Posts in category Fractured Kingdom
Tainted Souls 2: The Dark
Aug 08, 2012
~ Written by Dave Silva
Tainted Souls explores the unspoken costs of Lucidity. The physical or mental changes brought on by becoming Lucid and how that may impact their lives and the people around them.
This week’s Tainted Souls begins with the Dark. The Core Book has the following to say about Dark Lucid’s Manifestations:
Manifestation: Of those Tainted [...]
Nothing Wasted 2: Getting the most o...
Aug 01, 2012
~ Written by Dave Silva
Nothing Wasted explores ideas to help utilize different aspects of gaming to their fullest or promote new ways to use existing tools.
Contacts: People a character knows that can be called on for help. Until the character needs their contact they exist in a void waiting for their buddy to call them up for some needed info or a line on some n [...]
Land Of Confusion 1: White Requiem
Jul 25, 2012
~ Written by Dave Silva
Land of Confusion explores what it’s like to live on Earth 2202.
During the Purge the Church of the Church of the Reclaimer waged a war on information. This extended to any culture that fell outside the Reclaimer world view. The entertainment industry, musicians, and film makers were high priority targets. Most industry professionals w [...]
Chatham House 1: Dianne Villeneuve
Jul 18, 2012
~ Written by Dave Silva
The Chatham House articles discuss people that may be inserted into campaigns as ready made NPCs to add flavor or detail to your world. The character’s discussed in the Chatham House often have ties to various organizations, Baronies, Corporations, Governments, but operate outside the normal protocols.
We begin the Chatham House article [...]
Tainted Souls 1: Manifestation
Jul 11, 2012
~ Written by Dave Silva
Tainted Souls explores the unspoken costs of Lucidity. The physical or mental changes brought on by becoming Lucid and how that may impact their lives and the people around them.
When a mundane becomes Lucid they open themselves to supernatural forces beyond their control. These forces change and alter every Lucid at a fundamental level. Some [...]
Nothing Wasted 1: Good Fortune and Ci...
Jul 04, 2012
~ Written by Dave Silva
When setting a scene during a story GMs cover major elements and details. With some notable exceptions it’s difficult to include every detail in a scene. This means there is a framework for everyone to play within but occasionally questions arrive. When players ask questions or look for things in the scene the GM may simply say yes or n [...]
Character Templates Part 6: The Gambl...
Jun 20, 2012
~ Written by Dave Silva
Forget the ten hour shifts and the slaving away for the company dime. There’s another way, if you’re willing to take the risk. As long as there has been money there have been people willing to gamble with it.
In the cold reality of the modern world the odds are never on your side. That doesn’t stop people from gambling thoug [...]
The Unconventional Combatant Part 6: ...
Jun 13, 2012
~ Written by Dave Silva
The city’s a nightmare, the streets are filled with, gangs pushers and every variety of filth. Why bother with any of that? Night or day you can slip away into the clubs. There’s always a party somewhere, places where the music drowns out the horrors of the outside and smells of sweat, smoke and alcohol mix in the air as you ride [...]
Combat Styles Part 6: The Blade Maste...
Jun 06, 2012
~ Written by Dave Silva
We looked at brutes, gunslingers and ranged Lucid combatants. For the final installment of combat styles we end with a variation of the martial artist, pairing hand to hand skill with weapons training.
The name alone Blade Master conjurers images of street Samurai and Yakuza assassins. For our Blade Master we ride the edge of what a blade [...]