Kishanko, a world where powerful Sorcerers once controlled the entire world, where airships ply the skies alongside dragons, where the thunder of guns echoes throughout history. A world once rent asunder by a cataclysmic war between two factions of a race that controlled reality itself. Kishanko is a land of high adventure and epic fantasy, where flashing steel and powerful spells can change the course of nations, where gunslingers fight evil and impose order on a chaotic world, and where the march of science has made artificial beings and augmented people.
Character Creation Guidelines
High Fantasy Skill List
Weapon Attack: 4 damage per level, at a cost of 1cp/level. Primary attack is capped at 6 levels without defects, 12 levels with (not including template defects), secondary/alternate attacks are capped at 9 levels, or 4 levels without nontemplate defects.
Armor: 3 Armor Points (each AP reduces damage by 1) at a cost of 1cp/ level. No more than 10 levels without GM permission.
Force Fields: 4 Shield Points (each SP reduces damage by 1) at a cost of 1cp/ level. No more than 9 levels without GM permission.
Massive damage increases attack damage (before calculating in Super strength and ACV) by 10% at a cost of 4cp/level, or for a particular attack for 2cp/level.
Protection Mastery: Increases the power of all forms of armor or shields by 10% at a cost of 5 cp with two levels available.
Superstrength: +5 damage/level of super strength, added at the same time as ACV.
Combat Technique: Critical Strike gives an additional +1d6 when calculating the strength of the critical (thus making it easier to critical as well as allowing a quadruple damage critical if all dice rolled are sixes).
Character Point Total: 300
All characters receive Body 4, Mind 4, and Soul 4 for free.
Step 1: Choose a Racial Template
You must have one of the Racial Templates, even if playing a Noble Vampire,
Step 2: Choose an Occupational Template
If an Occupational Template isn't chosen, the character follows no standard adventuring profession, and can only buy normal attributes and Elemental Magic without GM's permission.
Step 3: Spend remaining CP on Stats, Attributes, and Skills
Step 4: Choose Defects
A maximum of 6 Defects is in effect, not including Template Defects..
Step 5: Spend Bonus Points
Spend Bonus Points on Occupational Template attributes, normal attributes, and Stats. Elves and Vampires may buy additional powers with Magic, and Angel-Blooded Humans may buy additional levels of Power Flux, if they have the points. Any normal attributes tied to a Racial Template may also be improved, but no racial or other special attributes except as above (Features, Heightened Senses, Armor, Weapons, etc. cannot be increased). Elemental Magics may be purchased at this point, limited by race.
Step 6: Calculate Derived Values. Calculate HP, EN, and CV as normal, do not use Shock Value.
Step 7: Background and Background Points
Players may obtain Background Points for interesting or useful background information. For example, a character portrait is worth Background Points (the amount dependant on various factors, ask your GM) as it helps to visualize the character. As another example, a character story, featuring an adventure or history fitting to the character's abilities, is also worth Background Points. Background Points are spent identically to Bonus Points, so once they have been awarded, return to Step 5, but skip this Step afterwards, as your character is complete and ready for play.
There are several different intelligent races in Kishanko, including nature-loving elves, stone-dwelling dwarves, quick-witted Ktaln, clanking Golems, and the mutable humans. There are other intelligent beings as well, including vampires, spirits, and dragons, although most of those are not suitable for player characters.
Each occupation represents an organization, be it a Blademaster school, a Sorcerer academy, a secret assassin's society, or even a religion. While the selection of an occupational template is not required, it is the only way to start a character with certain attributes (most forms of magic, many Items, etc.)
Skills use the High Fantasy costs, except as noted, Mechanics and Physical Sciences cost 2/level.
