Vknight
2017-05-24, 03:27 AM
So for the better part on and off i have been working on my own RPG.
Not only the system but a setting.
Its been a journey and what, I well and truly need are people to playtest it people willing to run games critique say problems suggest ways to make it better look nicer and all of that.
I am at that point where I really want to start playtesting but am currently running 3 campaigns so just would not do that.
So I turn to the great people of the Playground can you all help.
Help me turn this scramble of text, rules, stats, and gibberish things into a cohesive and playable game.
The World
Petrol/Gasoline(1870)
Modern Artillery(1871)
Maxim Equivalent(1883)
Engines & Turbines(1884)
Diesel Engine(1886)
Dreadnoughts(1906)
The Great War(1908 -to- 1928)
Mounted Machine Guns(1909)
Tanks Prototypes(1910)
Submachine Gun(1912)
Tanks(1913)
Current Year(1941)
History of The World
The World and history there of is much the same too our own. But there are many differences, in both minuet and major differences.
The primary is the fact that certain things developed at a different pace such as cybernetic limbs, firearms and others pieces of technology.
The existence of magic though proven is rare. Magics sway and power on the world is nebulous, it fluctuates and changes with rhythms.
One is not magic or simply learns it when one has magic they are given it. You don’t seek magic it is thrust on you and if you don’t use it’s just as likely to vanish leaving you without it.
This rare bleep a flicker on the peripherals of one's mind for though this magic can make one great it doesn’t make armies.
In this world with the Qualla, the Natureborn, Treeple, Pizkie, Strix, Yawm, and the humble Humans.
If you wish to know more about humans and human cultures look into history and the time frames of the 1940’s-1950’s; for reference of what the many nations are like.
Though with the changes of technology and other things they are more modern in sensibilities, contingent reasoning, relations, and politics. The nature of the 1950’s still very much has sway on what makes this world its own.
Much of the world is reeling still from the Great War and its consequences
Parts of it have been greatly changed. Northern Africa has many spots and areas that are highly dangerous because of Nero and its toxic effects in the area leaving scatter Nero-Victims of both man and animals. Though the nations and its people still live it's far more dangerous with roving bands of Nero infected and many old trails of those who nomadically follow the dunes have tried too adapt. Meanwhile Southern Africa reels and many of its nations are merely the playgrounds of dangerous and powerful warlords with little control over their own men but with an iron grip on the country.
The Mob has a far stronger hold on the North Eastern United States as the hold of prohibition has become a state by state legislation; with 18 States maintaining the old system. These are Alabama, Arkansas, Delaware, Illinois, Iowa, Kansas, Maryland, Michigan, Missouri, Montana, New Hampshire, New Jersey, New York, Ohio, Pennsylvania, Utah, Vermont, Virginia. The rest of the US still battles for these states to discard this legislature.
Europe is still suffering with most of the main land not doing well economically. France suffers though the reparations from Germany have eased it. Germany has been taken over by a powerful political bloc called the Great Regime who seek to expand the influence and powers of the German people too the 4 corners of the World. Italy is controlled by an ineffectual fascist. Russia is split in two stuck in a war between two powers the Czar and his men vs. a political faction of Communists. Austria-Hungary is no more after the wake of the Great War and neither nation has fully recovered from the devastation with much of its people still being impoverished.
England and the British Empire thrives stronger than ever, some say that the Great War showed the world once more the power of the plucky island nation. Britain is also the seat of the Explorers Guild a collection of people from around the world who take it upon themselves to collect, explore, and catalogue artifacts, scientific discoveries and much more.
Every race has their own specific Racial Only Aptitudes.
Humans must have at least a 1 in all stats
Non-Humans have a group of requirements including taking their associated Physiology Aptitude
Qualla must have at least a 1 in all stats and a 2 in Durability, Qualla must have the Large aptitude.
