Shorthand Universal Notation

A simple notation system for adaptation to any rule system

The Straight Way Lost, our first book, was statted completely for 5e, but the setting guide was basically system-agnostic and an experienced GM should have no problem using it – and even the adventure – with their preferred rule system. Still, deciphering 5e stat blocks is not trivial for those of us not conversant with the system.

With Serenissima Obscura, our second product for the Magical Renaissance, as we call the overall setting, we decided to further open it up to games other than Fifth Edition. We have statted each and every NPC and creature in the book with a notation system specifically designed to make using them with other systems a breeze.

Here’s how it works:

Characteristics
First, we are using four basic characteristics expressing the four main areas of character competence: Strength (S), Dexterity (D), Intelligence (I) and Charisma (C). Some systems have more of these basic characteristics, of course, and many use different terms for the same ones, but this should be sufficient in pointing out a character’s basic capabilities. Anything more specific goes into the second part of the character profile (see below).

The notation we use is this:
A characteristic that is broadly average is denoted with a °.
Capability clearly below or above that is shown by a – or +.

How much that means in your rule system mostly depends on how much variance the system has, but also on how much characteristic spread you want. In general, a capable person will have ° throughout and maybe one +

For extraordinary capability, we use – – and + +.
These indicate an almost freakishly unusual ability, or lack thereof: the intellect of Leonardo da Vinci maybe.

So, a basic character profile might look like this: S° D° I+ C-

That person would be physically unremarkable (average S and D), very smart (I+) and maybe socially awkward or physically unattractive (C-).

There is one more level to denote monstrous or non-existent levels: m and n respectively.
A warrior demon, for example, might have Sm, or monstrous strength. A paraplegic person might have Dn: no mobility to speak of.

Keywords
In addition to the characteristics we use a number of keywords which you can translate either into skills, feats, advantages and disadvantages in a traditional (simulationist) system, or use directly as qualities, aspects, traits or keywords in a narrative ruleset – whichever term or concept your game uses.
Such keywords can denote a profession such as Segretario, a skill set such as Formidable Fighter, an extraordinary ability or power like Telepathy, or something less tangible like Not To Be Messed With.

A complete profile including descriptive text therefore might look like this for Galeazzo Lion, member of the Council of Ten:

Galeazzo Lion
Lion is currently one of the capi of the Ten. He is a bit of a veteran of the council, this being his fifth term over 30 years. Consequently, his word carries weight among his fellow councillors as well as the council’s segretari. Lion has had a successful career in his family’s trading business, has had some experience on war galleys, and recently served a spell as ambassador to Spain.
He is an impressive man in his fifties, with a mane of unruly grey hair and a raspy voice capable of rising to considerable volume when he is making a point.

S° D° I+ C+
Patrician, Has Been Around Every Block Twice, Not To Be Messed With

Together with the descriptive text as above you should be able to stat that character up quickly no matter which rule system you are using for your games. It will be exciting for us to see which games people will use to run Serenissima Obscura.

Using Shorthand as a barebones system
Though not intended as such, the Shorthand notation can serve as the basis of a super-simple system for spontaneous game sessions, possibly for introducing „civilians“ to roleplaying. Melina has already run one of the adventure modules for some non-roleplayer friends using just the Shorthand stats: Treat the + and – stats as numbers on a scale from -2 to +2 and use the keywords for bonuses. Use a die of your choice – probably best is a D6 – and add the numbers to the roll; apply any damage directly to a characteristic and off you go.

And if you like dice pools, use the numbers on a 1-5 scale (–being 1, – being 2 etc) for that: If signor Lion above is in a shouting match in a public setting, your dice pool would be 4 for Charisma plus 1 for the Not To Be Messed With keyword. If the opponent is of a lower social class, you might also add a die for the Patrician keyword, and if the other person tries to set up a clever rhetorical trap, add a die for Has Been Around Every Block Twice as Lion sees it coming from miles away and will be able to turn the tables on his adversary. The highest die wins, in case of a tie multiples win. Simples.

Serenissima Obscura – Integrating non-humans into human society

Hello everybody. Here is Melina Sedó. We – I and Andreas Wichter – have been super busy in the past months and excited about our progress with our upcoming setting guide and modular adventure Serenissima Obscura.

As you’ve might already have heard, this will be a horror adventure set in Renaissance Venice, 1507.

Today, I would like to tell you a bit more about our alternative historical background: Our first adventure, The Straight Way Lost, was modelled after the historically accurate Renaissance Italy. It had its share of fantastical elements, but those were largely hidden, and on the surface the world seemed mostly the same as the one we can find in the history books.

