Difference between revisions of "Obsidian Reign Characters"

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Finally, fill out your character with the powers from your sapphire bond and your [[#Titan Form|titan form]].
Finally, fill out your character with the powers from your sapphire bond and your [[#Titan Form|titan form]].
=== Hinderances ===
Characters of Obsidian Reign have a sapphire bond that gives them many advantages, powers, and hinderances. To maintain balance players may select only 2 additional minor hindrances for their character. Many major hindrances can be converted to minor hindrances by taking them as a Quirk.
You may not select any hindrance that would make it too difficult to cooperate with others. All major hindrances and these minor hindrances are disallowed:
;Enemy, Illiterate, Secret


=== Skills ===
=== Skills ===


Obsidian Reign takes place in 1911, long before computers, but there are complex devices powered by Bradford Stone.  
Obsidian Reign takes place in 1911, long before computers or other advanced technology. The Electronics and Hacking skills are unknown in this setting.


These skills are altered from the base system:
The only Arcane Background available is Focus, and is available to every PC.


;Bradworks (replaces Electronics)
=== Hinderances ===
:The use and repair of devices powered by Bradford Stone.
 
And these skills aren't available to the teenagers of Obsidian Reign:


;Battle, Driving, Faith, Hacking, Piloting, Psionics, Science, Spellcasting, Weird Science
Characters of Obsidian Reign have a sapphire bond that gives them many advantages, powers, and hinderances. To maintain balance players may select only 2 additional minor hindrances for their character. Many major hindrances can be represented as a minor hindrance by taking them as a Quirk.


You may not select any hindrance that would make it too difficult to cooperate with others.


=== Edges ===
=== Advancements ===


You may select any edges from the lists for common advancements, those for your archetype, and those listed here.
You may select any edges from the lists for common advancements, those for your archetype, and those listed here.


* Attractive
* Attractive (Vigor d6)
** Very Attractive
** Very Attractive
* Connections
* Connections
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=== Equipment ===
=== Equipment ===


We won't be tracking currency; your equipment will depend on the wealth level of your family. It is "normal" unless you have the Poverty hinderance or the Rich/Filthy Rich edges.
We won't be tracking currency; your equipment will depend on the social class of your family, as determined by your traits.


;Laborer (poverty)
;Laborer (poverty): pocket money = $0.10
:Your family is employed by professionals and merchants to do hard labor: porters, miners, dock workers, servants, lumberjacks, factory workers, etc. You are the first of your family to attend secondary school. Your family lives in a boarding house and can barely afford food and school supplies, you wear worn, second hand clothes. When you are not in school you probably work in a factory or some other menial job to help support your family.
:Your family is employed by professionals and merchants to do hard labor: porters, miners, dock workers, servants, lumberjacks, factory workers, etc. You are the first of your family to attend secondary school. Your family lives in a boarding house and can barely afford food and school supplies, you wear worn, second hand clothes. When you are not in school you probably work in a factory or some other menial job to help support your family.
;Professional (default)
;Professional (default): pocket money = $1
:Your parents are skilled professionals of a craft or service in the employ of a local merchant and you live in a small house or a "flat" near where they work. Your family has sufficient income for food and clothing with enough for an occasional celebration but they don't own any property and have very few durable goods beyond their professional tools. In addition to school you may have an apprenticeship that requires most of your time.
:Your parents are skilled professionals of a craft or service in the employ of a local merchant and you live in a small house or a "flat" near where they work. Your family has sufficient income for food and clothing with enough for an occasional celebration but they don't own any property and have very few durable goods beyond their professional tools. In addition to school you may have an apprenticeship that requires most of your time.
;Merchant (rich)
;Merchant (rich): pocket money = $5
:Your family owns a factory, business, ships, or other property and make their living by managing that property. You live in a house and eat well with easy access to basic goods and clothing. You are far better off than most of the people in Eureka and have some time to for extra schooling, an apprenticeship, or other productive activities.
:Your family owns a factory, business, ships, or other property and make their living by managing that property. You live in a house and eat well with easy access to basic goods and clothing. You are far better off than most of the people in Eureka and have some time to for extra schooling, an apprenticeship, or other productive activities.
;Aristocrat (filthy rich)
;Aristocrat (filthy rich): pocket money = $20
:Your family is one of the oldest landowners in the city with great wealth and responsibility to all citizens. You live in a mansion on an estate and the only one of your siblings to go to a public secondary school. Every aristocrat is expected to follow a strict code of ethics to be polite and gracious to all citizens. Your aristocratic family doesn't care what you do, as long as you don't disgrace the family name.
:Your family is one of the oldest landowners in the city with great wealth and responsibility to all citizens. You live in a mansion on an estate and the only one of your siblings to go to a public secondary school. Every aristocrat is expected to follow a strict code of ethics to be polite and gracious to all citizens. Your aristocratic family doesn't care what you do, as long as you don't disgrace the family name.


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* +2 Toughness.
* +2 Toughness.
* +2 Recover from shaken.
* Weakness to iron (-2 toughness/resistance).
* Doesn't breath, eat, sleep, or age.
* Natural Weapons: teeth (Str +d6) & claws (Str +d6)
* Immune to mundane poison and disease.
* Animal Form: -4 with tools, mundane equipment
* No extra damage from called shots; but they can still be crippled.
* Doesn't breath, eat, sleep, or age, and immune to mundane poison and disease.
* Weakness to silver and moonlight (-2 toughness/resistance).
* No extra damage from called shots; but can still be crippled.
* Cannot be healed with mundane methods.
* Cannot be healed with mundane methods.
* Cannot use Smarts-based skills. (But don't dump Smarts, you will need those human skills.)
* No hands, so cannot use tools or mundane equipment.
* Natural Weapons: teeth (Str +d6) & claws (Str +d6)


And traits that affect both human and titan forms.
And traits that affect both human and titan forms.
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* Gain one skill increase to a skill at or above the linked attribute.
* Gain one skill increase to a skill at or above the linked attribute.