Nature-Born Females, must have an appearance of 3 or higher, and Good Ears or Eyes. You must have a 2 in Charisma or Control and a 1 in all other stats. Nature-Born cannot have Intelligence or Cognition of 3 or higher at character creation
Nature-Born Males, must have a Somatics of 3 or higher, and the Toughness aptitude. You still must have a 1 in all other stats. Nature-Born cannot have Intelligence or Cognition of 3 or higher at character creation
Yawm, must have a Spirit of 2, and at least 1 in all other stats. Yawm cannot have Charisma of 3 or higher
Pizkie, must take the Short aptitude, they must have 2 Knowledge skills at rank 1, and at least 1 in all other stats. Pizkie cannot have Somantics of 3 or higher during character creation
Strix, must have Reflexes of 3, and Senses 2. Cannot have Durability of 3 or higher during character creation
Human Statistics
Height Range[5’2” to 6’2”] : Weight Range[105 to 195]
Humans have varying skin tones and complexions.
Humans have varying eye colours from Pink to Black
Humans grow hair it comes in many natural colours, and some uses dyes to make there hair more flamboyant
Humans are settled across the planet and have survived because of their tenacity and ability to adapt
Qualla Statistics
Height Range[6’6” to 7’4”] : Weight Range[195 to 390]
Qualla are all reminiscent of a humanoid whale. Most closely resemble the Orca though this is not true across the people and they can resemble other whale species and the humanoid appearance. No matter what
Qualla Culture
The Qualla hold to the ancestors, the world, and nature. They speak reverently of the Mother Whale and Father of Storms the twin ideas of creation.
Qualla are found across the globe often along the coast they are powerful old and wise.
The Qualla as a society and species as a whole have a more neolithic view on relationships. Well the exploration of sex, sexuality is not discouraged sexual activity between partners unable to produce children is seen as wasteful or damaging
Qualla cities or rather cities that racially attach themselves to the Qualla are scattered around the world.
Even in the largest of these and the most densely populated with Qualla they at best make up 60% of the population within.
The doors of a Qualla’s home are open to their brethren any Qualla in need can call upon another borrow tools freely so long as they are returned without much issue or need of discussion. Qualla do not hold this same stance to other races except those who have passed the Wailing Rite
Qualla Culture has dozens of variations and nuances for becoming an adult. Each of these Rites comes in there own myriad of forms but the most commonly known and the only one which non-Qualla can do to be considered one is the Wailing Rite
The Wailing Rite is a treacherous and dangerous task where the would be hunter most prove their mettle against a dangerous and healthy Orca surviving or even slaying the creature with a ritual blade being there only weapon.
Supposedly there are many variants which change the weapon, the requirements for combat or even the targets but the most prestigious is battle with an Orca.
Qualla venerate whales the brethren of the sea, storms and more. As such they work to maintain the whaling populations, nurturing, and protecting whales when need be from over zealous whalers. These Qualla ‘pirates’ are brutal lightning raids on whaling camps showing the powerful strength these people are known for.
Qualla often carve symbolic totems onto the prow of boats, walls and support columns of homes and other vehicles they use, and even into their weapons and armour. These are too tell the story of those who carved them why and the Qualla’s legends. These carvings are a secondary purpose as the Qualla prefer an oral history of the world
Qualla, homes and ships are all uniquely designed for their intended use, and highly customized by their owners. Though not unique Qualla highly value this individuality and free form creation of the places they call home too show their own unique flair to life an expression of themself.
Many Qualla have a simple scarf, or blanket, or shawls which is made in a pattern that was half crafted by a parent and the Qualla finished the knitting of this the intricate patterns a tale of there deeds and family.
*Writers Noted : The Qualla are based on a mixture of Inuit, Swedish and other cultures of Northern regions
Nature-Born Statistics
Height Range[5’2” to 6’] : Weight Range[110 to 195]
Nature-Born are humans reborn or the child of 2 other Nature-Born.
Nature-Born Culture
The Nature-Born have no true culture as they are more of a political block or form small communities without much economic or political power to them
The Natureborn are easily controlled and manipulated because of their lack of any true unification under a culture, or nation, as they can and often do hold radically different views on what it means to be Natureborn, there own internal infighting dangerous too most long term goals.
