Knights Over A Scarlet Sea

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Revision as of 23:40, 18 January 2020 by 1d4chan>Sicarius (The Scarlet Sea)
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A homebrew setting for a dieselpunk RPG, inspired by Porco Rosso, All Quiet on the Western Front, and Crimson Skies.

The Scarlet Sea

The Scarlet Sea
A map of the Scarlet Sea

Mare Sanguinum, Thalassa Aima, Eztlihueatl; the Scarlet Sea has been associated with battle and death since time immemorial. The northernmost spur of the Colleterrean Sea, the Scarlet Sea was long considered the dividing line between Western and Eastern Europe, separating the Tyrnian Peninsula from the Plains of Ulm. In antiquity, it was a narrow expanse of water much fought over by Etruscans and Dorians on opposing coasts, each seeking to seize the resources of the other. Tyrnian tin and silver mines were emptied to conquer rich farmlands and endless pastures, and by 198 BF the sea was so critical to linking the territories of the Reman Empire that a permanent naval fleet, the only armed force permitted within the boundaries of Tyrnia, was established to control it.

In the modern era, much enlarged by the Great Flood, the Scarlet Sea remains important to global trade, linking as it does the heartlands of the Teutonic Empire and the myriad states of central Europe to markets in Africa, Asia, and beyond.

People of the Scarlet Sea

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, Light (1)

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

Laborer

Brawn Agility Intellect Cunning Willpower Presence
3
2
1
1
2
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 to Brawn checks per session, gaining 1 Strain per dice added.

Craftsman

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

Starting Wound Threshold: 9+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Mechanics (1)

Journeyman's Learning: Your character may add a total of 3 Boost (blue) dice to Intellect checks per session, gaining 1 Strain per dice added.

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 distribute a total of 3 additional Advantage (green) dice per session to rarity/acquisition checks by any player.

Aristocrat

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

Starting Wound Threshold: 10+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 120

Starting Skill: Leadership (1)

Blue Blood: Your character may distribute a total of 3 additional Advantage (green) dice per session to Presence checks by any player.

Intellectual

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

Starting Wound Threshold: 8+Brawn

Starting Strain Threshold: 10+Willpower

Starting Experience: 110

Starting Skill: Knowledge (1)

The Liberal Arts: Your character may spend a Story Point to re-roll up to 3 dice when rolling an Intellect check.

Careers

  • Soldier
  • Mechanic
  • Medic
  • Captain
  • Sergeant
  • Rogue
  • Quartermaster
  • Astrologer
  • Bard

Plane Building Rules

Items & Equipment