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<blockquote data-quote="MacConnell" data-source="post: 8105603" data-attributes="member: 6855223"><p><strong>Scenario Goals</strong>:</p><p>This is a different type of game from those I have previously run. Characters in this scenario are most definitely not the "good" guys but should neither be psychotic. Intra-party conflict will not be tolerated, but characters will be motivated by personal advancement, personal gain, and social status, as they are beginning life in the lowest position of the caste system, the Flats. The social status decreed by birth dictates all of life for those not suited to push against such boundaries in order to find a way though them or around them.</p><p></p><p>Flats residents do not have an insignia coin and are not permitted to travel into other districts, but permission may not be an exact prevention to industrious individuals. Stupidity, however, has harsh consequences that can get characters killed.</p><p></p><p>Characters will need to learn information of other districts, acquire an insignia coin, and relocate.</p><p></p><p>Characters should not engage in combat where others may witness and report it and should not visibly display magic.</p><p></p><p>Generating a Character:</p><p>This scenario is designed for basic characters of adolescent age and limited to Ansylins and Shimadows for species and tribe. Gender is irrelevant as only Magisters (which is not a goal) are limited to being male.</p><p></p><p>Ansylin:</p><p>Pronounced AN-sil-lin. Usually tall and fit, these coffee colored Aedamans tend to be sociable and peaceably revelrous. Ansylins have bonuses to strength, confluence, and persona and are better suited for physical conflict.</p><p></p><p>[ATTACH]127268[/ATTACH]</p><p></p><p>Starting Statistics:</p><table style='width: 100%'><tr><td>Body</td><td>8</td><td>Combat</td><td>3</td><td>Health</td><td>2</td><td>Motility</td><td>1</td><td>Strength</td><td>3</td></tr><tr><td>Mind</td><td>8</td><td>Commercial</td><td>2</td><td>Knowledge</td><td>2</td><td>Persona</td><td>3</td><td>Will</td><td>1</td></tr><tr><td>Essence</td><td>8</td><td>Collegiate</td><td>1</td><td>Adhesion</td><td>1</td><td>Cohesion</td><td>2</td><td>Confluence</td><td>3</td></tr></table><p></p><p>Shimadow:</p><p>Pronounced SHIM-uh-dow. Usually a bit shorter than average and lean, these unnaturally pale Faethrins, who often mark their skin with various dyes, tend to be impatient and avaricious, though some individuals have adjusted to living in society. Shimadows have bonuses to motility, cohesion, and knowledge and are better suited to magic oriented charcters.</p><p></p><p>[ATTACH]127269[/ATTACH]</p><p></p><p>Starting Statistics:</p><table style='width: 100%'><tr><td>Body</td><td>8</td><td>Combat</td><td>2</td><td>Health</td><td>2</td><td>Motility</td><td>3</td><td>Strength</td><td>1</td></tr><tr><td>Mind</td><td>8</td><td>Commercial</td><td>3</td><td>Knowledge</td><td>3</td><td>Persona</td><td>1</td><td>Will</td><td>2</td></tr><tr><td>Essence</td><td>8</td><td>Collegiate</td><td>1</td><td>Adhesion</td><td>2</td><td>Cohesion</td><td>2</td><td>Confluence</td><td>1</td></tr></table><p></p><p>At inception, clothing is rudimentary, which offers no protection during combat, and weaponry is limited to a reed baton and/or staff. Sticks may be sharpened to use as a spike. Player characters are not restricted to the tribal precepts and are discouraged from being malevolent in personality, as this detracts from the playability of the game. Narcissistic will not be considered malevolent in this context.</p></blockquote><p></p>
[QUOTE="MacConnell, post: 8105603, member: 6855223"] [B]Scenario Goals[/B]: This is a different type of game from those I have previously run. Characters in this scenario are most definitely not the "good" guys but should neither be psychotic. Intra-party conflict will not be tolerated, but characters will be motivated by personal advancement, personal gain, and social status, as they are beginning life in the lowest position of the caste system, the Flats. The social status decreed by birth dictates all of life for those not suited to push against such boundaries in order to find a way though them or around them. Flats residents do not have an insignia coin and are not permitted to travel into other districts, but permission may not be an exact prevention to industrious individuals. Stupidity, however, has harsh consequences that can get characters killed. Characters will need to learn information of other districts, acquire an insignia coin, and relocate. Characters should not engage in combat where others may witness and report it and should not visibly display magic. Generating a Character: This scenario is designed for basic characters of adolescent age and limited to Ansylins and Shimadows for species and tribe. Gender is irrelevant as only Magisters (which is not a goal) are limited to being male. Ansylin: Pronounced AN-sil-lin. Usually tall and fit, these coffee colored Aedamans tend to be sociable and peaceably revelrous. Ansylins have bonuses to strength, confluence, and persona and are better suited for physical conflict. [ATTACH alt="7A6A72F1-5902-414D-8486-984685DEE354.jpeg"]127268[/ATTACH] Starting Statistics: [TABLE] [TR] [TD]Body[/TD] [TD]8[/TD] [TD]Combat[/TD] [TD]3[/TD] [TD]Health[/TD] [TD]2[/TD] [TD]Motility[/TD] [TD]1[/TD] [TD]Strength[/TD] [TD]3[/TD] [/TR] [TR] [TD]Mind[/TD] [TD]8[/TD] [TD]Commercial[/TD] [TD]2[/TD] [TD]Knowledge[/TD] [TD]2[/TD] [TD]Persona[/TD] [TD]3[/TD] [TD]Will[/TD] [TD]1[/TD] [/TR] [TR] [TD]Essence[/TD] [TD]8[/TD] [TD]Collegiate[/TD] [TD]1[/TD] [TD]Adhesion[/TD] [TD]1[/TD] [TD]Cohesion[/TD] [TD]2[/TD] [TD]Confluence[/TD] [TD]3[/TD] [/TR] [/TABLE] Shimadow: Pronounced SHIM-uh-dow. Usually a bit shorter than average and lean, these unnaturally pale Faethrins, who often mark their skin with various dyes, tend to be impatient and avaricious, though some individuals have adjusted to living in society. Shimadows have bonuses to motility, cohesion, and knowledge and are better suited to magic oriented charcters. [ATTACH alt="FBCCB389-4627-4FFE-85FA-D1A6652EC399.jpeg"]127269[/ATTACH] Starting Statistics: [TABLE] [TR] [TD]Body[/TD] [TD]8[/TD] [TD]Combat[/TD] [TD]2[/TD] [TD]Health[/TD] [TD]2[/TD] [TD]Motility[/TD] [TD]3[/TD] [TD]Strength[/TD] [TD]1[/TD] [/TR] [TR] [TD]Mind[/TD] [TD]8[/TD] [TD]Commercial[/TD] [TD]3[/TD] [TD]Knowledge[/TD] [TD]3[/TD] [TD]Persona[/TD] [TD]1[/TD] [TD]Will[/TD] [TD]2[/TD] [/TR] [TR] [TD]Essence[/TD] [TD]8[/TD] [TD]Collegiate[/TD] [TD]1[/TD] [TD]Adhesion[/TD] [TD]2[/TD] [TD]Cohesion[/TD] [TD]2[/TD] [TD]Confluence[/TD] [TD]1[/TD] [/TR] [/TABLE] At inception, clothing is rudimentary, which offers no protection during combat, and weaponry is limited to a reed baton and/or staff. Sticks may be sharpened to use as a spike. Player characters are not restricted to the tribal precepts and are discouraged from being malevolent in personality, as this detracts from the playability of the game. Narcissistic will not be considered malevolent in this context. [/QUOTE]
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