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. Even after the book is published by seaside press, I may contiue to re-think certain aspects of this work, hopefully getting it to the point of being able to play an actual game with my own gaming group.


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 fascinated with Earth fashions.

Design and Intent

It is the goal of this module to be useable and approachable by as many people as possible. D20 was chosen for the simple fact that it is probably the best known, most accessible gaming system. "D20" specifically refers to the gaming system used by Dungeons & Dragons 3rd Edition. To be brief, within this system, it is always desirable to get a higher number on a die roll, and die rolls are most commonly done on a 20 sided die. Also note, This document is intended to be as openly defined as possible, and should convert fairly easily to any other system, such as GURPS, or Tri-Stat, using the appropriate mechanics. Lastly, where this document fails to answer the most subtle questions about a certain aspect of the city, the reader is invited to seek answers on the web. The Perplex City wiki is a font of knowledge, while many organizations within the city have their own webpages which may have more up to date info than is available here.

License

This work is licensed to Seaside Press under the terms of the Creative Commons Attribution-NonCommercial 2.5 deed (http://creativecommons.org/licenses/by-nc/2.5/). Reference to the D20 system, a copyright owned by Wizards of the Coast, within this document is meant only to be a reference to a distinct and commonly recognized system. This document in no way uses, recognizes, or explicitly refers to any material covered by the Open Gaming License in any more than a general or comparative way.


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 fact, 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. When creating a character, a player should choose an alignment, and let this be a moral compass for their actions.

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 follow.

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 from 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 for 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, for the simple fact 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. For 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 followed, 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 for enemies and non-player characters. A person fitting 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 fairly. 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 fit 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 founder'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 for enemies and non-player characters.


Organizations

The Academy

There are numerous schools and universities within Perplex City. The Academy is like none of them. The Master Of The Academy is one part politician, one part professor, one part experimentalist. Work which goes on at the Academy is both practical and theoretical. Studies include both puzzles and problem solving, as well as stringent studies and focused teaching. The delicate balance between the two schools of thought has drawn a schism across the faculty since almost the Academy's founding. Students are only admitted after having completed one full university degree at another institution within the city (Other schools include Marmalejo College, The Besley Schools, and Perplex City University). Academicians typically attend for 2 years, and many will opt take a "Games Year". Of some note, The Academy is the only facility in the City known to have access to the link to Earth, which is controlled by the Center for Reality Research.

The PCAG

The Perplex City Academy Games (PCAG) is essentially a sub-organization within the Academy. But in truth it is much more than this. The games are the most anticipated, most watched gaming event in the city. All other activity comes to a crawl as the games become more and more exciting throughout the end of the year. Anyone in the city may play in the games, but of course to become the year's champion takes very great stamina and endurance. The games are comprised of many many matches of sundry games and puzzles, especially the card game Clash. Each match is between 2 players, and will last 7 rounds. Whoever wins the most rounds wins that match. Matches are officiated by Academcicians who have chosen to take a Games Year. The PCAG is a very well respected organization, and people who do choose a Games Year are typically favored in the community.

Government

The City is run by a council of nine people, which is headed by one Leader (who is counted in the nine). All members of society over the age of 18 are allowed a vote. In all capacities, the Council operates on a more or less basic political structure, handling the day-to-day affairs of the city. There are a number of departments, committees and sub-committees which answer to the council, as well as a moderate military force, and a sharp police department. The council has close ties to the Academy, but these are mostly for the purposes of funding, education, research, resource allotment, this sort of thing. However the Academy, in particular, operates a number of specific functions which make it of some interest to the overall government (and the city at large), specifically the link to Earth.

