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  #16  
Old 07-09-2016, 10:43 PM
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14: A spacefaring tradition (Multi-species civilization with lots of colonies)
In this DS FTL travel gains a different dimension, programmable matter gains a different meaning, space cities gain a different size and artificial black holes come into being. Civilization has now an enormous chance of finding sentient neighbors and, if it still did not, it is important to answer the great question: "Why?".

Trivial: Travelling from a planet to another.
Usual: Travelling from one star to another.
Unusual: Creating matter out of space manipulation.
Great Endeavor: Sending research teams to cross an average spiral galaxy (like the Milky Way) from one side to another in about one year.

Production:
The atoms in programmable matter (the robots that objects are made of) are now microscopic, the size of large bacteria, and that makes it far more powerful than ever before, as objects that require sealing (such as starship hulls) can now be made of programmable matter. Usually only civilian ships will be made in such way, though, since military starships must have very resilient hulls and that is not the case with the current development of programmable matter, but ships made of programmable matter can effectively regenerate after taking damage and force fields are now the main defense system, so it is not surprising to see morphing hulls in activity on military fleets in this DS.

Programmable matter atoms are also capable of forming circuits, including computers, and thus are free from the need of external computers to control them. All one needs to do is to utter a voice command or to send commands from a (morphing) terminal and the robots will do their best to achieve the desired form and function.

By means of electromagnetic control technology embedded in them (even for the sake of giving them power, since the robots are now powered by light, just as everything else) programmable matter robots can change their color and even shine brightly, so objects made of programmable matter can have 2D screens that work in brightly lit environments by changing the color and intensity of light that their pixels reflect and in dark environments by changing the color and intensity of light that their pixels emit.

Since new weapons use virtual particles as plasma, no longer depending on stored powders to shoot, programmable matter can also create gravity weapons.

Of course, the newest computer technologies together with a lot of new astonishing devices cannot be replicated by programmable matter, since they demand a level of miniaturization that greatly surpasses what the aggregation of bacteria-sized robots can achieve, but programmable matter is the standard for production in all the cases where ultra high miniaturization is not necessary, so entire cities may be produced of programmable matter.

Another revolution in production systems is the capacity of creating matter form space manipulation. Particles are disturbances in the space-time continuum and particles of matter do appear out of the polarization of space, but go back into "nothingness" after a fraction of a second, so, when the capacity to create artificial disturbances in the space-time continuum became finer, it led the civilization to be able to produce permanent versions of those "ghostly" particles, enabling the creation of matter out of energy. This technology is still infant, though, so mining still has to occur, as synthetic matter is still slow to produce and thus costly, but rare minerals do not have to be greedily sought after in distant star systems... they can be synthesized for more or less the same cost.

The first experimental circuits less than the size of an atom are produced in this DS, but are still confined to laboratories and may be in use only for the most extremely costly computers, as the base technology for key components such as processors and memory.

Power:
Since manipulating space with Casimir-effect wafers takes very little energy and is quite effective, new developments in gravitational field creation allow for the production of very small quasi-singularities that compress a lot of space in a very small external volume. Whenever energy is squeezed in small volumes, the creation of particle-antiparticle pairs naturally occurs, so, exploiting this phenomenon - related to the null-point energy - civilizations in this DS can start to produce a lot of high-energy photons out of the inexpensive maintenance of such quasi-singularities.

Quasi-singularity reactors produce energy through the annihilation of electron-positron pairs in a region of space highly compressed by space warp effects. If the compression continues, the production of electron-positron pairs will equally continue and the amount of energy generated can be very large. Of course, it produces far less energy than the old antimatter storage porous materials of the last DS, but the energy generated is free, the sizes can be very, very small and many of those quasi-singularities, isolated of the rest of space with force fields, can be stored together in a single device, literally powering it through eternity.

Small, not power hungry devices of this DS will simply work forever, without the need for any recharges whatsoever.

Power-hungry devices such as weapons and space communities are still powered by solar radiation and stored antimatter.

Urbanism:
Ringworlds with a diameter comparable to that of a small planet are possible with the addition of force fields to structural integrity. Force fields will keep together the plates that form the ringworld, while adding to their resilience to external damage, also protecting the whole system from meteorites and space debris of all sort (and also from attack, of course).

