Sci-Fi Fantasy, Alternate world travel
Setting is a narrow space in between existences. To cross the boundaries of time, space, dimensions, reality, etc. beyond the natural order brings you to or through this space.
It appears to be a massive tube bounded by cosmic clouds with stars and space beyond. At one end of the tube is a light brighter than the sun that warms the space and the life that exists there. At the other end is an abyss of swirling darkness.
The light is a point in time and space at the creation of the universe, a reflection of the big bang. Approaching it exposes a life form or craft to high levels of energy and tidal forces that accelerates their perceived time to greater and greater degrees until even the most sturdy vehicle or long lived life form are dispersed into waves of energy. The force of the energy tends to push most things away from the light before they can be consumed.
The dark is a polar opposite, a sucking vacuum that like a black hole, consumes light and energy and time. It is a point at the end of the universe when and where all matter in existence collapses in on itself to a single point. To approach it slows time and progressively drains all energy from an object until it crumbles to dust and is sucked into the darkness. Most lifeforms freeze in time and in the cold before they cross the threshold.
This space is not empty, rather it is full of flotsam from all times and places. Lifeforms, technology, solids, liquids and gases from any point in the universe might be found here. However none came to this place willingly or knowingly. Jutting through the space are latices of crystal like roots, most of which terminate inside the space, forming the foundation of communities and structures that offer stability in the chaotic space. These latices are the tears in time and space when either by artificial or natural forces material is forced through the natural boundaries of existence. Time travel, wormholes, dimensional rifts, subspace jumps all must pass through this space to reach their intended target. The greater the energy used, the larger the lattice, the closer the attempt got to its target, the longer it is. Most attempts fail in disaster, stranding the lifeforms and material in the space between. There are a few latices that span across the entire space, presumed evidence of successful crossings. A popular theory among the denizens is that if one could reach one of these complete bridges they might be able to return to normal space time, though not in their own time or space. If one were to travel to the walls of the space they would find innumerable looping bridges, evidence of small attempts at crossing time or space that succeeded, they can be seen from time to time glowing, evidence that they are in use. Though the crossing happens so quickly, even the most diligent watchers have never been known to be able to catch one for study, and the wall of the tube is a transparent shell that no force from the inside has been found to affect.
The wall of the space is the boundary of existence, circling onto itself and spanning the beginning or time to the end of it. Through the wall a person can observe all of existence warped by time and gravity as swirling stars, gaseous nebulas and planets shimmering like mirages.
One never knows when a new lattice will enter the space, large or small. But when one does it deposits new life and materials that the inhabitants collect up for their use and may destroy existing structures and lattices.
Time does not pass in the space at the same rate os normal space nor even at the same rate in its own boundaries. But for most of the peoples living here near the center of the tube it passes in a familiar way. Though those used to the turnings of seasons and night to day find need to travel to places where those states exist rather than waiting for them to come round on their own.
The effects or normal physics like gravity and momentum can be observed though they are warped and skewed. If one were to jump off one of the floating islands they would be drawn towards a body large enough to attract them. Otherwise they would fall steadily towards the center of the space, blown away from the light slowly and steadily towards the darkness.
The lifeforms that exist here survive by a combination of community rules established by the oldest beings and technologies collected before falling into the darkness. The powerful are the ones who hold and command structures and resources like food and water and maintain control by force of arms and strength of technology. Most peoples live under these controllers, reforming water and growing food.
When one faction is lacking in materials they need they will often barter with others for it, usually peacefully. The criminal elements in the space are pirates and thieves that attempt to loot transports when they appear or break into strongholds periodically.
In between, traveling the space from one end to the other are the salvagers, the adventurers who race to new latices to collect materials and peoples before the other or before falling into the hands of raiders or the crushing abyss.
There are evil creatures in the space, though rarely seen, that live on the very edge of the abyss. They're motivated by the desire for power and the need to escape back into normal space. They appear only rarely, when some powerful technology or new discovery emerges that they believe will aid their efforts and sometimes when their waiting becomes too boring to bare. By living close to the abyss they have extended their life spans from time dilation, and through some combination of technology and natural ability they maintain awareness of the rest of the space. But even this knowledge is partially deception, the truth is these beings can come and go from the between space as they choose, but only from a point in time near the end of their existence, so they are there trying to collect knowledge and technologies that may take their race to the beginning of time so that they might survive and pass through history again as the dominant force in all existence.
This story follows the life of one (or more) new 'drifters' who appear in the space between as they adjust to their new home and their new lives, however long or short they may be. From being unceremoniously drawn into the space, being collected by salvagers or pirates then realizing that they will never be able to leave and finally settling with one faction or another.
