Just pottering around (was early 20thC ... setting)

doghead

thotd
CONCEPT - early 20th century magic baroque anime style setting.

Inspirations: Last Exile, League of Extraordinary Gentlemen (mostly the equipment), Gin Roh.

What is laid out below is a mix of broad brushsrokes and incidental details. In other words, my initial musings on the idea. There is a certain bias in the material set out out below - it reflects what I am most familier with. I am also guilty of gross generalisations and stereotypes. I only have so much free time to do this in - so these simplicities are a necessary evil.

Which is why I am posting it. I would be more than happy to get your suggestions and ideas. There are a number of mechanical elements that I need to work through, and having another set of eyes on the job always helps avoid serious wrinkles

For those of you who love cluttering up other peoples threads telling them that their idea is stupid or wrong, I thank you for your concern. I also humbly submit that you save the time that you would spend writing that post and spend it elsewhere on something more rewarding. Because I'm just going to ignore you. No offence intended.

GOAL

As much as possible I would like to avoid changes to the basic rules. With one exception. I will be using Ken Hood's Revised Grim and Gritty Rules. Its is the best answer that I have seen to the bugbear of HP creep. It also incorporates two other elements that I hold dear - contested combat and wound effects. So appart from that I am looking to minimise the changes to the core rules as outlined in the SRDv3.5. For example, the Battlesuits are just built from the armour and magical armour rules, rather than a unique set of new rules.

CONTENTS

I intend to scavenge the early posts to keep a current summary of the material so far. There are some gaps in the post numbers because not all of the early posts are mine (although most of the latter ones are :\ )

Post 01: Introduction, Goal and Contents
Post 02: The Setting
Post 03: Character Generation
Post 04: Technobabble
Post 06: --
Post 10: --


NEXT: THE SETTING
 
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doghead

thotd
The Setting

1. THE SETTING

1.1 Overview

The savage (and diabolical?) races and Anarchists menace much of the land. Humans remain in fortress cities, protected by great walls and power full magic. From the cites rise mighty airships - battleships, cruisers and distroyers and fighters. Below the surface prowl their submarine cousins. Travel by land is dangerous. Massive land trains are the most common method. Heavily armed and armoured, they link the major cities.

Humm. Not sure about this. File it away for consideration.

1.2 The World

While the European nations have a technlogical edge, the rest of the world has magic equally powerful, if not more so in some ways. Their magic is potent and they have terribel monstrous beast at their command. Thus, the colonisation that characterises our history has not happened to anywhere near the same extent. That does not mean that the Europeans have not extended their influence outside Europe. The desire to build empires is still strong, its just a lot more complicated and difficult.

1.2.1 Europe

1.2.1.1 Britain: A major power, but isolationist. The Queen of Britain has ruled for near 100 years. Its air and sea forces are second to none, but it wants little to do with the rest of Europe. Its does however, not wish to see any of the other nations grow too powerful. British diplomats, spys and covert troops are always busy.

1.2.1.2 France: Mostly a collection of city states, each ruled by one family. Although there is an King in Paris, his authority over the country is questionable.

1.2.1.3 The Netherlands: A republic, and universally despised, and feared, by the rest of the Monarchies. Its has however, the largest network of international alliances of any nation. Through a policy of enlightened equality, they remain well regarded by its allies and consequently, strong.

1.2.1.4 Scandanvia: The Four Kingdoms of Scandinavia (Denmark, Finland, Norway and Sweden) prefer maritime power to airpower, and combined, are second to none. Their location and coastline make them ideally suited to seapower. Those who anger them, find their commercial ships being harrased from below. Their alliance with the northern giants makes land campaigns against them a dangerous affair.

1.2.1.5 Prussia: One of the most militarise nations, it is ruled absolutely by its military aristocracy. Its is however, one of the safest countries, and one can travel the countryside with little fear or need of protection. So long as you toe the line.

