Knights Over A Scarlet Sea: Difference between revisions
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Revision as of 03:17, 16 July 2020
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
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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
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
Characters of the Scarlet Sea
Origin | Brawn | Agility | Intellect | Cunning | Willpower | Presence |
---|---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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 |
---|---|---|---|---|---|
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
Pilot | Mechanic | Medic | Captain | Adventurer | Scoundrel | Socialite | Spook | Bard |
---|---|---|---|---|---|---|---|---|