Unless described below, all advancements are edges from the core book. Trait requirements are only suggestions.
Unless described below, all advancements are edges from the core book.


* Skill and attribute increases apply to both human and titan forms.
* Skill and attribute increases apply to both human and titan forms.
* ''Italic'' powers can only be used in titan form.
* ''Italic'' traits can only be used in titan form.
* Advancements with an asterisk(*) are unique to Obsidian Reign and are described below.
* Advancements with an asterisk* are unique to Obsidian Reign and are described below. Most of these can be upgraded at Veteran level.
* All abilities that require a focus roll also cause you to glow softly, indicating an obvious use of supernatural power to anybody paying attention. This is indicated in the power description.
* Advancements with a (+plus) have additional requirements listed in parentheses.
* All abilities that require a focus roll also cause you to glow softly, indicating an obvious use of supernatural power to anybody paying attention. The power description indicates if it requires a focus roll.


=== Common Advancements ===
=== Common Advancements ===
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{| class="wikitable"
{| class="wikitable"
|+ Generic Advancements
|+ Common Advancements
|-
! Novice !! Seasoned
|-
|-
! Novice !! Seasoned !! Veteran
| Brave || ''Combat Reflexes''
|-
|-
| Acrobat      || ''Counterattack''   || ''Indomitable''(*)
| Brawny || ''Counterattack''  
|-
|-
| Steady Hands || ''Humanoid''(*)      || Fearless
| Luck  || ''Were Form''*  
|-
|-
| Luck        || Sense Evil(*)        || ''Tough as Nails''
| ''Brawler'' || ''Hardy''*
|-
|-
| ''Fleet Footed'' || Uncanny Reflexes ||
| ''Hard to Kill'' || ''Sense Evil''*
|-
|-
| Quick        || ''Toughness'' ||  
| Nerves of Steel  || Mundane Magic*
|-
|-
| ''Champion'' || Nerves of Steel||
| Thief (+Poverty) || Normal Magic*
|-
| Streetwise
|-
| Strong Will
|-
| ''Champion''  
|-
| Danger Sense
|-
| Healer
|}
|}


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|+ Advancements
|+ Advancements
|-
|-
! Novice !! Seasoned !! Veteran
! Novice !! Seasoned
|-
| Alertness || ''Block''
|-
|-
| Brave      || Arcane Resistance|| ''Alter Destiny''(*)
| Elan || ''Mirror Image''*
|-
|-
| Calculating|| ''Frenzy''       || ''Kugelblitz''(*)
| Quick || ''Pounce''*  
|-
|-
| Extraction || Level Headed||
| ''Extraction''
|-
|-
| Free Runner|| Brawler ||
| ''Steady Hands''
|-
|-
| Reliable|| ||
| Jack-of-all-trades
|-
|-
| Streetwise|| ||
| Scavenger
|}
|}


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|+ Advancements
|+ Advancements
|-
|-
! Novice !! Seasoned !! Veteran
! Novice !! Seasoned  
|-
|-
| Bolster    || Dodge|| ''Jinx''(*)
| Work the Room || Frenzy
|-
|-
| Common Bond|| ''Sabotage''(*)|| ''Mic Drop''(*)
| Feint || Killer Instinct
|-
|-
| Extraction|| Killer Instinct||  
| Bolster || Rabble Rouser
|-
|-
| Feint    || Scavenger ||  
| Humiliate || ''Sabotage''*
|-
|-
| Provoke|| ||
| Provoke || ''Jinx''*
|-
|-
| Retort|| ||
| Retort  
|}
|}


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The creepy-kid is into tarot cards, astrology, and other weird occult stuff. They seem to know things
The creepy-kid is into tarot cards, astrology, and other weird occult stuff. They seem to know things
that other kids find spooky and scary. They often have few, if any, friends but they don't care because they Know Things. As a titan they can manifest energy into physical things, confusing and harassing the enemy.
that other kids find spooky and scary. They often have few, if any, friends but they don't care because they Know Things.


{| class="wikitable"
{| class="wikitable"
|+ Advancements
|+ Advancements
|-
|-
! Novice !! Seasoned !! Veteran
! Novice !! Seasoned  
|-
|-
| ''After Image''(*)|| ''Entrapment''(*)|| ''Duplication''(*)
| ''Arcane Resistance'' || ''No Mercy''  
|-
|-
| Alertness || ''Illusion''(*)|| ''Divination''(*)
| Elan            || ''After Image''*
|-
|-
| Brave    || Level Headed||  
| Scholar, Occult || ''Shroud''*
|-
|-
| Danger Sense|| No Mercy||
| Divination* || ''Kurgleblitz''*
|-
| Elan|| ||
|-
| Strong Willed|| ||  
|}
|}


===Heart-throb===
===Heart-throb===


Every school class has that one boy or girl more beautiful and charming than the rest. This heart-throb is charming and friendly and diplomatic, able to lead others to success and convince others to do the right thing. They are strategic and tactical, inspiring and encouraging. The heart-throb is also the only archetype that can use its powers without transforming into a titan.
Every school class has that one boy or girl more popular and charming than the rest. This heart-throb is friendly and diplomatic, able to lead others to success. They are charismatic leaders, inspiring and encouraging allies to victory.


