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Page 1: Sample file - DriveThruRPG.com · I. Introduction Welcome to an America in utter chaos, welcome to the world of Steamfortress Victory (SFV)! This book, Steam- fortress Victory: Core

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Page 2: Sample file - DriveThruRPG.com · I. Introduction Welcome to an America in utter chaos, welcome to the world of Steamfortress Victory (SFV)! This book, Steam- fortress Victory: Core

CreditsBased on an Original Story by J.A. Dohm

Written by J.A. Dohm and Matt WeinbergAdditional Concept Development by Joshua J. Glenn

Game Design by Matt Weinberg, Jeff Kidwell, and J.A. DohmArtwork by Tyler Ventura

PlaytestersBrent Stiritz, Shawn Montgomery, Terry Edelen, Chris “Oni” Bechtold, and Gerard “JJ” Bogowith Jr.

Special Support Thanks to: Matt Forbeck, Tambora Mills, Jon Bancroft, Beth Bancroft, Marcelo Figueroa, Jessica Blair, Tom Horam, the Steam-

punks on Google+, DriveThruRPG, the Shark Clan, and Coggy.

Published in Memory of Bruce Ventura, Richard Martin Leep, and The White GrizzlySteamfortress Victory Copyright 2010 20 Eyes Entertainment, Inc. All rights reserved.

First Edition: June 2013This publication, text and artwork, may not be reproduced, archived, or transmitted by any means without express written permission of 20 Eyes Entertainment, Inc in accordance to the Copyright

Act of 1956. Any person or persons who do any unauthorized act may be liable to civil and/or crimi-nal prosecution.

Legal Disclaimer: All characters and events in Steamfortress Victory: Complete Core Rules Year 1901, even those based on real or historical figures, are entirely fictional. The world depicted in this

book is considered science fiction and is no way connected with any events that are occurred with real world history.

ISBN 978-1-4675-7617-8

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Page 3: Sample file - DriveThruRPG.com · I. Introduction Welcome to an America in utter chaos, welcome to the world of Steamfortress Victory (SFV)! This book, Steam- fortress Victory: Core

Setting Up I. Introduction (p.7) II. Starting Out (p.7)

III. Winning the Game (p.7) IV. Materials Needed to Play (p.8) V. The Victory System (p.8)

CharactersI. PC Blueprint (p.10) II. Step One: Blueprint Concept (p.10 )

III. Step Two: Choose a Romance (p.11)

IV. Step Three: Molding a Genuis (p.12) V. Step Four: Etching the Metal (p.14)

VI. Step Five: Tempering the Steel (p.18)

VII. Step Six: PC Background (p.19)

FathomsI. The Depth of Fathoms (p.20) II. Genuises and Fathom Abilities (p.21)

CombatI. Entering Battle (p.48) II. The Combat Cycle (p.48)

III. Initiative (p.48)

IV. Defending in Combat (p.50) V. Advanced Combat Rules (p.50)

VI. Tools of the Trade (p.51) VII. Running Out of Steam (p.52)

The StoryI. Story Overview (p.53) II. Themes of SFV (p.53)

III. Bloodore (p.54)

IV. The Great Steam War (p.54)

Engineering I. A Quick Q and A (p.59)

II. The Engineer’s Code (p.60)

III. Creating Your Epoch (p.61)

IV. Authoring a Brief Moment in Time (p.61)

V. Telling History (p.65)

VI. Denouement (p.66)

Table of Contents

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Page 4: Sample file - DriveThruRPG.com · I. Introduction Welcome to an America in utter chaos, welcome to the world of Steamfortress Victory (SFV)! This book, Steam- fortress Victory: Core

Advanced I. Engineer’s Advanced Rules (p.68)

II. Gauging Difficulty and Success (p.68)

III. Romancing the Epoch (p.70)

IV. How Nationality is Used in Game Play (p.70)

V. War Machine Combat (p.73)

Villains I. Making a Better Evil (p.76)

II. The Lesser Evil: Building Minions (p.79)

III. NPC ONLY Fathom Abilities (p.80)

IV. Bacchanalian Drink Creation (p.84)

People I. Unifed States of America (p.89)