Religion

Cubism is the predominant religious movement in Perplex City. The underlying belief of Cubism is an unending fervent belief in the great truth and universality of The Cube. The Cube is one with the universe, and the universe is defined by the cube. The movement has a prophet named Gyvann, who ascended to enlightenment, and is said to have become one with The Cube. Note that in this sense "The Cube" does not refer to any specific literal cube, but rather a theoretical concept of "Cube As God." Often, Cubists will point to any cube shaped thing in the world around them and see in it a divine vision. Cubist temples have an underlying theme of cube-shapes, such as in meditation rooms, foods, and even hats. Revered activities include 'Building', clean living, and meditation.

Cubist propaganda includes:

  • Getting mixed up in drink and drugs is no way to have fun. Understanding the mysteries of the universe will open your mind wider than any substance.
  • Meditation is an important part of our faith, but there's so much more. Come and take one of our evening classes in Construction and Personal Development to learn how The Cube can give you life today, tomorrow, and for ever.
  • The Cube is the perfect, stable object. It symbolizes equality and freedom, without boundaries.
  • True happiness means finding truth and meaning. There is more happiness than you know, just waiting for you.

There are many subtle holidays which are somewhat important to active cubist belief. Key Cubist Holy Days which are celebrated throughout the city are:

  • The Builder's celebration
    • Celebrated at Spring Equinox; this is, among other things, considered a time to lay foundations to new buildings, as in Gyvann's great teaching.
  • Gyvann's Day
    • Celebrated at summer Solstice; A cheerful celbration with burning torches and feasting. There is usually a very highly anticipated summer celebration throughout the city, involving hikes, strawberry festivals, fun at the beach, and so on.
  • The Lighting of the Way
    • Celebrated at autumn equinox; the festival of re-affirming a dedication to the Cube and of witnessing Gyvann's message to the world.
  • Restitution of the Cube
    • Celebrated at the Winter Solstice; Three days of prayer and meditation. It is traditional to light cube-shaped candles at this time. There is a kindling of the flame ceremony as well. Traditionally, the PCAG centered their festivities around this holiday, but this has since expanded into an August-through-January affair.

The Brotherhood of The Six

The Brotherhood is the oldest and largest Cubist sect in The City. They are broadly seen as a nice society of quaint olf beliefs, the likes of whose services you might take your grandmother to attend. Their holiday celebrations ae renowned for being full of song, and quite delicious cube-shaped cakes. Brotherhood services tend to be pleasant affairs. While the preachers in attendance may not be the most connected to current societal trends (which is most unusual in the city), they tend to be kind, fair hearts.

The Reconstructionsts

Reconsructionism is an off-shoot sect which believe Cubism as it practiced in the City is far to lenient to the teachings of Gyvann. It is unclear when exactly they split off from more mainstream teachings, because they were long known to take a different approach to the ancient texts of Gyvann. A specific schism event occurred at some point which is directly attributed to driving them apart. Therefore, they established a compound south of the city. It is a serene cloister of fundamental living and simple ways. The architecture hs been built in very clean organic-yet-cubist shapes. The Reconstructionists can be a bit too radically minded for some in the city, who have been known to state certain threats against the Academy and the city's government. Mostly these come in the form of harmless threats with no real action. Publicly, Reconstructionists are seen as perfectly acceptable religious people. Privately, however, most people tend to give them a cold shoulder, sometimes regarding them with an element of complete distruct. Of particular note is the issue regarding the theft of the Receda Cube. Based on their past threats, the Recons were initial the most obvious suspects, which has caused many in the city to distrust them even more. Eventually all charges were dropped for lack of evidence, but there are still many in the city who distruct this very private sect.

Other Groups

There are numerous other Cubist societies in the city. Ancient and seceretive groups believed to be long expired include The Third Power, The Quadrillists, The Archers of Dawn, and others (though it is possible they may not be so ancient or expired). Other odern groups are numerous.

Classes

Academician

Student

Priest of Cubism

Literarian

Politician

Law Enforcement

Skills

For all intents and purposes, standard D20 skill checks should be used (As mentioned in the prologue, this goes effectively the same with ay other gaming system you choose to use). However, in this setting, other skills may also be used.


Feats

Equipment

Combat

Technology