Kronocalypse Design: Miracle of Miracles

There are plenty of Arcane Backgrounds in the Kronocalypse setting, including Magic, Miracles, Weird Science, and Cybernetics. One of our design goals is to give each of those backgrounds its own distinct feel.

To that end we’re creating both mechanical and story differences between the backgrounds, something more than just spell lists. Just as the general premise Kronocalypse is partly inspired by a certain Japanese console RPG, the final inspiration for the Miracles background came from JRPGs. In this case, however, it came from the Final Fantasy series, and in particular Final Fantasy X.

The priests of Kron are summoners.

Final Grel no bg

In the stone age tribal shaman call on great spirits of nature to protect their people. By the iron age this has evolved into a codified religion called the Faith. In Kron, all things have divine spirits or Kami within them. Some places in the world have such strong natural power that great kami dwell there. As the final step of their initiation, all priests of the Faith must seek out one such great kami and prove themselves. If they succeed, they gain the right to summon a fraction of that spirit’s essence to aid them in battle.

In Savage Worlds terms, this means that everybody with the Miracles Arcane Background begins with the summon ally power. We are completely redoing the list of creatures characters can summon. Initially a character can only summon one Novice tier spirit. As they adventure they encounter more, and if they can prove themselves to a great kami, they gain more options for the summon ally spell.

I’ll end this blog post with a sneak peak at one great kami a character might begin knowing how to summon. Let us know what other kinds of summons you’d like to see!

Cairngorm
Cairngorm appears as an animated slab of granite in a vaguely humanoid shape. He values strength, endurance, and above all, patience.
Rank: Novice
Power Points: 3
Era: Medieval
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d8, Vigor d8
Skills: Fighting d6, Notice d6
Pace: 5, Parry: 5, Toughness: 10 (4), Charisma: 0

  • Special Abilities
  • Armor +4: Stone skin
  • Elemental: Elementals suffer no additional damage from called shots, do not suffer from fear effects, and are immune to disease and poison.
  • Slow: Cairngorm has a d4 for his run die.
  • Stone Fist: Str+d6 damage.

 

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