A ringworld may contain the complete reproduction of a homeworld-like ecosystem, full with not-so-high mountains, small oceans and a natural sky, since atmosphere is kept by both the spin artificial gravity and (dozens of kilometers high) walls placed on the sides, but the inner surface of the ringworld may be kept open to space, allowing ships to land and take off as they would in a planet. Naturally, force fields can shut the system, defending it or, at least, controlling traffic, so the far smaller region to close with a force shield is another great advantage of ringworlds over planets.

With artificial gravity, floating buildings are a reality and thus it is finally possible to live in the upper atmosphere of a gas giant. In ringworlds, floating buildings have to continuously adjust their position in order to keep pace with the world's rotation. Of course, unless they are very poorly built, their freedom of movement in relation to the world is never perceived, as they automatically keep their pace with the ground below.

Communication:
It is now possible to cost-effectively entangle particles from a distance (any distance), but the calculations involved require a lot of time even for this DS's most powerful computers to perform and, usually, "address lists" are kept pre programmed in a link, in order to allow for dynamic contact without having to wait days for a call to be completed. The isolation chambers that contain the entangled particles are now far smaller, so any vehicle larger than a car can have a quantum entanglement communicator, gravity wave communicators still being used for short distance links.

The latest advancements in artificial intelligence allow for philosophical discussions to enter the political field, as sentient machines can be eligible for citizenship, due to their capacity to emulate the minds of "organics". In some less careful societies, it can be the other way around: organic citizenship may be under heated discussion.

Transportation:
An old idea finally finds the computational capacity to become reality: warp drives in this DS can not only warp space, but also interfere in the holographic foundation in which the very space-time continuum is based, so the addition of phase velocity to the regular warping of space boosts the performance of warp drives, taking them to a maximum speed of 125,000 times the speed of light.

On the other hand, the capacity to create small (non-holographic) warp fields of any desired shape allows small vehicles to become spacefaring and interplanetary warp-capable yachts become the new trend in luxury flight, being able to travel through a star system in minutes and even crossing one or two light years in a day or two.

Impulse drives are still based on quantum vacuum plasma, but now uses particles that have such a small half life that they never come to reach the end of the engine's exhaust, so this DS's ships are absolutely silent, have no visible exhaust (thrusters are completely encased in the ship's hull, since their exhaust gases disappear before they can touch the walls of the ship) and thus appear to be using no engines at all.

Medicine:
Genetic engineering can now create wonders such as organisms capable of surviving in space and flying in warp bubbles (to the point of being able to create semi-sentient bioships). Metamrphs of this DS can now impersonate specific people, to the point of being able to fool very close friends of the target.

The ability to change encompasses modifications that allow a person to adapt to higher gravity, extremes of temperature, mildly toxic atmospheres and radiation. It is enough to suffer such conditions for a few days and the body starts to change accordingly. In 32 hours the individual may even feel perfectly comfortable in the new environment.

War:
Gravitational plasma shots can now fly above the speed of light towards its target, but retains the same relatively low penetration capacity, since the project itself, inside the warp bubble, is stationary (and of very low mass). The true new advancement is the capacity of weapons to generate their own plasma out of quasi singularities, which creates real particles out of a high concentration of energy created by a force field focused in a small volume of space. Plasma weapons in this DS will have ammunition for as long as they have power and light absorbing cells guarantee that power will last for many, many battles.

Other than being formed by newly created matter and being so finely aggregated that their fields can propel them above the speed of light, plasma projectiles retain the same characteristics as those of the former DS, but now, instead of seeing a shining projectile fly from the weapon to the target, a nearby observer will only see a faintly glowing line that connects the weapon to the (probably exploding) target.

Last edited by ProfPaulBlemma; 07-13-2016 at 09:37 PM.
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Old 07-12-2016, 09:57 PM
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15: Galactic power (Sector-wide civilization)
This DS is where production becomes trivial and anyone can have whatever one wishes, to very generous limits. Even starships are trivial to build and the space between stars is no longer seen as an abyss.

Trivial: Travel from one star to another.
Usual: Bring a person back from the dead, if it is dead for up to a few weeks.
Unusual: Create an artificial wormhole between two star systems.
Great Endeavor: Build a shell around a star.

Production:
Femtotechnology! For some time it has been possible to create gravitational disturbances that show a constructive interference inside a certain area and a destructive interference in its immediate vicinity... and that is precisely what a particle is... but now, with greater understanding of the space-time continuum and better space disturbance techniques, such gravitational disturbances can be designed to produce copies of atoms, but in a fairly miniaturized scale, allowing large circuits, actuators, sensors and a plethora of systems and components to be as large as large protein molecules.

