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What cool stuff are you working on?

I've been working on a role playing game using Fate called Senjitsu Jidai: The Era of 1000 Realities. It's set in a warring states Japan, but instead of fighting over who is going to be shogun, the clans are fighting over who is going to define reality. Each clan has their own reality framework, and I've been writing about the clans for the last few months. I'm kind of happy with the work I've been doing and want to share. I bet there are a lot of other people out here who are working on cool things too, like cool character backstories, adventures, homebrew content, novels, short stories, or even new games. Care to give us a glimpse?

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History of the Asakura


Asakura Toshikage was an underground artist during the Oni Rebellion, whose pop-up works showed the people the possibilities of freedom by their creative reimaginings of reality. He spent most of the rebellion on the run from the forces of ASHIKAGA, putting up his works of art ever so slightly faster than the officials could take them down.

In the aftermath of the destruction of ASHIKAGA, Toshikage traveled to the valley of Ichidojani in Echizen province to found an artist commune. It was his vision that the most creative peoples of the age would gather together to explore impossible art and new visions of what reality could become. When fighting broke out between the forces of Yamana Sozen and Hosokawa Katsuko, he invited all of the creative types from Kyoto to take refuge in his commune. He set up hilltop forts on either side of the valley to keep watch for partisans, and walled off the north and south ends of the valley to protect the artists, writers, thespians, and craftspeople who had come to take refuge with him. Then he turned his attention inward to work on creating his artist’s utopia.

Toshikage’s heirs maintained the peace of Ichidojani over the next 100 years, mostly by fostering friendly relationships with the nearby Ikko-ikki. As a result the region was more peaceful than most of Japan for this period, attracting refugees from across the tumultuous Kansai region. The Asakura also maintained friendly relationships with the Revolutionary Council, though they tended to keep themselves out of the political side of things. With Oda Nobunaga’s rise to power, however, the Asakura are facing increased pressure to take an active part in events.

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Powers of the Asakura


The Asakura have created a reality where imagination is transmuted into life by the skill of an artist. An Asakura artist might draw an image of a flower, then draw it into existence to present to her beloved. A poet speaks a frog into existence that then plops into a pond, while a potter might enamel a vase with images of fauns and fairies who spring to life and dance at the first sound of a musician’s instrument. The basic power of the Asakura is “Art Incarnate,” which brings their creations to life. As the artist advances, they follow particular art schools and philosophies which can lead to extraordinary creations. Also, the Asakura are generally quite famous, and have learned to use that fame to their advantage.

Art Incarnate
The Asakura clan has developed techniques by which they can infuse their works of art with reality. A painter might sketch a vine on a wall, then pull the ink off the surface into a real plant that helps them to climb the building. A poet may speak barbed words to sling at her enemies. An actor may shelter behind a prop shield, imbuing it with such life that it shelters him from the blows of his foes.

  • Prerequisites – None
  • Cost – 1 Refresh
  • The artist may use Art for create advantage actions to create a tool, object, or plant in the physical world. These creations last for one scene and then dissolve into a puddle of ink, burst in a puff of air, or revert to their base nature, as appropriate.
  • These artworks can include any inanimate object or plant life that may be no larger in any one dimension than 10 feet times the artist’s Art skill.
Art Explodes
There are fierce debates among the Asakura about the nature and meaning of art. For this artist, art is something which occurs in a fleeting moment. Each sunset is a unique beauty, and the cherry trees are beautiful for a time, but are just normal trees the rest of the year. Their art is meant to be experienced once, and then is gone. Sometimes this means that their art literally explodes. On the battlefield, they mix explosive chemicals into their materials and detonate their creations.

  • Prerequisites – Breathing Words, cannot have Art Endures
  • Cost – 1 Refresh
  • The artist may attack with Art by detonating a minion created with Breathing Words. The Minion is destroyed by the attack.
  • A Minion may be detonated anywhere within the line of sight of the artist, and may move one Zone before being detonated. Each minion sacrificed in the Attack, including the first, gives a +2 bonus to the Attack.
Art Endures
There are fierce debates among the Asakura about the nature and meaning of art. For this artist, art is something which lasts into future ages. The work of masters is displayed in museums and preserved in buildings for a thousand years or more. Beyond that, their work can become ingrained in the culture, lasting as long as humanity itself. On the battlefield, their creations fight with tenacity, and have enough self-possession to carry out orders on their own.

