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[IMG]http://www.drivethrurpg.com/images/3803/115960.jpg[/IMG]
I've tried to recruit for this some years ago, alas time and such was not in my
favor and the game fizzled out. I jus recently found my PDF copy of the game on an
old harddrive and I got curious as to if there were people who'd be interested in
some High-Octane Dogfighting with fame and fortune into the mix!
I will include a little 'what is this world' spoilers so that those that do not own
the rules, have a chance to learn a bit about what type of world Azure is. Quickly
and shortly though, it's a game about being a warbird pilot hunting for bigger fame
and greater wealth and glory by doing many a job for the Guild with your fellow
pilots. You're treated like how great movie actors are, and to have Guild Pilots do
a job for you is seen as both a great honor, and something to profit from.
But firstly, there's a nice Big 16 coming.
[SPOILER=Big 16]
[B]1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS,
etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd,
5th, 10th, etc.)?[/B]
Warbirds RPG, made by Outrider Studios. The system is based upon what they call
'Rapid Fire'. It's a results-driven dice system that works like this: 1d6 + Skill +
Stat + Modifiers versus Difficulty.
It's very cinematic and fast-paced, often requiring nothing more than a single roll
to resolve an outcome.
[B]2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents
of Psi" for d20 Modern)? What is the setting for the game (eg. historic period,
published or homebrewed campaign setting, alternate reality, modern world, etc.)?
[/B]
Canon to the Rules. It's the World of Azure: floating Caribbean islands in the sky,
drifting around over the Murk, a toxic high pressure swirl with potential fuel-use;
orbiting the Eye, a massive updraft that lets ships and such from lower altitude
islands easily rise up to the upper layers and upper islands.
[B]3. How many Players are you looking for? Will you be taking alternates, and if
so, how many?[/B]
4-5 players.
[B]6. How much gold or other starting funds will the characters begin with?[/B]
As per the rules.
[B]7. Are there any particular character classes, professions, orders, etc. that
you want... or do not want? What are your rules on 'prestige' and/or homebrewed
classes?[/B]
not really. whichever you feel is your type of archetype.
[B]8. What races, subraces, species, etc. are allowed for your game? Will you allow
homebrewed races or species? 'Prestige' races or species?[/B]
You're a human being. nothing else is feasible or permitted to play as.
[B]9. By what method should Players generate their attributes/ability scores and
Hit Points?[/B]
As per the rulebook.
[B]10. Does your game use alignment? What are your restrictions, if so?[/B]
You are Elite fighter pilots lauded for your skills and escapades. No real
alignment is used, but as long as you're not a traitorous scumbag that wants to
turn pirate, im fine with just about anything.
[B]11. Do you allow multi-classing, or have any particular rules in regards to it?
[/B]
Not really applicable here.
[B]12. Will you be doing all of the die rolling during the course of the game? Will
die rolls be altered, or left to the honor system? If players can make die rolls,
which ones do they make, how should they make the rolls, and how should they report
them?[/B]
You roll when you feel the need (do ask first, no need to do a roll if it's not
needed) and when i ask you to. I roll my rolls myself.
[B]13. Are there any homebrewed or optional/variant rules that your Players should
know about? If so, list and explain them, or provide relevant links to learn about
these new rules.[/B]
Nope. Regular Warbird Pilots, working for the Guild.
[B]14. Is a character background required? If so, how big? Are you looking for
anything in particular (i.e. the backgrounds all ending up with the characters in
the same city)?[/B]
Yes. I need to know more than just what your character is in stats. Where are they
from, do they have family, any loved ones, what religion do they lean towards, etc.
etc.
[B]15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying,
or a combination of the above?[/B]
A lot of dashing coolness and epic dogfighting. not as much Puzzle Solving though.
[B]16. Are your Players restricted to particular rulebooks and supplements, or will
you be allowing access to non-standard material? What sources can Players use for
their characters?[/B]
Warbirds RPG. We are neither using Jet Age Supplement or the WWII sourcebook, since
both of those are meant for more real-world settings.
Only the Core Rulebook will be used.
[/SPOILER]
[SPOILER=What is Warbirds?]
[IMG]https://projects.inklesspen.com/fatal-and-friends/images/
8b4def60f7f3ea33541f3e81cf4db2d1d094cc44749aac7e5b54bf6aeccd50f1.jpeg[/IMG]
Warbirds is set among the beautiful sky isles of Azure. It has endless blue skies
above, the roiling Murk below and thousands of islands scattered in between. the
isles all rotate around the invisible, mysterious Eye.
This is pure diesel-punk awesomeness.
