Author Topic: Tormenta Campaign Setting Overview  (Read 33689 times)

Offline oslecamo

  • DnD Handbook Writer
  • ****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Tormenta Campaign Setting Overview
« on: November 24, 2013, 07:58:07 PM »


Tormenta RPG is a D&D setting  made by and for brasilians, and that has turned out quite popular among the portuguese speaking community. I managed to get a copy from a friend of mine, and intend to do a review to check if it lives up to its hype.

I'll be starting with the Manual, that at 304 pages,  presents the defining characteristics of Tormenta. If this turns out popular, I may do the supplements (there seem to be quite a number of them out already) as well.


Suposedly your average Tormenta party.

Introduction
Starts with a short story, “Um Mundo Novo” (A New World), where an amnesiac guy wakes up in Vectora, the flying city, that travels around  the world of Arton, aparently filled with both monsters, undeads, evil gods, treasure, magic, blessings, and pretty girls. Also, local guards do their patrols in flying dolphins.

With the story finished, the book goes to explain that Arton is an ample continent, at least 11 000 km per 8000 (wasn't it the name of the world?), surrounded by vast oceans, beyond which nobody is very sure if there's anything at all.

The continent is divided in a series of nations, with most of the population located in cities that are separated by wild areas. Even the coastal areas are mostly swamps or dangerous cliffs, making naval trade inviable.

At the center there's the Perdition Desert at north, the Great Savannah at south, at east the Sanguanaries (biggest ridges of Arton, filled with barbarian tribes and monsters), and at west the ridge of Lannestrul, plus a lot of forests.

At south rests another continent, connected to Arton by the Isthmus of  Hangpharstyh. Some simple call it South-Arton, most call it Lammor-Bestial Kingdom, ruled by a goblinoid empire.

Then there's two important islands: Galrasia, near the southeast coast, a green hell of tropical jungles, dinossaurs and thunder people-wild tribes of humanoids with saurian traces. And then Tamu-Ra at northeast, lair of an exotic civilization. Devastated by the Tormenta (which still wasn't explained), the Jade empire is currently rebuilding. Aka not-Japan.

Then there's a chronological storyline, that starts 7 billions ago. Aparently The Nothing and The Void unite to form Arton and the twenty major gods that would form the Pantheon. The God of the Sun and the Goddess of the Darkness spend the next 2 billion years fighting until they settle down for twelve hours of light and twelve hours of darkness. Clearly Arton has no seasons.

Then it's another 4 billion years until Lena, Goddess of Lifes, cries herself out of boredom and fills the oceans with the first living creatures, including the sea-elfs. Some 300 million years after that, Allihanna, Goddess of Nature, shapes some of the sea creatures so they drag themselves to dry land.

Another 400 million years and the first dragons show up, sculpted by  Kallyadranoch, which I suppose is another of the first twenty gods. Only 40 years go by before Megalokk, god of monsters, starts his own reign with dragons, dinossaurs, giant beasts and other monsters. Since the only humanoid civilization so far are the sea elves, that probably don't care about dry land at all, seems like an utopia where everybody gets along.

The other gods aren't amused, and over the next 5 million years nuke Megalook's subjects. Dragons go into hiding. Another 8 million years and Glórienn gives birth to the land elves, in a distant unknown land. Arton is aparently still a radioactive wasteland, because it's another 35 million  years before Wynna, goddess of magic, crates the fey-folk.  Yet another 21 million years and Khalmyr, god of Justice, and Tenebra, Goddess of Darkness, fall in love. Their children are the dwarves. Only a bit over half a millenium goes by before Ragnar, a minor god, creates the Bugbears. His brothers (who are their parents then?), Hurlaagh and Graolak, create the hobgoblins and goblins. Some tens of thousands of years and yet another minor god, Hymin, creates the halflings, fobbing Khalmyr. Some build boats and leave to the big ocean, others stay in the hills.

It's only 160 000 years in the past that humans show up, created by Valkaria, that sets their destiny to tame Arton and discover the mysteries of the gods themselves! How they can they even compete with all the other races and monsters that have been around for tens if not hundreds of years, is never explained. Another 15 thousand years and Galrasia pops up, ripped from Vitalia, the Reign of Lena.

100 thousand years go Belhuga, Queen of the White Dragons, is trapped by Khalmyr in a ridge because reasons. This makes the whole nearby, region to freeze, forming the howling mountains. Then some ten thousand years after, Tauron, god of Strength, creates the minotaurs. They have no chance against all the humands and goblinoids and dragons and dinossaurs around for so long, right?

Year 0 of the calendar is marked by an elven fleet arriving to Lamnor. They're jerks and kick out the local hobgoblins, founding the city of Lenórienn. Another century goes by and Tanna-Toh teaches the humans how to write, allowing them to start civilization. What have they been doing all this time then? Anyway, some centuries later the hobgoblins and elfs start the Infinite War. Roughly one century later the dragon-king Sckhar starts the reign of Sckharshantallas.

In the year 632, the Revolution of Three! Tilliann, Valkaria and Kallyadranoch creat the lefu, that will be become known as the Tormenta demons! The terrorrist rebel gods are discovered and punished. Tilliann loses divine status and goes mad, Kallyadranoic is forgotten, Valkaria gets trapped in Arton in the form of a massive stone statue.

Sauron Sszzaas, God of Betrayal, convinces the other gods to create the rings of power Rubies of Virtue and then steals them. 50 years later Khalil of Gordimarr organizes an expedition to the continent of Rammor, that would be later known as Arton.

Year 809 and the dwarves go underground to fight trolls. 21 years later the Jade Empire is started. 7 decades go by and the orcs (aparently there all along, since no god is mentioned creating them) enslave the minotaurs. In less than a year, Goratikis organizes a  minotaur army and leads his people to freedom, founding their own city.

951, Tapista is founded, then 960 a child of the exilated people from the Great Battle a decade ago in Manor has visions and guides his/her people to colonize the new continent. 1007, Sszzaas's betrayal is finally found out by the other gods, and he's trapped by Khalmyr in the form of an avatar. His followers start being hunted. Meanwhile the exilates reach the Valkaria statue and start a city that would become the capital of the “Reinado” kingdom. From there they start colonizing everything around. New reigns founded over the next years are are Bielefeld,Jakkar, Asloth, Salistick near the Red River, Palthar, while meanwhile it's also founded the halfling kingdom of Hongari.

More cities and villages founded around, until 1037 when Thomas Lendilkar tries to invade Khubar. The local shamans perform the invocation of Benthos, Marine dragon Sea-King, that destroys the coast of Bielefeld.


Most of the book art is not colored, but they aparently put a bigger budget for the Introduction illustrations.

Then more boring foundings, some named people die of unknown causes, some political deals, 1085 orcs and humans start killing each other because reasons. 1095 the Great Arcane Academy is started, with some help from Wynna.

1103 some colonizers meet a bunch of barbarians that worship dragon idols. They push them back and start some villages. Then Sckhar the red dragon-king shows up and turns the newcomers into barbecue. 1107 the order of Sszzaas is rendered extinct, but the Rubies of Virtue are still lost. More foundings and boring political deals. New Orders and big buildings started.

1364, during the most recent solar eclipse, Ironfist the future bugbear general is born. Thormy, the future king-emperor marries an amazon queen.

1381 Arsenal Master arrives at Arton bringing his warmachine, the Kishin. Day of the Giants in Valkaria when the Kishin faces a strange giant extraplanar being, razing part of the city. Kishin destroyed, but Arsenal Master goes to defeat the supreme sacerdot of Keenn and takes his job. Meanwhile in Manor Zelda Tanya the elven pricess is kidnapped by Gandonorf Thwor Ironfist. This leads to the formation of the Black Alliance of goblinoids under the leadership of Thwor. One year later he personally defeats Link the avatar of Glórienn, causing the fall of the elvish nation of Lenórienn. Formation of the black elves, that turn to worship of Tenebra.

1390 Throwr stops his march before reaching Khalifor, the first manifestation of the Torment destroys Tamu-ra. One year later Black Skull the bounty hunter shows up and a group of adventurers finaly finds the Rubies of Virtue in ancient ruins. The necromancer Vlasislav implants them into a fallen companion, creating the Paladin of Arton.

1398 an area of Tormenta forms north of the reign of Trebuck. Arsenal Master defeats the Paladin of Arton because reasons. Clearly none of them gives a crap.

1400 the Paladin of Arton returns, corrupted by Sszzaas. That then is taken back by the god pantheon so they can work togheter in destroying the Paladin :psyduck . Throw takes Khalifor and starts conquering Tyrondir. The Tormenta takes Trebuck and Amarid Fort. The army of the Reinado (aparently a pretty big coalition of authonomous states led by a king-emperor) marches against the Tormenta and are owned when they discovers the Lords of Tormenta. Black Skull joins the Tormenta.

1401 Valkyria is freed by heroes in an epic adventure! A year later the Tormenta keeps spreading and the lefou are finally discovered. Meanwhile the minotaurs of Tapista start invading and enslaving their neighbours. The Tormenta starts corrupting whole military orders if not armies, and we still have no idea what they are. At least the Reinado army starts scoring some victories. Eventually a batallion of minor gods shows up to destroy the Tamu-ra area controlled by the Tormenta. Glórienn becomes a minor goddess and Tauron's slave. This leaves an empty spot for the dragon god Kallyadranoch to return to the pantheon.

