Monday, July 24, 2017

Campaign Sketch: Savage Blackbird

Credit: John Harper

 Savage Blackbird

or

Skyspace

Precis: Characters sail, smuggle, raid, and fight in the wild blue. A crystal sphere of breathable gas, a decadent magocracy, and a rebellion that simmers just beneath the surface of a treaty.
Conspectus: With the signing of the Stormcloud Concordant the wars that divided the Wild Blue have, for the time being, come to an end. The Free Worlds that struggled so hard to break the yoke of oppression from the Ilysium Empire did so, but at a cost. It is a time where oppression and slavery continues to exist within the Empire. Where the Free Worlds can do little and must actively patrol their region of space to capture slave smuggling vessel and return 'property' to their masters. It is a period where the seeds of rebellion have spread to the Empires colonies in the expanse and a place where players can be heroes, mercenaries, criminals, or a little of each. This is where the fantastical and the steampunk meet.

Useful Material: Sundered Skies from Triple Ace Games (for in-depth skyship combat and construction) & Lady Blackbird by John Harper (Link for that provided below).

Character Creation

Race

Humanity
Home Planet: Various

Brief: Humanity is the most populous race that exists in the Crystal Sphere. They are everywhere. The Imperial worlds is primarily Humans dealing with dangerous animals and the occasional pack of Goblins who immigrated into the Expanse or citizens of the Free World where they often deal with Goblins due to the proximity of Night Port.

Human skin tones and hair is determined by their planet of origin with pale skin being common on temperate worlds such as Olyimpia and Ilysium and darker shades on more arid planets, such as ones in the Expanse or areas of Haven. Humanity is divided in its loyalty, with some being loyal (or at least cowed) members of the Empire and others stalwart soldiers and rebels of the Free Worlds.

Traits

Talent: Begins play with a free Novice Edge.

Quick Learner: Begins play with 16 Skill Points instead of 15.

Goblin
  
Brief: A race of tinkerers, thieves, daredevils, and rebels, Goblins had little choice but to join the Free Worlds in their rebellion against the Empire as their homeworld of Night Port happened to be on the eastern edge of the crystal sphere.

Goblins, also known as Greens, are a diminutive humanoid race known for their green skin, long ears, yellow eyes, and light tone hair color. Their teeth tend to be short and sharp, good for eating meat or use in biting, like in a bar fight. They are known for their adroitness, which is why several make their living as pilots aboard independent ships or serving as Free World pilots. Piracy is a major attraction for Goblins who are of unsavory character.

Traits

Agile: Begins play with d6 Agility

Small: -1 Toughness due to Size

Darkvision: Can see in total darkness up to 60 ft. (12 squares) albeit in a grayscale.

Keen Ears: Gains a +2 to any Notice check made that involves hearing.

Blue
aka Blue Goblin

Brief: A subset within Goblin society are the 'Blues'. As their names suggest, Blues are small humanoids with a skin tone that ranges from a light sky blue to a dark navy in color. Their eyes tend towards shades of yellow, green, or silver and their hair tends towards shades of black, dark brown, silver, or white. Lacking the same adroitness as the Greens, Blues are known for their psionic talents.

All Blues are born with a psionic gift, which is both a blessing a curse. The Government of Nightport utilizes these Goblins as part of their security apparatus. However, not only do these Goblins stand out they can feel rather alone in both Human and Goblin society. They are not few blown outsiders (though some are, depending on mood and outlook) but they do get a sense of being apart from their kin.

Traits

Psion: Begins play with Arcane Background: Psionics

Small: -1 Toughness due to Size

Darkvision: Can see in total darkness up to 60 ft. (12 squares) albeit in a grayscale.

Keen Ears: Gains a +2 to any Notice check made that involves hearing.

Other Notes

1) Arcane Backgrounds available include Magic, Miracles, Psionics, and Weird Science. Also Included are Alchemy and Sorcery from Fantasy Companion if available. They work as shown below.

-Magic and Sorcery are considered marks of power within the Empire. Citizens who lack any sort of magical power are considered inferior and can be enslaved for committing an offense to the state. Elysium maintains a quarter that visiting non-Arcanist traders are expected to remain during hours of curfew. Consequently while those who practice this magic are allowed more freedom to operate within the Empire, they are looked on with suspicion and at times hostility by in both the expanse and the Free Worlds.

-Alchemy is considered 'peasant magic' and while alchemists are allowed some form of access to Imperial facilities with major cities such as Ilysium, they are often treated with contempt by 'true casters', Alchemy is very popular in the Expanse.

-Miracles include the faiths include the religions of Druidism and Essence worship. The former is worshiping the spirits of nature and the elemental that represent her. This worship is viewed as pagan by Imperial authorities and practitioners are subject to harassment campaign. While the Free Worlds view druidism with skepticism, they do tolerate druids because of the magical healing they provide. 

-The Church of the Essence worships the source of Skyspace's magic. They preach that one day that the faithful shall be rewarded, either by being able to tap into the Essence by becoming casters or joining the Essence in their death to fuel magic to casters. The Church is the state religion of Ilysium and is met with suspicion on the Free Worlds. Priests attitudes range from those who wish to help all, regardless of political makeup to true loyalists who bid slaves obey their masters, curse the Free States, and denounce rebels as going against 'the purity of Essence'.

-Psionics is the innate power of the Blues. It can be taught through mentorship and meditation, but few take the Blues up on the offer. Psions are used by the Free Worlds intelligence as counter-espionage on planets such as Nightport as Haven government continues to smoke out Imperial agents and deal with them. Psionics are looked on with suspicion and derision within the Empire as 'not real magic.'



Selected Equipment

Brief: Below are some pieces of equipment common in the Wild Blue.
Hand Weapons

Name
Damage
Cost
Notes
Knife
Str+d4
25
Thrown (3/6/12)
Saber
Str+d6
200

Club
Str+d4
25

Sap
Str+d4
25
Incapacitate: Can be used to subdue targets.
Bayonet (on Rifle)
Str+d6
25
Reach: +1; Parry: +1

Ranged Weapons

Name
Damage
AP
Min. Str.
Range
Shots
Cost
Notes
Holdout Pistol
2d6+1
1
-
5/10/20
1
150
Concealable: -2 to Notice.
Revolver
2d6+1
1
-
12/24/48
6
200
Revolver
Shotgun
1-3d6
-
-
6/12/24
2
150
Shot; Can fire both barrels at -2.
Sawed-Off
1-3d6
-
-
3/6/12
2
150
Shot; Can fire both barrels at -2.
Repeater
2d8
2
d6
20/40/80
15
300

Rifle
2d8
2
d6
24/48/96
5
300
Can be fitted with a bayonet.

Links

Lady Blackbird - What inspired this material.

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