Other than being of smaller size, femtotech atoms are permanent and have more or less the same chemical characteristics of natural atoms.

Because of that, programmable matter atoms are much smaller (the size of a large protein molecule, as above mentioned) and that allows virtually any consumer product to be made of programmable matter without anyone perceiving it, except for the fact that, now, one consumer product can turn into another at a simple vocal command (or terminal control, in societies where vocal command is not well accepted). Some societies in this stage decide to stop all other factories and produce only programmable matter, all things, from toothpicks to artificial planets, being made of exactly the same femtotech components. Usually, it means that anything a person can ever desire in terms of consumer products is available at almost no cost and recycling is as simple as saying "I don't want this anymore... turn into that!". That can be the beginning of a post-scarcity society, where money is not in use and, if anyone wants anything, all she needs to do is to ask and a part of the street will turn into the desired object.

High-performance computers also benefit from such technology, as now their already largely miniaturized cores are even smaller. That is the moment where super-intelligent machines can fit a wristwatch or float around as small devices that could be mistaken for kid's toys. Some societies may embrace this event and accept to live with machines that are so far more intelligent than their creators that they would find it hard to make an organic sentient really understand some of their most basic thoughts. Other societies may banish the concept outright and decide that machines should have an upper limit in intelligence, allowing organic sentients to still have a say on science and philosophy... or in anything at all.

Since normal nanotech production techniques also apply to femtotech atoms, it is now possible to produce Casimir Effect wafers smaller than an atom and, since the smaller the distance between plates, the larger the effect of a wafer, modern warp drives, force fields and artificial singularities are far more powerful than they were in the last DS.

Speaking of artificial singularities... white holes! Born of the advancements in the old idea of concentrating space to produce matter, artificial singularities with negative gravitational pull can now produce a massive and continuous flow of permanent matter, while femtotech assembly systems take the quarks and electrons that flow from white holes and build atoms of any chemical element at an astounding speed. If not for femtotech atoms, which are also produced out of space manipulation, that would have been the largest economic revolution of this DS, as the availability of matter no longer imposes limits to the engineering dreams of civilizations. An artificial planet? Simple matter of building it. A shell around a star that is built with more matter than what exists in the sum of all its planets? Just do it! No more mining, no more material scarcity.

Food production is no longer bound to any sort of growing method, since any type of molecule can be produced in abundance in a white hole surrounded by a femtotech assembler. Any type of food can be requested and will be produced in minutes by one such device.

In this DS, production is so advanced that consumerism may stop existing, as access to goods may be simply boring and having something may be no sign of status at all. Under such conditions, the very concept of property can disappear.

In other societies, more attached to the concepts of property or status, "natural" objects, artwork (especially items collected from less technologically advanced cultures) and similar goods may still be of value and their property may represent a measure of an individual's personal power in the society.

Power:
White holes can also produce photons and that is the main source of power in this DS. Since Casimir Effect wafers are now very, very small, virtually anything can be powered by white holes, so unlimited power ceases to be a dream and enters the daily life of citizens of societies in this DS.

Urbanism:
Artificial gravity is now better controlled, so space environments can have any shape, which produces a quite rich variety of space habitats, as different cultures will use such architectural freedom in different ways. With force fields reinforcing structures, artificial gravity substituting spin and with programmable matter as the base technology, space habitats can not only be built the way one wishes, but can also be freely reconfigured, giving architects even more freedom.

Spheres, very large ringworlds, planets inside planets in a way that resembles nesting dolls and any sort of manifold one can imagine are now possible shapes for artificial worlds.

Communication:
New computers and a better understanding of how particles work create a new generation of quantum entanglement devices that can "dial" any other such device in the Universe, so now one only needs to know the location of someone and, by a short process of trial and error, can achieve coherence with another communicator. Because of that, gravity communication systems are now only used as beacons, which became far more useful, since they can now send their signals above the speed of light, at the holographic phase speed.

Transportation:
Holographic warp drives are still the main way of transportation and now even space suits can travel faster than light, since Casimir Effect wafers are now much smaller and more powerful.

New knowledge of negative gravity (understood as the effect over the space-time continuum of the presence of an object with negative mass) allows for wormholes to be opened and maintained, so now large "cosmic roads" can be built. Since the process of opening a wormhole is slow and costly, usually only large star systems have a wormhole portal, other systems needing to rely on more usual means of travel.

Also, wormholes have a tendency to disperse and need to be constantly observed and stabilized.

