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A homebrew setting for a dieselpunk RPG, inspired by ''[[Anime|Porco Rosso]],'' ''[[World War I|All Quiet on the Western Front]],'' and ''[[Crimson Skies]].'' The first release will be compatible with [[Genesys]].
<blockquote><small>Far above the waves, In fragile machines of canvas and wood,
:these men risked all in duels to the death. </small></blockquote>


=The Scarlet Sea=
A homebrew setting for a dieselpunk RPG, inspired by ''[[Anime|Porco Rosso]],'' ''[[World War I|All Quiet on the Western Front]],'' and ''[[Crimson Skies]].''
 
The Great War is over, yet peace has not returned to the Scarlet Sea. An era has passed, one of empires and beauty, and a new one struggles to be born. The veterans of war chase dreams of that new future; and without question the greatest chasers are the pilots. In sleek, rainbow-liveried planes they duel again in the skies above the Scarlet Sea as masters of their own fate, whether pirate or mercenary or bounty hunter.
 
=[[The Scarlet Sea]]=
[[Image:ScarletSeaBlank.png|thumb|right|The Scarlet Sea]]
[[Image:ScarletSeaBlank.png|thumb|right|The Scarlet Sea]]
[[Image:Scarlet Sea.jpg|thumb|right|A map of the Scarlet Sea]]
==History of the Scarlet Sea==


==Nations of the Scarlet Sea==
The Scarlet Sea has been associated with battle and death since time immemorial. The northernmost spur of the Colletrean Sea, the Scarlet Sea is the boundary between eastern and western Europe, separating the Tyrnian Peninsula from the Plain of Ulm. In the modern era, much enlarged by the Great Flood, the Scarlet Sea remains important to global trade. The heartlands of the Teutonic Empire and the goods of central and eastern Europe pass through its waters, carried on hundreds of ships to far-flung cities in Africa, Asia, and beyond.  
<p>'''[[Teutonic Empire|The Fraternal Empire of Teutonic Princes]]''': The dominant power of Eastern Europe, the Teutonic Empire is a doddering old empire on the brink of collapse. Riven with quarrels between its ruling princes and poisoned by nationalist rebellion, it seems certain to decay and fall. Already, opportunities for mercenaries, pirates, and demagogues sprout like mushrooms on a rotting log, waiting to be plucked by those with the courage and cunning to seek them.</p>
 
:<p>'''Kingdom of Drusiana''': A constituent kingdom of the Teutonic Empire, Drusiana is a young nation yearning to be free. Its ports are havens for pirates and spies alike, drawn by lax laws and ill-paid lawmen.</p>
==Nations==
::<p>'''Principality of Parede''': A breakaway province of Drusiana, Parede is ruled by a pretender to the Drusian throne.</p>
The principal nation of the Scarlet Sea is, or was, the '''Teutonic Empire'''. This land of proud, fractious princes has dominated eastern Europe for more than a thousand years. That history is coming to an end; the defeat of the Empire in the Great War has unleashed the long-suppressed forces of nationalism and republicanism. As the Teutonic princes squabble for an empty throne and radical reformers plot their overthrow, the delicate fabric holding it together is being ripped apart.  
:<p>'''Margravate of Garn''': A powerful and wealthy princedom of the Teutonic Empire, the Margravate is undergoing a cultural renaissance. </p>
<p>'''Most Serene Republic of Nacria''': One of the most powerful city-states on the Tyrnian Peninsula, Nacria exploited the Great War to become the dominant trade power of Southern Europe. </p>
:<p>'''Principality of Melanza''': A once-powerful city-state, and now client of the Republic of Nacria, Melanza is a land of fertile fields and sheer, hand-cut mountains.</p>
:<p>'''Most Serene Republic of Luni''': Threatened by its neighbors and divided in its leadership, Luni survives through the support of its once-rival, Nacria. Its agents seek for subtle and silver-tongued freelancers, the better to win the hearts and minds of their citizens away from the fervor of Tyrnian nationalism and submission to the western nation of Caltiberia.</p>
<p>'''Free City of Spina''': Most minor of the municipal governments which dominate the Tyrnian Peninsula. </p>
<p>'''Grand Duchy of Tarchon''': The last remnant of the Arslan Khaganate, the Grand Duchy was founded by Hunnic mercenaries and remains renowned as the Land of Mercenaries.</p>
<p>'''Republic of the Five Islands''': Once a puppet of Nacria, the Pentinsular Republic now has powerful allies in Astoria and the United Kingdom willing to guarantee her independence.</p>
<p>'''Kingdom of Thetas''': The powder-keg of Europe, which sparked The Great War. Having won independence from the Olm Empire, its cities are being torn apart by socialists, monarchists, anarchists, republicans, and militarists looking to seize the reins of the kingdom's future.</p>
<p>'''The Olm Empire''': One of the Central Powers, the Olm Empire is also falling apart in the wake of The Great War. Ambitious ketzals and calpuehs deny the distant authority of the Jaguar Throne, and long-downtrodden slave races rise up and wage bloody wars. For those willing to brave the treacherous and decadent lands of the Olms, the treasures of Africa and the Orient are there for the taking.</p>
<p>'''Khiimori Khaganate''': One of the Allied nations in The Great War, this distant power exists in name only, having long since fallen into bloody revolution. Rumors swirl of massacres in the steppes, and hordes of refugees pouring over the eastern borders of the Teutonic Empire, bringing chaos in their wake.</p>


