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Premise

Even among the stars, a ship always needs more crew, and the great ship Far Flier needs more crew than most. You are unfortunate enough to have been enslaved into the Far Flier's crew, cruelly treated by the free crew and officers aboard the great spell jammer and subject to various harsh punishments.

It's increasingly clear that the only way you're going to get out of this alive is to escape but escape is not a particularly easy thing to do under these circumstances.

The Far Flier

It is unknown where the Far Flier hails from, but it's definitely a distant port. She is a massive vessel, far larger even than an elvish ironclad or a Mnemnosyian Carrier. The great ship is an arrowhead over a mile long, propelled through the deep skies by a vast collection of enchanted sails mounted on enormous masts and rigs in front of the ship, extending far larger than the vessel its self. Work on the masts is one of the worst jobs on the ship, with the constant danger of falling overboard, and is a regular place for disobedient slave crews.

The Far Flier has a mission though. It's not something they tell slaves about but the great vessel is definitely going somewhere with some purpose. In the massive cargo bays are vast amounts of specialist magical equipment, much of it seeming designed to work in various planet based environments such as the deep ocean.

Character Creation

Classes

There are 4 general classes in Mirland each of which gains a specific bonus to their stats and a skill. Skills are detailed below.

Fighters

Fighters gain +1 Strength +1 Dexterity and either the Endure or Weapon Master Skill.

Mage

Mages gain +1 Knowledge and two specialties +1 knowledge (magical law) and +1 Wits (dealing with magical rituals). They have automatic access to the Sorcery skill, and gain +2 to their Arete stat.

Priests

Priests gain +1 Charisma and two specialties +1 knowledge (religious lore) and +1 Charisma (public speaking) . They have automatic access to the Theology skill, and gain +2 to their Gnosis stat.

Rogue

Rogues gain +1 Dexterity +1 Wits. They have a choice of the Stealth skill or the Athletics skill.

Skills

Each Character has one class skill and 3 other skills individual to them. A skill has an initial dice pool of 5 unless mentioned otherwise. Alternatively, in situations where a skill would add to statistic it gives +3 dice.

Players may make up their own skills in cooperation with the games master.

Example Skills

Animal Friendship
The ability to make friends with animals and other creatures, and to know their habits and the like.

Athletics
The ability to run, jump, climbing and so on.

Endure
Allows long term endurance, and to resist hits. In effect gives 5 additional hit points.

Sorcery
Opens access to the Arete Stat, bought just like any other. What exactly your powers can do should be defined with the GM at the start of the game.

Stealth
Improves stealth, allowing a character to become all but invisible.

Theology
Opens access to the Gnosis Stats, bought just like any other. What exactly your powers can do should be defined with the GM at the start of the Game.

Tracking
Allows a user to follow tracks and trails.

Weapon Master
Adds +2 to all attacks.

Stats

You have 40 points to design your character. Any excess points can be saved for increase later.

Level 1 - 1 CP
Level 2 - 3 CP
Level 3 - 6 CP
Level 4 - 10 CP
Level 5 - 15 CP
Level 6 - 21 CP
Level 7 - 28 CP
Level 8 - 36 CP
Level 9 - 45 CP
Level 10 - 55 CP

In short, to improve a stat costs (current level + 1)

Stats

These are the defining 'hard' characteristics of your character.

Strength

Your physical strength, controlling damage, endurance and so on.

Dexterity

Your ability to hit things, grace and ability to dodge

Knowledge

How much you actually know about things.

Wits

Your speed of thought and ability to notice things.

Charisma

Your ability to persuade people and look pretty.

Specialties

You may also buy Specialties, which are substats giving you additional strengths in one field. Each specialty is bought as per regular stats cost and adds during the appropriate situation. In especially appropriate situations, Specialties may add even more points to the stat.

Example for Dexterity: Duelist (swordsmanship), or Strength: Big Guy (brawling, clobbering, not-dying), etc.