Thursday, August 27, 2015

Southland: The Oriental Empire

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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