Friday, May 10, 2013

Job Kits

Characters have pasts.  The following kits can be used to give the character some sort of background skills they might find useful.  Players do not have to use one of the kits, but the kits are purchased at cost, the complications do not count toward the complications total.

Airship Crew
CostSkill/Talent/Power
3Navigation (INT)
1FAM: Gambling
2PS: Airships Crew
2KS: Airships
1Weapon FAM: Swords/Knives
2Weapon FAM: Common Small Arms
11Subtotal

CostComplications
10Follows the Captains Orders, Common, Moderate
10Subtotal

      1Total

Captain, Navigator, and Crew. This character has served aboard an airship for enough time to be an old hand at it. ALong with the skills, comes an almost unthinking obedience to the current captain or commander. Those who don't develop this tendency tend to not develop any further -- it's a long way down for dissenters.


Alchemist
CostSkill/Talent/Power
14Magic Pool (10 pt Pool, 10 pt Control)
5Spell: EGO +1 Players Choice
2KS: Alchemy
21Subtotal

CostComplications
5Reputation - Wielder of Magic (Frequently, only a small group)
10Mystic Aura - Distinctive Features (Not Concealable, Detectable Only With Unusual Senses)
15Subtotal

      6Total

Mixers of potions, elixirs and salves. This is a particular kind of spell caster. All alchemical spells are usable by others, have a fragile focus, and limited charges (no more than 4 per spell). An alchemist has the talent and has likely spent time studying the formulas and methods involved with potion making.


Con-Artist
CostSkill/Talent/Power
3Gambling (INT)
3Lock Picking (DEX)
3Sleight of Hand (DEX)
3Stealth (DEX)
3Streetwise (PRE)
15Subtotal

CostComplications
10Watched by Police (PC Equal, Frequently, Watching)
10Subtotal

      5Total

Thieves, rogues, and raconteurs. These are the pickpockets, the bandits and the pirates of the airship-age. These are the folks who have picked up unwholesome habits and skills making their own way and rules in life. Robin Hood was a rogue. Fagin was a thief. Cyrano was a raconteur. If you need something and you can't afford to pay for it, these are the folks you see about it.


Doctor
CostSkill/Talent/Power
3Scholar
2KS: Anatomy
2KS: Medicine
2KS: Hospitals
2PS: Surgeon
3Paramedics
33 Points in Contacts
3Deduction
20Subtotal

CostComplications
5Reputation in Field (8-)
10Psych: Hypocratic Oath (Common, Moderate)
1Complication
0Subtotal

      5Total

Surgeons, healers, and the like. Could be a doctor who was blackballed when a noble died in a clinic, or a retired doctor bored with the genteel life. Even a young doctor fresh from school out to make a change in the world.


Engineer
CostSkill/Talent/Power
3KS: Engineering
3KS: Steam Engines
3KS: Clockwork
3Mechanics
12Subtotal

CostComplications
5Social Limitation: Engineer (dirty job, greasy, lower class) (Frequently; Minor; Not Limiting In Some Cultures)
0Subtotal

      0Total

Makers and builders. These are the people at the heart that beats in the engines that drive the empire. They could be a crude mechanic adept at keeping rust-buckets running or young savants able to make any machine sing under their care. A group won't get far without one.


Entertainer
CostSkill/Talent/Power
3KS: Theater gossip
3PS: Entertainer
1WF: Weapon of choice
1Literacy
3Jack of All Trades
11Subtotal

CostComplications
5Social Limitation: Entertainer (not afforded respect other professions receive) (Frequently; Minor; Not Limiting In Some Cultures)
0Subtotal

      0Total

Singer, actor, and songwriter. The modern bard, or the world weary dancer.


Magus
CostSkill/Talent/Power
14Magic Pool (10 pt Pool, 10 pt Control)
5Spell: EGO +1 Players Choice
2KS: Magic
2PS: Magic Theory
23Subtotal

CostComplications
5Reputation - Wielder of Magic (Frequently, only a small group)
10Mystic Aura - Distinctive Features (Not Concealable, Detectable Only With Unusual Senses)
15Subtotal

      8Total

Wizard, practitioner, and stage magicians. Tapping into the beating heart of magic, the mage looks down his nose at science and alchemy. Magic is more difficult now than when his teachers learned it, or even when he they began learning many years ago. No magus spells are usable by others, or have a fragile focus.