===Other Factions===
Conversely, victory in the Great War has had the opposite effect on the Tyrnian Peninsula. This region, once the heartland of Europe's largest empire, has long been divided between rival republics; fiercely independent city-states that jealously guard their prerogatives. The defeat of the Imperial Powers and their allies in the region have emboldened the revolutionary nationalists of Tyrnia to agitate once more for their homeland's reunification, by referendum if possible and force of arms if necessary. Older, cooler heads argue for the preservation of historic distinctions and cultures, and are shouted down in the streets. For rising powers such as the city-states of '''Nacria''' and '''Caltiberia''', victory in the Great War seems to mean the dissolution of their states into a new, Tyrnian, nation.  
====The Immortal Azure Khanate====
The largest single faith in the Western world, unique in its monotheism. The followers of the Azure Khan can be found in the furthest islands of the west to the coldest steppes of the east, in towering forests of the New World and sweltering jungles of the Old.  


====The Bardic Colleges====
Other minor nations dot the borders of the Scarlet Sea, struggling for survival. The restored '''Kingdom of Thetas''', having won independent from their Olmec masters in the Great War, intrigues and kills as it fights to integrate all its people, willingly or not. The '''Republic of the Five Islands''' likewise struggles to maintain its independence, safeguarding its faith and way of life from its expansionist sibling. The restless Venes, the long-subdued Etrurians, the Drusian separatists; the subject peoples of the Teutonic Empire writhe and seethe at the chance to grasp a new, independent future for themselves.


====Anarchists & Socialists====
==Cities, Sites, and Sights==


====Nationalists & Reactionaries====
=Characters of the Scarlet Sea=
{| class="wikitable"
|-
! scope="col" style="width: 100px;" |Origin
! scope="col" style="width: 100px;" |Brawn
! scope="col" style="width: 100px;" |Agility
! scope="col" style="width: 100px;" |Intellect
! scope="col" style="width: 100px;" |Cunning
! scope="col" style="width: 100px;" |Willpower
! scope="col" style="width: 100px;" |Presence
|-
| <center>Veteran</center>
| <center>'''2'''</center>
| <center>'''3'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
|-
| <center>Laborer</center>
| <center>'''3'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
|-
| <center>Craftsman</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''3'''</center>
| <center>'''1'''</center>
|-
| <center>Profiteer</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''3'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
|-
| <center>Aristocrat</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''2'''</center>
| <center>'''3'''</center>
|-
| <center>Intellectual</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''3'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
|}


