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Alloy of Law RPG Fan-Supplement - Adventures in the New

World

Frames aka Oxinabox

June 29, 2012

Version 0.2.2

Part I
Introduction and Setting Information

Chapter 1
History

1.1 Key Historic Figures


There are some gures that crop up in modern legend.

1.1.1

5 Statues

The 5 Statues in the center of Elendel:

The Lord Mistborn:

During the last days of the Final-Empire, a Tin-Eye known as Spook.

The only survivor of Kelsier's Crew, not to vanish to obscurity.


After the Battle for Scadrial, Harmony rewarded him with a nuggets of Larasium. (Though as a rm
Survivorist, he attributes this to Kelsier.)
At the dawn of the new world he became the only Mistborn.
He went on to become the leader of the Assembly and ruled for almost 75 years.
The majority of all Allomancers in the New World can trace their ancestry to him.

The Survivor:

Kelsier, the Survivor of Hathsin. The man behind the Fall. More than a man now, or so

the Survivorist believe.


Orchestrated the Fall of the Final Empire. Died to Iron-Eyes and returned again to lead his people in
rebellion.
Some say he watches over his people still, (and they might just be right).

The Ascendant Warrior.

Vin, the Heir to the Survivor. A prominent part of the religion of the Sur-

vivorists, whether she likes it or not.


Hero to many the days following the Fall.
Some legends say she killed IronEyes herself.
Was married to the Lawbringer.

The Lawbringer

Known in the nal empire as Eland.

It is told that he ruled the land and established law in the days following the fall.
His laws are the basis for Elendel's today.
Was married to the Ascendant Warrior.

The Last Emperor

Known in the Final Empire as the Lord Ruler, though that is not remembered today.

Almost all that is know of him today, is that he has a statue with the other 4.

1.1.2

Other Figures of Religion and Legend

IronEyes:

The Steel Inquisitors. They have all been grouped as one as the avatar of Death.

IronEyes mushed in the with the Lord Ruler. (See Sliverism)


Marsh, the only surviving Inquisitor walks the world today, serving Harmony (though no one knows this).

Chapter 2
Locations

2.1 Elendel Basin

Chapter 3
Religion

Savivorism: 50%
Pathanism: 25%
Sliverism:

10%

Others:

15%

Part II
The Alloy of Law Adventure Game

Chapter 1
Game Terms
The New World

The world of Scadrial, as it exists during the time period for roughly 500 years, following

the Battle for Scadrial. This is the world and time in which the Alloy of Law novel takes place. Note: In
character the people of the New World don't really have a name for their country, and even the term The
New World is seldom (if ever) used. This term is mostly for the convince of the players.

Chapter 2
Building Your Hero

2.1 Dene Your Strengths


2.1.1

Powers (new options)

Strong
Compounding Twinborn :

Your character is Twinborn for the

same metal.

This means he or she can

Compound (see 2.1 on page 19) He or she has a Feruchemy rating of 3 and a Allomancy rating of 4 in
the same metal.

Koloss-Blooded Misting:
Koloss-Blooded Ferring:
Koloss-Blooded Twinborn:

(Not Compounding Twinborn)

Average
Twinborn :

Your character is both a Ferring and a Misting. He or she has a Feruchemy rating of 3 in

one metal, and a Allomancy rating of 4 in a dierent metal. (Note: for a normal Twinborn these must
be dierent Metals, if they are the same, you are a a Compounding Twinborn. see below)

Ferring:

Your character can store and magnify any number of personal qualities.

He or she has a

Feruchemy rating of 4 in one metal, and may use Feruchemical metalminds of this type (see page 275
of Core).

Koloss-Blooded:

You character is a half-caste, descended from both human, and (the now true breeding)

Koloss stock. Stronger, tougher, stronger and quicker to heal, than any normal man. Your slightly
blue-tinted skin, makes clear your ancestry to those who notice. (see 1.2.2)

2.1.2

Powers (removed options)

The following options no longer exists as normal character options in the New World. Your Narrator may
allow you to play one (if you have a good enough story).

