Friday, 25 July 2025

The small gods (Setting)

The end of the 1st Aeon brought on a consistency previously unknown to Outer World. With the land no longer being remade at the constant whims of the Unshaped, the folk settled and so did the flow of mana. Among the phenomenon that occurred with this increase in magic was the emergence of gods in certain spots where mana was most concentrated. Fairies and all manner of spirits of course, but also the first gods.

These new beings were initially simple beings that assumed stewardship over some small spot. Gods could be found watching villages, lakes, and occasionally things like very special stones and plants. The folk discovered these small gods as they experimented and researched mana, and grateful for a supernatural presence that was more or less benevolent, started to present gods with small tokens of appreciation. The gods responded with their own forms of kindness, and soon these gestures grew in scale and pageantry, becoming rituals and rites. 

This began to strengthen the gods who interacted with the folk the most. Those unnoticed worked quietly and contentedly, as they always had.

In a few generations, there was a clear divide between these beings. Some had grown in power and influence, and began calling themselves Divine Rulers. Those that still resembled gods as they had been before were called "Small gods" to distinguish the two groups further. The Divine Rulers began to direct the affairs of the folk, establishing a hierarchy known as the Celestial Order. 

Their reign was oppressive, and even the meager benefits their tyranny once brought soon vanished like mist. The small gods worked quietly and contentedly, as they always had.

Eventually the folk rose up, spurred on by Aken, the first battle princess. In spite of her death, the Iron King and many other Divine Rulers were eventually destroyed or imprisoned by the early efforts of mortal magic. Those left regrouped in some place beyond the sky, only to be barred from returning by the creation of the Heaven Seal, 

The small gods worked quietly and contentedly, as they always had.

The three great empires rose to prominence. Their magic grew in power, and in their hubris even used imprisoned divine beings and even occasionally small gods as batteries and engines for their great constructs. Yeah another upheaval would lead these kingdoms to ruin, but that is a well known story.

The small gods (who had not been captured) worked quietly and contentedly, as they always had.

What great power, will loom on high in the 4th Aeon? Many marshal their strength, but the era is too young to say who, if anyone, will dominate this time in history.

Though of course, the small gods will work quietly and contentedly. 

As they always have.

 

Small Gods

Magical beings that are custodians of a place or object. There seems to be no real predictor of what will gain a small god save that enough magic collects around it. As a result they tend to show up in things that are stationary, such as small town or a great but lonely tree. Their size, appearance, and power vary greatly, but can be influenced through various interaction with the folk. 
 
While they tend to remain with their place or object for as long as they can, small gods can venture away from them after a while. Some even go on journeys that last for generations, though they do tend to eventually find their way back.
 
A number of small gods were given official positions in the Celestial Order during the reign of the Divine Rulers. Many of those still see to those tasks, even though their superiors are long gone.

 

Friday, 11 July 2025

FREEBIE: Sergeant (Adversary)

I found myself thinking a lot about first boss of the video game Final Fight earlier this week. For the unfamiliar, he's a big fella who occasionally leaps into the background of the screen and whistles for his lackeys to come in and fight you in his stead while he yuks it up, safe from harm. While I couldn't make those exact mechanics work the way I wanted to this time around, I did have fun coming up with an enemy that is almost the antithesis of the spirit of that encounter.

SERGEANT

Leading from the front

Introduction

  • It is a mistake to underestimate the amount of power a large enough group of ordinary people can muster, especially when they are well led. The Sergeant is a tough, martially trained individual that can bring out the strength of the masses.

  • Guard captains, veteran soldiers and even bandit bosses are good examples of Sergeants.

Menace Level

  • Boss

Rank

  • 2

Allegiance

  • No Allegiance

Home Region/Habitat

  • Sergeants are most often found in settlements and within large organizations.

Aptitudes (Trait: Commanding, Rough [+2 Aura, -1 Deftness])

Primary Aptitudes: Grit, Insight, Aura

Secondary Aptitudes: Might, Deftness

  • Might [7]

  • Deftness [6]

  • Grit [8]

  • Insight [8]

  • Aura [10]

Combat Values

  • Hearts [2]

  • Attack [+3] (Master Weapon)

  • Speed [Normal]

  • Defense Rating [13] (Light Armor, Standard Shield)  

Abilities

The Sergeant is wearing Light Armor and carrying a Master Weapon and Standard Shield.

