Red Moon Over Sartar
(c) Copyright 1995 by Michael A. Derry
Creating a Character: Sixth Draft (changes for Initiates)
New House Rules
1. Heal 6 required to mend limbs functionally incapacitated (double negative.)
2. Communication skills are limited to the double lower of lore or language
skill. Ex. Human Lore 23, Sartarite 24, Fast Talk 54. Fast Talk would be
limited to 46 for human Sartarites.
Sections
Introduction
1. Backgrounds
2. Background Options
3. Equipment and Magic
4. Spells and Other Magic
5. Disadvantages
6. Contacts
7. Individual Skills
New Skill Descriptions
Concepts Behind This Campaign
Cult Descriptions
Sorcery School Descriptions
Introduction
The players are a group of young and fanatically idealistic Lunar soldiers
acting as constables and detectives in the barbarian land of Sartar.
Missions include solving local crimes and dealing with local threats while
keeping track of rebel activity in the area. The players are the forces of
benign justice operating out of Runegate, but living with the local
villagers. Problem solving and creativity in solutions are as much or more
important than tactical ability. The goal of players is to give the
Sartarite barbarians a reason to become loyal citizens of the empire, this
includes protecting the Sartarites from the predations of evil and corrupt
people (including Lunars.) The characters are part of an experimental group
set up in cooperation with the Colymar King to show the benevolent side of
membership in the Lunar Empire. The Lunars are trying to better relations
with the Satarites by helping protect them and solve local crimes.
The characters are responsible for the lands of the Colymar tribe. The
characters may also be asked to resolve problems involving Colymar tribe
members outside of tribal lands. The characters have just been trained for
this duty in Furthrest and assigned to Runegate. All the players report to
Mulcius, Lunar Governmental Liaison to the Colymar tribe. He lives at
Runegate and assigns the missions to the characters when trouble arises. He
hopes to expand Lunar influence in the tribe and desires to be much more
proactive in protecting these barbarians. Each player needs to decide why
their character wants this duty. (The most obvious answer for the fanatical
and idealistic Red Guardmen would be "to make the world a better place.")
Characters receive 12 CP (Character Points) to design initial characters.
No more that two skills can be 50% + bonus to start the game with
[Exception: Hide and Sneak do not count toward this limit for initiates of
Jakaleel the Witch and languages (speak and r/w) do not count for anyone.]
Some juggling of points will be required to get the proper mix of skills,
contacts, background options, etc.
I expect most of the characters will be from one of the civilized Lunar
cultures, a Constable, a Red Guard (Emperor's Scouts), an initiate with a
couple extra spells, maybe a magic item, one or two contacts, no disads,
and a mix of skills with a couple at 50% + bonus.
Characteristics (STR, CON, etc.) are rolled at the beginning of the game
as follows. Roll 4d6, picking the best three of the 4d6. Roll eight times
an drop one. Assign as desired. Add three points. Conduct all
characteristic training to maximum.
For those who do not care, I can roll the dice before and sent the stats to
you for assignment. The process of designing a character will still be a
little interactive with me in order to get the good contacts, character
background, or other information.