The Treeple themselves do not possess anything more than a desire to propagate themselves and see the Natureborn as a means to an end for this purpose. Attempting to convince a Natureborn of this much like talking with a brick wall is fruitless, and exhaustive.
Yawm Statistics
Height Range[5’5” to 5’10”] : Weight Range[115 to 175]
Yawm have reds, golds, oranges, in various shades and hues for their hair. With there eyes holding a certain warmth never appearing as blue with it being frequent for them to be gold or red.
Yawm Culture
The Yawm people just sort of have been around walking among others. The sons of Djinn the ones made of fire. These large men and women have powerful existed forever among humans. Yawm are visually distinctive doubly so in their home regions with their blazing hair colours and powerful frames.
The Yawm adopt the cultures and practices of the region they live within.
The Yawm themself all feel warm alive boiling with strength, heat, passion, fire, this love of life and hunger leads into the claim that the Djinn both good and bad. For all this power gifted to them the Yawm find a beauty to it all
Yawm built cities are orderly lacking much modern technology; but incorporating it as needed for improved return. Though these cities are rare they are simple but efficient and beautiful in its simplicity
Pizkie Statistics
Height Range[4’6” to 4’11”] : Weight Range[75 to 125]
Pizkie are described as looking like small humans
Pizkie Culture
Pizkie has the culture of their region much like humans
Pizkie are often also called the wee folk, dwarves, imps, and many other names for small fetish creatures because of their antics. The actions of Pizkie as a race are not the things of legends they have had many important and great figures in their history and
Strix
Height[5’1” to 5’10”] : Weight Range[85 to 155]
Strix have short claws, that can extenda, along with downy feathers along their lower arms. The hair on there head has a downy appearance and feel reminiscent to feathers in some ways.
Strix Culture
The Google Doc I Will Provide The Link To All Who Ask For It
-Edit-
No one? Damn I was really hoping for help from the awesome people of the forum.
Not only the system but a setting.
Its been a journey and what, I well and truly need are people to playtest it people willing to run games critique say problems suggest ways to make it better look nicer and all of that.
I am at that point where I really want to start playtesting but am currently running 3 campaigns so just would not do that.
So I turn to the great people of the Playground can you all help.
Help me turn this scramble of text, rules, stats, and gibberish things into a cohesive and playable game.
The World
Petrol/Gasoline(1870)
Modern Artillery(1871)
Maxim Equivalent(1883)
Engines & Turbines(1884)
Diesel Engine(1886)
Dreadnoughts(1906)
The Great War(1908 -to- 1928)
Mounted Machine Guns(1909)
Tanks Prototypes(1910)
Submachine Gun(1912)
Tanks(1913)
Current Year(1941)
History of The World
The World and history there of is much the same too our own. But there are many differences, in both minuet and major differences.
The primary is the fact that certain things developed at a different pace such as cybernetic limbs, firearms and others pieces of technology.
The existence of magic though proven is rare. Magics sway and power on the world is nebulous, it fluctuates and changes with rhythms.
One is not magic or simply learns it when one has magic they are given it. You don’t seek magic it is thrust on you and if you don’t use it’s just as likely to vanish leaving you without it.
This rare bleep a flicker on the peripherals of one's mind for though this magic can make one great it doesn’t make armies.
In this world with the Qualla, the Natureborn, Treeple, Pizkie, Strix, Yawm, and the humble Humans.
If you wish to know more about humans and human cultures look into history and the time frames of the 1940’s-1950’s; for reference of what the many nations are like.
Though with the changes of technology and other things they are more modern in sensibilities, contingent reasoning, relations, and politics. The nature of the 1950’s still very much has sway on what makes this world its own.