  • Prerequisites – Breathing Words, cannot have Art Explodes
  • Cost – 1 Refresh
  • Minions created with Breathing Words last for a full day and can persist out of the line of sight of their creator. Such minions can carry out simple instructions.
  • Instead of creating and controlling two Average minions, the artist can create a single Good Minion. This minion has one aspect, one Good (+3) skill, one Fair (+2) skill, and one Average (+1) skill. They have 3 Stress 1 point boxes and a -2 Consequence slot. It takes one action to create this Minion.
The Ichijodani Art of Fame
The artists of the Asakura frequently become renowned for their work. Their artwork travels the world ahead of them, winning the artist friends among people they have never met personally. A savvy artist learns to groom this reputation and leverage these relationships to advance their own causes.

  • Prerequisites – None
  • Cost – 1 Refresh
  • The artist may use Art in the place of Contacts for create advantage actions to find a useful person who would reasonably be among their network of fans and hangers on.
  • The artist gains a bonus called Fame. It has a value of +2.
  • The artist may apply their Fame bonus to create advantage actions with Art to find a useful person who would reasonably be among their network of fans and hangers on.
 

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doctorbadwolf

Heretic of The Seventh Circle
Very cool!

I, myself, am working on a few different things, though some have been temporarily halted by me losing most of the work I'd done on them.

  • Assassin: Somewhere between the Rogue and Ranger with elements of the Monk, in terms of comparisons, but featuring a handful of key unique elements, such as;
    • a building damage feature called the Assassin's Shroud. You have half-level d8s, and can stack a number on a target equal to proficiency bonus. Having your Shroud on a target makes them more vulnerable to you, allowing you to do certain special things, cause bleed damage on a hit, etc, and you can Invoke your Shrouds as part of an attack to deal extra damage, rolling the shrouds you have on the target. Some subclasses can also spend Shrouds to do stuff.
    • Lethal Killer. When a target is reduced to X or fewer HP from damage dealt by you, they are instead reduced to 0HP.
    • A movement and stealth based feature that allows special movement and sometimes attacks when you use the attack action.
    • Different Guilds are named after mythical monsters. Manticore is poisoners, who can make a poison specific to a creature (bypassing resist, lowering immune to resist, and making a non-resistant creature vulnerable), Doppleganger are illusionists and infiltrators who can turn their disguises into a fear effect, inflicting paranoia and panic on a target, and Peryton are athletic alpha-hunters who turn parkour and athleticism into a weapon, gaining resist to falling damage, and inflicting extra damage when they get the drop on an enemy.
    • Specialized tools that sit outside subclass like Warlock's Pact Boon, and can be upgraded at later levels.
  • Swordmage. A mix of swordmaster and esoteric hermetic scholar. Has a Manual Esoterica that is equal parts spellbook and fighting manual, that they add Techniques to, gaining some as they level, and adding others through training or study or experimentation, much like a mage.
    • Mechanically, similar to a Monk, with an Arcane Aegis and an Elemental Atunement that adds benefits to their Aegis, and a pool of Aether that functions like Ki, fueling their Techniques. They start with a couple Techniques based on their chosen Elemental Atunement, and techniques they can learn include things that resemble manuevers, some that are just "cast X spell at Y level" and others that are more passive benefits or work like Stances and require concentration.
    • The most complex thing I've tried to build for 5e, by far, though the math is fairly simple.
  • Marshal. The Captain. The Leader. They speak, and people listen. They stand, and others stand with them. Thematically lives somewhere between the Fighter and Paladin, as a support oriented warrior.
    • Gains a Presence that is an aura that starts at 10ft and gets bigger as you level. Basic benefit is an initiative bonus and a bonus to saves against dangers that the Marshal is aware of. Though this isn't set in stone.
    • Different subclasses give different benefits to the Presence.
    • Vangaard gives an enemy debuff and an ally bonus to saves against fear, and is the heaviest hitter.
    • There is a librarian type warrior-sage that gets benefits based on studying targets, and can even spend downtime researching threats and gaining benefits from doing so.

