Chester

Good Afternoon Gentlemen, Ladies and Sentient Creatures,

Today we feature some information on the Human Republic of Chester, which is also contains the capital seat of the republic. Enjoy!!!

Republic Name: Chester
Capital City: Brighton (Republic Captial)
Cities of Note: Rochester, Hove
Major Commerce: Manufacturing, Chemicals
Minor Commerce: Alchemy, Artifice

Description: Chester is the Jewel of the former Empire. Though not the largest of the Republics, it is the most influential and the most developed in terms of technology. It boasts several major cities, including the seat of the Republic, Brighton. All of these cities are connected via railway, though some minor airship traffic has developed in recent times. Brighton and Hove are the major port cities, with Brighton located on the far west of Chester and Hove at the far east. But being so densely populated also comes with certain drawbacks. Brighton itself has several slum neighborhoods, where the common folk toil in manual labor to survive. Whether that is done at factory jobs, in shipyards or the refineries, the wealthy routinely exploit the poor in their businesses. Many turn to crime to make ends meet, and some of the largest criminal syndicates were spawned from Brighton street gangs. Cities in Chester boast a large number of chemical refineries that are essential in mechanical and medicinal manufacturing, which means that they also have a higher incidence of pollution. The Agrinion River (which runs from Chester’s northern neighbor, through the City of Rochester, and down to Brighton along Chester’s western border) is often referred to by the common folk of both Rochester and Brighton as the Grand Latrine, because of the pollution it picks up along the way.

Thieves, Bandits, Scoundrels!

Good Afternoon Sentient Creatures, Gentlemen and Ladies.

The hard working people at Stoneforge and Company have had several prototype scientific devices stolen!! We fear that they may have made their way into unsavory hands. So we ask you, the movers and shakers of the world to get them back for us, and in exchange the quartermaster may reward you with some functional earlier prototypes.
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So the above is a little bit of in-game fluff to explain away our Goblin Market.

The Goblin Market is our Service Point store, and through it you can purchase things to help your character in their adventures. Things like research bonuses and additional ranks of Tough were already included in our Alpha Rulebook, but for the Beta we wanted to beef up the list a little more. So, we’ve come up with some Wondrous Items that can be purchased through the Goblin Market and are previewing them in this post. These are not the only devices, we plan on making the Goblin Market a living one, where items can cycle in and out and new ones pop up during the year. Here is what we have so far, enjoy:

Grip Guard Gauntlets – Once per encounter may use the “Retain” skill at 0 AP cost, whether the character has learned the skill or not. This item will last for the entire weekend, afterwhich it irreparably breaks.

 

Skeleton key – Will unlock a working door that is not magically sealed. It is made of very soft metal and thus is rendered useless after one use, or at the end of the weekend if unused.

 

Professor Morton’s Hyper Reflexive Elixir – (Rank 2 Medicine) Once per encounter the imbiber may use the “Dodge” skill at 0 AP cost, regardless of whether the character has the skill. The duration of this medicine is 1 event. This medicine will expire at the end of the event in which it was purchased. The purchaser has the option of starting off having this as an item or having the medicine already be administered to themselves. If they choose to have this as an item, standard medicine rules apply.

 

Doctor Spengler’s Aetheric Reinforcement Oil – (Rank 2 Chemical) Adds +2 Armor vs. Aetheric Creatures to a single piece of armor. The duration of this chemical is 1 event. This chemical will expire at the end of the event in which it was purchased. The purchaser has the option of starting off having this as an item or having the chemical already be administered to piece of armor they are wearing. If they choose to have this as an item, standard chemical rules apply.

 

Temporary Rubberized Flotation Device – Will allow the character the use of the swim skill for one encounter. The device is not designed for prolonged use and thus is rendered useless after one use, or at the end of the weekend if unused.

 

Flauvio’s Filching Fingercuff – This item is placed into a pocket, pouch or bag and will thwart the next pickpocket attempt targeting that container. This device is very delicate and thus is rendered useless after one use, or at the end of the weekend if unused.

 

Lady Perry’s Pewter Pestle of Perfection – This item allows for the brewing of one specific Alchemy or Chemistry recipe at one time step faster for the rest of the event. The recipe must be known to the character purchasing this. This device is very delicate and thus is rendered useless at the end of the event.