medias header

Medias

A world where the shadows are deep, the light is bright, and nothing is quite as it seems, and one should be wary of the smiling man with empty hands and an offer on his lips.

A world of dirty streets and strangely clean boots where every story you heard of the fey is true, and the gentry walk among humanity in the light of day. Myth and legend hold grains of truth, and one can never be sure if the homeless scamp of a child that just stole your wallet is really a child down on his luck, or a trickster spirit looking to draw you into a story that could consume more than just your life.

Shabby top hats and embroidered waistcoats, lace parasols and stained petticoats. Technological development has stalled within the world of Medias, horse drawn carriages, musket rifles, swords, bows, and wind-up pocket watches. After all, why bother developing a musket further when you could just learn to throw a fireball instead?

Medias is a world of contradictions, with lords and ladies of the courts, and lords and ladies of the streets, anyone can have a delusion of Standing if they have the means to back it up. Deals are made and broken in grimy back allies, in flower wreathed balconies at balls, in smoking rooms with cigars in hand, and in darkened bars with a knife to hand. Everyone has an agenda. But one thing is certain, tensions are rising and the fragile peace between man and fey is slowly fraying to its last strand. Who knows what will be the final break point will be… or when.

Character Creation Equipment, Prices and Skill List:

No Cost
Walking Stick.
Quarter-staff.
Knife.
Bandages.
Writing equipment.
Clothes.
Adventuring packs, eating equipment etc.

5 Silver
Buckler.
Light Armour.
Long Bow.
Homestead – Give you access to a resource of your choice can be upgraded during downtime as per the Homestead Creation Kit.
Surgeons kit/Engineers Tools/Armourers Equipment. – Needed to use a skill.
Hand Weapon.

10 Silver
Crossbow.
Medium Armour.
Matchlock Pistol.

15 Silver
Two Handed Weapon.
Matchlock Musket.
Blunderbuss.

Skill Limitation/Requirements
Characters from this world can take Spell Craft and Alchemist as basic skills, 5 CP instead of 10 and have a choice of either Tracking or a rank of Aura as a free skill.
For a character to take Spell Craft they need to be a member of the college of magic or take one of the following background Flaws:
– Hunted
– Infamous Teacher
– Invention/Magic Use without College consent
– Ousted
The choice does not give the Character points at creation or after. They can still pick up to 2 other background flaws as per the rules.

For a character to take Ambush they will need to be part of a guild of assassins and take the Dead to the World and Wanted background flaws. These do not give Character points at creation or after. Characters can still pick up to 2 other background Flaws as per the rules.

For a character to take Engineer or Tech Craft they will need to be part of the guild of inventors, cannot have a magical skill and must take the Ridiculed background flaw. This does not give Character points at creation or after. Characters can still pick up to 2 other background Flaws as per the rules.

Guilds and Colleges
College of Magic: Teaches the proper use of magic and incantation.
Guild of Assassins: A shadowy underworld organisation catering to the whims of anyone that can pay.
Guild of Inventors: A society of educated individuals focused on the betterment of their fellow man without the use of magic.
Guild of Merchants: An organisation tasked with setting up and maintaining trade house and routes across the land.
Guild Of Mercenaries: A militaristic organisation that deal with all of the matters that the actual military won’t deal with.
The Military (Army, Navy): The different sectors within this bracket are:
Army:
Guild of Scouts.
Standing Army (skirmishers, musket-men, swords-men).
Artillery.
Cavalry.
Navy:
Sailors.
Marines.
Cannoneers.
Shipwrights.

All of the guilds and colleges have rules and regulations that are mandatory for membership. If it is discovered that these are broken, there are penalties up to and including being ousted from the group.
Some of the guilds offer advancement, ranks and pay, whilst others offer focused training and secret knowledge.

College of Magic:
Very little in the way of quantified advancement, it is down to individual magical progression. However, some of the masters may call on members to do them a service which usually come with magical secrets and hidden knowledge. Eventually members can become masters themselves. This is subject to the current masters agreeing that the member has reached a necessary magical ability and knowledge.

Guild of Assassins:
Being a member of this guild, the character has given up their former life meaning no-one can know they are a member, other than other members. If anyone ever finds out or is made aware steps will be taken to ensure the guilds security.

Ranks are as follows:
1. Night Blade: Small time contracts 10 SP per completion
2. Shadow Step: Larger contracts e.g. minor politicians/nobles 30 SP per completion
3. Master Assassin: The highest contracts e.g. political leaders/faction leaders 2 GP per completion

All characters start at night blade and need 10 completions to reach the next rank and 20 to reach the highest rank of assassin.
Once a character has reached the rank of master assassin, there is a choice of either becoming a guild master, (so give up the contracts and run guild house of your own) or continue taking contracts but you cannot do both.

Guild of Inventors:
This guild doesn’t have ranks or advancements. It is a society with the sole purpose of helping people get out of the dependency upon magic. They believe that it is not limitless and will one day run out or be taken from the people. They also believe there needs to be strategy and mechanisms in place to ease the panic.

