9
« on: March 17, 2017, 03:01:33 AM »
Here are my mechanics and intro notes on the Sabers. I have a few comments in brackets I had tossed in to keep things straight in my head. They also serve to the semi "campaign" I'm working on surrounding the Sabers or at least their sweet loots. I'd like to talk to people/check format/structure ideas with people on that if anyone's interested.
So yeah, this is more mechanics and meta than history.
General notes: The talismans turn the wearer into an Elemental Saber, cherry blossoms flutter about and the wearer is dressed like a Japanese schoolgirl, their hair grows out and generally changes into some unnatural color. The weapon talismans can transform separately but it's rare. The transformation generally calls the weapon to hand. Less known is the transformation effects the wearer's mind, the Willpower trapping (at Superhuman) keeps them on task but the talismans were not really designed to keep people stable and healthy beyond the hunt and the kill.
These may be in the hands of the black market, collectors, and obsessive fans, it's likely that the Japanese government has a couple as well. Note that the weapon talismans are bonded to the saber talismans.
Bonding with one isn't too hard, it just needs to touch your blood and it's attuned to you. Most of the talismans had a theme, sometimes it might make some kind of sense with the element and sometimes not. The talisman of saber Iron might be focused on physical strength and come with an ax but it could just as well sprout wings (of iron) and a spear.
Activating the talismans is easy, you just have to think about wanting it and it'll go off. As the sabers figured out, you don't have to shout anything nor pose – most people don't know that though.
On building a talisman:
-They start at the Superhuman level, while a base raider could upgrade them, only the radioactive ones might start higher.
-They tend to be under 20 points and focused on a few skills or a specific ability. In general a new Saber appeared to fill a gap in the team and was created with a singular focus in mind.
-They come with the flaw “Traumatic (-1)” which means that if the Saber had to resist composure stress while transformed when they revert they must pass an appropriate stress test without the willpower trapping from the talisman. [Cosplay note: Yuriko's stats don't have this because I took too long figuring out how to model it. She might have just gotten over a lot of it or it should be added to her, GM choice.]
-Each focus has the drawbacks of focus, transformation and conviction. The transformation drawback changes the user's outlook, generally for the worse. Most of these match the roles they were built to fill so things like “Selfless Defender” or “Cruel Efficiency.”
-While the talismans transform the users into magical girls in Japanese schoolgirl outfits, this could be changed through all sorts of ritual, the themes of the element will still stand out however the user looks.
-So far none of the man-made elements have been seen [The Japanese government has kind of figured out how to do these, they show up in that campaign I'm writing.]
-Any talisman connected to a radioactive element will be more powerful and dangerous. These ones come with convictions and transformations that are always recklessly destructive.
-The information trapping does cover information about the Sabers, their rules, duties, enemies and bases. However this information is generally reactive when it's needed and hard to call up in the wild.
-The talismans could also come with the drawback aspect “Targeted by the Darkness” which would draw fledgling and greater spirits are drawn to hunt and be hunted by them.
-All appear to be handcrafted and of high quality, none have marks on them.
-The Sabers were getting older, and thus the newer ones were recruited from older children.
Bangles of the Bismuth Archer
The bracelet is simple leather with small metal studs, it has many places for charms to be hooked on around the outside edge. One such charm is a small Daikyu (Japanese longbow). This was the talisman of Saber Bismuth, a strategist and short time member of the Elemental Sabers.
Supporting Saber
16 skill points, superhuman -2 refresh
Security (1) x1 Notice (1) Notice +unusual: see magic (2), Languages (1), Examine (1) x1 Information+Unusual (1) x1 Research+unusual (Learn about enemies) (2), Willpower (1) x1 Inspire (1) x1 Conversation+Unusual (teammates can always hear her) (1) x2 Insight (1) (20)
Transformation (Minor -1) replace one aspect with “Determined Backup”
Conviction (Minor -1) “I must help them first.”
Traumatic -1
Focus (Minor-1)
Description: When activated the bangle changes the wearer into a magical girl in a rainbow sailor suit. Able to maintain awareness, root out evil sorcery and help with immediate answers. Saber Bismuth isn't a frontline fighter and knows instinctively how to best support those who are.
