Ancerra Before

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Playtest Disclaimer THIS IS PLAYTEST MATERIAL. All content within this document is subject to change.

Ancerra Before: The First Supereon introduces Telgaia, a massive supercontinent from the centuries before the Tear that brough Ancerra back into contact with the other planes of existence. Explore Telgaia and discover the living kingdoms that either fall to ruin or manage to endure the many challenges of the ancient world.

Gathandia and its sister continents are quite young, historically speaking. For dozens of centuries before its creation, the land of Ancerra was a single great supercontinent, plus a few surrounding islands and large ice caps. The supercontinent was known as Telgaia.

In the days of Telgaia, Ancerra was still completely encased in powerful demi planar wards set in place by the Avadri. As Ancerra’s solar system drifted through the endless Pale, these wards prevented the vast majority of the Pale’s ravenous eldritch denizens from touching Ancerra. By day, those who looked to the sky could see vast, unbroken stretches of clouds beyond the sun. By night, no stars were visible, and the concept of stars was completely unknown. Rather, these same expanses of clouds would be lit in eerie patterns by the light of Ancerra’s five moons.

Magic

Magic enters into Ancerra in full force when the Tear opens in the demi plane protecting the planet. Prior to the Tear, magic is exceedingly rare and quite limited in its capacity. Arcane, Divine, and Occult magic do not exist before the Tear.

Psionic magic is directly tied to a creature’s Essence, so it exists in this time period. Psions are powerful contributors to society and instrumental in protecting towns and cities from the threat of enormous monsters, so most towns of any notable size have at least one psionic caster.

Primal magic also exists in very small quantities across Telgaia. Points of raw environmental energy, such as volcanoes and the deepest hearts of jungles, have thin barriers between Ancerra and the Everwilds, allowing trace amounts of primal magic to seep through.

Magic Heroes and Creatures

The lack of magic in pre-Tear Ancerra dramatically impacts some classes and talents. The Cleric, Mage, Vessel, and Witch classes from the Core Rulebook are unplayable in this setting. You may play a Zealot, but you do not gain Divine Power. Additionally, Tinkerers and some tracks of the Rogue (such as Guild Affiliate and Conman) are extremely rare in Telgaia during this time period. They would only be found in the rare city-state or national capital large enough to have a robust economy similar to that of a nation in the second Supereon. Most cities are utilitarian, focusing only on a surplus of food and on security, so economically dependent tracks are illogical.

Furthermore, you may not learn the Student of the Arcane, Disciple of the Divine, Initiate of the Occult, or Warden of the Primal talents, even if you would normally learn them through a class talent. If you play an Oracle, for example, you must choose Adept of the Psionic instead of Warden of the Primal.

The Fiendblood lineage is incompatible with this setting as Inferno has no contact with Ancerra. Similarly, Golems are not created until after the Tear, with the exception of Psionic Golems. Undead exist in very rare circumstances, but cannot be created via any form of harnessable resurrection magic; instead, they seem to just be anomalies of nature. You may not select any options from any lineage that would give you access to magic, unless it is Psionic or Primal.

Creatures that use Arcane, Divine, and Occult magic cannot be found on Ancerra during this time period. Creatures that use Primal or Psionic magic are unaffected.

An Age of Titans

Telgaia is home to creatures of enormous proportions. Dinosaurs tower over humanoids, and the dreaded kaijan in turn cast black shadows over these terrible lizards.

The greatest struggle of humanoid creatures in the First Supereon is survival in the face of such enormous predators. The earliest groupings of humanoids were disorganized nomadic groups whose travel patterns followed prey and fled from predators. Eventually, some nomads began making permanent or semipermanent homes below ground. While enormous subterranean caverns came with their own threats, they were generally safer than the surface world. An, the first nation, existed primarily underground.

Many subterranean nations came into contact with technology far beyond anything they could have imagined, including the Remnant lineage. These ancient artifacts are the legacy of the Avadri that created Ancerra in the distant, unknowable past.

Surface-dwelling humanoids eventually found other methods of adapting to the great dangers posed by kaijan and dinosaurs. It became known that dinosaurs are vulnerable to psychic energy; psionic casters, therefore, rigorously trained to ward off dinosaurs from their settlements. Other psions went farther, learning to briefly control and domesticate dinosaurs and incorporate them into their societies. Psionic sentinels and dino wranglers both enabled their societies to set permanent roots and offered them the means to resist the terrors of the kaijan.

