I wrote some notes a while ago so forgive me for brevity. This morning on the bus….I kinda expanded them. Images are placeholders, I’ve pinged my artist, Dino, to produce some nice original art.
The Long Stair was an internet thread on rpgnet which imagined, possibly to excruciating detail, what happens when a fantasy world crosses over with ours.
This was then followed up with crossing Forbidden Lands (Free Leagues flagship fantasy game) with Twilight 2000 (IMO the best evolution of the YZE).
Now, we had written stuff a while ago about Narnia which kind of tracked with this. (OMG that was 2008).
The idea what what would happen in our world if there was interaction between modern soldiers and fantasy races with magic.
Fantasy Races?
So, Twilight 2000 only really deals with humans. Sure you can get supplements (right here) that add in horrific monsters (in The Gloom) or Dragons (in Here Be Dragons) or mutations (in Enhanced) or Zombies (in Twilight Tangents) but we hadn’t covered Orcs, Goblins and Elves – the standard fantasy fare.
I use the word race very deliberately. There’s only one human race. There is only one surviving human species.
In this photo-fantasy world, they didn’t get humans, they got Orcs, Goblins and Elves. In the hominid evolutionary tree, Orcs are the descendent of ape-like ancestors similar to the modern day Earth Gorilla. Goblins too – descended from chimpanzee-like ancestors.
Rise of the Orc
STR | AGI | INT | EMP |
---|---|---|---|
d20 | d10 | d6 | d6 |
Close Combat d12, Stamina d12, Mobility d6, Ranged Combat d8, Recon d10, Command d10 | |||
Brawler, Melee, Killer, Load Carrier, Ranger | |||
All Critical Thresholds are +1 when attacking Orcs. And their melee attacks Critical Threshold is reduced by 1 | |||
Equipment: Sword, Halberd, Mail Armour, Shield |
The Goblins
STR | AGI | INT | EMP |
---|---|---|---|
d10 | d12 | d8 | d8 |
Close Combat d8, Stamina d12, Mobility d6, Ranged Combat d10, Recon d12, Command d6 | |||
Brawler, Archer, Mountaineer, Pitcher, Combat Awareness | |||
Goblins can move through the trees at twice ground speed. | |||
Equipment: Short Sword, Long Bow, Leather Armour |
The Fein
STR | AGI | INT | EMP |
---|---|---|---|
d8 | d8 | d20 | d12 |
Close Combat d12, Recon d12, Command d12 | |||
Killer, Intelligence, Interrogator, Psy Ops, Fein Magic | |||
With but a touch, the Fein can drain Hit Points from other creatures 1 per turn, healing their injuries. This operates through their Opifex | |||
Equipment: Rapier, Opifex, Magic Scroll |
Fein Magic
The Fein use Magic powered by their own life force and the life force of others. Each effect requires at least the expenditure of 1 Hit Point, which can be regained immediately using their Opifex. Humans can learn Fein Magic and use an Optifex.
The Optifex
The Optifex is a piece of magical technology resembling a pocket watch with an interior filled with glass, blood and some sort of insect-like creature. The Optifex cannot be dismantled without killing the creature. This technology enables the Fein to live effectively forever through the vampirism of other species.
Regent
The Fein have a complex ritual which is performed on every Fein. This causes every Orc and Goblin to be immediately subservient to Fein, effectively giving the Fein an extra d12 when using Command with Orcs and Goblins. It has no effect on Humans. Removing the Regent enchantment from a Fein is considered a serious punishment as these Fein are also vulnerable to the influence.
The Silver Gate
The caster can open an Schwartzschild Bridge (actually a Morris-Thorne Wormhole) between two locations. This spell creates a shimmering globe of silvery metal which, at the predetermined time, will transport anything that walks though it to the desired destination. The primary component is at least 200 grams of orichalcum (which may be re-used). Rather than being an unobtainable mystery substance, Orichalcum is a specific ore of copper and nickel (and can be manufactured).
The Bridge is opened above a specific pattern made in Orichalcum powder by the spell. To close the bridge, break the pattern. The pattern is automatically generated (similar to cymatics) depending on the destination and each pattern is unique.
There is no guarantee that anyone crossing a Bridge will survive. Sometimes they come out the other end ‘reassembled’ incorrectly and survival at the other end can also depend on the presence of life-sustaining conditions.
Rending
This spell exists in many forms across cultures. It causes direct harm to a target, Each Hit Point invested causes a point of damage and Stress may also be exchanged for enemy damage, point for point. The flesh of the target is scored and burned by the spell, including their internal organs. Cause of death will be inexplicable to normal medicine if it kills the target. The Caster may also choose to spend a Permanent EMP level to inflict an immediate Death Save on the target.
This spell completely ignores armour and can be cast line of sight or may have effectively infinite range if there is a sympathetic connection (hair, etc).
Place Stelae
The ritual for placing a minimum of three stelae to enable the forming of a dimensional chiasmata (the overlap of two dimensions) on the basis of a Silver Gate. Stelae must be forged from a conductive metal. The first three stelae must be placed within 16 hours of each other and the ritual performed over each one. Additional stelae can be added later. The maximum distance between them is 1.054 kilometres. If performed correctly, the next 32 hours will see the region within the stelae boundary change as the other dimension begins to write itself over Earth, changing plans, changing the air, even changing the sky.
The specific dimension is dictated by changing the directions within the ritual. If the stelae are destroyed, any areas not covered begin to revert though they will not be the same. For the chiasmata to maintain, there must be at least three stelae.
Resurrect
This spell takes the body of a deceased person and summons life back into it. Any decomposition will remain and can be healed (in theory). The spell does not remove the cause of death (wounds do not heal, cancer is not cured) but for the time being, they are alive again.
The spell also won’t heal any putrefaction processed (They’re still rotting). The Referee deducts 1 level from one Attribute, if it is from STR, AGI or INT, it’s likely decomposition. If it’s from EMP, it’s likely due to feeling the pull of death. If the target has an Attribute that was previously reduced to 0 due to another spell or injury, they retain that handicap.