Background Information

May 21, 2021 10:38 am
This thread is where I post lore on the setting that the Player Characters would have common knowledge to.
Players can discuss in the OOC thread of what ideas they would like Darst to have that is an element of a background their character would have, and I'll add it in here.
May 21, 2021 10:41 am
Introduction:
You are Spacers, people who have been entrusted with discovering and exploring planets. Your home world isn't Earth, which has been lost millenia ago, but Darst, a terraformed and colonised planet that has seen centuries of history.

Since you were children, you were told myths of the ancient humanity. The Golden Age of Colonisation has ended when the Age of Dark Tears came. A wave of alien death and evil spread and consumed the domains of mankind. It was only through divine intervention did mankind survived annihilation, with the creation of the Creator's Light did the Darkness get repelled. By then, it was too late for many fallen regions, as most stars have been eaten by the Dark Tide.

Darst was said to be one of the planets that almost was wiped by the Enemies of Mankind. As humanity began to reorganise itself, it met bizarre beings. These creatures swore peace, and even made themselves slowly appear like humans. However, these creatures warn humanity that their relationship were to be that as long as they help mankind, mankind has to adapt and listen to their guidance. This has caused many factions to grow displeased, or greedy. Eventually, the human civilisations had their way of communication with each other lost, and their technological strength were controlled and secretly monitored.

It so happens that at least for the past 100 years, mankind finally were able to step out into space freely without "divine intervention" sabotaging their progress…
May 21, 2021 10:43 am
Factions of Darst:

The Union:
This group is the descendents of the planet's government when the Emissaries came and gave their commandments. They are currently the second most influential faction. They are still very secretive and concerned about the direction the Darstians are going.
Ethnic Percentage: 20% Italian, 20% Russian, 20% German, 10% Japanese, 20% American, 10% Others.

The United Advancement:
The current most influential faction. They are the ones who have won the war with their invention of the Smart Weapons. With their Off-Planet Ships a success, they speedily continue advancing technology and exploration. Right now, they have 6 colonies, and are using experimental Laser weaponry.
Ethnic Percentage: 20% American, 10% Irish, 20% Japanese, 20% Chinese, 10% German, 10% French, 10% Others.

The Maker's Men:
This is a religious government that believes in the Maker of All. As an ancient faith, it still holds significant following. They believe that the Union is a traitor to mankind by worshipping the old enemies, and that the UA is growing prideful in their quest to understand and control the mysteries of the cosmos.
Ethnic Percentage: 40% Arabic, 30% Chinese, 10% Brazillians, 10% Russian, 10% Others.

The Industrial Alliance:
This is a mega corporate government that swears to take care of its people and keep the world's economy from dying. This is disputed as being propaganda, and with the fact that they profited from the wars while having their citizens to functionally be slaves made them a controversial group.
Ethnic Percentage: 20% American, 20% Arabic, 20% Chinese, 20% Japanese, 10% Brazillians, 10% Others.
May 21, 2021 11:44 am
History: (WIP)
The date here will be measured by years, and will be going backwards from current year, for sake of ease.

Current: The Spacers are notified by "men-in-black" that they are selected for a special off-planet mission. They will report to Headquarters when they are ready within a months time.
10 yrs ago: 2 planets in neighbouring star systems has been confirmed to be successfully landed on, and establishing colonies has started.
20 yrs ago: The distant planet of the local star system, known as Eldatos, is colonised.
30 yrs ago: The space station now known as Colony Gamma is officially recognised as a town. The programme to land on and colonise neighbouring star systems begins.
40 yrs ago: Mersk is now colonised. Mining projects have now begun, with it as a race between IA and UA.
50 yrs ago: IA have made its own colony on Cera.
60 yrs ago: Cera is colonised.
70 yrs ago: The neighbouring planet, Mersk, has first landing.

90 yrs ago: The moon, named Cera, is landed on. Ancient manmade constructs are missing, save for signs that they were present.
100 yrs ago: The Space Advancement Programme has achieved its first rocket launch.

140 yrs ago: UA have forced all nations to cease large scale fighting.
150 yrs ago: The Battle of Darst’s Direction ends with UA as the Victor.
160 yrs ago: Smart Weapons deployed by UA in war.