Medicine:
In this DS, femtotech robots can enter any organism and take over all its functions, entering cells, scanning them, fixing them even to the genetic level and even enhancing them. The power of this technique is such that freshly dead bodies can be rebuilt cell by cell and brought back to life. One person is only dead if she remains dead for weeks.

War:
With cheap, small and powerful Casimir effect wafers, creating weapons based on the disturbance of the space-time continuum is possible and weapons that disrupt molecules, turning them into individual atoms. Such weapons are as effective in shields as they are effective in matter.

The same level of advancement comes to force fields, as they can now be guided by microscopically thin strands of programmable matter and thus be moved around and reshaped as desire. At war, they can produce blades that extend towards the adversary or several layers of shield with only one shield generator.

Last edited by ProfPaulBlemma; 07-23-2016 at 09:20 PM.
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Old 07-23-2016, 07:35 PM
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16: Star Wars (Galaxy-wide civilization)
Trivial:
Usual:
Unusual:
Great Endeavor:

Production:

Power:

Urbanism:

Communication:

Transportation:

Medicine:

War:
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Old 07-23-2016, 09:27 PM
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17: Andromeda Ascendant (Multi-galaxy civilization)
Trivial:
Usual:
Unusual:
Great Endeavor:

Production:

Urbanism:

Transportation:

Medicine:

War:
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Old 07-23-2016, 09:28 PM
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18: Xeelee (Universe-wide civilization)
Trivial:
Usual:
Unusual:
Great Endeavor:

Production:

Urbanism:

Transportation:

Medicine:

War:
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19: Downstreamers (Multiverse-wide civilization)
Trivial:
Usual:
Unusual:
Great Endeavor:

Production:

Urbanism:

Transportation:

Medicine:

War:
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20: The Looking Planet (Full cosmic civilization)
Trivial:
Usual:
Unusual:
Great Endeavor:

Production:

Urbanism:

Transportation:

Medicine:

War:
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Old 07-23-2016, 09:48 PM
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Soldier by DS
0:
There is no such thing as a soldier in this DS, as every person is part of the fighting force of a group.

Fighters of this DS use natural weapons, should they be available, but also throw stones and use clubs, when objects in shapes that fit the description of a club are available.

There is no form of protection other than one's own stealth and natural defenses in this DS.

0:
The first real fighters appear in this DS, and are nothing but common folk taken to war, in most of the cases.

For offense, a combatant of this DS will rely on spiked sticks making primitive javelins or even sling and primitive bows for long-range engagement and clubs or the same spiked sticks for melee combat. If natural weapons are present in the configuration of a species, they may easily be more effective than technology for combat.

For defense, a fighter of this DS uses crudely dried animal hides, but usually nothing but that.

2:
Organized armies can appear in this DS and may even be professional, with soldiers training specifically for combat and not performing other types of work.

Soldiers may specialize in a form of combat, so melee specialists and ranged specialists appear.

The production of crude wagons pulled by animals is present in this DS and such technology has two greatest effects: to largely increase the mobility of armies (as soldiers no longer need to carry all the equipment of the army on their shoulders); and the beginning of cavalry, as small wagons may be used to carry archers that will take advantage from their mobility in order to strike at their foe, heavier vehicles perhaps being able and used to trample their opponents.

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Old 09-16-2016, 09:30 PM
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Old 01-25-2017, 09:43 PM
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Mr Hamil



Name: Nate Ilvi Hamil (anagram for "I AM THE VILLAIN" and secret identity of Peter Hargreaves)
Race: Reptilian
Age: 32
Gender: Male


Background

Reptilians
Conspiracy theorists say that the World is ruled by an elusive species called "reptilians", a brand of human-like reptiles who may or may not have evolved from the dinosaurs and that developed the capacity to shapeshift in order to blend among their "hosts", the humans. They say this and present evidence so inconsistent or easily disproved that no sensible mind would truly take them or their stories seriously. They have been well payed for that.

From the first day of Mankind, humans have always been ruled by their reptilian masters, who always preferred reclusive comfort to open glory. Along the many tides of civilization that planet Earth has seen, one thing always remained constant: virtually all royal families, imperial lineages and lasting rulers were grey or green, when not in disguise.

This behavior, although seemingly unlikely, has developed from the fact that the reptilian species consists of all males and needs rare human compatible females in order to reproduce. The genetic trait of compatibility can be easily detected by any reptilian and the very concept of nobility came from the need to separate compatible humans from incompatible ones, so that reptilians could easily breed. The idea that royalty could only marry either royalty or nobility and the very act of exchanging kids in marriage as a means of signing peace treatises derived originally from the particular reproductive necessities of the reptilian race.