1406 Arsenal Master attacks the Reinado with his Kishin, but is defeated by grouped forces of adventurers. That's one battle I would like to hear about in more detail. Anyway the Tauric wars start because the minotaurs are taking over everybody around them.  They're eventually brought to an halt, leading to the current year of 1410.


In Soviet Greece, Minotaurs form city-states and go adventuring!

Comments: Well, so far so good. Nothing particularly mind-blowing, but it's an interesting mix of typical fantasy cliches and some original ideas like the greek-style minotaurs. I had heard Master Arsenal was kinda an ascended DMNPC from one of the designers (he has his own supplement book), and so far it seems to be true. The Tormenta itself still remains somewhat of a mystery, but seems to be your typical outlandish corrupting force that taints the world itself is left unchecked. Anyway I know from the index that Lefou are one of the basic player races (and so are minotaurs), so we'll eventually find out.

Next update: the main factions and locations of Tormenta in more detail!


Offline Libertad

  • Epic Member
  • ****
  • Posts: 3618
    • View Profile
    • My Fantasy and Gaming Blog
Re: Tormenta Campaign Setting Overview
« Reply #1 on: November 24, 2013, 08:49:51 PM »
This is an awesome overview, Oslecamo!  Looking forward to seeing more of it!

Offline dna1

  • PbP Game Master
  • ****
  • Posts: 1229
  • Sage of Herbology
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #2 on: November 24, 2013, 09:26:50 PM »
I liked your little funny things you added in. Good read overall. Sounds interesting... 

It's funny though anytime I read a campaign setting it makes me want to finish my own settings I've been working on.. like my High Arcana stuff for example.

I've tried convincing a few of my IRL friends to make our own RPG with me. Nothing ever really came of it though sadly.
Roses are Red. Gaming is fun. You're over encumbered and cannot Run.

Offline Atmo

  • Full Member
  • **
  • Posts: 207
    • View Profile
    • Atmoland
Re: Tormenta Campaign Setting Overview
« Reply #3 on: November 24, 2013, 09:35:16 PM »
All dem spoilers.

(click to show/hide)

Offline oslecamo

  • DnD Handbook Writer
  • ****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Tormenta Campaign Setting Overview
« Reply #4 on: November 25, 2013, 09:24:53 AM »
Part II-Main factions and places in Arton


Hail to the king-emperor baby!


Reinado

“Reinado” translates to Reign in english, but that's kinda generic so I'll keep calling it Reinado.
Anyway, it's a coaltion of kingdoms, most humans, first formed by Lamnor refugees. Each nation has their own soreveignity, but they all answer to the King-Emperor. In theory, the alliance's main purpose is peace-keeping, as in “You mess with one of us, you mess with all of us”. In practice, Tapista (originally part of Reinado) started invading its neighbours, and the coalition couldn't defeat them.

Not only that, there's no guarantee of safety, proper maps or even traces of civilization inside Reinado's supposed borders. Step out of the main cities, and there's monsters and wild beasts lurking at every corner, marauders in the streets, and countless villages that live at the border of the laws and mostly depend on themselves (and wandering adventurers) to survive.

Each kingdom has its own government systems, from absolutist despots to some democracies, mixed with tribes, feudal systems, oligarchies and councils, but neither of them can keep a full tab on their own territories because aparently the land's just too damn big and wild to properly colonize.

Anyway there's plenty of cultural diversity between the diferent kingdoms and even inside them. The “common” language is Valkar, known by most of the population, altough other dialects are spoken in smaller scales.

The current King-Emperor, Thormy, was a just and cautious monarch. Too cautious by many people's standards, as after the Tauric Wars, he split the coalition in two: The Reinado and and the Empire of Tauron (and then another split, more on that later).

Currently Reinado is ruled by a Queen-Empress, Shivara Sharpblade, also regent of Trebuck, Yuden and Deheon. Charismatic, skilled in politics and a talented warrior, she's loved by the people, and currently struggles to keep what's left ot the coalition togheter.



Reinado's map. Borders may not be very acurate depending on the latest invasion.


The Tauron Empire


From the start, most of Reinado had a love-hate relationship with the nation of Tapista. In one hand the minotaurs offered a sophisticated culture and powerful military power. On the other hand they were slavers, with a strong belief in “might makes right”.

Then the minotaurs, taking advantage that the Reinado was kinda busy dealing with the Tormenta and Arsenal Master at the time, invaded a small neighbour, Hershey, starting the Tauric wars (I guess minotaurs don't mind doing some old backstabbing). They went on to annex several kingdoms, dividing Reinado.

They're currently a relatively stable coalition of their own. The annexed kingdoms kept their rulers (read: puppets or seconds in command, having to answer to a local regent chosen by the minotaurs, that holds the true administrative and political power).

Now the minotaurs aren't all that evil. They bring slavery, heavy taxes and strict laws, but they also bring strong security, great engineering advances and an overall more organized society. They aren't cruel just for the sake of it. There's however a series of Resistance movements scattered across the land, including a whole city inside the Tauren Empire, Mapetrim, that was never conquered, and is the capital of La Resistance.

Of course, the minotaurs don't have the numbers either to patrol every square meter of their conquered lands. They focus on the big cities, but in the roads, smaller villages and wild areas, minotaur legionnaires are a rare sight.

So for those more pacific citizens that don't mind a little abuse now and then in return for safety, the Empire's been good. For those that want freedom and cannot tolerate intolerace (or simply were turned into slaves or had familiars killed by the minotaurs), it's hell on Atron.

The Independent League

During the Tauric Wars, there was this remote coalition kingdom, New Ghondriann, ruled by head of council Wyr Thorngrid. The local people weren't too happy that they not only had to deal with their own problems, they had to sent help to the capital-kingdom to fight the Tauric Wars, Tormenta, and other people's monster problems. Eventually the council deposed Thorngrid and elected Erov Kadall. They recalled their soldiers assigned to the Reinado army, stopped paying taxes and presented an independence declaration to Queen-Empress Shivara. Instead of being an hypocrite and crushing them by force, Shivara just recognized the separation. Other kingdoms quickly followed.

Currently, they don't have much power, but keep to themselves and everybody else is too busy with their own problems to bother them. Taxes and laws are light, and the League has turned out pretty popular with people who can't stand either  Reinado or Empire. It's said even foreign criminals are forgiven from their past, as long as they swear loyalty to the League. Even Arsenal Master would be welcome, if there was something to profit from it, so the rumors say.

Main Cities.



Adventure idea: some villain casts epic Animate Objects on that,
and the players have to find a way to get it back into place whitout breaking it.


Valkaria-Biggest, most important city of Arton, the start of human civilization, built at the feet of the giant statue with a trapped goddess (altough they don't seem to know it), Reinado has spread from there in all directions, only stopped by the River of Gods at north. Some of its important institutions are the Great Arcane Academy and the Kingdom Protectorate.

Malpetrim-Medium coastal city, home to pirates, best starting point if you want to go Galrasia. Sieged by the minotaur legions, harassed by kobolds, centaurs, sea-elfs and sszzaazit cultists (hadn't they been wiped out?), you'll have an hard time finding a place with more concentrated adventure hooks.

Norm-Containing the Castle of Light, home to the Order of Light, a knight order devoted to Khalyr. The whole structure was built by secret dwarven techniques and glows majestically during the night, probably leading to massive insomnia problems. The place to go for adventurers who want to become knights.

Vectora-The flying city presented in the intro, major commerce center in Arton. Because sailing sucks and the roads are filled with danger, so this is the best way the locals have to carry their wares across the continent. It also seems to be able to travel to other planes.

Smokestone-Not Wild West. Remote, isolated (minotaurs are aparently close by, but somehow haven't noticed it yet), lawless. Gunpowder weaponry are common here, while being forbidden on most other lands because of their killing potential. Sunset duels and mob lynchings are the main problem solvers, and nothingis worst than an horse thief.

The City in Tormenta-The worst place to live whitout doubt. An aberrant stain in plain heart of Reinado, born from the profane tempest that assaults Arton. Humans are kept as slaves by the Tormenta demons, the lefeus, suffering unspeakable horrors all the time. It is ruled by Aharadak, the Devourer-one of the mighty and invisiclbe Tormenta Lords.

Races:

Humans-Favored by the gods, versatile, ambitious, the main dominant race (at least when not being kicked around by minotaurs I guess). Also the most numerous, altough if you grouped all other races togheter, then humans would be the minory.

Dwarves-Hailing from their underground reign-Doherimm, the Iron Mountain. They'll never reveal the secret location of that ancestral home, even to trusted friends. Trolls are their mortal enemies, including their secret masters, the finntroll people (dun-dun-dun!)

Elves-Came from beyond in magic ships. Built a glorious nation, refused to ally with humans because of arrogance, started a long war with the hobgoblins until Thwor Ironfist popped out and kicked their ass. The survivors currently live scattered across Reinado, trying to mix in with humans.

Goblins-Many Goblins fight under the Black Alliance's flag for their hobgoblin overlords, but many more refused that way of life and fled to Reinado. They still don't have any kind of pride or self-esteem, but they have a special creactivity and try to earn an honest living. If you're low on money and don't need high standards, hire goblins. They'll do the work cheap, altough of questionable quality.

Halflings-Numerous, but keep away from politic and power struggles. They just want peace, confort and silence. They have their own kingdom where they live in harmony with humans, and are well accepted by others races in their own nations. Halfling adventurers rely on their natural stealth and stone throwing, for which they've developed a series of specific weapons and tools, from slings to more complicated trinkets.


