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Polybius Rhymer

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These Dark Stars
A Feudal Space Roleplay of the Far Future




The hushed assembly of a thousand bureaucrats sweated and shivered with anticipation, awaiting the arrival of the Emperor. Silence, save for the sound of anxious kneading hands in folded robes filled the ancient halls of the Imperial Palace. Above the neatly ordered rows of seated politicians hung a semi-sphere of blue shaded glass. A chime sounded and the sphere bloomed to life in holographic light.

Instantly, the innumerable stars of the Imperial expanse appeared in shades of gold, red and purple. The visions shifted and expanded, focused. Political and economic borders emerged in veins of white, expanded, shrank and expanded once more. All the history of the Empires conquests danced above as the procession of the Emperor entered the chamber.

The holographic map distorted, magnified and focused on a single, lonely star. Fiery white light blazed through the display as the star expanded at twenty times the speed of light, shrank, died. The assembly gasped. The Imperial procession had taken their place beside the gold and platinum lacquered throne.

The Setting


"Only under the light of a darkened star will the Empire fall..." - Gilbadian Prophecy

The Emperor is dead, taken by a sudden and unknown sickness. With no clear successor to take his place, the Bureaucracy has seized power. While the politicians scheme and form secret alliances, governors of the outermost systems are beginning to shake off the yolk of Imperial Power. It is the Galactic Year 396. The Era of the Dark Star.




PLANETS & RESOURCES

Your holdings consist of all of the moons and planets under your direct military or political control. Resources for Industry and Capital are generated each round depending on your holdings. The following describes each planet type and any notes about each.
Black: A dead planet. Only generations of terraforming will render any use of such a world.
Blue : An ecologically diverse planet containing water.
Red: A mineral rich world that may be drained of resources. A Red world that is aggressively harvested for resources may turn into a black world.
Green: A lush world containing vast areas of jungle or forests.
BATTLES & FLEETS

Battles occur when two opposing fleets engage militarily.
Fleets are assigned Commanders and given orders.
PRIMARY ORDERS: ATTACK, DEFEND
SECONDARY ORDERS: Refit , Relocate, Reinforce
RULERS
Choose your Background:
MILITARY : Knowledgeable in the ways of strategy and tactics, your ruler excels at military tactics and leadership under fire. +2 Military, +1 Industry
BUREAUCRACY: Wise in the ways of the enthralling galactic Bureaucracy, your ruler excels at negotiations and has connections to the most powerful persons in the galaxy. +2 Politics, +1 Capital

Name:
Age: 30-100
Phys. Description: Tall, short, slim, husky. Rulers come in all shapes and sizes but are decidedly human in this game.
Dominion: Name your territory and holdings. It should be noted that most holdings are technically kingdoms within the Empire so no EMPIRES OF UGH'No'Tag'ain. GM & PLAYER approval required.
Industry / Capital / Military / Politics
Assign your stats to each Ind,Cap, Mil, Pol. You have 6 points to assign to each statistic with no statistic being more than 2 greater than any other. Remember to add any other modifiers
Active Fleets & Commanders
Keep track of your fleets and commanders here.
1st Fleet "FOIE GRAS FLEET" Commander Indra Ardo
2nd Fleet "KOMBUCHA FLEET" Commander Remy Guillard
etc.
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Polybius Rhymer

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These Dark Stars
A roleplay of the far future



GM's Note Here is the framework for a setting I've had on my mind for some time. Drawing inspiration from Star Wars, Dune, Flash Gordon, Roman and Chinese Imperial history...Have a read. It is pretty sparse in that I hope those interested would bring some new ideas to the table. Bounce some ideas around and let me know if you are interested in this sort of game. -Poly


Preface

The emperor is dead. The diseased appendage that is the Imperial Bureaucracy trudges on, but already the outer provinces are rebelling against Imperial Authority. The acolytes of the planet-spanning artificial intelligence Gilbradia (the last of her kind) muse over a flurry of activity pouring from her analog spools:

"Only under the light of a dying star will the Empire fall..."