🎶It's all part, of my outer space fantasy!🎶

A galaxy built on some, but not all, of the assumptions of DnD and classic Space Opera. Flash Gordon, Star Wars, Star Trek, Titan AE, Treasure Planet, He-man/She-ra, Thundercats, Galaxy Rangers, and more inspire this project.

For centuries, the great Star Lanes opened paths between the stars like great super highways through the eternal void. Empires rose and fell on the shores of these cosmic rivers. The last of these were the great cosmopolitan Galactic Federation of Free Worlds, and the expansionist, Human-dominated, Empire of The Sun Eternal. For over a century, the human Empire waged war on the aliens of the Federation, and the Elves, Orcs, Gnomes, Beastfolk, and myriad other folk of the Federation held them at bay. Finally, a peace was won.
The Emperor and his Parliament signed a peace treaty, as colony worlds on the fringes o the Empire seceded in outrage. Less than a century from the signing of the Grand Accord, the Star Lanes winked out of existence, one by one, over the course of a single year, and the galaxy fell into darkness.
Finally, roughly 100 years ago, a Star Lane reappeared, and then another, and another, connecting star systems in a new patchwork as optimistic and opportunistic adventurers explore the wider world once again. Meanwhile, Vy Shaar Travellers developed the first Aether Slipstream Drive, allowing intrepid explorers to travel between stars without Star Lanes, though the journeys are much slower, and much more dangerous.
Today, the newly formed Galactic Commonwealth seeks to honor the legacy of the Grand Accord that ended the war between humans and the other folk of the Known Worlds, and the tyrranical Grand Solar Authority, a government born of the wreckage of the self-styled nobility of the old human colony worlds, seeks to spread it's dominion and reclaim the worlds it sees as it's Divine Destiny.


History aside, it's a fantastical world where Aether gas gathers around gravity wells in space, allowing terrestrial creatures to breath in many regions of space, and airships to function like star ships, moth people who eat Aether and live on asteroids, kobolds who live nestled in the scales of ancient wyrms the size of moons, Vy Shaar (shadar-kai and vryloka) Travellers whose homes are their ships and who seek their lost star and have a sacred connection with the darkness between the stars, Guardians who travels the Known Worlds tracking down the plots and threats of their ancient adversary, protecting the common folk from supernatural evil, Rangers of the Commonwealth who try to keep folk safe from more mundane evils, space pirates, rebels, holy Knights in power armor who patrol the ancient border worlds that are under threat from the tyranny of those whose people were one kin, and much more.

A new game using an entirely new system, built from the ground up to be used to play in a world that seems at first glance to be our own world, but upon closer inspection reveals Hidden Folk of every fairy tale people, Crossroads from our world to the worlds of giants, fey, subterranean creatures, the gods, and the terrors that dwell between the worlds.

Chevar itself is the Ninth World. A World like our own in geography and psysical laws, but sparsely populated and without technological advancement. A world overflowing with magical power, and with Crossroads to every other world. Because of this combination, when all the worlds are threatened by the weakening of the ancient bonds that keep Demon and First Gods alike at bay, Chevar is the frontline. For reasons that are one of the mysteries of the age, Chevar is also the key to securing victory, and saving the Nine Worlds.

Begin as Rangers, folks who are counted among the Wise, who know the truth of things, and who use that knowledge to keep people, both human and supernatural, safe. Eventually, you will find clues and questions that will lead you ever closer to the various Mysteries of the Nine Worlds, and thus ever closer to Chevar.

