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=Setting=
+
=Overview=
 
Hyperstructure Aurora is a vast, self contained, tower complex inhabited by the wealthy and powerful of a post-apocalyptic wasteland. Surrounded on all sides by desperate refugees, the dictatorial regime within uses force to subjugate the terrorized masses huddled below its nigh indestructible walls. Ravaged by disease, poverty, and the predations of monsters both human and inhuman the desperate retches of the refugee shanty town look for any opportunity to gain entrance to Aurora.
 
Hyperstructure Aurora is a vast, self contained, tower complex inhabited by the wealthy and powerful of a post-apocalyptic wasteland. Surrounded on all sides by desperate refugees, the dictatorial regime within uses force to subjugate the terrorized masses huddled below its nigh indestructible walls. Ravaged by disease, poverty, and the predations of monsters both human and inhuman the desperate retches of the refugee shanty town look for any opportunity to gain entrance to Aurora.
  
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The gangs of Aurora's shanty town are without question dangerous and many people are killed in the clashes between them. They are however not the worst thing that the Shanty town has to offer. Such a large mass of humanity has attracted many demonic entities and rapacious aliens. Most appear human or are shape-shifters but others have human allies that conceal their existence. The few military patrols of Aurora within the shanty town are generally seeking these monsters. Destroying these kinds of monsters and the cults that worship them has been made a priority by the civil governance council, but they do not wish to commit too many resources to save people that are most likely going to die from disease or hunger anyway. As a result the patrols are mostly for show and only when there is a major disturbance are armored assault troops deployed.
 
The gangs of Aurora's shanty town are without question dangerous and many people are killed in the clashes between them. They are however not the worst thing that the Shanty town has to offer. Such a large mass of humanity has attracted many demonic entities and rapacious aliens. Most appear human or are shape-shifters but others have human allies that conceal their existence. The few military patrols of Aurora within the shanty town are generally seeking these monsters. Destroying these kinds of monsters and the cults that worship them has been made a priority by the civil governance council, but they do not wish to commit too many resources to save people that are most likely going to die from disease or hunger anyway. As a result the patrols are mostly for show and only when there is a major disturbance are armored assault troops deployed.
 
==Non-Player Characters==
 
Integral to the setting are the characters that the players interact with. These are some of the people that came up in the game that I ran.<br>
 
{| border="0" cellpadding="2" cellspacing="2" width="100%"
 
|-
 
|width="25%"| [[User:Bill/Hyperstructure_Aurora/Characters:Didac|Didac]]
 
| Two-headed mutant crimeboss.
 
|-
 
| [[User:Bill/Hyperstructure_Aurora/Characters:Mechon|Mechon]]
 
| Cyborg drug dealer and smuggler.
 
|-
 
| [[User:Bill/Hyperstructure_Aurora/Characters:Mistress_Katrina|Mistress Katrina]]
 
| A psychic vampire involved involved in prostitution.
 
|-
 
| [[User:Bill/Hyperstructure_Aurora/Characters:Marius|Marius]]
 
| A strange tattooed preacher consumed by visions of destruction.
 
|}
 
  
 
=TriStat dX=
 
=TriStat dX=
 
While incredibly versatile, TriStat dX is almost crippled by its own flexibility. Without clearly defined ranges of minimum and maximum players flounder and often leave some bad loop-holes in their characters. This problem is easily resolved by defining some basic setting assumptions and some systemic limits though.
 
While incredibly versatile, TriStat dX is almost crippled by its own flexibility. Without clearly defined ranges of minimum and maximum players flounder and often leave some bad loop-holes in their characters. This problem is easily resolved by defining some basic setting assumptions and some systemic limits though.
 
==Setting Assumptions==
 
===Super-Science Weapons and Armor===
 
Hyperstructure Aurora is set in the far flung future where technology has advanced considerably.
 
*Ray guns can easily destroy a person in a single shot and body armor exists that can absorb or deflect that kind of punishment. Likewise these armors are completely resistant against conventional weapons.
 
*To reflect this I establish the base damage rating for high-tech weapons to be 60 and the base rating of armor to be 40. This allows a successful attack that inflicts even 50% damage to cripple an unarmored human and an attack of at least 75% damage to harm an armored person or object.
 
*Bigger structures have a higher armor value.
 
*Bigger weapons inflict more damage.
 
*These weapons and armors should be purchased as Items of Power or Own a Big Mecha for balancing purposes.
 
:[[User:Bill/Hyperstructure_Aurora/Build_a_Gun|Build a Gun]]
 
:[[User:Bill/Hyperstructure_Aurora/Build_an_Armor|Build an Armor]]
 
 
===Magic===
 
Magic exists and can be used in either brief, combat effective, spells or longer more time consuming rituals. Living sacrifices increase the power of spell casters.
 
