Pax Britannica

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    Matthew Abbott

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    Contents

    Contents 1

    1 Timeline 3

    2 The World 63 The System 10

    3.1 Rolling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103.2 Combat . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13

    4 Character Creation 214.1 Backgrounds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 214.2 Birth Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244.3 Malleable Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274.4 Professions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294.5 Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314.6 Mind Abilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374.7 Finishing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 494.8 Advancement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49

    5 Equipment 515.1 Alchemical Concoctions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 525.2 Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 555.3 Herbs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 565.4 Magical Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 585.5 Profession Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 605.6 Technological Marvels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 625.7 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 735.8 Other Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

    6 Advice 836.1 Advice for Narrators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 836.2 Advice for Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84

    7 Fifty Adventure Ideas 85

    1

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    2 PAX BRITANNICA

    8 Antagonists 888.1 Human Antagonists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 888.2 Non-Human Antagonists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93

    9 Appendix 109

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    TIMELINE

    An explanation of an alternative present c.o. the most honourable L.S. E.J.A.The major developments that have brought us to this state, I shall briefly outline for posterity,

    and for any hermits who may have failed to notice how much our world changed over the course ofthe past three centuries that have led us to this golden halcyon, as the Royal News Agency havebeen wont to call it.

    If I overemphasize the myriad developments, or misrepresent them as a cohesive narrative ratherthan a series of largely unrelated events, then I apologise and beg the gentle readers forgiveness.So, without further ado or fanfare, I offer up this time-line:

    1768After decades of investigation, the work of Johann Joseph Gassner, the famous fatherof Jesuit exorcism, is embraced by the greater church. The Jesuits rapidly develop into

    an agency for the hunting of rogue ghosts and the witches that manipulate them. Though Gassnerbelieved his work to be combat with the agents of the devil, spiritualists would later divine thenature of the Jesuits foes, and their apparent cause for malingering and possession. Today Jesuitshave only a loose affiliation with the Roman Catholic Church, acting largely autonomously in theirduties with the blessing of Her Majesty and the Church of England.

    1784Franz Anton Mesmer, after a life of intrigue promoting his animal magnetism, orMesmerism as it is known by contemporary readers, is challenged to a duel of wills

    by an unknown Cathayan sorcerer whilst lecturing a group of students in Paris. Though he diedshortly thereafter in 1785 due to undisclosed health complications likely brought on by the duel, heso impressed the Cathayan mystic that several of his students, including the notable Royal ShepherdDr. Henry Dreyfus, are allowed to study under the high masters of the far east.

    1827After the return of the Cathayan Mesmerists, it is discovered that many societies harbortheir own ancient traditions, many degraded to ritual but nearly all containing at least

    one functional surviving indescribed mechanism energy manifestation (IMEM as the public knowsthem). Notably, the secret texts beneath the Egyptian pyramids, after extraction at great risk fromboth trap and curse, were discovered to contain methods of prolonging the lives of practitionersnearly as effectively as the Cathayan methods, which remain enclosed in the Forbidden City. Thecurse of Tutankhamen claims the lives of many archaeologists, without yielding significant finds todate. The Governor of Egypt has since declared the Tomb of Tutankhamen strictly off-limits.

    1853

    An expedition led by Rutherford Englis in the high Andes discovers a Lost World,

    wherein dinosaurian survivors of the Cretaceous-Tertiary Extinction Event had remainedlargely unmodified. This strange region was also home to other oddities of nature, including a singlesurviving species of terror bird and megaflora of known carnivorous plants. The hardiest of theseLost World flora and fauna survive today, and have been bred for respective uses as pack animals,sporting companions, the objects of sport, and even for decoration.

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    4 PAX BRITANNICA

    1859The Lost City of Atlantis is discovered by divers, who disappointingly did not discover themarvels promised by myth and folklore. However, the crystal movement-based thinking

    engine discovered among the ruins fundamentally advanced means of mechanical computation and

    reasoning, providing the framework for the later creation of the clockwork mind.

    1864In part due to advances in what was once considered magical thinking, and emboldenedby the increasing credence given to ideas up to the 1820s to be outdated superstitions,

    the tide of young alchemists ultimately arrive at the ancient aims of their profession. Unfortunately,neither became as profitable as they sounded in theory. The transmutation of metals is exorbitantlyenergy-expensive, to the extent that it is more efficient in manpower to simply mine gold rather thanexpend the concerted psychic and thaumaturgical efforts of many trained alchemists required forany meaningful achievement, only to find that the conversion is generally small-scale and incompleteeven after such expenditure. The elixir of life was similarly inefficient, for though it can prolong thelife, so far that researchers like Drake Gordon from the original project are still alive, it reduces thecapacities of the beneficiary such that the majority of the expanded life span is spent bedridden, notto mention that the elixir fails to provide immunity to harm by physical means. For most citizens,a normal life is preferred to the dessicated, painful existence of the immortals.

    1888The Loch Ness Monster, as it was then known, is discovered to be no more than aplesiosaur. Though rare at that time, the reader is certainly aware that worldwide

    populations have rebounded, and these noble animals are now commonly put to use as ferries andwork animals.

    1895Teslas Fifth Avenue labs are destroyed, but President Grover Cleveland personallydelivers the funding necessary to reconstruct the research. Without this funding, many

    suspect we would be shackled to Edisons machinations today, and such modern mainstays as thematter transmitter would be so delayed in their development, we might still be in their absence.

    1900In order to mark the turn of the century, and usher in the heralded Golden Age of Reason,Adam Weishaupt, known as Brother Spartacus among the Order of Perfectibilists and

    Theodor sum guten Rath to his masonic brethren, reveals himself and presents the advancementsin spiritual science developed by cooperation between the Illuminati and the Freemasons, secretly

    in progress since circa 1770. The methods of confining active elements of spirits to machinery musthonestly be credited solely to Weishaupt. His other discoveries, including the manner in whichhe extended his life without developing the muscular wastage associated with immortality foundin other means, may forever remain secret, since he disappeared in 1928 during an expedition tothe South Pole for reasons unknown. He was 180 years old at the time of his disappearance andprobable death.

    1917Elsie Wright and Frances Griffiths encounter faeries near Cottingley, and provide photo-graphic evidence of their existence. Though the faeries intelligence proved disappoint-

    ingly low, they were the cause of the creation of the delineation of species rights, which createda middle category for beings of near-human intelligence that provides the right of self-ownership,placing faeries above beasts, but also the right of possession to human owners, placing them belowhumans. In the case of the faerie this may be said to be just, though modern foment is likely to turnto upheaval as more near-human entities exhibit an often violent desire for freedom from human

    ownership.

    1921The Voynich Manuscript named for its owner, Wilfrid Michael Voynich, who acquired itin 1912 at the Villa Mondragone in Italy is deciphered by Erasmus Delaney. Delaney,

    living in a tenement in New York and working as a clerk for Mr. Voynich, made copies of the bookand studied them at night until, according to folklore, the key to the cipher was revealed to him

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    The World 5

    in a dream. Herbalism became a booming profession as the method of cultivation and discovery ofmany potent herbs was revealed, providing great efficacy at various purposes.

    1930

    The Illuminati and Freemason partnership, from its Bavarian workshop, reveal advance-

    ments in a synergy of fields from Voynich-inspired catalysis of peat, cryptoflora, andbiomass to a long-burning, superdense fuel to new hydraulic methods and gear ratios that makesteam engines the most safe and efficient means of power. Other discoveries that were less successfulinclude a catalytic process for oil that produces an extremely high-energy combustion. The ther-mal jets and internal combustion engines developed to utilize this technology, despite their safetyconcerns and lower total efficiency, remain popular among rocketeers and experimental mechan-ics. The use of the Tesla decoupling process, coupled with electrically stimulated alchemy, allowedfor production massive quantities of hydrogen, which the Illuminati displayed in their now-famouscircumglobal dirigible tour.

    1936The first definitive Yeti, or Meh-Teh (which is Tibetan for man-bear) sighting by awesterner occurs in the himalayas, where British mountaineer Noel Odell tranquilized

    a specimen of the massive near-human species. The discovery reinvigorated cryptozoologists, andlead to the monster boom of the 1940s.

    1949The many advantages enjoyed by the privileged position of Britain in the developmentof Illuminati technology, cryptozoology, spiritualism, herbalism, and alchemy, in large

    part due to the success of Operation Nighthawk from 1910 to 1945, allows Britain to cow opponentsof its view of world government without the need for force. The details of the operation are strictlytop-secret, but speculation on the allegedly draconian methods of the Royal Shepherds abounds.Regardless of the means, the secrets kept in the Imperial Vault under the Tower of London providedBritain with a material advantage in the many wars occurring 1911 to June 5, 1949, about whichI am forbidden by Imperial Decree to expound. The world accepted the sovereignty of the Britishgovernment over international affairs at the Concord of Venice. The position of British Governoris created as a means of overseeing the affairs of the myriad countries of the world as they affectthe exterior. The Great British Empire created the posts with the intent of a relatively uninvasiverole: to moderate trade, to ensure universal prosperity, and monitor local decisions to prevent

    territorial or aggressive mandates from passage. This stands in stark contrast with the modernduties of Governors, who are materially responsible for the conduct of their Protectorate. TheRoyal Shepherds were given right above the law by the Concord, which they still enjoy whilstconducting their duties in maintenance of order.

