, unlimited range.
Bayonet
- This attachment makes a rifle also a very convincing melee weapon and is hence not free. After all, good heroines seldom openly mount a bayonet on the rifle slung to her back. The art of fighting hand-to-hand with a rifle - whether the bayonet is there or not - is a Skill called Jukendo.