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4 Credits Creator: Ander Wood Author: Ander Wood Editor: Samuel Hunt Proof Readers: Andrew Van Rooy, Michael Pietrelli, James Ruhland, Matt Pritchard, and Alex Guillotte Layout: Alex Guillotte Typesetting: Alex Guillotte Art Director: Andrew Bampton and Alex Guillotte Cover Design: Alex Guillotte Cover Art: Alex Guillotte Logo Design: Alex Guillotte Interior Art: Andrew Bampton, Alex Guillotte, Phillip Clark, Matthew Kedzierski, Max Friberg, Kelly Wass, Louis Spano, Sébastien Allard, Aleksandar Kostic, Jubeline Felisius, Tim Harper, Anthony Costa, and Quico Nogueira Project Manager: Ander Wood Production Manager: Ander Wood Dedication To my aunt, Frances Cook, thanks for all the support. Within the Ring of Fire Resources Follow our Youtube channel: http://www.youtube.com/user/woodwwad Like us on Facebook at: https://www.facebook.com/RawImmersiveGames Join our facebook community page: https://www.facebook.com/groups/713346958684967 Special Thanks To everyone who believes roleplaying is a beautiful art form. Within the Ring of Fire ® and RAW Immersive Games ® are registered trademarks of RAW Immersive Games Copyrighted © 2014 by Richard Anderson Wood • Book of True Names™ is a trademark of RAW Immersive Games All rights reserved. This work, or parts thereof, may not be copied without permission. Sample file
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Page 1: Sample file - DriveThruRPG.com · 2018. 4. 28. · are also called the “K’Vega-Thale Bond,” as they are the elements which N’Thraxu bound together to create the world. Demons:

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CreditsCreator: Ander Wood

Author: Ander Wood

Editor: Samuel Hunt

Proof Readers: Andrew Van Rooy, Michael Pietrelli, James Ruhland, Matt Pritchard, and Alex Guillotte

Layout: Alex Guillotte

Typesetting: Alex Guillotte

Art Director: Andrew Bampton and Alex Guillotte

Cover Design: Alex Guillotte

Cover Art: Alex Guillotte

Logo Design: Alex Guillotte

Interior Art: Andrew Bampton, Alex Guillotte, Phillip Clark, Matthew Kedzierski, Max Friberg, Kelly Wass, Louis Spano, Sébastien Allard, Aleksandar Kostic, Jubeline Felisius, Tim Harper, Anthony Costa, and Quico Nogueira

Project Manager: Ander Wood

Production Manager: Ander Wood

DedicationTo my aunt, Frances Cook, thanks for all the support.

Within the Ring of Fire ResourcesFollow our Youtube channel: http://www.youtube.com/user/woodwwadLike us on Facebook at: https://www.facebook.com/RawImmersiveGamesJoin our facebook community page: https://www.facebook.com/groups/713346958684967

Special ThanksTo everyone who believes roleplaying is a beautiful art form.

Within the Ring of Fire® and RAW Immersive Games® are registered trademarks of RAW Immersive GamesCopyrighted © 2014 by Richard Anderson Wood • Book of True Names™ is a trademark of RAW Immersive Games

All rights reserved. This work, or parts thereof, may not be copied without permission.

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This text contains the rules for creating magi, ghosts, golems, and spirits. It also contains magic, magical items, relics, and Advantages (including Scion Advantages). Welcome to the marvels of the other worlds.

A Note on Resistance Rolls Resistance Rolls can be written two ways. The example provided below should help clarify this process. First, they may appear as Poison

Introduction

Resistance Roll. Second, they may appear by stating that a Conditioning (Poison) Roll must be made against a certain Skill of the other character. Either way, when you are called to make one of these rolls, you roll 2d8 (as with all rolls) + the Rating of the Stat the Flame Tender (FT) decides you use (this will typically be the Stat listed by the Skill) + the total of the Skill Grades (or the total of the Passion), + any bonus granted by Fortes + any miscellaneous bonuses

“Magic is not a thing that man may have. It is the slave of no man. It is the master of all that would know it. Beware my words for at least a moment before casting my warning upon the altar of hubris. Telemetry of dimensions, divulgences of demons, shattering howls of angels, and the truth behind the stream of time itself I shall lay down without omission. Here in my final act, I shall pen The Book of True Names. A catalog of every entity of the other worlds I have encountered. Obscene and sublime, I shall name them all, amongst other sorted black lore. Despite the doom it shall bring upon me, I shall enter the sum of my metaphysical wisdom into this tome. My hope? That you will not have to commit the same sins to pry enlightenment from a dismissive cosmos. Those hollow nightmares that swim just past the mirror’s face are even now waiting for the perfect angle from which to strike. Marked for my blasphemous delvings and forbidden use of Prana, soon they will pluck me from this mortal coil. Consigning me to the last home I shall ever know.” – Zeadeama Kelra Akala Jalfda Qual Lelethay Santhia, kalfar necromancer and author of The Book of True Names

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such as those granted by circumstance, species, or Advantages. As always, the aggressor (one attempting to inflict the effect to be resisted) must win the roll (ties go to the defender).