==Locations of Note==
The pilots of the Scarlet Sea come from all manner of backgrounds, drawn to the glamour, glory, and honor of heavier-than-air flight.
'''Meersgrünau:'''


=People of the Scarlet Sea=
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
===Mercenary Companies===
'''Veteran'''
===Sky Pirates===
<div class="mw-collapsible-content">


=Character Archetypes=
===Veteran===
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 49: Line 95:
! scope="col" style="width: 100px;" |Presence
! scope="col" style="width: 100px;" |Presence
|-
|-
| <center>'''2'''</center>
| <center>'''3'''</center>
| <center>'''3'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
Line 63: Line 109:
Starting Experience: '''110'''
Starting Experience: '''110'''


Starting Skill: Ranged, Light (1)
Starting Skill: Ranged (Heavy)


===Laborer===
'''Three Rounds Rapid:''' Once per session, your character may re-roll up to 3 dice when making a ranged attack.
 
A veteran of the Great War.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''Laborer'''
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 76: Line 129:
|-
|-
| <center>'''3'''</center>
| <center>'''3'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
|}
|}
Line 87: Line 140:
Starting Strain Threshold: '''10+''Willpower'''''
Starting Strain Threshold: '''10+''Willpower'''''


Starting Experience: '''100'''
Starting Experience: '''110'''


Starting Skill: Resilience (1)
Starting Skill: Resilience (1)


===Craftsman===
'''Moment of Glory:'''  Your character may add a total of 3 Boost (blue) dice per session to Brawn checks, gaining 1 Wound per dice added.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''Craftsman'''
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 101: Line 159:
! scope="col" style="width: 100px;" |Presence
! scope="col" style="width: 100px;" |Presence
|-
|-
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''3'''</center>
| <center>'''3'''</center>
| <center>'''2'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
|}
|}
Line 117: Line 175:
Starting Skill: Mechanics (1)
Starting Skill: Mechanics (1)


===Profiteer===
'''Journeyman's Learning:''' Your character may re-roll up to 3 dice during an Intellect check, gaining 1 Strain per dice rolled.
</div></div>
 
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''Profiteer'''
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 143: Line 206:
Starting Skill: Negotiation (1)
Starting Skill: Negotiation (1)


===Aristocrat===
'''Spread the Wealth:''' Your character may add an additional Advantage (green) dice up to 3 times per session to rarity/acquisition checks by any player.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''Aristocrat'''
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 153: Line 220:
! scope="col" style="width: 100px;" |Presence
! scope="col" style="width: 100px;" |Presence
|-
|-
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''2'''</center>
| <center>'''3'''</center>
| <center>'''3'''</center>
Line 165: Line 232:
Starting Strain Threshold: '''10+''Willpower'''''
Starting Strain Threshold: '''10+''Willpower'''''


Starting Experience: '''120'''
Starting Experience: '''110'''


Starting Skill: Leadership (1)
Starting Skill: Leadership (1)


===Intellectual===
'''Blue Blood:''' Your character may add a total of 3 Boost (blue) dice per session to Presence checks made by any player, gaining 3 Strain per dice added.
</div></div>
<div class="toccolours mw-collapsible mw-collapsed" style="100%">
'''Intellectual'''
<div class="mw-collapsible-content">
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 179: Line 250:
! scope="col" style="width: 100px;" |Presence
! scope="col" style="width: 100px;" |Presence
|-
|-
| <center>'''1'''</center>
| <center>'''2'''</center>
| <center>'''3'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''1'''</center>
| <center>'''3'''</center>
| <center>'''2'''</center>
| <center>'''2'''</center>
| <center>'''2'''</center>
| <center>'''1'''</center>
|}
|}


Line 194: Line 265:


Starting Skill: Knowledge (1)
Starting Skill: Knowledge (1)
'''The Trivium:''' Your character may add a total of 3 Boost (blue) dice per session to Intellect checks made by any player, gaining 3 Strain per dice added.
</div></div>


