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About This Game

Inter-dimensional adventures using a FUDGE based rules light system.

Game System

Homebrew

Detailed Description

The Churn is a multi-dimensional setting where nearly anything that can be imagined can be found and explored. The setting uses FUDGE as a rule base. This is a rules light system with emphasis on fun over complexity.

The main backdrop of the setting is the space that lies between all other dimensions, The Churn. It is filled with many worlds that float through a colorful swirling fluid referred to as Foam. Some of these worlds contain portals to other dimensions. This vast and ever shifting plane is where your adventures begin. Foundation, the largest world within The Churn and main travel hub, will be the starting point for the party.

Players will assume the roles of members of one of the seven Adventuring Guilds of Foundation. These seven guilds form the backbone of all exploration and discovery within The Churn and the dimensions beyond. Skill sets and abilities of all kinds can be found among the members of all the guilds, but each does lean towards a unique role. Cooperation between the guilds is the norm, but fierce (and friendly) competition is encouraged. Foundation City is the home of the Grand Guildhall where all seven mingle and strategize together.

Brief descriptions of each Guild

The guilds are each represented by and named after a color. Every guild has a churn-world that hosts their own guildhall.

  • Red: The Red Guild focuses on providing healing and care to all that need it. Medics, psychologists, and caregivers often hail from this guild. Their guildhall is one of the best places to receive healing care in all of The Churn. The Red Guild leader is an aven named Risha. The Red Guild symbol is a diamond with a line down the center.

  • Orange: The Orange Guild values strength and the pursuit of glory above all else. Finding a worthy foe is a constant goal of an Orange guild member. (Note this doesn’t have to be physical strength.) The leader of the Orange Guild is a sentient tiger named Mertes. The Orange Guild symbol is a triangle with flattened corners.

  • Yellow: The Yellow Guild in many ways considers itself an extension of the Protector Guild, but instead of waiting for threats to come to Foundation they seek them out. Many dangerous journeys beyond The Churn have a Yellow running them. They often work with the Orange and Red Guilds. The Yellow Guildleader is the rehabilitated evil paladin Morrin Nox. The Yellow Guild symbol is a narrow rectangle that resembles a tower shield.

  • Green: The Green Guild works hard to document and collect samples of biological life across The Churn. Their churn-world is dedicated to creating a “backup” of every unique living thing. Very often members of the Green Guild travel with companion animals and plants that they have taken a fondness for while researching. The head of the Green Guild is a massive hyper intelligent plant called Rhizome-12 that spans the entire Green churn-world. The Green Guild symbol is a series of three circles in a diagonal line.

  • Blue: The engineers and architects of the Blue Guild are known all across The Churn. Many journeys through the Foam start aboard the ships and vessels of this guild. The Blue Guild is proud to be the main designers and builders of the Grand Guildhall in Foundation City. The leader of the Blue Guild is the legendary Construct Robert. The Blue Guild symbol is a 4 spoke wheel.

  • Indigo: Preservers of history and language, and master cartographers. Members of the Indigo Guild are always looking for new stories and ancient secrets to add to their vast library. Some take this goal to an extreme and consider taking valuable objects as part of “preserving” a culture while others aim simply to record and catalog. The Indigo Guild leader is an ancient turtlekin named The Knowledge Holder. The Indigo Guild symbol is a series of three diagonal lines that represents books and scrolls.

  • Violet: The members of this guild study and codify all types of magic. Nearly all that is known about magic across The Churn can be found in the endlessly growing towers of the Violet guildhall. Sometimes they butt heads with the Indigo Guild over who has the right to claim magical artifacts. The head of Violet is an elemental named Daan Gust, but he hasn’t been seen or heard from in years. The interim head is the sorceress Alaida. The Violet Guild symbol is a 10 sided star that represents the Violet guildhall world.

GuildSymbolsCrop.png

This will be run under read-only privacy (players are invited, but posts are public to the whole site) so keep that in mind when deciding if you want to play.

Game closed due to lack of interest.