Play in one of three Eras.
  • Turn of The Century. From about 1890 to about 1940, the world changed, but not just our world. Secret forces seek to uncover knowledge best left buried, to make deals with beings best left unnamed, and to bind the very gods who might stop them into eternal silence. Become one of the first Rangers, and gather allies and resources to stop the Thule Society, the Society of The Crimson Glove, and other secret associations bent on attaining power at any cost from completing their fell rituals and gathering their dark power, and investigate the Mysteries of the Era, such as "Where Have The Gods Gone?".
  • The Modern Age. 1990 to about 2040. The gods are growing less quiet, and the spread of information technology is making it harder for the Hidden Folk to stay hidden. Meanwhile, old powers thought long vanquished are rising, this time in the halls of power that once opposed them. Become the Rangers of a new age, revitalise the Rangers, answer the call of the gods and the spirits of the land, who cry out in terror but cannot say why. Something is coming. Something has broken. Chevar is in danger. The Tree is in danger. War is coming.
  • The Future. 2190 to 2240. The peoples of Earth have ventured into the stars. Orbital cities circle the planet, and faraway planets. Magic and technology have been combined to create warp drives, allowing travel to nearby stars. The future is bright in a way that few ever dared to dream. But in that shining light a long shadow is cast, and something stirs in the eternal darkness between stars. The First Gods are waking. The drums of war are sounding once more, but this time, no one knows how to reach Chevar. What was once the battleground has been cut off from the other worlds for over a century, and with it many of the most powerful weapons of the Free Folk. The Rangers are needed now more than ever, and their allies. Will you answer the call?
It's a game of mysteries, adventure, battle, redemption, and of building relationships and alliances. We are working hard to create an experience where the individual can shine, but where cooperation is the key to success, and a world that is as diverse as our own world. It's a game where the troll can be the hero, the villain, or the villager in need of saving.
 

Those are really cool! I do miss the Warlord from 4e. Battle Master gets you part of the way there, but not quite.

I see you've got a huge interest in space fantasy since two of your projects touch on it. I really like your idea with the Star Lanes and a new era of exploration. The successor state to the evil empire is also a really cool villain. And I've like Rangers since Babylon 5.

Chevar sounds really neat, too. I like the multiple eras of play. Each has a pretty cool hook. The modern era made me think of the sasquatch in Dresden Files, and its problems with staying hidden in the modern age.

It is a huge bummer that you lost a big chunk of the work on these! I hope you're able to recover it and keep going.
 

doctorbadwolf

Heretic of The Seventh Circle
Those are really cool! I do miss the Warlord from 4e. Battle Master gets you part of the way there, but not quite.

I see you've got a huge interest in space fantasy since two of your projects touch on it. I really like your idea with the Star Lanes and a new era of exploration. The successor state to the evil empire is also a really cool villain. And I've like Rangers since Babylon 5.

Chevar sounds really neat, too. I like the multiple eras of play. Each has a pretty cool hook. The modern era made me think of the sasquatch in Dresden Files, and its problems with staying hidden in the modern age.

It is a huge bummer that you lost a big chunk of the work on these! I hope you're able to recover it and keep going.
Thanks! It was mostly the classes that I lost work on, and there are threads for each of them that I can mine for the basic ideas and discussion about them, so it could be worse.

Babylon 5 is another inspiration for both the Space Fantasy! project and Chevar.

It's funny, because the two projects are in many ways the opposite of eachother. With Chevar I wanted to purpose build mechanics to play out the stories I wanted to tell, so there are contacts, assets, favors, downtime rules (before 5e came out :cry:), and other widgets that player characters have access to that can be used to push the story and help the game play the way it's intended, without the things I don't like about games like Fate.

OTOH, Space Fantasy is built from the ground up to play using 99% just the PHB and DMG. Your energised sword is just a sword with an added d6 of radiant, thunder, lightning, or fire, damage depending on flavor. A light interceptor space craft is mostly just treated as magic armor that gives you THP and a fly speed. Anyone who knows 5e DnD can just sit down and play a character, with very little extra to learn. The biggest addition, other than new gear and a couple races, is custom rules for travel scenes.

I'd love to hear more about your clans, by the way. The art guys are rad.
 

Retreater

Legend
I'm writing an adventure module for (hopeful) publication by a respected 3PP (my first in 15 years!)