Much of the world is reeling still from the Great War and its consequences
Parts of it have been greatly changed. Northern Africa has many spots and areas that are highly dangerous because of Nero and its toxic effects in the area leaving scatter Nero-Victims of both man and animals. Though the nations and its people still live it's far more dangerous with roving bands of Nero infected and many old trails of those who nomadically follow the dunes have tried too adapt. Meanwhile Southern Africa reels and many of its nations are merely the playgrounds of dangerous and powerful warlords with little control over their own men but with an iron grip on the country.
The Mob has a far stronger hold on the North Eastern United States as the hold of prohibition has become a state by state legislation; with 18 States maintaining the old system. These are Alabama, Arkansas, Delaware, Illinois, Iowa, Kansas, Maryland, Michigan, Missouri, Montana, New Hampshire, New Jersey, New York, Ohio, Pennsylvania, Utah, Vermont, Virginia. The rest of the US still battles for these states to discard this legislature.
Europe is still suffering with most of the main land not doing well economically. France suffers though the reparations from Germany have eased it. Germany has been taken over by a powerful political bloc called the Great Regime who seek to expand the influence and powers of the German people too the 4 corners of the World. Italy is controlled by an ineffectual fascist. Russia is split in two stuck in a war between two powers the Czar and his men vs. a political faction of Communists. Austria-Hungary is no more after the wake of the Great War and neither nation has fully recovered from the devastation with much of its people still being impoverished.
England and the British Empire thrives stronger than ever, some say that the Great War showed the world once more the power of the plucky island nation. Britain is also the seat of the Explorers Guild a collection of people from around the world who take it upon themselves to collect, explore, and catalogue artifacts, scientific discoveries and much more.
Every race has their own specific Racial Only Aptitudes.
Humans must have at least a 1 in all stats
Non-Humans have a group of requirements including taking their associated Physiology Aptitude
Qualla must have at least a 1 in all stats and a 2 in Durability, Qualla must have the Large aptitude.
Nature-Born Females, must have an appearance of 3 or higher, and Good Ears or Eyes. You must have a 2 in Charisma or Control and a 1 in all other stats. Nature-Born cannot have Intelligence or Cognition of 3 or higher at character creation
Nature-Born Males, must have a Somatics of 3 or higher, and the Toughness aptitude. You still must have a 1 in all other stats. Nature-Born cannot have Intelligence or Cognition of 3 or higher at character creation
Yawm, must have a Spirit of 2, and at least 1 in all other stats. Yawm cannot have Charisma of 3 or higher
Pizkie, must take the Short aptitude, they must have 2 Knowledge skills at rank 1, and at least 1 in all other stats. Pizkie cannot have Somantics of 3 or higher during character creation
Strix, must have Reflexes of 3, and Senses 2. Cannot have Durability of 3 or higher during character creation
Human Statistics
Height Range[5’2” to 6’2”] : Weight Range[105 to 195]
Humans have varying skin tones and complexions.
Humans have varying eye colours from Pink to Black
Humans grow hair it comes in many natural colours, and some uses dyes to make there hair more flamboyant
Humans are settled across the planet and have survived because of their tenacity and ability to adapt
Qualla Statistics
Height Range[6’6” to 7’4”] : Weight Range[195 to 390]
Qualla are all reminiscent of a humanoid whale. Most closely resemble the Orca though this is not true across the people and they can resemble other whale species and the humanoid appearance. No matter what
Qualla Culture
The Qualla hold to the ancestors, the world, and nature. They speak reverently of the Mother Whale and Father of Storms the twin ideas of creation.
Qualla are found across the globe often along the coast they are powerful old and wise.
The Qualla as a society and species as a whole have a more neolithic view on relationships. Well the exploration of sex, sexuality is not discouraged sexual activity between partners unable to produce children is seen as wasteful or damaging
Qualla cities or rather cities that racially attach themselves to the Qualla are scattered around the world.
Even in the largest of these and the most densely populated with Qualla they at best make up 60% of the population within.
