Author Topic: The Pitch / General Game Info  (Read 26 times)

Mike Moriarty

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The Pitch / General Game Info
« on: August 02, 2020, 05:37:56 PM »
Hi,

This year I will be running Forbidden Lands a dark fantasy game of survival and exploration which uses the Year Zero Engine system.



The game is set in Ravenland a place originally inhabited 1200 years ago by an alliance of dwarves and elves with their orc servants but which was ravaged by various wars with humans from Alderland to the south over hundreds of years culminating in the Alderland half elf sorcerer Zygofer throwing open a demon gate into Ravenland when he was about to be defeated 300 years ago. Since then a phenomenon called the Blood Mist(after its colour) has haunted Ravenland (Now known as the Forbidden Lands) where anyone caught outside their home after nightfall is found dead and horribly mutilated in the morning. This means for the past 300 years communities have been utterly isolated, people could not travel more than half a day from their home as to not return is a death sentence and life in Ravenland has been static as humans villages, orc tribes, etc live subsistent lives in isolation from any wider community and the elves and dwarves have retreated into their halls and woodland strongholds. 5 years ago the Blood Mist started to dissipate for unknown reasons and people have started to explore the land once more, forge links with other people, and plunder the ruins of the past. The players will be 1 such group looking to strike out beyond the isolation they have lived their entire lives in.

Forbidden Lands is a sandbox hexcrawl game about survival and exploration where the players will start of with limited knowledge of the world around them and then get to explore how they wish on a hexmap of the area on which there will be a variety of places to visit ranging from pre-made locations to events generated as we go.  As this is a sandbox there no assumed path through the game but sandbox does not necessarily mean no plot, there is a overarching plot but its completely up to the players if they want to interact with it or ignore it in favour of just visiting places they find interesting, getting loot or even establishing their own stronghold (yes there is an entire rule system for creating and managing this).

As well as exploration another element of this game is survival and what this means in practise is that players will need to prioritise skills that allow them to survive in the wilderness as well as combat and there will be none of the normal hand waving of "you travel for 5 days and reach your destination" as the journey itself is as much a part of the experience in this game as anything else. Because of this its quite possible to freeze or starve to death out in the wilderness if characters are not up to the challenges of navigating, hunting, crafting/repairing gear and camping in an unforgiving land.

The game world and style is pretty classic dark fantasy but with a twist on various elements and very much on the grim and gritty end of the spectrum, and there is no expectation on what sort of group you want to play beyond being adventurers so you could be heroes, villains or anything in between. The system itself is pretty gritty where fighting is always dangerous and even if you survive there's plenty of opportunity to walk away with long term or even permanent injuries and mental scarring especially when dealing with large monsters. Magic is powerful but dangerous and not something you can cast constantly, combat casters would do well to bring a sword as well.

As a dark fantasy game it is likely to feature mature subjects and various horrible things happening to people such as oppression, violence, slavery, torture, body horror etc so please keep that in mind. However there will be a discussion during session 0 about any particular lines people dont want crossed in game

Any questions let me know
« Last Edit: August 04, 2020, 10:01:38 PM by Mike Moriarty »

Mike Moriarty

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Re: The Pitch / General Game Info
« Reply #1 on: August 04, 2020, 02:23:04 PM »
Character Types

Below are the kin(races) and professions available to play in this years game:

Kin
There are 8 different kin that are available as player characters which are listed briefly below with each 1 having a kin specific talent and key attribute(Means that attribute can be higher than normal), iv also listed typical professions but this is just what is common not what they are limited to. More detailed information is available in the "The Forgotten Lands - Setting Info" thread

Humans
Humans have come to Ravenland from Alderland or Aslene as invaders, refugees or settlers for hundreds of years making them versatile and widespread as any profession and temperment you can think of. While some still view them with hostility as invaders to current generations this is the home of their people and they have as much right to claim it as anyone else
Key Attribute: Empathy
Typical Professions: All
Kin Talent: Adaptive - Ability to use a different skill to normal to produce the same result