*TriStat dX can simulate this via individual Attributes purchased with appropriate PMVs and Defects, as a Divine Relationship, or Dynamic Powers.
 
*Most, if not all, Attributes intended to reflect magic should include the Burns Energy defect and Requires Skill Roll as a restriction.
 
*Attributes intended to reflect a "natural" magical ability may have no restrictions, but Burns Energy is still recommended.
 
*For balancing reasons magical abilities should not exceed the offensive or defensive guidelines laid out for Super-Science weapons and armor above.
 
===Psychic Powers===
 
The existence of extra-sensory perception and psychokinesis are readily accepted facts. These abilities are primarily genetic though most humans are capable of reaching deep within themselves to gain access to one power or another.
 
*TriStat dX simulates psychic abilities through a variety of Attributes.
 
*Attributes purchased as psychic powers should include the Burns Energy and Concentration defects. They may also require the Requires Stat [Mind] Roll Restriction.
 
*For balancing reasons psychic abilities should not exceed the offensive or defensive guidelines laid out for Super-Science weapons and armor above.
 
 
===Alien Life===
 
Strictly speaking anything not from Earth is an alien, regardless of whether it arrived via space-craft, summoning ritual, or extra-dimensional gateway.
 
*Virtually anything goes as far as the appearance and powers of any given alien. However, for balancing reasons they should not exceed the offensive and defensive guidelines laid out for Super-Science weapons and armor above.
 
 
==Characters==
 
==Characters==
 
===Character Creation===
 
===Character Creation===
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* '''Ism 3''' indicates that there is no way that the character can be mistaken for a human being. Cybernetically enhanced men and women who have installed additional arms, tentacles, or who have otherwise modified their appearance to the point that their human origins are questionable also fall into this category. Characters that  deviate this far from normal will be denied entry to many establishments, risk random assault on the street, and may be targeted by hate groups.
 
* '''Ism 3''' indicates that there is no way that the character can be mistaken for a human being. Cybernetically enhanced men and women who have installed additional arms, tentacles, or who have otherwise modified their appearance to the point that their human origins are questionable also fall into this category. Characters that  deviate this far from normal will be denied entry to many establishments, risk random assault on the street, and may be targeted by hate groups.
 
Regardless of where a character falls on this continuum they can expect to receive very little support or aid from law enforcement due to the unofficial anti-alien policies of the civil governance council.
 
Regardless of where a character falls on this continuum they can expect to receive very little support or aid from law enforcement due to the unofficial anti-alien policies of the civil governance council.
 
====Skills====
 
Tri-Stat applies a variable cost for each skill based upon the utility of the skill in the setting. The more useful it is the more skill points it costs. Hyperstructure Aurora is a hybrid genre game featuring elements of post-apocalyptic stories and horror stories; featuring advanced technology, mutant powers, magic, and psionics. Use the following cost for each skill.
 
 
 
{| align="center" border="0" cellpadding="0" cellspacing="0" width="90%"
 
|-
 
| '''Skill''' || '''Cost''' || '''Skill''' || '''Cost'''
 
|-
 
| Acrobatics || 4 || Performing Arts || 1
 
|-
 
| Animal Training || 2 || Physical Sciences || 2
 
|-
 
| Architecture || 2 || Piloting || 2
 
|-
 
| Area Knowledge || 3 || Poisons || 2
 
|-
 
| Artisan || 2 || Police Sciences || 2
 
|-
 
| Biological Sciences || 2 || Power Usage || 5
 
|-
 
| Boating || 2 || Powerlifting || 4
 
|-
 
| Burglary || 3 || Riding || 2
 
|-
 
| Climbing || 2 || Seduction || 2
 
|-
 
| Computers || 3 || Sleight of Hand || 2
 
|-
 
| Controlled Breathing || 1 || Social Sciences || 2
 
|-
 
| Cultural Arts || 1 || Sports || 1
 
|-
 
| Demolitions || 3 || Stealth || 3
 
|-
 
| Disguise || 3 || Street Sense || 3
 
|-
 
| Domestic Arts || 2 || Swimming || 2
 
|-
 
| Driving || 2 || Urban Tracking || 3
 
|-
 
| Electronics || 2 || Visual Arts || 1
 
|-
 
| Etiquette || 2 || Wilderness Survival || 3
 
|-
 
| Foreign Culture || 1 || Wilderness Tracking || 3
 
|-
 
| Forgery || 2 || Writing || 1
 
|-
 
| Gaming || 1 || '''Combat Skills'''
 
