RPG

Setting Rule: Veritas

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From publisher blurb: Most humans see the world through a distorting lens, a veil that hides that which would break their primate minds. Some seek to pierce the veil, to adjust for the distortion, to truly see the world for what it is. And some unfortunate few cannot avoid seeing the truth, no matter how much they would like to avoid doing so. A Truth – Veritas – about how the world really works that may set them free, destroy them, or lead them to power. But a truth that also does not care - or even perceive - that humans exist. Setting Rule: Veritas is a 4-page supplement intended for games that feature an uncaring universe, where ignorance is bliss and the truth gradually drives one insane. Powerful. But insane. It provides a new Trait, an Edge, several setting rules and a couple of bare-bones campaign ideas spread over four pages: 1) Introduction (quarter-page or so) 2) A fairly fast ritual-like magic system (half-page or so) (Actually, a Dramatic Task implementation of the regular SWADE Powers magic system) 3) A 'Trait-like' (like Wealth) describing how much you understand the 'actual truth' of how the world works (think Cthulhu Mythos/the Veil of Kult, etc) that gives power and takes sanity (i.e. gives AB: Veritas and Power Edges along with mental hindrances.) (a page or so) 4) Notes on researching Veritas (through Tomes of lore) and acquiring new spells. (about a page) 5) How non-players (creatures, objects etc) interact with the above. (half-page) 6) A brief discussion of other campaign types this might be used in. (last page)

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