Contracts - Bluesheets and Information on the Age of Corporations
 
Three corporations, one hostile takeover.
Magic.
Technology.
Corporate tension.
Sexual tension.
Racial tension.
A relentlessly ticking clock.

One CEO has just died of apparently natural causes, leaving no will; his shares will shortly be liquidated.

You are cordially invited to a wake in honor of Martin Fargaze, CEO and President of Mantis Laboratories, Inc., soon to be a subsidiary of NeoDyne Consolidated. As a New Washington luminary, we would be honored by your presence as we commemorate his visionary leadership, and as we mourn his untimely passing. We request your attendence at the Sylvan Plaza Ballroom, on Friday, November the 18th, 2214. RSVP.

On the eve of a hostile takeover of Mantis Labs, we gather to remember the life of its late CEO. Representatives of three of New Washington's most prominent companies will come together for Martin Fargaze's wake and to watch as his company changes hands. Light fare and conversation will oversee this pressure cooker of seething rivalries, sexual tension and arcane magic.

Will Mantis be absorbed into NeoDyne's collective without a fight? What interest does Trefoil Technologies have in this takeover? Have you tried the spinach dip? It's really good!

Open the Book of Contracts with us, and tell a story set in the magical and technological capital of the world...

Index
Welcome to New Washington
Races of New Washington

To find out more about the Age of Corporations

Combat Bluesheet
Chivalric Dueling Bluesheet for Corporate Knights




















==========================
WELCOME TO NEW WASHINGTON
==========================


It is the year 2227 in the Common Era of the world known as Varius. It has been over a hundred and fifty years since the City-State of New Washington was founded, a refugee-camp-turned-city located near the mountains of a place previously known as West Virginia. The city became necessary when Magic returned to the world at the turn of the millennium, heralding a cataclysm now known as The Snowfall. Monsters assaulted the Midwestern US and the coastlines rose, bringing refugees from all directions to one of the few safe places remaining in the nation. New Washington was ultimately the shield against this adversity, founded by the survivors of the continent's worst disaster in recorded history.

Since its inception, New Washington has blossomed into the largest city in the world, an urban landscape the size of some countries. Nearly every civilized race in the modern world is represented there, with humans forming the unparalleled majority and elves not far behind. While New Washington is technically a Democratic Republic, its operation is primarily as a Corpocracy; major corporations control, govern and police the city rather than the government itself doing so.

New Washington is a fairly martial society. Over half of the citizens of the city are certified in some form of combat training and most openly display weapons at home, on the street and even in the office. Danger is a way of life in the city, and even an unremarkable citizen must dodge such life-threatening situations as corporate war, mercenary or terrorist attacks and monster raids to survive.

Information is always at a premium, whether it is obtained above the table or not. The New Washington Free Press is known as a source of upright journalism, although the flashier tabloid New Washington Sun-Times claims to have the inside scoop, and sometimes actually does. Throughout the city, people talk, and people listen. Sometimes people die.

Our story takes place the morning of Sunday, November 18th. It is on the North Side of New Washington's Commercial District, specifically in the Mantis Building on the corner of 11th Street and Mantis Drive. Even more specifically, we find ourselves in Mantis's main Conference Hall, where a wake is being held for its former CEO, Martin Fargaze.


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==========================
RACES OF NEW WASHINGTON
==========================


While there are over a dozen officially recognized sentient races living in New Washington, only a few will be represented at Martin Fargaze's wake. They are as follows:

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HUMANS
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By far the most populous and common creatures in New Washington. Humans are versatile and brilliant. While they lack the long lifespan and natural affinities of other races, their incredible innovations have revolutionized the concept of civilization in the past few millennia.

The supernatural machine affinity known as Technomancy can also be found only in humans.

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ELVES
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Elves can be divided into the categories of Standard Elves and High Elves, a distinction that is less biological than it is societal. Elves are generally identifiable by a slender build and the pointed ears that legend attributes to them. They have an affinity for magic and typically live very intellectual lives. Elves live to be hundreds of years old and age about three times slower than humans do, though they suffer for it-- as they age, the memories they have of centuries past waver and fade. This causes considerable distress for many elves.

Elves who were alive during The Snowfall when they returned to Varius do not remember where they were before the disaster.

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HALF-ELVES
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Longer-lived than humans and with the advantage of a full memory, half-elves seem to be an excellent mixture of the best attributes of elves and humans (of which they are a combination). Elven blood thins easily, though, and the children of half-elves tend to be considered wholly human.

