This RTD is set in a dark fantasy horror setting, where humanity is long gone in its original form, twisted by generations of exposure to the insidious magical emanations of the Starstone. The few remaining clans and tribes who remain close in mind and sometimes body to their ancestors now eke out a living in the hidden places, ever fearing the time when the monsters that roam the world, descendants of Old-earth creatures now unrecognizable as what they used to be. Still, hope blooms in these fearful enclaves, and magic is not all bad. It can bring life and hope too.
Character CreationPlayers have 15 points to distribute among Strength, Endurance, Intelligence, Charisma, Magic and Resolve. An amount of points equal to Magic is divided among proficiency in magic disciplines. Starting characters can start with points in Reinforcing and their racial magic affinities. They also get 3 points to divide among Merits.
Name: Any names the character answers to.
Gender: Can be anything.
Race: Stryx, Baraaka, Dracocentaur, Deerman or Serketist.
Merits: Merits bought with Merit Points.
Ability Scores: The scores of the various stats.
Magic Scores: The points in each magic type.
Appearance: What the character looks like.
Personality: What their personality is like.
White Deer People/DeermenThe White Deer People are a nomadic tribe of hunter/gatherers. Due to their nomadic nature, ambient magic has changed them little in body compared to most other races descended from Old-earth humans. Both sexes have a pair of branching antlers made of opaque crystal, usually white or black. These antlers grow throughout a Deerman's life, and accumulate magic inside of them. They are a powerful magical reagent, but their usage by any besides another Whitehorn is considered sacrilege. Their culture is matriarchal, with communities being-family based. They are typically pale, with brown eyes and hair.
Other Names: Fauns, Whitehorns
Magic Affinities: Revealing, Warding
SerketistsThese insectoid workaholics live in the tunnels of the Underwarren. Serketists always have four arms and antennae, but other mutated features include vestigial wings, stingers, compound eyes and armored carapaces. Their culture stresses loyalty and dedication to work- a lone Bugman is rarely in the best mental state. They are ruled by elected queens. Their skin is usually an earthy brown, as is their carapace.
Other Names: Serks, Bugmen, Hivers
Magic Affinities: Concealing, Warding
DracocentaursDracocentaurs are closer to monsters than they believe themselves to be. Their lower bodies are extended, with two pairs of wickedly clawed legs and armored scales rippling along their length, extending further up the torso in many. Jagged fangs fill their mouths, and their hands are clawed. Some have bony or spiny crests, while others have thick, wild hair in vibrant neon colors. Their scales range from muddy browns and olives to vibrant blood-reds and ocean-blues.
Other Names: Drakes, Dragonmen
Magical Affinities: Commanding, Warding
StryxStryx range in temperament from vicious, blood-spattered predators to arrogant self-styled nobility, but a streak of cruelty unites the race. All have wings, whether they resemble a vulture, crow or parrot. Some have the heads and feet of birds, others merely a few feathers in their hair and sharp nails. Their feather colors range from night-black to bone-white to flame-red and emerald-green, but are never dull in color, always stark in their clarity.
Other Names:Birdmen, Harpies
Magical Affinities: Revealing, Commanding
BaraakaBaraaka are consistent only in their variety. Some have the heads of various animals, others wings and scorpion tails, still others scaly skin and feline ears. Their fur, scales, skin and feathers come in every color and pattern that could be dreamt up. They are not a true race, but simply a catch-all term for magical mutants that retain their intelligence by chance rather than by bloodline.
Other Names: Chimeras, Mongrelfolk
Magical Affinities: Concealing, Commanding
Magic TypesCommanding: Commanding magic is a discipline based around imposing the will of the caster upon others. It is often feared, for a primary manifestation of its power is in the control of living beings. However the most common use of magic are spells that exploit the fact that Commanding magic also can be used in place of many other types of magic, especially on living targets. It cannot permanently affect the mind on its own- Concealing magic must be used to remove or alter memories, for instance. Commanding users typically are confident(often arrogant) and strong of will.