Bismuth Bow of Destiny
3 skill points, superhuman -2 refresh
Shoot+unusual+range(2), (5)
Focus (Minor-1)
Delay (Minor-1) transformation
Description: The Bow of Destiny is a traditional Japanese longbow made from Bismuth crystals that fires glowing rainbow arrows of crystal shards.
[Saber Bismuth, she was Antimony's friend, as much as anyone could be. Then she was ripped apart by a possessed zebra. That event caused Antimony to flee the team.]
Quicksilver Earrings
These earrings are long silvery and blade shaped. They allow the wearer to assume the mantle of Saber Mercury, violent blur of justice and love.
Striker Saber
14 skill points, superhuman -2 refresh
Initiative [physical] (2), Physical Force (1) x1 leap (1) x1 Move+unusual+range 1 (3) Dodge+unusual [land in a different zone] (3) x2 stealth (1), Willpower (1) x2 Menace (1), Information (20)
Focus (Minor-1)
Transformation (Minor-1) Replaces one aspect with “Magical Killer”
Conviction (Major-2): I'm unstoppable, you're meat
Traumatic-1
Description: Saber Mercury is fast, you don't see her move until she's behind someone and attacking. She's afraid of nothing and regrets even less.
Mercy Blades
2 skill points, superhuman -2 refresh
Strike+unusual+spray+range (4)
Focus (1)
Delay (1) transformation
Description: When the wearer turns into Saber Mercury the earrings run down their neck and shoulders, and become a pair of two foot blades attached to the forearms. Saber Mercury is fast enough that when striking with the blades the user can move one zone to strike a target.
[She was the new leader and highly unstable. When Yuriko fled, she's pretty sure that if she hadn't left the country Mercury would have killed her. Seeing the talisman may be enough to trigger Yuriko's PTSD.]
Availability
Not counting the seven Sabers off with Ragnarok or Antimony, there are at least 70 talismans not in use. In theory the Sabers kept the talismans of the fallen at their headquarters but in practice most didn't get reclaimed and sentimentality was never high within their ranks.
While each talisman is a unique power source, they are also cursed in both mind altering magic and being just a bit uncool.
Finding one in a base is common but odd outside of Japan. Finding them in the hands of dealers is more likely. Finding them in public places is also possible, many of the talismans go unactivated and unnoticed among other handcrafts.
Ways In
If Antimony came across any, she might begin to look for candidates to take up her crusade. This scenario has her waffling between overprotective den mother and unhinged drill sergeant, sending her new recruits off to test against bases and spirits alike. Getting help from her or Cosplay would be possible but she'll expect them to answer to her. In her identity as Yuriko she'd seek out people who seem more balanced and likely to survive the emotional dangers of being a Saber and Base Raider, as Antimony she'll look for people with an aptitude for power and war as well as connections into The Underground to try and tie her crusade into the greater superhuman community.
Fans looking for talismans should be able to find them. Between searching auction sites on the dark web and lucky finds in the wild it would be possible for a fan or even small group of them to get their hands on enough to start their own chapter of the Sabers. In this case Antimony would show up likely more cautiously but similarly want to test them.
Also tracking Dweller activity might get a patient raider close to a talisman, while the Dwellers seem to be strongest on the west coast and slowly spreading East there may be unusual activity in places that don't confirm to the pattern of their spreading. These may be spirits drawn to latent or active talismans.
And there is the Molecat, if it was a single entity it may have been slurped up by the Ragnarok object. If it was the representation of a force it may have been weakened but remain on Earth. If it's on Earth, it may be hiding from Antimony or seeking to use her.
Or it may be a “new” identity and soon rise to empower new heroes. Finding it could be done in this case through investigation or mystical means. Then it's just a matter of talking it into empowering people, likely through making deals and impressing it with idealism and ability.
Edit: And there could totally be some in the Kaiju Graveyard, more than one Saber likely wound up as a Kaiju snack.
Second add: Not every Saber died fighting evil, a few retired, some even didn't get hunted down by Saber Mercury. Finding these people or their next of kin might let raiders talk or scrounge their way into a few talismans.