|-
 
| Interrogation || 3 || Archery || 2
 
|-
 
| Intimidation || 3  || Gun Combat || 5
 
|-
 
| Languages || 1 || Heavy Weapons || 4
 
|-
 
| Law || 1 || Melee Attack || 5
 
|-
 
| Management/Admin || 2 || Melee Defence || 5
 
|-
 
| Mechanics || 2 || Ranged Defence || 6
 
|-
 
| Medical || 3 || Special Ranged Attack || 5
 
|-
 
| Military Sciences || 3 || Thrown Weapons || 4
 
|-
 
| Navigation || 3 || Unarmed Attack || 5
 
|-
 
| Occult || 3 || Unarmed Defence || 5
 
|}
 
  
 
===Player Characters===
 
===Player Characters===
These characters appeared in the original Hyperstructure Aurora experiment.
 
 
 
{| border="0" cellpadding="2" cellspacing="2" width="100%"
 
{| border="0" cellpadding="2" cellspacing="2" width="100%"
 
|-
 
|-
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| A deadly combat cyborg.
 
| A deadly combat cyborg.
 
|}
 
|}
 +
 +
===Non-Player Characters===
 +
{| border="0" cellpadding="2" cellspacing="2" width="100%"
 +
|-
 +
|width="25%"| [[User:Bill/Hyperstructure_Aurora/Characters:Didac|Didac]]
 +
| Two-headed mutant crimeboss.
 +
|-
 +
| [[User:Bill/Hyperstructure_Aurora/Characters:Mechon|Mechon]]
 +
| Cyborg drug dealer and smuggler.
 +
|-
 +
| [[User:Bill/Hyperstructure_Aurora/Characters:Mistress_Katrina|Mistress Katrina]]
 +
| A psychic vampire involved involved in prostitution.
 +
|-
 +
| [[User:Bill/Hyperstructure_Aurora/Characters:Marius|Marius]]
 +
| A strange tattooed preacher consumed by visions of destruction.
 +
|}
 +
 +
==Setting Assumptions==
 +
===Super-Science Weapons and Armor===
 +
Hyperstructure Aurora is set in the far flung future where technology has advanced considerably.
 +
*Ray guns can easily destroy a person in a single shot and body armor exists that can absorb or deflect that kind of punishment. Likewise these armors are completely resistant against conventional weapons.
 +
*To reflect this I establish the base damage rating for high-tech weapons to be 60 and the base rating of armor to be 40. This allows a successful attack that inflicts even 50% damage to cripple an unarmored human and an attack of at least 75% damage to harm an armored person or object.
 +
*Bigger structures have a higher armor value.
 +
*Bigger weapons inflict more damage.
 +
*These weapons and armors should be purchased as Items of Power or Own a Big Mecha for balancing purposes.
 +
:[[User:Bill/Hyperstructure_Aurora/Build_a_Gun|Build a Gun]]
 +
:[[User:Bill/Hyperstructure_Aurora/Build_an_Armor|Build an Armor]]
 +
 +
===Magic===
 +
Magic exists and can be used in either brief, combat effective, spells or longer more time consuming rituals. Living sacrifices increase the power of spell casters.
 +
*TriStat dX can simulate this via individual Attributes purchased with appropriate PMVs and Defects, as a Divine Relationship, or Dynamic Powers.
 +
*Most, if not all, Attributes intended to reflect magic should include the Burns Energy defect and Requires Skill Roll as a restriction.
 +
*Attributes intended to reflect a "natural" magical ability may have no restrictions, but Burns Energy is still recommended.
 +
*For balancing reasons magical abilities should not exceed the offensive or defensive guidelines laid out for Super-Science weapons and armor above.
 +
===Psychic Powers===
 +
The existence of extra-sensory perception and psychokinesis are readily accepted facts. These abilities are primarily genetic though most humans are capable of reaching deep within themselves to gain access to one power or another.
 +
*TriStat dX simulates psychic abilities through a variety of Attributes.
 +
*Attributes purchased as psychic powers should include the Burns Energy and Concentration defects. They may also require the Requires Stat [Mind] Roll Restriction.
 +
*For balancing reasons psychic abilities should not exceed the offensive or defensive guidelines laid out for Super-Science weapons and armor above.
 +
 +
===Alien Life===
 +
Strictly speaking anything not from Earth is an alien, regardless of whether it arrived via space-craft, summoning ritual, or extra-dimensional gateway.
 +
*Virtually anything goes as far as the appearance and powers of any given alien. However, for balancing reasons they should not exceed the offensive and defensive guidelines laid out for Super-Science weapons and armor above.

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