The murk is a roiling black sea of dusty clouds, dark hurricane winds and a
deathsentence to anyone trying to explore it's depths.
It is however not clouds in the sense of water-vapour, but rather it's a mix of
innert gasses, harsh dust-swirls that can rip apart a warbird in seconds, and
pockets of hydrocarbons.
Many people have tried to explore the Murk, even with some success, but also many
losses. A few things have been learned though, such as the darkest, most black
streaks of the murk could be relatively easily harvested of it's hydrocarbons and
processed into diesel fuel.
None have ever found the bottom, or at any rate, none have returned to report such
finds.
The sky itself is clean, blue and dotted with 3 relatively uniform leveled layers
of floating islands which makes up the core of the landmasses in Azure, also
referred to as The Central Islands.
The 'Uplands', the highest up islands consists of the Lesser Antilles, which are
the Virgin Islands, Barbados, St. Vincent, Grenada, the Dutch ABC islands, etc.; a
few pieces of the Bahamas; Trinidad and Tobago; the Florida Keys from Key Largo to
Key West; the Caymans; and the island of Jamaica. These islands are the most warm
and tropical ones and they are the ones furthest from the Epicenter of what is
known as The Eye (which is a constant updraft of air allowing relatively easy
travel between the island layers.
The Guild that you're all part of exists up here as it's headquarters on what was
once known as the Florida Keys, but are now called the Guild Keys.
Most of the islands up here are more culture and fine-wares oriented, rather than
exports of basic Food items or Industry-wares. The cultural center of Azure if you
will.
The 'Midlands' are sitting about 100 kilometers below the 'Uplands, and it consists
of the islands of Santiago, Cuba, Puerto Rico and Haiti. This is where the majority
of Azure's population exists. The climate down here is far cooler than in the
'Uplands', making it closer to a sub-tropical to warm-temperate climate.
They are the primary area of most internal conflicts, but also the majority of
Azure's people live here.
The 'Lowlands' are found about 100 kilometers below the 'Midlands' and is hovering
only a dozen or so kilometers above the murk itself. They consist of only 2
Islands, one of which is Yucatan, home of the resurgent Mayan Federation of
Kingdoms (whom revolted against the spanish located there, almost right after the
Storm, which caused all the landmasses below to be sucked up into the air and swirl
around The Eye).
Then there's Tagesta, a Wild West Frontier Island that is almost a lawless Western-
place where only a few towns have any sort of provisional government.
Further out from the above-mentioned Central Islands are different.sized Distant
Islands, most are too far away from the Central Islands to be reached via
conventional Fighter Planes means, requiring the use of Frigates, carriers, etc. to
head out to those distant islands.
Lastly, there's Errant Isles. Islands that have an elliptical Route around The Eye,
some of these Islands only pass close enough by the Central Islands once or twice
every Decade, with more only passing by once per Century. These islands are always
great news, for they are lands yet to be mined or exploited of resources.
----------------------------
[SPOILER=An intro to Azure's History]
Azure’s history starts with our own. It begins in the Caribbean Sea in 1804. Cuba
is a successful Spanish colony. Puerto Rico, also under Spain’s control, has become
an important strategic outpost. The nation of Haiti has just won independence from
Napoleon’s France and it is the New World’s first nation to abolish slavery. The
British colony of Jamaica is a profitable sugarcane and coffee producer. The
smaller islands of the Caribbean are split up between the various colonial powers.
All of them are slave states that deal primarily in growing cash crops. On the
mainland, both Florida and the Yucatan are under Spanish control. While Florida is
inhabited almost exclusively by small groups of natives and escaped slaves with a
few intrepid Americans taking hold, Yucatan has a strong Spanish presence ruling
over a large group of oppressed indigenous Maya.
[B]The Storm[/B]
All of this history is our history and these lands would have become the modern
Caribbean that exists on our Earth today were it not for the Storm. On the 17th of
September, 1804, a storm like none ever before smashed into the Caribbean. It was
larger and more powerful than any hurricane ever seen, and it raged for over a
week. It made the seas impassible, destroyed buildings and fields and spread
incalculable death and massive destruction.
On the September 25, the clouds parted and the sun shone. Survivors crawled and
limped out of the Storm’s wreckage to find they were no longer in the tropical
Caribbean sea; they were floating above an endless ocean of clouds. Some people
thought they were in heaven, while others wondered if they had been caught in a
dream. They quickly learned that they were in a new world with new rules. In time,
they came to call their new world Azure, and now they thrive.