The Rookie, The Warrior, The Mascot, The Mentor, The Pilot, The Veteran, The Noble, The Criminal, The Lunatic, The Devout, The Child, The Beast, The Prophet, The Doctor, The Queen, The Guardian
Factions are divided by their species, grouping together their survival needs. Creatures that require very specific environments like rare gasses or liquids often die shortly after entering the space. Most of the intelligent creatures in the space share common requirements of atmosphere and nutrition or have adaptations that allow them to survive more or less comfortably than others.
Aquatic, Insectoid, Reptilian, Mammalian, Avian, Flora, Mineral, Energetic, Parasitic/Symbiotic, Mechanical
Aquatic: Intelligent species that live in liquids like water populate floating spheres of water held secure by gravitational binders. The beings there manage the liquid in the orbs and recycle wastes from other factions into usable fluids. They ensure universal availability of the life giving substances by predation of unwelcome visitors. They also house major food production and medical quarantine facilities. There is a single major cluster with sub clusters attached to other faction areas. This makes the supply of liquids as nourishment and fuel inherently well regulated and secure.
Insectoid: Exoskeletal lifeforms have superior physical abilities and resistances. They are present in every corner of space in near infinite shapes and sizes. The intelligent species band together in a single Hive with a ruling monarchy. Those living among other intelligent creatures perform many laborious and hazardous jobs like handling dangerous materials or recycling the dead and refuse. Because of this and their sometimes incomprehensible methods of communication, they tend to be poorly treated by others.
Flora: Plant type beings manage the growth of food and other plants that are used as building material. Some also provide necessary recycling of gases and liquids through their own biological processes. The y are on every surface that they can take root and grow and work with all other lifeforms. They get along equally well with all and have relatively few requirements of other creatures aside from fertilizing that comes from the insectoids.
Mineral: Though few in number there are some creatures that live as rock or crystals with myriad abilities. These rare beings are left to their own devices slowly building the islands and structures that make up settlements. Some assemble structures for other races like glass, stone walls or iron bars. Other silicone based creatures have been known to colonize into living computer networks that other creatures employ to manage their settlements. Mineral creatures tend to not need anything from others and are left alone by all except the Flora. The most important of these life forms are the ones that collect the energetic dust that blows from the Light and in time coalesces it into usable chunks. These creatures are monitored and protected in the best interest of all in the space.
Energetic: There are a few known life forms that are energy based. They prefer to keep to themselves and live closest to the light. Most interactions with them are warnings to turn back from dangerous areas or acting as temporary power sources or even manipulating dangerous electromagnetic hazards. The ones that are most commonly seen among other creatures are built of psionic energy, sustaining themselves on the thoughts and mental energy of others.
Parasites/Sybiotes: Lifeforms that require close contact and dependence on others to survive as a single organism are not uncommon but tend to be the most disliked and are often eradicated upon arrival as they have a tendency to try spreading like a plague. The ones that remain and cooperate share with their host anything from great knowledge to enhanced strength and healing.
Avian: Those species with natural flight ability have proven to be the best suited for life in the space. They dominate travel and combat making them the most visibly powerful and influential creatures in the space. They tend to make their roosts on or near the walls, hooking to the lattice loops and remaining relatively out of the way of flying debris and the noise of other settlements.
Mechanical: Sometimes artificial life forms life androids or drones are sent through as test probes. More rarely evolved mechanical creatures arrive that become guardians and scientists. Since most all of these entities require a considerable energy source more than food or water or what the Light can provide alone, they assimilate to one community or another, trading power and companionship for technology and protection.
Reptilian and Mammalian: These vertebrate species are clearly different in appearance though they possess they same varieties, temperaments and requirements aside from the reptilian's inherent dislike of the cold, keeping them away from the darker reaches where mammalian lifeforms can be more comfortable and survive.
Monday, March 17, 2014
Wednesday, March 5, 2014
MonBuilder March 4 - Actions
These are the basic mechanics that allow a character to interact with game environment. There are some actions in the General category that players may come up with not covered here, and this list doesn't include any Free actions, though they may be added later or included in the Sci-Fi or Modern modules.
Actions,
Movement, Combat
During a
character’s turn they can take two actions; movement, combat or general
actions. There are also Free actions that do not count against this limit.
Movement
A character
can normally move once per turn, before or after any other action. A character
can traverse as many spaces in a normal move action is based on their Speed
stat.
Stationary:
A character that takes no move action naturally doesn’t go anywhere. A
character that does not move and takes no combat actions can choose to Hide,
reducing their chance of being detected or being hit by an enemy attack (50%).
Crawl: A
character that chooses to sneak or move through difficult areas move up to half
their speed stat (round down). They can still crawl twice in one turn to cover
a distance equal to their speed stat.
Walk: A
character moves a number of spaces up to their speed stat.
