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Shay2014

Galactic Realms Splat

Jan 1st, 2020
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  1. 1. Premise and General Notes
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  3. Galactic Realms is a science fantasy game using FEMTO v3.0. In it, the party will be freelance adventurers carrying out various missions throughout the setting of the same name in an episodic format. Players are encouraged to create a cohesive party that will be able to tackle a variety of difficult situations, and to switch out characters if they feel like trying something different. It is designed for 4-5 players.
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  5. 2. Setting Details
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  7. This game takes place in a fierce, lawless region of space known as the Galactic Realms. Vaguely using the show's lore as a point of reference, the Realms have existed for untold centuries, civilization having progressed to the point where the stars are colonized. Most of the technology in the Realms is a product of a fusion of science and magic, colloquially known as magitek, allowing for a huge variety of inventions available on the market. Artificial intelligence has been developed to the point of being commonplace, and travel between star systems is an everyday occurrence.
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  9. However, all is not well in the Realms at large. Decades of war, turmoil and political instability has led to the galaxy being unstable at best. While the Republic of Selen is the predominant force in the Realms at the moment, ruling from the city-planet of Nova Equus at the center of the galaxy, their leadership is tenuous at best. This faction rose to power as a result of a long, bloody struggle between loyalists to the now shattered Helian Empire, supporters of the rule of the Solar Princess Celestia, and a band of insurgents led by Luna's followers. Though the Helians have been overthrown and the Republic has prevailed, the status of their leaders, the Princesses themselves, is unknown. Many other factions across the Realms have begun to declare independence in the aftermath of this war, and the ensuing unrest has in turn led to a huge spike in crime spanning much of the Galaxy. Nowadays, power lies greatly in the hands of crime syndicates, warlords, terrorists (mostly remainders of the Helian Empire), private corporations, and fringe groups.
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  11. As previously discussed, insterstellar travel has been made an integral part of the Galactic Realms. This is achieved through a twofold process; while conventional FTL flight is possible through the development of magitek engines, many distances are simply too vast to cover in a reasonable amount of time. Thus, portals are also used in transportation, colloquially known as Jump Points. One Jump Point is present in the majority of populated star systems throughout the Realms, allowing for near instantaneous travel from one system to the other. The population of the Realms live primarily on colonized planets and space stations, most of which are connected by a galaxy-spanning information web known as the Interstellar Network (Internet for short). Extraterrestrial life has been discovered, though almost entirely non-sapient, with the only traces of a sapient civilization having ever existed in the galaxy being relegated to scant, little-understood traces on some of the most inhospitable and difficult to reach planets on the edges of the explored universe.
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  13. Due to the general instability in the Realms, demand is high for able bodied travelers to put their disparate skills towards a variety of tasks, sometimes perilous, often of dubious morality. Thus has begun the increase in popularity of private guilds and unions specializing in providing work for would-be spacers - wandering mercenaries with no one place to call home. Though there are many guilds currently operating in the Realms, these are some of the more well known:
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  15. The simply named Spacers' Guild, or just the Guild, are one of the most widespread, mostly due to their very loose, freeform rules and code of conduct. Most would-be freelancers are or have been associated with the Guild. Their rules are simple: respect fellow Guild members and be shown respect in turn. They have survived as long as they have due to their exclusive network of informants, loyal, unidentified Guild members colloquially known as Ears, who keep the higher ups in the Guild up to date on all the work being looked for throughout the Realms.
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  17. The Harriers are another widespread guild, having been formed by disgruntled exiles from the Helian Empire. Having grown widespread in the years since the empire's fall, they are a well-connected clan, elusive and working covertly. While their operations vary widely, they are notoriously antagonistic towards the Republic of Selen, and are believed to be associated with some of the terrorist actions undertaken against Republic settlements. They are infamously difficult to track or contact, and persecution of them on these suspicions is nearly impossible.
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  19. The Yellow Hand are a more infamous example of a guild, having once been a freelance group, now bought out by a widespread, secretive crime syndicate of the same name. Those working for the Yellow Hand serve as the syndicate's enforcers, often shaking down weaker spacers for money or demanding dividends from smaller independent guilds in exchange for protection.
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  21. The shadowy guild known as the Kallikan (Faceless Ones in the Changeling tongue) are a well known and feared group throughout the Realms. The true scope of their reach is unknown, as they consist entirely of Changelings. Rumored to be part of a cult of a Changeling Queen, the Kallikan seem similarly scattered as the Spacer's Guild, being unchained by rules and regulations save for their nebulous ideologies. Kallikan are master assassins, forgoing true identities and simply adopting ones as they see fit. Some Kallikan are even known to be adept Mancers.