    1949to Today The Pax Britannica descended, a peace that, they say, will last a thousandyears.

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    THE WORLD

    The world of Pax Britannica is a world of adventure, but also one of corruption and of danger.The world is allegedly united under one benevolent government, but, in reality, the Governors aretyrannical hedonists, the Royal Shepherds are as much a black-bag hit squad and secret police forceas peace keepers, and the weight of the Empire on the world is causing economic stress that leavesmillions in poverty while the very rich eat caviar-covered toast points off of bone china in London,Paris, and Hong-Kong.

    Your characters may seek to oppose corruption or aid the lawful government, or to simply avoidthe dangers of a world full of ghosts, witches, and monsters in equal measure to its assassins, witch-hunters, and sadists. Perhaps you will avoid the all-pervading grasp of the government by seekingnew frontiers, by exploring ancient ruins and far-flung climes, or perhaps by living a double life,smuggling or racketeering. Perhaps you will fight injustice wherever it lies, in the houses of governorsor false prophets of change, in the church or the coven. Perhaps you will fight for yourself, for thePound Sterling, for the chance to meet a challenge and best it, for the simple thrill of adventure.The world has a place for everyone, all flung together by events that move kingdoms and shake thevery foundations of the world.

    Europe

    WESTERN EUROPE

    Western Europe still has its charm, and is in many ways the largest beneficiary of the largess ofthe Empire and Her Majesty. However, the industrialization and the proliferation of new animalsand plants have made the markets colorful, and that color often black. Drug and sex trade iscommonplace in every major city, as it is in most of the world. England is ostensibly ruled by HerMajesty, though it is often said that the true hands behind the Empire are the Royal Shepherdsand the Governors. Parliament has long since been relegated to a largely ceremonial role.

    Scandinavia has the good luck and grace to be under the thumb of fairly level-headed governors,

    and so quietly exports petroleum and fish while improving its universities and making quiet gainsfor science. The Royal Shepherds are its only great plague, and they are met by fierce resistance,in an underground war quietly waged in frigid woodlands and night-emptied city streets.

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    The World 7

    EASTERN EUROPE

    Eastern Europe does not get the respect it deserves, and the many peoples that inhabit it are furious

    at being consigned to the backwater, assembly-line, underpaid, sharecropping lifestyle that theEmpire has thrust upon them. Also a land strong with tradition, where herbalists and spiritualistsare common enough. Witches have become more commonplace, as more seek power to defy theEmpire.

    Russia is an Empire-loyal Czarate, thanks to the Imperial destruction of the Bolsheviks. Themonarchy continued to go downhill, especially due to the continued interference of Rasputin.Rasputins life lasted three monarchies thanks to his alchemical skill. Russia is a mirror of England,but more so: the Monarchy is more corrupt and feckless, the local government and secret policeare more brutal and unabashed in their iron-fisted control, the people are more downtrodden, theblack markets are seedier, and the weather is worse. Out in the vastness of Siberia, rebels haveclaimed independence, and a war is being waged between legions of Imperial soldiers and the RoguePlatform Unit, a fierce resistance group empowered by their mastery of engineering.

    Asia

    EASTERN ASIA

    Eastern Asia is a vast and diverse region, peppered with technological innovation and a wealthof spiritual knowledge beyond what the West can conceive, but it is still treated as a sphere ofinfluence, as colonies to be plundered and exploited. Here are the dirtiest factories and the mostfanatically loyal party officials to be found in the world, resisted by those who owe allegiance toolder, deeper brotherhoods. And in the Forbidden City in Cathay, sorcerer separatists have claimed

    autonomy from the British Empire, boldly daring the British to mount an Imperial incursion intothe heart of their own Empire confident in their mastery over the Qin domain. Despite the Britishclaims otherwise, the Qin loyalist movement is still alive beneath the patina of soot and slogansthat cover the streets.

    INDIA

    India is a land of deep division Muslim and Hindu remain tensely uncomfortable, but are somewhatunited against the continued oppression at the hands of the British. The cities teem not only withpeople but with promise and ambition, but the Great British Empire sees only tea plantations andherb harvesters, another resource to collect.

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    The Americas

    NORTH AMERICANorth America is somewhat more free, though both coastlines are masses of industrialism andImperial control. The great mass of the south and the wide prairies and towering mountains of theAmerican West hold no interest for the Empire other than wheat, however, and so the free spirit ofthe American Colonies is maintained in lawless mining towns and on arduous cattle drives, out inthe land the Empire doesnt want. America continues to boil with conflict as sub-societies carry onthe work of old grudges. The people are deeply divided, by race, by place of birth, by ideology andby choice. Gunfights are common and law scarce among the mountains, bayous, and plains WildAmerica.

    CENTRAL AND SOUTH AMERICACentral and South America are still seen as uncivilized natural resource pits to the Imperial over-lords, despite a number of major cosmopolitan metropolises developing and science and industrytaking off in recent years. The discoveries in herbalism and the location of dinosaurs have made theexport of herbs and creatures a major endeavor, with much of the grassland of Argentina convertedto Doylasaurus grazing land patrolled by gauchos riding Carnotauruses, and significant portions ofthe Andes dedicated to high-altitude rare herb farming. Cocaine is also a recently popular diversionamong the international upper class, resulting in an unwelcomely thriving drug trade.

    AfricaAfrica is the source of the empires much-beloved diamonds and gold, and some coal for poweringsteam turbine electrical plants. It is also prime land in which to raise and, ultimately, kill sportinganimals, like lions and Santanaraptors. Its governors are cruel and callous, and its people kept inpoverty and left to sickness more often than their European brethren. These hardships have bredviolence, violent resistance, and violent support of the British all in equal measure, but despite thegrim state of the world there are still many who would say that there are no places more beautifuland no people more hospitable than those to be found in Africa.

    AustraliaAustralia has been brought back under the British yoke, and is once again being used as housing forpenal colonies. The release of criminals from around the world among honest native-born Australianshas caused some friction, though in many cases the unifying disdain of the world government allowsa bond to form. The frequency of seizure of property and exile being levied as false punishment

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    The System 9

    by the corrupt executors of what is supposedly Her Majestys will ensures that every boatload ofcriminals is comprised only of those undeserving of death in the Royal Shepherds eyes (so few theyare), and many of them truly innocent of any crime. It is largely debtors and activists that are

    dumped into Australias embrace.

    ...Antarctica?And, since the disappearance of Adam Weishaupt, there have been rumblings of the goings-on inAntarctica of vast, cyclopean caverns beneath the ice from long before man crawled from the sea,of detachments of Imperial soldiers sent south and south, never to return...

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    THE SYSTEM

    PAX BRITANNICA runs on a system of probabilities generated by rolls of the dice. To play, youwill need two six-sided dice, an ample supply of paper, and a pencil for each player and for thenarrator. Most actions need not be adjudicated by a rigorous numerical system. The majority ofgame time will be spent shaping the story without the necessity of invoking the system, but in somecases, especially in combat, a single set of rules prevents confusion and allows everyone to have aunified image of the action.

    Rolling

    BASICS

    Actions are adjudicated by rolls. A roll is the roll of two six-sided dice (for those of you familiarwith more exotic number-generating polyhedra). A roll is taken whenever a character attempts anaction that might fail, or whose failure or success has an impact on another character or the plot.When rolling, the number to beat is eight. An action succeeds on a roll of nine or better.

    An action that is being actively opposed by another entity is adjudicated by the character takingthe action taking a roll to succeed, and the target of the action taking a roll to prevent the successof the action, in a head-to-head roll-off. In these cases, the higher number wins. A tie always goesto the target of an action, not the character initiating the action. If an attack and a dodge bothroll sevens, the attack is dodged. If a parry is attempted against the attackers arm speed and bothparties roll sevens, the parry fails and the attack vs. dodge is rolled to determine if the target is hit.

    MODIFIERS

    All rolls are modified by other things going on, and by training and preparation as seen in latersections. Every roll has the characters most applicable malleable trait applied as a positive modifier(see Malleable Traits) then has other modifiers added or subtracted from the roll based on difficulty

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    of the action, training, and other factors. The Narrator determines the difficulty modifiers of rolls.A general set of guidelines follows for situations without an expressly listed difficulty modifier. Notevery possible modifier and situation is listed, but use these values and descriptions as benchmarks

    for your judgment.