Run: A
character that moves twice can traverse up to 2x their speed stat. Running
increases the chance a character will be detected.
Fly:
Movement through air. Rules for crawling, walking and running still apply.
Swim:
Movement through liquid. Rules for crawling, walking and running still apply.
Dig:
Movement through ground. Rules for crawling, walking and running still apply.
Climb: A
character can easily traverse vertical distances if they have something to grab
on to like a ledge, ladder, rope, etc. If they can find something to hang on
to, they can climb a height at crawl speed.
Jump: A
character can leap through the air vertically onto higher surfaces or across
some obstructions. They can jump vertically a number of spaces equal to half
their Size value (rounded down). They can jump horizontally over obstructions
at crawl speed.
Fall: A
character can fall or jump down a number of vertical spaces equal to their Size
stat without suffering damage. After that they take damage based on their size
stat for each further space fallen.
General
General
Actions are any action that doesn’t count as movement or combat.
Gather: A
character looks around the area for a specific item or a random useful object.
Rare or hidden items may take several turns to locate (1-10) after which they
roll for probability of finding something. If they fail they can try again as
many times as they want.
Craft: A character uses raw materials to create a new item. The difficulty of the item increases the number of turns it takes to make it and the likelihood of success (1-10). Simple consumable items like potions and magic scrolls are relatively easy to make, while weapons and clothing are moderately difficult.
Repair: Things like broken doors, vehicles, weapons or walls may be usable again with a little work. The greater the damage or the more skill required, the more turns it takes to fix the object into working order (1-10)
Craft: A character uses raw materials to create a new item. The difficulty of the item increases the number of turns it takes to make it and the likelihood of success (1-10). Simple consumable items like potions and magic scrolls are relatively easy to make, while weapons and clothing are moderately difficult.
Repair: Things like broken doors, vehicles, weapons or walls may be usable again with a little work. The greater the damage or the more skill required, the more turns it takes to fix the object into working order (1-10)
Thievery:
Picking locks on manacles, doors, chests and picking pockets or stealing crown
jewels without being detected is all part of a thief’s job. But sometimes a prisoner needs to break free or a hero
needs to break in. Some locks are tougher or harder to crack safely than others
and therefore take longer (1-10)
Combat
Combat
actions are any actions that are offensive or defensive. They break
concealment, cover, disguises or any other attempts at being sneaky. A
character can take one or two combat action per turn, though they may still be
able to attack multiple times with a weapon.
Attack:
make an attack with a weapon or limb, striking, firing, throwing or similar
non-magical attempts at damaging a target.
Cast: A
magic user casts a spell, regardless of what the spell is for. A character can
cast one spell per turn.
Defend: A
character commits their combat action this turn to protecting against the next
attack made against them. Only works on the first attack made against the
defender until their next turn. Reduces the likelihood the character will get
his by any attack by 50%, stacks with shields.
Grapple:
Grappling is a key combat action to MonBuilder. It is integral to the Ero
system. A character can attempt to grapple a target within arms (or tentacles)
reach. Grappling a target requires a grapple check between the attacker and the
target. The two characters compare their Strength stat, the difference, if any,
positive or negative adds a modifier to the check. If the target can succeed
the check they grapple the target. Once per turn the target has a chance to
succeed the check and break free. If they break free they can take their turn
as normal.
If the
difference between strengths is too great for the attacker, they cannot
grapple. If the difference is too great for the target to break free they will
need help from an ally to break free.
An ally can
attack the grappler to break the grapple. If the ally can deal 1 or more damage
then the grapple is broken.
When a
target is grappled, the attacker may be able to make some kinds of attacks to
deal damage to the target, otherwise all they can do is hold them in place
until an ally can come and help them. An ally to the attacker can attack the
grappled target without a chance of missing.
Same
strength = 50% chance or roll 6+
Strength 5
vs Strength 3 = +2 bonus, meaning a roll of 4+
Strength 5
vs Strength 1 = -4 penalty, which needs a roll of 10
Strength 10
vs Strength 5 = -5 penalty meaning a roll of 11 is required which can’t be made
on a d10 so the target can’t break free.
Ero Bouts
Either
during a grapple or a willing bout, two characters engage in special
non-damaging combat.
Breaking
through armor/clothes (if any)
The
attacker must break through the target’s physical defenses. The attacker must
make one grapple check a turn to reduce the target’s armor level by 1 point
(Level 5 armor takes at least 5 turns to break). This includes any magical
barriers like spells or enchantments by level (1-5). Armor can be repaired to
restore its effectiveness.