{| class="wikitable"
{| class="wikitable"
|+ Advancements
|+ Advancements
|-
|-
! Novice !! Seasoned !! Veteran
! Novice !! Seasoned
|-
|-
| Bolster|| Inspire(*)|| Motivate(*)
| Charismatic || ''Alter Destiny''*
|-
|-
| Charismatic|| Level Headed|| Rejuvenate(*)
| Bolster || ''Purrfect Calm''*
|-
|-
| Common Bond|| Natural Leader||
| Common Bond  
|-
|-
| Humiliate|| Tactician ||
| Reliable
|-
|-
| Encourage(*)|| ||
| Retort
|-
|-
| Reliable|| ||
| Work the Room
|}
|}


===Lone-wolf===
===Lone-wolf===


Mavericks, freaks, punks, and misfits who feel like they don't fit in with the rest of the class. They have thick skin, a strong personality, and a pursuit that most of their class would consider too strange. As a titan the lone-wolf excels at creative tactics, flanking and surprising the enemy, and getting out of danger before others see it coming.
Mavericks, freaks, punks, and misfits who feel like they don't fit in with the rest of the class. They have thick skin, a strong personality, and a pursuit that most of their class would consider too strange. The lone-wolf excels at creative tactics, flanking and surprising the enemy, and getting out of danger before others see it coming.


{| class="wikitable"
{| class="wikitable"
|+ Advancements
|+ Advancements
|-
|-
! Novice !! Seasoned !! Veteran
! Novice !! Seasoned
|-
|-
| Alertness  || Assassin    || ''Obscure''(*)
| ''Fleet-Footed'' || ''Dodge''
|-
|-
| Elan      || Dodge        || ''Cat Eyes''(*)
| Quick || Level Headed
|-
|-
| Extraction || Killer Instinct||
| Calculating || Killer Instinct  
|-
|-
| Specialization(*)|| No Mercy||  
| ''Feint'' || ''Schrodinger Cat''*
|-
|-
| Streetwise|| ||
| Specialization* || ''Mystic Mist''*
|-
| Strong Willed|| ||  
|}
|}


===Meat-head===
===Meat-head===


A meat-head is a sports jock who succeeds through strength and athletics. Meat-heads work best as part of a team, working as a group to strengthen each other and succeed together. As a titan they bring great power to the team, shielding their friends from danger and bringing the beat-down to the enemy.
A meat-head is a sports jock with a well trained body and strong sense of teamwork. Meat-heads work best in a group to be stronger and better than they would be alone. They bring power to the team, shield their friends from danger, and bringing the beat-down to the enemy.


{| class="wikitable"
{| class="wikitable"
|+ Advancements
|+ Advancements
|-
|-
! Novice !! Seasoned !! Veteran
! Novice !! Seasoned  
|-
|-
| Brawny    || Brawler  || ''Charge''(*)
| Brute || ''Block''  
|-
|-
| Brute      || Bruiser  || ''Testudo''(*)
| ''Extraction'' || ''Bruiser''
|-
|-
| Extraction|| ''Hardy''(*)||
| ''Iron Jaw''  || ''Testudo''*
|-
|-
| Feint    || ''Power Bite''(*)||
| Common Bond  || ''Scrimmage''*
|-
|-
| Iron Jaw|| ||
| Provoke
|-
|-
| Reliable|| ||
| Reliable  
|}
|}


===Smarty-pants===
===Smarty-pants===


Some people love to read and learn about the world they live in. The smarty-pants character loves to learn; they read the encyclopedia for fun, study historical events, and can tell you how Ohm's law explains light bulbs. Smarty-pants tend to be less powerful titans, but they more than make up for it with their deep understanding of physics and geometry.
The smarty-pants loves to learn; they read the encyclopedia for fun, study historical events, and can tell you how Ohm's law explains light bulbs. Smarty-pants tend to be less powerful titans, but they more than make up for it with their deep understanding of the world.


{| class="wikitable"
{| class="wikitable"
|+ Advancements
|+ Advancements
|-
|-
! Novice !! Seasoned !! Veteran
! Novice !! Seasoned  
|-
|-
| Calculating|| Arcane Resistance|| ''Tool User''(*)
| Alertness || ''Retcon''*
|-
|-
| Elan|| Jack-of-all-trades|| ''Genius''(*)
| Calculating || Genius*
|-
|-
| Investigator|| McGyver||
| Investigator  
|-
|-
| Provoke|| Reliable||
| Jack-of-all-trades
|-
|-
| Scholar|| ||
| Mr. Fixit
|-
| Strong Willed|| ||
|}
|}


===Tree-hugger===
===Tree-hugger===


Teenagers often find themselves searching for meaning and purpose. Some find their purpose in the plants and animals outside the city. Tree-huggers love their pets and potted plants and have a near-psychic connection to nature. This connection to nature makes the titan form more resilient and adaptable than most and many can learn to understand other animals.
Teenagers often find themselves searching for meaning and purpose. Some find their purpose in the plants and animals outside the city. Tree-huggers have a connection to nature and animals. They are excellent hunters and survivalists.


{| class="wikitable"
{| class="wikitable"
|+ Advancements
|+ Advancements
|-
|-
! Novice !! Seasoned !! Veteran
! Novice !! Seasoned  
|-
|-
| Alertness|| Beast Bond|| ''Stealth''(*)
| ''Berserk'' || ''Frenzy''  
|-
|-
| Beast Master|| Extraction || ''Cats Grace''(*)
| ''Fleet-Footed'' || ''Bruiser''  
|-
|-
| Brave|| ''Animal Voice''(*)||
| Free Runner || ''Animal Whisperer''*
|-
|-
| Danger Sense|| ''Tracking''(*)||
| ''Steady Hands'' || ''Cats Eyes''*
|-
|-
| Free Runner|| ||
| Woodsman 
|-
|-
| Woodsman|| ||
| Beast Master
|}
|}


==Power Descriptions==
==Power Descriptions==


;After Image (Focus)
All abilities that are noted with "(Focus)" require a focus roll and cause you to glow softly, indicating an obvious use of supernatural power to anybody paying attention.
: You can create an illusionary duplicate of a stationary object. When you move an object you can take an illusion of the object, or leave an illusion behind in place of the object. The illusion is ethereal, but otherwise indistinguishable from the original. The illusion vanishes if punctured.
 
