Wednesday 15 May 2024

Freebie: Some More Alternate Callings

Today's freebie is a simple one: the other Callings got alternate versions so I thought it was only fair if I provided ones for the remaining four. These also make great rival GMCs if you happen to be a Game Master!

 

Scoundrel

The Scoundrel is a variant Sneak. While not quite a warrior, the Scoundrel has seen their fair share of scrapes and knows the best way to win one: never fight fair, gang up on your foes, know when to duck! These wily sorts tend to pair up with the burliest fighter they can find and act as their partner in crime.

The Scoundrel is Identical to the Sneak with the following exceptions:

  • The Starting Ability Sticky Fingers is replaced with the Standard Elective Ability Flanker. Sticky Fingers may be taken as an elective ability at higher ranks.
  • The Starting Ability Light Footed is replaced with Sidestep, a Raider Starting Ability. Light Footed cannot be taken later on.

 

Bladesmith

The Bladesmith is a variant Raider. These wanderers hone their combat skills alongside their craftsmanship in hopes of finding meaning, spiritual equilibrium between creation and destruction, or just a way to make the most kick-ass sword possible.

The Bladesmith is identical to the Raider with the following exceptions: 
  • The Starting Ability Sidestep is replaced with the Standard Elective Ability Artisan Smithy. Sidestep may be taken as an elective Ability at higher ranks.
  • The Starting Ability Hunter's Focus is replaced the Standard Elective Ability Ranger. Hunter's Focus may be taken as an elective Ability at higher ranks.

 

Haunted Knight

The Haunted Knight is a variant Murder Princess. An eerily serene spirit clings to this gloomy warrior, striking down their foes with stolen malice. Whether the ghost of a betrayed friend, a slain lord seeking vengeance, or a lover lost too soon, they never leave the knight's side.

The Haunted Knight is identical to the Murder Princess with the following exceptions:
  • The Starting Ability Withering Glare is replaced a new Ability called Beloved Wraith, which is mechanically identical to the Heretic Ability Bushi Miyabi. This ability summons the Haunted Knight's unique ghostly companion. Withering Glare cannot be taken later on.
  • The Starting Ability Tenacity is replaced with the Standard Elective Ability Frost Blade. Tenacity may be taken as an elective Ability at higher ranks. The knight's heart is cold, so their blade is as well.

 

Soothsayer

The Soothsayer is a variant Heretic. Cursed with the fleeting knowledge of what might be and the ability to know much more then they should, the Soothsayer is chased off as often as they are sought out. Perhaps they can find companionship by guiding other wanderers...
 
The Soothsayer is identical to the Heretic with the following exceptions:
  •  The Starting Ability Dreadful is replaced with Dire Divination, an Ability identical to the Sage Ability Everyday Divination save it utilizes the Soothsayer's Grit rather than their Insight. Their divination process requires a lot more writhing and anguish, you see. Dreadful cannot be taken later on.
  • The Starting Ability Squire Marlow is replaced with the Standard Elective Ability Seer Kasnah. Marlow, being the patient sort, may be taken as an elective Ability at higher ranks.


Friday 3 May 2024

Setting: Old Iron's War

It is easy to laugh at Old Iron.

This nation, nearly as venerable as Outer World itself, that has spent its entire existence oscillating between isolation and attempted conquest, that pontificates endlessly on relics adorned with vague statements written in Creator's Script, that manages so often to destroy but rarely maintain, has become something of a joke on the surface. To those distant from them, Old Iron generals and officials come off as temperamental would-be despots, stuffed into starchy uniforms while taking themselves much too seriously.

It is easy to laugh at Old Iron, when you are a world away from them.

Their army is absurdly outfitted with heavily armored soldiers and dangerous war machines. Their latest push outwards began at the start of the 4th Aeon and has persisted for centuries. This campaign has resulted in numerous Pyrrhic victories and has made the tunnels even more dangerous to live in than ever before.

Old Iron's ambitions have always been countered by New Ore, the underland's other most prominent nation. The venerable army is stuck in a constant stalemate with its rival's terrain savvy guerillas. Borders swing to and fro like a pendulum as the two sides trade crushing defeats back and forth. This has not deterred Old Iron's leaders - if anything, it has convinced them they need to redouble their efforts. 

The rotting foundations of their nation buckle and crack under their militaristic ambitions and draconian decrees, but if any of them are even aware of this it only spurs them on further. They must march forward, as the ground behind them crumbles away. 

Some even wonder: if victory cannot be found in the Buried Kingdoms, perhaps the soft folk of the surface will yield?

Detachments from the bulk of Old Iron's forces have already made their way to many corners of Outer World, armed with delusions of grandeur and whatever experimental technology their leaders can hobble together. These efforts have thus far been foiled by the surprising pluck of the very surface folk they underestimate, but one can only shudder to think what might happen if any of these vagrant conquerors manages to get a foothold.

It is easy to laugh at Old Iron, 

But you really shouldn't.