The doors of a Qualla’s home are open to their brethren any Qualla in need can call upon another borrow tools freely so long as they are returned without much issue or need of discussion. Qualla do not hold this same stance to other races except those who have passed the Wailing Rite
Qualla Culture has dozens of variations and nuances for becoming an adult. Each of these Rites comes in there own myriad of forms but the most commonly known and the only one which non-Qualla can do to be considered one is the Wailing Rite
The Wailing Rite is a treacherous and dangerous task where the would be hunter most prove their mettle against a dangerous and healthy Orca surviving or even slaying the creature with a ritual blade being there only weapon.
Supposedly there are many variants which change the weapon, the requirements for combat or even the targets but the most prestigious is battle with an Orca.
Qualla venerate whales the brethren of the sea, storms and more. As such they work to maintain the whaling populations, nurturing, and protecting whales when need be from over zealous whalers. These Qualla ‘pirates’ are brutal lightning raids on whaling camps showing the powerful strength these people are known for.
Qualla often carve symbolic totems onto the prow of boats, walls and support columns of homes and other vehicles they use, and even into their weapons and armour. These are too tell the story of those who carved them why and the Qualla’s legends. These carvings are a secondary purpose as the Qualla prefer an oral history of the world
Qualla, homes and ships are all uniquely designed for their intended use, and highly customized by their owners. Though not unique Qualla highly value this individuality and free form creation of the places they call home too show their own unique flair to life an expression of themself.
Many Qualla have a simple scarf, or blanket, or shawls which is made in a pattern that was half crafted by a parent and the Qualla finished the knitting of this the intricate patterns a tale of there deeds and family.
*Writers Noted : The Qualla are based on a mixture of Inuit, Swedish and other cultures of Northern regions
Nature-Born Statistics
Height Range[5’2” to 6’] : Weight Range[110 to 195]
Nature-Born are humans reborn or the child of 2 other Nature-Born.
Nature-Born Culture
The Nature-Born have no true culture as they are more of a political block or form small communities without much economic or political power to them
The Natureborn are easily controlled and manipulated because of their lack of any true unification under a culture, or nation, as they can and often do hold radically different views on what it means to be Natureborn, there own internal infighting dangerous too most long term goals.
The Treeple themselves do not possess anything more than a desire to propagate themselves and see the Natureborn as a means to an end for this purpose. Attempting to convince a Natureborn of this much like talking with a brick wall is fruitless, and exhaustive.
Yawm Statistics
Height Range[5’5” to 5’10”] : Weight Range[115 to 175]
Yawm have reds, golds, oranges, in various shades and hues for their hair. With there eyes holding a certain warmth never appearing as blue with it being frequent for them to be gold or red.
Yawm Culture
The Yawm people just sort of have been around walking among others. The sons of Djinn the ones made of fire. These large men and women have powerful existed forever among humans. Yawm are visually distinctive doubly so in their home regions with their blazing hair colours and powerful frames.
The Yawm adopt the cultures and practices of the region they live within.
The Yawm themself all feel warm alive boiling with strength, heat, passion, fire, this love of life and hunger leads into the claim that the Djinn both good and bad. For all this power gifted to them the Yawm find a beauty to it all
Yawm built cities are orderly lacking much modern technology; but incorporating it as needed for improved return. Though these cities are rare they are simple but efficient and beautiful in its simplicity
Pizkie Statistics
Height Range[4’6” to 4’11”] : Weight Range[75 to 125]
Pizkie are described as looking like small humans
Pizkie Culture
Pizkie has the culture of their region much like humans
Pizkie are often also called the wee folk, dwarves, imps, and many other names for small fetish creatures because of their antics. The actions of Pizkie as a race are not the things of legends they have had many important and great figures in their history and
Strix
Height[5’1” to 5’10”] : Weight Range[85 to 155]
Strix have short claws, that can extenda, along with downy feathers along their lower arms. The hair on there head has a downy appearance and feel reminiscent to feathers in some ways.
Strix Culture
The Google Doc I Will Provide The Link To All Who Ask For It
-Edit-
No one? Damn I was really hoping for help from the awesome people of the forum.