;Alter Destiny (Focus)
Powers can only be used while in titan form, unless otherwise specified in the description.
: One person you can see gains +2 or -2 to their next action. You decide if it is a bonus or penalty and you can specify a specific kind of action (trait roll) if desired. Each raise increases the modifier by +/-1.
 
;Animal Voice
Powers can be upgraded by spending another advancement on them.
 
;After Image (Focus)  
: You can create an illusionary duplicate of a stationary object. When you move a small object you can take an illusion of the object or leave an illusion behind in place of the object. The illusion is solid but fragile and otherwise indistinguishable from the original. The illusion shatters if damaged or used as a tool or weapon.
: '''Upgrade:''' You can create illusions as large as a house or ship, creating them from memory. You must have seen and studied the object within the last few months to create a convincing illusion of it.  
;Alter Destiny (Focus)  
: One person you can see gains +2 to all actions until the end of their next turn.
: '''Upgrade:''' You boost everybody within a small blast radius of the target, friend and foe, and the bonus increases to +4. They must remain adjacent to the target to get the bonus.
;Animal Whisperer (Focus)
: You can communicate with animals. Animals do not speak human language but they can communicate in sensory and emotional impressions. Most animals will be friendly and willing to communicate.
: You can communicate with animals. Animals do not speak human language but they can communicate in sensory and emotional impressions. Most animals will be friendly and willing to communicate.
;Cats Eyes
: '''Upgrade:''' (Focus) You can motivate nearby animals to behave in a specific way such as fleeing, stampeding, fighting, etc. You can motivate a number of mundane animals with a total size up to a horse (size 2) within a medium blast area.
: You can see in the dark and hear a mouse sneeze. This does not give a bonus to Notice, but it negates all environmental penalties to sight and sound and your sight is powerful enough to read a road sign up to a mile away.
;Cats Eyes  
;Cats Grace (Focus)
: You can see in the dark and hear a mouse sneeze. This does not give a bonus to Notice but it offsets all environmental penalties to sight and hearing by 2 points.
: You can move over any surface, from soft snow to sheer cliffs, leaving behind only faintly glowing footsteps. You can walk on any surface up to an 80 degree slope and crawl on sheer walls, but ceilings and overhangs are too steep for you.
: '''Upgrade:''' (Focus) The bonus also applies to your other senses and, with a Focus roll, you can see detail far away and hear faint sounds giving +2 to notice rolls in addition to the penalty reduction.
;Charge (Focus)
;Divination (Focus)  
: You can charge into another person or object with a run action. The person or object hit is knocked back (1d6 hexes - size) and is distracted until their next turn. If they are knocked into something they both take damage (1d6 + 1 per hex). A person can dodge the charge with Athletics, and if they do then charge 1d6 hexes past them.
;Divination (Focus)
: By handling and concentrating on an object you can detect impressions from the recent past of that object. You can detect the motivations of somebody who recently used the object, how long the object has been in its current state, if the object was used for violence or stealth, etc. This information comes as sensory information: visions, smells, emotions, etc. from the perspective of the object.
: By handling and concentrating on an object you can detect impressions from the recent past of that object. You can detect the motivations of somebody who recently used the object, how long the object has been in its current state, if the object was used for violence or stealth, etc. This information comes as sensory information: visions, smells, emotions, etc. from the perspective of the object.
;Duplication (Focus)
;Genius
: You create three illusionary duplicates of yourself that act as if they were you. They are identical to you and an opponent will not know which image is the real titan. When attacking you get a gang-up bonus. You can also control your illusions to act without you, they can not cause damage but they can distract an opponent.
: You may make a free reroll on all Smarts linked skills. You do not need to be in Titan form to use this power.
;Encourage (Focus)
: '''Upgrade:''' You may use your Focus die for untrained knowledge skills. You probably know everything about everything. People hate that.
: Support an individual in their next action, adding any successes and raises from your focus roll as successes to their roll.
;Hardy  
;Entrapment (Focus)
: After successfully grappling an opponent you may move away and leave a duplicate of yourself behind to continue the grapple. If the opponent breaks free of the hold then your duplicate vanishes. The duplicate has the same traits as you for the purpose of maintaining the grapple.
;Genius
: Free reroll on all Smarts linked skills. Yeah, you probably know everything about everything. People hate that.
;Hardy
: A second shaken result doesn't cause a wound; the attacker must get a raise on the damage roll to cause a wound even if you are already shaken.
: A second shaken result doesn't cause a wound; the attacker must get a raise on the damage roll to cause a wound even if you are already shaken.
;Humanoid
;Jinx (Focus)
: Your titan is able to assume the form of a bipedal cat with arms. You still have paws instead of hands and feet but you can now use tools and mundane equipment with a -2 penalty. You can transform into either panther or humanoid titan.
: You are squirmy like a kitten. If the target fails an attack against you; including area attacks, tests, etc.; they fumble badly, making them Vulnerable until the beginning of their next turn.
;Illusion (Focus)
: '''Upgrade:''' The effect extends to attacks against allies within a small blast radius of you.
: You can create an After Image of an object in motion, even a living creature. You can control the motion of the object but you are distracted while doing so. Otherwise the object will continue whatever it was doing until interrupted, then vanish. The original object remains, as with After Image. The focus roll is at -1 per size above 0 (human). After Image can now be used on stationary objects without transforming into a titan.
;Kugelblitz (Focus)  
;Inspire (Focus)
: Your titan shoots lasers from its eyes. This is a ranged attack with a range of 10/20/40. It does 2d6 damage to mundane creatures and 2d6+3 damage to supernaturally evil creatures in a line from you to the target.
: Support a group of allies in their next action, adding any successes from your focus roll to their roll.
: '''Upgrade:''' The attack does 3d6 damage (+3 to evil) and can be a cone shaped area.
;Jinx(Focus)
;Mirror Image (Focus)  
: Like Sabotage but when the object fails it will fail catastrophically, breaking apart into chunks and components. The focus roll is at -1 per size above 0 (human). Jinx can cause the failure to happen immediately, without waiting for the mechanism to be used.
: You create an illusionary duplicate of yourself that does exactly the same thing you do. When attacking you get a gang-up bonus of +1 and a parry bonus of +1.
;Kugelblitz (Focus)
: '''Upgrade:''' You can control your illusion to act without you, it can not cause damage but it can interact with objects and make tests against an opponent.
: Your titan shoots lasers from its eyes. This is a ranged attack with a range of 10/20/40. It is most effective against supernatural evil where it does 3d6 damage; against mundane creatures and objects it does only 2d6 damage.
;Mundane Magic
;Mic Drop (Focus)