Elves
Elves were 1 of the original inhabitants of Ravenland and are immortal beings who are low in numbers whos calling it was to cover these lands in life. They are agile warriors and hunters often possessing nature magic and can range from haughty and aloof elder elves to younger hot blooded warriors or wish to drive off the invaders and restore elven rule
Key Attribute: Agility
Typical Professions: Druid, Minstrel and  Hunter
Kin Talent: Inner Peace - May user their connection to nature to enter a deep meditation than heals all damage can even help with critical injuries

Half Elves
The Half Elves are products of an ancient hostage exchange and have different considerably with those being brought up by elves mostly taking on their roll as cultivators of life and those brought up by humans inheriting their desire for power. Regardless of type Half Elves of both kinds have a unique gift for wielding magic and so Druids and Sorcerers are very common amongst their number
Key Attribute: Wits
Typical Professions: Druid, Rogue and Sorcerer
Kin Talent: Physic Power - When wielding magic the power level is 1 level higher bringing increased effect and chance of mishaps

Dwarves
A stout mountain dwelling race of crafters, warriors and magical stone shapers dedicated to the god Huge and expanding the world shere until it reaches the home of the gods in the sky. The dwarves are not as reclusive as their elven allies and took a more proactive role in trying to stop the human invaders and now the clans are working on how best to continue their work though often disagree.
Key Attribute: Strength
Typical Professions: Fighter, Minstrel and Peddler
Kin Talent: True Grit - May through stubborn determination push (reroll) skill dice multiple times

Halflings
Small folk who live in small idyllic villages and are happy to trade and interact with other kin but only on designated ground such as the village tavern, they are loath to let anyone get close and see their private home lives. Adventuring Halfings often long to get away from this idyllic but stale existance
Key Attribute: Empathy
Typical Professions: Minstrel, Peddler and Rogue
Kin Talent: Hard to Catch - May make themselves particularly hard to hit in combat

Wolfkin
Wolfkin are humanoid wolf creatures that live as hunter gatherer packs in the deep forest and often view the other kin as weak for need things like shelter beyond what nature provides. They were unaffected by the Blood Mist though still rarely felt the need to travel outside of their pack, but now it has lifted some are branching out into the world as things of interest are actually happening again in the world
Key Attribute: Agility
Typical Professions: Druid, Fighter and Hunter
Kin Talent: Hunting Instincts - May track a particular being via scent

Orcs
A brutal warrior race who were once the slaves of the Dwarves and Elves and sent into battle against the invading humans on their behalf meaning orcs are often have a hostile relationship with these races. Now the Blood Mist has lifted they have found they are free to forge their own tribes and kingdoms instead of serving
Key Attribute: Strength
Typical Professions: Fighter , Hunter and Rogue
Kin Talent: Unbreakable - May get up immediately from being broken(incapacitated) and carry on

Note: Orcs will need discussing if someone wants to play 1, due to their relationship with other kin they are the hardest to fit in a group and may have difficulty operating in some places

Goblins
Goblins live in nomadic groups normally in the forest and are very mobile and efficient hunters, they have a very liberal view on person property thinking you can just take what you need and while living in it do not show any respect for nature straining relations between them and the elves/druids. They tend to operate mostly at night as strong sunlight hurts their eyes and will view most anything as prey
Key Attribute: Agility
Typical Professions: Hunter, Rider and Rogue
Kin Talent: Nocturnal - Can see in the dark with no penalties and are particularly good as sneaking in the dark


Professions
Almost all of the skills and talents in Forbidden Lands are general and can be taken by anyone but the profession you choose will give you access to 3 profession talents as well as affecting your stats and skills at character generation

Druid
Nature base spell casters dedicated to tending to, expanding and defending the plants, animals and stone of the world whilst maintaining balance
Key Attribute: Wits
Skills: Endurance, Survival, Insight, Healing and Animal Handling
Talents:
Path of Healing: Spells involving healing, curing disease and banishing demons/undead as well as affecting the weather
Path of Shifting Shapes: Spells involving communicating with, commanding and becoming animals
Path of Sight: Spells involving enhancing sight/hearing, divination and telepathy

