Difference between revisions of "Main Page"

From The Hidden Room
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* {{Category Organizations}}
* {{Category Organizations}}
* {{Category Paths}}
* {{Category Paths}}
* {{Category Magic and Technology}}
* {{Category Magic Technology}}


=Rules=
=Rules=

Revision as of 21:49, 30 May 2023

Main

Origins

The setting is divided into four Origins of power:

  • Fury Origin: The oldest of the Origins, seeking singular dominance of the universe, now imprisoned.
  • Integral Origin: The second Origin, which imprisoned Fury to create order and seeks stability in the universe.
  • Strange Origin: The third Origin, born from damage to The Integrum during The Shattering.
  • Void Origin: The fourth Origin, also born from damage to The Integrum during The Shattering which seeks to end all things, destroying the universe.

Compendia

Rules

Notes

  • Health, fatigue
    • What if fatigue was split into mental fatigue and physical fatigue, and became a unified mechanic for lots of things, like encumbrance = physical fatigue
    • Relatedly, what if armor didn't have special rules about agility checks and movement, and instead was just encumbrance, and by extension physical fatigue
    • Physical fatigue would cover things like might/agility checks and defenses, physical attack rolls, movement speed, and initiative
    • Mental fatigue would cover things like wits/resolve checks and defenses, magical effect rolls, and initiative
  • Rituals of Parturition are how childbirth works
  • Size is a huge variable in combat, amplifying HP, physical damage, might, and reducing defense
  • Shattering breaks The Integrum into an arbitrary number of "timeline dimensions"
    • Connected by portals (Hidden Form)
    • Connected by Strange Sea (Strange magic)
    • Connected by Astral Sky (integral, patternsailing)
  • Obyrith goals are, mythically, to subsume the universe in Strange, by ending "time", because entering the Strange through time happens naturally at the end of time.
    • Arcadians don't like this idea because they actually like (and kind of need) time.
  • Patternsailing requires some Orrery bits and old Pattern bits that informed time and space.
    • Destiny heralds are needed to navigate patternsails.
    • Pattern heralds are needed to turn the Orrery bits into a helm.