So I'm writing this tabletop roleplaying game called Exilium. The Premise is that you play as runaway wizard-knights in the wake of their institution being sacked and their community being destroyed. Wink Wink, Nudge Nudge, You might have an inspiration in mind that you could use to inform the play of this game.
And right now, in my second formal pass of the game (the Beta, which will be put out, playtested, and revised), one of the pieces of the game I am focusing on is the Clades. Exilium is a FitD game, and here the format of the Crew Sheet is being reworked into Clades. Clades are both a group sheet and categorization tool, helpful because players have it as a tool to 1. Explain why the player characters are sticking together 2. Set out the "kind" of adventures characters will go on 3. Give some variety between campaigns should they choose different Clades.
The Clades themselves (and I have prepared 3 for the Beta) are linked to premises that are chosen and used to arrange the topics and ideas that players might want to explore, though for the first Clade I wrote (The Wayward), I wanted to write a Clade that was almost themeless. I get that not everyone wants to bring a critical lens to play when they play a roleplaying game. Sometimes people just want to throw a spear and use some magic. That's what the Wayward is here for.
I will be posting the other two clades in the near future. If you'd like, I would appreciate feedback! I would love to learn from different experiences in FitD if there are some best practices that I could adhere more strictly to. Of course, I would also like to know if anyone is excited by anything they read. You can also send me asks!
So: The Wayward
On your own, taking passage from space port to space port trying to find simple work in the massive frontier of a huge galaxy. The poor pay little for you to defend them, but they do pay. The powerful pay you well to settle personal scores, but they ask too many questions. Whose pocket will you reach into, and can you pull the coins out fast enough before a hand tries to hold you down?
Experience Trigger
When you leave behind a community that would have taken you in, mark 1 Clade XP. Take a Wayward Clade Advancement after reaching 6 total XP.
Credit Source
When you finish an Act, take 2 Coin if you protected someone. Take +1 Coin if you were being hunted
Wayward Starting Ability
- Runaway Crew: If a player would have 0D when rolling for an action taking place on a spaceship, they take +1D. They may push themselves, take a Drama die, or receive help afterwards.
Wayward Advancement Abilities
- Vagabond: When you make a landing roll, take +1D if the act takes place in rural farmland.
- Simple Appearance: When the members of the clade assemble in their humble robes, anyone who speaks to you assumes you are one of the local common folk.
- Back to the Old Me: The character with the most doubt at the end of an arc clears all stress.
- We’re all we got: When you stand together, abandoned by everyone else in the galaxy, increase your tier whenever you use Teamwork.
Wayward Claims
You always have the first and cannot lose it. Pick two that you have and could easily lose, and two that you do not have but want.
- The Ship
- A Powerful New Friend
- A source of good advice
- Someone with Work
- Someone who wants to help.
- Contact with another Clade.
