Aquam Noir

## Aquam Noir - Sci-Fi Detective Drama

### Purpose

Welcome to a different kind of Sci-Fi mini-campaign. In our last trip to the Concordant Directorships of Sappho/Myrana (CDSM), we met our second class of Concordant Cosmonauts and specifically the crew of the Century Hawk. In this mini-campaign, we will return to one of the two capitals of the CDSM: Aquam, The City of Tides. While the players of The Pursuit of Discovery were off exploring the wide expanse of the known galaxy, in Aquam Noir you will instead focus your attention to the complex internal conflicts which plague one of the greatest cultural nexuses in the Concord. This mini-campaign has a target life span of 5 sessions and will take place in-game over the course of a couple of days (approximately 72 hours). This mini-campaign is about understanding more of what it's like to live inside the Concord and its supposed technocratic paradise.

### Background

For those player who did not play in the Pursuit of Discovery, I would recommend that you go to that page and read the World Information section to get caught up on how things have changed in the 13,000 years since the time of Explore Malovia.

After reading that, the most relevant information is that the current date is 1.10.741 (which means that the time of this mini-campaign takes place around the time of the events of The Pursuit of Discovery). The Concord is currently experiencing a form of scientific renaissance; although space travel has been available for some millennia, it has recently become so efficient and cost effective that those in the upper middle class have started to be able to afford interplanetary travel as if it were a plane ride. Furthermore, under the leadership of the Board of Directors and Chairman Hieronymous Rain, the Interdisciplinary Exploration Commission (IEC) has begun to encourage exploration beyond the arm of the galaxy they currently inhabit. The populace of the Concord are aware of the efforts of the Cosmonauts in a manner that still feels very far away and the average citizens are still more concerned about their terrestrial struggles than the potential threat of a larger galactic civilization.

### Character Design

#### General Note

In Aquam Noir you are playing essentially civilian/law-enforcement characters, you are **NOT** soldiers. This means in clearer terms that when choosing powers you would primarily be considering powers with utility rather than damage (this does not mean you can't have any damage powers just that you would find more fun from utility). Your goal in combat is often times **NOT** going to be "kill all enemies" in fact this will almost **NEVER** be the case (since you are an apparatus of the law and tasked with apprehending criminals, not executing them). I will tell you now that in this mini-campaign you should prepare for combats which have a much different feel than what you may be used to...I don't want to say too much but I am hoping you are catching my drift (wink wink nudge nudge).

#### Species (Races) Options

As with the Pursuit of Discovery, players have a limited selection of available species native to the Concord. When the Myranths flooded Thelderam and sparred only the advanced cities of the Northern continent, many species died out completely. Please refer to the Species Catalog and choose your species based on those native to the Concord.

#### Level Information

Players will be Level 5 for this Mini-campaign and will use 4d6 drop the lowest for their ability scores.

#### Background Development

Background development will involve two restrictions, one will be public choice and the other will be in discussion with your DM.

##### SW5e Background

SW5e has their own backgrounds (which all include a feat), most of the backgrounds are fine so long as you can fit them with your profession. Certain SW specific backgrounds (like Jedi, Mandalorian, or Clone Trooper) can be adapted for our needs, just discuss with your DM if you are planning to take one. I would recommend taking your background **after** your Profession and Connection have been set.

##### Profession

Given the nature of this story and the relationship that you will need to have with one another, your first choice will be your profession. These options are mutually exclusive but exceptions can be made if your specific discipline is distinct enough from your fellow players. These are the following general options that are available:

* **Intelligence Services Bureau (ISB) Agent:** Think of an FBI agent almost except your arresting authority is limited to criminal acts relating to espionage, terrorism, treason, etc. Your discipline could be specific to counter-espionage, intelligence analysis, or even domestic surveillance.
* **Ministry of Codes and Regulation (MOCR) Officer:** This is your standard cop, more general arresting authority limited to a particular administrative level (city or planet). You may be a classic detective on a particular beat or the equivalent of a SWAT Officer working to deescalate risky situations.
* **Imperial Pathologist:** Essentially a medical examiner though you may be particularly skilled to have earned your "Imperial" title, you are essentially on retainer with the government though you may have a faculty position somewhere or even a research position.
* **Clinical Psychologist:** As you may know them in the modern day, you may be in private practice though you have to be well known enough to work on high profile cases. Perhaps you are a consultant for the ISB or MOCR and work on criminal profiling or maybe you provide services to incarcerated individuals.
* **Forensic Scientist:** Similar to modern day, perhaps you are in academia or perhaps you work for the MOCR or ISB. You may have a particular discipline or specialty, though you are still generally skilled in the principles of forensic analysis.
* **Department of Revision and Analysis (DORA) Auditor:** Literally similar to an IRS agent, you are very proficient with technical matters, especially when it comes to financial problems; however, you may also be very talented in general with any skills relating to technology and you are employed by DORA for security reasons and surveillance.
* **Holonet Security Bureau (HSB) Agent:** This is your equivalent of an NSA analyst, they would likely need to be proficient with technology and are the "hackers" of the CDSM.
* **Concordant Senate Staffer:** You work for either the entirety of the Legatus (the legislative branch) or specifically for a Senator, Evaluator, or Inquisitor. You have some political sway and bureaucratic know-how, perhaps you are a Chief of Staff to a powerful Senator or you are a Research Analyst for an Evaluator. If you are curious about the possibility of being a Senator, Evaluator, or Inquisitor I am open to such a discussion.