180 yrs ago: UA starts development on Smart Weapons.

250 yrs ago: The United Advancement is officially formed.

300 yrs ago: IA takes funds the wars between its cities, the MM, the Union, and the CM.

350 yrs ago: The Industrial Alliance is officially formed. IA swallows CM lands. Computers are now developed.
360 yrs ago: The Battles of Red and Yellow ends.
370 yrs ago: GC collapses from CM attacks and infiltration.

400 yrs ago: The Communist Manifestors is formed and joined the war. Weapon tech is now "World War era".

450 yrs ago: Radio is now developed.

500 yrs ago: The Golden Coalition is formed.

550 yrs ago: The Union is officially formed.

600 yrs ago: The Maker’s Men have formed and waged war with the OG. Use of swords and bow and arrows are common.

650 yrs ago: Weapon tech is now regressed to early gunpowder. Parts of the world lost access to producing oil fuel. Public knowledge on producing computers is lost.

700 yrs ago: Satellites are all gone, and the internet is lost.
Public knowledge on producing Energy Weapons has been lost, rumoured to be the Dark Aliens doing. Interplanetary Communications and trade ships have ceased arriving.

750 yrs ago: The Old Government have announced alliance with the Emissaries/Dark Aliens.

850 yrs ago: The Old Government have formed a secret alliance with the aliens.

1000 yrs ago: The Dark Apocalypse is declared to be over.
Updated: 18 Oct 2021
May 24, 2021 1:10 pm
It is known that the last minute discovery of a weapon that can destroy this "grey goo"-like substance saved mankind. No one at the period of when this game is taking place knows how it really look like.

The government of Darst merely declared that it have communicated with unrevealed aliens that the crisis is not over yet, and to trust their guidance during the time humanity attempts to recover lost territory. It happens that one of the instructions is that the humans are not to explore the regions of space where most of the stars have disappeared. Some groups obviously refused this warning.

Over time, accidents and complications occur. At first it was the ships that has disappeared and ceased communication, then it was the planets who had their own technological systems failing, including unexpected mass destruction of data. As the worlds loss their method to communicate with each other, and their ships suffering from consistent failures, the majority of the leaders of Darst have decided to hunker down to avoid further losses.

Unfortunately, the situation grew worst, as the local Internet satellites have been shot down, and other electronic storage devices have been mysteriously corrupted. If there had been an enemy to shoot at, the people would have, but not one suspect can be pointed at, and so anarchy reigned for the early periods of technological decline.
May 29, 2021 1:56 pm
[ +- ] Jerome's Backstory
May 30, 2021 5:10 am
The technology of Darst is someway better than our modern world, but not by too much.

Space travel estimates:
Travel to a planet in another system: 1d20 years.
Travel to a fringe planet of Darst's system, like Eldatos: 1d12 months.
Travel to a neighbouring planet, like Mersk: 1d10 weeks
Travel to Darst's moon, Cera: 1d8 days.
Travel to sattelite Station: 1d6 hours.

Laser weapons exist but are rarely distributed. They have probability of backfiring and injuring the user. Commonly used as mining drills off-planet.

The invention of the Accelerator Engine is what made the ships capable of travelling at greater speeds. Its appearance and mechanism is a closely guarded secret, although some information has been leaked.

Computers have advanced to the point of having a number of things automated. Artificial Intelligence is being improved, where it presently has rudimentary ability to communicate with people.
Jul 23, 2021 8:53 am
Homebrew mechanics:

Tiers of failure:
Passing your save roll will mean that you avoid an undesired outcome.
Failing of course means bad things happen.
I will also make it that there is tiers of failure, to make things interesting.
I now will do it as every 3 points over attribute score will be a worser outcome.
For example, you have to roll 12 or below to pass. If you rolled 19, it not only means that you failed, but you got a tier 3 failure. Likely this means that you are badly injured, or your situation got much worse.
Sometimes, I'll keep how much you're risking a secret, unless it's obvious. Sometimes, getting a high failure tier will not be too bad, as I also don't wish to always make every risk life or death.

