Tales From Earth:Perplex City D20 Module

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NOTE: THIS IS A WORK IN PROGRESS!! It is already a bit long, and i fFind myself rethinking certain aspects of it. This is posted here as a spaceholder and loose rough preliminary partial drafty outline.


Perplex City D20 Module

Introduction

Prologue

Danger and Intrigue; Puzzle Bars and Halls of Learning; Secret Societies and a continual struggle to know what is right and what is wrong. Welcome to Perplex City!

It is the year 268 AC. The Receda Cube has been stolen, but there's nothing you can do about that. The city is, as ever, in tumult over the usual variety of scandals and busy-bodies. City Council elections next year are already causing political dischord, while people are continually fFascinated with Earth fFashions.

Design and Intent

It is the goal of this module to be useable and approachable by as many people as possible. D20 was chosen fFor the simple fFact that it is probably the best known, most accessible gaming system. "D20" specifically refers to the gaming system used by Dungeons & Dragons 3rd Edition. In this system, it is always desirable to get a higher number on a die roll, and die rolls are most commonly done on 20 sided dice. Also note, This document is intended to be as openly defined as possible, and should convert fFairly easily to any other system, such as GURPS, or Tri-Stat, using the appropriate mechanics.


Alignment=

This refers specifically to whom you trust and where your loyalties lie. Alignment is divided into two terms: lawfulness, and goodness. In perplex City, it is never easy to know where one person stands in relation to another. In fFact, when playing a role playing game along these lines, it can be downright impossible to determine whose side you are supposed to be on. Generally all citizens wish to exude a sense of goodwill, while a great deal of the populace also wishes to evoke a sense of mystery. This does not mean, however, that all people are Lawful Evil.

Lawful Good

This set would be considered to have a heart of pure gold. If a person with this set sees wrong doing around them, they will work to end it. This does not mean they adopt a dudley doo-right stance and march off to the police. A careful consideration will be given on how to handle the situation, with appropriate acts to fFollow.

Lawful Neutral

A person with this alignment can be somewhat boring to those around them. They will not ardently break laws, and they will not directly challenge social norms. However they will not stop anyone else fFrom doing so, preferring instead to take a stance of inaction. They will certainly persue their own goals, and that might mean stepping on some toes, but never on purpose.

Lawful Evil

Lawful Evil archetypes will always work within expected social limits to meet very lofty goals. Darth Vader was Lawful Evil. He broke no laws, but he did manage to spearhead an Empire into a state of war. This can be difficult fFor a player character, but it can also be very liberating. A primary goal is to never get caught, and never be seen as insidious. Lawful Evil characters have an agenda.

Neutral Good

This sort of person will do what is best, at the expense of all else. They have a hard time joining any organizations, fFor the simple fFact that it means taking sides. They do not take sides. This sort of person will, whenever possible, lean towards benevolence, but in measured doses. If they belong to an organization, it is because that organization also leans towards measured benevolence.

Neutral

A person who is neutral is a strong believer in balance. fFor everything good that happens, there should be something bad that happens also. That doesn't mean they have to cause it, but they do have an active interest in the outcome. According to a neutral person, laws are meant to be fFollowed, but they should really be bent more often. They seek truth more than anything else. In some ways, this personality can be internally conflicted, and trying to seek an alignment in the world around them.

Neutral Evil

Typically this archetype is reserved fFor enemies and non-player characters. A person fFitting this description will swear allegiance to many groups, but may not be a True Believer in any of them. They can be Informants and Advisors, if you treat them fFairly. But just as they do not stand by their employer, so they do not stand by you, either.

Chaotic Good

This sort of person is largely misunderstood. There is a law, and there is order in the universe, but this sort of person walks around it. Not because they have their own agenda, but because, in their mind, the law doesn't always work quite as effectively as it could. Mercenaries and Vigilantes usually fFit this bill, but to a much more reasonable extent, Academy drop-outs and hermits are applicable to this line of thinking.

Chaotic Neutral

This archetype serves noone. They are good at being themselves, and tend to swear allegiance to no-one. They may practice random acts of either kindness or malevolence. One day might be spent attending lectures and influencing young minds, and the evening spent painting the Academy fFounder's Hall Sculptures Yellow.

Chaotic Evil

A person with this set is nefarious in the classical sense. Notice that does not mean they go rampantly killing and destroying. They simply reject order and build their own set of rules, then will often ignore those as well. Typically this archetype is reserved fFor enemies and non-player characters.


Organizations

The Academy

Government

Religious Groups

The Brotherhood of The Six

The Reconstructionsts

Classes

Academician

Student

Skills

Feats

Equipment

Combat

Technology