1. Backgrounds
Dara Happan (Civilized Culture) noble and/or sorcerer options
Cultural Weapons: shortspear, longspear, scimitar, lance, javelin,
hoplite shield
Soldier: (0 CP) 1H Spear 20/20, 2H Spear 25/25, 1H Sword 25/25,
Lance 20/10, Javelin 25/10, Shield 15/25
Religion: Yelm or Lunar
Caramanian (Civilized Culture) noble and/or sorcerer options
Cultural Weapons: broadsword, greatsword, battleaxe, military
flail, halberd, light or medium crossbow, kite shield
Soldier (Knight): (0 CP) 1H Sword 30/30 or 2H Sword 30/30, 1H Axe
20/20 or 2H Axe 20/20 or 1H Flail 20/20, Crossbow 25/10, Shield 15/25
Religion: Maran Gor, Lunar, Noble only: also Daka Fal or Argan Argar
Pelorian (Civilized Culture) noble and/or sorcerer options
Cultural weapons: Scythe, Military Flail, Sickle, Gladius, Javelin,
Pilum, Hoplite Shield
Soldier: (0 CP) Scythe 25/25 or 2H Flail 25/25, Dagger 25/25 or 1H
Sword 25/25, Javelin 20/10 or Pilum 20/10, Shield 15/25
Religion: Yelm or Lunar
Tarshite (Civilized Culture) noble and/or sorcerer options
Cultural Weapons: broadsword, rhomphia, self bow, target shield
Soldier: (0 CP) 1H Spear 20/10, 1H Sword 30/30 or 2H Axe 30/30, Bow
25/10, Shield 15/30
Religion: Lunar
Char-Un (Nomad Culture)
Cultural Weapons: shortspear, longspear, scimitar, lance, composite
bow, rope lasso, target shield
Warrior: (0 CP) 1H Spear 20/20, 1H Sword 25/25, Bow 25/10, Lasso
30/-, Lance 30/10, Shield 10/25
Religion: Yelm or Lunar
Eol (Primitive Culture)
Thunder Delta Slingers
Cultural Weapons: battleaxe, sling, buckler
Soldier (Slinger): (0 CP) Throw 25, Sling 30/-, 1H Axe 30/30, Dodge
25, Shield 20/25
Religion: shamanism
Sartarite (Barbarian Culture)
Rebel Turncoat: (0 CP) 1H Sword 30/30 or 1H Axe 30/30, Bow 25/10,
Shield 15/30
Cultural Weapons: broadsword, battleaxe, self bow, target shield
Religion: Orlanth
Telmori Warrior: (0 CP) 1H Sword 25/25, Bite 30/-, Shield 15/30,
Track 30
Cultural Weapons: broadsword, target shield
Religion: Telmor
Praxian (Nomad Culture)
Cultural Weapons: shortspear, longspear, scimitar, lance, composite
bow, rope lasso, target shield
Sable Warrior: (0 CP) 1H Spear 25/25, 1H Sword 25/25, Bow 25/10,
Shield 10/25
Religion: Yelm or Lunar
2. Background Options
Age: choose an age between 21 and 25.
Lunar Constable: (0 CP, mandatory) Grapple 25/25, Interview 25, Torture 5,
Examine 25, Binding 20, Human Lore 20, R/W Sartarite 25, R/W Pelorian 25,
Speak Sartarite 30, Speak Pelorian 40.
Red Guard (Lunar Youth): , both are +1 CP for sorcerers
Red Youth: (0 CP ) First Aid 20, Conceal 20, Devise 20
Emperor's Scouts (1 CP ) Red Youth skills plus Hide 25, Sneak 25,
Dodge 25
Initiate (limit of one cult to start)
Yelm: 1 CP each for Firearrow (2) or Fireblade (4)
Shamanism: 1 CP each for Befuddle (2) or Spirit Screen 3
Daka Fal: 1 CP each for Befuddle (2) or Spirit Screen 3
Orlanth: 1 CP each for Farsee 3 or Mobility 3
Telmor: 1 CP for Ironhand 2 or 2 CP for Ironhand 4
Lunar Cults
Queen Dee'zola: 2 CP for Heal 6, 1 CP for First Aid 45
Jakaleel the Witch: 1 CP each for Darkwall (2) or +10 for both
Hide and Sneak
Teelo Norri: 1 CP for Glamour 3
Danfive Xaron: 2 CP each for Shimmer 5 or +2 CON
Yanafal Ta'arn'ils: 2 CP each for Bladesharp 5 or Protection 5
Irrippi On Tor: (mandatory) 2 CP Lore 85, (optional) 1 CP
Lore 50
Unamed Servant: none
Etyries: 1 CP for Bargain 30 or 1 CP for both Detect Gold (1)
and Detect Gems (1)
Red Goddess: not applicable at beginning
Sorcery Sects (Sorcerers only)
Caramanian: Only Caramanians, cannnot learn any spirit magic. 1 CP
per spell (all at 25%): Bless , Saint Arkat (8 POW) or Saint Talor
(6 POW)
Dark Moon School: Not just Caramanians, can learn spirit magic. 1
CP per spell (all at 25%): Subject to cyclic magic.