: Choose a power in this list. You can now use the basic form of that power without the glowing light that reveals the magical nature of that power. You can take this advancement multiple times, choosing a different power each time.
: You disappear in a flash of light and puff of smoke and reappear up to 10 hexes away. If you appear next to an opponent you have The Drop on them until their next turn. You must be able to walk/run/climb to the new location.
;Mystic Mist (Focus)  
;Motivate (Focus)
: A dense mist seeps out of the ground and covers the area (medium blast template). The fog is thick and obscures everything more than a few feet away. Any attempt to target something in the fog is at -2.
: Motivate a group of people (small blast) to be more friendly or aggressive, calm or fearful, etc. You do not control the group, only motivate them to behave in some way. More raises enhances the effect and/or the number of people affected. This power can be resisted with Spirit (-1 per raise).
: '''Upgrade:''' The mist is especially dense to evil creatures and can be in a large area. All evil creatures attempting to target something that isn't adjacent to them are at -4.
;Obscure (Focus)
;Normal Magic
: A dense mist seeps out of the ground and covers the area (large blast template). The fog is thick and obscures everything more than a few feet away. Any attempt to target something in the fog is at -2 (and another -1 per raise). Sapphire titans can see each other clearly and the fog is a only a mist, they do not have any penalties.
: Choose a power in this list. You can now use the basic form of that power without transforming into a Titan. You can take this advancement multiple times, choosing a different power each time.
;Power Bite
;Pounce (Focus)
: Your titan jaws are supernaturally strong. You teeth count as a heavy weapon; it can tear through steel, and crush stones. Your bit attack ignores all mundane armor and has AP 2 vs supernatural armor.
: You can leap 2" up and 4" forward. If you make a wild attack at the end of your leap it does an extra +1d6 damage.
;Rejuvenate (Focus)
: '''Upgrade:''' You can leap 4" up and 8" forward.
;Purrfect Calm (Focus)  
: Speak encouraging words and send glowing power into another creature to heal and rejuvenate it. Heal a wound or condition for each success or raise. You must touch the individual and it must be done less than 24 hours after the wound was inflicted. This only works once per injury and can not restore lost limbs or organs.
: Speak encouraging words and send glowing power into another creature to heal and rejuvenate it. Heal a wound or condition for each success or raise. You must touch the individual and it must be done less than 24 hours after the wound was inflicted. This only works once per injury and can not restore lost limbs or organs.
;Sabotage (Focus)
: '''Upgrade:''' The wound can be up to a week old and always heals an extra wound level if it is less than a day old.
;Retcon (Focus)
: One person you can see gets -4 to their next action. You can specify the type of action affected.
: '''Upgrade:''' When you interrupt somebody to use this skill the success of their next action is reduced by one level, a normal success becomes a failure and a failure becomes a critical failure.
;Sabotage(Focus)  
: Touch a machine or mechanical system to cause it to fail subtly. The failure isn't obvious until the machine is used, then it will fail and won't function until repaired. If the machine is already working it malfunctions immediately.
: Touch a machine or mechanical system to cause it to fail subtly. The failure isn't obvious until the machine is used, then it will fail and won't function until repaired. If the machine is already working it malfunctions immediately.
;Sense Evil (Focus)
: '''Upgrade:''' When the object fails it will fail catastrophically, breaking apart into chunks and components. The focus roll is at -1 per size above 0 (human). If anybody is operating the machine when it malfunctions they become Vulnerable.
;Scrimmage (Focus)
: When you make a wild attack after moving you can push/throw your opponent toward the large end of a cone template. Everybody within the cone is distracted and must make a Strength roll or be knocked down.
: '''Upgrade:''' You can push/throw somebody with a regular attack and without moving.
;Schrodinger Cat (Focus)
: You disappear in a flash of light and puff of smoke and reappear up to Pace hexes away. You must be able to walk/run/climb to the new location but you do not travel through that distance.
: '''Upgrade:''' You can reappear anywhere you can see within 12".
;Sense Evil (Focus)  
: When you close your eyes and concentrate you can detect supernatural evil nearby. You can detect the direction and strength of the of evil but not its source, unless it is less than a few meters away. This does not detect mundane evil intentions, only evil supernatural creatures.
: When you close your eyes and concentrate you can detect supernatural evil nearby. You can detect the direction and strength of the of evil but not its source, unless it is less than a few meters away. This does not detect mundane evil intentions, only evil supernatural creatures.
;Specialization
;Shroud (Focus)
: You are an expect at a specific activity. Choose a skill and an action related to that skill. You get +2 when performing that action. Examples: Athletics(Football), Shooting (Archery), Academics(Chess), Repair(Engines), Science(Geology), Occult(Runescript), etc. This is the skill that sets you apart from your colleagues.
: You glow briefly then blend into the background, becoming nearly invisible. You can move your full 3" without becoming visible. Any attack or action that changes the world around you dispels the illusion.
;Stealth (Focus)
: '''Upgrade:''' You can move your full pace and running die.
: You glow briefly then blend into the background, becoming nearly invisible. You can move at half pace without becoming visible. Any attack or action that changes the world around you dispels the illusion.
;Specialization  
;Testudo (Focus)
: You are an expect at a specific activity. You get +2 when performing that activity, regardless of the trait roll used. Examples: Football, Archery, Chess, Steam Engines, Geology, Runescript, etc. This is the skill that sets you apart from other students.
:Assume an aggressive stance and stare down your foes. You glow with a hard light that taunts your foes into attacking you. As long as you don't break your stance all damage done to you is reduced by 1 level and you can make a free Focus role to soak the rest. While in your stance you may take no more than one action and may not move from your position.
;Testudo (Focus)  
;Tool User
: Assume an defensive stance and glow with a hard light that turns attacks. As long as you don't break your stance, by moving more than 1", all damage done to you is reduced by 4 points.
: Your titan has hands and feet and can use Smarts based skills in humanoid titan form. Your claws can extend out of your hands when you create a fist but are usually fully retracted.
: '''Upgrade:''' The protection extends to all allies adjacent to you.
;Tracking (Focus)
;Were Form (Focus)
: You have a supernatural sense of your environment, on par with Aragorn and Sherlock Holmes. You can detect if water is safe to drink by smelling it, how tall somebody was by their footsteps, how many people are on a boat by the shape of its waves, what kind of animal bled on the floor, and more. You can also use your ability to obfuscate your own movements and actions from other investigators.
: Your titan is able to assume the form of a humanoid cat with arms. You still have paws instead of hands and feet but you can now use tools and mundane equipment with a -2 penalty instead of -4. You can transform into either animal or were form.  
: '''Upgrade:''' Your titan has hands and feet and can use Smarts based skills in were form without penalty. Your claws can extend out of your hands but are usually fully retracted.

