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=Player Characters=
 
=Player Characters=
 
*[[AnomaloCarla]], the Fossil Goddess. Goddess of Time, Death, and the Earth. AC 2, HP 10/10. Hardiness 13+, Evasion 14+, Spirit 12+. (Scythe-Hand +4 to-hit, Damage 1d10+3, Range 200', does 1 damage even on a miss to the living or the undead)
 
*[[AnomaloCarla]], the Fossil Goddess. Goddess of Time, Death, and the Earth. AC 2, HP 10/10. Hardiness 13+, Evasion 14+, Spirit 12+. (Scythe-Hand +4 to-hit, Damage 1d10+3, Range 200', does 1 damage even on a miss to the living or the undead)
*'''INACTIVE:''' [[Rocky]], the Stone Fist. God of Journeying, Endurance, and the Sword. AC 2, HP 10/10. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
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*[[Rocky]], the Stone Fist. God of Journeying, Endurance, and the Sword. AC 2, HP 10/10. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
*'''INACTIVE:''' [[Rosalind]], the Huntress. Goddess of The Bow, Alacrity, and the Sky. AC 0, HP 9/9. Hardiness 14+, Evasion 12+, Spirit 12+. (Primary Attack +4, Damage roll (4*).) (Penetrates all cover, always does maximum damage (1d8+3 = 11, 4 damage), counts as magical.)
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*[[Rosalind]], the Huntress. Goddess of The Bow, Alacrity, and the Sky. AC 0, HP 9/9. Hardiness 14+, Evasion 12+, Spirit 12+. (Primary Attack +4, Damage roll (4*).) (Penetrates all cover, always does maximum damage (1d8+3 = 11, 4 damage), counts as magical.)
*'''INACTIVE:'''[[Saijin Ghali]], the Burning Admiral. God of Fire, Wealth, and Command. AC ?, HP ?/?. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
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*[[Saijin Ghali]], the Burning Admiral. God of Fire, Wealth, and Command. AC ?, HP ?/?. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
 
*[[Yela Iolam]], the Witch-Queen. Goddess of Sorcery, Might, and the Sun. AC 8/2, HP 9/9. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
 
*[[Yela Iolam]], the Witch-Queen. Goddess of Sorcery, Might, and the Sun. AC 8/2, HP 9/9. Hardiness X+, Evasion X+, Spirit X+. (Primary Attack +to-hit, Damage roll.) (Notes regarding primary attack.)
*[[ZeroDarkness|Melody Zero]], the Fugitive. Goddess of Passion, Endurance, and the Sky. AC 0, HP 17/17. Hardiness 11+, Evasion 11+, Spirit 12+. Stormsword +5, 1d10+3. Range 200, Always deals at least 1 damage to wet or metal-clad enemies.
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*[[ZeroDarkness|Melody Zero]], the Fugitive. Goddess of Passion, Endurance, and the Sky. AC 0, HP 11/11. Hardiness X+, Evasion X+, Spirit X+. Stormsword +4, 1d10+3. Range 200, Always deals at least 1 damage to wet or metal-clad enemies.
  
== Dead Man's Hand ==
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== The Ship ==
Our ship is a Far Scout from Mandate Archive: Scavenger Fleets.
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I don't actually know much about our ship yet. Do we need stats? Deck plans?
[[File:Isaac-hannaford-143.jpg]]
 
[[File:DMH.jpg]]
 
 
 
*Speed: 5
 
*Armor: 5
 
*AC: 4
 
*HP: 40/40
 
*Crew M/M: 3/12 (See special rules)
 
*Power: 15/15
 
*Mass: 20/20
 
*'''Fittings'''
 
**Atmospheric Configuration 0/2
 
**Cargo Hold (60 tons) 0/3
 
**Armory
 
**Ship's Locker
 
**Fuel Bunkers (3) 0/1
 
**Fuel Scoop 0/0
 
**Scavver Navigation Suite 0/0
 
**Drive-6 6/8
 
**Plasma Beam 5/2
 
**Survey Sensor Array 2/1
 
**Emissions Dampers 2/2
 
**Boarding Tubes 0/1
 
 
 
*Special Rules: Far Scouts are finicky ships with extremely advanced systems. Keeping such a high-strung ship operational is a challenge for ordinary crewmen, however, and optimal performance requires that the crew include members with the skills of Vehicle/Space-2, Navigation-2, Tech/Astrotech-2, and Culture/ Spacer-2. For each lacking skill, apply a -1 penalty to all skill or attack rolls made by the ship. They are naturally equipped with a Scavver Navigation Suite.
 
