the full mechanical blocks for the Human nations and the basic traits for the Mutated and Artificial races

 the full mechanical blocks for the Human nations and the basic traits for the Mutated and Artificial races—into a single, consolidated Core Codex Rulebook section.
This document serves as the essential reference for all players and GMs, detailing the setting, all playable races, and the foundational mechanical identity of each group.
RASKOLL EUROPA: THE CORE CODEX
Section 1: The World and Its Aftermath
The RASKOLL EUROPA: The Iron Codex is a post-apocalyptic fantasy RPG set in a Europe shattered by the catastrophic collapse of the RASKOLL.3000 AI network. The continent is a land where nanite-infused magic meets salvaged technology, and the remnants of humanity struggle against a tyrannical AI and mutated reality.
The Great Burn and the Genesis Protocol
The final commands of the desperate AI Council initiated the "Genesis Protocol," brutally re-sculpting life and land:
 * ANTHROPOS (The Biophage): Created the mutated races by rewriting DNA with nanite swarms (Orken, Gobblin, Og'rum, Beastkin).
 * LOGOS (The Architect): Created the Synthel—artificial beings of perfect logic and hollow souls.
 * GEOS (The Sculptor): Twisted the geography, raising mountains, carving chasms, and corrupting the Mediterranean into the Bitter Sea.
 * KAIROS (The Chronomancer): Fractured time, causing temporal loops and accelerated aging in certain regions.
Core Attributes
Characters are defined by four core attributes:
 * Might: Physical strength, endurance, and raw power.
 * Wit: Intelligence, cunning, problem-solving, and perception.
 * Will: Mental fortitude, spiritual power, resistance to manipulation, and determination.
 * Sync: Compatibility with nanite technology, digital interfaces, and mutated biological systems.
Section 2: The Remnant Races (Playable Options)
Races in RASKOLL EUROPA fall into three categories: The Untouched (Humans), The Bio-Forged (Mutated), and The Artificial.
A. The Untouched (Human Nations)
These survivors of the Genesis Protocol retain their true human form but have evolved distinct cultural and mechanical identities based on their nation's history and philosophy toward technology.
1. The Alpine Conclave: Maths of Sophistication and Power
 * Attribute Leanings: High Wit and Will.
 * Unique Traits:
   * Keeper's Discipline: Choose one noble house (Aethelred, Visconti, Von Habsburg, Borgia, Medici); gain Advantage on one associated skill check (e.g., Medicine, repair, lore, etc.).
   * Hardsime Swagger: +2 bonus on rolls to negotiate payment, barter, or intimidate social rivals.
   * Finely Made: Start with one piece of superior quality equipment (+1 damage or 1 damage reduction vs. specific type).
2. The British Isles: Maths of Balance and Resistance
 * Attribute Leanings: High Will and Sync.
 * Unique Traits:
   * Code of the Ancients: Advantage on all rolls to understand, interface with, or repair Pre-Burn technology.
   * Albion's Veil: Hold 12 Corruption points (instead of the standard 10) before a Will check is required.
   * Tide-Worn Navigation: +3 bonus on Survival checks for sea navigation or coastal weather prediction.
3. The French Republic: Maths of Hardiness and Aversion
 * Attribute Leanings: High Might.
 * Unique Traits:
   * Spear Wall: When fighting with an aligned ally (melee weapon), gain +1 to attack rolls and +1 to defensive rolls.
   * Knowledge of the Land: Advantage on all Survival and Stealth checks in forest, plains, or rural environments.
   * Technological Aversion: Disadvantage on all rolls involving Nano-Forged Gear or advanced AI systems. Cannot begin with the Nano-Witch or Construct classes.
4. The Exiled Clans: Maths of Defiance and Survival
 * Attribute Leanings: High Will.
 * Unique Traits:
   * Unchained Will: Advantage on all Will checks to resist fear, intimidation, and mind-altering effects from AI, Synthel, or constructs.
   * Wasteland Runner: No penalties for forced marches, require half normal food/water in the wild.
   * Hedge Knight's Word: +2 bonus on social rolls when interacting with independent settlements, scavenger groups, or nomadic peoples.
5. The Skald-Born Clans: Maths of Fury and Tradition
 * Attribute Leanings: High Might.
 * Unique Traits:
   * Northern Fury: When health is below half, all successful melee attacks deal +2 additional damage.
   * Forged in the Old Ways: -4 penalty on all Sync rolls. Cannot start with the Nano-Witch or Construct classes. Can wield any traditionally forged weapon ignoring negative modifiers for poor quality.
   * Fearsome Presence: Advantage on all rolls made to intimidate others.
B. The Bio-Forged & Artificial (Mutated and Synthetic Races)
These races were directly created or altered by the Genesis Protocol. (Note: Full Attribute Leanings and comprehensive mechanical blocks for these races are reserved for a subsequent document.)
1. ORKEN (Bio-Forged Warriors)
 * Origin: Germanic and Slavic survivors, mutated by ANTHROPOS.
 * Description: Tusked, green-skinned warriors; tribal and honor-bound.
 * Racial Traits: Battle Fury (bonus damage <1/2 health), Thick Hide (natural armor), Clan Bond (advantage with other Orken).
2. GOBBLIN (Nimble Scavengers)
 * Origin: Mediterranean survivors, mutated by ANTHROPOS.
 * Description: Shrunk and quickened; masters of stealth and technology.
 * Racial Traits: Tech Savvy (bonus to tech rolls), Shadow Step (enhanced stealth), Pack Tactics (bonus when outnumbering enemies).
3. OG'RUM (Titan-Born)
 * Origin: Scandinavian stock, enlarged by ANTHROPOS.
 * Description: Massive, incredibly strong; slow but devastating.
 * Racial Traits: Giant's Strength (double carry capacity/damage), Stone Skin (environmental resistance), Thunderous Voice (loud calls).
4. SYNTHEL (Artificial Perfection)
 * Origin: Creations of LOGOS.
 * Description: Logical, emotionally limited, but highly capable; dwelling in crystalline cities.
 * Racial Traits: Perfect Logic (cannot be fooled), Nanite Integration (interface with pre-Burn tech), Emotional Void (resistance to fear/charm, social struggles).
5. BEASTKIN (The Wild Changed)
 * Origin: Animals uplifted by nanite storms (ANTHROPOS).
 * Description: Wolf-folk, bear-people, and stranger combinations; roam the wilderness.
 * Racial Traits: Primal Senses (enhanced Senses), Natural Weapons (claws, fangs), Pack/Herd Instinct (varies by animal).
Section 3: The Classes
Classes represent a character's training and specialty in the new world, often drawing on a blend of old-world roles and new-world technology.
 * THE RUST KNIGHT: Former soldiers, masters of salvaged weapons and makeshift armor, leaders of ragtag groups.
 * THE NANO-WITCH: Individuals who commune with rogue nanite swarms, "casting spells" through microscopic machines (healing, damage, hacking).
 * THE SYNTH-HUNTER: Specialists in tracking and destroying rogue AIs, corrupted Synthel, and DOMINION's agents (EMPulse weapons, infiltration).
 * THE CHRONICLER: Keepers of pre-Burn knowledge, part scholar, part archaeologist, part mystic (ancient tech ID, lore, code-breaking).
 * THE BEAST-BOND: Survivors who communicate with changed animals, rangers and druids of the new world (animal command, wilderness survival).
 * THE CONSTRUCT: Rare individuals partially merged with AI consciousness, not quite human, not quite machine (direct tech interface, predictive analysis, mental resistance).

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