Concealing: Concealing magic governs that which is not known or solid. Shadows, time, dreams; these are the things that Concealing governs. Concealing magic is hard to use in combat, for its strength is in making sure that the wielder stays out of combat rather than protecting itself in it. Few powerful Concealing mages are known- this is not because they rarely attain that level of proficiency, but because of the simple fact that one who thrives in the shadows is weakened in the light. Concealing mages thus are usually shy and subtle. Extroverted Concealing mages simply do not live for long. Their own magic rebels against the nature of such unfortunate souls. Due to the nature of magic, these sort of people often develop Concealing magic anyway.
Reinforcing: Reinforcing magic changes that which already exists. Nearly every creature on Earth has some proficiency with Reinforcing magic, as it is woven into the air and the soil. Reinforcing magic is often used to strengthen the body and mind, but can nearly always be used to boost spells cast with other disciplines.
Revealing: Revealing magic is the magic of illumination and truth. By its nature, it is one of the sole counters to powerful Concealing mages, and is surprisingly useful as a weapon on its own. Revealing magic often flares around its user. Curiosity is inherent in nearly every Revealing mage, though some prefer to keep their secrets to themself.
Unraveling:Unraveling magic is the magic of unmaking, of destruction in its purest form. Things break down around an Unraveling mage- spells, equipment, bodies. Unraveling mages are often driven out of settlements as curses due to the aura of disaster that surrounds them. Unraveling magic is never natural- it is alien even to other magic and results from when things go wrong. Thus, the typical Unraveling user does not exist- every user was in the wrong place at the wrong time.
Warding: Warding magic denies and repulses. True to its name, it is typically used for wards and shields, though its true nature is denial, not protection. Entities like the Draconix and the Nine Sisters are also kept sealed using ancient Warding spells. Warding users typically have a strong will and are very stubborn.
MeritsTouched By The Void(3)
At least Magic 2. You gain Unraveling as a magic affinity, and must take at least one point in Unraveling magic. You also start somewhat corrupted, which has several effects- your moods are unusual and glitchy, NPCs and monsters will sometimes react differently to you and weird things sometimes happen.
Magic Prodigy(1)
At least Magic 3. You can reroll a roll to cast magic once per day of in-game time.
Untouched(2)
Magic below 3, Resolve at least 2. You are a throwback to Old Humanity. You are resistant to corruption and magic in general to a lesser degree. Creatures of the Old World may react differently to you.
Strong Back(1)
You can carry twice the amount of supplies without being encumbered, and are better at long marches.
Large Wings(2)
Must be Strix or Serketist. You have wings big enough to lift you off the ground as long as you are not encumbered.
Burrower(2)
Must be Serketist. You can dig through soft earth and sand, though rock is too hard. Uses for this may vary, though it takes a few minutes to dig a sizable hole, making it mostly useless in combat.
Forest-Speaker(2)
Must be Deerman. You can convey simple concepts and emotions to animals who are relatively untainted, and they can communicate likewise.
Sharp Eyesight(1)
You can spot things from farther away, and have better visual acuity.
Natural Swimmer(1)
You've always been weirdly good at swimming, and can move faster in the water and compensate for encumbrance better.
Tinker(2)
You've always been good at making things, and are quicker and more efficient than others when crafting things.
Armored Scales(2)
Must be Dracocentaur. You have thicker scales than others of your kind, and effectively have a suit of plate armor on your lower body, and decent protection on the rest.
Light Step(1)
You step more lightly than others, rarely making noise and seldom leaving footprints.
Artifact Wielder(1)
You have in your possession a minor artifact, which does something you don't know, but is probably helpful. Choose from a Weirdly Glowing Crystal, a Weird Snake Figurine and a Tooth With Weird Runes On It to start with.
Climbing Line(1)
Must be Serketist. You can shoot out a thin line of webbing which allows you to quickly grapple places. Unfortunately, it's very easy to break and won't hold much more than your body weight, making it mostly useless as a restraint.