Steampunk Amahara

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Introduction

History

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

Ronin

???

???

Skills

Each Character has x class skill and y other skills individual to them.

Players may make up their own skills in cooperation with the games master.

Example Skills

Animal Friendship
The ability to make friends with animals and other creatures, and to know their habits and the like.

Athletics
The ability to run, jump, climbing and so on.

Endure
Allows long term endurance, and to resist hits. In effect gives 5 additional hit points.

Stealth
Improves stealth, allowing a character to become all but invisible.

Theology
Opens access to the Gnosis Stats, bought just like any other. What exactly your powers can do should be defined with the GM at the start of the Game.

Tracking
Allows a user to follow tracks and trails.

Weapon Master
Adds +2 to all attacks.

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

These are the defining 'hard' characteristics of your character.

Strength

Your physical strength, controlling damage, endurance and so on.

Dexterity

Your ability to hit things, grace and ability to dodge

Knowledge

How much you actually know about things.

Wits

Your speed of thought and ability to notice things.

Charisma

Your ability to persuade people and look pretty.

Specialties

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