Sar: The Scarred World [Urban Fantasy Setting/Theme]

By Noobirus, in Genesys

Sar is a setting that I played with some of my friends on a different engine. It is an urban fantasy world in the vibe of modern Final Fantasy games (also Tactics, since the game resolves around monster hunting guilds).

You may imagine Sar as a world similar to how we imagine our near future – giant cities
with buildings that pierce the skies, flying machines in the air, powerful corporations
offering jobs to everyone, and dark slums for those, that were less fortunate.
Now imagine monstrous trolls climbing the skyscrapers, dragons chasing after those
aforementioned planes, and that most of the money produced by the corporations is
invested towards colossal, steel walls that protect the main city, and leave the slums
outside, often to the mercy of the monsters, that lurk in the dark.
This is Sar – a modern world, but with a fantasy twist. Magic is very real, and many people
are born with the gift (or sometimes - the curse) of mana. But wheres magic, there is
always monsters...
Beyond the steel walls are the so called Scars – dark forests ruled by the Serpent Queen.
Here you may find dens of many monsters, that serve their snake goddess. No humans live
where the Scars are present... at least no normal humans.
Thousands of different cities exist in Sar, and seven different nations control the so called
Civilized Continents. It is the year 2100 – 2100 years have passed, since the great paladin
Resner defeated the Queen in battle, prevented her rise to power, and saved the world
from destruction. Some say, that the Queen lies to this day in some secluded fortress, deep
in the Scars. She heals, hires more monsters, and waits patiently for the day of her
revenge...

This small PDF will very loosely describe the world. GMs may create any epic urban fantasy adventures in their own world.

Current version: 0.3

DONE:

World Description

Archetypes

Careers

Talent List

Magic Rules

Item Tables

TO DO:

Monsters

Character Sheet

Serious proof-reading (since English isn't my first language)

DOWNLOAD PDF

Sar_cover.jpg

Edited by Noobirus

Cool concept. Look forward to seeing what else you come up with.

Version 0.2 uploaded. Link in the first post.

+ Added Careers

+ Added Talents (will be expanded in the future)

+ Changed the Beast Archetype a bit (Brawn = 2, Cunning = 3, changed the ability to something with more flavor).

Beast body seems a tad OP IMHO. To the best of my knowledge there are no talents that both remove a set back and add a boost. Total darkness is 3 setback so you're saying it will do this for 2 setback at most. And you don't really put a qualifier on climb so it could remove several setbacks and add several boost. Why not say it either removes a setback or adds a boost. That would still be fairly powerful.

To give an example, let's say you have to scale a slope. The slope is at an angle that is in your favor, so the difficulty is one purple. But it is raining (One setback), the slope is old and brittle, possibly crumbling as you climb (another set back), someone hits you and disorients you for 2-3 rounds (another set back), you're friend is badly hurt and you are trying to carry them out, leaving you encumbered (possibly a few set back dice depending on what else you are carrying), and you are distracted, bc in their wounded state they keep on singing the most annoying song you've ever heard, leaving you to contemplate dropping them and unburdening yourself.

I get that the example I gave is a tad extreme, but you can see how 5+set back would become 5+boost. And from first hand experience, I've been playing a Arkanian scientist for months now in my game. Just removing a setback dice can really give you a much stronger upper hand than you might think.

Just my 2cents. :-)

@lordannoyed Yeah, you are right, I've changed the ability for the future release. Now Beasts have simply darkvision (they ignore Setback) and get only one +[BOOST] when trying to climb.

Version 0.3 Codename "Almost Playable" uploaded.

Item tables - Done (will be expanded in the future with some cool cars, flying machines and magical effects for the old and modern weapons).

Magic Rules - Done (I tried to make a spell list, but after a while I said to myself "screw it". There is no point in trying to restrict the player with a small spell list in an narrative system. The mage simply needs to buy the "Gift of Mana" talent on Tier 1, and he or she can design her own spells according to the chosen School of Magic).

The Beast archetype has been rebalanced.

TO DO - Monsters, Character Sheet