Serenissima Obscura builds on the assumption that Lorenzo de‘ Medici did not die in 1492 but formed an alliance with a mighty fae queen who begot two children by him. The survival of this major player in Italian politics has influenced subsequent world events and nothing is exactly as it was before: Non-human species walk openly among humans, magic manifests itself in plain sight and children’s tales are proven to be true. The European empires as well as the Italian states remain (so far) mostly unchanged. But the general outlook on society, some historical events, as well as influential personages, however, vary from the „real“ world. There is now even a half-elven pope!

In the past months, we have therefore explored essential questions like:
How does human society integrate new species? Are there different factions and which challenges do the „newcomers“ face?

For some species, life has become easier: half-elves, half-dwarves and even dwarves are now widely accepted and can function as proud members of society in many places. Even more so: The dwarven communities had for centuries resented the rejection by their human cousins. Had the dwarves not helped make the Roman Empire great and shape the Christian faith? Now those of dwarven heritage reclaim their rightly place in the communal bodies.
But not all are welcomed with open arms: Pure elves are still viewed with some suspicion by the humbler folk because they are suspected of strange powers to ensorcel humans. Spine-chillers about scary elf-witches are exchanged when humans gather in front of the fireplace. For many, the distinction of elves and fae is not obvious. Are they not the same, or at least serving the evil fae queens of old? This leads to elves remaining mostly in their enclaves remote from the human metropoles.
The existence of gnomes, nephilim and profondi (tieflings) is but a rumor. Their heritage and appearance inspires distrust or fear in most humans, which is why they continue to keep to themselves. Some profondi even believe that the exposure has rather done them harm and resent the egalitarian attempts.
We have also created a new species – the Children of the Lagoon – that are based in the Venetian area. These adept seamen, builders, and fishers form an integral part of our alternative history, but they too are still hiding from human society.
So this is not yet an egalitarian world. The following vignette highlights this inequity.

Ermesinda Montoya-Ferrer hurried over the empty Campo dei Mori. It was late at night, and she needed to get back home. All day had she been working in the tavern kitchen. Ettore, the dwarven landlord, was good enough to employ her, but he made her work hard and after the closing hour, Ermesinda had to clean up as well. But she should be grateful. Who else would employ a profonda with three daughters?
Life was not easy.
The family lost everything, when they had to flee from Granada in Spain. Their house, their savings, even the jewellery, that Ermesinda had inherited from her mother. Garrada, the youngest, was only just born, when they boarded the ship. Her beloved husband Guillén was dead, or so she feared. What else would the inquisitors do with someone who had not adhered to expulsion and continued to treat patients.
The voyage to Venice had taken almost two years, and the profonda hoped that the Serenissima would accept newcomers. Well, they did, but only those who came with the means to build an enterprise or with a fancy title. The wealthy dwarves and the noble half-elves did have not any problems being accepted as citizens, but she and her daughters remained unwanted strangers.

Ermesinda was still a young woman, only 36, but she looked much older and her horns were starting to grow big. Soon, she would not be able to hide them so easily anymore, and how could she then work in a tavern? How would she feed her children?
The profonda startled when she heard a noise behind her and turned around. Nothing. But she had heard about a group of radicals who went after the later-born and made them vanish. Ermesinda’s heart pounded. She would feel better when she was at home, even if it was just one room in an attic.

The sketch by Mark Smylie shows Ermesinda scrubbing the floor whilst noble ladies of different heritages walk past by her. We are eagerly awaiting the finished illustration.

But it is not only about the specific species. Life of a non-human will also vary a lot, depending on where they are based:

  • Spain has amended the Alhambra edict and expelled all non-humans from their territory along with the Jews and (from 1501 on) the Muslims.
  • The crown of France stands in clear opposition to Spanish policy. Not only does it form non-human battalions in which the special skills and talents of dwarves and elves can be exploited.
  • In Venice, a few old families have revealed their dwarven or elven heritage and their status as members of the „Libro D’Oro“ has been confirmed – after heated arguments in the Great Council.
    And how do the Ottoman Empire or Germany react? There is so much to consider that will influence the campaign. Be assured that there will be much to explore.

The setting guide also elaborates on Venetian society and politics and includes an extensive description of the city layout and sestieri – the six districts of the historical town. Apart from the adventure modules in real Venice as well as in the horror version of la Serenissima, we have prepared a multitude of adventure hooks for instant use. And there will be one or even two new character classes as well as new subclasses.

Next time, we are going to write about how society deals with the influx of magic and mystical occurrences into the world. And then maybe a blog about the horror aspects of our setting? But we would rather not reveal too much. But we might need therapy when we are done writing this. 😉

This is the first finished illustration by Anton Vitus showing the mature Lorenzo de‘ Medici with his daughter Bianca. We love her!