###### Note on Force-Casters

It should be noted that if you plan to play a force-caster this is completely fine; however, you should know that your ability to use the Force would likely not be something you wish to publicize, it would be something you did discretely with a few exceptions. Wielding a lightsaber does not automatically mean that you are a Force-caster, they can be utilized by whoever.

##### Connection

Your connection is how you are personally connected to the story, this may be something as simple as a former colleague of the victim or more complicated like an active enemy. Based on the character you want to play and the profession you agree to hold, this will be something that we discuss together, potentially without the others players present. Your connection is not necessarily a secret but what you choose to disclose to your fellow players is your business, not mine. If you wish to have more of a direct/less conflictual connection to the story, please let this preference be known to me as soon as possible. The same is true for a indirect/more conflictual connection.

### Mechanical Changes

These are changes similar to what was experienced in Pursuit of Discovery, with a few exceptions and a large addition:

#### The Tides of Interaction

Aquam is the proverbial and literal City of Tides as its culture is the melting pot of Myranth Sophistication and Thelderaman Innovation: in constant flux. Players will find that as they interact with their world their successes and failures follow them and impact their ability to work with others in the future, even from day to day. These interactions are tracked on the Tidal Affinity Axis:

(LOW) +4 -------- +3 -------- +2 -------- +1 -------- 0 -------- +1 -------- +2 -------- +3 -------- +4 (HIGH)

All players will start in the middle (0) of the Tidal Affinity Axis, succeeding on certain checks will move players toward one end of the axis and failing certain checks will move players back toward the center until you once again reach zero.

Think of the High Tidal Affinity in terms of actions related to espionage, mischief, and misdirection. Under the cover of the sea much can be happening or perhaps nothing at all. The Low Tidal Affinity is about seeing things as they are, laid bare, with actions closer to performing, presentation, and influence.

##### Movement On the Axis

In order to move along the axis towards either pole, players need to succeed on different checks by 10 or more. Not all checks will be considered for movement on the axis, either the player will request for a check to be for movement or the DM will decide that a roll will be used for movement (typically rolls of high narrative impact). For Low Tidal Affinity, players may use INSIGHT, PERSUASION, or PERCEPTION as their skill checks, or another if they manage to convince the DM based on what they are doing. For High Tidal Affinity, players may use STEALTH, SLEIGHT OF HAND, or DECEPTION as their skill checks, or another they can convince me of. Once a check is used for this purpose, fail or succeed, the check cannot be used again for affinity movement until the following day. If they are successful, players move along the axis towards the requisite pole by one. Moving along the axis within the same day towards a pole of the axis after the first success becomes increasingly difficult. The check must succeed by an additional five more each time (15, 20, etc.). When players fail related checks by 10 or more they will move down the axis towards zero. In order to continue to move down the scale toward zero players must fail by an additional five or more each time (15, 20, etc.).

Nat 1s and 20s in this mechanic do NOT constitute auto fail or success, they will merely be the number that they are (meaning you can potentially succeed or fail in either case).

Furthermore, when players are utilizing benefits from their affinity to augment a roll, they cannot move along the scale, for better or worse.

Players have access to all of the affinity bonuses below theirs (including 0).

##### Neutral Tidal Affinity

* +0 - Gain proficiency (or expertise if you already have proficiency) in one of the following skills: DECEPTION, INSIGHT, PERCEPTION, PERSUASION, STEALTH, or SLEIGHT OF HAND. (you will always benefit from this affinity bonus).

