2014 New Year, New Game Entry


Campaign Title: Starting at the End: Tales of the Eternal Champion
System: FATE/Savage Worlds Mashup, plus multiple others
Synopsis: The fabric between worlds is growing thin–tearing–transforming. A handful of heroes scattered from across the multiverse are targeted by a mysterious, sinister force. Stranded on new worlds and in strange dimensions, these men and women, humans and aliens, must learn to fight together if they have any hope of having a world to return to. As they travel between worlds, they learn more about themselves and their destiny and the secrets of the multiverse itself.
The story takes some inspiration from Michael Moorcock’s Eternal Champion, Dr. Who, Tsubasa Reservoir Chronicle, and Kingdom Hearts–then runs wild. The opening theme song would be Alone Together by Fall Out Boy.
Character Creation:

  1. Select a setting from any media (book, movie, game) or create your own
  2. Select an RPG system that you think best represents that setting
  3. Create a character using those rules and paradigms–this is now your primary character sheet
  4. Work with the GM to create a secondary character sheet, translating the character from step 3 into Savage Wrlds
  5. Come up with Aspects for your character’s high aspect (or concept), trouble aspect (or flaw), and three phases of your character’s backstory. These Aspects may be used regardless of which character sheet you’re using.

House rules:

  • Characters who are on their home world or a dimension that uses the same milieu may use their primary character sheet. Characters who are on a foreign world default to their secondary character sheet.
  • Whenever you use another system’s mechanics, you use that system’s mechanics for resolving the check. If the PC succeeds, he may narrate the outcome of the check. If the PC succeeds with raises/, he may add more details to the success. If the PC fails, the GM narrates the outcome of the check.
  • Multiverse points (MP) can be used like Fate points or bennies in Savage Worlds (more or less). They can also be used to grant you access to your primary sheet’s powers you might not otherwise have in the setting because it defies that world’s cosmology/metaphysics.
  • The Game Master may award MP by tagging or compelling a character’s Aspects. Quest rewards and good roleplaying also grant MP.
  • As characters unlock the secrets of the world around them, they may gain access to game mechanics not usually available on their character sheet. These mechanics are recorded on a blank piece of paper (the tertiary character sheet), which is discarded once they have left that world. Characters may spend MP to keep these powers with them when they leave, but still need to spend MP to activate them when not in the mechanic’s original setting.
  • So, would you play?

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