Latest revision as of 15:59, 25 September 2024

Character Creation

You are a normal human teenager with responsibilities who can transform into a magical panther with the power to protect humanity.

Normal Human

First create your base human character. Use the standard rules except at described below.

First select a character archetype that represents the kind of character you want to play.

With your archetype in mind, select attributes and skills.

Finally, fill out your character with the powers from your sapphire bond and your titan form.

Skills

Obsidian Reign takes place in 1911, long before computers or other advanced technology. The Electronics and Hacking skills are unknown in this setting.

The only Arcane Background available is Focus, and is available to every PC.

Hinderances

Characters of Obsidian Reign have a sapphire bond that gives them many advantages, powers, and hinderances. To maintain balance players may select only 2 additional minor hindrances for their character. Many major hindrances can be represented as a minor hindrance by taking them as a Quirk.

You may not select any hindrance that would make it too difficult to cooperate with others.

Advancements

You may select any edges from the lists for common advancements, those for your archetype, and those listed here.

  • Attractive (Vigor d6)
    • Very Attractive
  • Connections
  • Rich
    • Filthy Rich

Equipment

We won't be tracking currency; your equipment will depend on the social class of your family, as determined by your traits.

Laborer (poverty)
pocket money = $0.10
Your family is employed by professionals and merchants to do hard labor: porters, miners, dock workers, servants, lumberjacks, factory workers, etc. You are the first of your family to attend secondary school. Your family lives in a boarding house and can barely afford food and school supplies, you wear worn, second hand clothes. When you are not in school you probably work in a factory or some other menial job to help support your family.
Professional (default)
pocket money = $1
Your parents are skilled professionals of a craft or service in the employ of a local merchant and you live in a small house or a "flat" near where they work. Your family has sufficient income for food and clothing with enough for an occasional celebration but they don't own any property and have very few durable goods beyond their professional tools. In addition to school you may have an apprenticeship that requires most of your time.
Merchant (rich)
pocket money = $5
Your family owns a factory, business, ships, or other property and make their living by managing that property. You live in a house and eat well with easy access to basic goods and clothing. You are far better off than most of the people in Eureka and have some time to for extra schooling, an apprenticeship, or other productive activities.
Aristocrat (filthy rich)
pocket money = $20
Your family is one of the oldest landowners in the city with great wealth and responsibility to all citizens. You live in a mansion on an estate and the only one of your siblings to go to a public secondary school. Every aristocrat is expected to follow a strict code of ethics to be polite and gracious to all citizens. Your aristocratic family doesn't care what you do, as long as you don't disgrace the family name.

Titan Form

Next, create your titan form. Titans are large panthers with softly-glowing fur. The titan form is obviously a supernatural creature designed to fight other supernatural creatures. A titan is magical creature, it does not bleed or have internal organs.

All titan forms have the following traits

  • +2 Toughness.
  • Weakness to iron (-2 toughness/resistance).
  • Natural Weapons: teeth (Str +d6) & claws (Str +d6)
  • Animal Form: -4 with tools, mundane equipment
  • Doesn't breath, eat, sleep, or age, and immune to mundane poison and disease.
  • No extra damage from called shots; but can still be crippled.
  • Cannot be healed with mundane methods.

And traits that affect both human and titan forms.