Strong
Mistborn :

It is a well documented fact that there have been no more Mistborn, other than the Lord

Mistborn himself (died ~ NE 75). It is theorized that the blood has become to thin (there are allot
more Misting now, though that may be the result of easier snapping,and more known metals). That
is not to say the blood could not become more concentrated though luck or intention of breeding...

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Keeper:

There are no more Keepers, their task is now done. With the Words of Founding humanity

has been restored the knowledge it lost during the Lord Ruler's reign. Moreover there are no known
full spectrum Feruchemists, like Mistborn it is theorized the blood has become too thin. That is not
to say there could not be some hiding away in a Terris community...

Average
Kandra :

The Kandra no longer server the Contract. They now serve Harmony as the Faceless Immor-

tals. (Note: In-Character, few know what a Kandra is, and most believe that the Faceless Immortals
to be a Pathian myth. It is unlikely that anyone has made the connection.)

2.2 Props:
In the New World, manufacturing and industry are much better o than under the lord rulers reign. Because
of this, people have more stu.
A soldier doesn't just a carry one weapon, he carries 2 or even 3. (eg two revolvers, and a rie).
A characters maximum numbers of Props is equal to their Resources plus 1.

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Chapter 3
Equipment

Remember, diculty is the diculty on the roll to acquire using Resources.


Being in the Roughs provides one negitive circumstance.
Being in the City of Elandrel itself is not one, but 2 positive circumstances.

3.1 Firearms
The prevalence of rearms in the new world, is possibly the most notable change.
The stats below are for rearms in the New World (later time periods would have dierent stats)
Prop Cost

Firearm

Diculty

Damage

Clip

Derringer

+1

Touch/Close

Revolver

+2

Striking/Medium

Heavy Handgun

+3

Striking/Medium

Shotgun

+4

Close/Medium

Rie

+3

Close/Long

Repeating Rie

+3

Close/Long

N/A

Crank Operated Gatling Gun

+5

N/A

Close/Medium

3.1.1

Min/Max Range

Reloading

Most rearms need to be reload. When a number of shots have been red equal to a clip,
a Beat must be spent reloading.

3.1.2

Ammunition

Other than in exceptional circumstances it can be assumed that a character always has ammunition for there
gun. Unless it is story relevant, a character will always be able to reload. That said in a long gun ght, that
the characters were not expecting (and so didn't stock up on ammo), they might, at the narrators discretion
notice they are down to there last clip.

Aluminum Rounds
Aluminum Rounds may be purchased specially for all guns.

If the characters have the ability to replace

them they may be taken as props. They are Diculty 3 to nd.

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3.2 Explosives
Prop Cost

Explosive

Diculty

Damage

Radius

3 small sticks of dynamite

+4

Striking

large stick of dynamite

+4

Close

3.3 Other
Prop Cost

Explosive

Diculty

Damage

Radius

3 small sticks of dynamite

+4

Striking

large stick of dynamite

+4

Close

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Chapter 4
Improving Heroes

4.1 Spending Advancements (new options)


Improvement

ADVANCEMENTS
Cost Description

Become a Twinborn

To become a Twinborn (or Compounding Twinborn) you


must purchase appropriate Become a Ferring and Snap
into a Misting

Become a Ferring

10

Become a Ferring

15

(Characters without Feruchemical powers only), become a


Ferring with Feruchemy rating of 3 in one metal.

(such that you are a

(Characters without Feruchemical powers, and with


matching Allomantic Power already, only),

Compounding Twinborn)

become a Ferring (and thus a Compounding Twinborn)


with Feruchemy rating of 3 in one metal (and maintaining
your existing Allomancy rating in the same).