Economy

Telgaia operates with a different economic reality than later settings on Ancerra.

Academic and Underworld

In a civilization’s early history, the primary concern of its populace is developing a surplus of food and maintaining adequate shelter. Academic and criminal endeavors are usually simple and disorganized. Most of these nations’ entries do not mention academic or underworld occupational spheres. Unless otherwise noted, it is safe to assume that these nations have very basic academic institutions that teach standardized writing practices and basic mathematics. Such institutions will primarily be hobbies among the wealthy. Likewise, you can safely assume that a nation’s criminal element does not extend beyond petty thievery unless it is otherwise noted.

Economy Notes

Early Supereon 1 deals mostly with trade and varies greatly based on supply and demand.  Eventually, as societies form, common weights and volumes are established via Elderwind Tree seeds. These measurements persist throughout Supereons 1-4, even though seeds as a currency has mostly been depreciated.

The Elderwind tree is hearty in nearly all environments and its seeds are almost perfectly identical regardless of its age or environment. A seed (Colloquallity 1es or 1 seed) weighs 1 gram and displaces water by exactly 1ml. Thus, units of measurement of weight are 1es to 1 gram and 1Kes to 1 kg and 1d/1 drop to 1 milliliter and 1Kd to 1 liter. Using these measurements may increase immersion for your players, but don’t feel the need to add extra bookkeeping if that’s not something your table loves!

Elderwind Trees can be found as decoration in most places of lending or exchange. Amber is a pellet-sized, orange, semi-translucent piece of hardened resin made from the resin exuded from the Elderwind Tree, which produces a set amount of resin that takes a uniform amount of time to petrify. This petrification process takes about a year. Once petrified, amber can withstand an incredible amount of heat and pressure, making counterfeiting surprisingly difficult but not impossible. They weigh about the same as a grain of rice.

The depreciation from Amber relative to Silver is 10x in early SE2. The conversion chart for SE1 is simply:

Unit a sc
Amber (a) 1 1/10
Silver Coin (sc) 10 1

So if you use a BOP from the CRB, and it directs you to gain 2d10 sc, instead gain 2d10x10 a!

Shopping and Trading in Supereon One

In the first Supereon, trade and barter are always going to fetch better deals than trading in amber. The general formula for pricing goods with amber is:

Simple goods or trade goods

(SE2 Silver Coin Cost of good) * (1.1) * (10) = Amber Cost of Good

Goods that require specialized labor

(SE2 Silver Coin Cost of Good) * (1.35) * (10) = Amber Cost of Good

Goods that require some metal

(SE2 Silver Coin Cost of Good) * (1.5) * (10) = Amber Cost of Good

Weapons, Armor, and Shields that are mostly metal

(SE2 Silver Coin Cost of Good) * (2.5) * (10) = Amber Cost of Good

Incomes are adjusted in Supereon One to reflect less income inequality and less aristocratic hold over economies. Generally, people would have more goods than Amber, and you can assume an individual would have about 5-25% of their annual Amber income on hand and available for trade.

Remember that these are meant to be guidelines, and your table may not enjoy crunchy economic bookkeeping. Do not slow down your table’s gameplay with calculations unless you are into that kind of immersion.

SE2 Value SE1 Value
Average Income 1400 sc 10,000 a
Average Skilled Income 3000 sc 20,000 a
Aristocratic Income 100,000 sc 80,000 a
Peasant 800 sc 9000 a
Master/Artisan 7650 sc 60,000 a

Equipment

It is recommended to use the following equipment tables when playing in the first Supereon. These tables reflect certain weapons and armor not being fully developed yet. These weapons might also be made of bone, stone, or bronze, but are very unlikely to be made of iron unless you are playing in the very late years of the first Supereon. Consult the table below to modify your weapon accordingly.

Weapon Type Bone Bronze Iron Stone
Axes -1 to attacks and damage. Breaks on a crit fail. 1/5 the market cost. Is damaged on a crit fail. As written in the CRB Breaks on a crit fail. 1/4 the market cost.
Blades (Small) -1 to attacks and damage. Breaks on a crit fail. 1/5 the market cost. Is damaged on a crit fail. As written in the CRB Breaks on a crit fail. 1/4 the market cost.
Blades (Large) -1 to attacks and damage. Breaks on a crit fail. 1/5 the market cost. Is damaged on a crit fail. As written in the CRB Breaks on a crit fail. 1/4 the market cost.
Bludgeons -1 to attacks and damage. Breaks on a crit fail. 1/5 the market cost. As written in the CRB As written in the CRB As written in the CRB
Polearms As written in the CRB As written in the CRB As written in the CRB As written in the CRB

