ReLOE: Difference between revisions
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You may not activate more than three heroes a turn, though you may activate less (or even none) if you so choose. | You may not activate more than three heroes a turn, though you may activate less (or even none) if you so choose. | ||
All heroes need an epithet; the Queen Luceedi, the Elder Wyrm Rhodos, Tenno Showa. | |||
Three levels of hero combat | |||
: | :Social: Conflict over some third party | ||
: | :Mental: Conflict between two heroes with no intent to physically harm | ||
: | :Physical: Brawl! | ||
: | |||
: | |||
===Traits=== | ===Traits=== | ||
Line 48: | Line 35: | ||
:Icon | :Icon | ||
:Warrior | :Warrior | ||
:'''Curators''' are leaders of knowledge; engineers, scientists, mages. They can provide useful benefits on research or training programs as well as a bonus to magic rituals or magic-like works. | |||
====Adventurer Traits==== | ====Adventurer Traits==== | ||
Line 57: | Line 45: | ||
:Lucky | :Lucky | ||
:Extra lives | :Extra lives | ||
:Battlemagic | |||
:'''Avatar''' is a special trait that must be taken at level 1 and costs 0 points. This represents a hero that is something far larger and more powerful than a human, such as a dragon or a space battleship; this must be defined and specific as a military unit in your OOB. An avatar comes with some way of interacting on the human level - polymorph spells, robotic interface shells, etc - but will nonethless often face some difficulties in some tasks. Avatars will generally find it difficult or impossible to engage on the Adventurer level, particularly in physical confrontations - they are units and fight as such. | |||
Heroes always have one '''Archetype''' and one or more (but normally only one) '''Roles'''. | |||
:'''Archetypes''' are what your hero is; from an otherwise normal human to a wizard to the avatar of a mile-long ancient superdreadnought. | |||
:'''Roles''' are what your hero does (in a heroic fashion); military leader, diplomat, explorer, etc. | |||
====Archetypes==== | |||
:'''Humans''' are the simplest and most common archetype. They have no unique abilities, but as a member of the majority population in the galaxy there are no real downsides to being a human. | |||
:'''Demihumans''' are, essentially, near-humans. This includes both traditional 'fantasy' races such as orcs, elves or merai as well as transhumans and cyborgs, and most tend to have some sort of exceptional or unusual ability. Demihumans are generally accepted in more cosmopolitan corners of the galaxy - or indeed even make up the dominant population - but may need to conceal or obfuscate themselves elsewhere. | |||
:'''Paragons of Magic''' are powerful beings of magic - sometimes archmages, but often oracles. Their origin - human or demi - is irrelevant in the grand scheme of things, as these beings that wield immense personal power are best treated very, very politely. | |||
:'''Monsters''' are sentient creatures much larger and more physically powerful than humans; giantkin such as cyclops, dragons, etc. Some particularly powerful demihumans may count as monsters, despite their lack of stature; elder vampires and samothracians come to mind. Monsters are generally large and unsubtle unless shapeshifting magic is used, and even without magic wreak havok on a scale only matched by large combat vehicles. | |||
:'''Avatars''' are the human-scale interfaces representing large (and almost inevitably battle) machinery such as Atlantean battleships, or more unusually, technomagical weapons that can shapeshift into human-scale beings. Avatars themselves operate on the human scale but as what amounts to the remote tool of some sort of vast and powerful weapon system as well they are highly unsubtle in toto. | |||
====Roles==== | |||
:'''Generals''' are army leaders. They may not actually ''be'' generals, but this is the role they fill. | |||
:'''Air Marshalls''' are air force leaders. | |||
:'''Admirals''' are (space) naval leaders. Like generals, this is a role, not necessarily their actual title. | |||
:'''Spies''' are the best covert ops agents a nation has. | |||
:'''Adventurers''' are archeologists, explorers and the like. In a dangerous universe like LOE, they probably have two fists and know how to use them. | |||
:'''Mages''' are spellcasters, though not of the level of Paragons of Magic. The Mage role is perhaps the most common one to be paired up with another. | |||
:'''Officials''' are individuals such as merchant princes, diplomats, etc. They keep the wheels of economy going and the lines of dialogue open. | |||
:'''Warriors''' are individuals who don't necessarily have any particular redeeming value but are ''really good'' at making things explode. | |||
:'''Icons''' are individuals who are the foci of a nation; Oracle-kings are the most typical. |
Revision as of 12:45, 25 January 2015
Useful things go here. They make us go.