Become a Misting

(such that you are a


Compounding Twinborn)

15

(Characters without Allomantic powers, and with


matching Feruchemical Power already, only),
become a Misting (and thus a Compounding Twinborn)
with Allomancy rating of 4 in one metal (and maintaining
your existing Feruchemy rating in the same).

4.2 Relaxed Restrictions of Spending Advancements


Due to the Mixing of bloodlines. Most advancements are no longer restricted by race. Indeed there are no
longer 3 races of humanity (Noble, Skaa and Terris) While the new noble houses do have higher amounts of
Mistings, there are plenty of Mistings who are the Common folk.
To have Feruchemy (either as a Ferring or or Twinborn) you must have Terris blood somewhere in your
ancestry..

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Part III
More than any Man

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(including Treatise Metallurgic updates)

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Chapter 1
Koloss

The Koloss, are not what they used to be. In someways they are more, and they are less. They are more
human, but weaker. They live longer, but grow less.
In the new world, Koloss are no longer hemalurgic creations, they are a true breeding race. More so over
they can interbreed with humans.

1.1 Dierences from Final Empire Koloss


1.1.1

Summery:

Skin is the correct size, though out their lives.

Do not grow beyond 10 ft (and so do not die of heart-failure)

Not vulnerable to Control by Emotional Allomancy (may still be aected by it as normal)

Heal faster

Growth

Koloss infants are the same size as human infants, though they do grow faster. A Koloss reaches

the development of a 5 year old child at 2 years, and are considered an adult by the tribe at 12. Prior to
this age, no adult Koloss will harm them.
They continue growing through out there whole lives, though not at the rate H

1.2 Stats
The stats below apply of the normal stats for a human.

1.2.1

Full Koloss

Traits: (Almost All Koloss)

Berserker Rage; Fearless; Flat Aectation; Dim-Witted.

Trait: (Common for older - more powerful Koloss)


Powers (Other):

Tough; Terrifying,

More than Human: Koloss are not human thus are not subject to the normal restriction

of having there Health Resilience 6 or less. As they continue growing Koloss become tougher and tougher.
Koloss may increase their Health resilience up to 9.

human Strength: add 4 dice with rolls involving physical strength.


Inhuman Recuperation: Koloss shrug o wounds that a man would nurse for weeks in a mere days. They
may not fully heal from them, but they quickly reach the point where they can push through the pain.

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Koloss may downgrade Grave Physical Burdens to Serious or completely recover from Serious Physical
Burdens during a Short Breather (They may take no other action during the breather). Koloss may completely recover from Grave Physical Burdens in a Long Breather (They may take no other action during the
breather)..

1.2.2

Koloss Blooded

Powers (Other):

More than Just Human: Koloss Blooded may increase their Health resilience up to 8.
Beyond human Strength: add 2 dice with rolls involving physical strength.
Beyond human Recuperation: Koloss Blooded may completely recover from Serious Physical Burdens

during a Short Breather (They may take no other action during the breather).

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Chapter 2
Twinborn

2.1 Compounding
2.1.1

Compounding, Tapping and Burning

Compound burn-tapping (Burning Feruchemicaly)

The action of Burning a metalmind to unlock

the Feruchemical Charges stored within,


is not truly the same action as burning the metal (though it is referred to as Burning the Metalmind).
Compounders described it as something akin to both burning and tapping at the same time.
Though out this section this is what is normally being referred to.

Burning Allomanticaly

It is possible to simply normally burn the metal that the metal mind is made

of and get the normal Allomantic Eect.


For simplicity, it is assumed the Feruchemical Capacity is equal to the number of Allomantic Charges,
For each Allomantic charge burnt the Feruchemical Capacity is reduced equally.

If this reduces the

capacity below the number of number of Feruchemical charges, then the excess charges disappear (without
eect).

Tapping Feruchemicaly

It is also possible to Tap the metal you have ingested (though there basically no

reason to), it Taps as normal, leaving empty Feruchemical Capacity. You can also store in ingested charges
normally.