##### Low Tidal Affinity Bonuses

* +1 - Once a day, you may reroll a check for INSIGHT, PERSUASION, or PERCEPTION, you MUST keep the new roll.
* +2 - Once a day, you may add your proficiency bonus to an INSIGHT, PERSUASION, or PERCEPTION check (if you already are proficient, add it again, if you have expertise then you have advantage). After using this ability, when you make your next STEALTH, SLEIGHT, or DECEPTION you must reroll the dice and take the new roll.
* +3 - Once a day, you may gain advantage or impose disadvantage on a roll related to an INSIGHT, PERSUASION, or PERCEPTION check. After using this ability, when you make your next STEALTH, SLEIGHT, or DECEPTION check you will subtract your proficiency bonus (if you are already proficient you will subtract twice as much, if you have expertise you will subtract three times as much).
* +4 - When you successfully make an attack against a creature, you may instead delay the damage and give the next creature (not you) who attacks the same target advantage on their attack, if they hit they may also decide to pass the attack along (also giving advantage). Once either all characters have hit OR a character misses, you will roll all of the relevant damage dice at once. You can use this feature a number of times equal to your proficiency bonus, you regain all after a long rest. After using this feature, the enemy you are targeting may take an Attack of Opportunity against you if they wield a weapon which can hit you (including ranged weapons).

##### High Tidal Affinity Bonuses

* +1 - Once a day, you may reroll a check for STEALTH, SLEIGHT OF HAND, or DECEPTION, you MUST keep the new roll.
* +2 - Once a day, you may add your proficiency bonus to a STEALTH, SLEIGHT, or DECEPTION check (if you already are proficient, add it again, if you have expertise then you have advantage). After using this ability, when you make your next INSIGHT, PERSUASION, or PERCEPTION you must reroll the dice and take the new roll.
* +3 - Once a day, you may gain advantage or impose disadvantage on a roll related to a STEALTH, SLEIGHT, or DECEPTION check. After using this ability, when you make your next INSIGHT, PERSUASION, or PERCEPTION check you will subtract your proficiency bonus (if you are already proficient you will subtract twice as much, if you have expertise you will subtract three times as much).
* +4 - You gain the benefits of sneak attack as written, equal to 3d6, and you may use this feature a number of times equal to your proficiency bonus. If you already have sneak attack, you may add 3d6 to whatever you already possess. After using this feature, your vision clouds around you and you are only able to focus on the target of your sneak attack until that target dies or you go unconscious. Beyond 5 feet from you and a line to them you are blind.

#### Increasing Advantage and Disadvantage

Unlike normal 5e in Aquam Noir you will be able to benefit from multiple sources of advantage (up to three); however, you will also suffer from potentially multiple sources of disadvantage (up to three). Similarly to 5e, sources of advantage and disadvantage cancel one another out in equal amounts.

#### Exhaustion

Similar to Too Close to the Sun, Aquam Noir will utilize the changed exhaustion mechanics with some additional modifiers. For a refresher, please see the below table:

Table on Exhaustion
 2
 3
 4
 5
 6
 7
 8
 9
 10

Characters remove 3 levels of exhaustion each long rest.

#### Dying

Similar to Too Close to the Sun, Aquam Noir will utilize the changed dying mechanics:

Dying Condition - When your hit points are equal to 0, you fall prone and gain this condition. If a creature is stabilized without being healed above 0 hp. They fall unconscious for 1d4 hours or until they gain at least 1 hp through other means or they may choose to receive levels of exhaustion equal to the hours of unconsciousness they have remaining. (Stabilized like normal except you can take exhaustion to skip being unconscious if you aren't healed via other means).

* At the start of your turn roll a death saving throw (like normal)
* You may not stand up from being prone
* You may not use a climb or fly speed
* If you use your Action gain 3 levels of exhaustion
* If you use your Bonus action gain 2 levels of exhaustion
* If you use your Object interaction gain 1 level of exhaustion
* If you use your reaction gain 1 level of exhaustion

#### Chase Rules

##### Setup

Determine where everyone involved in the chase is located. The only thing that matters is how far apart everyone is. Place the lead quarry first, then place the others at the appropriate distance behind him. If their locations aren’t pre-determined based on the encounter, you can randomly set the distance from the lead pursuer to the closest quarry at the speed factor of the fastest creature + 5x(1d6) feet.

##### Determine Initiative

Set initiative order based on position. The lead character is assigned the highest initiative, followed by the others in order of their distance behind him. This initiative order may change from round to round as creatures pass each other. Ties go to the one with the highest dexterity score.

##### Track Movement

After the lead quarry determines his total move distance – write that distance down so it can be referenced by all players. Don’t move that figure. On each participant’s turn, compare the distance he moved to that of the lead quarry. If they are the same, the distance between them remains the same, so his figure doesn’t move. If he moved farther than the lead quarry, subtract the lead quarry’s move from his and move his figure forward by that amount. If the lead quarry moved farther than he did, subtract his move distance from the lead quarry’s and move his figure back by this amount.

##### No Opportunity Attacks

No one involved directly in the chase can use an opportunity attack against anyone else in the chase.

##### Track Exhaustion

You can use the Dash action a number of times equal to 3+ your Constitution modifier. For each Dash action after that you must succeed on a DC 10 Constitution check or take one level of exhaustion.