Not hobby-related, but I am also recording the score for my friend's horror film.

It's a good time for me creatively. :)
 

I'm doing up game stats for the various kaiju figures I've been collecting for years, for use not only in the Giant Monster Rampage game (a decent replacement for our D&D campaigns, which have been put on hiatus) but also for eventual use in my 3.5 campaign (where they'll only be encountered during dreams, using the Giant Monster Rampage rules - so a game within a game).

Johnathan
 


dragoner

Dying in Chargen
I have been making real star maps of space around 10-15 parsecs around Sol/Earth, Winchell Chung of Atomic Rockets said they look professionally done and are excellent, so I have been thinking of putting it all together with the planetary systems all stat'd out (over 400 star systems), and releasing it for Cepheus Engine.
 


Creatures of Eberron (and probably legendary monsters of the Realms)
Alternate Initiative systems
Minions and Masters (needs a new name...rules for monster leaders and minions)
Poisons and Diseases like 4e, not like 5e (with increasing problems as it were)
Shrines, altars, and relics (like pieces of gods/saints) (rules for shrines and temples and stuff)
Swarms, Mobs, and Armies
 

All's Well
In pursuit of a spy who stole Drakran military research, the party arrives at a remote island manor in the Malice Lands – perhaps to catch the thief, perhaps to sabotage the research, or perhaps to claim it for themselves. A storm traps them overnight, and they learn they aren’t the only guests with a hidden agenda.

Among the several foreign travelers are a scholar plumbing the manor’s vile history, two veterans who fought on opposite sides of the last war, and a prophet who foretells a greater war yet to come. Two famous philosophers have come here as well, meeting in secret to hopefully avert that calamitous conflict, and one of those men is the chancellor of Drakr himself, Vlendam Heid.

When the chancellor’s bodyguard dies thwarting an assassination attempt, the party must figure out whom among the guests they can trust, who is the spy, and who is the assassin.


This is for the intro adventure for the ZEITGEIST: World of Revolution setting book for 5th edition.
 

Also working on a campaign arc involving the daelkyr, gatekeepers, 12 houses, and aberrant marks.... Which the characters in my game just got, but cannot control....
 

...without the things I don't like about games like Fate.
Out of curiosity, what do you not like about Fate?

I've got seven clans altogether. I should have some stuff about the Azai next week. They're noble samurai types, and get super powers from holding to their oaths.

It's a good time for me creatively. :)
Man, those periods of peak creativity feel great. What is your adventure about?

I'm doing up game stats for the various kaiju figures I've been collecting for years, for use not only in the Giant Monster Rampage game (a decent replacement for our D&D campaigns, which have been put on hiatus) but also for eventual use in my 3.5 campaign (where they'll only be encountered during dreams, using the Giant Monster Rampage rules - so a game within a game).
Kaiju! Mwahahahaha! Smash all the things!

At the moment, I'm trying my hand at an OSR Shadowrun. It's an interesting puzzle to solve.
o_O That does seem like a tough nut to crack.

I have been making real star maps of space around 10-15 parsecs around Sol/Earth, Winchell Chung of Atomic Rockets said they look professionally done and are excellent, so I have been thinking of putting it all together with the planetary systems all stat'd out (over 400 star systems), and releasing it for Cepheus Engine.
Whoa!!! RPGs and stellar cartography, very cool.

Minions and Masters (needs a new name...rules for monster leaders and minions)
Minions and solo monsters were some of the best innovations of 4d DnD.

All's Well
In pursuit of a spy who stole Drakran military research, the party arrives at a remote island manor in the Malice Lands – perhaps to catch the thief, perhaps to sabotage the research, or perhaps to claim it for themselves. A storm traps them overnight, and they learn they aren’t the only guests with a hidden agenda.

Among the several foreign travelers are a scholar plumbing the manor’s vile history, two veterans who fought on opposite sides of the last war, and a prophet who foretells a greater war yet to come. Two famous philosophers have come here as well, meeting in secret to hopefully avert that calamitous conflict, and one of those men is the chancellor of Drakr himself, Vlendam Heid.