  • Transformation: Focus roll and 1 turn to transform into a titan.
  • Regeneration (heal 1 wound/day). Titan and human forms share the same wound levels.
  • Secret Identity: If the bad guys knew you were a titan, your family would be in danger.
  • Vow: You are sworn to protect human life, destroy evil, and encourage peace and cooperation. (This comes from your Sapphire bond, breaking this vow will break the bond.)
  • +1 benny

Industrial-punk-city2020.jpg

Archetypes and Advancements

As you gain experience your titan form becomes stronger. Advancements can be use to:

  • Gain one power/ability for your archetype or the common advancement table below.
  • Gain one attribute increase, up to d10.
  • Gain two skill increases to skills below the linked attribute.
  • Gain one skill increase to a skill at or above the linked attribute.

Unless described below, all advancements are edges from the core book.

  • Skill and attribute increases apply to both human and titan forms.
  • Italic traits can only be used in titan form.
  • Advancements with an asterisk* are unique to Obsidian Reign and are described below. Most of these can be upgraded at Veteran level.
  • Advancements with a (+plus) have additional requirements listed in parentheses.
  • All abilities that require a focus roll also cause you to glow softly, indicating an obvious use of supernatural power to anybody paying attention. The power description indicates if it requires a focus roll.

Common Advancements

These advancements are applicable to every archetype.

Common Advancements
Novice Seasoned
Brave Combat Reflexes
Brawny Counterattack
Luck Were Form*
Brawler Hardy*
Hard to Kill Sense Evil*
Nerves of Steel Mundane Magic*
Thief (+Poverty) Normal Magic*
Streetwise
Strong Will
Champion
Danger Sense
Healer

Average-Joe

The special thing about an average-joe is that they aren't all that different from everybody else. They go to school, hang out with friends, and all the other typical teenager things. These are some of the best titans because they can adapt to changing situations. They may not be as powerful as others, but they can succeed at anything.

Advancements
Novice Seasoned
Alertness Block
Elan Mirror Image*
Quick Pounce*
Extraction
Steady Hands
Jack-of-all-trades
Scavenger

Class-clown

Class-clowns enjoy bringing other people joy. Sometimes they are silly, sometimes ironic or depressive but always with the goal of making whatever situation they are in more enjoyable for the people around them. As a titan the class-clown supports their team and plays pranks on the enemy.

Advancements
Novice Seasoned
Work the Room Frenzy
Feint Killer Instinct
Bolster Rabble Rouser
Humiliate Sabotage*
Provoke Jinx*
Retort

Creepy-kid

The creepy-kid is into tarot cards, astrology, and other weird occult stuff. They seem to know things that other kids find spooky and scary. They often have few, if any, friends but they don't care because they Know Things.

Advancements
Novice Seasoned
Arcane Resistance No Mercy
Elan After Image*
Scholar, Occult Shroud*
Divination* Kurgleblitz*

Heart-throb

Every school class has that one boy or girl more popular and charming than the rest. This heart-throb is friendly and diplomatic, able to lead others to success. They are charismatic leaders, inspiring and encouraging allies to victory.

Advancements
Novice Seasoned
Charismatic Alter Destiny*
Bolster Purrfect Calm*
Common Bond
Reliable
Retort
Work the Room

Lone-wolf

Mavericks, freaks, punks, and misfits who feel like they don't fit in with the rest of the class. They have thick skin, a strong personality, and a pursuit that most of their class would consider too strange. The lone-wolf excels at creative tactics, flanking and surprising the enemy, and getting out of danger before others see it coming.

Advancements
Novice Seasoned
Fleet-Footed Dodge
Quick Level Headed
Calculating Killer Instinct
Feint Schrodinger Cat*
Specialization* Mystic Mist*

Meat-head

A meat-head is a sports jock with a well trained body and strong sense of teamwork. Meat-heads work best in a group to be stronger and better than they would be alone. They bring power to the team, shield their friends from danger, and bringing the beat-down to the enemy.

Advancements
Novice Seasoned
Brute Block
Extraction Bruiser
Iron Jaw Testudo*
Common Bond Scrimmage*
Provoke
Reliable

Smarty-pants

The smarty-pants loves to learn; they read the encyclopedia for fun, study historical events, and can tell you how Ohm's law explains light bulbs. Smarty-pants tend to be less powerful titans, but they more than make up for it with their deep understanding of the world.

Advancements
Novice Seasoned
Alertness Retcon*
Calculating Genius*
Investigator
Jack-of-all-trades
Mr. Fixit

Tree-hugger

Teenagers often find themselves searching for meaning and purpose. Some find their purpose in the plants and animals outside the city. Tree-huggers have a connection to nature and animals. They are excellent hunters and survivalists.

Advancements
Novice Seasoned
Berserk Frenzy
Fleet-Footed Bruiser
Free Runner Animal Whisperer*
Steady Hands Cats Eyes*
Woodsman
Beast Master

Power Descriptions

All abilities that are noted with "(Focus)" require a focus roll and cause you to glow softly, indicating an obvious use of supernatural power to anybody paying attention.

Powers can only be used while in titan form, unless otherwise specified in the description.

Powers can be upgraded by spending another advancement on them.