  1. What's new in this game
  2. Character ideas: A Kuwadi fighter imbued with elemental magic. Member of the Yellow Guild. Recent graduate.
  3. Initial story hook ideas: shipwrecked and finding a way back to civilization Guild student working on their final exam and trial Missing person case for cosmic detective Guild adventurer gets called back to home and things are not as expected when they arrive
  4. Rules: Same as Base Churn setting Oracle rules: Using a Decktet Oracle along with a simple df based Yes/No table. Character will be randomly selected from a series of prebuilt options. For some reason I cannot create a table here. Every time I try it gets converted to two lines of text instead. So I have to import an image of the table.
  5. Placeholder for future storyhook and character intro...
  6. The battle to protect the ship is fierce, but the party and crew manage to make it through with no casualties and only moderate damage to the hull of their ship. After repairing what they can and sending a net full of the pirate invaders out the foamlock they continue onward to Amphira. Shanria tells the Guild party that she can't help them find transport to Beachlight, but wishes them luck. After landing on Amphira the group begin to research their options for transit to Beachlight. They decide a local Gatehoppers Express is their best bet and book an appointment there. While waiting they head to De Newphan, the largest city on Amphira. Ramiro protests greatly at the excessive moisture and never-ending rain. Viseli quickly suggests getting a drink at a place they are familiar with. With a mischievous smirk they lead the way to a business named "Saddler's Sweets". While enjoying themselves Viseli is made aware by the staff (who they are good friends with) that someone is watching the exits of the bordello. Bounty hunters all through the city have been looking for a four eyed woman with a Guild entourage that matches their description. The group decides to make a discrete exit out a hidden side entrance when the time comes. They make their way across the city to the Gatehoppers Express. While trying to get information on anyone potentially following them Marelvril spots another bounty hunter conversing with a Oozeling down the road. That Oozeling turns out to be Eyria, their assigned Gate mage. The group immediately throw suspicion at Eyria, but she professes to not know the man and despite his prying she did not reveal where she was headed. After some debate they decide to take the Gate to Beachlight after all. Upon arriving they find Beachlight to be a lonely and eerie world. Eyria states she can wait to take them back for three days, but after that they are on their own. Their rough handling of her earlier has made her indifferent to whatever inconvenience this may cause. The Guild party begins the short hike down to the nearby town of Plak Di.
  7. Good to know. I was thinking it would be more Fate-like with it always working, just not how you want it to work, depending of the roll.
  8. I addressed how rolling for Magic works in my in game post if you wanted more info. Basically in most cases your spell will work as desired with opposed Magic rolls only being required when you are trying to overcome another spell or caster in some way.
  9. I didn't know if I should do just a single roll for all creatures (and that result be extrapolated) or one for each one.
  10. The group met with the crew of the ship they were assigned to protect and were surprised to see Shanria, a member of the Soulthread bond "Walker", was leading them. She had left the Soulthread and by circumstance also was no longer part of the Indigo Guild. Additionally the party met Ramiro Dado Couto, a Xenthar Red Guild medic who was also assigned to accompany the ship. The cargo ship departs Standing and heads toward the world of never ending rain, Amphira. The crew and the Guild party get acquainted and a few even partake in some friendly gambling on their journey. Marelvril comes to Shanria and asks her about what dangers may lie on their route. Shanria mentions that pirates do raid ships near the Fragment Belt, but their cargo of volatile organics shouldn't make them a very appealing target. X-27 decides to personally inspect the cargo. While doing their inspection the synthetica notices an illusion cast on one of the crates. Looking past the illusion they find that it actually contains the stone artifact they found on Emberan. X-27 heads back to the ship with this information. Rioxa, the Yellow Guild supervisor that put together this assignment, calls a meeting in the ship's conference room. Shanria and another crew member are also in attendance. Rioxa and Stell both explain to the group the actual goal of this mission. Emberan was discovered to be a world somehow pulled into The Churn from the dead dimension called Akerohm's Husk. The stone artifact was a stasis pod that contained a high value member of the society that once lived in that dimension before it was destroyed by the necromantic Order of Akerohm. The crew member with Shanria is the individual found in the stasis pod. Her name is Empress-Priestess Dah’lia-Nastazh of the Second Star. Their mission is to take her to some ruins left by the Order of Akerohm on a world called Beachlight. No one knows what they will find there, but their group is to protect her at all costs. Shanria and her crew will continue on from Amphira to the Indigo Guildworld, but the Guild party will split off and discreetly find a way to Beachlight. A few hours pass. The Guild party discusses what they should do with all this new information. They are interrupted by the alert of the ship going off. A large Warblade class ship is on an intercept course with them. Shanria calls for the crew to prepare to defend the ship.