A Note on Armor Surpass Entries in the “2/-/6” format are common in this book. For clarification, when Armor Surpass is written out this way, it means that the source of damage is automatically bypassing the Armor Rating. This type of damage is commonly caused by spirits and Breath Weapons.

Spirit Classifications Spirits are grouped into classifications based upon the elder creator(s) they are descended from. Each spirit of the first four levels falls into one of the following spiritual orders (described below). All spirits are part of various hierarchies in which they protect lesser spirits and show subservience to greater spirits. The hierarchies are subdivisions of spirit classifications. Some spirits live in The Flesh Lands of K’Vega-Thale; most of these inhabit places of great spiritual strength. These places are the sites of events that hold significance to the spirit. Examples might include an ancient glen, a cemetery, a battlefield, the site of a plague, a lake, or any other such place. Still more spirits gather around convergences of ley lines, which are like rivers of the elder creators’ blood. These pools are sacred to both magi and mystics. Powerful spirits are found here. Most spirits that inhabit K’Vega-Thale (typically daemons) exist just outside its material confines in a dimension of spirit just beyond the touch of creatures of flesh. Others reside within The Outer Darkness, the Ghostlands, The Dreamlands, the Other Side of the Mirror, Hell, within the dead body of the sun (the murdered elder creator Ahuramazda), or in the strange space outside of time. Angels: This term encompasses all spiritual entities which once drifted through the celestial sphere. Though now extremely diverse, their lineage is traced back to Ahuramazda. While

many stratified hierarchies have emerged within this classification, with Ahuramazda dead, there is no unifying principle amongst them. It should be noted that many angels consider other forms of angels to be their greatest enemies. Angels are also known as celestials or “living light.” Daemons: This term encompasses all spiritual entities which compose K’Vega-Thale. This is the widest classification of spirits, as it is the only one to include spirits descended from more than one elder creator – those that trace their lineage back to Demar, Igvale, Leviathan, Morghul, Nif, and T’Hool. Relationships between spirits of this classification vary greatly. Those of the lines of Morghul and Nif violently oppose each other, while those of the lines of Demar and T’Hool generally enjoy each other’s company. Daemons are also called the “K’Vega-Thale Bond,” as they are the elements which N’Thraxu bound together to create the world. Demons: This term encompasses all spiritual entities native to The Outer Darkness. Light, life, and time offend these creatures greatly. They wish only for perfect silence and its endless freedom. Angry, they lash out to annihilate that which offends them. This destruction is typically preceded by great suffering. Even the greatest of demons may be so small as to be microscopic. Descended from Ahriman, no spiritual entity is more alien in their mindset. These unclean spirits infect, corrupt, and pervert the soul of anything they infest. A possessing demon is like a parasitic vine wrapped around its victim’s soul. Ephemerals: This term encompasses all spiritual entities native to The Dreamlands. Descended from Opiate, they are the body of the dimension of dreams. The greatest strife within their ranks occurs between the spirits loyal to Ajyra and Dazazya. Many wars have been fought within the dream realms by their forces. Lacunas: This term encompasses the most enigmatic spirits, those descended from The Void. Little is known of The Void and her children are impossible to communicate with as they speak a language unknown to any

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outsiders. The little that has been revealed about them seems to indicate they are either completely unconcerned with the machinations of other spirits or they are watching, recording, and waiting for something to come. Lacunas are also called “aethereals.” Temporals: This term encompasses all spiritual entities which compose the flow of time. Descended from N’Thraxu, these spirits are bolder and more assertive than most. It is extremely difficult for non-huldre to work with these entities. Hostile towards demons, they are otherwise unconcerned with spirits.

