THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the
Fantasy Core Index.)
The Oriental Empire
[Yes, this is the Jianghu setting.]
Note that this is how the Commonwealth refers to them. They refer to themselves as “The Empire.” The Commonwealth and the Empire are not
geographically anywhere near one another on their home continent. As such, they only have limited diplomatic
contact and some, tenuous trade missions.
The Empire was well aware of the Southland, but never made
any claims to it. Their expeditions
found it long ago, but were easily repulsed by the strong Humanoid
presence. They abandoned all contact and
declared the land in quarantine. The
Commonwealth would come along centuries later when the continent was more
habitable. Suddenly, it was all a
foreign colony of a barely known country.
Initial news of this conquest and possible riches to be had there fell
upon incredulous Imperial ears and two years after it had happened, much too
late to do anything about it.
The Empire and its Emperor have been quite disturbed by
these developments. At this point, all
they can do, short of war, is continue to the monitor the colony and attempt
more subtle means of domination. Trade,
espionage, diplomacy, and spreading internal dissent are the Empire’s main
tools in this quiet conflict. They aim
to destabilize the colony and take over in the chaos, by taking individual
cities and towns, if necessary. They
want Imperial forces seen as helpful liberators in such cases.
Their main focus has been along the west and north
settlements, and coincidentally nearest to the most valuable resources. They have been exporting workers to the
various mines as cheap labor, and even some mercenary groups to help keep the
peace. Along the eastern settlements,
they aggressively seek trade and investment in subtle economic warfare.
Governor-General Bligh is highly suspicious of the Oriental
Empire’s goals, but even he is unaware of the true level of the threat and still
allows the Empire unmolested transit and contact. As it stands, only the inherently xenophobic
secret society of the Founders stands in their way. The group actively sabotages much of the
Empire’s efforts, though mostly because it threatens their own monetary interests. Imperial agents have only recently become
aware of the Founders, as such, they have refocused their efforts on either
eliminating them or co-opting them to their side.
Imperial Operative
(Thief/Spy)
+3 Dex, +3 Int, +3 Wis , +3
Cha
HD 5, Hp 15, AC 13 (None), Enhanced Init.
Fort +1, Ref +7, Wis +4
(Only ever takes ½ dam at most from failed save)
Melee: Dagger +3 to hit 1d4, Sap +3 to hit, used for
KO
Ranged: 2 x Dart +6 to hit, 1d4 each
Lucky:
DC 12 Will Sv on first hit in a rd to avoid damage, DC 18 on other hits in a
rd.
Stealth Attacks
All-Steath check (DC 12 Stealth check) + Successful
attack roll, may be attempted once on an opponent, once per encounter
Surprise-Unsuspecting victim, Max dam x2 + Stun
KO-Unsuspecting victim, DC 12 Fort Sv or KO 1 turn
Sneak-In combat, Max dam + Stun
Skills
+6: Detection (Traps, ambushes), Detection (Trapped
items), Disarm Traps, Find (Secret doors and items)
+6: Stealth (Hiding, sneaking), Pick Locks, Escape
Artist, Forgery, Pick Pockets
+5: Acrobatics (Balancing, jumping), Climb
+6: Fast Talk, Haggle, Disguise, Intimidate
(Psychologically)
+6: Charm
+5: Intimidate (Physically)
An Operative isn’t deployed for combat purposes, but rather
to gather intelligence and create human capital that can be used to further the
Empire’s agenda. This may be by
observation, theft, and social engineering (befriending people, blackmail, bribery,
etc).
Imperial Assassin
(Ninja)
+3 Dex, +3 Int, +3 Wis , +1
Str
HD 6, Hp 18, AC 13 (None) Enhanced Init
Fort +2, Ref +8, Will +8
(Only ever takes ½ dam at most from failed save)
Melee: Wakizashi +7 to hit 1d8+1
Dagger +7 to hit 1d4+1 + Poison
Ranged: Shuriken +9 to hit 1d2 + Poison (carries 4)
Poison-must be
re-applied after a successful hit, 1 rd to apply, carries 4 dosages of each,
will save 1 Deadly dosage for themselves if caught
Paralyze-DC 18 Fort Sv or KO 1 turn
Deadly-DC 18 Fort Sv or die in 1 + Con bonus hrs,
will reduce all bonuses to 0 for 1 turn even if successfully saved
Shadowy:
DC 12 Ref Sv on first hit in a rd to avoid damage, DC 18 on other hits in a rd.
Vanish:
May use a smoke bomb or ambient darkness to disappear for 1 rd once per
encounter/turn. Thereafter a Stealth check is required to escape detection.
Alternately, the ninja has a 1 rd, running headstart.
Killshot
Steath check (DC 12 Stealth check =< Opponent HD, DC 18
> Opponent HD) + Successful attack roll, may be attempted once on an
opponent, once per encounter
Opponent HD =< DC
18 Fort Sv or reduced to 0 Hp, saved take Max dam + Stun
Opponent HD > DC
12 Fort Sv or take Max dam x2, saved take Max dam + Stun
Skills
+6: Detection (Traps, ambushes), Detection (Trapped
items)
+6: Stealth (Hiding, sneaking), Escape Artist
+5: Acrobatics (Balancing, jumping), Climb
An assassin (Ninja) is deployed to eliminate certain
individuals who are in the way of the Empire’s agenda, who cannot compromised
in a more peaceful way. They normally
take pride in only killing the target on a mission. Ninjas are expected to kill themselves if
they fail or are caught.
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