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HALF-ORCS
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Numerous psychological tests have been performed and it has ultimately been determined that orcs are unsuited for city life; almost all lash out violently and cannot maintain a civilized demeanor. Half-orcs are a different matter. While most can have violent and terrible tempers, many have learned to work through their racial urges and live amongst humans.

Half-orcs look much like humans, but are usually heavy-set, possessing of an underbite, a jutting brow and leathery skin. Most half-orcs are considered ugly by other races, though some tend to wear their features well.

Half-orcs usually follow the orcish naming convention, giving their children only a first name at birth. The child assumes a surname unique to them only after reaching adulthood. Martin Fargaze, for example, had his surname from his well-known ability as a seer.

Half-orcs are frequently considered second-class citizens in New Washington and are frequently the target of derision, but some have earned a great deal of respect.

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MUTANTS
------------------

Mutants are not so much a race as they are a variation on humanity. A mutant is created when a human fetus is tainted by the magical residue left over by powerful spells and rituals. The resulting creature has brightly-colored skin and hair, single-color eyes and an affinity for whichever element by which they were tainted. They also manifest powers related to that element. Most New Washingtonians are not at all comfortable with Mutants; they are frequently subjected to the worst prejudice of any race in the city and are, at best, considered "second-class citizens".


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==========================
COMBAT
==========================


As there are many tensions hanging over the wake of Martin Fargaze, physical confrontation may occur. Should this happen, characters will have options of aggressive actions they can take against other characters.

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ONE-ON-ONE COMBAT
------------------

One-on-one confrontations are simple.

If the attacking character has a higher combat skill than the other, he takes his action first. If the other character should choose to react, he must do so afterward.

If the characters have the same combat skill, the attacked character still may react. The characters' actions are resolved simultaneously-- if both attacked, they are both dealt damage accordingly.

If the aggressor has a lower combat skill than the victim, the victim sees the attack coming and may pre-empt it with an attack of his own, possibly preventing it.

The combat will progress in this fashion until the fight stops.

One-on-One fighting between Corporate Knights is different. Please see the Chivalric Combat Bluesheet.

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MULTIPLE-PERSON COMBAT
----------------------

Combat involving more than two people is a bit more complicated, but follows the same principle:

When a combat is declared, everyone in the scene becomes part of the combat scene. The GMs will signal this by calling everyone to attention. At this point all In-Character actions and conversations must stop. To facilitate a speedy combat, we ask that all players are quiet and pay attention until the combat is resolved.

Combat is "tiered" -- everyone in each of the four combat skills takes his or her action at the same time. The order of combat is Trump, High Skill, Average Skill, Low Skill. Once all players who wish to act have done so, the next turn begins until no one has any combat actions to make.

On your turn, you may do one of each of the following in any order:

Combat Action - Includes operating a device, making an attack, etc.
Movement - You may take three steps.
Speech - You may say up to ten seconds of speech.


All actions within any given skill tier resolve simultaneously except for speech, which basically resolves in order of whomever manages to declare their action first.

Example: John, Michael and Sarah are in combat together. John intends to shoot Michael. Michael intends to shoot Sarah. Sarah intends to shoot John.

If John, Michael and Sarah all have average combat skill, they will shoot each other; all will fall down wounded, be unconscious for the remainder of combat and be in danger of bleeding to death afterward.

If Michael has high combat skill while John and Sarah have average combat skill, Michael shoots Sarah first-- Sarah will not get the chance to shoot John. John will still get to shoot Michael, though, so perhaps he chose his target poorly.

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DAMAGE
---------------------

There are four types of damage. The types and their consequences are as follows:

Stun damage - Target loses next action.

Knockout damage - Renders the target unconscious.

Lethal damage - Renders the target unconscious and starts him bleeding. If he is not treated for the wounds, he dies.

Aggravated damage - Kills the target instantly.


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==========================
CHIVALRIC DUELING
==========================

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ABOUT DUELS
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-- All duels are one-on-one.

-- It is dishonorable to draw one's blade and pistol before the duel begins.

-- Once a duel begins, it must be completed unless both combatants agree to postpone it, and they are then bound by honor to continue it at the next available opportunity.

-- If a duellist engages in combat with anyone outside of the duel, the duel is immediately postponed until the outside engagement is over. This is a dishonorable action except in extenuating circumstances (such as a superior or innocent in immediate danger).

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TERMS
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There are three terms to any given duel: Place, Time and Ending.

Place - determines the location of the duel. It can be where you stand, outside or in a sanctioned space.

Time - determines how immediately the duel must be fought. It can be immediately, today or a specified date.

Ending - determines what will end the duel. It can be to first blood, to surrender or to the death.

