Wednesday, June 25, 2014

Shadowblack: The Awakening Setting

As stated, Shadowblack: The Awakening is a re-imagining of an old campaign I never got a chance to run. The System will be FATE Core by Evil Hat Productions. It is a slightly action-y horror campaign in the vein of Supernatural, Buffy, Dr. Who, Reaper and X-files. Meaning that there will be a fair share of butt-kicking but without the proper investigation and plan, it will be the PCs getting walloped.


Game: Shadowblack: The Awakening
Setting: Modern day horror
Scale: Small
Issues (current): He Who Fights Monsters, Be Afraid of the Dark
Issues (impending): What Evil May Lurk

He Who Fights Monsters

The players will be dealing with horrible abominations, some will be gifted with dark power. These will constantly threaten to tear at their humanity. More so than any other campaign I've run, will morality have true mechanical effect.

Be Afraid of the Dark

Bad things go bump in the night. This issue represents that and the fact that the PCs have literally just begun to explore the hidden world of the supernatural. Even those that fancy the occult may quickly find that they know nothing at all.

What Evil May Lurk

Something is out there. Why do some people survive their encounter with the dark? What does it all mean? And what is next to come?

Skills


All standard FATE Core skills and a new skill - Occult.

Standard Skill Pyramid, apex is Great (+4)


Extras

The Hunters Mark - people who have had a supernatural encounter rarely come away unscathed. These people are collectively referred to as the Awakened. These marks grant special power.

Magic - there are three forms of magic available to the PCs, Portents, Rituals and Summoning. Spending a point of refresh and investing in the Occult skill will allow PCs to practice one of the three disciplines. 

Taint and Taint Dice - Using supernatural power tends to corrupt ones soul. Being marked by the supernatural tends to corrupt it quicker. The taint system will track this. If a PC takes on too much taint, they will mutate in a horrible monster and be lost forever.

Weapon and Armor ratings - some stunts may grant a weapon or armor bonus in certain situations. Ratings grant additional shifts on tied attack and defend actions respectively. 

Faces and Places

The Town of Laredo - Nothing Exciting Ever Happens Here

The Black Gloved Man - Appeared in a Ominous Dream

The Family - Gangsta Wizards of Laredo and Beyond

The Catholic Church - A Church of Catholicism

Other Crap

Players have 5 aspects. If they take a mark, they have to have an aspect describing it and their first encounter with the dark. If they don't, they need to take some sort of aspect denoting their innocence. Being "innocent" will promote some minor bonus in dealing with taint (to be fleshed out later), but will theoretically be hard to keep. 

Normal stress and consequences, although taint can incur special consequences. An extreme taint consequence is a mutation.

Standard starting stunts and refresh. Will be creating a list of stunts from the FATE community, some re-skinned, as well as some new ones unique to the magic and mark system.

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