1.2.1.6 The Austro-Hungarian Empire: Austro-Hungarians are ruled by the Grand Duchy, and essentially an Oligarchy of powerful 'Noble Families' each controlling its own county and defering to the Grand Duke in times of war and crisis. The Crisis is increasing as the Ottoman threat surges forward bringing fell magics from the desert sands. per Tonguez

1.2.1.7 Spain: Spain and most of Italy is a Theocracy under the authority of the Grand Inquisitor. The Inquisiton Lands are now a major area of oppression in the world (the Grand Inqusitor also has a dark secret). Granada however is still part of the Ottomon empire and a major thorn in the Inquisitions side. So is the Pope, to who the Grand Inquisitor must still pay nominal respect as the 'Head of the Church on Earth'. per Tonguez

1.2.1.8 Russia: The prolotarian revolution and the old aristocracy. Humm.

Some many nations, so little time!

1.2.2 Africa

1.2.2.1 Arabia: The Arabian tribes have at their disposal magical allies that can rip appart a battleship if they get inside. With such, and in combination with skillful diplomacy, they have been able to maintain their independence.

1.2.2.2 The Heart of Africa: Europeans who have ventured here with conquest on their mind have returned shadows of their former selves, if at all.

1.2.3 Asia.

1.2.4 The Americas

NEXT: 2 CHARACTER GENERATION
 
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doghead

thotd
Character Generation

CHARACTER GENERATION

2.1 Basics

Ken Hoods Revised Grim and Gritty Combat System.

2.2 Races

Currently characters can be a Dwarf, Half-Orc, or Human. I'm planning on having a couple of small races, halflings and goblins maybe.

2.2.1 Dwarves: The dwarven clanholds lie predominately in the great mountain ranges. However, most of the major cities have a population of Dwarves.
* +2 Constitution, –2 Charisma.
* Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
* Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load.
* Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
* Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
* Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
* Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
* +2 racial bonus on saving throws against poison.
* +2 racial bonus on saving throws against spells and spell-like effects.
* +1 racial bonus on attack rolls against orcs and goblinoids.
* +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
* +2 racial bonus on Appraise checks that are related to stone or metal items.
* +2 racial bonus on Craft checks that are related to stone or metal.
* Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.

2.2.2 Elves: The elves have limited contact with humans. They mostly stay on their Craftships in orbit around the planet. They protect their dominion (space) jealously (and rightly so). It is believed that they have a presense on the moon, but no one has ever been there if they do.

2.2.3 Half Orcs: Domesticated Orcs bred to be soldiers. Their treatment varies, from virtual slavery to significant priviledge. For example - Greavers live largely isolated from the civilian population, but are are accorded great freedom within their own compounds which are quite extensive. They are immune from civil prosection. However, actions that are seen bring disrepute upon the military will result in strict military justice. Different nations have different names; Greavers, Dromin, Agthurii.
* +2 Strength, –2 Intelligence, –2 Charisma. A half-orc’s starting Intelligence score is always at least 3. If this adjustment would lower the character’s score to 1 or 2, his score is nevertheless 3.
* Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
* Half-orc base land speed is 30 feet.
* Darkvision: Half-orcs (and orcs) can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
* Orc Blood: For all effects related to race, a half-orc is considered an orc.
* Automatic Languages: Common and Orc. Bonus Languages: Draconic, Giant, Gnoll, Goblin, and Abyssal.

2.2.4 Humans: Humans are the most numerous and diverse species. They are also the most fractious.
* Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
* Human base land speed is 30 feet.
* 1 extra feat at 1st level.
* 4 extra skill points at 1st level and 1 extra skill point at each additional level.
* Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.

2.2.5 Ogres: Ogre communities lie scattered throughout the land. Generally, the are found in large forests. However, significant numbers of ogres leave their hometowns and join the ranks of the military. These ogres are used by the militaries of a number of nations as shock troops - Battlessuit wearing, greatsword weilding engines of distruction! Although, with their high strength and soaks, nations often choose not to waste battle suits on them. Infantry Battle Armour and sometimes Breastplates are more than enough.

2.3 Stats

The average joe is a 16 point build (for reference, this would allow the standard array with one stat increased to 12 for a +1 bonus). A notable NPC would be a 22 point build. A elite NPC or PC a 26 point build.

2.4 Classes

There are no classes. Characters are built using a Construction Point (CP) system.

