the compiled rulebook for the Western European Nations, ready to be used as a guide for players and Game Masters in the RASKOLL EUROPA RPG.
the compiled rulebook for the Western European Nations, ready to be used as a guide for players and Game Masters in the RASKOLL EUROPA RPG.
RASKOLL EUROPA: Nations of the West
This section details the primary human nations of Western Europe, providing the lore and mechanical rules needed to create a character. Each nation offers a unique playstyle and set of abilities that reflect its culture, history, and place in the world.
The Alpine Conclave: Kingdom of Five Crowns
The Alpine Conclave is a wealthy and opulent confederation of city-states governed by five noble families. They are the educated elite of the new world, dedicated to preserving and mastering the old world's disciplines of art, knowledge, and science. A character from this region is accustomed to commanding resources and is more likely to solve problems through intellect, politics, or hired muscle than through raw physical force.
Character Creation
* Attribute Leanings: Alpine Conclave characters are naturally inclined toward high Wit and Will. Their upbringing in a society that values political cunning and academic lore hones their intellect and fortifies their mental resolve against a hostile world.
* Unique Traits:
* Keeper's Discipline: A character begins with specialized knowledge passed down by one of the five ruling families. Choose one house and gain Advantage on a skill check related to its discipline.
* House Aethelred (Faith): Advantage on checks related to theology, persuading the faithful, or resisting effects of spiritual or ideological Corruption.
* House Visconti (Arts): Advantage on checks for performance, deception, or appraising the value of art and relics.
* House Von Habsburg (Knowledge): Advantage on checks involving pre-Burn history, scientific lore, and academic theory.
* House Borgia (Science): Advantage on checks related to practical medicine, chemical analysis, or identifying environmental hazards.
* House Medici (Craftsmanship): Advantage on checks to repair complex machinery, craft high-quality items, or jury-rig equipment.
* Hardsime Swagger: Their noble bearing and assumption of authority grant them a +2 bonus on rolls made to negotiate payment, barter for goods, or intimidate social rivals.
* Finely Made: Reflecting their society's wealth, a character begins with one piece of equipment of superior quality. This could be a weapon that grants a +1 damage bonus or a piece of armor that reduces a specific damage type by 1.
The British Isles: The Five Kingdoms of Albion
The British Isles are a realm defined by a unique and resilient balance between ancient tradition and revered technology. Protected by their isolated geography, the people of Albion see pre-Burn technology not as science, but as a sacred language. A character from this nation is both mystically attuned and technologically adept in their own reverent way, capable of interfacing with the old world’s code.
Character Creation
* Attribute Leanings: Albion characters favor high Will and Sync. Their techno-druidic beliefs require immense mental fortitude to maintain spiritual balance, while their hands-on reverence for artifacts demands a natural compatibility with technology.
* Unique Traits:
* Code of the Ancients: Their philosophical approach to technology grants them Advantage on all rolls made to understand, interface with, or repair Pre-Burn technology.
* Albion's Veil: The land itself seems to resist the nanite plague. This innate protection allows a character to accumulate up to 12 Corruption points instead of the standard 10 before they are required to make a Will check against suffering permanent change.
* Tide-Worn Navigation: The expertise of their powerful trading guilds is ingrained in the culture. This grants a character a +3 bonus on all Survival checks made to navigate at sea or predict weather patterns along coastlines.
The French Republic: The Folk of the Frankish Wilds
The Folk of the Frankish Wilds represent humanity's rugged determination to survive by returning to the earth. Their rejection of advanced technology has made them a hardy, self-sufficient society that relies on physical strength, discipline, and an intimate knowledge of their lands. They are the most numerous of the true human factions and a symbol of an uncorrupted, agrarian past.
Character Creation
* Attribute Leanings: Frankish characters are defined by their high Might. A life of manual labor and disciplined martial training puts a premium on physical strength and endurance.
* Unique Traits:
* Spear Wall: This trait embodies their disciplined military tactics. When fighting in formation with at least one ally, the character gains a +1 bonus to their attack rolls and a +1 bonus to their defensive rolls.
* Knowledge of the Land: Generations of living off the land have made them masters of their domain. This grants them Advantage on all Survival and Stealth checks made within forest, plains, or rural environments.
* Technological Aversion: A character suffers Disadvantage on all rolls involving the use of Nano-Forged Gear or interfacing directly with advanced AI systems. Due to this deep-seated aversion, they cannot begin the game with the Nano-Witch or Construct classes.
The Exiled Clans: Nomads of the Wasteland
Characters from the Exiled Clans are the living embodiment of freedom in a world ruled by tyranny. Hardened by the wasteland and defined by their defiance of DOMINION, they are resilient, resourceful, and hold a unique position as the neutral arbiters and traders of the lawless lands. They are a tribe of unyielding will and endless wanderlust.
Character Creation
* Attribute Leanings: The foundation of an Exiled Clan member is their unyielding Will. Their entire culture is built upon the mental fortitude required to resist an AI god and thrive in a world that has cast them out.
* Unique Traits:
* Unchained Will: Their identity as symbols of defiance grants them Advantage on all Will checks made to resist fear, intimidation, and mind-altering effects that originate from AI, Synthel, or DOMINION's constructs.
* Wasteland Runner: A life of constant travel has made them incredibly efficient survivors. A character does not suffer penalties from forced marches and requires only half the normal amount of food and water to survive.
* Hedge Knight's Word: The reputation of the clans as reliable, if dangerous, partners grants them a +2 bonus on social rolls when interacting with independent settlements, scavenger groups, and other nomadic peoples.
The Skald-Born Clans: Raiders of the North Sea
The Skald-Born are a force of nature from the freezing north. By proudly casting aside the crutches of advanced technology, they have honed their physical might and martial skills to a terrifying edge. Their mechanics reflect a high-risk, high-reward approach focused on brutal, uncompromising combat. In their society, physical strength is the ultimate measure of a person's worth.
Character Creation
* Attribute Leanings: Skald-Born characters are paragons of Might. A life proven in raids and honored in sagas puts a premium on physical prowess and endurance.
* Unique Traits:
* Northern Fury: Their battle-hardened ferocity is legendary. When a character's health drops below half, all of their successful melee attacks deal an additional +2 damage.
* Forged in the Old Ways: This trait represents their proud and total rejection of advanced technology. A character suffers a severe -4 penalty on all rolls involving the Sync attribute. In return, they are masters of traditional warfare and can wield any traditionally forged weapon (swords, axes, shields) with masterful skill, ignoring any negative modifiers for makeshift or poor-quality gear of this type. They cannot begin with the Nano-Witch or Construct classes.
* Fearsome Presence: Their reputation as raiders is a weapon in itself. This grants them Advantage on all rolls made to intimidate others, whether on the battlefield or in a tense negotiation.
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