Damaged Weapons: When you crit fail with a bronze axe or blade, it becomes "damaged." A damaged weapon gains the stats of an improvised bludgeon if it is an axe or large blade, and the stats of an improvised small blade if it is a small blade. If you crit fail with a damaged weapon, it breaks. You may make an INT check to repair your damaged weapon when Recouping or Taking a Rest. The DC is 8 + the damage die's maximum roll. On a success, you repair the weapon. On a fail, the weapon is not repaired and you cannot attempt to repair it again until the next time you Recoup or Take a Rest.

Below is a list of many weapons you might want to use on your quests. All weapon costs are in amber (a) and are not modified (this is the cost you would pay for a bronze or iron weapon).

Axes

Weapon Damage Attr. APC Range Tags cost
Battle Axe 1d8 sharp STR 5-STR, min 3 Melee Hand-and-a-Half (1d10) 875
Greataxe 2d8 sharp STR 8-STR, min 4 Melee Two-Handed, Unwieldy 1500
Handaxe 1d6 sharp STR 3-STR, min 2 Melee One-Handed, Light 500
Hatchet 1d4 sharp STR 2 Thrown 20 ft One-Handed 375
Throwing Axe 1d4 sharp STR 2 Thrown 30 ft One-Handed, Light 500
War Axe 1d8 sharp STR 5-STR, min 3 Melee Hand-and-a-Half (reduce APCby 1, min 2) 1000
Wood Splitter 1d8 sharp STR 3 Melee Two-Handed 250

Blades (Small)

Weapon Damage Attr. APC Range Tags cost
Improvised Small Blade 1d4 sharp DEX 3 Melee One-Handed, Light,

Concealed

-
Dagger 1d4 sharp DEX 2 Thrown 20 ft One-Handed, Light, Concealed 250
Dirk 1d4 sharp STR 2 Melee One-Handed, Light,Concealed 300
Knife 1d4 sharp INT 2 Thrown 20 ft One-Handed, Light,Concealed 150
Kunai 1d2 sharp DEX 2 Thrown 40 ft One-Handed, Light, Concealed, Special 450
Scimitar 1d6 sharp DEX 2 Melee One-Handed, Light 750
Shortsword 1d6 sharp STR 2 Melee One-Handed, Light 750

Kunai

You can tie your kunai to a cord; if you do, it loses its Thrown property but gains base reach 15 ft.

Blades (Large)

Weapon Damage Attr. APC Range Tags cost
Improvised Large Blade 1d8 sharp STR 4-STR, min 3 Melee Two-Handed -
Bastard Sword 1d8 sharp STR 4-STR, min 3 Melee Hand-and-a-Half (reduce APC by 1, min 2) 1125
Broadsword 1d10 sharp STR 5-STR, min 2 Melee Two-Handed 1000
Claymore 1d12 sharp STR 6-STR, min 3 Melee Two-Handed, Unwieldy 1875
Greatsword 2d6 sharp STR 8-STR, min 3 Melee Two-Handed, Unwieldy 2000
Katana 1d8 sharp DEX 5-DEX, min 3 Melee Hand-and-a-Half (1d10) 3000
Khopesh 1d6 sharp STR 3-STR, min 2 Melee One-Handed 1625
Longsword 1d8 sharp STR 5-STR, min 2 Melee Hand-and-a-Half (1d10) 1250

Bludgeons

Weapon Damage Attr. APC Range Tags cost
Unarmed 1+STR blunt STR 2 Melee One-Handed, Light -
Improvised Bludgeon 1d6 blunt STR 5-STR, min 3 Melee Hand-and-a-Half (1d8) -
Baton 1d4 blunt STR 2 Melee One-Handed, Light 250
Brass Knuckles - - - Melee One-Handed, Light, Concealed, Special 250
Cestus 1d4 blunt STR 2 Melee One-Handed, Light, Special 375
Club 1d6 blunt STR 3 Melee One-Handed 50
Flail 1d12 blunt STR 6-STR, min 3 Melee Two-Handed 875
Hammer 1d6 blunt STR 4-STR, min 2 Melee One-Handed 75
Mace 1d6 blunt STR 4-STR, min 2 Melee Hand-and-a-Half (1d8) 625
Maul 2d6 blunt STR 6-STR, min 3 Melee Two-Handed, Unwieldy 1250
Morningstar 1d8 physical STR 5-STR, min 3 Melee Hand-and-a-Half (reduce APC by 1, min 2) 1000
Nunchucks 1d4 blunt COR 12-COR, min 2 Melee One-Handed, Light 750
Quarterstaff 1d4 blunt DEX 3 Melee Hand-and-a-Half (reduce APC by 1, min 2) 125
Tetsubo 1d8 blunt STR 4-STR, min 2 Melee One-Handed 1250
Tonfa 1d4 blunt DEX 2 Melee One-Handed, Light 125
Warhammer 1d10 blunt STR 6-STR, min 3 Melee Hand-and-a-Half (1d12),Unwieldy 875

