Eon's Past is a generational roleplaying game set at the end of an era of prosperous light - but at this point, even the concept of names are only returning to those left behind. Each player will begin as the leader of their
Each turn will last one in-game month.
Traits
Physique
To push, hard, quick actions. To break both men and stone.
Endurance
Slow but steady, the hunter will never stop.
Intellect
To know the difference of poisonroot and herb, and to learn the old.
Charm
To find home, hearth, and love.
Wisdom
To know danger, and where it lays, both truly, and on metaphorical matters.
If there isn’t a precedent, or Talent to an action, their Trait is used to determine the outcome.
Talents
At the end, we only remembered little of the old.
Talents are the ‘skills’ your character has. The more Talent a character has to a skill, the less burdensome it is to achieve. Any character can attempt any action, albeit wears a high risk of hurting, failing, or simply exhausting themselves attempting to do so.
At the beginning, each Trait has one Talent to it - but mattering on the action, any Talent can be made for any action attempted long enough. The system is flexible.
Talent’s obtained at character creation will be the Acceptable rating - which is the experience that the character has. The better it sounds, the higher level the talent is. The harder the Talent, the more stages it will have.
As well, certain Talents will give Abilities to players, mostly the action/combat related ones. When your character succeeds in a particularly special move, or otherwise ‘trains’ a special technique (spending a monthly on training), actions can be turned into Abilities, which will be covered in Combat.
Actions
Each player can take two actions during the Month. One is a Direct action - which would be a memorable event for the month, likely an adventure, or some sort of confrontation. These actions are suggested and done freely - the system is flexible, so consider confrontations, roleplay, anything that would be the highlight of the month for your character. Your character may also freely roleplay while doing so - but the Direct action would be the most important (and defining) of the month.
Alongside that would be Monthly actions. This would be the focus of the character during his time, excluding his Direct action, and his free roleplay. Some examples would be;
Caring for the fields; would give Wheat.
Mining; would give stone.
Foraging; Would give food.
Hunting; Would also give food, but also hides - more risky, but also more profitable.
Love; Find a villager to make your special one - a longer, multi-month Charisma based Monthly to allow you to create more children. Used to find an NPC spouse, or find an orphaned child, or other family-based matters.
Research; Using Intelligence to create a new technology - difficulty based on what you have, what you’ve made so far, and how far out it is considered past your own.
Exhaustion. Stress, and Combat
Each player will gain Fatigue during these actions - Monthly actions typically slowly accrue such, but roleplay will negate, or otherwise relaxing. During situations where two players or creatures may conflict however, Exhaustion becomes something else entirely.
Exhaustion is determined by your physical traits - and in situations Abilities are required to fight out of a situation. In a combat situation, or one where two sides are interlocked in a way that cannot be solved without some deciding factor, Combat is enacted.
Abilities are exhaustion-based actions that allow you to target an opponents three weaknesses; their health, exhaustion, and stress. Most actions will also damage these same resources, in varying degrees.
To lose Stress damage, or Exhaustion damage, is to simply rest - either having yourself healed by a healer, resting, or some other way to forgo such aches.
If your character ever hits the limit - they will break. Exhaustion wise; your body gives up. While you heal afterwards, you won’t be the same - a trait will be negatively impacted, physically. Stress wise, such an attack would make you lose yourself - also causing negative repercussions to your Traits.
Family
As you continue down Eon’s Past, you will age - at a faster rate. The world of theirs goes much faster then our own, and the life of a tribal goes fast. As your character grows old or weak, they will need successors - after either pairing with a player, or an NPC, you may obtain children of your own. You may even do so without a pair - albeit this would be considered adoption, and the child would be less adapted, trained.
It will take 4 turns for a child to become an ‘adolescent’ and be claimable. If you wish the character to stay an NPC, it will do so - otherwise the first Waitlisted player will be offered the role, and if he refuses, it will go downward until one is found.
As well, once your main character dies - you may take over as an heir, or even some other blood relation. If you do not have one.. You are put in the back of the waitlist, as your Bloodline is over.
Death
Either consumed by the horrors of below, or simply starved to death, Death is a natural part of Eon’s past. If you have no blood relatives (check Family) you will pass on once either A; a stat goes into the negatives (cannot go lower), or one of the three Status bars goes twice it’s max in the red. (Health, Exhaustion, or Stress.)
Sign-up is open until I get a decent number of folks - or this dies out. Either or.