After Image (Focus)
You can create an illusionary duplicate of a stationary object. When you move a small object you can take an illusion of the object or leave an illusion behind in place of the object. The illusion is solid but fragile and otherwise indistinguishable from the original. The illusion shatters if damaged or used as a tool or weapon.
Upgrade: You can create illusions as large as a house or ship, creating them from memory. You must have seen and studied the object within the last few months to create a convincing illusion of it.
Alter Destiny (Focus)
One person you can see gains +2 to all actions until the end of their next turn.
Upgrade: You boost everybody within a small blast radius of the target, friend and foe, and the bonus increases to +4. They must remain adjacent to the target to get the bonus.
Animal Whisperer (Focus)
You can communicate with animals. Animals do not speak human language but they can communicate in sensory and emotional impressions. Most animals will be friendly and willing to communicate.
Upgrade: (Focus) You can motivate nearby animals to behave in a specific way such as fleeing, stampeding, fighting, etc. You can motivate a number of mundane animals with a total size up to a horse (size 2) within a medium blast area.
Cats Eyes
You can see in the dark and hear a mouse sneeze. This does not give a bonus to Notice but it offsets all environmental penalties to sight and hearing by 2 points.
Upgrade: (Focus) The bonus also applies to your other senses and, with a Focus roll, you can see detail far away and hear faint sounds giving +2 to notice rolls in addition to the penalty reduction.
Divination (Focus)
By handling and concentrating on an object you can detect impressions from the recent past of that object. You can detect the motivations of somebody who recently used the object, how long the object has been in its current state, if the object was used for violence or stealth, etc. This information comes as sensory information: visions, smells, emotions, etc. from the perspective of the object.
Genius
You may make a free reroll on all Smarts linked skills. You do not need to be in Titan form to use this power.
Upgrade: You may use your Focus die for untrained knowledge skills. You probably know everything about everything. People hate that.
Hardy
A second shaken result doesn't cause a wound; the attacker must get a raise on the damage roll to cause a wound even if you are already shaken.
Jinx (Focus)
You are squirmy like a kitten. If the target fails an attack against you; including area attacks, tests, etc.; they fumble badly, making them Vulnerable until the beginning of their next turn.
Upgrade: The effect extends to attacks against allies within a small blast radius of you.
Kugelblitz (Focus)
Your titan shoots lasers from its eyes. This is a ranged attack with a range of 10/20/40. It does 2d6 damage to mundane creatures and 2d6+3 damage to supernaturally evil creatures in a line from you to the target.
Upgrade: The attack does 3d6 damage (+3 to evil) and can be a cone shaped area.
Mirror Image (Focus)
You create an illusionary duplicate of yourself that does exactly the same thing you do. When attacking you get a gang-up bonus of +1 and a parry bonus of +1.
Upgrade: You can control your illusion to act without you, it can not cause damage but it can interact with objects and make tests against an opponent.
Mundane Magic
Choose a power in this list. You can now use the basic form of that power without the glowing light that reveals the magical nature of that power. You can take this advancement multiple times, choosing a different power each time.
Mystic Mist (Focus)
A dense mist seeps out of the ground and covers the area (medium blast template). The fog is thick and obscures everything more than a few feet away. Any attempt to target something in the fog is at -2.
Upgrade: The mist is especially dense to evil creatures and can be in a large area. All evil creatures attempting to target something that isn't adjacent to them are at -4.
Normal Magic
Choose a power in this list. You can now use the basic form of that power without transforming into a Titan. You can take this advancement multiple times, choosing a different power each time.
Pounce (Focus)
You can leap 2" up and 4" forward. If you make a wild attack at the end of your leap it does an extra +1d6 damage.
Upgrade: You can leap 4" up and 8" forward.
Purrfect Calm (Focus)
Speak encouraging words and send glowing power into another creature to heal and rejuvenate it. Heal a wound or condition for each success or raise. You must touch the individual and it must be done less than 24 hours after the wound was inflicted. This only works once per injury and can not restore lost limbs or organs.
Upgrade: The wound can be up to a week old and always heals an extra wound level if it is less than a day old.
Retcon (Focus)
One person you can see gets -4 to their next action. You can specify the type of action affected.
Upgrade: When you interrupt somebody to use this skill the success of their next action is reduced by one level, a normal success becomes a failure and a failure becomes a critical failure.
Sabotage(Focus)
Touch a machine or mechanical system to cause it to fail subtly. The failure isn't obvious until the machine is used, then it will fail and won't function until repaired. If the machine is already working it malfunctions immediately.
Upgrade: When the object fails it will fail catastrophically, breaking apart into chunks and components. The focus roll is at -1 per size above 0 (human). If anybody is operating the machine when it malfunctions they become Vulnerable.
Scrimmage (Focus)
When you make a wild attack after moving you can push/throw your opponent toward the large end of a cone template. Everybody within the cone is distracted and must make a Strength roll or be knocked down.
Upgrade: You can push/throw somebody with a regular attack and without moving.
Schrodinger Cat (Focus)
You disappear in a flash of light and puff of smoke and reappear up to Pace hexes away. You must be able to walk/run/climb to the new location but you do not travel through that distance.
Upgrade: You can reappear anywhere you can see within 12".
Sense Evil (Focus)
When you close your eyes and concentrate you can detect supernatural evil nearby. You can detect the direction and strength of the of evil but not its source, unless it is less than a few meters away. This does not detect mundane evil intentions, only evil supernatural creatures.
Shroud (Focus)
You glow briefly then blend into the background, becoming nearly invisible. You can move your full 3" without becoming visible. Any attack or action that changes the world around you dispels the illusion.
Upgrade: You can move your full pace and running die.
Specialization
You are an expect at a specific activity. You get +2 when performing that activity, regardless of the trait roll used. Examples: Football, Archery, Chess, Steam Engines, Geology, Runescript, etc. This is the skill that sets you apart from other students.
Testudo (Focus)
Assume an defensive stance and glow with a hard light that turns attacks. As long as you don't break your stance, by moving more than 1", all damage done to you is reduced by 4 points.
Upgrade: The protection extends to all allies adjacent to you.
Were Form (Focus)
Your titan is able to assume the form of a humanoid cat with arms. You still have paws instead of hands and feet but you can now use tools and mundane equipment with a -2 penalty instead of -4. You can transform into either animal or were form.
Upgrade: Your titan has hands and feet and can use Smarts based skills in were form without penalty. Your claws can extend out of your hands but are usually fully retracted.