Noble
CostSkill/Talent/Power
3Conversation
3Literate w/up to 3 languages
3AK: Empire
3Speak language(choice)
3High Society
3Riding
3Gambling
3Tactics
24Subtotal

CostComplications
15Noblesse Oblige (Psychological): Believes those below them in station cannot take care of themselves, Very Common, Moderate
15Subtotal

      9Total

Dis-inherited, pampered and rich, or the spoiled child of entitled nobility. This character knows his way around the upper crust, but may be lost among the common man.


Scavenger
CostSkill/Talent/Power
17Danger Sense (Function as a Sense, Intuitional, Sensitivity: Out of Combat) 11-
15Better Lucky than Good: 3d6 Luck
3Well-connected
1111 points in contacts
1Reputation: Connected
30Subtotal

CostComplications
15Psych; Curious (Common, Strong)
15Subtotal

     15Total

Hunter, urchin and fixer. You want it, they can get it. You need to see someone, they know how to get you in touch with them. You might not like how they manage it, or the history of what you get, but they know how to work the system.


Servant
CostSkill/Talent/Power
3PS: Cook
3Barter
3High Society
3Conversation
12Subtotal

CostComplications
5Social Limitation: Servant (seen but not heard) (Frequently; Minor; Not Limiting In Some Cultures
5Subtotal

      7Total

Maid, butler, and menial. Looked down on, and often ignored, noble society would collapse without them.


Soldier
CostSkill/Talent/Power
4WF: Common Melee, Small Arms
16+2 All Combat
2PS: Soldier
3Tactics
1Soldier: Right to Bear Arms
26Subtotal

CostComplications
5Social Limitation: Grunt (Services command less money; thrown into the thick of battle, get fewer considerations of comfort, afforded less respect, etc) (Frequently; Minor; Not Limiting In Some Cultures)
10Rivalry with other Warriors (More Powerful, Group, Professional, Unaware, Outdo)
15Subtotal

     11Total

Soldier, mercenary, and brawler. They are the best at what they do, but what they do isn't very nice.


Spy
CostSkill/Talent/Power
2Deep COver
3+1 PER
10+1 Overall Level
3Bribery
3Conversation
3Persuasion
3Streetwise
3Acting
10Contacts and/or Membership
1Literate
41Subtotal

CostComplications
15Psych: Self Centered (Common, Strong)
10Secret ID
15Subtotal

     16Total

Spy, Double Agent, and Detective. If it is lost, they can find it. If it needs to be lost, they can make sure it stays lost. If a message needs to get through dangerous territory they can make that happen as well.

Wednesday, April 17, 2013

Not dead yet!

It's just the job kits are taking me forever to wade through. I'm getting there, just picking the right skills and complications are hard.

Saturday, March 9, 2013

Everyman Skills

Here is a list of the everyman skills that every character has.  These skills default at 8- (unless otherwise specified):

Acting
Climbing
Concealment
Conversation
Deduction
AK: Home country or region
KS of player’s choice 11-
KS of player’s choice 8-
Native Language (4 points’ worth, with literacy)
Paramedics
Persuasion
one PS at 11- (representing the character’s job, hobby, or the like)
Shadowing
Stealth
TF: choose a 1-point TF appropriate to character’s background or upbringing

Friday, February 22, 2013

Religion in the Empire

Many centuries before people noticed magic was fading, it was noticed that the gods were growing more distant and less likely to interfere in the affairs of men.  Many great thinkers declared the era of miracles was over and that man no longer required the guidance of the gods to prosper.  Others claimed a lack of faith had led the gods to turn their backs on the world.

The average citizen still believes in the power of the gods to affect everyday life.  They are just quieter about it, not as flashy.  Faith is required.  The clergy preaches to that effect as well.

The faithful in the empire follow the Seven Saints of Virtue and the holy family: Father, Mother, Son and Daughter.  A host of angels answers the call of the Holy Family.  A Dark presence lurks around the family, serving to punish the wicked and faithless.  It is said to be served by a secretive conclave of evil. bent on increasing the Dark Presences influence in the heavens.

The Feast of the Saints falls on mid-winter night, and is a time of gift giving and helping those less fortunate as a sign of respect to the virtues.  In the spring, there is Mother's Day, associated with planting and the end of suffering.  Mid summers day belongs to the Son and Daughter and celebrates hard work and respect.  The Harvest Festival in the fall  honors the Father and is a time of giving of your bounty to friends and family.

Services are held most evenings, and a family is expected to attend services at least once a month, if not more.  Attendance to services is more common and more often in the rural areas.

It somewhat common to hear people swearing by the gods and saints.  Some examples: "By the Seven Saints!",  "Saints and Family!",  "Holy Family curse you!", and "The Dark One take your soul!".  Use your imagination.  The rougher the crowd, the more epithets are used.