Guild of Merchants:
Has a hierarchy of a sort, the ranks are measured by how successful you are in your chosen trade. There is a membership tithe of 10% of your profits, however this grants you access to guild guards, permits of trade, banking and guild halls. Also, any accommodation and food is provided for your caravan. Ranks are as follows:

1. Cart Walker (<15 GP/PA)
2. Street Trader (<50 GP/PA)
3. Caravan Vendor (<100 GP/PA)
4. Guild House Master (>100 GP/PA)

All merchant characters are required to send downtime descriptions to the ref team of what has been made and how much they have sold, then they will be given a gold yield based on skills and quantity. If the amounts of produce are not sensible to the trade when audited by the ref team, they will be sent back to the character for amendments and not given payment for. For example, a weapon smith can make between 5 and 10 good swords a week, which would be worth From 100 – 300 SP, however if they declare they have made 50-100 good swords a week, it will be sent back to the character for re-checking.

Always remember characters have to buy the raw materials and resources needed or the trade goods to sell. If you are selling goods not made by yourself you will need to find a seller. If it is a player you can role-play barter for goods, however, if there isn’t one talk to the refs. Options will be provided but the prices will be a little worse than average, therefore it is always better to deal with in game player characters.

  Merchant Career Paths
At the beginning of each session, a Merchant can spend (MP) Merchant Points. The amount available is dependent on the merchant’s level.
Lv.1 = 5MP
Lv.2 = 10MP
Lv.3 = 15MP
GM = 25MP
Any MP not spent can’t be carried over to the next session, unspent MP is simply lost. Additionally, if an item/ability purchased with MP isn’t used by the end of the session, it will also be lost, however, items can be passed/sold onto other characters and for the purpose of the merchant rules, the item is considered used (the item or duplicate can’t be passed back in the same session).

Merchants can also engage in trade deals with other characters (players or NPC). Agree with a Crafter in game to form a partnership. From then on, the Merchant and Crafter are considered partners. Trade can only occur during down time. The partnership must agree on how many of what item and calculate materials used, including how much to pay the crafter. (Only one product type can be selected between each project). If dealing with a Blacksmith, creating items takes time. Regular = 3 per event, Master Crafted = 1 per event, Named = 1 per month, Legendary = 1 per quarter. Named & Legendary items are to be considered custom jobs and only to be commissioned by the merchant once a request has been made and payment to be made up front once a price has been agreed between all 3 parties. Once agreed, the chat log and math is to be sent to the down time email, by the merchant, including the crafter in the cc field.

Once the items made in this arrangement is sold, 20% of the money made, goes to the merchants guild.
Additionally, a merchant can’t start with a Homestead, instead they can later acquire one from an NPC at Small Town for 52 Gold or Large Town for 74 Gold.
A real estate list will be provided with the pre-plotted land options and location. A list will be made available, separate from the rule book.

 

Guild of Mercenaries:
The character is a soldier for hire, however there is still a hierarchy and ranks within the guild. These are as follows:
1. Initiate: The character is green, new to the guild and as such they are a little more expendable than the higher ranks so the character will be given the ‘easy’ orders. They receive 10 silver a Month plus room and board at the guild house and rations for long jobs.
2. Proven: The character has carried out their orders to the letter with no complaints and no serious problems on 10 missions. They receive 25 additional silver (35 SP incl Initiate pay) a Month and are awarded a weapon, shield, or piece of armour from the guild armoury.
3. Asset: The character is an asset of the guild and are sent on the more difficult missions and get given speciality orders (side missions from the main given). They receive an additional 10 SP a Month plus extra rewards for completing the additional orders given. They also receive an item in recognition of their rank. This can be either a master crafted weapon or shield (un-shatterable). To attain this rank the character would have to prove themselves on more than 20 missions and taken some initiative on some of the missions when needed.
4. Guild Master: The character has become so instrumental in the running of their guild that they have been offered their own guild to run as they see fit. They receive their own guild with which they can hire members and receive 20% of the guild contracts value. To attain this position the character would need to have taken on over 50 main missions also numerous side orders. Additionally, they would have needed to gain contracts for the guild off their own backs. As a master, the character can go on missions or delegate them to a subordinate.

The Military (Army, Navy):
The base rank of all characters in any faction of the military is enlisted. Other ranks are achieved by length of service and commendations, training and skills also factor in to the decision. The basic pay is 2 silver a month with room and board. Enlisted characters have access to a requisition system whereby they can request weapons for a mission that have to be returned once the mission is over.

Ranks are as follows:
1. Enlisted as above
2. Private gains 1 extra silver per month
3. Corporal gains 12 silver extra a month and has charge of a squad (5 men incl themselves)
4. Sergeant gains 35 silver extra a month and has charge of Unit (2 squads)
5. Lieutenant gains 2 Gold extra a month and has charge of a line (3 units)
6. Captain gains 3 Gold extra a month and has charge of a battalion (5 Lines)