Around the 18th century both the territorial extension of European control and the complexity of the social relations begun to become too large to handle by traditional means, so a new configuration of the society was designed and two experiments took place, one in the western Europe, led by the Industrial Revolution, and another, derived from the first, in northern Asia and eastern Europe: the Bolshevik Revolution.

Both experiments attempted to create societies that were easier to control and, in time, the western experiment was considered more successful. In that kind of society, no explicit rule was needed in order to "guide" humans, all that was needed was control over three marginal elements of power: the press, the banks and the streets. Whoever controlled those three elements would control the rest without being seen as a true power and the whole system was set so that reptilians could easily surf on those elements, while humans would have to swim upstream.

Of course, reptilians also formed a society and there were internal government systems, the most prominent of which is the "Emerald Court", formed by the royal reptilians (green scaled, in contrast to the grey scales of their more usual counterpart).

In reptilian labor division, royal reptilians (ruled by the Emerald Court) decide the destinies of the reptilian race, while lesser reptilians (the grey ones) rule over humans.

In order to ascend to the Emerald Court, a young reptilian must take a trial: he is left in a human community and must grow from there to a level of power that allows him significant control over the most powerful nation of the time i all the three aspects of command (press, finance and crime). When the applicant reaches a compatible level of influence over the nation, he moves to the Emerald Court's citadel in order to assume his position as one of the rulers of the World.

The first of such citadels was built in Cartago, then moved to Rome, then to Paris, to Monte Carlo and, more recently to Dubai. All those cities saw tremendous improvement after the citadel was placed in them for the simple reason that the the citadel is, de facto, the political capital of the World.

Biologically, reptilians are "humanoid dinosaurs", with grey scales,strong bodies and the ability to shapeshift into a human or otherwise humanoid form. Royal reptilians have green scales, are, in average, more intelligent, and have a few more powers, which are all evolutionary capacities, mostly related to deceit and safety.

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Old 04-09-2017, 10:14 PM
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Explore the Multiverse... or what's left of it.

Shattered


Life is simple. You raise cattle, you plant and harvest, you party sometimes, you don't upset the dragon up in the mountain and you never, ever leave your cave for long. Never!

You live in a cave with your tribe, protected from the weather (including that weird part of it that can dissolve, disintegrate or even transform a person exposed to the rain), you plant fungi, raise sheep and drink water that comes through the rock, filtered from its dangerous components. In the large cave you live, you find everything you need to survive and are sheltered, its walls almost being the limits of your world, a world you all know more than the palms of your hands... which is quite comfortable, indeed.

The one single mystery for you and your people are the ancient structures hanging a few hundred meters above, near the ceiling of the cave. Who built them? How? For what purpose? Why did they abandon them? Where are they? All those questions remain unanswered but, since all attempts to climb up there have (sometimes tragically) failed, life goes on and your people got used to having those constructions hanging far above their heads without their heads being bothered by them. They became something mystical, something religious, a forbidden realm.

The healer (which is some sort of not-taken-too-seriously spiritual guide, too) speaks of visions of a war that shattered entire worlds, of monsters raising and leveling mountains, of rifts in the landscape that showed alien lands on the other side, of artifacts so powerful they could bring down the very cave... but all that is to be taken with a grain of salt, since the healer is known to like those orange mushrooms that grow a bit deeper into the cave. One can see anything with those... the only solid thing there is is the cave and the cave is safe.

In the cave there is your tribe and everyone you ever heard of. Currently, there are about 20 people alive in the village, being the following the most central to the general life of the village... or the most eccentric, if you prefer.

Your leader, Murak, is a sturdy man, a wall of stone. Every time the You guessed well: animals and even people transformed by the rain.rain freaks attempt to invade the cave, Murak is on the front line, smashing their heads with his club... quite a club, by the way! Light as a feather, pretty as nothing else you know and stronger than bronze! Whoever left it here made it of excellent wood! Everybody wish there was more of that wood around.

Maera is Murak's wife and the "mother" of all. Her mushroom stews are the most delicious and her admonishments the most feared by everyone, Murak included.

Mioran is the tribe's healer, part-time spiritual guide and full-time lunatic. He can fix a broken arm and make it heal in four or five red moons (the red moon is the slowest to fade and reappear), he can fix a bitten hand and stop it from Yes, that's the description of an infection.getting big and aching, he can even put someone to sleep when nothing else can be done... but he likes the orange mushrooms and that makes him a little odd at times. His connection to the spirits may or may not come from that, but no one can deny the fact that sometimes he seems to be weirdly right. He would be quite respected, if not for his tendency to speak of things that clearly don't exist, such as ponds of water so large you can't see the other side or men with pointy ears riding flying bowls of wood and Steel or even mithril, on the eyes of a caveman...white bronze that move around breaking entire moons with lightning...

For everything made of bronze, there is Murged, the towns "boiler", as he says. He can create fine works of art from the "brown stone" and the very survival of the tribe can be considered a consequence of his capacity to make good tips for the lances, as even Murak and his club, if left alone, would not last long. Many, many rain freaks fell because of Murged's tips.

Others are Those you can create for your backgrounds, I mean... more normal people, dealing with normal tasks in their normal day-to-day lives... but, when you look closely enough, no one is normal, so every each of them have his or her own particularities and some may even be of note.

right-aligned image
By the way, it is easy to perceive that all names start with the consonant "M" and that is not by chance. Your language has been learned by your people long ago, from the writings on one of the decorated walls found in the cave, but the only part of such walls that were untouched and contained names was the one which held those that started by "M". Because of that, all names in your village start with "M", that not being a problem, as there are far more names on that wall than people that ever stayed alive together in your cave. How did your forefathers learn writing and spoken language from unknown writings on a wall? No one knows the details, but children are simply exposed to the walls and go out reading, writing and speaking. That's pretty normal... everyone learned this way, after all.

You... and I mean all the four of you... are young adults from your tribe and are presently responsible for, among other things, collecting the mushrooms that grow over an elevation next to the cave's walls (yes...
those that taught you to read and write...), since those are the most tasty and are used in Maera's secret recipe for mushroom stew.

Presently this is what is happening in your tribe:
  • Murak decided to rebuild the main wall, a stone structure that closes the main path to the inside of the cave and has been built one or two generations ago in order to better stop the rain freaks when they come.
  • A party is being prepared for the Think of it like new year's day, but your people have no idea of what a uear is...tenth red moon
  • The dragon up the mountain seems to have a stomachache again... he is immune to the more drastic effects of the rain, but drinking it directly seems not to be healthy even for him. The problem is that, when the dragon gets agitated, the mountain gets agitated.
  • A rain freak invasion just happened and has been dealt with.
  • Two woman are pregnant.

This is the world you live in. This is where all journeys start, happen and end... but the later two statements seem to be about to change.
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Old 04-14-2017, 08:40 PM
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Find the truth about the origins of your civilization in a relatively hard sci-fi space opera.

ANCIENTRY



left-aligned image
Emraam starport district

A thousand years old, founded in the most strict order and discipline, supported by fair economic and legal systems and propelled by the most advanced technology, the Coalition congregates more than two hundred different species and has about the same number under scrutiny for uplifting (which means that they are low-tech societies that may be visited and given technology enough for them to join the Coalition).

Coalition space spans more than one fourth of the Galaxy and within it people live tranquil lives, working only intellectually and being assisted by semi-sentient machines in all their material needs (fully-sentient machines do exist, but are strictly controlled by law). Working hours are always flexible and rarely involve something like goals or pressure, since competition has long given space to cooperation in the economic system. Adding to the tranquility of the environment, disease is nonexistent and aging has been conquered long ago. Life is good and rewarding, no matter who or what you are.

Fun and games are almost mandatory, sadness being treated as a disease. Indeed, there is a catalog of more than a million completely different forms of entertainment, with new ideas being sought after all through the Galaxy, among the less developed civilizations, as well as being discussed and invented by scholars, whose discoveries give them extreme prominence.

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Suburbs of Chalek
In legal terms, very little is forbidden... assassination is a crime, together with a few other forms of violence, but, outside of the obvious harm to another citizen, everything is permitted, most things even encouraged and supported by the government.

Despite that, people of the Coalition are not the happiest and there are those who see all the wonders created by their own civilization as vane and meaningless.People run towards any spark of novelty they find, drowning themselves in new shows, new games, new drugs, new fashion, but still not finding something to live for.

To the Coalition, welfare is an end in itself and very little in terms of "higher ideals" is ever officially thought of. Religion has been criminalized and philosophy has been labelled a form of entertainment (it is listed in the catalog), with sophistic lines of reasoning taking the central place and the deepest questions (such as "why do we do this and that?") considered boring by most.

Such lack of depth served the Coalition for millennia, creating a fun, relaxed and extremely free social environment, while preventing ideological extremes from taking a solid grip anywhere in the political scenario, but such type of defense was not chosen without a price and, today, there are only a few people who actually know, as an example, why does the Coalition has its name, there even being a dispute concerning which is the correct answer, with a few stating that none of the given hypotheses is even close to be true. Even more: most of the home planets of the oldest Coalition species have been lost in history, some having adopted new ones and others, simply not interested in that, keeping the Coalition as their home society.

It is precisely because of that lack of connection to itself that the Coalition Managerial System (the government) has sought you. You are a group formed by six of the best experts in a series of academic and practical fields who volunteered for a mission: to find the truth about how this most exuberant society has been formed, to discover the secrets buried under the dust of the many centuries that have passed since whatever event created the Coalition.

You will travel wherever it might be necessary and analyse whatever clues you find in order to bring back home a solid body of evidence that will point towards the real history of the Coalition.

The GM

Hi, everyone and welcome to this game's advertising. I am Prof. Paul Blemma ("Paul Blemma" is pronounced close to "Problema", which means "Problem" in Portuguese...) and I am a sci-fi fan, so I always thought of running a sci-fi campaign... well, so here it comes.

In this campaign, the sci-fi environment is to be only a background for the real thing going on: a stream of philosophical questions that the characters will have to face (not immediately, not all the time and not to solve short-term puzzles, but they will have to). In this campaign, I expect the characters to make a journey of self-discovery that may conduct their own society into a similar movement. That said, no one should expect black holes or space pirates as the main problems the characters may face, even though those two elements ad many cliche sci-fi others will most certainly be present in the action from time to time.

Because of that, I want interesting characters, characters that have more than just attitude (or, perhaps, that have just attitude, if you make it well enough to have a wire that may be pulled to produce change... ).

The chosen system (FATE) will be used with a few changes, in order to make it work better in the play-by-post environment (where a discussion about whether or not Joe should be compelled to shave his hair could take a month!).

Here are some of the changes I am seeing right now as relevant:
  • Only the DM can propose a compel and the player has to answer only with "YES" or "NO"... no discussions on that.
  • Despite the fact that cooperative creation is in FATE's DNA, the game will be run in "tyrant mode", so the GM will be in charge of the Universe (as it happens in a regular Pathfinder or DnD game)... but players are encouraged to add detail to the World.


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Old 04-27-2017, 09:50 PM
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The setting

It is only logical that cosmic events may take cosmic proportions, but such is not a necessity and, indeed, the consequences of minor cosmic movements may impact over a local area, bringing either bonanza or cataclysm from processes that are usually unstoppable to the lesser beings that inhabit those areas of existence.

One such area is where you live.

But before diving into the relative insignificance that is your home environment, and to proper understand the ontological shock wave that begin arriving at its dark glittering shores, it is necessary to look up and see the higher instances of the Universe, from which emanates the cause of either your future glory or demise.

Several types of cosmic beings exist, from the primordial ones (Emergence, Entropy, Duality and the Siamese twins Space and Time) to the lesser beings that exist as minor consequences of their upper counterparts. Also, there is a special class of semi-cosmic beings that rise from mundane ones: the titans.

Below, a brief description of each class of entities is given:

The Primordial Beings

Interconnected, profoundly correlated, those perennial beings lie unchallenged, flowing through the cosmic strands while their power permeates them, binding and moving them through eternity. Absolutely omniscient and omnipotent inside their infinite universe, the primordial beings remain immune to rebellion and plotting against them, no element, force or power being able to exert the slightest change in their state, except, of course, the powers of one another, which remain in an undisturbed state of harmonious balance.

They have no intelligence as, to them, such attribute would be useless. An intellect is a processing machine that stores and treats the known in order to estimate the unknown. Obviously, considering beings to which all is known, such property lacks utility. Also, an intellect is a machine that treats the known in order to determine the best course of action for navigating reality, its characteristics and its processes, taking into account one's objectives in the future. To omnipotent beings that are not bound by space and time (one of them being the space-time continuum itself), processes are void in meaning and rules are nonexistent. Again, to such beings, this function of the intellect is insignificant.

Despite the lack of intelligence, those beings are found to be active minds in the extremely rare events when they decide to interact with minor beings. Under such conditions, conversations can occur and are usually very interesting. Such impression of mental activity seems to be a result of the combination of omniscience and omnipotence, as the primordial being knows what its interlocutor needs and, if such need must be fulfilled by content transmitted in intelligible language, then a message in intelligible language is conveyed. Interesting enough is that minor beings may even end such conversations bearing the impression that the primordial being was ignorant about a subject. That particularity of such events can be explained by the fact that omniscience encompasses everything, including the unconscious processes of an individual's mind. Because of such processes, it is sometimes interesting to covey a message with a question, in place of an affirmation, so primordial beings tend to, in certain cases, ask questions, despite already being in full possession of the answers.

It is relevant to clarify that a cosmic being is omnipotent and omniscient exclusively in its sphere of influence, but the sphere of influence for primordial beings is the entirety of the Universe, in all of its aspects. Such trait of their capacities gives them one only restriction: they hold their powers only over this one universe and not over other universes. Primordial beings can never ever leave their sphere of influence, which is a very soft restriction, considering the all-encompassing comprehensiveness of such sphere of influence, at least in this universe.

Here, in this universe, there is no attacking primordial beings, plotting against them or even intending to harm them. Their power is.

Emergence

Emergence is, in a sense, the "mother" or "father" of all others, yet deriving its existence from the existence of those it creates. This apparent contradiction is raised by the fact that time itself is one of the created entities, so there is no paradox whatsoever in Emergence being the origin of all and yet having its very origin depending on the presence and power of the others.

The nature of Emergence compels it to bring entities into existence out of details in the interaction of minor entities, such entities being objects, creatures, events and even the very laws of nature. Despite that, there is no precedence of Emergence over the remaining Primordial Beings and politics, social power and interest are void words when applied to such personalized instances of reality.

When seen in a relatively physical form, Entropy appears as a shape formed out of features of the environment.

Entropy

The all-devouring Entropy is the end of all things and, yet, the beginning of all things, as it never destroys, but rather transforms everything in the Universe. Holding an arrow

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Old 04-28-2017, 09:35 PM
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Progress in the ranks of the Imperial Legion.

The ways of War

If you were to build an army, how would you build it? If you were to command an army, how would you do so?

Indeed, you may have asked yourself such questions when you were a child, but time has come for them to leave the realm of dreams and enter reality... you are a soldier at the Imperial Legion and you wish to be more than that. So, how would you do so?
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Old 08-17-2017, 06:22 PM
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Outcasts

It was the 18th year of the 21st century and a terrible accident happened. A large unmanned terraforming starship arrived at the Solar System with a malfunction in its AI and begun terraforming the planets... Earth included.

Despite the joint efforts of the governments of Earth, the ship of unknown origin proved to be too resilient, resisting continuous nuclear strikes, kinetic attacks from hypersonic weapons, experimental directed-energy weapons and anything else Mankind was able to throw at it, while, at the same time, being absolutely fanatic in its task to prepare worlds for its masters, never responding to attempts at diplomacy.

Slowly, the oceans begun to harbor a plethora of complex chemicals and alien microorganisms, the levels of toxicity in the atmosphere begun to raise at increasing speed and vegetable life was all but extinct.

It was in this final moment that a passing starship from another civilization crossed the space of the Solar System and detected the drama of its inhabitants. The government of the coalition of species to which the crew belonged decided to offer humanitarian assistance and destroyed the terraforming ship... but it was too late for Earth and almost too late for humans.

Half the global population was dead and the other half starving and intoxicated. The alien benefactors offered shelter to the surviving humans, transferring them to their multispecies habitats, in which there were zones of adequate atmosphere and temperature for humans to exist.

Earth was evacuated and humans hastily transferred to the cities and large starships of "The Society", a coalition of spacefaring civilizations that ruled about 50.000 star systems, blending together the cultures of about 300 different species.

Without other option, the last human survivors begun to blend with that new physical, social and technological environment, unsure of what they would find, some hopeless, some eager to discover, some prone to take advantage of whatever lies ahead.

On the other side of the drama, the meritocratic ideology of The Society did not embrace humans, it only absorbed them, awaiting to see what were humans capable of. To the species of The Society, the newcomers were unproven and as such they would be treated.

This is the fate of humans from Earth: to dwell in an enormously varied physical, social and technological environment, where they are to adapt and prosper... or fade away in the dust of History.

Last edited by ProfPaulBlemma; 09-18-2017 at 12:40 PM.
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