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  • Ch. 1: Journey Into the Maul

    Character Creation

    “It best not to stay in the Blood Marsh newcomer, the Lurchs don’t care is your alive or dead they’ll eat you all the same"

    (Assuming a New Arival Start)

    Overview:

    Name: (Your Krill's Name)

    Morale: (3 + willpower)

    Archetype: Pick 1 (see below)

    Talents: What you get from your Archtype, +1 to Any, and -1 to One.

    Specialty: 3 points

    Traits: 7 points


    Krill: A common name for human inhabits of the Devourer

    Morale: ablity to handle stress, is used as a currency for some actions

    Talent: The overall capabilities of your Krill

    Specialty: More niche skills of your Krill

    Ability: A power gained from your Archetype or a Trait

    Psionic: Power gained from contact with the Devouer, see as both useful and off-putting.

    Outcast: Someone shunned for one or more human sociatys, commonly ones in the Knot, for their misdeeds.

    Wyrd: A being, object, or event related to the Devouer, more offen the strange land of Annwn.

    Cycle: The Devourer Equivelent of a Day, is around ~36 hours


    Archetypes:

    Survivor:

    Ripped from the familiar and plunged into a world of blood and madness filled this wished magic and great insecticidal horrors. A survivor is one who fights; for their lives, for their future. They must do so or perish

    Parasite:

    Always having a six sense in the land of sun has awakened the full power of psych might by drawing from the energy of the devouter itself, Visions and nightmares haunt them as the power to bend reality lays at their fingertips.

    Brute:

    Its unlear what you been eating, but you weirdly stong and hardy.

    Green-Staff:

    Healers, peacekeepers, dreamers. Keeping the Devoured alive and sane, working towards a better future is this sunless world. With their hands they shall save all and remind them we are still human.

    Gutrat:

    Thief, rogue, shadow. Strength is not the only way to survive in the Thousand Faces and Guts. How can they expect you not to hide and steal when ripped from the peaceful world of the sun to the bloody world of The Devourer.

    Mechanic:

    A world where machines act like flesh and flesh acts like machines. To shape the world, understand its workings, this is our future. Every hero of legend had their smith, once more the crafter is called to build the tools to raise up the world and build a life worth living in the blood of the consumed.

    Wyrd:

    Either born of Fae blood, or simpley came back wrong after visting Annwn, you are not human.


    Aim (universal):

    Charge (universal):

    Pain Resistance: --

    [#] Eye: Ranges from 3rd to 7th. 3rd Eye gives +2 base psy dice, and they ablity to spend a Moral to gain a psy die. 4th - 7th Eye give and addional base psy die per level (Ex. 7th Eye = 7 psy dice). 5th-7th also gain 3 psy dice per Moral spent.

    Thick Skin: --

    Bedside Authority +1 to social checks when healing the target or when in a medical setting. The Krill can spend a Moral to use Finesse for any form of Social.

    Flexible: --

    Machine Empathy: --

    Fae Touched: --


    Specialties and Traits:

    Close Combat: --

    Polearms: --

    Archery: --

    Thrown: --

    Evasion: --

    Endurence: --

    Explosives: --

    Booklearning (Subject): --

    Occult Studies: --

    Medicine: --

    Charisma: --

    Alchemy --

    Stealth: --

    Larceny: --

    Engineering (Mechanical, structural, electrical): --

    Smithing (Black, Silver, or Red): --


    Golden: [Money]

    Harden (name): Prevent first morale lost from encounters with (name). Rests per Cycle.

    Occultist: Gain the Psionic tag


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