2.4.1 The construction point (CP) system

2.4.1.1 Automatic Advancement: These improvements are granted every time a character levels up.

+0.5 BAB (fractional)
4 Skill Points
+1 to any one save​

2.4.1.2 Purchased Advancement: These improvements are purchased by the player using the CP granted when they level up.

1 CP +0.25 BAB (maximum 8 CP at first level, 2 CP per level after first)
1 CP +2 Skill Points (maximum 3 CP per level)
5 CP one level of spellcasting.
4 CP select an 'entry core' feat
3 CP select any 'progression' feat.
1 CP for a +1 to any additional save (maximum of +2 to any single save at 1st level and no more than +1 increase to any single save at all later levels.)​

* 'core' feats available are those listed in the SRD under Feats.
* 'entry' feats have no other feat as a prereq.
* 'progression' feats are those which have another feat as a prereq - ie Moblity (requires Dodge).

The most common CP allocations are:
* Twelve-eight for PC's (12 CP at first level and 8 per level after first)
* Straight Eight for NPC's (8 CP per level)

There are a number of example characters on the second page. They have been build with a straight 8 CP per level. (note: these were build before I decided to remove the class abilities, so would need some modification.)

2.5 Skill Progression and Maximum Ranks (under consideration)

To increase a skill by one rank it takes a number of points equal to the current rank held.
*ie - to increase from 4 to 5 takes 4 skill points*.

Skills may only be increased to a maximum rank equal to the appropriate stat.
*ie - if your dex is 13, you may only have a maximum of 13 ranks in Move Silently*

2.6 Spellcasting

2.6.1 Arcane Spellcasting: Arcane spellcasters are generally know as Mages. It takes 8 years less INT bonus to become a Mage Level 1. So on average, 4-6 years. Most nations test for suitablity at around 12 years of age. Mages must take the MageCraft feat. Some militaries will take 16 year old Mages, but the entry requirement is usually 18. It is extremely rare for anyone to be able to learn arcane spellcasting later on in their life.

2.6.2 Divine Spellcasting: Divine spellcasting is more like a blessing of the gods, and such requires much less training. Characters who display sufficient devotion to the causes of their faith can pick up the ability to cast divine spells at any point in their life with only a little guidance from the church.

2.6.3 Spellcasting Mechanics

Spells are taken from the original core spell lists for the classes.

Spell casters use spell points. Each spell uses 1 point +1 per level. The caster gets has a number of Spell Power Points sufficient to throw the same number of spells as per the Adept Spells per Day table.

example >> the Spells per Day (SpD) for an Adept 5 allows 3x0th, 2x1st, 1x2nd requiring 10 (3+4+3) Spell Power Points to cast in total. Thus an Caster 5 can have up to 10 SPP at any one time. With these SPP a Caster can cast any spells they wish, so long as they have the required SPP. They could cast 10 Oth level spells, or 3 2nd level spells and one 0th level. SPP can be regained at a rate of (attribute bonus) SPP per hour of meditation for clerics and study for wizards.

Level / Spell Points
1 / 5
2 / 5
5 / 7
4 / 7
5 / 10
6 / 10
7 / 15
8 / 15
9 / 19

An alternative would be to allow the spellcaster a number of SPP equal to their Spellcraft Check bonus. This tends to favour the lower levels over the higher ones.

example >>
An Caster 1 could have up to 6 (4 ranks, +2 Int) vs SpD equivalent 3;
An Caster 5 could have up to 10 (8 ranks, +2 int) vs SpD equivalent 10;
An Caster 9 could have up to 15 (12 ranks, +3 int) vs SpD equivalent 19.

If the caster has insufficient SPP, they can draw on their own physical stamina. They gain (one + Con bonus) SPP's per point of lethal damage taken.

Some magical items also provide the caster with a reserve of SPP to draw on.

2.6.4 Ritual Spellcasting ---

Spellcasters can combine to cast spells of higher levels than would be possible for them to cast individually. Each one must have a sufficiently high base attribute for the spell being attempted. For each additional caster tied into the casting, a spell one level higher than the normal max of the lead caster may be cast. Each participant must expend the required SPP. Ritual casting takes longer - rounds become turns, turns become hours etc.

This means that the most powerful of magic items will only be possible through the concerted effort of teams of spellcasters. Welcome to the foundery!

NEXT: 3 TECHNOBABBLE
 
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doghead

thotd
Technobabble

3 TECHNOBABBLE

Elements: Steam trains, airships, firearms, military power, fortress cities.