[B]Slavery’s End[/B]
In 1804, much of the region’s population was made up of black slaves imported to
work on colonial sugar plantations. Life as a slave was particularly brutal in the
Caribbean, with death rates being higher than birth rates. Colonial plantation
owners needed a steady influx of slaves to keep their operations running. Still,
the tide was turning in 1804. The slaves of Haiti had just won their freedom after
a bloody, brutal war, and the British were just a few years away from abolishing
the slave trade. the move towards freedom accelerated after the Storm.
Cut off from their colonial support and su ering from all sorts of shortages, slave
owners now faced the prospect of being outnumbered by people who had little to
lose. The wisest slave owners saw the writing on the wall and renounced their
ownership and begged for mercy. Slavery was a thing of the past in all of Azure in
less than five years.
While the slavery itself is gone, colonial in uences remain. The people of Haiti
still speak French, while inhabitants of Cuba, Santiago and Puerto Rico speak
Spanish. Most of the Uplands speak English, though there are a few tiny pockets of
Dutch speakers.
In terms of ethnicity, with the exception of Yucatan, around half of Azure’s
population is of African or mixed descent. About 30 percent of people have mostly
Spanish ancestry; 15 percent are descended from British, French and other European
ancestry; and around five per cent are descended from natives and other more
distant origins. The Maya of Yucatan violently expelled their Spanish overlords,
and now over 85 percent of Yucatan’s inhabitants are of Mayan descent, with another
12 per cent having a mixed Maya/Spanish heritage. Most of the other three per cent
are of British origin living in Belize City in what was once British Honduras.
[B]Religion in Crisis[/B]
Faith was one of the first casualties of the Storm. Much of the Caribbean was
Catholic in 1804, and the church suffered heavily in those first few years in
Azure. When it became apparent that islands in the sky did not constitute heaven
but just a new kind of Earth, the church had a rough time dealing with the outcome.
Worshippers abandoned parishes en masse, and many churches, especially on the
smaller isles, disappeared completely.
Things went even worse for the Catholic Church in Yucatan. Azure’s structure, with
the perfect sky above, endless Murk below and islands in-between, was a much closer
fit to the ancient religion of the pre-Columbian Maya than modern Catholic
teachings. The Maya’s revolt against their Spanish conquerors began with a
religious revolt as they embraced their ancient gods, albeit with substantially
less human sacrifice.
Catholic churches are banned in Yucatan and there is no sign of any inroads being
made. In the Midlands, the church suffered, but eventually recovered. There was
only one problem: With each island isolated, each parish was left to its own
devices. While the Spanish islands remained strongly tied to Catholic traditions
and were re-united once travel between the islands became possible, the Church in
Haiti, which was seeing a major uptick in Vodou practices, took a more radical
approach. Taking a page out of medieval France’s playbook, the Haitians elected a
new Pope just three years after the Storm. They then held a convention to modernize
the church. Haiti established the Reformed Catholic Church two years later. The
Cubans elected a new Pope and re-established the traditional papacy, eventually
being upheld by Santiago and Puerto Rico, and declared their church to be the
Fundamental Catholic Church. Despite major disagreements and dozens of minor
conflicts, there are still two Catholic Popes in Azure, and religious squabbling
continues to present day.
The Uplands saw the almost complete disappearance of powerful, organized religion
-- though small parishes still remain -- and most nations now embrace secularism.
Religion never made a significant comeback in the Uplands, though a thorough search
will reveal a few Anglicans, Presbyterians and even small groups of Quakers.
[B]Stalemate[/B]
While the Jamaicans and Haitians gained the upper hand in the war, they lacked the
resources to go on the attack. Instead, they sued for peace. The Treaty of Havana,
signed on September 3, 1982, officially ended the war and signaled the start of the
modern era.
There have been fights big and small in the years since, but there is an enduring,
uneasy peace. the Maya continue to engage in small-scale warfare, but most fights
now are over small pieces of territory in Tegesta, or over exploitation rights for
an errant isle.
[B]Diesel Power[/B]
One of the largest and most important changes of the modern era was the shift from
steam to diesel power for trains and airships. The switch came out of necessity, as
deforestation of the central islands for farming limited the available fuel supply.
The solution was to set up around-the-clock operations to mine the darkest parts of
the Murk and extract diesel fuel from the abrasive gasses. Most gas extraction
operations had to be set up hundreds of kilometres from the central islands, as so-
called “dark Murk” is rare near the Eye. These massive floating bases move with the
Murk’s weather and support a steady stream of tanker ships coming and going. It
only took a few years for the first tanker to fall prey to pirates.
[/SPOILER]