    Rolling Modifiers

    Value Description

    +3 Laughably easy, such as attempting to jump over a foot-high shrubbery.

    +1 Position of advantage, like trying to impress someone who is already attracted to you.

    0 Normal action. Neutral starting point.

    -1 Position of disadvantage, such as doing math with a headache.

    -3 Position of great disadvantage, like trying to jump onto a moving target while inebriated.

    -5Ridiculously difficult, but possible with skill, such as shooting the center out of a coinflipped into the air at the peak of its arc.

    -7Practically impossible. The only way you can possibly succeed is extreme luck orridiculous skill, and even than it is a toss-up as to whether it will work, such as attemptingto flip a moving truck off of a bridge with your bare hands.

    Impossible Actions

    -7 is the maximum difficulty possible for a roll. If a narrator wishes to make something more difficultthan -7, it must either be -7 or impossible. Impossibility is to be reserved for clear violations of corerules and game breaking actions only. A player has a right to attempt anything, however ludicrousit may seem, and it is up to the narrator to deal with the repercussions of that attempt.

    MultitaskingMultitasking also applies a negative modifier. When a character wishes to do more than one thingas part of a single action, such as attacking with two weapons or carrying on a conversation whilebalancing on a ledge, a -2 modifier is applied to all rolls that are part of the multitasking for eachaction after the first. For this reason, 2 actions is a -2 to each, 3 actions is a -4 to each, 4 actionsis a -6 to each, etc. These negatives can potentially drive the difficulty modifier to a value below-7. The value of the multitasking modifier is added to the difficulty modifier, which is added to the

    result of the initial roll of the dice + most relevant malleable trait to determine success or failure.

    SNAKE EYES AND DOUBLE SIXES

    Snake-eyes are always a failure, and double sixes are always a success.

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    Snake EyesSnake-eyes represent an unlucky or clumsy attempt, and result in further detriment to the characteras seen fit by the Narrator. A snake-eyes dodge puts the character right in front of the attack, asnake-eyes attack not only misses but hits the wrong target or puts the attacker off balance, asnake-eyes speech accidentally offends the audience.

    Double SixesDouble sixes, on the other hand, are a lucky and serendipitous success. Double six attacks maytarget a specific area as though a manipulation check was passed, double six dodges are effortlessand allow the character to take another free dodge in that round, and so on.

    MOVEMENT

    RunningHuman beings can run an average of 10 feet per second. Trained runners average about 20 feetper second. The worlds fastest sprinter can run almost 40 feet per second. This should be usedas a guideline for difficulty modifiers of sprinting move actions. Any character can move 10 feet inone move action without needing to take a roll. Passing a fast-twitch musculature modified roll ofdifficulty 0 allows 20 feet in one move action. The same FT roll at -3 difficulty allows 30 feet ofmovement in a round. Running as fast as the worlds fastest man is -7 difficulty, and allows 40 feetof movement in a round.

    The high winds of Call the Wind, one of the two actions allowed by third-tier Transmutation,result in an increase in speed of 10 mph downwind and an equal decrease upwind. This converts to14 feet per second, meaning that in order to make headway against the wind a successful FT rollis needed. If the effect is doubled, this means that even a roll at -3 difficulty only nets 2 feet of

    upwind movement, and that even a slow man could move 38 feet downwind with one move action.

    JumpingJumping is a risky tactic in combat, though it can offer situational rewards. Jumping can be doneas a move action, but jumping leaves a character mid-air for the remainder of the round. The nextrounds move action is landing, which is assumed to be successful without a roll unless landing onuneven ground. If landing on difficult footing, a motor skills modified roll must be passed or thecharacter falls onto his face.

    Human beings can generally jump 2 feet up or 10 feet forward. Such a jump requires a successfulFT roll. Trained athletes can jump 5 feet up or 20 feet forward. Such a jump requires a successfulFT roll at -3. The worlds greatest leapers can achieve altitudes of 8 feet or distances of 30 feet.Such a jump requires a successful FT roll at -7.

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    The System 13

    CombatThough it is certainly possible for an adventurer to progress through a story resolving all conflictspeacefully with reason or guile, it is likely that in the dangerous world of PAX BRITANNICA asituation will eventually devolve into combat. When violent conflict arises, there are limitless tech-niques, strategies, and abilities that could be brought to bear. Combat in the PAX BRITANNICAsystem has an ordered structure of turns and rounds, but during a given action characters haveleeway to perform any action the players can envision.

    ACTIONS IN COMBAT

    Consider what an action comprises. Drawing a weapon is an action. Doing a dive roll is an action.Shouting instructions to a friend is an action.

    Turn OrderThe bulk of the time there will not be significant concerns about the order in which actions resolve.When walking through town, the first person to the door is, all else, equal, the fastest person.However, in combat, turns are taken and actions are regimented, to ensure that no one playermonopolizes the story and that all the characters involved get a chance to act rather than standaround dumb-struck.

    Determining Turn Order To determine the order in which turns are taken, all characters,including antagonists and bystanders, roll two dice and add their motor skills value to the result.

    The order is determined from highest resulting value to lowest, with ties decided by another roll todetermine order within the tied group.

    Round Duration During a players turn, they may move and attempt an action. A round isthe length of time that passes while every character takes a turn. Its duration is about one second.

    MulittaskingIf you wish to attempt to multi-task, you may not take more actions than you have things to takethem with (you cant attack with three hands without special modifications) and you take -2 forevery action after the first on the rolls for all actions attempted during a turn in which multipleactions are taken.

    Reflexive ActionsIn addition to the ability to move and take an action, your character gets one reflexive action andone free dodge each round. These are actions taken during other characters rounds as responses totheir actions, and are primarily used for defense.

    The reflexive action is taken as an instinctual reaction to a stimulus that is perceived by yourcharacter, as is the free dodge. The reflexive action may be a dodge, for two dodges in a round.

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    14 PAX BRITANNICA

    However, once you are out of dodges, you are left defenseless, and are now a target for unopposedattack rolls (success on 9+).

    Keep in mind, also, that dodging moves the character, and that you must have somewhere to

    go to be able to get out of the way. If in a corner, you can perhaps jump or fall prone, but youwould be dodging at -3 and would be left in a compromising position at the start of the next round.Dodges that require a dive or leap leave the character in mid-air during the split-second betweenthe dodge and their next turn.

    Differentiating Action TypesThe line between a combat action, a move action, a reflexive action, and a free dodge is oftenblurred. Ultimately, it is the narrators responsibility to adjudicate what is and is not an actionof each type, and these decisions should be respected by the players, even when they disagree. Toprovide some concrete guidelines, below is a table showing what constitutes an action of each typefor a given situation. See the table em Actions in Combat in the Appendix.

    MELEE COMBAT

    Combat often comes down to a close-quarters sortie, especially in a world where guns are universallyillegal for civilians. Gentlemen practice the swordsmanship of their forebears, thugs learn thescuffling strategies that keep them alive on the street, adventurers practice a variety of ancientmethods of self-defense: the only individual that can afford to completely ignore combat training isthe one that can hire a bodyguard.

    Unarmed CombatThe sometimes noble practice of hand-to-hand combat is a proud tradition among some and an

    unfortunate necessity among others. Perhaps the greatest advantage of training in unarmed defenseis always having ones weapons at hand.

    On Attack Types When attacking an enemy whilst unarmed in melee, the attacker firstchooses an attack. Any attack reliant on brute force rolls the dice and adds fast-twitch musculatureas the basis of the attack. Any attack reliant on graceful and rapid movement rolls the dice andadds motor skills as the basis of the attack. The target of the attack may then attempt a reflexiveaction, such as a block, or a dodge if they have enough actions left in the round to do so.

    Unarmed attacks deal a base 0 damage, which is not the same as no damage.Attacking with two limbs in one round applies a -2 modifier to both attacks, as is standard for

    multitasking.

    Targetted Attacks To target anatomy, the enemy being attacked must possess the appropri-ate anatomy. Therefore, ghosts cannot be affected by targeted strikes, even when manifesting as awight, whereas zombies can. Automatons do not possess a natural vulnerability in their heads, andthus do not take additional damage from face-punching.

    Unarmed attacks have a manipulation modifier of 0, meaning a specific area or small target maybe selected as the target of the attack without a penalty.

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    Targetted Attacks

    Attack Defense

    TargetDamageModifier

    OpposingRoll

    DifficultyModifier

    Opposing Roll Failure

    Head +1

    Arm Slow twitchmuscular

    Dmg. dealt + 2Drop any object held inthat hand

    Leg Motor skills Dmg. dealt + 2 Fall to the ground

    Special Considerations When fighting unarmed, a character puts his hand or foot in peril.

