RPG System of Muse Chronicles in The Fractured Realm | World Anvil
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RPG System of Muse Chronicles

Introduction Welcome. This role-playing game (RPG) is the companion game to the book series Muse. While it is not necessary to have read the books to enjoy the game, the books offer some background on the possible NPCs and locations the players may encounter. Background – Present (During Kumari’s reign) The “Present” time setting occurs in the middle of the book series during a ten-year period where the main character, Kumari Jain, is working with her associates to try and revitalize one of the Realms. Game Masters can use either the scenario below as a starting story or use general background information discussed in this book to create a universe with missions and plotlines for their players. Game Masters should also feel free to add their own flavors to the game play: feel free to add groups and locations to the overall universe. Even though some of the characters are from the main book series, Game Masters are free to make non-canon adventures for Kumari and her companions. Present Preset Plotline: The party were members of Micah’s army in the Wildlands. After being defeated by Kumari and her united forces, Kumari sent the army to act as police officers in Murk City. The party members are currently officers within the forces, trying to help (or hurt) the revitalization of Murk City. The overall major plot of this story is to help Kumari clear out the major crime lords ruling the districts of Murk City. Players can try and sabotage the efforts but know that getting apprehended will result in them being sent back to their home world where they will be treated as war criminals and punished accordingly. The party may be separated (if they are all different races). Character Builder First, pick whether to be a magic user (Muse) or a non-magic user (Inert). If you pick Muse, pick which class of Muse you want (see Magic Styles). There are no restrictions among the races of which style they can use. If you pick Non-Muse, you will have access to all types of weapons and more skills (see Melee Skills). Next pick a Race. Read the descriptions in the next section to learn about the physical, social, and cultural attributes for each race. Players can act against the typical social ideals of a race, but it is recommended that the Game Master roleplay this nonconformity when interacting with “mainstream” members of that race. Note: If the Player decides to be a Muse, the Player cannot be a Metisian. If the Player decides to be an Inert, the Player cannot be a Shimmer. Using the descriptions of the race, describe your character. Again, players can be creative with how their character looks within their race, but the Game Master should role play any abnormal physical appearances, especially for certain races that rely on physical appearance in their social interactions. Avoidance Fortitude – Determines general resistance to melee attacks and health Fortitude depends on the race and class style of the Player. Fortitude determines health points. Magical Resistance – determines resistance to magical attacks and abilities Reflexes – determines ability to avoid attacks and react Fortitude – Muses have lower because magic affects health, Magical Fortitude Athletics – (includes swimming, climbing, strength stuff) Reflexes – (running, evasion) HP – fortitude Reflexes + Fortitude + HP Each level adds: · 5 magic wells if Muse, 1 skill point · 3 skills if Non-Muse · HP based on Fortitude Skill levels are also the player’s passive skills + 5 = passive Skill points add to roll + bonuses from bought feats 1st level buy lets you use the skill, beyond bolsters skill Get a certain number of points each level, add points to each skill tree, then can use number of points per tree to buy skills Characters have skill sets that each have their own sets of abilities with ability trees and levels. Each level for Muses- Points = 3 x Race Each Level for Non-Muses- Points = 5 x Race Characters gain skill points with each level. Some abilities cannot be gained and are only obtained through race attributes. DM Optional: Every time a character rolls a 20 for any Ability, gain one skill point. Each character gains “skill points.” These skill points can be used to buy feats under that Ability Class. The feats have different costs, some can be levelled up to be more effective, with the cost getting higher with each level. Characters do not have “ability scores” like in Dungeons and Dragons. Characters use their skills points under each ability to purchase and enhance feats attributable to that ability. Level 3: +5 to rolls with Attribute Charisma: Bluff, Persuasion Athletics: Includes swimming, climbing, strength stuff. Survival: Favored Terrain Stealth: Move Silently, Hide (has levels, includes feats gains), Sleight of Hand. Large Creatures get a -2. Small creatures get a +2. Feats Favored Terrain: Character has +5 to Survival rolls on the terrain that is favored. Blend – can blend into a crowd of similar race or mixed-race crowds. Move Silently Bluff Persuasion Hide Dark Vision – can see in complete darkness Advanced reflexes - can dodge attacks, higher tiers allow for dodging each separate attack, failing to dodge may result in failing rest of dodge saves, suffer damages before continuing to try and dodge if can continue. Levels – half damage or half effect, can avoid one attack per turn, can potentially avoid all attacks if notice attack (Something) Fortitude – getting hit does not automatically fail your subsequent dodges unless attack affects you specifically to stop you (freeze, paralyzes,) Herbalist: can find herbs and use them to make faster regeneration potions, or identify potions for special abilities or combine to make more powerful potions.

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