When the chancellor’s bodyguard dies thwarting an assassination attempt, the party must figure out whom among the guests they can trust, who is the spy, and who is the assassin.


This is for the intro adventure for the ZEITGEIST: World of Revolution setting book for 5th edition.
Awesome, that has great Hateful Eight vibes.

Also working on a campaign arc involving the daelkyr, gatekeepers, 12 houses, and aberrant marks.... Which the characters in my game just got, but cannot control....
I love Eberron! I've been adapting the Tales of the Yawning Portal adventures for a game set below the Mror Holds. The Daelkyr are great to play with.
 

doctorbadwolf

Heretic of The Seventh Circle
Out of curiosity, what do you not like about Fate?
I’m very bad at remembering names of things, but whatever they call “aspects” or “distinctions” or “descriptive adjectives that are relevant to my character that I can invoke to add a die to the roll”. For me, games that use that type of mechanic just take longer to resolve, and I don’t see the benefit. If I’m Short Tempered, I want that to give a subtle and mostly passive modifier, or be a widget I can call upon every once in a while to do something I couldn’t otherwise do, not every time I roll a check that can be related to me losing my temper.

I've got seven clans altogether. I should have some stuff about the Azai next week. They're noble samurai types, and get super powers from holding to their oaths.
I love that concept. Can’t wait to see it.
 

JohnSnow

Adventurer
I'm familiarizing myself with the rules for "Savage Worlds Adventure Edition" so that I can pull my gaming group out of hiatus and start playing. I like SW because I think it will let me play with a lot of different worlds and different settings, and I'm a little bit eclectic in my tastes.

I also like its skill-based, medium-crunchy, dice resolution mechanics. And I've always been a fan of things like bennies, luck points, or action points.
 

I love that concept. Can’t wait to see it.
Here's the Azai:

The Azai were originally vassals of the Kyogoku family, where Azai Sukemasa was a prominent general. The Kyogoku, like many of the clans near Kyoto, were heavily involved in the internal politicking of the Revolutionary Council. Sukemasa grew increasingly disgusted by the lies and betrayals that characterized this infighting, and dreamed of establishing a world of honor where the powerful would serve the weak and a samurai’s oath of loyalty would be unbreakable. Unfortunately, in order to do this, he would have to betray his masters and take control of the clan.

Sukemasa was eventually successful in overthrowing the Kyogoku and establishing himself as a daimyo, but in the process found himself at war with the Rokkaku clan. The Rokkaku were close relatives of the Kyogoku, so they naturally came to their kinfolks’ defense when Sukemasa rebelled. The Azai were driven out of Omi province and into Echizen, where they found refuge among the Asakura. Given a chance to rest and regroup, Sukemasa returned to Omi province and reclaimed his territory.

Once back in power, Sukemasa built Odani Castle, one of the great mountain fortresses of Japan. From this fortress, his son Hisamasa and grandson Nagamasa continued to defend Omi against the Rokkaku and the neighboring Saito clan. At one point Hisamasa was forced to swear fealty to the Rokkaku, but he got around this oath by retiring so Nagamasa could lead the clan. Nagamasa was victorious in the subsequent battle, and restored the independence of the Azai.

At about this time, Oda Nobunaga conquered the Saito clan and established his new capital at Gifu. He negotiated a marriage between his sister, the Lady Oichi, and Azai Nagamasa. This gave the Oda a clear path to Kyoto, and for a decade the Azai stood aside as the Oda swept away the Rokkaku and the Miyoshi and brought the Revolutionary Council under their protection.
Now, though, the Council is sending out missives to ask for help, and the Asakura are calling in their old debt to ask the Azai to stand against the tyranny of the Oda. Many of the Azai vassals, including Nagamasa’s father Hisamasa, wish to side with their old allies. Caught between two oaths, Nagamasa is unsure what to do. However, the Lady Oichi encourages him to do what his family has always done, and stand up for whatever he feels is right. She will support him, come what may.
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The reality of the Azai is a place where a warrior lives by their skill in bow and blade and by their unshakable oaths. The skill of Azai sword masters and horse archers is nearly supernatural. They can deflect bullets with their blades, and a shot from their bows can pierce a tank’s armor. They carry on the tradition of Japan’s mighty horse archers, and their skirmish tactics and superlative skill as warriors enables them to take on armies many times their size.
In the end, though, the martial skills of the Azai are their lesser abilities. The greatest abilities of the Azai come from their code of honor, bushido. An Azai, once sworn to an oath, cannot be forced to betray it. Their integrity can bind others to their cause. When they have appointed themselves to a task, no injury can dissuade them – they can even put off death until they have fulfilled the terms of their oath.

