I think I have everything that can get worked out worked out - the 'aim to kill' rule solves som of the problems in my head at least, and I won't know for sure until I find some radioactive mutant gineua pigs to test them on. Otherwise the system, slight as it is, feels good. It's hard to remember how little cruft there was in TSR's game systems pre-AD&D.
To round things out, here are the social status cards that the players will have to pass around - that plus their mutations plus their genotype will make up the baseline character. That ought to give me enough diversity.
Armiger
The Armigers were the warriors of the Ranks of the Fit, akin to Samurai or Army Rangers. With the Ranks withdrawal and the new elected Consejeros in Sedulitas the Armigers are proud remnants of a 'lost age'. Many hope that the Ranks will return, but all are more dedicated to protecting Sedulitas than advancing that agenda. 99% of the Armigers were mutated animals (in the Ranks mutant animals hold all positions of power), so a mutated human was likely either exceptionally dedicated or good at faking it. Armigers assume personal authority and can be prickly about their personal honor. They are legally allowed to carry tech level III weapons.
Mental Strength: 14 (Control Mount) Intelligence: 10 (Size Up Opposition) Charisma: 16 (Intimidate)
Dimarchi
These were the heavy infantry of the Ranks of the Fit, skilled at conquering places. Once they conquered an area they would act as the lawkeepers and gaolers, though the right of execution fell to the Armigers. With the Ranks withdrawn from Sedulitas the Dimarchi have settled in as police and defenders in the new, more democratic social order. Mutated animals might have been officers (mutated animals hold all key positions in the Ranks of the Fit), but in the new order the Dimiarchi are all theoretically equal under the command of the Consejeros and share city-wide police powers. They are legally allowed to carry tech level II weapons, and can petition for tech level 3 arms.
Mental Strength: 12 (stay awake) Intelligence: 14 (Crime scene control) Charisma: 14 (Lead Troops)
Optimate
Now that the militaristic Ranks of the Fit have abandoned Sedulitas, the Optimates see themselves as the core of the new social order. In a sense, they're right - as businessmen they're the middle class that makes democracy work, holding the majority of the positions amongst the Consejero. Of course, that sort of power comes from having money, which comes from established product or trade, which means improving or exploiting technology or relations with Externs or Autochthons. Thus as a young Optimate you are a jack of all trades, with strong hands, a basic knowledge and a silver tongue. They likely have hidden one tech level II weapon and one tech level II piece of gear.
Mental Strength: 12 (resist conniving) Intelligence: 13 (Linguist) Charisma: 15 (Wheel & Deal)
Thaumaturge
The most independent of the available types, the Thaumaturge is in Sedulitas by choice: its security & technology are aides in your search to replicate the wonders of the past and the potential of the future. Thaumaturges like other a little bit afraid of them, and will mix whatever ultra tech they have deciphered with their mutations to seem even more mysterious. While happy that the Ranks of the Fit have left (as Napoleon was a believer in suborning Thaumaturges to the military), the current democratic Consuejero is useful only in that they leave them to their own devices...usually. Speaking of those, they carry three pieces of tech level III gear.
Mental Strength: 13 (Memory) Intelligence: 18 (Discern Artifact) Charisma: 9 (Hypnosis)
Fulgurator
The Fulgurators are the guild that keeps the lights on in Sedulitas - getting the electricity from the water wheels and the wind turbines, repairing the Hosplitars machinery, maintaining the guns that protect the city & the lifts that carry you to them. Let thaumaturgists tinker with bio-tech and the ancient's radioactive devices: man and animal alike should harness lightning to rebuild the world! Now that the Ranks of the Fit have abandoned this area you have less support and more responsibility; the Consuejero rely on you to keep this democratic experiment moving; just one more machine. They have access to three pieces of tech level II gear.
Mental Strength: 12 (Logistics) Intelligence: 16 (Jury Rig/Repair) Charisma: 12 (Baffle the unlearned)
Extern
Literally, those from outside Sedulitas. The Externs are the rangers who guide the Armigers, the scouts who warn the Dimarchi and the guards who lead the Optimates between the Autochthon tribes. Many of the Externs joined after the Ranks of the Fit left as the community have moved from being an armed camp of a distant conqueror to a democratic and technological center under the Consuejero. For all that they do not live in the city, they have the most to gain from Sedulitas succeeding and improving the area - while they might appear as loners, they are city-pledged. They have no special legal right to weapons, but can craft any tech level I weapon from things found along the way.