*'''Scavver Navigation Suite:''' The scavenger fleets produce some of the finest navigators in all of human space. Their constant interstellar drills require the repeated, flawless performance of intricate navigational computations, and this unrelenting practice and their centuries-old accumulation of metadimensional soundings leads to skill that quite possibly exceeds even the finest navigators of the ancient Mandate. The scavver navigation suite is a collection of this data and the tools necessary to make use of it, and requires a navigator with at least level-3 expertise to be useful.
 
*Along regularly-plotted spike drill routes the navigation suite allows for flawless drills. These regularly-plotted routes usually mark the fleet’s typical path through a given sector, and adding new legs to the route requires the metadimensional soundings from dozens of drills over the course of years. A regularly-plotted course can be drilled unerringly even decades after the last attempt, as the suite can calculate the new energy currents that have arisen since the last soundings.
 
*When making other drills within a known sector, or making regularly-plotted drills that have increased difficulty due to course trimming or other modifiers, the navigation suite is somewhat less effective. It allows for an additional skill check for the drill, along with any use of the Expert special ability, and eliminates any penalty for using old or unknown drill routes.
 
*In a completely unknown sector it functions only as well as an ordinary advanced nav computer, adding +2 to all Navigation checks. Mapping the sector sufficiently to make it known is a work of years of repeated metadimensional soundings and drill scouting, or else requires the discovery of another scavenger fleet’s records of the sector.
 
  
 
=Other Characters of Note=
 
=Other Characters of Note=
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Factions of broad importance, including PC cults, go here
 
Factions of broad importance, including PC cults, go here
 
== The Illuminati ==
 
*Power 1
 
*A secret society with a lot of cash to spare, who are masters of certain dark arts.
 
*Action Die: 1d6
 
*Features: Improbably Wealthy. Archmastery of The Academy of Thought.
 
*Problems: Almost all members are escaped slaves hunted by the Guild (2)
 
 
== Melody's Cult ==
 
*Power 1
 
*A colony of the homeless and dispossessed, many of whom are former or hereditary slaves.
 
*Action Die: 1d6
 
*Features: Has a vast stone temple-complex with many features to promote efficiency.
 
*Problems: Generally destitute.
 
  
 
=Setting Information=
 
=Setting Information=
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''''World of Note: The Stew''''
 
''''World of Note: The Stew''''
 
Named for its thick atmosphere, the Stew is a worthless hunk of rock with microbial extremophiles as its natural biosphere. Heavy, radioactive isotopes fill the air which, along with the large amount of available land, has made it popular for those who want to go where others aren't. Because nobody cares about it, nobody cares if you come and set up a reactor or a dome or anything of the sort. Various sects, cults, and so forth have set up shop in the Stew. There are also several corporate headquarters technically here for the sake of causing jurisdictional confusion. The Sirens and other inhabitants of Aaalaai have zero desire to assume any responsibility for the Stew, allowing it to continue on as a lawless wreck of a planet.
 
Named for its thick atmosphere, the Stew is a worthless hunk of rock with microbial extremophiles as its natural biosphere. Heavy, radioactive isotopes fill the air which, along with the large amount of available land, has made it popular for those who want to go where others aren't. Because nobody cares about it, nobody cares if you come and set up a reactor or a dome or anything of the sort. Various sects, cults, and so forth have set up shop in the Stew. There are also several corporate headquarters technically here for the sake of causing jurisdictional confusion. The Sirens and other inhabitants of Aaalaai have zero desire to assume any responsibility for the Stew, allowing it to continue on as a lawless wreck of a planet.
 