    If a character punches a swinging weapon, as in an untrained or failed parry while unarmed, thecharacter takes weapon damage to the hand. Likewise, blocking a weapon with ones arms causes thearms to take weapon damage, which is useful for shielding the vital organs but less so for stoppinga claymore.

    GrapplingAnother option at melee range is to attempt to grapple with your opponent. To attempt a grapple,you must know a grappling maneuver or be attempting to simply get hold of your opponent, thenyou roll fast-twitch vs. fast-twitch to see if you get your hands on the opponent, then slow-twitchvs. slow-twitch to see if you overpower them. On success, your target suffers the intended effect.

    An untrained grapple renders them unable to move but leaves them able to act, whereas trainedgrapples may render them completely unable to act or be used to initiate a throw.

    A throw is a fast-twitch roll, which, on success, propels the target a short distance. Upon landing,they must pass a roll to land safely by rolling, which is motor skills based, or take 1 damage.

    Some particularly damaging throws, such as a pile driver, deal 2 damage if the target fails theirroll. To attempt such a technique, one must have relevant martial training and take a roll to throwthe opponent (fast-twitch) at -2 in addition to all other relevant modifiers.

    Armed CombatArmed combat is the use of a weapon of melee to harm an opponent. This process is largelydependant on which weapon is being used, but the rolls for such attacks share the same structurein the system.

    On Weapon Types When using a light weapon, such as a knife, rapier, or wakizashi, the

    attack roll is based on a roll of the dice plus the characters motor skills modifier. The motorskills roll is used because the weapon is sufficiently light that strength is not the determiner of itsaccuracy, rather, it can be manipulated with coordination and grace.

    When using any other weapon, the largest determiner of its ability to reach its target is movingfaster than the target can evade. For this reason, a fast-twitch musculature roll is used.

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    Targeted Attacks Armed attacks that attempt to target specific areas apply the weaponsmanipulation modifier to the roll. This reduces the attack roll when attempting to strike smalltargets, representing the increased difficulty of wielding a bulky weapon with accuracy.

    Targetted Attacks

    Attack Defense

    TargetDamageModifier

    OpposingRoll

    DifficultyModifier

    Opposing Roll Failure

    Head +1

    Arm Slow twitchmuscular

    Dmg. dealt + 2Drop any object held inthat hand

    Leg Motor skills Dmg. dealt + 2 Fall to the ground

    Dual-Wielding Using a weapon in each hand applies a -2 modifier to both attacks, as isstandard for multitasking.

    To wield two longswords, a slow-twitch score of at least 3 is required. To wield two broadswordsor axes, a slow-twitch score of at least 4 is required. To wield to claymores, a slow-twitch score of5 is required.

    AssassinationHitting an enemy in the eye or jugular with a blade is instant death. These attacks are made at-2 in addition to the manipulation penalty, use the motor skills modifier, and require one round ofobservation during which an intellect roll must be passed to recall the anatomy necessary to targeta vital point in a deadly fashion. Instant kills make the two rounds and difficult roll well worth theeffort for the learned and dextrous combatant.

    An armored opponent is immune to this effect in the areas covered by armor, and so the armormust first be bypassed in some manner, such as cutting the straps free or burning a hole throughvia glowing green acid.

    Assassination is not possible against mechanical creatures, ghosts, or zombies. Assassinationattempts against large creatures, like a carnotaurus, require a weapon with a reach of at least 2 feetin order to reach the brain through the eye, making a knife insufficient for the attempt. Assassinationagainst any target that is not human is made at an additional -2, for a total of a -4 modifier to theattack roll.

    RANGED COMBAT

    Attacking an opponent at range has the obvious advantage of precluding retaliation. If one candispatch foes from a great distance with sufficient speed, a sloppy and painful melee may be avoidedaltogether.

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    Firearm CombatFirearms are used to fire upon an enemy at range. They are useful in being deadly and easy touse, but are difficult to acquire due to the Imperial ban on possession of firearms. There are only ahandful of places that now commonly have firearms present in the hands of anyone but the Imperialmilitary - even Imperial police do not have permission to carry a gun.

    To shoot someone with a gun, the attacker must succeed on a motor skills roll. The target isnot permitted reflexive rolls unless specifically granted them by an ability, however, a target who ismoving evasively applies a negative modifier to your aim roll based on their action:

    Firearm Combat Modifiers

    Aim Modifier Condition

    -1 Moving target

    -2 Sprinting target

    -3 Rolling or diving target

    -1 (additional) Any moving target whose fast-twitch musculature is 3 or higher

    -1 (additional) Any target with a fast-twitch musculature of 5 or higher

    -2 The sho oter is moving while attempting the shot.

    Enemies within the firearms range interval are hit by a normal roll, enemies one range interval

    further away may be hit with a roll at -3 after taking one full round of sighting, and enemies furtheraway than the far end of two range intervals are beyond your hope to shoot.

    Reloading takes the reload time, listed by firearm, and may only be done while moving with asuccessful motor skills roll. Reloading is taken as an automatic success if stationary.

    Being shot in the head by any firearm causes triple damage, a death sentence for any properlyconstructed weapon of modern warfare and survivable only from the shoddy and outdated guns ofoutlaws. Head shots are attempted at -2 in addition to the manipulation penalty. The constantdanger of taking a bullet to the head encourages nearly all professional adventurers to don someform of a heavy armor head protection, from antique knights helmets to welding masks.

    Shooting an opponent in the arm requires the opponent to pass a slow-twitch musculature rollof difficulty modifier equal to damage dealt +2 or drop whatever is held in that arms hand.

    Shooting an opponent in the leg require the opponent to pass a motor skills roll (for balance) ofdifficulty modifier equal to damage dealt +2 or fall to the ground.

    Taking a bullet is likely to break bones, even from a poor-quality gun. Any target struck by abullet must pass a general health roll of difficulty equal to the damage dealt or suffer a broken bone.If this bone is needed for structural support, problems can arise: for instance, one cant stand on abroken femur. Also, broken bones pose significant risk to the sufferer, and should be treated by adoctor immediately to avoid the possibility of blood clots, internal puncture wounds, and shock.

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    Attacking with two pistols applies a -2 modifier to both attacks, as per usual. You cannot usetwo of any other gun without special training.

    Other Ranged CombatThe use of the longbow or a thrown weapons is relatively rare, but not entirely absent from theworld of PAX BRITANNICA.

    To hit someone with a bow or thrown weapon, a motor skills roll is required. The target is ableto dodge or block as though the attack were made with a melee weapon, with the notable exceptionthat the attacker is immune to melee counterattacks by merits of the extended range.

    Enemies within the weapons range interval are hit by a normal roll, enemies one range intervalfurther away may be hit with a roll at -3 after taking one full round of sighting, and enemies furtheraway than the far end of two range intervals are beyond your hope to hit.

    To target a small target or specific anatomical region with a thrown weapon or arrow, themanipulation modifier is applied to a motor skills roll to hit the target.

    Hitting an opponent in the head causes +2 damage for arrows, but only +1 damage for thrownweapons.

    Hitting an opponent in the arm requires the opponent to pass a slow-twitch musculature roll ofdifficulty modifier equal to damage dealt +2 or drop whatever is held in that arms hand.

    Hitting an opponent in the leg require the opponent to pass a motor skills roll (for balance) ofdifficulty modifier equal to damage dealt +2 or fall to the ground.

    A longbow requires both hands to use, but when using two thrown weapons, a -2 modifier isapplied to both throws, as per usual.

    DEFENSE

    In response to an attack, a character has two tools to prevent damage: a reflexive action or the free

    dodge.

    Reflexive ActionsReflexive actions can be used for a variety of defensive actions, and are not limited to those listed.A full treatment on actions in combat is available which delineates guidelines for use, but a reflexiveaction may be used creatively so long as the player wishing to do so has their narrators approval.None the less, some common themes among reflexive action defense include:

    Block By rolling fast-twitch musculature minus manipulation against the attackers attack rollin a roll-off and winning, a successful block puts a limb or held object between the damage sourceand the target. If the blocker uses a weapon or shield to block, no damage is dealt on a successfulblock, though the object in question could potentially be destroyed if something like a drill-hammer

    is the source of danger. Blocking can not be used to negate bullet damage.

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    Parry By rolling motor skills minus manipulation against the attackers attack roll and win-ning, a successful parry negates attack damage using a graceful deflection with ones weapon. Par-rying can not be used to negate bullet damage, but can be used to knock a guns barrel aside if

    within 5 feet of the shooter. Parrying a bladed weapon with ones hand causes one damage to thehand.