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  23. Finally, there exists a guild known as the Knights of the Silver Key. With a history that dates back well before the invention of space travel itself, the Knights are well known for their strict discipline and staunch determination. Knights of the Silver Key are extremely adept warriors, wearing distinctive and ostentatious clothing reflecting their long and storied history, even down to their choice of weaponry. They are expensive, but their reputation is well earned, for they have historically never backed down on a contract.
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  25. Note: Because of the fractured nature of the Realms, not all places may accept the same currency. While many under Republic rule and otherwise use the standard galactic currency, the Selenese Florin, others may still opt to trade using Imperial Bits. Other currencies include the Kiinan Trugut, exclusive to the cluster of planets that comprise the Star-Kingdom of Kiina, while other such independent regions may use their own. Overall, though, most places will use the Florin, and if they do not, barter systems are not unheard of outside of Republic starspace. Currency conversion is also not difficult to find in most parts of the Realms.
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  27. 3. Character Creation
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  29. The party will consist of a group of freelance spacers, carrying out a variety of jobs across the galaxy. Players are encouraged, but not required, to encouraged to brainstorm with the DM and add to what is written about the game's setting when writing their character sheet, inventing places and generally building the world of the Galactic Realms in a collaborative effort. The game will also use some homebrew rules to contribute to the setting.
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  31. Three extra elements are available to be applied to spells or weapons: Light, Dark and Plasma.
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  33. Light: The target is momentarily blinded, suffering +1 to the critfail range on all rolls on its next turn, or +2 on a crit. This damage type deals twice as many hits versus undead enemies. Radiant spells can be used to illuminate the environment, providing a dazzling light source.
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  35. Dark: The target is weakened by eldritch power, making them do 2 less hits of damage on their next successful attack or 4 on a crit, to a minimum of 1. Dark spells can be used to drain light sources, and are abhorred by some magical entities.
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  37. Plasma: The target is blasted by searing magitek energies, taking 2 extra hits on a crit, and with a 1 in 10 chance to become crippled when attacked while helpless. Outside of combat, plasma can soften or outright melt solid objects, although the difficulty of doing so depends on the object.
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  39. There are also two new tags that can be added to weapons, granting one passive and one active skill as per 3.0:
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  41. FIREARM
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  43. Magazine: passive; Firearms count as Ranged weapons for zoning purposes, but have a DC-1 to their crit range, and can only be fired a certain amount of times before needing to be reloaded. Reloading counts as an automatic action. The amount of shots it can carry depends on the weapon, but is anywhere from 1 to 8, although most firearms can be used 4 times.
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  45. Rushed Shot: weapon, recharge 1; Fire your weapon quickly to make an opening. DC+1 to hit with this attack, but on hit, Rushed Shot counts as a free action.
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  47. ENERGY WEAPON
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  49. Overheating: passive; Energy weapons do not take up a tag "slot", and can be attached to any weapon regardless of rulings limiting the amount of weapon tags you can take. Energy weapons always count as having an Elementalist effect, chosen on weapon creation. Much like firearms, however, Energy weapons can only be used a certain amount of times consecutively before they begin to overheat, increasing the critfail range by 1 for every "charge" used over the threshold. The cooldown on a Energy weapon is equal to the amount of charges used while overheating-1, minimum 1.
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  51. Meltdown: weapon; Bring your Energy weapon to its full, lethal potential. Attack autocrits, but also auto-critfails. Counts as 2 charges for the purposes of Overheating.
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  53. Consult the DM if you wish to take any of these.
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  55. Money will be earned as loot, from bartering, or as a reward for completing a mission. However, in most cases it can be assumed that your character will not start completely broke. You may start with up to 300 Florins, or 5000 Imperial Bits, in your inventory.
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  57. As noted in the previous section, magic is very much an integral part of the Galactic Realms, and if you wish to make a spellcaster you are perfectly able to do so. However, if you like, you could also make a spellcaster while refluffing their skills to be technological in nature. For instance, one could refluff Earthen Strike to be their character having a powerful fist gauntlet to punch with.
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  59. To diversify the options available for character creation, this game will also include 3 new playable races: Saurians, Felids, and Robots. Any feedback or suggestions for it would be greatly appreciated.
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  61. Saurians: https://pastebin.com/dkuWDabk
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  63. Felids: https://pastebin.com/6Wv8pt59
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  65. Robots: https://pastebin.com/8ga8eebm
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  67. Finally, Galactic Realms will use the Enlightenment system of leveling up throughout its runtime. Information on this can be found here: https://pastebin.com/5pUgtPs4
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