====The Fangorn Star at 03.04====
 
 
'''World of Note: Rompitakupolon'''
 
Separatist new humans attempted to colonize this world of odd biochemistry. Encased in domed enclaves, the planet is a spa and resort with roaming maintenance bots with semi-intelligence taking care of the domes from without. Many often use it as a place to rest and prepare before going to the planet Fangorn for treatments. Once they've been there, the domes are closed off to them for some time. Technical expertise is often imported to the world and all in all the place runs well enough for those who follow the rules but is on a number of traveller warning lists for the way in which its law enforcement comes down brutally and without warning for those who violate its detailed and difficult to follow set of laws.
 
 
'''World of Note: Fangorn'''
 
Fangorn is home to two symbiotic intelligent species. There are the grand Ents, psychic trees of immense and terrible perspective, and there are the Mycoids, fungal colonies that infest organic shells (specially grown or in a pinch any animal) to give themselves better access to the rest of the material world. On Fangorn you can receive the most advanced replacement parts possible, so long as you don't mind the parts being mostly fungal with possibly a planet scaffolding. Mycoid fungal grafts are amazing but generally restricted elsewhere, requiring at the very least declaration of it. While there is a Mycoid colony at war with a number of other powers, this colony (and the Ents who are considered more trustworthy in general) denounce them for the war (among other political points should one care to listen).
 
 
====The Silentulo Star at 03.08====
 
 
'''World of Note: Silentulomon'''
 
A cosmopolitan city-world that takes advantage of its proximity to Far Hub to serve as a resort and prestige second home location for a number of luminaries. It is also a popular site for anything that is space intensive but can be remotely located. Vast storage tracts, calculation centres, and ostentatious tombs all occupy the less scenic parts of the planet. Silentulomon is also the recipient of the most out of sector tourism, and as such one can often find all manner of interesting things in its bazaar towers.
 
 
====The Atelanutis Star at 03.09====
 
 
'''World of Note: Atelanutis'''
 
Taken from a temperate but dead rock to a fusion of machine and flesh, Atelanutis is welcoming but under soft interdiction for its refusal to comply with any rules that its guiding intelligences consider unduly restrictive of their ability to pursue divine perfection. Which is to say pretty much all rules concerning how bodies and minds are treated. While the Dryads can offer potent life extending medicines, and the Mycoids can install self repairing organ replacements, the intelligences of Atelanutis can offer immortality. Accepting rule of those intelligences and submitting your body to them will ensure that said body never expires and that as far as anyone can tell, you will remain in said body. The immortality is not a static thing of mere preservation. It is an active war against entropy and idleness that few are willing to enlist in.
 
 
====The Masinadio Star at 04.04====
 
 
'''World of Note: Masinadio'''
 
Ruled by Zenobia Tunis, an Imperatrix of the School of Eternal Stewardship, Masinadio is wealthy off trade and the customs stations spread around the hub near its star. However, like areas ruled by many of humanity's older royal lines, it is mired in backbiting bureaucracy and beholden to an ancient ruler whose perspective is no longer aligned with most of humanity's. There is a constant concern of Zenobia importing political or even military disagreements from her scattered allies and enemies, whom she seems mostly content to engage with through shows of wealth and economic contests of other sorts.
 
 
====The Frem Star at 04.06====
 
 
'''World of Note: Idram'''
 
A group of new humans emerged on this world but instead of accepting full induction, they declared a heretical split from the path humanity has mapped for itself and splintered into different forced evolutionary pathways. Due to having alienated those that would have helped them, they were unable to disperse easily to other worlds to alleviate the conflict, and ended up scorching the world with radiation. Now the different biological factions live in different protective domes while fire, radiation, and lightning elementals stalk the world beyond the domes—stirred into action in the war and no longer able to be restrained once more.
 
 
====The Dush Star at 04.07====
 
 
'''World of Note: Emorit'''
 
Emorit is considered the major alternative to dealing with Masinadio. While Masinadio is attractive to Ancient Humans who are used to having estates on worlds overseen by millennia old tyrants, those who prefer doing business and having homes free of such go to Emorit. Using its moons and artificial satellites, Emorit has kept a fair amount of its space undeveloped allowing it to also serve as a wintry resort planet as well as a trade hub. Also as it is a planet undeclared for major powers it has attracted branches of many of the most powerful financial institutions—who pay prettily not just for having set up remote offices there but for access to the in system weak spot that is easy to find in the darkness beyond—provided you know its signature and start from the Grand Hub (out of sector).
 