    Dodge The easiest way to avoid damage from an attack is to not be there when the attacklands. By rolling fast-twitch musculature for a leap or motor skills for a graceful turn against theattackers attack roll in a roll-off and winning, damage is negated. Dodging can not be used tonegate bullet damage unless the character has fourth-tier reflex training or is within 5 feet of theshooter. Also keep in mind that a dodge requires movement, and so a character cannot attempt adodge without specifying where he will end up. If cornered, a dodge is not possible without firstremoving impediments to movement.

    Shields Apply two armor, but must be used as a reflexive action to do so. This reflexive action

    may be used in response to seeing an enemy draw a gun, though it may not be used in response to adrawn gun being swung to face the character without fourth-tier reflex training except at range of 5feet or less from the shooter. Holding a shield at head level will also prevent firearms from dealingtriple damage from shots to the head. Once positioned, the armor from the shield applies to allattacks originating from the 90 degree arc in front of the shield, with or without further reflexiveactions to reposition the shield, unless an action is taken to negate the shields effect by pushing itaside or otherwise removing it from the line of sight to the target.

    Free DodgeEach round each player has one free dodge in addition to their one reflexive action. The free dodgemay be used either as another dodge against a second source of damage than the reflexive action,or to re-roll the dodge check once to see if you can roll out of the way or fall prone. The free dodge

    is a move of desperation, and leaves the opponent without any further means of defense.When the reflexive action and free dodge have been exhausted, or should a character choose to

    not defend against a given attack, a success on the attack roll by the attacker deals damage. Thisrepresents a solid hit, and is likely to leave a mark. When in a brawl with many opponents, it isoften important to prioritize which targets most need a parry or dodge and saving defenses whennecessary.

    RESILIENCE

    Your character has 8 damage levels of resilience which represent the integrity of your characterssystem.

    Taking DamageIf reduced to 4 damage levels, you apply a -1 modifier to all rolls. If reduced to 2 damage levels,you take a -2 modifier to all rolls.

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    If reduced to 1 damage level, you are barely conscious, and you take a -3 modifier on all rolls inaddition to staggering and swaying - you move at half speed while in this state and are unable tomake melee attacks, dodge, climb, or run unless you pass a drive or discipline roll.

    Recovering HealthEvery day you recover 1 damage level if left to tend to yourself for at least six hours. A trained mediccan better tend wounds, and given six hours will grant recovery of 3 damage levels. Any structuraldamage to your body, such as broken or severed limbs, pierced organs, etc., must be tended by atrained medic, as detailed in the medicine ability. Any city of significant size will contain a hospital,and some towns host clinics or private physicians, at which the services of a medic can be hired.While prices vary, expect to pay at least 100 pounds for resetting a limb and at least 1000 poundsfor major surgery. Routine care may run as cheap as 15 pounds per two-hour appointment, thoughhospitals will generally charge more to discourage minor injuries from taking up hospital time.

    You may gain additional damage levels through progression in endurance and bulk training, orfrom some other sources. These gains are applied to your maximum resilience, allowing you tonaturally recover to the higher level.

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    CHARACTER CREATION

    A character in the world of Pax Britannica must be judged, in part, by a numerical systemization ofhis or her characteristics. For the story-telling to maintain a solid standard that both the narratorand actors can grasp is vital for a collaborative effort at producing a dramatic story. To this end, alist of characteristics, and the means to assign them, will be provided. Do not allow the guidelinesbelow to limit your creativity: they are a reference for what your character is and is not capable of,but ultimately no such system can be exhaustive, and the final judgment if any conflict arises shallreside with the narrator, who is responsible for keeping the narrative continuous and the group inagreement.

    Before you begin assigning numerical characteristics to your character, think: who do you wantthis character to be? What are her desires? What is her background? Where was she born, andwhere is she going? What are her virtues? What are her flaws? Who knows her and who does sheknow?

    Now to the numerical quantification: first, a character must choose a background, then, witha new knowledge of a characters history, assign birth traits. Now, with knowledge of these, themalleable traits may be assigned. A character has now been taken from birth to adulthood, and

    must choose a profession. Then, the player decides exactly what abilities have been attained by theircharacter. Next, some finishing is done, summing values to determine traits of the character, andthe player adds some finishing touches by deciding on a description of the characters appearance,their quirks, their flaws, and some notable traits that might set them apart in a crowd. All willinfluence both role playing and the Narrators ability to make a place for your character in the world.

    BackgroundsBackgrounds determine a lot about an individual. Would the Royal Shepherd who is interrogatingprisoners in the sure knowledge that the Empire is a force of benevolence believe so had his parents

    21

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    been in Delhi for the Massacre of 1921? Would the manipulative dilettante have such smooth man-ners and gilded tongue had she been a feral child evading witches in the wastes of Siberia?

    Backgrounds do not preclude any outcome, but they have an impact on the trajectory of anindividuals life. And so, to create a character, first you must select the place and manner of theirbirth:

    AcademicBoundless knowledge awaits the eager, and all answers come to those that ask. In this age ofdiscovery, there are many scholars, and you were born to such parents. You were taught everything,brought everywhere, and shown everything. You were taught to ask questions and think for yourself.Though not wealthy, you lived apart from the real world in many ways. You are out of touchwith the world outside of academia, and may find you are unable to recognize danger.

    Birth Trait Modifiers: +1 Education, +1 Paranormal, +1 Travel.

    Examples: Son of a professor, daughter of an archaeologist explorer, scientists child.

    FeralYou were abandoned, and had to make your own way. No one took you in, no one helped you. On theoutskirts of society, isolated, you stubbornly refused the peace of death, and struggled successfullyto keep yourself alive. You have difficulty interacting with others, and may, in some circumstances,have never learned a spoken language at all.

    Birth Trait Modifiers: +1 Survival, +1 Hard Living, +1 Combat.Examples: Lone beggar in the slums, stranded child, survivor of a frontier raid.

    FrontierThe frontier beckons, as always. A land of opportunity, and a land of peril. Into this land you wereborn, and brought up to weather any hardship and put your stamp upon the world. The wildernessholds no surprises for you.

    Birth Trait Modifiers: +1 Survival, +1 Hard Living, +1 Travel.Examples: Son of a sea explorer, daughter of the American prairie, Mongolian nomad.

    Lower ClassYour parents just barely scraped by. They did their best, but success wasnt in the cards for them.It does not appear to be for you either if theres a way out of the slums, the village, the miningtown for you, you will have to make it yourself. You grew up thinking on your feet.

    Birth Trait Modifiers: +1 Hard Living, +1 Combat, +1 either Streets (urban poor)or Survival (rural poor).Examples: Sharecroppers daughter, son of a fisherman, parents both work in a textilemill and expect you to do so as well, peat cutting family in a peat cutting town.

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    Character Creation 23

    Merchant ClassYour parents worked hard at a nine-to-five job and made a place of relative comfort in the world.They werent anything out of the ordinary, but they provided for you well both monetarily and inyour upbringing. You are fairly unremarkable, and if anything unusual happens to you, it would berather out of the blue. You spent your time in a market area, and so you picked up on what goeson in the city: both the good and bad.

    Birth Trait Modifiers: +1 Education, +1 Wealth, +1 Streets.Examples: Tailors son, daughter of an account and a dentist.

    NobleBorn into a family of relatively high station and able to claim some trivial royal connection, youhad every advantage in life. You had the very best in education and care, and have many friends,and enemies, in high places. Without much temporal power to bring to bear from your station, youhave none the less had the privileges of a life of leisure, wealth, and refinement. The advantages

    of your upbringing come with a significant drawback: you are notable, and notability makes you atarget.

    Birth Trait Modifiers: +1 Education, +1 Wealth, +1 Influence, +1 Travel.Examples: Third-born prince of the Raj of Rajastan, daughter of the Duke of Isling-ton, great-nephew of the Governor of Germany.

    PariahShunned by society, something has placed you on lifes lowest rung. You are universally hated inthe place you live, given nothing except perhaps refuse to pick through. Your parents survive, andthey love, and they die, all covered in the filth and disdain of a world that is solidly against them.Your caste will always be a mark of shame when you meet someone from your place of birth. It

    may incite distrust or even violence against you.

    Birth Trait Modifiers: +1 Survival, +1 Hard Living, +1 Streets.Examples: Untouchable, garbage-picker, witch ancestry in a Catholic city, oppressedanti-imperialist.

    ThugThe world is a hard place, and your parents were hard people. Living by violence and larceny, youhave learned a thing or two about surviving in the city. You know people, and you have enemies,and you have skills and experiences most never encounter. You may have a brand, tattoo, scar, orother mark that identifies you as a criminal.

    Birth Trait Modifiers: +1 Hard Living, +1 Combat, +1 Streets.

    Examples: Son of a crime boss, orphan jumped into a gang, daughter used as thedistraction by a family of scam artists.