 

Rally (Standard)

The Sergeant is able to bring out the best in those under their command, keeping them organized and dangerous.

  • The Sergeant is able to activate this ability by shouting out orders or otherwise motivating their subordinates with an Action.

    • The Sergeant’s subordinates gain a Minor (+2) Bonus to all Attack Rolls they make this Turn as long as they remain within 2 Battlefield areas of them. 

    • This also stacks with any Assault Assist bonuses gained in a Turn.

 

Strategic Strike (Standard)

Sergeants do not leave their subordinate’s to fight alone, often leaping into the fray themselves.

  • Sergeants gain a Minor (+2) Bonus to Attack Rolls made against a target that a subordinate under their command has attacked in the same Turn.

  • This also stacks with any Assault Assist bonuses gained in a Turn.

 

Look out sir! (Standard)

Beloved Sergeants are protected by those who follow them. Feared ones often just pull said subordinates into the crossfire.

  • A successful Attack or Ability directed towards a Sergeant can be deflected onto a subordinate within the same Area of them. The subordinate suffers the effect of whatever was intended for the Sergeant and cannot parry or otherwise avoid it with a shield, ability, or other means.

  • This Ability may be used once per Turn. 

 

Communication Methods

  • Sergeants speak and understand Low Speech and one additional language based on their home Region.

Tactics

  •  Sergeants tactics are mostly informed by how their subordinates are equipped and the enemy they are facing. If multiple strikes are needed, they will employ Rally, where as they lean into Strategic Strike when facing heavily armored or deadly foes. Subordinates will perform Assault Assists and Defense maneuvers as well, doing their best to lock down dangerous enemies. Sergeants leading subordinates with missile weapons will almost always try to assist the opening volley with Rally as well.


Yield

  • Sergeants will occasionally be wearing an Authoritative Outfit along with their normal equipment.

Miscellaneous

  • Indicators - The sound of a well drilled march, shouted orders, a large beast slain by many small wounds.

  • Roleplaying Notes - Sergeants are often blunt, practical individuals. They tend to hold a great deal of responsibility, have likely watched many under their command die and have very little patience for imperious or know-it-all adventurers.

  • Customization  - The Sergeant presented here is a Native Outer World Human, and could be made to be another Species by swapping out Look out sir for the appropriate species ability.

 

Variants and Related Entries

  • Just like you can make Sergeants for any of the playable Species, you can create Sergeants for monsters with a bit of Ability swapping.


Subordinates

Sergeants always come with a fair number of subordinates. They are leaders, after all! These subordinates are always mooks or other unranked creatures, but otherwise you are free to design them as you like. They might even have some unique abilities from this other Freebie.


You may also want to customize the Sergeant a bit to better fit with their unit.

Subordinate Examples

  • (1-5) Irregulars: 15 Basic folk (PG 322 of the BREAK!! rule book) armed with standard weapons. most likely an angry mob or hastily drafted soldiers

    • Sergeant’s leading this group might be a local figure of import or some kind of bully or manipulator. If they are the latter and facing off against scrupulous foes, they may also take advantage of their opponents hesitancy to hurt their likely misled or beguiled subordinates. 

  • (6-10) Bandits: 10 Mange Bandits (PG 400 of the BREAK!! rule book).

    • Sergeants leading these groups might have Look Out Sir replaced with Doggone Good Sense to show they are Mundymutts rather than Native humans. Alternatively, you can grant the bandits alternative species abilities to create a more general group of outlaws.

  • (11-15) Private Guard: 10 Custrels (PG 186 of the BREAK!! Rule book) wearing Light Armor and carrying Standard Shields and Master Weapons.

    • A Sergeant leading these groups is likely a rich or noble warrior of some sort, perhaps even riding a Rokko-Do or other mount. 

  • (16-20) Skelemen: 8 Skelemen (PG 404 of the BREAK!! Rule book).

    • Sergeants leading skelemen have the Living Dead Ability that Undead Peddlers (PG 419 of the BREAK!! rule book) instead of Look Out Sir. While not skelemen themselves, they are a sort of stubborn dead who retains the ability to bark orders at their bony subordinates.