 
====The Norcin Star at 05.00====
 
'''World of Note: Norcin'''
 
Home to a post human group, Norcin attracted an eclectic group of individuals who all made their way to the barren world for no discernable reason. Although it has no life on it naturally and its air is of a mix that's not dangerous to known life but also incapable of sustaining any sort of life or even easily processed into such an atmosphere, people came. They came because they were called in dreams they say and they worship a force upon the planet who they say has an avatar that walks among them. Those who came and their descendants can breathe the air of the planet and subsist off the air as well. It is sparsely populated and an object of curiosity. Spontaneous pilgrimages to the planet are far rarer but do still sometimes occur.
 
  
 
====The Nod Star at 05.02====
 
====The Nod Star at 05.02====
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'''World of Note: Enoch'''
 
'''World of Note: Enoch'''
 
An industrial hub, Enoch began as a carbon rich, volcanic rock. It was considered for transformation into a Paradiso class planet, and initial biodomes were placed down to bootstrap the planet into a singular paradise. However, while the planets thrived, attempts to get the atmosphere to thicken never worked. And while some of the chemical issues found to be responsible were fixable, they would constitute a constant menace. As a result, the world became a factory planet of automated factories dotted with perfect garden bubbles given over entirely to the precision designed ecosystems within.
 
An industrial hub, Enoch began as a carbon rich, volcanic rock. It was considered for transformation into a Paradiso class planet, and initial biodomes were placed down to bootstrap the planet into a singular paradise. However, while the planets thrived, attempts to get the atmosphere to thicken never worked. And while some of the chemical issues found to be responsible were fixable, they would constitute a constant menace. As a result, the world became a factory planet of automated factories dotted with perfect garden bubbles given over entirely to the precision designed ecosystems within.
 
====Facet 18 at 05.04====
 
 
'''World of Note: Facet 18 - Primary'''
 
Home to a collection of abiological races, primarily Luminous ones, this world has kept its Prism Hive designation—and more troubling some of their weapons. Their willingness to use said weapons keeps the planet influential, as does the general familiarity with ancient technology—including comparison maps of pre and post Celestial Beacon maps of the darkness beyond. Prism Hive cultists of all sorts come to Facet 18 in hopes of seeing some trace of the Prism Hive. As is often the case on the abandoned transformed worlds of the hive, there are rumours of slumbering queens and of structural diamonds turning out to be the invincible titanides that once ruled the hive. The planet's strange hollowed out structure and stretching towers is generally off putting to humans, Dryads, and similar species.
 
  
 
====The Athas Star at 06.02====
 
====The Athas Star at 06.02====
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No stars or worlds of note. However, this region of space is filled with weak spots of varying thinness where helms have an easier time breaching the Darkness Beyond. Remnant beacons in the Darkness Beyond do point the way to the nexus; this along with other evidence in the Darkness Beyond suggest that it was a known and well used nexus before the Celestial Beacon was destroyed.
 
No stars or worlds of note. However, this region of space is filled with weak spots of varying thinness where helms have an easier time breaching the Darkness Beyond. Remnant beacons in the Darkness Beyond do point the way to the nexus; this along with other evidence in the Darkness Beyond suggest that it was a known and well used nexus before the Celestial Beacon was destroyed.
  
====The Lesser Hub at 01.07====
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=====The Lesser Hub at 01.07=====
  
 
Situated near several stars, and with sufficient access to free floating trail beacons in the Darkness Beyond, the Lesser Hub was intended to serve as a secondary intra and inter system transit point. Instead it has become the primary point of departure from the system, hosting a few barebones functional satellites on in both Darks. The nearby stars have natural and artificial orbiters with a few more amenities for those who need such before a trip out of system.
 
Situated near several stars, and with sufficient access to free floating trail beacons in the Darkness Beyond, the Lesser Hub was intended to serve as a secondary intra and inter system transit point. Instead it has become the primary point of departure from the system, hosting a few barebones functional satellites on in both Darks. The nearby stars have natural and artificial orbiters with a few more amenities for those who need such before a trip out of system.

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