Animal Training: Diatramy, Dragon, Giant Eagle
Artisan: Elemental Stone working
Burglary: Enchanted Security
Driving: Enchanted Wagon, Steam Buggy
Languages: Elven, Dwarven, Ktal, Low Mu, Regional Human, Sign Language, Skulker Code, Temple (Old Ktal), Trading
Physical Sciences: Paraphysics, Thaumaturgy, Technomancy
Piloting: Experimental Airships
Riding: Dragon, Griffin, Nighthound
Seduction: Cross-Species (Elf, Dwarf, etc)
New Skill Specialties (When not immediately evident)
Paraphysics- Knowledge of Psycher Powers and their operation (does not provide a bonus to Psycher Power Mind Stat checks!)
Technomancy- Working knowledge of Ktal Technomagic, and at high levels, the ability to design new Technomagic devices and decipher Ancient Technosorcery devices.
Thaumaturgy- Knowledge of Magical Theory and Elemental Balance, used to identify standing spell structures (enchantments, ritual magics, etc) and to distinguish between the different kinds of Sorcery and Magic in practice
As a rough guideline, assume that Items will sell for about 1-3 matins per CP on the open market, 0 point Items will usually cost a few copper, or be free. Some items may cost more or less, dependant on availability or GM's whim.
- Battleaxe 12 damage, 1 CP
- Bokken (Wooden Sword) 8 damage, Non-Penetrating, 0 CP
- Claymore 16 damage, Accurate, Hands, 2 CP
- Club 8 damage, 1 CP
- Fighting Pole 12 damage, Reach, Hands, 1 CP
- Knife (or Dagger), 4 damage, 0 CP
- Long Sword 12 damage, 1 CP
- Nunchaku 4 damage, Flexible, 1 CP
- Quarterstaff 8 damage, Hands, 0 CP
- Scythe, War 12 damage, Hands, 1 CP
- Short Sword, 8 damage, 1 CP
- Spear 8 damage, Reach, Hands, 1 CP
- Whip 4 damage, Range 1, Flexible, Non-Penetrating, 1 CP
- Boomerang 4 damage, Range 2, Accurate, Muscle, Ammo -3, Non-Penetrating, 0 CP
- Gunslinger's Heavy Revolver 16 damage, Range 3, Penetrating, Piercing x3, Ammo-1, 5 CP
- Gunslinger's Light Revolver 12 damage, Range 3, Accurate, 3 CP
- Hunting Rifle 16 damage, Range 3, Hands, 3 CP
- Long Bow 12 damage, Range 2, Accurate, Hands ,2 CP
- Long Bow, Compound 12 damage, Range 2, Accurate, Muscle, Hands, 3 CP
- Short Bow 12 damage, Range 2, Hands, 2 CP
- Shotgun 20 damage, Range 2, Spreading, Ammo-1, Hands, Non-Penetrating, 2 CP
- Thrown Knife, 4 damage, Range 1, Ammo-1, 0 CP
- Brigandine, 9 Armor, 1 CP
- Chainmail, 6 Armor, 1 CP
- Dragonscale Armor, 9 armor, 6 Optimized (Element) Armor, 2 CP
- Leather Armor, 3 Armor, 0 CP
- Plate Armor, 12 armor, 2 CP
- Tough Clothes, 1 Armor, 0 CP
- Crystal of Healing, 1 CP
- Elemental Stone, small, 1 CP
- Elemental Stone, medium, 2 CP
- Enchanted Compass, 0 CP
- Fire Crystal, 1 CP
- Firearms Kit, 1 CP
- Light Crystal, 1 CP
- Weather Crystal, 3 CP
Descriptions of Certain Items:
Boomerang: Said to date back to before the kingdom of Mu, the curved throwing stick, or boomerang, is a powerful weapon in the hands of a skilled user. A Called Shot (-3) is required to throw the boomerang and have it return after striking a target.
Fighting Pole: A signature weapon of the savage Elf tribes of the Kirdun island, the Fighting Pole can be used as a spear, a staff, or a strange combination of the two. If the blade is removed from the staff, it can be used as a Short Sword (with Inaccurate).