Welcome to These Dark Stars, a roleplay taking place during a crucial time in Imperial history. Players will take control of powerful men and women and the factions they lead in the struggle for the fate of the Empire. Here, science and sorcery mix. Humans are the predominant species in the galaxy and alien hordes threaten the frontier provinces.


The Setting

The Empire has stood for thousands of years, ever expanding, conquering and spreading influence to those most distant stars. Where encountered, alien races have been utterly destroyed, enslaved, or coerced into a disadvantageous treaty. Galactic history is left largely ambiguous except for a few major events:

The Diaspora

Long before the earliest traces of imperial power emerged, mankind inhabited a single planet in an isolated corner of the galaxy. Over time, humans developed technology sufficient enough to carry them to other star systems and eventually colonize them. Isolated, and without a unified government, many of these colonies were doomed or simply forgotten, only to be rediscovered thousands of years later.

The Machine Wars

Artificial Intelligence is banned save for a singular, neutral entity called Gilbradia. Thousands of years ago, mankind developed great computers capable of 'thought'. Although the details of the technological renaissance that followed are lost to time, what is known is that the great A.I.'s ultimately waged war on mankind. Although the machines were ultimately defeated, a dark age followed this era of history. Part of the armistice resulted in the banning of ever creating an artificial intelligence again.

The Imperial Era

The Empire was once a Republic. A democratic 'experiment' on a interstellar scale. Over time, the expansion of the Republic resulted in a oligarchy of extremely powerful politicans that corrupted and abused the democratic system in place. Eventually, a single tyrant emerged triumphant over his enemies, and the Republic was dissolved and became an Empire.

The Void

Having reached the furthest points of space, mankind discovered the Void, an endless shapeless dimension outside the realm of space and time. Curious, man looked, and the Void looked back. Ripples of chaos spread through the galaxy and sorcery was born. This new universal force changed the very laws of physics and science forever, or awoke a latent power that had once lay dormant. A very small percentage of mankind was gifted with superhuman power. Precognition, telekinesis.

Factions

Imperial Factions

The Imperial Bureaucracy

A vestige of ancient times, the Bureaucracy has slowly relinquished power to the seat of the Emperor through threats, manipulation and unforgiving violence. With the death of the Emperor, the Bureaucracy has a chance to seize power once more and return the fate of the Empire to the will of the people.

The Gilbradians

The planet-spanning supercomputer called Gilbradia is home to a quasi-religious sect of zealots and clergy that have undergone bio-mechanical surgery under the orders of the Imperial Authority. It is not common knowledge that Gilbradia exists. Gilbradia is ultimately a research facility, designed to create an environment for an Artificial Intelligence to prosper, develop and interact with humans in the hopes that AI's might one day be developed for the benefit of the Empire. Over time, legends have formed and Gilbradia has taken on a mystic quality for the layman-as prophetess, oracle and ultimately as a divine being.

The Imperial Authority

The IA is the military arm of the Empire. The navy and imperial legion is feared throughout the galaxy for their ruthless enforcement of the Emperors will. With the death of the Emperor, rumors abound as to who will ultimately wield control of the Imperial Sword.

The Vespers Evening Song
The secret service and former personal army of the Emperor. Spies, assassins and loyal soldiers to a dead emperor. Many within the Imperial Bureaucracy fear what the Vespers will do without the strong hand of the emperor to control them.

Religious Factions

The Church of Ankh-Sah

Twenty-thousand years ago, a man looked upon the stars and saw patterns. Transcribing the words spoken to him by these 'angels', Ankh-Sah unknowingly wrote the first book of what would become the holy text of the most powerful religious movement in the galaxy. Followers of Ankh-Sah believe the stars to be gods themselves that shape the will of the galaxy. Combining astronomy, divination, ritual and an adherence to the teachings of Ankh-Sah. A polytheistic religion of dizzying numbers of sects, orders and practices, they are the official religion of Imperial Provinces.