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    Ward of the ChurchAs a ward of the church, you were raised in the proud traditions of your culture. You grew uphearing tales of saints, martyrs, witch-hunters, and missionaries, and reading from the vast librariesof the church. This church, temple, mosque, or monastery may be Anglican or Catholic, or Judaicor Islamic, or for some characters perhaps even Buddhist. In any event, you lack name or parentagebut have been well taught and well prepared for the world. You have no significant enemies, thoughyour church most certainly has some, and you may be in danger by association. You have the greatbenefit of the support of an organization that spans countries and continents. Influence for Wards ofthe Church represents the ecclesiastical significance of their adoptive family is he an impoverishedmonk or a cardinal?

    Birth Trait Modifiers: +1 Education, +1 Paranormal, +1 Influence.Examples: Orphan left in the churchyard, given to the church due to parents povertyor your illegitimacy.

    Birth TraitsBirth Traits cant be helped. It was not your characters choice into what world they were born, andit is up to you, the player, to determine what situation makes for an interesting story. These traitsimpact your starting equipment, knowledge, and abilities, but do not represent what your characterhas chosen to make of themselves, rather, what they had given to them, be it goods, training, orexperience.

    You have 5 total points to distribute, in addition to those gained from your background. Alltraits range from one to four, and the meanings for each level are listed below. If you do not pickup a birth trait, it does not mean that you are unable to achieve the descriptions above your level.It only means that you did not start with them in your background, and thus have no knowledgeof the skills involved at the outset of the adventure. You must earn anything you do not take as abirth trait on your own.

    Education

    First Tier: You are familiar with a number of fields, and can discuss academics without makinga fool of yourself.

    Second Tier: You excel in your studies, and are an expert in one field.

    Third Tier: You have a broad base of knowledge and expertise in several related fields.

    Fourth Tier: You are among the worlds most informed in your field of interest.+1 Intellect

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    Wealth

    First Tier: Your family has a house and can afford some little luxuries.

    Starting money: 150 plus common goods.Second Tier: Your family is comfortable. The things you own are of good quality.

    Starting money: 500 plus common goods of high quality.

    Third Tier: Your family is wealthy. Expensive items are available to you, and you may haveacquired some rare goods, like a masterwork or a magical item.Starting money: 1,500 plus fine goods and one rare item.

    Fourth Tier: You are stinking rich. You can start with any commonly acquirable item you desire,and your family lives in a massive mansion. Opulence pours from your custom-tailored apparel and onto your jewels.Starting money: 5,000 plus any object the narrator allows you to have.+1 General Health

    Influence

    First Tier: Your family is well-respected in your community.

    Second Tier: Your family is honored in your city.

    Third Tier: Your family is known throughout the country. You may have favors called in dueto your name.

    Fourth Tier: Your family is a world-wide player. Your enemies and allies will be many andpowerful.+1 Guile

    Streets

    First Tier: You know a guy who knows a guy.

    Second Tier: You know a guy.

    Third Tier: You are the guy

    Fourth Tier: The guy knows you if hes anybody.+1 Guile

    Travel

    First Tier: You have been outside of your town.

    Second Tier: You have been throughout your home country. You are familiar with disparate

    customs.Third Tier: You have been to a handful of countries. You probably know a second language.

    Fourth Tier: You have traveled the globe. You are familiar with many places, peoples, tongues,and customs.+1 Intellect

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    Paranormal

    First Tier: You have a suspicion of the truth of spirits and magic.

    Second Tier: You have met a Mesmerist, Sorcerer, or spiritualist and been told some secrets.

    Third Tier: Your studies have provided you a significant understanding of ghosts and magic.

    Fourth Tier: You know which legends are true, which are false, and which are exaggerations.You are familiar with the names and characteristics of specific types of ghosts andlegendary creatures. You have met and conversed with spirits, faeries, and the like.You have witnessed rituals and hypnotism.+1 Sensitivity

    Hard Living

    First Tier: You arent bothered by going without food for a few days.

    Second Tier: You are used to discomfort and disadvantage sleep and food seem like luxuries.Third Tier: You arent distracted by pain.

    Fourth Tier: You are resistant to disease and and injury from your experience on the subject.+1 General Health

    Combat

    First Tier: You have been in some tight spots.

    Second Tier: You have gotten out of some tight spots unharmed.

    Third Tier: You are a tight spot.

    Fourth Tier: One first-tier skill in an unarmed fighting style.

    +1 Motor Skills

    Survival

    First Tier: You wouldnt die if left alone in the woods for a week.

    Second Tier: You can get yourself out of the wilderness, if given the proper supplies.

    Third Tier: You can live indefinitely in the wilderness without outside help.

    Fourth Tier: You can live indefinitely in even the harshest places and while at significant disad-vantage.+1 Drive

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    Malleable TraitsMalleable Traits are set by a characters advancement of them. There is some interaction withbirth traits, but the heights to which a character can rise are limited only by their perseveranceand ambition. You start by placing all birth trait bonuses, if applicable,then spending a total ofeight points each in Body, Spirit, and Mind, then an additional four points distributed among anyindividual traits as desired. No score may be left at zero. Malleable traits go from one to five, butmay later be increased temporarily by various means, such as advanced alchemical science or strongmagic.

    Whenever an action is taken, the player controlling the character performing the action: rollstwo six-sided dice, and then adds the value of one appropriate malleable trait and then applies all

    bonuses provided by other means, such as magic, mechanical advantage, or special training. If twomalleable traits could reasonably be used to perform the action, take the higher value as the oneused to increase the roll. The definition of reasonably is entirely the narrators to decide, thoughinput from the actors is important as well. If a player believes the character can use guile to guess anenemys intentions rather than sensitivity, there had better be an explanation that fits the situation.

    BODY

    Fast-twitch musculatureThe muscles that allow for quick movement. Adds bonus to: sprinting, melee attacks, leaping,throwing, dodging.

    Slow-twitch musculatureThe muscles that allow for sustained movement. Adds bonus to: carrying, dragging, marathonrunning, outlasting an opponent, grappling, lifting, climbing.

    General healthRepresentative of immune health, bone density, etc. Adds bonus to: resisting disease, resistingpoison, not breaking a bone.

    Attractiveness

    Physical proportions are pleasing to the eye when good, and not when bad. The absence of pock-marks on the skin and a well-proportioned figure make one more attractive. Adds bonus to: seduc-tion, persuasion, ingratiation, intimidation.

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    SPIRIT

    WillpowerThe ability to push oneself, to act as one desires and shape ones own destiny. Adds bonus to:attempts at paranormal effects, any one roll per point each day.

    Drivedesire, passion, rage a torrent of raw emotion that pushes one to excel, succeed, and dominate. Addsbonus to: berserk attacks, emotionally-driven spiritualism abilities, emotionally-charged actions,intimidation, leadership.

    DisciplineThe ability to control oneself. Adds bonus to: resisting urges, resisting mind-altering effects, ignoring

    pain, controlling negative consequences of paranormal effects.

    SensitivityThe ability to sense others emotions and be open to extrasensory stimulus empathy, to say itsuccinctly. Adds bonus to: intuiting anothers emotions, detecting paranormal presences, guessinganothers desires, resisting lies.

    MIND

    Intellect

    The academic intelligence of the mind. Adds bonus to: science, crafting, alchemy, engineering.

    GuileThe ability to trick, to deceive, to outwit. Adds bonus to: bluff, lie, feint, mislead, haggle, persuade,convince, impress, and smooth-talk.

    PerceptionThe ability to notice details of ones surroundings, and representative of sensory acuity. Adds bonusto: spot, search, listen, smell, taste, notice, find weakness.

    Motor skillsThe ability to coordinate ones actions and apply fine manipulation. Adds bonus to: lockpicking,crafting, finesse moves with weapons, aiming, parrying, rolling.

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    Character Creation 29

    ProfessionsProfession is a facet of your characters life that describes their training prior to entering the storyarc. This is a limiting factor on their starting knowledge, but if you realize now that you havecreated a character with one intellect who lived as a Criminal enforcer and desire later in the gamethat your character learn alchemy, you will be able to do so, albeit more effort will be required thanfor a character who has studied other academic disciplines thus far.

    A short list of professions, and the abilities they impart, are listed below. This list is by no meansexhaustive, and if you wish to begin with another profession, feel free to work with the Narrator todevelop a starting package for your character other than those listed. To see the full descriptions ofthese abilities, you must go to the section aptly titled Abilities.

    AcademicHaving spent your young life in college, among books, learning knowledge both general and applied,you have an excellent, broad-based education. You begin play with first-tier skill in Knowledge,allowing you to call upon your reading to recall facts germane to nearly any situation at hand. Youalso have an academic specialty, which is first-tier skill in any Mind or Spirit ability.