Gnomes-There are no gnomes in Arton. Nyah! My guess is that the goblins ate them to make room for a second small race.


Lefou-Strange half-demons from the Tormenta. They're appearing everywhere-born in normal families, under the bloody storm. They're quickly growing in number, leading to believe the Tormenta is growing more and more powerful. Lefou themselves don't know the reason of their existence, and struggle between trying to keep their human side, or embrace their aberrant side for easy power gain.

Minotaurs-Master of navigation and military maneuvers, their army is the most feared of all. Noble protectors (at least as noble as slavers can get I guess), they're willing to fight to defend their conquered kingdoms in case of threats. They're however a pretty big threat of their own. Believing that the strongs should rule the weak, they keep harems of female humans, elven and qareen (so either female minotaurs like girls as well, or they also have it pretty rough). Other nations hate their slavery practices, but are equally intimidated by the minotaur legions.

Qareen-Also known as half-genies, descended from magical beings, including faeries, nymphs and others. They profilerate thanks to the blessing of Wynna, the beautiful Goddess of Magic. They have no nation or community, living among humans, burrowing their arcane powers to those “poor hapless people” that can't weren't born with natural magic. They like to help others (and actually have a pretty interesting racial trait for that, as we'll see later), so they're pretty popular.

Others-Half-orcs (what about full orcs?), half-elves, centaurs, fairies, and all sorts of strange creatures. Either created by bored gods, coming from mystical portals, brought by Vectora from other places, created by bored wizards, anything or anyone can be found in Atron. Except gnomes.

Comments:
The world seems to be focused more on the "points of light" side, with plenty of unexplored wilderness and isolated cities, but there's quite of big coalitions/empires, offering the possibility of more intriguist and political campaigns. Despite all their "noble" talk, the minotaur empire come up as a bunch jerks to me, enslaving and betraying whenever they see the opportunity. However they don't fall into baby-eating territory, so I guess they make an interesting enemy, in particular since the book aknowledges there's La Resistance.

Gunpowder weapons seem to be part of core, but with a cautious aproach. Some locations use them, most kingdoms hate them. Altough I'm not very sure why the minotaurs wouldn't want some of their own with all their "Might makes Right" talk. I guess they have a pretty strong melee tradition, but it still comes out strange when they're described as bringing engineering innovation.

Also, how come are there pirates when naval commerce isn't viable? I guess they just wanted to add pirates since they're a popular trope right now. Even if they don't have much chances to do actual pirating.

Next:the role of gods and main antagonists.
« Last Edit: November 25, 2013, 10:11:48 AM by oslecamo »

Offline monteparnas

  • Lurker
  • *
  • Posts: 7
  • I'm new!
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #5 on: November 25, 2013, 11:48:21 AM »
Just to make some points:

In the settong's history, the Gnomes where wiped-out on the war called A Revolta dos Três (The Resistance of the Three), the war in wich the gods that created the Tormenta demons tried to defend themselfes from the punishment for their crimes. But you DO have occasional Gnomes coming from other worlds one way or another.

Still, only one of them become well known in the setting, to the point of any other gnome being taken as a fraud trying to take his fame. In the end, everything boils down to Gnomes being the only race the authors hate more than elves, so they want to make your life like hell if you try to play as a Gnome in their setting... and yet, they do offer the statistics for Gnomes for players willing to face the challenge.

Minotaurs, well, most people here in Brazil agree that they are a bunch of assholes for taking slaves, they are mostly enemies, indeed. Anyway, the culture of the empire and its politics can be resume in one word: Rome. It is a strange mix of Republic and Imperial Rome.

About females Minotaurs, they don't like girls. It is more that they don't exist at all. For some unknown reason, Minotaurs procreate with Human, and Elf females (or fertile half-breeds of those, like the Qareen). If male, the child is a Minotaur. If female, is from the mother race. If unlucky, a rare few female babies born as Minauras, sterile half-Minotaurs.

Finaly, about guns, pirates and stuff, the setting is very easy to explain: Rule of Cool. It is all over it. If something seems cool, put it in the setting first, ask for explanations later.

Offline BURP

  • Lurker
  • *
  • Posts: 4
  • I'm new!
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #6 on: November 25, 2013, 12:05:35 PM »
1406 Arsenal Master attacks the Reinado with his Kishin, but is defeated by grouped forces of adventurers. That's one battle I would like to hear about in more detail.


Then you'll be wanting to read the Contra Arsenal adventure book. It's basically this battle turned into a big high-level campaing, including the construction and handling of another big mecha to fight the Kishin with. It's my favourite adventure in the setting, by far =P

I also think it's interesting to note that there's so much boring foundering of towns and bookeeping on the lives of characters because it's a 10+ years old setting (I think it's about to come to its 15th birthday, if I'm not mistaken). So there's a lot of backup story to cite in the timeline, that's been told through novels, comics and adventures. The story of the fall and corruption of the Paladin is in the Holy Avenger series, a brazilian manga-style comic that span 42 issues and a few specials. The liberation of Valkaria from the statue is also an epic-level adventure, as is the battle against the Kishin. And so on.

Also, pirates. The setting is usually very criticized for being a cut-and-paste of too many things that don't necessarily add together, but are there mainly because they're cool. Other people, though, (like me) think that's exactly one of its most charming points =P Pirates go there that way too, they're there because they're cool, period. There's a small excuse for them (they don't attack merchant ships, but mainly adventuring parties that are exploring coastal dungeons), but other than that, they are just an application of the Rule of Cool.

Though you'll want to see the setting's cowboys, there's a whole sourcebook for them...

Offline Ziderich

  • Lurker
  • *
  • Posts: 10
  • I'm new!
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #7 on: November 25, 2013, 12:20:36 PM »
Arton have lots of particularies, being very different of the standard of D&D settings. In Brazil we are big fans of the nipponic culture e Tormenta RPG have tons of influences of this: the scenario have a fantastic Japan/China kingdom called Tamu-ra, the first place attacked by the Tormenta. Their samurai, ninja, monks and people flee to the Reinado (The Reign), a coalization of kingdoms ruled by the King-Imperator Thormy and wait for the chance to revenge and take back their land. The handbooks have the art in anime/mangá style, what also is an cheap means of publishing rpg books in the expensive book market of Brazil.
Another particularity is the pop culture reference through all the setting: Tormenta began its development in the pages of Dragão Brasil (Brazil Dragon), a old rpg magazine here. This magazine monthly brings various adaptations of books, movies and games to systems like Gurps, AD&D and Storyteller and this preference passed to elements of the setting:
- You can find classes like Samurai, Swashbuckler and Lutador, a pugilist/MMA-fighter style class.
- The art is filled of references: The Bard illustration present a halfling dressed like Michael Jackson, for example.
- There are Prestige Class like the Cavaleiro do Corvo (Knight of Crow), of an order of knights trained as spec-ops team like SEALS or BOPE (from the brazilian movie Elite Squad) or Guerreiro Mágico (Magic Fighter), a hybrid fighter/wizard based on the protagonists of the anime/manga Magic Knight Rayearth.
- Even the NPC's don't escape: there's a lot based in pop icons: a city vigilante like Batman/Punisher, a high-priest of one the major gods based on Walter White, from Breaking Bad and a duo formed by a elf with native-american indian elements and a centaur cowgirl.

This salad can appear strange, but also is really cool and is not poorly made. Arton have two main oceans with high activity: there also a island ruled by a pirate brotherhood, a minotaur strong and sophisticated navy, a submarine empire and intense commerce and interaction by the Ocean among the Reinado and the Reinos da Moreania (Moreania Kingdoms), a small triad of reigns populated by humanoid animals blessed by Goddess of Nature. There's naval activity in large scale and lots of hooks in this plot.

oslecamo, one question: you're not brazilian, right? You really learned portuguese only to to that's reviews? I'm impressed, isn't an easy language...


« Last Edit: November 25, 2013, 12:46:37 PM by Ziderich »

Offline oslecamo

  • DnD Handbook Writer
  • ****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Tormenta Campaign Setting Overview
« Reply #8 on: November 25, 2013, 12:52:09 PM »
In the end, everything boils down to Gnomes being the only race the authors hate more than elves, so they want to make your life like hell if you try to play as a Gnome in their setting... and yet, they do offer the statistics for Gnomes for players willing to face the challenge.
I would say that orcs are  hated as much, as they seem to just pop up as random ecounters and don't get a nation or any deeper fluff reference at all (altough half-orcs are a base race). Is there even any orc named NPC?

About females Minotaurs, they don't like girls. It is more that they don't exist at all. For some unknown reason, Minotaurs procreate with Human, and Elf females (or fertile half-breeds of those, like the Qareen). If male, the child is a Minotaur. If female, is from the mother race. If unlucky, a rare few female babies born as Minauras, sterile half-Minotaurs.
I was actually starting to get suspicious that was how they worked. Then their progenitor god is  massive asshole for making a race that must go out there and capture females of other races to reproduce.

Finaly, about guns, pirates and stuff, the setting is very easy to explain: Rule of Cool. It is all over it. If something seems cool, put it in the setting first, ask for explanations later.
I was also starting to suspect that. I guess it helps explain the popularity. :p

Arton have lots of particularies, being very different of the standard of D&D settings. In Brazil we are big fans of the nipponic culture e Tormenta RPG have tons of influences of this: the scenario have a fantastic Japan/China kingdom called Tamu-ra, the first place attacked by the Tormenta. Their samurai, ninja, monks and people flee to the Reinado (The Reign), a coalization of kingdoms ruled by the King-Imperator Thormy and wait for the chance to revenge and take back their land. The handbooks have the art in anime/mangá style, what also is an cheap means of publishing rpg books in the expensive book market of Brazil.