The terms are, by default, not agreed upon. The Knight who is more adept with his knowledge of duels and the Knightly Code tyically picks more terms than other Knights. This is decided in-game by a game of Janken, or Rock-Paper-Scissors.

If two Knights have the same Terms Knowledge, the Knights play Janken until one wins.
-- The winning Knight chooses the first term (deciding which of the three terms will be first), the losing Knight chooses the second (picking between the remaining two) and the winning Knight chooses the final term.

If a Knight with Average Terms Knowledge is facing a Knight of Low Term Knowledge or a Knight with High Terms Knowledge is facing a Knight of Average Term Knowledge:

-- If the higher Knight wins, he chooses the first two terms and the lower CK chooses the last.

-- If the Knights tie, the higher Knight chooses the first and third terms and the lower CK chooses the second.

-- If the higher Knight loses, the lower CK chooses the first and third terms and the higher one chooses the second.

If a Knight has a High Terms Knowledge and he is facing an opponent of Low Terms Knowledge:

-- If the higher Knight wins, he chooses all three terms.

-- If the Knights tie, the higher Knight chooses the first two terms and the lower CK chooses the last.

-- If the higher Knight loses, the lower CK chooses the first and third terms and the higher one chooses the second.

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DUELING MECHANICS
------------------

For these rules, Jack = 11, Queen = 12, King = 13, Ace = 14.

1. Each Knight shuffles his deck, then draws the top card from it.

// Sir Margaret Ajeya is fighting Sir Robert Dawes.
// They each draw a card and display it.

2. The cards are compared; this is a "clash" of swords. The Knight with the card of higher value gains a point of advantage over the other Knight. If the values are the same, there is no effect to Advantage.

// Sir Maggie has drawn a 8; Sir Bob has drawn an 6.
// Sir Maggie gains a point of Advantage.

3. This is repeated until the advantaged Knight chooses to attempt a strike or attempt to reach through his opponent's bulletshield. If a Knight is at a disadvantage, winning a clash reduces his opponent's advantage. Maximum advantage is 7. Every seven clashes, the Knights shuffle their decks.

// The knights clash again; this time Sir Bob draws
// a 10 and Sir Maggie draws a 3. Sir Maggie's point
// of advantage is removed and the knights are in a
// neutral position.
//
// The knights clash three more times and Sir Bob wins
// each time; his advantage is now 3. Next turn, Sir
// Bob is going to attempt to strike Sir Maggie.

4. If a Knight chooses to try to strike her opponent, the Knights shuffle their cards and another clash is attempted. The Knight with the advantage may add the value of her advantage to the value of her drawn card. If this value is higher than the defender's card, he is hurt and takes a point of damage. If at any point a Knight's damage is equal to his stamina, he has been wounded too much to continue fighting; the duel is over and the consequences resolve according to the duel's terms.

// The Knights clash. Sir Maggie draws a 7. Sir Bob
// draws a 5 and adds his advantage of 3 to have a
// total attack of 8. Just enough! Sir Maggie is
// hit and takes a point of damage.

5. If a strike is attempted and missed, the defender immediately gains an advantage equal to the difference between the attacker's combat value and his!

// The Knights continue to clash. Sir Maggie has
// better luck now and soon has an advantage of 4.
// Sir Maggie attempts to strike Sir Bob. She draws
// a 3 and Bob draws a Queen! Bob's card, a value
// of 12 versus Sir Maggie's 7 has a difference of
// 5-- which Bob now gains in advantage.

6. Instead of a normal attack, a Knight can attempt a very risky move: he will try to thrust the muzzle of his pistol through his opponent's bulletshield.

The Knights clash. The attacker adds his advantage to the value of the card and the defender adds her stamina (minus any damage she has taken. Please note that it is not necessary to disclose this value to your opponent unless this move is attempted!).

If the attack is successful, the duel is over; the defender must surrender or be shot. If the attack fails, the defender gains an advantage of not only the difference between the attack value and the defense value, but adds to it whatever advantage the attacker had when he made the attack! Remember, 7 is still the highest advantage possible.

// Sir Bob, pleased with his advantage, decides
// that he is going to end the duel here and now
// with a risky shield-break move. He draws a 7
// and Maggie draws a 9. Sir Bob adds his advantage
// of 5 to his 7 for a total attack of 12. Sir Maggie
// adds her stamina (5 minus 1 damage is 4-- Maggie's
// tough!) to her 9 for a total of 13. She thwarts
// Sir Bob's risky attack!
//
// She gains not only an advantage of 1 for beating
// Sir Bob's attack by that much, but also adds 5 to
// it for Sir Bob's advantage! Maggie now has an
// advantage of 6 and Sir Bob is looking scared...


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