Spirit Levels Level 1 Spirits: These spirits are known as “facets” and are simply extensions of the elder creator they are descended from. They have no individual minds and are of so little consequence that tampering with them often results in no reaction from other spirits within the hierarchy. Light, darkness, fire, and water are all examples of facets. All such things are the flesh of spirits. It must be remembered that K’Vega-Thale itself is a combination of spirits. Level 2 Spirits: These spirits are known as “aspects” and take the form of living things such as trees and animals. Though they have minds, their intellect level is similar to that of an animal. These spirits perform many functions for the hierarchy they work within. It is important to note that many are closely associated with more powerful spirits much like an owner towards their pet. This means that there may be great repercussions for those who harm and bind these spirits (if they are not careful in their selection). These spirits can understand the language of their elder creator, but their ability to communicate is limited. Level 3 Spirits: These spirits are known as “lares.” They use designators in order to distinguish themselves from one another. Most use numbers instead of names; however, this varies by hierarchy. High intellects are common as are unique personalities, though

this is not always the case. It is common for these spirits to work directly for divinities. It should be noted that there are many spirits of this level that are not included in this work. FTs are encouraged to create additional spirits for their Sagas. Level 4 Spirits: These extremely powerful spirits are known as “asuras.” Most serve only the elder creators, but some have come to serve other divinities through certain pacts. These spirits understand the value of worship and the more ambitious of them attempt to set up cults of their own in an attempt to spiritually elevate themselves. At this level, there is only one type of spirit for each elder creator. Level 5 Spirits: These spirits are known as “singulars.” They are the least powerful divine and most powerful non-divine spirits. Giant kings, non-divine gods, and progenitor trolls all fall into this category. Nearly every spirit at this level has a small cult dedicated to them. Most of these spirits have their intentions set on gaining a Throne of Divinity. Level 6-7 Spirits: The majority of the divinities are of this class. Level 8 Spirits: The least powerful of the elder creators and extraordinarily powerful spirits like Nogus. Level 9 Spirits: Ahuramazda, Demar, Igvale, and Leviathan. Level 10 Spirits: Ahriman, N’Thraxu, and The Void.

In this book Magi (Chapter 1): This chapter details the five Esoteric Paths of the Occult. It also details what magic is and how it works, as well as all the rules you need to create magus Catalysts. Ghosts (Chapter 2): This chapter explains what a ghost is and how they are created. It also includes rules for creating them as Catalysts. Facets (Chapter 3): This chapter details the most minor spirits. Aspects (Chapter 4): This chapter details spirits of moderate potency.

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Lares (Chapter 5): This chapter details the spirits which serve the gods and certain other powerful spirits. Asuras (Chapter 6): Giants, trolls, oni, and other powerful spirits are detailed in this chapter. There are also rules for making some of these types of spirits as Catalysts. Golems (Chapter 7): This chapter details these strange creatures which are created by magical processes which merge spirit with matter. They are viewed by many as mockeries

of the power of the gods. Magic Items and Relics (Chapter 8): This chapter discusses the creation of magical items and mystical items. It also includes several for ease of use and examples of how to create these items and include them in your Saga. Advantages (Chapter 9): This chapter contains Advantages for the types of characters detailed in this text. It also contains Scion Advantages, allowing you to create Catalysts that are the descendants of powerful spirits.

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A magus, plural magi, is a follower of one of the five Esoteric Paths of the Occult. Since the end of the Gods’ War magi have been relentlessly pursued by the followers of the Enforcers. The followers of these divinities ritualistically kill magi and consign their souls into The Pit of Hell. This has caused the central organization of magi to crumble throughout most of K’Vega-Thale. This has led to the rise of many heretical covens using magic for purposes forbidden by N’Thraxu. Sacred magi contend that their practices are the only ways through which K’Vega-Thale may be saved from the forces of Darkness. Magi gain a trait called “Malfeasance.” This trait measures how closely the magus follows the laws which govern the sacred use of magic.

1. Magi

Any action which violates these laws will increase a character’s Malfeasance. Like other traits, Malfeasance ranges from 0 to 15. Those who have obeyed the prescribed laws are far more likely to receive aid from trolls and sacred magi. Those who act contrary to the law risk the wrath of forces beyond their comprehension. On the other side of the mirror, those with Malfeasance glow with a crackling black energy. The higher the character’s Malfeasance the brighter this glow. Those with Malfeasance higher than four quickly attract unwanted attention. This trait starts at 0 at Catalyst Creation. The FT has discretion over which actions will increase this trait (and what, if anything, can lower it). Designed to be the guardians of reality, magi

“Look deeply into the mirror. It contains the truth… all truth… the truth of me and the truth of you. Know the truth buried in your heart. If your weakness is lighter than a feather, you are strong enough to walk these sacred paths. But if it is not, you are only doomed to a failure of your own making. No power is greater to flesh than magic. Great power strengthens weakness. The stronger your weakness… the quicker your fall.” – Nogus, an excerpt from Ty’Tamatu (Beyond Mirrors)

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