Brass Knuckles

Increase your unarmed damage die size by 1. (E.g., if your unarmed damage deals 1d6, it now deals 1d8.) This cannot exceed 1d12. If you did not have an unarmed damage die, it becomes 1d4.

Cestus

While wearing a cestus, gain +1 AR.

Polearms

Weapon Damage Attr. APC Range Tags cost
Glaive 1d8 physical STR 6-STR, min 2 Reach 10 ft Two-Handed 1375
Glaive Guisarme 1d8 sharp STR 5-STR, min 3 Reach 10 ft Two-Handed, Special 1625
Javelin 1d6 sharp STR 2 Thrown 60 ft One-Handed, Light 375
Lance 1d12 sharp STR 6-STR, min 4 Reach 10 ft Two-Handed, Unwieldy,Special 625
Pike 1d6 physical STR 3 Reach 15 ft Two-Handed 875
Spear 1d6 physical STR 3 Thrown 20 ft Hand-and-a-Half (reduce APCby 1, min 2) 250

Glaive Guisarme

When you make an attack against a mounted target, you may spend 2 additional AP to also make a separate attack against the creature’s FORT. On a hit, then the target is dismounted and falls Prone.

Lance

A lance is a two-handed weapon; however, if you are riding a mount, then a lance is a one-handed weapon.

Ranged

Note: In the early days of the first Supereon, bows did not exist. Depending on what time period you are playing in, consider restricting bows. In order from earliest to latest invention, heroes might access the shortbow, recurve bow, longbow, then standing longbow.

Weapon Damage Attr. APC Range Tags cost
Improvised Thrown 1d4 blunt STR 3 Thrown 20 ft One-Handed -
Blowgun 1d4 sharp DEX 2 Ranged 120 ft Two-Handed, Light, Concealed, Ammunition 250
Dart 1d2 sharp DEX 2 Ranged 60 ft One-Handed, Light, Concealed 125
Longbow 1d10 sharp DEX 6-STR, min 2 Ranged 900 ft Two-Handed, Ammunition 2250
Recurve Bow 1d6 sharp DEX 2 Ranged 200 ft Two-Handed, Ammunition 3000
Shortbow 1d4 sharp DEX 2 Ranged 200 ft Two-Handed, Ammunition 1250
Sling 1d4 blunt DEX 2 Ranged 120 ft One-Handed, Light, Concealed, Ammunition 125
Standing Longbow 1d12 sharp DEX 8-STR, min 3 Ranged 1000 ft Two-Handed, Ammunition, Unwieldy 3000
War Sling 1d6 blunt DEX 2 Ranged 200 ft One-Handed, Light, Ammunition 250

Miscellaneous

Weapon Damage Attr. APC Range Tags cost
Boomerang 1d6 blunt DEX 2 Thrown 60 ft One-Handed, Special 375
Cat-o-Nines 3d2 sharp DEX 6-DEX, min 3 Melee One-Handed, Special 1000
Net - DEX 4-STR, min 3 Ranged 10 ft Two-Handed, Special 625
Pickaxe 1d8 physical STR 5-STR, min 3 Melee Hand-and-a-Half (1d10) 375
Trident 1d6 sharp DEX 4-DEX, min 2 Thrown 20 ft Hand-and-a-Half (1d8) 1250
Whip 1d4 sharp DEX 5-DEX, min 2 Reach 10 ft One-Handed, Light, Special 625

Boomerang

When you throw a boomerang, it comes back to you at the start of your next turn unless it is knocked to the ground or physically blocked. If it hits an enemy, it still comes back to you.

Cat-O-Nines

If you crit with a Cat-o-Nines, inflict Bleeding (1d4) on the target creature.

Net

On a hit, the target takes no damage, but is Restrained (escape DC 15). Nets have 15 HP.