Tiers of Success:
The rules say that the Spacers can do anything, but I want to make it not that easy. Doing something to have interesting benefit that is not easy will have risks too. So when rolling for Saves, there might be a success tier too.
Tier 1 is the boring success, where you are not harmed, but nothing is gained too. Tier 2 happed at -3 of your stat, example is if you need a 12 to pass, getting a 9 will make it a tier 2 success. Tier 3 happen at -6.


Knowledge:
Normally, new Spacers wouldn't immediately have the knowledge to use certain advanced tools or computers. It will be a Dex Save to avoid handling the technology stupidly. Sometimes it may be Will save instead.
Spacers can make use of their downtime during space travel to learn and train. The length of time needed depends.
For example, learning how to pilot a spaceship safely will require a teacher or a book that teaches so. If you spend 1 week to learn, you will roll Will save to avoid wasting your time and effort. If you take 1 month, it will be auto pass.
Learning to use something like a Cryo-stasis pod will be the same, except you roll save for 1 day, and auto learn at 1 week.

Training:
This is similar to the above, but instead you will improve your attributes. But because field experience should be the best way to improve, downtime grinding should not be easy.
For 1 month, you can try to improve 1 attribute. Roll 2d20, and if the lower result is higher than your current score, it passes. If you fail, roll a save related to that attribute. If you get a tier 2 failure, your score will drop by 1 instead because you messed up your training.
If you train for 1 year, it will be 1 roll, and no saves needed.
If you are working in a job and training, duration will be longer by 3 times.


Edit: Not in use!
Oct 18, 2021 3:59 am
More Background for Factions:
[ +- ] The Maker's Men
[ +- ] The Union
[ +- ] The Industrial Alliance
(WIP)
Mar 10, 2022 11:02 am
Homebrew rules:
(Updated 5th Oct 2023)

Sprinting:
Normally, you can move Short Distance and do an Action in your turn. You can choose to make your Action to move again, at a risk. Roll Dex Save, and you move another Short Distance when you pass. Fail, and you make a choice. Either stumble and not make the extra movement, or still move, but take 1 damage and stumble.
Update: Sprinting is moving 2 units of Short Distances on your turn. You can't take actions. This could potentially require Dex saves if the environment is inconvenient to travel.

Wearing and removing armour:
Realistically, wearing armour will take a while and not something easily done while on the move, and so it takes 1 round to wear or remove a set of armour.

Distances:
(Note that this measurement is for human scale. For ships, it will be x10 and ft becomes metres.)
Close Distance is where you can make quick steps to make a melee attack. Roughly up to 15ft.
Short Distance is the distance you can make in a couple of seconds, throw melee weapons, and attack with Large Melee weapons. Roughly up to 30ft.
Medium Distance is the range where you can shoot with Small Ranged weapons. Roughly up to 60ft. Medium distance is equal to 2 Short Distances.
Long Distance is the range where you can shoot with Medium, Long and Stationary Ranged weapons. Roughly up to 120ft. Equal to 4 Short Distances.
Far Distance is anything further than Long Distance, and is the range to shoot Heavy Ranged Weapons.

Areas/Zones:
This is like the rules of Distances, but made to make mapping the combat/exploration easier. Areas are roughly 30ft across. Normal Movement lets you travel to a connected Area, and Sprinting lets you do this twice. Things that are within your Area are considered both in Close and Short Range. 1 Area away, things are considered to be at Short and Medium Range. 2 Areas away, and they are Medium Range. 3 and 4 Areas away and they are Long Range. 5+ Areas away and they are Distant Range.

Throwing your weapon:
You can throw your Small and Medium Melee Weapons to Short Range. However, Medium Melee Weapons will deal damage equal to two rolls of the damage dice and pick the lowest.

