ASCENDANCY - Rogue Marshal, draws the players into a world of political intrigue and power plays; psychotic serial killers and obsessed fetish gangs; deranged cults that call forth eldritch nightmares; and mad inventors who create mechanical and chemical abominations. All amid the background of Ashendrya — The Endless City.
Ashendrya is a city so vast that normal citizens are called upon to act as its wardens in time of need; and there is always a need. While industrial cabals wage secret wars that threaten to engulf whole regions of the city, malign cults pray to Shiok, the mad god, and call his influence into the very heart of Ashendrya.
In Ashendrya, celebrity, fame and fashion are proof of success, poisoning the weak of mind to fall into madness; the poor are left to rot in the low regions, without light or hope, or join the nation's fighting forces and march to war.
Ascendancy, a core rule book, provides everything the aspiring game master needs to run a FateStorm game, as well as information on setting, creatures, character development and suggested story arcs.
With 288 pages including;
5 new unique races
a broad bestiary covering the most common creatures, manifesicants, and npcs
more than 100 unique magical weaves
a long list of highly detailed magical artefacts for use in your games
over 40 unique vocations and vocation paths for the Avatars to follow
And a highly detailed dark fantasy setting with npcs, maps, locations and story hooks
Introducing the FateStorm Virtual Reality System
The Art of Evolutionary Roleplay
What makes FateStorm work:
FateStorm uses an innovative wager system to determine reward for risk with the player betting on their success.
FateStorm has a unique duelling system that engages the player in the action, without making the outcome inevitable and all without relying upon random determination generation.
FateStorm accesses Jungian and Campbell archetypes to deliver a rich and nuanced playing experience where the influences of the multiverse infuse the lives of the player’s characters; allowing them access to the very core spiritual building blocks, which they can call upon to aid them or hinder their opponents.
The system is flexible enough to be modified by a GM who wishes to add their own personal touch, is modular enough to engage newbies as well as veteran RPGers and visceral enough to act as a virtual reality rule set.
A set of tools, including; the FateDeck, FateSphere, HeroCycle, Ruling Sign Leylines and Elemental affinity, create a myriad of ways in which to interpret events and use these as story enablers.
Fate favours the brave
From now on it's not up to the GM or the dice to prove a character's worth - it's up to you.
Further information can be found on the FateStorm website, Facebook page or via twitter @FateStormVRS