Followers of the Void

Mystics and Sorcerers known for their strength and power in combat, negotiation and tactical insight. Called vacare by their enemies and allies alike, they often find themselves in positions of power thanks to their supernatural abilities. Vacare are thought to be atheists, but this is untrue. They believe the universe itself to be a divine being with certain space-time events and regions (such as black holes) to be sacred entities to be worshiped and protected.
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F A C T I O N F R O N T
The Terran Wars: A Quest Game



It is the era of the Mega-Corporations...



A 3rd world war erupted sometime in second half of the 21st century. Earth has become a barren wasteland save for the massive cities and arcologies controlled by powerful corporations. Nearly a dozen of these corporations vie for control of dwindling resources on Earth, and newly discovered resources off-world. Sovereign nations no longer exist, and only a few isolated resistance movements remain.

After the widespread destruction of WWIII, there has been a return to conventional warfare. (It's simply more profitable). Scores of mercenary companies have replaced traditional armies, often equipped with the latest and deadliest technology Corporate Labs can come up with. These mercenaries are handsomely paid and have a low survival rate.

You are commander of one of these mercenary companies.


1. What is your gender?
A)Female
B)Male
C)Non-binary gender specific

2. What is your character background?
A) Professional soldier. Came up in the ranks of mercenary companies learning the tricks of the trade.
B) Product of Corporate Nepotism. Spending Corporate cash for a few kicks could be fun.
C) A revolutionary. Damn the man! Fight the power!

3. What kind of company do you lead?
A) Efficient, ruthless and profitable.
B) Messy, raucous and just barely making payroll.
C) Utterly green. It's our first gig!

4. What is your companies area of expertise?
A) We get paid to blow things up.
B) We get paid to make it look like other people blew things up.
C) We get paid.

5. What is your favorite food?
A) Cheeseburger. Fries. Pepsi. No Coke.
B) A ROYALE w/ Cheese. Metric all the way baby.
C) Ahi Burger. Probably wasabi. But only the fresh stuff.
D) C-rations. Burger flavor.




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notes on a free-form no prep rpg

Characters have 4 stats that are the based modifiers for certain actions.
STRENGTH : anything pertaining to the physical. Athletics, combat, etc.
DEXTERITY : anything requiring to skillful manipulation of an object (ranged attacks, playing an instrument etc)
MIND : intellectual, learning, thinking, but also social, negotiating etc. How intelligent but also how perceptive your CHAR is.
WILL : Characters ability to interact with the arcane, supernatural, resistances, determination etc.

Players are given a d10, d8, and two d6's. Have them assign one of the four dice to a stat. Stronger characters (warriors for example) would assign the d10 to Strength. Wizard might assign the d10 to Mind or to Will. Thieves would apply the d10 to DEX, for example.

Have the players write down 5 things their characters are good at or that describes them. (for heavy combat campaigns 3 out of 5 should be combat related). These will be a characters ASPECTS.
ASPECTS can be as broad or specific as a player wishes, but make sure they know ASPECT bonuses will be the most commonly used modifier and to get creative with them.
EXAMPLE ASPECTS:
KICKING ASS
SLINGING SPELLS
STRONG AF
REALLY REALLY SNEAKY
I MAKE POISONS
etc.

ASPECTS start at +2 and increase by +1 each level. Players then distribute 5 points among the aspects.

COMBAT:
Any relevant aspects + appropriate STAT dice to hit. Add the weapon modifier to hit and for damage. i.e.
STRENGTH Die (d10) + ASPECT (Kicking Ass +2) + Iron Sword + 1
(how to simplify these hits? or just have PCs keep a table of common attacks?)

DEFENDING:
A players (AC) is equal to any equipment modifiers + STRENGTH for melee and DEXTERITY for ranged. Magic resistance is dependent on the spell. Use MIND or WILLPOWER where appropriate.