2.1.2

Using Compounding

Summery:
In summery:

Charges:

A metalmind has Allomantic Charges equal the number of Feruchemical Charges initially

stored in it

Burn Rate:

1 Allomantic Charge per Short Beat (

sec).

Yields your Allomancy Rating Free

Feruchemical Charges per round.

Flare Rate:

10 Allomantic Charges per Short Beat (

sec)

Burning a Charged Metalmind


All charged metalminds burn at 1 Allomantic Charge per Short Beat (

6sec).

While burning:
each round you may spend (Tap) an number of Free Feruchemical charges equal to your Allomancy
Rating.

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This Tapping happens basically as normal, and maybe combines with Tapping from your (regular) metalminds. As normal you may tap individually for the usual bonus, tap in groups of 5 for a nudge and the
rest.
Spending these Free charges still counts towards your limit of tapping no more that

10your

Feruchemy

rating per roll.


If by the beginning of your next Beat Free Charges still remain unspent, they disappear. (Though if you
are still burning, you have a new set of Free Charges to spend anyway).

Flaring a Charged Metalmind


all charged metalminds are at 10 Allomantic Charges per Short Beat (

sec)

Flaring a charged metalmind has the same eect as burning a charged metalmind except that as usual
you treat your Allomancy rating as one higher than it actually is.

2.1.3

Sub-dividing a Metalmind for use for compounding

It is quiet likely that a a metalmind will need to be cut or ground down for purposes of consuming.

Method
For simplicities sake, the following mechanic applies: assuming appropriate cutting tools:
Determine the number of charges you want the metalmind portion to have and Test Wits 2 (you may
get someone else to do this for you).

If the character succeed then the character end up with the metalmind portion contains the charge
you wanted.

If the character fail the resulting metal portion (not the larger metal mind) is had no usable Charges
(though as below,they are still removed from the larger mind).

Whether the character succeed or fail the original metalminds Charges (and total capacity) is reduced
by the amount you wanted in the metalmind portion.

Possible Complication (from failing badly) include greater loss of capacity (and potentially charges too).
Possible use of Nudges include reducing the amount of total capacity lost, while keeping the Charge the
same (i.e the metalmind portion has a higher amount of charge than normal for a piece of metal this size).

Repair/Restoration of Metalmind Props during Long Breathers


It is assumed that during long breathers your subdivided metalmind Props are repaired/restored to there
original capacity. Though the change in there current charge remains. This included repairing capacity of
Metalminds used for Compound-Storing during a long breather. (see 2.1.4)

2.1.4

Compound-Storing - Storing into a metalmind using Compounding.

Compound Storing
You may transfer the charges you get by compounding into a (suitable) metalmind.
This particular use is call Compound-Storing, and is give Compounders their ability to tap (gently)
almost constantly. It allows the spreading out of the the multiplied short-lasting charge from burning over
time.
This is down using a very slow burn

2 , at the rate you can store it.

While Compound-Storing you may not Compound normally, nor may you Store normally.
Though Compound-Storing you may store:

1 When

not story relevant the Narrator may let the player simply assume this succeeds (this will always be the case during

Long Breathers, and normally Short Breathers as well (see 2.1.4))

2 OOC:

don't think about the mechnics for this - there is no actual slow burn mechanic in the RPG system.

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half your Allomancy rating times your Feruchemy rating (round down) each hour.
Up to the capacity of the metal mind being lled.


i.e

1
AF
2


Feruchemical charges per hour.

(where

and

are your respective Allomancy and

Feruchemy ratings)
It is suggested you write this gure down somewhere.
Doing so you Burn a number of (Allomantic) charges equal to your Feruchemy rating.
(This is because, as with converting with a Nicrosilmind, transferring is a lossy process)

Compound Storing During Breathers


During breaths you may use Compound-Storing instead of normal storing to recharge your metalminds.
It is simply the normal during breather store rate multiples by half your hourly Compounding Store-Rate


(round down). Ie

1
AF
2

Short Breathers:

You may recharge a total of

10

1
AF
2


charges.