3.1 Transport

3.1.1 Transport: Aerostats

Note: The American Heritage® Dictionary of the English Language, Fourth Edition defines aerostats as "[a]n aircraft, especially a balloon or dirigible, deriving its lift from the buoyancy of surrounding air rather than from aerodynamic motion." As these craft don't derive theri lift from aerodynamic motion either, it seems appropriate.

Aerostats use anti-weight cells for lift, and Physier Sleaves for propulsion. The Physier Sleave a sleave of arcane metal fitted over a shaft, turned by an engine. As the shaft is rotated, the sleave separates from the shaft forming a series of discrete panel that rotate both with and counter to the shaft. The interplay of forces between these elements gives the vessel propulsion and steerage. Stubby wings and a tails provide additional steerage at speed. The shaft and sleeves are quite long, about a third to haft the length of the vessel, and need to be external. Smaller vessels usually have a single assembly beneath the body of the vessel, although some have twin assemblies located one each wingstub. Battleships, Cruisers and larger distroyers, however, usually have some form of armoured barding protecting the whole assembly to some degree.

3.1.1.1 The Streamline: One of the greatest aerostats ever built, the knowledge was lost when the city from which they came was captured. The factory was struck by bombs and almost all the Artificers and Engineers killed. It was twin drive assembly vessel, capable of carry up to 8 people. The Sealine was the maritime variant.

3.1.2 Transport: Land Trains

These are usually massive, heavily armed and armoured. Land trains are the prime target of renegades and stateless Anarchists. The first unit is usually a battle truck, followed by a locomotive, then a number of cars. A second locomotive is often used mid way back, to pull cars out of trouble in case of an ambush. The Land trains do not use rails, but do need a flat solid surface to repulse off.

3.1.3 Transport: Ships

Ships are still used to haul the bulk of the worlds overseas cargo. They are far cheaper to build than aerostats.

3.1.3 Transport: Submarines

These great vessels are the most commonly used for warfare, but a number of great passenger vessels exist as well, as well as a few cargo vessels (the vast majority of cargo vessels are still surface going only). Somewhat like the Nautilus in TLOEG, the majority of them are equally at home on the surface as under it. Indeed, the passenger liners usually remain on the surface when the weather is good and the seas are clear of danger.

3.2 FORTRESS CITIES

The great fortress cities own their existance to force fields of magic that protect them from bombardment. (The downside is that you cannot fire out as well.) Thus the conquest of a city requires Infantry on the ground (who are not stopped by the fields), or someone inside to turn off the fields. Several of the greatest conquests have come about this way. Needless to say, the magics that power the fields are heavily guarded and access stictly limited.

3.3 ARMOUR

Arcane metalugy has developed armour significantly, but its still scant protection from a hail of bullets. However, Protection spells/fields are exceptionally effective, and so melee weapons remain a significant part of a the arsenals of the day.

+1 Protection magic gives triple soak against firearm munitions, Thus +2 ring gives +6 vs firearm rounds. Needless to say, enhance armour is highly sought after.

Protection magic offers no advantage against Light Ray weapons. Fortunately, only the Dwarves know how to make these, and they keep the secret closely guarded. The weapons are also heavy and bulky, with massive power demands.

3.3.1 Armour Table

Soft Armour ------ Soak - MaxDex -- ACP - ASF -- Spd*

Battle Coat ------- +1 ---- +8 ----- 0 --- 0% --- +0
Battle Cloak ------ +1 ---- +7 ----- 0 --- 0% --- +0
Battle Jacket&Pants +2 ---- +7 ----- 0 --- 5% --- +1
Battle Vest ------- +3 ---- +6 ----- 0 -- 10% --- +1

Note: All soft armours can be combined. All values except for MaxDex stack. In the case of MaxDex, simply use the lowest value and subtract one for each additional item added. ie: Cloak + J&P + Vest would give you a MaxDex of (6-1-1) or +4.

