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  1. S.H.R.I.N.E
  2. Supernatural Happening Response & Investigation Nexus (England)
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  5. Something is rotten in the shires of England.
  6. Witchcraft is rife and demons are sighted, mariners report burning wheels over the ocean and entire villages go silent overnight. The King has not been seen in years and the Privy Council is rumoured to control Parliament with blood magic. Public executions are held daily as dissenters, smugglers, reavers and revolutionaries are rooted out or manufactured from the gutter-dregs of cities. Heretical cults take root in remote locations and the Church strays ever further from the light of God.
  7. It is the Annus Terribilis and prophets stalk the streets warning of rapture and ultimate punishment to be visited on the word.
  8. By the wealth of hidden benefactors, from a remote manor house in the centre of England, the SHRINE sends its agents out against the collapsing world in a final effort to save the country.
  9. You take the role of an EERIE recruit: Esoteric Event Response & Investigation pErsonnel and will be sent across the land in the vain hope of securing the survival of England.
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  11. Character Generation
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  13. EERIE recruits are drawn from all walks of life, from veteran soldiers and distinguished scientists to lunatics and vagrants, all pressed into SHRINE’s service. Their service time is short and painful and most do not survive the perils of duty.
  14. Mechanically, SHRINE characters are barebones and rely on roleplaying for initial differentiation. Diversity comes through discovering abilities and items as the game progresses.
  15. Step-by-step to create a character:
  16. First generate your Character Attributes by allocating 77 points (minimum 1, maximum 20) to your attributes OR rolling 2d20 for each attribute and picking the best result. Every attribute forms a MODIFIER, which is 0 at ten and increases or decreases by one for every two attribute points (5 STR has a modifier of -2 and 15 is +2).
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  18. Strength: Melee damage rolls, heavy lifting…
  19. Perception: Spotting, tracking, searching…
  20. Endurance: Stamina, pain threshold, breath…
  21. Charisma: Persuasion, ingratiation, leadership…
  22. Intelligence: Deduction, prior knowledge…
  23. Agility: Speed, dodging, reaction time, initiative…
  24. Luck: Fate, encounters, loot, secondary fate burn…
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  26. Now generate your Burn Stats. These are used up during play but can be recovered relatively easily.
  27. Fate (1d20+LUC mod): Spent on rerolls, adding to your modifier…Hard to replenish.
  28. Morale (1d20+CHA mod): Damaged by circumstance, at 0 you flee or cease to fight…Replenished with speeches, leadership.
  29. Stamina (1d20+END mod): Damaged by strenuous actions like sprinting…Replenished by resting.
  30. Sanity (1d20+INT mod): Damaged by horror, at 0 you are insane…Hard to replenish.
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  32. Now you have the skeleton of a character you can flesh it out with some backstory and essential details. Most importantly, the character’s past profession. You can give the character any reasonable and justified equipment using these details, or let the GM construct your initial loadout. The game starts on AD 1500, so gunpowder is common and fielded alongside all manner of bows and wielded by all manner of soldiers in cloth up to heavy plate armour.
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