Hero Scribbles
You may not activate more than three heroes a turn, though you may activate less (or even none) if you so choose.
All heroes need an epithet; the Queen Luceedi, the Elder Wyrm Rhodos, Tenno Showa.
Three levels of hero combat
- Social: Conflict over some third party
- Mental: Conflict between two heroes with no intent to physically harm
- Physical: Brawl!
Traits
2 types
- Leader Traits: World-affecting
- Adventurer Traits: Narrative hero vs hero/on your own
Characters start with 3 character points and gain (1 + 2x level) every time they gain another level
Leader Traits
- General
- Sky Marshal
- Admiral
- Lucky
- Agent
- Statesman
- Explorer
- Icon
- Warrior
- Curators are leaders of knowledge; engineers, scientists, mages. They can provide useful benefits on research or training programs as well as a bonus to magic rituals or magic-like works.
Adventurer Traits
- Initiative
- Move faster
- Take hits
- Hit harder
- See further
- Lucky
- Extra lives
- Battlemagic
- Avatar is a special trait that must be taken at level 1 and costs 0 points. This represents a hero that is something far larger and more powerful than a human, such as a dragon or a space battleship; this must be defined and specific as a military unit in your OOB. An avatar comes with some way of interacting on the human level - polymorph spells, robotic interface shells, etc - but will nonethless often face some difficulties in some tasks. Avatars will generally find it difficult or impossible to engage on the Adventurer level, particularly in physical confrontations - they are units and fight as such.
Heroes always have one Archetype and one or more (but normally only one) Roles.
- Archetypes are what your hero is; from an otherwise normal human to a wizard to the avatar of a mile-long ancient superdreadnought.
- Roles are what your hero does (in a heroic fashion); military leader, diplomat, explorer, etc.
Archetypes
- Humans are the simplest and most common archetype. They have no unique abilities, but as a member of the majority population in the galaxy there are no real downsides to being a human.
- Demihumans are, essentially, near-humans. This includes both traditional 'fantasy' races such as orcs, elves or merai as well as transhumans and cyborgs, and most tend to have some sort of exceptional or unusual ability. Demihumans are generally accepted in more cosmopolitan corners of the galaxy - or indeed even make up the dominant population - but may need to conceal or obfuscate themselves elsewhere.
- Paragons of Magic are powerful beings of magic - sometimes archmages, but often oracles. Their origin - human or demi - is irrelevant in the grand scheme of things, as these beings that wield immense personal power are best treated very, very politely.
- Monsters are sentient creatures much larger and more physically powerful than humans; giantkin such as cyclops, dragons, etc. Some particularly powerful demihumans may count as monsters, despite their lack of stature; elder vampires and samothracians come to mind. Monsters are generally large and unsubtle unless shapeshifting magic is used, and even without magic wreak havok on a scale only matched by large combat vehicles.
- Avatars are the human-scale interfaces representing large (and almost inevitably battle) machinery such as Atlantean battleships, or more unusually, technomagical weapons that can shapeshift into human-scale beings. Avatars themselves operate on the human scale but as what amounts to the remote tool of some sort of vast and powerful weapon system as well they are highly unsubtle in toto.
Roles
- Generals are army leaders. They may not actually be generals, but this is the role they fill.
- Air Marshalls are air force leaders.
- Admirals are (space) naval leaders. Like generals, this is a role, not necessarily their actual title.
- Spies are the best covert ops agents a nation has.
- Adventurers are archeologists, explorers and the like. In a dangerous universe like LOE, they probably have two fists and know how to use them.
- Mages are spellcasters, though not of the level of Paragons of Magic. The Mage role is perhaps the most common one to be paired up with another.
- Officials are individuals such as merchant princes, diplomats, etc. They keep the wheels of economy going and the lines of dialogue open.
- Warriors are individuals who don't necessarily have any particular redeeming value but are really good at making things explode.
- Icons are individuals who are the foci of a nation; Oracle-kings are the most typical.