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01-14-2019, 11:53 PM
Young one... you are grown now, and old enough to learn the story of our people. Listen now, and I will tell it.
This land is ours, but we did not always call it home. Long ago, the Ancestors lived on other lands, far away across the sea of stars. Two sister-worlds they dwelt on; Theia and Gaia. The sisters danced for many peaceful ages around their mother star, basking in her smile. But, in time, Gaia grew clumsy with boredom at the endless dance, while Theia became hasty and overconfident under her mother's constant smile. The balance of their dance was broken, and the sisters collided, dashing their heads into pieces.
The sister-worlds cried over their injuries, while their mother star comforted and chided them for their mistake. Together, they took the pieces that had broken free from their heads, and tossed them out across the sea of stars, so that they might carry their foolishness away with them.
Of course, those who lived on those pieces of the sister-worlds were carried off in this way as well. And thus, our Ancestors soared across the sea of stars for many ages, riding together on a large and lonely island...
-Legacy-
• Prologue - Waiting to Start:
| 1 | 2 | 3 |
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The Story So Far...Halley Wildner is an Algae Vat mechanic, serving as part of the skeleton crew of Maintainers that keeps the Generational Worldship Dauntless operational. The Worldship fled the destruction of their Homeworld, Gaia, and is several hundred years into it's mission; jumping from star to star, in hopes of finding a new Homeworld to colonize. Halley, meanwhile, is serving the final year of her 5-year mandatory tour of duty, before she must choose whether to return to Cryosleep to await landfall, or remain awake to serve the remainder of her natural life aboard the ship. Like most crew, she expected to go back to Cryosleep and wait for the future, until recently. A buzz of excitement has spread among the crew of the G.W.S. Dauntless, as a planet in the current star system may be the best candidate for a Homeworld they've yet found! Excited by the prospect of their mission finally moving to the next phase, and suddenly feeling like her limited time awake has been wasted, Halley has been putting renewed effort into socializing with the crew, and even trying to figure out how dating works again (with the help of her coworker, Carter Wise).
However, just before a lunch date and/or Date date with her friend and neighbor Meridy Joel-Lee, some bad news spoils the mood. Despite glowing reviews from the planetary survey team, the Candidate World was declared unsuitable for settlement by the Sovereign Commander of the Dauntless, Lord Stoyer. The Royal Family have the final say on when and where to move on to the colonization phase of the mission, so most of the crew swallow their disappointment and go back to waiting for their new lives to start. However, knowing they've been searching for hundreds of years, and with first-hand experience with how the Worldship is falling apart in ways they can't repair... this doesn't sit well with Halley at all. To the point that she may have accidentally started fantasizing about sabotaging the Jump Drive, and forcing the crew to settle on this Homeworld. With her date. Who happened to be a space cop.
After ending the maybe-date mercifully un-arrested for treason, Halley returns to work early to talk with Carter. Keeping the Algae Vats in order is generally uneventful, and Carter works behind an equipment rental desk, which gives them plenty of time to talk about how things went. Unfortunately, their chat is interrupted, when an unfamiliar administrator from elsewhere on the Worldship shows up, requesting an urgent transfer of equipment. Something to do with vital repairs related to Scavenger activity. Hoping the Administrator hadn't overheard the part about mutiny and sabotage, Halley quickly wraps up the conversation, rents some equipment as an excuse for being there, and heads back to work...
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Rules and Mechanics:When facing a challenge with risk of failure, we roll 2d10, adding modifiers for skill, equipment, and circumstance.
• Triumph (20 or more): You succeed at what you were doing, and then some.
• Success (16 to 19): You do what you intended, with minimal problems arising.
• Compromise (11 to 15): You achieve your goals, with mixed results or consequences.
• Failure (10 or less): You don't do what you intended, and suffer a serious setback.
When solving problems or overcoming challenges by being...
• ...forceful and strong, add your Might.
• ...reflexive and agile, add your Grace.
• ...assertive and charming, add your Presence.
• ...perceptive and sensitive, add your Insight.
• ...calculating and methodical, add your Logic.
Some threats or challenges may deal Harm to you.
• Graze: Each Shield lost to harm represents a non-serious Graze. Recovers quickly, once the danger has passed.
• Wound: Each Heart lost to harm represents a lasting Wound. Reduces an attribute by 1. Recovers with time, or medical care.
• Disabled: When the Skull is lost to harm, this represents that a character is disabled, helpless, and runs the risk of death.
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Trait Tag Reference:Combat Traits:
• Melee: Useful in combat, when in melee range. Deals Harm using Might.
• Close Range: Useful in combat, when in close range. Deals Harm using Grace.
• Non-Lethal: Harm dealt by this weapon is non-serious, and recovers quickly.
• Electrical: Harm dealt by this weapon is done via electrical shock.
Protection Traits:
• Armored: Offers physical protection, reducing Harm, and negating physical environmental hazards.
• Acid-Resistant: Guards against acidic chemicals, reducing Harm and negating corrosive hazards.
• Cold-Resistant: Insulates against freezing cold, reducing Harm and negating hazards due to extreme cold.
• Heat-Resistant: Insulates against fire and heat, reducing Harm and negating hazards due to extreme heat.
• Shock-Resistant: Protects against electrical shock, reducing Harm and negating electrical hazards.
• Pressure-Resistant: Provides protection from vacuum conditions, and intense pressure hazards.
• Respiration: Provides protection from fumes, smoke, or other atmospheric hazards.
Utility Traits:
• Access: Provides increased access to places you may not otherwise be welcome.
• Comms: Contains communication systems which let you send and receive information to other devices, or people.
• Concealing: Obscures your identity from casual inspection, helping you avoid identification.
• Computing: Contains a powerful computer capable of running or writing software, aiding in research, analyzing data, and other technical tasks.
• Innocuous: Comes across as unremarkable and harmless on casual inspection.
• Mighty: Augments physical strength, and lets you ignore difficulties related to gravity, weight, or heavy loads.
• Prestige: Provides a measure of official authority, and whatever respect or trust that might confer.
• Sensors: Integrated sensory equipment allows you to pick up on things you normally couldn't sense.
• Tookit: Especially useful as a tool, in various engineering or mechanical tasks.
Shortcomings:
• Clumsy: Hefty, unwieldy, or clunky, making quick and precise actions difficult.
• Recharge: Relies on a limited supply of power. Once depleted, this must be recharged, before it can be used again.
• Flashy: Designed to catch attention, for better or worse. Makes avoiding detection by sight difficult.
• Loud: Tends to make a lot of noise. Makes avoiding detection by sound difficult.
• Tracked: It's use is logged and easy to track, and may attract unwanted attention.
Follower Traits:
• Synth: A semi-sentient autonomous machine, built to resemble a human. They lack the needs and weaknesses of an organic person, and are often assigned to repetitive or dangerous tasks.
Follower Expertise:
• Laborer: Skilled at doing heavy or repetitive labor.
• Artisan: Skilled at general design and manufacturing.
• Technician: Skilled at technical and mechanic tasks.
• Programmer: Skilled at software and hacking tasks.
Follower Shortcomings
• Foolish: Tends to make strange, foolish, or uncanny decisions, especially when doing complex or nuanced tasks.
• Timid: Tends to be meek, anxious, or fearful, especially in the face of danger or authority.
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