A short history of the Empire

The Empire was established, legend says, at the dawn of time by a great warrior raised by the elves.  Honestly, written history can only trace the history of the Empire back a little over 1200 years.  The calendar starts 1421 years ago, and dates are referenced from there.   A rebellion in the Western Counties a little over 243 years ago led to the creation of the House of Commons and a weakening of the Noble Judges and the King's powers.

At about the same time the first steam engine was built.  Soon, the power of steam was harnessed for rail traffic of goods from one end of the empire to the other.  Contact was first established with the Supremacy of the Caliphate, lead by his Immortal Majesty and made up of predominantly bi-pedal raptors, almost immediately branded as snake men, despite being covered in iridescent feathers.  Things went well, new found wealth flowed into the Empire, and rails were laid through the mountain passes into the southern jungles.

Almost unnoticed, during this golden age, magic began to fade.  Many blamed the failure on the steam engine.  That makes no sense, as researchers were able to point to magic events in the past that point to magic beginning to fade before then.  Scientists and the mages alike are still unable to agree on what the root cause is.  Mages blames science or the steam engine, while scientists claim that the mages have used up all of the magic available without giving any back.  Neither has made a convincing argument.  During this time, mankind looked around and noticed that the elves, and most magical creatures, had left.

Shock and betrayal ruled the day.  Then the Supremacy attacked through the passes through the mountains.  Caught unprepared and off-guard, the Empire was unable to stem the tide until the Supremacy had a foothold in the Empire.  The Empire valiantly dug in an years of steady, draining trench ware fare, with the Empire in a slow retreat followed.

It looked like the Supremacy would finally break through, but airships, a chance discovery kept secret and perfected in the desperate days of the war, enabled the Empire to strike at the Supremacy's forces from the air and drove them back to their homeland.  The airships pounded the forces until the Supremacy sued for peace and the war ended with the Empire in control of all of the passes into the south and the land around the exits into the southern jungles.

Now, everyone has airships and the skies are filled with motion.  Rumors of magic race from ear to ear.  Scientists tinker with the building blocks of life.  Machines are being created to lift the burden of accounting from people and replacing them with gears.  Relations with the Supremacy are strained.  Spies for both sides scurry back and forth through the passes.

Thursday, February 7, 2013

Races in the Empire

There are four playable races in the Empire; Humans, Half-Elves, Taurine (Minotaurs), and the Snakes (Raptors).  Each has their own unique strengths and weaknesses to bring to the player.  The rest of the fantasy races commonly found in the game are gone, either fled over the great ocean to the Mystic Isles, or simply faded from knowledge and are no longer seen.

Human
ValStatCost
10STR0
10DEX0
10CON0
10INT0
10EGO0
10PRE0
3OCV0
3DCV0
3OMCV0
3DMCV0
2SPD0
2PD0
2ED0
4REC0
20END0
10BODY0
20STUN0
CostSkill/Talent/Power
0Subtotal

CostComplications
0Subtotal

      Cost;  0
    0Total

Humans are the standard by which all other races are judged, and are currently the most numerous of the races. Only the Serpent Men come close in numbers. They have no special benefits, but have no disadvantages, either.


Taurine
ValStatCost
15STR5
8DEX-2
13CON3
8INT-2
12EGO2
12PRE2
3OCV0
3DCV0
4OMCV2
4DMCV2
2SPD0
3PD1
3ED1
6REC2
26END1
12BODY2
27STUN14
CostSkill/Talent/Power
2+2 Enhanced Smell
-4-4m Running
-2Subtotal

CostComplications
15Distictive Feature (Taurem) - Not Concealable (15), Always Noticed and Causes Prejudice (5), Not Among the Taurine (-5)
10Distictive Feature (Outcast) - Concealable (10), Always Noticed and Causes Prejudice (5), Only Among the Taurine (-5)
25Subtotal

      Cost;  33
   10Total

A Tauren is a big bi-pedal humanoid standing a head taller than the average human. The males sport bull heads, the females, cow heads. They are covered head to toe in a short, nappy fur (in brown, black, white, or some mixture of the three) which is often dyed in patterns sacred to their clan.

The Tauren are by nature social, nomadic, herding people, but only among there own clan. They are easy to insult and abide by a strict code of honor. Because of this clannish nature, the only Tauren found outside the clan are outcasts and always male. The mark of an outcast is the cutting the horns and capping them with brass. Females are never found outside the clan, outcasts are killed outright.