Another particularity is the pop culture reference through all the setting: Tormenta began its development in the pages of Dragão Brasil (Brazil Dragon), a old rpg magazine here. This magazine monthly brings various adaptations of books, movies and games to systems like Gurps, AD&D and Storyteller and this preference passed to elements of the setting:
- You can find classes like Samurai, Swashbuckler and Lutador, a pugilist/MMA-fighter style class.
- The art is filled of references: The Bard illustration present a halfling dressed like Michael Jackson, for example.
- There are Prestige Class like the Cavaleiro do Corvo (Knight of Crow), of an order of knights trained as spec-ops team like SEALS or BOPE (from the brazilian movie Elite Squad) or Guerreiro Mágico (Magic Fighter), a hybrid fighter/wizard based on the protagonists of the anime/manga Magic Knight Rayearth.
- Even the NPC's don't escape: there's a lot based in pop icons: a city vigilante like Batman/Punisher, a high-priest of one the major gods based on Walter White, from Breaking Bad and a duo formed by a elf with native-american indian elements and a centaur cowgirl.
Yeah, I already noticed some of those when skimming over the book, I'll be posting that kind of pics when they appear. Art overall is quite nice and helps getting in the setting's "mood".

Also, a class based on Magic Knight Rayearth? Where? The main book doesn't seem to have it, but I'm reviewing whatever's supplement that's on next!  I love most things CLAMP related!

This salad can appear strange, but also is really cool and is not poorly made: Arton have two main with high activity: There also a island ruled by a pirate brotherhood, a minotaur strong and sophisticated navy, a submarine empire and intense commerce and interaction by the Ocean among the Reinado and the Reinos da Moreania (Moreania Kingdoms), a small triad of reigns populated by humanoid animals blessed by Goddess of Nature. There's naval activity in large scale and lots of hooks in this plot.
Yeah, going by the amount of splats alone, the Setting seems to be pretty big and rich. Hopefully I'll be able to share that in more detail with non-portuguese-speaking peasants. :p

oslecamo, one question: you're not brazilian, right? You really learned portuguese only to to that's reviews? I'm impressed, isn't an easy language...
É bastante simples na verdade. Eu sei português... Porque eu sou português!
It's quite simple actually. I know portuguese... Because I'm portuguese!
 :smirk

Offline oslecamo

  • DnD Handbook Writer
  • ****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Tormenta Campaign Setting Overview
« Reply #9 on: November 26, 2013, 07:29:23 AM »
Part III-Gods, antagonists and heroes

Gods

In other settings Gods may be distant, mysterious beings. In Tormenta they basically come knocking down your door, when not simply taking it down. The first twenty gods got their jobs because of their followers, powers and also because they were the only presences during the creation of the world. But if they were the only ones, where did they get followers? :psyduck

Then there was the Revolt of Three. Valkaria kept her status, Tilliann went from god to crazy hobo and Kallyadranoch doomed to nobody remembering him, becoming knwon only as “the Third”. Ragnar and Hyninn ascended to take their places.

Then remember Glórienn, goddess of elves that were getting their ass kicked by the goblinoid Black Alliance for being jerks? She tried to summon a force capable of obliterating them, and ended up atracting the Tormenta. For that, she lost her position as major goddess and ended up becoming Tauron's slave. Combined with the Tauric Wars, the minotaur god took leadership of the pantheon, dethroning Khalmyr. Way to go god of justice, you're really doing your job letting the backstabber slaver take over.  In particular when if somebody deserved compensation, would be the actual goblinoid gods.

So in Arton gods are intervening in almost everything all the time, sometimes personally, most times trough their devotees. Their churces are powerful, their clerics and paladins enforce the law. Evil gods have cultists that perform crimes to earn their malign graces. Altough that doesn't stop said evil gods from screwing over their own cultists.

Antagonists

The Black Alliance
-Having conquered the whole continent of Artonsul, they still keep some humans communities alive to serve as slave work and fresh meat. The goblinoids have total control, and who controls them is Thwor Ironfist, the strongest barbarian king of all times. This horror will know no end until the Master Sword and Light Fire Arrow is found, the only thing capable of killing Gandonorf the bugbear general.

Sszzazits-The cultists of Sszzaas, god of betrayal, that had been expelled from the Pantheon God but managed to get back thanks to bureaucracy loopholes subtle manipulation. His  followers, led by arch-sacerdot Nekapeth, are numerous and well disguised.

It was no surprise for the servants of the betrayal god to betray at every turn, but what nobody expected was the betraial of the nagahs-the serpent people. For years it was believed they were honored and loyal, many becoming heroic adventurers. But aparently it was all a patient, dissimulated ruse. They now openly worship the Great Corruptor with human sacrifices. But some nagahs still deserve trust. Or not?
 
Sckhar, King of Red Dragons-Some dangers are eternal and are simply accepted as a fact of life. The strongest living dragon took a whole nation as his personal domain, where he's worshiped as a divinity (the actual gods don't seem to give a crap about this). He has plenty of progeny, half-dragons taking the important places of power in his cities. His hoard is beyond measure, split among a series of palaces and fortress all over the kingdom (pretty smart of him to not put all his eggs on the same basket). Some people are crazy enough to try to steal his riches, but nobody is crazy enough to actually face him head on.

(click to show/hide)

Noble Trolls-From ancient times, dwarves fight in war against subterranean trolls, which I guess is a break from ancient wars against goblinoids/duergar/kobolds/drow and all the other typical nasty underground races.

During those wars, the dwarves have found the finntrolls- just as ogres are tought to be a primitive, brutal version of humans, the finntrolls believe themselves “evolved” trolls,  calling themselves Noble Trolls, that control their less bright brethern, using them as soldiers to enslave humanoids. Their underground caverns are colossal, holding thousands of finntrolls and even more troll soldiers and slaves. They subsit on a diet of rule of cool, because go figure how else they're feeding all those people down there. Anyway, they're cruel beyond measure and plot to prove their superiority over all other races.

The Tormenta-But all of the above are nothing when compared to the Tormenta.  In remote times, three gods (that remain unnamed) combined their efforts to try to create the perfect people. They produced the lefeu, that exploded in creativity, ambition, and thirst for power. The other gods were not amused when they found out and obliterated them. But the lefeus will to survive was whitout equal. They were reborn, grew, becoming even stronger. They swallowed their own native world, then their own cosmology. They became a conscious multiverse!

And now they're invading Arton, manifesting areas of Tormenta-hells of bloodry rain, infestations of insectoid demons, where their reality devours ours. Each area is ruled by a Tormenta Lord, aberrations of greater power that even the gods cannot do anything against. Only the greaters heroes of Arton have a chance-a small chance-against the invading aberrations.

Heroes

They're everywhere. They're actually around 10% of the population! Heroism is a common job in Arton, from lesser deeds like turning wolves into sandwiches to fighting arch-sacerdots. Lesser heroes protect villages or fight for tribes, greater champions are living legends that fight for the destiny of the world.

Comments: I'm somewhat suprised the minotaurs don't show up on the antagonist section, but otherwise they offer a nice variety. There's the “barbarian” Black Alliance next door, the “underground” trolls, the “Right under your nose” Sszzazits, and the “Impending doom that will reshape reality itself” Tormenta. Altough I can't understand why Sckhar's in this section, he seems to actually be a pretty chill guy, just staying on his kingdom building up treasure. He's more of an adventure hook (try to steal one of the dragon hoards!), but the minotaurs seem much more of a threat with their tendency to invade and enslave their neighbours at every opportunity.

Also, 10% of the population being adventurers is somewhat ridiculous if you ask me. In village with 100 people, 10 of them are heroes of some sort. In a city with 1 million people, there's a whooping 100 000 adventurers! Basically every other family will probably have at least one of them. On the other hand, it suddenly makes sense that pirates can make a living just out of attacking adventuring parties!

Next chapter: Actual starting rules!

Offline PsyBomb

  • DnD Handbook Writer
  • **
  • Posts: 195
  • I'm new!
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #10 on: November 26, 2013, 10:46:39 AM »
10% of the population become heroes? Holy crap, I'm assuming that most of those have plans to retire in a few years with their nest egg, having taken ranks in Profession (something-or-other). Even 1% rate on heroic classes would make burglary an unbelievably perilous job and banditry something that requires high optimization. Given the description of the dangers present, it makes sense. Kindof like if both Canada and Mexico were constantly attacking the USA with support from China and Russia. I'd imagine more than 3% of the population would become military.

...nvm, 10% are ACTIVELY heroes. It is at this point that realism takes the backseat and then keeps climbing to the next car behind you, and Rule Of Cool takes the lead heading towards Tengen Toppa Gurren Lagann levels.

Offline monteparnas

  • Lurker
  • *
  • Posts: 7
  • I'm new!
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #11 on: November 26, 2013, 01:53:33 PM »
About Orcs: I think they just don't care, what is a little different from not liking them. Thing is, the Orcs are described just as another "montruous" race, without the focus they usualy get, that was turned to Goblins and their cousins. But there are one Orc NPC named, if in a humorous fashion: cousin Kronk. In the end, just a random guy killed by the Human hero Arkhan Metalic-Arm during an adventure, but it seems that the random guy was just the most popular Orc of all, because for years Arkhan was almost constantly assaulted by Orcs trying to avenge cousin Kronk... they're all just a nuisance, never able to truly endanger Arkhan's life.