Meiyo

The samurai of the Azai are famed for their code of bushido, the warrior’s way. The first principle of this code is Meiyo – honor. When they swear an oath, they cannot be swayed from it. Most commonly this oath is to serve a particular lord, though it may also reflect an oath to complete a task, to honor an alliance, or an oath by a lord to serve those who follow them. The samurai is the sole judge of their own honor, and is not swayed by the opinions of others. Once they have decided what their honor demands, though, they cannot be swayed from it.
  • Prerequisites – None.
  • Cost – 1 Refresh
  • The samurai gains a modifier to certain rolls called Bushido. The bonus is equal to the number of Extras the samurai possesses from the following list, each of which represents a principle of bushido: Meiyo, Yu, Rei, Jisei, Jin, Chugi, Makoto, and Gi. The maximum value of the bonus is +8, when the samurai has mastered all eight tenets of bushido.
  • One of the samurai’s aspects is changed to reflect the nature of the samurai’s oath.
  • The samurai may change one of their aspects to reflect additional oaths at any milestone.
  • In any scene where the samurai is compelled on or invokes the aspect relating to one of their oaths, in addition to the normal benefits, they apply their Bushido modifier on overcome and defend actions made with Will made for the rest of the scene.
  • The samurai cannot be forced to betray their oath by losing a contest of persuasion, and cannot be forced to betray it by the terms of being taken out. They may reject compels that would cause them to break their oath without spending a Fate Point.
  • The samurai may offer to betray their oath as a concession, be maneuvered into a position where they cannot simultaneously fulfill two oaths, or otherwise choose to betray their oath. In this case, the aspect representing their oath changes to represent their status as an oathbreaker. While they have this oathbreaker aspect, they may not gain any benefits of this Extra or Extras which have this Extra as a prerequisite. They cannot change this oathbreaker aspect until they reach a significant milestone.
Makoto

Makoto is the virtue of honesty. Asking a samurai of the Azai to swear to do something is redundant – to the follower of bushido, speaking an intention is the same as doing it. If they say they will deliver a message, capture a fearsome weapon, or retrieve a sacred gem to prove their worth to marry a daimyo’s heir, then no hardship will keep them from accomplishing the task. A samurai can even push themselves beyond death to achieve such a task. However, wise samurai are cautious about what they agree to do. There are many tales of Azai samurai who found themselves forsworn when they set out to accomplish a task that was beyond their means.
  • Prerequisites – Meiyo
  • Cost – 1 Refresh
  • The samurai may spend a Fate Point to create a situational aspect reflecting their intention to carry out a particular task. This aspect counts as one of the samurai’s oaths for the purpose of any power that is keyed off such oaths. It lasts for one scene, though the samurai may take it as a character aspect at any milestone.
  • Any time that a samurai is taken out, they may invoke an aspect relating to one of their oaths to put off being taken out until they take one more action, or one more turn during a conflict. Instead, they are taken out at the conclusion of that action or turn. However, they may continue to defer being taken out for as long as they can invoke a relevant aspect. Once they can no longer invoke such an aspect, they immediately suffer the original consequences of being taken out.
Kenjutsu

