Archive for the ‘Terminus Est’ category

Multiple Participants
If multiple participants invest effort against one, the system only changes slightly. All players roll as normal. The defender only rolls one die though, not one per assailant. If one character wins against the defender, the defender loses Self as normal. If multiple characters win against the defender, the defender loses one additional point [...]

Action, Drama and Resolution

September 28th, 2009

In Terminus Est, any challenge worth resolving is resolved with a single core mechanic. It bears mention, if the game is better served without dice resolution, narrate. A better story should always be the ultimate goal. The dice just add some tension and strategy to the war for the Apocalypse.
Terminology
Here, we’ll address some basic game [...]

Character Advancement

September 28th, 2009

As play progresses, characters gain Development Points their players can spend to advance the character’s talents. At the end of a game session, the GM awards between one and four Development Points. These awards are discussed amongst the players.
These points are rewarded for:
1) Automatic point.
2) Heroism. The character put herself in direct harm for the [...]

Character Creation

September 28th, 2009

This chapter addresses how to build a Chevalier, step by step.
Quick Reference
Step One: Define your character’s basic concept.
Step Two: Determine your character’s Horseman.
Step Three: Determine your four Traits. You get ten to spend on these. All must have at least one point, none can have more than four.
Step Four: Define your four starting Skills.
Step Five: [...]

The Seals

September 27th, 2009

Chevaliers and Nightmares both wield frightening powers. These are collectively called Seals. Ultimately, they are the biggest points of division between the various Horsemen. There are eight basic Seals that are specific to the various factions. There are two other, universal Seals. These are the Seals of Destiny and Persistence, any touched by the power [...]

The Nightmares

September 18th, 2009

The Nightmares are the result of the Terminus Event. When the world broke open, they charged through, changing the face of the world in their wake. Like their Chevalier counterparts, they wield fierce powers called Seals. Unlike the Chevaliers, the Nightmares are largely inhuman. While some can pass for human, they can’t pass intense scrutiny.
It’s [...]

Character Types

September 13th, 2009

Characters in Terminus Est come in four varieties, determined by his or her affinity to one of the Horsemen. They’re typically called Cavaliers, a direct answer to the Nightmares. These types parallel the four types of Nightmares. During the Terminus Event, some humans developed these affinities. In the past year since the Event, there have [...]

Character Traits: Redux

September 13th, 2009

After a bit of input and consideration, I’m looking at what I want the traits to represent. This isn’t supposed to be a game that represents a huge chunk of fiction, it’s rather narrow and tight in focus.
Terminus Est represents tension and struggle, with a touch of the divine. The traits reflect this. They reflect [...]

Character Traits

September 11th, 2009

Now, to better refine the core mechanic, I will start in on character traits.
Every character will have four basic traits, which are highly abstracted for sake of ease:
1: Body – All things physical.
2: Reason – All things mental, creative and clever.
3: Soul – All things personality, charisma and force of will.
4: Divinity – What separates [...]

Talkin’ Bout My Core Mechanic

September 9th, 2009

I want to start the specific design of this game with a core mechanic. If you’ve read my design document, you’ll know that I intend on using a four-sided die as the core of the system. There are some challenges in such a thing, so I’m going to explore these publicly and solicit thoughts.
Pros:
1) Consistency. [...]