The Talguta Syndicate OOC
Posted: Sat Oct 10, 2015 3:25 pm
The Scarlet Heron cuts through the water silently as the lights of Talguta come into view on the horizon. You quickly extinguish the ship's lanterns, disappearing into the dark of a moonless night. You left Wastrel's Wharf two days ago laden with Opium hidden in the bottom of barrels of fish. The journey would normally take under a day but you were spotted by a patrol. The Heron easily outran them but it took you far off course.
The plan is quickly discussed, but with no one wanting to back out the ship continues on towards the docks. Pulling up to one of the piers, two men quickly rush over to the ship and toss you ropes. "A patrol will be coming any minute, let's go," one says. You all work together to unload the barrels and as you roll them across the street a warehouse door is opened, bathing you in the warm glow of torches. You head inside to hand over the cargo to your boss, although should things go to plan the next shipment will be being delivered to you.
Setting
6E Y82 - You are part of an independent smuggling group who runs Opium from Wastrel's Wharf to Talguta, on The Scarlet Heron. Recently your cut has been getting smaller and you and the rest of the crew have decided to do something about it. You plan to take over your boss' operations, entering the world of organised crime in Talguta.
Talguta is one of the largest cities in the world. A sprawling mess of different cultures situated in the middle of almost every major trade route in the Forelle Sea. It is governed by a monarchy however the city has a history of gangs and mob like organisations running much of the city and holding most of the true power.
Character Creation Rules
System: 4e
Level 5
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.). Half-races are generally infertile, so you can't get down into quarters of a race.
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed and encouraged.
Background: +2 to a skill or add a language.
Equipment: Free level 4, 5, and 6 magic items. Free mundane items within reason. 840gp to spend on other magic items or to have on your person.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). In addition, every class starts with at least 4 trained (before accounting for race/theme/feats/etc.) regardless of what the builder says, and any that would otherwise have fewer gets more to make 4 as a base number.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn't have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Every character should know Common as the default language for this setting, and should they gain additional languages (from race, theme, feat, etc.) then simply choose additional ones from the list of custom languages provided below.
The plan is quickly discussed, but with no one wanting to back out the ship continues on towards the docks. Pulling up to one of the piers, two men quickly rush over to the ship and toss you ropes. "A patrol will be coming any minute, let's go," one says. You all work together to unload the barrels and as you roll them across the street a warehouse door is opened, bathing you in the warm glow of torches. You head inside to hand over the cargo to your boss, although should things go to plan the next shipment will be being delivered to you.
Setting
6E Y82 - You are part of an independent smuggling group who runs Opium from Wastrel's Wharf to Talguta, on The Scarlet Heron. Recently your cut has been getting smaller and you and the rest of the crew have decided to do something about it. You plan to take over your boss' operations, entering the world of organised crime in Talguta.
Talguta is one of the largest cities in the world. A sprawling mess of different cultures situated in the middle of almost every major trade route in the Forelle Sea. It is governed by a monarchy however the city has a history of gangs and mob like organisations running much of the city and holding most of the true power.
Character Creation Rules
System: 4e
Level 5
Stats: 25pt buy.
Race: Any published, refluffed as human, elf, orc, or dwarf (or any combination of two e.g. half orc/elf, half dwarf/human, etc.). Half-races are generally infertile, so you can't get down into quarters of a race.
Class: Any published.
Feats: Choice of free expertise feat.
Themes: Allowed and encouraged.
Background: +2 to a skill or add a language.
Equipment: Free level 4, 5, and 6 magic items. Free mundane items within reason. 840gp to spend on other magic items or to have on your person.
Skills: There are no class skill restrictions; any class can train any skill. You still must take the mandatory/bonus skills granted by your class as usual (e.g. Arcana for a wizard). In addition, every class starts with at least 4 trained (before accounting for race/theme/feats/etc.) regardless of what the builder says, and any that would otherwise have fewer gets more to make 4 as a base number.
Rituals: Component costs for all rituals are reduced to ¼ their normal values to encourage ritual use. Also, Raise Dead will not be allowed in this game – dead is dead, though we hope that doesn't have to be an issue.
Inherent Bonuses: No
Languages: We will not be using the standard 4e languages, but instead the ones listed below. Every character should know Common as the default language for this setting, and should they gain additional languages (from race, theme, feat, etc.) then simply choose additional ones from the list of custom languages provided below.
- Languages
- [SHOW]