=Careers=
=Careers=
*Soldier
{| class="wikitable"
*Sailor
|-
*Pilot
! scope="col" style="width: 100px;" |Pilot
! scope="col" style="width: 100px;" |Mechanic
! scope="col" style="width: 100px;" |Medic
! scope="col" style="width: 100px;" |Captain
! scope="col" style="width: 100px;" |Adventurer
! scope="col" style="width: 100px;" |Scoundrel
! scope="col" style="width: 100px;" |Socialite
! scope="col" style="width: 100px;" |Spook
! scope="col" style="width: 100px;" |Bard
|-
| <center>Athletics</center>
| <center>Brawl</center>
| <center>Charm</center>
| <center>Charm</center>
| <center>Athletics</center>
| <center>Coercion</center>
| <center>Charm</center>
| <center>Alchemy</center>
| <center>Arcana/Divine/Primal</center>
|-
| <center>Brawl</center>
| <center>Discipline</center>
| <center>Cool</center>
| <center>Cool</center>
| <center>Coercion</center>
| <center>Deception</center>
| <center>Cool</center>
| <center>Arcana</center>
| <center>Charm</center>
|-
|}


*Radioman
=Plane Building Rules=
*Mechanic
Building a custom plane requires a new set of non-Genesys rules, determining the plane's Silhouette, Max Speed, and Handling based on the plane's size, configuration, and engine output.
*Medic


*Captain
The engines are the heart of the plane. They determine Max Speed and System Strain Threshold (ST). The plane's structure and body determine Silhouette, Handling, and Hull Trauma Threshold (HT).
*Sergeant
 
*Enforcer
*Rogue
 
*Clerk
*Sutler
*Quartermaster
 
*Astrologer
*Bard
*Hoftender
 
*Alchemist
*Oracle
 
=Plane Building Rules=


=Manufacturers and Products=
=Items & Equipment=




[[Category:Homebrew Settings]]
[[Category:Homebrew Settings]]

Latest revision as of 16:25, 21 June 2023

Far above the waves, In fragile machines of canvas and wood,

these men risked all in duels to the death.

A homebrew setting for a dieselpunk RPG, inspired by Porco Rosso, All Quiet on the Western Front, and Crimson Skies.

The Great War is over, yet peace has not returned to the Scarlet Sea. An era has passed, one of empires and beauty, and a new one struggles to be born. The veterans of war chase dreams of that new future; and without question the greatest chasers are the pilots. In sleek, rainbow-liveried planes they duel again in the skies above the Scarlet Sea as masters of their own fate, whether pirate or mercenary or bounty hunter.

The Scarlet Sea[edit | edit source]

The Scarlet Sea

The Scarlet Sea has been associated with battle and death since time immemorial. The northernmost spur of the Colletrean Sea, the Scarlet Sea is the boundary between eastern and western Europe, separating the Tyrnian Peninsula from the Plain of Ulm. In the modern era, much enlarged by the Great Flood, the Scarlet Sea remains important to global trade. The heartlands of the Teutonic Empire and the goods of central and eastern Europe pass through its waters, carried on hundreds of ships to far-flung cities in Africa, Asia, and beyond.

Nations[edit | edit source]

The principal nation of the Scarlet Sea is, or was, the Teutonic Empire. This land of proud, fractious princes has dominated eastern Europe for more than a thousand years. That history is coming to an end; the defeat of the Empire in the Great War has unleashed the long-suppressed forces of nationalism and republicanism. As the Teutonic princes squabble for an empty throne and radical reformers plot their overthrow, the delicate fabric holding it together is being ripped apart.

Conversely, victory in the Great War has had the opposite effect on the Tyrnian Peninsula. This region, once the heartland of Europe's largest empire, has long been divided between rival republics; fiercely independent city-states that jealously guard their prerogatives. The defeat of the Imperial Powers and their allies in the region have emboldened the revolutionary nationalists of Tyrnia to agitate once more for their homeland's reunification, by referendum if possible and force of arms if necessary. Older, cooler heads argue for the preservation of historic distinctions and cultures, and are shouted down in the streets. For rising powers such as the city-states of Nacria and Caltiberia, victory in the Great War seems to mean the dissolution of their states into a new, Tyrnian, nation.