    AlchemistYears huddled over mortar and pestle and in the laboratory over smoking beakers, waving rods ofnoble metal, have provided you with a grasp of chemistry and alchemy, represented by first-tier skillin Alchemy and Transmutation.

    ChemistYou have learned the methods of brewing and concocting potent extracts and potions, for use inmechanical, medical, and scientific endeavors. First-tier skill in Alchemy and Herbalism.

    Combustion EngineerYou are a fringe scientist. Working in a poorly-funded lab, you have concocted devices that wouldamaze the world... if you could only get its attention. You have first-tier skill in CombustionEngineering and Alchemy, to make the machines and the fuel, respectively.

    CriminalYou live by your wits and others money. From the graft man to the enforcer to the crime boss, allof your ilk have learned a few basic skills in common. You begin with one tier in Larceny and onetier in either Stealth, Persuasion, Street Fighting, or Leadership.

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    DoctorYour skill in the medical arts is used to save lives. Voynichian herbs have made great advances inthe field. First-tier skill in Herbalism and Medicine.

    Electrical EngineerIn the proud tradition of Tesla, you have studied the workings of electricity and its applications. Youbegin with first-tier skill in Electrical Engineering and first-tier skill in either Alchemy or Bindingas a means to produce current.

    LaborerOn the lowest rung of society, you took work where you could find it. Perhaps a farmer, or a janitor,or an assembly-line worker, or a ranch hand, or a peat cutter you developed no lasting skills fromyour employment per se. However, your hardship has inured you to long hours and strain, grantingfirst-tier skill in Endurance and first-tier skill in Obedience.

    LawmanYou bring criminals to justice, for pay, for bounty the details depend largely on the area and meansof operation. You begin with first-tier skill in Investigation and one Martial skill.

    MerchantA member of the merchant class, you were perhaps a salesman, perhaps a manager, perhaps aforeman, perhaps, even, a cattle baron. You have first-tier skill in Business from your experience,and first-tier skill in either Leadership or Persuasion, as appropriate to your position.

    MesmeristA student in the schools of Mesmerism, you have developed first-tier skill in the self-same discipline,as well as first-tier skill in one other Spirit ability.

    SoldierA guard, a warrior, a rebel, a mercenary, an infantryman, and officer all are covered by the professionof Soldiery. Soldiers gain one first-tier Martial ability, and first-tier skill in either Obedience or, forofficers, Leadership.

    SpiritualistYou were perhaps an exorcists apprentice or a medium. You have developed first-tier skill inSpiritualism and either Investigation if a ghost hunter, or Binding if a witch or medium.

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    SpyMore than ever, organizations from the Empire to the Jesuits to the Governors and governments ofthe world have need of inside information. You are an expert in acquiring it and have lived by itssale. You have first-tier skill in either Stealth or Persuasion, and first-tier skill in Investigation.

    Steam EngineerWorking as a developer or manufacturer of machinery, you are familiar with modern steam mech-anisms. You have learned first-tier skill in Steam Engineering and first-tier skill in Clockwork, toproduce the complex gearing mechanisms used to drive steam devices.

    AbilitiesAbilities are specific progressions of skill that require special training or experience to develop.They provide the character with the ability to perform actions not possible in the real world. If acharacter wishes to attempt an action, and it is deemed impossible or improbably difficult to beable to perform the action without special training, an ability is required to do so. The list below isnot exhaustive, and if a player wishes to create a new ability progression, they may work with theNarrator to do so, given the Narrators permission.

    When creating a character, the character receives first-tier skill in two abilities from their pro-fession, and then may select one other ability in which to have received first-tier training, or skip

    choosing a third ability and instead increase one of the two profession abilities to the second tier. Aplayer should keep in mind that they may take no ability that their character does not have accessto learning - if stranded in the wilderness, they will not spontaneously develop electrical engineeringunless stranded with a trained electrical engineer and sufficient equipment to practice. Generallyspeaking, Mind and Spirit abilities require a teacher to learn, whereas Body abilities may be pickedup spontaneously.

    The abilities are broken down into the same three categories as the malleable traits, Body, Spirit,and Mind, with the addition of the Martial category. Body abilities are improvements to the physicalbeing of the character. Spirit abilities are the application of spiritual energy to create a manifesteffect. Users of IMEMs are strictly policed by the Jesuit order on behalf of the British government.Mind abilities are academic disciplines and learned techniques that rely on the application of intellectto a problem. They are widely varied in their type and use. Martial abilities represent schools ofcombat that are reliant on a hybrid of the three, and require a trainer or equivalent experience to

    develop. Progressing along the path of combat provides immediate benefit to those often caught inconfrontations.

    Bonuses listed are cumulative unless otherwise specified (i.e. your total modifier to resist poi-soning at tier 3 immunity is +3). When a fourth or third tier is not listed, it means that masteryoccurs at a lower tier.

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    BODY ABILITIES

    AthleticsAthletics refers to the overall ability of your character to maneuver in all of the ways a human bodycan.

    First Tier: +1 to all rolls to jump, run, swim, climb, swing, roll.

    Second Tier: +1 to all rolls to jump, run, swim, climb, swing, roll.

    Third Tier: Automatic success on all vertical jumps of 5 feet or less and horizontal jumples of20 feet, and +1 on all other unopposed moving actions (actions that are not usedto dodge an attack and are not subject to a roll against an opponent).

    Fourth Tier: Automatic success on all moving actions that are unopposed and do not exceedhuman limitations (jumping higher than your own body height or farther than 30horizontal feet, or 8 vertical feet is out of the question, as is sliding through a crack

    smaller than the largest circumference of your body).

    Bulk TrainingBulk training is weight training meant to increase muscle mass. Typically the lifting of weights, thistype of training provides increased size and strength.

    First Tier: +10 lb.s body weight, +1 to all rolls to lift, toss, throw.

    Second Tier: +20 lb.s body weight. +1 to all rolls to lift, toss, throw, crush, break, bend.

    Third Tier: +20 lb.s body weight, +1 to all melee damage.

    Fourth Tier: +20 lb.s body weight, +1 to all rolls to lift, toss, bend, throw, crush, break, +1damage level.

    EnduranceEndurance is developed by both training and experience. After weathering many difficult times withsuccess and without falling prey to grievous injury or malnutrition, your constitution has improved.

    First Tier: +1 damage level.

    Second Tier: All negative modifiers due to damage are reduced by 1 (i.e. -0 at 4, -1 at 2, -2 at1). One health no longer causes staggering.

    Third Tier: +1 damage level and +1 to resist grapple, throw, and fall damage.

    Fourth Tier: +1 armor at all times, due to your hardiness.

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    GroomingGrooming is the maintenance of oneself so as to appear more attractive. While it does not changeyour physical features, a stylish haircut or a well-chosen suit can make all the difference in a firstimpression.

    First Tier: +1 to all rolls to seduce, impress, or earn respect.

    Second Tier: +1 to rolls to convince that you possess wealth or power.

    Third Tier: +1 to all rolls to seduce, impress, earn respect, or appear powerful or wealthy.

    ImmunitiesImmunities are built up as the old adage says: what does not kill us makes us stronger.

    First Tier: +1 to resist poison and disease.

    Second Tier: +1 to resist poison, disease, heat, and cold.Third Tier: +1 to resist poison, disease, heat, cold, smoke, pressure, and oxygen deprivation.

    Reflex TrainingReflex training can increase the speed with which your body may be suddenly moved in reaction tostimuli.

    First Tier: +1 to all rolls to dodge.

    Second Tier: +1 to all rolls to catch an object or dodge.

    Third Tier: +1 to all rolls to catch an object or dodge, and you may attempt a dodge at -3 against threats that you do not consciously sense before their arrival, such as

    surprise attacks.Fourth Tier: Dodge the aim, not the bullet: you may attempt dodge rolls against firearm attacks

    at -3 as long as you maintain view of the shooter. This also applies to Tesla coils,lasers, etc.

    SPIRIT ABILITIES

    Spirit abilities are not truly magical, and obey their own laws much as do subatomic particles orastronomical entities. There is a process that takes place, though the theoretical groundwork toexplain the process is still in its formative stages. It is for this reason that they are known asIndescribed Mechanism Energy Manifestations: there is empirical evidence of their existence and

    function, but the reasons why and how these effects take place are unclear. The known laws thatare universal to known IMEM function will be briefly outlined for the potential user.

    Firstly, all living things, both animal and plant, are occupied by a spirit. This produces an auraaround their physical body in which no spirit abilities function, extending one sixteenth of an inchfrom the skin. Spirit abilities that cause damage to a target generally do so by affecting the air nearthe target or directly damaging the targets spirit, rather than contacting the physical body of the

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    target. It is for this reason that all damaging spirit abilities can be used to damage ghosts. Ghostsare disembodied auras, generally slightly smaller than their human counterparts except in the caseof powerful witches, wights, or poultergeists.

