The White Length is a peninsula jutting into the Contained Sea. The Longers (a person from the White Length is a Longer) grew complacient in their power, they grew decadent and they (60 years ago at the time of the adventure) were over thrown by the Musel, a nomadic culture from the deserts to the east. The separate holdings and freetowns that had made up the Longer Empire fell to a low-level bickering as the Musel (no longer united against the united Longers) fell to a higher-level bickering.
The only overriding influence in these trouble times was alledgedly the Chruch of the Annointed Sun, to whom both the Longers and the Musel nominally belonged (the Musel having been included into the Church 500 years before). The Curch, however, was more interested in providing the Cracking Powder for the guns on both sides, as well as the healers and their draughts for the wounded; the Curch of the Annointed Son is the soul source of Alchemical materials in the world, thanks to the devine revealation of the Transmutation of Materials.
It is into this background that the PC's shall be thrust. They will be 100-point cousins, forming a cohesive group like the Droogs from Clockwork Orange, the Jets from WestSide Story, or Romeo/Mercutio from R&J. They will be younger than their majority (23, for the Longers) but in their full growth (no Youth disadvantage). They may be of either sex. They will live in the City of Sand, a large mercantile city that may be safely compared with Venice or any other of the 'Italian' citys that Shakespeare set his dramas and comedies in.
They will also (and more importantly for the adventure) be the sons and daughters of the immediate family of the current Scion of the City of Sand. This Scion just won a hotly contested election to the office, and is attempting to consolidate his power against his rivals and secure his position in the Musel empire. The Scion, in acknowledgement of his gracious and honorable friend and competitor, has just decreed a magnificient costume ball...
And this is all set against the ancient and powerful prayers of the Annointed Church, the patrol patterns of the Musel Flying Guards, the obsure wanderings and mutterings of the Wierding Mystics, the invocations of witches, and the crossed swords of the youth of two rival clans in an alley lit by the settling sun.
The characters will be 100 point/40 disads/5 quirks young nobility, between the ages of 18 and 23. They may be either male or female. If this were a 'normal' cross-section of such youths, the boy/girl ratio would be 75/25, but since y'all are P.C.'s this doesn't have to necessarily hold---if you want, you could be all ladies.
IMPORTANT NOTE ON DUELING
Dueling, in The City on the Sand (as in the rest of the White
Length) is illegal; This is one of the few things that the Longer
Empire and the Musel agree upon. People still duel extensively,
however, much like in France prior to the French Revolution (I'm
thinking of the 3 Musketeer period, but can't remember which King
Louis I want.)
As a result, an unwritten code has arisen. This will be instinctively understood by your characters. The object of a duel is not to kill your opponent, but rather to make him yield. Rapier attacks to the vitals, the eyes and the groin are unsporting and vile. Anyone who actually kills an opponent will be brought up on charges of Murder and faces Exile or Death.
This means that most of the attacks go to the arms, the legs, and the face (dueling scars, with in reason, are considered attractive), although the torso is a valid target.
Also, your character won't carry guns unless they're going into battle or hunting. The guns of the period are bulky, slow, and less effective than a sword in most circumstances.
The only restriction I put on you is that you must like your fellow P.C.'s. Not always get along with, but remember; you are family. (If any of your characters wish to be romantically involved, it could be arranged. Romances between cousins are frown upon but not forbidden.)
Characters will be literate, for free.
Note that I'm doing this without books, so don't get too heart-set on anything. I reserve the right to be fickle!
Epilepsy _would_ be appropos, especially if the character was also interested in magick. (see below). People in this world know not to attack people having seizures (or even to help them physically) as the symptoms, if not the disease, seem to be contagious.
Bad Sight (for these characters) is a -15 point disadvantage. Glasses are heard of, and accepted, but _expensive_---you're wearing the equivalent of a violin or a car on your face. Fortunately, the've been enchanted to be lightweight and damage resistant, for an extra cost...
Split Personality might be another magickal thing.
The only mental disadvantage, off the top of my head, that I'd disallow is Fear of Sharp Things. You've been taught sword play since you were 6 or so.
Other than this, use your common sense and my veto.
PCs should have at least 12 in fencing (and that is at the low end) but other than that would be allowed to study the skills as they saw fit. The "Primary" and "Secondary" etc. are just guidlines.
Primary: Fencing, Off Knife (P/A, same as Main Gauche)
Secondary: Acrobatics, Brawling, Jumping, Running, Wrestling, PoleArm (used mostly by ladies)
Optional: Buckler, Cloak.
Maneuvers: Hit Location (Rapier and Off Knife), Fient (Rapier), Armlock
Cinematic:
Slash (M/H) After concentrating for (20-Slash) turns, a character may roll versus Slash to double his strength for one action. This is roughly the same as the Power Blow skill, and may be used for non-combat effects in the same way (loose 1d fatigue, etc.) It is called 'Slash' because it is normally used with a slash, as the maximum damage a rapier thrust can do is 1d+2, regardless of strength.
Stand (M/H) May be used to resist takedowns and slam attacks. Roughly like Immovable Stance.
You may get a +1 bonus to your dodge for 15 points. This may be repeated as many times as you wish.
You may uses Chambara Attack Rules (granting +1 attack for every 3 points above 12) if you have at least a 16 in Fencing and Off Knife and spend 15 points.
Since we are now smack in the middle of Bolie's (very enjoyable, IMBKO) Voodoo campaign, I might as well tell you that we will be using the Voodoo rules for magic. No P.C.'s higher than 3rd level initiation, please.
Stuart has already called the 'first' magickal position, that of apprentice to the wizard serving Scion Doormouse (as well as being in the families as above; the wizard is suspected of helping is apprentice's family's side...) We have one more magickal posistion open, first mail here, first serve. I'll reserve the exact details of the style for now.
If you are a wizard, remember, you must also meet the minimum requirements of the other characters as well (12 in Fencing, etc).
Questions, comments, character ideas and everything else welcome.