Dying Moon School: Not just Caramanians, can learn spirit magic. 1
CP per spell (all at 25%): Subject to cyclic magic.
Noble: (2 CP) Ride 25, Orate 25, silver dagger or silver sickle, cavalry
horse, saddle & gear, 250 silver with more available. This option is only
available with the backgrounds that list it as an option.
Sorcerer: (0 CP) none of the soldier skills, one weapon at 25/25. Ceremony
25, Enchant 25, Summon 15, Duration 15, Intensity 25, Multispell 15, Range
15, R/W Pelorian 45
3. Equipment and Magic
Basic Equipment: (0 CP) All cultural weapons listed in the character's
background which the character wishes to carry, bezainted armor with
leather padding (5 AP), backpack, 20 silver
1 CP: 5 x Healing Herbs (1d6 each)
1 CP: Silver Dagger or Silver Sickle
1 CP: 3 MP Storage Matrix
2 CP: 7 MP Storage Matrix
1 CP: +1d3 Total HP
2 CP: +1d6 Total HP
4. Spells and Other Magic
Others: check with me before play, see cult list above also.
Spirit Magic: (anyone)
0 CP: one of Heal 2 or Bladesharp 2, or Protection 2
1 CP each: Heal 2 or Bladesharp 2 or Protection 2 or Demoralize (2) or two
one point spells: Disruption (1) or Detect Enemy (1) or Speedart (1)
Divine:
1 CP per point of divine for initiates only (usable once per year)
Sorcery: (sorcerers only)
1 CP per spell (all at 25%): Binding Enchant, Detect (Life, Magic, Malice,
, ), Dominate (INT, POW) spirit, Enhance (STR, CON),
Resist Damage, Summon (INT, POW) spirit, Treat Wounds,
Sorcery Spell Descriptions: (from RQ:AiG, page 172-)
Bless : Each point of intensity raises both attack and parry by 5%.
Cyclic Magic: (for Dark Moon and Dying Moon school sorcerers)
On Dark/Dying Moon days (and night), none of their manipulations other than
Intensity function. On Crescent days, only a single manipulation besides
Intensity can be used on a spell. On Half Moon days, their abilities
function normally. On Full Moon days, all manipulations used add 1 level to
their effect (this can exceed the normal limits imposed by skill levels.)
5. Disadvantages
Disadvantages allow the player extra CP to spend on other areas. Most of
these are not immediately perilous, but will cause problems for the
character. Most characters will have not disadvantages and maybe a couple
will have one or two at most.
+1 CP: Bad reputation with local Sartarites (ie. mistreated or killed a
prisoner)
+1 CP: Chaos taint, distrusted by worshippers of the bull and others who
find out
+1 CP: Clumsy, automatic if DEX is less than 13 after all training, etc.
+1 CP: Stupid, automatic if INT is less than 11 after all bonuses, etc.
+1 CP: Rank of Corporal (more responsible)
+2 CP: Vice, figure out a vice to have such as addict, womanizer, slothful,
drunkard, etc.
+2 CP: Old veteran, age 35 - 40, somewhat cynical and jaded, cannot pick
Red Guard as background option
+X CP: Others, feel free to design other options and let me know
6. Contacts
Each player should choose at least one or two contacts. A contact is a
person that the character knows and will go out of their way to assist the
player (usually only when asked.) Items to decide about a contact listed
below.
