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.
Back to Index
==========================
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:
------------------
HUMANS
------------------
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.
------------------
ELVES
------------------
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.
------------------
HALF-ELVES
------------------
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.
------------------
HALF-ORCS
------------------
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.
------------------
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".
Back to Index
More information on the Age of Corporations:
http://www.theageofcorporations.com/
Age of
Corporations
Wiki
Back to Index
==========================
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.
------------------
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.
----------------------
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.
---------------------
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.
Back to Index
==========================
CHIVALRIC DUELING
==========================
------------------
ABOUT DUELS
------------------
-- 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).
------------------
TERMS
------------------
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.
------------------
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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