About Magic Knights of Reyearth: You can look the old Academia Arcana, or you can go right to the new Manual do Arcano. Both have th Prestige Class.

About Major Gods: Aside too much people agreeing that it makes sense to be that way, fact is, I never saw any evidence in the setting that Major Gods need followers or get any divine power from them. Major Gods just are, being there since time untold and able to do it quite well without any mortal followers. Tillian and Kallyadranoch where the first ones to fall, but just because 17 Major Gods decided that way, and Glórienn falled in the end by her own will. She WANTED to fall and willingly become a slave to a Major God with better status that could protect her. By the way, since Elves where her ONLY potfolio, the fall of the elves is enough to explain her loss of power without the question of followers: she become weak becaused her PORTFOLIO became weak. Belief is irrelevant.

About Nagahs: That turn of things was so surprising, not to say absolutely non-sensical, that many fans feeled betrayed themselfs. By the authors, not the Nagahs.

About Sckhar, Dragons and Minor Gods: Well, the Major Gods really DON'T give shit about people worshipping other people. Sckhar is far from being the only one. The fact is, in Arton worship, and a measure of true power, no matter what kind of power, is enough to attain godhood, in a fashion refered as Minor God. Well, there are 6 major lines of Dragons, and each of them have a King. Those Kings are all Minor Gods, and aren't even near the total numbers of such gods. Actually, a guy managed once to get an entire ARMY of Minor Gods to do a raid on the Tormenta Area of Tamura.

So, no, Sckhar being a god isn't a big deal. In fact, being a +2 CR Template that require CR 21 as its only requisite (aside followers), the Minor God Status isn't a big deal by itself. A lot of Minor Gods, Sckhar included, ARE very powerful, unique and interesting, but being Minor Gods isn't what make them such.

About the Tormenta: Well, aside the three gods being the ones in The Revolt of Three, and the Revolt being because of the creation of Lefeus, the people that become the Tormenta, those remote times aren't at all that remote. That was 800 years in the past, more or less. Is in the timeline, year 632, to be precise. Yes, it seems that the gods are getting good at this creation thing. The humans took less than 200 thousand years to become more powerful than races literally MILLIONS of years older, and the Lefeus took just 800 years to become one with their own universe!

About Heroes: Rule of Cool. This IS the only thing this setting cares about. That is why this setting can be so fun, and why it can be so annoying. By the way, if anyone tries to tell you that almost everyone in Brazil feels this or that about the setting, don't pay attention. It is its great weakness AND great strength: you probably will like something on it. Just because it HAVE everything.

Offline oslecamo

  • DnD Handbook Writer
  • ****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Tormenta Campaign Setting Overview
« Reply #12 on: November 26, 2013, 05:14:26 PM »
Part IV-Rules!

So only after a series of fluff introductions, does the book actually presents the mandatory “What am I reading again? What is RPG”. Interestingly enough, it starts with saying that RPGs aren't actually games, because you can't win or lose them-you can just enjoy them (from the optimistic perspective that you enjoyed playing it). What's important at the end of the day isn't suceeding or failing a challenge, but that the players end up making a good story that entertains everybody (with the caveat that kicking the monster's ass is usually better than geting your own ass kicked).

Then it goes to explain that you use dice to resolve actions, and that your chances of suceeding depend on the difficulty of the task-And the Dungeon Master Mestre. Aka the guy that acts as narrator, judge, and controls the world and NPCs. Oh, and also that Tormenta is a sword and sorcery focused game. From hunting treasures in dungeons to saving kindgoms and challenging gods.


Hopefully your average high-level party.

It follows with an example of play, where Bland Foresworn the human paladin, Rondhir the dwarf druid, Johan Vanderval III the elven swashbuckler (with “swashbuckler” in actual english, whereas the other classes have portuguese names) and Abir Fariha the qareen sorcerer are hired to investigate a series of attacks on a road.to Malpetrim by its prefect. They end up finding a bunch of dwarven ruins and are ambushed by gnolls. Interesting bits include:
-Rondhir needing a knowledge check just to notice they have fur and are equiped with metal armor and axes.
-HP are called Pontos de Vida (Life Points), which I shall from now on call PV.
-Casting spells gives you a -4 penalty to AC, but doesn't seem to cause aoos or demand concentration.
-Bland lays on hands on the sorceress
-Johan uses bluff to cause the surviving gnolls to surrender.
-The Mestre has no name, and is simply adressed as Mestre.


Random pretty art is pretty

Next it explains what is the d20 system, and kinda gloats on how the OGL started with D&D 3.0, and years after it disapeared,  the OGL still exists and cannot be revoked, still giving birth to new games. It goes on to explain the diferent kinds of dice used, alternative dice options like 3d6 instead of a d20 or 2d6 instead of a d12, also noting they're not statistically the same.

The book quickly advances to character creation. Pick  your stats: Força (For), Destreza (Des), Constituição (Con), Inteligência (Int), Sabedoria (Sab) and Carisma (Car). Choose your race, class and level, that goes from 1 to 20 (I guess epic rules will be added on the splatbooks). Then pick skills perícias, feats talentos that are gained at first level and then every two levels, equipment (main currency is Tibares, that doesn't mean anything particular in portuguese), and alignment tendência, that follows the classic good-evil and law-chaos dual axis. Then spellcasters get to pick spells and “gain pontos de magia” (magic points), which shall called PM. Everybody still calculates HP PV,  resistances (Fortitude, Reflexos, Willpower Vontade). Finally character name, age, height, weight and physical appearance.

Ten things to Know
1.Nothing is too strange-No race or class combination is forbidden. No hero is too excentric, bizzarre or colorful for Arton (spoilers: not forbidden doesn't mean efficient)

2.Others will not do your job-There may be 10% of the population that are heroes, archmages, dragon-kings, minor and major gods in every corner, but they're all busy with their own stuff. It's the players that have to save the princess, massacrate the goblinoid legions, hunt down gunslinger bandits, defeat Tormenta Lords and any other problems they come across.

3. Its own races-All traditional d20 races exist in Tormenta, but the core book prefers to focus on eight: two martial (dwarf, minotaur), two magic (elfs, qareen), two roguish (goblin, halfling), and two jack-of-all-trades (human, lefou). They're also made stronger than your average d20 races.

4. Gods everywhere
-Twenty gods started it all, and they've been pulling strings and manipulating stuff ever since. Their servants are powerful and fill important places, and it's easier to doubt the Sun will rise than to believe anything wonderful or terrible doesn't have the gods involved.

5.Magic is Common
-Well known and at the reach of everybody (with 10% of the population being adventurers, that's a lot of spellcasters after all). Magic users are admired and respected, usually  reaching high social status. The sinister necromancer that hides in a tower away from everybody is pretty rare, altough plenty of evil magic users exist. Many cannot even imagine the world would be possible whitout magic.

6. Magic items are Uncommon-Magic users may be everywhere, but aparently very few of them know how to actually build permanent magic crap. Also most ancient magic bling around seems to have been sacrificed to power up titanic golems to fight off Arsenal Master's mecha. The actual reason is because the authors want to go back to D&D 2e where magic items were made from other people in other places, and the players would earn them trough challenges before wielding them, instead of starting to play logistics and dragons. And I kinda agree with them.

7-Science is strange-
In a world where magic is abundant and safe, technological artifacts draw a lot of suspicion.  Anything more complex than a lock will make people afraid and angry, in particular goblin inventions like balloon rides  Guns are just as infamous, illegal in Reinado, but popular among pirates, gunslingers and other outlaws.

8-The Reinado is not civilized- I believe we had already been trough this. Blá-blá areas between cities infested with monsters, cultists and other dangers. Whole cities can be enslaved or razed down and nobody will know for years because traveling between them is just that slow and dangerous.  No wonder 10% of the population takes adventuring, it's the only way you can go anywhere out of your hometown around Arton. Rule of cool ho!


This is the bare minimum you need if you want to go check the market on the nearest town.

9.Tormenta Forever-Every day, another bit of Arton is devoured by the lefeu. Even when you're in some other quest, news of Tormenta's spreading corruption will reach the players.

10. Choose your own setting mood-Never let anyone tell you how to play or DM mestrar Tormenta-It's how you decide. Lovecraftian horror, silly humor,  palace intrigue, accept what you want, ignore what you want. Even the other 9 things.

Chapter 1- Abilities (scores)


Those random guys would eventually ascend to becoming  theHoly Avenger manga's main characters.

There's another short story intro that continues the story of our amnesiac friend, now trying to figure out who he is.  There's a bunch of generatig methods, from rolling 4d6 and discarding lowest to rolling a 1d20 six times (risk of rolling really low presents lots of potential fun! ), an elite array of 17, 15, 12, 12, 10 and 8, or 20 point buy (with all stats starting at 10, with the chance of lowering any to 7 in return for an extra 4 points). Anywaym if at the end you have zero or lower total modifier sum, or no stat above 13,  you're simply not fit to be an adventurer, remake your stats.

