Scions, a 200 Word RPG

Scions:

Servants of the Eternals at Everything’s end, players attempt to ward off the dissolution of Chaos and serve their Eternal and themselves.

 

Eternals:

Frozen King

Combat

Protection

Stasis

Endurance

 

Automaton

Improvement

Speed

Precision

Duplication

 

Shadow Queen

Concealment

Secrets

Theft

Illusion

 

Tattered City

Scrounging

Songs

Commerce

Growth

 

CharGen

______Name_______ is a Scion of ________________ who masters ___3___, ___2___. ____2___, and cannot ___-1____ I want ____________________________

Pick an Eternal, 2 tags from your Eternal, one from another, and an inability from any Eternal. Name an item, unique and puissant. Succeed in conflict at a cost of three dice.

 

Setup

GM

Provide a pool of 30 dice.

Each player creates a place with needs. You too.

Gives an Eternal’s secret task to each Scion.

 

Conflict

When a scion might fail, they roll 2 from the pool and one tag. 4+ succeeds. GM Sets Difficulties. Players may loan 1 die, but are at -1 next roll.

When in conflict with Chaos, the GM announces a cost of failure between 1 and 3 dice removed from the pool.
In pvp, cost is 2 dice.

Scion death is reversed by Eternals.

Play ends with an empty pool and player vignettes. Uncompleted Eternal tasks = chaos reigns.

The Communities of NaEssad :The Spiral’s End.

The long spiraling path from the base of Vostin’s Fang to the bottom is dotted with and inns and waystations, many of which are little more than flat hollows that a caravan can pull in to or small fortified buildings that trade goods and coin for a safe rest protected from opportunistic raiders and unexpected plumes of poison gas.

One of the best known inns is Spiral’s End, more a small village than a mere inn. A generation ago, a band of adventurers who made their fortune in the Fang decided to retire. They hollowed out an enclave near the end of the Spiral Road, set up an inn, and began lives as semi-retired adventurers. Their construction, unbeknownst to them, intersected a Korred nest. The short and furry little creatures decided to adopt the adventurers instead of trying to drive them off. The heroes were bemused by a clan of what were usually thought of as a nusance or a dungeon monster. The clan first everyone else second behavior of the Korred transferred to their adopeted clan, and they have been known to be fierce in protection of their strange brightsighted family. The generation f children that grew up with Korred nannys are very well protected, both by retired adventurers, and by a whole swarm of hive living tricksters.

Spiral’s End incorporated as an independent city both with the Dwarven Line and the city Sanctuary after having short words with various authorities after a few adventurers tried to treat their adoptive clan like monsters.

Today the Spiral’s End is a friendly place where Dwarves, merchants, and Korred mix in relatively frictionless peace. Only one of the original band remains, a Dwarven matriarch who watches her human allies’ children and grand children and the whole tribe of rat-like peoplewith a mixed air of fondness and a fierce protectiveness.

Gear of Na Essad: Gas Mask

One of the omnipresent dangers of living on a great stone pillar above a sea of lava is toxic gasses. The inhabitants of Vostin’s Fang tend to build structures that can keep out clouds of poisonous gas, and the great dwarven transit shafts are a quick and safe way to get to almost any major settlement without having to encounter fouled air. But the transit shafts are expensive and people do leave their homes. And so they have developed a number of tools to help them breathe the air in the cavern. Most of the time, the air is safe, but occasionally a huge bubble of gasses will escape the sea of flame and spread out along the sides of the Fang. In these situations, many of the people who travel on the outside of the Fang carry protective devices, ranging from wet cloths to place across their mouths and noses to fitted leather masks with expensive charcoal filters, to enchanted masks that allow you to breathe at no danger.

A wet cloth grants a +1 bonus on saving throws against airborn poison if it is worn before exposure. If the cloth dries out, it no longer grants that bonus.

A charcoal filter mask grants advantage on saving throws against inhaled poison and grants resistance to inhaled poison damage. The filters are extremely expensive, being made of burnt plant matter, and they are good for 20+1d8 rounds of exposure.

How a magical mask works depends on the specific magic that powers it.

None of these options protect against caustic gasses (like a green dragon’s breath) or heat (like a giant plume of superheated steam when a chunk of ice calves off of the Great Glacier into the Sea of Flame.)

Every hour spent wearing a filter mask increases your fatigue level by one.