  11. On the way back to Standing Viseli has a precognitive vision of a humanoid figure laying in a coffin like object. They hear Stell in the vision say "... can better protect them in the Vaults." Viseli wakes from the vision in time to hear X-27 giving an analysis of the stone artifact. The artifact appears to be some kind of preservation device for organic material. Stell is immediately excited at the prospect of something more to study. Once back in Standing the group watches a team of Indigo Guild workers take the stone artifact and the data module (X-27 has stored copies of all the files and scans of the artifact). Afterward they make their way to a tavern called The Blooming Fountain to discuss what has happened. Much of the party expresses distrust at the strange circumstances, and worry that Stell might not be truthful about her intentions. On the way back to Foundation the group is stopped by a well dressed man named Arthur Wolfdream. He says he is representing Lord Arasin, a Kandrynian noble. He offers an invitation to meet with Lord Arasin and share what they can about the Crucible Project. The group takes the invitation, but make no promises to Arthur before leaving. The group spends the next 50 hours relaxing, honing their skills, and visiting friends/family. As their break period is ending a message comes across for a new assignment. An officer from the Yellow Guild named Rioxa has put in a request through the Grand Guildhall for additional assistance on a security detail assigned to a transport ship leaving from Standing. The group is called to meet at a private dock in Standing for their briefing.
  12. Oh whoops 😅 I thought I read those but maybe I need to go back.
  13. Theliad are actually from my own setting documents. Two of the npcs on your ship are actually Theliads, but it wasn't really relevant so I didn't bring it up. 😅 But what said is a good way of going about the gifts/flaws part. It's easier to think of what kind of character you want and then figure out what their gifts would be. If you want to use magic of some kind that's an easy use of your first gift. Gifts can be pretty diverse in use though. For example in another group I'm running off this site we have a character with a supernatural sense of smell and another one has a gift that he can never get lost. And you can look at the rest of the group's characters to get an idea of how varied a gift could be.
  14. I think the skills/attributes will be a great addition to the group! For the gifts/flaws, I think most of the group started with a character concept and then made gifts and flaws that aligned with that. For instance, what sets Theliad apart from humans?
  15. Character sheet is in progress. Attributes and Skills completed. Looking for Gift/Flaw suggestions.
  16. The group arrived on Emberan after a short and uneventful journey. Along the way they were informed that Emberan was seismically unstable and at risk of complete collapse. Their mission had now evolved to a rescue mission for the Indigo explorer, Stell, on Emberan. Once they landed Stell informed them that while the planet was unstable it wasn't as bad as they were told and she requested their assistance in locating a native lifeform she had made contact with. They followed its tracks into ruins that extended beneath the surrounding terrain. Their search lead them to a strange chamber that contained a pool full of destructive nanites. X-27 managed to reprogram the nanites and gained the insight that some sort of object was contained below them. They retrieved the object, a massive polyhedral stone banded with silver and carved with an unknown glyphic language. Irthing found a hidden doorway in the chamber. Behind the door was a smaller chamber that had partially collapsed in the many quakes the planet was suffering. Buried in the rubble was the body of the lifeform they had come here to find. Olette and X-27 cleared enough rubble to access the creature, which displayed a mixture of biological and mechanical properties. X-27 took a data module from the lifeless creature. The ruins became much more unstable and the group decided to create a gate back to the landing zone. They boarded the ship with Marelvril bringing the large stone artifact aboard at the request of Stell. The Dreamer left Emberan and just in time as the planet began to collapse and then suddenly evaporated in a shimmer of light and Foam. The party turned back towards Standing to further investigate what had just happened.
  17. Yeah, a healer/caster, a fighter and a warrior-poet.
  18. Looks like we have something like 2 fighter-types and a healer?
  19. The system is very simple, especially compared to 3.5. If you understand that system this will be much faster to get in to. I would suggest to read over the . We have a group now, but we lost a couple people right after starting so I was wanting to fill those two spots with new players. We haven't come very far in the story yet and the setting makes it super easy to drop new players in.
  20. Hey there! Game looks interesting, but I've never really played anything but D&D3.5. Looking to branch out. Looks like the first group is already formed and playing, yes? If so, are you interested in forming another?
  21. Ok. So use directly the attribute instead of a skill. I was thinking of deception, since it was to detect some sort of deception, but I believe that use would be contrary to the real purpose.
  22. @yxanthymir Insight (I assume from D&D) would be equivalent to Perception or Reasoning, depending on the situation. I wouldn't say it's applicable in the same way that Insight is used, but it's the closest we have.