Mental Strength: 16 (Survival) Intelligence: 13 (Track & Navigate) Charisma: 11 (Quiet Confidence)
To round things out, here are the social status cards that the players will have to pass around - that plus their mutations plus their genotype will make up the baseline character. That ought to give me enough diversity.
Armiger
The Armigers were the warriors of the Ranks of the Fit, akin to Samurai or Army Rangers. With the Ranks withdrawal and the new elected Consejeros in Sedulitas the Armigers are proud remnants of a 'lost age'. Many hope that the Ranks will return, but all are more dedicated to protecting Sedulitas than advancing that agenda. 99% of the Armigers were mutated animals (in the Ranks mutant animals hold all positions of power), so a mutated human was likely either exceptionally dedicated or good at faking it. Armigers assume personal authority and can be prickly about their personal honor. They are legally allowed to carry tech level III weapons.
Mental Strength: 14 (Control Mount) Intelligence: 10 (Size Up Opposition) Charisma: 16 (Intimidate)
Dimarchi
These were the heavy infantry of the Ranks of the Fit, skilled at conquering places. Once they conquered an area they would act as the lawkeepers and gaolers, though the right of execution fell to the Armigers. With the Ranks withdrawn from Sedulitas the Dimarchi have settled in as police and defenders in the new, more democratic social order. Mutated animals might have been officers (mutated animals hold all key positions in the Ranks of the Fit), but in the new order the Dimiarchi are all theoretically equal under the command of the Consejeros and share city-wide police powers. They are legally allowed to carry tech level II weapons, and can petition for tech level 3 arms.
Mental Strength: 12 (stay awake) Intelligence: 14 (Crime scene control) Charisma: 14 (Lead Troops)
Optimate
Now that the militaristic Ranks of the Fit have abandoned Sedulitas, the Optimates see themselves as the core of the new social order. In a sense, they're right - as businessmen they're the middle class that makes democracy work, holding the majority of the positions amongst the Consejero. Of course, that sort of power comes from having money, which comes from established product or trade, which means improving or exploiting technology or relations with Externs or Autochthons. Thus as a young Optimate you are a jack of all trades, with strong hands, a basic knowledge and a silver tongue. They likely have hidden one tech level II weapon and one tech level II piece of gear.
Mental Strength: 12 (resist conniving) Intelligence: 13 (Linguist) Charisma: 15 (Wheel & Deal)
Thaumaturge
The most independent of the available types, the Thaumaturge is in Sedulitas by choice: its security & technology are aides in your search to replicate the wonders of the past and the potential of the future. Thaumaturges like other a little bit afraid of them, and will mix whatever ultra tech they have deciphered with their mutations to seem even more mysterious. While happy that the Ranks of the Fit have left (as Napoleon was a believer in suborning Thaumaturges to the military), the current democratic Consuejero is useful only in that they leave them to their own devices...usually. Speaking of those, they carry three pieces of tech level III gear.
Mental Strength: 13 (Memory) Intelligence: 18 (Discern Artifact) Charisma: 9 (Hypnosis)
Fulgurator
The Fulgurators are the guild that keeps the lights on in Sedulitas - getting the electricity from the water wheels and the wind turbines, repairing the Hosplitars machinery, maintaining the guns that protect the city & the lifts that carry you to them. Let thaumaturgists tinker with bio-tech and the ancient's radioactive devices: man and animal alike should harness lightning to rebuild the world! Now that the Ranks of the Fit have abandoned this area you have less support and more responsibility; the Consuejero rely on you to keep this democratic experiment moving; just one more machine. They have access to three pieces of tech level II gear.
Mental Strength: 12 (Logistics) Intelligence: 16 (Jury Rig/Repair) Charisma: 12 (Baffle the unlearned)
Extern
Literally, those from outside Sedulitas. The Externs are the rangers who guide the Armigers, the scouts who warn the Dimarchi and the guards who lead the Optimates between the Autochthon tribes. Many of the Externs joined after the Ranks of the Fit left as the community have moved from being an armed camp of a distant conqueror to a democratic and technological center under the Consuejero. For all that they do not live in the city, they have the most to gain from Sedulitas succeeding and improving the area - while they might appear as loners, they are city-pledged. They have no special legal right to weapons, but can craft any tech level I weapon from things found along the way.
Mental Strength: 16 (Survival) Intelligence: 13 (Track & Navigate) Charisma: 11 (Quiet Confidence)
no subject
Date: 2006-08-18 10:36 am (UTC)Nice work.
(no subject)
From: