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- NEED
- Story
- Introduce characters + universe
- Diplomatic mission, try to unify a whole inter-galactic comittee for something
- - Problem in world (Antagonist, Protagonist(s))
- - Possible Solutions
- - Options for PCs
- NOTES:
- N-Shift possible "effect the dice roll"
- Lore
- - Units
- * osscil (os) - 1 galactic core oscillation (~1 earth second)
- * meter (m) - distance light travels in 1x10^-8os (=1 earth meter)
- * kilograms (kg) - 1000 grams (=1 earth kg)
- * humanity (hm) - 1 gram of human essence (~all your finger/toe-nails combined)
- * Trader Credits (cr) - 2cr would buy you a very nice pack of gum (credits are not universally accepted, but are common currency)
- - Races
- The Humans:
- * Scarce/near extinction
- * Has essence (seen as gross or precious)
- * must hide self in perpetual armor (Clones/ODSTs/DOG from halflife) very dehumanizing
- * Natural attunement (Quantum resonants for N-Shifting)
- The Ceth:
- * Squids/Octopus like
- * Quick learners, very high metabolism (need to eat every 1.5hrs or so)
- * Nomadic, very small tribes (ships of no more than 25Ceth usually)
- * tend to mingle/intermix with other species, but have genetic predisposition to racial purity (as far as breeding)
- * fairly reserved, still have tendency to rely on others, but are quite "street savvy"
- * race is proficient with mid-range weaponry, as well as blade/gun weapon thing (think farscape qualta blade)
- The Bovarians:
- * Think Gan from star wars
- * They're cow people
- * slow metabolism, 5 stomachs
- * tendency towards peace
- * speak slowly, but tend to small talk quite a bit
- * proficiency with large, heavy weaponry and explosives
- The Valikry:
- * Glow and are blue
- * mostly diplomats, good with words
- * look down on other races, but notorious for their genetic impurities (sleep around a lot)
- * they falsey attribute "glowing" property to racial purity, which they value almost as much as wealth
- * very well rounded in combat, leaning towards espionage
- * Cellular membrane skin very obvious (lightly illuminecent, light permiable)
- * human esque metabolism
- * do not like salmandrin
- The Salmandrins:
- * flaming salamanders
- * fast metabolism
- * 2 legged, 1 tail
- * wear heated armor (which often ignites surrounding atmosphere, leading to the "flaming" aspect)
- * come from gas giant with metalic core as prime orbital around Blue quasar/Red giant binary system
- * Do not like valikry
- The Vespula:
- * Bee people (yellow jackets)
- * wing spans allow flying
- * Tend to be war-driven
- * Individuals end up in guard or armory positions
- * Average metabolism
- * survives on mostly electrolyte + sugar diet
- * not particularly intelligent for technology
- * smart in combat situations, intelligence scales with numbers
- * Vespula occupied planets, a unit is chosen and becomes queen
- * Queen becomes factor of 15x larger, hyper intelligent
- * Queen diet becomes carnivorous, tends to have cravings for other species
- * Queen able to telepathically manipulate others (including across different species)
- * Queens have been known to get as big as entire building
- * Race has stingers, they can extract the venom and use as weapon
- * Racial taboo to use stinger as weapon directly
- * No direct sexuality, except queen is female
- * Proficient in all weaponry
- The Tangarians:
- * Crab people
- * Lower intelligence
- * Space fairing, barely
- * progression accellerated by Valikry in attempt to make weaponized slave race
- * did not turn out way Valikry wanted, ended up being sold (entire race) to Vespula
- * Vespula planet with main infestation used them mostly as food
- * Global ethics committee determined this not okay, forced Vespula planet to disperse race to neighboring
- star systems
- * now seen in slum worlds + bar style space port towns
- * crab mandible arm, one utility cybernetic arm
- * hard outer shell, when opened exposes organs and genitalia (just kinda hangs in there)
- * proficient in most weaponry, but not elegant in any
- * tanky-health
- The Contagion:
- * Race of human-robot monsters
- * entire goal is to assimilate all humanity into themselves
- * hive mind (think borg, but actually hive mind)
- * Tendency towards spider-like mandibles, with lots of razors and chainsaw blades
- * Come from uncharted space
- * hunt humans & human hybrids
- * Tend to buy entire space regions
- The Flora:
- * Plant people
- * hair=pedals
- * skin = skin
- * hyper sexualized in culture (think Japan)
- * come in many different shapes, sizes, colors
- * decent intelligent, tend to be fleeting
- * very pretty (liked by other cultures)
- ^^SUBRACE: Flora-Fungi
- * Can have moss-afros
- * can be toxic
- * not pretty
- * have minor telepathic and telekentic capabilities
- * not good at communication
- * tend to be shunned by other cultures
- The Falkian:
- * bird people Jedis
- * think they're above everyone else (because they didnt participate in galactic human slaughter)
- * actually are just pretentious assholes
- * can fly
- * average technology
- * average intelligence
- * deliberate to councils for pretty much all decisions, even the most trivial
- * tend to be slow to accept ideas & actions
- * think they have a democracy, actually live in large scale industrialized oligarchy
- * proficient with close range weapons only
- * (Think hawk man/hawk girl from dc)
- * Used to have long distance sight, lost from cross-breeding
- * some still (mistakenly) think they have long distance sight
- * (Look with your special eyes)
- * vulnerable to fire (feathered)
- * reclusive and xenophobic
- The Kyrl
- * Jelly people
- * only female
- * can only reproduce through mass conversion cloning (cell reproduction)
- or through mixed race reproduction
- * Can eat other races
- * "blood" is extremely acidic, basically a giant stomach
- * glows after feeding, if so desired (enzyme)
- * not proficient with weapons except close range daggers/blades
- * entirely from space (no home planets)
- * live in space colonies
- * strong with communication
- * feeds quickly through mouth, or can directly absorb (less efficiently) via coerrsion (osmosis)
- * decently intelligent (can handle most complex systems)
- * dabbled in AI as a race (created Zion)
- * due to vast time spent in space, is fairly reactive to gamma radiation
- (must account for this on desert planets, or use shielding when orbiting close to sun)
- * fairly free-form
- The Zion
- * AI race
- * mechanical nature allows fast change of bodies
- * "self" is stored in "Personality drive", similar in form to a floppy disk
- * intelligence matrix is powered by N-Shift (more humanity = more intelligence)
- * proficient in long range weaponry
- * "best" interaction with technology
- * able to self modify at will (i.e. swap out limbs) -- has draw-backs, can require hm, and result in lowered intelligence
- * when mixing with other races, the personality drive is melded with the creatures frontal cortex, resulting in a unity
- and occasional schizophrenic tendencies
- - Technology
- N-Shift based Rail Gun (World destroyer class weapon)
- - Side stories
- - Empires
- Falkian Empire
- Valikry Contingency
- ZION OPERATING STATE0
- ZION OPERATING STATE1
- ZION OPERATING STATE6
- Bovarian Beurocratic Company
- N-Shift Valikry-Kyrl Republic
- Bovarian-Salmandrin Trade Federation
- Salmandrin Peace Force
- Floran Confederacy
- - Key systems
- - Worlds
- - Factions
- The uncharted zone - no factions
- - High in contagion
- - no contagion warning beacons
- Galactic Neutral Core
- - each major race has designated planet
- - essentially the "UN" of the universe
- - no aggression pact, doesn't really get followed
- - tends not to be used for anything but Valikry - Falkian political stomping ground
- Zion Occupation Space
- - Zion operating states share this faction
- - suprisingly hostile
- The Derelict Zone
- - Lots of moons, asteroid belts
- - Many military outposts, to keep eye on one another
- - Several Prison colonies, think riddick movies
- N-Territories
- - "Bermuta triangle esque"
- - Weird ass shit happens here
- - tons of N-Shift
- - many wormholes/black holes
- - strange transdementional races rumoured to be seen here
- - not a good place for beginners
- - Large scale mining operations cant happen often, usually causes huge
- political power shift when successful excavation
- - Institutions
- - Governments
- Bovarian Peace Council
- Falkian Task Force
- - Companies
- - Religions
- - Deities
- - Wars (Past & Future)
- - Lore
- N-Shift lore
- Humans "discovered" N-Shifting as a thing, brought travel + technology to the universe.
- Then the universe ate them.
- Language lore
- Something of a "solved problem". Global language determined by galactic neutral Core committee,
- one of the first decisions made. Few places where language is an issue, it is easily overcome
- by technological translation techniques.
- Chronological Development
- Humans bring technology and n-shifting
- Zion are created
- galactic neutral core begins development
- main races, including humans council
- Contagion begins
- correlation to n-shifting found
- correlation to humans performing their enhanced n-shifting found
- people really start to fear contagion
- people start to fear humans (see humans as root of contagion)
- greed for humanity + fear of humans = much distress, such kill, WOW
- galactic human slaughter commences
- humans = mostly dead, not even johns
- galactic human slaughter finishes
- sparse communities of humans, become mainly drifters
- human essence becomes detectable (as sparcity leads to easier detection from previously "drowning" noise of human essence)
- humans being hunted by slavers, greed corps after hm, and of course contagion insessent search/slaughter/assimilation with them
- to counter this all humans (that dont want to die) wear full body, dehumanizing suits (think master chief or destiny characters)
- galactic neutral core forms ethic commitee to keep shit like this from happening again
- Tangarians are created
- Tangarians are eaten
- Tangarians are "freed" by ethics comitee
- Mechanics
- - Player Character traits
- Race(s)
- Survivability
- Perception
- Intelligence
- Mobility
- Gene Purity
- - Skills
- N-Shifting:
- Mechanical Crafting:
- Technology:
- Engineering:
- Maintenance:
- Sneaking:
- Theft:
- Explosives/Demolition:
- Cooking:
- Persuasion:
- Lady Killer/Black Widow:
- Scavenging:
- Vehicle proficiency:
- Space Combat:
- Leadership:
- Acrobatics:
- Naturalism:
- Worldliness:
- Situational Awareness:
- Mental Fortitude:
- - Powers/Abilities/Perks
- Mid Range
- Close Courters
- Small Arms
- Long Range
- Healing
- Telekinesis
- Telepathy
- Repair
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