II. Confederation of Free States (p.92)

III. Dakota Chiefdom (p.96)

IV. Republic of Texas (p.98)

V. Shogunate of the West (p.101)

VI. Main Storyline Characters (p.104)

PlacesI. Chicago (p.110)

II. New York City (p.112)

III. Pittsburgh (p.113)

IV. Savannah (p.113)

V. Birmingham (p.114)

VI. Eagle Claw Gulch (p.115)

VII. Sky’s River (p.116)

VIII. San Antonio (p.117)

IX. New Orleans (p.117)

X. Chang Tsing (p.117)

XII. Sheng Kan (p.118)

XIII. The Emerald Fortress (p.119)

High SocietyI. Introduction: The Underbelly (p.120)

II. Knights of Liberty (p.120)

III. Invisible Calvary (p.121)

IV. The Collegium (p.122)

V. Independent Pirate Crews (p.123)

VI. Timberwolves of Howling Caves (p.124)

VII. Ghost Horsemen and Voodoo Riders (p.124)

VIII. League of the Well-Crafted (p.125)

IX. Phileas Cocktail Club (p.125)

X. Timewelders (p.126)

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Page 5: Sample file - DriveThruRPG.com · I. Introduction Welcome to an America in utter chaos, welcome to the world of Steamfortress Victory (SFV)! This book, Steam- fortress Victory: Core

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Page 6: Sample file - DriveThruRPG.com · I. Introduction Welcome to an America in utter chaos, welcome to the world of Steamfortress Victory (SFV)! This book, Steam- fortress Victory: Core

I. Introduction

Welcome to an America in utter chaos, welcome to the world of Steamfortress Victory (SFV)! This book, Steam-fortress Victory: Core Mechanix, is a role-playing game bare bones kit designed to give you everything you need to build a Player Character (PC), and prepare to portray the story of an Industrial American in the SFV alternate history timeline. Core Mechanix is designed to give you the basic rules set, game mechanics, and allow players to create a character. The goal of our releasing Core Mechanix is to help players get into a game of SFV at a low price and see what our world is all about. How-ever, it is recommended that the Engineer, the person running the game, pick up a copy of The Player’s Work-shop to get a better view the SFV world.

II. Starting Out

First off, call your friends and get a group of three to six people together. Designate your most talented storytell-er amongst the group the “Engineer” and the rest of the players will be portraying PC’s. Then, the players build a PC using this book while the Engineer devises a story to run them through. To clarify, a PC or player character is a pen and paper character which a player portrays in the role-playing game. This PC has its own backgrounds, traits, skills, and demeanor chosen by the player. A group of PC’s working together is a Team.

The person who is chosen as the Engineer has a differ-ent set of responsibilities. He or she is going to create a story for the PC’s to interact in. In this respect, the En-gineer is the most important piece to making a game of SFV run well. While the players will be portraying one PC, the Engineer builds all of the Non-Player Charac-ters (NPC), places, and things the PC’s encounter. The Engineer should read The Player’s Workshop for SFV world specific information, and if they looking for more help organizing a game, they should look the Engineer’s Manual.

The basic rules for SFV are in this section of the book.Many of the rules of SFV are dependent on the Engi-neer. An Engineer, being the author of your Team’s story and the head weaver of adventure lore, is responsible for mediating PC and NPC described actions. Engineers also determine whether or not rolled actions are success-ful. Several actions in SFV require the roll of ten-sided dice to be successful or not. The Engineer sets the diffi-culty levels for those rolls and tells the player if they had succeeded at the action they were attempting.

III. Winning the Game

In role-playing games, everyone playing has a chance to metaphorically win or lose throughout the course of the game. Winning is not the final objective of a role-playing session. Role-playing is a team sport because the goal of the game is to have fun telling an elaborate, living story and attain satisfaction from PC’s accom-plishing their group and personal background goals. If players are patient with one another, sharing the spot-light, and Engineer’s are flexible, everyone will have fun in the world of SFV.

That about covers it, we’re ready to roll!

Setting up

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