Each ability score seems to do the exact same thing in D&D, so I'll skip that part and on to the next part

Chapter 2-Races

Our amnesiac hero gets a short description of the main races, but nothing we don't know already from reading the previous parts. The book goes on to point out that some races are more fit for some roles than others-don't expect a dwarf to be make a great bard for example. But then again repeats no class-race combination is strictly forbidden. Also that altough each race has typical behaviors, your character as an individual can have any personality you want, from a rude qareen to an humble minotaur to a polite dwarf. Players decide how their characters behave, always a nice thing to remember in an RPG.

It goes to explain each race has racial modifiers, including ability score bonus (and some penalties for everybody but humans). There's a sidebar for languages (valkar+ a number of extra languages equal to your Int mod, plus your racial language if you're non-human) including that the clerics of Tanna-Toh go around teaching reading and writing to everybody but barbarians (except if they multiclass), and a note for small characters. It works exactly the same as in regular D&D, only that Tormenta seems to be using the metric system, with small creatures having a movement of 6 m.

Now each race gets it own page, with fluff description, pic and their own racial traits. I'll be mostly skipping the fluff since it's the usual stuff from D&D, and adding my own comments.

Dwarves: +4 Con, +2 Wis, -2 Des. Movement 6 m, Darkvision 18 m, axes and hammers of all kinds are simple weapons, +4 AC against magic and poison, +4 AC against large or bigger creatures, +2 on Int or Wis-based perícias related to stone or metal. Tough as nails against pretty much everything, and the perícia bonus looks like it could apply to a lot of stuff, even if small. Still have to see the weapons, but exotic axes and hammers as simple weapons make me believe dwarf clerics rule.



Elves: +4 Des, +2 Int, -2 Con. Low light vision, +4 against enchantments, immunity to the Sleep spell, +4 to Identify Magic and Perception, their arcane spells gain +2 DC, proficiency in short swords, long swords, rapier, short, long and composite bows, then weapon focus in one of those weapons. Elfs are clearly being pushed to being wizards, altough I guess bard or sorceror would work nicely too. Con penalty still hurts. Oh, and they can get paws instead of feet or even cat tails, so they double as catgirl race! Plus altough several of them have an "higher than thou" attitude even after having lost their home, others fill themselves with positive toughts and seek to be as gentle and helpful to the communities that took them in.

Goblins: +4 Des, +2 Con, -2 Car. Small, but with a speed of 9 m, meaning the 6 m small clause will only apply to halflings. Darkvision 18 m, +4 on Fortitude saves against diseases and poisons (they also don't get sick from eating spolied food), +4 in Thievery and a Profession of their choice. I guess Tormenta reworked skills perícias quite a bit. Anyway this seems to be your go-to rogue race, the Fort bonus seems like it'll come handy against traps.

















Kawaii!


Halflings: +4 Dex, +2 Car, -2 For. Small size, +2 to all saves, +1 with thrown weapons, they use Des instead of For for athletics, +4 to bluff checks (nobody distrusts an halfling!). Seems like they would make great bards, or more Car-focused rogues.

Humans:+2 to two abilities of your choice, 2 extra talentos of your choice (nothing about needing to meet prerequisites), 2 extra trained perícias, that don't need to be chosen among your class perícias. Holy s*** humans are still looking just better than everybody else! They have no stat penalty, and their previous racial bonus seem to now be basically doubled, altough I guess I should wait until we get to see the talentos in detail. I guess the lack of “must meet prerequisites for extra talentos” is just an oversight.
















Someone needs an hug.


Lefou: +2 to two ability scores of their choice, -4 Car no penalty as per the revised vision. They count as monsters and thus aren't affected by humanoid-only stuff. Darkvision whitout range limit, 2 extra Tormenta Talentos (nothing about needing to meet the prerequisites here either). They don't lose extra Car for those two, but will lose if they pick any more Tormenta Talentos. Also a deformity of their choice (flexible limbs for +4 Acrobatics, Rigid Fingers for climb 4,5 m , sharp teeth for +4 Intimidate, finned hands for swim 4,5 m, red eyes for +4 perception, rigid skin for +1 AC). They´re also immune to negative effects from Tormenta effects or monsters, but can receive them from other sources. That seems quite like a lot of bonus, and Car still seems to be the dump stat of choice, so Lefou look pretty rad overall. It will also depend on what exactly Tormenta Talentos are I guess.

Minotaurs: +4 for, +2 Con, -2 Car. +1 AC from hard skin, horn natural attack for 1d6 piercing damage. They can combine it with another attack on the same round, but take a -4 penalty on all attacks for the round then. Also Scent, giving them +4 on survival tests to track by Scent and automatically detects creatures whitin 9m. Not over yet, they also have Labyrinth Logic for an extra +8 bonus on Survival tests to don't get lost. Hoever, they also have Fear of Heights- if they have to rise at any height beyond 3 m (or if they're whitin 3 m of a fall of that height), they take a -4 penalty on all d20 rolls, and cannot take any action that demands concentration, including magic. Well, minotaurs seem like pretty hardcore melee dudes, including the ability to automatically detect anyone trying to sneak near them, but put them on a tall building, mountain, airship or aerial combat and they suddenly start fumbling everything. Minotaur mages are basically impossible, altough I don't know why you would pick minotaur for any mage class to begin with.  Depending on how the game turns out at high levels, Minotaurs may end up sucking really easy when most enemies are able to fly or they're expected to fight in more exotic landscapes.







The only way to tell a Quareen from an human is the Mark of
 Wynna, a big magic tattoo that they proudly display,
 making an easy excuse for fanservice.


Quareen: +4 Car, +2 Int, -2 Sab. +4 to Identify Magic checks. Wishes! If a Quareen uses a magic at the request of somebody else, he spends one less PM. This doesn't allow you to use spells if you're out of PM, but aparently you can still reduce the casting cost to zero. Making a wish is a free action from other players, altough the Quareen still has to wait for his normal initiative count and take his normal actions to make it happen. He isn't forced to perform other people's wishes either. He can also perform minor wishes. Aka even if they're not a magic user (what else would they be really?), they can use any 0th level arcane spell (called tricks here) as a sorceror of the same level. But only when other people ask him. Oh, they can also cast Fly 1/day whitout spending PM, and free resistances depending on their chosen element (Water cold and acid 5, Air electricity and sonic 5, Fire resistance 5, Earth DR 3/slashing or piercing, Light electricity 8, Darkness acid and negative energy 5). Quareen look like they'll make brutal sorcerors, and will rock out as bards as well. There's no reason why your party won't always making wishes for you, just make sure there's at least a conscious ally nearby. Taking a quick look at the magic rules, seems like 1st level spells only cost 1 PM, so they basically never run out of juice at low levels. And free flight, even if just 1/day, is a pretty damn good as well. The only thing elves have got over these guys in the magic deparment is bigger spell DCs.

Comments:Well, the base rules seem quite similar, but the base races are clearly pimped up from standard D&D races. Will still need to take a look at the rest of the book to make a proper veredict, but Quareens, lefous and humans seem like the best races, while minotaurs suck it up with their fear of high places, and elves still have a penalty to the ability you never want to dump and scryzopheny of really wanting to be wizards yet gaining a bunch of weapon proficiencies.

Next: Some unusual races, and then classes!
« Last Edit: February 04, 2014, 08:03:41 AM by oslecamo »

Offline monteparnas

  • Lurker
  • *
  • Posts: 7
  • I'm new!
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #13 on: November 27, 2013, 12:17:39 PM »
About language: Yeah, Tormenta actually gave an explanation for even commoners being able to read and wright. If a silly explanation, it is still an explanation.

About metric system: Well, since it is a brazilian game, it makes some sence to use our main system of measure. By the way, it makes sence to do this any way, since USA is the only country not to use it as its main system.

About races: Your assumptions about weapons, I think they're correct! And with +4 Dex, and the other stuff, I doubt you need to be Car-focused to be a great Halfling Rogue.

Lefou where revised recently and no longuer lose 4 in Car (no other change), and Tormenta Talentos are neat ones! I guess it is harder to use them than it seems at first impression, but those guys are though ones when you get used to Tormenta-related stuff. Just to now, the best Tormenta Talentos give more benefits when you get more Tormenta Talentos. They can be very powerful combos just by themselves.

Minotaurs wheren't great mages until the book Guerras Táuricas. There you will find an interesting Prestige Class just for Minotaur arcane spellcasters.

And, in the end, yes, you'll probably be better served by a Human. If you're not going to enter Tormenta Areas, Human is enough to get those Tormenta Talentos if you really want them. And believe, even with the Con penalty, Elves are great for Mages, really.

Offline Atmo

  • Full Member
  • **
  • Posts: 207
    • View Profile
    • Atmoland
Re: Tormenta Campaign Setting Overview
« Reply #14 on: November 27, 2013, 12:29:51 PM »
Talentos Aberrantes (Aberrant Feats) can be bought by spending Charisma, if i remember well.

Offline monteparnas

  • Lurker
  • *
  • Posts: 7
  • I'm new!
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #15 on: November 27, 2013, 05:20:17 PM »
No, the Charisma Cost is an EXTRA cost. You still need to get them as feats by normal means.

Offline oslecamo

  • DnD Handbook Writer
  • ****
  • Posts: 10080
  • Creating monsters for my Realm of Darkness
    • View Profile
    • Oslecamo's Custom Library (my homebrew)
Re: Tormenta Campaign Setting Overview
« Reply #16 on: December 02, 2013, 11:36:00 AM »
Part V-More Races, and Classes

The 8 previously presented races are suposed to be the most important on Tormenta, but the book presents some support for other races popular in d20.

