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Based in Cambridge in our world is a small-medium cooperative agency employing about thirty people on and off, who hire out small teams of fighters, wizards, etc in other worlds to solve problems of all sorts. Most are from this world, a couple from Sun City, a few from other worlds with regular traffic. In exchange for a week of risk, danger, adventure and excitement you're paid enough to live very very comfortably at home the rest of the time. Most recently you're asked to join a team sent to Sun City.

Sun City, about the size of London, but with weather more like LA. A horrendous mix of modern amenities, mediavel architecture and weapons, and the occasional android, like every children's scifi cartoon you've ever seen. Fairly modern, though the concentration of fighters, wizards, etc make modern weapons useless, and the world a touch more dangerous and whole lot more fun.

Most people are ok if they keep their wits about them, and *you* can make mincemeat out of anyone harrassing you, but there's plenty of dark corners the police haven't figured out how to get rid of yet that'll cut off your nose if you poke it in uncautiously (large animals lurking in the bushes and snatching tourists and tramps, sinister temples, undead-infested under-sewers, touchy wizards who like their privacy). And of course, if you make too much of a fuss the police will talk to *you* -- they're not *all* canon fodder.

In the Big Tibet quarter, a variety of eastern-ish temples have slowly accumulated. The Temple of the Bright Sun, and Church of the Gibbous Moon are both descended from the same sect. The Church now specialise in serving cosmic balance by summoning minor demons and elementals to do their work for them, though are not one hundred percent good at this. The Temple now specialise in achieving enlightenment by being able to backflip and punch bricks.

The original sect used to revere an idol, a gold baby inset with jewels, with vague but impressive powers. Centuries ago some temples of the original sect got too uppity, and it was broken up, the idol being broken into several pieces and lost. The Church seek the idol for enlightenment and temporal power; the Temple think it is a distraction, dangerous, and an embarrassment and would prefer it remain lost.

Now rumours abound about where the pieces might be. At least one is thought to be in Sun City, and at least one in another world. The Temple hear the Church may be close to finding it, and hire your agency to do so first.

Notable NPCs. The mentor, Fyron. Only a couple of levels higher than you, but semi-retired, on retainer to the university, but kept around in the agency for advice and occasional support. Often the middle-man in arranging clients and teams.. Thin, generally wearing a crumpled suit and sometimes academic dress. Catchphrases: "Did you know the romans did that too?" and "My god, what did you get yourselves into now? OK, tell me everything and I'll see what I can do."

The guide, S. Zen. A monk of the Temple of the Bright Sun, assigned to show you round the temple and answer general questions. Tall, fit, generally wearing shell-suit trousers under a yellow robe. Quite good at hitting things, and full of childlike enthusiasm. He precipitously rushes in where he sees something that needs doing, and is eternally keen to try out a new weapon he really hasn't been trained with, even when he'd be a lot more effective with his bare hands. Catchphrases: "Whoah, dude, that's so cool. Can I have a go?" and "I'll save you, miss. Kiai-charge!"

Of course, this is all off the top of my head and would be changed round depending what sort of campaign I find we want.

Date: 2007-02-28 04:44 pm (UTC)
From: [identity profile] cartesiandaemon.livejournal.com
OK, I'm over-thinking this. Let me continue :)

N'th level Tchukk (in honour of the Schlock Mercenary cartoons) template

Option #1.

The girls lose consciousness when separated by more than 10ft. She can work together on something, but not concentrate on two things at once. Mechanically she's treated as a single entity with the stats of an N'th level barbarian. (Presumably with two weapon fighting! :))

Option #2.

The girls have separate hit points, separate equipment, separate enhancements, and separate but identical ability scores, as those of an (N-2) level barbarian. They can separate, and tag-team opponents, but mind-altering magic affects both of them.

I'm not sure I know enough to balance this. Telepathic link is a pretty good ability, as is being in two places at once. Sometimes having attacks apply separately would be good, sometimes bad. But you need twice as much equipment and support spells. And lose half your effectiveness at half hit points, or on failing a save.

If you felt it was too strong you would lose other class abilities (probably a good idea to keep things simple) and give some penalties to doing anything at once. If you felt it was too weak you could keep the abilities, or make an (N-1) level.

You can also have a "fighting at once" stat sheet so when you collaborate (as you do most of the time) it doesn't take any more effort to sort out.

Option #3.

As #2, but they share hp and saves and spells and enhancements, and take a penalty for each 10ft away from each other they are.

That should be about the same, but less bookkeeping, and more being the same person.

Modifications

You should probably adjust some saves up and down, but I'm not sure which.

Conclusions

I don't even know if this campaign *will* get off the ground, so I should stop thinking about it :) It's just interesting. Either option would be ok mechanically, #1 would be easiest, but less expressive. Which fits the idea best?

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