Gunslinger's Heavy Revolver: Silver chased barrels, fine etching of the Gunslinger's name, and a more reliable break action for loading are trademarks of the Ktaln constructed heavy revolver. Given in matched pairs upon graduation, a Gunslinger's Heavy Revolvers are almost certainly the finest weapons he will ever own. If you're not a Gunslinger and you're carrying one of these signature weapons, you'll gain the Wanted defect unless it was a gift.
Gunslinger's Light Revolver: Designed for everyday use, the Gunslinger's Light Revolver has several features that make it ideal for long firefights. It retains the ornate Heavy Revolver's break action, but the empty casings are auto-ejected by spring action, making reloading a simple matter of using a speed loader. The barrel also features rifling, increasing accuracy over distance with a slight decrease in stopping power. Most Gunslingers modify these weapons with personalized grips or sights to further increase accuracy. Like the Heavy Revolvers, if you possess one of these and aren't a Gunslinger, you'll need a good reason to avoid being hunted down by them.
Hunting Rifle/Shotgun: Manufactured by Ktaln priests, each weapon is blessed and constructed according to sound religious engineering principles. As the Ktaln priests and the Gunslingers vigorously guard the secret of their construction, they are only available from Ktaln merchants, who are also the only source of ammo for these weapons.
Crystal of Healing: A properly prepared Nature Elemental Stone can serve as a Crystal of Healing. When held over a wound and willed to activate, it radiates Nature Elemental Force, healing damaged tissue. It functions identically to the Healing attribute at level 1, and drains 20 energy points a use from the user. (Healing 1, Deplete -2)
Elemental Stones: Required for Sorcery, Elemental Stones can also serve a few other purposes, although only in the hands of a Sorcerer or after a few hours of enchantment. A 1 CP Item is useable for Sorcery Attributes of up to Level 4, while a 2 CP Item is required to perform Sorcery of that Element up to Level 8. A standard Focusing Tool incorporates up to level 12. While Elemental Stones of larger capacity do exist, they are not sold regularly. (Feature-Elemental Stone x number of levels of Sorcery powered attribute)
Enchanted Compass: Similar to a normal compass in appearance and abilities, it can also point toward any location it has been before, granting +1 to Navigation rolls. (Feature: GPS)
Fire Crystal: A properly enchanted Fire Elemental Stone can be induced to create fire or heat at will by anyone holding it. These are frequently used in areas where fuel for fires are scarce, or said fuel will not light by normal methods. A Fire Crystal can light any flammable material, given enough time, and can produce heat (but not light) equal to a campfire for five people. (Environmental Influence: Heat, Feature: Firestarter)
Firearms Kit: Sometimes called the Gunslinger's best friend, the Firearms kit contains the brushes, bullet molds, mortar and pestle (for mixing gunpowder), metal oils, spare parts, and precision hand tools needed to clean, maintain, and repair guns as well as manufacture ammunition. (Combat Technique: Portable Armory, Feature: Tools and reloads)
Light Crystal: A properly prepared Light Elemental Stone can produce light in a small area. (Environmental Influence: Light)
Weather Crystal: Useful in areas where water is scarce, the Weather Crystal can be used to make it rain. This consumes 6 Energy Points/hour (Or 1/ten minutes). (Environmental Influence: Rain, Area 9, Deplete -1)
Held aloft by powerful sorcery and propelled by the wind, the airship is a floating base, transport, and sometimes weapon of war. Airships incorporate extremely large enchanted Elemental Stones of Air that hold the ships aloft and smaller stones to provide limited propulsion. Most airships require a Sorcerer, or at least someone versed in Air Sorcery rituals, to keep the enchantments from fading over time and the airship from crashing horribly. When in flight, trader airships use three or more masts, one atop the deck, and two on the underside, which fold neatly when it lands in water. Airship crews cannot be afraid of heights, as adjustments to the lower sails must be done by hand. War airships do not use sails for propulsion, instead using 'airscrews' and control over the wind to move them.