Fighter
Warriors of all stripes whos favoured place is the battlefield exercising martial prowess
Key Attribute: Strength
Skills: Endurance, Melee, Crafting and Move
Talents:
Path of the Blade: Focuses on doing more damage in melee
Path of the Enemy: Helps anticipate enemy movement in duels
Path of the Shield: Improves ability to parry with a shield

Hunter
Those who are most at home surviving in the wilds of the world and living off the land and are often excellent marksmen
Key Attribute: Agility
Skills: Stealth, Move, Marksmanship, Scouting and Survival
Talents:
Path of the Arrow: Improves ability with bows
Path of the Beast: Provides an animal companion to help you
Path of the Forest: Enhanced survival skills

Minstrel
Those who bring hope and courage to their companions as well as knowing tales and lore which may be helpful in seeking riches and adventure
Key Attribute: Empathy
Skills: Lore, Insight, Manipulation, Performance and Healing
Talents:
Path of the Hymn: Allows you to heal comrades from broken and transfer willpower to them
Path of the Song: Allows you to draw attention, entertain crowds and even damage enemies via song
Path of Warcry: Allows you to use songs to boost your friends or distract or terrify your enemies

Peddler
Peddlers are those who are opening up trade of the lands and can often acquire what is needed at any given time as well as being adept at talking round people
Key Attribute: Empathy
Skills: Crafting, Slight of Hand, Scouting, Insight and Manipulation
Talents:
Path of Gold: Master of bargaining for a good price, and finding valuable items
Path of Lies: Improves ability to lie and tell if someone else is lying
Path of Many Things: You have a talent for always having the item you need on you

Rider
From the horse folk of Aslene to goblin wolf riders these people are most at home fighting and exploring from the back of your chosen animal
Key Attribute: Agility
Skills: Endurance, Melee, Marksmanship, Survival and Animal Handling
Talents:
Path of the Companion: Strengthens your bond with your amount allowing it to provide extra assistance
Path of the Knight: Enhances your mounted fighting ability
Path of the Plains: Increases your general riding ability and speed

Rogue
Rogues know how to move silently amongst others either to relieve them on their belongings, to get somewhere they should not be or even to commit violence
Key Attribute: Agility
Skills: Melee, Stealth, Sleight of Hand, Move and Manipulate
Path of the Face: You are a master of disguise
Path of the Killer: Improves sneak attack and escape skills
Path of Poison: You always have poison ready for use

Sorcerer
Spell casters who rather than working with nature have bent it to their will
Key Attributes: Wits
Skills: Crafting, Sleight of Hand, Lore, Insight and Manipulation
Talents:
Path of Blood: Magic of life allows you to stir emotions, bind demons, set blood alight, curse people or bind their soul
Path of Death: Magic that deals with the powers of decay, aging, controlling/communicating with the dead and snuffing out life
Path of Signs: Magic carved into runes which when trigger can paralyse, blind, create illusions, enchant minds or create portals
Path of Stone: Magic involving manipulating stone, taking on its strength, creating golems and having some influence over metal as well
« Last Edit: August 04, 2020, 02:25:25 PM by Mike Moriarty »

Captain Shortworth

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Re: The Pitch / General Game Info
« Reply #2 on: August 04, 2020, 03:44:40 PM »
Goblin Minstrel, instrument of choice, grand piano.
Just so you know, I own a comic book store

Oh, and write a fiction blog for fun

Mike Moriarty

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Re: The Pitch / General Game Info
« Reply #3 on: August 04, 2020, 04:06:37 PM »
Have the piano on wheels and drawn by wolves as a chariot

Captain Shortworth

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Re: The Pitch / General Game Info
« Reply #4 on: August 04, 2020, 04:08:04 PM »
YES!

Make this an NPC that turns up in your game, and I'll buy you a beer!
Just so you know, I own a comic book store

Oh, and write a fiction blog for fun