    Secondly, spirit abilities require intense concentration, and cannot be used as reflexive actionsby default. Several abilities change this restriction by making the concentration easier to attainthrough practice.

    Other than these two rules, spirit abilities function as listed below.

    BindingBinding is the means by which active elements of the psychic environment, namely fragmentaryghosts and psychic residues, are anchored in the material realm to provide various useful service.

    First Tier: Basic binding practice allows you to bind minor elements to objects, causing sponta-neous motion, temperature change, voltaic differential, and/or pressure differential.These abilities, while small in their impact and time-consuming in their application,allow the crafting of useful objects. Binding rolls are drive-modified and unopposed.Minor elements are available in graveyards and other places of death, whereas majorelements must be taken from a defeated ghost, and provide a +1 modifier to thebinding roll attempted using the major element.

    Second Tier: Lesser compact of service. You may bind a single manifest spirit or psychicallysensitive cryptozooid to your service for the length of one year on a successful roll ofyour willpower against its discipline minus its sensitivity. On success, any creaturefrom the creature list marked LC in its statistics block may be bound in thisfashion. Only one servant may be bound at a time, and it will follow all instructionsto the best of its ability for the duration.

    Third Tier: Enchantment. You have grown sufficiently adept at binding rituals to place moresignificant active elements to objects, allowing you to enchant up to 5 items in your

    possession at any given time with an enchantment of the following kinds, or withadditions as allowed by your Narrator: +1 armor to clothing or armor, +1 damageon strikes from a weapon in the form of either fire, extreme cold, or electricity, ashield against one Spirit ability once/day when activated on any trinket, a portkey,which allows the opening of any locked portal of any kind once/day when activated,on any trinket, or a trinket which grants its user the ability to breath water, gowithout food and drink, or see all spirits in the area as though through a successfulspiritualism check, or deals one damage once a day in the form of a short burst offire, cold, or electricity on a successful roll of creators drive vs. targets discipline.

    Fourth Tier: True compact of service. On a successful willpower vs. discipline-sensitivity roll,you may bind a single manifest spirit or psychically sensitive cryptozooid to yourservice for one week. On success, any creature from the creature list marked TC

    in its statistics block may be bound in this fashion. You may now keep two lessercompacts and one true compact at any given time.

    MesmerismMesmerism is the study of Anton Mesmers animal magnetism. It can be used to overpower anotherswill and implant suggestions, or to control anothers body processes, for aid or harm.

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    First Tier: On a successful roll of your willpower against your targets discipline minus theirsensitivity, you may place the target in a trance after holding eye contact with themfor one full round. While in this trance, they are unable to move or take any willful

    action. The trance is broken as soon as eye contact is broken, even by blinking, butfor one round after emerging from the trance all rolls are taken at -1.

    Second Tier: When a target is in a trance, any spoken command must be followed to the best ofthe subjects ability, with the notable exception that no target will take any actionthat directly injures themselves. A command spoken in this manner must be simpleand able to be completed in the next ten seconds, or the command will be lost. +1on all Mesmerism rolls.

    Third Tier: When a target is in a trance, you may use your animal magnetism to influence theirbody, providing them some comfort or pain. On a successful sensitivity roll to detectwhere to exert Mesmeric force, you are able to add or subtract one damage levelto their resilience temporarily. The effects last twenty-four hours, after which thetrue level returns. A character that is at 1 damage level and loses the last level

    due to mesmerism is rendered comatose until the twenty-four hours expires ratherthan dead. Conversely, a character at 0 damage levels given 1 will function until thetwenty-four hours expires, then die. This ability can only alter the resilience of thetarget by one damage level, and can not be reapplied except to change the modifierto +1, 0, or -1. +1 on all Mesmerism rolls.

    Fourth Tier: You may now issue orders capable of making a target directly harm themselves andapply 2 temporary damage levels to a target. Your commands may be carried outany time within the next 28 days. All of these fourth-tier abilities are attempted at-3. +1 on all Mesmerism rolls.

    Spiritualism

    Spritualism is the skill to draw out and converse with spirits, to see them, and to interact withthem. It is used by mediums, exorcists, and witches alike.

    First Tier: On a successful roll of your sensitivity against the ghosts discipline minus its drive,you can detect any spirit in the area, and are able to see, hear, and, in some cases,smell the apparition with your normal senses.

    Second Tier: You are able to communicate clearly with ghosts that you are able to sense, bothto send and receive emotional impulses, imagery, and information and to speak andlisten out loud. +1 on all spiritualism rolls.

    Third Tier: You are able to call a ghost to you or send a ghost away from you, compelling theghost to do as you say even against its will, on a successful roll of your willpoweragainst the ghosts discipline. You automatically succeed on rolls to detect spiritual

    presences.Fourth Tier: You can physically interact with immaterial ghosts and ghostly objects as long as you

    are able to see them through use of the first-tier ability. Objects you possess likewisefunction with respect to the spirits. +1 on all spiritualism rolls and interactions withghosts. If you have a drive of 4 or greater, you deal +1 damage on all attacks madeagainst ghosts.

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    TransmutationTransmutation is a process long attempted by alchemists with little success, but finally mastered.With the new breakthroughs in the spiritual sciences, budding transmuters may convert matterreadily and cause elemental effects which are wondrous to behold, akin to the claims of Merlinsmight.

    First Tier: You have learned how to, on a successful willpower roll, change any metal into anyother metal, with noble metals rolling at -5 when attempting to change any metalto a noble metal or any noble metal to a regular metal. The noble metals are silver,gold, mercury, and platinum. The amount transmuted is one quarter of a pound perattempt, and each attempt takes one hour. Mass, rather than volume, is conserved.

    Second Tier: You may change dirt and sedimentary rock into iron on a willpower roll at -3, andchange the phase of water spontaneously from solid to liquid, liquid to solid orgas, or gas to liquid on a successful willpower roll taking one combat action. Onphase change rolls, one quart is converted on success, and an additional one quart

    is converted for every +2 over success on your roll. +1 to all Transmutations. Yourtransmutations now affect a half pound per attempt.

    Third Tier: By moving heat from one area to another, you may now attempt the following:Fire and Ice. On a successful willpower roll, you create a fire dealing 1 damageper round it burns on anything flammable, up to 10 feet away from yourself, in acube 3 feet on a side. For every +1 over success on your roll, you may place thefire an additional 10 feet away from yourself. When this occurs, you also producean equally sized area of extreme cold of equal size within 10 feet of your fire target,which turns any water in the area to ice in an instant. Living beings caught in thechill are dealt 2 damage. The damage dealt is increased by 1 if your drive is 4 orgreater.Call the Wind. On a successful willpower roll, you create a zone of differentialtemperature that creates a steep air-pressure gradient, resulting in a gust of windof tremendous strength over a roughly cubic area 100 feet on a side. This rush ofwind may be in any direction of the transmuters choosing, and deflects all projec-tiles weighing less than 5 pounds in the direction of the wind. Furthermore, foracrobats in the area, it incurs a slow-twitch musculature check at -2 to cling toany exposed ladders, ropes, or beams, or else climbing, hanging, and swinging areabruptly interrupted by falling. Running with the wind increases speed by 10 mph,and running against the wind reduces speed by a comparable amount. The windslast for two rounds. The speed reduction and amplification is doubled if your driveis 4 or greater.

    Fourth Tier: All transmutation abilities gain a +2 modifier. Furthermore, transmutations maynow be attempted from any substance to any substance, take one combat actionto perform, and affect one pound per use. When attempting to transmute a living

    being, you must be touching the target and succeed on a roll of your willpower -7vs. their discipline.

    UmbrapedyUmbrapedy is an application of spiritual transference research. Dr. Franz Schumaker, takinginstruction from the doddering poultergeist of a professor of spirituality in 1929, developed methods

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    for causing solid matter to exist solely in a spiritual phase temporarily. The so-called ShadowWalking has become popular among adventurers, thieves, and assassins.

    First Tier: Spirit Hands. On a successful willpower roll, you may pass your hand and armthrough a solid object for a brief instant, allowing a single turns action to be takenthrough the object. Failure results in a banged hand, dealing no damage but causingyou to drop any held objects unless you pass a slow-twitch musculature roll. Snake-eyes represent a hazardous partial success, resulting in phasing in with ones armstill in a wall. This causes instantaneous amputation of the limb, which is often fatalwithout immediate medical attention. Attacks made while in the spirit phase ignorearmor, but strike the opponents spirit rather than their body, making targetingspecific body parts and assassination impossible.

    Second Tier: Ghost Step. On a successful willpower roll, you can move through a solid object ifable to run through it in one second or less. Snake-eyes mishaps often result in a lostleg. When traveling in spiritual phase, velocity and force do not affe