Whip

When you attack with your whip, if you hit you can spend 2 additional AP to make a second attack against a target's REF: on a hit, if the target is Larger or smaller, it falls prone.

Light Armor

Armor AR REF FOR ANT LOG WILL STR min DEX max Speed Resist Cost
Cuirass (Leather) 12 +1 +1 - - - - - - Blunt 2 2500
Gambeson 10 +1 +1 - - - - - - Cold 1, Blunt 1 300
Hide 11 - +1 - - - - - - Cold 3 625
Leather 11 +1 - - - - - - - Blunt 1 425

Medium Armor

Armor AR REF FOR ANT LOG WILL STR min DEX max Speed Resist Cost
Breastplate (bronze)* 13 - - - - - 2 8 - Sharp 3 8750
Brigandine 12 - - - - - - - - Sharp 2 1000
Cuirass (bronze)* 12 +1 +1 - - - 1 - - Sharp 2 12,500
Half Plate (bronze)* 14 - - - - - 2 8 -5 ft Sharp 3 20,000
Leather-and-Bronze* 13 +1 +1 +1 - - - - - Sharp 2 5000

Bronze: Bronze armor is softer than iron armor. It existed long before iron armor and is much more common than iron armor even when iron armor is developed late in the first Supereon. When wearing bronze armor, if another creature crits against you with physical damage, your AR goes down by 1. If this would reduce your AR to 10, then your armor is destroyed beyond repair. You may make an INT check to repair your damaged armor when Taking a Rest. The DC is the armor's normal AR. On a success, your AR goes back up by 1, unless this would cause it to exceed its normal AR. On a fail, the armor is not repaired and you cannot attempt to repair it again until the next time you Take a Rest.

Heavy Armor

Armor AR REF FOR ANT LOG WILL STR min DEX max Speed Resist Cost
Banded Mail (bronze)* 14 -1 - - - - 2 8 -5 ft Physical 3 1125
Bronze Plate (Field)* 15 -1 - - - - 3 6 -5 ft Physical 3 30,000
Bronze Plate (Full)* 15 -2 - +1 +1 +3 4 4 -10 ft Physical 3 37,500

Shields

Armor AR REF FOR ANT LOG WILL STR min DEX max Speed Resist Cost
Buckler - +2 - +2 - - - - - Physical 1 250
Heater Shield +1 +1 - +1 - - - - - Physical 2 1250
Kite Shield +2 +1 +1 +1 - - - - - Physical 2 1500
Tower Shield* - - - - - - 3 10 -5 ft - 2500

Technology Levels

Throughout broad strokes of Telgaia’s history, the technology level of most nations was roughly comparable to that of real-world Ancient Greece or Babylonia. Humanoids quickly figured out how to build large buildings and monuments, and iron weapons were far less common than bronze ones due to the latter metal’s abundance and pliability.

If you are playing in early history, consider making technology even more primitive: agricultural canals might be revolutionary. Conversely, if you are playing just a few years before the Tear, then feats of engineering such as cross-national aqueducts may be more commonplace.

Forward Compatible Lineages: The lineages introduced in this setting still exist in future settings. However, Kosavran and Dwellvur are much less common, and the elf and dwarf sublineages are disproportionately small compared to their other sublineages.

Forward Compatible BOPs: The BOPs introduced in this setting are mostly forward-compatible. The Augur and Godking are specific to this setting, unless your MC makes an exception.

Forward Compatible Class Tracks. Your MC may allow these tracks in other settings. Be aware that some of these talents are specifically designed to interact with dinosaurs. Others are intended to counteract creatures that have DT or are dramatically larger in scale than you might encounter in other supereons, so not all talents will be particularly relevant in other settings.

Ancerra Before: Supereon 1 Setting
Telgaian Nations AhtenBalthuaniAhtenBetaalBrazodirCebuniaDoshairielEkuladFjordenhavenGavareGilgalonKendariaLachonetMitsutorMusatalNalatheshNevnaPrenedoniaShomachyrSkavrTekolaUnjaarnYodvanZakache
Setting TelgaiaTimelineCreatures
BOPs BackgroundsAugurChefGodkingForagerShepherdStable Sweep
Lineages DwellvurKosavranMerfolkRiver DwarfCoast Elf
Class Options Honor Guard ZealotDinosaur Hunter WarriorKaijan Slayer RogueDinosaur Wrangler RangerChampion PugilistDragonspeaker OracleNature's Fury Berzerker