Coats and Clockwork: SWADE [ EDIT ]

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After five years of her cousin, the Duke of Strif, ruling in as her regent, Queen Isbel Treagone has taken her throne at the age of 17. Out numbered and out allied, only by the bravery and skill of her families personal troops was she successful--her Gold Coats; her musketeers!

But the victory came at a great cost of life and security. The Gold Coats are diminished. The realm is wounded. More than ever, the people need the help of the queen and her musketeers.

So, let's go on an adventure together and bring law and justice back to the realm. Take on the role of a musketeer, Roleplaying as a rapier wielding protector of law and the people in a gear-punk, 17th century inspired, fantasy world. Fencing, courtroom drama, investigation, flying ships and intrigue await!

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Standard SWADE character generation. This is a world of humans scheming for power, navies sailing the skies on airships, and age of new invention and wonder. Two Arcane backgrounds populate the setting, though villains may use a third. There is also one additional species to play, though I pictured them as being rare. Player Characters are expected to buy-in to their role as royal musketeers.

(1) Humans - They are adaptable (hence they get that background feature), and come in all colors, shapes, sizes, identities, preferences and abilities. The game world is modeled after 17th century France very loosely. I point this out for the sake of flavor, not restriction.
- Adaptable: they just are.

(2) Gears - Created using clock-work, some unknown magic, and a process that's lost to the guilds (think gear forged or clock work folk). Created mostly as soldiers for the super wealthy. Most were lost when the spirit bomb was dropped in the last war. They have the following Abilities and Hinderances:
- Construct
- Big
- Dependency, must be wound via specialized tools, daily
- Quirk - They tend to "stare" off and become lost in some internal world (can last for days!).
- All thumbs - they can't make use of any of the "tech" in the world around them, including winding themselves--is this by design?!
Arcane Backgrounds

(1) Mad Scientist: This is flavored, generally, as gearwork/clockwork tinkering--it's devices and inventions.
[ +- ] Available Powers
(2) Psionics: This is flavored as extensive, brutal training used to unlock the "potential" some folk are born with (you're either born with it or you're not). Rumor has, the Nightshade Society is the only place one can learn to harness the potential--at least safely.
[ +- ] Available Powers

-Gear-

The age of heavily armored knights is long gone. Generals and leaders focus on lines of muskets (gear-lock) and battle lines. People just don't make heavy armor these days. Cloth and leather is all folks would wear--professional or otherwise.

Additionally, sticking with the genre, swords are rapiers, daggers, crossbows, firearms and fencing are what we'd find!

Black powder weapons are a go.

Currency
The Gold Coats are on hard times, because the crown is on hard times. Wages for the Queens musketeers have never been lower. Starting funds are half, as if all have Poverty hinderance. In fact, the crown has always expected musketeers to have other sources of income, such as family wealth, gambling, and selling their services.

The world uses a copper standard (just assume all dollar amounts are copper pennies). 10 copper coins = 1 silver coin, and 20 silver coins = 1 gold coin.
Setting Rules

(1) Dynamic Backlash
(2) Creative Combat
(3) Wound Cap

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