Half Elf
ValStatCost
9STR-1
12DEX4
10CON0
11INT1
11EGO1
9PRE-1
4OCV3
4DCV3
3OMCV2
3DMCV2
2SPD0
2PD0
2ED0
4REC0
18END0
10BODY0
20STUN0
CostSkill/Talent/Power
2+1 Enhanced Sight
2Subtotal

CostComplications
15Distictive Feature (Half Elf) - Concealable (10), Always Noticed and Causes Prejudice (5)
15Subtotal

      Cost;  14
   1Total

Half Elves are the result of inter-marriage between Humans and Elves. Since the Elves have left and magic begun to fade, the Half Elves are slowly fading out as well. If Half Elves marry, only 3 of four children are born Half Elven, the remaining child is human. If a Half Elf marries a Human, only one of every two is born Half Elven.

Never a very common race to begin with, they were never popular with either race. Most Half Elves living in cities are forced to reside in ghettos set aside for them. This, along with their affinity with nature, leads most to live in villages and towns around the country side where they have a chance to get by on who they are, instead of their label.


Raptor (Snake Man)
ValStatCost
8STR-2
12DEX4
8CON-2
11INT1
11EGO1
12PRE2
4OCV3
4DCV3
4OMCV2
4DMCV2
3SPD0
2PD0
2ED0
4REC0
18END0
10BODY0
20STUN0
CostSkill/Talent/Power
5Infrared Perception
5Subtotal

CostComplications
15Distictive Feature (Raptor) - Not Concealable (15), Always Noticed and Causes Prejudice (5), Not Among the Raptors (-5)
15Subtotal

      Cost;  14
   4Total

A Raptor is a feathered dinosauroid that walks on two legs with a tail. With training, the tail can be used as a weapon in it's own right, but is not flexible enough to pick things up. The feathers around the head are longer than on the rest of the body and the raptors use them to indicate mood: Calm, all of the feathers are flat; Agitated, angry or other wise under the influence of strong emotion and the stand up in a fan six inches around the head. The feathers can be any number of bright colors and are slightly iridescent.

Any raptor found in the empire is either a spy, a diplomat, or an outcast unable to return home. Memories of the previous war leads many to hold them in contempt and take out their anger and fear out on them. The life of an outcast raptor in the empire is not a pleasant one.

Wednesday, February 6, 2013

Magic in the Empire and Beyond

Magic is waning in the world.  It is more difficult now to summon the energy and more difficult to control it.  To reflect this fact here are the HeroSystem rules covering magic:

  1. If you wish to create a character with the ability to use magic the character must purchase the following Variable Power Pool at creation.  It may be modified with experience, but may not be purchased with experience:
    • Magic Pool: Control Cost (Magic Only (-1/4), Spells each require a separate skill (-1)).
    • The skill for each spell is a 3/2 EGO Skill.  Strength of will is more important than general knowledge.
  2. Variable advantage/limitation is not allowed on any spell (since that would negate the separate skill requirement for spells).
Magical Items can be created at great cost to the mage.  The mage must pay for the item with character points and apply the Universal Focus limitation to it.  Now, anyone can take it away and use it.  And the points are gone until recovered by the character.  Note:  The magic item is purchased outside the VPP.

Campaign Introduction

Imagine a SteamPunk/Fantasy game:

Magic is weak and being driven out by science and the power of steam! Most magical creatures have fled over the fabled sea to the mystic isles. Only Minotaurs (Taurin) and the Snakes (actually Utah Raptors with feathers) remain in large numbers. The Empire is still recovering from a War with the Snakes to the south, a war that was won by the invention if the airship.

Now cross it with Battlestar Galactica in mid-campaign as the Snakes create artificial warriors to fight the next war for them … and then lose control over them. The Empire, and some Snakes, are forced to follow the elves across the sea in giant airships or face annihilation.

This game begs to be run in a Universal System of some sort. I’m going to use the Hero System (6th edition) but GURPS, or d20 Modern, Savage Worlds, or Fate would work equally well. It has to be a universal system to handle all of the mixtures I want to throw in, weak magic, technology, and all of the trappings.

I’m excited about running this game as it combine all three of my favorite things (SteamPunk, Fantasy and Science Fiction) in one game in a great framework, and it is the first great story arc I’ve ever started a campaign with. I already know how this campaign should play out!

The challenges facing me are getting buy-in from the players, and making sure all of the events in the campaign follow logically from player actions in the campaign. I don’t want to spring the idea of automatons without giving clues, and it would be best if the players were somehow responsible for the Snakes losing control of them! Giant airships need to be introduced logically, and everything managed without railroading the players.

But what a glorious challenge and game this will be!