roseembolism: (Default)
roseembolism ([personal profile] roseembolism) wrote2009-08-13 12:19 pm

UTGM pre-convention game: Background

Here is a bit of background: the characters will all be citizens of the Young Empire, novice members of the Chamber of Unseen Diplomacy of the Ministry of External Affairs...in other words, they're spies.  They are members of minor impoverished houses or commoner families, sent into the bureaucracy where merit may provide them with advancement.  Unfortunately they are in a department where their deeds may never be acknowledged...if they're successful.

The assignment is actually fairly simple: The Greenwater province has recently broken away from the Old Empire, and it's status is unsettled; major portions of it are strongly resisting being integrated into the Young Empire, and there's been a continuous drain of men and material into the area.  The ancient living enclave of Green Pyramid is ostensibly independent and neutral, but diplomatic relations have been severed with the Young Empire due to sympathy with the rebels.  A representative of an influential house has approached you with a simple mission: a minor historical artifact was left behind by one of the official diplomats in the rush to evacuate.  Now he wants you to go retrieve it from the old ambassador's quarters.  The name of a contact has been given to you, all you have to do is go pick it up.  And it will be an adventure to go see the fabulous coral and greenery enclave.

Permissible races:
Daemon: beautiful, graceful and equally adept in politics and magic, they dominate the Empire.
Feralin: strong, tough, and with animalistic features and sharp senses, they tend to be channeled into the military.
Veridian: green skinned and white haired, they are tough and very adaptable; one of the most common races.
Old Human: respected as much for their ancient past as their mental flexibility, they are a fading race.
Racca: Uplifted raccoons, are small, dexterous, and have a reputation as troublemakers.
Fliers: Short and highly distinctive with their arms turned into large wings, they can actually fly.
Orgrim: Large, very strong and tough, with calcinous plates in ther skin, they have a reputation for brutishness and stupidity that is not all that deserved.


Possible backgrounds:
Impoverished nobility
Ambitious merchant clan
Outsider's who's made it inside
Fostered into the bureaucracy
Civil service family
Spy for another faction


Jobs: can be combined as needed
Junior Diplomat (must have at least one of these)
intrusion expert
combat/bodyguard
magic specialist
Historian/cultural affairs specialist
Others: pilot/navigator, athlete, survival expert, etc.


System elements: mainly for academic interest at this point.

3rd or 4th level

The primary roles for True20 are:
Warrior: specialist in combat
Expert: specialist in skills
Adept: specialist in magic.

They can also be easily combined as needed.

True20 uses a damage save system instead of hit points: even the most expert warrior can be badly hurt if he's not wearing armor, and his opponent gets a good strike in.  More details on character sheetsw.


[identity profile] roseembolism.livejournal.com 2009-08-14 12:09 am (UTC)(link)
Sloths and hive bears are not PCs, because they are there to eat you if you screw up the mission.