1. Alignment: Lunar, Sartarite, other
2. Power (and CP cost): average (1 CP) competent (2 CP), important (3 CP),
famous (4 CP)
3. Name, background, etc.
4. Why they are a contact, what did the character do for them to be indebted.
Free contact:
0 CP: Mulcius, Lunar Governmental Liaison to the Colymar tribe, character's boss
Examples:
4 CP: Fazzur Wideread, the General of the Provincial Army
4 CP: Blackmor, King of the Colymar Tribe
3 CP: Bloodaxe Swen, Lord of the Orlmarth clan (Colymar)
2 CP: Sheriff Dronlan Swordsharp, brave warrior of the Antorling clan,
lives in Apple Lane
2 CP: Quentin Longbrewer, proprietor of the Grey Dog Inn
2 CP: Rabienna, Priestess of Dee'zola in Runegate
1 CP: Ingie, Sartarite Issaries trader travels from Boldhome to Runegate
One and two CP contacts can be just made up by the players, with cursory
approval by me. Higher CP contacts will need to be integrated into the game
prior to its beginning.
7. Individual Skills
Skills take CP to raise above the base levels on the character sheet or
above what various backgrounds and options provide. If a skill is 0%, it
takes a point to raise it to 10%. Discount the cost to go to the next level
by the amount the player has from a background choice. Example, a player
has 20 or 25 in a skill they pay one CP less for higher levels. Less than
20 base does not provide any discount. Skills with base 30% that are
increased will be 5% higher (for 1 CP 30% goes to 45% + bonus, for 2 CP 30%
goes to 55% + bonus.)
Skills will start at the percentages listed on a character sheet. Except
for any of the modifcations above and for points spent according to the
following chart.
For skills at zero: (this will probably apply to few, mainly wierd languages)
1 CP: 10% + bonus
For skills above zero: (most any skill)
1 CP: 25% + bonus
2 CP: 40% + bonus
3 CP: 50% + bonus
Important skills to consider for the game: weapons, Dodge, Orate, Fast
Talk, Sartarite and Pelorian (both speak and r/w), Interview, First Aid,
Human Lore, Examine
New Skill Descriptions
Interview (Communication): Ability to get useful information out of
those one talks with. Resistance by the target can prevent information from
being acquired, but not substitute false information.
Examine (Perception): Ability to derive useful clues out of and
environment/crime scene. Example in a murder investigation would be to
notice a small piece of clan tartan torn from trews. That could aim the
investigation toward a different path or allow a match with one who has
torn trews.
Binding (Manipulation): Tie up an unconscious, incapacitated,
immobilized, or grappled foe in one round. Grappled foes cannot be bound by
the one grappling them without special equipment (shackles.)
Torture (Manipulation): Used to exert power over an incapacitated
target usually for the purpose of gleaning useful information from them.
Resistance by the target is usually ineffective.
Concepts Behind This Campaign
The idea behind this game is that although the empire may be corrupt, the
characters are not. Even though other Lunars may be corrupt and cause
trouble, the characters are in Sartar to right those wrongs. I expect the
characters to kill few Sartarites, but instead many broos, zombies, trolls,
dragonewts, beastmen, etc. will be targeted by the characters. I do not
expect the characters to convert or oppress the Orlanthi, that job is for
other Lunars.
A couple movies that help understand the idea behind the game are The Three
Musketeers and Serpico. The Three Musketeers because of the loose and
swashbuckling style while still having some intrigue and investigation.
Serpico because this is really a cop genre and in Serpico, he sees the
corruption but does not become part of it. He continues his job catching
crooks and solving crimes, but never giving in to the tempations of
corruption.
Cult Descriptions
Danfive Xaron
They have a masochistic streak and the the cult is extremely severe on
those who make mistakes.
Sorcery School Descriptions
Caramanian School:
Dark Moon School: Associated with the cult of Jalkaleel the Witch
Dying Moon School: Associated with the cult of Danfive Xaron
| Copyright © 1995 by Michael Derry, derry@jugenstil.com | Updated December 7, 1995 |