#WeirdHookMonth – Luck

raqee-najmuldeen-photo-dodgedThe Hook

After an encounter with a grumpy magician, you are left cursed with good luck. Yes, cursed, because while everything you do seems to come off flawlessly, everyone around you suffers terrible luck to compensate. Somewhere out there is your opposite and to end the curse you must meet.

Suggested Systems

Unknown Armies, Mage the Ascension, D&D, Pathfinder, Legends of Anglerre.

Art by Raquee Najmuldeen

Legends of Anglerre/Cloak of Steel: Animal Men

Since my first choice of system for a second edition of Cloak of Steel can no longer go ahead I’ve turned my thoughts back to Legends of Anglerre and Starblazer and the version of FATE that is to be found in these books, as well as my own subspecies of FATE derived from these for Agents of SWING. This and the previous article about this might be considered preliminary, probing thoughts towards how that edition might look.
Cloak of Steel doesn’t have many playable races. Really you’r down to humans (with their various cultural differences) and the half-men. The result of magical experimentations in the past and, now, a self-perpetuating human subtype looked down upon as less than human in many quarters.

Half-Men

Half-Men are the result of ancient manipulation of human and animal essences to produce something that is not, quite, either. A half-man’s personality tends to express itself in the animal traits that they grow into and while some show the special capabilities of their animalistic appearance this is by no means true of all.

Typical Occupations: Worker, warrior, technician, beggar, criminal, slave.

Half-Men Aspects

Downtrodden

Half-Men are usually at the bottom of the social heap in the societies of Tierplana. This can be good, and bad, for them.

Invoke: Being ignored, eliciting sympathy from some quarters, being underestimated.
Compel: Being considered for promotion, being trusted, high/middle class society.

Determined

Due to their social situation the half-men have a lot to prove, both to others and to themselves.

Invoke: Reinforcing your will, keeping going against the odds.
Compel: When you really should give up and not carry on, losing your temper against the prejudiced.

Half-Man Stunts

Half-Man stunts are typically based around their animal ancestry or appearance and grant a +2 bonus where they apply. For example a dog man might choose from the following stunts, though this by no means describes them all:

  • Bloodhound: +2 when tracking/sensing smells.
  • Keen hearing: +2 when using aural senses.
  • Terrible Jaws: +2 damage on a bite.
  • Cheerful disposition: +2 when cheering people up or in most informal social situations.

Other possibilities might include claws, paralytic poisons (at fair strength), swimming, gills, even flight. All of which should be considered skills at that level +2, modifiers or powers. Multiple stunts may be stacked for increased effect, at the Games Master’s discretion.

Cloak of Steel for Legends of Anglerre

I’m hoping to have some positive news about a new edition of Cloak of Steel at some point soon. I’m still waiting on some contractual/licensing negotiations with another company. A potentially very interesting development that really only needs a final contract signing before we can go ahead.

In the meantime, here’s some kitbashing for using the mecha portions of Cloak of Steel in Legends of Anglerre.

Cloaks
Cloaks are Scale 3 (Medium)  devices. Magical suits of armour that a character can don and then use to launch into battle more even-handed against giants, dragons and other Cloaks. Cloaks have access to Gigantic Creature Stunts but also take Monstrous Weaknesses when they do, typically Huge Target.

Cloaks have a base of 7 physical stress and 7 system stress. They have a base of three Aspects and two Stunts that are built into them. As armoured suits Cloaks have an Armour Bonus of -2 and the negative aspects Heavy and Slow. They can take a total of six consequences, being big, heavy, tough devices. They’re considered to have Endurance and Redundancy skills at 3 each and the Might skill at +1.

Squires
Squires are at the upper end of Scale 2 and are bulky suits of personal armour rather than the ‘vehicles’ that Cloaks represent. Squires have a base of 7 physical stress and 6 system stress. They have a base of 2 Aspects and one Stunt that is built into them. As armoured suits Squires have an armour bonus of -2 and the negative aspects Loud and Heavy. They can take a total of six consequences. They’re considered to have Endurance at +3, Redundancy at +1 and Might at +1.

Cloaks and Squires alike pick up and use weapons, rather than being equipped with them in the normal manner of vehicles.

Airships
Airships are Scale 3, 4 or 5.

  • Scale 3 – Physical/System Stress 5, Skill Points 7, Aspects 3, Stunts 1
  • Scale 4 – Physical/System Stress 5, Skill Points 10, Aspects 4, Stunts 2
  • Scale 5 – Physical/System Stress 5, Skill Points 16, Aspects 5, Stunts 2

Airships use their skill points to describe their weapons, special abilities and so forth in the same way as normal constructs.