##### Pursuer Overtakes Quarry

Attack. If a pursuer is able to move into a quarry’s space, he may instead use a bonus action to perform a single melee attack against the quarry when he is within reach. The attack is made at a disadvantage. Note that the pursuer cannot use this option if he can only move within reach, but could not overtake the quarry if he chose to.

Overtake. A pursuer overtakes a quarry when he moves into its space. He can then use a bonus action to attempt to grapple the creature. Normal grapple rules apply. If successful, both pursuer and quarry are stopped. Rather than grapple, the pursuer may attempt to trip, push over or tackle the quarry. The pursuer has advantage on the attack. As an optional rule, an attack that fails by 5 or more results in the pursuer falling prone.

##### Quarry Escapes

The quarry can attempt to escape if it is out of sight for all of the pursuers. He makes a Dexterity (Stealth) check and must beat the passive Wisdom (Perception) scores of the pursuers.

##### Complications

Roll 1d20 at the end of your turn and compare that roll to the appropriate Chase Complications table. The complication is not applied to your character, but rather to the next character in initiative order. Rather than rolling on the table, the DM may allow a quarry to impose a condition on a pursuer to slow him down. It might be one listed on the table, or one of his own creation. Another option to using a table would be for the DM to declare conditions based on his map or the terrain and the path the quarry takes.

###### Ground Chase Complication Table

 1-2
 3-4
 5-6
 7-8
 9-10
 11-20

###### Speeder Chase Complications Table

 1-2
 3-4
 5-6
 7-8
 9
 10
 11-20

#### Gambling Rules: Pocket Pearls

Pocket Pearls is a gambling game which uses “cards” (represented by dice).

##### Gameplay

The players first decide an ante. This sum is placed by each player into the pot.

Three cards are then dealt to each player. To represent this, each player rolls 3d6 keeping the results private.

Now a round of betting begins. Each player can put a sum of money into the pot. Every player can either raise the current bet, match it or fold. Once a player folds, they are out of the round.

Each player then can choose to exchange two, one, or none of their cards. This is represented by each player rerolling the relevant number of their dice. They must specify how many they are rerolling to the other players.

Another round of betting ensues, similar to the first.

Finally, the players who have not yet folded show their hand, and whoever has the best hand wins the round and takes all the money in the pot.

##### The Winning Hand

A player's hand consists of three cards (3d6). The hierarchy of winning hands is as follows. The less likely hands beat the more likely ones.

* Three of a kind: All three of your cards have the same number on them. For example 5, 5, 5.
* Straight: All three of your cards are in consecutive order. For example 4, 5, 6.
* Same parity: All three of your cards are either all odd or all even. For example 3, 1, 1 or 2, 4, 6.
* Two of a kind: Two of your cards have the same number on them. For example 2, 2, 3.

If two or more players both have the highest type of hand at the table, their three cards are summed up and the player with the highest total wins. If the totals are the same, the money is split evenly among them.

##### **Cheating**

Although cheating is discouraged, and an opponent might take violent actions if they caught you cheating, it is still possible to do so.

##### Proficiency

A player with proficiency in playing cards can add their proficiency bonus to any ability check and to their passive perception if they are not otherwise proficient in that skill.

##### Sleight of Hand

If a player decides to cheat at any point during the game, they can roll a Dexterity (Sleight of hand) check to attempt to reroll a die or turn one of the dice onto a face of their choosing.

They can cheat in this way once in each of the betting stages of each round.

If the player rolled higher than all of their opponents' Passive Perception scores by 5 or more, they can turn one of the dice onto a face of their choosing. This represents having cards up their sleeve or choosing specific cards from the deck.

If the player rolled higher than all of their opponents' Passive Perception scores, but by less than 5, they can reroll one of their dice. This represents discreetly picking a card at random and discarding a card they dislike.

If the player rolled lower than or equal to the Passive Perception of the most perceptive player, but higher than or equal to that of the least perceptive player, they are unsuccessful in their attempt to cheat, but the player does not notice. This represents a player being too attentive to grant you the opportunity to cheat.

If the player rolled lower than the Passive Perception of the least perceptive player, they are caught in their attempt to cheat, and the other players might respond in a hostile manner.

##### Casting Powers

A player can also attempt to cheat using powers (Force or Tech) to change a card or get someone to fold.

If the power has somatic or material components, casting it discreetly will require a Dexterity (Sleight of hand) check. If the power requires both components, it is rolled with disadvantage.

If the power has verbal components, casting it discreetly will require a Dexterity (Stealth) check. A power with verbal and other components will require both checks to succeed to cast the power discreetly.

If the player rolled higher than all of their opponents' Passive Perception scores on both their Stealth and Sleight of hand checks, they succeed.

If the player rolled lower than the Passive Perception of the least perceptive player on either of their checks, the power is cast and they are caught.

Otherwise, they do not succeed but are not caught, and the power is not cast.

The DM decides how each power affects the game.