Other minor nations dot the borders of the Scarlet Sea, struggling for survival. The restored Kingdom of Thetas, having won independent from their Olmec masters in the Great War, intrigues and kills as it fights to integrate all its people, willingly or not. The Republic of the Five Islands likewise struggles to maintain its independence, safeguarding its faith and way of life from its expansionist sibling. The restless Venes, the long-subdued Etrurians, the Drusian separatists; the subject peoples of the Teutonic Empire writhe and seethe at the chance to grasp a new, independent future for themselves.

Cities, Sites, and Sights[edit | edit source]

Characters of the Scarlet Sea[edit | edit source]

Origin Brawn Agility Intellect Cunning Willpower Presence
Veteran
2
3
1
1
2
1
Laborer
3
2
1
2
1
1
Craftsman
2
1
2
1
3
1
Profiteer
1
1
2
3
1
2
Aristocrat
1
1
1
2
2
3
Intellectual
1
2
3
1
1
2

The pilots of the Scarlet Sea come from all manner of backgrounds, drawn to the glamour, glory, and honor of heavier-than-air flight.

Veteran

Brawn Agility Intellect Cunning Willpower Presence
2
3
1
1
2
1

Starting Wound Threshold: 11+Brawn

Starting Strain Threshold: 11+Willpower

Starting Experience: 110

Starting Skill: Ranged (Heavy)

Three Rounds Rapid: Once per session, your character may re-roll up to 3 dice when making a ranged attack.

A veteran of the Great War.

Laborer

Brawn Agility Intellect Cunning Willpower Presence
3
2
1
2
1
1

Starting Wound Threshold: 12+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Resilience (1)

Moment of Glory: Your character may add a total of 3 Boost (blue) dice per session to Brawn checks, gaining 1 Wound per dice added.

Craftsman

Brawn Agility Intellect Cunning Willpower Presence
2
1
2
1
3
1

Starting Wound Threshold: 9+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Mechanics (1)

Journeyman's Learning: Your character may re-roll up to 3 dice during an Intellect check, gaining 1 Strain per dice rolled.

Profiteer

Brawn Agility Intellect Cunning Willpower Presence
1
1
2
3
1
2

Starting Wound Threshold: 9+Brawn

Starting Strain Threshold: 9+Willpower

Starting Experience: 110

Starting Skill: Negotiation (1)

Spread the Wealth: Your character may add an additional Advantage (green) dice up to 3 times per session to rarity/acquisition checks by any player.

Aristocrat

Brawn Agility Intellect Cunning Willpower Presence
1
1
1
2
2
3

Starting Wound Threshold: 10+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Leadership (1)

Blue Blood: Your character may add a total of 3 Boost (blue) dice per session to Presence checks made by any player, gaining 3 Strain per dice added.

Intellectual

Brawn Agility Intellect Cunning Willpower Presence
1
2
3
1
1
2

Starting Wound Threshold: 8+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Knowledge (1)

The Trivium: Your character may add a total of 3 Boost (blue) dice per session to Intellect checks made by any player, gaining 3 Strain per dice added.

Careers[edit | edit source]

Pilot Mechanic Medic Captain Adventurer Scoundrel Socialite Spook Bard
Athletics
Brawl
Charm
Charm
Athletics
Coercion
Charm
Alchemy
Arcana/Divine/Primal
Brawl
Discipline
Cool
Cool
Coercion
Deception
Cool
Arcana
Charm

Plane Building Rules[edit | edit source]

Building a custom plane requires a new set of non-Genesys rules, determining the plane's Silhouette, Max Speed, and Handling based on the plane's size, configuration, and engine output.

The engines are the heart of the plane. They determine Max Speed and System Strain Threshold (ST). The plane's structure and body determine Silhouette, Handling, and Hull Trauma Threshold (HT).

Items & Equipment[edit | edit source]