Kenjutsu is the study of the blade, which provides the basics of self-defense vital for all warriors of the Azai. A fully trained student of the blade is even able to cut down arrows in full flight and deflect bullets with their sword. The samurai may also join a particular school of swordcraft, where each school teaches its own philosophy of combat and special techniques that give the samurai new tactical options. Among the Azai, two schools are popular – Kage-ryu, which is a battlefield art, and Shinkage-ryu, which focuses more on dueling.
  • Prerequisites – None
  • Cost – 1 Refresh
  • The samurai may use the sword to defend against Ranged attacks using the Melee skill.
  • The samurai gains a +2 bonus on all defend actions with the sword.
  • The samurai selects one of the following two schools
    • Kage-ryu – this Kenjutsu tradition is a battlefield art, emphasizing discipline and coordination with your fellow soldiers. The soldier survives by protecting his fellows. The samurai gains a boost called Infantry Tactics whenever they use an attack or create advantage action with Melee against a foe that has attacked one of the samurai’s allies in the same zone.
    • Shinkage-ryu – this school is a new style of Kenjutsu that focuses on dueling. It teaches the student to commit to a single, perfect strike to fell their opponent before they can strike back. Students of this school may choose to gain a boost called Single Blow on their next attack or create advantage action with Melee, but the next enemy to attack them before the start of their next turn gains a boost called Open Defenses in return.
  • A samurai may take this extra multiple times to master the special techniques of other schools of combat. The bonus on defend actions does not stack – only the largest such bonus applies from each school mastered.
Bajutsu

While the image of a samurai is of a warrior wielding a katana, their true power on the battlefield is as a highly trained cavalry force. They learn to use the speed, mass, and power of their mount to their advantage on the battlefield. The Azai are followers of the ancient Ogasawara-ryu school of horseback fighting, which focuses on firing a bow from horseback. The skirmish tactics from this school have been key in several battles where the Azai defeated armies much larger than they were.
  • Prerequisites – None
  • Cost – 1 Refresh
  • The samurai gains a +2 bonus on all defend actions with Drive.
  • The samurai gains the benefit of the following school:
    • Ogasawara-ryu – this tradition focuses on horseback archery and mobility for shoot and run tactics. Even on foot, practitioners of this school stay on the move. Whenever the samurai moves at least one zone, they gain a boost called Mobility on any action made with Drive or any attack or create advantage action Ranged at the end of the movement.
  • A samurai may take this extra multiple times to master the special techniques of other schools of combat. The bonus on defend actions does not stack – only the largest such bonus applies from each school mastered.
 

I'm familiarizing myself with the rules for "Savage Worlds Adventure Edition" so that I can pull my gaming group out of hiatus and start playing. I like SW because I think it will let me play with a lot of different worlds and different settings, and I'm a little bit eclectic in my tastes.

I also like its skill-based, medium-crunchy, dice resolution mechanics. And I've always been a fan of things like bennies, luck points, or action points.
Savage Worlds is a very flexible system. I'd considered it for Senjitsu Jidai, since Senjitsu is also a genre bending setting.

What are you planning to play?
 

Doug McCrae

Legend
What if Rifts but in 13th century Europe? It would be a Gamma World type of post-apocalyptic game but medieval and magical instead of sci-fi.
 

Scott Christian

Adventurer
Super happy to see everyone's responses. Always like the creativity around these forums.

Working on an RPG. Been at it for years. Playtested for years. Now finally getting it into true print form.

Just finished up a board game (Bar Battles) that uses a flip mat. One side is drawing cards, the second side is playing cards. It's a fun diversion when the RPG starts to feel a little overwhelming. ;)
 

JohnSnow

Adventurer
Savage Worlds is a very flexible system. I'd considered it for Senjitsu Jidai, since Senjitsu is also a genre bending setting.

What are you planning to play?
I will be doing a fantasy either medieval or renaissance game eventually. But I also love pulp, so we'll probably do something that riffs off of Indiana Jones or the Rick O'Connell "Mummy" franchise. My players are all complete nerds, and I think SWADE might well be better for "Star Wars" than any system I've tried to date (maybe including WEG d6). And of course, there's always the space western "Firefly-esque" option.

Another part of me has always wanted to run a game set in the Wold-Newton Universe. Which may or may not cross over with some of the above. So, yeah, lots of options, still deciding.
 

COMING SOON: 5 Plug-In Settlements for your 5E Game

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