Strength vs
Armor
Draining
energy
After the
physical defenses are stripped, it becomes a race to see who runs out of energy
first. Both characters roll checks against each other’s energy stat. Each
success drains 1 point from the other’s Energy Stat. Checks continue until one
character’s Energy reaches 0, rendering them unconscious. Stat drain recovers 1
point to the Energy stat per turn or after the character has regained
consciousness.
Breaking
Grapples
If a grappled character succeeds their grapple
check, the grapple is broken and the grappled character gets to make a normal
turn. If an ally can damage the grappler for at least 1 point, the grapple is
broken. If during an Ero bout the attacker fails their armor break check, the
grappled get to make a strength check to break the grapple. If during an Ero
bout either character’s Energy stat is reduced to zero, the grapple is broken.
Once an Ero bout is in the energy drain stage the attacker is assumed to have a
firm grip on the target and won’t be able to break loose without help from an
ally or winning the Ero Bout. Questions, Comments and Suggestions for additions or adjustments are welcome.
MonBuilder March 3 - Hero Traits and Skills
Equipment
Traits – A character can have as many of these as they want, each slot holds
one piece of gear. As the character levels up, the power/effect of the item
also increases.
Armor: A
suit of armor that reduces non-magical damage a character takes (add to
toughness) 1-5
Shield: A
hand held shield that has a chance of absorbing an attack, negating damage. 10%
- 50%
Melee Weapon:
A hand held weapon that can strike targets 1 or 2 spaces away. At each level
(1-5) a weapon gains a new bonus chosen by the player.
Ranged
Weapon: Like a melee weapon but can effect targets in and beyond melee range.
Magic: A
character has access to a school of magic that includes 5 spells, one unlocked
at each character level (1-5). Can be taken 2 times, once for 2 different
schools of magic.
Vehicle:
The character has a mount or vehicle they are responsible for like a horse,
dragon, chariot, etc. This mount cannot always accompany the character but they
never lose control or command of it and it can be disabled but not destroyed.
Companion:
The character has a pet or sidekick with 2 slots to attribute Augments and/or
Traits. The companion may not always be able to follow the character but they
never lose control of them. The companion acts on the player’s turn and may be
disabled or captured but not killed.
Kit: A
character has a kit of special tools. By spending Energy they can use the kit
to create a specific effect once per turn. Similar to casting some spells but
the effects do not improve as the character grows.
[Tool Kit:
Craft or Repair an object, Potion Kit: Heal or Buff an Ally]
Weapon
Bonuses
With a
Weapon Trait a character is assumed to always have a chosen weapon available,
even if they can’t make attacks with it at the time. As the character levels
up, their weapons get stronger. At each level the weapons gains a choice of
effects, improving their strength.
Increase
Damage: All weapons deal a minimum of 1 damage. Melee weapons add the wielders
Strength to the attack. This bonus increases the damage by +1
Increase
Threat: All attacks critical on a roll of 10, dealing double damage. This bonus
increases the chance of getting a critical by +1, allowing an attack to
critical at a lower roll (maximum of a roll of 5)
Dual Wield:
Carry a pair of weapons, one in each hand, adds an additional attack. Can be
taken only once
Reach: Adds
1 space to weapons range.
Special
Effect: Includes any kind of effect like elemental damage, bind, explosions,
blinding, poisoning
Skills
Heros have
Skills that improve their chances of successfully completing a particular
action. Skills take up a slot in the same way traits do.
Normally a character has a 50/50 chance of succeeding at an attack or
activity but as the difficulty of that action increases, so does their chances
decrease. (Using a d10, 1 being failure, 10 being success, normally needing a
6+ to complete a task or hit a target) Each skill gives +5 / +50% to completing
that action unless noted otherwise.
Unarmed: Attacking
without a weapon or with fist types weapons
Melee:
Attacking with a melee weapon
Ranged:
Attacking with a ranged weapon
Thrown:
Attacking with consumable ranged weapons like Shurikens or explosives.
Armor: A
suit of armor increases the wearers defense while reducing their speed and
raising the difficulty of all actions. The Armor Skill negates those penalties.
Shield:
Carrying a shield increases the character’s defensive abilities in exchange for
fewer offensive options. The shield skill allows a character to attack with the
shield (Damage = Strength)
Ride:
Increases the chance of completing all non-combat actions while riding a mount
or vehicle
Cavalry:
Increases the chance of completing all combat actions while riding on a mount
or vehicle
Casting:
Increases the chance of successfully casting a spell
Crafting:
Increases the chance of creating or repairing an object.
Gathering:
Increases the chance of obtaining the desired items and materials from nature,
shops, libraries, etc.
Stealth:
Decreases the chance of being detected while crawling, flanking, stealing or
any sneaky action where they have not been detected by an enemy yet.
Expect a good amount of modification and expansion on these when Combat, Movement and Actions are released.
Subscribe to:
Posts (Atom)