Gnomes: +4 Int, +2 Con, -2 For. Small size, low light vision, +4 Sense Motive and Profession (Alquemist), +4 AC against large or bigger enemies, permanent Speak With animals, and if they have Cha 10+, they get to cast Dancing Lights, Ghost Sound and Pretidigiation at will. Those guys look like another wizard race (less spell DC and initiative than the elf, but more durable overall), but I could see you using them for a smartish rogue as well.

Half-Elves: +2 Des, +2 to another stat of their choice except Con. Low light vision, one bonus talento and perícia of their choice, +2 on Will saves against enchantment, +2 to Spellcraft and Spot... And that's it. Humans just look plain superior. I would've at least expected for the designers to make the Will save and perícias bonus +4 instead of +2 like for the other races.

Half-Orcs: +2 For, +2 to another stat other than Car or Int. Darkvision 18 m, Diehard as a bonus talento, +4 to Intimidate checks. Well, the bonus are better than any of the half-elf, but there's also less of them, so again, human just looks plain better.

Gnomes look actually quite solid considering all I heard about the designers hated them, but then they look like they just got lazy with the half-elves and half-orcs.

Oh, and at the end of the races chapter there's a sidebar explaining that yes, those races are supposed to be stronger than standard d20 races, for several reasons.
-Reduce magic item dependancy (remember that Tormenta players should get less magic bling)
-Increase low levels survivability (altough that's better served by their new initial HP PV rules)
-Make your race choice overall more important for your character.
-More useful racial abilities (+4 against all large or bigger creatures instead of just giants).

And a final note that they should be considered LA+2 in relation to regular d20 races. Meh, they're good, but not that good if you ask me. I would consider them high LA+1, but LA is an horrible system, so their idea to simple raise the whole starting bar is something I can agree with, and actually wants me to try out a 1st level Tormenta campaign.

Chapter 3-Classes

I believe that's the first picture of an elf cowboy I've ever seen.

Another fluff piece, this time describing how our amnesiac hero ends up in an arena and gets an explanation on how everybody fights in a diferent way. He seems to like sword and shield.

Anyway the core book goes to explain it contains 13 classes (lucky!):
Barbarian Bárbaro-feel the rage!

Bard Bardo-Traveling of all artist, jack-of-all trades

Cleric Clérigo-Servant of divine forces, receiving magic powers for his devotion

Druid Druida -guardian of the natural world and wild things, be them natural or monsters.

Sorceror Feiticeiro-Heir to an arcane bloodline, with a natural gift for magic.

Fighter Guerreiro-Supreme specialist of combat techniques with weapons and armor.

Rogue Ladino-Adventurer full of tricks, trusting more in speed and smarts than brute force.

Wizard Mago-A wise student of the arcane arts, master of great powers. Not actually Wisdom Sabedoria based.

Monk Monge-Unarmed martial arts and secret techniques master.

Paladin Paladino-Champion or good and justice!

Ranger Ranger-Hunter of monsters and master of surviving in the wild

Samurai Samurai-heir to millenar traditions and bearer of ancestral swords

Swashbuckler Swashbuckler-Galant and daring warrior, that adventures for the thrill of danger (and possibly gold and power as well)

Geez, those sound all quite familiar don't they? We'll be tackling each in more detail later on, but before that some general stuff. Characters have a level, needing experience to level up. Then there's a table that points out how much experience you need to reach each level and also what everybody gains at each level regardless of class. First, there's no skill points. Having a perícia trained gives you a bonus based on level on its respective checks, starting at +4 and ending at +23 at 20th level. Untrained perícias start at +0 and end at +10. Then as already mentioned a talento at level 1 and another every couple levels, for a total of 10 talentos at 19th level. You also get a +1 to an ability score of your choice every 2 levels starting at 2nd level, and finally a bonus equal to half your level (rounded down) to AC, saves and all damage you deal regardless of being magic spells or simple pointy stuff. That sounds a lot like what 4e did if you ask me, but better. The 20th level guy knows how to dodge and stab better than the 1st level dude by default.

Then there's a note about multiclassing. It works like standard 3.5 multiclassing, except that:
-When taking a new class you do not gain that classe's starting PV. Yeah, each class gains quadruple base PV at first level (but not your Con bonus), like we quadruple skill points at first level in 3.5.
-You can pick either one base talento or trained perícia from the new class. Classes now gain their base weapon/armor proficiencies as base talentos, while  casters get Iron Will and Warriors get Great Fortitude. So dipping for a bunch of proficiencies or extra skills seems to be heavily discouraged.
-PM from diferent caster classes can't be used to cast spells from diferent classes. PMs from clerics are only good for their own ceric spells and so on.

Barbarian

Krork, exiled from his own tribe for his skin being too smooth and his impecable hair.

Tormenta barbarians start with a whooping 24+Con mod HP and gain an extra 6+Con mod per level up. Simple and Martial weapons, light and medium armor, shields and Great Fortitude. Also 4+Int mod trained skills, picking from Handle Animal, Athletics, Ride, Initiative (yes that's a skill perícia now), Profession, Perception, Survival. Rage now grants a plain +2 to melee attack and damage rolls, plus DR 1/-, but also -2 to AC. Otherwise standard rage, including duration 5+Con mod, fatigued when it ends, 1/day with extra uses gained as you level up, and upgrading to greater and mighty rage at levels 11 and 20. Everything else is basically the same, except the basically useless trap sense is replaced by Wild Instinct-a +1 bonus to reflex and Initiative saves that increases every 6 levels.

Overall Barbarians seem to have been a bit  improved,  with rage now granting DR (even taking in account they no longer gain a bonus to Will saves while on it) and Wild Instinct, but they're still basically the same.

Oh, and barbarians also get good Bab bonus, but iteratives don't exist anymore. Aparently you now get multiple attacks just trough some new feats we'll check later on, or magic effects like haste.
 
Bard

So... Wrong...

Tormenta bards start with medium Bab, 12 +Con mod PV, plus 3+Con mod PV per level. 6+Int mod trained skills, picking from Acrobatics, Athletics, Perform, Ride, Knowledge, Diplomacy, Bluff, Spellcraft, Initiative, Sense Motive, Thievery, Gather Information, Perception. Base talentos are Light Armor, Simple and Martial weapons, shields, Lighting Reflexes and Iron Will.

They still get Bardic Knowledge, that now allows you to make any knowledge checks as if you were trained in them, with bonus level+Int mod.  They no longer have their own spell list, but rather cherry pick from the arcane and divine lists. They're also able to cast 1st level spells right away, gaining a new spell level every other 3 levels, up to 6th level spells at 16th level. Spellcasting Car based. They start knowing 4 0 level spells and a number of 1st level spells equal to 1+Car mod, learning a new one of any level they can cast every level up. They begin with1+Car mod PM and another 2 PM per level up. Spontaneous spellcasting.

They start knowing two bardic musics, and learn another one at 2nd level and every two other levels. They all have range 9 m and duration 1 min unless otherwise noticed. Standard action to start, can be used a number of times per day equal to level+Car mod, but only if you're trained in Perform. It follows with a list choices. Only works on creatures with Int 3+ that can hear you.
(click to show/hide)

Bards seem to start pretty strong, with 1st level spells right away, lots of perícias and even martial weapons and then 2 picks from bardic music. However they then seem to lose steam once they start to hit mid-high levels, as they're picking spells from the same list as the other mage classes but at a slower rate, and you can pick your strongest songs at 8th level. Overall seems like quite a nice gish for low level games, and the ability to cherry pick spells from both divine and arcane spells should keep them relevant all the way to 20th level.


Cleric

I told you dwarves rock  as clerics.

Tormenta clerics start with medium Bab, 16+Con mod PV, plus 4+Con mod PV per level. 2+Int mod trained skills, picking from  Knowledge, Diplomacy, Spellcraft, Sense Motive, Profession. Base talentos are Light, Medium and Heavy Armor, Simple Weapons, Shields, Great Fortitude and Iron Will.

Notice the lack of the “new” Initiative Perícia

Anyway, clerics now must pick a Divinity (about time if you ask me, enough with all the abstract concept clerics). They tell us to check chapter 6 for details, so we'll have to wait how that works now, but aparently it will grant us particular powers.

Then clerics also gain Channel Positive(if good aligned)/Negative(if evil aligned) energy, much like pathfinder clerics. Neutral clerics get to pick whatever and then stick with it. It has a range of 9 m and either heals living or damages undead for positive energy, the other way around for negative. 1D6 at start, another 1d6 for each two other levels. Will save (10+1/2 level+Car mod) for half damage if they would be harmed. Standard action, useable 1+Car mod times per day.

After that, the book suddenly tell us that we have Divine Power-pick either a magic talento or granted power from our deity, and another one every 5 levels. I guess they couldn't stand to just nerf the cleric, they had to give them some new goodies.

And then good old spells, that will be detailed in chapter 9. Usual rate of unlocking new levels, clerics still use Sabedoria as their main casting stat, but know only 4 prayers (0th level spells) plus 1+Sab mod at first level, then another couple spells of any level they can cast every two levels. Death to ever-expanding full spell list casters! That has my 100% support. They also gain PM equal to 1+Car mod, and 3 extra per level. And they need to prepare their spells ahead of time with one hour of prayer to their god, deciding how they want to spend their PM ahead of time.