  23. Just a reminder to everyone to make a post for your character sheet and ping me on it when you are ready for it to be reviewed (ignore this if I already tagged it as approved). I'll be making the first formal IC thread later this week.
  24. Hey welcome! Your idea sounds totally fine for the setting and system. We can work out the specifics of your gifts and how they work with the existing magic rules, but I have no major changes to suggest right now. Feel free to make a post in the Characters forum for your character sheet.   I'm going to close the advertising for the game now since we're at 5 players. I'll be working on the first chapter introduction over this next week or so.
  25. I'd like to apologize in advance if I have terrible formatting or whatnot, this is my first time using this site. Null Lantis A detached member of the Nilus race he joined the Violet Guild in order to study the way magic interacts with other universes. He constantly seeks out new experiences and can often times seem somewhat oblivious as he uses his innate abilities to sense the magic in the world around him. He joined the guild only recently as one of the few members of his race to join any organized structure. He is unusually receptive to interacting with others for a Nilus. Nilus Race The Nilus are a long lived and seldom born race of magical singularities, that appear to others as a wispy cloud of strands of raw magic in a vaguely humanoid shape. They seem to come into existence when a magically gifted individual with little regard for personal safety comes into contact with some form of magical singularity during their research and decides to study it far too closely. The interaction between their will and large amounts of concentrated magical energy twists the energy into a form of quasi living being, although the freshly born Nilus takes little to none of the memories and personalities of their progenitor besides maybe some of their innate desire for understanding. All members of the Nilus race posses a keen sense for how magic can interact with the fundamental building blocks of reality and how to use that interaction to themselves utilize magic. The Nilus have no government and very rarely subject themselves to any limitations on their ability to travel and ponder on their chosen mysteries spending decades ruminating on a single very specific topic (such as how a certain frequency of light when modulated with precise magic hitting an atom at just the right angle can be used to manipulate the atom in such a way as to cause it to slightly phase into other atoms and the implications of said topic ect.), and are often too absorbed in their own magical sense to truly notice others around them often reacting with annoyance when someone attempts to interact with them. Although those that do mange to get the Nilus to speak on their observations, and of course are advanced enough in their understanding to understand the very narrow but advanced topics the Nilus studies, will often be able to glean many tricks to improve their own magic when it comes to the phenomena the Nilus studies. All Nilus are particularly weak to physical damage, their forms usually only composed of magic and hardlight, although being scattered won't in truth kill them it can take them decades or even centuries to reconstitute themselves. Because they don't posses any organics they cannot be healed by normal magical means and instead must rely on their own magic to heal them, although they posses the unique ability to convert most forms of energy into mana to replenish their own supplies much faster then most any other race. Gift and Flaw Suggestions Gift: Magic of Manipulation: Null posses the magical ability to manipulate matter and energy with magic. A weaker spell might be to bend a light into a direction, whereas a more powerful spell might recrate the conditions of a ruby laser to send a beam at a foe, and a high tier might be turning matter into energy and vise versa. Gift: Nilus Physiology: Null can feed upon large amounts of raw energy to replenish either his mana or form. He can somewhat easily digest radiant, thermal, electrical or sound energy, but needs to convert the other stored forms of energy to the aforementioned forms to consume them(e.g burning a piece of coal to convert chemical to light and heat, or compressing an unstable element within a prepared vessel to convert atomic to heat. Gift: Nilus Understanding: Null can sense and understand the effects of magic in his presence and can otherwise tell when there is something is manipulating reality beyond it's normal bounds within a ~60ft radius around him, although it doesn't tell him the actual cause or what the anomaly is doing without further study. Flaw: Magic Form: Nilus are composed of mostly magic and hardlight and as such are both weak to physical attacks made against them and can't benefit from normal healing spells and ability's. If Null takes a physical hit then he receives a harsher wound then that another race would in his stead. He also doesn't heal over time like most other races would instead needing to expend magic proportional to the wound to heal himself over the course of 10 minuets. I haven't actually played FUDGE before so I don't really know if these abilities are balanced or not, I'm more than willing to change pretty much anything about them if they are, please let me know, I kind of got swept up in the lore I made and was more focused on the flavor I was going for so I apologize if they don't fit the bounds of normal gifts or flaws. If need be I can completely rework them if you have suggestions on how to achieve a similar flavor that's actually within the bounds of the rules. Thanks for your consideration!
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