Hard Armour ------ Soak - MaxDex -- ACP -- ASF -- Spd*

Greaves ----------- +3 ---- +3 ---- -4 --- 10% -- +3
* Mithral --------- +3 ---- +5 ---- -1 ---- 0% -- +1
* Adamantine ------ +5 ---- +3 ---- -3 ----10% -- +3

Breastplate ------- +5 ---- +3 ---- -4 --- 15% -- +3
* Mithral --------- +5 ---- +5 ---- -1 --- 05% -- +1
* Adamantine ------ +7 ---- +3 ---- -3 --- 15% -- +3

Battle Suit ------- +7 ---- +2 ---- -6 --- 40% -- +5
* Mithril --------- +7 ---- +4 ---- -3 --- 30% -- +3
* Adamantine ----- +10 ---- +2 ---- -5 --- 40% -- +5

Assault Suit ------ +9 ---- +2 ---- -6 --- 40% -- +6
* Mithril --------- +9 ---- +4 ---- -3 --- 40% -- +3
* Adamantine ----- +11 ---- +2 ---- -5 --- 30% -- +6

Note: Breastplates and Greaves may be combined, but the other hard armours may not be combined.

Note: Speed modifiers - Add these values together for all armour worn. A character may carry up to their Str Bonus in armour without penalty to their Speed. They may wear up to twice their Str Bonus and be Moderately encumbered. They may wear up to three times and be heavily encumbered.

Dwarves may use their Str Bonus times 1.5.

Quadrapeds may use their Str Bonus times 2


3.3.2. Enhanced Armour

Armour comes in a number of enhanced variants. These can be created through the standard magic armour lists.

Covert: Shadow and Silent Moves (+7500gp).
Powered: +2 Str (ie Gauntlets of Ogre Power +4,000gp)
Assault: +2 Protection and Med Fortification (+13,000gp).
Nightvision: Googles of the Night (+12000gp)

All the great nations have their own foundries, producing armour for their soldiers. As well as shipyards to produce the great air and marine warships. Real costs to the nation would probably be about half to a third of the book value. However, the costs of equiupping units is still staggering, and they are used by only the most elite troops.

The French are widely considered to be the worlds greatest armoursmiths.

3.4 WEAPONS

In the gng system, damage is increased by the degree of success of the to hit roll. So, to simplify things, weapons have a single damage value assigned to them (see the Damage Conversion table to see how the numbers were converted from the d20 and d20 Modern weapon tables).

3.4.1 Personal Weapons Table

Simple
Weapon --------- Dam -- Crit -- Range -- Weight
Club ------------ 2 -- 10/+0 -- 10 ft. -- 3 lb.
Crossbow, light - 3 --- 8/+0 -- 80 ft. -- 4 lb.
Crossbow, hvy --- 4 --- 8/+0 - 100 ft. -- 4 lb.
Daggar ---------- 1 --- 8/+0 -- 10 ft. -- 1 lb.
Spear ----------- 3 -- 10/+0 -- 20 ft. -- 6 lb.

Martial
Weapon --------- Dam -- Crit -- Range -- Weight
Axe, hand ------- 2 -- 10/+5 -- 10 ft. -- 2 lb.
Axe, battle ----- 4 -- 10/+5 -- xx xxx -- 6 lb.
Axe, 2H --------- 5 -- 10/+5 -- xx xxx - 12 lb.
Bow, long ------- 3 --- 8/+0 - 100 ft. -- 3 lb.
Bow, short ------ 2 --- 8/+0 -- 60 ft. -- 2 lb.
Halberd --------- 4 -- 10/+5 -- xx xxx - 12 lb.
Sword, dress ---- 3 --- 8/+0 -- xx xxx -- 4 lb.
Sword, pack ----- 2 --- 8/+0 -- xx xxx -- 2 lb.
Sword, great ---- 6 --- 8/+0 -- xx xxx -- 8 lb.

Personal Firearms
Type ----- Dam - Caliber -- Crit - Range - ROF - Mag - Weight
Revolver -- 6 ---- .45 --- 10/+0 - 40 ft. - S - 6 cyc - 3 lb.
Carbine --- 7 ---- .30 --- 10/+0 - 90 ft. - S - 5 box - 6 lb.
Rifle ----- 7 ---- .30 --- 10/+0 -120 ft. - S - 5 box - 9 lb.
Shotgun --- 7 - 12 guage - 10/+0 - 45 ft* - S - 1 int - 7 lb.
Shotgun --- 7 - 12 guage - 10/+0 - 45 ft* - S - 2 int - 9 lb.