At the end of your Short Breather, the capacity

of the metalmind you subdivided and burnt remains at its lowered state.

Long Breathers:


1
You may recharge a total of 30
AF
2


charges.

At the end of your Long Breather, the capacity

of the (Prop) metalmind you subdivided is assumed to have been restored, Though the charges are still
expended (no doubt replaced may times over into a dierent metalmind).

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Chapter 3
The Metals

3.1 Gold
Clarication about how tapping gold for health stacks with itself
While Tapped (individually) Gold gives you temporary hit points lasting 1 hour, if you tap again with in
that hour it doesn't give you more, you simply have the Higher of the two value. If you Tap for equal to or
more the second time than the rst it also refreshes the amount of time til the temp health disappears to an
hour (from the second tapping).
Tapping more (individually) in the hour does still count toward the Tap more than 5 in an hour to start
healing 1 hit point per minute).

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Part IV
Always Another Secret

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Appendix A
FAQ:

A.1 Why is it mechanically impossible for a Compounding Twinborn to constantly Burn charged metal minds?
In the books Compounders are seen burning there metalminds round the clock.
It is impossible in this system because:
The Storing mechanic, and Tapping mechanic work a little dierently in the RPG than in the books.
In the RPG they are asymmetric.
It takes an hour to store what is tapped in an instant.
This makes some sense, because when storing your spreading out the loss to your attributes over an hour.
Though mechanically you are basically taking full penalty for the loss for every instant of the hour.
Balancing this is the storing you can do in breathers.
Storing is done over the course of an hour, where as Tapping is done in the course of a instant.
If we assume an instant is 1 second then there are 3600 instants, the hour you spend storing.
So you would need to Tap 3600 charges (Tap, not burn since burning increases the power of a Feruchemical
charge (multiplying it by your Allomancy rating to get the eective number of charges).
Even a Maximum power Compounder (Allomancy 10, Feruchemy 10), using the Compound-Storing
mechanics of Compounders, can only store 50 charges in an hour.
Had you been able to store at the same rate you can tap (that is as amount per instant), Even a
Compounder Multiplier (aka Allomancy rating) of 4 is enough to ensure you are Storing as more than you
are Tapping and will never run out.

A.2 Compounding as justication for Improving Power rating?


Note that while your Allomancy Rating is a factor in the amount of Feruchemical charges you have to throw
around.

Indeed it may be tempting for the player of a Compounder to think of his Allomancy rating as

simply his Compounding Multiplier.


The use of those charges (Eg healing for a Gold Compounder burning charged Goldminds) is a use of
Feruchemy.
For this reason Compounder tend to have a higher Feruchemy rating than Allomancy rating.

They

are throwing around a huge amount of Feruchemical charges, but a merely burning (For no Allomantic
charge) with the Allomancy. That is not to say that using Compounding doesn't ever justify Advancing you
Allomancy rating, merely that it justies Feruchemy rating improvement more. So if you were only using
Compounding (and never Allomancy) your Feruchemy Rating should always be higher than your Allomancy
rating.

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Appendix B
Copyright

Lyndon White 2012


This document (including it's Main text and Appendices) is the work of Lyndon White, (AKA Frames

AKA Oxinabox). All rights reserved.


At some later stage a later version of this document may be released under a Creative Commons License.
That is not the case presently.

Recognition of intellectual property of others

Appropriate recognition to Crafty Games, Brandon

Sanderson, Tor and Orion Books of their trademarks, registered trademarks and copyrighted works.

Use and content from other sources

This document is intended to be used with the Mistborn Ad-

venture Game, published by Crafty Games.


It contains no text, or images other than the direct product of the author. This means there is no direct
content from the Mistborn books (by Brandon Sanderson), or from the Mistborn Adventure Game rulebook
(published by Crafty Games.)

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