Critical Pass or Fail:
This is when saves are required. Rolling 1s is a critical pass, and rolling 20s is a critical fail. The result is situational. There can be discussion about what it could be, to make it fair or narratively appropriate.
Crit fails could mean the damage dice will go up in size. Crit pass could mean giving advantage for 1 turn, or negate other damages, or even recovering 1 point of damage.
Mar 16, 2023 1:44 pm
List of NPCs:

Named NPCs:

Bob and Thompson the ship technicians and Jake the ship pilot. (The crew of the ship)

Samantha O'Reilly, the Assistant Head of Communications. (The quest giver)
Petrov, the janitor. (The prophet of The Face)
Sabe Ruth, the electrician. (Member of the Club)

Christina, a member of the 1st team of explorers of The Face. She is the first victim and is left at the entrance.
Chong Lee, another member. He is the author of the journal he wrote for his team's journey. Becomes another victim and traps himself in a toilet cubicle.
Samuel, the "Cocooned Host". Mentioned to be a Union member and betrayed his team mate to join with the "entity".
James, the betrayed victim and whose skull was the cause of Petrov's downfall.


Samuel, the 30 year old janitor. (Was taking unapproved drugs for the stress.)
Theo, an administrator. (Relunctant to help Samantha. Wants to have staff snitching.)
Jurgen Muller, Head of Communications.

Gabrien, 50 year old man in a grey jacket. (Member of the Club)
Linda, 30 year old lady in a casual green dress. (A Research staff)
Barry, 40 year old man in a red shirt with glasses and shorts. (Irritable staff)
Damien, 30 year old man in a blue shirt and jeans. (Nervous staff)

Connor McCarthy, the 30yr old construction worker, mainly handles electrical installations. Boyfriend of Wolf.
Dr Wu Kehui, the design Inventor for the filtering machine to clean the air of Mersk.

Nickson, a cult bodyguard.
Ingo Schultz, a cult bodyguard
(WIP)
Feb 18, 2024 12:29 pm
Rules for downtime period:


You can find a job to do.
The pay starts at 1d3+2 x 100 credits per week if the work is safe. If the job have some risks, it will be 1d4+3 x 100 credits per week. Risk can be injuries, or it can even cause complications like upseting a local faction or cause damages that require you to pay. I will roll 1d6 per week if so. On 1, you will suffer something.

Other actions.
You can choose to investigate the matter of the Cult, and find where the surviving members are hiding and their potential plans(or investigate something else as you wish). You have to describe how you are doing it. I'll then decide what saving roll this requires and the meaning for it. You then roll it to confirm your action.
You can choose to spend your time doing anything else, such as dating/befriending a local or receive training. Further discussion on this may be needed.

Working half the week.
If you have to work half the week, such as being hospitalised or doing other actions that can take half a week and allowing you work the other half, your salary from this is halved.

Being distracted at work.
You will do an activity that needs a Save, and your salary roll will be at disadvantage. If you fail this save, additional punishment from the failed save comes.

Hospitalisation.
This can happen when not in downtime too. Normally, it will take 1 week, and you will be fully healed of your HP and attributes, and most long term conditions. This will cost you 400 Credits.
You can stay for 1 day, and it will cost you 50 Credits. You will fully heal HP, or 1d6 of an Attribute if already have full HP.
You can stay for half a week, and it will cost you 200 Credits. You will fully heal HP and 1 of your Attributes.

Colour coded names.
The name of the character being talked about in the post will be placed first as well as being coloured.
Odd numbered in-game weeks will be Blue.
Even numbered in-game weeks will be Green.
This is to differentiate in case if some characters are lagging behind from the current in-game week. (No worries if you are.)

Favours from sub-factions.
(The rules of this isn't hard and fast. It is to help track how friendly or trusting each group is with a character.)
This is a general idea of how I will reward Favour.
Working in a safe job for a week: 2.5 Favour.
Working in a risky job for a week: 0.5 Favour.
Spending time with a group without earning much from them: 1 Favour.
Failing to work in a risky job: -0.5 Favour.
Failing a save while in a job: -1 or -0.5 Favour.
Failing a save while spending time with a group: -0.5 or -1 Favour.
Lastly, I will do a "random encounter" each week. I'll roll a d6 for probability, and on a 6, I'll roll another d6 to determine result. The results will involve Samantha contacting on you all to gather for a secret meeting again.
For each week without a special event, a modifier of +1 will be added to the next roll. This modifier resets after a special event.

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