Overall, clerics gain some extra talentos, but otherwise got a much needed nerf in knowing only some spells and no more domain cherry picking. Unless the gods now have some really OP granted abilities, but I'm hopeful not. Also the part where they don't get Initiative perícia means that later on they may get 9th level spells, but other classes may just smash their face before they get to cast. Unless you're an haxxor human cleric and thus get Initiative as one of your bonus perícias. Or there's some other way to unlock it. Anyway they still rock on with heavy armor, two good saves and HP.

Druid

Until now goblins have been described as lacking any kind of respect for both themselves and pretty much every other humanoid they meet, but they'll aparently make an exception for mother nature.


Tormenta bards start with medium Bab, 15 +Con mod PV, plus 4+Con mod PV per level. 4+Int mod trained skills, picking from Handle Animals,  Athletics,  Ride, Knowledge, Diplomacy, Spellcraft,   Profession, Perception. Survival. Base talentos are Light and Medium Armor, Simple weapons, Shields, Great Fortitude Nature's Sense and Iron Will.

Again, notice the lack of Initiative skill. Seems to be a trend with fullcasters. Also no specialized weapon list (like the bard) or Great Fortitude, instead gaining Nature's Sense, that does... Something.

Druids have a conduct code that forbids them from using armors and shiels made of metal. Aparently that's just 3 kinds of armor and light shields, that are specifically made of wood. If they break this code, they lose all druid abilities for a day.

Then like clerics they must pick a divinity like a cleric, also unlocking some special power, but only get to pick from Allihanna, Megalokk or Oceano.

Wild Empathy allows you to make diplomacy checks with animals with a bonus equal to level+Car mod. Still don't understand why designers expect druids to invest in Car.

Spells are pretty much exactly the same as the cleric's, they both learn from the divine spell list.

Then druids also get Natural Bond, that grants either an animal companion, or a bonus magic talento or granted power at 1st level and every other 5 levels, just like the cleric. The animal companion gets its own table and unique stats. “Unique” as in all animal companions share the same exact base stats, instead of the druid geting to cherry-pick from the bestiary. They also explicitly take a move action to make them do something (and possibly Handle Animal checks for complex actions). You can however fluff them as anything you want, including “one-of-kind” rare beasts.

The Animal companion's base stats are 9 m movement speed, 7 PV, CA 14 (+2 Des, +2 Natural), bite +3 (1d6+2), Fort+4, Ref+4, Will +1, For 15, Des 15, Con 15, Int 2, Sab 12, Car 6. Only perícia is Perception at +6 and they also get the Vitality talento. At each level up the AC gains +1 Bab and 4 PV+Con mod. Then they also gain level benefits as if they were a character, including extra talentos and ability scores... Oh, and they also gain one wildshape ability (more on that on a moment) and another at 5th level and each other 5 levels, unlocking higher wildshape abilities at the same rate as you do, except they can't be elementals (yay random limitation!). Oh, and if your animal companion  bites the dust, the druid gets auto-stunned for 1d4 rounds. They must spend a whole day in a wild area to get a replacement.

At 2nd level druids get Woodland Stride that allows them go trough natural difficult terrain whitout speed reductions and at 3rd level Invisible Tracks increases the DC of tracking you by 10. Yay druids no longer tell specialized trackers to go screw themselves!

Finally at 5th level wildshape.  As a standard action 1+Sab mod times per day, turn into an animal-any animal, even unknown beasts-except your stats remain the same, but you get to pick one ability from a list. You can't cast spells, and you can make Bluff checks with a +10 bonus to try to pass as a common creature. Can't cast spells and equipment gets absorbed and returns when you exit wildshape. Unlimited duration, but you rever if you die.

(click to show/hide)
At 8th level you get to pick two,  three at 14th level, and four at 20th level. You can change what you gain at each level, but never pick the same ability twice at the same time.

At 9th level you get poison immunity, and at 11th level Improved Wildshape gives you new options
(click to show/hide)

At 13th level you get Thousand faces for at-will Alter Self, and then at 15th level Timeless body makes you stop to grow older, either naturally or magically. You still gain bonus, and still kick the bucket when your time comes.

At 17th level you get Greater Wildshape, that no longer is composed mostly of “same as before, but bigger numbers”. Still the “new” Armardura Natural for +8 AC, but now you can pick trample that deals 4d6+Força mod when you move over creatures two or more sizes smaller than you, Força-based reflex save for half. Or constriction for 1d8+Força mod every round you hold a grapple. Or elemental body for DR 10/magic and immunity to sleep, paralyzis, stunning and poison (aren't you already immune to Poison due to being a druid? :psyduck) plus two natural slam attacks dealing 1d6 each, and you can use both on the same round by taking a -4 penalty on the attack rolls. Water gives you swim 18 m and going trough barriers that aren't hermitically sealed, air gives you fly 18 m, fire makes you immune to it and your natural attacks deal an extra 1d6 fire, earth grants an extra +4 AC.  You cannot combine elemental with other wildshape abilities except agility, brutality or sizes (which fits exactly the 4 options you get at 20th level). There's also colossal size for +16 For and scaling penalties, or diminutive size with no stat bonus but better numbers. Or the (greater) fly for fly 18 m, that can be combined with other stuff unlike air elemental.

Overall, druids got kinda nerfed in that they no longer get their full list, but they can still get both Animal Companion and Wildshape. In particular when you take in account that there's a new version of Natural Spell to cast spells while wildshaped. However, the animal companion doesn't get the inflated HP or super racial stats other players get, and wildshape is also drastically weaker (little more than some nice utility at 5th level when you just get one ability). So druids weaker overall, but they seem to now stand above clerics, as they both get the same spell list and the druid gets extra perícias and drastically better class abilities over his twenty levels, in contrast to “+1d6 channel energy”. Unless metal armors turn out to be super awesome.


And I'll make another pause for now.

Comments: So far the classes seem like a mix of standard 3.5, Pathfinder and 4e stuff. Full list casters got the axe even before we start checking the spells themselves, while other classes received minor but significant buffs. Two interesting details are the inflated HP determined by class at first level, making barbarians easily have more HP at start than other classes will have until they start reaching low-medium levels, and Initiative being a perícia, which makes it nothing short of an auto-pick, but isn't directly available to fullcasters. This could be an interesting balancing mechanic, but again, fullcasters seem to have some other good options to train Initiative as well.

More feats talentos and ability score boosts are nice as well, and the scaling bonus to AC, damage and saves that's equal to everybody kinda screams 4e. Personally I find it kinda strange the cleric ends up hiting harder than a 1st level barbarian by default. However I'll admit it should help the keep the math more simple. No fiddling with skill points or rolling HP every level helps as well. So far seems like  Tormenta clearly isn't trying to reinvent the basic wheel, but to bring everybody togheter.

Next part: I look over the remaining classes.

Offline brujon

  • Epic Member
  • ****
  • Posts: 2554
  • Insufferable Fool
    • View Profile
    • My Blog (in PT-BR)
Re: Tormenta Campaign Setting Overview
« Reply #17 on: December 02, 2013, 11:50:43 AM »
Wow! Oslecamo, não sabia que você falava português. Aprendendo uma coisa nova a cada dia :P
Cara, isso me trás memórias muito, muito antigas, de quando eu comprava revista Dragão (tinha essa revista pra vender em Portugal também?). Comprava a revista por causa de Magic, só começei a jogar RPG depois... Mas cheguei a jogar uma ou duas campanhas de Tormenta. Aliás, também joguei muito 3D&T no meu tempo, antes de aprender D&D. É um outro trabalho do Cassaro, conhece também?

translation:

Wow! Oslecamo, i didn't know you speak portuguese. Learning something new everyday :P
Man, this brings me way back to when i bought Dragão magazine (they had that magazine in Portugal as well?). I bought the magazine over Magic The Gathering, since i only started to play RPG's later... But i did manage to play one or two Tormenta campaigns. Also, i have played a lot of 3D&T in my days, before i learned D&D. It's another work from Cassaro, do you know it too?

---

For those who don't know, 3D&T is a very, VERY simple system developed by Marcelo Cassaro, that aims to be a Generic you-play-what-you-want system that only utilizes D6's. It's kind of a really really simplified version of GURPS. 3D&T stands for Defenders of Tokyo 3rd edition. Defenders of Tokyo gets it's name because it originally was a system that satirized Anime & Manga style play, before it matured into a generic system.
"All the pride and pleasure of the world, mirrored in the dull consciousness of a fool, are poor indeed compared with the imagination of Cervantes writing his Don Quixote in a miserable prison" - Schopenhauer, Aphorisms: The Wisdom of Life

Offline Atmo

  • Full Member
  • **
  • Posts: 207
    • View Profile
    • Atmoland
Re: Tormenta Campaign Setting Overview
« Reply #18 on: December 03, 2013, 11:28:44 AM »
For those who don't know, 3D&T is a very, VERY simple system developed by Marcelo Cassaro, that aims to be a Generic you-play-what-you-want system that only utilizes D6's. It's kind of a really really simplified version of GURPS. 3D&T stands for Defenders of Tokyo 3rd edition. Defenders of Tokyo gets it's name because it originally was a system that satirized Anime & Manga style play, before it matured into a generic system.

You didn't mention Daemon...  :lmao

Offline Risada

  • Legendary Member
  • ****
  • Posts: 2069
    • View Profile
Re: Tormenta Campaign Setting Overview
« Reply #19 on: December 03, 2013, 11:50:57 AM »
snip

Yeah... Oslecamo being portuguese (the nationality) is quite unexpected to me. (this is in a good way actually)

+1 to everything Brujon said (except the MtG stuff... I don't play it).