3.4.2 Dam conversion table

The Dam values are drawn directly from the Damage (Medium) column of the weapon tables. As size is already incorporated through Str modifiers (usually) as well as Dan modifiers (in gng), it doesn't seem necessary to add another modifier. And it save on rolls.

1 = 1d3, 1d4.
2 = 1d6.
3 = 1d8.
4 = 1d10
5 = 1d12.
6 = 2d6
7 = 2d8
8 = 2d10
9 = 2d12
 
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Dogbrain

First Post
doghead said:
The Netherlands: A republic, and universally despised, and feared, by the rest of the Monarchies. Its has however, the largest network of international alliances of any nation. Through a policy of enlightened equality, they remain well regarded by its allies and consequently, strong.


You realize that this is self-contradictory, absurd, and impossible, right? If all its neighbors are all the world's most powerful monarchies, and they all fear and despise the Netherlands, then the Netherlands will have no allies worth considering and would have been destroyed long ago.
 

doghead

thotd
Dogbrain said:
You realize that this is self-contradictory, absurd, and impossible, right? If all its neighbors are all the world's most powerful monarchies, and they all fear and despise the Netherlands, then the Netherlands will have no allies worth considering and would have been destroyed long ago.

If I had thought it self-contradictory, absurd, and impossible I would not have written it. I must admit that came close to ignoring this one.

There is however, merit in what you pointed out.

Despise is quite strong. The basic idea was that monarchies fear the idea of republicanism, although they would never admit as much. By allies I was thinking non-European nations with which it has built strong relationships. These, in term, have contributed greatly to its success as a trading nation and thus wealth and thus power. In addition, other nations would risk souring their own relationships with Netherland's allies should they act overtly against it. These include many significant north african and south east asian nations - trade with which is significant for many of the european nations.
 

Dogbrain

First Post
doghead said:
By allies I was thinking non-European nations with which it has built strong relationships. These, in term, have contributed greatly to its success as a trading nation and thus wealth and thus power.

Why does the Netherlands in this setting do exactly the opposite of what the Netherlands did in our own world? In our own history, they created one of the earliest world trade empires, but not as allance-builders. They were conquerers, and fairly successful ones, until a major land war came to Europe, at which point the ability to build a large navy and push around a bunch of natives didn't work in their favor. They had the mojo going earlier than did France, Great Britain, and just as early as did Spain and Portugal--only more profitably than either of them did.
 

Arken

Explorer
Hmm I find this thread very interesting and would like to see how it develops especially if there are Last Exile elements to be explored. :)

Had you given thought to what rules would govern the sky ships?
 

Fieari

Explorer
I am a HUGE Last Exile fan... I'm quite interested in this. I have a question about what you're doing here, but I fear that just asking the question might be a spoiler, and this is a series you DON'T want to be spoiled for you, so I'm using those handy dandy spoiler tags.

In Last Exile, almost all large airship engines are under direct control of the Guild, meaning that the Guild can, at any moment, blow up any airship they want. Near the end of the show the nations revolted and went and attacked their own engines to liberate them from guild control, like the Silvana had done years and years ago. I thought this was a REALLY cool concept... any chance of it going into this setting?
 

doghead

thotd
Dogbrain: The nation profiles are just ideas snatched from historical fragments. At this stage, there is no particular reason for having things the way they are - its mostly just a matter of feel. As you mentioned, historically they were great traders. However, with the idea that the non-european nations (the 'natives') are less of a push over than they were historically, I thought that I would change the emphasis from aggressive market aquisition to cooperative alliance building. Other suggestions would be more than welcome.

Arken: I'm not sure if I will go so far as to generate detailed skyship rules. Rather, I'm hoping to find a simple fast and loose method of determining the outcome of any combat. I think that this suits the anime style. I've still to get to the nuts and bolts of it, but I'll post up ideas as I do.

Fieari: I've only see one video (Episodes 7,8 & 9?) and without any subtitles. Thus, my understanding of the intricacies of the plot and setting are limited. This does, however, give me great freedom to invent my own :) . Overall, I'm not looking to create a Last Exile RPG as such, but one that has a similar feel.

PS: I haven't read your question yet. I want to wait til I have seen a few more episodes. I'll get back to it.
 

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