CASTING MAGIC:
Use any spells from D&D 3.5-5.0
Spell casting difficulty is equal to the spells level + 10
If a spellcaster is attempting a spell while adjacent to an enemy add +2 (disadvantage) to the DC. Casting a spell provokes an attack of opportunity.

table mostly for BBcode practice

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Bironne

An age of darkness in a post-roman pseudo britain



...and then came the men in Iron Ships and scattered before them the armies of the Kingdoms of Brythwin , Angoland, Kareth and Ivarend. In dark and ancient places the old gods slumber beneath the watchful eye of mystics and monsters. Sorcerers and warriors wander the land battling horrors from beyond the reach of the mortal realm. Here are the dark ages in the Land of Bironne...

The Kingdoms of Bironne
Bironne is a large mass of islands just to the West of a primordial continent. Ancient civilizations have risen and fallen here. It is a mystical land, a mixture of Arthurian legend (although decidedly darker) post-roman Britain and celtic culture.
The eastern shore is barren and rocky, once fertile and dotted with hamlets and farms, now mostly abandoned and destroyed. The iron men have built forts here, just before crossing major rivers towards the inland. A few small towns can still be found here, but in time they too will be plundered.

Inland Bironne. Dark primordial forests cover the land with a few small ranges of mountains and hills. There are many lakes and rivers. Places untouched by mortals. A few major roads connect the larger towns and castles, but the kingdoms do not have the resources to protect the trade routes any longer. Bandits and monster alike haunt these roads looking for prey.

Outside of the civilized lands can be found the ruins of an ancient civilization. Megaliths and fallen temples are scattered all across Bironne. These places are touched by magic and the mist.

The Mist
The 'thinning' places where the mortal realm meets the magical. Sort of like the Fae Kingdoms but definitely dark.(A mirror world?) Monsters stumble through these places. A mortal can enter the Mist, but it is extremely dangerous.

Before the Iron Ships came, the kingdoms were at constant war with intermittent eras of peace. Powerful warriors were most often claimed king, with their sons inheriting the thrones. Several decades of poor harvests, colder winters and the arrival of Iron Ships and the plundering warriors they brought have ushered in an era of darkness for Bironne. The kings of Bironne are now forced to unite against the invaders.

People have continued to worship the old gods, but their influence in the world is diminished. Sorcerers still exist, but they are rare, and more often feared among the average Bironnian. Kings still search them out for advice, guidance, or to put them to the sword. Cults have begun forming around the new domains of the old gods. Rebellion among the lesser nobility. And the endless waves of Iron men continue to raid further and further inland.

So What Stories?
The setting describes a 'dark age' and that should be put to full effect. Darkness gathers in the land. Monsters and ghosts. But they should be unique, and frightening, almost gothic. They come from places where the boundary between the mortal world and the 'nothingness' occur. Thinning places...



Gods & Magic
Arcane and divine power are one and the same. In the age of the Iron Ships, the old gods are weak and cruel. The deities powers are much weakened, some even losing control of their former domains. Magic-users must make a pact with one of the deities and invite that power into themselves. The more they advance their chosen deities ambitions, the more powerful they become.

Two types: The Vaena are true sorcerers, and communicate directly with their god even if they do not realize it. Vaena are randomly born. The other type is called a Svat and they have survived an encounter with the Mist. They are capable of casting spells from any domain, but cannot become as powerful as a Vaena. Svat are like village mystics or shamans. Vaena are more akin to Vainemoinen or Merlin.

The Siblings:
Where VIRD was once the god of fire, strength and kings is now reduced to the Lord of Embers.

HETTA once the goddess of water, change and prosperity is no frozen. She rules only ice, preservation and the cold.

The Elders:
The god of the underworld, Gogan is now a lord of undeath. Mortals no longer stay dead.

Preka whose domain was healing and life has gone mad and disappeared into the mists.

The Primordials:
Atla the world mother. She is the land and waters. The sky. All of Bironne.

Bvurd the watcher. She is the stars and seasons. (everything else)

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