Dragons, beautiful, graceful, deadly, the dragon is both boon and bane to man. During the War of Thought eight species of dragon were created as protectors of mankind, one of and for each Elemental Force. Most died in horrible battles against the Nightmares of the Demons, as far as is known only the air, fire, nature, and shadow dragons survived in any numbers.
Although they are different species, as they have differing physical appearances and cannot breed outside of their type, all known dragons share some basic qualities. Dragons are hexapedal fliers with a set of manipulatory limbs placed slightly ahead of the wings, in some species flying ability is not present until the dragon develops additional wing strength. All dragons are scaled in a specific color, corresponding to species, and have a long tail. In some species the tail can manipulate objects or be used as an attack, in the other species it exists primarily for balance. All dragons can manipulate Elemental Forces to a certain extent, usually in the form of a 'breath weapon', although the dragon does not actually breathe fire, lightning, etc. Finally, all dragons are somewhat telepathic, some can only 'tune into' the mind of their owner, while others can actually invade the minds of other beings.
Magic is an essential part of society in Kishanko, people of all races use Elemental Magic, the Sorcerers still retain a great deal of their famed power, and numerous disciplines are practiced in various schools of magical theory. All magic in Kishanko is based on the manipulation of Elemental Force, the fundamental building blocks of the universe.
There are eight Elemental Forces, Air, Earth, Fire, Light, Nature, Shadow, Time, and Water. Air and Earth are opposed, as are Fire and Water, Light and Shadow, and Nature and Time. It is only through the delicate Balance of the Forces that they can coexist in harmony within any living creature or the world itself. To use magic, a practitioner will either strengthen or weaken one or several of the Elemental Forces, weaving them together and imprinting his will upon them to create a desired effect. The methods of doing this are varied: Sorcerers draw upon stored energy to strengthen the flow of Elemental Forces which they shape with ritual words and gestures, Blademasters use mental discipline and sword skill to weaken Elemental Forces shaped by word and will, Vampires (and their pawns) draw upon their innate connection to the Plane of Shadow to overwhelm Elemental Forces which they control with deeds of foul intent and blood, Elemental Magicians use their own life force to strengthen Elemental Forces which are shaped by pure will, and many other practices exist, from the Elven song-spells to the Shaman's spirit fusions.
High Magic was different. It it did not exist within the Balance of Elemental Forces, it forcibly rewrote reality, using Words of Power that the universe itself was unable to withstand. At the end of the War of Thought, the users of High Magic, the winged race of Mu, were shattered and destroyed by the world itself rejecting them and their selfish power. Now practitioners of High Magic, those who possess the blood of the winged ones, are cautiously, sickly, and their power is but a shadow of that wielded in the ancient days.
Spirits are sentient expressions of Elemental Force. For the most part, spirits are simple creatures that pay no attention to the affairs of mortals. Few of these spirits possess the power of speech. Composite spirits, those spirits of multiple Elemental Forces, on the other hand, tend to be complex entities with their own agendas. Composite spirits with five or more Elemental Forces (or two opposing forces) are actually living souls, capable of independent thought and speech. All spirits, irregardless of type, may be summoned and given physical form by Elemental Magic and Sorcery, although usually only for a limited time.
The people of Kishanko live in a world where the basics of sanitation are understood and where magic is a part of daily life.
The Shape of the World
Kishanko is a planet orbiting a vibrant yellow star, while there are eight other planets in the system, no one is currently able to travel to them, although they are all visible in the sky on a clear night. The world is orbited by a single moon which is slightly smaller than the one orbiting Earth, but it is also slightly closer, and so tidal effects and eclipses work much the same.
Before the War of Thought, the world was divided into three continents, two of which are now gone, and one was split into two separate lands, the northern continent and southern continent are remnants of the former main continent, while many of the islands are the remains of the other two continents.
There are many different kinds of creatures in Kishanko, the two continents and islands have well developed ecosystems and a variety of animals that are familiar to players coexist with the more alien natives and creations of the Lifemasters of Mu in times past.