Arkham by Cyberlight Rules

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Character Creation

Races

Non-human PCs must have a distinction to reflect their race. This distinction can be used to simulate the normal bonuses of those races.

Potential uses of the Dwarf distinction: Resisting damage, endurance, stubbornness, thermographic vision, poison and disease resistance. Potential uses of the Elf distinction: Agility, beauty and charisma, low-light vision. Potential uses of the Mokole (see below) distinction: Agility and balance, aquatics, tail attacks. Potential uses of the Ork distinction: Resisting damage, enhanced strength, low-light vision. Potential uses of the Troll distinction: Resisting damage, enhanced strength, reach in close combat, thermographic vision.

Mokole (Homo sapiens sauris)

"Everyone knows the public facts. In 2052, a second round of mass goblinizations occured. This time, though, instead of Orks or Trolls, one out of every hundred people became Mokoli, a humanoid lizard race. I'm one out of a hundred. Lucky me. Every once and a while, some hairball human tells me they know how I feel. Bullshit.Tell me that you know what its like to feel your jaw elongate into a beak while all your teeth fall out. Tell me you know what its like to scream in agony as your middle finger and your ring finger merge together to form a single digit. Tell me you know what its like to feel your spinal chord painfully elongate to twice its length so that a tail can form. Yeah, chummer, go ahead, tell me how much you know how I feel.... I didn't think you could."
- From Primal Thoughts by Jack Bestyr

Identification

The average Mokole is 1.7 meters tall and weighs 200 pounds. It is important to note that nearly 40 pounds of a Mokole's weight comes from the tail, which also adds another 1.8 meters of length to the body. Coloration ranges highly variable, ranging from dark green to green-blue to brown, with the occasional aqua-blue or fire-red variant. The females have 2 mammae and all Mokole have 70 teeth. Sauris is similar in build to sapiens, though the added balance of the tail makes them more agile. Sauris is the ethnic group most varied from sapiens, appearing at first to be more reptilian than mammilian. The Mokole head is elongated, with the mouth and nose forming a single beak-like structure. A crest or fin rises from the middle of the head, terminating at the base of the skull. The hand has three fingers and an opposable thumb and there are an equal number of digits on the foot. Mokole have no body hair. The eyes are set in the sides of the head and are slightly almond in shape. The ears have a calliflower shape.

Habitat

Mokole prefer roofed structures. They are especially fond of waterfront locations.

Habits

Most Mokole prefer daytime activity. Their diet is omnivorous, though there is a strong preference for fish and strong spices. Average lifespan is still unknown and no Mokole have reproduced.

Young

Unknown as of yet. However, Mokole biology suggests they are egg laying creatures.

Commentary

Mokole have an instinctive ability to use their tail defensively as well as to swim. All members of the species have a strong desire to immerse themselves in water and become irritable if they are unable to do so on a regular basis.

Niches

All PCs will assign dice to six different niches, reflecting their comfort, skill, and understanding of different sections of society. Dice will be assigned as follows: one d10, two d8s, two d6s, one d4.


The niches are: Academic, Corporate, Matrix, Military, Occult, and Street.

Roles

All PCs will assign dice to six different roles to reflect strengths and weaknesses in their skills and training. Dice will be assigned as follows: one d10, one d8, two d6s, two d4s.


The roles are: Criminal, Decker/Rigger, Expert, Face, Samurai, and Spellslinger

Awakened Talents

Awakened characters (mages, shamans, physical adepts, and so forth) must take the appropriate talents to represent their abilities.


ADEPT
You can use magic to augment your already impressive skills.
Role: Any
Activation: You are performing an action that includes your highest role. You can activate this talent only once per scene. Spend a Plot Point for extra effect.
Effect: Add an extra d8 to your roll. Spend a Plot Point to step up the d8 to a d10.


SPELLCASTING
You can cast spells, though you risk damaging yourself by doing so.
Role: Spellslinger
Activation: You are performing an action and wish to cast a spell; spend a Plot Point for extra effect.
Effect: Add both an extra d6 and an extra d4 to any roll as an asset to reflect the spell. If you spend a Plot Point you can step up the d6 to a d8. If the d4 creates a Complication, it is assigned to you and not the character rolling.


SUMMONING
You can summon spirits to aid you or your companions, though you can lose control of them as well.
Role: Spellslinger
Activation: Spend a Plot Point and perform an action.
Effect: The spirit is summoned. Each round you can assign one of the spirit's asset dice to yourself or one of your companions. If the asset die assigned rolls a 1, you lose control of the spirit and it becomes a complication for all characters in the scene.